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Author |
Thread Statistics | Show CCP posts - 23 post(s) |
Hikaru Kuroda
Shimai of New Eden
89
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Posted - 2013.04.01 13:31:00 -
[871] - Quote
I think it's a really bad idea nerfing in 1/3 the effectiveness of TE (especially for Amarr ships), instead of adjusting the bonuses of the ships that gets bonuses to falloff range. In other ships TEs works as intended, and you're breaking at all a module just because a couple of ships get advantage of the actual combination and bonus overlap.
And what about the Tracking Disruptor boosting/missile disruption? EVE has 10 years and still no EWAR for missiles.
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Capqu
Love Squad
90
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Posted - 2013.04.01 16:08:00 -
[872] - Quote
Unkind Omen wrote:Sry guys for interfering you with my ideas but why do you really think that having TE and TC modules providing twice much falloff than optimal bonus is balanced? As for me the main problem with autocannon + TE combo is the actual fact that it allows to have a larger bonus from falloff than optimal. So Let's have a look at marvelous dps graphs each of close weapon has atm(hope my eft is not out of date too much so please check yourself) First let's look at 0 skills no bonuses from ship one turret dps at sitting duck without TE. http://clip2net.com/s/4QhH5hGun / Optimal (km) + Falloff (km) Heavy Pulse Laser II / 6 + 4 = 10 Heavy Neutron Blaster II / 1.8 + 5 = 6.8 425mm Autocannon II / 1.2 + 9.6 = 10.8 Let's assume that this relatio is somehow balanced with other gun's propertires. Now let's add 1 TE/TC for each test subject. http://clip2net.com/s/4QhS1IGun / Optimal (km) + Falloff (km) Heavy Pulse Laser II / 6.9 + 5.2 = 12.1 (+21%) Heavy Neutron Blaster II / 2.1 + 6.5 = 8.6(+26%) 425mm Autocannon II / 1.4 + 12.5 = 13.9(+28.7%) As you can see the the Autocannon's effective distance has grown by almost 29% while Lasors got only 21% growth because half of the bonus of TE was applied as 15% to optimal while autocannons got almost everything applied as 30% to falloff. That's why I think that the maximal Falloff/optimal bonuses should be equalized on TC/TE to the value of 21% optimal bonus + 21% falloff bonus at first place. This will actually nerf projectiles to the place they belong and keep bonus different weapon groups get from these modules equal. As the second step I think it is worth considering two half-measues: 1) Reduce TE falloff /optimal bonus by 15% in comparsion to TC to make it more balanced assuming bonus per slot ratio. 2) Increase CPU consumtion of TE module to make it more balanced from the perspective of bonus per fitting usage considering the fact that there are ships that are more ore less CPU tight in fitting while in general gun boats are PG limited in fitting as this part will only nerf those tight ships.
you have to consider that falloff is worth roughly half as much as optimal range
http://pizza.eve-kill.net |
Pelea Ming
Prostitutes Are Always Wlling
29
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Posted - 2013.04.01 16:23:00 -
[873] - Quote
as to everyone who tries to ***** that higher falloff bonuses then optimal on these mods is wrong, smack yourself now. When your in Optimal, your doing full applied dps, when your in fall off, your taking a penalty that only grows larger the further into falloff that your target is. ergo, falloff bonuses 1k to 1k are worth significantly less then optimal bonuses. |
Funky Lazers
shin-ra ltd
235
|
Posted - 2013.04.01 19:01:00 -
[874] - Quote
Capqu wrote: you have to consider that falloff is worth roughly half as much as optimal range
So basically getting +20% of falloff is worse than +20% of optimal when my guns have 2km of optimal and 50km of falloff?! Really?! Whatever. |
Liang Nuren
Heretic Army Atrocitas
3260
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Posted - 2013.04.01 20:14:00 -
[875] - Quote
Funky Lazers wrote:Capqu wrote: you have to consider that falloff is worth roughly half as much as optimal range
So basically getting +20% of falloff is worse than +20% of optimal when my guns have 2km of optimal and 50km of falloff?! Really?!
Optimal as a mechanic is much more powerful than falloff. I think trying to dispute that is silly.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos
Twitter: http://twitter.com/LiangNuren
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Pinky Feldman
Gank Bangers Moar Tears
506
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Posted - 2013.04.01 20:34:00 -
[876] - 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.
Well said. Module rebalances are an important step in doing things right and establishing balance and a framework before they go on with the continued changes to ship rebalancing. Modules effect the potential fits across all ships, so it makes sense to adjust those first before you tweak the individual ships themselves to create some uniformity moving forward.
The moar you cry the less you pee |
Pelea Ming
Prostitutes Are Always Wlling
29
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Posted - 2013.04.01 21:55:00 -
[877] - Quote
Personally, I think that, compared to the mid slot occupying, cap using, scriptable TC, the current TE is overpowered, and if the TE doesn't get nerfed, then the TC needs to be buffed. |
Johnson Oramara
Science and Trade Institute Caldari State
14
|
Posted - 2013.04.01 22:38:00 -
[878] - Quote
Hikaru Kuroda wrote:I think it's a really bad idea nerfing in 1/3 the effectiveness of TE (especially for Amarr ships), instead of adjusting the bonuses of the ships that gets bonuses to falloff range. In other ships TEs works as intended, and you're breaking at all a module just because a couple of ships get advantage of the actual combination and bonus overlap.
And what about the Tracking Disruptor boosting/missile disruption? EVE has 10 years and still no EWAR for missiles.
They have defender missiles as counter, they are just broken. |
Johnson Oramara
Science and Trade Institute Caldari State
14
|
Posted - 2013.04.01 22:41:00 -
[879] - Quote
Goldiiee wrote: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%
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.
I personally hate (Not emphatic enough; Abhor, Despise, Screaming with rage), the new proposed bonuses to the TE. But putting aside how I personally feel about the changes, and how they affect me, I am looking at why they needed changed in relation to the Balancing of ships and their respective abilities. I would hope that Fozzie reconsiders the 33% and goes for a 20% but I'm not holding my breath.
Edit: got the numbers right this time
Don't underestimate the freedom of using scripts, since this nerf is going to happen anyway make TE also able to use scripts. |
PsyDrakoon
Orbit Backpackers P O L A R I S
9
|
Posted - 2013.04.01 23:09:00 -
[880] - Quote
Soldarius wrote:So, minmatar ships will now have to choose between short-range and long range? Rather than having everything all-in-one with auto-cannons?
+1
ok, then make sure every ship can use Artys, because Vargur cant fit Artys. and hey, more tracking for Artys would be nice also.
Big Alpha, veeeeery Long cycle time, and the tracking sucks.... |
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PAPULA
The Dark Tribe
25
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Posted - 2013.04.02 08:47:00 -
[881] - Quote
Sorana Bonzari wrote:This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring. That's why all good players will quit eve and play something else. I already see only 20k people online atm so that's a huge step down. Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game. Do more nerfs and people will start playing some other games that are more fun and better. EVE will die slowly. |
Ana Fox
Center for Advanced Studies Gallente Federation
59
|
Posted - 2013.04.02 09:11:00 -
[882] - Quote
PAPULA wrote:Sorana Bonzari wrote:This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring. That's why all good players will quit eve and play something else. I already see only 20k people online atm so that's a huge step down. Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game. Do more nerfs and people will start playing some other games that are more fun and better. EVE will die slowly.
You see those numbers drop on test server or what ? I dint notice any drop in number of players online ,I can say there is even more than usual.
If EVE die cause of TE changes than it will only show that even EVE community is on same way ******** like in other MMOs.Your post are really same as WoW random paladin crying how his class is nerfed.
If you cant be constructive and you just rant then just stop ,quit or what ever . |
AspiB'elt
Les chevaliers de l'ordre Goonswarm Federation
1
|
Posted - 2013.04.02 09:44:00 -
[883] - Quote
I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that. |
Kagura Nikon
Mentally Assured Destruction Whores in space
56
|
Posted - 2013.04.02 10:31:00 -
[884] - Quote
AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.
Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf!
Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE! |
Kagura Nikon
Mentally Assured Destruction Whores in space
56
|
Posted - 2013.04.02 10:32:00 -
[885] - Quote
Funky Lazers wrote:Capqu wrote: you have to consider that falloff is worth roughly half as much as optimal range
So basically getting +20% of falloff is worse than +20% of optimal when my guns have 2km of optimal and 50km of falloff?! Really?! Remember that these modules are also usable on amarr ships taht have 50 km range and 2 km falloff? REally? |
Madbuster73
Shadows Of The Federation Drunk 'n' Disorderly
37
|
Posted - 2013.04.02 10:33:00 -
[886] - Quote
Great Job CCP!!!
First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.
Now you nerf range of guns and make Missiles OP again.....
Goodbey long range guns, welcome back Missile boats
Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)
no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.
only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore. |
Hannott Thanos
Notorious Legion
499
|
Posted - 2013.04.02 10:54:00 -
[887] - Quote
Madbuster73 wrote:Great Job CCP!!!
First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.
Now you nerf range of guns and make Missiles OP again.....
Goodbey long range guns, welcome back Missile boats
Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)
no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.
only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore.
Oh oh oh, I know this one, mememememe!
Wait wait.. it's... YES
"EVE is dying!" |
Claire Raynor
NovaGear Limitless Inc.
100
|
Posted - 2013.04.02 10:57:00 -
[888] - Quote
ACs - 425 used as example. Lasor was Heavy Pulse Laser II.
I've been running with these numbers - on a 425 with a TE - it moves the DPS back by about 1km after 11KM which is at 62% damage due to falloff - this contines to ultimatly reduces max range of 2km. But at the final 2km you were only doing 2% and 6% respectivly. Previously at 23km you would be doing 10% - now you only do 10% at 22km - and previously at 22km you were doing 17%.
At 14km you lose 4%. At 11km it is 3%.
This affects proportionally all tracking based weapons I've looked at. Lasors suffer exactly the same in terms of proportions looking at a range/effectivness falloff. Before and after the Lasors do more percentage than the AC to 10km - at which point the AC is stronger - after the changes the AC actually gets stronger quicker.
With 1 TE the AC does percentage-wise double the Lasor at 14km.
With the old TE - this didn't happen till 15km. The differential between 14 and 15 km is still 4% - and the difference at those ranges between the old TE and the new is also 4%.
I need my excel sheet to show. But in all honesty. . .
It's a 4% hit to ACs - and also all the other systems. ACs lose 2km - lasors 1km. (but at these extreme ranges the ACs do nothing - it's like 1 to 5 % - because the range is squashed up the percentage loss to the bulk of the range is less diminished)
Also - proportinally - Lasors become less good than ACs slightly quicker by 1% per km initially with the gap then growing like it did before.
With two TEs - (with stacking penalty 0.87) - Things look a bit worse. From 19km the difference is 10% - with 25km giving 11% whereas we would have gotten 12% at 28km. This is a loss of 3km. At 24km you are doing 14% whereas you used to do 25%.
At 14km you are doing 6% less but proportionally still more than lasors used to at that range by 20% of the percentage reduction, (ACs do 52% and lasors do 37% - it used to be 58% and 49% respectivly).
With 1 TE - a 4%@14km hit and 2km reduction at extremities With 2 TE - a 6%-8%@14km hit and a 3km reduction at extremities
Once target sig, traversal and tracking are taken into consideration - And I needed to model scenarios in EFT for this - using a 'Caine against frigates cruisers and other battlecruisers. I didn't notice much indicated difference. Where I used two TEs before I may actually still do this - it still gives a 19% increase at 14KM and a 5km range increase. It used to give 25% and 7km increase (at a 14km equiv). Although 19% is less than the DPS increase of a Gyro - factoring in tracking - it still works. (I'm not good enough to model this).
In my humble opinion - and I'm doing a U-Turn from my previous bitching - I will still consider TEs to be a great module esspecially for their fitting cost.
Now I know that I'm not very good at EvE - and that people will have specialised fits to take advantage of mechanics. But in the general case - all the proportions seem to be respected by the changes - this seems to affect all the tracking weapons I've looked at equally. Minnies don't seem to suffer more. And Minnies can still perform outside Scram range - but not so good outside long point range. For mediums.
All my efforts have focused on medium wepaonry as that's what I'm personnaly interested in.
I now give Fozzie a +1 for this and conceed it was imba b |
AspiB'elt
Les chevaliers de l'ordre Goonswarm Federation
1
|
Posted - 2013.04.02 11:11:00 -
[889] - Quote
Kagura Nikon wrote:AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that. Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf! Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!
They are no problem with that. In Amarr in shield you don't have tanking because you have only 3 or 4 medium slot. Increase your range without tanking and without speed. It's no a problem.
In this case the autocannon keep a better falloff then Gallente but you decrease massively the range of the optimal + 2*falloff.
The problem is simply in this equation optimal + 2* falloff (the falloff for the medium autocannon it's too high ). it's also for this reason than minmatar use only the short range ammo.
Now if you spit the ammo in two short range ammo and long range ammo (autocannon and artillery don't use same ammo).
You can make some very interesting modification (this value is only for exemple).
First range : Autocannon EMP same damage optimal 0 (before -50 %) Second range : Autocannon Titanium sabot same damage, tracking + 20 % and falloff + 30 % third range : Autocannon nuclear same damage, tracking + 5 % + 50 optimal + 50 % falloff
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Claire Raynor
NovaGear Limitless Inc.
100
|
Posted - 2013.04.02 11:14:00 -
[890] - Quote
AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that.
You do realise you've just suggested that ACs should have the same falloff - less opptimal - and significantly less DPS than blasters - and that would be balanced how? |
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AspiB'elt
Les chevaliers de l'ordre Goonswarm Federation
1
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Posted - 2013.04.02 11:18:00 -
[891] - Quote
Claire Raynor wrote:AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that. You do realise you've just suggested that ACs should have the same falloff - less opptimal - and significantly less DPS than blasters - and that would be balanced how?
They have more range then gallente but less than laser. They make less dps than gallente but more then amarr.
The minmatar have also the smallest signature. And about tanking it's about the same then gallente. But minmatar have more speed and more agility. |
Akturous
Immortalis Inc. Shadow Cartel
91
|
Posted - 2013.04.02 11:25:00 -
[892] - Quote
Claire Raynor wrote:
You do realise you've just suggested that ACs should have the same falloff - less optimal - and significantly less DPS than blasters - and that would be balanced how?
Because blasters are UP and need moar dps, tracking, oh and null needs to give them more dps at long ranges, because beating 'winmatar' at that game has already happened.
Stupid OP Gallente.
TE changes are needed, there's a real problem atm of short range weapons being used at med-long ranges (blasters are really the worst offenders, auto's not so much).
With this nerf it will give back the advantage to lol medium rails (they really need a buff), arty and scorch, since that's a key advantaged to flying that fat slow slave trader race.
These changes will also help armour tanking a bit more. No one can possibly say that having a ship like the talos that can in 5s swap from a <15k 1200dps monster, to a 800ds 50km range kiter is balanced.
What they do need to do is give ships the fitting to fit their long range weapons, I'm thinking arty on a vaga, stabber, vargur, rails on thorax (though it's mainly a cap issue on those). Without the fitting changes, the vaga will be significantly nerfed, the stabber is getting the buff to counteract the TE changes (so it's just as **** as it is now) and the Vargur has always needed more grid.
Close range means 10km, not 30. Close range weapons should not hit effectively to 30km, unless it's a specialist (read t2) ship designed for that.
Vote Item Heck One for CSM8 |
Claire Raynor
NovaGear Limitless Inc.
100
|
Posted - 2013.04.02 11:25:00 -
[893] - Quote
AspiB'elt wrote:Claire Raynor wrote:AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that. You do realise you've just suggested that ACs should have the same falloff - less opptimal - and significantly less DPS than blasters - and that would be balanced how? They have more range then gallente but less than laser. They make less dps than gallente but more then amarr. The minmatar have also the smallest signature. And about tanking it's about the same then gallente. But minmatar have more speed and more agility.
I appologize - I was looking at the Weapon not the ships. You suggest the 425 gets 2400 Optimal - 1.2km less than the bigg medium blaster and the same falloff as the blaster. The Blaster does more DPS than the 425. That wouldn't be balanced. From an applied DPS point of veiw falloff is worth numerically half of Optimal - but raw DPS can adjust this up and down. So with 1.2 KM more optimal a blaster doing the same raw DPS as an autocannon would need to give the autocannon 2.4 km more falloff so - 7.4km - and then you factor in the increased DPS and the two get closer - and then reload speed. . .. And finally you are left with the tactics - but the weapons themselves are balanced at the moment. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
706
|
Posted - 2013.04.02 12:22:00 -
[894] - Quote
I've got a trouble with this specific module since the beginning because of "generalities" in those bonuses.
One option would be to completely get rid of this module and add different variants of dmg mods with different optimal or fall off bonus:
Minmatar does not need optimal bonus, change from 3km to 3,15km is kinda pathetic change, however 30% bonus on fall off is too much considering this on some already fall off bonused hulls. This means the problem is not being solved at the source (hulls bonus) but somewhat tweak which leads me to the following point.
Optimal bonus on TEs has very little influence on Rails and Beams, small on Arty. Again, specific dmg modules could use of different "logical" variants instead of some sort of generic module being a strong plus in some circumstances (projectiles/hybrids) but little and still mandatory for lasers (tracking issues).
Making these bonus as options in specific dmg mods either by scripting them either by making different ones would force players to make rational choices instead of as per usual stack of TE's. This would also open new options since having more room for tanking mods or just add drone upgrades.
Probably a terrible idea but I think this wouldn't hurt.
*removed inappropriate ASCII art signature* - CCP Eterne |
Major Killz
163
|
Posted - 2013.04.02 12:59:00 -
[895] - Quote
PAPULA wrote:Sorana Bonzari wrote:This tailors the game towards the masses. Just like every other MMO the devs will tailor to the masses to simplify the game for the tards up until the point where the good players start to give up because its boring. That's why all good players will quit eve and play something else. I already see only 20k people online atm so that's a huge step down. Normally i would see 35k or more on the server but now i see only 20k which is indicating that those changes are breaking the game. Do more nerfs and people will start playing some other games that are more fun and better. EVE will die slowly.
The reason you have not noticed a drop in our player base is simple. Alternative characters and now DUST514. As far as to why those players are leaving. Well. The core player base are old and have been ingame for awhile now.
The older players tend to be the largest content providers ingame. That is. Leadership in large scale engagements (commanders) and organization (corporation, alliance). From what I know. Most of them are done with hearding sheep and this game.
As far as myself. Killmails become repetitive and that's someting I tried to avoid as long as possible in the past by focusing on things like setups and innovation. Once I exhasted those intrest all I had left was receiving repetitive killmails.
What I enjoy now are the simple things (frigates,cruisers, people). The complexities become worthless and boring.
CCP has a systemic problem that can only be solved by attracting and keeping new players.
These changes mean nothing and will not stop core players from leaving because this is the same game it was in 2007. All we have had is iterations. Playing the same game gets boring after awhile v0v
- killz |
Athena Maldoran
Special Nymphs On A Mission
1447
|
Posted - 2013.04.02 13:21:00 -
[896] - Quote
I like my falloff, and I hate that I can't switch projectile guns without having to change the !!WHOLE layout for the ship. Granted some modules would have to be changed, but the pg/cpu requirements of arties... |
Kagura Nikon
Mentally Assured Destruction Whores in space
56
|
Posted - 2013.04.02 13:44:00 -
[897] - Quote
AspiB'elt wrote:Kagura Nikon wrote:AspiB'elt wrote:I believe to nerf the TE is a mistake.
Where is the problem ?
The problem is more with the medium autocanon.
425 mm T2 (optimal 2400, falloff 9600) 220 mm T2 (optimal 2160, falloff 8800)
If you change this data, you don't need to adjust the TE.
I propose 425 mm T2 (optimal 2400, falloff 5000) 220 mm T2 (optimal 2160, falloff 4400)
The main problem is more than the gun than the module.
Also perhaps that will be a great idea to split the ammo.
Ammo for weapon short range and ammo for weapon long range. That will be more easy to make some good balancing after that. Nope. The autocannosn are intended to have superior falloff than blasters. Significantly Superior. The problem is the module itself! A module that increases so massively any ship capability with almost no cost up to the point that it becomes a serius reason why not even think on armor tanking is something in need of a nerf! Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE! They are no problem with that. In Amarr in shield you don't have tanking because you have only 3 or 4 medium slot. Increase your range without tanking and without speed. It's no a problem. In this case the autocannon keep a better falloff then Gallente but you decrease massively the range of the optimal + 2*falloff. The problem is simply in this equation optimal + 2* falloff (the falloff for the medium autocannon it's too high ). it's also for this reason than minmatar use only the short range ammo. Now if you spit the ammo in two short range ammo and long range ammo (autocannon and artillery don't use same ammo). You can make some very interesting modification (this value is only for exemple). First range : Autocannon EMP same damage optimal 0 (before -50 %) Second range : Autocannon Titanium sabot same damage, tracking + 20 % and falloff + 30 % third range : Autocannon nuclear same damage, tracking + 5 % + 50 optimal + 50 % falloff
I will not even loose time discussing with someoen that was not at the thread were the commuunity and developers calculated what was to be the range of falloff of each autocannon size. This were not thrown from the magical bag nubmers. All were calculated and were agreed upon.
The only thing back then that everyoen got surprised was when CCP decided to give such HUGE bonus to TE. Notice that CCp simply realized that the community was right back then. |
James Amril-Kesh
4S Corporation RAZOR Alliance
4504
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Posted - 2013.04.03 01:24:00 -
[898] - Quote
Kagura Nikon wrote:Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE! Except they don't. Malcanis for CSM 8 Module activation timers are buggy - CCP please fix |
Johnson Oramara
Science and Trade Institute Caldari State
14
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Posted - 2013.04.03 10:57:00 -
[899] - Quote
Hannott Thanos wrote:Madbuster73 wrote:Great Job CCP!!!
First you nerf Heavy missiles because they where to OP at range, and made them equally with Guns.
Now you nerf range of guns and make Missiles OP again.....
Goodbey long range guns, welcome back Missile boats
Also this will ruin A LOT of solo kiting frigs except ofcourse for the condor that can still kite with his light missiles. (AND actually hit)
no more nice range on the kting slicer, no more nice range on the kiting retribution, in other words: let solo pvp die.
only way to pvp after this is close range brawl and this means you get blobbed to hell. No way to get out solo anymore. Oh oh oh, I know this one, mememememe! Wait wait.. it's... YES "EVE is dying!" Atleast my interest to eve has been rapidly declining this past half year with these "balancings" I'm giving them last chance to prove themselfs with the BS rebalance. I'm especially interested in planned caldari and minnie BS changes. |
Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
115
|
Posted - 2013.04.03 11:18:00 -
[900] - Quote
maybe my look at things is too simply as i only know TEs in their current form, but i always thought the biggest issue with autocannons was the non-influence of the high dmg projectile ammo on their range.
high dmg crystals and hybrid charges cut the weapon range roughly in half. Fusion, EMP and Phased Plasma do this only when used with artillery. They only modify the optimal range which is non-existent for autocannons. When a malus on falloff would be introduced, kiting ships with autoannons would be either forced to come closer or rely on the ammo with no such malus. barrage is locked into explo/kin dmg and the dmg selection is reduced further, dealing with yet another thing everybody and his dog complains about. of course introducing both ammo changes and the TE nerf would be brutal. so choose between an across the board nerfling or the autocannon specific tweak.
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