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Author |
Thread Statistics | Show CCP posts - 6 post(s) |

smoking gun81
The Scope Gallente Federation
17
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Posted - 2013.05.17 21:14:00 -
[1] - Quote
good job I don't pay for this game anymore the way all these changes to gallente are happening starting to think I would be demanding my money back.
also set -10Km optimal instead of a percentile for X-L blasters doesn't sound well thought out to me
X-L Blasters -15% tracking, -10% optimal, +10% falloff
X-L Autocannons -10% tracking, +10% optimal, -10% falloff
I would do something like that but hay that's me.
CCP I'm getting really annoyed with this hatred of gallente ships and weapons in recent dev topics either hate all the races the same or love them all the same but quit singling out the gallente weapons and ships as the " ones in need of most change ".
How many dev's actually play with gallente ships on a regular basis    Because the more I read the odyssey changes the more convinced I am that non of them do. |

smoking gun81
The Scope Gallente Federation
17
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Posted - 2013.05.18 11:47:00 -
[2] - Quote
This thread strikes me as a solution to dreads shooting sub caps but criteria are needed to shoot them with siege dreads:
1: The target has multiple target painters on it 2: The target is webed by multiple webs
Add into that people just love MWD's and you have a really nice situation of dread kills subs.
Solution:
Add the E-war penalties that the triage module gets to the siege module (E-war capacitor need bonus = 9,999,900% ) this prevents the dread doing one of or both the afore mentioned points farming them out to a supporting fleet.
Adjust siege module stats ( E.g. tracking speed bonus -15% scan resolution bonus - 80% / T2 siege tracking speed bonus -10% scan resolution bonus - 75% Damage multiplier bonus 800% ).
Increase the stacking penalties of damage and tracking modules.
Leave the X-L guns alone |

smoking gun81
The Scope Gallente Federation
17
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Posted - 2013.05.20 01:57:00 -
[3] - Quote
Hagika wrote:Angelhunter wrote:So i would like to know, will there actually be any further discussions or modifications to these proposed changes or are they set in stone? It seems from reading through this entire thread that most people are overall NOT happy with this proposal.
I'm going to firmly put myself in the camp of "Lets get the other 3 dreads up to the level of the Moros" and even though i don't fly them and never would, please do something about the Phoenix to make it a viable combat ship. Given the current trend with changes, basically they have been posting the changes, say give us feedback and just ignore it and go ahead with the changes regardless.
For the life of me, I do wonder why they even ask in the first place.Though I would like to be hopeful that they will fix the b@stard child and the capital missile systems with this update or just buff the phoenix to compensate for the weapon system.
On this note:
- In 2007 CCP faced a crisis of confidence they created the CSM to better communicate with us this has proven farcical IMO.
- In 2011 Hellmar apologised to us all for not doing the simple things right and IIRC lead to downsizing at CCP ( again on the subject of listening to players and devs ) 2 years later I'm still waiting for walking in stations to be anything more than an aborted feature.
- In 2013 well just look at the 127 page thread about gallente BS's that doesn't have any real discussion between the dev and the players ( I would comment on the other threads but I lost my confidence with CCP to discuss things ).
all in all CCP and the dev's have a really bad track record of not only listening but back and forth communication with the players in threads where they ask for our input and I don't see this changing reading the threads to do with odyssey, I can only hope they bring the rest of the dreads in line with the moros instead of bashing it with the nerf bat until they feel better or their arms hurt whatever comes first.
Meduza13 wrote:It just looks like everything that is a bit better than the rest will be nerfed, and one day we will fly in basically same ships in different skins.
so true it's just a matter of time because X is so much better than Y at doing B so nerf change nerf and deploy....    |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 10:50:00 -
[4] - Quote
Strange Shadow wrote:The length of this thread proves that OP changes are long overdue.
Shouldn't boost moros that much in the first place.
Personally do approve careful small changes like this one.
It's not the moros fault they boosted the siege module damage to +700% damage over the +625% it was before ( +840% damage T2 siege never existed before and needs balance ) this balance has taken the form of a bat to the turrets themselves instead of the siege module where the problem was introduced in the first place.
Vincent Gaines wrote:I love when people plug ships into EFT and suddenly become an expert on a ship's effectiveness.
It's just a lazy way to argue something.
EFT says this... EFT says that... My EFT fitting is this...
You can't read a balance thread these days without EFT being mentioned. |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 11:27:00 -
[5] - Quote
Gypsio III wrote:Good, at least then we get reliable numbers. We still have to interpret them correctly - after all, failure to understand what the numbers mean can lead to silly claims, such as citadel torps not doing full damage to a 60 m/s Aeon - but that's a separate issue. Now we have the numbers we can see that, if anything, this is a Moros range boost. 
I would prefer people actually do and show the math as an argument so others can check it instead of using EFT with present day stats. The problem with citadel torps is not the speed of the aeon ( I get a 66 m/s aeon difference in maths right there ) but the fact that supers fit 100 MN dead space MWD's giving them in the example of the aeon 105 M/s non overloaded speed with no ability aside of bumping it repeatedly to stop it.
How do citadel torps fair against 105M/s - 200M/s supers ???? |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 12:41:00 -
[6] - Quote
Yun Kuai wrote: So if Dreads aren't supposed to take subcap fleets alone (i.e the blap Moros's that have been around), then why did all of these dread pilots become so elitist and think they should be able to 1 shot battleships?
It's because people upon jumping gates or using bridges forget to actually pilot their ships presenting a perfectly still target this is made worse by the siege mod not having a tracking penalty and the use of other ships for web and painter purposes reducing speed and increasing sig of the ones that do pilot their ships. This is exacerbated by the rather high damage modification siege modules offer, T2 siege I'm looking at you.
Yun Kuai wrote:-There was a broken mechanic along the lines of too high base tracking on XL guns which CCP is now reducing slightly.
A bit of forward thinking on CCP's part on the siege module's would have never created this situation 0% difference in or out of siege towards tracking was asking for trouble, now the turrets are going to suffer because of short sighted implementation leading to homogenization between X-L blasters and autocannons.
At the end of it all dreads can only kill what is tackled properly and dreads themselves should not be able to do any of the tackling nor should they in siege suffer from zero difference in their tracking.
To quote myself from earlier in the thread:
Me wrote:
This thread strikes me as a solution to dreads shooting sub caps but criteria are needed to shoot them with siege dreads:
1: The target has multiple target painters on it 2: The target is webed by multiple webs
Add into that people just love MWD's and you have a really nice situation of dread kills subs.
Solution:
Add the E-war penalties that the triage module gets to the siege module (E-war capacitor need bonus = 9,999,900% ) this prevents the dread doing one of or both the afore mentioned points farming them out to a supporting fleet.
Adjust siege module stats ( E.g. tracking speed bonus -15% scan resolution bonus - 80% / T2 siege tracking speed bonus -10% scan resolution bonus - 75% Damage multiplier bonus 800% ).
Increase the stacking penalties of damage and tracking modules.
Leave the X-L guns alone
I would suggest going further by saying change the siege mods even more from my previous suggestion to the following:
T1 siege: Tracking speed bonus -15% scan resolution bonus - 80% Damage multiplier bonus 700% E-war capacitor need bonus = 9,999,900%
T2 siege:
Tracking speed bonus -10% scan resolution bonus - 75% Damage multiplier bonus 775% E-war capacitor need bonus = 9,999,900%
|

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 13:32:00 -
[7] - Quote
mynnna wrote: An Aeon has to hit about 270m/s before it starts speed tanking citadel torp fire. That's absent links and stuff of course, but you're still looking at some extreme (for an Aeon) speed requirements.
all hail the 358M/s hel ( my aeon is sitting at 277M/s on sisi at the moment lets see if I can boost that anymore ).
thanks for the info I've never liked or used missiles. |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 14:47:00 -
[8] - Quote
mynnna wrote:I'm well aware as to what speed tanking a missile means. As (unlike so many others in this thread) you are evidently aware, you cannot just say "X ship moves at Y speed, the missile has Z explosion velocity, Y < Z, therefore massive drop in damage." Sig radius applies as well, increasing the actual speed required before damage mitigation occurs. While (as smoking gun81 demonstrated) it's certainly possible to get a supercap moving that fast, I hope you'd agree it's not exactly normal. Now, smaller capitals, carriers especially, can speed tank citadel torps, quite effectively in fact. Unfortunately, changing that simply by playing with the stats themselves would start to move us into territory where (aside from the really low missile velocity) Phoenixes could be considered be 'too good' at blapping subcaps... 
While I agree it's not a normal fitting practice it is however possible to get a super carrier moving quite fast ( atm 402M/s on my hel although I'm sure I've hit the upper limit here ) and I don't want to bring yet another dread into the realms of blapping subs. Instead I would probably restrict 100MN propulsion modules to being fitted to BS hulls ( like the MJD is today although some hull crossovers would be needed for exceptional BC fittings ) however this would create rage from both the 100NM tengu lovers and those that want a faster super.
But I digress |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 15:10:00 -
[9] - Quote
Vincent Gaines wrote:mynnna wrote:Now, smaller capitals, carriers especially, can speed tank citadel torps, quite effectively in fact. Unfortunately, changing that simply by playing with the stats themselves would start to move us into territory where (aside from the really low missile velocity) Phoenixes could be considered be 'too good' at blapping subcaps...  Increase the cruise missile explosion velocity to around 45-50m/s, torps to about 30m/s. Increase cruise damage by 10%. There are ways to stop blapping, and personally it's a love/hate for me. I like being able to do cap escalations, however to change mechanics to solve blapping you'll end up nerfing that as well. It's simple enough to give a lock time penalty under siege to any ships that are subcaps, even as high as a 50% increase. This doesn't stop the ability to blap but it's just as effective as reducing the RoF without actually gimping the dread for its purpose. smoking gun81 wrote: While I agree it's not a normal fitting practice it is however possible to get a super carrier moving quite fast ( atm 402M/s on my hel although I'm sure I've hit the upper limit here ) and I don't want to bring yet another dread into the realms of blapping subs. Instead I would probably restrict 100MN propulsion modules to being fitted to BS hulls ( like the MJD is today although some hull crossovers would be needed for exceptional BC fittings ) however this would create rage from both the 100NM tengu lovers and those that want a faster super.
But I digress
The whole point of having 1mn/10mn/100mn was to prevent oversized prop mods on the ships. CCP just kinda derped and didn't actually put the restriction on ship class. I see this being fixed sometime soon. Personally I'm not a fan of using oversized prop mods.
In the context of discussion it's not really oversized propulsion modules that bother me but supers using 100MN propulsion modules with impunity, The side effect of hull restriction of the 100MN propulsion module range would just have the effect of killing the 100MN tengu also. |

smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 18:19:00 -
[10] - Quote
Liang Nuren wrote:smoking gun81 wrote: While I agree it's not a normal fitting practice it is however possible to get a super carrier moving quite fast ( atm 402M/s on my hel although I'm sure I've hit the upper limit here ) and I don't want to bring yet another dread into the realms of blapping subs. Instead I would probably restrict 100MN propulsion modules to being fitted to BS hulls ( like the MJD is today although some hull crossovers would be needed for exceptional BC fittings ) however this would create rage from both the 100NM tengu lovers and those that want a faster super.
But I digress
While we're at it: - Small Turrets: frigates only - Medium Turrets: cruiser and BC only - Large Turrets: BS only - Small booster/extender: frigate only - medium booster/extender: cruiser only - large booster/extender: BC only - XL booster: BS only - 50/100mm plate: frigate only - 200/400mm plate: cruiser only - 800mm plate: BC only - 1600mm plate: BS only - SAR: frigate only - MAR: cruiser and BC only - LAR: BS only - Hybrids: Gallente ships only - Missiles: Caldari ships only - Projectiles: Minmatar ships only - Lasers: Amarr ships only Whee, this can be fun! -Liang
O.o you're funny I thought this was a thread about X-L turrets the ships they are fitted to and by extension dreadnaughts and their ability to hit things ( like the phoenix ). As I'm not a phoenix pilot ( or use any missiles of any kind ) I was theorising about the ability of supers to speed tank a phoenix with impunity ( as in no ability to disable the MWD's that are fitted to them or effect the afterburner ) since they are immune to E-war like webs and scrams.
Perhaps you could follow the thread a bit better if you read it now go back to your 100MN fitted tengu / super and let those that have relevant input to this discussion discuss the situation. |
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smoking gun81
The Scope Gallente Federation
18
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Posted - 2013.05.20 19:07:00 -
[11] - Quote
Liang Nuren wrote:smoking gun81 wrote: O.o you're funny I thought this was a thread about X-L turrets the ships they are fitted to and by extension dreadnaughts and their ability to hit things ( like the phoenix ). As I'm not a phoenix pilot ( or use any missiles of any kind ) I was theorising about the ability of supers to speed tank a phoenix with impunity ( as in no ability to disable the MWD's that are fitted to them or effect the afterburner ) since they are immune to E-war like webs and scrams.
Perhaps you could follow the thread a bit better if you read it now go back to your 100MN fitted tengu / super and let those that have relevant input to this discussion discuss the situation.
You're the one suggesting that the fix for XL weapons is to start arbitrarily size restricting modules. Kindly go **** yourself. -Liang
No the digression I was referring to was the phoenix and its theoretical application of damage to supers or the possible ability of supers speed tanking said phoenix since X-L guns apply to dreadnaughts ( X-L guns > dreadnaughts > phoenix thought progression ).
Now do you have anything better to add to this thread more than your rage, attempted profanity ( in every response ) and rather childish behaviour that is far from constructive. |

smoking gun81
The Scope Gallente Federation
18
|
Posted - 2013.05.20 20:18:00 -
[12] - Quote
Vincent Gaines wrote:
The whole "100mn cap" wasn't even a serious mention, you just took it and ran, raining sand from between your legs. It was made in jest.
Are you me or am I you ??
Please don't presume that anything I've suggested in this thread is in jest regardless of what you or anyone else thinks it's after all a forum a place for open discussion.
Apologies if I appear to be abrupt but people should not need reminding to abide by the forum rules.
Flame and troll away I've got an update deployment schedule to keep to reality is calling......  |
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