| Pages: 1 [2] 3 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Dark Shikari
|
Posted - 2005.08.28 03:05:00 -
[31]
Originally by: Redblade Some ideas could work but im all against any nerf of dmg mods untill wcs have got a stacking penalty that makes sens.
WCS are just fine.
Note the calculations here. A geddon with 8 damage mods does 2.67 times as much damage as a geddon with zero.
That means a geddon with zero stabs does utterly worthless damage...  -- Proud member of the [23].
Selling Capital Cargo Bays and Kernite Mining Crystal IIs, cheaper than anyone else. |

mahhy
|
Posted - 2005.08.28 06:03:00 -
[32]
Originally by: Dark Shikari Note the calculations here. A geddon with 8 damage mods does 2.67 times as much damage as a geddon with zero.
That means a geddon with zero stabs does utterly worthless damage... 

It still does more damage than an Apoc, assuming the same guns fitted.
|

Dark Shikari
|
Posted - 2005.08.28 06:07:00 -
[33]
Originally by: mahhy
Originally by: Dark Shikari Note the calculations here. A geddon with 8 damage mods does 2.67 times as much damage as a geddon with zero.
That means a geddon with zero stabs does utterly worthless damage... 

It still does more damage than an Apoc, assuming the same guns fitted.
The apoc is only effective because of its tank. It can last while doing damage.
The stabageddon can neither tank NOR deal damage. -- Proud member of the [23].
Selling Capital Cargo Bays and Kernite Mining Crystal IIs, cheaper than anyone else. |

Evil Thug
|
Posted - 2005.08.28 06:22:00 -
[34]
Originally by: Meridius Adapt or die.
Full gank setups are just stupid these days with plates anyway, if you still see lows crammed with only heatsinks as a good setup, you suck.
^^
What he said. Gank configs just suck. And if you cant counter it - go cry somewhere else. ----------------------------------------------- Ash to Ash Dust to Dust |

Gierling
|
Posted - 2005.08.28 06:46:00 -
[35]
Every Damage mod should increase capacitor use by 25%.
Bastards we are lest Bastards we become. |

Earthan
|
Posted - 2005.08.28 07:08:00 -
[36]
Originally by: Evil Thug
Originally by: Meridius Adapt or die.
Full gank setups are just stupid these days with plates anyway, if you still see lows crammed with only heatsinks as a good setup, you suck.
^^
What he said. Gank configs just suck. And if you cant counter it - go cry somewhere else.
You are wrong in bigger battles gank setups are alwys best.
Its logic the defenc is used only by one person at a time wich is targeted, the dmg is dealt all time byt all gang members.
Anyway the aim is imho to upp the gang numbers when the gank setups pay off to 15 ships and more.To make gank setups much less powerful.To hit them with the freaking nerf bat :)
Stars, stars like dust, all around me.... |

Earthan
|
Posted - 2005.08.28 07:09:00 -
[37]
Imho make the dmg mods stacking penalty much much more harsh , also split the effects of sensor boosters, tracking computers, maybe increase their stacking penalty too.
Stars, stars like dust, all around me.... |

mahhy
|
Posted - 2005.08.28 07:13:00 -
[38]
Originally by: Dark Shikari
Originally by: mahhy
Originally by: Dark Shikari Note the calculations here. A geddon with 8 damage mods does 2.67 times as much damage as a geddon with zero.
That means a geddon with zero stabs does utterly worthless damage... 

It still does more damage than an Apoc, assuming the same guns fitted.
The apoc is only effective because of its tank. It can last while doing damage.
The stabageddon can neither tank NOR deal damage.
I know, I know... I was just being a bit silly... suggesting that a stabegeddon could PVP 
|

Jim Raynor
|
Posted - 2005.08.28 07:45:00 -
[39]
Gank setups are quite effective, the bigger the fight the more effective they become. ------
ROBBLE ROBBLE |

Hamatitio
|
Posted - 2005.08.28 08:53:00 -
[40]
In anything other than a 1v1 (maybe a 2 v 2) Gank setups own.
The right setup a tank will beat a gank in a 1 v 1, and depending on the amount of plates, they might win the 2 v 2. I cant see 3 tanks winning a 3 v 3 against 3 ganks though.  ------
Director of Ganking: Deathrow Inc |

jukriamrr
|
Posted - 2005.08.28 08:55:00 -
[41]
I'd like to see how pilots are supposed to adapt when 7 gankageddons shoot at them from 100+ km...
Now How much would their 'adaptation' last? 2 seconds? Less? Phew.
|

Evil Thug
|
Posted - 2005.08.28 08:59:00 -
[42]
Have you ever flown in Full gank setups ? ----------------------------------------------- Ash to Ash Dust to Dust |

mahhy
|
Posted - 2005.08.28 09:15:00 -
[43]
Originally by: Hamatitio In anything other than a 1v1 (maybe a 2 v 2) Gank setups own.
The right setup a tank will beat a gank in a 1 v 1, and depending on the amount of plates, they might win the 2 v 2. I cant see 3 tanks winning a 3 v 3 against 3 ganks though. 
Well, once numbers start climbing and concentrated fire starts happening, wether they're gankers or not simply doesn't matter anymore.
Numbers > tanking every single time.
|

mahhy
|
Posted - 2005.08.28 09:18:00 -
[44]
Originally by: jukriamrr I'd like to see how pilots are supposed to adapt when 7 gankageddons shoot at them from 100+ km...
Now How much would their 'adaptation' last? 2 seconds? Less? Phew.
100... km.... A gank'a'geddon is usually using Mega Pulse. They don't have 100km range.
If you mean Beams then whats the issue? Any 7 BS using long range guns at 100km is going to hurt. In fact 7 Tempests at 100km is gunna kill you WAY faster than geddons. A single volley from each will insta-kill you.
Tempests hurt SOOOO bad in groups.
|

jukriamrr
|
Posted - 2005.08.28 09:50:00 -
[45]
Yeah well that was my point. And recognise a general comment when you read one  Tempest, geddon, whatever. Anyone's 'adaptation' is not going to last for long versus that knd of fleet...
|

Drommy
|
Posted - 2005.08.28 11:05:00 -
[46]
Originally by: Dark Shikari Edited by: Dark Shikari on 27/08/2005 14:20:59
1) Make the stacking penalty on all items (damage mods are just the most commonly used) sane. For example, if we're talking damage and each gives 10%, they could give 10%, then 6.5%, then 4.2%, then 2.75%, then 1.78%, etc. This is using a 35% decrease in efficiency each time. Thus, you wouldn't start getting increasing benefits past more than a few. This idea wouldn't change much else, as I don't know any items that are stacked like damage mods. It would also very slightly gimp people using three of the same hardener... though that isn't entirely a bad thing.
2) Make damage mods and such have penalties. For example, a heatsink would decrease tracking. The advantage of this is that it will make gank setups much less effective at shorter ranges. The disadvantage is that it wouldn't stop sniper setups. You might have to add a range decrease as well for that, but that might make the damage mods useless to begin with.
3) Raise fitting requirements on damage mods. This may help, but I would also worry that this would benefit ships with extra CPU too much and gimp those with too little CPU. People would just end up switching to the ships with the most CPU, and using more named guns. Faction weapon upgrades would become more popular, doing even more damage...
4) Limit each player to one damage mod. Too extreme, IMO.
dude the more u have on the less effect they have anyway, theres nothing wrong with stacking dmg mods. this is like saying scorpion with loads of ew is overpowered and forces every 1 else to use back up arrays. lets nerf how ew works and give it a stacking penalty or '4) Limit each player to one ew mod'
dont be silly, think before you speak. plus apart from a gank setup theres no other way to break a decent tech 2 tank 1 v 1. my to isk's
_______________________________________________
A good leader takes their people where they want to go A great leader takes their people not where they necessarily want to go, but ought too. |

Bad'B0y
|
Posted - 2005.08.28 11:07:00 -
[47]
leave my damage mods alone you noobs
|

j0sephine
|
Posted - 2005.08.28 11:08:00 -
[48]
"this is like saying scorpion with loads of ew is overpowered and forces every 1 else to use back up arrays. lets nerf how ew works (..)"
They did :s
|

Dark Shikari
|
Posted - 2005.08.28 14:10:00 -
[49]
Edited by: Dark Shikari on 28/08/2005 14:10:58
Originally by: j0sephine Edited by: j0sephine on 28/08/2005 11:08:36
"this is like saying scorpion with loads of ew is overpowered and forces every 1 else to use back up arrays. lets nerf how ew works (..)"
They did :s
(people still complain eccm isn't effective enough at the moment btw, and they might be right by the looks of it)
Yup, scorp is overpowered. Put 10 scorps in a fleet, against 80 enemy ships. Tell each scorp to lock eight enemy ships (split things alphabetically). Put one racial jammer on each enemy.
What will result is a continuous random forced unlock on all enemies every 30 seconds or so. They won't be able to lock about 1/3 of the time.
Add to this the lag, and the enemy fleet will end up pwned.
Actually: Scorps are fine. Jammers are overpowered. Most of EW is, and its only not ruining combat because people are too stupid to use it. -- Proud member of the [23].
Selling Capital Cargo Bays and Kernite Mining Crystal IIs, cheaper than anyone else. |

Redblade
|
Posted - 2005.08.28 15:06:00 -
[50]
Originally by: Dark Shikari
Originally by: Redblade Some ideas could work but im all against any nerf of dmg mods untill wcs have got a stacking penalty that makes sens.
WCS are just fine.
Note the calculations here. A geddon with 8 damage mods does 2.67 times as much damage as a geddon with zero.
That means a geddon with zero stabs does utterly worthless damage... 
My point was that the dmg mod stacking is just about the only way to couter the insane wcs stacking we have now hence give it a stacking penalty and in the same time give the dmg mod a more harch stacking penalty, but dont "fix" the dmg mod stacking without fixing one of the main reasons for dmg stacking in the first place.
And no a bubble won't solve the issue with the wcs for anyone who where about to sugest it as u can't deploy a bubble in empire.
Killboard |

Face Lifter
|
Posted - 2005.08.29 02:08:00 -
[51]
btw, separating damage mods into % damage and % rof isn't such a good idea simply because everyone would use % damage mods. All other things being equal, % rof would become as usefull as passive hardener
|

j0sephine
|
Posted - 2005.08.29 02:22:00 -
[52]
Edited by: j0sephine on 29/08/2005 02:29:06
"because proj atm need dmg + rof... and the fact that you fit so low ammo... lasers have no ammo... think if you just placed ROF then the frequency at which you have to reload is increased a great deal... making your dps go down a lot more then if you had just the dmg mods..."
maxed skills and tempest bonus against regular resistances. damage calculations include reload time.
1400 II with no damage mods: 29 dps 1400 II with all-damage mods: 43.70 dps 1400 II with all-rof mods: 44.75 dps
for comparison, 425mm rail mounted on Megathron:
425mm II with no damage mods: 29.98 dps 425mm II with all-damage mods: 45.19 dps 425mm II with all-rof mods: 47.32 dps
the difference between 1400mm artillery and 425mm rail with all-rof modules is ~8%
now compare it with current damage mods:
1400 II: 60.55 dps, 425mm II: 71.31 dps
currently the difference between these guns is 17% or so.
This change not only wouldn't "screw" the projectile users when compared to others, but actually makes the projectiles *better* in comparison, since it narrows the gap between turret types.
Go figure --;;
edit: for mega pulses on geddon numbers go like:
mega pulse II, no mods: 40.77 mega pulse II, damage mods: 64.15 mega pulse II, rof mods: 69.10 mega pulse II, current: 108.74
again, the gap is reduced from 54% difference to 46% ... and it works in similar manner for beam lasers. Yeah, would really spank those projectile users hard >>;;
|

DrunkenOne
|
Posted - 2005.08.29 02:28:00 -
[53]
Originally by: j0sephine "because proj atm need dmg + rof... and the fact that you fit so low ammo... lasers have no ammo... think if you just placed ROF then the frequency at which you have to reload is increased a great deal... making your dps go down a lot more then if you had just the dmg mods..."
maxed skills and tempest bonus against regular resistances. damage calculations include reload time.
1400 II with no damage mods: 29 dps 1400 II with all-damage mods: 43.70 dps 1400 II with all-rof mods: 44.75 dps
for comparison, 425mm rail mounted on Megathron:
425mm II with no damage mods: 29.98 dps 425mm II with all-damage mods: 45.19 dps 425mm II with all-rof mods: 47.32 dps
the difference between 1400mm artillery and 425mm rail with all-rof modules is ~8%
now compare it with current damage mods:
1400 II: 60.55 dps, 425mm II: 71.31 dps
currently the difference between these guns is 17% or so.
This change not only wouldn't "screw" the projectile users when compared to others, but actually makes the projectiles *better* in comparison, since it narrows the gap between turret types.
Go figure --;;
pwnt tbfh.
|

mahhy
|
Posted - 2005.08.29 05:33:00 -
[54]
Originally by: Jim Raynor The whole fact you are missing here is that I am talking about reducing the damage output on all ships. Armageddon is simply the finest example of why stacking damage mods can go horribly wrong as it is by far the biggest damage dealing ship in the game.
Nerfing damage mod stacking nerfs everyone to some degree.
Hah, yes I missed that. Thought you were on about the Arma specifically.
My point stands though, about 5 low slots versus 8. Nerf it too much and the Arma loses the only thing its good at.
|

Unleashed
|
Posted - 2005.08.29 05:44:00 -
[55]
Meridius brings up a point(whether intended or not), compared to the new tech2 weaponry spec skills, tech2 tanking has received nothing in the way of skill boosting. Unless I am missing something, wouldnt this be an obvious thing to do? ___
>currently training to level 5: sexual tyrannosaurus / Rank 8 /
|

Jim Raynor
|
Posted - 2005.08.29 05:47:00 -
[56]
Originally by: mahhy
Originally by: Jim Raynor The whole fact you are missing here is that I am talking about reducing the damage output on all ships. Armageddon is simply the finest example of why stacking damage mods can go horribly wrong as it is by far the biggest damage dealing ship in the game.
Nerfing damage mod stacking nerfs everyone to some degree.
Hah, yes I missed that. Thought you were on about the Arma specifically.
My point stands though, about 5 low slots versus 8. Nerf it too much and the Arma loses the only thing its good at.
It'd still be better than any other battleship at dealing damage, you'd just have to justify using the 5th, 6th, 7th, or 8th low slot for additional heatsinks over other modules, as going with a more versatile setup -might- be better.
Remember when shield hardeners stacked too much and Scorps were running around with 98% all resists? Well same scenario here -- in reverse. CCP decided there was too much tanking with those modules, I wish they'd wake up and see ships deal too much DPS by stacking modules. Obviously this favors low slot blessed ships over others but it still remains the same, too much DPS = retarded pvp. ------
ROBBLE ROBBLE |

Meridius
|
Posted - 2005.08.29 07:20:00 -
[57]
Station taking is going to be real fun after nerfed dmg mods as well as killing POS eh jim jim :|
It breaks far too much so drop it ________________________________________________________
|

Jim Raynor
|
Posted - 2005.08.29 07:24:00 -
[58]
Edited by: Jim Raynor on 29/08/2005 07:24:59
Originally by: Meridius Station taking is going to be real fun after nerfed dmg mods as well as killing POS eh jim jim :|
It breaks far too much so drop it
Dreadnoughts are designed for station taking..
No one is saying you can't fit your precious gank setup, it just shouldn't be as effective as it is right now. It's not like I don't personally fill my lows up with ballistics myself yanno.. ------
ROBBLE ROBBLE |

Drutort
|
Posted - 2005.08.29 09:15:00 -
[59]
Edited by: Drutort on 29/08/2005 09:15:45
Originally by: j0sephine Edited by: j0sephine on 29/08/2005 02:29:06
"because proj atm need dmg + rof... and the fact that you fit so low ammo... lasers have no ammo... think if you just placed ROF then the frequency at which you have to reload is increased a great deal... making your dps go down a lot more then if you had just the dmg mods..."
maxed skills and tempest bonus against regular resistances. damage calculations include reload time.
1400 II with no damage mods: 29 dps 1400 II with all-damage mods: 43.70 dps 1400 II with all-rof mods: 44.75 dps
for comparison, 425mm rail mounted on Megathron:
425mm II with no damage mods: 29.98 dps 425mm II with all-damage mods: 45.19 dps 425mm II with all-rof mods: 47.32 dps
the difference between 1400mm artillery and 425mm rail with all-rof modules is ~8%
now compare it with current damage mods:
1400 II: 60.55 dps, 425mm II: 71.31 dps
currently the difference between these guns is 17% or so.
This change not only wouldn't "screw" the projectile users when compared to others, but actually makes the projectiles *better* in comparison, since it narrows the gap between turret types.
Go figure --;;
edit: for mega pulses on geddon numbers go like:
mega pulse II, no mods: 40.77 mega pulse II, damage mods: 64.15 mega pulse II, rof mods: 69.10 mega pulse II, current: 108.74
again, the gap is reduced from 54% difference to 46% ... and it works in similar manner for beam lasers. Yeah, would really spank those projectile users hard >>;;
dps is one thing DOT is another... and tracking is a whole other issue... so by your numbers please tell me what is the point of bothering to mix with dmg and rof? if looking at the numbers there is only a small variation... that means that there is no point in mixing... (at least for dps reasons)
so if there is no point in mixing for dps... why even bother? if people want to set up 1 volley kills they will use all dmg mods and not rof... I do not see how you would fix anything with this?
support Idea: QuickInfo an alternative to ShowInfo
my PhotoBlog |

mahhy
|
Posted - 2005.08.29 09:43:00 -
[60]
Originally by: Drutort dps is one thing DOT is another...
What? DPS and DOT are exactly the same thing....
|
| |
|
| Pages: 1 [2] 3 :: one page |
| First page | Previous page | Next page | Last page |