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Miss Le NerfSxBye
State War Academy Caldari State
5
|
Posted - 2012.09.24 19:20:00 -
[2821] - Quote
Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well?
^This, why not have tech 1 short range high damage and long range low damage versions of missiles?
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OT Smithers
Perkone Caldari State
173
|
Posted - 2012.09.24 19:23:00 -
[2822] - Quote
Doddy wrote: If you were remotely right they would be nerfing mssile dps through rof rather than alpha and changing rof bonuses to damage. But oh look they are doing completely the opposite so you are wrong, yet again.
Yeah, except I am basing the statement on what CCP said just last year in their previous "nerf the drake" trial balloon. THEY were the ones who initially named server load as their motivation for nerfing the Drake. And it makes sense if you look at the numbers.
Two-Hundred HM Drakes engaging two-hundred HM Drakes adds 2,800 additional server tracked objects every six seconds or so, and over longer ranges it is entirely possible to have multiple volleys of missiles in flight at the same time. So yeah, server load from missile spam is HUGE. Instead of tracking 400 ships and some drones, the servers have to keep track of an additional FIVE to TEN THOUSAND individual missiles crawling across the field.
An ROF nerf helps here, but it doesn't address the reason blob fleets like Drakes in the first place -- Alpha damage. It helps lag a bit, but unless the reduction is large enough to eliminate a second salo, it would have minimal effect on server load and no effect on fleet doctrine.
The missile velocity bonus, however, does reduce lag. It gets missiles off the servers faster. And reducing missile range gets them off the server faster still. In that 200 on 200 fight, even removing one additional volley from the servers saves them from tracking an additional 2,800 objects. That's a huge savings right there.
But even that's not enough. CCP doesn't want every blob to be a Drake blob. So they added the new long range direct fire BCs to see if that would do the trick. Apparently it didn't do enough. So we are back here again. And it seems this time CCP plans to do the job correctly and just nerf the crap out of them. I'm sure they would love to find some sweet spot where HMs work fine for small gangs but suck for blobs, but that's probably impossible without a major rewrite.
CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.
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Grey Azorria
Federation Industries
219
|
Posted - 2012.09.24 19:25:00 -
[2823] - Quote
Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? Because missiles are not turrets. Do not argue with an idiot. He will drag you down to his level and beat you with experience.
Mate. |

MIrple
BSC LEGION Tactical Narcotics Team
122
|
Posted - 2012.09.24 19:25:00 -
[2824] - Quote
Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles?
The only thing I can see why this wouldn't work is because you don't have windows where your missiles will not hit. If you are using long range ammo in a gun you can get under there tracking and not take any damage. With missiles you can not do this. I really think people just need to be patient for the changes to be updated or for solid numbers to be giving on all the changes that are going to happen with missiles. We are still 2 months out and they already got cruisers into the mix. Maybe they will get battle cruisers in as well as they are seeing that they cannot properly fix the weapon systems without changing the hulls. Lets wait and see I am fully behind the ideas 100% and cant wait to see what all comes about from this. |

Deerin
Murientor Tribe Defiant Legacy
24
|
Posted - 2012.09.24 19:30:00 -
[2825] - Quote
OT Smithers wrote:You continue to post bull$#@ numbers. The cane is not running around without TE's. Neither are these other ships.
EXACTLY!!!!!
Now you are beginning to understand.
Cane and other ships HAVE TO waste 2 more slots to be able to compete with drake in range....where as Drake is usually using his 2 slots for additional tank. (Hence the brick reputation). There are some creative setups that utilize webs and painters too....I especially love the dual web setup.
Now please stop discussing about battle cruisers and go back to weapons. Here is their non bonused damage with their best ammo for given range:
http://i.imgur.com/xAlKi.jpg
Matari ships usually get an additional dmg bonus with reduced turret amount. Which roughly results in 15% performance increase, which puts them slightly below rails.
Please compare weapons. Not the ships....and please FFS stop comparing BS size weapons with medium weapons. That's not contributing at all. |

OlRotGut
33
|
Posted - 2012.09.24 19:35:00 -
[2826] - Quote
Grey Azorria wrote:Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? Because missiles are not turrets.
So why are we bringing them more in line with Turrets then?
Look, he's got a point. The missile ammunition is what needs to be mainly focused on for change here. Not the launchers themselves. (Albeit, I think the fitting requirements should be changed with HAMS).
The ammo needs to be tweaked to be LIKE turrets (exchange tracking w/Explosion velocity) or something.
Remove damage types and focus on Short-range powerful, long-range weaker mentality and don't overly nerf the launcher.
TLDR Focus on the ordinance, and the fittings; not the launchers.
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Unit757
North Point Cannabis Legionis
26
|
Posted - 2012.09.24 19:39:00 -
[2827] - Quote
I love the people who are trying to justify not nerfing HMLs by comparing it to oracles and tornados Yeah, no **** it does more damage, they use LARGE weapon system. HMLs are medium, and the nerf brings them inline with the other medium LR systems. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
369
|
Posted - 2012.09.24 19:40:00 -
[2828] - Quote
OT Smithers in terrible posts shocker. FYI, missiles other than Heavies exist. |

Doddy
Excidium. Executive Outcomes
226
|
Posted - 2012.09.24 19:40:00 -
[2829] - Quote
OT Smithers wrote:Doddy wrote: If you were remotely right they would be nerfing mssile dps through rof rather than alpha and changing rof bonuses to damage. But oh look they are doing completely the opposite so you are wrong, yet again.
Yeah, except I am basing the statement on what CCP said just last year in their previous "nerf the drake" trial balloon. THEY were the ones who initially named server load as their motivation for nerfing the Drake. And it makes sense if you look at the numbers. Two-Hundred HM Drakes engaging two-hundred HM Drakes adds 2,800 additional server tracked objects every six seconds or so, and over longer ranges it is entirely possible to have multiple volleys of missiles in flight at the same time. So yeah, server load from missile spam is HUGE. Instead of tracking 400 ships and some drones, the servers have to keep track of an additional FIVE to TEN THOUSAND individual missiles crawling across the field. An ROF nerf helps here, but it doesn't address the reason blob fleets like Drakes in the first place -- Alpha damage. It helps lag a bit, but unless the reduction is large enough to eliminate a second salo, it would have minimal effect on server load and no effect on fleet doctrine. The missile velocity bonus, however, does reduce lag. It gets missiles off the servers faster. And reducing missile range gets them off the server faster still. In that 200 on 200 fight, even removing one additional volley from the servers saves them from tracking an additional 2,800 objects. That's a huge savings right there. But even that's not enough. CCP doesn't want every blob to be a Drake blob. So they added the new long range direct fire BCs to see if that would do the trick. Apparently it didn't do enough. So we are back here again. And it seems this time CCP plans to do the job correctly and just nerf the crap out of them. I'm sure they would love to find some sweet spot where HMs work fine for small gangs but suck for blobs, but that's probably impossible without a major rewrite. CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.
Except that ccp introduced weapon grouping so unless players are deliberatly not grouping them its actually 400 objects not 2800 (the whole point of weapon grouping was this) from each volley and a missile group has far less calculations than a ship or even a drone (as the only things effecting a missile after launch are its targets position and whether it has been smartbombed). Sure it effects server performance but you are massively exagerrating it in comparison with what else goes on. Its not like server performance is particularly bad in this age of drake blobs.
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CCP Fozzie
C C P C C P Alliance
1692

|
Posted - 2012.09.24 19:41:00 -
[2830] - Quote
OT Smithers wrote: CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.
If only I had already answered that question we could have avoided this whole debate.
CCP Fozzie wrote:- Is it true that this change is being made to reduce lag?
Nope. Those of you who experience large fleet warfare on a regular basis know that the lag production from missile has been vastly reduced thanks to Team Gridlock's efforts behind the scenes. Although it would be possible for us to make missiles a problem again through design (If I were to increase the ROF of heavy missiles 10 times over CCP Veritas would probably poison my coffee), the game design department has received no pressure at all to nerf heavy missiles for any server performance reasons. Considering what causes the majority of lag nowadays if we wanted to design away more lag we'd have to nerf docking games. . .. ... Hmmm
I also wanted to once again let people know that I'm still reading, and that since I got back from the weekend I've been continuing to work on an adjusted proposal to pass to the CSM then on you all. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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MIrple
BSC LEGION Tactical Narcotics Team
123
|
Posted - 2012.09.24 19:48:00 -
[2831] - Quote
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. |

Doddy
Excidium. Executive Outcomes
226
|
Posted - 2012.09.24 19:52:00 -
[2832] - Quote
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.
This to be honest, i know you guys are going as fast as you can but i think balancing cruisers and not bcs would be a mistake, especially if you are touching weapon systems. Probably better to hold the cruisers back till the bcs are ready than that.
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CCP Fozzie
C C P C C P Alliance
1693

|
Posted - 2012.09.24 19:52:00 -
[2833] - Quote
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. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1694

|
Posted - 2012.09.24 19:58:00 -
[2834] - Quote
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. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
300
|
Posted - 2012.09.24 20:02:00 -
[2835] - Quote
OlRotGut wrote:Grey Azorria wrote:Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? Because missiles are not turrets. So why are we bringing them more in line with Turrets then? Look, he's got a point. The missile ammunition is what needs to be mainly focused on for change here. Not the launchers themselves. (Albeit, I think the fitting requirements should be changed with HAMS). The ammo needs to be tweaked to be LIKE turrets (exchange tracking w/Explosion velocity) or something. Remove damage types and focus on Short-range powerful, long-range weaker mentality and don't overly nerf the launcher. TLDR Focus on the ordinance, and the fittings; not the launchers. Damage and range are determined by the ordinance. The launcher has no range or damage mod, only capacity and ROF which look as if they are not being altered. Additionally your suggestion would be a big step to fully homogenizing weapons systems. In this case why not save effort and drop the whole skill tree? |

Miss Le NerfSxBye
State War Academy Caldari State
5
|
Posted - 2012.09.24 20:04:00 -
[2836] - Quote
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. Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically. If I was to find the time by some miracle to skip ahead and fix another few ships along with this pass it would be the Nighthawk and Cerb, not the Drake.
A Drake with eight launchers, begs. |

OT Smithers
Perkone Caldari State
173
|
Posted - 2012.09.24 20:07:00 -
[2837] - Quote
Doddy wrote:
Right so you are saying everything is fine because a cane using 2 low slots (for tes) and a med slot (for an invul to get back the drakes resist bonus) does ALMOST (but not really) the same damage at that range? We will just pretend drakes don't have those 3 slots to do something else with right.
A fairly typical nano arty cane:
MWD Disruptor LSE x2
DCU TE x2 Gyro x2 Nano
A fairly typical nano HM drake:
MWD Disruptor Web x2 LSE x2
Nano x2 BCU x2
Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving.
Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake?
The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant.
I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS.
I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be. |

OlRotGut
33
|
Posted - 2012.09.24 20:11:00 -
[2838] - Quote
Tyberius Franklin wrote:OlRotGut wrote:Grey Azorria wrote:Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? Because missiles are not turrets. So why are we bringing them more in line with Turrets then? Look, he's got a point. The missile ammunition is what needs to be mainly focused on for change here. Not the launchers themselves. (Albeit, I think the fitting requirements should be changed with HAMS). The ammo needs to be tweaked to be LIKE turrets (exchange tracking w/Explosion velocity) or something. Remove damage types and focus on Short-range powerful, long-range weaker mentality and don't overly nerf the launcher. TLDR Focus on the ordinance, and the fittings; not the launchers. Damage and range are determined by the ordinance. The launcher has no range or damage mod, only capacity and ROF which look as if they are not being altered. Additionally your suggestion would be a big step to fully homogenizing weapons systems. In this case why not save effort and drop the whole skill tree?
Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...
It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.
Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.
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Daniel Plain
Science and Trade Institute Caldari State
375
|
Posted - 2012.09.24 20:11:00 -
[2839] - Quote
Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? we should also remove flight time and add falloff while we're at it.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

MeBiatch
Republic University Minmatar Republic
585
|
Posted - 2012.09.24 20:15:00 -
[2840] - Quote
CCP Fozzie wrote:OT Smithers wrote: CCP is free to step in here and clear this up if they like. But until then I'll go with what they said previously and what my own objective reason tells me.
If only I had already answered that question we could have avoided this whole debate. CCP Fozzie wrote:- Is it true that this change is being made to reduce lag?
Nope. Those of you who experience large fleet warfare on a regular basis know that the lag production from missile has been vastly reduced thanks to Team Gridlock's efforts behind the scenes. Although it would be possible for us to make missiles a problem again through design (If I were to increase the ROF of heavy missiles 10 times over CCP Veritas would probably poison my coffee), the game design department has received no pressure at all to nerf heavy missiles for any server performance reasons. Considering what causes the majority of lag nowadays if we wanted to design away more lag we'd have to nerf docking games. . .. ... Hmmm
I also wanted to once again let people know that I'm still reading, and that since I got back from the weekend I've been continuing to work on an adjusted proposal to pass to the CSM then on you all.
umm how about if you are agressed you cannot dock...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

MeBiatch
Republic University Minmatar Republic
585
|
Posted - 2012.09.24 20:17:00 -
[2841] - Quote
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. Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically. If I was to find the time by some miracle to skip ahead and fix another few ships along with this pass it would be the Nighthawk and Cerb, not the Drake.
for the drake i would scrap the kin missile damage and do a 5% per lev to all missile damage... that way peeps wont compain about loosing too much damage from the nerf...
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Miss Le NerfSxBye
State War Academy Caldari State
5
|
Posted - 2012.09.24 20:19:00 -
[2842] - Quote
Daniel Plain wrote:Miss Le NerfSxBye wrote:Zarnak Wulf wrote:If you're going to have TE and TC affect missiles ala turrets then why not go Full Monty and have short range ammo and long range ammo like the turrets as well? ^This, why not have tech 1 short range high damage and long range low damage versions of missiles? we should also remove flight time and add falloff while we're at it.
LOL. I think it may be easier to balance the systems this way, you could up the speed on the long-range low DPS version, lower the speed on the short range High DPS version, for instance. |

Doddy
Excidium. Executive Outcomes
226
|
Posted - 2012.09.24 20:20:00 -
[2843] - Quote
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. Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically. If I was to find the time by some miracle to skip ahead and fix another few ships along with this pass it would be the Nighthawk and Cerb, not the Drake.
The way i see it the bcs are out of kilter in terms of abilities. Bcs come in two flavours - dual damage bonus (well harby has special snowflake amarr bonus) and 1 damage bonus 1 rep bonus. Currently minmatar and amarr have 1 of each while gallente and caldari have 2 tank bonused ones. For the gallente the brutix is never really fitted defensively in any case so that really leaves the caldari. I would expect the brutix to go pure gank (maybe tracking bonus in place of rep) and one of the caldari bcs to go the same way. To have synergy with the frigs, cruisers and bs that would be the drake, hence the velocity bonus everyone expected. Or a damage bonus that would bring it back to current damage levels but without the resists.
kestrel -> Caracal -> drake -> Raven (Damage + velocity) Merlin -> Moa -> Ferox -> Rokh (Damage + resist) tormentor -> Omen -> harbinger -> Geddon (Damage and cap) punisher -> Maller -> prophecy -> abaddon (Damage and resist - you are giving proph damage bonus right?) Tristan ->Thorax -> Brutix -> megathron (Damage OR drones for tristan + Tracking) rifter ->Rupture -> Hurricane -> Tempest (damage and more damage)
Active rep analog is more complicated as the cruisers don't have them atm but
incursus ->Vexor -> Myrm -> Hyperion (drones OR damage + rep ) breacher ->Stabber -> Cyclone -> Maelstrom (damage + booster - stabber takes place of booster cruiser, is cool).
Third BS = quirky racial bs - apoc, scorpion, domi, typhoon. Wouldn't surprise me if you made apoc a drone boat and typhoon more missile orientated.
If Caldari keep 2 tanky bcs they are alwasy going to have less dps. Thus people will always complain thier tanks are op/thier dps is terrible even once you bring it in line.
But hey thats just guessing, youare the one who knows. |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
369
|
Posted - 2012.09.24 20:20:00 -
[2844] - Quote
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. Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically.
It's still rather tricky to judge your proposal when we don't know what the bonuses to missiles from TCs and TEs, or their missile counterpart, will be. Another source of uncertainty is the absence of comments on fitting requirements and damage application of HAMs.
I know you don't have time to get a vast amount done, but I also think that some of these missile pilots would appreciate a few comments on the likely nature of future changes to torps (an excellent anti-BS weapon but a bit too inflexible in a game full of kiting BCs and T3s), Cruise (utterly useless) and ships such as the Cerberus, Nighthawk and Navy cruisers. What of the Worm too? There needs to be a reason to use Citadel missiles too, right now they offer no strong advantage over capital turrets but have serious drawbacks. Okay, the TE/TC changes might counteract this... but we don't know what the TC/TE changes will be, so people are naturally assuming the worst. |

Doddy
Excidium. Executive Outcomes
226
|
Posted - 2012.09.24 20:22:00 -
[2845] - Quote
OT Smithers wrote:
Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake? .
You know fine its for killmail whorage  |

Tyberius Franklin
Federal Navy Academy Gallente Federation
301
|
Posted - 2012.09.24 20:26:00 -
[2846] - Quote
OlRotGut wrote: Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...
It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.
Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.
Kinetic is a gripe I'd give you if it weren't for what we are seeing in the balancing passes. Missile bonuses are changing at the levels we've seen from kinetic damage to ROF, so this is becoming a non issue and hopefully will continue to do so. Additionally this won't make setups more diverse, it will make missile setups mirror turret setups. The mechanic will be the same of maximizing the reach of higher damage ammo through the use of TE/TC's. In the end the only real difference would be the drawbacks of missile mechanics over turrets thus making them truly useless or buffing their damage over equivalent turrets to make up for it which makes them obsolete turrets in many of the same situations as now.
This suggestion only deepens the balance nightmare without solving anything. In the end dropping the system and skills would likely be more effective and require less effort then trying to shoehorn missiles even deeper into turret mechanics. |

Harvey James
Prospero's Sight
19
|
Posted - 2012.09.24 20:27:00 -
[2847] - Quote
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. Out of curiosity what exactly are you guys hoping you'd see from a BC balance pass that would change your opinion of this missile proposal? The Drake has a fine set of bonuses so once heavy missiles are balanced I don't expect I'd want to change it very drastically. If I was to find the time by some miracle to skip ahead and fix another few ships along with this pass it would be the Nighthawk and Cerb, not the Drake.
Make the cerb a HAM boat and the Nighthawk too maybe the muninn too :) tornado makes it obsolete so.. |

OlRotGut
33
|
Posted - 2012.09.24 20:34:00 -
[2848] - Quote
Tyberius Franklin wrote:OlRotGut wrote: Making missile ordinance more in line with charges doesn't quantify the need to drop the whole skill tree. Come on now...
It moves to make the ordinances easier to balance because everyone and their mom screams stuff is OP, or whatever.
Missiles could use a nice tweak in terms of fittings, and also a change in the way the ordinance is setup. Doing so will give missile users MORE choices instead of just Kinetic..... I'd say that would give us much more diverse setups.
Kinetic is a gripe I'd give you if it weren't for what we are seeing in the balancing passes. Missile bonuses are changing at the levels we've seen from kinetic damage to ROF, so this is becoming a non issue and hopefully will continue to do so. Additionally this won't make setups more diverse, it will make missile setups mirror turret setups. The mechanic will be the same of maximizing the reach of higher damage ammo through the use of TE/TC's. In the end the only real difference would be the drawbacks of missile mechanics over turrets thus making them truly useless or buffing their damage over equivalent turrets to make up for it which makes them obsolete turrets in many of the same situations as now. This suggestion only deepens the balance nightmare without solving anything. In the end dropping the system and skills would likely be more effective and require less effort then trying to shoehorn missiles even deeper into turret mechanics.
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Zarnak Wulf
Imperial Outlaws
579
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Posted - 2012.09.24 20:35:00 -
[2849] - Quote
It should be obvious to a certain extent how BC will be modified. The tier one with the exception of the Cyclone only have 16 slots. The Cyclone has 17 but it's highs are in a weird 5/3 configuration. The devs have hinted that the tier ones will get an extra slot and some serious focus makeovers. The Tier 2 BC all have 18 slots. Snip snip. The tier 3 BC all have 17 slots. They may get slowed down a bit but are otherwise fine. |

Deerin
Murientor Tribe Defiant Legacy
25
|
Posted - 2012.09.24 20:36:00 -
[2850] - Quote
OT Smithers wrote:Doddy wrote:
Right so you are saying everything is fine because a cane using 2 low slots (for tes) and a med slot (for an invul to get back the drakes resist bonus) does ALMOST (but not really) the same damage at that range? We will just pretend drakes don't have those 3 slots to do something else with right.
A fairly typical nano arty cane: MWD Disruptor LSE x2 DCU TE x2 Gyro x2 Nano A fairly typical nano HM drake: MWD Disruptor Web x2 LSE x2 Nano x2 BCU x2 Obviously people mix and match to taste. Comparing these two, and assuming both are rigged for tank, the Drake has about a 5k ehp advantage in tank, about a 30% advantage in dps at range, and loses about 300m/sec. I have NEVER said that the Drake does not do more damage at range. What I have said, repreatedly, is that it probably SHOULD do more damage at range as this is it's job. If the Drake lands at range there is no way an unsupported Cane can close the range and kill it before it dies in a fire. That's okay because the Drake has no way to stop that cane from leaving. Knowing this, why then do you suppose that you can go into virtually any low sec system in the game and see PvP pilots who can choose to fly anything they like, choosing the Cane over the Drake? The answer for most is probably SPEED, AGILITY, and instant damage application. In Eve, speed is LIFE. You cannot overestimate it's importance. Speed alone might not save your butt, but the lack of it ensures that your enemy has control over your fate. And when you start adding in things like implants and T3 boosts, the difference between the cane and the drake becomes pretty significant. I would argue that the BC class is perhaps the most balanced class of ships in the game. It's not perfect, but nothing is. I don't have a problem with CCP deciding that HMs and Drakes do not fit their vision for how the game should be played. That's their call, I don't fly Drakes anyway, so for me personally it doesn't much matter. BUT, when I think about how screwed Caldari Missile pilots have been for years, and now CCP is talking about screwing them some more, I get irritated -- particularly when the reasons they are offering are complete BS. I am the arty cane pilot that is supposedly getting picked on by those big mean Drake bullies. I am the guy that is supposedly at some mythical disadvantage. Yet I can fly either ship, I have T2 HMs and T2 arties, and I thing the Cane is the better boat most of the time. The Drake has it's uses, it's perfect for some things and sub-optimal for others. And in my opinion that's just how it should be.
You are putting 2 webs there and completely ignoring their effect on speed. Dual Webs are such a huge advantage but you are completely ignoring them..... .....even then you are missing the whole point of the thread. You can put all these arguments back when it is time to tiercide battlecruisers. This thread is about heavy missiles and cane nerf, which even adresses the point you are raising and necessary nerf in my opinion. |
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