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

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
43
|
Posted - 2012.10.01 19:59:00 -
[3841] - Quote
So what's up with missile fittings anyway? Rockets fit easier than lights, but for the others it's the wrong way around. Why is that?
Still waiting on a launcher capacity increase on rockets and torps. |

Marlona Sky
D00M. Northern Coalition.
1369
|
Posted - 2012.10.01 19:59:00 -
[3842] - Quote
I'm Down wrote: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. And saying a "little less powerful" when a Firewall is about 90-95% effective already, is not a promising statement. What other fleet doctrine takes that kind of hit? Just a natural Resistance of 90% on one damage type would make it much harder to firewall. 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.
Remove local, structure mails and revamp the directional scanner! |

MeBiatch
Republic University Minmatar Republic
592
|
Posted - 2012.10.01 19:59:00 -
[3843] - Quote
Tyberius Franklin wrote:Spc One wrote:MeBiatch wrote:Innominate wrote:CCP Fozzie wrote: Tracking/Range Mods and Ewar Tracking mod and disruptor changes moved out of this release until the first set of changes settles a bit
In other words, "Tracking mod and disruptor changes have been moved to the back burner and we hope you'll forget about them." this really pisses me off... ccp fozzie please explain this change which was needed was scrapped? Because TD would become overpowered? There were a number of potential counter proposals presented to lessen if not prevent this. I'm going to take the optimistic approach here and guess they want to finish working with large missile systems during the BS rebalance before adding a mechanic that affects all missile systems.
yeah fingers crossed here buddy...
i think the perfect solution would be make it so only specialised e-war ships could use scripts and then add a tech II scripts that incease the bonus to 125%...
this would make it so using a td on a condor would not be that great and would not kill pvp as its doing today. but having a bud in a amarr ewar frig with a td with a tech II optimal range script would sevearly reduce range...
i am still hopefull that perhaps the affects for both te/tc/td will make it into the missiles sooner then later.. like version 1.1 or something like that in january... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Sinigr Shadowsong
WATAG Academy SOLAR WING
20
|
Posted - 2012.10.01 20:00:00 -
[3844] - Quote
Indeed launcher capacity increase would be very appreciated. |

HELLBOUNDMAN
The Proletarii
108
|
Posted - 2012.10.01 20:02:00 -
[3845] - Quote
Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated.
expecially since most damage buffs are getting changed to RoF buffs.
That's more waisted ammo for us |

Spc One
The Chodak Void Alliance
88
|
Posted - 2012.10.01 20:08:00 -
[3846] - Quote
HELLBOUNDMAN wrote:Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated. expecially since most damage buffs are getting changed to RoF buffs. That's more waisted ammo for us And more server lag ?
 |

MeBiatch
Republic University Minmatar Republic
592
|
Posted - 2012.10.01 20:11:00 -
[3847] - Quote
Spc One wrote:HELLBOUNDMAN wrote:Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated. expecially since most damage buffs are getting changed to RoF buffs. That's more waisted ammo for us And more server lag ? 
and more isk sinks..
more ammo used means more isk used to use that ammo...
now only if heat made it so your lenzes burn out... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

James Amril-Kesh
4S Corporation RAZOR Alliance
774
|
Posted - 2012.10.01 20:12:00 -
[3848] - Quote
MeBiatch wrote:Spc One wrote:HELLBOUNDMAN wrote:Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated. expecially since most damage buffs are getting changed to RoF buffs. That's more waisted ammo for us And more server lag ?  and more isk sinks.. more ammo used means more isk used to use that ammo... now only if heat made it so your lenzes burn out... That's not an isk sink.
Although it would be awesome if all missile sizes were... halved? http://themittani.com/features/local-problem A simple fix to the local intel problem |

Milton Middleson
Rifterlings Damu'Khonde
113
|
Posted - 2012.10.01 20:14:00 -
[3849] - Quote
HELLBOUNDMAN wrote:Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated. expecially since most damage buffs are getting changed to RoF buffs. That's more waisted[sic] ammo for us
Gets a superior damage bonus. Complains about ammo consumption. |

Sinigr Shadowsong
WATAG Academy SOLAR WING
20
|
Posted - 2012.10.01 20:15:00 -
[3850] - Quote
Another solution instead of increasing launcher capacity aor halving missile size could be reducing reload time. Currently missiles spend more time than any weapon system to reloads.
Milton Middleson wrote: Gets a superior damage bonus. Complains about ammo consumption.
Well it's different from Matars who can load 120 shots into a turret and have 20000 spare ammo in cargo. |
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HELLBOUNDMAN
The Proletarii
108
|
Posted - 2012.10.01 20:16:00 -
[3851] - Quote
Milton Middleson wrote:HELLBOUNDMAN wrote:Sinigr Shadowsong wrote:Indeed launcher capacity increase would be very appreciated. expecially since most damage buffs are getting changed to RoF buffs. That's more waisted[sic] ammo for us Gets a superior damage bonus. Complains about ammo consumption.
I've never complained about the ammo we were doing.
But I have complained many times about the waisted volleys |

MeBiatch
Republic University Minmatar Republic
592
|
Posted - 2012.10.01 20:17:00 -
[3852] - Quote
Spc One wrote:MeBiatch wrote:Innominate wrote:CCP Fozzie wrote: Tracking/Range Mods and Ewar Tracking mod and disruptor changes moved out of this release until the first set of changes settles a bit
In other words, "Tracking mod and disruptor changes have been moved to the back burner and we hope you'll forget about them." this really pisses me off... ccp fozzie please explain this change which was needed was scrapped? Because TD would become overpowered?
what do you mean by would?
they already are...
the fact that you can put two tracking disrupters with optimal range scripts in a condor means that the other 3 attack frigs are useless...
by making it so td's affect missiles and turrets and then making it so only specialsed e-war ships can use scripts would offset this and i would not have to shame myself by having to fly condors all the damn time...
moreover light missiles are getting a damn damage boost... so fotm condor here we come... ffs...  Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

James Amril-Kesh
4S Corporation RAZOR Alliance
774
|
Posted - 2012.10.01 20:20:00 -
[3853] - Quote
Sinigr Shadowsong wrote:Another solution instead of increasing launcher capacity aor halving missile size could be reducing reload time. Currently missiles spend more time than any weapon system to reloads. Projectiles also take 10 seconds to reload, and until fairly recently so did hybrids. http://themittani.com/features/local-problem A simple fix to the local intel problem |

Elise Randolph
Habitual Euthanasia Pandemic Legion
944
|
Posted - 2012.10.01 20:25:00 -
[3854] - Quote
I'm Down wrote: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. And saying a "little less powerful" when a Firewall is about 90-95% effective already, is not a promising statement. What other fleet doctrine takes that kind of hit? Just a natural Resistance of 90% on one damage type would make it much harder to firewall.
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? ~ |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 20:28:00 -
[3855] - Quote
Well i would hope e-war is going to be more centralized as it is too strong on unbonused ships |

MeBiatch
Republic University Minmatar Republic
593
|
Posted - 2012.10.01 20:37:00 -
[3856] - Quote
Harvey James wrote:Well i would hope e-war is going to be more centralized as it is too strong on unbonused ships
yes its simple...
step one remove e-war scripts from all ships
step two make the use of e-war scripts a role bonus for ewar ships
step three make tech II versions of e-war scripts that have a 125% bonus to thier specific enhancement i.e. optimal range disrution bonus 125%
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 20:40:00 -
[3857] - Quote
MeBiatch wrote:Harvey James wrote:Well i would hope e-war is going to be more centralized as it is too strong on unbonused ships yes its simple... step one remove e-war scripts from all ships step two make the use of e-war scripts a role bonus for ewar ships step three make tech II versions of e-war scripts that have a 125% bonus to thier specific enhancement i.e. optimal range disrution bonus 125%
125% is excessive to say the least just halve the effectiveness of most of the e-war or thereabouts should do the trick maybe nerf scripts a little as-well. |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 20:47:00 -
[3858] - Quote
so by my calculations Rage HAM's will be able to do something in the region of 15km at lv5 skills thats before any mods/rigs buff them now to me that seems excessive for a supposed short range high damage ammo type even conflag can't reach that far and lasers usually have the best range its clearly way too much as the fact that torps have the same range tells you this.
Surely 9km is more reasonable considering all the guns are well into falloff at this point |

MeBiatch
Republic University Minmatar Republic
593
|
Posted - 2012.10.01 20:49:00 -
[3859] - Quote
Harvey James wrote:
125% is excessive to say the least just halve the effectiveness of most of the e-war or thereabouts should do the trick maybe nerf scripts a little as-well.
i am thinking nerf all the ewar mods by a bunch
then increase the racial bonus on ewar ships
then introduce tech II scripts that will make them as usefull as they are today...
you would also have to increase the bonus for tp ships probs up to the level of ecm ships... but i would only nerf ecm and not boost ecm ewar ships...
so...
step one reduce all ewar mods by 10-15% in base effectivness...
step two increase the ewar bonus on ewar ships to compensate. (other then ecm ewar as ecm needs a nerf)
step three make the use of ewar scripts a role bonus for ewar ships...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Spc One
The Chodak Void Alliance
89
|
Posted - 2012.10.01 20:49:00 -
[3860] - Quote
Harvey James wrote:so by my calculations Rage HAM's will be able to do something in the region of 15km at lv5 skills thats before any mods/rigs buff them now to me that seems excessive for a supposed short range high damage ammo type even conflag can't reach that far and lasers usually have the best range its clearly way too much as the fact that torps have the same range tells you this.
Surely 9km is more reasonable considering all the guns are well into falloff at this point You can't compare lasers with missiles. If you do so you can say, make every weapon in eve same with same range and same falloff then you have perfect eve, all weapons are the same.
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Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 20:52:00 -
[3861] - Quote
Spc One wrote:Harvey James wrote:so by my calculations Rage HAM's will be able to do something in the region of 15km at lv5 skills thats before any mods/rigs buff them now to me that seems excessive for a supposed short range high damage ammo type even conflag can't reach that far and lasers usually have the best range its clearly way too much as the fact that torps have the same range tells you this.
Surely 9km is more reasonable considering all the guns are well into falloff at this point You can't compare lasers with missiles. If you do so you can say, make every weapon in eve same with same range and same falloff then you have perfect eve, all weapons are the same.
you're a right little troll aren't you? why do you think they are changing missiles? HM's are too good compared to guns thus they are getting nerfed do keep up :P |

Herping yourDerp
Tribal Liberation Force Minmatar Republic
798
|
Posted - 2012.10.01 20:53:00 -
[3862] - Quote
awe i was looking forward to Tracking computers effecting missiles, i was gonna work on a sniper/short range missile combo. |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 20:54:00 -
[3863] - Quote
Herping yourDerp wrote:awe i was looking forward to Tracking computers effecting missiles, i was gonna work on a sniper/short range missile combo.
unfortunately eve is full of disappointments  |

Nikolai Dostoyevski
Federal Navy Academy Gallente Federation
61
|
Posted - 2012.10.01 21:00:00 -
[3864] - Quote
Milton Middleson wrote:CCP Fozzie wrote: Changes are underlined in the OP, and are: We're dropping the Tracking mod and disruptor changes to missiles from this release. We're adjusting the heavy missile change to only have a 10% damage nerf but also include a 12% explosion radius nerf.
I'm a little disappointed by this, since it means that missile boats will still be de facto immune to one of the types of ewar. May I ask what the reason for reversing the TD changes was?
Diversity is good? |

Spc One
The Chodak Void Alliance
89
|
Posted - 2012.10.01 21:01:00 -
[3865] - Quote
I am not trolling. Every weapon in eve has it's special purpose so do missiles, missiles can be: 1. Smartbombed 2. Defended with defenders 3. Take a long time to get to target
Turrets do: 1. Instant damage (frigate dies in less than a second) 2. Can't be destroyed in space 3. No delay to target after activation
1. So take tengu for example and try to kill an npc frigate that's 50km away from you, you'll have hard time even hitting it. 2. Take vargur with a good fit and you'll instakill an npc frigate at 50km in less than a second.
as you see turrets are far more advanced then missiles even now before the nerf. |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 21:04:00 -
[3866] - Quote
Also why do rockets have such a low explosion radius 20 is less than guns have and thats before modification granted rage has 34 but when thats modified it will be peanuts maybe a rethink is in order here me thinks |

Nikolai Dostoyevski
Federal Navy Academy Gallente Federation
61
|
Posted - 2012.10.01 21:05:00 -
[3867] - Quote
Harvey James wrote:so by my calculations Rage HAM's will be able to do something in the region of 15km at lv5 skills thats before any mods/rigs buff them now to me that seems excessive for a supposed short range high damage ammo type even conflag can't reach that far and lasers usually have the best range its clearly way too much as the fact that torps have the same range tells you this.
Surely 9km is more reasonable considering all the guns are well into falloff at this point Which by extension means javelin is also too far ranged.
Why do you want everything to be the same??
How many times are you going to post in this thread in an attempt to nerf missiles to an even greater extent? Lemme guess - you don't use missiles?
15km Rage HAMs seems excessive to you?  |

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 21:08:00 -
[3868] - Quote
Spc One wrote:I am not trolling. Every weapon in eve has it's special purpose so do missiles, missiles can be: 1. Smartbombed 2. Defended with defenders 3. Take a long time to get to target
Turrets do: 1. Instant damage (frigate dies in less than a second) 2. Can't be destroyed in space 3. No delay to target after activation
1. So take tengu for example and try to kill an npc frigate that's 50km away from you, you'll have hard time even hitting it. 2. Take vargur with a good fit and you'll instakill an npc frigate at 50km in less than a second.
as you see turrets are far more advanced then missiles even now before the nerf.
now that's a more reasoned response but my point is still very much valid as missiles get compensated in various ways as a result but doesn't mean they shouldn't be compared and judged closely to what turrets do and realistically missiles dont get attacked often as defenders suck and smart-bombs are pretty poor and unused in most circumstances
|

Harvey James
Prospero's Sight
37
|
Posted - 2012.10.01 21:11:00 -
[3869] - Quote
Nikolai Dostoyevski wrote:Harvey James wrote:so by my calculations Rage HAM's will be able to do something in the region of 15km at lv5 skills thats before any mods/rigs buff them now to me that seems excessive for a supposed short range high damage ammo type even conflag can't reach that far and lasers usually have the best range its clearly way too much as the fact that torps have the same range tells you this.
Surely 9km is more reasonable considering all the guns are well into falloff at this point Which by extension means javelin is also too far ranged. Why do you want everything to be the same?? How many times are you going to post in this thread in an attempt to nerf missiles to an even greater extent? Lemme guess - you don't use missiles? 15km Rage HAMs seems excessive to you? 
i've used missiles extensively being caldari and all used drakes/hawks etc. i now use gunships and can tell you having been on both sides just how much an advantage missiles have atm.
Why do you want everything to be the same?? no. who does this is a classic trolling question you cant win turrets aren't all the same blasters to projectiles very different things do pay attention. |

James Amril-Kesh
4S Corporation RAZOR Alliance
774
|
Posted - 2012.10.01 21:22:00 -
[3870] - Quote
Harvey James wrote:void/hail/conflag See, this is your problem. http://themittani.com/features/local-problem A simple fix to the local intel problem |
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