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Thread Statistics | Show CCP posts - 7 post(s) |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 16:29:00 -
[1] - Quote
JEFFRAIDER wrote:I think it's coo mang
also how bout a rev buff this patch as well
10% dmg/lvl 4% armour res/lvl
no role bonus
slight dps increase (needed) slight cap increase armour tank niche
yw https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 16:50:00 -
[2] - Quote
Rainbow Dash wrote:Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps)
rag boosts are garbage, no real reason to use them over a loki/tengu/proteus https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:01:00 -
[3] - Quote
Rainbow Dash wrote:Capqu wrote:Rainbow Dash wrote:Now if only missiles didn't have a flight time, the phoenix might be useful.
Also, this is kinda an indirect buff to rags, which is hilarious. (Armor caps with rag boosts take ~40% less damage from citadel torps) rag boosts are garbage, no real reason to use them over a loki/tengu/proteus 40% damage reduction is a pretty great bonus tbh. I mean, in any other situation they're garbage, but since we're living ina world where people fly phoenixes, might as well pretend people will use rags.
you know rag links dont stack with evasive maneuvers links right? so normal boosts already provides 90% the same thing, all the other titan bonuses are waaaaaaaaay better in every circumstance for this reason as you dont wanna waste your second boost slot on a 10%~ more effective sig link (don't even think its 10%)
on that subject, stationary dreads with loki links now get mad damage reduction against phoenixes
great change https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:05:00 -
[4] - Quote
Querns wrote:Okay, time to eat some humble pie. I can't remember, for the life of me -- did Guided Missile Precision get changed to affect torpedoes, HAMs, and rockets? Checking chruker.dk leads me to believe this is the case, since all missiles have the "aimedLaunch" property at 1, but I can't find any indication from Google that this was changed.
If Guided Missile Precision affects capital torps, then the 50% increase in explosion radius isn't quite as bad as it looks.
theyre increasing poses from 2k to 3k so they can apply damage
dreads/carriers are around 2.9k~ without links and sub 2k with
engage your brain https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
505
|
Posted - 2014.05.07 17:11:00 -
[5] - Quote
Swiftstrike1 wrote:For all the people moaning about increased Explosion Radius...
- TPs work on capital ships as well as subcaps (when they're not in siege/triage)
- Capital rigor rigs reduce explosion radii by 15% for T1 and 20% for T2
So there might be a new "standard phoenix fit". So what. That's not unusual after a significant rebalance like this.
pro tip dreads ur shooting at are usually sieged otherwise it doesnt matter how much damage you're doing unless theyre like playing station games with you in which case who cares
if there were tracking enhancers/computers for missiles i'd agree with you but there arent and 3 unstacking penalized core defense shield extenders increase your shield ehp by 72% and you really dont wanna give those up https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
506
|
Posted - 2014.05.07 17:18:00 -
[6] - Quote
Querns wrote:HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality.
so you're saying ccp are either increasing pos sig radii for no reason
OR
ccp are nerfing pheonix damage to stationary sieged dreads into the ground
i'm glad we agree on one thing https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
506
|
Posted - 2014.05.07 17:24:00 -
[7] - Quote
CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids.
noone said otherwise
what we're talking about is that you increased pos mods to 3k so they'd get hit for decent damage, and yet sieged dreads sit sub 2k https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:27:00 -
[8] - Quote
Querns wrote:Capqu wrote:Querns wrote:HiddenPorpoise wrote:Querns wrote: So, you don't know if it does or not. Thanks for sharing.
It doesn't: 2k is current max, 3k is new. Brain engaged. Is this back calculated from the flippant comment's vignette about the situation or is it a result of actually knowing? It's entirely possible that the increase in POS module signature radiuses was performed without taking skills into account. It's not a very good indicator of reality. so you're saying ccp are either increasing pos sig radii for no reason ORccp are nerfing pheonix damage to stationary sieged dreads into the ground i'm glad we agree on one thing It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not.
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:29:00 -
[9] - Quote
Querns wrote:Capqu wrote:CCP Fozzie wrote:Guided Missile Precision does indeed apply to all Citadel Missiles.
Settle down kids. noone said otherwise what we're talking about is that you increased pos mods to 3k so they'd get hit for decent damage, and yet sieged dreads sit sub 2k They only sit sub 2k if they have a ragnarok passing bonuses in fleet. I mean, if you want to bring a ragnarok with you on every single pos shot that you do on the off chance that a phoenix fleet shows up, so you can take 90% of the damage you would otherwise just by dint of your ragnarok bonuses, then I'd say go hog wild.
ok, around 2k with normal boosts my bad
doesnt change anything about what i said other than the number being like 5% higher https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:30:00 -
[10] - Quote
Querns wrote:Capqu wrote:Querns wrote: It's probably just being done so that if you have GMP at zero, you aren't at a disadvantage for shooting stationary structures, since missiles still enjoy damage reduction if the thing you are shooting is smaller than the explosion radius of the missile you are firing, regardless of whether it moves or not.
that's quite the stretch you must admit Read the post above yours. :V
yea i edited, i seriously doubt thats actually the reason though but im prepared to agree its a possibility https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:36:00 -
[11] - Quote
CCP Fozzie wrote:Capqu wrote:
that's quite the stretch you must admit
edit: looks like you were either right or fozzie saw what you said and decided it fit the bill 66% sized topes etc
You think I secretly went back in time and made GMP apply to Citadel Missiles back in Retribution just to make you look bad? 
no i was talking about the pos size increases being redundant if the torpedos indeed hit 2k signature immobile targets (and the poster said maybe it was so guided missile precision skill 1 pilots could have fun in a capital)
nvm tho, please look @ warp speed rig thread https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
508
|
Posted - 2014.05.07 17:40:00 -
[12] - Quote
Angry Mustache wrote:Hey fozzie, ran some EFT tests with the new numbers, and they still aren't very rosy.
After patch, a all LV5 character will have torps at 2250 explosion radius, 52.5 explosion velocity.
Against linked carriers moving at full speed, the new torps are still only able to apply 60% of their nominal damage, while certainly better than the 50% now, it's still pretty pathetic. The explosion radius change means against linked armor carriers (using an archon for example) it's not possible to even hit a carrier standing still for full damage, because the sig of the carrier is now below the sig for the torps. so the situation arises that you can't hit a triage carrier for full damage because you can't paint them to boost their sig.
wow look at that i was right https://www.youtube.com/watch?v=yNpMiT5qpyI |

Capqu
Love Squad Pasta Syndicate
523
|
Posted - 2014.05.12 17:08:00 -
[13] - Quote
jesus christ https://www.youtube.com/watch?v=yNpMiT5qpyI |
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