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ActiveX
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Posted - 2005.10.11 02:06:00 -
[1]
Boosting tanking and nerfing Ganking.... at the same time... VERY VERY bad Idea.
Suggestion: 2x Damage mods should be slightly more effecient than todays 2x damage mods. 3x damage mods should ALO be slighly more effecient than todays 3x but not at the same ratio as the 2x damage mods. 4x damage mods should be equivilant to todays 4x damage mods 5x should be the same 6x same 7x slightly less 8x bigger nerf than 7 but still close.
Damage setups are a fun part of the game. Gettign damage levels to beat everyone elses is just fun. An alternative is to base the damage mods reduction on a skill. But this idea that I just suggested could make people want to change up from pure gank but if its needed they can. Laying siege to a POS shouldnt NEED a dread.... ____________ Sex / Rank 9 / SP: 1280 of 2304000 
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DrunkenOne
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Posted - 2005.10.11 02:12:00 -
[2]
Originally by: ActiveX Boosting tanking and nerfing Ganking.... at the same time... VERY VERY bad Idea.
Suggestion: 2x Damage mods should be slightly more effecient than todays 2x damage mods. 3x damage mods should ALO be slighly more effecient than todays 3x but not at the same ratio as the 2x damage mods. 4x damage mods should be equivilant to todays 4x damage mods 5x should be the same 6x same 7x slightly less 8x bigger nerf than 7 but still close.
Damage setups are a fun part of the game. Gettign damage levels to beat everyone elses is just fun. An alternative is to base the damage mods reduction on a skill. But this idea that I just suggested could make people want to change up from pure gank but if its needed they can. Laying siege to a POS shouldnt NEED a dread....
          
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Ampoliros
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Posted - 2005.10.11 02:17:00 -
[3]
Edited by: Ampoliros on 11/10/2005 02:18:18 You know, I honestly rather like the devs idea, and I really hate your idea, because its the same junk, different package. The dev's idea means I might be able to do something with my lowslots on my tempest besides as many gyro2s as I can fit. ------------------------------------
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Smithers
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Posted - 2005.10.11 02:43:00 -
[4]
One unforseen (probably) bad point of dmg mod nerf is now people will fit stabs, which means they will be harder to trap.
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Horg
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Posted - 2005.10.11 03:01:00 -
[5]
Then add a penalty to using multiple stabs... more stabs = less effective ship in combat. That way if your transporting valuable cargo, you can fit full stabs and not care about fighting. But If you fit a bunch of stabs on a combat ship you'll be gimped alot. I was thinking something like signature resolution penalty that grows in a exponential way... so that one or two stabs dont really gimp your set up but a full rack makes you useless for combat :)
Hmmmm.... kinda off subject am I ... well I too like the devs idea for damage mods we should never stack more than 4 of any mod!
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Azuriel Talloth
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Posted - 2005.10.11 03:07:00 -
[6]
Give stabs a cap penalty like MWD. Or increase fitting requirements. Or give a sig radius increase penalty. Or a reduced targetting range penalty. Or make them high slot items. Goddamnit I gotta stop reading this forum at 4am 
"Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated." |

Death Merchant
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Posted - 2005.10.11 03:15:00 -
[7]
Originally by: Azuriel Talloth Give stabs a cap penalty like MWD. Or increase fitting requirements. Or give a sig radius increase penalty. Or a reduced targetting range penalty. Or make them high slot items. Goddamnit I gotta stop reading this forum at 4am 
Cap penalty.. .yes, yes.. I like. Maybe even a capacitor penalty also. If you wanna run fine, your gonna run out of cap and you might get left behind in fleet battles.
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Meridius
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Posted - 2005.10.11 03:20:00 -
[8]
Originally by: Smithers One unforseen (probably) bad point of dmg mod nerf is now people will fit stabs, which means they will be harder to trap.
You mean like stabageddons?
4 dmg mods, 4 wcs, full rack of mega pulse II 4tw.
 ________________________________________________________
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Sadist
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Posted - 2005.10.11 04:45:00 -
[9]
Originally by: Smithers One unforseen (probably) bad point of dmg mod nerf is now people will fit stabs, which means they will be harder to trap.
No, now actually people will stand and fight, because they know their tank setup stands a chance against a gankship, and their lesser ships like cruisers and BC wont get popped before being able to do damage. --------------- VIP member of the [23] Sadist - harsh to the idiots, kind to the smart |

Jim Raynor
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Posted - 2005.10.11 05:28:00 -
[10]
Originally by: ActiveX Boosting tanking and nerfing Ganking.... at the same time... VERY VERY bad Idea.
Suggestion: 2x Damage mods should be slightly more effecient than todays 2x damage mods. 3x damage mods should ALO be slighly more effecient than todays 3x but not at the same ratio as the 2x damage mods. 4x damage mods should be equivilant to todays 4x damage mods 5x should be the same 6x same 7x slightly less 8x bigger nerf than 7 but still close.
Damage setups are a fun part of the game. Gettign damage levels to beat everyone elses is just fun. An alternative is to base the damage mods reduction on a skill. But this idea that I just suggested could make people want to change up from pure gank but if its needed they can. Laying siege to a POS shouldnt NEED a dread....
Translation: Don't Change Anything.
I think damage modules need nerfed, I think warpcore stabs to too though, and the new defensive changes might be a bit too much as well, ugh. :\ ------ If Captain James T. Kirk and Mr. Spock embracing one another, in a bath tube, nude, in space, is wrong, I don't want to be right. |

ELECTR0FREAK
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Posted - 2005.10.11 05:29:00 -
[11]
Edited by: ELECTR0FREAK on 11/10/2005 05:30:36
Stabs definately need a stacking penalty though or everything will go to hell and a handbasket.
As for stacking penalties... I'll have to actually try out what the devs are proposing before I can comment really.
-Electrofreak Discoverer of the Missile Damage Formula |

Shamis Orzoz
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Posted - 2005.10.11 05:35:00 -
[12]
I like the devs idea much better. I can't wait to be able to run a blasterthron or a autotempest again...and finally put my nav skills to use 
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McCool
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Posted - 2005.10.11 07:03:00 -
[13]
whats the point in using a geddon if it cant gank?
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ELECTR0FREAK
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Posted - 2005.10.11 07:48:00 -
[14]
Originally by: McCool whats the point in using a geddon if it cant gank?
Adapt. Those of us who used missiles had to. Welcome to the club.
-Electrofreak Discoverer of the Missile Damage Formula |

Weirda
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Posted - 2005.10.11 09:15:00 -
[15]
Originally by: Meridius
Originally by: Smithers One unforseen (probably) bad point of dmg mod nerf is now people will fit stabs, which means they will be harder to trap.
You mean like stabageddons?
4 dmg mods, 4 wcs, full rack of mega pulse II 4tw.

as weirda have been saying - just move stabs to the high slots... ouila. -- Thread Killer (attempting to train verbosity from 4 back down to 1) <END TRANSMISSION> |

Clipped Wings
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Posted - 2005.10.11 09:22:00 -
[16]
Originally by: Weirda
as weirda have been saying - just move stabs to the high slots... ouila.
Your posts are normally well-founded and, if nothing else, Out of the ordinary...but I'm not sure you've thought this one through.
If stabs are moved to highslots, there are ships that will be pretty much boned on this account.
Haulers, to mention one.
I don't fly one, so I'm fine either way, but haulers specifically would need to either have more highslots added (which would lead to some rather strange possibilities, like a nos-fitted combat hauler), or have built-in stabs, like some of the advanced haulers already do.
There are no doubts some ships that'd have to be looked at as well. The thing I'd fear the most would be quad-stabbed frigates. With microwarpdrives. Those things would be literally uncatchable.
Imagine a Rifter with 4 stabs, MWD and 3 nanos. Scout from hell :s
Anyways, I think I'm drifting off course here.
-Clipped Wings of LFC
"I believe in the theoretical benevolence, and practical malignity of man."
~William Hazlitt
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Vishnej
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Posted - 2005.10.11 10:15:00 -
[17]
Edited by: Vishnej on 11/10/2005 10:19:51 Edited by: Vishnej on 11/10/2005 10:17:03 For warp core stabs, what do you think of side effect: -30% warp speed per WCS?
It would halve warp speed with two stabs, bringing you down to a quarter your normal warpspeed with four stabs.
Or perhaps 30% is too high, and 20 or 25% would be more appropriate. (named/t2?) ----------------- T2 Destroyers: a proposal |

Luc Boye
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Posted - 2005.10.11 11:34:00 -
[18]
Nerf both dmg mod stacking and warp core stabs. It has become rather pointless to fit anything else in low slots for fleet fights. Kinda boring really.
You either fit full rack of dmg mods or mix of dmg mods and tracking enhancers. All those modules like hardeners and stuff are only used for grinding npcs and missions.
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Liu Kaskakka
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Posted - 2005.10.11 11:54:00 -
[19]
Originally by: McCool whats the point in using a geddon if it cant gank?
tee-hee
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Agnar Koladrov
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Posted - 2005.10.11 12:09:00 -
[20]
The new to be implemented dmg stacking formulas will be very nice from what I heard, so no need to change those.
About warp stabs: the guy or gal with the most scramble strength or the most war core strength now, wins. Basta, simple as that.
Penetalizing warp core stabs is ok, but only if they are limited to a max ammount of scrambling strength. If by penetalizing the results in scrambler strength vs warp core strength become too powerfull, then whole change is useless.
If we really want scrambler and wcs to be at par with eachother, then there is a need for an extra variable in the scrambling formula. Instead of I have more scramble strength I WIN WHOOHOO!!! Or the opposite ofcource.
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lythos miralbar
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Posted - 2005.10.11 12:12:00 -
[21]
Sugested nerfs to wcs include :-
1) Each WCS fitted in a low slot should remove one high slot from a ship 2) Each WCS takes up 25% cpu and 25% base available powergrid after skills but before any mods are fitted. 3) Each WCS doubles the cap usage of all high slot modules.
In no way should WCS nerf the mass/agility, speeds, or speed of warp of a ship. Remember we want them viable for traveling but iffy for combat, not useless for everything.
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Gariuys
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Posted - 2005.10.11 12:28:00 -
[22]
Originally by: McCool whats the point in using a geddon if it cant gank?
The same as it had before people started the whole ganka trend... being a good battleship. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

McCool
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Posted - 2005.10.11 12:49:00 -
[23]
Edited by: McCool on 11/10/2005 12:49:24
Originally by: Gariuys
Originally by: McCool whats the point in using a geddon if it cant gank?
The same as it had before people started the whole ganka trend... being a good battleship.
im fairly new to this game so please explain what they could do before the ganka trend and my question to your answer will probably be, is it something that the apoc cant do better?
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Dimitri Forgroth
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Posted - 2005.10.11 12:51:00 -
[24]
Originally by: McCool Edited by: McCool on 11/10/2005 12:49:24
Originally by: Gariuys
Originally by: McCool whats the point in using a geddon if it cant gank?
The same as it had before people started the whole ganka trend... being a good battleship.
im fairly new to this game so please explain what they could do before the ganka trend and my question to your answer will probably be, is it something that the apoc cant do better?
Deal damage..? ZOMG, no 1200dps ships! What is it coming down to? 800-900? And leaving 3-4 low slots open for plates and reps? OH NOES.
Originally by: Oveur I do not recall having intellectual intercourse with Paint.
DPS Sheet |

McCool
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Posted - 2005.10.11 13:00:00 -
[25]
Originally by: Dimitri Forgroth
Originally by: McCool Edited by: McCool on 11/10/2005 12:49:24
Originally by: Gariuys
Originally by: McCool whats the point in using a geddon if it cant gank?
The same as it had before people started the whole ganka trend... being a good battleship.
im fairly new to this game so please explain what they could do before the ganka trend and my question to your answer will probably be, is it something that the apoc cant do better?
Deal damage..? ZOMG, no 1200dps ships! What is it coming down to? 800-900? And leaving 3-4 low slots open for plates and reps? OH NOES.
and the point of nerfing the dmg mods if a geddon still can do 800-900 dps is? longer fleetbattles? gank dont win against tank?
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Eyeshadow
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Posted - 2005.10.11 13:02:00 -
[26]
Edited by: Eyeshadow on 11/10/2005 13:02:16 WCS = -10% Max capacitor capacity, -10% max shield
All the power is diverted to ya warp core. Also increase CPU to 40 or eve 50 CPU. Job done
My Latest Vid: Linky |

Eyeshadow
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Posted - 2005.10.11 13:04:00 -
[27]
As for dmg mod stacking, fitting anymore than 3 should be pointless. I despise the "must fit for max damage" mentatity in EVE atm. It makes it really boring
My Latest Vid: Linky |

Gariuys
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Posted - 2005.10.11 13:04:00 -
[28]
Edited by: Gariuys on 11/10/2005 13:04:21 800dps vs 1200dps is after resists, let's go standard 60% all, 320 vs 480, is if you go with 100dps repaired from 2 large reps or something. 220 vs 380 going through. End result is a a fight that lasts 73% longer. Beautiful don't you think. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Nyxus
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Posted - 2005.10.11 13:07:00 -
[29]
Each fitted WCS adds +50% to lock time
If you are going to run, run. If you are going to fight, stay and fight.
Job done.
Nyxus
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Slater Dogstar
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Posted - 2005.10.11 13:17:00 -
[30]
Originally by: McCool whats the point in using a geddon if it cant gank?
Lol obviously it means it becomes a good battleship.It can fit a good tank and true the apoc is better at it but then again the apoc is a tier 2 battleship so should be better.
The only reason the geddon was more popular was because in the old bad system 8 lowslots meant a bigger gank unlike the apoc which had 7 low slots.
This also means fights last more than 10 seconds now so are worth the time to work for.
Gillet The Best A Man Can Get |
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