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Thread Statistics | Show CCP posts - 10 post(s) |

moroti
Yakuza Corp
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Posted - 2007.03.18 23:23:00 -
[181]
Edited by: moroti on 18/03/2007 23:21:50
Originally by: Nyxus All speed mods need a 12% sig penalty in addition to the stacking penalty coming on tuesday
2 Istab and a aux thrust rig on your Crow? Np, now it's sig is 28.5 instead of 21.
Got the same thing on your Vaga? Np, your sig goes from 115 to 156.
Want to put 2 nanos, 2 ODs, 2 Istabs, and 3 thrusters on your Domi? Sure, but it just went from a sig of 420 to a sig of 1164.
Just like a MWD, higher speeds should equal higher signature for balance reasons. The currently implemented nerf still leaves nanos pretty much immune to turrets. Thats not enough.
Ships meant for speed are balanced for it, like a ceptor or Vaga. Ships that can go fast and do tons of damage just becuase they have lots of lows and nontracking weapons should be dissuaded from doing so with a serious drawback. Just reducing thier speed from 10km/s to 3800 m/s isnt enough.
Nyxus
I think you're going about this the wrong way. Yes, nano ships are indeed overpowered and likewise, the changes outlined do not go far enough to address this travesty of balance.
A more appropriate way to approach it would be to add a penalty to nosferatu which is another incredibly overpowered mechanism, one which is without doubt abused in combination with speed setup ships in order to achieve this effective invulnerability.
I would propose that nosferatu modules would have a speed penalty applied per nosferatu equipped. The penalty would be large for heavy nosferatu, less so for medium and minimal for small nos. Taking some rough numbers, maybe 90% per heavy nosferatu would be appropriate. A nosphoon with four heavy nosferatu fitted would then be taken from 10,000 m/s to 10 m/s. A smaller penalty such as 10% for small nosferatu would take a 5000 m/s interceptor with one module fitted down to only 4500 m/s.
Ships such as the pilgrim could then be given a built in bonus negating this to some degree. It could be explained by both the need for such an overpowered module requiring a huge amount of the propulsion subsystem power to be diverted to cope with the nosferatu and the ship needing to maintain a slow speed in order to lock on to the targets capacitor.
A simple, elegant solution that solves two problems in one go while providing a counter to heavy nosferatu: the ability to run away out of range rather easily. 
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Blane Xero
Amarr The Firestorm Elite
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Posted - 2007.03.19 04:03:00 -
[182]
Edited by: Blane Xero on 19/03/2007 04:01:47 Edited by: Blane Xero on 19/03/2007 04:00:27
Originally by: moroti I think you're going about this the wrong way. Yes, nano ships are indeed overpowered and likewise, the changes outlined do not go far enough to address this travesty of balance.
A more appropriate way to approach it would be to add a penalty to nosferatu which is another incredibly overpowered mechanism, one which is without doubt abused in combination with speed setup ships in order to achieve this effective invulnerability.
I would propose that nosferatu modules would have a speed penalty applied per nosferatu equipped. The penalty would be large for heavy nosferatu, less so for medium and minimal for small nos. Taking some rough numbers, maybe 90% per heavy nosferatu would be appropriate. A nosphoon with four heavy nosferatu fitted would then be taken from 10,000 m/s to 10 m/s. A smaller penalty such as 10% for small nosferatu would take a 5000 m/s interceptor with one module fitted down to only 4500 m/s.
Ships such as the pilgrim could then be given a built in bonus negating this to some degree. It could be explained by both the need for such an overpowered module requiring a huge amount of the propulsion subsystem power to be diverted to cope with the nosferatu and the ship needing to maintain a slow speed in order to lock on to the targets capacitor.
A simple, elegant solution that solves two problems in one go while providing a counter to heavy nosferatu: the ability to run away out of range rather easily. 
....and what happens to ravens with 2 heavy nos? or any other 2 nos boat for that matter, they would effectively become immobile, it shouldnt effect everyone, you either didnt state yourself clearly enough or your idea is just bad,,,,permanently
---------- Photoshop, ú50 Time to make a sig that dont look idiotic - 5 hours time for forum mod to nerf it - 2 minutes Finding out you spent 5 hours on a sig that was too big - PRICELESS.... |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.03.19 07:29:00 -
[183]
Originally by: Aramendel Edited by: Aramendel on 17/03/2007 12:30:24
Originally by: Achalia ...the curse. You nos as much as a nano-bs, at longer range, and your drones do more damage...
WTB: 5 medium drones + bonus which do as much dps as 5 unbonussed heavy drones 
(nevermind that + 4 torp/cruise or 5 heavies WITH a bonus)
If i had my way you could have it on a Myrmidon. ---------------------------------------- Thou Shalt "Pew Pew" |

Feral Karkassia
Minmatar Mean Corp
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Posted - 2007.03.19 08:44:00 -
[184]
Too bad my corpmate who just built a bunch of them for corp woke up this morning, found them converted, found his ME100 BPO for them converted, and went flying around all of Eve for six hours looking for a new BPO, thinking he'd encountered a glitch.
Too bad my corpmates who purchased the rigs just hours before the change are going to get screwed over.
Too bad the 20X speed nerf (Remember that? That would have been WONDERFUL) is going to be forgotten(?). What happened to that? It would have been a perfect solution, limiting ships to a max speed where they wouldn't be zipping past smaller speed-oriented ships anymore. Killing the speed mods, removing the mass reduction of them (wtf? the whole RP aspect is that the hull is rebuilt lighter; can someone explain this to me?), will kill agility in Eve. I suppose we're moving toward slow, heavy tanking battles, and getting rid of all freedom to fight otherwise, all variation in fighting style.
Need for Speed, indeed. 
Please, make the Wolf's propulsion trails blue again!!! |

moroti
Yakuza Corp
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Posted - 2007.03.19 08:46:00 -
[185]
Originally by: Blane Xero Edited by: Blane Xero on 19/03/2007 04:01:47 Edited by: Blane Xero on 19/03/2007 04:00:27
....and what happens to ravens with 2 heavy nos? or any other 2 nos boat for that matter, they would effectively become immobile, it shouldnt effect everyone, you either didnt state yourself clearly enough or your idea is just bad,,,,permanently
A raven is pretty much immobile anyway, this change would just bring other ships speeds down to caldari levels. How you can say this is a bad idea is frankly beyond me.
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Caius Sivaris
Minmatar Dark Nexxus
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Posted - 2007.03.19 10:03:00 -
[186]
Originally by: Feral Karkassia Edited by: Feral Karkassia on 19/03/2007 08:57:39 Too bad my corpmate who just built a bunch of them for corp woke up this morning, found them converted, found his ME100 BPO for them converted, and went flying around all of Eve for six hours looking for a new BPO, thinking he'd encountered a glitch.
Anyone having a ME100 rig BPO needs podding...
I wish the labs would refuse to research a BPO over perfect...
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Eewec Ourbyni
Caldari
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Posted - 2007.03.19 11:02:00 -
[187]
The trouble with this patch is this; Ships that were already slow, are now so slow they virtually go backwards. It's all very well folks moaning that there 10000000m/s ship now only does 9999999m/s but ships that only managed to get about 120m/s max before the patch, are now so slow as to not be even remotely funny.
This is a sig...
-- You think this guys post is nuts.... you should see his bio --
... good, ain't it! |

gordon cain
Minmatar x13 Privateer Alliance
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Posted - 2007.03.19 11:33:00 -
[188]
Originally by: Syril Mert LOL. It has been known that nano ships would get nerfed for a long time now and still people complain :)
Maybe indutrialists should make better plans themselves before complaining about CCPs plans.
Read what people are saying ffs. We are not ****ed about the speed nerf, but ****ed because they made a module worth 40-50 mil worth almost nothing. All in one DT and without any previous warning.
Nano-boats hasnt always been around you know. We have killed before in gank boats and we will do it again.
Gordon Cain
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doctorstupid2
Dirty Deeds Corp. Axiom Empire
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Posted - 2007.03.19 12:48:00 -
[189]
Weird, I don't feel any slower...
oh that's right, I spent millions of skillpoints in navigation and countless sums in implants and went fast before, and after, this delightful little change. This move by CCP is a brilliantly spiteful one, take that nano*****s 
It's 106 miles to Chicago, we've got a full tank of gas, half a pack of cigarettes, it's dark, and we're wearing sunglasses. Hit it. |

CHAOS100
Momentum. Dusk and Dawn
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Posted - 2007.03.19 19:12:00 -
[190]
I'm on a quest to lose my nano domi tonight. Who's with me? --------------
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Aelena Thraant
Shadows of the Dead Aftermath Alliance
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Posted - 2007.03.20 03:48:00 -
[191]
I was all 100% for this patch... Everything looks good until....
Drones/Fighters can not be launched and fighters cannot be delegated while inside a control tower force field.
What's the point of this... Was there a reason this was put in?
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Wrayeth
Shiva Morsus Mihi
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Posted - 2007.03.20 11:27:00 -
[192]
Originally by: CHAOS100 I'm on a quest to lose my nano domi tonight. Who's with me?
Let me know how it turned out. I'm going to assume that it survived until told otherwise. Post-patch would be another story, of course. -Wrayeth "Look, pa! I just contributed absolutely nothing to this thread!"
Might As well Train Another Race |

Dungheap
Caldari Dragon's Rage Intrepid Crossing
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Posted - 2007.03.20 14:38:00 -
[193]
Originally by: Nyxus
Originally by: Selim
Originally by: Nyxus All speed mods need a 12% sig penalty in addition to the stacking penalty coming on tuesday
I don't see how that doesn't hurt ships that are meant to go fast.
Well ships that are meant to go fast do so out of the box. These aren't the ships that stack tons of speedmods on. Would they take a small penalty? Yes. But they also get the most benefit from a speed mod because the base attributes are better. They went really fast before the changes, afterwards they can go even faster but at the penalty of higher signature.
Can you really tell me that Ceptors and Vagas didn't go fast enough before Revelations to do thier job?
Originally by: Selim Sure turrets suck against nanoships but thats kind of the point... to reduce the damage you are taking by going fast.
Reduction, I don't mind. More likelyhood of getting away if things go bad balanced with less tanking is fine. My problem is that you will still have Domi's and Phoons orbiting at 22km going 3800m/s and being effectively immune from turrets, while they still do full damage and have massive cap warfare.
A sig penalty would change that. They would still have speed induced damage reduction, and the ability to flee at high speed but they would no longer be invulnerable to turrets of the same class size. Just like the MWD, high speed is balanced with higher sig rad.
Fast ships are balanced to go fast. Fast ships shouldn't be the ones with the most lows and non-tracking weapons who become virtually unhittable through speed while doing full damage. A sig penalty would keep this from happening.
Nyxus
ships using mwd already get sig. penalty. battleship sig. is already above the sig. of large turrets.
the reason turrets can't hit well on close-orbiting fast movers is because of tracking.
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Elain Reverse
Caldari Shokei
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Posted - 2007.03.20 15:00:00 -
[194]
Originally by: Alita Tiphares
Originally by: Velsharoon Sigh, I just bought 120m of rigs yesterday, almost all my isk. Great. I thouht i had two weeks in which to have some fun. Welcome back to eve \o/
You wont find any sympathy for nano*****s here.
Do you know what ship he will use it ? maybe its interceptor and they need speed :)
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ImmortalisMyst
Caldari ASATOR
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Posted - 2007.03.20 16:03:00 -
[195]
Imo, not tht its prob worth that much as i have only been playin this game maybe half a yr.. but i think a bs shud def be able to reach amazing speeds due to the size of engine that you would be able to fit on a bs compared to that of a smaller ships such as interceptor, however, their agility shud b extremely slow.. it shudnt be able to orbit a ship at such gr8 speeds due to it not being able to turn this quick at such speeds.. straight line travelling then why not? just what i bin thinkin, feel free to ignore..
You want something? Go get it..Period! |

Nyxus
GALAXIAN Rule of Three
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Posted - 2007.03.20 18:51:00 -
[196]
Originally by: Dungheap ships using mwd already get sig. penalty. battleship sig. is already above the sig. of large turrets.
the reason turrets can't hit well on close-orbiting fast movers is because of tracking.
On ships moving 3500+ m/s, large turrets will only reliably hit targets with a sig rad of 1100+. Even then the Mega is the only decent ship because of it's tracking bonus. The MWD penalty would be ON TOP OF the speed mod sig penalty. The problem is that lots of lowslots+nontracking weapons = invulnerable while you still do max damage. If speed only reduced damage that would be fine. But it doesn't. Once you reach a certain transversal you become unhittable. That is the issue.
A sig penalty on speed mods would fix it so that speed BS would at least take SOME damage.
Nyxus
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships. |

RogueWing
GIT-R-DUN Southern Connection
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Posted - 2007.03.20 20:38:00 -
[197]
Originally by: ImmortalisMyst Imo, not tht its prob worth that much as i have only been playin this game maybe half a yr.. but i think a bs shud def be able to reach amazing speeds due to the size of engine that you would be able to fit on a bs compared to that of a smaller ships such as interceptor, however, their agility shud b extremely slow.. it shudnt be able to orbit a ship at such gr8 speeds due to it not being able to turn this quick at such speeds.. straight line travelling then why not? just what i bin thinkin, feel free to ignore..
Please buy a few vowels before you post next time.
[G-R-D].....we've buried 50 kittens up to their necks in the yard......join us or we get out the lawn mower. |

Victor Ivanov
Liberty Rogues Coalition of Carebear Killers
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Posted - 2007.03.22 19:11:00 -
[198]
Just have one thing to add to this thread.
*points to signature*
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Ashareth
Caldari Disturbed Hoggs
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Posted - 2007.03.23 15:31:00 -
[199]
Originally by: Aelena Thraant I was all 100% for this patch... Everything looks good until....
Drones/Fighters can not be launched and fighters cannot be delegated while inside a control tower force field.
What's the point of this... Was there a reason this was put in?
It's really easy in the end.
You have ships(namely dread/carriers) that are expensive, tough, that do a LOT of damage, and they can boost your allies... now the downside is you HAVE to put them at risk in a battle to take care of the advantage and not hide it virtually invulnerable(a 24h invulnerability time span is invulnerability in Eve...).
It's totally normal and the situation before was not. Only cowards and 0.0 carebears would have a problem with that(you know the same ones that spend a lot of time mocking and smacking high-sec mission runners cause they don't want to come in low sec...).
Now you have to risk your precious ship for him to be effective and boost your pals. Great thing for once.:) ------------------------------------------------
"Heaven is for the Dead Hell is for the Living"
Harrisson Flowerchild AndromFde |

Boogerbuster
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Posted - 2007.04.30 16:36:00 -
[200]
Frankly, CCP did not go far enough in nerfing speed. I still see cruisers doing over 6k/s. These insane speeds have ended traditional pvp. Most pvp'er now just fly around invulnerable looking for easy targets. I think snake implants should be removed from the game completely. All ships should have a maximum speed cap. For instance bs 2000/s, cruisers 4000/s and frigs 6000/s.
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