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Thread Statistics | Show CCP posts - 4 post(s) |
Niriel Greez
Specimen 794 Project.Mayhem.
44
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Posted - 2015.11.07 18:21:37 -
[121] - Quote
Could we make links affect neut range too please?
While I think 1050GJ alpha from a geddon at 96km is good, it's just not quite enough and could really use a little buff.
Thanks CCP. |
Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
325
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Posted - 2015.11.07 22:28:48 -
[122] - Quote
Querns wrote:Very interesting. This gives supercaps the ability to neut hictors pointing them no matter what. Before, you needed a meta 15+ officer neut to be able to reliably neut out a hictor (for the range.) Now, you can at least add some cap pressure to a hictor tackling you at any range.
I guess Capital Energy Neutralizers would have done that too. Maybe. I'm assuming they'd have longer range than Heavies.
now that other sub caps can tackle supers this won't even be an issue. |
Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
325
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Posted - 2015.11.07 22:29:34 -
[123] - Quote
Niriel Greez wrote:Could we make links affect neut range too please?
While I think 1050GJ alpha from a geddon at 96km is good, it's just not quite enough and could really use a little buff.
Thanks CCP.
sarcasm noted. |
Masao Kurata
Perkone Caldari State
307
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Posted - 2015.11.07 23:11:13 -
[124] - Quote
Niriel Greez wrote:While I think 1050GJ alpha from a geddon at 96km is good, it's just not quite enough and could really use a little buff.
As OP as the deadspace mods are, I think you might've screwed up your maths just a little there. X-types on a geddon are 48km+20km (and tons of people will have this). Effectiveness at 96km is not 25%, it's 1.84%. You have 1050 GJ neut alpha at 76km. |
Niriel Greez
Specimen 794 Project.Mayhem.
44
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Posted - 2015.11.08 00:53:39 -
[125] - Quote
Masao Kurata wrote:Niriel Greez wrote:While I think 1050GJ alpha from a geddon at 96km is good, it's just not quite enough and could really use a little buff. As OP as the deadspace mods are, I think you might've screwed up your maths just a little there. X-types on a geddon are 48km+20km (and tons of people will have this). Effectiveness at 96km is not 25%, it's 1.84%. You have 1050 GJ neut alpha at 76km.
You're right; falloff bonus is 'only' 50%. Either way it makes no difference, 76km 1050GJ alpha is still utterly ******* stupid.
Another clear case of CCP having long lost touch with their own game to please those who fail to catch the evil nano ship because approach spam simply isn't working.
We already have 95k webs, amazing ECM mechanics and this abomination, 40K scrams and neuts that alpha almost any cruiser's cap beyond its locking range will create one of the most enjoyable PVP experiences seen in any game to-date.
The fact that the alliance tournament is still used to advertise PVP in EVE is one of the biggest deceits in marketing I have ever seen. |
Masao Kurata
Perkone Caldari State
307
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Posted - 2015.11.08 03:05:06 -
[126] - Quote
Oh if you think that's stupid I'd just like to remind you that you can with some fiddling fit a single heavy neut on a curse. |
Niriel Greez
Specimen 794 Project.Mayhem.
44
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Posted - 2015.11.08 04:20:37 -
[127] - Quote
Masao Kurata wrote:Oh if you think that's stupid I'd just like to remind you that you can with some fiddling fit a single heavy neut on a curse.
Heavy neut Curse has terrible cap life, terrible tank, terrible speed and is overall very gimmicky. Due to that, it's also extremely rare. It can be useful in the right circumstances, but overall, it's a highly specialized fit that usually is overshadowed by other alternatives.
After these changes, the above will be achieved by ships going 4k m/s, or that have 200k+ EHP. The only setting in which this change makes any kind of sense, is from a single neut solo/small gang battleship because it adds some utility and defensive capabilities. The moment bonused ships or blobs are factored in, it becomes ridiculous.
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Masao Kurata
Perkone Caldari State
307
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Posted - 2015.11.08 07:20:48 -
[128] - Quote
Oh I absolutely agree with you, the deadspace neuts should not be introduced with these insane stats, and while probably beyond gimmicky an A-type heavy (X-type is impossible) curse would get 90+30 range. On a more reasonable (ha) note, a-type mediums give 49.5+16.5 instead of the current 44km with faction.
Officer neuts are balanced by extreme rarity, no deadspace mods are rare at all. Giving deadspace mods officer stats then buffing the officer mods a little to preserve their value is not the way to go. They need much more modest stats than proposed. |
Tex Raynor
The High and Mighty Carebear Abortion Clinic
16
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Posted - 2015.11.08 15:25:47 -
[129] - Quote
Can't wait to see the final iteration!
This might be slightly off-topic concerning the changes, but since neuts/nos are getting a balance pass I think this might be the right thread.
More so than other mods which come in different sizes, a lot of people will often use different sized neuts/nos on the same ship. Sometimes because of fitting restrictions, sometimes to obtain different cycle times.
Therefore, could we get a small yellow-orangeish "S", "M" and "H" on the bottom left corner of the module icon for small, medium and heavy variants, respectively?
All hail the neut Domi! |
Cearain
Goose Swarm Coalition
1431
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Posted - 2015.11.09 12:32:53 -
[130] - Quote
Niriel
There is no doubt that ogb are breaking eve.
But the buff to large neuts is a good thing. Battleships needed some love. That little frigate buzzing around with links can't permanently hold a battleship anymore. Plus longer range neuts helping to counter logistics I think is a great change.
I'm not thrilled about the nerf to smaller and medium neuts though.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Niriel Greez
Specimen 794 Project.Mayhem.
44
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Posted - 2015.11.09 21:58:29 -
[131] - Quote
Cearain wrote:Niriel
There is no doubt that ogb are breaking eve.
But the buff to large neuts is a good thing. Battleships needed some love. That little frigate buzzing around with links can't permanently hold a battleship anymore. Plus longer range neuts helping to counter logistics I think is a great change.
I'm not thrilled about the nerf to smaller and medium neuts though.
You are delirious if you believe this is a 'buff' to battleships.
Your battleship is going to get scrammed from 40k away now by a HIC that has the same (or more) EHP as you, while you get neuted dry for good measure from 70k+. I have already explained this, but the only setting in which this change can be considered balanced, is from a solo/small gang battleship that has a single heavy neut fitted.
We don't need more stupidly overpowered mechanics in this game; just because Svipuls (and T3Ds in general), logistics, ECM and so on are beyond broken, doesn't mean that the solution is to make everything else equally overpowered too. A single Curse already counters almost anything in the game, and the best CCP can come up with is to almost double the range? The neuting power itself is already completely overkill, falloff just means that instead of one cycle, it's two.
As for your example of a frig holding a battleship, that's your own fault if you let it happen. You have the option to fit an MJD and you also have drones. If it wants to stop your MJD, it will have to get into your web/neut range. Yes, the average battleship is rather bad right now, but there are also plenty of battleships that are extremely good if used correctly and this is an issue with everything being buffed and battleships being left behind.
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Tex Raynor
The High and Mighty Carebear Abortion Clinic
17
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Posted - 2015.11.10 05:25:22 -
[132] - Quote
Niriel Greez wrote:Cearain wrote:Niriel
There is no doubt that ogb are breaking eve.
But the buff to large neuts is a good thing. Battleships needed some love. That little frigate buzzing around with links can't permanently hold a battleship anymore. Plus longer range neuts helping to counter logistics I think is a great change.
I'm not thrilled about the nerf to smaller and medium neuts though. You are delirious if you believe this is a 'buff' to battleships. Your battleship is going to get scrammed from 40k away now by a HIC that has the same (or more) EHP as you, while you get neuted dry for good measure from 70k+. I have already explained this, but the only setting in which this change can be considered balanced, is from a solo/small gang battleship that has a single heavy neut fitted. We don't need more stupidly overpowered mechanics in this game; just because Svipuls (and T3Ds in general), logistics, ECM and so on are beyond broken, doesn't mean that the solution is to make everything else equally overpowered too. A single Curse already counters almost anything in the game, and the best CCP can come up with is to almost double the range? The neuting power itself is already completely overkill, falloff just means that instead of one cycle, it's two. As for your example of a frig holding a battleship, that's your own fault if you let it happen. You have the option to fit an MJD and you also have drones. If it wants to stop your MJD, it will have to get into your web/neut range. Yes, the average battleship is rather bad right now, but there are also plenty of battleships that are extremely good if used correctly and this is an issue with everything being buffed and battleships being left behind.
Maybe there is more features coming up concerning battleships? |
Captain Cean
Holy Cookie
38
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Posted - 2015.11.10 09:05:54 -
[133] - Quote
10 PWG on the T2 Small ? Wtf i mean they are already nearly impossible to fit with 9 PWG
This is a massive Nerf on small Neuts if you want to hold nearly the same stats (range neut amount) like meta 4/3 you need a T2 that is now even harder to fit.
Example a Sentinel have now a Optimal of 31 km Neut range with a Neut amount of 108 GJ and need 8/8 fitting res. After this changes (with scoped) 22,5km - 100GJ and only 50GJ on 29km (end Falloff) but need already 8/10 With T2 it not look realy better 25km optimal - 110GJ and 55GJ on 32km with 10/10 what is nearly impossible to fit on a sentinel cause it already have a lack of PWG
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Cristl
257
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Posted - 2015.11.11 12:28:01 -
[134] - Quote
Due to the nature of capacitor warfare and how it scales with vessel size, big ships having larger cap, and the weapons not being affected by sig-radius etc., I find it strange that smaller modules aren't getting a nice buff in fitability. |
Cartheron Crust
Matari Exodus
186
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Posted - 2015.11.11 20:16:01 -
[135] - Quote
Decrease the PG (and probably cpu) needed for Nosferatu's please. Why they take the same amount (and in cpu terms more) of fitting as Neuts is ridiculous. |
Cearain
Goose Swarm Coalition
1432
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Posted - 2015.11.12 00:14:08 -
[136] - Quote
Cartheron Crust wrote:Decrease the PG (and probably cpu) needed for Nosferatu's please. Why they take the same amount (and in cpu terms more) of fitting as Neuts is ridiculous.
That may be a holdover from when noses would drain cap even if the target ship had a lower percentage of cap. That is they may have nerfed their effect but kept the fitting requirements high.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Flyinghotpocket
Amarrian Vengeance Team Amarrica
522
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Posted - 2015.11.12 02:38:45 -
[137] - Quote
grid and cpu need to be removed from nos'es. they dont serve the same use that they did when they were released. always draining cap. now they dont always drain cap. they need to have less fitting than a neut
Amarr Militia Representative - A jar of nitro
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Cartheron Crust
Matari Exodus
187
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Posted - 2015.11.12 16:37:53 -
[138] - Quote
Cearain wrote:Cartheron Crust wrote:Decrease the PG (and probably cpu) needed for Nosferatu's please. Why they take the same amount (and in cpu terms more) of fitting as Neuts is ridiculous. That may be a holdover from when noses would drain cap even if the target ship had a lower percentage of cap. That is they may have nerfed their effect but kept the fitting requirements high.
Good point. Was before I started playing so I only here fairy tales of NanoNosDomis/Phoons ruling the skys. Now would seem like a good time to rebalance their archaic fitting requirements. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2712
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Posted - 2015.11.12 19:43:21 -
[139] - Quote
I wish to clear up a misconception on the range of these modules. The small "nerf" to optimal range is not really much of a nerf. For instance, the Tech 2 heavy version will have its optimal reduced by 5200m but will gain 10,000m falloff. So when neuting at the old max range, you'll be 52% into falloff. This will not reduce your effective neuting by 26% like some folks seem to think, but rather will probably reduce it by no more than 10-15%. It's not until well past half of falloff that you really start to notice the amount diminish.
The Ammatar Navy Heavy Neutralizer will be "nerfed" even less. It loses 3400m optimal but gains 12,000m falloff. At its old optimal you'd be 28.33% into falloff, which will only diminish the effect by probably under 5%.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
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Cearain
Goose Swarm Coalition
1437
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Posted - 2015.11.12 20:21:59 -
[140] - Quote
Reaver Glitterstim wrote:I wish to clear up a misconception on the range of these modules. The small "nerf" to optimal range is not really much of a nerf. For instance, the Tech 2 heavy version will have its optimal reduced by 5200m but will gain 10,000m falloff. So when neuting at the old max range, you'll be 52% into falloff. This will not reduce your effective neuting by 26% like some folks seem to think, but rather will probably reduce it by no more than 10-15%. It's not until well past half of falloff that you really start to notice the amount diminish.
The Ammatar Navy Heavy Neutralizer will be "nerfed" even less. It loses 3400m optimal but gains 12,000m falloff. At its old optimal you'd be 28.33% into falloff, which will only diminish the effect by probably under 5%.
Thanks for the numbers. I think at the old optimal you are hurting your own capacitor almost as much as your opponents capacitor. And if you don't notice that they really pull some range this module will basically kill your own capacitor for you.
With the larger neuts against smaller ships it can often make sense to do that. But with the smaller neuts it seems like a nerf. That's why I think this is a buff to larger neuts especially the battleship sized ones. Which IMO is good. I guess it gives you more options with the small neut. I mean there may be circumstances where you would trade more of your cap for less of your opponents. This allows you to do that even if you can't get in optimal.
I wish ccp would consider helping amarr ships by giving them larger capacitors like they used to have. There was a time where balancing meant every ship must be the same. This was to make balancing easier. So they reduced the size of the punisher's capacitor and gave it a bonus to cap use of energy guns (and made all the turrets closer in cap usage). They also greatly reduced the amount of utility highs from ships. I did not like those moves because it decreased the uniqueness of ships. If ships use cap intensive guns just give them a larger capacitor and let the players do their own thing with fittings.
But after thinking about these changes, on the whole I think this mechanic will require some more pilot attention and offer a buff for larger neuts. Both are good changes.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Mad Abbat
Talon Swarm NEOS FLEET
9
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Posted - 2015.11.13 11:00:47 -
[141] - Quote
Dear CCP Devs, may we have option of stacking Neuts/Reps/Smartbombs as we do with guns?
Reason: When I pilot dedicated neut ship (as we talk neuts in that topic) and I want to neut "that guy" I have to press up to 8 buttons for essentially, one action "neut X".
That is not a good UI.
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DrysonBennington
Aliastra Gallente Federation
242
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Posted - 2015.11.14 10:25:00 -
[142] - Quote
I like the fact that you wake up every morning telling us how this will be the day to make us millions of ISK...but at the end of every day its always the same....ships broke again.... |
Pelle Wittewoa
University of Caille Gallente Federation
17
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Posted - 2015.11.15 16:23:32 -
[143] - Quote
Gud stuff! Wehn are smartbombs comming up? |
Bienator II
madmen of the skies
3457
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Posted - 2015.11.16 19:45:34 -
[144] - Quote
neuts (assuming nos too) turn off automatically when you are completely out of range - thats great thanks for listening ccp.
http://i.imgur.com/PLP6nJy.png this means we won't see neut icons for tristans neuting you from 60k.
i have no clue however how the "turnoff range" is calculated
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Bienator II
madmen of the skies
3457
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Posted - 2015.11.16 19:56:22 -
[145] - Quote
plus maybe consider swapping the unstable power fluctuator with he infectious thingie to better retain current market values. You swapped performance with a meta 4 module there.
http://i.imgur.com/1iGFRnN.png
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Moac Tor
Cy-Core Industries Stain Confederation
316
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Posted - 2015.11.16 20:45:42 -
[146] - Quote
Bienator II wrote:neuts (assuming nos too) turn off automatically when you are completely out of range - thats great thanks for listening ccp. http://i.imgur.com/PLP6nJy.png This is stupid, the whole point was having neuts and nos behave more like guns and other ewar.
The pilot should have the freedom to choose when to activate or deactivate their nos / neuts without needing CCP to implement a mechanic to nanny them. And I can think of many situations where it will be favourable to leave nos or neuts running when out of range so it is reducing the potential of options available in the sandbox.
It is a good point about the icon showing when they are out of range though, but perhaps it could be greyed out such as the case with other EWAR effects.
Modulated ECM Effects
An Alternative to Skill Trading
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CaesarGREG2
Deep Core Mining Inc. Caldari State
0
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Posted - 2015.11.16 22:23:12 -
[147] - Quote
hi
In my opinion, to compansate effectivness loss , they should have greater fallof to compansate loss of effectivness.
1. T1 modules have 50% less optimal , u cant consider replace them by T2 (-20% optimal) because T2 module uses more PowerGrid.
2. T1 modules in most cases amount Neutralized is lower. For example mediums 165GJ befor 180GJ .
3. recons Curse , pilgrim now with bonuses to fallof, have edge of range asame but less efective, that's why this fallof range should be beyond Old optimal renge.
4.other electronic modules like ecm have greater fallof than optimal.
5.Maybe Neutralizers should have skill to increase fallof like ECM's have.
6.Energy neutralizers uses much more GJ than other EW modules.
Pls reconsider , to compensate somhow loss of effectivness.
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CaesarGREG2
Deep Core Mining Inc. Caldari State
0
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Posted - 2015.11.16 22:39:37 -
[148] - Quote
in my opinon they should get greater fallof to compansate effectivness loss.
1.T1 modules have -50% optimal, u cant think like replacing them T2(-20%optimal) because they use more PowerGrid. 2.T1 modules have lowered Amaunt of neutralized. For example mediums 165GJ insted 180GJ. 3.Ships with bonuses like Curses, now when u add fallof have asame range like before on optimal, but less efective. 4.For example ECM's have greater fallof than optimal , maybe neutralizers should have skill to increase Fallof like ECM's have. 5.Most important module should disable automaticly if beyond Fallof range like now beyond optimal. U shouldnt activate it when beyond range!!!!!!!!
thx thats my opinion
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Moac Tor
Cy-Core Industries Stain Confederation
317
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Posted - 2015.11.16 22:46:10 -
[149] - Quote
CaesarGREG2 wrote:5.Most important module should disable automaticly if beyond Fallof range like now beyond optimal. U shouldnt activate it when beyond range!!!!!!!! Your nos and nuet is still effective beyond falloff range though, so that would be a nerf if we cannot neut or nos beyond falloff. Also why would you not want to activate nos / neut beyond falloff and yet be happy to do the opposite with guns and other EWAR?
Modulated ECM Effects
An Alternative to Skill Trading
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CaesarGREG2
Deep Core Mining Inc. Caldari State
0
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Posted - 2015.11.16 22:52:07 -
[150] - Quote
PPl forget that T1 modules Have optimal 2/3 like before!!! Mediums had 12600 now have 8000m optimal.
Feodor Romanov wrote:Harvey James wrote:Feodor Romanov wrote:This changes is a nerf for neuts specialized ships. For example my Armageddon with t2 neut have optimal range 37,8 km. After the patch it will be 30km+12,5km. Neuts at falloff range will neut me more then my target! More then half of second faloff range will be useless even for the ships with neuts strength bonuses. All this falloff is usefull only when you have Cap Booster and your target has not. 30km op 15km falloff you mean "Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff" For Geddon it will be 5% for skill lvl, so 12,5 km falloff.
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