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tika te
Royal Amarr Institute Amarr Empire
6
|
Posted - 2011.11.05 05:43:00 -
[91] - Quote
just tested for few hours on sisi..
tl.dr.
-rails are ok; not supermegarockin' but ok. -blasters are still broken. easier to fit now but the problems with range and rather bad tracking are still there. tested with deimos, astarte, hyperion, talos...they're all too sloooooow for that weapon class. fitting plates makes them agile like cotton woll. fitting armor rings really hurts your allready crappy top speed. using active tank (with hybrids needing less pg and cap u can actually fit active tank now) works to a degree in 1on1 engagements; in small-scale fights youre lost with active tanking most of the time. (using active tank makes cap injectors must-have mods) i'd say passive tanking bonuses are way better in 80% of cases -the new nebulae will definetely bring some gfx-glamour to tq.. -the new lightning modes is bit too dark in low/nullsec in my opinion..i could hardly see the texture on my deimos hull.. -dreads, especialy moros/revelation can pretty much hurt subcaps. mwd'ing around in sth bigger than cruiser can make you perfect target/wictim to their turrets. they'll prertty much one-shot you...it ... somehow... doesn't... feel right...
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Tanya Powers
Science and Trade Institute Caldari State
120
|
Posted - 2011.11.05 13:59:00 -
[92] - Quote
tika te wrote:just tested for few hours on sisi..
tl.dr.
-rails are ok; not supermegarockin' but ok. -blasters are still broken. easier to fit now but the problems with range and rather bad tracking are still there. tested with deimos, astarte, hyperion, talos...they're all too sloooooow for that weapon class. fitting plates makes them agile like cotton woll. fitting armor rings really hurts your allready crappy top speed. using active tank (with hybrids needing less pg and cap u can actually fit active tank now) works to a degree in 1on1 engagements; in small-scale fights youre lost with active tanking most of the time. (using active tank makes cap injectors must-have mods) i'd say passive tanking bonuses are way better in 80% of cases -the new nebulae will definetely bring some gfx-glamour to tq.. -the new lightning modes is bit too dark in low/nullsec in my opinion..i could hardly see the texture on my deimos hull.. -dreads, especialy moros/revelation can pretty much hurt subcaps. mwd'ing around in sth bigger than cruiser can make you perfect target/wictim to their turrets. they'll prertty much one-shot you...it ... somehow... doesn't... feel right...
About the same here, just another opinion about rails is that if they're a little better they're still stuck at PVE department, forget those for fleet, lasers projectiles and missiles ARE still better at each and every possible situation.
Blasters: mmmh duno what to say other than "is this a f++cking joke?" |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 15:05:00 -
[93] - Quote
hey i got this crazy idear... try going on SISI and Help us boost them... this time window to fix blasters is open and closing fast so if you have suggestions DL the test server and start playing around! |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 15:08:00 -
[94] - Quote
MeBiatch wrote:hey i got this crazy idear... try going on SISI and Help us boost them... this time window to fix blasters is open and closing fast so if you have suggestions DL the test server and start playing around!
there are already tons of amazing suggestions. especially ones pertaining to massively buffing hybrid ammo. question is, will they listen? |

tika te
Royal Amarr Institute Amarr Empire
7
|
Posted - 2011.11.05 15:30:00 -
[95] - Quote
Hungry Eyes wrote: there are already tons of amazing suggestions. especially ones pertaining to massively buffing hybrid ammo. question is, will they listen?
the best turret class BY FAR are projectiles. why? just look at it. 1. excelent dmg output when needed 2. no cap usage 3. nice range/fallof with howitzers, devastating alpha -> excelent sniper (so good that ppl even fit them on baddons and other races hulls) high rof/dmg with decent range with autocannons->perfect for close to midrange encounters (still using them on the myrmidon i.e.) 4. fast and agile ship hulls; best suited to to projectile mecanics 5. best ammo availability; mixed dmg types available, -50%/0%/+50% range modifiers, really good t2 ammo
now just compare that list to gallente/hybrids....projectile wins at least 4 out of 5 points here. hybrid ammo has one basic problem: apart from antimatter/lead/tungseten (short/mid/long range) there is no point in using the other types. fine setup for optiumal range during a fight is difficult because of long reload times.
i have ONE suggestion for CCP: dear devs, please, please see the weapons/hulls/bonuses of a race as a fragile package: balancing one aspect while another one still beeing week won't do any good (and vice versa). "being competitive" is the keyword. forget about balancing-on-paper. look how players actually play this game and modify hybrids to fit the playing style not another way round. |
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