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Synapse Archae
Amarr Solarflare Heavy Industries
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Posted - 2006.11.16 00:31:00 -
[91]
Originally by: Old Geeza
Originally by: Ihar Enda Fixing the cap problem should be done mostly by changing the controlled bursts skill to a much higher bonus, as just boosting cap / injectors may lead to some unbreakable tanks...
*sigh*
Unbreakable tanks would only occur if the cap recharge were to stay the same. By increasing the cap recharge by the same amount as the capacitor itself, you would still regen exactly the same cap per second.
It astonishes me that people still can't grasp this simple fact.
It doesnt lead to unbreakable tanks. It DOES lead to ships with both twice the HP, AND twice the cap to repair that HP, if its not going into guns.
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http://oldforums.eveonline.com/?a=topic&threadID=349194&page=1Redo Fleets[/ur |

Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 00:41:00 -
[92]
Originally by: FraXy Edited by: FraXy on 15/11/2006 13:00:02
Originally by: Radioactive Babe
Originally by: FraXy Any chance to look over gallente efficiency bonus?
The Eos tank and ****ation tank doesn`t even come close to matching and the Eos can`t fit a plate without going either single-rep or 2 hardeners and both alternatives will gimp overall tankability.
Eos gets faster cap recharge time, and with shield stats like this: 3000 with 0, 60, 85, 60 as opposed to 2625 with 0, 90, 70, 20 on the d amnation you could nearly shield tank also more drone space and decent command ship bonuses (5% damage and 7.5% armour repair amount per level) as opposed to 10% less cap use for medium turrets and 5% armour resists (which makes NO difference when ship is active tanked)
Basically you want higher resists to make your much better ship a solopwnmobile 
On topic: dont give more cap to caldari missle boats or minnie ships, they would remain overpowered as they would tank longer so the gallente and amarr ships will still run out of cap.
Try to fly a Blaster-Eos.
7x Blasters, Mwd, 20k and 2 reppers eats a ton of cap.
Resists are so-so and reppers are decent, but the Eos tank compared to a ****ation tank is not even close. I`m not saying Eos should tank just as well, but atm i think ****ation got a tanking efficiency around 2x on the Eos. And ****ation tanks Hybrid guns better 
The smaller ships, especially blasterboats will be running short with increase HP = increased fighting time which leads to ships that rely on cap sticks (pretty much every cruiser/BC needs them to run tank along with scrambling, AB/Mwd and webber) running short on ammo and cap sticks.
1. The Eos has better Kinetic Resistances than the ****ation
2. The Eos has better Thermal resistances than the ****ation
3. The Eos has more efficient reppers[by a couple percent after taking int account the resistance bonus on the ****ation] than the ****ation.
4. The only reason an EoS ought to out-tank a ****ation is because the ****ation has
*An armored warfare link bonus[only effective in groups]
*Only four laser slots which can also be fitted with missiles[unbonused].
If you fit 4 Hybrids and then information warfare modules, you will tank just as well as a ****ation that does.
Unless you consider 4 unbonused launchers or 4 lasers with an optimal bonus and 5 light drones[or 4 launchers/3 lasers or 3 launchers/4 lasers] comparable in any way to 7 bonused blasters and 5 heavy drones.
If you want to compare tanks, you should not be comparing tanks from a damage setup Eos to a tank setup ****ation.
You should be comparing damage setups from a damage setup Eos to a damage set up Absolution.
Now the EOS has 7 hyrbrids with a 25% damage bonus and 5 heavy drones, the absolution has 8 effective[well, 7.98] lasers with a 25% damage bonus[RoF bonus included in effective lasers to figure cap use of guns] with 5 light drones.
Now tell me which one tanks better and which one does more damage? Unless you are spitting out explosive damage, it aint the Absolution[which ought to have more cap use and less mid slots to stick cap boosters in]
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 04:26:00 -
[93]
Haven't read the whole thread, mainly just Tuxs comment (it's 5am here ), but in short my opinion is: Boosting cap but not cap recharge is just an illusionary help, because it will still shift the balance of power towards non cap using weapon systems. Increasing cap recharge and cap as well is good for cap using weapons but is BAD for those that don't becaues it makes tankers even better.
Personally I think Lasers and Hybrinds should just have their cap consumption lowered, instead of having the capacitor increased. That way it only "boosts" those ships that need it and where they need it and avoids all the other balancing nightmares that would happen. --- The Advanced Drone Control Panel. |

ALUN
Minmatar
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Posted - 2006.11.16 10:17:00 -
[94]
Originally by: Taketa De Haven't read the whole thread, mainly just Tuxs comment (it's 5am here ), but in short my opinion is: Boosting cap but not cap recharge is just an illusionary help, because it will still shift the balance of power towards non cap using weapon systems. Increasing cap recharge and cap as well is good for cap using weapons but is BAD for those that don't becaues it makes tankers even better.
Personally I think Lasers and Hybrinds should just have their cap consumption lowered, instead of having the capacitor increased. That way it only "boosts" those ships that need it and where they need it and avoids all the other balancing nightmares that would happen.
I was having the same idea as Taketa De,
HP increase = 50% -- Lower cap consumption of lasers/hybrids by 50% ??
Would'nt this restore the balance ?
Ofc , drones would need looking at too maybe
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Tuxford

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Posted - 2006.11.16 11:03:00 -
[95]
See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch. _______________ |
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Tsar Maul
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Posted - 2006.11.16 11:19:00 -
[96]
Edited by: Tsar Maul on 16/11/2006 11:21:19 In after a Tuxpost \o/
Now when are you gonna get around to implementing drone control points? 
Edit: Also, far along are the Khanid changes too? I'm sure Amarr would stop whinging if they finally had a set of ships with very low cap use like all the other races have (any Minmatar, Gal drone ships, Caldari missile ships)
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 11:55:00 -
[97]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
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Old Geeza
The Retirement Home
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Posted - 2006.11.16 12:00:00 -
[98]
Yes, and if it tries to run a stronger tank it caps out sooner and the enemy will still be alive due to the HP increases.
_______________________________________ Sign the petition against jump queues! |

ALPHA12125
Gallente 0utbreak
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Posted - 2006.11.16 12:03:00 -
[99]
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
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MrRookie
Caldari Dark and Light inc. D-L
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Posted - 2006.11.16 12:15:00 -
[100]
Originally by: ALPHA12125
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
Ships that don't use cap for their wepons already have less cap. Amarr ships as an example will gain more cap than caldari ships from the %buffer.
*guy being attacked by a pirat in a complex
Originally by: Noluck Ned *Notify* Concord is on their way to help you, just hang in there, they are waiting for the gatekeeper to respawn
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Flabida jaba
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Posted - 2006.11.16 12:43:00 -
[101]
^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 12:57:00 -
[102]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
Ahhh, but will ship B survive for 3 minutes because of the cap increase or will it survive for 4, because it can tank longer and better. Maybe it needs 1 less cap fitting item and can put on 1 more tanking item. Lots of other possible maybies...
Also, depending on how much of the cap used by ship A to shoot 2.5 minutes is recharged cap and not "base cap", it won't be able to shoot 3.75 minutes but acutally 3.5 or say 3.2 minutes. And now it gets a lot closer to the 3 minutes the other ship used to survive and can probably survive longer because of the extra tanking this allows.
If the problem is: Cap runs out too fast with cap using weapons
The direct solution with the least side effects is: Make them use less cap.
The solution with the most side effects is: Boost cap on all ships
Solution 2 means, ships that do use Cap on weapons will not have more Cap for other stuff, ships that don't use cap for weapons WILL have more cap for other stuff. Why you would want to see this one sided boost I can't really figure out. Are there some other balance issues, like the caldai currently being too weak that should be remedied with this too? --- The Advanced Drone Control Panel. |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 12:58:00 -
[103]
Originally by: MrRookie
Ships that don't use cap for their wepons already have less cap. Amarr ships as an example will gain more cap than caldari ships from the %buffer.
yes i thought about that as well.
however at least some of the ships than can use cap-free weapons still have a part of their cap to use the turret hardpoints they have left (raven, domi, vexor for example). only its often more benefitial to use nos than to actually stick guns in those slots and this will get a lot worse with the longer fights in kali.
i dont think the difference should be radical between lasers/hybrid users and missile/drone/projectile users. but it should not be the same cap boost for all ships.
just increase it based on what those ships would typically fit/should fit according to their role. some ecm ships may deserve a bigger cap-boost than pure missile ships for example. and some ships like the failure that is the abaddon design will only suffer more if they dont get a lot better capboost than the rokh or raven because their guns will drain a much higher percentage of their cap compared to the capusing modules of others. another example: a minmatar ships with a shield boost bonus like the cyclone should get a better boost than a passive tanker.
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 13:12:00 -
[104]
Originally by: ALPHA12125
that means that he can sustain the tank and the agressor doesnt do enough damage. usually if i loose a fight i dont have 0% cap left but more like 30-40% cap. unlike those **** nosboat :)
nos will become much more important with the longer fights now. just have a look at sisi and try to get a fight where there is no nos involved.
if you get into a somewhat fair fight (as in 1on1 in same class of ship) and use guns that do actually use cap to fire you will notice that at least 1 side will be out of cap (and most likely our of cap booster charges shortly thereafter) before the fight ends.
then you get to nos some cap from the enemy and he gets to nos it back from you and whoever gets lucky will get a chance to actually use it for some module before it gets sucked back to the other side.
the ability to fill all your highslots with turrets/launchers isnt nearly as powerful when pretty much everyone will fit nos. and nos simply becomes that much more powerful with longer fights.
it's quiet easy to fight to a standstill on sisi now if both sides use cap for their weapons. sooner or later you get to a point where you're both nossing each other and cant deal enough damage to kill the other side.
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 13:15:00 -
[105]
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And what if you cant?
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Max Gank
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Posted - 2006.11.16 13:17:00 -
[106]
You might consider giving cap batteries some kind of a boost (increase capacity proportionally or ease on the fitting requirements), since these capacitator changes effectively makes them worse compared to cap rechargers. Not that they have been easy to fit and now they just got worse..
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Pinky Denmark
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Posted - 2006.11.16 14:07:00 -
[107]
if he doesn't reduce fitting requirements it might be because they play a role vs the hopefully upcoming anti-nos thing that might or might not come in a late kali build...
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Siakel
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Posted - 2006.11.16 15:19:00 -
[108]
Originally by: Flabida jaba ^agreed^
not to mention with a 50% increase to cap recharge times cap rechargers ( even more if they are boosted a little) will give more Cap/sec than they do now
Cap Rechargers after this change will give the exact same cap/second that they do now and there has been absolutely no talk of boosting cap recharge modules.
And, as has been said, the ships with 'higher capacitor' almost always have identical recharge rates, and only a few hundred(if that) extra capacitor, while their weapons drain a lot of cap, more than nullifying that 'cap advantage'.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.11.16 15:41:00 -
[109]
Originally by: Udyr Vulpayne edit: also have a look at the current stats. the difference in total cap/cap recharge between ships using lasers/hybrids to those using cap free weapons isnt that big in many cases ... the difference in cap used to fire is.
Exactly.
For an extreme example compare the geddon and the typhoon. Vs the typhoon the geddons cap advantage from the higher base cap will last with 7 mega pulse II about 10 seconds weaponfire. The increased caprecharge of it does at peak recharge not even counter 10% of the capneed of the lasers.
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.11.16 16:27:00 -
[110]
Originally by: Udyr Vulpayne
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
yes. now lets try and make this a bit more complex:
ship A uses lasers or hybrids ship B uses projectiles, missiles or drones
you increase max cap (and the recharge time) 50% on all ships
ship A now has 50% more cap to run its tank AND ITS GUNS ship B now has 50% more cap to run its tank
ship A is just as good now as it was before cap and hp increase ship B now has more cap to tank -> can try and use a stronger/more cap-intensive tank or drop a capmod.
it's pretty obvious that ships which dont have to use cap for their weapons would benefit a lot more more from a 50% cap increase across all ships.
Ship B also has to tank 50% longer because ship A can fire 50% longer. Increasing hp and cap by the same amount changes nothing to the result(while keeping recharge rates the same that is). IOW if you capped out before the boost you'd cap out after the boost, if you didn't cap out before the boost you wouldn't cap out after the boost. Using a stronger(more cap intense) tank on ship B will make it cap out sooner while ship A can still be firing.
However, I agree with making different races have different capacitor amounts and recharge rate, more differentiation would be good. Crystal-Slave, that way? Potential solution to the current Recon cloak and cyno bug |
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 16:38:00 -
[111]
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 18:08:00 -
[112]
Edited by: Taketa De on 16/11/2006 18:08:40
Originally by: Reatu Krentor Ship B also has to tank 50% longer because ship A can fire 50% longer. Increasing hp and cap by the same amount changes nothing to the result(while keeping recharge rates the same that is).
Nope, it does change quite a bit. You see if you just change hp without cap like we have now you are already able to tank longer. That was what this all was originally about  The cap increase (which I am against, I want lower cap use on weapons) is to balance out the fact of longer tanking and tanking doesn't need a second boost again after that... otherwise weapon users would need more cap AGAIN because tanks hold even longer. You'd end up in a circle.
Edit:spelling --- The Advanced Drone Control Panel. |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 18:36:00 -
[113]
Edited by: Udyr Vulpayne on 16/11/2006 18:36:53 well it looks like tux has decided to take the easy route once again without spending some more thought on the issue.
i just compared the new cap values of battleships and here are some of the things that seem wrong:
- maelstrom and rokh have exactly the same cap and recharge time. - geddon, raven and tempest have the same cap with the geddon having a slightly better recharge time. - dominix and typhoon have the same cap and recharge time. - mega has less cap than maelstrom.
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.11.16 18:57:00 -
[114]
Originally by: Udyr Vulpayne
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
no that's not true... if you increase total cap and total hp by 50%, the end result does not change compared to before the change. The only thing that would change is how long the fight takes. Yes, you have to shoot longer, but 50% extra cap gives 50% longer time before cap runs out. But, you also have to tank longer and again 50% extra cap just gives you 50% longer time before your cap is gone.
Crystal-Slave, that way? Potential solution to the current Recon cloak and cyno bug |

Jaded
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Posted - 2006.11.16 19:29:00 -
[115]
Originally by: Tuxford There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And if the balance was off before, this patch sure makes it worse.
Cap is life. What advantage does a harbinger offer over hurricane (archetypes; no need to nerf the hur) to make up for nearly twice the drain..?
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Jaded
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Posted - 2006.11.16 19:36:00 -
[116]
Originally by: Pinky Denmark if he doesn't reduce fitting requirements it might be because they play a role vs the hopefully upcoming anti-nos thing that might or might not come in a late kali build...
The undrainable batteries thing, huh? those are gonna keep a geddon going for hours.
Good thing short-range setups are so easy to get away from..
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Goumindong
Amarr Merch Industrial
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Posted - 2006.11.16 19:42:00 -
[117]
Originally by: Jaded
Originally by: Tuxford There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
And if the balance was off before, this patch sure makes it worse.
Cap is life. What advantage does a harbinger offer over hurricane (archetypes; no need to nerf the hur) to make up for nearly twice the drain..?
An extra turret. They nuked one of the Hurricanes turrets in the last patch, its only got 6.
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DefJam101
Gallente Praxiteles Inc.
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Posted - 2006.11.16 20:11:00 -
[118]
Originally by: Kamikaaazi
Originally by: Waragha
Originally by: Jim McGregor
Originally by: Joshua Foiritain
Originally by: Jim McGregor The only change is the hitpoint boost. Any consequences of it should be easy for you to figure out.
It ruins the balance? 
Id like to know the big picture as well tbh.
The balance before the change was questionable for everyone except caldari and gallente. Now after the change, some minmatar ships become better than the gallente ones in the same class. The Amarr ships will suffer the same problems as gallente with struggling for cap, while minmatar got good and caldari went from good to best (not best for solo though, they never will be).
I like cruisers so i will give some comments on that. Caldari = Still good, ECM Caracal might have been nerfed. WIth the new HAMs the caracal might be very sick (havent checked fittings etc, don't flame me :p) BB seems to be buffed? Amarr = still crap, even more so now Gallente = Vexor, possibly better unless drone killing is really as viable now as they say on test Thorax = brick of capdeathness :) Minmatar = Stabber, still good tho possibly nerfed alot for 1v1 because of its damage output. Ruppy, im not really sure. It allways has had a very good tank and been a top level cruiser. I think that with the other races cap issues its a buff.
So what happened, Amarr cruisers still suck (****). Vexor is still good and thorax went from good to useless, Caldari recieved buffs. Minmatar im not quite sure of..
what buffs for caldari? Have you ever looked at ecm cap needs? Also BB-s are getting nerfed real badly on test server. EW ships dont have their former ecm strenghts even with the new bonuses.
Aye having no cap while your opponent can't fight back, run, or move must suck. Poor you 
***
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.11.16 20:13:00 -
[119]
Originally by: Reatu Krentor
Originally by: Udyr Vulpayne
Originally by: Reatu Krentor
Ship B also has to tank 50% longer because ship A can fire 50% longer.
that is assuming that ship B does not fire back. if B fires back than A has to use its 50% cap boost to tank and fire, not just to fire.
and most ships which depend on cap to fire do not have that much better cap/recharge than others.
no that's not true... if you increase total cap and total hp by 50%, the end result does not change compared to before the change. The only thing that would change is how long the fight takes. Yes, you have to shoot longer, but 50% extra cap gives 50% longer time before cap runs out. But, you also have to tank longer and again 50% extra cap just gives you 50% longer time before your cap is gone.
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Miri Tirzan
Caldari Reikoku Band of Brothers
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Posted - 2006.11.16 21:24:00 -
[120]
Edited by: Miri Tirzan on 16/11/2006 21:35:39
Originally by: Tuxford See the reason for increasing capacitor capacity and capacitor recharge time is very simple. Lets say on TQ today your fighting in ship A against ship B. You can kill ship B in 2 minutes and your cap runs out in 2.5 minutes.
After the patch, lets say we do nothing to capacitor. Ship B will survive for 3 minutes but, unfortunately Ship A will run out of cap in 2.5 minutes.
Lets say we increase the cap by 50% and recharge time by 50%. The max cap/sec stays the same. Ship B survives for 3 minutes and ship A runs out of cap in 3.75 minutes.
There is really no good reason for boosting max cap/sec. Lowering the cap use of guns and other modules isn't really justified either. If you can run your modules now long enough to get the kill you can do so as well after the patch.
That is an over simplified example. The problem is that ship A (cap using weapons) runs out of cap before ship B (with non-cap using weapons). If you do an across the board cap increase and recharge time increase, then you have just boosted all the ship Bs. They now have more cap to use for tanks and other modules that ship A will not have, their increase is all going to the guns.
Please dont do this. A more targeted way is simply to increase the controlled bursts from 5% to 10%. Those that dont use cap based weapons are not helped or hurt, those that use bacp based weapons get just enough to last that extra bit of time needed to have a chance of winning the fight.
If not, you may have increase cap so the ship A can now last 3 minutes but the Ship B also got the cap increase and will have cap to put into tanking, Ship B now lasts for 4 minutes. This does not Ship A, it just makes all the Ship B's that much stronger.
svetlana - "whining gets you stuff. that is why humans got to the top of the food chain and all the other animals got nerfed."
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