| Author |
Thread Statistics | Show CCP posts - 11 post(s) |

MeBiatch
Republic University Minmatar Republic
100
|
Posted - 2011.11.04 17:47:00 -
[1] - Quote
i can still scan someone down in 8 seconds snippings is still useless... change the optimal range bonus for a fate of fire bonus ...
its great that blasters have good dps but thats not enough to warrent using them at such a low range limitagions we needs a massive alpha boost to make them worht while...
the tanking bonus on gal ships needs to either boosteed or changed to a armour amount per lev... that way you wont have to fit trimarks or 1600's if you want to be fast and have an armor tank.
the mrym needs 100mn band withdth to be usefull 3 heavy drones is not enough for a bc...
change the trimakrs to agility nerf from speed...
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MeBiatch
Republic University Minmatar Republic
100
|
Posted - 2011.11.04 19:32:00 -
[2] - Quote
Raimo wrote:Harotak wrote:Additional changes I want;
Small Blasters +5% DMG Medium Blasters + 15% DMG Large Blasters +10% DMG
At least this is needed. Hybrid ammo changes would help as well.
or how about 10% across the board but to achieve this do a 50% increase to base damage a 30% reduction in rate of fire...
that way you get a nice alpha boost tooboot! and only shoot 1-1.5 seconds slower...
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MeBiatch
Republic University Minmatar Republic
101
|
Posted - 2011.11.05 03:12:00 -
[3] - Quote
Tantabobo wrote:While I agree that blasters/gallente ships could use a buff. Please don't remove the flavor of the gallente ships. The armor repair bonus on them is awesome in many situations (especially solo pvp).
you dont have to get rid of it all you have to do is make it so it affects incomming RR... that way the bonus is usefull for fleet warfare... |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 13:26:00 -
[4] - Quote
i was playing around with rails last night and honestly... i like what you have done with javilin... but its not enough...
Rails need a base boost to thier tracking (i am still hopping for at a min 30%)
and they still need about 5% more base damage and increased rate of fire of 15%... reduce the cap activation by another 40% and we should have a weapons platform that can actually do damage and be worth fiting...
and i still stand by my suggestion to drop the optimal range bonus its useless... snipping past 150km is pointless and optimal range bonus on the shortest ranged weapons is also pointless...
but a rate of fire bonus will increase dps by 33%
Which in turn would make Caldari hybrids higher DPS while Gallente will be higher alpha... its a good trade off IMO...
Plus blasters are not good enough... Null needs more of a range bonus (make it so they can shoot out to kitting range in heavy falloff)
plus blasters still need about 20-30% more tracking to make up for the loss of the signature bloom from an active MWD...
and i still stand by the fact that there needs to be an alpha boost... i want 50% with a reduced rate of fire of 30%...
blasters needs to do OMFG damage when you get close and each hit should be a sledge hammer to the face with death spikes... |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 16:56:00 -
[5] - Quote
Deviana Sevidon wrote:Amarr Pilot spotted.
There are a lot of good suggestions here and a huge DPS increase in exchange for the crippled range blasters have is hardly imbalancing. Show us where the misconception is when we compare Railguns to Beam lasers?
well back in the day before cap ships ccp introduced tachions to be extra large weapons for lazors... this was also around the time when you could fire torps from rocket launchers and have deul mwd ravens...
time has changed but his perceptions about comparing the largest of the 3 weapons types has not...
they will argue till kingdom comes that you can only compare 425 to mega beams...
personally all they need to do to bring tachions in line is reduce their fittings... then we should be fine in comparring them...
If you look at tachions and 1400's they are balanced but 425's are not...
its 2011 here people not 2005.... |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.06 00:19:00 -
[6] - Quote
i have been playing around with the kronos with 425II and rails and from the talos to this there is a big difference... rails desperatly need more tracking... i have maraders lev iv so 30% would be more then enough... among that 5% more damage and 15% faster rate of fire would make them pretty much awesome... but you would also have to reduce cap useage to compensate...
but rails are still useless on the rokh low dps does not make up with range that cant be used... caldari need a rate of fire bonus...
i was also playing around with the talos with 3 mag stabs 2 te II and 8 nuetrons II with null... shoots out to 40km... not bad at all... (personally a boost to null falloff would suffice for me)
of coarse all gallente ships need a speed boost but not 10m/s per sec increase more like 10% increase...
yes to the ammo changes... make them split damage like has been proposed... but also add a tracking bonus like you did to projectiles...
i still feel that blasters need more sting to them 10% more dps with 50% more alpha would be the trick... plus a rof reduction of 30% would also help with cap... though blasters need soemthing to make up for the loss of sig radius bloom caused by an active mwd... either reduce the blasters sig resolution or increase thier tracking by atleast another 20%...
plus please unbork drone ships... |

MeBiatch
Republic University Minmatar Republic
103
|
Posted - 2011.11.06 18:10:00 -
[7] - Quote
the problem with making the optimal range bonus better is A... wtf about spike and B... 250km max targeting.. C. 150km probeming....
i still feel that a rate of fire bonus of 5% per lev would be much much better then the optimal range bonus... |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 16:14:00 -
[8] - Quote
Ok with only 7.5% per level bonus you end up being 2% more efficiant then the 5% to armor resists per lev... Which sucks when you see that the resist bonus makes you have 20% more hp and more efficiant for rr...
But change that bonus to 10% per lev and make it so incomming rr is also affected by the bonus and then you end up with a bonus that makes up for having 1/5th less hp |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 17:43:00 -
[9] - Quote
Pinky Denmark wrote:lol RR is already super usefull and how do you calculate those numbers? You nust be forgetting how resistance is calculated... The resistance wont be stacking penalized but you will still get less from adding more resist modules.
ok i am at work so i cant pull up eve or eft to support the numbers but here is a post i pulled supporting the same thing but with shields:
IMO making it so the 37.5% increase to internal reps work on incomming remote repair mods... this would greatly make up for gallente/minnie shortcommings when it comes to fleet setups... let me explain i know projectiles are FOTM and make up for this but when hybrids are boosted minnie will fall back in line... Look at what a 25% increase does to effectivness of internal reps, EHP and incomming RR....
But gal/minnie only get a 37.5% increase to internal reps...
look at a nighthawk with one logi ship with 4 large reps it gets 1955 tank but a sleipnir(sp?) with one logi ship with 4 large reps it gets 1649 tank
but if you increased the effectiveness of incomming shield rr for minnie you would see that jump up from 384 every 4.5 sec which is 85.33 hp/sec to 384*1.375=528 every 4.5 sec which means 117 hp/s
so on the same setup one logi ship will now make the seipnirs tank be 2099 tank
this also carries over with armor....
making the 37.5% bonus to internal reps also boost incomming remote repair mods would greatly help offset the dissadvantage minnie and galente have against ammar and caldari...
compare the average minnie/gal setup against the average ammar/caldari setup that gives a resistance bonus you will see much higher ehp on the caldari/ammar over thier gal/minnie counter parts...
now if you took that 37.5% and added another 12.5% to make it 50% then you are looking at the 1649 tank turining into 576 every 4.5 sec which is 128 hp/s so that would 2366 which is about 18% more effective then having a resistance bonus...
so what you end up with is gallente/minnie being better for internal/incomming rr and ammar/caldari being better for ehp...
i think its a good trade off if you ask me... |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 18:00:00 -
[10] - Quote
pinky you are a ding bat...
as i said they were comparrisons i had made a while ago... you can compare any ship that gets the resist bonus vrs a rep bonus... this was just an example...
the point in making rr better for gal is so they can get close (one of the things that hurts gal ships is thier lack of ehp and short range weapons... if you made gal ships more efficiant for rr against the other races this would help galente get close... and just to prove my point 1400 abbadons anyone???? but alas this is more about hybrid boosting then gal ship boosting...
so back to blasters and rails... |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 18:03:00 -
[11] - Quote
CCP Tallest wrote:Perdition64 wrote:CCP Tallest, any plans on further developing the hybrid changes before patch day so they can actually make an impact come Winter? Yes indeed. I was just about to post an update. * Hybrid turret reload time will be 5 seconds. * Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) * Blaster damage +5% (except XL turrets) * Railgun tracking +5% (except XL turrets) ..also, Hail falloff penalty will be 25%, not 0%.
feels like an inch worm but slow and steady we are getting to where we need to be...
any idea when this will be put in sisi? |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 20:27:00 -
[12] - Quote
There was an issue with parsing this post's BBCode |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 21:00:00 -
[13] - Quote
or how about they make different types of plates mean something like 1600 thungsten adds the most armor but should also add the most mass... what if they made crystal plates do like 10% less armor boost but have 50% less mass adition? |

MeBiatch
Republic University Minmatar Republic
105
|
Posted - 2011.11.08 21:05:00 -
[14] - Quote
honestly all i think that is left for blasters is to boost null falloff...
give blasters 5% more damage (with 50% more alpha) and slightly more tracking...
as for rails... if you are going to fix probeing like pattern clerc suggested... then they are pretty darn close to fixed... perhaps spike needs a damage boost?
if not and ccp is standing firm on 150km+ combat being dead... i think rails are going to need alot more work...
also for those who pve please do the 80/20 damage split for the ammo...
that way i can use hybrids to rat against any of the pirate factions with doing either primary or atleast secondary damage... |

MeBiatch
Republic University Minmatar Republic
107
|
Posted - 2011.11.14 03:27:00 -
[15] - Quote
maxzim either get chrome or learn to control C... |

MeBiatch
Republic University Minmatar Republic
107
|
Posted - 2011.11.14 21:56:00 -
[16] - Quote
ok so looking at the new blasters all i have to say is 5% more dps is needed plus a big alpha boost 50% to keep dps the same slow down rate of fire...
now null needs to be boosted give it an optimal range bonus of 30% and a falloff bonus of 50%...
as for railguns... they still need more base tracking and better dps... i would suggest reduce cap activation cost and increase rate of fire... plus i would reduce optimal range and replace with falloff...
i saw what you did with the naga and like it but i would have prefered a rate of fire bonus with the optimal range bonus...
what this does is make is so gallente are better at blasters (high alpha due to damage bonus) and caldari dps from rails will be really high due to rate of fire bonus... this will keep racial flavour in the game...
plus spike needs a damage boost and void needs more damage... |

MeBiatch
Republic University Minmatar Republic
107
|
Posted - 2011.11.14 22:26:00 -
[17] - Quote
Fraa Bjorn wrote:Uhm.. What happened? We're promised reduction in CPU/PG/CAP (superuseful, makes me giddy) aswell as damage/tracking boost, and changes to T2 ammo...
Now all we're getting is 5% dps? ffs ccp.... It would be better if you just removed gallente from the game, so us fairly new players don't accidentally create gallentes, train accordingly, then realize we're useless and all that SP was just a scam, or if you will; tax on the stupid.
you sir are stupid... the changes are on top of the dev blog... ffs |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2011.12.11 20:10:00 -
[18] - Quote
wtf this thread is like groundhogs day... its just the same damn arguments over and over again... tallest please post some more changes for sisi next week so we can test them and start a new conversation...because this endless talk its getting redundant! |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2011.12.14 16:15:00 -
[19] - Quote
Pinky Denmark wrote:Tbh blasters really are fine - but the ships need an overall balancing fix between minmatar and gallente (make Gallente agile and low mass and keep minmatar fastest but also highest mass with all the junk they got glued on their ships). This would also give nanofibers/overdrives a better role distribution with nanofibers helping minmatar a lot and overdrives being good for gallente ships wanting to chase down minmatar ships over range...
Railguns lack more power, but tbh so does beams but the increase should come from better alpha and not more dps. Railguns already have a good dps compared to the other weapon systems.
Then ofcourse hybrid ammunition (and energy ammunition) need a look over and I still don't see why minmatar ammunition doesn't do at least 25-50% explosive damage on EMP, phased plasma and all the other types. I don't personally think Null need a boost, however barrage and scorch could do with less range for the damage they provide.
Pinky
what if they changed the 5% damage bonus per level to a 7.5% to damage per level... that way you are looking at an increase of 12.5% in overall dps from the ships...
one thing that we need to aviod is making hybrids too good... we have all seen atry abbadons and that is just wrong...
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MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2011.12.19 19:01:00 -
[20] - Quote
CCP Tallest wrote:We are here and we are reading your feedback.
We will be iterating on our balancing efforts based on the feedback in this and other threads and will release some more balancing in early 2012.
yay i had a feeling you were on a hiatus untill january... i just did not want to tell anyone cuss i am bitter... 
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MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2011.12.31 14:28:00 -
[21] - Quote
i dunno the talos is a mean belt ratter... i mean thats the ships role right? to kill asteroid rats? |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.05 18:17:00 -
[22] - Quote
Archare wrote:Well for some more news on blasters....
LIVE ON TEST SERVER
Null ammo range buff increased from 25% to 40%
now is that for falloff and optimal or just one or the other?
lol i tried to lead sisi but the last time i loaded the test server on this comp (its my spare) was back when i was testing tyranis... lol |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.15 08:48:00 -
[23] - Quote
i have been messing around with the deimos and am almost liking it... with the null changes... i am shooting just over 28km (would prefer to reach out to 32km)
tbh i think the 6th highslot goes unused most of the time and would be much better situated as a 4th mid slot... (which would allow for either more tracking comps or i could go for nano/shield setup)
plus please add more base PG... just enough so i dont have to fit TWO pg rigs... (1 is ok if you want neutrons) that way i can put on a ex rig...
it also needs more cpu for the added 4th mid slot...
i am pushing over 2100m/s with heat on and 650 dps with heat and 79 of that is from warrior II...
[Deimos, Deimos fit]
Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M Heavy Neutron Blaster II, Null M [Empty High slot]
10MN MicroWarpdrive II Warp Disruptor II Tracking Computer II, Optimal Range
Tracking Enhancer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I
Medium Ancillary Current Router I Medium Ancillary Current Router I
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MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.16 23:38:00 -
[24] - Quote
you know how there is in the atributes shots per volley? well it would be neat if ammo like void shot two shots per volley but had a reduced rate of fire by like 25% or something like that...
that way blasters could act like close range arties...
as for rails... personally i would like to see thier rate of fire increased and cap activation cost decreased to compensate...
this would then inverse gal/caldari fighting montra in comparision to energy/projectiles... |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.16 23:57:00 -
[25] - Quote
another idea would be reducing the sig resolution of rail guns... so they can get a higher number in the chance to hit formula thus making more high damage type hits on smaller targets... this could give rails the ability to take on smaller ships type fleets at long range...
so you would use the arties to take on the big buffer stuff and use the rails to kill the smaller stuff... |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.19 16:18:00 -
[26] - Quote
Kahz Niverrah wrote:Tanya Powers wrote:People stop your paranoia plz, no one serious wants to have pulse range or AC's range and more dmg, we (the serious ones if you want it) ask enough range and dmg at med fight range witch is 30/35km max, just enough to fear the crap out of meta gamers with faction points witch only pleasure is like self sex, pointing you at long range (faction point 30km) where you can do nothing at all and slowly kill you. WIth Null's current 1.25 modifier, a Neutron Mega already does nearly identical dps to a Scorch Abaddon in the 30-35km range. WIth the 1.4 modifier, it will do much more damage. So it sounds like you've gotten your wish?
the only ships it makes a difference on are ones with range bonus for the ships... problem is thats just one for gal and a few for caldari... give the ships better bonus and you will see me stop bitching... |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.21 03:29:00 -
[27] - Quote
hmm how about changing the way heat works on hybrids? instead of firing one charge per volley you shoot two? (since hybrids use plasma you just shove in more in the case for blasters and stack two shots for rails) so pretty much when heat is on you are doubling your dps and alpha... i think this could be the "je ne sais quoi" that would make hybrids "winsauce".... |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.22 22:14:00 -
[28] - Quote
Nikuno wrote:thoth rothschild wrote:thorax , thorax thorax....
mcum.eve-kill.net/?a=kill_related&adjacent&kll_id=12209821 lol, so you met some of these delusional fools too? I have no idea why anyone suddenly thought a thorax was a viable fleet ship - must have been reading and believing CCP's propaganda 
i would have liked to see those thorax with 250's with jav in with te's and shield extender with shield rigs... with a nano on for ***** with vespa ecm drones... might have been a diff fight...
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MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.23 00:58:00 -
[29] - Quote
this is how the thorax should have been fit... just cuss you killed noobs in them does not mean they blow...
if anything increase base pg so i can bump up to 250's....
[Thorax, Thorax fit]
200mm Railgun II, Javelin M 200mm Railgun II, Javelin M 200mm Railgun II, Javelin M 200mm Railgun II, Javelin M 200mm Railgun II, Javelin M
Y-T8 Overcharged Hydrocarbon Microwarpdrive Warp Disruptor II Large Shield Extender II
Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Tracking Enhancer II Nanofiber Internal Structure II
Medium Core Defence Field Extender I Medium Core Defence Field Extender I Medium Core Defence Field Extender I
Vespa EC-600 x5 |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.25 17:43:00 -
[30] - Quote
here is a nerf for arties... usually in the real world artilitery are meant to do mass damage over a specific area... but in the game arties do mass damage over a small area... why not increase the base sig resolution of the guns... make large arties sit at 550 sig and so on... this would decrease thier end game number on the chance to hit formula and make other weapon systems to competitive damage? |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.01.28 22:11:00 -
[31] - Quote
qwick fix for caldari would be remove the optimal range bonus and replace with a rate of fire bonus... dps will go up 33%... |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.02.02 15:40:00 -
[32] - Quote
Kahz Niverrah wrote:You guys are like a teenager getting stood up the night of the prom, trying to rationalize how something must have happened to your date.
LMAO! |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.02.14 20:25:00 -
[33] - Quote
problem is i have already maxed out my minnie skills... (did that back on 08 in anticipation of the minnie boost) but i spent the last year maxing out my gallente skills in hope that gal would be boosted in a simular fashion...
perhaps they can give me minning bonus? lol
i think we should start harrasing CCP Punkturis (she is on the same team and seems to enjoy communication with the comunity) |

MeBiatch
Republic University Minmatar Republic
186
|
Posted - 2012.02.21 22:00:00 -
[34] - Quote
have you used a deimos with null and nuetrons with three TE II? you shoot out to like 30-40 km with blasters...
though you are correct either 10% reduction in sig radius... or my fav 10% reduction in mwd mass adition per level...
as for the 7.5% this would be better if they made internal reps base better reduced the bonus to 5% and made it increase incomming RR and increase base armor level...
that would make it on par with 5% to resists... |
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