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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.23 06:53:00 -
[1]
Originally by: Cambarus
Originally by: baltec1
Originally by: Cambarus
This what happens in an EFT maths fight. In reality I find I have little problems out damaging my opponents.
Proof or stfu.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.23 23:19:00 -
[2]
Edited by: The Djego on 23/04/2011 23:26:50
Originally by: Umega All it takes is doing varies things to establish the right situation, when you think about it.. the fast blaster boats are considered top predator ships when in the right hands. Fast only makes the situation of ideal range easier.. there are other methods to get it in your favor other than simply 'approach target' and pray. This is where people fail.. but its a video game, and majority of people on an MMO can't admit their method is wrong, or simply too stupid to adapt.. and things should be adjusted to their way of thinking.
The majority of the good players is also clever enough to don't use blaster ships since they are just bad. There is not a single reason to not use 50% more speed, double your range, increase your ability to actually project damage(by simply don't fly a ship that can't do it at his range), increase of utility, add the gtfo option and stop throwing a extra 50M of faction items on the hulls just because they can't be fitted with T2 reasonable well.
Most blaster ships don't offer any good reason to get used by good players, I didn't fly one for ages since most of the hulls are just plain crap since 2.5 years now. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.24 08:44:00 -
[3]
Originally by: Umega Whats your definition of 'good players'? I don't see how someone could state 'good players' in sentence that suggests they need a 90% web to actual be considered legit and 'good players'.
Is this so? The key point might be, what can a good player do with a blaster ship that has the ability to actually do damage at close range again? Is it worth using as a damage dealer in solo/small gang scenarios with the 60% web? Probably not and this might be the reason why it isn't really used atm.
Originally by: Umega Its only a matter of time before a well known and respected alliance pulls off a 0km warp-in point and ****s some arty/tachyon target with a neutron fleet of hyperions/brutixs.. AND to have it plastered all over the place will people take notice and think 'oh, well...'
It is not, because it is ******ed. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.25 06:03:00 -
[4]
Originally by: Baraka Saibot How about of mostly falloff on blasters, to be about 70-80% optimal and the rest falloff. Better real DPS, better range, and Caldari gunboats would benefit more from their rather useless bonus with blasters.
That weapon is called puls laser and already ingame. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.26 05:32:00 -
[5]
Originally by: Baraka Saibot
Originally by: The Djego
Originally by: Baraka Saibot How about of mostly falloff on blasters, to be about 70-80% optimal and the rest falloff. Better real DPS, better range, and Caldari gunboats would benefit more from their rather useless bonus with blasters.
That weapon is called puls laser and already ingame.
No, it's called giving the the blasters more optimal and less falloff but still the same maximum range. The Pulse lasers will still have better range.
FYI
Neutron Blaster II
Now: 4.5km optimal, 12.5km falloff. With 70%: 13,25 + 3,75 With 80%: 14,5 + 2.5
Mega Puls Laser II Now: 15km optimal, 10km falloff
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.26 09:38:00 -
[6]
Edited by: The Djego on 26/04/2011 09:39:03
Originally by: Baraka Saibot FYI 4. This is pointless anyway.
Since I can use missles, acs and lasers fairly well and mostly just waiting since 2.5 years now that CCP actually address the failure that blasters became as a point blank weapon with QR, I would agree here. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.26 10:20:00 -
[7]
Originally by: baltec1 So I have to be up top 100% of the time and beat it all before you think blasters are on par with the other weapon systems?
May by people would take you serious if you would have something more to contribute to the topic than "I think blasters are fine, and I used them a few times, all your numbers must be wrong by my limited personal experience with them".
Just a opinion from somebody that flown the ships a bit back in the days as a general bread and butter pvp baseline instead of "lol look I didn't score last place in damage done on this KM". If there are reasons to don't bring the hulls to small gang/solo fights, even fully maxed out on the skill side, because other hulls/weapons just do the same better in 9/10 cases, the concept is not fine, regardless of your opinion that was disproved by numbers more than one time.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.26 20:39:00 -
[8]
Originally by: baltec1 The problem with EFT numbers is they get proven to mean very little in the game time after time.
EFT stats are very exact and lead to a quite predictable ingame behavior as long as people understand how falloff, tracking, speed and range work together in a standard pvp situation and are able adjust her tactic to the ship they fly and the ships they fight.
Originally by: baltec1 There are far more people who do fly blaster boats out there who do not have all of the issues you lot seem to have and the very fact none of you seem to be able to agree what exactly is wrong with them or know how to fix them just comes across to me as you lot not using them right in the first place.
I don't know many in person actually, most people around me that flown the hulls a lot back in the days use mini or amarr today, similar to me.
Originally by: baltec1 As I said before, they work for me but not for you. If they didnt work then I would not use them. Quite honestly I should probably keep my trap shut and let you get them buffed so I can get ven more out of them.
Depends a lot if you can win a fight by just pressing F1 since you have 5vs1 odds or you really have to work for it and using the strength of the ships/weapons to get the kill and don't die in a fire any time you try.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.26 21:02:00 -
[9]
Originally by: Sainsbury Speed: Making gallente boats faster would be imbalanced, not massively so but still imbalanced. Once you have the short range gun being able to dictate range on all the long range guns, that long range becomes worthless. As mentioned already an agility boost on gallente ships is probably more in the right direction.
Right because a non nanoed blaster ship is to slow to catch stuff and a nanoed one dies against any good pilot regardless of the range because of the awesome tank made of paper.
Originally by: Sainsbury Tracking: It's really not an issue. Tracking is and should be where piloting comes in to practice. With blasters you need to approach different fights in different ways, but if you insist on orbiting everything and out tracking yourself that's your own fault.
How about people that are not being total ******s and give a **** about people that pretend the damage projection is fine because they can gear the hulls to not fighting at a range that sucks so much(again a range where anybody good will eat you alive with EMP/Scorch).
Originally by: Sainsbury Range: Blasters have to be short ranged, if they're not they're just the same as other weapon systems but by another name (bar damage types). Do we want a homogenous game? I don't. PLus we need something to keep the thrill junkies happy :D I'm kind of addicted to the falloff bonused blaster hulls, but even there you're skirting scram range and i'd consider them 'short ranged'
How about using the hulls at point blank, getting the real deal of what pile of crap short range pvp really is since 2.5 years?
Originally by: Sainsbury Damage types: It does suck that Kin/Therm is what they're stuck with, it's the lowest resist on practically nothing and the highest resist profile on many. I don't know what could be done except have a minor tertiary damage type on some ammo, e.g 10therm/15kin/2EM on antimatter? dunno if it'd make any real difference.
Blaster pvp is balanced around putting peak dps on the target, where even HIC like resists will not save you from dieing a quick and painful death. It doesn't need other damage types or fancy stuff it just needs back the ability to dish out real pain at point blank.
Originally by: Sainsbury Place in fleets: Blasters aren't for fleets, the problems with gallente boats in fleets are more problems with rails. Not an issue imo.
Agreed.
Originally by: Sainsbury Tank: Here i think blaster boats got screwed. Pairing low range guns with armour tanks that slow them down is a bit of a nonsense. I've ended up finding ways to avoid armour on nearly all my blaster boats, but armour tanking in general is pretty terrible for Cruiser/BC ships (yeah yeah, you can triple rep a myrm, great... but it relies entirely on the other guys decideding to wander into tackle range). This unfortunatley isn't gonna get fixed so *shrug*
It can be fixed with addressing the rigs and put blaster pvp in a proper state at point blank again. Gank is the primary tank of a blaster ship and even a light active or buffer tank can be quite good if you can count on the dps your hull will bring to the table(w/o failing to deliver it at point blank) and can force off/kill tacklers just as before QR.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.19 06:47:00 -
[10]
Edited by: The Djego on 19/05/2011 06:48:45
Originally by: Kelio Rift Well... Blasters DPS suck? Range also sux?
http://rax.hunreloaded.hu/?a=kill_detail&kll_id=60547
Tracking is an issue? At extremely close ranges?
http://rax.hunreloaded.hu/?a=kill_detail&kll_id=60548
How could these be? Feel free to chew on them... 
Hey man, I show you what people fly today for DPS if you want a damage dealer in the gang:
Linkage
And yes this Pest pilot is fully maxed for the mega to and flown both ships for ages in max gank setups(1350 pest and 1600 DPS mega)as solo ships and small gang gank machines. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.19 07:30:00 -
[11]
Originally by: Kelio Rift T1 guns fitted or not, that's not my problem. People who can't make blasters work is also not my problem.
I actually would love to fly the mega again if it would be the damage dealer that it was 2.5 years ago, but today there is no such thing like "make blasters work".
Nobody that actually was good with the mega at gank would fly the ship today, for the simple reason that if you can make a mega work you can pawn people with a other ships a lot more effective and if you bring a blaster ship for dps you actually fly the wrong hull in modern pvp engagements. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.19 07:56:00 -
[12]
Originally by: Kelio Rift
Originally by: The Djego modern pvp engagements.

Damn, I'm old... And I'm stuck with old fashioned stuff... But I kinda like it... 
Damn now I feel old to.  ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 07:30:00 -
[13]
Originally by: Kelio Rift After these many arguments I've seen here, I still say that blasters are fine, those who don't want to put effort into them to make them work, fine by me. Fly whatever ship you want to, just don't whine about blasters.
The effort in pvp should start with picking the right ship for the job, and there isn't really a job where the blaster ship would be a good choice(except hugging undocks).
It is to slow, it is just bad at any possible combat range(including close range), it is a cap hug, expensive to fit(cpu), primary in every fight, a glass cannon in any fit that actually provides a damage advantage at all, has not gtfo and in the end not even the ship you want to bring as a damage dealer in your gang, because other ships do this far more relay able outside the "everything starts at zero, everything hits for full damage" illusion many people have in pvp.
If you put said effort into your pvp you will out damage it in next to every fight with a proper flown med range damage dealer. It is to weak to justifies his own use in his niche(what is solo/small scale DD) and pretty much pointless outside of it. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 14:44:00 -
[14]
Edited by: The Djego on 20/05/2011 14:47:34
Originally by: baltec1 A thorax gang is still very viable and blaster vexors even more so.
That is preaty retarted, seriously, last time I flown in a comedy ganknight with cruisers only you had Arti ruptures and puls Zealots/Omen on top of every single killmail.
http://dass.griefwatch.net/index.php?p=details&kill=45666
http://dass.griefwatch.net/index.php?p=details&kill=45637
http://dass.griefwatch.net/index.php?p=details&kill=45639
So yeah, your point? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 15:00:00 -
[15]
Edited by: The Djego on 20/05/2011 15:01:22
Originally by: baltec1
Originally by: The Djego
So yeah, your point?
lets see.
Thats not a vexor/rax gang?
They were terrible pilots?
The didnt arrive with the rest of the fleet?
They fit them wrong?
http://www.youtube.com/watch?v=sGAjymmeYkg
Learn to rax tbh
Alliance tournament(even from the time before the QR sledgehammer nerf), this is all you got?
FYI there is a reason people prefer alpha and range in gangs and for this simple reason blaster fitted ships are kind of bad for most gangs. Also for the same reason I was in a Rupture and not in a Thorax for this gang. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 15:16:00 -
[16]
Originally by: baltec1
Originally by: The Djego
Learn to rax tbh
Alliance tournament(even from the time before the QR sledgehammer nerf), this is all you got?
Comming from someone who doesnt fly the ship as gives examples of bad pilots not managing to outdamage pirate ships?
What happened in that vid was a mob of rax burned 70km at a speed my rax can go and ripped apart a supposedly invincble setup flown by "elite pvpers". Not even the bad tracking you keep claiming saved those frigates.
This is me vs the Wrong Alliance Leader(that also was in AT multiple times):
Linkage
Your point? ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 15:25:00 -
[17]
Edited by: The Djego on 20/05/2011 15:26:56
Originally by: baltec1
Originally by: The Djego
Your point?
You are doing a fine job of making it for me.
Rax once again wins
This is from 2008, from a time where any Thorax was as good as a Vigilant is todday, most cruisers where paper thin nano builds and stuff wasn't slow as hell.
Originally by: baltec1
Originally by: The Djego
You know how alliance tournament works and that it is a bit different than the PVP on TQ do you?
Yes. Normaly you only have to burn 16km.
I get it you are just trolling me, gj mate. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 15:40:00 -
[18]
Originally by: baltec1
Originally by: The Djego
I get it you are just trolling me, gj mate.
True, you make it too easy. However the rax is not as gimped as many try to make out here. Its a balls to the wall ship, very fun to fly and fully able to kill. A good gang of them is still deadly. The vexor is also just as fun and packs quite a whack.
I enjoy them and they work for me. Get them buffed and Ill have even more fun and for once will have the FOTM right from the start.
So you are not a troll, but just a ******? Got you. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.20 18:35:00 -
[19]
Originally by: Gypsio III
Originally by: The Djego
This is from 2008, from a time where any Thorax was as good as a Vigilant is today, most cruisers where paper thin nano builds and stuff wasn't slow as hell.
Actually, back in 2008 before QR, the speed difference between a Thorax and its targets was much greater than today, because all of its targets were nanoed. You keep on parroting this line about pre-QR being some sort of blaster golden age, but it just isn't true, not until you go back to 2006-2007 anyway, because immediately before QR was when everything was nanoed to hell and blaster boats found it even harder to get in range than they do today.
It wasn't the golden age of blaster pvp(as you mentioned in another thread it was mostly a niche thing and not very popular).
However QR was the point where CCP removed the last things blaster pvp had going for itself for actually skilled use(being good at point blank pvp, the ability to do quick kills and gtfo and the ability that tackling you at web range was sudden death to the tackler in most cases). What most people often overlook is that getting in range simply was something that did give you a massive advantage in a stand up fight against the majority of rather light tanked targets. I for myself would switch back to pre QR pvp any day of the week, what is actually pretty funny since I in general prefer nanoed hulls this days for here ability to force stuff into a fight and have a ok damage projection at her range.
I agree that the days where blaster pvp where really powerful was 2006 before the HP boost and the introduction of rigs, where a 1400m/s mega was actually as lethal as it fame would make you believe. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.23 15:06:00 -
[20]
Originally by: Von Kroll
Originally by: Ghost Nightmare
The issue is the webs, Gallente blaster boats need a racial bonus to web-strength maybe not quite to 90%, but perhaps 75%-80%.
Problem solved, thats the way they where broken in the first place, and thats the way to fix them.
So what about Caldari gunboats then? Can they get a web bonus too?
In my opinion fitting and that the concept of a super long range gunships with low alpha and bad dps is to niche and not really viable with the current scanning and med range pvp mechanics. You basically would need more tracking and DPS at medium ranges to make it more attractive with rails in a more common role similar to the amarr design of med range pvp.
This could be archived by reducing rail optimal, considerably increasing her dps and tracking, increasing the optimal range bonus on caldari sniper focused hulls, rebalancing the fitting around mounting a full rack of the biggest rails + mwd + LSE w/o fitting mods and add another turret to the Eagle, Moa and Ferox. Improving the lock range/speed would help a lot by free up a slot in most sniper fits improving her survivability or utility.
This would also improve them considerable with blasters by pushing optimal ranges a bit more in the puls range direction and making them able to mount a full rack of neutrons and a heavy tank w/o fitting mods.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.27 09:34:00 -
[21]
Originally by: Sable Schroedinger Something else?
I think I narrowed down what depresses me the most about them here:
Linkage
Basically fixing her very poor point blank performance back into a working state for solo/small gang pvp outside of undock ranges and idealized 1o1s where anything starts at 0.
I don't really feel that puls tracking deserves a nerf, since this doesn't make blaster pvp more attractive in the end and only hurts puls ships in solo/small gang fights where they should deserve her role to. I have no issues if the puls laser represents the clearly superior turret outside of point blank combat with very limited tackle on the field.
My issues are more that the blaster ship isn't the clearly superior solution if the tackle is very limited where it excels in combining a very heavy tackler with the plain best damage dealer when you can manage to narrow the fight down to point blank. It should overcome the general issues of other turret ships at point blank in solo/small gang pvp, not by flexibility like mini, but by raw force and a far better ability to resist counter fits(undersized hulls, AB fits, dualprob, TDs, neuts, kitting at web range) at her actual combat range. Basically the concept it was before QR, where the limitation was the poor range but with the ability to get in range depending on the kitting skills of both pilots and a fair chance to beat the target once you did manage to force it down to your range.
I would however agree that TEs could do with only 20-15% falloff bonus instead of the 30% they offer now, to increase the advantage of puls lasers at medium range and bring AC fittings back into the middle ground between lower DPS at med range and not superior at web range.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.27 12:31:00 -
[22]
Depends a lot on how you look at it Sable.
For solo/small gang you have basically a break between cruiser/frig an BC/BS.
In the frig/cruiser class the puls ships really on her high range and kitting ability while the blaster ships use on her raw power to take them down at point blank. Puls ships need her tracking in this scenarios to remain competitive since they heavily relay on scorch + kitting and not really sport superior tanks.
Both are fairly even if you compare them in this scenarios and mostly settle it by piloting skills.
If you go to BC\BS the amarr ships tend to make a lot more use of her superior EHP and her good range makes them effective as damage dealer at a lot of ranges. However the ships also become a lot slower by making use of heavy armor tanks what gives them considerable handicaps when it comes to tackle faster targets or control range.
Blaster based gallente hulls are in the same boat here what further increases her range handicap and I wouldn't really say that I'm satisfied with the point blank performance of the blaster ships in this scenarios, even with the tracking bonused hulls like the mega, and they are already more suited for this tasks than laser based hulls as we speak.
This are basically the only scenarios where you could get under somebody else tracking. Ideally the blaster hull should have the ability to get in range of the laser hull here quick and beat it by raw power instead of making use of a highly situational mechanic where blaster ships with her high sigs mostly even out tracking at point blank against her targets. That said, the stronger web does actually improve the ability to get under someone else tracking, since it gives you considerable more control over range and transversal.
The only exception would be AHAC style gangs that mostly relay on ABs and very low sigs, where blaster ships are also not a viable choice by the need keeping out of tackling range for the AHACs and the problems to move yourself into combat range against gangs of very fast ships. But this are already fleet fight territory, where laser ships makes full use of his superior range and damage projection abilities and should come out on top.
Basically a lot of laser hulls already have weaknesses in scenarios where you can get under guns. The higher speed, selectable damage types, capless guns, easier fitting and more utility in form of neuts already makes minmatar super competitive against them in solo/small gang so I see no real reason to hand out a nerf to them. I'm not really interested in mono culture for small gang/solo pvp like it is for fleet fights since a while now.
What I really want to see is a highly competitive blaster pvp in this scenarios that makes the trade off in the ability to be effective at range or versatility for raw power and being a lethal opponent in a point blank stand off fight against a huge variety of possible targets.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.27 16:46:00 -
[23]
Originally by: Rushnik
Originally by: The Djego
What I really want to see is a highly competitive blaster pvp in this scenarios that makes the trade off in the ability to be effective at range or versatility for raw power and being a lethal opponent in a point blank stand off fight against a huge variety of possible targets.
Lets say the blasters >= medium get a little more tracking and damage boost; That would make them more effektive in close range. But the whole point is that blasters are supposed to be closerange only. Making their T2 ammo's attributes more like barrage is a nice option but shouldnt be the fix.
Actually no, as written down in my contribution to the other thread I linked explains that one of the key issue is effective damage projection at point blank ranges. This unfortunately isn't archive able with a bit more tracking if you can't archive range and transversal control at point blank.
I actually don't want more range, rather the oposite, to reflect the gained potential the ships would have for actual close range pvp.
Originally by: Dizeezer Velar All this theorycrafting. To be honest, if you people flew the damn things once and awhile and grew a pair of balls, you would be surprised with how good blasters can be.
You're forgetting some obvious points, tracking is usually a non issue in bs vs bs fights, and gallente have always sucked in fleet fights. Fly them where they shine, in solo or small gang pvp. If not, well then of course they suck.
High sec wars are highly controllable scenarios(alt scouts, alt logis, fighting at undocks with enough buffer to re dock if desired etc.) if you fly them outside of this the issues that the ships you might see a lot more issues with them.
I actually want to fly them where they shine(in solo/small gang pvp), like in the 3 years before QR, but considering the nature of the beast outside of empire, they are not really a desirable solution for the job as we speak. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2011.05.27 20:31:00 -
[24]
Originally by: Rushnik
Originally by: The Djego
Actually no, as written down in my contribution to the other thread I linked explains that one of the key issue is effective damage projection at point blank ranges. This unfortunately isn't archive able with a bit more tracking if you can't archive range and transversal control at point blank.
I actually don't want more range, rather the oposite, to reflect the gained potential the ships would have for actual close range pvp.
Controling means webifiers right?
Yes.
Originally by: Rushnik
Giving the gallente ships a agility boost would result in a fight against another bs in a sharper orbit that makes the gallente ship harder to hit. I could be wrong...
Well you can reduce incoming DPS in a 1o1 against a BS in if you orbit it also close, however you will wrack your own DPS to and a lot of fights include more people than just 2 and this means most of the time more tackle. However every medium turret tracks 333% better compared to BS sized turrets and this will be what you get shot with and what you shot at in 9/10 engagements.
Originally by: Rushnik There's also the problem when the opponent flys a webifier fit too... which a webifier boost on the ship would help.
Yes. One of the major points of the design is that it makes outrunning the blaster ship within web range very hard. It even grants the blaster ship, even outtackelt 3vs1 web wise, at least the ability to keep his current target in range and keep the DPS up.
It is not necessary a improvement for bigger fights, however it reduces most of the issues QR created for blaster ships to a minimum within her old niche of solo/small gang pvp and gives the pilot the chance to decide between entering a peak DPS situation with the target or trying to max out transversal to help out his own tank.
Think of it like flying a nano ship, range/transversal control is everything and makes the difference between ships that perform very good at point blank and ships that enter sudden death range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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