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

Moac Tor
Cyber Core Stain Confederation
574
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Posted - 2016.06.11 23:32:59 -
[1] - Quote
The changes seem reasonable. This is actually a buff to the NSA due to the fact that it doubles the sensor bonus of the fighters if I am reading correctly, so not sure why all the hysteria.
Shield capitals are much stronger than armour capitals, but I think they should have buffed the armour plates instead of nerfing the shield mods.
Also one big reason shield is better is because of invulnerability fields. Making those flex hardeners better would offer armour some options, and should have been done first before any big nerfs or buffs.
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Moac Tor
Cyber Core Stain Confederation
575
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Posted - 2016.06.12 22:34:50 -
[2] - Quote
Aaron Mirrorsaver wrote:Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones. They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3.
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Moac Tor
Cyber Core Stain Confederation
576
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Posted - 2016.06.13 13:11:24 -
[3] - Quote
Zenafar wrote:Moac Tor wrote:Aaron Mirrorsaver wrote:Regards fighters, why is it ok to nerf back into oblivion the only defense a ship has? Fighters are easily destroyed and a carrier is then useless, especially since it can no longer have heaps of drones. They aren't nerfing fighters, fighters are fine. If people are getting alpha'd by them then it's either because they bought the wrong ship, have a poor fit, their piloting skill sucks, or a combination of all 3. CCP Larrikin wrote:Hi M8s, There are more changes planned. We will be looking at HAW Tracking (more info here) and Light Fighter application / alpha. As always, we welcome your feedback! Just wait a little... And about boosting NSA "Networked Sensor Array sensor strength bonuses now also apply to the Carrier's fighter squadrons." Sooo.... T2 Fighters sensor strength is like 7 + 50% = 10.5 ? Now they can be jammed the same way :) Didn't see that. Personally I don't see a problem with the alpha, the issue was with the fast lock. Would be a shame to see fighters nerfed.
With other capitals on the field the carrier is very weak, a FAX can easily tank it and dreads will obliterate it. Its only real purpose is to fight sub caps. The high alpha is pretty much the only thing making it somewhat viable when there is a FAX on the field.
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Moac Tor
Cyber Core Stain Confederation
580
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Posted - 2016.06.15 18:52:01 -
[4] - Quote
So what is the DPS of a faction fit Thanatos or Nidhoggur now? Upon initial glance this looks like over a 20% reduction in DPS......
This nerf is crazy considering a carrier sucks vs other capitals.
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Moac Tor
Cyber Core Stain Confederation
582
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Posted - 2016.06.15 19:03:21 -
[5] - Quote
Switching the abilities over like that is already a big enough of a nerf as the carrier can no longer alpha tackle off the field before it can receive reps (which was really the only use of the carrier in capital engagements).
Now in capital engagements a carrier is pretty useless considering a dread or FAX will be 10x better. And on top of that you are nerfing the overall DPS by over 25% meaning even with no capitals on the field, the carrier can now be taken out by a couple of subcapitals with logi.
I'm struggling to see the point in the carrier with these changes.. Care to enlighten us as to your thinking behind these completely drastic knee jerk nerfs Larrikin?
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Moac Tor
Cyber Core Stain Confederation
583
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Posted - 2016.06.15 20:34:52 -
[6] - Quote
CCP Larrikin wrote:General Light Fighters (Templar, Dragonfly, Firbolg, Einherji) have had their basic attack application stats increased and their heavy rocket salvo application & damage stats decreased:
Basic Attack - Explosion Radius (lower is better): 160 (-80) Basic Attack - Explosion Velocity (higher is better): 150 (+30) Heavy Rocket Salvo - Explosion Radius (lower is better): 350 (+250) Heavy Rocket Salvo - Explosion Velocity (higher is better): 100 (-20) Heavy Rocket Salvo - Speed: 14 seconds (-4) Heavy Rocket Salvo - Damage (Average): 146 (-94) Heavy Rocket Salvo - Charges: 12 (+4) Heavy Rocket Salvo - Reload Time: 4 seconds (-2) * All stats per fighter, before skills/mods.[/list] Can you post the exact stats as this doesn't really collerate to the individual fighters very well as each have different stats. For the damage reduction it seems like your going for 40% in the example above across the board.
If you can give us percentage changes and maybe a bit of info about your reasoning behind each change that would be helpful.
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Moac Tor
Cyber Core Stain Confederation
584
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Posted - 2016.06.15 21:51:01 -
[7] - Quote
Skia Aumer wrote:Jessie McPewpew wrote:Skia Aumer wrote:Wow, the flood of tears in this thread is amazing.
1. "Dreads are so much better!" No they are not. Dreads are stationary, carriers are mobile. Carriers can receive reps, dreads not. Dreads can be trackdised, fighters can be killed. You just cant compare them, they are different.
2. "I used to pwn in my big shiny expensive and SP-intensive ship! And now I can not, screw you CCP!" Maybe you also dream of ye olde days when tracking titans were a thing?
3. "I want to eat battleships on breakfast!" How long would it take for battleship pilot to understand: see carrier = run ? Not so long, I think. After that, you'll end up fighting ~swordfleets~, svipuls, bombers etc. and complain of frigate menace. Dreads will apply dps much better to subcaps. Their dps can't be jammed or killed easily like those on a carrier. They can tank much better. They also stand a better chance when fighting super caps unlike carriers with their puny dps and puny tank. The carrier also doesn't have a mobility advantage because it's dog slow and can't be arsed roaming with it; you are committing just as much as a dread when you bring it ongrid. TL;DR Carriers don't have a place in this game anymore. At no point in time are you fighting battleships on a regular to invest in one and you might as well get a dread with HAW. You are even more likely to use a super carrier than the new carriers. Take a look what the other no-name guy from random alliance said about dreads. NSFW though. He's complaining about the removal of Ewar immunity which has now been re-added for sieged dreads. So if anything it backs up the fact that dreads outclass carriers in capital warfare now the ECM immunity is back.
You need between 4 / 5 carriers to equal the dps of a dread, and that is considering your fighters survive and don't get ECM'd which is unlikely.
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Moac Tor
Cyber Core Stain Confederation
590
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Posted - 2016.06.16 19:18:52 -
[8] - Quote
Morrigan LeSante wrote:The direction certainly, but the degree is, imo, too far. Unless my math is wrong, this is the new state of affairs. NB this is with two omnis running, not something every carrier has the luxury of. These are samples of typical fits I've seen in recent times. Sig/velocity can be seen. Target Sig Vel %Base damage applied Proteus 176 495 34.2% Linked Proteus 115 581 23.4% Scimi 620 2068 30.6% Linked Scimi 406 2597 20.1% Basi 147 575 27.6% Linked Basi 96.3 676 19.0% Armor Mach 350 491 53.5% Linked Armor Mach 229 584 36.4% Armor phoon 330 359 63.1% Armor phoon linked 216 424 43.1% Rattlesnake (MWD off) 530 118 100.0% Rattlesnake (MWD on) 2814 863 100.0% Rattlesnake (MWD off) Linked 347 118 100.0% Rattlesnake (MWD on) Linked 1843 1088 93.5%
These are extremely low numbers. Particularly dismaying are the sub battleship fleet hulls regularly seen. Obviously support can be factored in, but out of the box for a carrier using two of the only application mods effectively available these numbers are horribly low given it has no other role in life but shooting smaller things. Sorry about formatting, I gave up after a while. I mean, I get small gang was suffering under these, but the changes are horrible at the fleet level. If the rocket salvo can't even apply full DPS to battleships then one has to ask what is the actual point of the rocket salvo ability.
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Moac Tor
Cyber Core Stain Confederation
593
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Posted - 2016.06.16 21:59:24 -
[9] - Quote
Marranar Amatin wrote:considering that the complaint never was too high carrier dps, and that they announced an application/alpha nerf (which coincidentally was what most of the complaining was about), but not a dps nerf, it seems that they really don't know what they have done.
Light fighters were too effective against small targets against frigs and light cruisers due to the alpha and good application, but not against battleships, and definitlely not against capitals. But still their already crappy anti-capital abilities took a strong nerf. Pretty much this.
An application nerf can be and was argued for (although I still think it is too early particularly considering how weak carriers are with other caps of the field).
A overall DPS nerf on the other hand was never argued for and there has been no reasoning as to why it was necessary. All the complaints were based around damage application to cruisers and below.
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Moac Tor
Cyber Core Stain Confederation
598
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Posted - 2016.06.19 21:39:30 -
[10] - Quote
Shalashaska Adam wrote:On further testing, the raw damage nerf to the secondary attack of light fighters is completely unnecessary.
The application hit does enough to balance out the attack, the raw damage reduction then makes it underpowered.
You have limited charges, and the attack is meant to be used against larger craft.
Why then, does it do less raw dps, than the primary attack.
There is meant to be an interesting choice between stopping to reload or not, currently there isn't.
It feels like a chore simply manually cycling the secondary attack now that it is so weak.
Please restore the raw dps of the attack, and try putting through the (extreme on its own) application change only.
"Powerful secondary attack" no longer describes the ability in its current state.
Would also be very helpful if the secondary attack would simply autorepeat like the primary does. Exaclty.
I think they need to take another look and either go with one of two options for the secondary attack.
1) Restore raw damage to previous levels and keep the explosion radius and velocity as proposed. 2) Double or triple the damage from the ability and increase the exp radius and vel to that of a small capital ship.
Option one makes it a good anti BS ability.
Option two would give carriers a good tool against other capitals which at the moment is severely lacking
I'd suggest going for option 2 as it makes carriers viable in capital warfare (with enough fighters being able to alpha strike through another capitals reps).
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