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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.26 23:03:00 -
[1] - Quote
Really not liking the TE changes (my actual opinion on it can't be reproduced here) while I can see some perfectly valid and probably much needed changes to them in relation to large weapons its going to hit some small and medium weapon platforms including a few somewhat out of the box fits quite hard. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.26 23:07:00 -
[2] - Quote
Alticus C Bear wrote: Have you considered scaling the bonus with turret sizes i.e leaving the stats alone for small turrets but having a separate set of stats for medium and large turrets (it is at this level that I accept that a ship has the midslots spare for TCGÇÖs), this may better enable you to scale with different weapons combat ranges and the point range they operate in.
It would be an ugly hack but given the way this would affect different weapon platforms somewhat disproportionately to others its kind of needed IMO if they are going to make this change.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.27 01:57:00 -
[3] - Quote
Lee Vanden wrote:I think this is going to hurt Gallente blaster boats more than it is Minmatar and it's not so long since they were finally made useable, please consider increasing the range of blasters if you're going to go ahead with this CCP.
I've got a few blaster based setups this is gonna hit pretty hard :S much more so than other setups, hence my response when I first heard about this is pretty much un-reproduceable here. Not a fan of these "closing the gap by nerfing towards the middle" type tweaks that seem to be being introduced alongside otherwise great changes of late.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.27 04:15:00 -
[4] - Quote
Chessur wrote:Here are some EFT numbers for you for damage application at 28K.
All level 5 skills, no implants, no drugs, no heat.
Minni
Hurricane 2TE 2Gyro Barrage: 228 DPS Cynabal 2TE 2Gyro Barrage: 270 DPS Stabber 2TE 2Gyro Barrage: 166 DPS Vaga 2TE 2Gyro Barrage: 277 DPS Nado 2TE 2Gyro Barrage: 581 DPS
Amarr
Omen: 2TE 2Heat Sink Scorch: 330 DPS Harb 2TE 2Heat Sink Scorch: 445 DPS Zealot 2TE 2Heat Sink Scorch: 412 DPS Omen Navy 2TE 2Heat Sink Scorch: 395 DPS Oracle 2TE 2Heat Sink Scorch: 649 DPS
Gal (Only one ship reaches out this far with guns that are actually usable... ie blasters) Talos 2TE 2Mag Stab Null: 678 DPS
Now for the lulzy part: Caldari
Caracal 2BCS with Fury rapid light missile: 236 DPS Cerberus 2BCS with Scourge Fury rapid light missile: 296 DPS
I will not include any HML because on paper damage is not nearly close to applied damage.
If any one at ccp can understand simple tables, you will notice one thing- giving any of these ships a decrease in optimal or fall off will make everything turn into a brawl. 33% decrease on range for these numbers will make kiting nearly impossible unless you are flying an oracle or zealot. (missile ships excluded)
Why do you hate kiting? Unless you fly a pimped out nado or talos, your pick of cruisers is so limited already. With the proposed changes, you will make almost all turret based ships that are not large size obsoleate, and HMLs / RLMs will rule the sky. Hell even SB's using torps will be viable now. Nothing is going to be hitting them out at 24K anyway.
Please justify this CCP. You clearly have not looked at any of these numbers. Because if you have looked at the these numbers and did still come to the conclusion to nerf TE's asnwer me this-
Why are armor brawling ships becoming the only mode to play this game?
Shockingly not every one that goes out to pvp likes to hit F1 and brawl (or in the case of solo / small gang) get blobbed.
I get the feeling someones been blatted too many times by navy apocs, sniper rail rokhs and kiting tier3s and completely forgot the effect this has on small and medium sized weapons on many setups - for instance dual T2 TEs on blaster boats with the 10% per level falloff bonus like the diemos have a role (mostly anti-tackle) and/or for fighting outnumbered that this change will affect quite heavily.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.27 04:23:00 -
[5] - Quote
Chessur wrote:
you have no idea what your talking about. If you are seriously trying to justify using rail / beam ships for kiting.... Then you don't understand kiting. A kiting ship would not be readily killed by either of those two weapon systems. You need to do some math... Then go play more eve PvP
Where was I talking about using rail/beam for kiting? tho to be fair my comment was a little off as many of the common fits for those setups use TCs more readily than TEs tho there are TE versions of many of those fits especially kiting tier3s. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
222
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Posted - 2013.03.27 04:32:00 -
[6] - Quote
Chessur wrote: Kiting t3's use TEs pluse short range guns. As for blaster boats, no other ship outside of the talos / adrestia can use blasters to kite.
Deimos (see willl adama's fit) and while not very usual you can fit a prot out like Garmon's adrestia with interesting results. Thorax is also possible with more limited results.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
223
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Posted - 2013.03.27 04:59:00 -
[7] - Quote
Quote: [Proteus, example] Damage Control II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Tracking Enhancer II Tracking Enhancer II Nanofiber Internal Structure II Nanofiber Internal Structure II
Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender Corelum C-Type 10MN Microwarpdrive True Sansha Warp Scrambler
Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M
Medium Anti-EM Screen Reinforcer II Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender II
Proteus Defensive - Augmented Plating Proteus Electronics - Friction Extension Processor Proteus Engineering - Capacitor Regeneration Matrix Proteus Offensive - Hybrid Propulsion Armature Proteus Propulsion - Localized Injectors
Warrior II x5 Warrior II x5 Hornet EC-300 x5
Just an example fit theres many variations on this fit possible depending on skill level and what you want from it (i.e. change the cap regen sub-system to supplemental for overload bonus). Load it up with snakes, gunnery implants, skirmish links, etc. and you have a very expensive cynabal that (until now) had the suprise factor (clocks up almost 6km/s + turns on a dime) and the choice of 30km scram or 80km point. If you have the skills to fly it lighter tanked you can get some pretty nasty levels of damage projection to. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
223
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Posted - 2013.03.27 05:15:00 -
[8] - Quote
Chessur wrote:
right,,,, your dps is abysmal.
20K 343 DPS 30K 175 DPS
Considering the amount of money you are pouring into this thing- the only useful part is the scram. Everything else (for the price) is very sub par. Explain to me how DPS like that is going to be effective? Especially for the cost? Why would you ever want to fly this on a regular basis?
As I said its an example fit, you can easily tweak it to do 400-500dps at 30km - don't forget medium 5% hybrid implant is cheap to and if your flying this might as well have the 5% all rate of fire, end of the day never said it was practical just possible.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
224
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Posted - 2013.03.27 15:14:00 -
[9] - Quote
Tsubutai wrote: 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.
This is the problem for every ship that actually warrants the change theres another ship/doctrine/fitting thats going to be hit hard by it - I'm not sure what the solution is without ugly special casing it but indiscrimnatly knocking a significant chunk off TEs IMO is somewhat heavy handed. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
224
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Posted - 2013.03.28 20:24:00 -
[10] - Quote
Kagura Nikon wrote:
LOl Funny as ammar say they are the most nerfed, then minmatar say they are the most nerfed.. then come the gallente and say that blasters will be ruined.
Can you see people? That means its BALANCED!!!!!
I think the problem is specific ship fits/doctrines from each are affected in different degrees rather than it necessarily badly effecting one race as a whole. This is why I'm not a fan of the change now after having been these stats for so long as it is very varied in its impact infact I'm very dubious of a change that reduces a T2 module back to the stats of the origial meta0 version unless its in response to a major game breaking problem.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
226
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Posted - 2013.03.29 14:16:00 -
[11] - Quote
Goldiiee wrote:I was also upset at first with these proposed changes, but unlike apparently the majority of forum readers here, I also read the other forum threads identifying the changes proposed for cruisers and frigs. As it is apparent in those threads the loss of falloff is being addressed in new bonuses to the hulls most in need of it.
It would follow that Fozzie is on the job and tweaking where needed to provide the necessary buff and nerf as appropriate, placing the apparent OP bonuses where they belong, in the Hull, not the modules. Eve is not the real world and progress in eve should not compare, if everything gets better and quicker it would lead to the eventual reduction of options to one ship one gun and no fun at all. (Imagine everyone with Nukes)
Sit back and enjoy the time you have left with the falloff you have now, all the while thinking up a new way to make your advantage work for you and against the other guy, you did it once before, or you copied the guy that did it once before, so be original and come up with a new plan.
Except theres a lot more ships where its applicable than those being changed and also people who actually play eve somewhat like the sandbox its advertised as being get shafted (again) and with all these "closing the gap" type changes and possibly irrational fear of power creep (even tho concerns for power creep should always be kept in mind) eventually the game is going to become just as meh as if everyone was running about in the overpowered setup you describe but instead its from being so insipidly uniform. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
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Posted - 2013.03.30 18:37:00 -
[12] - Quote
Alxea wrote:One does not simply use TE's for 5 years unchanged and suddenly break them. They are broke because you say they are broke when they were never broke to begin with. Your changing the way people play the game. Its more then a nerf its a game changer.  But oh well I was never a fan of kiting anyways. The closer the better. But the point is its not the mods that are overpowered, its the way people always invent new fits that are deemed overpowered when they are simply just so powerful. Dominance is all in the creativeness of the fitting. When Kil2 use to fly Talos's he could kill fleets with it. So anything that can do that should be nerfed according to CCP so nerf a major mod that effects everybody and force them to fight at closer ranges with medium ranged weapons. It may as well be close range because weapons for medium range now will only be effective at close range.  Of course forcing us to use a mid slot for a TC just to get range also nerfs the tanks of a lot of ships players want to shield tank making them have even less EHP. These nerfs are tba getting out of hand because they are stealth nerfing shield tanks on common ships.
I mean when was the last time you saw someone complaining about TEs seriously? infact there are so many things that need addressing before TEs should even be a thought on someones mind.
Getting bored of complaining about this stuff now tho for all the great changes lately theres been a few like this creeping in - just gonna keep playing til it goes too far (probably around the time command ship changes come into effect) and then find another game to play. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
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Posted - 2013.03.30 21:41:00 -
[13] - Quote
Bouh Revetoile wrote:Rroff wrote:I mean when was the last time you saw someone complaining about TEs seriously? infact there are so many things that need addressing before TEs should even be a thought on someones mind.
Getting bored of complaining about this stuff now tho for all the great changes lately theres been a few like this creeping in - just gonna keep playing til it goes too far (probably around the time command ship changes come into effect) and then find another game to play. Every time winmatar were on topic, TE were accused of a fair amount of their OPness. There must some tracks of this in the hurricane nerf thread in fact. Also, can I have you stuff ? :D
To be fair I only started playing the game I think after the time winmatar came out on top if its what I think your referring to, as I said before tho I completely agree there are some setups where TEs could do with rebalancing but I'm also of the opinion that overall its a heavy handed way to fix something that on some ships has a much bigger impact than on others i.e. some ships literally the viability of using them can come down to the difference of 1-2km of damage projection.
If I do quit it will probably be with a bang so you'd have to loot my wrecks.
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
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Posted - 2013.03.31 00:32:00 -
[14] - Quote
Goldiiee wrote: And BTW, LSE are coupled with Sig bloom, Armour Plates are coupled with mass bloom, Cloaks with lower reaction time, longer range weapons take more CPU and PG to prevent coupling them with huge tanks, everything has a downside; and TE? What is the downside to having increased range?
Thats not an entirely silly way to look at it, a lot of (sort of) comparable low slot modules have a penalty of some sort. Much prefer it (depending on the penalty) than a fairly big lop at the current stats.
Another possible alternative tho it doesn't really address the issues where it hits smaller ships as they would likely be expensive is to keep the current T2 stats on deadspace variants of the module. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
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Posted - 2013.03.31 14:40:00 -
[15] - Quote
Little Dragon Khamez wrote:As someone who used to use heavy missiles and now don't I do have some sympathy with the people who don't want their TE's nerfed. Just to remind you though, when the Heavy Missile Thread was announced we ended up with 300+ pages of mostly whine telling ccp that it was a terrible idea, they went ahead and did it anyway.
However there was a small number of posts in that thread where people said 'this is not a good idea, 20% reduction in damage is too high, 10% is fairer for x,y,z reason etc. CCP listened and changed the proposed nerf from 20% to 10%.
That's what I am not seeing too much of in this thread. Before I get flamed, all I am saying is that if you don't like the nerf, instead of saying this is terribad propose something else, come up with another way of balancing the module. Only a few posts in this thread have done this (and I've read every post in the 40+ pages so far).
I don't approve of all of the nerfs and I don't like this obsession with balance/homogenisation, but I won't be so churlish as to say that CCP do what they like and don't listen to the player base, don't forget that the missile dps nerf was 10% in the end, and AAR now use nanite paste instead of cap as they were initially proposed. These changes are player suggestions taken up by the team, so they do listen. Make your case and you might get listened too as well.
Problem is here that the effect from TEs overall is very varied - I don't really have time to find examples for a wide variety of cases and anyone can post specific examples to support their view on this and ignore that just as many examples exist that don't. So a straight forward compromise isn't as easy here as it is with say the HML damage/range.
For instance the shield moros fit I like to use at the range its mostly used (yes this is PVE use) - I can get away with using antimatter currently and hitting for ~9600dps with this change* it will go from hitting 9600dps at that range to 7160dps which is a pretty big change and require me to be constantly swapping between lead and antimatter ammo to keep my damage effective.
*Its at the edge of effective range for AM, lead gives 10K dps at the same range but requires constant swapping as stuff gets closer so not worth using it for the very small damge decrease. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
227
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Posted - 2013.03.31 16:26:00 -
[16] - Quote
Goldiiee wrote:Repost corrected# Perhaps this will help make sense of it:#
falloff /Tracking speed/ Optimal TC............ 15% / 15% / 7.5% TC............ 30% / 0.0% / 15% (falloff script) TC............0.0% / 30% / 0.0% (Tracking Script) TE ............30% / 9.5% / 15% TE (Prop)..20% / 9.5% / 10% I would think that the OP of this module is very evident when you add it take less than half as much CPU and no PG.
Don't see the problem myself - you can't get +30% tracking out of a TE, there maybe some minor issues in that the TC uses cap and TE doesn't and you lose all tracking bonus with range script which the TE doesn't. Infact if anything that goes to illustate that ships that can't use midslots for tracking due to needing them for tank regardless of whether they are skirmish or not are going to suffer from these changes. (Obviously going to be some armor ships that suffer as well, etc.). |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
235
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Posted - 2013.04.11 19:11:00 -
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Gaetring Xana wrote:How about fighting at optimal instead of falloff? You're always going to lose damage in falloff anyway.
If we're talking PVE battleships then you need to be using the long range guns instead as well. (or missiles as the case may be..)
I don't like the range nerf either but at least there are options.
Long range guns often take a massive damage dump for middle ground you often get much better dps with short range guns and some TE/TCs even when shooting in falloff not to mention the tracking differences.
Its still a complete mystery to me why this change is needed in this way I've not seen any good arguement so far other than "because". It is a little odd they don't have a penalty as other low slot mods of this nature have, tho there are other exceptions to, and TCs probably need some minor tweaking to balance them with the TE tho I've not seen anyone complaining about TCs much. |
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