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Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Tanya Powers
Science and Trade Institute Caldari State
86
|
Posted - 2011.10.31 17:30:00 -
[1] - Quote
CCP Tallest wrote:Tristan North wrote:Please specify in that blog if it is an Agility Nerf or Agility Buff. Most players are confused about it. The agility change is an agility buff. The ships will be more agile.
I luv you 
While I'm very happy with these changes and want to thank you for this excellent first step, I'd like to hold (web) your attention on T2 blasters ammo.
Adding +20% tracking to those blaster turrets will somehow be negated by the penalty kept. (?)
Also, has many of us already mentioned in different threads, those little changes about speed and agility will certainly change how the ships will now react to the actual pvp environement.
My question for you, if you can find somehow some time to answer with all that stuff "to do", is about rigs plates armor tank mods, decresing speed maneuvrability. Can this be something kept under the jacket for future (soon) changes if this is still not enough to bring Gallente line up competitive enough vs other races?
Has it stands, and for some of us, have the feeling that those changes will not be enough. What are your thoughts about this, is it possible that in a near future some other changes can be donne if gallente will still be the last choice you'll ever do for anything in eve?
Thank you for the good job. |

Tanya Powers
Science and Trade Institute Caldari State
86
|
Posted - 2011.10.31 18:13:00 -
[2] - Quote
Marcel Devereux wrote:I thought this was suppose hybrid rebalance not a projectile buff.
While hybrids are being buffed, somehow projectiles are getting even more fotom than ever.
I don't understand why since they already work perfectly in any situation a lot better than hybrids and the choice between hybrids/projectiles will still remain: projectiles.
But hybrids are buffed with those changes that's a fact. It will not be enough, and that is a fact also. |

Tanya Powers
Science and Trade Institute Caldari State
86
|
Posted - 2011.10.31 19:02:00 -
[3] - Quote
Creat Posudol wrote:Jeffrey Powel wrote:carmelos53 wrote: The proteus in particular is difficult to fit so once these changes hit maybe take another look at mega hulls, bc hulls, t3 and assault ships??
Proteus difficult to fit? lol? Yea I usually have a noticeable amount of PG (not to mention CPU) left and always feel dirty or like I've done something wrong... who knows, maybe I have?
You care to link your fit?
I'm already waiting for a lol fit or civilian blasters on it. Sry but you're not even close to ever convice me of that. |

Tanya Powers
Science and Trade Institute Caldari State
86
|
Posted - 2011.10.31 19:42:00 -
[4] - Quote
Ratnose Banker wrote:If blasters are so crappy then how about give every gallente ship a web bonus instead of just the new battlecruiser?
Because even with 5% strgh bonus per level you'll see all cry birdies on Talos thread come up with their main and numberous alts say tons of crap stuff they don't even know about.
You know, the kind of idiot that still thinks in blaster/web range they should keep all the advantages, because someone need to be the last at everything, and in their mind is gallente, so they don't need buffs because somehow they may loose some ships against gallente ... |

Tanya Powers
Science and Trade Institute Caldari State
89
|
Posted - 2011.10.31 22:45:00 -
[5] - Quote
Joelleaveek wrote:i disagree that blasters need more range. Short range in their niche. What may help is if the current ammos that give increased range did a reasonable amount of damage. Then maybe I'd consider using them over antimatter.
When the reload time is fixed to 10 sec
Then your tactic is just change ammo to scratch paint from longer distances?
You can't fix blasters if you're not able to pick the only available choices, and those are hard:
- Give them enough range to be usefull in close/med range combat
- Give them nuclear warheads dps and keep the crap distance
- Increase significantly speed with AB or MWD bonus (one of them not both oc)
- Give them bonus to web and scram range or strgth for web only
Now you have to pick 2 of the above like it or not.
If you don't everything you're doing is some makeup, by the same time you buff projectiles even more. Now the hybrids buff looks like what?
I'll still be flying Minmatar over my first race tbh hybrids buff or not at the current state. Sure I'll fly some here and there just for lulz but when I get back to serious business, I'll pick Minmatar and Angel (my Cyna will love the projectiles buff, he was not overpowered enough) |

Tanya Powers
Science and Trade Institute Caldari State
89
|
Posted - 2011.10.31 23:57:00 -
[6] - Quote
Acac Sunflyier wrote:I feel as if rails should get a bigger dmg boost. And blasters should get a range boost.
At least with those changes my Cynabal autocanons will be buffed. It was time he was so underpowered ...  |

Tanya Powers
Science and Trade Institute Caldari State
93
|
Posted - 2011.11.01 11:43:00 -
[7] - Quote
Sizeof Void wrote:Tiger's Spirit wrote: How many blaster and rail ship flying in 0.0 fleets. 0.0001 percent ? Just ask it from yourself why not using them.
Umm... because supercarriers don't fit blasters?
No just because you're dumb and think you made an interesting comment.
Low sec: Gallente ships are close to useless because everything else can do it better, you're dumb if you keep that route. every single frigate/cruiser/BC/BS/recon/logistic/assault/heavy assault and whatever you can fly WILL be better, no doubt
Null sec: Gallente are bad overall, terribly bad, exception made for Lachesis, Arazu, every thing else is completely useless. Even the heavy dictor is unwanted and very often out of the reimbursement programs.
You should move from jita 4-4 undock sometimes
So you comments about diversity and "race" you can keep them for silly cheeps not having brains to think by them selves.
Your such a troll. |

Tanya Powers
Science and Trade Institute Caldari State
93
|
Posted - 2011.11.01 12:13:00 -
[8] - Quote
Sizeof Void wrote:Tanya Powers wrote:Sizeof Void wrote:Tiger's Spirit wrote: How many blaster and rail ship flying in 0.0 fleets. 0.0001 percent ? Just ask it from yourself why not using them.
Umm... because supercarriers don't fit blasters? No just because you're dumb and think you made an interesting comment. Low sec: Gallente ships are close to useless because everything else can do it better, you're dumb if you keep that route. every single frigate/cruiser/BC/BS/recon/logistic/assault/heavy assault and whatever you can fly WILL be better, no doubt Null sec: Gallente are bad overall, terribly bad, exception made for Lachesis, Arazu, every thing else is completely useless. Even the heavy dictor is unwanted and very often out of the reimbursement programs. You should move from jita 4-4 undock sometimes So you comments about diversity and "race" you can keep them for silly cheeps not having brains to think by them selves. Your such a troll. Ouch, you hurt my feelings, you awful, awful person. Not everyone can be so smart. I feel so bad when people make fun of my utter stupidity. Can I file a petition? Don't be so silly and dramatic, Tanya - or you'll turn out just like me. lol
I'm working on it (glad you understood the sarcasm)
I do admit however, and if those changes come live has it stands:
My Daredevil was awesome, now is getting just like crazy.
My Cynabal was already a FOTOM POWN machine, now it's just "OMG"
My vagabond thx so much if those changes come live, he was clearly underpowered 
My Hurricane /bows with his shark teeth all out looking at the gallente hulls
My nano pest turns his back to my Hype for lols, he's having some pity for the poor Hype
My Arty Mael doesn't even waste time on looking at my Mega: "Childs playground is --->there, get out kid!"
And at all corners we will still see those "Diemost" mendicants asking more pg and slots...CCP get rid of those !!
|

Tanya Powers
Science and Trade Institute Caldari State
95
|
Posted - 2011.11.01 12:38:00 -
[9] - Quote
Vincent Gaines wrote:That drone idea is terrible.
First, if it's limited to Gallente ships it's an unfair advantage
when you're in combat you don't have drone models on the overview and you wouldn't be able to distinguish it from the 11ty billion other drones out at that time.
It completely makes rails and other ranged attacks useless- you just end up making the pendulum swting in the other direction. Sure you can shoot one or two down, but if everyone has one then likely one is getting through. The ability to probe + warp 150km-250km on grid is already a problem, that idea just makes it worse.
Same opinion but, the possibility for blaster ships to "warp to" at very small ranges let's say 25km for Med hulls or 35 for BS/BC size would clearly keep the uniqueness of close range combat, uniqueness of very short range weapon and an unique racial trait with this feature.
Would it be overpowered? maybe if it's an instant warp, but delayed and with random chance to land between 0 and 10km with half cap consuming at each use of this feature this could make it really unique and now useful in many scenarios.
Just throwing this stuff out there, since it seems all other choices make blasters look like other weapon systems.
(I know I know this will never happen) |

Tanya Powers
Science and Trade Institute Caldari State
98
|
Posted - 2011.11.01 19:47:00 -
[10] - Quote
Sizeof Void wrote:As for how often you find a non-moving, non-consensual target... as with many things in Eve, it happens surprisingly more often than you might think. Don't believe me? Well, I cannot do much about that and not much point in arguing about it.
This is pretty much the problem with your argumentation.
You post perfect examples of perfect fights for every single possibility, yet you talk about high sec and also choose to not take in consideration our opinions just by throwing the rabble "you don't fly them".
Well first most have done and still do but if they choose another path it's just because we figured since a long time all the contrary of what you just argue.
HIGH SEC pvp has nothing in common with low sec or null sec pvp where in some cases like wd's and in hands of experienced pilots with the perfect fleet not being bothered by 20 to 50 red roamers have their niche. But in another race like minmatar/amarr/caldari you can do just has good or even better. I really hope someday you try to fly minmatar ships of all kinds to figure out by yourself how screwed blaster and rail ships are stuck in a very small niche, so tiny it doesn't ever happen in other places than dreams or in forum posts.
Now you're happy with? -fairwell but those who don't expose their opinions based on real facts and problems they encounter each time they fly their ships in other places and situations than perfect ones because those happen 99% the time they play.
This is why some of us, read your posts but don't believe a word of them and might think either you're just trolling or that you live in a perfect world where everything suits you perfectly.
This being said, the majority still thinks AC's/ARTY stuff will still be overpowered, now they get a huge buff to their dmg and tracking. So gallente moves one step forward and minmatar/amarr get 2, very nice sense of balancing stuff.
Without the lasers and projectiles buff I'd say "hummm maybe, first step but maybe", after looking closer to those ammo buffs I just think it's a waste of time and humain ressources to balance stuff this way.
Of course if those are the ones comming on TQ. |
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Tanya Powers
Science and Trade Institute Caldari State
98
|
Posted - 2011.11.01 19:47:00 -
[11] - Quote
wtf .....ganked FTL again....fracking forum !! |

Tanya Powers
Science and Trade Institute Caldari State
99
|
Posted - 2011.11.01 20:44:00 -
[12] - Quote
Digital Gaidin wrote:Vincent Gaines wrote:I don't think anyone is asking for a speed boost, I'm in the group looking for just a teeny web boost and a nice nudge on optimal. Outside of 12-15km you have trouble but once in that web and under those blasters better hit that DCU. Lets assume blasters can put over 90% of their DPS on target at 15km with a cruiser hull. Give me one reason to fly Amarr that isn't "they have lots of low slots" or "I like lazorz".
Because I can stil burn your face to the ground with my scorh pulse at 45km (med size) with not much fitting effort, not counting on implants and boosters/fleet boost.
This is why. |

Tanya Powers
Science and Trade Institute Caldari State
99
|
Posted - 2011.11.01 21:14:00 -
[13] - Quote
Digital Gaidin wrote:So Amarr would only be workable when you get T2 ammunition? Yep, matches my argument above... 
Ho because you think T1 blasters are better than T2's? Because you think T2 blasters are uber with T2 ammo?
Flash news, T2 blasters get +10% dmg thw to spec, applys on mod so every one uses it with faction ammo because high range is crap and short range makes you miss/half hit 90% if not more.
So, Amarrian fellah's should be operational with T1 lasers. mkay...
Quote:And even then, there would be little point to carry some Imperial Navy Multifrequency with you anymore because you're going to be raped by Hybrid AND Projectiles unless you can somehow maintain range against two races of ships that are faster than you and almost always far more cap-stable...
The thing is that you have nothing to do under 15km face to blaster ships like it or not is a fact.
Now every one forgot this because blasters actually are crap, you can orbit under 1.5km and web with your Zealot throwing pipe bombs on blaster hulls they will miss you so much is ridiculous, if you always orbit them over this and under 10km then you're doing it wrong. Either go away or go on top of them, that's why blasters suck even at their niche This is actually how you own blasters ships, on top of their head or over 15km, while over 15km I agree your shortest weapon system with multi will do enough dmg, be on top of your oponent and blow it's brains with a giant sledge hammer is the job of blasters NOT LASERS.
Quote:And with only T1 ammo, there would be little point to even sit in an Amarr ship.
It's the point for every single race. You add nothing relevant to the discussion stating this.
Quote:The nuclear option IS the best option, because the balance of power that exists today between other weapon systems does not need to change to accomodate a new and improved blaster weapon system.
So you want them to keep that tiny short range engagement, be slower than you, but still have to run after you forever dreaming they can apply their ubber dmg (lol for uber dmg on ships with natural oversised tank)
Why is it so difficult to understand: shortest range weapon need the speed t get in range and use it's guns.
Can you snipe at 10Miles with a shot gun? |

Tanya Powers
Science and Trade Institute Caldari State
99
|
Posted - 2011.11.01 21:35:00 -
[14] - Quote
Digital Gaidin wrote:Tanya Powers wrote:Quote:And with only T1 ammo, there would be little point to even sit in an Amarr ship. It's the point for every single race. You add nothing relevant to the discussion stating this. I have no desire to go around and around with you on these forums. Most of my points were stated about 10 pages back, and I think I said what I wanted to. I will respond to this though. Artillery - Republic Fleet ammo is used almost exclusively except in Tremor ranges. Tier4 weapon systems maintain effectiveness until you get to 70km+ engagement ranges on Battlecruisers and even further on Battleships for standard fitting configurations. Autocannon - I've always used Republic Fleet in T2 weapons, not sure if T2 was better previously? Beam - Imperial Navy Multi-frequency, Standard, and Aurora Pulse - Imperial Navy Multi-frequency, Standard, and Scorch Standard/Heavy/Cruise Missiles - Caldari Navy Torpedo's - Javalin/Rage In all but Torpedo's, the T1 faction ammunition IS the way to go for PvP in most situations with the current implementations and balance of power between weapon systems. Some of the changes in this dev blog may change that. When you add a weapon system that pushes high DPS and crowds out the engagement windows of other systems, you quickly invalidate both ammunition types and effectively ship setups/tactics. Were you to make blasters operate in the 15km+ range (25km with Null? 35km with Null and Tracking Enhancers?) there would be little to no engagement window for Pulses even with Scorch (hard to maintain range for any amount of time), and the switching of range advantages that is an Amarr capability right now would be relatively void as their DPS would be outperformed by blasters for just about every other engagement range. Again, Autocannons are designed to operate in Falloff and are a different beast altogether, held up most notably by their damage types even if their DPS curves fall off reasonably well. If you make Gallente ships super speedy and have ultra-high DPS, you end up with gank mobiles, and make lots of Minmatar pilots cry. If you make Gallente ships have mid-range engagement protential and ultra-high DPS, you replace Amarr in this category, leaving them without a purpose. Blasters should have their niche. Without it, its just putting all the weapons systems back into the balance blender and ending up with something that comes out broken in the end.
But that's exactly where we are now.
Autocanons and pulse took the blasters place, have better engagement distance thx to so many buffs like tracking falloff or amo like scorch.
So, what must be donne, buff blasters or nerf projectiles and lasers to bring them at their place? |

Tanya Powers
Science and Trade Institute Caldari State
100
|
Posted - 2011.11.01 22:28:00 -
[15] - Quote
I don't care if i can't shoot further than 15km to full dmg with my blasters, I want to blow up their teeth if they let me get in to that range and I want "working" tools to achieve this.
Witch means not missing or half hitting shots, not having total crap tracking at 1km or total crap dps at 15km and have enough tank to support the dps i'll be taking while I try hardly to get in range.
Not asking the moon, not asking to shoot 100% dmg at 25km, there are already laser and projectiles for that (oups my cynabal shoots shortest range atomic ammo at 33, Hail to hail now over this super buff)
The only thing that will ever make me use more often blaster ships is to have tools to catch my preys and melt them seriously, if they're dumb too late, if they're smart they deserve my wreck, not the pain has it is right now where there's almost nothing you can do to catch whatever with a smart fit, all you can do is watch yourself miserably die.
Or be surrounded by big numbers of minmatar friends to help pin down stuff just for you, because they love blasters so much, what would they do without them... |

Tanya Powers
Science and Trade Institute Caldari State
100
|
Posted - 2011.11.02 00:14:00 -
[16] - Quote
Digital Gaidin wrote:I can't tell if you guys are serious or if the trolls have arrived?
Short ammo range buff, hail.
How much do you think the Cynabal will like it? -and if it's a troll buff comming soon then I just got owned.
Sry forgot about hybrids. |

Tanya Powers
Science and Trade Institute Caldari State
100
|
Posted - 2011.11.02 13:29:00 -
[17] - Quote
Tiger's Spirit wrote:Dunmur wrote:Sizeof Void wrote:Tiger's Spirit wrote: But dont forget the most important things. If CCP dont fix blasters just using this weak fix, they wont change them again for other 3 years long. We waiting so much time for fix, and we need a real solution for blaster fix or we would be waiting for another 3 years. Keep them under pressure. Give to CCP good and useable ideas or they wont fix fine the hybrid guns with this halfway measures.
This is an unsubstantiated statement. Have you been told by CCP that no further adjustments will be made to hybrids for another 3 years? No, I didn't think so. Please get your head out of the past and stop judging CCP on what they did or did not do before. CCP has demonstrated its renewed commitment to to FiS and esp. to addressing long outstanding issues, while downsizing efforts/resources for WiS. This is not just idle rumor or speculation - the publicly released Winter Expansion plans, followup devblogs, and company restructuring completely support this change in CCP's attitude/direction. Back on topic, we don't need yet another one-time fix, such as the mothership->supercarrier "fix". We need an ongoing cycle of tweaks to stats, in-game evaluation and feedback - in order to achieve an actual balance of various complex game elements and mechanics. I don't agree They need to prove they have changed over time, otherwise it is fair judge based on past actions. Doing a 180 on WIS to FIS is NOT proof that they will be doing more frequent balance changes. These changes are so useless they might as well not be there for all the good they will do. We have waited 3 years for balance and THIS is all we get, 20 percent tracking for blasters and 10 percent dps for rails is akin to throwing a piece of bread to a starving man he may shut up for the moment but he will still be hungery after hes done. If you want a ongoing cycle how bout thus they should do a one time fix now and tone it down little by little if its op. I say thats a hell of alot better than being useless for the next 2-3 years (5-6 years total) while they oh so very slowly buff hybrids Just dont feed Sizeof Void troll with his CCP roadmap or plan idea. We know CCP promised so many things, as walking in station in 2009 year, or new gui in 2010 or other things what is did not come true yet, but passed 3 or 4 years and still happened nothing. So plan-roadmap is nothing. Anything else. I agree with your answer. We wrote many ideas for hybrid fixes to CCP and to the CSM forum section. Just check Assembly Hall: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1203311But nothing happened at least 3 years long. Now when finaly CCP trying to fix the hybrid guns , we got a far from a fine solution changes. We know that they want to forget drones, becaused they dont like them and drones create lag in the game, but gallente advantages was the plus drone damage and huge damage from guns from short distances. (so, CCP dont wanna give drone buffs anymore when fix gallente ships, just check supcap drone nerfs or moros changes) Gallente ships lost after speed/web/agility nerf their advantages, need solution to a good balance for them. Year to year guns got + damages from implants, from rigs, but drones got just nerfbat. (no damage implants, no damage rigs just for sentries,hammerhead tracking nerf,bandwith nerf,drone number nerf,myrmi,eos,moros drone nerfs) It's time to compensate the gallente drone nerfs with fine hybrid boost if they dont want to buff drones and want to forget them. When CCP make this fix, we dont want to wait after patch more three years again, when blaster wont working fine. SoonTM wont change their fixes again when their ideas will implement to the game. They will just change then only when those changes too overpowered and need nerf as Supercarriers which is ruined all 0.0 fights. They needed more than 1 year for just a supcap balance, which made crap their main 0.0battle zones. So many times we waited years, when they created an unbalanced module or ships. We dont want this anymore. I think, that's better when they create an overpowered hybrid platform and balancing them after 8 months later, than we waiting three years again when they creating a bad or weak changes for hybrid guns now.
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Tanya Powers
Science and Trade Institute Caldari State
101
|
Posted - 2011.11.02 17:12:00 -
[18] - Quote
thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect.
I WANT THAT !!
I'd need a full hangar of those s'il vous plait CCP 
Would like to use magic stuff, blow it and get blown all teeth out yelling "BAAANZAAAAIIIIIIIIIIIIIIIIIIIIIIIII"
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Tanya Powers
Science and Trade Institute Caldari State
101
|
Posted - 2011.11.02 17:44:00 -
[19] - Quote
Pattern Clarc wrote:thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect. Either that or the proteus. 900dps with 180k EHP, or 400dps with 400k ehp. Basically those two ships are the only blaster ships ive flown that work.
I'd like an extra mid slot instead of utility high "power core multiplier" sub: +1 low +1 mid (instead of high and not being hard point)
So I could fit mwd+scram+web+cap inj instead of having to choose between either web either scram, the point on pvp with this little babe is to have the long range scram so no way I change the sub ! -but you can add an extra mid. 
|

Tanya Powers
Science and Trade Institute Caldari State
102
|
Posted - 2011.11.02 19:02:00 -
[20] - Quote
Phoenix Torp wrote:I have never understood how Caldari are rail boats. They have Optimal Range bonus, they should be Blasters platforms (BlasterRokh ;)
Back when rails and range sniping was valid tactic. Since then, lasers and projectiles had great buffs and sniping tactic is no longer valid.
Then becomes worst with blasters, while the +optimal might be nice on paper doesn't compensate the fact that the ship is slow, terribad agility, sign explosion if it ever uses mwd, can't fit a decent active tank or passive one with all modules required to make blasters work, overall is a terrible ship with blasters.
With the new blaster fitting requirements and stats it can maybe become something interesting to use. Needs some tests on sisi thou. |
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Tanya Powers
Science and Trade Institute Caldari State
103
|
Posted - 2011.11.02 22:47:00 -
[21] - Quote
Hamox wrote:Too bad a Proteus costs about 1B and a Hurricane about 25M (but thats just a side note) :P
Proteus fitted is around 1B +/- yes but Canes base T2 fitted at 25M ??? 
Let me know where I'll buy a few dozens  |

Tanya Powers
Science and Trade Institute Caldari State
103
|
Posted - 2011.11.02 23:43:00 -
[22] - Quote
Evelgrivion wrote:I would not change the speed modification aspect of trimark rigs, but I would definitely consider adding a stacking nerf to armor plates and rigs; you get far too much bang for your buck with a set of rigs, 1600mm plates, and pushing it way over the edge, slave pirate implants.
Yeah because every armor pilot undocks every day with his slave set to blow/get blown in cheap throw away stuff.
It's not because SC/Titan pilots HAVE to use those (see the diff of price tag for the hulls?) that each and every amarr/gallente pilot uses them, if you know a lot of them send them in to low/null sec pee vee pee with their uber sets, I'll be glad to free them of that pain.
And no, speed trade off is not adapted to blaster ships precisely, has for armor hit points you should know by now armor doesn't self regenerates.
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Tanya Powers
Science and Trade Institute Caldari State
103
|
Posted - 2011.11.02 23:44:00 -
[23] - Quote
Evelgrivion wrote:Gypsio III wrote:I've just EFTed up two ships fit for the blaster role of getting up close and applying a cubic litre of DPS.
Ship A has 720 DPS, 1471 m/s, 134 m/s/s average acceleration under MWD and 38k EHP. Ship B has 727 DPS, 2484 m/s, 227 m/s/s average acceleration under MWD and 36k EHP.
These two ships have very similar DPS. But one is over 1 km/s faster and much more agile, at the cost of 2k EHP. Given that the blaster role involves getting up close quickly and applying DPS, what are these two ships and which fulfils the blaster role better? Ship B is better at the job; this is a non-question. But, which ship is which?
Obvious is too obvious, ship B is Winmatar.
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Tanya Powers
Science and Trade Institute Caldari State
103
|
Posted - 2011.11.03 00:46:00 -
[24] - Quote
Mekhana wrote:@Tanya Powers
Quite so.
Meanwhile, on this other ring we got ships with superior EHP, comparable DPS and can switch instantly between close range ammo and long range ammo. Their long range ammo lets them hit up to 50km away.
Well actually I'm gallente first, minmatar second train then calamari for lulz, So the almost insta reload time I don't have it with my pvp toon but is something I'm used to.
When with 2 of these I don't have to change whatever ammo to apply effective dps from 0 to over 20km I consider it has a huge advantage over the last one. It just doesn't have the choice while he's still pinned but to reload ammo, loosing 10sec + activ etc is more about 12/13, your being hit by ammo perfectly selected to your weakest dmg (yes from people knowing how DS works or intell chans) and once you reload the longest range ammo you scratch paint and in the middle of your screen "miss", "what tha f...." I'm in straight line... And for all this time you were taking every single ounce of dps in the face.
Too much is too much. |

Tanya Powers
Science and Trade Institute Caldari State
103
|
Posted - 2011.11.03 11:06:00 -
[25] - Quote
Imawuss wrote:Just curious but has anyone ever taken the Gallente hulls switched the hybrid bonuses to projectiles and done some eft projections with them with AC's and arties to see what would happen? I would be curious to see if they would be more effective. Man i think a dual repped Hyperion with bonused AC's would be very nice :) or an arty Dominix with t2 sentries.... ohh man that would be a damm fine ship.
Arty megathrons out dps rail megathrons (yes they loose all bonus but they do more dps, go figure)
425mm Brutix kicks ass (shield is far better)
The ones I've tested and are clearly better, In brutix case is the ability to apply dmg from far distances and select dmg that makes it better than blaster option, but for gank mackinaws sure go with blasters.
Edit: also 425mm AC Myrmidon kicks ass and you should try the shield brutix with rails+AM full lows of TE's MFS's, of course the armor rep is very useful on a better ship with shield tank than armor |

Tanya Powers
Science and Trade Institute Caldari State
109
|
Posted - 2011.11.04 00:02:00 -
[26] - Quote
Liang Nuren wrote:I am extremely skeptical of adding tracking over damage to blasters. It was never poor tracking that drove me to using Projectiles and then Lasers. It was damage. Blasters just don't have it. They also don't have range - so even should they have reasonable damage they just don't have the range for me to use it. I understand that the ship changes are intended to help alleviate that, but I remain skeptical.
I don't promise to ***** this thread - send me a mail if you want me to expound on this.
-Liang
If you're web and manage to orbit blaster bs with your cane at 1.5km, he will almost never hit you, I consider this has serious tracking issue.
Everything other than frigates, webbed and under 10km should have to pick their teeth wiht broken fingers at best.
|

Tanya Powers
Science and Trade Institute Caldari State
116
|
Posted - 2011.11.04 11:18:00 -
[27] - Quote
Misanth wrote:Right, so since Gallente is bloody damn powerful up close already, but rails are fail and blasters have fallen out of favour (it never was made for nullsec blob fights anyway, but hey), here's my take on what could solve this; Give Gallente an innate 90% web bonus (as others suggested). But - give it a massive stacking penalty. I.e. if you apply two webs, they'll only be 90.1% or something. It would be ridicilous if we came back to the point where we can't get back to gates purely because there's Gallente sitting on the field. To put some perspective where I'm coming from: http://kenny.eve-kill.net/?a=kill_detail&kll_id=10928688That happened just some day ago. The Drake jumped through the gate I was sitting on, I single-webbed (yes, not dual web) him and he only got about halfways back to the gate before he died. The Machariel did not even join in until five seconds before the Drake died, I believe, just to get on the killmail. I.e. Vindicator functions like the old Megas did, and work "as a Gallente/blaster-ship". If Gallente would work innate like that, it would make blasters bloody damn powerful even at current stats, and solve alot of the issues. But multiple webs would just make it gamebreaking, and that's something even I (even tho I'd benefit from it) wouldn't want to see. (not to mention how overpowered every railship would be, they could just web-kite anything to death)
Webs should be just like DCU's, you shouldn't be able to fit more than one, has for warp jamers but it's another problem since Damps are crap and it's gallente reccon bonus has well, maybe these hulls could fit more than one after changes (if).
Now everyone is afraid of 90% webs, just do the math with 10% per level on 60% webs knowing most people don't train the 5th point on T2 ships since the time training is totally ridiculous for such small reward.
Either 10% web strgth per level or 15% range on web and scram (not disruptor) - this would probably help blaster hulls get to the range and do the job without forum threads and rivers of tears because of 90% webs almost no one would have. |

Tanya Powers
Science and Trade Institute Caldari State
120
|
Posted - 2011.11.05 13:47:00 -
[28] - Quote
Deviana Sevidon wrote:Even the ingame fittint screen on Sisi acknowledges that the failure that is the Hybrid fix for blaster turrets. (I choose the ships because they both have a damage bonus, the same number of turrets and drones) Armageddon hull on Singularity: 7x Mega Pulse Laser ll: Turret DPS: 729 with Multifrequency Crystals 15km optimal 10km falloff Turret DPS: 668 with Scorch Crystals 45km optimal 10km falloff Megathron hull on Singularity : 7 Neutron Blaster Cannon ll: Turret DPS 759 with Antimatter 4,5km optimal and 12,5km falloff Turret DPS 696 with Null 11,25km optimal and 15,62km falloff In conclusion: There is no point in hybrid turrets even after the patch. The Armageddon has almost the same DPS and 3x the range. So blasters are in desperate need of something more. Either drastically more DPS or a lot more range. And to compare Talos vs. Tornado: https://forums.eveonline.com/default.aspx?g=posts&t=29776&find=unread
Compare Talos to Tornado is simple -actually sisi is good to figure how insufficient chances are for gallente while either by range or ammo changes other races like amarr or minmatar are getting boosted.
Before: There's no reason to fly something that can't catch prey apply decent dmg in falloff with crap tracking
After: There's no reason to fly something that still can't catch prey, still can't apply decent dmg in falloff without tracking issues. Now has more cap free to keep running AB or MWD but still useless since can't catch prey, but gives you the illusion you can do something while you're being melted has before. Nice for gank at gates station undocks and mackinaws. For the same price Tornado just does better in all fields, why fly the green crap?
Has for those "don't give range I don't want hybrids looking like autos".
First things first, I don't want your Autos or lasers to be better at blaster roles any more since they're not and were not supposed to be in the first place, so if they can't fix hybrids it's lasers and autos who are in need of the nerf hammer.
|

Tanya Powers
Science and Trade Institute Caldari State
120
|
Posted - 2011.11.05 15:18:00 -
[29] - Quote
Charles Edisson wrote:All I can assume is that most devs toons are either Amarr or Minmater and that subconciously they dont want to make Galle be on an equal footing. I found the youtube clip of a blaster fleet getting on top of and owning a Beam fleet so hilarious. it was like them rubbing the difference in and saying if you cant win with blasters you're just crap pilots. Hybrids suck now and they will after the changes. CCP dont seem to have the will, inclanation, insparation or ability to fix them.
Yeah because everyone in null sec does just like that: "fly under 200clicks" and every single blaster in the constellation just magically pops and rip apart everything looking like rust or sex toys....we all know it so well.
That video made me smile the first time I saw it "wtf is this troll from CCP" 
I'd like them to do some real videos of what's going on in high sec low sec and null sec, not sure they'd be able too admit how disproportional is the number of matar/amarr/caldari/gallente ships flown. Sad CCP Tallest is the once that can do something about but will probably not be able to: see the 180-¦ direction about web bonus for Talos with stuff about fleets and hit bigger stuff.
Everyone knows the only sub cap gallente ships useful in fleets are arazus/lachesis for the long point, at any other task gallente hulls/weapons are just pitiful.
Gangs? -yes they can succeed, when they're being rep by GUARDIANS, shooting stuff pinned by RAPIERS, Ecm by FALCONS, but even then if you fly gallente it's just the poor man's choice. Every single ship type in amarr or minmatar set up WILL be better for the same job.
|

Tanya Powers
Science and Trade Institute Caldari State
120
|
Posted - 2011.11.05 16:20:00 -
[30] - Quote
Tiger's Spirit wrote:Make gallentean ship the fastest race in game ? Oh i see, do you want to catch some paper hull matar ships. Those matar ships have the worst hull in game. Thier advantages just their speeds when a blaster hit them from short distance they burning out instantly. Minnie hit and run tactics when a faster blaster ship using on their ships a web and scrambler ? Do you just want a "I WIN" button and creating a ship which faster than matarian ship, which have better firepower and better hull. LOL This would be the fine solution ? No thx no. Need smarter gallente ship and weapon system buff.
What paper hull are you talking about? -armor cane push 60k ehp decent dps with no effort no fleet bonus or implants...try harder.
Smarter gallente ship/weapon? -minmatar hulls and weapons, best at gallente job than gallente. So what's your next point? |
|

Tanya Powers
Science and Trade Institute Caldari State
121
|
Posted - 2011.11.05 16:59:00 -
[31] - Quote
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.
Yup
Quote:Oh wait what will be happen when a better damage ship like a mega will be faster than a tempest and hit him from short range ?
Huh? -you should know by now a nano pest 800mm can shoot nuclear warheads between 0 and - - -- - -- --> 100km Faster Megathron camping all day the gate or waiting at the undock to shoot stuff pinned by rapiers and hurricanes? Better dmg ship??? -you are kidding right?
lol....
Quote:Change gallentean ships to faster in game is a fail idea.
Go ahead share your bright ideas and explain how the shortest weapon system with no means to catch his targets is so awesome.
Quote:When a deimos can catch with scrambler now a vaga can kill easily. What will be happen if gallentean ship will be faster than other one with their huge short range damage ?
You know what's the problem of fitting the shortest range weapon system? -no you don't.
I'll pick your example, both webbed at max web range and disrupted, let's say 14km, your diemost is taking full dmg at his face while the vaga is getting is paint scratched, ho my goodness, indeed your example is perfect how the weapon system is balanced.
Being faster than the vaga would only help it on APPLYING the web, not the supposed uber dmg. Chances are in this case the fight is 50-50 depending on how fast the vaga started applying dmg and how fast the diemost pilot did to apply the web and is now at very slow motion geing in range to apply some dmg. Before he's in his optimal range chances are he's almost popped.
You're supposing both are going in straight line and the fact diemost would be slightly faster would do all the job, flash news it wouldn't. Vaga would still be the most agile and have the best acceleration, before the diemost pilot could completely neutralise this advantage the vaga pilot is shooting at it with no tracking or dmg application issues for a long while.
|

Tanya Powers
Science and Trade Institute Caldari State
122
|
Posted - 2011.11.05 18:36:00 -
[32] - Quote
Keen Fallsword wrote:For sure this guy dont want galente change.. ... Talking with him is like hitting head in wall ...
Very much this yes. |

Tanya Powers
Science and Trade Institute Caldari State
122
|
Posted - 2011.11.05 18:44:00 -
[33] - Quote
Lee Vanden wrote:"Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee. "
Diemost - it worth his description 
|

Tanya Powers
Science and Trade Institute Caldari State
123
|
Posted - 2011.11.05 22:49:00 -
[34] - Quote
Had doubts about this hybrid rebalance, after testing I'm sure.
What you guys are just doing is not worthy the time spent, just rename it "projectiles buff" or "Gallente: RIP".
Either you guys are ganking the forums and trolling us in SISI to come out with totally different changes on TQ, or all these threads posts and feedback is written in some language you can't clearly understand.
Has it stands right now, you should call the next expansion "Eve Online: In rust we trust"
.... |

Tanya Powers
Science and Trade Institute Caldari State
126
|
Posted - 2011.11.06 00:27:00 -
[35] - Quote
Quote:# Base tracking on autocannons should AT MOST be 50% of the equivalent blaster. They usually fight at long ranges, meaning that while they move faster their relative speed to the target is lower and so tracking isn't as necessary. Plus all those tracking enhancers which are practically mandatory on minnie ships will boost tracking a little anyway. Blasters should be the best tracking of all turrets. Too many minnie pilot can keep range and pick off frigs with awesome tracking and then race up beside a target and brawl the **** out of it due to having good enough tracking to get right up beside them.
Tornado's aren't supposed to hit cruisers right?-specially cruisers with 190 sign radius and 1200m/s right?
False, not only the Tornado can hit said cruiser with no tracking issues but can do it at over 70km....
Downgrade the guns and 100AB tornado is something possible. 
EDIT: You guys are just doing the next Cynabal with better speed and bigger dmg -has it stands cane/drakes fleets will be decimated by those. Great game breaking tool. |

Tanya Powers
Science and Trade Institute Caldari State
126
|
Posted - 2011.11.06 11:35:00 -
[36] - Quote
Rip Minner wrote: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.
|

Tanya Powers
Science and Trade Institute Caldari State
128
|
Posted - 2011.11.06 11:53:00 -
[37] - Quote
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.
Well actually it's the only reasonable option. Why?
WTF those whiners have to say when they cross amarr stuff and caldari stuff? -they have range and dmg, adapt or die. So why should Gallente be stuck in such crap distance? -because the majority of minmatar players are so horribly traumatised and got their but exploded by an ancient version of blaster boats?? stupid rabbits are stupid
|

Tanya Powers
Science and Trade Institute Caldari State
130
|
Posted - 2011.11.06 12:17:00 -
[38] - Quote
Rip Minner wrote: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.
And what would be the point of training/flying ships needing Hardwires to "function" when everything else doesn't? And what is the point of training some ship/ weapons not having the range, the speed or dmg when everything else does? |

Tanya Powers
Science and Trade Institute Caldari State
132
|
Posted - 2011.11.06 13:53:00 -
[39] - Quote
Grim has a very good experience with blasters or gallente ships and should not be trolled for he's ideas that I agree are extreme but can work, the single issue on he's ideas is that somehow matar must be nerfed in some way just like some other ideas.
If you give blasters 50-50 optimal/falloff then they profit from TE's at less extent than pulse or autos but become then something more useful, actual speed boost might be enough but you'll see matar rivers of tears because blasters do more dmg between 0 and 15km, OMG seriously...
If you give blasters the all optimal and 0 falloff for about 15km for larger gun type you still need fast ships = matar rivers of tears
if you keep the ships has they are, you'll save the forums from oceans of tears and childish rage quits but all you'll do is strap duc tape on 2 broken legs, you still can't run, you still can't catch stuff you still can't apply all dmg boosts you can ever give them unless in some specific situations -witch seems to stick to blaster ships like bugs.
You're (CCP) desperately trying to turn a 300ft truck concrete loaded tuned with some duc tape and turn it in to a 500 miles indy car, it's just impossible. |

Tanya Powers
Science and Trade Institute Caldari State
135
|
Posted - 2011.11.06 15:28:00 -
[40] - Quote
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. |
|

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.07 18:22:00 -
[41] - Quote
Guys guys guys, stop shooting each other, you know very well why Kronos is so bad: hybrids, point black
If only, we could buy on market Adestrias for 100isk believe me I'd buy gtc's plex their grandma or whatever just to fill my hangar for a couple years of stock.
They know very well why they gave that ship those bonus, and we know very well why we will never have ships with half of "True Blasta boat" Adestria is.
All I hope is to see more Caldari and Gallente boats/hybrids on that fracking top 20, then I'll stop posting because I'll be too busy having fun blowing stuff or at work.  |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.08 22:36:00 -
[42] - Quote
indicast wrote: a) Hybrid turret reload time will be 5 seconds. there is no better ammo than faction antimatter b) Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges). still dont know how is this gonna help c) Blaster damage +5% (except XL turrets). improvement,but irrelevant d) Railgun tracking +5% (except XL turrets) good improvment
a) hope they will do something about T2 blaster long range ammo -if they don't then I'll hope the ship will have tools to catch prey and hold it, like enough med slots or speed
b)this will help when you use cap booster charges, actually this is a huge improuvement
c) well meh the +5% but, let's not cry too much if this 5% is on top of the already 10% on SISI. We're arround the numbers a lot of players already stated in different threads if it's total 15%, coupled with tracking increase this might be the top solution for blasters dmg and application issues.
Now this doesn't help the ship get in range fast enough or be fast enough. Let's wait for ship tweaks and if they're good after this, might well be enough i'd say.
d) I wouldn't say good, I'd say baby step. Now if those 5% are on top of the current 10% (I guess) it's not bad, depends if the mid/long range ammo will receive some bonus has well like projectiles ammo. More base ROF also would be nice, like 5 to 7.5% on top of current stats.
Somehow I have the feeling this could be it for hybrids, with ship tweaks that are needed on top of these to actually make them competitive, then we will not be talking about gallente, we will be talking about gallente AND caldari.
Edit: This is where the whole difference will be set between caldari and gallente ship bonus, both must be competitive and attractive with different uses, so ships bonus work will be a lot harder I guess. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.09 19:36:00 -
[43] - Quote
Lekgoa wrote:The domi is certainly the best T1 PvE ship, but I was talking more about PvP. It can function as a dual web mega with better damage projection or a 475dps/161k ehp curse or guardian, and if you get 3 hospital domis with cap transfers good luck breaking whatever it is they're repping. That being said, I fly solo or in small gangs and rarely see over 40 ships in an engagement. I know the Gallente BS line blows for bigger fleet fights.
You haven't seen yet what a flacon/damp arazu coupled with SB or HAC can do to solo ships, and wallente actually are just loot pinatas 
Low sec is perfect for this kind of tactic. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.09 22:07:00 -
[44] - Quote
Jack Dant wrote:Tanya Powers wrote:You haven't seen yet what a flacon/damp arazu coupled with SB or HAC can do to solo ships, and wallente actually are just loot pinatas  Low sec is perfect for this kind of tactic. Because recons and bombers work so well under sentries.
You joke made me lol actually 
EDIT: because I can ! |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.12 01:40:00 -
[45] - Quote
m0cking bird wrote:Another very interesting Idea I've heard that I fully endorse. Is a boost to sentry drones. Allowing sentry drones to warp, while having limited to no base speed. For example; a fleet warping to a interceptor 200,000 meters on grid to engage another fleet. Also a boost in heavy and medium drone hit points, tracking, velocity and damage output. The changes to sentry drones will give Gallente the 'fleet option' (Cry Havoc + Ishtar).
Very carefull with drone bruffs.
Every race drones should be usefull ? -yes, sure it's dumb to carry only warriors hobgobs hammers ogres shield/armor drones and vespas 600/Hornets 300.
There should be somehow ways to improve all those drones useless either dps ones or warfare ones.
Is it ridiculous heavy drones are that slow? -of course it is, if we can see it I hope CCP can see it too one day.
When I say very carefull with drone buffs and specially sentry is just because you don't want to change from fleet canes and arty maels for spider rep/remote energy sentry Domis or Rattles, you can't even imagine the r+ñpe face a fleet of those can be.
EDIT: Imagine a 250man fleet of Rattlesnakes tanking 1600dps with no effort +logis, yes alpha can take them down even if heavy tanked (EHP) but I guess improved sentry s (more than they are now) would also **** the maels fleet fingers in the nose. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.13 06:00:00 -
[46] - Quote
Veryez wrote:Well you can forget that thought with fully 1/2 of the eve races using Hybrids, deleting them simply isn't an option.
1/2 of the races supposed to use hybrids don't.
1 uses missiles
1 doesn't have the choice but to cross train minmatar/amarr or be stuck at gate/station games and finally train for carriers/supers to have something decent to fly.
Indeed hybrids are f++cking awesome for 50% of the game races. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.15 14:07:00 -
[47] - Quote
Phoenix Torp wrote:Electron Blaster Cannon in Hyperion with 1 Mag Field Stab T2:
Belonging to EFT: Activation 6.3 Duration(RoF) 2.8998 Optimal 3000 Damage Modifier 4.56586 Falloff 7500 Tracking 0.0625
On SiSi Activation 9.555 >50% more CAP use Duration(RoF) 5.07s 75% more slower Optimal 4500 +50% optimal range Damage Modifier 9.037413 Almost doubled Falloff 12500km +66,67% Tracking 0.06495 +3.92%
EDIT: On EFT 121m/s and SiSi 143.8m/s
Playing on sisi at the first second came on live after the patch, I don't have anything looking like your numbers.
Skills, bugs, whatsoever? -I don't know but I really don't have nothing compared with the numbers you just thrown out there. In fact my numbres are worst.
My mega fitting hasn't changed, only it's dps got a little up very small speed increase and fitting just a little bit easier but nothing remarquable enough to make a dev blog.
On the other side I've clearly noticed Talos can fit a full rack of neutrons (shield fit) just like the nage (witch has a lot better range engagement) but can't fit a full rack of 425mm II ...
Awesome.
|

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.15 17:15:00 -
[48] - Quote
Phoenix Torp wrote:CCP don't read this thread. These were the initial changes that put in the Dev Blog. I would rechange it to a thread for sell our hybrid players.
It's always useful gallente skills for Angel ships but yeah, hybrids still suck
-about hybrids skills, I have almost all perfect (spec at 4) - implants cover those small % difference and for sure give an excellent situation of this awesome hybrid rebalancing = crap |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.16 12:25:00 -
[49] - Quote
WisdomLikeSilence wrote:NErf Scorch. Nerf Autocannons. problem solved.
Number of clients nerf seems it's the only way to make things happen around here 
|

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.17 18:00:00 -
[50] - Quote
Planetmaster wrote:Deimos
I don't know where this ship can be used ? Its still unplayabe in fleets because rails sucks. Munin and Zaelot are far more better in Armor HACs. Deimos Sig Radius is big. What is not the worst but rails and ammo. Ammo ranges are still to tight you must switch this ammo over and over to gain any DMG. Its a fail CCP one more time.
Deimos on blasters is even worst. Not much tank to gank and slow ... how you want us to play with it ?
Ishtar
Maybe it will be good in small gangs and gate camps in 0.0 (coz drones). and perfect ratter as where it is now. It good ship for small gang can work as tanker / bait
Actually change it by vigilant and you have a decent hac, still crap range engagement but at least tank some dmg and actually does some dmg when it manages to get in range.
|
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Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.18 13:00:00 -
[51] - Quote
Phoenix Torp wrote:Malus Rimor wrote:marjolijn dragonslayer wrote:The reloading time on hybrids is just terrible,
every 20 seconds you need to fit another type of ammo becaus the range doesnt apply anymore. taking 10 seconds per switch......
Take out at least half of the ammo types and make the bandwidth of the remaining ones wider, so atleast we can apply damage instead of reloading..... ^^ This. In practice this is important. In SiSi they have insta-reload like Amarr.
Bug
Actually it's 5 seconds and it helps for engagement ranges but not about dps, tech 2 ammo needs serious improvements |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.18 13:13:00 -
[52] - Quote
Lunce wrote:As a Caldari pilot I've always looked at the Ferox and wondered why it's such a lousy blaster boat. It only has enough power grid to fit Electron Blasters, which leaves it completely anemic when it comes to DPS. If it had the PG to fit Neutron Blasters, it could actually be a decent PVP ship.
Just a thought.
Well actually it fits the same gun type than Diemost: electrons
Try to fit your Diemost with Neutrons 
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Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.22 19:30:00 -
[53] - Quote
Herr Wilkus wrote:How girl get pregnent?
Send me your sister I'll show you 
Ho we're talking about fake hybrids? -talos still sucks, and hard.
Naga is a really awesome sniper platform but dps is...meh
Sniper naga Target Tornado: 140km - you need a few Nagas to one shot that one
Sniper talos Target Tornado: 140km you really need a lot of those (terrible dps compared with naga rails)
Sniper Oracle Target Tornado: 140km, outch ! -almost one shot
Sniper Tornado Target Tornado: 140km - one shot
Sniper Machariel Target Talos: one shot (most of) Target Naga: one shot (most of) Target: Tornado: 2 shot (some one shot) Target Oracle: almost 3 shot (none one shot but several 2 shots)
Tornado wins -cheap throw away sniper platform Machariel wins - expensive but really awesome. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.23 01:34:00 -
[54] - Quote
Malefaktor wrote:First, I'd like to thank CCP for attempting to rebalance hybrid weapons and (to some extent) Gallente ships. That said, I agree with many have said here: The main problem with blasters is that the hulls that bonus them (Gallente boats primarily) are *too slow* to actually bring those weapons to bear. The main issue is how Gallente ships stack up against Minmatar ships, the primary small gang PVP choice today. A Minmatar ship is fast enough that it easily kite a blaster boat outside of web range and then rain down unanswered firepower with it's 20km range AC's. If things go badly, the Minmi ship simply flies away. Gallente ships lack an antidote to that situation, and I expect these changes will do little to fix do that.  IMO what Gallente ships really need is a *modest* +20% web range bonus (and maybe web strength bonus also). With a web range of 12km, this would make make it more RISKY for a Miinmatar ship to kite a Gally boat, but not impossible. It would also mean that Gallente ships could overheat their webs to 14.4km which would be even more scary for a Minmatar ship, but still not impossible to escape.  A web bonus would also fit neatly with the traditional tackling role for which Gallente ships were once famous. Just a thought...
Has long has you can keep your target over/at max disruptor range and you can apply decent dmg while your target scratches you from time to time, the kitting ship will always win unless you make big piloting mistakes. Kitting games are the easier, you don't need to have the biggest dps, just takes some time but you'll always kill your target if you don't let it come or he doesn't have any tool over you to get in closer.
Nice stuff. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.25 00:04:00 -
[55] - Quote
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?
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Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.25 20:24:00 -
[56] - 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?
The answer is rails. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.12.02 16:57:00 -
[57] - Quote
Takeshi Yamato wrote:Buffing blaster dps through the roof won't solve anything. The problem is simply that the race with the shortest range does NOT have the fastest ships like it should. It's really basic stuff. Armor rigs and plates reducing speed while being pretty much required in PvP certainly don't help either. Further evidence for what I'm saying can be seen on the frigate level: blaster frigates are and were not gimped because they can catch up to their target, furthermore, combat usually takes place within web range.
Also, once upon a time, Autocannons didn't have ridiculous falloff and had to actually get close to webbing range to deal enough damage.
Indeed, as it stands right now it's difficult to ask for more dps on blasters or rails without watching carefully and individually each ship.
Has you rightly said small blasters/rails are fine and by the way they were already before, they were the ones that needed no revamp at all but only ships tweaks.
Proportionally speaking between small and large guns, putting numbers out of my arse (just because I can but I will avoid) I'd say that blaster ships need a lot more speed, maybe a small increase in DPS and rails really a lot of DPS love.
While for blasters I think now that is about tweaking ships bonus that CCP will manage to bring them back to the light, Rails really suffer from the lack of alpha. I don't think the best way to compare rails with other weapon system, or even watching independently each weapon system is to watch numbers over time because of something basic in the game: engagement time You can't compare the dps of rails vs arty when one can instantly pop cruisers and the other one needs 5 shots then say that over time Rails have the biggest DPS.
Who shoots for 1hour a single BS? Who shoots BC's or cruiser for over 30mn? -hell even 3minutes, unless is structures ...
Average fight without logistics is about 30s to about 100sec (self rep bait tanks etc) so in my humble opinion you can't just pick numbers over time (how much time by the way). I guess long range weapons should be balanced around "target X" at "distance Y" with perfect skills and shooting for "Z" seconds based on average life time of ships using that kind of weapon system.
Then we would probably see that missiles need a huge dps improvement (travel time before applying dps) and rails are underground very deep looking for enraged hamsters.
Just some point of view about what actually is already done. More stuff will be done (I hope) so maybe and I hope I'll start using my racial ships and guns in fleets without read "gtfo with that shift and bring something useful" |
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