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Zoe Alarhun
The Proactive Reappropriation Corporation
35
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Posted - 2011.10.26 08:14:00 -
[1] - Quote
In this link: http://altruist.azual.co.uk/2011/10/new-battlecruisers-and-balance-changes.html
You can see some of the potential changes to ships. In all I love many of the changes, especially the destroyers. What do you guys think about the hybrid and ship rebalancing ? I think CCP gone and done good. |
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Chribba
Otherworld Enterprises Otherworld Empire
647
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Posted - 2011.10.26 08:15:00 -
[2] - Quote
Link does not work?
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Headerman
Quovis Shadow of xXDEATHXx
284
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Posted - 2011.10.26 08:51:00 -
[3] - Quote
http://pastebin.com/TkY3rY6q is the paste bin of the changes drafted so far.
The doods fact about the agility buff are wrong, they are being nerfed agility a bit, but get a speed buff The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

Pr1ncess Alia
Perkone Caldari State
32
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Posted - 2011.10.26 08:55:00 -
[4] - Quote
I can't seem to find much of a fault in anything I've looked at.
This must mean I haven't looked close enough 
Very good things happening. Will have to see how everything performs after the dust settles to make a proper judgement however, that said, I'm excited. |

Zoe Alarhun
The Proactive Reappropriation Corporation
35
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Posted - 2011.10.26 08:55:00 -
[5] - Quote
Link seems to work fine - can anyone else confirm linky broken ? (I don't wish to doubt the mighty chribba) |

Alara IonStorm
Caldari State
192
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Posted - 2011.10.26 09:00:00 -
[6] - Quote
I love the new fitting stats on the Blasters.
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Headerman
Quovis Shadow of xXDEATHXx
284
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Posted - 2011.10.26 09:01:00 -
[7] - Quote
I LOVE to stats of the T2 Siege... but it still comes with a tracking nerf The Apostle : I want a kangeroo Captain Kirk : Silly Austrians Sarmatiko : Let me guess: you're from US? Captain Kirk : Yeah Riverside IA - why? |

Aamrr
HnL Enterprise
111
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Posted - 2011.10.26 09:05:00 -
[8] - Quote
What's the deal with T2 triage? 11 targets instead of 10 and 20% more lock range on a ship that's immune to sensor dampening and has twice the lock range as it can rep anyway?
Did CCP really think that through...? |

Zoe Alarhun
The Proactive Reappropriation Corporation
35
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Posted - 2011.10.26 09:17:00 -
[9] - Quote
I love this:
Destroyers receive increased HP and capacitor, and significantly decreased sig radius Destroyers no longer have a rate of fire penalty |

Zarnak Wulf
Amok. Goonswarm Federation
16
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Posted - 2011.10.26 09:43:00 -
[10] - Quote
Zoe Alarhun wrote:I love this:
Destroyers receive increased HP and capacitor, and significantly decreased sig radius Destroyers no longer have a rate of fire penalty
The easier fittings for rails and blasters will make the Caldari and Gallente destroyers worth a revisit. |
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Tanya Powers
Science and Trade Institute Caldari State
59
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Posted - 2011.10.26 10:42:00 -
[11] - Quote
Zarnak Wulf wrote:Zoe Alarhun wrote:I love this:
Destroyers receive increased HP and capacitor, and significantly decreased sig radius Destroyers no longer have a rate of fire penalty The easier fittings for rails and blasters will make the Caldari and Gallente destroyers worth a revisit.
Now newbies will fly some more interesting stuff than only riters with that kind of change, more ships being used and more roles to fit by either newbies has older players, I'll fit some catalysts for the lols and try those for sure if the stats come out live around those numbers.
Also important and interesting for flycatcher and eris, duno the amarr counterpart, haven't seriously looked in to all those numbers yet since they are probably changing. |

Zoe Alarhun
The Proactive Reappropriation Corporation
36
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Posted - 2011.10.26 10:56:00 -
[12] - Quote
Screw newbies - I wanna train destroyers to 5 now ^_^
Also hybrid boosts means more tristans, incursus, merlins. Thorax, vexor, UGLY DUCK TOASTER MOA, Ferox, ROKH!
T2 modules for probes etc. argh - winter needs to get here faster. |

Tefries Lurgoyf
Republic University Minmatar Republic
0
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Posted - 2011.10.26 11:15:00 -
[13] - Quote
The oneiros change is bad and makes it a worse ship than before. I think you wanted to buff it since nobody flies it.
The oneiros had only one good role, supporting other logis with projected ECCM and providing some light repping on its own.
The problem is you made it more similar to guardian. Which dont sound bad since guardians rock. However, guards in that role are still way superior than oneiros.
Guards brings- Great repping power Great tank Unlimited cap (unless ECM'ed)
Oneiros brings- Utility (mid slots) Crappy tank in comparison (40k EHP compared to 90k EHP of a guardian) Decent repping power Has cap problems, needs a guardian to support.
You removed the utility of the oneiros and all those things that the guardian is better still remain.
So what really is the point of a flying a ship that has absolutely nothing going for it compared to the guardian?
With that said, i can't possibly imagine people would fly the oneiros more. I think it would be flown less. I mean whats really the point of flying a similar cost ship thats inferior in everyway. What fleet doctorine would call for oneiros now?
It would be really hard to overbuff the oneiros since it has cap issues unlike the guardian. So perhpas just give it an extra lowslot with no nerf to the mids. Or just give it more natural armor.
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Knoppaz
Rens Nursing Home
2
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Posted - 2011.10.26 11:16:00 -
[14] - Quote
The Thrasher already passes the 300dps mark. Without the RoF-penalty it will be pure evil, especially with the tank boost..  |

Zoe Alarhun
The Proactive Reappropriation Corporation
36
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Posted - 2011.10.26 11:19:00 -
[15] - Quote
Oneiros change seems good to me:
Oneiros
lowSlots: 4.0 => 5.0
maxVelocity: 214.0 => 230.0
medSlots: 5.0 => 4.0
powerOutput: 850.0 => 1050.0
signatureRadius: 80.0 => 70.0
warpSpeedMultiplier: 1.0 => 1.25
More grid, smaller sig, faster - seems tasty. More lows also means greater tank.
As for dessies - Gallente dessie with ions and overheat + faction anti matter is going to do a obscene amount of damage. |

DarkAegix
Blue Republic RvB - BLUE Republic
166
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Posted - 2011.10.26 12:11:00 -
[16] - Quote
I think it's time I began training hybrids. |

Grimpak
Midnight Elites Echelon Rising
102
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Posted - 2011.10.26 12:18:00 -
[17] - Quote
Alara IonStorm wrote:I love the new fitting stats on the Blasters.
still not enough tbh. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Chum Tea
Steuerparadies San Matar
4
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Posted - 2011.10.26 15:10:00 -
[18] - Quote
Missing a buff to hybrid T2 ammo. |

Thelron
Science and Trade Institute Caldari State
1
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Posted - 2011.10.26 15:39:00 -
[19] - Quote
OK forums... let's see if you can wake up...
Not sure where that came from, but if it's accurate it has a lot of nice stuff (though IMO the agility changes sprinkled around, while nice, don't actually make a ton of sense to me... I'd have tweaked a couple other things on the Rokh first, for example). IMO the "it's the ships/mechanics and not (as much) the guns" folks are right about hybrids though- the changes listed here are certainly nice, but don't address either the main issue with rails (their supposed advantage is nullified by the inane range banding on the ammo + rail-platform inability to control range if you're working the "starts firing sooner" angle, and by scanning and *really short* warp-to distances if you're working the sniper angle) or with blasters (if you *don't* have a warp-to for your target, you get to take a beating while you close range, generally more than you can make up for once your guns actually hit).
Destroyers losing their penalties and getting a bit harder for the big stuff to kill is nice, though I wonder if they could use a built-in tracking bonus as well to make them really extra good at clearing out fast frigates (our SBs and Interceptors (really any fast-but-flimsy ships meant to give cruisers/BS a hard time) are essentially the equivalent of the torpedo boats and subs r/l destroyers were developed to kill and it *should* be a role anyone running around with a few cruisers and up want filled... though that's a big mess in and of itself)? |

Tanya Powers
Science and Trade Institute Caldari State
59
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Posted - 2011.10.26 15:51:00 -
[20] - Quote
Tefries Lurgoyf wrote:The oneiros change is bad and makes it a worse ship than before. I think you wanted to buff it since nobody flies it.
The oneiros had only one good role, supporting other logis with projected ECCM and providing some light repping on its own.
The problem is you made it more similar to guardian. Which dont sound bad since guardians rock. However, guards in that role are still way superior than oneiros.
Guards brings- Great repping power Great tank Unlimited cap (unless ECM'ed)
Oneiros brings- Utility (mid slots) Crappy tank in comparison (40k EHP compared to 90k EHP of a guardian) Decent repping power Has cap problems, needs a guardian to support.
You removed the utility of the oneiros and all those things that the guardian is better still remain.
So what really is the point of a flying a ship that has absolutely nothing going for it compared to the guardian?
With that said, i can't possibly imagine people would fly the oneiros more. I think it would be flown less. I mean whats really the point of flying a similar cost ship thats inferior in everyway. What fleet doctorine would call for oneiros now?
It would be really hard to overbuff the oneiros since it has cap issues unlike the guardian. So perhpas just give it an extra lowslot with no nerf to the mids. Or just give it more natural armor.
You're wrong.
They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.
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Tanya Powers
Science and Trade Institute Caldari State
59
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Posted - 2011.10.26 15:58:00 -
[21] - Quote
Grimpak wrote:Alara IonStorm wrote:I love the new fitting stats on the Blasters.
still not enough tbh.
The weapon it self changes in conjunction with ammo changes might has well give some boost but like you I think it's not enough since all other T2 ammo like projectiles also loose that drawback, they will til have the best dmg application in all ranges.
We'll win some tracking with the removal or penalty on T2 ammo and this will now improve overall dps because we will miss/half hit less, some tracking and base dmg modifier but still not range.
Will this be enough to make Blasters work better in the fall off after all fitting mods/implants/skills whatever, I'm not sure but it's a very good first step if you add agility speed and bonus modifications for the hulls.
Let's give it a try on SISI, might well bring blasters competitve, witch is exactly what I wanted, instead of omgpown witch is what we never asked for.
Edit: Also lowering the fitting requirements for the guns like PG Cap or CPU means We can now admit the possibility active tanking becomes an interesting option, while I agree the rep cycle/amount doesn't cover the buffer of a single plate for the average fight this change might well open a new vision and tactics for the whole gallente line up.
Unortunately I still can't see web bonus on blaster hulls other than the new BC |

Magosian
Center for Advanced Studies Gallente Federation
0
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Posted - 2011.10.26 16:29:00 -
[22] - Quote
I don't mean to stir the hornet's nest, but seriously, is this a joke?
Blasters get a tracking buff, but a web is pretty much necessary to make them effective in the first place, thus the tracking bonus is moot. The range stats on blasters remain untouched, so CCP completely ignores THE LARGEST CONTRIBUTING FACTOR which makes blasters ineffective: range. Speed and agility bonuses to blaster ships is a step in the right direction, but from what I can tell, Minmatar ships will still be able to outrun them, and considering autocannons still provide more than triple the effective range of blasters (as does Scorch, but I'll get to that), I don't see how anything really changes. In addition, changes to ship stats does nothing in terms of getting the most out of tracking enhancers and tracking computers. At present, hybrids get the least out of these fittings because THE BASE STATS OF HYBRIDS IS FUNDAMENTALLY BROKEN!
Railguns get their damage increased from "crap" to "slightly above crap," which I guess is a good thing, but the problems by railguns wasn't only damage. First and foremost, railguns do not bring anything unique to the table. Artillery dons the alpha crown and lasers don the ammo-free, instant-reload crown. Railguns have nothing like this. In addition, railguns [and blasters for that matter] receive a fairly even split in their optimal and falloff stats, whereas projectiles are primarily falloff and lasers are primarily optimal. This may not seem like a big deal at a glance, but what this means to a seasoned pilot is a hybrid user must boost TWO stats to match the effective range of projectile counterparts (who only need falloff) and laser counterparts (who only need optimal). This is illustrated best when looking at T2 ammo for short-range turrets. Null does not hold a candle to the effective ranges of Barrage and Scorch, and it is primarly because the bonuses applied don't have to be split between optimal and falloff. Splitting the bonuses from other range-increasing fitting mods and having to chase down twice as many rigs and implants to match effective range simply MAGNIFIES the problem.
Ultimately, with the proposed changes, hybrids still hold the most negatives in terms of fundamentals:
-requires cap: let's face it, a cap-usage reduction is really just sugar-coating on a rotten egg. Cap use is cap use. -requires ammo/reload -fixed damage type
Honestly, I really do appreciate the effort, but I find myself wondering if devs/testers who implemented these changes actually PLAY Eve. My money would be on "not really." |

Haleuth
Blue Republic RvB - BLUE Republic
0
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Posted - 2011.10.26 17:16:00 -
[23] - Quote
Magosian wrote:I don't mean to stir the hornet's nest, but seriously, is this a joke?
Blasters get a tracking buff, but a web is pretty much necessary to make them effective in the first place, thus the tracking bonus is moot. The range stats on blasters remain untouched, so CCP completely ignores THE LARGEST CONTRIBUTING FACTOR which makes blasters ineffective: range. Speed and agility bonuses to blaster ships is a step in the right direction, but from what I can tell, Minmatar ships will still be able to outrun them, and considering autocannons still provide more than triple the effective range of blasters (as does Scorch, but I'll get to that), I don't see how anything really changes. In addition, changes to ship stats does nothing in terms of getting the most out of tracking enhancers and tracking computers. At present, hybrids get the least out of these fittings because THE BASE STATS OF HYBRIDS IS FUNDAMENTALLY BROKEN!
Railguns get their damage increased from "crap" to "slightly above crap," which I guess is a good thing, but the problems by railguns wasn't only damage. First and foremost, railguns do not bring anything unique to the table. Artillery dons the alpha crown and lasers don the ammo-free, instant-reload crown. Railguns have nothing like this. In addition, railguns [and blasters for that matter] receive a fairly even split in their optimal and falloff stats, whereas projectiles are primarily falloff and lasers are primarily optimal. This may not seem like a big deal at a glance, but what this means to a seasoned pilot is a hybrid user must boost TWO stats to match the effective range of projectile counterparts (who only need falloff) and laser counterparts (who only need optimal). This is illustrated best when looking at T2 ammo for short-range turrets. Null does not hold a candle to the effective ranges of Barrage and Scorch, and it is primarly because the bonuses applied don't have to be split between optimal and falloff. Splitting the bonuses from other range-increasing fitting mods and having to chase down twice as many rigs and implants to match effective range simply MAGNIFIES the problem.
Ultimately, with the proposed changes, hybrids still hold the most negatives in terms of fundamentals:
-requires cap: let's face it, a cap-usage reduction is really just sugar-coating on a rotten egg. Cap use is cap use. -requires ammo/reload -fixed damage type
Honestly, I really do appreciate the effort, but I find myself wondering if devs/testers who implemented these changes actually PLAY Eve. My money would be on "not really."
These changes are well thought out, when you consider that most gallente ships have a superior slot layout that gives the pilot many fitting options+drone damage or larger bays. Anything more and they'd be overpowered hence the overhaul of the deimos.
And to answer your question about devs playing this game, most of them do pve, the reason is because if they do pvp/join an alliance etc someone finds out and starts calling "hacks" or "unfair advantage" everytime they get shot at. |

Magosian
Center for Advanced Studies Gallente Federation
0
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Posted - 2011.10.26 17:32:00 -
[24] - Quote
Quote:These changes are well thought out, when you consider that most gallente ships have a superior slot layout that gives the pilot many fitting options+drone damage or larger bays. Anything more and they'd be overpowered hence the overhaul of the deimos.
And to answer your question about devs playing this game, most of them do pve, the reason is because if they do pvp/join an alliance etc someone finds out and starts calling "hacks" or "unfair advantage" everytime they get shot at.
I'm not seeing any significant change to the Deimos, aside from the slight increases in speed and agility, but this is the same as all of the other hybrid turret ships. I DO see a "Deimos Old," so there's some implication that it's being changed, but as to those details, I have no idea. Do you have a link with more info?
Also, I hope you're not suggesting speed and agility increases to the Deimos makes it a powerhouse. Even with the fitting requirements lessened for blasters, I'd still take a Vagabond/Zealot/Muninn/Sacrilege/Ishtar over it. Blaster range is the Deimos shortcoming, as is the case presently with any other hybrid ship. Still, I'll admit my partaking in supposition here; I'd like to see proposed changes to the Deimos if you have them.
Thanks BTW |

Nimrod Nemesis
Royal Amarr Institute Amarr Empire
2
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Posted - 2011.10.26 17:51:00 -
[25] - Quote
I agree on both sides, tbh. The work-in-progress seems to be on the right track, but what's being submitted thus far still doesn't do much to dethrone the almighty minmatar for skirmishing or amarr for raw mid-range dps. I can see some gallente ships going from joke to viable. What I don't see are most gallente or ANY caldari hybrid platforms going from joke/viable to competetive. Certainly a step up for the likes of the rokh, but nothing close to what is required for that ship to deserve that high material cost.
Looking forward to more information as it becomes avalible. |

Kaaeliaa
Frikt Ikke
0
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Posted - 2011.10.26 18:18:00 -
[26] - Quote
It's a step in the right direction, but I still think that rails and blasters need some extra mojo, some reason to actively choose them instead of just saying, "Ah @#$% it, I trained hybrid skills and don't wanna cross-train right now so let's go with it."
It's time to get creative. Maybe weapon systems should have certain effects that go beyond damage, although NOT random-chance effects. Something like rails doing 0.1% of their damage directly to the hull of subcaps. Blasters increase the cycle time of their targets' weapon systems by 5% to counter the damage the blaster boat took while getting in range. Sure, they're ridiculous ideas; I know that. But my point is that CCP should make us want to use rails and blasters in certain setups, instead of just making them slightly less crappy and less vomit-inducing than they are now. |

Tefries Lurgoyf
Republic University Minmatar Republic
0
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Posted - 2011.10.26 18:39:00 -
[27] - Quote
Tanya Powers wrote:
You're wrong.
They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.
No, i am not. Give an explaination perhaps.
The oneiros had a niche role of supporting other logis before. With those changes it removes that. Now what is it? A ship that is inferior the guardian in every possible way and without that niche role.
Its really not hard to understand.
Post an oneiros fit you've flow before for lols. |

Jacob Stov
1
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Posted - 2011.10.26 18:56:00 -
[28] - Quote
Oh joy, the Naga gets only range and precision bonuses in a shipclass that is made for full out gank and papertank.  But hey, there is a choice between failing with hybrids or failing with torps.  |

Tanya Powers
Science and Trade Institute Caldari State
60
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Posted - 2011.10.26 19:28:00 -
[29] - Quote
Tefries Lurgoyf wrote:Tanya Powers wrote:
You're wrong.
They will probably and finally be flown more than before if those stats stay like we can read on that sheet. And I will no longuer hear or read some idiot telling me if I want to do logistics is Guardian or stay at home.
No, i am not. Give an explaination perhaps. The oneiros had a niche role of supporting other logis before. With those changes it removes that. Now what is it? A ship that is inferior the guardian in every possible way and without that niche role. Its really not hard to understand. Post an oneiros fit you've flow before for lols.
Where does the simple fact of having more pg and better tank makes you think sutch silly things? sriously?
PS: haven't seen blasters T2 ammo get rid of tracking penalty? -T2 missiles, crystals and projectiles yes... |

Gabriel Karade
Noir. Noir. Mercenary Group
1
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Posted - 2011.10.26 19:31:00 -
[30] - Quote
Not convinced on the blaster changes - #1 : Since when has fitting been the primary issue?.
As far as #2 goes, the 20% tracking buff, to put it into context you have to recall the 400% change that occured with QR in 2008 and the way the tracking formula works up close. Once you do that, you see it really doesn't change much at all...
*sad face* War-Machine |
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