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Bubanni
ElitistOps Pandemic Legion
789
|
Posted - 2013.10.24 07:53:00 -
[631] - Quote
seth Hendar wrote:Bouh Revetoile wrote:Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again! You have never gone into an instalock gatecamp haven't you ? this doesn't work anymore for the reason he explained: the server tick. i do have, among other ships, a stiletto with 3k+ scan res, and back to a year and half ago, i was able to catch intys and pods on gates(low and high) around 50% of the time. then an update hit, and this doesn't work anymore, a slight delay have been introduced somewhere, with the result being i'm able to lock but the point never apply. and NO, this is nothing to do with wcs: 1- happen on pods / shuttles 2- happen with hictor + infini point there is, 100% of the time, a 1 sec delay between the end of the lock and the module activation, so if the tgt warp during this time, you succesfully lock but that's all, even if you preactivated the point. sometime, it even more weird, point is activated on your screen but not on server or tgt, so he warp, but event is registered and you still take the various consequences of the point, like gate guns / timers etc... all this just because of the 1Hz server tick, wich is clearly not fast enought when it comes to interceptions of fast ships it's being reported but as usual, ccp ignore this broken mechanic, now we will have fun, because with the reduced landing time on fast ships like inty, you will see inty / hictors just pop out of nowhere on grid with you, being already bubbled / pointed, du to the very same problem with server tick. i tested it, was on grid with point on a BS while on the BS screen, i was not even on grid yet and just magically appeared a split second later, with point already established. another fun behaviour due to this is that if you try decloacking someone, with a ship doing 4k+ m/s or more (like a dram or inty), you will sometime pass throught it without decloacking, because at "t" you are at 2k+ from him, and at "t+1" you are at 2k+ on the opposite side (t being server tick), so server side, you never entered the 2k radius required to decloack him, even if technically, you went throught (same goes for bumping indeed). test yourself, take a fast ship (4k+ m/s), and just repeatedly go right in a station (full speed indeed). sometimes, you will be able to enter very deep before being bumped back: that is because the server tick were too slow to register the "impact" of you vs station, and did it next tick, allowing you to go farther inside the collision model another test can be done too: take 2 ships and repetedly lock it (be sure nothing change on him like sig radius, and on you like scan res) now lock / unlock 20-50 times and record the time required for each attempt: there will be +-2 sec variations, because of the server ticks sometimes being right on time, sometimes not. needless to say the impact is huge when it comes to catch things that can warp in 1.5-2 sec.... these are just a few, there is probably a lot of other cases where it can be noticed, these are just the one i've found myself and being able to reproduce easily, and have reproduced by others. also i do have a very good connection, with 16-20 ms ping, so not my connection to blame
I noticed this too... I was screaming on the forums about it, petitioned it, bug reported it... talked to CCP Veritas about it... no Dev knew or understood that anything had changed.... but something had... it came with Incursion expansion or slightly before that... but around that time... before this I was instapopping interceptors on gates with a hurricane, before they could even gatecrash or warp away.... I would lock them only to see them explode instantly.... look in my bio, there is even a thread about it... I made multiple threads... this needs to be fixed for bubble immunity to be okay if you ask me... mind you, all I do now is fly interceptors.
It is extremely annoying to get lock on stuff, with point activated, only to see them warp away because of the 1 tick server delay before the point would have activated...
There is two problems here... 1 hz server ticks.... and delay on module activationg by an additional 1hz tick... basicly, anytime you try to tackle something, it will always take a minimum of 2hz to gatch something... (and then count on the clicking time also, which at best is within 0.1-0.2 sec, even if your spamming on the location you know the ship will be on the overview....
anything with an align time of 2 sec or less, is basicly impossible to catch because of this... if they just warp.
Don't get me started on decloaking mechanics, the 1hz ticks also play a role in this, you can basicly fly straight through someone, seeing them at 150-200m range on the overview for split second before they disapear, and your ship having zoomed out of the decloaking range again... in the case of the nulified t3, if they were fast aligning, some of the time I would be able to decloak them depending on where they spawn on the gate and my location... only to see them warp away as I decloak them (assuming I don't just pass straight through them without decloaking them), sometimes I managed to get a very very quick decloak, get a lock with point active, only to see them warp away because of module activation delay.... again from the 1hz....
Sometimes my interceptor even bumps off a gate when gatecrashing, what the exact odds are of it happening I don't know... but when it happens during a gate camp, gatecrash... it's deadly....
EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother... Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
597
|
Posted - 2013.10.24 08:13:00 -
[632] - Quote
XavierVE wrote:Quote:So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ? If t2 large mobile bubbles have an 80km scramble range, then that's ******* stupid. I don't use anchored bubbles outside of small drags. The Wiki says that t2 large mobiles have a 40km range, figured that meant a 40km diameter with a 20km radius. Quote:I wish he'd actually explain to me why his gang won't just get overtaken in warp by these interceptors. Because you're not in the same system when your scout sees the giant gang blocking your path. Scout = at least one jump ahead. Sure, if you're not using a scout or a giant blob comes through a JB into the system you're in, then it makes no difference. But anyone with a brain uses a scout and typically you have forewarning of a spike into your transit system. Dropping bubbles behind you, even with the warp speed changes, gives you at least double the time to create separation from a giant blobs pack of interceptors. I wish one of the "OMG INTERCEPTORS GETTING NULLIFICATION! GREAT!" people would answer why it's better to have nullification on interceptors rather than dealing with the bubble bunker problem directly. Restricting the size of anchored bubbles and removing the ability to anchor them within 50km of a gate would do far more to open up null-sec than creating one ungankable class of ship. No more passive camps on regional gates, no more giant bubble spam. Instead, we get a half-assed solution that creates far more issues than it solves.
You can make an even better solution but the interceptor thing is a start.
The great bennefit from this change is.. huge empires will not be ddefendable without peopel living on the systems. A single choke point shoudl nto be enough to keep your whole region safe. Want to keep region safe? have small gangs falyign and patrolling to see the enemies. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Debora Tsung
The Investment Bankers Guild
564
|
Posted - 2013.10.24 10:02:00 -
[633] - Quote
FT Diomedes wrote:Are people really that excited about creating another form of risk free travel in Eve? Is that what this game needs?
Inventing new tactics to make it non risk free would be half the fun, no? Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Hannott Thanos
Notorious Legion
700
|
Posted - 2013.10.24 10:36:00 -
[634] - Quote
Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. |

Bubanni
ElitistOps Pandemic Legion
789
|
Posted - 2013.10.24 10:48:00 -
[635] - Quote
Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server.
doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
601
|
Posted - 2013.10.25 00:01:00 -
[636] - Quote
Bubanni wrote:Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything
Only if eve is implemented as a "post event , proccess on discreete forward time" discreete simmualtion system. But this is not like how eve seems to be dones. IT seems to be done much closer to a constant sweep on fixed intervals. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Pliskkenn
Tribal Liberation Force Minmatar Republic
1
|
Posted - 2013.10.25 00:33:00 -
[637] - Quote
Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. |

The Lobsters
The Operation
46
|
Posted - 2013.10.25 07:43:00 -
[638] - Quote
Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns.
Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher. That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

gascanu
Bearing Srl.
44
|
Posted - 2013.10.25 09:17:00 -
[639] - Quote
The Lobsters wrote:Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. Rocket claw would definitely need three mids. Not going to happen apparently. If you need a scram/ web inty or a low sig punk frig you'll still be better off flying a slasher or stilletto.
hmm, ppl are still thinking about intys like solo ships; maybe i'm wrong, but i think that after this rebalance intys will become one of the most used ships in roamig gangs: so if you have a pack of this things in a gang there is no need for all of them to have both scram and web fitted  |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
294
|
Posted - 2013.10.25 10:21:00 -
[640] - Quote
Bubanni wrote:Hannott Thanos wrote:Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother...
You would also effectively cut the pop cap in every system in two as you double the strain on the server. doubleing the Hz doesn't double the strain on the servers, it is proportional to the activity in the system if anything
it halves the number of people on a grid before people disconnect, and it halves the point where tidi kicks in.
|

seth Hendar
I love you miners
220
|
Posted - 2013.10.25 23:20:00 -
[641] - Quote
Pliskkenn wrote:Every race now gets a missile interceptor, except Minmatar. And it's one of our primary weapon systems.
Come on, Missile or Rocket Claw. 2 Mids wouldn't be so bad then. You could still stick a 400mm plate on there if you wished, just blap with rockets, rather than guns. no it's not, it is only since this rebalance thing that started a year ago, where they decided for go know's which reason to give half matar ships missiles (and nerf the other half in the meantime) |

Sean Parisi
Fugutive Task Force A T O N E M E N T
359
|
Posted - 2013.10.25 23:22:00 -
[642] - Quote
I am just sad that the Raptor doesn't have four mid slots. If anything it needs them more then the crow does. (Condor / Merlin Hybrid? Yes Please) |

Sean Parisi
Fugutive Task Force A T O N E M E N T
359
|
Posted - 2013.10.25 23:25:00 -
[643] - Quote
XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_IIQuote:Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors) Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running. Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski. Quote:If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds. Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass. Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them.
Wait... Are you telling me that interceptors will "Intercept" - You don't say.... |

Teth Razor
Chicks on Speed
20
|
Posted - 2013.10.26 00:06:00 -
[644] - Quote
Sean Parisi wrote:XavierVE wrote:Lloyd Roses wrote:For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They have a 40km warp scramble range. Not from the center, but across. https://wiki.eveonline.com/en/wiki/Mobile_Large_Warp_Disruptor_IIQuote:Please, how bad are you to die to a small group of interceptors with a 5-10man gang (dying as in you cannot make use of the now even longer gap between light tackle landing and fleet landing to dispose of those ceptors) Reading is fundamental. Nobody said anything about losing a gang to a gang of interceptors. The problem is when you're roaming, killing ratters, and the usual home defense blob of 30+ pops up on your radar. It's run time. You run. You drop bubbles behind you to create separation. You gank any of their light tackle that gets too far ahead when you've cleared 3-4 jumps, you drop aggression, you keep running. Nullification breaks this because now dropping 'DIC bubbles means nothing in terms of creating 3-4 jumps of separation before you can aggress, wait out aggression, and then continue to run. Instead of creating separation, you get no separation and you're stuck in a system with aggression as the 30+ duders behind the interceptor cover your in and out gates. Then it's bouncing safe times and loggoffski. Quote:If there is anything ruining your apparently daily hercules attempts of taking on 30man gangs with 5man fleet, then it is the general warpspeed dynamics that are changing, but not wether or not ceptors got to burn for 4 seconds. Reading, again, fundamental. The argument isn't that nullified interceptors break your ability to "take on 30 man gangs with 5 man fleet", but that it breaks your only tool to create separation from those gangs, the 'dictor bubble. The warp speed changes don't really hurt you that badly, since it means that the interceptors will simply get way ahead of their gang. The problem is keeping interceptors from jumping straight into you during your run which is where the 5-10 seconds you get from 'dictor bubbles saves your ass. Losing the one avenue we had to create separation from home defense blobs means the small gang meta in null-sec is dead. All hail easymode 5-10 combat interceptor gangs ganking ratters and being able to safely run from any gang composition that is thrown against them. Wait... Are you telling me that interceptors will "Intercept" - You don't say....
Interceptors intercepting is fine as long as there is a counter to them becoming risk free null sec shuttles! |

Alain Badiou
B4D W0LF
4
|
Posted - 2013.10.26 07:29:00 -
[645] - Quote
Garviel Tarrant wrote:Now the following will probably sound slightly hostile at times. Sorry about that, at least i liked the warp changes?
I hate just about everything here.. I don't even know where to begin.
Crusader has 2 midlots ergo it is **** no matter what else it does. Its like a ****** slicer with no range (And i'm pretty sure that even with the tracking bonus it still doesn't track as well as blasters.. and does less damage.. Why is scorch still the only thing lasers are good for?)
Maledictionnot absolutely awful but fittings are still a lot too tight if you want to actually fit a tank on it. There is a difference between meaningful fitting choices and needing to gimp the damn thing.
Raptor, 3 mids and shield tanking.. So either i don't fit a web.. Or i don't fit a tank? Great, that basically means that this will be a kiter 100% of the time. Well that is if you ignore the fact that ALL lml ships are better at kiting than this.
Crow Well i'm glad to see you're finally accepting that utility high slots are the worst slots.
Taranis fittings are still pretty awful.. I don't really see a point in the slight HP nerf seeing how its hardly overpowered as it is.
AresWhat the flying ****? like, i don't even know what to say... Why? like.. i don't even know... lml Ares... i hate this idea ALMOST as much as i hated t2 res marauders... Just.. Don't do this, its awful.. Also 30 powergrid.. I have a saved fit that has 0.5pg left over without any guns and a ******* festival launcher.. Just.. What the ****?
Claw Ok are you just ******* with me now? The claw.. a ship that gets bonuses to AC's.. has 45 PWG? So.. The Ares.. that uses blasters... where the smallest ones use 4 pg.. has 30.. But this.. that can use AC's that require 1 god damn powergrid has 45? No, this is not ok. You can't just give AC fitted minmatar INFINTE fittings so that they can use artillery.. Decrease the ******* stupid fitting gap between Arties and AC's so that a ship can fit Arties without having ALL the fittings with AC's
A Claw with a full rack of 200's will have 40 pg left over... meaning that with minor fitting implants you could fit a full rack of AC's.. and a 400mm plate.. Yes having only 2 midslots is terrible but unlike the Crusader this will actually have GOOD tracking.
(for those who are interested a Taranis with a full rack of neutrons has around 19.5 pg left over.. less than 50% of what the Claw will have.. And the Ares has even LESS.. I have no words.. really..)
Stiletto4 mids, still probably the best of the bunch when it comes to the general role of being an interceptor and it even has sensible fittings. I have no real problems with this one.
Bolded for emphasis. Perfect fitting skills and to decently fit a Taranis (like putting a damn web on it with neutrons and only buffer tank) requires a goddamn 3% PG implant. Ares, requires a 1% PG implant. Christ.
Also Ares split weapons - like my comment about the Eris. Just *************** NO. Either/or, not both. ****. |

Alain Badiou
B4D W0LF
4
|
Posted - 2013.10.26 07:37:00 -
[646] - Quote
Maximus Andendare wrote:GREAT CHANGES!
I absolutely love how you guys are giving Roden ships selectable missile or turret damage, and these will perform in much the same way a few Minmatar fleet ships will.
+1
Except 2 gun slots and 1 missile slot is not "selectable missile or turret damage". It is the same split system as before with a lost bonus. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
803
|
Posted - 2013.10.26 14:20:00 -
[647] - Quote
Alain Badiou wrote:Maximus Andendare wrote:GREAT CHANGES!
I absolutely love how you guys are giving Roden ships selectable missile or turret damage, and these will perform in much the same way a few Minmatar fleet ships will.
+1 Except 2 gun slots and 1 missile slot is not "selectable missile or turret damage". It is the same split system as before with a lost bonus. So you get double (was +5%) bonus on whichever weapon system you choose with what almost amounts to a built-in damage mod for the secondary 'filler' weapon and you consider the loss of tracking, a bonus that is pretty much redundant for all but the biggest rails which Interceptors can't even fit in the first place, too high a price?
And that is on the fleet hull, the one that isn't even expected to do much damage wise .. how much of an overbuff would it need to satisfy I wonder  |

The Lobsters
The Operation
46
|
Posted - 2013.10.26 23:08:00 -
[648] - Quote
gascanu wrote:hmm, ppl are still thinking about intys like solo ships; maybe i'm wrong, but i think that after this rebalance intys will become one of the most used ships in roamig gangs: so if you have a pack of this things in a gang there is no need for all of them to have both scram and web fitted 
Considering the effectiveness of Attack frigs as solo boats it's a reasonable expectation imo.
Let's look at it this way.
Attack frigs are the natural predecessor for the interceptors. In the fleet tackle role they perform very well, fitting the required mods, out running drones, killing them etc. Moving then into Fleet interceptors a pilot can expect the same strengths but better, in all the things that matter to a Fleet Interceptor, more specialised to the role.
Attack frigs are also fitted and flown as combat ships too (Kill-ceptors). To great success, especially in Low-sec. Flying them rewards good piloting, good fitting skills, good understanding of the meta and each of them are more than capable of getting great punk kills. They are paper thin and a single mistake can go bad quickly but being mobile with decent ewar options they are good at dictating the terms of the engagement or getting out if the plan goes south.
The Claw and the Crusader may fit into a limited niche role in Null-sec, but for the big frig users of New Eden, Low-sec AB scrubs like myself, they are now and will continue to be a non-event. What we want is a Super Executioner and Super Slasher that will be able to 'good fight' a Taranis. Now that's a Combat Interceptor!
Please Fozzie, for the love of gameplay and low-sec, give them 3 mids.
That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Harvey James
The Sengoku Legacy
578
|
Posted - 2013.10.27 16:15:00 -
[649] - Quote
Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss... Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

Roger Arkani
Science and Trade Institute Caldari State
0
|
Posted - 2013.10.28 00:15:00 -
[650] - Quote
If with warp speed changes interceptors just appears on grid that's game breaking, I'd say this is more serious than bubble immunity and needs to be fixed before release. I guess proper solution will make programmers (or their managers) cry other amount of needed work, but something needs to be done. Maybe less of the warp speed effect on de-acceleration. |

Kane Fenris
NWP
104
|
Posted - 2013.10.28 00:48:00 -
[651] - Quote
Harvey James wrote:Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss...
no slots are fine as they are |

Sleepy Buddha
Federal Defense Union Gallente Federation
6
|
Posted - 2013.10.28 06:16:00 -
[652] - Quote
Not Intie pilot yet, but here are my comments -how I see the ballanced solution.
Fleet interceptors - should be able to fit for speed and scan res with long points and kite till fleet arrives (which means puny dps, mid and low slots and higher scan res).
Combat inties - should be able to fit either brawl or kite setups with better tank then their t1 cousins and higher base speed + high agility. Solution can be either in HP buff or t2 res.
Sig radius is stupidly high now (AFs are better with lvl 4 skills).
I am just comparing them to AFs and t1 frigs and they really should be able to get on their t1 counterparts (at least in their combat variants).
Nullification and warp speed changes are nice, but I would keep them just for the fleet ceptors (to keep the ballance).
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
613
|
Posted - 2013.10.28 09:53:00 -
[653] - Quote
Sleepy Buddha wrote:Not Intie pilot yet, but here are my comments -how I see the ballanced solution.
Fleet interceptors - should be able to fit for speed and scan res with long points and kite till fleet arrives (which means puny dps, mid and low slots and higher scan res).
Combat inties - should be able to fit either brawl or kite setups with better tank then their t1 cousins and higher base speed + high agility. Solution can be either in HP buff or t2 res.
Sig radius is stupidly high now (AFs are better with lvl 4 skills).
I am just comparing them to AFs and t1 frigs and they really should be able to get on their t1 counterparts (at least in their combat variants).
Nullification and warp speed changes are nice, but I would keep them just for the fleet ceptors (to keep the ballance).
Ships are balanced towards level 5 skills. Not elvel 4 ones.
The combat interceptors are no different from tfleet ones. Its just flavorish and wishful thinking.
THey are too weak to be real COMBAT vessels, adn their main usage is to kill the fleet interceptors and maybe some EAF. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

The Lobsters
The Operation
49
|
Posted - 2013.10.28 10:46:00 -
[654] - Quote
Kane Fenris wrote:Harvey James wrote:Fozzie needs to move a high to a mid on all ships considering they are tackle ships shouldn't the emphasis be on tackle not dps you could always give them double damage bonuses to compensate the dps loss... no slots are fine as they are
no slots need changing That man is the noblest creature may be inferred from the fact that no other creature has contested his claim. |

Randy Wray
Filthy Casuals
95
|
Posted - 2013.10.28 10:57:00 -
[655] - Quote
Fozzie it would be nice to see a response like you did on the interdictor thread, these changes can in no way be final as presented on the first page. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
|

CCP Fozzie
C C P C C P Alliance
7913

|
Posted - 2013.10.28 14:08:00 -
[656] - Quote
Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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Tuxedo Catfish
GoonWaffe Goonswarm Federation
60
|
Posted - 2013.10.28 14:24:00 -
[657] - Quote
Excellent news. I honestly didn't find the split systems on the Ares that offensive (since it essentially gave you the option of using either, rather than forcing you to use both), but more lock range is definitely appreciated.
I eagerly await your second pass of the Eris. |

Harvey James
The Sengoku Legacy
580
|
Posted - 2013.10.28 14:25:00 -
[658] - Quote
interesting change to roden shipyard... above average armour is still only 400 on ares really???? if its going to be essentially an armour buffer version of caldari rail/resists style at least do it right Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
425
|
Posted - 2013.10.28 14:29:00 -
[659] - Quote
CCP Fozzie wrote:Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated.
Ok, but why would I ever fly this over a malediction? |

Lydia vanPersie
Ninepenny Kings
12
|
Posted - 2013.10.28 14:41:00 -
[660] - Quote
CCP Fozzie wrote:We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Rubicon!Ares: 30.5km(+5.5) Imicus: 35km
We just want to use our rig slots fozzie, can't we have this much? |
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