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

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
143
|
Posted - 2013.03.27 05:03:00 -
[1] - Quote
Oh wow, took you long enough. I think TEs will still be better than TCs by miles though. You should cut the falloff bonus by 2/3. Now you just need to fix t2 ammo.
Regarding sensor boosters, have you actually fixed the stacking on scan res rigs? I remember that being pretty broken. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
143
|
Posted - 2013.03.27 05:39:00 -
[2] - Quote
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
143
|
Posted - 2013.03.27 06:47:00 -
[3] - Quote
How about you stop fitting short range weapons if you don't want to fight at short range. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
144
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Posted - 2013.03.27 13:58:00 -
[4] - 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
rofl medium extender |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
144
|
Posted - 2013.03.27 14:55:00 -
[5] - Quote
CCP Rise wrote:I understand the allure of hyperbole related to the death of the small gang versus the blob - but this change should definitely be considered in the context of a game where a gang with some standard cruisers and BCs with a couple skirmish links can engage at almost any ratio of friend to foe. Its fun to engage outnumbered (I've heard), but expecting a few extremely strong mods to do a large portion of the work for you seems a bit over the top. It also seems important to me that since speed isn't actually being effected here, fast moving skirmish engagements will likely look very similar except that during critical moments there will be a slightly higher tendency to commit. This could mean more vulnerability for the awesome small gang of nano pilots, or it could also mean that your prey now has to venture closer to actually apply dps. I like writing posts but I'm not sure its doing any good 
You're going to nerf those links, right? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
144
|
Posted - 2013.03.27 15:22:00 -
[6] - 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*
Stabbers are awful either way, and making AC shield canes slightly worse is fine by me - 720s fit just fine and are better. Stabber needs a new bonus and a load more powergrid so it can do armour, not better AC kiting ability, imo. AC kiting is dumb. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
145
|
Posted - 2013.03.27 15:33:00 -
[7] - Quote
Kagura Nikon wrote: You know that during 2/3 of eve history minmatar was known as "Play eve in the Hard mode"?
That was always bullshit. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
153
|
Posted - 2013.04.08 14:11:00 -
[8] - Quote
CCP Fozzie wrote:
Why are TEs overpowered? What about them is broken?TEs have been in their current form for so long that it's easy to forget exactly how much they provide for so few drawbacks. In their current form they give the same range bonuses as a range scripted Tracking Computer, while also giving a significant tracking bonus for free and requiring less CPU and no cap. Since falloff was added to tracking modules TEs have been dominant alongside short range weapons. The value of low slot TEs has been part of the reason for the dominance of shield tanks over armor tanks in small gang pvp over recent years. After these changes I'm confident that TEs will still be very useful and powerful modules.
How do you know you're nerfing them enough? Falloff bonused ACs are till going to trash smaller ships at all ranges with their 'short range tracking but at long range' thing. Same with shield talos. I imagined the TE nerf to be much more than what you're doing. I was thinking they become the 'power diagnostic system' of weapon upgrades, since they affect all stats on turrets, are easy to fit, use no cap and use low-value slots. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 15:15:00 -
[9] - Quote
Pattern Clarc wrote: Ever since, TE's have been steadily nefered into the ground because of it
Never happened. TEs are just as broken OP now as when CCP did that unnecessary projectile buff. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 15:16:00 -
[10] - Quote
Will there be module rebalancing part two? |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 18:49:00 -
[11] - Quote
Warde Guildencrantz wrote:torp changes/explosion radius changes plox
ammo volume and cpu usage plox |
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