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

War Kitten
Panda McLegion
1798
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Posted - 2013.03.27 09:51:00 -
[1] - Quote
Fon Revedhort wrote:AWESOME! I'm really suprised it took you that long, though 
This.
I remember my jaw dropping when TE's got boosted to the level they're at now and thinking it wouldn't be long until they got nerfed back into balance. That was what, about 4 years back when Minnie guns sucked and overnight became Winmatar.
I guess it was long in coming, but better late than never.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1799
|
Posted - 2013.03.27 10:48:00 -
[2] - 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.
33% Nerf to TE is not the same as a 33% decrease in total range. Go back and do some more math yourself before leaping to ranting conclusions.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1799
|
Posted - 2013.03.27 12:31:00 -
[3] - Quote
Sparkus Volundar wrote: So whilst yes, the % changes are the same against all weapons, this proposed change will affect projectiles proportionately more than hybrids or energy weapons because the starting point is TEs offering more falloff than optimal.
Proportionally is exactly the wrong word here.
The effect on projectiles versus the effect on hybrids is larger in magnitude. But proportionally, the effect is the same. TE's give 33% less to everyone. Same proportion.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1799
|
Posted - 2013.03.27 14:13:00 -
[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
Oh look, someone from CCP who plays the game. A LOT. As a kiter and solo/small gang pilot.
Huh.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1800
|
Posted - 2013.03.27 14:20:00 -
[5] - Quote
Katsami wrote:CCP Rise wrote:Small addition -
Obviously many of you seem frustrated that X Y or Z ship that used shields and TEs is getting nerfed, how many ships that don't use TEs are picking up that slack to punish you for this change? HAM caracals maybe? Not drakes right because they just got a big change as well...
I'm genuinely asking because the only space I see being created is for armor based ships that already needed the lows for their tanks - and I don't see those ships becoming stronger than skirmishers based on this change. Am I wrong? My biggest objection is simply that it is a blanket nerf. You can't even begin to predict what the meta is going to look like when you adjust a major stim by 33%.
33% sounds like a big number all by itself.
But we're talking 33% of a 15%/30% bonus mod.
You're not losing 33% of your range, you're losing 5%/10% optimal/falloff. (With one TE)
It's not a big change.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1801
|
Posted - 2013.03.27 15:18:00 -
[6] - Quote
Kaal Redrum wrote: 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*
Already sub-standard? Winmatar?
Right.
Why do you fly them then, for the challenge?
I find that without a good mob to provide one for them, most people would have no mentality at all. |

War Kitten
Panda McLegion
1801
|
Posted - 2013.03.27 17:22:00 -
[7] - Quote
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.
I know, right?
It's further laden with the irony that they're whining about flying versus EFT warrioring changes that they themselves cannot fly and at best can only do seat of the pants EFT warrioring about.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
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