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Blood Animus
Catastrophic Overview Failure Brave Collective
0
|
Posted - 2015.10.18 14:37:31 -
[211] - Quote
Probably my first post because I feel very strongly concerning the Gila. Probably wall of text with wandering subject.
First off the loss of a lows combined with less cpu is a horrible nerf, current fits are already CPU limited if you try to fit launchers and a full t2 tank and damage mods. A common fit for fleet PvP will by a DCU and 3 DDA's and then we buffer tank it and fix holes in the mids and choose whether we want an AB or utility mod, neuts/RLML and DLA in highs. In a fleet setting this allows the Gila to punch well above it's weight and is also heavily anti-t3 since our tank isn't cap or speed based and our dps cannot be stopped.
Solo you get a lot of variation, you can drop a DDA and a LSE + invuln for a cpu augment in low and micro/point and some HM/HAMs for blistering dps to cruisers and still being able to stomp frogs who can't outrun mediums. It's a very dominant ship in it's class.
Alright now for PVE it's pretty simple. It gets a hull resist bonus per racial cruiser level with a dps bonus on missiles to prop up it's dps. You can buffer fit it with specific hardeners and it can solo DEDs and combat anoms pretty handily with 500-600 dps and an almost magical resist profile. The other way is to passive tank it and you find it becomes a bastion of death to most PVE in the game at cruiser-BS level. 4 shield relays will have it pushing 800 dps passive tank with resists factored in on a broad resist tank, if you fit it for a specific race it will be even higher.
Ok now some checks and balances. Price is one, it is the 2nd most expensive faction cruiser. Drone based, kill/cripple/outrun it's dps and it's no better than a brick. In the same note I do believe the drone HP is rather high and could use some balancing since they get near cruiser . Fitting is a pain, you cannot fully t2 fit this ship without sacrificing dps since it it cpu limited, a passive tank will see you using meta 4 shield relays in the lows with meta 4 launchers in the highs since to fit 4 DDA's you will run out of cpu. For site running Class 3 wormholes it's balanced for the fact that while it tanks every site, it requires you to actually spend money to make money amd can take a while to make back due to the constant threat of being dropped and because sleepers will focus your drones and cut your dps in half or completely during this due to webs/killing drones. Also for the sites the constant dps isn't a problem, battleship alpha is what drives your passive down as you can lose close to 10-20% shield in a volley while fully passive fit, if you like to be edgy and tank at 30-40% this could see ypu losing your ship if you overestimate your hull (I am guilty of this on a few ships). One of the benefits to running sites in a gila compared to say a drake or a gila is that you are a target that is hard to actually kill, a drake is big and slow with laughable application compared to what will be dropped on you, any tengu you find in a wormhole running C3's will be active tanked and you just have to fit an AB and a neut and you mitigate a majority of it's dps while it caps itself out (short of being blingy with a pod fit for active tank). Both the drake and a tengu are harder to get into than a Gila, drake requires heavy missile skills and if you want to actually clear sites you need to train the supports, the tengu is a t3 and as always will be a minimum of 400m to purchase and require months of trainning. Gila on the other hand, train t2 shields (important train for anyone), medium drones a bit so your dps is worth using, and the hull to 4 for resists and it's ready to roll out and run sites. It's a very newbro friendly train for people just starting their WH career or daytrippers trying their hand at something new. I've owned at minimum 6 of these specific hulls and given them away to newer members of my corp so they can join us as dps for site running as they are very forgiving in terms of being focused by waves and I lile to see them actively participating in fleets. Loss of a low slot makes them unusable for all c3 sites, period, there is no replacement unless you want to train into a drake which is worse in every way
Alright now a better solution to balance the PVP dominance of the Gila compared to other faction cruisers (ignoring t1 cruisers beacuse this hull costs exponentially more than a t2 fit t1cruiser).
1. Separate the drone HP and damage bonuses, then lower it's dps bonus to drones to 450%/400% and give the drones a slight nerf to hp at 400% so they can be killed a little easier.
2. Remove a launcher and then the Gila doesn't have as much issue with the -20 CPU hit but can still be able to fit for HM/HAM and do reasonable dps for the cost of it's hull but still separating us from a slot and giving us 4 highs (3 missile 1 utility), while not killing the passive Gila.
Closing statments
Just because a hull is better at something at its hull level than anything else doesn't make it broken, it makes it unique (please don't mention the orthrus, quit engaging linked and snaked hulls or bring a sebo'd celestis/maulus). Removing a ship's viability in an entire section of PVE because you didn't realize not everyone flys a t3 or rattlesnake for a 30m site is rediculous, you're also lowering newer pilots ability to build their wallets when they are just trying to do something new and exciting. I like finding a Gila in my chain, you can't simply solo it mid site and encourages cooperation to kill.
There's other stuff but it's already a wall of text |

Nafensoriel
KarmaFleet Goonswarm Federation
142
|
Posted - 2015.10.18 15:18:40 -
[212] - Quote
epicurus ataraxia wrote:Nafensoriel wrote:[quote=Yli Canis]~snipsnip~(I hate omnislash)
One could do that, or one could reduce the damage another way without making it ineffective for the PVE he is describing. He is pointing out that there may be a way of reducing the damage another way than removing a low slot. Possibly by either removing a missile hardpoint/ High slot or If the team feels a low must go, compensate it by increasing the passive regen to replace a shield power relay, Which does not help PVP but helps keep PVE utility. There is PVE in other places than wormholes, HS , LS, Null basically absolutely everywhere, So are you saying ALL PVE players should Take one for the team because PVP players used it to excess? Hardly balanced that, is it? I use the Gila for PVP too, Great ship, Still good for PVP, we will cope. Absolutely buggered for it's primary PVE role now as a passive regen ship though. CCP Fozzie has asked us to point out issues,and things are not finalised. Do people think he is superman, plus the wisdom and infallibility of the Pope? Of course he needs feedback from the people who use the ships, in the areas they use them. He is asking for our input. And like any reasonable person he will look and see where the unforeseen problems created by the proposal, can be mitigated, whilst still achieving the primary goal. We shouldn't get to worried at this point from a PVE point of view, regarding PVP, the effective damage reduction is in the right ballpark and honestly expected by most, CCP will just hopefully pick a different way of achieving the same goal, He has said he has an open mind.
Actually to be blunt CCP had two options with the gila. Nerf its tank or nerf its damage. In any practical sense tank is the problem. What you have is a pirate cruiser hull that tanks like a HAC without any drawback whatsoever. WHers abused the battleship grade tank for a while and want to keep it because it makes c3s considerably easier to do logistically. Trouble is that's just bad design.
Do you realize you are making the point for why the gila was in need of a tanking nerf by saying you have no cruiser options to solo a c3 anymore? When only one special snowflake of a hull can do it solo it should have flagged your brain somewhere that it might be an issue.
And no.. this nerf will not hurt it in other PVE areas because it was already PVEing considerably above its weight class. Additionally anyone who is currently complaining about a few CPU points(which account for the lowslots fitting reqs) or the loss of a lowslot.. Read your own posts. Your arguments center around the ship and the ship itself.. absolutely nothing about balance between other ships. "Unique snowflakes" have a history of ruining games. No sane developer will keep one full well knowing the player base will continue to abuse the heck out of it and destroy thousands of man hours of balance work in the process.
This is eve.. Your toy got nerfed. You enjoyed it while it was retardedly overpowered. Now it will be balanced. Get. Over. It.
|

Blood Animus
Catastrophic Overview Failure Brave Collective
0
|
Posted - 2015.10.18 15:32:41 -
[213] - Quote
I recommend you go on SiSi and try to run sites with our Gila first then try to run it in a drake, then a tengu, then a rattlesnake. Then look at the site value and time to completion for each. You'll see why it's the hull we choose. |

ArmyOfMe
Hull Breach. Outnumbered.
487
|
Posted - 2015.10.18 17:11:29 -
[214] - Quote
Yli Canis wrote:The Gila nerf is absolutely brutal to Jspace denizens soling C3s.
Max passive regen I can eft is 663, with all Vs, faction extenders and A-type amplifiers. That's on a ship that will run you around 600 mil at jita and has 0 insurance (huge risk of losing all your investment). With t2 extenders (~120 mil cheaper) the max tank with all Vs is around 630.
The lowest-dps C3 site has a 669 dps wave.
Use a dual rep ishtar for c3's then. Works fine, does 730ish dps and tanks quite a bit.
QUOTE CCP Dolan and the EVE Online development team:-áThe battle was relatively even for some time with CFC and Russian forces holding moderate lead at first and only have a slight lead in Titan kills. Then came a turning point in the battle. Manfred Sideous, the initial Fleet Commander for PL/N3, handed over command to the CEO of Northern Coalition., Vince Draken
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Xequecal
GoonWaffe Goonswarm Federation
355
|
Posted - 2015.10.18 17:30:47 -
[215] - Quote
I really don't get why people use Gilas for wspace PvE soloing. T3s are just so much better in like every way for doing this, and it's not like they're expensive these days. |

Blood Animus
Catastrophic Overview Failure Brave Collective
0
|
Posted - 2015.10.18 17:35:33 -
[216] - Quote
[/quote]Use a dual rep ishtar for c3's then. Works fine, does 730ish dps and tanks quite a bit.[/quote]
3/4 of C3 sites neut and most web, the site that doesn't neut starts off at 7k alpha (undodgable in a cruiser) and the last wave alphas for 9k. Any other ideas that don't involve 2-3 month olds trying to fly HACs?
|

Xequecal
GoonWaffe Goonswarm Federation
355
|
Posted - 2015.10.18 17:40:32 -
[217] - Quote
Blood Animus wrote:3/4 of C3 sites neut and most web, the site that doesn't neut starts off at 7k alpha (undodgable in a cruiser) and the last wave alphas for 9k. Any other ideas that don't involve 2-3 month olds trying to fly HACs?
Hint: Exp/Kin resists are irrelevant when soloing C3s in a cruiser. |

Umino Iruka
Ultramar Independent Contracting
6
|
Posted - 2015.10.18 18:50:51 -
[218] - Quote
CCP Fozzie wrote:
Barghest: The Barghest is underperforming a tad in our eyes, so this change provides a slight DPS buff at high skill levels (9 effective launchers vs the previous 8.75) while providing a second utility high.
-1 Launcher (second utility high)
Change damage bonus to 10% per level
As we keep working and incorporate feedback, it's very possible that some of these changes may be adjusted or removed, or that more could be added. This is also not the complete list of balance changes coming this Winter, keep an eye on this forum section for the latest updates.
We really want to hear your feedback on these proposals. Let us know what you think!
How about you give us an extra mid slot instead of that 2nd utility high? A Rattlesnake for example, has a tanking bonus as well as 7 mid slots, and the Barghest is kinda expected to be able to fit both long and short point which leaves only 4 slots for prop mod(s) and tank....god forbid if anyone got an idea to fit a missile tracking comp or two....
|

John WarpingSlow
Aliastra Gallente Federation
95
|
Posted - 2015.10.18 19:00:41 -
[219] - Quote
Perrdy Lady wrote:Finally find a ship thats fun and great, in comes ccp with the nerf hammer. Every. Single. Time. I'm starting to ask myself, why even bother anymore.
After a while you become jaded by this. "New Ships!" announcements inspire the memory of Lucy pulling that football away from Charlie Brown.
|

Dato Koppla
Kiwis In Space No Points Necessary
900
|
Posted - 2015.10.18 20:10:49 -
[220] - Quote
Blood Animus wrote:ArmyOfMe wrote: Use a dual rep ishtar for c3's then. Works fine, does 730ish dps and tanks quite a bit.
3/4 of C3 sites neut and most web, the site that doesn't neut starts off at 7k alpha (undodgable in a cruiser) and the last wave alphas for 9k. Any other ideas that don't involve 2-3 month olds trying to fly HACs?
Maybe 2-3 month olds shouldn't be able to farm C3s so effectively because a certain ship is unbalanced? You want to retain your PvE farming ability at the cost of balancing the game? |

RealityDaytrip
Order Collective Gentlemen's.Club
0
|
Posted - 2015.10.18 20:24:58 -
[221] - Quote
I dunno, I feel like the gila with 2 dda rather than 3 can still solo just about any sub-BS, many of them it would still be able to defeat afk. Buff the muninn *\o/* |

Blood Animus
Catastrophic Overview Failure Brave Collective
0
|
Posted - 2015.10.18 21:26:04 -
[222] - Quote
Dato Koppla wrote: Maybe 2-3 month olds shouldn't be able to farm C3s so effectively because a certain ship is unbalanced? You want to retain your PvE farming ability at the cost of balancing the game?
You must not read because this hurts PVE more than PVP, I gave an example of how to retain the tank while lowering dps, which is rhe obvious goal of this to make PVP fits sacrifice a dps mod in the lows to bring them down a notch, which I can agree with, but in a way that doesn't smash the PVE aspect.
There aren't many ways to make money as a newbro in a wormhole while still being in the wormhole for content, short of huffing gas (boring and slow), scanning lower class holes for explo sites (no local here, even more dangerous than K space), or heading out to space to look for explo/DEDs (well now they're not very close to home). You could do PI but that's a good bit of effort to set it all up and running it daily. Our newbros have access to a C3 all day right next door, means we can come help them if they get caught and there are fewer deaths because some people won't mind scouting holes for them while watching YouTube. I'm not getting anything out of this besides newer pilots saying "I'm not in hole because I need money so I went out to NS and still can't find anything" then miss out on fights because they're not home and don't have steady income to start building their supply of ships. |

Lady Rift
What Shall We Call It
228
|
Posted - 2015.10.18 21:39:53 -
[223] - Quote
Blood Animus wrote:Dato Koppla wrote: Maybe 2-3 month olds shouldn't be able to farm C3s so effectively because a certain ship is unbalanced? You want to retain your PvE farming ability at the cost of balancing the game?
You must not read because this hurts PVE more than PVP, I gave an example of how to retain the tank while lowering dps, which is rhe obvious goal of this to make PVP fits sacrifice a dps mod in the lows to bring them down a notch, which I can agree with, but in a way that doesn't smash the PVE aspect. There aren't many ways to make money as a newbro in a wormhole while still being in the wormhole for content, short of huffing gas (boring and slow), scanning lower class holes for explo sites (no local here, even more dangerous than K space), or heading out to space to look for explo/DEDs (well now they're not very close to home). You could do PI but that's a good bit of effort to set it all up and running it daily. Our newbros have access to a C3 all day right next door, means we can come help them if they get caught and there are fewer deaths because some people won't mind scouting holes for them while watching YouTube. I'm not getting anything out of this besides newer pilots saying "I'm not in hole because I need money so I went out to NS and still can't find anything" then miss out on fights because they're not home and don't have steady income to start building their supply of ships.
sounds like they joined the wrong group and should join a group somewhere where they can handle the pve |

FT Cold
The Scope Gallente Federation
32
|
Posted - 2015.10.18 22:15:28 -
[224] - Quote
I'm really pleased with most of the changes, though I have the following reservations:
The speed nerfs and buffs are really inconsequential, as they only amount to a few percent of their ships base speed. You're probably going to have to go a little deeper to get the required effects.
The orthrus will still be extremely overpowered even after this nerf. It simply has too much fitting, control, agility, and speed for a ship that is capable of dealing significant damage, and I don't think that hinging balance decisions on a new module that is unlikely to be adopted in a widespread fashion is a good design choice.
Please reconsider the punisher as a missile ship, the amarr frigate lineup already has strong laser choices, it may provide a strong progression to khanid ships or even an avenue toward redesign of other somewhat redundant and lackluster amarr hulls. It's not like people are using the maller much these days either.
The navy osprey fills a role that's already well filled in the navy and pirate cruiser lineup, we simply do not need to have yet another kitey missile cruiser that can shake off tackle easily. An idea I've heard before is to make the navy osprey a caldari version of the navy aug. Give it two utility highs, a hybird bonus, and a shield HP bonus. I think it's an interesting concept, and it might lead to a great ship with a variety of novel uses, instead of walking on well trodden ground. |

Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
315
|
Posted - 2015.10.18 23:54:13 -
[225] - Quote
CCP Fozzie wrote: Breacher: The Breacher is in a pretty decent place overall, but we think it's could use a bit of help to really shine (and it is quite underused) so we're planning this slight mobility improvement.
-0.08 inertia, +5 m/s
Tormentor: Another ship that's in a pretty decent place but that tends to be overlooked, so we're adding this nice quality of life improvement that also fits the general Amarrian theme of having plenty of backup drones. +10m3 Dronebay
Rifter and Slasher: Rifter and Slasher are getting a moderate fittings buff to help artillery fits and to make it easier to use the utility highs. Rifter: +5 CPU, +3 PWG
Slasher: +5 CPU, +2 PWG
Tristan: Slight speed drop to the current top-dog of T1 frigates to help even out the field. The Tristan is a great and flexible ship, and doesn't really need to be quite as fast as it currently is. -10 m/s
Punisher: Let's talk about the Punisher. Quite a few people have asked about missile Punishers, but we currently aren't huge fans of dropping a missile T1 frigate into Amarr's stable without having solid support all along the T1 lineup for a missile-focused skillplan. With only Khanid T2 ships (and unbonused launchers on the droneships) further along the path, we feel this would act as a confusing set of breadcrumbs for a new player to follow. We also think that the "laser tank and gank" archetype deserves to be represented in Amarrian T1 frigates, especially to provide a less skill-intensive alternative to the Tormentor. We don't expect it to become a dominant solo powerhouse for veterans, but it will continue to be extremely good as a newer player PVE boat and to strengthen its (quite niche) existing role in T1 frigate gangs. The two midslot layout definitely hurts the ship's power and flexibility, but that can be an interesting tradeoff if compensated for in other ways. These changes give the Punisher one more slot than most T1 frigs, and increase damage slightly (4 effective turrets instead of 3.75) while reducing weapon cap use and adding the significant buff of an extra lowslot. In exchange it loses its utility high. +1 Turret
+1 Lowslot
+10 PWG
+13 CPU
Replace the 5% damage bonus with -10% laser cap use per level
Firetail and Hookbill: We're planning moderate buffs to the two least used Navy Frigates. The Firetail now matches the Fleet Stabber and Fleet Hurricane tracking bonus, and the Hookbill gets a bit better with kinetic and a ton better with other damage types. Firetail: Increase tracking bonus to 10% per level
Hookbill: Change damage bonus to 25% Kin, 20% Em/Therm/Exp
Navy Osprey: The Navy Osprey is well below the power curve and overshadowed by other ships overlapping its role. The goal of these changes are to refocus the ship as a flexible destroyer of small ships worthy of a favoured role in the Caldari Navy's auxiliary forces. All in all, these changes leave the Navy Osprey with a moderate damage increase (6.75 effective launchers instead of 6, and the added drones) with extra benefits when using non-kinetic damage types. The second utility high also opens up new options for energy warfare. -1 Launcher (second utility high)
Change the damage bonus to 25% Kinetic, 20% EM/Therm/Exp
+100 pwg
+15 dronebay and bandwidth
Sacrilege: Quality of life bonus for roaming Sacs, while continuing to bring the ship closer in line with Amarrian (and Khanid) trends in drone use. +50m3 dronebay
Worm and Gila: Two of the most dominant ships in their classes, we're going to tone them down a bit by bringing their slot numbers in line with most other drone ships. These represent fairly significant nerfs but we feel the ships remain among the strongest in their classes. Currently we have decided to leave the Rattlesnake alone, partially as it's not as dominant in its class as the smaller ships. However we won't rule out future changes. Worm: -1 Lowslot, -20 CPU
Gila: -1 Lowslot, -20 CPU
Orthrus: Another extremely dominant ship, this nerf is relatively mild compared to the Orthrus' strength but we feel pretty comfortable moving incrementally here. I know that many people will be unhappy that we're not nerfing the Orthrus harder at this time, but we feel that especially combined with the addition of the missile disruptors we are best served by making this change (which is quite significant by most standards) and observing the results before moving further. Reduce damage bonus to +15% per level
Barghest: The Barghest is underperforming a tad in our eyes, so this change provides a slight DPS buff at high skill levels (9 effective launchers vs the previous 8.75) while providing a second utility high. -1 Launcher (second utility high)
Change damage bonus to 10% per level
T1 Frigate changes - All Good M8 - except the punisher* Sacrilege Change - Great I've always loved it. Gila/Worm Nerf - yeah they are stupid powerful Barghest - It doesn't deserve a nerf at all - compare it to the rattlesnake. Navy Frig/Cruiser Changes - All Good M8
Ok So the Punisher: +1 Turret - good
+1 Lowslot - good
+10 PWG - necessary for the above/turret changes
+13 CPU - necessary for the turret changes
Replace the 5% damage bonus with -10% laser cap use per level
This is unacceptable - you should just adjust lasers cap use so we don't need a passive gunnery bonus just to use the ship. Imagine if you will any gallente or caldari turret vessel that had a bonus like this effectively removing a gunnery bonus. This doesn't make it less susceptible to energy neuts. If it had a cap battery like bonus then ok that would be interesting but that cap use bonus to lasers deserves retirement like the KE lock.
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
1648
|
Posted - 2015.10.19 00:30:43 -
[226] - Quote
Justin Cody wrote:Barghest - It doesn't deserve a nerf at all - compare it to the rattlesnake. It's not being nerfed.
|

W0lf Crendraven
Welfcorp
382
|
Posted - 2015.10.19 00:33:57 -
[227] - Quote
FT Cold wrote:I'm really pleased with most of the changes, though I have the following reservations:
The speed nerfs and buffs are really inconsequential, as they only amount to a few percent of their ships base speed. You're probably going to have to go a little deeper to get the required effects.
The orthrus will still be extremely overpowered even after this nerf. It simply has too much fitting, control, agility, and speed for a ship that is capable of dealing significant damage, and I don't think that hinging balance decisions on a new module that is unlikely to be adopted in a widespread fashion is a good design choice.
Please reconsider the punisher as a missile ship, the amarr frigate lineup already has strong laser choices, it may provide a strong progression to khanid ships or even an avenue toward redesign of other somewhat redundant and lackluster amarr hulls. It's not like people are using the maller much these days either.
The navy osprey fills a role that's already well filled in the navy and pirate cruiser lineup, we simply do not need to have yet another kitey missile cruiser that can shake off tackle easily. An idea I've heard before is to make the navy osprey a caldari version of the navy aug. Give it two utility highs, a hybird bonus, and a shield HP bonus. I think it's an interesting concept, and it might lead to a great ship with a variety of novel uses, instead of walking on well trodden ground.
The nosprey is **** atm m8. |

Count Szadek
The Looney Bin
12
|
Posted - 2015.10.19 04:01:22 -
[228] - Quote
[Osprey Navy Issue, Osprey Navy Issue fit]
Ballistic Control System II Ballistic Control System II Co-Processor II Damage Control II
X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Fleeting Propulsion Inhibitor I Small Capacitor Booster II, Navy Cap Booster 400 Warp Disruptor II 50MN Cold-Gas Enduring Microwarpdrive
Rapid Light Missile Launcher II, Scourge Fury Light Missile Small Unstable Power Fluctuator I Rapid Light Missile Launcher II, Scourge Fury Light Missile Small Unstable Power Fluctuator I Rapid Light Missile Launcher II, Scourge Fury Light Missile
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Hobgoblin II x5
this looks fun, i can dig this
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
315
|
Posted - 2015.10.19 05:04:30 -
[229] - Quote
Tyberius Franklin wrote:Justin Cody wrote:Barghest - It doesn't deserve a nerf at all - compare it to the rattlesnake. It's not being nerfed.
good call...editing post |

Barrogh Habalu
Forever Winter Absolute Zero.
1080
|
Posted - 2015.10.19 06:10:55 -
[230] - Quote
Justin Cody wrote: Replace the 5% damage bonus with -10% laser cap use per level
This is unacceptable - you should just adjust lasers cap use so we don't need a passive gunnery bonus just to use the ship. Imagine if you will any gallente or caldari turret vessel that had a bonus like this effectively removing a gunnery bonus. This doesn't make it less susceptible to energy neuts. If it had a cap battery like bonus then ok that would be interesting but that cap use bonus to lasers deserves retirement like the KE lock. OTOH, you're getting more slots than other ships. In the end it's final stats that matter, not how you achieve them (mostly). Not that I'm fan of cap bonus, but this particular change doesn't break anything. You're getting stats improvements, a slot, little bit of DPS and considerable cut of cap consumption. When it's applied, who cares how it was achieved?
Future of T3 cruisers - multi-tool they aspired to be instead of sledgehammer they have become
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Azazel The Misanthrope
Proioxis Assault Force Exodus.
109
|
Posted - 2015.10.19 06:11:28 -
[231] - Quote
Give Sac cap back! |

Suitonia
True Solo
661
|
Posted - 2015.10.19 06:32:04 -
[232] - Quote
Azazel The Misanthrope wrote:Give Sac cap back!
It's base regeneration was actually boosted in the Rubicon expansion, it regenerates more now than it did prior to the rebalance.
Contributer to Eve is Easy:
https://www.youtube.com/user/eveiseasy/videos
Solo PvP is possible with a 20 day old character! :)
https://www.youtube.com/watch?v=BvOB4KXYk-o
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Asa Shahni
Eclipse. FETID
63
|
Posted - 2015.10.19 07:04:46 -
[233] - Quote
First, the sac change is the most awsome things I've heard this year when it comes to ship changes so thank you CCP. The Sacrilege was a great ahac before with it's decent DPS, great tank and range not to mention utility but now it has even more staying power with a second set of drones. \o/ Second thing I care about in this change would be the Punisher. I think the 4 unbonused gun is a great idea but the cap bonus is **** and will just lead to players changing the weapon type. In my opinion, the best way to change that without removing the 4th turret would be to give him a 10% optimal range bonus and turning him into a mini Retribution. Baby aHac Punisher and Inquisitor fleet anyone ?
Also why not give the the "Sacrilege" treatement you gave the Damnation to the Vengeance ? Put the cap bonus into the hull and give a 10% rocket velocity instead and maybe a 15/30 dronebay please. |

Edriahn
BRUTAL GENESIS GaNg BaNg TeAm
2
|
Posted - 2015.10.19 09:41:26 -
[234] - Quote
Hey, buff my Widow, it looks too good to not be OP. |

Lady Ayeipsia
Red Federation RvB - RED Federation
966
|
Posted - 2015.10.19 10:03:37 -
[235] - Quote
I strongly dislike the suggested change to the punisher. My problem is that by eliminating an effective bonus to lasers such as damage or tracking, we are returning to the days of the AC punisher. Even a 10% bonus to cap doesn't compare to the zero cap and easier fitting of ACs. Why use the lasers at all? As for a path for newer players, so basically they should skip small energy turrets and go AC if they plan to fly a punisher. That seems counter to the purpose of the stated reason for change. If cap is the issue, why not increase the ships cap or recharge rate, keep it to 3 turrets and keep the laser damage bonus? |

Yngvar ayShorn
Einheit X-6
506
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Posted - 2015.10.19 10:47:24 -
[236] - Quote
Rifter needs more love. You'll give the Punisher one more Slot then all others? So, do the same to the Rifter, pls. +1 Mid or +1 Low.
Whats about the Garmur? Was this Ship to fast for your Nerf-Bat? Whats about the Muninn? Is this brick flying to slow under your Buff-Radar? Whats about.. Stabber, Rupture, Vagabound? No love for them or are you running out of ducetape?
Please come back with some seriouse sugestions for those mentioned ships. They nedd your love und you know it.
30 Tage EVE testen! -->> Klick mich <<--
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Anize Oramara
The Arch Dashing Dashers
471
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Posted - 2015.10.19 13:20:26 -
[237] - Quote
Sad about the Orthus nerf as I was rather hyped about finding a solid role for it in my PvE stable. The Blood Base Burner mission is a very annoying and underpaying mission (compared to other burners! before someone bites my head off) and the Orthrus is almost perfect to run it in a similar manner as other burners: fast and dangerous. The Orthrus and Barghest are not common PvE ships to begin with and the buff on the Barghest is not enough to make it PvE viable but that's another matter. Just very sad to have to remove the Orthus as a PvE ship now as well as it really is a very good looking ship.
Currently with bling it can match other bling fit ships but be a lot less frustrating while still exciting due to a tendency to explode if you don't pay attention. Interestingly enough along with this change the only other well performing (but more frustrating) alternative to running this mission, the Gila, is also getting a nerf. I don't know if this change will make the Gila even more frustrating to run this mission (or even unable to run at all) than it is now but these changes are a huge blow to me ever running this mission again.
I would have preferred a more PvP orientated nerf rather than a pure dps nerf. As is this change completely removes any hope of a partially T2 (using OH) fit Orthrus being viable for this mission and forces all bling combined with OH be required while still being unoptimal and frustrating.
Well that's my feedback from a PvE view point, something that the Orthus is not known to be used for. Always sad when the limited pool of optimal PvE ships shrinks by one. |

Mina Sebiestar
Minmatar Inner Space Conglomerate
972
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Posted - 2015.10.19 13:23:59 -
[238] - Quote
Bargest really?
Fine how about tempest fleet issue get his dmg up from cruiser to battleship dmg I don't see tier one pest dominating ...well...anything why is fleet pest overlooked.
Bargest really?
Some of nerfs looks spot on.
Did anyone mention bargest to this ppl. |

Alexis Nightwish
337
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Posted - 2015.10.19 14:17:33 -
[239] - Quote
epicurus ataraxia wrote:Alexis Nightwish wrote:Another failed opportunity to put a drone cruiser in the right place.
Worm: 300% bonus to Light Combat Drone damage and hitpoints
Rattle: 275% bonus to Sentry Drone and Heavy Drone damage and hitpoints
Gila: 500% bonus to Medium Combat Drone damage and hitpoints
The only thing you have to do to the Gila is change the broken as **** 500% bonus to 300%. That's it! So easy! Remember it does only have two drones, and previously was able to launch full flights of sentries or heavy drones. Damage is applied by the Gila through both missiles and drones, I would argue, that if damage is too high, the missile side of the equation may be a better place to address. You do know that all three of the Guristas ships have only two drones, right? And that all three have a 10% bonus to kinetic and thermal missile damage, right? There's nothing wrong with the damage the Gila does with missiles.
The problem with the Gila is twofold:
First, the 500% bonus is too damn high resulting in a massive amount of damage from Hammerheads (HAMs with Rage is 244 paper dps, the two Hammers are 380! before any damage mods). If it was a 300% bonus (228dps) that would be much much more sane for a cruiser as tanky as the Gila.
Second, the 500% bonus to drone HP combined with it's stupid huge drone bay means that killing off the drones is simply not feasible. It can field FIVE flights (flight = 2 drones for Guistas ships). There's no way any other non-T3 cruiser can compete with that. The Worm can hold 2.5 flights of super drones. The Rattle can hold 3.5 flights of super drones (but since it can use heavies, sentries, and Geckos I don't see an issue with this, especially since the Rattle isn't broken in relation to the other BS).
So why is the Gila a special snowflake? Like the Ishtar, it's CCP's baby and they'll never meaningfully nerf it.
So when I said that the only thing you have to do to fix the Gila is change the 500% bonus to 300%, I was wrong. It also needs its drone bay reduced to 50m3.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Lan Wang
V I R I I Ineluctable.
1689
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Posted - 2015.10.19 14:22:07 -
[240] - Quote
tristan really needs a nerf to drones, maybe its dronebay, i think 1 flight of lights is enough for a t1 frig
Recruiting V I R I I Small Gang Nullsec PVP
Drinking rum before 10am makes you a pirate, not an alcoholic | Angel Cartel | Serpentis |
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