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Rip Minner
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Posted - 2011.11.01 05:36:00 -
[1] - Quote
O hell ya this is awsome man!!!
And I love the way your not only going to help fix Hybird Tech 2 ammo but all of them. Thx u! Thx u! Thx u!
I realy think this is a very good way to balance this as well. Nothing all to radical at once just a hand full of small twikes.
Awsome awsome job guys |

Rip Minner
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Posted - 2011.11.05 05:45:00 -
[2] - Quote
Misanth wrote:Mariner6 wrote:Bummer, I was hoping to see a CCP response today. Even a couple of lines can help focus the discussion.
Things are starting to look a bit grim with the silence. Wonder what we are going to see. The idea of messing with rigs seems like a poor idea. It affects too many aspects of the game and in the end will only make the other platforms that much better over the hybrid boats, particularly if Amarr gets a speed bonus from changes to armor rigs and the shield tanked Minmatar boats don't get a sig radius increase from shield rigs, because they already enjoy a very low sig radius to start with. Messing with rigs just impacts so many other aspects of ship designs of all the races. The changes need to be Gallente boats specifically. Caldari long range rails I think is simpler to deal with directly to the rail gun stats.
I think the most succinct argument to date is that there is just no good reason to fly Gallente boats. Whether you are talking solo/small groups or in bigger fleets. They tend to be more expensive and every time you go into a fight, you are committed 100%. All the other races can fight aligned or kite out of damage and warp. Even fighting within single point range is viable and can be exited from with MWD. Gallente fight inside scram/web/neut range. The cost/benefit just isn't there. In the POP,POP, POP of fleet fights its often very frustrating for a Gallente pilot to try and get into range of primary as targets change. Right as you get there, primary goes pop and now new primary is far away again. Even with frigate tackler support most Hurricanes have such high tracking that if frigs try to tackle with a scram on, they die. But scram is what is need to slow the immense speed of these ships. It's because you try to use short-range weaponry in a medium range engagement. The boost need to be to rails, the solution is not to give blasters more range. I'm a t2 large blaster pilot myself, I use them on multiple characters regulary, I love them, they are ******* awsome and really powerful. If people stopped trying to use blasters in medium- to longrange envinronment, and if fails/rails actually worked, this would be a non-issue. Lasers are a medium range weaponry. Projectiles fight in falloff, they don't do their EFT damage, they usually do 40-60% of that in a regular fight. Blasters do their full damage IF they get in range. Rails on the other hand, are underwhelming. No alpha, poor damage, everything.
I dont know why everyone is ignoring the gorilla in the room.
1.) Rails have to be competive with in 150km not 200km.
2.) All Hybirds have to do alot more dmg to over come the Huge Kin/Therm rest patch.
3.) Blaster boats only have two possable fixs. Ether inc Falloff by alot or give them the fastest ships in the game. No one realy wants a ship were you cant hit the target or get to the target 80% of the time.
Or
4.) Rebalnce the Kin/Therm rest and spread it out over the other rest. And undo the Web/Scrable changes. And Hybirds are fixed.
Pluse the changes you already have plained. |

Rip Minner
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Posted - 2011.11.06 08:21:00 -
[3] - Quote
Tiger's Spirit wrote:Tanya Powers wrote:Tiger's Spirit wrote:Oh i see you found the most useable minnie ship and want to compare a bad design brutix which have 62k EHP before winter gallente buff. You mean 62K EHP with no weapon fitted right? -you can't fit 1600RT and fit a full rack of weapons+mwd web scram, at best you can fit some lower tiers weapon with the shortest dmg and range... Super ubber rep bonus very usefull on top, what a nice ship it is indeed. Right, maybe you need to learn fitting and using pg implant. this "without weapon racks" fitt have mwd,web,scram,cap booster too, crap electron blaster with 813 dps (overheat+drones) and 1600 plate. Oh wait 813 dps not enough for you, but after patch u can using ion guns over electrons. I think this damage not bad with smaller guns. Second one, another fail. Tempest have 820 dps with overheat and standard fitt, megathron have 1124 without overheat. So, what will be win in short range fight ? A mega melting easily a tempest in a short range fight. 3rd Share brightness ? Try to read what i wrote. Scram range/lvl bonus for the gallente ships. Thats better idea than a "I win" speed button just nerf something else because someone like crying. "You know what's the problem of fitting the shortest range weapon system? -no you don't." Do you know what i'm thinking ? You are a prophetess who know my knowledge. But vaga fitted with webs is so rare like a nano deimos. But do you know, how can beat a webabond. :D
Not to burst your bubble but most blaster ships do just fine right now IF they land on top of there targets. But that is a small % of fights. Were talking about the other 70-80% of the time your sol and your gona die if you try to close on something from range.
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Rip Minner
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Posted - 2011.11.06 08:28:00 -
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Tiger's Spirit wrote:Keen Fallsword wrote:For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ... Realy i dont want gallente change. What i wrote ? "Need change, i want flight with most gallentean ship not just with arazu,thanatos but brutix,eos,deimos etc too ,but fastest gallentean ships in game is a fail." I want, but i dont want stupid idea like yours.
If you want fight you got only two options realy.
1.) Blaster Boats get fastest speed
or
2.) Blasters get much more fall off.
Every thing alse is just pissing in the wind baby
If you dont want to realy help blaster ships become better then just swing the Nerf Hammer on Projectials.
Edit: Other options is to hardwire Ship bounses to blaster boats like 20% web range per level and stuff like this. But hell after test server I dont think they want to do that ether.
But no matter what you do to make blaster ships work you have to fix the range problem. |

Rip Minner
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Posted - 2011.11.06 08:38:00 -
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Dunmur wrote:Rip Minner wrote:Tiger's Spirit wrote:Keen Fallsword wrote:For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ... Realy i dont want gallente change. What i wrote ? "Need change, i want flight with most gallentean ship not just with arazu,thanatos but brutix,eos,deimos etc too ,but fastest gallentean ships in game is a fail." I want, but i dont want stupid idea like yours. If you want fight you got only two options realy. 1.) Blaster Boats get fastest speed or 2.) Blasters get much more fall off. Every thing alse is just pissing in the wind baby  If you dont want to realy help blaster ships become better then just swing the Nerf Hammer on Projectials.  Edit: Other options is to hardwire Ship bounses to blaster boats like 20% web range per level and stuff like this. But hell after test server I dont think they want to do that ether. couldnt agree more
Ya and alot of them are pissing and crying about the amount of dps a Mega can do if you land it on top of a ship. Hell ever look at a torp/autocannon Typhoon and that way out speeds the Mega and is normaly cheaper too with better range to boot.
Typhoon is the cheapest hardest hiting Tech 1 BS in game but can we get some love for blaster ships that are suppost to at least be the hardest hiting ? |

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Posted - 2011.11.06 10:06:00 -
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Tiger's Spirit wrote:Dunmur wrote:I think alot of it is quite a few minmatar pilots not wanting to lose the huge advantage they currently have . Realy? Many pilots want to blaster to i win button. Just see their ideas +20-30% damage with new tracking,with new pg balance wich has enable better guns, with fastest gallentean ships, with + drones and drone damages simultaneously. LOL They do not take into consideration what is the reality. + Drones ? CCP wont create more lag, when they want to decreasing the drone numbers in game. Armor rig penalty removing ? When CCP decreased the speeds because their game engine cant handling fast speeds. Realy nice ideas, but this players using their brains ? When CCP remove rig penalties all ship will be faster, faster ships will be more faster than slower ships. This armor rig idea help for gallentean ship when a faster ships with trimark rigs will be more agile and faster than blaster ships ? Smart idea. Others want fastest ship with frightening damage in game while they want other ships nerfing. LOL Crying about minmatars, but i dont know they why didn't cry when speednerf came and no one flew with matarian ships when everyone flew with amarrs ? All right nerf matar and no one will flight with them again, because amarrian ship will be killing them in short range and from afar. Plus idea give beside the nerf to gallentean the fastest ships. All right check it out what will happen, when minnies can't fight against amarrian and they can't fight against gallentean, because they will be slower they lost their ability the hit and run tactics, but in short range fight a megathron damage over + 30% than a tempest. But we may compare it the deimost against vagabond too. What is the matar advantages against other races ? Their speeds and which ship has faloff BONUSES because they should fight from afar. But when they lost their speed and range advantages, they will be crap to using them. This fastest ship idea idea put another race to hell again. You just create an another problem. No way. Finaly when the amarrian and matar ships fine, you just want to nerf matar, because you want powerfull, better race than over all (I win button) and create ships of race to the unuseable again. That's why i said, cleverer changes are needed. Better web range or scrambler ranges for gallentean ships a little range bonus for guns. Better scram or web ranges help to them catch from faster ship. They would be using their mwd when enemies can't. Thats help for blaster ships move to short range.Decelarating enemies from farther range while blaster ship can using his MWD. That's enough advantages to help decreasing their range against faster ships and moving to blaster range what melting the enemy ship fast. Plus a little fire range buff should be help against farther ships which want to fight over scam range and trying to dictate the distance. Or other acceptable buff, but dont put other race again where are the gallentean race now. A didn't tell it, not need hybrid and gallentean ship changes, that's must, because gallentean race almost unuseable. But need wiser choices than stupid ideas. if this idea would come true, the gallentean and amarrian would be overpowered and minnie race would be crap again. So you would create a similar situation as now. Which better 3 playable race ? Or same situation as now, with two playable and one unuseable race ? Just thinking about it.
We asked for them but they dont what to hardwire EW bounses to every blaster ship to make them work. I think thats why there not doing it.
So that dont leave much left now do's it?
And in all fairness I would real dislike seeing every fail/rail caldire ship get hardwired with Jamming bounses. See why thats not fair now. |

Rip Minner
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Posted - 2011.11.06 10:13:00 -
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Shmekla wrote:Agreed, other solution than agility could be longer veb , scram ranges. Let give blaster boats bonuses for web and scram range. Like fully bonused and overheated scram/veb could reach up to 20km . Also small tuning to tracking, range and dmg. The point is to control close range, not needed huge buffs for speed, or optimal.
No no no what your two are talking about is hardwireing EW bounses to every blastship to make them work.
So next do we hardwire Jamming to make fail/rail Caldire ship to make them useable? |

Rip Minner
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Posted - 2011.11.06 10:38:00 -
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Now I know alot of people hate this ideal but realy it looks to be the best fix for blasters that dont bring down the nerf hammer on any other race or make gallente boats op.
And that fix is simply to inc the falloff of blasters to match the range of auto's and pulses.
What you get is everyone hiting everyone alse and everyone geting a even shoot.
Auto Cannons will still be capless and be able to pick dmg type.
Blasters will still suck down cap and only do Kin/Therm.
Pulses will still be good becouse there always fighting in there optimal with fast ammo changes for range and there dmg is good and backed up with better def's then blasterboats.
I know it's kind of plain but it works with out braking things.
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Rip Minner
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Posted - 2011.11.06 11:17:00 -
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Dunmur wrote:Rip Minner wrote:Now I know alot of people hate this ideal but realy it looks to be the best fix for blasters that dont bring down the nerf hammer on any other race or make gallente boats op.
And that fix is simply to inc the falloff of blasters to match the range of auto's and pulses.
What you get is everyone hiting everyone alse and everyone geting a even shoot.
Auto Cannons will still be capless and be able to pick dmg type.
Blasters will still suck down cap and only do Kin/Therm.
Pulses will still be good becouse there always fighting in there optimal with fast ammo changes for range and there dmg is good and backed up with better def's then blasterboats.
I know it's kind of plain but it works with out braking things.
THIS is starting to sound like the only true solution.
Well there are other solutions but there op solutions.
1.) Hardwire EW to all blaster boats OP 2.) Swap speed and agl of Gallente and Winmatar ships. The servers mite just go up in flames from this as its both a buff and nerf together so OP 3.) Inc blaster falloff to match auto's and pulses. Bland but not OP
Edit: I would put 4.) Inc blaster dmg. But that only buffs station games and gatecamping and the things blasters are already good for. |

Rip Minner
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Posted - 2011.11.06 11:51:00 -
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Tanya Powers wrote:Rip Minner wrote:Not to burst your bubble but most blaster ships do just fine right now IF they land on top of there targets. But that is a small % of fights. Were talking about the other 70-80% of the time your sol and your gona die if you try to close on something from range. I like your "IF", because it's the whole problem. From what I can say right now: Tank : Talos vs Tornado: Tornado -generous mid slots has usual makes it almost unbreakable by a single Talos Speed: Tornado hands UP DPS : do I really need to say 800mm or 1400mm Tornado hands up? So, the tactic when you fly Gallente is to bring 10 probers in the system praying one of them gets some static point and hope you land just on top of them  -->  There's no reason to fly it vs Tornado with actuall SISI build
I aggre with you 150%. This ship is no better then any other blaster ship is right now. Even after this hybird a.k.a. fitting fixes go though the Talos is going to be no better then any other blaster ship. Good for station games ect.
Go look at my post on the Talos. I straight up told them it's Pre-Nerfed like all Hybirds ships are and plz give use a fun useable drone ship. And even gave a ruff out line of one ideal. |
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Rip Minner
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Posted - 2011.11.06 12:05:00 -
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Tiger's Spirit wrote:Dunmur wrote:Rip Minner wrote:Now I know alot of people hate this ideal but realy it looks to be the best fix for blasters that dont bring down the nerf hammer on any other race or make gallente boats op.
And that fix is simply to inc the falloff of blasters to match the range of auto's and pulses.
What you get is everyone hiting everyone alse and everyone geting a even shoot.
Auto Cannons will still be capless and be able to pick dmg type.
Blasters will still suck down cap and only do Kin/Therm.
Pulses will still be good becouse there always fighting in there optimal with fast ammo changes for range and there dmg is good and backed up with better def's then blasterboats.
I know it's kind of plain but it works with out braking things.
THIS is starting to sound like the only true solution. Read back what i wrote before. Need a little range buff for gallentean ships too, not too much but they needed. CCP changes start was fine but not enough. I think the speed and agility buff was good thinking, but need a littlebit better changes over 5-10m/s speed, but dont need create those gallentean ships to fastest in the game. The little tracking and fitting buff is fine, but i think thats idea need a littlebit change. Need more CPU because less CPU for guns decreasing the Weapon Upgrades CPU bonuses too. Deimos need more PG. Need rethinking the almost all gallentean ships. I told, change their bonuses and give to them scram range bonuses/lvl maximum to 20km with the best faction scrambler. (or test what is the best range which is useable but not overpowered) A mega have 4.5 optimal + 13 falloff with neutrons. Need a little buff 25% to optimal is very short buff, thats changed to optimal to 5.725m,but i think thats acceptable. (null 11km would be change 13.75km) Dont forget, a 800mm guns optimal is 3km with short range ammo, and 6km with barrage. This is why i never understand the crying peaoples who tell us, "i dont want projectile from my blaster" So, the falloff change need shorter range as AC. Maybe 50% acceptable for falloff too. Antimatter 13km falloff would be change to 19.5km, and null ammo fallof would be change from 16km to 24km with this changes. Lower falloff than AC: Null vs Barrage: 24 vs 32 (falloff) (ships without falloff bonuses) but longer optimal: Null vs Barrage 13km vs 6km (optimal) 13+24=37km vs 6+32=38km at optimal+1x falloff I know at 2x falloff the range is changing significantly but dont forget blaster have better damage and over 1x falloff range the damage decreasing the significantly too. Let's see with short range ammo. Longer optimal: Antimatter vs EMP: 5.725km vs 3km (optimal) Shorter falloff: Antimatter vs EMP: 19.5km vs 24km (falloff) A think this changes with a little better speed changes and with scrambler ranges would be enough to balancing the blaster ships. Rails: I told before. 10% damage wont be help for rails, at least need +10% ROF too, because they have the worst alpha. So if they have littlebit better DPS than other guns wont be unbalancing the game. Gallentean Commandships: CCP created the scramblers after speed nerf, their recon have scrambler range lvl/bonus, but other race have scrambler gang bonus warfare command ships. This is logical ? I dont think so. Gallentean commandships is unuseable, they have maybe just one useable gang module. Change the matari CS scram bonuses to web+targetpainter bonus and add the scram bonus to the gallentean commandships. This is just the first step which needed to make useable the gallente command ships.
Well thoughs changes would probly work but There OP.
You do know that "Need rethinking the almost all gallentean ships. I told, change their bonuses and give to them scram range bonuses/lvl maximum to 20km with the best faction scrambler" is hardwireing EW bounses to all blaster ships to make them work.
I mean realy what are we going to do for Caldire then Hardwire Jamming EW bounses to all there Hybird ships as well?
We are here to find ways to fix the weapon system not add EW to all Hybird ships.
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Rip Minner
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Posted - 2011.11.06 12:38:00 -
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Grimpak wrote:Rip Minner wrote:Edit: I would put 4.) Inc blaster dmg. But that only buffs station games and gatecamping and the things blasters are already good for. 4 could be done if: A) it would be a huge boost (30%+) and B) they nerfed down range even further, and C) made gallente ships more mobile. blasters themselves should have near zero ability to project damage. that should be the ship's work. also, the things that blasters are "already good for" atm are using a vindicator to run incursions. station games are really quite "lol" if you think about it, and that's really more an issue of docking/undocking mechanics. fix that well, and station games are gone. edit: also, frigates should be exempt to these changes. frigate-level blaster ships are already quite good.
Well if you nerf range to much more you mite at well just load up on smartbombs and cap injectors. That why you cant even be jammed when your in range. Just saying someone had to say it.
O and if made gallente ships more mobile it probly still would not work with even shorter range and fighting web/scrable range already to put dps down. I dont realy see it working.
web/scrable range right around 10km and out with overheating witch happends alot in pvp so realy on a normal day looking at 14km web/scrable range or the guy is new to EVE in that case easy kill in any ship.
Longest ranged blaster Neurtron Blaster Cannon tech 2. Navy Antimatter 4.5 optimal and 13 fall off. When fighting other ships your going to bounce between 12km-16km. Bouncing into and out of web/scrable range.
So lets say are wtfpwn blaster boat do's 1000 dps. At 12km were down about 25% to 750 dps and at 16km your lossing around 40% mybe alittle more or little less so lets just use 40% 600 dps. And yes I know that do's not look so bad but lets rewind before we even got into web/scrable range becouse back then were doing no to verly little dmg and still geting melted by auto's and pulses the hole time and just forget it if your one of thoughs guys that think your going to start out with null and change close up.
How ever if you happen to warp in on top of someone this is your time to shine. |

Rip Minner
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Posted - 2011.11.06 23:36:00 -
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Tanya Powers wrote:Who needs blasters?From another thread and for those who haven't seen it already, OC it's the current SISI build and it's not officially announced it's the one going live on TQ, but have fun watching it.
Winmatar in action got to love it  |

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Posted - 2011.11.08 05:45:00 -
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Sydney Nelson wrote:Dunmur wrote:Sydney Nelson wrote:Nimrod Nemesis wrote: Stuff Stuff LOL a rail brutix beating a ac cane now ive seen it all. Wait is that a pig flying over there... Slow down. Engage your mind. Think about what people post before making a conclusion. Why is it so LOL? Go ahead, answer the question... A Rail-Brutix could never kite an AC Cane because the AC Cane is so much faster, and more agile, that it makes it impossible for the Brutix to maintain range. There's the problem. Ok, so how do you fix it? Change rails? That would probably work, but the rails themselves aren't the REAL problem. The real problem is that the ship you're fitting them to isn't fast enough or agile enough to kite much of anything. So what's the REAL solution? Make rails viable by making the ships that fit them fast-enough or agile-enough to kite. Does that make sense? This is purely hypothetical of-course but... If each medium hybrid turret gave a 4.25% boost to speed, then a Rail-Brutix would have enough speed to kite an AC Cane, and a Blaster-Brutix would have enough speed to get into-range before it's too late (sometimes). An unusual fix? Yes. Viable? Looks like it to me. We're just brain-storming and discussing here, and I think this is worth discussing.
Just wondering if you also know that if your that fast and agile-enough to kite with rails you can also finaly catch and pin someone with blasters too right?
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Rip Minner
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Posted - 2011.11.08 05:58:00 -
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David Xavier wrote:Sydney Nelson wrote:
Maybe you don't mission much, maybe you do, I don't know. Rail-range IS a virtue in PVE, I know because I'm "dumb" and missioned in a Rail Gun-boat for a long-time. There are a high percentage of L4 missions where the rats are at 65+km. Being able to do good dps at 65km helps quite a bit actually. If you can start to apply good dps as you get into range, your target will be halfway-gone by the time a shorter-range weapon would even start to do good dps. This saves time, it's also a good tactic to minimize incoming dps.
If you take-away rails' range, then they are useless compared to ACs. If you boost thier DPS to compensate, then they would be better than ACs. We don't want to clone ACs with Blasters OR Rails! Rails would work GREAT for PVP if you make the ships that use them faster. Simple. Would they be easily countered by Arty? Maybe, but that's the POINT. Rock, Paper, Scissors, remember? Large rails can't be fixed, because the're not broken. It's the probing mechanics that have made them useless.
The problem with your example Sydney is that using railguns is not a virtue, you use them for missions because you have no other choice if you want to have some range! Railguns have to complement blasters just like how short and long range weapon systems of other races do, meaning they have to be useful and be able to project reliable damage from the range where blasters become useless. In my opinion railgun "speciality" would be their extensive engagement envelope from ~28km to 100km, the current damage considering the +10% buff is about right, but improved tracking is needed.
I agree with what your saying now think of the new Tech 2 Javilin there not only removing the -25% tracking bounses but there replacing it with a +25% tracking bounses. Now if they do that rails just mite beable to pick up were blasters leave off. But I dont think a tracking boost for rails at this point is in order just right now till it gets in game and we can see how they do from a 20km to 100km. Ya I realy dont feel blasters even with null realy dont kick in till at least 20km but thats just how I feel about that.
As a totaly unrrelated side note under the same guidelines Beams would have to have there tracking nerfted into the ground with the range and dmg one gets on Tech 2 Pulses at least. But that is the only hole in your line of thinking that I see. |

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Posted - 2011.11.08 06:08:00 -
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Dear Nimrod Nemesis,
A Hyperion with a full rack of 350mm Rails can in fact run Kin/Therm level 4's every bit as fast as the standard Tech 1 hulls of the Teir 1 and 2 Gallente BS line up and sum times it can run them faster then ether one.
Edit: Just to clear that up alittle bit. What I mean my standard Tech 1 hulls is not the Navy versions. |

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Posted - 2011.11.08 06:18:00 -
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Dunmur wrote:
OK i guess i have to say it again why use rails when you can use the much better arty or autocannons buffing the ship isnt going to make the gun any better
Edit: I wish people would read past posts because this "make the ships faster" is becoming a dead horse
I would normaly agree with you but I dont think you read the post. It wisely suggest that the speed and aglity boost be placed on the Hybirds not the ship. So the real question is will Winmatars pick auto cannons for range and dmg selection or blaster/rails for more speed?
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Posted - 2011.11.10 07:28:00 -
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Sydney Nelson wrote:Dunmur wrote:Rip Minner wrote:Sydney Nelson wrote:Dunmur wrote: LOL a rail brutix beating a ac cane now ive seen it all.
Wait is that a pig flying over there...
Stuff about a viable rail-kiter... This is purely hypothetical of-course but... If each medium hybrid turret gave a 4.25% boost to speed, then a Rail-Brutix would have enough speed to kite an AC Cane, and a Blaster-Brutix would have enough speed to get into-range before it's too late (sometimes). An unusual fix? Yes. Viable? Looks like it to me. We're just brain-storming and discussing here, and I think this is worth discussing. Just wondering if you also know that if your that fast and agile-enough to kite with rails you can also finaly catch and pin someone with blasters too right? OK i guess i have to say it again why use rails when you can use the much better arty or autocannons buffing the ship isnt going to make the gun any better Edit: I wish people would read past posts because this "make the ships faster" is becoming a dead horse Read my post again. The original is on pg.50 thread #989 I suggested adding a speed bonus to the GUNS not the ships. If fitting hybrids made your ship faster, then the speed/agility problems that plague Blasterboats AND Railships would be reduced greatly. If you cause the GUNS to buff the speed, then hybrid ships would still be slow with ACs or arty or lasers fit. As for (med) rails, if they gave a speed bonus to the ships that fit them, then they would be a very viable kiter for that "middle ground" between ACs and Arty. ACs have better tracking and more dmg at short-range, Artys have more alpha and better range, but worse tracking. IMO rails aren't broken, it's the ships that fit them that can't maintain-range vs an AC ship, or close-range on a Arty ship. Combined with the up-coming 10% dmg boost to rails, and supposedly there will be a slight trackin-boost, this should make Rails a useful PVP tool. Obviously, for each fit, their should be a counter, so for above said engagements, chances should be as close to 50/50 as possible.
I dont even think that's needed as amarr ships or aka Lazers are good at thoughs kinds of games at thoughs ranges. 5% tracking inc should bring rails right in line with beams for tracking speed.
And the tracking bounses on alot of gallente gun boats would let them out fly amarr guns if they are not going all out amarr aka tracking disrupter fitted amarr ships starts looking good at this point though. Or at least better then it did yesterday. |

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Posted - 2011.11.10 07:36:00 -
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Kathryn Archangel wrote:I hope they change the sound for 425mm rail guns. They don't sound like they're launching projectiles across a couple hundred km at hyper velocity! They sound like peashooters. The heaviest medium rail guns sound bigger.
Anyone else have thoughts on this?
Ya I feel the same way. But I feel that way about all Large Rails and not just the 425's |

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Posted - 2011.11.12 07:29:00 -
[20] - Quote
Lo Res wrote:I'm sure this was probably mentioned somewhere in the 50+ pages here, but....
Do you really want to give a speed and inertia buff to the Falcon?
It's not flown like a blaster boat. It sits at range from a fight and jams people to hell.
So now it can sit at range and kite a brawl even better?
As a pilot that loves to kill off enemy ewar boats in a vaga, I don't like it.
And if you're going to show love to the falcon, why not do the same for its Tech 1 brother, the Blackbird?
Please pull the falcon off the list of ships getting a speed and inertia buff. or at least explain the rationale for the buff on the forums.
thanks.
If you get killed by any ship at range your ether out numbered or just unwilling to go to warp. Ether way it's just fine that you die. |
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Rip Minner
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Posted - 2011.11.12 07:32:00 -
[21] - Quote
Tiger's Spirit wrote:Grimpak wrote:Jack Dant wrote:Grimpak wrote:Jack Dant wrote:That would let it match tempest/mael performance inside warp disruptor range. While retaining the option to use high damage ammo at close range with just 5s swap time. there you go, you just exposed the reason why more is needed to be done to blasters and their hulls. I don't follow. If blasters are as good as ACs inside long point range (28km), and better inside web/scram range (11km), then they are balanced against each other, no? on paper, they are better than AC's inside web range. in reality, they aren't, since they need to get close (which they can't 99 times out of 100) only to do marginally better damage than AC's and pulses. If you want i will show you, how much better in short range a Blaster than AC without any paper blabla.
kk when do you want to meet on sisi. You fly that Talon and I wil get in a Tornado and you show me you bad ars that blaster dmg projection is.  |

Rip Minner
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Posted - 2011.11.13 23:34:00 -
[22] - Quote
Nimrod Nemesis wrote:Fully support the laser-caldari initiative. Make it happen ccp!
I fully support the Projectial-gallente initiative. Make it happen CCP! Just remove Hybird weapons altogether. |

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Posted - 2011.11.14 07:13:00 -
[23] - Quote
Tacct wrote:Ho'Taru wrote:Before I start, I fully admit that I have little in the way of PvP experience yet, so the following is just a random idea from following the conversations on Gallente/hybrids.
I noticed a bit of an uproar about the idea of just a single Gallente ship getting a webifier strength bonus, so I'm guessing that there's been a bit of a history on that front. I do think though that a good way to deal with the Gallente needing to get up close is to have a difference in effectiveness of webifiers between a blasterboat and the opponent. It struck me that instead of making Gallente webifiers more effective, you could get a similar effect by making the opposing webifiers less effective. Give the webifiers a longer ranger (or add some varient webifiers that are weaker but with the longer range), and I think it would go a long way towards fixing the problem.
Basically, Minmatar would be the fastest/most nimble race, but Gallente would use more of a steamroller approach to speed whereby silly little things like webifiers aren't going to slow them down much.
As for actual implementation, I can think of 2 methods off the top of my head: - Change the mechanics for webifiers so that they have a strength rating that is compared to the target's propulsion strength rating. If the target's propulsion is stronger than the webifier, the speed reduction is only partially applied to the target. I think that this would be the more powerful and flexible option in the long term, but would involve more of a core change to the game mechanics, so may not be doable in time for the winter update.
- Give appropriate Gallente ships a bonus that reduces the effect of webifiers targeting them. This could either be as a flat role bonus, or as a bonus per level of skill. If it is a per level bonus that replaces an existing bonus, I would fully expect it to be a stong reduction in webifier effect, possibly even to the point of adding up to a -100% bonus in some cases. This I expect would be doable within the current game mechanics.
Any thoughts on this approach? This is something I was also thinking and support. Sure, blasters can melt ships at close ranges, but that doesn't matter if those ships can break away once you engage them. Maybe gall ships shouldn't have the highest speed, but they should be able to stay on an enemy once they are already there. Blaster gall ships should also not be penalized for doing what their ship is meant to do, get in close. By introducing a resistance to webifiers to Gallenete blaster boats they would not trade spaces with Minmatar ships in terms of speed. They would still have to manage to get in range first. But this would also allow them to keep up with ships attempting to run/kite once already engaged at close range. It would also prevent their weapon system from working against them as they do now through forcing them to get within web/scram range. Whether to add a set resistance or a per level one, that would all need testing to determine, as well as to which ships it should apply to. As an example: CCP has released the Talos supposedly as an anti-capital, anti-battleship vessel. One inherent problem with this is that once the Talos gets in range of the target, it becomes webbed and scrammed, thus nullifying the speed tanking aspect of the ship class. Sure you can stay outside that range but then you reduce your damage as well as the angular velocity, once again making the speed pointless. At the same time the battleships and capitals you are attacking are releasing drones and/or fighters. The biggest part to take from this change would be that you wouldn't be buffing blaster damage but only their ability to apply that damage once they are within usable range.
You could base it off of ship Mass and add a new ship Attirbute called Engine thurst. Were by Gallente/Amarr Ships have the heavyest weight and strongest ship thurst to move them with would be less effected by Webbers as well as webbers would effect smaller ships more then larger ones do to Mass/Engine str. Just a ideal.
And with this new ship stat Galante ships would be the least effected by webbers with Amarr second and Winmatar/Caldarie can sort them selfs out some were in 3/4 place depending on just how ship Mass and Engine thurst work them selfs out.
That still leaves Minmatar the fastest most agl. ships in game. |

Rip Minner
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Posted - 2011.11.14 07:55:00 -
[24] - Quote
Another way to even the playing field alittle is Tech 2 ammos.
Right now there are only a Long range and Short range tech 2 ammo that means there can be 6 more tech 2 ammos.
You can add in differnt dmg types for Hybirds and Lazors using more Tech 2 ammo's.
Granted it's not much but it's a start to leveling the playing field between the 3 differnt gun systems.
Were by you have 1 gun system that has 1 major draw back a 10 sec reload timer. And the other two systems suffer from many times that number of drawbacks.
Also when talking about drawbacks no one likes the fact that Lazers suck so much cap and have to have a crap cap bonces for the ships so that they dont cap out in a few secs to a few mins. You should rebalance Amarr ships and Lazors right along with Hybirds so they dont get left behind. Lazors are in second place compared to Projectials. They mite realy compete with them if you just cut cap on Lazors by 50% and give them a real combat bonce on there ships. Granted you mite also need to rebalance a few of the amarr ships cap power supply's.
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Rip Minner
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Posted - 2011.11.15 08:51:00 -
[25] - Quote
Hybirds were not broken in a single patch or day. They were broken over alot of patchs and I see it as a 3 fold brake that realy needs a 3 fold fix. So I would realy like it if you read all the way though and give your feed back/ideals and fixs and what you think is the best fix for each problem.
Problems.
1.) Projectiles and Lazers got buffed.
2.) Minmatar and Amarr ships were rebalanced and buffed alittle is some cases.
3.) Game Mechanics.
1.) I feel part 1 has been fixed. This changes are going to leave Hybirds better off today then they were yesterday. But this only true if parts 2-3 are just as fairly and evenly fixed as well.
2.) Hybird ship rebalancing. I feel the ship rebalancing is also just fine. But Minmatar and Gallente ships realy need to have that Acitve tanking bonus fixed.
I will place my fix for that here.
I personly feel that leting it affect remote reps mite be two powerfull. I am with thoughs that think it should add Hit points to shields/armor/hull. Now it do's not need to do all 3 it could be something like Minmater adds to Shields and Hulls and Gallente adds to Armor and Hulls. And just work out the right numbers of were it needs to be for the passive pvp tanks that realy do need the EHP.
3.) Game Mechanic's. This is the realy big one. The one few people can agre on whats right and whats not. Worst of all the sky's the limit or at least what the EVE program can be made to do is the limit. So there is no one right way to fix this there are alot of ways to do it that all work.
Here are is how I see Rails and Blasters working. Blasters need to own that space of 0km to 10km-15km depending of if its a Gallente blaster boat 10km or Caldari blaster boat 15km. And rails need to own that 150km to 250km space. How to make that happen is a very hot topic but must be talked about never the less. So I will place what I feel would be the best and most fair ideals here first the ones for Rails then the ones for Blasters. |

Rip Minner
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Posted - 2011.11.15 08:52:00 -
[26] - Quote
Rails need to own that 150km-250km. Also I feel this changes not only boost Rails ships but all ships in EVE.
1.) First problem is you cant lock out pass 150km so change the locking range to 250km.
2.) Second problem people can just warp right to you after the first 100km. Need to push that on gride warp to mechanic out to 250km also.
3.) Third problem On gride scaning is way overpowered. We understand why the scaning changes had to be made for Worm Holes and also so no budy can hide in low sec. but we need a counter to this for Sniping plateforms. And best of all I dont think we even need to change a thing about how scaning works right now to fix this problem.
My ideal is a new Module. It will come in 3 flavors and with a high/low/mid slot placements. What this Module will do is randomly though off the scaner probes warp to location any were from 20km-80km depending on witch module was fited to ship ether the high/low/mid slot.
High slot Module
Con's Takes up a gun slot and just as much cpu/gride/cap as Large Hybird Turrent. It's the middle ground for Large turrents and it also more or less makes the High slot module the BS sized one.
This Module when turned on will consume cap but it thoughs the ship scan prob randomly off target by 40km-80km. Meaning that if the prober selects warp to 0km they will end up 40km-80km off target. If the prober were to for what ever reason select warp 20km then they would randomly end up 60km-100km way from you the 20km+the random 40km-80km. I know I am not very good at explaning this but I hope you get the ruff ideal here.
Low slot Module
Works just like the high slot only it has it's CPU/grid/cap cost set for cruisers. And it only thoughs off probs by 30km-60km
Mid slot Module Works just like the other to only it has it's CPU/grid set for frigs with no cap cost and it only thoughs off probs by 20km-40km.
Thats my ideal. I think it solves the Overpoweredness of combate scaning by thoughing in some randomness and removing the ablity to always! Land in perfect range zone for your ships. And adds into the game thoughs ranges at witch not only Rails work but we mite see some Tachies some times too.
And you have to remeaber that Hybirds are not Alph weapons there dps weapons and they need alittle time in one spot to effectivly apply some of it so there do's need to be that 40km-80km randomness in there. They land 40km it's time to move right away and never get the time to realy be effective. At 40km off mark there are still point cruiser with points going out to 20km it do's not take a cruiser very long with a mwd to cover 20km. But out at the 80km rails would have a chances to sit alittle bit longer and be able to apply effectivly some of there dps.
And on top of that I just feel that combat scaning is just to good and could use alittle smuging.
Blasters
Man there are alot of ideals for this one but I most like ideals that keep blasters at close range.
I have another broad sweaping ideal that will effect every ship in game and I belive it would help blaster boats out.
Add in a new ship stat called Engine Thrust or something in the lines. What this will be use for is to have a stat that ruffly covers the str of your ships engines. Naturely Armor tanking ships will have stronger engines to move there heavy ships around and probly a few of the Minmatar armor tanked ships too but to a lesser degree from Gallente or Amarr ships but to a greater degree of shield tanked ships.
Affter that we will change Webbers again. Webbers will be changed to graduly slow a ship down based off of the Mass and Engine Thrust/str of the targted ship.
I.E. The heavyer the ships and the stronger the ships engines the longer it will take for the webber to fully slow the ship down to the speed at witch all webbers work today.
What that will do for blasters is buy them more time in that 0km-10km/15km range.
It will also make webbers more usefull on smaller ships and less usefull on bigger ones. But we have ewar thats more usefull on differnt ships types then others already any ways and this webbers will still have the same total webbing str they have to day. They will only work better on smaller ships in the sences that a frig would be fully slowed much faster then a BS would be and it even is logical.
Ya thats my very best ideal for blaster boats its probly not the best but I at least think it is a more logical solution.
If you made it this far down I think you and greatly look forward to your feed back. |

Rip Minner
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Posted - 2011.11.22 07:22:00 -
[27] - Quote
Keen Fallsword wrote:Do something with that ccp cant you see that ppl are really pissed ?? Yoo Soundwave think a little bit more about whole game not minis Or maybe you should switch your character to gallente to show gallente players some respect coz they was waiting too long huh ?? Nice idea ??? Ccp changed Or not ??
Well me personly think it's Impossable to Realy fix Hybirds with out stepping on the toe's of Projectiles and Lazers.
Not to say that this changes dont help most importantly the tracking/dmg and reduced ammo reload times and also some of the fitting problems as well.
But the Tech 2 changes boosted all equaly as it should have too.
Now it's time to fix BS Missiles and there BS platforms and Rework some of the Gallente fleet over into drone boats and to raise drone dps to that of there Projectile and Lazer counter parts on Drone boats only.
That way Caldari and Gallente BS can start geting in on major fleet fights again. |

Rip Minner
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Posted - 2011.11.25 05:08:00 -
[28] - Quote
MooCowofKow wrote:Tanya Powers wrote:MooCowofKow wrote:Why did you forget about my blaster Tengu? :( Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think? Then what's the point of having a hybrid subsystem on the Tengu?
To prove the Proteus is the best blaster ship in it's class?
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Posted - 2011.12.02 06:12:00 -
[29] - Quote
Verity Sovereign wrote:a 75% tracking penaly does seem excessive
If one has 1.8x the range, than at optimal one needs 1/1.8 = 0.555 x the tracking speed to have the same hit quality as before.
I would like to see the long range T2 ammo for beams, rails, and arty have a 0.56x tracking multiplier instead of a 0.25 multiplier.
This! The math dont lie. |
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