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

ITTigerClawIK
Galactic Rangers Galactic-Rangers
36
|
Posted - 2011.11.01 00:20:00 -
[391] - 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.
Many thanks for clarifying this , had my head hurting for a while that one ^_^ |

Dunmur
Next Stage Initiative Trans-Stellar Industries
4
|
Posted - 2011.11.01 00:21:00 -
[392] - Quote
Digital Gaidin wrote:Dunmur wrote:What you are describing would be good for 1v1 or small group pvp only, good luck doing that in a larger fleet. Oh and unlike high-sec station games its kinda hard to warp out and warp back in at 0 when you have dicter bubbles in 0.0. I regularly warp in for bombing runs in very hostile environments surrounded by bubbles. Proper alignment for warp-ins is essential, and while hostiles bubbling their own fleet to protect from a warp-to-zero (or 30) will stop you from getting the absolute best warp-in, they just freaking bubbled themselves...  Gallente shouldn't be a new FOTM that owns everything else. They should have their tactics that, when the hostiles are forced to fight on their terms, the Gallente should win hands down. Caldari missile fleets have this. Amarr AHAC and Hellcat fleets have this. Minmatar Alpha fleets have this. Gallente...  Amarr and Minmatar DPS curves fight it out for the mid-range combat, and Missile damage and Artillery owns long range. Blasters have their niche in close range, and that is where they should be insanely deadly. Acac Sunflyier wrote:Also, I'd like to ask how the Talos is going to fit in. Part of my preponderance comes from the deployment schedule. Will the Talos deploy at the same time as hybrids? Will hybrids deploy before hand so this change doesn't mean anything? Is the talos being build with the change in mind? T3 BC's are all about breaking the mold. If Gallente ships are fat and slow while being insanely deadly at close range, the Talos becomes the Fast but paper thin deadly at close range ship. Especially with the design being slightly un-Gallente, it fits in perfectly with not only its role but its tactics-shift away from other blaster boats. Just my thoughts. 
I still don't think these changes are gonna make much of a difference the hybrids lack the versatility/utility of the other guns. Yes they have their perks but in pvp versatility trumps all.
They can ether buff blasters by giving them more range but this will just cause the differences in the gun types to blur
or
They can significantly buff the speed on blaster boats
or
They can ...GASP... nerf autocannons/pulse lasers to where they have a damn hard time tracking stuff in blaster ranges
Otherwise they have given no real incentive for people to switch to using blasters.
|

Digital Gaidin
Manetheren Rising
4
|
Posted - 2011.11.01 00:21:00 -
[393] - Quote
DarkAegix wrote:Sizeof Void wrote:Dunmur wrote:If your enemy is flying faster than you and out of your range you could have 100,000 dps and if you cannot hit him 100,000 x 0 is still 0 Well, um, this is actually true for all of the guns (as well as missiles and drones), not just blasters. So, what is your point? That all guns should have infinite range and tracking speed? Wrong! Try again! Other weapons operate further than the warp disruptor range of 24km. A Minmatar ship could kite a Gallente one at 23km. The Gallente one will be doing next to no DPS, and die a slow and painful death. In an engagement where the the enemy has a faster ship (Read: Almost all the time) and are using railguns, arties, autocannons, pulse lasers, beam lasers, guided or unguided missiles blasters will lose every single time. *GASP*
My **INSERT_SHIP_TYPE_HERE** doesn't work at 23km! FIX ME!
If someone is orbiting a blaster ship at 23km and the blaster pilot doesn't have a means to defend himself, he deserves to die... regardless of what changes go through. Name one situation where a blaster ship will be located against a single tackler and wouldn't have a means of escape within 60 seconds (via jump, breaking 24km range, docking, ECM drone jam got a cycle off, etc.). |

Buzzmong
Aliastra Gallente Federation
1
|
Posted - 2011.11.01 00:22:00 -
[394] - Quote
ITT:
General consensus that the hybrid changes are good but are akin to weeing into the wind when compared to the overwhelming superiority of projectiles in their current states.
General agreement that one weapon system is towering over the others, ergo normal balancing techniques should apply: Projectiles should feel the nerf bat. Preferably delivered by TomB or Oveur as they're the biggest hitters and they haven't had a chance to swing it for a while.. |

Yvan Ratamnim
Phoenix Evolved Part Duo
26
|
Posted - 2011.11.01 00:23:00 -
[395] - Quote
CCP Tallest come on, read this thread, you can obviously see that 99% of people see this as NOT ENOUGH BY A LONGSHOT |

Digital Gaidin
Manetheren Rising
4
|
Posted - 2011.11.01 00:26:00 -
[396] - Quote
Dunmur wrote: I still don't think these changes are gonna make much of a difference the hybrids lack the versatility/utility of the other guns. Yes they have their perks but in pvp versatility trumps all.
They can ether buff blasters by giving them more range but this will just cause the differences in the gun types to blur
or
They can significantly buff the speed on blaster boats
or
They can ...GASP... nerf autocannons/pulse lasers to where they have a damn hard time tracking stuff in blaster ranges
Otherwise they have given no real incentive for people to switch to using blasters.
Or they could do what I've been saying for 2 pages now that you conveniently left off your list. 
We don't need *another* versatile weapons system. Artillery can't track worth hell. Autocannons are very versatile. Pulses are only good if you can use Scorch, else hope you are in blaster range. Beams and Railguns suck because they can't get the job done in real 'verse situations. Blasters currently suck but might not soon. Heavy Missiles are great if you have an army of them impacting at the same time, and are under 84km. Short range missiles are decent when used properly.
No one excels in the 10km and under range right now. Blaster ships don't need to be a jack of all trades (like Autocannons, T2 Pulses, or Heavy missiles), but they do need to have a purpose on the battlefield. They might not be good for all situations (few ships are, and usually only completented by support ships), but they should be damn good at something. If you are flying Gallente and need something to mission run in, either MWD after your targets and blast them or use Railguns and deal with fast movers using drones. This is the perfect opportunity for a weapon system to be designed to fill a void, and it would be a shame if it came off mediocre to appeal to the "I want this one system to do everything" crowd. |

Yvan Ratamnim
Phoenix Evolved Part Duo
26
|
Posted - 2011.11.01 00:27:00 -
[397] - Quote
Sizeof Void wrote:Dunmur wrote: What you just described is a Single situation where gallente are good and that is when you warp to 0 on top of your enemy, but wait at those ranges neuts would suck you dry and even at reduced cap blasters still use cap.
Does every ship in the game fit neuts? No? Well, then I guess you, too, are describing a Single situation - that is when you warp to 0 on top of your enemy and your enemy has neuts. Digital Guidin wrote: Do you spend your entire day ganking Curses and Ashimuu's? If someone fits a Neutralizer and you are in a cap-dependent ship, umm... good choice on their part?
lol
LMAO so what your saying is its ok for hurricane to still be the do-all able to kill every gallante ship right? as i can fit autos and 2 medium neuts on there and destroy every gallante ship with this buff as it stands (maybe not the talos but it'd be close) |

Digital Gaidin
Manetheren Rising
4
|
Posted - 2011.11.01 00:30:00 -
[398] - Quote
Yvan Ratamnim wrote:Sizeof Void wrote:Dunmur wrote: What you just described is a Single situation where gallente are good and that is when you warp to 0 on top of your enemy, but wait at those ranges neuts would suck you dry and even at reduced cap blasters still use cap.
Does every ship in the game fit neuts? No? Well, then I guess you, too, are describing a Single situation - that is when you warp to 0 on top of your enemy and your enemy has neuts. Digital Guidin wrote: Do you spend your entire day ganking Curses and Ashimuu's? If someone fits a Neutralizer and you are in a cap-dependent ship, umm... good choice on their part?
lol LMAO so what your saying is its ok for hurricane to still be the do-all able to kill every gallante ship right? as i can fit autos and 2 medium neuts on there and destroy every gallante ship with this buff as it stands (maybe not the talos but it'd be close) Put forward my proposed change, get within Neutralizer range, and lets see who wins 
One dead Hurricane coming up...  |

oldmanst4r
oldmanst4r's Corporation
18
|
Posted - 2011.11.01 00:33:00 -
[399] - Quote
This really isn't that complicated, there are three main issues with blasters
Not that much more ]damage than other turrets even in optimal circumstances and...
They are combined with slow-arse ships and have no range.
In order to fix these problems you need to buff two out of three
1. Ship speed
2. Damage (inc tracking)
3. Range
Now Amarr already have the damage/range niche so really a buff to optimal and damage would really just make amarr the worse gallente which no one wants.
On the other hand, buffing the base speed/agility of gallente ships makes them start moving over onto the minmatar niche which isn't great either because gallente ships don't need to kite they need apply dps.
So what's my idea:
Gallente:
Every ship that can fit a blaster should get
1. Mwd Speed Bonus
2. Agility penalty when using mwd
Essentially making it such that with good piloting you should be able to catch even a minmatar pilot who isn't on his toes. Although since blasters use cap you'll have to be careful or you'll cap out before you catch him and won't be able to use your weapons.
Caldari:
1. Railgun damage bonus
Caldari platforms are supposed to be rail platforms so just give them crazy good rails. I think any Rokh pilot would trade his 50% range bonus for a 37.5% damage bonus.
Lastly
Blasters should get the following buff
+20% damage
+37.5% tracking
This makes both gallente and caldari significantly more powerful while leaving them both with significant weaknesses. Caldari rail boats will still be slow and easy to catch, with only rails as a buffer.
Gallente ships will be fast with mwd on but will have a difficult time maneuvering to catch minmatar ships. They will have fantastic damage within web range but will be vulnerable to cap warfare and have no damage type flexibility.
Caveat: numbers may be off, and this is just my opinion.
|

Sizeof Void
Center for Advanced Studies Gallente Federation
17
|
Posted - 2011.11.01 00:49:00 -
[400] - Quote
DarkAegix wrote: Other weapons operate further than the warp disruptor range of 24km. A Minmatar ship could kite a Gallente one at 23km. The Gallente one will be doing next to no DPS, and die a slow and painful death.
Sure, and I agree that is a valid strategy for the Minmatar ship pilot.
But, you are talking about disruptors, not scrams, and staying just inside of disruptor range and outside of blaster range at MWD speeds is a bit tricky. A mistake one way, and you are getting webbed and pummelled - a mistake the other way, and your target warps away.
And, don't forget that most of the Gallente boats pack drones, too.
DarkAegix wrote: In an engagement where the the enemy has a faster ship (Read: Almost all the time) and are using railguns, arties, autocannons, pulse lasers, beam lasers, guided or unguided missiles you'll find that blasters will lose every single time.
Not true. The standard tactic for a blaster ship pilot is to warp to 0 on the target (and not at max disruptor/scram range), web/scram the target, drop drones and apply overheated blasters before the target can putter away at webbed speeds.
Ofc, this worked better (actually too well) prior to the web nerf, when 90% web was possible - nowadays, you really need to multi-web the target to guarantee the kill.
Oh, wait, that's how you kill Drams.... |

Sizeof Void
Center for Advanced Studies Gallente Federation
17
|
Posted - 2011.11.01 00:53:00 -
[401] - Quote
Yvan Ratamnim wrote:CCP Tallest come on, read this thread, you can obviously see that 99% of people see this as NOT ENOUGH BY A LONGSHOT Well, 99% of the people in the US are overweight, and in debt, too. That doesn't make it smart.
|

MeBiatch
Republic University Minmatar Republic
81
|
Posted - 2011.11.01 00:53:00 -
[402] - Quote
here is a boost for gallente make it so remote sensor damps also reduce the ships sensor strength so its easier to lock them down with multi specs... (would also make sence why gal have information warfare links)
this would make ships like the lechasis/arazu used more then just a long point or scram... |

Kumq uat
Mercurialis Inc. RAZOR Alliance
31
|
Posted - 2011.11.01 01:06:00 -
[403] - Quote
Digital Gaiden has my full support. The man is amazing. |

Sizeof Void
Center for Advanced Studies Gallente Federation
17
|
Posted - 2011.11.01 01:07:00 -
[404] - Quote
Dunmur wrote: my point is the shortest range ship, should be able to catch its target
All of the time? Then, everyone would be flying Gallente ships next year.
The whole point of "balancing" is to avoid creating a sure win for one particular weapon, ship, or strategy.
In general: Minmatar ships are faster - kiting is a valid strategy, and AC stats support this strategy. Gallente ships are DPS beasts - warping to 0 is valid strategy, and blaster stats support this strategy.
If the Minmatar ship can kite the Gallente, then the Minmatar ship should have the advantage. If the Gallente ship drops right on the Minmatar ship, then the Gallente ship should have the advantage. But, in either case, it should never be a sure win. |

Patri Andari
Thukker Tribe Antiquities Importer
0
|
Posted - 2011.11.01 01:09:00 -
[405] - Quote
So, one again CCP chooses to boost T2 turret ammo while making sure T2 missile ammo retains its negative ship bonuses?
Any chance this blatant favoritism will stop?
T2 Missiles should loose the ship speed and sig bloom penalties NAO!
Failing to do so just solidifies the bias. |

Sizeof Void
Center for Advanced Studies Gallente Federation
17
|
Posted - 2011.11.01 01:12:00 -
[406] - Quote
But, more seriously, CCP Tallest -
What about a buff to the graphics and sound effects for blasters and railguns? |

Crazy KSK
Tsunami Cartel Dark Solar Empire
7
|
Posted - 2011.11.01 01:17:00 -
[407] - Quote
+1 to the idea to make range = more cap use (and not range = less dps) that would make both blasters and rails have their niche again other than that
blaster ships should be the fastest in a straight line faster than mini by at least 20%
blasters should out dps anything by 50% in their optimal
I think web bonus in any sense is bad since it is situational overpowered and would imbalance certain faction and specialized t2-3 hulls (why fly a rapier when you can have a gallente hull that gets that bonus 100mil cheaper? etc) |

Kamuria
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.01 01:21:00 -
[408] - Quote
Even with those changes i still think the hybrids deserve another boost.
You can either boost falloff a little bit, or give them quicker reload. The Amarr get to reload fast, I think hybrid guns should reload quicker to, due to their poor range you're constantly adjusting. Unlike projectile ammo, you barely get to 50% of web range with antimatter on medium hybrid blasters, the only type of ammo requiring several ammo type under 10km... |

Solomon XI
Hidden Souls
0
|
Posted - 2011.11.01 01:22:00 -
[409] - Quote
@ CCP Developers,
This is an extremely good start to fixing the Hybrid platform. As a capsuleer who uses Hybrid weaponry quite often - I do think more is needed. I remember vividly the day blaster platforms ceased being useful. It was a dark day when the new scram was introduced (IE: shutting off a MicroWarpDrive) and the Stasis Webifier nerfed into oblivion.
Dedicated Gallente Blaster platforms should have a web bonus (<3 Vindi/Kronos) and immunity from the scram side-effect which turns MWD's off. Ships which meet this criteria are Thorax, Deimos, Megathron, Hyperion, and related.
Blasters also need a slight optimal boost. |

DarkAegix
Blue Republic RvB - BLUE Republic
202
|
Posted - 2011.11.01 01:26:00 -
[410] - Quote
Sizeof Void wrote: The standard tactic for a blaster ship pilot is to warp to 0 on the target
And that's why blasters just don't work. |

Jeffrey Powel
My Horse is Amazing
5
|
Posted - 2011.11.01 01:29:00 -
[411] - Quote
Crazy KSK wrote: I think web bonus in any sense is bad since it is situational overpowered and would imbalance certain faction and specialized t2-3 hulls (why fly a rapier when you can have a gallente hull that gets that bonus 100mil cheaper? etc)
Cause we speak about a bonus on the efficiency of the web, not the range...... |

Grimpak
Midnight Elites Echelon Rising
111
|
Posted - 2011.11.01 01:32:00 -
[412] - Quote
Quote:Feedback
If you have issues with this balancing plan, please post your feedback in the comment thread. We are listening.
you want feedback? ok here's feedback:
proposed blaster fixes on the devblog are half-assed. I can comprehend the armour tanking balancing a bit, but blasters are supposed to be something akin to shooting nukes at someone's face at point blank ranges. this does not happen today because their damage is marginally better than "the next best thing(TM)", and even at some cases it is actually surpassed (a gank torp raven, theoredically, outdamages a gank neutron megathron btw). Also said marginally better damage is only better in perfect conditions.
my proposal is to boost (M and L) blasters dps on the 50% range. tracking change is actually not bad and I don't mind the fittings change. For sake of balancing I don't even mind cutting down the blasters' optimal and falloff further so that they do no more than paint scratching beyond the 10-15km range or thereabouts.
In the blasters' case, the damage projection mechanism should be solely the ships themselves, and not the guns, so the speed and agility boosts aren't actually bad, altho I would boost them a bit more.
in sum, I don't mind blasters getting even shorter ranges if A) they get the means to get there and B) get overwhelming damage to compensate said ranges.
And , in my opinion, proposed changes are only half way there tbh. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Crazy KSK
Tsunami Cartel Dark Solar Empire
7
|
Posted - 2011.11.01 01:33:00 -
[413] - Quote
Jeffrey Powel wrote:Crazy KSK wrote: I think web bonus in any sense is bad since it is situational overpowered and would imbalance certain faction and specialized t2-3 hulls (why fly a rapier when you can have a gallente hull that gets that bonus 100mil cheaper? etc)
Cause we speak about a bonus on the efficiency of the web, not the range......
sigh so if the mega got a 90% strength bonus why would I want to pay 10times the price for a vindicator? |

Sol Mortis
An Heroes
0
|
Posted - 2011.11.01 01:33:00 -
[414] - Quote
It is obvious that these changes are not sufficient in any way. Blasters need more damage if you are going to keep their range as short as it is, which I think should happen. They really should be the short range artillery as many others have indicated, inflicting massive alpha and high sustained DPS but with a low rate of fire. As it stands, Autocannons do almost the same amount of damage, and when you consider the range at which they project that damage and ESPECIALLY that they can switch to any damage type the slight damage advantage blasters have is completely overshadowed.
I think another possible fix would be to divide blaster damage 3 ways so that it inflicts roughly 33% each of EM, Thermal, and Kinetic; which would make scientific sense as they are plasma weapons and plasma certainly has a lot of EM energy; if you did this blasters would still be viable with the same damage they have now since people couldn't just stack more kin/therm resist on top of already decent kin/therm resists (especially for Tech 2 ships).
No matter how you look at it, blasters need either more damage, or the damage they have needs to be more effective in some way; and just improving the tracking is not going to cut it. For the Record I can fly all races near perfectly and pretty much only participate in PvP when I play, and have been using mostly minmatar for a long long time now. I was excited that blasters might be better soon, but this is not going to make me use them again when I can still choose any damage type I need and do that damage at kite range in the fastest ships in the game. There is just still no reason to choose blasters.
Again, to recap, at least two of these three changes are needed.
1. Give blasters alpha comparable to artillery.
2. Give blasters more DPS.
3. Give blasters EM damage in addition to Kinetic and Thermal while keeping their current DPS. (this is still inferior to projectiles because 67% of your damage will not be against their weakest resist, unlike projectiles where almost 100% of their damage is the perfect type to destroy their target). |

Jeffrey Powel
My Horse is Amazing
5
|
Posted - 2011.11.01 01:38:00 -
[415] - Quote
Sizeof Void wrote:Not true. The standard tactic for a blaster ship pilot is to warp to 0 on the target (and not at max disruptor/scram range), web/scram the target, drop drones and apply overheated blasters before the target can putter away at webbed speeds. ....
And your forget the "to pray" parts. Pray you will land at 0 and not a 5km, pray to don't be jammed cause you will be unable to hit or run after a falcon, pray the target don't have neutz cause your gun don't work whithout a lot of cap, pray they don't have a logistic cause at 50km you simply can't do anything, pray it's not a trap cause if it is you can't escape cause you always fight at web/scramble range ect, ect.... |

Imawuss
United Atheist League
4
|
Posted - 2011.11.01 01:41:00 -
[416] - Quote
Digital Gaidin wrote:Imawuss wrote:Um no -100.
This would make Blasters even more useless. Why? because now all you need to do is stay at 15km and Gallente dies every time. Kiting is already an issue so you want to make it worse? Sure you will be better off in the 10% of situations you start off in optimal, but now you will be completly owned in the 90% you do not. Not to mention now you have 0 purpose in any fleet except for gate camps and even then still outshinned by AC's because the chance they come in next to you is less then them coming at the other side of the gate. By the time you burn to them they are already melting.
DPS in range is not the issue its the lack of range or being able to apply the DPS that was the issue. Increasing dps and shortening range makes Gallente even more niche, a very small one. They would be relegated to high sec station games and useless in all other situations if you made that change. So you want long range blasters? Would you like that at Scorch range or EMP range? What I described would actually fit what blasters are SUPPOSED to be, as well as provide a niche that an intelligent pilot could exploit. Amarr ships are great if you can control range, but they aren't the fastest so you need a smart pilot. Caldari ships are great if you can MAINTAIN range (and somehow figure out how to keep the guy on grid), but have crap for DPS and are useless up close. Minmatar have amazing kiting ability with their speed and falloff giving amazing flexibility with range and damage type while on grid. What do I want with Gallente? I want a ship that when I get a warp in, or the opponent makes a mistake, I can drop a scram and web on him and eat him alive. I would prefer that EVE Online never has a Jack of all Trades ship that can truly own everything (though at times the Vagabond has come pretty damn close), and for that matter I'd like to see Gallente truly excel at one specific area while on grid. I described it as creating a zone of death, and I think that metaphor fits quite nicely for what blasters *could* be if CCP agrees.
So basically, you want Gallente to be to be useful only in small fleet vs 1 ship gank situations? Because you need to have 1500 dps in one ship for that to work right... all other situations you will be kited and killed @15km becuase you are slower and cant get into web range without help from another ship. In fleet situations your are useless. If this happens Gallente will only be useful in 5% of combat situations. I'm sorry not acceptable.
I would like to see ammo lose its dps for range stats and instead some sort of cap for range stat and reduce ammo load times from 10 seconds to 5 or instant. Then on top of that something like this would be more useful:
MeBiatch wrote: here are the fixes for hybrids:
blasters:
concept shotguns (short range arties...)
1. Increase base damage by 50% 2. Decrease rate of fire by 30% 3. Increase falloff by 15% 4. increase tracking by 37.5%
railguns: Concept long range auto cannons
1. Increase base damage by 15% 2. Increase rate of fire by 15% 3. decrease activation cost by 40% 4. increase tracking by 37.5%
|

Jeffrey Powel
My Horse is Amazing
5
|
Posted - 2011.11.01 01:41:00 -
[417] - Quote
Crazy KSK wrote:Jeffrey Powel wrote:Crazy KSK wrote: I think web bonus in any sense is bad since it is situational overpowered and would imbalance certain faction and specialized t2-3 hulls (why fly a rapier when you can have a gallente hull that gets that bonus 100mil cheaper? etc)
Cause we speak about a bonus on the efficiency of the web, not the range...... sigh so if the mega got a 90% strength bonus why would I want to pay 10times the price for a vindicator?
Cause if the mega get this bonus, the vindicator going to have a 4th bonus different, cause the DPS bonus, cause the 8th gun, cause the agility, cause the skin, cause the 5th med slot, ect.... |

MotherMoon
Huang Yinglong
142
|
Posted - 2011.11.01 02:02:00 -
[418] - Quote
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1431186&page=1#1
My assembly hall post before the old forum got shut down had about 70% thumbs up.
The idea is to make blasters shotgun damage. Meaning the closer you are, the more raw dps they do. This would mean medium do 20-30% more damage when within 50% of optimal. The same dps when outside of optimal.
And then , instead of falloff decreasing the chance to hit, it would only reduce the damage blasters deal. Because shotgun blasters as we all know move in a cone. So the closer you are the more hits you take, the farther away you are the less hits you take.
Think the way they balance shotguns for any fps title. |

Andreus Ixiris
Mixed Metaphor
154
|
Posted - 2011.11.01 02:15:00 -
[419] - Quote
Patri Andari wrote:So, one again CCP chooses to boost T2 turret ammo while making sure T2 missile ammo retains its negative ship bonuses?
Any chance this blatant favoritism will stop?
T2 Missiles should loose the ship speed and sig bloom penalties NAO!
Failing to do so just solidifies the bias.
Have you read the data dump? You know the changes you're petulantly demanding are actually happening, right? Andreus Anthony LeHane Ixiris CEO, Mixed Metaphor
Animated Corporate Logos |

MeBiatch
Republic University Minmatar Republic
82
|
Posted - 2011.11.01 02:21:00 -
[420] - Quote
MotherMoon wrote:http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1431186&page=1#1
My assembly hall post before the old forum got shut down had about 70% thumbs up.
The idea is to make blasters shotgun damage. Meaning the closer you are, the more raw dps they do. This would mean medium do 20-30% more damage when within 50% of optimal. The same dps when outside of optimal.
And then , instead of falloff decreasing the chance to hit, it would only reduce the damage blasters deal. Because shotgun blasters as we all know move in a cone. So the closer you are the more hits you take, the farther away you are the less hits you take. However the cool part of this plan is optimal range is based on the size of the target. If your trying to shoot a target with larger sig radius than your guns, than their effective optimal range is greater. Since the cone of damage gets larger as it travels, damage is directly linked to how far away the target is, and how big it is.
Think the way they balance shotguns for any fps title.
If your in a frigate trying to hit a battleship, then hell why not, you now have 12-15km range on your small blasters. Which allows you to tackle and still put on some dps.
the problem with that is that falloff is in the chance to hit formula... but that is only half of the applied damage formula...
pretty much chance to hit = 0-1 and it goes against x which is a random generated number between 0-1.... if x is greater then chance to hit you miss... |
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