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Thread Statistics | Show CCP posts - 5 post(s) |
Kurren
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Posted - 2006.05.05 02:59:00 -
[31]
Wow... all this talk about tracking in guns and nothing gets brought up about railguns... we shoot faster... but we miss more... and I really like how large guns do named Medium damage...
Sorry... i'll keep it to that. A Blog from the NewNerfer... I've gotta keep myself from rambling... --- --- --- ---
SobaKai.com
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Hllaxiu
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Posted - 2006.05.05 03:18:00 -
[32]
Edited by: Hllaxiu on 05/05/2006 03:20:32
Originally by: Jim Raynor
Originally by: Hllaxiu
Originally by: Jim Raynor Considering the strength of most CBCs tanks and damage output, is that a bad thing? Other than the Nighthawk, they're all very deadly, some of them have near unbreakable tanks for a Raven (Sleipnir).
Well, the Astarte tanks, flies and deals damage like an electron blaster/heavy tanked blasterthron. Command ships are just battleships, if you can kill the battleship counterpart, you can kill the command ship.
I mean even their base prices are about the same, it takes 105mil in minerals to build a megathron, it takes about 80mil in minerals to build an astarte!
Sleipnirs can tank almost 250hp/s and have 70% be their lowest resist (kinetic).
That would mean you need 833.3 dps to break the tank - which is crazy. Assuming tech 2 modules an Astarte can't tank even half that. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Blind Man
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Posted - 2006.05.05 03:39:00 -
[33]
Originally by: Jim Raynor
Originally by: Hllaxiu
Originally by: Jim Raynor Considering the strength of most CBCs tanks and damage output, is that a bad thing? Other than the Nighthawk, they're all very deadly, some of them have near unbreakable tanks for a Raven (Sleipnir).
Well, the Astarte tanks, flies and deals damage like an electron blaster/heavy tanked blasterthron. Command ships are just battleships, if you can kill the battleship counterpart, you can kill the command ship.
I mean even their base prices are about the same, it takes 105mil in minerals to build a megathron, it takes about 80mil in minerals to build an astarte!
Sleipnirs can tank almost 250hp/s and have 70% be their lowest resist (kinetic).
WHINE!
Passari will never be safe again sig thingy under maintenance |
Pepperami
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Posted - 2006.05.05 04:56:00 -
[34]
Nice blog, buttt Nos need a counter? Cap injectors, ecm and nos back.. For a frig, it's tough, sure, but they don't need to be handed everything on a plate, it's getting harder and harder to counter frigs so nos is fine as it is imo and has suitable counters.
[Art of War][- V -] |
Fedaykin Naib
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Posted - 2006.05.05 05:40:00 -
[35]
Again, I must ask when the hell are you going to give us Smartbomb specialization? You've given every primary damage dealing mod specialization, and even drones specialization, what misguided logic makes you believe that you should leave out the last one?
"Long Live the Fighters!"
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Jim Raynor
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Posted - 2006.05.05 06:09:00 -
[36]
Originally by: Blind Man
Originally by: Jim Raynor
Originally by: Hllaxiu
Originally by: Jim Raynor Considering the strength of most CBCs tanks and damage output, is that a bad thing? Other than the Nighthawk, they're all very deadly, some of them have near unbreakable tanks for a Raven (Sleipnir).
Well, the Astarte tanks, flies and deals damage like an electron blaster/heavy tanked blasterthron. Command ships are just battleships, if you can kill the battleship counterpart, you can kill the command ship.
I mean even their base prices are about the same, it takes 105mil in minerals to build a megathron, it takes about 80mil in minerals to build an astarte!
Sleipnirs can tank almost 250hp/s and have 70% be their lowest resist (kinetic).
WHINE!
TAKE THAT SECOND AMP OFF AND YOU DIE!!!!!!!!!!!!!!!! ------ FPDOMS MINER KILLBOARD |
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Chribba
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Posted - 2006.05.05 06:41:00 -
[37]
Please make siege mode to affect mining lasers
EVE-Files | EVE-Search | Monitor this Thread |
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Ysolde Xen
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Posted - 2006.05.05 07:43:00 -
[38]
*reads eagerly then dashes off to find new threads on the AF & Projectile changes*
-----
Just because you couldn't get a ship to do what you wanted doesn't mean it's a crap ship - it means you're a crap pilot of that ship.
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Sonorra Baki
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Posted - 2006.05.05 08:06:00 -
[39]
So, pretty much every turret with an issue, gets a look at, except small and medium beams.
Why not do them all in one go, and get it over with.
If no fix, then just delete them from the items database. This may not be work safe -Capsicum |
Mitchman
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Posted - 2006.05.05 08:14:00 -
[40]
How to fix nosferatu:
Don't let any nosf suck more than 10% of the total cap of the target ship, no matter what size it is.
teh ioctl doesn't mine - he looks at the asteroids and they warp to the nearest station and refine themselves. |
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Jim Raynor
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Posted - 2006.05.05 08:37:00 -
[41]
Edited by: Jim Raynor on 05/05/2006 08:38:12
Originally by: Mitchman How to fix nosferatu:
Don't let any nosf suck more than 10% of the total cap of the target ship, no matter what size it is.
I like that idea.
One could argue that nos is the only defense a larger ship has from a smaller ship too though. ------ FPDOMS MINER KILLBOARD |
Jim McGregor
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Posted - 2006.05.05 09:21:00 -
[42]
Originally by: Mitchman How to fix nosferatu:
Don't let any nosf suck more than 10% of the total cap of the target ship, no matter what size it is.
Who would use nos if that was the case? The whole point is draining all their energy so they cant fight.
As for nos counters, im already worried...
--- The Eve Wiki Project |
Roshan longshot
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Posted - 2006.05.05 09:41:00 -
[43]
Ok you want combat to last longer? Leave everything except the ammo alone....cut the damage bonus by 50% DONT add any new armor, dont add any new hardners, dont add anything.
Blaster need a penalty for the damage they do.... balanced.....
Those big arty guns....so your telling me you can track well with a 1400mm gun? Think about this...this thing has to be HUGE! Sure I see people pick up telephone poles all the time...but they dont swing them around much...
Balance is one thing...but makeing all the ships basicly alike is wrong. Why dont we just have one type of BS then. One type of frigate...etc...etc...
This game is going into a cold war phase...Amarr develop a weapon...Mini's develop a counter for such weapon...bigger missle? a better anti missle system.
How about some basic evasive manuver package?
Nerfering for balance is bad...better to make new items for balance.....
Free-form Professions, ensure no limetations on professions. Be a trader, fighter, industialist, researcher, hunter pirate or mixture of them all.
[i]As read from the original box.
We are not ebil forum police, for one thing I don't have a hat :( - Cortes |
Mikal Drey
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Posted - 2006.05.05 09:50:00 -
[44]
hey hey
Yeah, tis looking good.
Turrets - finally projectiles get some love :)
Ships - hmm but looks good
EWAR - EW is always risky and goes both ways ECM is a good Counter for nos and nos is also anti nos. Defenders sure suck how about a sunburst approach have the missile follow the defender not the otherway around ?
Missiles/TII AMMO
Quake Gimps every ship but when it actually hit its quite yummy Tremor - nice range but thats about it Precisions - amazing does exactly what it says on the tin
yes the penalties are obscene i think they could be coped with IF they didnt stack per launcher/turret
TBH there isnt much reason to chose TII ammo over regular ammo. My 14's love Republic Fleet ammo as that does just that little bit more damage and has no penalties and you have the same choice for damage types. the penetration increase makes this the better ammo imho.
as for the changes - bring it on baby swing that bat and spank me hard
"overcome, adapt." - Gunnery Seargent Thomas Highway
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MysticNZ
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Posted - 2006.05.05 10:38:00 -
[45]
When is this change coming though? I hope it's not with Kali. -=====-
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MysticNZ
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Posted - 2006.05.05 10:42:00 -
[46]
Originally by: Pepperami Nice blog, buttt Nos need a counter? Cap injectors, ecm and nos back.. For a frig, it's tough, sure, but they don't need to be handed everything on a plate, it's getting harder and harder to counter frigs so nos is fine as it is imo and has suitable counters.
I agree, nos is fine, OMG a frigate has to BBQ a bs... stupid.
A lone frig shouldn't be fighting a bs, even a crusier. -=====-
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Gunstar Zero
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Posted - 2006.05.05 10:43:00 -
[47]
re: Nos / Neut
cant these things take a %age of the enemies cap & just differ in range / effectiveness?
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Admiral IceBlock
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Posted - 2006.05.05 10:58:00 -
[48]
Edited by: Admiral IceBlock on 05/05/2006 10:58:34 Tuxford, I call out your name!
If your going through with this change,
Quote: Nosferatus/Energy Neutralizers Bigger = better when it comes to nosferatus. That might not necessarily be a bad thing but the only way to counter a nos is by using a nos, so a frigate can't sacrifice some of its slots to defend itself from a battleship's nosferatus. Personally, I'd want to see some counter-nosferatu mods rather than adding "tracking" to it.
I think its about time that you start the balance between larger ships and smallers ships. It has been discussed before that smaller ships should not do maximum damage to a larger ship, as it makes sense becouse larger ships has bigger armor and shields which dont get effect a lot when shooting a peanut on it compared to a nuclear missile.
Infact, whetever you go throuh with that change, larger ships and smaller ships should still be balanced damage wise.
"We brake for nobody"
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Alex Harumichi
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Posted - 2006.05.05 12:55:00 -
[49]
Originally by: Hllaxiu
Quote: Covert Ops These guys are expected to fit a Covert Ops Cloaking Device and a Scan Probe Launcher but don't really have the CPU to fit them, especially the Cheetah and Anathema. They could do with a bit of a fitting boost, but I don't want them to become super EWAR cloaking frigs. It would be nice to able to fit something else than a cloak and a probe launcher.
Hows about Role Bonus: -50% CPU usage to scan probe launchers
Sounds like a good suggestion. Yeah, fitting both covops cloak and scan probes on covops is a pain, atm you prett much need Covert Ops V to do that -- which is a bit extreme, since these ships are meant to fit both those modules.
About Tux's list: great stuff, sounds very good and covers most of the issues on my mind.
One thing it doesn't: bombers. Like covops frigates they also have fitting issues, and there is a severe imbalance between the Manticore (3 launchers) and the others (2 launchers). Some balancing there would be appreciated, also.
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Oveur
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Posted - 2006.05.05 12:57:00 -
[50]
Originally by: Fedaykin Naib Again, I must ask when the hell are you going to give us Smartbomb specialization? You've given every primary damage dealing mod specialization, and even drones specialization, what misguided logic makes you believe that you should leave out the last one?
The logic that I'd really like to remove the damn things
For smartbombs to get any evolution, their nature has to be changed. We don't have the programming time to assign to that, so until then, they stay how they are.
Senior Producer EVE Online
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Oveur
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Posted - 2006.05.05 12:59:00 -
[51]
Originally by: Pepperami Nice blog, buttt Nos need a counter? Cap injectors, ecm and nos back.. For a frig, it's tough, sure, but they don't need to be handed everything on a plate, it's getting harder and harder to counter frigs so nos is fine as it is imo and has suitable counters.
I'd like to see the size of your ball ... uhm, I mean cap injectors to counter a couple of big nos
Senior Producer EVE Online
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Oveur
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Posted - 2006.05.05 13:01:00 -
[52]
Originally by: Sonorra Baki So, pretty much every turret with an issue, gets a look at, except small and medium beams.
Why not do them all in one go, and get it over with.
If no fix, then just delete them from the items database.
Because balancing takes time. Doing the wrong changes hastily is far more damaging than leaving something till it will get the proper time to balance it. You have to start somewhere and blasters haven't had any love for a very long time.
Lasers had their time as the flavor of the month for a very long time, now it's simply time to for them to wait in line as the others did.
Senior Producer EVE Online
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Scorpyn
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Posted - 2006.05.05 13:28:00 -
[53]
Interesting blog
Originally by: Chribba Please make siege mode to affect mining lasers
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James Don
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Posted - 2006.05.05 14:22:00 -
[54]
Originally by: kieron Tuxford's 'Shiny new nerfbat is locked and loaded' and ready to read.
Im gonna lock and load my shiny new devbat if he screws up my ECM!
[Gets on a plane to Iceland to stand behind Tuxford] -------------------------------------------- notify : Your cloaking systems are unable to activate due to your ship being within 2000 meters of the nearby Snowballs. |
Pepperami
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Posted - 2006.05.05 14:28:00 -
[55]
Originally by: Oveur
Originally by: Pepperami Nice blog, buttt Nos need a counter? Cap injectors, ecm and nos back.. For a frig, it's tough, sure, but they don't need to be handed everything on a plate, it's getting harder and harder to counter frigs so nos is fine as it is imo and has suitable counters.
I'd like to see the size of your ball ... uhm, I mean cap injectors to counter a couple of big nos
Well should frigs be able to counter 2 large nos? Certainly not easily - and atm they can with dificulty, either a cap booster (wtf setup?) or regain cap quick enough to get an extra cycle on the scrambler/guns with cprs.. There's also the option to use ecm. So that's 2 counters that are pretty good. Rather than seeing nos nerfed (the idea of which has surprised me a lot!), I'd like to see some sort of skills associated with nos amount or fitting requirements..
[Art of War][- V -] |
Haniblecter Teg
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Posted - 2006.05.05 15:11:00 -
[56]
Edited by: Haniblecter Teg on 05/05/2006 15:12:04 With all these advances in 'survivablity' and 'prolonging combat' you really start shortchaning artilleries alpha strike.
Unless you're planning on allowing arty's to do some sub system damage, their former advantage of front-loading their damage is almost null since every single ship has 25% more HP, not to mention yoru plans of increasing it further.
Somethign that needs to be looked at imho.
Please, add another mid to the jaguar. I love it dearly, but it just cant compete against other tacklers (even with the speed bonus) or the wolf for killing power. A 4th mid will help it survive and do its hybrid job beter. ---------------------------------------- Friends Forever
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Hellspawn01
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Posted - 2006.05.05 16:18:00 -
[57]
Originally by: Oveur
Originally by: Pepperami Nice blog, buttt Nos need a counter? Cap injectors, ecm and nos back.. For a frig, it's tough, sure, but they don't need to be handed everything on a plate, it's getting harder and harder to counter frigs so nos is fine as it is imo and has suitable counters.
I'd like to see the size of your ball ... uhm, I mean cap injectors to counter a couple of big nos
Cap relays and rechargers are counter Nos like Mwd/AB is counter webber and so on.
Originally by: Oveur
Originally by: Fedaykin Naib Again, I must ask when the hell are you going to give us Smartbomb specialization? You've given every primary damage dealing mod specialization, and even drones specialization, what misguided logic makes you believe that you should leave out the last one?
The logic that I'd really like to remove the damn things
For smartbombs to get any evolution, their nature has to be changed. We don't have the programming time to assign to that, so until then, they stay how they are.
Its essential for missions with lots of frigs. I could go more into detail but not here and now.
Originally by: Tuxford Nosferatus/Energy Neutralizers Bigger = better when it comes to nosferatus. That might not necessarily be a bad thing but the only way to counter a nos is by using a nos, so a frigate can't sacrifice some of its slots to defend itself from a battleship's nosferatus. Personally, I'd want to see some counter-nosferatu mods rather than adding "tracking" to it.
Cap relays and rechargers are counter Nos like Mwd/AB is counter webber and so on.
Originally by: Tuxford Defender Missiles I know, not really EWAR, but kind of gives you the same results as a tracking disruptor. These don't really work right now. The only missiles that aren't too fast for them to hit are torpedoes and torps need 3 Defenders to take them out. I've been fiddling with stuff like increasing explosion range and I think I have formulated a cunning plan to fix them.
Give us the defenders that NPCs use and give the skill 10% agility bonus.
Originally by: Tuxford Assault Ships The Jaguar, the Vengeance and the Hawk are getting some love. The Hawk becomes more missile-oriented, but the changes to the Jaguar and Vengeance are bit more fuzzy. I've already posted in this thread, but the changes aren't final so we're probably gonna see another thread about these ships.
Removing the vengeance¦s cap recharge bonus will make it a weaker retribution. Its one of the best tanking frig sized ships. Dont destroy that (again on a khanid ship).
**Ship lovers click here** |
Calistro
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Posted - 2006.05.05 16:39:00 -
[58]
I still swear by the idea that being able to focus your shields or even harden armor to certain areas of your ship. Possibly by having a mod do this, so if you are in fleet battles and the enemy is straight ahead, you can focus your shields there making the front alot stronger and the back less hard. Would increase length in battles and provide more tactical things to control instead of the lock, orbit and F1 - F8 that most people do (not only in fleet combat). Of course there are some things to work out, but certainly a way to consider it.
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Karash Amerius
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Posted - 2006.05.05 17:49:00 -
[59]
I think you guys should rethink your caution about upping the armor and shield HP in regards to all the ships. The ratio just is not correct when you have a frigate that can be fitted with 1/3 to 1/2 the armor of Battleship. Seriously. Change is always good, so the list that Tux is working on is a great post to read.
Thanks for the update.
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Tssa
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Posted - 2006.05.05 18:19:00 -
[60]
as a defense for NOS, I've got a couple suggestions: 1. tie it to signature radius, therefore a heavy NOS vs a small frig = greatly reduced NOS effectiveness 2. add a "reflector" module to disrupt the energy stream being pulled by the NOS'ing ship (either canceling out a % of the NOS, or even reflecting part of the stream back at the originating ship
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