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Thread Statistics | Show CCP posts - 63 post(s) |

Lin-Young Borovskova
Science and Trade Institute Caldari State
750
|
Posted - 2012.09.20 22:54:00 -
[1] - Quote
CCP Fozzie, some thoughts:
Cut HM's flight time from 14 to 12sec would probably be enough if in current ships rebalancing bonus will also affect this nonsense of HM's hitting stuff for 130km with right subs and skills. Take those speed bonus away and HM's will now with 12sec hit for about 70Km only with top skills and probably implant. This would bring it on line with other LR medium class weapon systems.
DPS on missiles, well this is a dam huge nerf stick on "THA" face if you add:
TD changes Flight time changes Ships bonus changes
Then you add a -25% dmg on missiles that clearly don't have the best alpha/dps and only work almost properly in very specific hulls. Think about trying a first step by reducing flight time and see what happens before changing dmg, it's just an opinion OC. This will not make players choose HAM's over HM's, HAM's are bad and only work on some hulls because either huge tank or huge ROF, they don't have enough alpha and a mediocre dps giving nasty smiles when looking at EFT numbers.
These changes announcement without a clear list of also ships changes using them has nasty effects. You have "OLOLOLZ BLOBZ WILL DIE": please create some wiki page to explain some people the "THING" will only be replaced by another "THING" but doesn't change anything about numbers game.
Changes to Hurricane, I rather look like this when I read those changes, this will not make Brutixes better because their LR weapon system is clearly awful and that awesome active armor bonus makes peanuts effect when you fit lows of MFS highs of T2 blasters to gank freighters and mining barges. -Will not make it a desirable ship in fleets -will not make it valid choice vs next "thing" (still canes and drakes imho) -will not get the "stacking" interest you WILL search for your cost/effective fleets/gangs other than gank freighters/barges -will probably make Harby more desirable but then armor speed penalties are so awesome :suicide:
Not sure where this is going but I'm about to think the next interesting "THING" will be cruisers. As it stands I'm not unhappy I've trained BC 5, unlocked Command ships but can't see a very good future for those too. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
751
|
Posted - 2012.09.22 09:20:00 -
[2] - Quote
TriadSte wrote: May I please number your points CMS Elise Randolph?
1. They're capless
2. Always hit
3. Can shoot when jammed
4. Can do any damage type
5. They have the most range of any medium weapon.
Agreed, although why is that a problem?
6. They have the highest Alpha of any medium weapon.
Is that right? Lets take my alts Tengu [all lvl5 missile skills inc spec] it has 4 T2 BCUs to get 537 DPS 2059 Alpha [no implants Mjol fury] When I place that against my proteus with 4 magstabs and 6 Heavy Neutrons which pumps 1032 DPS with void 2466 Alpha
Now I know that yes if I changed to Scourge Id get more DPS and Alpha but I don't hit live in a region needing Scourge.
Got an answer for that? didn't think so, TIP get your facts right before you post.
1st of all with all lvl5 skills and you can't get over 537 DPS you're doing it wrong.
Tengu cookie cutter fit without billions of mods, T2 fitted one when correctly fitted deals 750dps without +5dmg implant. Around 900 when OH, the problem? -100% dmg projection up to 120/130km
The amount of dps you can get out of said Tengu is only possible because of ROF witch in it self it's not a problem, the real problem is when this is possible at such extreme ranges for a medium weapon system. HM's need a slight nerf in flight time for sure, the dps nerf imho is a bit too strong and will not solve the problems other ships and weapon systems have. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
763
|
Posted - 2012.09.30 13:19:00 -
[3] - Quote
picattacip Vherocip wrote:Just spent the last 3 months training to fly a Tengu with T2 missiles for exploration. I guess I'm just ... unlucky.
Not sure where this is going without further explanations about ships bonus changes but in fact, on paper, you have to look at it like this:
Currently your missiles have a very long delayed dmg application but extreme ranges that can go above 150km with Cerberus, this is silly. It's even more silly because the paper dps you could apply with your missiles is not the true one because your target is moving and avoids at some point one part of the explosion radius thus less dps. Adding much more base speed to missiles will make your dps application sooner at longer ranges and almost instant at close ranges, increasing speed impact and reducing explosion radius will increase your dps applied even if base dmg is 25% less. In the end you should not loose much dps, loose range yes and this is good for the game now on top of these changes you need also to think about ship bonuses and this is where I'm really starting to believe you're not ready to see Tengus and Drakes be hangar queens, you should even expect to see a lot more missile ships once neglected become viable ships witch is good for the game. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
765
|
Posted - 2012.10.02 19:30:00 -
[4] - Quote
Nagarythe Tinurandir wrote:it's quite funny, that most of the people doing pve were flying caldari, even when fotm-lvl4 tengu was not around.
This always makes me laugh high and hard. If you do lvl4's and kill all rats with your Tengu, you're doing it wrong. Tengu is the MASTER of BLITZ, I guess you don't really understand what this means.
If you want to know what a fotom ship is or what looks like just mission some day with a faction/DED fit Machariel or Nightmare, now those are like "waw" in dps/alpha you murder everything on grid FTL than you will ever be able to do with a 2billion Tengu. You make me think about someone not having a single idea what he's talking about and just moans about Tengus, T3 boosting, then T3's in general etc etc etc when the problem clearly comes from something else.
Earlier you reffer to Hurricane as bad ship, then Drake as OP. Don't be surprised if people don't take you seriously or think you're trolling. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
831
|
Posted - 2012.10.16 19:29:00 -
[5] - Quote
Mr Floydy wrote:Chimera? notsureifserious
Only any good if you pimp fit it and are in a Pulsar wormhole.
Awesome to move your ships to the front with a nice Ship hangar bay. Nice corp hangar and decent cargo bay to add more stuff to front market and make some iskies.
Think about it like a rorkal but different. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
904
|
Posted - 2012.11.11 11:32:00 -
[6] - Quote
Fit???
OGB links number and ship?
Boosters
Now if with all this you shouldn't be able to kill a couple ships solo or someone should die to the first couple frigs showing up on grid, then what would be the point of training for such expensive ship? I only see a problem on this vid, that Legion horribly lacks of dps but has a very nasty tank. brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
904
|
Posted - 2012.11.11 11:39:00 -
[7] - Quote
Giribaldi wrote:CCP Fozzie I disagree with reducing the DMG of heavy missiles and all of the above mention penaltie 2 heavy missiles... if u insist on doing it then buff hams so that they have a 15% long range or increases there range from what they are now to 32km (with lvl 5 skills) so that that ppl are incouraged 2 use hams for close heavies for kiting... if u reduce the damage of heavies the tengu will match the drake in dps most importanly because tengu has less missile slots then the drake... so u need 2 give a 10% buff 2 heavy missile bonus 2 the tengu (not the subsystem but the ship itself)... an other note is that drakes have always been more of a kitting ship so making them good with hams would make them match other ships... if u reduce range of hams 2 aprox 18km (max skills) and increase dmg output of them by 15% to match the dps of other close range bc's ull make the drake wanted and more balanced for close range battle verus long range battle... but keeping in mind making that change will still keep drakes popular for kiting with heavy missiles... that is all
Hurricane with 425mm autos 2TE+ long range ammo can keep you disrupted at max range with links (40km) and still apply dmg, with top skills and getting closer (about 30km) will make you cry because there's nothing you can do but send ammo that will never hit the target.
HAMs hitting at 25+ on bonused hulls? -HELL YEAH !! brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
913
|
Posted - 2012.11.12 19:25:00 -
[8] - Quote
Ludiah wrote:CCP Fozzie wrote:I'll start off with the orphan announcement. In the Attack Cruiser thread we also announced changes to medium gun fittings. We're going to be changing the hurricane at the same time but I wanted that thread to stay dedicated to the specific cruiser balance instead of getting derailed so we're moving that here. Since we planning to reduce the powergrid needs of all medium artillery by 10% across the board, we are also planning to subtract 225 PG from the Hurricane, leaving it with a base powergrid of 1125.The upshot is that fitting a full rack of 720s with a MWD and LSE and full mids and lows will require a RCUII and either an ACR or PG implant. Also fitting a standard shield autocane with neuts and LSE will require dropping a few guns down to 220mm. The hurricane will likely receive significantly more changes when we get to battlecruisers in the balance pass, but this is designed as a compensation for the drop in Arty PG and to help alleviate the problem of Arty ships having so much free PG when they use autocannons. Well here's the problem with this. The Hurricane isn't a designated Arty ship. It's both a close combat AC ship, OR a long-range Atry ship. Unless you already plan on screwing us Hurricane pilots by removing that flexibility and forcing into a long-range platform. I haven't yet seen any reason for me to keep playing once the patch goes through if you are going to cripple the Hurricane like this. Additionally, the changes are out of proportion. The Arty PG requirements are being dropped by 10%. The Hurricane is losing 17% of it's overall PG. By claiming that this change is a 'compensation' for dropping Arty PG requirements you've made a giant fool of yourself CCP Fozzy. Here's what you can do if you are REALLY serious about this being a 'compensation' (when you drop the ship PG by a larger amount than the Arty PG requirements you are obviously doing this for reasons OTHER than 'compensation') then go with a role penalty for the Hurricane when it's using Arty. Like the Destroyers used to have for Rate of Fire. Give a role bonus that causes Arty to use 10% (which is what the Arty PG requirements dropped by), or if you feel really vindictive (since I'm guessing that this change is because CCP Fozzy died one too many times to a Hurricane) then make it where Arty use 17% more PG (since that's how much the Hurricane PG is going to be nerfed by. I doubt that CCP will do the right thing and only nerf the Arty PG usage on the Hurricane EVEN THOUGH they claimed that this overkill nerf was 'compensation' for something that wasn't really needed imho.
If I pick your comments about pg requirements and ship loss:
-17pg requirement for Arty = +17% PG available
-10% base pg available means you still have left +7% PG than before changes. Not sure this is exactly what you wanted to say but it's what it looks like.
brb |
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