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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
436
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Posted - 2013.11.27 12:34:00 -
[1] - Quote
For daredevil I'd start by changing the hybrid bonus into a blaster bonus. A big part of the problem with the web is links, namely interdiction maneuvers, which still hasn't been fixed (i.e. nerfed down to a reasonable bonus like 5-10%, or changed into something more sensible). Swapping the web strength out for, say, web resistance or scram immunity would keep the range dictation without being an exploitable blob tool. Pretty much the only daredevils I see are rails, links and faction web (totally immune to getting caught by anything), or part of a gatecamp for efficient blobbing of honourable solo pvpers.
I'd look at just toning down webs in general loads, they're silly. I'd like to see something like standard webs being -50%, or even less. I'd also look at using a much steeper stacking penalty than normal, so things could not be webbed beyond, say, -70% max.
Oversized prop mods would need to be done away with at the same time though, because those are dumb and broken.
The point of this is more relevant small ships in gang fights, other than long range interceptors. Being able to avoid damage from larger ships flown by competent people just never seems to happen. CCP seems to try to work around this by dropping mwd sig bonuses everywhere, which are nice for kiting ships I guess, but not much good on a brawler other than for safely flying over to the things that will kill you, instead of dying on the way there. I think a rework of propulsion, webs, links and tracking/sig would do better. I'm also mad at dread blapping, and want it to go away. It's one of those things like mwd/cloak warping - ccp have made attempts to fix it, but seem to have just given up after they all failed. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
437
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Posted - 2013.11.27 12:46:00 -
[2] - Quote
Nyancat Audeles wrote: You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.
Why do they in particular need to do that? I think you're bad. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
439
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Posted - 2013.11.27 12:59:00 -
[3] - Quote
Mariner6 wrote:the sky blotted out with them
You don't need fleets of these. That doesn't mean they aren't broken. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
439
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Posted - 2013.11.27 13:18:00 -
[4] - Quote
Nyancat Audeles wrote:TrouserDeagle wrote:Nyancat Audeles wrote: You claim that this change will improve small gangs. I tell you, it will not - small gangs need to be able to hold targets in place, and needing one of the few ships able to do that properly is NOT the answer.
Why do they in particular need to do that? I think you're bad. These are more significant in small/microgangs because of the ability to hold targets (eg. Logi) on field and allow small gangs to work their way up to an equal DPS distribution. The same does not apply to large gangs with plenty of webs, scram, and tackle ALREADY.
I'm reading this as just the usual "we small gang pvpers need [overpowered thing] to fight the blobs, why does CCP hate small gang pvp so much" you get with every nerf that gets announced. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
439
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Posted - 2013.11.27 13:30:00 -
[5] - Quote
Morwennon wrote:Roime wrote:Morwennon wrote:I don't think it's so much a question of 90% webs being overpowered as it is of webs themselves being a bit too generally useful at the moment. As it stands, a regular 60% web is simultaneously a powerful tool for range/transversal control and around twice as powerful as a target painter for increasing the damage applied to a target due to the way the tracking formula and missile damage expression work. If you decoupled the range/transversal control from the direct effect on damage application, you'd probably make the game as a whole a lot more interesting as well as giving target painters more of a role and solving the "problem" of Vindicators acting as overtanked force multipliers (I'm not convinced that the DD having good range control is particularly problematic). Stasis Webifier II range: 10km Target Painter II range: 45+90km Minmatar recons have bonuses to both forms of ewar, and similar ranges on both when fit appropriately. "Hmmm yes I will fit target painters on my pvp rapier rather than webs" said no one ever
It's the same for all non-ecm recons, they may as well just skip the actual ewar bonuses, since they have silly OP recon bonuses that overshadow them completely. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
440
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Posted - 2013.11.27 14:03:00 -
[6] - Quote
:o |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
441
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Posted - 2013.11.27 23:40:00 -
[7] - Quote
Nyancat Audeles wrote:Garviel Tarrant wrote:Nyancat Audeles wrote: It all depends on the fittings of the ships. But you didn't read what I mentioned clearly: A Rifter with a Neut vs a Rifter with a Web- the Neut Rifter will win, if the rest of the fit is the same. The same concept applies to just about every ship.
Again, you should consider PvP'ing more. And yes, Tristans are stupid powerful vs many frigates if you know how to fly one, especially w/ neuts.
Web Rifter starts orbiting you at 7 km. out of the range of your neuts where he outganks you because he can fit bigger guns and out tanks you because he can fit a bigger tank. Or worst case scenario he leaves. I really thought you would back out of this if i just mentioned frigates. Saying something like them being an exception.. but you just keep on going. In frig fights range control is life. There are pretty much no circumstances where giving up your web on a frigate for another module is a good idea (excluding point range kiters obviously). And honestly if you want to bring out pvp pedigree.. Unless you're posting on an alt (In which case you are a bit of a ****) i think i outclass you on a personal, corp and alliance level.. You seem very eager to turn this into some ******** e-peen contest, as stupid as that is and i don't really go for that. I don't think i am very good at this game, in fact i think i'm pretty bad, i fly with some people who are really really good at it but i'm mediocre at best. You seem to have a very over-inflated opinion of yourself, mediocre comprehension of game mechanics and all in all a pretty profound lack of reason. 0/10 Exactly. Range control *is* life. That's why you fit a scram, and neut them out. Or why you damp them past your scram range and kite. Or why you can jam them and prevent them from targeting you in any way, regardless of range. I'd say this applies to most ship classes... Either way, I never claimed to be better than you at PvP. I claimed that you should PvP more - a different thing - so you see how people use neuts in PvP. Either way, you keep on changing the subject. You originally mentioned that webs are the most OP EWAR out there. I'm pretty sure most people would disagree. Range-bonused webs? Maybe. But you weren't even referring to those. I'm pretty sure eliminating the opponent's ability to target you in the first place, or activate any tackle on you whatsoever, will win more fights than pure range control. What's range control if you can't even shoot? Talk about lack of reason.
Are you one of those people who thinks triple neut tristans are good? I like engaging them at 0, then not even noticing the neuts as I fly out to 8km. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
450
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Posted - 2013.12.05 23:26:00 -
[8] - Quote
Tawa Suyo wrote:
My one concern is keeping the Serpentis lineup both viable and vaguely interesting. While Blood ships can all match the Bhaalgorn and get web range instead of strength, the Serpentis unique selling point is the 90% web. Without it they're basically weak gallente ships and the raw stats would definitely need buffing (not overly, but some) to keep them competitive.
As OP as web range bonuses are, they don't go as well with 6km or 13km neuts like they do with 26km neuts. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
450
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Posted - 2013.12.05 23:32:00 -
[9] - Quote
>neut range
please no
I'd definitely drop the lasers for drones, and possibly a tank bonus. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.06 00:41:00 -
[10] - Quote
Naomi Anthar wrote:TrouserDeagle wrote:>neut range
please no
I'd definitely drop the lasers for drones, and possibly a tank bonus. no man ... Geddon was stripped from lasers . Now BR ships too ? I cannot let this happen. Especially for Drones. We got Rattle, Dominix, Dominx Navy, Geddon, Nestor(yes now too) ... and you want another Drone Bhaal :<<<<. That would be hella sad. Show some love to lasers. What i think is that there should be reason to put lasers on BR ships instead of neuts ... my idea is to increase laser bonus to 150% role bonus. No it will not be op. Damage of all BR ships is super pathethic. With that buff it will be just doable. And if we speak about lasers, do same to Sansha ships - and remove 2nd damage bonus with something CREATIVE (not yet another damage bonus) like shield hp bonus per level (not creative but very uncommon ... or ignores 7,5% per level em/thermal resist of target (ignores only for your energy turrets). Basically Sansha needs something THAT MAKES THEM UNIQUE - not just looks. Right now they are damage + damage + damage(in form of tracking). No utility, no tankyness bonus. hell even those damage bonuses are lazy ...
It's funny how sansha ships currently have fewer effective turrets than serpentis and angel ships, when sansha are a line of 'just guns' ships, whereas serpentis and angel ships do other things as well. I also find it weird how sansha's nation, the faction who try to shield tank, but basically kind of suck at it, are still handing out armour buffer implants after all these years. I could go for some lasers + missiles split weapons maybe, as long as it's the good kind of split weapons, rather than the TFI/ScFI kind.
For bloodraiders I could handle lasers if they had, say, 15% per level neutraliser cap usage bonus and enormous cap/sec on the ship. Mandatory cap booster isn't fun. Trying to fit a no-bonuses armour brawler with 3 lowslots isn't fun either. Maybe they could get more of a minmatar flavour somehow, since right now they're basically just completely amarr. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.06 18:19:00 -
[11] - Quote
Nag'o wrote:Michael Harari wrote:Buhhdust Princess wrote: if this gets nerfed, will just use rapiers/lokis in the future and take more of them.
100 rapiers and 100 lokis cannot web a ship as strongly as 1 vindicator That's true, but a single Rapier with 3 webs can slow down a ship to a effectively similar speed the Vindicator can, from 4 times the distance. If the Vindicator had that bonus you could say it's OP. I'm out of here.
Webs are OP, so both web range bonuses and web strength bonuses are overpowered. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.07 11:14:00 -
[12] - Quote
NightmareX wrote: When it comes to the Vindicators hitting some ab frigs. Well, it's made to be able to do that. You expect 2x Vindicators worth around 4-5 bill isk (with their setups included) to not hit a frig?
Whether that's 'the point' of the vindicator or not, it's really broken and should be fixed. Vindicator shouldn't enable your fleet to be able to hit any ship of any size for full damage, it breaks a pretty important part of pvp.
I really think at this point you should just l2p scrub. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.08 11:51:00 -
[13] - Quote
Goldensaver wrote: As for scan res damps, they do sweet **** all if he targets first *or* he gets mostly targeted before the damps hit. The only exception to this is if you're using them in tandem with ECM, but how many ships (and pilots) should equal a single Vindicator?
They're actually very good counters, but they're just a generic counter to any ship other than those with lol ewar immunity. Existence of damps, ecm and neuts doesn't mean webs and 90% webs aren't broken. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.08 19:55:00 -
[14] - Quote
NightmareX wrote: No, the Vindicator will be useless if it can't slow down the ships so much that it WONT be dangerous for those who are webbed by the Vindicator. It SHOULD be extremely dangerous to be webbed by the Vindicator. That's the whole point with the ship.
A 75% web strength is something everyone is going to laugh at as alot of ships can gets under the Vindicator's tracking really easily then. The point with the Vindicator is that no ships should have it easy to get under the Vindicator's tracking and webbing, not even frigs.
And this is something you simply doesn't understand, because like i said, you have no idea what the Vindicator is and what it's supposed to do.
Being able to wreck any ship smaller than itself is overpowered, whether you say it's 'the point' of the ship or not. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.08 19:59:00 -
[15] - Quote
NightmareX wrote:TrouserDeagle wrote:NightmareX wrote: No, the Vindicator will be useless if it can't slow down the ships so much that it WONT be dangerous for those who are webbed by the Vindicator. It SHOULD be extremely dangerous to be webbed by the Vindicator. That's the whole point with the ship.
A 75% web strength is something everyone is going to laugh at as alot of ships can gets under the Vindicator's tracking really easily then. The point with the Vindicator is that no ships should have it easy to get under the Vindicator's tracking and webbing, not even frigs.
And this is something you simply doesn't understand, because like i said, you have no idea what the Vindicator is and what it's supposed to do.
Being able to wreck any ship smaller than itself is overpowered, whether you say it's 'the point' of the ship or not. For normal ships yes, not for ships with special abilities.
Calling the ship special doesn't make it okay to break everything. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
452
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Posted - 2013.12.08 20:04:00 -
[16] - Quote
NightmareX wrote:TrouserDeagle wrote:Calling the ship special doesn't make it okay to break everything. Read my edited reply over.
It's still dumb, no matter how many times I read it. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
455
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Posted - 2013.12.08 20:10:00 -
[17] - Quote
Nyancat Audeles wrote:TrouserDeagle wrote:NightmareX wrote: No, the Vindicator will be useless if it can't slow down the ships so much that it WONT be dangerous for those who are webbed by the Vindicator. It SHOULD be extremely dangerous to be webbed by the Vindicator. That's the whole point with the ship.
A 75% web strength is something everyone is going to laugh at as alot of ships can gets under the Vindicator's tracking really easily then. The point with the Vindicator is that no ships should have it easy to get under the Vindicator's tracking and webbing, not even frigs.
And this is something you simply doesn't understand, because like i said, you have no idea what the Vindicator is and what it's supposed to do.
Being able to wreck any ship smaller than itself is overpowered, whether you say it's 'the point' of the ship or not. By this logic, cruisers shouldn't be able to destroy frigates, and Battlecruisers shouldn't be able to destroy cruisers or frigates, and battleships shouldn't be able to destroy battlecruisers, cruisers, or frigates. I see a flaw in your logic.... A ship fit according to it's bonuses to perform in a specific role is just that. Any non-Minmatar T1 EWAR frigate for 2 million ISK can completely disable the Vindicator. You could damp it to the point where it can't target beyond a couple kilometers at most, or where it takes too long to event target anything. You could tracking disrupt it to the point where it couldn't hit a dread, or beyond a couple hundred meters. You could simply jam it out.
You're supposed to have to put some effort into it, not just fit a web and auto-kill everything. Small ships being too easy for large ships to kill is a pretty huge failing of the combat in eve, it's not just a vindi problem. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
455
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Posted - 2013.12.08 20:27:00 -
[18] - Quote
So if CCP made a ship with a +10,000% bonus to gun damage, it wouldn't be overpowered, because you need only counter it with optimal range tracking disruptors, neutralisers, ECM, or running away and not engaging it. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
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Posted - 2013.12.08 22:33:00 -
[19] - Quote
NightmareX wrote:Michael Harari wrote:If you are flying a webless vindi, this might actually be the case. Have you tried a Vindicator with 1x 90% web against a dual tracking disruptor Curse orbiting you at 200-300m?
how do you orbit something faster than you |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
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Posted - 2013.12.08 22:43:00 -
[20] - Quote
NightmareX wrote:TrouserDeagle wrote:NightmareX wrote:Michael Harari wrote:If you are flying a webless vindi, this might actually be the case. Have you tried a Vindicator with 1x 90% web against a dual tracking disruptor Curse orbiting you at 200-300m? how do you orbit something faster than you And if a Curse is using an afterburner, it will normaly do 548 m/s (713 m/s with the AB overloaded). If the Vindicator webs it, that will do 54.8 m/s (71.3 m/s with the AB on the Curse overloaded) while orbiting you. As the Curse most likely will have a scram fitted, your Vindicator can't use the MWD to close in on him even more. And my VIndicator does 140 m/s. When the Curse 60% webs me, my Vindicator will do 56 m/s. So yes, the Curse can indeed control the distances here.
you're hilarious |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
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Posted - 2013.12.08 22:52:00 -
[21] - Quote
NightmareX wrote:TrouserDeagle wrote:you're hilarious As much hilarious as complaining about the Vindicator because some dreads can hit some of the ships the Vindicator webs? Now, lets move away from the Vindicator to the normal Megathron with 1x 60% web. How powefull is the Curse against a normal Megathron? Ahh, there we go, it's gonna roll over the Megathron pretty hard in the same way as a Vindicator will roll over others ships pretty hard.
so? that's what is supposed to happen. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
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Posted - 2013.12.08 23:03:00 -
[22] - Quote
NightmareX wrote:TrouserDeagle wrote:NightmareX wrote:TrouserDeagle wrote:you're hilarious As much hilarious as complaining about the Vindicator because some dreads can hit some of the ships the Vindicator webs? Now, lets move away from the Vindicator to the normal Megathron with 1x 60% web. How powefull is the Curse against a normal Megathron? Ahh, there we go, it's gonna roll over the Megathron pretty hard in the same way as a Vindicator will roll over others ships pretty hard. so? that's what is supposed to happen. So, when a Curse can pretty much control the whole fight against other normal ships, then a Vindicator should be able to control a fight against others as much as a Curse can do. Curse is a spacial ship with it's advantages over other ships in the same way as the Vindicator is spacial and have it's own advangaes other battleships doesn't have. Yeah, if you are gonna use a dreads as an argument to balance a Vindicator, then i'm for sure gonna bring in a Curse as an argument on how things should be. I don't like to fight against a Curse when i'm in a Megathron, because i know i will lose that fight. It's 98% guaranteed that i will lose. Should i then just cry to CCP that they should remove the tracking bonuses on the Curse because it wont let me survive the Curse? It will be the same, you are crying because once you are webbed by the Vindicator, the chance of getting out is very low. It's the same case with the Curse. Once the Curse are close to you, there is no way that a normal battleship with guns are going to win against it. But i don't whine about it as using tracking disrupting is a way of fighting in the same way as slowing your ship down ALOT is another type of fighting. You just have to live with it.
this isn't about pretend 1v1s, vindicators enable entire fleets to hit anything. curses prevent maybe 1-3 ships from hitting at most, and only in some circumstances, but also have no tank and are not survivable at all. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
456
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Posted - 2013.12.09 13:56:00 -
[23] - Quote
NightmareX wrote:Garviel Tarrant wrote:And about the differences between 90% and 60% webs.. Well math says you are wrong, so do dps graphs. Webs are already a ridiculuously powerful module. Hench ships capable of using webs that are four times as powerful as normal webs or have many times the range is pretty op. Ships that can have 300k+ ehp and do that... Thats just down right silly. Answer me this. Before this topic was made, there didn't exist a single topic about OMGOMGOMG 90% webs on the Vindicator is to strong. Why did this so suddenly get an issue after this topic was made? Ahh that's right, you can just use the benefits of crying to CCP to nerf the webs on the Vindicator now as they are watching this topic because you are totally incapable of using your brain on how to counter 90% webs and how to fight a Vindicator. The fact that no one have complained about this before this topic says that the 90% webs on the Vindicator are fine. It's just better to cry to CCP then so we all can see EVE Online getting transformed into what's called Drake Online (what it will be in the end).
this is the thread for crying about (discussing) 90% webs. if you make a thread about how ASBs, capitals, jump freighters, logistics, ecm, unbonused damps/tracking disruptors, omnidirectional tracking links, drone assignment, T2 ammo, covert ops cloaks, attack battlecruisers, EAFs, capital travel, destroyers, drones, T3s, light missiles, links or pirate implants are broken, I'd be happy to shitpost in it. |
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