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LUKEC
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Posted - 2005.06.16 07:54:00 -
[31]
Edited by: LUKEC on 16/06/2005 07:55:52
Originally by: Rod Blaine Edited by: Rod Blaine on 16/06/2005 00:46:51
Originally by: Meridius Nothing in game can outdamage a tech 2 Armageddon in terms of raw DPS.
Not true. A tech2 neutron mega gankathron does, theoretically.
Nope... wrong. Conclusion was: geddon 1200dps, mega 1180. It was actually quite surprising. This was with 7dmg mods on mega and 8 dmg mods on geddon.
If both fit 7dmg mods, then arma does less dmg.
Ballance, eh. WTB blaster with 24km optimal.
Well 0.75 was the rapid firing mod, but ... arma > mega
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Ris Dnalor
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Posted - 2005.06.16 08:17:00 -
[32]
Personally I'd put my blasterthron up against a t2 geddon.
7x Modal Mega Neutrons ( these are superior to t2 imo b/c they use less cap ) 7x t2 dmg mods 10x heavy drones!
don't forget the drones, never forget the drones :) -- Jump Drive Operation / Rank 5 / SP: 1280000 of 1280000
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Bracius
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Posted - 2005.06.16 08:38:00 -
[33]
if you dont land on t2 arma with blasterthron you are dead. You touch mwd you die. You simply don't do enough dmg soon enough. He will start hitting you with MF at 12km+, and you hit bad at that range.
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DrunkenOne
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Posted - 2005.06.16 13:35:00 -
[34]
The geddon is still so overpowered its ridiculous 
Someone make me a sig :( |

ponieus
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Posted - 2005.06.16 14:00:00 -
[35]
1147.something was my highest wrecking from my pvp loadout.
ohh yeah that 425 tech2's
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Muad 'dib
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Posted - 2005.06.16 14:01:00 -
[36]
Amarr 4tw :"(
Who decided to give the 8-low-slot-armageddon a dmg bonus?
Why does the most feared top dmg BS (Mega) with a neutron blaster loadout (ment to be the most powerul dps gun in game) do only "similar" dmg to a Tear 1 BS!!!
i fly a tempest and it sickens me to think that i do less dmg than any tear 1 BS when in gankmode. But no matter, i'll love the tempest forever, i'll use the tempest forever, i'll die to geddon after geddon in my tempest- probably forever.
dont even get me started on that huge DPS from the geddon can be effective to 20kms!!
Clearly the geddon, pulses or somthing is borked still. I hate nerfs as much as the next person, but ships are doing too much dmg while not being able to take enough as it is, without tear 1 BS able to do more dps than anyone at ranges to rival long range weapons with close range ammo in.... i mean thats just not right.
OMG i just whined!!!  -=-=-=-=-=-=-=-=-=-=-
 /|\. '/\' The Wild West Made Me Quicker On The DRAW Than You |

Deja Thoris
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Posted - 2005.06.16 14:24:00 -
[37]
Originally by: Ris Dnalor Edited by: Ris Dnalor on 16/06/2005 08:23:17 Personally I'd put my blasterthron up against any t2 geddon.
7x Modal Mega Neutrons ( these are superior to t2 imo b/c they use less cap ) mwd, target painter, sensor booster, tracking 7x t2 dmg mods
I swear I used to have problems fitting 7 megapulse on a geddon.... i can't remember if it was grid or cpu or some weird personal issue i had with cap.. .maybe someone can clear that one up?
You will die unless you land on top of them. Even then you might. With max fittings you can easily fit 7 mega pulse 2's which for starters get a bonus for specialization where named guns do not.
Both have equal drone bays too so that wont swing it.
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Sinjin Smythe
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Posted - 2005.06.16 14:24:00 -
[38]
I'll begin with saying this was on Sisi, but since it is higest recorded dmg it has some merit.
The following is with L proj 5, surgical strike 4. No dmg implant. Dmg mods are 6x tobias gyros.
2005.05.11 18:54:36combatYour Tobias' Modified 1400mm Howitzer Artillery perfectly strikes Medium Railgun Battery [XXFIG], wrecking for 3268.4 damage.
Dmg mod was almost 24x I think.
2005.05.11 18:53:50combatYour Tobias' Modified 1200mm Artillery Cannon perfectly strikes Gallente Control Tower [XXFIG], wrecking for 2067.0 damage.
Here dmg mod was 17.3x if I remember correctly.
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FireFoxx80
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Posted - 2005.06.16 14:48:00 -
[39]
Remember also that sometimes the combat log 'stacks' rapid consecutive hits.
ex P-TMC
If you think you can do a better job, go find yourself a datacentre to host a box, get a copy of Visual Studio, and STFU.
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Vee Bot
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Posted - 2005.06.16 14:54:00 -
[40]
Okay, tracking and dmg mods aside.
Whats the highest recorded BS dmg WITHOUT any other enhancements ie. just normal guns (only Tech I, Tech I named and Tech II, no faction or officer stuff) ------------------ (_8(|) BEWARE. EBIL HOMER. IF SPOTTED CALL THIS NUMBER 0-800-I-C-HOMER |

Meridius
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Posted - 2005.06.16 15:44:00 -
[41]
Originally by: DrunkenOne The geddon is still so overpowered its ridiculous 
Yeah too bad they nerfed the rest of our balanced ships to ****s instead of the geddon 
Reverse the pulse nerf and nerf the geddon, i'm all for that. ________________________________________________________
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DrunkenOne
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Posted - 2005.06.16 15:52:00 -
[42]
Originally by: Meridius
Originally by: DrunkenOne The geddon is still so overpowered its ridiculous 
Yeah too bad they nerfed the rest of our balanced ships to ****s instead of the geddon 
Reverse the pulse nerf and nerf the geddon, i'm all for that.
Agreed there, especially amarr assault frigs and ceptors. Although med pulse IIs were maybe a bit too uber, they got nerfed way too hard and the geddon still pwns. And heavy pulse IIs also owned (and still own).
Someone make me a sig :( |

Rodge
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Posted - 2005.06.16 16:12:00 -
[43]
Originally by: Meridius
Originally by: DrunkenOne The geddon is still so overpowered its ridiculous 
Yeah too bad they nerfed the rest of our balanced ships to ****s instead of the geddon 
Reverse the pulse nerf and nerf the geddon, i'm all for that.
CCP Hammer demonstrated the damage output for all pulse lasers against the equivalent sized guns for other races. The graph for medium pulses showed their damage was even more ridiculous than the overpowered Megapulses.
So all pulses needed changed and got changed.
But yeah, Geddon is still overpowered 
[ 2005.04.17 00:34:30 ] Nagilam > u better leave Rodge, u will not gank any1 else 2nite......
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Rod Blaine
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Posted - 2005.06.16 16:27:00 -
[44]
Originally by: LUKEC Edited by: LUKEC on 16/06/2005 07:55:52
Originally by: Rod Blaine Edited by: Rod Blaine on 16/06/2005 00:46:51
Originally by: Meridius Nothing in game can outdamage a tech 2 Armageddon in terms of raw DPS.
Not true. A tech2 neutron mega gankathron does, theoretically.
Nope... wrong. Conclusion was: geddon 1200dps, mega 1180. It was actually quite surprising. This was with 7dmg mods on mega and 8 dmg mods on geddon.
If both fit 7dmg mods, then arma does less dmg.
Ballance, eh. WTB blaster with 24km optimal.
Well 0.75 was the rapid firing mod, but ... arma > mega
Hmm strange.
I distinctly remember that a geddon II maxed out was inferior to a theoretical maxed out neutron mega before the ammo patches... Must have been some mistake in that calculation then ?
_______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |

Meridius
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Posted - 2005.06.16 16:33:00 -
[45]
Originally by: Rod Blaine
Originally by: LUKEC Edited by: LUKEC on 16/06/2005 07:55:52
Originally by: Rod Blaine Edited by: Rod Blaine on 16/06/2005 00:46:51
Originally by: Meridius Nothing in game can outdamage a tech 2 Armageddon in terms of raw DPS.
Not true. A tech2 neutron mega gankathron does, theoretically.
Nope... wrong. Conclusion was: geddon 1200dps, mega 1180. It was actually quite surprising. This was with 7dmg mods on mega and 8 dmg mods on geddon.
If both fit 7dmg mods, then arma does less dmg.
Ballance, eh. WTB blaster with 24km optimal.
Well 0.75 was the rapid firing mod, but ... arma > mega
Hmm strange.
I distinctly remember that a geddon II maxed out was inferior to a theoretical maxed out neutron mega before the ammo patches... Must have been some mistake in that calculation then ?
Had to be a mistake. Geddon receives a ROF bonus which already yields more damage per second then a straight on damage bonus. It also has that extra lowslot ________________________________________________________
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Meridius
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Posted - 2005.06.16 16:43:00 -
[46]
Edited by: Meridius on 16/06/2005 16:48:45
Originally by: DrunkenOne
Although med pulse IIs were maybe a bit too uber
Uhhh how?
Crusader or Malediction can't fit them in any viable way that would yield more damage then dual light pulse.
A Taranis can fit 3 neutrons and 2 damage mods
A Claw can fit ultra low grid guns and stick on a 400mm plate and still do decent damage. You can't do that on a Crusader because the ****tiest gun you can put on uses 600% more grid then a Claws lowest grade gun. Out of shear stupidity, the Claw has the same PG as the Crusader yet all it's guns use way less grid. Oh and the Crusader has to fit 4 guns that do the same as a Claw/Taranis's 3 so that gimps it's grid even more.
The Vengeance just sucks ass. The Retribution is **** can as well so how were Medium Pulses overpowered?? ________________________________________________________
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DrunkenOne
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Posted - 2005.06.16 16:54:00 -
[47]
Edited by: DrunkenOne on 16/06/2005 16:56:11
Originally by: Meridius
so how were Medium Pulses overpowered??
On cruisers :). There was a reason that during the days of dual drive cruisers the only guns mounted were med pulse IIs :).
And I noticed you ignored what I said about heavy pulse IIs, is that because you agree? 
I love arguing with meridius 
Someone make me a sig :( |

MineallMine
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Posted - 2005.06.16 16:56:00 -
[48]
Originally by: Takrolimus Damage for a hit is simply ammo dmg (eg 48) * Dmg mod. You cant make a simple formular that takes into accoutn chance to hit.
You mean .5^[(Target Transversal/Range*Tracking Speed*Target Sig/Gun Resolution)+([Range-Optimal]/Fall Off)] isn't simple?
(If optimal > range then the argument (range- optimal) has a value of 0)
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Meridius
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Posted - 2005.06.16 17:10:00 -
[49]
Originally by: DrunkenOne
On cruisers :). There was a reason that during the days of dual drive cruisers the only guns mounted were med pulse IIs :).
And I noticed you ignored what I said about heavy pulse IIs, is that because you agree? 
I love arguing with meridius 
I could care less if they were mounted on Cruisers, dual AB **** is gone so that scenario has been erased. They can't be used on the inties and only on the suck ass assault frigates, i don't see how they were overpowered in anyway, underpowered because they can't be fit is what i would say.
I missed the heavy pulse part. They weren't overpowered, the Sacrilege sucks at damage pre and post nerf so it doesn't matter. The Zealot was a heavy pulse user, it was balanced with heavy pulse the the way they were. If range was an issue, why the **** did they give it a 10% per lvl range bonus  It's a soul turret ship with no drones or missles and can be shut down completely with tracking disruptors and ECM, it was fine the way it was.
I love arguing period
<3 ________________________________________________________
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DrunkenOne
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Posted - 2005.06.16 17:12:00 -
[50]
Edited by: DrunkenOne on 16/06/2005 17:20:07 Edited by: DrunkenOne on 16/06/2005 17:13:06
Originally by: Meridius
I missed the heavy pulse part. They weren't overpowered, the Sacrilege sucks at damage pre and post nerf so it doesn't matter. The Zealot was a heavy pulse user, it was balanced with heavy pulse the the way they were. If range was an issue, why the **** did they give it a 10% per lvl range bonus  It's a soul turret ship with no drones or missles and can be shut down completely with tracking disruptors and ECM, it was fine the way it was.
Prophecy with 6 heavy pulse IIs and 6 heat sink IIs. Pretty sure that outdamages a brutix, setup with med neutron IIs, and prenerf it did so from like 5x the range (or whatever the range was on multifreqs before the nerf).
But to be fair, its not really the heavy pulse laser that is unbalanced so much as the ridiculous amount of lowslots on the prophecy, zealot, and to a lesser cheaper extent the omen, combined with their large grid, allowing them to waste few if any lows to fit the guns while stacking a bunch of damage mods. Of course omens have to use focused med pulse IIs but you know what I mean :).
Someone make me a sig :( |

Meridius
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Posted - 2005.06.16 17:20:00 -
[51]
Originally by: DrunkenOne
Prophecy with 6 heavy pulse IIs and 6 heat sink IIs. Pretty sure that outdamages a brutix, setup with med neutron IIs, and prenerf it did so from like 5x the range (or whatever the range was on multifreqs before the nerf).
Yeah BC's suck ass dude in terms of how they were designed and put into the game. The Brutix was uber **** in the Exodus test and i guess some whining got it nerfed to ****s
I still don't see how the Prophecy justifies nerfing all ******* Amarr ships
In order to make the pulse nerf viable you have to prove that all Amarr ships (frigs/cruiser/bs ect) were overpowered using them. Otherwise you end up nerfing ships that already sucked or were already balanced, hence, ******* up balancing
Oh and 5x the range? Try 0.2x. Pre-nerf pulses had 20% the range not 500% ________________________________________________________
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LUKEC
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Posted - 2005.06.16 17:21:00 -
[52]
c'mon, BCs are n00bships mostly... yes i know they are ok & cheap... but problem are t2 ships & bs-s. Geddon should not be biggest dmg dealer, except if he gets -10% optimal range per lvl instead of cap usage reduction.
And amarr t2 ships really suck. Only decent one is zealot. Everything else is good for reprocessing mostly.
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DrunkenOne
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Posted - 2005.06.16 17:23:00 -
[53]
Originally by: Meridius
Originally by: DrunkenOne
Prophecy with 6 heavy pulse IIs and 6 heat sink IIs. Pretty sure that outdamages a brutix, setup with med neutron IIs, and prenerf it did so from like 5x the range (or whatever the range was on multifreqs before the nerf).
Yeah BC's suck ass dude in terms of how they were designed and put into the game. The Brutix was uber **** in the Exodus test and i guess some whining got it nerfed to ****s
I still don't see how the Prophecy justifies nerfing all ******* Amarr ships
In order to make the pulse nerf viable you have to prove that all Amarr ships (frigs/cruiser/bs ect) were overpowered using them. Otherwise you end up nerfing ships that already sucked or were already balanced, hence, ******* up balancing
Oh and 5x the range? Try 0.2x. Pre-nerf pulses had 20% the range not 500%
nooo i dont mean prepatch they had 500% more range than now, i mean that prepatch they had 500% more range than blasters and do ALMOST similar damage. Heavy neutron IIs have 3.6km optimal and5km falloff, and HP2 I believe hadhad 14km optimal (prenerf) and 4km falloff.
Someone make me a sig :( |

DrunkenOne
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Posted - 2005.06.16 17:25:00 -
[54]
Originally by: LUKEC c'mon, BCs are n00bships mostly... yes i know they are ok & cheap... but problem are t2 ships & bs-s. Geddon should not be biggest dmg dealer, except if he gets -10% optimal range per lvl instead of cap usage reduction.
And amarr t2 ships really suck. Only decent one is zealot. Everything else is good for reprocessing mostly.
Dude have you fought a prophecy with 6 heavy pulse IIs and 6 heat sink IIs? I fought one the other day on test, I cant even imagine them with even more range .
And I disagree cause amarr intys pwn even if they cant fit med beam IIs (or med pulse IIs apparently).
Someone make me a sig :( |

Stribog
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Posted - 2005.06.16 18:36:00 -
[55]
Slightly off-topic, but Angel Cartel's hit pretty hard. 
2005.05.07 23:46:59 combat Doom Torpedo I belonging to Angel Cartel hits you, doing 7072.0 damage.
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WildHope
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Posted - 2005.06.16 19:18:00 -
[56]
The single highest damage outputs would have been way back in August 2003, when there was no stacking penalty on damage mods (though of course that was counterbalanced by the literally 'invulnerability shield' (which added about 60% resistances and stacked iirc).
Wildhope ShinRa Curse Alliance (may it last 1000 generations) |

mahhy
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Posted - 2005.06.16 19:35:00 -
[57]
Originally by: LUKEC Nope... wrong. Conclusion was: geddon 1200dps, mega 1180. It was actually quite surprising. This was with 7dmg mods on mega and 8 dmg mods on geddon.
You got a link to this?
As I remember it, back in the good old days of the HUMUNGOUS Mega Pulse thread and its sister thread "UNGIMP GALLENTE somethings" the math was a comparison of:
- Arma, max skills, T2 MP, pure gank - Mega, max skills, T2 Ions, pure gank
As at the time Neutrons were apparently unusable. Maybe I'm wrong, was a good long while ago now, but I'm sure I remember the Arma coming out only slightly ahead in that one. Always figured that meant Neutrons would destroy the DPS of an Arma if they were usable...
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Meridius
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Posted - 2005.06.16 20:14:00 -
[58]
Originally by: DrunkenOne
Originally by: Meridius
Originally by: DrunkenOne
Prophecy with 6 heavy pulse IIs and 6 heat sink IIs. Pretty sure that outdamages a brutix, setup with med neutron IIs, and prenerf it did so from like 5x the range (or whatever the range was on multifreqs before the nerf).
Yeah BC's suck ass dude in terms of how they were designed and put into the game. The Brutix was uber **** in the Exodus test and i guess some whining got it nerfed to ****s
I still don't see how the Prophecy justifies nerfing all ******* Amarr ships
In order to make the pulse nerf viable you have to prove that all Amarr ships (frigs/cruiser/bs ect) were overpowered using them. Otherwise you end up nerfing ships that already sucked or were already balanced, hence, ******* up balancing
Oh and 5x the range? Try 0.2x. Pre-nerf pulses had 20% the range not 500%
nooo i dont mean prepatch they had 500% more range than now, i mean that prepatch they had 500% more range than blasters and do ALMOST similar damage. Heavy neutron IIs have 3.6km optimal and5km falloff, and HP2 I believe hadhad 14km optimal (prenerf) and 4km falloff.
That still doensn't justify nerfing all pulses.
Amarr AF's are suck. Amarr inties are not complete suck but they are inferior. The Crusaders pg is just ******* broken, more turret points then a claw, same PG and it's guns use up to 600% more grid then the claws equivilents. Blah...
________________________________________________________
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Dionysus Davinci
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Posted - 2005.06.16 21:22:00 -
[59]
Originally by: Meridius
Originally by: DrunkenOne The geddon is still so overpowered its ridiculous 
Yeah too bad they nerfed the rest of our balanced ships to ****s instead of the geddon 
Reverse the pulse nerf and nerf the geddon, i'm all for that.
I'd agree on one condition, if blasters and autocannon users didn't have to grab onto the ships hull and start humping in order to use them for the small to med level.
You might as well forget it, you are not going to get the range you use to get of like 5km plus at a higher damage power you use to get when when all the other ships needs to get 1k and under for the med to small range of their hard hitting weapons.
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Gyrn Fzirth
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Posted - 2005.06.17 02:16:00 -
[60]
This was a good wreck from my 1400 IIs (Tempest - 18.x damage mod) [ 2005.06.16 09:28:08 ] (combat) <color=0xffbbbb00>Your 1400mm Howitzer Artillery II perfectly strikes Caldari Navy Scorpion, wrecking for 2383.8 damage.
This was a good wreck from my 720 IIs (Munin - 17.x damage mod) uh crud can't find the log - it was 755.x against some poor npc cruiser
Good wreck from my 800 IIs (Tempest - 4.x damage mod iirc - was a long time ago) [ 2005.02.17 12:54:20 ] (combat) <color=0xffbbbb00>Your 800mm Repeating Artillery II perfectly strikes Centum Devourer, wrecking for 694.6 damage.
This was my best wreck against a player with 800 IIs - lost some logs though so there might be others: [ 2005.03.04 08:47:19 ] (combat) <color=0xffbbbb00>Your 800mm Repeating Artillery II perfectly strikes Light Darkness [SERA], wrecking for 591.7 damage.
For pure dps the tempest just doesn't cut it. With proper skills in and out of game though it can be a devestating ship:
2005.04.13 04:37:00
Victim: Barl Rathbone Corporation: Desertus Imperium Destroyed Type: Armageddon Solar System: New Caldari System Security Level: 1.0
Involved parties:
Name: Gyrn Fzirth (laid the final blow) Security Status: -1.1 Corporation: Celestial Apocalypse Ship Type: Tempest Weapon Type: 800mm Repeating Artillery II
Destroyed items:
Type: Mega Pulse Laser II (Fitted - High slot)
Type: Mega Pulse Laser II (Fitted - High slot)
Type: Mega Pulse Laser II (Fitted - High slot)
Type: Mega Pulse Laser II (Fitted - High slot)
Type: Capacitor Power Relay I (Fitted - Low slot)
Type: Capacitor Power Relay I (Fitted - Low slot)
Type: Heat Sink II (Fitted - Low slot)
Type: Heat Sink II (Fitted - Low slot)
Type: Heat Sink II (Fitted - Low slot)
Type: Multifrequency L (Fitted - High slot) Quantity: 1
Type: Multifrequency L (Fitted - High slot) Quantity: 1
Type: Multifrequency L (Fitted - High slot) Quantity: 1
Type: Multifrequency L (Fitted - High slot) Quantity: 1 =============== Killboard: http://www.celeskills.com
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