|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Vincent Gaines
Macabre Votum Morsus Mihi
38
|
Posted - 2011.11.08 12:56:00 -
[1] - Quote
Selar Nox wrote: move mag stabs (and only these!) from low to med slots. And screw Caldari rail boats completely? No. |
Vincent Gaines
Macabre Votum Morsus Mihi
58
|
Posted - 2011.11.14 14:09:00 -
[2] - Quote
Railgun tracking is still too low. If you want to shoot at range I should be enhancing optimal and not tracking when over 70km.
DPS is still crap, If I traded volleys (adjusting for RoF) with a Tornado even standing still I'll still be out-DPS's at range. Rails should do fantastic at range, crap up close. If you want to keep tracking like it is, then boost optimal and damage more. |
Vincent Gaines
Macabre Votum Morsus Mihi
58
|
Posted - 2011.11.14 14:35:00 -
[3] - Quote
Pattern you're hitting it dead on that many of these changes have to do with damage at extreme range and the types of ships.
If a Rokh is to be used as a sniper ship, give it the agility to warp out faster. Reduce the sig penalty of shield extenders (making sniping ships harder to hit for full damage) or give them a tracking bonus so that they can hit while moving themselves.
BUT, that being said there is an issue with the ammo.
No matter what, here's what you have with projectiles:
3 range modifiers- 50%, 0, -50% EM bonused Proton ammo (if Caldari are shield tankers, you make them easiest to hit at long range) tracking speed multiplier
Rails you're running either a range penalty of -60% to -12% with only 3 range bonuses and 1... ONE at range. All the rest reduce the range.
Longest range hybrid ammo does least damage, and antimatter most but with penalty. These should be reversed in essence. |
Vincent Gaines
Macabre Votum Morsus Mihi
60
|
Posted - 2011.11.14 17:30:00 -
[4] - Quote
Honestly if you buff damage to rails it will go a long way. I see the Naga has a 5% bonus, this should go to all rail ships. At range Arties just flat out overpower rails in terms of DPS. Even in the 150-200 range. This should not be.
Let Arties flourish 60-100km. Anything more and they should scratch just like rails do at 130, and rails at that range should HURT. |
Vincent Gaines
Macabre Votum Morsus Mihi
63
|
Posted - 2011.11.14 18:56:00 -
[5] - Quote
Having hybrids reduce a target's capacitor instead of a damage buff would be interesting. It's a really good idea and nice twist to the game but it would require a lot of :effort: that CCP can't put forth. |
Vincent Gaines
Macabre Votum Morsus Mihi
63
|
Posted - 2011.11.14 19:16:00 -
[6] - Quote
xxxak wrote:Why is this so hard...
Just make blasters far more similar to lasers than they currently are.
Give them more range, and similar DPS. Yes, it makes them less unique....
But anything else is simply broken/unfair/stupid/silly.
You are smart people.. why is this so hard?
Gameplay > silly background story
And do what with rails? Forget they exist? |
Vincent Gaines
Macabre Votum Morsus Mihi
81
|
Posted - 2011.11.15 16:03:00 -
[7] - Quote
Magosian wrote: I don't know how people don't see this. Cap free guns is so amazingly powerful! Dictating effective range via instant ammo swap is so amazingly powerful! Why is this so hard to understand??
Commuting to work, this thought really kept popping into my head. Maybe hybrids aren't so bad but just laser and projectiles are too OP?
Projectiles have no cap use, omni damage, and are good both at LR and CR. ACs have a good RoF and Arties have lolAwesomeAlpha.
Lasers have instant crystal/range change, unlimited ammo (room for cap boosters), and armor tank freeing up a slot fo said booster, not to mention a non-sig radius penalized tank
Hybrids use cap, use cargo, and either excel at very CR or very LR, with the LR severely lacking DPS. Rails need Alpha, Blasters need DPS and speed (not agility)
no cap use is a huge advantage as you now have the ability to perma run an MWD regardless of any situation. |
Vincent Gaines
Macabre Votum Morsus Mihi
90
|
Posted - 2011.11.15 19:53:00 -
[8] - Quote
Emily Poast wrote:They cant just bow to all gallente pilot demands immediately - the other 75% of races and ships must be considered. They said they were working on it - time will tell if that is true - but the changes we have seen over the last two weeks are encouraging.
Again, just my opinion.
Shame they didn't do that when buffing projectiles.
any range, any damage type, no cap usage, no choosing between dmg mods and tank.... |
Vincent Gaines
Macabre Votum Morsus Mihi
96
|
Posted - 2011.11.16 14:17:00 -
[9] - Quote
CCP Affinity wrote:In case anyone missed the post from CCP Tallest:
update (08/11/11): based on player feedback, the following changes will be made to hybrid balancing (and T2 ammo balancing).
* 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) * Hail falloff penalty will be 25%, not 0%.
Balancing is an ongoing project that we hope to continue beyond the Crucible expansion and we are reading and appreciate all the feedback. The above changes are based on the feedback Tallest received up to that point and will make it into Crucible.
That's great but for were the spike/jav penalties removed yet?
Rails still can't track, even if I'm 100km away and both are standing still I get glancing shots at most. I max out at 400 or so per volley with 425s and T1 ammo. Spike is just as bad when fitted on 250s when shooting against cruisers and I still couldn't hit MWDing frigs coming in with no transversal. Tracking is just abysmal, and as such it's impossible to tell if there's enough damage. |
Vincent Gaines
Macabre Votum Morsus Mihi
97
|
Posted - 2011.11.16 14:19:00 -
[10] - Quote
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.
So, no more hybrid adjustments for 6 months?
|
|
Vincent Gaines
Macabre Votum Morsus Mihi
97
|
Posted - 2011.11.16 14:32:00 -
[11] - Quote
Pattern Clarc wrote: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
Anyone see that changing with the current set of fixes on SISI?
It may be worth noting that the majority of those Abaddons are likely running projectiles. |
Vincent Gaines
Macabre Votum Morsus Mihi
97
|
Posted - 2011.11.16 14:38:00 -
[12] - Quote
No. This isn't enough. This is not acceptable.
Forget the new effects. Forget the new ships. Forget the new T2 modules. Forget gimmicky things like trails, nebulae.
None of it matters because a THIRD of eve's ships are UNUSABLE, While a single race's weapon type is now used even on unbonused ships with better results!
Hybrids encompass TWO races. The are the majority of Gallente's fixed weapons, and half of Caldari's.
Every single rail and blaster platform will continue to be drydocked, not enough has been done.
CCP you promised to fix this, now FOCUS AND JUST FIX THE DAMN THINGS. Your ADHD is coming out again and with your terrible track record of not finishing things don't you dare give a ******* halfass promise that you will look into it.
Get to work, almost half of your game is BROKEN.
FIX THIS. |
Vincent Gaines
Macabre Votum Morsus Mihi
99
|
Posted - 2011.11.16 15:02:00 -
[13] - Quote
Ciar Meara wrote: Jeezus, speaking of temper tantrums. Why not see what all the buffs on hybrids and rails have for effect on Tranq. before doing even more changes.
The combination of more room for fitting more speed, more ammo, more fall-off, more tracking, more damage and more basicly everything is a good start one should think.
I for one would not be happy if the only thing they did was hybrid changes. It would be quite the crappy expansion.
After 3 years of ignoring the problem, we get approx. 4 weeks of looking into it.
They've admitted that there is more to the issue and that they are not close yet.
It's not so much freezing current changes for release, what I take offense to is Soundwave saying no changes from now on until the next major release, i.e. the summer expansion. |
Vincent Gaines
Macabre Votum Morsus Mihi
106
|
Posted - 2011.11.16 16:58:00 -
[14] - Quote
Count NULL wrote:So, none of the fitting or cap usage reductions will be made? Is that correct? Or are things mentioned in blog still going to be in upcoming expansion?
The current build has cap and fitting changes in place.
|
Vincent Gaines
Macabre Votum Morsus Mihi
113
|
Posted - 2011.11.17 13:29:00 -
[15] - Quote
Pinky Denmark wrote:A look into why caldari railgun ships don't get used (bonus and for Rokh maybe a medslot)?
When I would use an Eagle or Rokh (usually out of boredom) my frustration would be simple. I'd get range, easily. I'd hit, and often hit well. But damage was crap. DPS is low and Alpha is low.
See, Arties have great Alpha but lower DPS. Beams have meh alpha but nice DPS. Either way I see the damage I'm doing because after I hit and all modifiers taken into account, there is still a net amount of damage.
I really wish I had EFT or pyfit (whatever it's called) so I can compare DPS/Alpha at range.. Eagle vs. Zealot vs. Muninn |
Vincent Gaines
Macabre Votum Morsus Mihi
117
|
Posted - 2011.11.17 19:46:00 -
[16] - Quote
Charles Edisson wrote:Not sure where the scare mongering came from about Blasters having too good tracking.
Just tried engaging a Dramiel in a Talos Got level 5 BC so max tracking from the ship, fitted an extra tracking enhanser, also had Web, Scram and Painter fitted. Still couldn't scratch the thing.
lol |
Vincent Gaines
Macabre Votum Morsus Mihi
124
|
Posted - 2011.11.18 14:06:00 -
[17] - Quote
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. |
Vincent Gaines
Macabre Votum Morsus Mihi
125
|
Posted - 2011.11.18 15:03:00 -
[18] - Quote
Nemesor wrote: Cynabal was FOTM about 7-8 months ago. Its now fairly standard.
I was deployed, missed it
|
Vincent Gaines
245
|
Posted - 2011.11.21 19:02:00 -
[19] - Quote
Kaylyis wrote:Maxsim Goratiev wrote:Kaylyis wrote: But as far as I was thinking, you can active rep, or you can MWD, I don't thinks gall ships can do both for very long. 600 cap every what, ten seconds if a pretty ferocious rate for MWD. even once you knock it down to 450/10 sec with skills your capacitor doesn't last too long and if you active rep while running MWD we need to send ya back to capsuleer boot camp.
Well, apparently Someone did not realize that running MWD, Dual reps and 8 capacitor consuming guns at the same time is not a good idea. hence why in my original post... you get in range, you use the webber/scram/both, and you turn the MWD OFF. Hence why I say sprinting. Get into range fast, turn off the speed, rock out your guns. Hope to hell you can kill them before they evac because once you start shooting if they get outta range you're pretty well screwed in the cap department
Yep, I would love to have a mega MWD towards my curse.. that way since he'll be down to 1/4 cap I can empty him in 1 cycle instead of 2.
|
Vincent Gaines
245
|
Posted - 2011.11.25 17:44:00 -
[20] - Quote
Hungry Eyes wrote:stop talking about t3's u scrub. u dont know what youre saying, and thread has been completely derailed. i posted that fuckin fit to show you that rails work on the Proteus.
there's a difference between having rails work on the ship, and rails being effective on the ship.
you have yet to address the latter. |
|
Vincent Gaines
245
|
Posted - 2011.11.25 19:34:00 -
[21] - Quote
Jaigar wrote:Back to medium railguns, with the introduction of these new tier 3 BCs which most of them kite, will be it beneficial to start using more medium railguns? I like the idea of rails and other weapon systems to force longer range eWAR ships off the field, but with the current crucible changes, will the rail change be enough?
I can tell you about the Eagle, and Tengu
An Eagle can't fit a full rack of 250s, even with AWU V.
Tracking sucks and even when at 110-150 can't hit. I haven't tried the new changes with an Eagle yet, however with the bonuses I think they should change.
The Tangrail did okay. It was hard to tell when I tested it on SISI. Not as much range but it had a decent tank and was cap stable. Horribly eclipsed as anything viable in PvP versus missile launchers.
If the Eagle is supposed to irritate EWAR, snipe frigs and destroyers the damage bonus might be better off changing to 7.5% tracking bonus per level. |
|
|
|