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Author |
Thread Statistics | Show CCP posts - 23 post(s) |

Grath Telkin
Sniggerdly Pandemic Legion
1352
|
Posted - 2013.03.27 07:05:00 -
[1] - Quote
Grarr Dexx wrote:James Amril-Kesh wrote:Grarr Dexx wrote:James Amril-Kesh wrote:Grarr Dexx wrote:While I agree with the remote sensor booster nerf, are there any plans for nerfing the cloak warp trick so often abused in lowsec? I'm getting kinda tired of missing out on all those solo navy battleships that are practically invincible, even without any support. Learn to decloak. Your solution involves bringing a unique person to a camp who can't do anything but mill about hoping for one of these idiots to jump in. Why not fix the issue at the core here? You want to move your (expensive) ship, get an escort or a courier, or face death. There's no reason a lumbering battleship should escape certain death in the face of overwhelming odds. Seeing as it's a successful tactic, they're not idiots for using it. You're the idiot for being unprepared and instead choosing to complain about it. Silly me, trying to argue with ex-northern coalition members.
No, silly you for demanding that another player do something (escort, courrier or die) while in the same breath refusing to simply have a ship around to de cloak people.
Not sure when you turned into a ninny Grarr but it actually happened.
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Grath Telkin
Sniggerdly Pandemic Legion
1352
|
Posted - 2013.03.27 07:21:00 -
[2] - Quote
Ap01110n wrote:
Shields have never been dominant in anything but small scale hit and run tactics (except for Tengus which is a separate issue altogether). For the past 2+ years its been all amarr armor (or maels just to counter abaddons incredible buffer). .
You should make a more out of touch statement, because Maelstroms, Munnins, Rokhs, and Tengus were pretty much THE dominating doctrines used around 0.0.
Also the number of people in this thread assuming that all weapon ranges are nerfed 33% is amazing, I can't comprehend how you can't understand whats going on, but the collective loss of range in most cases ends up being around 1-2km optimal and a 2-4 km in fall off and suddenly everybody is screaming about how they're being forced into this tiny ball.
You're all sheep, i swear to go the ability to tie your shoes on your own in the morning must escape you.
The change is good, you could even say the change isn't strong enough to make the changes that CCP hopes for but that you're all whiners who throw a temper tantrum when your particular play style is in any way changed from what you're used to.
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Grath Telkin
Sniggerdly Pandemic Legion
1354
|
Posted - 2013.03.27 08:39:00 -
[3] - Quote
James Amril-Kesh wrote:
Except several of us are also discussing ships e.g. the SFI that lose about 30-40 DPS in their standard operating regime, where they don't have all that much DPS to begin with. The ship goes from being just barely viable as a kiter to being completely useless because its DPS and tank are too weak to brawl with and it can't kite because its DPS is easy to shrug off.
And you're all wrong, the amount of range you'll lose is vastly exaggerated in this thread. The actual loss is very small.
Heres an example, the standard PL Blaster Rokh fit that uses 2 TE's:
24.6+28.7 before the nerf, to 22.6+24.6 after the nerf.
LOOK AT THAT MASSIVE RANGE CHANGE THERE OH MAN. Thas on a battleship, where the TE range boost is much more obvious. On smaller ships the change will be significantly lower.
You are all making a mountain out of a mole hill, nothing will REALLY change, other than maybe a 1-2 kilometer engagement change.
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Grath Telkin
Sniggerdly Pandemic Legion
1354
|
Posted - 2013.03.27 08:42:00 -
[4] - Quote
Seriously anybody saying this is a blaster nerf should probably drink bleach, the change is negligible in range, and I'm seriously curious if any of you have a single clue about ship stats or if you just see the word nerf and lose the farm. |

Grath Telkin
Sniggerdly Pandemic Legion
1355
|
Posted - 2013.03.27 08:51:00 -
[5] - Quote
AlexKent wrote:Grath,
Blaster-related do you consider this change to be necessary?
I think that the change isn't strong enough. The Tracking Computer is an active module, it should be both stronger and more attractive then its passive low slot counter part. Thats not the case currently, the Tracking Enhancer is currently more attractive in every single way.
Also looking at the fleet stabber that everybody is crying about, it looses 1/2 a km in optimal and 3km and fall off. |

Grath Telkin
Sniggerdly Pandemic Legion
1355
|
Posted - 2013.03.27 09:03:00 -
[6] - Quote
PAPULA wrote: Also try to apply those nerfs to machariel.
Currently my mach (shield fit) is 4.2+69, after the change it will be 3.8+56.
So you lose 13km fall off, and less than half a km of optimal.
You can't possibly be that upset over those number changes, you're still relatively firing about the same range.
PAPULA wrote:Says pandemic legion who controls fozzie and whole game.
Yea, I gave you my friend that I play games with to help undo some of the years long neglect and you defame, insult, and slander him because you're mad about less than half a km of optimal range and a little bit of fall off.
How about you nut up and stop crying over literally nothing.
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Grath Telkin
Sniggerdly Pandemic Legion
1355
|
Posted - 2013.03.27 09:05:00 -
[7] - Quote
PAPULA wrote:Hannott Thanos wrote:PAPULA wrote:Grath Telkin wrote:James Amril-Kesh wrote: You are all making a mountain out of a mole hill, nothing will REALLY change, other than maybe a 1-2 kilometer engagement change.
Then why the change if change is so "small" Also try to apply those nerfs to machariel. You lose 8km falloff. From 59km to 51km So I guess the Machariel is dead and useless now. /sarcasm 8km is alot.
No, its not, at that range your DPS is cut so incredibly far just due to being the outside edge of your fall off that you're drastically exaggerating the loss.
Again, you really won't notice this change much at all in any real way, you're actually spazing out over nothing. |

Grath Telkin
Sniggerdly Pandemic Legion
1356
|
Posted - 2013.03.27 09:17:00 -
[8] - Quote
Xyris Rixx wrote:Is there a current trend to nerf shield tanking into the ground when compared to armor tanking? For years shield tanking was almost obsolete and irrelevent with megas and apocs being the ships of choice for fleet combat.
I dont know who told you this but its an outright lie. Dominion launched 4 years ago, the Maelstrom was one of the most common main line battleship across that 4 years. The welp cane, the tengu, the munin fleet.
I'm not sure who told you that shield tanking was obsolete but you should be mad at them.
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Grath Telkin
Sniggerdly Pandemic Legion
1356
|
Posted - 2013.03.27 09:25:00 -
[9] - Quote
PAPULA wrote:We all see who's most active in this thread - pandemic legion. This proves that PL is controlling the game as they please.
This is newest idea from PL - to nerf tracking falloff and optimal.
Yes, I'm going to nerf your fall off and rule the universe in brawling Moa's. |

Grath Telkin
Sniggerdly Pandemic Legion
1356
|
Posted - 2013.03.27 09:31:00 -
[10] - Quote
beware my moa army. |
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Grath Telkin
Sniggerdly Pandemic Legion
1356
|
Posted - 2013.03.27 09:34:00 -
[11] - Quote
Kaal Redrum wrote:
If you'de like to be schooled about TE mechanics and how this 33% nerf ruins above fits, just look me up ingame. I don't mind helping noobobs.
School me, most of those ships you listed lose under 3km falloff and 1km optimal. Tell me how that massive loss in range makes those ships no longer viable. Tell me how they've died.
Use actual numbers, show me what the actual number differences are and then tell me how that ruins those fits.
I'll wait right here while you do the math on your fits., or you can post them and I can do the math for you, then we can talk it over.
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Grath Telkin
Sniggerdly Pandemic Legion
1358
|
Posted - 2013.03.27 09:47:00 -
[12] - Quote
Rek Seven wrote: Oh wait, what's stopping these gate camping fleets from using more remote sebo's to compensate?
You're aware of stacking penalties right?
You're aware that after 3 mods the diminishing return on investment makes it not REALLY worth it right?
From 1-3 Rsebo's you get a noticeable difference, then from 4-6 you can't even reach the same boost as the first Rsebo that was applied.
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Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 10:08:00 -
[13] - Quote
Kaal Redrum wrote:
Maybe you want me to now run the math with links included?
Who cares bout the links, your numbers are static against a sitting target at the edge of your fall off (actually past the edge of your fall off to the point that you're in your second tier of falloff). Realistically you'll be doing about 200 DPS with the post buff cane and 250 with your current cane.
Tell me more about how a collective change of 50 dps when fighting at the worst possible range kills the ship as a whole.
The collective change for those that are wondering on his fit for ranges?
Pre TE Nerf:
1.9+20
Post TE Nerf:
1.8+17
I'm going to tell you honestly that you'll likely never notice that difference. You're not as good at Eve as you think you are, the likely hood that you'll be consistantly able to hold at 22km is pretty damn slim, you will bounce in and out of that range with a fair degree of consistency.
So tell me more about your on paper DPS and how the collective change of 50 DPS at the extreme end of your range nerfs your ship.
The truth is the difference isn't really that big. Lets do another fit that you're claiming is "dead". |

Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 10:11:00 -
[14] - Quote
Xyris Rixx wrote:, I was really just trying to get clarification on CCPs opinion of the shield/armor tanking choice atm - is it considered to be fair, is one over powered and is there an internal decision to pull one into line withthe other - especially since the uniquness between the two systems is starting to be blurred.
CCP have stated on several occasions that they believe that Shield tanking is a bit skewed and too strong at the moment and have been taking steps to bring armor tanking back in line.
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Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 10:43:00 -
[15] - Quote
Kaal Redrum wrote:
Lol, you're very passionate about this - do explain why exactly this change is needed. I'm a pirate, who flies pretty much all sub-Bs ships, I'll just enjoy my time in another hull/fit, but am very curious where this change comes from.
Finally, the 22km range used is an approximation - ofcourse you'll swing between 20-24km. Irrespective it's still a 15ish % nerf to applied dps. Why are you PL boys so bothered about the 22km number.
Use your 200 vs 250dps number, are you telling me that a 20% applied dps nerf isn't 'really that big a difference?' how much premium are people paying for 5-10% increases using faction/deadspace mods and implants?
I'm passionate because your argument doesn't seem to be based on facts. You said you like to hang around 22-24km.
Whats the major difference if you can manage that kind of control to hanging between 17-19km?
No new module has any effect at that range.
As to the DPS change, your words, not mine, yours, were that this change makes the ship fits "dead". You're over exaggerating so much that according to you this change kills the fits of about 8 or 9 ships. Dead. Non viable in any way.
That's not even close to accurate, because as I've shown with real live numbers, the difference is after this change is fairly minimal, and shouldn't have any bearing on your playstyle if you're into kiting. You simply need to make a very VERY minor adjustment.
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Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 10:46:00 -
[16] - Quote
Sean Sonnach wrote:
Essentially the argument for the nerf is a fallacy. The notion that it is intended solely to re-balance minnie ships is a nonsense. That would be better achieved by either effecting their individual stats or the weapon they use. This does nerf blaster ships that use TE, any idiot can see that.
Veiled government conspiracy theory nut post aside, you've absolutely missed what this change is about, it has nothing to do with re balancing minnie ships or nerfing blaster boats, and it even says exactly what its for in Fozzie's OP.
Anything else that you or anybody else has attached to it as the reason is flat out your own creation.
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Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 11:05:00 -
[17] - Quote
Nova Satar wrote:I think what you're missing is that the falloff boost NEEDS to be large for it to be worth it. If you're still sitting in web/neut range then what is the point?
Stop being a baby the change wont bring you into neut and web range. You literally barely lose anything at all.
Sean Sonnach wrote:.
So the range bonus is the target here. I would suggest that there be an alternative choice made available for pilots to use a low slot to increase range if the TE is to be mainly dedicated to tracking, and I can see the point of it being so as it's name alone suggests tracking is its primary function. A competing low slot module to increase range so that the ship set up can be more varied would be my idea of a balanced approach to this (while making the TE dedicated to tracking), because the TC provides the means to do both in the mids.
How do u react to that suggestion?
I would say that you do have a low slot mod that affects range: Its called the Tracking Enhancer.
The optimal and falloff modifier isn't being removed, its being adjusted downwards slightly, not even really that much per given ship, the actual end result changes are extremely minimal, and largely just bring the module in line with the Tracking Computer (which uses cap).
I could see your point if they had entirely removed any optimal or falloff bonuses but this hasn't happened, and the overall reduction in optimal and fall off isn't enough to raise this much of a stink about.
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Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 11:17:00 -
[18] - Quote
Sean Sonnach wrote:Do u want to give me some fitting advice if the change does happen :P
I wouldn't alter your fitting at all, nothing really changes.
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Grath Telkin
Sniggerdly Pandemic Legion
1362
|
Posted - 2013.03.27 12:09:00 -
[19] - Quote
General Escobar wrote:Quote:...as well as contributing to the relative strength of shield tanking over armor tanking by inflating the value of non-tank low slots. way to buff armor tanking over shield tanking even more.... it`s getting a lill excessive don`t you think?
No, armor tanking has a long way to go before its anywhere near ready to be compared to shield tanking.
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Grath Telkin
Sniggerdly Pandemic Legion
1362
|
Posted - 2013.03.27 13:13:00 -
[20] - Quote
2manno Asp wrote: wrong, on smaller ships the change will be considerably more noticeable.
On a battleship you lose 10km in fall off, on a cruiser you lose about 3km fall off, on a frigate you lose about 1km fall off.
So again, you'll notice those range differences more on larger hulls, thanks for playing along from home.
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Grath Telkin
Sniggerdly Pandemic Legion
1362
|
Posted - 2013.03.27 13:15:00 -
[21] - Quote
Lithorn wrote:
This has merit, the need to blob to compensate for the "balances" being made seems to increase..
Tell me more about how losing 3km in fall off from a cruiser makes you need to blob up.
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Grath Telkin
Sniggerdly Pandemic Legion
1368
|
Posted - 2013.03.27 13:45:00 -
[22] - Quote
Nomispanco wrote: Loosing 3KM only ? Actually if its true, we loose about 33% or the range on each TE ? So what will be the range exemple for a zealot with scorch which is shooting now at 54km with falloff and with this nerf ?.
Well assuming you're currently running a 3 t2 TE set up on your zealot your number should look something like this:
48+9.6
Post change:
43+7.8
A collective loss of 5km optimal and 1.8km fall off, no major hit at that range anyway, you literally won't notice, and will still likely be trying to keep your target over 40km, so net change to your playstyle: none.
2manno Asp wrote: now i have heard ogb are incoming, but for now at least, 1 o/h boosted scram will scram out to 16km. one o/h boosted web will web out to 19km. .
Look at the bigger picture bro, they've outright stated that the 5% boosts are going away, and that the 3% will return to being the peak command ship boost.
The time line for this was "likely this summer", which would be this release here. Instead of focusing on one single change try to keep the collected lot of them in mind when viewing something. They've said theres a technical bottleneck around removing off grid boosting, but that nuking the t3 cruiser command ship bonuses was 100% coming, the more specialized command ships will get their role back while the jack of all trades t3's will be exactly that, more options on boosting at a weaker power level.
In other words you wont be dealing with scrams and webs at that range unless they're faction, and to be honest you have to deal with faction webs and scrams at the ranges you're operating at now.
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Grath Telkin
Sniggerdly Pandemic Legion
1369
|
Posted - 2013.03.27 14:01:00 -
[23] - Quote
CCP Rise wrote:I thought the stabber fit linked about would be an interesting point of reference for the TE changes so I was just fiddling with it a little bit and the results are at the bottom. I think its likely that you will feel this effect (usually between a 5% and 15% Im guessing) at typical engagement ranges for kiting ships like the stabber or the talos - but it seems unlikely that the role of the ship will be compromised to an extent that they would be abandoned. More likely, there will just be some extra room for ships like armor harb or armor brutix to have a role.
The fundamental ability to engage large groups with small ones won't change at all. It may take slightly more time to wear down ships that you isolate, depending on relative ranges, and there may be slightly more flexibility for tackling frigs to be on grid for longer, but overall this change shouldn't shift the meta much.
[Stabber, kiter] Tracking Enhancer II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II
Medium Shield Extender II Medium Shield Extender II Experimental 10MN Microwarpdrive I Warp Disruptor II
220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 220mm Vulcan AutoCannon II, Barrage M 5W Infectious Power System Malfunction 50W Infectious Power System Malfunction
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
BARRAGE 6.5% dps drop at 20k
3.51+37.2 with the old TE 187dps@20km
3.23+32 with new TE 175dps@20km
RF EMP - 18% dps drop at 20km 1.75+24.8 with old TE 170dps@20km
1.61+21.3 with new TE 140dps@20km
You should be careful making sense like this, they have a box of tissues out and Sisterhood of the Traveling Pants loaded up and they know what to do with it
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Grath Telkin
Sniggerdly Pandemic Legion
1370
|
Posted - 2013.03.27 14:15:00 -
[24] - Quote
2manno Asp wrote: you're not getting it..
No its YOU who's not getting why the absolute numbers matter, the numbers on the frigates will be so small as to not really matter.
2manno Asp wrote: then you're making my point. unless you can explain how moving a ranged ship closer is a good idea?
You're moving 5km closer on a ship designed to operate out to 50km
Cry me a river.
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Grath Telkin
Sniggerdly Pandemic Legion
1371
|
Posted - 2013.03.27 14:51:00 -
[25] - Quote
RudeX X wrote:ccp, please. why do u help the big corps and fleets AGAIN? the only way that small gangs can fight the blobs is sniper/kitter ships. now u will punish the small corps AGAIN with this TE nerf. there must be soo much whining about the kiters. there are lots of modules in the game which need rebalance, but not this one. this change force ppl to use short range ships, so in pvp the one, who has more friends or more armor going to win. what a fun! please detail how you feel this forces you into short ranged ships.
Be specific, use numbers.
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Grath Telkin
Sniggerdly Pandemic Legion
1377
|
Posted - 2013.03.27 15:09:00 -
[26] - Quote
sabre906 wrote:
Minmatar falloff should be increased, and their speed decreased to below shorter range boats, so you get to do a mental calculation: Can I whittle away enough of this thing's hp before it catches up to win the dps race?
This is a terrible idea and you should be ashamed.
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Grath Telkin
Sniggerdly Pandemic Legion
1379
|
Posted - 2013.03.27 15:30:00 -
[27] - Quote
Kaal Redrum wrote:Tsubutai wrote:CCP Rise wrote:The fundamental ability to engage large groups with small ones won't change at all. It may take slightly more time to wear down ships that you isolate, depending on relative ranges, and there may be slightly more flexibility for tackling frigs to be on grid for longer, but overall this change shouldn't shift the meta much.
[Stabber, kiter]
(fit snipped)
BARRAGE 6.5% dps drop at 20k
3.51+37.2 with the old TE 187dps@20km
3.23+32 with new TE 175dps@20km
RF EMP - 18% dps drop at 20km 1.75+24.8 with old TE 170dps@20km
1.61+21.3 with new TE 140dps@20km
You're right that by itself, this change isn't huge - it slightly reduces the effectiveness of all kitey shield tanking turret ships. The problem is that the general usefulness and power of those ships ranges hugely, from utterly non-existent (such as that stabber - a cruiser with less dps at its working range than you get out of a well-fit t1 frigate) to extremely high (talos, cynabal, machariel). I think a lot of people would happily agree that ships in the latter category could stand to be toned down a little, but many of the ships affected by the nerf are just mediocre and somewhat underwhelming like shield canes, OK but unspectacular like arty ruptures, or straight up bad (hi stabber). I can certainly get behind a reduction to the power of kiting tier 3s and the like - if anything, they probably need more adjustment - but I don't see why it's necessary to whack a whole bunch of lesser ships at the same time. No no no - you don't get it, it's a very very very small adjustment that us plebs will hardly notice - its been said so 'honestly' by Mr. Panda leg , so it MUST be true, especially since all his acolytes are also repeating the same 'brilliant' math - its not about a ~15% nerf to applied dps of already sub-standard ships, noooooo it's about a very very very small adjustment in your range. PL says so, you're wrong, he's right ... Okie ? See Mach and Cynabal - so stronk - nerf TEs! *Sarcasm off*
You're aware he's showing you that the change isn't that small.
If you look what he's actually showing you (I know, facts and the truth aren't welcome in your world) is that with long range ammo (you know, what you should be forced to use for kiting) you'll lose a total of TWELVE dps.
Twelve.
Shut down the servers, game over man, game over.
Oh whats that? You lose more DPS on short ranged ammo? Well whatever in the world made you think it was OK that you could kite like that with short ranged ammo? Do people kite with MF? Or Void? Or CN Antimatter?
Oh no they dont? So what you're saying is that the minmatar ships will retain the ability to do something nobody else can do by applying damage AT ALL with short ranged ammo, something every other weapon system is incapable of doing while kiting?
I mean its almost like he was showing you that you're whining about literally nothing.
Never turn the sarcasm off, thats probably why you didn't get the point he was making.
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Grath Telkin
Sniggerdly Pandemic Legion
1380
|
Posted - 2013.03.27 15:43:00 -
[28] - Quote
Kagura Nikon wrote:
Just pointing a flaw on your argument. Its called SCORCH. Scorch still is far superior on applying damage while kiting. But the metagame is not composed ONLY of the range or speed, or tank type, but the combination of all of those.
Scorch is really good at applying DPS at range, only most, and i do say most (Slicer being the notable exception) of the Amarrian ships are crap at keeping range when compared to other kiters like most minnie ships, so its fairly easy to disengage or even worse go right up close and brawl with the scorch ship.
I mean you guys should try to get on the same page, theres another guy in this thread crying about the loss of range on his scorch and how its the death knell of a kiting zealot.
I personally think you're all over reacting like you're fresh off an episode of jersey shore.
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Grath Telkin
Sniggerdly Pandemic Legion
1380
|
Posted - 2013.03.27 15:45:00 -
[29] - Quote
Grarr Dexx wrote:
The same guy I replied to later endorsed a rage post against the RSB nerf complaining about how 'forgiving' the game is getting. Talk about sticking to your guns.
Grarr old boy the people in this thread are actually more emotional than a menopausal woman, and about as in touch with reality.
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Grath Telkin
Sniggerdly Pandemic Legion
1381
|
Posted - 2013.03.27 15:59:00 -
[30] - Quote
2manno Asp wrote:
a 2 TE slicer for instance, at lvl 5 goes from 22+4.1 to 20+3.5. ask any slicer pilot, that's a big difference.
i don't know why it's hard for you to understand that sometimes a 2km change can make a bigger difference than a 5km change.
I am a slicer pilot, and I'm telling you that 2km doesn't really matter because its generally out of point range since most slicers are forced to fit a faint warp disruptor and fight right around 18km, give or take.
The 2km difference means nothing.
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Grath Telkin
Sniggerdly Pandemic Legion
1387
|
Posted - 2013.03.27 16:51:00 -
[31] - Quote
Haha, man, this thread is great, i think more people should ask CCP Fozzie and CCP Rise if they've ever played the game, or flown minnie ships, or kiting ships.
You couldn't script this if you tried. |

Grath Telkin
Sniggerdly Pandemic Legion
1387
|
Posted - 2013.03.27 16:52:00 -
[32] - Quote
Meditril wrote: Best frigate kiters currently are Caldari missile spammers and they don't get affected by this at all... together with their spare slots for TD they even get improved by the TE nerv.
Yea so if you read they've already stated that this is being looked at
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Grath Telkin
Sniggerdly Pandemic Legion
1389
|
Posted - 2013.03.27 17:13:00 -
[33] - Quote
MeBiatch wrote:Grath Telkin wrote:Haha, man, this thread is great, i think more people should ask CCP Fozzie and CCP Rise if they've ever played the game, or flown minnie ships, or kiting ships.
You couldn't script this if you tried. grath i am slowing starting to like you bro!
I grow on you.
Like fungus.
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Grath Telkin
Sniggerdly Pandemic Legion
1389
|
Posted - 2013.03.27 17:35:00 -
[34] - Quote
Ganthrithor wrote:
So tl;dr: kiting is an extremely engaging, tricky, and fun style of gameplay, while brawling is simplistic, deterministic, and frustrating. And your recommendation is that they nerf the fun thing so its not as viable of an option. Because more people should do the annoying, frustrating thing instead?
Ok...
How very dramatic of you.
Its hilarious to watch your posting sperge about how they're removing kiting set ups when thats not even close to whats happening.
Do carry on though.
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Grath Telkin
Sniggerdly Pandemic Legion
1389
|
Posted - 2013.03.27 18:08:00 -
[35] - Quote
2manno Asp wrote:
in all sincerity, would you care to share some of those mails in your t1 point slicer, unboosted, where you're not blobbing people to death?
i'd be genuinely interested.
I don't use booster alts, sorry, its soft weakass game play that the young bucks in groups like Pizza can't play without.
https://www.pandemic-legion.com/killboard/view_kill.php?id=498675
Theres more, I haven't been flying them lately because slicers are fairly easy mode compared to flying some of the other frigates, especially when you actually roam pure solo.
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Grath Telkin
Sniggerdly Pandemic Legion
1389
|
Posted - 2013.03.27 18:10:00 -
[36] - Quote
Ok the goon kid is just making **** up now, I got nothing left for him since he stopped dealing in actual facts and is now just pulling random crap out of his ass. |

Grath Telkin
Sniggerdly Pandemic Legion
1391
|
Posted - 2013.03.27 20:46:00 -
[37] - Quote
Lelob wrote:On a hurricane it's also about 22% lost dps at 20-25km. The affect of this nerf will be more and more people not flying tier 2 bc's in favor of t3 bc's, who will feel the effects of this nerf far less at kiting ranges. It's also worth asking people like Grath Telkin, who claims that 4km isn't a big deal about why do people:
a. not fit t1 tracking enhancers then, given that they have the same stats as the new proposed t2 te's b. why do people spend isk on faction mods that only provide small dps changes, far less then 22%. c. why do people train up skills that offer only 2% increases to falloff/optimal/tracking for 2 weeks at a time d. how much did you spent on hardwirings and faction/officer mods on your titan, to increase the range/dps/tracking?
The answer is simple. The changes and benefits these provide are huge. They are not small, they are not irrelevant and a te nerf, like all of the above, will have a very serious impact on the way the game is played and the way that ships can be handled.
3km change in fall off, better unplug the servers, games over man, no hope left. |

Grath Telkin
Sniggerdly Pandemic Legion
1396
|
Posted - 2013.03.28 04:26:00 -
[38] - Quote
Alli Othman wrote:2manno Asp wrote:Grath Telkin wrote:2manno Asp wrote:
in all sincerity, would you care to share some of those mails in your t1 point slicer, unboosted, where you're not blobbing people to death?
i'd be genuinely interested.
I don't use booster alts, sorry, its soft weakass game play that the young bucks in groups like Pizza can't play without. https://www.pandemic-legion.com/killboard/view_kill.php?id=498675Theres more, I haven't been flying them lately because slicers are fairly easy mode compared to flying some of the other frigates, especially when you actually roam pure solo. well... 1 kill against an ab frig from 2009 is hardly going to make the case. in looking at your kb, i'm not finding any solo kills for like, years. or any in frigates at all for that matter. no offense, but i think you're a bit out of touch. You have downs mate? That's from 2012, not 2009.
Don't tell him he's a ******, it'll hurt is feelings
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Grath Telkin
Sniggerdly Pandemic Legion
1396
|
Posted - 2013.03.28 09:23:00 -
[39] - Quote
Swifty Blowback wrote:. The future of solo PVP has never looked so grim.
So grim that I spent the entire night PVPing solo unboosted in faction warfare in ships fit with t1 TE's to get used to the difference.
I was shocked to find that there is no noticeable difference.
And by shocked I do mean I told you so.
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Grath Telkin
Sniggerdly Pandemic Legion
1396
|
Posted - 2013.03.28 12:44:00 -
[40] - Quote
Lina Halid wrote: The trick is not to die and even kill some. That's why I don't like the idea to nerf TE at all.
First of all solo PVP is solo PVP, wherever however you do it, by yourself alone in the cold dark. Whoever told you it was 0.0 only or whatever gave you that snobbish idea is beyond me but you have it and nothing can fix it.
One might even argue how flawed that perspective is since the more likely encountered target in 0.0 is a ratter, you know, somebody not prepared to actually fight you back.
Anyway know that of all the stupid things said on these forums, claiming that your version (most likely the scouted boosted type) is the only solo PVP ranks among the most stupid.
As far as the trick being no to die, can you tell me how losing 3kkilometers in fall off from say, a Cane will result in your death? You can stop acting like its 33% of your total range, the final number is so insanely small that theres hardly anything you notice. Even on something like a slicer, it doesn't even bring your damage projection down inside point range.
Couple that with the fact that they've outright stated that the 5% boosts are going away and that the command ship 3% links will be king of the hill, how on earth is losing 3 kilometers going to hurt you? The loss in TE range will be compensated for by an overall reduction in web ranges due to a removal of a broken set of t3 links.
So tell me how the TE nerf results in you dying more, or are you really just a drama queen?
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Grath Telkin
Sniggerdly Pandemic Legion
1396
|
Posted - 2013.03.28 13:02:00 -
[41] - Quote
amurder Hakomairos wrote:CCP Fozzie wrote: Let me know what you think!
Ok, so we let you know what we think. Basically seems like 75% of people are not in favor of this unnecessary change. Anyone else think that there is any chance this wont happen anyway? If you are hell bent on nerfing TE for no reason (unless more blobs is a good reason) then can you at least stop the nerf with T2 and leave the faction/officer TE as they are now? That way those of us who spent 6+ months training T2 projectiles, the support skills, and the skills for the ships that use them can at least buy our way out of your stupidity and continue to use these ships as they should be. If one thing ever makes me quit eve it will be the god damn cycle of training into some ship/module only to have CCP come nerf it for some half ass reason right after you spend weeks/months skilling for it. Nerfs should only be done as a last resort when a module or ship is so overpowered that it is game breaking and isn't practical to buff other ships/modules to that level. This clearly is not the case with tracking enhancers. Why is it that you guys seem to love pissing off your player base with nerfs? Nerfs take away from players, and invalidate time spent training skills. If something isn't horribly broken then just leave well enough alone. If something is broken then look at buffing inferior ships/modules first. Everything in the game doesn't need to be equal. Nobody wants to play your vision of bland and generic Eve.
I'm sure calling him stupid and not actually using any real facts, just made up numbers that you pulled out of your ass, will both get him on your side, and stop the nerfs.
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Grath Telkin
Sniggerdly Pandemic Legion
1397
|
Posted - 2013.03.28 13:10:00 -
[42] - Quote
amurder Hakomairos wrote:Grath Telkin wrote:
I'm sure calling him stupid and not actually using any real facts, just made up numbers that you pulled out of your ass, will both get him on your side, and stop the nerfs.
my experience is they are gonna do whatever the hell they want anyway. And I didn't call him stupid, the change is stupid.
Oh you didn't?
amurder Hakomairos wrote: If you are hell bent on nerfing TE for no reason (unless more blobs is a good reason) then can you at least stop the nerf with T2 and leave the faction/officer TE as they are now? That way those of us who spent 6+ months training T2 projectiles, the support skills, and the skills for the ships that use them can at least buy our way out of your stupidity and continue to use these ships as they should be.
Whats that bold underlined bit say?
Because to anybody reading it evidently other than you it reads like you called him stupid.
Which I heard is always the best way to communicate.
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Grath Telkin
Sniggerdly Pandemic Legion
1397
|
Posted - 2013.03.28 13:20:00 -
[43] - Quote
Johnson Oramara wrote:
In my opinion you can take it both ways, calling someone stupid or calling the thing he's suggesting stupid. And in my opinion he meant the latter.
Well then you're both wrong
Quote:Write your as the possessive form of you, referring to something that a person has, something that belongs to the person in question, or the person you are talking to. "Your" reflects ownership, as in "yours, mine, and ours". |

Grath Telkin
Sniggerdly Pandemic Legion
1398
|
Posted - 2013.03.28 13:31:00 -
[44] - Quote
Mord Raven wrote: I donGÇÖt know how you fit your slicer but a common fit without TE gives it 22km optimal, and even then it is relatively easy to lure into point range while flying a fast AB frigate. Are you actually arguing that as long as you can project damage outside point range you are okay as a kiter? You do not take into account the room the kiter needs for maneuverability, get pointed and you die. Nerfing TEs will make this room for maneuverability smaller for a lot of ships because you need to move in closer to apply meaningful damage, making something that is already hard harder.
Have you even checked the range changes when applied to the standard slicer fits?
It goes from 22km to 20km.
That change sure does ruin....oh...wait....nothing at all.
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Grath Telkin
Sniggerdly Pandemic Legion
1401
|
Posted - 2013.03.28 13:51:00 -
[45] - Quote
Mord Raven wrote:[ As I clearly tried to express the fit is with locus coordinators and not TEs. That was not the point with the post, but you obviously missed it anyway. And yes, hypothetically for a ship that can be caught relatively easy at 22km optimal, a nerf down to 20km would have consequences, wouldnGÇÖt it?
It really doesn't, you'll still DPS out to 22km, it'll just be slightly less DPS. Thats the whole point, people are making this out to be more than it is. The kill will just take 12 seconds instead of 9 seconds (exaggeration intentional).
If you floated at 22km constantly (something thats actually very hard) you can still do exactly that, and you'll still apply DPS to your target, no big deal, again, it will just take you a few more seconds to score your kill but that doesn't matter because you're not actually tanking, you're kiting, so who cares how long it takes, you're in no real danger anyway.
If this thing had forced you into brawling range with the slicer and required a complete rethink on fits then it might be a different story, but most fits honestly won't change at all, in the slightest bit, people will still kite their hearts out, with the added benefit of fights being slightly longer affairs.
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Grath Telkin
Sniggerdly Pandemic Legion
1401
|
Posted - 2013.03.28 13:55:00 -
[46] - Quote
Goldiiee wrote: Even if you don't use the financial cost as a basis for the Mach being OP, (as the prices are player generated 'inflated' anyway) the SP requirement of skilling two races should afford some benefit over a Teir 1 or Navy hull.
My titan called, CCP left it a note that said price and skill point investment will never have bearing on balance choices. |

Grath Telkin
Sniggerdly Pandemic Legion
1404
|
Posted - 2013.03.28 14:36:00 -
[47] - Quote
seth Hendar wrote:Alsyth wrote:amurder Hakomairos wrote: Its not even OP on the Mach. When a ship's hull costs 6-12x the cost of a normal battleship you should be getting a significant increase in performance.
-overpowered speed/agility mix (better than any BC/CS and most cruisers) -overpowered damage projection -top-class dps -tank is not bad compared to other non-specialized shield BSs Get rid of the damage projection and I'm fine with the Machariel as a powerful tool for rich guys, but as it is, it's too much. Or drop a lowslot. I can't think of any (subcapital) ship making as effective use of TEs as Machariels, and the point CCP PL raised is that TEs give too much of an advantage to kiting minmatar ships: the Machariel is the absolute best example for that, and in my opinion the only one that needs a nerf. so PL cries, CCP changes, and the rest of the players can stfu? nice....
Just for clarity, what did we cry about and how does this change help our game play while hurting yours?
I'd like specific examples if you have any.
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Grath Telkin
Sniggerdly Pandemic Legion
1404
|
Posted - 2013.03.28 14:43:00 -
[48] - Quote
seth Hendar wrote:
what did it change to your gameplay, i don't know, how it will change mine, i fly gallente / minmatar
I fly everything, whats your point? What did PL Cry about, where did we do the crying, and how did it alter your game play more than it will alter ours?
Remember where I asked for specific examples? This would be where you provide them.
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Grath Telkin
Sniggerdly Pandemic Legion
1409
|
Posted - 2013.03.28 16:10:00 -
[49] - Quote
Octoven wrote:
So enthrall me with your almighty wisdom as to why shield tanking trumps armor?
What?
I mean those alone are pretty solid benefits over armor, and I'm just grabbing things from off the top of my head, I could do a dissertation length document on why they're better and ways to change armor ships to compensate.
I can't believe you actually asked that. |
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