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Maeltstome
Mentally Assured Destruction
247
|
Posted - 2013.01.06 18:29:00 -
[1] - Quote
This thread will contain a lot of contributing factors to the conclusion i draw, so im afraid you can't TL;DR. Incoming wall of text
The way Eve used to be (I've played since RMR): Only T1 points, no T2 disruptors. Faction available but not necessary for most fits. Falloff bonuses limited to a select few ships. All webs went 10km for 90%, scramblers didn't turn off MWD's and 20km points where the norm, scramblers (post WCS nerf) are pointless (hohoho, pun!) outside of EXTREME fitting problems on frigates.
The effective range of an autocannon with barrage is around 14-16km without bonuses. Other guns is <10km apart from lasers which aren't heavily used. Falloff bonused ships are hitting out to 20-25km with long range ammo. Falloff hybrids are htiting to 15km or so.
Now: Damage projection has gone up alarmingly since the change to Tracking Enhancers falloff bonuses. This isn't a bad thing, i like extra range and more to the point, better hit quality. I like the choice of more damage or more range in my low slots. These are good things. So what's this thread all about? I'd like to link the battle report, but i wasn't in a corp when it happened, and the pirate that died hasn't API verified the kill (probably 'cause HE MAD). But here is the situation:
(Retribution Expansion) - This was on day 2 of the expansion release. So it's a while ago.
I'm flying a stabber with a Large ASB, 24km Point and a mix of gyro/TE's in the lows. I jump into a a losec system and a Pirate Hurricane is on the gate - he is dual LSE fit. I engage, knowing my backup of a Blaster Dual-Large-ASB Moa is 1 jump behind. I start fighting and hold a point on the Hurricane. I strip most of his shields before i die and my blaster-buddy arrives just in time to land a scram on him. he finishes him off. Stabber lost for Cane kill. We get 20mil bounty and enough loot to instantly replace my stabber and fitting. GF!
And that's my point, this is a standard fight most people can expect to find and this isn't a big deal, the specifics of the fight are my problem. I had a T2 disruptor on and held a point on this guy. I'm a ship with a Falloff bonus so realistically i operate out of the 10km 'Kill Zone' and my tank is lighter, reflected by my lower fitting and slot layout versus a more 'Brawler' style ship, such as the Hurricane. But the hurricane was still projecting damage, easily, to me at 20-24km - enough to out dps my Large ASB tank and still strip armour and structure. I died after my ASB ran out of charges, but only about 5-6 seconds after... i was already well into structure before it needed to reload (i kept it running anyway).
Now we get to the meat of the issue: Damage projection has gone up a LOT recently but the effective range of combat hasn't. The effective range of combat is defined by the maximum range you can warp disrupt to, since without warp disruption people will just leave and you have a fail-fit with no chance of committing to fights and getting a kill on anyone with enough a brain to warp out.
If you fit a faction disruptor and have an OGB, you can get 45km warp disruptors without over heat. If we look at the same fight i was in and say i was 30-40km away, i would have avoided 90% of the hurricane's dual TE damage and slowly picked him apart. But spending 150mil on a 30km disruptor another billion spent on a Loki to boost my point range, this average fight for new to old players becomes a specialist fight for big spenders with alts... and for what? So my 10 mil stabber can effectively use its range bonus?
Ok lets take into account overheating. Had i overheated my disruptor i would be looking at 28km range. But i'm not going to kill this guy quickly. My disruptor will burn out before i kill him - and at that range is a 50/10 (which is fine, he IS a battlecruiser and im a T1 cruiser). But lets look at the other side of the coin. He has a Scrambler fitted. He can overheat it to around 10km range. He does this and catches me. The secondary effect of the scrambler turns off my MWD and im dead in literally seconds. Once he has scrammed me he can un-overheat his module and it wont burn out. He just needs 1-2 cycles of overheat to catch me. Similarly with Web's - they can be overheated for 1-2 cycles then un-overheated once standard optimal has been reached. This makes the standard disruptor a massive last place in terms of effectiveness during overheating.
With loki links/faction mods - an overheated disruptor CAN be useful to secure a kill on a fleeing target - but this is only because you had enough disruptor range to keep the fight going long enough to let you maintain enough range to stay out of the majority of the damage of a brawler. The overheat is the just used to keep them pointed while you nibble that last of their HP away.
To this end, i propose: We increase the range of Disruptors. Why? Here's some points.
-T3 links are being heavily nerfed, so combat range will be reduced soon regardless even with OGB. -Brawlers can now project higher damage to 20k+ against kiting ships who have less damage and tank - but more range (range which is unused due to the limitations of disruptor range). -Overheating scramblers' and webs' is massively powerful and used in 90% of fights. -Overheating disruptors is rare and rarely useful outside extreme faction/OGB fights. -Oversized AB's are incredibly popular and more useful than an MWD now simply because they help avoid damage more so than an MWD... all of which is entirely related to the combat range dictated by warp disruption range. (all ships get amazing tracking against an MWD target, so with higher projection on all ships, kiting ships cannot speed tank or range tank and are forced to Sig-Tank/Speed tank with oversized mods which is only viable on a handful of ships)
The new ranges i think would make more sense would be: T1 - 25km T2 - 30KM Fac - Up to 33KM Scram/web - unchanged.
*Continues on next post* |

Maeltstome
Mentally Assured Destruction
247
|
Posted - 2013.01.06 18:29:00 -
[2] - Quote
With the nerf to Links incoming, we wont see any real change to extreme faction fits, but un-bonused solo pilots don't have to spend hundreds of millions to take advantage of their ships bonuses. We all know going out solo invites a Blob, and against a Blob range is the only defence you have.
"ERMAGHERD ANOTHER WINMATAR BUFF"
No. This benefits autocannons, i agree, but it also benefits ships such as the shield deimos and ishtar/drone boats, since they can sit out much further and drop drone damage on people.
Nano has been nerfed, speed has been stomped on - i think it's time we actually stopped acting but-hurt over all the ships we lost as kids to people in vagabond/Zealot gangs when they moved at 10km/s and looked realistically at the PVP climate.
Long story short: Brawling ships can be fit for more speed and projection - but kiting ships are limited by combat range and will never be able to brawl more effectively than a close range ship.
|

rektumfreser
Nex Exercitus Raiden.
2
|
Posted - 2013.01.06 20:13:00 -
[3] - Quote
After reading ur post, the first thing i can think of is in fleets, proteuses/arazu with faction point (and OGB) is looking at a 90 (110heated) km point range, this is often enough to stop a few hostile battleships and kill them, they wont burn away anytime soon.
ships like the slicer (and many other kiting ships) benefit greatly from disruptors as their sheer speed is useally enough to stop ships from scrambling u in my opinion its a risk/reward scenario if u roam with scrams, its shorter range but if u do catch things with scram/web they generally wont get anywhere in a hurry, while a point might stop the initial warp but ppl can still speed away from you
if u were to increase the overall point range something would need to be done with gallente recons/t3 as 150km points would be just to much
my 0.02$ |

Liang Nuren
Heretic Army Heretic Nation
2560
|
Posted - 2013.01.06 20:35:00 -
[4] - Quote
Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Paikis
Vapour Holdings
526
|
Posted - 2013.01.06 20:39:00 -
[5] - Quote
Liang Nuren wrote:Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang
This. Especially on the gang links vs training time front... and I have a maxed out link alt. |

Taoist Dragon
Forced Penetration Hopeless Addiction
173
|
Posted - 2013.01.06 20:39:00 -
[6] - Quote
The thing with this fight is that you are comparing a T1 crusier to one of the best BC's in game even with the stat adjustment (not a nerf more of a rebalance IMO.) they both use the same class of weapons (i.e medium projectiles) but the cane has multiple TE fitted and 1.5x the weapons with a dual damage bonus.
He was also probably fitted with the largest guns of the class. He way out damages you and projects as the same level. You went into this fight knowing you were overwhelmed and held him long enough for you buddy to come in and finish him of. TBH you did the best that would be expected of you in that situation GF.
Changing points would have the potential to completely throw out the balance between brawling and kiting way more than it it now. Currently a kiter being caught by a brawler is dead. A brawler being kited is pretty much dead (best case he forces the kiter off) you probably could have disengaged at any point but decided to hold for your buddy to finish him of, good choice. This was probably the best outcome for this fight so I don't see how your suggestion is better than what happened really.
EDIT: Forgeting OGB and other stuff as they have always thrown out balance of 1v1 situations which this pretty much was. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
389
|
Posted - 2013.01.06 20:50:00 -
[7] - Quote
how about just nerfing TE's and bringing back close range combat? |

rektumfreser
Nex Exercitus Raiden.
2
|
Posted - 2013.01.06 20:54:00 -
[8] - Quote
Liang Nuren wrote:Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang
1.) Off-grid boosting should be nerfed, thats a pretty known thing for any1, ON-grid boosting should still be worth doing (perhaps with a dimishing effect, more ppl, less buff)
2.) Scram range should not be extended, beign scrammed is already a death sentence, however the bonus on certain e-war ships could be improved.
3.) Personally im i like the way the changed TD and could work for tanking aswell, decrease the overall effective but increase the bonused ships bonus 7.5 -> 15% for instance (its already lame how much better 5% resistance are vs 7.5% rep effeicieny)
4.) Speed as it currently is are fine
5.) Passive tanking isnt a real issue (yet)
increasing scram range can only end in tears |

Liang Nuren
Heretic Army Heretic Nation
2560
|
Posted - 2013.01.06 21:19:00 -
[9] - Quote
rektumfreser wrote: 1.) Off-grid boosting should be nerfed, thats a pretty known thing for any1, ON-grid boosting should still be worth doing (perhaps with a dimishing effect, more ppl, less buff)
No. Gang links, as a whole, are massively overpowered whether they are on grid or off grid.
Quote:5.) Passive tanking isnt a real issue (yet)
Umm. LOL.
Quote:increasing scram range can only end in tears
Yes, that is in fact a desired outcome.
-Liang
Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

rektumfreser
Nex Exercitus Raiden.
2
|
Posted - 2013.01.06 21:26:00 -
[10] - Quote
Liang Nuren wrote:Quote:5.) Passive tanking isnt a real issue (yet) Umm. LOL.
care to elaborate? I cannot recall a single time, on any toon, that iwe been beaten or had any problem with passive TANKING (as in, shield power relays/purger tanks)
If ur talking about shield passivly recharging iwe always seen that as a pve niche confined mostly to drake/rattlers. |

Maeltstome
Mentally Assured Destruction
249
|
Posted - 2013.01.06 21:59:00 -
[11] - Quote
Taoist Dragon wrote:The thing with this fight is that you are comparing a T1 crusier to one of the best BC's in game even with the stat adjustment (not a nerf more of a rebalance IMO.) they both use the same class of weapons (i.e medium projectiles) but the cane has multiple TE fitted and 1.5x the weapons with a dual damage bonus.
He was also probably fitted with the largest guns of the class. He way out damages you and projects as the same level. You went into this fight knowing you were overwhelmed and held him long enough for you buddy to come in and finish him of. TBH you did the best that would be expected of you in that situation GF.
Changing points would have the potential to completely throw out the balance between brawling and kiting way more than it it now. Currently a kiter being caught by a brawler is dead. A brawler being kited is pretty much dead (best case he forces the kiter off) you probably could have disengaged at any point but decided to hold for your buddy to finish him of, good choice. This was probably the best outcome for this fight so I don't see how your suggestion is better than what happened really.
EDIT: Forgeting OGB and other stuff as they have always thrown out balance of 1v1 situations which this pretty much was.
I am comparing a T1 cruiser to a good BC. I'd also like to point out i've fought a dominix in an assault frigate and held him to ransom. Eve is not about "Bigger = better", it's about a million different factors and video's such as 'The Stabber' by Yuki Li all those years ago where the perfect example of a no-tank ship with good speed and projection doing that they do best, and showcasing pilot skill.
Brawlers have a MUCH larger margin for error but are rewarded with more damage and surviability - this is is not countered by kiting ships having range advantage anymore, since range is relative to warp disrupt range which hasnt changed in 5 years, but projection and speed have. All these things contribute to a slow death of kiting ships outside of billion isk fits with OGB.
Here is a graph of stabber DPS versus Hurricane DPS in the 25km -50km range. They are both using 425's with 2x TE and RF-PP ammo.
[IMG]http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusCaneGraph_zps03b550f3.png[/IMG]
SO basically its 27km before that range bonus benefits the stabber over the raw 'guns and deeps' of the hurricane. Now that's fine. You expect to loose a LOT of dps due to range, but you make sure you THEY LOOSE MORE. That's the point of a kiting fit.
Now lets look at those figures with 180's and no TE's - since 180's where the base falloff range before the larger guns got a falloff buff, and TE's never used to increase falloff. And for arguments sake, we'll do it with barrage since that's what people used to use before faction ammo and TE's.
[IMG]http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusCaneGraph2_zpsf3b4eaf7.png[/IMG]
As you can see the changeover happens at about 21km, which (and here is the point) it within 24km T2 Disruptor range. Right now a brawler in disruptor range almost exclusively have better damage than a kiter.
Could i have killed that hurricane? Maybe not, he still has more drone and more EHP than me. But i can hold tackle on him for a longer time and i wouldn't have lost my ship in that situation.
"but thats not the point, it's still a T1 cruiser versus a BC!"
Fine, then why don't we all just fly 'Canes and play Hurricanes-Online. |

Maeltstome
Mentally Assured Destruction
249
|
Posted - 2013.01.06 22:01:00 -
[12] - Quote
rektumfreser wrote:Liang Nuren wrote:Quote:5.) Passive tanking isnt a real issue (yet) Umm. LOL. care to elaborate? I cannot recall a single time, on any toon, that iwe been beaten or had any problem with passive TANKING (as in, shield power relays/purger tanks) If ur talking about shield passivly recharging iwe always seen that as a pve niche confined mostly to drake/rattlers.
Passive means cap-less/Non-Active. Purger rigs and extenders are PVE only REGEN tanks, based on the peak regen stat of shield.
Good enough? |

Taoist Dragon
Forced Penetration Hopeless Addiction
173
|
Posted - 2013.01.06 23:38:00 -
[13] - Quote
You are still fighting withing the same class of ship i.e. medium just one half class bigger I'e BC over cruiser. What ever you can do in you stabber the cane will do better apart from raw speed. vOv It can out damage you get similar range due to better fitting abiltiy and tank way better than you. Your AF v BS is a totally different scenario and has no bearing on what you are arguing for here.
Simple fact of the matter is you probably had the best outcome of that engagement that you could expect with the tools you used for it. The stabber v cane is too similar a tool set that in this case yes bigger did equal better.
Don't get me wrong i'm not saying you didn't fight well and if your opponent was less skilled you could well have survived but given the match up you described I fail to see any argument to changing the stats of points/tackle other than you didn't want to lsoe your ship. I love the stabber myself i think it's great ship but in that fight I would expect to lose 9 of 10 enagements 1v1. Not the right tool for the job you are describing. Simple That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Maeltstome
Mentally Assured Destruction
249
|
Posted - 2013.01.06 23:57:00 -
[14] - Quote
Taoist Dragon wrote:You are still fighting withing the same class of ship i.e. medium just one half class bigger I'e BC over cruiser. What ever you can do in you stabber the cane will do better apart from raw speed. vOv It can out damage you get similar range due to better fitting abiltiy and tank way better than you. Your AF v BS is a totally different scenario and has no bearing on what you are arguing for here. Simple fact of the matter is you probably had the best outcome of that engagement that you could expect with the tools you used for it. The stabber v cane is too similar a tool set that in this case yes bigger did equal better. Don't get me wrong i'm not saying you didn't fight well and if your opponent was less skilled you could well have survived but given the match up you described I fail to see any argument to changing the stats of points/tackle other than you didn't want to lsoe your ship. I love the stabber myself i think it's great ship but in that fight I would expect to lose 9 of 10 enagements 1v1. Not the right tool for the job you are describing. Simple
You have no logical argument against my post. I used the fight as an example - believe it or not i can afford to loose a few douzen stabbers without bothering. My point was that ships OF THAT TYPE are unable to do what they where designed to do simply because warp disruptors are dictating the range of the fight more than the ships/pilots involved. That's fine, unless everyone can fight effectively in that range, regardless of ship type. |

Taoist Dragon
Forced Penetration Hopeless Addiction
173
|
Posted - 2013.01.07 00:20:00 -
[15] - Quote
Maeltstome wrote:
You have no logical argument against my post. I used the fight as an example - believe it or not i can afford to loose a few douzen stabbers without bothering. My point was that ships OF THAT TYPE are unable to do what they where designed to do simply because warp disruptors are dictating the range of the fight more than the ships/pilots involved. That's fine, unless everyone can fight effectively in that range, regardless of ship type.
My argument is that the fight you used to decribe your point is not a very good one as the ships used do not in any way give you a logical argument to support your propsal.
I am predominantly a brawler and I often have issues around catching kiters. If the point/tackle ranges were increased it would potentially imbalance the brawling/kiting tactics.
I said potentially as i'm not oppossed to it just that you haven't presented a reasonable or logical argument to support your proposal IMO.
Now if the fight were for example the stabber against a rupture and the same out come was pretty much guarunteed then i could see your point but it wasn't and an armour brawling ruppie would have issues killing you that cane just doesn't. If you can demonstrate that in equal class ships i.e two cruisers, BC's whatever that the kiting ships always get beaten by the brawler the I would agree with you. But as this is definately not the case (much as I would like to trounce all kiters!) then your argument has no logical basis.
A caught kiter (scram/web) is generally a dead kiter. A brawler that can't catch a kiter is generally a dead brawler. Or best case scenario can tank until help arrives. Seems like balance to me. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Dibblerette
The Phantom Regiment THE ROYAL NAVY
130
|
Posted - 2013.01.07 06:11:00 -
[16] - Quote
Maeltstome wrote:rektumfreser wrote:Liang Nuren wrote:Quote:5.) Passive tanking isnt a real issue (yet) Umm. LOL. care to elaborate? I cannot recall a single time, on any toon, that iwe been beaten or had any problem with passive TANKING (as in, shield power relays/purger tanks) If ur talking about shield passivly recharging iwe always seen that as a pve niche confined mostly to drake/rattlers. Passive means cap-less/Non-Active. Purger rigs and extenders are PVE only REGEN tanks, based on the peak regen stat of shield. Good enough? At least in my experience, "passive" tanks refer to SPRs and purgers, whereas a BUFFER fit relies on extenders and resists to simply have enough EHP that the enemy is dead before you run out of buffer.
So you have: Active, Passive, Buffer, (Speed/Sig) as tanking styles. |

Roime
Shiva Furnace
1569
|
Posted - 2013.01.07 06:57:00 -
[17] - Quote
tl;dr I as in special snowflake ME should always a kiting BC in my kiting cruiser CCP change the game so!!11
Your OP makes no sense whatsoever and you should be ashamed. Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Solotta Erquilenne
1
|
Posted - 2013.01.07 16:21:00 -
[18] - Quote
ITT: OP is upset about TE bonus because hurricanes have more HP and more guns than his stabber. ITT: OP thinks scramblers are overpowered because his stabber got scrammed by a shield cane. ITT: OP thinks disruptor need a buff because skirmish gangboosts are underpowered/overpriced, and republic fleet points are too expensive. ITT: OP forgets that in the old days of 90% webs, kiting ships were still billion isk fits. |

Wivabel
Exanimo Inc Unclaimed.
80
|
Posted - 2013.01.07 16:46:00 -
[19] - Quote
Kiting ship vs kiting ship bad example for u argumenting ..........
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.07 17:15:00 -
[20] - Quote
Maeltstome wrote: The new ranges i think would make more sense would be: T1 - 25km T2 - 30KM Fac - Up to 33KM
Go away with such moronic values. If anything, ask for deadspace longer points. (R)isk vs reward, you know. As long as current supercaps exist, you can not really ask an expensive RF point to be merely 10% better than a free tech2 one.
Also, you failed to realize how the core problem is overtanking. Reduce EHP back to normal values and a crapload of issues will get fixed right away - active tanking, for instance.
rektumfreser wrote:1.) Off-grid boosting should be nerfed, thats a pretty known thing for any1, ON-grid boosting should still be worth doing (perhaps with a dimishing effect, more ppl, less buff) No "perhaps" but "surely". Unlimited gang-boosting is one of the most dumb EVE concepts, second after instant risk-free bridging. 14 |

Liang Nuren
Heretic Army Heretic Nation
2563
|
Posted - 2013.01.07 18:08:00 -
[21] - Quote
No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Solotta Erquilenne
2
|
Posted - 2013.01.07 18:30:00 -
[22] - Quote
Liang Nuren wrote:No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.
-Liang
if your blasters are outranging point-range, then you aren't flying a brawler anymore. If you say "but Talos" then we get into the issue why are you trying to kite a ship that is setup to kite? Outranging a ship with larger guns has always been a bit dicey. AC tornado and pulse oracle will do the same thing if you're trying to maintain a 23km range on them. Perhaps I'm just making your point for you, but it seems like getting ranged tackle just means you need a specialized ship, and not just any cookie-cutter vagabond will do. IMO there are still plenty of options, such as tackle ceptor, using ewar to neutralize the target's offensive capabilities, or yeah gallente recons! Its a bit hard for standard kiting ships to mitigate damage now since pulse always has scorch and blasters with null actually do something, but this just represents a change in which ships are viable targets, and the kiting ship still has GTFO ability. |

Liang Nuren
Heretic Army Heretic Nation
2563
|
Posted - 2013.01.07 18:36:00 -
[23] - Quote
You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.
That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.07 18:56:00 -
[24] - Quote
Liang Nuren wrote:No, Fon. The problem is that gang links are damn near required to get "reasonable" ranged tackle. I think everyone knows there's a problem when blasters outrange point range.
-Liang That's like saying that logistics are required to get reasonable tank.
I'm not saying link values are fine (in fact, they are not), but trying to get it down to just values alone (without addressing unlimited boosting - imagine 1 logistics healing 10 ships at a time for the same effect as when healing just 1) is wrong way to go. Because of that unlimited boosting everyone can bring a gang-linking ship without making trade-offs in the fleet composition and that's why it becomes required that the other side brings it, too. Introduce proper mechanics (and then reduce link effects themselves) and then you'll find out that bringing 10 gang boosters into a gang of 20 is not viable, while 1 booster provides pretty minor boosts and thus is no longer mandatory.
Also, yes, range is inflated, but this is mostly due to 2 very simple things: TEs and OP tier3 BCs. 14 |

Liang Nuren
Heretic Army Heretic Nation
2563
|
Posted - 2013.01.07 19:00:00 -
[25] - Quote
No, it is not at all like saying that logistics are required for a reasonable tank. It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor. And the problem isn't also related to unlimited boosting. It's related to boosting - on grid, off grid, limited, and unlimited.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.07 19:34:00 -
[26] - Quote
Liang Nuren wrote: It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor. I don't see that being true. If anything, this may come as a result of CCP's weird policy of constantly giving ships more and more grid/CPU so that they always pick the heavier guns. I remember playing with plain tech1 points (tech2 didn't exist) and don't recall point range as an issue, although there already were scorch and barrage. Neither Blasters nor ACs outrange tech2 points without adding TEs. Which weaponry has got excessive range in your opinion? 14 |

Liang Nuren
Heretic Army Heretic Nation
2563
|
Posted - 2013.01.07 19:40:00 -
[27] - Quote
Fon Revedhort wrote:Liang Nuren wrote: It's more like saying that even the shortest range weapons in the game, completely unbonused, outrange an unlinked T2 disruptor. I don't see that being true. If anything, this may come as a result of CCP's weird policy of constantly giving ships more and more grid/CPU so that they always pick the heavier guns. I remember playing with plain tech1 points (tech2 didn't exist) and don't recall point range as an issue, although there already were scorch and barrage. Neither Blasters nor ACs outrange tech2 points without adding TEs. Which weaponry has got excessive range in your opinion?
Oh come now. What a worthless post. "If only people didn't fit modules to their ships!" The problem is not weaponry having excessive range - it's with unlinked tackle being too short range.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.07 19:47:00 -
[28] - Quote
When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin. 14 |

Liang Nuren
Heretic Army Heretic Nation
2563
|
Posted - 2013.01.07 20:04:00 -
[29] - Quote
To answer your question in short: I'd say that it's been lacking for a long time - certainly much earlier than the introduction of 'those OP Tier 3s'. People have always pointed out that blaster battleships were outperforming AC battleships at point range. The introduction of T3s allowed the commonplace extension of point range out to more natural ranges, which permanently altered Eve's landscape.
And that's something you don't seem to understand. Eve is never going back to the time that you want it to. CCP is never going to cut every ship's HP by 3/4s. CCP is similarly not going to nerf the range of every weapons system in the game just to prevent boosting unlinked tackle range. You're so busy wailing at the loss of the past that you fail to understand it's the wrong course of action to simply reverse the changes of the past.
The problem here is that tackle ranges are too short for today's ships and modules. The answer is not to nerf everything in the game, as you suggest. The problem is to take a path of lesser disruption, and increase disruption range. Heh, heh, heh. Puns.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
253
|
Posted - 2013.01.07 20:07:00 -
[30] - Quote
I am actually shocked people think i'm being but-hurt over loosing a stabber. The fight i gave an example of was because IT ACTUALLY HAPPENED. I'm not debating that the result was favourable for my side, i agree 100%. But it highlighted something that didn't make sense.
SO since you're hating on a real situation, I'll go back to theory-crafting since you love it so much on these forums. Thorax VS Stabber. Both in the same class and specialisation of ship. Here are the 2 fits im running. Both are Twin extended fits using long range ammo - which it common for this class of cruiser. Here are the fits.
Quote: [Stabber, Stabber 220's 2xTE 2xGYRO]
Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Tracking Enhancer II
Large Shield Extender II Large Shield Extender II 10MN Microwarpdrive II Warp Disruptor II
220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Quote:[Thorax, Thorax Neutrons 2x TE 2xMFS]
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Tracking Enhancer II Damage Control II
Large F-S9 Regolith Shield Induction Large Shield Extender II Experimental 10MN Microwarpdrive I J5 Prototype Warp Disruptor I
Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M
Medium Ancillary Current Router I Medium Ancillary Current Router I Medium Core Defense Field Extender I
Hammerhead II x5
Now they both have a 5% damage bonus and the secondary bonus reflects their usage. The stabber has a falloff bonus for kiting, the thorax has a tracking bonus for closer range combat (i guess that's why it has it...). The main discrepancy is the that the stabber is using medium guns instead of large ones, like the thorax. But it's not possible to get 425's on the stabber without seriously gimping the EHP by a factor of 10-20%. It's borderline made of paper as it is. But here's a graph of their dps in 0-25km without the stabbers missiles being used or the thoraxes drones being used (so bonused slots only).
http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxNoDrones_zpsbd75bbfb.png
So its basically 22km before the stabbers range bonus becomes useful. Beyond that the story is very 1-sided in favour of the stabber. It has very reliable damage up to around 40km... but since disruptors only go to 24km... that doesn't make any difference.
Oh btw, here's the graph with missile launchers/drones included. But this proves nothing other than the new stabber is trash. And yes, im serious. The rupture is still a better stabber than the stabber due to the combat range of 24km and the Stabbers general sucky slot/turret layout.
http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxwithDrones_zps32d89063.png
So i'm struggling to see how range bonused ships will ever be viable with current combat ranges when brawlers can easily achieve these effective ranges and still have triple the DPS of kiting ships up close. Speed is the only real advantage kiting ships have, but 1 mistake and that advantage is gone. A brawler can make many mistakes in a fight and only has to get 1 slingshot right to win the fight.
Be careful when referring to 'winmatar' btw. Much of what you base your hatred on revolves around gang links and faction mods when you don't have either. |

Maeltstome
Mentally Assured Destruction
253
|
Posted - 2013.01.07 20:16:00 -
[31] - Quote
Fon Revedhort wrote:When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin.
When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual. |

Solotta Erquilenne
3
|
Posted - 2013.01.07 21:43:00 -
[32] - Quote
Liang Nuren wrote:You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.
That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.
While I'm familiar with the talos not getting a range bonus, I suppose I forgot that all the other tier 3's do get range bonuses. And yeah, blasters overall, and null ammo specifically has been improved to the point that most blaster ships can fit neutron blasters standard and project damage quite well. The talos can do it with no modifiers other than ranged ammo. But that same performance/projection looks a lot less impressive on less mobile platforms like the mega and hype. The Naga and Rokh have range bonuses and will be fit with tracking enhancers, so they're just doing what they're supposed to do. As you remember, back before hybrids were buffed, they had lingering tracking issues, really terrible damage projection, fitting issues, and hybrid-boats were slow. The complaint was that even if the blasterboat could catch the winmatar ship shooting him in falloff, by the time the blasterboat caught up, the autocannon ship would have already done significant damage, and the slightly better dps of blasters was would never be enough to overcome that disparity, as the autocannons also did more damage at close range. CCP boosted blasters in the usability department as an alternative to making them do so much dps they would be worth using despite the issues.
Obviously this isn't just about blasters, its that any ship with guns and shields loads up on TE's for that sweet sweet damage application. Unless its a frigate because they don't have the spare slots.
So if T2 warp disruptors get boosted to 30km, does that mean 15km can be the range of a standard t2 web? |

Maeltstome
Mentally Assured Destruction
256
|
Posted - 2013.01.07 21:55:00 -
[33] - Quote
Solotta Erquilenne wrote:Liang Nuren wrote:You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? The fact of the matter is that ranges have been creeping up for many years while point range has stayed steady. The problem is so bad that even unbonused blasters quite thoroughly outrange unlinked point range.
That is to say: you're saying that getting ranged tackle should require a special ship. And I totally agree. Unfortunately, that range is far beyond the 24km we have now.
While I'm familiar with the talos not getting a range bonus, I suppose I forgot that all the other tier 3's do get range bonuses. And yeah, blasters overall, and null ammo specifically has been improved to the point that most blaster ships can fit neutron blasters standard and project damage quite well. The talos can do it with no modifiers other than ranged ammo. But that same performance/projection looks a lot less impressive on less mobile platforms like the mega and hype. The Naga and Rokh have range bonuses and will be fit with tracking enhancers, so they're just doing what they're supposed to do. As you remember, back before hybrids were buffed, they had lingering tracking issues, really terrible damage projection, fitting issues, and hybrid-boats were slow. The complaint was that even if the blasterboat could catch the winmatar ship shooting him in falloff, by the time the blasterboat caught up, the autocannon ship would have already done significant damage, and the slightly better dps of blasters was would never be enough to overcome that disparity, as the autocannons also did more damage at close range. CCP boosted blasters in the usability department as an alternative to making them do so much dps they would be worth using despite the issues. Obviously this isn't just about blasters, its that any ship with guns and shields loads up on TE's for that sweet sweet damage application. Unless its a frigate because they don't have the spare slots. So if T2 warp disruptors get boosted to 30km, does that mean 15km can be the range of a standard t2 web?
Ok a few points. The rokh has 10k opti and 10k faloff with void - VOID. This means that tracking is less of an issue on BS v BS fights that take place with 2 stationary targets. This is with no TE's btw.
Take the tempest for exmaple. Everyone fly's it with a shield buffer and ranged damage mostly. But without someone holding point it will never beat another BS head on. If you have to engage another bs within 24km, pretty much all of them do more damage and still maintain tank.
The tempest on the other hand can't be brick fit like this and win those fights. It's utility is killed by the lack of range on disruptors.
All these are BS arguments, which take on a new dynamic. You can reach 20km effective range with 2x TE's and null on CRUISER sized blasters. That, imo, is the detail that screams "Projection is too high compared to point range". |

Liang Nuren
Heretic Army Heretic Nation
2564
|
Posted - 2013.01.07 22:02:00 -
[34] - Quote
I'd say that it's not as simple as boosting disruptor range to 30km. Instead, I'd say that tackle ranges should be roughly equivalent to the ranges we see with gang links now and that gang links should not have such a strong effect on them.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.07 22:12:00 -
[35] - Quote
Maeltstome wrote:Now they both have a 5% damage bonus and the secondary bonus reflects their usage. The stabber has a falloff bonus for kiting, the thorax has a tracking bonus for closer range combat (i guess that's why it has it...). The main discrepancy is the that the stabber is using medium guns instead of large ones, like the thorax. But it's not possible to get 425's on the stabber without seriously gimping the EHP by a factor of 10-20%. It's borderline made of paper as it is. But here's a graph of their dps in 0-25km without the stabbers missiles being used or the thoraxes drones being used (so bonused slots only). http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxNoDrones_zpsbd75bbfb.pngSo its basically 22km before the stabbers range bonus becomes useful. Beyond that the story is very 1-sided in favour of the stabber. It has very reliable damage up to around 40km... but since disruptors only go to 24km... that doesn't make any difference. Oh btw, here's the graph with missile launchers/drones included. But this proves nothing other than the new stabber is trash. And yes, im serious. The rupture is still a better stabber than the stabber due to the combat range of 24km and the Stabbers general sucky slot/turret layout. http://i1262.photobucket.com/albums/ii606/B1zmark/StabberVersusThoraxwithDrones_zps32d89063.pngSo i'm struggling to see how range bonused ships will ever be viable with current combat ranges when brawlers can easily achieve these effective ranges and still have triple the DPS of kiting ships up close. Speed is the only real advantage kiting ships have, but 1 mistake and that advantage is gone. A brawler can make many mistakes in a fight and only has to get 1 slingshot right to win the fight. Be careful when referring to 'winmatar' btw. Much of what you base your hatred on revolves around gang links and faction mods when you don't have either.
Ok. do a graph for when you kill his drones but you stil get to shoot your missiles. Also when you are comparing two pretty much identical layout ships then you have to factor racial differences into it as well.
In this secenario I agree the stabber is very likely to be taken down by the thorax. This is where player skill comes into it as you have a 24km point range which gives you a 2km window to hold un OH'd point and be at an advantage. also remember though with periodic OH'ing you extend that to 28km giving you a much larger window of advantage.
None of this support the original argument of increased point ranges. Just that your window is less than in a similar setup ship.
These are also only for 1v1's in a gang situation the desire for extended point range is probably not even required...that is what tackle is for.
That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Liang Nuren
Heretic Army Heretic Nation
2564
|
Posted - 2013.01.07 22:16:00 -
[36] - Quote
So he goes through a long, complicated, and well thought out argument. It's carefully laid out. You agree with every detail individually, and combined. Then you come up with a completely wrong conclusion.
Amazing.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.07 22:37:00 -
[37] - Quote
Liang Nuren wrote:So he goes through a long, complicated, and well thought out argument. It's carefully laid out. You agree with every detail individually, and combined. Then you come up with a completely wrong conclusion.
Amazing.
-Liang
No he goes a through a long winded way of say that 1 ship setup to pretty much kill his intented ship setup is an argument that point range need to be increased.
Why does point range need to be increased. no one has given any reason for me to think point range is in need of an increase.
What benefit/cost is there to increaseing base point ranges?
So far all the ship v ship arguments for increased point range are taking about BS sized stuff. In those cases tackle is what is need to be employed not longer point range changes. In the specific example of the kiting stabber vs kiting thorax it just shows that there is a margin where the stabber has an advantage (22-24km) this just highlights the differences in racial ship and does not in any way give a solid argument to increase point range across the board.
I do this kind of reasoning for my job everyday and still have not been shown any arguments that support a increase in point range.
Admittedly i don't pvp in BS or BS fleets so my judgment may we be biased on my prefered style. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Liang Nuren
Heretic Army Heretic Nation
2564
|
Posted - 2013.01.07 22:42:00 -
[38] - Quote
No, you were pretty out and out with your particular bias. You basically said "I'm a brawler and I think kiters should be easy prey".
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.07 22:57:00 -
[39] - Quote
Liang Nuren wrote:No, you were pretty out and out with your particular bias. You basically said "I'm a brawler and I think kiters should be easy prey".
-Liang
When did I say I think they should be easy prey? I said I would love to trounce them all, it's different.
I like the fact that a kitey can kill me if i'm brawling. It makes it a challenge to try and catch the bugger.
None of which poses an argument to increase point range. In a kite v kite fight the kiter with the better skill, ship setup, SP, boosts whatever wins.....once again no reason to increase point range.
If there were a multitude of posts about how brawlers intantly pwn kiters when they are their point range then i would think that point range may need to be extented but seeing as kiting is by far the most prefered combat tactic in my experience then none of this indicates and issue with the range of long points?
Now if you would prefer to give a solid argument on the reason to increase point range rather than try to break holes in a comment on my prefered style of fighting and insinuating I want to be OP then I'll be willing to listen to well contructed arguments. Until then I'll continue reaffirm my opinion that there is nothing wrong with point range .
That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
122
|
Posted - 2013.01.07 23:06:00 -
[40] - Quote
Liang Nuren wrote:- Scram and web range should be extended as well, but point range should be extended more.
I'll leave the rest for tomorrow (kinda late here), but I think this is a bit of a bad idea, Liang. Blaster brawlers depend on getting in your face to do anything - if you extend the Scram range, you severely weaken their ability to get up close and personal, thereby effectively neutralizing their dps - this is obviously less true for autocannons (good falloff) and pulse lasers (scorch). |

Friar Vigfus
Bastion 437
2
|
Posted - 2013.01.07 23:18:00 -
[41] - Quote
Liang Nuren wrote:Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang
14.6mil in Leadership but i wholeheartedly agree. |

Maeltstome
Mentally Assured Destruction
256
|
Posted - 2013.01.07 23:26:00 -
[42] - Quote
Caitlyn Tufy wrote:Liang Nuren wrote:- Scram and web range should be extended as well, but point range should be extended more. I'll leave the rest for tomorrow (kinda late here), but I think this is a bit of a bad idea, Liang. Blaster brawlers depend on getting in your face to do anything - if you extend the Scram range, you severely weaken their ability to get up close and personal, thereby effectively neutralizing their dps - this is obviously less true for autocannons (good falloff) and pulse lasers (scorch).
Kiting ships right now are reliant on small fast tacklers to hold targets while they kill them. Why shouldn't brawlers have to deal with this too?
I'm sorry but brawling is childs play. Module management is the bread and butter of eve. Trying some manual piloting when you more at 2k-3k/s.
You have double-Triple the DPS of a kiter when flying close range ships as well as better potential for cap-warfare. Kiting setups STILL get so much hate, and generally it's from people who never fly solo and never fly complex setups. It's from bears who PVP with thier corp/alliance at weekends or guys who like to sit on stations with logistics and cloaked falcon alts with 500 safespots in each system.
It kills solo PVP harder than ANY other factor. Almost all engagement happen on gates/stations, meaning de-agressing a lower DPS ship and jumping is a viable option. If you get caught on a planet it your own fault - just like a logn range ship dies if he gets a scram landed on him.
I'm gonna link you a video of a guy who flies kiting ships (pre TE buff) and a brawling taranis (pre web nerf, which is the same as scram/web these days.). Tell me again who brawlers cant hold targets when a taranis moving at 4k catches an 18km/s pimped, linked, snaked, faction crow.
http://community.eveonline.com/ingameboard.asp?a=topic&threadID=772628
These strategies are always going to be viable, but now they aren't even necesary cause close range ships are hitting out to full point range anyway. It's eve-for-idiots. |

Maeltstome
Mentally Assured Destruction
256
|
Posted - 2013.01.07 23:28:00 -
[43] - Quote
Taoist Dragon wrote: Ok. do a graph for when you kill his drones but you stil get to shoot your missiles. Also when you are comparing two pretty much identical layout ships then you have to factor racial differences into it as well.
In this secenario I agree the stabber is very likely to be taken down by the thorax. This is where player skill comes into it as you have a 24km point range which gives you a 2km window to hold un OH'd point and be at an advantage. also remember though with periodic OH'ing you extend that to 28km giving you a much larger window of advantage.
None of this support the original argument of increased point ranges. Just that your window is less than in a similar setup ship.
These are also only for 1v1's in a gang situation the desire for extended point range is probably not even required...that is what tackle is for.
Ok when i kill his drones im in half armor, cause he is still DPS'ing me while i kill drones. And since i dont have a scram or web, pulsing my MWD is the only way to kill them. This give him plenty of opportunity to warp out or just slingshot and kill me. If he sits 50km away and lets his drones die then engages me, he's and idiot. |

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.07 23:40:00 -
[44] - Quote
Maeltstome wrote:he's and idiot.
There are more of these than any other player out there!
You still have a range advantage on the thorax. It is just that your margin for error is much less with your range advantage being used up in the last 2km of your point range. This is were selective OH'ing or faction/boosted webs will give you a clear advantage. If the standard point range is increased to say 28-30km as suggested then you are immediatly at a greater advantage vs the thorax.
Between the two ships posted I think there is a fair trade off. kite v kite it balances out. The only reason I can see to increase point range would be if brawlers instantly wipe the floor with kiters when they are at range. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Maeltstome
Mentally Assured Destruction
256
|
Posted - 2013.01.07 23:54:00 -
[45] - Quote
Taoist Dragon wrote:Maeltstome wrote:he's and idiot. There are more of these than any other player out there! You still have a range advantage on the thorax. It is just that your margin for error is much less with your range advantage being used up in the last 2km of your point range. This is were selective OH'ing or faction/boosted webs will give you a clear advantage. If the standard point range is increased to say 28-30km as suggested then you are immediatly at a greater advantage vs the thorax. Between the two ships posted I think there is a fair trade off. kite v kite it balances out. The only reason I can see to increase point range would be if brawlers instantly wipe the floor with kiters when they are at range.
Are you on crack? Maybe taking some bad acid?
For a start, people being an idiot is NOT A REASON TO HAVE AN UNBALANCED GAME.
The range advantage DOESNT EXIST. You have never in your life piloted a ship like the stabber if you think holding 22km+ is possible. Btw he STILL out damages you at 22km. With drones it's game over.
Watch the video i linked, watch how the ranges change in a fast VS fast fight (thorax IS a fast ship). Good look if you think you can hold 2 KM distance like you state. You have proven, in that single point, you have no idea what you are talking about.
And btw i've flown the 'ranis for years as well as long range ceptors like the crow. I'm not sitting on 1 side of the fence here. I'ma guy who has perfect gallente and minatar skills and right now i see no point in flying minmatar cruisers when, due to *DISRUPTOR RANGE*, the gallente ones are better in every way
Am i going to stop flying a faction point cynabal? No. But thats the point (pun intended), 30km disruptor range makes that ship viable. If it has a 24km point it's close to worthless when compared, ISK for ISK agaisnt a plethora of other ships of varying prices. |

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.08 00:13:00 -
[46] - Quote
Maeltstome wrote:
Are you on crack? Maybe taking some bad acid?
For a start, people being an idiot is NOT A REASON TO HAVE AN UNBALANCED GAME.
The range advantage DOESNT EXIST. You have never in your life piloted a ship like the stabber if you think holding 22km+ is possible. Btw he STILL out damages you at 22km. With drones it's game over.
Watch the video i linked, watch how the ranges change in a fast VS fast fight (thorax IS a fast ship). Good look if you think you can hold 2 KM distance like you state. You have proven, in that single point, you have no idea what you are talking about.
And btw i've flown the 'ranis for years as well as long range ceptors like the crow. I'm not sitting on 1 side of the fence here. I'ma guy who has perfect gallente and minatar skills and right now i see no point in flying minmatar cruisers when, due to *DISRUPTOR RANGE*, the gallente ones are better in every way
Am i going to stop flying a faction point cynabal? No. But thats the point (pun intended), 30km disruptor range makes that ship viable. If it has a 24km point it's close to worthless when compared, ISK for ISK agaisnt a plethora of other ships of varying prices.
What you are describing is a variation due to racial differences NOT an issue with point range. Get your arguments defined properly before you accuse people of being drug addicts.
I to fly the stabber and it is quickly becoming on of my favourite ship tbh. I often hold range on brawlers and have also done so on kite cruisers. I have died to kite cruisers in my stabbers by making piloting errors. I never claimed it was easy or that it was reliable. Range changes in fast ships are what make it a game of skill more than stat points. I never claimed the thorax is a slow ship. In fact I'm currently fitting up a couple on the recomendation from a corp mate that it flys like a stabber. You are reading too much into my arguments.
However you have not given an reason for points to have extented ranges that hold up to any logical rational counter argument.
Cynabal with faction point is not an argument to increase all point range. It is an expensive pirate cruiser with an expensive fit....of course it is going to be powerfull you can't make the stabber as effective as a cyna without pouring isk into it. This is NOT an argument for increased point range.
Once again you are trying to give reason to increase point range on a flawed argument. When you can formulate some rational reason for increased point range I'll respond.
That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Maeltstome
Mentally Assured Destruction
256
|
Posted - 2013.01.08 00:20:00 -
[47] - Quote
Taoist Dragon wrote:What you are describing is a variation due to racial differences NOT an issue with point range. Get your arguments defined properly before you accuse people of being drug addicts.
I to fly the stabber and it is quickly becoming on of my favourite ship tbh. I often hold range on brawlers and have also done so on kite cruisers. I have died to kite cruisers in my stabbers by making piloting errors. I never claimed it was easy or that it was reliable. Range changes in fast ships are what make it a game of skill more than stat points. I never claimed the thorax is a slow ship. In fact I'm currently fitting up a couple on the recomendation from a corp mate that it flys like a stabber. You are reading too much into my arguments.
However you have not given an reason for points to have extented ranges that hold up to any logical rational counter argument.
Cynabal with faction point is not an argument to increase all point range. It is an expensive pirate cruiser with an expensive fit....of course it is going to be powerfull you can't make the stabber as effective as a cyna without pouring isk into it. This is NOT an argument for increased point range.
Once again you are trying to give reason to increase point range on a flawed argument. When you can formulate some rational reason for increased point range I'll respond.
I've given lots of logical arguments. You're choosing 1 thing in each post and counter-arguing with non-logic and claiming it's your job.
And im not accusing you of being on drugs for any other reason than you seem unable to read and understand things and logically approach reasonable arguments with reasonable responses. If it's just a mental issue, you have my apologies. |

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.08 00:31:00 -
[48] - Quote
The only reason you have given to extend point range is my stabber got blown up by someone in a ship that can kill me in my prefered engagement range.
None of the posts after that have provided any pro's or con's for an increased point range or any logical reason for changing the point range at all. Laing's post are the closest to a logical reason for changes and he doesn't go into details for me to change my mind on this.
What would happen for small gang/larger fleet combat in base point range was increased?
What would happen to brawlers in base point range was increased? Brawling you say is childs play yet there aren't many post saying nerf brawling they are OP are they? an increase in point range has the potential to totaly kill off brawling or not affect it in the slightest. I feel brawling is more about the setup than the actual fight. As if you fit well and setup he fight to fight on your terms well.....you havea good chance of success......ooo that sounds a lot like kiting...wow!
Where in all of your posts do you give a clear defined reason to increase the range of long points? No where. Stop trying to berate me about my counter arguments when you haven't proposed anything sensible in the first place. Resorting to claims of drug use or mental issues just shows that you haven't thought out what you are trying to put across and don't have anyhting productive to add to the argument. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Dzajic
82
|
Posted - 2013.01.08 02:22:00 -
[49] - Quote
We have finally reached "blaster are op, buff nanos/kiters" stage. If anyone said it two years ago... |

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.08 02:35:00 -
[50] - Quote
Taoist Dragon wrote:The only reason you have given to extend point range is my stabber got blown up by someone in a ship that can kill me in my prefered engagement range.
No, the reason as clearly stated in the OP, subsiquent replies and by other people is this:
New modules, ship and weapon balancing has resulted in a marked increase in range for all weapons. Rigs and Tracking enhancers (the later being buffed shortly to include missile) both give large bonuses to range. However despite the range of weapon increasing for several years, no increase has been made to the base range of tackle.
Without fitting faction point and/or gang links, range bonused ships cannot take advantage of their bonuses. They are forced to commit inside a range that ALL unbonused ships are able to fight at without any increase in DPS over these ships. These 'close-range' ships, however, have other bonuses that make up for the lack of range which makes them simply *better* options when not flying faction/linked.
Making any sense? |

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.08 02:36:00 -
[51] - Quote
Dzajic wrote:We have finally reached "blaster are op, buff nanos/kiters" stage. If anyone said it two years ago...
And 2 years before that blasters where the kings. And 2 years before that it was lasers. |

Kahega Amielden
Rifterlings Damu'Khonde
573
|
Posted - 2013.01.08 02:56:00 -
[52] - Quote
Quote:- Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted.
This is very dangerous. You don't want to create a situation where solo PVP or small gangs of small stuff can be permatanked. You had this issue when ASBs were first introduced.
I'm of the opinion that active tanks can never be balanced to be truly effective in PVP without breaking situations with low incoming DPS.
Regarding the propagation of range bonuses: I'm not convinced there are more than there used to be. A few ships got range bonuses with the rebalance, but quite a few also lost them (Caldari gunboats). The hurricane in the OP's example was a shield buffer fit which is generally fit specifically for damage projection at the cost of raw HP. The OP was flying a fast, flimsy cruiser...It seems not just reasonable, but expected that he should die against a battlecruiser fit for damage projection. No.
Quote:Long story short: Brawling ships can be fit for more speed and projection - but kiting ships are limited by combat range and will never be able to brawl more effectively than a close range ship.
Kiters have the advantage of being able to pick their fights and escape combat more easily than their counterparts. It seems perfectly reasonable that a brawling fit should generally beat a kiting fit, particularly in the situation you described where you were flying a smaller ship class against a battlecruiser that was fit in such a way to specifically counter kiting. |

Liang Nuren
Heretic Army Heretic Nation
2570
|
Posted - 2013.01.08 03:05:00 -
[53] - Quote
Kahega Amielden wrote:Quote:- Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted.
This is very dangerous. You don't want to create a situation where solo PVP or small gangs of small stuff can be permatanked. You had this issue when ASBs were first introduced. I'm of the opinion that active tanks can never be balanced to be truly effective in PVP without breaking situations with low incoming DPS.
The proposal is that active tanking becomes viable without links. But I guess you must really love your links now, eh?
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Kahega Amielden
Rifterlings Damu'Khonde
574
|
Posted - 2013.01.08 03:09:00 -
[54] - Quote
Quote:The proposal is that active tanking becomes viable without links. But I guess you must really love your links now, eh?
Ohoho, I see what you did there.
...Even without links, certain active tank fits can already tank very large amounts of DPS, particularly on the ships with boost bonuses. Links are only necessary if you plan to rep enough damage to be good against multiple targets or single very-high DPS targets, but this makes you literally unkillable against moderate to low DPS targets. This already happened with the first ASBs and they had to be nerfed because of that. |

Kahega Amielden
Rifterlings Damu'Khonde
574
|
Posted - 2013.01.08 03:12:00 -
[55] - Quote
What if local reps were easier to fit, so they worked well as auxiliary tank modules, without causing the problem of unkillable hypertanks unless you brought a blob? After all, the reason you see armor reps on frigate hulls is because 6 PG and 6 CPU is a small price. 200 PG, on the other hand, is rather nasty on a cruiser hull.
Quote:Ed: The irony of you defending links is not lost on me. I guess that means you don't AWOX your link pilots anymore?
I'm hardly defending links. Also Petrus Blackshell is literally the worst EVE player and real life person and deserves to be Awox'd repeatedly. |

Taoist Dragon
Forced Penetration Hopeless Addiction
182
|
Posted - 2013.01.08 03:19:00 -
[56] - Quote
Maeltstome wrote:Taoist Dragon wrote:The only reason you have given to extend point range is my stabber got blown up by someone in a ship that can kill me in my prefered engagement range. No, the reason as clearly stated in the OP, subsiquent replies and by other people is this: New modules, ship and weapon balancing has resulted in a marked increase in range for all weapons. Rigs and Tracking enhancers (the later being buffed shortly to include missile) both give large bonuses to range. However despite the range of weapon increasing for several years, no increase has been made to the base range of tackle. Without fitting faction point and/or gang links, range bonused ships cannot take advantage of their bonuses. They are forced to commit inside a range that ALL unbonused ships are able to fight at without any increase in DPS over these ships. These 'close-range' ships, however, have other bonuses that make up for the lack of range which makes them simply *better* options when not flying faction/linked. Making any sense?
Now this is better arguments.
With the rebalance SOME ships are now better at damage projection than before yes. And yes rigs and modules give range bonuses (missiles getting these bonuses may or may not happen vOv). With the buffs to range give the brawlers to at least reach out and touch their kiting opponents. The other aspect of damage projection is that EHP has also increased considerable over the years as well so this is a mitigating factor in the equation.
I disagree with the statement that kiting ships have to engage in a range in which ALL unbonussed ships are capable of fighting at. If a brawler is set up to brawl then his range we barely get out to normal kiting range (20-24km) And any damage at that range will be greatly mitigated by said range. They however don't have the ability to keep hold of them and stop them from disengaging.
So how will extended point range make it better (for both brawlers and kiters) than the current situation? That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Noisrevbus
377
|
Posted - 2013.01.08 03:19:00 -
[57] - Quote
Liang Nuren wrote:You're illustrating the problem, but not in the way you think you are. Everyone seems to think the Talos gets a range bonus, but it doesn't. the "standard" Talos fits don't even stack up TEs to get range either. So would it help if I'd specified "Hyperion", "Megathron", "Naga", or "Rokh" instead? Isn't the problem rather a beyond-point reach ontop of a beyond-cruiser speed on a BC hull with BS turrets?
It's not the range that is troublesome but rather the range-speed-accuracy-damage relatives.
It amuses me that we identify the same problems (this includes Maelstome as well), yet the suggestions on how to deal with it are so wildly different. It amuses me because right now you two are bringing up similar issues with regard to damage-projection in an isolated small scale environment, that i've raised before with regard to damage projection (specificly on Tier 3 BC) over all scales and different setups in the past.
For example, whatever issues we can find with grid-push on SR setups (AC Canes hitting beyond 24km), they are far more pronounced in well-supported LR-setups (ie., in the dynamics of LR-recons against larger recon-supported groups with LR-weapons that grid-push beyond 100km [or LR-recon range] similarily, but at scales or ranges that exclude almost any other option because you can't go further and you can't arguably go shorter against those odds.
That begs for some questions:
How do you see your proposed changes affect the different scales?
How do you see your proposed changes affect scaled interaction? (smaller vs. larger)
How do you see your proposed changes affect scaling of class? (ie., medium blasters in an environment with extended tackle, or M-blasters vs. L-blasters etc.).
See, i've been maintaining this for a long time: The old balance wasn't that bad, and most pokes at ship balance in recent times have yielded negative results when people get around to exploiting them. I bet that people will begin yawping about drones/gallente being too good sometime during 2013. We never needed TE improvements anymore than we needed DDamps or Damp improvements (or Tier 3 BC for that matter). The TE improvements came in a time when Minmatar already were good, yet popular oppinion and superficial comparison demanded equality for falloff. |

Eternal Error
Immortalis Inc. Shadow Cartel
278
|
Posted - 2013.01.08 03:52:00 -
[58] - Quote
Liang Nuren wrote:Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang I was going to write my own post, then I read this. I agree with all of it as long as the extensions to scram/disruptor/web range are on the order of low single digit kilometers (prior to heat) |

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.08 05:17:00 -
[59] - Quote
Maeltstome wrote:Fon Revedhort wrote:When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin. When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual. Breaking news: Tracking Enhancers are overpowered!
So you basically insist that a game-breaking module should induce further changes, potentially game breaking as well? That's like asking to increase local tank values because both passive tank and RR logistic tanks are so amazingly OP. Oh, wait - some do suggest.
But how about we fix core issues themselves instead? Otherwise this pseudologic may lead to sheer comedy, where instead of just fixing ASB CCP tries to bring the rest of the EVE in line with that OP crap. 14 |

Liang Nuren
Heretic Army Heretic Nation
2571
|
Posted - 2013.01.08 05:38:00 -
[60] - Quote
Noisrevbus wrote:Isn't the problem rather a beyond-point reach ontop of a beyond-cruiser speed on a BC hull with BS turrets? 
No, the speed of the Tier 3s is not problematic to me and the problem with beyond point range reach applies to a very large number of ships. Again: the problem that I'm trying to solve is links.
Quote:It's the constant reminder why you shouldn't design on basis of popularity, because popular is often wrong and stupid.
This, however, is Quoted For The Mother ******* Truth.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.08 15:09:00 -
[61] - Quote
I'll try to bullet point some stuff that people have been talking about and be more concise in my own points:
Projection notes: -All BS sized weapons can hit out to point range without range modifiers and still be within Effective-combat-range*. -All cruiser sized weapons with range increasing modules can hit out to point range and still be within Effective-combat-range* -Kiting ships have generally low EHP/Tank/Damage/All of the above to compensate for their range advantage**. -kiting ships generally have higher speed than close range ships to maintain range***.
*Effective combat range is defined as Optimal + falloff or missile max range *0.9. This included the use of T2 Ranged ammo in achieving these numbers.
**The main issue with this is that within point range, the lower DPS of a kiting ship with longer range is equal the higher DPS of a brawling ship with no range bonus. This means that if you can keep a point on a target you can DPS it and kill it, but if it's faster it can leave the fight. This isn't an advantage for just the kiting ship - it effectively grants immunity to brawlers if they fit enough projection to scare off a kiting ship (without link and faction gear behind it). Results? No kills, lots of fights with a boring outcome. (from personal experience i know both brawlers and kiters will stay committed to a fight, regardless of if they are in structure or not simply because they both know they can get a kill. If the kiter doesnt get caught, it wins. If the brawler slignshots well, he wins. Brawlers projection damage this well scares kiting ships off and fights dont go anywhere).
***Maintaining range is pointless (hohoho here we pun again) if you gain no advantage from it. |

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.08 15:12:00 -
[62] - Quote
Fon Revedhort wrote:Maeltstome wrote:Fon Revedhort wrote:When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin. When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual. Breaking news: Tracking Enhancers are overpowered! So you basically insist that a game-breaking module should induce further changes, potentially game breaking as well? That's like asking to increase local tank values because both passive tank and RR logistic tanks are so amazingly OP. Oh, wait - some do suggest. But how about we fix core issues themselves instead? Otherwise this pseudologic may lead to sheer comedy, where instead of just fixing ASB CCP tries to bring the rest of the EVE in line with that OP crap.
TE's are balanced. Before they where only good on sniping ships and Amarr. This meant amarr had projection well beyond that of other races.
CCP had 2 choices: Stop amarr from getting this benefit and basically limit all ships to the range of weapons + skills, or bring TE's inline to buff other races. The final part of this will be missile gaining benefit from it. |

Solotta Erquilenne
3
|
Posted - 2013.01.08 21:49:00 -
[63] - Quote
Maeltstome wrote: So i'm struggling to see how range bonused ships will ever be viable with current combat ranges when brawlers can easily achieve these effective ranges and still have triple the DPS of kiting ships up close. Speed is the only real advantage kiting ships have, but 1 mistake and that advantage is gone. A brawler can make many mistakes in a fight and only has to get 1 slingshot right to win the fight.
Is a shield thorax with no web or scram a brawler? The thorax is arguably gimping his own tank to fit neutrons by using 2 pg rigs, is this not an option to fit 425's to the stabber? The thorax is also slower, and the damage projection graph doesn't show the disadvantages of the thorax's heavy reliance on drones at that range. Now, I don't mean to say that a shield stabber should be able to consistently beat a shield thorax on pilot skill alone.
I agree that the thorax looks like a stronger ship in the 1v1 you've proposed, but so what? Some ships can beat other ships. A 'brawler' thorax as I would imagine (800 plate, web) won't be able to touch the stabber you've proposed. A shield thorax fighting an armor thorax would have similar trouble that the shield stabber has fighting the shield thorax. The shield thorax would lose his drones and do low dps to an armor thorax (because damage profile skews more heavily towards close range than the stabber), and faces certain death if it strays within 13km. At least the stabber has a chance to escape vs a shield thorax, since the proposed shield thorax has no scram or web and its naturally 20% faster.
Now, Liang or someone else may jump all over me and say that its an invalid comparison, and it may be. But that's exactly what I'm saying about Maelstrome's comparisons. If you have two shield tanked ships rocking dual TE's, why would you expect one of them to dominate the other?
Lets look at this by hull class:
Frigates: Completely fine, there are room for long-point kiters, brawlers, and scram range kiters that specialize in 8.5km engagement range.
Cruisers/BCs: Ships that don't fit tracking enhancers can be reliably kited. OP's stabber could have kited an armor cane. Shield ships with 1-2 TE's and largest available short-range turrets can project sufficient dps at 24km to make kiting ineffective. Shield ships with TE's are popular because they do not automatically lose to specialized kiting ships. This in-turn makes brawlers more viable as not everyone in space is flying a hard-counter to them like a vagabond.
Battleships/tier-3 BCs: TE's and t2 ammo give these ships extreme range with short-range turrets. Largest-in-class turrets can still do significant dps at 24km with appropriate ammo with no TE's fitted at all. Kiting really only works with other tier 3's or machariels with some kind of 24km+ tackle.
The problems so far seem to be that the Talos cannot be kited even if its armor because large turrets can hit at 24km with null, and that its difficult to kite anything that fits shields and TE's in the cruiser class. Increasing point range would address the talos while making all the tier 3 BC's better in the shield/TE/kite role. Increasing point range would be a big help to the vaga, cynabal, hugin, rapier, loki, curse, and nanopest (?), which (apparently) are in desperate need to be able to get kills off of shield brutixes and shield canes.
Also, this entire discussion has felt like "blasters are too good at doing what autocannons do, which is killing you effectively at all ranges. Boost point range so that gallente ships can be free kills (again) regardless of how they're fit" Where do lasers fit into this? |

Dzajic
85
|
Posted - 2013.01.08 21:58:00 -
[64] - Quote
I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight". |

Liang Nuren
Heretic Army Heretic Nation
2573
|
Posted - 2013.01.08 22:02:00 -
[65] - Quote
Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight".
All the Minmatar ships drew the short end of the straw. They're pretty much universally bad. :-)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Solotta Erquilenne
3
|
Posted - 2013.01.08 22:02:00 -
[66] - Quote
Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight".
agreed, the stabber should probably just be getting a full 10% falloff bonus instead of a gimp one, and "LOL HE CAN"T FIT 425's" laughingwhores.jpg |

Fon Revedhort
Monks of War
917
|
Posted - 2013.01.08 22:15:00 -
[67] - Quote
Maeltstome wrote:Fon Revedhort wrote:Maeltstome wrote:Fon Revedhort wrote:When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin. When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual. Breaking news: Tracking Enhancers are overpowered! So you basically insist that a game-breaking module should induce further changes, potentially game breaking as well? That's like asking to increase local tank values because both passive tank and RR logistic tanks are so amazingly OP. Oh, wait - some do suggest. But how about we fix core issues themselves instead? Otherwise this pseudologic may lead to sheer comedy, where instead of just fixing ASB CCP tries to bring the rest of the EVE in line with that OP crap. TE's are balanced. Before they where only good on sniping ships and Amarr. Balanced? It's a pretty brave statement, given how they provide 30% falloff bonus, exceeding the one of corresponding rigs, which is not the case for optimal range boosting. 15% optimal bonus is balanced, so is the 9.5% tracking one. 30% fallof is plain stupid.
Realistic value is somewhere in between 0% (which was the reason why they were not used much prior Dominion) and current 30% (which is the reason they are used way too much). I'd say, 15% falloff bonus will be pretty good. 14 |

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.09 00:07:00 -
[68] - Quote
Fon Revedhort wrote:Maeltstome wrote:Fon Revedhort wrote:Maeltstome wrote:Fon Revedhort wrote:When exactly unlinked tackle became lacking in terms of range?
I, for one, can say exactly when EVE became overtanked. Surely every issue can be traced down to its origin. When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual. Breaking news: Tracking Enhancers are overpowered! So you basically insist that a game-breaking module should induce further changes, potentially game breaking as well? That's like asking to increase local tank values because both passive tank and RR logistic tanks are so amazingly OP. Oh, wait - some do suggest. But how about we fix core issues themselves instead? Otherwise this pseudologic may lead to sheer comedy, where instead of just fixing ASB CCP tries to bring the rest of the EVE in line with that OP crap. TE's are balanced. Before they where only good on sniping ships and Amarr. Balanced? It's a pretty brave statement, given how they provide 30% falloff bonus, exceeding the one of corresponding rigs, which is not the case for optimal range boosting. 15% optimal bonus is balanced, so is the 9.5% tracking one. 30% fallof is plain stupid. Realistic value is somewhere in between 0% (which was the reason why they were not used much prior Dominion) and current 30% (which is the reason they are used way too much). I'd say, 15% falloff bonus will be pretty good.
falloff isn't a 1:1 ratio for damage. It's number have to be high to work.
|

Liang Nuren
Heretic Army Heretic Nation
2581
|
Posted - 2013.01.09 00:19:00 -
[69] - Quote
Maeltstome wrote: falloff isn't a 1:1 ratio for damage. It's number have to be high to work.
While I agree with this statement, it's worth mentioning that a very high falloff number gives the ability to project damage even further than the optimal based setup. It's not substantial damage, but it doesn't have to be really. I think the nano Talos does a great job of showing that.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.09 00:23:00 -
[70] - Quote
Solotta Erquilenne wrote:Stuff
So lets go back to what i said. I didn't put 425's on the stabber because it would loose too might EHP to do it. The thorax, with 2x PG rigs can fit neutrons and still has the same EHP as the stabber fit.
And your whole argument beyond that is flawed: Frigates aren't balanced. The new Incursus and Merlin kerb-stomp all other frigs. The rifter is trash. The punisher is an amazing brick ship, but it's lack of tackle kills it. All that aside, frigate combat is fine because frigates struggle to reach 20km+ ranges. That's why the slicer works. Tell me, if a punisher should hit to 20km but the slicer could hit to 40km would that be a problem? Yes it would. Right now the slicers range bonus is effective due to it's range RELATIVE TO COMBAT RANGE.
And btw the Graphs i posted showed with and without drone damage.
On gun damage alone, the thorax was the winner until 22km. With drones included is wasn't even close to funny how much better the thorax is. And 2 unbonused missile slots don't make up for that. I agree that minmatar got the worst end of the deal in all the new ship rebalances but the stabber is the perfect example. The fleet stabber kicks ass, and is the only faction cruiser that is still worth buying over the newly rebalanced T1's.
And remember how low the stabber's DPS is - and armor brawler will be able to de-agress and jump out of combat against a kiter.
Why do people just spout lots of crap like every situation is the same? I always go back to him, but Kil2 has dealt with this in the past on his youtube channel. He takes on a cynabal and some other ship 1v2, he kill the other ship then the cynabal is going to win the fight. So he just warps off with an mwd overheat cycle.
So please next time you are in a fight, ask yourself, before you are in structure and your opponent has 100% won the battle:
"Can i warp out right now?"
Most of the time you can. And smart pilots do.
Kiting ships loose tackle, DPS and tank for range. This old fashioned days of nano fleets tearing people apart are long gone. Tier 2 BC fleets, T3's, Logistics, E-War frigs and triage have ended them. Please realise that kiting is not as deadly as you remember because people learned to play. It's used against superior number for opportunity kills and GTFO factor... And that's it. For raw combat people brick tank f1-f8 each other. That's what i want a realistic alternative too. |

Maeltstome
Mentally Assured Destruction
257
|
Posted - 2013.01.09 00:26:00 -
[71] - Quote
Liang Nuren wrote:Maeltstome wrote: falloff isn't a 1:1 ratio for damage. It's number have to be high to work.
While I agree with this statement, it's worth mentioning that a very high falloff number gives the ability to project damage even further than the optimal based setup. It's not substantial damage, but it doesn't have to be really. I think the nano Talos does a great job of showing that. -Liang
To be fair though when you do 1000DPS within 7km and you loose 60% of your damage up to 25-30km you still do 400DPS. If the base number is really high, then even a percentage of that is a solid real number. And we all know that 400 DPS will overpower msot active tanks and make mince-meat out of light buffer fits. That's more to do with a heavy weapons system than TE's though...
On the other hand amarr ships have lower DPS - but 100% of that is used due to all their range being pushed into optimal. |

Solotta Erquilenne
4
|
Posted - 2013.01.09 02:56:00 -
[72] - Quote
Maeltstome wrote: Kiting ships loose tackle, DPS and tank for range. This old fashioned days of nano fleets tearing people apart are long gone. Tier 2 BC fleets, T3's, Logistics, E-War frigs and triage have ended them. Please realise that kiting is not as deadly as you remember because people learned to play.
Well said, you got me pegged. Sorry for the wall of text. |

Roime
Shiva Furnace
1576
|
Posted - 2013.01.09 07:20:00 -
[73] - Quote
Maeltstome wrote:I am actually shocked people think i'm being but-hurt over loosing a stabber. The fight i gave an example of was because IT ACTUALLY HAPPENED. I'm not debating that the result was favourable for my side, i agree 100%. But it highlighted something that didn't make sense.
SO since you're hating on a real situation, I'll go back to theory-crafting since you love it so much on these forums. Thorax VS Stabber. Both in the same class and specialisation of ship. Here are the 2 fits im running. Both are Twin extended fits using long range ammo - which it common for this class of cruiser. Here are the fits.
[Stabber, Stabber 220's 2xTE 2xGYRO]
Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Tracking Enhancer II
Large Shield Extender II Large Shield Extender II 10MN Microwarpdrive II Warp Disruptor II
220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
[Thorax, Thorax Neutrons 2x TE 2xMFS]
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Tracking Enhancer II Damage Control II
Large F-S9 Regolith Shield Induction Large Shield Extender II Experimental 10MN Microwarpdrive I J5 Prototype Warp Disruptor I
Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M
Medium Ancillary Current Router I Medium Ancillary Current Router I Medium Core Defense Field Extender I
Hammerhead II x5
How comfortable it is to present fits that support your argument. But hey, this is easy! Let's look at the fits when both use one fitting rig:
[Stabber, Stabber 425's 2xTE 2xGYRO]
Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Tracking Enhancer II
Large Shield Extender II Large Shield Extender II Experimental 10MN Microwarpdrive I Warp Disruptor II
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Ancillary Current Router I
[Thorax, Thorax Ions 2x TE 2xMFS]
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Tracking Enhancer II Damage Control II
Large Shield Extender II Large Shield Extender II Experimental 10MN Microwarpdrive I J5 Prototype Warp Disruptor I
Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M
Medium Ancillary Current Router I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hammerhead II x5
Now Stabber starts outdamaging Thorax before 15km. Nerf ACs!
What is really interesting about this whole discussion is the motive behind OP's posts. Earlier, before blaster boat buffs, he could kite every blaster ship without any sort of skill, simply because of the massive speed/range imbalance. This lead him to believe that "I'm better than the brawlers, therefore kiting requires more skill".
Now that it's not easymode anymore, he maintains that keep-at-range kiters of the old are ~elite~, but demands that CCP changes the mechanics because his "superior skill" doesn't give him guaranteed risk-free kills any more.
Simply a double fallacy, and still illogical conclusions.
Here's a tip- it was never the idea, that kiters can simply run circles around everyone else without taking any damage at long point range. That was horribly bad game design, and it has been properly fixed. Now is time you start really practicing your skills and stop being a whiny bear. Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
49
|
Posted - 2013.01.09 11:13:00 -
[74] - Quote
Liang Nuren wrote:Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight". All the Minmatar ships drew the short end of the straw. They're pretty much universally bad. :-) -Liang
You've still got the faction cruisers and command ships.
  
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
49
|
Posted - 2013.01.09 11:39:00 -
[75] - Quote
Solotta Erquilenne wrote:Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight". agreed, the stabber should probably just be getting a full 10% falloff bonus instead of a gimp one, and "LOL HE CAN"T FIT 425's" laughingwhores.jpg
Yeah, lets give it a 5/5/5 slotlayout, really fast, really low mass, 4 turrets, 1100 base grid, 10% damage and falloff per level and heck why not add a 25% role bonus to rate of fire. Oh and a 50m3 dronebay kthx.
|

Liang Nuren
Heretic Army Heretic Nation
2596
|
Posted - 2013.01.09 16:14:00 -
[76] - Quote
Templar Dane wrote:Liang Nuren wrote:Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight". All the Minmatar ships drew the short end of the straw. They're pretty much universally bad. :-) -Liang You've still got the faction cruisers and command ships.   
Meh, I don't fly Minmatar anymore. Except the Cyclone.
-Liang
Ed: Caldari or Amarr... though Gallente gets some occasional love too. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
260
|
Posted - 2013.01.09 20:09:00 -
[77] - Quote
Liang Nuren wrote:Templar Dane wrote:Liang Nuren wrote:Dzajic wrote:I don't see anyone noting that one of issues with OPs story is that everyone has agreed that Stabber drew the shortest stick in cruiser rebalance. So its not a "typical fight". All the Minmatar ships drew the short end of the straw. They're pretty much universally bad. :-) -Liang You've still got the faction cruisers and command ships.    Meh, I don't fly Minmatar anymore. Except the Cyclone. -Liang Ed: Caldari or Amarr... though Gallente gets some occasional love too.
People are so busy slating amarr that they forget that they are amazing. And the raven, when flown PROPERLY (e.g. not by a bear) is one of the most formidable BS in the game. It always has been. There is a special place in my hear for the geddon, for all it's faults it make sup for it in raw aggression and tank. |

Fon Revedhort
Monks of War
918
|
Posted - 2013.01.09 21:56:00 -
[78] - Quote
Maeltstome wrote:Fon Revedhort wrote:Maeltstome wrote:Fon Revedhort wrote:Maeltstome wrote:
When tracking enhancers added 30% falloff to every gun in the game. Did you not read my OP? *sigh* TL;DR replies as usual.
Breaking news: Tracking Enhancers are overpowered! So you basically insist that a game-breaking module should induce further changes, potentially game breaking as well? That's like asking to increase local tank values because both passive tank and RR logistic tanks are so amazingly OP. Oh, wait - some do suggest. But how about we fix core issues themselves instead? Otherwise this pseudologic may lead to sheer comedy, where instead of just fixing ASB CCP tries to bring the rest of the EVE in line with that OP crap. TE's are balanced. Before they where only good on sniping ships and Amarr. Balanced? It's a pretty brave statement, given how they provide 30% falloff bonus, exceeding the one of corresponding rigs, which is not the case for optimal range boosting. 15% optimal bonus is balanced, so is the 9.5% tracking one. 30% fallof is plain stupid. Realistic value is somewhere in between 0% (which was the reason why they were not used much prior Dominion) and current 30% (which is the reason they are used way too much). I'd say, 15% falloff bonus will be pretty good. falloff isn't a 1:1 ratio for damage. It's number have to be high to work. Tell that CCP who gave falloff rigs the same bonus with locus ones. Also, range bonused ships all have 10% per level at max, there are no ships with +20% falloff per level, so v0v. Taking all the things into careful consideration we surely come to conclusion that the only inconsistent one is TE. 14 |

Liang Nuren
Heretic Army Heretic Nation
2598
|
Posted - 2013.01.09 21:59:00 -
[79] - Quote
Fon Revedhort wrote: Tell that CCP who gave falloff rigs the same bonus with locus ones. Also, range bonused ships all have 10% per level at max, there are no ships with +20% falloff per level, so v0v. Taking all the things into careful consideration we surely come to conclusion that the only inconsistent one is TE.
I wasn't aware that things had to line up perfectly on your spreadsheet and work towards your biases before it was considered good game balance. It is trivial to see that a 1:1 relationship between optimal and falloff is not correct.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
918
|
Posted - 2013.01.09 22:06:00 -
[80] - Quote
lol, your "range-lacking" tackling now turns into "Machariel falloff bonus ins't high enough" claims. Pretty hillarious. 14 |

Liang Nuren
Heretic Army Heretic Nation
2601
|
Posted - 2013.01.09 22:14:00 -
[81] - Quote
I do believe that's called a "straw man". I said nothing of the sort.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
918
|
Posted - 2013.01.09 23:12:00 -
[82] - Quote
It's implied when saying 1:1 falloff/optimal ratio isn't correct. Otherwise the whole logic makes no sense even for forums. Either you find out the 'correct' ratio (out of current TE stats if you consider TE 'balanced') and then apply it everywhere or you don't start these talks at all  14 |

Liang Nuren
Heretic Army Heretic Nation
2601
|
Posted - 2013.01.09 23:16:00 -
[83] - Quote
No, that's not what it means. The topic of whether or not the TE is balanced at 1:1 or at 1:2 or at 1:3 or at 1:N is irrelevant when discussing tackle range. TEs are a contributor to what's driving the need for longer tackle range, but it's most certainly not the contributor.
Additionally, you seem to have missed the point I've been arguing: that there should be more base tackle range and less tackle range from interdiction maneuvers + mindlink + ship bonuses.
-Liang
Ed: And before anyone says blah blah blah you don't have leadership blah blah blah: I do. I have so much leadership it makes my head spin. I can use all the mindlinks, all the T3s, all the command ships, etc with completely perfectly maxed skills on multiple characters. The problem is not me having access to links. It's that links are ********, whether they're on grid or off, limited or unlimited. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Fon Revedhort
Monks of War
918
|
Posted - 2013.01.09 23:35:00 -
[84] - Quote
The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!! 14 |

Maeltstome
Mentally Assured Destruction
260
|
Posted - 2013.01.09 23:51:00 -
[85] - Quote
Fon Revedhort wrote:The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!!
By 'fix' TE's you mean nerf them. A nerf to Falloff on TE's is a nerf to 2 of the 3 gun races, and any caldari blaster boat. TE's do a good thing by bridging the gap between missiles/laser and normal turrets. WIthout it we go back to minmatar being eve on hard-mode and gallente ships loosing half their HP trying to reach combat range.
Both Gallente and Minamtar sacrifice DPS for range by using TE's. Neither Amarr not Caldari have issues hitting out to 24km without even a single TE on cruiser sized ships. |

Liang Nuren
Heretic Army Heretic Nation
2601
|
Posted - 2013.01.10 00:02:00 -
[86] - Quote
Fon Revedhort wrote:The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!!
No, that's not at all the way it's going. It's more like this: - taclking is too dependent on gang links - ok, why? - many/most weapons outrange it without links, and links are just too ******* amazing - whether they're on grid, off grid, limited, or unlimited - due to what? - a lot of stuff - nerf everything in the game that's been introduced in the last 5 years? - nah, that's ******* stupid.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
261
|
Posted - 2013.01.10 00:07:00 -
[87] - Quote
Liang Nuren wrote:Fon Revedhort wrote:The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!!
No, that's not at all the way it's going. It's more like this: - taclking is too dependent on gang links- ok, why? - many/most weapons outrange it without links, and links are just too ******* amazing - whether they're on grid, off grid, limited, or unlimited- due to what? - a lot of stuff- nerf everything in the game that's been introduced in the last 5 years?- nah, that's ******* stupid. -Liang
Boom. |

Mister Tuggles
Faceless Men
15
|
Posted - 2013.01.10 00:21:00 -
[88] - Quote
Paikis wrote:Liang Nuren wrote:Anyway, I've long noticed what you're pointing out. Don't forget the new Tier 3s, propagation of range bonuses, and rebalanced/buffed ships that dramatically increase the amount of damage flying all over the battlefield. I mostly agree. I'd go a bit further and say a few things: - Gang links (but not gang bonuses or mindlinks, IMO) should be massively nerfed almost across the board. 50% bonuses are absurd in a game where months of training yields a mere 2%. - Scram and web range should be extended as well, but point range should be extended more. - Local active tank modules (reps/boosters) should have their effectiveness dramatically boosted. - Mobility should not have base effectiveness improved. - Passive tanking should not have base effectiveness improved.
-Liang This. Especially on the gang links vs training time front... and I have a maxed out link alt.
Training time for a booster is ridiculously long. Taking all of the leadership skills to 5 (minus mining), and cybernetics to 5 takes roughly 215 days with +5's and in a Cha/Wil remap. Then you have to take into account how long it takes to train up to use a t3 effectively as a booster platform. Now take into account that T3s are getting a hard nerf on boosting. Then look to command ships and see it will take even longer to train for them than it did a t3.
The problem isn't with the amount of boost you get. The problem is with OFF GRID BOOSTING.
The simple solution to off grid boosting is change it to where the amount of boost you get is dependent upon how far from the actual booster you are. On grid you get 100% of the bonus, 100k off you get 50% of the bonus, off grid you get 25% of the bonus (arbitrary numbers pulled out of my ass). I have proposed this as a solution to off grid boosting before, but CCP will probably never touch it because of how many alt accounts would immediately unsub. |

Roime
Shiva Furnace
1582
|
Posted - 2013.01.10 00:32:00 -
[89] - Quote
Quote: - tackling is too short-ranged - ok, why? - my short-range weapons aren't the only ones outranging points anymore - due to what? - blaster buffs - fix TEs? - nah, TEs were ok before blasters were buffed!
Also in the same discussion, links are op but point base stats should be buffed to linked level.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
263
|
Posted - 2013.01.10 00:44:00 -
[90] - Quote
Roime wrote:Quote: - tackling is too short-ranged - ok, why? - my short-range weapons aren't the only ones outranging points anymore - due to what? - blaster buffs - fix TEs? - nah, TEs were ok before blasters were buffed!
Also in the same discussion, links are op but point base stats should be buffed to linked level.
The issue isn;t that the stats are OP, it's that links provide too much of the range required. Those stats linked would be fine, if the links did less and the base points did more there wouldn't be such a huge discrepancy between linked fleets and non-linked. |

Liang Nuren
Heretic Army Heretic Nation
2604
|
Posted - 2013.01.10 00:45:00 -
[91] - Quote
Mister Tuggles wrote:
Training time for a booster is ridiculously long. Taking all of the leadership skills to 5 (minus mining), and cybernetics to 5 takes roughly 215 days with +5's and in a Cha/Wil remap. Then you have to take into account how long it takes to train up to use a t3 effectively as a booster platform. Now take into account that T3s are getting a hard nerf on boosting. Then look to command ships and see it will take even longer to train for them than it did a t3.
The problem isn't with the amount of boost you get. The problem is with OFF GRID BOOSTING. If you actually had to field a command ship with links in a fight boosting would definitely not be as rampant as it is now in small gang warfare.
The simple solution to off grid boosting is change it to where the amount of boost you get is dependent upon how far from the actual booster you are. On grid you get 100% of the bonus, 100k off you get 50% of the bonus, off grid you get 25% of the bonus (arbitrary numbers pulled out of my ass). I have proposed this as a solution to off grid boosting before, but CCP will probably never touch it because of how many alt accounts would immediately unsub.
I am aware of how long it takes to train leadership skills. Between all my "main" characters (4) I have about 25 million SP invested into leadership - and it's growing by the day. I can fly all gang links on every applicable ship with max skills and a mindlink, for the biggest fleets I've ever been in. Again, the problem is not off grid boosting. The problem is not unlimited boosting. The problem is gang links as a whole.
That's why I'm suggesting active tanks (specifically) and tackle (interdiction maneuvers) as being substantially buffed and the links behind them nerfed.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
49
|
Posted - 2013.01.10 09:49:00 -
[92] - Quote
Fon Revedhort wrote:The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!!
They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
|

Maeltstome
Mentally Assured Destruction
264
|
Posted - 2013.01.10 17:06:00 -
[93] - Quote
Templar Dane wrote:Fon Revedhort wrote:The only valid reply on when exactly tackle became lacking of range refers to TE, so it's actually very reasonable to discuss this particular module. Else other contributing factors should be brought into attention. Like range values of neuts and remote reps, drone control range, minimal warp distance and so on.
What you seem to be missing is that the conversation basically evolves as follows:
- taclking is too short-ranged - ok, why? - weapons outrange it - due to what? - TEs - fix TEs? - nah, TEs are irrelevant!! They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
Thanks for you input. You're cave must be getting lonely. You may return. |

Liang Nuren
Heretic Army Heretic Nation
2609
|
Posted - 2013.01.10 18:05:00 -
[94] - Quote
Templar Dane wrote: They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
I don't see how what you're saying makes any sense. I have access to links literally any time I want, and have both a Tengu and Loki stationed in Amamake for just that purpose. I even have an extra computer to run them on so it doesn't interfere with my main PVP account.
But instead I'm pushing for the links to not play such a strong role in tackle and active tanking. It's not to my advantage, really, so... maybe you're just being a ******* idiot with that accusation? :)
-Liang
Ed: I also have an Eos and Damnation, and jump clones one jump out to power them. A Proteus is 4 jumps out, and the Legion is 6. I have max skills for all leadership, T3s, and Command Ships. Access to whatever leadership bonus, completely maxed out, is a trivial issue for me. Hell, with a small amount of effort (moving an alt from Amarr to Amamake) I can run full T3 gang links by myself across my 4 accounts. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Barrogh Habalu
Imperial Shipment Amarr Empire
371
|
Posted - 2013.01.11 06:50:00 -
[95] - Quote
It's interesting to reply to thread where OP was talking about how kiters own brawlrs every day of the year yesterday, and today see this.
Something tells me that one of the problem (if that's a problem) is that aside from some officer points (lol), we have the same tackle for all sizes of ships there, while their weapon range differs pretty significantly, so what is mostly true for frigates can work the other way round for larger ships.
Obviously, I'm not going to suggest any changes here. After all, we have so much EVE balancing made aroung gangs (including specialist extended tackle that ranges from Inties to Gallente recons to intrdictors, not to mention swarm of frigs to supplement your main fleet if you have "green" manpower to spare) that making suggestions about 1v1 scenario or similar ones will probably get us nowhere. |

Maeltstome
Mentally Assured Destruction
266
|
Posted - 2013.01.11 13:46:00 -
[96] - Quote
Barrogh Habalu wrote:It's interesting to reply to thread where OP was talking about how kiters own brawlrs every day of the year yesterday, and today see this.
Something tells me that one of the problem (if that's a problem) is that aside from some officer points (lol), we have the same tackle for all sizes of ships there, while their weapon range differs pretty significantly, so what, for example, works for frigates can work the other way round for larger ships.
Obviously, I'm not going to suggest any changes here. After all, we have so much EVE balancing made aroung gangs (including specialist extended tackle that ranges from Inties to Gallente recons to intrdictors, not to mention swarm of frigs to supplement your main fleet if you have "green" manpower to spare) that making suggestions about 1v1 scenario or similar ones will probably get us nowhere.
You are very correct in some sense. The officer mods that give extended point range with more powergrid cost are excellent. There is one with 35km range and 3.5k PG usage that would be amazing for battleships. But it costs a few billion on the open market... |

Gypsio III
Chemikals Ministry of Inappropriate Footwork
489
|
Posted - 2013.01.11 15:04:00 -
[97] - Quote
Mister Tuggles wrote:
Training time for a booster is ridiculously long. Taking all of the leadership skills to 5 (minus mining), and cybernetics to 5 takes roughly 215 days with +5's and in a Cha/Wil remap. Then you have to take into account how long it takes to train up to use a t3 effectively as a booster platform. Now take into account that T3s are getting a hard nerf on boosting. Then look to command ships and see it will take even longer to train for them than it did a t3.
This argument was worthless when it was applied to Titans and it's worthless here. Neither cost nor training time are of any great significance in balancing. Liang is absolutely right, gang links are massively overpowered, whether on grid or off. The worst offenders are probably the sig radius and tackle range links, but even the ewar strength Info link is hugely overpowered.
And yes, I have a maxed link character too...  |

Roime
Shiva Furnace
1588
|
Posted - 2013.01.11 15:23:00 -
[98] - Quote
Make high-slot links work like other projected modules as in requiring targeting, complete with overheating? And introduce midslot links that are AOE, like ECM burst but affecting only fleet members. Cap usage and fitting so that can't just press all ze butans and bacon, but manage your range to friendlies, juggle and toggle them like a space bard with magical fingers.
I think the biggest issue with links is that it mostly just promotes alt gameplay. Nobody wants to be The Booster as it stands. If it was an activity requiring participation and consideration about who to boost, how and when and of course on grid with all your space bros would be actually an interesting fleet role to play.
"zomg their booster was really on the ball"
"guyssss
I burnt out the armor links"
Furthermore, this would make them way more usable for small gangs than for large fleets.
(this idea was born and posted for all humanity while taking a well-deserved dump)
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Noisrevbus
379
|
Posted - 2013.01.11 15:53:00 -
[99] - Quote
I don't discredit either Links or TE for their contribution to grid-push, but are you guys not quarreling over details now?
The past few years of both trend and design collectively established the situation we have today.
The rise of Battlecruisers reinforced the value of holding grid and enabled the ability to run Links plus LR-tackle on lynchpins (the ISK you save on flying 75% of your gang on free ships made Recons, Logi and CS readily available to everyone). Recons themselves saw changes like Scrams providing additional secondary tackle, while the other EW to counter tackle saw nerfs. That further profiled midrange engagement and give rise to various MR-LR Battleship trends, which meant a higher degree of L-sized modules on the field (weapon projection, 25km neuts etc.). Further upsetting Tech I to Tech II balance. Those, in turn, were reinforced by the pirate-faction changes that began profiling more tackle-heavy BS-sized ships and lately we've seen a boom in the use of down-class speed-tracking (from Machs, to kiting-alpha trends to TC-BS to XL-tracking, Tier 3 BC and drone-tracking) and popularity-based improvement to drones overall with their MR-LR engagement range.
Did Links and TE have something to do with it? Surely so, especially initially when early nano-kiting adaption involved boosting the reach of your Vagas to 40k, but they are definately not the sole driving factors; and the reason some of you may still consider that adaption a problem solely have to do with playing at an isolated scale and in an isolated place. I would go as far as to say that they are not even among the more driving factors. Alpha, HML and L-scorch profileration did it's own without TE or it's effect on falloff and the profileration of Recon initially did it's own even without Links or faction modules.
The thing is, some of these things are okay while others are not. They pile onto each other and you should focus your attention on where a clear and easily identified malbalance exist: free ships, ships that kill everything and die to everything, ships that fit specificly to be flown by alts, ships that have the advantage of other ships without their- or equivalent drawback, changes in mechanics that are not met with counterweights and so forth... as always, it's extremely narrow-sighted to identify a general trend but only looking to deal with it in one specific scope of the game. |

Paikis
Vapour Holdings
539
|
Posted - 2013.01.11 16:01:00 -
[100] - Quote
Gypsio III wrote:This argument was worthless when it was applied to Titans and it's worthless here. Neither cost nor training time are of any great significance in balancing. Liang is absolutely right, gang links are massively overpowered, whether on grid or off. The worst offenders are probably the sig radius and tackle range links, but even the ewar strength Info link is hugely overpowered. And yes, I have a maxed link character too... 
Ever seen a Guardian in a C6 Wolf-Rayet wormhole with links?
Base signature: 70m c6 Wolf-Rayet effect: 35m Loki links w/ mindlink: 22.7m Just Loki links: 45.4m For comparrison, a Merlin has a base of 39m and a fit SR of 51.8 (1x MSE II 3x CDFE I)
But that's just a cruiser, how about a Battleship? What about a Navy Apocalypse? With the Loki links, you're looking at 259m, down from a base of 400m
I have a fully maxed out boosting alt. I have literally got everything in the leadership tree to V, except Fleet Command which is IV. I can also fly all the command ships and all the T3s except the Gallente ones. I have a LOOOONG time invested in these linking skills. They are ridiculously over the top and need nerfed. |

Noisrevbus
380
|
Posted - 2013.01.11 16:12:00 -
[101] - Quote
Paikis wrote:Gypsio III wrote:This argument was worthless when it was applied to Titans and it's worthless here. Neither cost nor training time are of any great significance in balancing. Liang is absolutely right, gang links are massively overpowered, whether on grid or off. The worst offenders are probably the sig radius and tackle range links, but even the ewar strength Info link is hugely overpowered. And yes, I have a maxed link character too...  Ever seen a Guardian in a C6 Wolf-Rayet wormhole with links? Base signature: 70m c6 Wolf-Rayet effect: 35m Loki links w/ mindlink: 22.7m Just Loki links: 45.4m For comparrison, a Merlin has a base of 39m and a fit SR of 51.8 (1x MSE II 3x CDFE I) But that's just a cruiser, how about a Battleship? What about a Navy Apocalypse? With the Loki links, you're looking at 259m, down from a base of 400m I have a fully maxed out boosting alt. I have literally got everything in the leadership tree to V, except Fleet Command which is IV. I can also fly all the command ships and all the T3s except the Gallente ones. I have a LOOOONG time invested in these linking skills. They are ridiculously over the top and need nerfed.
Are you trying to argue the point that sig-tanking (thanks to Links) would be malbalanced in the face of accuracy?
... or are you arguing that changing links would require us to rebalance every other factor of their impact? |

Liang Nuren
Heretic Army Heretic Nation
2613
|
Posted - 2013.01.11 18:16:00 -
[102] - Quote
No, he was arguing that they're ridiculously overpowered and need a nerf... at least, that's what the last sentence says.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
266
|
Posted - 2013.01.11 19:26:00 -
[103] - Quote
Liang Nuren wrote:No, he was arguing that they're ridiculously overpowered and need a nerf... at least, that's what the last sentence says.
-Liang
The secondary point being that some of the link bonuses are fundamental to let ships work at all. Meaning some thinks need to be moved closer to linked effectiveness while not-linked and the links themselfs, globally need to be 'nerfed'
Over-all we're saying that combat stats wont increase, by any means, to above what they are today with links. But the base numbers will move closer to links on some modules and downright simply nerf other linked modules, without touching the modules base effectiveness. |

Liang Nuren
Heretic Army Heretic Nation
2614
|
Posted - 2013.01.11 19:47:00 -
[104] - Quote
Aye. I can completely agree. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
267
|
Posted - 2013.01.11 20:05:00 -
[105] - Quote
Liang Nuren wrote:Aye. I can completely agree. :)
-Liang
:shockedface: |

Paikis
Vapour Holdings
539
|
Posted - 2013.01.12 03:02:00 -
[106] - Quote
Maeltstome wrote:Over-all we're saying that combat stats wont increase, by any means, to above what they are today with links. But the base numbers will move closer to links on some modules and downright simply nerf other linked modules, without touching the modules base effectiveness.
Print it. Make it happen. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 14:29:00 -
[107] - Quote
Paikis wrote:Maeltstome wrote:Over-all we're saying that combat stats wont increase, by any means, to above what they are today with links. But the base numbers will move closer to links on some modules and downright simply nerf other linked modules, without touching the modules base effectiveness. Print it. Make it happen.
Isn't that why we're discussing this in the forums? |

Roime
Shiva Furnace
1607
|
Posted - 2013.01.13 14:47:00 -
[108] - Quote
So you still think that being able to tackle a slower, close range ship from outside it's effective range while still doing damage with close range weapons and maintain this state permanently due to speed difference is the ideal balance?
We had this situation, and it was fixed. This was exactly the reason why Null was buffed.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 15:31:00 -
[109] - Quote
Roime wrote:So you still think that being able to tackle a slower, close range ship from outside it's effective range while still doing damage with close range weapons and maintain this state permanently due to speed difference is the ideal balance?
We had this situation, and it was fixed. This was exactly the reason why Null was buffed.
|

Roime
Shiva Furnace
1607
|
Posted - 2013.01.13 15:47:00 -
[110] - Quote
If you are significantly slower and less agile, can't apply any dps beyond scram range after your drones are shot, all those turrets mean nothing. This was the situation, a plated blaster boat simply couldn't do anything when being kited. Mechanics-based 100% win, or imbalance.
Cue to Retribution- blaster ship can try to fight back using long range ammo and manual piloting. eve though it can't point the kiter. Kiter can still win on virtue of piloting skill, and disengage at will. Player skill vs player skill, or balance.
Do you now understand your motivation better? Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 15:56:00 -
[111] - Quote
Roime wrote:If you are significantly slower and less agile, can't apply any dps beyond scram range after your drones are shot, all those turrets mean nothing. This was the situation, a plated blaster boat simply couldn't do anything when being kited. Mechanics-based 100% win, or imbalance.
Cue to Retribution- blaster ship can try to fight back using long range ammo and manual piloting. eve though it can't point the kiter. Kiter can still win on virtue of piloting skill, and disengage at will. Player skill vs player skill, or balance.
Do you now understand your motivation better?
No because you're talking out your ass. A blaster boat with null and 2x TE's (which isn't asking much, it's not unpopular) can out-dps a kiting ship with a range bonus up to 22k~. That's without drones. Addin 5 med's which is common on most cruiser+ blaster ships and the DPS becomes a joke.
Being plated means nothing since you can sit stationary and deal more DPS than the kiting ship and will have more EHP. Now look at micro-jump drives. They have been an unmitigated success for battleships - imagine when these modules are added to smaller ships. Soon you wont even need an MWD. As long as you have the ability to hit to 13km (that's overheated interceptor bonused scram range) you will be able to apply DPS to everything that can scram you (Except Gallente recons). This means that people need to be inside your DPS range or you can activate the MJD and leave combat.
And im sorry but putting a plate on your ship and right-clicking your guns group and 'load null' is not player skill. Please don't pretend for a second that plated brawlers are hard to fly. 1 mistake in a kiting ship and you are dead. Brawlers make lots of mistakes and are fine, but 1 good move and they win a fight. I fly gallente and minmatar so im not being biased - i KNOW how these ships. I fly them. Where-as your killboard paints a 100% gallente picture, so don't 'Nerf rock, paper is fine. Scissors' until you go and actually f*cking fly some ships we're talking about. |

Roime
Shiva Furnace
1607
|
Posted - 2013.01.13 16:10:00 -
[112] - Quote
I proved your first argument false pages ago, go look up the fits. You're twisting stats to support your argument.
But if you think you can win a fight by sitting still and shooting Null, there's really no need to discuss things further.
True, I fly only Gallente and always will, but your killboard is 100% kiting ships. Mine is both brawlers and kiters, or ships that can do both. I know exactly how retardedly easy kiting is in a fight where you have more range and speed than your opponent, and on top of that you can leave any time you like.
It only becomes interesting if the slower ship has a chance, which is the current status quo.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 16:21:00 -
[113] - Quote
Roime wrote:I proved your first argument false pages ago, go look up the fits. You're twisting stats to support your argument.
But if you think you can win a fight by sitting still and shooting Null, there's really no need to discuss things further.
True, I fly only Gallente and always will, but your killboard is 100% kiting ships. Mine is both brawlers and kiters, or ships that can do both. I know exactly how retardedly easy kiting is in a fight where you have more range and speed than your opponent, and on top of that you can leave any time you like.
It only becomes interesting if the slower ship has a chance, which is the current status quo.
Wow...
http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Maeltstome#losses
Most flown ship: Drake.
Please, tell me how i only fly kiting ships. |

Roime
Shiva Furnace
1608
|
Posted - 2013.01.13 16:26:00 -
[114] - Quote
Please tell us how your Drake piloting confirms your experience on flying plated blaster boats.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 16:51:00 -
[115] - Quote
Roime wrote:Please tell us how your Drake piloting confirms your experience on flying plated blaster boats.
http://eve.battleclinic.com/killboard/killmail.php?id=16666262 http://eve.battleclinic.com/killboard/killmail.php?id=16800993 http://eve.battleclinic.com/killboard/killmail.php?id=16788415 http://eve.battleclinic.com/killboard/killmail.php?id=16778895 http://eve.battleclinic.com/killboard/killmail.php?id=16770084 http://eve.battleclinic.com/killboard/killmail.php?id=16716172 http://eve.battleclinic.com/killboard/killmail.php?id=16671219 http://eve.battleclinic.com/killboard/killmail.php?id=16619251 http://eve.battleclinic.com/killboard/killmail.php?id=16670764
You're right, i never fly plated ships or blaster boats. Not like thats only page 1 of my most recent losses...
Oh and BTW - regarding the whole 'plated blasterboat' thing. I'll do a comparison on the last killmail i posted.
Quote:Brutix: 60k EHP, 440 Gun DPS (9k Op+Fall), 890 M/s
Now, here's another fit.
Quote:Brutix: 55k EHP, 520 Gun DPS (22k Op+Fall) 1150 M/s -and all with a 2% PG implant
I can tell you right now which one i would rather fly. The first one is a 1600mm trimark build. The second is an LSE+Invuln+3xExtender build.
So i'm sorry that plating your ships and fitting no sort of long range tackle, projection or speed isn't working out for you. But this game isn't about the vacuum you live in, it's about the game as a whole. |

Roime
Shiva Furnace
1611
|
Posted - 2013.01.13 17:58:00 -
[116] - Quote
Those losses include exactly two of ships that we are talking about, and the second one you lost to kiting tier 3s.
Quote:I can tell you right now which one i would rather fly. The first one is a 1600mm trimark build. The second is an LSE+Invuln+3xExtender build.
So i'm sorry that plating your ships and fitting no sort of long range tackle, projection or speed isn't working out for you. But this game isn't about the vacuum you live in, it's about the game as a whole.
wut, I've just been saying that now it's not a 100% suicide to fly brawlers, like it used to be.
So now you are saying that brawling doesn't work, but you still want long point range to be longer? In the earlier post you wrote that
Quote:Being plated means nothing since you can sit stationary and deal more DPS than the kiting ship and will have more EHP.
So, which way is it?
And to prevent this thread from derailing into kb scrutiny and minuscule details and personal stuff, I repeat my argument:
With current tackle & weapon ranges, kiter vs brawler combat is balanced, the outcome depends on the individual skills of the pilots. If long point range was extended, brawlers would once again be defenceless.
I'm all in for variety in the battlefield. Variety is only possible if different styles are all viable.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 18:13:00 -
[117] - Quote
Roime wrote:Those losses include exactly two of ships that we are talking about, and the second one you lost to kiting tier 3s. Quote:I can tell you right now which one i would rather fly. The first one is a 1600mm trimark build. The second is an LSE+Invuln+3xExtender build.
So i'm sorry that plating your ships and fitting no sort of long range tackle, projection or speed isn't working out for you. But this game isn't about the vacuum you live in, it's about the game as a whole. wut, I've just been saying that now it's not a 100% suicide to fly brawlers, like it used to be. So now you are saying that brawling doesn't work, but you still want long point range to be longer? In the earlier post you wrote that Quote:Being plated means nothing since you can sit stationary and deal more DPS than the kiting ship and will have more EHP. So, which way is it? And to prevent this thread from derailing into kb scrutiny and minuscule details and personal stuff, I repeat my argument: With current tackle & weapon ranges, kiter vs brawler combat is balanced, the outcome depends on the individual skills of the pilots. If long point range was extended, brawlers would once again be defenceless. I'm all in for variety in the battlefield. Variety is only possible if different styles are all viable.
Fine, then i'll repeat: You have a miniscule ammount of experience compared to most people taking part in this thread. Your grandiose claims are not abcked up due to the broken logic you employ and the lack of common sense applied when reading other peoples statements.
You skim peoples posts and already have your reply in your head before even finishing them. Really think - THINK - about what people are writing and maybe you'll have an epiphany. |

Roime
Shiva Furnace
1615
|
Posted - 2013.01.13 18:25:00 -
[118] - Quote
Maeltstome wrote: Fine, then i'll repeat: You have a miniscule ammount of experience compared to most people taking part in this thread. Your grandiose claims are not abcked up due to the broken logic you employ and the lack of common sense applied when reading other peoples statements.
You skim peoples posts and already have your reply in your head before even finishing them. Really think - THINK - about what people are writing and maybe you'll have an epiphany.
I have no idea where you base your claims on my lack experience, neither you point out any flaws in my logic or lack of common sense, and you completely failed to counter my argument.
I read all your posts and they are confused (claiming contradicting things), filled with extremely heavy bias (kiting is leet and brawlers are stupid), manipulating stats to your advantage (the fits you posted) and now finally, ad hominems.
And I'm just saying that extending long point range would result in imbalance, if you are willing to explain why you think this would not happen, I'm all ears. If you want to instead have a pissing contest about posting logic and reading comprehension, find another forum, or someone who is on your rather unimpressive level.
Shiva Furnace is recruiting! Small gang PVP in wormholes and lowsec. |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 19:14:00 -
[119] - Quote
Roime wrote:Maeltstome wrote: Fine, then i'll repeat: You have a miniscule ammount of experience compared to most people taking part in this thread. Your grandiose claims are not abcked up due to the broken logic you employ and the lack of common sense applied when reading other peoples statements.
You skim peoples posts and already have your reply in your head before even finishing them. Really think - THINK - about what people are writing and maybe you'll have an epiphany.
I have no idea where you base your claims on my lack experience, neither you point out any flaws in my logic or lack of common sense, and you completely failed to counter my argument. I read all your posts and they are confused (claiming contradicting things), filled with extremely heavy bias (kiting is leet and brawlers are stupid), manipulating stats to your advantage (the fits you posted) and now finally, ad hominems. And I'm just saying that extending long point range would result in imbalance, if you are willing to explain why you think this would not happen, I'm all ears. If you want to instead have a pissing contest about posting logic and reading comprehension, find another forum, or someone who is on your rather unimpressive level.
My posts are confusing you because you don't understand the game properly.
A brawler is not necessarily a ship that has stacked plates and trimarks on it. It's a ship that likes to be close to apply a large amount of damage. Generally blaster ships are the quintessential example of this style of play.
Against other ships the same size/class as it, brawlers will win when in close quarters generally. They are designed to have superior damage to ships who use range to mitigate damage. They also generally have better fitting or other bonuses that allow them to field a larger tank or stick on 'more guns' to aids this damage.
The point you do not seem to be grasping is that being a 'Brawler' does not mean being as slow, oversize-plated, trimarked hunk of metal. In most cases brawlers will fit shield tanks or ASB's and reach similar levels of EHP as they would when fitting a buffer tank on armor. This result is a lot more low slots being free for more damage mods and, most importantly, tracking enhancers. If you are fielding old fashioned plated blaster ships and flying around solo then i can only wonder why, since it offers no benefit outside of having slaves and/or being in a fleet with logistics. More tackle slots is another possible advantage, but tracking computers also offer an alternative for more range that use mid slots.
None of what i have said is imbalanced. People choosing to inflate their sig radius rather than loose speed has it's advantages and disadvantages. Also people being able to increase their projection isn't a big deal either - thats a choice they make.
Now no matter what these ships wont be able to match a ship with a range bonus in terms of projecion. On paper, their opti+falloff will come well short of the opti+falloff of a 'kiting' ship with a range bonus (vaga/stabber, Deimos etc.). This against is balanced against these ships have less bonused hard-points and normally a smaller drone bay. They deal less total damage, but at longer ranges the 'real' damage they deal means they start to be the better candidate in that fight.
The issue comes in when you work out exactly *at what range does* does a kiting ship start to deal more REAL dps than a brawling ship. This is the linked to 'At what range is combat limited to?' - referring to that maximum range of tackling a target.
The ability to run away is fine (that's why i fly these ships, im choosing to get out rather than kill people, less kills but less losses). By the same token, other targets will also escape me due to stargates/stations. I have no hard tackle, nor can i afford to get in range to use it if i did. This advantage works both ways until you are fighting, literally, in a vacuum - with no interactable objects on grid.
Now if the range at which i start to deal more real DPS is 50% of my maximum point range, then that means i have a zone i can operate in where i have an advantage over a more heavily armed, short range ship. However this isnt the case. The range where i start to deal more real DPS is at 90%+ of my maximum point range. This means i am existing in a 2km pocket, which is impossible to maintain and honestly may aswell not even exist in real fights due to eve updating every second (so regardless of how quickly i react, eve makes me wait a second until i carries out my commands due to the 'tick rate' of the server). All this only takes into account gun DPS. With gallente they have drones to supplement damage at longer ranges which throws this, versus minmatar, into a massively steep 1-sided result. Against Amarr they operate in optimal, meaning they have a very big real DPS advantage until they start to do no damage at all. The range where this happens at is even further out and beyond point range. The difference is that lasers base damage is lower than that of a blaster, and as such are rewarded with more range.
All of this is trying to say: There is no advantage to being a kiter in a fighting situation. You are arguing that brawlers should have the advantage up close and at range, simply because at range your target can run away if they are faster than you. That is a weak argument, since YOU survived the fight too - the difference is that the instant you have every fighting advantage in a battle that the kiter can never win unless you make so many mistakes that anything could have killed you.
I'll try and some this up with the bullet point advantages of kiting versus brawlign ships
Brawl: -DPS -Tank/EHP -Fitting -Drones
Kite: -Range -Speed
Now bow of them deal the same damage within point range, so 'range' is not actually an advantage. Which changes the list to:
Kite: -Speed |

Alticus C Bear
University of Caille Gallente Federation
129
|
Posted - 2013.01.13 22:21:00 -
[120] - Quote
This is one of those polarised arguments where the arguments end up going round in circles.
My feeling is that base T2 point range is fine. Frig combat feels well balanced around short point range and a lot of rebalancing mainly in regards to Hybrids in particular the Null change make Hybrids more viable throughout the 24km range. A tackle ship as outline by the OP's example being able to hold point long enough for support while still risking being driven off/destroyed sounds balanced.
That said ship speeds and EHP in the Rebalanced classes are up and this affects fight duration/ how long point can be held for.
I feel Tech one point range could be increased by 2km at least, this closes the gap too T2 especially when overheated.
The comments about needing to maintain Disrupter overheat longer than scram are valid and I would also support reducing the heat damage. This should enable overheating for longer while still not allowing long range disruption Indefinitely.
It is possible that the overheat range modifier could be changed to 25%, again this increases point range for a limited period of time out to 30km for T2.
I think these are relatively practical changes without large scale changes in ships and mods.
T1 range with 22km base and 25% overheat = 27.5km
T2 range with 25% overheat = 30km |

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 22:31:00 -
[121] - Quote
Alticus C Bear wrote:This is one of those polarised arguments where the arguments end up going round in circles.
My feeling is that base T2 point range is fine. Frig combat feels well balanced around short point range and a lot of rebalancing mainly in regards to Hybrids in particular the Null change make Hybrids more viable throughout the 24km range. A tackle ship as outline by the OP's example being able to hold point long enough for support while still risking being driven off/destroyed sounds balanced.
That said ship speeds and EHP in the Rebalanced classes are up and this affects fight duration/ how long point can be held for.
I feel Tech one point range could be increased by 2km at least, this closes the gap too T2 especially when overheated.
The comments about needing to maintain Disrupter overheat longer than scram are valid and I would also support reducing the heat damage. This should enable overheating for longer while still not allowing long range disruption Indefinitely.
It is possible that the overheat range modifier could be changed to 25%, again this increases point range for a limited period of time out to 30km for T2.
I think these are relatively practical changes without large scale changes in ships and mods.
T1 range with 22km base and 25% overheat = 27.5km
T2 range with 25% overheat = 30km
If you fly a range-tankign ship who fights in falloff, you kno how long it takes to kill targets. Overheating is just not an option.
And one of your statements sums it up and shows the system to be flawed: Making hybrids viable up to 24km is stupid. They are the highest DPS weapon in the game, they are supposed to be low range. If they have range and tracking (which btw also got buffed) it simply makes them the best weapons in the game. |

Alticus C Bear
University of Caille Gallente Federation
129
|
Posted - 2013.01.13 22:57:00 -
[122] - Quote
You complaints seem to be specifically in regards to Shield Kiting Blaster ships with Neutrons and dual tracking enhancers is this not a case of one shield kiter being better within a certain range than another. The other posters complaints seem to be in regards to how your changes would affect armour brawlers which rarely have gun size and DPS projection advantages to the extent you are suggesting.
You should have enough time to gain an advantage, at some point yes you will also have to leave or commit to the fight.
If you are allowed to kite and maintain point indefinitely then something like this is almost a guaranteed win in your fitting example and may have held that cane.
[Stabber, New Setup 1] Damage Control II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Experimental 10MN Microwarpdrive I Warp Disruptor II Balmer Series Tracking Disruptor I, Optimal Range Disruption Script Large Shield Extender II
425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M Light Missile Launcher II, Caldari Navy Inferno Light Missile Light Missile Launcher II, Caldari Navy Inferno Light Missile
Medium Projectile Burst Aerator I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
That said I find the stabber quite poor and was surprised itGÇÖs fall off bonus was only 7.5%.
|

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.13 23:18:00 -
[123] - Quote
Alticus C Bear wrote:You complaints seem to be specifically in regards to Shield Kiting Blaster ships with Neutrons and dual tracking enhancers is this not a case of one shield kiter being better within a certain range than another. The other posters complaints seem to be in regards to how your changes would affect armour brawlers which rarely have gun size and DPS projection advantages to the extent you are suggesting.
You should have enough time to gain an advantage, at some point yes you will also have to leave or commit to the fight.
If you are allowed to kite and maintain point indefinitely then something like this is almost a guaranteed win in your fitting example and may have held that cane.
[Stabber, New Setup 1] Damage Control II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II
Experimental 10MN Microwarpdrive I Warp Disruptor II Balmer Series Tracking Disruptor I, Optimal Range Disruption Script Large Shield Extender II
425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M 425mm AutoCannon II, Republic Fleet Phased Plasma M Light Missile Launcher II, Caldari Navy Inferno Light Missile Light Missile Launcher II, Caldari Navy Inferno Light Missile
Medium Projectile Burst Aerator I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
That said I find the stabber quite poor and was surprised itGÇÖs fall off bonus was only 7.5%.
You can't introduce tracking disruptors into the equation. A tracking disruptor on a plated brawler outright removes a kiter from the battle, so for the point of these comparisons they are a bad idea to add in. If anything it proves that brawlers have an advantage, since once range is removed from the equation neither ship will do any damage until they are very close, then the brawler wins... again...
Also remember tiericide is adding a lot of mid slots to ships, meaning TE's are more in play than ever on a LOT of ships.
And if you run an MWD/Scram setup on a brawler (not uncommon) you have mids spare for tracking computers, so even plated you can reach effective ranges of 22k+ with no TE's in the lows. |

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.14 12:30:00 -
[124] - Quote
Liang Nuren wrote:Templar Dane wrote: They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
I don't see how what you're saying makes any sense. I have access to links literally any time I want, and have both a Tengu and Loki stationed in Amamake for just that purpose. I even have an extra computer to run them on so it doesn't interfere with my main PVP account. But instead I'm pushing for the links to not play such a strong role in tackle and active tanking. It's not to my advantage, really, so... maybe you're just being a ******* idiot with that accusation? :) -Liang Ed: I also have an Eos and Damnation, and jump clones one jump out to power them. A Proteus is 4 jumps out, and the Legion is 6. I have max skills for all leadership, T3s, and Command Ships. Access to whatever leadership bonus, completely maxed out, is a trivial issue for me. Hell, with a small amount of effort (moving an alt from Amarr to Amamake) I can run full T3 gang links by myself across my 4 accounts.
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.14 12:53:00 -
[125] - Quote
Liang Nuren wrote:Templar Dane wrote: They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
I don't see how what you're saying makes any sense. I have access to links literally any time I want, and have both a Tengu and Loki stationed in Amamake for just that purpose. I even have an extra computer to run them on so it doesn't interfere with my main PVP account. But instead I'm pushing for the links to not play such a strong role in tackle and active tanking. It's not to my advantage, really, so... maybe you're just being a ******* idiot with that accusation? :) -Liang Ed: I also have an Eos and Damnation, and jump clones one jump out to power them. A Proteus is 4 jumps out, and the Legion is 6. I have max skills for all leadership, T3s, and Command Ships. Access to whatever leadership bonus, completely maxed out, is a trivial issue for me. Hell, with a small amount of effort (moving an alt from Amarr to Amamake) I can run full T3 gang links by myself across my 4 accounts.
Piece of **** ******* forum ate my post because I'm a nubtard. A real pity, it was a good post.
The quick and dirty......
Liang, you are not and have not and will not be the only person with links. I have the same link capabilities as you.
We're in the tracking enhancer shield tank age. You know armor is hurting right now, and getting worse by the minute. Extending point range WITH the proliferation of links would make the situation worse. Boost tech 2 warp disruptor to 40km and nerf the link to 20% and you still have tech 2 warp distruptors with republic fleet linked range. I do not fancy the idea of being kited at 50km by anything and everything. If you're gonna point me at that range you'd best have potential shiny loot.
Oh but armor will get a buff eventually! Oh right sure, I've heard that one before. Look at me and my 1200m/s cruiser! I sure do hope I can cover the XX,XXXm distance between the end of his warp disruptor and the optimal of my scram!
That's hard enough sometimes at a difference of 13,200.
|

Maeltstome
Mentally Assured Destruction
268
|
Posted - 2013.01.14 12:57:00 -
[126] - Quote
Templar Dane wrote:Liang Nuren wrote:Templar Dane wrote: They're running out of things to whine about, so their new whine apparently is that TE autocannons aren't owning non-TE autocannons under 24km.....when you have a massive EHP disadvantage. Blasters get good and suddenly they want to push tackle range out to where they know they'll never get scrammed by a slower ship.
I don't see how what you're saying makes any sense. I have access to links literally any time I want, and have both a Tengu and Loki stationed in Amamake for just that purpose. I even have an extra computer to run them on so it doesn't interfere with my main PVP account. But instead I'm pushing for the links to not play such a strong role in tackle and active tanking. It's not to my advantage, really, so... maybe you're just being a ******* idiot with that accusation? :) -Liang Ed: I also have an Eos and Damnation, and jump clones one jump out to power them. A Proteus is 4 jumps out, and the Legion is 6. I have max skills for all leadership, T3s, and Command Ships. Access to whatever leadership bonus, completely maxed out, is a trivial issue for me. Hell, with a small amount of effort (moving an alt from Amarr to Amamake) I can run full T3 gang links by myself across my 4 accounts. Piece of **** ******* forum ate my post because I'm a nubtard. A real pity, it was a good post. The quick and dirty...... Liang, you are not and have not and will not be the only person with links. I have the same link capabilities as you. We're in the tracking enhancer shield tank age. You know armor is hurting right now, and getting worse by the minute. Extending point range WITH the proliferation of links would make the situation worse. Boost tech 2 warp disruptor to 40km and nerf the link to 20% and you still have tech 2 warp distruptors with republic fleet linked range. I do not fancy the idea of being kited at 50km by anything and everything. If you're gonna point me at that range you'd best have potential shiny loot. Oh but armor will get a buff eventually! Oh right sure, I've heard that one before. Look at me and my 1200m/s cruiser! I sure do hope I can cover the XX,XXXm distance between the end of his warp disruptor and the optimal of my scram! That's hard enough sometimes at a difference of 13,200.
Why do you need to cover the distance when you can just fit some TE's and hit him anyway?
|

Liang Nuren
Heretic Army Heretic Nation
2640
|
Posted - 2013.01.14 18:42:00 -
[127] - Quote
Templar Dane wrote: The quick and dirty......
Liang, you are not and have not and will not be the only person with links. I have the same link capabilities as you.
We're in the tracking enhancer shield tank age. You know armor is hurting right now, and getting worse by the minute. Extending point range WITH the proliferation of links would make the situation worse. Boost tech 2 warp disruptor to 40km and nerf the link to 20% and you still have tech 2 warp distruptors with republic fleet linked range. I do not fancy the idea of being kited at 50km by anything and everything. If you're gonna point me at that range you'd best have potential shiny loot.
Oh but armor will get a buff eventually! Oh right sure, I've heard that one before. Look at me and my 1200m/s cruiser! I sure do hope I can cover the XX,XXXm distance between the end of his warp disruptor and the optimal of my scram!
That's hard enough sometimes at a difference of 13,200.
Why are you deliberately misunderstanding my posts? My desire is to shift certain bonuses away from links and towards the base items. This means that all the SP I've dumped into Leadership and all the ISK I've dumped into link ships and a POS is rendered much less powerful. This is in no way to my benefit.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.15 19:00:00 -
[128] - Quote
Liang Nuren wrote:Templar Dane wrote: The quick and dirty......
Liang, you are not and have not and will not be the only person with links. I have the same link capabilities as you.
We're in the tracking enhancer shield tank age. You know armor is hurting right now, and getting worse by the minute. Extending point range WITH the proliferation of links would make the situation worse. Boost tech 2 warp disruptor to 40km and nerf the link to 20% and you still have tech 2 warp distruptors with republic fleet linked range. I do not fancy the idea of being kited at 50km by anything and everything. If you're gonna point me at that range you'd best have potential shiny loot.
Oh but armor will get a buff eventually! Oh right sure, I've heard that one before. Look at me and my 1200m/s cruiser! I sure do hope I can cover the XX,XXXm distance between the end of his warp disruptor and the optimal of my scram!
That's hard enough sometimes at a difference of 13,200.
Why are you deliberately misunderstanding my posts? My desire is to shift certain bonuses away from links and towards the base items. This means that all the SP I've dumped into Leadership and all the ISK I've dumped into link ships and a POS is rendered much less powerful. This is in no way to my benefit. -Liang
I don't see how giving everybody the ability to kite at 40km would be better than just the loki linked guys doing it at 40km. Even while boosting scram range at the same time. that would create some 20km kiting setups that kite you with a scram.
And then you think they'll eliminate the Interdiction Maneuvers ganglinks? What, so the tier 3 bc gangs won't have to bring gallente recons anymore?
And as usual you are ignoring my point and mentioning your links again. Please stop using that as an excuse.
----->How would extending warp disruptor range NOT be an overall nerf to armor tanking? <------ |

Liang Nuren
Heretic Army Heretic Nation
2640
|
Posted - 2013.01.15 22:15:00 -
[129] - Quote
Templar Dane wrote: I don't see how giving everybody the ability to kite at 40km would be better than just the loki linked guys doing it at 40km. Even while boosting scram range at the same time. that would create some 20km kiting setups that kite you with a scram.
And then you think they'll eliminate the Interdiction Maneuvers ganglinks? What, so the tier 3 bc gangs won't have to bring gallente recons anymore?
And as usual you are ignoring my point and mentioning your links again. Please stop using that as an excuse.
----->How would extending warp disruptor range NOT be an overall nerf to armor tanking? <------
I don't understand how you believe that the game is better served by only the people with Loki links kiting at 40km. I don't understand how you don't understand that the existence of those people with loki links ALREADY nerfs armor in exactly the way you're complaining about. I don't understand why you can't see that the 20km scram kiting setups ALREADY EXIST and are relatively common. I don't understand why you think a Tier 3 gang needs to bring a Gallente Recon when they can bring a Loki or Claymore.
Basically: it doesn't change anything - it just nerfs links.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

snake pies
Dreddit Test Alliance Please Ignore
80
|
Posted - 2013.01.15 23:52:00 -
[130] - Quote
GET OUT |

Liang Nuren
Heretic Army Heretic Nation
2651
|
Posted - 2013.01.16 00:48:00 -
[131] - Quote
ROCK OUT WITH YOUR GLOCK OUT Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Goldensaver
Marsuud And Sons Industries
123
|
Posted - 2013.01.16 01:56:00 -
[132] - Quote
I LIKE ALL CAPS TOO |

Ares Desideratus
Kannibal Trollz
88
|
Posted - 2013.01.16 01:56:00 -
[133] - Quote
Liang Nuren wrote:ROCK OUT WITH YOUR GLOCK OUT didn't you forget something?
-Ares Desideratus I'm an ignorant non-believer and I live in my grandma's garage. When people-álook at-áthings differently, misunderstandings happen. Everybody wins when you blob PvP! |

Liang Nuren
Heretic Army Heretic Nation
2652
|
Posted - 2013.01.16 01:59:00 -
[134] - Quote
Ares Desideratus wrote:Liang Nuren wrote:ROCK OUT WITH YOUR GLOCK OUT didn't you forget something? -Ares Desideratus
NO
-Ares Desideratus[/quote] Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Goldensaver
Marsuud And Sons Industries
123
|
Posted - 2013.01.16 02:03:00 -
[135] - Quote
Woah, I can't believe Liang forgot his/her signature! I didn't even notice. |

Liang Nuren
Heretic Army Heretic Nation
2657
|
Posted - 2013.01.16 03:03:00 -
[136] - Quote
Goldensaver wrote:Woah, I can't believe Liang forgot his/her signature! I didn't even notice.
I didn't forget. It wasn't worth wasting the time on it.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Goldensaver
Marsuud And Sons Industries
123
|
Posted - 2013.01.16 03:11:00 -
[137] - Quote
Liang Nuren wrote:Goldensaver wrote:Woah, I can't believe Liang forgot his/her signature! I didn't even notice. I didn't forget. It wasn't worth wasting the time on it. -Liang Fair enough. Also, do you mind if I inquire as to your gender? Out of a chauvanistic habit I assume that almost everyone on the internet is male, yet your avatar is a female, and your name lends no gender to itself (that I am able to observe). I just don't want to address you incorrectly and I'd rather not have to type his/her, or s/he, etc.
If you don't want to post it though, doesn't matter. |

Liang Nuren
Heretic Army Heretic Nation
2657
|
Posted - 2013.01.16 03:18:00 -
[138] - Quote
Goldensaver wrote:Liang Nuren wrote:Goldensaver wrote:Woah, I can't believe Liang forgot his/her signature! I didn't even notice. I didn't forget. It wasn't worth wasting the time on it. -Liang Fair enough. Also, do you mind if I inquire as to your gender? Out of a chauvanistic habit I assume that almost everyone on the internet is male, yet your avatar is a female, and your name lends no gender to itself (that I am able to observe). I just don't want to address you incorrectly and I'd rather not have to type his/her, or s/he, etc. If you don't want to post it though, doesn't matter.
https://twitter.com/taugrim/statuses/234028564201234432
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

W0lf Crendraven
The Tuskers
51
|
Posted - 2013.01.16 04:53:00 -
[139] - Quote
They will never nerf links in the way you want them to, simply because hat would suddenly make a lot of Million skillpoints useless and thus you would make a lot of alts useless which they can't do for obvious reasons.
Also as stated before, a simple tracking disruptor pushes down the effective range of the brawler by so much that you can kite him with no problem at all, if you can actively reduce their range and thus make your problem go away I don't see the point in not taking it into equation.
Tl:Dr
Fit dual TDs to your stabber and it can kite in 24 km with no problems at all!
|

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 06:15:00 -
[140] - Quote
There is a major problem when the game when the shortest range short range weapons outrange T2 point range.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
199
|
Posted - 2013.01.16 06:24:00 -
[141] - Quote
Liang Nuren wrote:There is a major problem when the game when the shortest range short range weapons outrange T2 point range.
-Liang
Only if you are talking about BS sized weapons?
I can't get out to T2 point range and do decent damage with medium sized weapons. Maybe skills or my fit is lacking but if I want to hit out to T2 point range with Heavy Neutron blasters then I pretty much gimp any damage or tank (armour) to do so.
I can't see any reason to increase point range becasue BS sized short weapons can reach out to point range, thats what tacklers are for. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Paikis
Vapour Holdings
544
|
Posted - 2013.01.16 06:26:00 -
[142] - Quote
Massive brain fart that I just had (and will probably hate after I think about it some...)
What about having different sized points?
Frigate Point: 10km range Frigate Scram: 5km range
Cruiser Point: 20km range Cruiser Scram: 10km range
Battleship Point: 40km range Battleship Scram: 20km range |

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 06:30:00 -
[143] - Quote
Taoist Dragon wrote:Liang Nuren wrote:There is a major problem when the game when the shortest range short range weapons outrange T2 point range.
-Liang Only if you are talking about BS sized weapons? I can't get out to T2 point range and do decent damage with medium sized weapons. Maybe skills or my fit is lacking but if I want to hit out to T2 point range with Heavy Neutron blasters then I pretty much gimp any damage or tank (armour) to do so. I can't see any reason to increase point range becasue BS sized short weapons can reach out to point range, thats what tacklers are for.
You're obviously not trying at all if you can't break good damage with medium blasters at 24km.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
199
|
Posted - 2013.01.16 06:32:00 -
[144] - Quote
Liang Nuren wrote:Taoist Dragon wrote:Liang Nuren wrote:There is a major problem when the game when the shortest range short range weapons outrange T2 point range.
-Liang Only if you are talking about BS sized weapons? I can't get out to T2 point range and do decent damage with medium sized weapons. Maybe skills or my fit is lacking but if I want to hit out to T2 point range with Heavy Neutron blasters then I pretty much gimp any damage or tank (armour) to do so. I can't see any reason to increase point range becasue BS sized short weapons can reach out to point range, thats what tacklers are for. You're obviously not trying at all if you can't break good damage with medium blasters at 24km. -Liang
Please enlighten me. I can get decent damage against frigs at that range with say a moa or thorax but not enough against crusiers.
Always willing to learn new fitting ideas that I haven't thought of. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 06:34:00 -
[145] - Quote
Null with a pair of TEs will easily put you out there.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Taoist Dragon
Forced Penetration Hopeless Addiction
199
|
Posted - 2013.01.16 06:45:00 -
[146] - Quote
Liang Nuren wrote:Null with a pair of TEs will easily put you out there.
-Liang
Ed: I was looking at an Eagle, but a Deimos should easily work as well. Looks like ~350 DPS out of a Thorax at 24km as well.
Hmm I swapped a couple of MFS II for TE II and used Null in my shield brawling thorax and it comes up with a paper dps figure of 350. Then I checked the damage charts and at 24km range with no speed issues against my standard stabber fit it does approx 50dps.
Even with all lvl 5 skills the dps only increase marginally. Most certainly not enough to make a kiter be too scared of it though.
Edit: and with this even a single unbonussed TD will completely negate any damage at 24km. I still don't see the reasoning that point range needs to be extended. vOv That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.16 06:46:00 -
[147] - Quote
Liang Nuren wrote:Templar Dane wrote: The quick and dirty......
Liang, you are not and have not and will not be the only person with links. I have the same link capabilities as you.
We're in the tracking enhancer shield tank age. You know armor is hurting right now, and getting worse by the minute. Extending point range WITH the proliferation of links would make the situation worse. Boost tech 2 warp disruptor to 40km and nerf the link to 20% and you still have tech 2 warp distruptors with republic fleet linked range. I do not fancy the idea of being kited at 50km by anything and everything. If you're gonna point me at that range you'd best have potential shiny loot.
Oh but armor will get a buff eventually! Oh right sure, I've heard that one before. Look at me and my 1200m/s cruiser! I sure do hope I can cover the XX,XXXm distance between the end of his warp disruptor and the optimal of my scram!
That's hard enough sometimes at a difference of 13,200.
Why are you deliberately misunderstanding my posts? My desire is to shift certain bonuses away from links and towards the base items. This means that all the SP I've dumped into Leadership and all the ISK I've dumped into link ships and a POS is rendered much less powerful. This is in no way to my benefit. -Liang
And why are you ignoring the meat of my post and nitpicking again? Did I not ask you to stop doing that?
LINKS ARE BAD, WE HAVE ALREADY DISCUSSED THAT.
But, you want to give the complete and total advantage to the kiting ships. Why the hell ever fly anything else?
Boohoo blasters hurt and I'm too lazy to fit a tracking disruptor and/or get someone else to tackle for me.
Overload and slingshot? Good luck doing that when you have to cover 30km to land a scram.
And here I am repeating myself yet again.
Please answer the following question...
Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
|

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 06:47:00 -
[148] - Quote
Templar Dane wrote: Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
No.
-Liang
Ed:
Templar Date wrote:But, you want to give the complete and total advantage to the kiting ships. Why the hell ever fly anything else?
Because you don't feel like it that day? Because the play style doesn't appeal to you? Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.16 07:03:00 -
[149] - Quote
Then let me rephrase that.
Wouldn't increasing the gap between long points and scrams be a nerf to brawlers?
Liang Nuren wrote: Because you don't feel like it that day? Because the play style doesn't appeal to you?
[/quote]
That supposed to mean.........
Liang Nuren wrote: I'm a kiter and brawlers should be easy prey.
? |

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 07:05:00 -
[150] - Quote
Templar Dane wrote: Then let me rephrase that.
Wouldn't increasing the gap between long points and scrams be a nerf to brawlers?
Not really.
Quote:That supposed to mean......... Liang Nuren wrote: I'm a kiter and brawlers should be easy prey.
?
My most commonly used weapon is the small neutron blaster II.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.16 07:12:00 -
[151] - Quote
Liang Nuren wrote: Not really.
So increasing the gap between long points and scrams wouldn't make it harder for the brawlers to catch? With links scrams are 16km overloaded and disruptors are 43.
If they were that range by default, you don't think it would make it harder for 1200m/s ships with scrams to catch 2200m/s ships?
Because everyone uses links all the time already, right?
Liang Nuren wrote: My most commonly used weapon is the small neutron blaster II.
And mine is probably the Rocket Launcher II, but that's only on this character and we've already agreed that we both have other accounts and other characters that we use pretty often...... |

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 07:24:00 -
[152] - Quote
Templar Dane wrote: So increasing the gap between long points and scrams wouldn't make it harder for the brawlers to catch? With links scrams are 16km overloaded and disruptors are 43.
If they were that range by default, you don't think it would make it harder for 1200m/s ships with scrams to catch 2200m/s ships?
Because everyone uses links all the time already, right?
Comments: - A lot of people use links all the time, right? :) - A 16km scram is pretty powerful considering its perma-CC nature. - You keep saying that kiters should get a tackler - but somehow the brawler shouldn't?
Quote:Liang Nuren wrote: My most commonly used weapon is the small neutron blaster II.
And mine is probably the Rocket Launcher II, but that's only on this character and we've already agreed that we both have other accounts and other characters that we use pretty often......
I've been very open for well over a year that my favorite ships are the Blaster Harpy and Blaster Talos.
-Liang
Ed: I love how you keep QQing about how links are overpowered but we can't fix the situation because it would nerf your play style. On the other hand, I am directly asking CCP to nerf 4 of my characters. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Robert Lefcourt
Audentia et Artis E.B.O.L.A.
15
|
Posted - 2013.01.16 07:28:00 -
[153] - Quote
Maeltstome wrote: The new ranges i think would make more sense would be: T1 - 25km T2 - 30KM Fac - Up to 33KM Scram/web - unchanged.
Absolutely no. That would kill blasterships.
regards,
rob |

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 07:30:00 -
[154] - Quote
Robert Lefcourt wrote:Maeltstome wrote: The new ranges i think would make more sense would be: T1 - 25km T2 - 30KM Fac - Up to 33KM Scram/web - unchanged.
Absolutely no. That would kill blasterships. regards, rob
Aye, I'd say that all tackle ranges should be adjusted instead of just disruptor range.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.16 07:32:00 -
[155] - Quote
Liang Nuren wrote:
Comments: - A lot of people use links all the time, right? :) - A 16km scram is pretty powerful considering its perma-CC nature. - You keep saying that kiters should get a tackler - but somehow the brawler shouldn't?
And if both sides lose their tacklers, who is the most disadvantaged?
Liang Nuren wrote:
I've been very open for well over a year that my favorite ships are the Blaster Harpy and Blaster Talos.
-Liang
Ed: I love how you keep QQing about how links are overpowered but we can't fix the situation because it would nerf your play style. On the other hand, I am directly asking CCP to nerf 4 of my characters.
Won't matter too much if you're blapping frigates out of the sky from 40km away anyway. And you're the one qqing about how you need to be further away from the scawy scwams. |

Templar Dane
Amarrian Vengeance 24eme Legion Etrangere
51
|
Posted - 2013.01.16 07:33:00 -
[156] - Quote
I hate you new forums. |

Robert Lefcourt
Audentia et Artis E.B.O.L.A.
15
|
Posted - 2013.01.16 07:42:00 -
[157] - Quote
Liang Nuren wrote:Taoist Dragon wrote:Liang Nuren wrote:There is a major problem when the game when the shortest range short range weapons outrange T2 point range.
-Liang Only if you are talking about BS sized weapons? I can't get out to T2 point range and do decent damage with medium sized weapons. Maybe skills or my fit is lacking but if I want to hit out to T2 point range with Heavy Neutron blasters then I pretty much gimp any damage or tank (armour) to do so. I can't see any reason to increase point range becasue BS sized short weapons can reach out to point range, thats what tacklers are for. You're obviously not trying at all if you can't break good damage with medium blasters at 24km. -Liang
Heavy Neutron blaster II + Null + one TE gives you 7,2+11,4 km. Hence only half damage at 18,5 km, this leaves you with about 15% of your initial damage at 24km. That's not what i call "good damage".
regards,
rob
|

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 07:42:00 -
[158] - Quote
Templar Dane wrote: And if both sides lose their tacklers, who is the most disadvantaged?
Depends on the situation - a fact I would hope you would realize.
Quote: Won't matter too much if you're blapping frigates out of the sky from 40km away anyway. And you're the one qqing about how you need to be further away from the scawy scwams.
No, I'm not. Your reading comprehension has literally gone to ****.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Liang Nuren
Heretic Army Heretic Nation
2658
|
Posted - 2013.01.16 07:44:00 -
[159] - Quote
Robert Lefcourt wrote: Heavy Neutron blaster II + Null + one TE gives you 7,2+11,4 km. Hence only half damage at 18,5 km, this leaves you with about 15% of your initial damage at 24km. That's not what i call "good damage".
regards,
rob
I'm looking at a Thorax with 9+16 with my skills and no implants.
regards,
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Alticus C Bear
University of Caille Gallente Federation
129
|
Posted - 2013.01.16 11:02:00 -
[160] - Quote
Liang Nuren wrote:Robert Lefcourt wrote: Heavy Neutron blaster II + Null + one TE gives you 7,2+11,4 km. Hence only half damage at 18,5 km, this leaves you with about 15% of your initial damage at 24km. That's not what i call "good damage".
regards,
rob
I'm looking at a Thorax with 9+16 with my skills and no implants. regards, -Liang Ed: The point stands: weapon ranges are high enough that even the closest range of the close range weapons are budging up against and exceeding (unlinked) tackle range. My proposal is to shift the benefit from the links to the base module - nothing more.
Liang are you trolling?
Shield Kiting Thorax with Neutrons, dual magstabs and dual TE does 350dps at 20km, this of course includes the damage from 5 hammerhead IIGÇÖs. Null range with 2 TE is 8.2+14km.
Again I can certainly I understand a slight change in Tech 1 point range and boost in the overheating effects duration of long points but allowing ships to hold point at long ranges indefinitely is a nerf to armour brawlers who do not get that range, speed and dps projection and would have other consequences at the frigate level (where I would argue it is well balanced) and battleship level where small ships could kite indefinitely outside heavy neut range and still immune to BS weapons, would require adjustment of all point range bonused ships. I just do not see the benefit in giving every one link level points.
This thread is allegedly about dps projection of Kiters but it seems directly aimed at the Null changes that brought close range weapons systems such as Autocannons and Blasters closer together.
Thorax can do 457dps at 24km but that is with 200m rails and drones, that and the shield blaster thorax are kiting setups not brawlers and will lose in a brawl to proper brawlers. I have seen very few mentions of long range weapon systems and the effects point changes might have.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
481
|
Posted - 2013.01.16 11:13:00 -
[161] - Quote
Increased tackle range would be a very real and direct nerf to all lights (frigs/dessies) as their weapon ranges for the most part are below that of current tackle.
That said, adding 10% to the heated bonus on webs/points has merit provided heat damage for the modules is increased in the same manner .. personally think it is too low at present and one can heat tackle for the duration of most fights due to there not being much else being heated in the mids (I don't kite, so YMMV ). |

Maeltstome
Mentally Assured Destruction
271
|
Posted - 2013.01.16 12:20:00 -
[162] - Quote
Alticus C Bear wrote:Liang Nuren wrote:Robert Lefcourt wrote: Heavy Neutron blaster II + Null + one TE gives you 7,2+11,4 km. Hence only half damage at 18,5 km, this leaves you with about 15% of your initial damage at 24km. That's not what i call "good damage".
regards,
rob
I'm looking at a Thorax with 9+16 with my skills and no implants. regards, -Liang Ed: The point stands: weapon ranges are high enough that even the closest range of the close range weapons are budging up against and exceeding (unlinked) tackle range. My proposal is to shift the benefit from the links to the base module - nothing more. Liang are you trolling? Shield Kiting Thorax with Neutrons, dual magstabs and dual TE does 350dps at 20km, this of course includes the damage from 5 hammerhead IIGÇÖs. Null range with 2 TE is 8.2+14km. Again I can certainly I understand a slight change in Tech 1 point range and boost in the overheating effects duration of long points but allowing ships to hold point at long ranges indefinitely is a nerf to armour brawlers who do not get that range, speed and dps projection and would have other consequences at the frigate level (where I would argue it is well balanced) and battleship level where small ships could kite indefinitely outside heavy neut range and still immune to BS weapons, would require adjustment of all point range bonused ships. I just do not see the benefit in giving every one link level points. This thread is allegedly about dps projection of Kiters but it seems directly aimed at the Null changes that brought close range weapons systems such as Autocannons and Blasters closer together. Thorax can do 457dps at 24km but that is with 200m rails and drones, that and the shield blaster thorax are kiting setups not brawlers and will lose in a brawl to proper brawlers. I have seen very few mentions of long range weapon systems and the effects point changes might have.
Firstly: Blasters have more base damage and generally more turret hardpoints. They do less % damage at 24k, but with higher base damage, it works out the same. Remember, kiting ships have lower dps/less bonuses hi-slots to offset their longer range. 50% of 400 dps is the same as 100% of 200 dps.
Next: Heavy neuts don't hurt tackling frigs. Small nos is a hard counter to heavy neut. In fact warrior II's are a better counter to frigs, which work up to 50km - no kiting really helps that. Also, MJD. Long Point invalid.
also: Null balsters are the shortest range weapon in the game with ranged ammo loaded. They are the absolute bottom end of the spectrum. We can show HAM's hitting to 30km or laser hitting to 35km if you like? Even the shoreest range cruiser gun in the game is hitting out to disruptor range...
Finally: This is a buff to long range weapons. at 30km-40km long ranges REAL dps outshines short range weapons with TE's/Range ammo. Artillery/rails/beams also have to worry about tracking issues less due to a greater distance and identical speed equating to lower angular velocity. So i don't see how that's a bad thing - rails would become more viable if anything.
|

Alticus C Bear
University of Caille Gallente Federation
129
|
Posted - 2013.01.16 12:47:00 -
[163] - Quote
My DPS numbers quoted are at the specified range and take into account fall off.
My point is that there needs to be a cross over point between long range and short range weapons. Point range needs to allow short range weapons to out damage long range ones to a certain distance were the advantage changes in the case off blasters and rails this still takes place under 20km. Overheating tackle gives the long range ship a period of time where it has a further advantage but only for a limited period of time, allowing a kiting ship to point indefinitely while immune to damage due to range and possibly speed advantages is not balanced.
Again I support some change but your numbers especially combined with even nerfed links are way to high.
|

Robert Lefcourt
Audentia et Artis E.B.O.L.A.
15
|
Posted - 2013.01.16 13:55:00 -
[164] - Quote
Liang Nuren wrote:Templar Dane wrote: Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
No. -Liang
It would sure as hell. In most cases armor means no TEs. Without TEs no small/med Blaster would have the range to fight tackle.
regards,
rob |

Maeltstome
Mentally Assured Destruction
271
|
Posted - 2013.01.16 14:08:00 -
[165] - Quote
Alticus C Bear wrote:My DPS numbers quoted are at the specified range and take into account fall off.
My point is that there needs to be a cross over point between long range and short range weapons. Point range needs to allow short range weapons to out damage long range ones to a certain distance were the advantage changes in the case off blasters and rails this still takes place under 20km. Overheating tackle gives the long range ship a period of time where it has a further advantage but only for a limited period of time, allowing a kiting ship to point indefinitely while immune to damage due to range and possibly speed advantages is not balanced.
Again I support some change but your numbers especially combined with even nerfed links are way to high.
Long range weapons have lower tracking, higher fitting costs and lower base damage that close range weapons. That's the balance. by default you will have more slots/fitting left over if using short range guns. You also have the option to fit considerably more tank at that point.
This discussion is getting nowhere because you don't fly these ships and you cannot understand the fundamental problem surrounding tackle ranges. De-aggress and jump out, re-dock, w/e. 90% of fighting happens on gates/stations so this is a big advantage for brawlers. If you meet a ship with no scram or web and it's sitting on a gate - what stops you from re-approaching? nothing. Kiting ships cant afford to get close enough to tackle, that means they don't get to fight most engagements. In fact most of the time you need someone else to commit to the fight before you get a kill when flying a kiting ship.
here's a battle report from last night: http://eve.battleclinic.com/killboard/engagement.php?id=18531201#involvedPilots
Took us 3 hours to get that fight. They where sitting 100km from a station and literally sat in a big death ball (more ships where in their gang, that's just the kills really). Our gang didn't have links because we moved about 12 jumps fast as possible based on a loss of one of our ships. We got 1 or 2 frig kills, but more than once they warped off and we couldn't stop it. Why? Because when you look at that list of ships and add a few more tackle frigs and imagine what happens when a vagabond gets within 24km of a target. They all overheat webs/scrams/mwd's and suddenly you start loosing vagabonds. Overheat isn't enough to kill any one of those targets with a 24k point, especially when you factor in some remote rep.
In the end we had to bring in 2x link t3's and a bait-plate ship to force them to aggress on a gate within web/scram range of the bait ship. At that point Half of them escaped and we killed the other half. But they field about 300million of ships. We field a few BILLION.
Now revisiting the 100km from station thing. A gang with no speed (other than a few t1 frigs) warps 100km from any celestial for no reason. This is the height of stupidity. We have the perfect small gang to take advantage of this mistake... except we cant. We can't point any of these guys to get a kil without taking massive damage. They keep warping out in structure, warping to random object in space and not communicating with each other. All these mistakes and we kill 2 frigates in a 15 minute fight. now imagine i am 3-4 seconds late in pulsing my MWD - once - during that 15 minute period. I'm scrammed by a frig and dead. 15 minutes of stupidity un-punished versus me delaying 1 module activation by 4 seconds. Result? They loose a t1 frig VS me loosing a vagabond. All because i can't put a point on anything without dieing to close range ships with no range bonuses.
So no, i don't think long points for unlinked kiting ships is imbalanced - in the REAL world.
p.s. weren't you arguing that drone dps on a brawler doesn't count since a kiting ship will kill them? |

Maeltstome
Mentally Assured Destruction
271
|
Posted - 2013.01.16 14:09:00 -
[166] - Quote
Robert Lefcourt wrote:Liang Nuren wrote:Templar Dane wrote: Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
No. -Liang It would sure as hell. In most cases armor means no TEs. Without TEs no small/med Blaster would have the range to fight tackle. regards, rob
Tracking computers. That is all. |

Robert Lefcourt
Audentia et Artis E.B.O.L.A.
15
|
Posted - 2013.01.16 14:20:00 -
[167] - Quote
Maeltstome wrote:Robert Lefcourt wrote:Liang Nuren wrote:Templar Dane wrote: Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
No. -Liang It would sure as hell. In most cases armor means no TEs. Without TEs no small/med Blaster would have the range to fight tackle. regards, rob Tracking computers. That is all.
You don't have to spare medslots on most ships. Especially not on those supposed to armortank. QED: It's a nerf to armor.
regards,
rob
|

Liang Nuren
Heretic Army Heretic Nation
2669
|
Posted - 2013.01.16 16:15:00 -
[168] - Quote
Alticus C Bear wrote:My DPS numbers quoted are at the specified range and take into account fall off.
My point is that there needs to be a cross over point between long range and short range weapons. Point range needs to allow short range weapons to out damage long range ones to a certain distance were the advantage changes in the case off blasters and rails this still takes place under 20km. Overheating tackle gives the long range ship a period of time where it has a further advantage but only for a limited period of time, allowing a kiting ship to point indefinitely while immune to damage due to range and possibly speed advantages is not balanced.
Again I support some change but your numbers especially combined with even nerfed links are way to high.
You don't seem to understand that I'm not suggesting a net change at all. I'm suggesting rearranging what is currently the case much of the time so that it doesn't benefit only old players with link alts.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Liang Nuren
Heretic Army Heretic Nation
2669
|
Posted - 2013.01.16 16:15:00 -
[169] - Quote
Robert Lefcourt wrote:Maeltstome wrote:Robert Lefcourt wrote:Liang Nuren wrote:Templar Dane wrote: Wouldn't a buff to warp disruptor range be a nerf to armor tanking?
No. -Liang It would sure as hell. In most cases armor means no TEs. Without TEs no small/med Blaster would have the range to fight tackle. regards, rob Tracking computers. That is all. You don't have to spare medslots on most ships. Especially not on those supposed to armortank. QED: It's a nerf to armor. regards, rob
No.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
|

Maeltstome
Mentally Assured Destruction
271
|
Posted - 2013.01.16 17:08:00 -
[170] - Quote
Liang Nuren wrote:Robert Lefcourt wrote:Maeltstome wrote:Robert Lefcourt wrote:Liang Nuren wrote:
No.
-Liang
It would sure as hell. In most cases armor means no TEs. Without TEs no small/med Blaster would have the range to fight tackle. regards, rob Tracking computers. That is all. You don't have to spare medslots on most ships. Especially not on those supposed to armortank. QED: It's a nerf to armor. regards, rob No. -Liang
"but, but, but, i need a web to stop that bad ship who is 30km away from me"
If you have a scram you are fine, 99% of kiting ships dont have a web or a scram. Either 1 will get you in range, so a TE most of the time is better than a web. |
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