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

DeadDuck
Amarr DAB RAZOR Alliance
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Posted - 2006.10.19 16:11:00 -
[121]
I like all the changes including the HP boost.
1) It makes fights last longer; 2) It makes ganks way harder; 3) It will oblige the setups to be balanced. The DPS will be important but a lot of other things will have to be taken in to account 4) The argument that will increase the blobage doesnt convince me... the blobage has reached insane numbers already. And TBH when you go to battle you bring everything that you can. I'm not seeing a FC saying .. OK the HP are not boosted so we can leave here those 20 BS that were handy .. let them NPC...
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.19 16:14:00 -
[122]
Edited by: Leandro Salazar on 19/10/2006 16:16:01 It is really kind of disturbing that the well thought through and almost unanimously praised Khanid Mk. II stuff is at best in evaluation, while this hitpoint boost thingy appears to have been just slapped in with what seems to be no proper evaluation whatsoever...
Maybe switch the two? lol --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Shamis Orzoz
Sniggerdly
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Posted - 2006.10.19 16:19:00 -
[123]
All the changes are good except the shield recharge increase. That will be unbalanced...making shield tankers, and passive shield tankers in particular much stronger than armor tankers.
Shamis
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Bazman
Caldari Shinra Lotka Volterra
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Posted - 2006.10.19 16:20:00 -
[124]
Interceptors: My New Taranis
Adding the 25% extra HP from skills and the new HP changes.
Structure: ((625 * 1.25)*1.25) = 976.56 Structure Armour: ((406 * 1.25)*1.25) = 634.375 Armour Shield: ((281 * 1.25)*1.25) = 439 Shield
Now, let me slap on my usual Plate and Damage Control
Armour: 200mm Rolled Tungsten Plate = 420 *1.5 = 630 Armour.
(634.375 + (630 *1.25 = 787.5) 787.5) = 1,422 Armour
Structure: 976.56 * 2 (Damage control 1, 50% resists to all is effectively double structure hitpoints) = 1,953 Structure
New Taranis:
1,953 Structure 1,422 Armour 439 Shield
We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm -----
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. |

keepiru
Supernova Security Systems
|
Posted - 2006.10.19 16:21:00 -
[125]
Originally by: Shamis Orzoz All the changes are good except the shield recharge increase. That will be unbalanced...making shield tankers, and passive shield tankers in particular much stronger than armor tankers.
Shamis
No, no no, you dont get it. Shield recharge increase means the time to recharge increases... thus keeping the base hp/sec the same as now.
This is to prevent passive shield tanks from becoming overpowered. ----------------
Please fix BC Sig/Agility! |

Bazman
Caldari Shinra Lotka Volterra
|
Posted - 2006.10.19 16:26:00 -
[126]
Originally by: keepiru
Originally by: Shamis Orzoz All the changes are good except the shield recharge increase. That will be unbalanced...making shield tankers, and passive shield tankers in particular much stronger than armor tankers.
Shamis
No, no no, you dont get it. Shield recharge increase means the time to recharge increases... thus keeping the base hp/sec the same as now.
This is to prevent passive shield tanks from becoming overpowered.
Passive tanks become more powerful the larger the numbers get. Take Chodes Jaguar for example, 37HP/S is like running a Medium Shield Booster II non stop for no cap use, and that isn't even the most HP/S you can get from a Passive tanked Jaguar. -----
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. |

Malena Panic
Gallente Acme Technologies Incorporated Ushra'Khan
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Posted - 2006.10.19 16:27:00 -
[127]
I'm a bit disappointed to see HP modules will gain the same hp boost as ship hp. I was kind of hoping that increasing the latter, but not the former, would encourage 'gankier' setups, and reintroduce more variety to the now-standard BS-plate-and-small-guns cruiser setups.
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DeadDuck
Amarr DAB RAZOR Alliance
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Posted - 2006.10.19 16:31:00 -
[128]
Originally by: Bazman Interceptors: My New Taranis
Adding the 25% extra HP from skills and the new HP changes.
Structure: ((625 * 1.25)*1.25) = 976.56 Structure Armour: ((406 * 1.25)*1.25) = 634.375 Armour Shield: ((281 * 1.25)*1.25) = 439 Shield
Now, let me slap on my usual Plate and Damage Control
Armour: 200mm Rolled Tungsten Plate = 420 *1.5 = 630 Armour.
(634.375 + (630 *1.25 = 787.5) 787.5) = 1,422 Armour
Structure: 976.56 * 2 (Damage control 1, 50% resists to all is effectively double structure hitpoints) = 1,953 Structure
New Taranis:
1,953 Structure 1,422 Armour 439 Shield
We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Whats the problem? All the others will have the same boosts. You will be fighting much more time now, instead of the previous 15-30 secs. Do you think is bad ? Of course the cargo bays will have to increase alsow to give the 3 diferent races the oportunity to carry more ammo, but in then end will give a equal treatment between all the other races and amarr. When You are blown away you will loose much more ammo then you used to ... like we loose when we are blown away.
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keepiru
Supernova Security Systems
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Posted - 2006.10.19 16:35:00 -
[129]
Originally by: Bazman We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Tell ya something funny.
After these changes, the Astarte will have a whole 0.9375 HP LESS than a brutix 
Hull: 3125*1.25*1.5=5859.375; 3750*1.25*1.25=5859.375 - identical Armor: 2813*1.25*1.5=5274.375; 3375*1.25*1.25=5273.4375 - Astarte has less armour! Priceless. Shield: 2500*1.25*1.5=4687.5; 3000*1.25*1.25=4687.5 - identical ----------------
Please fix BC Sig/Agility! |

Deva Blackfire
DAB RAZOR Alliance
|
Posted - 2006.10.19 16:38:00 -
[130]
Originally by: keepiru
Originally by: Bazman We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Tell ya something funny.
After these changes, the Astarte will have a whole 0.9375 HP LESS than a brutix 
Hull: 3125*1.25*1.5=5859.375; 3750*1.25*1.25=5859.375 - identical Armor: 2813*1.25*1.5=5274.375; 3375*1.25*1.25=5273.4375 - Astarte has less armour! Priceless. Shield: 2500*1.25*1.5=4687.5; 3000*1.25*1.25=4687.5 - identical
Ship hitpoint increase, about 50% for tech 1 and about 25% on tech 2. A bit more on battlecruises/command ships and destroyers/interdictors
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Bazman
Caldari Shinra Lotka Volterra
|
Posted - 2006.10.19 16:39:00 -
[131]
Originally by: DeadDuck
Originally by: Bazman Interceptors: My New Taranis
Adding the 25% extra HP from skills and the new HP changes.
Structure: ((625 * 1.25)*1.25) = 976.56 Structure Armour: ((406 * 1.25)*1.25) = 634.375 Armour Shield: ((281 * 1.25)*1.25) = 439 Shield
Now, let me slap on my usual Plate and Damage Control
Armour: 200mm Rolled Tungsten Plate = 420 *1.5 = 630 Armour.
(634.375 + (630 *1.25 = 787.5) 787.5) = 1,422 Armour
Structure: 976.56 * 2 (Damage control 1, 50% resists to all is effectively double structure hitpoints) = 1,953 Structure
New Taranis:
1,953 Structure 1,422 Armour 439 Shield
We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Whats the problem? All the others will have the same boosts. You will be fighting much more time now, instead of the previous 15-30 secs. Do you think is bad ? Of course the cargo bays will have to increase alsow to give the 3 diferent races the oportunity to carry more ammo, but in then end will give a equal treatment between all the other races and amarr. When You are blown away you will loose much more ammo then you used to ... like we loose when we are blown away.
You have no problem with Interceptors having the hitpoints of the current cruisers? -----
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. |

keepiru
Supernova Security Systems
|
Posted - 2006.10.19 16:40:00 -
[132]
I think its pretty safe to assume that theyre in the same ratio though.
I hope theyre not, but i think they will be =/ ----------------
Please fix BC Sig/Agility! |

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
|
Posted - 2006.10.19 16:40:00 -
[133]
Originally by: keepiru
Originally by: Bazman We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Tell ya something funny.
After these changes, the Astarte will have a whole 0.9375 HP LESS than a brutix 
Hull: 3125*1.25*1.5=5859.375; 3750*1.25*1.25=5859.375 - identical Armor: 2813*1.25*1.5=5274.375; 3375*1.25*1.25=5273.4375 - Astarte has less armour! Priceless. Shield: 2500*1.25*1.5=4687.5; 3000*1.25*1.25=4687.5 - identical
lmao
...guess this shows that this HP change is a bit of knee-jerk write up.
anyways, in a serious note: Tuxford, I hope that some of the more enlightened posts have showed you how the increase of HP will severely broke, in a indirect way, some guns. -------
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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Kristoffer
Amarr Blackguard Brigade
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Posted - 2006.10.19 16:44:00 -
[134]
Wow. The HP buff is going to totally unbalance EVE. Not only is a it nerf to Arties and Amarr for already stated reasons, but to blasterthrons also.
Not to mention small gang PVP, your increasing the amount of time to kill other ships which only makes it easier for the enemy to flood the field with reinforcements. That is NOT a good change for small gang pvp, it just makes blobbing alot more viable.
HP changes are NOT good.
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keepiru
Supernova Security Systems
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Posted - 2006.10.19 16:47:00 -
[135]
And any ship which tends to run out of ammo/cap booster charges. ----------------
Please fix BC Sig/Agility! |

Dashi Kawasuki
Caldarians Pride THE H0RDE
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Posted - 2006.10.19 16:54:00 -
[136]
Edited by: Dashi Kawasuki on 19/10/2006 16:54:40 Thing i like the most is the even better increase in destroyer HP.
They are cool ships, but lacked some HP to be useful, except for a few rare occasions. I really like to fly them just for the look of them (especially the Cormorant and the Catalyst). So \o/ for more HP!
---------------------------------------------
if (ourKills > theirKills){ battleWon = true; }
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Kunming
Amarr adeptus gattacus Lotka Volterra
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Posted - 2006.10.19 16:56:00 -
[137]
Interesting changes, I'm anxiously waiting for the ECM blog that was supposed to come out tonight...
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DeadDuck
Amarr DAB RAZOR Alliance
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Posted - 2006.10.19 17:00:00 -
[138]
Originally by: Bazman
Originally by: DeadDuck
Originally by: Bazman Interceptors: My New Taranis
Adding the 25% extra HP from skills and the new HP changes.
Structure: ((625 * 1.25)*1.25) = 976.56 Structure Armour: ((406 * 1.25)*1.25) = 634.375 Armour Shield: ((281 * 1.25)*1.25) = 439 Shield
Now, let me slap on my usual Plate and Damage Control
Armour: 200mm Rolled Tungsten Plate = 420 *1.5 = 630 Armour.
(634.375 + (630 *1.25 = 787.5) 787.5) = 1,422 Armour
Structure: 976.56 * 2 (Damage control 1, 50% resists to all is effectively double structure hitpoints) = 1,953 Structure
New Taranis:
1,953 Structure 1,422 Armour 439 Shield
We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Whats the problem? All the others will have the same boosts. You will be fighting much more time now, instead of the previous 15-30 secs. Do you think is bad ? Of course the cargo bays will have to increase alsow to give the 3 diferent races the oportunity to carry more ammo, but in then end will give a equal treatment between all the other races and amarr. When You are blown away you will loose much more ammo then you used to ... like we loose when we are blown away.
You have no problem with Interceptors having the hitpoints of the current cruisers?
No. All the HP in every ship will increase. What will happen is that you will be fighting way longer. I think that is actually very good. TBH I was a bit tired of roaming for hours to pick some 30 secs fights...
Are you imagining fighting a unstabed ship for 10m ???? Wouldnt you found out that it was actually great ?
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Rawstyle
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.10.19 17:02:00 -
[139]
so the duel extender vaga bond will get even more powerful and dmg based solo setups will be made a non viable option when trying 2 break the 50% boosted tanks on npc'ing battleships. This hp boost has really not been thought out at all, simply slapping extra hp on ships will make the life of the non-vagabond solo hac pilot an absoulte nighmare.
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Shin Ra
BURN EDEN
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Posted - 2006.10.19 17:04:00 -
[140]
Edited by: Shin Ra on 19/10/2006 17:07:01 Edited by: Shin Ra on 19/10/2006 17:05:49 What about wcs affecting mass/sig radius too - nerf the stababond.
Also, with all this HP buffs, can u increase the agression timer FFS.
The old timer is far too short. It was set at a time when ships has less HP and gankageddons could pwn ships really fast.
Please....
P.S And while we are it it, increase smartbomb dmg by 25% too.
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Bazman
Caldari Shinra Lotka Volterra
|
Posted - 2006.10.19 17:09:00 -
[141]
Originally by: DeadDuck
Originally by: Bazman
Originally by: DeadDuck
Originally by: Bazman Interceptors: My New Taranis
Adding the 25% extra HP from skills and the new HP changes.
Structure: ((625 * 1.25)*1.25) = 976.56 Structure Armour: ((406 * 1.25)*1.25) = 634.375 Armour Shield: ((281 * 1.25)*1.25) = 439 Shield
Now, let me slap on my usual Plate and Damage Control
Armour: 200mm Rolled Tungsten Plate = 420 *1.5 = 630 Armour.
(634.375 + (630 *1.25 = 787.5) 787.5) = 1,422 Armour
Structure: 976.56 * 2 (Damage control 1, 50% resists to all is effectively double structure hitpoints) = 1,953 Structure
New Taranis:
1,953 Structure 1,422 Armour 439 Shield
We now have ceptors that can reach up to an effective 3,800 HP, not including the native resists on Armour and Shield, or the resists added to armour and shield by the damage control. yay /sarcasm
Whats the problem? All the others will have the same boosts. You will be fighting much more time now, instead of the previous 15-30 secs. Do you think is bad ? Of course the cargo bays will have to increase alsow to give the 3 diferent races the oportunity to carry more ammo, but in then end will give a equal treatment between all the other races and amarr. When You are blown away you will loose much more ammo then you used to ... like we loose when we are blown away.
You have no problem with Interceptors having the hitpoints of the current cruisers?
No. All the HP in every ship will increase. What will happen is that you will be fighting way longer. I think that is actually very good. TBH I was a bit tired of roaming for hours to pick some 30 secs fights...
Are you imagining fighting a unstabed ship for 10m ???? Wouldnt you found out that it was actually great ?
Whats interesting about 2 webbed interceptors shooting each other for 1 or 2 minutes? I've had fights where i've been solo in a battleship, engaging another battleship or 2 and the fight lasted 3 or 4 minutes.
Shooting the same ship for 10 minutes would become boring fast. It's not like your choice of attack strategy in a 1 on 1 fight will make a difference, all thats likely to happen is you start shooting your target, and 5 minutes into the fight, his mates come along and gang bang you. -----
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. |

Pesadel0
Vagabundos
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Posted - 2006.10.19 17:17:00 -
[142]
rest in peace howitzers. 
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31i73
BGG Freelancer Alliance
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Posted - 2006.10.19 17:23:00 -
[143]
Ceptors seem to become even better, as even martbombs can't kill them anymore :(
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Xendie
Forsaken Empire
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Posted - 2006.10.19 17:33:00 -
[144]
Originally by: Pesadel0 rest in peace howitzers. 
hey! atleast you wont run out of cap and die before your target dies.
if you got enough ammo you can keep plonking away, unlike others.
Quote: Nertzius > having fun being incompetitent?
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johnnyknoxvile
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Posted - 2006.10.19 17:34:00 -
[145]
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Imdamnugly
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Posted - 2006.10.19 17:36:00 -
[146]
Well I for one support the HP changes in general (obviously arties must be looked at, and perhaps cap).
I was gonna write a long post detailing why and answering criticms but reading back in the thread most of the complaints are too dumb to bother with. Sadly the half intelligent criticism are gonna get buried under the usual "omgchangeisbaddontchangethings" brigade, and ignored.
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Jack Longo
|
Posted - 2006.10.19 17:53:00 -
[147]
"Warp Core Stabilizers now give penalty to targeting range and scan resolution, about 50% for tech 1 ..."
This nerf seems to be weighted heavily towards long range sniper stabbed ships...what about blaster boats that rely on up close damage? |

keepiru
Supernova Security Systems
|
Posted - 2006.10.19 18:00:00 -
[148]
Takes them twice as long to lock? Well, 1 stab being not much use, 4 times as long... that's a pretty long time, especially if your opponent has any kind of EW. ----------------
Please fix BC Sig/Agility! |

xenorx
0utbreak
|
Posted - 2006.10.19 18:01:00 -
[149]
I like the majority of the changes except the HP increase. I dont understand the need for it. Of all the things that are out of balance in the game why make it worse? As many ppl have pointed out Artillery will be greatly nerfed.
Im surprised more Amarr pilots are not crying over it. A few have mentioned it but this is going to further damage the whole amarr ship lineup. This hitpoint increase compounded on top of the previous HP increase and a few EAN II's & a Damage Control will make lasers/Amarr pointless. I doubt that any amarr ship will be able to kill much more than a shuttle after this before capping out.
No one can hear you scream in space, so just shut up and die already. |

Nicocat
Caldari New Age Solutions
|
Posted - 2006.10.19 18:04:00 -
[150]
Originally by: 31i73 Ceptors seem to become even better, as even martbombs can't kill them anymore :(
I want to meet the ceptor pilot that you killed with a Smartbomb so I can kick him in the face for sucking. ---------------------------- Remember, killing a Goon isn't murder. They don't have souls. |
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