Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Vilserx
|
Posted - 2005.05.07 11:06:00 -
[1]
After reading most of this thread and the results from tests etc, I think they should implement only one of the two 'changes' (if at all).
I can understand the velocity thing - but the sig radius is totally non-sensical.
The velocity penalty seems to be similar to an agility-related change (which cannot be done) - that faster ships (which, with agility on missiles, could dodge missiles) will take less damage.
But when you combine the two penalties, you get this ridiculous 10 damage on frigates etc. ---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.05.07 21:04:00 -
[2]
Erm, they won't hit perfectly everytime as long as the ship decides to move. ---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.05.13 18:43:00 -
[3]
I'm slowly coming round to these changes, but there is something I am worried about.
And that's breaking the tank of BSs. Even with 6 Sieges fitted we may not be able to break their tanks as tests show that torps are doing low damage if the BS is travelling quickly. ---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.05.15 09:07:00 -
[4]
Just noticed this...
Quote: The missile and launcher changes will make size classed weapons deal more damage per second to same ship class than bigger weapons, there are how ever two exceptions: 1. Cruise Launcher can deal similar amount as Heavy Launcher to a large cruiser with new guided precision skill 2. Assault Launcher deals more damage than rocket or standard launcher to large frigates with new guided precision skill
Does that mean the new skill doesn't affect anything but these two launchers? ---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.05.30 10:45:00 -
[5]
Quote: T2 Specialization - For T2 junk only
Could we please get some skill requirements (or predicted requirements) for use of T2 launchers etc? e.g. Torpedos 5, MLO 5 etc.
That way we can plan in advance and we can get more combat-ready.
---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.05.30 13:11:00 -
[6]
I've hopped on over to the test server to check out the T2 launchers...
I'm hoping these are just placeholders as the T2 siege launcher has the same ROF as the Arbalest - it's only benefit is that it has 1.2 great capacity (wow, 2 torps) - but has more fitting requirements (both CPU/Powergrid and skills-wise).
Shouldn't T2 be better than named? ---------------------------
VSX EVE Design
Level 5 Skills: 3 |

Vilserx
|
Posted - 2005.07.02 15:19:00 -
[7]
Ran a mini-test...
Webbed and target painted a Mordus Bounty Hunter (30k bounty).
It was now going at 44m/s velocity. I put my 2 125mm Rails and 6 Cruise Launchers on it. It took 8 volleys to take down.
This was also with 3 BCUs.
Seems a bit much to need 8 volleys to down a frigate...maybe the skills will help this a lot (I only have Cruise Missiles 1, Guided Missiles 1 and Target Nav 1). ---------------------------
VSX EVE Design |

Vilserx
|
Posted - 2005.07.02 15:44:00 -
[8]
Ran another test...
Took about 6 volleys to take down a 50k/60k cruiser (with same stats/loadout as before).
Took approx. 60 volleys of cruise missiles (360 cruise missiles) to take down the first spawn of Mordus' Headhunters:
1 BS 8 Cruisers 3 Frigates ---------------------------
VSX EVE Design |

Vilserx
|
Posted - 2005.07.02 19:57:00 -
[9]
Originally by: Mordis but vilserx what was your average dmg per missle..
30 damage or so.
Quote: i wounder what it would be with 6 cruise launchers, and 2 medium pulse 2s with infrared ammo..
I was using 6 cruises and 2 125mm Railguns already, so I don't think it will make a huge amount of difference.
Quote: well bring afriend.. well what bout those times when your the only one on. and there is l ike only 2-3k total people on, it makes it kind of hard to find a partner..
Also, there aren't very good mechanics inplace to make group missioning viable. You can't share LP, you can't share rewards and the mission rats will always go after just one person meaning if there's a really tough spawn, there's not a huge amount that you can do for that player.
It's a shame that it wasn't possible to release the new skills early on TQ as now we will take several weeks to even be able to do lvl4 missions (which, incidentally, have already been reduced in profitability and increased in difficulty). That is, of course, assuming that these skills actually make much of a difference. ---------------------------
VSX EVE Design |

Vilserx
|
Posted - 2005.07.05 21:52:00 -
[10]
It seems Heavy and Light Missiles are kinda broken.
They're doing very small amounts of damage to Cruisers and Frigates when they're supposed to be the missile weapon to take those types of ships out. I'm doing more damage using Cruise Missiles than the above missile types.
I think at the moment, the explosion radius and velocity penalties are exactly the same for each missile - it's just the value in which it takes effect varies. Which means that, as soon as an enemy breaks one of the barriers, even a Light Missile (on a frigate) does very little damage.
If it's not like this...please explain why light/heavy missiles seem to do so little damage.
Skills shouldn't be an issue here - Gunnery users can hit frigates with frigate guns and cruisers with cruiser guns for decent enough damage/accuracy much skills. ---------------------------
VSX EVE Design |
|
|