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Thread Statistics | Show CCP posts - 4 post(s) |

Harvey James
The Sengoku Legacy
632
|
Posted - 2014.01.16 17:05:00 -
[1] - Quote
now they just need to be given meaningful shield HP ..... most drones are only have decent structure and armour HP.. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 14:44:00 -
[2] - Quote
sig radius is the biggest issue in terms of tanking for drones as considering all drones are smaller than frigates yet some have cruiser sigs and are thus easily picked off.. then of course getting around to making them actually consistent with their races might help .. like caldari drones should actually have more shield HP than structure which without resists is just easy to chew through.
then there is the engagement range which is tiny along with their tiny optimal ranges ... drones should be really agile ... maybe T2 drones could have a role bonus .. 25% damage reduction to incoming damage due to their agility making them hard to track Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 14:55:00 -
[3] - Quote
Dinsdale Pirannha wrote:CCP Fozzie wrote:Manfred Sideous wrote:Fozzie suggestion for fighterbombers. Reduce sig radius on them otherwise you are going to have 1 dude running a Isboxer killing 100's of fighterbombers on each pass. Which is dumb since Supercarriers can only carry 1 flight of Fighterbombers. If someone can kill 100s of fighterbombers in a pass after 1.1, that means they can also do it right now. We're not changing total HP in this adjustment, just regen rate of shields. Discussions about hp and sig radius of fighters and fighterbombers are worth having, but this is a change specifically to fix the defect surrounding the shield regen rates and the effect this was having on lighter sources of damage to drones. Oh, and don't forget that little tidbit about hammering shield regen on Sentries, which when accompanying the quadruple nerf of Omnidirectionals, absolutely kills using Garde II's in a PvE situation. First you wiped out the use of heavies in missions with that asinine and malicious change to the rat AI. You gloated and told people to "adapt". So we adapted to using sentries, and now you have killed those too. So what do drone boat operators adapt to using now, harsh language?
talk about over the top ... if you rely on sentries shield regen to tank rats you're doing something wrong .... domi with multiple armour reps can keep sentries alive no problem ... and tracking isn't so much of an issue if you have a variety of drones available in your dronebay for close range rats .. the range is more important for sentries Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 16:23:00 -
[4] - Quote
how does the optimal get reduced here? you are being forced to pick either optimal or tracking with the scripts.. so if you pick optimal you end up with the same range as before unless i am mistaken and bouncers will still have plenty of range anyway even if there is less range Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 16:55:00 -
[5] - Quote
Omnathious Deninard wrote:Harvey James wrote:how does the optimal get reduced here? you are being forced to pick either optimal or tracking with the scripts.. so if you pick optimal you end up with the same range as before unless i am mistaken and bouncers will still have plenty of range anyway even if there is less range
edit... you even get falloff bonus now too compensate for optimal loss whatever that figure is.. Yeah, you are mistaken. Omnis now boost 7.5% optimal, 15% falloff and 15% tracking, with the same scripts as a tracking computer. For a whopping .4gj/s
well it is hard to understand what the current bonus actually is 1.25x multiplier means what in %? Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 17:47:00 -
[6] - Quote
Omnathious Deninard wrote:25%
ok so with script you get 30% Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 18:18:00 -
[7] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:Manfred Sideous wrote:Fozzie suggestion for fighterbombers. Reduce sig radius on them otherwise you are going to have 1 dude running a Isboxer killing 100's of fighterbombers on each pass. Which is dumb since Supercarriers can only carry 1 flight of Fighterbombers. If someone can kill 100s of fighterbombers in a pass after 1.1, that means they can also do it right now. We're not changing total HP in this adjustment, just regen rate of shields. Discussions about hp and sig radius of fighters and fighterbombers are worth having, but this is a change specifically to fix the defect surrounding the shield regen rates and the effect this was having on lighter sources of damage to drones. Can we discuss whether carriers should even have dronebays? They're meant to be logistics ships, I don't get why they get all this extra stuff.
nm... change their drone bays into fighter bays instead Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.17 22:55:00 -
[8] - Quote
Tyberius Franklin wrote:Harvey James wrote:Omnathious Deninard wrote:25% ok so with script you get 15% op and 30% falloff That's with 2 mods whereas before you got 25% to each with 1. So in no way can a single mod get you what it did prior range wise. Additionally limiting that reduction in range bonus to 10% rather than 17.5% means giving up any of the tracking bonus.
if you fit a T2 TC with a range script then you do get 15% optimal and 30% falloff... Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
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