| Pages: [1] 2 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.28 22:13:00 -
[1]

with energy emissions 5, a T2 medium energy neutralizer uses 112.5 cap on sisi. on TQ it uses 135 energy.
it still has ALOT of work to do, ie:
65% - 75% reduction to capacitor use of energy neutralizers for its role bonus, instead of a cyno bonus.
also, the arbitrator should get:
20% bonus to tracking disruptor strength per level of cruiser
recon bonus:
25% bonus to tracking disruptor strength per level of cruiser
|

omiNATION
Gallente Vanguard of the Ouroboros Nation
|
Posted - 2007.11.28 22:24:00 -
[2]
wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Also Pilgrim is the Cyno Recon... that's it's *role* you want the extra 65% effectiveness, use the curse... actually doesn't the pilgrim already get a cap efficiency bonus?
[sig] EVE, basically an MMORPG with prison rules. [/sig] |

Awox
Advanced Logistics
|
Posted - 2007.11.28 22:25:00 -
[3]
Nice to know :)
-- ADVL CEO. LootTrack Sales KB |

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.28 23:10:00 -
[4]
Edited by: Feng Schui on 28/11/2007 23:15:06
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Also Pilgrim is the Cyno Recon... that's it's *role* you want the extra 65% effectiveness, use the curse... actually doesn't the pilgrim already get a cap efficiency bonus?
pilgrim right now gets a 5% bonus to TD. TD's are getting severely nerfed, even when you use scripts. This change will allow the pilgrim / curse to retain its pre-nerf TD effectiveness.
edit: "scripted" modules are getting nerfed by 50% for both stats. If you use a script it will increase 1 of these stats (still a nerfed amount though), and lower the other stat to null. by giving the pilgrim / curse 125% bonus, they will not need to use scripts for TD's.
the same arguement can be, and should be, said for the arazu and lacheises
Also, no the pilgrim does not get a cap efficiency bonus. the *Role* of the force recons are obsolete, and no one in their right minds uses one for more than cyno'ing cap ships into friendly alliance space, with no reds in the system. but, this isn't the main point of the thread. I wrote a huge synopsis for cloaking ships in the dev forum if you search for it.
|

Roidpwning101
|
Posted - 2007.11.28 23:15:00 -
[5]
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Because its a piece of garbage?
|

Discobird
Vale Heavy Industries Molotov Coalition
|
Posted - 2007.11.29 00:48:00 -
[6]
Did the named neuts get a proportionate reduction in cap cost?
|

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.29 01:10:00 -
[7]
i didn't check, but i presume so.
|

ChimeraRouge
Caldari Eve University Ivy League
|
Posted - 2007.11.29 02:17:00 -
[8]
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Also Pilgrim is the Cyno Recon... that's it's *role* you want the extra 65% effectiveness, use the curse... actually doesn't the pilgrim already get a cap efficiency bonus?
This.
CYNO RECON duh.
|

Cailais
Amarr W A R
|
Posted - 2007.11.29 02:52:00 -
[9]
The cyno capability is the same for every recon. What the pilgrim needs imho is very simple.
Change its recon bonus from "20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level to...
30% bonus to Energy Vampire and Energy Neutralizer transfer amount per level.
i.e 150% bonus at level V.
Why? The pilgrim isnt much of a gang ship, probably never will be - but where it can excell is sliding out from warp and suffocating its target.
To do that it needs either cap, to run a reasonable tank or time. In the current gang environment time is something a pilgrim just doesnt have - so enable it to do its job faster.
C.
Oh and it looks ace on Trinity 
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
|

Naviset
|
Posted - 2007.11.29 03:02:00 -
[10]
Edited by: Naviset on 29/11/2007 03:03:29 Umm. I can't believe someone suggested 100-125% TD effectiveness? You could easily make a gang of ships... just not shoot anymore? And then disable their tank with neuts?
75% cap reduction is stupid good. You could drain more cap than an amarrian BS uses with a dual rep tank, per second without ever running out of cap. Without using an injector. Yeah.
100% (Or more) TD effectiveness is stupid too. TDs are really good as is, and 125% bonus = no tracking. Literally. No tracking. Or no range. Whatever way you want to look at it. This wouldn't even be justified without scripts, but if you use scripts its just a ridiculous request.
|

Phaedruss
|
Posted - 2007.11.29 03:07:00 -
[11]
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
...actually doesn't the pilgrim already get a cap efficiency bonus?
That's the kind of change required to counter the sledghammer nerfs that CPP throw around each patch...and no, there is no 'cap efficiency bonus' on the Pilgrim.
|

Cailais
Amarr W A R
|
Posted - 2007.11.29 03:19:00 -
[12]
TD's arent really the issue, they don't add uch to the ship - it needs to be able either suck in more cap, or neut out cap faster and more economically. A 30% bonus would do this.
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
|

Discobird
Vale Heavy Industries Molotov Coalition
|
Posted - 2007.11.29 03:52:00 -
[13]
Originally by: Phaedruss
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
...actually doesn't the pilgrim already get a cap efficiency bonus?
That's the kind of change required to counter the sledghammer nerfs that CPP throw around each patch...and no, there is no 'cap efficiency bonus' on the Pilgrim.
Given the new way in which RSD/TD effectiveness is calculated, a 125% bonus would result in negative tracking/optimal. Much better would be a falloff script IMO.
And the Pilgrim does get a cap efficiency bonus on neuts. It just doesn't get a cap reduction bonus like the OP asked for.
|

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.29 04:27:00 -
[14]
Originally by: Naviset Edited by: Naviset on 29/11/2007 03:03:29 Umm. I can't believe someone suggested 100-125% TD effectiveness? You could easily make a gang of ships... just not shoot anymore? And then disable their tank with neuts?
75% cap reduction is stupid good. You could drain more cap than an amarrian BS uses with a dual rep tank, per second without ever running out of cap. Without using an injector. Yeah.
100% (Or more) TD effectiveness is stupid too. TDs are really good as is, and 125% bonus = no tracking. Literally. No tracking. Or no range. Whatever way you want to look at it. This wouldn't even be justified without scripts, but if you use scripts its just a ridiculous request.
Post script nerf, 125% would be equivalent to the 25% we have now. Or are you just blind to the facts?
|

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.29 04:29:00 -
[15]
Originally by: Discobird
Originally by: Phaedruss
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
...actually doesn't the pilgrim already get a cap efficiency bonus?
That's the kind of change required to counter the sledghammer nerfs that CPP throw around each patch...and no, there is no 'cap efficiency bonus' on the Pilgrim.
Given the new way in which RSD/TD effectiveness is calculated, a 125% bonus would result in negative tracking/optimal. Much better would be a falloff script IMO.
And the Pilgrim does get a cap efficiency bonus on neuts. It just doesn't get a cap reduction bonus like the OP asked for.
it does NOT get an effeciency bonus, it gets an AMOUNT bonus.
Originally by: Pilgrim bonuses
Recon Ships Skill Bonus: 20% bonus to Energy Vampire and Energy Neutralizer transfer amount and -96% to -100% reduction in Cloaking Device CPU use per level
it can be found Here if you do not believe me
Jesus.. do you guys even fly this ship? Or use tracking disruptors? Or even log onto the test server?
|

Requiescat
Caldari Royal Hiigaran Navy
|
Posted - 2007.11.29 04:29:00 -
[16]
How bout, as a Special, similar to the way the Vindicator gets +25% large hybrid damage, Amarr recons are allowed to nos without the new vanilla limitations?
CCP has a habit of nerfing stuff that's imbalanced on other races, and having it turn the only decent Amarr ships into wastes of SP and ISK.
<-- Sig starts here.
Victory - Honor = Loss
My face + your chest = pain |

Wayward Hooligan
Sniggerdly Pandemic Legion
|
Posted - 2007.11.29 04:54:00 -
[17]
Another easy way to fix the Pilgrim without breaking it would be to:
1 - Increase size of capacitor. The ship is specifically designed for cap warfare. Increase the size of the capacitor so it is actually able to leverage its cap warfare ability effectively.
2 - Decrease capacitor recharge time for the reasons already stated.
This would allow the Pilgrim to better run its very cap hungry modules.
Pilgrim will have ATLEAST: 1xMARII 2xMedium Neut
Just running those things alone requires most of the ship to be fit for cap recharge.
If the ship had a strong capacitor it could fit for effectiveness first rather than fitting just to make anything run.
Not like a really strong capacitor would overpower the ship. It has 2 (TWO) weapon hardpoints and drones. The weapons are unbonused. Not like those two Heavy Pulse II's are going to really put it over the edge.
It has 5 slots to tank with iirc. If you dedicate all 5 slots to tank you can have a decent tank but in now way out of line for a ship that HAS to operate in web range. . .. WELP! .. . |

Discobird
Vale Heavy Industries Molotov Coalition
|
Posted - 2007.11.29 05:05:00 -
[18]
Originally by: Feng Schui
it does NOT get an effeciency bonus, it gets an AMOUNT bonus.
Efficiency is benefit over cost. An amount bonus (more benefit for the same cost) is also an efficiency bonus. Each unit of cap is doing more work on a neut fitted to a Pilgrim than on a neut fitted to some other ship (besides the Curse).
For the same reason, repair amount bonuses improve the efficiency of armor reps even though they don't reduce the cap cost.
|

Tarron Sarek
Gallente Endica Enterprises Alternative Realities
|
Posted - 2007.11.29 05:08:00 -
[19]
Edited by: Tarron Sarek on 29/11/2007 05:09:40
Originally by: Feng Schui
Originally by: Discobird And the Pilgrim does get a cap efficiency bonus on neuts. It just doesn't get a cap reduction bonus like the OP asked for.
it does NOT get an effeciency bonus, it gets an AMOUNT bonus.
I don't know how you define efficiency, but in my book if you have A/B, and you want as much A as possible per B, both raising A and lowering B increases efficiency. I'd be interested in your definition. In other words.. it doesn't matter whether you neutralize twice as much or need half the energy. The former does the job in half the time, the latter consumes half the energy in the same time. To neutralize a set amount of cap it comes down to the same amount of energy you have to utilize. It really isn't that hard. But maybe if you're on a crusade, it's not abnormal to become a little blind.
edit: darn! beat me to it.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |

Discobird
Vale Heavy Industries Molotov Coalition
|
Posted - 2007.11.29 05:11:00 -
[20]
Originally by: Feng Schui
Post script nerf, 125% would be equivalent to the 25% we have now. Or are you just blind to the facts?
Post-script nerf, a 125% bonus would result in an optimal or tracking mod of > -1 when using optimal or tracking scripts. That's broken (what does negative tracking or optimal even mean?) The 25% bonus does not have that drastic an effect.
|

Feng Schui
Minmatar The Ninja Coalition Drunken N Disorderly
|
Posted - 2007.11.29 05:25:00 -
[21]
|

Steakkbone
Helios Incorporated Insurgency
|
Posted - 2007.11.29 07:13:00 -
[22]
Originally by: Roidpwning101
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Because its a piece of garbage?
|

Discobird
Vale Heavy Industries Molotov Coalition
|
Posted - 2007.11.29 07:50:00 -
[23]
Medium unstable neuts still have 150 activation cost on Sisi, same as on TQ. =/ Didn't check the other named neuts.
|

Semkhet
KR0M The Red Skull
|
Posted - 2007.11.29 07:55:00 -
[24]
There are only three cases when a pilgrim faces a gun boat. Either he's under web range, just outside web range, or far away.
If he's under web range (read gets webbed), the only aspect of TD's which can help is the gun's optimal range decrease provided it's not a minnie gun (which is more dependent on falloff than optimal), hence this mainly concerns gallente & amarr guns).
If he's just outside web range (read can orbit its target), then it's screwing gun tracking speed which can help it lower the damage received.
If he's far away, it's again gun optimal range decrease which could help.
Now with the current nerf, there's not a single case where the pilgrim can track disrupt efficiently without devoting 4 mids to TD's. And it's not only a nerf in EW, it's also a direct nerf in cap consumption for a ship which on top has to find a way to tank & neut simultaneously...
BTW, checking on SiSi, it's only the default cap drain of the med neut T2 which has been decreased from 180 to 150, bringing their efficiency similar to med unstables (which aren't updated, at least atm).
|

omiNATION
Gallente Vanguard of the Ouroboros Nation
|
Posted - 2007.11.29 08:09:00 -
[25]
Originally by: Steakkbone
Originally by: Roidpwning101
Originally by: omiNATION wtf, how do you justify a 25% -> 125% increase in EWAR effectiveness?
Because its a piece of garbage?
Your Sig. Ironic.
[sig] EVE, basically an MMORPG with prison rules. [/sig] |

Naviset
|
Posted - 2007.11.29 08:31:00 -
[26]
Originally by: Feng Schui
Originally by: Naviset Edited by: Naviset on 29/11/2007 03:03:29 Umm. I can't believe someone suggested 100-125% TD effectiveness? You could easily make a gang of ships... just not shoot anymore? And then disable their tank with neuts?
75% cap reduction is stupid good. You could drain more cap than an amarrian BS uses with a dual rep tank, per second without ever running out of cap. Without using an injector. Yeah.
100% (Or more) TD effectiveness is stupid too. TDs are really good as is, and 125% bonus = no tracking. Literally. No tracking. Or no range. Whatever way you want to look at it. This wouldn't even be justified without scripts, but if you use scripts its just a ridiculous request.
Post script nerf, 125% would be equivalent to the 25% we have now. Or are you just blind to the facts?
Umm. Without scripts. Yes. With scripts, your proposed bonus is stupid? You apparently fail to see the purpose in scripts.
As another, restated point, TDs AREN'T Bad right now. Maybe not as go-to as damps are, but they certainly work nicely is a vast majority of situations.
|

Dristra
Amarr Shadows of the Dead Aftermath Alliance
|
Posted - 2007.11.29 09:00:00 -
[27]
Originally by: Naviset
Originally by: Feng Schui
Originally by: Naviset Edited by: Naviset on 29/11/2007 03:03:29 Umm. I can't believe someone suggested 100-125% TD effectiveness? You could easily make a gang of ships... just not shoot anymore? And then disable their tank with neuts?
75% cap reduction is stupid good. You could drain more cap than an amarrian BS uses with a dual rep tank, per second without ever running out of cap. Without using an injector. Yeah.
100% (Or more) TD effectiveness is stupid too. TDs are really good as is, and 125% bonus = no tracking. Literally. No tracking. Or no range. Whatever way you want to look at it. This wouldn't even be justified without scripts, but if you use scripts its just a ridiculous request.
Post script nerf, 125% would be equivalent to the 25% we have now. Or are you just blind to the facts?
Umm. Without scripts. Yes. With scripts, your proposed bonus is stupid? You apparently fail to see the purpose in scripts.
As another, restated point, TDs AREN'T Bad right now. Maybe not as go-to as damps are, but they certainly work nicely is a vast majority of situations.
With the new nerf, damps will be very limited power-wise compared to before, Tally ho! guess what, tracking distrupters will be nerfed just as bad!
And even following your logic, this means that damps will still be superior to a tracking distrupter.
It's great being Amarr isn't it.
Support the introduction of Blaze M crystals for Amarr!
|

Naviset
|
Posted - 2007.11.29 10:05:00 -
[28]
Edited by: Naviset on 29/11/2007 10:12:42
Originally by: Dristra
Originally by: Naviset
Originally by: Feng Schui
Originally by: Naviset Edited by: Naviset on 29/11/2007 03:03:29 Umm. I can't believe someone suggested 100-125% TD effectiveness? You could easily make a gang of ships... just not shoot anymore? And then disable their tank with neuts?
75% cap reduction is stupid good. You could drain more cap than an amarrian BS uses with a dual rep tank, per second without ever running out of cap. Without using an injector. Yeah.
100% (Or more) TD effectiveness is stupid too. TDs are really good as is, and 125% bonus = no tracking. Literally. No tracking. Or no range. Whatever way you want to look at it. This wouldn't even be justified without scripts, but if you use scripts its just a ridiculous request.
Post script nerf, 125% would be equivalent to the 25% we have now. Or are you just blind to the facts?
Umm. Without scripts. Yes. With scripts, your proposed bonus is stupid? You apparently fail to see the purpose in scripts.
As another, restated point, TDs AREN'T Bad right now. Maybe not as go-to as damps are, but they certainly work nicely is a vast majority of situations.
With the new nerf, damps will be very limited power-wise compared to before, Tally ho! guess what, tracking distrupters will be nerfed just as bad!
And even following your logic, this means that damps will still be superior to a tracking distrupter.
Actually, in my opinion damps will be far less useful now since it'll be very difficult to lock someone down to the point of usefulness. However with TDs it will still be relatively easy.
Quick question: Do you seriously think it'd be balanced for a single TD on a t1 cruiser to TOTALLY disable a turret ship of any size?
wtf are you smoking.
I'm sorry that I don't support your "OMG LETS MAKE THE PILGRIM IMBA" suggestions. I really do support making it better but most of these forum suggestions are ridiculous.
|

Wu Jiun
|
Posted - 2007.11.29 10:22:00 -
[29]
Originally by: Naviset
Stuff on tds
You should actually try to "lock down" a turret ship with tds in their current state. If you did some tests you'd know it just doesn't happen unless we are talking about laser ships. And even then...
If you are webbed and have cruiser sig bs weapons will hit you well enough to kill you quite fast with 2 x bonused tds on them. You won't get hit if you do a super close orbit and have an ab. However you have to get that close first which isnt easy due to webs and then he can always try to keep distance with mwd bursts and start hitting you again.
If you can keep out of webrange (which in a pilgrim you won't) then its a whole other issue, however of the close range guns its only the lasers who have a significant optimal to start with. Falloff of blasters and acs isn't affected and so its basically really an anti-scorch ewar.
In fleet ranges they're useless because of their low optimal/falloff.
Also under no circumstances will a single td influence small or med turrets in a noticable way. Even several bonused tds won't keep a gun bc/cs from doing severe damage in shortrange. What are you smoking btw?
|

arbalesttom
Caldari Glauxian Brothers
|
Posted - 2007.11.29 11:38:00 -
[30]
Amarr recon + ecm burst = win * ** *** Nice hamster! - Mindstar Sorry, that hamster ate your sig.. - Random Guy123 Phear this sig! - Cortes |
| |
|
| Pages: [1] 2 :: one page |
| First page | Previous page | Next page | Last page |