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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Ranger 1
Ranger Corp
4844
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Posted - 2013.11.14 18:51:00 -
[1471] - Quote
Kagura Nikon wrote:Ranger 1 wrote:Major Killz wrote:Whole thread has been exaggerated this and that to support singular minded arguments. Especially when comparing HAMS AND HMLS TO A MISSILE THAT IS SUPPOSE TO HIT SMALLER TARGETS. HAMS AND HMLS SHOULD BE COMPARED TO MEDIUM TURRETS AND OR OTHER MEDIUM MISSILE PLATFORMS THAT ARE SUPPOSE TO BE USED AGAINST MEDIUM TARGETS. When compared to other medium weapon systems HAMS AND HML are balanced. Still I agree a 40 second reload is TOO long.
Anyway.
Players will definitely use Rapid Light Missile Launchers and like I stated before; missile ships with sizable drone bays and bandwidth have an advantage over those without: Bellicose instead of Caracal, and Scythe Fleet Issue instead of Caracal Navy Issue (rather have drone damage instead of no damage). I'm still not a fan of 40 second reload times and I think 30 seconds could be done while still keeping the proposed rate of fire intact.
As for Rapid Heavy Missile Launcher? Garbage to be honest. I don't know. Might be worth putting on a rattlesnake or something. I mean it MAY work for EXTREME DAMAGE and then docking games but I'm not sure.
As far as I'm aware. Pilots and fleet commanders I know who were interested in Rapid Heavy Missile previously are all writing it off completely.
Why release a new module that YOU KNOW players won't use? Why allow said module to effect one that is used so much?
Anywho.
The Rapid Light Missile Launcher is a medium size weapon system that uses small size ammunition. There is no turret equivalent. Comparing another medium size weapon system with medium ammunition to another that uses small size ammunition comes off a bit false to me. Not to mention the Rapid Light Missile Launcher compensates for light missiles ONLY draw back when used with a light missile launcher. That's absolute damage per second.
No doubt, light missiles signature resolution could be increased by 50 - 100 % (45 - 60 signature resolution); increase it's explosion velocity by 20 - 40% and lower flight time significantly (something like 6,000m). Apart from that there was no need to do the proposed change... Whatever this change is. With that said. The proposed changes to Rapid Light Missile Launchers does work and some of it's lame qualities can be mitigated. Side note about turrets, Rise mentioned that a similar treatment might be done to the smaller medium and large turrets as well... the one's nobody ever uses. I believe he means (for example) the smallest medium turret might end up using small ammo and have small turret stats... but with a vastly improved ROF for a short duration (and long reload). This interests me a great deal. Edit: Yeah, I'd also kind of like to see how things play out with the reload being a flat 30 seconds. That would be even far more horrible FAR MORE HORRIBLE. The smaller turrets are used when you cannot fit the larger ones. The main reason why larger turrets are better is their RANGE. Standard missile have long enough range to be useful on cruisers an d heavy missiles to be useful on battleships. A Small blasters doe snto have range enough to be used in a mega.. even if it had 2 times the neutron DPS! Blasters would be the most difficult to deal with if this came to be, although a Mega would be using medium sized weaponry. That being said, most Mega's get right on top of their opponent anyway... although the targets they would be going for would tend to be cruiser size, which complicates things yet again. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
Kujun Nashja
Full Contact Blinky Red Brotherhood
10
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Posted - 2013.11.14 19:07:00 -
[1472] - Quote
I guess everything that can be said has been said already so i will just leave it at that. Just a few things:
1) The Dev team is on the brink of getting out of touch with their own game and its playerbase again. Don-¦t ruin what you accomplished after the Incarna debacle.
2) Of all people i expected CCP Rise to actually hold on to sanity and being able to approach things in a non -¦Fozzyesque` way. Remember the times when you actually flew a pixel spaceship? A thing that Fozzy clearly has not done in a long time? Yeah, maybe it-¦s a good idea to hop into one from time to time and actually play the damn game. Metrics rarely hold up against reality. Your argumentation in this thread as to why this change is the right thing to do were not coherent at all.
"Switching ammo types (other damage types or to FOF(does anyone actually use fof?)...." - CCP Rise (formerly known as Kil2), 2013
Are you serious? Did you really just say that? Yes, RLMs could use a small adjustment. No, this is not the way to do it.
3) What the hell did we learn about rushing features out, heh? Coming up with a massive change like this just a few days before the actual patch day without any proper way of getting it balanced out on SiSi is considered a good idea these days? If you can not integrate a feature (aka. RHMLs) to your full satisfaction then don-¦t do it! Push them back, take your time to balance them out. I guess most of your customers will survive waiting for them for another few weeks.
Common guys, get your **** together. |
Cown
Ministry of Destruction SCUM.
4
|
Posted - 2013.11.14 19:24:00 -
[1473] - Quote
Kujun Nashja wrote:I guess everything that can be said has been said already so i will just leave it at that. Just a few things:
1) The Dev team is on the brink of getting out of touch with their own game and its playerbase again. Don-¦t ruin what you accomplished after the Incarna debacle.
2) Of all people i expected CCP Rise to actually hold on to sanity and being able to approach things in a non -¦Fozzyesque` way. Remember the times when you actually flew a pixel spaceship? A thing that Fozzy clearly has not done in a long time? Yeah, maybe it-¦s a good idea to hop into one from time to time and actually play the damn game. Metrics rarely hold up against reality. Your argumentation in this thread as to why this change is the right thing to do were not coherent at all.
"Switching ammo types (other damage types or to FOF(does anyone actually use fof?)" - CCP Rise (formerly known as Kil2), 2013
Are you serious? Did you really just say that? Yes, RLMs could use a small adjustment. No, this is not the way to do it.
3) What the hell did we learn about rushing features out, heh? Coming up with a massive change like this just a few days before the actual patch day without any proper way of getting it balanced out on SiSi is considered a good idea these days? If you can not integrate a feature (aka. RHMLs) to your full satisfaction then don-¦t do it! Push them back, take your time to balance them out. I guess most of your customers will survive waiting for them for another few weeks.
Common guys, get your **** together.
+1 |
Viribus
Love Squad Black Legion.
178
|
Posted - 2013.11.14 19:49:00 -
[1474] - Quote
Don't you think frig hulls already dominate the small gang scene enough? The warp speed changes are gonna make them even more ubiquitous, now missile ships are pretty ****** if they have to do more than one reload of damage to the unkillable tank-and-MWD bonused AFs that are everywhere now |
scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.14 19:51:00 -
[1475] - Quote
So what I'm seeing here is a very subtle shove for all missile pilots to use a "real" weapon system (i.e. anything except missiles) while CCP continues to blow smoke up our asses that missiles are a perfectly viable weapon system for all sorts of uses and not the highly situational and almost always second rate weapon system that they effectively are.
EDIT: And also, that despite the majority of people that don't want this change, CCP is going to go ahead and ram it down our throats anyways and MAYBE fix it later. What kind of dumb ass decides to institute a major change like this, knowing that it's busted and people don't want it, in favor of being able to come back and fix it later? Why would you not decide to wait a bit, come up with a GOOD original change, and push that out later? |
Kara Trix
PVE Corporation
20
|
Posted - 2013.11.14 20:07:00 -
[1476] - Quote
Almost 1500 comments (many from me) about this change
I like reading the forums (not sure why, maybe i like drama), but most of the time the troll has some idea of what they are talking about and bash me or someone like me to a proper place.... but this thread is much different.
Most people REALLY don't like this change and are puzzled why?
The only ones who have made a voice that approve of it, don't even use the weapon at all now (look up their kill boards) and most likely just don't like facing them on the field.
Enough Said... I'm done with this topic.... I relent.
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Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 20:09:00 -
[1477] - Quote
Citing again, because I might have not explain myself clearly ; bold is mine : Kagura Nikon wrote:A no. sorry if you think this is a worsrt case scenario you have NEVER pvped in this game.
A worst case scenario is a Fleet scimitar with halo set, under squimish links with a 100 MN AB.
THAT IS an extreme scenario. And yet, I see it every week!
So stop pretending the people that DO pvp are arguing with scenarios that are rare, because they are NOT.
Rare is a scenario where the enemy cruiser is NOT moving under prop mod ! So, to sum up, you are saying that a "Fleet scimitar with halo set, under squimish links with a 100 MN AB" is "extreme", worst case" and "comon" scenario.
And this to deny what I am stating, which is that HAM hit cruisers fine. I don't need to quote again I guess.
So, not only I never said that a worst case had to be rare, but you also agreed that this case was extreme.
So what should I conclude ? That we should base the balance of HAM on these kind of worst case scenario ? Because that's why I understand when someone say that HAM are bad because of crap damage application and showing this as an example.
Whereas I showed that the vast majority of normal cruisers will take more than 90% of HAM dps while MWDing. Overload won't last forever. MWD overload is even very short most of the time, so capitalizing on it is, IMO, unreliable and definitely not a normal case. A HAC will also reduce missiles damage because of its MWD bonus, but that's not a normal case, because that's a special feature for this class of ship.
I am aware that there is a lot of counters to missile damage, like AB, links and all speed mods, but everything should have a counter. That is normal scenario, but they hurt missiles by design. If they would not counter missiles, missiles would be OP.
Take the worst case for turrets for exemple : as soon as a crucifier, a cheap T1 frigate, land on grid, you are screwed and won't do anything to the ennemy. Yet I see tracking disruptors almost each time I play. But as common as that can be, they are normal counters to turrets. Asking to buff turrets because of TD would be stupid. Stating that turrets are crap because of TD would be equally stupid.
In the same way, stating that missiles are crap and need to be buffed because of AB and skirmish links is stupid.
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Bouh Revetoile
TIPIAKS
425
|
Posted - 2013.11.14 20:13:00 -
[1478] - Quote
Kara Trix wrote:Almost 1500 comments (many from me) about this change
I like reading the forums (not sure why, maybe i like drama), but most of the time the troll has some idea of what they are talking about and bash me or someone like me to a proper place.... but this thread is much different.
Most people REALLY don't like this change and are puzzled why?
The only ones who have made a voice that approve of it, don't even use the weapon at all now (look up their kill boards) and most likely just don't like facing them on the field.
Enough Said... I'm done with this topic.... I relent. If I was affraid of anything, I would be opposed to these changes, as these burst RLML will murder frigates a lot more violently than before.
Those who don't like the changes either don't know what they are talking about or already use RLML for other less specialized role than anti-frigate platform. |
Stitch Kaneland
Soldiers of Farscape The East India Co.
0
|
Posted - 2013.11.14 20:30:00 -
[1479] - Quote
I recently started using RLML on my scyFI. Havent gotten any kills yet but had a couple fights that I had to disengage from. Damned ec300s. Anyway this is not the end of missiles, hams are close range, so I would fit at least a scram and web if fitting allows. HML are longrange, without web you need tp and rigor/flare rigs. I have a scyFI fit that applies dps the same as rlml but with HML. IF YOU WANT GOOD APPLIED DPS YOU MUST BE WILLING TO SACRIFICE EHP OR PAPER DPS. Same with turrets. You want tracking with large guns? Gonna need TE or TC or use metastasis rigs. Same principle on hams and hml. Missiles are hampered more because there are not modules that give applied dmg bonus' like TE or TC do. Missiles only have rigs. Wheres our ballistic targeting computer? That would make Hml more feasible for most. In terms of rlml I still think a rig that adds charges is best. Want to kill only frigs? Fill rigs with tank/dmg. Thinking you may run into larger targets? Add some rigs that give plus 2 charges each. Use additional cpu or pg as rig drawback. Simple. Its up to how YOU want to fit it. |
Viceorvirtue
The Hatchery Team Liquid
33
|
Posted - 2013.11.14 20:30:00 -
[1480] - Quote
If you could switch the ammo in the launchers instantly without reloading them then yes, this does become a good weapon system that has it's own benefits and drawbacks. However it has been rather clearly stated that this will not happen in the initial release of the weapon system and this, while not being a dealbreaker for making the changes, is a dealbreaker for using the new system for many people.
Being unable to load, say, percisions when an interceptor comes on field without waiting 40 seconds is not fun. Mostly because in those 40 seconds the interceptor could easily run me down and I would be unable to force it away since split weapons using cn will not quite have the ability to worry an inty. If i could instantly switch to percisions then yes, I would have to keep my guns split but I would be able to react to a changing field. Hand waving this issue away and saying you can warp out and back every minute to reload just does not sit well with many people, because it seems like you are ignoring a potential issue that should be addressed before release.
The idea of the system itself, as many others have said is good. The biggest issue is the reload time without being able to switch missile types to adapt without being useless for 40 seconds. If you can fix this problem before throwing it on tq then I don't think many people will be upset. However implementing something like this and saying 'don't worry well fix it later' results in a large amount of backlash and negativity.
Swapping ammo types is important, removing the ability to do so just to implement it later is, atleast in my opinion, a very half assed way of doing things and terrible design. |
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 20:32:00 -
[1481] - Quote
Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. |
X'ret
Shirak SkunkWorks
20
|
Posted - 2013.11.14 20:51:00 -
[1482] - Quote
Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one.
Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
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Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 21:06:00 -
[1483] - Quote
X'ret wrote: Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
Thank you, didn't see it somehow. So not only Cerb pilots need to wait 4 times longer to reload, now they can say good bye to XLASB - LSE combo as well. It gets better and better. |
scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.14 21:17:00 -
[1484] - Quote
Niena Nuamzzar wrote:X'ret wrote: Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
Thank you, didn't see it somehow. So not only Cerb pilots need to wait 4 times longer to reload, now they can say good bye to XLASB - LSE combo as well. It gets better and better. Drink the Kool-Aid and switch to turrets. The more people that make the switch, the sooner CCP can stop going full-****** on missiles and just get rid of them like I imagine they want to. I got back into Eve after a 10-month Persian Gulf break and decided to step out of my little Eve-world and the biggest thing I have discovered is that missiles are near-pointless. My cruise missiles are accurate over 200km, which is laughable outside of using a MJD(or similar tactic) for missions. My torps are mediocre as long as I am shooting something size of a station that has zero movement and I don't mind scrapping my tank for TPs and still being outdone by blasters. My Heavies suck so bad that light missiles tend to be a more useful alternative, and my HAMs will probably only see use on a T3 cruiser. My capital options aren't even worth mentioning except as the subject of a very poor joke. I have the only weapon system in the game that has a flight time, which means that the only time I can outperform a projectile weapon (that somehow manages to lob a projectile at the same speed as a ******* laser *while a missile has a max velocity in a vacuum instead of a max acceleration) is if I am close enough to mitigate the flight time or if I have luxury of having the target completely immobilized. The well-touted damage selection of missiles seems like a pretty poor trade-off when the standard reaction I have gotten when trying to do anything with other people by using missiles is "Couldn't you bring anything better?" And now, because CCP seems to have a major disconnect with the players and places more importance on forcing a half-assed change instead of taking the time to do the job right, I feel like I am getting shafted even more. Of course as a missile pilot this seems to pretty damn standard. |
Kane Fenris
NWP
118
|
Posted - 2013.11.14 21:20:00 -
[1485] - Quote
X'ret wrote:Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so..
while this does not make me any happier a normal cara fit 2x lse is still possible so the nerf isnt that big of a deal
dunno about the cerb fits though.
im very unhappy of how CCP deals with us here. imho they should be communicating a bit more.... as a player that realy loves eve i feel treated like a dumb child atm. beeing told were going to disneyland while were heading for the dentist....
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Elusive Panda
Gendry's Leech Eternal Pretorian Alliance
0
|
Posted - 2013.11.14 21:38:00 -
[1486] - Quote
What about keeping the current reload time of 40 seconds, but make it so the weapons auto-reload one charge at a time while not firing? (If you reactivate the weapon, it stops reloading).
This would allow skirmishing Caracal/Cerb to fly in, snipe a frig or two, pull range, wait to reload a bit and reengage without the fear of getting caught while reloading and be unable to do anything about it. |
Niena Nuamzzar
Royal Amarr Institute Amarr Empire
56
|
Posted - 2013.11.14 21:43:00 -
[1487] - Quote
scorchlikeshiswhiskey wrote: Drink the Kool-Aid and switch to turrets.
I am turret already but still, I do care for the game Rise, don't you think it would be fair to provide some kind of intro warning for new players so they can avoid/skip training missiles at the moment and rather invest their time and isk into something less hated? |
Major Killz
Deep Core Mining Inc.
284
|
Posted - 2013.11.14 22:03:00 -
[1488] - Quote
Kane Fenris wrote:X'ret wrote:Niena Nuamzzar wrote:Jinshu wrote:However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it. Can anyone confirm it please? It's that's true, it will be an epic fail because you can nerf one or the other, never both. At least not for this one. Its 69.3 with perfect skillz. I told this 2-3 days ago in this thread already, 1k comments earlier or so.. while this does not make me any happier a normal cara fit 2x lse is still possible so the nerf isnt that big of a deal dunno about the cerb fits though. im very unhappy of how CCP deals with us here. imho they should be communicating a bit more.... as a player that realy loves eve i feel treated like a dumb child atm. beeing told were going to disneyland while were heading for the dentist....
No big deal. Some of us decided to go full William Wallace with the Cerberus. Blue, black and Gray Kilt (X-Large Ancillary Shield Booster & DCl) and no underwear (no large shield extender). Just one big Bastard Sword (maximum damage output) and good legs to run on. I mean sure you could get one volleyed by a long bowmen (Tornado) but real men die pant-less.
Also LSE setup is still possible with PG change. . |
Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
40
|
Posted - 2013.11.15 00:10:00 -
[1489] - Quote
Jinshu wrote:I don't want to contribute about the pros and cons of burst against reload. However, at least the current singularity implementation for RLML shows another significant nerf:
Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an increase by 45%.
Please check and reconfirm, still can't really believe it.
ROFL...and the hits keep coming.
Seriously this has to be some kind of practical joke right?
Rise? Are you even reading this thread anymore? |
Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:24:00 -
[1490] - Quote
Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation! |
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Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:27:00 -
[1491] - Quote
Just kidding: I know you're not reading this, Rise. Why bother when you've already made up your mind about ~*game balance*~. While I'm talking about game balance, though, I hear there's a position for an expert game designer open at SOE that you might want to apply for: someone has to make the TR guns in Planetside 2 more overpowered: Vanu keep winning alerts with their superior weapons. |
Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
40
|
Posted - 2013.11.15 00:31:00 -
[1492] - Quote
Ganthrithor wrote:Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation!
The most amazing thing about these changes is how they are managing to make RLMLs overpowered or useless depending on the situation, with nothing in between. Truly wonderful game design. |
Chi Garu
Dos Dedos Inc
0
|
Posted - 2013.11.15 00:37:00 -
[1493] - Quote
This is what happens when you hire players as game developers. |
Scatim Helicon
GoonWaffe Goonswarm Federation
2622
|
Posted - 2013.11.15 00:47:00 -
[1494] - Quote
I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of launchers (concept name: "salvo launchers"?) covering all missile types from rockets to cruise missiles (maybe even citadels!). CCP: Not out to ruin your game, out to ruin their game. |
Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 00:58:00 -
[1495] - Quote
Scatim Helicon wrote:I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of launchers (concept name: "salvo launchers"?) covering all missile types from rockets to cruise missiles (maybe even citadels!).
Or maybe there should be no such thing as a weapon that turns you into an essentially tracking-free, ultra-high DPS weapon for any period of time, because EVE doesn't need even lower TTKs or even-harder-to-mitigate damage application. What was the point of nerfing tracking enhancers and fiddling with medium gun tracking values etc if they're then going to come in and add a missile launcher that hits to over 60km and does ~400 to ~600 DPS to frigates on the hulls that are bonused for their use?
Rise keeps comparing his RLMLs to artillery because "both do front-loaded damage," while conveniently forgetting that alpha is not the same as sustained DPS over almost a minute of combat and that the guns that do that high alpha come with massive tracking drawbacks and the inability to apply any damage at all to small targets except for rare cases (high pilot skill, pilot error on the receiving end, bad luck, etc).
Saying these RLMLs are like artillery assumes that artillery has the tracking and signature size of a small autocannon combined with the range and damage of 1400mm... and somehow the "long reload" is supposed to make this OK by "adding suspense."
tl;dr:
- Such damage!
- Most application!
- So scare!
- Wow! |
Anomaly One
26
|
Posted - 2013.11.15 02:11:00 -
[1496] - Quote
Zvaarian the Red wrote:Ganthrithor wrote:Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation! The most amazing thing about these changes is how they are managing to make RLMLs overpowered or useless depending on the situation, with nothing in between. Truly wonderful game design.
CCP > if it ain't broke, break it *~~*running my own mission and have some class bully run up and blow me up because they think its funny, then give the excuses that I was just firing fireworks at you*~~* |
Arthur Aihaken
The.VOID
573
|
Posted - 2013.11.15 03:28:00 -
[1497] - Quote
4 days until the new RHMLs. Can't wait! I am currently away, traveling through time and will be returning last week. |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
74
|
Posted - 2013.11.15 03:44:00 -
[1498] - Quote
So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away |
Ganthrithor
GoonWaffe Goonswarm Federation
773
|
Posted - 2013.11.15 04:03:00 -
[1499] - Quote
Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away
Pretty much. |
scorchlikeshiswhiskey
Black Slag Authenticated Corrosive.
4
|
Posted - 2013.11.15 04:08:00 -
[1500] - Quote
Ganthrithor wrote:Iyacia Cyric'ai wrote:So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently tanked cruisers solo since you'll need to either kite/tank for 40 seconds or warp off to reload in safety (i.e. letting your target go).
CCP Rise Taking Solo Away Pretty much. Or, as Rise has pointed out you could always set your launchers into 2 groups and stagger them. This way, because an overall 20% drop in DPS is completely different if you use 2 groups, you'll have the same dps as you do now without the downtime. Also, if your ship blows up he'll sprinkle you with magic pixie dust from his pocket and let you ride on his boyfriend the unicorn all the way to Narnia where he did the math to come up with those figures. |
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