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

Autonomous Monster
Paradox Interstellar
12
|
Posted - 2011.11.05 09:17:00 -
[61] - Quote
Pattern Clarc wrote:Hyperion should be completely re-tasked. Even mission runners don't make use of it's tanking bonus.
Well, I can't speak for anyone else, but I know I do. I love My mission Hype. |

Gecko O'Bac
Deep Core Mining Inc. Caldari State
2
|
Posted - 2011.11.05 12:28:00 -
[62] - Quote
Autonomous Monster wrote:Pattern Clarc wrote:Hyperion should be completely re-tasked. Even mission runners don't make use of it's tanking bonus. Well, I can't speak for anyone else, but I know I do. I love My mission Hype.
I'm not sure because I don't fly gallente, but I think what Monster meant is that while, ofc, you can find somebody flying just about anything, there are far more efficient ways to spend money for ratting/missioning. IE: You could probably rat decently in a rail rokh or a cruise scorpion, but there are better ships, with similar skill requirements, for that niche. |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 13:26:00 -
[63] - 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... |

Joelleaveek
Center for Advanced Studies Gallente Federation
10
|
Posted - 2011.11.05 14:01:00 -
[64] - Quote
The hybrid changes are ok. Gallente ships need to be faster though. Fastest in the game. Otherwise you still wont be able to catch your target. |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 14:25:00 -
[65] - Quote
looks like there's a consensus among players. Tallest, i hope you can use the feedback to massively buff blasters, rails, ships and hybrid ammo for the next version of SiSi. |

sq0
The Scope Gallente Federation
0
|
Posted - 2011.11.05 14:33:00 -
[66] - Quote
some kind of solution to all this could be some sort of RUSH ABILITY. Something like short range warp with cooldown like allready proposed. I think it is really a natural way to go, as in every EVERY single multiplayer game you can think of, melee classes have some sort of this ability. and 3km optimal is a melee in space:P -seriously only the fact that some sort of rush is in everygame talks for it self .
Dunno why are you thinking in terms like hmm i buff a little of this and little of that and it should be fine while the whole concept in general is flaud, correct is : THE FASTEST SHIPS SHOULD HAVE THE SHORTEST RANGE WEAPONS -also very logical, so either switch galente with min in speed ( simply from now on galente is known as a fastest race ) or switch weapon systems ( as they are -hybrids do min and projectiles to galente, or just switch they range - from now on autocannons will be known as shortest range uberdamagers ) I know ccp made up they race profiles and want to stick to them ( min fastest etc ) but they simply made a bad combination with weapon systems, sipmle switching (with some minor changes) would be ok.
In terms of dmg in general there should be considered some basic equation: short range ship vs long range ship: they both should destroy eachother at the same time, and the short range ship should have that more dmg than long range so when it comes to range(and it should be able somehow), it will catch up with damage dealt until the point od both destroying each other.
For example: long range ship: 10000 hp, 200 dps, 40km range, 500m/s speed short range ship: with also 10000 hp, it means it will take 50 sec for long range to destroy it, and thats how long it should take the short range ship to get in range and destroy the long r. one. (asuming that the long range is running away that any smart pilot would do). with 20 km range it needs to cover distance of 20 km and kill it in 50sec. So you can set the speed and dmg as you want: for example 1500m/s speed (-500 because long r ship is running from you) so it will take you 20 sec to get in range, and than 333 DPS, it it wil take 30 sec to kill long range ship - together 50s and both ships are destroyed. OR 1000ms, so you will get in range in 40 sec and 1000dps sou you will kill each other.
It is of course somewhat simplyfied, but this rule should allways be preserved. SO systems are balanced and the choice od ship is simply a players preference, not that 1 is just stronger than other. Now mins are faster and dont need that range as galente - evidently broken.
|

Deviana Sevidon
Jades Falcon Guards
73
|
Posted - 2011.11.05 14:44:00 -
[67] - Quote
For Blasters it is a complete failure.
Blasters get what? 10% more damage then autocannons, maybe 5% more then pulse lasers and are still range crippled. A Tornado for example has no problems hitting something at 70km range and the Talos struggles with 25km.
Either give the blasters a range that can at least compete with other races turrets or give them a damage that really makes up for all the drawbacks they have.
The only role the Talos has now is as a suicide ganker, awesome. 
|

Red Teufel
Eternity Inc
12
|
Posted - 2011.11.05 14:51:00 -
[68] - Quote
did a bit of testing with the brutix now. it's pretty amazing if you put isk into it. put reps including resists & resist rigs. then drop in some rep implants and a pill you got an in your face repping crazy machine. with the hybrid changes i can slap on ion blasters on this boat. it worked very well and I was very impressed with it.
as for the sniping gangs we will be running into i allready got a counter for them >:) |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
0
|
Posted - 2011.11.05 15:21:00 -
[69] - Quote
Daedalus Arcova wrote:I posted my thoughts in response to the hybrid rebalance in a different thread, so please refer to that: https://forums.eveonline.com/default.aspx?g=posts&m=290102#post290102- Null ammo needs +50% for both optimal and falloff. Barrage gives a 50% falloff bonus, and Scorch gives 50% extra to range. Blasters depend on both range and falloff, so Null ought to give a 50% bonus for both, to help truly address the range issues of blasters. - I am backing this fully.
|

Nemesor
Stimulus Rote Kapelle
1
|
Posted - 2011.11.05 16:00:00 -
[70] - Quote
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 |

Pinky Denmark
The Cursed Navy Important Internet Spaceship League
7
|
Posted - 2011.11.05 16:10:00 -
[71] - Quote
What is wrong with forums eating my posts??? Grrr....
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.
Lets get some time on testserver and get some constructive feed back for the tall guy to work with... Stuff like boosting blaster damage with 40% will merely ruin blasters and comparing 425mm Railguns with Tachyons is a total misconception. Get in there and get some descriptive feed back with thoughts about pros, cons, loopholes and suggestions.
Pinky |

Deviana Sevidon
Jades Falcon Guards
73
|
Posted - 2011.11.05 16:22:00 -
[72] - Quote
Pinky Denmark wrote:What is wrong with forums eating my posts??? Grrr....
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.
Lets get some time on testserver and get some constructive feed back for the tall guy to work with... Stuff like boosting blaster damage with 40% will merely ruin blasters and comparing 425mm Railguns with Tachyons is a total misconception. Get in there and get some descriptive feed back with thoughts about pros, cons, loopholes and suggestions.
Pinky
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? |

Pinky Denmark
The Cursed Navy Important Internet Spaceship League
7
|
Posted - 2011.11.05 16:38:00 -
[73] - Quote
Post 52 complains about Tachyons vs Rails... Also I fly all races with maxed skills and would love for Blasters to get good, however the ships need more love than the blasters.
So far the problem is more about getting close enough to use blasters than blasters not doing enough damage which is why half the hybrid buff is about speed and agility. If you just buff blaster dps with 40% you'll imbalance more than you would think... Ofcourse people should come with their opinions but you cannot balance with on 1 single attribute alone.
Pinky |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 16:42:00 -
[74] - Quote
Pinky Denmark wrote:
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
hai thur. have u ever done ne pee vee pee |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.05 16:56:00 -
[75] - 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.... |

Pinky Denmark
The Cursed Navy Important Internet Spaceship League
7
|
Posted - 2011.11.05 16:59:00 -
[76] - Quote
I killed the first and afaik only Adrestia ever lost on TQ... That could ofcourse happen for anyone, but plz keep on subject? Well documented agruments will beat my 5 years of pvp experience any day and yeah the railguns must be in need of the biggest buff no doubt... |

Nemesor
Stimulus Rote Kapelle
1
|
Posted - 2011.11.05 17:05:00 -
[77] - Quote
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. |

Hungry Eyes
Ministry of War Amarr Empire
63
|
Posted - 2011.11.05 17:06:00 -
[78] - Quote
Pinky Denmark wrote:I killed the first and afaik only Adrestia ever lost on TQ... That could ofcourse happen for anyone, but plz keep on subject? Well documented agruments will beat my 5 years of pvp experience any day and yeah the railguns must be in need of the biggest buff no doubt...
ive been pvping since eve's beta...wth is your point? just because u have pvp'd and maxed a bunch of skills blindly, it doesnt mean u have a good understanding of whats going on. |

Pattern Clarc
Aperture Harmonics
262
|
Posted - 2011.11.05 17:19:00 -
[79] - Quote
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. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
0
|
Posted - 2011.11.05 17:24:00 -
[80] - Quote
MeBiatch wrote: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....
Well, feel free to up the fitting of rails of you improve their performance. Currently there is nothign adequate long-range gallente cna fit on their ships: rails track badly and when they hit they only are chipping paint. There only advantage is range, but it does not come in useful anywhere, unles you want to give us 200 km points. (not such a good idea) |

Dare Devel
Perkone Caldari State
4
|
Posted - 2011.11.05 17:32:00 -
[81] - Quote
Joelleaveek wrote:The hybrid changes are ok. Gallente ships need to be faster though. Fastest in the game. Otherwise you still wont be able to catch your target.
Care explaining what aspect of the hybrid changes are ok ??? 
|

Moonaura
Swedish Aerospace Inc The Kadeshi
3
|
Posted - 2011.11.05 17:47:00 -
[82] - Quote
Hi CCP Tallest,
I've been thinking about my previous suggestion about giving the Rokh and Eagle more DPS. While it still might be worth giving the Eagle another high slot, I think a damage bonus is actually a mistake for Caldari ships.
To fix Hybrid for Caldari and yet, keep them unique in the EvE universe here are my suggestions:
- Caldari Hybrid ships should be about being good at Medium to Long range, so retain the 10% range per level bonus.
- Caldari should remain slow.
- But to make them 'Unique' in EvE and easily resolve their readily apparent weakness against other races comparable ships, the fix is to give them more tank and better resistance.
- So the existing 5% resistance buff becomes 7.5 and shield HP is increased.
tl;dr - Caldari Hybrid should be about lower DPS but be about surviving longer once the faster races catch up and close range to make the fight 'fair' and balance Caldari Hybrid ships in EvE.
Example: Rokh vs Abaddon
At present, the Caldari buffer tank seems strong, but is comparatively weak. The Amarr Abaddon is the Armor version of the Rokh, with a 5% armor resitance bonus like the Rokh has a 5% resistance shield bonus.
But with a (very) large buffer tank, the numbers show the weakness of Caldari. These figures are without command ship gang links etc, which only serve to increase the differences between the races. I have tried to match the tank like for like so, 3 armor 1600 plates, for 3 large shield extenders etc.
Rokh: 170,923 EHP, average of 75% resistances, signature 648, 412 dps with blasters and null ammo Abbadon: 209,682 EHP, average of 80% resistances, signature 470, 442 dps with pulses, but 55km range!
The Rokh has 4 power diagnostics in the low slots, without these - and frankly you wouldn't want to fit them normally - the EHP drops to just 147,478. The Abaddon also has plenty of fitting overhead, with three mid slots left for cap boosting and other goodies.
If the tanking numbers were far higher, these issues would be understandable, but it's tank is inferior in every way. There are also no implant set that increase shield tanking numbers, only a set to reduce signature size, so slave set also = win. |

Dare Devel
Perkone Caldari State
4
|
Posted - 2011.11.05 18:05:00 -
[83] - Quote
Reduced Capacitor usage: GÇó All hybrid turrets: -30% capacitor use
Currently in Live a Neutron Blaster Canon II with CN Animatar uses 2.3 cap 18.2 activation/7.87 ROF According to the reduction that is going to use per turret @1.62 cap 12.74 activation/ 7.87 ROF
Since that scales with guns we will save x(Fitted Turret) * 0.68 cap /second.
LOL |

Mr Painless
Temnava Legion
9
|
Posted - 2011.11.05 18:40:00 -
[84] - Quote
My 2 cents on the subject:
As I see it the main problem with hybrids is that they are inferior to other turret systems (and missiles), but most attempts to buff them basically turns them into projectiles or lasers, thus making them lose their uniqueness.
Also, lore-wise, railguns are (shield tanked) Caldari racial weapon, which are at war with (armor tanked) Gallente, story is the same for blasters, only vice-versa.
My suggestion: keep hybrids as they are, or maybe tweak them a little, keeping most of their basic strengths and weaknesses as they are. But, make railguns do significantly more damage to armor part of ship's tank by applying say, 30% reduction in armor resists against them (the 30% is a complete wild guess and is certainly subject to change), and do the same to blasters agains shields.
This will make hybrids unique. Their use will be situational - they will be mostly sub-par when fighting against "wrong" type of tank, but they will shine against "right" type of tank. Think for example, a blaster Brutix that will be able to **** a Drake, but still lack in performance against a Harbinger or plated Cane. Or maybe a rail Rokh, which could shine against armor tanked snipe battleships, but still be quite sucky against shield tankers.
Just a thought... |

Pinky Denmark
The Cursed Navy Important Internet Spaceship League
7
|
Posted - 2011.11.05 19:12:00 -
[85] - Quote
Everything I wrote about myself was a reply to someone trying to patronize or ridicule me. I do agree blasters need a buff and railguns need a miracle. But we must be carefull not making blaster boats invincible even if it has taken like forever for CCP to realize something was out of order. See you on the test server :-) |

Hentes Zsemle
EVE Corporation 21123151
8
|
Posted - 2011.11.05 19:26:00 -
[86] - Quote
give 50% more damage to blasters, further 20% damage to rails hybrids fixed |

Nemesor
Stimulus Rote Kapelle
1
|
Posted - 2011.11.05 19:31:00 -
[87] - Quote
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.
|

Mariner6
EVE University Ivy League
20
|
Posted - 2011.11.05 21:03:00 -
[88] - Quote
Nemesor wrote: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.
Well he must have some ability to change hulls as he has already applied a whopping 10 m/s bonus to speed and a 5% (I think it was 5 or something similarly insignificant) to the Gallente boats and some Caldari ships. I was almost able to detect this massive fix on Sisi. I think it subtracted about .4 sec from my align time. Additionally, he did some pretty major changes to the destroyers if you've read the post. They are now OMG ass kicking. Though again, the thrasher will absolutely rock. I went head to head last night with one on Sisi in an Enyo and got just owned in a very point blank fight. His AC's absolutely ate through me. Before I would have probably won that fight. |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
28
|
Posted - 2011.11.05 23:56:00 -
[89] - Quote
I just compared a Neutron-fit Megathron to a Mega Pulse-fit Armageddon on PyFA, with the new hybrid and ship stats. Note that these stats are the ones taken from the Chaos build leak, and so are the same as has already been announced by CCP. (hybrid changes and speed buff)
Both fits are armour buffered, and I've given them two damage mods each. Both ships have seven turret slots, fitted with each race's highest tier of short-range weapon system (Neutrons and Mega Pulse). Both ships have 125m3 of dronebay and bandwidth.
Armageddon EHP is 120. Megathron is 121. Armageddon speed is 116/792(MWD). Mega is 127/900. Armageddon's turret DPS with IN Multi is 760 with 15km optimal and 10km falloff. Megathron turret DPS with FN AM is 832 with 4.5km optimal and 12.5km falloff.
So, after factoring in a full flight of Ogre IIs for both ships, the Megathron gets a whole 6.6% more DPS than the Armageddon, with 13.6% more MWD speed, and an extra mid slot to play with (but very tight CPU).
The price of that 6.6% better damage output is having less than a third of the optimal range.
Using long-range ammo (Null and Scorch), the raw damage difference is just as negligible. But the range difference increases yet further, with Scorch-loaded Pulses outdamaging Null-loaded Neutrons for 3/4 of their optimal range.
Gallente ships are supposed to be designed around very close range, very high damage blaster combat and drones. The Megathron is pretty much the embodiment of that philosophy. And yet, in the Armaggeddon we have a ship that does equivalent damage both inside and outside blaster ranges, can apply the same damage as the Megathron at three to four times the range, has an identical drone bay and bandwidth, has the same tank (more of which is in armour, compared to the Megathron's redundant hitpoints in shield and hull), and that only closts 3/4 of the higher tier, supposedly superior Megathron.
Considering the similarities of the hulls, it's obvious that there are serious problems with the hybrids themselves, as well as with Gallente ships. Blasters are supposed to have vastly greater damage potential than other weapon systems, but even in their sweet spot, the difference is insignificant.
Unless CCP massively buffs blaster (and rail) damage beyond what they have done already, changing Gallente ship stats and bonuses alone won't fix the problem. |

MeBiatch
Republic University Minmatar Republic
102
|
Posted - 2011.11.06 00:19:00 -
[90] - 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... |
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