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Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1200
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Posted - 2013.07.06 14:31:00 -
[1] - Quote
Because i think they were, the only problem with web strength before was the fact that two would be 99%, we only have a few whips with bonuses to make that a reality now and they can still miss with some turrets and some ranges.
normal ships however, two 60% webs is only 80% and speedy ships can still very easily avoid damage.
Im not saying bring back 90% webs, im saying make ONE web 70-80% but the second and third add less so the multiple effect is similar to now without having say 3 webs make over 90% +/-.
currently a signle web for a precious mid at only a max of 60%.... is a bit lame for anything that fights under 5k and the damned webs only go to 10km anyway! Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.
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Whitehound
1506
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Posted - 2013.07.06 14:57:00 -
[2] - Quote
Try neuting your target.
You also better make your suggestions in Features & Ideas Discussion. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1201
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Posted - 2013.07.06 15:00:00 -
[3] - Quote
Whitehound wrote:Try neuting your target.
You also better make your suggestions in Features & Ideas Discussion.
Nah i wanted to discuss webs before making a more defined suggestion. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.
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sabre906
Old Spice Syndicate Sailors of the Sacred Spice
1179
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Posted - 2013.07.06 15:06:00 -
[4] - Quote
Muad 'dib wrote:Whitehound wrote:Try neuting your target.
You also better make your suggestions in Features & Ideas Discussion. Nah i wanted to discuss webs before making a more defined suggestion.
You already have it, and it's a good one. Buff single web, but with high stacking penalty. The current "dual web or nothing" mentality is ample proof why this is needed. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1201
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Posted - 2013.07.06 15:09:00 -
[5] - Quote
sabre906 wrote:Muad 'dib wrote:Whitehound wrote:Try neuting your target.
You also better make your suggestions in Features & Ideas Discussion. Nah i wanted to discuss webs before making a more defined suggestion. You already have it, and it's a good one. Buff single web, but with high stacking penalty. The current "dual web or nothing" mentality is ample proof why this is needed.
The point is a scram does its job and is one slot, if they fit stabs you fit more points.
with webs you start at a low 60% and need something in the region of 5 to get the most and thats STILL less than two 90%.
the slots used to effect sucks, one web on some close range ships means missing even same size targets, and ones with AB just laugh (10mn or over sized 100mn)
thats why the 100mn tengu and variations did so well, they wernt good, webs were crap and strength bonused ships are rare. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.
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Whitehound
1506
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Posted - 2013.07.06 15:49:00 -
[6] - Quote
Muad 'dib wrote:Whitehound wrote:Try neuting your target.
You also better make your suggestions in Features & Ideas Discussion. Nah i wanted to discuss webs before making a more defined suggestion. No offence, but this is exactly the point of the Features & Ideas Discussion forum. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |
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ISD Tyrozan
ISD Community Communications Liaisons
88

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Posted - 2013.07.06 19:40:00 -
[7] - Quote
Thread has been moved to Features & Ideas Discussion. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Riot Girl
Thundercats The Initiative.
1288
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Posted - 2013.07.06 20:10:00 -
[8] - Quote
Why? It's a discussion about modules... Oh god. |

Gaara's sniper
Raging Ducks Goonswarm Federation
12
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Posted - 2013.07.06 21:21:00 -
[9] - Quote
use daredevils, vigilants, etc.
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Diesel47
Bad Men Ltd.
670
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Posted - 2013.07.06 21:47:00 -
[10] - Quote
Gaara's sniper wrote:use daredevils, vigilants, etc.
Also, fitting stabs, won't help against scrambler shutting off mwd
Using ridiculously expensive ships isn't a solution to webs being bad. |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1202
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Posted - 2013.07.06 21:58:00 -
[11] - Quote
Diesel47 wrote:Gaara's sniper wrote:use daredevils, vigilants, etc.
Also, fitting stabs, won't help against scrambler shutting off mwd Using ridiculously expensive ships isn't a solution to webs being bad.
exactly, you have to buy a PIRATE ship to get the desired effect of actually stopping some one with a module thats actually designed to do it.
60% is to weak. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
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Tryaz
Improvised Tactics
21
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Posted - 2013.07.06 22:09:00 -
[12] - Quote
What about removing the stacking penalty on the first 3-5 webber drones?
... No seriously Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden |

Arya Regnar
Pator Tech School Minmatar Republic
33
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Posted - 2013.07.07 00:08:00 -
[13] - Quote
Wait am I getting this right?
People are complaining about webs being too weak?
Target painter adds about 45% to sig radius which makes it 3 times weaker than a web for turret tracking issues.
60% velocity removal is over half the speed, yes the webs were nerfed bad but it was due, rapiers already make kiting impossible, with 80% velocity factor with 2 webs is plenty.
Do you people seriously need to bring target to a dead stop so you can kill it? Stop flying slow armor battleship blobs if you can't handle 1 frigate.
Go back to flying rifters and learn to pvp.
EvE-Mail me if you need anything.
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Jack C Hughes
Deep Core Mining Inc. Caldari State
8
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Posted - 2013.07.07 00:17:00 -
[14] - Quote
if you wanna change 60 to a higher number... be sure to remember there are several ship with 50% velocity factor bonus.
That is even if changed to 70%, some ship will have 105% speed down webs.
That is simply 0 velocity.
So what about boost webs and keep vindicator's web at 90? The answer is if you boost webs and keep the others at 90%, you are actually nerfing those ships.
So it is not a simple question only realted to webs. |

Vladimir Norkoff
Income Redistribution Service
211
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Posted - 2013.07.07 01:28:00 -
[15] - Quote
Arya Regnar wrote:Wait am I getting this right?
People are complaining about webs being too weak?
Target painter adds about 45% to sig radius which makes it 3 times weaker than a web for turret tracking issues.
60% velocity removal is over half the speed, yes the webs were nerfed bad but it was due, rapiers already make kiting impossible, with 80% velocity factor with 2 webs is plenty.
Do you people seriously need to bring target to a dead stop so you can kill it? Stop flying slow armor battleship blobs if you can't handle 1 frigate.
Go back to flying rifters and learn to pvp. While I don't know if I'd go with quite that pugnacious a tone, the general argument is correct. Webs are pretty solid as they are now. Good enough to establish a hard tackle, while still allowing some wiggle-room for the victim so it stays interesting. If you are having problems tracking the same class ship while it is webbed, then there is probably something else going on there - poor gunnery skills, being TD'd, or poor piloting skills.
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Whitehound
1508
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Posted - 2013.07.07 07:32:00 -
[16] - Quote
Diesel47 wrote:Gaara's sniper wrote:use daredevils, vigilants, etc.
Also, fitting stabs, won't help against scrambler shutting off mwd Using ridiculously expensive ships isn't a solution to webs being bad. Demanding a buff to ridiculously cheap modules isn't a solution to fight expensive ships.
See what I did there? Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Liafcipe9000
Smeghead Empire
7669
|
Posted - 2013.07.07 07:37:00 -
[17] - Quote
webs are fine learn to play
deal with it You may gain the knowledge, but you will lose your belief, with all its mystery and comfort. If there was proof, absolute and certain, there is an afterlife, why not quit this life, and be done with it? Ponder about these things all your life, and you're a philosopher. Compress these ponderings into a couple of pages, and you'll go mad. |

The Djego
Hellequin Inc. Mean Coalition
118
|
Posted - 2013.07.07 09:48:00 -
[18] - Quote
I wasted years of fighting this particular windmill.
90% webs and extreme lethal close range pvp mechanics where never a problem, they levelled the playing field between nano fittings that could only do limited dps by her speeds and close range fittings, that forced a rather lethal and quick combat style, somewhat counterbalance the lack of gtfo ability.
The idea was that people that you forced into point blank fights couldn't survive this engagement(because they didn't understand the mechanics) and from her perception an web was obvious the item that killed them all the time, since a skilled close range pvper could use it to bend tracking dynamics vie kitting at point blank to his will(what still works with setups outside of web range today) and crushed paper thin tanked nano fittings with peak dps at his range. Between equally skilled close range pvpers it was never a issue, since movement was possible and you need to decide if the sig bloom and giving your opponent the extra applied dps by it was worth the move.
Was it better than scram and 60% web? Yes it was, especially for solo pvp, since it was a lot less restrictive against multiple opponents and a lot less binary than the scram mechanics we have today. Did anything in bigger fights improve? No not at all, since web stacking made the change completely meaningless to them.
On top of it, it made solo/small gang blaster pvp completely useless. Throwing buff after buff at it to compensate for being supposed to fight at a range where the weapon became utterly useless is not good game design but a endless string of bad decisions, because nobody addresses the main problem: That the hulls lack the ability to stay mobile and apply damage properly at her range. Something that is hilarious bad if you directly compare it to nano kitting pvp, where the later even got a gtfo ability, on top of getting the same options to use range, mobility and sig bloom to improve applied dps. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
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Shereza
Center for Advanced Studies Gallente Federation
159
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Posted - 2013.07.07 13:51:00 -
[19] - Quote
Tryaz wrote:What about removing the stacking penalty on the first 3-5 webber drones?
... No seriously
Or increasing their base web strength. I did a post lambasting them a couple months ago. Basically the light, medium, and webber drones, which travel at 3km/s, 2.5km/s, and 1875m/s respectively, have a respective 13.5%, 25.5%, and 46% total speed reduction.
Webbing drones could really use some help. Light drones can't really tag interceptors without luck, and might not even be able to keep them tagged if they do somehow catch them, and most ships capable of fielding 5 heavy webber drones would be much better off using heavy combat drones instead.
Oh, granted you could deploy webbers, slow the target down, hopefully hit them with a shipboard webber before you lose all of your webber drones, suck them in, and then deploy combat drones, but having a friend in an interceptor, which can hit around 4km/s with just an MWD, is a lot more efficient and more conducive to the "bring more friends" meta-gaming going on. |

Harvey James
Deep Core Mining Inc. Caldari State
190
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Posted - 2013.07.07 14:19:00 -
[20] - Quote
christ as if having the option of 60% webs on rapiers with 100km range with links or faction webs.... i would think a nerf to web strength and maybe even range is more balanced than the other way around. Also nerf the pirate bonus 90% webs are insanely OP.
All you need is a combo of geddons/curses, arazu/lachesis, Rapier/Huginn, and even a basic link as optional and you can control a fight upto 40km quite easily. which i think is a little OP really
even EAF have the range to do the job Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Commander Ted
Caldari Provisions Caldari State
774
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Posted - 2013.07.07 21:12:00 -
[21] - Quote
Harvey James wrote:christ as if having the option of 60% webs on rapiers with 100km range with links or faction webs.... i would think a nerf to web strength and maybe even range is more balanced than the other way around. Also nerf the pirate bonus 90% webs are insanely OP.
All you need is a combo of geddons/curses, arazu/lachesis, Rapier/Huginn, and even a basic link as optional and you can control a fight upto 40km quite easily. which i think is a little OP really
even EAF have the range to do the job
Nerf links. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Caldari Provisions Caldari State
774
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Posted - 2013.07.07 21:16:00 -
[22] - Quote
Also my idea is to add a 20km 30% strength web.
Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.
So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Lloyd Roses
Artificial Memories
120
|
Posted - 2013.07.07 21:46:00 -
[23] - Quote
I never saw the 'good old webs', only ever fought against the new one and personally believe them to be very fine (aside from how links turn tech-II webs into officerwebs) - and I like how they work differently with scram- and pointfits. Also like how certain ships specialize in this from of tackling and result in brawlboats (ashimmu, vindicator etc) with 90% webs and rangebonused ones (bhaal, minnie recon etc) that use the exact same module for rather different purposes. I only correct my own spelling. |

The Djego
Hellequin Inc. Mean Coalition
123
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Posted - 2013.07.07 22:14:00 -
[24] - Quote
Longer ranges on webs is bad, since they are far more useful to kitting setups than to close range setups and it gives lokis/rapiers/bahls even more web range. While it might look useful at first, you will end up with a web that is rather useless at point blank(because it is halve as good as the 60% web, that is also useless at sub 5km) while kitting setups can use the mods to easily hold you at range and point blank performance of the mod is no issue for them at all.
As for ultimate brick wall, I think you underestimate mass and interia stats. Ships don't instantly stop with heavy webing, it is the mwd off button that stops them in the tracks. Even with 90% webs nano BS simply slipped out of your webs(the same way like 100mn AB fittings do today) and a nano HAC didn't stop if you hit him with a web, it still moved 500-800m/s in the worst case(after changing directions, and it ended like 50km off if he slipped away) under 90% webs and it was quite a challenge to keep it in web range in something clumsy as a BS. I am all for removing the mwd off button, because it is a terrible binary thing and vastly reduces the effect of piloting skills at point blank.
http://dl.eve-files.com/media/0809/Thorax_vs_Stabber.wmv
Does this look like static pvp to you(the guy I shoot down is the leader of wrong alliance and did 4 or 5 place in multiple ATs)?
Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
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Diesel47
Bad Men Ltd.
675
|
Posted - 2013.07.08 01:37:00 -
[25] - Quote
Commander Ted wrote:Also my idea is to add a 20km 30% strength web.
Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.
So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs.
Rofl, are you terrible or something?
Brawlers reeling in kiters? Show me on the doll where the pro kiter touched you (and your pathetic gang). |

Commander Ted
Caldari Provisions Caldari State
774
|
Posted - 2013.07.08 03:40:00 -
[26] - Quote
Diesel47 wrote:
Rofl, are you terrible or something?
Brawlers reeling in kiters? Show me on the doll where the pro kiter touched you (and your pathetic gang).
What is your problem?
There really isn't a way for a brawling ship to catch a kiting vessel if it is already out of scram range. As long as the pilot isn't a ****. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Imperishable
Caldari Provisions Caldari State
18
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Posted - 2013.07.08 06:43:00 -
[27] - Quote
this game is balanced for blob vs blob, not 1 vs 1
In case of 1 vs 1, web is definitely too weak. But in blob vs blob, web is just fine |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1205
|
Posted - 2013.07.08 08:12:00 -
[28] - Quote
Imperishable wrote:this game is balanced for blob vs blob, not 1 vs 1
In case of 1 vs 1, web is definitely too weak. But in blob vs blob, web is just fine
Yeah i do have to agree with this a bit, it think the main point is that a single web isnt very effective unless its on a pirate bonused web strength ship. Though just for fun, did you know that ONE 90% web is stronger in effect than 4 normal 60% and that INFINITE normal webs on a target is 4 times weaker in effect than two 90% webs.
A point gets a point on the targted a scram 2 points and mwd cut out - these work great Tracking disrupters and other EW tend to cripple a target ship and are far more effective as they should be on non bonuses ships.
The issue is that the only ships that benefit from current 60% webs are ships that kite at close ranges and that can hit at ~9km well, like auto ships, drone ship and lasers (heck even rails in some setups!)
This is only a discussion im not demanding any web nerf or buff just yet :)
Just to take things a slightly different direction, ever tried webbing at NPC at speed? its quite amusing how little effect it has on the determined, infi-mass rat :P
As the second most important tool for getting a ship kill in most combat isnt it time webbing wasnt so basic, cut and dry?
Perhaps time to split webs up a bit, perhaps have 70% 8km webs and 40-50% webs at 15km? Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
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Mycael
Biohazard.
20
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Posted - 2013.07.08 08:34:00 -
[29] - Quote
Commander Ted wrote:Also my idea is to add a 20km 30% strength web.
Now kiting ships can be slowly reeled in by some brawlers. However those brawlers than fit these webs will have a competitive disadvantage over close range brawlers that carry 60% webs, since you would need two of these long webs to properly catch a fast ship or give up your scram for a long point, also they use more CPU/Cap.
So now even a oversized ab ship will stay in a semi competitive speed with brawler mwd ships for longer, meaning your tengu can't outrun an entire gang. Also they won't be the ultimate brick wall for people trying to burn back to gate like boosting normal webs.
And by doing this, you are giving the same option to some hulls often used as kiters. Brilliant. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1088
|
Posted - 2013.07.08 08:51:00 -
[30] - Quote
Muad 'dib wrote:Because i think they were, the only problem with web strength before was the fact that two would be 99%, we only have a few whips with bonuses to make that a reality now and they can still miss with some turrets and some ranges.
normal ships however, two 60% webs is only 80% and speedy ships can still very easily avoid damage.
Im not saying bring back 90% webs, im saying make ONE web 70-80% but the second and third add less so the multiple effect is similar to now without having say 3 webs make over 90% +/-.
currently a signle web for a precious mid at only a max of 60%.... is a bit lame for anything that fights under 5k and the damned webs only go to 10km anyway!
What? Seriously wtf? I'm guessing you don't witness a lot of dread blapping......
Webs are pretty much the most powerful midslot mod you can have O.o
If anything web stacking should be increased and 90% webs should be nerfed.. BYDI recruitment closed-ish |
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