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

Warde Guildencrantz
TunDraGon
36
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Posted - 2012.09.18 14:10:00 -
[1] - Quote
for christs sake, why do TDs need to affect missiles? Now you can't properly ever fight back against something wielding a TD!
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Warde Guildencrantz
TunDraGon
36
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Posted - 2012.09.18 14:16:00 -
[2] - Quote
Ravcharas wrote:Warde Guildencrantz wrote:for christs sake, why do TDs need to affect missiles? Now you can't properly ever fight back against something wielding a TD!
Unless you fit a td or a tc.
Yes, as if shield tanks have enough slots for random crap, its enough that armor tanks can fit ECCM and TCs and everything they need to combat ewar while shield tanks just die in a fire. |

Warde Guildencrantz
TunDraGon
36
|
Posted - 2012.09.18 14:25:00 -
[3] - Quote
A 20% damage reduction on HMs is just too much. I'd say 10% is way more reasonable considering the range nerf.
I would think a 10% reduction to HM damage and a 10% increase to HAM damage would be more reasonable, because the reason HMs are used so much right now is because of two reasons:
1. They have pretty good damage, but not amazing, they're "just right" in terms of missiles. 2. Hams are barely better for damage, whereas they should be considerably higher DPS, like the difference between cruises and torps (around 300-400 dps for cruises to torps, should be around 200-250 for HMs to HAMs)
Thus, by buffing HAMs, you fix one of those, and by nerfing HM damage, you fix another. Nerfing one of them a huge amount just makes the respective weapon completely useless. That's why I would think a 10% reduction for HM damage along with a 10% increase in HAM damage is better. HAMs are decent but they are always avoided in PvP because they can't match up to HMs. But making HMs useless to promote HAMs is stupid, HMs should simply be made a bit worse and HAMs should be made a bit better, which will solve the problem.
I understand the range nerf though, such huge range on HMs is really unnecessary. |

Warde Guildencrantz
TunDraGon
36
|
Posted - 2012.09.18 14:40:00 -
[4] - Quote
Also, reducing rage range is just going to make them even less used. They are fine how they are currently regardless of damage.
I am thinking of rage rockets, they really need the range they currently have to be useful, nerfing it at all makes them completely useless. I flown rocket hawks in PvP for a long time and they need that rage range to fit their niche. (This was before ASBs, but still.) It's really important that a rocket boat can hit at 9km with rage, because if they can successfully kite within scram range, their mediocre dps compared with other close range weapons can grind them down. Making rage have less range is basically saying "now you have to use CN ammo to do it", which is basically nerfing rocket damage in general, since CN ammo has less DPS.
Rage HAMs have short enough range, 18km? Thats well within scorch range, barrage range, which are similar in applied DPS when you get down to it because of the ****** explosion radius/velocity on rages. HAMs need more DPS in general, regardless of damage type, so slightly buffing rage missile damage while nerfing range really doesnt help.
Rage torps are horrible NOW, why would anyone every use them in the future if their range gets nerfed? They can't hit anything that is moving as it is, so decreasing their range is just a horrible idea, even if they get additional DPS. Leave them as they are in terms of range and make them better for hitting targets to become closer to other torps, if anything. |

Warde Guildencrantz
TunDraGon
38
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Posted - 2012.09.18 15:03:00 -
[5] - Quote
The current proposals for missile changes as they stand fix a lot of what drake blobs cause in null sec, which is understandable, but it just makes missile boats so much worse in small scale PvP, and this is the reason people think some of the nerfs are too much. Nerfing the HM damage so much will make drake fleets less useful, but on the small scale, you can no longer do anything useful in any HM boats. The nano drake gang becomes horrible, Cerbs get even worse, nighthawks get even worse, caracal is thrown right back down to where it currently is, and so on. Just because these changes help out huge null sec blobs to use more than drakes doesnt fix it for everyone else. Clearly quite a few people have issues with the damage nerf so it's reasonable to decrease it at least. (once again, 10% instead of 20%, while buffing HAM damage, would be optimal) |

Warde Guildencrantz
TunDraGon
38
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Posted - 2012.09.18 15:38:00 -
[6] - Quote
Hans Jagerblitzen wrote:Alx Warlord wrote:and what about the heavy assault missile? doesn't it need a buff? noone uses them... Well, thats because the HAM is supposed to be the high-damage, close range variant. Right now heavy missiles are a high-damage, long range variant. There's little reason to equip HAM's when you can get get almost the same DPS and much longer range. Scaling back the heavy missile DPS allows the HAM's to shine as the superior choice if you want maximum DPS. I predict that HAM's will become much more popular for Drakes, caracals, and other ships wanting to achieve optimum DPS in a fitting.
HMs > 10% decrease in damage HAMs > 10% increase in damage
will make things more reasonable |

Warde Guildencrantz
TunDraGon
38
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Posted - 2012.09.18 15:53:00 -
[7] - Quote
Ravcharas wrote:Michael Harari wrote:Also making TDs affect missiles is goddamn ********. Now there is literally NO situation in which you dont want TDs fitted and there is NO counter to someone using TDs (apart from blobbing them....see a theme?) Fit a tracking enhancer, fit a tracking computer, fit a web, fit a painter, fit neuts, use appropriate ammo, or use ecm.
On my shield tanking ship with 2 slots left over for ewar, one of them is a disruptor, the other one is a web...yeah, i can fit all of those! There is a reason missile ships werent supposed to be affected by TDs and it's because as mostly shield tanks, they don't have ROOM to fit stuff that can fight back, whereas armor ships have 3,4 slots for ewar defence!
As well, if you are a turret boat, if you are getting your tracking disrupted, you can just minimize transversal to hit for your full DPS. With missiles, you cant ever do anything to fix your explosion radius/velocity, except use a TP. It's basically like "You can't do your maximum DPS anymore if I TD you". That's stupid, specific piloting should be able to combat ewar (Getting close up/minimizing transversal)
People are saying "oh, just fit a TC and then you nullify the effect of the TD on you!" Yeah, because my shield tanking missile ship needs another mid slot ewar defence as it is! I already can't fit ECCM, Painters, TDs, or anything else, because I need a slot for a disruptor, web, and MWD! That means the minimum of 6 slots to fit a 3-slot tank and 3 slot ewar is not enough to combat ewar or fight back in any way. Adding TCs to that makes combating ewar on a missile boat even more of a pain! |

Warde Guildencrantz
TunDraGon
38
|
Posted - 2012.09.18 16:00:00 -
[8] - Quote
Takeshi Yamato wrote:Here are some raw numbers useful for understanding the proposed HML, beam laser and artillery changes:
250mm Railgun II with Spike:>Needs buff, medium rails are the most useless thing in the game currently. DPS: 20 Alpha: 92 Optimal: 65 km Falloff: 15 km Cap/sec: -1.1 PG: 187.2 CPU: 31.5 Time to hit: instant
Heavy Beam Laser II with Aurora:>Needs buff, probably will get one cause they suck DPS: 21 Alpha: 91 Optimal: 54 km Falloff: 10 km Cap/sec: -3.8 PG: 223.2 (previously 248.5) CPU: 27.8 Time to hit: instant
720mm Artillery II with Tremor: DPS: 17 Alpha: 242 Optimal: 54 km Falloff: 22 km Cap/sec: 0 PG: 223.2 (previously 248.5) CPU: 24 Time to hit: instant
Heavy Missile Launcher II with Caldari Navy Scourge: DPS: 23 (previously 29) Alpha: 189 (previously 237) Range: 63 km (previously 84) Cap/sec: 0 PG: 94.5 CPU: 41.3 Time to hit: 10 seconds
This is without any ship bonuses. My view on this is that a 25% range and a 20% dps nerf only seem ridiculous if one ignores just how much better HMLs were than other weapon systems.
fixed |

Warde Guildencrantz
TunDraGon
38
|
Posted - 2012.09.18 16:02:00 -
[9] - Quote
Michael Harari wrote:
m8 you just need to bring more ships than they have tracking disruptors. Eveiseasy
Yes, because every fight is not a solo fight |

Warde Guildencrantz
TunDraGon
43
|
Posted - 2012.09.18 19:31:00 -
[10] - Quote
Now that I think about it more, I begin to see larger version of the problem:
The reason Heavy Missiles appear to be so overpowered in comparison with range medium turrets, is simply because the long range turrets for medium size, for the most part, suck.
Medium rails, are just horrible, dont deal enough DPS, considering their bad tracking. They should have great tracking, only a bit less than pulses for example, or around that, such that their tracking is best of the long range turrets. They also need better damage in comparison with other weapons. Just by destroying heavy missiles does not solve the issues that medium rails have, people still wont use them just because their caldari missile boats are so crap. Nerfing HM damage will in fact cause people to take more of a look at rails however, especially if the moa/eagle line actually get a damage bonus. But nerfing heavies completely into the ground isn't really fair just to get people using HAMs and medium rails.
Medium beams aren't that great because scorch pulses are just so much better and get only a little less range. Perhaps they need a damage buff too, if a minor one, while buffing scorch's damage a little and reducing its range a little.
Arties are always good due to their alpha, but medium arties are not all that common in PvP, save for the arty cane or muninns. Perhaps buff their rate of fire slightly.
Heavies are in fact too powerful, but 20% damage reduction is a bit much in this case no matter how you look at it. Perhaps the other long range guns should be looked at in the process, and the heavy missile damage nerf should be reduced. |
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Warde Guildencrantz
TunDraGon
44
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Posted - 2012.09.18 20:51:00 -
[11] - Quote
Laura Dexx wrote:
This game isn't supposed to be easy for newer players. I started Amarr and I had a hell of a hard time trying to work my way through the Omen, Harbinger and Apocalypse with T1 fittings. The fact that this game is such a breeze with a t1 drake or raven is an insult to all other races.
Yes, because the raven is a breeze to use.
Because everyone always waits until they do level 4s before starting PvP right?
Drake is op, everyone knows that. Nerfing it down to 250 dps isn't really a good way of fixing it, nerfing a bit and improving the other options it has than heavies is better. |

Warde Guildencrantz
TunDraGon
45
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Posted - 2012.09.18 21:07:00 -
[12] - Quote
Wolfstorm wrote: The current proposed changes make them useless for everything except blobbing where they will then be just ok.
This is exactly it. Everyone who is like "Yay, this change is the best!" Hasn't really thought about how drakes are only "reasonably good" in small scale and solo PvP, now they will just be useless, along with any other boat that usually uses heavy missiles, in this form of warfare. |

Warde Guildencrantz
TunDraGon
48
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Posted - 2012.09.18 22:36:00 -
[13] - Quote
Laura Dexx wrote:Shizuken wrote:Yeah, not sure if my current mission drake fit will be able to do L4's anymore... You're doing level 4s in a t1 battlecruiser? The fact that it's even possible is pretty ridiculous. You try doing that in a Harbinger, sure you'll have a lot of fun warping out every odd minute.
I've done a L4 in a merlin, being able to do them doesnt make a ship OP, it just makes them able to fit towards a PVE role well. |

Warde Guildencrantz
TunDraGon
48
|
Posted - 2012.09.18 22:57:00 -
[14] - Quote
Bilaz wrote: both tengu and drake are massievly overtanked
drake- yes, it has a big tank
tengu - no...not at all. Look at the proteus. 200k tank with armor easily. Look at the Loki. 100k tank easily wth a single 1600 plate. Tengu has trouble getting 100k passive tank, and thats with only 2 mid slots left over for MWD and disruptor. Plus, the real issue lies with 100MN tengus, their tanks are not huge at all, its just their speed mitigating damage that makes it seem that way. Even moreso, to fly an 100mn tengu, you NEED to pimp fit it, and having an extremely expensive tengu should be OKAY to have it as a powerful ship. You don't see people constantly flying 1.5bil lokis and legions, like people do with tengus, but if you did, you could surely get 150k-200k armor tank on them as well, just as the tengu gets a good tank when combined with 100mn. However, its tank is not massively unbalanced. Just its damage projection, and reducing its range and a bit of its damage (hopefully not 20% however) is a reasonable way of fixing it up to be more balanced. However- nerfing it into oblivion will make 100mn tengus no longer useful, taking away a lovely style of playing that many people hold dear. (This isn't me whining, I personally don't fly 100mn tengus because I don't have the ISK to buy something too pimped.) Nerfing a form of warfare is really bad for the game. It takes away people's skills using a certain tactic. For example - some people have really practised with kiting others, and thus use it a lot in PvP because it is what they are good at. 100MN tengus require a lot of thinking to manuever properly, and taking out this playstyle really isn't a particularly good/fair idea. |

Warde Guildencrantz
TunDraGon
52
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Posted - 2012.09.19 12:41:00 -
[15] - Quote
At this point I don't even want to continue arguing about the proposed changes, I will watch as the threadnought grows O_o |

Warde Guildencrantz
TunDraGon
52
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Posted - 2012.09.19 12:59:00 -
[16] - Quote
Nalha Saldana wrote:You QQ now but once you try a Torp raven with tracking enhancers...
And get vollied by every battleship in existence other than another raven and the scorp before your rage missiles hit... |

Warde Guildencrantz
TunDraGon
52
|
Posted - 2012.09.19 13:07:00 -
[17] - Quote
Nalha Saldana wrote:Warde Guildencrantz wrote:Nalha Saldana wrote:You QQ now but once you try a Torp raven with tracking enhancers... And get vollied by every battleship in existence other than another raven and the scorp before your rage missiles hit... Well I meant for the carebears, I totally agree they suck for pvp.
Yes, however i really think having TDs for missiles just aren't needed, they don't need that form of disruption because of their nature. The only thing it fixes is their usage in blobs, and nothing else at all. TEs/TCs are just a cheap way of making it seem like it wont be that bad. |

Warde Guildencrantz
TunDraGon
53
|
Posted - 2012.09.19 13:17:00 -
[18] - Quote
Callidus Dux wrote: And I hope that all unsubs will be charged to CCP Fuzzy and his more than dumb ideas which leads to a dismissal of him! 
To be fair, until this topic he has been doing quite a good job, and upon writing this topic, the stuff people are debating about is just "an unreasonable change", not "Something I should unsubscribe over and want not to exist in any shape or form".
The issues are such:
-Hurricane can't armor tank well with these changes. It should be changed so it can shield tank and get the neuts on there as well (having only like 30k tank with shields), or get its big armor tank as well without the neuts. (Previously you could get 55k tank with armor, 2 neuts, and a full rack of 220s which is where it got a bit ridiculous)
-Heavy missile damage nerf is too much, bring it down to 10% minimum
-Buff HAMs, they suck too much, thats why everyone gravitates to Heavy missiles, please increase their damage or explosion velocity, or something of the sort.
-This one's debatable, but: TDs don't need to affect missiles, the nature of missiles is different than gunnery platforms, and should stay that way. Otherwise, TDs become too overpowered. Just because heavy missiles are useful doesnt mean all missile types should be screwed over. As well, just because the drake and tengu are OP using heavy missiles doesnt mean heavy missile have to be nerfed, making other ships that use heavy missiles useless in every way. |

Warde Guildencrantz
TunDraGon
53
|
Posted - 2012.09.19 13:23:00 -
[19] - Quote
MIrple wrote:
People have adapted to many changes in EVE and there has never been a SP reimbursement. This Change will not make any skill you trained unusable only changes how items work. If you need further reference please ask all the Nano pilots if they got there skill points back when they nerfed that.
Because it takes as long as it does to train all missiles (or even just heavy missiles and the respective damage/range modifier skills) to V to train for T2 nanos (which you can get 2 hours into starting a new character)
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Warde Guildencrantz
TunDraGon
53
|
Posted - 2012.09.19 13:28:00 -
[20] - Quote
MIrple wrote:Warde Guildencrantz wrote:MIrple wrote:
People have adapted to many changes in EVE and there has never been a SP reimbursement. This Change will not make any skill you trained unusable only changes how items work. If you need further reference please ask all the Nano pilots if they got there skill points back when they nerfed that.
Because it takes as long as it does to train all missiles (or even just heavy missiles and the respective damage/range modifier skills) to V to train for T2 nanos (which you can get 2 hours into starting a new character) Will your skills still allow you to use missiles and the only Missile that is getting nerfed is the HM so yes its a pretty even skill train match up. Heavy Missile V High Speed Maneuvering V don't see how this is all that different.
No, all missiles are getting nerfed because they instantly have less DPS just from a TD, which isnt the case for TDs on guns. |
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Warde Guildencrantz
TunDraGon
54
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Posted - 2012.09.19 13:38:00 -
[21] - Quote
MIrple wrote:Warde Guildencrantz wrote:MIrple wrote:Warde Guildencrantz wrote:MIrple wrote:
People have adapted to many changes in EVE and there has never been a SP reimbursement. This Change will not make any skill you trained unusable only changes how items work. If you need further reference please ask all the Nano pilots if they got there skill points back when they nerfed that.
Because it takes as long as it does to train all missiles (or even just heavy missiles and the respective damage/range modifier skills) to V to train for T2 nanos (which you can get 2 hours into starting a new character) Will your skills still allow you to use missiles and the only Missile that is getting nerfed is the HM so yes its a pretty even skill train match up. Heavy Missile V High Speed Maneuvering V don't see how this is all that different. No, all missiles are getting nerfed because they instantly have less DPS just from a TD, which isnt the case for TDs on guns. So firing guns when being TD and hitting in falloff is not less DPS? News to me.
Yes, but you can fix that by piloting, you can't with missiles. You just do less damage no matter the circumstances. Maybe making them move slower will fix a bit, but you can't really MAKE someone move slower, unless you have the modules to do it. It isn't really fair that one weapon system can pilot their way around an EWAR and the other one has to fit towards it. |

Warde Guildencrantz
TunDraGon
54
|
Posted - 2012.09.19 14:11:00 -
[22] - Quote
darius mclever wrote:CCP Fozzie wrote:Good afternoon everyone. I know some people have been wondering if I'm still following the thread, so let me assure you that I have read every single post so far and I plan to keep that up.
Thanks to everyone for taking the time to let us know your opinions on these proposals. It's great to see so much passion from our customers, and I hope I'll be able to demonstrate from now to December and beyond how much I appreciate all your dedication.
Thank you for the reply. Could you address the point that the 20% nerf seems to be a bit harsh and that 10% seems to be more reasonable?
Could you address the point that instead of 20% nerf of heavies you could do 10% nerf of heavies and 5%/10% buff of HAMs to get people using HAMs?
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Warde Guildencrantz
TunDraGon
54
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Posted - 2012.09.19 14:14:00 -
[23] - Quote
MIrple wrote:
You cant fix falloff by piloting unless you mean closing range. Hey guess what you can fix missiles the same way then also. Your argument on this is weak as now you suffer the same issues that turret pilots can face out in space. TD are being changed this winter also so hold on the sky is not falling at the moment.
By piloting I mean piloting, meaning not relying on an EWAR module to save you from EWAR, but instead relying on yourself to pilot well (your ships vectoring) to maximize damage. I don't see how the argument is weak. |

Warde Guildencrantz
TunDraGon
54
|
Posted - 2012.09.19 14:30:00 -
[24] - Quote
Currently the concern I have with TD changes is that a single module shouldn't be so powerful against every form of weapon (save for drones, but come on).
I think making a separate TD module, (Someone suggested making a defender missile launcher the TD for missiles). I think implementing it like that would be much more reasonable. That way, a ship could fit TDs, Defender TDs, and not have the power of 2 super TDs that can disrupt the power of every type of weapon. If you knew you would be facing a missile boat, you could use Defender TDs, and if you knew you would be facing a turret boat, you could use normal TDs. It's when the combination of both are combined into one module that it just becomes unfair.
Basically this defender TD module would be a midslot launcher (Defender launcher) that can load 2 types of defenders. Fuel valve defenders which strike the rocket fuel area of a missile, reducing its flight time, and guidance system defenders, which emit a disruptive pulse upon colliding with the missiles that reduces their explosion velocity. The module would have limited ammo, of course, and would take the same time as a normal launcher to reload (thus switching disruption types instantly wouldn't be possible). This balances things a little moar.
Also, defenders just completely destroying other missiles would be unfair if they were made to be useful. Say in the lore that caldari designers were like "Uh, no, we just made our missiles armored so they can't be damaged any longer by defenders. "(Thats why heavies have less rocket fuel after the nerf! <_<)
As well, hopefully different ships could have a bonus to these defender TDs than the standard TD ships. |

Warde Guildencrantz
TunDraGon
55
|
Posted - 2012.09.19 15:11:00 -
[25] - Quote
Another good way to fix this nerf is to make fury missiles have even less range (Think 40-55km range, whereas javelin HAMs with a TE would get more dps, but only hit up to about 30km), but the fury heavies have 10% less damage than the current fury missiles instead of 20%. |

Warde Guildencrantz
TunDraGon
57
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Posted - 2012.09.19 17:37:00 -
[26] - Quote
Hannott Thanos wrote: I was thinking this too. No reason for HAMs to cost more in terms of fitting. Should be brought in line with the formula used on long and short ranged turrets
I think they will address this when they get to the drake itself in the balance pass. |

Warde Guildencrantz
TunDraGon
57
|
Posted - 2012.09.19 18:14:00 -
[27] - Quote
Azual Skoll wrote:Bloutok wrote:Fine, Make the ham drake better. By making tracking enhancers/computers affect missile range, that's exactly what they're doing. HAM drakes with Javelins (which will have no speed penalty) and a couple of TEs/TCs should hit out to around 45km.
No, more like 30-35.
Good enough IMO. Could just build a new nano drake that has ballistic+TE+2xnano in the lows with javelin assaults and it would be exactly same deal as the standard nano drake, cept less range. Who kites out to 50km in a nano drake anyways.
Thing is, it should still be possible to choose fury missiles for heavies and get a little more range than javelins, while having less DPS (but not a huge amount as it is planned). It's like how javelin rails have a bit more range than null blasters, while having a bit less DPS. There should be a bridge to the gap where missiles can be "Close ammo for long range that does the closest dps to long ammo for close range". Currently the nerf is being considered as "Furies need to do way less DPS". I think it should be like:
Rage HAMs: worst range, best DPS faction HAMs: Middle HAM range, middle DPS javelin HAMs: long HAM range, low HAM dps T1 ammo: same as javelin DPS, middle HAM range.
^This is at least being done
Furies HMs: short HM range, best HM dps faction HMs: Middle HM range, middle HM dps precision HMs: Long HM range, lowest HM dps T1 ammo: same as precision DPS, middle HM range.
However, the above T2 HM parts are not "set in stone". They are currently:
Furies HMs: almost same range as faction, only a little more dps faction HMs: middle damage, middle range (good) precision HMs: Horrible, but we know they will be fixed.
The only discrepancy above is that they haven't specified how they want to change furies. I think the damage nerf will be less yelled about if furies can stay close to their current dps (still getting nerfed, just by not as much as the others), and having there range reduced to bridge the gap between TE boosted javelin HAMs and close-range-ammo HMs.
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Warde Guildencrantz
TunDraGon
58
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Posted - 2012.09.19 19:30:00 -
[28] - Quote
Terik Deatharbingr wrote:
You really want to equalize the playing field, try moving everything to shield tanking because at least there is a regen.
The heck is this guy talking about
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Warde Guildencrantz
TunDraGon
58
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Posted - 2012.09.19 19:55:00 -
[29] - Quote
LtauSTinpoWErs wrote: On a side note, I would love to start seeing T2 FOF missiles :)
Noooooo, delete them from the game already |

Warde Guildencrantz
TunDraGon
65
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Posted - 2012.09.21 14:36:00 -
[30] - Quote
Just add "fix HAM PG usage" to the list, plz |
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Warde Guildencrantz
TunDraGon
66
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Posted - 2012.09.21 22:30:00 -
[31] - Quote
Doddy wrote:
Torp raven isn't really any worse off than several other bs tbh. See quite alot of torp phons being effective too and they don't even get any range bonus. And the torp navy scorp makes a nice mess of stuff. Torps are not nearly as broken as cruise.
Phoons can mount a 200k armor tank, whereas ravens can barely passive tank at 90k. Phoons are probably the best ship hull that use torps (other than the golem or SNI, but i'm discounting those cause they're faction/T2)
Problem with the raven is that it is just so damn slow, horrible cap, not enough mids to mount a tank and mount TPs along with MWD and point, and nothing good to use in the lows cept a DC and BCUs. With the TEs and the incoming buff to the raven, it will for sure be more useable (considering it will most likely be an "attack" boat)
One thing I really want to see however is a combat boat that is a missile ship...like the drake. Caldari can't have every single one of their combat boats be a hybrid platform (merlin, moa, ferox, etc.) |

Warde Guildencrantz
TunDraGon
69
|
Posted - 2012.09.24 21:54:00 -
[32] - Quote
CCP Fozzie wrote:Warde Guildencrantz wrote:CCP Fozzie wrote:MIrple wrote:CCP Foozie I understand you guys are taking on a huge project already, but with the changes coming is there any chance you might get around to BC this patch. I think that would make most of the arguments in this thread stop. I would absolutely love to, but there's no way we'd be able to get them done for this release. What about with a mini-release like inferno 1.2 and the attack frigs, etc. Will depend on the actual release schedule but it's possible.
Good to know, thanks |

Warde Guildencrantz
TunDraGon
71
|
Posted - 2012.09.26 19:45:00 -
[33] - Quote
I really hope caldari can get some combat type missile ships, instead of all the missile ships being attack type.
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Warde Guildencrantz
TunDraGon
91
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Posted - 2012.10.01 16:01:00 -
[34] - Quote
i agree that ravens suck, however, rokh's are awesome ships, don't know where you are getting the "worst turret ship" idea from. It might need a bit of a speed buff (like the merlin got), but it's a great ship. |

Warde Guildencrantz
TunDraGon
91
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Posted - 2012.10.01 18:11:00 -
[35] - Quote
There we go. This I like. I wouldn't have even minded sticking with the 20% HM damage reduction with these other outlined tweaks. At first glance at the newest changes I was annoyed by rage missiles getting their explosion velocity and radius nerfed a bit more, but with the guided missile precision bonus actually affecting them, it should even out nicely. Good setup. |

Warde Guildencrantz
TunDraGon
91
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Posted - 2012.10.01 18:14:00 -
[36] - Quote
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. |

Warde Guildencrantz
TunDraGon
92
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Posted - 2012.10.01 18:26:00 -
[37] - Quote
CCP Fozzie wrote:HELLBOUNDMAN wrote:Are we trying to make precision the long range ammo, or are we trying to make t1/navy long range ammo with fury in last and precision in 3rd I guess is what I'm asking Both precision and fury are closer range than T1 or faction.
This makes sense because for the long range missiles, "long range" ammo would just suck because the missiles already hit far away enough. a "Tracking" ammo and a "damage" ammo are a much more useful combination. |

Warde Guildencrantz
TunDraGon
145
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Posted - 2012.10.16 15:20:00 -
[38] - Quote
Jerick Ludhowe wrote:
Oh I did however your blatant attempt at underplaying your obvious miss click mistake was rather underwhelming. Saying things like "I went back to writing" to try and underplay it further is convincing no one. I will look forward to thrashing you again in the near future. Do try and not make noob mistakes next time, it makes the kills worth so much less for me.
The one time nyan cat pirates win a fight they clearly need to go on about it for multiple posts on a completely unrelated forum topic... |

Warde Guildencrantz
TunDraGon
147
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Posted - 2012.10.16 15:33:00 -
[39] - Quote
OT Smithers wrote:CCP Fozzie wrote:Opertone wrote: I am afraid that messing with my torpedoes will make my Golem very sad. Now buff my damage output on torpedoes and I can forget about your horrible missile debuf idea.
This proposed change is a very significant buff to torpedoes. Even with these changes there is still no reason to fly a Caldari Torpedo BS. And Cruise Missiles remain a joke.
i was under the impression that fozzie was talking about torpedoes as a weapon, not cruise missiles, and not caldari BSes which have not gone through a balancing pass as of yet.
Cruise missiles will undoubtedly be looked at soon, as well as making the raven more PvP worthy rather than just a straight PvE runner. |

Warde Guildencrantz
TunDraGon
153
|
Posted - 2012.10.26 19:42:00 -
[40] - Quote
Jorma Morkkis wrote:
How is that different from T2 short range ammo for turrets?
at this point people are just bitching /complaining, the current state of the changes are sound, HAMs and close range missiles become more useful while only fury missiles and HMs in general get any worse.
I'm a caldari pilot since starting eve, however I dont NEED heavies to function, in fact, i have preferred HAMs since I started PvP because they have way enough range on most boats anyways. (maybe not the drake, however) |
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Warde Guildencrantz
TunDraGon
153
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Posted - 2012.10.26 19:45:00 -
[41] - Quote
Spc One wrote:Jorma Morkkis wrote: How is that different from T2 short range ammo for turrets?
Turrets can't be smartbombed or destroyed with defenders. Also turrets do instant damage, while missiles have to fly to target first to apply damage.
Stop making this argument people, no one ever uses defenders and if they do it is a waste of their slots. Smartbombing missiles does happen but not often enough to make missiles less useful in comparison to the fact that tracking disruptors don't effect them. |

Warde Guildencrantz
TunDraGon
153
|
Posted - 2012.10.26 20:30:00 -
[42] - Quote
Max Kolonko wrote:
With EVERY weapon system we have long range ammo and short range ammo
Somehow You guys decided that caldari main LONG RANGE weapon t2 ammo will be short range, maybe give us snipe ammo variant then? PRecision for example (yes i see cons of that)?
navy ammo is the snipe ammo.
precision is the high tracking short range ammo, see javelin ammo for rails. fury is the hail ammo of missiles. Who cares if it only hits at 40 now, you never fight outside of that and if you really really need to just suffer the PAINFUL loss of 20dps by using navy missiles. Or use javelin HAMs because they rule now. |

Warde Guildencrantz
TunDraGon
160
|
Posted - 2012.10.30 12:35:00 -
[43] - Quote
I'm just wondering why the new caldari destroyer is 25% slower than the caracal when they are both running MWDs... |

Warde Guildencrantz
TunDraGon
160
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Posted - 2012.10.30 13:41:00 -
[44] - Quote
Alara IonStorm wrote:CCP Fozzie wrote:We're going to rebalancing all of the battleships, including the Raven. Sorry for the confusion. In case anyone has missed the overall plan from some earlier dev blogs, we're going to rebalance every ship in the game, sprinkled with some new ships here and there, and once we're done with that we're going to start right over again and rebalance every ship once more. So unless a meteor hits CCP's offices or something you can always use this handy guide when in doubt.  Sorry I wasn't clear. I know you are rebalancing every ship but you often mention Cruise Missiles as a broken system currently. It however it doesn't seem that broken when you look at the one hull that uses them the Raven. It is short 1-2 Launchers or a Second Damage Bonus in comparison to its peers, 1 Launcher more on the Drake as well it has a bunch of other poor traits. So what I meant was will you be looking into the Missiles or the one Hull that uses them primarily? Which one do you think is the more major issue and how will that affect plans for the second Battleship Missile Boat you said you would be converting the Phoon into? Will the Phoon be Cruise Capable and how is it expected to compete with the Raven in that category? Will Battleships be balanced around a six launcher only system while balancing the Drake around a 7th Launcher System? I know this area of balance is a ways off so I am not trying to demand answers when you're probably not there yet but anything you have would be appreciated.
Raven needs +1 mid -1 high +1 launcher, and a lot more fitting.
Then its good! |

Warde Guildencrantz
TunDraGon
162
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Posted - 2012.10.30 16:24:00 -
[45] - Quote
CCP Fozzie wrote:Desert Ice78 wrote:CCP Fozzie wrote: I will note that these changes do represent a very significant buff to torps, so Caldari battleship pilots are getting some love in Retri
Where is this buff to torps that you keep talking about? All I see is you cutting the heart out of the entire Caldari line-up. CCP Fozzie wrote:Change the Guided Missile Precision skill, as well as all associated implants and rigs to affect all subcap missiles
Any chance you could give us a percentage increase on how better attribute X would be for each type of missile (or add it to the google doc) so people could stop complaining about the tiny range nerf on rage missiles and instead party about the explosion radius bonus on all their close range missiles?
(is it 25% with the one skill or is there other stuff contributing now as well?) |

Warde Guildencrantz
TunDraGon
162
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Posted - 2012.10.30 16:47:00 -
[46] - Quote
Lili Lu wrote:
Yeah, just looking at the range effects, I posted before itt or in another thread that the range skills are skewed. Gunnery has two 5% range skills (and one of those is for falloff so really only half a range skill). Missiles have two 10% range skills.
Missile damage skills are skewed too. 3% bonus to rate of fire per level rather than the 4% per level rapid firing from gunnery has, and only 2% per level to damage with warhead upgrades (which is a 5x skill) in conjunction to the 3% surgical strike gives (which is a 4x skill). Not to mention missiles having to train two tracking skills to grind through, one that is 2x and one that is 5x, rather than gunnery having only motion prediction at 2x. |

Warde Guildencrantz
TunDraGon
166
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Posted - 2012.10.31 17:53:00 -
[47] - Quote
Harvey James wrote:And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance?
They are not over ranged, their T1 and faction ammo is their long range ammo. Their T2 ammo is their short range ammo. Just like turrets have long and short range ammo. After these changes they are quite balanced... |

Warde Guildencrantz
TunDraGon
166
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Posted - 2012.10.31 19:05:00 -
[48] - Quote
Lili Lu wrote:Warde Guildencrantz wrote:Harvey James wrote:And a more important question is how are you ever going to get TE/TC's in when all the missiles will still be over-ranged after this rebalance? They are not over ranged, their T1 and faction ammo is their long range ammo. Their T2 ammo is their short range ammo. Just like turrets have long and short range ammo. After these changes they are quite balanced... I wouldn't quite say "quite" balanced.  Missiles will still have a good amount more damage at ranges beyond ~15-25km than other medium long range ship weapons depending on the ship and fittings. I would say "more" balanced though. And that may be enough, when ship rebalancing comes to BCs, to result in more equal numbers among BC usage stats.
These are the problems:
prophecy sucks ferox is almost good enough but needs same amount of slots as drake brutix is almost good enough but needs a bit better tank to make it more useful tank-wise than a talos cyclone has split weapons system myrm doesnt have enough bandwidth harb is too slow with full armor fit
cane is good, drake is good. Range comparison with long range weapons are more reasonable now, missiles still higher. Maybe if medium rails were a bit more useful in terms of damage, there would be a good weapon for comparison. Considering the insane alpha on arties, its understandable their range isn't as great. Beams however I think should be looked at because they are rarely used in their medium form.
People complaining about the drake having too much tank, if the prophecy was useful, it would have a similar tank. A boosting ASB cyclone has more tank than a drake. Dual rep myrm has a beast tank. The only time the drake's tank becomes crazy is when you crap fit it and put like a single ewar module and everything else tank, which (for some crap reason!) is the standard way people fit drakes in blobs. This is why people think they are OP, in blobs they have like 1 ewar mod (a disruptor) and huge tank. If you did that in a fleet of prophecies, they would have 80k tank as well, but its simply the drake's damage projection (now fixed up quite a bit) that made it more prominent in comparison. It doesn't need a tank nerf, really just projection nerf (which is what it got). |
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