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Tyberius Franklin
Federal Navy Academy Gallente Federation
682
|
Posted - 2013.08.13 23:31:00 -
[451] - Quote
Rowells wrote:Cpt Boomstick wrote:Given that armor doesn't have an "extra large" repairer, and shield users not only have them but have ways to fit them on medium size ships, this creates a gap in performance of local tank. A single extra large ancillary shield booster out reps a triple rep myrmidon. The fact that players have to put 3x repairers on a ship bonused for repairing should tell you something, there needs to be a 4th tier of armor repairer that isn't capital size, and the grid requirements of the current large armor repairer needs reduced. If both shield and armor repairing ability is increaed at the exact same amount, this doesnt fix the current gap. It maintains the gap exactly. dont forget the other aspects of shield boosters. A X-Large T2 booster only gets 600 hp for 400GJ while a T2 Large Armor Repairer get 800 hp and 400GJ. Armor has 1.5 cap/hp ratio while shields have 2.0. And if your going to compare an ASB to anything do it against the AAR: The Large Ancillary Armor Repairer does 1350hp for 400GJ (assuming nanites loaded) and does it for 8 cycles (120 seconds) The X-Large Ancillary Shield Booster does 980hp for 0GJ (again assuming cap charges loaded) and using cap booster 400 does it for 7 cycles (35 seconds) AAR repairs 10800hp total (90hp/s) ASB boosts 6860hp total (196hp/s) So, the shield ship becomes vulnerable within 35 seconds. it's not a matter of 1 being more powerful than the other, it's all reliant on playstyle. armor is more passive and drawn out while shield is quick and fast. With an ASB fit shield ship your hope is to kill the enemy before you run out of cap boosters. With armor, you hope to outlast the enemy and use your utility mid slots to keep him where you need him until he has exhausted his options and is vulnerable. AS for fittings, it's an opposing situation, Armor needs more PG while shield requires more CPU. Shield fits require more cpu than armor and vice a versa. Along with generally higher resists armor also has the option of the 1600mm plate where shields do not have a similar option. It's all about playstyle. But the main reason shields have a X-Large booster is because armor has a 1600mm plate, which gives almost 2x as much hp as Large shield extender. The issue with the playstyle argument is that the low DPS tankable of the AAR means that one style is far more limited in it's upper bound, while the AAR can simply pulse reps in lower DPS scenarios and extend it's operational time before reload. This allows a shield ship to operate just fine in an armor ships range with a bit of attention but the armor ships can't do the same or reasonably upgrade to larger mods. I don't think there can be a reasonable argument, even from a situational standpoint, made to support the idea of the AAR and ASB being equal. |

Rowells
Unknown Soldiers Against ALL Authorities
94
|
Posted - 2013.08.14 00:03:00 -
[452] - Quote
Tyberius Franklin wrote:The issue with the playstyle argument is that the low DPS tankable of the AAR means that one style is far more limited in it's upper bound, while the AAR can simply pulse reps in lower DPS scenarios and extend it's operational time before reload. This allows a shield ship to operate just fine in an armor ships range with a bit of attention but the armor ships can't do the same or reasonably upgrade to larger mods. I don't think there can be a reasonable argument, even from a situational standpoint, made to support the idea of the AAR and ASB being equal. thats sort of the trade off i'm trying to show. ARmor and Shield fits seem to appose each other in function. For every benefit/hinderance Armor has Shield has an opposing one.
Few examples:
Armor
Advantages Larger buffers (1600mm plates) Higher base resists (10% racial) No signature radius penalty more capacitor efficient repairs Low slots - extra utility mids Modules use less CPU
Disadvantages Mass addition - slower/less agility No passive recharge slower repair rate/end of cycle Low slots - less dps mods Modules use more PG
Shield
Advantages Higher agility/speed Faster active repair passive recharge Mid slots - more dps low slots Modules use less PG
Disadvantages Smaller buffers Lower base resists signature radius penaltys High Shield boost cap demand Mid slots - less utility mods Modules use more CPU
Each one does certain things better than the other and certain things worse. Each has its own penalties and benefits, and for the most part neither of them has a penalty that the other cant match in another form.
And for the most part this is good. Or else we end up with a very homogenized defense systems. |

Mournful Conciousness
Embers Children TOHA Conglomerate
117
|
Posted - 2013.08.14 02:10:00 -
[453] - Quote
Rowells wrote: Shield
Advantages Higher agility/speed Faster active repair passive recharge Mid slots - more dps low slots Modules use less PG
You forgot a few: 1. Ability to increase overall resists through overheating of one invulnerability field. 2. gist local shield reps have 200% the capacitor efficiency of the most efficient armour reps. 3. Crystal implants are available to increase shield booster power and efficiency. No such pirate implants exist for armour. 3. Ability to fit battleship sized modules on battlecruisers and cruisers.
+15% to local reps is an excellent change. The fact that archons will uber tank is not important. You don't kill archons with DPS, you kill them with neutralisers.
|

seth Hendar
I love you miners
164
|
Posted - 2013.08.14 12:52:00 -
[454] - Quote
Freighdee Katt wrote:CCP Fozzie wrote: Increase the rep amount for all armor repairers (including AARs) by 15%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%
These numbers should have been: Increase the rep amount for all armor repairers (including AARs) by 20%
Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 10%
That might not fix everything, but it would be a good start. The AAR did not fix armor tanking. Nerfing TEs did not fix armor tanking. Nerfing resist bonuses did not fix armor tanking. The ASB made active armor suck even harder next to active shields. You have wasted months on all these gimmicks and silly, backhanded, irrelevant tweaks. But you still haven't actually done anything to make active armor tanking viable next to active shield tanking. It's time to stop playing games and get back to basics: Do the hard work of rebalancing the core, fundamental mechanics of armor and shield active tanking. this.
i don't know what's in your mind at CCP, but since january, you are doing crap over crap to eve.
are you trying to kill it (this is a serious question)?
servers are more and more buggy, laggy etc... => you on't give a F
new launcher => doesn't improve anything, made using more than one account a nightmare, and i don't even speak about the bugs
odyssey: increase cost of all the things (ice + BS), delete exploration from the game, introduce **** tones of bugs
and now, you are just doing silly stuff, avoiding to address the really issues, like with this thing.
the whole active tanking need rethinking, not just this (failed) polish
the whole drone need rethinking, not a (failed) polish
the whole UI need rethinking, and some issues adressed, not a failed "we add MORE radial and ignore all the rest (sensor overlay crap anyone?)" the unified inventory is STILL NOT able to perform as efficiently as the old one!
the ship re balance is not all good and need more look, like for the matars, wtf where you thinking with this missile boats? and the hurricane?
and what about this wasted time breaking things that worked well, like the jump animation, or fixing stuff that no one cares about like hose industrial ships?
what we care about:
sensor overlay not really turning off active tanking unbalance between shield & armor sound bugs (50% of the time there is no sound at all) launcher not working (like NEVER working => get rid of it) jump animation cannot be turned OFF server not registering some events gas cloud killing the FPS fleet boost not always working (not talking about ogb here, just regular fleet / wing /squad boost) environment hitbox are silly big (stations, roids etc.....) bring exploration back.
i strongly suggest the next expansion focused on FIXING those things, then we will talk about actually improving / adding content to the game, but first, please fix the mess you did those last 6 month.
thank you
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Karl Planck
Heretic Army Heretic Initiative
334
|
Posted - 2013.08.14 13:06:00 -
[455] - Quote
+1 though i do worry about two ships.
The hawk : Will have an INSANE tank with faction reps/crystals/blue pill
The Incursus: Already borderline OP with the reps, even without boosts. Nuets are a somewhat effective counter but a 15% bonus on top will make this little brick nearly unkillable to its t1 counterparts (unbonused) Proud CEO of Heretic Army and loyal servent to Mother Amamake. COME AT ME BRO! Forums: http://forum.heretic-army.biz/index.php-á Killboard: http://kb.heretic-army.biz/ Follow me on twitter @KarlPlanck |

Wooden Spoon
State War Academy Caldari State
1
|
Posted - 2013.08.14 13:16:00 -
[456] - Quote
seth Hendar wrote:Whine Whine Whine Whine, Cry Cry Cry.
Wow... just wow. I think if I had taken the time to write that... whatever it was, I would at least kept it on topic.
Anyway, I fly solo, armour tanked ships in combat all the time and can honestly say that armour tanking is in the best position it's been in since I can remember. The latest buff is excellent and very welcome. You can now fit a viable kiting armour setup, passive brick, or active tank and not be at the kind of disadvantage you would have been 6-12 months prior.
Shield/Armour should have different pro's and con's, otherwise there's no choice and choice is good.
The only thing I am waiting for is a limit on the number of ASBs, same as AAR. I don't understand why shield can have two fittted and armour only one.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
765
|
Posted - 2013.08.14 13:55:00 -
[457] - Quote
Wooden Spoon wrote:Anyway, I fly solo, armour tanked ships in combat all the time and can honestly say that armour tanking is in the best position it's been in since I can remember. The latest buff is excellent and very welcome. You can now fit a viable kiting armour setup, passive brick, or active tank and not be at the kind of disadvantage you would have been 6-12 months prior.
Shield/Armour should have different pro's and con's, otherwise there's no choice and choice is good.
The only thing I am waiting for is a limit on the number of ASBs, same as AAR. I don't understand why shield can have two fittted and armour only one. That actual solo or do you lug around a link alt like 99% of the other solo'ers?
Shield/Armour could have the exact same performance and the choice would still be massive .. midslot options differ wildly from lowslot ditto.
Armour tanking a kiter is never more than afterthought, used to negate the need for docking constantly to repair scratches, and as such is a completely pointless metric to determine whether adding even more repping power to modules is a good/bad idea. The additional 15% breaks pretty much the entire Gallente repair line of ships as they will be unkillable by a similar sized ship, the T2 hulls will have 1k+ tanks with ample mids to fuel it for Goddess sake and the Incursus already requires specific counter fits to defeat (five mid Hooks, multi neut etc.).
But you are right, armour is in a much better place now, doesn't say much considering the bottomless pit it was residing in for so long though 
|

Alystin Wyndyl
Night's Shadows Dark Souls.
11
|
Posted - 2013.08.14 14:37:00 -
[458] - Quote
There's lots of pluses and minuses with this change. But I think Fozzie, you need to just go on SIsi and use the compare tool and see what to me is a glaring error on shield boosters.
As you go up in Meta level, by the very nature, there should be a gain of some sort over a lower meta level. Some changes are subtle, but they are always there. But I think with the buffing of certain groups of shield boosters more than others, you've destroyed the balance.
Look at T2 Large Shield Boosters vs Gread Gurista/Caldari Navy ones. Used to be, they repped the same, but the DG/CN ones had easier fitting. That was warranted. After all, CN/DG are 4 meta levels higher than a T2. Now, on Sisi, they still have the same fitting, same cap use, but they rep 26 less than the T2 per cycle. Where has the value gone? I could expect that possibly from a meta 7 or 8 module, but these are meta 9. They should be clearly better and they are not anymore.
I think you may be looking at buffing the less powerful boosters to help balance against the more OP, and more powerful higher meta ones. But be careful you don't destroy the value of your meta system. I would suggest looking at individual cases, and doing a pass to make sure the progression of each size of booster in rep amount, cap use, fitting, and meta level make sense, and tweak individual modules, rather than doing sweeping across the board changes with different percentages.
|

Akturous
Van Diemen's Demise Northern Coalition.
221
|
Posted - 2013.08.14 14:44:00 -
[459] - Quote
Seriously, you changed it so deadspace boosters are getting twice the buff of DG? What the hell happened? Vote Item Heck One for CSM8 |

Omnathious Deninard
Novis Initiis
1443
|
Posted - 2013.08.14 15:28:00 -
[460] - Quote
Veshta Yoshida wrote: The additional 15% breaks pretty much the entire Gallente repair line of ships.
The additional 15% is to compensate for the loss of resistance bonus form warfare links, with links applied it puts them in the same (or extremely close) position as they were before. Ideas for Drone Improvement |
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Kahega Amielden
Rifterlings Point Blank Alliance
864
|
Posted - 2013.08.14 17:26:00 -
[461] - Quote
Omnathious Deninard wrote:Veshta Yoshida wrote: The additional 15% breaks pretty much the entire Gallente repair line of ships.
The additional 15% is to compensate for the loss of resistance bonus form warfare links, with links applied it puts them in the same (or extremely close) position as they were before.
Legion-boosted Gallente active-repped ships were broken.
Given how different buffer fits scale compared to active-repped fits with encounter size, all active rep bonuses should just be removed from the game. Gallente hulls would still often use armor reps because it lets them maintain their speed, but when fights escalated beyond the size where local active reps are useful these hulls would switch to buffer rather than being completely trash. |

Kami3k
The Lucky Bible Company
8
|
Posted - 2013.08.14 22:52:00 -
[462] - Quote
Kahega Amielden wrote:Omnathious Deninard wrote:Veshta Yoshida wrote: The additional 15% breaks pretty much the entire Gallente repair line of ships.
The additional 15% is to compensate for the loss of resistance bonus form warfare links, with links applied it puts them in the same (or extremely close) position as they were before. Legion-boosted Gallente active-repped ships were broken. Given how different buffer fits scale compared to active-repped fits with encounter size, all active rep bonuses should just be removed from the game. Gallente hulls would still often use armor reps because it lets them maintain their speed, but when fights escalated beyond the size where local active reps are useful these hulls would switch to buffer rather than being completely trash.
Not everything in the game happens in a large fleet. |

W0lf Crendraven
The Tuskers
167
|
Posted - 2013.08.15 02:27:00 -
[463] - Quote
Kami3k wrote:Kahega Amielden wrote:Omnathious Deninard wrote:Veshta Yoshida wrote: The additional 15% breaks pretty much the entire Gallente repair line of ships.
The additional 15% is to compensate for the loss of resistance bonus form warfare links, with links applied it puts them in the same (or extremely close) position as they were before. Legion-boosted Gallente active-repped ships were broken. Given how different buffer fits scale compared to active-repped fits with encounter size, all active rep bonuses should just be removed from the game. Gallente hulls would still often use armor reps because it lets them maintain their speed, but when fights escalated beyond the size where local active reps are useful these hulls would switch to buffer rather than being completely trash. Not everything in the game happens in a large fleet.
You have logis even in small fleets, all rep boni (bar maybe on frigs) are dumb and shouldnt be in game as they are. |

Vengar
Final Dimension
5
|
Posted - 2013.08.15 02:32:00 -
[464] - Quote
Include a POS cargo scanner for mobile labs, Hangars ect..in this expansion please and thanks |

Vaju Enki
Secular Wisdom
891
|
Posted - 2013.08.15 07:51:00 -
[465] - Quote
Karl Planck wrote:+1 though i do worry about two ships.
The hawk : Will have an INSANE tank with faction reps/crystals/blue pill
The Incursus: Already borderline OP with the reps, even without boosts. Nuets are a somewhat effective counter but a 15% bonus on top will make this little brick nearly unkillable to its t1 counterparts (unbonused)
Some ships will be stupidly overpowered with this changes.
The Incursus will destroy t1 frigate balance. The Tears Must Flow |

Kane Fenris
NWP
74
|
Posted - 2013.08.15 07:52:00 -
[466] - Quote
Vaju Enki wrote:Karl Planck wrote:+1 though i do worry about two ships.
The hawk : Will have an INSANE tank with faction reps/crystals/blue pill
The Incursus: Already borderline OP with the reps, even without boosts. Nuets are a somewhat effective counter but a 15% bonus on top will make this little brick nearly unkillable to its t1 counterparts (unbonused) Some ships will be stupidly overpowered with this changes. The Incursus will destroy t1 frigate balance.
i fear this might be true the ship is already a pretty tough nut |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
|
Posted - 2013.08.15 08:52:00 -
[467] - Quote
Kane Fenris wrote:Vaju Enki wrote:Karl Planck wrote:+1 though i do worry about two ships.
The hawk : Will have an INSANE tank with faction reps/crystals/blue pill
The Incursus: Already borderline OP with the reps, even without boosts. Nuets are a somewhat effective counter but a 15% bonus on top will make this little brick nearly unkillable to its t1 counterparts (unbonused) Some ships will be stupidly overpowered with this changes. The Incursus will destroy t1 frigate balance. i fear this might be true the ship is already a pretty tough nut Incursus is just the most pronounced of the lot due to dps/EHP ratios of the frigate class, but the issue exists all the way up the chain. They could keep the 7.5%/lvl, but ... reduce grid/cap to a point where you have 'total EP' (ie. full AAR cycle + base) equal to nearest comparable competitor x1.25 before capout (that is where grid reduction comes in, they should have to sacrifice a goodly chunk of dps to get more EHP by way of injecting).
Problem is that Gallente boats have accumulated flaws through the years as neglected hulls tend to do and with Devs sorting each problem but treating them separately (not stepping back to see whole picture) ... then you throw in a tangential change such as this ... They now have: more cap than reasonable, more fittings than reasonable, more mobility than reasonable, they have .. all issues with the hulls pre-tierice, but by fixing each part the whole become OP. They NEED to have an easily exploitable or built-in weakness as neuting is 'meh' since all Gallente boats have enough mids for injecting .. no ship should require a gang to bring down with similar sized ships.
ASB 'issue' can be solved by giving them the AAR treatment: cap use with some esoteric fuel source to load (there has to be something from PI that fits the bill!) or simply limiting them one per hull as with the AAR. Normal boosters can be addressed by going over the grids of the various ships so that a choice can be forced if the injector is wanted on top .. in that case, consider changing the boost penalty on relays so that damage/speed sacrifice option is made available as well. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
155
|
Posted - 2013.08.15 09:49:00 -
[468] - Quote
Is there any chance that the progression from gist large to gist x-large will be investigated? At the moment, the gist c-type X-large is continuing the increase from cap efficiency compared to large, instead of being aligned with the meta level.
so gist large c < b < a < x < XL c < XL b etc.
instead of something more like
large c < XL c < L b < XL b etc.
Right now, the worst XL is just better comared to the best L. (in brackets: death to X-L dominance, needs nerfbat) I only correct my own spelling. |

Mournful Conciousness
Embers Children TOHA Conglomerate
130
|
Posted - 2013.08.15 10:04:00 -
[469] - Quote
Veshta Yoshida wrote: Problem is that Gallente boats have accumulated flaws through the years as neglected hulls tend to do and with Devs sorting each problem but treating them separately (not stepping back to see whole picture) ... then you throw in a tangential change such as this ...
This is an interesting problem for CCP. Gallente self rep blaster-fit ships are designed to be up close and personal. i.e. within scram range. For that reason their only way out of an engagement is by winning it. The outcome is digital.
Under those circumstances, if you construct the ship to have a 'fair' (50%) chance of winning a 1:1, it's chances in a 1:2 will rapidly drop to zero.
So in order to be viable in any sort of gang skirmish, it has to be a little more powerful so that it can survive long enough against 2 or 3 opponents for help to arrive.
This must be a very difficult thing to balance as a game designer.
I have no problem with gallente being OP at close range brawling, minmatar being OP at edge-of-disruptor-range skirmishing, amarr being OP at mid-range fleet work and caldari being OP at slinging missiles from beyond the edge of lock range. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
|
Posted - 2013.08.15 12:05:00 -
[470] - Quote
Mournful Conciousness wrote:I have no problem with gallente being OP at close range brawling, minmatar being OP at edge-of-disruptor-range skirmishing, amarr being OP at mid-range fleet work and caldari being OP at slinging missiles from beyond the edge of lock range. Nor I.
But if a person can only eek out a 50/50 with a 1k+ tank and 5-600 dps within scram/web range as is the case of the Diemos then that person has problems that the Devs cannot solve .. hell, I'd gladly take a 3-4:1 fight with a ship sporting those characteristics.
There is more than enough room to down/side-tweak before you get to the 50/50 or even 2:1 mark in when it comes to the rep bonus blaster brawlers. They need a weakness beyond neut-spam (can be weaker cap for instance), pure and simple.
Caveat: Reason why I do not want an OP active rep/blaster hull (besides the obvious) is that they will flood space and force everyone else to pack neuts just to compete .. and neuts affect my Amarr boats a lot more than the rep/blaster hulls as I do not have all the mids to mitigate their effect. Just so we are on the level  |
|

Mournful Conciousness
Embers Children TOHA Conglomerate
130
|
Posted - 2013.08.15 12:14:00 -
[471] - Quote
Veshta Yoshida wrote:Mournful Conciousness wrote:I have no problem with gallente being OP at close range brawling, minmatar being OP at edge-of-disruptor-range skirmishing, amarr being OP at mid-range fleet work and caldari being OP at slinging missiles from beyond the edge of lock range. Nor I. But if a person can only eek out a 50/50 with a 1k+ tank and 5-600 dps within scram/web range as is the case of the Diemos then that person has problems that the Devs cannot solve .. hell, I'd gladly take a 3-4:1 fight with a ship sporting those characteristics. There is more than enough room to down/side-tweak before you get to the 50/50 or even 2:1 mark in when it comes to the rep bonus blaster brawlers. They need a weakness beyond neut-spam (can be weaker cap for instance), pure and simple. Caveat: Reason why I do not want an OP active rep/blaster hull (besides the obvious) is that they will flood space and force everyone else to pack neuts just to compete .. and neuts affect my Amarr boats a lot more than the rep/blaster hulls as I do not have all the mids to mitigate their effect. Just so we are on the level 
Welll... first of all, on a pvp op I always ensure that there are neuts in the fleet.
Secondly, deimos is not *that* op. It will die to a neut-fitted battleship eventually, but it is strong enough to hold on long enough for help to arrive, which I this is it's role. Certainly that's how I've been using it - a hardened point ship.
It will also (eventually) die to a properly flown vagabond. I cannot speak for other ships since I am not an expert in amarr or caldari pvp.
Interestingly no-one has mentioned cruise missiles. I lost one deimos to a pair of ravens fitted with mohlnir cruise missiles and target painters - no neuts involved. Again, with a neut, one of these ravens could have taken it I am sure.
Everything had a counter (except the 100mn tengu..) you just have to think. |

Urkhan Law
Black Rebel Rifter Club The Devil's Tattoo
7
|
Posted - 2013.08.15 12:24:00 -
[472] - Quote
Mournful Conciousness wrote:[quote=Veshta Yoshida] I have no problem with gallente being OP at close range brawling, minmatar being OP at edge-of-disruptor-range skirmishing, amarr being OP at mid-range fleet work and caldari being OP at slinging missiles from beyond the edge of lock range.
This is not happening at the frigate level. The damage barrage is able to put at scram range is easily denied by the rep power of the incursus, it will be worse after 1.1, while the damage null is putting out is not easily repaired. Also the only T1 frig with a falloff bonus is a galente frig. It would be great if it worked like you wrote, but it doesn't.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
|
Posted - 2013.08.15 12:36:00 -
[473] - Quote
Mournful Conciousness wrote:Welll... first of all, on a pvp op I always ensure that there are neuts in the fleet.... Not everything is fleet and for every point of "weak" the active rep bonus may accrue in blobby weather it gains five points of "OP" as scale decreases. Otherwise a sensible thing, one can never have enough neuts in case of a logistics or Hail-Mary carrier appearing.
As for the rest .. you really want to balance HACs against ships 3 (4 if you include T3) sizes up the ladder? If so then all the other hulls will need significant changes  |

Mournful Conciousness
Embers Children TOHA Conglomerate
130
|
Posted - 2013.08.15 13:08:00 -
[474] - Quote
Veshta Yoshida wrote:Mournful Conciousness wrote:Welll... first of all, on a pvp op I always ensure that there are neuts in the fleet.... Not everything is fleet and for every point of "weak" the active rep bonus may accrue in blobby weather it gains five points of "OP" as scale decreases. Otherwise a sensible thing, one can never have enough neuts in case of a logistics or Hail-Mary carrier appearing. As for the rest .. you really want to balance HACs against ships 3 (4 if you include T3) sizes up the ladder? If so then all the other hulls will need significant changes 
I think it's reasonable to compare a HAC to a battleship, since they cost a similar amount.
All that tech has to have a purpose.
Nevertheless, a HAC will always be susceptible to a heavy neut, so if I were in a battleship/HAC 1v1 , I think I'd prefer to be in the battleship.
|

Onictus
Silver Snake Enterprise Fatal Ascension
428
|
Posted - 2013.08.15 13:24:00 -
[475] - Quote
W0lf Crendraven wrote:
You have logis even in small fleets, all rep boni (bar maybe on frigs) are dumb and shouldnt be in game as they are.
That is strictly a PvP interpretation. The active rep bonuses are quite good on PvE boats. |

Mournful Conciousness
Embers Children TOHA Conglomerate
130
|
Posted - 2013.08.15 13:31:00 -
[476] - Quote
Onictus wrote:W0lf Crendraven wrote:
You have logis even in small fleets, all rep boni (bar maybe on frigs) are dumb and shouldnt be in game as they are.
That is strictly a PvP interpretation. The active rep bonuses are quite good on PvE boats.
PVE balance: I used to think in terms of PVE for game balance, but these days I realise that where it really matters in in PVP. Most ship losses occur in PVP and this is where incremental improvements can prove pivotal. PVE for many is "just for the money" and they will just pick the best ship for the job without any emotional attachment. They treat it like a piece of farm machinery, if you will.
PVE players tend to get more emotionally attached to their PVE ships I think, since they see them not as workhorses, but as a mark of their progress in the game. That's certainly where I was a few years ago.
Local tank: I use local tank in PVP small fleets of cruisers and battleships. However in order to do so successfully, you have to be *very* careful about your targets, and you need to take some ECM.
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Onictus
Silver Snake Enterprise Fatal Ascension
428
|
Posted - 2013.08.15 13:36:00 -
[477] - Quote
Mournful Conciousness wrote:Onictus wrote:W0lf Crendraven wrote:
You have logis even in small fleets, all rep boni (bar maybe on frigs) are dumb and shouldnt be in game as they are.
That is strictly a PvP interpretation. The active rep bonuses are quite good on PvE boats. PVE balance: I used to think in terms of PVE for game balance, but these days I realise that where it really matters in in PVP. Most ship losses occur in PVP and this is where incremental improvements can prove pivotal. PVE for many is "just for the money" and they will just pick the best ship for the job without any emotional attachment. They treat it like a piece of farm machinery, if you will. PVE players tend to get more emotionally attached to their PVE ships I think, since they see them not as workhorses, but as a mark of their progress in the game. That's certainly where I was a few years ago. Local tank: I use local tank in PVP small fleets of cruisers and battleships. However in order to do so successfully, you have to be *very* careful about your targets, and you need to take some ECM.
Well considering that maybe 1/4th of the accounts in the game are PvP characters, much less PvP only you can't ingore that side of the house.
I can say fairly certainly that CCP isn't. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1141
|
Posted - 2013.08.15 13:46:00 -
[478] - Quote
Mournful Conciousness wrote:Everything has a counter (except the 100mn tengu... sigh)
Web bonus armor Loki with faction point, huge speed strong tank and once it gets on top of it Tengu melts
In groups it's even easier, get a lachesis a pilgrim and fast frig with med asb or aar, point and burn it.
If there are so many legends about 100mn Tengus it's because players want to bring conventional setups to fight unconventional fits. It's like shooting explosive dmg on a shield navy domi: worthless it's like bring a single scram on a fight against missile frigs: worthless you'll never point one if the pilot is not a dumb one
Tengus are not as strong as many claim just because they don't pick the right tools to fight them. As soon as any 100mn pilot gets web by a loki at 40km don't worry, 100mn or not he will run away unless he gets friends on grid (at some point all fights I have lost with my different Tengu set ups were all vs web bonus lokis asbnano fitted, they're close to impossible to kill for a tengu unless bad fits or bad pilot) *removed inappropriate ASCII art signature* - CCP Eterne |

Harvey James
Deep Core Mining Inc. Caldari State
453
|
Posted - 2013.08.16 18:40:00 -
[479] - Quote
@ Fozzie
any chance of fixing AAR's anytime soon? I've offered many solutions as has other people 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. |

elitatwo
Congregatio
101
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Posted - 2013.08.17 02:59:00 -
[480] - Quote
Last year in the armor tanking 1.5 thread I already said that medium and large armor reps need a reduction in cycle time and a reduction in capacitor use.
The reason why the medium tech2 armor rep + an 800mm plate works well in some cases is that you need the extra armor layer for the rep cycle to hit.
In case of the medium tech2 rep, a lot can happen in 7.7 seconds and 160gj on a 1600gj capacitor is very taxing.
If some people took thier time to read and comprehend, what I was proposing, they would realize that it wasn't unreasonable.
For the lazy one, here are some numbers to stare at:
zee current tech2 medium armor rep haz 15 seconds cycle time needs 160gj capacitorz
wiz ma proposal iz wood be, 10 seconds cycle time needs 80gj capacitorz
or in other wordz -33% cycle time and -50% capacitor usage for zee tech2 medium armor rep.
I waz noze talking about -º$%//%$" deadspace or -º%&$" officer reps. FB_Addon_TelNo{height:15px !important;white-space: nowrap !important;background-color: #0ff0ff;} |
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