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

Ryuu Shi
School of Applied Knowledge Caldari State
31
|
Posted - 2013.04.16 23:46:00 -
[181] - Quote
I for one welcome our new cruise missile overlords but the raven still needs help Ganking miners has gone too far. Ganking is wrong, and bad. There should be a new, stronger word for Ganking like badwrong or badong. Yes, Ganking is badong. From this moment, I will stand for the opposite of Ganking, gnodab. - Said no-one, ever. |

Galphii
Clandestine Vector THE SPACE P0LICE
129
|
Posted - 2013.04.17 00:00:00 -
[182] - Quote
Excellent fixes - I had hoped that cruise missiles would become the 2nd best volley weapon for BS and you've made it come true. Bloody fantastic  X |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 00:02:00 -
[183] - Quote
Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance.
Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS.
The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS 
Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Mynnna for CSM 8 |

Petrified
Old Men Online
8
|
Posted - 2013.04.17 00:04:00 -
[184] - Quote
Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
644
|
Posted - 2013.04.17 00:08:00 -
[185] - Quote
Petrified wrote:Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me.
The increase in cruise velocity means an overall range loss of only 12% or so. |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 00:08:00 -
[186] - Quote
Gypsio III wrote:Petrified wrote:Interesting. Overall damage increase offset by a PG need increase and a decrease of about 1/3rd the range (base flight from 20 to 14 seconds). Get closer... but punch harder. Works for me. The increase in cruise velocity means an overall range loss of only 12% or so.
And seeing as if you're trying to fight past 150km, you're going to find yourself fighting at 0km very quickly anyway, I don't think anyone will miss the last 30km of range  Mynnna for CSM 8 |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.17 00:18:00 -
[187] - Quote
mynnna wrote:Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance. Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS. The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS  Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Yeah, Rage torps need tweaking. Lower explosion velocity than t1/faction and huge explosion radius requires GMP V and multiple support modules to apply that damage.
I'm also not a fan of how Fury missile explosion radius is 72% larger than T1/faction. With the 10% increase in explosion radius for all missiles, T2 Fury Cruise missiles will have a base radius of 568m and a radius of 426m with GMP V. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:21:00 -
[188] - Quote
Those of you complaining about the explosion radius increase I have to wonder if you have ever used Cruise missiles.
I use a Cruise fit Navy Scorp in our C3 wormhole and I spank the Cruisers for pretty much full damage when they are not MWD'ing.
Sure on a PVP fit you wouldnt have a full rig set of T2 flare or rigor rigs but you would still be able to use the amazing ammo called Precision Missiles.
On my SNI to explosion radius on Precision is about 150 and the explosion velocity is about the same. 1 web on a frigate and you hit them for about 50% damage.
The 30% increase in dps for me is huge, the slighty penalty in explosion radius isnt really going to have that much of an effect.
My SNI has 2 target painters, 2 rigor rigs (third rig is a anti therm because of wormhole rats omni damage) and a web. Anything frigate or cruiser sized melts to Precision and bs take full damage from furys.
The 30% damage bonus is massive, its quite possibly the best change for Odyssey I have seen so far.
Damage application with missiles is a totally different ballgame to guns. Some people here I think dont fully understand the implications. This change is brilliant from my perspective.
My fit is on Battleclinic at the moment. You can drop to T2 for similar respectable figures for level 4's. A web helps a lot but its missing from this fit.
http://eve.battleclinic.com/loadout/65517-Scorpion-Navy-Issue-Wormhole-PVE.html |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:28:00 -
[189] - Quote
Edey wrote:I've been doing PvE since 06 and believe me I know how to fit ships.
I lol'd, you clearly dont. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:30:00 -
[190] - Quote
StrongSmartSexy wrote:mynnna wrote:Hakan MacTrew wrote:Steve Spooner wrote:Pedo Torps Pedo Torps because I shouldn't have to fit 2 target painters to hit a battleship for full damage. Don't forget that Many BS's are getting a Sig.Rad. Increase with the rebalance. Not to mention guided missile precision applies to torpedos now, so with that maxed out, your explosion radius is 337.5m anyway. The smallest sig radius BS (post Odyssey) will be the Typhoon, at 330m. If you're shooting one of those (and it's going slower than 106.5m/s) you lose about 2.2% of your DPS. The effect of speed on the explosion radius is much more significant - the actual DPS loss against that Typhoon is about 24.5% of on-paper DPS, assuming its base speed of 143m/s. That said, that's 75% of ~940 DPS  Numbers vary with Rage torps, of course. You'll want a target painter (or two or three) then! Yeah, Rage torps need tweaking. Lower explosion velocity than t1/faction and huge explosion radius requires GMP V and multiple support modules to apply that damage. I'm also not a fan of how Fury missile explosion radius is 72% larger than T1/faction. With the 10% increase in explosion radius for all missiles, T2 Fury Cruise missiles will have a base radius of 568m and a radius of 426m with GMP V.
You sure those numbers are right? They seem too high from memory. |

StrongSmartSexy
Caldari Provisions Caldari State
10
|
Posted - 2013.04.17 00:32:00 -
[191] - Quote
Shingorash wrote:Those of you complaining about the explosion radius increase I have to wonder if you have ever used Cruise missiles. I use a Cruise fit Navy Scorp in our C3 wormhole and I spank the Cruisers for pretty much full damage when they are not MWD'ing. Sure on a PVP fit you wouldnt have a full rig set of T2 flare or rigor rigs but you would still be able to use the amazing ammo called Precision Missiles. On my SNI to explosion radius on Precision is about 150 and the explosion velocity is about the same. 1 web on a frigate and you hit them for about 50% damage. The 30% increase in dps for me is huge, the slighty penalty in explosion radius isnt really going to have that much of an effect. My SNI has 2 target painters, 2 rigor rigs (third rig is a anti therm because of wormhole rats omni damage) and a web. Anything frigate or cruiser sized melts to Precision and bs take full damage from furys. The 30% damage bonus is massive, its quite possibly the best change for Odyssey I have seen so far. Damage application with missiles is a totally different ballgame to guns. Some people here I think dont fully understand the implications. This change is brilliant from my perspective. My fit is on Battleclinic at the moment. You can drop to T2 for similar respectable figures for level 4's. A web helps a lot but its missing from this fit. http://eve.battleclinic.com/loadout/65517-Scorpion-Navy-Issue-Wormhole-PVE.html I was specifically referring to how viable it is to use T2 Fury cruise missiles against battleship sized targets. You will need a TP or it will be assumed that you have GMP to V to bring the radius down to 426m, a reasonable figure. But the smaller explosion velocity and larger damage reduction factor is annoying.
My question is, are T2 Fury ever worth using over faction cruise missiles that much? |

Dato Koppla
Rage of Inferno Malefic Motives
146
|
Posted - 2013.04.17 00:35:00 -
[192] - Quote
Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:43:00 -
[193] - Quote
Against a battleship yes, anything smaller no, your then in faction or precision territory. |

Shingorash
S T R A T C O M Critical-Mass
41
|
Posted - 2013.04.17 00:49:00 -
[194] - Quote
Dato Koppla wrote:Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps.
Probably yes, bear in mind missiles dont miss, if you compare long range guns you will soon see they need webs and tp's to hit at close range.
If you increase to exp radius is needed or not is a different matter. Id probably say yes to be honest.
Torps are the odd one out here. Close range high dps guns track better, close range torps "track" worse than cruise. Something needs to be do about torps really more than Cruise. |

Dato Koppla
Rage of Inferno Malefic Motives
148
|
Posted - 2013.04.17 01:16:00 -
[195] - Quote
Yeah missiles don't miss but they also miss out on the all important range-blapping which actually make guns better than missiles against smaller targets, a nerf in damage application certainly isn't helping that fact and it's not like keeping the exp radius the way it is is going to make Cruise missiles a frigate murdering machine.
I agree on the torps though, something needs to be done about torps, they have extremely short range for a large weapon system and on top of that terrible damage application, they only thing they do well is POS bashing. |

Skia Aumer
Atlas Research Group Aerodyne Collective
4
|
Posted - 2013.04.17 02:03:00 -
[196] - Quote
Shingorash wrote:Torps are the odd one out here. Close range high dps guns track better, close range torps "track" worse than cruise. Something needs to be do about torps really more than Cruise. Indeed, just increase their "tracking", reduce base damage as a payoff, and - voila - we've got a new blaster! Torps are fine as they are, stop whining. If anything, just add a little of flight time. |

Daniel Plain
Science and Trade Institute Caldari State
932
|
Posted - 2013.04.17 02:23:00 -
[197] - Quote
@ C C P Rise: i see where you are going and i'm with you mostly. but can we also get target painters that cancel their cycle if their target explodes? i think tractor beams already do this kind of thing so it should be easy to implement right? right?
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Galvis Kester
Tolerance Training Academy
0
|
Posted - 2013.04.17 02:43:00 -
[198] - Quote
glad to see some changes. im sure this has been considered but why not allow cruise missles be fired without target lock in general direction and once target lock is achieved the missiles head toward target. as long as they have enough fuel they hit the target. Additionally, say you fire missiles at locked target and he warps out or is killed, you can re-direct them towards someone else you have lock on? This may give them more viability for pvp. |

mynnna
GoonWaffe Goonswarm Federation
841
|
Posted - 2013.04.17 02:44:00 -
[199] - Quote
Dato Koppla wrote:Is the explosion radius increase really necessary? Even without the damage application nerf, Cruises aren't hitting anything below BS size for full damage without significant assistance from multiple rigors/tps.
Actually, they hit any battleship and most battlecruisers for full damage, with the exception being the absurdly fast and low sig Attack battlecruisers. The real point of the explosion radius nerf is to keep Precision missiles from being a little too good against cruisers, though it's more than compensated for by the damage increase - you'll do more DPS to smaller ships regardless. Mynnna for CSM 8 |

Kalla Vera Quiroga
Southern Cross Empire Flying Dangerous
9
|
Posted - 2013.04.17 03:11:00 -
[200] - Quote
Was expecting much improved synergy between target painters with launchers but guess we'll have to see what this new experiment does to balance. |

Colt Blackhawk
Nasranite Watch
114
|
Posted - 2013.04.17 05:33:00 -
[201] - Quote
And I still don-¦t see how a cruise raven will fit in a pvp fleet. Raven has some of worst possible scanres. In a fleet with for example 20 bs, 1 raven 19 with guns, the gunships will lock faster and alpha the target which will be dead mostly before the raven has even locked it, never mind locked it AND delivered the missiles. To fix cruise missiles really we would need sth. stupid that gives a bonus on scanres/launcher. So the cruise missile ship could deliver its damage simultaneously with turret ships. Of course you can sacrifice a med for a sensor booster on a cruise missle ship but the raven would be uber paper tank then.
Another simulation: 20 turret bs vs 20 raven cruise bs. Turrett fleet will wreck 1 raven and make the whole stuff 19vs20 before the ravens even get their first volley done. Really don-¦t see the fix here. Okay carebears will be happy with it. But almost useless for pvp.
Btw it is already sometimes in PVE hard to see if I should still shoot one cruise volley on a target 60km away. So you waste sometimes dps while you shoot a volley when another still hasn-¦t arrived and maybe wrecks the target. Cruise missiles often waste dps and the fix with higher flight speed gets wrecked by "the fix" higher rate of fire. |

TZeer
Dirt Nap Squad Dirt Nap Squad.
10
|
Posted - 2013.04.17 05:50:00 -
[202] - Quote
Colt Blackhawk wrote:And I still don-¦t see how a cruise raven will fit in a pvp fleet. Raven has some of worst possible scanres. In a fleet with for example 20 bs, 1 raven 19 with guns, the gunships will lock faster and alpha the target which will be dead mostly before the raven has even locked it, never mind locked it AND delivered the missiles. To fix cruise missiles really we would need sth. stupid that gives a bonus on scanres/launcher. So the cruise missile ship could deliver its damage simultaneously with turret ships. Of course you can sacrifice a med for a sensor booster on a cruise missle ship but the raven would be uber paper tank then.
Another simulation: 20 turret bs vs 20 raven cruise bs. Turrett fleet will wreck 1 raven and make the whole stuff 19vs20 before the ravens even get their first volley done. Really don-¦t see the fix here. Okay carebears will be happy with it. But almost useless for pvp.
Btw it is already sometimes in PVE hard to see if I should still shoot one cruise volley on a target 60km away. So you waste sometimes dps while you shoot a volley when another still hasn-¦t arrived and maybe wrecks the target. Cruise missiles often waste dps and the fix with higher flight speed gets wrecked by "the fix" higher rate of fire.
This is one thing.
The other one is that the range you can launch those missiles from are pure hypothetical. As long as people can scan you down in 5 sec, you will pointed and webbed before your first missile even hit it's first target. |

Tub Chil
Last Men Standing
52
|
Posted - 2013.04.17 05:50:00 -
[203] - Quote
Navy raven was great, not it's the ultimate GOD of PVE |

Frostys Virpio
Lame Corp Name
374
|
Posted - 2013.04.17 05:56:00 -
[204] - Quote
With the flightime reduction and rate of fire boost, do we still get the "more than one volley in the air" problem or it is getting "fixed"? It gets kind of stupid when you have to stop your launcher to be sure if you actaully need that extra volley or not imo. |

Vitalius D'Fox
rota fortunae DarkSide.
2
|
Posted - 2013.04.17 06:48:00 -
[205] - Quote
If we talk about cruise missiles, we talk about Raven. How often did you see Raven fleets in PVP? Huh? Anyone? No one. Right now cruise missiles are broken, and IGÇÖll tell you how. Main reason is there is no role in pvp for cruise missiles. I can't give you a situation, where is cruise missiles actually needed.
Let's take a closer look on cruise missiles: + They can fly to 250km reach. - But they will do this about in 30seconds. + They always hit. - Until meet smarts/defenders. + Different damage types. - Full damage only on large slow targets.
So, they fly at 250, but there is no fleet fights on 250km. Why? Because 5sec probe scan - thatGÇÖs why. Your scout moved your raven fleet on ultra-snipe range. Hell yea, lets party started? FIRE TEH MISSILES! Enemy is shaken and afraid of you? Nope, probe, probe... scan. warp, bubble, surprisebuttsex! And your missiles still flying. Your fleet is almost gone to Valhalla, but they still flying to the place where is no enemy, to a better place. Oh, we need to tackle enemy fleet first. Right? Let's do this again! Suicide dictor -> boubble. Job for an hero. Never forgets. FIRE TEH MISSILES! Enemy is shaken and afraid of you? Nope, they logistics already targeted your primary. Missiles still flying. Almost... but their carriers targeted your primary. Attack is useless. Bubble worn out, probe, probe... scan. warp, bubble, surprisebuttsex! I'm repeat, THERE IS NO ULTRA SNIPE FIGHTS IN EVE. PVE didnGÇÖt count. Did 250km benefits actually work? No.
Snipe range is basically same thing. Delayed damage is ruining your strategy. Your primary broadcast for help BEFORE he took any damage. So you need MORE DPS to push from enemy logistics reps. Even if you kill your target, some of your missiles still flying to nowhere, because they can't change target and hit that guy next. DPS of entire fleet is reduced. Do I really want raven in snipe fleet? Nope. There is no role in snipe fleet for raven. Turret ships do that job better. Much better.
Close range didnGÇÖt better. Its range for a hellouta damage fights. Cruise missiles still fly to nowhere when primary is destroyed. DPS reduced. You need a lot of ewar(painters/web) to do a full dps. Without it, your dps is more reduced. Oh, wait! We have a torpedo launcher! FIRE TEH TORPEDO! What do you mean by "didnGÇÖt reach target"? What do you mean by "we need more ewar to bring full dps"? Damnit! Do i need raven in close fights? Nope. It's useless.
What CCP do to cruise missiles, to fix this? They just boost damage, nerfed explosion radius, so you can't bring that boosted damage to a target. Do this help? Do we will see a Raven fleets in space? I'm sure not. And IGÇÖm will eat my hat if IGÇÖm wrong.
What IGÇÖm wishing for? Dear CCP Rise, can you actually make a role for a raven, where he will be better than other ship? Or even comparable. PVE it's not a role IGÇÖm wishing for. And BTW, he suck even in PVE. To make a better fix, you need to ask yourself just one question, "Why do I choose Raven for PVP?" . If you can answer this - your fix is done. But right now, there is no answer.
P.S. Sorry for my wall of text full of grammar mistakes. English is not my native language. But I can't be silent. I'm sure, if I didn't say anything, my Raven will be useless for 2-3 years more. Hope you actually read this. |

MainDrain
7th Deepari Defence Armada
172
|
Posted - 2013.04.17 07:03:00 -
[206] - Quote
Vibramycin wrote:MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up? Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway 
Changing something that is broken shouldnt cost players more, or decrease the isk/hour. However your point about the 25% damage buff is very valid and something I hadn't considered.
|

Morrigan LeSante
The Lost and Forgotten Troopers
246
|
Posted - 2013.04.17 07:06:00 -
[207] - Quote
Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf).
Rest assured if cruises were worthless in PvP but allowed pilots to make 10 billion isk/hour in PvE I would bet my mortgage several times over that they'd be nerfed.
People are saying they might be TOO good for PvE and STILL not good enough for PvP.
@Shingorash: Shhhhhhh.  |

Morrigan LeSante
The Lost and Forgotten Troopers
246
|
Posted - 2013.04.17 07:07:00 -
[208] - Quote
MainDrain wrote:Vibramycin wrote:MainDrain wrote: Figure that has to be a key comment, with the Rate of Fire increasing its got to be a must to reduce the size, as well as the mineral requirements for building them. It shouldnt become more expensive (albeit slightly) to kill a target as a result of these changes, it should remain identical.
pfbt, do you care to back up that assertion, at all, in any way? Who ever promised you that your ammo costs would never go up? Besides, with a **25% damage buff** your isk/damage costs are going to go _down_ substatially anyway  Changing something that is broken shouldnt cost players more, or decrease the isk/hour. However your point about the 25% damage buff is very valid and something I hadn't considered.
Tbh, I'd be just as happy with the SIZE coming down. Cost doesnt really matter but needing to stop at a station to reload more/unable to carry as many variants is irritating. |

MrDiao
SUNDERING Goonswarm Federation
15
|
Posted - 2013.04.17 07:10:00 -
[209] - Quote
Vitalius D'Fox wrote: What IGÇÖm wishing for? Dear CCP Rise, can you actually make a role for a raven, where he will be better than other ship? Or even comparable. PVE it's not a role IGÇÖm wishing for. And BTW, he suck even in PVE. To make a better fix, you need to ask yourself just one question, "Why do I choose Raven for PVP?" . If you can answer this - your fix is done. But right now, there is no answer.
P.S. Sorry for my wall of text full of grammar mistakes. English is not my native language. But I can't be silent. I'm sure, if I didn't say anything, my Raven will be useless for 2-3 years more. Hope you actually read this.
I agree with you.
FYI there is one idea to make sniper raven possible: Reduce the rof to 25% Boost the DPH to 400%, And reduce the ability to damage cruiser sized ships if needed,
The overall DPS can be decreased.
That make raven a good alpha sniper with delayed damage + still useless to target below BC Thus it won't take the role of current alphaships or sniper ships)
If you need a Sci-fi explanation: Cruise missiles are much greater in size regarding to any other BS sized bullets, which contains a great amount of fillings specifically designed for tactical bombardment. |

Shingorash
S T R A T C O M Critical-Mass
43
|
Posted - 2013.04.17 07:13:00 -
[210] - Quote
Morrigan LeSante wrote:Daneel Trevize wrote:Breaking news: we don't balance modules in this PvP game around their effect in PvE. That tail doesn't wag this dog. As examples of where PvE rates might get plain nerfed for the benefit of the game, see recent HM nerf, upcoming TE nerf (that probably should be a Mach+tier3 BCs nerf). Rest assured if cruises were worthless in PvP but allowed pilots to make 10 billion isk/hour in PvE I would bet my mortgage several times over that they'd be nerfed. People are saying they might be TOO good for PvE and STILL not good enough for PvP. @Shingorash: Shhhhhhh. 
They are actually viable for PVP in the 30-70km range as tge flight time isnt that bad and at that range target painters still work.
Im personally getting my corp in Cruise Navy Scorps for PVP. Any extra dps is a bonus. |
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