Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 42 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Rip Minner
ARMITAGE Logistics Salvage and Industries
65
|
Posted - 2011.11.14 07:55:00 -
[1141] - Quote
Another way to even the playing field alittle is Tech 2 ammos.
Right now there are only a Long range and Short range tech 2 ammo that means there can be 6 more tech 2 ammos.
You can add in differnt dmg types for Hybirds and Lazors using more Tech 2 ammo's.
Granted it's not much but it's a start to leveling the playing field between the 3 differnt gun systems.
Were by you have 1 gun system that has 1 major draw back a 10 sec reload timer. And the other two systems suffer from many times that number of drawbacks.
Also when talking about drawbacks no one likes the fact that Lazers suck so much cap and have to have a crap cap bonces for the ships so that they dont cap out in a few secs to a few mins. You should rebalance Amarr ships and Lazors right along with Hybirds so they dont get left behind. Lazors are in second place compared to Projectials. They mite realy compete with them if you just cut cap on Lazors by 50% and give them a real combat bonce on there ships. Granted you mite also need to rebalance a few of the amarr ships cap power supply's.
|
BooooooBeeeeeer
Deep Core Mining Inc. Caldari State
9
|
Posted - 2011.11.14 08:48:00 -
[1142] - Quote
I would like to have seen the comments -í-í-á, they read this thread at all? Or answered once and that's enough? What do they think will make a hybrid its chip? Or consider that done enough? It's a shame to scream into the void, say anything at all, please |
Tania Russ
Pator Tech School Minmatar Republic
6
|
Posted - 2011.11.14 17:24:00 -
[1143] - Quote
I want to reiterate an idea I had that hasn't seen a lot of comment so far.
Precis: replace blaster and rail hybrids completely with 1 new weapon, that changes characteristics based on ammunition type.
So if you load "blaster" ammo, the weapon behaves as a blaster; load "rail" ammo and the weapon behaves like a rail.
This adaptability would level the playing field in terms of weapon choice without requiring the actual mechanics of the way rails and blasters function to change that much, because the sheer adaptability of this new hybrid platform would be beneficial enough to make it an attractive alternative to say, fitting ACs on a Gallente ship (which currently is sadly, the norm. Not that people would necessarily stop doing that.)
I think this change, comboned with some minor buffs to damage output and tracking as already outlined by CCP and under tet on SiSi, wouldotally revolutionize the use of hybrid weapons for both PvP and PvE. |
Sydney Nelson
Nelson Universal Aerospace
25
|
Posted - 2011.11.14 18:07:00 -
[1144] - Quote
This "webbifier effect" idea might be a pretty good fix.
Just re-do the webs so that they take the target ship's stats into effect.
The more mass a ship has, the harder it is to slow-down. Pretty simple really.
Conversely, the lighter and more agile a ship is, the easier it is to slow-down. I know EVE-physics is a joke, but THIS idea makes a lot of sense by real-life physics standards, which is always nice.
I still like the "mwd/speed/agility-bonus on hybrid turrets" idea too. |
indicast
Conquerors Undead Space Solar Citizens
10
|
Posted - 2011.11.14 20:08:00 -
[1145] - Quote
Tania Russ wrote:I want to reiterate an idea I had that hasn't seen a lot of comment so far.
Precis: replace blaster and rail hybrids completely with 1 new weapon, that changes characteristics based on ammunition type.
So if you load "blaster" ammo, the weapon behaves as a blaster; load "rail" ammo and the weapon behaves like a rail.
This adaptability would level the playing field in terms of weapon choice without requiring the actual mechanics of the way rails and blasters function to change that much, because the sheer adaptability of this new hybrid platform would be beneficial enough to make it an attractive alternative to say, fitting ACs on a Gallente ship (which currently is sadly, the norm. Not that people would necessarily stop doing that.)
I think this change, comboned with some minor buffs to damage output and tracking as already outlined by CCP and under tet on SiSi, wouldotally revolutionize the use of hybrid weapons for both PvP and PvE.
good luck with that,ccp doesnt even read the forums |
Rip Minner
ARMITAGE Logistics Salvage and Industries
65
|
Posted - 2011.11.15 08:51:00 -
[1146] - Quote
Hybirds were not broken in a single patch or day. They were broken over alot of patchs and I see it as a 3 fold brake that realy needs a 3 fold fix. So I would realy like it if you read all the way though and give your feed back/ideals and fixs and what you think is the best fix for each problem.
Problems.
1.) Projectiles and Lazers got buffed.
2.) Minmatar and Amarr ships were rebalanced and buffed alittle is some cases.
3.) Game Mechanics.
1.) I feel part 1 has been fixed. This changes are going to leave Hybirds better off today then they were yesterday. But this only true if parts 2-3 are just as fairly and evenly fixed as well.
2.) Hybird ship rebalancing. I feel the ship rebalancing is also just fine. But Minmatar and Gallente ships realy need to have that Acitve tanking bonus fixed.
I will place my fix for that here.
I personly feel that leting it affect remote reps mite be two powerfull. I am with thoughs that think it should add Hit points to shields/armor/hull. Now it do's not need to do all 3 it could be something like Minmater adds to Shields and Hulls and Gallente adds to Armor and Hulls. And just work out the right numbers of were it needs to be for the passive pvp tanks that realy do need the EHP.
3.) Game Mechanic's. This is the realy big one. The one few people can agre on whats right and whats not. Worst of all the sky's the limit or at least what the EVE program can be made to do is the limit. So there is no one right way to fix this there are alot of ways to do it that all work.
Here are is how I see Rails and Blasters working. Blasters need to own that space of 0km to 10km-15km depending of if its a Gallente blaster boat 10km or Caldari blaster boat 15km. And rails need to own that 150km to 250km space. How to make that happen is a very hot topic but must be talked about never the less. So I will place what I feel would be the best and most fair ideals here first the ones for Rails then the ones for Blasters. |
Rip Minner
ARMITAGE Logistics Salvage and Industries
65
|
Posted - 2011.11.15 08:52:00 -
[1147] - Quote
Rails need to own that 150km-250km. Also I feel this changes not only boost Rails ships but all ships in EVE.
1.) First problem is you cant lock out pass 150km so change the locking range to 250km.
2.) Second problem people can just warp right to you after the first 100km. Need to push that on gride warp to mechanic out to 250km also.
3.) Third problem On gride scaning is way overpowered. We understand why the scaning changes had to be made for Worm Holes and also so no budy can hide in low sec. but we need a counter to this for Sniping plateforms. And best of all I dont think we even need to change a thing about how scaning works right now to fix this problem.
My ideal is a new Module. It will come in 3 flavors and with a high/low/mid slot placements. What this Module will do is randomly though off the scaner probes warp to location any were from 20km-80km depending on witch module was fited to ship ether the high/low/mid slot.
High slot Module
Con's Takes up a gun slot and just as much cpu/gride/cap as Large Hybird Turrent. It's the middle ground for Large turrents and it also more or less makes the High slot module the BS sized one.
This Module when turned on will consume cap but it thoughs the ship scan prob randomly off target by 40km-80km. Meaning that if the prober selects warp to 0km they will end up 40km-80km off target. If the prober were to for what ever reason select warp 20km then they would randomly end up 60km-100km way from you the 20km+the random 40km-80km. I know I am not very good at explaning this but I hope you get the ruff ideal here.
Low slot Module
Works just like the high slot only it has it's CPU/grid/cap cost set for cruisers. And it only thoughs off probs by 30km-60km
Mid slot Module Works just like the other to only it has it's CPU/grid set for frigs with no cap cost and it only thoughs off probs by 20km-40km.
Thats my ideal. I think it solves the Overpoweredness of combate scaning by thoughing in some randomness and removing the ablity to always! Land in perfect range zone for your ships. And adds into the game thoughs ranges at witch not only Rails work but we mite see some Tachies some times too.
And you have to remeaber that Hybirds are not Alph weapons there dps weapons and they need alittle time in one spot to effectivly apply some of it so there do's need to be that 40km-80km randomness in there. They land 40km it's time to move right away and never get the time to realy be effective. At 40km off mark there are still point cruiser with points going out to 20km it do's not take a cruiser very long with a mwd to cover 20km. But out at the 80km rails would have a chances to sit alittle bit longer and be able to apply effectivly some of there dps.
And on top of that I just feel that combat scaning is just to good and could use alittle smuging.
Blasters
Man there are alot of ideals for this one but I most like ideals that keep blasters at close range.
I have another broad sweaping ideal that will effect every ship in game and I belive it would help blaster boats out.
Add in a new ship stat called Engine Thrust or something in the lines. What this will be use for is to have a stat that ruffly covers the str of your ships engines. Naturely Armor tanking ships will have stronger engines to move there heavy ships around and probly a few of the Minmatar armor tanked ships too but to a lesser degree from Gallente or Amarr ships but to a greater degree of shield tanked ships.
Affter that we will change Webbers again. Webbers will be changed to graduly slow a ship down based off of the Mass and Engine Thrust/str of the targted ship.
I.E. The heavyer the ships and the stronger the ships engines the longer it will take for the webber to fully slow the ship down to the speed at witch all webbers work today.
What that will do for blasters is buy them more time in that 0km-10km/15km range.
It will also make webbers more usefull on smaller ships and less usefull on bigger ones. But we have ewar thats more usefull on differnt ships types then others already any ways and this webbers will still have the same total webbing str they have to day. They will only work better on smaller ships in the sences that a frig would be fully slowed much faster then a BS would be and it even is logical.
Ya thats my very best ideal for blaster boats its probly not the best but I at least think it is a more logical solution.
If you made it this far down I think you and greatly look forward to your feed back. |
Keen Fallsword
Billionaires Club BLACK-MARK
36
|
Posted - 2011.11.15 11:09:00 -
[1148] - Quote
This is 58 pages thread without any respond from CCP's side.. I think is useless guys.. Almost final build is on SiSi and I think that this is all what we can get.
Welcome new/old fail-ente :(
Crap
|
Fox Strongbow
Arimius Holding The Ancients.
1
|
Posted - 2011.11.15 11:13:00 -
[1149] - Quote
Hi there CCP,
As you are focusing on making hybrid more viable as an option, may I formally request you take a look at the Ferox? As the Caldari Hybrid battlecruiser (as I understand this class of ship is the most commonly used by newer players) it is severely lacking in terms of l3 mission running / exploration / ratting , and I would LOVE to have a viable hybrid alternative to the drake.
I spent a few days trying everything I could to get its tank / dps ratio good enough and it just wasn't up to the task, even when you removed dps from the equasion the tank still fell through! I think the gunnery changes may increase its DPS to a runnable standard, but its tank is still really bad.
Ask anyone, it isn't really a viable ship and its a real shame as I personally prefer hybrids but am stuck in a drake as the ferox just can't tank even remotely well enough.
If you are looking at fixing Hybrids, one way of making them properly viable again is to fix the Ferox, as having a viable caldari alternative to the drake would be fantastic!. It says it should strike fear into the hearts of enemies, in fact, flying the thing strikes fear into my heart as its made of paper!
Please fix the Ferox's tanking ability, I would love to shelve my drake and power up some hybrids.
Thank you for reading my post :)
Fox |
Pinky Denmark
The Cursed Navy Tactical Narcotics Team
96
|
Posted - 2011.11.15 11:26:00 -
[1150] - Quote
Ferox has a nice tank, however they lack a serious punch to even be remotely competible... If they want it to keep current bonuses I'd suggest giving it the 7th turret even if it originally started at 5. Optimal bonus is so hard to use in pvp for more than a few seconds and in PvE you often find yourself more in need of a damage bonus even if the extra range is nice with antimatter :-)
Pinky |
|
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 11:27:00 -
[1151] - Quote
Downloading SiSi patch right now... 280.26MB
http://eveboard.com/pilot/Phoenix_Torp |
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 11:58:00 -
[1152] - Quote
Errr... well... the Electron Blaster Cannon II of my Hyperion in SiSi now have a Reload Time of "Less than one second". So we have almost insta-reload, like Amarr. http://eveboard.com/pilot/Phoenix_Torp |
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 13:10:00 -
[1153] - Quote
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 http://eveboard.com/pilot/Phoenix_Torp |
m0cking bird
Doomheim
95
|
Posted - 2011.11.15 13:52:00 -
[1154] - 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
Seems CCP likes my slight changes suggestions. Making me the winner of whatever game we're all playing... HAHAHAHHA! cough* I should work for these dudes. I will bring chaos to the FORCE!
Interesting though. That is a bigger increase in falloff and optimal than I suggested. Is this only on the Hyperion? @ work cant check. |
Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.15 14:07:00 -
[1155] - 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.
|
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 14:21:00 -
[1156] - Quote
Tanya Powers wrote: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.
I've got all the affected gunnery skills at 5 but Large Blaster Spec that's 4. And Gallente BS at 5. And... I've got a signature with my skills, blind XD. http://eveboard.com/pilot/Phoenix_Torp |
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 14:49:00 -
[1157] - Quote
Time for the Mega. It has 5 Tracking Enhancer, 1 Mag Stab and 1 Track Computer. Also Large Hybrid rigs: Locus Coordinator Collision Accelerator Ambit Extension
Belonging to EFT, Neutron Blaster Cannon II stats:
Activation 13.65 RoF 5.07465s Optimal 6761.8379 Damage Modifier 9.92537 Falloff 27125.988m Tracking 0.09646
Belonging to SiSi:
Activation 4.41 -67.69% RoF 2.9s -42.85% Optimal 4503m -33.4% Damage Modifier 4.91143631065 -50.51% Falloff 16190m -40.32% Tracking 0.126377480832 +31.01%
It's definitive: Neutron is broken XD http://eveboard.com/pilot/Phoenix_Torp |
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.15 15:15:00 -
[1158] - Quote
Don't know if it's a bug in SiSi but clearing stats without no skills involved (EveMon and Market in SiSi) this are the new stats and the variation from Evemon:
Electron Blaster Cannon II Capacitor 5.88 GJ -30% Falloff 6000m SAME Tracking 0.06 rad/sec +20% RoF 4.5s SAME DamageMod 2.205x +5% Optimal 4800m SAME CPU 44 tf -3 PG 1155 MW -12%
Ion Blaster Cannon II Capacitor 9.8 GJ -30% Falloff 8000m SAME Tracking 0.0552 rad/sec+20% RoF 6.75s SAME DamageMod 3.54375x+5% Optimal 6000m SAME CPU 53 tf -3 PG 1617 MW -12%
Neutron Blaster Cannon II Capacitor 12.74 GJ -30% Falloff 10000m SAME Tracking 0.05196 rad/sec 20% RoF 7.88s SAME DamageMod 4.41x+5% Optimal 7200m SAME CPU 58 tf -3 PG 2079 MW -12%
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. http://eveboard.com/pilot/Phoenix_Torp |
Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.15 17:15:00 -
[1159] - 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 |
Rawls Canardly
Phoenix Confederation
22
|
Posted - 2011.11.15 17:47:00 -
[1160] - Quote
The only way I could get my brutix to kill anything was to fill my head with snakes. And then it would only get up to 2000m/s overheated. That should tell you something. |
|
Onictus
Silver Snake Enterprise Against ALL Authorities
99
|
Posted - 2011.11.15 18:04:00 -
[1161] - Quote
Phoenix Torp wrote:Time for the Mega. It has 5 Tracking Enhancer, 1 Mag Stab and 1 Track Computer. Also Large Hybrid rigs: Locus Coordinator Collision Accelerator Ambit Extension
Belonging to EFT, Neutron Blaster Cannon II stats:
Activation 13.65 RoF 5.07465s Optimal 6761.8379 Damage Modifier 9.92537 Falloff 27125.988m Tracking 0.09646
Belonging to SiSi:
Activation 4.41 -67.69% RoF 2.9s -42.85% Optimal 4503m -33.4% Damage Modifier 4.91143631065 -50.51% Falloff 16190m -40.32% Tracking 0.126377480832 +31.01%
It's definitive: Neutron is broken XD
Looks like the exact stats with antimatter loaded.
|
Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.16 09:11:00 -
[1162] - Quote
Onictus wrote:Phoenix Torp wrote:Time for the Mega. It has 5 Tracking Enhancer, 1 Mag Stab and 1 Track Computer. Also Large Hybrid rigs: Locus Coordinator Collision Accelerator Ambit Extension
Belonging to EFT, Neutron Blaster Cannon II stats:
Activation 13.65 RoF 5.07465s Optimal 6761.8379 Damage Modifier 9.92537 Falloff 27125.988m Tracking 0.09646
Belonging to SiSi:
Activation 4.41 -67.69% RoF 2.9s -42.85% Optimal 4503m -33.4% Damage Modifier 4.91143631065 -50.51% Falloff 16190m -40.32% Tracking 0.126377480832 +31.01%
It's definitive: Neutron is broken XD Looks like the exact stats with antimatter loaded.
Both situations, either EFT or SiSi, have AM loaded. However, the raw data in EveMon and market on SiSi states clear that the stats of the guns were what they put in the Dev Blog. http://eveboard.com/pilot/Phoenix_Torp |
WisdomLikeSilence
The Cursed Navy Tactical Narcotics Team
86
|
Posted - 2011.11.16 10:41:00 -
[1163] - Quote
NErf Scorch. Nerf Autocannons. problem solved. |
Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.16 12:25:00 -
[1164] - 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
|
joomla alacard
Indifferent Bastards
7
|
Posted - 2011.11.16 20:29:00 -
[1165] - Quote
(Note: please excuse the base stats if they are off - hopefully not drastically so - but I think I did the math right)
The Javelin improvement is definitely the shining star; however, even though I was initially very excited to hear about the hybrid turret changes, and ship velocity/inertia changes, the fittings that I can think of off the top of my head for a number of ships still seem to be limited damage-wise. For example, in a ship like the ferox, turrets are it's life-blood, but fitting all h.n. blasters has been possible, but at the cost of multiple lows just for enough powergrid when also concerned about having a decent passive shield. However, even when trying to maximize damage at the cost of ehp, the dps & ehp combo is not on par with other ships of the class. Hybrids will definitely be more effective as far as tracking and cap consumption is concerned (which is a blessing!) I was intrigued to see the difference this would make, so I looked up the base stats of two turrets to compare; heavy neutron blaster II and 425 autocannon II. According to EVElopedia, a comparison of the tracking of the HNBII vs 425ACII looks like this:
HNB II: 0.1000 rad/s --> (tracking 5) --> 0.1250 rad/s 425 AC II: 0.1056 rad/s --> 0.1320 rad/s (+ 5.6% speed of HNBII)
...not much of a difference. And honestly, I always thought of the superior tracking as insult on top of injury, since BC vs BC at a standstill; ACs slap harder and because of sig radius/terrible agility/velocity, outside of a couple ships, breaking their tracking isn't even an option, since the hybrids would break first (not to mention, sometimes you encounter 220 vulcans).
With the tracking boost to the HNBII, it gets a little more interesting:
HNB II: 0.1000 rad/s --> 0.1200 (+20%) --> (tracking 5) --> 0.1500 rad/s (+ 13.7% speed of 425ACII) 425 AC II: 0.1056 rad/s --> 0.1320 rad/s
Wait...agile hybrid turrets?! Nice. Now, let's look at frigate-class turrets: Light Neutron Blaster II vs 200mm Autocannon II...
LNB II: 0.3165 rad/s --> (tracking 5) --> 0.3956 --> 0.3956 rad/s 200 AC II: 0.3150 rad/s --> 0.3938 --> (+7.5%/lvl * 5 = 37.5%) --> 0.5414 rad/s (+36.86% faster!)
Wow. I, for one, didn't realize how much faster the rifter and dramiel track compared to their caldari/gallente antitheses. And let's be honest with ourselves... that's what most pvp frigate lone wolfs (wolves?) fly.
After the +20% (0.3165 --> 0.3798 rad/s):
LNB II: 0.3798 rad/s --> (tracking 5) --> 0.4748 --> 0.4748 rad/s 200 AC II: 0.3150 rad/s --> 0.3938 --> (+7.5%/lvl * 5 = 37.5%) --> 0.5414 rad/s (+14.03% faster)
Hmm...autocannons on certain ships (the typical contenders) are still quite a bit faster, but not nearly as big of a difference as before. Take into account the speed boost and/or inertia decrease on some ships, and they might turn out to be more of a threat. Also, notice that the tracking of the LNB II is now 20.57% faster than the comparable AC without the 7.5%/lvl tracking boost !
Even with these changes, I am skeptical that this will do much to shake up the current pecking order of base bc ship hulls, but it might have a moderate effect for cruisers. Like i'm sure many others have said, some ships just don't have a niche cut out for them. (You can polish a turd all you want, but in the end, you still want to flush it down the toilet.) However, the affect on the frig vs frig arena could be substantial. Aside from hybrid vs projectile, I am also curious to see what will happen to the potential for a nos/neut to be squeezed in to some fits that have up until now seemed to be stuck at 90% of potential. Also, wondering if that nos/neut will actually be effective at all, given far less cap use and MUCH better (comparatively) tracking. Not to put a sour note at the end, but none of these changes seem to make a dent in the sense of security passive fit/missile users have ...dra...*cough*...kes...*cough*. Get ready for a Dramiel black friday sale. Okay, these changes aren't really going to make anyone in their right mind want to abandon their little cheap-as-hell machine gun hummingbirds, but certain other ships are definitely going to start looking good. (Like greasy fast food at an inebriated 1am good.) |
marjolijn dragonslayer
unfair pleasure Elemental Tide
0
|
Posted - 2011.11.17 10:15:00 -
[1166] - Quote
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..... |
Planetmaster
Weekenders
8
|
Posted - 2011.11.17 14:35:00 -
[1167] - Quote
I was on SiSi and testing. And:
As i know its impossible to change situation without changing ships but there is some tweaks that can be done.
Please add some power grid and CPU to eris. This ship is impossible to fit. I don't know why it was done in that way. You added some inertia to it. But ship itself is still useless. Eris is not real interdictor its faildictor .... also maybe its possible to -one low slot and add it to mid ? Its gallante boat so at last WEB "must be" on this ship with only to slots in mid you can only MWD (essential on dictor) and Scrambler
More to come.. |
Pattern Clarc
Aperture Harmonics
371
|
Posted - 2011.11.17 14:54:00 -
[1168] - Quote
The Eris should have a high slot moved to a mid with a ton of additional CPU. Maybe one extra missile slot... Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |
Planetmaster
Weekenders
8
|
Posted - 2011.11.17 15:07:00 -
[1169] - Quote
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
|
Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.17 18:00:00 -
[1170] - 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.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 .. 42 :: one page |
First page | Previous page | Next page | Last page |