|
Author |
Thread Statistics | Show CCP posts - 46 post(s) |
Lephia DeGrande
Luxembourg Space Union
14
|
Posted - 2013.08.02 21:39:00 -
[1] - Quote
Sometimes it looks like the Alpha and the Logis are the Problem not the Command Ships. |
Lephia DeGrande
Luxembourg Space Union
17
|
Posted - 2013.08.03 06:41:00 -
[2] - Quote
Give them the ability to reduce the damage application speed from Alpha damage.
Just lets say if it got hit by 100000 damage it takes about 5 seconds for the damage to expand. (Or connect this Bonus to a skill or the amount of fleet members he is controlling i dunno)
So if the fire will concentrate the logis do have the time to react and the Command Ship lost his priority, now you need some advance tactics (ECM or something) to kill a Command Ship.
I know its insane but i dont care. ^^ |
Lephia DeGrande
Luxembourg Space Union
18
|
Posted - 2013.08.05 11:14:00 -
[3] - Quote
Yeah Scout Drones and Heavy/Sentry should the only kind of Drones.
If you CCP start splitting the Drones like Missiles you have to revamp the Drones ASAP!! |
Lephia DeGrande
Luxembourg Space Union
21
|
Posted - 2013.08.07 22:01:00 -
[4] - Quote
Why the DPS anyway? Let us Support and Tank, we are already busy calling targets and smacktalking! |
Lephia DeGrande
Luxembourg Space Union
22
|
Posted - 2013.08.08 07:39:00 -
[5] - Quote
Amarr = EM Caldari = Kinetic Gallente = Thermal Minmatar = Explosiv
I know some maybe different but thats the official Rule. |
Lephia DeGrande
Luxembourg Space Union
24
|
Posted - 2013.08.09 05:57:00 -
[6] - Quote
SOL Ranger wrote:Absolution: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus Medium Energy Turret capacitor use Command Ships skill bonuses: 5% bonus to Medium Energy Turret rate of fire 10%(+5) bonus Medium Energy Turret damage 3% bonus to strength of Armored Warfare and Information Warfare links Fixed Bonus: Can fit up to three Warfare Link modules
...
10% bonus Medium Energy Turret capacitor use
...
Give us proper bonuses on Amarr laser ships, like so:
10% bonus Medium Energy Turret optimal range (was 10% bonus Medium Energy Turret capacitor use)
And then introduce a new skill Controlled Energy Bursts(5x), the skill reduces capacitor use by Energy Turrets by 10% per level, requires Controlled Bursts V.
Please, it is needed.
I got a better Idea!
Skillname: Trolololo Amarr
-25% Cap Use for all Amarr Ships per Level and 50% more Tracking, Range or Damage if the Laser Crystal does need it.
... Please we dont need Special Race Skills... |
Lephia DeGrande
Luxembourg Space Union
25
|
Posted - 2013.08.09 12:39:00 -
[7] - Quote
I am flying all T2 Amarr Ships myself and i dont need that many cap. Hell if you cant kill him in 5 minutes anyway your ******, end of the Story.
Yeah ok, ok, i can accept you dont like the horrific Ship Bonus for Cap, but then they need another drawback to suffer and which one should it be?
Range? Already bad without Scourge. Tracking? Already bad within specific ranges. Damage? LOL yeah Damage and Laser in one Word, nice try.
So whats left? I can live with harsh cap managment. But not with the drawbacks above. |
Lephia DeGrande
Luxembourg Space Union
25
|
Posted - 2013.08.09 17:09:00 -
[8] - Quote
SOL Ranger wrote:Lephia DeGrande wrote:
*mindless trolling*
... Please we dont need Special Race Skills...
Extended Magazine holds(5x) - Increases the number of charges your weapons can hold by 5%. Would you be willing to trade for this or are you just being unreasonable?
Sry for breaking your Little Amarrian Heart, but you know Amarr is more then simply cap problems and give them a seperate Skill is just horrific, hell i Even dont like Burst Controlle give us another Cap Recharge Skill instead or we can start giving every single Race a seperate Skill to compensate every disadventage they have, yeah sounds legit.
And no i dont like this Skill because Amarr dont have any advantage from that Skill so its the same Problem just in green instead of blue. |
Lephia DeGrande
Luxembourg Space Union
25
|
Posted - 2013.08.09 19:23:00 -
[9] - Quote
SOL Ranger wrote:Lephia DeGrande wrote: Sry for breaking your Little Amarrian Heart... *words*
I'm Gallente, specialized in projectiles and capless weapons mostly, Minmatar hulls, my connection to Amarr in general is about as heart warming as my connection to you, which your continued poor behaviour guarantees. I occasionally fly other ships and I like things balanced, as opposed to your agenda where you want lasers to stay the second rate weapon system it is at the moment; Spouting in essence "lasers are fine" doesn't cut it because that is just a lie and anyone with a moderately objective view can see that. Soon you'll be telling me base HML damage isn't too low, blaster damage isn't too high and the talos is fine with drones and tracking for its intended role as well... yeah no, when **** stinks I point where it is so CCP can hopefully pick it up, if you want to pretend it smells like roses whilst dancing on the turds that is all on you pal but you'll be dancing alone.
Geeze, whats your problem, just get over it if you cant handle another opinion.
Its just isnt right to pervert the difference between each races with skills to make them all equal.
Laser without cap problems would be just like Hybrid, if this is your Goal, go ahead, ruin the game. As CCP had not taken enough of the Old Spirit of Eve throught all the rebalancing already, no just for the sake of it make them equal!
Oh, my bad i am the Troll here, i forgot...
|
Lephia DeGrande
Luxembourg Space Union
28
|
Posted - 2013.08.10 05:34:00 -
[10] - Quote
Rowells wrote:Voith wrote:Mournful Conciousness wrote:wait a minute, only a few months ago the general advice was "if you want to pvp in battleships, use amarr". Before that it was "only use minmatar". And suddenly lazorz suck? Come come. You just need to control your engagements with good tactics. Get range, keep range, use ewar (such as tracking disruptors and neuts) to keep others from attacking you.
Lasers have a place - good tracking, range and full damage all the way out.
Autocannons are very good for skirmishing but only apply toothpick damage at scorch range.
Blasters, well... if you're close enough to use blasters, you *have* to win. Because there is no way you're going to extract yourself if it's going wrong. No way in hell. You're absolutely f*cking committed. That's a hell of a price to pay for all the damage they do.
Lasers are utter ****. Scorch is completely amazing. They even out. Unless you can't use scorch, then lasers suck. Each weapon system has its strong points and it drawbacks. in order of best base stats comparing large Blasters, AC, and Lasers (left - best, right - worst): Damage modifier: Blasters, Lasers, Autocannons Range: (combined optimal/falloff): Lasers, Autocannons, Blasters Tracking: Blasters, Autocannons, Lasers Capacitor Friendly: Autocannons, Lasers, Blasters Reload Time: Lasers, Blasters, Autocannons lets use a point system to accumulate a score shall we? (3 point for best, 2 for second, 1 for worst) Blasters = 10 Lasers = 9 Autocannons = 9 Puts blasters in the lead by 1 point with autocannons and lasers tied. Seems pretty fair to me. And before anyone mentions ammo i will say i didnt include them because the bonuses damage they produce dont always match up with other weapon systems. if it turns out the ammo is what needs to be fixed talk about that.
^This and yeah Ammo need some Balance the closecombat turrets are fine. |
|
Lephia DeGrande
Luxembourg Space Union
28
|
Posted - 2013.08.10 09:46:00 -
[11] - Quote
SOL Ranger wrote:Lephia DeGrande wrote:
I got a better Idea!
Skillname: Trolololo Amarr
-25% Cap Use for all Amarr Ships per Level and 50% more Tracking, Range or Damage if the Laser Crystal does need it.
... Please we dont need Special Race Skills...
You seriously believe anyone will take you seriously after starting like that, that is not an opinion piece, that is trolling. Quote:Geeze, whats your problem, just get over it if you cant handle another opinion.
Its just isnt right to pervert the difference between each races with skills to make them all equal.
Laser without cap problems would be just like Hybrid, if this is your Goal, go ahead, ruin the game. As CCP had not taken enough of the Old Spirit of Eve throught all the rebalancing already, no just for the sake of it make them equal!
Oh, my bad i am the Troll here, i forgot... Lasers would still have cap problems after a 50% reduction, do you even fly Amarr at all? You say the 50% cap reduction is perverting the difference of races, so every ship with 4 turrets or capacitor use reduction with lasers is perverted? Seriously man, you're stuck in some kind of principled limbo where you refuse to look at the facts and throw hyperbole around like it's the only thing you know. Now you play the victim and moan about being unjustly labelled a troll and a condescending one you are, you do not discuss the topic, you spout vague principled phrases which are largely unfounded in the big picture of current state of affairs facts and think you've somehow shown some kind of evidence that refutes mine and many others claims on lasers being too reliant on capacitor. Try to not respond to my posts as you will have nothing useful to bring to them, next time you initiate a discussion try not to be a jackass from the start and it will probably serve you better.
Look, you can Act all Day and Night the big reasonable player, but your Ideas like special Energy Weapon Cap saving skills or ammunition increase skills are completly biased, your facts or better the problems your think to See are completly wrong, Amarr does have some Cap problems, Amarr does have some Tracking Problems in specific ranges and yes the damage Lacks sometimes.
But hell give them a stupid Race specific Skill IS NOT the answer, adding meaningless Skills everywhere is Never the answer.
And if you cant handle this Fact go Troll elsewhere. |
Lephia DeGrande
Luxembourg Space Union
29
|
Posted - 2013.08.14 15:24:00 -
[12] - Quote
Jerick Ludhowe wrote:CCP Fozzie wrote:Keep up the test server testing guys, thanks for the feedback so far. We'll be keeping an eye on things like the Astarte and Eos on the test server but my feeling at this point is that the balance between them is pretty good. The blaster Astarte will do more damage at 500m, but the Eos is less vulnerable to TDs, ECM, Neuts, can hit smaller targets more effectively and can choose damage types. Drone bay fozzie drone bay... 250m3 means that your drones are going to be shot out from under you in no time when fighting anyone w/o an amoeba brain. Atm you don't even have a backup wave of heavies if you intend to fit any other types of drones which any sane person will do. Give it 325m3 and I'll be "more" inclined to believe that they are well balanced.
^ This much, pls rethink this fozzie. |
Lephia DeGrande
Luxembourg Space Union
30
|
Posted - 2013.08.15 06:57:00 -
[13] - Quote
Aplier Shivra wrote: EDIT: also, imo, lasers in general need to have either their cap use brought down, or the hull bonuses that decrease cap use need to be stronger. I'm fine with the range/tracking tradeoffs as they are but it's not acceptable that my ship that is sacrificing a hull bonus slot to have its guns still require 50% more capacitor than a hybrid who's ship is still receiving a dps/application/tanking/whatever bonus. And our highest dps ammo having an additional 25% cap use penalty on top of that for what's otherwise the exact same stats? And even in perfect conditions, latency causing ammo switching to still take 2-3 seconds or more, pretty much negating half of the "instant ammo swap" that's supposed to be what makes lasers so godly enough to receive such harsh problems in every other aspect of their life? Weapons already fire at the very start of their cycle, how seriously hard can it be to program things so that if you right click and select a new ammo type during the "cooldown", it will start the next cycle with that ammo, instead of requiring 3 separate inputs from the player that all require a back-and-forth to the server which are all plagued by everyday latency as well as the server's 1-second update rate. Hell, it's not like the ammo swapping system isn't already in place, just instead of having each command handled by a separate player input, only have the initial player input start the process that has the "stop guns firing" code sequence end by starting the "remove ammo" which already leads into "load ammo" followed by the 0, 5, or 10 second delay as per weapon type, and finally have that go to the "start guns firing", all being handled automatically and by the server from just the one click by the player while guns were still in the "cooling down" phase of their cycle. You guys can even put in a 0.1 second delay between each command to give the server some breathing room and it will still feel instant enough to the player, and significantly better than having to wait for your gun to stop with the extra half cycle your client started it doing while the server was derping, navigate right click menus as fast as possible, wait for the client to recognize that the server has loaded the guns properly before it lets you start firing, and then finally hitting F1 again, during which time the target you were firing at has gone out of the range where standard is best for dps and is now in xray optimal range, but y'know what, it's ******* okay because you accidentally input one of your commands to your instant ammo swap turret TOO fast so none of it got recognized and you're actually still firing the microwave you had fitted before, so you'd have to go through the entire process AGAIN this time slowly drawing out every step just to make sure the game recognizes what you are doing, and this time going into multifrequency even though it would still be in laser's pitiful falloff just because you don't want to go through the whole damn process again when you know the frig will probably keep getting closer, all the while asking yourself why you don't just use autocannons that let you choose your damage type while their falloff curve naturally and automatically adjusts your damage to range and you can just leave in the short range/high damage ammo because it's only reducing their already nonexistent optimal range while leaving their actually significant range completely untouched and all the while using 0 capacitor on ships that have the exact same recharge rate. Yes, a nerve has been touched. /rant
OH MY GOD MY EYES IT BURNS!!!!!! |
Lephia DeGrande
Luxembourg Space Union
30
|
Posted - 2013.08.16 11:25:00 -
[14] - Quote
The Problem is T2 is for specialized Roles and to be honest i can hardly see the specialized in the Command Ship changes, its just one Brick, and 7 Navy BC with option to more then one Warfare Link. |
Lephia DeGrande
Luxembourg Space Union
32
|
Posted - 2013.08.16 19:10:00 -
[15] - Quote
Ersahi Kir wrote:CCP Fozzie wrote:It's actually been part of the original tiericide design from the start of this balance pass that T2 ships should have tighter fittings than T1, since they are built for players with higher SP. We've diluted that quite a bit by giving a HACs and Command Ships tons of fittings (probably too much but we can always go back and adjust later as needed) but I beleive the original intent has a valid basis. One of the things we look at when we design a ship is how "forgiving" it is, in piloting skill required, cost of losing it, difficulty fitting. T2 can be a bit less forgiving as long as the rewards are there for people who overcome the slight challenge of dropping a mod to Meta 3 or 4 once and awhile. The problem with this approach is that you lose any kind of flexibility while fitting because ships are designed to have very tight specific fits. But that's just my opinion.
I have to admit i can life with that because T2 should be specialized, if i want a flexibel Ship i choose Faction Stuff or T3.
The Problem is i cant see the specialized function as Fleet Booster in Command Ships, because we dont have any ships besides the Damnation because they choose Damage over Durability which is strange and because of the new Navy BCs this role is already taken.
After OGB is removed, Command Ships should be the FIRST and the LAST Ship in a fight, regardless of Gang or Fleet but you cant boosting until the end, you got shot down first, because of Damage AND Booster in combination with average defense you will always the first target because of the insanly high value, regardless of gang or fleet.
This is in my opinion the complete opposite of specialized. |
Lephia DeGrande
Luxembourg Space Union
34
|
Posted - 2013.08.17 20:08:00 -
[16] - Quote
Mournful Conciousness wrote:If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.
For God's sake guys...
Sry, but you missed the entire Problem, we dont want unkillable Command Ships, we just dont want to die first every time you Warp on Grid. |
Lephia DeGrande
Luxembourg Space Union
37
|
Posted - 2013.08.18 14:52:00 -
[17] - Quote
Your clearly right, but i am not interested in some pointless number munch, the Command Ship is intended to Support a a Gang or Fleet, CCP Fozzie make them average Defense but hardhitting BCs that can sacrifie some DPS to get more kinds of Boost Bonuses.
Thats nice really but thats not the Problem, the real Problem is the Value of the Ship on Grid, at some specific Point when a Fleet is able to headshot Good buffered Targets they only survive long enough because they arent dangerous enough.
But Look at the Command Ship, it does have high priority, because of Good damage (which can be ignoried in Fleet fights), average EHP in combination with high value Booster bonuses.
If you can headshot one target and weaken a whole fleet, you can be sure your dead before leaving warp.
You need a Solution? Change the Fleet Boosting Mechanic itself, not only nerfing the numbers Up and Down. |
Lephia DeGrande
Luxembourg Space Union
37
|
Posted - 2013.08.18 16:11:00 -
[18] - Quote
Mournful Conciousness wrote:S1dy wrote:Mournful Conciousness wrote:Forgive me for sucking. I do not see you state a number. "as much as the damnation does now" depends on many factors. Skills, modules etc. So it is not a number by which we can measure performance, otherwise known as a "metric".
For example, have you tried to fit up a caldari command ship and then overheated the invulnerability fields, or fitted navy versions, or deadspace? Presumably in a large fleet engagement, this is what will be fitted.
Do that and check the numbers. I think you might be surprised how much alpha these ships will withstand.
Fearing that I labour my point, please state exactly how much alpha tolerance is "enough". Then measure each ship's performance against that metric. Then decide whether the ships (and I) suck.
/MC Ok, so while you asked for numbers, here are 2 reasonable fits - without imps, without links, without drugs, without overheat and with the second balance pass of the Command Ships, but with Damnation still having its 50% HP bonus: Damnation:http://i.imgur.com/BcLlyUL.jpg194.807 EHP, 365 m/s, 265 m signature, 96 DPS Vulture:http://i.imgur.com/OjcuerB.jpg117.968 EHP, 408 m/s, 367 m signature, 96 DPS The Vulture is just for comparison reasons - to show you that there are right now no shield alternatives to the Damnation's tankability. The Nighthawk got nearly the same tank as the Vulture. So, the Damnation as seen in the picture is what i call well balanced for what Command Ships are proposed for in large scale fleets. Nearly 200.000 EHP without anything, 245.000 EHP with their own links and 364.000 EHP with Slave-Set is enough to withstand a heavy alpha if there's enough logistics in the background. This is the range I'm talking about - every race should get a ship that's able to get nearly the same EHP values with reasonable fits. And here the weapon bonuses are obsolete, because most pilots won't ever fit turrets/launcher because the slots are needed for other tools that are more important in this scale. Though Command Ships were and will be used for PvE and solo or small scale, too, it's the reason why i stated here to divide both Command Ships into one for greater medium scale and large scale and one for everything that's smaller. Take the large scale ship and install a brick tank, take away every weapon bonuses and change them into something that's usefull for large scale fleets/FC's - I made a few examples in my linked post. Take the small scale ship and install DPS based bonuses on them and give them only medium tank (that's reasonable for the ship size). If CCP does it this way every PvP fleet size (and of course PvE) gets a Command Ship that's well enough to achieve its role as a bonus ship without dying instantly or being useless if used as an ongrid ship (or in anomalies/missions). now fit links and overheat the shield hardeners. it's a command ship, not a brawler.
Still 40k less EHP... Edit: then an unlinked Damnation WITHOUT overheating... |
Lephia DeGrande
Luxembourg Space Union
38
|
Posted - 2013.08.18 16:56:00 -
[19] - Quote
Mournful Conciousness wrote:getting closer. what if we spend some cash on faction hardeners? foes that close the gap?
Why not using Officer Moduls and build a T1 BC with more EHP then a Damnnation... What is this some kind of Trolling?! |
Lephia DeGrande
Luxembourg Space Union
39
|
Posted - 2013.08.18 20:15:00 -
[20] - Quote
Lloyd Roses wrote:S1dy wrote: So, the Vulture gets overheated 133.959 EHP, with her own links 164.389 EHP.
Tell me: What's your point here?!
You Sir, are terrible at fitting ships for tanking. That's all I can see here. http://i.imgur.com/bsevzW4.jpg?1 this got links, and can possibly fit rails aswell. Just throwin' on some smartbombs cause whatever. Has a siege warfare mindlink. OH goes up to 260k - that's not all that bad compared to damnation and reps land 4 ticks earlier (3.6secs or so).
Your fit gets jammed faster you can say "dideldum", but Target calling isnt important for Command Ships i guess? |
|
Lephia DeGrande
Luxembourg Space Union
39
|
Posted - 2013.08.18 20:39:00 -
[21] - Quote
Thats the nice Thing in Eve you can be Booster and Fleet Commander for Target Calling at once, i know thats kinda scary, when they usualy sit behind a forcefield. |
Lephia DeGrande
Luxembourg Space Union
39
|
Posted - 2013.08.18 21:29:00 -
[22] - Quote
You can organize Fleets in many ways, i cant See the problem with some Personal ECCM, because jamming the Target Caller is a common Thing and can be a real pain in the Ass.
Anyway its regardless if you use ECCM or any other Med Slot Module because you still have more disadventage with a Vulture then a Damnnation on the Grid. Less EHP with higher costs in fitting and isk, thats just pure inbalance and also dont solve the Problem that Damnnation and a half baked Caldari CS can handle Fleet fights. |
Lephia DeGrande
Luxembourg Space Union
46
|
Posted - 2013.08.19 14:37:00 -
[23] - Quote
Capt Canada wrote:Mournful Conciousness wrote: it's easy to get quickly concerned by the base numbers ccp have put out, and it's natural for all of us to want the ships we like flying to be not left behind. But when these ships are fitted up on the test server, they get pretty powerful. I would urge everyone to try it before posting comments here.
with deadspace gear on both, good skills and links, both the damnation and vulture/NH have similar ehp (about 400,000).
for their use as alpha-resisting fleet boosters there is no practical difference.
If we use them in other roles, for which they are not designed, we can'y really complain if they don't meet our expectations.
Similarly with the gallente/minny hulls - you can;t get them to anywhere near the fleet command EHP, because they are for skirmishing, for which they are surprisingly good, each in their own way.
None of these hulls will ever have spectacular damage projection, because it's not their role.
astarte gets close, but it's such a slow hulk of a ship with tiny range that alone it's never going to get near a target :-)
So the suggestion to give command ships a better chance of survival is to turn a 300mil ship into a 1.3 bill isk ship by fitting faction/deadspace mods? Now that isn't going to make them more of a juicy target is it? Looking at it from a small fleet/gang (15 to 20) point of view, faction dead space fit command ships = shi**y killboard for the owner. Yes having a command ship requires trade off's in fitting but should those trade off be, run a command ship or not?
He is probably to Space Rich, to recognize this. |
Lephia DeGrande
Luxembourg Space Union
52
|
Posted - 2013.08.20 07:48:00 -
[24] - Quote
So i guess, this "Rebalance" is Command Ships 1.5 not 2.0? |
Lephia DeGrande
Luxembourg Space Union
57
|
Posted - 2013.08.20 18:35:00 -
[25] - Quote
Mournful Conciousness wrote:mine mi wrote:Mournful Conciousness wrote:mine mi wrote:For some reason, perhaps correctly, do not want to put too many hp in command ships, but fleet battles need it, maybe a new ship, a flagship, a battleship command ship. can't you put links in carriers and supercaps? supers has its own problems,'s keep out of this. from the points of view of resisting alpha and giving boost, they're the most powerful players, no? sure it's a lot of cash to risk, but do you want to win or not? what was the cost to TEST for example, of losing Fountain? sometimes you just have to go all in.
You are just cripling more and more possibilites throught your "Warfare Links for Fleets belongs to Caps only" opinion.
I dont get it why your view is so capital centered... |
Lephia DeGrande
Luxembourg Space Union
57
|
Posted - 2013.08.21 13:01:00 -
[26] - Quote
I for myself like the Command Ship changes and i am really excited about the New Eos and yeah i know they shouldnt be a Capital in BC size... but, i am kinda sad that in near Future the Command Ship in this incomming Form will not be like my Old Damnnation.
On the other Hand flying the Damnnation as bait in a small Gang or the Eos as Command Brawler is ******* epic.
The only downside in my opinion is there will be more and more Focus on Capitals in Fleet Fights and i am Little Bit sick and tired of these massiv cap blobs, but thats Eve Online i guess...
|
Lephia DeGrande
Luxembourg Space Union
57
|
Posted - 2013.08.21 16:31:00 -
[27] - Quote
The main question is, how far will the Number for Fleet Battle rise.
If its a infinite Number, the only "simple" Solution is to increase the Ship values directly to the Fleet size. Which sounds nice but does have horrific impact on smaller Fleets.
On the other hand, if its infinite without modifieable Fleet Bonus, the brute force will sooner or later overcome all boundaries, which a simple EHP fittet Ship cant survive.
In my opinion the only way to handle this problem in mid-terms is to reduce the Value of the Fleet Booster, if "no one" cares about, it simply increase the survivability, but i dont hope it means they simply reduce the Gang Link Bonus... |
Lephia DeGrande
Luxembourg Space Union
57
|
Posted - 2013.08.21 16:57:00 -
[28] - Quote
Mournful Conciousness wrote:Increasing the tank of a fleet booster in proportion to the fleet size is just not sensible.
Look, the fact is that fleet boosters are, for fleets up to a certain size, legitimate strategic targets - just like logistics and EWAR.
But once my fleet is big enough that I can alpha anything, Whether your fleet does or doesn't have a fleet booster is actually irrelevant. I'll alpha your ships anyway, and I'll leave your fleet booster until last. Since to me, he's the least threatening.
If my fleet is that size, I'll also ignore your logistics and your ewar. I'll just kill your damage dealers as fast as I can, after I've headshotted your FC and his 2ic. They are by far the most dangerous things on the field, because they are human minds that contain nothing other than the fervent desire to whelp my fleet.
So it turns out that tactics must change as the scale of any encounter changes. This is OK. It's just life.
Ninjas are great in small skirmishes. In the battle of the Somme, they're just bodies.
And thats "the Problem" in long term everything will just got killed, because EHP (and other Ship values) are finite but the fleet size will be infinite.
At this point there is no tactics anymore just survival of the largest/strongest, but thats just not Eve, if would be survival of the fittest.
Sure, i admit, this may be far away from now but it something it should be addressed.
|
Lephia DeGrande
Luxembourg Space Union
62
|
Posted - 2013.08.23 05:38:00 -
[29] - Quote
Florian Kuehne wrote:You dont know what ideas are?
They said that they want to take away the 10% HP per level of the damnation, you may missed the important ccp statements. Dude, you should try to read what other persons write thanks.
Stop being an arrogant brat and Start Reading more then the OP and LP, thank you. |
Lephia DeGrande
Luxembourg Space Union
69
|
Posted - 2013.08.27 11:25:00 -
[30] - Quote
I dont think the Cap Bonus is a bad one, its just to low, imagine an all V Ship could reduce Laser near cap Free state it would be terrific!! |
|
Lephia DeGrande
Luxembourg Space Union
69
|
Posted - 2013.08.27 12:13:00 -
[31] - Quote
I thought the Goal would be to remove offgrid Boosting completly atleast for Combat related links?! |
Lephia DeGrande
Luxembourg Space Union
71
|
Posted - 2013.08.28 06:17:00 -
[32] - Quote
MJ Incognito wrote:Hatsumi Kobayashi wrote:CCP Fozzie wrote:IWhen we get the capability to remove offgrid links our plan is to also replace the way links apply so that losing one key ship won't mean you need to take your ball and go home. Is this something that the CCP crew have trouble with due to a coding mess or something we can expect in the near future (tm)? Because I think we both agree that this is the definite solution to most of the CS problems. The old gang link system was exactly this... but they ditched it because it was a massive drain on resources. The only way they can fix it is if they assign gang boosters.... which totally defeats the purpose of what they are arguing for. Don't get your hopes up.
Can someone explain me the Old System please? |
Lephia DeGrande
Luxembourg Space Union
92
|
Posted - 2013.09.01 07:14:00 -
[33] - Quote
Dont Act if this is Incarna #2 your just to lazy to adapt. |
Lephia DeGrande
Luxembourg Space Union
100
|
Posted - 2013.09.02 12:26:00 -
[34] - Quote
Try to bring Balance for all the PVP Whiners without equal the Ships altogether.
Hint: Its impossible. |
Lephia DeGrande
Luxembourg Space Union
100
|
Posted - 2013.09.02 13:15:00 -
[35] - Quote
I am on your side, but as you see we are in the minority... |
Lephia DeGrande
Luxembourg Space Union
103
|
Posted - 2013.09.03 17:50:00 -
[36] - Quote
Communication dont mean they have to change things to your favor. |
Lephia DeGrande
Luxembourg Space Union
105
|
Posted - 2013.09.05 10:14:00 -
[37] - Quote
Hey Fozzie thank you for the good changes i love my New Astarte, hopefully you rethink the "Dronebay Issue" on the Eos but overall its a blast to fly full combatable Ships even in closerange plus 2 Warefare links.
Best Ship class ever! |
Lephia DeGrande
Luxembourg Space Union
108
|
Posted - 2013.09.05 11:55:00 -
[38] - Quote
Lloyd Roses wrote: On a sidenote, accidentaly wapred my hulltanked boosteos into an escalated anom by accident. I blame new boosting mechanics with their orbit forcefield at 500m requirements. It survived in half structure thanks to a good archonpilot.
Could you please explain why the forcefield change nearly killed your Ship?
|
Lephia DeGrande
Luxembourg Space Union
109
|
Posted - 2013.09.05 13:37:00 -
[39] - Quote
Are you Insane?! Why do you want to punish gallente Pilots with 4 Brutix! I want my T2-Myrm!! ;-) |
Lephia DeGrande
Luxembourg Space Union
109
|
Posted - 2013.09.05 15:10:00 -
[40] - Quote
Iyacia Cyric'ai wrote:Lephia DeGrande wrote:Are you Insane?! Why do you want to punish gallente Pilots with 4 Brutix! I want my T2-Myrm!! ;-) I just like the Brutix in Eos colours okay leave me alone. If it's any consolation I actually think the navy brutix should have been a navy myrm and that the regular brutix should have gotten a tracking bonus instead of keeping the armor rep bonus.
Navy Brutix only have 50m3 Dronebay switching Hull with Myrm wouldnt make any sense.
And another rebalancing only for your some hull changes?
Meh... |
|
Lephia DeGrande
Luxembourg Space Union
110
|
Posted - 2013.09.05 22:15:00 -
[41] - Quote
Drake Doe wrote:Lephia DeGrande wrote:Iyacia Cyric'ai wrote:Lephia DeGrande wrote:Are you Insane?! Why do you want to punish gallente Pilots with 4 Brutix! I want my T2-Myrm!! ;-) I just like the Brutix in Eos colours okay leave me alone. If it's any consolation I actually think the navy brutix should have been a navy myrm and that the regular brutix should have gotten a tracking bonus instead of keeping the armor rep bonus. Navy Brutix only have 50m3 Dronebay switching Hull with Myrm wouldnt make any sense. And another rebalancing only for your some hull changes? Meh... And what about those logi cruisers with combat navy variants?
Your right, but... ehm.. eh... ah JUST GIVE ME THE COMMAND MYRM! |
Lephia DeGrande
Luxembourg Space Union
121
|
Posted - 2013.09.09 17:59:00 -
[42] - Quote
Then use your Damnation? |
|
|
|