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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.19 09:37:00 -
[1]
Originally by: Murukan I know people didn't like the ranges of sniping and how big a discrepency between t1 and t2 ammo there was. But i think by nerfing the range of t2 longe range ammo from 100% to 80% you guys overlooked a serious problem that will arise.
For fleet battles the most common range of engagement is around 190-220km away from each other. Bships with t2 guns can hit comfortable at this range. Now with the range reduction their range will be more in the 160-180km range. This is not a bad thing in itself but with a certain new ship fleet combat will become fubared.
The rokh gets its optimal bonus which was fine with the earlier t2 ammo. With targeting set at an artificial cap of 250km the rokh really only had an advantage from 220-250km. That window isn't exactly very large so it doesn't make the rokh very overpowered.
However with t2 ammo being nerfed the rokh will still be able to hit at that range rather easily. However the window of difference now between other bship and the rokh moves from 220-250 to 180-250. That's a huge change and it's going to end up making whoever fields a fleet of rokhs the winner, simply because other bships will not be able to touch a rokh if it's at 220km where the rokh will be able to shoot back no problem
Making the range difference between the Rokh and everything else is exactly why they nerfed T2 ammo ranges, nothing else. They (Tux?) wanted the Rokh to have a clear cut (some might even say "huge") advantage over other BSs when it came to range, T2 ammo or not. Now it has it.
Is it crap? Yes. Will they (Tux) make it fair and put T2 ammo back where it was? I doubt it.
Because I said so...
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.19 11:06:00 -
[2]
The Rokh will be able to equal or outrange every other BS using T2 ammo with T1 ammo, outdamage all other BS at extreme ranges with it's own T2 ammo, and outdamage most close range sniping BS at close/mid range with Antimatter and Javelin.
Because I said so...
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.20 04:36:00 -
[3]
Edited by: murder one on 20/11/2006 04:36:18 Here is why the Rokh is going to be so effective:
Range with T1 guns- using T1 guns/ammo it can reach to the same range or beyond that of all other BS using T2 guns/ammo. If you can't hit it, it doesn't matter how much damage you can do. All the other BS's damage output drops to zero.
Training time- it takes 60+ days to get to T2 large guns regardless of type, and that's if you have your learning skills done. T1 fitted Rokhs will be easy to obtain skill-wise and they *will* be effective when used in numbers, especially against an enemy that can't hit back due to being outranged.
Tracking- Tracking at 200km+ is a non issue when engaging anything larger than a frigate. Sure it's going to be hard to shoot down interceptors and fast moving dictors and the occasional stabber, but any cruiser with MWD is going to die due to sig increase, and any cruiser with an AB isn't fast enough to make a difference. Tracking simply doesn't matter at ultra long range when you're firing at large targets. For anything closer you have your support ships.
Fitting the Rokh- the Rokh has plenty of slots. It has enough low slots to fit 3x magstab IIs and two left over for fitting mods. Put 3x sensor boosters and 3x tracking comps in the mids and you have very quick lock time, plenty of extra tracking and plenty of damage/range. Drop a sensor booster to add an MWD if you like when you fit 1-2 RCU IIs. The shield amount and the natural resists will be quite enough to allow a Rokh to survive 1-2 volleys and warp out if it's properly aligned during a fleet fight.
It will take a LOT of firepower to bring down a Rokh compared to other sniping fitted BS due to the simple fact that *all* of the slots are generally consumed with range/tracking/sensor booster/damage mods, not tanking mods. Once people are able to fly T2 fitted Rokhs, the need for range will be even less of a requirement and they can remove some of the range mods and replace them with extenders or hardeners or both. Needing a PDU or RCU to fit the guns and MWD isn't a drawback if it doesn't take away the ability to mount the requisite 3x magstab IIs. Once you have the basics fitted to the ship to get the job done, everything else is just gravy. Every other BS in the game when fitted for sniping doesn't have this luxury. They all end up with every slot filled just to compete in range and damage.
The Rokh encourages the use of massed numbers of ships at maximum range. Exactly what we are trying to get away from.
Because I said so...
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murder one
Gallente CRICE Corporation Lotka Volterra
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Posted - 2006.11.20 05:33:00 -
[4]
Originally by: Dopefish If ccp introduced some typ of "rig" or something that could increase your range maybe that would balance the ammo nerf?
LOL? They do indeed have optimal/falloff rigs. The main issue is that the penalties for using them are not worth it/too severe (+10% grid per rig per gun) and since they stack with your other range mods already installed they provide almost no increase in range/falloff over and above the existing mods.
so unless you have a huge amount of extra grid (probably not) and don't have regular range/tracking mods already fitted (again, you probably do) then they're of no use. Furthermore, while regular mods provide an increase to range and tracking in one mod, the rigs only provide bonuses to one or the other, not both. And the boost per rig is much smaller than a corresponding module's increase per unit.
Because I said so...
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