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Gan Ning
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Posted - 2003.12.13 20:46:00 -
[1]
Quote:
Castor: Missile Launchers decreased in speed: M-12 Standard Launcher now has 14 seconds base speed and H-50 Heavy Launcher & S-110 Siege Launcher have 20 seconds base speed
Tomb, was there really any need to decrease missile rate on the heavy and s110 launchers?
Caldari BS's don't dish out as much damage per second as Turret based BS's do, things weren't very good before, now they are even worse.
One thing I don't like or understand is how Turrets can have mods which increase rate of fire and damage, yet missile launchers have nothing. And now with this nerf things have taken two steps back.
Thats all I have to say, thank you.
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Kurenin
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Posted - 2003.12.13 21:02:00 -
[2]
What the... Seriously...
Why not just take out the caldari bs instead of nerfing them back to the last millenia ----- [22:02] <Kurenin> anyhow, on a more serious note, what did you think of those ideas? [22:02] <Hammerhead> we can't do anything that requires programming
Inactivity wins you. |

Jarjar
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Posted - 2003.12.13 21:08:00 -
[3]
While this is good for missiles not blowing eachother up, no compensation for that?! Gee, I just got myself a raven that got it's damage output nerfed by 20-25%... YAY.
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j0sephine
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Posted - 2003.12.14 00:16:00 -
[4]
Edited by: j0sephine on 14/12/2003 00:16:56
"While this is good for missiles not blowing eachother up, no compensation for that?!"
Uhmm missiles not blowing each other up because you can stagger them better is compensation itself -.o
"Gee, I just got myself a raven that got it's damage output nerfed by 20-25%... YAY."
Nahh. Before you couldn't really use more than 4 launchers effectively, now you can use 6. Same missile stream with less reloading, meaning more damage output over time not less.
(not sure if that's intended result of the change, though :s
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Grim Seeker
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Posted - 2003.12.14 00:39:00 -
[5]
This is a very bad nerf. I use a Raven almost daily and I have never had a problem with missles blowing themselves up. Its called timing guys and girls. If you cant get the timing down you shouldn't be flying one anyway. |

Joshua Calvert
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Posted - 2003.12.14 01:03:00 -
[6]
How can a longer R.O.F increase D.o.T!?
TomB has decided Caldari must suck at everything.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Valeria
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Posted - 2003.12.14 01:22:00 -
[7]
Caldari ships needs a bonus to missile damage. The current bonuses suck, and I don't want to get a tempest because it's ugly. 
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

SS Vegito
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Posted - 2003.12.14 01:51:00 -
[8]
Wow...
Few days left on cruise 5 for me and now they do this...
Wish I knew all these caldari nerfs were coming before I started putting all the missile skills from 4-5 :(
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dalman
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Posted - 2003.12.14 02:31:00 -
[9]
Edited by: dalman on 14/12/2003 02:36:18
Quote: This is a very bad nerf. I use a Raven almost daily and I have never had a problem with missles blowing themselves up. Its called timing guys and girls. If you cant get the timing down you shouldn't be flying one anyway.
ehm, are you fitting 3 siegelaunchers only then 
Because there is lag which makes it impossible to time missiles. No matter how good timing you have lag will ruin it.
And also, cruise missiles with a blast radius of 800m tend to blow up each other even when they are 2000m apart.
Because, in theory, I should be able to use 6 H-50 arbalest with cruise missiles and a ROF of 7.69s. But in practise, I can't use more than 4 of them.
The change is good, but then missile damaged should be upped 25% to compensate for this. And also, the skill bonus on the Raven should be +5% damage to cruise missiles and torpedos instead of ROF on heavy- and siege launchers
M.I.A. since 2004-07-30 |

John Blackthorn
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Posted - 2003.12.14 02:46:00 -
[10]
I was wondering why everyone was selling there ravens today on trade. Now i know why. So they are going to slow the rate of fire of missle bays, and there goign to add mass to the ship in order to slow it down.
I'll be quite honest that I am disapointed in the change to the raven. I fly a raven now and I don't use any mods that slow it down, and i use 3 after buenrs on it now. And It already feels like a turtle.
I will just wait untill after the patch is in place for a few days before i make a dection on whether to train up another b.s. or just not rewnew.
It's becoming more and more time consuming just to do mundane things like moving from sector to sector and then now a even slower rate of fire. I think the current one is way to slow. Apoc's with there turrets just tear me up once side and down the other in every mock battle i've done so far.
<Sigh> BT
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Synapse Archae
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Posted - 2003.12.14 02:57:00 -
[11]
As far as everyday movement, maybe you shouldnt be trying to move around quickly in a battleship. Its the same reason people don't go out for a day on the ocean, with an oil tanker.
Take a speedboat instead.
As far as the missiles go, I think they need to have their dammage increased and they need to hold lock when somethign goes into warp alignment. Missile boat will have to be a fair and rewarding shiptype, for sure.
--------------------------------------------- [/IMG]http://millerfam.org/eve/synapse_logo.jpg[/IMG] Everyone deserves a chance to live. My job is to make sure they get it. |

Buddrow
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Posted - 2003.12.14 04:10:00 -
[12]
wtf, ok usally i do not get mad at tomb or others because i figuer they know what there doing. but WHAT THE FUC|< is your problems? seriously why did you just make the descions to Fuc|K the hell out of caldari battleships. not only did you fool with the scrop and mess it up. but now you take away our main attack method. 20 secs for a damn missle luancher, ok tell me this, what in gods name is the rof on a tach. that dose JUST as much or more dmg and dose it instanly. as well it cannot have its rounds defended or intercepted. this makes NO SENSE why you nerf the caldri ability to fight toatlly. lets look at what we had prior.
EW- which has now been nerfed to hell Missles/the ability to overwhelm our opponets defenses- umm we will be overwhelming Squat now. Scorp- this was supposdly the most advanced battleship in the game age wise and tech wise. and now, its the slowest , has lost alot of its worth due to EW nerf, and NOW you******missle luanchers. Hybrids...yea ok right, plese alert me when these can keep up with 1400 or tachs.
I am taken back by the ghastly actions you have take. ---------------------------------- "Give me but one firm spot on which to stand, and I will move earth." Archimedes c.287 - 212 BC
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j0sephine
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Posted - 2003.12.14 05:03:00 -
[13]
"How can a longer R.O.F increase D.o.T!?"
6 launchers * 300 hp damage / 20 seconds RoF = 90 hp /second
4 launchers * 300 hp damage / 16 seconds RoF = 75 hp /second
You couldn't utilize all lanchers on Raven, now you can. Same for the Caracal, except with 5 launchers the damage over time stays the same:
5 launchers * 300 hp damage / 20 seconds RoF = 75 hp /second
For ships with less than 5 lauchers it's a nerf, yes.
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dalman
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Posted - 2003.12.14 05:42:00 -
[14]
Well, j0sephine, it's still a decrease in damage...
So, I was running 4 turrets and 4 launchers on my Raven. Now I will be able to run 6 launchers.
But I dunno if it's worth it. I'll deal about 39 damage/second with each launcher with cruise missiles.
A turret is not very far behind. Given the time it takes for missiles to reach the target... Might be better to continue running 4 turrets. (Though it may be very useful to have 6 launchers fitted when the use of FoF and/or defenders is needed)
M.I.A. since 2004-07-30 |

StealthNet
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Posted - 2003.12.14 06:02:00 -
[15]
Edited by: StealthNet on 14/12/2003 06:05:47
Quote: "How can a longer R.O.F increase D.o.T!?"
6 launchers * 300 hp damage / 20 seconds RoF = 90 hp /second
4 launchers * 300 hp damage / 16 seconds RoF = 75 hp /second
You couldn't utilize all lanchers on Raven, now you can. Same for the Caracal, except with 5 launchers the damage over time stays the same:
5 launchers * 300 hp damage / 20 seconds RoF = 75 hp /second
For ships with less than 5 lauchers it's a nerf, yes.
You just forgot 1 thing. Fitting 2 launchers = removing 2 turrets.
let's say you fit the raven with 4 launchers and 4 turrets. The 2 extra turrets, if they are 425mm rails with AM and with a good skill setup, would add 35 to 50 hp dmg/sec to that math you did.
So let's isolate those 6 high slots:
4 launchers/old ROF + 2 425mm with AM: 110 hp/second
6 launchers/new ROF: 90 hp/second. _______________________________________________
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Drutort
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Posted - 2003.12.14 06:41:00 -
[16]
hmm with my siege im doing now what 15sec i guess that lvl5 skill made it go down 5 sec... does anyone really count in the fact that the missiles have to travel... and that you can blow up missiles with defenders and or smart bomb?
i mean you cant stop a turret at all from hitting... what about hte freaken cost!! of cruise and torps!! its not cheap you know... support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Buddrow
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Posted - 2003.12.14 07:59:00 -
[17]
i read your post in ships and mod's. sorry for the rant tomb, i guess you gents are doing your best, and i will just adjust. ---------------------------------- "Give me but one firm spot on which to stand, and I will move earth." Archimedes c.287 - 212 BC
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Gan Ning
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Posted - 2003.12.14 19:01:00 -
[18]
I really would like an official reply on this.
The main advantage of having missiles used to be range. But with mods, boosters and skills allowing turrets to hit with optimals of 70 to 80k and beyond, there really is no reason to use missiles.
If the Caldari BS's werent restricted to 4 turrets it wouldn't be such a bad thing. But since we have to rely on them it is not right that they should be so inferior compared to turrets.
Missiles aren't cheap, they can be shot down, they have no mods which enhance them and they do sucky damage. Why then nerf them more.
If you seriously look at the bigger picture there is no reason to choose missiles over turrets. No reason.
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Jarjar
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Posted - 2003.12.14 19:08:00 -
[19]
Edited by: Jarjar on 14/12/2003 19:12:54 Edited by: Jarjar on 14/12/2003 19:12:16 http://oldforums.eveonline.com/?a=topic&threadID=47628 Maybe this isn't that bad after all, I haven't done any calculations yet.
Edit: Before (360 damage, cruise missiles, RoF 9.6): 360/9.6 = 37.5/second and launcher After (450 damage, torpedos, RoF 12): 450/12 = 37.5/second
So, if you switch your cruise missiles (skill level 4) to torpedos, you'll get the good old damage output, with a few cons though... - More reloading - Torpedos are slower - Less agility - Higher cost - Cargo hold size Hmm.. 
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Toulak
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Posted - 2003.12.14 19:12:00 -
[20]
This is a great thing, with say a Raven and caldari battleship lvl 4 like I have, spreading missiles out to not blow each other up was a nightmare especially in laggy situations, and the chances of, by the time you've activated the 6th turret the 1st has fired is pretty high and so inturn your wasting 2 missiles.
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Newg Runecasting
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Posted - 2003.12.14 22:03:00 -
[21]
Quote: "How can a longer R.O.F increase D.o.T!?"
6 launchers * 300 hp damage / 20 seconds RoF = 90 hp /second
4 launchers * 300 hp damage / 16 seconds RoF = 75 hp /second
You couldn't utilize all lanchers on Raven, now you can. Same for the Caracal, except with 5 launchers the damage over time stays the same:
5 launchers * 300 hp damage / 20 seconds RoF = 75 hp /second
For ships with less than 5 lauchers it's a nerf, yes.
Assuming that you are 1 vs 1
But I usally target multiple targets in Missle Combat (be it PC or NPC) _______________________________
Newg Runecasting -- CEO -(o)- Red Eye
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Abavus Durden
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Posted - 2003.12.14 22:58:00 -
[22]
Quote:
Assuming that you are 1 vs 1
But I usally target multiple targets in Missle Combat (be it PC or NPC)
I was just going to say the same thing.
I've also been known to run 6x launchers, but only fire 4 at once. When it's time to reload the first battery, I activate the "reserve" to keep the damage flowing.
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