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Author |
Thread Statistics | Show CCP posts - 28 post(s) |

Pinky Denmark
The Cursed Navy
242
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Posted - 2012.11.07 13:09:00 -
[1] - Quote
x (writing an insanely long post right here) |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 14:17:00 -
[2] - Quote
Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 15:14:00 -
[3] - Quote
Rommiee wrote:Irregessa wrote:Pinky Denmark wrote:Sniping:
If CCP has ANY interest in making railguns and beams (not talking about Tachyons) usefull for pvp in a bigger scale I find it very important to double the alpha while keeping all other stats the same... This wont do everything but it will be a big step on the way. Currently artillery is the only way to go for real alpha... Rails and beams can be used, however it requires 3 times the amount of ships to pull off the same alpha as artillery with only marginal dps advantage which is still crap compared to short range weapon systems...
Pinky Then you would need to scale back the cycle time on the beams and rails to compensate for the increased damage, at which point you are essentially making all three weapon systems largely the same (use of ammo and/or cap excepted). If you want to do a lot of damage in one shot, you use arties. If you want to be able to do more continuous damage over time, you use beams. If you want something in the middle ground, you use rails. There is nothing substantial to be gained by making everything essentially the same. Yup, exactly. By "balancing", CCP mean make each class of ship across all the races, basically the same, they will just look different. There goes the diversity in EVE, which is what made this game unique. Welcome to WOW in space.
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping. |

Pinky Denmark
The Cursed Navy
242
|
Posted - 2012.11.07 15:31:00 -
[4] - Quote
off-grid boosting is wrong on so many levels... Small scale pvp will improve with a grid nerf - only the multi-account-self-promoted-false-solo-players will suffer!! |

Pinky Denmark
The Cursed Navy
245
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Posted - 2012.11.08 10:53:00 -
[5] - Quote
Irregessa wrote:Terik Deatharbingr wrote:Pinky Denmark wrote:
Giving rails and beams a better alpha does not remove artillery as the very best alpha weapon of choice - The difference atm is HUGE and I only see advantages from closing the gap. Currently rail and beam ships have NO place in alpha fleets, but their dps will be a good trade off if the alpha gap is closed... I dont want it to become the same - just make rails and beams more viable for sniping.
he's got a point....don't bring them entirely in line...just bring them a little closer. When no other ship has a place in alpha fleet other than projectiles, obviously something is wrong. FYI, HBC does not have a doctrine using minmatar battleships at this time. It is either Rokhs with rails or Navy Apocs with pulse lasers (plus the rarely called for, oddball Dreamcats - Nightmares, so again lasers). So how exactly are arties dominating again? The largest nullsec coalition in the game does not use them anymore. If something is wrong, I could argue it is with projectiles, not the other way around.
The only reason HBC does no longer need maelstroms with artillery is because they have numbers- their numbers are so big they will be wasting damage due to arty reload time. Also I bet the enemy down south fight different from what HBC was facing half a year ago with CFC. If you have numbers to alpha people with hybrids and lasers why use the fragile Maelstroms?
FYI the Rokhs are nice because they are more difficult to kill than Maelstroms and as such you will have a more constant stream of dps and are less likely to lose half a fleet to a well placed bomb run. I really doubt Railguns is the reason for Rokhs to prevail down south, though ofcourse the hybrid buff definately made it viable. |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 11:42:00 -
[6] - Quote
Why the Ferox makes a bad sniper:
- Naga (same class) does more dps, better range and better alpha
- Railgun alpha will not be enough to kill even small ships before they warp away
- Railguns are good support with antimatter within 24km atm - but sucks a lot at range with other types
- Railguns already have the best range so doesn't really need a range bonus
- It is easy to get the drop on people at 0km, but difficult to make good use of snipers with poor alpha
- When you need tackle to keep people in place it is better to go in close with blasters than sit at range sniping
- Ferox is way too slow to get out of trouble vs. tacklers and other long range ships
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The best thing the Ferox ever had going for it was the resist bonus. The Drake doesn't really need it but it has always been golden for the Ferox. Ferox is rarely targeted first because it was known for mediocre dps and a strong tank which meant you got away with many nice things during the battle.
Removing the range bonus instead might seem weird when trying to make railguns usefull, however railguns already have the longest range of their class and the range bonus seems to help the slow Ferox using blasters better. Remove the range bonus and instead try to make railguns more viable at close range instead with another bonus. I'd do this with with the damage bonus putting it in line with the rest of the hybrid line even though it doesn't help rails more than blasters but it is what makes the Ferox a nice ship in combination with the resist bonus...
The slow boat with no tracking bonus and no medslots for web/tracking computer will not be able to compete with the Brutix in short range, but have the tank and dps slug it out with railguns and antimatter between 10-24km as well as still being usefull with blasters at a much shorter range with the TE changes but will rely on someone webbing targets to get close.
If the agility and tracking of the Brutix is not enough to clearly make it a better blaster ship (add the armor changes too) then you can give ferox a optimal role bonus, the brutix a fall-off role bonus, and the same to the Harbinger and Hurricane/Cyclone. It should not be necesary but rather this than break the Ferox.
Trying to make the Ferox compete against the Naga and Eagle will ruin the ship we all love, instead of finally making it usefull... If people still use blasters on the Ferox it's because you guys buffed NULL range instead of nerfing Barrage and Scorch. Buffing the range on short range weapon systems has the obvious consequence of obsoleting the long range systems when it is so easy to get close to people with probes and other game mechanics...
Pinky |

Pinky Denmark
The Cursed Navy
245
|
Posted - 2012.11.08 11:48:00 -
[7] - Quote
The current mindlink prices are obscene because they are overpowered, but mostly because they don't drop enough. Would be ncie to have them in the LP store for a base price about 50m - just look at the mining foreman even though few of those should be lost ofcourse lol |

Pinky Denmark
The Cursed Navy
246
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Posted - 2012.11.08 14:33:00 -
[8] - Quote
I agree - Tier 3 battlecruisers has not made the game any better... CCP's attempt to hide the imbalance is just a slap in the face towards anything but bombers hehe
But CCP still hit the nail on the head in 1 case: Creating a viable sniping platform (cheaper than battleships and mobile enough to get away with warping around)
Unfortunately they haven't realized it and instead want to focus on the dps role as attack class where you already have 2 competent attack/combat class alternatives for each race? 
Tier 3 ships are perfect for bombardment class battlecruisers and currently the best choice for making sniping viable again. Anything else will just make it another gank mobile to help campers, blobbers and griefers...
- Nerf the velocity to match other battlecruisers
- Nerf the scan resolution to match other battlecruisers (battleships have a bad scan resolution for a reason)
- Nerf agility/mass a bit (just enough to make ceptors able to catch them before warping away from a bad landing)
- Focus on the long range alpha guns and deter people from short range weapons
- Bonus towards dps and signature reduction with a role penalty to RoF can do it
- Remove drone bay on Talos
- Compensate drawbacks with more hitpoints
Pinky |
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