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

Xyris Rixx
Haruspex Industries Wrong Alliance
0
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Posted - 2013.03.27 10:15:00 -
[301] - Quote
Grath Telkin wrote: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.
Aww Grath - I was expecting an angry rant and now you have left me disapointed with your reasoned arguments :P
Cheers for clarifying though - I've missed any dev-things saying that. |

Alexander vadowa
0
|
Posted - 2013.03.27 10:16:00 -
[302] - Quote
Lex Arson wrote:Yes please nerf TE's, having **** DPS at acceptable ranges in all kiting ships is more of what we the userbase want Why would goon developer like kiting ships? |

Magic Crisp
Amarrian Micro Devices Yulai Federation
65
|
Posted - 2013.03.27 10:18:00 -
[303] - Quote
CCP Fozzie wrote: Now for TEs. It's a fairly well accepted fact that the great optimal and falloff bonuses on TEs are over the top, especially considering they can get them while also simultaneously giving decent tracking boosts. The strength of TEs has been one of the reasons for Minmatar dominance in recent years, as well as contributing to the relative strength of shield tanking over armor tanking by inflating the value of non-tank low slots. What we're looking at is simply decreasing the falloff and optimal bonuses of all TEs by 1/3, and leaving their tracking bonus intact.
Well, this is decreasing minmatar DPS, straightly. The most who'll suffer from this are the ratters i think. Right now it's already hard from a matar marauder to hit orbitting sanshas around 40-50K, after this, that'll be even more of a PAIN.
Otherwise, the naglfar, which works from fallof, and has to be able to hit a large CT outside of the FF,will probably do,especially if the launchers are gone and we can compensate by replacing a BCU with another TE. Right now the effective range (opt+falloff/2,that is 90% applied damage) is around 41K on a nag, the ff radius is 30K, so right now it mostly works. After the change 38.75, so not that much of a change (this was calculated with a 3gyro+1TE nag fit), so probably it'll do.
I think this will hurt the ratters quite bad, but from a pvp point of view, we'll manage somehow. |

Zilero
Love Squad Confederation of xXPIZZAXx
58
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Posted - 2013.03.27 10:19:00 -
[304] - Quote
I don't understand the need for this nerf, but what's really bugging me about it is that in most cases it seems to be a idiotic divide by 2 in terms of bonuses.
A proper rebalance would have looked at the (quite expensive) faction TE's and noticed that these have NO bonus to falloff as opposed to their T2 counterpart.... and increased this falloff bonus a bit so they would be better than the T2.
Right now faction TE's are not worth a dime (except if you have CPU problems) and a proper rebalance would have fixed this.
0/10 CCP for fixing **** that did not need a fix and as you insisted on fixing it, for not fixing it properly. |

PAPULA
The Dark Tribe
12
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Posted - 2013.03.27 10:25:00 -
[305] - Quote
Zilero wrote:I don't understand the need for this nerf, but what's really bugging me about it is that in most cases it seems to be a idiotic divide by 2 in terms of bonuses.. It's Mr. Fozzie being bored and doing idiotic changes. Fozzie nerfed missiles first, now everything else will be nerfed also.
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Kaal Redrum
The Tuskers
17
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Posted - 2013.03.27 10:25:00 -
[306] - Quote
Grath Telkin wrote: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".
Ughhhh losing argument .... Must start to nitpick ... Must start hurling personal insults .. Else people might actually believe another set of facts than my own...
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?
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Goldiiee
Superior Ratio High Sec Dropouts
312
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Posted - 2013.03.27 10:28:00 -
[307] - Quote
Zilero wrote:I don't understand the need for this nerf, but what's really bugging me about it is that in most cases it seems to be a idiotic divide by 2 in terms of bonuses.
A proper rebalance would have looked at the (quite expensive) faction TE's and noticed that these have NO bonus to falloff as opposed to their T2 counterpart.... and increased this falloff bonus a bit so they would be better than the T2.
Right now faction TE's are not worth a dime (except if you have CPU problems) and a proper rebalance would have fixed this.
0/10 CCP for fixing **** that did not need a fix and as you insisted on fixing it, for not fixing it properly. Agreed, as stated earlier: how is 3 levels of meta only worth 7 cpu, not to metion the implied benifits relevent to the cost in the LP store. I imagine there are some crafty marketers trying to unload their entire inventory of faction tracking enhancers this morning (I unloaded mine last night) within a week poeple should be reprocessing them for their value in ore. Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Sean Sonnach
FocusPoint
2
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Posted - 2013.03.27 10:30:00 -
[308] - Quote
Grath Telkin wrote: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.
Change is change, even what might be a little one opinion. Best to prevent the small scale slip and slide when ever authorities make little changes in my opinion.
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.
and nerf is a word, get over it.  |

Sean Sonnach
FocusPoint
2
|
Posted - 2013.03.27 10:33:00 -
[309] - Quote
Caelum Dominus wrote:I agree with your sentiments on Remote Sensor Boosters, but I don't think you need to nerf Tracking Enhancers. They may break some ships, yet on most they are fine. I think you should look at those ships instead.
^^^ Perfect sentiment |

Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 10:43:00 -
[310] - 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 -
[311] - 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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War Kitten
Panda McLegion
1799
|
Posted - 2013.03.27 10:48:00 -
[312] - 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. |

Nova Satar
Rekall Incorporated Sinewave Alliance
71
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Posted - 2013.03.27 10:48:00 -
[313] - Quote
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? tracking enhancers either need to give you the option to AVOID getting tackled.
You'd be betting off making them stack along side gyros. So If you use TE's, DPS is reduced as a balance. My optimal going from 2km to 7km makes no difference, im still getting tackled, so will need a tank anyway.
Stop looking at ******* spreadsheets CCP, look at how they are used IN GAME, and why they are used IN GAME.
basically it's BRAWL-Online and a also a nice little boost for the sodding falcons again who can continue sit at range to the slug fest |

Vladimir Norkoff
Income Redistribution Service
115
|
Posted - 2013.03.27 10:53:00 -
[314] - 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. I think it's more a nerf to kiting ships in general than just Minnie ships. Most kiting cruisers/BCs that operate at 20km will have their DPS cut by about 10-15%. If they want that DPS back, then they are going to have to risk closing to that more dangerous 17-18km zone.
Fortunately that won't be a problem for most kiters, for I have read on these forums that they are the most elite and accomplished of all PvPers, and "know how to fly their ship" rather than just hit Approach+F1.
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Vladimir Norkoff
Income Redistribution Service
115
|
Posted - 2013.03.27 10:58:00 -
[315] - 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? tracking enhancers either need to give you the option to AVOID getting tackled. Which is the issues they are addressing with kiters - that you can do significant damage without incurring any significant risk. Hence the damage is being lowered (by a mere 10-15% for most medium sized ships). If you want that damage back, then you need to incur more risk. Fortunately, you still retain enough speed to disengage at will and dictate the engagement. So what's the problem?
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Sean Sonnach
FocusPoint
2
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Posted - 2013.03.27 10:58:00 -
[316] - Quote
Grath Telkin wrote: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.
ok, but.... [quote=CCP Fozzie] The strength of TEs has been one of the reasons for Minmatar dominance in recent years, as well as contributing to the relative strength of shield tanking over armor tanking by inflating the value of non-tank low slots. What we're looking at is simply decreasing the falloff and optimal bonuses of all TEs by 1/3, and leaving their tracking bonus intact.
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? |

SubStandard Rin
School of Applied Knowledge Caldari State
3
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Posted - 2013.03.27 10:58:00 -
[317] - Quote
CCP Fozzie wrote: Tracking Enhancer II30201510 Domination Tracking Enhancer30201510 Republic Fleet Tracking Enhancer30201510
I wouldn't mind if the Faction version is slightly better then the Tec2 version.
other then that does this mean it takes 3x TE to be equal to a TC ?
Its going to mess up alot of fittings especialy thoes ships that are shield tanked creativly even thoes ships that are shieldtanked and should be it will suffer Alpha Maelstrom is one sutch iteration that will suffer from bad tracking.
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PAPULA
The Dark Tribe
13
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Posted - 2013.03.27 11:01:00 -
[318] - Quote
Kaal Redrum wrote: 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?
Welcome to Pandemic Legion OnLine |

Schnapss
OEG Academy Goonswarm Federation
0
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Posted - 2013.03.27 11:04:00 -
[319] - Quote
CCP, all your changes mean nothing, because whole conception of damage modifiers in game is wrong. You have 4 different damage modules: 1. Low slot +damage 2. Low slot +tracking/optimal/falloff 3. Med Slot +optima/falloff 4. Med Slot +optimal/falloff
Both med slot module titles contain the word "Tracking", but in reality they dont provide tracking bonus, only optimal+fallof. at the same time, we have low slot module which provides optimal+falloff+tracking, and it doesnt use capacitor.
Because of this we have all kinds of bonuses for guns with 2 used slots only. You should remove optimal and fallof from Tracking enhancers and move Tracking Link or Tracking Computer from med slot to low. The main idea is that you can not get huge amount of damage+optimal+tracking at once just using only low slots. you should to choose damage+optimal or damage+tracking or tracking+optimal, and for all three damage bonuses you should use med slots |

Grath Telkin
Sniggerdly Pandemic Legion
1360
|
Posted - 2013.03.27 11:05:00 -
[320] - 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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Sean Sonnach
FocusPoint
2
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Posted - 2013.03.27 11:07:00 -
[321] - Quote
Schnapss wrote:CCP, all your changes mean nothing, because whole conception of damage modifiers in game is wrong. You have 4 different damage modules: 1. Low slot +damage 2. Low slot +tracking/optimal/falloff 3. Med Slot +optima/falloff/tracking 4. Med Slot +optimal/falloff/tracking
Both med slot module titles contain the word "Tracking", but in reality they dont provide tracking bonus, only optimal+fallof. at the same time, we have low slot module which provides optimal+falloff+tracking, and it doesnt use capacitor.
Because of this we have all kinds of bonuses for guns with 2 used slots only. You should remove optimal and fallof from Tracking enhancers and move Tracking Link or Tracking Computer from med slot to low. The main idea is that you can not get huge amount of damage+optimal+tracking at once just using only low slots. you should to choose damage+optimal or damage+tracking or tracking+optimal, and for all three damage bonuses you should use med slots
See that is at least a balanced approach. |

Sean Sonnach
FocusPoint
2
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Posted - 2013.03.27 11:13:00 -
[322] - Quote
Grath Telkin wrote: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.
Well I've said all I want, at the end of the day its adapt or die. Do u want to give me some fitting advice if the change does happen :P
goodnight internet spaceship friends!
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Kagura Nikon
Mentally Assured Destruction Whores in space
21
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Posted - 2013.03.27 11:13:00 -
[323] - Quote
PinkKnife wrote:Beaver Retriever wrote:PinkKnife wrote:This hurts Minmatar more than Gallente because Gal almost always have the free mids to run a Tracking Computer, thus your Talos and Megathron will be fine assuming you aren't shield tanking them.
It's a nerf to shield ships with free lows, I.e. Canes, and it is ENTIRELY needed. Oh no Projectiles won't dominate in every single possible way anymore, they only get to still pick damage type, use no cap, and have the highest alpha of any turret. Yes, poor Projectiles.
The Blaster boats won't suffer, and the Minmatar's ability to kite at any distance and still be able to hit fully will be nerfed. It is about time. Thank you Fozzie.
The userbase can deal with flying ships with risk. Currently the same userbase flies almost exclusive caldari/minmatar because you can kite out, apply all your dps, and risk nothing in the engagement. See Drake, See Hurricane for further examples. Literally no one armor tanks their Talos. Which exactly proves my point, the reason being you HAVE to shield tank everything these days, and the current TE exacerbate this problem. You shouldn't get to have all of your tank, plus all of your gank. Trade offs and decisions, considerations, and drawbacks. The problem that you HAVE to shield tank a Talos, proves the issue. You have to be able to keep up/kite otherwise you lose, as Canes and other ships can apply their dps well within/outside scram range and there isn't **** you can do about it if you are slower than they are. It is a side buff to armor ships, and it is fantastic. If you're shield tanking your armor ships, you're gonna have a bad time. Well you should anyway.
What makes shield tanking a prefered methodology is not a module, its an evolution of the past thinking that made armor tanking a must. In the past peopel used only armor for pvp because you needed slots for tackle.
Back then most pvp was in small scale and bringing more points and webs was paramaunt. The medium sized fleets would be spider tanking battleships, armor tanked since remote armor repair is much easier to fit. Armor tanking was much more common in 0.0 also because of Doomsday devices AoE.
Time passed and we got specializing tackling ships (like hictors) and more important the combat shifted into much larger groups. In a much larger fleet you can let only a few ships bring tackle. Because that will be enough. You do not need to hold more than 3-4 ships at same time. The rest of the fleet can focus where it should focus, FIREPOWER. And Firepower is a low slot thing. Then came the end of the MAJOR battleship buffer tanked model, the end of the Doomsday AOE. Now there was no need for large buffers. Now was much simpler to bring smaller ships and logistics (before the end of AoE doomsdays, logistics were useless)
That is the history of shield tanking rise.
Tracking enhancers are MINIMAL effect compared to that.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
551
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Posted - 2013.03.27 11:13:00 -
[324] - Quote
Sigras wrote:TL;DR lows are more valuable than mids because there are more combat effecting low slot modules; the TE nerf changes that. But the lows are and can only be abused in such a manner due to having 'enough' (read: 4+) mids to begin with .. the old Rupture with only 3 mids worked with shield config but only barely regardless of lows and the SFI is arguably better with armour config using mids for eWar/Control to mitigate damage. Your account also managed to skip nimbly over the whole eWar in mids and the benefits of shield over armour (somewhat repaired with last round) .. would you rather have a TE+extender or a TD+plate/EANM if going up against another gun boat?.
Mids might be made equal if cap consumption was increased on all mods using that rack, effect is generally higher than the few low equivalents and the rack has a monopoly on practically all eWar/Assist mods. Flying Amarr exclusively I am painfully aware of the power of mids, they just add a lot more utility than lows.
Nice try though. |

Chaosstation
Mercurialis Inc. RAZOR Alliance
0
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Posted - 2013.03.27 11:17:00 -
[325] - Quote
I guess blasters just took a major hit to the balls then? |

Grath Telkin
Sniggerdly Pandemic Legion
1360
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Posted - 2013.03.27 11:17:00 -
[326] - 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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Naomi Knight
Imperial Academy Amarr Empire
236
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Posted - 2013.03.27 11:22:00 -
[327] - Quote
Vladimir Norkoff wrote:
Fortunately that won't be a problem for most kiters, for I have read on these forums that they are the most elite and accomplished of all PvPers, and "know how to fly their ship" rather than just hit Approach+F1.
hehehe :D so true :D the irony you know the approach button is for the noobs , the pros use the other one :)
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Ravcharas
GREY COUNCIL Nulli Secunda
218
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Posted - 2013.03.27 11:25:00 -
[328] - Quote
Scorch, baby! |

Sizeof Void
Center for Advanced Studies Gallente Federation
342
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Posted - 2013.03.27 11:31:00 -
[329] - Quote
This issue may have already been brought up, and answered, in which case I apologize to everyone for not reading through 17 pages of comments and for wasting bandwidth:
Why do both TCs and TEs give twice the bonus to falloff vs. optimal? Why isn't the bonus to optimal equal to the bonus for falloff?
As it stands, even with the proposed changes, these modules still overwhelmingly favor projectile weapons. I rarely used either TCs or TEs with hybrids and lasers, since the bonus to optimal was already rather anemic, but I almost always fit them when using projectiles. The nerf makes them even more useless for hybrids/lasers, while still providing an advantage to projectiles... and, by extension, to Minmatar ships.
So, how about making the optimal bonus equal to the falloff bonus, if you really are talking about balancing these modules? |

Nikuno
Atomic Heroes The G0dfathers
117
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Posted - 2013.03.27 11:33:00 -
[330] - Quote
CCP Fozzie wrote:Kobea Thris wrote:Just to clarify, are you happy with the state of range scripted tracking computers? I don't see a dire need to change them. After this change TEs will give more range than an unscripted TC but less than a scripted one.
I'd prefer to see TEs nerfed a bit more tbh. I'd prefer a situation where the TC (requiring more fitting and being an active module) sits equal with or slightly superior to the TE in it's unscripted form and then has the scripted alternative when needed. I don't see the sense of the TC becoming better by less than 100% of the TE with a script loaded since at that point it has lost either it's tracking or range benefits. On top of the tougher fitting needs. And the cap usage.
Nerf TEs to 40-50% of current for me. |
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