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Thread Statistics | Show CCP posts - 9 post(s) |

Cmdr Sy
Off Balance Sheet Entity
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Posted - 2006.10.20 23:24:00 -
[361]
Originally by: Kristoffer Um, no we don't. HP means nothing when your sitting there unable to fire your guns because you ran out of cap due to the fact you can't break the enemies tank fast enough or something like that.
Nos can support guns while your armour plating is gradually ablated.
All races are going to have to adjust a bit - Amarr to having their laser damage on EM-hardened armour tanks made even more pitiful, Minmatar to having their time taken to kill something extended, and Caldari to... erm... I'm sure there will be a lasting disadvantage to flying Caldari one day.
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Rawr Cristina
Caldari
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Posted - 2006.10.20 23:35:00 -
[362]
its a sad day for geddon pilots  (think: NOSDomi)
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Derrios
Dirty Deeds Corp. Axiom Empire
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Posted - 2006.10.20 23:42:00 -
[363]
Originally by: Traxio Nacho Edited by: Traxio Nacho on 19/10/2006 15:18:30
Quote: Yes, they can fit more stabs, but at what cost? The loss of essential low slots.
Rubbish certain ships Vaga/Raven you can fit 2-3 stabs without losing anything but some damage output. Say on the vaga fitting 2-3 stabs you can still fit 2-3 gyro's.
So quite honestly I don't care , down with stabs .
If you want to pvp without the risk of losing something either pick your fights right or go play WoW. The fact is in Eve you can lose stuff it gives it that edge over other games.
/signed -----------------------------------------------
Originally by: wierchas noobhunter hmm blowing ascn carebears in empire ?
can i join ?
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Derrios
Dirty Deeds Corp. Axiom Empire
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Posted - 2006.10.20 23:43:00 -
[364]
Originally by: Traxio Nacho Edited by: Traxio Nacho on 19/10/2006 15:18:30
Quote: Yes, they can fit more stabs, but at what cost? The loss of essential low slots.
Rubbish certain ships Vaga/Raven you can fit 2-3 stabs without losing anything but some damage output. Say on the vaga fitting 2-3 stabs you can still fit 2-3 gyro's.
So quite honestly I don't care , down with stabs .
If you want to pvp without the risk of losing something either pick your fights right or go play WoW. The fact is in Eve you can lose stuff it gives it that edge over other games.
/signed -----------------------------------------------
Originally by: wierchas noobhunter hmm blowing ascn carebears in empire ?
can i join ?
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Dirtball
Celtic Anarchy Black Reign Syndicate
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Posted - 2006.10.20 23:50:00 -
[365]
Woot!! I wonder what people excuse will be to dieing against me now.
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Attiladehun
Gallente Fire Mandrill Astrophobics
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Posted - 2006.10.20 23:53:00 -
[366]
Those changes sounds cool, but can you at least look at some ships dmg output or tracking...
I mean give minmatar some wub 
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Zarrika Khan
Caldari No Quarter. Axiom Empire
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Posted - 2006.10.21 00:49:00 -
[367]
Who knows, maybe they will change the percentages for the skills that effect Rates of fire, cap useage for the guns that everyone is concerned about to make them still fun to use against the hardened improved HP issue.
If the goal is to make the battles both large and small last a little longer for everyone to enjoy more (hopefully with less lag) then we all just need to wait and see it, test it.
WCS needed a good counter balance to them that made them basically not a good idea to fit to a combat ship.
ECM needs a simple math system that can be changed through skills to improve the odds of jamming. They could even introduce racial specific skills for each jammer to gain better bonuses.. and of course the counter is ECCM specific modules and skills for them as well. Maybe the skill idea is taking it too far but some balancing is needed because as the old arguement is: "we need to prevent the 1 month old player who can Jam with a multispec kill an much older player just because of chance."
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Shugo Kazuma
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Posted - 2006.10.21 02:56:00 -
[368]
Edited by: Shugo Kazuma on 21/10/2006 02:56:07
Originally by: Tyrone Hambone Can someone please provide a link to whatever all the references to Khanid MKII is all about? Search seems to lead me to nothing but stories about some King Khanid or something like that.
Black Khanid missile spewing ships: Khanid MKII
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2006.10.21 03:06:00 -
[369]
Originally by: Leshrac Shepherd
Originally by: Stephar Considering that rails use more cap than blasters, you would think that Caldari would be worried too.
the average caldari pilot (and that is almost the same as saying the average eve player) has no clue on what a "Railgun" is or how it works, so it is completely normal that they aren't worried.
don't forget blasters are easier to fit also 
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Zeroskills
Bad Karma.
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Posted - 2006.10.21 03:06:00 -
[370]
Originally by: Tuxford Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors
I understand the motivation behind the 50% HP increase. While the other changes are all correctly classified as "tweaks" (scalpel work), I worry that the HP increase is surgery by samurai sword.
While more HP will result in longer combat duration, this change will have trickle down impact on all aspects of PvP balance:
- Significant nerf to alpha-strike dependant weapons (especially artillery)
- Significant nerf to alpha-strike dependant ships (especially destroyers)
- Significant nerf to cap dependant weapons (especially Amarr)
- Significant nerf to heavy ammo use weapons (especially BS-size; especially autocannons)
- Significant nerf to cap booster-reliant builds
- Significant buff to nos/neuts (longer combat = increased likelihood of bleeding target dry)
- Significant nerf to small gang/hit-and-run operations (50%+ more time for the blob to counter)
- Moderate nerf to offensive PvP ops generally (logistical problems due to 50%+ increase in required ammo/cap charges)
- Moderate nerf to smaller ships (same lock time + longer combat = higher likelihood of getting nosed/webbed/worn down by light drones)
- Moderate nerf to active tanking (i.e. cap use > cap recharge)
- Moderate nerf to aggro timer (i.e. tank damage until one can jump/dock)
- Moderate nerf to warp bubbles (more time to slow boat to station/gate)
- Slight buff to close combat ships (less damage taken during approach as % of total HP)
- Upsets current balance between "gank" vs. "tank"
- Upsets current balance between weapon types
- No significant change to fleet combat (focused fire from 15 BSes will still one-volley the primary target; only change, post-patch, is that 33.3% more guns will successfully activate before the target pops)
- Very significant changes to small gang combat (specifically, changes that further amplify the advantage of superior numbers)
I agree that, all else equal, longer combat is a good thing. However, this is hardly an "all else equal" scenario. My greatest fear is the next year will be spent trying to fix the unintended consequences of this 50% HP increase.
In spite of all the "nerf/boost" posts on these forums, EVE's PvP is generally very well balanced. This unique balance is more important than a 50% increase in combat duration. Please do not let this change go live--it will break that balance.
Regards, Zeroskills[SUN] www.guildofsun.com
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2006.10.21 03:08:00 -
[371]
Originally by: Grey Area So if the problem with warp core stabs was cowardly snipers, why not try this for size instead;
1. Halve range of all long range weapons 2. Give all ships a "sniper mode"...a button you press which doubles your range - but stops your engines 3. Entering and/or leaving sniper mode takes 60 seconds 4. WCS get put back to normal
This introduces the REAL penalty that a sniper should pay...if he gets caught at close range, he's in trouble. It would give sniper-hunter teams a chance to kill snipers in the 60 second window before they came out of sniper mode.
but of course, since the REAL reason behind the cries for a WCS nerf is to make it easier for pirates to gank carebears, this will never happen.
60 seconds? this guarantees you WILL get caught.
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ElweSingollo
Starlancers
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Posted - 2006.10.21 03:24:00 -
[372]
/me packs away my apoc and geddon and never flys Amarr battleships again in PVP tbh with the way things look and I had just got specced for large t2 energy weapons as well..... 
Some of the changes I like I worry to a great extent how the 50% HP will effect both Minnie ships (which were reasonably well off) and amarr ships which have been about 3rd of 4th class in regards to small gang pvp for a long while now.
Mostly I am concerned about small group combat with our current war we had an engagement where we outnumbered the opponent and they still tried to attack to see if they could pick of smaller ships (kudos to them btw) with the changes I wouldn't have blamed them if they had just sat in the station and done sweet FA. Yes the combat will last longer but only until the opponent drops another couple of friends on you then you have instant yarrBq.
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Boo Bee
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Posted - 2006.10.21 03:52:00 -
[373]
Originally by: Tuxford Warp Core Stabilizers now give penalty to targeting range and scan resolution, about 50% for tech 1
Bad ideya. Dont do it.
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Zeroskills
Bad Karma.
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Posted - 2006.10.21 04:01:00 -
[374]
On the bright side, the 50% HP boost benefits high-sec hauler gankers by letting them get off 50% more vollies before being CONCORDOKKENed. 
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.10.21 04:12:00 -
[375]
Outstanding post Zero!
Because I said so...
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Guurzak
Minmatar
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Posted - 2006.10.21 04:18:00 -
[376]
Originally by: Zeroskills I worry that the HP increase is surgery by samurai sword.... My greatest fear is the next year will be spent trying to fix the unintended consequences of this 50% HP increase.
In spite of all the "nerf/boost" posts on these forums, EVE's PvP is generally very well balanced. This unique balance is more important than a 50% increase in combat duration. Please do not let this change go live--it will break that balance.
Very well-reasoned post. To your list, add a few more unintended consequences:
-upsets current balance between POS defenses and attacking ships
-upsets current balance regarding drones
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Kyguard
Deep Core Mining Inc.
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Posted - 2006.10.21 05:04:00 -
[377]
Originally by: Attiladehun Those changes sounds cool, but can you at least look at some ships dmg output or tracking...
I mean give minmatar some wub 
Lol, don't be a playa atti, remember your amarr roots, we need wub too  === It's great being Amarr, aint it? - Elve Sorrow
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Octavio Santillian
Veritas Immortalis
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Posted - 2006.10.21 05:05:00 -
[378]
Originally by: Zeroskills
Originally by: Tuxford Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors
I understand the motivation behind the 50% HP increase. While the other changes are all correctly classified as "tweaks" (scalpel work), I worry that the HP increase is surgery by samurai sword.
While more HP will result in longer combat duration, this change will have trickle down impact on all aspects of PvP balance:
- Significant nerf to alpha-strike dependant weapons (especially artillery)
- Significant nerf to alpha-strike dependant ships (especially destroyers)
- Significant nerf to cap dependant weapons (especially Amarr)
- Significant nerf to heavy ammo use weapons (especially BS-size; especially autocannons)
- Significant nerf to cap booster-reliant builds
- Significant buff to nos/neuts (longer combat = increased likelihood of bleeding target dry)
- Significant nerf to small gang/hit-and-run operations (50%+ more time for the blob to counter)
- Moderate nerf to offensive PvP ops generally (logistical problems due to 50%+ increase in required ammo/cap charges)
- Moderate nerf to smaller ships (same lock time + longer combat = higher likelihood of getting nosed/webbed/worn down by light drones)
- Moderate nerf to active tanking (i.e. cap use > cap recharge)
- Moderate nerf to aggro timer (i.e. tank damage until one can jump/dock)
- Moderate nerf to warp bubbles (more time to slow boat to station/gate)
- Slight buff to close combat ships (less damage taken during approach as % of total HP)
- Upsets current balance between "gank" vs. "tank"
- Upsets current balance between weapon types
- No significant change to fleet combat (focused fire from 15 BSes will still one-volley the primary target; only change, post-patch, is that 33.3% more guns will successfully activate before the target pops)
- Very significant changes to small gang combat (specifically, changes that further amplify the advantage of superior numbers)
I agree that, all else equal, longer combat is a good thing. However, this is hardly an "all else equal" scenario. My greatest fear is the next year will be spent trying to fix the unintended consequences of this 50% HP increase.
In spite of all the "nerf/boost" posts on these forums, EVE's PvP is generally very well balanced. This unique balance is more important than a 50% increase in combat duration. Please do not let this change go live--it will break that balance.
Regards, Zeroskills[SUN] www.guildofsun.com
Well Said.
 ôWeÆre not doing for ISK...........WeÆre doing it for a ****load of ISK!ö
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Ogdru Jahad
Amarr
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Posted - 2006.10.21 06:47:00 -
[379]
All you pathetic whiners ! I have one magic word for you all...
ADAPT!
.
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ManniXXX
Minmatar
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Posted - 2006.10.21 07:04:00 -
[380]
Originally by: Ogdru Jahad All you pathetic whiners ! I have one magic word for you all...
ADAPT!
Yes, adapt and leave an entire weapon group out of use permanently. Wait. A entire ship race out of use. 
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Master OlavPancrazio
Einherjar Rising Dusk and Dawn
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Posted - 2006.10.21 07:27:00 -
[381]
Edited by: Master OlavPancrazio on 21/10/2006 07:28:10 I really should of stopped reading this thread. It's making me retarded. Almost every for reply is the same, someone who generally interested about balance and wants to give the changes thought; or people who imagine themselves foresayers of the future with their impeccable ability to fortell how some balance changes will destroy the game and make 1000000000 people stop paying for the game because ships have more hit points.
Get out of your little cave, take off the aluminum foil hat and stop saying THE END IS COMING.
Jesus. It's a balance change.
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Gabriel Karade
Office linebackers Blood of the Innocents
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Posted - 2006.10.21 07:53:00 -
[382]
Edited by: Gabriel Karade on 21/10/2006 07:53:51
Looking through combat logs, a typical 1 vs 1 fight (Yarrr! : Eeep! ) last 30-45 seconds from first shot to last shot, so now it will be 45-60 seconds...
I still think T2 should'nt be boosted, if just the HP's of T1 ships were increased you may see T2 prices start to come down to more reasonable levels. ----------
- Office Linebacker -
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Ibys
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Posted - 2006.10.21 08:02:00 -
[383]
Looks promising to me for all of it.
Its been my experience that most fights happen in 1 minute or less - an average of 40% increase in the total hits of ships = 25 seconds difference max in an average fight which seems like a pretty modest change to me.
perhaps worthy of some equally modest improvements to the sniper setups, maybe there's some loving for the snipes in the rigs?
Since the rigs are supposed to be primarily defensive in nature, the combination may make things a bit more unbalanced but thats conjecture, I suspect we should wait and see how things develop ??
Obviously there are exceptions, but I trust that the devs are playtesting various configs and will make a reasoned decision on the whole prospect.
Despite all of the equally impetuous declarations of how this is an obviously poorly thought out series of changes, there are some good points brought up - I hope it contributes positively to the final decision if any.
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Rennard
Deniz Mahsulleri Ofisi
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Posted - 2006.10.21 08:44:00 -
[384]
You should boost smartbombs too as they will be no more than a joke after hp boost. See a interceptor tanking 6x smartbomb would be joke of the week...
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God forbid
Amarr Mithril Inc
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Posted - 2006.10.21 09:29:00 -
[385]
Originally by: Tuxford
Agility of battlecruisers and command ships boosted by 20% Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors
Modules Warp Core Stabilizers now give penalty to targeting range and scan resolution, about 50% for tech 1 ECM changes - I'm blogging about that one, hopefully comes later today
omg This changes are all in the right direction.. The Other aswell, But this one kicks a** Eve will rock even more omg.. 
Quote: "He did not know, Who he was ******* with."
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sask
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Posted - 2006.10.21 10:35:00 -
[386]
Kali 1 isn't out yet and ppl are already whining about it without knowing what other changes are going to happen, i mean wtf?!, there still isn't a final version how can you complain about it, ffs.
When it's finally released then u can express ur complaints but not when u dont even know what else is going to change to balance things abit.
[hint]Go read the Dev chatlog[/hint]
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Davik Kurchek
ISS Navy Task Force
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Posted - 2006.10.21 10:37:00 -
[387]
that's me above -.-
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Exiled One
Amarr Imperial Shipment
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Posted - 2006.10.21 10:42:00 -
[388]
[hint]they are whinning because they read the dev chatlog[/hint] Do you know how many posts a 90 page thread has? 
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LaCoHa
Caldari Deep Space Navy Caldari Deep Space Industral
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Posted - 2006.10.21 11:01:00 -
[389]
I just wanted to re-whine about the differnece in Amarr amrmor resist bonuses vs. Gall rpr bonuses.
maybe 10% per level for Gall rpr bous instead of 7.5% - either that or just give us the Amarr resist bonus instead.
thanks.
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Icarus Starkiller
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Posted - 2006.10.21 11:26:00 -
[390]
50% scan resolution for 1 WCS, and this penalty with stack?
Farewell 0.0 raiders, good thing. Farewell to point-A-to-B moving anything, either. Gank squads with 7 points of tackle pretty much shut everything down except Armageddon.
By the time you can lock and *try* to defend yourself you're waking up in a station. Even with the HP boost.
IMO: 10% reduction in ROF (or damage), -15% to optimal and falloff range, +15% agility per WCS. That means that you can attempt to defend yourself if you've been jumped by a small group, and if you're just using an A-to-B setup you can align a slow boat relatively swiftly and have a chance of getting away from insufficient tackling gankmobs.
Also, with nerfs to WCS, give bubbles & interdiction spheres a set scramble strength.
On a side note: Give pods a 20 second invulnerability window so that the client can catch up after ship destruction. Double their align period, however. This will let the hapless pilot a moment to sync up, but not make the pod invulnerable to a fast locking tackler. -
ISK Pharmers & Alt spies: A solution
Life is pain...anyone who says differently is selling something. |
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