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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Roosterton
Eternal Frontier
121
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Posted - 2011.10.31 15:11:00 -
[61] - Quote
"Hail (all sizes): Removed falloff penalty"
Sorry, RF Fusion... |
Femaref
Armageddon Day WE FORM VOLTRON
2
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Posted - 2011.10.31 15:12:00 -
[62] - Quote
Charles Edisson wrote:Much as I love these new changes (I have 2 Gallante toons) CCP need to do something about their insider trading. I love the fact that somehow from a new Dev blog today all the ammo types that have just had boosts anounced were bought up off the market 7 days ago. Players that are involved in the balancing/development ideas should not be able to make huge sums of isk out of inside trading.
It's called test server. Once the data is on the test server, you (read: people who know their way around certain tools) are able to read the new item data from the cache files. This has nothing to do with insider trading, as everybody has the same opportunity to get the information. Insider trading restricts the information to only a few, which clearly doesn't happen here. Mind, not being able to use a tool doesn't mean you are restricted from it, you are just not able to use it. |
Akura Goldwing
SILENCE ... I kill you
0
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Posted - 2011.10.31 15:13:00 -
[63] - Quote
I find it interesting, that Caldari Ships don-¦t become an Velo-Buff because they have an 10% rangebonus already... The Rokh was an "Fan-Boat" before the Hybrid-Buff and will be after. That 10% Range Bonus of the Caldari is more unseless than an third Leg or some like it. If someone needs an Sniper, he probably uses an Amarr or Minmatar Ship.
Just my 2 cents |
xo3e
The Deliberate Forces HYDRA RELOADED
0
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Posted - 2011.10.31 15:13:00 -
[64] - Quote
"ok. lets boost both close and long range Projectiles, and also Lasers and say that this is Hybrid wepons boost actually" (c) CCP
i dont want to be politically incorrect, but... WTF IS THIS? WHAT IS THE POINT IN BOOSTING TRACKING WHEN BLASTER BOATS STILL CANT GET CLOSE ENOUGH?
this "boost" looks like bad excuse, and blaster boats will still only be able to stand against n00bs in hands of a skilled pilots. and i dont think that this is looks like good balance.
inb4 "whine more n00b... wait.. WHAT?" at9 gold medal. (boss ******) |
Wacktopia
Sicarius. Legion of The Damned.
22
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Posted - 2011.10.31 15:13:00 -
[65] - Quote
Tippia wrote:GÇ£Inertia Modifier -5% on the following shipsGÇ¥
GǪso the numbers in the now-famous sisi data dump were in other words modded in the wrong direction GÇö the ships listed all got a +5% modifier when it should have been -5%?
Oh god I hope that you're right with this, Tippia. |
Reppyk
The Black Shell
3
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Posted - 2011.10.31 15:14:00 -
[66] - Quote
I'm okay with all these numbers.
My only concern is the T1 ammos. Most of them will almost never be used.
Example : Iridium and Plutonium are kinetic+em Uranium and Tungsten are thermal+explo.
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Pattern Clarc
Aperture Harmonics
214
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Posted - 2011.10.31 15:14:00 -
[67] - Quote
Stan Kirby wrote:Minmatar or projectile boost: - +100% artillery burst damage - overpowered cynobal, machariel, dramiel - huge falloff bonus from TE and TC. ... Gallente/hybrid boost: - blasters tracking speed +20% .... LOL - railguns +10% damage ... megaLOL CCP fail... again. It does have that feeling doesn't it?
Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Z800XV
True Power Team
0
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Posted - 2011.10.31 15:14:00 -
[68] - Quote
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Make frequent recharging hybrids and equal to 5 seconds instead of 10. on each recharge a certain amount of capacitor will be taken instead of on each shot. say to recharge clip needed 150 capacitor instantly(well, make it around number of shots, example one shot take 10 capacity, clip have 15 ammo = 150 capacity) then shoot them without capaciy. number of rounds in the clip... say it will be 10-15. So we're partially leaving dependence DPS from capacity.
After this fix hybrids take their own place. Plus, this can vary damage mode depending on how many ammo will be in clip.(leveing it to devs) (example: 10 rounds with damage mode X10 and 5 rounds with damage mode x13 (well, calculate how much dps is lost by recharge to leave it the same as it is now)) DPS is still the same but appears new side - we have superDPS(also very close depend in clip) for a short time and in the coupe with overheating blasterboats would like everyone is waiting for. |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
78
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Posted - 2011.10.31 15:14:00 -
[69] - 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. Excellent!
Is this showing up on SISI anytime soon? |
Louis deGuerre
Malevolence. Void Alliance
55
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Posted - 2011.10.31 15:15:00 -
[70] - Quote
Max Velocity +10
+10 or +10% ?
I like the changes but they are much too conservative. The major problem with blasterboats is and remains speed.
This blog is more a minmatar buff than a gallente one FIRE FRIENDSHIP TORPEDOES ! |
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Wacktopia
Sicarius. Legion of The Damned.
22
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Posted - 2011.10.31 15:15:00 -
[71] - 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.
YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH YEAH
Ahem.
YEAAAARRGGJHGHGHGHGHGHG!!!!!! |
Pattern Clarc
Aperture Harmonics
214
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Posted - 2011.10.31 15:16:00 -
[72] - Quote
Re the ammos: To paraphrase from here... https://forums.eveonline.com/default.aspx?g=posts&t=14433
Rails should fill in the performance gaps leaving alpha and dps to the other weapon systems but doubling down on what is left...
Quote:Ammo: Railgun base damage increased by 10%
Spike base damage increased by 25%
Tech 2 Ammo now receives short range variants that alter the behaviour of the turrets (beyond additional dps, or range) either compensating for short falls or improving strengths of the turrets in very different ways. - Quake - 25% increase to Artillery alpha, 5% Less damage than RF EMP and 33% less range and fall off. - Gleam - Increases damage - 15% more damage than Navy Multifreqency and 33% less tracking and 33% less optimal range. - Javelin - Increases tracking by 50% - 5% Less damage than CN Antimatter and 50% increased capacitor usage.
Hybrid Ammo receives reorganisation into 4 parts: Antimatter remains unchanged Iron base damage increased by 20%
Plutonium - (Same as current plutonium except: ), 20% Kinetic, 80% Thermal damage Uranium - -(Same as current plutonium except: ), 80% Kinetic, 20% Thermal damage
Thorium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 80% Kinetic, 20% Thermal Lead - (Same as current thorium except: ) 0% increase to optimal, 20% increase to tracking, 20% Kinetic, 80% Thermal damage
Iridium - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 80% Kinetic, 20% Thermal Tungsten - (Same as current thorium except: ) 0% increase to optimal, 20% increase to falloff, 20% Kinetic, 80% Thermal damage
Railguns now do more damage, and much more damage at longer ranges. True to the RP nature of what most of us consider railguns to be like, ultra high muzzle velocity means, damage attenuates much less at long to ultra long range.
This picture should help explain the changes: http://www.theskyunion.com/railguns.jpg Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Alundil
The Unnamed. Novum Militis ExParte
13
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Posted - 2011.10.31 15:16:00 -
[73] - Quote
White Flow wrote:
I don't actually fly Gallente, but when I do I wear my sunglasses.
O really?
I like these changes so far and hope they are "a start" |
Katrina Bekers
Fighters Squadron
26
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Posted - 2011.10.31 15:16:00 -
[74] - Quote
This is a nice and very long overdue first step.
But, as the devblog already hints, the real problem with nobody fighting in gallente ships is not the weapons systems per se, rather the boats using them.
Close range nimbleness and armor tanking don't match. Buffer armor tanking (the PVP one) even less, with the colossal weight penalty paid with plates.
And... About the buffs themselves:
Hybrids are buffed. But this doesn't buff Gallente only. Also Caldari ones.
T2 ammo are buffed. But this doesn't buff Gallente only. All four races have ammo violently buffed up.
You're really unable to give our race some EXCLUSIVE love, aren't you? You feel this urge to buff the already overused Minmatar or the ubiquitous Caldari in the meanwhile, huh? << THE RABBLE BRIGADE >> |
Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
16
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Posted - 2011.10.31 15:17:00 -
[75] - Quote
No cap usage reduction? |
Wacktopia
Sicarius. Legion of The Damned.
22
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Posted - 2011.10.31 15:18:00 -
[76] - Quote
Pattern Clarc wrote:Stan Kirby wrote:Minmatar or projectile boost: - +100% artillery burst damage - overpowered cynobal, machariel, dramiel - huge falloff bonus from TE and TC. ... Gallente/hybrid boost: - blasters tracking speed +20% .... LOL - railguns +10% damage ... megaLOL CCP fail... again. It does have that feeling doesn't it?
No... it has the feeling of CCP trying to balance something without creating FOTM lol-damage-mobiles.
Lets just see how these changes actually affect the game. If they're not enough they have already said they will go back and look at armor tanking ships combined with hybrids in future. |
Tsubutai
The Tuskers
19
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Posted - 2011.10.31 15:19:00 -
[77] - Quote
I'm not at all convinced that the boost should be applied to small hybrids, which are already very competitive; Gallente frigates are already arguably the best in their respective classes. Also, what happened to the reduction in cap consumption? |
Zi'Boo
Zi'Corp
4
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Posted - 2011.10.31 15:19:00 -
[78] - Quote
You may also want to look into null ammo.
Both scorch and barrage extend the respective range by 50% (if you compare scorch to multi it's more like 300%), while null adds only 25% range.
Since blasters have about equal amount of optimal and falloff it's only fair that null would add 50% to both. |
Kazanir
Eighty Joule Brewery Goonswarm Federation
336
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Posted - 2011.10.31 15:21:00 -
[79] - Quote
Tallest : In the datamined info from Chaos, we saw that all hybrid weapons (blaster and railguns, including capital types) had their capacitor usage reduced by 30%. This change isn't noted in your devblog. Does that mean that you forgot to mention the capacitor usage changes or that the cap changes will not be implemented? |
Nimrod Nemesis
Royal Amarr Institute Amarr Empire
7
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Posted - 2011.10.31 15:22:00 -
[80] - Quote
Schmell wrote:And S, M and L railguns still dont have place in current meta game (beam dont have it either funnily enough). All Hail (and quake) MINMATAR
I can't help but echo this sentiment. Rails still have no way to leverage that "average damage," at the rediculously long range they've got (that's before you recall that caldari ships also have an optimal bonus). Furthermore I see no mention of cap usage, tracking, or reload time: all of which plague the rail pilot in practice and make the platform a comparatively sub-par choice.
I want to believe that 10% damage and a little more leeway on grid/cpu will make headway for rails, but I have serious doubts. |
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Crias Taylor
GoonWaffe Goonswarm Federation
14
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Posted - 2011.10.31 15:22:00 -
[81] - Quote
JC Anderson wrote:.....Taranis.
I have a feeling we will be seeing a lot more of them.
Afraid not. While this is a nice start -áit doesn't address a few bug issues.-á
1. I can still be kitted with a scram and/or web.-á 2. Hybrids suck power.-á 3. MWD suck power 4. Speed probably isn't enough when you consider armor tanks make you slow.-á 5. Hybrid ammo is big still.-á
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VaL Iscariot
The Concilium Enterprises Spectrum Alliance
5
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Posted - 2011.10.31 15:22:00 -
[82] - Quote
So my overwhelmingly powerful Megathron will now be even more powerful? Thanks, CCP!
Also:
I flew Gallente before the buff.
Does that make me a Hybrid Hipster? |
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CCP Tallest
C C P C C P Alliance
119
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Posted - 2011.10.31 15:22:00 -
[83] - Quote
Jackie Fisher wrote:No cap usage reduction?
Actually, yes there is. I accidentally left it out of the blog. Sorry about that. It is being added to the blog right now.
Reduced Capacitory usage: * All hybrid turrets: -30% capacitor use |
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rodyas
The Scope Gallente Federation
15
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Posted - 2011.10.31 15:22:00 -
[84] - Quote
Can someone clarify something for me, is the CPU reduction suppose to be a percentage, as well as teh speed mod a percentage as well? |
Largo Coronet
GoonWaffe Goonswarm Federation
24
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Posted - 2011.10.31 15:23:00 -
[85] - Quote
Pattern Clarc wrote:Railguns now do more damage, and much more damage at longer ranges. True to the RP nature of what most of us consider railguns to be like, ultra high muzzle velocity means, damage attenuates much less at long to ultra long range. This picture should help explain the changes: http://www.theskyunion.com/railguns.jpg Could you please put some numbers on the graphs for clarity? kthx |
gfldex
21
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Posted - 2011.10.31 15:23:00 -
[86] - Quote
Medium and small blasters became a complete gamble when webbers where nerfed and scrams got boosted. That change was ment to be a boost to AF. That never played out. You acknowledge that there is a problem with webbers in conjunction with blasters but fail to understand the underlying issue. The combined effect of having a rather useless webber and at the same time getting your MWD shut off was the killer. A brutix can lose 75% of it's damage because a rifter is switching it's MWD off.
For Dreads adding the mass boost to siege modules made blasters a complete nono. If you get bumped at jump in you can't drop in siege for minutes. You might even have to relocate via warp out and back in to get into any reasonable range. If there are hostiles around that is simply not an option.
Fiddling around with fitting requirements or tracking wont change anything. The big gamble that are medium and small blasters is still there and I wont take it. Your unwillingness to take a change to the game back that didn't play out as expected is not going to make anything better.
Before we got T2 ships the low kin/therm resi on pretty much any PvP fit ship made up for the lower damage mod on rails. Increasing the base damage wont change that. Any T2 ship got either increased kin or therm resi. With combat prolongment and the RR boost volley damage got even more important in PvP then it used to be. A 10% dps increase wont change that.
I can't see how the proposed changes will improve anything in PvP.
If you really want to change something you need to let rails play in their own league. I would propose to turn rails upside down. Let the shortest rails do the most damage and then give those short rails a hefty damage boost. If you keep trying to have a difference between rails and beams/arties without making them different you will just keep shifting inferiority around.
In my eyes the root of all evil started at the very beginning of EVE when 4 races got introduced that where ment to fill the same role without being redundant. Nobody would argue about the inferiority of Apocs compared to Hulks because those different factions ships are meant to fulfill a different role. If you don't give up on the concept of having the same role for different ships or weapon systems you will just keep shifting FotMs around.
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MeBiatch
Republic University Minmatar Republic
74
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Posted - 2011.10.31 15:24:00 -
[87] - Quote
Fix active tanking to include a bonus to incomming rr... Cuss right now 5% to resists is op in comparisson... |
Perdition64
The Xenodus Initiative. ORPHANS OF EVE
5
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Posted - 2011.10.31 15:25:00 -
[88] - Quote
Blasters definitely need a damage increase on reflection. Now, this might look very high on paper, but perhaps a 20% increase to damage in addition to these changes. This way, whilst their damage dealt in close proximity is very high, they still have similar TTKGÇÖs as their peers, due to the fact that they have more travelling than any other ships to get into their optimal range GÇô i.e they accrue more damage in the process. If I take 2 well established ships, the hurricane and a Brutix: (fittings ripped mercilessly from Battleclinic, because I LOST MY EFT BACKUPS >.>)
[Hurricane, Comparison] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Damage Control II Nanofiber Internal Structure II
Invulnerability Field II Warp Disruptor II Large Shield Extender II Y-T8 Overcharged Hydrocarbon I Microwarpdrive
425mm AutoCannon II 425mm AutoCannon II 425mm AutoCannon II 425mm AutoCannon II 425mm AutoCannon II 425mm AutoCannon II Medium Energy Neutralizer II Medium Energy Neutralizer II
Medium Anti-EM Screen Reinforcer I Medium Core Defence Field Extender I Medium Core Defence Field Extender I
Warrior IIx5
VS
[Brutix, Brutix : Neutron Shield gank ] Reactor Control Unit II Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Warp Scrambler II Invulnerability Field II Large Shield Extender II 10MN MicroWarpdrive I
Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M
Medium Core Defence Field Extender I Medium Core Defence Field Extender I Medium Core Defence Field Extender I
Hammerhead II x5
We can see that DPS is not too far apart, (768 dps vs 592 dps), yet the speed of a hurricane is 1434 m/s vs the Brutix's 1112 m/s (before the change). Tank is only different by 4k EHP.
10 m/s is not going to effect this hugely. The tanking abilities are relatively close, as are the dps abilities, considering the hurricane can kite outside the Brutix's maximum 9km effective range, as it is the faster ship. Now, if the Brutix was given greater damage, (20% increase), we see its DPS rise to 921 dps. There is a larger difference, but now, that is accounted for by the hurricanes ability to kite the target, as well as the fact that Brutix will recieve more damage attempting to get into that range. What it does mean, however, is that when it is in range, it will hurt and hurt hard, evening out this fight somewhat.
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Crias Taylor
GoonWaffe Goonswarm Federation
14
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Posted - 2011.10.31 15:25:00 -
[89] - Quote
VaL Iscariot wrote:So my overwhelmingly powerful Megathron will now be even more powerful? Thanks, CCP!
Also:
I flew Gallente before the buff.
Does that make me a Hybrid Hipster?
It means you sat on gates and station undocks. |
xo3e
The Deliberate Forces HYDRA RELOADED
0
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Posted - 2011.10.31 15:25:00 -
[90] - Quote
Quote:Does that mean that you forgot to mention the capacitor usage changes or that the cap changes will not be implemented?
HURRDURR HYBRYD WEPONS ARE FINE YOU GOT YOUR TRACKING NOW MOVE ALONG at9 gold medal. (boss ******) |
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