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bundy bear
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Posted - 2005.07.20 12:41:00 -
[1]
It says in the large neutron blasters description that no other gun can beat the neutron blaster cannon for sheer destructive power.
Not only can the megapulse on the geddon out damage this gun on a gank setup but it also outranges the thron.
What the thron needs to compete with this is a larger optimal/falloff or a damage increase. I think its sad that a tier II battle ship designed for awesome close range power is outclassed by a tier I battleship. |

W0lverine
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Posted - 2005.07.20 12:42:00 -
[2]

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MrRookie
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Posted - 2005.07.20 12:46:00 -
[3]
Although I miss the pint where the Armageddon should outdamage the Mega the reason is simply because the Arma has on extra low slot to play with. On the other hand the Mega has that extra midslot (lol ) I belive that would be the argument of the devs. Besides you can fitt a launcher on the mega. (maybe a rocket launcher if you have enough cpu)  _____________________________________________
\o/ I got a siggy...
WTB 3x Medium Modulated Pulse Energy Beams http://oldforums.eveonline.com/?a=topic&threadID=139877 |

Dionysus Davinci
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Posted - 2005.07.20 12:54:00 -
[4]
Originally by: MrRookie Although I miss the pint where the Armageddon should outdamage the Mega the reason is simply because the Arma has on extra low slot to play with. On the other hand the Mega has that extra midslot (lol ) I belive that would be the argument of the devs. Besides you can fitt a launcher on the mega. (maybe a rocket launcher if you have enough cpu) 
It isn't just that, fit an Armageddon with Mega Pulses and you have a huge amount of grid and cpu left over.
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bundy bear
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Posted - 2005.07.20 13:06:00 -
[5]
Can anyone explain why a lvl 1 battleship outranges and out damages a lvl 2 battleship that is designed for raw dmg. |

Vee Bot
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Posted - 2005.07.20 13:15:00 -
[6]
Originally by: bundy bear Can anyone explain why a lvl 1 battleship outranges and out damages a lvl 2 battleship that is designed for raw dmg.
Yes, firstly the teir one BS has a rof bonus to guns that are usually used with a bonus to cap use only, and secondly it has 8 low slots.
The rof bonus overpowers the geddon, its better suited to nos range or somthing good, not a dmg/rof bonus. 8 lows and good normal dmg with pulses is enough already.
------------------ If at first you dont succeed, dont try skydiving. |

Eyeshadow
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Posted - 2005.07.20 13:23:00 -
[7]
Edited by: Eyeshadow on 20/07/2005 13:23:07 im inclined to agree. fitting anything other tahn a gank blaster setup on a megathron is damn hard. And even then, the dmg output isnt exactly amazing. It barely outdmgs a geddon in full gank setup too and it doesnt have the range of said geddon either
I think a 10% increase in large blaster damage is definately warranted. Either that or a thwack of the nerfbat to the geddon (not megapulse, they are ok now). Make that tough fitting worth while cos atm, it isnt really. U can fit rails and get just as good dmg at longer range
Forums: Sharks * MC |

Loka
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Posted - 2005.07.20 13:31:00 -
[8]
I like the blasters as they are :D But only in theory. I would be happy to see them usefull even without the necessary of having your target webbed
----->>>>>>>>>>> Increase Tracking 
this would be enough. The limit range and the huge cap they need, are cool as they are. Its ballanced imo. But hitting with 80 dmg when in your optimal is pathetic :/
Its all because of the tracking ladys and gentlemen. So dont touch anything else.
My opinion ofc. _____________________________________ Dead or Alive
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W0lverine
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Posted - 2005.07.20 13:53:00 -
[9]
change geddons bonus from 5% to 3% rof
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Zaintiraris
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Posted - 2005.07.20 14:05:00 -
[10]
Since you say petition in the title... Anti-signed. I don't want megathrons boosted OR geddons nerfed. ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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Zarks
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Posted - 2005.07.20 14:14:00 -
[11]
Tech II blasters and all dmg mods, sit at gate and you kill everything passing through. No problem hitting cruisers and you should kill a tech II armageddon also because after the first mwd boost the arma is gonna start missing some of its shots, you wont. Plus you got more hitpoints to play with. Not sure why not more people use blasters, atleast in corp wars. If they are far away use a covert ops, thats what they are for.
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LUKEC
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Posted - 2005.07.20 15:40:00 -
[12]
because it costs 2x more than geddon, just with option to get near same dmg(geddon does more still) at 1/3 of his range.
The geddon is still way overpowered.
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DrunkenOne
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Posted - 2005.07.20 15:45:00 -
[13]
Blasters arent underpowered at all. The geddon (and megapulse still to a lesser extent) are just overpowered.
If you boost blasters you would have to boost autocannons as well.
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Ithildin
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Posted - 2005.07.20 15:57:00 -
[14]
Having tried both, and inspite of being low-perception Intaki, I have decent skills for both Rail and Blasters I am left with a very simple question: Why even bother fitting blasters (except for very controlled circumstances)?
I have observed a death ratio that is more than three times as high in ships fitted with blasters and I have seen no difference in kill ratio. This is aplied to general combat, and not controlled circumstances (unprepared target and a very accurate warp-in).
As Seleene said: I'd actually fit blasters on my Megathron if I actually gained something doing it, such as damage, which I don't. (Why? Because your modules will be centered around survival when blasters are fitted and that a 90% range decrease merit less than a 30% damage boost.) -- If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please.
Josameto III - Moon 1 |

Nafri
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Posted - 2005.07.20 16:13:00 -
[15]
Originally by: Ithildin Having tried both, and inspite of being low-perception Intaki, I have decent skills for both Rail and Blasters I am left with a very simple question: Why even bother fitting blasters (except for very controlled circumstances)?
I have observed a death ratio that is more than three times as high in ships fitted with blasters and I have seen no difference in kill ratio. This is aplied to general combat, and not controlled circumstances (unprepared target and a very accurate warp-in).
As Seleene said: I'd actually fit blasters on my Megathron if I actually gained something doing it, such as damage, which I don't. (Why? Because your modules will be centered around survival when blasters are fitted and that a 90% range decrease merit less than a 30% damage boost.)
yep, autocannons and blaster sacrifice range
pulses, hu, thy work at 30km
Your bla bla hit bla bla for bla bla damage. Wanna have some bubu now? |

CptEagle
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Posted - 2005.07.20 16:31:00 -
[16]
Nerf the gankgeddon! 
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Bombaman
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Posted - 2005.07.21 00:32:00 -
[17]
Pulses already have been nerfed,
Its the Hybrids turn this time round isnt it :D
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Meridius
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Posted - 2005.07.21 00:49:00 -
[18]
Here's an idea.
Unnerf pulses and then nerf the geddon. The geddon is why pulses were nerfed in the first place ________________________________________________________
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Solusar
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Posted - 2005.07.21 01:20:00 -
[19]
Originally by: Meridius Here's an idea.
Unnerf pulses and then nerf the geddon. The geddon is why pulses were nerfed in the first place
Tis the way it needs to be done.
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Face Lifter
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Posted - 2005.07.21 02:29:00 -
[20]
I don't fly mega or geddon, but I like to calculate stuff and look at data.
Data shows that a gank mega has only slightly more damage than a gank geddon. However, the gank geddon has way more range compared to mega, the geddon is more versatile, more effective. So I would agree with those who want to increase damage of large blasters. Either that, or nerf damage mod stacking.
Personally I think the current damage mod stacking is badly done, it's too powerful and doesn't do the game any good. I wish damage mods carried some kind of penalty on them, or perhaps simply have much more powerful stacking spenalty.
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Farjung
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Posted - 2005.07.21 03:36:00 -
[21]
Originally by: Ithildin Having tried both, and inspite of being low-perception Intaki, I have decent skills for both Rail and Blasters I am left with a very simple question: Why even bother fitting blasters (except for very controlled circumstances)?
I have observed a death ratio that is more than three times as high in ships fitted with blasters and I have seen no difference in kill ratio. This is aplied to general combat, and not controlled circumstances (unprepared target and a very accurate warp-in).
As Seleene said: I'd actually fit blasters on my Megathron if I actually gained something doing it, such as damage, which I don't. (Why? Because your modules will be centered around survival when blasters are fitted and that a 90% range decrease merit less than a 30% damage boost.)
Seleene's a wuss though :D. It is sad however that railthrons outperform blasterthrons in pretty much all PvP applications. It would actually be viable if getting under a battleship's guns was a vaguely feasible prospect in a thron, but it really isn't that realistic unless you start the fight already there courtesy of a very nice warp-in. If you've using an MWD to get into the critical sub-5k range where orbitting will really start to harm most BS sized guns' tracking, you're lit up for 10 seconds where they can't help but get anything other than excellent hits, and if you go with an AB instead, you take a while to get into the range where you really do damage. AB + tracking disruptor would be a good combination to take the heat off while you get in close, but then again, how are you going to fit the tracking disruptor without sacrificing web, scrambler or cap injector? All pretty essential if you're going to run anything other than a gank setup.
If I were going to suggest some kind of half-baked fix, it would probably be a boost to the tracking of large blasters and AC by ~15% (pulses track more than well enough :|) and a similar reduction in the tracking of rails, arties and beams.
Someone really needs to keep me away from the Taranis |

Naal Morno
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Posted - 2005.07.21 03:59:00 -
[22]
I am specalized Gallente and Amarr inty-HAC-BS pilot and must say last time I used Mega with blasters was in controlled situation while at war with other corp. I barely killed their gankageddon...only because I went to extreme setup and had something like 4-5 heavy NOS to suck him dry before I die...
Strange thing was I barely killed him (and combat started in sub 10k range)!
Regardless, blaster setup is very inferior to armageddon + megapulses as sheer damage output drops that mega most of times before it gets into combat range from anything not point-blank.
Signed.
Your Heavy Neutron Blaster II perfectly strikes Serpentis Chief Sentinel, wrecking for 660.4 damage.
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Sadist
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Posted - 2005.07.21 04:13:00 -
[23]
Originally by: Bombaman Pulses already have been nerfed,
Its the Hybrids turn this time round isnt it :D
If you nerf hybrids, you have to unnerf Megathron... ---------------
Originally by: Dark Shikari "One Trit to rule them all, One Trit to find them, One Trit to bring them all, and in the veldspar bind them"
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Selim
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Posted - 2005.07.21 04:34:00 -
[24]
I agree with Farjung, blaster and autocannon tracking should be increased by a large factor.
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infused
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Posted - 2005.07.21 07:13:00 -
[25]
Originally by: W0lverine change geddons bonus from 5% to 3% rof
Oh yes... that is going to hurt us so much 
The geddon imo is only good at a close range gank, where a mega is good at close and very far damage dealing...
[World Domination] [Patch 3366-3538: Mirror Here] |

W0lverine
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Posted - 2005.07.21 07:21:00 -
[26]
Originally by: infused
Originally by: W0lverine change geddons bonus from 5% to 3% rof
Oh yes... that is going to hurt us so much 
yes it would
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MrRookie
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Posted - 2005.07.21 08:09:00 -
[27]
Originally by: infused
Originally by: W0lverine change geddons bonus from 5% to 3% rof
Oh yes... that is going to hurt us so much 
The geddon imo is only good at a close range gank, where a mega is good at close and very far damage dealing...
Megabeams gank fine as well _____________________________________________
\o/ I got a siggy...
WTB 3x Medium Modulated Pulse Energy Beams http://oldforums.eveonline.com/?a=topic&threadID=139877 |

Andrew Redburn
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Posted - 2005.07.21 09:06:00 -
[28]
I would suggest increasing tracking by 1/4th or more, plus give it and dmg mod increase of 0.2.
That should make it the most devastating damage dealer but still within a very limited range and not against small targets as long as you don't web/nos/target paint a lot.
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Ante
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Posted - 2005.07.21 09:10:00 -
[29]
Blasters should do more damage than lasers there shouldn't be any arguing about that. As it stands they don't.
To make matters worse it is exceedingly hard to fit a full rack on Gallente ships. Do you all agree?
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Fred0
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Posted - 2005.07.21 09:19:00 -
[30]
It's the geddon that's ****** up. A long range geddon will do upwards to 950 dps at 40k making a megabeam geddon the third most damaging bs after the megapulse geddon and blaster mega. It's simply horribly unbalanced in todays eve.
I would think that buffing the mega and tempest is not the way to go unless you all want even shorter battles. I was under the impression that everyone wanted longer battles and from that perspective a nerf of the geddon would be the right way to go.
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The Clash
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Posted - 2005.07.21 09:33:00 -
[31]
why not nerf stackin dmg mods to hell and back .
longer battles not the boring 200 km and then skills matter more then now . _________________
Re-activated ...
Now lets see whats new , do we like it or im i ending back in the freezer ?
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W0lverine
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Posted - 2005.07.21 09:39:00 -
[32]
Edited by: W0lverine on 21/07/2005 09:39:50
Originally by: Fred0 It's the geddon that's ****** up. A long range geddon will do upwards to 950 dps at 40k making a megabeam geddon the third most damaging bs after the megapulse geddon and blaster mega. It's simply horribly unbalanced in todays eve.
I would think that buffing the mega and tempest is not the way to go unless you all want even shorter battles. I was under the impression that everyone wanted longer battles and from that perspective a nerf of the geddon would be the right way to go.

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Ice Foxy
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Posted - 2005.07.21 09:54:00 -
[33]
Edited by: Ice Foxy on 21/07/2005 09:58:18 EM and thermal damage is the easyest to tank, personally i think the problem lies with the Mega sucking rather than the geddon being overpowered, mabye reduce the fitting requirements of hybrids slightly (or increase mega grid) so you can fit a extra damage mod or two, or give the mega 8 turret mounts so its bonus really matters... I like the geddon but it has its weeknesses, a geddon in gank mode has paperthin defences.
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mahhy
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Posted - 2005.07.21 09:56:00 -
[34]
Originally by: Face Lifter Data shows that a gank mega has only slightly more damage than a gank geddon. However, the gank geddon has way more range compared to mega, the geddon is more versatile, more effective. So I would agree with those who want to increase damage of large blasters. Either that, or nerf damage mod stacking.
A Gank Mega will out damage a Gank Arma, but only if the Arma pilot has lass than level 5 Amarr BS. At BS 5, the Arma outdamages the Mega, by a VERY tiny amount.
You say the geddon has more range and is more versatile.
I say the Mega has more "HP" overall, and is the more versatile ship being that it has more med slots.
The stacking penalty math needs an adjustment anyhow, since a T2 module starts giving increased bonuses at the 7th module (as compared to the bonus given by the 6th). As we get better modules with higher bonuses, that will slip lower, so eventually the 6th or 5th module will start giving better bonuses than the previous module. Thats a flaw in the stacking penalty that slants the favour towards ships with lots of low slots. It does need to be changed.
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MrRookie
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Posted - 2005.07.21 10:01:00 -
[35]
the problem with increasing the tracking to much is that they will become to lethal vs frigs _____________________________________________
\o/ I got a siggy...
WTB 3x Medium Modulated Pulse Energy Beams http://oldforums.eveonline.com/?a=topic&threadID=139877 |

Kaeten
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Posted - 2005.07.21 10:11:00 -
[36]
Originally by: Dionysus Davinci
Originally by: MrRookie Although I miss the pint where the Armageddon should outdamage the Mega the reason is simply because the Arma has on extra low slot to play with. On the other hand the Mega has that extra midslot (lol ) I belive that would be the argument of the devs. Besides you can fitt a launcher on the mega. (maybe a rocket launcher if you have enough cpu) 
It isn't just that, fit an Armageddon with Mega Pulses and you have a huge amount of grid and cpu left over.
looks liek you haven't seen the mega yet.
I'm sorry but I'm gonig ot have to admit to why its like that teir one outdamaging a tier 2 and having longer range, It's just emm.. wrong
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Kaeten
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Posted - 2005.07.21 10:12:00 -
[37]
And btw everyone there has been a post stating the dps of both ships. The geddon outdamages the mega with 5% more dps or something like that plus the range...
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Kaeten
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Posted - 2005.07.21 10:13:00 -
[38]
Originally by: The Clash why not nerf stackin dmg mods to hell and back .
longer battles not the boring 200 km and then skills matter more then now .
That won'õt fix the geddon/megathron problem.
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Kaeten
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Posted - 2005.07.21 10:14:00 -
[39]
Originally by: Fred0 It's the geddon that's ****** up. A long range geddon will do upwards to 950 dps at 40k making a megabeam geddon the third most damaging bs after the megapulse geddon and blaster mega. It's simply horribly unbalanced in todays eve.
I would think that buffing the mega and tempest is not the way to go unless you all want even shorter battles. I was under the impression that everyone wanted longer battles and from that perspective a nerf of the geddon would be the right way to go.
Have to admit, the megapulse is a wieeee bit too storng.
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Kaeten
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Posted - 2005.07.21 10:15:00 -
[40]
Originally by: Ice Foxy
I like the geddon but it has its weeknesses, a geddon in gank mode has paperthin defences.
same goes for a gankathron.
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mahhy
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Posted - 2005.07.21 10:28:00 -
[41]
Originally by: Kaeten Have to admit, the megapulse is a wieeee bit too storng.
You need to go do some math before stating things that are blatantly wrong.
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mahhy
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Posted - 2005.07.21 10:30:00 -
[42]
Originally by: Kaeten And btw everyone there has been a post stating the dps of both ships. The geddon outdamages the mega with 5% more dps or something like that plus the range...
Again, don't just regurgitate what various people say on these forums or in your corp chat.
Go do the math. Mega vs Arma, Neutrons versus MP, Electrons versu MP, etc, etc. Try different skill levels. Ammos. Number of damage mods.
Then come back and spout off about "5% more dps or something like that".
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Dred 'Morte
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Posted - 2005.07.21 10:39:00 -
[43]
Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
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Fred0
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Posted - 2005.07.21 10:40:00 -
[44]
Originally by: mahhy
I say the Mega has more "HP" overall, and is the more versatile ship being that it has more med slots.
Right now you are bull****ting my good man. I suspect you fly amarr and try to be a moron. The versatility of being able to engage from 5k to 60k vastly outscores your hp and 1 med slot advantage. A gank blasterthron is dead in about 20 secs to a gank geddon in every unscouted situation.
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Xanta
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Posted - 2005.07.21 10:41:00 -
[45]
Originally by: Dred 'Morte Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
i can't kill anything with blasters at 40k 
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Dred 'Morte
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Posted - 2005.07.21 10:43:00 -
[46]
you are noobs, gankageddons have no tank, megathrons can fit ion blasters and a decent tank!
with that you can fight at close range, where half other battleships dont hit, doing decent damage and tanking a quite a bit too!
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Dred 'Morte
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Posted - 2005.07.21 10:44:00 -
[47]
Originally by: Xanta
Originally by: Dred 'Morte Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
i can't kill anything with blasters at 40k 
Thats cuz ur supose to use railguns (350mm), and btw, at 5K npc bs wont hit you!
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Fred0
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Posted - 2005.07.21 10:44:00 -
[48]
Originally by: Dred 'Morte
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
So, you are fitting below max amount of guns. A tank in the lows. and then complain about damage output. You sir, are off the mark. Because megapulse are still more damaging with more range than other guns. you can't base balance discussions on your individual struggle to take out npc's.
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mahhy
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Posted - 2005.07.21 10:47:00 -
[49]
Originally by: Fred0 Edited by: Fred0 on 21/07/2005 10:41:29
Originally by: mahhy
I say the Mega has more "HP" overall, and is the more versatile ship being that it has more med slots.
Right now you are bull****ting my good man. I suspect you fly amarr and try to be a moron. The versatility of being able to engage from 5k to 60k vastly outscores your hp and 1 med slot advantage. A gank blasterthron is dead in about 20 secs to a gank geddon in every unscouted situation.
Edit: It's not 5%, mahhy is right. It's about 1195 to 1197 dps at max skills and max gank. Mega is slightly ahead with slightly less conservative settings.
I'm bull****ting? lol. Yes I'm an Amarr pilot, but before you accuse me of bull****ting you need to go back and read up on my stance regarding the rather large mega pulse nerf.
Secondly, you accuse me of not knowing what I'm talking about and yet you think you can effectively engage with MP from 5km up to 60? Dead wrong.
Then you try and state that a gank blaster is dead to a gank geddon in every situation? Again, dead wrong. Do you ever actually PVP?
And yes the "advantage" the Arma has is roughtl 0.3% extra damage, IF and only if you have BS level 5. What percentage extra HP does the mega have over the Arma? (I'd check myself except I can't get to the main Eve site / Itemdatabase)
Finally, go and figure out what the MP actually does for damage, as a turret, compared to Blasters. Then maybe people will start realizing if a change is needed, it needs to be the stacking penalty.
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Fred0
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Posted - 2005.07.21 10:59:00 -
[50]
Originally by: mahhy
Secondly, you accuse me of not knowing what I'm talking about and yet you think you can effectively engage with MP from 5km up to 60? Dead wrong.[/Quote]
You'd win the engagement up to 60k for sure meeting a gank blasterthron. And you'd be very helpful in a fleet battle up to 60k. One small clarification I'm talking T2 MP ofcourse.
[Quote]Then you try and state that a gank blaster is dead to a gank geddon in every situation? Again, dead wrong. Do you ever actually PVP?
All the time yes. And more succesfully than mass I would say. And I said unscouted because it's generally very hard to start a fight in less than 10k unscouted. The mega fills a very select niche and does it no better than a geddon. Which has alot more versatility due to the mega pulse range.
Quote: Finally, go and figure out what the MP actually does for damage, as a turret, compared to Blasters. Then maybe people will start realizing if a change is needed, it needs to be the stacking penalty.
Well I'm actually inclined to say it's the geddon that needs nerfing. That a t1 can take out it's t2 counterpart in same config is wrong imho. Amarr in itself is not balanced and it ****s up risk vs. reward.
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Xanta
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Posted - 2005.07.21 10:59:00 -
[51]
Originally by: Dred 'Morte
Originally by: Xanta
Originally by: Dred 'Morte Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
i can't kill anything with blasters at 40k 
Thats cuz ur supose to use railguns (350mm), and btw, at 5K npc bs wont hit you!
and your supposed to fit megabeams 
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Shirei
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Posted - 2005.07.21 11:03:00 -
[52]
Edited by: Shirei on 21/07/2005 11:04:34
Originally by: mahhy And yes the "advantage" the Arma has is roughtl 0.3% extra damage, IF and only if you have BS level 5. What percentage extra HP does the mega have over the Arma? (I'd check myself except I can't get to the main Eve site / Itemdatabase)
At any range greater than 10k (read: in 90% of all PvP engagements), a Geddon so far outdamages a Blaster Mega it's not even funny.
I wouldn't call the Megapulse Geddon that incredibly imbalanced anymore though (altho the damage output is a bit silly), it's the Beam Gankageddon that is ridiculously overpowered because it has essentially the damage output of a close range gank ship - except at ~35-40k optimal with multi crystals.
And yes, I do fly one and enjoy the fact that I do: - slightly more dps than a fully gank fitted autocannon Tempest (even if he uses the last 2 high slots on siege launchers, which kills any tank he may try to fit) at 3 times the range - 33% more dps than a fully gank fitted Rail Megathron - 68% more dps than a fully gank fitted 1400mm Tempest - 125% more dps than a fully gank fitted 350mm Domi (you know, how about comparing tier 1 BS to tier 1 BS) - more than 100% more dps than a fully gank fitted 1400mm Typhoon (including the damage done by the missiles, don't have exact figured for those yet though with the missile changes)
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mahhy
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Posted - 2005.07.21 11:06:00 -
[53]
Originally by: Fred0 All the time yes. And more succesfully than mass I would say.

Any validity you might have had has now been thrown out the window.
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Shirei
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Posted - 2005.07.21 11:09:00 -
[54]
And you apparently ran out of arguments. 
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Fred0
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Posted - 2005.07.21 11:10:00 -
[55]
You asked, I answered. Ofcourse, your opinion might differ from mine. But that does not change the fact that if you get prissy with me I'll answer in due style. Now get over yourself.
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Liam Fremen
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Posted - 2005.07.21 11:17:00 -
[56]
Originally by: Shirei
And yes, I do fly one and enjoy the fact that I do: - slightly more dps than a fully gank fitted autocannon Tempest (even if he uses the last 2 high slots on siege launchers, which kills any tank he may try to fit) at 3 times the range - 33% more dps than a fully gank fitted Rail Megathron - 68% more dps than a fully gank fitted 1400mm Tempest - 125% more dps than a fully gank fitted 350mm Domi (you know, how about comparing tier 1 BS to tier 1 BS) - more than 100% more dps than a fully gank fitted 1400mm Typhoon (including the damage done by the missiles, don't have exact figured for those yet though with the missile changes)
This guy already sayed everything.
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mahhy
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Posted - 2005.07.21 11:17:00 -
[57]
Originally by: Shirei *snip*
Can't say I've actually looked at the DPS of Beams compared to other ships. I'll do so today though.
I'm sure you're correct in the sense that the T2 Mega Beam does do more damage than the T2 425 anyhow.
I'm also fairly certain its not possible to fit a rack of T2 Mega Beams on an Arma in full gank (i.e. 8 HS2), but I don't know if its possible to fit 7 425s on a Mega in full gank?
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LUKEC
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Posted - 2005.07.21 11:18:00 -
[58]
I'd like to see blaster's tracking and blaster's range(optimal & falloff of neutrons) on megapulses for just 1 week.
It might be very convincing for the hardcore amarrs.
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bundy bear
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Posted - 2005.07.21 11:19:00 -
[59]
Originally by: Shirei Edited by: Shirei on 21/07/2005 11:04:34
Originally by: mahhy And yes the "advantage" the Arma has is roughtl 0.3% extra damage, IF and only if you have BS level 5. What percentage extra HP does the mega have over the Arma? (I'd check myself except I can't get to the main Eve site / Itemdatabase)
At any range greater than 10k (read: in 90% of all PvP engagements), a Geddon so far outdamages a Blaster Mega it's not even funny.
I wouldn't call the Megapulse Geddon that incredibly imbalanced anymore though (altho the damage output is a bit silly), it's the Beam Gankageddon that is ridiculously overpowered because it has essentially the damage output of a close range gank ship - except at ~35-40k optimal with multi crystals.
And yes, I do fly one and enjoy the fact that I do: - slightly more dps than a fully gank fitted autocannon Tempest (even if he uses the last 2 high slots on siege launchers, which kills any tank he may try to fit) at 3 times the range - 33% more dps than a fully gank fitted Rail Megathron - 68% more dps than a fully gank fitted 1400mm Tempest - 125% more dps than a fully gank fitted 350mm Domi (you know, how about comparing tier 1 BS to tier 1 BS) - more than 100% more dps than a fully gank fitted 1400mm Typhoon (including the damage done by the missiles, don't have exact figured for those yet though with the missile changes)
Beats the thron at long range aswell. The geddon is the most powerfull ship in the game. It beats everything else and is a tier 1. (not sure on raven with missile changes) The geddons ROF bonus needs to be lowered or other ships boosted.
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Shirei
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Posted - 2005.07.21 11:27:00 -
[60]
Edited by: Shirei on 21/07/2005 11:30:07
Originally by: mahhy I'm also fairly certain its not possible to fit a rack of T2 Mega Beams on an Arma in full gank (i.e. 8 HS2), but I don't know if its possible to fit 7 425s on a Mega in full gank?
You need 1 RCU II and adv. weapon upgrades 3 to fit 7 megabeam II. If you also want to fit a tracking computer in the mid slots, you'll need to 'downgrade' to 6 megabeam II + 1 named t1 megabeam and have a turret CPU implant (3% ones are quite cheap though).
And yes, you can fit 7 425 II with 7 mag stab II on a Mega (although you won't have enough CPU to fit anything but 4 sensor boosters in the mid slots). The Arma still comes out comfortably on top though because the the Megabeam's higher base dps and the fact that a RoF bonus gives more dps bonus than a straight damage bonus.
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Farjung
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Posted - 2005.07.21 11:36:00 -
[61]
Originally by: MrRookie the problem with increasing the tracking to much is that they will become to lethal vs frigs
That's why I suggested only a 15% or so increase to tracking.
Right now, heavy ion blasters have no chance to hit a webbed frig that's orbitting at 2k or less (with MWD off ofc), so large blasters wouldn't be transformed into uber frig killers just by this change.
Someone really needs to keep me away from the Taranis |

Captain Rod
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Posted - 2005.07.21 11:43:00 -
[62]
USE 425 RAILS - it helps, better range and still decent damage. Train lots of gunnery skills, you know you want to. Stop looking for the best ship, train up 1 that you like and enjoy its differences!
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mahhy
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Posted - 2005.07.21 11:43:00 -
[63]
Originally by: Shirei - 33% more dps than a fully gank fitted Rail Megathron
I get 26% more DPS. But regardless: 
That does seem a bit wonky. The mega does have better range, but not enough to close the gap.
End of the day though, a 7x MB2 Arma is a daydream since it can't be fit without quite a bit of grid enhancement (and possibly CPU? will try it tonight).
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Kaeten
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Posted - 2005.07.21 11:47:00 -
[64]
Originally by: Captain Rod USE 425 RAILS - it helps, better range and still decent damage. Train lots of gunnery skills, you know you want to. Stop looking for the best ship, train up 1 that you like and enjoy its differences!
What are blasters for then, eh?
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Kaeten
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Posted - 2005.07.21 11:50:00 -
[65]
Originally by: mahhy
Originally by: Kaeten And btw everyone there has been a post stating the dps of both ships. The geddon outdamages the mega with 5% more dps or something like that plus the range...
Again, don't just regurgitate what various people say on these forums or in your corp chat.
Go do the math. Mega vs Arma, Neutrons versus MP, Electrons versu MP, etc, etc. Try different skill levels. Ammos. Number of damage mods.
Then come back and spout off about "5% more dps or something like that".
i did, both had lvl 5. This was fully fitted gank setups on both as I stated. The guy that did it is/was in celtic industries as I recall. He postednearly a whole page of math and skills. So I do know the math bit nub.
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Kaeten
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Posted - 2005.07.21 11:51:00 -
[66]
Originally by: mahhy
Originally by: Kaeten Have to admit, the megapulse is a wieeee bit too storng.
You need to go do some math before stating things that are blatantly wrong.
you need to read the forums sbit more before talking trash.
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Kaeten
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Posted - 2005.07.21 11:51:00 -
[67]
Originally by: Dred 'Morte Edited by: Dred ''Morte on 21/07/2005 10:41:06 Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
You see, the Apocalypse HAS NO DAMAGE BONUS, in fact, afaik, only 2 or 3 tech I amarr ships have damage or rof bonus to lasers! I have had my damage unecessarely nerfed already once on my megapulse due to the decrease in long range crystals damage, i dont need another one thanks!!
we are talking about the armageddon.
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Kaeten
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Posted - 2005.07.21 11:54:00 -
[68]
Originally by: mahhy
Originally by: Fred0 All the time yes. And more succesfully than mass I would say.

Any validity you might have had has now been thrown out the window.
Include the whole quote next time otherwise your just flaming this thread.
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Kaeten
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Posted - 2005.07.21 11:56:00 -
[69]
Originally by: LUKEC I'd like to see blaster's tracking and blaster's range(optimal & falloff of neutrons) on megapulses for just 1 week.
It might be very convincing for the hardcore amarrs.
ooo yes
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Vee Bot
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Posted - 2005.07.21 11:58:00 -
[70]
heres a tip Kaeten, quote some-one and type your responce then copy the text and click back, and quote the next person type your stuff paste the last text, copy all of that, rinse and reapeat.. it hurts my eyes to see so many replys from the same person, as nice as your sig is..... ------------------ Remember that your Unique, like everyone else. |

Kaeten
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Posted - 2005.07.21 12:01:00 -
[71]
Edited by: Kaeten on 21/07/2005 12:02:03
Originally by: Vee Bot heres a tip Kaeten, quote some-one and type your responce then copy the text and click back, and quote the next person type your stuff paste the last text, copy all of that, rinse and reapeat.. it hurts my eyes to see so many replys from the same person, as nice as your sig is.....
I'm sorry about that I would normally do that but whenever I read a new manny post I just have to respond. I read his post and look at it form his point of view which takes some time so I can't be bothered to put them all in one lol.
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mahhy
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Posted - 2005.07.21 12:01:00 -
[72]
Originally by: Kaeten
Originally by: mahhy
Originally by: Kaeten Have to admit, the megapulse is a wieeee bit too storng.
You need to go do some math before stating things that are blatantly wrong.
you need to read the forums sbit more before talking trash.
Mega Pulse 2 DPS: 0.45714 Neuron Blaster 2: 0.53333
The Mega Pulse itself is fine. You are wrong 
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Kaeten
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Posted - 2005.07.21 12:03:00 -
[73]
Edited by: Kaeten on 21/07/2005 12:03:25
Originally by: mahhy
Originally by: Kaeten
Originally by: mahhy
Originally by: Kaeten Have to admit, the megapulse is a wieeee bit too storng.
You need to go do some math before stating things that are blatantly wrong.
you need to read the forums sbit more before talking trash.
Mega Pulse 2 DPS: 0.45714 Neuron Blaster 2: 0.53333
The Mega Pulse itself is fine. You are wrong 
dude did u include reload time? ding dong yep that's an extra 10 seconds to the mega.
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MrRookie
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Posted - 2005.07.21 12:07:00 -
[74]
Originally by: Farjung Edited by: Farjung on 21/07/2005 11:50:10
Originally by: MrRookie the problem with increasing the tracking to much is that they will become to lethal vs frigs
That's why I suggested only a 15% or so increase to tracking.
Right now, heavy ion blasters have no chance to hit a webbed frig that's orbitting at 2k or less (with MWD off ofc), so large blasters wouldn't be transformed into uber frig killers just by this change.
Or alternatively, increase base agility and speed by a factor of... 15%? across the board. Essentially what bugs me is that any battleship not using blasters/ac doesn't have to think about their maneuvering so much. It's essentially a case of lock, align, hit the F keys and warp if you look like you're going down. For a true close range ship (ie, not pulsegeddon), you've got to control your approach and orbit, mess with the MWD/AB just the right amount to get into an orbit that's not too close and not too far, and if you start to align to warp too soon then you may well throw away your only slim advantage of being harder to track by suddenly reducing your transversal when you start going in a straight line.
Everyone knows the trick of matching your alignment to the NPC's against some of the faster ones, to minimise transversal and improve the quality of your hits - it would be nice if in PvP that was necessary to some extent as well, rather than just being able to align to warp as soon as the engagement starts and still get good hits, as is the case for pulse/beam/rail/arty setups in BS v BS
I`m not sure it would be a solution anyway. The reason the Arma barbeques the Mega is because of the bether optimal. The fight mostlikely starts out of the megas optimal range, and then the Mega has to rely on the falloff which reduces the damage. So the issue isnt the tracking but simply because the Arma outdamages the Mega at a greater range, which mostlikely cause the Mega to blow before it gets in range to benefit from its bether tracking. It`s realy not a Arma vs Mega problem, its just the Arma thats silly . It should have a 5% optimal bonus instead maybe? _____________________________________________
\o/ I got a siggy...
WTB 3x Medium Modulated Pulse Energy Beams http://oldforums.eveonline.com/?a=topic&threadID=139877 |

Kaeten
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Posted - 2005.07.21 12:19:00 -
[75]
Edited by: Kaeten on 21/07/2005 12:19:04
Originally by: MrRookie
Originally by: Farjung Edited by: Farjung on 21/07/2005 11:50:10
Originally by: MrRookie the problem with increasing the tracking to much is that they will become to lethal vs frigs
That's why I suggested only a 15% or so increase to tracking.
Right now, heavy ion blasters have no chance to hit a webbed frig that's orbitting at 2k or less (with MWD off ofc), so large blasters wouldn't be transformed into uber frig killers just by this change.
Or alternatively, increase base agility and speed by a factor of... 15%? across the board. Essentially what bugs me is that any battleship not using blasters/ac doesn't have to think about their maneuvering so much. It's essentially a case of lock, align, hit the F keys and warp if you look like you're going down. For a true close range ship (ie, not pulsegeddon), you've got to control your approach and orbit, mess with the MWD/AB just the right amount to get into an orbit that's not too close and not too far, and if you start to align to warp too soon then you may well throw away your only slim advantage of being harder to track by suddenly reducing your transversal when you start going in a straight line.
Everyone knows the trick of matching your alignment to the NPC's against some of the faster ones, to minimise transversal and improve the quality of your hits - it would be nice if in PvP that was necessary to some extent as well, rather than just being able to align to warp as soon as the engagement starts and still get good hits, as is the case for pulse/beam/rail/arty setups in BS v BS
I`m not sure it would be a solution anyway. The reason the Arma barbeques the Mega is because of the bether optimal. The fight mostlikely starts out of the megas optimal range, and then the Mega has to rely on the falloff which reduces the damage. So the issue isnt the tracking but simply because the Arma outdamages the Mega at a greater range, which mostlikely cause the Mega to blow before it gets in range to benefit from its bether tracking. It`s realy not a Arma vs Mega problem, its just the Arma thats silly . It should have a 5% optimal bonus instead maybe?
I reckon they should get tracking like the rest of us. Because first off the got no ammo, they switch ammo real fast and have the best tracking outta all the turruts. The only downside is the cap and on a gank setup but cap isn't the issue on that kinda setup.
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mahhy
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Posted - 2005.07.21 12:21:00 -
[76]
Originally by: Kaeten dude did u include reload time? ding dong yep that's an extra 10 seconds to the mega.
Just out curiosity, have you ever seen a fight between an Arma and a Mega last more than 4.7 minutes?
Again, I'm not in game so can't verify these numbers, but I believe the Neutron Blaster 2 has a ammo capacity of 8? And hybrid ammo a size of 0.1? Thats 80 charges per turret. Someone correct me if I'm wrong!
Now lets say the lowest RoF you can acheieve for Neutron Blaster 2s is about 3.5 seconds. 80 charges, times 3.5 seconds is 280 seconds, or approx 4.66 minutes.
Less than a pure gank fit and your ammo will of course last longer.
So in most comparisons in this thread I'd have to say the reload time is of no consequence.
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Farjung
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Posted - 2005.07.21 12:22:00 -
[77]
Originally by: MrRookie
Originally by: Farjung Edited by: Farjung on 21/07/2005 11:50:10
Originally by: MrRookie the problem with increasing the tracking to much is that they will become to lethal vs frigs
That's why I suggested only a 15% or so increase to tracking.
Right now, heavy ion blasters have no chance to hit a webbed frig that's orbitting at 2k or less (with MWD off ofc), so large blasters wouldn't be transformed into uber frig killers just by this change.
Or alternatively, increase base agility and speed by a factor of... 15%? across the board. Essentially what bugs me is that any battleship not using blasters/ac doesn't have to think about their maneuvering so much. It's essentially a case of lock, align, hit the F keys and warp if you look like you're going down. For a true close range ship (ie, not pulsegeddon), you've got to control your approach and orbit, mess with the MWD/AB just the right amount to get into an orbit that's not too close and not too far, and if you start to align to warp too soon then you may well throw away your only slim advantage of being harder to track by suddenly reducing your transversal when you start going in a straight line.
Everyone knows the trick of matching your alignment to the NPC's against some of the faster ones, to minimise transversal and improve the quality of your hits - it would be nice if in PvP that was necessary to some extent as well, rather than just being able to align to warp as soon as the engagement starts and still get good hits, as is the case for pulse/beam/rail/arty setups in BS v BS
I`m not sure it would be a solution anyway. The reason the Arma barbeques the Mega is because of the bether optimal. The fight mostlikely starts out of the megas optimal range, and then the Mega has to rely on the falloff which reduces the damage. So the issue isnt the tracking but simply because the Arma outdamages the Mega at a greater range, which mostlikely cause the Mega to blow before it gets in range to benefit from its bether tracking. It`s realy not a Arma vs Mega problem, its just the Arma thats silly . It should have a 5% optimal bonus instead maybe?
Well, boosting the range would help, but it would also make blasters pulse clones. I revise my earlier proposal where the pulse tracking wouldn't be affected, as to be honest, pulse has altogether too good tracking for its effective range. My ideal scenario would be: if fight starts at 20km, pulsegeddon spews out the damage until the mega gets within 10km, and then the damage drops off rapidly as the mega gets under 10km and starts orbitting. So, provided the mega could get survive long enough to get within 10km, it has a decent shot at winning, at least as long as the geddon doesn't have a web (and what geddon needs to fit web nowadays?). Currently the scenario is that the pulsegeddon will still be doing obscene amounts of damage when the mega is 5k away :\.
Someone really needs to keep me away from the Taranis |

Ketsup
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Posted - 2005.07.21 12:32:00 -
[78]
Blasters work best over all through shields and armour take those into account, usually as you may know em/kinetic on shields is usually the highest resistance and armour explosive/em the problem is that beams/pulse get the ass wnd of both opportunities with upto 70% em resist. Get ure self a 8-10x on neutrons and take advantage of prpulsion jamming/pod killing smartbombz 4tw.
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MrRookie
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Posted - 2005.07.21 12:35:00 -
[79]
Originally by: Farjung
Originally by: MrRookie
Originally by: Farjung Edited by: Farjung on 21/07/2005 11:50:10
Originally by: MrRookie the problem with increasing the tracking to much is that they will become to lethal vs frigs
That's why I suggested only a 15% or so increase to tracking.
Right now, heavy ion blasters have no chance to hit a webbed frig that's orbitting at 2k or less (with MWD off ofc), so large blasters wouldn't be transformed into uber frig killers just by this change.
Or alternatively, increase base agility and speed by a factor of... 15%? across the board. Essentially what bugs me is that any battleship not using blasters/ac doesn't have to think about their maneuvering so much. It's essentially a case of lock, align, hit the F keys and warp if you look like you're going down. For a true close range ship (ie, not pulsegeddon), you've got to control your approach and orbit, mess with the MWD/AB just the right amount to get into an orbit that's not too close and not too far, and if you start to align to warp too soon then you may well throw away your only slim advantage of being harder to track by suddenly reducing your transversal when you start going in a straight line.
Everyone knows the trick of matching your alignment to the NPC's against some of the faster ones, to minimise transversal and improve the quality of your hits - it would be nice if in PvP that was necessary to some extent as well, rather than just being able to align to warp as soon as the engagement starts and still get good hits, as is the case for pulse/beam/rail/arty setups in BS v BS
I`m not sure it would be a solution anyway. The reason the Arma barbeques the Mega is because of the bether optimal. The fight mostlikely starts out of the megas optimal range, and then the Mega has to rely on the falloff which reduces the damage. So the issue isnt the tracking but simply because the Arma outdamages the Mega at a greater range, which mostlikely cause the Mega to blow before it gets in range to benefit from its bether tracking. It`s realy not a Arma vs Mega problem, its just the Arma thats silly . It should have a 5% optimal bonus instead maybe?
Well, boosting the range would help, but it would also make blasters pulse clones. I revise my earlier proposal where the pulse tracking wouldn't be affected, as to be honest, pulse has altogether too good tracking for its effective range. My ideal scenario would be: if fight starts at 20km, pulsegeddon spews out the damage until the mega gets within 10km, and then the damage drops off rapidly as the mega gets under 10km and starts orbitting. So, provided the mega could get survive long enough to get within 10km, it has a decent shot at winning, at least as long as the geddon doesn't have a web (and what geddon needs to fit web nowadays?). Currently the scenario is that the pulsegeddon will still be doing obscene amounts of damage when the mega is 5k away :\.
Sad but true and we dont need a pulse clone. They should change the damage bonus to something else usefull, nos range bonus or anything. That way it still will be powerfull but the Mega gets the #1 spot and maybe the edge to kill the ship. _____________________________________________
\o/ I got a siggy...
WTB 3x Medium Modulated Pulse Energy Beams http://oldforums.eveonline.com/?a=topic&threadID=139877 |

Dionysus Davinci
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Posted - 2005.07.21 13:21:00 -
[80]
Edited by: Dionysus Davinci on 21/07/2005 13:22:29 I love when raw math is posted with no backup on setup, or how the math was arrived.
Let's get one thing straight. A pure gank MEGA does not work. It needs to get to its target before it can start to do damage and hence needs survibility and ECCM and/or Backup arrays if it is getting into EW range let alone a decent tank so it can get close. On the other hand we have the Geddeon that can start shooting from 30kms and start doing its marginally less damage at least 15kms before the mega can even start hitting its target. A mid range gun, should not have the option of doing blaster/autocannon damage. The best way to solove this would be to increase the stacking penlity on damage mods.
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mahhy
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Posted - 2005.07.21 13:32:00 -
[81]
Edited by: mahhy on 21/07/2005 13:33:56
Originally by: Dionysus Davinci A mid range gun, should not have the option of doing blaster/autocannon damage. The best way to solove this would be to increase the stacking penlity on damage mods.
I agree the stacking penalty needs to be fixed, but I keep trying to stress the point that the Mega Pulse itself does nowhere near the damage of a Neutron Blaster.
Basically the turret itself is fine, its fitted to the Arma with a stupid amount of dmg mods that makes it as good as it is.
If the stacking penalty was actually a _penalty_, in the sense that fitting 2 or 3 or more dmg mods was really quite useless, then most of the issues brought up in this thread would be "fixed" IMO.
The fact that the 6th and 7th mdg mod start increasing their bonuses compared to the previous modules, added to the extra low slot the Arma has is what causes it to come out in front, IMO.
Fix the stacking penalty to be an actual penalty and you'd see the Mega be the undisputed dealer of damage, instead of the "sometime yes, sometimes no" situation it is now.
edit: undisputed at about 15km or less I meant. If the stacking penalty was fixed, and I stuck a long range web on my arma (whats the longest range you can get?) I'd expect to have a decent chance of popping a blasterthron before it got to blaster range.
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Joan Smith
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Posted - 2005.07.21 13:37:00 -
[82]
leave geddons alone if u over 35km away there damge is bull****(ever heard of rails). there def is so carp even 2 inty can take it out plzz stfu about mega pulse been nef already
why not talk about artill proj with the overpowered damge output
ganktempest with auto vs a gankgeddon (both t2 guns fited) and tempest won with 20% hull seems balance to me
try ur self on test!
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Farjung
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Posted - 2005.07.21 13:40:00 -
[83]
Originally by: Joan Smith leave geddons alone if u over 35km away there damge is bull****(ever heard of rails).
And a blasterthron does exactly how much damage at 35km? Or an AC tempest? Plus a beamgeddon deals pretty sick damage as well and has good range.
Someone really needs to keep me away from the Taranis |

Fred0
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Posted - 2005.07.21 13:46:00 -
[84]
Originally by: Joan Smith
ganktempest with auto vs a gankgeddon (both t2 guns fited) and tempest won with 20% hull seems balance to me
try ur self on test!
Not correct. Maxed out Tempest and Geddons are not even close in damage output. The tempest is almost 300dps behind, with alot shorter range.
The tempest have a few other things going for it but when it comes to damage output it simply is nowhere near close to geddon or blasterthron. A long range geddon outdamages an ac pest lmao.
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Farjung
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Posted - 2005.07.21 13:48:00 -
[85]
Originally by: mahhy Edited by: mahhy on 21/07/2005 13:33:56If the stacking penalty was fixed, and I stuck a long range web on my arma (whats the longest range you can get?) I'd expect to have a decent chance of popping a blasterthron before it got to blaster range.
Longest range "normal" web (as in having fitting requirements that let them go on any ship pretty much) is the domination stasis webifier (15km range, -90% velocity). Longest range officer web is Tobias' or Naiyon's modified stasis webifier (both 40km range, -75/-80%, 2400/2100 grid).
Someone really needs to keep me away from the Taranis |

Loka
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Posted - 2005.07.21 13:53:00 -
[86]
Edited by: Loka on 21/07/2005 13:55:32 Edited by: Loka on 21/07/2005 13:54:35 mahhy, problem is, the more you increase the more you take away setups. I dont want to see everyone flying around in same setups. Sure atm we have a lot gank setups, but not everybody.
Another story. I love to fly Blasterthrons, but its not very efficient. Still i love flying in one. Let me tell you a nice fight.
Me in a Gankathron, "Pirate" in a Blasterthron. "Pirate" is warping to me and lands 20km away. "Me" is screaming and start locking. 3 sec later i got a lock and he started moving. "Me" gets him into structure and my drones finished him off. He managed to scratch my hull yes, but he lost.
Summery: - Me was in a long range gank setup, fitted full 425mm II. - He was in the so called most devastating closecombat ship with the most feared blasters. - The fight started at 20km range, which i would call in his favor and almost perfect start for a Blasterthron - He lost, even when he was in a closecombat ship and i was fitted with only long range weapons
Problem: - Me can lock fast and start shooting much faster - Ganklongrangesetup can do as much dmg as a "normal" non gank Blasterthron (2-3 dmg mod max) - Me still hitting at 3km due to the fact i had 2 CPU II in med and low, even when not hitting as hard - Blasters inmo cant hit that hard at the optimal distance, as they should - > Improve Tracking!!
Sure if the Thron would have warped 5 km nearer, i would have been toast. But why the hell should i fly a ship, which can only win, in 1 single perfect situation, when in the 99 other situation it will loose?
Imo, whenever you are in RANGE of a Blasterboat, you should only be able to scream "OMFG its a Blasterboat, iam toast". No "But", no "Probably", no "bad luck". Blaster or better all Closecombatships should be the "I win, whenever i reach 10km mark" ships. <- This should be your face, whenever you enter the attack perimeter of a Closecombat ship, with your long range ship. Period.
Nothing more to say. Till the i will continue, to gank with rails. _____________________________________ Dead or Alive
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DrunkenOne
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Posted - 2005.07.21 14:00:00 -
[87]
The damage mod stacking penalty is the only thing that needs changing, not the megapulse OR the geddon. If a geddon can only fit 3 damage mods, it suddenly isnt all that amazing anymore. And tbh post-nerf megapulse are pretty crappy on apocs which get no damage bonus, so they arent the problem. This would also make combat in eve last a littttttttttle longer which is always good IMO.
gank 4tl
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Farjung
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Posted - 2005.07.21 14:02:00 -
[88]
Originally by: Loka Edited by: Loka on 21/07/2005 13:55:32 Edited by: Loka on 21/07/2005 13:54:35 mahhy, problem is, the more you increase the more you take away setups. I dont want to see everyone flying around in same setups. Sure atm we have a lot gank setups, but not everybody.
Another story. I love to fly Blasterthrons, but its not very efficient. Still i love flying in one. Let me tell you a nice fight.
Me in a Gankathron, "Pirate" in a Blasterthron. "Pirate" is warping to me and lands 20km away. "Me" is screaming and start locking. 3 sec later i got a lock and he started moving. "Me" gets him into structure and my drones finished him off. He managed to scratch my hull yes, but he lost.
Summery: - Me was in a long range gank setup, fitted full 425mm II. - He was in the so called most devastating closecombat ship with the most feared blasters. - The fight started at 20km range, which i would call in his favor and almost perfect start for a Blasterthron - He lost, even when he was in a closecombat ship and i was fitted with only long range weapons
Problem: - Me can lock fast and start shooting much faster - Ganklongrangesetup can do as much dmg as a "normal" non gank Blasterthron (2-3 dmg mod max) - Me still hitting at 3km due to the fact i had 2 CPU II in med and low, even when not hitting as hard - Blasters inmo cant hit that hard at the optimal distance, as they should - > Improve Tracking!!
Sure if the Thron would have warped 5 km nearer, i would have been toast. But why the hell should i fly a ship, which can only win, in 1 single perfect situation, when in the 99 other situation it will loose?
Imo, whenever you are in RANGE of a Blasterboat, you should only be able to scream "OMFG its a Blasterboat, iam toast". No "But", no "Probably", no "bad luck". Blaster or better all Closecombatships should be the "I win, whenever i reach 10km mark" ships. <- This should be your face, whenever you enter the attack perimeter of a Closecombat ship, with your long range ship. Period.
Nothing more to say. Till the i will continue, to gank with rails.
All true :(
But I almost always fly with covert ops, so I shall stubbornly sit in my blasterthron! :D
Someone really needs to keep me away from the Taranis |

mahhy
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Posted - 2005.07.21 14:05:00 -
[89]
Originally by: Loka Imo, whenever you are in RANGE of a Blasterboat, you should only be able to scream "OMFG its a Blasterboat, iam toast". No "But", no "Probably", no "bad luck". Blaster or better all Closecombatships should be the "I win, whenever i reach 10km mark" ships. <- This should be your face, whenever you enter the attack perimeter of a Closecombat ship, with your long range ship. Period.
Well, I mostly agree with that, with a minor caveat, bring that if you specifically fit to take on a blasterthron at 10km range, you should be able to do it, but of course without any gauruntee. In that scenario though you should be crap at doing anything else, which is not entirely the way Eve is currently. Thats not a fault of any ship or turret specifically, just a more general problem with the flexibility of fits.
In any more general fitting I think the blasterthron should be the king.
As for your example, I appreciate what you're saying, but I could relate stories of me in a gankageddon losing to a blasterthron, battle starting at 20+km. I could also relate stories of winning them.
As for blaster at optimal not hitting as hard they should, I'll let the blaster users debate that one 
Personally I think your statement "Ganklongrangesetup can do as much dmg as a "normal" non gank Blasterthron (2-3 dmg mod max)" perfectly illustrates why the stacking penalty needs looking at...
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Sun Ra
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Posted - 2005.07.21 14:08:00 -
[90]
People only waking uo to the fact the geddons rof bonus makes it uber when ive been saying that before the pulse nerf
We're coming for you |

Fred0
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Posted - 2005.07.21 14:28:00 -
[91]
Originally by: DrunkenOne The damage mod stacking penalty is the only thing that needs changing, not the megapulse OR the geddon. If a geddon can only fit 3 damage mods, it suddenly isnt all that amazing anymore. And tbh post-nerf megapulse are pretty crappy on apocs which get no damage bonus, so they arent the problem. This would also make combat in eve last a littttttttttle longer which is always good IMO.
gank 4tl
A megapulse geddon is generally the best close range bs. The only tier 1 to even remotely factor in discussion and arguably better than any t2 bs. A megabeam geddon is the absolute same (see shirei's post).
The armageddon even beats it's own t2 bs. How much more obvious can it get what needs changing?
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Ithildin
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Posted - 2005.07.21 14:35:00 -
[92]
First of all, stop discussing the be-or-not-be of the Armageddon. It's entirely a BLASTER (and to lesser extent Autocannon due to extreme similarities) thred.
Here is a thought for you all to "fix" this problem***: Increase damage on AC and Blasters by 25%.* Increase hit points of all ships by atleast 100%.**
* Scaled. Much less (read: no) increase on small guns, half the increase on medium guns, and full increase on large guns. ** This is to remove the effect of over-damage and 3-second-battleship-battles *** The problem stems from the AC and Blasters having so short range that the damage they need to be competative is not near what they actually have. It's all about RANGE. In controlled situations (Farjung, for instance, IS a controlled situation), you will have so much intel and possition advantage that a quickly ended battle is, in fact, fully deserved! -- If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please.
Josameto III - Moon 1 |

Vee Bot
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Posted - 2005.07.21 14:35:00 -
[93]
change the geddon rof bonus to 5% extra dmg on cruise missiles 
thats fine with me 
sad think is it would still be more damaging than most other BS. ------------------ Remember that your Unique, like everyone else. |

Loka
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Posted - 2005.07.21 14:56:00 -
[94]
Edited by: Loka on 21/07/2005 14:58:29 I agree that something has to be done, to give Blasters/AC some love.
But pls, with any change planed, look at the whole thing. More HP will mean Blaster user will ran out of cap, due to castrated capacitors. Same for ROF boost.
The theoretical damageoutput of Blasters are fine on the paper, just the ingame hits are flawed, due to ugly tracking. All would be different, if Tracking would be boosted. For the time i can remember playing this buityfull game, there was a need of a Webber for any Blaster/AC setups, or you wont hit ****. And iam talking about BS vs BS fights.
Blaster/AC ships without Webber == USELESS. <- this must be adressed. Increase the Tracking of this guns, that i can hit BS at 3-5 km without them beeing webbed, probably me even orbiting at full speed a stationary object.
(!!!DONT CHANGE the tracking of the Mega Pulse, they are fine and hit well!!! Or you will imbalance the closecombatszenario again)
Atm if you orbit a stationary object at 4km at full speed, you will for ->20<- DMG!
Dont start changing too much, because any DMG, ROF, Range ect boost/nerf will affect too much. _____________________________________ Dead or Alive
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DrunkenOne
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Posted - 2005.07.21 15:19:00 -
[95]
Edited by: DrunkenOne on 21/07/2005 15:22:37
Originally by: Fred0
Originally by: DrunkenOne The damage mod stacking penalty is the only thing that needs changing, not the megapulse OR the geddon. If a geddon can only fit 3 damage mods, it suddenly isnt all that amazing anymore. And tbh post-nerf megapulse are pretty crappy on apocs which get no damage bonus, so they arent the problem. This would also make combat in eve last a littttttttttle longer which is always good IMO.
gank 4tl
A megapulse geddon is generally the best close range bs. The only tier 1 to even remotely factor in discussion and arguably better than any t2 bs. A megabeam geddon is the absolute same (see shirei's post).
The armageddon even beats it's own t2 bs. How much more obvious can it get what needs changing?
Compare the dps of a t2 geddon with 3 damage mods to a t2 blasterthron with 3 damage mods, and the blasterthron comes out ahead. The geddon only gets ahead now cause of the ridiculous way damage mods stack, with the 8th damage mod giving more of a bonus than the 5th. The geddon needs a RoF bonus because elsewise amarr BS are completely worthless in anything outside of fleet, or uber nos/neut setups on an apoc which can be done on any BS.
And this is coming from someone who thinks everything to do with amarr and lasers are ridiculously overpowered. Though I still think megapulse and megapulse alone might need about a 5-10% damage nerf, cause they still have uber range but thats for another thread.
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Fred0
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Posted - 2005.07.21 16:24:00 -
[96]
Well, I guess we won't get any further. My opinion is that putting a limit to 3 damage mods would seriously suck. If someone wants to specialize his setup so it can only do one thing. Then I think this game profits from allowing that.
And remember, it is only one ship that sticks out. And it sticks out by alot alot alot on both long and short range. The rest is more or less fine.
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Meridius
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Posted - 2005.07.21 16:31:00 -
[97]
Originally by: Naal Morno I barely killed their gankageddon...only because I went to extreme setup and had something like 4-5 heavy NOS to suck him dry before I die...
Strange thing was I barely killed him (and combat started in sub 10k range)!
Wait, you stuck on 5 heavy NOS and what, 3 blasters and expect to kill a gankgeddon 
If you were an experienced pilot, you'd have no problems killing a gankgeddon 10km away from you.
Try fitting 7 neutrons and 7 dmg mods if it's a controlled situation and you get a covert ops warp in, the geddon will get owned. ________________________________________________________
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Dionysus Davinci
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Posted - 2005.07.21 16:41:00 -
[98]
Originally by: Meridius
Try fitting 7 neutrons and 7 dmg mods if it's a controlled situation and you get a covert ops warp in, the geddon will get owned.
It is incrediably stupid that this is the only way you can ever win with a blasterthon though.
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Dred 'Morte
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Posted - 2005.07.21 16:43:00 -
[99]
Originally by: Xanta
Originally by: Dred 'Morte
Originally by: Xanta
Originally by: Dred 'Morte Edited by: Dred ''Morte on 21/07/2005 10:39:39 OH YOU SHUT UP ALREADY! MEGA PULSE ARE NOT OVERPOWERED!
I had to train surgical 5, large energy 5, and get tech 2 megapulse, so taht with 6 of them i could break the tank of the more powerfull npcs (1mill+) that orbit around the 40km!
i can't kill anything with blasters at 40k 
Thats cuz ur supose to use railguns (350mm), and btw, at 5K npc bs wont hit you!
and your supposed to fit megabeams 
Right now, i AM using Megabeams, but u guys talking about megapulse.
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Meridius
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Posted - 2005.07.21 16:50:00 -
[100]
Originally by: Sun Ra People only waking uo to the fact the geddons rof bonus makes it uber when ive been saying that before the pulse nerf
People are idiots, i laugh and cry at the same time reading through this thread about the geddon being overpowered... ________________________________________________________
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Meridius
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Posted - 2005.07.21 16:53:00 -
[101]
Originally by: Dionysus Davinci
Originally by: Meridius
Try fitting 7 neutrons and 7 dmg mods if it's a controlled situation and you get a covert ops warp in, the geddon will get owned.
It is incrediably stupid that this is the only way you can ever win with a blasterthon though.
Who said that was the only way? Think a little bit, test **** out.
There are these fantastic things called tracking disruptors, they work better against lasers then they do against blasters/ac's.
Test **** out ________________________________________________________
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Dred 'Morte
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Posted - 2005.07.21 16:55:00 -
[102]
my point is, evry dam other amarr ship which are not overpowered are being unecessarely being nerfed after so much soffering all because of this stupid armageddon ship!!!! All i dont want is more nerfs to the Amarr ships! If anything, CHANGE the armageddon, give it 8/6/6 slot config or change the damage bonus to something, but stop complaining about damage mods and mega pulse because:
1) The myth that putting 8 heatsinks start giving more dmg % than the first is FALSE 2) a Mega Pulse in an apocalypse is NOT overpowered!!!
Its all the armageddons fault and i ******* hate the armageddon cuz it has been the cause and will be the cause of past and future nerfs on amarr!! it sucks!! 
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Dionysus Davinci
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Posted - 2005.07.21 17:22:00 -
[103]
Originally by: Dred 'Morte 1) The myth that putting 8 heatsinks start giving more dmg % than the first is FALSE
Care to prove it via showing your math?
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mahhy
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Posted - 2005.07.21 17:29:00 -
[104]
Originally by: Dred 'Morte 1) The myth that putting 8 heatsinks start giving more dmg % than the first is FALSE
Its the 7th HS2 that gives a larger bonus than the 6th did. And the 8th a larger bonus than the 7th did.
Nothing to do with the first.
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Shirei
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Posted - 2005.07.21 17:29:00 -
[105]
Originally by: Dred 'Morte 1) The myth that putting 8 heatsinks start giving more dmg % than the first is FALSE
The 8th heat sink gives more 'absolute' dps than the first, not more % dps, but still the ability to always fit 1-2 more damage mods than other ships while at the same time having its RoF bonus is what makes the Arma so overpowered.
Dunno how to fix it though. The only way to change that would be turning one of its low slots into a mid (which would kind of make it lose its identity), changing the RoF bonus into something else or reducing its CPU by 30-40 (so it doesn't have enough CPU for a full rack of damage mods with t2 guns anymore, but its CPU is already rather painful for all non-gank set-ups, so it would further push it into the gank role).
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mahhy
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Posted - 2005.07.21 17:30:00 -
[106]
Originally by: Shirei The 8th heat sink gives more 'absolute' dps than the first, not more % dps
What do you mean absolute versus percentage bonus?
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Shirei
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Posted - 2005.07.21 17:43:00 -
[107]
The first heat sink gives about +23% damage bonus (please don't kill me for rounding errors, I'm lazy right now and just take the values off some probably outdated spreadsheet).
7 heat sinks give +143% damage bonus 8 heat sinks give +167% damage bonus
So the absolute addition of damage (+24%) is higher than for the first. But the relative to the damage you had with 7 heat sinks, the damage is only increased by about 10% (267/243).
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Madcap Magician
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Posted - 2005.07.21 18:38:00 -
[108]
Restrict a single damage mod to a ship.
Racial guns were designed for a reason, and the ability to throw on so many damage mods has utterly destroyed those designs.
Bring some strategy back to the game, the BFG approach has become incredibly lame.
And for the sake of the thread, I'm a hardcore blasterthron pilot. All relevant skills to 5, including Large Blaster Spec, and I fly a Vindicator. Been flying blasterthrons since before most actives started playing Eve, and can recall when a blasterthron DID get in range, you were toast.
The ship and gun type is designed for close range raw firepower, which is useless as damage mods allow any other gun to achieve insane dps with the primary example of the Geddon with 8 low slots and a RoF bonus tied to the skill.
DPS with the Megathron I can accept, and have accepted with the loss of a few Throns. The penalties associated with doing that damage are adequate, something the Gankageddon does not have to deal with. I say this because most in the thread comparing dps compare the Gankageddon (no tank) with a gankthron (no tank).
Restrict damage mods, and suddenly Tempest = long range volley damage Thron = close range death Geddon = king of midrange. Ships would have their purpose.
If you couldn't train for any race of ship you wanted to, I'd think different. But as it stands, we need to go back to ships with a purpose other than raw firepower to bring strategy back to Eve.
Lots of words, been thinking about it a long while. Damage mods are just too strong, and have been too strong since release. Stacking penalties are not enough, and could not be enough. It's gone from heavy mod beams to mega pulse, but the overall idea has not changed and is tied to the damage mod from the very start.
____________________ Perpetually Driven
Your end is our beginning. |

DrunkenOne
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Posted - 2005.07.21 18:55:00 -
[109]
Originally by: Meridius
Originally by: Dionysus Davinci
Originally by: Meridius
Try fitting 7 neutrons and 7 dmg mods if it's a controlled situation and you get a covert ops warp in, the geddon will get owned.
It is incrediably stupid that this is the only way you can ever win with a blasterthon though.
Who said that was the only way? Think a little bit, test **** out.
There are these fantastic things called tracking disruptors, they work better against lasers then they do against blasters/ac's.
Test **** out
stfu about tracking disruptors.
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DigitalCommunist
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Posted - 2005.07.21 18:59:00 -
[110]
Agree with Madcap on this, I've been flying a Megathron for about two years now.
There are a few things that scare me.
- Fully tanked apoc with energy vampire mods, for obvious reasons - Raven, because it'll hit for max damage even at point blank range, and shield tanking kinetic isn't really hard. - being jammed
and above all that, a gankageddon. Mega pulse, even if they hit poorly at close range, they will still hit and its enough to tear you a new one.
One of the main things which I don't like about flying battleships is that its geared to make economical and skill-less setups more useful than any other. A gankageddon, or gank-tempest is far cheaper and far more effective than a tanked apoc or megathron. You're using cheap tech 2 mods available from anywhere, in the absence of repairers or hardeners that can cost up to a billion easily.
The HP is so low, and the damage so weak, and the tanking so high that you can be in a city-sized behemoth and go down like a sack of crap in under half a minute. There is no joy and no sense of victory in ganking someone. The loss on the other hand is frustrating and confusing because you have no way of knowing if your skills, experience, or modules helped.
This is also a punishment for anyone wanting to specialize in certain ships and races. I myself specialize in gallente and hybrid, and I probably have higher skills in that field than your average joe, but my lvl 5 skills only matter in really long-term dps. In a short fight where ships die so easily, my skills mean absolutely nothing to the outcome of it. A single damage mod negates any of that, or even one or two excellent hits.
Think about that for a second. You have large artillery spec 5, you are fighting someone who has large artillery spec 1. They get an excellent shot, all other shots exchanged between you two are 'normal', he will have done more damage than you by the time one of you dies.
If fights lasted a good long while, I wouldn't be worrying about gankageddons because whatever damage they could do wouldn't be enough to get me before I come close.
_____________________________________ Perpetually driven, your end is our beginning.
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Hunyoo Gurglebush
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Posted - 2005.07.21 19:14:00 -
[111]
I fully agree with what Madcap suggested, restrict damagemods, just like they did with microwarps/afterburners. Do that, and you'll suddenly see a whole different style of gameplay in PVP.
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Fred0
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Posted - 2005.07.21 19:18:00 -
[112]
Edited by: Fred0 on 21/07/2005 19:26:23 I haven an even greater idea. Allow only 1 of each mod or gun on a ship. Next up is hardeners when taking becomes uber. Nobody is allowed to specialize in anything and we all have relaxed setups where everyone can do everything atleast a little bit but noone is allowed to specialize in anything.
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Selim
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Posted - 2005.07.21 19:20:00 -
[113]
I think EVE needs to move away from BOTH damage per second-central combat AND damage per volley combat.
Your total damage should not be central to victory, your player skill should.
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Meridius
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Posted - 2005.07.21 19:22:00 -
[114]
Originally by: Madcap Magician Restrict a single damage mod to a ship.
Great idea.
Initial Apoc vs Mega fight after proposed change, 1 dmg mod each.
Apoc tanks Mega Mega tanks Apoc
Wow, thats really fun...
Next run, now with NOS/Neuts
Apoc nos/neut slowly eats away Mega Mega nos/neut slowly eats away Apoc
There would be no point in sniping, period. You would never kill anything unless in a fleet.
Might as well throw away the Zealot, it was designed to use stacked damage mods, heh.
________________________________________________________
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Madcap Magician
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Posted - 2005.07.21 19:26:00 -
[115]
Originally by: Fred0 I haven an even greater idea. Allow only 1 of each mod or gun on a ship. Nobody is allowed to specialize in anything and we all have relaxed setups where everyone can do everything atleast a little bit but noone is allowed to specialize in anything.
Wow, almost intelligent.
Specialization is one thing, and centers around skills.
Fitting your ship is a totally seperate issue, and is the one I bring up. I can be ultra specialized, and a gent with 7 megapulse Is or mega beam Is on a gankageddon can completely neutralize my specialization.
____________________ Perpetually Driven
Your end is our beginning. |

Fred0
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Posted - 2005.07.21 19:28:00 -
[116]
Specialization in my world is bringing both skills and ship setup together so that they match each other and bring out superior performance to others.
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Ifni
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Posted - 2005.07.21 19:30:00 -
[117]
Originally by: Meridius
Originally by: Madcap Magician Restrict a single damage mod to a ship.
Great idea.
Initial Apoc vs Mega fight after proposed change, 1 dmg mod each.
Apoc tanks Mega Mega tanks Apoc
Wow, thats really fun...
Next run, now with NOS/Neuts
Apoc nos/neut slowly eats away Mega Mega nos/neut slowly eats away Apoc
There would be no point in sniping, period. You would never kill anything unless in a fleet.
Might as well throw away the Zealot, it was designed to use stacked damage mods, heh.
The trouble is almost all ships you see these days are set up for ganking. Very few setup for tanking, because its long and slow.
Personally I like the gankgeddon, its fun to fly and its funny seeing people get fried in a few seconds. But I prefer to have a fight that relies on my personal skill at flying, which is why I feel Madcap hit it perfectly on the head.
By limiting a ship to 1 damage modifier it leaves the ship open to a whole variety of setups. Sniping is dull and boring, whilst they may be fun for a while, but its alot more fun when you are up in peoples faces actually risking the ship you are in.
The other upside would be that the effective ship hp would increase too. since you cant chew through a ship so fast it gives you a moment to consider the tactics of a fight and how to turn a disadvantage into an advantage.
Otherwise its going to be: "Ok i'm warping in... Ok geddon is shooting at me, warp in guys... no wait, nevermind i'm dead."
I like my 100mil isk bs to last more than a minute. -
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Madcap Magician
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Posted - 2005.07.21 19:31:00 -
[118]
And to Meridius:
This game at one point in time involved strategy based on ship types you were engaging. Apocs can tank, Throns are very prone to energy vampires and neutralizers, etc etc etc.
That means NOTHING when raw damage rules the battlefield.
Sniping? You really think this will do away with fleet battles that happen at 200km where everyone warps in and aligns for a safespot? Then it couldn't be done fast enough.
And as for the Zealot, have you considered putting a tank on it? It's a cruiser, with 7 low slots and very high armor resists, so OF COURSE it was designed for multiple damage mods, wtf was I thinking?
____________________ Perpetually Driven
Your end is our beginning. |

DrunkenOne
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Posted - 2005.07.21 19:37:00 -
[119]
Originally by: Madcap Magician And as for the Zealot, have you considered putting a tank on it? It's a cruiser, with 7 low slots and very high armor resists, so OF COURSE it was designed for multiple damage mods, wtf was I thinking?
Nah but he does have a point, it kind of ruins the zealots role, if you want a ridiculous tank then jump in the sac, which you can also fly since u have amarr hacs. I mean what else do you fit in the 4ish free slots (assuming 1 rep, 1 hardner, 1 heat sink II)? Tracking enhancers, no lasers track fine, nanos or overdrives to be faster? Stabs? I mean there really arent that many lowslot mods that are useful, unlike midslots.
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Meridius
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Posted - 2005.07.21 19:42:00 -
[120]
Originally by: Ifni
Personally I like the gankgeddon, its fun to fly and its funny seeing people get fried in a few seconds. But I prefer to have a fight that relies on my personal skill at flying, which is why I feel Madcap hit it perfectly on the head.
By limiting a ship to 1 damage modifier it leaves the ship open to a whole variety of setups. Sniping is dull and boring, whilst they may be fun for a while, but its alot more fun when you are up in peoples faces actually risking the ship you are in.
I don't get it. I guarantee your geddon can be beat down to a pulp by another geddon that isn't using a single damage mod or armor tanking. Plates.
Plates are uber now but the changes are still new so it'll take time for the general populace to find viable setups with them.
________________________________________________________
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Meridius
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Posted - 2005.07.21 19:57:00 -
[121]
Originally by: Madcap Magician
Sniping? You really think this will do away with fleet battles that happen at 200km where everyone warps in and aligns for a safespot? Then it couldn't be done fast enough.
I said:
"You would never kill anything unless in a fleet."
Originally by: Madcap Magician
It's a cruiser, with 7 low slots and very high armor resists, so OF COURSE it was designed for multiple damage mods, wtf was I thinking?
There is this ship called the Sacrilege? It's the best HAC tank there is, period. Why the **** would i want a good tank when i already have the best one there is? Redundant? Very much so. ________________________________________________________
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Fred0
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Posted - 2005.07.21 20:07:00 -
[122]
First off. Putting restrictions on modules is the absolute worst way to develop this game imho. Increasing stacking penalty, sure. Increasing hitpoints, sure. But not restricting the amount of one type of mods you can fit. Right now it might look like achieving the right thing but in the long run it will lead to even more conformity and other modules being treated the same way. End result will be forcing people to use setups that are not as refined.
Secondly. There are already low slot modules that mean more in small gangs than damage mods do. Plates are high up for staying in for that extra volley nowadays. People use running setups (wcs) to beat the odds.
But if you are trying to achieve that gangs should not strive for max damage I think you have not understood how fighting works. Larger gang fights will always be about bringing as much heat as you can and overpowering your opposition.
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Ifni
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Posted - 2005.07.21 20:22:00 -
[123]
Originally by: Fred0 End result will be forcing people to use setups that are not as refined.
How are gank setups refined? -
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Fred0
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Posted - 2005.07.21 20:24:00 -
[124]
They can do one thing, and one thing only. And they do it to their full potential so much that infact they cannot do anything else. 
oops, did I repeat myself?
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Hamatitio
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Posted - 2005.07.21 20:32:00 -
[125]
The problem is, what megathrons need to fit in the mids, and what geddons need to fit in the mids.
Sure, 7 Neutrons *does* fit. But, you need a microwarp drive. Since you are using *6* damage mods, (need 1 low slot for grid enhancement) You have to fit a cap injector, and carry around cap 800's to, make it to the target, and then be able to shoot.
Its the fact a geddon can fit 7x Mega pulse and 8x damaeg mods, 3x sensor boosters, that make it so deadly.
I think I was able to fit a shield hardener on my geddon, increasing how long it lived *winks* ------
Forum mods ruined my siggy :(
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Madcap Magician
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Posted - 2005.07.21 20:41:00 -
[126]
Edited by: Madcap Magician on 21/07/2005 20:43:55 It's a shame that, by your words Fred0, specializing means flying a Gankageddon. It can do the things that are being stressed by you all here, and that's wtfdamage. Little bland don't you think?
As for the arguement on the tanking of Amarr HAC, they're nearly identical. Zealot can assume higher resists in all categories while maintaining 4 heavy pulse 2 and 2 med rep 2 with significantly more armor, and slightly less cap than the Sac while the Sacrilege allows for more firepower (2 missile hardpoints and drones) and a slightly less intense resistance in the armor.
As to your opinion on restricting modules on ships Fred0, I do agree. It's the harshest way to handle any problem. However, the overuse of damage mods is also one of the harshest problems I see in Eve atm. I do understand your point, but with damage mods the way they are now there's only two ways to fit to beat your opponent-- gank or jam, with the latter being a little sketchy.
Restricting modules is not something I normally would endorse, but this is an extreme case that has carried on for far too long.
And Meridius, as we see it, you attempted to rip us off. This topic is for ingame chat.
____________________ Perpetually Driven
Your end is our beginning. |

Dred 'Morte
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Posted - 2005.07.21 20:42:00 -
[127]
Originally by: Dionysus Davinci
Originally by: Dred 'Morte 1) The myth that putting 8 heatsinks start giving more dmg % than the first is FALSE
Care to prove it via showing your math?
I already proved in another thread, the thing is, you will get ur own math that proves contrary, because, math can be made and understood in many ways. basicly, if you have 1 heat sink II, ur adding 10% to dmg mod... 7 heat sinks ii ur hading like 7,5 per module and with 8 ur getting like 7,25% per heat sink... if u devide the total boost by the number of heatsinks... something along those lines... but some ppl see it in a different way..
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Madcap Magician
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Posted - 2005.07.21 20:43:00 -
[128]
Edited by: Madcap Magician on 21/07/2005 20:43:33 Hmmm, double postage ____________________ Perpetually Driven
Your end is our beginning. |

Shirei
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Posted - 2005.07.21 20:47:00 -
[129]
Edited by: Shirei on 21/07/2005 20:47:45
Originally by: Madcap Magician It's a shame that, by your words Fred0, specializing means flying a Gankageddon. It can do the things that are being stressed by you all here, and that's wtfdamage. Little bland don't you think?
It is a shame that you choose to misunderstand or misrepresent the posts you are replying to to give the appearance of refuting their points.
You will find that in every one of his posts he agreed that Gankageddons are overpowered and should be nerfed. But... they should not be nerfed such that they are completely unviable, but such that they are in line with the rest. And not by restricting damage mods to one per ship or something equally silly.
You should have a choice... If you want - go all out for damage, go all out tanking, go all out ECM or whatever and all should have kind of equal usefulness in a fight when used right. But restricting ship fitting such that you can only fit one module of a type means everyone will eventually end up fitting half assed generic ships with a little bit of everything that don't have a specific role or specialisation, which would be a bit boring.
Just increase the stacking penalty significantly, so that fitting more than 3-4 damage mods would bring hardly any discernible effect and it should be fine.
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Fred0
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Posted - 2005.07.21 20:54:00 -
[130]
Edited by: Fred0 on 21/07/2005 20:58:09 I would hope that you could specialize in many things. But never at the same time. That's my vision for this game.
Sadly it's not CCP's. (atleast not to the same extreme) 
Oh and btw. Before you attack me because of the gankageddon. I feel that the gankageddon needs to be nerfed, it is out of line. It's the one tier1 bs that wins over all t2 bs in damage output. It is unbalanced.
But that does not mean I want all gank setups gone. I still want gank to be an option for kitting your ship out.
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Madcap Magician
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Posted - 2005.07.21 21:02:00 -
[131]
Sorry for the harsh words Fred0, this has just been a thorn to me for awhile.
Actually, your idea for variable module layouts is very interesting and would indeed allow even further specialization for a ship. atm, the only real specialization we have is for guns, which only allows for even more damage.
____________________ Perpetually Driven
Your end is our beginning. |

Meridius
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Posted - 2005.07.21 21:06:00 -
[132]
Originally by: Madcap Magician
As for the arguement on the tanking of Amarr HAC, they're nearly identical. Zealot can assume higher resists in all categories while maintaining 4 heavy pulse 2 and 2 med rep 2 with significantly more armor, and slightly less cap than the Sac while the Sacrilege allows for more firepower (2 missile hardpoints and drones) and a slightly less intense resistance in the armor.
You just don't know the ships. The Sacrilege tanks better then the Zealot. Having a ship that tanks slightly worse but does a bit more damage doesn't seem redundant to you?? It's bloody stupid.
I'm not even going to mention how overpowered the Ishtar will become with damage mod limiting since it already does more damage then a Zealot with 4 damage mods just using tech 2 drones. Heh.
Originally by: Madcap Magician
And Meridius, as we see it, you attempted to rip us off. This topic is for ingame chat.
Ingame chat is kinda hard when you never replied to my evemails and then added me to your block list.
I was never even in a position to rip you off do so that makes absolutely no sense. All i ever expected was for you to hold your word which i have logged. I guess you're just trying to make yourself look honest and get this off the forums asap. Learning cunning and deceit from digi as well now? ________________________________________________________
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Troezar
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Posted - 2005.07.21 21:06:00 -
[133]
I'm just amazed that stacked damage mods is still almost as much of a problem as it was 18 months ago when I left. I thought the stacking had been severly nerfed
Seems I need to go shopping
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Meridius
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Posted - 2005.07.21 21:09:00 -
[134]
Originally by: Fred0
It's the one tier1 bs that wins over all t2 bs in damage output. It is unbalanced.
Scorp can jamm more ships then any t2 bs. Domi can field more drones then any t2 bs. Nerf? ________________________________________________________
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Darkwolf
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Posted - 2005.07.21 21:11:00 -
[135]
Originally by: Dred 'Morte I already proved in another thread, the thing is, you will get ur own math that proves contrary, because, math can be made and understood in many ways.
And your proof was soundly defeated. Linkage for those who care.
Saying "math can be understood in many ways" smacks to me of a copout - you're basically saying "I'm right, damnit, and no amount of clear, logical proof can show otherwise!".
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Meridius
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Posted - 2005.07.21 21:14:00 -
[136]
Originally by: Madcap Magician
I agree that gank should be an option, but not all racial ships should have the same ability. You have the option to train different racial ships, and as particle blasters are said to be the most devastating gun...
Armageddon description:
Quote: The mighty Armageddon class is the main warship of the Amarr Empire. Its heavy armaments and strong front are specially designed to crash into any battle like a juggernaut and deliver swift justice in the name of the Emperor.
Main warship, heavy armaments, strong front, designed to crash into any battle like a juggernaut and deliver swift (swift meaning quick meaning gank ).
Pretty accurate description no? ________________________________________________________
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Fred0
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Posted - 2005.07.21 21:23:00 -
[137]
I said can win in damage output. That a geddon has raw dps over every other ship ****s up risk vs reward in fleetbattles as it stands. And that it has it in the abundance it does is staggering.
Everything can be countered but that's hardly relevant in this thread. Don't mix jamming into this. That's all fine if it's what you want to do imho but it has **** all to do with a discussion on damage.
Oh and lmao at the ship descriptions. You've really run out of arguments if that's what youre quoting.
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LUKEC
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Posted - 2005.07.21 21:34:00 -
[138]
The Megathron has established itself as one of the most feared and respected battleships around....
No other turret class can match the sheer destructive power of particle blasters, but due to the rapid dispersion of the containment field, it also has the worst range of all turrets.
So sad that it is all wrong.
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Meridius
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Posted - 2005.07.21 21:36:00 -
[139]
Originally by: Fred0 I said can win in damage output. That a geddon has raw dps over every other ship ****s up risk vs reward in fleetbattles as it stands. And that it has it in the abundance it does is staggering.
Everything can be countered but that's hardly relevant in this thread. Don't mix jamming into this. That's all fine if it's what you want to do imho but it has **** all to do with a discussion on damage.
Oh and lmao at the ship descriptions. You've really run out of arguments if that's what youre quoting.
Yeah lets exclude jamming because it's not like it shuts off other ships damage output completely right?
Oh wait it does.
The scorp has a role and it's jamming. It is the best at it hands down. The domi has a role and thats drones, once again, it's the best at it.
The geddon also has a role, damage.
About the racial description, you might want to take it in context and see how i was responding to Madcaps idea of racial roles. ________________________________________________________
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Ifni
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Posted - 2005.07.21 21:40:00 -
[140]
Originally by: EVE Item Database The Typhoon class battleship has an unusually strong structural integrity for a Minmatar ship.
So... um... yea.
So does that mean we should hull tank the 'phoon now? -
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Fred0
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Posted - 2005.07.21 21:43:00 -
[141]
I can't believe this. There are a bunch of contradicting explanations for every bit of kit out there. Compare all bs and see if you find any overlap. Well you do, alot. And you must be ****ting us if you think that this one is the correct one.
I agree that jamming has an effect on battles. A big one. But that does not mean that you can't have a discussion about damage and the balance of damage without having to cloud the issue with jamming.
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Meridius
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Posted - 2005.07.21 22:07:00 -
[142]
Originally by: Ifni
Originally by: EVE Item Database The Typhoon class battleship has an unusually strong structural integrity for a Minmatar ship.
So... um... yea.
So does that mean we should hull tank the 'phoon now?
Again, you're taking what i said out of context.
BTW, i too know that the geddon is overpowered, thats why i said on page one that the pulse nerf should be reversed and the geddon should be nerfed
________________________________________________________
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Ante
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Posted - 2005.07.22 05:59:00 -
[143]
Ok then how about some suggestions to nerf the geddon? Remove a turret? Remove a low slot?
With tier 1 battleships all except the geddon and typhoon have 1 less slot than the tier 2 battleship. Perhaps they should each lose one slot to bring them into line? If the geddon lost one slot of any type it would seem to be in line. Personally I'd like to see it lose a midslot which, while not addressing the damage problem, nerfs it in a way that geddons would become less able to fight on its own.
It would remain a huge damage doer but become fairly weak against many targets.
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Selim
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Posted - 2005.07.22 06:05:00 -
[144]
Edited by: Selim on 22/07/2005 06:08:30
Originally by: Ante Ok then how about some suggestions to nerf the geddon? Remove a turret? Remove a low slot?
With tier 1 battleships all except the geddon and typhoon have 1 less slot than the tier 2 battleship. Perhaps they should each lose one slot to bring them into line? If the geddon lost one slot of any type it would seem to be in line. Personally I'd like to see it lose a midslot which, while not addressing the damage problem, nerfs it in a way that geddons would become less able to fight on its own.
It would remain a huge damage doer but become fairly weak against many targets.
Hold on a minute there...
Let me get this straight...
you are advocating a NERF to the TYPHOON?
...

         
edit: more lols added
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Ante
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Posted - 2005.07.22 06:56:00 -
[145]
Can't harbour any bias for either ship. If one of them is nerfed to be brought in line there's no reason the other shouldn't be. Not much of a problem with the typhoon anyway...
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Hamatitio
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Posted - 2005.07.22 06:57:00 -
[146]
Originally by: Meridius
Originally by: Fred0
It's the one tier1 bs that wins over all t2 bs in damage output. It is unbalanced.
Scorp can jamm more ships then any t2 bs. Domi can field more drones then any t2 bs. Nerf?
Scorp is made for ECM, it should beat out all others. Dommy is made for Drones, it should beat out all others.
Armageddon is made for damage, its a tier 1 ship. Megathron is made for damage, its a tier 2 ship.
The damage:range issue, is...well an issue.
lol. ------
Forum mods ruined my siggy :(
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W0lverine
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Posted - 2005.07.22 06:59:00 -
[147]
Here you go every1
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mahhy
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Posted - 2005.07.22 07:01:00 -
[148]
Originally by: Hamatitio Scorp is made for ECM, it should beat out all others. Dommy is made for Drones, it should beat out all others.
Armageddon is made for damage, its a tier 1 ship. Megathron is made for damage, its a tier 2 ship.
The damage:range issue, is...well an issue.
Well, Tier 1 vs. T2 has zero bearing on any discussion. Your Tier 2 BS can be beaten by a 4mill ISK cruiser, or a frigate/Inty in the right scenario, so its not much of an arguement.
What about a vamp-domi? They can take on any BS 1v1, and they can win. Same as a Scorp. I'm not sure I understand why those Tier 1s are allowed to destroy any Tier 2 BS while the Arma isn't?
The range issue is a little perplexing personally. Mega Beams on Arma are only a bit shoter range than 425s (and a good chunk less falloff) and yet on paper they are freakishly uber comparitively. I keep telling myself I must be missing something...
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W0lverine
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Posted - 2005.07.22 07:04:00 -
[149]
Originally by: mahhy
Originally by: Hamatitio Scorp is made for ECM, it should beat out all others. Dommy is made for Drones, it should beat out all others.
Armageddon is made for damage, its a tier 1 ship. Megathron is made for damage, its a tier 2 ship.
The damage:range issue, is...well an issue.
Well, Tier 1 vs. T2 has zero bearing on any discussion. Your Tier 2 BS can be beaten by a 4mill ISK cruiser, or a frigate/Inty in the right scenario, so its not much of an arguement.
What about a vamp-domi? They can take on any BS 1v1, and they can win. Same as a Scorp. I'm not sure I understand why those Tier 1s are allowed to destroy any Tier 2 BS while the Arma isn't?
The range issue is a little perplexing personally. Mega Beams on Arma are only a bit shoter range than 425s (and a good chunk less falloff) and yet on paper they are freakishly uber comparitively. I keep telling myself I must be missing something...
wouldnt wast breath on them realy....theya re just mad cuz they didnt get any capital mining barges in lates patch
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Fred0
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Posted - 2005.07.22 07:42:00 -
[150]
Edited by: Fred0 on 22/07/2005 07:47:52 Edited by: Fred0 on 22/07/2005 07:47:22
Originally by: Ante Can't harbour any bias for either ship. If one of them is nerfed to be brought in line there's no reason the other shouldn't be. Not much of a problem with the typhoon anyway...
Are you freaking serious? You have 5 pages on arguments of why the geddon is uber infront of you and you bring up slot layout?
My suggestion is to remove the ROF bonus for the geddon. It's been suggested by alot of people before me and it remains the most sensible solution. The apoc is not as overpowered and I would currently go as far as to say that the apoc fits nicely in line with the tempest and mega, well not really but good enough.
One ships sticks out alot compared to others. And it should be brought in line.
Oh and no mahhy. I drove one of those geddons myself last night. It's an absolute beauty with 7 megabeams and 7 hs's. Oh and have a look on the killboards, alot of people know this and use this right now.
EDIT: I see that a few are thinking it's fine that the geddon has an absolute damage/range edge compared to all other bs. Now that is fine but there is not much point in us arguing about that because my beef is with the people who don't realise that the geddon is overpowered.
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Hamatitio
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Posted - 2005.07.22 07:45:00 -
[151]
The point is, 2 ships, with the same role, fitted the same, the geddon is better than a mega. And im grumpy, because im specialized for a mega.
Im grumpy damnit!
------
Ham a Tee Tee Oh |

W0lverine
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Posted - 2005.07.22 07:58:00 -
[152]
Originally by: Hamatitio The point is, 2 ships, with the same role, fitted the same, the geddon is better than a mega. And im grumpy, because im specialized for a mega.
Im grumpy damnit!
thats not complitly right, thron is made as rail platform and it does more damage and hight ranges then geddon
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Fred0
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Posted - 2005.07.22 08:03:00 -
[153]
Now wolverine, please go back and read the whole thread. Because you are starting this thread right over posting things that were refuted 3 pages back.
And the megathron was built as both a rail and blaster platform. That's why it gets bonus to both of those.
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W0lverine
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Posted - 2005.07.22 08:04:00 -
[154]
Originally by: Fred0 Now wolverine, please go back and read the whole thread. Because you are starting this thread right over posting things that were refuted 3 pages back.
And the megathron was built as both a rail and blaster platform. That's why it gets bonus to both of those.
and what bonus is for blasters?
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Fred0
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Posted - 2005.07.22 08:07:00 -
[155]
Special Ability: 5% bonus to Large Hybrid Turret damage and Large Hybrid Turret tracking speed per level.
Applies to both rails and blasters. Learn the ships. Learn the math. Then come back and argue.
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DigitalCommunist
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Posted - 2005.07.22 08:12:00 -
[156]
Believe it or not, but there is no ship in the game designed to use stacked damage mods. It only works great on the Zealot because you have
a) the low slots b) the pure turret focus
With that in mind, you can apply the same logic to pretty much any turret ship with low slots.
The Megathron was designed with 7 tech 2 rails and 7 mag stab II's in mind! The Armageddon was designed with 7 megapulse and 8 heat sinks in mind!
Yeah, right.
And if you think that by restricting dmg mods to one per ship, that fights with be impossible, you are completely and utterly wrong. First of all, TQ is not SiSi. On sisi everyone tanks to their fullest, with the best mods available. I'm pretty sure an apoc can tank a blasterthron forever, and I'm pretty sure an apoc can't hit the blasterthron enough, but it doesn't work like that.
Such 1v1 situations between battleships are almost impossible, and when they do happen, one side is likely to get backup in the course of the fight.
Imagine ships with 25000 armour and 18000 shield going at each other, with no damage mod stacking. Stalemates galore? I dont think so, few ships can tank forever, maintain high resists and still be practical in pvp with a warp disruptor. Hell, none. An apoc isn't firing its lasers and running two large reps, and a disruptor without at least two relays.
Point is combat would be a lot about counter setups, skill and module quality, and tactics. _____________________________________ Perpetually driven, your end is our beginning.
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W0lverine
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Posted - 2005.07.22 08:14:00 -
[157]
Edited by: W0lverine on 22/07/2005 08:14:47
Originally by: Fred0 Special Ability: 5% bonus to Large Hybrid Turret damage and Large Hybrid Turret tracking speed per level.
Applies to both rails and blasters. Learn the ships. Learn the math. Then come back and argue.

thats wasnt what I meant.....I mean that the bonus thron have is best for rails, tracking, like Enyo, now look at rax, MWD bonus, why do you think it got it?
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mahhy
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Posted - 2005.07.22 08:17:00 -
[158]
Originally by: Fred0 Oh and no mahhy. I drove one of those geddons myself last night. It's an absolute beauty with 7 megabeams and 7 hs's. Oh and have a look on the killboards, alot of people know this and use this right now.
EDIT: I see that a few are thinking it's fine that the geddon has an absolute damage/range edge compared to all other bs. Now that is fine but there is not much point in us arguing about that because my beef is with the people who don't realise that the geddon is overpowered.
You should probably take a look at out killboards before telling me how good the Geddon is 
Anyhow, this thread started to bring the geddon into the picture when people started moaning, again, about the Mega Pulse + Geddon. My beef is with people that don't realize the MP Geddon _isnt_ overpowing. Its not a guaruntee win.
As I've also already said the Beam Geddon is a bit wonky. On paper anyhow. But I still think the m,assive number of damage mods is the primary cause of these issues. When a long range ship (of any race) does similar amount of damage to a blasterthron (not in gank fit) theres a serious problem. Long range is supposed to be less damage in Eve, but its not because a long range ship can fit nothing but damage mods... its silly that damage mods stack as much as they do.
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Fred0
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Posted - 2005.07.22 08:38:00 -
[159]
Edited by: Fred0 on 22/07/2005 08:39:42 Mahhy, perhaps we can agree to disagree. I really think it is overpowered but I don't have the stamina to requote the arguments. I give up.
Oh but, I'll reiterate this. Tamper with the stacking penalty for sure. Increase HP's, sure. But restricting the use of mods is the worst way to go if you want this game to become more varied in setups.
Imho, you should be able to fill your ship with modules specced for any role you wish to fill.(all modules, all slot sizes) Be it damage, tanking, running, jamming or whatever.
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mahhy
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Posted - 2005.07.22 08:48:00 -
[160]
Originally by: Fred0 Oh but, I'll reiterate this. Tamper with the stacking penalty for sure. Increase HP's, sure. But restricting the use of mods is the worst way to go if you want this game to become more varied in setups.
I don't genreally agree with restricting a module to only fitting a single one either, except in the MWD/AB case.
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Terradoct
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Posted - 2005.07.22 08:51:00 -
[161]
Edited by: Terradoct on 22/07/2005 08:51:37 the simple solution to this problem and problem with gank setups is: DIVID dmg mod on two siparate mod - 1 increase dmg , but decreas ROF and 1 that increas ROF but decrease dmg. same for sensor boosters, tracking comps, tracking enchasers, signal amplefires.
Every module SHOULD HAVE andvantege and disadvantage.
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Vee Bot
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Posted - 2005.07.22 08:54:00 -
[162]
Originally by: DigitalCommunist On sisi everyone tanks to their fullest, with the best mods available. I'm pretty sure an apoc can tank a blasterthron forever, and I'm pretty sure an apoc can't hit the blasterthron enough, but it doesn't work like that.
Im pretty sure you cant tank a blasterthron. My scorp when down slowly but surely even with 4x heat 3x kin hardeners and an X-large c5l running. I would think a geddon is tankable due to resistances on armor for EMP being high to start with.
Difference being the geddon is affective out to silly ranges, where the mega has to parked up nice and close.
Mega doesnt have it that bad tbh, 7 tech II rails and 7 dmg mods is a totally ebil setup it should be an issue but as its a teir two BS ppl tend to tank a bit too, and fit other nice toys in the mids. Geddon is 90% of the time in some form of dmg mod stacked monster - be it with dual heavy beams/pulse MPs or MBs, its cheap, good return on insurance and very easy to train up. ------------------ Remember that your Unique, like everyone else. |

Ante
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Posted - 2005.07.22 10:19:00 -
[163]
Edited by: Ante on 22/07/2005 10:30:23
Originally by: Terradoct Edited by: Terradoct on 22/07/2005 08:51:37 the simple solution to this problem and problem with gank setups is: DIVID dmg mod on two siparate mod - 1 increase dmg , but decreas ROF and 1 that increas ROF but decrease dmg. same for sensor boosters, tracking comps, tracking enchasers, signal amplefires.
Every module SHOULD HAVE andvantege and disadvantage.
Interesting idea though perhaps another solution along the same line would be a small boost to blaster tracking and change damage mods to be +damage, +rof, and -tracking ... ?
EDIT: The penalty to tracking doesn't have to very large at all, but if you stack too many damage mods the tracking will hurt badly.
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W0lverine
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Posted - 2005.07.22 11:21:00 -
[164]
Originally by: Terradoct Edited by: Terradoct on 22/07/2005 08:51:37 the simple solution to this problem and problem with gank setups is: DIVID dmg mod on two siparate mod - 1 increase dmg , but decreas ROF and 1 that increas ROF but decrease dmg. same for sensor boosters, tracking comps, tracking enchasers, signal amplefires.
Every module SHOULD HAVE andvantege and disadvantage.
and what would be the point of this?? lol, on one hand you increase damage by increasing DM mod, but on the other you take it away with rof decrease,, yay for new great modules!!!
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Terradoct
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Posted - 2005.07.22 11:52:00 -
[165]
Originally by: W0lverine
Originally by: Terradoct Edited by: Terradoct on 22/07/2005 08:51:37 the simple solution to this problem and problem with gank setups is: DIVID dmg mod on two siparate mod - 1 increase dmg , but decreas ROF and 1 that increas ROF but decrease dmg. same for sensor boosters, tracking comps, tracking enchasers, signal amplefires.
Every module SHOULD HAVE andvantege and disadvantage.
and what would be the point of this?? lol, on one hand you increase damage by increasing DM mod, but on the other you take it away with rof decrease,, yay for new great modules!!!
Alfa strike for long rage fleet battle. Graet ROF but low dmg for solo pvp or small hit and run tactics.
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Profess0r Mansechs0r
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Posted - 2005.07.22 13:39:00 -
[166]
Originally by: W0lverine
Originally by: Fred0 Now wolverine, please go back and read the whole thread. Because you are starting this thread right over posting things that were refuted 3 pages back.
And the megathron was built as both a rail and blaster platform. That's why it gets bonus to both of those.
and what bonus is for blasters?
tracking bonuses help close range guns more than long range ones. But I'm sure you already knew that given your vast combat experience in the deep core mining corp.
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