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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Billy Colorado
2
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Posted - 2011.10.25 18:20:00 -
[121] - Quote
So... Tight... |
Perdition64
The Xenodus Initiative. ORPHANS OF EVE
4
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Posted - 2011.10.25 18:23:00 -
[122] - Quote
CCP Guard wrote:Data from early test builds is always very likely to change. But that's no reason not to discuss possibilities.
At some point soon we'll publish a dev blog to tell you what we're thinking and to get feedback from you.
Eventually some version of these stats will also make its way to SiSi for you to test and play around with.
I think you guys have done well so far.
Some thoughts:
With regards to hybrids, it seems like its a good start. Few minor details I think:
- Damage bonus on spike ammo I think, really create a competitive role for long range sniping. Not over the top, just a some damage over the top, I think an extra 10% bonus for spike ammo should do it.
- Agility and velocity changes seem solid, allows blaster boats to get in easier. Could need a little more nudging forward, but I think for a "first pass", this seems good.
Dramiel:
- Smacked hard by the nerfbat, but not too hard, its now an alternative, rather than a superior I think.
Tier 3 BC's:
- Very nicely done I think. They're not better, they're different. Tier 2 tanks better, but deals a bit less, Battleships are slower, but tank better. CCP have created a glass cannon role that works well, yet has counters. I like it. Sniping BS's still have their place, as these things will get vaporised instantly.
There are obviously areas to improve, but I'm impressed considering its a first go at things. I do think the damage buff to spike is needed though.
T2 missiles:
- Perhaps re-add the penalty for these, I don't think Drake needed any buffs. |
Junko Sideswipe
Broski Enterprises Elite Space Guild
2
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Posted - 2011.10.25 18:26:00 -
[123] - Quote
Big thanks to CSM6 for tirelessly pointing out the need for these changes all year. VERY BIG thanks to White Tree who has been fighting tooth and nail for a hybrid rebalance and a need to make gallente a flyable race once again.
Thank you CSM6. |
David Grogan
The Motley Crew Reborn
110
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Posted - 2011.10.25 18:30:00 -
[124] - Quote
Junko Sideswipe wrote:Big thanks to CSM6 for tirelessly pointing out the need for these changes all year. VERY BIG thanks to White Tree who has been fighting tooth and nail for a hybrid rebalance and a need to make gallente a flyable race once again. Thank you CSM6.
it wasn't all down to csm6............ i thank all those that unsubbed and made hilmar pull his head out of his ass and see the light again Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |
NoLimit Soldier
Concentrated Evil
2
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Posted - 2011.10.25 18:32:00 -
[125] - Quote
Shut up and take my money CCP. |
Tippia
Sunshine and Lollipops
985
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Posted - 2011.10.25 18:34:00 -
[126] - Quote
NoLimit Soldier wrote:Shut up and take my money CCP. ^^ It's really this simple. 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 |
Zagam
Incompertus INC Fatal Ascension
206
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Posted - 2011.10.25 18:35:00 -
[127] - Quote
Calapine wrote:Quote: 125mm Railgun II
capacitorNeed: 2.15 => 1.505 cpu: 17.0 => 16.0 damageMultiplier: 2.4 => 2.64 That's a straight 10% damage increase to rail guns, but no such change to blaster damage. Hmpff, I am not sure a wee bit more tracking is enough to make me fall in love with blasters again.
Blasters biggest issue wasn't the damage, it was even hitting the target (your effective range was tanked due to the bad tracking)..
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Tristan North
The Scope
26
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Posted - 2011.10.25 18:36:00 -
[128] - Quote
Max Von Sydow wrote:Woooo! Web bonuses for gallente! Where did you read it? Can't see it
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Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
0
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Posted - 2011.10.25 18:36:00 -
[129] - Quote
Quote: Oneiros lowSlots: 4.0 => 5.0 maxVelocity: 214.0 => 230.0 medSlots: 5.0 => 4.0 powerOutput: 850.0 => 1050.0 signatureRadius: 80.0 => 70.0 warpSpeedMultiplier: 1.0 => 1.25 Oneiros overhaul! Whee!
Also, the addition of 'Old Deimos' (I think the stats are status quo) hints that they're reworking this too.
Hybrid buff + overall speed and agility buff + Oneiros buff + possible Deimos buff = Absolutely f*****g awesome for Gallente pilots. |
De'Veldrin
Norse'Storm Battle Group Intrepid Crossing
43
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Posted - 2011.10.25 18:36:00 -
[130] - Quote
Koronakesh wrote:Ingvar Angst wrote:By the way, what does setting the isCapitalSize flag do in game if I may ask? Since DD modules will only be able to shoot capital ships after the expansion, I assume the isCapitalSize is a check allowing or disallowing the use of the DD against a ship
I was thinking the same thing. Seems plausible at any rate. Unsub or don't.-á I don't care what your reasons are, and neither does anyone else.-á Just click the button and go away - or don't. |
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Ashera Yune
Royal Amarr Institute Amarr Empire
1
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Posted - 2011.10.25 18:37:00 -
[131] - Quote
Tristan North wrote:Max Von Sydow wrote:Woooo! Web bonuses for gallente! Where did you read it? Can't see it [+] Talos [+|n] bcLargeHybridTurretCPUNeedBonus [+|n] bcLargeHybridTurretCapacitorNeedBonus [+|n] bcLargeHybridTurretPowerNeedBonus [+|n] leadershipCpuBonus [+|n] massFactor [+|n] shipHybridDamageBonusBC2 [+|n] shipStasisWebSpeedFactorBonusBC1 |
Baneken
The New Knighthood The Polaris Syndicate
14
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Posted - 2011.10.25 18:37:00 -
[132] - Quote
Oneiros + 1 low and -1 mid slot and lower sig along with tad more speed. Ships getting slight agility & speed boost across the board; with dramiel getting the shaft and not much changes for minmatar. Hybrids getting vastly reduced in both capacitor and grid consumption, tracking buffs for blasters. Javelin & quake getting a tracking buff and no more cap drain penalty for javelins.
Looks nice to me.
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Killstealing
Broski Enterprises Elite Space Guild
99
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Posted - 2011.10.25 18:41:00 -
[133] - Quote
THANK YOU BASED CSM 6 |
Denidil
The Graduates Morsus Mihi
112
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Posted - 2011.10.25 18:52:00 -
[134] - Quote
Calapine wrote:Quote: 125mm Railgun II
capacitorNeed: 2.15 => 1.505 cpu: 17.0 => 16.0 damageMultiplier: 2.4 => 2.64 That's a straight 10% damage increase to rail guns, but no such change to blaster damage. Hmpff, I am not sure a wee bit more tracking is enough to make me fall in love with blasters again.
blasters might need some additional range. Anyone who is blue to DRF are cowards and have failed Eve.
MM Bombers, Best Bombers |
Denidil
The Graduates Morsus Mihi
112
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Posted - 2011.10.25 18:54:00 -
[135] - Quote
Calapine wrote:Quote: 125mm Railgun II
capacitorNeed: 2.15 => 1.505 cpu: 17.0 => 16.0 damageMultiplier: 2.4 => 2.64 That's a straight 10% damage increase to rail guns, but no such change to blaster damage. Hmpff, I am not sure a wee bit more tracking is enough to make me fall in love with blasters again.
blasters might need a little range loving. Anyone who is blue to DRF are cowards and have failed Eve.
MM Bombers, Best Bombers |
Calapine
Xeno Tech Corp Flatline.
4
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Posted - 2011.10.25 18:54:00 -
[136] - Quote
Zagam wrote: Blasters biggest issue wasn't the damage, it was even hitting the target (your effective range was tanked due to the bad tracking)..
Even in a world where tracking is not an issue the very small "on paper" DPS advantage blasters have over a weapons system as, lets say, pulse lasers doesn't outweigh the downsides of minuscule range. Not to mention there isn't even a theoretical DPS lead when using any ammo but antimatter.
Outside a few select choice scenarios (docking games, 1vs1, etc..) the few percent of extra damage blasters do isn't worth giving up the benefit of range and versatility of instant ammo switches. In most cases it's better to cause 100% damage right after lock on, instead of 110% damage after slow-boating into range for half a minute.
And that's before the tracking issues you rightly mentioned come into play. In short: tracking buff, yes, but don't stop there.
Cala |
Blue Binary
Polychoron
3
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Posted - 2011.10.25 18:59:00 -
[137] - Quote
1424. * Production Efficiency 1425. + manufactureCostBonusShowInfo: -5.0
If I read this right, that means the Production Efficiency skill will increase from 4% to 5% per level, giving an additional 5% at level 5 to become 25%.
Meaning less demand for minerals = cheaper manufactured goods and (initial) fall in price of minerals. |
NoLimit Soldier
Concentrated Evil
2
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Posted - 2011.10.25 19:03:00 -
[138] - Quote
Blue Binary wrote:1424. * Production Efficiency 1425. + manufactureCostBonusShowInfo: -5.0
If I read this right, that means the Production Efficiency skill will increase from 4% to 5% per level, giving an additional 5% at level 5 to become 25%.
Meaning less demand for minerals = cheaper manufactured goods and (initial) fall in price of minerals.
Get out of here carebear. This is a PVP thread and we no room for your types here.
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Blue Binary
Polychoron
3
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Posted - 2011.10.25 19:12:00 -
[139] - Quote
NoLimit Soldier wrote:Blue Binary wrote:1424. * Production Efficiency 1425. + manufactureCostBonusShowInfo: -5.0
If I read this right, that means the Production Efficiency skill will increase from 4% to 5% per level, giving an additional 5% at level 5 to become 25%.
Meaning less demand for minerals = cheaper manufactured goods and (initial) fall in price of minerals. Get out of here carebear. This is a PVP thread and we no room for your types here. Get out of here troll. This is a discussion thread and there is no room for your type here.
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Dare Devel
Perkone Caldari State
2
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Posted - 2011.10.25 19:12:00 -
[140] - Quote
Calapine wrote:Zagam wrote: Blasters biggest issue wasn't the damage, it was even hitting the target (your effective range was tanked due to the bad tracking)..
Even in a world where tracking is not an issue the very small "on paper" DPS advantage blasters have over a weapons system as, lets say, pulse lasers doesn't outweigh the downsides of minuscule range. Not to mention there isn't even a theoretical DPS lead when using any ammo but antimatter. Outside a few select choice scenarios (docking games, 1vs1, etc..) the few percent of extra damage blasters do isn't worth giving up the benefit of range and versatility of instant ammo switches. In most cases it's better to cause 100% damage right after lock on, instead of 110% damage after slow-boating into range for half a minute. And that's before the tracking issues you rightly mentioned come into play. In short: tracking buff, yes, but don't stop there. Cala
Large Neutron blaster Range with NULL is still below 30 KM (without additional mods) ---> easily kitable
Hybrid T2 Ammo (both types) still retains the negative tracking attribute (-25%)
Hybrid ammo volume still the same
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Wacktopia
Sicarius. Legion of The Damned.
19
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Posted - 2011.10.25 19:28:00 -
[141] - Quote
Hope is true...
Blasters wih more trackong and lower power needs. Gallente are fast ;). Rails do more damage. New BC's. Oneiros with more lows and fewer mids.
HELL YEAH GALLENTE! |
Wacktopia
Sicarius. Legion of The Damned.
19
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Posted - 2011.10.25 19:32:00 -
[142] - Quote
Dare Devel wrote:Calapine wrote:Zagam wrote: Blasters biggest issue wasn't the damage, it was even hitting the target (your effective range was tanked due to the bad tracking)..
Even in a world where tracking is not an issue the very small "on paper" DPS advantage blasters have over a weapons system as, lets say, pulse lasers doesn't outweigh the downsides of minuscule range. Not to mention there isn't even a theoretical DPS lead when using any ammo but antimatter. Outside a few select choice scenarios (docking games, 1vs1, etc..) the few percent of extra damage blasters do isn't worth giving up the benefit of range and versatility of instant ammo switches. In most cases it's better to cause 100% damage right after lock on, instead of 110% damage after slow-boating into range for half a minute. And that's before the tracking issues you rightly mentioned come into play. In short: tracking buff, yes, but don't stop there. Cala Large Neutron blaster Range with NULL is still below 30 KM (without additional mods) ---> easily kitable Hybrid T2 Ammo (both types) still retains the negative tracking attribute (-25%) Hybrid ammo volume still the same
Power and CPU is right down though so you can fit bigger guns that will have a bit more range and damage so it is effectively a damage and range buf also.
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MotherMoon
Huang Yinglong
135
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Posted - 2011.10.25 19:35:00 -
[143] - Quote
Zagam wrote:Shadowsword wrote:I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.
But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name. I think it would be too quick to say if a Tornado could kill a Hurricane or not. The cane has a better tank, but the Tornado will have a much better dps. Its basically going to boil down to the fit, and the dynamics of the fight itself.
other than the fat that large guns have a problem hitting a hurricane |
tika te
Royal Amarr Institute Amarr Empire
1
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Posted - 2011.10.25 19:36:00 -
[144] - Quote
the problem with blasters is not their cap usage or their cpu need, but tracking and ridculous low range. in todays eve warfare, fights below 10km only happen with frigs...deimos should be able to hit at least 12-20km, not below 10km.. large blaster with optimals way below 20km..well..bs are simply to slow (even with agility boost) to compensate that; a hyperion with neutrons and lead ammo has about 10km optimal + falloff and speed/agility of cotton wool... 50-100m/s more topspeed with mwd won't make any real difference here. |
Krell Kroenen
Miners In Possession
4
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Posted - 2011.10.25 19:46:00 -
[145] - Quote
Shadowsword wrote:I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.
But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name.
More like pocket battleship like the Graf Spee
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JC Anderson
Noir. Noir. Mercenary Group
13
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Posted - 2011.10.25 19:47:00 -
[146] - Quote
Tippia wrote:NoLimit Soldier wrote:Shut up and take my money CCP. ^^ It's really this simple.
Indeed it is. |
Hungry Eyes
Ministry of War Amarr Empire
0
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Posted - 2011.10.25 19:52:00 -
[147] - Quote
starting gall bs 5, followed by large hybrid 5. tis a good day. |
XavierVE
Reasonable People Of Sound Mind
30
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Posted - 2011.10.25 19:55:00 -
[148] - Quote
WTB: time travel machine, slightly used is fine.
"Winter" can't come soon enough :( |
JC Anderson
Noir. Noir. Mercenary Group
13
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Posted - 2011.10.25 19:56:00 -
[149] - Quote
Hungry Eyes wrote:starting gall bs 5, followed by large hybrid 5. tis a good day.
<---Not regretting training hybrids to max a couple years ago now. ;)
XavierVE wrote:WTB: time travel machine, slightly used is fine.
"Winter" can't come soon enough :(
Just try the plan Cartman had in the SP episode where he had butters freeze him so he would wake up after the new Nintendo was released. |
Xorth Adimus
Blackwater USA Inc. Against ALL Authorities
3
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Posted - 2011.10.25 19:56:00 -
[150] - Quote
MotherMoon wrote:Zagam wrote:Shadowsword wrote:I like the new BC stats. They look like usefull ships, while not making tier2 BC obsoletes. Because with their low HP, a Tornado isn't going to kill a Hurricane 1v1. Quite the contrary.
But with their stats, maybe "heavy cruiser" is more accurate than "battlecruiser" as a class name. I think it would be too quick to say if a Tornado could kill a Hurricane or not. The cane has a better tank, but the Tornado will have a much better dps. Its basically going to boil down to the fit, and the dynamics of the fight itself. other than the fat that large guns have a problem hitting a hurricane
Take a well fit 30 man battlecruiser fleet up against a well fit 20 man nanotempest fleet, your BC fleet is going to get raped, large autocannons have no problem at all hitting those fat BC hulls.. but the tier3 BC hulls are indeed smaller and potentially faster with high DPS..
In other news ... All hail the Tornado the new god of nanopvp!
Quite interested in the nano possibilities with the other new BCs too..
With hybrids I'd like to see a range of new ammo bonuses (tracking/ optimal) for the middle of the range unused ammos, like CCP did with projectiles:
-Spike lead and AM are the only general ammo most people use for rails.
-For blasters its null or AM.
Doesn't seem right.
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