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Thread Statistics | Show CCP posts - 3 post(s) |

Gypsio III
Dirty Filthy Perverts
23
|
Posted - 2011.10.26 11:00:00 -
[271] - Quote
Princess Alia,
I confined the comparison to a 1v1 because in gang environments, the far superior damage projection abilities of fall-off bonused ACs make the Tornado a superior choice. I know full well that there's more to PVP than 1v1, but I didn't see it necessary to compare the Talos and Tornado there, as it's so obvious that the Tornado is better. I didn't think that this needed spelling out.
Damage types. In the very small scale combat where the blaster Talos will be most useful, you almost always have sufficient warning to be able to reload. I've spent quite long enough pissing about in AML Caracals and Drakes to know the importance of picking the right ammo for the job. Even if you have no warning (e.g. jump-in via a gate), then the Tornado has the mobility to buy the required ten seconds to load Hail, then turn and let yourself get webbed. If you choose to do so, of course, you could just choose to kite the Talos outside web range, minimising tracking problems as it lumbers after you.
The rest of your posts appear to be unresearched, content-free waffle. Now, perhaps you could explain to me why you think that the AC-Tornado should be broadly on-par with the Talos in the Talos's niche? |

sYnc Vir
Wolfsbrigade
14
|
Posted - 2011.10.26 11:06:00 -
[272] - Quote
Gypsio III wrote:Princess Alia,
I confined the comparison to a 1v1 because in gang environments, the far superior damage projection abilities of fall-off bonused ACs make the Tornado a superior choice. I know full well that there's more to PVP than 1v1, but I didn't see it necessary to compare the Talos and Tornado there, as it's so obvious that the Tornado is better. I didn't think that this needed spelling out.
Damage types. In the very small scale combat where the blaster Talos will be most useful, you almost always have sufficient warning to be able to reload. I've spent quite long enough pissing about in AML Caracals and Drakes to know the importance of picking the right ammo for the job. Even if you have no warning (e.g. jump-in via a gate), then the Tornado has the mobility to buy the required ten seconds to load Hail, then turn and let yourself get webbed. If you choose to do so, of course, you could just choose to kite the Talos outside web range, minimising tracking problems as it lumbers after you.
The rest of your posts appear to be unresearched, content-free waffle. Now, perhaps you could explain to me why you think that the AC-Tornado should be broadly on-par with the Talos in the Talos's niche?
She doesn't have T2 Large blasters and feels left out? |

Gypsio III
Dirty Filthy Perverts
23
|
Posted - 2011.10.26 11:12:00 -
[273] - Quote
Shadowsword wrote: It come down to this: Can you even give a reason to choose a Talos over a Tornado for a fleet fight? There is none, for the same reason that current BC fleets are heavy on hurricanes and rarely contain a signifiant amount of harbingers.
The far superior mobility and damage projection abilities make choosing the AC-Tornado over the blaster-Talos in fleet a no-brainer. But since we shouldn't really expect blasters to be effective in fleet, given their short range, it's not really the right question. What we're looking for is reasons to fly the blaster-Talos over the AC-Tornado solo or in duo/trio.
The problem here is that obvious choice is still the Tornado, despite the superior EFT damage and even the 90% web. In these very small environments, mobility and damage projection is king - the ability to get tackle and to avoid tackle, the ability to apply DPS outside web range. The Tornado has these abilities; the Talos does not. Sure, the good paper DPS and 90% web look good in EFT, but a suitable comparison is one of Serpentis and Angel ships - which are more popular in space? |

Nyla Skin
Special Taskforce
9
|
Posted - 2011.10.26 11:23:00 -
[274] - Quote
When fleets consist of large numbers of ships, the amount of damage projected is rarely an issue. Therefore what matters is the range and speed with which you can project said damage. This is why ships that have technically bigger damage output but at shorter range or with bad mobility are rarely flown in large fleets.
Many things look balanced when looking at small enough number of ships against each other.. |

praznimrak
Level Up
0
|
Posted - 2011.10.26 11:32:00 -
[275] - Quote
Hello CCP. After incarna crap i did quit eve you to show ccp menagment waht i think off your work in last year. But than few days ago i got invitation from CCP to resub for 5 euros one moonth and there was talking abouth ship spining coming back,so im back.
Awsom job,seems you did finaly wake up and listen to wha we(players) want to be fixied in this game. Congrats.
Was abouth time to change stuff and im suporting you recent efforts,but still there is one thing it shoud be fixed. When one starts to play eve he find out that anything you want to do in eve is time consuming and in the begining it is fine but whith time the nead of fast content is coming stronger as not everyone wants to playe 5 hours minimum. There shoud be more agile gameplaye so ppl that have 2 hours time shoud have content to playe in that time period. Thx.
keep on whith good work and server numbers wi go up again.
PRAZ My youtube chanell: http://www.youtube.com/user/EveOnlineGameplay |

Yvan Ratamnim
Phoenix Evolved Part Duo
15
|
Posted - 2011.10.26 11:50:00 -
[276] - Quote
THIS IS THE HOTTEST THING SINCE TOASTED SLICED BREAD |

Nikuno
Atomic Heroes The G0dfathers
2
|
Posted - 2011.10.26 11:55:00 -
[277] - Quote
Rail damage boost looks good, need tot est it though before you can see if the level is set right for balance. Blaster tracking boost is 20% - not sure that's enough tbh given they get used at 1km or so, regardless of size. Might be a case of having larger tracking bonus for bigger blasters with smalls being set at that 20% point.
But I live in hope having seen the scope of changes being considered. |

Grimpak
Midnight Elites Echelon Rising
102
|
Posted - 2011.10.26 11:59:00 -
[278] - Quote
Nikuno wrote:Rail damage boost looks good, need tot est it though before you can see if the level is set right for balance. Blaster tracking boost is 20% - not sure that's enough tbh given they get used at 1km or so, regardless of size. Might be a case of having larger tracking bonus for bigger blasters with smalls being set at that 20% point.
But I live in hope having seen the scope of changes being considered.
small blasters don't need extra tracking/damage at all. they work fine already. tbh if those changes are final, you might even end up with a taranis that can fit neutrons and mwd without even using a MAPC.
that actually worries me a bit [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

DarkAegix
Blue Republic RvB - BLUE Republic
166
|
Posted - 2011.10.26 12:01:00 -
[279] - Quote
Excellent. All is falling into place. |

Yvan Ratamnim
Phoenix Evolved Part Duo
15
|
Posted - 2011.10.26 12:02:00 -
[280] - Quote
Hmmm "Planetary Customs Offices" to "Orbital Infrastructure"
Doesn't that sound like there going to drop additional items, perhaps customs office light weight defensive weapons? |

Daedalus II
The Older Gamers
64
|
Posted - 2011.10.26 12:05:00 -
[281] - Quote
"Large Shield Transporter II - 5 players" sounds interesting I think. I wonder what it's supposed to do... Somehow raise the maximum shield of up to 5 ships in the fleet? Will it repair up to 5 ships at the same time? |

Shadowsword
The Rough Riders Ares Protectiva
43
|
Posted - 2011.10.26 12:13:00 -
[282] - Quote
Daedalus II wrote:"Large Shield Transporter II - 5 players" sounds interesting I think. I wonder what it's supposed to do... Somehow raise the maximum shield of up to 5 ships in the fleet? Will it repair up to 5 ships at the same time?
It's obviously a test-only module used by devs to test balance in groups situations, like "how long does that carrier hold out against 10 BS? Let's fit that Damage mod - 10 players on my abaddon and check out".
Grimpak wrote:that actually worries me a bit 
If the Taranis make a come-back, it only gives some incentive to bring along a few assault frigs or destroyers. |

Hicksimus
Road to Ruin
59
|
Posted - 2011.10.26 12:34:00 -
[283] - Quote
Damn that made me pick up a plex.....anyway as you can see from the support here you guys at CCP should stand behind those numbers(as in making them happen before winter 2015) and when you do that e-mail them to all of the people who aren't playing any more because these changes will give people a new EvE to play with for a while :D. Things I have realized from the EvE forums: Many people beleive cost means money and only money |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
1
|
Posted - 2011.10.26 12:37:00 -
[284] - Quote
On first glance, I got very excited by these changes (being a Gallente fanboi). But on deeper reflection, I think there's still a way to go from these adjustments before Gallente (and in particular hybrids) become viable for fleet engagements again.
Blasters need more damage up close, but their long-range low damage ammo types need to give far more flexibility. So at current blaster optimal range, they really need to melt face (ACs operate better at blaster optimal currently, and I'm not convinced that improving blaster tracking alone makes a big enough difference to make blasters worthwhile).
But to be remotely useful in fleet fights, blasters need to be able to do respectable damage at longer ranges. Switching ammo types should make a lot more difference to the range of blasters than at present. (achieving that without giving rails an insane range boost will require adjusting base ranges for both weapons and range multipliers on all charges)
Rails with AM need to be able to compete with (if not outperform) the equivalent tier of Pulse lasers loaded with scorch. The main reason nobody flies Gallente ships in fleet battles is because, even with rails, Amarr ships with pulse lasers still perform better at every realistic combat range. The fact that a short-range weapon with long-range ammo can significantly outperform a long-range weapon with short-range ammo at every range is ridiculous.
Anyway, I know those new stats aren't set in stone. But please, while you're still working on it, make hybrid platforms viable for modern fleet combat. |

Grimpak
Midnight Elites Echelon Rising
102
|
Posted - 2011.10.26 12:48:00 -
[285] - Quote
Shadowsword wrote:Grimpak wrote:that actually worries me a bit  If the Taranis make a come-back, it only gives some incentive to bring along a few assault frigs or destroyers.
what comeback? the ship is already quite good, unless you're comparing it to pirate frigates, which is wrong in the first place. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Kari Trace
Nox Imperium
3
|
Posted - 2011.10.26 13:10:00 -
[286] - Quote
If this is true these items are being worked on the next patch can be titled `this is win` and I think everyone would agree.
CCP, this is the direction EVE -0should- have been going the last 2 years...Dust, WoD: great ideas. but EVE should not suffer for them. ( I'm actually looking forward to Dust, might even buy a PS3 for it... )
Anyways, -yeayz I on the threadknought! |

Zhula Guixgrixks
Increasing Success by Lowering Expectations 0ccupational Hazzard
1
|
Posted - 2011.10.26 13:23:00 -
[287] - Quote
CCP , why the hybrid frigate agility nerf ???!??
Daredevil
agility: 3.39 => 3.5595
Federation Navy Comet
agility: 3.3 => 3.465
maxVelocity: 370.0 => 375.0
Incursus
agility: 3.31 => 3.4755
maxVelocity: 334.0 => 344.0
Tristan
agility: 3.85 => 4.0425
maxVelocity: 296.0 => 306.0
Taranis
agility: 3.1 => 3.255
etc.
What we really don't need in Eve , are slugish hybrid frigates. Fix it. thx
-Zhula |

gfldex
10
|
Posted - 2011.10.26 13:57:00 -
[288] - Quote
CCP Soundwave wrote:This winter is going to be so ******* awesome.
Snowballs? *wink* *wink* |

Zagam
Incompertus INC Fatal Ascension
209
|
Posted - 2011.10.26 14:09:00 -
[289] - Quote
Zhula Guixgrixks wrote:CCP , why the hybrid frigate agility nerf ???!??
Daredevil
agility: 3.39 => 3.5595
Federation Navy Comet
agility: 3.3 => 3.465
maxVelocity: 370.0 => 375.0
Incursus
agility: 3.31 => 3.4755
maxVelocity: 334.0 => 344.0
Tristan
agility: 3.85 => 4.0425
maxVelocity: 296.0 => 306.0
Taranis
agility: 3.1 => 3.255
etc.
What we really don't need in Eve , are slugish hybrid frigates. Fix it. thx
-Zhula
Uh... its not a nerf... its a buff. higher numbers = more agility. (compare the agility on a frigate vs. a cruiser vs. a BS, you'll see what I mean)
|

Tippia
Sunshine and Lollipops
1002
|
Posted - 2011.10.26 14:16:00 -
[290] - Quote
Zagam wrote:Uh... its not a nerf... its a buff. higher numbers = more agility. (compare the agility on a frigate vs. a cruiser vs. a BS, you'll see what I mean) No, it's a nerf. Higher number = less agility.
If you look in the item database, you'll see those numbers repeated under the heading GÇ£Inertia modifierGÇ¥, which is multiplied together with the ship's mass to give the final agility of the ship. You want that product to be as small as possible, and consequently, you want the factors to be as small as possible as well. This is why istabs have a negative modifier: because they lower the inertia modifier of the ship (again, the same stat as GÇ£agilityGÇ£ in that data dump) which in turn makes the ship more agile.
The reason cruisers and BS have lower inertia modifiers is because they also have masses that are some orders of magnitude higher, and therefore need inertia modifiers that are smaller to counteract this (otherwise, the align time of a battleship could be counted in minutes rather than seconds). The modifier on its own tells us nothing GÇö it's the combination of modifier and mass that is important.
So you can't say GÇ£cruisers are less agile, due to lower inertia modifierGÇ¥, firstly because a lower inertia modifier is actually better, and secondly because you also have to know what it's modifying. Only if two ships have the exact same mass can you do a direct comparison of the inertia mods.
GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |

Buzzmong
Aliastra Gallente Federation
0
|
Posted - 2011.10.26 14:39:00 -
[291] - Quote
Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).
It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this. |

Yvan Ratamnim
Phoenix Evolved Part Duo
15
|
Posted - 2011.10.26 15:02:00 -
[292] - Quote
So all good..
CCP still missing only a few things
- the 4th bonus to AF - nebula release date - details on pos's and temporary pos's (whatever that mobile pos thing was called)
Did anyone notice the destroyers are getting HP buff and sig radius nerf, and removal of the rof issue, did they just become epic fighter and frigate killers not just "soso" ones they actually look like they may be usefull for pvp possibly! |

Roosterton
Eternal Frontier
119
|
Posted - 2011.10.26 15:15:00 -
[293] - Quote
Gypsio III wrote:Shadowsword wrote: It come down to this: Can you even give a reason to choose a Talos over a Tornado for a fleet fight? There is none, for the same reason that current BC fleets are heavy on hurricanes and rarely contain a signifiant amount of harbingers.
The far superior mobility and damage projection abilities make choosing the AC-Tornado over the blaster-Talos in fleet a no-brainer. But since we shouldn't really expect blasters to be effective in fleet, given their short range, it's not really the right question. What we're looking for is reasons to fly the blaster-Talos over the AC-Tornado solo or in duo/trio. The problem here is that obvious choice is still the Tornado, despite the superior EFT damage and even the 90% web. In these very small environments, mobility and damage projection is king - the ability to get tackle and to avoid tackle, the ability to apply DPS outside web range. The Tornado has these abilities; the Talos does not. Sure, the good paper DPS and 90% web look good in EFT, but a suitable comparison is one of Serpentis and Angel ships - which are more popular in space?
You make some good points. The main selling point for the Talos, I feel, would be for solo. Because honestly, with no dronebay, no web bonus, and large guns, which other one of the tier 3 BC's would you trust not to get pinned down by a lone rifter and blobbed to death? The Amarr one might stand a chance due to being armor tanked, freeing up mids for webs... Except that it only has three mids, which is only enough for point/MWD/cap booster. 
That said, solo is a somewhat nich+¬ environment in today's EVE, so I guess it would be nice if they were at least somewhat viable for small gangs/fleets. Now to find a way to do it without obsoleting AC's... |

Denidil
The Graduates Morsus Mihi
112
|
Posted - 2011.10.26 15:23:00 -
[294] - Quote
Soundwave: troll! :D
i hope you're reading all the feedback here :D Anyone who is blue to DRF are cowards and have failed Eve.
MM Bombers, Best Bombers |

Proteus Maximus
The Red Exhilez Chaos Theory Alliance
19
|
Posted - 2011.10.26 15:25:00 -
[295] - Quote
Destroyer 5 never felt so fking good! Years of disappointment hopefully about to pay off :D Eve... It's just a better class of Idiot. |

MeBiatch
Republic University Minmatar Republic
66
|
Posted - 2011.10.26 15:30:00 -
[296] - Quote
read this its a very detailed thread on features and ideas that talks about a hybrid boost...
there are some pretty good ideas in there CPP... Read it before making changes to hybrids pretty please |

X Gallentius
Quantum Cats Syndicate
26
|
Posted - 2011.10.26 15:39:00 -
[297] - Quote
Grimpak wrote:tbh blasters still need a damage boost and a range cut, but if these stats go final, it's a good middle term.
rails would go for increasing RoF instead damage tho. ?? No way. RoF equals capped out more quickly.
|

MeBiatch
Republic University Minmatar Republic
66
|
Posted - 2011.10.26 15:46:00 -
[298] - Quote
X Gallentius wrote:Grimpak wrote:tbh blasters still need a damage boost and a range cut, but if these stats go final, it's a good middle term.
rails would go for increasing RoF instead damage tho. ?? No way. RoF equals capped out more quickly.
meh its not that bad if they reduce the cap activation cost to compensate for the increase rate of fire...
|

X Gallentius
Quantum Cats Syndicate
26
|
Posted - 2011.10.26 15:49:00 -
[299] - Quote
Onictus wrote: Personally I fly both, and I'll still fly both. But I'm still not terribly worried about Gallente being OP, serviceable perhaps...but certainly not OP.
Blasters can always be "because of neuted", in their native range. That alone will keep them from being too OP. |

Daedalus II
The Older Gamers
64
|
Posted - 2011.10.26 16:02:00 -
[300] - Quote
Buzzmong wrote:Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).
It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this. Then the question is, why do they even lower the agility of these ships. It's not like the Thorax for example ever has had any problems of being TOO agile. As a close range blaster ship, it if any ship would require high agility.
And coupled with the higher speed on all the affected ships, wouldn't that mean they will take even longer to change direction? So the already clumsy gallente ships will get "twice as much" clumsier (but a bit faster).
Could CCP perhaps like many here have messed up the values? Maybe they meant to change them the other way? |
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