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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 00:45:00 -
[31]
Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 01:11:00 -
[32]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
COULD YOU PEOPLE PLEASE LOOK AT THE DAMN PICTURES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS WHICH IS LESS THEY ARE ON TQ, STOP MAKING STUPID REPLIES WHEN YOU ARE CLUELESS.
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Tonkin
D00M. Triumvirate.
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Posted - 2007.10.29 01:22:00 -
[33]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
STFU.
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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 02:36:00 -
[34]
sry i just get kinda mad when people whine and complain about things when they don't take the time to figure out how its going to work 
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 02:58:00 -
[35]
Originally by: Blind Man sry i just get kinda mad when people whine and complain about things when they don't take the time to figure out how its going to work 
Again, read the damn thread before posting your little whine. We HAVE figured it out. The problem is, we're right: not only does this change force you to pick between modes, but the maximum effectiveness of each mode is LESS than the current dual-mode modules on TQ.
So it's a nerf, plain and simple.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.29 03:08:00 -
[36]
It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around. |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.29 03:52:00 -
[37]
Originally by: Bein Glorious It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around.
And small ships in general against long range ships, since they wont get range AND tracking anymore, one or the other.
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Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 03:57:00 -
[38]
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

James Duar
Merch Industrial GoonSwarm
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Posted - 2007.10.29 03:59:00 -
[39]
Originally by: Goumindong
Originally by: Bein Glorious It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around.
And small ships in general against long range ships, since they wont get range AND tracking anymore, one or the other.
Was going to post this - this is such a sweeping and general change that I really don't care how it effects battleships since it's going to effect all of them equally, and as my cohorts above have noted, make close range and smaller ships more viable.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 03:59:00 -
[40]
Originally by: Bellum Eternus
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Why is reading comprehension so difficult? Look at the links in the first post, they're pictures of the script info taken from the test server. The scripts are not seeded on the market, but you can get info with the item IDs.
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Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 05:16:00 -
[41]
Originally by: Merin Ryskin
Originally by: Bellum Eternus
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Why is reading comprehension so difficult? Look at the links in the first post, they're pictures of the script info taken from the test server. The scripts are not seeded on the market, but you can get info with the item IDs.
So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts arn't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 06:52:00 -
[42]
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts arn't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
So you admit you were just trolling? Like it or not, according to the only information we have now, it's a massive nerf.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.10.29 07:59:00 -
[43]
Originally by: Merin Ryskin Like it or not, according to the only information we have now, it's a massive nerf.
This.
It's not necessary to add scripts to EVERYTHING, just because you can. No one (except for a few joke posts) thinks Sensor Boosters and Tracking Computers are overpowered. I really hope they aren't consumables either, cargoholds are kinda finite.
Linking those pictures for the lazy, since they seem to be here in droves.
Sensor Boosters Tracking Computers
Who else sees the evolution of a new role for low-SP pilots in fleet warfare? Blackbird with RSBs and 1600mm plate + DCU, highs filled with whatever, it really doesn't matter. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Kublai Khan
Caldari TAOSP Band of Brothers
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Posted - 2007.10.29 08:11:00 -
[44]
Oh, this is a very good change actually. Less uberfast locktime and instant death. Will make things more interesting. Whats even better is that htey will do the same to damage modules as well, rof or damage. Doubt they will get it into this patch tho :D
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katz3
PPN United Against ALL Authorities
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Posted - 2007.10.29 08:30:00 -
[45]
Those penalties of 25% and 5% on the modules are toooo much.  ___________________
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Kagura Nikon
Minmatar MASS HOMICIDE Interstellar Alcohol Conglomerate
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Posted - 2007.10.29 08:42:00 -
[46]
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
you mean almost as a boost to the rokh? OMG!!!
If brute force doesn't solve your problem... you are not using enough |

Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 09:06:00 -
[47]
Originally by: Kagura Nikon
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
you mean almost as a boost to the rokh? OMG!!!
It's a huge buff for the Rokh, but not for the reasons indicated above.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Michael McNeil
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Posted - 2007.10.29 12:45:00 -
[48]
ccp needs to stop adding so much to this game... they need to put the nerf stick down, and allow their changes they have done to affect the game completly, I never liked the idea of needing special ad ons, like the scripts. Its just one more thing to add to your cargo bay. just one more thing that will cause hardship.
a little thing called simple is better, when you make things too complicated ppl will lose intrest in it. and if ccp is going to force use to use scripts to things just to get the same use out of them as now.
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Julio Torres
Chosen Path
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Posted - 2007.10.29 13:11:00 -
[49]
Again they nerf for the sake of nerfing. This is a useless changes, it will inconvenience and make things more complicated then it has to be.
Solve lag before you add more crap we gotta keep track on, while the node isnt responding.
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Juggernaut Kell
Caldari 0utbreak
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Posted - 2007.10.29 15:06:00 -
[50]
Originally by: Julio Torres Again they nerf for the sake of nerfing. This is a useless changes, it will inconvenience and make things more complicated then it has to be.
Solve lag before you add more crap we gotta keep track on, while the node isnt responding.
EXACTLY!!!
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Paddlefoot Aeon
Neogen Industries Daisho Syndicate
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Posted - 2007.10.29 15:33:00 -
[51]
Let me preface this by saying that I fly Gallente ships on my combat character: -Sniper Megathron (skilled for ROKH, too) -Arazu -Nemesis
For the sniper ships, SPIKE has always been the ammo of choice, due to the huge range bonus. The downside is the hit to tracking. We fit tracking computers to this ship in order to counteract this nerf, in addition to getting the range.
I'm OK with choosing a Tracking computer to either improve tracking or increase range, but not both. But, my problem is with the computer boosting one while nerfing the other. If I want to improve tracking, I lose range (and vice versa?) Spike Ammo already has a build in Tracking nerf, the tradeoff for which is extra range. This seems like a nerf to snipers, and a backhanded nerf to Spike.
For Sensor boosters, the same thing applies. I'm ok with having to choose whether the bonus applies to lock time or range. My problem is that it applies to one while Nerfing the other.
Also, Sensor boosters (in their current incarnation) are lifesavers for carriers. If a Carrier is being tackled or needs to target a gang-mate for remote rep, they need lock speed and range. At present, a single Arazu can render a carrier useless unless the gang mate is within 5km. (Yes, I know sensor damps are being nerfed, too)
And that brings me to sensor damps. Are they over-powered, affecting both both lock range and time? Yes, they are. And again, they should be changed so that they affect only one stat, not both.
But the major deference between Sensor Damps and all the rest is they type of Module they are. Sensor Damps are Offensive, the others are personal, not directed at a target.
Again, I'm all for changing the Offensive weapons... but leave the personal modules alone... or at the very least, remove the penalties from them while having them take only one effect.
-Cheers, Paddle
Now Recruiting. Click sig for details!
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2007.10.29 15:46:00 -
[52]
Sensor boosters, tracking computers, tracking disruptors, and remote sensor dampeners are just fine, leave 'em alone!
Or if you really want to add these script things, then they should operate like they do now without a script, and the script could focus them on one attribute or the other, such that the one you focus on is stronger than it is now. As it stands, remote sensor dampeners and tracking disruptors are really only useful on ships with bonuses to them anyhow.
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Kitia
STK Scientific Black-Out
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Posted - 2007.10.29 15:55:00 -
[53]
Edited by: Kitia on 29/10/2007 15:55:11
Quote: 2007.10.29 10:36:12 ] CCP Gangleri > Scripts are in the next patch as well.. I'll seed them when I have checked that they are ok.
so with any luck we get to begin tested today So check the market and we may well have something to play with.
Kit
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Lillandra Peregrine
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Posted - 2007.10.29 16:26:00 -
[54]
I've always felt sensorboosters & comps are just at the edge of being 'enough'. A nice challenge.
I think the scripts are unnecessary. Really. Eve is complex enough - this kind of addition doesn't add any real variety to gameplay. Frankly I'd think nerfing the boosters/damps/comps require more thought.
What exactly is the 'problem' that these drastic changes are trying to solve?
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sai'l et
SWING KINGS
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Posted - 2007.10.29 18:17:00 -
[55]
i wonder if CCP wants the game to die due to all these ridiculous changes. sensor boosters dont need nerfing. leave them the way they r. i cant really comment on tracking disruptors as i never used them before. but dont kill sensro boosters.
PS: dont let the eos die. :(
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Italian Wedding
Soup Of The Day
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Posted - 2007.10.29 18:31:00 -
[56]
I like the changes. signature removed - please email us to find out why (include a link) - Jacques([email protected]) |

Veng3ance
Prophets Of a Damned Universe
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Posted - 2007.10.29 18:42:00 -
[57]
Edited by: Veng3ance on 29/10/2007 18:47:30 So if you nerf Sensor Boosters and tracking computers.
Then you nerf Sensor Damps and Tracking Disruptors....
Haven't you really just done.... nothing?
Edit: I would also like to know what is going to be done about Amarr and Minmatar fleet battleships when these changes come out.
The megathron and Rokh have built in bonuses, and may not be affected greatly after the patch. A couple changes to the modules being fit and which scripts to use and you can easily get back out to 200km and above.
However, Amarr are screwed! And minmatar to a certain point. Amarr have a ALMOST NO MID SLOTS. AND No tracking, or range bonuses. So this means we just get ****** and can only stay sub 150km range?      
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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 19:00:00 -
[58]
Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.30 16:50:00 -
[59]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
Well lets be honest here, Unless the scripts come in flavours such as +100% boost to both bonuses, then they are crappola, infact they are so damned pathetic, if I lived in Iceland I would give the dev team a good old fashioned flogging. This nerf is horrendous and the fact that no dev has said a word about it is the worst of it all, they are hiding in a hole hoping noone will find them and give them the abuse they deserve.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.30 17:05:00 -
[60]
Originally by: Nian Banks
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
Well lets be honest here, Unless the scripts come in flavours such as +100% boost to both bonuses, then they are crappola, infact they are so damned pathetic, if I lived in Iceland I would give the dev team a good old fashioned flogging. This nerf is horrendous and the fact that no dev has said a word about it is the worst of it all, they are hiding in a hole hoping noone will find them and give them the abuse they deserve.
http://oldforums.eveonline.com/?a=topic&threadID=625455 |
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