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

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:00:00 -
[1] - Quote
fix light missiles pls. frigates won't stop being really dumb until you do this.
give logistics frigates normal speed and agility. it really sucks when I'm taking out a frigate gang, and people respond by camping a gate and killing our logistics because they're all totally awful (please fix crimewatch also so that people cannot engage outlaws without being shot back). it's strange because all the larger logistics ships get stupidly powerful stats, and then you guys release the frigate logis and are suddenly very careful and don't want them to be too useful or anything.
have a look at rockets, they have to reload far too often, and you end up spending a fair amount on ammo. just like torps.
the negative impact from armour tanking has really mostly always been from armour rigs and their ridiculous penalty.
and finally, nothing for attack frigates? my atron has a falloff bonus instead of a tracking bonus. I don't really benefit very much from a falloff bonus when using railguns, and I don't benefit when using blasters very much, because it's usually stuck with the lowest tier blasters available. but also, when brawling with it, it survives by doing a very fast, close orbit of the target. even electron blasters cannot really hit anything when doing that. also, my executioner is just a bad atron. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:12:00 -
[2] - Quote
Loyalty Points wrote:CCP Fozzie wrote:Support Frigates: Besides the Inquisitor getting the high mass high speed treatment, we're also making a few changes to this class as a whole. We're adding more base cap (but slowing down cap recharge rates to compensate) and adding more base speed to the whole class (with lower agility to compensate). Part of the original idea behind these ships was to make their downside a fairly low agility, to reward skilled piloting. These changes help push them farther in that direction.
INQUISITOR: +50 Capacitor +25000 Cap Recharge Time +95 m/s velocity -0.05 inertia +160000 mass
BANTAM: +30 Capacitor +15000 Cap Recharge Time +70 m/s velocity +0.35 inertia
NAVITAS: +35 Capacitor +17500 Cap Recharge Time +75 m/s velocity +0.35 inertia
BURST: +30 Capacitor +15000 Cap Recharge Time +80 m/s velocity +0.35 inertia What does "Cap Recharge Time" mean?
time to completely fill the capacitor. those numbers are very wrong, fyi. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:26:00 -
[3] - Quote
Garviel Tarrant wrote:This will do nothing to help the punisher, its still going to be utter garbage.
The rifter will be a bit better... Could you also make it possible to fit arties on T1 frigates? The fitting differential between small arties and small AC's is batshit insane.
One big flaw with both these ships is that utility highs are about as useful as half a extra midslot/lowslot.. so they effectively have less slots than the ones that don't have ****** utility highs.
just like medium and large.
edit: also, I hear nos and neut is really good for scram kiting. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:34:00 -
[4] - Quote
Jason Itiner wrote:Garviel Tarrant wrote:This will do nothing to help the punisher, its still going to be utter garbage.
The rifter will be a bit better... Could you also make it possible to fit arties on T1 frigates? The fitting differential between small arties and small AC's is batshit insane.
One big flaw with both these ships is that utility highs are about as useful as half a extra midslot/lowslot.. so they effectively have less slots than the ones that don't have ****** utility highs. I tested a Punisher fitted purely for neuts in PVP once. It worked, but our 3-man gang wasn't enough to capitalize on that against two opponents. We agreed that if it were a 3-1 or a 4-2 (another neuting Punisher), it would have been quite an effective little bugger.
a neuting punisher is EVEN WORSE than a neuting tristan. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:36:00 -
[5] - Quote
scruff decima wrote:Are the changes to logi frig cap recharge (ms I assume) significant? or just to offset the recharge from increased base cap? (ie, if I was cap stable before, will I be cap stable after?)
CCP have this crazy idea that larger cap pools with the exact same amount of cap/sec generated are actually better or something. even though sensible people use cap boosters. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:50:00 -
[6] - Quote
MeBiatch wrote:Interesting change for amarr
useless ships with no mids that now go slightly faster |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 12:56:00 -
[7] - Quote
Zarnak Wulf wrote:Punisher FW fit:
High: Pulse Gatling II x 3 Small meta neut Mid: AB II Scram II Low: HS II DC II 400mm rolled tungsten Adaptive Nano II Rigs: Trimark x 3
Right now you need a genolution set to fit this. After the PG buff you won't. The ship is fun if you avoid obvious kiters. 10k EHP is huge. The other lesser known strength of the punisher is that it's capacitor is sick. If you get into a neut fight with a slasher for example, the slasher will cap out while the punisher is still sitting at around 40% cap.
What do most pilots try to do against an Amarr ship? Neut it. Get under the guns. This fit plays to that strategy.
trash |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
526
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Posted - 2014.02.26 13:06:00 -
[8] - Quote
Zarnak Wulf wrote:And yet I've used it to kill Firetails, Slashers, Tristans, incursi...
I, also, enjoy killing noobs. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 15:55:00 -
[9] - Quote
Dinsdale Pirannha wrote:Jaro Essa wrote:CCP Fozzie wrote: VEXOR: -10 m/s velocity +0.03 inertia -210000 mass
This seems like a bit of a double whammy, a very slight nerf to gank-focused blaster fits coupled with a slight nerf to 1600mm plate fits. Very small nerfs, but still. Is the intention to increase the differentiation between the Vexor and the Thorax? It indeed looks like a nerf. The Vexor is a brawler boat. It has to to close on its target before releasing drones (Ogre's fly slower than the ship does). To lower its speed is just bad idea. Though with the drop in mass, I am curious what the MwD speed looks like.
a vexor should either be using medium drones or it should be using sentries (50 bandwidth and 15% combat drone damage per level pls ccp). heavy drones are just too much of a joke to consider outside very limited circumstances, even with silly 37.5% speed and tracking bonuses. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 16:09:00 -
[10] - Quote
Petrus Blackshell wrote:TrouserDeagle wrote:a vexor should either be using medium drones or it should be using sentries (50 bandwidth and 15% combat drone damage per level pls ccp). heavy drones are just too much of a joke to consider outside very limited circumstances, even with silly 37.5% speed and tracking bonuses. I strongly disagree. A properly flown Vexor with a flight of 2 heavies, 2 mediums and 1 light is very, very viable in my experience. It's niche and it's hard to get in to actually apply your damage, but that's where the fun comes in. The 75 mbit/s bandwidth is there for a reason, and the reason is not to use 3 heavies (perhaps to use 3 sentries though).
your drones all explode and you cannot carry any spares, because heavies are a joke and are enormous. there is an upside to using all of your bandwidth, but it's typically massively outweighed by the downsides, imo. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 16:22:00 -
[11] - Quote
Petrus Blackshell wrote:TrouserDeagle wrote:Petrus Blackshell wrote:TrouserDeagle wrote:a vexor should either be using medium drones or it should be using sentries (50 bandwidth and 15% combat drone damage per level pls ccp). heavy drones are just too much of a joke to consider outside very limited circumstances, even with silly 37.5% speed and tracking bonuses. I strongly disagree. A properly flown Vexor with a flight of 2 heavies, 2 mediums and 1 light is very, very viable in my experience. It's niche and it's hard to get in to actually apply your damage, but that's where the fun comes in. The 75 mbit/s bandwidth is there for a reason, and the reason is not to use 3 heavies (perhaps to use 3 sentries though). your drones all explode and you cannot carry any spares, because heavies are a joke and are enormous. there is an upside to using all of your bandwidth, but it's typically massively outweighed by the downsides, imo. Depends on the fight, the opponents, and what else is going on. In a 5-10 man cruiser gang, nobody is going to bother to pop your Ogre IIs. For example, I sometimes fly a shield 800 dps Vexor as part of a gang where I know there will be plenty of tackle/webs. That way the extra speed from being shield fit can allow me to close the distance to webbed targets, and my drones can take them down right quick. In a solo situation, I might be better off with mediums, but only maybe. I have somehow still managed to make Ogres hit frigates. What I'm trying to get to is, the 2/2/1 setup is not universally bad. It is difficult to use, yes, but it has its place and is very effective when used right.
right, but in a 5-10 man gang, you want fast dps. when I do those gangs, I do sentries and hammers, choosing which group depending on the situation. for solo stuff, you could say you want the 2/2/1 for honour brawling other cruisers, but I prefer to take maybe 7 mediums so I can load up on tonnes of lights for trashing frig gangs. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 16:29:00 -
[12] - Quote
Petrus Blackshell wrote:Omnathious Deninard wrote:No the bandwidth mechanic was introduced to limit the size of drones you could field while allowing large drone bays still. Large drone bays is what allows for versatility in the field. So there should be no other bandwidth amounts than 25, 50, and 125 for dedicated drone ships? Don't you find that... boring? Why does the Algos have 35 bandwidth? Hint: it's the same reason the Vexor has 75, and the Myrmidon has 100. Alternatively, why would anyone fly an Algos, Vexor, or Myrmidon instead of a Dragoon, Arbitrator, or Prophecy if they could field the exact same drones? The Amarr drone ships have lots of goodies (ewar or giant tank) compared to the Gallente ones. The only conclusion is that mix-and-match drone flights are an intended mechanic by CCP to give an edge to ships with odd drone bays.
kind of repeating previous posts, but if you actually use mediums in an algos you're going to get rekt because they're awful. you're also wasting tonnes of bay on a ship that already has none. the algos in particular I find funny, because destroyers all have tracking bonuses, and this one lets you fit the drone equivalent of a medium weapon, i.e. no tracking at all.
it is an intended mechanic, but it's really very bad, and they should get rid of it because it's stupid. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 16:33:00 -
[13] - Quote
Goldensaver wrote:Dinsdale Pirannha wrote:
See, I just don't understand the logic there, if what you say CCP is trying to achieve with the Gallente boats is accurate. There are 5 low slots on a Vexor. If you are a brawler, you have to be buffer tanking in my opinion with the slot layout and cap. So penalizing the speed of a plated ship that has to get close to be effective makes no sense. Guess the idea is to just put a 3 slot shield tank on the thing, have someone else apply tackle, and hope for the best.
Then why do I see dual rep, cap injected Vexors, and why do I see them wreck things, even when brawling? Even a cap injected dual rep fit can fit tackle and a Prop mod. The damage won't be exceptional, but it'll still be high while also allowing a powerful sustained tank against up to a small group of foes. I'd say Vexors are the most commonly flown Combat Cruiser, and because of this I'd say it's a little stronger than other Combat Cruisers. I'm not really against a small nerf of it, so long as it's within reason. I'm not against changing it to more use mediums than heavies, but I am not against a small nerf either. Though I'd say the Attack Cruisers might need a bit of a balancing pass, what with the Caracal and Thorax being so prominent while the Stabber and Omen seem to fall behind in use.
you're making the CCP mistake here of going by what people use and what people don't use. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
533
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Posted - 2014.02.26 16:43:00 -
[14] - Quote
Petrus Blackshell wrote: Sorry, the "but it can't apply damage" argument against using mediums on an Algos or heavies on a Vexor just won't fly with me because I have repeatedly seen the exact opposite. Managed right, both those ships can apply scary amounts of damage with oversized drones, at the trade-off of having less versatility in smaller drones.
you messed up the quote :o
last time I used medium drones on my algos, the target just sat dead still, the mediums fly circles around it and missed for the entire fight. skirmish links may have been involved.
if the algos needs more drone damage than 10% per level on 5 lights, then they should bump up the bonus a little. destroyers, to me, are really intended to kill frigs fast in gangs. ignoring the fact that destroyers die instantly in gangs because they're cruisers with frig tanks for a minute, they can do this fairly well with long range guns and range/tracking bonuses. the algos throws this all away when you fit medium drones, and I really don't see the point in it at all, except that it's 'more interesting'. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
534
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Posted - 2014.02.26 16:51:00 -
[15] - Quote
Goldensaver wrote:TrouserDeagle wrote: you're making the CCP mistake here of going by what people use and what people don't use.
So the popularity of a ship has nothing to do with its effectiveness, absolutely nothing at all. Alright, sounds legit. People don't fly ships because they're strong or have a higher chance of surviving/winning fights, they fly them because they don't mind losing their investment every time they get into a fight. I mean, I have go-to ships for fun, but I also have go-to ships for when I need to win a fight, and those also happen to be fun to fly too, so there is some overlap that causes me to fly the good ships more than the "fun" ships. I'm sorry, but there is something to be said for usage statistics. Don't use them as the be all and end all, but definitely use them to see where problems may exist.
you can use popularity as an indication that something might be up. popular doesn't mean overpowered, and unpopular doesn't mean underpowered. there is, yes, something to be said, but that's all. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
536
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Posted - 2014.02.26 17:52:00 -
[16] - Quote
Yankunytjatjara wrote:CCP Fozzie wrote:RIFTER: Removed +7.5% Small Projectile Turret tracking bonus Added +10% Small Projectile Turret falloff bonus +10 m/s velocity +0.01 inertia Why not giving it the same double damage bonus the ruppi has. The ruppi shows that it's not OP, it'd be equivalent to merlin, punisher and incursus dps/tank bonus, and people would still be able to fit a TE gaining a similar falloff bonus... Or to go full dps.
rupture isn't exactly a good example of a ship that isn't awful. same as tempest. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
536
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Posted - 2014.02.26 18:34:00 -
[17] - Quote
Garviel Tarrant wrote:Tetsuo Tsukaya wrote:The Tormentor is probably the best T1 frigate in the game once you're in scram range, for the love of god don't screw with it by doing something stupid like adding missiles Its not, not even close.
I think it's ok. kind of over-reliant on scorch plebbing, but that's amarr for you. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
537
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Posted - 2014.02.26 20:46:00 -
[18] - Quote
Derren Zelway wrote:Any chance Destroyers are going to be looked at? *cough* Corax *cough*
cough all of them. they need dictor speed. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
561
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Posted - 2014.03.04 15:56:00 -
[19] - Quote
this logistics thing is just ridiculous. I'd prefer no speed to no agility. I don't get why they can't have normal stats. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
561
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Posted - 2014.03.04 20:01:00 -
[20] - Quote
Gizznitt Malikite wrote:CCP Fozzie wrote: CARACAL: +0.01 inertia
Thanks for reading, and we look forward to your feedback.
As pointed out by a corp mate, I'm not really a fan of how the caracal's ROF bonus interacts with the RLML's clip size. I think a damage bonus would be much more appropriate, as it actually increases your damage output before you need to reload. The ROF bonus simply decreases the amount of time until you need to reload. For that matter, the Bellicose could use a similar treatment.
maybe rof bonuses should decrease reload time |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
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Posted - 2014.03.05 14:39:00 -
[21] - Quote
and torpedo charge volume and/or launcher capacity |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
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Posted - 2014.03.05 15:23:00 -
[22] - Quote
Arthur Aihaken wrote:CCP Fozzie wrote:BREACHER: Removed +5% missile damage bonus Added -5% missile RoF bonus I'll echo the sentiments already posted: RoF is a Caldari trait and missile damage is a Minmatar trait, so this is effectively a nerf. Please reconsider just leaving this as a damage bonus.
**** the 'traits'. if it needs more damage, give it a larger damage bonus. |

TrouserDeagle
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572
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Posted - 2014.03.08 17:34:00 -
[23] - Quote
hilarious how much effort you have to put in to make autocannons do more dps at 0 than railguns do at antimatter optimal |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
572
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Posted - 2014.03.09 23:38:00 -
[24] - Quote
I did some efting, and rifter will still be lolrifter. other than the usual boring fixes, I was thinking CCP could just try +1 highslot. utility highs really aren't equal to another slot on frigates, imo. it'd be pretty cool to have 2 unbonused rockets, or some cap warfare on there, with appropriate fitting buffs. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
572
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Posted - 2014.03.10 01:33:00 -
[25] - Quote
The Lobsters wrote:TrouserDeagle wrote:I did some efting, and rifter will still be lolrifter. other than the usual boring fixes, I was thinking CCP could just try +1 highslot. utility highs really aren't equal to another slot on frigates, imo. it'd be pretty cool to have 2 unbonused rockets, or some cap warfare on there, with appropriate fitting buffs. I'd take swapping the high for another low, if the Rifter is really supposed to be the tank/gank model of the combat frigs like they said. Getting a decent arty kite fit is still going to be hard.
the usual boring fixes |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
573
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Posted - 2014.03.10 18:06:00 -
[26] - Quote
on frigates they're pretty useless |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
573
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Posted - 2014.03.11 16:15:00 -
[27] - Quote
Ines Tegator wrote:sten mattson wrote: if you loose utility highs , you loose that the capacitor warfare aspect of teh game and turns the game into just making sure that you dont neut yourself out and put out more dmg than your opponent. pretty boring after a while, heh?
Nobody is asking for utility highs to be removed, at least that I saw. They are asking for utility highs on frigates to be removed because they are useless, or for small neuts to be rebalanced to make those slots useful. There's a very small niche for frigate NOS on a heavy tackler, but that usually doesn't work well due to gang mates shooing the frigate away in pieces. I miss the U-High on the Malediction cause it was one of the few (aka only) tacklers that could survive doing this. On general combat frigates these slots are nothing but heat sinks.
just drop a launcher |

TrouserDeagle
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Posted - 2014.03.11 17:10:00 -
[28] - Quote
Ranger 1 wrote:TrouserDeagle wrote:Ines Tegator wrote:sten mattson wrote: if you loose utility highs , you loose that the capacitor warfare aspect of teh game and turns the game into just making sure that you dont neut yourself out and put out more dmg than your opponent. pretty boring after a while, heh?
Nobody is asking for utility highs to be removed, at least that I saw. They are asking for utility highs on frigates to be removed because they are useless, or for small neuts to be rebalanced to make those slots useful. There's a very small niche for frigate NOS on a heavy tackler, but that usually doesn't work well due to gang mates shooing the frigate away in pieces. I miss the U-High on the Malediction cause it was one of the few (aka only) tacklers that could survive doing this. On general combat frigates these slots are nothing but heat sinks. just drop a launcher Wow, I seriously hope you two are trolling... because your both old enough to know better.
you're bad |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
574
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Posted - 2014.03.11 19:48:00 -
[29] - Quote
Joanna RB wrote:Glad to see the Rifter buff - it seems up until now the 'tiericide' had completely shafted the then-popular Minmatar ships - now we just need some more love for the Tempest.
you'll still need major rifter and projectile love after this buff, it really doesn't change much. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
575
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Posted - 2014.03.11 23:09:00 -
[30] - Quote
factor in reload times. with rockets, you will almost certainly always be reloading, because ccp hates fun. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
577
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Posted - 2014.03.12 16:21:00 -
[31] - Quote
Beverly Sparks wrote: Also go ahead fit arty to a rifter, the arty tail needs dual webs to be somewhat effecient and it has a tracking bonus. The arty wolf has a tracking bonus and at the range it wants to be you can pretty easily mitigate allot of it's dps in an ab frig... So what will the rifter do????
disagree here, gallente can do scram kiting with rails with only one web, and they're slower. the reason a rifter cannot do it, is because it has no fitting, and because arties do no dps, which is made worse by the rifter having no slots. that said, a falloff bonus is definitely worse than a tracking bonus for artillery scram kiting. the whole point is they want you to do it with ACs, which don't fit either, and also have no dps. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
577
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Posted - 2014.03.12 17:24:00 -
[32] - Quote
sten mattson wrote:Beverly Sparks wrote: CCP remove a low or a high from the punisher and put it in the mids instead of silly pg, mass and speed changes....
Most important thing i see here in the combat frigs is the speed change to the breacher wich is really good.
Grtz, Bev
if you want to fly a frig with great tank , dps, and cap with no utility high , fly the tormentor. Granted the ship is fugly, but remember it used to be a mining frig. also, dont you dare remove that utility high on the punisher!!!
but the tormentor doesn't have any of those things |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
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Posted - 2014.03.14 00:52:00 -
[33] - Quote
lol noweb |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
578
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Posted - 2014.03.14 15:45:00 -
[34] - Quote
Lakotnik wrote:Need to fix Rubicon 1.3.
Make Tristan the cute and lovely ship it used to be, not the ugly version nobody wants to fly.
also give it more fitting, 4 lows, a rep bonus, 50 dronebay and a drone damage bonus please. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
579
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Posted - 2014.03.15 16:53:00 -
[35] - Quote
Zarnak Wulf wrote:TrouserDeagle wrote:
but the tormentor doesn't have any of those things
 1) Ship looks cool 2) Ship can push 8.3k EHP with a 400mm plate 3) Has three mids for an Amarr frigate 4) My fit has 4.9k EHP, reps 121 DPS, and puts out 171 - 203 DPS overheating on Scorch/ IMF respectively. Scram range kiter might not be your thing but the Tormentor is a solid ship.
I didn't say it was bad. it's alright at everything. scram kiting absolutely is my thing - I use incursus, tristan and comet for it, because they are the best ships. |
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