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elitatwo
Congregatio
92
|
Posted - 2013.07.21 12:51:00 -
[241] - Quote
Max Zerg wrote:elitatwo wrote:Max Zerg wrote:Dear Developers,
Capacitor issues are not much discussed in the thread, so your input is really important
-snip-
Please, recommend newbies' cap stable PVE cruisers rail fits considering all of above Thanks You should know that weapon system are not balanced around level 2 or 3 missions but pvp. And Lead uses 50% less capacitor to give you a hint. -snip- Dear Elitatwo Thank you for the explanation. PVP is not much for noobs with zero EWAR skills and very beginner spaceship and gunnery skills as far as i understand the proposed changes the Gallente newbies are to 1) train Battlecruisers as soon as possible (becaise neigther Myrmidon nor Dominix have Hybrid weapon bonuses) 2) train Projectile Weapons (because of way less capacitor consuption) in other words CCP tells me - if you want to fly the drone boat DO NOT use cruisers but train BattleCruisers ASAP instead and DO NOT train Hybrid weapons. Same applies to Caldari newbie - learn Missiles and DO NOT train Hybrids I see a little problem here: proposed changes may be nice for "ALL 5" gurus, but (IMHO!) not much newbie-friendly of maybe i do not realize anything right and "new" rails are OK for beginners. I protest that much hoping to be heard and hoping my questions to be answered
Believe it or not even with all V skills railsguns have terrible tracking and I will cap myself out in my Moa in a level 3 using antimatter all rounds. A skill at level V does not prevent you from dying and you can make do with lower skills and kill older players if you set your mind to it. PVP does not start with pressing F1, it starts as an idea in your mind, choosing a ship to fly and set your mind fitting the ship in a a way that will accomplish the goal of killing another boat you choose to engage. Just set your mind that you will loose your ship no matter what you fit or if you are succesful or not and you can have a blast in your chosen playstyle. It is proven that you can kill a Rifter in a Thrasher or Catalyst with all tech1 meta 0 guns and tech1 ammo if you catch a pilot who does turn his or her guns on in time. You will fail a lot of times and learn a few things while you are at it but we all did and will continue to do so. You should also learn that it is not important to be cap stable in an EFT fit, you just need to keep an eye on your capacitor. You just need to have enough cap to wreck havoc in a short timespan. As soon as you think you don't have enough capacitor you should fly out of harms way and come back later when your capacitor is recharged. An afterburner or microwarpdrive will cap you out quickly but it will help you get out of harms way or diminish damage you recieve in a mission. Fit on of these and head to a nearby asteroid field and fly around a bit to get an idea how your capacitor is doing over time. And don't ever hit the "orbit" button and fly your ship by doubleclicking somewhere random in space in the direction of choosing. |

Jeffrey Asher
Bunne
7
|
Posted - 2013.07.21 23:37:00 -
[242] - Quote
I like the changes, bring 'em on.
I used medium rails and switched to arty as I found it better for missions, this may well give me a reason to switch back to rails again and try a Gallente gun boat instead of a drone boat.
Not quite sure I understand the number of people who are basically saying "I want to be able to install the best weapons, but then also install all the armour or shield tank I want, plus whatever else I want - make that change now"
Surely the point is that to have one thing brilliant you are going to have to pick and choose and sacrifice something else? |

Onictus
Silver Snake Enterprise Fatal Ascension
306
|
Posted - 2013.07.21 23:40:00 -
[243] - Quote
Jeffrey Asher wrote:I like the changes, bring 'em on.
I used medium rails and switched to arty as I found it better for missions, this may well give me a reason to switch back to rails again and try a Gallente gun boat instead of a drone boat.
Not quite sure I understand the number of people who are basically saying "I want to be able to install the best weapons, but then also install all the armour or shield tank I want, plus whatever else I want - make that change now"
Surely the point is that to have one thing brilliant you are going to have to pick and choose and sacrifice something else?
Because I can simply build a battlecruiser to do everything a HAC does, WITH top end weapons and a full tank.....if I want to give up the tank, I can fit battleship weapons.
....and I can do it for half of the price. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
994
|
Posted - 2013.07.22 00:11:00 -
[244] - Quote
Sarkelias Anophius wrote:Sergeant Acht Scultz wrote:Tobias Hareka wrote:I didn't know that medium rails can do 400-500 dps at 50km currently. Damn, I have to start using those right now. Aw indeed awesome fit, I couldn't do any better because I'm terrible at fittings, let me show you: [Brutix LOLHAHAHA] Magnetic Field Stabilizer II 800mm Reinforced Steel Plates II Energized Explosive Membrane II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Experimental 10MN Microwarpdrive I Sensor Booster II, Scan Resolution Script Sensor Booster II, Targeting Range Script Tracking Computer II, Optimal Range Script 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M 250mm Railgun II, Caldari Navy Antimatter Charge M [Empty High slot] Medium Ancillary Current Router I Medium Trimark Armor Pump I Medium Trimark Armor Pump I Hammerhead II x5 382 Guns DPS all skills 5 at 20.7+19.5km, then add the awesome sauce dps from drones 158 dps for a total 540DPS, now don't even try to fit long range ammo on your rails or you will feel like hara-kiri I'm sure I can do a little better with Federation Navy drones and an officer fit but I'm not quite sure  Yet this doesn't prove how horrible HM's are but ONLY how much of a piece of **** long range medium guns ARE. Also: -15% tracking?? - *Snip* Please refrain from personal attacks. ISD Ezwal Are you implying any of that gun damage would land at 50km? Which, let's check, is 10km outside falloff? Or was there some other purpose to this post that I can't make out?
You should know by now for that gun to put 0 dmg it's fall off +2 but with in yes you will apply ridiculous dmg still. Try it out with someone else, check your guns total op+fall off then ad an extra fall off range and shoot, see what happens ^^ *removed inappropriate ASCII art signature* - CCP Eterne |

Dillonp
Caldari Deep Space Ventures Tribal Band
0
|
Posted - 2013.07.22 05:17:00 -
[245] - Quote
Any plan to make defender missiles viable? |

Abyss Azizora
Sarum Prime Syndicate Group Paper Alliance
36
|
Posted - 2013.07.22 06:25:00 -
[246] - Quote
Dillonp wrote:Any plan to make defender missiles viable?
Ha ha ha ha *gasp* ah ha ha ha ha. *cough* *wheeze*
CCP doesn't want there to be any hard counters to missiles like every other weapon has. |

Ayla Crenshaw
Ministry of War Amarr Empire
35
|
Posted - 2013.07.22 08:05:00 -
[247] - Quote
I just saw a very interesting comparison over at The Mittani:
250mm Railgun II with Spike: DPS: 20 (27 after change) Alpha: 92 (106 after change) Optimal: 65 km Falloff: 15 km Cap/sec: -1.1 (-1.29 after change) PG: 187.2 CPU: 31.5
Heavy Beam Laser II with Aurora: DPS: 21 (26 after change) Alpha: 91 (114 after change) Optimal: 54 km Falloff: 10 km Cap/sec: -3.8 PG: 223.2 CPU: 27.8
Doesn't take tracking into account, yeah, but we're talking sniping ammo here. Mot relevant points bolded out.
Is it me or is there something terribly wrong here? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1157
|
Posted - 2013.07.22 08:58:00 -
[248] - Quote
Ayla Crenshaw wrote:I just saw a very interesting comparison over at The Mittani:
250mm Railgun II with Spike: DPS: 20 (27 after change) Alpha: 92 (106 after change) Optimal: 65 km Falloff: 15 km Cap/sec: -1.1 (-1.29 after change) PG: 187.2 CPU: 31.5
Heavy Beam Laser II with Aurora: DPS: 21 (26 after change) Alpha: 91 (114 after change) Optimal: 54 km Falloff: 10 km Cap/sec: -3.8 PG: 223.2 CPU: 27.8
Doesn't take tracking into account, yeah, but we're talking sniping ammo here. Mot relevant points bolded out.
Is it me or is there something terribly wrong here?
If you ignore the optimal part..
3,8 cap/s? Rofl.. no wonder its impossible to make a good beam omen..
Also the fittings on both of those are completely incompatable with armor tanking.. Which is **** for the omen that doesn't really have any other choice.. WTB FITTING REBALANCE >_>
BYDI recruitment closed-ish |

elitatwo
Congregatio
93
|
Posted - 2013.07.22 12:33:00 -
[249] - Quote
Ayla Crenshaw wrote:I just saw a very interesting comparison over at The Mittani:
250mm Railgun II with Spike: DPS: 20 (27 after change) Alpha: 92 (106 after change) Optimal: 65 km Falloff: 15 km Cap/sec: -1.1 (-1.29 after change) PG: 187.2 CPU: 31.5
Heavy Beam Laser II with Aurora: DPS: 21 (26 after change) Alpha: 91 (114 after change) Optimal: 54 km Falloff: 10 km Cap/sec: -3.8 PG: 223.2 CPU: 27.8
Doesn't take tracking into account, yeah, but we're talking sniping ammo here. Mot relevant points bolded out.
Is it me or is there something terribly wrong here?
Oh ma gawd, I can see it now  If you would have a boat with 5 of these gun, that would mean you can poke someone with an 530hp damage alpha strike at 65km. This is totally OP, no other ship can do so much damage with one shot at 65km.
Somebody call the goverment, we have a revolution on our hands!!!
Will Concord be able to intervene? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1158
|
Posted - 2013.07.22 12:40:00 -
[250] - Quote
elitatwo wrote:Ayla Crenshaw wrote:I just saw a very interesting comparison over at The Mittani:
250mm Railgun II with Spike: DPS: 20 (27 after change) Alpha: 92 (106 after change) Optimal: 65 km Falloff: 15 km Cap/sec: -1.1 (-1.29 after change) PG: 187.2 CPU: 31.5
Heavy Beam Laser II with Aurora: DPS: 21 (26 after change) Alpha: 91 (114 after change) Optimal: 54 km Falloff: 10 km Cap/sec: -3.8 PG: 223.2 CPU: 27.8
Doesn't take tracking into account, yeah, but we're talking sniping ammo here. Mot relevant points bolded out.
Is it me or is there something terribly wrong here? Oh ma gawd, I can see it now  If you would have a boat with 5 of these gun, that would mean you can poke someone with an 530hp damage alpha strike at 65km. This is totally OP, no other ship can do so much damage with one shot at 65km. Somebody call the goverment, we have a revolution on our hands!!! Will Concord be able to intervene?
He is pointing at beams having less optimal than rails.
You know and rails now using even more cap. BYDI recruitment closed-ish |

elitatwo
Congregatio
93
|
Posted - 2013.07.22 13:24:00 -
[251] - Quote
Garviel Tarrant wrote:
-snip-
He is pointing at beams having less optimal than rails.
You know and rails now using even more cap.
Oh okay but I don't see why this is a problem? So far there is no ship below battleship size that could fit those anyway 
Yes CCP Team Balance Boats, no cruiser or battlecruiser sized ship can even fit medium beams so there is no point in fitting them in the first place. And even if you could, the boats that would benefit from fitting those cannot kite because of agility and speed.
The same applies to railguns. Every tech 1 cruiser will be able to run you over and mock you for your fitting choice in a slow boat. |

Jerick Ludhowe
trolllolcorp
482
|
Posted - 2013.07.22 13:34:00 -
[252] - Quote
Crazy KSK wrote:858dps rail astarte 1016 with drones @ 20o+27f
Confirming rails are now OP and need to be nerfed
a bit out of whack maybe? maybe its just the Astarte that's broken, which would be odd since no one ever complained about it?
Yeah, the % increase in dps for these changes is way out of whack. I understand what they are "trying" to do here, however They are going at it the wrong way... We will be looking at railgun ships doing more dps than pretty much anything other than blaster ships...
In the end, the increase in dps is FAR FAR FAR too drastic...
Fozzie and rise... You are going through the normal balance dev cycle of doing a few things right followed by a plethora of full ******... Tomb did it, tux did it, now you guys are doing it. Time for new balance devs I say... Ones that are not arrogantly aspie (i'm looking at you fozzie) would be nice. |

Akturous
Immortalis Inc. Shadow Cartel
175
|
Posted - 2013.07.22 14:01:00 -
[253] - Quote
So, since I don't use them, I just didn't realise how **** beams were.
Taking two omen fits:
[Omen, Armour Kite] Internal Force Field Array I 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Collision Accelerator I
[Omen, Beams lol] Damage Control II 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Adaptive Nano Plating II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Metastasis Adjuster I
These both have a 26km optimal, that's great, right at the edge of heated point range. Here's the thing, currently the pulse one does 297 dps and the beam does 248. Post patch that'll be 310. Here's the rub, currently the tracking on the pulses is .084 and on the beams it's .060. Post patch that will be worse and of course the pulse one has the option of switching out to high damage high tracking multifreq.
So for 13dps, you're getting 30% less tracking, no close range option and .1 GJ/s less cap use on each gun. Oh and of course you use more cpu which means you have to drop an EANM for an adaptive, losing you ehp.
TLDR lol beams. Vote Item Heck One for CSM8 |

Kagura Nikon
Mentally Assured Destruction
449
|
Posted - 2013.07.22 14:07:00 -
[254] - Quote
elitatwo wrote:Garviel Tarrant wrote:
-snip-
He is pointing at beams having less optimal than rails.
You know and rails now using even more cap.
Oh okay but I don't see why this is a problem? So far there is no ship below battleship size that could fit those anyway  Yes CCP Team Balance Boats, no cruiser or battlecruiser sized ship can even fit medium beams so there is no point in fitting them in the first place. And even if you could, the boats that would benefit from fitting those cannot kite because of agility and speed. The same applies to railguns. Every tech 1 cruiser will be able to run you over and mock you for your fitting choice in a slow boat.
Are you insane? Beams are very fittable. Rails fittign bottleneck is CPU,, whiel beams is PG.
I use beams on my zealot with no problems. Also use them on my navy omen.
BEams have shorter range because they have superior tracking and they USED to have higher dps. |

Kagura Nikon
Mentally Assured Destruction
449
|
Posted - 2013.07.22 14:09:00 -
[255] - Quote
Aglais wrote:Everything looked fine until you snipped off 15% of the already poor tracking Railguns have.
Are you trying to make Caldari gunboats into things that HAVE to sit at 150 kilometers because of weak tank, caused by PG-hungry turrets, that STILL don't really have enough of a punch to be justified fitting at all?
They reduced tracking on ALLL types. Geeesh peopel are so selective on readin that it amazes me. They are not trying to do ANYTHIGN bad to railboats!! |

Kagura Nikon
Mentally Assured Destruction
449
|
Posted - 2013.07.22 14:11:00 -
[256] - Quote
Max Zerg wrote:elitatwo wrote:Max Zerg wrote:Dear Developers,
Capacitor issues are not much discussed in the thread, so your input is really important
-snip-
Please, recommend newbies' cap stable PVE cruisers rail fits considering all of above Thanks You should know that weapon system are not balanced around level 2 or 3 missions but pvp. And Lead uses 50% less capacitor to give you a hint. -snip- Dear Elitatwo Thank you for the explanation. PVP is not much for noobs with zero EWAR skills and very beginner spaceship and gunnery skills as far as i understand the proposed changes the Gallente newbies are to 1) train Battlecruisers as soon as possible (becaise neigther Myrmidon nor Dominix have Hybrid weapon bonuses) 2) train Projectile Weapons (because of way less capacitor consuption) in other words CCP tells me - if you want to fly the drone boat DO NOT use cruisers but train BattleCruisers ASAP instead and DO NOT train Hybrid weapons. Same applies to Caldari newbie - learn Missiles and DO NOT train Hybrids I see a little problem here: proposed changes may be nice for "ALL 5" gurus, but (IMHO!) not much newbie-friendly of maybe i do not realize anything right and "new" rails are OK for beginners. I protest that much hoping to be heard and hoping my questions to be answered
PVP is for ANY player with a 5 days old character. No You do nto need lots of ewar skills. You need a frigate with t1 web and point and a MWD or AB.
Stop whinning. Rails have FAR HIGHER dps than arties. Using capacitor is a MINUSCLE price for that. Not only that... your gallente boats have more base capacitor than minmatar ones!
|

Kagura Nikon
Mentally Assured Destruction
449
|
Posted - 2013.07.22 14:13:00 -
[257] - Quote
Akturous wrote:So, since I don't use them, I just didn't realise how **** beams were.
Taking two omen fits:
[Omen, Armour Kite] Internal Force Field Array I 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Collision Accelerator I
[Omen, Beams lol] Damage Control II 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Adaptive Nano Plating II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Metastasis Adjuster I
These both have a 26km optimal, that's great, right at the edge of heated point range. Here's the thing, currently the pulse one does 297 dps and the beam does 248. Post patch that'll be 310. Here's the rub, currently the tracking on the pulses is .084 and on the beams it's .060. Post patch that will be worse and of course the pulse one has the option of switching out to high damage high tracking multifreq.
So for 13dps, you're getting 30% less tracking, no close range option and .1 GJ/s less cap use on each gun. Oh and of course you use more cpu which means you have to drop an EANM for an adaptive, losing you ehp.
TLDR lol beams.
But you selectively use T1 ammo on the beams one and t2 on the pulse one..
TRY AGAIN!! PLot a graph for all their ammos and you will see why there are times where beams are better.
|

Akturous
Immortalis Inc. Shadow Cartel
175
|
Posted - 2013.07.22 15:56:00 -
[258] - Quote
Kagura Nikon wrote: But you selectively use T1 ammo on the beams one and t2 on the pulse one..
TRY AGAIN!! PLot a graph for all their ammos and you will see why there are times where beams are better.
Because I was selecting the beam ammo which gave the same range as the scorch in the pulses. If you can't understand what I did there and why the beams should dominate at mid range in either tracking or damage, then just biomass. Vote Item Heck One for CSM8 |

Akturous
Immortalis Inc. Shadow Cartel
175
|
Posted - 2013.07.22 15:58:00 -
[259] - Quote
Kagura Nikon wrote:
BEams have.... superior tracking
Proof you have NFI.
Vote Item Heck One for CSM8 |

Kururugi
Science and Trade Institute Caldari State
8
|
Posted - 2013.07.22 21:15:00 -
[260] - Quote
Please do not forget about Quad Light Beam. |

Syntheos
Voidstar Free Flight Foundation
0
|
Posted - 2013.07.23 00:02:00 -
[261] - Quote
Its hard enough to hit things with artillery as it is decreasing the amount of time it takes will give you a slightly better chance of hitting but you'll probably just end up running out of ammo much quicker than before. not that a 5 percent reduction is that big of a deal but it can eventually become just that. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1003
|
Posted - 2013.07.23 00:18:00 -
[262] - Quote
Syntheos wrote:Its hard enough to hit things with artillery as it is decreasing the amount of time it takes will give you a slightly better chance of hitting but you'll probably just end up running out of ammo much quicker than before. not that a 5 percent reduction is that big of a deal but it can eventually become just that.
Ho indeed my instacane will indeed suffer tons from this because artillery was really really bad amirite? 
By the way, no one ever sees Arty Tornados Arty instacanes Arty lokis/munins Arty Cynabals or even Arty Maelstroms/Tempests... *removed inappropriate ASCII art signature* - CCP Eterne |

Ayla Crenshaw
Ministry of War Amarr Empire
35
|
Posted - 2013.07.23 05:58:00 -
[263] - Quote
Sergeant Acht Scultz wrote:Syntheos wrote:Its hard enough to hit things with artillery as it is decreasing the amount of time it takes will give you a slightly better chance of hitting but you'll probably just end up running out of ammo much quicker than before. not that a 5 percent reduction is that big of a deal but it can eventually become just that. Ho indeed my instacane will indeed suffer tons from this because artillery was really really bad amirite?  By the way, no one ever sees Arty Tornados Arty instacanes Arty lokis/munins Arty Cynabals or even Arty Maelstroms/Tempests...
You forgot about Arty Abaddons. |

Trinkets friend
T.R.I.A.D
1059
|
Posted - 2013.07.23 11:01:00 -
[264] - Quote
Going back to Rise's OP about the tracking...
a) it is laughable that you compare a blaster Talos to a 250mm rail Deimos in terms of the tracking. Yes, technically you will hit more often with a Deimos with two Tracking Enhancers. It still doesn't make it all equal in terms of DPS and effectiveness.
I am yet to see what kind of fit you have with a Deimos that will use 2 x TE's. I am guessing it is supposed to be a sheimos now it has 4 mids? Dissy, MWD, LSE, and either a cap booster or invul. What is the tank going to be on a shield-fit Deimos? 25K? 30K? With only two rig slots I'm guessing we drop in an EM rig and an extender rig. Lows, 2 x TE's, 2 Magstabs, 1 RCU for fitting, and a DCU. DPS? 400? 600?
Or, a blaster Talos. Sure it nominally gets 20% less on-target DPS but it starts at 1200 and competes with 400-600. You might lose 20% but you will still be ahead on ISK, tank and spank.
You are also suffering, as everyone says, 15% more cap use. So you are looking at possibly 1.5 to 2 minutes cap, tops (currently blaster Deimos is 4 to 4.5).
I remain underwhelmed. I would still choose the Talos.
b) Medium arty, rails and beams are already quite problematic in small deployments against small ships. The example cited, being a Talwar flying with a MWD in a corkscrew, is an interesting choice. The problem that rail, arty and beam ships will face against frigates is that already if you get within too short a range and get orbited, it's all over bar the kicking and screaming. Now you are 15% more up the creek. Kite fits don't fit webs...so why would you like a 15% tracking nerf and optimals and falloffs which don't really see you fighting well outside of 20km?
Indigently pwning indifferently. Some sucker buy me a Naglfar. http://www.localectomy.blogspot.com.au
|

Linistitul
Sebiestor Tribe Minmatar Republic
2
|
Posted - 2013.07.23 11:28:00 -
[265] - Quote
CCP Rise wrote: Medium Rails (all sizes and metas): -15% Tracking Speed
Wasn't tracking speed & damage that plagued rails for years? You just nerfed poor Fonzie.
|

Maximilian Akora
It's just business.
6
|
Posted - 2013.07.23 12:03:00 -
[266] - Quote
Akturous wrote:So, since I don't use them, I just didn't realise how **** beams were.
Taking two omen fits:
[Omen, Armour Kite] Internal Force Field Array I 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Collision Accelerator I
[Omen, Beams lol] Damage Control II 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Adaptive Nano Plating II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Small Electrochemical Capacitor Booster I, Navy Cap Booster 400 Warp Disruptor II
Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M Focused Medium Beam Laser II, Imperial Navy Xray M
Medium Energy Locus Coordinator I Medium Energy Locus Coordinator I Medium Energy Metastasis Adjuster I
These both have a 26km optimal, that's great, right at the edge of heated point range. Here's the thing, currently the pulse one does 297 dps and the beam does 248. Post patch that'll be 310. Here's the rub, currently the tracking on the pulses is .084 and on the beams it's .060. Post patch that will be worse and of course the pulse one has the option of switching out to high damage high tracking multifreq.
So for 13dps, you're getting 30% less tracking, no close range option and .1 GJ/s less cap use on each gun. Oh and of course you use more cpu which means you have to drop an EANM for an adaptive, losing you ehp.
TLDR lol beams.
Short range T2 ammo for long range weapons give extra tracking, Gleam in this case.
|

Ayla Crenshaw
Ministry of War Amarr Empire
36
|
Posted - 2013.07.23 12:57:00 -
[267] - Quote
Maximilian Akora wrote:Short range T2 ammo for long range weapons give extra tracking, Gleam in this case.
Gleam would leave the beams with (I don't have EFT on hand...) about 9km Optimal. |

lone wolfman
State War Academy Caldari State
0
|
Posted - 2013.07.23 13:11:00 -
[268] - Quote
What is the point of these changes. RoF and Dps is being increased, but you are actually taking the tracking out. rails already struggle to hit targets and with these changes they will just miss all. this not a buff, its a nerf.
tracking bonus would have helped more than the dpS multiplier. that additional DPS is of no use if the gunns cannot track.
|

elitatwo
Congregatio
97
|
Posted - 2013.07.23 13:20:00 -
[269] - Quote
Ayla Crenshaw wrote:Maximilian Akora wrote:Short range T2 ammo for long range weapons give extra tracking, Gleam in this case. Gleam would leave the beams with (I don't have EFT on hand...) about 9km Optimal.
this ^
And javelin ammo on railguns have a tracking bonus but in reality a number with a low value like 0.001 that gets a tracking bonus of 75% is still a low value.
Rails and beams need a tracking buff, not a nerf. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1351
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Posted - 2013.07.23 13:41:00 -
[270] - Quote
The fact you're reducing tracking BELOW BATTLESHIP SIZED GUNS is pretty indicative of a problem. I understand Signature Resolution plays into this as well, but you're skewing things to an extreme.
Thoughts :: Med Short Turret weapons are more flexible and more adaptable to situations, even "longer" range situations.
Med Long Turret weapons are being further and further cornered into a small role performance.
In the modern fleet fight, keeping range is a luxury that you don't really have. The only fleets that dictate range are loki-boosted cruisers with specific kite setups in mind. And even then, with a proper counter cruiser loki-boosted fleet, you nullify that pretty quickly.
So, Medium Long range weapons fall into an inconvenient squeeze between the larger weapon platforms, such as the Tr3 BCs, which can EASILY reach up to 70km+ with large weapons and not a lot of effort and can dictate range well, while being unable to compete with the shorter range weapon platforms.
At the end of the day, I really would like the balance team to take a step back before these changes and lay down a very simple idea....
"What is the purpose of medium long range turrets? How do they fit into the tactical arena?"
Besides artillery, I have only ever used medium rail-guns on my Arazu/Lachesis because I NEVER want to be close in range with those cruisers, and arguably can always dictate range. And the Zealot can pull it off because it gets a HUGE range bonus for their Beam weapons. Other than that, if you can not guarantee dictating range or increase range to a sufficient amount, then medium long range weapons fail, and even worse after the tracking penalties happen because they can't adapt to the situation as presented.
So, perhaps you should sit down and re-view your "purpose" for medium long range weapons. Decide on a clear GOAL that they accomplish on the battlefield, and restructure your changes accordingly. Because, right now, I don't think the issue is what the numbers are tweaked at, it's "Besides a few ultra-specific usages, why do we have these weapons?" Where I am. |
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