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Dez Affinity
Habitual Euthanasia Pandemic Legion
163
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Posted - 2013.04.03 11:28:00 -
[901] - Quote
Kagura Nikon wrote:
Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!
Or maybe they just want maximum damage and there's only so many damage mods you can fit before it becomes pointless, the next best thing is tracking enhancers or speed mods.
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Kagura Nikon
Mentally Assured Destruction Whores in space
57
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Posted - 2013.04.03 11:31:00 -
[902] - Quote
For god's sake stop with this childish whining!
Several years ago NO ONE used tracking enhancers. All range ships used mostly Tracking computers and that was on the age were REAL range was necessary and you were useless if you could not reach 150 km.
So stop with this doomsday talk! NO. Weapons are not #!#!@#1, no they did NOT hit massively any reasonable setup. No they did not made kiting impossible.
ANYONE that really believe that this changes are OMG SO DEVASTATIGN is simply DUMB, or is trolling! They affect ALL ships almost since almost all ships used those modules! The balance has not been massively shaked, just slightly adjusted. |

Kagura Nikon
Mentally Assured Destruction Whores in space
57
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Posted - 2013.04.03 11:33:00 -
[903] - Quote
Dez Affinity wrote:Kagura Nikon wrote:
Its is so clearly the TE problem that you see amarr ships shield tankign so they can use TE!
Or maybe they just want maximum damage and there's only so many damage mods you can fit before it becomes pointless, the next best thing is tracking enhancers or speed mods.
And that is part of the issue they are trying to tackle, They are trying to make armor tanking more prevalent by makign low slot offensive options less overhelming.
My opinion, they coudl achieve more of that if they moved the drone damage modules to mid slots. |

Luscius Uta
Unleashed' Fury Forsaken Federation
39
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Posted - 2013.04.03 12:36:00 -
[904] - Quote
I don't mind faloff bonus for TE's being reduced slightly (and 20% instead of 30% isn't such a big difference). The rest of changes I don't like - 15% increase in optimal range wasn't that great to begin with, and people should be encouraged to use remote sebos instead of local ones. |

seth Hendar
I love you miners
34
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Posted - 2013.04.03 13:17:00 -
[905] - Quote
Nagarythe Tinurandir wrote: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.
maybe then it could be a solution to rebalance optimal vs fallof on autocannon then?
cause actually, all autocannon will fight within the fallof range, not the optimal, 90% of the time, wich is already cutting part of their paper DPS |

Kagura Nikon
Mentally Assured Destruction Whores in space
57
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Posted - 2013.04.03 13:25:00 -
[906] - Quote
seth Hendar wrote:Nagarythe Tinurandir wrote: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.
maybe then it could be a solution to rebalance optimal vs fallof on autocannon then? cause actually, all autocannon will fight within the fallof range, not the optimal, 90% of the time, wich is already cutting part of their paper DPS
That was intentionally made that way so that minamtar woudl have the so called damage selection.
The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional. IT would be stupid for all races be the same, but in different colors.
Also peopel are really failing hard at this thread on not understandign how falloff is nto nearly same as range.
At range+ faloff you are doing LESS than 50% of your damage. Effectively ANYTHING beyond range + HALF falloff is outside effective range! Unless you are fighting something completely paper made. |

Callic Veratar
Power of the Phoenix
343
|
Posted - 2013.04.03 16:43:00 -
[907] - Quote
In general, low slot mods provide lots of smaller bonuses for less fitting and no cap. For the TE this balancing makes a lot of sense, at it was purely better than the TC. There is a third vector to affect these stats, though Locus Coordinators (+15% optimal) and Ambit Extensions (+15% falloff).
Currently, the Locus Coordinators give +15% to optimal compared to the TE's 10%, that's an interesting choice. However, the Ambit Extensions only give +15% to falloff relative the TE's 20%. I'd like to propose that along with the nerf to the TEs, all Ambit Extension rigs gain 10% or 15% to their falloff bonus to 25% or 30%. This way, it's still not as good as a TC as it only affects falloff, better than a TE, and locks the fitting of the ship even more.
Having the T1 Ambit Extensions at 30% might not be balanced, though, as the T2s would be at 35%. However, for PVP consideration, T2 rigs is asking for trouble.
I'd like a situation (for PVE at least) where the best option isn't almost always 3xCCC.
DirectX 11, it's not rocket appliance! |

Snape Dieboldmotor
In Exile. Imperial Outlaws.
10
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Posted - 2013.04.03 17:44:00 -
[908] - Quote
When Tracking Enhancers were originally created there was some though put into overall module balance. As a result, if you are going to reduce range then there should be some change in another area to keep the module in balance. Some options I can think of are increasing tracking bonus or reducing CPU requirements...
Seems only fair... |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
715
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Posted - 2013.04.03 18:41:00 -
[909] - Quote
Kagura Nikon wrote:And that is part of the issue they are trying to tackle, They are trying to make armor tanking more prevalent by makign low slot offensive options less overhelming.
My opinion, they coudl achieve more of that if they moved the drone damage modules to mid slots.
The reason why changing TEs, read get rid of them, and replace them with scripts on racial DMG mods would be the best option. Also, change drone dmg mods from lows to mids would simply annihilate shield based drone ships unless these modules get an exceptional ability to be fitted either in lows or mids but not both. *removed inappropriate ASCII art signature* - CCP Eterne |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
115
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Posted - 2013.04.03 21:53:00 -
[910] - Quote
Kagura Nikon wrote:seth Hendar wrote:Nagarythe Tinurandir wrote: (...)
(...) That was intentionally made that way so that minamtar woudl have the so called damage selection. The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional.
well then the projectile ammo experiment failed imho. there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. so fusion, emp and phased are the ones mostly used with depleted uranium on some occasions. would it not be more sensible to use falloff too for tuning the projectile range?
the extensive use of high dmg ammos might be a product of TEs giving so much range which would be somewhat adjusted with the proposed changes. but still, i have the feeling autocannons aren't that strong in midrange combat because of TEs. alot of people have pointed out and done the math that the proposed changes will not alter the dmg projection of autocannons in a tremendous fashion.
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Spc One
The Chodak Void Alliance
192
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Posted - 2013.04.04 14:17:00 -
[911] - Quote
As Fozzie said he will nerf everything, because he can, no reason given.
you can listen to it here: http://www.netsky.org/nerfozzie.mp3
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Kagura Nikon
Mentally Assured Destruction Whores in space
59
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Posted - 2013.04.04 16:01:00 -
[912] - Quote
Nagarythe Tinurandir wrote:Kagura Nikon wrote:seth Hendar wrote:Nagarythe Tinurandir wrote: (...)
(...) That was intentionally made that way so that minamtar woudl have the so called damage selection. The real price is in tracking. The trackign of AC was reduced back then and the mid range ammo got a tracking bonus. They simply made the things DIFFERENT. and that is intentional. well then the projectile ammo experiment failed imho. there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. so fusion, emp and phased are the ones mostly used with depleted uranium on some occasions. would it not be more sensible to use falloff too for tuning the projectile range? the extensive use of high dmg ammos might be a product of TEs giving so much range which would be somewhat adjusted with the proposed changes. but still, i have the feeling autocannons aren't that strong in midrange combat because of TEs. alot of people have pointed out and done the math that the proposed changes will not alter the dmg projection of autocannons in a tremendous fashion.
Will not change much. But that is the beauty.. the most impact will coem trough psicological effect. People Stop flying ships that are MIDLY nerfed just because for most, overreaction is the way to go. I know a LOT of people that are statign they will have no use for talos anymore? its mathematically reasonable? NO. but will have a large psicological effect and the ammount of talos , tornados and etc will diminish a bit.
If you look at numbers only, amarr laser boats never stoped being good when minmatar got boosted. But people overreact by all jumping into minmatar ships and forgetting minmatar ones. An Apoc with megaPulse are still monstruously powerful against battlecruiser traying to kite!!! |

Milton Middleson
Rifterlings Point Blank Alliance
263
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Posted - 2013.04.04 16:20:00 -
[913] - Quote
Nagarythe Tinurandir wrote: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
I came here to say that the word you are looking for is penalty.
I'll add that above frigate/destroyer scales, people kiting with ACs do rely on barrage, and that inflicting a meaningful falloff penalty on short-ranged projectile ammo would cripple the weapon system (which is already overrated). Just consider how terrible hail is.
Quote:there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo.
This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals. |

Kagura Nikon
Mentally Assured Destruction Whores in space
59
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Posted - 2013.04.04 17:12:00 -
[914] - Quote
Milton Middleson wrote:Nagarythe Tinurandir wrote: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
I came here to say that the word you are looking for is penalty. I'll add that above frigate/destroyer scales, people kiting with ACs do rely on barrage, and that inflicting a meaningful falloff penalty on short-ranged projectile ammo would cripple the weapon system (which is already overrated). Just consider how terrible hail is. Quote:there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals.
hey hey.. I did that with my apoc just to be able to make the Rainbow attack with all colors at same time!
but seriously, that is right. AC are overrrated. People are just plain ignorant or overreactive on how effective a system is. They tend to look only the advantages and ignore the rest.
Check how amazingly HUGE your damage projection is with EMP when you are not using TE (tat are being nerfed ). Only the bonused ships have some sort of noticeable projection, and even those are not incredble. A stabber with EMP and no TE has pitiful damage projection and can barely hurt a drunken butterfly outside web range. |

Nagarythe Tinurandir
Tormented of Destiny Cha Ching PLC
115
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Posted - 2013.04.04 20:44:00 -
[915] - Quote
[quote=Milton Middleson]
I came here to say that the word you are looking for is penalty. [\quote]
thank you :)
i still think ACs are great. you just need to know when to use them. some form of ammo/crystall/charge revamp would be nice. makes me sad that there are so many ammunitions which are totally worthless.
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Bouh Revetoile
TIPIAKS
267
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Posted - 2013.04.04 20:52:00 -
[916] - Quote
Nagarythe Tinurandir wrote:i still think ACs are great. you just need to know when to use them. some form of ammo/crystall/charge revamp would be nice. makes me sad that there are so many ammunitions which are totally worthless. It depend on the fit, but with LR weapons, they are somewhat useful, giving you a good scale of range, but the longest range ammo are indeed useless compared to T2 LR ammo. |

Sigras
Conglomo
398
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Posted - 2013.04.07 08:24:00 -
[917] - Quote
Kagura Nikon wrote:Quote:there are few situations where you actually have to use the "midrange" or even "longrange" ammo. in a lot of cases this situations can be handled with T2 ammo. This is true of all short-ranged turrets. Your pulse boat isn't running around with 8 sets of laser crystals. hey hey.. I did that with my apoc just to be able to make the Rainbow attack with all colors at same time!
but seriously, that is right. AC are overrrated. People are just plain ignorant or overreactive on how effective a system is. They tend to look only the advantages and ignore the rest.
Check how amazingly HUGE your damage projection is with EMP when you are not using TE (tat are being nerfed ). Only the bonused ships have some sort of noticeable projection, and even those are not incredble. A stabber with EMP and no TE has pitiful damage projection and can barely hurt a drunken butterfly outside web range.[/quote] Looking at things in a vacuum is not helpful.
The problem is more that, as shield tankers, the minmatar already have the fastest ships, and usually have enough low slots for 2x gyrostabs, 2x TEs and a damage control in addition to their tank slots.
An armor tanking ship is going to be slower by nature, and would have to have 7-8 low slots just to stay on par with the amount of damage output and projection a shield tanker can produce.
This change somewhat mitigates the disadvantage the armor tankers find themselves having |

Davion Falcon
Those Once Loyal
46
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Posted - 2013.04.07 19:38:00 -
[918] - Quote
I'm fine with the idea of weapon system specific "TEs".
So a Minmatar TE would be something like, (spitballing numbers here): 0% optimal, 45% falloff bonus Gallente/Caldari TE: 15% optimal, 20% falloff Amarr TE: 30% optimal, 0% falloff
Obviously could use number tweaking between optimal and falloff balance (depends on its value to the weapon system as seen above), but you get the idea. Ruthlessness is the kindness of the wise. Never forgotten, never forgiven. |

Alexander the Great
Imperial Academy Amarr Empire
9
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Posted - 2013.04.07 20:04:00 -
[919] - Quote
Remote assistance modules usually give better bonuses than local ones with the same effect (such as sensor boosters, ECCM).
This thread reminded me that it's not the case with Tracking Link vs Tracking Computer. Their bonuses are absolutely the same. I'm sure that Tracking Link needs a buff, especially if you're nerfing Tracking Enhancer. |

Sigras
Conglomo
398
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Posted - 2013.04.07 22:52:00 -
[920] - Quote
Davion Falcon wrote:I'm fine with the idea of weapon system specific "TEs".
So a Minmatar TE would be something like, (spitballing numbers here): 0% optimal, 45% falloff bonus Gallente/Caldari TE: 15% optimal, 20% falloff Amarr TE: 30% optimal, 0% falloff
Obviously could use number tweaking between optimal and falloff balance (depends on its value to the weapon system as seen above), but you get the idea. I feel like you're missing the point.
The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs
your proposed change would make this problem WORSE not better |
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SilentStryder
Aliastra Gallente Federation
2
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Posted - 2013.04.08 00:18:00 -
[921] - Quote
Sigras wrote:Davion Falcon wrote:I'm fine with the idea of weapon system specific "TEs".
So a Minmatar TE would be something like, (spitballing numbers here): 0% optimal, 45% falloff bonus Gallente/Caldari TE: 15% optimal, 20% falloff Amarr TE: 30% optimal, 0% falloff
Obviously could use number tweaking between optimal and falloff balance (depends on its value to the weapon system as seen above), but you get the idea. I feel like you're missing the point. The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs your proposed change would make this problem WORSE not better
There should be a damage mid slot module that activates and uses cap and can be run with scripts. |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
49
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Posted - 2013.04.08 05:05:00 -
[922] - Quote
notify: your effective combat range has been cut down by 5%.
conclusion: SOLO PVP AND SMALL SCALE IS DEAD WTFOMG CCP SUCKS EVE IS DYING!!!1!!
I also believe that kiting cruisers won't notice a singnificant drop in dps at 22km... |
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CCP Fozzie
C C P C C P Alliance
5138

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Posted - 2013.04.08 13:28:00 -
[923] - Quote
Hey everyone, sorry for the delay, been a bit of a hectic week. I've got some time now so I'm going to write up responses to some of the questions and comments that have come up a lot in the thread so far. Thanks to everyone providing their feedback, every bit helps.
Why nerf things when you could buff things instead?This is a question that comes up often in any thread where we are discussing decreasing the power of an item or ship. I can completely understand where it's coming from. Buffing things makes people happy in much larger numbers, it simply feels good to see the effectiveness of your equipment increase. Many other games rely on constantly improving gear to drive engagement in their content and that method of development can work very well for those games.
I'm going to start by quoting my answer to this question from the Heavy Missile thread before Retribution, because what I said there still applies.
CCP Fozzie wrote:When we are balancing in a game like Eve we always need to be conscious of the danger presented by power creep. In some games where the progression is tied to ever advancing gear stats power creep isn't a big issue as it is built into the whole premise of the game. In a sandbox like Eve player advancement is tied to individual freeform goals and we need to make sure that the tools available are both interesting and balanced. Any time we buff something in Eve, we are nerfing every other item in the game slightly by extension. In a case like this we believe that the best course of action is to adjust the Heavy Missiles downwards to achieve balance. I would be lying if I said that we never allow power creep in EVE. It's quite simply much much easier to balance upwards and considering how powerful of a tool it is for creating short term customer satisfaction, some power creep is very hard to avoid. However we do need to be very mindful of how much we let ourselves indulge. There are cases where for the long term health of the game ecosystem we simply have to reduce the power of certain items and ships. We believe this is one of those times. I can promise you that we're committed to eating our vegetables and making adjustments either up or down based on our best estimation of what the game needs. We won't decrease the power of items and ships unless we deem it necessary but we also won't forget that our job is to manage the health of the game over the long term. This will not be the last set of "nerfs" you see us make for Odyssey.
No real life company or military would ever limit themselves for balance, so why does it make sense here?This is one of those areas where a game simply cannot follow real life examples. Whenever possible we try to ease the suspension of disbelief by bending game systems into metaphors that have some parallel with the real world, but when it comes down to it the demands of a game mean that balance is more important than realism. We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value.
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.
What about faction TEs? They don't seem to have an advantage.The reason that my OP didn't clearly show the advantage of faction TEs is because the extra bonus from faction TEs has always been in tracking, not range. Since the tracking bonus is not being adjusted in this change I elected not to display it. Adding range bonused high metalevel TEs may be an option in the future, but for now the tracking benefits of faction TEs make them a sought after module so I do not see a desperate need to change them at this time.
Is it intentional that this change hurts the Cynabal and Machariel?Many people are expressing surprise that we are making this change without somehow compensating the larger Angel ships. I can tell you that the effect this change has on the Cynabal and especially the Mach is intended. The Machariel has absolutely exceptional projection using high tracking autocannons and after this change it will still be very powerful and viable. The slight decrease in its ability to project using short range weapons is both intended and necessary to keep it in balance.
A 33% decrease in range seems like a lot. Isn't that too drastic?This has been pointed out by several people in the thread already but I want to quickly touch on it again. It is important to note that a 33% decrease in the bonus provided by one module is very different than a 33% decrease in the overall range of the ships that fit that module. In most cases the actual range difference is very small. For example a dual TE Talos with Null would go from 16.4+28.7 before the change to 15.1+24.7. Significant to be sure, but not the catastrophe that losing 1/3 of its optimal and falloff would be. You can easily test the affect of this change on your favorite setups right now in EFT or PYFA, by swapping T2 TEs to T1. Give it a try!
Is the intent of this change to shrink the range of all engagements and force people within scram range?This change will reduce the damage that some ship fits apply from long range. However there is no shortage of options for dealing damage at multiple ranges and nobody is forcing everyone within scram/web range. It is intended that this change will make the choice between staying at range with reduced damage and moving close for higher dps at higher risk more stark for many ships. It is also intended that this change reduces the effectiveness of some short range weapons when used for kiting. EVE has many weapon systems with many strength and weaknesses, and tradeoffs include range. If all weapons can be easily used for kiting, the value of choosing longer range weapon systems is reduced.
This change makes Tracking Disruptors even more powerful!In practice the difference between the old and new TEs when under the influence of multiple range scripted TDs will be insignificant. TDs are a very powerful weapon system, but can ... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Hannott Thanos
Notorious Legion
535
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Posted - 2013.04.08 13:59:00 -
[924] - Quote
"CCP Fozzie wrote:We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value.
I like the theory about the warpdrive always being active creates a drag in space, and the larger the drive, the greater the drag, which explains why a large ship with the meanest engines you ever saw goes slow as a snail, and why you grind to a halt when not powering engines. |

Nicen Jehr
Swarm Federation
176
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Posted - 2013.04.08 14:04:00 -
[925] - Quote
Thanks for explaining your reasoning behind the balance Fozzie, I agree that these are good changes Little Things to improve GëíGïüGëí-á| My Little Things posts |

Hannott Thanos
Notorious Legion
535
|
Posted - 2013.04.08 14:05:00 -
[926] - Quote
SilentStryder wrote:Sigras wrote:Davion Falcon wrote:I'm fine with the idea of weapon system specific "TEs".
So a Minmatar TE would be something like, (spitballing numbers here): 0% optimal, 45% falloff bonus Gallente/Caldari TE: 15% optimal, 20% falloff Amarr TE: 30% optimal, 0% falloff
Obviously could use number tweaking between optimal and falloff balance (depends on its value to the weapon system as seen above), but you get the idea. I feel like you're missing the point. The point is to reduce the advantage that shield tankers have over armor tankers IE, they have more low slots free so they can fit more damage mods and more TEs your proposed change would make this problem WORSE not better There should be a damage mid slot module that activates and uses cap and can be run with scripts. So that we can script them for alpha and get Machs and Tornadoes with even more instakill power! |

Hannott Thanos
Notorious Legion
536
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Posted - 2013.04.08 14:07:00 -
[927] - Quote
Nicen Jehr wrote:Thanks for explaining your reasoning behind the balance Fozzie, I agree that these are good changes I can't believe the people complaining that they can "no longer" kite with short range guns loaded with short range ammo. Typically these people fly Cynabals. 425mm guns with RF Emp.
No, you should not be doing great damage with these guns outside disruptor range. Load Barrage! |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
153
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Posted - 2013.04.08 14:11:00 -
[928] - 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. |
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CCP Fozzie
C C P C C P Alliance
5143

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Posted - 2013.04.08 14:13:00 -
[929] - Quote
TrouserDeagle wrote: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.
If we need to go farther, we can very easily do so in later iterations. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Kenpachi Viktor
Gradient Electus Matari
251
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Posted - 2013.04.08 14:23:00 -
[930] - Quote
Hannott Thanos wrote:"CCP Fozzie wrote:We'd rather have a fun game that has some unrealistic elements :cough:fluid dynamics:cough: than one that matches reality more closely at the cost of gameplay value. I like the theory about the warpdrive always being active creates a drag in space, and the larger the drive, the greater the drag, which explains why a large ship with the meanest engines you ever saw goes slow as a snail, and why you grind to a halt when not powering engines.
I always used the theory of the inbuilt inertia dampeners being always on, look at the agility modifiers on the battleships compared to the frigates, the higher the mass, the greater the agility modifier. Inertia being what keeps you going in a straight line unless acted on by an outside force  A war that wouldGÇÖve involved 20,000 players, 75% of nullsec space, and hundreds of supercapitals was halted not by diplomacy, but by a game mechanic so dreadful that those who have experienced it previously have no desire to do so again. - Fix POS & SOV |
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