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

Merkal Aubauch
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Posted - 2012.09.18 14:29:00 -
[1] - Quote
Well death to OP battlecruisers. Now EVE gonna have some room for other tacticis than blobbing with t1 cheap **** battlecruisers. See ya on the field :) |

Merkal Aubauch
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Posted - 2012.09.18 15:15:00 -
[2] - Quote
Also TE affecting missiles is a steath buff for nagflar ;P |

Merkal Aubauch
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Posted - 2012.09.19 00:53:00 -
[3] - Quote
I'm Down wrote: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.
You forgot to add "Where the bots are printing isks." |

Merkal Aubauch
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Posted - 2012.09.19 01:02:00 -
[4] - Quote
LOL ppl u dont understand that HMLs were overpowerd all the time.
With all 5 skills on unbonused ship:
720mm Howitrzer Artillery II ammo: Tremor M
54km optimal 22km falloff with 16,8 DPS
+ insta dmg - one DMG type for long range ammo - full DPS only @ 54km then its going down for next 22km - might have tracking issues
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
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Merkal Aubauch
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Posted - 2012.09.19 01:18:00 -
[5] - Quote
cry more child... |

Merkal Aubauch
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Posted - 2012.09.19 11:23:00 -
[6] - Quote
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 |

Merkal Aubauch
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Posted - 2012.09.19 11:47:00 -
[7] - Quote
Seranova Farreach wrote:Spugg Galdon wrote:I'm Down wrote: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. One of the issues I have is that I get the impression from the CSM posts in this thread that they have already "signed off" on these changes on our behalf and we should just "Build a bridge and get over it". My view on Heavy Missiles is that: They simply have too much range. So I support the range nerf even though I feel it should have been closer to 40% total range reduction with TC/TE offering better range by sacrificing Tank/Gank Missiles need a viable counter that works. Defender missiles should be reworked into a real point defence weapon that effectively shoots down missiles and drones. There should also be another module that reduces your signature radius as a missile counter that is simply a "Chaff and Flare" Launcher. Obviously this module would have drawbacks for it's use but it would work as an effective solo missile counter. TL;DR Range nerf is good Damage nerf is bad Do not give TD's the ability to effect missiles Fix or rework point defence (read defender missiles) Disclaimer: I have not read a CSM post that stated the exact quotes from above. The phrases in quotation marks above are purely my perception of the CSM's stance and attitude to the players opinion voiced in this thread. I make no personal attacks on players, devs, CSM members or ISD members and have attempted create a post containing constructive feedback. Lets see if the ISD edit this post in their current campaign vs free speech a rnt you forgetting that missles are physical and can be destroyed by smartbombs and bombs?
and dont have falloff or tracking and can switch damage type and always hit? |

Merkal Aubauch
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Posted - 2012.09.19 12:05:00 -
[8] - Quote
Recoil IV wrote:Daneel Trevize wrote:Hmm, doesn't this missile/TE change mean TEs really need considering for a nerf/reduction of the last buff they got? -Damage decreased by 20% (rounded to closest digit) ^_^ means heavy missiles will have even less damage.lets compare this right now a drake has about 450 dps`ish with fury and 5 t2 drones compared to a hurricane that has well over 800 dps with t2 drones :D gg ccp
ham drake up to 599dps vs AC cane 633 up to around 700
hml drake around 495 dps vs ARTY cane around 361 dps |
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