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

James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.10.19 13:21:00 -
[61]
Looks good. I'm liking it. Especially the WCS thing. 'spose it makes my EW stabbabadger a thing of the past, but fair trade for stabbed sniper BS and stabbabonds.
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Zhaine
B e l l u m
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Posted - 2006.10.19 13:23:00 -
[62]
Looks like a big rack of very good changes along with an HP buff, which is a good thing but is gonna screw up some other stuff which will need to be balanced to compensate.
So nice one on some very very cool changes, but could we please have an answer on the artilleries (not that I use them but it needs answering)? - - - - - - - - - -
Quote: I don't even want a ship, ships are for carebears. Give me a fish bowl for my head (to keep space out) and smear me with lard, then armed with a toasting fork-
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.10.19 13:25:00 -
[63]
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
while the hitpoint increase for interdictors and destroyers is more than welcome, such change would kill permanently howies, make AC's nigh on useless ammo draining weapons, and lasers would have a hit in the groins.
please re-think it well tuxford. -------
Originally by: Abdalion
Originally by: Jebidus Skari What, in EVE, is a Tyrant?
Me. Especially when it comes to troll threads.
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Rod Blaine
Evolution Band of Brothers
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Posted - 2006.10.19 13:25:00 -
[64]
Edited by: Rod Blaine on 19/10/2006 13:31:17
Three things for starters.
Why do covops need more cpu ? Mine hardly needs more cpu tbh, and isnt it a bit shady to be changing the level bonus which is the main reason people trained the damn skill up to lvl 5 in the first place ?
Secondly, have you considered what another 50% increase in hitpoints added by plates and extenders will do to ships that regularly employ the tactic of fitting oversized extenders, like jaguars for example ? It's already reasonably questionable wether using oversized extenders is balanced well. It just hasn't been a great issue so far. How's the math on a jaguar with 25% hp increase fitting medium extenders that get a 50% increase in terms of recharge and hp totals ?
edit: to add nr 3 right away then:
What do you think about all other relating factors in pvp combat (especially smaller engagements) and the way in which they'll change because of your hp changes ? An example is ship speed. With more hp's, having higher base speed now is an increased advantage since you'll have mroe time to use it to for example get to that gate and escape.
Another example is the balance of small ships versus big ones using nosferatus. Being able to kill a BS fairly fast what was has been keeping alot of support pilots alive in small gangs. Because given enough time that BS will get around to locking you, nossing you and killing you using drones or missiles.
How do you expect that these other factors will be changed by the hp changes ?
Old blog |

Bazman
Caldari Shinra Lotka Volterra
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Posted - 2006.10.19 13:26:00 -
[65]
Hitpoints, damn.
Can you please consider increasing ship capacitors then? Many, many ships are going to find that they end up running out of cap long before an enemy ship is even near dying. Its bad enough trying to Run all sorts of Lasers/blasters/rails and tank to any degree, but now ships are going to run out of cap halfway through a fight and just become helpless targets -----
Hi TUXFORD! Blasterboat for tier 3 Gallente battleship please! Make it look cool too. Thanks.
I am a Gallente Whiner. Minmatar Whining is currently in training. |

Fenderson
Finite Horizon
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Posted - 2006.10.19 13:35:00 -
[66]
Edited by: Fenderson on 19/10/2006 13:39:22 Hurray for longer battles, WCS nerf and all the other changes!
a couple suggestions:
I agree with the overall complaint about artillery. My suggestion is to boost their ammo capacity by like 3-4x to reduce the factor of reloading in DPS, and also maybe increase base damage a very small bit.
Longer battles means we will need more ammo. I think a 50% boost in cargo capacity of combat ships and/or reduction in the volume of ammo and cap booster charges would be appropriate.
Also a boost in capacitor size and/or recharge rate is probably going to be needed.
*real men structure tank* |

Morkus Rex
Amarr Danish Freedom Fighters
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Posted - 2006.10.19 13:39:00 -
[67]
I take it that all the npc's will get the same 50% boost ?
... mission running won't be so fast and profitable anymore then  _____________________________________________ Our users will know fear and cover before our software! Ship it! Ship it and let them flee like the dogs they are!
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Chode Rizoum
Minmatar Finite Horizon
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Posted - 2006.10.19 13:40:00 -
[68]
Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
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Scrofalitic One
Omega Enterprises Dusk and Dawn
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Posted - 2006.10.19 13:45:00 -
[69]
Originally by: Chode Rizoum Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
Oh My God. Thats sick.
Oh yeah, this 50% acorss the board hit point boost isn't at all unbalancing....
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Chode Rizoum
Minmatar Finite Horizon
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Posted - 2006.10.19 13:45:00 -
[70]
Originally by: Scrofalitic One
Originally by: Chode Rizoum Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
Oh My God. Thats sick.
Oh yeah, this 50% acorss the board hit point boost isn't at all unbalancing....
this was done with the 25 % to tech 2 ships
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Uther Doull
Shinra Lotka Volterra
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Posted - 2006.10.19 13:52:00 -
[71]
Edited by: Uther Doull on 19/10/2006 13:53:39 any chance we get some amarr specific changes, like the EANII problem etc?
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Mirasta
Caldari Enigma Enterprises Veritas Immortalis
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Posted - 2006.10.19 13:56:00 -
[72]
Woot sniper nerf, Perhaps fights will now become more close range because with the added hp you obviously need a much higher damage out put to take out plated BS and such. This coupled with stab nerf will make the comitment of the short range fight a real commitmnet.
Best T2 ammo nerf ever, dont nerf the ammo boost its targets.
This makes T1 so much more viable in any fleet now.
Tux, want some babies?
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Tuschii
Pirates of Destruction Union
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Posted - 2006.10.19 14:01:00 -
[73]
Intaaaaresting, me wonders how this will effect my blasters. 
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Pepperami
Art of War Cult of War
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Posted - 2006.10.19 14:02:00 -
[74]
Any addresses about the, quite legitimate, Artillary worries, tuxford? What's the point in Alpha strike when the game is being changed to negate it? Will arties get a boost negatting the changes or will minmatar get the love that the amarr currently enjoys?
The joys of reading these forums while having a min/amarr spec char. 
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keepiru
Supernova Security Systems
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Posted - 2006.10.19 14:02:00 -
[75]
Originally by: Chode Rizoum Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
is this with the 50% increase (nerf) in recharge time? ----------------
Please fix BC Sig/Agility! |

Jones Maloy
Minmatar
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Posted - 2006.10.19 14:03:00 -
[76]
nerfbat just pwned wcs. well forget about using them now. and prepare to get ganked like never before. this sucks. i'm not going to lose a ship everytime i go into low sec just to make the gankers happy. nerf is bad. balance is needed. and it's obvious that they just got nerfed.
wcs just got nerfed like ammar. who flys ammar these days? --- WCS Nerf boycott low-sec
http://oldforums.eveonline.com/?a=topic&threadID=411964Gaming La |

DeadDuck
Amarr DAB RAZOR Alliance
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Posted - 2006.10.19 14:03:00 -
[77]
Originally by: Uther Doull Edited by: Uther Doull on 19/10/2006 13:53:39 any chance we get some amarr specific changes, like the EANII problem etc?
Lets pray that the changes in the tec2 ammo will bring some new stats to the cristals damage types 
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Nicocat
Caldari New Age Solutions
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Posted - 2006.10.19 14:05:00 -
[78]
While I do appreciate many of the changes here, is a 50% boost really needed? Consider:
Platerax (already hard enough to kill) -Counterpoint: His guns DO use cap, so they'll probably run out soon enough anyway. Duramaller (also too damn hard to kill) Minmatar ships - ammo consumption is already astronomical with autocannons, from a weapon capacity POV, a cargo cap POV, and a price POV (hell, even Barrage S is pricy). Although, tbh, I don't like arty and sniping, so to hell with it.
Let's also consider how imbalanced this makes the Ferox line, the Jaguar (as much as I love it), the above two ships, and virtually all cap-less passive-tank ships (other Caldari, not so much Minny, since passive tanking a minmatar ship is usually silly). ---------------------------- Remember, killing a Goon isn't murder. They don't have souls. |

Toaster Oven
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Posted - 2006.10.19 14:08:00 -
[79]
Edited by: Toaster Oven on 19/10/2006 14:15:15
Originally by: Chode Rizoum Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
By my calculations it gives Jaguar 4665 hp and 31.2hp/s peak regen. Compared to current stats which gives 3246hp and 27.1hp/s peak regen. That's assuming following stats
Jaguar shield hp 563(current) * 1.25 = 703.75 hp (Kali) Jaguar shield recharge 500(current) * 1.25 = 625 sec (Kali) Medium extender II hp 840(current) * 1.5 = 1260 hp (Kali)
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 14:14:00 -
[80]
Originally by: Jones Maloy nerfbat just pwned wcs. well forget about using them now. and prepare to get ganked like never before. this sucks. i'm not going to lose a ship everytime i go into low sec just to make the gankers happy. nerf is bad. balance is needed. and it's obvious that they just got nerfed.
wcs just got nerfed like ammar. who flys ammar these days?
The stab nerf will only affect long range snipers. People fitting them purely for travel purposes wont be affected at all. If you want to snipe from truly long range, you have to ditch the stabs. If you want the stabs, you have to rely on them more to get you out of trouble because you have to operate closer to your targets.
I believe that a cap increase across the board should also be seriously considered at this point. Because:
1: More people will go for dual repper set ups to leverage the increase in cap. This will mean that NOS will be more balanced. By that I mean they will be more effective on dual-tanks and less effective than they are now on single rep tanks. It defines the nos users role a bit more.
2: Ships that rely on cap to do the majority of their damage are are going to be hurt by these changes than ships employing weapons systems that require no cap to use. Increasing cap would help level the playing field.
3: It would promote longer combat in many ways.
And yes, arties will need to be tweaked. Perhaps a slight ROF increase. I'd have to ponder that one a bit.
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Varrig
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Posted - 2006.10.19 14:18:00 -
[81]
The changes look pretty good,
Although I do see some balance issues regarding to Amar and Arty. I think the idea of controlled burst being bumped to 7.5 or 10 to compensate and maye nudging arty damage a bit.
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Chode Rizoum
Minmatar Finite Horizon
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Posted - 2006.10.19 14:22:00 -
[82]
Originally by: Toaster Oven Edited by: Toaster Oven on 19/10/2006 14:15:15
Originally by: Chode Rizoum Edited by: Chode Rizoum on 19/10/2006 13:43:00 3894.829 sheilds on a dual extender jaguar with 3 powerdiags
that can almost give you 37 sheilds/sec
By my calculations it gives Jaguar 4665 hp and 31.2hp/s peak regen. Compared to current stats which gives 3246hp and 27.1hp/s peak regen. That's assuming following stats
Jaguar shield hp 563(current) * 1.25 = 703.75 hp (Kali) Jaguar shield recharge 500(current) * 1.25 = 625 sec (Kali) Medium extender II hp 840(current) * 1.5 = 1260 hp (Kali)
its only 25 % to tech II
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Toaster Oven
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Posted - 2006.10.19 14:24:00 -
[83]
Originally by: Chode Rizoum its only 25 % to tech II
That only applies to HP (and assume shield recharge rate) of TII ships. Plates and extenders get 50% bonus.
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Snikkt
Gallente Time Cube Syndicate
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Posted - 2006.10.19 14:25:00 -
[84]
Why were Stabs nerfed? They're the only defense against warp scramblers.
ECM gets ECCM's. We're not seeing ECCM's with a bucket full of nerf.
Plus, the Stab nerf makes no sense. (fluff wise) Smoothing out the fluxuations in a warp core,for some reason, completely rapes your targeting and sensor systems? -------------------
If all you have is a hammer, everything looks like a nail.
My opinions are not my corporations.
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Testy Mctest
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Posted - 2006.10.19 14:28:00 -
[85]
Originally by: Snikkt Why were Stabs nerfed?
Because people with no imagination, creativity, or skill whined about it for long enough and in enough numbers that the devs sat up and took notice.
Originally by: RUNYOUFOOLS
wrong on so many levels you could only be more wrong if you were tuxford.
[/center] |

Unfamed II
FinFleet Lotka Volterra
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Posted - 2006.10.19 14:30:00 -
[86]
I feel bad for Ginger "nublet" Magician 
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Waut
0utbreak
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Posted - 2006.10.19 14:31:00 -
[87]
Vulture targetting range still get no lovin'? 
Outbreak! F*** Yeah! Coming again to save the motherf***ing day yeah! In Soviet EVE, roids pop YOU
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Kamikaaazi
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Posted - 2006.10.19 14:33:00 -
[88]
oh, totally forgot. Plz look at VULTURE-s targeting range. ktnxbye
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Sorja
E X O D U S Imperial Republic Of the North
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Posted - 2006.10.19 14:39:00 -
[89]
Eagle and Moa will be highly depreciated by this.
Those ships are already highly specialised vessels and do their job from poorly to reasonably well depending on the target.
More than ever, they need a fifth turret hardpoint and grid to support it. It's not asking for something, btw, it's just following your logic Tux. Those ships were not overpowered before the first HP increase, they were so-so after the changes and they now are underpowered.
I know you've already considered that, so now is the time to make the move, IMHO Especially the Moa needs attention, I often see Thorax, Rupture, Caracal sometimes other tech cruisers, never any Moa if not flown by inexperienced players.
Great changes btw.
____________________ Darko1107 > does anything in ascn space have tech II fittings? Quillan Rage > Iron ships |

Nicocat
Caldari New Age Solutions
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Posted - 2006.10.19 14:42:00 -
[90]
Originally by: Snikkt Why were Stabs nerfed? They're the only defense against warp scramblers.
ECM gets ECCM's. We're not seeing ECCM's with a bucket full of nerf.
Plus, the Stab nerf makes no sense. (fluff wise) Smoothing out the fluxuations in a warp core,for some reason, completely rapes your targeting and sensor systems?
ECCM's nerf is that ECM is still chance-based. He's looking at ECM and that includes ECCM, I'd wager.
Also, think about it. Take the gigaflops your targeting computer is wasting and put them into trying to stabilize a naturally unstable warp bubble. Especially once it's being ****** with by a scrambler. Either that, or take life support down ;) ---------------------------- Remember, killing a Goon isn't murder. They don't have souls. |
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