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

Tiberius Heth
Say No to Features
17
|
Posted - 2015.07.17 19:33:21 -
[1] - Quote
The question, as always, is if CCP realised the issues the stacking penalty change would create and intentionally chose to go that route, OR someone tried to explain it to them but they chose to ignore it OR our balancing dream team went "duuuurrrrrr" for a few months and they didn't even expect any issues in the first place.
|

Tiberius Heth
Say No to Features
17
|
Posted - 2015.07.18 06:13:57 -
[2] - Quote
Arthur Aihaken wrote:Tiberius Heth wrote:The question, as always, is if CCP realised the issues the stacking penalty change would create and intentionally chose to go that route, OR someone tried to explain it to them but they chose to ignore it OR our balancing dream team went "duuuurrrrrr" for a few months and they didn't even expect any issues in the first place. Does it really matter? The end result is effectively the same.
It affects the approach one should/could have, for both as player as CSM member, to try and convince CCP they're doing it wrong.
|

Tiberius Heth
Say No to Features
20
|
Posted - 2015.07.18 10:27:24 -
[3] - Quote
Nevyn Auscent wrote:The problem is not in the modules or the rigs or the stacking penalties. All these things are fine. The problem is in the base weapon stats. When 40% of your damage against the same class ship is mitigated BEFORE boosts/prop mods/boosters there is a significant problem. Change that figure to be 100% with standard missiles against the appropriate sized class, then you have a better match up and you aren't employing all your rigs simply to get any application at all.
The base weapon stats were based on missile rigs not having stacking issues, suddenly they do but they didn't bother (for whatever reason) to address it. I expected them to change stats so that with just rigs, as it would have been before, it would now perform slightly less but making it perform better with one of the new guidance mods. It doesn't, so now missile users have to waste an extra mid slot while STILL performing worse.
Your idea about damage application is hilarious and goes exactly the other way and would have to, for the same reason, result in a rebalance (lower base dps). One of those "be careful what you wish for" which is quite apt given how people wanted these modules for years, somehow expecting a flat buff. |

Tiberius Heth
Say No to Features
25
|
Posted - 2015.07.19 06:42:36 -
[4] - Quote
Nafensoriel wrote:I will clarify my previous comment. I see ZERO issue with equal class perfect application. A battleship vs a battleship should be applying its full strike or at the very least within the same damage band of comparable weapon systems.
You are not vocally advertising this. You are advertising perfect application in general. A cruise missile that blaps frigates is not a good thing and never will be. Or do you want a single phoenix to be able to wreck subcap gangs pretty much effortlessly?
Does application need a serious look? Oh hell yes. That's why many of us are baffled by the nerfs to application.
Application issues, even to same size targets, forces one to give their fit, tactic and possible teamwork a good think. Removing that means you suddenly have free extra slots and require a whole lot less planning. So they'd have to then rebalance all the ships involved to make up for that and there's no need to do that because it IS balanced, at least it was till they introduced stacking on the missile rigs. No reason to make a complete 180 fitting/balance logic wise and redo everything.
Also, missiles are so easy to use with zero piloting input and pretty much range independent performance that it has to, somehow, be given downsides. Application of their damage IS that downside, forcing to adapt fit or accept the lowered damage. You can't just go "yeah lets change it to 100% application vs same size target" and leave it at that, it would create a MASSIVE balance change. |

Tiberius Heth
Say No to Features
25
|
Posted - 2015.07.19 06:50:53 -
[5] - Quote
elitatwo wrote:I still want 100% application across the board but I can be persuated to settle for the same size thing.
And the next one who writes about a tracking disrupter for missiles will get disrupted in a way that is to gruesome to write down.
Full 100% application is silly and removes any sort of tactics and choices from the game creating a massive power creep. EVE had it early on and while it was hilarious it was also dumb.
|

Tiberius Heth
Say No to Features
26
|
Posted - 2015.07.19 08:43:00 -
[6] - Quote
Nevyn Auscent wrote:Uh no, that is not what I was saying at all. Go back and read, I very specifically was saying 'same class before any fittings, boosts, implants or boosters'. I am talking about BS vs BS or Cruiser vs Cruiser. Cruiser vs Cruiser is one of the worst with Heavy missiles down as low as 60% application vs certain unfitted cruisers. Light missiles/Rockets are fairly good in this regard already so not much would need to change there.
As for 'application issues cause thinking about fitting'. I am talking about UNFITTED HULLS. Caps since you seem to be missing it every time. As soon as they fit a prop mod of any sort, command boosts, implants, or boosters which affect sig, suddenly you no longer have perfect application, meaning you STILL have to think about your fit. You are just no longer forced into a bunch of application mods just to do any damage at all to a target. Look at your standard gun fit, it doesn't come with 6 application modules. Neither should missiles have to.
Missiles apply their damage regardless of range, turrets do not and may/will require ammo swapping (costing time and thus dps) to even TRY doing damage at all ranges. You can't just point at one stat and go "see, that's worse!" |

Tiberius Heth
Say No to Features
26
|
Posted - 2015.07.19 09:38:58 -
[7] - Quote
afkalt wrote:But it's not one stat. Links in play, as a fleet will have: Fleet fit eagle WILL outdamage a fleet cerb HML from 22km-116km.
The eagle has 50% more EHP to boot, because it doesn't need to **** away THREE slots to get that damage level. And, hilariously, with THREE damage mods the cerb picks up a mighty 53% of damage applied. THREE mods, barely over HALF paper DPS.
And that's at a 90 degree angle of movement to get transversal up.
Heavy missiles are not at the races. It is not "one stat", it's ALL of them.
"Medium rails are still silly"
Yes.
Also, name any other cruiser than can do that reliably and I'll name few others that will perform worse. So effectively you're saying "this ship and fit is NOT top of the list (but also certainly not on the bottom) vs a specific target (ABing cruiser) and therefore its weapon system sucks and needs buffing".
Other than that your statement is disingenuous, it CAN do similar (technically slightly more but... really) at that 116km but in order to then also apply decent damage at short range he has to swap ammo and if you have to change targets/ranges all the time that's going to be problematic. Also, above that 116km you stated the Cerb wins. Again, NOT having to switch ammo in regards to range is a big bonus and just because you can't somehow quantify that in stats doesn't mean it's not weighed in with balancing. |

Tiberius Heth
Say No to Features
26
|
Posted - 2015.07.19 10:15:14 -
[8] - Quote
afkalt wrote:Apparently you've overlooked the ludicrous fitting to get there and the fact it STILL only does 53% of paper DPS.
But it'll also apply it up close, meaning it's more difficult to counter. If you catch Eagles up close their damage is going to be minimal. I'm not disputing that heavies could need a better balancing pass than "gief 5%" (Explosion velocity should have a good look at) but the "make it 100% vs even size targets" is dumb as fck.
And again, comparing it to the one ship/fit that in this very specific scenario is obviously better than any other option isn't helpful, at least not from a "buff this weapon system" pov.
Quote:At the end of the day, there are NO missile fleet level doctrines out there for a reason.
How many medium blaster doctrines are there, or AC ones. Also, fleets isn't the only form of pvp and just because it's not the best there doesn't mean it sucks. I really comes back to the age old thing: heavy missiles have an above average range, both for medium weapons specifically as compared to all weapon sizes in general. And that has to come at a cost, if you don't like that cost then don't use that weapon system or ask for the range to be dropped in favour of applied dps. |

Tiberius Heth
Say No to Features
26
|
Posted - 2015.07.19 10:44:24 -
[9] - Quote
Heavy missiles need a more/different buff than 5% flat damage, that's no secret and frankly I don't understand how our balancing dream team thought it would somehow solve the issues. But that doesn't mean that one should point at a very specific ship/fit in a very specific scenario and base all your balancing statements on that. Missiles have too many advantages, not necessarily quantifiable ones, to only look at stats and go "make them on par". |

Tiberius Heth
Say No to Features
27
|
Posted - 2015.07.19 16:57:49 -
[10] - Quote
Arthur Aihaken wrote:Tiberius Heth wrote:Missiles have too many advantages, not necessarily quantifiable ones, to only look at stats and go "make them on par". And of course this is why Drakes with heavy missiles dominate fleet engagements...
Which other CBC dominates fleet engagements, exactly: none of them. On the whole Heavies aren't bad for the range they have, they just have too much range with too little application so that's easily solved methinks. |
|

Tiberius Heth
Say No to Features
29
|
Posted - 2015.07.19 21:14:30 -
[11] - Quote
Joe Risalo wrote:See, here's the problem.
Even outside of optimal, the TPs on a Golem still perform better than MTCs. Now, on a Raven, I don't know. I think a TP is still better than an MTC, but I don't know by how much.
It seems like the MTC is really only effective for heavy missiles, which have poor application, but also have poor range. However, I still feel that they're the only missiles that would be more positively effected by MTC than any other missile system. Rockets and lights don't really need application bonuses, as they're already quite effective, rockets have good enough range for brawling, and lights actually have great range for a frig class weapon.
IDK.. I guess they're broken either way..
If you confess to not knowing and state that heavies have.... poor range, perhaps it's best to not post?
|

Tiberius Heth
Say No to Features
29
|
Posted - 2015.07.19 23:34:29 -
[12] - Quote
Nevyn Auscent wrote:Tiberius Heth wrote: Missiles apply their damage regardless of range, turrets do not and may/will require ammo swapping (costing time and thus dps) to even TRY doing damage at all ranges. You can't just point at one stat and go "see, that's worse!"
Range on missiles is dictated by overtake velocity. Not just paper range. Guns their range is exactly what you see. And missiles have a range with no fall off at all. So..... Come back with a better argument than the one that missiles range is somehow better than guns. As soon as you introduce the target ships velocity into the equation missile range can be decreased dramatically simply by flying away from the shooting ship. Or even orbiting around it decreases the effective range.
Yes and given enough transversal the turrets will also miss, so that evens out. The POINT is that missiles work at all of their ranges equally well, whereas turrets have many more variables to control in regards to optimal, falloff and ammo choices. This is not difficult to understand. |

Tiberius Heth
Say No to Features
30
|
Posted - 2015.07.20 03:34:27 -
[13] - Quote
Arthur Aihaken wrote:Tiberius Heth wrote:Yes and given enough transversal the turrets will also miss, so that evens out. The POINT is that missiles work at all of their ranges equally well, whereas turrets have many more variables to control in regards to optimal, falloff and ammo choices. This is not difficult to understand. Missiles do not work at all of their ranges equally well. I would point out the rationale why, but I suspect I would be wasting my time. So if you truly believe this, then feel free to venture solo into low-sec with a Navy Drake. Let us know where to send flowers to next of kin...
Do tell us how it would end any different from any other BC using turrets. |

Tiberius Heth
Say No to Features
31
|
Posted - 2015.07.20 06:34:05 -
[14] - Quote
elitatwo wrote:Tiberius Heth wrote:...- side note -
Anyone who solos in a CBC and gets kited to death is a fcking moron. So if you're trying to go there I'll just laugh at you. Please stop posting alltogether. I was already here when missiles had 100% application and it was percieved as the end of the world because NOBODY had the skills and gear we do have now. Maybe your mind is not capable of comprehending that missiles are not all weapons in EVE and you can still yolo-swap-Ishtar-sentry everyone the same way you can now. Missiles come with enough downsides and that people didn't use all the tools we have already is not my fault - it's theirs.
100% application means frigates get one shot by a cruise missile volley and while hilarious for a little bit it also renders frigates completely useless. Back then it sortof worked (not really) because the frigates themselves ALSO ran cruise missiles. You asking, in this current EVE where frigates do not have similar dps or volley, for 100% application means that we might as well delete frigates altogether.
|

Tiberius Heth
Say No to Features
31
|
Posted - 2015.07.20 06:37:03 -
[15] - Quote
Joe Risalo wrote:I've also seen a frigate 9km from a BS, using a warp scram, orbit at max speed with a missile volley chasing it, until the missiles ran out of gas.
There's this silly little rumor that has always gone around that missiles always hit... Yes, the most definitely always hit structures and parked ships.
That has nothing to do with the range of the frigate but with its speed. And stop over exaggerating. |

Tiberius Heth
Say No to Features
31
|
Posted - 2015.07.20 06:41:21 -
[16] - Quote
And to the both of you, and anyone else chiming in on this: The REASON you'd have to be a fcking moron to get kited in a solo CBC is because non-idiots fit MJD on them which is a direct counter to kiting. It will save you in the majority of situations because the chance of running into a point range bonused ship that's actually using scrams is VERY slim, especially so in low sec.
This has NOTHING to do with said CBC being missile based or not. |

Tiberius Heth
Say No to Features
42
|
Posted - 2015.07.20 14:35:33 -
[17] - Quote
Stop being dumb. |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.21 04:27:30 -
[18] - Quote
Nevyn Auscent wrote:They just need the application raised so firing inside class (Normal HM's at Cruisers, Rage at BC's) does 100% at a bare unfitted hull. And have a velocity sufficient to sensibly catch a normal MWD'ing cruiser running away with at least 50% real range. Then the weapon systems can actually be balanced after that application change properly.
Sure, if you remove the falloff part of turrets and add that range to its optimal.
|

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.21 07:29:45 -
[19] - Quote
Joe Risalo wrote:I'm wondering.... Maybe if you took away the stacking penalty, they might be worth something.
You don't have to wonder, if there wasn't any stacking penalty on the rigs & guidance it would be lol overpowered. It makes sense for them to introduce penalties now that there's also modules for it but they didn't really think it through enough, or at all. |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.21 14:44:26 -
[20] - Quote
As I see it the ships that benefit the most from this change are the ones that get a missile range bonus (although, obviously, not for all uses) because it allows them to use the "unguided" missiles and get away with it range wise. A Cerb with 2 MGC gets close to 70km from normal T1 HAMs and their application is pretty good, for PVE that would mean adding one T2 rigor (just to augment application when you go for range script) leaving 1 rigs slot for "whatever". Then you can actively choose between full range, full application or a mix of one each.
Suddenly a Cerb isn't that bad a choice for PVE, it's the same with other HAM boats with a range bonus and also ranged torp ships. The old "unguided have **** application" really is gone, for the most part, and you could even come up with HAM kiters. |
|

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.21 21:12:01 -
[21] - Quote
Well, a Golem is a bit the odd one out due to its bonuses but look at this: Range for when you need it, application vs short range frigates.
[Tengu, LVL 4] Ballistic Control System II Ballistic Control System II Ballistic Control System II Ballistic Control System II
10MN Afterburner II Gistum C-Type Medium Shield Booster Thermic Dissipation Field II Caldari Navy Kinetic Deflection Field Missile Guidance Computer II, Missile Range Script Missile Guidance Computer II, Missile Range Script
Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile Heavy Assault Missile Launcher II, Scourge Heavy Assault Missile
Medium Hydraulic Bay Thrusters II Medium Warhead Rigor Catalyst II Medium Warhead Flare Catalyst II
Tengu Defensive - Amplification Node Tengu Electronics - Dissolution Sequencer Tengu Engineering - Augmented Capacitor Reservoir Tengu Offensive - Accelerated Ejection Bay Tengu Propulsion - Fuel Catalyst |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.21 21:53:28 -
[22] - Quote
HAMs are awesome, just not for everything (obviously). |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.22 08:18:51 -
[23] - Quote
Sobaan Tali wrote:"Why this when a TP just works so much better?"
- doesn't need to be activated on each and every target (which is especially annoying at longer ranges as you have to wait for the missiles to hit before switching, and then you have cycle times etc) - works outside 45km where TP is unreliable
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.
|

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.22 08:37:02 -
[24] - Quote
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. |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.22 11:01:06 -
[25] - Quote
elitatwo wrote:Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff.
As ignorant statements go, that's a big one.
|

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.22 20:52:25 -
[26] - Quote
elitatwo wrote:Tiberius Heth wrote:elitatwo wrote:Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff. As ignorant statements go, that's a big one. You can troll me all you want but tranversal is a thing, you know..
It's a dumb, ignorant ******** moronic clown statement. Only backed by people with either an agenda or a limited understanding on how stuff works. |

Tiberius Heth
Say No to Features
43
|
Posted - 2015.07.22 21:34:30 -
[27] - Quote
Joe Risalo wrote:Tiberius Heth wrote:elitatwo wrote:Tiberius Heth wrote:elitatwo wrote:Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff. As ignorant statements go, that's a big one. You can troll me all you want but tranversal is a thing, you know.. It's a dumb, ignorant ******** moronic clown statement. Only backed by people with either an agenda or a limited understanding on how stuff works. Just like your 100% application moronic clown statement. What limited understanding? The fact that ships with tracking bonuses and high tracking turrets don't need much tracking module assistance or that fact that no traversal (such as approaching NPCs) don't require tracking at all? Or are we not understanding how none of this applies to missiles?
Yes, all turret ships have a tracking bonus and all turrets have high tracking and aren't at all helped by increased tracking. If you start to use that sort of logic then we might as well state that missiles do just fine vs non-AB and non-moving targets. Your (not so) hidden agenda is showing. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.23 00:09:55 -
[28] - Quote
Joe Risalo wrote:It does happen.
Just as turrets miss, that also happens and actually quite a lot more than missiles in that regard. When will people realise that making up boogieman stories, creating very specific scenarios and then go "look, SEE, it sucks" isn't helping their case. Because it's so obviously biased and contrived no one who matters will fall for it. If you want to, at least try, make a case you HAVE to be impartial, objective and realistic. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.23 10:14:45 -
[29] - Quote
Jeremiah Saken wrote:Joe Risalo wrote:Now, they could possibly introduce a HIGH SLOT module that buffs range. Missiles are more like drones than they are turrets, so do like with drones and allow a range mod to be fitted in the HS. This means certain missile boats will be able to increase range with the HS modules due to ultility highs, but will have to choose between utility and range. Other missile boats that don't have a free HS are typically used for brawl/kite fits anyway, to which they don't need the addl range. If CCP wishes to factor this in, then give some more missile boats utility highs. Why everybody want range on missiles? They need time to hit target, the bigger the longer. Delayed damage is huge problem, why eveybody using sentries? Range will push missiles into auxilla dps hulls. This is not straight: I lose some tank but gain some range. They started balance from a** side. They need to differ missiles range / launchers/ ammo. Then introduce new modules, maybe even prenerfed. Then tweaking them.
Drop base range on guided missiles, that means they can get buffed to keep "dps vs projection" balanced, replace precision missiles with javelin versions. Just don't touch light missile dps because they're already quite good.
It really isn't difficult and has been stated again and again.
Unguided missiles are doing fine atm. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.23 16:57:49 -
[30] - Quote
elitatwo wrote:Now here is the bullet point. Your target puts her or himself in a terrible position since the straighter the line between those two dots in space become, the better you track. In this case the low base tracking of the 1400mm guns is totally irrelevant, only the range is important for calculating damage - devastating damage.
You have absolutely no clue, that or you're stating silliness on purpose to try and make your 100% application idea sound logical. either way: you're so wrong it's not even funny.
you could fly a MWD merlin almost straight at that Tornado and it would miss each and every time (apart from wrecking obviously). Versus a MWD Caracal you'd easily lose about 30% applied damage if he'd approach at ~10 degree angle, get it to 20 degrees and the applied damage becomes negligible. And it's not like those ships are the fastest & low sig representatives of their ship class.
It's almost as if turrets require tracking mods outside ideal (read: non-realistic) scenarios. |
|

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 03:58:36 -
[31] - Quote
Joe Risalo wrote:You'll notice his corp is "Say No to Features".
That set aside. What in the actual F#CK???
If you fly a Merlin straight at a Tornado, you will be blasted into Oblivion. If that Merlin is also running MWD, you might as well eject, because that Tornado will 1 shot you off the field.
As far as his suggestion of "non-realistic" scenarios. I have blasted frigs off the field with an Tach fitted Oracle several times. I can counter tracking issues by countering traversal, I can catch them on alignment, and I can catch them on a turn. All of this without tracking mods.
Sniper fits rely HEAVILY on catching the target out of traversal. Not too long back, just about everyone had a Tornado with 1400s sitting 200km off the gate blasting ships as soon as they came out of cloak... If you came at them, they'd warp to another Snip position and blast you from there.
I would Like Tiberius Heth to name me one time where he has seen a missile boat used for sniping. If he can, the I'll call him a flat out liar.
So in your hyperbole you forget to actually read. I said ALMOST straight and it's true. A frigate lolling about with some transversal is almost never going to get hit by 1400s at any range (again bar wrecking shots). |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 03:59:54 -
[32] - Quote
Frostys Virpio wrote:Tiberius Heth wrote:
you could fly a MWD merlin almost straight at that Tornado and it would miss each and every time (apart from wrecking obviously). Versus a MWD Caracal you'd easily lose about 30% applied damage if he'd approach at ~10 degree angle, get it to 20 degrees and the applied damage becomes negligible. And it's not like those ships are the fastest & low sig representatives of their ship class.
http://imgur.com/lQiERIX
Tornado firing 1400mm at a MWD merlin in a straight line with Quake L and no other mods fitted.
Which part of "almost" don't you get. Give it some angle, show us the results. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 05:14:15 -
[33] - Quote
Joe Risalo wrote:Frig is flying slightly towards my right... i'll go right as well to cut traversal.
Either way, you have a LOT better chance of getting a kill shot on that frig than a cruise missile does. Cruise might hit it, but they'll need to hit it 20 times to kill it. One shot from your 1400s, and it's gone.
Here's some graphs
0 angle, a bit of angle and some 30 degree angle. max dps with fit (is an incomplete fit but that doesn't change anything in this regard) is 691. I even use Quake to increase the chances of success.
With a little bit of angle only 110 dps remains which is about 16%, so on average about every 6 volleys that's going to hit. Cycle time is just over 16 seconds resulting in one single hit every 103 seconds (resulting in a kill). In the mean time the Merlin could have covered close to 3k km.
With 30 degrees of angle only 28 dps remains. [math happens]... once every 410 seconds, on average.
And with small angles having THAT much of an impact, the chance of your amazing piloting skills making up for it all resulting in anywhere decent chance to hit is... still the same. VERY low. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 05:17:33 -
[34] - Quote
Frostys Virpio wrote:RNI and Ratle shoot the correct missiles (caldari navy because rage would be stupid...) and of course since I proabbly "cheated" by using a tracaking comp on teh nado, I put a guidance computer II on both missile ships with precision script.
Nono, remove both:) Their statement was that turrets don't need tracking modules. I already agreed to the fact that the guidance mods aren't up to par and need rebalancing.
|

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 06:09:28 -
[35] - Quote
Fairly similar to my numbers as yours is a fitted merlin while mine is an empty one as it's a decent average for all the other frigs.
Simply put: that merlin could fly around for a LONG time before it would finally get hit and this whole "turrets don't need tracking modules, see how OP they are. Please buff missiles so they have 100% application" is silly nonsense. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 15:54:15 -
[36] - Quote
Yes, they did. It's just that most of it got deleted. Here's some of the stuff that's still there.
elitatwo wrote:Let's put it this way, you don't need to put any kind of application module on any turret boat and can still hit stuff. Missile ships HAVE to put at least two of those on to do any considerable amount of damage if any.
Poking things with one hitpoint cannot be considered as 'they always hit'.
elitatwo wrote:Thank you, akfalt. Actually I meant my Confessor which kills ships just fine without application mods or heat sinks, so my lasers hit just fine and even in a ship like a Nightmare you just need to position yourself in a way that lowers your transversal and even the smallest ships go boom.
This hilarious post
And this one
This one is also great
So, how about people stop making overly exaggerated claims and obviously construed scenarios to act as basis for silly changes that make no sense whatsoever. And instead focus on realistic, balanced and workable ideas and solutions.
- diminish the target speed factor in the whole damage calculation, not to zero (I'm looking at you e2) but lower it to a point where it works fine. This is to counteract the loss of application due to the rigor/flare rig stacking penalty changes
- do so slightly more for HML
- up the stats on the application bonus of the guidance modules, leave range alone
- then decide to leave HML as is or drop range by a bit allowing for a slight flat dps buff. I'm talking small numbers here, 5% or so
Suddenly missiles work better where an MGC is a viable module for some situations (but obviously not all). Will that counter the Petes? No it won't because they're Petes for a reason: difficult to counter. You don't balance by bringing other stuff up to the same lvl as hilariously overpowered nonsense, you do it by nuking that nonsense's capabilities which in this case are medium rails, T3 nonsense and gang links. |

Tiberius Heth
Say No to Features
44
|
Posted - 2015.07.24 18:09:42 -
[37] - Quote
And you've just outed yourself to be a clown, well done.
|

Tiberius Heth
Say No to Features
46
|
Posted - 2015.07.25 06:49:06 -
[38] - Quote
Joe Risalo wrote:Lady Rift wrote:finally got off my butt to log in and fit these mods. I like them for my pve. for the same range i get a sub 300 exp radius and 180 exp vel vs 330 and 160. plus i can get more application if I wanted to get closer. Had to change a rig and use implants for fitting to get a low and a mid to fit.
I'm really curious how strong it would of been prenerf. As i like them currently for my needs. and more range and application can only make my pve more effective. May I ask what you're flying in? I fly a Golem and have tried them with both Torps and cruise. In both cases, 3 TPs or 2tps and a web always performed better. I don't need the range for cruise, and if I try to use them to add range to Torps, then I lose application. That said, my max lock range is 118km, and my TPs seem to still be more effective at that range, dispite being well out of optimal.
Again, the Golem gets bonused TP so you're never EVER going to see a reason to fit them there, unless you want the range. Also TP is binary, they either will work or they don't and at 100km they have a bout a 50% chance to apply (assuming maxed TP skills). |

Tiberius Heth
Say No to Features
46
|
Posted - 2015.07.25 06:52:55 -
[39] - Quote
Lady Rift wrote:finally got off my butt to log in and fit these mods. I like them for my pve. for the same range i get a sub 300 exp radius and 180 exp vel vs 330 and 160. plus i can get more application if I wanted to get closer. Had to change a rig and use implants for fitting to get a low and a mid to fit.
I'm really curious how strong it would of been prenerf. As i like them currently for my needs. and more range and application can only make my pve more effective.
Previously it made the most sense to fit 2 rigors (being a T2 ship), now it makes more sense to fit 1 rigor and 1 flare and even with a precision script MGC you will perform LESS than before the changes when you'd just use rigs. That's the big gripe, the actual problem: due to the stacking changes you're now forced to waste a mid slot while still doing worse than before. |

Tiberius Heth
Say No to Features
46
|
Posted - 2015.07.25 07:38:50 -
[40] - Quote
Sobaan Tali wrote:I agree that, yes, the divide between TP's and these modules are far less pronounce with cases where you can neither afford to bring a plethora of TP's nor when there are bonused from the hull like the Golem.
Having said that, I agree with Joe on the sentiment that TP's still have a pretty sizable edge over MGC's 1 to 1, bonuses or not. And, we actually have mentioned the MGE once or twice...even if only to state how they do absolutely bubkiss compared to alternative lows.
True but MGC have two things in their favour:
1) they don't need to be activated per target. Which ever way you look at it manually painting each and every target is annoying as hell, in pve anyway. 2) they work regardless of range, not really useful when using the short range missiles but when using heavies at their max or better yet Cruise then TP are going to struggle at longer ranges
Doesn't make up for the fact that well fitted ships now perform worse than before the changes but they are useful no matter what. Would MGC/missiles get balanced to where they should be those two will be massive boons. |
|
|
|
|