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Author |
Thread Statistics | Show CCP posts - 8 post(s) |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
110
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Posted - 2013.03.12 07:13:00 -
[1] - Quote
James Amril-Kesh wrote:Madracoon wrote:What about the Moros doing a ton more DPS than the others? Because blasters? Blasters should be short-range, lasers - long range, and autocannons in-between. What do we have now? Let's compare range (optimal+falloff) for subcap and capital turrets:
Mega Pulse II (32 km) -> Capital Pulse (47.5 km) = +48% 800mm AC II (24 km) -> Capital AC (53.8 km) = +124% Neutron Blaster II (17.2 km) -> Capital Blaster (45 km) = +161%
I dont know if capital lasers are inferior, or both projectiles and blasters deserve nerf, but something is wrong here - as blasters having almost the same range as lasers is a nonsense. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.13 05:35:00 -
[2] - Quote
@ Fozzie Have you considered the following option on Naglfar?
4 turrets 5% damage bonus no ROF bonus
That would really be the only viable long-range dread, Alpha-Nag. Its relatively weak tank wouldnt matter that much as a consequence. In fact, you could apply the same approach (longer range) for Nidhoggur, but that's the whole other story. Why 4, not 3 with more bonus? Well, because 1) easier to redesign the exterior, 2) fitting 4 arty is (or should be) much harder than 4 AC, so when choosing the alpha, the tank fits no more, 3) versatility! you can sacrifice 1 high slot for smartbomb, cyno or whatever without loosing too much DPS. And yes, if people start fitting blasters on that - you know something is wrong. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.14 18:02:00 -
[3] - Quote
Jureth22 wrote:how about phoenix and revelation rebalance to be in line with moros? They will do it, soon (tm). It's just about Fozzie hates split-weapons more than anything in EVE, so he managed to push this ninja-fix in before the main balancing pass on Dreads. I think it's wrong, and if citadel torps were fixed first, the old split-weaponed Naglfar could perform well enough. The same applies to Typhoon. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.14 19:19:00 -
[4] - Quote
Gypsio III wrote:Maybe the plan is to delete citadel missiles entirely, but the graphical changes required on the Phoenix mean that it can't be done now? But even then it's pretty simple to increase its DPS by 40-50% for a short-term fix.  IMO, the only good way to fix citadel torps is to give them back their AOE damage. Not sure if it's technically feasible, especially for application in low-sec space. But if it is, that could be the worst nerf ever to slow-cat doctrine and even for supercarriers. And of course, all Naglfar pilots would bite their elbows missing that opportunities. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.15 05:16:00 -
[5] - Quote
Gypsio III wrote:Sinzor Aumer wrote:IMO, the only good way to fix citadel torps is to give them back their AOE damage. Not sure if it's technically feasible, especially for application in low-sec space. But if it is, that could be the worst nerf ever to slow-cat doctrine and even for supercarriers. And of course, all Naglfar pilots would bite their elbows missing that opportunities. Fun idea! Only problem is that you'd have to make citadel torps immune to their splash damage, otherwise the incoming volleys would just get blown up on their way in...  There is a good working mechanics with bombs (launched by stealth bombers). Each type of bombs has 99.5% resist to its own type of damage.
And in case you didnt know, original citadel torps were AOE weapon [prooflink]. But they were unbalanced, so CCP decided to fix that with the easiest (and the worst) kind of treatment - by removing them. But hopefully, my friends, we shall see swarms of doom torpedos again! And with that, we'd witness the Phoenix... REBORN! :hardstyle: |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
111
|
Posted - 2013.03.19 13:25:00 -
[6] - Quote
Isbariya wrote:How about adding two turret slots for the Phoenix then as well as a corresponding bonus. That would solve the problem - for the time beeing - for Caldari players as well. If somehow the launcher slots can't be used as turret slots, just give the one turret slot a 200%dmg bonus. It realy sucks how the Phoenix can't hit anything that moves just a tiny bit and this change would help. Man, you're a genius! The best way to fix missles - is to remove them :-)) But on a serious note, a temporary solution could be to drop explosion velocity penalty on siege modules. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
116
|
Posted - 2013.04.01 18:31:00 -
[7] - Quote
Viqer Fell wrote:Why are you so obsessed with making all ships across the races generically the same? Agree. If anyone forgot how a balanced versatility should look - let me remind you: Terran, Protoss, Zerg. That was an epic game design. CCP can not create nothing at least remotely matching that design - I'm quite aware - but do they even try? |
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