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Thread Statistics | Show CCP posts - 5 post(s) |

John Ratcliffe
Sausy Sausages
130
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Posted - 2013.04.17 13:13:00 -
[1] - Quote
CCP Rise wrote:Specifically:
5% increased rate of fire for all Cruise Missile Launchers 200 added power grid need for all Cruise Missile launchers
4700m/sec base missile velocity for all Cruise Missiles (up from 3750m/sec) 14 second base flight time for all Cruise Missiles (down from 20 seconds) 25% increase in base damage for all Cruise Missiles 10% increase in explosion radius for all Cruise Missiles
Why increase the PG need for Launchers FFS? That makes ZERO sense. Some CNR fits are already PG tight with max skills as it is - just leave the PG requirement alone.
The rest is fine IMHO. Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 13:20:00 -
[2] - Quote
Bucca Zerodyme wrote:...so you see Cruise Fury will do the same DPS as Torpedos.
Until they look at Torpedoes. I can't see CMs ever doing the same DPS as Torps.
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 14:25:00 -
[3] - Quote
SMT008 wrote:CCP Rise, as the owner of 2 Caldari pilots with over 12M SP in missiles on one of them, I like those changes very much as they even go beyond my wildest dreams ! With those changes, I think we'll start seeing more Typhoon/Raven fleet concepts, which is great of course as it brings diversity  Once torps are fixed, I think we can safely say "Large Missiles are fixed".
You must have pretty crap dreams if you're getting excited over this. It's pretty much fail IMHO.
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
130
|
Posted - 2013.04.17 14:28:00 -
[4] - Quote
Ranger 1 wrote:Personally I'd still like to see missiles that are still in flight when their target is destroyed auto switch to the next target you have locked up. Of course they might not have the range left to make it to that target, but it would mean that a lot of those "wasted" volleys would still do some good... leaving the initial travel time delay as the main drawback to long range missile use.
Obviously this would be a very powerful change and would have to be carefully considered. Especially since it would likely mean that a missile boat could simply leave his missile launchers on during a fight, and as long as he had targets locked (and in the order he wanted them) he would be constantly spewing out effective damage.
Absolutely this x Infinity.
Why this hasn't been implemented already I have no idea. It's the most ******** aspect of missile use. Are you really trying to tell me that these super intelligent missiles with super intelligent guidance systems can't be retasked when in flight? We can do that with Cruise Missiles in real life FFS - there's no excuse for not having it in game.
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:11:00 -
[5] - Quote
Jonas Sukarala wrote:CCP Rise I would suggest for Cruises - nerf the ROF of cruises and increase damage so they do similar damage as arties -nerf flight time in exchange for more velocity -nerf range
For torps - increase explosion velocity -nerf ROF torps can do plenty of damage just need better tracking is all -nerf torp range by 2km
P.s nerf rockets and HAMS whilst you're at it they have twice the range they ought too for there size. TD changes to missiles anytime soon perhaps?
No offence, but stupid post is stupid. In your order:
Cruise ROF is fine - leave it alone Increased velocity in exchange for decreased range may be OK, but I don't want range nerfed too hard. I like being able to project 1000 DPS over 100 KM. Do not nerf range in general. Leave it alone.
I agree that Torps should have increased velocity Do not nerf ROF - leave it alone Do not nerf range - this is the stupidest suggestion in your entire post. Torp range is already completely ****. It should be increased to match that of Stealth Bombers IMHO.
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:12:00 -
[6] - Quote
Funky Lazers wrote:There are 2 things Torps should have buffed: Range via velocity and reduced size so you can load more.
You should have at least 30-40 torps in your launcher. Compared to other short range weapons 20 torps is a very small amount. ACs have 120 rounds and 3x faster rate of fire, so if you compare the fair sizes it will be 40 projectiles vs 20 torps. Blasers have 80 rounds and 2x faster rate of fire, again 40.
As for the range, it is obvious Torps need more range since they have enough drawbacks already.
What he said.
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
131
|
Posted - 2013.04.17 15:14:00 -
[7] - Quote
Bucca Zerodyme wrote:If you buff the dmg torps can out DPS anything if they can hit for 100%.
As far as missiles are concerned, they take the longest time to train for, so obviously they should do the most damage.
Quote:if you buff range, then its easy to reach 45KM+ [well if you have all range Skills at 5 and Cadari BS at 5, you could reach 60KM maybe?]
And? 45KM is a nice range for Torps. That's what their range should be increased to as far as a Golem is concerned.
[quote]If you buff explosion velocity, it will be "too easy" to apply more DPS.
Again - and? What's the problem with that?
Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
132
|
Posted - 2013.04.17 15:16:00 -
[8] - Quote
Jonas Sukarala wrote: do you not realise how OP it is if cruises and torps can do as much damage if not more than blasterboats do with their tiny range where is the balance there?
The balance is already stupidly weighted towards Projectiles. Either a Mach or a Vargur will p*ss all over a CNR or Golem for mission completion times. CMs and Torps need at least to be brought up to that level, I'm not asking for them to exceed it. Plus +ša change, plus c'est la m+Žme chose |

John Ratcliffe
Sausy Sausages
132
|
Posted - 2013.04.17 15:21:00 -
[9] - Quote
Jonas Sukarala wrote:The point of re-balancing them is for pvp use primarily not pve and projectiles are getting nerfed with the TE changes and i expect those hulls will get range nerfed too but thats more to do with their tracking and mobility rather than the damage.
That's very short sighted of CCP then. They shouldn't cater to one playstyle; any balance should cover all aspects of game play.
Plus +ša change, plus c'est la m+Žme chose |
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