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

Alexander the Great
Imperial Academy Amarr Empire
29
|
Posted - 2013.05.12 16:43:00 -
[1021] - Quote
You still didn't answer if you're going to look at Tracking Link as part of this change. Bonuses from remote assistance module should be better than from Tracking Computer. |
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CCP Fozzie
C C P C C P Alliance
5815

|
Posted - 2013.05.12 16:47:00 -
[1022] - Quote
Alexander the Great wrote:You still didn't answer if you're going to look at Tracking Link as part of this change. Bonuses from remote assistance module should be better than from Tracking Computer.
Not as a part of this change, although I definitely won't rule out future changes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
691
|
Posted - 2013.05.12 17:09:00 -
[1023] - Quote
torp changes/explosion radius changes plox |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
242
|
Posted - 2013.05.12 18:49:00 -
[1024] - Quote
Warde Guildencrantz wrote:torp changes/explosion radius changes plox
ammo volume and cpu usage plox |

Verity Sovereign
Pator Tech School Minmatar Republic
421
|
Posted - 2013.05.13 06:22:00 -
[1025] - Quote
Has CCP ever addressed why TEs should give double the bonus to falloff that they do to optimal?
To me it seems just like more love for Minmatar, and I thought they didn't want them to be "Winmatar" anymore (while also not being a pathetic Minmatard loser race) |

Rholak Khardula
Shadows Of The Requiem Li3 Federation
0
|
Posted - 2013.05.13 09:00:00 -
[1026] - Quote
The real problem isn't TE's are OP, the real problem is Projectiles uses a different set of math than other turrets.
I have tested this with friends in game, they can hit for perfect damage at max falloff, they can track faster than the game says they should. So much so that when you fly something else, like Amarr, you count falloff as part of your range only to find you do almost no damage past Optimal. While with autocannons falloff is counted just like optimal.
When 425's can track a scepter orbiting you at .78 Transversal, but your guns say they can only track at .15 something is not adding up..
I am almost a pure Minmatar Pilot, I love Autocannons, but even I say they don't follow the same rules as other turrets. Before you hurt EVERYONE, by nerfing a module (which Blasters use the Op/Fall range bonus more than Autos) How about going back and looking at the code that controls projectiles, and see what's broke in it. |

Michael Harari
Genos Occidere HYDRA RELOADED
590
|
Posted - 2013.05.13 09:35:00 -
[1027] - Quote
Rholak Khardula wrote:The real problem isn't TE's are OP, the real problem is Projectiles uses a different set of math than other turrets.
I have tested this with friends in game, they can hit for perfect damage at max falloff, they can track faster than the game says they should. So much so that when you fly something else, like Amarr, you count falloff as part of your range only to find you do almost no damage past Optimal. While with autocannons falloff is counted just like optimal.
When 425's can track a scepter orbiting you at .78 Transversal, but your guns say they can only track at .15 something is not adding up..
I am almost a pure Minmatar Pilot, I love Autocannons, but even I say they don't follow the same rules as other turrets. Before you hurt EVERYONE, by nerfing a module (which Blasters use the Op/Fall range bonus more than Autos) How about going back and looking at the code that controls projectiles, and see what's broke in it.
This is not how tracking (or the damage equation) works.
Fozzie, what about looking at TDs, since a nerf to turret tracking is an effective buff to the effectiveness of already this already too-effective module? |

Fonac
Imperial Academy Amarr Empire
19
|
Posted - 2013.05.13 19:19:00 -
[1028] - Quote
CCP Fozzie wrote: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.
Hey Fozzie, do you guys have any future plans for torpedo's ?
I just noticed, that fitting a widow with torp's and cruise missiles, there's only a 100 dps difference between the two weapon systems, if you use faction torps(because of damage application + range) and furies on cruise missilies.
Seeing that the damage application on torpedo's is really poor compared to the turret systems, and the fact that their base range is 25.6 km, it could really use some love, along the lines of cruise missilies.
So, any plans? :) |

Rholak Khardula
Shadows Of The Requiem Li3 Federation
0
|
Posted - 2013.05.13 20:44:00 -
[1029] - Quote
Michael Harari wrote:Rholak Khardula wrote:The real problem isn't TE's are OP, the real problem is Projectiles uses a different set of math than other turrets.
I have tested this with friends in game, they can hit for perfect damage at max falloff, they can track faster than the game says they should. So much so that when you fly something else, like Amarr, you count falloff as part of your range only to find you do almost no damage past Optimal. While with autocannons falloff is counted just like optimal.
When 425's can track a scepter orbiting you at .78 Transversal, but your guns say they can only track at .15 something is not adding up..
I am almost a pure Minmatar Pilot, I love Autocannons, but even I say they don't follow the same rules as other turrets. Before you hurt EVERYONE, by nerfing a module (which Blasters use the Op/Fall range bonus more than Autos) How about going back and looking at the code that controls projectiles, and see what's broke in it. This is not how tracking (or the damage equation) works. Fozzie, what about looking at TDs, since a nerf to turret tracking is an effective buff to the effectiveness of already this already too-effective module?
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
AvgDPS = Base Damage * [ ( ChanceToHit^2 + ChanceToHit + 0.0499 ) / 2 ] Simplified form for average DPS for chance to hit at or BELOW 1%: AvgDPS = Base Damage * 3 * ChanceToHit
Actually that is exactly how the math works, and you should end up with a curve such as
http://wiki.eveonline.com/wikiEN/images/a/a4/Falloff.png
But what I'm saying and what I have seen and so has others that fly Minmatar, is that the curve for projectiles is much flatter than any other turret in the game. |

Major Thrasher
T.R.I.A.D
14
|
Posted - 2013.05.14 00:51:00 -
[1030] - Quote
minmatar nerfed into the ground is would seem.
only ships i fly are kite fit, TE being a key part of any build.
i fail to see why they need a nerf if anything buff the TC's, and leave te as they are.
guess ccp likes brawling, there goes my whole flying style since if i wish to stay out of web ranges, i'l left with zero dps.
already very low compared to a kiting rail fit.
i deal with frigs mainly, can't rly comment on anything bigger, but its completely screwed every AC kite fit.
. |

Kagura Nikon
Mentally Assured Destruction Whores in space
251
|
Posted - 2013.05.14 13:42:00 -
[1031] - Quote
Verity Sovereign wrote:Has CCP ever addressed why TEs should give double the bonus to falloff that they do to optimal?
To me it seems just like more love for Minmatar, and I thought they didn't want them to be "Winmatar" anymore (while also not being a pathetic Minmatard loser race)
YEs we did calculated that way back then we proposed and ccp listened to add falloff bonuses. FAlloff is effectively and mathematically shown as worth HALF of what range is wroth.
When you increase your optimal by 10 km you increase your FULL dps 10 km more. WHen you increase falloff by 10 km you increase HALF dps 10 km.
Just beleive in the peopel that did the math (I was one back then) Falloff bonuses must be larger than optimal bonuses or they become much weaker than optimal ones.
Remember that just before that change LASERS were considered overpowered and peopel were asking for lasers NERFS. One of the reason was that nothing received so much love from range modules as Pulse lasers did. |

Kagura Nikon
Mentally Assured Destruction Whores in space
251
|
Posted - 2013.05.14 13:44:00 -
[1032] - Quote
Rholak Khardula wrote:Michael Harari wrote:Rholak Khardula wrote:The real problem isn't TE's are OP, the real problem is Projectiles uses a different set of math than other turrets.
I have tested this with friends in game, they can hit for perfect damage at max falloff, they can track faster than the game says they should. So much so that when you fly something else, like Amarr, you count falloff as part of your range only to find you do almost no damage past Optimal. While with autocannons falloff is counted just like optimal.
When 425's can track a scepter orbiting you at .78 Transversal, but your guns say they can only track at .15 something is not adding up..
I am almost a pure Minmatar Pilot, I love Autocannons, but even I say they don't follow the same rules as other turrets. Before you hurt EVERYONE, by nerfing a module (which Blasters use the Op/Fall range bonus more than Autos) How about going back and looking at the code that controls projectiles, and see what's broke in it. This is not how tracking (or the damage equation) works. Fozzie, what about looking at TDs, since a nerf to turret tracking is an effective buff to the effectiveness of already this already too-effective module? ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2) AvgDPS = Base Damage * [ ( ChanceToHit^2 + ChanceToHit + 0.0499 ) / 2 ] Simplified form for average DPS for chance to hit at or BELOW 1%: AvgDPS = Base Damage * 3 * ChanceToHit Actually that is exactly how the math works, and you should end up with a curve such as http://wiki.eveonline.com/wikiEN/images/a/a4/Falloff.pngBut what I'm saying and what I have seen and so has others that fly Minmatar, is that the curve for projectiles is much flatter than any other turret in the game.
On the price that the CUrve starts much earlier than other wepon systems, as Pulses for example. Its a tradeoff and peopel really forgot very fast how pwoerful the RANGE of pulses can be. They have less extreme range but they have a MUCH broader range where they deal full damage. |

DarkLander
Red-White-Warriors inc SCUM.
0
|
Posted - 2013.05.14 17:06:00 -
[1033] - Quote
I think Tracking Enhancer nerf is not good idea. dislike. Maybe carebears want nerf minmatar pvp ships?  |

Beth Askold
Pator Tech School Minmatar Republic
0
|
Posted - 2013.05.17 15:57:00 -
[1034] - Quote
ccp fail yet again to notice that the faction TE's have basically the same stats as the T2... with this nerf surely you should make faction te's viable by leaving them in their current state.
Im happy to pvp with faction tracking enhancers and more than happy to loot them if that would be the case :)
i would rather spend the 70m+ isk and buy faction then leave all my minnie ships to rust in stations.
|

Xuixien
Elysium Dominion
261
|
Posted - 2013.05.19 00:24:00 -
[1035] - Quote
Prometheus Exenthal wrote:This is the post I've been waiting for. Grow a pair and get close you sissies  Cynabal nerf? check. No more people trying to kite in Thorax hulls? check. Significantly less reliable Tier3 BCs? Check. Significant scan res nerf for RSBs? Check. This is a good development.
They're also nerfing ReSebos.
So no more stupid ******* insta-locking infini-range Cynacamps. Everyone vs Everyone Xuixien - Space Cat, Queen of Rens |

Mirel Dystoph
Sniggerdly Pandemic Legion
53
|
Posted - 2013.05.19 00:29:00 -
[1036] - Quote
Xuixien wrote:Prometheus Exenthal wrote:This is the post I've been waiting for. Grow a pair and get close you sissies  Cynabal nerf? check. No more people trying to kite in Thorax hulls? check. Significantly less reliable Tier3 BCs? Check. Significant scan res nerf for RSBs? Check. This is a good development. They're also nerfing ReSebos. So no more stupid ******* insta-locking infini-range Cynacamps. You don't need RSebos for instalocking cynacamps. "Nothing essential happens in the absence of noise."-á |

Xuixien
Elysium Dominion
261
|
Posted - 2013.05.19 01:41:00 -
[1037] - Quote
Mirel Dystoph wrote:Xuixien wrote:Prometheus Exenthal wrote:This is the post I've been waiting for. Grow a pair and get close you sissies  Cynabal nerf? check. No more people trying to kite in Thorax hulls? check. Significantly less reliable Tier3 BCs? Check. Significant scan res nerf for RSBs? Check. This is a good development. They're also nerfing ReSebos. So no more stupid ******* insta-locking infini-range Cynacamps. You don't need RSebos for instalocking cynacamps.
I never said you did DDEURUEDUERUEDUEUDEUR.
Everyone vs Everyone Xuixien - Space Cat, Queen of Rens |

Josilin du Guesclin
University of Caille Gallente Federation
62
|
Posted - 2013.05.19 07:19:00 -
[1038] - Quote
Kagura Nikon wrote: On the price that the CUrve starts much earlier than other wepon systems, as Pulses for example. Its a tradeoff and peopel really forgot very fast how pwoerful the RANGE of pulses can be. They have less extreme range but they have a MUCH broader range where they deal full damage.
Aye. Pulse lasers, even without Scorch, have a huge engagement envelope where they deliver full or almost full DPS because of their high optimal range and excellent tracking.
|

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
44
|
Posted - 2013.05.19 18:28:00 -
[1039] - Quote
DarkLander wrote:I think Tracking Enhancer nerf is not good idea. dislike. Maybe carebears want nerf minmatar pvp ships?  Maybe carebears rely on TEs as well? |

Johnson Oramara
Science and Trade Institute Caldari State
77
|
Posted - 2013.05.19 23:55:00 -
[1040] - Quote
Shade Alidiana wrote:DarkLander wrote:I think Tracking Enhancer nerf is not good idea. dislike. Maybe carebears want nerf minmatar pvp ships?  Maybe carebears rely on TEs as well? While this doesn't obsolete my pve mach (yet!) it still stings... bringing stats from 4.2+52km down to 3.8+42km with hail. At 40km my dps decreases by 140.
The ships without range bonuses will be even worse off with this nerf. Yet another buff to armor tanking... |

Beth Askold
Pator Tech School Minmatar Republic
0
|
Posted - 2013.05.20 11:23:00 -
[1041] - Quote
why not make the faction TEs 12.5/25 instead of leaving them on 10/20 like the t2 and then buff the officer ones a little so they are better... im sure most people view the faction ones as broken, and rather than fixing them so we have an alternative, they are just getting beat by the nerf bat without even having the stats looked at... |

Calgrissom Torvec
1
|
Posted - 2013.05.20 16:49:00 -
[1042] - Quote
This nerf hits the incursion shield community quite hard actually. Maelstrom, TFI, Mach, Vindi, Navy mega, Rohk, Mega, Loki and Nightmare (to a lesser extent) are all going to be hit by the TE nerf. Most PVP encounters don't require you to hit out at ranges past 100k but in incursions it is required for every site. These changes will hit sniper boats the hardest and DPS boats to lesser extent.
The changes seem short sited and not well thought out. If you want ships that tank with there low slots to be more effective buff range scripts for TC. Better to buff a few than take a hammer to many.
Seeing changes like this makes me fear for pirate hull Battleships when it comes time for rebalancing. |

DeathWise
School of Applied Knowledge Caldari State
0
|
Posted - 2013.05.20 19:15:00 -
[1043] - Quote
I saw several people mention this, but saw no CCP response...
What effect will this have on TD's?
As it stands, a single non-bonused TD can counteract 2 TE's. And bonused TDs makes any module, or number of modules, fitted to your ship to enhance tracking nearly moot. Maybe it's not high on your list of priorities, but the enormous gap between beneficial mods and detrimental ones(ewar) just took a HUGE leap in the wrong direction. Turret ships already have a tough enough time sustaining equivalent dps(effective dps) at long point ranges(20km or so) as missile ships. And it just so happens that many of those fast kitey shield ships you are trying to "fix" are still missile boats, who already claim dominance over any kiting turret ship with the use of one of their ample mid slots for a TD. You stated that you felt the strength of the low slot modules was too much, when compared to the equivalent mid slot one. Where is the consideration for the strength of mid-slot ewar compared to low-slot beneficial mods? |

Calgrissom Torvec
1
|
Posted - 2013.05.20 20:06:00 -
[1044] - Quote
DeathWise wrote:I saw several people mention this, but saw no CCP response...
What effect will this have on TD's?
As it stands, a single non-bonused TD can counteract 2 TE's. And bonused TDs makes any module, or number of modules, fitted to your ship to enhance tracking nearly moot. Maybe it's not high on your list of priorities, but the enormous gap between beneficial mods and detrimental ones(ewar) just took a HUGE leap in the wrong direction. Turret ships already have a tough enough time sustaining equivalent dps(effective dps) at long point ranges(20km or so) as missile ships. And it just so happens that many of those fast kitey shield ships you are trying to "fix" are still missile boats, who already claim dominance over any kiting turret ship with the use of one of their ample mid slots for a TD. You stated that you felt the strength of the low slot modules was too much, when compared to the equivalent mid slot one. Where is the consideration for the strength of mid-slot ewar compared to low-slot beneficial mods?
The truth is they haven't. Slasher will absolutely crush any Minnie turret boat after this patch as it wasn't bad enough. |

Omega Crendraven
SISI WARRIOR RETIREMENT FUND
22
|
Posted - 2013.05.24 01:59:00 -
[1045] - Quote
Escobar Slim III wrote:CAN WE HAVE A POTION BOOSTER FOR IMMUNITY TO ECM JAMMERS? I HAVE PUT A LOT OF THOUGHT INTO THIS BUT WHEN YOU THINK ABOUT IT. A POTION FOR STOPPING ECM WILL MAKE UP FOR LOSING TRACKING ENHANCING. THAT IS MY THOUGHTS ON THE SUBJECT AT THIS MOMENT IN TIME.
You sir, have the best comment in the whole thread _ARG__TEAM_ _-á |--| |--< |__, | |=== |-
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Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
46
|
Posted - 2013.05.25 00:00:00 -
[1046] - Quote
Beth Askold wrote:editted, saw this on pages 47:
"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."
going from 10.0% tracking speed bonus to 10.5 is a 5% bonus on 1 affected attribute Optimal is unaffected falloff is unaffected
giving equal weighting to all three attributes its 5% / 3 = 1.66% better having the faction TE
Compare that with current differences in pretty much all faction mods and its rather weak... so im not sure how these are so "sought after" tbh. Even incursion runners generally dont touch them.
Whats the overall difference a faction damage mod does? 23% with t2 and 25.8% with faction, between the two thats an increase of over 12% isnt it?
I only saw faction TEs in fits that are extremely tight and only their lower fitting requirements allow the whole ship to be running, with the skills all maxed. |

Fyrhmn
Imperial Academy Amarr Empire
1
|
Posted - 2013.05.25 01:38:00 -
[1047] - Quote
Shade Alidiana wrote:[quote=Beth Askold]editted, saw this on pages 47:
I only saw faction TEs in fits that are extremely tight and only their lower fitting requirements allow the whole ship to be running, with the skills all maxed.
yeah the faction TE's are pretty much useless as they are now. and with the nerf. even more so |

Verity Sovereign
Pator Tech School Minmatar Republic
436
|
Posted - 2013.05.31 06:28:00 -
[1048] - Quote
Kagura Nikon wrote:Verity Sovereign wrote:Has CCP ever addressed why TEs should give double the bonus to falloff that they do to optimal?
To me it seems just like more love for Minmatar, and I thought they didn't want them to be "Winmatar" anymore (while also not being a pathetic Minmatard loser race) YEs we did calculated that way back then we proposed and ccp listened to add falloff bonuses. FAlloff is effectively and mathematically shown as worth HALF of what range is wroth. When you increase your optimal by 10 km you increase your FULL dps 10 km more. WHen you increase falloff by 10 km you increase HALF dps 10 km. Just beleive in the peopel that did the math (I was one back then) Falloff bonuses must be larger than optimal bonuses or they become much weaker than optimal ones.
You fail at logic.
You do half your paper DPS at 1 falloff, true, but irrelevant. If you look at your damage application curve, for a falloff based weapon it stretches 30% farther, whereas for an optimal based weapon, it only goes 15% farther.
If sans TE, the weapons are balanced with one hitting in falloff (autos) while the other hits in optimal (lasers), then by not extending this equally, the balance is strongly shifted towards the falloff weapon. (I would argue they are balanced, due to tracking, no cap use, selectable damage, and range of high damage ammo)
Furthermore, for a given range, increasing the optimal produces 0% increase in applied DPS if the base range> engagement range, however, the applied DPS of the falloff weapon goes up.
I can do math too. 1+1= 2. 2+4 = 6, therefore optimal bonuses must be larger Your "math" is about as relevant to the argument as my above "math" |

Iyacia Cyric'ai
Red Federation RvB - RED Federation
44
|
Posted - 2013.06.02 10:10:00 -
[1049] - Quote
20% is a bit much in my opinion. I understand the module is powerful but it nerfs the turrets way too much. 80% of the cruisers I see right now are Caracals, I wouldn't be surprised if after this nerf 100% of them become Caracals (or Bellicoses). It will make missile ships way too overpowered (and I almost never use this word).
I think a better solution is 10% nerf to Tracking Enhancers and maybe a 5% buff to the scripted effects of Tracking Computers.
Quote: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.
I'm no psychologist but I doubt it will work this way. A lot of people aren't likely to keep flying the same setups if it no longer works as well. They'll likely abandon those fits altogether and deem them unviable and fly something that will do what their previous fits could do (like missiles boats). TE nerf also effects brawling setups too as range control is still very important even in scram range so it doesn't exactly make brawling any more viable or powerful, it just decreases the options on both styles of combat. So essentially it's not so much a trade off so much as it is a complete elimination of various options. |

Verity Sovereign
Pator Tech School Minmatar Republic
443
|
Posted - 2013.06.02 11:27:00 -
[1050] - Quote
Calgrissom Torvec wrote:This nerf hits the incursion shield community quite hard actually. Maelstrom, TFI, Mach, Vindi, Navy mega, Rohk, Mega, Loki and Nightmare (to a lesser extent) are all going to be hit by the TE nerf. Most PVP encounters don't require you to hit out at ranges past 100k but in incursions it is required for every HQ site. These changes will hit sniper boats the hardest and DPS boats to lesser extent.
The changes seem short sited and not well thought out. If you want ships that tank with there low slots to be more effective buff range scripts for TC. Better to buff a few than take a hammer to many.
Seeing changes like this makes me fear for pirate hull Battleships when it comes time for rebalancing.
Now we'll actually have a use for aurora and tremor...
Well... not really, I found that by swapping scripts in TCs, Standard or IN Infrared would provide enough optimal (particularly using a locus coordinator 2 fr +20% optimal, since the elutriation won't be needed with the laser changes) , and IN standard outdamages and out tracks Aurora, while IN infrared does equal damage, and out tracks it (even with the TC tracking bonus discarded for more range).
So I guess its just the machs.
I'm actually looking forward to this, the machs range projection will get worse, while the NMs cap problems will get better.
I'm just annoyed that they are keeping the falloff bonus as 2x the optimal bonus. IMO, that was the problem in the first place. |
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