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

Jonas Sukarala
Deep Core Mining Inc. Caldari State
209
|
Posted - 2013.05.29 13:38:00 -
[91] - Quote
Sergeant Acht Scultz wrote:Jonas Sukarala wrote:No what he means is why in the hell do HAMS have the same range as Torps??? and rockets occupy the space where HAMS should be closer to. It's a medium size weapon system and as such is rather in line with other weapons systems except medium rails being exceptionally terrible. Missiles use BCU's and...BCU's+rigs, other weapon systems use DMG mods+tracking enhancers+rigs, thus is balanced from my point of view since I can and use all of those. Now for the main point, being the exceptional performances in terms of ships used and using those there are several causes to this, from number of players already skilled for Drakes and Drake new bonus. However the considered so "exceptional " performance is not even on the TOP20, thus doesn't need that much of tweaks. Cerberus can spew those at stupid ranges but again it's normal it's a T2 specialized ship that actually has not that much dps or overall very good, Tengus benefit quite well from these bonus but again for a T3 ship it's normal and rather balanced. On topic: yay again to navy cap boosters. Some concerns about AAR and ASB unbalance at S and M size with this small but so important change that will very probably make my armor frigates and cruisers fit shield more than ever. CCP needs to make sure those AAR's are getting in line quite fast.
So you're disagreeing with Fozzie and saying they don't need a range nerf considering T1 HAMS have almost the same range as the T2 ammo on guns like barrage and scorch and null? range mods is something they will add to missiles in the form of TE's/TC's but saying they are normal for their size since they have the same range as torps (battleship) weapon is just plain wrong.
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
965
|
Posted - 2013.05.29 14:39:00 -
[92] - Quote
Alticus C Bear wrote:I can see how you think this rounds out cap boosters and fair enough Navy 25 will benefit the under used SASB, but this change is really all about the Navy 50 booster and is basically an unneeded buff to MASB.
By my calculations over heated unrigged MASB is now better than overheated SAAR + 2x Nano pumps for around 38 seconds (basically the whole of a frigate fight).
Overheated unrigged MASB is not far away from providing the same Hitpoint boost as a MSE or a 400RT plate plus one of their respective extending rig.
Those figures are based on raw hitpoints and so do not even account for the fact that ASB fits normally fit resist rigs providing even better EHP boosts.
Feels like we are back at armour tanking 1.25.
Breacher and Hookbill are even getting EHP buffs, I did not even think the merlin resist nerf was really required before, now it very much is.
Decent points but IMO on a frigate a medium slot is more valuable than a low slot.
Moroever Damage controls benefit armor tanks slightly more. So I think armor tanks will not be bad for frigates (prolly better) even after this change. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Alticus C Bear
University of Caille Gallente Federation
153
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Posted - 2013.05.29 21:43:00 -
[93] - Quote
Cearain wrote:Alticus C Bear wrote:I can see how you think this rounds out cap boosters and fair enough Navy 25 will benefit the under used SASB, but this change is really all about the Navy 50 booster and is basically an unneeded buff to MASB.
By my calculations over heated unrigged MASB is now better than overheated SAAR + 2x Nano pumps for around 38 seconds (basically the whole of a frigate fight).
Overheated unrigged MASB is not far away from providing the same Hitpoint boost as a MSE or a 400RT plate plus one of their respective extending rig.
Those figures are based on raw hitpoints and so do not even account for the fact that ASB fits normally fit resist rigs providing even better EHP boosts.
Feels like we are back at armour tanking 1.25.
Breacher and Hookbill are even getting EHP buffs, I did not even think the merlin resist nerf was really required before, now it very much is.
Decent points but IMO on a frigate a medium slot is more valuable than a low slot. Moroever Damage controls benefit armor tanks slightly more. So I think armor tanks will not be bad for frigates (prolly better) even after this change.
True, but this is one of the reasons I based my initial analysis on the SAAR with 2x nanopumps against a MASB, I felt that was a fair and balanced assessment as rarely is MASB going to have a invuln field but may have resist rigs and balance seemed to change around 27seconds.
Those two extra cycles that really only give about 5 seconds of additional tank actually give enough tank to change the tipping point for a SAAR + 2x nanopumps from 27seconds (MASB with normal 50GÇÖs) to 38 seconds (with navy 50GÇÖs).
ThatGÇÖs just the comparison to the SAAR.
Overheated ASB with one boost from raw cap at the end will add 1606 hitpoints, this compares to the MSEII + Extender rig hitpoint addition of 1509, 1735 with two extender rigs (this is the same as 400mm RT with two trimarks) and it provides that boost in around 23seconds.
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0racle
Galactic Rangers R O G U E
24
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Posted - 2013.05.31 08:39:00 -
[94] - Quote
Jureth22 wrote:Jack bubu wrote:dual ASB hawks supreme that is because idk,you are bad and you try to solo them?the same thing you could say about maelstroms or 10mn hawks with c-type booster and super expensive fitts
I don't know why people ***** them out anyway. They rarely get much of an opportunity to focus on raising resists. So just keep hitting their weakest with rockets on a vengeance and it's game over.
Dual rep vengeance supreme |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
211
|
Posted - 2013.05.31 13:10:00 -
[95] - Quote
Sal Landry wrote:Jonas Sukarala wrote:No what he means is why in the hell do HAMS have the same range as Torps??? and rockets occupy the space where HAMS should be closer to. I've been playing for about two years and have seen the "Why do HAMs and torps have the same range" question many times, and this thread is the first time I've ever seen someone say that the way to fix this was to nerf HAM range.
is that good or bad? :P 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
747
|
Posted - 2013.05.31 13:54:00 -
[96] - Quote
I think a lot of these HAM/torp range issues will be solved by the eventual introduction of missile range modules, along with tweaks to base ranges as necessary. Of course, we'll the need mysterious anti-missile ewar at the same time (not as a TD effect or script, please...). |

MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.05.31 17:04:00 -
[97] - Quote
Gypsio III wrote:I think a lot of these HAM/torp range issues will be solved by the eventual introduction of missile range modules, along with tweaks to base ranges as necessary. Of course, we'll the need mysterious anti-missile ewar at the same time (not as a TD effect or script, please...).
it would take alot of work but it would be cool to see something like point defense lazors or advanced chaff...
i would take the fire wall concept but make it chance based and a mod on the ship...
so a base mod without any skills has a 15% chance to kill all incoming missiles withing a a few km radius but only works once per cycle which could be like 15 seconds.
you could have skill that increase the chance base and also reduce the cycle time. and also meta units will have a larger area of effect. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Flyinghotpocket
Amarrian Vengeance Team Amarrica
150
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Posted - 2013.05.31 17:20:00 -
[98] - Quote
CCP Fozzie wrote:Hey guys, I expect this will be the last sticky I place there for Odyssey 1.0. Smaller change, although I couldn't find anywhere better to put it.  We're making some changes to the availability of Navy Cap boosters, adding Navy versions of all the remaining cap booster sizes and slightly adjusting the costs of the 100s and 150s to bring them into line with the rest. We're adding Navy 25, 50 and 75 boosters available in all the FW LP stores. These should be especially useful for users of small and medium ASBs. We are also increasing the LP and isk costs of the 100 and 150 sizes, with 100s rising from 100LP and 100000isk to 250LP and 250000isk, and 150s rising from 250LP and 250000isk to 375LP and 375000isk. This change brings them in line with the scaling applied to the costs of the other Navy cap boosters. All of these changes are on SISI now.
can you bring back the micro cap booster plz? |

Aglais
Liberation Army Li3 Federation
296
|
Posted - 2013.05.31 23:12:00 -
[99] - Quote
Jonas Sukarala wrote:Sergeant Acht Scultz wrote:CCP Fozzie wrote: The exceptional performance of certain missile systems (most notably HAMs and Rockets) stand out among the things we'll need to look closely at when we next tweak those weapon systems
Sorry for the diplo answers but as this thread proves, it's easy for miscommunication to occur if we're not careful. Aren't these exceptional performances the effect of some cause like ships bonus rather than missile it self? Just a thought because seems HAM's are mostly performing well in some hulls with specific bonus that might be a bit high, and by this I specially think at T1 ships level. This needs attention even more closely because of many misconceptions about ships bonus tiers skills and whatnot, Tengu being the most visible prove of many of these misconceptions/understanding. No what he means is why in the hell do HAMS have the same range as Torps??? and rockets occupy the space where HAMS should be closer to.
STOP.
STOP TRYING TO GET HAM AND ROCKET RANGE NERFED. CARACALS WILL NOT SURVIVE BLASTER RANGE. EVER. |

John 1135
49
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Posted - 2013.06.01 06:02:00 -
[100] - Quote
Sergeant Acht Scultz wrote:Some concerns about AAR and ASB unbalance at S and M size with this small but so important change that will very probably make my armor frigates and cruisers fit shield more than ever. CCP needs to make sure those AAR's are getting in line quite fast. Anyone know the cost of running an AAR compared to an ASB? Paste gets expensive!
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Dirk Gentry
Aqua DE Vida
0
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Posted - 2013.06.01 07:52:00 -
[101] - Quote
Awesome! |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
767
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Posted - 2013.06.01 11:57:00 -
[102] - Quote
Jonas Sukarala wrote:So you're disagreeing with Fozzie and saying they don't need a range nerf considering T1 HAMS have almost the same range as the T2 ammo on guns like barrage and scorch and null? range mods is something they will add to missiles in the form of TE's/TC's but saying they are normal for their size since they have the same range as torps (battleship) weapon is just plain wrong.
Yes I do. You don't compare oranges with apples, how far can you shoot with T1 projectile ammo? Do you see any bonus on T1 HAM's reducing explosion radius like projectiles have +tracking? Are you sure you want to compare both knowing at mid size you haveT2 425mm 220mm 180mm vs 1 T2 launcher type?
First T1 HAMs ho uses those? Does that ammo get more or less CPU from launchers depending on the ammo type? Do they pick more or less capacitor activation depending on the ammo type? NO? -then leave it, T1 ammo has crap DPS and it's just good to change it for faction, now if you're talking about faction ammo then it's another thread but imho it's balanced.
Since when T1 ammo is base for balance? -because my hybrids ammo would like to have a talk with Fozzie and ask him what does he think about T1 projectile ammo, the number of useless T1 hybrid ammo and why the feck this or that ammo gets more or less capacitor from your ship using guns that already use cap on activation...??? WTF??
If Fozzie really have some time to waste he can always take another well deserved look at hybrid ammo and make it something a bit more reasonable knowing ships bonus from now on it's not %dmg anymore but %ROF and how this will impact even more the use of hybrid ships for long run fights.
Last but non least: you say "they will" I say "or they will not", predicting whatever CCP will do 10 years from now and start messing with stuff that doesn't need any messing, it's silly. HM's are nerf to oblivion when those were far too good and I'm ok with some tweak but now those are just plain crap, are you happy?-well I am not, I think they need a little buff now. HAM's got a well deserved buff, are not OP but decent and some want to get them nerf because they got their but hurt?
Unfortunately Fozzie can't fix stupid with auto canons.
You don't get it, if I can spew large shortest range projectile ammo with arty at over 100km, over 60 with auto canons and if you think it's normal then Torps should do as much. You don't fix anything by nerf HAMs range, it's just stupid, fix Torps because those are in need of fix, not HAMs.
On topic: S and M ASB's might be a bit OP with new navy caps but whatever, buff S and M AARs at the same level, problem solved, stop nerf everything. *removed inappropriate ASCII art signature* - CCP Eterne |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
211
|
Posted - 2013.06.01 13:43:00 -
[103] - Quote
Christ sergeant Scultz....thats some rant with a lot of misleading info there.
First off projectile ammo T1 level range is no more than 20km HAMS do that now but without any damage loss at that range. T1 HAMS have good tracking which is why people use faction HAMS instead of rage for better application. also there is RML's at cruiser level which will track better than 180's with better range.
T1 is the base for everything in this game..... faction is plain improvement ..T2 then specializes... missile T1 ammo is in better state than most gun ammo types at T1 level.
Fozzie has said torps are fine so don't expect any changes there and HAMS and torps can't occupy the same range ... I think you overestimate how good autocannnon range and damage is at best they do 70% of damage at HAM range and rapidly decreases deeper into falloff they go where as missiles are always at optimal range when they hit so 100% damage potential.
also don't compare LR guns with medium short range missiles although it kind of does the work for me that you have to resort to that nonsense..
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
960
|
Posted - 2013.06.01 13:46:00 -
[104] - Quote
Vaihto Ehto wrote:I can't but agree with those who wonder why on earth need MASB setups be buffed? Stuff like dual MASB Hawks are already way too strong, imho. OT: Garviel Tarrant wrote: EDIT:
Also you should have used your time to nerf long range ammo.. scorch is mentally handicapped (Stupid profanity filter)
Scorch is very good. Pulse lasers as a whole, even with Scorch, are far from OP and easily crippled by neuts/TDs. T1 long range ammo obviously needs fixing, though.
Scorch makes beams largely a useless choice
t2 long range ammo in general has too much dps at range imo. BYDI (Shadow cartel) Recruitment open!
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MeBiatch
Republic University Minmatar Republic
1053
|
Posted - 2013.06.01 14:57:00 -
[105] - Quote
Sergeant Acht Scultz wrote: Since when T1 ammo is base for balance? -because my hybrids ammo would like to have a talk with Fozzie and ask him what does he think about T1 projectile ammo, the number of useless T1 hybrid ammo and why the feck this or that ammo gets more or less capacitor from your ship using guns that already use cap on activation...??? WTF??
I have lobbied unsucessfully for years to have tech I ammo for hybrids looked at... (i guess its stayed on the low priority for that long)
The idea has been changed but the base part of it is to swtich the ammo to 3 base ranges -50% 0% and 60%
i would then devide the ammo damage types between 3 for 80% thermal damange and 20% kin and 3 for 80% kin and 20% therm and then two for 50/50 split of damage types.
so antimater and Iridium will both do 50/50 split kin/thermal damage and instead of a cap reduction bonus they get a damage bonus
then you have Plutonium, Thorium and Tungsten doing 80/20 thermal/kin damage and instead of a cap reduction bonus they get a tracking bonus
then you have Uranium, lead , and Iron being 80/20 kin/thermal and instead of a cap reduction bonus they get a rate of fire bonus.
i would then reduce the cap activation on all hybrid turrets by 50% (like if you had regular lead charge)
so here is a bigger break down: i use large ammo as example:
close range ammo: -50% to optimal range antimater: 24 kin damage 24 thermal damage 5% increase in damage multiplier Plutonium: 38.4 thermal damage 9.6 kin damage 5% increase in tracking Uranium: 38.4 kin damage 9.6 thermal and 5% increase in rate of fire
then mid range ammo: 0% to optimal range Thorium: 25.6 thermal damage 6.4 and 10% bonus in tracking lead: 25.6 kin damage and 6.4 thermal 10% bonus in rate of fire
then long range ammo: 60% increase in optimal range Iridium: 10 kin damage, 10 thermal damage and 15% increase in damage multiplier Tungsten: 16 thermal damage, 4 kin damage and 15% increase in tracking iron: 16 kin damage, 4 thermal damage and 15% increase in rate of fire
this would make tech i and faction hybrid ammo really interesting you have to choose from either high burst ammo high tracking ammo or high dps ammo. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Berluth Luthian
Meltdown.
74
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Posted - 2013.06.04 03:23:00 -
[106] - Quote
Will the navy 25's be .75 m3? |

Urkhan Law
Black Dragon Fighting Society The Devil's Tattoo
3
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Posted - 2013.06.04 11:19:00 -
[107] - Quote
Jonas Sukarala wrote: - rocket range being too high - rocket explosion radius being far too low
No experience with HAMs/Torps, but there is a problem with rockets range? At what range do you think I should fight with my rocket Breacher then?
What ranges do you have in mind? for faction, rages and javelins? There are missile ships without bonus to missile velocity, are rockets/hams op on those (honest question). |

Maximus Aerelius
PROPHET OF ENIGMA
129
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Posted - 2013.06.06 20:45:00 -
[108] - Quote
When are these going be unstickied to give Page 1 back to Player Posts? Odyssey is in and the Feedback and Issues threads are active. Why not replace these with a "Link Sticky" to those two threads?
We all know how lazy we are to go clicking...wait for it...past Page 3 of this Forum section.  My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Vayn Baxtor
Community for Justice R O G U E
51
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Posted - 2013.06.07 18:23:00 -
[109] - Quote
CCP Fozzie wrote:ExAstra wrote:Good lord please don't sticky this one you're crowding up our think space.
Aside from that, +1 to adding extra boosters. And the cost increase doesn't seem big enough for me to complain about it so, not bad.
Edit: Oh my god you stickied it. They'll be gone soon. Sorry. 
Noooo, that's perfectly fine! (no sarcasm)
I see it from the other side.
I must disagree on the "zomg too many stickies" thing. I don't see any problem with these stickies flooding the place, for they are tackling hot topics and subjects on fixing/improving. In other words, it is especially these important stickies that shouldn't be limited just because of "first page flooding".
Clicking on page two or three isn't that hard either, so I'm just going to pull the troll move and say HTFU and click on page 2.
However, we're right on the verge to June, so not much can be added. But in the future, I hope we'll see more stickies because they tackling important stuff and gamechanging things. Could care less for better or worse because it is simply something new.
Nevertheless, sure, there is a way to make it better for everybody: There has been quite a desire to have the forum be split up a bit so there is subfoum solely for big stickies like these.
Confusingly though, the idea gets shot up and down by the community - and of course trolled down by no plausible reasonings.
Using tablet, typoes are common and I'm not going to fix them all. |
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