Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

The Djego
Minmatar Hellequin Inc.
|
Posted - 2011.02.13 20:27:00 -
[211]
Edited by: The Djego on 13/02/2011 20:29:15
Originally by: Kepakh
Originally by: Gypsio III
But if we increase blaster tracking, then it raises the possibility of blasterboats being too good at killing small stuff. But is that actually a problem? After all, lasers and ACs can use their optimal/falloff to track small stuff at range. So I don't really see that even a 50% increase in blaster tracking would be excessive.
Yes, it is a problem.
While AC and Lasers can hit smaller ships at range, it is not an operational range of those ships. Large blasters have much closer operational range as smaller ships which would not allow small ships to operate.
It is unfortunate and 'unfair' but I do not think it is reasonable to make 1 ship useful by making another 1 useless.
I find it strange that people still fear blaster ships after all this years. Blaster pvp never made another ship redundant, it did ok dps but it got a lot of disadvantages and a huge price to pay(in form of hulls you lose in battles that you can't win or escape from) for making Eves most deadly combat range(pre QR) actually a deadly combat environment.
I for myself never lost a small ship to a mega in pvp, for the simple reason that if you know what you are doing you won't find yourself in front of it in solo/small gang pvp.
The real question is: Why should this ships be supposed to operate in blaster range instead of dieing in blaster range?
Blaster pvp got his fame of being unbeatable at close range because of reckless pilots that did flesh out the true soul of gallente pvp by bringing sudden death to close range. Blaster pvp is about to chase, force, control and inject untankable amounts of DPS into your target. You basically reflected the suicide style pvp right back at your target making them think twice engaging it at point blank and accepting sudden death if you force them down to your range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Kepakh
|
Posted - 2011.02.13 22:36:00 -
[212]
Originally by: The Djego
The real question is: Why should this ships be supposed to operate in blaster range instead of dieing in blaster range?
Because that is how the game mechanics are built - larger turrets have difficult time hitting smaller targets.
I do not find large blasters capable of annihilating everything within web range particularly interesting nor do I see any reasonable arguments that would support such 'feature'.
|

Kn1v3s 999
Gallente Gung-Ho Guns
|
Posted - 2011.02.13 23:35:00 -
[213]
I would rate it 03/10 but page 8, at least you deserve a 08/10 man
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2011.02.14 08:05:00 -
[214]
Originally by: Kepakh
Originally by: The Djego The real question is: Why should this ships be supposed to operate in blaster range instead of dieing in blaster range?
Because that is how the game mechanics are built - larger turrets have difficult time hitting smaller targets.
I do not find large blasters capable of annihilating everything within web range particularly interesting nor do I see any reasonable arguments that would support such 'feature'.
Eve was this way for years, and nobody had a problem with it. You can't have a close range damage dealer that doesn't work at close range, this niche doesn't exist.
Remember all the whine about the idea of putting 90% webs on the serpentis ships? Did you see a single thread about how game breaking they are after the boost? Did you see them actually in used at a large scale ingame? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Kepakh
|
Posted - 2011.02.14 08:44:00 -
[215]
Originally by: The Djego
Eve was this way for years
Yes, it was and it is no longer. Webs were nerfed for as reason, bringing back certain ship to perform as pre nerf makes no sense.
And yes, I am against webs bonuses in principle. Ewar bonuses belongs to ewar ships, not DPS boats.
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2011.02.14 09:13:00 -
[216]
Originally by: Kepakh
Originally by: The Djego
Eve was this way for years
Yes, it was and it is no longer. Webs were nerfed for as reason, bringing back certain ship to perform as pre nerf makes no sense.
And the reason was blaster ships hit stuff at point blank, right?
Originally by: Kepakh Ewar bonuses belongs to ewar ships, not DPS boats.
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Kepakh
|
Posted - 2011.02.14 09:39:00 -
[217]
Originally by: The Djego
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range.
It isn't pointless.
The difference is, that I would rather find fix for blaster boats within current mechanics and roles while respecting the speed changes, despite how much I dislike and disagree with them.
I simply do not want 'any' solution that makes blasters hit at point blank.
|

The Djego
Minmatar Hellequin Inc.
|
Posted - 2011.02.14 10:04:00 -
[218]
Originally by: Kepakh
Originally by: The Djego
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range.
It isn't pointless.
The difference is, that I would rather find fix for blaster boats within current mechanics and roles while respecting the speed changes, despite how much I dislike and disagree with them.
I simply do not want 'any' solution that makes blasters hit at point blank.
In this case your just wasting your time, as there is no role a blaster ship could fill if it fails at point blank dps in his solo/small gang niche with the game mechanic that we have on the server.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

StrykerR1
|
Posted - 2011.02.14 19:06:00 -
[219]
Originally by: Kepakh
Originally by: The Djego
That is a pointless statement, at least as pointless as a dps boat that can't deal dps at his range.
It isn't pointless.
The difference is, that I would rather find fix for blaster boats within current mechanics and roles while respecting the speed changes, despite how much I dislike and disagree with them.
I simply do not want 'any' solution that makes blasters hit at point blank.
lol then what should we do turbo? get rid of blaster all together?
|

freshspree
|
Posted - 2011.02.14 20:05:00 -
[220]
Blasters are ok. We still see blasterthrons everywhere and yes people still use blasters on a domi. I can agree on an effective range increase but this increase shouldn't come without a slight decrease in dps. The caldari hybrid boats will suffer from this so if you want to make it fair and properly balanced. I'd also suggest tackling the problem by changing the ship bonuses. Heavy neutrons (anitmatter) on a mega has a pretty similar effective range as mega pulses on a geddon(multifreqs).
Ships like the shield fitted hyperion will become overpowered. This thing spews 1000 dps+ across an effective 25kms with above 100k ehp. So CCP should take their time before making changes that will shift the powerhouses to a certain faction.
Proposed changes
falloff of all hybrids should increase by 250% and caldari ships should get a damage bonus instead of range bonuses. This will allow more caldari/gallente hybrid boats to compete effectively with other ships. This seems like the best idea, but like i said the shield hyperion will become a beast. Spewing insane dps from 30kms out.
|
|

Tony SoXai
|
Posted - 2011.02.14 20:22:00 -
[221]
Originally by: freshspree Blasters are ok. We still see blasterthrons everywhere and yes people still use blasters on a domi. I can agree on an effective range increase but this increase shouldn't come without a slight decrease in dps. The caldari hybrid boats will suffer from this so if you want to make it fair and properly balanced. I'd also suggest tackling the problem by changing the ship bonuses. Heavy neutrons (anitmatter) on a mega has a pretty similar effective range as mega pulses on a geddon(multifreqs).
Ships like the shield fitted hyperion will become overpowered. This thing spews 1000 dps+ across an effective 25kms with above 100k ehp. So CCP should take their time before making changes that will shift the powerhouses to a certain faction.
Proposed changes
falloff of all hybrids should increase by 250% and caldari ships should get a damage bonus instead of range bonuses. This will allow more caldari/gallente hybrid boats to compete effectively with other ships. This seems like the best idea, but like i said the shield hyperion will become a beast. Spewing insane dps from 30kms out.
I don't like this. If you give blasters more range they cease to be blasters.
|

freshspree
|
Posted - 2011.02.14 20:40:00 -
[222]
Hybrids should be the capless weapon and Projectiles cap heavy. Then we would see some balance.
Nope, this doesn't make sense. Have you seen the cap amount of minnie ships?
If you fit your ships well and you play this game. You'll notice that gallente ships tend to be the ones that can use 2 reppers effectively.
|

freshspree
|
Posted - 2011.02.14 20:46:00 -
[223]
Proposed changes
falloff of all hybrids should increase by 250% and caldari ships should get a damage bonus instead of range bonuses. This will allow more caldari/gallente hybrid boats to compete effectively with other ships. This seems like the best idea, but like i said the shield hyperion will become a beast. Spewing insane dps from 30kms out.
I don't like this. If you give blasters more range they cease to be blasters.
what do you think hybrids need the most?
|

Tony SoXai
|
Posted - 2011.02.14 20:59:00 -
[224]
Originally by: freshspree
Proposed changes
falloff of all hybrids should increase by 250% and caldari ships should get a damage bonus instead of range bonuses. This will allow more caldari/gallente hybrid boats to compete effectively with other ships. This seems like the best idea, but like i said the shield hyperion will become a beast. Spewing insane dps from 30kms out.
I don't like this. If you give blasters more range they cease to be blasters.
what do you think hybrids need the most?
I think they need most to dominate at close range. As it is they outdamage AC and lasers but they lack tracking. If the tracking on blasters got buffed I would be very pleased.
|

freshspree
|
Posted - 2011.02.14 21:09:00 -
[225]
tbh, nothing beats a hyperion at close range in terms of dps. They could use a lil nudge in effective range though. Tracking on rails also needs a lil nudge.
|

Djerin
Morsus Mihi
|
Posted - 2011.02.18 18:31:00 -
[226]
Originally by: freshspree They could use a lil nudge in effective range though.
No they don't! We do not need more range for blasters. That would only turn them into lasers. Neither do we need more falloff. That would only turn them into autocannons. If you want to fight at range use something else and leave blasters alone, please. Thank you. ---- Sarmaul's crosstrainorgtfo |

Predator989
|
Posted - 2011.02.18 19:00:00 -
[227]
Originally by: freshspree tbh, nothing beats a hyperion at close range in terms of dps. They could use a lil nudge in effective range though. Tracking on rails also needs a lil nudge.
The hyp may do a lot of this so called dps, BUT the big issues of it = tracking and the balance of tank/gank.
You don't buffer fit it armor because you waste the bonus, and if you try to ''tank'' fit it too much then you waste the gank factor.
You can active shield tank it or buffer shield tank it effectively, but again.....that nerfs your choice of mids that could be used for other things like 2x webs for example.
I mean really at this moment in time other than ''station'' games in small scale fits the hyp = worthless in my book. I'd rather fly a megathron over it any day, and I'd rather fly my vindicator over the mega since it seems to be the only ''good'' blaster boat sporting 2k dps and having almost 400k ehp with slaves in a gang. (and 24km 90% overheated webs don't forget that)
|

Skex Relbore
Gallente Skexcorp
|
Posted - 2011.02.18 19:33:00 -
[228]
Originally by: Djerin
Originally by: freshspree They could use a lil nudge in effective range though.
No they don't! We do not need more range for blasters. That would only turn them into lasers. Neither do we need more falloff. That would only turn them into autocannons. If you want to fight at range use something else and leave blasters alone, please. Thank you.
Exactly.
The problem I see with blasters is that they can't track well enough out to their optimal. Well one of the problems.
Even assuming you manage to do everything right and actually land and lock down an enemy ship with a blaster boat all they have to do to equalize things in either an AC platform or a pulse platform is close to within 1km (at least for a BS would be closer for other hulls which might be part of why people don't see small blasters as being so fail).
There is absolutely no situation in which a blasterthron out dps's with a Pulse Geddon or an AC Tempest beyond 12km but there are plenty where it gets out dps'd at those ranges.
IMO if you are going to be limited to such short engagement ranges then you should at least be able to dominate at those ranges.
Oh and Khepac on the orbiting frig issue they can just orbit at 15km and easily speed tank most of the DPS put out by a blaster BS. Why shouldn't they have to adjust their tactics for a blaster ship?
I do think that instant ammo change would help mitigate the range/kiting issue a tad. You could switch ammos so you'd still be able to hit something at longer range but for significantly reduced dps.
|

baltec1
Antares Shipyards Phalanx Alliance
|
Posted - 2011.02.18 19:35:00 -
[229]
Originally by: Predator989
Originally by: freshspree tbh, nothing beats a hyperion at close range in terms of dps. They could use a lil nudge in effective range though. Tracking on rails also needs a lil nudge.
The hyp may do a lot of this so called dps, BUT the big issues of it = tracking and the balance of tank/gank.
You don't buffer fit it armor because you waste the bonus, and if you try to ''tank'' fit it too much then you waste the gank factor.
You can active shield tank it or buffer shield tank it effectively, but again.....that nerfs your choice of mids that could be used for other things like 2x webs for example.
I mean really at this moment in time other than ''station'' games in small scale fits the hyp = worthless in my book. I'd rather fly a megathron over it any day, and I'd rather fly my vindicator over the mega since it seems to be the only ''good'' blaster boat sporting 2k dps and having almost 400k ehp with slaves in a gang. (and 24km 90% overheated webs don't forget that)
I take my hyperion on shield BC roams. It has the range, speed, buffer, agility and dps to more than make it great at these roams. As for tracking, I have been shooting fighters and heavy drones out of the sky as well as cruisers so its not as gimped as many think. I am currently testing a mega with the same style of fit but it gets less buffer and speed but the tracking is rather nice to have.
I wouldnt ever fly them solo but in a gang they are rather nice.
|

Omara Otawan
|
Posted - 2011.02.18 19:49:00 -
[230]
Originally by: Skex Relbore
There is absolutely no situation in which a blasterthron out dps's with a Pulse Geddon or an AC Tempest beyond 12km but there are plenty where it gets out dps'd at those ranges.
Wrong. The Tempest doesnt outdamage the Megathron in turret damage until 18km, and that is not counting neither the superior tracking of the Mega nor its superior dronebay or its better buffer.
In fact, to get the same survivability from a Tempest as the cookie cutter Megathron you'll be down to a single damage mod, which means you'll start pulling ahead in pure turret damage at 22km.
Given a proper drone loadout on both that leaves room for a set of light drones, the Tempest pulls ahead at only 28km and up, and the Mega still tracks better with Null than the Tempest does with faction shortrange.
|
|

Chi Quan
Bibkor Enterprises
|
Posted - 2011.02.18 21:42:00 -
[231]
here is a little blast from the past: Linkage especially 'lil reminder sum-up Linkage Linkage Linkage
---- Ceterum censeo blasters need some tracking love |

The Djego
Minmatar Hellequin Inc.
|
Posted - 2011.02.18 22:13:00 -
[232]
Originally by: Chi Quan here is a little blast from the past: Linkage especially 'lil reminder sum-up Linkage Linkage Linkage
Strange, I have seen myself in every single one of this threads, I feel old somehow. I even seen Bellum having a new Avatar, wb.  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
|

Chi Quan
Bibkor Enterprises
|
Posted - 2011.02.18 22:32:00 -
[233]
Yes, somehow nostalgic. Goum(in)dong is gone. Good riddance. ---- Ceterum censeo blasters need some tracking love |

Djerin
Morsus Mihi
|
Posted - 2011.02.18 22:35:00 -
[234]
Meh, it's like talking to a wall. Took them forever to react to the Deimos thread back in the day too. And shortly after they made it somewhat decent they boosted all other hacs making it the poor underdog again. I feel like a moron for clinging onto it. :/ ---- Sarmaul's crosstrainorgtfo |

Skex Relbore
Gallente Skexcorp
|
Posted - 2011.02.18 22:49:00 -
[235]
Originally by: Omara Otawan
Originally by: Skex Relbore
There is absolutely no situation in which a blasterthron out dps's with a Pulse Geddon or an AC Tempest beyond 12km but there are plenty where it gets out dps'd at those ranges.
Wrong. The Tempest doesnt outdamage the Megathron in turret damage until 18km, and that is not counting neither the superior tracking of the Mega nor its superior dronebay or its better buffer.
In fact, to get the same survivability from a Tempest as the cookie cutter Megathron you'll be down to a single damage mod, which means you'll start pulling ahead in pure turret damage at 22km.
Given a proper drone loadout on both that leaves room for a set of light drones, the Tempest pulls ahead at only 28km and up, and the Mega still tracks better with Null than the Tempest does with faction shortrange.
I don't know how you like to fit stuff since you don't have any combat history of note on the character you are posting with, so obviously mileage may very a bit but a buffer shield tanked AC pest with 800s will outdamage a mega at any range greater than 10k with guns alone (both boats with 2 damage mods (no damage rigs which puts the pest further to the good and won't fit on a neutron Mega.)
If you add drones in then it moves out to about 13km.
Admittedly there is more to combat than just that. The Mega will have a fair amount more HP then again the Pest would have much greater regen. If the Pest pilot were to screw up and get scrammed and webbed then they'd be in trouble. Then again assuming that both pilots are competent it would really come down to who ran out of cap charges first.
That's assuming both pilots are equally competent in which case the Pest warps off.
oh and to using null sure let them out damage you across the whole engagement range.
Oh and just for grins I tried an armor pest and it works out about the same guns cross around 10k with drones taken into account it switches around 12.5k of course if the pest pilot is worth his salt he's going to hang out at range and sick his valks on the mega's heavies to secure the high ground.
The smart Pest pilot puts the Mega into a stern chase at around 20k and wears it down. oh thanks to it's copious mids it can fit a prop mod a web a scram and a long point along with a cap booster. So if the Mega gets into scram range just scram it back if webs you return the favor all while keeping it from rabbiting with a disruptor.
Honestly I have no idea what kind of fits you are using that a mega can outdamage anything at 18k at that range Neutrons are down to about 350dps compared to better than 750dps on the Pest (even with heat).
Oh and why on earth would you give up a damage mod to try and match buffers? Even 20k down the Pest'll make up the difference in in plenty of time to watch the pretty explosion particularly since it will be able to shoot at the Mega's explosive hole. While the mega will have to fight most of it's damage through Kin/therm.
If by some miracle the Mega does get into scram range then it comes down to a race between it's cap/boosters/neut vs the Tempests cap/boosters/neuts. And the Tempest can shoehorn a heavy neut a med nos (to maintain point if capped out) and it can fit a heavy booster with all that as opposed to the medium booster the mega would be stuck with.
Compare to a Geddon and the situation gets even worse because Geddon for some odd reason can actually get under GD guns and out dps you under 2.5km.
Of course a fight with a geddon is going to come down to starting positions. If the Mega can lang inside 10k it's probably going to win however if it has to motor to the geddon it will take damage all the way there.
This of course only counts solo, in gang it's worse for the blaster ship because it means that the majority of it's time its motoring from fight to fight while the other ships are just sending DPS down range.
|

captain skinback
|
Posted - 2011.02.18 23:29:00 -
[236]
remember when these threads where always about minmatar ships?
who cares if x is slightly better at y its not like its impossible to do well and get some good kills in gallente ships. anyone who says otherwise should get their heads out of eft.
|

Hungry Eyes
Ministry of War
|
Posted - 2011.02.19 00:38:00 -
[237]
Originally by: captain skinback remember when these threads where always about minmatar ships?
remember when they got mad buffed? yeah. and now we see threads like "best cane setups for wtfpwning 3 ships at a time", or my fav "post your 1 billion EHP drake setup herez"
no one is talking about "slightly better" here.
|

Cambarus
Thunderfury Blessed Blade of the Windseeker
|
Posted - 2011.02.19 02:09:00 -
[238]
Originally by: captain skinback
who cares if x is slightly better at y its not like its impossible to do well and get some good kills in gallente ships. anyone who says otherwise should get their heads out of eft.
The problem with this mentality is that you're conveniently forgetting that with minmatar/amarr/even caldari sometimes, you'd have also got those kills, plus a bunch of others, and have done so with less risk as well (remember that the ability to disengage is something most blaster ships lack).
Anyway, people need to stop comparing gal ships to matari ones, they're far too different in how they work and what they do to be properly compared. Look instead at amarr ships (I have many posts comparing the mega to the geddon, since they're nearly identical in how they're fit) if you want to see the imbalance.
Both races use cap to fire their guns, both races tend to armor tank, with decent sized drone bays. They've got their differences, but are similar enough to make a decent comparison. Using the mega and geddon as an example:
Same speed, same EHP Geddon starts to OD the mega at 8km, not even counting reload time. Even factoring the mega's web, the mega cannot control transversal well enough to keep under the geddons guns without losing the ability to hit as well. The DPS difference between the 2 ships inside the megas optimal (4.5km) is less than 10% The geddon can instantly switch to scorch and hit reliably at 45km If the mega loads null, the geddon will OD it at ANY range. |

Templar Dane
Amarrian Retribution
|
Posted - 2011.02.19 02:15:00 -
[239]
Originally by: captain skinback remember when these threads where always about minmatar ships?
Yeah, and funny that the complaints were about the minmatar battleships. People weren't complaining about rifters/thrashers/ruptures/canes/vagabonds/sabres...yet, ccp deemed the whole lineup in need of improving.
|

Omara Otawan
|
Posted - 2011.02.19 03:02:00 -
[240]
Edited by: Omara Otawan on 19/02/2011 03:05:39
Originally by: Skex Relbore
I don't know how you like to fit stuff since you don't have any combat history of note on the character you are posting with, so obviously mileage may very a bit but a buffer shield tanked AC pest with 800s will outdamage a mega at any range greater than 10k with guns alone (both boats with 2 damage mods (no damage rigs which puts the pest further to the good and won't fit on a neutron Mega.)
Absolute standard fittings, armor Tempest (800s, dual plate, 1-2 gyro, 1-2 resists, dc) vs armor Mega (neutrons, dual plate, 2 magstab, 2 resists, dc). Check it out yourself if you dont believe it.
Also, if you want to bring shield Tempest (3 gyro, 2 TE) in the mix, compare it to a shield Mega (3 magstab, 3 TE). Same deal, Tempest pulls ahead at 18km in turret damage with shortrange, and at over 30km with longrange. Again Mega tracks a lot better.
Comparing a shield BS to an armor BS is nonsense, bring a shield Tempest to an armor BS fight and see how long it lasts under scorch. Its not very long.
Quote: Oh and why on earth would you give up a damage mod to try and match buffers?
Because a ship that just exploded does zero damage. You need resists to allow your friendly RR to have decent effect, and you need buffer to survive long enough so they can start repping.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: one page |
First page | Previous page | Next page | Last page |