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

Mario Putzo
Welping and Dunking.
896
|
Posted - 2014.05.16 06:20:00 -
[331] - Quote
Ragnen Delent wrote:Mario Putzo wrote:Ragnen Delent wrote:Can someone just do the needful and show what all the other dreads can do to subcaps so we can show how these changes are foolish? I get that some ships will be worse than others sometimes but damn man this is absurd. Not to mention, once this pass is done I am thinking it will be a very long time indeed before they are looked at again.
Let's do this right. **** damage to subcaps, honestly that is hardly an overall concern, these could really do 0 to subcaps and I wouldn't lose sleep. Youve got Sentry Carriers for Anti SubCap support. The fact these can't hit idle carriers for 100% damage is a major design flaw. The point is that as it stands these changes are being performed quite obviously to avoid having a Phoenix be capable of hitting a subcap. The point of showing that the others CAN is to point out that the effort to avoid this is absurd given that all other dreads are capable of doing so.
Except the issue isn't about vs Sub Cap. Carriers already dominate subcaps. Any carrier comp will kill subcaps with sentries (aside from a comp specifically designed to beat carriers of course). They are your subcap counter. If other dreads can hit sub caps so what other BS can hit smaller ****, and you don't see CCP scrambling to address the comparative damage application of the Raven, Scorp, or Trashcan. The problem is CCP in their attempt to prevent subcap blapping has made the Phoenix worse at Capital blapping. Worse enough that they believe increasing the sig radius of Dreads is the solution to the problem.
Dreads should counter Carriers, other Dreads, and be the primary choice for DPS vs Supers and Titans. The sub cap **** is secondary.
Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix. It makes a huge difference when you need to change 4 hulls and a structure to facilitate a change to the Phoenix is just another band aid knee jerk fix.
The Phoenix needs love in dealing with capitals not sub caps, and CCP needs to address its ability to do so properly. It can be done, someone showed how it can be done last page. |

Alexander McKeon
AQUILA INC Verge of Collapse
55
|
Posted - 2014.05.16 07:08:00 -
[332] - Quote
Mario Putzo wrote: Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix.
When dreadnoughts are a not-uncommon source of anti-cruiser DPS, it matters.
|

Mario Putzo
Welping and Dunking.
896
|
Posted - 2014.05.16 07:24:00 -
[333] - Quote
Alexander McKeon wrote:Mario Putzo wrote: Ignore the subcap ****, it is irrelevant. It makes no difference if a Moros can hit a BS harder than a Phoenix.
When dreadnoughts are a not-uncommon source of anti-cruiser DPS, it matters. Breaking through triage reps on a deadspace fit armor T3 requires a lot of DPS; since battleships are practically unusable due to crappy resists & vulnerability to blap dreads, something has to kill those cruisers.
Battlecruisers. Carrier Sentry Drones. Other Cruisers. Bombers. Frigates. Ignore subcaps. They are irrelevant. They are taken care of by other subcaps, and by carriers.
The problem is not the Phoenix's ability to hit subcaps. The problem with the proposed change is its inability to hit Capitals.
A proper fix for the Phoenix should not involve the adjustment of 4 ship hulls and a structure.
|

Alexander McKeon
AQUILA INC Verge of Collapse
55
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Posted - 2014.05.16 07:36:00 -
[334] - Quote
Mario Putzo wrote:Battlecruisers. Carrier Sentry Drones. Other Cruisers. Bombers. Frigates. Ignore subcaps. They are irrelevant. They are taken care of by other subcaps, and by carriers.
Typical fleet comp for non-strategic fights might be one dread, 10-15 armor cruisers, and four or five Guardians / one triage carrier for logi. Battlecruisers can't fit a decent resist profile for RR and can't be used in large numbers because of their high mass. Unless you spend several days preparing for the fight in that specific system or it's occurring in your home system, you're limited to an absolute maximum of three (3) capital ships. Two carrier's worth of sentry drones isn't that much dps, armor T3s laugh at bombers, and any frigate is an invitation to get quickly podded, thus being unable to get to your home system for several hours; in the case of a system siege you might not get home for days, which makes frigates less than popular.
All of these facts mean that yes, dreadnought dps vs. subcaps is important, and gun dreads are generally able to fulfill this role. |

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 07:44:00 -
[335] - Quote
PinkKnife wrote: The best thing CCP could do to boost the never-not moros problem, is nerf XL blaster range into oblivion where it should be. I get it that they want you to hit pos's with AM for full damage, but that arbitrary point means pushing the ranges to absurd and silly levels.
I've never seen why a Moros has an innate right to use the shortest ranged ammo in a short-range weapon and be at optimal vs. a large POS. One of the drawbacks of blasters is supposed to be their short range.
|

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 08:41:00 -
[336] - Quote
Roguehellhound wrote: Question... why does the Caldari ships have lower scan res than their Mimatar counterparts? Isn't lore wise, Caldari suppose to be second only to Jove in technology. So you factor in lower base scan res with the flight time of missiles- it gimps the application of dps a bit. And yes, i found out that the Phoon is potentially a much better torp boat than the Raven... Nice balance CCP.
I prefer the Raven for torps, most of the time, because torps have such a short range, and the Raven helps with that. For Cruise Missiles the Typhoon comes out ahead because you don't need the range boost with them. Of course, if you're sure you'll only ever inside ~20km, the Typhoon wins any time. That said, for most of my uses getting a navy version is worth it, and the CNR wins out there.
|

Josilin du Guesclin
University of Caille Gallente Federation
138
|
Posted - 2014.05.16 08:53:00 -
[337] - Quote
Daenika wrote: When are those missile TC/TE modules coming?
As a sub-cap pilot (large small gangs) I really don't want those modules in the game. Shield ships are already starved for slots once you put a bit of EWAR in, and those modules will make it worse, except for those few ships with tons of low slots (it's probably come out okay for the Nighthawk, for example). Remember, the missile ships most in need of help are Caldari, which means shield tanks, and it means even the T2 models have that huge EM hole that eats a slots to fill before you even really begin building a (PvP) tank.
|

Burneddi
Love Squad Pasta Syndicate
90
|
Posted - 2014.05.16 09:05:00 -
[338] - Quote
progodlegend wrote: Just don't use phoneix's in a wolf-rayet wormhole.
Now that you're here, did they run this change past you guys? How on earth did none of you object? I voted for you dude god damn it. |

gascanu
Bearing Srl.
134
|
Posted - 2014.05.16 09:43:00 -
[339] - Quote
Onslaughtor wrote:Fun fact, by increasing the sig of all dreads all dreads become easier to hit and lock all other dreads... So all dreads just got a tracking bonus, and a scan res bonus vs other dreads. Win win.
well, this is working as intended heh? so by buffing the phoenix CCP is buffing the other dreads also? oau, Fozzie, that's how a buff it's done, congrats! |

Luscius Uta
82
|
Posted - 2014.05.16 12:11:00 -
[340] - Quote
Not liking the changes, of course. Yes, explosion velocity for citadel missiles was laughable, but there was no need to increase their explosion radius, especially not by 50%. And now you "fix" that mistake by increasing signature radius of Dreads, seriously WTF??
Now, if you increased the explosion radius of citadel torpedoes by only 20% that would end up in explosion radius of 1800m with perfect skills. Enough to perfectly hit any POS or capital ship without Ragnarok bonus or Halo implants, AFAIK. Citadel cruises, on the other hand, need a slight decrease (maybe 10%) in explosion radius since their damage output is already so low that they have no practical application that I've heard of.
Highsec is for casuals. |

Zomgnomnom
Royal Black Watch Highlanders Mordus Angels
36
|
Posted - 2014.05.16 13:10:00 -
[341] - Quote
Burneddi wrote:progodlegend wrote: Just don't use phoneix's in a wolf-rayet wormhole.
Now that you're here, did they run this change past you guys? How on earth did none of you object? I voted for you dude god damn it.
Seconded, can you guys get in your skype channel and give Fozzie a mild whack with a rolled up news paper? 
Burneddi seems to have come up with a very good solution to the problems raised by this proposed change. Similar outcome on sub cap blapping but actually lets it hit a non moving capital. It's several Kilomoters long and sitting still.... There is no good reason it should be mitigating damage.
In real life we've been firing missiles out of the atmosphere, thousands of miles into orbit and intercepting a MOVING target a tenth the size ( if not smaller) of a Carrier since the 70's. In game we have warp drive and cloning technology but apparently have somehow forgotten how to math. |

Suitonia
Path of Radiance HYDRA RELOADED
243
|
Posted - 2014.05.16 13:18:00 -
[342] - Quote
Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way. |

Maru Sha
The Department of Justice
38
|
Posted - 2014.05.16 14:22:00 -
[343] - Quote
How does it effect POS defences? |

ZecsMarquis
Destroyer's Inc.
13
|
Posted - 2014.05.16 14:55:00 -
[344] - Quote
Suitonia wrote:Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way.
I've posted that proposal mean a-times in this thread. Thanks for the +1 |

ZecsMarquis
Destroyer's Inc.
13
|
Posted - 2014.05.16 14:58:00 -
[345] - Quote
ZecsMarquis wrote:Suitonia wrote:Why not just put a Signature Radius Penalty on the Triage module while it is active, for example,+50% signature. Then Triage Carriers will take full application from the Phoenix, the signature radius penalty won't affect gameplay in any other meaningful way. I've posted that proposal mean a-times in this thread. Thanks for the +1
Edit function not working today. Many* a-times |

Kassasis Dakkstromri
Deep Core Mining Inc. Caldari State
145
|
Posted - 2014.05.16 16:14:00 -
[346] - Quote
Pure and simple: This is bad game design.
When a Dev/Developers have to tweak this many peripheral things for ONE SHIP it means bad game design, regardless of the good intentions.
I have been a Phoenix pilot for more years than I can even recount (or care too), and flew it all of one time on a structure shoot many years ago. So while I want to see the ship viable, I also don't want to see this 'Bull(sh*t) in a china shop' approach.
You guys need to postpone this feature change until you come up with a better approach.
And I'm not gonna hold back here: CCP in front of a name does not make a good Developer...
Sorry CCP Fozzie but .... "you don't know Sh*t from Shinola" on this one.
~
Listen to your critics
#PHOENIXRESCUE |

ShadowandLight
Black Aces Against ALL Authorities
266
|
Posted - 2014.05.16 20:00:00 -
[347] - Quote
why cant i find the downvote button -A- Space Rental Program https://forums.eveonline.com/default.aspx?g=posts&m=4163928#post4163928 |

Hagika
Hipsters In Space
237
|
Posted - 2014.05.16 21:53:00 -
[348] - Quote
ShadowandLight wrote:why cant i find the downvote button
Can you imagine the number of down votes =P |

Hagika
Hipsters In Space
237
|
Posted - 2014.05.16 21:57:00 -
[349] - Quote
Fozzie, friend,buddy,pal..
Please listen to the players on this one. The nerf is not needed at all. The phoenix already has a hard time hitting the broadside of a barn.
Reverse the nerf, and just either add a damage bonus to all damage types or a higher ROF bonus.
Keep the tank buff and people will be happy. |

Money Makin Mitch
Paid in Full
345
|
Posted - 2014.05.17 01:03:00 -
[350] - Quote
more useless capital changes. keep ******* that chicken, CCP |

Rusty Waynne
Section 8. Fatal Ascension
11
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Posted - 2014.05.18 06:59:00 -
[351] - Quote
Started training for a Phoenix when it was announced ships were being rebalanced, I hope now after all of this skill training that it would not have been for nothing.
CCP if you don't mind, could you not screw this up please? I'd like my newly obtained Phoenix to not be craptastic on fleet ops.
THX |

BiggestT
Serenity. CORP. Northern Associates.
73
|
Posted - 2014.05.18 08:49:00 -
[352] - Quote
If anyone is interested, I have graphed the new vs. old phoenix numbers here
To see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi)
It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
205
|
Posted - 2014.05.18 13:55:00 -
[353] - Quote
BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals.
the problem with this s that it doesn't show the targets velocity. |

BiggestT
Serenity. CORP. Northern Associates.
74
|
Posted - 2014.05.18 14:58:00 -
[354] - Quote
TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity.
If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi.
So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). |

Burneddi
Love Squad Pasta Syndicate
98
|
Posted - 2014.05.18 15:14:00 -
[355] - Quote
BiggestT wrote:TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity. If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi. So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). Here's an analysis on subcap application I made. I only considered two ships, but the results can be extrapolated quite well. Essentially the Phoenix becomes better at hitting things that would've both speed and signature tanked both the old and the new torpedo, while becoming worse at hitting things that couldn't signature tank the old torp but can signature tank the new one.
I'm yet to see an argument against my suggestion of just buffing the Explosion Velocity by 20% and leaving the Explosion Radius alone. I'm also yet to see any dev replies to any of the problems people have pointed out in this thread, aside from the one on page 5 or something which denied the existence of those problems despite there being quite concrete proof for them. |

Tau Cabalander
Retirement Retreat Working Stiffs
3630
|
Posted - 2014.05.18 18:29:00 -
[356] - Quote
Was there any thought to increasing cargohold size, as the rate-of-fire bonus means the Phoenix requires more missiles now? |

Orny
Shipping Corporation Global ANZUS
6
|
Posted - 2014.05.19 00:04:00 -
[357] - Quote
Sounds good to me |

BiggestT
Serenity. CORP. Northern Associates.
74
|
Posted - 2014.05.19 00:56:00 -
[358] - Quote
Burneddi wrote:BiggestT wrote:TheMercenaryKing wrote:BiggestT wrote:If anyone is interested, I have graphed the new vs. old phoenix numbers hereTo see the full reddit discussion of these graphs, see here (my reddit user name is deepandabear fyi) It is quite clear that the higher DPS is not substantial enough to overcome sig tanking capitals. the problem with this s that it doesn't show the targets velocity. If you check out the discussion, different velocities are analysed. The short story is, the explosion radius nerf is so significant, that velocity of the target is now far less important. Some one else made a (somewhat dodgy) graph that also shows velocity in that thread fyi. So basically the missile velocity buff is not that useful. It will only help more when the target has a huge sig and is going 40-60ms (so a pretty marginal amount of cases). Here's an analysis on subcap application I made. I only considered two ships, but the results can be extrapolated quite well. Essentially the Phoenix becomes better at hitting things that would've both speed and signature tanked both the old and the new torpedo, while becoming worse at hitting things that couldn't signature tank the old torp but can signature tank the new one. I'm yet to see an argument against my suggestion of just buffing the Explosion Velocity by 20% and leaving the Explosion Radius alone. I'm also yet to see any dev replies to any of the problems people have pointed out in this thread, aside from the one on page 12 or something which denied the existence of those problems despite there being quite concrete proof for them.
Yeah, both analyses confirm it, citadel torps need some improvement to ER if the new phoenix is to be viable.
|

Freddie Merrcury
Daktaklakpak. Red Coat Conspiracy
49
|
Posted - 2014.05.19 03:04:00 -
[359] - Quote
I am honestly dumbfounded as to how this "rework" of the Phoenix got greenlighted in the first place.
Why is CCP so goddamn terrified of a capital being able to hit a subcap at all? Since when is a dread being able to do reasonable damage to a webbed and painted battleship "gamebreaking". Also thanks for the worthless tank bonus, having the by far largest tank sure helped the Phoenix before. At this rate, the next round of Phoenix "buff" will take galactic expansion into account when calculating the applied damage of citadel torps.
Incidentally, anyone in the market for a Phoenix by any chance? I been kicked out of better homes than this. |

Nevyn Auscent
Broke Sauce
1341
|
Posted - 2014.05.19 07:53:00 -
[360] - Quote
Tau Cabalander wrote:Was there any thought to increasing cargohold size, as the rate-of-fire bonus means the Phoenix requires more missiles now? How many hours of firepower can it currently hold? And how many hours will it hold after?
And how does that compare to the other caps. |
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