Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
|

CCP Rise
C C P C C P Alliance
1620

|
Posted - 2013.07.18 10:49:00 -
[1] - Quote
Good morning space adventurers!
IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3
Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did.
Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed
Medium Beams: +25% Damage Multiplier -10% Tracking Speed
Medium Artillery: +10% Rate of Fire -5% Tracking
So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit.
From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations.
To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate:
The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304
It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll.
One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPH
There are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition.
As always, looking forward to feedback. CCP Rise
|
|

Rabbit P
Die Valkyrja Pangu Coalition
5
|
Posted - 2013.07.18 10:50:00 -
[2] - Quote
first
we are waiting it so long |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
789
|
Posted - 2013.07.18 10:55:00 -
[3] - Quote
brb refitting ferox |

Shinzhi Xadi
Royal Amarr Institute Amarr Empire
58
|
Posted - 2013.07.18 11:01:00 -
[4] - Quote
As an Amarr specialized player, these changes look good to me. |

Omnathious Deninard
Novis Initiis
1270
|
Posted - 2013.07.18 11:04:00 -
[5] - Quote
CCP Rise wrote: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304
It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos.
As always, looking forward to feedback. CCP Rise
I don't thing there is such a thing as a "standard" ship fit, that would imply you are balancing around a specific fit and then using anything but that means you can't compete.
I also believe comparing 2 different charge types is a bad idea, null charges have a 25% tracking penalty. Ideas for Drone ImprovementTwitter Account-á @Omnathious |

Tremer Latan
Airkio Mining Corp Gentlemen's Agreement
0
|
Posted - 2013.07.18 11:05:00 -
[6] - Quote
I was looking out for this since your post on Twitter ... finally I can fit the Gallente ships for longrange without thinking, that i should have used minmatarr instead. |

Harvey James
Deep Core Mining Inc. Caldari State
285
|
Posted - 2013.07.18 11:14:00 -
[7] - Quote
mmkay so why are all the comparisons ignoring T2 ammo? ..... who uses antimatter on rails? .. anyone?
T2 ammo needs a buff on long range guns .. -75% range makes it unusable... 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. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
790
|
Posted - 2013.07.18 11:18:00 -
[8] - Quote
Harvey James wrote:mmkay so why are all the comparisons ignoring T2 ammo? ..... who uses antimatter on rails? .. anyone?
T2 ammo needs a buff on long range guns .. -75% range makes it unusable...
Antimatter has great range. Javelin could use a bit more range, but i think other than that its quite balanced. Antimatter should be better in some circumstances so how it is now is decent. Javelin does cripple your range just a little too much IMO. Spike is great and should stay as is. With the damage boost it will get it will be super useful. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
274
|
Posted - 2013.07.18 11:28:00 -
[9] - Quote
It's funny how short range guns are basically entirely about their T2 long range ammo. I thought T2 was supposed to be niche, specialist ammo, not what you use all the time. Can you imagine trying to use a blaster ship without carrying a large pile of null and having it loaded all the time by default, because it's plain better in 99% of situations? Anyway, you should probably be nerfing the obviously overpowered things (ABCs, scorch, null and barrage). It's insanity that you're balancing stuff around a shield null talos of all things, one of the most broken things around. I'd probably go with a -75% tracking penalty on null scorch barrage, instead of 25%, and/or just reducing the range.
It'd be nice if you could look at low-tier long range guns, because they're much worse than low-tier short range guns. It'd also be nice if you could do something with range bonuses. Amarr optimal bonuses are great, minmatar falloff bonuses for ACs are great, but artilleries and hybrid guns are all half optimal half falloff, meaning they only get half the benefit of a range bonus that lasers or ACs do.
If you want to move the game away from being entirely about t2 ammo (no diversity, bad for new players, etc.), you could slow the damage reduction on t1 ammos as you go up the ranges, and make it so projectile and hybrid ammos have bonuses/penalties to both optimal and falloff (some number jiggling would be required), so you could load longer range t1/faction ammos into falloff/s weapons
Edit: You should probably stop testing gallente ships with shield tanks on them. It's supposed to be possible to armour tank gallente, it's supposed to be what they do best. If I load up EFT and find that it's impossible to rail fit anything unless you load LSEs instead of 800mm plates, I'll be quite disappointed. |

David Kir
Tailender
48
|
Posted - 2013.07.18 11:29:00 -
[10] - Quote
Bringing back the midrange AHAC Zealot? AAAAAAWWWW YIIIIISSSSS!!!
PS: nice to see Azual getting some credit, that article of his is golden. Now should he write some more of those damn articles, that'd be even better. |
|

Schmell
Russian Thunder Squad Darkness of Despair
34
|
Posted - 2013.07.18 11:34:00 -
[11] - Quote
OP AS **** |

Luscius Uta
Unleashed' Fury Forsaken Federation
45
|
Posted - 2013.07.18 11:38:00 -
[12] - Quote
It's a general consensus that Medium Rails need a buff, but giving them a 15% bonus to both RoF and damage seems a bit drastic to me - they don't suck that bad (and Rail Proteus or Astarte still works very well in killing rats that are weak to Kin/Thermal). But, since both Rails and Beams need capacitor to fire and are limited in terms of what damage they can inflict, they need to have at least 10% more DPS than Artillery turrets (possibly also better range) to make up for their lack of flexibility.
On the other hand, Artillery turrets of all sizes are terribly hard to fit (as most of us know that, even with perfect skills, you can't fit a full rack of 1400mm's on a Nado without ACR rig). I would therefore reduce the powergrid needs of all Artillery turrets (expect XL) by 10% but also lower their alpha by similar amount. |

Zappity
Red Federation RvB - RED Federation
188
|
Posted - 2013.07.18 11:38:00 -
[13] - Quote
Happy. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Katrina Oniseki
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
1861
|
Posted - 2013.07.18 11:44:00 -
[14] - Quote
Any word on if Heavy Missiles will be updated again? Ch+½j+ì Katrina Oniseki ~ (RDC) Chief Operations Officer ~ [I-RED] Sub-Director of Public Relations |

Morel Nova
Genos Occidere HYDRA RELOADED
17
|
Posted - 2013.07.18 11:50:00 -
[15] - Quote
Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. |

Claire Raynor
NovaGear Limitless Inc.
156
|
Posted - 2013.07.18 11:53:00 -
[16] - Quote
CCP RISE.
OHHHH yes. Thankyou. Thankyou thankyou thankyou.
Ohh you are made of WIN and everywhere you go it WINS. |
|

CCP Rise
C C P C C P Alliance
1635

|
Posted - 2013.07.18 11:54:00 -
[17] - Quote
Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring.
Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently. |
|

Adwokat Diabla
ElitistOps Pandemic Legion
2
|
Posted - 2013.07.18 11:56:00 -
[18] - Quote
at first I was super excited about this and was gonna buy some eagles. but then i saw the tracking nerf to rails and now...
I know you think that it tracking better then a talos with null is cool, but in reality its kinda ****** vs frigs unless they're ******** and coming at you in a staight line. m. rails already track the 2nd worst of medium guns, and only just slightly better then arties, so why even bother when you can just use the other, better tracking guns. Please, just remove the tracking nerf on medium rals, and give them the buff that they so desperately need. Literally nobody uses medium rails right now and if it turns out that its over-powered then you can always nerf it, but I really do not think that this tracking nerf is going to help. |

Harvey James
Deep Core Mining Inc. Caldari State
285
|
Posted - 2013.07.18 12:00:00 -
[19] - Quote
CCP Rise wrote:Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently.
Good i thought that was intentional as Arty does have excessive alpha right now 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. |

Harvey James
Deep Core Mining Inc. Caldari State
285
|
Posted - 2013.07.18 12:01:00 -
[20] - Quote
CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns 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. |
|

Adwokat Diabla
ElitistOps Pandemic Legion
2
|
Posted - 2013.07.18 12:01:00 -
[21] - Quote
CCP Rise wrote:Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently.
so why would I want to fly anything other then arty stuff. they will probably track better then rails or at least have very simliar, have similar dps, will always kill the target before reps land? ****, count me in on this because that just owns in the unbalanced whoopass kinda way |

Altrue
Exploration Frontier inc
495
|
Posted - 2013.07.18 12:05:00 -
[22] - Quote
A needed change. But what about heavy missiles now ? G££ <= Me |

Alsyth
38
|
Posted - 2013.07.18 12:16:00 -
[23] - Quote
- heavy missile are so bad you should up them at the same time (same range, same category) - lowering the tracking is a bad idea imo, that's THE thing that makes them more interesting than, say, pulse Oracle. - RoF for Artillery is not good, give them better alpha or all will be too similar. And btw their damage is already crap, giving them a smaller buff than Lasers is really mean |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
274
|
Posted - 2013.07.18 12:25:00 -
[24] - Quote
Harvey James wrote:CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns
Javelin and Gleam are exactly what a T2 ammo should be. It's all the others that should be changed. |

Dzajic
128
|
Posted - 2013.07.18 12:29:00 -
[25] - Quote
You might have forgotten that tin detail of Talos having a wee bit more damage than rail Deimos. |

Janeos
GoonWaffe Goonswarm Federation
47
|
Posted - 2013.07.18 12:29:00 -
[26] - Quote
Adwokat Diabla wrote:CCP Rise wrote:Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently. so why would I want to fly anything other then arty stuff. they will probably track better then rails or at least have very simliar, have similar dps, will always kill the target before reps land? ****, count me in on this because that just owns in the unbalanced whoopass kinda way Your love for eating both cap and ammo will keep you fitting long range guns with substandard alpha. |

War Kitten
Panda McLegion
2392
|
Posted - 2013.07.18 12:40:00 -
[27] - Quote
Rail damage & ROF bonus looks good, but 15% tracking penalty looks pretty heavy handed.
You've already nerfed Tracking Enhancers, so getting that 15% back takes at least 2 TEII. And how bad is Spike ammo going to be now?
The last hybrid balance pass boosted tracking IIRC. Now you're taking it away again?
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Swiftstrike1
Interfector INC. Fade 2 Black
105
|
Posted - 2013.07.18 12:44:00 -
[28] - Quote
+1 I have lots of ideas. -áThey're not always well thought through, but they are always well intentioned. -á |

Malcanis
Vanishing Point. The Initiative.
10862
|
Posted - 2013.07.18 12:53:00 -
[29] - Quote
Harvey James wrote:mmkay so why are all the comparisons ignoring T2 ammo? ..... who uses antimatter on rails? .. anyone?
T2 ammo needs a buff on long range guns .. -75% range makes it unusable...
Antimatter is used as the de facto ammo for rails.
1 Kings 12:11
|

scimichar
Republic Military School Minmatar Republic
19
|
Posted - 2013.07.18 12:59:00 -
[30] - Quote
The damage/tracking bonus on the rails is nice, but what about fitting? To fit a MWD thorax with a scram you need two ACR and one POU rigs. For an eagle (even with your hac changes), you still need a ACR rig. Shouldn't need to use fitting rigs for standard fits. |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
275
|
Posted - 2013.07.18 13:00:00 -
[31] - Quote
I don't even get why a stationary talos is allowed to hit a talwar. It should be missing at all ranges.
Before you take into account the fact that it for some reason goes about as fast/faster, and can therefore zero the transversal and just instakill it, regardless of range. |

Allus Nova
Deep Core Mining Inc. Caldari State
11
|
Posted - 2013.07.18 13:07:00 -
[32] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
CCP Rise,
How do you justify the changes to Heavy Missiles after this? The reason behind the taking of HML's and throwing them into the junk bin was that they were out of line with other long range weapons. With these improvements of other long range turret weapons...HML's are now the red headed step child of attack systems. Will CCP re-assess it's nerf of HML's? They have become non-viable for both PvP and PvE due to poor dps, and the loss of a huge chunk of their range.
-Nova |

Miles Winter
Blue Republic RvB - BLUE Republic
0
|
Posted - 2013.07.18 13:09:00 -
[33] - Quote
If I may add some input here as a completely new player with my current experience so far:
- I decided to focus on lasers and Amarr ships due to how they look - I have been routinely told by other players whom I've asked, that beam lasers are almost completely useless and pulse lasers are only good when you get to T2 and can fit scorch. - I can't really fit much of anything on anything. Even the most basic frigate fits have required 7+ days of training, I know that's peanuts to bittervets, but to a new player, that is staggering.
I don't know how any of this would impact or influence any decisions around these forthcoming changes to long-range support weapons, but it felt like something useful to say and is related in respect to the way the different weapon systems and tech levels influence each other.
Personally, I would prefer T1 weapons to be the all-around systems, T2 to be specialized. That would make new characters a fair bit more viable in combat, while older players are better in specific niches.
Unfortunately, I cannot see any sweeping and drastic changes in regards happening, both because people are used to the current meta and because of the immense impact that would occur economically within the game. |

iyammarrok
Disconnected. Choke Point
113
|
Posted - 2013.07.18 13:09:00 -
[34] - Quote
Ok.. this may seem like a strange question but still...
You have compared the tracking and dps on a Talos, against that of a Thorax and Deimos(t)....
The Talos being designed for large hybrids means, at least as far as I can tell, that it should have higher DPS numbers but lower tracking, whether it fits blasters or rails.
looking at your DPS graph showing what things will be like after this change, i can't help but notice that the Talos does not reach anywhere near the dps potential of either the t1 or t2 cruiser.
So, post change, a railfit cruiser will track better and do more dps than a large blaster fit battlecruiser? Seems a little odd. Not indicative of corporate policy unless otherwise stated. |

BiggestT
Serenity. CORP. Diggers Inc.
62
|
Posted - 2013.07.18 13:11:00 -
[35] - Quote
CCP Rise wrote:Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently.
Ahh the changes make sense now.
Cheers, finally I can use med rails and not feel like less of a man.
Edit: Any plans to review heavy missiles now? Seems like they will be pretty sub-optimal after this... |

Minimax Zed
Valkyries of Night Of Sound Mind
4
|
Posted - 2013.07.18 13:11:00 -
[36] - Quote
CCP Rise wrote:Morel Nova wrote:Swap the arty RoF buff to a 20% damage bonus instead. Artillery is for alpha strikes, this risks making all weapon systems a bit too similar which is boring. Its very intentional that it gets ROF and not damage. Alpha on Arty is already plenty high, making arty Hurricanes and Muninns both viable before the changes. We wanted to make sure the dps kept up with rails and beams somewhat without overbuffing alpha which is working fine currently.
Arty Hurricanes aren't really viable, though, and haven't been since Retribution.
I'm not talking no-tank instacanes; those are a specialized niche use.
The problem is powergrid. Even with 100% perfect fitting skills, and an RCU II in one of your lowslots, fitting a shield arty-cane still requires a 1% grid implant. This isn't true for any of the other combat BCs with their beefiest racial medium long-range weaponry -- without an RCU II, some of them wind up 2-5% over on grid, but absolutely none of them wind up a whopping 16% over on grid.
Hurricane powergrid was nerfed too hard |

Kesi Raae
Anatidae Rising
10
|
Posted - 2013.07.18 13:12:00 -
[37] - Quote
Adwokat Diabla wrote:at first I was super excited about this and was gonna buy some eagles. but then i saw the tracking nerf to rails and now...
I know you think that it tracking better then a talos with null is cool, but in reality its kinda ****** vs frigs unless they're ******** and coming at you in a staight line. m. rails already track the 2nd worst of medium guns, and only just slightly better then arties, so why even bother when you can just use the other, better tracking guns. Please, just remove the tracking nerf on medium rals, and give them the buff that they so desperately need. Literally nobody uses medium rails right now and if it turns out that its over-powered then you can always nerf it, but I really do not think that this tracking nerf is going to help.
Wahh, why can't I brawl down this frigate with my long range medium guns abloobloo
|

Akturous
Immortalis Inc. Shadow Cartel
159
|
Posted - 2013.07.18 13:14:00 -
[38] - Quote
SO excited the medium long range guns got some love.
One request, less cap use and fitting on the beams and rails please, it's a big big problem, try fitting a shield rail thorax and not capping yourself out with just the guns.
Mainly positive feedback from me in both threads instead of threatening you with bodily harm...you're making inroads son. Vote Item Heck One for CSM8 |

Malcanis
Vanishing Point. The Initiative.
10863
|
Posted - 2013.07.18 13:19:00 -
[39] - Quote
Kesi Raae wrote:Adwokat Diabla wrote:at first I was super excited about this and was gonna buy some eagles. but then i saw the tracking nerf to rails and now...
I know you think that it tracking better then a talos with null is cool, but in reality its kinda ****** vs frigs unless they're ******** and coming at you in a staight line. m. rails already track the 2nd worst of medium guns, and only just slightly better then arties, so why even bother when you can just use the other, better tracking guns. Please, just remove the tracking nerf on medium rals, and give them the buff that they so desperately need. Literally nobody uses medium rails right now and if it turns out that its over-powered then you can always nerf it, but I really do not think that this tracking nerf is going to help. Wahh, why can't I brawl down this frigate with my long range medium guns abloobloo
Yes frigates being brawled down wwith medium long range guns was definitely a big problem than needed fixing
1 Kings 12:11
|

Malcanis
Vanishing Point. The Initiative.
10863
|
Posted - 2013.07.18 13:21:00 -
[40] - Quote
iyammarrok wrote:Ok.. this may seem like a strange question but still...
You have compared the tracking and dps on a Talos, against that of a Thorax and Deimos(t)....
The Talos being designed for large hybrids means, at least as far as I can tell, that it should have higher DPS numbers but lower tracking, whether it fits blasters or rails.
looking at your DPS graph showing what things will be like after this change, i can't help but notice that the Talos does not reach anywhere near the dps potential of either the t1 or t2 cruiser.
So, post change, a railfit cruiser will track better and do more dps than a large blaster fit battlecruiser? Seems a little odd.
Look at the sig radius and speed of the target that its shooting at.
1 Kings 12:11
|
|

Grarr Dexx
Snuff Box Urine Alliance
210
|
Posted - 2013.07.18 13:22:00 -
[41] - Quote
Capacitor usage of beams is still ****, even a 25% damage bonus is not going to make people use them instead of scorch heavy pulse or tachyon oracles. |

Ayla Crenshaw
Ministry of War Amarr Empire
35
|
Posted - 2013.07.18 13:26:00 -
[42] - Quote
Grarr Dexx wrote:Capacitor usage of beams is still ****, even a 25% damage bonus is not going to make people use them instead of scorch heavy pulse or tachyon oracles.
Supporting this.
I know med rails were shafted enough to deserve the massive DPS buff they got, but you can at least toss in the same 20% cap use reduction for med Beams like you did with the large ones, especially with the tracking hit they get. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1121
|
Posted - 2013.07.18 13:32:00 -
[43] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
1. It still pretty much impossible to fit beams/rails and an armor tank. This upsets me.. You basically end up getting worse numbers in EVERYTHING tank/dps/speed. 2. This entire thing is an excersize in powercreep. You should nerf the talos and t2 ammo properly rather than majorly buffing everything else IMO. 3. Beams still have the problem that if you fit them on anything that ship won't have any fitting for anything else (You can't shield tank an omen, it doesn't have the slots for it) So you can't fit the cap booster you have to have (Because otherwise you just instantly cap out endlessly) BYDI recruitment closed-ish |

Jessica Danikov
Ubuntu Inc. The Fourth District
99
|
Posted - 2013.07.18 13:40:00 -
[44] - Quote
I've done some pretty heavy mathematical investigation into tracking- why are sig resolution and tracking different stats on guns, apart for historical reasons? They're part of the exact same thing, it's just one number arbitrarily split into two on gun stats.
All it does is confuse the issue, as evidenced by massive blog posts about people not understanding and trying to educate people that leave some probably just as confused when they started, and the bit where Rise had to come up with a 'A real tracking number that combines tracking speed and resolution'. It's just plain silly that the 'real' tracking number isn't just a singular tracking number on any and all guns.
|

Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
181
|
Posted - 2013.07.18 13:41:00 -
[45] - Quote
Quote:Garviel Tarrant]TL:DR The fittings on these weapons (And cap use) is too high to use with armor tanks.. I want to armor tank my ******* amarr ships >_<
Welcome to my world - these are further changes that are going to be rushed out the door, leading to issues further down the line. Blessed are those that carry the Empress' Light; with it they destroy the shadows |

Malcanis
Vanishing Point. The Initiative.
10864
|
Posted - 2013.07.18 13:46:00 -
[46] - Quote
Arline Kley wrote:Quote:Garviel Tarrant]TL:DR The fittings on these weapons (And cap use) is too high to use with armor tanks.. I want to armor tank my ******* amarr ships >_< Welcome to my world - these are further changes that are going to be rushed out the door, leading to issues further down the line.
Bear in mind that these are initial proposals. If you want to suggest amendments, then doing so with detailed data, and considered, reasonable arguments is the way forward.
1 Kings 12:11
|

BAJRAN BALI
Rabid Ninja Space Monkey Inc. Monkeys with Guns.
8
|
Posted - 2013.07.18 13:47:00 -
[47] - Quote
Aww crap! Well there goes arti tracking. |

Dinsdale Pirannha
Pirannha Corp
1098
|
Posted - 2013.07.18 13:47:00 -
[48] - Quote
Luscius Uta wrote:It's a general consensus that Medium Rails need a buff, but giving them a 15% bonus to both RoF and damage seems a bit drastic to me - they don't suck that bad (and Rail Proteus or Astarte still works very well in killing rats that are weak to Kin/Thermal).
You don't think that CCP will give one hand and take away with the other? The upcoming T3 Apocalypse will nerf any advantages of the Proteus back into the stone age.
|

Malcanis
Vanishing Point. The Initiative.
10864
|
Posted - 2013.07.18 13:50:00 -
[49] - Quote
Garviel Tarrant wrote: 2. This entire thing is an excersize in powercreep. You should nerf the talos and t2 ammo properly rather than majorly buffing everything else IMO.
Medium beams and rails were essentially unused even before tier3 BCs were introduced. They haven't been buffed because of powercreep, but because they're just terrible.
1 Kings 12:11
|

Wacktopia
Noir. Noir. Mercenary Group
521
|
Posted - 2013.07.18 13:57:00 -
[50] - Quote
Those changes look good on paper to me.
Like several people have said, looking at T2 ammo might be cool too. -75% range on Javelin always seems like a killer - you do get the tracking bonus with it but I seem to remember that the in-space chance of hitting something at that range even with the bonus was slim and none. Looks like the yellow quafe shirt is more popular than I thought ;) |
|

Naomi Knight
Imperial Academy Amarr Empire
419
|
Posted - 2013.07.18 13:57:00 -
[51] - Quote
ah
this change is so uncreative and just seems cheap lets just boost dmg along the whole range , that should fix them ... nope , it only fixes one thing (hopefully) but imho these weapons have other problems too ,what should be adressed also
other problems: size of guns arent balanced lets compare dual 150mm , 200mm ,250mm t2 railguns:
----------------- D150 --- 200 --- 250 optimal(km) 14,4 21,6 28,8 falloff (km) 6 10 12 dmgx 1,98 2,64 3,63 rof(s) 3,9 4,88 6,38 tracking 0,0441 0,0294 0,02415 cpu 33 37 42 pg 74 166 208
while 250mm is the standard and if you short on fitting and want to go tankier you can fit the 200mm guns, the dual 150mm is nearly useless cause its alpha and optimal is so far behind the other two half the optimal of the 250mm and 12% less dps overweights the less fitting need and better tracking the better tracking only to counter its horribly low optimal as you have to fight much closer to get nearly same dps as from the what should be done is to increase its optimal and fitting need, even the 200mm should have better optimal
just compare them to arties where both 720mm and 650mm are widely uses as both are well balanced vs eachother
650mm 19,32+17,5km opt+falloff 720mm 24+17,5km opt+falloff the loss off range due to downgrading the gun to 650mm from 720mm is way smaller than for rails 20% just optimal
where downgrading to 200mm from 250mm you loose 25% optimal and on top of that 17% falloff and if you downgrade to dual150mm you loose 50% both falloff and optimal :O yeah there are similar gun for arties as the dual 150mm but still the loss in just over the top
or vs beams focused mediumb 21+6km opt+falloff heavy beam 24+8km opt+falloff just 12,5% less optimal if you downgrade and 25% less falloff these seems well balanced vs eachother too just like arties
and for the quad light beam laser that thing is as crap as the dual150mm rail
ammos the long range ammos loose too much dmg for their better range, thats why nearly nobody uses longer range ammo for medium long range guns the drop of dps and alpha makes them unviable
I think longer range ammos should get better dmg, to lessen the too steep drop of dps, this shouldnt make these weapons op , just make them usable with longer range ammo, nobody use t1 long range ammo in short range weapons anyway , this wouldnt change a thing for short range weapons
ps: oh and lower the cap use ,as rof increases cap/s increases too , which should be the case and the tracking hit maybe too much med rails already had problem hitting smaller stuffs |

Maximus Andendare
Future Corps Sleeper Social Club
333
|
Posted - 2013.07.18 14:10:00 -
[52] - Quote
This initial pass looks promising, but can explain what the net benefit is going to end up being? I mean, medium rails were in a sorry state, to be sure, but if you're going to buff all the medium long-range weapons systems, is the end-of-the-day picture going to look essentially the same as it did before?
Also, why didn't you just buff rails to be in-line with the "best" (overall (usage, stats, etc., currently, as it stands on TQ now) medium long-range weapon on TQ now instead of power creep? I also don't understand the nerf to tracking, since medium long range weapons already have terrible tracking. The final picture should have been where T3 BCs have an absolute damage advantage but *significantly* worse tracking over medium long-range. It seems as though large short range, long-range ammo turrets will still have a damage advantage and only a slightly worse tracking, which probably won't really be affected by these buffs.
I'd like to remain optimistic, and I was really excited about the announcement of these changes, but I don't know if this pass accomplishes the goals; it more feels like excess power creep and is just going to end up in the same position it is now on TQ more-or-less. As soon as you step onto the battlefield, you're already dead, born again at the end of the battle to live on and fight another day. |

Doed
Tyrfing Industries Viro Mors Non Est
13
|
Posted - 2013.07.18 14:11:00 -
[53] - Quote
Don't think it would hurt to give Arty a 15% RoF bonus, their dps will still be quite abit lower than Beam and Rails.
Give beams a little reduction in cap use aswell, 10-15 maybe even 20% |

Akimo Heth
State War Academy Caldari State
17
|
Posted - 2013.07.18 14:12:00 -
[54] - Quote
CCP Rise or Malcanis,
What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes? |

Photon Ceray
Caesar Lile Directorate
105
|
Posted - 2013.07.18 14:13:00 -
[55] - Quote
It looks like a very interesting change that might make long range medium guns viable indeed.
Just please look at T2 ammo as well. make some viable variations, maybe 3-4 types rather than 2. |

Marcel Devereux
Aideron Robotics
240
|
Posted - 2013.07.18 14:14:00 -
[56] - Quote
Let's go over the rails checklist.
Shield ships: Tank - check, Speed - check, Range - check, Tracking - check, DPS - check. Done ship it!
Armor ships: Tank - not if you want to fit the guns, Speed - not if you want a tank, Range - checkish, Tracking - not if you want range, DPS - not if you want that tank, but then again if you wanted a tank you can't fit the guns. Ship it?
When are we going to see Armor 2.0?
|

Harvey James
Deep Core Mining Inc. Caldari State
293
|
Posted - 2013.07.18 14:15:00 -
[57] - Quote
I am a little concerned about the ROF change to rails without a cap usage reduction to go with it 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. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1125
|
Posted - 2013.07.18 14:29:00 -
[58] - Quote
Malcanis wrote:Garviel Tarrant wrote: 2. This entire thing is an excersize in powercreep. You should nerf the talos and t2 ammo properly rather than majorly buffing everything else IMO.
Medium beams and rails were essentially unused even before tier3 BCs were introduced. They haven't been buffed because of powercreep, but because they're just terrible.
Note i also said t2 ammo. T2 sr ammo is quite silly at times.
And i said the fittings/cap use were ****** up. Other then that they were alright.
I'm not saying they couldn't have used a dps buff, i would just rather have seen a slight buff and a slight nerf rather than just a massive buff. BYDI recruitment closed-ish |

Malcanis
Vanishing Point. The Initiative.
10868
|
Posted - 2013.07.18 14:34:00 -
[59] - Quote
Grarr Dexx wrote:Capacitor usage of beams is still ****, even a 25% damage bonus is not going to make people use them instead of scorch heavy pulse or tachyon oracles.
A 25% damage buff is equivalent to a 20% improvement in their cap efficiency. I dunno but that seems like a pretty huge improvement.
1 Kings 12:11
|

Malcanis
Vanishing Point. The Initiative.
10868
|
Posted - 2013.07.18 14:35:00 -
[60] - Quote
Akimo Heth wrote:CCP Rise or Malcanis,
What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes?
Ironic, isn't it?
1 Kings 12:11
|
|

Daedra Blue
Atomic Biohazard The Butterfly Effect Alliance
52
|
Posted - 2013.07.18 14:39:00 -
[61] - Quote
CCP Rise wrote:Good morning space adventurers!
A real tracking number that combines tracking speed and resolution would look like this:
Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432
CCP Rise
How bout you give us this in game? On the hover info/as a overview column. So we can see the difference and not fight to find the hidden information.
Thank You! |

Serenity Zipher
9
|
Posted - 2013.07.18 14:40:00 -
[62] - Quote
I am all for a buff to medium rails/beams, but CCP is failing to see what they direly need the most, increased optimal/falloff range!!! |

Akimo Heth
State War Academy Caldari State
17
|
Posted - 2013.07.18 14:44:00 -
[63] - Quote
Malcanis wrote:Akimo Heth wrote:CCP Rise or Malcanis,
What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes? Ironic, isn't it?
It does have a bit of symmetry, but it wasn't HML users fault they were OP before so there's no reason to leave them behind now that they're nerfed. Let's fix them now so we're not revisiting this topic a month from now. |

Harvey James
Deep Core Mining Inc. Caldari State
296
|
Posted - 2013.07.18 14:50:00 -
[64] - Quote
Akimo Heth wrote:Malcanis wrote:Akimo Heth wrote:CCP Rise or Malcanis,
What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes? Ironic, isn't it? It does have a bit of symmetry, but it wasn't HML users fault they were OP before so there's no reason to leave them behind now that they're nerfed. Let's fix them now so we're not revisiting this topic a month from now.
What would help HML is adding missiles to TE/TC's .. better tracking is more applied dps 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. |

Onnen Mentar
Murientor Tribe Defiant Legacy
65
|
Posted - 2013.07.18 14:51:00 -
[65] - Quote
Overall these changes look pretty good. It seems pretty well balanced to have medium guns track horribly but still do ok damage. It's a clear weakness that you can avoid by flying cleverly and good gang compositions.
Heavy missiles really are far too weak in comparison now though. The main issue here is that you can negate the bad tracking of guns by flying cleverly. The only way you can negate the lousy explosion velocity of missiles is using a web or a scram.. Something quite unlikely if you're kiting. So if nothing else, buff the explosion velocity of heavy missiles or their raw DPS. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
975
|
Posted - 2013.07.18 15:04:00 -
[66] - Quote
This is absolutely excellent news.
Those Beams look sexy, those Rails now look really good and arty despite loosing a bit of tracking already had the highest alpha volley that make them so interesting.
After HAMs rebalance, this is quite fantastic but I'd like HM's to get back a bit, maybe can you try to get them in line with new med guns also? -imho the nerf was a bit too big dmg wise but range and explo radius is ok now.
Finally rails rax/deimos/eagle/Moa, and that Blaster Eagle should now be a pesky thing to get rid of, really awesome looking changes. *removed inappropriate ASCII art signature* - CCP Eterne |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
8
|
Posted - 2013.07.18 15:05:00 -
[67] - Quote
I wholeheartedly support these changes and I believe they will introduce some fun new life into previously unusable weapons and ships.
However, the ability to fit these weapons has not been addressed. 250mm railguns need at minimum a 10% reduction in PG requirements to be fit with a tank on anything but a Proteus. Likewise, beams need at least 5% reduced PG and 10% reduced cap demand, or they simply are not usable in a practical way.
Again, Rise, I fully endorse the current changes, but a few fitting tweaks must be made for any practical use to be made of these weapons.
Unless this is your way of telling us that larger size guns are strictly for larger size ships, in which case I say fie, sir, fie on you. |

Novacrow
Blue Tridents Sev3rance
10
|
Posted - 2013.07.18 15:11:00 -
[68] - Quote
Malcanis wrote:Grarr Dexx wrote:Capacitor usage of beams is still ****, even a 25% damage bonus is not going to make people use them instead of scorch heavy pulse or tachyon oracles. A 25% damage buff is equivalent to a 20% improvement in their cap efficiency. I dunno but that seems like a pretty huge improvement.
So we are expected to pulse our guns or to fit one less gun than our highs can support (honest question not trying to be snarky)?
Was this balance change done with the mindset that fittings would be tight and that we would have to sacrifice tank for gank? Or just fit less guns to have our same amount of tank?
I think it would make sense for longer range ships to be more fragile. But does the fragility + tracking hit warrant the range? I think it will be interesting how many people will start to use rails/beams. |

Laechyd Eldgorn
0.0 POWERBLOCK Confederation of xXPIZZAXx
46
|
Posted - 2013.07.18 15:12:00 -
[69] - Quote
will 10% rof bonus give more volleys before concord arrives?
|

mynnna
GoonWaffe Goonswarm Federation
1323
|
Posted - 2013.07.18 15:15:00 -
[70] - Quote
Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. Member of the Goonswarm Economic Warfare Cabal |
|

Harvey James
Deep Core Mining Inc. Caldari State
297
|
Posted - 2013.07.18 15:22:00 -
[71] - Quote
mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons.
any timeline on adding missiles to TE's TC's etc. ? 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. |

Naomi Anthar
101
|
Posted - 2013.07.18 15:27:00 -
[72] - Quote
Harvey James wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. any timeline on adding missiles to TE's TC's etc. ?
And TD ... seems fair if you want our cookies , take our pain too.
BTW +1 to those changes. I'm really not that bad person . Not complaining as always :P. But i do when changes are terrible. This one is nice and seems in order. What i would also change is T2 crystals. Seems like no matter what you do with guns itself people don't want to use those.
Ah and one more thing <3 CCP for increasing damage on beams without increasing RoF. Seems like you are starting to see where Amarr problem is. |

Dracvlad
Taishi Combine
83
|
Posted - 2013.07.18 15:34:00 -
[73] - Quote
Looks good, there is now a reason to use medium rails. If you do not want LOCAL go to WH space, its as simple as that!-á-á-á-á-á-á-á There are people who think that WH space is like 0.0 but without local, well they should light a cyno and try jumping to it. |

Harvey James
Deep Core Mining Inc. Caldari State
297
|
Posted - 2013.07.18 15:34:00 -
[74] - Quote
Naomi Anthar wrote:Harvey James wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. any timeline on adding missiles to TE's TC's etc. ? And TD ... seems fair if you want our cookies , take our pain too. BTW +1 to those changes. I'm really not that bad person . Not complaining as always :P. But i do when changes are terrible. This one is nice and seems in order. What i would also change is T2 crystals. Seems like no matter what you do with guns itself people don't want to use those. Ah and one more thing <3 CCP for increasing damage on beams without increasing RoF. Seems like you are starting to see where Amarr problem is.
Heat sinks ROF bonus comes to mind here perhaps a swap of damage for ROF would be possible CCP? 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. |

Lixia Saran
Reasonable People Of Sound Mind
18
|
Posted - 2013.07.18 15:35:00 -
[75] - Quote
I'm eager to go start crunching numbers and test out to see if a rail tengu will now be a viable (PVE) alternative to the current hml/ham setup with the AEB subsystem. |

mynnna
GoonWaffe Goonswarm Federation
1327
|
Posted - 2013.07.18 15:41:00 -
[76] - Quote
Harvey James wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. any timeline on adding missiles to TE's TC's etc. ?
That's a question for CCP, though I'll ask it again.  Member of the Goonswarm Economic Warfare Cabal |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
975
|
Posted - 2013.07.18 15:52:00 -
[77] - Quote
mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons.
imho they are now lacking of something, while I fully agree silly flight time had to go away and increase a bit explosion radius at the same time a dps nerf was also added and this one it's imho what is killing heavies rights now.
75km with javelins is nothing hard to achieve, 55 still gives you room for either more rof or tank rigs but we have to look at this opportunity as an extreme fit for a specific purpose, while 75km will be more of a pve ship the 55 one can perfectly achieve a pvp role so much better than using HMs, notice at these distances you're still doing around 600dps using faction bcu's.
I'm probably wrong and not having the good vision of the bigger picture but I still think HM's need a little dmg increase about 3% *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
975
|
Posted - 2013.07.18 15:55:00 -
[78] - Quote
Lixia Saran wrote:I'm eager to go start crunching numbers and test out to see if a rail tengu will now be a viable (PVE) alternative to the current hml/ham setup with the AEB subsystem.
Indeed, this would be fantastic even if I have some doubts about the viability of such fit for pvp over an Eagle, alternative are good thou. *removed inappropriate ASCII art signature* - CCP Eterne |

Rina Kondur
Fweddit I Whip My Slaves Back and Forth
94
|
Posted - 2013.07.18 16:39:00 -
[79] - Quote
CCP Rise wrote:One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPH
Or you know, you could fight something within the same class. You don't always have to overship to win fights. Why can't a specialized destroyer fit be good against larger ships? It was something really fun for new players to get into.
Also here's a direct counter to Talwars. You're welcome. http://j4lp.eve-kill.net/?a=kill_related&kll_id=18799697 |

Princess Nexxala
Quantum Cats Syndicate Samurai Pizza Cats
431
|
Posted - 2013.07.18 16:49:00 -
[80] - Quote
Good ****
Haters gonna hate, keep up the good work ccp http://thewaysofthemew.blogspot.com We are recruiting - https://forums.eveonline.com/default.aspx?g=posts&m=1823364&#post1823364 |
|

Max Kolonko
High Voltage Industries Ash Alliance
328
|
Posted - 2013.07.18 16:55:00 -
[81] - Quote
CCP Rise - one thing, while You gave nice boost to guns, You left out something.
After this HML will be 100% unusable - outclassed with damage from their gun counterparts. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
123
|
Posted - 2013.07.18 17:01:00 -
[82] - Quote
As someone who - like oh so many - flies this ship and that ship one day and another, I salute your decision to make us chose amongst 5 weapon systems instead of 4!
I don't see those buffed pulses putting a lot of pressure on scorch HPLs, but guessing Scorch is just a necessity to amarr laserships as it is. Looks like LR turrets will be on par with Heavy Missiles for the most part. (Still do not trust those med. beams) I only correct my own spelling. |

I'm Down
Macabre Votum Northern Coalition.
167
|
Posted - 2013.07.18 17:14:00 -
[83] - Quote
I really don't understand why you guys do not attack the Tracking formula for the much larger problem of no scaling at range.
I've said this so many times and gotten nothing but positive feedback from players as well as solved the long standing issue with rails.
But instead of listening to common sense, you guys just play with damage and tracking numbers rather than hit the source of the problem which is the formula not accounting for a benefit to tracking at range.
Create a sig multiplier on every gun that get's modified at range to inflate the sig resolution of the guns. Vary the percents by gun type and size.
This allows rails to excel in the longer ranges but worse in the shorter ranges by having a larger base sig resolution, but much lower inflation rate, makes artillery alpha nice... if it can actually hit. It also removes some of the concern for webs because tracking can't cancel out sig resolution when webbed to near 0.
Your Talos example is a prime reason why this has to be done. 19% tracking difference for a massive damage increase on the ship will always get trumped with webs. But if you were to add signiture inflation to blasters, it means that they will be limited to certain ranges of effect that rails can always surpass even at the mid size level.
I wish you guys would just be honest and either say, "we can't do that" or "it would make to much lag" or something rather than continue to skirt the issue for the 11th year now. It's getting downright ridiculous.
If you have more questions about how it works, please, ask or go look at some of the other post. It's time to change this horrid formula. |

Bagehi
Sniggerdly Pandemic Legion
197
|
Posted - 2013.07.18 17:20:00 -
[84] - Quote
I'm Down wrote:I really don't understand why you guys do not attack the Tracking formula for the much larger problem of no scaling at range. Because changing numbers in the database is a tweak. Changing the tracking formula is a massive overhaul. Same reason for not overhauling POSes and any number of other "why don't you JUST.." changes.
|

Deacon Abox
Justified Chaos
158
|
Posted - 2013.07.18 17:24:00 -
[85] - Quote
What about optimal on Beams? They have the same optimal as Arty, but arty get more falloff. And Arty have volley advantage.
All beams need an optimal buff imo. You could take away a little something to compensate if you must (tracking, dps, whatever) but right now they are the worst long range weapon platform. Which makes no sense as they are a friggin beam of light in a vacuum. |

MeBiatch
Republic University Minmatar Republic
1145
|
Posted - 2013.07.18 17:24:00 -
[86] - Quote
i can suppor the changes... though dont think arties needed to be touched they are already good enough and are not used for dps they are used for alpha. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Drunken Bum
398
|
Posted - 2013.07.18 17:25:00 -
[87] - Quote
Adwokat Diabla wrote:at first I was super excited about this and was gonna buy some eagles. but then i saw the tracking nerf to rails and now...
I know you think that it tracking better then a talos with null is cool, but in reality its kinda ****** vs frigs unless they're ******** and coming at you in a staight line. m. rails already track the 2nd worst of medium guns, and only just slightly better then arties, so why even bother when you can just use the other, better tracking guns. Please, just remove the tracking nerf on medium rals, and give them the buff that they so desperately need. Literally nobody uses medium rails right now and if it turns out that its over-powered then you can always nerf it, but I really do not think that this tracking nerf is going to help. Agreed. At least rails have good range! Wait... After the patch we're giving the market some gentle supply restriction, like tying one wrist to the bedpost loosely with soft silk rope. Just enough to make things a bit more exciting for the market, not enough to make a safeword necessary. -á-Fozzie |

Jerick Ludhowe
trolllolcorp
479
|
Posted - 2013.07.18 17:27:00 -
[88] - Quote
Too much dps increase.... Drop the tracking nerf, and some of the increased dmg. |

Harry Stampernox
Solarii Assault Squad Solarii Federation
0
|
Posted - 2013.07.18 17:27:00 -
[89] - Quote
I'm Down wrote:I really don't understand why you guys do not attack the Tracking formula for the much larger problem of no scaling at range.
I've said this so many times and gotten nothing but positive feedback from players as well as solved the long standing issue with rails.
But instead of listening to common sense, you guys just play with damage and tracking numbers rather than hit the source of the problem which is the formula not accounting for a benefit to tracking at range.
Create a sig multiplier on every gun that get's modified at range to inflate the sig resolution of the guns. Vary the percents by gun type and size.
This allows rails to excel in the longer ranges but worse in the shorter ranges by having a larger base sig resolution, but much lower inflation rate, makes artillery alpha nice... if it can actually hit. It also removes some of the concern for webs because tracking can't cancel out sig resolution when webbed to near 0.
Your Talos example is a prime reason why this has to be done. 19% tracking difference for a massive damage increase on the ship will always get trumped with webs. But if you were to add signiture inflation to blasters, it means that they will be limited to certain ranges of effect that rails can always surpass even at the mid size level.
I wish you guys would just be honest and either say, "we can't do that" or "it would make to much lag" or something rather than continue to skirt the issue for the 11th year now. It's getting downright ridiculous.
If you have more questions about how it works, please, ask or go look at some of the other post. It's time to change this horrid formula.
I don't understand. I thought range affected tracking..which is why you orbit close to a big ship to make it miss with its guns. Range reduces traversal velocity allowing you to track them...no? |

Drunken Bum
398
|
Posted - 2013.07.18 17:27:00 -
[90] - Quote
Max Kolonko wrote:CCP Rise - one thing, while You gave nice boost to guns, You left out something.
After this HML will be 100% unusable - outclassed with damage from their gun counterparts. Very very wrong. Im already foreseeing hml sacrilege fleets in my future. After the patch we're giving the market some gentle supply restriction, like tying one wrist to the bedpost loosely with soft silk rope. Just enough to make things a bit more exciting for the market, not enough to make a safeword necessary. -á-Fozzie |
|

huja
Royal Amarr Institute Amarr Empire
32
|
Posted - 2013.07.18 17:27:00 -
[91] - Quote
Max Kolonko wrote:CCP Rise - one thing, while You gave nice boost to guns, You left out something.
After this HML will be 100% unusable - outclassed with damage from their gun counterparts.
Just accept that Rapid light missile launchers are the new HMLs and you will be happy. |

I'm Down
Macabre Votum Northern Coalition.
168
|
Posted - 2013.07.18 17:37:00 -
[92] - Quote
Harry Stampernox wrote:I'm Down wrote:I really don't understand why you guys do not attack the Tracking formula for the much larger problem of no scaling at range.
I've said this so many times and gotten nothing but positive feedback from players as well as solved the long standing issue with rails.
But instead of listening to common sense, you guys just play with damage and tracking numbers rather than hit the source of the problem which is the formula not accounting for a benefit to tracking at range.
Create a sig multiplier on every gun that get's modified at range to inflate the sig resolution of the guns. Vary the percents by gun type and size.
This allows rails to excel in the longer ranges but worse in the shorter ranges by having a larger base sig resolution, but much lower inflation rate, makes artillery alpha nice... if it can actually hit. It also removes some of the concern for webs because tracking can't cancel out sig resolution when webbed to near 0.
Your Talos example is a prime reason why this has to be done. 19% tracking difference for a massive damage increase on the ship will always get trumped with webs. But if you were to add signiture inflation to blasters, it means that they will be limited to certain ranges of effect that rails can always surpass even at the mid size level.
I wish you guys would just be honest and either say, "we can't do that" or "it would make to much lag" or something rather than continue to skirt the issue for the 11th year now. It's getting downright ridiculous.
If you have more questions about how it works, please, ask or go look at some of the other post. It's time to change this horrid formula. I don't understand. I thought range affected tracking..which is why you orbit close to a big ship to make it miss with its guns. Range reduces traversal velocity allowing you to track them...no?
The further an offensive player gets from his target, the better his tracking number looks because it's based on radians. The signiture of that target does not currently change. So In effect, it becomes a slower moving target at range, while being identical size no matter how far away you are.
The original intent of webs way back when was that you cope with the really close range ships by slowing down speed. When this role changed with the long range webbing ships, nobody ever accounted for the fact that signature does not change.
It means that ships can hit things they are not meant to hit just because range boost tracking ability so significantly.
Painting only make it worse since you can inflate sigs to be even easier to hit.
It's one of the primary reasons for artillery dominance and rail/beam suckage. It's also a reason missiles always had to have higher dps rather than have lower dps, but an advantage to no sig reduction.
There's massive implications to actually fixing the tracking formula rather than do an entire game overhaul of every ship that still doesn't fix the problem.
The difference is, the Devs can look busy with what they're doing rather than the 1 fix that rules them all. |

Zimmy Zeta
Dreddit Test Alliance Please Ignore
25149
|
Posted - 2013.07.18 17:50:00 -
[93] - Quote
First of all, thanks for looking into this. Personally, I think I have never used medium rails ever, so I can say nothing about them. Arty changes sound fine to me. But as an avid laser user, although the proposed changes to beams made me drool- don't you think 25% more damage is a little overpowered? Those beams will slice through shield tanks like a hot knife through butter. I am not sure if I am delusional, but wasn't the talk about overhauling all of the weapon systems? I ask because I would be a little disappointed if this was the final answer- a little more damage here, a little more RoF there. I was hoping for changes that would give each weapon system its own distinct feel, like different overheat mechanics (charging lasers for higher burst damage or artillery for better optimal range for example), "continuous" beam damage etc.
Just think of how bad an average post by me is, and then realize half of them are even worse |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
113
|
Posted - 2013.07.18 17:58:00 -
[94] - Quote
Nice to see them getting a look in. Not sure on the figures though, will need to play about in EFT and check them out on Sisi in the future.
Please give us a good chance to test this on Sisi and not rush in with the change. |

Brother Mercury
Fire on the Mountain
4
|
Posted - 2013.07.18 18:04:00 -
[95] - Quote
Grarr Dexx wrote:Capacitor usage of beams is still ****, even a 25% damage bonus is not going to make people use them instead of scorch heavy pulse or tachyon oracles.
I wish he wasn't right, but he is. The cap usage and fitting requirements are still too much compared to other options for Amarr hulls.
There will be very little benefit, if any, to use med beams in a given situation over T2 pulse with scorch.
|

FT Diomedes
The Graduates RAZOR Alliance
166
|
Posted - 2013.07.18 18:14:00 -
[96] - Quote
Good changes, now just nerf ABCs. |

Minister of Death
Ministry of War Amarr Empire
60
|
Posted - 2013.07.18 18:20:00 -
[97] - Quote
FT Diomedes wrote:Good changes, now just nerf ABCs.
What are 'ABCs'? |

Jenn aSide
STK Scientific Initiative Mercenaries
2355
|
Posted - 2013.07.18 18:30:00 -
[98] - Quote
Assault Battlecruisers |

Swidgen
Republic University Minmatar Republic
98
|
Posted - 2013.07.18 18:36:00 -
[99] - Quote
Minister of Death wrote:FT Diomedes wrote:Good changes, now just nerf ABCs. What are 'ABCs'? Attack Battlecruisers
Attack, not Assault |

Doddy
Dark-Rising
856
|
Posted - 2013.07.18 18:52:00 -
[100] - Quote
Harvey James wrote:mmkay so why are all the comparisons ignoring T2 ammo? ..... who uses antimatter on rails? .. anyone?
T2 ammo needs a buff on long range guns .. -75% range makes it unusable...
You mean the comparison using the best tracking ammo that would be much better at tracking? Wut?
|
|

Kesi Raae
Anatidae Rising
10
|
Posted - 2013.07.18 19:24:00 -
[101] - Quote
You pay for all that damage and tracking on beams with the crappy cap use.
If they were made to have less cap issues and lowered the damage or tracking to compensate they'd be treading on the toes of rails which would be boring, it's best if the weapon systems are as different to each as possible while still maintaining balance.
- Arties will have high alpha and selectable damage, but low dps and tracking. - Lasers will have high dps, high tracking and instant ammo switching, but a fixed damage type and high cap use. - Rails will have high dps and the longest range, middling cap use and tracking, and a fixed damage type.
I don't think high cap use is a problem, if they still need boosting then compensate in other areas (lower fitting) rather than taking away a unique aspect of the weapon system. |

Windman Advena
Morbid Angels
0
|
Posted - 2013.07.18 19:38:00 -
[102] - Quote
Rails and Beams DPS will be about 40% better then Artillery DPS. Give Artillery 20% RoF bonus. Artillery DPS will be still 25% less then Beam or Rails DPS |

Maximus Andendare
Future Corps Sleeper Social Club
342
|
Posted - 2013.07.18 19:40:00 -
[103] - Quote
So, anyone? How do the numbers shake out in the end? Will it look like more of the same on TQ now, given that all the medium weapons systems are getting a buff, or what is the net result? As soon as you step onto the battlefield, you're already dead, born again at the end of the battle to live on and fight another day. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
977
|
Posted - 2013.07.18 20:12:00 -
[104] - Quote
Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. Give Artillery 20% RoF bonus. Artillery DPS will be still 25% less then Beam or Rails DPS
When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday, if you can't kill it with a single volley bring more arties. Those are already the reason why beams and rails are total crap atm. *removed inappropriate ASCII art signature* - CCP Eterne |

Akimo Heth
State War Academy Caldari State
19
|
Posted - 2013.07.18 20:17:00 -
[105] - Quote
mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons.
I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong.
I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. |

Maximus Andendare
Future Corps Sleeper Social Club
345
|
Posted - 2013.07.18 20:21:00 -
[106] - Quote
Akimo Heth wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong. I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. You realize that dps on paper isn't necessarily what you actually get? Things like tracking, sig radius, ship speed, etc. all come into play. HMLs hit with their full damage regardless if you're close or far, if your Drake is flying around, etc.
As soon as you step onto the battlefield, you're already dead, born again at the end of the battle to live on and fight another day. |

Akimo Heth
State War Academy Caldari State
19
|
Posted - 2013.07.18 20:25:00 -
[107] - Quote
Maximus Andendare wrote:Akimo Heth wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong. I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. You realize that dps on paper isn't necessarily what you actually get? Things like tracking, sig radius, ship speed, etc. all come into play. HMLs hit with their full damage regardless if you're close or far, if your Drake is flying around, etc.
Please read more carefully, I said those advantages are already baked into the numbers. A beam fitted ship with same bonuses and turret count is 20% greater dps than HML ship ALREADY, with the upcoming changes they'll be way ahead. |

Syrias Bizniz
Carnivore Company
191
|
Posted - 2013.07.18 20:41:00 -
[108] - Quote
Akimo Heth wrote:Maximus Andendare wrote:Akimo Heth wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong. I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. You realize that dps on paper isn't necessarily what you actually get? Things like tracking, sig radius, ship speed, etc. all come into play. HMLs hit with their full damage regardless if you're close or far, if your Drake is flying around, etc. Please read more carefully, I said those advantages are already baked into the TQ numbers (and HML's don't hit for full damage regardless of range, they're damage just isn't affected by range, there's a difference). A beam fitted ship with same bonuses and turret count is 20% greater dps than HML ship ALREADY, with the upcoming changes they'll be way ahead.
This is true. However, the general consense is 'Turret DPS > Missile DPS' already. You can see it on frigates for example, even damage heavy rocket ships have laughable dps compared to turret ships. This is because of the damage application. A Missile will always hit, unless the target is out of max range, or too fast for the missile to catch up. Then it's damage applied is calculated based on stats like sig, speed, explosion radius, explosion velocity and damage reduction factor.
It is true that medium long range turret platforms will deal significantly more damage than heavy missiles are doing, but only if they actually track the target. which usually is 15-20km and above. Everytime something comes in close, their applied dps drops incredibly fast to... zero.
It's a tradeoff. And it has to be attractive so people make the choice. Heavy Missiles aren't as good as they were before. But they're ... not bad right now. However, Medium Rails and Medium Beams are just incredibly useless. Medium rails have so anemic damage that it's just sad. Medium Beams have the same issue. Medium Arties are the only kinda okayish medium lr-weapon system, and they definately can use the RoF bonus. Keep in mind, all these weapon systems will lose significantly on damage application because of the reduced tracking. |

Pinky Feldman
NO MOAR TEARS I Whip My Slaves Back and Forth
555
|
Posted - 2013.07.18 20:42:00 -
[109] - Quote
As has been said already, medium beams really need some cap love similar to the one that large beams got. The smaller cap reservoir and cap boosters that cruisers get compared to BS really kills any viability.
The tracking of long range medium guns is no doubt better than long range ones, but the practical ability to apply damage is still mediocre compared to long range tier 3 platforms.
Also, the Talwar graph is meaningless as an exercise in tracking, since the Talos DPS difference at 40-60km is being influenced more heavily by the optimal+falloff of Neutrons with Null compared to 250mm rails with Antimrather than tracking.
The moar you cry the less you pee |

Arkon Olacar
Imperial Guardians Tribal Band
240
|
Posted - 2013.07.18 20:49:00 -
[110] - Quote
Akimo Heth wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong.I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. You are wrong. Your numbers are about as disjointed from reality as mittens 'war updates'.
For a start, good luck fitting 4 BCSs on a navy drake and still fitting a tank. But even if you did, you are looking at 362 dps at 94km with faction, 424 dps at 71km with fury. For a navy harbinger, you are looking at 522dps at 23km with scorch, 239 dps at 48km with faction radio and beams, 332 dps at 54km with aurora. Either way, both your dps and your max range is superior with hml, and you don't have to account for tracking.
This is probably one of these cases where the great unwashed of Eve hear pubbie mcmissionrunner bitching about their nerfed drake (still), and actually believe them when they make great sweeping claims on the dps and range of heavy missiles that have no relation to actual facts.
Edit: You were talking about normal drake not navy drake. Give me two mins to rerun the drake numbers. Your harbi numbers are still wrong. "The rest will be in the blog rather than invented at the keyboards of forum posters and bloggers." -á-á-á-á-á-á-á - CCP Sreegs, 23/06/2012
Umad forum warriors? |
|

Alsyth
48
|
Posted - 2013.07.18 21:01:00 -
[111] - Quote
Ok, so for you 552 < 424 ? Impressive. And what about hitting frigs at 100% damage at 30km as soon as they don't get good transversal? That's what you get with guns. When a missile boat would need them to stop their ship entirely while keeping the Mwd on to do full damage? Especially if you use fury. Why are missile boats never used in incursions (except cruise and then again they are not optimal)?
Mind you I fly all races, hac 5, all medium sized weapon systems, in pvp and pve and... If you fail to see how bad hml are atm that's either because you don't use them or because you are blinded by your hate for missiles and don't want anyone to use them. |

Arkon Olacar
Imperial Guardians Tribal Band
241
|
Posted - 2013.07.18 21:03:00 -
[112] - Quote
Alsyth wrote:Ok, so for you 552 < 424 ? Impressive. And what about hitting frigs at 100% damage at 30km as soon as they don't get good transversal? That's what you get with guns. When a missile boat would need them to stop their ship entirely while keeping the Mwd on to do full damage? Especially if you use fury. Why are missile boats never used in incursions (except cruise and then again they are not optimal)?
Mind you I fly all races, hac 5, all medium sized weapon systems, in pvp and pve and... If you fail to see how bad hml are atm that's either because you don't use them or because you are blinded by your hate for missiles and don't want anyone to use them. You are comparing the dps you can apply at <23km with that you can apply at 2-3 times the range. Comparing apples and oranges here. Thats like me complaining that rail dps is too low because blasters do more dps - it's ********. "The rest will be in the blog rather than invented at the keyboards of forum posters and bloggers." -á-á-á-á-á-á-á - CCP Sreegs, 23/06/2012
Umad forum warriors? |

Vic Teishikuro
Rescue Team
5
|
Posted - 2013.07.18 21:08:00 -
[113] - Quote
I will also ask the Question when will we see a missle balance/ buff aswell.
after these changes come out the drake will offically be dead.
Heavy missles need love,
THe recent Cruiser missle buff didnt effect the other however many missles types CCP add missles into this Balance please
Rails will might be hit too hard with a -15% reducation to traking. I think -10% is enough if not less.
|

Alsyth
48
|
Posted - 2013.07.18 21:09:00 -
[114] - Quote
Had you not purposefully forgotten hi damage ammo for beams, your post might have made sense...
You obviously don't fly missiles, or you'd know how bad they are. That's all. Or maybe you only use Tengu, the single ship making hml worth it? |

Syrias Bizniz
Carnivore Company
191
|
Posted - 2013.07.18 21:13:00 -
[115] - Quote
Alsyth wrote:Had you not purposefully forgotten hi damage ammo for beams, your post might have made sense...
You obviously don't fly missiles, or you'd know how bad they are. That's all. Or maybe you only use Tengu, the single ship making hml worth it?
YOu obviously haven't tried medium rails or beams or you'd love your Heavy Missiles. |

Akimo Heth
State War Academy Caldari State
21
|
Posted - 2013.07.18 21:14:00 -
[116] - Quote
Arkon Olacar wrote:Akimo Heth wrote:mynnna wrote:Heavy Missiles were previously so powerful because there was no short range medium missile weapon system. The introduction of HAMs changed that, but they were bad and heavy missiles still too good, thus the combo buff/nerf to distinguish them from each other more.
HMs retain the classic missile advantages over guns of being "immune" to tracking (you can't get an advantage over them by simply getting in close) and static damage profile (I do the same DPS at 0km as at 60km). I'll need to dig into numbers once someone gets EFT updated, but HMs are probably still just fine in comparison to the new long range guns for those reasons. I disagree, if you plug in current TQ numbers into EFT you'll see that HML ships are already less dps than an equivalent beam-fitted ship and to a lesser extent rail-fitted. For example, the harbinger navy issue and drake have similar dps bonuses and both fit 6 turret/launchers so I plugged them into EFT. With all lvl 5's, 4 heat sinks/bcs, and T2 weapons/ammo, and no implants I'm getting 610 dps for the harbinger and 508 for the drake. Please correct me if I'm wrong.I would argue that the advantages you cite are already baked into the current TQ numbers, now with a 20% buff beams/rails/arties will pull even further ahead. You are wrong. Your numbers are about as disjointed from reality as mittens 'war updates'. For a start, good luck fitting 4 BCSs on a navy drake and still fitting a tank. But even if you did, you are looking at 362 dps at 94km with faction, 424 dps at 71km with fury. For a navy harbinger, you are looking at 522dps at 23km with scorch, 239 dps at 48km with faction radio and beams, 332 dps at 54km with aurora. Either way, both your dps and your max range is superior with hml, and you don't have to account for tracking. This is probably one of these cases where the great unwashed of Eve hear pubbie mcmissionrunner bitching about their nerfed drake (still), and actually believe them when they make great sweeping claims on the dps and range of heavy missiles that have no relation to actual facts. Edit: You were talking about normal drake not navy drake. For the standard drake, you are looking at 407 dps at 63km with faction, and 478 dps at 47km with fury. This of course locks you into kinetic damage, other damage types are worse. Faction still does more dps at a longer range than the longest ranged beam ammo, and fury does twice the dps of the ammo type that operates at the same max range. tl:dr heavy missiles are fine, shut up.
I fit the 4 BCS/heat sinks for the sake of example to keep them equal.
HML's range is supposedly already balanced because of the explosion radius/velocity difference (scourge furies have very low exp velocities so they're almost never hitting for full damage), whereas guns can pop frig's quite easily for full damage at long ranges/low traversals.
I don't have a problem with current TQ damage numbers, but signficantly buffing other long range weapons by 20% creates an imbalance in my opinion. I'm not saying everything is totally balanced, but do you really think HML fitted ships are >20% better than all other long range fitted medium ships at the moment? |

Arkon Olacar
Imperial Guardians Tribal Band
241
|
Posted - 2013.07.18 21:23:00 -
[117] - Quote
Alsyth wrote:Had you not purposefully forgotten hi damage ammo for beams, your post might have made sense...
You obviously don't fly missiles, or you'd know how bad they are. That's all. Or maybe you only use Tengu, the single ship making hml worth it? 582 dps at a masive 7.5km optimal, with 10km falloff. Completely comparably to missiles that hit at 60km+ amirite?
@Akimo: right now the only medium weapon types that are viable are the alpha of arties, and pulses with scorch. Pretty much everything else needs a buff to make them viable, HMLs, HAMs and ACs are simply the least bad out of the remaining weapon types. Even with the changes, HMLs will still out dps all other long range turret types once you get into that 40-60km sweet spot for missiles. The tracking nerfs make the difference between paper dps and applied dps for these turrets comes more into line with the gap between the two for missiles due to explosion velocity. "The rest will be in the blog rather than invented at the keyboards of forum posters and bloggers." -á-á-á-á-á-á-á - CCP Sreegs, 23/06/2012
Umad forum warriors? |

Alsyth
48
|
Posted - 2013.07.18 21:27:00 -
[118] - Quote
Syrias Bizniz wrote:Alsyth wrote:Had you not purposefully forgotten hi damage ammo for beams, your post might have made sense...
You obviously don't fly missiles, or you'd know how bad they are. That's all. Or maybe you only use Tengu, the single ship making hml worth it? YOu obviously haven't tried medium rails or beams or you'd love your Heavy Missiles.
Mind you, I'd take a beam zealot any day over a hml Cerberus, and that's because of the weapon system. I admit med rails need the buff, but if hml do not get one too, I will never even consider hml drake and will take beam harbinger or rail Brutix instead. Nighthawk? No thanks, I'll take a rail Astarte... The list goes on. Caracal? With rapid light why not, with hml never.
I used to fly hml a lot before the nerf. They were indeed much better than medium long range guns at that time, but the nerf was much too strong: damage AND explosion radius/velocity AND range. Really? They went from best (for damage at 25+km on destroyer and bigger) to plain worse in almost any situation.
And now, medium long range turrets get a buff they really deserve (though arties deserve more imo), but hml need to get one too. |

Pinky Feldman
NO MOAR TEARS I Whip My Slaves Back and Forth
555
|
Posted - 2013.07.18 21:50:00 -
[119] - Quote
Kesi Raae wrote:You pay for all that damage and tracking on beams with the crappy cap use.
If they were made to have less cap issues and lowered the damage or tracking to compensate they'd be treading on the toes of rails which would be boring, it's best if the weapon systems are as different to each as possible while still maintaining balance.
- Arties will have high alpha and selectable damage, but low dps and tracking. - Lasers will have high dps, high tracking and instant ammo switching, but a fixed damage type and high cap use. - Rails will have high dps and the longest range, middling cap use and tracking, and a fixed damage type.
I don't think high cap use is a problem, if they still need boosting then compensate in other areas (lower fitting) rather than taking away a unique aspect of the weapon system.
The issue is this. Functionally, the rail platforms are already pretty close to laser platforms, if not better. When I can just throw on a TC with a speed script to make up for the tracking difference since i'm not being forced to fit a mandatory cap booster just to fire my guns, why would I use beams over rails?
A cargohold with ammo is cheaper and lasts me more reliably through fights than a carghold full of cap boosters and crystals.
The moar you cry the less you pee |

Mole Guy
Xoth Inc Pandorum Invictus
265
|
Posted - 2013.07.18 22:01:00 -
[120] - Quote
the power requirements on the beam weapons need to be looked at. they are steep ALL the way across the ship range.
also, i think we need to "rethink" the dual weapons role to begin with.
think of it this way:
its 2 smaller frig weapons mounted on a cruiser platform. take the cruiser dual. its a medium weapon in theory...but in actuality, its just 2 smaller, frig sized weapons mounted together. it should have slightly better tracking than a frig light weapon because it has more power (cruiser power grid) to move the platform they are mounted on.
it should have the same ROF, slightly better tracking, same range/fall off but double frig weapon damage. they should use more power grid than frig weapons, but not close to normal "medium" weapons.
if i want to deck out a cruiser as an anti frig platform, i drop to double frig weapons.
i know, you say "use a destroyer"... but i want cruiser size and durability. bring dual frig weapons AND arties. destroyers use multiple frig weapons. great, but they cant use multiple cruiser weapons. what if we have a cruiser roam and dont know if we are fighting frigs or something larger? i would bring a muninn with both arties and dual 280mm's. then, we would get the range and tracking bonus from the muninn with the 280's. but it would still be a cruiser platform.
the bs sized dual medium weapons should be the same way...2x cruiser weapon. it doesnt matter if we are talking about dual heavy pulse or dual 250 rail. short or long range doesnt matter.
it would bring cruisers back into the lime light. it would make them REALLY useful. it would make cruisers anti-frig as well as anti-cruiser+ with a small change in guns.
i think they should actually use small ammo as well. they are not cruiser weapons. they are multiple frig weapons mounted up.
we used them alot in WWII and before. ive seen 2 AND 4 .50 cal machines guns mounted together as anti-air craft or anti-small boat. these should be the same.
frig weapons that gain the bonuses of cruiser mounts. |
|

Jerick Ludhowe
trolllolcorp
480
|
Posted - 2013.07.18 22:10:00 -
[121] - Quote
so, how are these new improved medium long range weapons comparing to close range weapons in terms of dps? I've not gotten a chance to plug in new variables to eft yet. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
16
|
Posted - 2013.07.18 22:17:00 -
[122] - Quote
Rough estimate based on previous fittings puts the Deimos at a healthy 500+ dps @ 16+40ish, rail Proteus at > 700dps @ 22+29. All figures depend on tracking/range mods and my memory, of course. I can't be bothered to use beams so I dunno about those. |

Silver Getsuga
Science and Trade Institute Caldari State
0
|
Posted - 2013.07.18 22:31:00 -
[123] - Quote
Arkon Olacar wrote:You are wrong. Your numbers are about as disjointed from reality as mittens 'war updates'. For a start, good luck fitting 4 BCSs on a navy drake and still fitting a tank. But even if you did, you are looking at 362 dps at 94km with faction, 424 dps at 71km with fury. For a navy harbinger, you are looking at 522dps at 23km with scorch, 239 dps at 48km with faction radio and beams, 332 dps at 54km with aurora. Either way, both your dps and your max range is superior with hml, and you don't have to account for tracking. This is probably one of these cases where the great unwashed of Eve hear pubbie mcmissionrunner bitching about their nerfed drake (still), and actually believe them when they make great sweeping claims on the dps and range of heavy missiles that have no relation to actual facts. Edit: You were talking about normal drake not navy drake. For the standard drake, you are looking at 407 dps at 63km with faction, and 478 dps at 47km with fury. This of course locks you into kinetic damage, other damage types are worse. Faction still does more dps at a longer range than the longest ranged beam ammo, and fury does twice the dps of the ammo type that operates at the same max range. tl:dr heavy missiles are fine, shut up.
Missile don't have to account for tracking yes. And guns don't need to account for sig size (as far as I know, I'm new to the game). Also tracking is irrelevant the moment rats start to chase you at a straight line when you out of their optimal range. Not saying HM are weak, just pointing out you're mittaning you facts too. |

MeBiatch
Republic University Minmatar Republic
1146
|
Posted - 2013.07.18 22:49:00 -
[124] - Quote
Bagehi wrote:I'm Down wrote:I really don't understand why you guys do not attack the Tracking formula for the much larger problem of no scaling at range. Because changing numbers in the database is a tweak. Changing the tracking formula is a massive overhaul. Same reason for not overhauling POSes and any number of other "why don't you JUST.." changes.
is the tracking formula that hard coded? i know parts of it have been added over the years and the missile one has been overhauled more then once... There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

elitatwo
Congregatio
88
|
Posted - 2013.07.18 23:01:00 -
[125] - Quote
I need to apologize in advance for so very rude comments I won't hold back any more. I am very sorry!
For the love of any gods out there, someone shut those people and their dps babbeling up-
And for all people that don't know the difference between short and long range weapons, here is a hint:
- Yo need to stay as far away as you can and deal much much hurt on ze boat you want to make booom so they gez no chance to close in and killz yo. - Missiles don't haz alpha, just volleys after volley - Any rof bonus to artilleries just screams OP - Artillery iz alpha gun, noes deeps gun
And now a little game with numbers.
Let's take ma Moa with ze 250mm t2 railguns and lets look at ze current stats with ze level V skills an no implant ****: - duration (mean rate of fire) 3.574 seconds - optimal range with tech 1 antimatter M 18km - falloff 15km - tracking 0,03019 (radians) - 187,2 powergrid - 31,5 cpu
Now let's apply the proosed buff to ze numbers: - duration (means rate of fire) 3.5734s - 15% (.53601) = 3,03739 seconds
With smaller guns the number even decreases, so the lower you get the lower the duration decrease. I make an educated guess and say it will hardly hurt the capacitor much.
Now let's have a look of the alpha damage of ma Moa with a full rack of 250mm rails.
5x 250mm loaded with tech1 antimatter M deals 1071hp damage Applying 15% damage to them would make 1.231,65hp alpha.
So chill people, don't ever look at some percentages of a value and judge right away.
Now another experiment with a Zealot (pun implied....) and tech2 heavy beam lasers.
For all that people screaming op, just stop posting
Okay back to the Zealot and heavy pulse laser + 2 heat sinks 5x tech2 heavy beam lasers with tech1 multifrequency deal an insane amount of 681hp alpha damage oh ma gawd... Taking 681 + 25% makes 851,25hp alpha damage (still using multifrequncy)
So again chill people!!
I can see this going in the right direction and maybe we could tone the powergrid demands for heavy beam lasers somewhat down would go a long way. |

Dinsdale Pirannha
Pirannha Corp
1105
|
Posted - 2013.07.18 23:19:00 -
[126] - Quote
Sarkelias Anophius wrote:Rough estimate based on previous fittings puts the Deimos at a healthy 500+ dps @ 16+40ish, rail Proteus at > 700dps @ 22+29. All figures depend on tracking/range mods and my memory, of course. I can't be bothered to use beams so I dunno about those.
Toss the numbers for the Proteus out the door. I figured out the same numbers until I realized I forgot that CCP plans on destroying the T3 ships, so no way those numbers will exist for more than a flicker of game time. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Silver Getsuga
Science and Trade Institute Caldari State
0
|
Posted - 2013.07.18 23:26:00 -
[127] - Quote
Dinsdale Pirannha wrote:Sarkelias Anophius wrote:Rough estimate based on previous fittings puts the Deimos at a healthy 500+ dps @ 16+40ish, rail Proteus at > 700dps @ 22+29. All figures depend on tracking/range mods and my memory, of course. I can't be bothered to use beams so I dunno about those. Toss the numbers for the Proteus out the door. I figured out the same numbers until I realized I forgot that CCP plans on destroying the T3 ships, so no way those numbers will exist for more than a flicker of game time.
Can't decide what to level next T3 cruisers or battleships. T3 cruisers now seem like risky time investment. |

Bishop Xsi
Red Federation RvB - RED Federation
2
|
Posted - 2013.07.19 00:31:00 -
[128] - Quote
So where do I get the new EFT data files? |

Perihelion Olenard
174
|
Posted - 2013.07.19 01:35:00 -
[129] - Quote
I definitely like this. I want to try a rail ferox. I wear my sunglasses at night. |

Dinsdale Pirannha
Pirannha Corp
1106
|
Posted - 2013.07.19 01:35:00 -
[130] - Quote
Silver Getsuga wrote:Dinsdale Pirannha wrote:Sarkelias Anophius wrote:Rough estimate based on previous fittings puts the Deimos at a healthy 500+ dps @ 16+40ish, rail Proteus at > 700dps @ 22+29. All figures depend on tracking/range mods and my memory, of course. I can't be bothered to use beams so I dunno about those. Toss the numbers for the Proteus out the door. I figured out the same numbers until I realized I forgot that CCP plans on destroying the T3 ships, so no way those numbers will exist for more than a flicker of game time. Can't decide what to level next T3 cruisers or battleships. T3 cruisers now seem like risky time investment.
Go with the BS's. You have a known quantity there.
Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
|

masternerdguy
nul-li-fy Nulli Secunda
1241
|
Posted - 2013.07.19 01:44:00 -
[131] - Quote
Marcel Devereux wrote:Let's go over the rails checklist.
Shield ships: Tank - check, Speed - check, Range - check, Tracking - check, DPS - check. Done ship it!
Armor ships: Tank - not if you want to fit the guns, Speed - not if you want a tank, Range - checkish, Tracking - not if you want range, DPS - not if you want that tank, but then again if you wanted a tank you can't fit the guns. Ship it? Sure why not. CCP Rise pities the fool that flies armor.
When are we going to see Armor 2.0?
Buffer armor tank ships are grossly stronger than their shield tanked counterparts in most pvp situations that don't involve kiting.
It's because buffer shield tanking typically makes your sig radius gigantic causing you to absorb huge amounts of extra damage, requires mid slots which can no longer be used for tackle / EWAR / etc, and still gives you less EHP than your armor counterpart.
Armor tanking has a low sig radius, mitigating lots of damage, and has mid slots free for utility stuff (not to mention the wide variety of tough armor tanked ships with powerful scram and web bonuses), and still has higher EHP than the shield tanking counterpart.
And you do plenty of damage. Not that damage matters really, in fleets of 500 vs 500 dps is often pretty irrelevant.
When ravens are consistently owning megas with their epic tank, speed, and dps, then we can talk about buffing armor ships more. When nullsec alliances stop using AHACs because they're getting owned by shield HACs, then we can talk some more.
Armor is currently OP, if anything. Sorry your specific fitting is bad, but the ships are excellent. Things are only impossible until they are not. |

James Potkukelkka
Fistful of Finns Confederation of xXPIZZAXx
1
|
Posted - 2013.07.19 07:22:00 -
[132] - Quote
So the damage buff works against rats too? Does the rats using rails do more damage too? |

Tobias Hareka
Republic Military School Minmatar Republic
24
|
Posted - 2013.07.19 07:26:00 -
[133] - Quote
Silver Getsuga wrote:Arkon Olacar wrote:You are wrong. Your numbers are about as disjointed from reality as mittens 'war updates'. For a start, good luck fitting 4 BCSs on a navy drake and still fitting a tank. But even if you did, you are looking at 362 dps at 94km with faction, 424 dps at 71km with fury. For a navy harbinger, you are looking at 522dps at 23km with scorch, 239 dps at 48km with faction radio and beams, 332 dps at 54km with aurora. Either way, both your dps and your max range is superior with hml, and you don't have to account for tracking. This is probably one of these cases where the great unwashed of Eve hear pubbie mcmissionrunner bitching about their nerfed drake (still), and actually believe them when they make great sweeping claims on the dps and range of heavy missiles that have no relation to actual facts. Edit: You were talking about normal drake not navy drake. For the standard drake, you are looking at 407 dps at 63km with faction, and 478 dps at 47km with fury. This of course locks you into kinetic damage, other damage types are worse. Faction still does more dps at a longer range than the longest ranged beam ammo, and fury does twice the dps of the ammo type that operates at the same max range. tl:dr heavy missiles are fine, shut up. Missiles don't have to account for tracking yes. And guns don't need to account for sig size (as far as I know, I'm new to the game). Also tracking is irrelevant the moment rats start to chase you at a straight line when you out of their optimal range. Not saying HM are weak, just pointing out you're mittaning your facts too.
Watch this video: https://www.youtube.com/watch?v=WT8VqVcLDqc
It will open your eyes. |

Jacob Holland
Weyland-Vulcan Industries
170
|
Posted - 2013.07.19 08:04:00 -
[134] - Quote
CCP Rise wrote: Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed
Corresponing cap use reduction?
At present an Omen with Heavy Beams will burn about 10.5 GJ per shot while a Thorax with 250mm Rails burns 10. (According to the values listed in the EVElopedia). The base ROF on the two turrets is the same 6s (the Omen than has an ROF bonus of course). The ROF gain of new rails puts a significant, additional cap pressure on the ships using them - pushing them closer to Lasers with ammo use... |

Silver Getsuga
Science and Trade Institute Caldari State
0
|
Posted - 2013.07.19 08:08:00 -
[135] - Quote
Tobias Hareka wrote:Silver Getsuga wrote:
Missiles don't have to account for tracking yes. And guns don't need to account for sig size (as far as I know, I'm new to the game). Also tracking is irrelevant the moment rats start to chase you at a straight line when you out of their optimal range. Not saying HM are weak, just pointing out you're mittaning your facts too.
Watch this video: https://www.youtube.com/watch?v=WT8VqVcLDqcIt will open your eyes.
Ah yes, I see, thank you. Didn't know that guns tracking is affected by sig size. But still NPC frigates approach you in a straight line, aren't they? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
733
|
Posted - 2013.07.19 09:01:00 -
[136] - Quote
CCP Rise wrote:One of the discussions we had with the CSM... And they didn't question the viability of bringing medium weapons against normal fleets that are not comprised of a single Talwar doing a Benny Hill or the fact that you used a Talwar with its MWD sig reduction in the first place?
Were they there at all? Asleep perhaps? Drunk? 
Powercreep is irrelevant as you are free to say no when (not if, players are greedy!) cries go out to boost large over the top.
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
261
|
Posted - 2013.07.19 09:12:00 -
[137] - Quote
Jacob Holland wrote:CCP Rise wrote: Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed
Corresponing cap use reduction? At present an Omen with Heavy Beams will burn about 10.5 GJ per shot while a Thorax with 250mm Rails burns 10. (According to the values listed in the EVElopedia). The base ROF on the two turrets is the same 6s (the Omen than has an ROF bonus of course). The ROF gain of new rails puts a significant, additional cap pressure on the ships using them - pushing them closer to Lasers with ammo use...
Welcome to the world of the Amarr where you pay heavily for the tiniest advantage which turns out not to be an advantage at all. Tiericide is tiers by another name. |

Tobias Hareka
Republic Military School Minmatar Republic
24
|
Posted - 2013.07.19 09:57:00 -
[138] - Quote
Silver Getsuga wrote:Tobias Hareka wrote:Silver Getsuga wrote:
Missiles don't have to account for tracking yes. And guns don't need to account for sig size (as far as I know, I'm new to the game). Also tracking is irrelevant the moment rats start to chase you at a straight line when you out of their optimal range. Not saying HM are weak, just pointing out you're mittaning your facts too.
Watch this video: https://www.youtube.com/watch?v=WT8VqVcLDqcIt will open your eyes. Ah yes, I see, thank you. Didn't know that guns tracking is affected by sig size. But still NPC frigates approach you in a straight line, aren't they?
Yes, because AI in this game is programmed to do that. That's exactly same thing what happens every time you hit orbit button if you have to approach.
I still don't see how missiles are broken. |

E'lyna Mis Dimaloun
Imperial Dreams Curatores Veritatis Alliance
24
|
Posted - 2013.07.19 10:33:00 -
[139] - Quote
CCP #1: so, no one uses medium rails/beams. We can fix the tracking formula to account for signature radius more correctly, so that people will have a reason to fit them.
CCP #2: too much work. Just buff the DPS.
CCP #1: maybe we should instead look at fitting requirements, cap usage, tech 2 ammo...?
CCP #2: BUFF THE DPS IT WILL SOLVE EVERYTHING.
|

Kagura Nikon
Mentally Assured Destruction
442
|
Posted - 2013.07.19 10:41:00 -
[140] - Quote
Harvey James wrote:mmkay so why are all the comparisons ignoring T2 ammo? ..... who uses antimatter on rails? .. anyone?
T2 ammo needs a buff on long range guns .. -75% range makes it unusable...
Stil works pretty well when enemy Forced you into close range. |
|

Kagura Nikon
Mentally Assured Destruction
442
|
Posted - 2013.07.19 10:43:00 -
[141] - Quote
Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. Give Artillery 20% RoF bonus. Artillery DPS will be still 25% less then Beam or Rails DPS When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday, if you can't kill it with a single volley bring more arties. Those are already the reason why beams and rails are total crap atm.
Just shut up please. Alpha is NOT > DPS every day. Alpha is > DPS only if ALpha is high enough to kill the enemy. When you are fightign larger ships.. DPS >>>>> ALPHA. |

Mur'zad
Infinity Engine Sleeping Dragons
3
|
Posted - 2013.07.19 11:03:00 -
[142] - Quote
Would like to see some form of reduction in the cap usage of lasers too.. Try fitting any beam ship and not run into cap issues. |

Kagura Nikon
Mentally Assured Destruction
442
|
Posted - 2013.07.19 11:10:00 -
[143] - Quote
Mur'zad wrote:Would like to see some form of reduction in the cap usage of lasers too.. Try fitting any beam ship and not run into cap issues.
Well I do not have cap issues with my Zealot or my Legion. That does not mean I never get low on cap, just that when I get there I made reasonable work from that cap. |

Silver Getsuga
Science and Trade Institute Caldari State
0
|
Posted - 2013.07.19 11:15:00 -
[144] - Quote
Tobias Hareka wrote:Silver Getsuga wrote:Tobias Hareka wrote:Silver Getsuga wrote:
Missiles don't have to account for tracking yes. And guns don't need to account for sig size (as far as I know, I'm new to the game). Also tracking is irrelevant the moment rats start to chase you at a straight line when you out of their optimal range. Not saying HM are weak, just pointing out you're mittaning your facts too.
Watch this video: https://www.youtube.com/watch?v=WT8VqVcLDqcIt will open your eyes. Ah yes, I see, thank you. Didn't know that guns tracking is affected by sig size. But still NPC frigates approach you in a straight line, aren't they? Yes, because AI in this game is programmed to do that. That's exactly same thing what happens every time you hit orbit button if you have to approach. I still don't see how missiles are broken.
Not saying they're. But they look weak in particular case. Low sig (up to and including cruisers) fast ( >500 m/s) ships that swarm L3s. On paper mid-to-long range turrets on a kiting ship look better than heavy missiles.
Even with precision missiles. _Right now_ precision missiles on slow (<300 m/s) targets look about the same as rails. Post buff rails will do ~33% better. Range wise rails do better too.
That makes Drake look bad. It'll not be effective in L3s (due to dps) and L4s (due to tank/damage trade off). Maybe some kind of damage application bonus would do in theory (instead of range bonus, since drake have enough tank for L3s). Or players can adapt with HAMs.
But you don't have to believe me. Play with DPS windows in EFT. I could be wrong. |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
3
|
Posted - 2013.07.19 11:21:00 -
[145] - Quote
Kagura Nikon wrote:Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday When you are fightign larger ships.. DPS >>>>> ALPHA.
How medium arties are used at the moment, Lokis? Hurricanes? Aren't they been used in a sort of "niche" combat only (certain fleet types in certain conditions) ?
It's an honest question, I only fly frigs (and badly), I really don't know the current application/meta of medium arties. If one day I decide to upgrade to cruisers (solo - small gang low sec roamer), I really can't see why should I use them. |

Schmell
Russian Thunder Squad Darkness of Despair
34
|
Posted - 2013.07.19 11:21:00 -
[146] - Quote
WHOA
Just noticed that new medium rails tracking is gonna be worse than new medium artillery tracking |

Tobias Hareka
Republic Military School Minmatar Republic
24
|
Posted - 2013.07.19 11:35:00 -
[147] - Quote
Silver Getsuga wrote:Not saying they're. But they look weak in particular case. Low sig (up to and including cruisers) fast ( >500 m/s) ships that swarm L3s. On paper mid-to-long range turrets on a kiting ship look better than heavy missiles.
Even with precision missiles. _Right now_ precision missiles on slow (<300 m/s) targets look about the same as rails. Post buff rails will do ~33% better. Range wise rails do better too.
That makes Drake look bad. It'll not be effective in L3s (due to dps) and L4s (due to tank/damage trade off). Maybe some kind of damage application bonus would do in theory (instead of range bonus, since drake have enough tank for L3s). Or players can adapt with HAMs.
But you don't have to believe me. Play with DPS windows in EFT. I could be wrong.
Tank and dps is fine for level 3 missions. Tank should be enough for Guristas level 4s.
[Drake, L3 Active PvE Drake]
Ballistic Control System II Ballistic Control System II Ballistic Control System II Internal Force Field Array I
10MN Afterburner II Medium Shield Booster II Kinetic Deflection Field II Kinetic Deflection Field II Thermic Dissipation Field II Phased Weapon Navigation Array Generation Extron
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Processor Overclocking Unit I Medium Warhead Rigor Catalyst I Medium Warhead Flare Catalyst I |

Windman Advena
Morbid Angels
0
|
Posted - 2013.07.19 11:39:00 -
[148] - Quote
I calculated (ETF-warrior) DPS for turrets for all 5 character, no ship bonuses, T1 ammo (-50% optimal), biggest size of turret and 3 damagemods.
Rails: 66 (old - 50) Beams: 65 (52) Artillery: 47 (42)
Artillery with 20% RoF bonus: 52
Common navy ammo will give 15% more damage
For comparison: Havy missles: 37 Fury havy missles: 50 In one of last big updates damage of all havy missles was redused by 10%
HAM: 52 Rage HAM: 70 |

The Djego
Hellequin Inc. Mean Coalition
126
|
Posted - 2013.07.19 11:40:00 -
[149] - Quote
The damage buff is far to massive, there will be little reason at all to use blasters and auto cannons with this numbers outside solo pvp, the only saving grace of puls is that beams are nearly unfit able on everything except the Harbinger, Zealot and Absolution and puls got scorch ammo.
The major issue of medium rails is the lack of tracking in combination with fast movement at 18-28km kitting ranges and that caldari hulls lack the effective turrets(gallente hulls with drones + rails already get ok damage on paper). The reason why small rails work is that they are used within web range and large rails are used on hulls with a lot of tracking mods or at far higher ranges. Damage is not the source of the problem with medium rails(at least on gallente hulls), it is damage application and all you gain by this change is wrecking medium blasters and auto cannons. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|

Schmell
Russian Thunder Squad Darkness of Despair
34
|
Posted - 2013.07.19 11:50:00 -
[150] - Quote
Btw do Rise and Fozzy read failheap threads? Some really good points there |
|

Akimo Heth
State War Academy Caldari State
25
|
Posted - 2013.07.19 11:58:00 -
[151] - Quote
The Djego wrote:The damage buff is far to massive, there will be little reason at all to use blasters and auto cannons with this numbers outside solo pvp, the only saving grace of puls is that beams are nearly unfit able on everything except the Harbinger, Zealot and Absolution and puls got scorch ammo.
The major issue of medium rails is the lack of tracking in combination with fast movement at 18-28km kitting ranges and that caldari hulls lack the effective turrets(gallente hulls with drones + rails already get ok damage on paper). The reason why small rails work is that they are used within web range and large rails are used on hulls with a lot of tracking mods or at far higher ranges. Damage is not the source of the problem with medium rails(at least on gallente hulls), it is damage application and all you gain by this change is wrecking medium blasters and auto cannons.
Great points on medium beams, it is still far easier to just fit pulse scorch and save the ass ache of trying to make a beam fit work with the PG fitting and cap use. |

Silver Getsuga
Science and Trade Institute Caldari State
1
|
Posted - 2013.07.19 12:55:00 -
[152] - Quote
Tobias Hareka wrote:Silver Getsuga wrote:Not saying they're. But they look weak in particular case. Low sig (up to and including cruisers) fast ( >500 m/s) ships that swarm L3s. On paper mid-to-long range turrets on a kiting ship look better than heavy missiles.
Even with precision missiles. _Right now_ precision missiles on slow (<300 m/s) targets look about the same as rails. Post buff rails will do ~33% better. Range wise rails do better too.
That makes Drake look bad. It'll not be effective in L3s (due to dps) and L4s (due to tank/damage trade off). Maybe some kind of damage application bonus would do in theory (instead of range bonus, since drake have enough tank for L3s). Or players can adapt with HAMs.
But you don't have to believe me. Play with DPS windows in EFT. I could be wrong. Tank and dps is fine for level 3 missions. Tank should be enough for Guristas level 4s. [Drake, L3 Active PvE Drake] Ballistic Control System II Ballistic Control System II Ballistic Control System II Internal Force Field Array I 10MN Afterburner II Medium Shield Booster II Kinetic Deflection Field II Kinetic Deflection Field II Thermic Dissipation Field II Phased Weapon Navigation Array Generation Extron Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile Medium Processor Overclocking Unit I Medium Warhead Rigor Catalyst I Medium Warhead Flare Catalyst I
Are you really using navy ammo for L3s?
Anyway let me show you a DPS graph:
Target is 418 m/s Caracal moving towards us on an angle. So rails wouldn't look too awesome.
Drake and Ferox fighting with 5 Hobgoblins II.
As you can see navy ammo aside Ferox beats Drake on that target @ 10 km or more. Navy ammo closes the gap but still Ferox looks better 20-45km.
If you remove angular velocity (since frigates and cruisers in L3s don't spiral you much) Ferox will be better up to 52 km
http://imgur.com/vHYSbf2 |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
117
|
Posted - 2013.07.19 13:05:00 -
[153] - Quote
Jacob Holland wrote:CCP Rise wrote: Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed
Corresponing cap use reduction? At present an Omen with Heavy Beams will burn about 10.5 GJ per shot while a Thorax with 250mm Rails burns 10. (According to the values listed in the EVElopedia). The base ROF on the two turrets is the same 6s (the Omen than has an ROF bonus of course). The ROF gain of new rails puts a significant, additional cap pressure on the ships using them - pushing them closer to Lasers with ammo use...
Not sure where those numbers are coming from? Guessing Evelopedia is massively out of date.
Comparing an Omen (multifreq) and Thorax (antimatter) as above with level 5 skills. (So you get the 50% cap bonus on the Omen) Each laser on the Omen uses over 8 cap per shot. Their cycle time is 3.24 seconds. 2.47 cap per second per gun The Thorax guns use 5.25 cap per shot, with a cycle time of 4.6 seconds. 1.14 cap per second per gun.
Even with the Rate of fire change on the rails they aren't even going to be close to the cap usage of Beam lasers - and that's on a ship with a cap usage bonus. BTW - thorax has near enough the same sized cap as an Omen :)
On a Maller - 16.25 cap per volley, cycle time of 4.32. That's 3.76 cap per second per gun.
Now this isn't a whining about cap usage post, I just wanted to point out that Rails aren't even the same league as Beams for using cap! |

Harvey James
Deep Core Mining Inc. Caldari State
324
|
Posted - 2013.07.19 13:18:00 -
[154] - Quote
Does anybody else think this should be the order of alpha to dps?
-Heavy Missiles -Beams -Arties -Rails
why? - missiles .. well think nukes .. also useful for reducing lag
-Beams ... well big beams laser tearing through your ship it should hurt.. and would take time for the heat to dissipate for another shot .. also lasers aplha is low atm and they use A LOT of cap.
-Arites .. are like little missiles
-Rails .. are basically a swarm of bullets 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. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
984
|
Posted - 2013.07.19 13:20:00 -
[155] - Quote
Kagura Nikon wrote:Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. Give Artillery 20% RoF bonus. Artillery DPS will be still 25% less then Beam or Rails DPS When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday, if you can't kill it with a single volley bring more arties. Those are already the reason why beams and rails are total crap atm. Just shut up please. Alpha is NOT > DPS every day. Alpha is > DPS only if ALpha is high enough to kill the enemy. When you are fightign larger ships.. DPS >>>>> ALPHA.
I'm pretty sure you either misunderstood the "thing" or don't understand at all how alpha works.
Fit a instant arty cane and shoot T2 destroyers with to see them pop under a single shot, now do the same thing with your uber rails or beams and watch your target gtfo and laugh at you.
The only way to kill the same destroyer with those 2 guns other than alpha is when the target stays enough time for you to cycle several times your guns which they shouldn't aloud you to, on the other hand a single volley means instant kill
Again instead of EFT spewing numbers this is about experience and I have yet to see any rails or beams battlecruiser one shot T2 destroyers with 6k ehp or blow in two shots faction frigates at 140km like arty can do (if you can't do this you need to learn how)
Now if you're talking about structure shooting crap with bazillions EHP or capital ships DPS guns or faster ROF guns will be superior ONLY because smaller volley rails/beams will catch arty dps after a couple shots, non the less, is something can be killed with 2 or 3 arty volleys arties will be superior at use in this case every time.
After latest rails changes and some ships bonus changes Rails got a nice buff but still, RAILS&BEAMS need to cycle a couple times to catch up same dmg you can put with arties in a single volley, it's that simple.
Now you can stfu yourself and return under your bridge.
*removed inappropriate ASCII art signature* - CCP Eterne |

Kaarous Aldurald
ROC Academy The ROC
484
|
Posted - 2013.07.19 13:22:00 -
[156] - Quote
Akimo Heth wrote:The Djego wrote:The damage buff is far to massive, there will be little reason at all to use blasters and auto cannons with this numbers outside solo pvp, the only saving grace of puls is that beams are nearly unfit able on everything except the Harbinger, Zealot and Absolution and puls got scorch ammo.
The major issue of medium rails is the lack of tracking in combination with fast movement at 18-28km kitting ranges and that caldari hulls lack the effective turrets(gallente hulls with drones + rails already get ok damage on paper). The reason why small rails work is that they are used within web range and large rails are used on hulls with a lot of tracking mods or at far higher ranges. Damage is not the source of the problem with medium rails(at least on gallente hulls), it is damage application and all you gain by this change is wrecking medium blasters and auto cannons. Great points on medium beams, it is still far easier to just fit pulse scorch and save the ass ache of trying to make a beam fit work with the PG fitting and cap use.
Especially when you consider the ramifications of having to put a PG mod in a lowslot instead of a heat sink as a result.
In that case, it's still Pulse >>> Beams.
The range, I presume, cannot change all that much without causing balance issues. So the solution lies in the fitting requirements and cap use. But then, I've had this argument all before. At least Bouh hasn't popped up yet to scream about how you can't buff beams at all ever. Not posting on my main, and loving it.-á Because free speech.-á |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
984
|
Posted - 2013.07.19 13:34:00 -
[157] - Quote
Kaarous Aldurald wrote:Akimo Heth wrote:The Djego wrote:The damage buff is far to massive, there will be little reason at all to use blasters and auto cannons with this numbers outside solo pvp, the only saving grace of puls is that beams are nearly unfit able on everything except the Harbinger, Zealot and Absolution and puls got scorch ammo.
The major issue of medium rails is the lack of tracking in combination with fast movement at 18-28km kitting ranges and that caldari hulls lack the effective turrets(gallente hulls with drones + rails already get ok damage on paper). The reason why small rails work is that they are used within web range and large rails are used on hulls with a lot of tracking mods or at far higher ranges. Damage is not the source of the problem with medium rails(at least on gallente hulls), it is damage application and all you gain by this change is wrecking medium blasters and auto cannons. Great points on medium beams, it is still far easier to just fit pulse scorch and save the ass ache of trying to make a beam fit work with the PG fitting and cap use. Especially when you consider the ramifications of having to put a PG mod in a lowslot instead of a heat sink as a result. In that case, it's still Pulse >>> Beams. The range, I presume, cannot change all that much without causing balance issues. So the solution lies in the fitting requirements and cap use. But then, I've had this argument all before. At least Bouh hasn't popped up yet to scream about how you can't buff beams at all ever.
And these changes aren't making LR weapon HACs any better or better choice than ABCs but they will have some uses.
*removed inappropriate ASCII art signature* - CCP Eterne |

Kaarous Aldurald
ROC Academy The ROC
485
|
Posted - 2013.07.19 13:38:00 -
[158] - Quote
Quote:And these changes aren't making LR weapon HACs any better or better choice than ABCs but they will have some uses.
HACs, on their own? Maybe, maybe not. But they are still the pre-alpha, the starting point for discussion, as Rise mentioned. Hence why this discussion is so important. Not posting on my main, and loving it.-á Because free speech.-á |

Kenneth Skybound
Solarii Assault Squad Solarii Federation
63
|
Posted - 2013.07.19 13:45:00 -
[159] - Quote
Kagura Nikon wrote:Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. Give Artillery 20% RoF bonus. Artillery DPS will be still 25% less then Beam or Rails DPS When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday, if you can't kill it with a single volley bring more arties. Those are already the reason why beams and rails are total crap atm. Just shut up please. Alpha is NOT > DPS every day. Alpha is > DPS only if ALpha is high enough to kill the enemy. When you are fightign larger ships.. DPS >>>>> ALPHA.
I think you are forgetting arty is more than just dps. It has variable damage type and no cap usage. That's why it has such low dps in comparison, because it can choose how to shoot, isn't shut down by cap issues AND has alpha.
Against an omni tank out of neut range which survives volley? Yes, it is weaker. But then we don't want homogenized weapons, right? |

Crazy KSK
Tsunami Cartel Gank for Profit
42
|
Posted - 2013.07.19 14:03:00 -
[160] - Quote
so why do med rails have less tracking then med arty? do you plan on changing that for all sizes? Quote CCP Fozzie: ... The days of balance and forget are over.
|
|

Harvey James
Deep Core Mining Inc. Caldari State
328
|
Posted - 2013.07.19 14:09:00 -
[161] - Quote
Crazy KSK wrote:so why do med rails have less tracking then med arty? do you plan on changing that for all sizes?
also shield rail brutix now does more dps then armor blaster one \o/
really thats crazy i assume blasters with 2 mags against Rails with 3 mags? 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. |

Schmell
Russian Thunder Squad Darkness of Despair
37
|
Posted - 2013.07.19 14:16:00 -
[162] - Quote
The funny thing is that still with worst tracking, med rails will in some cases outperform all available medium sized gun types |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
984
|
Posted - 2013.07.19 14:19:00 -
[163] - Quote
Kaarous Aldurald wrote:Quote:And these changes aren't making LR weapon HACs any better or better choice than ABCs but they will have some uses. HACs, on their own? Maybe, maybe not. But they are still the pre-alpha, the starting point for discussion, as Rise mentioned. Hence why this discussion is so important.
Indeed but for what we can read all around everyone has his version of what HACs/SACs are meant to be, which clearly demonstrates ther is no real defined role for T2 assault cruisers in between T1 versions and ABC's, meanwhile HAC/SAC are supposed to be SPECIALIZED ships.
My question after T1 cruisers rebalance, after ABCs rebalance is, and legitimate I think: what are HAC/SAC supposed to be specialized at? Being expensive with no real benefit over T1 versions nor good enough to compete with ABC's? -what's the point?
Of course this is only my version and vision of HAC's/SAC's but ihmo for a very specialized ship they need to get the special role they're meant to and most important the tools to achieve their task:
-be dam fast with a nasty small signature and tank (via resist profile), 0 sign bloom when MWD or change bonus to 100% AB speed eventually even bigger to catch MWD speeds
-deliver average 650dps at least (BC dps for a T2 specialized cruiser isn't OP) with in disruption/web range without requiring additional range modules
-get a 3rd rig slot !! this is clearly important and there's no reason they shouldn't have it to increase the interest over T1's
With these changes the natural way to balance those bonus is to force those ships to resist profile tank rather than buffer
->very small signature with good speed and nasty resist profile and only after------->DPS
Only my opinion of course *removed inappropriate ASCII art signature* - CCP Eterne |

I'm Down
Macabre Votum Northern Coalition.
169
|
Posted - 2013.07.19 14:50:00 -
[164] - Quote
All the issues brought up in this thread by this "balance" are exactly why you have to hit the tracking formula.
You simply cannot keep tweaking damage because at some point, you paint yourself into a corner.
Quote:Rails that have worse tracking than artilleries Rails that have better dps than blasters or pulses. Beam Legions and Proteus that have near broken dps statistics. Missile nerfs coming back to haunt you.
You can't continue down this road. Please just enhance the tracking formula to create balance within gun classes by varying the ranges they excel.
It's so simple:
Create a % modifier on all guns that affects Sig Resolution at range. Create higher modifiers for Artilleries and Pulse.
Create medium modifiers for Autocannons and Beams.
Create Low modifiers for blasters and Rails.
This way, you create zones of engagement where everything performs better than others. Rails now have tracking modified advantages at longer ranges and you can change range ammo to help also account for this. But nerf their tracking in close due to this modifier being built in for range engagements only.
Autocannons get a medium Modifier because they have falloff already affect them at range. This also means you can return them to pre TE nerf ranges so that they get more range, but bigger drop offs. I see pulses and beam balance in that pulses have higher tracking, beams have higher range potential, but both excel in mid ranges. Ultimately it's a tradeoff of which side is needed more. Beams might actually get a slightly higher advantage in modified tracking due to sig after 50km in this area so that pulses can't dominate the field always.
Make pulses and artilleries have high falloffs so that pulses don't have huge advantages at range over any other weapon system and Artlleries still thump, but struggle at any range to actually project their damage.
It's the best option for balance for guns because it creates zones of variation where everything excels and damage is no longer a factor so much as tactics are. It also creates a need for the return of a variety of ships rather than uniform fleet concepts.
Then all you have to do is fix drones and Sentry carriers and wham.... weapon balance. No more stat tweaking, and more options for ship diversity.
JUST think, this opens up the door so that HACs can actually excel somewhere that ABCs cannot. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
290
|
Posted - 2013.07.19 15:10:00 -
[165] - Quote
I was just EFTing, and you cannot fit an 800mm plate thorax with 200mm rails without investing in an ACR or some implants. It's the same for an 800mm plated 250mm rail deimos. Also, this falloff bonus is stupid for railguns, adds less and less as you go up the ranges. Should switch all gallente range bonuses to optimal, then make blasters more optimally than falloffy. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
985
|
Posted - 2013.07.19 15:21:00 -
[166] - Quote
TrouserDeagle wrote:I was just EFTing, and you cannot fit an 800mm plate thorax with 200mm rails without investing in an ACR or some implants. It's the same for an 800mm plated 250mm rail deimos. Also, this falloff bonus is stupid for railguns, adds less and less as you go up the ranges. Should switch all gallente range bonuses to optimal, then make blasters more optimally than falloffy.
I can't completely agree with you because the dps potential with hybrids in fall off is clearly the best while increasing optimal would make them beams alike and wouldn't change much for blaster pilots the simple fact they are in scram web range to do any interesting dmg except large blasters being at the right spot. *removed inappropriate ASCII art signature* - CCP Eterne |

CannonFodder82
The Vo'Shun
4
|
Posted - 2013.07.19 15:46:00 -
[167] - Quote
i have sat and read this whole thread, im sitting here wondering if some of these people are playing the same game i am |

Blastcaps Madullier
Celestial Horizon Corp. ROFL Citizens
96
|
Posted - 2013.07.19 15:54:00 -
[168] - Quote
plenty have said since the last hybrid rebalance that the damage on medium rails needed looking at again, all can say is about bloody time :) |

Kaarous Aldurald
ROC Academy The ROC
485
|
Posted - 2013.07.19 16:17:00 -
[169] - Quote
Sergeant Acht Scultz wrote:Kaarous Aldurald wrote:Quote:And these changes aren't making LR weapon HACs any better or better choice than ABCs but they will have some uses. HACs, on their own? Maybe, maybe not. But they are still the pre-alpha, the starting point for discussion, as Rise mentioned. Hence why this discussion is so important. Indeed but for what we can read all around everyone has his version of what HACs/SACs are meant to be, which clearly demonstrates ther is no real defined role for T2 assault cruisers in between T1 versions and ABC's, meanwhile HAC/SAC are supposed to be SPECIALIZED ships. My question after T1 cruisers rebalance, after ABCs rebalance is, and legitimate I think: what are AHAC/SHAC supposed to be specialized at? Being expensive with no real benefit over T1 versions nor good enough to compete with ABC's? -what's the point? Of course this is only my version and vision of AHAC's/SHAC's but ihmo for a very specialized ship they need to get the special role they're meant to and most important the tools to achieve their task: -be dam fast with a nasty small signature and tank (via resist profile), 0 sign bloom when MWD or change bonus to 100% AB speed eventually even bigger to catch MWD speeds -deliver average 650dps at least (BC dps for a T2 specialized cruiser isn't OP) with in disruption/web range without requiring additional range modules -get a 3rd rig slot !! this is clearly important and there's no reason they shouldn't have it to increase the interest over T1's With these changes the natural way to balance those bonus is to force those ships to resist profile tank rather than buffer ->very small signature with good speed and nasty resist profile and only after------->DPS Only my opinion of course
I'd have to say, my own analysis led to this conclusion as well. Hictors pretty much have the "tank" aspect covered, while ABCs have an unreachable monopoly on range and kiting. Range and kiting were pretty much what the HACs, at least the Zealot, which was the best one, used to do.
So, we cannot allow a ~60 mil isk ship with far fewer SP requirements to just outright invalidate an entire T2 ship class.
Thus, the niche that remains, is high dps close range tackling, with above average resiliency thanks to their high resist profile. Which is the direction I see them moving towards. I'd honestly say they aren't there yet, though.
We might consider tweaking their cost, because whether CCP likes it or not, to the players, cost is a factor. If I can buy 30+ Thorax for the price of a Deimos (even if it was any good), then you best believe I will buy up the Thoraxes instead. I'm not alone among players who enjoy cost effectiveness, and view it as a power all of it's own. Not posting on my main, and loving it.-á Because free speech.-á |

Zimmy Zeta
Dreddit Test Alliance Please Ignore
25231
|
Posted - 2013.07.19 16:25:00 -
[170] - Quote
Urkhan Law wrote:Kagura Nikon wrote:Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday When you are fightign larger ships.. DPS >>>>> ALPHA. How medium arties are used at the moment, Lokis? Hurricanes? Aren't they been used in a sort of "niche" combat only (certain fleet types in certain conditions) ? It's an honest question, I only fly frigs (and badly), I really don't know the current application/meta of medium arties. If one day I decide to upgrade to cruisers (solo - small gang low sec roamer), I really can't see why should I use them.
Bomber defense for larger fleets, mainly.
Just think of how bad an average post by me is, and then realize half of them are even worse |
|

Crazy KSK
Tsunami Cartel Gank for Profit
42
|
Posted - 2013.07.19 16:31:00 -
[171] - Quote
Harvey James wrote:Crazy KSK wrote:so why do med rails have less tracking then med arty? do you plan on changing that for all sizes?
also shield rail brutix now does more dps then armor blaster one \o/ really thats crazy i assume blasters with 2 mags against Rails with 3 mags?
4 mag stabs actually( 706vs679) with 3 its( 667vs679) 12dps less then the blaster one
Brutix, 250s shield_buffer wrote: [Brutix, 250s shield_buffer] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Damage Control II
Large Shield Extender II Large Shield Extender II Experimental 10MN Microwarpdrive I Warp Disruptor II
NEW 250mm Railgun II, Caldari Navy Antimatter Charge M NEW 250mm Railgun II, Caldari Navy Antimatter Charge M NEW 250mm Railgun II, Caldari Navy Antimatter Charge M NEW 250mm Railgun II, Caldari Navy Antimatter Charge M NEW 250mm Railgun II, Caldari Navy Antimatter Charge M NEW 250mm Railgun II, Caldari Navy Antimatter Charge M [empty high slot]
Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
Hammerhead II x5
Brutix, mixed_blasters higher_tank armor_buffer wrote: [Brutix, mixed_blasters higher_tank armor_buffer] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Steel Plates II
Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Electron Blaster II, Void M Heavy Electron Blaster II, Void M [empty high slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x5
PS: full ion brutix need 1%gp implant and I don't like opening that can of worms that's why it looks like that Quote CCP Fozzie: ... The days of balance and forget are over.
|

Shahai Shintaro
Caldari Colonial Defense Ministry Templis Dragonaors
35
|
Posted - 2013.07.19 16:47:00 -
[172] - Quote
TrouserDeagle wrote: Also, this falloff bonus is stupid for railguns, adds less and less as you go up the ranges. Should switch all gallente range bonuses to optimal, then make blasters more optimally than falloffy.
I think that's the point and the difference between a gallente hybrid boat and a Caldari one. The gallente boat is designed to be strapped with blasters hence falloff and tracking bonuses while the Caldari boats are designed for rails and hence get optimal bonuses |

Catherine Laartii
Khanid Regional Directorate
23
|
Posted - 2013.07.19 17:18:00 -
[173] - Quote
When are you fixing Quad Light Beam Lasers? The damage buff to them is nice, but they really need to be made a pulse laser, or given quite a bit more tracking to have them viable as close-range weapons, since they're basically blaster-range lasers WITHOUT the latter's tracking. :( |

Max Zerg
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.07.19 17:49:00 -
[174] - Quote
Dear CCP Rise,
being rather noob Gallente pilot i can speak only about Rails
1) they are not of any use when fast enemy ships are closer than 15-18 km what distances they would be useful after reballancing ?
2) +15% ROF for me means -15% capacitor recharge rate, am i corrrect? this would result in using Vexors as pure dorone boats with no guns Myrmidons may use projectiles. What do you think about cap stable PVE Vexor? How do i fit rails to Vexor ? Requirements to learn Capacitor skills and Controlled Bursts to 5 and plug in +5 Control Bursts slot 10 implnat are somewhat tough for newb, aren't they ? So what about newbie PVE Vexor's pilots, any ideas, please?
( i realize that with your "ALL 5" you do not think about noobs, this is why i'd like to remind you about the difficulties new players may experience with lack of capacitor for "upgraded" railguns )
Thanks |

Merii Kha'sen
GoonWaffe Goonswarm Federation
0
|
Posted - 2013.07.19 17:51:00 -
[175] - Quote
Given this buff, Heavy Missiles also need to be brought back in line with the long range turrets to make sure they stay competitive, especially given that they have flight time. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
988
|
Posted - 2013.07.19 18:05:00 -
[176] - Quote
Zimmy Zeta wrote:Urkhan Law wrote:Kagura Nikon wrote:Sergeant Acht Scultz wrote:Windman Advena wrote:Rails and Beams DPS will be about 40% better then Artillery DPS. When you get 6k alpha out of a T2 arty fit you get about 2.5 from a dps fit with other guns and alpha > to DPS everyday When you are fightign larger ships.. DPS >>>>> ALPHA. How medium arties are used at the moment, Lokis? Hurricanes? Aren't they been used in a sort of "niche" combat only (certain fleet types in certain conditions) ? It's an honest question, I only fly frigs (and badly), I really don't know the current application/meta of medium arties. If one day I decide to upgrade to cruisers (solo - small gang low sec roamer), I really can't see why should I use them. Bomber defense for larger fleets, mainly.
Some null entities like Hydra BL and actually many other gangs use arty Cyna gangs and have an impressive success rate, most used are of course Cynabals but also Munins supported by anti tackle SFIs and they can mess up pretty much larger gang groups quite easily.
Of course the specific ships bonus helps those arties work like a charm and when you have enough numbers (20/25 ships including 1/2 logi scout bbler and anti tackle like SFI) those do really nasty things and are very hard to catch if the FC is as good has some Hydra dudes (always awesome to fight them, always learning stuff) -Elo Knight is not Hydra member but he's a dam good FC at this kind of stuff even if I haven't crossed his road doing this for a while.
Edit: actually after the proliferation of sniping ABCs these groups are less and less seen all over the place but when they do it always finishes with lots of blood and dead corpses all over the place. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
988
|
Posted - 2013.07.19 18:11:00 -
[177] - Quote
Merii Kha'sen wrote:Given this buff, Heavy Missiles also need to be brought back in line with the long range turrets to make sure they stay competitive, especially given that they have flight time.
I'm saying this since the beginning of this thread, HM's are now uninteresting as hell, after turrets rebalance HM's will be of no interest at all. *removed inappropriate ASCII art signature* - CCP Eterne |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1140
|
Posted - 2013.07.19 18:13:00 -
[178] - Quote
Shahai Shintaro wrote:TrouserDeagle wrote: Also, this falloff bonus is stupid for railguns, adds less and less as you go up the ranges. Should switch all gallente range bonuses to optimal, then make blasters more optimally than falloffy.
I think that's the point and the difference between a gallente hybrid boat and a Caldari one. The gallente boat is designed to be strapped with blasters hence falloff and tracking bonuses while the Caldari boats are designed for rails and hence get optimal bonuses
The deimos is quite clearly NOT designed to be strapped with blasters.. Its pretty awful at it.
Not that its amazing at rails, like trouser said, its fittings can't accommodate armor tanking and rails. Also its slow.. Bringing us back to the Why the **** is the Vaga so fast compared to the deimos thing. BYDI recruitment closed-ish |

Serenity Zipher
10
|
Posted - 2013.07.19 18:24:00 -
[179] - Quote
Sergeant Acht Scultz wrote:Merii Kha'sen wrote:Given this buff, Heavy Missiles also need to be brought back in line with the long range turrets to make sure they stay competitive, especially given that they have flight time. I'm saying this since the beginning of this thread, HM's are now uninteresting as hell, after turrets rebalance HM's will be of no interest at all.
Tech 2 HM's were the first weapon system I trained for in eve. On my Damnation with 3 ballistic controls 2's and all support skills to 4 , I only get 236.9 DPS. I wish i trained for HAM's now  |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
989
|
Posted - 2013.07.19 18:34:00 -
[180] - Quote
Serenity Zipher wrote:Sergeant Acht Scultz wrote:Merii Kha'sen wrote:Given this buff, Heavy Missiles also need to be brought back in line with the long range turrets to make sure they stay competitive, especially given that they have flight time. I'm saying this since the beginning of this thread, HM's are now uninteresting as hell, after turrets rebalance HM's will be of no interest at all. Tech 2 HM's were the first weapon system I trained for in eve. On my Damnation with 3 ballistic controls 2's and all support skills to 4 , I only get 236.9 DPS. I wish i trained for HAM's now 
The major problem of this weapon system came with little changes, not game ones but players choices.
The proliferation of HM Drakes and after Tengus fleets only put on the spotlight what was going wrong with HM's: the ridiculous flight time and explosion radius.
Thing is that not only those were nerf at reasonable numbers but on top their dps got nerf which results in even less applied DPS than paper numbers. DPS loss+explo radius nerf brought an even higher nerf when the dps numbers at that time were acceptable considering the loss due to missile mechanic changes.
Since then we've seen T1 cruisers and BC's changes hit, ship bonus changes and now turrets changes and I'm pretty sure HM's will be the most uninteresting weapon system to use if used at all and this not because HAM's became too strong but only because HM's got a higher nerf then they needed.
I don't want to see again 100MN AB Tengus shooting HMs at stupid ranges, hell implement a stupid variable in 100MN ABs "can't be fit on T3's" but HM's need right now a little 3% dmg increase imho but after turrets rebalance it will be around 20%. *removed inappropriate ASCII art signature* - CCP Eterne |
|

Baren
Aura of Darkness Nulli Secunda
25
|
Posted - 2013.07.19 19:19:00 -
[181] - Quote
Soo
CCP I Dont Think That Your "Band-Aid" Solutions Will Work This Time
It Is Time To Fix How turrets use Sig and Tracking
I still Dont See Why People Will not Just use ABC's
Missle's Need to be added to this balance.
Missles were nerfed and Once this update comes, they will be soo far behind. |

Tobias Hareka
Republic Military School Minmatar Republic
26
|
Posted - 2013.07.19 19:38:00 -
[182] - Quote
Baren wrote:It Is Time To Fix How turrets use Sig and Tracking
https://www.youtube.com/watch?v=WT8VqVcLDqc
Astarte, Brutix, Celestis? That's interesting setup...
Quote:Missle's Need to be added to this balance.
Missles were nerfed and Once this update comes, they will be soo far behind.[/b]
Missiles are fine. Well, defenders need some work. |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis Dragonaors
38
|
Posted - 2013.07.19 20:07:00 -
[183] - Quote
Garviel Tarrant wrote:Shahai Shintaro wrote:TrouserDeagle wrote: Also, this falloff bonus is stupid for railguns, adds less and less as you go up the ranges. Should switch all gallente range bonuses to optimal, then make blasters more optimally than falloffy.
I think that's the point and the difference between a gallente hybrid boat and a Caldari one. The gallente boat is designed to be strapped with blasters hence falloff and tracking bonuses while the Caldari boats are designed for rails and hence get optimal bonuses The deimos is quite clearly NOT designed to be strapped with blasters.. Its pretty awful at it. Not that its amazing at rails, like trouser said, its fittings can't accommodate armor tanking and rails. Also its slow.. Bringing us back to the Why the **** is the Vaga so fast compared to the deimos thing.
I don't fly HACs so I could be completely wrong here, but the description of the Deimos specifically says and I quote, "The Deimos represents the final word in up and close personal cruiser combat." Therefore, yes the Deimos is designed to be strapped with blasters. It may be awful at it, but that's a discussion for a different thread.
|

Fal Dara
The Scope Gallente Federation
63
|
Posted - 2013.07.19 20:45:00 -
[184] - Quote
the problem, CCP, is not with medium guns...
it's with BS sized guns. This is true even for missiles. Nearly all battleships, after your last pass through, are capped at around 700-800 dps with long range weapons, and lvl 5 skills. That is where the problem lies. People expect that a battlehsip should face a significant improvment in dps over their medium setups, and in most cases, it's not.
The jump in dps from small ships to medium is huge. from 200 dps to 500, or 700, or sometimes 800. Then we move from the cruisers/battlecriusers getting 700, to a battlehsip getting 750.
the PROBLEM, ccp, is that battlehsips NEED 20% more damage on every weapons system, across the board... and torps/large blasters need 15-20% more BASE range.
i know you're afraid of power creep...
that is obvious, when you have made EVERY caldari bs with missiles (Navy raven, navy scorp, and golem), EXACTLY the same dps, exactly. you're afraid to create diversity, and it's KILLING your ships. nearly every BS out there gets within 50 dps of other races, other weapons systems. that's BROKEN. dont make the dps the same, and hope the other ship roles make them viable.
and battleships shouldnt be somehting that you're afraid to let some power into.
dont nerf the hell out of medium rails (who track terribly anyway), buff the larges! they dont have enough dps, by a LONG ways. they dont have enough dps on ANY platform.
but i've only been playing 9 years, with every race...
maybe all that first hand experience is wrong.
and you're also making ships REQUIRE a rig to get a fit on... a standard, baseline, everyone should be using it fit--needs fitting rigs. STOP THAT.
thanks. |

I'm Down
Macabre Votum Northern Coalition.
172
|
Posted - 2013.07.19 20:48:00 -
[185] - Quote
Fal Dara wrote:the problem, CCP, is not with medium guns...
it's with BS sized guns. This is true even for missiles. Nearly all battleships, after your last pass through, are capped at around 700-800 dps with long range weapons, and lvl 5 skills. That is where the problem lies. People expect that a battlehsip should face a significant improvment in dps over their medium setups, and in most cases, it's not.
The jump in dps from small ships to medium is huge. from 200 dps to 500, or 700, or sometimes 800. Then we move from the cruisers/battlecriusers getting 700, to a battlehsip getting 750.
the PROBLEM, ccp, is that battlehsips NEED 20% more damage on every weapons system, across the board... and torps/large blasters need 15-20% more BASE range.
i know you're afraid of power creep...
that is obvious, when you have made EVERY caldari bs with missiles (Navy raven, navy scorp, and golem), EXACTLY the same dps, exactly. you're afraid to create diversity, and it's KILLING your ships. nearly every BS out there gets within 50 dps of other races, other weapons systems. that's BROKEN. dont make the dps the same, and hope the other ship roles make them viable.
and battleships shouldnt be somehting that you're afraid to let some power into.
dont nerf the hell out of medium rails (who track terribly anyway), buff the larges! they dont have enough dps, by a LONG ways. they dont have enough dps on ANY platform.
but i've only been playing 9 years, with every race...
maybe all that first hand experience is wrong.
and you're also making ships REQUIRE a rig to get a fit on... a standard, baseline, everyone should be using it fit--needs fitting rigs. STOP THAT.
thanks.
Are you seriously comparing cruiser close range dps to bs long range dps to make a really bad point? BS top out at 1200-1500 dps with CR weapons Cruisers top out at 400-550 dps with long range weapons. Get your facts straight.
|

Crazy KSK
Tsunami Cartel Gank for Profit
42
|
Posted - 2013.07.19 21:03:00 -
[186] - Quote
858dps rail astarte 1016 with drones @ 20o+27f
Confirming rails are now OP and need to be nerfed Quote CCP Fozzie: ... The days of balance and forget are over.
|

Tobias Hareka
Republic Military School Minmatar Republic
26
|
Posted - 2013.07.19 21:06:00 -
[187] - Quote
Fal Dara wrote:the PROBLEM, ccp, is that battlehsips NEED 20% more damage on every weapons system, across the board... and torps/large blasters need 15-20% more BASE range.
Damage: Battleships don't need more damage. - CNR does 900+ dps with long range missiles. - Vindicator does 1500+ dps with blasters. - Nightmare does 1000+ dps with Tachyons.
Range: Battleships don't need more range. Rokh and Raven can shoot targets at... Let's just say they could shoot targets at ranges you can't even target anything. |

Fal Dara
The Scope Gallente Federation
63
|
Posted - 2013.07.19 21:14:00 -
[188] - Quote
I'm Down wrote:
Are you seriously comparing cruiser close range dps to bs long range dps to make a really bad point? BS top out at 1200-1500 dps with CR weapons Cruisers top out at 400-550 dps with long range weapons. Get your facts straight.
No, i'm not...
i suppose it would be battlecruisers... you're looking at 700 dps or so from rails in something like an astarte, and 750 from rails in a navy mega...
any t2 ship, with a double damage bonus, makes about BS level damage with those guns. On some ships that arry 7 guns, and also have that, they match a BS in damage.
so what i'm saying, is that BS's need more than just the 25% more damage than mediums.
SO HERE is the answer.
a deimos gets 2 damage bonuses to guns--TWO.
a naga (just for ccps sake, that is what they used to compare), gets ONE damage bonus to large guns.
therefore, the mediums KEEP UP. it's the double bonus that's making it SEEM like mediums are keeping up with a large--when in reality, the base for the large needs to go up, to distance itself from the mediums.
to give another astarte example, i never mentioned it having blasters--but for your sake lets do that. it gets 1100 dps. large blasters on mega would get 1200. that's LESS than 10% difference...
the battleship should get more. every time. a LOT more. without having to put in faction gear.
the base of a battleship gun needs to go up 20% or more... because there are medium platforms with bouble damage bonuses, and CCP is using those to compare with single bonus BS ones. BS's dont get double damage bonuses. THAT is the problem.
|

Darth Brole
Novaku Inc Rebel Alliance of New Eden
6
|
Posted - 2013.07.19 21:21:00 -
[189] - Quote
Where are the missiles in all this? |

Tobias Hareka
Republic Military School Minmatar Republic
26
|
Posted - 2013.07.19 21:32:00 -
[190] - Quote
Fal Dara wrote:therefore, the mediums KEEP UP. it's the double bonus that's making it SEEM like mediums are keeping up with a large--when in reality, the base for the large needs to go up, to distance itself from the mediums.
Yes, in damage but not in similar ranges.
Darth Brole wrote:Where are the missiles in all this?
There's no need to tweak missiles. Defenders and auto-targeting missiles probably need a look at but nothing serious. |
|

Naomi Knight
Imperial Academy Amarr Empire
426
|
Posted - 2013.07.19 21:35:00 -
[191] - Quote
Crazy KSK wrote:858dps rail astarte 1016 with drones @ 20o+27f
Confirming rails are now OP and need to be nerfed confirming that you are noob and need to be ignored |

goldddigger
rage against the devs
0
|
Posted - 2013.07.19 21:44:00 -
[192] - Quote
rise are you out of youre fr##king mind ?????
first youre making useless changes to industrials
n0ow youre ruin9ing my favorit ship the insta cane
i hope youre dev career is going te be freaking short !!!!!! |

Maximus Andendare
Future Corps Sleeper Social Club
360
|
Posted - 2013.07.19 21:56:00 -
[193] - Quote
CCP, I appreciate the love for medium rails (and beams)! Please, though, stop avoiding the white elephant in the room. The T3 BCs (Attack BCs) are wrecking everything. You can't balance HACs (long- or close-range) or medium long-range weapons as long as you have these OP monsters in the room.
They are wrecking balance. They're still too fast, too strong, and too agile to not wreck other ships. They don't have as good tracking and their bullets are larger? --Doesn't matter. The buff they get from raw damage--8 bonused large turrets!!--outweighs any loss they get from tracking or the fact that their target is generally smaller than the charge signature. You guys ought to do something drastic like knock them down to 7 or even 6 turrets and then maybe you can find a compelling argument to how the medium long-range weapons systems fit into the picture.
I'm glad you're tackling the medium long-range weapons imbalance. It will genuinely be nice to have an option to use rails or beams, but as long as those T3 BCs are out there, you guys will continually be playing catch up to them, be it kiting fits, dps numbers, etc. The Attack Battlecruisers are the problem. Start there first. Then everything else will be loads easier to work around. As soon as you step onto the battlefield, you're already dead, born again at the end of the battle to live on and fight another day. |

goldddigger
rage against the devs
0
|
Posted - 2013.07.19 21:58:00 -
[194] - Quote
Maximus Andendare wrote:CCP, I appreciate the love for medium rails (and beams)! Please, though, stop avoiding the white elephant in the room. The T3 BCs (Attack BCs) are wrecking everything. You can't balance HACs (long- or close-range) or medium long-range weapons as long as you have these OP monsters in the room.
They are wrecking balance. They're still too fast, too strong, and too agile to not wreck other ships. They don't have as good tracking and their bullets are larger? --Doesn't matter. The buff they get from raw damage--8 bonused large turrets!!--outweighs any loss they get from tracking or the fact that their target is generally smaller than the charge signature. You guys ought to do something drastic like knock them down to 7 or even 6 turrets and then maybe you can find a compelling argument to how the medium long-range weapons systems fit into the picture.
I'm glad you're tackling the medium long-range weapons imbalance. It will genuinely be nice to have an option to use rails or beams, but as long as those T3 BCs are out there, you guys will continually be playing catch up to them, be it kiting fits, dps numbers, etc. The Attack Battlecruisers are the problem. Start there first. Then everything else will be loads easier to work around.
did you ever actualy fly a ship with rail arty or pulse lasers ??? |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis Dragonaors
38
|
Posted - 2013.07.19 22:05:00 -
[195] - Quote
People seem to have issues with the T3 BC. But honestly, aren't they just less tanky battleships? All of their damage numbers should be similar to that of a battleship and they should be much easier to kill thanks to their weak tanks. So what am I missing that they are seen as over powered? |

mama guru
Thundercats The Initiative.
132
|
Posted - 2013.07.19 22:43:00 -
[196] - Quote
Harvey James wrote:CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns
This right here.
These bonuses MUST be reviewed if all LR medium guns take about 10% additional tracking penalties. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
737
|
Posted - 2013.07.19 22:43:00 -
[197] - Quote
Shahai Shintaro wrote:People seem to have issues with the T3 BC. But honestly, aren't they just less tanky battleships? All of their damage numbers should be similar to that of a battleship and they should be much easier to kill thanks to their weak tanks. So what am I missing that they are seen as over powered? BS level damage + projection with what is essentially cruiser level mobility .. doesn't matter that they have cruiser tanks if you have a hard time locking the damn things before they relocate for more volley fire.
Plus they are comparatively dirt cheap .. guns are pricey but that about it. Like brand new BS picked up in the bargain bin 
With the new HACs being hashed out and these medium gun changes the A.BCs needs a good whack if HAC/M.Gun changes are to have a chance in game ... But then again probing was just made even easier than before so I guess CCP has decided that sniping shall never be part of Eve again, leaving HACs out among the lions, tigers and bears with nothing but triple digit price tags to their names  |

mama guru
Thundercats The Initiative.
132
|
Posted - 2013.07.19 22:50:00 -
[198] - Quote
goldddigger wrote: rise are you out of youre fr##king mind ?????
first youre making useless changes to industrials
n0ow youre ruin9ing my favorit ship the insta cane
i hope youre dev career is going te be freaking short !!!!!!
He is not Soloing the entire balance department you idiot. Stuff like this gets put to the CSM and has alot more devs than just Rise working on it. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |

goldddigger
rage against the devs
1
|
Posted - 2013.07.19 23:04:00 -
[199] - Quote
mama guru wrote:goldddigger wrote: rise are you out of youre fr##king mind ?????
first youre making useless changes to industrials
n0ow youre ruin9ing my favorit ship the insta cane
i hope youre dev career is going te be freaking short !!!!!! He is not Soloing the entire balance department you idiot. Stuff like this gets put to the CSM and has alot more devs than just Rise working on it.
the dev that is publicising it is the one that i react on period |

mama guru
Thundercats The Initiative.
132
|
Posted - 2013.07.19 23:08:00 -
[200] - Quote
All power to you then.
As an added note, Rise please don't forget about medium railgun capacitor consumption. It's obscenely high for a hybrid weapon. Currently I Cap out a ferox in about 7 minutes with just hardeners and AM loaded 250mm's running. It's gonna be even less with the 15% rate of fire. ______
EVE online is the fishermans friend of MMO's. If it's too hard you are too weak. |
|

Vic Teishikuro
Rescue Team
7
|
Posted - 2013.07.19 23:30:00 -
[201] - Quote
Wow Wow WOW
I just realized something. CCP is buffing medium long range turrents without fixing drones!!!!
Why is CCP Buffing Medium long range Turrents while leaving drones and Sentry's F*cked? |

goldddigger
rage against the devs
1
|
Posted - 2013.07.19 23:35:00 -
[202] - Quote
Vic Teishikuro wrote:Wow Wow WOW
I just realized something. CCP is buffing medium long range turrents without fixing drones!!!!
Why is CCP Buffing Medium long range Turrents while leaving drones and Sentry's F*cked?
if you would have readet they do not get buffed
they get NERVED |

Lister Vindaloo
Center for Advanced Studies Gallente Federation
3
|
Posted - 2013.07.19 23:46:00 -
[203] - Quote
I'd rather see a 10% tracking penalty to rails, 15 seems a bit harsh, maybe drop the rof bonus to 10 if you feel it would balance better.
And as already pointed out maybe now is the time to tweak ammo as well? Not just T2 (which definitely needs adjustment now). It's all well and good to say antimatter is synonymous with rails atm, but that's mostly due to their terrible dps, we just had to live with medium range, long range turrets.
It's good to finally see some love for the medium rails (I don't use the others so I will limit my comments to what I use) but I think this is a warm up pass...... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1147
|
Posted - 2013.07.20 00:03:00 -
[204] - Quote
mama guru wrote:Harvey James wrote:CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns This right here. These bonuses MUST be reviewed if all LR medium guns take about 10% additional tracking penalties.
More like SR gun t2 ammo should have penalties as high as that. BYDI recruitment closed-ish |

Baren
Aura of Darkness Nulli Secunda
30
|
Posted - 2013.07.20 02:51:00 -
[205] - Quote
goldddigger wrote:Vic Teishikuro wrote:Wow Wow WOW
I just realized something. CCP is buffing medium long range turrents without fixing drones!!!!
Why is CCP Buffing Medium long range Turrents while leaving drones and Sentry's F*cked? if you would have readet they do not get buffed they get NERVED
I agree the tracking reductions are tooo Harsh
this is partly a nerf to medium weapons
but still dispite that.. this will still create and even great gap between drone boats and everything else.
CCP please buff drones and missles it will really hurt drone boats and make missles even worse than they are already |

Baren
Aura of Darkness Nulli Secunda
30
|
Posted - 2013.07.20 02:52:00 -
[206] - Quote
Garviel Tarrant wrote:mama guru wrote:Harvey James wrote:CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns This right here. These bonuses MUST be reviewed if all LR medium guns take about 10% additional tracking penalties. More like SR gun t2 ammo should have penalties as high as that.
No No NO short range weapons are already very very little and have very small "sweet spots" to get full dps..
nerfing SR guns is not the answer |

Gorgoth24
Sickology
36
|
Posted - 2013.07.20 03:51:00 -
[207] - Quote
I really like these changes (can't say the same for HACs).
I was just posting almost the exact same ideas about long range medium weapons in a thread just a few weeks ago. It's almost deja vu and I love it.
+1 guys, but I would suggest re-evaluating your HAC changes:)
EDIT: Also, where's the love for missiles and drones? (I hope y'all are getting to that) |

Akimo Heth
State War Academy Caldari State
26
|
Posted - 2013.07.20 04:10:00 -
[208] - Quote
Tobias Hareka wrote:Baren wrote:It Is Time To Fix How turrets use Sig and Tracking https://www.youtube.com/watch?v=WT8VqVcLDqcAstarte, Brutix, Celestis? That's interesting setup... Quote:Missle's Need to be added to this balance.
Missles were nerfed and Once this update comes, they will be soo far behind.[/b] Missiles are fine. Well, defenders need some work.
Yes HM's are fine NOW, with all other weapons 20% buffed, there's an imbalance. HM's used to be OP but were nerfed to bring them into line with other LR weapons and currently on TQ they're definitely not 20% better than all other medium LR weapons but leaving them out of this buff is basically saying they are. |

Baren
Aura of Darkness Nulli Secunda
32
|
Posted - 2013.07.20 04:13:00 -
[209] - Quote
Missles and Drones please CCP |

Tobias Hareka
Republic Military School Minmatar Republic
26
|
Posted - 2013.07.20 05:30:00 -
[210] - Quote
Akimo Heth wrote:Yes HM's are fine NOW, with all other weapons 20% buffed, there's an imbalance. HM's used to be OP but were nerfed to bring them into line with other LR weapons and currently on TQ they're definitely not 20% better than all other medium LR weapons but leaving them out of this buff is basically saying they are.
I didn't know that medium rails can do 400-500 dps at 50km currently. Damn, I have to start using those right now. |
|

goldddigger
rage against the devs
1
|
Posted - 2013.07.20 05:46:00 -
[211] - Quote
Tobias Hareka wrote:Akimo Heth wrote:Yes HM's are fine NOW, with all other weapons 20% buffed, there's an imbalance. HM's used to be OP but were nerfed to bring them into line with other LR weapons and currently on TQ they're definitely not 20% better than all other medium LR weapons but leaving them out of this buff is basically saying they are. I didn't know that medium rails can do 400-500 dps at 50km currently. Damn, I have to start using those right now. Looks like it is indeed possible. [Ferox, 400 dps at HM range] Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M But there's a small problem, and I know you can figure it out by yourself.
thats also what i meant i was talking about a insta cane but the ferox with the right fitting also has a alpha strike
wel medium arty and similar is now just useless
i wish they would stop unbalancing the game and just fix bugs that would make a lot of ppl a lot more happier
|

Akimo Heth
State War Academy Caldari State
26
|
Posted - 2013.07.20 05:46:00 -
[212] - Quote
Tobias Hareka wrote:Akimo Heth wrote:Yes HM's are fine NOW, with all other weapons 20% buffed, there's an imbalance. HM's used to be OP but were nerfed to bring them into line with other LR weapons and currently on TQ they're definitely not 20% better than all other medium LR weapons but leaving them out of this buff is basically saying they are. I didn't know that medium rails can do 400-500 dps at 50km currently. Damn, I have to start using those right now. Looks like it is indeed possible. [Ferox, 400 dps at HM range] Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Magnetic Field Stabilizer Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M 250mm Railgun II, Caldari Navy Plutonium Charge M But there's a small problem, and I know you can figure it out by yourself.
The problem being that paper dps does not mean applied dps, you're not going to hit 400-500 dps on a non-stationary target with HML's with their explosion velocity getting nerfed the way it did. Is that the problem you're referring to? |

Tobias Hareka
Republic Military School Minmatar Republic
27
|
Posted - 2013.07.20 05:52:00 -
[213] - Quote
Akimo Heth wrote:The problem being that paper dps does not mean applied dps, you're not going to hit 400-500 dps on a non-stationary target with HML's with their explosion velocity getting nerfed the way it did. Is that the problem you're referring to?
Compare price of that Ferox fit to you brick Drake fit.
I know you use brick Drake because you can't seem to hit moving targets with heavy missiles.
- Target painter - Web - Medium Warhead Rigor Catalyst - Medium Warhead Flare Catalyst - Guided Missile Precision 5 |

Akimo Heth
State War Academy Caldari State
26
|
Posted - 2013.07.20 05:58:00 -
[214] - Quote
Tobias Hareka wrote:Akimo Heth wrote:The problem being that paper dps does not mean applied dps, you're not going to hit 400-500 dps on a non-stationary target with HML's with their explosion velocity getting nerfed the way it did. Is that the problem you're referring to? Compare price of that Ferox fit to your brick Drake fit. I know you use brick Drake because you can't seem to hit moving targets with heavy missiles. - Target painter - Web - Medium Warhead Rigor Catalyst - Medium Warhead Flare Catalyst - Guided Missile Precision 5
Both fits use 4 mods to apply dps though the web won't be very useful at 50k. So let's leave HML's completely out of a 30+% buff because the fit is too cheap?
I'm not calling HML's underpowered, they're fine right now on TQ. You must be saying they're incredibly overpowered right now if a 30+% buff to rails and 25% buff to beams will be balanced against them. |

Roime
Ten Thousand Years Shinjiketo
3162
|
Posted - 2013.07.20 07:00:00 -
[215] - Quote
-15% to rails tracking
lol
Balance team, you need to get your **** together and make a comprehensive plan about ships and weapon systems. Consult the playerbase on what belongs to where, where the problems are and how you could to solve them. The tweaking of stats is the very last, and least important, stage when the plan is solid.
Now it appears like you start by tweaking random, individual stats one by one in isolation, and hope it somehow all comes together in the end.
-á- All I really wanted was to build a castle among the stars - |

Jezza McWaffle
The-Hole-Idea Void-Legion
31
|
Posted - 2013.07.20 08:49:00 -
[216] - Quote
Beams still have the highest fitting requirement and cap draw amount of all the long range med weapons CCP. Combined with armor tanking requiring alot of PG too no one is going to use Beams still. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
991
|
Posted - 2013.07.20 11:28:00 -
[217] - Quote
Shahai Shintaro wrote:People seem to have issues with the T3 BC. But honestly, aren't they just less tanky battleships? All of their damage numbers should be similar to that of a battleship and they should be much easier to kill thanks to their weak tanks. So what am I missing that they are seen as over powered?
Major problem with those it when you fit long range weapons on them coupled with a higher mobility than your AHAC, there's no way a decent FC gets caught by your AHAC gang but at each bubble you see pop over your gang you can be sure your guys gonna pop like popcorn. These long range set ups are completely out of whack, overpowered and all you need is 30 or 40 of them camping whatever gate at 70/80 km and nothing you pass through that gate is going to survive unless you pop 10 times their numbers.
The close range versions are of, paper thin big dps but have to commit, the long range versions are simply totally OP and taking the spot of specialized sniping role of HACS AND BSs, for a T1 ship with as much EHP than a naked cruiser it's a bit stupid. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
991
|
Posted - 2013.07.20 11:32:00 -
[218] - Quote
Roime wrote:-15% to rails tracking
lol
Balance team, you need to get your **** together and make a comprehensive plan about ships and weapon systems. Consult the playerbase on what belongs to where, where the problems are and how you could to solve them. The tweaking of stats is the very last, and least important, stage when the plan is solid.
Now it appears like you start by tweaking random, individual stats one by one in isolation, and hope it somehow all comes together in the end.
This
It's been proven dozens of times one of the major factors of rails dps IS TRACKING, now with -15 tracking rather not touch them at all, they'll still be horrible as per usual even if they give them 50% tops dps.
Only snowflakes will come with uber techniques about alignment and perfect crap in their perfect little virtual word no one cares about. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
991
|
Posted - 2013.07.20 11:38:00 -
[219] - Quote
Garviel Tarrant wrote:mama guru wrote:Harvey James wrote:CCP Rise is there any intention to do a ammo review ? -50% and -75% penalties are too high for long range guns This right here. These bonuses MUST be reviewed if all LR medium guns take about 10% additional tracking penalties. More like SR gun t2 ammo should have penalties as high as that.
Certainly not.
Nerf scorch? -hell yes
Hail and Void on the right spot? -you're kidding or trolling us, even my rocket frigates shoot further, go back under the bridge plz.
 *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
991
|
Posted - 2013.07.20 11:55:00 -
[220] - Quote
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?? - I suppose it's 1st April, did he took some nasty stuff hit the wrong button on his keyboard, hit his head on the wall at wake up or wtf is this??? *removed inappropriate ASCII art signature* - CCP Eterne |
|

Trinkets friend
T.R.I.A.D
1045
|
Posted - 2013.07.20 12:43:00 -
[221] - Quote
Wow, I too hope this fool's Dev career is very, very short.
This is the most riitard idea ever. Make rails track LESS?! What the actual.
Sure you'll get more DPS. Against a POS. Great for structure grinding at stand-off range. Oh, wait, just bring a Talos. Lewl.
Oh, but then the 15% ROF bonus will cap you out. So you'll be good for grinding....lets see....a small autocannon battery. Cool. That's rail's niche sorted - shooting small POSs.
Reducing arty DPS. What. You can get more arty DPS from a bloody Thrasher than a Rupture.
No reduction in medium beam PG needs. Cool, we can fit them on our Apocs. At least an Apoc may not cap out.
The point made by Shultz and others about missiles is very, very true. You nerfed the bejeesus out of them to bring them down to the pathetic level your medium guns were at, and now you are buffing/nerfing your medium guns, HMLs will be crap.
CCP Rise, you really need to do as Roime says. Go away (and not to AT XI you slacker) and look at the real problems with the weapon systems.
Rail DPS is horrible, but making them into a crappily-tracking cap-you-out waste of time is going against their use in MWD kitey ships. You know, like the shield Thorax or, gasp, the Deimos.
Medium beams. No one uses them because it's impossible to fit them, and you may as well use pulse and scorch. This holds true for EVERY size of beam lasers. Better to go a Pulse Baddon than a Beampoc. They BOTH get 140km range and the same DPS, except the pulses don't ruin your fit.
Medium arty is fine, because you have the Tornado. You get better DPS application due to ROF. But if you're nerfing medium arty, it just strengthens the Tornado's position and it's already too strong.
Seriously, if I didn't play this game partly for the social aspect, these proposed changes and the waste of the HAC class you're proposing would really, truly, make me not bother.
Just don't you DARE touch the ombat recons! Indigently pwning indifferently. Some sucker buy me a Naglfar. http://www.localectomy.blogspot.com.au
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
992
|
Posted - 2013.07.20 13:17:00 -
[222] - Quote
Trinkets friend wrote:Wow, I too hope this fool's Dev career is very, very short.
This is the most riitard idea ever. Make rails track LESS?! What the actual.
Sure you'll get more DPS. Against a POS. Great for structure grinding at stand-off range. Oh, wait, just bring a Talos. Lewl.
Oh, but then the 15% ROF bonus will cap you out. So you'll be good for grinding....lets see....a small autocannon battery. Cool. That's rail's niche sorted - shooting small POSs.
Reducing arty DPS. What. You can get more arty DPS from a bloody Thrasher than a Rupture.
No reduction in medium beam PG needs. Cool, we can fit them on our Apocs. At least an Apoc may not cap out.
The point made by Shultz and others about missiles is very, very true. You nerfed the bejeesus out of them to bring them down to the pathetic level your medium guns were at, and now you are buffing/nerfing your medium guns, HMLs will be crap.
CCP Rise, you really need to do as Roime says. Go away (and not to AT XI you slacker) and look at the real problems with the weapon systems.
Rail DPS is horrible, but making them into a crappily-tracking cap-you-out waste of time is going against their use in MWD kitey ships. You know, like the shield Thorax or, gasp, the Deimos.
Medium beams. No one uses them because it's impossible to fit them, and you may as well use pulse and scorch. This holds true for EVERY size of beam lasers. Better to go a Pulse Baddon than a Beampoc. They BOTH get 140km range and the same DPS, except the pulses don't ruin your fit.
Medium arty is fine, because you have the Tornado. You get better DPS application due to ROF. But if you're nerfing medium arty, it just strengthens the Tornado's position and it's already too strong.
Seriously, if I didn't play this game partly for the social aspect, these proposed changes and the waste of the HAC class you're proposing would really, truly, make me not bother.
Just don't you DARE touch the ombat recons!
This dual balance reminds me armor/gallente ships revamp. A bit of a mess to stick toguether in the end and now they still need tweaks that are not about to come before a couple years. Yes they got better and no I see no valid reason to take them over shield setups just because Megathrons are the flavor of the month. Cruise Ravens can be better for the same role and arty Maelstroms are still better, but month flavor is Megathrons, I'm ok with that I love that hull but so sad it need to be full of plates and hardeners with a single TE to do 20/50 dmg per hit at 150km it's just ridiculous.
Balance the crap out of med long range weapons first, stop touching AHAC/SHAC, implement new weapons changes on TQ because we already know those will not get adjusted properly anyway or tweak again before a couple years (last rails revamp they were given tracking because it's one of the most important stats on them, they got PG/CPU reduction rof and dmg buff and STILL not enough)
Once those guns are OK (one can hope) then fit them on current AHAC/SHACs and tweak those ships accordingly, meanwhile think about a useful role bonus like 100% sign bonus when using MWD or imune to scrams but not disruptors, give them SR best dmg application in the WEB range and LR best dmg application at 65km, 100 with huge sacrifices so they can take their spot and everyone stops the siliness of all tornadoes/oracles/nagas or shield blaster talos, this is absolutely horrible as game design if you want to keep AHAC/SHAC in game and actually be useful. *removed inappropriate ASCII art signature* - CCP Eterne |

Axloth Okiah
Future Corps Sleeper Social Club
130
|
Posted - 2013.07.20 13:22:00 -
[223] - Quote
medium rails and beams need to be a bit easier to fit W-Space Realtor |

Selmak Kado
The Great Harmon Institute Of Technology Innovia Alliance
5
|
Posted - 2013.07.20 14:33:00 -
[224] - Quote
I don't want to less tracking on any of these weapon systems. Less tracking on these guns makes them even less viable for usage in ANY situation. |

Chessur
Life of lively full life thx to shield battery
125
|
Posted - 2013.07.20 15:59:00 -
[225] - Quote
My biggest problem with these weapon systems right now is the fitting. Take 250mm Rails for example.
Currently the thorax, Navy Exq, Moa, and Eagle just can't fit them.
Heavy beams / arty are worse. The fititng requirements are too large, and the ships that woud have the most to gain from this buff will be forced to gimp the rest of their fittings in order to fit their largest respective guns. Please adress this. Because if you fail to do so, rails / beams / artys will still be horrible for PvP because only a few select ships will be able to fit them along with a proper PvP fit. |

Bloodpetal
Sal's Waste Management and Pod Disposal The Mockers AO
1348
|
Posted - 2013.07.20 17:08:00 -
[226] - Quote
I really would like to see more range on Medium weapons. The ranges are pretty sad in general. 10-12 kms is hardly "long range" by todays standards. 20ish would be ideal, in my opinion.
Thanks for listening.
Where I am. |

Harvey James
Deep Core Mining Inc. Caldari State
345
|
Posted - 2013.07.20 17:12:00 -
[227] - Quote
Bloodpetal wrote:I really would like to see more range on Medium weapons. The ranges are pretty sad in general. 10-12 kms is hardly "long range" by todays standards. 20ish would be ideal, in my opinion.
Thanks for listening.
I assuming you're looking at T2 -75% high damage ammo and some -50% T1/faction high damage ammo these do need to be fixed amongst all ammo in the game really needs a looking at 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. |

Scatim Helicon
GoonWaffe Goonswarm Federation
2067
|
Posted - 2013.07.20 19:00:00 -
[228] - Quote
I don't claim to be a Numbers Guy, however I can't help feeling that these modifications are hitting the problem from the wrong end. One of the largest problems with medium turrets is the comparison with the large turrets used on BSs and the overgunned Attack Battlecruisers, which do much more damage but with a reduced ability to effectively hit small targets. Your proposed fix here is to ... make them do more damage but with a reduced ability to effectively hit smaller targets?
Would it not be better to further differentiate between medium and large turrets by either improving the tracking of mediums or degrading the tracking of larges, rather than pushing the two categories closer together? Or if not that, reworking the tracking formula as others have said to expand the medium turret niche (with my earlier disclaimer that I Am Not A Numbers Guy in mind). Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

Whitehound
1560
|
Posted - 2013.07.20 19:22:00 -
[229] - Quote
Seems fine.
Lowering tracking for more damage will give players more to think about. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Kai Lae
hirr RAZOR Alliance
41
|
Posted - 2013.07.20 19:54:00 -
[230] - Quote
Bloodpetal wrote:I really would like to see more range on Medium weapons. The ranges are pretty sad in general. 10-12 kms is hardly "long range" by todays standards. 20ish would be ideal, in my opinion.
Thanks for listening.
There is a whole lot of people here who are posting about things they don't really know much about, but in at least one area Bloodpetal has a good point. Has anyone at CCP noticed just how short ranged you all have made quad light beams? While I fully realize they are crap for DPS, the fact remains that a QLB with radio is outranged by a focused pulse laser with scorch. The pulse laser has over 1km more optimal with standard crystals. QLB have 12km optimal with standard crystals, which is ludicrous. Comparing that to a FMBL which has a 26km optimal in the same situation and you can see the enormous disparity. The range of this weapon should be increased in this balance pass; 16km would be a good number I would say, and would be consistent with range reductions across other classes of long range weapons.
|
|

Trinkets friend
T.R.I.A.D
1050
|
Posted - 2013.07.20 23:20:00 -
[231] - Quote
Scatim Helicon wrote: Would it not be better to further differentiate between medium and large turrets by either improving the tracking of mediums or degrading the tracking of larges, rather than pushing the two categories closer together? Or if not that, reworking the tracking formula as others have said to expand the medium turret niche (with my earlier disclaimer that I Am Not A Numbers Guy in mind).
Whoa, whoa, whoa buddy. The ABC's are an anomaly created by insane fools who thought it was a great idea to put oversized guns on a BC and nothing would get broken. Sure, reducing tracking in the situation of ABC's is needed, possibly, to adddress the problem.
However, this does nothing to stop the problem. It just allows a Dram or ceptor to actually survive a corkscrew in on a Nado fleet from 150km. Not like there's a point - your average nado fleet these days suffers a paltry amount greater agility, which they just rig off with Polycarbs. So they get slightly less DPS (still godly alpha) and equal agility.
The fact is, as a standoff sniper, they either bring along huginns with 36km webs and uber TP, or Lachs with 24km scram to deal with ceptors, or they just bounce out before the ceptor scrams them. Agility helps in the latter example, and as demonstrated, you rig off the "nerf" to agility.
Now, why am I against tracking nerfs for large guns? Despite the whine about how useless AHACs are, this is compared to T1 cruisers (yes, i said it) and Navy cruiser counterparts (SFI's, Scythe Fleets, NOmens, Naugs, NVexors, Nexeq's) which do better tank, equal or better DPS.
Any of these ships, properly used in real AHAC configuration, with AB's, can avoid almost all BS DPS at short range. At long range, the sig vs large gun resolution equation still protects them, especially if you maintain transversal.
Reducing large gun tracking even further will make BS's even more obsolete. Indigently pwning indifferently. Some sucker buy me a Naglfar. http://www.localectomy.blogspot.com.au
|
|

ISD Ezwal
ISD Community Communications Liaisons
358

|
Posted - 2013.07.20 23:56:00 -
[232] - Quote
I have removed some rule breaking posts (and those that quoted them) and let some edge cases stay. Please keep it on topic people and above all civil!
The rules: 2. Be respectful toward others at all times.
The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others.
4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
22. Post constructively.
Negative feedback can be very useful to further improve EVE Online provided that it is presented in a civil and factual manner. All users are encouraged to honestly express their feelings regarding EVE Online and how it can be improved. Posts that are non-constructive, insulting or in breach of the rules will be deleted regardless of how valid the ideas behind them may be. Users are also reminded that posting with a lack of content also constitutes non-constructive posting.
26. Off-topic posting is prohibited.
Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.
30. Abuse of CCP employees and ISD volunteers is prohibited.
CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, GÇ£outingGÇ¥ of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties.
Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts. ISD Ezwal Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
25
|
Posted - 2013.07.21 00:05:00 -
[233] - Quote
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?
|

Aglais
Liberation Army
301
|
Posted - 2013.07.21 01:50:00 -
[234] - Quote
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? |

Whitehound
1563
|
Posted - 2013.07.21 07:33:00 -
[235] - 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? Yes, pretty much.
Now one needs to use Gallente ships (with tracking bonus) for rails more than anything. And Caldari ships have to stick to blasters more than ever. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Max Zerg
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.07.21 09:40:00 -
[236] - Quote
Dear Developers,
Capacitor issues are not much discussed in the thread, so your input is really important
Please, simulate Gallente and Caldari newbies with the following skills:
Racial Cruiser IV Medium Hybrid Turret IV Electronics IV Weapon Upgrades III Engineering IV Shield Upgrades III Energy Management IV Energy Systems Operation III Controlled Bursts III Shield Management III Shield Operation III Hull Upgrades IV Repair Systems IV Mechanic IV Gunnery IV Motion Prediction III Sharpshooter III Rapid Firing III Long Range Targeting IV Jury Rigging III
then, please, try to fit REBALANCED 4 x 250mm prototype gauss gun to Vexor and 5 x 250mm prototype gauss gun to Moa
Then, please, suggest cap stable fits for both cruisers for new players without fitting Medium CCC T2 rigs (each of those exceeds the price of the ship itself) and without carrying the whole cargo of Cap Boosters.
I still want to address the issue of increasing ROF means increasing the capacitor consumption, aslo the railguns' tracking is already bad enough, why to make it completely awful ?
Please, recommend newbies' cap stable PVE cruisers rail fits considering all of above Thanks |

elitatwo
Congregatio
92
|
Posted - 2013.07.21 11:35:00 -
[237] - Quote
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.
Still there are some other issues with railguns of any size,
- Nobody ever wants to use ammunition below Lead S, M, L so Iridium, Tungsten and Iron (  iron...) charges need to be locked at too. Sure at that range they provide you could always take Spike of all sizes and be done with it but do we really always want to use tech2 ammo to make our guns work? - The reason why everyone uses Antimatter for a damage comparison even if it is "close range" ammo is because the damage of the other charges is not good enough to make them work and as soon as some reads railgun in his / her log they will approach and kill you and mock you in local for doing it - Railguns have such terrible tracking that I'd rather use pulse lasers on my Caldari hulls now |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1148
|
Posted - 2013.07.21 11:35:00 -
[238] - Quote
Max Zerg wrote:Dear Developers,
Capacitor issues are not much discussed in the thread, so your input is really important
Please, simulate Gallente and Caldari newbies with the following skills:
Racial Cruiser IV Medium Hybrid Turret IV Electronics IV Weapon Upgrades III Engineering IV Shield Upgrades III Energy Management IV Energy Systems Operation III Controlled Bursts III Shield Management III Shield Operation III Hull Upgrades IV Repair Systems IV Mechanic IV Gunnery IV Motion Prediction III Sharpshooter III Rapid Firing III Long Range Targeting IV Jury Rigging III
then, please, try to fit REBALANCED 4 x 250mm prototype gauss gun to Vexor and 5 x 250mm prototype gauss gun to Moa
Then, please, suggest cap stable fits for both cruisers for new players without fitting Medium CCC T2 rigs (each of those exceeds the price of the ship itself) and without carrying the whole cargo of Cap Boosters.
I still want to address the issue of increasing ROF means increasing the capacitor consumption, aslo the railguns' tracking is already bad enough, why to make it completely awful ?
Please, recommend newbies' cap stable PVE cruisers rail fits considering all of above Thanks
Because they have to be more like a talos with null yo... BYDI recruitment closed-ish |

Enthes goldhart
The Generic Pirate Corporation Fusion.
11
|
Posted - 2013.07.21 11:40:00 -
[239] - Quote
Serenity Zipher wrote:I am all for a buff to medium rails/beams, but CCP is failing to see what they direly need the most, increased optimal/falloff range!!!
yep, this is also going to make HML's even more pointless. |

Max Zerg
Center for Advanced Studies Gallente Federation
4
|
Posted - 2013.07.21 12:24:00 -
[240] - Quote
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 |
|

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
|
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. |
|

lone wolfman
State War Academy Caldari State
1
|
Posted - 2013.07.23 13:43:00 -
[271] - Quote
also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
|

Onictus
Silver Snake Enterprise Fatal Ascension
324
|
Posted - 2013.07.23 14:50:00 -
[272] - Quote
lone wolfman wrote:also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
As hard as a shart, but yeah.
HMLs are pretty underwhelming at the moment. |

Akturous
Immortalis Inc. Shadow Cartel
179
|
Posted - 2013.07.23 15:08:00 -
[273] - Quote
To the person asking about gleam, with gleam on that fit it is 8.5k optimal and the tracking is WORSE than a scorch pulse, post patch it gets even worse. Vote Item Heck One for CSM8 |

Onictus
Silver Snake Enterprise Fatal Ascension
324
|
Posted - 2013.07.23 16:36:00 -
[274] - Quote
Akturous wrote:To the person asking about gleam, with gleam on that fit it is 8.5k optimal and the tracking is WORSE than a scorch pulse, post patch it gets even worse.
I never bothered training beams over small. |

Aplier Shivra
4
|
Posted - 2013.07.23 17:07:00 -
[275] - Quote
So, I've seen this touched upon a little bit in the past 14 pages. It is looking like after this change, beams will be stepping on the territory of pulse's T2 ammo, while doing more dps with all other ammo types. Some quick numbers are showing beam's IN multifreq/gleam dps to be within just a few % of pulse's conflag, although that's with gleam still having worse tracking, but IN multifreq getting the same dps out to double the range. Looking at scorch, beam's IN xray will match it's range and be doing a bit over 10% more dps, or if that scorch pilot wanted more range and is using two tracking comps for it, beam's IN ultraviolet will still match the range and dps, and with those two tracking comps towards tracking speed will be able to track almost just as well.
However, for the pilots without T2 guns, the difference becomes huge the moment a pulse boat wants to do damage with any decent amount of range. Pulse would have to put in standard to match beam's multifreq optimal, but with beams doing 75% more damage at this range. Even against frigs that would be giving you some tracking problems at 15km beams still blow pulse's dps out of the water while being able to project out even farther much more easily. Because (scripted) tracking comps only give 15% optimal vs. 30% tracking, for every range-scripted TC the pulse boat tries to use to increase range, the beam boat can put that TC towards tracking and downgrade the ammo one step to have the same range.
I know there are many other factors to consider, and my head is going through them faster than I can type them. I do feel like this change for beams is a step in a good direction, but heavy-handed in the implementation. Short range weapons should not need to use to T2 ammo to hope of matching long range's dps against anything other than close, fast frigs.
My suggestion would be to reduce the numbers on rails to 15% damage, 7.5% RoF, -10% tracking, and beams to 15% damage, -5% tracking, (arties can stay as their proposed amounts). Instead take a closer look at T2 ammo choices as a point of balance between the gun types. I'm okay with beam's short range ammo matching pulse's for dps and range cause it will still have worse tracking, I'm not okay with their faction short range ammo matching that dps as well with twice the range, or for their T1 ammo out dpsing pulse's.
Perhaps even introduce a new mid range T2 ammo that can add another strategic option. For beams this could be a crystal with 10% reduced range, 85% reduced cap use, and damage between the T1 and navy Standard crystal. Arties could have one that has 10% reduced range, 50% reduced RoF (so it fires twice as fast), and 8 explosive/3 kin damage, which would translate to about 20% more dps than faction titanium sabot but much lower alpha and no tracking bonus, and still less dps than T1 fusion. Other things are possible, these are just some ideas for T2 ammo that can get the ball rolling. |

Abrazzar
Vardaugas Family
2133
|
Posted - 2013.07.23 20:20:00 -
[276] - Quote
Will you fix the quad light beam lasers while you're at it? Their range is lower than the small turrets they're derived from. Sovereignty and Population New Mining Mechanics |

Zarnak Wulf
In Exile. Imperial Outlaws.
1264
|
Posted - 2013.07.23 20:34:00 -
[277] - Quote
If I slap 250mm rails onto a Ferox, and load it with faction AM right now - I end up with 399 DPS at 31km + 19.5km of falloff. The Ferox has 80 - 100 DPS in drones after that. Unheated. Pushing 60k EHP.
Am I reading it right that medium Rails overall will get a 35% DPS buff? This buff would push the Ferox into 540 DPS territory before drones or overheating. It's a nice improvement - still not on par with the Naga but nice nonetheless. |

Naomi Knight
Imperial Academy Amarr Empire
434
|
Posted - 2013.07.23 22:02:00 -
[278] - Quote
Abrazzar wrote:Will you fix the quad light beam lasers while you're at it? Their range is lower than the small turrets they're derived from. no they wont just like they wont fix the unused/overused ammo types |

Pinky Feldman
NO MOAR TEARS I Whip My Slaves Back and Forth
555
|
Posted - 2013.07.23 22:29:00 -
[279] - Quote
Aplier Shivra wrote:So, I've seen this touched upon a little bit in the past 14 pages. It is looking like after this change, beams will be stepping on the territory of pulse's T2 ammo, while doing more dps with all other ammo types. Some quick numbers are showing beam's IN multifreq/gleam dps to be within just a few % of pulse's conflag, although that's with gleam still having worse tracking, but IN multifreq getting the same dps out to double the range. Looking at scorch, beam's IN xray will match it's range and be doing a bit over 10% more dps, or if that scorch pilot wanted more range and is using two tracking comps for it, beam's IN ultraviolet will still match the range and dps, and with those two tracking comps towards tracking speed will be able to track almost just as well.
However, for the pilots without T2 guns, the difference becomes huge the moment a pulse boat wants to do damage with any decent amount of range. Pulse would have to put in standard to match beam's multifreq optimal, but with beams doing 75% more damage at this range. Even against frigs that would be giving you some tracking problems at 15km beams still blow pulse's dps out of the water while being able to project out even farther much more easily. Because (scripted) tracking comps only give 15% optimal vs. 30% tracking, for every range-scripted TC the pulse boat tries to use to increase range, the beam boat can put that TC towards tracking and downgrade the ammo one step to have the same range.
I know there are many other factors to consider, and my head is going through them faster than I can type them. I do feel like this change for beams is a step in a good direction, but heavy-handed in the implementation. Short range weapons should not need to use to T2 ammo to hope of matching long range's dps against anything other than close, fast frigs.
My suggestion would be to reduce the numbers on rails to 15% damage, 7.5% RoF, -10% tracking, and beams to 15% damage, -5% tracking, (arties can stay as their proposed amounts). Instead take a closer look at T2 ammo choices as a point of balance between the gun types. I'm okay with beam's short range ammo matching pulse's for dps and range cause it will still have worse tracking, I'm not okay with their faction short range ammo matching that dps as well with twice the range, or for their T1 ammo out dpsing pulse's.
Perhaps even introduce a new mid range T2 ammo that can add another strategic option. For beams this could be a crystal with 10% reduced range, 85% reduced cap use, and damage between the T1 and navy Standard crystal. Arties could have one that has 10% reduced range, 50% reduced RoF (so it fires twice as fast), and 8 explosive/3 kin damage, which would translate to about 20% more dps than faction titanium sabot but much lower alpha and no tracking bonus, and still less dps than T1 fusion. Other things are possible, these are just some ideas for T2 ammo that can get the ball rolling.
Beams will continue to be irrelevant until they get a cap usage reduction. On a beam Nomen, every 10 seconds you've just used 10% of your cap to fire guns with no other mods being active. Adding a cap booster can help band-aid this, but the possibility of running out of cap charges before projectile/hybrid platforms run out of ammo is pretty bad.
Likewise, cap reduction to fire rigs do exist, but when you're dropping tank or gimping the fit for fitting mods because of the increased powergrid requirements, you're generally better off using something else.
The moar you cry the less you pee |

Akimo Heth
State War Academy Caldari State
30
|
Posted - 2013.07.23 23:09:00 -
[280] - Quote
Pinky Feldman wrote:
Beams will continue to be irrelevant until they get a cap usage reduction. On a beam Nomen, every 10 seconds you've just used 10% of your cap to fire guns with no other mods being active. Adding a cap booster can help band-aid this, but the possibility of running out of cap charges before projectile/hybrid platforms run out of ammo is pretty bad.
Likewise, cap reduction to fire rigs do exist, but when you're dropping tank or gimping the fit for fitting mods because of the increased powergrid requirements, you're generally better off using something else.
Sadly the cap reduction and fitting made to the large beams didn't trickle down to medium and small. Until then there's little reason to use anything other than Scorch....hmm roughly same dps out to Scorch range, enough range for almost all purposes, and better tracking....I'm listening....but also half the fitting and cap usage? |
|

Large Collidable Object
morons.
2153
|
Posted - 2013.07.23 23:30:00 -
[281] - Quote
As a matter of fact, I'd like to see them have a 33% AB speed bonus instead of the 50% MWD sig reduction bonus - something I would have preferred for assault frigs in the first place.
Of course after their base speeds have been adjusted to their T1 counterparts. You know... morons. |

Foxyfloofs
Caldari Provisions Caldari State
8
|
Posted - 2013.07.23 23:37:00 -
[282] - Quote
What a great change! Maybe the diemost can be used like normal ahac after this. Shield-rail vigilant anyone? |

Harvey James
Deep Core Mining Inc. Caldari State
367
|
Posted - 2013.07.24 00:02:00 -
[283] - Quote
CCP Rise
its funny if you look at the tracking of medium Rails as they are currently they still don't track aswell as gardes or bouncers and you are going to nerf the tracking of rails further as you believe the tracking is too good ... so you must believe gardes and bouncers tracking is also too good... 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. |

Gul Amarr
Orange County Cruisers
19
|
Posted - 2013.07.24 00:03:00 -
[284] - Quote
Anything worthwhile I can do with a Sac I couldn't do with a Drake at 1/3 the cost?
No?
Thought so... |

TekGnosis
Rules of Acquisition Acquisition Of Empire
19
|
Posted - 2013.07.24 00:20:00 -
[285] - Quote
Eeeeh, so my initial instinct.... WTF can I haz my HML back??? Now even Arty does better deepz. Getting applied damage with HML is pretty hard vs especially all the speed buffed (well everything).
Nerfing rail tracking after buffing them last patch seems... *sigh*
|

Akturous
Immortalis Inc. Shadow Cartel
180
|
Posted - 2013.07.24 00:47:00 -
[286] - Quote
The thing is, the useful engagement range of most laser ships is covered with scorch and scorch has better tracking than Gleam (the high tracking ammo), not to mention when you switch to MF in pulses your tracking damage goes way up.
I think Beams (all sizes, but especially meds) need an optimal boost (indeed med rails and arty could certainly use one). Since their tracking is worse than scorch, I should be able to use MF in an equivalent size beam and get the same optimal as a scorch pulse. That would increase the damage, but still have much worse tracking which is fine.
They certainly need a cap use and fitting reduction, though I'd much prefer to see the amarr ships be given lots of extra cap and fitting, that would lend some creativity to its uses. Tachyons might as well be called Oracle laser beams, since it's the only ship that fits them effectively.
TekGnosis wrote: Eeeeh, so my initial instinct.... WTF can I haz my HML back??? Now even Arty does better deepz. Getting applied damage with HML is pretty hard vs especially all the speed buffed (well everything).
Nerfing rail tracking after buffing them last patch seems... *sigh*
They also nerfed artillery tracking. Rail damage projection will be pretty damn good, though I think the tracking nerf was a bit heavy. Vote Item Heck One for CSM8 |

Ellariona
Bite Me inc Bitten.
147
|
Posted - 2013.07.24 01:14:00 -
[287] - Quote
Marcel Devereux wrote:Let's go over the rails checklist.
Shield ships: Tank - check, Speed - check, Range - check, Tracking - check, DPS - check. Done ship it!
Armor ships: Tank - not if you want to fit the guns, Speed - not if you want a tank, Range - checkish, Tracking - not if you want range, DPS - not if you want that tank, but then again if you wanted a tank you can't fit the guns. Ship it? Sure why not. CCP Rise pities the fool that flies armor.
When are we going to see Armor 2.0?
Let me correct that for you:
Shield ships: Tank - depends on ewar/utility/dualprop/etc, Speed - depends on ewar/utility/dualprop/etc, Range - either that or nanos, which works, Tracking - either that or nanos, which works, DPS - check.
Armor ships: Tank - depends on dps/speed, Speed - depends on dps/tank, Range - depends on ewar/utility/speed/tank/dps/race/ammo/ Tracking - "not if you want range" (If you have range/speed, why would you need tracking?), DPS - with blasters and pulses being most popular here, can't complain: check!
As you can see, in terms of EFT-warrioring and theorycrafting, there's not a big gap between armor ships and shield ships. Choices need to be made and it appears as if you don't like making them. If it were the case that one type of tank would be far better than the other, as you implied with your post, noone would fly the other, bad type.
Popular examples of how armor/shield choice is pretty negligible: - Both armor canes and shield drakes (lol, imagine armor drakes) have been popular ships for ages. - Both armor and shield T3s have been used for a while now in W-space. If anything, armor is more popular here. - Both plates and shield extenders are popular items on the market, among other tank mods. - With nanite reps, the armor vexor is popular again (as far as I've seen in high/low). - Both armor and shield doctrines are used widely in all security zones. - Plenty of 'hybrid' ships, able to fit both armortanks and shieldtanks, are being flown with either tank on them, proving that each kind of fit serves a good purpose for at least something. So, I can't imagine one of them being better in a general sense. Who are we kidding here, there is no 'general sense' in PVP.
So you see, it's hardly done, but ship it anyway, EVE will always be a work in progress. If you halt that progress, you're not helping anybody. You need to change stuff to see what is better and what is worse in such complex systems like internet spaceship warfare. To wine about buffs and nerfs is ridiculous, to supply the CSM and devs and features & ideas forum with tweaks, improvements and suggestions or ideas is the way to go. This is not a wine-thread, it's a constructive, productive feedback medium.
On the OP,
Only thing I'm worried about is that certain type guns will remain unused, because the changes are too broadly implemented. As another player pointed out already, there's certain sizes and types that really aren't viable in combat compared to their neighboring sizes or other race mediums.
Anyone can see what size/type guns we are talking about by just looking at the ingame compare tool and using a spreadsheet software graph to visualize the data. I suggest the devs look into that further instead of looking at the whole range and trying to implement a quick solution for all medium type guns. Just as the speed nerf (remember, the big one, with nano rework and ceptors nerf and shizzle, couple years back),
I think it might be handy to have some sort of visual representation of all the guns, from small to capital, with all their stats and types sorted properly. (gimme some time, working on it myself, let's see where the outliers are) |

Chessur
Life of lively full life thx to shield battery
132
|
Posted - 2013.07.24 01:34:00 -
[288] - Quote
The changes look ok, but currently you need to make the fitting much easier. So many ships cannot fight these guns with out hugely compromising tank / cap. In order for these guns to be used seriously in PvP fitting requirements need to be lowered- massively. |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
122
|
Posted - 2013.07.24 08:42:00 -
[289] - Quote
Aplier Shivra wrote:I know there are many other factors to consider, and my head is going through them faster than I can type them. I do feel like this change for beams is a step in a good direction, but heavy-handed in the implementation. Short range weapons should not need to use to T2 ammo to hope of matching long range's dps against anything other than close, fast frigs. You underestimate just how significant tracking can be.
Taking a Zealot for example. With current beams (before the tracking nerf) - if it is moving at base speed ~250m/s, flying with transversal to a stationary zealot and firing with multifrequency it will not be getting clean hits until it's ~15km away. Any closer and it loses a huge amount of dps.
Even if paper dps is the same, Pulse lasers will still definitely be used on brawling setups. This change is going to put some variation into the weapon fitting which is going to be awesome!
You won't need to worry about every laser ship you encounter once these changes hit being ranged beam fit. In the event you find people like this, get up close and they won't hit you :) |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1174
|
Posted - 2013.07.24 09:00:00 -
[290] - Quote
The omen really is a piece of ****..
After the changes with beam lasers you can get decent dps if you can settle for.
Using one of your very valuable three mid slots for a cap booster.
Fitting a 10 mill ACR
Only marginally outperforming a scorch omen in raw dps numbers (While losing in actual applied dps)
Ohh and then there is the tank. You can get about 14k ehp out of it really... You can't use a big plate because of speed/fittings, you can't use buffer/res armor rigs because it will slow you down too much and you can't active tank it because you don't have the fittings or cap for it.
Honestly why does it seem like all amarr laser boats have several different features that are literally working against each other?
I mean for fucks sake it has a bonus for its capacitor.. And then a ******* bonus that increases its cap use.. what the actual ****?
I think pretty much the only sub BS Amarr laser hull that isn't a complete disaster is the navy aug because it actually has a slot layout that compliments lasers and armor tanking instead of punishing it. Seriously the whole sub BS amarr laser line needs a complete overhaul. The problem isn't just lasers, its poorly designed ships. BYDI recruitment closed-ish |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1017
|
Posted - 2013.07.24 10:36:00 -
[291] - Quote
Mr Floydy wrote:Aplier Shivra wrote:I know there are many other factors to consider, and my head is going through them faster than I can type them. I do feel like this change for beams is a step in a good direction, but heavy-handed in the implementation. Short range weapons should not need to use to T2 ammo to hope of matching long range's dps against anything other than close, fast frigs. You underestimate just how significant tracking can be. Taking a Zealot for example. With current beams (before the tracking nerf) - if it is moving at base speed ~250m/s, flying with transversal to a stationary zealot and firing with multifrequency it will not be getting clean hits until it's ~15km away. Any closer and it loses a huge amount of dps. Even if paper dps is the same, Pulse lasers will still definitely be used on brawling setups. This change is going to put some variation into the weapon fitting which is going to be awesome! You won't need to worry about every laser ship you encounter once these changes hit being ranged beam fit. In the event you find people like this, get up close and they won't hit you :)
Fit TE+TC script OP range and hit with pulses at beams range with better tracking and alpha/dps *removed inappropriate ASCII art signature* - CCP Eterne |

Soldarius
Deadman W0nderland Tribal Band
327
|
Posted - 2013.07.24 15:41:00 -
[292] - Quote
Omens are fine. Lrn2pvp Free Ripley Weaver! |

Gnoshia
Section 8. Fatal Ascension
53
|
Posted - 2013.07.24 16:21:00 -
[293] - Quote
lone wolfman wrote:also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
As someone has already pointed out, HMLs aren't where they should be. Most people don't use them in either PvP or PvE.
They got nerfed to heavily me thinks. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1179
|
Posted - 2013.07.24 16:39:00 -
[294] - Quote
Soldarius wrote:Omens are fine. Lrn2pvp
If by fine you mean worse at its given job than all other cruisers, sure. BYDI recruitment closed-ish |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1018
|
Posted - 2013.07.24 23:24:00 -
[295] - Quote
Gnoshia wrote:lone wolfman wrote:also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
As someone has already pointed out, HMLs aren't where they should be. Most people don't use them in either PvP or PvE. They got nerfed to heavily me thinks.
Thing is most dudes will argue medium turrets are worst, and they're right but with a smaller distinction: Medium LR atm are total crap, HM's just crappy but can compete with those but after buffs? no way in hell I'm about to see HM's get arty alpha (over 6K) AND distance (140km with RF TS arty cane is easy to achieve) HM's will need at least -15% rof to catch medium LR turrets or 20% dmg increase for a start then tweak if needed.
Also: tracking on hybrids thrown away is such a silly idea... *removed inappropriate ASCII art signature* - CCP Eterne |

Rikimaru Ichikawa
Imperial Academy Amarr Empire
10
|
Posted - 2013.07.25 00:14:00 -
[296] - Quote
Deacon Abox wrote:What about optimal on Beams? They have the same optimal as Arty, but arty get more falloff. And Arty have volley advantage. All beams need an optimal buff imo. You could take away a little something to compensate if you must (tracking, dps, whatever) but right now they are the worst at range of all long range weapon platforms. Which makes no sense as they are a friggin beam of light in a vacuum.  Agreed. |

Akimo Heth
State War Academy Caldari State
30
|
Posted - 2013.07.25 00:43:00 -
[297] - Quote
Sergeant Acht Scultz wrote:Gnoshia wrote:lone wolfman wrote:also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
As someone has already pointed out, HMLs aren't where they should be. Most people don't use them in either PvP or PvE. They got nerfed to heavily me thinks. Thing is most dudes will argue medium turrets are worst, and they're right but with a smaller distinction: Medium LR atm are total crap, HM's just crappy but can compete with those but after buffs? no way in hell I'm about to see HM's get arty alpha (over 6K) AND distance (140km with RF TS arty cane is easy to achieve) HM's will need at least -15% rof to catch medium LR turrets or 20% dmg increase for a start then tweak if needed. Also: tracking on hybrids thrown away is such a silly idea...
Saying HM's shouldn't get at least a small piece of this overall buff is like saying they're currently 30+% better (the size of the rail buff) than the other LR weapons. They're not as useless as other LR medium weapons but 30+% better? No way. |

Oberus MacKenzie
Shadows Of The Federation Drunk 'n' Disorderly
12
|
Posted - 2013.07.25 01:11:00 -
[298] - Quote
Great stat balances, but in my honest opinion the tracking penalty on long range turret ammo is still a problem. Maybe 50% or 60% instead. A 75% tracking penalty makes it so you can't ever track frigates, even from max range.
I like these changes but they really make heavy missiles obsolete. Nobody uses them right now because of how absolutely terrible they became after the nerf, and these changes will make them even worse. The list of caldari ships that are worth using in PvP is extremely short and only getting shorter. ECM got a huge kick in the teeth, the drake is practically useless now, the tengu got neutered and caldari HACs aren't getting the love they need to be functional. If I could get the skillpoints refunded that I spent on caldari, missiles and ECM I would do it in a heartbeat. They are becoming more and more worthless with every patch. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1181
|
Posted - 2013.07.25 01:22:00 -
[299] - Quote
Oberus MacKenzie wrote:Great stat balances, but in my honest opinion the tracking penalty on long range turret ammo is still a problem. Maybe 50% or 60% instead. A 75% tracking penalty makes it so you can't ever track frigates, even from max range.
I like these changes but they really make heavy missiles obsolete. Nobody uses them right now because of how absolutely terrible they became after the nerf, and these changes will make them even worse. The list of caldari ships that are worth using in PvP is extremely short and only getting shorter. ECM got a huge kick in the teeth, the drake is practically useless now, the tengu got neutered and caldari HACs aren't getting the love they need to be functional. If I could get the skillpoints refunded that I spent on caldari, missiles and ECM I would do it in a heartbeat. They are becoming more and more worthless with every patch.
More like double the penalty on short range (gun) ammo. BYDI recruitment closed-ish |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1019
|
Posted - 2013.07.25 10:18:00 -
[300] - Quote
Akimo Heth wrote:Sergeant Acht Scultz wrote:Gnoshia wrote:lone wolfman wrote:also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/beam won't.
As someone has already pointed out, HMLs aren't where they should be. Most people don't use them in either PvP or PvE. They got nerfed to heavily me thinks. Thing is most dudes will argue medium turrets are worst, and they're right but with a smaller distinction: Medium LR atm are total crap, HM's just crappy but can compete with those but after buffs? no way in hell I'm about to see HM's get arty alpha (over 6K) AND distance (140km with RF TS arty cane is easy to achieve) HM's will need at least -15% rof to catch medium LR turrets or 20% dmg increase for a start then tweak if needed. Also: tracking on hybrids thrown away is such a silly idea... Saying HM's shouldn't get at least a small piece of this overall buff is like saying they're currently 30+% better (the size of the rail buff) than the other LR weapons. They're not as useless as other LR medium weapons but 30+% better? No way.
Let me spell it again, I'm not English native so you'll excuse my bad English.
Currently HM's are absolutely worthless, I'm not saying or comparing them to medium turrets other than arty because those are the only ones actually working rather well, so, at current state HM's are indeed absolutely crap.
Now if you want to compare current HM's with current rails/beam to say those are ok then you're doing it wrong all down the hill, if you want to see how bad a weapon system is you don't compare it with the truly horrible ones but with the only one worth :arties: and you will quickly figure out HM's are indeed nerf to hell and only then yes, you can get rails and beam to the ring and figure out how much of a bad joke those are.
*removed inappropriate ASCII art signature* - CCP Eterne |
|

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
127
|
Posted - 2013.07.25 15:12:00 -
[301] - Quote
Garviel Tarrant wrote:Soldarius wrote:Omens are fine. Lrn2pvp If by fine you mean worse at its given job than all other cruisers, sure.
That's surprising. I always thought of the omen as the third great T1 Cruiser, settling behind the Vexor, followed by the caracal, followed by the Omen, followed by the Thorax. It's maybe cause I never flew it armortanked. Guess that way, it would be crap.
I only correct my own spelling. |

Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
58
|
Posted - 2013.07.25 20:14:00 -
[302] - Quote
What I would like to see is ammo changes for medium weapons. I want to see highest damage ammo give no range modifications, instead energy and tracking(or gun sig since its a bigger modifier?) penalties. This way your optimal rage on your gun is the best damage, but as ships get closer you lose the ability to project damage on them.
Then your ship will be a long range ship instead of multiple range damage tiers. Just like it should be :) |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
10
|
Posted - 2013.07.25 21:33:00 -
[303] - Quote
+1. @ original post. The T2 ammo needs a revamp though, having just 2 for each weapon seems backwards, why not have T2 ammo as something even better than each of the normal T1 ammos (and better than faction T1, but same damage, not counting T2 ammo skill)? So T2 gamma crystals, T2 multifrequency etc. As a suggestion to how the T2 could be better; better cap bonuses would do nicely for T2 beam and pulse crystals. But a clean-up in the amount of turrets would be nice, there are too many tier-ish options. One should do one thing best, another should do another thing best. So Tachyons should be medium to long range damage dealers, another beam should be medium to long-range cap-stable damage dealer, another beam should be short-medium range damage dealers (then with more damage than tachyons, but the same tracking as tachyons), etc. Or different ones (these are just suggestions). PS: Tachyons are epic weapons as is, but the ammo cap bonuses mean you can realistically only fight at ranges around 100km with large tachyons, everywhere else you can cycle the gun enough times to kill anything. So a slight adjustment of the cap bonuses to reflect beam and pulse use would be nice (beams get less cap use at long to medium range, pulse get less cap use from medium to short range). A fun idea I wonder if it would work, is if it would be somehow possible to have cap penalties on pulses on long ranges, and cap penalties on beams on short ranges, but then have a more flat distribution of damage on all ranges. Don't know what the equivalent bonus for projectiles and hybrids would be though. At least an idea to store for later. |

Veng3ance
Enlightened Industries Test Alliance Please Ignore
18
|
Posted - 2013.07.26 03:53:00 -
[304] - Quote
Great changes all around! Thx CCP! |

Luscius Uta
Unleashed' Fury Forsaken Federation
51
|
Posted - 2013.07.26 08:40:00 -
[305] - Quote
Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only until you realize that Hybrids are the only weapon system consuming both cap and ammo. I would remove both of those changes but increase damage bonus to 20 or 25%. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1025
|
Posted - 2013.07.26 09:45:00 -
[306] - Quote
Luscius Uta wrote:Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only until you realize that Hybrids are the only weapon system consuming both cap and ammo. I would remove both of those changes but increase damage bonus to 20 or 25%.
Mandatory cap booster+cargo full of ammo/charges and eventually cap booster/ammo truck, imho this might be fun for small engagements and yadaya but as soon as you have to stay on the field this brings nothing fun but tedious, cap chain from logistics ships already overpowered or have dedicated ones for that on top of cap booster management etc, how can someone thing this is fun gaming or adds anything interesting?
It's nothing but tedious and boring, logistics pain and uninteresting game play. *removed inappropriate ASCII art signature* - CCP Eterne |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
268
|
Posted - 2013.07.26 09:52:00 -
[307] - Quote
I'm wondering what is the point of using medium rails on a ship that has a tracking bonus when your guns tracking penalty is working against you?
Also heavy missiles should be buffed as they had their dps lowered by 10% last year to match medium guns now with a buff to the afore mentioned medium guns dps and rate of fire it's high time the HM nerf was reversed. Dumbing down of Eve Online will result in it's destruction... |

Akimo Heth
State War Academy Caldari State
30
|
Posted - 2013.07.26 13:25:00 -
[308] - Quote
Luscius Uta wrote:Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only until you realize that Hybrids are the only weapon system consuming both cap and ammo. I would remove both of those changes but increase damage bonus to 20 or 25%.
Technically lasers do too, nobody uses T1 crystals. |

Scuzzy Logic
Midnight Elites United Federation of Commerce
45
|
Posted - 2013.07.26 19:50:00 -
[309] - Quote
Akimo Heth wrote:Luscius Uta wrote:Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only until you realize that Hybrids are the only weapon system consuming both cap and ammo. I would remove both of those changes but increase damage bonus to 20 or 25%. Technically lasers do too, nobody uses T1 crystals.
The thing is, Scorch is just plain OP. I have no clue how to fix it without making it Conflagration clone, but as long as that Crystal allows me to shoot at beam ranges, I'm going to fit pulses.
Now that I think about it, does anyone use medium or small gleam? I've only ever used it for POS shooting... |

Akimo Heth
State War Academy Caldari State
30
|
Posted - 2013.07.26 19:54:00 -
[310] - Quote
Scuzzy Logic wrote:Akimo Heth wrote:Luscius Uta wrote:Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only until you realize that Hybrids are the only weapon system consuming both cap and ammo. I would remove both of those changes but increase damage bonus to 20 or 25%. Technically lasers do too, nobody uses T1 crystals. The thing is, Scorch is just plain OP. I have no clue how to fix it without making it an instantly-reloading Void clone, but as long as that Crystal allows me to shoot at beam ranges, I'm going to fit pulses. Now that I think about it, does anyone use medium or small gleam? I've only ever used it for POS shooting...
I'm not sure it's a problem with Gleam specifically, its just that small/medium beam aren't very useful. I also don't think its Scorch's fault, it's just that beam's are too much of an ass ache to fit and take far too much cap that Scorch becomes a default choice if you want to do something else, tank and tackle for instance, with your powergrid and capacitor. |
|

Sub Tzero
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.07.27 00:44:00 -
[311] - Quote
From a small scale lowsec PVP perspektive, HMs will not become any worse with this change, because there is no comparative to "utterly useless". The number of targets whos tank you can break with HMs solo is already zero. |

Luscius Uta
Unleashed' Fury Forsaken Federation
51
|
Posted - 2013.07.28 10:28:00 -
[312] - Quote
Akimo Heth wrote:
Technically lasers do too, nobody uses T1 crystals.
Not in PvP, but nobody uses Medium Rails in PvP either :)
|

Aglais
Liberation Army
306
|
Posted - 2013.07.28 16:40:00 -
[313] - Quote
Luscius Uta wrote:
Not in PvP, but nobody uses Medium Rails in PvP either :)
And nobody will after this 'rebalance' either. |

Nyancat Audeles
Center for Advanced Studies Gallente Federation
392
|
Posted - 2013.07.28 18:27:00 -
[314] - Quote
. delete |

Javius Rong
Sigillum Militum Xpisti Fatal Ascension
7
|
Posted - 2013.07.29 00:00:00 -
[315] - Quote
The changes look good for medium LR turrets.
I see a bunch of people complaining about HML balance being out of wack with these changes. I am not sure that the raw DPS is off for HML but their ability to apply DPS rapidly and against Cruiser sized targets. I would like to see HMs get an increase in their velocity by +25% with a corresponding -25% to flight time, on top of that increase the HMs explosion velocity by +25% for better damage application. |

Akimo Heth
State War Academy Caldari State
30
|
Posted - 2013.07.29 02:09:00 -
[316] - Quote
Javius Rong wrote: The changes look good for medium LR turrets.
I see a bunch of people complaining about HML balance being out of wack with these changes. I am not sure that the raw DPS is off for HML but their ability to apply DPS rapidly and against Cruiser sized targets. I would like to see HMs get an increase in their velocity by +25% with a corresponding -25% to flight time, on top of that increase the HMs explosion velocity by +25% for better damage application.
So you say they can apply dps rapidly against cruisers but then call for a exp velocity buff? |

Drake Doe
SVER True Blood
246
|
Posted - 2013.07.29 02:51:00 -
[317] - Quote
Akimo Heth wrote:Javius Rong wrote: The changes look good for medium LR turrets.
I see a bunch of people complaining about HML balance being out of wack with these changes. I am not sure that the raw DPS is off for HML but their ability to apply DPS rapidly and against Cruiser sized targets. I would like to see HMs get an increase in their velocity by +25% with a corresponding -25% to flight time, on top of that increase the HMs explosion velocity by +25% for better damage application.
So you say they can apply dps rapidly against cruisers but then call for a exp velocity buff? He's saying he thinks that the raw damage they can do probably isn't the problem, but the application is. A little punctuation goes a long way. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Cofalib
RESURGENCY
14
|
Posted - 2013.07.29 04:12:00 -
[318] - Quote
I have a concern, that I am not sure is valid, since I haven't tested the values myself yet, but how are medium rails, with the RoF and Damage increase, gonna compared to PULSE LASERS. As medium pulse right now is fairly low on DPS, and only seems to be used for It's nice range dictation.
Since rails will have that same range dictation, with a nice damage increase because of this change, I feel that medium PULSE lasers may start to get over shadowed as a nice mix of range and damage, and people will simply opt for medium rail ships.
If anyone has tested the numbers, and compared these 2 gun types, I would appriciate an answer.
Edit: Just to clarify, I understand pulse lasers will not be changed, and that beams are getting a buff as well, I'm just wondering if the medium rail buff will kinda just walk over what medium pulse currently do. |

Mariner6
Agony Unleashed Agony Empire
170
|
Posted - 2013.07.29 13:48:00 -
[319] - Quote
Cofalib wrote:I have a concern, that I am not sure is valid, since I haven't tested the values myself yet, but how are medium rails, with the RoF and Damage increase, gonna compared to PULSE LASERS. As medium pulse right now is fairly low on DPS, and only seems to be used for It's nice range dictation.
Since rails will have that same range dictation, with a nice damage increase because of this change, I feel that medium PULSE lasers may start to get over shadowed as a nice mix of range and damage, and people will simply opt for medium rail ships.
If anyone has tested the numbers, and compared these 2 gun types, I would appriciate an answer.
Edit: Just to clarify, I understand pulse lasers will not be changed, and that beams are getting a buff as well, I'm just wondering if the medium rail buff will kinda just walk over what medium pulse currently do.
Pulse with lolscorch will still be in a very good place because of the difference between pulse tracking and rail tracking. Those pulses apply solid damage all the way from scorch range all the way in tight and with the insta crystal change ability its really powerful as you can project damage far out, hit reliably, and very quickly up the damage if/when you targets gets in close. |

Gabriel Karade
Noir. Noir. Mercenary Group
112
|
Posted - 2013.07.29 18:35:00 -
[320] - Quote
Sort of on/off topic but what the heck....
It's time to admit that new tracking 'physics' is required with a new formula: she's done alright has the old girl [tracking formula], but hasn't been updated since early 2004 when the signature resolution vs signature radius modification was added. It's now 2013....
There's loads that it currently can't handle, ship physical sizes being one glaring emission for example ("oh god, its blotting out the sun, we can't possibly miss.... oh wait"), ship rotation/ predictable orbits to name but two more.
A new formula would give new ways to open up the field to balance all guns including the 'low tier' guns that currently don't have purpose. It would also remove the need for 'hacky' solutions such as the bolt on for Titan guns.
If you don't update the core physics of tracking you'll be left with less and less wriggle room for balancing.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1046
|
Posted - 2013.07.31 10:24:00 -
[321] - Quote
Aglais wrote:Luscius Uta wrote:
Not in PvP, but nobody uses Medium Rails in PvP either :)
And nobody will after this 'rebalance' either.
With a 15% tracking nerf knowing they already track badly the only hulls worth fitting those are still Thorax and Proteus but in most pvp situations a blaster or rails Talos will be far better anyway. *removed inappropriate ASCII art signature* - CCP Eterne |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
122
|
Posted - 2013.07.31 13:18:00 -
[322] - Quote
Rejig to the tracking formula would be great. I'd love it to take into account constant broadside shots whilst orbiting in the right ship and fix a lot of the weird niggles we have ingame already. Would be a huge change to make though |

Edward Olmops
Sirius Fleet Cerberus Unleashed
86
|
Posted - 2013.07.31 14:31:00 -
[323] - Quote
But now for something (almost) completely different:
If all Medium Long Range Weapons get a Damage buff... what about Heavy Missiles? Will they fall behind now? Or did you do the HM nerf already with this turret buff in mind so they will end up even? |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
28
|
Posted - 2013.07.31 16:48:00 -
[324] - Quote
FBL Mallers may actually be a thing. Interesting... |

J A Aloysiusz
Precision Strike Brigade Angeli Mortis
20
|
Posted - 2013.07.31 17:06:00 -
[325] - Quote
I have two issues with medium ranged weaponry:
-They're strongly overshadowed by attack BCs. Why fit out an Eagle, when you can fit a naga with twice the range and twice the DPS for half as much ISK? The 50% mwd sig bonus to HACs might help aid this to some degree, however I strongly doubt the Eagle will be able keep its sig below 400 without loki OGB (which is next on the chopping block!), thus it's not a reasonable counter. That being said, I do support the capacitor and speed bonuses in the HAC changes.
-The second is the fitting requirements (this primarily applies to the PWG rails). A prime example, the Deimos can't even fit neutrons with a 1600 plate, let alone 250mm rails, so it will either be a Heavy ship or an Assault ship, but not both ;D |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1053
|
Posted - 2013.07.31 19:01:00 -
[326] - Quote
J A Aloysiusz wrote:I have two issues with medium ranged weaponry:
-They're strongly overshadowed by attack BCs. Why fit out an Eagle, when you can fit a naga with twice the range and twice the DPS for half as much ISK? The 50% mwd sig bonus to HACs might help aid this to some degree, however I strongly doubt the Eagle will be able keep its sig below 400 without loki OGB (which is next on the chopping block!), thus it's not a reasonable counter. That being said, I do support the capacitor and speed bonuses in the HAC changes.
-The second is the fitting requirements (this primarily applies to the PWG of rails). A prime example, the Deimos can't even fit neutrons with a 1600 plate, let alone 250mm rails, so it will either be a Heavy ship or an Assault ship, but not both ;D
You can fit Deimost with 1600 and Neutrons, but you're giving away a rig slot for an ACR and fit AB only. It's a matter of CCP vision of ships and fittings, they rather force you to use fitting mods and rigs rather than fix things correctly and take a slot away, problem being a T1 does as better and once that fitting rig slot fitted they still have 2 left to improve dps and tank. *removed inappropriate ASCII art signature* - CCP Eterne |

J A Aloysiusz
Precision Strike Brigade Angeli Mortis
20
|
Posted - 2013.07.31 20:21:00 -
[327] - Quote
Sergeant Acht Scultz wrote:J A Aloysiusz wrote:I have two issues with medium ranged weaponry:
-They're strongly overshadowed by attack BCs. Why fit out an Eagle, when you can fit a naga with twice the range and twice the DPS for half as much ISK? The 50% mwd sig bonus to HACs might help aid this to some degree, however I strongly doubt the Eagle will be able keep its sig below 400 without loki OGB (which is next on the chopping block!), thus it's not a reasonable counter. That being said, I do support the capacitor and speed bonuses in the HAC changes.
-The second is the fitting requirements (this primarily applies to the PWG of rails). A prime example, the Deimos can't even fit neutrons with a 1600 plate, let alone 250mm rails, so it will either be a Heavy ship or an Assault ship, but not both ;D You can fit Deimost with 1600 and Neutrons, but you're giving away a rig slot for an ACR and fit AB only. It's a matter of CCP vision of ships and fittings, they rather force you to use fitting mods and rigs rather than fix things correctly and take a slot away, problem being a T1 does as better and once that fitting rig slot fitted they still have 2 left to improve dps and tank.
ok big issue with your post there. It's either Deimos, or Diemost, not Deimost.
You're right though... On a ship with an MWD bonus, it takes dropping to an afterburner and using one of your two rig slots (why do t2's have only 2 rig slots anyway? Based on that pattern, T3's should have 1, not 3?!) to fit a reasonable tank+gank setup. Maybe I'll go post "diemost needs a pwg buff!" in the other thread. I think I will, actually... |

xHxHxAOD
Southern Cross Incorporated Flying Dangerous
3
|
Posted - 2013.08.02 01:30:00 -
[328] - Quote
should hvy missles not be buffed just a bit bc they were nerfed to be more in line the other med guns and such |

Aliventi
Burning Napalm Northern Coalition.
335
|
Posted - 2013.08.02 01:40:00 -
[329] - Quote
xHxHxAOD wrote:should hvy missles not be buffed just a bit bc they were nerfed to be more in line the other med guns and such No. If you look at the damage numbers they are in line with the medium long range guns. In other words, the medium long range guns were buffed to the current heavy missiles. Some numbers: Link "tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me |

Alsyth
64
|
Posted - 2013.08.02 14:04:00 -
[330] - Quote
Put an Eagle/Zealot/Deimos/Muninn 50km from a nano cruiser (say vanilla cynabal. a new HAC will be even worse with signature bonus), fire -> maximum damage, no matter which direction the cruiser is facing, awesome transversal or not, etc.
Take a heavy missile, faction -> at 60km you won't hit because your missiles are too slow. Unless your ship has a bonus to velocity of missiles. -> at 40km you might hit. For 30% of maximum damage only. Take a usual non-nano cruiser, you still won't do more than 50%, even if he rushes towards you with no transversal.
"If the target is close missiles will hit better". Yes. How close though?
T2 hi-tracking (and hi-damage) ammo means arty/beam/rails will still do close to maximum damage to such a nano cruiser when he has top transveral at 20km. Things only get bad if you get caught under 20km and if the target manage to keep extremely hi transveral (and then, you failed hard and deserve to die :D ).
With missiles? No, even if he gets close and you use precision (low damage) a vanilla cynabal with no boost no snakes will not take more than half of your (very bad) dps. He does not even need to keep a good transversal!
Of course it's even worse with AB, against frigates, or signature bonused ships (HACs, Inties, Talwars, AFs). You simply cannot apply dps reliably to those unless they are heavily webbed and painted. With turrets, you only need a small instant of low transversal (and you can compensate that with your own speed when you know how to pvp) to hit for max damage (it's still hard to do on inties and AB frigs, but easy on everything else)
Here is the heavy missile problem: damage application is aweful even on unbonused, non-nano cruisers.
Add to this the aweful way CCP has to force all Caldari missile-using cruisers/BC in kinetic only damage... And you get the absolute worse weapon system for cruisers/BCs. |
|

Alsyth
64
|
Posted - 2013.08.02 14:08:00 -
[331] - Quote
Put an Eagle/Zealot/Deimos/Muninn 50km from a nano cruiser (say vanilla cynabal. a new HAC will be even worse with signature bonus), fire -> maximum damage, no matter which direction the cruiser is facing, awesome transversal or not, etc.
Take a heavy missile, faction -> at 60km you won't hit because your missiles are too slow. Unless your ship has a bonus to velocity of missiles. -> at 40km you might hit. For 30% of maximum damage only. Take a usual non-nano cruiser, you still won't do more than 50%, even if he rushes towards you with no transversal.
"If the target is close missiles will hit better". Yes. How close though?
T2 hi-tracking (and hi-damage) ammo means arty/beam/rails will still do close to maximum damage to such a nano cruiser when he has top transveral at 20km. Things only get bad if you get caught under 20km and if the target manage to keep extremely hi transveral (and then, you failed hard and deserve to die :D ).
With missiles? No, even if he gets close and you use precision (low damage) a vanilla cynabal with no boost no snakes will not take more than half of your (very bad) dps. He does not even need to keep a good transversal!
Of course it's even worse with AB, against frigates, or signature bonused ships (HACs, Inties, Talwars, AFs). You simply cannot apply dps reliably to those unless they are heavily webbed and painted. With turrets, you only need a small instant of low transversal (and you can compensate that with your own speed when you know how to pvp) to hit for max damage (it's still hard to do on inties and AB frigs, but easy on everything else)
Here is the heavy missile problem: damage application is aweful even on unbonused, non-nano cruisers.
Add to this the aweful way CCP has to force all Caldari missile-using cruisers/BC in kinetic only damage... And you get the absolute worse weapon system for cruisers/BCs. |

Aglais
Liberation Army
322
|
Posted - 2013.08.02 23:41:00 -
[332] - Quote
I almost forgot to ask.
Are you going to do anything about the utterly obscene amount of PG it takes to fit all but the smallest and most useless of medium rails? Or no? |

Harvey James
Deep Core Mining Inc. Caldari State
408
|
Posted - 2013.08.02 23:46:00 -
[333] - Quote
Alsyth wrote:Nano Cynabal (no links, no snakes) at 50km
Eagle/Zealot/Deimos/Muninn with relevant ammo -> maximum damage (No matter which direction the cruiser is facing, awesome transversal or not, etc.)
Heavy missile, faction -> at 50km you won't hit because your missiles are too slow. Unless your ship has a bonus to velocity of missiles. Cerberus with Faction -> your missiles hit for 30% of maximum damage only. (Take a usual non-nano cruiser, you still won't do more than 50%, even if he rushes towards you with no transversal.)
"If the target is close missiles will hit better". Yes. How close though?
Turrets T2 hi-tracking (and hi-damage) ammo -> arty/beam/rails will still do close to maximum damage to such a nano cruiser when he has top transversal at 20km. Things only get bad if you get caught under 20km and if the target manage to keep extremely hi transveral (and then, you failed hard and deserve to die :D ).
Missiles No, even if he gets close and you use precision (low damage) a vanilla cynabal with no boost no snakes will not take more than half of your (very bad) dps. He does not even need to keep a good transversal!
Of course all of this gets even worse with AB, against frigates, or signature bonused ships (HACs, Inties, Talwars, AFs). You simply cannot apply dps reliably to those unless they are webbed and painted. With turrets, you only need a small instant of low transversal (and you can compensate that with your own speed when you know how to pvp) to hit for max damage (it's still hard to do on inties and AB frigs, but easy on everything else)
Here is the heavy missile problem in a nutshell: damage application is aweful even on unbonused, non-nano cruisers.
Add to this the aweful way CCP has to force all Caldari missile-using cruisers/BC in kinetic only damage, the travel time... And you get the absolute worse weapon system for cruisers/BCs.
interesting its also a reason CCP need to add missiles to TE/TC/TD
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. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
31
|
Posted - 2013.08.03 00:42:00 -
[334] - Quote
Aglais wrote:I almost forgot to ask.
Are you going to do anything about the utterly obscene amount of PG it takes to fit all but the smallest and most useless of medium rails? Or no?
This would be nice. 10% or even 7.5% reduced PG for 200/250mm rails would allow them to be fit to a cruiser with a reasonable tank. |

zero9300
Love Squad Confederation of xXPIZZAXx
15
|
Posted - 2013.08.03 21:27:00 -
[335] - Quote
Hybrid bonused cruisers struggle to fit rails. Being able to fit these things without foregoing tank and requiring AWU V would probably result in their use, rather than giving stats to guns that people don't fit because they don't fit. |

Tibus Bravour
State War Academy Caldari State
0
|
Posted - 2013.08.03 22:36:00 -
[336] - Quote
zero9300 wrote:Hybrid bonused cruisers struggle to fit rails. Being able to fit these things without foregoing tank and requiring AWU V would probably result in their use, rather than giving stats to guns that people don't fit because they don't fit.
It's been that way for beams of all classes for ages. |

Viribus
Love Squad Confederation of xXPIZZAXx
167
|
Posted - 2013.08.05 01:06:00 -
[337] - Quote
Hey CCP maybe it's time to admit the HML nerf was heavy-handed and short-sighted
The introduction of ABCs was really all the nerf the Drake needed tbh |

MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 22:00:00 -
[338] - Quote
why not rebalance rail guns this way
150's have great tracking 200 have great falloff 150's have great optimal range.
that way ships like the thorax can take advantage of 150's for tracking or the diemos for 200's for fall off or the moa/eagle for 250's for optimal range There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 22:04:00 -
[339] - Quote
Viribus wrote:Hey CCP maybe it's time to admit the HML nerf was heavy-handed and short-sighted
The introduction of ABCs was really all the nerf the Drake needed tbh
meh just let te/tc/td work on missiles and i am ok There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Atreides 47
Atreides of Arrakis
9
|
Posted - 2013.08.05 22:18:00 -
[340] - Quote
CCP Rise wrote: Medium Artillery: +10% Rate of Fire -5% Tracking
Thats just laughable . CCP does not simply buff Minmatar weapons and ships, yes ?
http://img.gawkerassets.com/img/188kfa791ev5xjpg/original.jpg Long Live the Fighters ! |
|

Viribus
Love Squad Confederation of xXPIZZAXx
171
|
Posted - 2013.08.06 02:26:00 -
[341] - Quote
Probably because they've been dominant for years and will continue to be so after this patch? They do less dps than rails and beams but have over double the alpha of either one, seems pretty fair |

TravelBuoy
Imperial Academy Amarr Empire
95
|
Posted - 2013.08.06 08:00:00 -
[342] - Quote
Compare with the other changes u idiot:
Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed
Medium Beams: +25% Damage Multiplier -10% Tracking Speed |

Rek Seven
Probe Patrol Polarized.
950
|
Posted - 2013.08.06 08:54:00 -
[343] - Quote
Any chance we can get a artillery damage bonus instead of a rate of fire bonus? I like alpha  Putting work in since 2010. |

Naomi Knight
Imperial Academy Amarr Empire
456
|
Posted - 2013.08.06 09:45:00 -
[344] - Quote
Rek Seven wrote:Any chance we can get a artillery damage bonus instead of a rate of fire bonus? I like alpha  sure 5% dmg boost instead of 10% rof there u go |

Dav Varan
Spiritus Draconis Sicarius Draconis
42
|
Posted - 2013.08.06 10:16:00 -
[345] - Quote
What about heavy missiles , did you not long ago balance these ( nerf to hell and back ) with other shonky lange range mediums.
If your going to boost long range mediums which is needed please do all 4 ( include missiles ).
|

Rek Seven
Probe Patrol Polarized.
950
|
Posted - 2013.08.06 10:42:00 -
[346] - Quote
Naomi Knight wrote:Rek Seven wrote:Any chance we can get a artillery damage bonus instead of a rate of fire bonus? I like alpha  sure 5% dmg boost instead of 10% rof there u go
Hmmm Putting work in since 2010. |

Seleia O'Sinnor
Drop of Honey
342
|
Posted - 2013.08.06 13:30:00 -
[347] - Quote
Warde Guildencrantz wrote:brb refitting ferox
also. Are you going to de-crap heavy missiles now? Before the reason you nerfed them was because you thought buffing all the long range turrets was too much "power creep". Fozzie? Any say on this?
This Odyssey: Repacking in POS hangars for modules +1,-á but please for other stuff too, especially containers. Make containers openable in POS hangars. |

Naomi Knight
Imperial Academy Amarr Empire
457
|
Posted - 2013.08.06 17:35:00 -
[348] - Quote
Dav Varan wrote:What about heavy missiles , did you not long ago balance these ( nerf to hell and back ) with other shonky lange range mediums.
If your going to boost long range mediums which is needed please do all 4 ( include missiles ).
I stopped using hml-s as probably most people its dmg is just horrific and even then it cant realy apply it well
it is clear that there is a problem when the rlml outdmges the hml vs cruisers... and it is not that the rlml too good (before ccp insta nerfs it)
oh and the rook just became nearly useless, its jamms are crappy due to lame ecm nerfs every patch , and now its dps is crappy due to you have to run with hml-s as it has no tank |

Aglais
Liberation Army
330
|
Posted - 2013.08.06 17:39:00 -
[349] - Quote
MeBiatch wrote:why not rebalance rail guns this way
150's have great tracking 200 have great falloff 150's have great optimal range.
that way ships like the thorax can take advantage of 150's for tracking or the diemos for 200's for fall off or the moa/eagle for 250's for optimal range
The Moa doesn't even have an optimal range bonus anymore though (replaced with a damage bonus), personally if this was the case I'd only ever use 150s, because being able to actually TRACK A TARGET is pretty important. |

Otto Schultzky
Steller Exiles Inc Carthage Empires
6
|
Posted - 2013.08.07 01:17:00 -
[350] - Quote
Dual 150mm Rails and Quad Light Beams are crap as is, with short optimal and fall off range, reducing their tracking even further doesn't make much sense. At that point you might as well fit Electron Blasters/ Dual180mm Auto canons with better tracking and similar engagement envelope with T2 long range ammo (Null/ Barrage) and call it a day.
If at all possible keep the current tracking stats on Dual 150mm Rail guns and Quad Light Beam Lasers, while buffing Damage / ROF
|
|

Alsyth
78
|
Posted - 2013.08.07 15:44:00 -
[351] - Quote
Still no answer on HML? |

Mra Rednu
Black Watch Guard Brothers of Tangra
320
|
Posted - 2013.08.07 20:15:00 -
[352] - Quote
HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here....... |

Heyer Vitally
Brave Newbies Inc. Brave Collective
1
|
Posted - 2013.08.07 22:35:00 -
[353] - Quote
I Like it
Caldari have always been a joke at PVP when flying anything larger than a frigate
- slow ships, - missile travel time - anemic DPS from Rails
with this, hopefully the Moa and the ferox might actually see some use
|

Deacon Abox
Justified Chaos
168
|
Posted - 2013.08.07 22:43:00 -
[354] - Quote
Mra Rednu wrote: HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......
No
Heyer Vitally wrote: Caldari have always been a joke at PVP when flying anything larger than a frigate and No.

Otto Schultzky wrote:Dual 150mm Rails and Quad Light Beams are crap as is, with short optimal and fall off range, reducing their tracking even further doesn't make much sense. At that point you might as well fit Electron Blasters/ Dual180mm Auto canons with better tracking and similar engagement envelope with T2 long range ammo (Null/ Barrage) and call it a day.
If at all possible keep the current tracking stats on Dual 150mm Rail guns and Quad Light Beam Lasers, while buffing Damage / ROF
but Yes. |

Alsyth
80
|
Posted - 2013.08.07 23:13:00 -
[355] - Quote
Mr missile hater thank you for your concern.
Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback: HML need to be buffed.
Stop trying to balance hml ships (nighthawk, claymore, sacrilege etc when they don't use ham) while hml are in that utterly useless state.
And while you're at it, start considering rapid light missile launchers as proper cruiser sized weapons, and give bonus to all of missile using ship (cruiser/BC size).
That way missile users would have 3 weapon systems true: -RLM with low dps, medium range, good damage application (100% on cruisers, good on frigs) -HAM with hi dps, low range, medium damage application (100% on slow Cruisers and bigger, poor on frigs) -HML with medium dps, long range, poor damage application (100% on BCs, bad on cruisers, horrible on frigs)
Compared to turrets which will have, after Odyssee 1.1 -close range, high dps, good damage application (100% on cruisers, good on frig except AB up close) -long range, high dps (yes...), medium damage application (100% on cruisers at 25+km, 100% on mwd frig at 80+km)
Right now hml have too low of a dps to be even considered, and their range is not even interesting unless on bonuses ships. Add their poor damage application (no cruiser take full damage from them) on you really have the worst weapon system.
Besides, it would only be consistent with what you did to cruise missiles... |

Deacon Abox
Justified Chaos
170
|
Posted - 2013.08.07 23:23:00 -
[356] - Quote
Alsyth wrote:Mr missile hater thank you for your concern.
... I already do have missiles trained on all my characters. Most with multiple tech II missiles trained. Granted on Deacon the missile sp is minimal (about a million sp).
However, it appears you gloss over tracking considerations and see this OP as only a buff. It is not. Tracking on turrets can be a real *****. And now it will be more so. I think any ship fitting long range medium turrets will be expending more slots on TC/TEs to compensate. But then maybe that the reason for the tracking nerf. So that means fewer slots for other things like damage mods.
Basically, you missile exclusive folks should be calling for CCP to implement the long overdue TC/TE/TD effects on missiles. Or more properly a set of new modules that do what those modules do for turrets. That way you can get missiles to perform the way you want them. By making the same fitting choices turret ships have had to make (and soon more than ever for medium ships) for years and years. |

Mra Rednu
Black Watch Guard Brothers of Tangra
320
|
Posted - 2013.08.08 06:40:00 -
[357] - Quote
Deacon Abox wrote:Mra Rednu wrote: HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......
No 
Train sarcasm detection up a lvl or two. |

TehCloud
Carnivore Company 24eme Legion Etrangere
80
|
Posted - 2013.08.08 08:08:00 -
[358] - Quote
Alsyth wrote:Mr missile hater thank you for your concern.
Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback: HML need to be buffed.
Let us think why you are wrong.
Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures. My Condor costs less than that module! |

Deacon Abox
Justified Chaos
170
|
Posted - 2013.08.08 11:13:00 -
[359] - Quote
Mra Rednu wrote:Deacon Abox wrote:Mra Rednu wrote: HML's are just about the most pressing issue in this thread about medium turrets, we are all waiting with baited breath here.......
No  Train sarcasm detection up a lvl or two. my bad. sawey |

Alsyth
80
|
Posted - 2013.08.08 13:29:00 -
[360] - Quote
Missile exclusive? I fly everything. And since missile nerf, heavy missiles have been utterly useless. I don't fly them any more, and will choose rapid light missiles, heavy assault, or any gun, any day.
Something you and that link fail to understand is how missile damage is only close to turret damage with T2 long range ammo, take any closer range ammo and missiles fall short. Even with T2 fury, which couldn't hit even a slow Mwd cruiser for max damage, at any range.
Tracking is an issue for medium long range turret only under 25km against your intended targets (cruisers). If you get closer than that, well, you were bad and should have chosen short range guns (or heavy assault missile btw). Against frigates well, these are not your intended targets, but you have the opportunity to kill them easily at longer range (50+ with non T2 ammo) while missiles will never do meaningful damage. True, they will always hit, for next to nothing.
Only two situations when heavy missiles are better on ships without range bonuses: -at 50+ km, against slow fat BC or bigger (everything smaller and you're better off with turrets) -under 20km against fast & small targets turrets will not track. But that's a failure on your part if you took long range guns and end up in this situation. |
|

Deacon Abox
Justified Chaos
172
|
Posted - 2013.08.08 19:33:00 -
[361] - Quote
Alsyth wrote: Tracking is an issue for medium long range turret only under 25km against your intended targets (cruisers). If you get closer than that, well, you were bad and should have chosen short range guns (or heavy assault missile btw). Against frigates well, these are not your intended targets, but you have the opportunity to kill them easily at longer range (50+ with non T2 ammo) while missiles will never do meaningful damage. True, they will always hit, for next to nothing.
Only two situations when heavy missiles are better on ships without range bonuses: -at 50+ km, against slow fat BC or bigger (everything smaller and you're better off with turrets) -under 20km against fast & small targets turrets will not track. But that's a failure on your part if you took long range guns and end up in this situation. Yes, because one's targets never move. I know I know I should have gone short range guns because stupid me I moved to close to my target. Ugh, it's almost like fitting HMs or HAMs when I should have just fit RLML. I should have known the speed and sig parameters of all the ships I might run into. Turrets are easy. I'm just bad  |

Kane Fenris
NWP
72
|
Posted - 2013.08.08 21:57:00 -
[362] - Quote
TehCloud wrote:Alsyth wrote:Mr missile hater thank you for your concern.
Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback: HML need to be buffed.
Let us think why you are wrong. Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures.
actually they were overnerfed that something has been nerfed only indicates that something probably was op but not that it is balanced after the nerf |

auraofblade
Kid's Logistics Inc Moose Alliance
17
|
Posted - 2013.08.09 03:48:00 -
[363] - Quote
I don't know if someone has already mentioned it, but...
Does anybody find it weird that Short guns with Long ammo have (approximately) the same DPS and Range as Long guns with Short ammo, but the Short gun still wins in terms of Tracking, Fitting and Cap Stability even after the ammo penalties?
There's simply no debating it here - unless your target is going to die on the very first volley, there is no reason to fit a Long gun with Short ammo because all you end up doing is gimping your everything for negligible gains. That's also why T2 Short Gun Long Ammo is considered the de-facto choice, well...across the board really. Sure it's a DPS loss compared to the -50% and -75% optimal ammo, but after considering damage projection and fitting requirements it's simply the best possible choice unless you can guarantee that you're literally on top of your target as soon as you warp on the grid.
Even if you consider Long with Long, there's still the other issue of the minimum warp range being 150 km, meaning that after a certain point you actually DON'T want to get further away even if your ship and guns would support > 150 km optimal. And while I'm a bit of a noob and only really EFT warrior it, it's ABSURDLY easy to break 150 optimal on anything that has a +Range bonus, and even easier if you're using Long ammo. This ends up making the -50% Optimal the ammo of choice of Long guns, simply because it's the highest DPS and alpha, without kissing the 150 km threshold nor gimping the range so hard that it drops to T2 Short Ammo.
In all honestly I'd much rather see sweeping AMMO balance changes instead of trying to fix the guns. |

Flex Carter
Caldari Independant Mining Association
84
|
Posted - 2013.08.09 07:55:00 -
[364] - Quote
Kane Fenris wrote:TehCloud wrote:Alsyth wrote:Mr missile hater thank you for your concern.
Now, as someone who flies everything I welcome these changes to medium sized long range weapons but keep the same feedback: HML need to be buffed.
Let us think why you are wrong. Oh yeah, HMLs got nerfed because they were completely OP. Now that they aren't OP anymore you want them buffed. Figures. actually they were overnerfed that something has been nerfed only indicates that something probably was op but not that it is balanced after the nerf
It's strange, they Nerfed HML to fall in line with the other weapons But then they go and Buff the other weapons now But leave the HML alone. WTF.... |

Enthes goldhart
The Generic Pirate Corporation Fusion.
13
|
Posted - 2013.08.09 11:33:00 -
[365] - Quote
CCP Rise wrote: So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit.
I can understand blasters needed tracking enhancers as they are designed for short range surely rails should be usable without TE's or TC's like missles.
This means that you have nerfed tracking but then assumes that people are going to fit 2 mods which each increase tracking by 9.5%
(Thorax and Talos also have tracking bonus whereas the Deimos doesnGÇÖt which kind of makes this comparison a bit odd)
This graph showing tracking is all well and good but it is not a real situation when both targets are moving with high transversal trying to move out of point range which makes rail deimosGÇÖs tracking go to **** (yes I own a rail deimos donGÇÖt judge). So unless your view is that they should only be used at 40km+ they really donGÇÖt need a tracking nerf.
Also why would you pick a talwar? The destroyer with the smallest sig, I tried your graph with a catalyst and the talos starts hitting better at 20KM, vs a thorax it hits better at 7km onwardsGǪ
CCP Rise wrote: It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos.
That is all relative to the signature radius, itGÇÖs not a fixed 19% itGÇÖs a graph, Talwar sig with mwd on is 135, a catalystGÇÖs sig is 408, a thorax is 720GǪ so unless you are fighting a fleet of 100mn ships you are better off in a Talos.
|

FleetAdmiralHarper
The Caldari Independent Navy Reserves
16
|
Posted - 2013.08.09 13:18:00 -
[366] - Quote
Warde Guildencrantz wrote:brb refitting ferox
also. Are you going to de-crap heavy missiles now? Before the reason you nerfed them was because you thought buffing all the long range turrets was too much "power creep". Fozzie? Any say on this?
OH DEAR GOD PLEASE!!!! DO THAT FOZZI im begging you. +5% range and the 10% damage back.
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
307
|
Posted - 2013.08.10 00:43:00 -
[367] - Quote
Heyer Vitally wrote:I Like it
Caldari have always been a joke at PVP when flying anything larger than a frigate
- slow ships, - missile travel time - anemic DPS from Rails
with this, hopefully the Moa and the ferox might actually see some use
More power grid is needed on the ferox though to properly fit a full rack of 250mms plus a tank and prop mods etc. Dumbing down of Eve Online will result in it's destruction... |

Tepalica
ACME-INC
2
|
Posted - 2013.08.10 01:17:00 -
[368] - Quote
I have not read through all the 18 pages here and I am pretty sure I am not the first one to mention at least some of this...
Why the hell are you devs trying to destroy minmatar artillery usage on every turn? Rails got 2 buffs 15% each, beams got 25% flat buff....and you come up with a stinking 10% bonus on artillery RoF - why not 20%? It would still be the lowest buff of the lot and it would actually be sufficient!
The artillery dps is already very questionable and let's not forget that other than Jaguar and Munnin, THERE ARE NO REAL MINMATAR ARTILLERY BOATS - sure Tempest can fit arty, but it's bonuses suck at damage application. A proper arty boat should have optimal range bonus and tracking bonus...or at least one of them and at the same time not be so very PG deficient like the Vargur that you need 2x T2 PG rigs just to fit 4 1400mm II arty cannons - hell, you need a powergrid implant if you want to fit a stinking afterburner on a Vargur after you manage to squeeze the 1400's in!!!
Also, I believe anyone with a half of a working brain can see that T2 Rail/Beam/Arty ammo is completely and utterly useless - a 25% tracking bonus at the range at which 75% bonus tracking would not be enough to hit anything other than a BS with a MWD running - and the dps difference between Quake/Gleam/Javelin and their respective close range max dps faction ammo counterparts is like 1%, maybe 2% TOPS!!!
It really isn't my intention to sound hostile here but what were you people thinking? And are you thinking anything towards fixing all of this crap? |

Aglais
Deep Core Mining Inc. Caldari State
338
|
Posted - 2013.08.10 02:24:00 -
[369] - Quote
Heyer Vitally wrote:I Like it
Caldari have always been a joke at PVP when flying anything larger than a frigate
- slow ships, - missile travel time - anemic DPS from Rails
with this, hopefully the Moa and the ferox might actually see some use
1. Caracals. They're very good despite missile travel time, and they're actually rather speedy.
2. The Moa is already used as a blaster platform in certain roles. The Ferox is a subpar battlecruiser to almost everything in nearly every way save for tank. It's pretty much the new Prophecy in that regard.
3. These changes will not incentivize the fitting of railguns on Caldari hybrid ships. The railguns that will fit on the Moa without absolutely ******** smashing of your defensive and mobility modules will still be doing crap damage, AFAIK. With WORSE TRACKING. You'll want the 250mms and nothing else, really, and even then they're a nightmare to fit- this aspect of railguns, their absolutely anemic performance for such outrageous fitting costs, was never really addressed. |

Naomi Knight
Imperial Academy Amarr Empire
467
|
Posted - 2013.08.10 06:10:00 -
[370] - Quote
Aglais wrote:Heyer Vitally wrote:I Like it
Caldari have always been a joke at PVP when flying anything larger than a frigate
- slow ships, - missile travel time - anemic DPS from Rails
with this, hopefully the Moa and the ferox might actually see some use
1. Caracals. They're very good despite missile travel time, and they're actually rather speedy. 2. The Moa is already used as a blaster platform in certain roles. The Ferox is a subpar battlecruiser to almost everything in nearly every way save for tank. It's pretty much the new Prophecy in that regard. 3. These changes will not incentivize the fitting of railguns on Caldari hybrid ships. The railguns that will fit on the Moa without absolutely ******** smashing of your defensive and mobility modules will still be doing crap damage, AFAIK. With WORSE TRACKING. You'll want the 250mms and nothing else, really, and even then they're a nightmare to fit- this aspect of railguns, their absolutely anemic performance for such outrageous fitting costs, was never really addressed. yeah ccp take the lazy way and instead of looked at every rail size and ammo they just buffed everything the same way :I -dual 150mm still completly garbage -200mm only good if you want to fit a tank it has lame optimal -longer range ammos still crap
i love how lasers got nearly the same boost and less tracking nerf , while they already had the best tracking and little nerf on that is not realy a loss then nerf the rails already bad tracking by a huge amount :I
|
|

Mag's
the united Negative Ten.
15389
|
Posted - 2013.08.10 06:28:00 -
[371] - Quote
Rail tracking nerf of 15% is OTT, please reduce this.
Oh and any chance at a small reduction in fitting costs of rails?
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |

Aglais
Deep Core Mining Inc. Caldari State
339
|
Posted - 2013.08.10 18:17:00 -
[372] - Quote
Naomi Knight wrote: yeah ccp take the lazy way and instead of looked at every rail size and ammo they just buffed everything the same way :I -dual 150mm still completly garbage -200mm only good if you want to fit a tank it has lame optimal -longer range ammos still crap
i love how lasers got nearly the same boost and less tracking nerf , while they already had the best tracking and little nerf on that is not realy a loss then nerf the rails already bad tracking by a huge amount :I
The other hilarious thing? CCP says in the beginning of the thread here that medium rails will still track ~17% better than battleship neutron blasters.
Are you JOKING? That kind of tracking, on a ship that moves WAY FASTER, against TARGETS that move way faster? Literally the ONLY way you'll be able to hit ANY target is if you're at some obscene 70-120km optimal. That's it. Massive pigeonholing into a stupid engagement envelope nobody uses. Battleships can get away with poor tracking guns because they're slow, and their main target is slow. Cruisers and battlecruisers cannot.
Dual 150s can't even track things at optimal if you're moving at top speed in anything but the same direction as your target, from my experience. The tracking hit will make them even worse.
|

Tobias Hareka
Republic Military School Minmatar Republic
73
|
Posted - 2013.08.10 18:48:00 -
[373] - Quote
Aglais wrote:Dual 150s can't even track things at optimal if you're moving at top speed in anything but the same direction as your target, from my experience. The tracking hit will make them even worse.
That's why you "keep at range" or manually fly your ship instead of hitting "Orbit 10k". |

Aglais
Deep Core Mining Inc. Caldari State
339
|
Posted - 2013.08.10 18:52:00 -
[374] - Quote
Tobias Hareka wrote:Aglais wrote:Dual 150s can't even track things at optimal if you're moving at top speed in anything but the same direction as your target, from my experience. The tracking hit will make them even worse. That's why you "keep at range" or manually fly your ship instead of hitting "Orbit 10k".
It's like you automatically assumed I wasn't doing that, when in fact, I was doing that. |

Zane Ziebold
Mom 'n' Pop Ammo Shoppe R.E.P.O.
17
|
Posted - 2013.08.10 22:52:00 -
[375] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
dumb question, why are you comparing medium guns to large guns.
|

Scuzzy Logic
Midnight Elites United Federation of Commerce
45
|
Posted - 2013.08.11 00:42:00 -
[376] - Quote
auraofblade wrote:I don't know if someone has already mentioned it, but...
Does anybody find it weird that Short guns with Long ammo have (approximately) the same DPS and Range as Long guns with Short ammo, but the Short gun still wins in terms of Tracking, Fitting and Cap Stability even after the ammo penalties?
There's simply no debating it here - unless your target is going to die on the very first volley, there is no reason to fit a Long gun with Short ammo because all you end up doing is gimping your everything for negligible gains. That's also why T2 Short Gun Long Ammo is considered the de-facto choice, well...across the board really. Sure it's a DPS loss compared to the -50% and -75% optimal ammo, but after considering damage projection and fitting requirements it's simply the best possible choice unless you can guarantee that you're literally on top of your target as soon as you warp on the grid.
Even if you consider Long with Long, there's still the other issue of the minimum warp range being 150 km, meaning that after a certain point you actually DON'T want to get further away even if your ship and guns would support > 150 km optimal. And while I'm a bit of a noob and only really EFT warrior it, it's ABSURDLY easy to break 150 optimal on anything that has a +Range bonus, and even easier if you're using Long ammo. This ends up making the -50% Optimal the ammo of choice of Long guns, simply because it's the highest DPS and alpha, without kissing the 150 km threshold nor gimping the range so hard that it drops to T2 Short Ammo.
In all honestly I'd much rather see sweeping AMMO balance changes instead of trying to fix the guns.
This makes a LOT of sense.
Beside, I haven't seen small gleam ammo being used, like, ever. I have seen medium fit twice for POS shooting.
|

Fronkfurter McSheebleton
The Graduates RAZOR Alliance
245
|
Posted - 2013.08.11 01:02:00 -
[377] - Quote
Zane Ziebold wrote: dumb question, why are you comparing medium guns to large guns.
Because large guns on attack BCs occupy about the same ranges as LR guns on other medium hulls. thhief ghabmoef |

Aglais
Deep Core Mining Inc. Caldari State
339
|
Posted - 2013.08.11 01:10:00 -
[378] - Quote
Fronkfurter McSheebleton wrote:Zane Ziebold wrote: dumb question, why are you comparing medium guns to large guns.
Because large guns on attack BCs occupy about the same ranges as LR guns on other medium hulls.
It would've been nice to also see how the cruiser long range guns compare with eachother, too, though. Like actual hard numbers, in this thread. Because I don't feel like digging through all the data right now and then trying to slap on these changes with this sinus headache raging in the background. |

Leskit
The Night Wardens Viro Mors Non Est
41
|
Posted - 2013.08.12 00:32:00 -
[379] - Quote
the page ate my formatting, sorry for all the dots!
Finally got around to plugging in some numbers:
on a legion, using INM ammo, and 3 faction heat sinks, beams will actually do more dps than heavy pulse lasers. heavy beams will do more dps in a gleam/conflagration comparison also.damage/range mods listed below (navy on legion, t2 on others). No implants. all lvl V character I'm aware that you would be much more likely to fit TE/TC to a beam ship, but let me run the numbers before you object please.
............................heavy beam laser II ---------- Heavy pulse laser II (dps) @ (optimal) + (falloff) ammo:...................................................................legion short range t2.....................770 @ 11+10 | 775 @ 11+5 INM......................................758 @ 23+10 | 694 @ 11+5 INS ................................... 506 @ 45+10 | 463 @ 23+5 t2 long range .....................440@ 81+10 | 553 @ 34+5
zealot short range t2......................635@ 11+10 | 639 @ 11+5 INM ......................................626 @ 23+10 | 573 @ 11+5 INS......................................417 @ 45+10 | 382 @ 23+5 t2 long range....................... 362 @ 81+10 | 456 @ 34+5
Omen Navy Issue (not including drone damage) 2 heat sinks, 1 TE short range t2...................406 @ 12+12 | 409 @ 12+6 INM....................................401 @ 25+12 | 367 @ 12+6 INS...................................267 @ 50+12 | 244 @ 25+6 t2 long range....................232 @ 89+12 | 292 @ 37+6
Omen (no drones) 2 heat sinks, no range mods ...........Focused medium Beam Laser II ---------Focused medium pulse laser II short range t2................. 367 @ 6.6+7.5 | 393 @ 6.8+3.8 INM...................................371 @ 13+7.5 | 353 @ 6.8+3.8 INS...................................247 @ 26+7.5 | 235 @ 14+3.8 t2 long range...................215 @ 47+7.5 | 281 @ 20+3.8
Beam lasers are out-damaging pulse lasers of the same class at nearly every ammo type! If you're hitting at the same range on both weapons, it gets even worse. Does anyone else see anything wrong with that? Add the difference in tracking on pulses is 2.46 times better than beams (any t1/faction ammo: HBM: 0.04125 HPL: 0.10156). To me, this shows how weak pulse lasers are as a weapon. Huge cap needs, and only scorch makes it usefull, blah blah... There's a serious problem with laser weapons right now, and this isn't making it better. I can't offer a good solution, but these numbers are very disconcerting! I want to fly amarr, but we are--and have been--the beaten up, let down faction for a really long time (and don't go pointing to the archon or damnation, those are 2 ships of a whole race!) Im at a loss for what needs to be done. |

Jack Miton
Semper Ubi Sub Ubi
2241
|
Posted - 2013.08.12 03:20:00 -
[380] - Quote
Rail Proteus is go. +1.
To all those complaining about the tracking nerf, it's 1 tracking mod to compensate for it. given how huge a damage buff theyre giving us, you can drop a damage mod for a TE and track the same and still have more DPS. This is a flat buff of SIGNIFICANT proportions. |
|

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
3
|
Posted - 2013.08.12 17:47:00 -
[381] - Quote
Aglais wrote:Naomi Knight wrote: yeah ccp take the lazy way and instead of looked at every rail size and ammo they just buffed everything the same way :I -dual 150mm still completly garbage -200mm only good if you want to fit a tank it has lame optimal -longer range ammos still crap
i love how lasers got nearly the same boost and less tracking nerf , while they already had the best tracking and little nerf on that is not realy a loss then nerf the rails already bad tracking by a huge amount :I
The other hilarious thing? CCP says in the beginning of the thread here that medium rails will still track ~17% better than battleship neutron blasters. Are you JOKING? That kind of tracking, on a ship that moves WAY FASTER, against TARGETS that move way faster? Literally the ONLY way you'll be able to hit ANY target is if you're at some obscene 70-120km optimal. That's it. Massive pigeonholing into a stupid engagement envelope nobody uses. Battleships can get away with poor tracking guns because they're slow, and their main target is slow. Cruisers and battlecruisers cannot.
Worse is the fact that, to show the talos tracking worse in their example, they used ammunition with a tracking penalty. So the rails DON'T actually track better. |

Aglais
Deep Core Mining Inc. Caldari State
339
|
Posted - 2013.08.13 00:30:00 -
[382] - Quote
Alex Tutuola wrote:Aglais wrote:Naomi Knight wrote: yeah ccp take the lazy way and instead of looked at every rail size and ammo they just buffed everything the same way :I -dual 150mm still completly garbage -200mm only good if you want to fit a tank it has lame optimal -longer range ammos still crap
i love how lasers got nearly the same boost and less tracking nerf , while they already had the best tracking and little nerf on that is not realy a loss then nerf the rails already bad tracking by a huge amount :I
The other hilarious thing? CCP says in the beginning of the thread here that medium rails will still track ~17% better than battleship neutron blasters. Are you JOKING? That kind of tracking, on a ship that moves WAY FASTER, against TARGETS that move way faster? Literally the ONLY way you'll be able to hit ANY target is if you're at some obscene 70-120km optimal. That's it. Massive pigeonholing into a stupid engagement envelope nobody uses. Battleships can get away with poor tracking guns because they're slow, and their main target is slow. Cruisers and battlecruisers cannot. Worse is the fact that, to show the talos tracking worse in their example, they used ammunition with a tracking penalty. So the rails DON'T actually track better.
My sides are in orbit.
I'd expect these sort of hijinks out of an April Fools devblog. |

Naomi Knight
Imperial Academy Amarr Empire
468
|
Posted - 2013.08.13 06:56:00 -
[383] - Quote
Zane Ziebold wrote:
dumb question, why are you comparing medium guns to large guns.
cause he compares everything to the null blaster kiter talos even transport ships are compared to talos when he balances them
this is called balancing by talos, the talos is n the middle of all the other ships and other ships speciality lie in how they differ from the talos so a med rail ship cant have much better tracking than his talos , as that would conflict with the talos above all paradigm
I bet the measuring system is also soon be talosized every ship base stats will be changed to this formula:
for speed so instead of 2000 m/s you get 1.2 talos/second 700 dps/s will be 0.9 talos/second and evidently med rail tracking will be 1.15 talos/second
I hope now you will understand that you have to argue that med rails should have at least 1.5 talos/second tracking |

Tobias Hareka
Republic Military School Minmatar Republic
78
|
Posted - 2013.08.13 07:18:00 -
[384] - Quote
Naomi Knight wrote:I hope now you will understand that you have to argue that med rails should have at least 1.5 talos/second tracking
You want medium rails to be better than large blasters because you lost your 800+ dps 120km heavy missiles 8 months ago? |

Cassius Invictus
Thou shalt not kill Exiled Ones
1
|
Posted - 2013.08.13 09:51:00 -
[385] - Quote
Fal Dara wrote:I'm Down wrote:
Are you seriously comparing cruiser close range dps to bs long range dps to make a really bad point? BS top out at 1200-1500 dps with CR weapons Cruisers top out at 400-550 dps with long range weapons. Get your facts straight.
No, i'm not... i suppose it would be battlecruisers... you're looking at 700 dps or so from rails in something like an astarte, and 750 from rails in a navy mega... any t2 ship, with a double damage bonus, makes about BS level damage with those guns. On some ships that arry 7 guns, and also have that, they match a BS in damage. so what i'm saying, is that BS's need more than just the 25% more damage than mediums. SO HERE is the answer. a deimos gets 2 damage bonuses to guns--TWO. a naga (just for ccps sake, that is what they used to compare), gets ONE damage bonus to large guns. therefore, the mediums KEEP UP. it's the double bonus that's making it SEEM like mediums are keeping up with a large--when in reality, the base for the large needs to go up, to distance itself from the mediums. to give another astarte example, i never mentioned it having blasters--but for your sake lets do that. it gets 1100 dps. large blasters on mega would get 1200. that's LESS than 10% difference... the battleship should get more. every time. a LOT more. without having to put in faction gear. the base of a battleship gun needs to go up 20% or more... because there are medium platforms with bouble damage bonuses, and CCP is using those to compare with single bonus BS ones. BS's dont get double damage bonuses. THAT is the problem.
No. You need a need T2 pvp battleship with t2 resists and t2 damage. Also the problem is that prices of T1 BS's and T2 BC are largely the same, so a bs with its slow speed and higher sig is obviously less preferable than a Command Ship BC. Don't know if maruders should become pvp kings or do we need a new type of BS, but I agree that T3 and T2 BC doing the same dmg and having bigger tanks than BS (including sig, speed, etc) is silly and stupid.
|

elitatwo
Congregatio
101
|
Posted - 2013.08.13 15:52:00 -
[386] - Quote
Last night I could take a look at a rail Eagle with the changes to railguns, shields and the ship and I am not quite happy with that tracking nerf.
I think is needs to go, like outside and take a oneway trip to neverland..
In addition to that, spike ammo needs a tiny (I repeat tiny) squeeze up in damage, maybe in the range of 5 - 10% and we might have a winner here.
And here is my "but", I can be creative with fittings and rigs help in that department but I cannot make any viable fitting that carries 250mm rails on any cruiser hull. I am very sorry but I can't see that happening.
And even someone makes it work somehow with a very weak tank or any tank for that matter, you propably wouldn't want to fit them because they track even worse than 200mm rails. So the only gain for them would be more range, but in 7 years of forum reading I never saw anyone complain about range being a problem for railguns.
What I like to see for them would be a change on the change on heat.
Railguns get a 15% rof bonus on heat for railguns but the current buff makes that "bonus" a dimishing return for that matter, so I would propose that you give railguns a damage bonus on heat which they would benefit more from on heat than any rof bonus.
I can't tell a tale about beam lasers because I haven't trained them yet, so my apologies for that. But I care for them too. FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Lunarstorm95
Demon-War-Lords Fatal Ascension
5
|
Posted - 2013.08.13 19:11:00 -
[387] - Quote
Mmmmm the tears of former drake/tengu pilots....
HMLs are now on par with long range turrets mabey a hair bit lower but its little in return for them being as OP as they where for the longest of time
Im sure ull do fine dispite the fact you can no longer out range and out dps MOST ships in its repective class
GÇ£You can have peace. Or you can have freedom. Don't ever count on having both at once.GÇ¥ GÇò Robert A. Heinlein "Real knowledge is to know the extent of one's ignorance." GÇò Confucius-á |

Jerick Ludhowe
trolllolcorp
529
|
Posted - 2013.08.13 19:14:00 -
[388] - Quote
Lunarstorm95 wrote:
HMLs are now on par with long range turrets mabey a hair bit lower but its little in return for them being as OP as they where for the longest of time
I'm sorry, but we don't need affirmative action in eve. Medium long range guns being better than HML is not justified in any way shape or form. Poor balance in the past does not justify poor balance now...
|

Roime
Ten Thousand Years Shinjiketo
3277
|
Posted - 2013.08.13 19:23:00 -
[389] - Quote
Alex Tutuola wrote:Aglais wrote:Naomi Knight wrote: yeah ccp take the lazy way and instead of looked at every rail size and ammo they just buffed everything the same way :I -dual 150mm still completly garbage -200mm only good if you want to fit a tank it has lame optimal -longer range ammos still crap
i love how lasers got nearly the same boost and less tracking nerf , while they already had the best tracking and little nerf on that is not realy a loss then nerf the rails already bad tracking by a huge amount :I
The other hilarious thing? CCP says in the beginning of the thread here that medium rails will still track ~17% better than battleship neutron blasters. Are you JOKING? That kind of tracking, on a ship that moves WAY FASTER, against TARGETS that move way faster? Literally the ONLY way you'll be able to hit ANY target is if you're at some obscene 70-120km optimal. That's it. Massive pigeonholing into a stupid engagement envelope nobody uses. Battleships can get away with poor tracking guns because they're slow, and their main target is slow. Cruisers and battlecruisers cannot. Worse is the fact that, to show the talos tracking worse in their example, they used ammunition with a tracking penalty. So the rails DON'T actually track better.
1) tracking comparison between medium rails and large blasters is relevant because of long point range 2) faster ships can get away better with poor tracking because they can actually control transversal (the whole strength of Talos, Deimos will be better) 3) Null is used for comparison because large AM and Void don't hit hard enough to the relevant ranges discussed in this thread
Sig resolution + tracking = true tracking
Ten Thousand Years is recruiting pioneer spirits to Solitude. |

Serenity Eon
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.08.14 04:24:00 -
[390] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
So ccp rise, in the post above you put "Medium Rails (all sizes and metas):". Does this mean that small and large railguns are getting buffed alongside mediums? |
|

Lephia DeGrande
Luxembourg Space Union
28
|
Posted - 2013.08.14 05:41:00 -
[391] - Quote
No it means, all 3 sizes of longe range medium turrets. |

Mournful Conciousness
Embers Children TOHA Conglomerate
122
|
Posted - 2013.08.14 16:04:00 -
[392] - Quote
I have tried the new 250mm railguns on a deimos on SiSi.
There were some fitting issues, but in the end it worked out. They performed pretty well, putting down something like 300dps at 80km (spike + 2 tracking computers with alternate scripts) and 500dps at 20km (dual mag stabs).
I was concerned that the tracking would not work out but the deimos's range bonus and kiting speed seems to sort it out nicely.
Verdict: worked well. Railguns seem to me to be a viable weapons system, although I wonder whether spike M could use a buff to dps.
400 dps from a dual mag-stabbed deimos at 80km would make it more competitive with the ishtar + curators + 2x omni.
|

Lord Distortion
The Great Harmon Institute Of Technology Innovia Alliance
0
|
Posted - 2013.08.15 21:50:00 -
[393] - Quote
I'd also like to add a Role Change within the Ranged Weapons themselfs or rather the changing of the Smaller ranged turrets.
Smallest;
Skirmish style, Designed for smaller/faster targets with less penetration & dps Quad Light Lazor Beam, Dual 150mm rails, ( Dual 250mm Artillery? ) , Rapid Light Launcher, Decent Range, Tracking and rate of fire with lowish dps.
Medium; Balanced with allowances for some fit
Larger; Glass Cannons
The Amarr Quad Light Lazor Beam; Has 9k range and low fitting requirements... yet all but the droneboats depend on lazor performance( 25% of 1.8x is still not alot and 9km default range is ^%$-ú ). Drone/tank vessels trend towards Small-Size Weapons anyway as they offer a more attractive low-fitting vs. performance. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
156
|
Posted - 2013.08.16 10:56:00 -
[394] - Quote
Since most weapon system are now playing in the same league (all turrets, most missiles, most drones) regarding damageoutput to application -
is there a chance that - heavy missiles (currently just 100% overshadowed by cruise missiles regarding increased damage and very similiar application) - amarrian and caldari combat drones (except sentries) and - ewar-drones (except jamdrones)
are revisited soon?
Mean with the change of drone interfacing someone clearly forgot to apply the dmg-bonus given to dps-drones in a similiar form to ewar-, webbing- and cap neutralizing-drones. I only correct my own spelling. |

Omnathious Deninard
Novis Initiis
1447
|
Posted - 2013.08.16 21:17:00 -
[395] - Quote
I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Ideas for Drone Improvement |

Maximus Andendare
Future Corps Sleeper Social Club
448
|
Posted - 2013.08.16 21:21:00 -
[396] - Quote
Serenity Eon wrote:So ccp rise, in the post above you put "Medium Rails (all sizes and metas):". Does this mean that small and large railguns are getting buffed alongside mediums? I'm just going out on a limb here, but probably not, considering that he said >>> MEDIUM RAILS <<<.
All sizes and metas is obviously referring to Dual 150mm, 200mm and 250mm MEDIUM rails.
Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |

elitatwo
Congregatio
101
|
Posted - 2013.08.17 02:38:00 -
[397] - Quote
Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another.
Interesting observation!
Now if you would take a look at the tracking values of the modules you may notice a slight difference there.
On another note, 150mm dual-rails need a slight range buff and all of them don't need a tracking nerf.
CCP Rise, when you return from vacation please go on SiSi and fly the fastest kiting railcruiser in zee woold, ze rail Eagle. Maybe ask someone to join you and he may want to fly a Vagabon, yes?
Now turn fraps on and tell us the glory tale of the fastest Caldari kiting cruiser in zee woold and how it went for dat Eagle.
Then ask yourself, does zee railguns really need a tracking nerf? FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Omnathious Deninard
Novis Initiis
1447
|
Posted - 2013.08.17 02:52:00 -
[398] - Quote
elitatwo wrote:Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Interesting observation! Now if you would take a look at the tracking values of the modules you may notice a slight difference there. Yes there is a difference, now if you would kindly look at the optimal and falloff of those weapons you will notice another difference. Ideas for Drone Improvement |

W0lf Crendraven
The Tuskers
169
|
Posted - 2013.08.17 06:44:00 -
[399] - Quote
Please ccp, dont pull another phantasm or rfiter on us.
Take a look at heavy missile laucnhers, atm there are very very few places where they are of any good, they need a buff (hams or rlmls are simply way better).
What you did was nerf them, maybe justly, and then they were in line with the rest of the medium turrets (i.e terrible). What you are doing now is buffing the rest of the medium turrets while ignoring the hmls, leaving them to be never used again. Dont, revert their nerf.
I also think a hybrid long range weapon system should track better then a projectile one, i.e rails should track better then artys, with now isnt the case. |

elitatwo
Congregatio
102
|
Posted - 2013.08.17 11:56:00 -
[400] - Quote
Omnathious Deninard wrote:elitatwo wrote:Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Interesting observation! Now if you would take a look at the tracking values of the modules you may notice a slight difference there. Yes there is a difference, now if you would kindly look at the optimal and falloff of those weapons you will notice another difference.
The proposed changes are open for investigation on SiSi, so I would recommend you log on there and take a corpmate with you and make that experiment on your own.
When you have done so, tell us how it went. FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |
|

Barry Dylan
Sniggerdly Pandemic Legion
7
|
Posted - 2013.08.17 12:31:00 -
[401] - Quote
Hey the tracking on rails is so bad now, plz fix |

Jerick Ludhowe
trolllolcorp
533
|
Posted - 2013.08.17 13:04:00 -
[402] - Quote
Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another.
Yep, the same issue is more or less true in the beam/pulse comparison.
It's pretty obvious that the dps buffs to some of these medium sized long range weapons went way too far.
|

Mournful Conciousness
Embers Children TOHA Conglomerate
150
|
Posted - 2013.08.17 13:35:00 -
[403] - Quote
Jerick Ludhowe wrote:Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Yep, the same issue is more or less true in the beam/pulse comparison. It's pretty obvious that the dps buffs to some of these medium sized long range weapons went way too far.
Except that you can't hit with them if either you or your target is moving.
This is not true for blasters or pulse lasers.
|

elitatwo
Congregatio
102
|
Posted - 2013.08.17 15:37:00 -
[404] - Quote
Mournful Conciousness wrote:Jerick Ludhowe wrote:Omnathious Deninard wrote:I believe the buff to Railguns went too far on this one, a Heavy Neutron Blaster II does 44 DPS, a new 250mm Railgun II will do 40.99 DPS. That is using antimatter in both.
That is just to close to one another. Yep, the same issue is more or less true in the beam/pulse comparison. It's pretty obvious that the dps buffs to some of these medium sized long range weapons went way too far. Except that you can't hit with them if either you or your target is moving. This is not true for blasters or pulse lasers.
I thinks its useless to explain long range turrets and short range turrets to some folks, best to ignore them.
Dat tracking nerf needs to go.
Railguns and beam lasers already struggle to apply any of the damage they might to to a star that doesn't move as much as ships in EVE do. FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Deacon Abox
Justified Chaos
177
|
Posted - 2013.08.17 15:55:00 -
[405] - Quote
In general the damage buff and the tracking nerf on all the long ranged medium guns needs to be toned down a little.
Simultaneously some tiericide needs to happen between the tiers of these guns (i.e. between dual 150, 200, and 250 rails, or between 650 and 720, and between quad, focused, and heavy beams). At this time there is little reason to use anything other that the largest unless fitting dictates.
And, the quad beams and dual 150s stats are absolutely terrible. They need some buff in comparison to their larger brothers. Probably more range at the very least. The damage and fitting could stay tiered, but having the range so harshly tiered makes the smaller guns within the groups almost worthless. Especially since the range is so bad, and even with the better tracking of these lowest tier guns in comparison to higher tiers, they get outperformed by the largest tier short ranged medium guns of each type. |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
3
|
Posted - 2013.08.17 19:46:00 -
[406] - Quote
Deacon Abox wrote: And, the quad beams and dual 150s stats are absolutely terrible. They need some buff in comparison to their larger brothers. Probably more range at the very least. The damage and fitting could stay tiered, but having the range so harshly tiered makes the smaller guns within the groups almost worthless. Especially since the range is so bad, and even with the better tracking of these lowest tier guns in comparison to higher tiers, they get outperformed by the largest tier short ranged medium guns of each type.
Alternately, could leave the stats the same on dual 150s and quad lights, and give them a signature resolution of 40. It always seemed like they should track like frigate class weapons if they were claiming to be double/quad frigate weapons. :) |

Leskit
The Night Wardens Viro Mors Non Est
41
|
Posted - 2013.08.17 21:54:00 -
[407] - Quote
Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here  |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
4
|
Posted - 2013.08.17 21:57:00 -
[408] - Quote
Leskit wrote:Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here 
He's done this a few times in the HAC thread, too. I suppose he's decided the player base cannot be pleased, and he'll just put down what changes he feels like. =P |

Leskit
The Night Wardens Viro Mors Non Est
41
|
Posted - 2013.08.17 22:18:00 -
[409] - Quote
Alex Tutuola wrote:Leskit wrote:Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here  He's done this a few times in the HAC thread, too. I suppose he's decided the player base cannot be pleased, and he'll just put down what changes he feels like. =P
CCP has has fairly regular (weekly or better) replies, this one had a first day reply, that was it. We don't need to be coddled and babied, but no feedback is...well...no feedback. I wonder if he even uses medium guns, especially after using a talos for the gun comparison  |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
156
|
Posted - 2013.08.17 23:06:00 -
[410] - Quote
Barry Dylan wrote:Hey the tracking on rails is so bad now, plz fix
Nothing a huginn can't fix  I only correct my own spelling. |
|

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
5
|
Posted - 2013.08.18 01:26:00 -
[411] - Quote
Leskit wrote:CCP has has fairly regular (weekly or better) replies, this one had a first day reply, that was it. We don't need to be coddled and babied, but no feedback is...well...no feedback. I wonder if he even uses medium guns, especially after using a talos for the gun comparison 
And, once again, he used ammunition that gives a tracking penalty to the talos to show that the medium rails track better. :/ |

GreenSeed
645
|
Posted - 2013.08.18 08:03:00 -
[412] - Quote
Beam weapons got WAY too blappy.
with 10+ cruisers on grid shooting Aurora you can melt anything of the same size before they can close the gap and faction standard will continue the carnage before long point range, only if switching to gleam for brawling will the -10% tracking come into play, rendering the tracking completely useless as explained by many different posters already, +25% tracking ammo is WAY too weak, they need to be changed to at the very least +50% tracking.
as it is, on high optimal, its just a +25% damage bonus, period.
if artys got a 10% RoF buff instead of damage, to prevent the alpha from getting any crazier, why did the energy guns get +25% damage?
im not saying long range lazors don't need a buff, everyone agrees that energy guns in general need some love, specially long range. i'm just saying that damage wasn't the problem, the problem with long range lazors was the fact they were useless up close. now they are even more useless up close, while making doctrine use completely overpowered.
and the argument of "well they are long range, so... if you have to swich to Gleam you are using them wrong" only applies to a FC moving 50 Omens or harbis into brawl range, only to whelp the fleet. (hypothetical doctrine here, don't flame). any FW dude flying a Omen on his daily roam hunting plexers will never, ever, risk that "drawback" he will just fit Pulse lasers and shoot scorch.
why?, well because he can't dictate range outside of long point. so he can't shoot anything but multifrequency... only to be penalized with -10% tracking if he gets webbed. and he will, because of :armor:.
so the whole point of the changes to energy weapons is lost. no one who wouldn't have used them will, and the ones that would, will, but with a +25% damage modifier.
i feel this is one of those changes that needs to be reviewed under the "but what will 500 lazors do?" lenses. |

Lephia DeGrande
Luxembourg Space Union
37
|
Posted - 2013.08.18 10:22:00 -
[413] - Quote
When does the Ammunition Balancing Update is coming?! |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
5
|
Posted - 2013.08.18 14:30:00 -
[414] - Quote
Lephia DeGrande wrote:When does the Ammunition Balancing Update is coming?!
SoonGäó! |

Leskit
The Night Wardens Viro Mors Non Est
41
|
Posted - 2013.08.18 16:11:00 -
[415] - Quote
GreenSeed wrote: if artys got a 10% RoF buff instead of damage, to prevent the alpha from getting any crazier, why did the energy guns get +25% damage?
That was done so the (obscene) capacitor use doesn't get any worse. The faster the lasers fire, the more cap they use. They could up the ROF, but then they would have to decrease the cap use on every single medium sized beam laser in the game- a LOT more work. It's about efficiency of time spent. |

Cade Windstalker
Donohue Enterprises Ad-Astra
17
|
Posted - 2013.08.18 23:41:00 -
[416] - Quote
Leskit wrote:GreenSeed wrote: if artys got a 10% RoF buff instead of damage, to prevent the alpha from getting any crazier, why did the energy guns get +25% damage?
That was done so the (obscene) capacitor use doesn't get any worse. The faster the lasers fire, the more cap they use. They could up the ROF, but then they would have to decrease the cap use on every single medium sized beam laser in the game- a LOT more work. It's about efficiency of time spent.
It's also about not stepping on Pulse Lasers too much, or ending up with some really weird balance issues around cap use.
Actually now that you mention it the cap on medium rails is going to suck now :| |

Jack Miton
Semper Ubi Sub Ubi
2258
|
Posted - 2013.08.19 02:40:00 -
[417] - Quote
is it just me or do beans now out DPS pulses? call me old fashioned, but that seems wrong...
PS: tracking nerf on the rails is WAY too harsh. |

Leskit
The Night Wardens Viro Mors Non Est
41
|
Posted - 2013.08.19 03:02:00 -
[418] - Quote
Jack Miton wrote:is it just me or do beans now out DPS pulses? call me old fashioned, but that seems wrong...
yes, go back to page 19 and see my chart/post. |

W0lf Crendraven
The Tuskers
176
|
Posted - 2013.08.19 05:10:00 -
[419] - Quote
Again, dont forget heavy missile launchers. |

Mournful Conciousness
Embers Children TOHA Conglomerate
160
|
Posted - 2013.08.19 07:17:00 -
[420] - Quote
W0lf Crendraven wrote:Again, dont forget heavy missile launchers.
HMLs are about right, given the capabilities of the new cerberus.
|
|

W0lf Crendraven
The Tuskers
176
|
Posted - 2013.08.19 09:00:00 -
[421] - Quote
Nope, eve if that was true (it isnt) that wouldnt make a big difference. And the cerb can project anwhere in point range with hams and rlmls are better too. |

Phaade
Debitum Naturae WHY so Seri0Us
69
|
Posted - 2013.08.19 18:42:00 -
[422] - Quote
After trying these changes out on the test server....
hell yeah +1. About time railguns / beams can be used effectively. |

seth Hendar
I love you miners
167
|
Posted - 2013.08.20 09:35:00 -
[423] - Quote
Alex Tutuola wrote:Leskit wrote:Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here  He's done this a few times in the HAC thread, too. I suppose he's decided the player base cannot be pleased, and he'll just put down what changes he feels like. =P this tend to be the attitude of CCP lately, we had the same for unified inv., odyssey and the explo / jump animation..... this is bad 
ccp just asking for feedback, then ignoring the feedback, and we end up with botched feature / broken mechanics.....
pretty sure this is what will happen regarding medium long range weapons and HACs.
wonder why they still not gave info about the marauders / black ops........oh wait |

Mournful Conciousness
Embers Children TOHA Conglomerate
166
|
Posted - 2013.08.20 10:01:00 -
[424] - Quote
They're probably waiting for us to actually test the ships and modules on SiSi and then come back with constructive criticism based on real-world tests.
If they're sensible (and I think they are), they're probably going to ignore uninformed opinion, trolling, whining and tears.
Do a test. Log some numbers in the logging tool. Come back with the results of the test. Compare that with your experience of pre-1.1 modules. Discuss whether you can see a role for these new modules in TQ. This is what they will want to see. Anything else is of no value.
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1145
|
Posted - 2013.08.20 13:50:00 -
[425] - Quote
Mournful Conciousness wrote:W0lf Crendraven wrote:Again, dont forget heavy missile launchers. HMLs are about right, given the capabilities of the new cerberus.
Nope, not even close, and fixing one ship dmg bonus doesn't make HM's balanced on 99.99% of all other HM hulls.
Cerberus just got "correct" but on any other hull including Tengus with faction BCUs and dmg rigs -sort to say how much you can improve your dps over tank, HM's are not OK. *removed inappropriate ASCII art signature* - CCP Eterne |

Lucine Delacourt
The Covenant of Blood
11
|
Posted - 2013.08.20 15:32:00 -
[426] - Quote
Sergeant Acht Scultz wrote:Mournful Conciousness wrote:W0lf Crendraven wrote:Again, dont forget heavy missile launchers. HMLs are about right, given the capabilities of the new cerberus. Nope, not even close, and fixing one ship dmg bonus doesn't make HM's balanced on 99.99% of all other HM hulls. Cerberus just got "correct" but on any other hull including Tengus with faction BCUs and dmg rigs -sort to say how much you can improve your dps over tank, HM's are not OK.
With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
35
|
Posted - 2013.08.20 15:56:00 -
[427] - Quote
Lucine Delacourt wrote:Sergeant Acht Scultz wrote:Mournful Conciousness wrote:W0lf Crendraven wrote:Again, dont forget heavy missile launchers. HMLs are about right, given the capabilities of the new cerberus. Nope, not even close, and fixing one ship dmg bonus doesn't make HM's balanced on 99.99% of all other HM hulls. Cerberus just got "correct" but on any other hull including Tengus with faction BCUs and dmg rigs -sort to say how much you can improve your dps over tank, HM's are not OK. With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo. Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets.
the problem lies in the fact that against a cruiser sized target, only 30-40% of that damage will land. |

Phaade
Debitum Naturae WHY so Seri0Us
73
|
Posted - 2013.08.20 16:46:00 -
[428] - Quote
Mournful Conciousness wrote:W0lf Crendraven wrote:Again, dont forget heavy missile launchers. HMLs are about right, given the capabilities of the new cerberus.
HAM's already go almost 40km with the Cerb, heavies are irrelevant.
If you're shooting missiles 150km, it better be a well tackled capital or an Ihub. Not to mention how terrible their damage application is on anything moving.
RLM's are better and allow a pretty nice tank / mobility. |

seth Hendar
I love you miners
169
|
Posted - 2013.08.21 13:06:00 -
[429] - Quote
Sarkelias Anophius wrote:Lucine Delacourt wrote:Sergeant Acht Scultz wrote:Mournful Conciousness wrote:W0lf Crendraven wrote:Again, dont forget heavy missile launchers. HMLs are about right, given the capabilities of the new cerberus. Nope, not even close, and fixing one ship dmg bonus doesn't make HM's balanced on 99.99% of all other HM hulls. Cerberus just got "correct" but on any other hull including Tengus with faction BCUs and dmg rigs -sort to say how much you can improve your dps over tank, HM's are not OK. With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo. Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets. the problem lies in the fact that against a cruiser sized target, only 30-40% of that damage will land.
and at such a distance, how often med rails / med beams / med arty would actually HIT a cruiser sized?
i don't have the numbers, but from experience, i would say that, in fine, the missile will do more effective damage because hitting for 40% of potential DPS each time is always better than missing 80% of the time (and that is not even for full because on grouped weapons, some might miss also, resulting in sometime only one out of 5 really hitting).
for a fight at such range, missiles ARE a better choice, even now after the were nerfed.
and i was generous on the 20% hit chance, at least for arty and rails, not much experience in lasers |

Mournful Conciousness
Embers Children TOHA Conglomerate
178
|
Posted - 2013.08.21 13:15:00 -
[430] - Quote
Heavy missiles do hit moving targets pretty well. Of course they hit well tackled targets much harder.
Very long range weapons like HMLs (on the cerb or DNI) give rise to new tactical capabilities like area denial for instance.
It you've got 4 or 5 HML fitted ships sitting 100km off some strategic point lobbing an unending annoying barrage of missiles in while evading any attempt to fire back, that is a very useful weapon.
It prevents your enemy from sitting still and getting himself organised.
If he's in a bubble at that time he's got some difficult choices to make. If he's tackled by something strong that he can't kill quickly and those missiles keep coming in, he's dead. No question.
All weapons systems are not equal. They all have strengths and limitations. We either accept this or demand a game with only one weapons system.
I prefer the diversity. I don't really care if one is generally better than the rest, as long as there is a role for all of them. I believe there is.
|
|

elitatwo
Congregatio
107
|
Posted - 2013.08.21 18:45:00 -
[431] - Quote
Lucine Delacourt wrote:
With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo.
Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets.
I am very sorry to do this but I have to correct a misunderstanding here and all the people that have the false impression that a missile launcher is a dps cannon, it is not.
A missile launcher can be viewed as a granade launcher, which throws granades or a ball of damage if you will.
The thing is, a Tengu or any other missile boat throws a ball of x amout of hp damage (volley damage) at your target every amount of launcher cycle time seconds or so and the further your target is away from you the lower your magical "dps" is going to decrease.
Unless you sit ontop of your target at 0km the "dps" of missile launchers is irrelevant, the volley damage is not. Let's say missile launchers that are not sitting at 0 are always shooting in "falloff".
As far as I know a hml Tengu can fire heavy missiles every 4.4 seconds or so but those missiles have to reach the target first. So that 4.4 seconds a volley is launched will still do the same damage at any range until max but the flight time gives your target time to tank, get away or make other choices.
EFT and the like do not show this and they assume your range to target is 0 and not moving.
"DPS" only works for turrets that have a cycle time below 4 seconds.
Just don't cling too strong at some "dps" values on fitting tools, usually those are much lower in space than on paper. FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Phaade
Debitum Naturae WHY so Seri0Us
76
|
Posted - 2013.08.21 19:18:00 -
[432] - Quote
Mournful Conciousness wrote:Heavy missiles do hit moving targets pretty well. Of course they hit well tackled targets much harder.
Very long range weapons like HMLs (on the cerb or DNI) give rise to new tactical capabilities like area denial for instance.
It you've got 4 or 5 HML fitted ships sitting 100km off some strategic point lobbing an unending annoying barrage of missiles in while evading any attempt to fire back, that is a very useful weapon.
It prevents your enemy from sitting still and getting himself organised.
If he's in a bubble at that time he's got some difficult choices to make. If he's tackled by something strong that he can't kill quickly and those missiles keep coming in, he's dead. No question.
All weapons systems are not equal. They all have strengths and limitations. We either accept this or demand a game with only one weapons system.
I prefer the diversity. I don't really care if one is generally better than the rest, as long as there is a role for all of them. I believe there is.
True to an extent, but I'd take Eagles over HML Cerberus' all day. Missile flight time at 100km+ is quite long. |

Chris Winter
Zephyr Corp V.A.S.T.
204
|
Posted - 2013.08.21 20:20:00 -
[433] - Quote
elitatwo wrote:Lucine Delacourt wrote:
With two 3% implants, 3 CN BCU's and no missile rigs you can get a HML Tengu doing 650+ DPS @ 72km. That's pretty good for medium weapons imo.
Edit: That's not to say they are super duper on other hulls but between the Cerb and Tengu they can project a lot of DPS further than medium turrets.
I am very sorry to do this but I have to correct a misunderstanding here and all the people that have the false impression that a missile launcher is a dps cannon, it is not. A missile launcher can be viewed as a granade launcher, which throws granades or a ball of damage if you will. The thing is, a Tengu or any other missile boat throws a ball of x amout of hp damage (volley damage) at your target every amount of launcher cycle time seconds or so and the further your target is away from you the lower your magical "dps" is going to decrease. Unless you sit ontop of your target at 0km the "dps" of missile launchers is irrelevant, the volley damage is not. Let's say missile launchers that are not sitting at 0 are always shooting in "falloff". As far as I know a hml Tengu can fire heavy missiles every 4.4 seconds or so but those missiles have to reach the target first. So that 4.4 seconds a volley is launched will still do the same damage at any range until max but the flight time gives your target time to tank, get away or make other choices. EFT and the like do not show this and they assume your range to target is 0 and not moving. "DPS" only works for turrets that have a cycle time below 4 seconds. Just don't cling too strong at some "dps" values on fitting tools, usually those are much lower in space than on paper. Flight time only matters when switching targets (or if your target leaves).
Your dps has a delayed start, but as long as you stay on the same target after that, you're getting the advertised DPS. |

Lucine Delacourt
The Covenant of Blood
11
|
Posted - 2013.08.23 19:44:00 -
[434] - Quote
Glad that we all now understand how DPS works. As for the complaints about damage application on HML's; if you aren't solo this is not an issue. The ability to have a single heavy tackler as the only target in range while Cerbs and Tengus hurl missiles from relative safety is pretty sweet for small gang activity. You have to get creative to apply HML damage the same way you need to apply long range turret damage before a target gets it's transversal up. This seems pretty balanced to me. |

Egravant Alduin
Sebiestor Tribe Minmatar Republic
18
|
Posted - 2013.08.24 21:08:00 -
[435] - Quote
Akimo Heth wrote:Malcanis wrote:Akimo Heth wrote:CCP Rise or Malcanis,
What's the reasoning in not changing Heavy Missiles along with everything else? Weren't they originally nerfed because they didn't line up with the other long range weapon types and now they're being left behind in changes? Ironic, isn't it? It does have a bit of symmetry, but it wasn't HML users fault they were OP before the nerf, so please don't punish them now by leaving them behind in the buffs making them underpowered relatively. Let's fix them now so we're not revisiting this topic a month from now.
Is there somewhere we can see the buff for heavy missiles?Good changes overall. |

Tarmaniel
State War Academy Caldari State
0
|
Posted - 2013.08.25 07:30:00 -
[436] - Quote
Lucine Delacourt wrote:Glad that we all now understand how DPS works. As for the complaints about damage application on HML's; if you aren't solo this is not an issue. The ability to have a single heavy tackler as the only target in range while Cerbs and Tengus hurl missiles from relative safety is pretty sweet for small gang activity. You have to get creative to apply HML damage the same way you need to apply long range turret damage before a target gets it's transversal up. This seems pretty balanced to me.
The issue is that RLMs outdamage HMLs even on tackled targets, let alone untackled ones, especially when skirmish links come into play. 6 RLMs with scourge fury lights on the new Cerberus does 458 DPS. 6 HMLs with CN Scourge on the same ship is 486 DPS. Those have an explosion radius of 105m with perfect skills, the RLMs do more DPS even if you're shooting at unlinked faction cruisers webbed to zero.
Also, remember that minimizing your signature radius requires no SP. Maximizing missile damage takes a lot of SP. Due to how missile damage works, an HML user not having Guided Missile Precision V is a huge loss in damage. If you're using RLMs, those IV skills don't really matter.
HMLs are pure and absolute **** and should never be used. |

Mournful Conciousness
Embers Children TOHA Conglomerate
219
|
Posted - 2013.08.25 08:23:00 -
[437] - Quote
what is the maximum range of the rlm solution compared to the hm one? A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Tarmaniel
State War Academy Caldari State
0
|
Posted - 2013.08.25 10:56:00 -
[438] - Quote
Mournful Conciousness wrote:what is the maximum range of the rlm solution compared to the hm one?
They have half the range, but even if you use CN Scourge lights for 100km range, that's still 386 DPS, and will outdamage the HMLs on basically any faction cruiser with skirmish links, even if they're stationary. Of course, if they're not tackled, the HMLs don't do anything, they can't even hit untackled ABing battleships for full dps. |

Mournful Conciousness
Embers Children TOHA Conglomerate
221
|
Posted - 2013.08.25 11:01:00 -
[439] - Quote
In this case I agree - rapid light missile launchers are too OP. They need to be nerfed.
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Alex Tutuola
Specter Syndicate Tactical Narcotics Team
9
|
Posted - 2013.08.25 11:07:00 -
[440] - Quote
Mournful Conciousness wrote:In this case I agree - rapid light missile launchers are too OP. They need to be nerfed.
Alternatively, consider that the "dual" or "quad" style turret weapons may be underpowered. Tiericide seems to be a thing even among weapons now, so perhaps make the dual and quad weapons fire at frigate size. They already have worse tracking than their light variants in addition to the signature size. I think it would be neat to see a strong reason for taking the light weaponry of a class, as there currently exists in missiles.
That said, HMLs need to get some damage back. Damage shouldn't be quite that close to the low end of the class. :/ |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
221
|
Posted - 2013.08.25 11:15:00 -
[441] - Quote
HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.
gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.
RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.
You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Tarmaniel
State War Academy Caldari State
0
|
Posted - 2013.08.25 12:25:00 -
[442] - Quote
double post |

Tarmaniel
State War Academy Caldari State
0
|
Posted - 2013.08.25 12:28:00 -
[443] - Quote
Mournful Conciousness wrote:HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.
gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.
RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.
You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.
Well, there's the small problem that tracking enhancers work at sniping ranges and target painters don't.
The real problem is skirmish links, and their interaction with turret-based weapons. If both you and your opponent have links and guns, the status quo is restored, as you can now fly just as fast and agile as he does and the relative transversal is back to what it was before links. However, if you're using missiles, having links doesn't help your DPS at all, while your target's links certainly help him avoid damage.
Because of links, RLMs are superior to even HAMs in close range situations because of the large speed bonus multiplied by the large signature radius reduction. A skirmish-linked MWDing Stabber Fleet Issue with a 60% web on it takes less damage from CN HAMs than it does from CN RLMs. Even MWDing battlecruisers and ABing battleships can escape over half of the DPS of HAMs because of skirmish links.
Without skirmish links, HMLs would still be pretty bad, but they wouldn't be useless, and HAMs would be a very strong weapon system. Because of links, HMLs are just complete **** and HAMs require target painters on the target to be at all viable. |

Mournful Conciousness
Embers Children TOHA Conglomerate
221
|
Posted - 2013.08.25 12:56:00 -
[444] - Quote
Yes I see. I guess with hm you're trading the ability to hit fast targets for the ability to hit at any range. prior to the nerf, hm was OP. maybe it could use a little tweak. maybe.
I also agree that skirmish links can create some pretty ridiculous scenarios, such as cruisers with frigate-sized sig radii.
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Lephia DeGrande
Luxembourg Space Union
65
|
Posted - 2013.08.25 14:35:00 -
[445] - Quote
Yeah the Sig reducing Warefare link with Halo Implants and Drugs are really Crazy, this need some balancing.
With an Minmatar Titan you can lower Signatur of BS to nearly Cruiser thats just insane. |

Meyr
Shiva The Retirement Club
2
|
Posted - 2013.08.25 21:33:00 -
[446] - Quote
Listening to a friend who ran Lvl 4's in a Tengu complain that he can now 'only' hit at 75 KM or so now, yeah, I'd say that HML's needed a bit of a nerf. The buffs to Medium Turrets should make them a viable option for both PVE & PVP, something that has been badly needed, especially for hybrids (a mission-fit rail Thorax has long been a joke, even with perfect skills in Gunnery).
Now, if you'd only do something about Blasters... |

Mournful Conciousness
Embers Children TOHA Conglomerate
224
|
Posted - 2013.08.25 21:41:00 -
[447] - Quote
Blasters are fine! My preferred gunnery system.
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Cade Windstalker
Donohue Enterprises Ad-Astra
42
|
Posted - 2013.08.27 01:17:00 -
[448] - Quote
Lephia DeGrande wrote:Yeah the Sig reducing Warefare link with Halo Implants and Drugs are really Crazy, this need some balancing.
With an Minmatar Titan you can lower Signatur of BS to nearly Cruiser thats just insane.
It's worth noting that the Sig bonus from a Titan specifically does not stack with the sig bonus from Skirmish Links, these bonuses overlap.
At the very least the Rapid Deployment Link is getting a small nerf which helps things a little for everyone.
Tarmaniel wrote:Mournful Conciousness wrote:HMs do similar damage to rails, beams, artillery and at similar ranges. However they also have the advantage that they will hit at point blank range.
gunships must fit tracking enhancers in order to apply full damage, and HM ships must fit target painters. There is no problem here. It's just that previously HMs were OP when compared to other forms of long range weaponry.
RLMs are far too powerful because fitting them means that your ship is completely immune to being tackled by a tackling frigate, negating an entire ship class.
You are effectively bringing frigate-sized weapons to bear on a frigate, except that you have twice as many, yours hit twice as hard and you have 10 times the hitpoints that he does.
Well, there's the small problem that tracking enhancers work at sniping ranges and target painters don't.
Actually with maxed skills Target Painters have optimal at 45km and falloff at 90 which puts them right at the edge of what is generally considered PvP sniper ranges. Plus Target Painters stack on a single target where as every ship has to bring their own tracking computer. If you mix a few TP bonused ships like Lokis or Huginns into your fleet, even a small fleet with only 1-2 of these, then you can drastically increase the effectiveness of your weapons and, depending on relevant skill bonuses, completely negate the effect of Skirmish Links on an opponent. Obviously this doesn't work so well solo but in a true 1v1 your opponent won't have link bonuses and you can still bring webs and target painters if they do.
---
Regarding Rapid Light Missiles: I think the question of whether "Dual" guns are working effectively is a better question than if RLMs are OP, especially given that drone-focused ships can give tackle frigates a similarly hard time, as can many projectile ships if the pilot knows what he's doing.
It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class. |

Tarmaniel
State War Academy Caldari State
2
|
Posted - 2013.08.27 11:29:00 -
[449] - Quote
Cade Windstalker wrote:It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class.
RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies.
I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running. |

elitatwo
Congregatio
113
|
Posted - 2013.08.27 12:15:00 -
[450] - Quote
Tarmaniel wrote:Cade Windstalker wrote:It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class. RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies. I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.
I hear ya, also I know that physics and EVE don't really mix that well together.
If we would go down that road, there wouldn't be any reason to use any other wepaon system at hybrid turrets for any kinds of combat in EVE.
Why?
Well, an antimatter - matter reaction would simply put just vaporize anything it would come in contact with, period.
But antimatter shells of all sizes would be the end of every fight, for both sides.
Nothing that mankind has or will come up with in any future time could ever help you or protect anyone from that, period.
Pulsars have such a strong gravitational pull that they will just crush any material known to man on an atomic level - clone activated..
Magnetars have such strong magnetic fields that they will rip electrons out of atoms - the end.
A star that goes supernova will create so much radiation that you will be killed in your pod even if you were 100 lightyears away from that star - the end.
Anyhow, that worst thing that has ever come to EVE was the day somebody had that idea of missile tracking about six years ago.
Many missiles have a guidance system that need a target lock, so they don't miss and the payload makes sure, they get the job done. Well 30.000 year from now mankind is becoming so stupid that they cannot invent a proper guidance system anymore and Titans can "speedtank" citadel torpedos, by accelaration - good times.
Yet another thing that bothers me is that someone didn't read about the Caldari and the Gallente wars properly and got their weapon systems confused. What happens is that we get Gallente kiting with railguns and Caldari turrets boats need to fit blasters to at least hit something before they perish.
FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |
|

Lephia DeGrande
Luxembourg Space Union
69
|
Posted - 2013.08.27 12:22:00 -
[451] - Quote
Torpedos are unguided so atleast that would make sense. |

elitatwo
Congregatio
113
|
Posted - 2013.08.27 13:12:00 -
[452] - Quote
Lephia DeGrande wrote:Torpedos are unguided so atleast that would make sense.
Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?
Just some thoughts.
Because for the world of EVE antimatter is in this case just a name that sounds cool.
If those shells really had an antimatter core, then on impact all clones on that grid would get activated as a result.
FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |

Optimo Sebiestor
Bondage Goat Zombie Strictly Unprofessional
175
|
Posted - 2013.08.27 13:15:00 -
[453] - Quote
Ammo, capacitor and powergrid issues. Yep, this is going to make people use long range guns more... |

Onictus
Silver Snake Enterprise Fatal Ascension
432
|
Posted - 2013.08.27 13:45:00 -
[454] - Quote
Meyr wrote:Listening to a friend who ran Lvl 4's in a Tengu complain that he can now 'only' hit at 75 KM or so now, yeah, I'd say that HML's needed a bit of a nerf. The buffs to Medium Turrets should make them a viable option for both PVE & PVP, something that has been badly needed, especially for hybrids (a mission-fit rail Thorax has long been a joke, even with perfect skills in Gunnery).
Now, if you'd only do something about Blasters...
They used to go around 115 with offensive IV and level bombardment(IV). I had a Drake that hit for 118. |

Tarn Kugisa
Infinite Covenant Tribal Band
438
|
Posted - 2013.08.27 18:38:00 -
[455] - Quote
Warde Guildencrantz wrote:brb refitting ferox
also. Are you going to de-crap heavy missiles now? Before the reason you nerfed them was because you thought buffing all the long range turrets was too much "power creep". Fozzie? Any say on this?
now I can use my favorite battlecruiser without it being gimpy as hell I Endorse this Product and/or Service EVE Online Battle Recorder When I press F1 I get ISK |

Magermh
Alpha Strategy The Unthinkables
0
|
Posted - 2013.08.27 19:24:00 -
[456] - Quote
Out of consern for my fellow member that use rails and understand that i could not do damage to a cruiser using afterburner and so on and the nerf for tracking enhancers. I would rather have tracking enhancers that boost special bonuses like autocannan tracking enhancers that give falloff and tracking and rail tacking enhancers that give me a big boost in rail tracking. I would say the same for any other weapon. Maybe the specialization should be in the modules not the weapons or ships.
Then i would say these are a big blessing in improvements as they are in the long range all ready. 
V/R Mage |

kanadia
Imperial College London
0
|
Posted - 2013.08.27 19:33:00 -
[457] - Quote
I wonder will these changes be applied to NPC ships as well? If that is case, one will be facing +25% incoming damage in Amarr-space level 3 (and some level 4) missions while only getting +15% local-rep (assuming player ship is armor-tanked) boost, meaning the missions will actually be harder. I know the difference isn't much and missions are generially easy any way, but I just want to know if this is an intended consequence. |

Cade Windstalker
Donohue Enterprises Ad-Astra
44
|
Posted - 2013.08.27 23:54:00 -
[458] - Quote
Tarmaniel wrote:Cade Windstalker wrote:It's also worth noting that most solo-frigates simply won't mess with a missile ship where as in a fleet their response to a RLM cruiser or Battlecruiser is going to be to send in Heavy Tackle where the RLMs are going to be less DPS than HAMs or Heavies would have been, thus putting the person at a disadvantage against that ship class. RLMs do more DPS to MWDing battlecruisers than HAMs do if they have links, let alone heavies. I don't think you quite understand how bad heavies are. There are battleships that take more damage from RLMs than HMLs if skirmish linked, even with no prop mod running.
If we're going to assume the enemy has Skirmish Links then can we at least assume I was smart enough to bring target painters? 
Seriously, max sig reduction from Skirmish Links is 34.5% (Odyssey 1.1). A fully skilled target painter boosts sig by 37.5% which should more or less cancel out the bonus entirely. If you put it on a Huginn it's 56.25% and if it's a Republic Fleet TP it's 60%.
You don't even need multiple TPs here, you just need a couple of dedicated ships. If you're worried about them popping then over-tank them at the expense of damage so even if they die the enemy spends enough time killing them that you win anyway.
elitatwo wrote:Anyhow, that worst thing that has ever come to EVE was the day somebody had that idea of missile tracking about six years ago.
Many missiles have a guidance system that need a target lock, so they don't miss and the payload makes sure, they get the job done. Well 30.000 year from now mankind is becoming so stupid that they cannot invent a proper guidance system anymore and Titans can "speedtank" citadel torpedos, by accelaration - good times.
This is actually a fairly good approximation of the issues explosives face in space.
It's not that the missile "misses" or "fails to hit" it hits just fine, the problem is that it's exploding against the hull which means that if you're moving the blast wave stays behind and does less damage unless it can keep up to some degree.
The reason explosives and missiles especially are so devastating in atmospheric combat is because of the blast wave. In space there's nothing for this blast wave to propagate through except for debris from the missile plus whatever incidental damage you get from radiation.
If you were to, say, somehow vacuum seal and reinforce a warehouse, suck all the air out, and then set off a bomb inside with the materials it needs to "explode" you probably wouldn't even exceed the atmospheric pressure trying to crush the warehouse from outside.
Also the days when missiles did full damage to everything sucked.
Lephia DeGrande wrote:Torpedos are unguided so atleast that would make sense.
Oh and by the way, there are Several Minerals in Eve that mankind dont even know so why its not simply possible that they can stand Antimatter and such things?
Just some thoughts.
I tend to just assume that most of the round is taken up by the containment system for the Anti-matter and reactive matter to go with it so that the entire thing just reacts on impact. Big bang, but very small actual explosive payload. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
20
|
Posted - 2013.08.28 07:05:00 -
[459] - Quote
now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless. |

Cade Windstalker
Donohue Enterprises Ad-Astra
46
|
Posted - 2013.08.28 07:30:00 -
[460] - Quote
FleetAdmiralHarper wrote:now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless.
Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house.
Can't do that with Rails, Beams, or Arty.
Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships.
If that's somehow useless then I a bit scared to see your idea of useful. |
|

Lived Rellik
Easy Co. Fatal Ascension
1
|
Posted - 2013.08.28 15:42:00 -
[461] - Quote
"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them. |

Space Bacon
Arcana Imperii Ltd. Strictly Unprofessional
0
|
Posted - 2013.08.28 17:39:00 -
[462] - Quote
No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills! |

Cade Windstalker
Donohue Enterprises Ad-Astra
47
|
Posted - 2013.08.28 18:07:00 -
[463] - Quote
Lived Rellik wrote:"HIT QUALITY" should not be a totally random number. The same variables should apply to this to some degree. If a ship is standing still and shooting a target of significant size the Qaulity should be on the high side a greater percentage of the time. How does one "Barely Scratch" a POCO in a stationary ship well within Optimal Range of its guns? Missles have no "Hit Quality" applied to them.
It's not "totally random", go read the Eve Tracking Formula. If you somehow meant something else they by all means explain.
Missile damage being more consistent is one of the advantages of missiles and one of the reasons they don't need a damage buff compared to other long-range weapons.
Space Bacon wrote:No heavy missles and only a marginal bonus to Arty? Ouch... The alpha on medium arty isn't all that strong unless you have absurd numbers. I am pretty sure most people have switched to using Arty Nado's. Honestly, if you see a group of snipe muninn's in space let me know! I love easy HAC kills!
Arty Alpha is only really a concern in large numbers or when shooting down a ship class. In both cases a buff to arty alpha is not needed, outside of these cases it doesn't matter therefore the ROF bonus is fine. Projectiles take very little penalty from increased ROF because they don't use capacitor so this is a good trade for them.
If you want to test how bad medium arty alpha can get start MWDing toward an Arty-Cane to try and get point on him from 100km out...  |

Deliora May
OMGROFLSTOMP Ushra'Khan
0
|
Posted - 2013.08.29 13:15:00 -
[464] - Quote
The main reason why I didn't like the medium long range weapons so far was the crappy tracking on them. Considering the PG usage, there is not going to be too much PG left for me for tank so I want to sit at range. Which means I can pretty much throw the t2 close range ammo out the window because well - quite honestly: I'd die if I'd use it, I'd be better of using t2 mediums and scorch (using lasers as an example here). Now if I use the t2 long range ammo I get hit by a 75% tracking malus which already makes you miss stuff quite badly which is set to orbit you with MWD on for a nice large sig radius and still at a long range. Now imagine it with 15% less tracking and I am getting one hell of a headache. I think it is odd - as it has been pointed out before - that you are comparing a t3 battlecruiser with a Deimos (HAC). I for one would suggest reducing the damage buff / rate of fire buff but instead INCREASING the tracking to make it more viable. Or introduce a skill which affects the tracking penalty of ammunition specifically so we can reduce the negative impact of the t2 long range ammo. |

Mournful Conciousness
Embers Children TOHA Conglomerate
255
|
Posted - 2013.08.29 14:47:00 -
[465] - Quote
I've tested the artillery (t1) and rail guns (t2) on sisi.
all ammo types hit well at their respective ranges provided you kite your target
did you test lasers on sisi?
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

FleetAdmiralHarper
The Caldari Independent Navy Reserves
20
|
Posted - 2013.08.29 15:27:00 -
[466] - Quote
Cade Windstalker wrote:FleetAdmiralHarper wrote:now that the other medium weapons are being buffed. and the reason for the heavy missile nerf is null and void. can we please get our 10% damage back? and like another 15-20km range?
i agree 120k is stupid for heavy's.. but so is this 50km crap...
oh and for the love of god add some more range to t2 missiles but more importantly make them apply better.. t2 missiles are pointless. Except that the other long range guns are getting a tracking nerf to compensate and Missiles will still apply their DPS just as well up close as at long range, meaning the Heavy Missile Nerf is still justified. In-fact now with Heavies vs any other long range medium turret you can close to short range and clean house. Can't do that with Rails, Beams, or Arty. Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range. As for the T2 missiles, you have the option of increased DPS application at the cost of a lot of range from Precision missiles (useful for small targets that don't have much range anyway). Or the ability to increase your weapon damage by ~1/3rd at the cost of some range and some damage application ability. This basically means you're shooting up about half a weapon class and means you do a lot of damage to Battleships. If that's somehow useless then I a bit scared to see your idea of useful.
several points need to be made.
1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).
magical numbers in fitting tools and the fitting dps counter be damned.
2 i dont think you have used HMLs in a LONG time... you should try them again, right now for pvp.. good luck
3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. so cry me a river..
4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and OMG WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty damn pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?
5 you should all be scared! ied make even fozzie **** himself with my idea of (useful) but sadly ill restrain myself, because you guys would cry alot if i didn't.
i miss the old inferno 1.0 patch missiles. yeah they were a little TO long range, but at-least when you shot them at people it hurt.. and they didnt look at you like: "lol noob what are you doing?" -10% damage to the stock missile was WAY to much... =/
Ps: fozzie if you do see this, you should consider doing somthing with missiles, its all anyone is bitching about in your gunnery thread.. so i take it that everyone is pretty happy with the gun changes, congrats! XD.. might want to look at this now? |

Mournful Conciousness
Embers Children TOHA Conglomerate
256
|
Posted - 2013.08.29 15:42:00 -
[467] - Quote
there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |

Harvey James
Deep Core Mining Inc. Caldari State
469
|
Posted - 2013.08.29 16:47:00 -
[468] - Quote
Mournful Conciousness wrote:there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
mm.. cruises got overbuffed 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. |

Cade Windstalker
Donohue Enterprises Ad-Astra
53
|
Posted - 2013.08.29 17:40:00 -
[469] - Quote
FleetAdmiralHarper wrote: 1 missiles DONT apply their damage well. ESPECIALLY t2.. while its true the damage application is the same at 0-max range. failing to apply even half is still failing.. with a nighthawks application bonuses, level 4-5 skills and target painters on battlecruiser with an ab.. you hit HALF as hard as you would if you would just use standard noob t1 missiles(non faction).
magical numbers in fitting tools and the fitting dps counter be damned.
Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.
FleetAdmiralHarper wrote:3 missiles dont get any kinda low or medium slots to help with tracking or damage application, rails, beams and arty do.. so cry me a river..
And they can still deal zero damage a good deal of the time if the target is moving fast enough or orbiting close enough. Missiles don't care about that, if you're within the full damage threshold of a missile you get hit for full damage, this makes missiles a very consistent damage source and is part of what I mean when I say missiles apply their damage well.
Also Rise just mentioned that CCP are considering adding damage application modules to missiles. They may not do it but they're considering it.
FleetAdmiralHarper wrote:4 precision missiles??? HA HA HA HA HA look at the stats bro. basically the same or less damage then standard and faction missiles. less range.. and OMG WHAT IS THAT? SAME DAMAGE APPLICATION!... if their goal was to make them precisely useless. then MISSION ACCOMPLISHED! =) 11 extra exp velocity and 15 extra explosion radius is pretty damn pore for a precision missile. especially considering your normally hitting stuff for full effect anyway (which is jack **** now might i add) with t1 and faction missiles... so whats the point of them?
Well, running some quick numbers it looks like they're about 20% better Explosion Velocity and 10% better explosion radius than standard missiles, which seems to add up to a similar damage application bonus to the 25% tracking on short-range ammo for other long-range weapon systems. |

Mournful Conciousness
Embers Children TOHA Conglomerate
259
|
Posted - 2013.08.29 17:41:00 -
[470] - Quote
Harvey James wrote:Mournful Conciousness wrote:there are rigs for missile range and exp radius. I think it's reasonable that there should be low slot modules for missile range. low slot modules for explosion radius and velocity might be problematic but it's worth a thought experiment.
it would make the 5 lows on the nighthawk more interesting, and would probably make cruise missiles ridiculously overpowered, but...
mm.. cruises got overbuffed
I agree. CCP did this deliberately to force them back into fleet pvp. Unfortunately the flght-time issue frightens FCs I think.
Really, all forms of gunnery ought to have flight time in the equation. Bullets do not travel at the speed of light. Lasers do of course, but the energy accumulates over time at the impact point (as heat energy). This takes less time for a pulse laser by its nature - more energy is compressed into each pulse, so the mechanics would probably work out.
So if hybrids and projectiles had a "muzzle velocity" metric and the laser weapons had an "energy accumulation period" metric, all weapons systems would be balanced in that respect, and missiles would once again be seen as a viable system. Cruise missiles could then be brought down to a sensible level of performance.
Maybe if a CSM member reads this, they can whisper in Fozzie or Rise's ear...
EDIT: for the record, my corp uses cruise missles for combined pve/pvp in WH space - they're very versatile, and deadly with a target painter. A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |
|

FleetAdmiralHarper
The Caldari Independent Navy Reserves
22
|
Posted - 2013.08.30 07:49:00 -
[471] - Quote
Cade Windstalker wrote:[quote=cade windstalker]
Then either use Precision Missiles (you know, the ones with better damage application) or use your standard T1 missiles... Fury are specialized T2 ammo and you don't use them against an ABing BC, you use them on a Battleship (preferably one that's not fitting a prop mod) to deal extra damage to that larger target.
thats the problem i have with them.. their suppose to be heavy damaging missiles... but they arent. heavys are suppose to kill cruisers and battle-cruisers.. and you cant even use the t2 variant on ABing battleships... that combined with it skips 2 ship classes before it even starts applying anything. is pretty pathetic... t2 heavys are only really useful on a battleship or dreadnaught standing still, or pocos... and if im going after them ied rather use a blaster naga and kite...
dont even get me started on t2 cruise and torps.. oh dear god..
and rigs arent enough. it still needs those medium and low slot modules. i really hope ccp is serious and adds them..
i would like all 10% of my damage back. but i would be ok with 7.5% damage returning, like i said an extra 15-20k range with max skills.
5%-7.5% more application in each velocity and exp radius, would be very welcome with furys/rages t2s. |

Cade Windstalker
Donohue Enterprises Ad-Astra
68
|
Posted - 2013.08.30 08:48:00 -
[472] - Quote
FleetAdmiralHarper wrote: thats the problem i have with them.. their suppose to be heavy damaging missiles... but they arent. heavys are suppose to kill cruisers and battle-cruisers.. and you cant even use the t2 variant on ABing battleships... that combined with it skips 2 ship classes before it even starts applying anything. is pretty pathetic... t2 heavys are only really useful on a battleship or dreadnaught standing still, or pocos... and if im going after them ied rather use a blaster naga and kite...
dont even get me started on t2 cruise and torps.. oh dear god..
and rigs arent enough. it still needs those medium and low slot modules. i really hope ccp is serious and adds them..
I've actually looked at the damage application on these weapons and it's not nearly as bad as you make it out to be, especially if your missile damage application skills have been trained to reasonable levels.
There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice 
FleetAdmiralHarper wrote:i would like all 10% of my damage back. but i would be ok with 7.5% damage returning, like i said an extra 15-20k range with max skills.
5%-7.5% more application in each velocity and exp radius, would be very welcome with furys/rages t2s.
You might just get the second bit through damage application mods, I very very much doubt you are going to get the second. Heavy Missiles and missiles in general still have great damage application at all ranges and are more effective at long range than comparable weapon systems which have to directly trade range and damage.
FleetAdmiralHarper wrote:lastly i dont think cruise missiles got over buffed at all. i think the other long range weapons like (large rails) need to be brought upto-par with other long range weapons like cruise/artillery.
long range weapons shouldn't be useless.. they should kill things at range, as effectively as blasters/autocannons/torps do up-close. but if you get in close/under them, they shouldn't be-able to hit much. thus maintaining balance/purpose
No, if you want this functionality then train gun skills. What you're suggesting just makes all weapons homogenous. Right now there is a good trade-off with damage application at range vs damage up close for most Missile Systems vs comparable Turret systems.
Also if you looked at actual damage stats you would see that Rails are not in a bad place for DPS right now and, in-fact, do more DPS than Artillery does, Arty just has better alpha. |

Josilin du Guesclin
University of Caille Gallente Federation
91
|
Posted - 2013.09.01 05:07:00 -
[473] - Quote
Cade Windstalker wrote: Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
*sigh* Had a large post, and the 'save' thing ate it.
Anyway, I did some BC fits up in EFT and used its DPS graphing function. Beams and Rails can equal or beat HML applied DPS vs cruisers, even when those cruisers have high transversal, and they can do it whilst cap-stable. Vs BCs and up HMLs are superior past ~35km. Vs. cruisers and smaller with little transversal beams and rails just own HMLs. Arty sucks for DPS, still.
HMLs are only superior to beams and rails for two things - <5km ranges (in which case why aren't you using short range weapons?), and long range sniping at large ships (for which we have ABCs). I don't think HMLS need a range buff (though I do miss the range my Drake once had), or a raw DPS buff, but they could use a buff to their ability to apply DPS to small and/or fast targets. |

Josilin du Guesclin
University of Caille Gallente Federation
91
|
Posted - 2013.09.01 05:21:00 -
[474] - Quote
Cade Windstalker wrote:There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice  The problem is that the advantage to using the perfect T2 missile is fairly minor in most cases, and it's a 10s reload time to change over, so generally unless you're sure you'll only be shooting at one type of target for an entire magazine (admitedly not that long with torps or cruises, because they hold far too little ammo) it's not worth using T2 ammo - just use faction ammo for everything.
|

Cade Windstalker
Donohue Enterprises Ad-Astra
69
|
Posted - 2013.09.01 05:48:00 -
[475] - Quote
Josilin du Guesclin wrote:Cade Windstalker wrote: Speaking of those, if you check the effective ranges on Rails, Beam Lasers, or Artillery you'll see that they're generally short of Heavy Missiles at that damage tier. Or to state that a little more plainly. If you fit these weapons for Heavy Missile ranges you don't get Heavy Missile damage, if you fit them for Heavy Missile damage you don't get Heavy Missile range.
*sigh* Had a large post, and the 'save' thing ate it. Anyway, I did some BC fits up in EFT and used its DPS graphing function. Beams and Rails can equal or beat HML applied DPS vs cruisers, even when those cruisers have high transversal, and they can do it whilst cap-stable. Vs BCs and up HMLs are superior past ~35km. Vs. cruisers and smaller with little transversal beams and rails just own HMLs. Arty sucks for DPS, still. HMLs are only superior to beams and rails for two things - <5km ranges (in which case why aren't you using short range weapons?), and long range sniping at large ships (for which we have ABCs). I don't think HMLS need a range buff (though I do miss the range my Drake once had), or a raw DPS buff, but they could use a buff to their ability to apply DPS to small and/or fast targets.
It's actually not terribly long range before Heavy Missiles start to out-damage turrets and you don't need to be shooting at a huge ship. You can deal full damage against most cruisers and anything bigger than that, which makes sense since these are cruiser class weapons.
The thing about getting under the enemy's guns is that you still have the option without going to refit and that's worth quite a bit. If you somehow magically know exactly who you're going to fight and what they're going to bring then that's great but it's only really possible for big sov-fights and even then it's not a consistent advantage any group has.
You should also check out the post-changes long range weapons. The tracking penalty is going to hurt them up close quite a bit.
Plus you're not going to get consistent damage out of Rails or Beam-Lasers if you're fighting an enemy trying to get under your guns. You're going to miss some and hit some and that inconsistency can make an active-tanking opponent much harder to kill.
Josilin du Guesclin wrote:Cade Windstalker wrote:There are going to be situations for one type of missile and then situations for another. Just because a missile does more damage against large targets doesn't mean you should use it against every such target. You have to use decision making the same way high damage short-range ammo for weapons is not always the best choice  The problem is that the advantage to using the perfect T2 missile is fairly minor in most cases, and it's a 10s reload time to change over, so generally unless you're sure you'll only be shooting at one type of target for an entire magazine (admitedly not that long with torps or cruises, because they hold far too little ammo) it's not worth using T2 ammo - just use faction ammo for everything.
That's down to your choice based on your skills and the situation you find yourself in. It doesn't mean that the ammo is somehow useless.
As for the reloading time, at max skills Cruise cycles in 11.4 seconds, Torpedoes 9.9 seconds, Heavy Missiles 8.3, and HAMs 4.4 seconds. These numbers can be increased a little with implants and ship skills but even with a 25% ROF bonus you're still looking at only losing 1 to about 1.3 cycles of damage to reloading. If you think you're going to kill the enemy fast enough for that to not be worth it then that's your call. It probably also means you're winning and don't need to swap anyway (or you're a bad judge of how a fight is going).
Otherwise it's probably worth it since you're really losing relatively little DPS as long as you don't have to switch back and forth constantly. Besides, you're going to have to reload eventually anyway which means reloading early for more damage is generally a good move period (as long as you judge correctly that swapping ammo will actually give you more damage). |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 14:51:00 -
[476] - Quote
Will arti/autocannons get some close attention in near future? What the one of their stated biggest advantages? Its diversity of damage types they can deliver... with t1/faction ammo. But not with t2, for some reason. We have t2 versions for only 2 t1 ammo types - AFAIR they are nuclear and fusion ones, and this effectively ties us to explosion/a little of kinetic damage type if choosing to use t2 ammunition.
And as for those that already in game, here is a quote from eve university's wiki: "Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?) When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage. " Quake t2 arty ammo has a similar reputation, and for good reason. |

Mournful Conciousness
Embers Children TOHA Conglomerate
289
|
Posted - 2013.09.02 14:58:00 -
[477] - Quote
Kyon Rheyne wrote:Will arti/autocannons get some close attention in near future? What the one of their stated biggest advantages? Its diversity of damage types they can deliver... with t1/faction ammo. But not with t2, for some reason. We have t2 versions for only 2 t1 ammo types - AFAIR they are nuclear and fusion ones, and this effectively ties us to explosion/a little of kinetic damage type if choosing to use t2 ammunition.
And as for those that already in game, here is a quote from eve university's wiki: "Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?) When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage. " Quake t2 arty ammo has a similar reputation, and for good reason.
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir? Winter marauders - Mutant Ninja Space Turtles
|

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 15:07:00 -
[478] - Quote
Mournful Conciousness wrote:
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir?
I've submited corrections to this post after you've quoted it. My main point is that it should has its damage type diversity in t2 variants just as it has in t1. Blasters and lasers don't have such diversity from the start, for example. Under 'damage type' I mean exp/em/therm/kin. |

Cade Windstalker
Donohue Enterprises Ad-Astra
86
|
Posted - 2013.09.02 15:37:00 -
[479] - Quote
Kyon Rheyne wrote:Mournful Conciousness wrote:
... along with T2 blaster ammo, conflagration and T2 missiles of all kinds....
...what's your point, sir?
I've submited corrections to this post after you've quoted it. My main point is that it should has its damage type diversity in t2 variants just as it has in t1. Blasters and lasers don't have such diversity from the start, for example. Under 'damage type' I mean exp/em/therm/kin.
And given that missiles do get to select T2 damage type you may have a point. On the other hand it's also possible that CCP took this into account in the original projectiles rebalance and the ammo would have to lose a bit of damage in order to gain that damage variation.
Also if you look at the actual damage dealt by various projectile ammo types you'll note that every single one deals at least some explosive or kinetic damage and most deal both, so this isn't that out of line for the weapons system at all. Plus if Hail is one of the weakest short range ammo types then Barrage is one of the strongest and Tremor is certainly no slouch either. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 18:30:00 -
[480] - Quote
Cade Windstalker wrote: On the other hand it's also possible that CCP took this into account in the original projectiles rebalance and the ammo would have to lose a bit of damage in order to gain that damage variation.
Well, I would love to know how it was taken in account, then. See, every other's race weapon systems receive a boost (or better say a change) according to this race's philosophy while going to t2. DPS of t2 blasters going even more insanely high, while they are still bound to therm/kin damage types, t2 drones become even better while preserving their damage type variety, missiles aquire some specialization traits AND still retain access to all 4 damage type options. And for projectiles - yes, they receive some boost to amount of damage dealed/fall off in other case, but still not even close to blasters (you'll never find an incursion fleet which will accept autocannon boat in DD role), and bound to one of the least convinient damage type for PVE (except, probably, for angels, NPC usually have sufficient amount of exp resist). So, one can't say that such restriction is accompanied by sufficient raw damage boost, for example, which would help to overcome inconviniet NPC's resists. Its higher then with t1 counterparts, but not so much. And this particular case does not fit into the biger picture of t2 boost principles (which, as was showed above, stick with the general racial warfare philosophy) - in almost any guide projectile weapons are described as having good adaptability to different circumstances through great damage type variety.
Cade Windstalker wrote: Also if you look at the actual damage dealt by various projectile ammo types you'll note that every single one deals at least some explosive or kinetic damage and most deal both, so this isn't that out of line for the weapons system at all.
Phased Plasma and EMP deal a great amount of therm and em damage respectively, and they are ones of most popular ammo choices for matar boats. Losing them while going to t2 is really painfull. |
|

Lucine Delacourt
The Covenant of Blood
16
|
Posted - 2013.09.02 19:04:00 -
[481] - Quote
Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
Obviously the above is an opinion. I have no "proof". I do however feel as though the fact that every unbonused hull in the game ends up with Projectiles on it is telling. |

Cade Windstalker
Donohue Enterprises Ad-Astra
87
|
Posted - 2013.09.02 19:04:00 -
[482] - Quote
Kyon Rheyne wrote:Well, I would love to know how it was taken in account, then. See, every other's race weapon systems receive a boost (or better say a change) according to this race's philosophy while going to t2. DPS of t2 blasters going even more insanely high, while they are still bound to therm/kin damage types, t2 drones become even better while preserving their damage type variety, missiles aquire some specialization traits AND still retain access to all 4 damage type options. And for projectiles - yes, they receive some boost to amount of damage dealed/fall off in other case, but still not even close to blasters (you'll never find an incursion fleet which will accept autocannon boat in DD role), and bound to one of the least convinient damage type for PVE (except, probably, for angels, NPC usually have sufficient amount of exp resist). So, one can't say that such restriction is accompanied by sufficient raw damage boost, for example, which would help to overcome inconviniet NPC's resists. Its higher then with t1 counterparts, but not so much. And this particular case does not fit into the biger picture of t2 boost principles (which, as was showed above, stick with the general racial warfare philosophy) - in almost any guide projectile weapons are described as having good adaptability to different circumstances through great damage type variety.
So, breaking this down a little (seriously this would have been easier to read with more line-breaks):
Void vs Hail: They both do the same base damage, any difference in damage is entirely based on the weapon damage multipliers. For Void 30.8+30.8 = 61.6 and for Hail 48.4+13.2 = 61.6 damage.
They both have range penalties but even after the penalty on Hail 800mm Autocannons are left at 3+18 (all 5 skills) where as Blasters are left at 6.8+6.3. The tracking in this situation is a little better for the Blasters but at optimal+falloff the autocannons are going to track better and are still dealing damage well after the Blasters are missing every shot due to falloff.
As for missions, no one is forcing you to use T2 ammo, most people don't use T2 for missions in general regardless of race.
Also the claim that no one uses Autocannons in Incursions is patently false. For Vanguards that's what you're going to find on the majority of Maelstroms and Macheriels due to the far better tracking against small targets. There are Arty fleet setups but those rely on alpha-striking spawns at range before tracking becomes much of a factor and hybrid boats in those fleets wouldn't generally be using Blasters either.
Kyon Rheyne wrote: Phased Plasma and EMP deal a great amount of therm and em damage respectively, and they are ones of most popular ammo choices for matar boats. Losing them while going to t2 is really painfull.
For PvE or PvP the damage bonus vs the trade-offs is all part of the game, if you think your enemy has more of a thermal or EM hole then you're better off hitting there. For shield ships though Explosive and Kinetic tends to be a good bet because then tend to plug the EM/Thermal hole pretty solidly and I know from experience on my T2 Caldari shield fits that Explosive generally ends up short.
Missiles may get to pick damage type with T2 ammo but that only really generically bonused missile boats which tend to have lower overall DPS than the Caldari Kinetic focused ones do so unless your enemy has a hole that's over 25% lower than his Kinetic you're better off sticking to your high damage ammo. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 19:53:00 -
[483] - Quote
Lucine Delacourt wrote:Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
And I've heard quite the opposite more than once. I can't claim that I was able to compare all weapon systems in the game, though. Well, for sniping purposes where alfa is only thing significant its doing well, as for others fields of applications, I wouldn't be so optimistic. But, regardless of said before, I don't asking for somehow boost projectile ammo. I'm just asking for preserving its initial flavor - variety of damage types. Which for some reason unknown to me were preserved for drones and missiles, but not for projs. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.02 20:02:00 -
[484] - Quote
Kyon Rheyne wrote:Lucine Delacourt wrote:Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
And I've heard quite the opposite more than once. I can't claim that I was able to compare all weapon systems in the game, though. Well, for sniping purposes where alfa is only thing significant its doing well, as for others fields of applications, I wouldn't be so optimistic. But, regardless of said before, I don't asking for somehow boost projectile ammo. I'm just asking for preserving its initial flavor - variety of damage types. Which for some reason unknown to me were preserved for drones and missiles, but not for projs.
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore. Winter marauders - Mutant Ninja Space Turtles
|

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 20:07:00 -
[485] - Quote
Cade Windstalker wrote: As for missions, no one is forcing you to use T2 ammo, most people don't use T2 for missions in general regardless of race.
And that mean to be greatly disatvantaged in form of PVE which assume some form of competiotion. For example, combat site racing. Here someone with t2 ammo (which he can easly swithc to accomodate resistances of this particular NPC faction) which basically delivers much more dps than its t1 counterpart can easly outrace you forced to use t1 because your t2 is equally effective due to not so great damage type (exp effectively countered by most NPCs in the game). He will snatch that overseers just in front of you in no time. And even in solo missions with such restrictions in place, you will perform generally worse than those who can select ammo type with any available damage flavor.
Cade Windstalker wrote: For PvE or PvP the damage bonus vs the trade-offs is all part of the game, if you think your enemy has more of a thermal or EM hole then you're better off hitting there. For shield ships though Explosive and Kinetic tends to be a good bet because then tend to plug the EM/Thermal hole pretty solidly and I know from experience on my T2 Caldari shield fits that Explosive generally ends up short.
For PVP (I mean mass pvp, large scale battles) damage flavor is of not so great importance because of omni-tank being almost no-brainer for obvious reasons. Except that in the case of hunting some mission runners in lows/nulls, you won't make any mistakes by chosing those of greater dmg value or range, depending of your role, regardless of its damage type. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 20:12:00 -
[486] - Quote
Mournful Conciousness wrote:
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore.
Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all? |

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 00:00:00 -
[487] - Quote
Kyon Rheyne wrote:Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all?
Probably when they have a good fix for it figured out and ready to deploy?
Sorry, but good game design takes time, it's not just hitting a magic button or locking the devs in until they slide an answer out under the door.
Also in general regarding faction damage ammo, what you are talking about does not translate into any more of an advantage than range, damage projection, or damage application does.
As a general rule the resist values for rats are not so different that you are better off switching from higher damage ammo to lower damage but resist specific ammo unless the difference in DPS is tiny to being with or in specific cases involving specific factions and rats. In general Caldari still use Kinetic against everything if that's where their bonus is. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.03 00:38:00 -
[488] - Quote
Kyon Rheyne wrote:Mournful Conciousness wrote:
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore.
Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all?
This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation

Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now.
I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months....
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 00:47:00 -
[489] - Quote
Mournful Conciousness wrote:This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation  Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now. I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months....
Actually the real problem right now is more Sentry Carriers in null. From what I can tell the Domi doctrine actually grew out of that. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.03 00:51:00 -
[490] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation  Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now. I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months.... Actually the real problem right now is more Sentry Carriers in null. From what I can tell the Domi doctrine actually grew out of that.
Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Winter marauders - Mutant Ninja Space Turtles
|
|

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 02:12:00 -
[491] - Quote
Mournful Conciousness wrote:Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Doesn't work in low-sec unfortunately.
You're certainly right that this is a FOTM fit, it's just one that likely won't go away until CCP change the mechanics on drone assist. Spider tanking Sentry carriers/Dominixes is pretty damn scary as things go and while changing drone assist won't change that it will at least mean someone besides the FC needs to be at the computer for the fight >.> |

Coolmer
D00M. Northern Coalition.
7
|
Posted - 2013.09.03 11:05:00 -
[492] - Quote
who ever do that rebalance is a little stupid, arty was worst with dps, worst with tracking and awfull with fire rate, worst reload time (u cant all time talk on every balance has most alpha, because with miss u have 0) now u op everything else then fix arty, gj |

Mournful Conciousness
Embers Children TOHA Conglomerate
296
|
Posted - 2013.09.03 11:28:00 -
[493] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Doesn't work in low-sec unfortunately. You're certainly right that this is a FOTM fit, it's just one that likely won't go away until CCP change the mechanics on drone assist. Spider tanking Sentry carriers/Dominixes is pretty damn scary as things go and while changing drone assist won't change that it will at least mean someone besides the FC needs to be at the computer for the fight >.>
Good point about lowsec, however, I can't think of any famous fights in lowsec that were characterised by domi porcupine fleets.
This idea that no-one needs to be at their keyboards because of drone assist makes good press, because it sounds sensational.
The truth is of course that actually allowing your fleet members to go AFK would be suicidal. If the FC (the assistee) gets blapped, then drones stop functioning and your fleet stops shooting. (didn't this happen in the Fountain war? The goons deliberately targeted known FCs)
I can understand that it's unpleasant to be on the receiving end of sentry drone assists when they scale up to fleet levels. But frankly, all weapons systems scale in an unpleasant way. That's just the nature of fleet warfare.
I don't think there's ever going to be a pleasing answer to fleet battles. They happen for political and economic reasons. The place to focus on in my view is skirmish warfare. Eliminate the threat of instant cyno-death. Start there. The game will be better for it.
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
94
|
Posted - 2013.09.03 13:00:00 -
[494] - Quote
Coolmer wrote:who ever do that rebalance is a little stupid, arty was worst with dps, worst with tracking and awfull with fire rate, worst reload time (u cant all time talk on every balance has most alpha, because with miss u have 0) now u op everything else then fix arty, gj
Well, since it lost the least tracking and gained ROF this would seem to mean that Artillery got *better* compared to other weapon systems. Also you forgot doesn't use cap, can select damage, and has excellent range.
Mournful Conciousness wrote:Good point about lowsec, however, I can't think of any famous fights in lowsec that were characterised by domi porcupine fleets.
This idea that no-one needs to be at their keyboards because of drone assist makes good press, because it sounds sensational.
The truth is of course that actually allowing your fleet members to go AFK would be suicidal. If the FC (the assistee) gets blapped, then drones stop functioning and your fleet stops shooting. (didn't this happen in the Fountain war? The goons deliberately targeted known FCs)
I can understand that it's unpleasant to be on the receiving end of sentry drone assists when they scale up to fleet levels. But frankly, all weapons systems scale in an unpleasant way. That's just the nature of fleet warfare.
I don't think there's ever going to be a pleasing answer to fleet battles. They happen for political and economic reasons. The place to focus on in my view is skirmish warfare. Eliminate the threat of instant cyno-death. Start there. The game will be better for it.
Just because there's never been a famous fight (so far) characterized by heavy Sentry use doesn't mean Drone Assist isn't an issue, and yes the comment about people going AFK is fairly silly in practice.
In reality the issue with drone assist is that you can watch-list 15 people out of the fleet and switch targets without having to actually lock someone just by changing who your drones are set to assist on. This can be used to completely bypass lock times which is especially relevant for a carrier fielding 10-15 damage bonused Sentries. This makes the fleet doctrine extremely resilient in the face of everything from electronic warfare to simply damage because no one needs to fit Sensor Boosters.
Also while I agree that hot-drops are an issue I think the drones thing is likely going to be easier to fix (probably by having drone assist simply work like Fighter assist). |

boernl
L0s Zetas
4
|
Posted - 2013.09.03 13:43:00 -
[495] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
thanks to rise and his colleages
- medium long range weapons USELESS
-mind links WORTHLESS
-game imporvements after this patch {|||||||||||||||||||||2% } still searching estimated time till complete 5 years |

boernl
L0s Zetas
4
|
Posted - 2013.09.03 13:45:00 -
[496] - Quote
go do something usefull rise like playing tetrist or some
fix the things that are broken and stop f*censored*g this game up |

Mournful Conciousness
Embers Children TOHA Conglomerate
296
|
Posted - 2013.09.03 14:06:00 -
[497] - Quote
umad bro?
Winter marauders - Mutant Ninja Space Turtles
|

boernl
L0s Zetas
4
|
Posted - 2013.09.03 14:12:00 -
[498] - Quote
Mournful Conciousness wrote:umad bro?
you can translate theyr word "rebalancing" into f*censored*g the game up it comes damn close |

Soporo
38
|
Posted - 2013.09.03 15:09:00 -
[499] - Quote
News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled.
-15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox. 
Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats. - H.L. Mencken |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
35
|
Posted - 2013.09.03 15:16:00 -
[500] - Quote
Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox. 
I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad. |
|

Soporo
39
|
Posted - 2013.09.03 15:28:00 -
[501] - Quote
Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad.
Use Eagles if they are so win... Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats. - H.L. Mencken |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
36
|
Posted - 2013.09.03 19:07:00 -
[502] - Quote
Soporo wrote:Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad. Use Eagles if they are so win...
so you were only saying med rails were bad on caldari ships in bad situations?
|

Aglais
Deep Core Mining Inc. Caldari State
364
|
Posted - 2013.09.03 19:42:00 -
[503] - Quote
Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad.
I like how you mentioned only Gallente hybrid cruisers in that post. |

Lucine Delacourt
The Covenant of Blood
20
|
Posted - 2013.09.03 19:56:00 -
[504] - Quote
What is wrong with ships needing to be tackled? I keep seeing people complain about struggling to hit non-tackled ships. Long range weapons are better now and should be quite good in gangs. Use short range weapons if you are flying solo. |

Abishai
105
|
Posted - 2013.09.04 01:15:00 -
[505] - Quote
Medium Rails are somehow just as worthless now as they were before. Does anyone at CCP even play this game anymore? |

Mournful Conciousness
Embers Children TOHA Conglomerate
300
|
Posted - 2013.09.04 01:28:00 -
[506] - Quote
Cade Windstalker wrote: In reality the issue with drone assist is that you can watch-list 15 people out of the fleet and switch targets without having to actually lock someone just by changing who your drones are set to assist on. This can be used to completely bypass lock times which is especially relevant for a carrier fielding 10-15 damage bonused Sentries. This makes the fleet doctrine extremely resilient in the face of everything from electronic warfare to simply damage because no one needs to fit Sensor Boosters.
If it's such a big deal it's fairly straightforward to remove drone assist completely. It's unreliable anyway.
Cade Windstalker wrote: Also while I agree that hot-drops are an issue I think the drones thing is likely going to be easier to fix
Just because a thing is difficult does not mean it should not be done. Neither does it mean that it should not be done without delay.
Evil triumphs when good men do nothing.
Hot drops need to be fixed if we want fun fights. Its pretty easy really. Make every ship that cynos or bridges to a beacon land in a random position in the solar system, rather than on the beacon.
Q. how does this help? A. the small gang people being hotdropped have an extra 40 seconds to evade the drop if they know they are outnumbered.
Q. how does this help? A. people won't hot-drop unless they have to for political reasons. If they want a fight they'll have to escalate it carefully.
Q. how does this help? A. It means more fights will actually happen. People will be more inclined to risk fleets on roams. They types of roam fleets will be broader (you are no longer limited to nano-only).
easy.
Next problem?

Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
104
|
Posted - 2013.09.04 02:13:00 -
[507] - Quote
Mournful Conciousness wrote:If it's such a big deal it's fairly straightforward to remove drone assist completely. It's unreliable anyway.
Yes, and I'm sure that this is something they're considering. More likely though they'll just make it like assisting fighters to a ship where assisted drones "replace" your existing drones and you can only have one set at a time assisted to you.
Mournful Conciousness wrote:Just because a thing is difficult does not mean it should not be done. Neither does it mean that it should not be done without delay.
Evil triumphs when good men do nothing.
Yes, but this is hardly evil. Annoying, certainly, but not Evil. It also shouldn't be rushed into since a bad fix could very easily be worse than no fix at all.
Mournful Conciousness wrote:Hot drops need to be fixed if we want fun fights. Its pretty easy really. Make every ship that cynos or bridges to a beacon land in a random position in the solar system, rather than on the beacon. Q. how does this help? A. the small gang people being hotdropped have an extra 40 seconds to evade the drop if they know they are outnumbered. Q. how does this help? A. people won't hot-drop unless they have to for political reasons. If they want a fight they'll have to escalate it carefully. Q. how does this help? A. It means more fights will actually happen. People will be more inclined to risk fleets on roams. They types of roam fleets will be broader (you are no longer limited to nano-only). easy. Next problem? 
The problem with this is that it penalizes attackers overly much by scattering them around the system, could put capital ships in a position where they can't even warp to a celestial due to low cap, and generally amounts to a massive defender's advantage in any fight. It also hurts Jump Freighter logistics massively.
It certainly fixes your complaint with small-gang hot-drops but breaks large fights.
This will probably get attention with the Capitals changes since it affects them the most. Yes, this is a ways off and you're probably not happy with it, but you're hardly the only stakeholder in the issue and pretending like there's some simple, easy fix that's going to, if not satisfy all parties than at least leave most of them not frothing in rage, is silly. |

Mournful Conciousness
Embers Children TOHA Conglomerate
300
|
Posted - 2013.09.04 02:19:00 -
[508] - Quote
Cade Windstalker wrote:The problem with this is that it penalizes attackers overly much by scattering them around the system, could put capital ships in a position where they can't even warp to a celestial due to low cap, and generally amounts to a massive defender's advantage in any fight. It also hurts Jump Freighter logistics massively.
It certainly fixes your complaint with small-gang hot-drops but breaks large fights.
It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
108
|
Posted - 2013.09.04 04:01:00 -
[509] - Quote
Mournful Conciousness wrote:It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them.
Dreadnaughts take about 30 seconds to align and warp, if you have probes out when the fleet hits the system you can have people on-grid with these ships before they can align out without even taking into account the time for orders to go out for them to assemble somewhere. It wouldn't even be that hard, just have probing ships outside a staging POS in command of pinning squads, they start furiously scanning as soon as the Cyno drops and with the size of a Dread or Carrier they won't even need to be very tight in their probe formations in order to get a lock. Immediately warp the squad to the signal, tackle, and drop a kill wing on it (which is easy because it's capped out from the jump and trying to regen with cap-boosters). Now the attacker's have lost half their capitals before the fight's even really started. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.04 10:24:00 -
[510] - Quote
Cade Windstalker wrote: Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them.
But where is the problem here? Just make them ALL drop to one place, but this place should be chosen randomly (or, even better, there should be some "warp's destination coordinates' skew" and whole blob will be dropped in some proximity to the cynofield, at a random spot in an area of, say, 5 au around the cynofield.) |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
303
|
Posted - 2013.09.04 11:26:00 -
[511] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them. Dreadnaughts take about 30 seconds to align and warp, if you have probes out when the fleet hits the system you can have people on-grid with these ships before they can align out without even taking into account the time for orders to go out for them to assemble somewhere. It wouldn't even be that hard, just have probing ships outside a staging POS in command of pinning squads, they start furiously scanning as soon as the Cyno drops and with the size of a Dread or Carrier they won't even need to be very tight in their probe formations in order to get a lock. Immediately warp the squad to the signal, tackle, and drop a kill wing on it (which is easy because it's capped out from the jump and trying to regen with cap-boosters). Now the attacker's have lost half their capitals before the fight's even really started.
With the best will in the world, scanning a dread, getting into warp and landing in sufficiently short time to get a target lock takes very close to, or more than, 30 seconds. Most of your warp time is acceleration and deceleration. Not actual 6AU/second warping.
Even if a defending fleet had enough scrambling probe ships to lock down all the incoming dreads, what then?
It only takes a subcap or two to warp to each stricken dread to clean off the offending player.
OK, so the battlefield might suddenly shift to somewhere new if the defender decides to blob one dread.
Cool! A new dynamic and crazy fleet battle ensues, with neither side having an the unfair advantage of sitting on grid with logistics, sensor boosters and drone assist primed and ready to go.
This is better. Winter marauders - Mutant Ninja Space Turtles
|

Leslie Chow
Spiritus Draconis Sicarius Draconis
5
|
Posted - 2013.09.04 13:52:00 -
[512] - Quote
I was so excited to fly my rail thorax again. Then i tried to kill a cal navy cruiser orbiting (at optimal) with mwd off and it took about a full minute. Wheres that 550 DPS I was promised. Was using 200mm btw. yeah take back that damage and return the tracking. |

Arthur Aihaken
The.VOID
148
|
Posted - 2013.09.04 13:59:00 -
[513] - Quote
Leslie Chow wrote:I was so excited to fly my rail thorax again. Then i tried to kill a cal navy cruiser orbiting (at optimal) with mwd off and it took about a full minute. Wheres that 550 DPS I was promised. Was using 200mm btw. yeah take back that damage and return the tracking.
The 550 DPS is there... if you're running in a straight line. ;) I am currently away, traveling through time and will be returning last week. |

Leslie Chow
Spiritus Draconis Sicarius Draconis
5
|
Posted - 2013.09.04 14:11:00 -
[514] - Quote
So true. How silly of me not to be continuously chasing or running away from my target like a 5 year old. ;) Yeah I know it's possible to use but honestly CCP you are killing solo kite ships. I mean this fit is DC tanked because that's all it can fit. What do you guys want us to do. Oh yeah fit scram web, etc. get armor logi check. |

Arthur Aihaken
The.VOID
148
|
Posted - 2013.09.04 14:15:00 -
[515] - Quote
Leslie Chow wrote:So true. How silly of me not to be continuously chasing or running away from my target like a 5 year old. ;) Yeah I know it's possible to use but honestly CCP you are killing solo kite ships. I mean this fit is DC tanked because that's all it can fit. What do you guys want us to do. Oh yeah fit scram web, etc. get armor logi check.
If you're not running away, you're doing it wrong. ;) I went back to blasters and a MWD. I am currently away, traveling through time and will be returning last week. |

Leslie Chow
Spiritus Draconis Sicarius Draconis
5
|
Posted - 2013.09.04 14:22:00 -
[516] - Quote
I'll probably do the same. :) |

Arthur Aihaken
The.VOID
148
|
Posted - 2013.09.04 14:50:00 -
[517] - Quote
Leslie Chow wrote:I'll probably do the same. :)
It's what all the cool kids are fielding now. :D I am currently away, traveling through time and will be returning last week. |

Mournful Conciousness
Embers Children TOHA Conglomerate
308
|
Posted - 2013.09.04 15:55:00 -
[518] - Quote
Arthur Aihaken wrote:Leslie Chow wrote:I'll probably do the same. :) It's what all the cool kids are fielding now. :D
I did MWD and blasters before it was cool.
How cool is that?
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
116
|
Posted - 2013.09.04 20:27:00 -
[519] - Quote
Mournful Conciousness wrote:With the best will in the world, scanning a dread, getting into warp and landing in sufficiently short time to get a target lock takes very close to, or more than, 30 seconds. Most of your warp time is acceleration and deceleration. Not actual 6AU/second warping.
Even if a defending fleet had enough scrambling probe ships to lock down all the incoming dreads, what then?
It only takes a subcap or two to warp to each stricken dread to clean off the offending player.
OK, so the battlefield might suddenly shift to somewhere new if the defender decides to blob one dread.
Cool! A new dynamic and crazy fleet battle ensues, with neither side having an the unfair advantage of sitting on grid with logistics, sensor boosters and drone assist primed and ready to go.
This is better.
You may feel it's better but it's still never going to happen.
I decided to test your theory and warped from a station to a start 3 AU away. I landed on-grid exactly 30 seconds later. Now, dreads don't jump through a Cyno cloaked. They land on-grid before the player actually loads it (we learned this the hard way back before TIDI when a 200 man fleet landing on grid could crash out both sides).
So, we have the time lost where he loads grid, and the FC loads grid. FC then needs to get his bearings, call a warp, and the ships need to then hit align and warp. With absolutely maxed out skills it's 30 seconds. With anything less it gets closer and closer to being over a minute. When we factor in everyone's reaction times to the situation I think it wouldn't be out of line to say that half the caps they probe down would be tackled.
The attacking FC now has to send response squads all over the system as well as protect the main body of his fleet. There is really no way around it, he is going to lose caps before he's even on-grid with the objective.
This means that to have an "even" fight the attackers need to bring more ships than the defenders and the defenders are already going to be more able to re-ship because of home-field advantage.
As for the defenders blobbing one dread, they don't have to. You can burn a dread down in less than a minute when it's that low on capacitor with ~20-30 people in battleships. Any dread the FC warps to is going to be half dead by the time he gets there and if the dread sieged he can't even save it, just hope to take out enough enemy ships to make up for the loss.
If you want a more reasonable suggestion, let Interdictors launch cyno-jammers for just the local grid that last about half an hour but can be destroyed and have Battlecruiser EHP. If a target starts going for it you know he's likely about to batphone help and you can run for it.
We can even throw the miners a bone against cloaky hotdrops and let the Rorqual fit one. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
36
|
Posted - 2013.09.04 22:59:00 -
[520] - Quote
Aglais wrote:Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad. I like how you mentioned only Gallente hybrid cruisers in that post.
I like how I responded to a blanket statement that rails were bad, ignoring ships they are very effective on. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
325
|
Posted - 2013.09.04 23:24:00 -
[521] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:stuff... This is better. more stuff...
You forgot the probe scan time, you're assuming that a defending fleet will perfectly allocate scanners to dreads 1:1, and you're forgetting that if 20-30 battleships warp to a dread, they are not somewhere else defending what they should be defending.
But let's focus on what we do agree on: hotdrops that drop everyone on the cyno beacon are bad for skirmish/roaming pvp, which most of us would like to see more of.
I'm sure it can be solved in a multitude of ways, but let's push CCP to solve it, because that's good for Eve. Marauders won't change the game overall for the better. Fixing hotdrop crappiness absolutely will.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

boernl
L0s Zetas
5
|
Posted - 2013.09.05 04:14:00 -
[522] - Quote
Leslie Chow wrote:I was so excited to fly my rail thorax again. Then i tried to kill a cal navy cruiser orbiting (at optimal) with mwd off and it took about a full minute. Wheres that 550 DPS I was promised. Was using 200mm btw. yeah take back that damage and return the tracking.
leslie they dont care about what we say the threats like this is only a smoke screen so they can claim that they take the feedback serious
they dont theyr just a bunch of children thinking they know it all and they actualy think more kiddo's are going to play eve they wont except when they get payed to play lol |

Rek Seven
Probe Patrol Polarized.
969
|
Posted - 2013.09.05 11:12:00 -
[523] - Quote
CCP rise, was the tracking of the artillery guns overpowered in comparison to the other weapons, pre-patch?
The 15% to ROF was pretty pointless imo. It only reduces the cycle time by 1 second and i think it would have been better if you increased the damage multiplier by 5% to play to the strength of artillery weapons.
Please reconsider this action.
Putting work in since 2010. |

Mournful Conciousness
Embers Children TOHA Conglomerate
327
|
Posted - 2013.09.05 11:15:00 -
[524] - Quote
Rek Seven wrote:CCP rise, was the tracking of the artillery guns overpowered in comparison to the other weapons, pre-patch?
The 15% to ROF was pretty pointless imo. It only reduces the cycle time by 1 second and i think it would have been better if you increased the damage multiplier by 5% to play to the strength of artillery weapons.
Please reconsider this action.
I'm pretty sure they were keen not to make the alpha from artillery any more devastating than it already is
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Rek Seven
Probe Patrol Polarized.
969
|
Posted - 2013.09.05 11:20:00 -
[525] - Quote
You are probably right but i still think the rof buff wasn't worth it and they should have just kept the weapon the same. I view the change as a nerf more than anything.
Do you view pre-patch artillery as OP in comparison to post-patch rails? Putting work in since 2010. |

Josilin du Guesclin
University of Caille Gallente Federation
111
|
Posted - 2013.09.05 11:49:00 -
[526] - Quote
Rek Seven wrote:You are probably right but i still think the rof buff wasn't worth it and they should have just kept the weapon the same. I view the change as a nerf more than anything.
Do you view pre-patch artillery as OP in comparison to post-patch rails? So, let me get this straight: You view an 11.1% DPS increase in return for a small tracking loss a nerf on a sniping weapon system?
|

Rek Seven
Probe Patrol Polarized.
969
|
Posted - 2013.09.05 12:22:00 -
[527] - Quote
Josilin du Guesclin wrote:Rek Seven wrote:You are probably right but i still think the rof buff wasn't worth it and they should have just kept the weapon the same. I view the change as a nerf more than anything.
Do you view pre-patch artillery as OP in comparison to post-patch rails? So, let me get this straight: You view an 11.1% DPS increase in return for a small tracking loss a nerf on a sniping weapon system?
Bingo, you go it kid!
Who gives a damn about DPS when the alpha strike is the most important factor?
Putting work in since 2010. |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.05 14:32:00 -
[528] - Quote
Im just wondering is it feasible that Legion with t2 medium beam lasers is capable to do more dmg than t2 dps cruise missiles on navy raven or raven. Beam is kinda comparable to cruises as both seems to be originating as long range weapons. To beat medium beam laser on legion requires you to have T2 dps torpedoes that i would somewhat compare to pulse laser weaponry as both designated originally as short range weaponry. |

Jezza McWaffle
The-Hole-Idea Void-Legion
59
|
Posted - 2013.09.05 14:49:00 -
[529] - Quote
Alice Doombringer wrote:Im just wondering is it feasible that Legion with t2 medium beam lasers is capable to do more dmg than t2 dps cruise missiles on navy raven or raven. Beam is kinda comparable to cruises as both seems to be originating as long range weapons. To beat medium beam laser on legion requires you to have T2 dps torpedoes that i would somewhat compare to pulse laser weaponry as both designated originally as short range weaponry.
You mean heavies and HAM's right not torps and cruises?
Missiles should do less DPS than lasers because lasers are gimped in so many ways. |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.05 14:59:00 -
[530] - Quote
no i compared right those things.. cruise missiles does less dps than medium beam laser with legion. |
|

Kyon Rheyne
Frisky cancers Roamer Coalition
21
|
Posted - 2013.09.05 22:26:00 -
[531] - Quote
Kyon Rheyne wrote: But where is the problem here? Just make them ALL drop to one place, but this place should be chosen randomly (or, even better, there should be some "warp's destination coordinates' skew" and whole blob will be dropped in some proximity to the cynofield, at a random spot in an area of, say, 5 au around the cynofield.)
Well, I've been thinking about that idea recently, and was able to come up with following compromise: 1) Some randomness in determining entry point of fleet jumping to cynofield has to be introduced. When some vessel turns on cynofield generator, the cynofield itself will be created in random spot within an area of several au around it. 2) This cynofield still will appear in overview (or won't, if it is covert one), as it would normally. 3) Conception of Guided Cynoshural Positioning (name it yourself as you like) has to be introduced: Stations/Starbases can lend a hand in stabilizing cynofiled being created what allows for its more precise placing in space. This simply means that whenever cynofield is being generated in close proximity to any non-hostile station or POS, it will always appears near vessel which initiated the process (again, as it would happen under rules of current mechanics). So this change won't break jump freighter logistics significantly.
Yes, still it allows for hotdrop tactics. But at least its now bound to specific location (very close to stations/POSes) which can be treated with caution. And it won't change the current cyno mechanics that much. |

Mournful Conciousness
Embers Children TOHA Conglomerate
330
|
Posted - 2013.09.06 13:42:00 -
[532] - Quote
Rek Seven wrote:Josilin du Guesclin wrote:Rek Seven wrote:You are probably right but i still think the rof buff wasn't worth it and they should have just kept the weapon the same. I view the change as a nerf more than anything.
Do you view pre-patch artillery as OP in comparison to post-patch rails? So, let me get this straight: You view an 11.1% DPS increase in return for a small tracking loss a nerf on a sniping weapon system? Bingo, you go it kid! Who gives a damn about DPS when the alpha strike is the most important factor? Personally, i would prefer to apply that damage better (+5% tracking) over being able to shoot 1 second earlier.
I agree actually.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Mournful Conciousness
Embers Children TOHA Conglomerate
330
|
Posted - 2013.09.06 13:45:00 -
[533] - Quote
Alice Doombringer wrote:no i compared right those things.. cruise missiles does less dps than medium beam laser with legion.
Cruise missiles on what ship?
My experience of the new cruise missiles is that they are devastating at all ranges.
Can you provide some numbers so we can check your claim?
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.06 19:16:00 -
[534] - Quote
Well if you want some numbers.. my friend geared up legion and got with her skills 1050 something dps out of her legion. i made up navy raven geared with full set of cruise missiles and the added low slots with ballistic control systems. i used evehq to run what it is with max skills for the cruise missiles... got about 907 dps |

Mournful Conciousness
Embers Children TOHA Conglomerate
334
|
Posted - 2013.09.06 20:23:00 -
[535] - Quote
Alice Doombringer wrote:Well if you want some numbers.. my friend geared up legion and got with her skills 1050 something dps out of her legion. i made up navy raven geared with full set of cruise missiles and the added low slots with ballistic control systems. i used evehq to run what it is with max skills for the cruise missiles... got about 907 dps
1050 dps from a beam laser legion? I'm afraid to tell you that your friend can't add up.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.06 20:32:00 -
[536] - Quote
or eve can't add up... cos its straight from eve. Are you Amarrian? If so it might be u don't wanna believe or it woulc call nerf on beam. And don't use evehq for medium turret calcs.. it isn't updated yet for it. so figures are from ingame. |

Mournful Conciousness
Embers Children TOHA Conglomerate
334
|
Posted - 2013.09.06 20:36:00 -
[537] - Quote
edited my post with numbers from the newly updated EveHQ. Using odyessy 1.1 data.
Your friend is sadly wrong.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.06 21:44:00 -
[538] - Quote
the legion was incursion used legion.. so relies on logis to do teh job |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.06 21:47:00 -
[539] - Quote
what im more worried here tough is the fact that i soon shall demand my caldari point being reimbursed.. cos damn caldari missile boats sucks at pvp. |

Mournful Conciousness
Embers Children TOHA Conglomerate
334
|
Posted - 2013.09.06 22:16:00 -
[540] - Quote
Alice Doombringer wrote:the legion was incursion used legion.. so relies on logis to do teh job. and aint it bit overpower anyways if 6 medium beams can compete with 8 cruise missiles?
Sorry, how do medium beams compete? In the example given they have a range of 14km and the modules required to make them get that much damage cost 16 BILLION isk. And they still do less damage than cruise missiles with T2 ballistics, which have a range of 160km.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|
|

Meyr
Shiva The Retirement Club
37
|
Posted - 2013.09.06 23:28:00 -
[541] - Quote
Mournful Conciousness wrote:4x Chelm's Modified Heat Sink
Ladies & Gentlemen:
We have a winner!!   |

Naomi Knight
Imperial Academy Amarr Empire
473
|
Posted - 2013.09.06 23:33:00 -
[542] - Quote
go check out his other fits in command ships topic , as good as this... |

Mournful Conciousness
Embers Children TOHA Conglomerate
335
|
Posted - 2013.09.07 00:18:00 -
[543] - Quote
Naomi Knight wrote:go check out his other fits in command ships topic , as good as this...
F*ck off and read the post properly. I was proving a point. 
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.07 01:36:00 -
[544] - Quote
well if we consider pvp situation.. what will you get accomplished with 160km range? nothing. all your targets can escape wery well.. some even before missiles have landed. most of the pvp fight i have had on my hands been close range where missiles can't compete at all... on long range fights if the opponent decided to stand still... on distance of 160km where some long range large turrets can really hit.. lands 3-5 hits before those missiles have arrived on its target. |

Mournful Conciousness
Embers Children TOHA Conglomerate
335
|
Posted - 2013.09.07 07:56:00 -
[545] - Quote
Alice Doombringer wrote:well if we consider pvp situation.. what will you get accomplished with 160km range? nothing. all your targets can escape wery well.. some even before missiles have landed. most of the pvp fight i have had on my hands been close range where missiles can't compete at all... on long range fights if the opponent decided to stand still... on distance of 160km where some long range large turrets can really hit.. lands 3-5 hits before those missiles have arrived on its target.
There are many pvp situations.
You're right, a cruise raven is likely to be used in a fleet, but then so is a beam legion.
The best thing is to try these things out on sisi. The weapons systems behave in a way that's not immediately obvious from playing with EFT.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Lephia DeGrande
Luxembourg Space Union
112
|
Posted - 2013.09.07 09:21:00 -
[546] - Quote
150 dps vs 16 bill.... hmmmmmmmmm |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.07 13:58:00 -
[547] - Quote
well if we would put up 3x heavy missile tengus versus 3x beam legions or pulse legions... which one prolly would win on distance that would in theory prevent both parties from escaping? :P i would still bet on legions same if we put those tengus fight proteuses... |

Meyr
Shiva The Retirement Club
37
|
Posted - 2013.09.07 17:55:00 -
[548] - Quote
Can we see that Raven fit?
  |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 12:48:00 -
[549] - Quote
Well to just compare dps... u don't need wery special raven fit... just fill high slots with launchers and low slots ballistic control systems... if u want add then full missile rig set there... (which isn't really feasible option in real go) on mid slots u don't need anything for testing dps |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 12:59:00 -
[550] - Quote
Turret ships have also wide variety of modules to help them... there is those heatsinks, tracking computers, remote tracking links... eve ntarget painter can help turret. what we have for missiles? ballistic control and target painter. no range extension for example.. nor flying speed improvements to get closer to turrets insta hit. You could claim that missiles hits always when in range. For many respects turrets and missiles are under same rules.. target speed affects to both, target size affects to both. you try to compensate that target speed by increasing tracking speed. while missiles have nothing really to modify effects of targets speed on missile. you could call immediately webs.. but webs are used also by turrets. target size modifier? there is painters that can work for both. and so much more... for this i don't take skills nor rigs into picture. |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
347
|
Posted - 2013.09.09 13:46:00 -
[551] - Quote
Alice Doombringer wrote:Turret ships have also wide variety of modules to help them... there is those heatsinks, tracking computers, remote tracking links... eve ntarget painter can help turret. what we have for missiles? ballistic control and target painter. no range extension for example.. nor flying speed improvements to get closer to turrets insta hit. You could claim that missiles hits always when in range. For many respects turrets and missiles are under same rules.. target speed affects to both, target size affects to both. you try to compensate that target speed by increasing tracking speed. while missiles have nothing really to modify effects of targets speed on missile. you could call immediately webs.. but webs are used also by turrets. target size modifier? there is painters that can work for both. and so much more... for this i don't take skills nor rigs into picture.
You are correct that missiles don't have an equivalent of a tracking computer.
Neither are missiles affected by tracking disruptors, so you could call that even.
Missile ships can also launch FoF missiles, which give them something to do while they are ECM-jammed.
The two weapons systems are very different in the way they apply damage to moving targets.
None of this matters of course. In a real pvp fight, which is almost never 1v1, individual comparisons of the last 5% of the effectiveness of a weapons system are irrelevant.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Kagura Nikon
Mentally Assured Destruction
500
|
Posted - 2013.09.09 14:49:00 -
[552] - Quote
Alice Doombringer wrote:well if we would put up 3x heavy missile tengus versus 3x beam legions or pulse legions... which one prolly would win on distance that would in theory prevent both parties from escaping? :P i would still bet on legions same if we put those tengus fight proteuses...
If all combat was happenign inside scrambling and web ranges.. then CCP sould not had to buff Blasters as they did some time ago.
Real eve is different, there is engagement in a lot of distanes. THe close range one is not the rule, its just the most lethal variety of it. |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 16:12:00 -
[553] - Quote
tackler still would be the one being murdered even if we would try to keep range where missiles would be better |

Mournful Conciousness
Embers Children TOHA Conglomerate
347
|
Posted - 2013.09.09 17:36:00 -
[554] - Quote
Alice Doombringer wrote:tackler still would be the one being murdered even if we would try to keep range where missiles would be better
Fire enough missiles at once and you won't need a tackler.
:-)
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 18:28:00 -
[555] - Quote
so big ignorance from turret users. that time it takes for missile to reach target... u can leave without fear |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 18:36:00 -
[556] - Quote
What comes to fof missiles... yes they can do so.. but so can drones... which is the gallente specialisation. |

Naomi Knight
Imperial Academy Amarr Empire
479
|
Posted - 2013.09.09 20:21:00 -
[557] - Quote
Alice Doombringer wrote:What comes to fof missiles... yes they can do so.. but so can drones... which is the gallente specialisation.. and there is anti missile tool existing.. no1 just uses it... defender missiles. fof missiles are pretty crap , too much reload time + they attack lame closest target like drones... the reload time kills its use ,you jammed 1 sec to send reload to server if you are realy pro 10 sec reload ,you shoot twice then you can lock the target,and then you have to reload again ... completly garbage |

Alice Doombringer
Dark Angel's Legion Nite's Reign
1
|
Posted - 2013.09.09 22:33:00 -
[558] - Quote
hehe. that says that its as good as not having them. |

Mournful Conciousness
Embers Children TOHA Conglomerate
348
|
Posted - 2013.09.10 01:13:00 -
[559] - Quote
Alice Doombringer wrote:so big ignorance from turret users. that time it takes for missile to reach target... u can leave without fear
A cruise missile travels at 10575 m/s with good projection skills and no rigs. So yes, one volley of gunfire will land before the first missile hits (if it can reach).
Let's put a target 100km away, half the cruise missile's range. The missile will hit it approximately 9.5 seconds after launch for full damage. Meanwhile, whatever gunnery system is firing back will either not hit at all, or will have to use low-damage long range ammo. It will land 1, maybe 2 volleys before the missiles but for poor damage.
Then the missiles will hit, time after time. Assuming similar ehp, sig radius etc on both sides the missile ship will have an assured advantage at this range.
There are horses for courses.
Winter marauders - more replies than any other thread, for a ship that no-one flies :-)
|

Hatsumi Kobayashi
V0LTA Verge of Collapse
269
|
Posted - 2013.09.10 05:09:00 -
[560] - Quote
Mournful Conciousness wrote:F*ck off and read the post properly. I was proving a point. 
was the point that you have no experience and/or credibility when it comes to fitting ships and general pvp STANDING ON THE VERGE OF PROLAPSE |
|

Janeway84
Masters Of Destiny Pride Before Fall
26
|
Posted - 2013.09.10 08:15:00 -
[561] - Quote
whats the best Medium Beam laser to fit on cruisers / bc?  Im not pro with them amarr ships and weapons but looking to learn something new this week :) |

Malcanis
Vanishing Point. The Initiative.
11528
|
Posted - 2013.09.10 08:43:00 -
[562] - Quote
Alice Doombringer wrote:What comes to fof missiles... yes they can do so.. but so can drones... which is the gallente specialisation.. and there is anti missile tool existing.. no1 just uses it... defender missiles.
Defenders are worthless, and FoFs not much less so.
1 Kings 12:11
|
|

CCP Ytterbium
C C P C C P Alliance
2673

|
Posted - 2013.09.11 09:51:00 -
[563] - Quote
Unpinning, 1.1 has been released. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 .. 19 :: [one page] |