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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Soden Rah
Rapier Industry and Technology Second Sun Rising
11
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Posted - 2014.10.22 22:01:56 -
[1] - Quote
I'll be interested to see what these actually do when they hit SiSi... But till we have some actual data I'm concurring with those that don't like the name.
I don't have a problem with the word blighted sounding fantasy over Sci-Fi, But it just sounds like these weapons are damaged or suck, as opposed making them sound cool and powerful.
Being an Iain M Banks fan I would suggest calling them 'Lazy Guns' ... But you're probably not allowed to do that.
So I would go with something like these: [Apologies to anyone if I nick your ideas]
Hacked Redoubled Glass [imply a link to the sleepers with]Sleepy Brazen Berserker Vindictive Destabilised or Leeroy Jenkins[As in "I'm going for a full Leeroy Jenkins fit.."] |
Soden Rah
Rapier Industry and Technology Second Sun Rising
11
|
Posted - 2014.10.23 18:57:21 -
[2] - Quote
Bronson Hughes wrote:Cant tell Ifserious wrote:The use of these weapons on existing ships with their current stats and price can't be justified.
You sacrifice: Lots of ISK, all of your tank, 25% optimal, 50% falloff You gain: ~15% DPS, ~10% tracking
You can't brawl because 0 tank You can't kite because crappy range You can't snipe effectively because crappy range You can't gank because high price
so whats the catch?
Also the name should be "HYPER" 800mm auto cannon .....etc imo Fixed that for you. I'd suggest waiting until we see that these T3 destroyers bring before passing final judgement. Maybe they have bonuses cancelling the penalty of these weapons? If that's the case, they'd be awesome.
If these modules are supposed to be used in conjunction with a new ship then we need the new ship to test them on. These are not currently being advertised as being compliments to the new T3 ships, and we don't have those T3 ships to test with. Also these modules have no special restrictions linking them to the T3 ships [unlike say cov ops cloaks]. So it's reasonable to assume that they have no particular link to these new T3 ships we know almost nothing about and can't test with and work under the assumption that they are for general use.
Incidentally are these turrets seeded anywhere outside of the test systems? Because there none seeded in the system/region I'm testing in atm.
EDIT: also what the post above said... |
Soden Rah
Rapier Industry and Technology Second Sun Rising
11
|
Posted - 2014.10.23 20:37:44 -
[3] - Quote
Ok. First impressions...
After having a look at these turrets on SiSi with their current stats I just cannot see the point.
I have played with a number of different fitting options and the only viable strategy I can see for general use is for kiting/speed tank ships.
And these weapons just don't have the range, or enough dps boost to be worth while.
If you are keeping the no resists thing then I think they need to be in the 100%+ dps boost, AND have an increased range over their T2 counterparts.
When I first heard about these I thought that they might be an interesting and dynamic option for creating fast kiting fits that are paper thin but do awesome dps...
But the tiny dps boost coupled with REDUCED range kills this as a viable option.
The only viable way of adding hitpoints to these ships is shield expanders/plates... which make ships slower/easier to target and hit. and negates speed tanking which is what glass cannons are all about.
If you want to build a glass cannon you make it fast and agile so that it can get to range and lay down dps as fast as possible. You also make it cheep... Because glass cannons die.
I used to love going out in a cheap glass cannon fit T-Rex, fast tackle/dps boat. It got high up the damage lists on many a kill by getting their first and doing good/great dps when there. And it survived until the opposing gang picked you as primary and then it popped. My FC's would have thrown a fit if I stuck Faction priced mods on it for a 50%+ drop in ehp and only a ~10% boost in dps with reduced range.
To me, these weapons don't make sense.
I cannot see them working in their current form.
Also: info windows on SiSi have just stopped working for me... submitting bug repport. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
11
|
Posted - 2014.10.27 18:06:01 -
[4] - Quote
I still think 'Berserker' weapons is the best suggestion.
It's a name people wont be embarrassed to use, fits in with the way the weapons work, and is acceptable in a sci-fi setting.
They are [supposed to be] high offence, low defence, burst weapons us you smash your enemy or die in a blaze of glory.
Berserker fits that perfectly.
Stigmatic... well that's telling me that these weapons are shaming and embarrassing, That your referencing a religion nobody [in game] has even heard of, or that these guns should have gone to specsavers... |
Soden Rah
Rapier Industry and Technology Second Sun Rising
13
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Posted - 2014.10.27 22:09:25 -
[5] - Quote
Ok.. On the topic of how good/useful the guns are ignoring the name...
I don't think I can really evaluate them without knowing how much [ballpark] they will cost.
I'm looking at a cruiser fit atm which has gone from 730dps to 876dps [with a range drop but tracking boost] where the ehp has only dropped 100hp from 5,500 to 5,400.
So If you were building a glass cannon fit anyway... this fit has gained some worthwhile [paper] dps. [Although I really don't like the loss of range as blasters are short enough range to kick off with, and glass cannon like to kite wherever possible.] with very little loss of ehp.
But you build glass cannon out of cheap t1 hulls that you don't cry over WHEN they go bang.
If these modules cost a few mill isk each [med blasters T2 currently about 1 mill each on TQ] then that might be worth while...
If these modules cost 20~100 mill each, then it's not even worth considering.
How I might fit them and how I might use them is DEPENDENT on how much they cost.
I'm looking at fits and strategies I might consider and I just keep thinking that whether or not these weapons would be worthwhile, and how I would use them, will depend entirely on how much isk I have to sink into them and how disposable I consider the fit to be.
If the expected cost [for the med size weapons] is <5mill per unit then they can be considered compatible with disposable glass cannon fits for small gang work. If the cost is >20 mill per unit then the usage is going to be non-disposable ships with staying power or used where things shooting back is not anticipated... [which happens when in eve?]
Could we get some word on some kind of pricing for these... Because if these are just a bit above T2 prices then I think these are potentially interesting, if a little niche. [and I still want the range to be put back or even boosted, I think these should be aimed at kiting speed fits]. If these are really faction uuber expensive mods... I can't think of anywhere I would use them. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
13
|
Posted - 2014.10.28 10:32:43 -
[6] - Quote
Kagura Nikon wrote:
Math just points that they will be irrelevant on almost nay scenario. The Stimatic Pulse lasers and AC do LESS damage at worse ranges than normal blasters. Why would anyone use those?
The only ones we will see used are blasters.. and only against structures and frigates killing larger ships in swarms on very very controlled scenarios.
It depends on the price.
I used to have a lot of fun in small gang fights flying a Thorax as a speedy tackle dps boat. When the opposition [usually merc corps wardeccing ours] turned up in BS's and they primaried our BS's I lasted quite a while and did loads of dps as a glass cannon fit. These guns if cheap, would make those fits better... IF they are cheap.
They allow you to hide more dps amongst your tackle support ships that are harder for bs's to target and track, and often don't get primaried.
But it only makes sense if they are not too expensive [and don't have their ranges slashed, which is my biggest problem with them as that kills damage application and thus the point]. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
14
|
Posted - 2014.10.28 17:33:42 -
[7] - Quote
St'oto wrote:WOW! I seriously have to wonder sometimes about EVE community! It's freaking facepalm worthy! All of you are more obsessed with the freaking name of the modules instead of the functionality!
Finally we got the name out of the way...now people can move on to the MORE IMPORTANT aspect of these new modules!? THE FREAKING FUNCTIONALITY! Again a 18 - 20% increase in base DPS is not going to do us any good when we get a huge penalty to our resistances. Meaning our entire tank is nulled out and returned back to ZERO!
As I have said before, that's not much of an issue if you are looking at fits that were glass cannon's anyway. If you didn't have much resists on your glass cannon to start with this didn't loose you much and gets you a fair whack of added dps to make up for it. [still waiting on numbers from the new build].
However the issue is price.
If they are cheap enough to justify putting on a glass cannon [disposable] fit then I don't think the dps is to far off.
Although I want better [increased from base] range so that kiteing/speed tanking is a viable option.
Of course these weapons would be useless in a fleet fight or for anything expecting to do any serious tanking. But they are glass cannon guns. People make glass cannon ships already, these guns have potential to make those ships better.
It all depends on the price [and if they nerf the range]. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
14
|
Posted - 2014.10.28 18:10:55 -
[8] - Quote
Lady Rift wrote:In all the name changes has the stats changed at all on sisi?
From the OP
CCP Paradox wrote:*** Update, the latest version will be on Singularity on 29/10 ***
So I'm guessing the stats will be updated tomorrow |
Soden Rah
Rapier Industry and Technology Second Sun Rising
15
|
Posted - 2014.10.29 11:29:39 -
[9] - Quote
Ama Scelesta wrote:Tappits wrote:Bjurn Akely wrote: The weapons as proposed means that you have to make a tactical consideration and adaptation. Not just make a choice weather you want to fight or not.
Your correct... no one will fight anything other than T1 indis and other things without guns with these guns. Yes they will. What they won't do is replace existing guns as the main weapon of choice. Their general usefulness will also go down with the ship size increase, since larger ships have to rely much more on raw tanking ability. Even with them you'll still find some odd potential use cases like the lvl 3 mission blitzing mach. I mean if your non-existant tank isn't stressed and only the speed+DPS combo matter, why not choose to reduce your tank in exchange for even more performance in the areas that matters.
Exactly.
People keep evaluating them in terms of "If I take this regular fit and put these guns in I loose al my resists and now this fit sucks" But these are not a replacement for all the turrets already in EvE. These are for making glass cannon fits people make already better.
Not for making any old fit you're using for something else better and replacing all weapons in the game.
That said I think these 'polarised' weapons need to loose the range nerf, I'm curious to see what the new versions are like this evening. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.29 14:33:15 -
[10] - Quote
Syrias Bizniz wrote:Another idea might be that Polarized Guns are always heated. They will always create heat in the highslots when used, and they will always get damaged. Not at the rates normal weapons would get damaged, so they don't get burned out after 20-30 volleys.
But they would certainly be unsuitable for prolonged engagements. Also, while shooting with them, you could ofc not repair any modules as you're heating something.
That way you wouldn't have to drop all resistances to zero in order to 'balance' them. Maybe give them a penalty,similar like shield boost amplifiers have, that all other modules generate more heat, too.
Edit: Maybe even add Laser-like reload mechanics where you swap ammo instantly?
Great. you just created weapons that would be mandatory for all small gang warfare.
The only time these wouldn't be mandatory would be situations where you you long range weapons or you are expecting long fights.
These are supposed to be niche use weapons, not general replacements/upgrades of weapons we already have.
If you're fitting a large tank with these guns then you have failed to grasp the concept of a glass cannon. |
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Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.29 17:07:03 -
[11] - Quote
Dersen Lowery wrote:Honestly, this sounds more like a rig to me than a module.
Say, +25% DPS, +25% velocity, -50% resists? I don't have a spreadsheet handy, so I'm just pulling numbers out of the air.
I like the idea of having the bonus and the penalty trigger on overheating, too. You had overheating rigs in the pipeline once. This might be a good time to revisit them.
The basic problem with these guns is that, in your effort to balance them, you've essentially made them run orthogonal to the logic governing the rest of the game:
They're brawler weapons, but they defeat remote and local repair, especially armor repair, and severely hamper buffer tanks. Without a tank, you can only brawl down noncombatant ships and any Interceptor you can catch--maybe. And by "noncombatant," I mean no weapons: a small ship fitted with these guns will die to an angry Retriever. Buffer tanks generally don't work too well with kiting, but neither do weapons with a 50% range penalty. Their penalty is optimally exploited by ships that have bad resists to begin with, but the price says to fit it to the kind of ships that tend to either have excellent resists or great potential as snipers or kiters, both of which roles the weapons defeat.
It's not obvious to me what you're trying to accomplish here. If I were you, I'd get a clean sheet of paper and think about maybe making this either a low-slot item, like a shield power relay crossed with a weapon upgrade, or a rig. Or, if it must be a high-slot weapon system, maybe clean-sheet that.
Ignoring the possibility of speed tanking...
You are missing the fact that in small gang fights you can often go some time without ever actually getting shot at. I have been in plenty of battles while a new char when my corp was war decced when the mercs attacking us showed up in their bs's and they targeted and shot at our bs's and those of us in t1 cruisers were largely ignored. In my t-rex - heavy tackle/glass cannon I made it to the top, or near the top of a number of kills because I started firing long before the BS's got a lock and lasted because nobody thought to shoot the t1 cruiser when they had bs's shooting at them.
If you are in a mixed gang going on a roam then having a few glass cannons along is fine as long as they are cheep enough to not worry if they get targeted and go pop.
I have never had more fun in EvE than when blasting around in a fast cheep T-Rex as part of a small gang. And if these mods were affordable [and existed] back then I would totally have fit them.
My only issue with these weapons as they stand is the reduced range which make applying the damage so much harder and make any kind of speed tanking so much harder.
Although I have yet to see the updated specs as of today. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.29 18:59:59 -
[12] - Quote
Dersen Lowery wrote:Soden Rah wrote:If you are in a mixed gang going on a roam then having a few glass cannons along is fine as long as they are cheep enough to not worry if they get targeted and go pop.
I have never had more fun in EvE than when blasting around in a fast cheep T-Rex as part of a small gang. And if these mods were affordable [and existed] back then I would totally have fit them. Did your cheap T-Rex have faction weapons on it? No? Because they're not cheap, right? These weapons are going to carry faction prices in the current design. That's one of the problems I mentioned. The penalty says, "put these on a cheap ship!" because only the very newest players care if their Rupture gets ruptured. But these guns tend toward Incursion-bling pricey. Soden Rah wrote:My only issue with these weapons as they stand is the reduced range which make applying the damage so much harder and make any kind of speed tanking so much harder. Yeah, they're pure brawling weapons, which means you're almost certainly in range of full tackle (scram + web), which means you're dead, and the Nereus that just killed you can loot your fancy guns and call it a payday.
And I have said several times that how much these things cost is key. And asked CCP for some hint as to how much they are going to cost because it's hard to work out how they are going to be used without knowing that.
As this is in the testing balancing feedback stage then it's possible that CCP can change it's mind and make them affordable and not nerf range. Bigger balancing changes have happened before due to player feedback.
If they are 20~100mill items then as they stand they are pointless.
If they are sub 5mill [ideally 2~3] then we have a ball game.
But as we have no word on price, I can only comment on the guns in the absence of price data and I can see legitimate uses and value of the guns as they are in their stated glass cannon role as long as they don't nerf the range and thus allow people to actually apply the damage while being able to kite/speed tank. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.30 00:53:57 -
[13] - Quote
Bjurn Akely wrote:Soden Rah wrote: And I have said several times that how much these things cost is key. And asked CCP for some hint as to how much they are going to cost because it's hard to work out how they are going to be used without knowing that.
As this is in the testing balancing feedback stage then it's possible that CCP can change it's mind and make them affordable and not nerf range. Bigger balancing changes have happened before due to player feedback.
If they are 20~100mill items then as they stand they are pointless.
If they are sub 5mill [ideally 2~3] then we have a ball game.
I'm split. I kind of want them to be pricey, so they're not overused. At the same time I want to be able to afford them...
Well as we have all learned, making something pricey doesn't work very well in balancing... titan blobs anyone...
All it really does is prevent new or casual players from being able to use it.
By giving these weapons such a severe penalty [nuking all the resists] they should have made it such that they are less good for most applications and thus wont just replace existing weapons, but can still excel at their niche. Of course these are begging to be used for highsec suicide ganking. And making them cost more will have an effect on the cost benefit equation of using them... However at the cost of removing their usefulness for their primary [as it looks to me] application and purpose. So I think that you live with the fact that these make Suicide ganking slightly easier [so maybe you need 8~9 cat's instead of 10~12] and make them affordable.
Circa 2~3 mill for med turrets. or about 2~3 times the price of the standard t2 mods. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.30 16:43:45 -
[14] - Quote
Owen Levanth wrote:Dersen Lowery wrote:Soden Rah wrote:Well as we have all learned, making something pricey doesn't work very well in balancing... titan blobs anyone... The one area where balancing on price kind of works, as CCP has mentioned, is suicide ganking. It doesn't prevent anyone from fitting an eight-figure Catalyst, but the guaranteed loss of the ship offers a strong disincentive to do so. If the price is pitched too low, every gank Catalyst and Brutix and Talos in creation will immediately be fitted with these weapons. Maybe some of the autocannons will end up on gank Thrashers. And that will be about it. Not the Brutix. Except with gimmick fits using medium projectile or -laser weapons. Because I get the feeling CCP has completely forgotten to add the medium blaster weapons.
Well given that med blasters were what I was testing with I don't think they have forgotten to add them. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.30 16:53:27 -
[15] - Quote
Dersen Lowery wrote:Soden Rah wrote:Well as we have all learned, making something pricey doesn't work very well in balancing... titan blobs anyone... The one area where balancing on price kind of works, as CCP has mentioned, is suicide ganking. It doesn't prevent anyone from fitting an eight-figure Catalyst, but the guaranteed loss of the ship offers a strong disincentive to do so. If the price is pitched too low, every gank Catalyst and Brutix and Talos in creation will immediately be fitted with these weapons. Maybe some of the autocannons will end up on gank Thrashers. And that will be about it.
Given that we are currently looking at 10~20% boost in dps from these turrets, then what used to take 10 gank ships might now take 8~9 ships. If these turrets are 2~3 times the price of regular T2 then those 8~9 ships will still likely cost more than the 10 with regular guns.
It's hardly game breaking. In fact as they currently stand, even if they do become the gankers weapons of choice, I don't think this will make any noticeable difference to ganking if they are priced in the 2~3 times regular t2 bracket.
I agree that gankers will probably switch to using these weapons for preference if these are affordable.
What I don't agree with is seeing this as a problem, because I don't think it will make their ganking more prolific or affordable.
However what making these weapons very expensive will do is stop them being used for their "affectionately known as glass cannons" use of being put on cheap [ish] semi-disposable 'glass cannon' small gang ships which seems to me to be the whole point of these weapons. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.30 17:44:18 -
[16] - Quote
Owen Levanth wrote:Soden Rah wrote:Owen Levanth wrote:Dersen Lowery wrote:Soden Rah wrote:Well as we have all learned, making something pricey doesn't work very well in balancing... titan blobs anyone... The one area where balancing on price kind of works, as CCP has mentioned, is suicide ganking. It doesn't prevent anyone from fitting an eight-figure Catalyst, but the guaranteed loss of the ship offers a strong disincentive to do so. If the price is pitched too low, every gank Catalyst and Brutix and Talos in creation will immediately be fitted with these weapons. Maybe some of the autocannons will end up on gank Thrashers. And that will be about it. Not the Brutix. Except with gimmick fits using medium projectile or -laser weapons. Because I get the feeling CCP has completely forgotten to add the medium blaster weapons. Well given that med blasters were what I was testing with I don't think they have forgotten to add them. Then why aren't they showing up in my client? I've looked over my market setting several times now, Polarized Heavy Neutron Blasters don't show up. Have other people seen this problem turn up, too? I'm pretty sure I'm not the only one who can't test medium polarized blasters.
I don't know.
I'll have a look when I get home and can boot up SiSi.
Have you tried searching the market with the keyword Polarized, rather than just looking under blasters?
Because that's how I picked up the ones I'm using. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.30 18:29:25 -
[17] - Quote
Owen Levanth wrote:Soden Rah wrote:
I don't know.
I'll have a look when I get home and can boot up SiSi.
Have you tried searching the market with the keyword Polarized, rather than just looking under blasters?
Because that's how I picked up the ones I'm using.
Yes I did. Several times. Things I also tried: 1. Logging in and out repeatedly. Problem persists across several days now. 2. Checking and un-checking the checkbox for the visibility of items not on the local market. Everything else not available appears and disappears like it should. (Also all other Polarized weapons are seeded on the market, so they aren't influenced by this, but I wanted to be thorough.) 3. Closing and opening the market-window several times. No change. From my point of view I can only conclude polarized medium blasters aren't there.
Ok it's not just you. I have a set happily fitted to my Thorax... and In my hanger. But I can't see any on the market. They lack an option for viewing them on the market in their view info windows or r-click menus, and if you add them to the market quick bar it says "This item is not available on the market".
I'm going to go ahead and call this a bug.
I have just contracted 20 to you on SiSi to try out if you want. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
16
|
Posted - 2014.10.31 01:45:20 -
[18] - Quote
Arthur Aihaken wrote:I didn't see Polaris weapons in the patch notes. Did they get bumped to the next release?
It's very close to patch day. They will probably only do at most one more patch to SiSi before Phoebe hit's TQ.
So if they patch SiSi again and it still has these weapons then it's a good bet that they are in the release and they just haven't added them to the patch notes yet.
Patch notes are works in progress until [and sometimes after] patch day.
If they are still working on balancing these weapons then they might not have the stats to put in the patch notes yet.
Or it's possible that they have pulled them so they can have more time to rework them*.
Which is my preferred option as of this moment.
*they don't need much work, just make them affordable, and boost the range.
Incidentally "Polaris weapons" sounds better than Polarized** and avoids the whole "how to you polarise a missile?" thing. If they are being delayed I vote for a "post final name change name change" from Polarized to Polaris.
**Damn American spellings... |
Soden Rah
Rapier Industry and Technology Second Sun Rising
17
|
Posted - 2014.10.31 15:45:41 -
[19] - Quote
Owen Levanth wrote:So, I tested some polarized weapons know and my verdict:
Not impressed. Seriously, for neutralizing all your resists the weapons are simply too weak.
I've tested against some harmless rats and even though most of the time every rat died when I pointed the weapons at them, I was only marginally faster then with normal T2-blasters.
Now I could envision some weird PVP-setup where you pack your Arazu full with them, decloak right next to a surprised enemy and then paste him. The trouble with that is: Your DPS is far too low to pull this off, since you're practically helpless while doing this.
I can see someone try something similar with a Blackbird or a Falcon, since ECM is their first line of defense, anyway. Pilgrim is again the redheaded stepchild, thanks to being bonused for drones/neuts.
Of course, you could instead use normal T2-weapons in this way and could actually survive. Polarized weapons just push up your killmail-value.
Maybe someone could try a cloaky Zealot for the polarized pulse lasers, but this seems risky.
The large polarized seem to be all suicide, no gain. I guess you could at least use the turret-versions on battlecruisers like the Oracle and the torps on bombers.
All in all, I think this conecpt can work, but right now it's too niche. If they make those things buildable by dropping parts and BPCs in exploration, I think explorers will be the most disappointed.
To be useful, the weapons either need to get way more powerful, or the stupid 0-resist effects needs to get at least halved.
I agree that they don't work as 'intended', as much as we can guess what they are 'intended' to be without anyone from CCP saying anything about what they are designing them for, which makes proper testing basically impossible till they hit TQ and really large numbers of people start trying to figure out a use for them.
However, I think you are falling into the same trap I did when I first tried these weapons.
You tested them solo.
I think these are meant for small gang warfare... [and places where people speed tank/kite]
I mean who goes out SOLO in a glass cannon?
In a solo engagement the enemy is GOING to be shooting at you. If you have no tank [either speed/shield/armour/or hull] then you are going to die very fast.
In a small gang fight it's quite possible/likely that someone else is the target, and a few glass cannon ships can fit in the mix. OR you are going for soooo much fire-power that whatever you attack dies before it can hurt you anyway. suicide ganking falls into this category.
My problem is that these turrets give you a nice slice of extra dps... and then take it away by dropping the effective range. Meaning that applying this damage is harder. It's not practically possible to effectively orbit a target [and get under their guns] with the reduced blaster ranges of these "Polaris" weapons. [It's a better name, I'm sticking with it]
Particularly on ships fit to be able to close really fast which is a necessity on blaster boats.
These weapons need to be geared for fast kiteing speed tank fits and that requires that they get a range boost not nerf.
Or CCP might have some other use in mind we haven't thought of....
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Soden Rah
Rapier Industry and Technology Second Sun Rising
17
|
Posted - 2014.10.31 17:33:02 -
[20] - Quote
Bjurn Akely wrote:I did some math at work this night. For my style of fighting this is going to work really well. The weapons are for from under-powered. But using them in brawls or (most) PvE is probably not the way to go. I am fine with this as I think any new weapons should be edge cases and specializations for a special and narrow task. After all, weapons work fine as they are now. There is balance.
Ok... Great.
What's your style of fighting that you think benefits from these weapons? |
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Soden Rah
Rapier Industry and Technology Second Sun Rising
17
|
Posted - 2014.11.03 00:00:09 -
[21] - Quote
Bienator II wrote:polarized weapons won't be in the phoebe release. so don't panic
Well the OP in this thread says Quote:The new weapons as teased at EVE Vegas 2014 for the Pheobe [sic] release in November.
And the latest build of SiSi still has them listed on the market, and they are fully functional in game.
So everything from CCP says that these are due on Tuesday... With the one exception of the patch notes.
And sometimes they forget to put stuff in the patch notes.
So unless you have some other source of information*, at the moment it looks like they ARE coming in Phoebe.
And we can say hello to 1700+ dps Talos'.
*If so, please share. |
Soden Rah
Rapier Industry and Technology Second Sun Rising
17
|
Posted - 2014.11.03 14:01:36 -
[22] - Quote
Because they never ever forget to put something in the patch notes... That's never happened before...
You could well be right, that they are not in this patch. But their absence from the patch notes is not definitive proof that they are not in this release.
Especially as by this point SiSi usually holds the final build to be deployed on TQ minus the last couple of bug fixes. And currently on SiSi the Polaris weapons are included.
Of course CCP could end the speculation by giving us an update... Hint... Hint... |
Soden Rah
Rapier Industry and Technology Second Sun Rising
17
|
Posted - 2014.11.03 14:20:08 -
[23] - Quote
CCP Paradox wrote:They won't be accessible on launch day, but will be shortly after. I am about to create a new thread on the forum about the new exploration site that you will be finding these weapons in.
The exploration site was delayed, but we are now ready to get feedback on it before we launch with it.
Thanks, for the update.
But it would still be helpful to receive some feedback from you on our feedback, weather it's helpful, are we barking up the wrong tree, and what these weapons were intended for by you when designing them.
Also, what kind of price you expect them to retail at... Although that might be something you could cover in your new thread. |
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