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Nemesor
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Posted - 2011.11.04 18:33:00 -
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Mariner6 wrote:Make them dominate the close in fight and give people a reason to commit to the fight and probably still lose their ship.
I agree with every point of the above post. Gallente used to be the Lord Nelson "Go straight at 'em" style of ship. Now... well. No one flies most of their ships because Speed nerfs, Agility Nerfs, Armor rig nerfs, Laser and projectile buffs have all made Blaster boats completely obsolete.
I would actually encourage an even larger damage boost. To 40 percent.
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Posted - 2011.11.05 16:00:00 -
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Tallest,
I appreciate what you have tried so far, but trust me, the issue with blasters will be taller than you until you give them a 40 percent damage boost. :-D |

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Posted - 2011.11.05 17:05:00 -
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Hungry Eyes wrote:[quote=Pinky Denmark]
Most of you guys need to chill out big time. The purpose of hybrid changes is to make them a viable choice and get a balance between the 4 races. The majority of suggestions in here will just make blasters the most powerfull thing in EVE and break the game even more than now.
Pinky
Pinky,
I have been PvPing since 2005 and started out as a Pure Gallente pilot. Now, I have all level V skills in every weapon class and every ship from Battleship down in every Race.
Trust me when I tell you that Rails are the weakest weapon system, followed by Blasters. A massive boost to their effectiveness will not make them the most powerful thing in EVE. A massive boost to blasters will make them the most powerful thing in EVE from ranges of less than 10km or so. That is as it should be. Blasters are supposed to dominate up close. If you defecate yourself a little when a Blaster Megathron comes out of warp on top of your Abbadon, then Blasters are exactly where they need to be. Just as a Megathron pilot curses when that same Abbadon is 30km away. EVE isn't about making all things the same. Its about making everything shine at the right time and under the right circumstance. Since 2005, CCP has slowly nerfed and buffed their way into a corner. If they boost Blaster range then Blasters become lasers. If they boost Blaster damage then people like you will complain about them being OP. If they nerf anything right now people will justifiably hang the DEVs from the nearest tree.
Boosting the damage is the best course of action given the circumstances. |

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Posted - 2011.11.05 19:31:00 -
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Pattern Clarc wrote:I think Pinky Denmark's point is that we don't need to over boost hybrids when the reality is the ships themselves are broken. It was the same deal with minmatar, decent enough line up with poor BS's and Caps... Boosted weapons and now we have Abaddons with 1400mm's as the top fleet ship.
Beyond a few changes (ammo, blaster tracking) I feel it's time to move on and focus on specific ships. I mean, most of the comments have been that Gallente need more speed, which has very little to do with the weapons themselves.
Would blasters be broken with 10% more damage and even more tracking? No, but I fear there will be several ships that will be no better after this change and that's the problem.
Hybrid balancing is the subject at hand. Does Tallest have the authority to balance ship hulls? Thats why I have been concentrating on Hybrids. One part of the problem at a time and all that.
Yes, Blaster boats need more speed. Consider this for a moment: What if blaster boats accelerated to their top speed very quickly. A short dash like a cheetah catching its prey. Rather than giving them a boost to top end speed... give them a distinct advantage to closing that 20-40km distance.
10 percent buff to damage is really conservative. A short speed burst with at least a 30 percent DPS buff would help a great deal.
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Posted - 2011.11.06 16:41:00 -
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Alice Katsuko wrote: So maybe some factions simply shouldn't be the FOTM in fleet warfare. Ditto for being successful solo boats. Near as I understand it, being able to get into range shouldn't be an issue if you're working with fast tackle that can hold the target down.
I don't think fleet warfare is being discussed specifically.
30km to close on a target is still 17 seconds of unanswered fire when you are in a gallente BS. Ok... the Baddon is tackled and is not going anywhere... Decloak and start huffing and puffing 800ms to get into range... all while taking Lasers to the face. Obviously you either do not fly blaster boats. (In before the "Yes I do" : Then you are doing it wrong).
A substancial speed boost (Enough to chase down other races) with enough DPS buff to make up for taking punishment in the face while chasing them down worthwhile. (40 percent)
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Nemesor
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Posted - 2011.11.06 18:31:00 -
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Pattern Clarc wrote:No to 40-50% more damage. Most of these comparisons ignore the drone bays of ships. And also forget that any damage increase is a range increase due to the nature of fall off.
Your only suggestion in this thread specifically to hybrid turret balancing is to increase the tracking 25 percent, which does approximately jack all to help with fundamental issues with the weapon system. A tracking buff is needed but it is only a small portion of a solution. In your previous post, you bring up everything except hybrid balancing... Other than to say no to a damage buff. Oh.... and to suggest a damper bonus on the hyperion. A broken piece of EW gear to compensate for having broken turrets. Lets replace all Minmatar falloff and rate of fire bonus's with Target painter bonuses instead.
How does tracking help a Gallente ship close 30km to target and still overcome the unanswered DPS the enemy has spewed at him? It does not and he cannot. You also seem to suggest EW drones as a way to mitigate damage for blaster boats. News Flash: Other races have drone bays and they do the same thing. Specific ship fixes are great but are not the way to fundamentally balance hybrids. A 40-50 percent buff in damage output for blasters would obviously require falloff adjustments as well as optimal adjustments but coupled with a ship speed and tracking buff would balance hybrids.
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Posted - 2011.11.08 04:14:00 -
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Just a bit of brainstorming...
People have suggested that Gallente get an AB bonus which is on the surface a terribad idea simply because ABs are slower than MWDs. However, what if the gallente had the ability to fit oversized ABs and got acceleration bonus along with it. That would give a HUGE straight line speed boost and mitigate damage on the approach. It would solve cap usage problems. It would still leave Minmatar the most mobile race because an oversized AB is a pain to turn with.
THis along with a decent damage and tracking buff would fix blaster boats overall. |

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Posted - 2011.11.08 04:51:00 -
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Monger Man wrote:Nemesor wrote:
Just a bit of brainstorming...
People have suggested that Gallente get an AB bonus which is on the surface a terribad idea simply because ABs are slower than MWDs. However, what if the gallente had the ability to fit oversized ABs and got acceleration bonus along with it. That would give a HUGE straight line speed boost and mitigate damage on the approach. It would solve cap usage problems. It would still leave Minmatar the most mobile race because an oversized AB is a pain to turn with.
THis along with a decent damage and tracking buff would fix blaster boats overall.
Have you every tried an over sized AB on much? Try fitting a 10nm AB catalyst. It fits with electrons. Now go out and try to turn at all. And see if you can keep blaster ranges. You wont. Its a terrible fit. Even if you could fit a web. You wouldn't be able to keep anyone in blaster range. So then you would need an agility boost. And then on top of it you would become immune to anything at all bigger than you hitting you.
Yes I have played with oversized ABs. I never thought they would work as they do currently... As stated previously, it would require a fast acceleration bonus and be used for short straight line bursts of speed. Yes, an agility boost would be needed and you would not be immune to incoming damage. It would be mitigated. Taking too much damage on the approach being on of the prime problems with blasters after all.
Read the first line of my post... "Just a bit of brainstorming..." then take a deep breath and have a cup of tea. Tailor your responses in a reasonably toned fashion. We are all trying to work on this problem together.
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Posted - 2011.11.08 11:49:00 -
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Dark Voynix wrote:hello. Did a long post, in this forum but i make a new post instead a reply. So sorry if i crosspost, ill give here only quick note to my idea, if you dont think its a complete crap please read the entire post. My idea is to give blaster weapon a "web effect". Immagine that blaster weapons and antimater affect opponent engins making them less effective ( -25%). this will make blaster user "faster" in blaster range and make them have a chance to come close again to the opponent after a bump. DPS changes are cool, power requirement was badly needed, but blaster ships should be able to keep close range when the succeed to come close. and maybe a key is here. Let do blaster affect opponet angine. We can also give different ammo a different percentage ( less dammage, more pebbing effect) because francly.. there is any reson to use t1 ammo that is no antimater? here we could have one. Blasters will be unique and people will have a reason to not use autocannons. I made more extensive consideration in a separate post, sorry again for the double posting. 
Then you will have every ship of every class of every race fitting one blaster to slow down enemies. |

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Posted - 2011.11.08 23:53:00 -
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Tallest,
I do appreciate the response. However, the changes are slight and not exactly what blasters need to become competitive. I sincerely hope there are some radical ship stat changes planned for Gallente boats or this TOKEN change of stats for blasters will amount to little to nothing.
Ask yourself, How do the changes made so far overcome the Gallente's major issues of:
1) Making a fast approach into Blaster range without having your face melted off.
2) Having the firepower to overcome said face melting once you have your prey within 10km.
I can answer for you. 1) they don't and 2) while 5 percent is a start... it is quite a long long way from being a serious change.
I do hope that the ship changes are coming in conjunction with these tweaks. It would be a shame to waste the obvious passion and enthusiasm that these possible changes have stirred in the community. I for one do not want another let down. |

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Posted - 2011.11.09 02:53:00 -
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Pinky Denmark wrote: Sniper HACs and BCs w/ best T1 ammo :
Zealot w/ Heavy beam (2 HS) - 380,4 dps (22,5+10km), 0.04125 rad/sec, 1004 volley Muninn w/ 720mm Arty (3 Gyro) - 340,9 dps (22,5+21,875km), 0.0378125 rad/sec, 2815 volley Deimos w/ 250mm Rail (2 MFS) - 355,3 dps (18+22,5km), 0.02875 rad/sec, 1247 volley Brutix w/ 250mm (1 MFS) - 332,7 dps (18+15km), 0.02875 rad/sec,1367 volley Hurricane w/ 720mm Arty (3 Gyro) - 409,1 dps (15+21,875km), 0.0275 rad/sec, 3379 volley Hurricane w/ 720mm Arty (2 Gyro) - 363,9 dps (15+21,875km), 0.0275 rad/sec, 3198 volley Harbinger w/ Heavy beam (2 HS) - 399,4 dps (15+10km), 0.04125 rad/sec, 1401 volley
Looks pretty balanced on the medium long ranged weapons too...
Pinky
If by balanced you mean still sucking at tracking and still not putting out dps and still not having a range advantage then you are correct sir.
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Posted - 2011.11.09 04:01:00 -
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Hungry Eyes wrote: i only care about rails at this point; blasters are a lost cause.
I wish I could disagree with you. I renewed my subscription specifically to take part in the Blaster rework after canceling it over the microtransactions debacle. If balance (Hybrid buffs and gallente ship buffs) of some sort is not reached during this expansion I will cancel and wait again. I am not paying to play at a disadvantage. So far it looks like the Matari-centric mindset at CCP is going to continue with small token changes being handed out here and there to the less deserving races.
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Posted - 2011.11.09 04:49:00 -
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Nataly Fynolds wrote: This would bringt blaster and autocannon ranges closer together so the blaster is a poor copy of an autocannon.
Fixed that for you.
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Posted - 2011.11.09 10:53:00 -
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Tallest,
CCP, over the years, have nerfed Damps. You have nerfed webs. You nerfed all ships speed and acceleration and you buffed projectile falloff and laser optimal ranges.
Thats all water under the bridge. I am willing to give the game design team another chance. You just have to do one thing for me.
Get me in optimal. Thats it. Get me in optimal with a fighting chance to win against a like skilled opponent. Thats all any Gallente pilot wants.
Your efforts thus far are not doing much to get me in optimal. I am sad when I am not in optimal. I am happy only in the warm orange glow of my opponents melted wreck.
Make more changes to get me in optimal soon. |

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Posted - 2011.11.09 11:59:00 -
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Selar Nox wrote:How about a webifier range bonus on blaster boats (cruiser-size upwards), increasing with hull size (BSs bigger bonus than BCs, which get more than cruiser)? Not talking about 5%, more something like doubling or tripling the range. So we get fired at while "crossing the gap" but actually get a chance to arrive over there...
Just a thought that crossed my mind...
1) we would have to give up a tracking or damage bonus of some sort to get this bonus. Both of which are vital. (Unless its on a worthless active armor ship then its alright)
2) This would infringe upon the precious snowflake Matari's territory and we would not want that!
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Nemesor
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Posted - 2011.11.09 12:27:00 -
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My out of the box idea of the day. Keep an open mind.
From day one there is one attribute that all Gallente ships have that is superior to all other races. This was obviously a racial trait of some sort whose purpose has been lost in the sands of time.
Gallente ships have more structure points than any other race. A lot more in most cases. The Amarr generally have second most, followed by the Matari then the Caldari. The only exception to my knowledge is the Tech 3 ships where the Amarr suddenly have more structure. This is obviously the design team forgetting about the old racial trait of Gallente.
If there were a few more low slot modules released... like an Advanced damage control II. Say this increased the hull resists by 25 percent and gave a hull HP Boost of 50 percent... increasing the efficiency of reinforced bulkheads (WOW WHO EVER USES THAT MODULE!) even increasing the efficiency of bulkhead and remote bulkhead reppers (Yes they exist in the game, I swear). Switch the active armor bonus's on existing gallente ships over to Structure resist bonuses. Switch MWD bonuses to structure amount bonuses. Now you have a Gallente ship that is beefy, is unaffected by heavy armor plates, and able to fit a nice passive tank with a couple of decent modules. Can other races fit these things? Sure why not. They can't fit them as well as Gallente can. They won't have ships with bonuses to fitting them and they won't have as much structure points.
REAL MEN HULL TANK. (only it wouldn't be a joke this time.)
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Posted - 2011.11.09 14:48:00 -
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Bhaal Chinnian wrote:ok another brilliant idea.... DENERF SENSOR DAMPS and give all gallente cruisers and above an appropriate effectiveness bonus. 5% for BS per level 7.5% for BC per level 10% cruiser per level none for frigs ***remove Gallente's ability to use railguns 1) solves range problems passively by forcing your target into range of webs 2) no need for speed buff 3) hybrid damage buffs are sufficient now, since the real issue is employing blasters at range case closed...move along please  ******note. only allow sensor damps to be used by gallente ships
Restricting module use to a single race is not a good idea. 10 percent would give us the strength damps had per nerf. Yikes. Making a race completely rely on Ewar to survive is a bit, meh. I like damps though and think they would provide a decent boost to the enviroment if they were buffed a bit.
TLDR: It would help but this isn't a complete solution. |

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Posted - 2011.11.09 16:44:00 -
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Magosian wrote:Torei Dutalis wrote:[quote=Nemesor]
REAL MEN HULL TANK. (only it wouldn't be a joke this time.)
Big big problem with this. Gallente pilots would be forefitting the boosted resists to armor/shields on t2/t3 ships unless this change also included additional resists were also applied to hull, and I don't see that happening. Still, the idea is not totally lost on me. Isn't it strange that Amarr/Minmatar not only have the best turrets, but their t2/t3 ships also are best-suited for omni-tanking? Hrm....
There would be tweaks and such made if this ever was implemented. Why couldn't T2 resists be buffed on Hull a little? An additional benefit is that it would open up another option for the logistics ships. The Gallente logistics being remote hull repairers.
This is just a basic proposal. Nothing specific. Obviously it would require a lot of adjustments.
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Posted - 2011.11.09 17:14:00 -
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Guirdarr wrote: Blasters are supposed to fit the medium between Falloff dependent Projectile weapons and Optimal range dependent Energy weapons.
Umm. What? Did blasters get that memo?
Guirdarr wrote: With good piloting, range will only be an issue when facing nano fleet gangs, especially since the speed/agility buff should even negate some of those problems.
Oh. Cool. So tell me Ace: When your ship goes 800 m/s and your enemies goes 801 m/s, what great piloting stunt are you going to pull off to close range if you are 30km away.
Guirdarr wrote: For the blaster side of the fence I believe these changes are done, you've made blasters a VERY competitive arsenal yet again.
Obviously someone that does not use blasters. |

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Posted - 2011.11.09 17:39:00 -
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Arkady Sadik wrote: If you can only out-damage your target at 20km and above, how will you ever keep that distance if they're faster than you?
I am going to guess you are a Republic Uni. Graduate.
If you try to maintain distance... and he tries to close distance... and it takes 30 seconds to get you into range... who has the advantage. The ship that has been applying damage the whole time or the ship that has just started to apply damage.
Being able to close range for Gallente isn't overpowered. It is the only way they will ever cause you a single point of damage. |

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Posted - 2011.11.09 18:01:00 -
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Repeat post please delete |

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Posted - 2011.11.09 18:02:00 -
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Arkady Sadik wrote:Nemesor wrote: If you try to maintain distance... and he tries to close distance... and it takes 30 seconds to get you into range... who has the advantage. The ship that has been applying damage the whole time or the ship that has just started to apply damage. If you start out at 0km, the long-range ship doesn't even have a chance to make distance thanks to speed-reducing ewar. Sorry, it's not that simple.
The only times you start at Zero are undocking at a station and landing at a Celestial. If you are at zero with a blaster boat at a station you can dock. If you are sitting at zero at a Celestial, Darwin has decided to remove you from the genepool and good riddance.
How often do you start a fight at Zero? If you say a lot.. or all the time... then you are doing it wrong. If you say... almost never... I will believe you.
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Posted - 2011.11.09 18:30:00 -
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Bubanni wrote:I would like to point somehting out to alot of you people which many seem to miss :3, as I understand it... and correct me if im wrong, Tallest was going to boost the tracking of blasters by 20% correct?
And people still say the blasters will hit like **** within their range? your forgetting one important factor, so will the enemy, you will just hit better then he will and therefor have higher real dps (unless he has same turrets or better fit, or smaller class)
You have to get into range for tracking to matter. |

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Posted - 2011.11.09 18:41:00 -
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Bubanni wrote:Nemesor wrote:Bubanni wrote:I would like to point somehting out to alot of you people which many seem to miss :3, as I understand it... and correct me if im wrong, Tallest was going to boost the tracking of blasters by 20% correct?
And people still say the blasters will hit like **** within their range? your forgetting one important factor, so will the enemy, you will just hit better then he will and therefor have higher real dps (unless he has same turrets or better fit, or smaller class) You have to get into range for tracking to matter. And that is ofc true,also why I suggested CCP makes gallente have better agility compared to minimatar, while minimatar still maintains higher speed (that doesn't break the design does it?)
With all that increased agility I can put smoke generators and spell out LOL in space as minmatar guns reduce me to slag.
Agility does not help a chaser. Agility helps the chased. Look at a Cheetah and a Gazelle. The Cheetah is faster... the Gazelle can turn on a dime. If the Gazelle is faster... the Cheetah can be as agile as you please and you know what? It will never catch the Gazelle. |

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Posted - 2011.11.09 18:47:00 -
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Mekhana wrote:Very few people I have met are as qualified as Julius to comment on the current state of Hybrids and Gallente boats.
I read the post. No offense intended when I say that it rehashes everything we have been saying. It does put it all together nicely though.
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Posted - 2011.11.09 19:09:00 -
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Julius Foederatus wrote:[ Aye, most everything has already been said, but I figure this is the case of the squeaky wheel getting the oil. It took years and huge threadnaughts to get CCP to this point, so why stop now when the consensus is the changes aren't adequate. We have to drive it into the devs' brains til they accept it.
No doubt. |

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Posted - 2011.11.09 21:41:00 -
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sq0 wrote:
probably not... rush module would jump (so it could be named microjumpdrive) to target nearly instantly (5 sec or so ) or XY km closer to it or to target but activation range is XY km.
As for blaster only - well it could have it's effects simply highly diminished by certain factor on other ships (im sure someone can come up with something clever, but that's not the point now ) THe shorter range weapon system the better parameters of drive. SOmething like activation range 25 km - microjump to 1 or so. Activable only on enemy ship ( hostile, kill rights, enemy corp etc ) also different attributes dependent on something
My character would love it. I think it is a little OP personally.
I think there is a solution here without making new modules and such. We made the mess without reinventing the wheel. We can clean it up the same way. |

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Posted - 2011.11.09 21:58:00 -
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Yes. We need to get into Optimal... end of story. |

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Posted - 2011.11.10 09:46:00 -
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Gypsio III wrote: random negative input.
It was just a silly notion. It makes you think about problems in a different way. I only see you spitting on others ideas and not contributing anything of value except stating the obvious. Trust me. Most rational people agree with you. The easiest solution is speeding up Gallente and buffing damage. Tallest just seems unwilling to **** off the Matari masses... understandable... but it does nothing to advance true game balance.
A truly stupid idea is not thinking of every solution to a problem. The funny part of your post was pointing out that Gallente Logistics would be different than current logistic sets. I do not see it as a bad thing. Personally, I think Logi is a bit overpowered in the meta. Why else would CCP keep teams from fielding more than 1 logi ship during the tournaments? It is overpowered and makes combat rather drawn out and boring.
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Posted - 2011.11.10 10:17:00 -
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Nemesor wrote:It is overpowered and makes combat rather drawn out and boring.
To the poster above me. Read posts. |

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Posted - 2011.11.10 10:52:00 -
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Tallest,
At this point it is clear everyone with any sense knows what the problem is. A race with long and mid range DPS has the title of "The Speed Race". Over the years, CCP has morphed and twisted the roles of the races through various changes and because Gallente were so well balanced for so long (they were in 2005-2006) they were neglected and past Devs passed the buck to you to sort it all out when it reached critical mass. I sympathize. However...
Gallente need speed to close range and a bit extra DPS over what has been granted to overcome the approach. You know it. The Matari players know it (and deny it with no substantial evidence to prove otherwise) and the Gallente players know it (and provide example after example to back their claims). There is no getting around this by adding more agility or range to the weapons. ACs already have godly falloff and keeping their speed will always allow them to kite with impunity. Give the Matari the Agility buffs. Give the Gallente the speed buffs. Others say... "Railguns will become the new kiting AC." Even looking at railguns now, have you seen the tracking on SISI? Have you seen the Alpha? There is no danger of it threatening AC or Arty and its role of range dominance.
DO the right thing Tallest. Give Gallente a speed buff, remove the speed penalty for armor rigs and grant the Matari an Agility buff. It is the simplest and most sensible solution to the issues facing Gallente as a race. |

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Posted - 2011.11.10 16:15:00 -
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Elrianmk2 wrote:Surely a better idea is to give the Blaster boats a bonus to damping? thus forcing their opponents into their ranges? granted you would have to use scripts to make it work properly but it fits with the Gallente up close preferred method of fighting.
This post points out another message to you devs. It says:
"Gallente! A race so messed up people don't know that it already has a bonus to using Damps!""
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Posted - 2011.11.10 16:33:00 -
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Nemesor sits there watching Aretha Franklin flail about pumping ineffective round after ineffective round at the fast little man circling her distantly as he plugs her chubby form with rifle fire.
"This reminds me of something. Hmmm." , he says musing as he eats popcorn. |

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Posted - 2011.11.10 18:00:00 -
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Cry more.
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Posted - 2011.11.10 18:07:00 -
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Daedalus Arcova wrote:but would also keep them a bit slower at MWD speeds than Minmatar. It would also reduce the impact on speed and agility of adding armour plates.
Gallente shouldn't be faster than Minmatar. They should be able to run them pretty close, but Minmatar should still retain their speed advantage
Minnies would still have the ability to kite to their hearts content, unless on the off chance the pilot is horrible and/or isn't paying attention.
Two pilots in ships of the same class starting at a fair distance from one another (something like 20km) should have an equal chance to win an engagement. How would a gallente pilot win in this very common circumstance if neither pilot made a mistake? Answer: He never would.
Is that balance?
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Posted - 2011.11.10 18:36:00 -
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Daedalus Arcova wrote:Quote:The falloff modifier of TEs and TCs needs to be halved. That would mean that Minmatar could use their superior speed to kite 'till their heart's content, but wouldn't be able to do decent damage at the stupid ranges they currently can with autocannons. Autocannons themselves need a tracking nerf so that they're less effective in blasters' turf. It's not speed that makes Minmatar OP. It's the excessive range of their ACs when they slap on a couple of TEs (which they always do). With less damage at range, kiting from outside Null range wouldn't always be a winning tactic.
Once upon a time, Gallente used to be the second fastest race. I know you probably do not remember that, but it is a fact. Less damage at range would only mean it takes longer for the Mini to kill the Gallente pilot.
That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content That would mean that Minmatar could use their superior speed to kite 'till their heart's content
Read your statement and tell me that is balance. All control is on the Minimatar side of the table. They outrange and out pace any Gallente ship. That is not a fun experience for the one being kited until you get dizzy from circling him. Thats not even counting that Minmatar have STASIS WEB RANGE BONUSES. |

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Posted - 2011.11.10 19:49:00 -
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Daedalus Arcova wrote:[quote=Nemesor]
Ok, so let's turn this around. Make Gallente the fastest. Now, all it takes is to fit railguns instead of blasters, and you've just mirrored the same problem.
Terrible example and one that has been attempted before. Rails can't track well enough to kite in the same fashion. They also do less DPS overall than Minmatar weapon systems. |

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Posted - 2011.11.10 21:11:00 -
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Daedalus Arcova wrote:Nemesor wrote:Daedalus Arcova wrote:
Ok, so let's turn this around. Make Gallente the fastest. Now, all it takes is to fit railguns instead of blasters, and you've just mirrored the same problem.
Terrible example and one that has been attempted before. Rails can't track well enough to kite in the same fashion. They also do less DPS overall than Minmatar weapon systems. So you missed the part where CCP Tallest buffed railgun tracking and damage, and uffed Javelin tracking? I guess you missed the bit where I called for a nerf to autocannon tracking and the falloff bonus from TEs too.
I am talking with the changes. I guess you missed the part where railguns are still fairly terrible.
I still think you just want to have the comfort of controlling range and whether you want to fight or not. It's understandable though. It is quite an advantage to have. |

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Posted - 2011.11.10 21:16:00 -
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Imawuss wrote:You cannot make Gallente faster than mimatar, Why? because then rail guns would be the new kite weapon of choice, Also Blasters would Alwasy be able to maintain range, making them OP as well. All this would do is shift the imbalance. This also ignores all caldari ships.... Lets not forget that. Adding extra stats to ships/new hybrid only modules again ignores Caldari and does not balance hybrids instead it just mask's the problem.
The only way to fix Hybrids is to FIX hybrids. Small changes to ships can happen but they cannot encroach on mimatar. Playing with stats and ammo is the only way. Stop dreaming of all Gallente getting damp bonuses, or a dash (thus making recons worthless fyi) Every ship needs a weakness and advantage you cannot paint with a broad brush.
This conversation needs to be directed at Hybrids not the Ships. Ships are used to cater to particaular tasks and situations further giving them dedicated roles.
You can't fix a problem that is a combination of past ship nerfs and ammo and weapons buffs with only a Hybrid weapon buff.
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Posted - 2011.11.10 21:17:00 -
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Elrianmk2 wrote:Nemesor wrote:Elrianmk2 wrote:Surely a better idea is to give the Blaster boats a bonus to damping? thus forcing their opponents into their ranges? granted you would have to use scripts to make it work properly but it fits with the Gallente up close preferred method of fighting.
This post points out another message to you devs. It says: "Gallente! A race so messed up people don't know that it already has a bonus to using Damps!"" Blasterboat bonus in particular, Buff the bonus, so you know the Mega bonus: Quote:
Gallente Battleship Skill Bonus: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level.
yeah where is there a damping bonus there? or maybe the Thorax? Quote:Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage per level and 5% increase to MicroWarpdrive capacitor bonus per level. im not talking about the Fing ewar ship bonus which is nice for what target practice? damping works in a fleet not in isolation 1:1 damping boat? yeah i will sacrifice my ability to hold you down or possibly catch up with you, or be cap stable-ish? Nice one, i was refering to a bonus on the ships themselves remove the MWD / dmg bonus and turn it into a damp bonus. Just an idea, nothing more than that and it still doesnt solve the PvE issues Hybrid boats have to deal with.
So you want to add another bonus to the every blaster boat in addition to the ones they have now? Hurrrr.
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Posted - 2011.11.10 22:54:00 -
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Daedalus Arcova wrote:Nemesor wrote:I still think you just want to have the comfort of controlling range and whether you want to fight or not. It's understandable though. It is quite an advantage to have. FYI, the vast majority of my SP is dedicated to Gallente ships and hybrids. I only ever fly any other race through gritted teeth. I have a vested interest in Gallente and hyrids being buffed, but I want there to be balance more than I want to fly a new FOTM.
Then take it from a pilot who is maxed skill in all four races in every ship BS and below. I fly predominantly AC and Arty ships. The Loki, Vaga and hurricane are the ones I use most. Matari need to be the most agile not the fastest. I only started as a Gallente pilot. |

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Posted - 2011.11.11 05:03:00 -
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Jazz Styles wrote: Don't mess with armour plates and agility/mass penalties when the problem lies with the weapons.
Armor plates and agility and mass penalties are new to the game compare to the stats that the weapons have and were never balanced with them in mind. HENCE it might being a good idea to do so.
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Posted - 2011.11.11 05:35:00 -
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Nemesor wrote:[quote=Jazz Styles] Don't mess with armour plates and agility/mass penalties when the problem lies with the weapons.
Armor plates and agility and mass penalties are new to the game compare to the stats that the weapons have and were never balanced with them in mind. HENCE it might being a good idea to do so.
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Posted - 2011.11.12 11:04:00 -
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Hamox wrote:One last thought from me: Why Warp Scramblers prevent from warping AND prevent from using MWD? Lets change this module to only prevent from using MWD. You still can use Warp Disruptors.
Scrams are pretty much one of a blaster ships prime weapons, being in close and needing to slow down an enemy to keep them in read. This is a relatively bad idea in my opinion.
Hamox wrote: That way the oponent also needs to use one additional slot for a scrambler. The blaster guy even doesn't need a web becouse he is faster with MWD.
Have you flown a megathron or Hyp? You need a web at point blank.
Hamox wrote: There is no real reason why one module should shut down warp drive and MWD drive.
It was buffed because no one used it when it didn't shut down an mwd.
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Posted - 2011.11.12 11:06:00 -
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I have to say, I am a bit disappointed in the lack of feedback from Tallest regarding our feedback. A "Hey... working on the changes... thanks for the input... " would have been nice. Just to know we are being heard. |

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Posted - 2011.11.12 16:42:00 -
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Gameplay now as a blaster boat pilot is like being the fish and the Minmatar the fisherman. The Fish decides to commit. The fisherman can decide to keep it or let it go.
Make our ships faster. Make our guns hit like hammers. |

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Posted - 2011.11.13 04:49:00 -
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Imrik86 wrote:
If you buff blaster boats base speed, people will just fit ACs and have a better kite boat than Minmatar itself. Nerfing Gallente agility also doesn't make sense at all, since they require good enough agility to orbit at the very tight range of blasters.
Again, what Gallente lacks is a way to be considerably faster for a brief period of time, just enough to get into blaster range, and be penalized on MWD capacitor usage to force a balance between cap drainage from sprinting vs. cap available to actually shoot the blasters. The MWD bonuses mentioned are a way to achieve this. It's just like the RoF bonus most Minmatar boats get or the capacitor bonuses to Amarr - it's the bonus that gives you an edge when you fly the boat the way it's intended to be flown.
Turning Gallente into Minmatar is not the answer to fix blasters. Also, you don't fix the game by nerfing Minmatar.
First, some gallente ships already fit ACs because they are OP. Ishtars and Myrms.
Secondly, any solution that gives another bonus to a ship is not the solution. No one is going to add on another MWD bonus onto blaster boats.
Ok... we get a cap usage penalty for closing range. Thats cool. Minmatar in exchange should have cap usage on their guns and have a cap usage penalty for shooting in falloff, ya know... so they can't kite all day and won't be OP.
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Posted - 2011.11.13 18:36:00 -
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[quote=Cyvhiros] I do agree with u in that something needs to be done, but if we give gallente ships a straight speed bonus + a DPS bonus + a range bonus, were going to make gallente OP, and thats what we dont want.
Anyone can use drones. Fixing a ship is not done by fixing drones.
Blasters don't need a range bonus. Just damage and speed.
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Posted - 2011.11.13 18:40:00 -
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Nemesor wrote:[quote=Cyvhiros] I do agree with u in that something needs to be done, but if we give gallente ships a straight speed bonus + a DPS bonus + a range bonus, were going to make gallente OP, and thats what we dont want.
Anyone can use drones. Fixing a ship is not done by fixing drones.
Blasters don't need a range bonus. Just damage and speed. |

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Posted - 2011.11.13 23:44:00 -
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You don't fix hybrids by buffing drones. You are mentally challenged and/or play Caldari if you believe otherwise. |

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Posted - 2011.11.14 19:56:00 -
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So the expansion is feature complete?
One intro message and one update that addressed no one? Is that the sort of improved customer relations we should expect? |

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Posted - 2011.11.14 20:02:00 -
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You need to at least give a reach around Tallest, what with the way you insist on Shagging us.
Seriously? That was your process? No one was happy with the results of your "Fixing Hybrids". Yet you are going to toss it out there like you have accomplished something.
You have not fixed a thing. Nothing is going to change. |

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Posted - 2011.11.14 20:15:00 -
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Mapets wrote: Blah blah blah. Thats what our input sounds like to Tallest.
Why are you still talking? Nothing has changed with Hybrids. Nothing has changed with CCP. |

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Posted - 2011.11.14 20:22:00 -
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Mekhana wrote: Looking forward to Tallest's next update. Hang in there big guy! If you can pull this off, odds are you'll become the EVE equivalent of a deity and people will sing hymns in your name until the end of days.
What can he possibly "pull off". The feature list for the expansion is finalized. The final build is on SiSi. The best Tallest can do futher is say, "Hybrids will get looked at further in the Future". Yeah right. Same Old CCP. Same old BS.
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Posted - 2011.11.14 21:33:00 -
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You should have never promised to fix hybrids. I was at least USED to them being worthless.
This time you guys raised my hopes and dashed their squishy infant heads on the rocks.
No feedback. No listening. Just a minor tweak.
Thanks for nothing Tallest. Thanks for nothing CCP. |

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Posted - 2011.11.15 00:52:00 -
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There is nothing left to say. Tallest made his tweak. He provided no explanations or feedback. Discussing Hybrids is no longer worthwhile. |

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Posted - 2011.11.15 02:06:00 -
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Maksim Cammeren wrote:I hope that the devs seriously think through some of them and decide if they would be desirable/practical to implement.
Tell you what, you can keep your hope in your left hand... and stick the right out the window and wait for the birds to fill it with droppings and see which one is filled first. I'm betting on the right.
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Posted - 2011.11.15 03:01:00 -
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Zircon Dasher wrote: The best part is how many people were saying how it was such a shitBoost, and how matar would still be worthless after the patch.
But the same thing happened during the amarr boost so....... I am predicting hybrids will be considered OP in 8mo. :))
The difference being that their changes actually put them in range of the target. We are hindered by previous nerfs and changes starting with and not limited to, Webber nerfs, Armor rigging changes, speed nerfs, agility nerfs, the projectile buff and the laser buff, and the EANM nerf. All of them make us slower, less survivable and less able to project damage. 5 percent here 10 ms there is doing jack all to help the core issue. GET US IN RANGE Tallest or your changes mean nothing.
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Posted - 2011.11.15 10:18:00 -
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Emily Poast wrote:I dont know why people are so pissed.
Because we are not wearing the same rose colored glasses you are. How long have Hybrids been broken? How long has it taken them to admit and change things? Now those changes are what we get and what we should be happy with because thats it for at least another year or two. Where did he say he was tweaking ships further? I'm pretty sure I would remember that bit of fluff. That 10ms he gave most gallente boats was it. Long story short... the message (lack of) from CCP Tallest tells me that as far as CCP is concerned, Hybrids and the ships that use them are fixed. |

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Posted - 2011.11.15 17:24:00 -
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Mekhana wrote:All this silence is terrible. I'm bracing for the worse at this point.
I think it is indicative of how much CCP's attitude has (not) changed.
If they had really learned their lesson after the Pay to Win scandal, they would have read the thread and responded to it by now. Tallest doen't care what you think Blasters needs. He is going to do what he is going to do and feedback be damned. Any attempt to listen and respond now is damage control only. |

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Posted - 2011.11.15 19:15:00 -
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Hungry Eyes wrote:Tallest, you wanna go over some of the upcoming ship changes with us? there are upcoming ship changes, right? we're dying here.
Like he is reading this thread or something. Come on... he has a thick neck beard. Don't you know you can't trust a man with a neck beard? |

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Posted - 2011.11.15 20:16:00 -
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I can fly anything. I can use every weapon system in the game to its fullest potential.
Think on this for a moment. If you total up all the crap PVP platforms in the game... you are looking at about 1/3 of all ships being downright useless. At least another 1/3 are situational. Thats 2/3s of the ships available to fly that are suboptimal or downright deathtraps.
That is not variety. That is not balance.
I want to fly spaceships. I want variety. I want to pew.
You can take that "I win" button you think I want and stick it somewhere uncomfortable. |

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Posted - 2011.11.16 04:53:00 -
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Pattern Clarc wrote:CCP Tallest, I know your busy but it would be great if you could answer a few questions:
I don't think he is listening. It has been awhile since his last update with the final changes being posted for the release already. Obviously he either:
a) Isn't listening. b) Doesn't want to listen to the shitestorm we are likely the thrust at him. c) Has had a personal issue of some sort that keeps him from computers.
I get busy. Busy doesn't stop one from shooting out a "Sorry. I am busy working on "X". " If you are listening Tallest. Sorry about the neckbeard thing. I was emo-raging. :-D
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Posted - 2011.11.16 14:25:00 -
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CCP Soundwave wrote:
I can do so. We're not going to stop balancing. It will be a part of every major release we do.
Thank you. At least someone is reading this.
I would like to ask if having 1/3 of the ships in the game dry docked an acceptable situation? These buffs alone are unlikely to change this.
Regards,
Nem.
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Posted - 2011.11.16 14:53:00 -
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Vincent Gaines wrote:RAGE
Mate, I understand how you feel... and i believe I was the one originally pointing out that a third of our ships are drydocked.
Let Soundwave answer. At least we know someone is listening now.
More flies with honey and all that. |

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Posted - 2011.11.16 15:38:00 -
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Shadowsword wrote:[quote=CCP Affinity] - Autocanons being too easy to fit, having too much range with some ships/fits.
- Large shield extenders too easy to fit, to the point that anything with 4 mids must be shield tanked, and the lows are only for DC/tracking/damage.
I agree completely with the first point. It is the reason the Hurricane is so good.
LSEs not so much. You would gimp Caldari and some Gallente fits.
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Posted - 2011.11.16 15:54:00 -
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Sadly, I too have to let my sub expire until I see real change. I said I would and empty promises are not my thing. |

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Posted - 2011.11.16 17:29:00 -
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Shadowsword wrote: LSE II requirement: 0.0472 powergrid per shield HP given
1600mm rolled: 0.119 powergrid per shield HP
Maybe moving the PG down for plates instead of nerfing.
I agree with the armor penalty. It needs to be lessened a lot or replaced on rigs and mods. Same with the Sig radius. |

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Posted - 2011.11.16 17:38:00 -
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Kahz Niverrah wrote: Is getting into range only really a problem against faster Matari ships with dominating falloff? Would an adjustment to autocannon falloff / falloff bonused hulls / tracking enhancer falloff bonuses get you where you need to be?
Getting into range while having enough DPS for a CHANCE to overcome the time it took to catch the kiting ship. It is a twofold issue. Yes the falloff on projectiles and the optimal on lasers are redonkulous but both pump out enough damage that they at least rival blasters. By the time a blasterboat through some miracle of God actually reaches a Laser or projectile platform, they have lost a insurmountable amount of HP. People seem to forget that ACs and Pulse lasers are the SHORT range versions of their respective weapon types while both hit out to ranges that in engagements qualify as MID range. The problems don't ONLY rely on falloff though. It is the ability for them to literally run circles around a blasterboat while having no risk of being caught. In any engagement between like skilled pilots in the same class of Minmatar and Gallente ship, the Minmatar pilot is the one that controls the engagement completely. They can decide to point and kill or just warp off with literally no risk to themselves. I will ask the RP crowd to step in for a moment and answer this: With the **** poor showing Gallente ships have, how the hell can the Federation POSSIBLY maintain an Empire? It would be like Apollo astronauts vs Xwings.
This is what irks me. No one can say that I am stating anything inaccurate. Even CCP Devs. They know the problem. They know the extent. I know that they really do not expect these minor changes to have any real impact on the balance of flown vessels. |

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Posted - 2011.11.16 18:46:00 -
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Gypsio III wrote:Mekhana wrote:A quick way to get Gallente boats back on the map is to put the Hyperion on par with the Abaddon for fleet engagements.
Then look closely: "what have we done right here?"
Hang on, the Hyperion's intended niche is small-scale combat. It should be the Rokh that should be on par with the Abaddon in fleet. The Hyperion should be focused on smaller fights, which means that it needs much more mobility.
Lets think on a more broad scale gai's. :-D
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Posted - 2011.11.16 19:05:00 -
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Morgan North wrote:I'll only start thinking Hybrids are balanced when I can triple plate my Vigilant with a full neutron rack and a 1600. crap post is crap.
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Posted - 2011.11.16 19:53:00 -
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NVM. Going to ignore obvious troll... because it is obvious. |

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Posted - 2011.11.16 19:58:00 -
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Zarak1 Kenpach1 wrote:lol!
Go do your own homework sonny boy.
Productive. Informative. Not at all ignorant.
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Posted - 2011.11.16 20:18:00 -
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Zarak1 Kenpach1 wrote:Nemesor wrote:Zarak1 Kenpach1 wrote:lol!
Go do your own homework sonny boy. Productive. Informative. Not at all ignorant. its not my job to show you how to fit ships appropriately. you have the same ability to click modules in EFT and try it out on SiSi just like i did. now hippity hop to it young buck
Says the idiot from 2008. I don't think I disputed your fits or said they were not possible. Are you confusing me with someone else? |

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Posted - 2011.11.16 20:22:00 -
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Zarak1 Kenpach1 wrote:pot calling the kettle black on the ignorance jive.
you so funny mister. heres a nickel for your empty cofee cup
Are you going to attempt to be productive or jibber on like some sort of inbred mongrel. |

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Posted - 2011.11.16 20:27:00 -
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Zarak1 Kenpach1 wrote:are you going to sit there and press refresh over and over or actually go test things out and provide feedback to ccp like i did?
First. I have tested extensively.
Second, I read back and in your blind need to try and troll this forum, you confused me with another poster. Like a desperate 12 year old eager for the attention your parents never gave you, you latched onto me hoping to have someone speak to you.
Third. Your posts provide nothing constructive, nothing productive and nothing informative. They are therefore ignored. |

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Posted - 2011.11.16 23:09:00 -
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Really it comes down to this: Would you stay with a Girlfriend that broke as many promises to you as CCP has in the last 4 years? |

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Posted - 2011.11.18 01:14:00 -
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Quote:I like this info because it accounts for cross weapon fitting (artillery abaddons etc) but how does this calculate "kills" is it the killing blow? because if so, I would tend to think this stat is a bit skewed . . . additionally, I would think the top 10 would be all you need to show, because there are fewer common weapon systems than there are common ships . . .
If you take the ship statistics and stand it next to the weapons statistics, it adds up. The only inconsistency I can spot is the heavy neutron blasters, which can be explained by multiple different hulls using it but not making it on the top 20. (Vigilants and whatnot)
RankShipsKills 1Drake54822 2Hurricane47905 3Abaddon34259 4Armageddon 21631 5Zealot15305 6Tempest13981 7Maelstrom13797 8Dramiel13186 9Rifter10627 10Cynabal9963 11Sabre9563 12Rapier8719 13Scimitar8496 14Tengu8312 15Hound8265 16Vagabond7737 17Manticore7276 18Loki 7110 19Harbinger6001 20Capsule 5365
Today in the top twenty we have: 3 Caldari 10 Minmatar 4 Amarr 2 Angel
0 Gallente
RankWeaponsKills 1425mm AutoCannon II17151 2Heavy Missile Launcher II15148 3200mm AutoCannon II8269 4220mm Vulcan AutoCannon II7542 5150mm Light AutoCannon II7447 61400mm Howitzer Artillery II7137 7Mega Pulse Laser II6446 8Heavy Pulse Laser II6307 9720mm Howitzer Artillery II6252 10125mm Gatling AutoCannon II4791 11'Arbalest' Siege Missile Launcher4363 12800mm Repeating Artillery II3156 13Focused Medium Pulse Laser II1831 14Light Neutron Blaster II1763 15Mega Modulated Pulse Energy Beam I1703 161400mm Prototype I Siege Cannon1703 17Heavy Neutron Blaster II1661 18650mm Artillery Cannon II1522 191400mm 'Scout' Artillery I1497 20Dual 180mm AutoCannon II1374 |

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Posted - 2011.11.18 14:46:00 -
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Vincent Gaines wrote:Quote:I like this info because it accounts for cross weapon fitting (artillery abaddons etc) but how does this calculate "kills" is it the killing blow? because if so, I would tend to think this stat is a bit skewed . . . additionally, I would think the top 10 would be all you need to show, because there are fewer common weapon systems than there are common ships . . . Informal quick sample poll with latest kills on BC (top damage dealer) Proj: 19 Missile: 5 Laser: 2 Drone: 2 Blaster: 1 Rail: 0 Wow, doing this I even saw ACs on a harpy. As the top dmg dealer. Blaster kill was of a cyno heron. 2 of the missile kills were from a Ferox, a "rail boat" by definition, rest were drakes of course. What struck me was the number of Cynabal solo kills. I smell a new FOTM.
Cynabal was FOTM about 7-8 months ago. Its now fairly standard. |
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