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I'm Down
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Posted - 2012.09.18 19:52:00 -
[1] - Quote
I think you need to deliver a new Ewar Device that focuses specifically on missles rather than make TD's so powerful. What you've done is given the Eve Player base a 100% effective form of Ewar that any ship can fly w/o a single good counter. That complete goes against choices.
Instead, having two separate modules allows groups of players to counter each other differently w/o allowing a 1 stop fitting choice.
In addition, if you are going to allow such strong ewar against missiles, you need to increase their Structure HP. Because there is already an effective counter to missiles with firewalling, adding a new option means that you can basically completely destroy even a large fleet of missile users super easily. I would suggest giving missiles about 3-5x the amount of structure HP they currently have if these changes go through. |

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Posted - 2012.09.18 20:11:00 -
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I don't think one player every said Heavy Missiles needed a massive DPS nerf. I think most people said nerf range... Yet you go way over the top by doing both in huge totals.
Fozzie is proving how bad CCP is becoming. Drone on every god damn ship in game, Lazy EWAR that's way OP now... No seperation of TD's and missile disruption. No separation between T1 cheap bullshit, and T2 expensive.... mildly better ships.
Do you guys even get what this game once was? I mean ******* hell, lets just murder every principle the game was built on. |

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Posted - 2012.09.18 20:44:00 -
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ISD Suvetar wrote:Hi everyone!
Lastly, personal attacks against CCP employees are both against the rules and viewed very poorly and may well lead to forum privileges being revoked.
Thanks and fly safe.
PS: As a final note, please note the wording of CCP Fozzie's post; these are tentative plans and as such are subject to change/complete reversal as always. Please consider that before going off on the deep end!
b/c we haven't see a massive load of bad ideas get emo raged out and still make it into game... God forbid players should be upset with such awful foresight and poor choices. |

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Posted - 2012.09.18 21:52:00 -
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I'm Down wrote:Edit: removed rant
Please feel free to debate this 'tentative' change in a constructive manner.
ISD Suvetar.
It was a constructive rant on why people are so mad. Censoring any negative feedback and stating that players who are upset with such lacking thought from developers is tragic is removing half of this debate.
Look at other games that are regularly updated such as HON where the Devs have actually withdrawn from the idea of mass content pacing in place of quality fixes and you will see huge player support. I personally think these changes are very poorly thought out and that the devs are rushing through simplistic and poorly thought out changes rather than competent changes that match the core fundamentals this game was founded upon.
If we aren't allowed to voice this fact in this thread, then it just conceeds the point that the Devs are content to push through more **** changes for the sake of change rather than change for the good of the game.
You cannot argue that these changes are good. They are horribly thought out and to try and iterate on poor thoughts is much more useless than asking for a restart and proper solutions.
This whole arguement goes back to addressing core problems in the game. Rather than fix those problems first, CCP is trying to balance ships around problematic features. It makes no sense to balance ships around poor core fundamentals.
Fix WEBS, fix TRACKING, Fix CAPITALS, fix Sig Radius at range, Fix missiles properly, Fix Jamming, Fix Blobbing, Fix 0.0 Mechanics, , and stop wasting our time with these other changes.
I've watched Every ship thread so far, and in every one of those threads, constructive feedback has been cast aside almost completely and the bulk concept of ship designs has remained. How can you expect us to feel good knowing that you are just ramming **** down our throats? |

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Posted - 2012.09.18 21:55:00 -
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And keep in mind, these poorly thought out changes have massive outside implications such as:
MASSIVELY BOOSTED:
Loki Sliepnir Muninn Absolution Legion
MASSIVELY NERFED:
Nighthawk---- b/c it wasn't already **** enough.
~Post change, NH is going to have at best, maybe 333 DPS at any range, and the only way to get comparable range to turrets is to sacrifice its limited low slots for dps or it's already horrid tank slots.... But hey, I'm sure one day you'll come along and give it more drones b/c that's good balance ^-^ |

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Posted - 2012.09.18 22:03:00 -
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Liang Nuren wrote:
I assume you're talking about the Arty Loki and Arty Sleip? Those... are not really common fits. Even still, they're kinda underwhelming. The Muninn would matter except for the whole LRHACs not mattering at all. The Absolution and Legion both need some buffing.
And the HAM NH is actually getting a pretty massive buff. And the HML NH is getting a relative boost next to the Tengu, which I personally find to be a good thing.
-Liang
How is a HAM NH getting any boost? How does it in any way bring it in line with a tengu? I mean seriously dude, do you just throw **** out there and hope it sticks or do you have an actual reason for what you say?
Arti Loki and Arti Sleip were never common for one particular reason, fittings. That just changed drastically. |

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Posted - 2012.09.18 22:14:00 -
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Liang Nuren wrote:I'm Down wrote:Liang Nuren wrote:
I assume you're talking about the Arty Loki and Arty Sleip? Those... are not really common fits. Even still, they're kinda underwhelming. The Muninn would matter except for the whole LRHACs not mattering at all. The Absolution and Legion both need some buffing.
And the HAM NH is actually getting a pretty massive buff. And the HML NH is getting a relative boost next to the Tengu, which I personally find to be a good thing.
-Liang
How is a HAM NH getting any boost? How does it in any way bring it in line with a tengu? I mean seriously dude, do you just throw **** out there and hope it sticks or do you have an actual reason for what you say? Arti Loki and Arti Sleip were never common for one particular reason, fittings. That just changed drastically. All missile ships are getting a boost via the TE/TC change. The Arty Loki and Arty Sleip weren't common because they're underwhelming, not because they were particularly hard to fit. -Liang
Yeah, I agree, an Artillery Sliep that does 600+ DPS and 5000 alpha with great speed, drone and slot flexibility and shield tanking logistics (which everyone knows are superior is in no way good.
TE/TC change isn't a boost, it's a straight nerf to a NH which doesn't have the built in range bonus that the tengu does.
The devs didn't even consider the fact that the only arguement for missiles doing too much damage was the Tengu... Yet the only reason this is true is because they gave the tengu an ungodly 7.5% ROF bonus on top of 6 launchers and a massive tank and plenty of low slots.... heaven forbid they actually fix the problem with the ship, not the problem with the missiles.
Hence, the only problem with missiles that was ever argued was range.
See what happens when you start posting actual content in your post that can be refuted? you get ***** slapped. |

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Posted - 2012.09.18 23:22:00 -
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Grath Telkin wrote:
Thats it Yaay, rage because you're in an alliance that had one viable fleet comp that just got nerfed into the ground.
You've already been destroyed by Fozzie in the other thread with all your made up ****. Here, let me help, finish you off:
Missile ships will now be forced to make the same sacrifices as turrnet ships to extend the range of their weapons, giving up tank and utility slots to achieve their longest ranges. So while the Nighthawk got a little gimped on its overall range, it can give up a low and or mid and easily get that range back, with the added bonus of being able to hit smaller targets harder if they want.
Also please stop flinging out 4 damage mod fits that nobody but you would ever undock and use in a fight, it makes you look dumb when you post.
Missiles got nerfed and now AAA has no viable doctrines outside of Arty Loki's (you remember, the ship you claim in your post that nobody uses only thats not true and multiple alliances are currently using alpha lokis as a part of a doctrine) and you're mad about it, we get it, but you just keep posting this stupid outright false bullshit to try and save you from that fate. You're like the Fox News of fitting Yaay.
Actually, I came right back at Fozzie with proof pudding.
As for rage about the Tengu, you are obviously Illiterate as I've stated 100s of times that the ship, and all t3s need to be nerfed to hell and back. But I said hammer that ship for it's own design, not for missiles in general, which only had an issue with range.
But then again, it's Grath, a clueless emo **** who doesn't know jack **** about this game even though he talks a big game since he's in "PL"
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Posted - 2012.09.18 23:28:00 -
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Hatsumi Kobayashi wrote:I'm Down wrote:But then again, it's Grath, a clueless emo **** who doesn't know jack **** about this game even though he talks a big game since he's in "PL" Sounds awfully like you, except you don't get to claim the last part anymore, thankfully.
I honestly don't know whose more thankful. |

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Posted - 2012.09.18 23:32:00 -
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Liang Nuren wrote:Seranova Farreach wrote:if the missle nerf goes ahead then tengu is gonna be the Nighthawk of the TIII's useless ****. I like how you post this with no justification, yet I posted (with reasoning) why the Tengu may be solidified further solidified as the best mission runner. -Liang
B/C everyone wants to run missions with 400dps boats that do **** all damage to smaller ships.
Not like the Golem is going to be heaps better now with the higher DPS, bonuses to hitting smaller ships, and TC/TE effects on larger missiles. |
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Posted - 2012.09.18 23:39:00 -
[11] - Quote
Oh yeah, anyone want to talk about the double wammy of ratting in the south where rats Tracking disrupt and spew defender like no other. Guess Missiles are worthless ratting platforms through and through and through down there now.
Good thing they haven't ****** over drones yet. |

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Posted - 2012.09.18 23:48:00 -
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Grath Telkin wrote:Seranova Farreach wrote: re you insane? look at NH vs sleipnir . NH gets a nominal tank and if these changes come barley 350 dps while sleipnir gets nearly 1k dps with 425s+1HAM launcher and usually enough PG and mids for a good XL booster fit. hell even cane gets 800ish dps our equivelent tier 3 BC dosnt even come close even when useing HAMs
Im interested in what DPS your Sliep does at 50km (let me give you a hint, its about 4 dps)
I'm interested in this 700 dps fit that totally works with the proposed gun fitting changes:
[Sleipnir, New Setup 1] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Reactor Control Unit II Damage Control II
10MN MicroWarpdrive II Large Shield Extender II Large Shield Extender II Adaptive Invulnerability Field II Adaptive Invulnerability Field II
720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M Heavy Missile Launcher II, Mjolnir Heavy Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hammerhead II x3 Warrior II x2
Or several other ASB fits that are also similar.
or the 400 dps it can project out to 50-60km just with weapons and no drones.
or the variety of other ways you can fit it into more of a true sniper boat with 100km range and solid buffer tank. |

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Posted - 2012.09.18 23:51:00 -
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Liang Nuren wrote:James Amril-Kesh wrote:Liang Nuren wrote:The HAM Tengu puts out > 1000 DPS Uh, please let me know what fit you're using to get that. Heh, the original (L4) PVE Tengu was HAM fit. I did a fair amount of campaigning about range and damage application hurting it, but those problems should be getting significantly better with the changes. That was also before the mission MWD changes, so the range really hurt it. The raw damage will go down a bit if you replace one of the BCUs with a TE though. -Liang Were you the one a few threads ago who bitched at me for doing pimped t2 fits and bonuses, and here you're making an impossible dps statement unless you go with billions in fitting options?
why yes, yes you were the one. |

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Posted - 2012.09.19 00:25:00 -
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Grath Telkin wrote:I'll wait right here while Yaay cooks up a few more fits that nobody uses and nobody will for multiple various easily seen reasons.
Ahac HAM Sac's.
They were never HAM sacs you ****. At least get the concept right before you bash it. An god forbid this game has someone try new things out. |

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Posted - 2012.09.19 00:44:00 -
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JEFFRAIDER wrote:No one in PL likes you your personality is terrible enjoy -a- lol
omg, online space ship personalities are my crutch. |

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Posted - 2012.09.19 00:49:00 -
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don't worry everyone, iterations, future eve, and all.... its only going to be a year or so more. |

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Posted - 2012.09.19 03:52:00 -
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Liang Nuren wrote:I'm Down wrote: Were you the one a few threads ago who bitched at me for doing pimped t2 fits and bonuses, and here you're making an impossible dps statement unless you go with billions in fitting options? And then chucked in Overheating stats to boot.
why yes, yes you were the one.
A few comments: - This particular branch of the conversation is about PVE. People regularly faction fit their Tengus. I personally have multiple PVE Tengus that are faction fit. - Those stats are not overheated. - I yelled at you for **** fitting and posting unrealistic PVP fits. -Liang
Yes, nobody fits t2 modules and a few meta 4s and + 3% implants to pvp.. but everyone fits an estamels BCU to their pve ship... you are genius.
And bullshit you're doing 1000dps w/o doing that, b/c you can't get above 900 w/o doing either that or overheating... and even then, you're real damage is nowhere near that much after defenders, range issues, and speed/sig dmg reductions. |

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Posted - 2012.09.19 04:01:00 -
[18] - Quote
Grath Telkin wrote:
You keep talking about the DPS output of artillery, I don't think you get how artillery works.
I don't think you get that an 8 second rof artillery boat with massive alpha, and that fast a RoF stops becoming just an alpha boat and starts to consider dps. |

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Posted - 2012.09.19 04:12:00 -
[19] - Quote
Liang Nuren wrote:
You need to learn to fit a ship, seriously. Every fit that you have posted has been a **** fit and you've lied about the stats. Furthermore, it's not as though it's particularly hard - someone earlier in this thread was talking about a straight replacement of HML -> HAM and getting 988 out of their current fit.
-Liang
max skills 4 caldari navy BCU's 6 HAM 2s 5% rof Implant I can't seem to find any 5% damage implant for HAMs
941 dps In kinetic only, ratting never relies soley on kinetc, and even then you don't get the suggested dps.
I've never once lied about ship fits or stats, you just can't read for **** all and regularly ignore half of my post that supplies specific details about how/why things work a certain way. You never compair apples to apples, you always fudge stats to make it work for whatever bullshit you want to say.
Now tell me this, where is your lvl 4 tank coming from at this point? Are we going x-type hardeners to boot?
This is the bullshit you come up with. By your very definition, I can Pimp fit out a Golem and easily get more range, way more damage, similar tank, more cargo, more useful high slots, and a drone bay to boot. Yet you want to exclaim that tengu is the king of ratting after a huge nerf to missiles.
Funny, considering the huge range limitations that you didn't even account for mean that a proteus will easily match it w/o ever losing damage to NPC defenders.
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Posted - 2012.09.19 04:56:00 -
[20] - Quote
Liang Nuren wrote:A few comments: - lmgtfy.com?q=1000+dps+tengu - http://eve.battleclinic.com/loadout/55448-High-dps-enough-tank-medium-price-tengu.html (Not how I'd fit it, but it's servicable and I've used a similar fit) - If you're talking about ratting, make sure that your reload DPS is unchecked. This is also generally true for PVP. - You straight up said the Bellicose gets 40-50k EHP and 550 DPS. You constantly shift goalposts by using T2 rigs and T3 bonuses for your fits but insist that nobody else can when comparing ****. CCP Fozzie straight ripped you a new ******* for being the shitstain that you are. - If you're really yaay: what the **** why are you so ******* bad now? Have I really come so far in this game that I've surpassed you so dramatically in general ship knowledge? -Liang
No, I said a Belicose can get 20-30k ehp and 550 dps. I said it can still get 40-50k ehp with around a 500 dps build which was 2 bcus, a 3% damage implant, and nothing else special...... I realize American schools are not teaching good reading skills, but jesus, that's pretty awful.
Quote:#216 Posted: 2012.09.14 19:24 | Report | Edited by: ISD TYPE40 I'm sorry, but if you think it's a Paper thin setup on a Belicose because the 4 lows were dedicated to dps, you don't get the point. You can still get this thing upwards of 40,000-50,000 ehp with a bonus ship and still around 500 dps.
I mean do I literally have to theory craft every fit for you just to show you the variety of ways that this is not a good idea?
575 powergrid +25% skill + 15% RC + 10% ancillary = 909 PG. That's easily enough to fit 2 large shield extenders, and a Damage control + 2 slots left for resistance and rigs to boost shielding quite high. Added to the fact that you have high drone + HAM damage you can get 475 DPS just with skills alone. Add in overheating, implants, or other variety of options that ******* rich *people* like me might do, you can see how this quickly gets OP.... |
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Posted - 2012.09.19 05:06:00 -
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Liang Nuren wrote:Aaron Greil wrote:well, this has devolved quickly into a **** toss. This was expected. CCP nerfs ships that have been overpowered so long that when people join the game they're told "train X because it is literally the only thing worth training". Is it any surprise that people would be butthurt over the nerf? The only way to fix these things kinds of problems is to nerf faster. It's a delicate balance though, because you have to be careful not to nerf before the metagame can adapt - and frankly that can take quite a long time! -Liang
Yeah, and nobody see's the problem with TD changes, the huge buffts to fitting LR weapon systems on other cruisers, the unneeded missile damage reduction, and the lack of addressing ships that were the cause of 90% of the problems that were blamed specifically on missiles.
Kinda like nobody saw the horrible concepts for titans and capitals all these years, the horrible 0.0 mechanics, the horrible proliferation effects, the horrible inflationary pressures, etc, etc, etc.
Watching CCP dig it's own grave has been sad over the years. |

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Posted - 2012.09.19 11:06:00 -
[22] - Quote
60 pages of players who get that small changes to two ships make more sense than sweeping changes that affect an entire class of combat that by far wasn't problematic beyond two ships.
60 pages of people saying nerf range, but lay off nerfing dps.
60 pages of people saying focus specifically on the drake/tengu.
Who wants to bet this "constructive feedback" gets overlooked and we see this proposition go through unchanged. |

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Posted - 2012.09.19 19:15:00 -
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Merkal Aubauch wrote:Merkal Aubauch wrote:LOL ppl u dont understand that HMLs were overpowerd all the time.
With all 5 skills on unbonused ship:
250mm Railgun II Spike M 65km optimal + 15km falloff with 20 DPS 0,00755 tracking
Heavy Beam Laser II Aurora M
54optimal + 10 falloff with 21,1DPS 0,01031 tracking
720mm Howitrzer Artillery II ammo: Tremor M
54km optimal 22km falloff with 16,8 DPS 0,00687 tracking
general for turrets + insta dmg - one DMG type for long range ammo - full DPS only in optimal then its going down in falloff - might have tracking issues - some of turrets cant change DMG type
Heavy Missile Launcher II Caldari navy scourge Heavy Missile
84.4km range 38.2dps
+ full dps @ full range + cba on tracking - can be smartbombed or target can run - low signature + high speed are lowering DPS STOP CRYING FFS
yeah, lets not consider the damage bump those turrets get in closer ranges at all, b/c those advantages never mattered. |

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Posted - 2012.09.20 00:25:00 -
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Fozzie, you say that the foundations of Heavy Missiles are broken, so therefore you must hammer on them..
Then you go on to state that only 2 ships are the problem, agreeing with us.
That literally makes no sense.
Drake:
Problems were too much tank, too much resistance, too much range
Tengu
Too much range, too much tank, too easy to fit, too much damage (LOL 7.5% ROF)
Notice how every other fricking ship in game that uses HMLs has no problems at all. Notice how the only damage concern between either of the OP ships was because of a stupid high ROF bonus.
Missiles were balanced, and have been for quite some time. There's already one counter to them in game using smart bombs to reduce damage. Drake with any other damage type has **** all dps, so if you don't like the fact that it does too much kinetic damage, nerf the ship. Most players think it's lol bad to be so heavily tied to one damage type.
If you remove the range from the drake/tengu by dropping missile range, those two ships look a hell of a lot less scary because they come inside higher damage range of enemy ships.
If you further hit the drake resist bonus and base shield, and look at the Power grid on the Tengu in addtion to LSEs, you'd find that 2 ships and a range debuff were all you needed. But hey, Let's **** over an entire weapon system instead, and open a can of worms with some 15 odd ships that use them.
We already know you made up your mind, so go ahead and cause another failed patch that will take 5 years to sort out. |

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Posted - 2012.09.21 16:21:00 -
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Quote:stable platform for missiles...
You mean like damage rection with sig reduction, damage reduction with speed increase, damage reduction with firewalling, delayed damage, very specific damage bonus, etc.
man, all those sound like great ideas... oh wait, they're already being used.
nerf the range, leave the damage. |

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Posted - 2012.09.22 03:08:00 -
[26] - Quote
Fozzie, what you dont' get about heavy missiles is that unlike any other long range weapon system, they aren't particularly amazing at anything. Missiles are a jack of all trades, but have limitations for everything. At range, they're heavily delayed, in close, their damage doesn't match any other turret class, and still, delayed damage.
You say their damage "at range".. and then you go nerf range and say oh wait, it's still not good enough.
You don't even get that you can always iterate further if the range nerf isn't enough... but players know that it's harder to get you to put something back in. Players are all screaming at you that range nerf is enough on it's own.
Then you say, compared to other long range weapons....
What the **** are you on about.
Artillery are great at range on medium sized ships.
The problem then lies strictly with beams and rails. Rails have no role whatsoever in this game, something we hammered you guys on last year when you finally "fixed rails" with more damage rather than actually put effort into finding a role for them. Beyond that, rails are not a platform you can damage buff your way out of.
Beams have the issue of fittings, and the fact that pulses range is so ******* good on certain ship classes that players have no use for beams. That's mainly an issue with the ungodly high damage scorch does at all sizes of guns.
Then you ***** and moan about other ships not having roles in this game like a drake... Let me break down that problem for you:
MOTHER ******* TRACKING MECHANICS
Outside of the drake, there are hardly any ships smaller than a BS other than Tech 3s that can stand up to guns on Battleships because you have a Stupidly ******** tracking formula made worse by Webs affecting speed down to virtually null. The only reason the drake escapes this is because it can tank at similar levels to a battleship for low cost. Cruisers, Frigs, Tech 2, et all have little to no role in this game because you have ****** over tracking so badly for years and never understood how awful webs have made the game for small ship pilots.
The game is supposed to be centered around balance between classes of ships, but you have removed that role. Go into 0.0 fleet battles and you see the worst of it when you see 100s of battleships and MOTHER ******* CAPITALS trump any other fleet doctrines other than a few isolated tech 3 incidents because tracking is so horribly fubared.
How can you even begin to try to balance ships when you don't balance the primary cause of why most ships are out of whack in the first place is beyond me. But your lack of comprehension as to why this game is continuing to spiral downward patch after patch is why your sub numbers keep falling and why you see a 130 page rage fest about how ******** your initial post was. |

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Posted - 2012.09.22 15:44:00 -
[27] - Quote
ISD TYPE40 wrote:I have had to clean some posts out of this thread, including trolling and personal attacks.
This is an official warning, do NOT make personal attacks on members of CCP staff, it will not be tolerated in any way. If you have questions or comments to make on this subject then post them in a polite and decent fashion. Breaching this rule will result in warnings and/or a ban for anyone involved.
These forums are for everyone to use, a valuable part of the EVE community and a place where all of us, including staff, should be able to come without having to worry about having childish personal insults slung at them. In future, please post sensibly, or do not post at all - ISD Type40.
I agree, posting about flawed patch designs and horrible mechanics really attacks the devs... Keep up the good censorship mate. |

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Posted - 2012.09.26 14:59:00 -
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The hilarious nature of every post about why the damage nuke was needed is astounding.
Lets recap years of eve history for the devs/players:
Range projection counts as a damage modifier - it's true, just look at the Rokh / Apoc / ferox and every other non "damage" bonused ship in game. I gaurentee you can find hundreds if not thousands of thread explain just how range projection is the exact same thing as damage buffing.
Cut to more recent years:
Everyone agrees HMLs have way to much range, but nobody is concerned with their raw damage. Everyone ask that the DRAKE gets a tank reduction and shorter range with HMLs, and that the Tengu Bonuses get brought in line with any other t3 instead of obsurd 7.5% ROF bonus.... and then, hammer on T3's as a whole.
So the Devs give us range reduction... GREAT there goes the damage projection which balances out the disparities between turrets and HMLs. Turrets can now use closer range ammos to match HMLs and still get instant damage. HMLs will have slightly higher base damage tied to one and only one damage type, and lower damage on any other damage type of choice.
I think most players said 50-55 max range was fair, i'd go so far as to say 47.5km max range was better.
But then something silly happens, Fozzie says, oh no, range reduction isn't the old damage projection reduction we always said it was, so we need to nerf harder... A LOT harder. Ignore the fact that only 2 ships are out of whack. Ignore the fact that the drake steals any reason to use the ferox for resist tanking in game. Ignore the fact that the drake tank is the number one listed problem with the ship itself. Ignore the fact that the Drake is the only missile boat in that particular line that doesn't match the missile velocity bonus and replaces it with Resistance. Ignore the fact that resistance bonus is considered one of the most highly prized in game.
All you had to do was change the drake bonuses, nuke the missile range, and fix t3s as a whole, and so much work and grief can/could have been saved.
You guys continue to soil this game with stale balance proceedures that completely remove the identity it was built upon. Drones on every ship, screw gallente. Missiles on every race.... screw Caldari. EWAR so brokenly OP b/c the Caldari Jammers alone weren't supidly OP enough for 1 race... screw everybody. |

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Posted - 2012.09.26 16:54:00 -
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Lallante wrote:
The drake is not OP because of its resist bonus. Its op because it is cheap and has close range dps at very long range, and huge EHP. With 25% less EHP it is still the crowned king of fleet warfare. TEs will allow it to maintain its existing range for minimal tradeoffs.
I'm just going to start there:
Harbinger CR pulse damage with 2 HS 596 c / 426 s
Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null
Hurricane just with autos and 2 gyro: 689 h / 492 b
DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.
Not even close to the CR damage you claim... and by softening up it's projection range, the disparity on projection at range falls sharply. |

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Posted - 2012.09.26 17:37:00 -
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If I included drones, your argument would look even worse since the drake has the smallest bandwidth of all the Teir 2s. Your whole notion was CR damage at long range... and it's trash. There's innumerable factors that even go into making missiles decent, and making trash statements like that don't do the debate justice.
Do you even realize that between a range reduction, a tank reduction, and the need to use mids and/or train skills that apply to only 1 weapon system compared to 3 to get maximum range all affect how well the drake would perform vs other BC platforms and beyond.
People who are so anti missile always toss out bullshit arguments like skill training, yet they will never concede the fact that Once all the core gunnery skills are trained, they apply to 3 types of turret platforms, where as missile skills have no such effect. Sure it takes longer to train that first weapon system for gunnery... but after that, you got a fricking breeze training a new one.
They toss out bullshit arguments like cr damage at long range... yet everyone saying to nerf the ******* range and pull that balance back towards the center. They totally neglect that it's 1 fricking damage type to, and how drastically that can be exploited as a weakness by the other side by tanking choices.
Takeshi Yamato wrote:I'm Down wrote:
I'm just going to start there:
Harbinger CR pulse damage with 2 HS 596 c / 426 s
Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null
Hurricane just with autos and 2 gyro: 689 h / 492 b
DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.
You're literally comparing apples with oranges, or rather close range turrets with long range missiles. Try making the comparison with long range turrets. Then look at the hitpoints these ships can get when fit in this manner. You'll find that the Drake is massively advantaged at range and above average even at close range.
Did you literally skip over 99% of that thread... b/c you look like you missed most of the point there homes.... maybe go back and read it and make your 6 grade ELA teacher proud. |
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Posted - 2012.09.26 18:03:00 -
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Garviel Tarrant wrote:
HML's are a long range weapon.. Stop comparing them to short range weapon and stop being so bad.
Compare them to arties/beams if you want a comparison (Also have fun fitting beams on a non gimpy ship)
I'll use small words
I was responding to Lallente who claims they do CR weapon damage. Read and get your facts straight. |

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Posted - 2012.10.01 17:36:00 -
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Take 2 on the missile changes is much more reasonable since you gave Furies an acutal use now.
But that said, it's actually a huge buff to HML Drakes that go to 0 on fleets with their massive EHP and the now much more massive damage from Fury.
You really need to remove the Resist bonus from the Drake this patch or else this will be a short term disaster. with a ~550 DPS 35km range Fury Drake.
Other than that, I really like take 2 changes due to the tradeoff of long range damage for more close range damage. |

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Posted - 2012.10.01 17:48:00 -
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CCP Fozzie wrote:Harvey James wrote:Also the 35% dmg to rage is an increase of how much from what they are now? 35% or what? 35% above T1 missiles post-patch. I'll see about getting a public version of a spreadsheet with the numbers although those aren't all that casually readable either. Rage HAMs are getting a range nerf compared to their current values.
OK, so Revised, that's a 500 dps drake with 140k ehp at 30km ... better or comparable to most LR BS fits with CR ammo. |

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Posted - 2012.10.01 17:49:00 -
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Harvey James wrote:so what reason have you kept out the TE's TC's seems a bit odd/unnecessary?
has more to do with the EWAR side I think |

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Posted - 2012.10.01 17:51:00 -
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CCP Fozzie wrote:Harvey James wrote:Also the 35% dmg to rage is an increase of how much from what they are now? 35% or what? 35% above T1 missiles post-patch. I'll see about getting a public version of a spreadsheet with the numbers although those aren't all that casually readable either. Rage HAMs are getting a range nerf compared to their current values.
Can Missiles Please get either damage specific resistance or more structure to make firewalling less easy to remove most damage.
That's one thing that needs to be fixed... it's just way to easy in large fleet fights.
It's also a ratting issue when sometimes up to 50% of your dps is lost to rat Defenders. |

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Posted - 2012.10.01 17:55:00 -
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CCP Fozzie wrote:I'm Down wrote:CCP Fozzie wrote:Harvey James wrote:Also the 35% dmg to rage is an increase of how much from what they are now? 35% or what? 35% above T1 missiles post-patch. I'll see about getting a public version of a spreadsheet with the numbers although those aren't all that casually readable either. Rage HAMs are getting a range nerf compared to their current values. Can Missiles Please get either damage specific resistance or more structure to make firewalling less easy to remove most damage. The velocity buff already makes firewalls a little less powerful, I wouldn't want to nerf them further at this time considering how difficult a really good firewall is to pull off today.
You don't apparently know how to firewall then.
6 - 8 smartbombs means a smartbomb cycling every 1 second or less
With 12km Diameter, the chance of a missile making it through the gap even with 15,000 m/s speed is slim to none. On a non velocity boosted ship, it's even more severe. |

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Posted - 2012.10.01 18:04:00 -
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CCP Fozzie wrote:Whenever I listed a change as unifying it means that the different sizes of missiles had slightly different penalties or bonuses in that stat compared to their T1 counterparts.
If Furies got a damage reduction too and I read that wrong, Then I'm back to hating 2.0 changes as well. Now there is still an un-needed damage reduction w/o any tradeoff for the closer range damage application and it still does not address the 2 ships that are causing all the problems while nerfing everything else.
Again, nobody has said yet that HMLs needed a damage reduction, only a range reduction. Either give furies a use at close range to trade off for the longer range damage reduction, or remove the reduction all together...
and yeah, firewalls. |

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Posted - 2012.10.01 18:28:00 -
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Warde Guildencrantz wrote:I'm Down wrote: with a ~550 DPS 35km range Fury Drake. Yes, because the 500 dps javelin HAM drake has caused so much problems at 30km right  Even with the previous outlined changes you would have been able to use javs with tracking enhancers getting 500 dps at like 40km. I don't see how this buff is unfair, drakes getting max DPS at 70km was unfair, now they get similar dps at 35km, sounds fair enough to me.
the 30km HAM drake didn't always have a longer range option when needed either. |

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Posted - 2012.10.01 18:32:00 -
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Markku Laaksonen wrote:I see some of updates Fozzie made to the original post, but will submit my post anyway.
I've said plenty about it in game and figure I might as well get in on this forum. These are just ideas and I haven't done any math or testing to figure out what numbers would be appropriate. That's CCP's job.
RANGE The HM range nerf is harsh and should be reduced or removed. A recurring argument is that no other weapon system does full damage at their extreme optimals. A few points on that.
- First, missiles only do full damage if the target is not moving and its sig radius is favorable to the missiles explosion radius. There will always be some damage mitigation due to the targets movement, and any large missile will never do full damage to smaller targets without TP. - Second, while missiles can project reliable damage to extreme ranges, they do absolutely zero damage once you go just 1m out of their range. Turrets have falloff ranges and still maintain chances to hit, and missiles lack this entirely. To rephrase, missiles lose ALL of their damage after their 'optimal' whereas turrets loose a prot - And finally, delayed damage. The farther out your target it, the longer it takes to apply damage. Targets could potentially warp out before your missiles arrive, or be killed by turrets before your missiles arrive. If you warp out while your missiles are in flight they do no damage.
DAMAGE The HM damage nerf should be reduced. One point CCP Fozzie has brought up is that this arises when players compare HMs to short range weapon systems. I'm not comparing HMs to Blasters or Autocannons. When I started EVE and decided to use missiles, I looked at HAMs vs. HMs. The small amount of additional DPS from the HAMs doesn't make up for their much harder fitting requirements and much shorter range. Of course, HAMs are the short range version, so the fix that comes to mind is a smaller nerf to HM damage and slight buff to HAM damage, with easier fitting reqs.
TRACKING I understand that CCP can do as they please with making up stats and having something effect various attributes, but I don't like the idea of tracking disruptors, enhancers, or computers effecting anything to do with missiles. There's no aspect of missiles that involves the launcher rotating in order to track a target. Creating new mods with same effect is fine. It doesn't make sense for it to be an all in one mod. If this change t the very minimum, these should be different mods.
On a semi related note to the tracking changes, from what I've heard from a number of Amarr pilots, it seems like this change was made so that Amarr racial EWAR could effect missiles. This would be in the same vein as making projectiles and launchers use capacitor so they could be neuted out. CCP could do it easily, but it wouldn't make sense.
DAMAGE BONUS An "advantage" of missiles is that you get to choose your damage type. Being bonused for kinetic makes that advantage less appealing, especially at higher levels when you'll use kinetic over an NPC weakness because the bonused damage simply outweighs their weakness. Further, a 10 second reload time often means you won't be switching to a more effective damage type in the heat of a PvP battle. I see the new Caldari destroyer is getting a kinetic damage bonus. Caldari ships should be moved away from kinetic bonuses and towards general damage bonuses. That would maintain the neighborhood of volley damages that kinetic currently gets. An alternative would be a RoF bonus, lowering volley damage but maintaining bonused kinetic levels of DPS, while making counting volleys harder.
A reduction in reload time for all weapons would make switching ranges for turrets and damage types for projectiles and missiles a practical option. I remember reading in the skill discussion forum a suggestion for a skill that accomplishes that that was called Ordinance Handling. I would add to it that for lasers and mining crystals the skill could reduce damage and extend their lives.
not empty quoting
When players get it and CCP doesn't, it's concerning. |

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Posted - 2012.10.01 23:04:00 -
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CCP Fozzie wrote:To be clear, after these changes settle a bit we very well may revisit missiles depending on how they turn out. The days of balance and forget are over. haven't hear this line before... no really |
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Posted - 2012.10.01 23:11:00 -
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Marlona Sky wrote:
Is there something wrong with webbing the fire wall and moving around it?? Firewalls are fine. Sure they can be challenging to deal with for pilots who only know how to align, lock and shoot one target.
B/C everyone in Eve brings 1 firewall ship and doesn't know how to position each one in a different spot. |

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Posted - 2012.10.01 23:14:00 -
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Elise Randolph wrote: I'm told from a reliable source that HML TD'ing Sacrilege fleet can nullify the damage from turrets.
Though I must say, if you actually believe 6 large smartbombs render missile fleets moot, why have Drake fleets been amongst the popular for half a decade?
About the most educated post a CSM can make... glad you got elected bro... really serving the populace.
Yeah, lets not hammer firewalls down Elise.. not like your alliance hasn't figured them out perfectly... wouldn't want to make the game challenging for you at all. |

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Posted - 2012.10.07 04:20:00 -
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How do statistics tell you a weapon system is OP?
Anyone who's FC'd or even used a Drake or a Tengu can tell you that the tengu just has a silly good bonus, and the drake is win b/c of it's tank and range.
Nobody every says **** about the HMLs being too high of damage....
but it's a typical dev response to show their cluelessness about the game rather than any knowledgeable reaction to a problem.
I really wish Fozzie would back off the heavy handed changes, Just do the range nerf, and patch more in later after seeing the results. The issue with such a heavy handed response to missiles is that when you go so far overboard, you don't know how to bring it back to life properly. Small nerfs and witnessing reactions to those nerfs are strategically better solutions to a problem than huge nerfs potentially breaking something in the other direction. Eve history has show devs who have done this right and done this wrong. |

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Posted - 2012.10.07 10:47:00 -
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Noemi Nagano wrote:I'm Down wrote:How do statistics tell you a weapon system is OP?
Anyone who's FC'd or even used a Drake or a Tengu can tell you that the tengu just has a silly good bonus, and the drake is win b/c of it's tank and range.
Nobody every says **** about the HMLs being too high of damage....
but it's a typical dev response to show their cluelessness about the game rather than any knowledgeable reaction to a problem.
I really wish Fozzie would back off the heavy handed changes, Just do the range nerf, and patch more in later after seeing the results. The issue with such a heavy handed response to missiles is that when you go so far overboard, you don't know how to bring it back to life properly. Small nerfs and witnessing reactions to those nerfs are strategically better solutions to a problem than huge nerfs potentially breaking something in the other direction. Eve history has show devs who have done this right and done this wrong. Your posting shows a calm and sophisticated approach to what should be done. Thumbs up to you. I got only one question for you - do you think it could help to buff the natural counter for HML (CMs on battleshiphulls) for PvP so they could kill HML blobs?
Why do people think there need to be more counters when you nerf their range to hell? That alone is the counter b/c it limits the ability to kite out of most turret ranges. |

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Posted - 2012.10.07 20:17:00 -
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If anyone even did a small bit of research on eve history, you'd realize that the only reason drakes became popular was b/c of the speed nerf when HMLs actually lost their main counter.
Maybe Fozzie should do his research and realize that the reason they have been buffed to **** up til now is b/c they were so horrible before. If he'd just fix the damn ships that were the problem, he would see how much better the platform would be w/o doing more than a range nerf... but that would require playing the game, and actually knowing anything about it.
Maybe you guys should pull back a bit on the whole speed nerf thing that oh yeah, got a massive rage thread too b/c it was so heavy handed and has crushed almost any speed design left in game besides high dollar oversized AB/Agility fits.
Yet, I don't hear fozzie saying, oh yeah, maybe we should nerf webs a bit, or oh yeah, maybe we shoud rethink the MWD killing scrams, or the slow as **** AB on almost any ship but a T3 and limited hac fits.
Doing anything but a range nerf to start is just bad and it's tragic that the devs can't see this.
By thier own admission [the 2 ships that are causing the problem] should be reason 1 why doing any more changes to HML's w/o fixing the ships first is a tragic error in judgement.
I've never said this should make missiles immune to more nerfs or changes, but **** sake, learn how to do things properly.... start small and make moves as necessary. |

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Posted - 2012.10.08 08:57:00 -
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Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.
Zealot.... resistance/tank Abaddon.... resistance bonus/tank... then dps Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps. Drake.... resistance bonus/tank
All Tech 3s..... resistance bonus/tank... then dps.
Minmitar... Alpha/capless/speed
Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.
Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...
now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP? |

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Posted - 2012.10.08 10:03:00 -
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Doddy wrote:I'm Down wrote:Lets study some of the most useful combat ships in game and consider why everyone flocks to them.... It's important for this thread, I promise.
Zealot.... resistance/tank Abaddon.... resistance bonus/tank... then dps Rohk .... resistance bonus/tank.... sure as hell isn't tracking or dps. Drake.... resistance bonus/tank
All Tech 3s..... resistance bonus/tank... then dps.
Minmitar... Alpha/capless/speed
Of the list, virtually none of those get used for dps as THE primary reason... baring alpha.
Which means this game has 2 problems.... Resistance bonuses being too good in conjunction with logistics, and alpha being the only counter...
now to missiles.... 2 ships.... drake/tengu... which categories do you really think they fall into that make them OP? See this is the problem, those are not the reason for those ships being used (well the minmatar is partly right), you are fundimentally wrong. Zealot is used because it has the best damage projection of the ahacs by a long way. (going by your way of it it would be sacreleige) Drake is used because it has the best damage projection of any shield bc by a long way. Those who can afford it use tengu because guess what, it has better projection. Abaddon and Rokh are used because they have the best damage projection of BS, though the abaddon is being superseeded by the navy apoc by anyone that can afford them as it has better projection (even though it has worse resists and dps). Even with the winmatar its at least partly about projection, 1400s having great range so long as you have your target webbed and barrage allowing autos to project well even on hulls with no fall-off bonus. Of course the auto ships that do have a fall-off bonus are all pure win, again because of projection (hello machariel). So ccp thinks the drake/tengu damage projection is too much and nerfs it (mainly i suspect because it isn't hampered at close range like turrets), it has nothing to do with resist bonuses.
You are completely wrong.... zealots power comes from it's tank, not it's projected dps, which is pretty ****. Most of it's tank comes from super high resist combined with the logistical effect from it. Only secondary is the sig which is so easily countered it's not even funny.
Rokh/abaddon, both are used for resist...or as you called it, EHP.
The only reason the NAPOC is being used is b/c it's shear raw HP combined with it's still very solid resist build makes up for the slight resist decline when traded with the range projection that allows it to counter Tengu's...
Yes, tengu's have great range... and I've fought very hard to get Missile range nerfed and have said throughout this thread that range nerf is good for Missiles. So when you tell me that tengu's problem and drakes problem is range projection.... you're making my argument. Range alone is enough of a nerf to start. There's no need to do a triple nerf at the very beginning that isn't addressing the problem that 2 ships are causing with missiles.
But saying that tengu and drake don't benefit much more by their tanking abilities is idiotic. Even a **** build 100mn tengu still get's well over 120k ehp and silly good resist that make logistics awesome |

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Posted - 2012.10.20 02:38:00 -
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for those of you saying the 10% damage nerf is good, I don't think you truely understand the extent of the nerf.
Missiles are becoming highly ewar sensitive to the same extent as guns while still suffering delayed and destroyable damage.
Missiles are delayed damage.
Range nerf equates to damage nerf and defensive nerf.
All non drake/Tengu's get **** on with anything but HAMs, yet still HAMs suck on all but 2 ships that use them b/c of lack of tank/mids/speed. |

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Posted - 2012.10.20 03:11:00 -
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Tyberius Franklin wrote:I'm Down wrote:for those of you saying the 10% damage nerf is good, I don't think you truely understand the extent of the nerf.
Missiles are becoming highly ewar sensitive to the same extent as guns while still suffering delayed and destroyable damage.
Missiles are delayed damage.
Range nerf equates to damage nerf and defensive nerf.
All non drake/Tengu's get **** on with anything but HAMs, yet still HAMs suck on all but 2 ships that use them b/c of lack of tank/mids/speed. I'm not seeing much evidence that many are taking advantage of their destructibility, at least in PvP. Also the Ewar changes aren't coming this winter.
in 0.0, it's pretty common to firewall.
As for the ewar... you know it's coming... so why promote a nerf knowing that it's going to be even worse soon?
Range nerf is enough... damage nerf can always come later if it's not enough. |

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Posted - 2012.10.21 01:35:00 -
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Lili Lu wrote:I'm Down wrote:Tyberius Franklin wrote:I'm Down wrote:for those of you saying the 10% damage nerf is good, I don't think you truely understand the extent of the nerf.
Missiles are becoming highly ewar sensitive to the same extent as guns while still suffering delayed and destroyable damage.
Missiles are delayed damage.
Range nerf equates to damage nerf and defensive nerf.
All non drake/Tengu's get **** on with anything but HAMs, yet still HAMs suck on all but 2 ships that use them b/c of lack of tank/mids/speed. I'm not seeing much evidence that many are taking advantage of their destructibility, at least in PvP. Also the Ewar changes aren't coming this winter. in 0.0, it's pretty common to firewall. As for the ewar... you know it's coming... so why promote a nerf knowing that it's going to be even worse soon? Range nerf is enough... damage nerf can always come later if it's not enough. Yeah and there is more than nullsec in the game. Noone is firewalling missiles in lowsec smaller engagements that I've seen. Besides firewalls are not like an automatic missile negator anyway. Range nerf is not enough. HMs have too much damage compared to other long range weapons. It's been shown a hundred times already probably itt. Keep whining in vain though.
"too much damage" even though it's delayed and reduced with speed and sig... yeah, ok pro. |
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Posted - 2012.10.21 04:10:00 -
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Lili Lu wrote:I'm Down wrote: "too much damage" even though it's delayed and reduced with speed and sig... yeah, ok pro. Yeah, ok pro, because turrets have no downsides either. vOv Most of all being that they don't do that HML damage at range.  You seem pretty terrible.
Yeah, those turrets that can hit any class ship for ~ full damage when webs/painters are used... regardless of size... or when traversal is low....
You have no ******* clue why missiles required all the previous buffs in their history or why people are arguing so adamantly against the nerf when it's 2 gd ships causing the problems, not the weapon itself. |

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Posted - 2012.10.21 05:09:00 -
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Lili Lu wrote:I'm Down wrote: Yeah, those turrets that can hit any class ship for ~ full damage when webs/painters are used... regardless of size... or when traversal is low....
You have no ******* clue why missiles required all the previous buffs in their history or why people are arguing so adamantly against the nerf when it's 2 gd ships causing the problems, not the weapon itself. "full damage" Ok, see that is where I question your logic. And then you notice the qualifiers you placed on that. Those same mods increase missile damage. So, what is your point?  Arguing adamantly does not make one right. And those two ships will probably get their own trimming, later. But when you strip down the weapons to just themselves, it's been shown repeatedly in this thread that HM damage is much too high compared to other medium long range weapons. The current nerf will have them still doing the most damage at max range. They just won't being doing as close to those guns at short range. Then these new weapon stats will be added onto the newly respecced hulls that use them. That's the whole point in the OP. To leave HMs as they are was complicating all the later rebalancing because they left HM boats too powerful. People are not flying Drakes and Tengus only because they have monster tanks. They're flying them because they also do much better damage at long range. That will now apparently be 10% less. Also, there will be similar mechanics to increase damage application once the tracking mod changes come into the game. This is not the totality of the changes. Recognize we don't have the whole picture yet. Crying over one nerf amongst the mix is stupid, tbh.
You can't compare missiles damage to other weapons when it's not the same... It's like comparing Artilleries to fricking rails or beams.... Again, learn your history, there's a reason they are as high as they currently are.... because they never competed well in the past at lower DPS.
I've already said there are a multitude of ways to nerf HML's that don't require a direct damage nerf... the primary being range.
And you should realize that those qualifiers that make turrets of any size always hit for near full damage don't apply to missiles in the same regard.... especially if you go and nerf Missile exp velocity and radius.
Why do I think you're just a dev in sheeps clothing... I've never once seen you disagree with their ideas yet history has shown they've had one disaster after another.... striking. |

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Posted - 2012.10.21 23:29:00 -
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Quote: I think the problem is that you're using your experience when saying that turrets apply more damage, and thats totally understandable, but not at all how you should go about balancing things.
everything has to be balanced around the best players. Sure against 90% of players, turrets will do more damage than missiles because they *herp* *derp* set approach and press F1, but you dont balance around all of the morons, you have to balance around the best.
I guarantee you'd be far better off in a drake than you would in a harbinger if the frigate tackling you were piloted by garmon
Its just like starcraft, right now im gold league, and I think storm is totally imba, its impossible to dodge and kills me every time, but they dont balance around people like me, they have to balance for the best people in the world, or the super GSL code S players would completely break the game.
Its the same here; they could balance around you fighting me, but if they did that, someone like garmon could use greater piloting skill to be completely unbeatable.
There you are comparing a drake to a harb.... the problem ship arises again.... it's proof positive that the problem is 2 ships, not the weapon system. If you try making the same comparison with a cerb and a zealot, or a caracal and an omen, you fall flat both times.
Saying that the weapon system itself needs to be nerfed to **** so that you can go back and rebalance the ships a 2nd time after you tear it to pieces is just silly.... and it's only 2 ships.
How about instead, you tear those two ships apart, leave the rest balanced as is, and fix the problems on those 2 ships.... drake: resist/fittings and Tengu: ROF bonus and slot layouts. |

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Posted - 2012.10.21 23:32:00 -
[54] - Quote
Jorma Morkkis wrote:Onictus wrote:Jorma Morkkis wrote:Noemi Nagano wrote:Standard and faction ammo has been severly nerfed (less damage, less range, bigger exp. radius) in hitting smaller stuff. Why should heavy missiles hit frigs for full damage? Oh, yeah... I'm so going to hit Dramiel with HPLs.  One may note that you don't use T2 close range ammo on smaller stuff either unless you have a huginn buddy webbing it down for you I know Conflag is really bad ammo against fast frigates like Dramiel. I'm Down wrote:Yeah, those turrets that can hit any class ship for ~ full damage when webs/painters are used... regardless of size... or when traversal is low.... I want to see: - Rail Brutix doing 400+ dps at 70+ km - Beam Harbinger doing 400 dps at 100 km Nevermind... Those don't exist. Oh, and you probably want to watch this. A lot of info about how turrets work in game. http://www.youtube.com/watch?feature=player_detailpage&v=JvfhVXbMgc8
I want to see a HML drake do damage instantaneously.... I want to see it not lose damage to speed at those ranges, I want to see it do nearly 600 dps in close..... see how it works.
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Posted - 2012.10.22 21:23:00 -
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Sigras wrote:I'm Down wrote:Quote: I think the problem is that you're using your experience when saying that turrets apply more damage, and thats totally understandable, but not at all how you should go about balancing things.
everything has to be balanced around the best players. Sure against 90% of players, turrets will do more damage than missiles because they *herp* *derp* set approach and press F1, but you dont balance around all of the morons, you have to balance around the best.
I guarantee you'd be far better off in a drake than you would in a harbinger if the frigate tackling you were piloted by garmon
Its just like starcraft, right now im gold league, and I think storm is totally imba, its impossible to dodge and kills me every time, but they dont balance around people like me, they have to balance for the best people in the world, or the super GSL code S players would completely break the game.
Its the same here; they could balance around you fighting me, but if they did that, someone like garmon could use greater piloting skill to be completely unbeatable.
There you are comparing a drake to a harb.... the problem ship arises again.... it's proof positive that the problem is 2 ships, not the weapon system. If you try making the same comparison with a cerb and a zealot, or a caracal and an omen, you fall flat both times. Saying that the weapon system itself needs to be nerfed to **** so that you can go back and rebalance the ships a 2nd time after you tear it to pieces is just silly.... and it's only 2 ships. How about instead, you tear those two ships apart, leave the rest balanced as is, and fix the problems on those 2 ships.... drake: resist/fittings and Tengu: ROF bonus and slot layouts. Did you even read the post before responding? seriously, read my post, then read your post again. My post is not comparing the two ships at all, its talking about their relative damage when shooting at people with different piloting skills. People have been saying that missiles do less DPS against smaller targets than turrets, because turrets can hit for full damage if the target is coming straight at them. My point is that only happens when the pilot youre fighting is terrible, and a good pilot will avoid WAY more turret damage than missile damage, so in that scenario its always better to be in a missile ship. Yes it is comparing the two weapon systems not the two ships.
I totally read your post and if you want to go down the training path, lets talk about the isolation of missile skills versus the omni turret skills that apply to all 3 racial weapons more than halving the time of crosstraining.
If you want to talk about pilot skill, Good pilots know how to abuse missile spam in so many ways, it makes it much easier to avoid than turrets ever. Turret's have the negative of one slip up making an alpha strike of death occur for small ships. There is no such truth with missiles. Turrets also have the advantage in small scale combat of ship seperation. 2 ships shooting spread out can maneuver to create problem zones for an attacker. Missiles have no such advantage.
It's only idiots and newbs who don't understand how to maneuver around missiles properly to win fights.
It's those same players who think the drake is OP damage boat... and don't get why the Tengu is unbalanced. |

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Posted - 2012.10.30 21:42:00 -
[56] - Quote
CCP Fozzie wrote: Why not have one T2 longrange missile and one T2 shortrange missile with T1 in between for Cruise/heavy/Light missiles? This is the pattern used by turrets and by short-range missiles, and it was an option we considered for long-range missile launchers. However in the end we didn't see a good reason to homogenize missiles and turrets in that way. As well, since T1 missiles have comparable range to T2 longrange turret ammo, we would have had to nerf T1 missile range further to keep that system balanced and I don't think you folks want that.
Instead, you Homogenize their damage even though they are 2 completely different weapon platforms.
Quote: Are you making these changes because you are part of a shadowy dev conspiracy to push the agenda of fat cat projectile conglomerates and stretching back to the original BoB BBQ in 1723? How do you know? Did someone break the blood oath?
You still have not answered the player grip:
Why don't you start with just the Range nerf, then change the problematic ships, then come back and balance with DPS and other nerfs later............IF NEEDED!!!
Range alone is a huge nerf to missiles, that you just do not get. It is a nerf to damage projection, kiting, and other factors all on it's own.
Anyone with half a clue knows that the only threat a drake fleet at 0 presents is their amount of EHP vs the grind to kill them faster than they slowly kill you.... nobody thinks their range at 0 is stupendous... just their tank.
Again, nobody has ever said that damage was the issue with the drake, and the tengu is an issue with bonuses/fittings. So why are you going so overboard on nerfs when the huge range nerfs would more than likely be enough. Stop with the bullcrap answer of "out of whack" when history shows that you are wrong and why missiles are the damage they are currently. |

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Posted - 2012.10.30 23:24:00 -
[57] - Quote
Lili Lu wrote:I'm Down wrote: Again, nobody has ever said that damage was the issue with the drake, and the tengu is an issue with bonuses/fittings. So why are you going so overboard on nerfs when the huge range nerfs would more than likely be enough. Stop with the bullcrap answer of "out of whack" when history shows that you are wrong and why missiles are the damage they are currently. Because if you strip down to the medium long range weapons on a Drake, Harby, or Cane (I won't include the Brutix here because it is tier 1) you can't create anywhere near the same damage at 60-70kkm as you can with a drake all with possibly double the tank for the drake. HMLs are simply better than heavy beams and 720 artys and of course 250mm rails. Even with short range tech II ammo in the turrets the dps advantage is much less than the HM tech II advantage over tech II range turret ammo. Tech II turret ammo that has a 10k optimal and a tracking disadvantage. Even after the new stats the HML tech II fury will outrange tech II turret ammo by quite a bit. I don't disagree that the tengu subsystem stats and bonuses are "out of whack" and that Drake tanks are "out of whack". Resist bonuses are precarious things. One could envision a rebalanced and possibly buffed Prophecy and Legion (if they retain resist bonuses) being similarly precarious ships. But the weapon systems are "out of whack" and that is why this nerf is happening.
My god, you're a broken record....
not everything is about the homoginized DPS at range. There are many other factors that go into missiles while bringing them comparably closer to those others by making the change to range. Stop ignoring the other factors with missiles that make them suck next to turrets.
You also say more range for fury.... what about massing increase in tracking for all LR turret CR ammo.
this is why you do balance is small doses with a plan for further change if need that can be implemented quickly... rather than huge swaths that force you to figure out how you broke something by going way too far in the other direction. It's common sense implementation to go in small doses knowing what the next step can be with coding already written if needed rather than huge changes.
You seem to be skipping over the fact that I'm not saying ignore all the proposed changes, but rather do them in waves to see if they are all truly needed. Stop being such a political animal with your posting and actually represent what's being said rather than brown nosing the devs.
The player base keeps screaming for a "plan" from CCP rather than irrational changes with no logical next steps...
To date, all we've seen on this issue is a clusterfuck mess from CCP showing incompetence on their own weapons systems. |

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Posted - 2012.10.31 03:43:00 -
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CCP Fozzie wrote:I'm Down wrote: To date, all we've seen on this issue is a clusterfuck mess from CCP showing incompetence on their own weapons systems.
I missed you old friend. <3
Fozzie, I'd waste time throwing numbers and reason at you devs like I did in years past if you'd waste time doing your job properly. We'll see who caves first. |

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Posted - 2012.10.31 05:07:00 -
[59] - Quote
Lili Lu wrote:I'm Down wrote:CCP Fozzie wrote:I'm Down wrote: To date, all we've seen on this issue is a clusterfuck mess from CCP showing incompetence on their own weapons systems.
I missed you old friend. <3 Fozzie, I'd waste time throwing numbers and reason at you devs like I did in years past if you'd waste time doing your job properly. We'll see who caves first. Lol, wtf? Anyway, you need not bother. You think no numbers and even a little reason were thrown about in this almost 300 page thread already? Get working on your threat to induce the cave I guess. 
you do realize a boxing match has 2 participants right? |

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Posted - 2012.11.01 02:08:00 -
[60] - Quote
Cazador 64 wrote:Lili Lu wrote:Hey Noemi, Just wanted to post about eve-kill. It was my arguments using eve-kill stats early on against your arguments. Then you started latching onto the same source when the heavy use of Zealots was manifesting early in the month. But here we are at the end of October and well, Drakes and Tengus back in their usual places, as I predicted. 1 Drake 116441 2 Maelstrom 99206 3 Tengu 82116 4 Zealot 73939 5 Rokh 73727 6 Tornado 69141 7 Hurricane 66027 8 Naga 49695 Also, lookey there. Even if the heavy missile boats drop in usuage by whatever amount after the nerf, there would still be two other Caldari ships in the top 8. So while presently, half the top 8 ships are Caldari, even if the nerf totally knocks the two HM boats out Caldari will have appropriate representation. Anyway, I don't think these changes will totally pull either ship out of the top 20. And as the whole process progresses the focus should shift off of Caldari's and missiles' place and frankly more to Amarr and especially Gallente. Say hi to ROU, when you next see him.  LiLu Why not post the entire top 20 and see most of them are Winmatarr ships ? In fact just shy of 50% make up this list. And the same thing happens with weapons systems and projectiles. At any rate the cane was just a start to the bombardment of nerfs that are coming to a projectile winmatarr ship near you. The fact is DEV made the right call with rebalancing the nerf, they listened to the people who went onto test and tried the changes for them self and made adjustments. Fozzie you made the right call I commend you for taking the time to read the forums and make the right call. 
If you're having to test dps, range, speed, tank, etc e on a drake on sisi then you must be pretty new or inexerienced in combat.
Combat heavy players know the ins and outs of range, speed, and dps pretty well just from years of experience to know how most fights will go. The reason I hate "sisi testers" is that most of them use impractical setups that you almost never see in game. They also almost always center around solo or very small group combat vs unorganized opponents. How is any of that accurate testing... please do tell?
If anything, it makes the feedback thread horribly innaccurate and full of sisi consensus, not real eve consensus on mechanical flaws in designs. This is why almost every patch we hear "but we tested on sisi.... who knew the live server would be different" quotes from some devs and usually the older more chill devs saying... "you know we can't test this **** accurately on sisi"
So please, for the love of god stop quoting Sisi like it's god.
Beyond that, Every step Fozzie has taken has been a revision towards the original missiles minus some range so far.... how many more revisions til he realizes maybe range was enough to start with.... I'm sorta convinced the devs won't let me win this fight on principle alone since I've called them so many hurtful names. |
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Posted - 2012.11.02 06:58:00 -
[61] - Quote
Players are upset b/c he's incompetent and irrational in his order for changes within the game... something CCP has a history of "18 months"
His logic for why he's changing them in this order, or to this degree also do not make sense.
And his smug nature and tendency to avoid people who combat his viewpoints rather than face their concerns head on and not with vague offput answers doesn't help either.
If heavy missiles were so OP, how did the cerb, the nighthawk, the Sac, and a **** ton of other ships go so underutilized for all this time. There are literally 2 ships causing the problems, and one of those ships' problems is mostly unrelated to the weapon system itself. How does it make sense to attack the weapon platform when literally 2 out of ~10 ships are the only problems.
Literally, by his definition, Kinetic damage bonus is the weakest in game... so how does a Sac with a 25% RoF bonus.... the 2nd best possible damage bonus in game appear so weak within it's class using HML's.... How does a Cerb with it's double damage bonus look so weak within it's class...etc.
And yeah, this is the same Dev throwing more drones on ships that have no logical connection to drone warfare simply b/c he can't figure out a better way to balance them and he can't justify that maybe not all ships get the same slot count when offensive numbers don't look right.
At this rate, he'll beat Seleene's epic failures. |

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Posted - 2012.11.02 14:35:00 -
[62] - Quote
Takeshi Yamato wrote:I'm Down wrote:Literally, by his definition, Kinetic damage bonus is the weakest in game... so how does a Sac with a 25% RoF bonus.... the 2nd best possible damage bonus in game appear so weak within it's class using HML's.... Maybe it's because the Sacrilege has a damage bonus only to HAMs. The Nighthawk has always been gimped due to fitting issues. The Cerberus has more range than is realistically useful in 99% of situations (who needs 189km range on HMLs?) . Essentially the ship has only 3 useful bonuses. Does this answer your question how these ships are not overpowered despite HMLs being supposedly overpowered?
No, b/c you go by his definition... a ship with one uber damage bonus with an OP weapon system should matter... hence the omni ROF bonus. Saying 3 useful bonuses on the Cerb is like saying 3 useful bonuses on the Zealot.... oh wait.
In neither case does the ship even appear slightly OP. |
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