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Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Hakaari Inkuran
State War Academy Caldari State
307
|
Posted - 2015.06.27 12:20:59 -
[1] - Quote
Whew! Dodged a bullet there rise! Non-rapid launchers almost became viable, cant have that. Good thing you nerfed those application stats because missile and turret application already have parity right now, right? So obviously turret and missile mods need to be equal too.
While you're at it i hope you made sure rigor and flare rigs now have stacking penalties when you added stacking penalties to the modules. But knowing these things, its probably going to be a cute little bug on the test server monday. Protip: when it happens just say it was intentional all along. |

Hakaari Inkuran
State War Academy Caldari State
307
|
Posted - 2015.06.27 13:13:58 -
[2] - Quote
Kadesh Priestess wrote:Due to how dogma works, it's impossible to have stacking penalties on regular modules and have them absent on rigs Hooray! So instead of three rigor rigs, i can put on three rigor rigs and a scripted mgc for 15% more exp velocity and like 3% better explosion radius.
New meta guys break out the ravens! Full srp on me!
But oh wait thats actually worse explosion radius because the rigs get hit with a penalty. Oh well good thing i have better exp velocity to make up for losing a mid slot, 35 cpu, and the exp radius hit.
Rise, buff these modules again. Yeesh. |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.27 13:26:47 -
[3] - Quote
stoicfaux wrote:[blink]FFS, people! CCP Rise didn't say he was making Rigors/Flares stacking penalized. He said that the MGC/MGE modules on Sisi didn't have their attributes stacking penalized yet, and it would be corrected in the next Sisi build.[/blink]
The modules will stack with each other. They will NOT stack with Rigors/Flares or implants or skills that affect explosion radius/velocity and flight time/speed.
FYI, the MGC/MGE modules are NOT fully implemented on Sisi: * neither module shows the flight time bonus * they still show the pre-nerf values * the MGC Precision script modifies: "aoeCloudSizebonus", "aoeVelocityBonus", "explosionDelayBonus", and "missileVelocityBonus"... * the MGC II requires Trajectory Analysis which is a Gunnery skill... * and apparently, the attributes on the MGC/MGE aren't stacking penalized yet.
/it's_like_the_35_second_reload_applies_to_people's_brains_as_well...
Missile platforms tend to have application issues when devoting all rigs to application. This is why there should be no stacking penalties on the application side with these modules. Most missile platforms cant spare midslots for application and the lowslot variants are pitiful just like te's. These modules would be ok with the smaller percentages if they had no stacking penalties. At least then you'll get something decent for devoting 5 slots on your ship to applying your outrunnable damage. |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.27 13:41:32 -
[4] - Quote
I will trust kadesh's statements over stoic's on this matter, until ccp proves otherwise by rise coming in to explain the code magic he did to make sure comps and tes will ignore rigs when deciding if they're second or fourth in the stacking penalty line. Anyway, its looking like barely anything will change for missile ships except having to spend another slot just to stay where they currently stand. |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.27 15:15:01 -
[5] - Quote
Kadesh Priestess wrote:gascanu wrote:wait! wait! are you guys saying that after this buff to missiles we will need 3 rig slots and 1 med slot to get the stats you now have with only 3 rig slots??? if so, man. this is a hell of a buff  Well 2 t2 rigors + 1 t2 flare will have pretty much same efficiency as now. When you pimp out missile range, you don't fit 3 hydraulic bay thrusters, right? By your calculation moving to a flare post stacking is still worse than three rigor pre stacking. And really, a flare isnt as good as a rigor to begin with.  |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.27 15:43:58 -
[6] - Quote
gascanu wrote:Kadesh Priestess wrote:afkalt wrote:Kadesh Priestess wrote:gascanu wrote:wait! wait! are you guys saying that after this buff to missiles we will need 3 rig slots and 1 med slot to get the stats you now have with only 3 rig slots??? if so, man. this is a hell of a buff  Well 2 t2 rigors + 1 t2 flare will have pretty much same efficiency as now. When you pimp out missile range, you don't fit 3 hydraulic bay thrusters, right? And the golem dudes running double rigor II, with no third rig are stuck  Not really. Two t2 rigors now are +56.25%, with stacking penalty applied +51.33%. Sure it's worse, but very insignificantly. ok i got it : so they are boosting missile ships but first step is nerfing them... this looks more and more some sort of "freighter boost", so in the end you will need to fit one of the new mods to get about the stats you had before "boost"... so i got an ideea: CCP Rise pls don't boost missile ships! Yeah this isgetting stupid. If its too hard to give us these mods without potentially breaking the game with rhml phoons oneshotting frigates all day then obviously they should forget these modules entirely. Just fix the base stats of all missiles and call it a day. Give torps more range, nerf sb torp range bonus, fix application for heavies cruise and torp and nerf light missile range. Then call it a damn day and get some gin. |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.30 16:04:07 -
[7] - Quote
Kasia en Tilavine wrote:Arthur Aihaken wrote:So CCP Rise, Aegis is out in just over a week. Any chance on joining the discussion or relenting on some of the stat nerfs? The best they would give us is "going live with these modules, we'll see how they do!". And given the next month of people using them to see if they are worth it, we will see them declare OP success. Meanwhile, in terms of total damage dealt increases with missiles, "the logs will show nothing". These modules replace Ballistic Controls, Tanking modules, Tackle, E-war, or other midslot utility. Each of those things either make missiles do more damage, or give missile ships more staying power on grid through tank/enemy disruption/self support, or hold enemy ships in place (tackle) longer, allowing missiles to be fired for longer, thus doing more damage. Considering that July will be the month of experimenting with these live on TQ... If AUGUST sees more total PVP missile damage done, then OP success. Because the decrease in Tank/E-war/Tackle/rawDPS is being successfully compensated for with more application, and there are use cases for these modules to be helpful to groups. Whether these relegate missile ships to tankless back line snipers to make your blaster tackle more potent on the enemy, or decloak wonder-death, then they have ultimately found use by the comunity. Which i guess works out to a net gain for missile ships. I for one wouldn't mind flying no tank long range missile ships that hide behind the back line logi and hammer on larger targets or tackled targets to help break them. Their potential power in allowing Rapid fit Caracals to put dps pressure on "safe" logi or e-war ships just kiting the field might be something tremendously useful. Eve is waiting. You might see more total activity with missiles due to people thinking this package is a buff to missiles rather than being a nerf. Op success
To Rise: you're an ass. |

Hakaari Inkuran
State War Academy Caldari State
308
|
Posted - 2015.06.30 17:10:30 -
[8] - Quote
afkalt wrote:elitatwo wrote:Aww man, looks like it's going to be 'screw yall'. Sounds about right, 18 pages of 'you're doing it right' followed by about half a dozen of 'the revision is bad' Rarely have the community been so unified so naturally we'll not be listened to  Star map Skins Overview changes Missile mods Almost fleet warp change So many positive changes recently..
Eugh. Ccp get it together |

Hakaari Inkuran
State War Academy Caldari State
309
|
Posted - 2015.07.01 19:16:49 -
[9] - Quote
Chan'aar wrote:is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads? I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".  Ccp doesnt give a **** and have not for months now. They need to forget this rapid developmen cycle and reprioritize. |

Hakaari Inkuran
State War Academy Caldari State
309
|
Posted - 2015.07.01 23:09:18 -
[10] - Quote
GreyGryphon wrote:scorchlikeshiswhiskey wrote:Chan'aar wrote:is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads? I am sure we used to have some blue bar's appear just about everyday back at the beginning of teircide and the balance pass. These days its "here are the new numbers" then if we are lucky an "ok we had a read and have changed the numbers slightly".  From what I've seen, and I could be wrong, CCP devs prefer to speak from on high when it comes to missiles. They don't seem to like a lot of discourse about the subject. This is why it is not uncommonly said that certain appendages are rigid from hate when missiles come up. I can't say for certain but I think that, at the least, missiles give devs the heebie jeebies. This.... uneasiness is exhibited when they try to force missiles into the turret mold when, in the past, they have justified missile imbalance because they're different from turrets. Typed from my phone, just in case there are errors. I honestly believe that missiles are a nightmare to balance, so I wouldn't be surprised if this is true. The reason Rise gave for toning down the numbers seems to suggest that their is no effort to keep missiles as a unique weapon system. It bothers me that Rise has refused some changes to drones so they remain different and does a 180 in this thread. If missiles are so hard to balance then these modules just make the problem worse. They should not go live. Ccp is opening pandora's box and they won't be able to close it. Missiles will always be either weak or op, never balanced. Worse than the way they are now. |
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Hakaari Inkuran
State War Academy Caldari State
309
|
Posted - 2015.07.02 19:14:05 -
[11] - Quote
Arthur Aihaken wrote:2 years, and once again - nothing's changed. But the world refused to change |

Hakaari Inkuran
State War Academy Caldari State
309
|
Posted - 2015.07.04 17:04:52 -
[12] - Quote
This isnt the first time ccp just went and ignored dozens of posts of feedback. Look at the icon fiasco just last month |

Hakaari Inkuran
State War Academy Caldari State
327
|
Posted - 2015.07.22 16:47:33 -
[13] - Quote
afkalt wrote:Tiberius Heth wrote:Matt Faithbringer wrote:Tiberius Heth wrote:Sobaan Tali wrote:"Why this when a TP just works so much better?" Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those. Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you. Not everyone does fleet pvp, and even then you still have performance issues outside 45km. To be fair if it's not fleet pvp then the range is basically irrelevant as it's well beyond your effective tackle limits. It's also still 80% effective at 90km alone and can be linked to be improved. Hell a target painter even helps your drones. Edit: TP bonuses:
- Assists everyone on every level - damage, drones, lock time, even bombs.
- Less than half the fitting cost
- Remains >=80% effective before links out to 90km. That's 50% further than HML out the box and about the max effective engagement range of a caracal with a bonus. So really this presents an "issue" for cruise hulls and cerberus.
- Cycle time is not an issue nor is juggling targets because the HML speed is sufficiently low, that the 5 second cycle time of the TP means that effectively being able to miss a cycle is almost irrelevant because it would be so rare.
- As discussed infowar links boost this mod making it massively more effective and at serious ranges
- Fall off/optimal is irrelevant at small scale because you're going to be in range anyway to hold tackle. At the fleet scale...links baby. And also no-one uses missiles in fleets ever.
- Really, NO-ONE uses a missile fleet. Not even the most special of snowflakes.
The MGC....well for tiny targets there's an arguable bonus, however to lose all of the above....no thanks. I suppose it can also change scripts mid fight so you can shoot further than your lock range. YAY, said no-one ever. People won't be flipping scripts mid fight. Ever. Range scripts would require a build around them, not a swap in combat. Careful what you say, you might cause Rise to nerf target painters.
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