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

Jacob Holland
Weyland-Vulcan Industries
142
|
Posted - 2013.04.26 14:12:00 -
[991] - Quote
CCP Fozzie wrote:TEs and TCs give double bonuses to Falloff compared to Optimal, but rigs and implants give the same bonuses. Why not change those?This is something we do have on our radar, although I can't say for sure exactly when we'll be adjusting it. When we do I can't guarentee that it will be doubling the bonus, we may decide on a different multipler and unify the effects at that level. Personally I'm not sure this is the right way to go - as I said earlier in the thread I don't know why the optimal bonuses are being taken below their pre-boost levels in order to compensate for issues which seem to be entirely related to short ranged weapons and falloff.
And what is the point of modifying the TEs so heavily if a modification to rigs, which provides a greater weight to falloff, then returns things to the way they are anyway? |

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.04.26 15:11:00 -
[992] - Quote
Jacob Holland wrote:CCP Fozzie wrote:TEs and TCs give double bonuses to Falloff compared to Optimal, but rigs and implants give the same bonuses. Why not change those?This is something we do have on our radar, although I can't say for sure exactly when we'll be adjusting it. When we do I can't guarentee that it will be doubling the bonus, we may decide on a different multipler and unify the effects at that level. Personally I'm not sure this is the right way to go - as I said earlier in the thread I don't know why the optimal bonuses are being taken below their pre-boost levels in order to compensate for issues which seem to be entirely related to short ranged weapons and falloff. And what is the point of modifying the TEs so heavily if a modification to rigs, which provides a greater weight to falloff, then returns things to the way they are anyway?
why change something if it doesent need to be change so far everything works based on tracking enhanters + rigs for faloff / optimal foozie u should come up with something constructive ..we already got problems with minmatar bs's ...tempest has 500 dps as a cruiser now u wanna kill the whole race with the tracking enhanters think ccp should move u to a diferent section u not constructive and good at "balancing" for u a balance is a nerf is like me going to wow and trying to "balance" **** there i got no clue about how it works or how it is applyed ..u should see how crap minmatar will be after this ....and how it will affect all ships also |

Streya Jormagdnir
Alexylva Paradox
183
|
Posted - 2013.04.26 15:52:00 -
[993] - Quote
Chessur wrote: The problem with turrets in general- is this:
Long range turrets are simply not viable for small gang / solo pvp. The tracking and fitting is just so bad that your weapon system becomes unplayable. That is where short range turrets come in. They have the tracking to still be effective- and with old TE's could still be some what usable when applying damage.
Personally I think that CCP needs to introduce three turrets for each race. A 'short range' a 'medium range' and 'long range'
Currently the medium range turrets are simply bastardized versions of the short range. So much of a ships fitting room is poured into making a short range turret that is effective at a medium range. CCP should take a step back from extremes ie. blaster / rail and auto / arty and create some type of middile ground. This would help small gang and solo players, as well as possibly making more ships viable / playable will different fitting styles.
See, I have no problem using up most of my fitting to slap on "medium" range turrets, since I fly faster kite ships which tend not to have tank anyway. The problem I'm seeing with this nerf is that now we'll be forced to either snipe outside of point range OR brawl, at least if you fly solo.
Solo is already hard enough, which is why so many solo PvPers tend towards kiting so they can always disengage when the blob starts coming. With this TE nerf things will be a bit more difficult; I won't say "solo/smallgang PvP will die" because missiles are completely and entirely unaffected by this nerf as well as TDs, but why should solo/smallgang PvPers be forced to use only missiles to be effective?
If I had to suggest anything, yes CCP go ahead and nerf TEs, but allow them to be scripted like TCs to retain some performance. And for the love of all that is pixelated please look over the imbalance in performance between turrets and missiles. While it is true that missiles are not often found in huge fleets because they take time to reach a target, they are amazing in smaller fleets or for solo since one need not worry about their tracking or range being TD'd. I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way. |

Alexander Nebula
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.04.26 21:37:00 -
[994] - Quote
I feel sorry for the people that have years vested in this game I just started, thank God! From the mass of opinions stated, I agree it is dumbing down the game. As a NOOB Min I started out with the Hurricane nerfs and now this. I huddle in terror to think what is next. I do think there is a disconnect with the programmers and the actual consumer. I was looking forward to just defending wormholes with 210ish days training. I thank CCP for letting me know ahead of time of these changes so I can un-sub and look at this game a few years in the future when all the nerfs are done and things have settled down. It's extremely hard to train for anything with stuff changing for the worse. So, with much ado, I will regrettably return to my free to play games in which I expect such such things, not pay for bad newsit seems every month. This isn't a rage quit, since I haven't did much other than train and buy plex from CCP. They seem not to want my business, oh well. I don't feel the need to renew my sub either With pay games there needs to be an economic statement of our disapproval. Thanks to all the pilots that gave me advice, No hard feelings, just time to move on before I train for 6 months only to be disappointed. |

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.04.30 20:10:00 -
[995] - Quote
Alexander Nebula wrote:I feel sorry for the people that have years vested in this game  I just started, thank God! From the mass of opinions stated, I agree it is dumbing down the game. As a NOOB Min I started out with the Hurricane nerfs and now this. I huddle in terror to think what is next. I do think there is a disconnect with the programmers and the actual consumer. I was looking forward to just defending wormholes with 210ish days training. I thank CCP for letting me know ahead of time of these changes so I can un-sub and look at this game a few years in the future when all the nerfs are done and things have settled down. It's extremely hard to train for anything with stuff changing for the worse. So, with much ado, I will regrettably return to my free to play games in which I expect such such things, not pay for bad newsit seems every month. This isn't a rage quit, since I haven't did much other than train and buy plex from CCP. They seem not to want my business, oh well. I don't feel the need to renew my sub either  With pay games there needs to be an economic statement of our disapproval. Thanks to all the pilots that gave me advice, No hard feelings, just time to move on before I train for 6 months only to be disappointed.
Tell me about it bro ******* we pay subscription and they **** us up ..again i say this tracking enhanter nerf is stupid as **** insteed of nerfing actually do yourself a favor and start boosting the faction tracking enhanters to give optimal + faloff bonus rather then just +1 more to tracking and a price tag of 150 m for that 1% u nerf it and kill minmatar as a race ...is simple as **** even a 5 year old can understand ...minmatar turret ships except sleipnir / maelstrom cant tank ...since they cant tank they use speed as advantage ..since thats the point of minmatar ..speed ...now ..speed is good but to hit your target even on a vaga u need at least 1 tracking enhanter ...vaga / cynabal already have crap dps applyed @ 20 km with curent tracking enhangers ...by nerfing them u will reduce them to have like what ..200 dps ? even a daredevil deals more dmg not to mention ..u cant engage arazu + proteus ...u get scrambled u go bye bye ..u cant engage a bs ..heavy neut on you = bye bye u cant even engage frigates anymore cuz the faloff would be so fail u cant kite it down before it enters its optimal scram range so fozzie again i tell u leave the tracking enhanters as they are ..they worked since day 1 they were in the game ..i understand u guys wanna make the game a blob fest ..but people dont like that they dont wanna fly blob vs blob some people like to solo and since u killed that 5 years ago with the nano age ...basicly the only reason why solo "works" is cuz of range + speed ..killing range ..speed will be usless since warp scram disables mwd...at 1 point in the future u guys will wake up and see that the only people who actually play r isk farmers / macro miners and new players who like shinny effects but the old brigade will just move on 2003-2007 chars wasted cuz u guys do stupid nerfs that u think "r good" |

Perihelion Olenard
156
|
Posted - 2013.04.30 20:24:00 -
[996] - Quote
Holy crap, Gargantoi. Your wall of text is a massive eyesore. People will read what you have to say if you put forth the effort to make that readable. I wear my sunglasses at night. |

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.05.01 18:11:00 -
[997] - Quote
Perihelion Olenard wrote:Holy crap, Gargantoi. Your wall of text is a massive eyesore. People will read what you have to say if you put forth the effort to make that readable.
Do Not Nerf Tracking Enhanters ! |

Chessur
Life of lively full life thx to shield battery
68
|
Posted - 2013.05.01 20:55:00 -
[998] - Quote
Streya Jormagdnir wrote:Chessur wrote: The problem with turrets in general- is this:
Long range turrets are simply not viable for small gang / solo pvp. The tracking and fitting is just so bad that your weapon system becomes unplayable. That is where short range turrets come in. They have the tracking to still be effective- and with old TE's could still be some what usable when applying damage.
Personally I think that CCP needs to introduce three turrets for each race. A 'short range' a 'medium range' and 'long range'
Currently the medium range turrets are simply bastardized versions of the short range. So much of a ships fitting room is poured into making a short range turret that is effective at a medium range. CCP should take a step back from extremes ie. blaster / rail and auto / arty and create some type of middile ground. This would help small gang and solo players, as well as possibly making more ships viable / playable will different fitting styles.
See, I have no problem using up most of my fitting to slap on "medium" range turrets, since I fly faster kite ships which tend not to have tank anyway. The problem I'm seeing with this nerf is that now we'll be forced to either snipe outside of point range OR brawl, at least if you fly solo. Solo is already hard enough, which is why so many solo PvPers tend towards kiting so they can always disengage when the blob starts coming. With this TE nerf things will be a bit more difficult; I won't say "solo/smallgang PvP will die" because missiles are completely and entirely unaffected by this nerf as well as TDs, but why should solo/smallgang PvPers be forced to use only missiles to be effective? If I had to suggest anything, yes CCP go ahead and nerf TEs, but allow them to be scripted like TCs to retain some performance. And for the love of all that is pixelated please look over the imbalance in performance between turrets and missiles. While it is true that missiles are not often found in huge fleets because they take time to reach a target, they are amazing in smaller fleets or for solo since one need not worry about their tracking or range being TD'd.
I fly a ton of small gang / solo as well. Kiting is really the only way to play if you have any hope of surviving the blob. We all know eve is PvPPPPPPPP. I don't have a problem flying lightly tanked kiting setups, but I do have a problem when the lightly tanked setups- even with tons of mods to help with damage and projection... Still cannot project or apply damage in any meaningful way. I agree with your post 100% RLM missiles are the wave of the future for solo / small gang. ECM and recons are just so punishing to the small gang / solo having a weapon system that can disregards ECM, TD's, and damps is nice. THe only turrets worth while for solo / small gang is large autos, blasters, pulse, or medium pulse. That is likerally it. There is no weapon system + hull combination that makes any other medium gun superior to pulse, and medium blasters have no range.
The reason when I feel so strongly about the proposed TE nerf- is the fact that you are now flying under an unbonused TD. Damage is becoming anemic, and a single unbonused TD used against the new TE"s are going to shut you down so completely- things are just going to get stupid. As you stated- either fit useless long range weapon systesm (rail, arty, beam) and fail to track anything- or brawl. And we all know what happens when you brawl, you get blobbed, ECM'd and dead in 10 seconds.
CCP please do not nerf TE's as a round about way of fixing mini ships. They are already bad- because autos already struggle to project any type of damage in the first place. |

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
38
|
Posted - 2013.05.02 01:28:00 -
[999] - Quote
Although I like TE + TC combination, this change looks more or less reasonable. Low slot modules should be worse than mid slot ones, yes... But as an arty hurricane pilot, I'd still like to have full lock optimal with tremors (call me mad at this, I'm trying to keep at optimal to apply my damage). Someone mentioned projectiles' huge alpha? Well, this is +- compensated with generally low tracking IMO. Still too many misses and weak hits... And if we speak about ammo and picking damage, I'd love something for primarily kinetic (not titanium). Forced to use mostly plasma rounds... |

Fyrhmn
Imperial Academy Amarr Empire
0
|
Posted - 2013.05.02 16:31:00 -
[1000] - Quote
this is stupid we dont need a TE nerf!!!
gonna miss my talos |

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.05.02 21:14:00 -
[1001] - Quote
Fyrhmn wrote:this is stupid we dont need a TE nerf!!!
gonna miss my talos
don`t worry bro im sure fozzie will read this and give 0 fucks like allways and he will do as he intends ..as in kill the tracking enhanters..and in the next patch they will bring them back cuz people will either unsubscribe or just complain about it ..and we will somehow get a "boost" cuz thats how ccp doese it ..nerfs something then in the following new patch "boosts" it but is worse then the first time ..look at marauders..nerfed webs from -90 to -60% introduced marauders with web bonus ..nerfed exp velocity to missiles gave golem that bonus so thats how ccp works ..they nerf something and 1-2 patches later they bring it back under a new form and the newbs go like : wow nice patch great job but theyre blind as **** cant see that they've been cheated |

Candy Clark
Horizon Corp
0
|
Posted - 2013.05.07 01:20:00 -
[1002] - Quote
I am a pve girl 90% of the time. This TE nerf is really going to affect my play style in a negative way. (sniper Mega) I can understand WHY the TE's need adjusting because of the short range weapons thing. Proposal : why not introduce weapon specific TE's ?(IE versions for Blasters/Rails, Arty/Auto, etc) That way only the specific use cases can be balanced appropriately, instead of blanket screw you to everyone. |

Jrazor Hawke
Dark Krystal E L I T E Alliance
0
|
Posted - 2013.05.07 02:30:00 -
[1003] - Quote
This does really hurt minmatar any plans to try and make it less pain for people who fly minmatar? |

Bigg Gun
Flying Bags Inc. Bulgarian Space Federation
7
|
Posted - 2013.05.07 02:59:00 -
[1004] - Quote
fu-ük you devs for nerfing mah TE's, at least make range enhancers without the tracking benefit and tracking enhancer with the proposed change |

Gosti Kahanid
Farstriders Apocalypse Now.
14
|
Posted - 2013.05.08 12:02:00 -
[1005] - Quote
After compairing the TE with the TC I must admit, I understand this change and support it.
But there is one thing I think you should consider: A unscripted TC II has a tracking speed bonus of 15% (with script 30%), while the TE II has only has 9,5%. To bring TE in line with TC where it should be better than a unscripted TC, you should raise the tracking speed bonus to 20%, or at least at 15% (which would be the same as the unscripted TC) |

Gosti Kahanid
Farstriders Apocalypse Now.
14
|
Posted - 2013.05.08 12:05:00 -
[1006] - Quote
pls delete |

Naomi Knight
Imperial Academy Amarr Empire
375
|
Posted - 2013.05.08 12:06:00 -
[1007] - Quote
Jrazor Hawke wrote:This does really hurt minmatar any plans to try and make it less pain for people who fly minmatar? why would it hurt matar more than fe gallente blaster boat or anything that uses TE like most ships atm^^? |

Altimo
Homicidal Teddy Bears
39
|
Posted - 2013.05.08 12:19:00 -
[1008] - Quote
I think its silly to ruin the potential of all ships using turrets based on what only a few ships can do with them. Minmatar will suffer the least, amarr and gallente.. have fun. |

Madbuster73
Shadows Of The Federation Drunk 'n' Disorderly
41
|
Posted - 2013.05.08 17:43:00 -
[1009] - Quote
You are all getting it wrong....
This isnt a nerf to Turrets, this is a buff for Launchers!!!
they nerfed the Launcher range a bit ago, so now they nerf the Turrets range again. making the missile OP again....
|

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.05.09 01:41:00 -
[1010] - Quote
Madbuster73 wrote:You are all getting it wrong....
This isnt a nerf to Turrets, this is a buff for Launchers!!!
they nerfed the Launcher range a bit ago, so now they nerf the Turrets range again. making the missile OP again....
u might be right ...another way for ccp to cover up there fuckups aparently ...they want all fights to be at 10km ranges to make sure u DIE and farm few hours after to make isk or buy gtc's to get a new ship ..good business for ccp but yeah this game needs a riot tbh like goons did in jita few time ago this nerf on te is srsly making me go bananas so far i didnt care to much about the nerfs i was like ok **** it we will find another way ..but with this nerf ..minmatar is dead ...from start ...tier 3 bc's dead from start also and every other ship that used te's and no fozzie this wont make people use tracking computers.they arent used for a reason people in pvp use web / scram even in fleet fights people use rokhs now so still no need for that pice of **** tracking computer but yeah ..is pointless to keep replying here they arent following the treaths anymore they just replyed to them prob cuz fanfast was coming |

Vaju Enki
Secular Wisdom
629
|
Posted - 2013.05.09 08:17:00 -
[1011] - Quote
Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture. R Tape loading error |

Gargantoi
Solar Wind Test Alliance Please Ignore
11
|
Posted - 2013.05.09 14:00:00 -
[1012] - Quote
Vaju Enki wrote:Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture.
nano face rollers ? really ? are u that dumb they are killing 1 race with this nerf no one will want to fly minmatar second off all hurrets will get affected by this its not that the ship has to be nano or not cuz now except fitting a te for some range / tracking u will fit something else cuz wont prob worth it anymore
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Fyrhmn
Imperial Academy Amarr Empire
0
|
Posted - 2013.05.10 15:12:00 -
[1013] - Quote
Vaju Enki wrote:Keep up the good work CCP. The nano facerollers tears are an indication that you are doing a good job, they simply can't see the big picture.
whats the bigger picture? all turret ships are losing range.
if Minmatar is the reason why they're nerfing TE's then they're going at it the wrong way. nerf the falloff on minnie ships. not the module that affects ships of other races as well. |
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CCP Fozzie
C C P C C P Alliance
5814

|
Posted - 2013.05.12 13:38:00 -
[1014] - Quote
Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Pattern Clarc
Aperture Harmonics
517
|
Posted - 2013.05.12 13:49:00 -
[1015] - Quote
CCP Fozzie wrote:Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels. I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it.
Also, could you give Rise a poke to send some love to the BS threads please? Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
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CCP Fozzie
C C P C C P Alliance
5815

|
Posted - 2013.05.12 14:09:00 -
[1016] - Quote
Pattern Clarc wrote:CCP Fozzie wrote:Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels. I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it. Also, could you give Rise a poke to send some love to the BS threads please?
I completely agree that scripts as a mechanic have pretty terrible user experience. Someday I'd really like to replace them with multi-mode modules that don't require the item. However I disagree that the balance between midlots and lowslots is currently in favour of midlosts (except at the frigate level).
Rise has definitely been watching the battleship threads, just hasn't been posting as much recently. But I expect he'll have more time after he makes his next announcement. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
154
|
Posted - 2013.05.12 14:13:00 -
[1017] - Quote
CCP Fozzie wrote:Pattern Clarc wrote:CCP Fozzie wrote:Hey everyone, I'm all caught up on this thread now. Wanted to remind you guys that the TE and RSB changes in their current iteration are on SISI for testing now. Please give your favorite fits a try on SISI with the new module stats and let us know how it feels. I don't think the TE changes very good. In fact, I don't think the situation with TE's vs TC's have been good since the introduction of scripts. Scripts should have been a fix for sensor boosters and RSD's. Instead, they broke the balance between TC's and TE's whilst becoming a user experience nightmare. Ever since, TE's have been steadily nefered into the ground because of it, steadily increasing imbalances over the value of mids vs lows that haven't really fixed anything. Worse, the weapon systems that it nerfs really didn't need it. Also, could you give Rise a poke to send some love to the BS threads please? I completely agree that scripts as a mechanic have pretty terrible user experience. Someday I'd really like to replace them with multi-mode modules that don't require the item. However I disagree that the balance between midlots and lowslots is currently in favour of midlosts (except at the frigate level). Rise has definitely been watching the battleship threads, just hasn't been posting as much recently. But I expect he'll have more time after he makes his next announcement.
faction battleships???? so part 2 of mods soon ?? be TD's missiles....?? 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 15:15:00 -
[1018] - Quote
Pattern Clarc wrote: Ever since, TE's have been steadily nefered into the ground because of it
Never happened. TEs are just as broken OP now as when CCP did that unnecessary projectile buff. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 15:16:00 -
[1019] - Quote
Will there be module rebalancing part two? |
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CCP Fozzie
C C P C C P Alliance
5815

|
Posted - 2013.05.12 16:36:00 -
[1020] - Quote
TrouserDeagle wrote:Will there be module rebalancing part two?
Well we've already announced the large energy turrets and cruise missile changes. But we're working on part four (and probably five) now. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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