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Blind Jhon
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Posted - 2008.06.19 14:13:00 -
[1]
Edited by: Blind Jhon on 19/06/2008 14:14:59
since i love this ship so much.... i go whit some test...
just to compare it whit other tier 2 bs
tempest tank oriented full low whit one rep hardners and 1600 plate + 3 trimark rigs
VS average blasterthhron setup from ship and modules guide = MEGA WIN
VS apoc whit megapulse II = apoc apoc better tank and better dps = APOC WIN
VS torp raven (just for comedy value)..... = RAVEN WIN
so i said myself... << WTF ARE YOU BLIND? >> tempest is a gun boat fit for gank i put in 2gyro double rep 1600plate+ suitcase and 2trimark rig and one for turret ROF (test it whit 650 II and after whit 800 II both whit hail) it was near 800 dps
VS mega= mega better tank and uber dps MEGA WIN (actually i've been blasted)
VS torp raven = RAVEN WIN (blasted even faster)
VS apoc = hard to get dowN due to tough tank... apoc win BUT WHIT DOUBLE ENERGY NEUT TEMPEST GOT HIS CHANCE \O/
notice i never considered in my tests drones...
result tempest suck.
we must get it good for something
tempest need an extra low sltot to have a tank chance OR it needs an extra turret to be able to gank
one way or other it must be good in something istead of being able to do everything.
cheers
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Blind Jhon
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Posted - 2008.06.19 14:13:00 -
[2]
Edited by: Blind Jhon on 19/06/2008 14:15:44
since i love this ship so much.... i go whit some test...
just to compare it whit other tier 2 bs
tempest tank oriented full low whit one rep hardners and 1600 plate + 3 trimark rigs
VS average blasterthhron setup from ship and modules guide = MEGA WIN
VS apoc whit megapulse II = apoc apoc better tank and better dps = APOC WIN
VS torp raven (just for comedy value)..... = RAVEN WIN
so i said myself... << WTF ARE YOU BLIND? >> tempest is a gun boat fit for gank i put in 2gyro double rep 1600plate+ suitcase and 2trimark rig and one for turret ROF (test it whit 650 II and after whit 800 II both whit hail) it was near 800 dps
VS mega= mega better tank and uber dps MEGA WIN (actually i've been blasted)
VS torp raven = RAVEN WIN (blasted even faster)
VS apoc = hard to get dowN due to tough tank... apoc win BUT WHIT DOUBLE ENERGY NEUT TEMPEST GOT HIS CHANCE \O/
notice i never considered in my tests drones...
result tempest suck.
we must get it good for something
--> tempest need an extra low sltot to have a tank chance OR it needs an extra turret to be able to gank <--
one way or other it must be good in something istead of being able to do everything.
cheers
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P'uck
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Posted - 2008.06.19 14:19:00 -
[3]
Empirical research at it's best!
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Nocturnal Avenger
Black Plague. RAZOR Alliance
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Posted - 2008.06.19 14:21:00 -
[4]
My tests show that it does not suck.
Not that I am nber or anything, but I never fly caldari or gallente bs in pvp, even though I could use at least scorpion, raven and dominix with nearly maxed skills.
- Carebear Pirate - |

Trevor Warps
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Posted - 2008.06.19 14:55:00 -
[5]
And your sucky tempest shoots out to what, 40 km ?
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 14:56:00 -
[6]
Edited by: Rane Javoke on 19/06/2008 14:57:45 don't forget to factor in better speed, agility, range (due to barrage), selectable damage and capless guns. it's tank is sub par though, given the slot layout, but it stays true with minmatar philosophy (in that it's mediocre and versatile). plus, you can fit and permarun double reppers if you reaaaaally want to without gimping it too much. still, it will be no match for other tanked BSes, but hey, name one minmatar ship that tanks well (-maelstorm).
gank-wise, you just have to outmaneuver or out-e-war your opponent. So yeah its not as impressive in the "mwd-on, approach in point blank range, melt with blasters" game, but it can stay out of falloff range (say, vs a mega) while pelting it with AC shells and heavy neut blasts. it just takes lots of skills, both in and out of game.
on another note, because i too love the tempest, it should get some lovin' (a tad more speed, pg/cpu, boost of artillery aplha.. whatever), because atm it fails as a long range sniper, and it's merely competent solo.
at least thats my opinion :)
edit: ninja grammar and syntax corrections :P
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AstroPhobic
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Posted - 2008.06.19 15:13:00 -
[7]
Well, besides the awful post from the OP, the tempest does need some love, and if you need proof, you're obviously blind. The numbers have been brought up over and over and over.
However thread will soon fail because it was poorly presented.
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Jim McGregor
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Posted - 2008.06.19 15:14:00 -
[8]
Edited by: Jim McGregor on 19/06/2008 15:16:35 Edited by: Jim McGregor on 19/06/2008 15:15:40
Originally by: Rane Javoke but it can stay out of falloff range (say, vs a mega) while pelting it with AC shells and heavy neut blasts. it just takes lots of skills, both in and out of game.
And time. You need like 10 minutes of shooting another battleship before it goes down, 30 minutes if its a caldari ship...
Gallente is much easier to win with. Once you're in range, the other ship dies most of the time, and *fast*.
Currently training for gallente ships to find out if they are as easy to win with as I think they are.
--- Its dead, Jim.
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AstroPhobic
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Posted - 2008.06.19 15:19:00 -
[9]
Originally by: Jim McGregor Edited by: Jim McGregor on 19/06/2008 15:16:41
Originally by: Rane Javoke but it can stay out of falloff range (say, vs a mega) while pelting it with AC shells and heavy neut blasts. it just takes lots of skills, both in and out of game.
And time. You need like 10 minutes of shooting another battleship before it goes down, 30 minutes if its a caldari ship...
Gallente is much easier to win with. Once you're in range, the other ship dies most of the time, and *fast*.
Currently training for gallente ships to find out if they are as easy to win with as I think they are.
Bah, I'm currently training amarr ships to find out if they're as sleek and sexy as I think they are. And they are. Besides, pulse lasers = sex, beam lasers = sex, gold plating = sex!
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Sokratesz
Rionnag Alba
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Posted - 2008.06.19 15:35:00 -
[10]
Tempest needs some sort of oomph Worst tank, mediocre DPS, ****ty HP, only thing it has is it's speed and agility but thats down to zilch with everyone fitting webs.
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 15:36:00 -
[11]
to both posters above : i agree with all your points and opinions. It's common knowledge that minmatar ships lose their charm when surpassing cruiser-class size. (typhoon is an exception,but not on the list because when you manage to fly and kit it well, you are 2 skills away from piloting capitals anyway)
bottom line : Do minmatar BSes suck? In absolute terms, yes. On special occasions they are at best interesting Do they need a boost? yes, albeit a minor one (imo). Does the rest of the minmatar fleet below BS size make up for the mediocre BSes and caps? oh my, yes 
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Jim McGregor
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Posted - 2008.06.19 15:45:00 -
[12]
If you really want to discuss a boost, I would suggest reducing the damage penalty for shooting in falloff range.
--- Its dead, Jim.
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AstroPhobic
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Posted - 2008.06.19 15:48:00 -
[13]
Originally by: Rane Javoke Does the rest of the minmatar fleet below BS size make up for the mediocre BSes and caps? oh my, yes 
I don't think so. Let us compare to gallente, for fun.
Minmatar - Rifter, Gallente - Incursus Minmatar - Rupture, Gallente - Thorax Minmatar - Stabber, Gallente - Vexor Minmatar - Hurricane, Gallente - Myrmidon Minmatar - Vagabond, Gallente - Ishtar
Fairly even huh? Let's get into the minmatar advantages
Rapier - Arazu Huginn - Lachesis Stiletto - Ares
Damps need some love. Back to gallente advantages
Claw - Taranis Muninn - Deimos Cyclone - Brutix
As you see, it's fairly even with gallente. Sure I omitted certain classes (HICs, Cov Ops, Stealth Bombers, Destroyers, Logistics) because they're just different, harder to compare. Sure, these are my opinions, but they're fairly consistent with usability. Anyway... as you were.
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 16:12:00 -
[14]
Edited by: Rane Javoke on 19/06/2008 16:13:20
Originally by: AstroPhobic (comparisons)
my point precisely, i dind't mean that minnie cruiser-sized ships are uberpwn, they are mostly on par with the rest. It's the BSes that are sub-par. Plus, nano******* is fun!
imo however, rifter > incursus rupture vs thorax is up to pilot skill, in theorycraft it looks like a tight match stabber vs vexor, see above (i would bet on the vexor though) hurricane > myrmidon (no heavy drones anymore) vaga vs ishtar is a close match too i'd reckon. If anything, they can both escape the encounter. recons are a totally different thing, they are very very specific in what they do so there's no point comparing them. ceptors are all pretty much the same as far as i'm concerned, they just put points on stuff and go fast  
not flaming, just voicing my opinion.. stay cool everyone 
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Wu Jiun
State War Academy
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Posted - 2008.06.19 16:19:00 -
[15]
Well regarding sniper work apoc is just much much better (and should be mind you).
If indeed you managed to lose closerange against an apoc with your pest then tbh you suck even more than the pest. Seriously there is no excuse for that.
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Ong
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Posted - 2008.06.19 16:46:00 -
[16]
Oh my good god, yes matar bs's do realy need some love, the phoon is not a bad fleet ship when combined with other high dps bs's as it can add to the dps (not by much) and can give aid to the other bs's with remote rep. the tempest is rubbish, it doesent tank, it doesent do enough damage to gank fit it as it will lose to every other gank bs in the game. the mael is not bad, but compaired to the other t3 bs's its well below average with an ok tank and ok dps. please please ccp show the matar bs's some love, im personally cross training to get the mega/hype as both are far superior bs's. the pest needs an extra low slot and extra gun slot, the mael either needs more dps or a better tank, so a higher damage bonus, or maybe some form of resist bonus.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.19 17:06:00 -
[17]
Originally by: Trevor Warps And your sucky tempest shoots out to what, 40 km ?
lol wut?
with what? ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Liang Nuren
Perkone
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Posted - 2008.06.19 17:16:00 -
[18]
Originally by: Rane Javoke Do minmatar BSes suck? In absolute terms, yes. On special occasions they are at best interesting
;-)
Quote: Do they need a boost? yes, albeit a minor one (imo).
Sure, I'm sure we'll take anything we can get.
Quote: Does the rest of the minmatar fleet below BS size make up for the mediocre BSes and caps? oh my, yes 
No. Not really. If I had the energy, I'd debunk this... but suffice it to say that there have been 10 page threads about this topic that thoroughly debunked it.
There are plenty of fantastic ships in every other race below battleship - and what's more is that the other races have complained/whined enough to in most cases have at least one ship that's just flat better than its Matari counterpart.
Matari are not so far above the pack in the sub-bs realm to justify their absolute suckage in battleships.
-Liang
-- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

P'Tang
THE INSURGENCY
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Posted - 2008.06.19 17:17:00 -
[19]
Originally by: Ong Oh my good god, yes matar bs's do realy need some love, the phoon is not a bad fleet ship when combined with other high dps bs's as it can add to the dps (not by much) and can give aid to the other bs's with remote rep. the tempest is rubbish, it doesent tank, it doesent do enough damage to gank fit it as it will lose to every other gank bs in the game. the mael is not bad, but compaired to the other t3 bs's its well below average with an ok tank and ok dps. please please ccp show the matar bs's some love, im personally cross training to get the mega/hype as both are far superior bs's. the pest needs an extra low slot and extra gun slot, the mael either needs more dps or a better tank, so a higher damage bonus, or maybe some form of resist bonus.
The Mael's tank is amazing; too bad the DPS really is lacking. 
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Trojanman190
D00M.
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Posted - 2008.06.19 17:57:00 -
[20]
Edited by: Trojanman190 on 19/06/2008 17:58:16 I like my tempest. It sucks now that most of our suppoort moduels like ecm and nos got nerfed but I still like it.
Btw wtf are you doing not fitting dual reps?
What ****es me off more than anything are our guns. Arty blow. Ac are mediocre. FIghting in falloff kinda fails.
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Selia Rain
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Posted - 2008.06.19 18:14:00 -
[21]
Try the classic gang setup with a shield tank and 3x gyro+800mm AC. It's classic because it's rarely used anymore, not because it's crap.
With a shield tank you: Can fit 3x gyros easy. Can fit siege launchers with a fitting mod. Can fit falloff rigs without worrying overmuch about pg use.
Dps is over 1k with siege and 5x hammerheads, on the other hand, a mere 400-500 dps tank is nothing special, but the damage is well worth it, in my opinion.
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arbalesttom
Glauxian Brothers
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Posted - 2008.06.19 19:15:00 -
[22]
I want the trainingtime i spend on large autocannon spec and large arty spec back anyway, matar battleships suck ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.19 19:19:00 -
[23]
Originally by: Trojanman190 Edited by: Trojanman190 on 19/06/2008 17:58:16
Btw wtf are you doing not fitting dual reps?
Because in close combat buffer > reps
period.
------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Bootleg Greg
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Posted - 2008.06.19 19:21:00 -
[24]
I am not trying to troll, but I wish some-day the "This Ship Sucks!" threads would cease. This game is a very balanced game, you do not succeed in this game through a better ship. The game is about knowledge/strategy/intelligence. If you cannot defeat the enemy, run away, come back in something that can. Every ship has a counter, stop complaining and find it.
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arbalesttom
Glauxian Brothers
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Posted - 2008.06.19 19:21:00 -
[25]
Both buffertank and dual rep tanks suck on a tempest, since you really want at least 2 gyro's on it.
So, in order to do 'gank' like dps, you have no tank to speak of (buffer or dual rep). If you want to tank, even a thorax will outdamage you.. ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
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arbalesttom
Glauxian Brothers
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Posted - 2008.06.19 19:22:00 -
[26]
Originally by: Bootleg Greg Every ship has a counter, stop complaining and find it.
Yeah, basicly everything is a viable counter to a tempest ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
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Liang Nuren
Perkone
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Posted - 2008.06.19 19:23:00 -
[27]
Originally by: Siddy
Because in close combat buffer > reps
period.
/truth
There are limitations to this, but they're becoming more and more rare with the number of participants in combat these days. :)
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Blind Jhon
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Posted - 2008.06.19 19:24:00 -
[28]
Originally by: Selia Rain Try the classic gang setup with a shield tank and 3x gyro+800mm AC. It's classic because it's rarely used anymore, not because it's crap.
With a shield tank you: Can fit 3x gyros easy. Can fit siege launchers with a fitting mod. Can fit falloff rigs without worrying overmuch about pg use.
Dps is over 1k with siege and 5x hammerheads, on the other hand, a mere 400-500 dps tank is nothing special, but the damage is well worth it, in my opinion.
...... with a fitting mod. ok but come on at least it need more 20% CPU
because 2 fitting mod seems a bit too much on a pvp fitting..... or it's just me?
ps astro sorry if my post isn't well done i just want to bring attemption on this problem
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Liang Nuren
Perkone
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Posted - 2008.06.19 19:25:00 -
[29]
Originally by: Bootleg Greg I am not trying to troll, but I wish some-day the "This Ship Sucks!" threads would cease. This game is a very balanced game, you do not succeed in this game through a better ship. The game is about knowledge/strategy/intelligence. If you cannot defeat the enemy, run away, come back in something that can. Every ship has a counter, stop complaining and find it.
What you're missing is that the Tempest has an exceedingly narrow role in combat... there's really not any good reasons to use it (unless you have NO missile/drone skills, good gunnery skills, and you're suicidal enough to try and nano a turret based battleship).
What does the Tempest have for it? Two utility mids that can be used for RR or Neuts, and a bit of speed. Does this make up for the huge variety of situations that it sucks in? No, not really.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Blind Jhon
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Posted - 2008.06.19 19:26:00 -
[30]
Originally by: arbalesttom Both buffertank and dual rep tanks suck on a tempest, since you really want at least 2 gyro's on it.
So, in order to do 'gank' like dps, you have no tank to speak of (buffer or dual rep). If you want to tank, even a thorax will outdamage you..
this is why i claim for an extra low slot... just for fitting that damned EANM II
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Blind Jhon
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Posted - 2008.06.19 19:35:00 -
[31]
Quote:
What you're missing is that the Tempest has an exceedingly narrow role in combat... there's really not any good reasons to use it (unless you have NO missile/drone skills, good gunnery skills, and you're suicidal enough to try and nano a turret based battleship).
What does the Tempest have for it? Two utility mids that can be used for RR or Neuts, and a bit of speed. Does this make up for the huge variety of situations that it sucks in? No, not really.
-Liang
liang you are in right but, do you understand thet the only way to have a "decent" tank on a tempest whitout say goodby to your damage is a shield tank (whit two co-processor II btw) which half wreack tempest versatility?
yes it's versatility is mostly in the 2 high (used whit missile if you want damage) slot and in the extra 2 midlot but if you shield tank....
a torp raven to increase damage have not to sacrify the 2 hight slot (or i'm wrong?) same for a mega in it's spare last hight slot can fit whatever he want (or i'm wrong again??)
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 19:39:00 -
[32]
Edited by: Rane Javoke on 19/06/2008 19:39:21
just an idea i had in class an hour ago (not paying attention ftw) :
Hypothetical new tempest :
slots as they are
~+5% pg (for fitting 6 1400 without RCU) Bonuses : +7.5% large projectile damage, 5% optimal range
voila, it gets the role it was supposed to have: "a versatile gunship proficient at long range bombardment using specialized ammo" Alpha strikes will hurt more, clips won't go "click click" every minute, and it will have more slots free for tank(in place of the RCU/ tracking enh. Downside is, it loses any close range gank potential, but at least it will be good for something.
the typhoon will keep the gank role, and the Mael will keep whatever role it is supposed to have.
Stuff off the top of my head 
edit: page 2 snypah (sorry i just wanted to say this... once)
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Bootleg Greg
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Posted - 2008.06.19 19:41:00 -
[33]
Minmatar is probably the high-difficulty of Eve. If you struggle fitting/flying the ship, you may want to either fly with a gang or get more experience in the game with another race, Gallante/Caldari. Amarr is probably Extreme-difficulty, lol. In my opinion, the Tempest is a good ship. I haven't had a lot of encounters in it, so feel free to call me out. The usual cookie cutter dual LAR/ dual NEUT / dual Injector(sometimes) is sufficient. It is a versatile ship, the fact the guns do not use any energy and track rather well makes it so. The extra energy also helps with the NEUTS. But I also have about maxed skills in Minmatar and have been playing the game for about 4 years. As the game states, my gaming experience may differ.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.19 19:42:00 -
[34]
Originally by: Rane Javoke
Hypothetical new tempest :
slots as they are
~+5% pg (for fitting 6 1400 without RCU) Bonuses : +7.5% large projectile damage, 5% optimal range
This would obsolete it as a closerange blasterboat. Better give it 10% to optimal range on top of 7.5% ROF and a speed and agility increase, and improve the tracking of large AC in general. Voila, medium-range medium damage fastmoving BS. Sounds minmatar enough to you? 
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 19:47:00 -
[35]
That's actually a good idea Sokratesz. Maybe make the Mael the sniper then, switching tha rof bonus for damage.. Alphas will be sick 
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Sokratesz
Rionnag Alba
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Posted - 2008.06.19 19:52:00 -
[36]
err edited some bits i made two huge typos
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

AstroPhobic
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Posted - 2008.06.19 20:05:00 -
[37]
Originally by: Sokratesz Edited by: Sokratesz on 19/06/2008 19:51:20
Originally by: Rane Javoke
Hypothetical new tempest :
slots as they are
~+5% pg (for fitting 6 1400 without RCU) Bonuses : +7.5% large projectile damage, 5% optimal range
This would obsolete it as a closerange ACboat. Better give it 10% to faloff on top of 7.5% ROF and a speed and agility increase, and improve the tracking of large AC in general. Voila, medium-range medium damage fastmoving BS. Sounds minmatar enough to you? 
Weeeeel, this is the part where having the maelstrom makes buffing the tempest hard. The maelstrom is favorable in small gangs due to the large tank and highs full of ACs, whereas I don't think it was intended to be a fleet sniper (Boost amount bonus). If you can somehow reinforce the tempest as a fleet sniper, I think you solved "it", whatever "it" is. However taking away the ROF or Damage bonus makes the DPS even more pathetic, which makes the tempest a compound problem. It's outdone by the maelstrom at close range, and the long range weapon system is beyond pathetic. Which means you would need to buff artillery, then mold the tempest to be an arty boat, to buff it. IMO.
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.19 20:24:00 -
[38]
Edited by: Rane Javoke on 19/06/2008 20:28:59
Originally by: AstroPhobic
I don't think it was intended to be a fleet sniper
the apoc was not intended to be the fleet sniper. The sacrilege wasn't intended to be a short range assault missile nanoboat. A small change to bring purpose in a couple o matar ships isn't too much of a deal.
Originally by: AstroPhobic
whatever "it" is
"it" being the lack of a purpose for the tempest (and mael maybe).
Originally by: AstroPhobic
Which means you would need to buff artillery, then mold the tempest to be an arty boat, to buff it
Maybe. Sounds solid enough, although personally I like Socratesz's idea more tbh  Anyway, i think I'll take any boost no matter how minor without complaint.
edit: in my short 0.0 experience I've seen to my disappointment no-one likes the mael. It's too small for small fast gangs, too expensive for fleetfights and tanks in shield, which is not convenient in fleets as well.
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Sokratesz
Rionnag Alba
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Posted - 2008.06.19 20:40:00 -
[39]
The ROF and faloff bonsues i proposed would make it best suited as a midrange AC boat (duh), and although the dps is a tad low this can be solved by a 7th turret.
I refuse to respect religious beliefs, and i refuse to respect people who hold them. |

Blind Jhon
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Posted - 2008.06.19 20:41:00 -
[40]
Edited by: Blind Jhon on 19/06/2008 20:43:04
one more low slot and +10%cpu no eh? too difficult??
why change everything? it scream for an AC fit for me....
Quote: The ROF and faloff bonsues i proposed would make it best suited as a midrange AC boat (duh), and although the dps is a tad low this can be solved by a 7th turret.
mmmmmmm 7th turret  
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Veryez
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Posted - 2008.06.19 20:55:00 -
[41]
Edited by: Veryez on 19/06/2008 20:55:43 The biggest problem with the Tempest is that whatever role you use it for, other Minmatar Battleships do better. Close range gank - use a phoon, Heavy tank - use a mael, Art Boat - mael again. Probably the only role it beats other Minmatar battleships at is spider tanking - and even there it's gimped by it's small cap. The ship needs a role, period.
You want an Art boat, swap the mids and lows, give it a 7th gun, and make it's bonuses 7.5% damage per level, 10% optimal. Or for AC flavor give it bigger drone bay and bandwidth - but not as much as the phoon, a 7th gun and make it's bonuses 7.5% ROF and 7.5% falloff, and boost it's agility to match that of a phoon. As it is now it's just meh. Almost a shame my last one escaped a few days ago w/40% hull - it won't be replaced.
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AstroPhobic
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Posted - 2008.06.19 20:57:00 -
[42]
Originally by: Rane Javoke Edited by: Rane Javoke on 19/06/2008 20:28:59
Originally by: AstroPhobic
I don't think it was intended to be a fleet sniper
the apoc was not intended to be the fleet sniper. The sacrilege wasn't intended to be a short range assault missile nanoboat. A small change to bring purpose in a couple o matar ships isn't too much of a deal.
Originally by: AstroPhobic
whatever "it" is
"it" being the lack of a purpose for the tempest (and mael maybe).
Originally by: AstroPhobic
Which means you would need to buff artillery, then mold the tempest to be an arty boat, to buff it
Maybe. Sounds solid enough, although personally I like Socratesz's idea more tbh  Anyway, i think I'll take any boost no matter how minor without complaint.
edit: in my short 0.0 experience I've seen to my disappointment no-one likes the mael. It's too small for small fast gangs, too expensive for fleetfights and tanks in shield, which is not convenient in fleets as well.
I was just going by the bonuses. There's no fleet ships that have active tanking bonuses. See Hyperion vs Megathron in this regard. However it seems that the apoc is indeed intended to be a fleet sniper with it's sexy optimal bonus. I don't really care one way or the other as long as the tempest gets reasonably fixed and we have some sort of manageable artillery platform. The Maelstrom doesn't cater to it, but if the tempest gets it's respective fix and artillery gets some sort of boost then whatever. 
PS: Switch the shield and armor HP on the phoon...
<3 Astro
|

Kagura Nikon
Infinity Enterprises
|
Posted - 2008.06.19 21:22:00 -
[43]
Originally by: Rane Javoke Edited by: Rane Javoke on 19/06/2008 14:57:45 don't forget to factor in better speed, agility, range (due to barrage), selectable damage and capless guns. it's tank is sub par though, given the slot layout, but it stays true with minmatar philosophy (in that it's mediocre and versatile). plus, you can fit and permarun double reppers if you reaaaaally want to without gimping it too much. still, it will be no match for other tanked BSes, but hey, name one minmatar ship that tanks well (-maelstorm).
gank-wise, you just have to outmaneuver or out-e-war your opponent. So yeah its not as impressive in the "mwd-on, approach in point blank range, melt with blasters" game, but it can stay out of falloff range (say, vs a mega) while pelting it with AC shells and heavy neut blasts. it just takes lots of skills, both in and out of game.
on another note, because i too love the tempest, it should get some lovin' (a tad more speed, pg/cpu, boost of artillery aplha.. whatever), because atm it fails as a long range sniper, and it's merely competent solo.
at least thats my opinion :)
edit: ninja grammar and syntax corrections :P
problem is these tatics were demolished by the advent of overheating. Your speed advantage measn nothing. Because when you are in middle of an MWD pulse, the hostile mga overheat its MWD get 50% extra thrust. Will be way faster then you . And you cannto activate your overheat until your cycle is ended.
The kite tactics were completely neutralized by the advent of overheating. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Siddy
Gay Nationalist Association of Amamake
|
Posted - 2008.06.19 21:41:00 -
[44]
Tempest's problems right now are
Longrange
Lack of damage in long range combat to everything else in same cost class
Lack of staying power in long range fights, you can buffer tank everything else much beter.
Shortrange
Lack of DPS
Lack of slots/HP for passive tank
sup par state of active tankking with 6 lows or 5 meds.
Speed and mass is not small enought to nanofit, also, large AC's + nanos = FAILBOAT!!!
Tempest's closest ship in characteristics is megathron, and it outclasses tempest in every way right now. There is absolutly no reason to use Tempest over megatron in any situation.
Also, apoch outpreforms tempest in longrange and now, in short range wepons , WTF?
Only thing tempest beats is raven in +150km fleet fight. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Blind Jhon
|
Posted - 2008.06.19 21:46:00 -
[45]
Originally by: Kagura Nikon
problem is these tatics were demolished by the advent of overheating. Your speed advantage measn nothing. Because when you are in middle of an MWD pulse, the hostile mga overheat its MWD get 50% extra thrust. Will be way faster then you . And you cannto activate your overheat until your cycle is ended.
The kite tactics were completely neutralized by the advent of overheating.
not only. you have to note that tempest beeing so versatile was affected much or less, by all various nerf: staking penality, ecm nerf, drone nerf, nos nerf bla bla bla.....
it was great when tank was armor rep 3*hardner+damage control... now whit the fashion of buffer tank (i know it's really good) and the great usage of MWD(i know this is even more good) tempes became a bit... subpar
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arbalesttom
Glauxian Brothers
|
Posted - 2008.06.19 22:16:00 -
[46]
Both, please! ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
|

ILikeTastyPie
Digital assassins
|
Posted - 2008.06.19 22:19:00 -
[47]
The thing is that with the tempest, a 7th turret slot will make it just like a megathron, but still not good. And a 7th low will make it a better tanker, but still not as good as the other races equivalents. These boosts would make it similar to other races ships, but still worse. It needs something different, which is hard to do with the game mechanics as they are.
The thing is with the tempest is that it was never that good, its just in balance with the game it took advantage of powerful mechanics. The norm tempest setup had 2 heavy nos on and an ecm. It still had the sub-par dps and tank, but the nos fed it cap for its rep and killed the other bs, and the ecm got an occasional jam where the tempest could catch, rep and still hit. Since these things have been changed, it shows its weakneses. This is why instead of the 7th gun or 7th low slot changes which would make it still crappy and even more boring, to give it a more dynamic boost. Maybe a bonus to nos or neuts, or a bonus which allowed more damage in falloff and speed boost. Something that would make it worth flying again in relation to other races battleships, but still making it unique, making it a tempest.
|

Blind Jhon
|
Posted - 2008.06.19 22:31:00 -
[48]
the twenty rule!
20% buff to agility, mass reduction and velocity.
a little buff to cpu too :)
if i must speak out the truth... my personally and soggettive DREAM is a role bonus.....
100%afterburner bonus .... but completely out the game mecanics....
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.19 22:40:00 -
[49]
About making it a AC or Arty Boat... oway!. Every single BS can be made close range or short range. So don't just focus it just on one thing.
How much we try. We will never get that setup that everybody will be happy with. Why don't we just sign for that the tempest needs to be changed. Just collect a lot of "/signed" & show CCP or anybody that we feel that the tempest needs to be changed.
SO I just begin with the following:
"The Tempest needs to be boosted/changed to be align/ballanced with other BS's of the same priceclass"
/signed
Originally by: CCP Dionysus We like to share the lub.
|

Blind Jhon
|
Posted - 2008.06.19 22:42:00 -
[50]
Originally by: Blind Jhon
whit 7 lowslot it wont be subpar othe tir2 bs in tanking.... maybe if u think it isn't enought agility boost and low slot bonus
whit a more low it can:
-have bettertank
-fit more gyrostab
-fit traking upgrade for snipering of to compensate bad 800mm traking
-can fit fitting mod
-if u want can fit even an inertia stab!!! an overdrive injiector....
this do not satisfy every need?
anyways...
/signed
|

Drek Grapper
|
Posted - 2008.06.19 23:42:00 -
[51]
Originally by: arbalesttom
Originally by: Bootleg Greg Every ship has a counter, stop complaining and find it.
Yeah, basicly everything is a viable counter to a tempest
Lol!  --------- If the Thorax was a car it would look like this |

Drek Grapper
|
Posted - 2008.06.19 23:44:00 -
[52]
Originally by: Blind Jhon
...... with a fitting mod. ok but come on at least it need more 20% CPU
because 2 fitting mod seems a bit too much on a pvp fitting..... or it's just me?
ps astro sorry if my post isn't well done i just want to bring attemption on this problem
Yeah astro...give the guy a break. He is blind after all.  --------- If the Thorax was a car it would look like this |

Kagura Nikon
Infinity Enterprises
|
Posted - 2008.06.20 02:32:00 -
[53]
CCP just need to unbreak overheat. So you can overheat durign a cycle of MWD. Increase a bit tempest agility (make it again the most agile BS, now its the scorpion) to compensate for the now 30% longer range of web.
Soem tiny CPu upgrade so it can fit Track disruptor (since the ECM now is useles on non dedicated ship ( bad change CCP, balance is not same thing as overhelming change)
That would give it back some of the AC pest love.
For the arty. Well arties lost their only advantage when alpha strike was super nerfed on the HP boost. Lower range, lower tracking high fittings and average damage. Not exaclty impressive.
Halve the rof and double the damage modifier. (NO it wil NOT screw mission runners, they can still achieve same result then by puttign 3 guns on each target).
Change arties overheat from rof into DAMAGE.
Then again we have a weapon with flavor. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Liang Nuren
Perkone
|
Posted - 2008.06.20 04:40:00 -
[54]
Edited by: Liang Nuren on 20/06/2008 04:41:14
Originally by: Kagura Nikon
Halve the rof and double the damage modifier. (NO it wil NOT screw mission runners, they can still achieve same result then by puttign 3 guns on each target).
Care to try and back that up with some numbers (you'll find that you're dead wrong if you try)? I've been looking for an excuse to forum ***** again. :)
Quote: Change arties overheat from rof into DAMAGE.
+1
-Liang
Ed: I would like to point out that the gains to be had from not reloading as much will likely overcome the loss in damage from ROF/damage mods... but that's not what you were arguing. :) -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

To mare
|
Posted - 2008.06.20 07:18:00 -
[55]
minmatar BS are ok projectile weapons are crap
|

Thirzarr
|
Posted - 2008.06.20 07:52:00 -
[56]
Originally by: To mare minmatar BS are ok
Actually they are - except the Maelstrom wich definately needs more speed.
|

Jim McGregor
|
Posted - 2008.06.20 08:11:00 -
[57]
Edited by: Jim McGregor on 20/06/2008 08:14:45
Originally by: Jalif Just collect a lot of "/signed" & show CCP or anybody that we feel that the tempest needs to be changed.
SO I just begin with the following:
"The Tempest needs to be boosted/changed to be align/ballanced with other BS's of the same priceclass"
/signed
Let me know when the thread reaches 100 pages like the Amarr thread did, and Ill put in a signed, just for kicks.
Its useless to sit around typing signed. What you need are good arguments and a crap load of patience to do the arguments 50 times over and over again to new people in the thread, while hardly anyone is going to agree with you unless they fly Tempests all day long. Got what it takes?
--- Its dead, Jim.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.20 08:36:00 -
[58]
Edited by: Jalif on 20/06/2008 08:38:00
Originally by: Jim McGregor Edited by: Jim McGregor on 20/06/2008 08:14:45
Originally by: Jalif Just collect a lot of "/signed" & show CCP or anybody that we feel that the tempest needs to be changed.
SO I just begin with the following:
"The Tempest needs to be boosted/changed to be align/ballanced with other BS's of the same priceclass"
/signed
Let me know when the thread reaches 100 pages like the Amarr thread did, and Ill put in a signed, just for kicks.
Its useless to sit around typing signed. What you need are good arguments and a crap load of patience to do the arguments 50 times over and over again to new people in the thread, while hardly anyone is going to agree with you unless they fly Tempests all day long. Got what it takes?
Well, there was a large amount of carrier pilots making treaths & on EVE-FEST begging, screaming, whatsoever not to nerf the carriers. Why can't we do the same for boosting the tempest?
PS: I already gave a few options that would help out the tempest & arties, but ones I posted those ideas, people stoped posting in the same topic.
Originally by: CCP Dionysus We like to share the lub.
|

arbalesttom
Glauxian Brothers
|
Posted - 2008.06.20 10:29:00 -
[59]
The op should rename the thread to something like '@CCP: Minmatar battlships - The broken ships' and keep bumping it every day, may get a bit bigger chance on a quick fix ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.06.20 10:42:00 -
[60]
Edited by: Cpt Branko on 20/06/2008 10:43:46
Originally by: Blind Jhon
liang you are in right but, do you understand thet the only way to have a "decent" tank on a tempest whitout say goodby to your damage is a shield tank
The Maelstorm does this infinitely better, and without fitting mods.
If the Tempest was at least more agile then the Mega/Hype/Raven/etc, then the 'speed and agility' comments would hold water.
You kill speed by armour rigging it (wether rep amount/speed rigs, or trimarks), anyway, and it's agility is horrible to begin with.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.20 11:18:00 -
[61]
Originally by: arbalesttom The op should rename the thread to something like '@CCP: Minmatar battlships - The broken ships' and keep bumping it every day, may get a bit bigger chance on a quick fix
Well, atleast that is something (this is kind off bump rofl)
Originally by: CCP Dionysus We like to share the lub.
|

Blind Jhon
|
Posted - 2008.06.20 12:35:00 -
[62]
Originally by: arbalesttom The op should rename the thread to something like '@CCP: Minmatar battlships - The broken ships' and keep bumping it every day, may get a bit bigger chance on a quick fix
done 
now i think that apart from all proposed boost (7th turret, extra low.....), and apart from overload's broken mecanic, it endeed needs restored it's fast and agile minmatar's role
so endeed it need an agility boost in order to became the actual most agile BS and (in my opinion) an extra 10m/s....
|

To mare
|
Posted - 2008.06.20 13:06:00 -
[63]
tempest isnt broken, projectile weapons are.
yes a 7th turret, 7th low or agility boost will make the pest a bit better but this dont solve the problem.
fix the guns and automatically you fix tempest + maelstrom.
the only good minmatar BS is the one who use torpedo + drones as is main damage source.
for the LOL a maelstrom do better dps,range,everything with laser than with projectile where its supposed to have a bonus. Ok it will cap out in no time but in minmatar hit and run strategy that wouldnt matter too much.
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Ecky X
Universal Securities
|
Posted - 2008.06.20 13:19:00 -
[64]
Little-known fact:
7th turret would not increase DPS in a tank-pest, since double-bonused autocannons do the same dps as unbonused torps.
|

Trojanman190
D00M.
|
Posted - 2008.06.20 14:37:00 -
[65]
I agree with the op, tempest was really hurt by almost every nerf eve has encountered. This once really versatile ship has lost its advantage over other ships... those old crazy setups just don't work anymore. But I have some other comments...
1. Talking about speed or agility on a battleship is stupid. If you manage to get a 1 on 1 at a belt ok it matters a bit but seriously, this rarely rarely happens. Boosting the agility and speed of this ship would help less than 5% of encounters.
2. The geddon, apoc, and abbaddon have optimals of 55km using scorch (apoc even farther). That means they hit 100% of the time against a target they can track at that range. At 35km the tempest hits less than 50% of the time, and its weapons don't even do as much damage as lasers. So with a gank barrage fit you get 900 paper dps. Cool. At 35km against a stationary target you really get 450. If its moving? 300 maybe. Kiting with a tempest is dead because in a 1 on 1 you cant break rigged tanks while orbiting at 20, you simply don't have the dps in fall off.
3. Someone mentioned needing an rcu to fit 6 1400s... dude get AWU V they fit fine. If you want to fix the tempest as a sniper artillery needs a higher ammo capacity so we aren't constantly reloading and we need a higher optimal... right now we have to snipe at 160km when everyone else (mega) can sit at 190 to 200km no problem and match or exceed our dps. And we have weaker tracking to boot.
4. The 6 slot dual rep tank is average strength and inside of 4km it has decent dps (not great). For ship with capless guns it just does not last as long as it shoudl. The other problem is that the ship has two bonuses to its guns and cant match ships that get 1 damage bonus to their guns.
The more and more people whine about it the more it sounds like ACs and Arty have a serious problem and NOT the tempest. The ship used to be good but the modules it relied on (ecm, nos etc) were nerfed and now it actually has to fall back on conventional weapons (which is not very minmatarish). People are now finding out that our conventional weapons flat out suck when we don't have a nifty gimick beyond other race's pure tank or gank to rely on.
Arty: Alpha nerfed with the hp boost. Weak dps made even more ineffective with the hp boost. Ranges of other races boosted makes arty even more subpar. Fastest bs of it's tier has the worst tracking arty = less aligned sniping dps.
Ac Ac hasnt changed much, but now that you can't... Jam for 20 seconds to cut enemy dps to give your mediorce 6 slot tank a break... Nos to help add to your dps (less tank for them means more dps for you) and add to your mediocre tank... Kite due to rigs making tanks to strong for solo kited damage to actually work... Kite since a quick overload of an mwd and web can catch you easily (not to mention blobs)...
So with no tricky versatility we are left with: Sub parish damage in optimal (thats less than 4km) Horrible dps outside of 25km A week tank that is tricky to maintain.
All for our guns not taking cap?
My opinion is that to much about our race sucks now to use the old 'capless weapons' argument. Weak cap, weak tank, weak range, weak dps, weak sensor strength, weak targeting range, split weapons.
Oh yea we can target a little faster and move a little faster.
There is to much weighing against minmatar battleships for them to be considered balanced, tempest is just seems to be hurt the most.
|

Trojanman190
D00M.
|
Posted - 2008.06.20 14:47:00 -
[66]
Edited by: Trojanman190 on 20/06/2008 14:54:16 Edited by: Trojanman190 on 20/06/2008 14:50:36
Originally by: To mare tempest isnt broken, projectile weapons are.
yes a 7th turret, 7th low or agility boost will make the pest a bit better but this dont solve the problem.
fix the guns and automatically you fix tempest + maelstrom.
the only good minmatar BS is the one who use torpedo + drones as is main damage source.
for the LOL a maelstrom do better dps,range,everything with laser than with projectile where its supposed to have a bonus. Ok it will cap out in no time but in minmatar hit and run strategy that wouldnt matter too much.
I just tried it an this dude is right. It's disgusting...
With 3x gyros and 8x 800s with hail you get 890 dps at 3km. At 13km you get 445. With 3x hs and 8x Mega Pulse with conflag you get 743 dps at 15km and at 25km you get 351.5.
Cap is a bit sparse as expected but that is rediculous. Oh wait I'm not done yet... this is the mind blowing bit.
Switch to barrage and scorch... barrage 700 dps at 6km. 350 at 36km. scroch 584 dps at 45km. 45km... 584... Barrage is inferior as a ranged ammo.
With the long range ammo the maelstrom can actually maintain that dps forever as long as its not tanking... wtf.
Also to think about... the acs in these tests are 25% strong due to the rof bonus... the lasers have slightly less dps with no bonuses applied... and their range is MUCH farther!
CLEARLY the guns are badly broken.
|

Veryez
|
Posted - 2008.06.20 15:03:00 -
[67]
Edited by: Veryez on 20/06/2008 15:08:16
Originally by: Jim McGregor Edited by: Jim McGregor on 20/06/2008 08:14:45
Let me know when the thread reaches 100 pages like the Amarr thread did, and Ill put in a signed, just for kicks.
Its useless to sit around typing signed. What you need are good arguments and a crap load of patience to do the arguments 50 times over and over again to new people in the thread, while hardly anyone is going to agree with you unless they fly Tempests all day long. Got what it takes?
Quoted and bolded for absolute truth. You cannot possibly understand what is wrong with a ship unless you fly it and often. The Mael covers it's problems with a great tank and the ability to fit 3 damage mods on every setup. The Phoon packs 4xT2 torpedoes and 5xOgre II's to cover it's shortcommings. The Tempest used to hide it's problems with ECM and Nos for close range, the loss of both hurt any close range setup, and alpha for art setups, which the HP boost effectively killed. The final nail in the coffin was the introduction of scripts, each race has at least 1 battleship with either optimum or tracking bonuses, thus scripts are somewhat mitigated - minmatar don't and thus scripts greatly nerfed them. But if you don't fly the ships you don't experience these problems. 
Originally by: To mare for the LOL a maelstrom do better dps,range,everything with laser than with projectile where its supposed to have a bonus. Ok it will cap out in no time but in minmatar hit and run strategy that wouldnt matter too much.
OMG you're right, I'm going to be ill.....
|

Trojanman190
D00M.
|
Posted - 2008.06.20 15:16:00 -
[68]
Edited by: Trojanman190 on 20/06/2008 15:18:39 Edited by: Trojanman190 on 20/06/2008 15:16:12
Originally by: Veryez
OMG you're right, I'm going to be ill.....
I had the same reaction.
Lasers would actually even make the maelstrom useful since it would not need to be close to the target to lay down the pwn. It truly would not need a web or point, just its epic brutal tank.
|

Blind Jhon
|
Posted - 2008.06.20 15:24:00 -
[69]
Originally by: Trojanman190
......
Ac Ac hasnt changed much, but now that you can't... Jam for 20 seconds to cut enemy dps to give your mediorce 6 slot tank a break... Nos to help add to your dps (less tank for them means more dps for you) and add to your mediocre tank... Kite due to rigs making tanks to strong for solo kited damage to actually work... Kite since a quick overload of an mwd and web can catch you easily (not to mention blobs)...
So with no tricky versatility we are left with: Sub parish damage in optimal (thats less than 4km) Horrible dps outside of 25km A week tank that is tricky to maintain.
All for our guns not taking cap?
My opinion is that to much about our race sucks now to use the old 'capless weapons' argument. Weak cap, weak tank, weak range, weak dps, weak sensor strength, weak targeting range, split weapons.
Oh yea we can target a little faster and move a little faster.
There is to much weighing against minmatar battleships for them to be considered balanced, tempest is just seems to be hurt the most.
dude in my last post "tempest should be fixed" i sayd << my idea is: give him a 7.5% (instead of 5) RATE OF FIRE BONUS >>
all i got was some "" but you use no cap bla bla bla" amswers and some flame 
|

Trojanman190
D00M.
|
Posted - 2008.06.20 15:32:00 -
[70]
Edited by: Trojanman190 on 20/06/2008 15:35:29
Originally by: Blind Jhon
Originally by: Trojanman190
stuff i sed
dude in my last post "tempest should be fixed" i sayd << my idea is: give him a 7.5% (instead of 5) RATE OF FIRE BONUS >>
all i got was some "" but you use no cap bla bla bla" amswers and some flame 
Yea dude thats all we ever get.
I don't necarily agree that the the pest needs a better rof bonus, I think the guns themselves need to be boosted, but the point is that all these dudes think that capless turrets are some huge huge advantage. The capless bit would be nice if the turret's themselves didn't suck.
If given the option to fit turrets that take cap but do significantly more dps (to make up for falloff) or have significantly more fall off (to make up for the dps) I would do it in a heart beat. Fights these days never last long enough for capless guns to be the huge boon that everyone makes them out to be and by itself, without the other mentioned tricks like ecm and nos the capless guns just cannot stand by themselves.
Originally by: Blind Jhon
edit: even the mega has silly max range but noone complain about it, why?
because blaster hurt as god himself, and the ship is able to tank. ok i understand a bit less damage from AC, to gain more falloff but sacrify tank, gank, max range just for "i use no cap" is too much.
i agree in boost large guns but as Trojanman sayd too, tempest suffered much for all the nerf done up to now. so, i guess, it need a boost too....
Thanks for reading my long post, nobody ever does =)
You hit all the points I did but I just wana reinforce that these capless weapons also show in our ships' smaller capacitors, short targeting range and inferior sensor strength. The ships AND guns are prenerfed because they take no cap.
|

Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2008.06.20 15:43:00 -
[71]
It seems it boils down to ammo.
With increased ammo damage, you could solve both problems. AC DPS and Arty alpha strike.
EMP has 44 damage total (20 EM, 8 KIN, 16 EXP) AM has 48 damage total (20 THERM, 28 KIN) MF has 48 damage total (28 EM, 20 THERM)
Artillery has the lowest DPS of the lot, same with Autocannons and they still have the lowest damage ammo. However this needs a detailed look at all the ammo types and variations :-) --- SIG --- CSM: your support is needed ! |

Liang Nuren
Perkone
|
Posted - 2008.06.20 15:52:00 -
[72]
Originally by: Trojanman190 I agree with the op, tempest was really hurt by almost every nerf eve has encountered. This once really versatile ship has lost its advantage over other ships... those old crazy setups just don't work anymore. But I have some other comments...
1. Talking about speed or agility on a battleship is stupid. If you manage to get a 1 on 1 at a belt ok it matters a bit but seriously, this rarely rarely happens. Boosting the agility and speed of this ship would help less than 5% of encounters.
2. The geddon, apoc, and abbaddon have optimals of 55km using scorch (apoc even farther). That means they hit 100% of the time against a target they can track at that range. At 35km the tempest hits less than 50% of the time, and its weapons don't even do as much damage as lasers. So with a gank barrage fit you get 900 paper dps. Cool. At 35km against a stationary target you really get 450. If its moving? 300 maybe. Kiting with a tempest is dead because in a 1 on 1 you cant break rigged tanks while orbiting at 20, you simply don't have the dps in fall off.
3. Someone mentioned needing an rcu to fit 6 1400s... dude get AWU V they fit fine. If you want to fix the tempest as a sniper artillery needs a higher ammo capacity so we aren't constantly reloading and we need a higher optimal... right now we have to snipe at 160km when everyone else (mega) can sit at 190 to 200km no problem and match or exceed our dps. And we have weaker tracking to boot.
4. The 6 slot dual rep tank is average strength and inside of 4km it has decent dps (not great). For ship with capless guns it just does not last as long as it shoudl. The other problem is that the ship has two bonuses to its guns and cant match ships that get 1 damage bonus to their guns.
The more and more people whine about it the more it sounds like ACs and Arty have a serious problem and NOT the tempest. The ship used to be good but the modules it relied on (ecm, nos etc) were nerfed and now it actually has to fall back on conventional weapons (which is not very minmatarish). People are now finding out that our conventional weapons flat out suck when we don't have a nifty gimick beyond other race's pure tank or gank to rely on.
Arty: Alpha nerfed with the hp boost. Weak dps made even more ineffective with the hp boost. Ranges of other races boosted makes arty even more subpar. Fastest bs of it's tier has the worst tracking arty = less aligned sniping dps.
Ac Ac hasnt changed much, but now that you can't... Jam for 20 seconds to cut enemy dps to give your mediorce 6 slot tank a break... Nos to help add to your dps (less tank for them means more dps for you) and add to your mediocre tank... Kite due to rigs making tanks to strong for solo kited damage to actually work... Kite since a quick overload of an mwd and web can catch you easily (not to mention blobs)...
So with no tricky versatility we are left with: Sub parish damage in optimal (thats less than 4km) Horrible dps outside of 25km A week tank that is tricky to maintain.
All for our guns not taking cap?
My opinion is that to much about our race sucks now to use the old 'capless weapons' argument. Weak cap, weak tank, weak range, weak dps, weak sensor strength, weak targeting range, split weapons.
Oh yea we can target a little faster and move a little faster.
There is to much weighing against minmatar battleships for them to be considered balanced, tempest is just seems to be hurt the most.
Really fantastic post that highlights many of the things that are subtly wrong when you're flying Matari battleships.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Trojanman190
D00M.
|
Posted - 2008.06.20 15:56:00 -
[73]
Edited by: Trojanman190 on 20/06/2008 16:00:21
Originally by: Hugh Ruka It seems it boils down to ammo.
With increased ammo damage, you could solve both problems. AC DPS and Arty alpha strike.
EMP has 44 damage total (20 EM, 8 KIN, 16 EXP) AM has 48 damage total (20 THERM, 28 KIN) MF has 48 damage total (28 EM, 20 THERM)
Artillery has the lowest DPS of the lot, same with Autocannons and they still have the lowest damage ammo. However this needs a detailed look at all the ammo types and variations :-)
It would be a great start but I don't think it would make up for that falloff problem. Under 5km our ammo would finally be on par and the capless weapons would actually be truly useful, but fighting at 25km with regular ammo and 35km with barrage would still be a bit silly for a race that 'fights in falloff'. Tho I agree it would be a good start.
Maybe introduce a damage type that takes cap for enhanced falloff (would get the same boost that the other ammo types would get). Ammos like barrage are wonderful on paper but do awful damage at range. As we have seen above if you know a fight will exceed 25km you are much better off using lasers on your matari ship for ranged combat. Maybe boost barrage's fall off to end where a laser's fall off ends. that way inside the lasers optimal it is still much better than barrage (lasers take cap, they should have an advantage) but at the extremely distant ranges, 45 - 55km, they start to even out and match up. This, I feel, would be acceptable and balanced as far as ac is concerned.
To be clear the 'lets make our guns take cap' idea I'm putting out is not my favorite solution but it can help and at least there would be a choice in using it. I'd much rather boosts or balances that make the weapons and ships more useful without the one last thing our race's battleships have that make them unique.
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To mare
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Posted - 2008.06.20 15:59:00 -
[74]
ammo dont matter. barrage have 44 dmg scorch have 44 dmg ammo have the same dmg, the gun its crap.
(hail & conflagration have both 56dmg if someone use them)
--- EMP have lower dmg because long range projectile have more dmg than others races long range ammo, i will never understand that but i live with it.
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Trojanman190
D00M.
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Posted - 2008.06.20 16:03:00 -
[75]
Edited by: Trojanman190 on 20/06/2008 16:03:07
Originally by: To mare ammo dont matter. barrage have 44 dmg scorch have 44 dmg ammo have the same dmg, the gun its crap.
(hail & conflagration have both 56dmg if someone use them)
--- EMP have lower dmg because long range projectile have more dmg than others races long range ammo, i will never understand that but i live with it.
Maybe you are right, the (raw)damage itself isn't to much a problem. I still feel that the falloff is a huge problem and needs to be looked at.
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To mare
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Posted - 2008.06.20 16:12:00 -
[76]
Originally by: Trojanman190 Edited by: Trojanman190 on 20/06/2008 16:03:07
Originally by: To mare ammo dont matter. barrage have 44 dmg scorch have 44 dmg ammo have the same dmg, the gun its crap.
(hail & conflagration have both 56dmg if someone use them)
--- EMP have lower dmg because long range projectile have more dmg than others races long range ammo, i will never understand that but i live with it.
Maybe you are right, the (raw)damage itself isn't to much a problem. I still feel that the falloff is a huge problem and needs to be looked at.
yes i was just pointing out that the dmg of the ammo isnt the main problem. even if you fix emp, projectile weapon are still subpar. just look at the "test" you did maestrom with scorch VS maeltrom with barrage (same ammo dmg)
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AstroPhobic
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Posted - 2008.06.20 16:18:00 -
[77]
Edited by: AstroPhobic on 20/06/2008 16:19:02
Originally by: Trojanman190 I agree with the op, tempest was really hurt by almost every nerf eve has encountered. This once really versatile ship has lost its advantage over other ships... those old crazy setups just don't work anymore. But I have some other comments...
1. Talking about speed or agility on a battleship is stupid. If you manage to get a 1 on 1 at a belt ok it matters a bit but seriously, this rarely rarely happens. Boosting the agility and speed of this ship would help less than 5% of encounters.
2. The geddon, apoc, and abbaddon have optimals of 55km using scorch (apoc even farther). That means they hit 100% of the time against a target they can track at that range. At 35km the tempest hits less than 50% of the time, and its weapons don't even do as much damage as lasers. So with a gank barrage fit you get 900 paper dps. Cool. At 35km against a stationary target you really get 450. If its moving? 300 maybe. Kiting with a tempest is dead because in a 1 on 1 you cant break rigged tanks while orbiting at 20, you simply don't have the dps in fall off.
3. Someone mentioned needing an rcu to fit 6 1400s... dude get AWU V they fit fine. If you want to fix the tempest as a sniper artillery needs a higher ammo capacity so we aren't constantly reloading and we need a higher optimal... right now we have to snipe at 160km when everyone else (mega) can sit at 190 to 200km no problem and match or exceed our dps. And we have weaker tracking to boot.
4. The 6 slot dual rep tank is average strength and inside of 4km it has decent dps (not great). For ship with capless guns it just does not last as long as it shoudl. The other problem is that the ship has two bonuses to its guns and cant match ships that get 1 damage bonus to their guns.
The more and more people whine about it the more it sounds like ACs and Arty have a serious problem and NOT the tempest. The ship used to be good but the modules it relied on (ecm, nos etc) were nerfed and now it actually has to fall back on conventional weapons (which is not very minmatarish). People are now finding out that our conventional weapons flat out suck when we don't have a nifty gimick beyond other race's pure tank or gank to rely on.
Arty: Alpha nerfed with the hp boost. Weak dps made even more ineffective with the hp boost. Ranges of other races boosted makes arty even more subpar. Fastest bs of it's tier has the worst tracking arty = less aligned sniping dps.
Ac Ac hasnt changed much, but now that you can't... Jam for 20 seconds to cut enemy dps to give your mediorce 6 slot tank a break... Nos to help add to your dps (less tank for them means more dps for you) and add to your mediocre tank... Kite due to rigs making tanks to strong for solo kited damage to actually work... Kite since a quick overload of an mwd and web can catch you easily (not to mention blobs)...
So with no tricky versatility we are left with: Sub parish damage in optimal (thats less than 4km) Horrible dps outside of 25km A week tank that is tricky to maintain.
All for our guns not taking cap?
My opinion is that to much about our race sucks now to use the old 'capless weapons' argument. Weak cap, weak tank, weak range, weak dps, weak sensor strength, weak targeting range, split weapons.
Oh yea we can target a little faster and move a little faster.
There is to much weighing against minmatar battleships for them to be considered balanced, tempest is just seems to be hurt the most.
Quoted for truth. Trojan, do you mind making your own thread with this subject matter? I think it's going to be hidden in this tempest thread - where it won't get the recognition needed.
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Trojanman190
D00M.
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Posted - 2008.06.20 16:19:00 -
[78]
Edited by: Trojanman190 on 20/06/2008 16:22:19
Originally by: To mare
Originally by: Trojanman190 ...stuff i sed...
yes i was just pointing out that the dmg of the ammo isnt the main problem. even if you fix emp, projectile weapon are still subpar. just look at the "test" you did maestrom with scorch VS maeltrom with barrage (same ammo dmg)
Yea I agree with you. That test made the problem obvious enough to the point that I desperately want to get t2 large lasers so I can try it out... I don't really have a reason to fly a maelstrom other than that. Tiz sad really =/ (minmtar bs V here =/ )
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Trojanman190
D00M.
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Posted - 2008.06.20 16:29:00 -
[79]
Edited by: Trojanman190 on 20/06/2008 16:31:22 Edited by: Trojanman190 on 20/06/2008 16:29:38
Originally by: AstroPhobic Edited by: AstroPhobic on 20/06/2008 16:19:02
Originally by: Trojanman190 ...my big post that people like...
Quoted for truth. Trojan, do you mind making your own thread with this subject matter? I think it's going to be hidden in this tempest thread - where it won't get the recognition needed.
I'll wait and see what the op does, I don't want to toss up another thread and have people still rockin around with this one. More threads for the devs to look at means more probabiliy something is being missed. Ill send the op a mail about my post. I'm really glad you dudes agree with that post =)
Edit: ack double post =/ meant to add this post as an edit to the one above it but i forgot that's what I was doing and hit post. My forum foo is not terribly strong.
Edit 2: I also really like what others on this thread have said about the turret performance issues... to mare's 'lasers on the strom' idea was pretty shocking and I think says a lot.
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 17:30:00 -
[80]
(subtle bump)
i'll just recap on some of the points made on this thread to help assess the problem:
in general, minmatar gunships suffer from some issues, either due to problems in their design or in the design of large projectiles
Tempest Issues :
I) Undertanked (due to slots mostly)
II) Not agile/fast enough (for a minmatar ship along the philosophy of rifter-rupture-hurricane-tempest)
III) Lacks in dps/tracking/alpha, while having two weapon bonuses ***this could also be a projectile weapon issue, check below***
IV) Lacks a clearly defined role (like many minnie ships) but is always outclassed by almost any other BS in any role.
Tempest Supposed Strengths :
I) "Versatile gunship" (it is versatile, but not effective)
II) "Proficient in long range bombardment (not applicable due to fitting mods needed to fit 1400mm, not effective due to optimal/tracking/alpha/clip issues ***projectile problem as well***)
Supposed Fixes
I) Boost fitting, either by adding a lowslot or increasing pg/cpu
II) Change bonuses to define its role. FOR EXAMPLE: 7.5 dmg/lvl - 5% optimal OR 10% falloff/lvl - 5% dmg/lvl
III) Add a 7th highslot to bring damage in line with other BSes
IV) Increase speed / agility / mass
OR boost artillery damage and tracking a little and nerf rof, to maintain dps as they are and increase alpha boost AC tracking, damage, falloff, w/e
GIVE SWEET SWEET DEVLOVE TO THE LARGE MINMATAR GUNSHIPS \o/
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Blind Jhon
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Posted - 2008.06.20 17:38:00 -
[81]
Edited by: Blind Jhon on 20/06/2008 17:43:55 Edited by: Blind Jhon on 20/06/2008 17:42:52
^^<3 Rane Javoke^^ tanks for sum up the points 
Trojan as you (one of the little group ogf person who) understood the the problem whit minmatar BS (and above) ship class go beyond the large gun problem.
I know well that large projectile turret have been left behind the others for the "use no cap, change ammo dmg" silly reason.
But i want to underline that the problem go beyond.
the problem sit in actual "versatile" situation we have, as you said
Originally by: Trojanman190
The more and more people whine about it the more it sounds like ACs and Arty have a serious problem and NOT the tempest. The ship used to be good but the modules it relied on (ecm, nos etc) were nerfed and now it actually has to fall back on conventional weapons (which is not very minmatarish). People are now finding out that our conventional weapons flat out suck when we don't have a nifty gimick beyond other race's pure tank or gank to rely on.
if yoa add, at this versatility nerf, the split weapon sistem, and the fact that to compensate no cap need we have worst capacitor and worst targhetin range, the result is that in big ships, bs and above, where targeting.... capacitor... slot layout became crucial ans > manouvrability and velocity, minmatar are far from being even behind other races.
this is why i do not touched the gun's argument, i think before the gun we have to fix the ships, because if we look just as the damage dealing aspect ( more brutor than minmatarish....) up to now whit these gun in close range tempest as dps as mega does whit an shield tank but it's ridicolous that it has more low slot and it need to be shield tanked whit 2 fitting mod too...
the only fix i have in mind is boost barrage L fallof bonus....
and even in this way tempest would has lost his "versatility role".
maybe it need a larger drone bay to use ewar drones ?
at my eyes is clear that maelstrom go for tank role and thyphon for the gank one.
tempest can only have the versatile one but call versatile fit 2 remote rep is an exageration... i am not so good in having ideas which don't break the game balance.... the only thing i think to do well i see where the problems are (even if i0m blind ... just call me tyresias ...)
anywais there was an exellent thing in tempest. it was the 2 mid and 2 hight utility slots, now the are broken ship is broken, and everyone sees that minmatar are not so concerned whit tank or gank phylosophy...
so as i sayd in the opening post if anyone as good ideas (in how to save minmatar bs especially the tier 2 one).... please post here
BTW i encourage you to do a post (mybe better than mine) about turret issues.... nowdays or after as you whish...
--BJ--
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 18:15:00 -
[82]
blind john, you may want to add this too to the OP
http://oldforums.eveonline.com/?a=topic&threadID=782070&page=1
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Trojanman190
D00M.
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Posted - 2008.06.20 18:16:00 -
[83]
We have to be careful about what we wish for with ccp. They absolutely will not grant everything we ask so we need to eliminate the stuff that is not nearly as important or is to far reaching...
imo agility and speed are not things a battleship should be thinking about. its a battleship. Cruisers and such do the zooming. Boosting speed and agility won't help the plethora of problems the ship has and will do nothing for the other minmatar battleships. What would you do with this speed and agility? Kite a battleship 1 on 1? You wouldn't break it's tank from falloff. To top it off there are geddon setups that do 1000 dps from 55km and can warp in 6.5 seconds. He would have eaten through your shields and started burning your tank before your shots even start hitting. The fenrir and the nidd are the fastest most agile caps of their classes but you don't see anyone raving about it at that level, do you.
slot changes are a bad idea because not only are they far reaching( ccp is extremely unlikely to change the slot layout of a ship that belongs to a set of ships, bs, that have not had their slots changed before) but because giving the tempest a slot here or there does nothing for the other minmatar battleships. And it won't help the tempest all that much. RCU for you people without AWU V, a dcu or gyro for tanking... eh big deal. An extra low won't help a sniping tempest much and the extra low would make the tempest to similar to the phoon, and mega. Making the tempest to similar to other races won't do more for the ship but will kill it further.
changing the bonuses away from what they currently are, ie rof to falloff, IS A NERF. We will LOSE a huge chunk of dps at range AND at close range. Changing the bonuses is just flat out wrong in my opinion. Why not make the bonuses more useful without changing the bonuses themselves? Ive got bs V and losing 25% of my already crap damage is not something that sounds fun to me. That way I can suck at long range AND at close range. Nice. Making it an optimal bonus again hoses long range AND short range dps. We would hit a teeny better at longer range but the dps hit is not worth it.
Adding a slot and fitting space for a 7th turret will just make the tempest even more like a mega or an geddon. Those 2 ultility slots are extremely important and are part of the personality of this ship. I fit a neut and a rep for small gang 'tag team' warfare (my buddy flies a hype) and that extra slot would not be used nor would that extra fitting be much of a benefit.
Adding drone bay to the ship would be a welcome addition (ive got interfacing V, ogre IIs, sentry IIs and all support skills to 4) but it would make this ship more like the typhoon. We have a drone ship, we do not need another and more drones wont help this bugger at 180km in a fleet fight.
What am I getting at? What are plenty of others in this thread getting at? The tempest can be 'fixed' with fixes that not only make the tempest better, but the race as a whole better. Fixing AC fixes all three battleships. Fixing artillery helps out 2 of the battleships (some crazies put arty on the phoon so 3) All the while not taking these ships out of any of their roles.
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 18:44:00 -
[84]
Originally by: Trojanman190
above post
good points, solid arguments.
for the sake of conversation, i would like to add some things from personal experience (not that i wish to appear an uber gosu veteran, i am no such thing).
I have minnie bsV and large projectile spec IV, top gunnery, good navigation, top armor and shield tank skills, top fitting except AWU4. I have flown the tempest (and to a lesser extent, maelstrom) in almost every pvp setting, from small gank to POS slugfests.
I've seen tempests go down way faster than I expected, just because the pilot couldn't squeeze enough buffer tank between his tracking enhancers, damage mods and RCUs. I had trouble hitting the 160km optimal needed for fleetfights before i specced arty, and trouble with gank setups before speccing AC's. Meanwhile, a friend of mine in a Megathron did both things better than me with t1 gear.
Putting empirical evidence behind, i agree with you on most points. I do not wish to see the pest radically changed (like most amarr ships @ trinity III). However, i firmly believe that something should change, and my suggestions were meant to point the proposed "boosts" in a general direction, that being the definition of a "role" for minnie BSes.
If it was upon me and me alone to do something, i'd boost large projectiles and get it over with.
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 18:48:00 -
[85]
Edited by: Rane Javoke on 20/06/2008 18:48:21 **double post**
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Trojanman190
D00M.
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Posted - 2008.06.20 19:07:00 -
[86]
Edited by: Trojanman190 on 20/06/2008 19:11:42
Originally by: Rane Javoke
Originally by: Trojanman190
above post
good points, solid arguments.
for the sake of conversation, i would like to add some things from personal experience (not that i wish to appear an uber gosu veteran, i am no such thing).
I have minnie bsV and large projectile spec IV, top gunnery, good navigation, top armor and shield tank skills, top fitting except AWU4. I have flown the tempest (and to a lesser extent, maelstrom) in almost every pvp setting, from small gank to POS slugfests.
I've seen tempests go down way faster than I expected, just because the pilot couldn't squeeze enough buffer tank between his tracking enhancers, damage mods and RCUs. I had trouble hitting the 160km optimal needed for fleetfights before i specced arty, and trouble with gank setups before speccing AC's. Meanwhile, a friend of mine in a Megathron did both things better than me with t1 gear.
Putting empirical evidence behind, i agree with you on most points. I do not wish to see the pest radically changed (like most amarr ships @ trinity III). However, i firmly believe that something should change, and my suggestions were meant to point the proposed "boosts" in a general direction, that being the definition of a "role" for minnie BSes.
If it was upon me and me alone to do something, i'd boost large projectiles and get it over with.
Agreed, its mainly the projectiles and I would be 100% happy if the projectiles were properly fixed. As for tanking, the ship has no bonus to tanking and only 6 lows... my dual repsetup shouldn't have the bet tank in the game, but it shouldn't have awful dps with TWO damage mods.
And you touched on another point we haven't really mentioned... the scripting nerf made it so that a minimum of two sensor boosters and two tracking computers is an absolute MUST for the bear minimum lock range and optimal. We have nothing left over for tracking / buffer. That issue is remedied with an arty boost.
As for a role... I want our wierd role back. The one where we were... well... wierd. Nos phoons, ecm tempests, snipings tempests, etc. Our wierdness didnt make us the best at anything but made us viable at everything. Without our wierdness we are reduced to tank or gank and we excell at neither. Since the general consesus of eve is to nerf any module that is remotely interesting we are going to need our tank and gank boosted. So our role will be everyone else's. Boring but at least we will be viable again.
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Blind Jhon
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Posted - 2008.06.20 19:57:00 -
[87]
since we can't ask em to un-nerf nos, ecm..... 
Originally by: Trojanman190
... As for a role... I want our wierd role back. The one where we were... well... wierd. Nos phoons, ecm tempests, snipings tempests, etc. Our wierdness didnt make us the best at anything but made us viable at everything. Without our wierdness we are reduced to tank or gank and we excell at neither. Since the general consesus of eve is to nerf any module that is remotely interesting we are going to need our tank and gank boosted. So our role will be everyone else's. Boring but at least we will be viable again.
i agree whit you....
well it's what in my broken LIMITED english i'm tryng to seay from the beginning. we lost the acme , the top of our versatility, and now...can we just be relegate whith the mere tank gank role, as everyone else? more the topic get on... more i think so...
well i'm relatively NOOB and... uh actually i lost the hope in a return of versatility ... maybe should we ask for a turret boost?
but if ccp fix large projectile guns, this must compensate A)the little tank B)the very short minmatar capacitor
wuould this be enought in order to make the tempest, no more a versatile ship, but, a good gunboat a little more versatile than others?
PS Trojan tanks very much, whit your glittering english speach you are helping me (and us all minmatar lover) a lot 
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TimMc
Genos Occidere
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Posted - 2008.06.20 20:10:00 -
[88]
Minmatar have battleships?
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 20:20:00 -
[89]
Originally by: TimMc Minmatar have battleships?
forums have trolls? 
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Veryez
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Posted - 2008.06.20 20:20:00 -
[90]
Originally by: Trojanman190 We have to be careful about what we wish for with ccp. They absolutely will not grant everything we ask so we need to eliminate the stuff that is not nearly as important or is to far reaching...
...
What am I getting at? What are plenty of others in this thread getting at? The tempest can be 'fixed' with fixes that not only make the tempest better, but the race as a whole better. Fixing AC fixes all three battleships. Fixing artillery helps out 2 of the battleships (some crazies put arty on the phoon so 3) All the while not taking these ships out of any of their roles.
Remember though that projectiles were nerfed such that other races (primarily amarr) wouldn't put them on their battleships and outperform Minmatar ships. Any changes made to them have to be balanced against how much it would help the other races. In these days of buffer tanks, it might not be as big a problem (since minmatar battleships were better balanced against active tanks), but it still must be evaluated.
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.06.20 20:29:00 -
[91]
Originally by: Trojanman190
I don't necarily agree that the the pest needs a better rof bonus, I think the guns themselves need to be boosted, but the point is that all these dudes think that capless turrets are some huge huge advantage. The capless bit would be nice if the turret's themselves didn't suck.
Or if cap didn't suck. I run a dual-rep Tempest (mostly for gatecamping and such, fights vs smaller stuff, wouldn't take it for BS on BS action ever) with dual neuts, it's constantly verging on capdeath (with a T2 heavy injector) with max skills. People parroting about capless weapons tend to forget that Minmatar cap sucks to begin with and is only a true advantage on plated setups (which preferably don't run neuts, something which is a significant remaining asset of the pest for swatting smaller stuff), where cap injection isn't mandatory (even though it's still damn nice).
I never understood the point of having more shield HP then armour; or having crap agility (which is, I agree, not massively useful on a BS, but, hey, it'd give it more 'minmatar' character even though it's not a significant boost) on the Tempest.
As for buffing large ACs: it would be nice (and necessary to actually make the ship in league with the Raven/Mega/etc), but I still think more dronebay (125m3-150m3, so you're not stuck with only one set of drones and can use heavy drones plus a set of lights or mediums) and more bandwidth (100m3, to give it the ability to field 4 Ogres, doesn't make it a drone ship) would give more encouragement to use the Tempest over the Typhoon (which is good because it's a torp/drone boat with ACs as an afterthought), or Maelstorm (which reminds me of 'flying' a huge station gun, but does solid DPS thanks to 3 gyro setups and 4 Ogres).
A big NO to changing the bonuses. Without double damage bonuses, its DPS would suck, and it would be actually worse at most ranges (even when kiting) if one of the damage bonuses was switched to falloff (hey, hitting 70% of the time with 700 base DPS or hitting 90% with 550 DPS?). No need to make the ship resticted to sniping or sucking even worse then now.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.20 21:19:00 -
[92]
Awesome posts, Yeah, reading after all this & "specially" Trojanman190 post I defintnaly think that Minmatar guns need a boost. Maybe change he topic title now to: @CCP - The Broken Arty & AC
Originally by: CCP Dionysus We like to share the lub.
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Blind Jhon
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Posted - 2008.06.20 21:25:00 -
[93]
Originally by: Jalif Awesome posts, Yeah, reading after all this & "specially" Trojanman190 post I defintnaly think that Minmatar guns need a boost. Maybe change he topic title now to: @CCP - The Broken Arty & AC
you are perfectly in right. but i made this post because i think actually above all tempest is broken 
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 21:45:00 -
[94]
Edited by: Rane Javoke on 20/06/2008 21:45:55 I at least hope that someone @ CCP has seen this thread. I don't expect too much too soon though, and i don't think anyone should. There is a thousand reply long thread about amarr recons, and the general amarr boost thread pre-revIII has been around for ever. I would really like to see some change in the next major patch / expansion, and i think we have presented the issue in an orderly and civilized manner, which goes a long way(i hope)  
edit: props to the participants, keep it up
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Trojanman190
D00M.
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Posted - 2008.06.20 21:49:00 -
[95]
Originally by: Rane Javoke Edited by: Rane Javoke on 20/06/2008 21:45:55 ...
edit: props to the participants, keep it up
We are working on it and ty for the props. It took the ammarans a long time but it happened and that's all we ask for. I think their issue was a much tougher (not more important, more difficult to address) issue tho and the solution, the em nerf, was not what a lot of people expected although it seems to have made people happy.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.20 22:01:00 -
[96]
Edited by: Siddy on 20/06/2008 22:05:36
TEMPEST IS FINE, ITS OK THAT AMARR TIRE 1 BS OUTDAMAGE EVERY MINMATAR SHIP, AND NOT ONLY THAT, BUT ALSO OUT-PASSIVE TANK MINMATAR TIRE 1 AND 2 BS'S WITH 50M PRICETAG.
LETS NOT FORGET THAT, THAT SAID BS IS NEXST FASTES BS IN GAME AND ALL, ALSO SURPASSES MINNIE COUNTERPART IN MOST CHARACTERISTICS.
MINMATAR IS FINE.
JUST LIKE MY WRITING.
------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.20 22:14:00 -
[97]
Originally by: Siddy Edited by: Siddy on 20/06/2008 22:05:36
TEMPEST IS FINE, ITS OK THAT AMARR TIRE 1 BS OUTDAMAGE EVERY MINMATAR SHIP, AND NOT ONLY THAT, BUT ALSO OUT-PASSIVE TANK MINMATAR TIRE 1 AND 2 BS'S WITH 50M PRICETAG.
LETS NOT FORGET THAT, THAT SAID BS IS NEXST FASTES BS IN GAME AND ALL, ALSO SURPASSES MINNIE COUNTERPART IN MOST CHARACTERISTICS.
MINMATAR IS FINE.
JUST LIKE MY WRITING.
I laughed, but sadly it is true.
Originally by: CCP Dionysus We like to share the lub.
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MacDuncan
Asgard Schiffswerften Ev0ke
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Posted - 2008.06.20 22:16:00 -
[98]
Well, as much as i would like the thought of a "once-again-powerfull-pest" - how long will we have to bump this thread? Just think of the phoons' story and it's lenght... -- Might As well Train Another Race |

Blind Jhon
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Posted - 2008.06.20 22:20:00 -
[99]
Edited by: Blind Jhon on 20/06/2008 22:22:33
Originally by: Siddy Edited by: Siddy on 20/06/2008 22:05:36
TEMPEST IS FINE......

Originally by: MacDuncan Well, as much as i would like the thought of a "once-again-powerfull-pest" - how long will we have to bump this thread? Just think of the phoons' story and it's lenght...
we will rust theyr balls  
Rane i do not think anyone expect someting right next month... but hey it's a starts i think we should be toghether and keep the thread alive.... and maybe bump siddy's 1400 ones sometime.
now as trojan said we are working on...
anyways
in the last hour i'm seriously thinking a bout 125 m3 dronebay whit 100 band should be a nice begin ending whit an extra low slot ( i'm like the donkeys, never change idea ) for the tempest.....
or it's just me??
EDIT said that remain just....
the large projectile turret's GREAT BIG FAT (rof) issue
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Rane Javoke
Tribal Liberation Force
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Posted - 2008.06.20 22:27:00 -
[100]
Originally by: Blind Jhon
in the last hour i'm seriously thinking a bout 125 m3 dronebay whit 100 band should be a nice begin ending whit an extra low slot ( i'm like the donkeys, never change idea ) for the tempest.....
it's late-ish now, so i'll go consume some beeer and think about that 
(also, bump for great justice)
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Guillame Herschel
The Graduates Brutally Clever Empire
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Posted - 2008.06.20 22:28:00 -
[101]
Edited by: Guillame Herschel on 20/06/2008 22:30:31
Originally by: Trevor Warps And your sucky tempest shoots out to what, 40 km ?
I got mine setup with an optimal out to 152km, before any fleet boosts. All it took was three TC II, one TE II, 1 SB II, three Ionic field rigs (locking range) and of course, six 1400 II with Tremor, and level 5 in the related skills. I also need to use two fitting mods in the lows, so my only tank is a DCU II.
Of course, the Rokh sitting next to me shoots that far with level 3 skills and no rigs...
-- The Theorem Theorem: If If, Then Then --
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Trojanman190
D00M.
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Posted - 2008.06.20 22:38:00 -
[102]
Edited by: Trojanman190 on 20/06/2008 22:45:26 Edited by: Trojanman190 on 20/06/2008 22:41:03
Originally by: Guillame Herschel Edited by: Guillame Herschel on 20/06/2008 22:30:31
Originally by: Trevor Warps And your sucky tempest shoots out to what, 40 km ?
I got mine setup with an optimal out to 152km, before any fleet boosts. All it took was three TC II, one TE II, 1 SB II, three Ionic field rigs (locking range) and of course, six 1400 II with Tremor, and level 5 in the related skills. I also need to use two fitting mods in the lows, so my only tank is a DCU II.
Of course, the Rokh sitting next to me shoots that far with level 3 skills and no rigs...
And he will out dps you even when you are in your optimal =/ Sad =(
And as nice as the drone bay sounds it would give ccp and excuse to say 'we fixed it, be happy' and not solve anything else. It would be nice but isn't all that big a deal. It would only help the pest and wouldn't do anything to get me to take the neuts off my phoon for ac. (ive got great drone skeelz too)
Mainly I think boosting the guns wouldn't make the tempest so broken... but if I had to pick a boost to give the tempest and only the tempest it would be another gun slot and grid to fit one more 1400. My biggest problem with the ship is lack of viability at long range a bit more dps there, abliet a teeny but more is better than drones that are only used up close.
But yea fix the race first... then see how the ship is.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.20 22:56:00 -
[103]
Edited by: Jalif on 20/06/2008 23:02:20 Edited by: Jalif on 20/06/2008 23:00:29 What if we make arty just amazing long range weapons like the rokh but still very diffrent? - double or triple the damage - Make optimal like 20km? - Make Falloff a hugh number (wouldn't know a number just fast out of my head but around 80km sounds good) - Make Tracking Enhancers able to boost falloff - Make Tracking Computer able to boost falloff - Change the Tremor from optimal bonus to falloff bonus.
... You will boost AC too if you can fit atleast one of those modules. The fifth midslot for the tempest could be fitted with a tracking computer with a falloff script.
EDIT: you could get the same effect as the apoc (124km pulse range)fitted with: 1: Pulse lasers with scorch 2: Rigs 3: Tracking Enhancers & Tracking Computers to boost its optimal.
& then still the apoc has a better damage up until 124km & better tracking.
EDIT 2: About the 124km of Pulse range, I think it is the right number that I saw last time in a forum topic, but I can be wrong. However it was over 100km.
Originally by: CCP Dionysus We like to share the lub.
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To mare
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Posted - 2008.06.20 22:57:00 -
[104]
they wont change the slot layout its a tempest not a fake mega or geddon. about drone bay, if u want to use drone get a phoon, tempest should be: warp in > BANG BANG > kil somethin > warp out > repeat.
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Trojanman190
D00M.
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Posted - 2008.06.20 23:10:00 -
[105]
Edited by: Trojanman190 on 20/06/2008 23:11:56
Originally by: To mare they wont change the slot layout its a tempest not a fake mega or geddon. about drone bay, if u want to use drone get a phoon, tempest should be: warp in > BANG BANG > kil somethin > warp out > repeat.
I agree. Right now the geddon is superior at this.
Originally by: Jalif Edited by: Jalif on 20/06/2008 23:02:20 Edited by: Jalif on 20/06/2008 23:00:29 What if we make arty just amazing long range weapons like the rokh but still very diffrent? - double or triple the damage - Make optimal like 20km? - Make Falloff a hugh number (wouldn't know a number just fast out of my head but around 80km sounds good) - Make Tracking Enhancers able to boost falloff - Make Tracking Computer able to boost falloff - Change the Tremor from optimal bonus to falloff bonus.
... You will boost AC too if you can fit atleast one of those modules. The fifth midslot for the tempest could be fitted with a tracking computer with a falloff script.
EDIT: you could get the same effect as the apoc (124km pulse range)fitted with: 1: Pulse lasers with scorch 2: Rigs 3: Tracking Enhancers & Tracking Computers to boost its optimal.
& then still the apoc has a better damage up until 124km & better tracking.
EDIT 2: About the 124km of Pulse range, I think it is the right number that I saw last time in a forum topic, but I can be wrong. However it was over 100km.
The changes you listed, while cool, are way to drastic to even be considered by the devs =/. Although tracking enhancers that could enhance fall off by 30% would be pretty epic. Those still wouldnt help with arty tho.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.20 23:20:00 -
[106]
Edited by: Jalif on 20/06/2008 23:20:47
Originally by: Jalif Edited by: Jalif on 20/06/2008 23:02:20 Edited by: Jalif on 20/06/2008 23:00:29 What if we make arty just amazing long range weapons like the rokh but still very diffrent? - double or triple the damage - Make optimal like 20km? - Make Falloff a hugh number (wouldn't know a number just fast out of my head but around 80km sounds good) - Make Tracking Enhancers able to boost falloff - Make Tracking Computer able to boost falloff - Change the Tremor from optimal bonus to falloff bonus.
... You will boost AC too if you can fit atleast one of those modules. The fifth midslot for the tempest could be fitted with a tracking computer with a falloff script.
EDIT: you could get the same effect as the apoc (124km pulse range)fitted with: 1: Pulse lasers with scorch 2: Rigs 3: Tracking Enhancers & Tracking Computers to boost its optimal.
& then still the apoc has a better damage up until 124km & better tracking.
EDIT 2: About the 124km of Pulse range, I think it is the right number that I saw last time in a forum topic, but I can be wrong. However it was over 100km.
The changes you listed, while cool, are way to drastic to even be considered by the devs =/. Although tracking enhancers that could enhance fall off by 30% would be pretty epic. Those still wouldnt help with arty tho.
Well, atleast it is something & you/CCP could atleast test it. I know it is drastic, but thats what they did with those amarr missle ships (forgot their name for the moment). The funn thing is with these kind of Arty is that they look very much on the real-life. They start at max but dirrectly at the begginning they slow down but the range is very far & impact on close range is devastating. If you would play this in eve, you could go for 250km but do less damage then on 150km. But the risk that you get caughed "easier" will be higher. Its kind of like: risk vs reward which eve stands for.
Originally by: CCP Dionysus We like to share the lub.
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.20 23:22:00 -
[107]
Edited by: Gavin Darklighter on 20/06/2008 23:22:19 Just boosting autocannon damage would not do anything meaningful for the tempest unless you boosted it to a level that made the Maelstrom unstoppable, and even then we still have the problem of the Maelstrom making the Tempest obsolete.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.20 23:32:00 -
[108]
Originally by: Gavin Darklighter Edited by: Gavin Darklighter on 20/06/2008 23:22:19 Just boosting autocannon damage would not do anything meaningful for the tempest unless you boosted it to a level that made the Maelstrom unstoppable, and even then we still have the problem of the Maelstrom making the Tempest obsolete.
We have to take that in count then. But AC & Arty has to be fixed anyway. If we notice that the Mealstrom would be ok after the whatever-new-changes-will-be, & the tempest still sucks then we balance the tempest. Or if the tempest is ok & the mealstrom to strong then we should balance the mealstrom. Noticed that this treath is not about AC & Arty or Tempest, it is about those 3 stuff that we would like to see balanced.
Originally by: CCP Dionysus We like to share the lub.
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To mare
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Posted - 2008.06.20 23:37:00 -
[109]
Originally by: Gavin Darklighter Edited by: Gavin Darklighter on 20/06/2008 23:22:19 Just boosting autocannon damage would not do anything meaningful for the tempest unless you boosted it to a level that made the Maelstrom unstoppable, and even then we still have the problem of the Maelstrom making the Tempest obsolete.
maestrom turret dps is just a 5% better than the tempest, see double bonus VS single bonus.
tempest can still equip neuts or remote repper w/o gimp the dps maelstrom cant.
or put launchers on tempest and it will outdps the mael
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.20 23:43:00 -
[110]
Sure, if you don't want a meaningful tank.
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To mare
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Posted - 2008.06.21 00:10:00 -
[111]
Originally by: Gavin Darklighter Sure, if you don't want a meaningful tank.
active shield tank arent that good for pvp anyway. and mael tank isnt that good when u fit mwd web disruptor (injector if u want to run the tank a bit).
but speaking of effective turret mael is just a 5% better than pest, that said pest have 2 free slot. other than that mael is slow and handle like a brick.
ant tbh i think a T3 BS is allowed to do some heavy damage, just look at the abbaddon.
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AstroPhobic
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Posted - 2008.06.21 01:18:00 -
[112]
Right. Large guns need to be fixed BEFORE the tempest, otherwise we get a giant mess. CCP, we're telling you HOW to do it, so just DO it already. 
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Blind Jhon
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Posted - 2008.06.21 08:24:00 -
[113]
Edited by: Blind Jhon on 21/06/2008 08:28:12
morning bump and also....
Originally by: Jalif
..... Noticed that this treath is not about AC & Arty or Tempest, it is about those 3 stuff that we would like to see balanced.
ok so we should get guns fixed before the ship.. (i think they will fix the gun, but then no more the ship...)
and how? let's see all the second tier "short ranged" guns
650mm(36 cpu and 1500 pg)used whit EMP(42 max damage)-->13.44 dps @ 3600 meters A)Rof ______7.50 sec B)Optimal __3.600 m C)dam-mod___2.4 D)fallof____16 Km E)traking___0.54 rad/sec
ion blaster(47cpu and 1750 pg)used whitan ANTIMATTER(48 max damage)-->20.20 DPS @ 5000 meters ZOMG A)__________6.7sec B)__________5000m C)__________2.82 D)__________8km E)__________5rad/sec F)activation 12 energy
dual heavy pulse(50cpu 1500pg)used whit MULTIFREQUENCY(48 max damage)-->16 DPS @ 18 Km A)__________6 sec B)__________18 Km C)__________2 D)__________6000 m E)__________0.475 rad/sec F) activation 25 energy
so whit AC i have worst dps at worst range. i can stay in falloff range hitting half time for half damage (barely wtf less than 7 dps per turret on a battleship) i used crap item whitout skill. more skill more advanced in meta level we are, more the difference are increased...
i want to underline that whit AC i got the worst max range so i need to get closr it's the pirat assault tecnique. but doing this i surely need a solid tank, or really really uber velocity (in battleship??)
all these for the REALLY USEFULL HIG VERSATILE (and uber dps) 16KM FALLOF (note if i meet an amarr @16 km i'm pwned) AND FOR USING NO CAP, why don't we fit snowball launcher, do we? they use no cap!
sure we do not need to stop shooting in middle of battle... have we ever started 
now seriously, a heavy Rof (or damage) boost?
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 09:52:00 -
[114]
Edited by: Siddy on 21/06/2008 09:52:56 tempest itself, got no problems as far fitting goes.
Its just, there isint anything reasonable to fit on tempest at the moment :/
Check out my thread from first page OP like, its abaut the 1400mm's ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 10:31:00 -
[115]
Originally by: Siddy Edited by: Siddy on 21/06/2008 09:52:56 tempest itself, got no problems as far fitting goes.
Its just, there isint anything reasonable to fit on tempest at the moment :/
Check out my thread from first page OP like, its abaut the 1400mm's
Well, Posted there a reply of my idea how arties should be changed. So that topic is back too.
Originally by: CCP Dionysus We like to share the lub.
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Blind Jhon
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Posted - 2008.06.21 11:04:00 -
[116]
everyone speack about arty 1400mm but i just want to underline that,in my opinion, the problem is endeed in all the large projectile class gun

anyways good thread siddy i higlighted it in main page
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 11:10:00 -
[117]
Originally by: Blind Jhon everyone speack about arty 1400mm but i just want to underline that,in my opinion, the problem is endeed in all the large projectile class gun

anyways good thread siddy i higlighted it in main page
I know that too. But we have to agree that arty sucks more then AC. (Atleast that is my opinion). I did my part on Arty, I would like to do it too for AC, but I need more time on that. Atleast in that 1400mm topic I made a possible solution for arty. Atleast that is a step to a surtain direction. Now people have to give their opinion about it if it is good or not.
Originally by: CCP Dionysus We like to share the lub.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 12:16:00 -
[118]
Originally by: Blind Jhon everyone speack about arty 1400mm but i just want to underline that,in my opinion, the problem is endeed in all the large projectile class gun

anyways good thread siddy i higlighted it in main page
Well, autocannons blow hard right now.
Tempest cant do the passivetank + closerange fit nearly as well as Armageddon or megathron.
And armageddon 50m isk > megatron 80m isk > tempest 80m isk
The current flavor of the month in close range combat is 2 or 3 plates, damagecontrol, eanm's and damagemods. This fitting will win everytime against similar active repping fit. Because current HP buffer gain equals for 2 TO 3 FRACKING MINUTES OF NON-STOP ACTIVE REPPING .
Making active repping on ships without bonus to it useless in PVP, going from Bad in 1v1 to USELESS in 5¦man gang engadements.
And if i bring spidertankking in here, well lets not.
So the TL;DR versions.
Tempest cant tank, or gankk in closerange enought to justify its use in close range. Speed bonus is laregly neglated by current overpowered webbers, designed to countter nanofaggotory.
And its longrange weponsystems that were FINE before HP boost, lost its alpha to abaddon and bacame useless due to low DPS  ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 12:20:00 -
[119]
Originally by: Siddy
Originally by: Blind Jhon everyone speack about arty 1400mm but i just want to underline that,in my opinion, the problem is endeed in all the large projectile class gun

anyways good thread siddy i higlighted it in main page
Well, autocannons blow hard right now.
Tempest cant do the passivetank + closerange fit nearly as well as Armageddon or megathron.
And armageddon 50m isk > megatron 80m isk > tempest 80m isk
The current flavor of the month in close range combat is 2 or 3 plates, damagecontrol, eanm's and damagemods. This fitting will win everytime against similar active repping fit. Because current HP buffer gain equals for 2 TO 3 FRACKING MINUTES OF NON-STOP ACTIVE REPPING .
Making active repping on ships without bonus to it useless in PVP, going from Bad in 1v1 to USELESS in 5¦man gang engadements.
And if i bring spidertankking in here, well lets not.
So the TL;DR versions.
Tempest cant tank, or gankk in closerange enought to justify its use in close range. Speed bonus is laregly neglated by current overpowered webbers, designed to countter nanofaggotory.
And its longrange weponsystems that were FINE before HP boost, lost its alpha to abaddon and bacame useless due to low DPS 
QFT...
Originally by: CCP Dionysus We like to share the lub.
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Crellion
Art of War Cruel Intentions
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Posted - 2008.06.21 12:29:00 -
[120]
Minmattar BSs are fine tbh, its the HACs, Reckons, frigs, BCs, Commands that need moar help /me runs away from the Minnie whiner squad.
Seriously. Minmattar are the pvp ships. They make you use your brian and if you do they are vastly superior to any other race's same class for pvp. However a couple of years ago minnie community leaders (LOL) decided that using guile on the forums was more sueful than using it in game.
RESULT> The norm is in evry class the Minnie choise outspeeds, out manoeuvres out locks, out warps, out ranges and generally POWNs and does 0.5 average less DPS than the uberest Gallente or Ammar equivalent (that needs to submit a triplicate application to turn and has 3 week waiting periods to lock)
I use all 4 races nowdays so this just amuses me but ... it amuses me a lot :D Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 12:31:00 -
[121]
Originally by: Crellion Minmattar BSs are fine tbh, its the HACs, Reckons, frigs, BCs, Commands that need moar help /me runs away from the Minnie whiner squad.
Seriously. Minmattar are the pvp ships. They make you use your brian and if you do they are vastly superior to any other race's same class for pvp. However a couple of years ago minnie community leaders (LOL) decided that using guile on the forums was more sueful than using it in game.
RESULT> The norm is in evry class the Minnie choise outspeeds, out manoeuvres out locks, out warps, out ranges and generally POWNs and does 0.5 average less DPS than the uberest Gallente or Ammar equivalent (that needs to submit a triplicate application to turn and has 3 week waiting periods to lock)
I use all 4 races nowdays so this just amuses me but ... it amuses me a lot :D
40 facons!!!!! ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 12:41:00 -
[122]
Originally by: Siddy
Originally by: Crellion Minmattar BSs are fine tbh, its the HACs, Reckons, frigs, BCs, Commands that need moar help /me runs away from the Minnie whiner squad.
Seriously. Minmattar are the pvp ships. They make you use your brian and if you do they are vastly superior to any other race's same class for pvp. However a couple of years ago minnie community leaders (LOL) decided that using guile on the forums was more sueful than using it in game.
RESULT> The norm is in evry class the Minnie choise outspeeds, out manoeuvres out locks, out warps, out ranges and generally POWNs and does 0.5 average less DPS than the uberest Gallente or Ammar equivalent (that needs to submit a triplicate application to turn and has 3 week waiting periods to lock)
I use all 4 races nowdays so this just amuses me but ... it amuses me a lot :D
40 facons!!!!!
40 facons????
Originally by: CCP Dionysus We like to share the lub.
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arbalesttom
Glauxian Brothers
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Posted - 2008.06.21 13:02:00 -
[123]
Nice thread, deserves to be on the top!
Keep up the good ideas guys, im to lazy do post anything helpfull but i sure enjoyed reading all the good stuff here! ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 13:05:00 -
[124]
Originally by: arbalesttom Nice thread, deserves to be on the top!
Keep up the good ideas guys, im to lazy do post anything helpfull but i sure enjoyed reading all the good stuff here!
Atleast this kind of messages would help the treath a lot. & the funny thing is, I am talking to Siddy how we would run the protest :P
Originally by: CCP Dionysus We like to share the lub.
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Setana Manoro
Firefly Inc.
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Posted - 2008.06.21 13:18:00 -
[125]
Originally by: Blind Jhon Edited by: Blind Jhon on 21/06/2008 11:02:08
after many old thread about minmatar bs broken ships
tempest needs tempest role? -->SYDDY's 1400mm thread<-- [Issue] 1400mmArtilleryCSM VERSION tempest surclassed? tempest should be fixed
the problem is that tempest is subpar the other tier2 bs class ship. it endeed need some lovin. as sayd "who need further proof is surely blind" (as me ¦_¦ )
how to buff it? say here your idea
it sufferd from all the nerf occurred in eve story nos nerf, ecm nerf, drone nerf afterburner "nerf" whiot the great usage of MWD, and at last whit the actual overheating mecanic it cannot even take advantage from it's "uber velocity"
in my opinion --> tempest need an extra low sltot and need an serious agility boost <--
extra low, in my opinion, will provide to adjust every need, since it can be used both for increase tank ability and dsp using an extra gyrostabilizer or fitting sniper, traking mods for fleet sniper or you can use it whit a RCU II for fitting 1400mm
do you not agree? thing you can do better? answer here
So ... you basically want to get Machariels without built-in speed bonus, tracking bonus and HP bonus for 85m isk ?
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.21 13:21:00 -
[126]
Originally by: Setana Manoro
Originally by: Blind Jhon Long Long Post
So ... you basically want to get Machariels without built-in speed bonus, tracking bonus and HP bonus for 85m isk ?
I guess you should read the whole topic & suggestions that were made? Cuase you stopped directly on the first post. ************ BOOST MINMATAR!!! ************ |

Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.21 13:27:00 -
[127]
Originally by: Setana Manoro [ So ... you basically want to get Machariels without built-in speed bonus, tracking bonus and HP bonus for 85m isk ?
Good point, machariels need boost too. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Thercon Jair
InQuest Ascension Skunk-Works
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Posted - 2008.06.21 13:50:00 -
[128]
Edited by: Thercon Jair on 21/06/2008 13:52:37 I support the idea to change large projectile turrets to make them more competitive.
I have run 1 vs 1s against a corpmate of mine in his gallente boats, and I do have 47mil SP, 9.8mil in gunnery, and most tank skills applicable to either shield or armour tank maximised. But I still lose against him about everytime, even though when we start out at 40km. It's just sad to see that I spent around 40mil SP in Minmatar ships and end up losing with it even against a gallente player with 20mil SP (another one I've tried). And believe me, I'm not the suckiest player, I know how to fly my minnie ships ;) (Reason for this? As soon as a Gallentean fits T2 guns he's going to use Null (the long range T2 ammo I mean, equivalent of Barrage), and this means he's going to hit me for more dmg than I can hit him inside warp disruptor range, which ruins the whole point of "fight in falloff because gallentean's falloff sucks")
The other thing with fleet/POS bashing: I have to fit so many mods to get out to the correct optimal and locking range, along with fitting mods for the 1400mms that I can't fit any type of tank. If I wanted a plate I needed to sacrifice 2 lows because I'd need yet another RCU II to fit it, so I'm stuck with quite terrible dps along with a tank consisting of a DCU II (I think I couldn't even squeeze that in.
I really think all T1 ships up to the BS class are fine, I have a use for them and I can win in them.
On a sidenote, I'm not all too happy with the MWD hype because, from a racial standpoint, Minnies shouldn't need to use MWDs. Why? Our shipclasses signature radius is nearly always smaller as the guns signature resolution that belong to this shipclass, so, if an ammar fires on me he's going to miss about 10-20% of his shots due to the fact that my signature is smaller than his guns resolution. Once that was meant to make up for the lesser tank we have, but alas, it doesn't help. And MWDs certainly screw with this point. IMO, minnie ships were once supposed to use switched on ABs, orbiting outside webrange and fire at the other guy. You would lose out on dmg because on falloff, but because of the lower sig and the higher speed you could win against an amarr pilot because he is losing out on his damage because of the high transversal (which is actually the same for both, but ACs track a little better) and low signature radius that makes him miss about as much as you did with falloff. But that was at ranges of 11-12km, so the dmg reduction because of falloff wasn't that high as with nowadays 15-19km orbit ranges.
I do think the whole balance for the minmatar race was screwed up in all the recent patches.
Real men do it the hard way: fly Minmatar! |

Blind Jhon
|
Posted - 2008.06.21 13:51:00 -
[129]
Originally by: Siddy
Originally by: Setana Manoro [ So ... you basically want to get Machariels without built-in speed bonus, tracking bonus and HP bonus for 85m isk ?
Good point, machariels need boost too.
hahahaah in the end they are jove disign macariel boost 4tw, it always a 800m isk ship
anyways @steana manoro... m8, be angered whith you teacer, you have several english reading problems..... fom my opening post:
Quote: extra low, in my opinion, will provide to adjust every need, since it can FIT MODULESbe used both for increase tank ability and dsp using an extra gyrostabilizer or fitting sniper mods, traking mods for fleet sniper or you can use it whit a RCU II for fitting 1400mm
i just claimed for one more low slot, in my little opinion it would do great, increasing tempest's fitting ability ( and noone still persuaded me on the contrary )
|

Blind Jhon
|
Posted - 2008.06.21 14:01:00 -
[130]
Originally by: Thercon Jair
I have run 1 vs 1s against a corpmate of mine in his gallente boats, and I do have 47mil SP, 9.8mil in gunnery, and most tank skills applicable to either shield or armour tank maximised. But I still lose against him about everytime
and AC have a shorter range tan blaster so the shoul be > blaster at short range 1 on 1
Originally by: Thercon Jair
The other thing with fleet/POS bashing: I have to fit so many mods to get out to the correct optimal and locking range, along with fitting mods for the 1400mms that I can't fit any type of tank. If I wanted a plate I needed to sacrifice 2 lows because I'd need yet another RCU II to fit it, so I'm stuck with quite terrible dps along with a tank consisting of a DCU II (I think I couldn't even squeeze that in.
one xtra low slot + powergrid (and maybe a little in cpu) buff 
Our shipclasses signature radius is nearly always smaller as the guns signature resolution that belong to this shipclass, so, if an ammar fires on me he's going to miss about 10-20% of his shots due to the fact that my signature is smaller than his guns resolution.
.... IMO, minnie ships were once supposed to use switched on ABs, orbiting outside webrange and fire at the other guy......
and remember what's pointed out trjan "....minnie ship have smaller capacitor than others" we're not made for MWDing all around ...... this is only for the actual "broken" game mecanic, MWD is become a must in nowdays pvp
Originally by: Thercon Jair
I do think the whole balance for the minmatar race was screwed up in all the recent patches.
Q.F.T.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 14:01:00 -
[131]
i just claimed for one more low slot, in my little opinion it would do great, increasing tempest's fitting ability ( and noone still persuaded me on the contrary )
Well, it is not a great idea, neither it is a bad idea. We should support & help out eachothers ideas. Keep on brainstorming so CCP doesn't have to :P! ************ BOOST MINMATAR!!! ************ |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 14:02:00 -
[132]
Originally by: Thercon Jair
I do think the whole balance for the minmatar race was screwed up in all the recent patches.
Q.F.T.
I second that.... ************ BOOST MINMATAR!!! ************ |

arbalesttom
Glauxian Brothers
|
Posted - 2008.06.21 14:09:00 -
[133]
Originally by: Jalif
Originally by: Thercon Jair
I do think the whole balance for the minmatar race was screwed up in all the recent patches.
Q.F.T.
I second that....
QFT+++ ***Sig***
Originally by: Cpt Branko That is a JoJo, a forum troll used by Amarr whiners.
|

Siddy
Gay Nationalist Association of Amamake
|
Posted - 2008.06.21 14:16:00 -
[134]
Originally by: arbalesttom
Originally by: Jalif
Originally by: Thercon Jair
I do think the whole balance for the minmatar race was screwed up in all the recent patches.
Q.F.T.
I second that....
QFT+++
espesialy when that balance only took into account nanaofagotory of small ships and survavability in 100+ manblobs.
The minmatar gurelia warfere of small BS gangs were reduced to nanofagottory and made any other ship we might want to use obsoleat for its intendet role.
QFT+^3 ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

SickSeven
|
Posted - 2008.06.21 15:22:00 -
[135]
Some great posts and knowledge in this thread.
CCP please read this and see what is only obvious, Minmatar need help!!!
|

Veryez
|
Posted - 2008.06.21 15:44:00 -
[136]
Originally by: Siddy
Well, autocannons blow hard right now.
Tempest cant do the passivetank + closerange fit nearly as well as Armageddon or megathron.
And armageddon 50m isk > megatron 80m isk > tempest 80m isk
The current flavor of the month in close range combat is 2 or 3 plates, damagecontrol, eanm's and damagemods. This fitting will win everytime against similar active repping fit. Because current HP buffer gain equals for 2 TO 3 FRACKING MINUTES OF NON-STOP ACTIVE REPPING .
Making active repping on ships without bonus to it useless in PVP, going from Bad in 1v1 to USELESS in 5¦man gang engadements.
And if i bring spidertankking in here, well lets not.
So the TL;DR versions.
Tempest cant tank, or gankk in closerange enought to justify its use in close range. Speed bonus is laregly neglated by current overpowered webbers, designed to countter nanofaggotory.
And its longrange weponsystems that were FINE before HP boost, lost its alpha to abaddon and bacame useless due to low DPS 
This is the heart of the problem. It was pointed out when the HP boosts were introduced and has only been exasperated by the nerf to ecm, nos and now scripts. Passive tanks are just too good for low DPS weapons in this game. For those that weren't around, the HP buff wasn't just like a 20% buff, it was extreme. Ships were buffed, plates and shield extenders were buffed (about 50%) and unstacking nerfed, and rigs were added. Additionally cap boosters were reduced in size so you could carry more (hard to believe).
The result is that weapons that used cap got a huge boost because - READ THIS CCP - THOSE SHIPS DON'T USE CAP TO TANK! So unlike before where cap had to be balanced between tank and gank, now cap is gank. That's what broke minmatar weapons, period. The only minmatar ships that could survive this were the ones who could a) nano, b) do DPS via other means or c) field great tanks - there are no great gank projectile ships.
You want to fix the Tempest and projectiles in general? Nerf passive tanks. Reduce the size of plates and extenders back to their original numbers and stacking nerf plates and rigs - you can even leave the ship HP's the same. Make ships active tank again and bingo capless weapons become valuable again. Otherwise increase the DPS of both AC's and Artillery by around 40% (not the useless 10% they gave us).
|

Blind Jhon
|
Posted - 2008.06.21 16:09:00 -
[137]
Edited by: Blind Jhon on 21/06/2008 16:14:31
Originally by: Veryez
... ........Nerf passive tanks. Reduce the size of plates and extenders back to their original numbers and stacking nerf plates and rigs - you can even leave the ship HP's the same. Make ships active tank again and bingo capless weapons become valuable again.
i think it's easier they "upgrade" tempest, into buffer tank or gank age, instead they restore the old situation.... maybe staking buffer tank...
and what if...... if both shield extenders ( subtracting energy to the engine system) and plate (this is logic... mass icreasend bla bla bla velocity and mass) drastically decrease the max velocity...
in addiction to the present sig radius and max increasement... i think this would help minnie people whit AB and active tank
Originally by: Veryez Otherwise increase the DPS of both AC's and Artillery by around 40% (not the useless 10% they gave us).
i think we need a serious ROF boost.... bot for AC and arty
<3 brainstorming.... @ccp we will rust your balls
|

Rastigan
Ars ex Discordia GoonSwarm
|
Posted - 2008.06.21 16:24:00 -
[138]
Originally by: Veryez
You want to fix the Tempest and projectiles in general? Nerf passive tanks. Reduce the size of plates and extenders back to their original numbers and stacking nerf plates and rigs - you can even leave the ship HP's the same. Make ships active tank again and bingo capless weapons become valuable again. Otherwise increase the DPS of both AC's and Artillery by around 40% (not the useless 10% they gave us).
Why dont they just nerf the EM/EXPLOSIVE resists of armor and shields ? Oh wait they did.
So the Tempest is subpar ? Now you know how it feels for the other races T2 ships..
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 16:25:00 -
[139]
I am now thinking/brainstormng more into the roleplaying aspect how we could improve the minmatar guns. If you were the minmatar republic best engineer or the best engineer of the thukker tribe. What whould you do? How would you counter those large buffer tanks? & the nanofaggots?
Since artillery in real-life also has shot nuclear bombs. Why couldn't the minmatar do something likewise?
I am not going to say we need ammo like nuclear bombs. But I was thinking something like remote smartbombs. You press your rack of guns on 1/2 targets and when the bullets arives on target it explotes & damages the area around it too. (Damn, that would be a nice anti-blob weapon too)
Even our tanks in this era can do this kind of high-tech stuff. Why not in eve?
Well, just another brainstorm. Probably it is not going to make it in the game. But it would be a nice idea for anti-blob.
************ BOOST MINMATAR!!! ************ |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 16:32:00 -
[140]
Originally by: Rastigan
Originally by: Veryez
You want to fix the Tempest and projectiles in general? Nerf passive tanks. Reduce the size of plates and extenders back to their original numbers and stacking nerf plates and rigs - you can even leave the ship HP's the same. Make ships active tank again and bingo capless weapons become valuable again. Otherwise increase the DPS of both AC's and Artillery by around 40% (not the useless 10% they gave us).
Why dont they just nerf the EM/EXPLOSIVE resists of armor and shields ? Oh wait they did.
So the Tempest is subpar ? Now you know how it feels for the other races T2 ships..
EM? hmmmm.... Amarr? Feck, damn, amarr got boosted a lot then.
Btw, Rastigan, you only toughed about EMP ammo. But the thing is, ones you can control t2 guns we switch to barrage to get that falloff bonus.... not to fight in falloff, no, but to make that falloff less of a hurt. Barrage & EMP have the same damage output on 0m. Also noticed that that if we want to snipe we need to use Tremor to get the damage. Tremor doesn't have EM damage output.
What you just just stated shows us that Amarr is even boosted more then we toughed.
PS: Ofcourse if it is right what you said that they made EM/Explosive resists lower because I don't know anything about that. ************ BOOST MINMATAR!!! ************ |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 16:43:00 -
[141]
Originally by: Blind Jhon
and what if...... if both shield extenders ( subtracting energy to the engine system) and plate (this is logic... mass icreasend bla bla bla velocity and mass) drastically decrease the max velocity...
YOUR BEST IDEA EVER. However it shouldn't substract from engine, but from the capacitor. Every single nano-ship (ship that shouldn't be a fast flying ship) has always shield extenders since plates only make the ship more heavy. If you want to go nano, make sure then that you don't get shot or hit by missles (isn't that the purpuse of nano anyway?) Reason why from the capacitor is that it would make normal shield tankers way to slow & passive tank does not die from it because it doesn't use cap anyway. ************ BOOST MINMATAR!!! ************ |

Blind Jhon
|
Posted - 2008.06.21 17:09:00 -
[142]
Edited by: Blind Jhon on 21/06/2008 17:12:10
Originally by: Jalif
Originally by: Blind Jhon
and what if...... if both shield extenders ( subtracting energy to the engine system) and plate (this is logic... mass icreasend bla bla bla velocity and mass) drastically decrease the max velocity...
YOUR BEST IDEA EVER. However it shouldn't substract from engine, but from the capacitor. Every single nano-ship (ship that shouldn't be a fast flying ship) has always shield extenders since plates only make the ship more heavy.
If you want to go nano, make sure then that you don't get shot or hit by missles (isn't that the purpuse of nano anyway?) Reason why from the capacitor is that it would make normal shield tankers way to slow & passive tank does not die from it because it doesn't use cap anyway.
way to fix both nano issue, and buffer tank
my idea is:
->you want to have huge amount of armor? ok your mass is so high that you'r mwd make you fast like me whit mine afterburner. so just sit there while i orbit whit mwd in fallof range.. otherwise you must active tank so i get a use from no cap gun...
->again you want huge amount of shield? ok, your sig radius and cap recharge rate won't anymore encourage you to fit an mwd or you are actually capacitor broken and drednaught sized......
this maybe we encourage minmatar fitting AB a tampest whit nos-neuts can be useful and if it stay "faster" than other bs can again fit Target Disruptor in the mids and be again versatile
and give tempest his damned 7th low slot 
|

Veryez
|
Posted - 2008.06.21 17:18:00 -
[143]
Originally by: Rastigan
Why dont they just nerf the EM/EXPLOSIVE resists of armor and shields ? Oh wait they did.
So the Tempest is subpar ? Now you know how it feels for the other races T2 ships..
I said it before and it's worth repeating, reducing EM resist on armor only helps minmatar w/t1 ammo. All t2 ammo is Exp/Kin - and when last I checked I still use far more barrage than RF EMP. Also reducing explosive resists of shields wasn't a boost to minmatar - at best we break even since 1) We use Exp Ammo and 2) All our t2 ships shield tank . Since my Vaga went from running a Kinetic Deflection Amp II to a Invul Field II (more cap use - meh) I really don't feel boosted.....
Originally by: Jalif
YOUR BEST IDEA EVER. However it shouldn't substract from engine, but from the capacitor. Every single nano-ship (ship that shouldn't be a fast flying ship) has always shield extenders since plates only make the ship more heavy. If you want to go nano, make sure then that you don't get shot or hit by missles (isn't that the purpuse of nano anyway?) Reason why from the capacitor is that it would make normal shield tankers way to slow & passive tank does not die from it because it doesn't use cap anyway.
Yup, that would pretty much destroy the Vagabond/Rapier/Huginn - you are aware that Minmatar t2 ships shield tank right? Great, now I'm sure CCP will do this. 
We should get back on topic (part my fault, I know), which is fixing the Tempest, not the whole game.
|

Siddy
Gay Nationalist Association of Amamake
|
Posted - 2008.06.21 17:29:00 -
[144]
Originally by: Rastigan
Originally by: Veryez
You want to fix the Tempest and projectiles in general? Nerf passive tanks. Reduce the size of plates and extenders back to their original numbers and stacking nerf plates and rigs - you can even leave the ship HP's the same. Make ships active tank again and bingo capless weapons become valuable again. Otherwise increase the DPS of both AC's and Artillery by around 40% (not the useless 10% they gave us).
Why dont they just nerf the EM/EXPLOSIVE resists of armor and shields ? Oh wait they did.
So the Tempest is subpar ? Now you know how it feels for the other races T2 ships..
like ishtar, zelot, falcon and others?
no wonder you dined in nol so much ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Keta Min
Pre-nerfed Tactics
|
Posted - 2008.06.21 17:30:00 -
[145]
hay guyse remember when tempest and mach used to be cool? i miss it 
|

Pax Empyrean
|
Posted - 2008.06.21 17:34:00 -
[146]
What's up with smacktards naming their threads "Official"? You don't work for CCP, your thread isn't official anything. Failing every time you try to spell "with" doesn't help dispel the idiot image you're presenting. Maybe with more practice you'll get better at whining if CCP doesn't fix this for a while.
|

AstroPhobic
|
Posted - 2008.06.21 17:55:00 -
[147]
Originally by: Crellion he norm is in evry class the Minnie choise outspeeds
Not all the time. Crusader ring a bell?
Quote: out manoeuvres
Again not all the time (see tempest), and is only useful in cruiser classes on down.
Quote: out locks
Are we playing the same game? Minmatar ships have the WORST lock range and sensors.
Quote: out warps
You're just trolling now.
Quote: out ranges
This is simply ********. Minmatar has the worst optimal of ALL the short AND long range guns. Not to mention we have less DPS and fight in falloff, meaning even more pathetic DPS. WTS clue.
Quote: does 0.5 average less DPS than the uberest Gallente or Ammar equivalent
This is so bull**** I can't even begin to start. Look up in the thread where the maelstrom does more damage with lasers than autocannons, despite a ROF bonus and fighting in falloff.
I know you're a troll but jesus. There's so many people like YOU who are just stuck in a mindset that minmatar are good at PVP. Guess what, they used to be, but not anymore. You're just so addicted to your brainset that you refuse to change and mock all the proof that has been shown in the thread. 
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 19:42:00 -
[148]
Originally by: Veryez
Originally by: Rastigan
Why dont they just nerf the EM/EXPLOSIVE resists of armor and shields ? Oh wait they did.
So the Tempest is subpar ? Now you know how it feels for the other races T2 ships..
I said it before and it's worth repeating, reducing EM resist on armor only helps minmatar w/t1 ammo. All t2 ammo is Exp/Kin - and when last I checked I still use far more barrage than RF EMP. Also reducing explosive resists of shields wasn't a boost to minmatar - at best we break even since 1) We use Exp Ammo and 2) All our t2 ships shield tank . Since my Vaga went from running a Kinetic Deflection Amp II to a Invul Field II (more cap use - meh) I really don't feel boosted.....
Originally by: Jalif
YOUR BEST IDEA EVER. However it shouldn't substract from engine, but from the capacitor. Every single nano-ship (ship that shouldn't be a fast flying ship) has always shield extenders since plates only make the ship more heavy. If you want to go nano, make sure then that you don't get shot or hit by missles (isn't that the purpuse of nano anyway?) Reason why from the capacitor is that it would make normal shield tankers way to slow & passive tank does not die from it because it doesn't use cap anyway.
Yup, that would pretty much destroy the Vagabond/Rapier/Huginn - you are aware that Minmatar t2 ships shield tank right? Great, now I'm sure CCP will do this. 
We should get back on topic (part my fault, I know), which is fixing the Tempest, not the whole game.
Well, ok, Vagabond will be nerfed in somehow... so that is not a good idea. However the Rapier/Huginn aren't supposted to be nano-ships but anti-nano. But even when this change the vegabond will outrun everybody. Its only problem will be a cap problem. Boost Vegabond. rofl! ************ BOOST MINMATAR!!! ************ |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 19:47:00 -
[149]
Originally by: Pax Empyrean What's up with smacktards naming their threads "Official"? You don't work for CCP, your thread isn't official anything. Failing every time you try to spell "with" doesn't help dispel the idiot image you're presenting. Maybe with more practice you'll get better at whining if CCP doesn't fix this for a while.
Hello Alt, Well, atleast we are brainstorming & discussing about a REAL problem within eve & not just whining. We broughed some good solutions (& some stupid/bad ones). We keep on doing this until we think we found a good solution for this. Ah, & if you don't like the topic & have notting constructive to say. Please stay away & stop irritating people. ************ BOOST MINMATAR!!! ************ |

Pax Empyrean
|
Posted - 2008.06.21 19:55:00 -
[150]
Quote: Please stay away & stop irritating people.
Just returning the favor. I suppose I shouldn't have actually expected something "official" in a thread called "offical", though.
|

Veryez
|
Posted - 2008.06.21 20:40:00 -
[151]
Since we're brainstorming ideas, throw this on the pile. Those of us who fly the tempest really don't want the layout changed. The 8/5/6 layout means no matter how you set it up you will never armor tank as well as an 8/4/7 layout or shield tank as well as an 8/6/5 layout. While some have suggested giving the Tempest a 7th gun (which surprisingly a torp launcher in the 7th slot does about the same dps) or 7th low (better tank), how about this. Increase the bonuses. Make it a true DPS platform - it would be the simplest solution. Nothing overpowered, but enough to overcome the passive tanks that other races can field. While I haven't run the exact numbers, try something like 7.5% ROF per level, 7.5% Damage per level which should increase DPS by around 28.5%.
If we use Blind Jhon's numbers in post 112, the Tempest's DPS with that setup would be around 17.3 DPS - hardly game breaking, yet a significant step in the correct direction. Add in the suggestions for 150m3 drone bay and 100m3 bandwidth and the ship would be back without stepping on either the Mael's or Phoon's toes.
Even with these changes I think Artillery needs work (i.e. at very least a larger clip size) but this magnitude of change is the type that's needed.
|

I SoStoned
|
Posted - 2008.06.21 20:52:00 -
[152]
Don't change anything about the ship's PG/CPU, slots, or bonuses.
Just make it an 8/8/8 layout and let the players work out the fittings.
|

AstroPhobic
|
Posted - 2008.06.21 21:05:00 -
[153]
Originally by: I SoStoned Don't change anything about the ship's PG/CPU, slots, or bonuses.
Just make it an 8/8/8 layout and let the players work out the fittings.
6 650mm IIs/Barrage, 2 Neut/Siege/Nos/Whatever 5 Large Shield Extender IIs, 3 Invulnerability Field IIs 8 Shield Power Relay IIs
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 21:21:00 -
[154]
Originally by: AstroPhobic
Originally by: I SoStoned Don't change anything about the ship's PG/CPU, slots, or bonuses.
Just make it an 8/8/8 layout and let the players work out the fittings.
6 650mm IIs/Barrage, 2 Neut/Siege/Nos/Whatever 5 Large Shield Extender IIs, 3 Invulnerability Field IIs 8 Shield Power Relay IIs
Atleast you are brainstorming & then still the Tempest would be still useless if you set it up like that. Are we really brainstorming now into insanity?
I found it also funny why you choose the 650mm instead of 800mm. Is there any use of the 800mm? If not? I geuss that should be looked at it too. (Also the 425mm Medium Projectile counts in this)
Well, if this can take up 8 months & without results, I keep just on skilling towards Amarr. Cause before that time I fly their BS's already effectively.
PS: If you think I am lying/bluffing, I am happy to post a proof.
************ BOOST MINMATAR!!! ************ |

SickSeven
|
Posted - 2008.06.21 21:24:00 -
[155]
as stated before. It's more a problem with Minmatar weaponry than the ship itself. We need to fix the weapons first, and THEN see what needs to change on the ship.
|

Veryez
|
Posted - 2008.06.21 21:32:00 -
[156]
Originally by: Jalif
I found it also funny why you choose the 650mm instead of 800mm. Is there any use of the 800mm? If not? I geuss that should be looked at it too. (Also the 425mm Medium Projectile counts in this)
AC's have diminishing returns. Going up in gun size results in a smaller increase in DPS then going up an equivalent size in either hybrids or lasers. Also for AC's, smaller gun + gyro > larger gun + fitting mod.
Originally by: Jalif
Well, if this can take up 8 months & without results, I keep just on skilling towards Amarr. Cause before that time I fly their BS's already effectively.
PS: If you think I am lying/bluffing, I am happy to post a proof.
No I believe you, which is why I'm looking at hybrids for next year...
|

AstroPhobic
|
Posted - 2008.06.21 21:47:00 -
[157]
Originally by: Jalif Well, if this can take up 8 months & without results, I keep just on skilling towards Amarr. Cause before that time I fly their BS's already effectively.
PS: If you think I am lying/bluffing, I am happy to post a proof.
I'm skilling medium energy turret 5 as we speak. Amarr ftw 
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.21 22:14:00 -
[158]
Originally by: AstroPhobic
Originally by: Jalif Well, if this can take up 8 months & without results, I keep just on skilling towards Amarr. Cause before that time I fly their BS's already effectively.
PS: If you think I am lying/bluffing, I am happy to post a proof.
I'm skilling medium energy turret 5 as we speak. Amarr ftw 
Just watch, just on the moment that everybody is skilling for something else or they are already there. Then they will buff minmatar. ************ BOOST MINMATAR!!! ************ |

AstroPhobic
|
Posted - 2008.06.21 22:22:00 -
[159]
Originally by: Jalif
Originally by: AstroPhobic
Originally by: Jalif Well, if this can take up 8 months & without results, I keep just on skilling towards Amarr. Cause before that time I fly their BS's already effectively.
PS: If you think I am lying/bluffing, I am happy to post a proof.
I'm skilling medium energy turret 5 as we speak. Amarr ftw 
Just watch, just on the moment that everybody is skilling for something else or they are already there. Then they will buff minmatar.
That's fine with me, I already have t2 large guns/BS 5, so I'll have a leg up. 
|

Wrayeth
Inexorable Retribution
|
Posted - 2008.06.21 23:45:00 -
[160]
Here's my suggestion for how to fix the tempest:
http://oldforums.eveonline.com/?a=topic&threadID=711359&page=1#1 -Wrayeth n00b Extraordinaire "Look, pa! I just contributed absolutely nothing to this thread!" |

Blind Jhon
|
Posted - 2008.06.22 07:43:00 -
[161]
Edited by: Blind Jhon on 22/06/2008 07:44:13
Originally by: Wrayeth Here's my suggestion for how to fix the tempest:
http://oldforums.eveonline.com/?a=topic&threadID=711359&page=1#1
added
and
Originally by: Veryez
Increase the bonuses. Make it a true DPS platform - it would be the simplest solution. Nothing overpowered, but enough to overcome the passive tanks that other races can field. While I haven't run the exact numbers, try something like 7.5% ROF per level, 7.5% Damage per level which should increase DPS by around 28.5%.
If we use Blind Jhon's numbers in post 112, the Tempest's DPS with that setup would be around 17.3 DPS - hardly game breaking, yet a significant step in the correct direction. Add in the suggestions for 150m3 drone bay and 100m3 bandwidth and the ship would be back without stepping on either the Mael's or Phoon's toes.
Even with these changes I think Artillery needs work (i.e. at very least a larger clip size) but this magnitude of change is the type that's needed.
Veryez keep in mind i calculate the dsp on t1 turrets whitouth any skills.... 
in my actually little little opinion
this would be great ROF bonus 5% 7.5% and increased drone bay
or
8/5/7 slot layout (not moving one, ADDING one) and a spped boost (+ 20m\s) as wrayeth sayd
anyways i hope someone has new ideas (even better than mine )
|

To mare
|
Posted - 2008.06.22 10:17:00 -
[162]
Originally by: Veryez Since we're brainstorming ideas, throw this on the pile. Those of us who fly the tempest really don't want the layout changed. The 8/5/6 layout means no matter how you set it up you will never armor tank as well as an 8/4/7 layout or shield tank as well as an 8/6/5 layout. While some have suggested giving the Tempest a 7th gun (which surprisingly a torp launcher in the 7th slot does about the same dps) or 7th low (better tank), how about this. Increase the bonuses. Make it a true DPS platform - it would be the simplest solution. Nothing overpowered, but enough to overcome the passive tanks that other races can field. While I haven't run the exact numbers, try something like 7.5% ROF per level, 7.5% Damage per level which should increase DPS by around 28.5%.
If we use Blind Jhon's numbers in post 112, the Tempest's DPS with that setup would be around 17.3 DPS - hardly game breaking, yet a significant step in the correct direction. Add in the suggestions for 150m3 drone bay and 100m3 bandwidth and the ship would be back without stepping on either the Mael's or Phoon's toes.
Even with these changes I think Artillery needs work (i.e. at very least a larger clip size) but this magnitude of change is the type that's needed.
you cant change the bonus of tempest like this without breaking tha maelstrom bonus of minmatar BS are really cool slot layout of minmatar BS is just OK but isnt that bad at all drone bay of minnie BS are balanced minnie arent a drone race
guns are clearly BROKEN, autos are subpar to everything and arty are just crap right now.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.22 11:58:00 -
[163]
Well, we know were the problem lies. But what do we do now then? Make our own stats & show it to the others? Cause we are clearly stuck on this moment. Everytime we come back to the same thing: Projectiles Are Broken. We are sadly not getting anywere & get always the same conclusion. Time to bring the calculaters out? ************ BOOST MINMATAR!!! ************ |

To mare
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Posted - 2008.06.22 12:23:00 -
[164]
id like to see something from CCP first. if they plan to do something or if we should just start train for amarr
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.22 13:38:00 -
[165]
Edited by: Jalif on 22/06/2008 13:42:26
Originally by: To mare id like to see something from CCP first. if they plan to do something or if we should just start train for amarr
Or Gallente/Caldari.
But hee, should we really expect a response from CCP? Cause they never do & I won't think they will ever respond on this one. So all what we discuss here is a lost cause. Damn, that feels bad. Well I hope "they" will atleast do/tell something. ************ BOOST MINMATAR!!! ************ |

SickSeven
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Posted - 2008.06.22 13:50:00 -
[166]
Originally by: Jalif Edited by: Jalif on 22/06/2008 13:42:26
Originally by: To mare id like to see something from CCP first. if they plan to do something or if we should just start train for amarr
Or Gallente/Caldari.
But hee, should we really expect a response from CCP? Cause they never do & I won't think they will ever respond on this one. So all what we discuss here is a lost cause. Damn, that feels bad. Well I hope "they" will atleast do/tell something.
They will respond if we keep at it. This discussion has just begun. They changed things for the amarr did they not? And minmatar weapons are so utterly and totally outclassed I dont think they can ignore it. Patience and determination will see us through.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.22 13:58:00 -
[167]
Edited by: Jalif on 22/06/2008 13:58:32
Originally by: SickSeven
Originally by: Jalif Edited by: Jalif on 22/06/2008 13:42:26
Originally by: To mare id like to see something from CCP first. if they plan to do something or if we should just start train for amarr
Or Gallente/Caldari.
But hee, should we really expect a response from CCP? Cause they never do & I won't think they will ever respond on this one. So all what we discuss here is a lost cause. Damn, that feels bad. Well I hope "they" will atleast do/tell something.
They will respond if we keep at it. This discussion has just begun. They changed things for the amarr did they not? And minmatar weapons are so utterly and totally outclassed I dont think they can ignore it. Patience and determination will see us through.
Until that Patience & Determination I already skilled for Amarr BS & I would be able fly them effectively. That does not sound right neither that is right. I am not going to wait a long time before they fix it? Neither I am continue to skill further for minmatar becuase I only would get depressed about my damage & tanking ability. Only thing that is going to stop me if somebody of CCP post something like this: "we know/understand the problem, we will look into it". Meaning that they care. As far as I don't hear any response it shows to me that they don't care.
Goodbye to: Specialization & Focus on one race. It is just not possible because you will get eventually screwed in the ars. ************ BOOST MINMATAR!!! ************ |

Troezar
Personal Vendetta Vendetta Alliance.
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Posted - 2008.06.22 14:04:00 -
[168]
Having specialised in Minmatar BS's and projs and been very underwhelmed once I got there I too am training Amarr. I'm not entirely sure how they should be tweaked but relevant points are:
1, T2 guns don't deal EMP dmg with T2 ammo. 2, Falloff dmg is poor 3, Range dictation is no longer valid now everyone fits mwd's 4, For a "speed" race tracking is poor
Change some or all of the above while retaining game balance and we'll be back in business...
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Furb Killer
USC Militia
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Posted - 2008.06.22 19:23:00 -
[169]
free bump from me.
A while back i started crosstraining from gallente to amarr, (hurricane ftw). So now i had t2 projectiles, having fun for a while in cane, but what now. I can go minnie BS or cruiser lvl V. Without doubt minnie has some nice t2 cruisers, but i also looked at the BS. Phoon required bit much SP investment with also needing cruise missiles. (and i also dont have t2 heavy drones). So then look at the other two, mael requires shield tank, but is an option. Tempest is supposed to be sucky according to others, but serious, it has double damage bonus, how sucky can it be? Adding default fitting into EFT -> . That thing seriously sucks. (yeah i know there is more than EFT'ing, but the average t2 ibis fit is better choice if you got unlimitted isk).
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Tarron Sarek
Cadien Cybernetics
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Posted - 2008.06.23 02:08:00 -
[170]
Edited by: Tarron Sarek on 23/06/2008 02:12:34 Ah well, although this might be wasted time, I'll write down my thoughts. I won't argue in terms of 'roles', as I hate fixed roles and stuff. Ships should simply be worth using.
1. Problem: Shifted base damage of projectile ammo. Guess not many know about his, but long range proj. ammo does more base dmg and short range ammo does less base dmg than crystals or hybrid charges. It's the two ammo types at both ends, which are affected, because the 2nd/3rd have the same value (e.g. Phased Plasma L (32+8) = Fusion L (8+32))
Most notably: Multifreq. L does 48 Antimatter L does 48 EMP L does 44 That's a lack of 9% base damage for max dmg short range ammo, which happens to be the projectile user's preferred ammo, due to the huge falloff of his guns. The long range ammo 'advantage' isn't really one, because for autocannons nuclear or c.lead are a no-go (differences in optimal are laughable) and in sniper-battles T2 ammo reigns supreme. Well the latter might be an argument (faction C.Lead?), I actually don't know, but it won't soothe the pain for those who run missions or love PvP infights. So what is left is a 9% disadvantage. I don't know what Minmatar players out there would do for a 9% dmg imp, but it might be quite a lot..
2. Damage difference between Blasters and Autocannons too big. While I agree with the designers that there has to be a difference, and AC's dealing the same DPS as Blasters would be broken, DPS is the deciding factor nowadays, unfortunately I might add, and IMHO the difference is just a bit too big. Example? Sure. Neutron Blaster Cannon II: 25.2 (using Antimater, without skills) 800mm Repeating Artillery II: 17.7 (using EMP L, without skills) For everybody too lazy to reach for a calc, that's a whooping 30.2% less for EMP, or the other way around, 42.4% more for AM. Just in case, it applies to all variants and skill levels. Comparing std. T1 with all skills to V yields the same result. Regarding mid-caliber (Ion <-> 650mm), it's a bit less of an issue due to the big range difference. Part of the huge difference originates from the ammo disparity, but still, even without it the largest Blaster does 29.6% more base dmg than the largest AC. Which brings me to the next point.
3. 800mm autocannons not worth using. Any objections? Good. Reasons are a.)same falloff, b.)fitting requirements and c.)no noticeable dmg difference to offset a. and b. The dmg difference between Neutron and Ion Blasters is 6,3% (and there's the range difference) The dmg difference between 800mm and 650mm autocannons is 4,7% Plus tracking on lower calibers is better, while range on AC's is virtually the same. Therefore the highest caliber ACs should at least receive a 1.5% dmg increase to make them a bit more worth using and narrow the gap between blasters and autocannons (by a tiny bit).
4. Agility / Speed As has been mentioned, the Tempest could use a bit more agility. Quite simple. 145 m/s probably wouldn't hurt anyone, either.
5. HP This is just a small one and my personal opinion. To emphasize the Tempest's versatility, it's hp should reflect it. So I'd tweak it to 6641/6641/6641 instead of 6954/6211/6641. It's a slight hp boost btw, but really, I don't get why a Raven should have both more shield and more armor hp..
Now take all these tweaks, throw them on the Tempest and try it out. Maybe it's already enough, maybe ACs need an additional across the board 3% dmg increase (be it RoF or dmg modifier).
Artillery is a different beast, but I didn't go into it as I don't think it would really help the Tempest. 5% dmg instead of RoF bonus for the Maelstrom might be the better 'Minmatar fleet BS' fix.
___________________________________
Balance is power, guard hide it well
-Ceterum censeo Polycarbonem esse delendam-
('nerf' means 'incompetence', esp. when you use it) |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.23 04:57:00 -
[171]
Originally by: Tarron Sarek
An Amazing Long GOOD Post
Tarron, you reflect very good the problem of the AC & The Tempest. I see everyday more and more numbers that PROOF that atleast AC needs a little boost.
About artillery. Yeah... that is a whole diffrent thing. I agree with you. ************ BOOST MINMATAR!!! ************ |

Blind Jhon
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Posted - 2008.06.23 10:06:00 -
[172]
Edited by: Blind Jhon on 23/06/2008 10:13:08
TARRON GOOD post!
Can i sum up all the problem in 2 big categories?
1) tempest is surclassed every other bs beat him in tank pourpose, and many has more dps than he has
2) AC due to low max damage ammo and low differnce beetwen the various gun's caliber, high rof, sucky max range.
AC as we all pointed out surely need some improvements and maybe, if we will find a way to persuade ccp doing this,a level in ammo max damage, a boost of 800mm caliber and maybe a general ROF decrease would be a real providential manna from the sky.
but even if we wuold persuade ccp getting AC fixed, this wuold be enought? no. please follow my tought
the "does minmatar tank?" post are evrywhere. i understand our sub tank, it's in relation to our uber velocity agility targeting speed ability to manage our LITTLE capacitor better tha other races
but now if we read all these point under a battleship Point of view -is +20m/s than bs's average velocyty whitout the possybility of "nano" it out, whit the heat age is useless, and fo the LOL hyperion go faster than mael. and anyways... it's a battleship not an interdictor 
-agility scorpion beat tempest, and typhoon (tanks nanophoon)
-targeting speed, i think anyone agree whit me, if i say that in a bs class ship the matter is how long does it targets?
-capacitor manage... just tell me, when you are doing brutix dps (in order to have decent tank) but you get blown up quicker than others.... what do you do whit the energy you put by?
and dps boost would compensate our low tank ability in the bs class? NO!
SO we need at least to have our AC fixed BUT ccp fix them keeping in mind, NOT that we use no cap, BUT that our bs general suck, and our main gunboat the tempest basically do not tank.... so if we boost the Damage output, it must be in the way tempest can OUTGANK all the other bs who tank better.
instead, i think the simplest way to fix all the problems, is to bring AC (and artillery) in line whit other large gun (see above greenwritten), and do something to tempest broken versatility and subpar tank (ADD, not swapp, add a lowslot and little more drone bay? )
Edit: hoping you all wuold bring more interesting argument and ideas
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Trojanman190
D00M.
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Posted - 2008.06.23 13:58:00 -
[173]
Originally by: Crellion Minmattar BSs are fine tbh, its the HACs, Reckons, frigs, BCs, Commands that need moar help /me runs away from the Minnie whiner squad.
Seriously. Minmattar are the pvp ships. They make you use your brian and if you do they are vastly superior to any other race's same class for pvp. However a couple of years ago minnie community leaders (LOL) decided that using guile on the forums was more sueful than using it in game.
RESULT> The norm is in evry class the Minnie choise outspeeds, out manoeuvres out locks, out warps, out ranges and generally POWNs and does 0.5 average less DPS than the uberest Gallente or Ammar equivalent (that needs to submit a triplicate application to turn and has 3 week waiting periods to lock)
I use all 4 races nowdays so this just amuses me but ... it amuses me a lot :D
Before you post rubbish about flying every race in the game you better make sure nobody can google your killboard. You fly ONE minmatar ship, the typhoon and YOU DO NOT FIT GUNS TO IT. In your top weapon listing you do not have an autocannon listed once, of any size. (ok you have flown the rifter twice, you are clearly an expert).
Now not to bash you too hard, your phoon setup is similar to what I used to use, neuts nos and cruise or torp. Why no ac? Because they suck, thank you for helping this thread out with your brimming minmatar experience.
So in a thread about the TEMPEST, AC and ARTILLERY... YOU DO NOT USE ANY OF THEM. Get the hell out of this thread and go troll somewhere else, this thread has had some incredible discussion about how to solve the cruddy minmatar situation and we don't need fools like you ruining it.
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Maeltstome
Suicidal Office Clerks
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Posted - 2008.06.23 17:08:00 -
[174]
Originally by: Selia Rain Try the classic gang setup with a shield tank and 3x gyro+800mm AC. It's classic because it's rarely used anymore, not because it's crap.
With a shield tank you: Can fit 3x gyros easy. Can fit siege launchers with a fitting mod. Can fit falloff rigs without worrying overmuch about pg use.
Dps is over 1k with siege and 5x hammerheads, on the other hand, a mere 400-500 dps tank is nothing special, but the damage is well worth it, in my opinion.
Your EFT argument is good until you get into a fight with no tackle gear or speed mods. GL killing a target in a close range BS without a web/mwd. -------
[12:07] w33Daz: a trained 1 skill fur 24 mins n it took 2 days aff drones lvl 5 [12:07] w33Daz: A WIS LIKE WTF |

Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.23 17:12:00 -
[175]
Originally by: Trojanman190 I hadn't even thought of the stuff about how passive tanks hurt the minmatar battleships, extremely good points by Siddy and Veryez. I was 'raised' (ie, grew out of noobdom) on the idea of dual rep setups ruling the battlefield, and they are TONS of fun to fly, when I rarely get to fly them... but you are right. Repairing for 800 defense per second is pretty useless against two opponents and will completely burn out in 2 - 3 minutes anyways regardless of whether or not my guns take cap... an hp tank would still be standing. =( Sad but completely completely true.
However I do not agree that ANYTHING should be nerfed anymore. CCP needs to break the habit of nerfing things and instead needs to start boosting for balance.
I dunno, I like the idea of nerfing plates and extenders. The other option would be boosting active tanking which would make killing targets solo that much harder and drive people into larger and larger gangs.
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.23 17:14:00 -
[176]
Originally by: Maeltstome
Originally by: Selia Rain Try the classic gang setup with a shield tank and 3x gyro+800mm AC. It's classic because it's rarely used anymore, not because it's crap.
With a shield tank you: Can fit 3x gyros easy. Can fit siege launchers with a fitting mod. Can fit falloff rigs without worrying overmuch about pg use.
Dps is over 1k with siege and 5x hammerheads, on the other hand, a mere 400-500 dps tank is nothing special, but the damage is well worth it, in my opinion.
Your EFT argument is good until you get into a fight with no tackle gear or speed mods. GL killing a target in a close range BS without a web/mwd.
Even worse is when you realize a megathron can hit the same 1k dps with a similar dps tank but with twice the effective HP while hacing the MWD/Web/Scram that tempest lacks.
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Maeltstome
Suicidal Office Clerks
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Posted - 2008.06.23 17:24:00 -
[177]
I do agree that the tempest as a BS is a little out of balance with others, but as people have pointed out - nerfs to random other modules etc. have hurt it the most, since it's strength was always the utility slots it had. Now utility modules are practically useless, since they need to be bonus'd to be effective (unless stacked).
I think active tanking needs a boost - this would massively benefit a tempest pilot due to capless weapons... but aslong as buffer tanks are superior the tempest will be sub-par. Shield tanks don't suffer as much due to SBA's but armor reps feel the burn. Give reps the ability to really stave off some MASSIVE dps at the cost of more cap, eg. instead of 400 cap for 800 armor and up it by like 20% at least. This would mean an active-armor tanking ship (eg. the tempest) could burn cap charges and and use nos to get through the inital volleys while nailing down buffer tanks.
I still think's projectiles need love, but this change would make eve a bit more exciting for those of us who choose not to fly megathrons or geddons. -------
[12:07] w33Daz: a trained 1 skill fur 24 mins n it took 2 days aff drones lvl 5 [12:07] w33Daz: A WIS LIKE WTF |

Maeltstome
Suicidal Office Clerks
|
Posted - 2008.06.23 17:25:00 -
[178]
Originally by: Gavin Darklighter
Originally by: Maeltstome
Originally by: Selia Rain Try the classic gang setup with a shield tank and 3x gyro+800mm AC. It's classic because it's rarely used anymore, not because it's crap.
With a shield tank you: Can fit 3x gyros easy. Can fit siege launchers with a fitting mod. Can fit falloff rigs without worrying overmuch about pg use.
Dps is over 1k with siege and 5x hammerheads, on the other hand, a mere 400-500 dps tank is nothing special, but the damage is well worth it, in my opinion.
Your EFT argument is good until you get into a fight with no tackle gear or speed mods. GL killing a target in a close range BS without a web/mwd.
Even worse is when you realize a megathron can hit the same 1k dps with a similar dps tank but with twice the effective HP while hacing the MWD/Web/Scram that tempest lacks.
Burned, dude. -------
[12:07] w33Daz: a trained 1 skill fur 24 mins n it took 2 days aff drones lvl 5 [12:07] w33Daz: A WIS LIKE WTF |

Trojanman190
D00M.
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Posted - 2008.06.23 17:26:00 -
[179]
Originally by: Gavin Darklighter
Originally by: Trojanman190 ..stuff i sed...
I dunno, I like the idea of nerfing plates and extenders. The other option would be boosting active tanking which would make killing targets solo that much harder and drive people into larger and larger gangs.
Yea I realize that there are issues with the other option, but RR gangs are one of my fav things in eve since the fights can last for ages... It was a little disconcerting to see that 1 on 1 an hp buffered battleship can tank far far far far longer than an active dual rep battleship. 1 on 1s don't really happen but this problem only gets far worse as more ships get thrown into the mix, in which case the buffer tanked ship has a definite advantage.
Also, If nerfing is the only option, how? Reducing their effectivness by 50% would still mean that an hp tanked ship would beat a dual rep version of itself 1 on 1, which would mean that the hp tank is still the superior choice. Maybe a boost to active tanking is the right way to go... think about it you can only hold the active tank for X amount of time due to cap, whereas the hp buffer needs no cap for tanking.
If an active tanked, dual rep tempest could last for 3 or 4 minutes against 2 to 4 targets of the same size, that might make the capless guns a lot more useful. Also there is an entire class of ships that can always tank better than any other ship in their class can dish out: carriers.
Maybe it's not so bad an idea but it is really far out. Kind of off topic too. Changing the guns to compete with other ships using passive tanks would probably be a lot easier to do and CCP has a higher likelihood of actually doing it.
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Blind Jhon
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Posted - 2008.06.23 19:05:00 -
[180]
Edited by: Blind Jhon on 23/06/2008 19:08:15
trojan i'm starting fall in love whit you... every post you do i have one of mine adsurd ideas (for your all joy )
and if a new module be introduced?
here i present you the INVULNERABILITY CARAPACE the invulnerability field counterpart
the idea is a hig energy cost module who give a sick resistance
classic 1%on all passive resist
about 40 % (50% the t2 variant) to all active resistence; activation cost 60 t1 version, and 70 t2 version (or more in order amarr won't use it, maybe nither gallente).
cpu usage is 60 too and powergrid is 1
need hull upgrade IV and mechanic II
this plus the suffered large AC (and arty) boost [or is it large suffered?] will be enouth?
so tempest could fit dual rep+carapace hardner+suitcase+2*gyro the module must be done in order to give omny ressist about 70%, using so much energy that only nocap gun user can fit them (caldary shield tank so no problem)....
am i too crazy? is my entire post pure crap maid?
edit: obviously the named version is: blinding reflection carapace 
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.23 19:19:00 -
[181]
Just give us a boost.... I think we layed down enough "proof" for balancing this out. /me gettin Insane. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.23 19:33:00 -
[182]
Edited by: Trojanman190 on 23/06/2008 19:36:08 Edited by: Trojanman190 on 23/06/2008 19:35:01
Originally by: Blind Jhon Edited by: Blind Jhon on 23/06/2008 19:08:15
trojan i'm starting fall in love whit you... every post you do i have one of mine adsurd ideas (for your all joy )
My girl might have something to say to you. Plus I feel a little uncomfortable...
Originally by: Blind Jhon
and if a new module be introduced?
...new module stuff...
I totally had a new module idea myself but i figured it was a little off topic + ccp does not like to drastically change things unless it's a nerf. I was thinking about adding in something like a "60 second siege" module. You wouldn't have the sig and tracking penalties but it would basically stick you in place for 60 seconds or at least have the effect of a 90% web being applied to you. The end result is your tanking efficiency goes nuts.
Pest and fast small ships (like the deimos) could use their speed to get into range and then turn this bugger on to actually survive up close and persoanl like that. Currently, tanking anything smaller than a commandship within web range of my tempest is suicide (even commandships, neuts hurt very badly). And along those same lines, taking my tempest within web range of anything the same size or bigger is suicide... it should at least be a 50/50 chance =)
The concept is really far out and I doubt ccp would ever make a sweeping change like this module but I think it would be a good way to bring active tanking back to the game.
But since that won't happen I think we need to stick with fixing what we do have. There are a lot of different ways I'm willing to go on these issues because I have only one single bottom line: I want my ships to be feared / useful again. Any change that means my pest or maelstrom or phoon has a strong place for it again is a change that I will support.
Right now I think the best battleship we have is the typhoon. In RR is is absolutely disgusting and even solo a battery of neuts makes it a Sisi favorite. But none of that has to do with autocannons or artillery and there-in lies the problem.
Originally by: Jalif Just give us a boost.... I think we layed down enough "proof" for balancing this out. /me gettin Insane.
Careful what you wish for, the last thing I want now is an explosive nerf or some crap like that. If left to their own devices that's exactly the sort of 'boost' we are going to get.
EDIT: [btw I'm not knocking on absurd ideas, there is never a problem with thinking outside the box. We just might want to be careful about filling up this awesme thread with 'absurd idea' discussion because ccp is extremely conservative. Eg: to fix amar they lowered a resistance by 10% and made one module slightly harder to fit.
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.23 22:27:00 -
[183]
Originally by: Blind Jhon
here i present you the INVULNERABILITY CARAPACE the invulnerability field counterpart
the idea is a hig energy cost module who give a sick resistance
classic 1%on all passive resist
about 40 % (50% the t2 variant) to all active resistence; activation cost 60 t1 version, and 70 t2 version (or more in order amarr won't use it, maybe nither gallente).
You do realize that such a module would help "passive" tanks just as well as active tanks right? Not only that, it would destroy all ballance that exists in this game.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.23 22:46:00 -
[184]
Originally by: Gavin Darklighter
Seriously, this is a bad idea. If you just boost tanking in general then no one battleship will be able to kill another battleship solo assuming both pilots are worth a crap. Currently in EVE active tanking is strong enough that two very good BS pilots will shoot each other until the loser runs out of cap charges.
Missconception.
Active tanking on a ships that got bonus will help you float 1 vs 1.
active tanking W/o bonuses + energy wepons = fail
Active tanking + torps/drones = chanse
Activetanking + projectiles = fail
most current passive BS fits boast +1000 DPS, thats more than enought to render Vanilla 5 module armor tank. And in many cases, active shield tanks too, atlho shield tankkers can boost DPS via fre lows and stand a chanse.
------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Tarron Sarek
Cadien Cybernetics
|
Posted - 2008.06.23 23:01:00 -
[185]
Originally by: Maeltstome Now utility modules are practically useless, since they need to be bonus'd to be effective (unless stacked).
Erm, I beg to differ. 1. Heavy Nos/Neut (and no, Nos still works as ever, as long as your cap is lower than your enemy's) 2. Large remote armor repairer 3. Smartbombs 4. Torp launchers (well not exactly utility modules, but extra DPS)
___________________________________
Balance is power, guard hide it well
-Ceterum censeo Polycarbonem esse delendam-
('nerf' means 'incompetence', esp. when you use it) |

AstroPhobic
|
Posted - 2008.06.23 23:38:00 -
[186]
Originally by: Tarron Sarek
Originally by: Maeltstome Now utility modules are practically useless, since they need to be bonus'd to be effective (unless stacked).
Erm, I beg to differ. 1. Heavy Nos/Neut (and no, Nos still works as ever, as long as your cap is lower than your enemy's) 2. Large remote armor repairer 3. Smartbombs 4. Torp launchers (well not exactly utility modules, but extra DPS)
Not utility highs. Utility mids. ECM, Damps, TDs, etc
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Terracomm
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Posted - 2008.06.23 23:46:00 -
[187]
Having used every weapon system on a myriad of ships ranging every faction since I started playing, I find this pathetic. It is not just the large artillery / Auto-cannons I find underwhelming, it is the entire line of Projectile weapons. I really want to like using Projectiles, but now I have avoided using them more as time continues and just jump into one of my other ships using a different weapon system.
Oh well, I will be told that it is worth it since projectiles use no cap and Minmatar have awesome Cruisers / Frigates. 
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Tarron Sarek
Cadien Cybernetics
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Posted - 2008.06.24 00:07:00 -
[188]
Originally by: AstroPhobic Not utility highs. Utility mids. ECM, Damps, TDs, etc
Sorry, my bad. When reading 'utility' I always have utility highs in mind. Never used the term in conjunction with med slots.
Anyway, I wouldn't go so far and call TDs useless ^^
___________________________________
Balance is power, guard hide it well
-Ceterum censeo Polycarbonem esse delendam-
('nerf' means 'incompetence', esp. when you use it) |

Toolivus
Verdant Inquiries
|
Posted - 2008.06.24 01:45:00 -
[189]
The formatting of the op and the thread's title alone make me hate your ****ty ideas.
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Blind Jhon
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Posted - 2008.06.24 12:03:00 -
[190]
Originally by: Siddy
Originally by: Gavin Darklighter
Seriously, this is a bad idea. If you just boost tanking in general then no one battleship will be able to kill another battleship solo assuming both pilots are worth a crap. Currently in EVE active tanking is strong enough that two very good BS pilots will shoot each other until the loser runs out of cap charges.
Missconception.
Active tanking on a ships that got bonus will help you float 1 vs 1.
active tanking W/o bonuses + energy wepons = fail
Active tanking + torps/drones = chanse
Activetanking + projectiles = fail
most current passive BS fits boast +1000 DPS, thats more than enought to render Vanilla 5 module armor tank. And in many cases, active shield tanks too, atlho shield tankkers can boost DPS via fre lows and stand a chanse.
ok soaccording to you active tank on a tempest will allways result a failure

So why not ask for a 7th low slot? whit 7 low a buffertank is more tan possible.... isn't it?
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.24 12:12:00 -
[191]
Originally by: Blind Jhon
Originally by: Siddy
Originally by: Gavin Darklighter
Seriously, this is a bad idea. If you just boost tanking in general then no one battleship will be able to kill another battleship solo assuming both pilots are worth a crap. Currently in EVE active tanking is strong enough that two very good BS pilots will shoot each other until the loser runs out of cap charges.
Missconception.
Active tanking on a ships that got bonus will help you float 1 vs 1.
active tanking W/o bonuses + energy wepons = fail
Active tanking + torps/drones = chanse
Activetanking + projectiles = fail
most current passive BS fits boast +1000 DPS, thats more than enought to render Vanilla 5 module armor tank. And in many cases, active shield tanks too, atlho shield tankkers can boost DPS via fre lows and stand a chanse.
ok soaccording to you active tank on a tempest will allways result a failure

So why not ask for a 7th low slot? whit 7 low a buffertank is more tan possible.... isn't it?
Against opponen worth its salt? yes.
Every half decent battleship out damage your repair rate on recisted armor by good 200 DPS. that means you got abaut 1 minute time to live.
While your pitiful 800 DPS autocannon fiasko will need good 2 to 3 minute to work on most passive tanks. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Trojanman190
D00M.
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Posted - 2008.06.24 13:06:00 -
[192]
Edited by: Trojanman190 on 24/06/2008 13:06:41
Originally by: Siddy
Originally by: Blind Jhon ...lots of quotes...
ok soaccording to you active tank on a tempest will allways result a failure

So why not ask for a 7th low slot? whit 7 low a buffertank is more tan possible.... isn't it?
Against opponen worth its salt? yes.
Every half decent battleship out damage your repair rate on recisted armor by good 200 DPS. that means you got abaut 1 minute time to live.
While your pitiful 800 DPS autocannon fiasko will need good 2 to 3 minute to work on most passive tanks.
I agree, a 7th low means the buffer tank is possible, but you still wouldn't choose the pest over say, a geddon or a mega because, since their guns use cap they are doing more dps and their for are more useful than you. What good are capless weapons when you have all that cap sitting around? Exactly.... they aren't. And even in RR gangs it isn't that big a deal since everyone is whoring their injectors anyways.
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Crellion
Art of War Cruel Intentions
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Posted - 2008.06.24 14:29:00 -
[193]
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 13:06:41
Originally by: Siddy
Originally by: Blind Jhon ...lots of quotes...
ok soaccording to you active tank on a tempest will allways result a failure

So why not ask for a 7th low slot? whit 7 low a buffertank is more tan possible.... isn't it?
Against opponen worth its salt? yes.
Every half decent battleship out damage your repair rate on recisted armor by good 200 DPS. that means you got abaut 1 minute time to live.
While your pitiful 800 DPS autocannon fiasko will need good 2 to 3 minute to work on most passive tanks.
I agree, a 7th low means the buffer tank is possible, but you still wouldn't choose the pest over say, a geddon or a mega because, since their guns use cap they are doing more dps and their for are more useful than you. What good are capless weapons when you have all that cap sitting around? Exactly.... they aren't. And even in RR gangs it isn't that big a deal since everyone is whoring their injectors anyways.
Lol are you guys joking? Why not fit Heavy or even ned neuts and shut down their guns and tank with all that cap you have sitting around???? Did I misread something? Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Blind Jhon
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Posted - 2008.06.24 14:43:00 -
[194]
i know but it is the only change which can happen... the idea is to tank wile draining theyr cap, obviously not a solo pwn ship but.... something...
i think, in the end, they won't wont fix AC at all, because ccp is afraid of amar hugecap monster tank... so until projectile do les dps than lasers, nobody except minmatar will use them. (or a return to "everybody fit arty" for the great alpha)
if we cant gank atleast tank...
the only remaining solution is the 7th turret but since "we use no cap" everybody is against this idea
so we should be subpar even in tanking?
in this way i think that even whit an PROJECTILE FIX, we should ask (if not the low) a 7th turret 
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Trojanman190
D00M.
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Posted - 2008.06.24 16:01:00 -
[195]
Edited by: Trojanman190 on 24/06/2008 16:04:41
Originally by: Crellion
Lol are you guys joking? Why not fit Heavy or even ned neuts and shut down their guns and tank with all that cap you have sitting around???? Did I misread something?
Yea you did misread something. Stop loling and read the thread. We have been talking about passive tanks for this entire page. Neuts don't help a passive tank.
In a small engagement neuts help, I use them on my tempest but as soon as the engagement gets to a 5 on 5 they are pretty useless. Unless everyone in your gang is using them to shut down individual ships they are pretty ineffective against other battleships. Cap 800s easily nullify a single neut and the remaining neut might shave 30 seconds off the shoot time, which, to a skilled laser wielding pilot is still about 2 minutes. Not much help.
You also seem to forget that an RR is outrageously cap intentisve to use. An RR plus a neut means you are absolutely whoring your capacitor and will burn yourself out before you have done any cap related damage what so ever.
I agree that if everyone stuffed a neut on your could neut out a few ships so they couldn't shoot or RR, but its still not nearly as useful as your 'lol are you kidding' post suggests and requires quite a bit of for thought before hand. Of course you could just tell people not to fly minmatar and put them in a geddon, which can get twice the dps, more armor and better resists than any of the minmatar battleships of similar setup. Which is part of what we are trying to point out.
And speaking of all that cap we have sitting around, most of our ships have smaller capacitors to begin with to compensate for our guns using no cap, so using a cap chewer like a neut almost hurts us as much as our target.
Go back, reread then come back with an opinion. If you lol and think something is so obvious that you might have misread, you probably did.
Edit: I just remembered your post on page 4 "i fly all 4 races". Please stay out of here unless you have something constructive to say. You fly a phoon without acs. If we start talking about phoons and nanos and cruise missiles then feel free to jump in.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 17:19:00 -
[196]
Originally by: Blind Jhon i know but it is the only change which can happen... the idea is to tank wile draining theyr cap, obviously not a solo pwn ship but.... something...
i think, in the end, they won't wont fix AC at all, because ccp is afraid of amar hugecap monster tank... so until projectile do les dps than lasers, nobody except minmatar will use them. (or a return to "everybody fit arty" for the great alpha)
if we cant gank atleast tank...
the only remaining solution is the 7th turret but since "we use no cap" everybody is against this idea
so we should be subpar even in tanking?
in this way i think that even whit an PROJECTILE FIX, we should ask (if not the low) a 7th turret 
Well, if we have to get into tanking, give us a lower signature radius & faster speeds, lower mass (comeone, we only use ductape & scrapmetal) on most of our ships. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.24 17:31:00 -
[197]
Originally by: Jalif
Originally by: Blind Jhon ...stuff jon sed...
Well, if we have to get into tanking, give us a lower signature radius & faster speeds, lower mass (comeone, we only use ductape & scrapmetal) on most of our ships.
The only way I would be somewhat ok with a change like that is if it was actually a CHANGE. Not the piddly -5m3 sig -5% mass + 5% speed that ccp would give us. It would have to be noticable. It would have to make tracking an orbiting battleship like the tempest somewhat difficult for the biggest blasters and lasers, would mean we take reduced torp damage. The change would have to allow us to warp several seconds faster than other battleships of the class.
In the end tho I don't think that this would make any of our ships more usable than they already are. Battleships aren't nano hacs. They will never warp fast enough, never move fast enough, etc. The whole idea behind a battleship is 'battle'. Shooting, tanking, brute force. Beside the nano phoon minmatar battleships used to be used like this, we just used some nifty tricks like ecm to hold our own in that area. Giving us agility and speed at the battleship level would basically just give ccp and excuse to say 'ok we fixed you, you are more minmatary now' but would not solve anything. My tempest would still get tackled by the rapiers rolling around just like any other battleship. My tempest (or any other bs) will still be the last to warp if I take it along with a nano gang. My tempest will still have trouble getting back to gates (compared to my ishtar). My tempest will still be a battleship.
Its just my opinion but I think we need to stop asking for changes that will make the matari battleships into things that they are not. We have 3 of the BEST nano ships in the game. Rapier, Hugin, Vaga. I even see dudes rolling around in munins now due to epic tracking. We are lousy with nano-hit-and-run-awesome. What we need are battleships and the typhoon / tempest / maelstrom don't cut it. Barring the maelstrom (cuz that ****** is just wierd) the tempest and the typhoon are to heavy and slow be considered 'agile' but are also too weak on defense or offense to really fit the battleship bill.
We want battleships and a slightly faster, slightly more agile tempest is not going to help it in today's Eve in anyway.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 17:53:00 -
[198]
Edited by: Jalif on 24/06/2008 17:54:22 Edited by: Jalif on 24/06/2008 17:53:22
Originally by: Trojanman190
Originally by: Jalif
Originally by: Blind Jhon ...stuff jon sed...
...Things That I Said...
The only way I would be somewhat ok with a change like that is if it was actually a CHANGE. Not the piddly -5m3 sig -5% mass + 5% speed that ccp would give us. It would have to be noticable. It would have to make tracking an orbiting battleship like the tempest somewhat difficult for the biggest blasters and lasers, would mean we take reduced torp damage. The change would have to allow us to warp several seconds faster than other battleships of the class.
In the end tho I don't think that this would make any of our ships more usable than they already are. Battleships aren't nano hacs. They will never warp fast enough, never move fast enough, etc. The whole idea behind a battleship is 'battle'. Shooting, tanking, brute force. Beside the nano phoon minmatar battleships used to be used like this, we just used some nifty tricks like ecm to hold our own in that area. Giving us agility and speed at the battleship level would basically just give ccp and excuse to say 'ok we fixed you, you are more minmatary now' but would not solve anything. My tempest would still get tackled by the rapiers rolling around just like any other battleship. My tempest (or any other bs) will still be the last to warp if I take it along with a nano gang. My tempest will still have trouble getting back to gates (compared to my ishtar). My tempest will still be a battleship.
Its just my opinion but I think we need to stop asking for changes that will make the matari battleships into things that they are not. We have 3 of the BEST nano ships in the game. Rapier, Hugin, Vaga. I even see dudes rolling around in munins now due to epic tracking. We are lousy with nano-hit-and-run-awesome. What we need are battleships and the typhoon / tempest / maelstrom don't cut it. Barring the maelstrom (cuz that ****** is just wierd) the tempest and the typhoon are to heavy and slow be considered 'agile' but are also too weak on defense or offense to really fit the battleship bill.
We want battleships and a slightly faster, slightly more agile tempest is not going to help it in today's Eve in anyway.
Fair Enough, I Agree with you. However I do think Signature Radius would help indeed with the tanking ability.
The reason why I choose for minmatar is that their filosofie is basicly: GUNS GUNS GUNS. With that I understood they would be the heaviest damage dealing ships as they didn't have great taking. But after skilling and reaching the 20mil SP I just realized I was wrong. Also I liked the idea of the hit & run tactics, but that doesn't work either these days.
While writhing this I got an idea for the AC & Arty. Why don't we get an amazing high DPS but like arty we have to reload which makes us bad in extended battles.
Since the Armageddon can do 1000DPS & a Mega even more... Why not giving the Tempest (I AM USING TEMPEST AS COMPARSON ALSO FOR OTHER MINMATAR SHIPS) an much higher DPS (1800-2000?) then these ones but it waste amazing load of ammo & only hold it for 20-30SEC? Which is compared to the Armageddon & Mega very short. - Then Increase Falloff as we need to align to get out again, so we can't waste time getting to the target.
As return for this nice bonusses we get a nerf of a reload time of 15sec. Other races wont use the AC (or/and Arty if it will work on the same concept) as it won't work on their ships (I THINK). ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.24 18:27:00 -
[199]
Edited by: Trojanman190 on 24/06/2008 18:28:53
Originally by: Jalif Edited by: Jalif on 24/06/2008 17:54:22 Edited by: Jalif on 24/06/2008 17:53:22
Originally by: Trojanman190 ...stuff i sed...
Fair Enough, I Agree with you. However I do think Signature Radius would help indeed with the tanking ability.
The reason why I choose for minmatar is that their filosofie is basicly: GUNS GUNS GUNS. With that I understood they would be the heaviest damage dealing ships as they didn't have great taking. But after skilling and reaching the 20mil SP I just realized I was wrong. Also I liked the idea of the hit & run tactics, but that doesn't work either these days.
While writhing this I got an idea for the AC & Arty. Why don't we get an amazing high DPS but like arty we have to reload which makes us bad in extended battles.
Since the Armageddon can do 1000DPS & a Mega even more... Why not giving the Tempest (I AM USING TEMPEST AS COMPARSON ALSO FOR OTHER MINMATAR SHIPS) an much higher DPS (1800-2000?) then these ones but it waste amazing load of ammo & only hold it for 20-30SEC? Which is compared to the Armageddon & Mega very short. - Then Increase Falloff as we need to align to get out again, so we can't waste time getting to the target.
As return for this nice bonusses we get a nerf of a reload time of 15sec. Other races wont use the AC (or/and Arty if it will work on the same concept) as it won't work on their ships (I THINK).
Hehe, our philosphy, unfortunately, is definitly not guns guns guns. Look at that poor bastard the typhoon. And ask yourself why a ship with 2 damage bonuses to guns has 4 slots for missile launchers? (tempest) CCP's idea of a joke is the minmatar battleship lineup. Plain and simple.
While I would love to have 1800 dps id also be the first to say it'scompletely broken. That's why ovur nerfed the alpha on our artillery; they didnt like us two shotting cruisers at gates. With 1800 dps we would absolutely melt ships, we would be way to ultimate. I have a nano geddon setup (that im training for) taht does 950 dps from 55km and warps in 6.5 seconds. Hit and run is not totally dead but the its the slow laser dudes that are better at it.
All I would ask for is 800 - 900 dps at say 25km - 35km. Our guns don't take cap so it should NOT surpass the geddon in that respect. Right now at 35km (opt + falloff with barrage) we do roughly 400.
Blasters should OWN up close. You wana melt someone under 5km blaseters should do it and then some.
Lasers should OWN at longer range. Less over all dps than blasters but obscene awesome incredible (they are on my training list) ranges.
There is no middle ground. On paper an ac looks like a middle ground but FALLOFF is fail. If blasters pwn under 10km, and lasers out to 45... should ac get the middile dps around 25km - 30km? Right now we end up getting far less dps than everyone at every range and I do not think that is balanced at all.
EDIT btw your forum foo is strong =) Your idea is not a bad idea at all, I think it's great. However, it, like so many other good ideas, is way to far reaching for something ccp would even consider... especially since they nerfed alpha in the first place =/
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 18:36:00 -
[200]
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 18:28:53
Originally by: Jalif Edited by: Jalif on 24/06/2008 17:54:22 Edited by: Jalif on 24/06/2008 17:53:22
Originally by: Trojanman190 ...stuff i sed...
Things I said (don't change it)
Hehe, our philosphy, unfortunately, is definitly not guns guns guns. Look at that poor bastard the typhoon. And ask yourself why a ship with 2 damage bonuses to guns has 4 slots for missile launchers? (tempest) CCP's idea of a joke is the minmatar battleship lineup. Plain and simple.
While I would love to have 1800 dps id also be the first to say it'scompletely broken. That's why ovur nerfed the alpha on our artillery; they didnt like us two shotting cruisers at gates. With 1800 dps we would absolutely melt ships, we would be way to ultimate. I have a nano geddon setup (that im training for) taht does 950 dps from 55km and warps in 6.5 seconds. Hit and run is not totally dead but the its the slow laser dudes that are better at it.
All I would ask for is 800 - 900 dps at say 25km - 35km. Our guns don't take cap so it should NOT surpass the geddon in that respect. Right now at 35km (opt + falloff with barrage) we do roughly 400.
Blasters should OWN up close. You wana melt someone under 5km blaseters should do it and then some.
Lasers should OWN at longer range. Less over all dps than blasters but obscene awesome incredible (they are on my training list) ranges.
There is no middle ground. On paper an ac looks like a middle ground but FALLOFF is fail. If blasters pwn under 10km, and lasers out to 45... should ac get the middile dps around 25km - 30km? Right now we end up getting far less dps than everyone at every range and I do not think that is balanced at all.
EDIT btw your forum foo is strong =) Your idea is not a bad idea at all, I think it's great. However, it, like so many other good ideas, is way to far reaching for something ccp would even consider... especially since they nerfed alpha in the first place =/
Thx for complimenting on my forum foo.
Well, there are so many good ideas & even writen on paper with numbers/stats. BUt notting is happening. We gave so much good ideas but CCP is not up for testing it, even if it is radical, testing & trying out is the best way. They changed the Heimatar ships of minmatar from "shield" tanked to missle spewing boats. How about we collect now a amount of people who would be availible for testing or just a "LITTLE" Chat with CCP. - YOU SHOULD BE IN IT -
PS: Not me ************ BOOST MINMATAR!!! ************ |

AstroPhobic
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Posted - 2008.06.24 18:38:00 -
[201]
Finally, I think we're getting somewhere. We always knew falloff sucked, but that's only half of the problem. ACs don't fit into the current short range spectrum. There's blasters that melt your face at punching distance, and lasers that melt your face at the same range our arty hits with EMP (maybe farther ). You'd think autos should have some sort of 25-30km optimal.
Given that... we should do about (if not more, by logic, but we have better tracking so I'll let it slide) the same damage as lasers. Optimal of say 27km, falloff still big, say 20-25km. This way we don't fail at range, but still are able to hit pulseboats using scorch with barrage for about half damage. We could ACTUALLY (hey!) kite a megathron, but I don't see any way the pulseboat wouldn't *****our face. At least it would be a step up.
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Trojanman190
D00M.
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Posted - 2008.06.24 18:46:00 -
[202]
Originally by: Jalif Edited by: Jalif on 24/06/2008 18:37:26
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 18:28:53
Originally by: Jalif Edited by: Jalif on 24/06/2008 17:54:22 Edited by: Jalif on 24/06/2008 17:53:22
Originally by: Trojanman190 ...stuff i sed...
Things I said (don't change it)
...stuff i sed...
Thx for complimenting on my forum foo.
EDIT: ok ok ok, missiles missiles, guns guns guns....
Well, there are so many good ideas & even writen on paper with numbers/stats. BUt notting is happening. We gave so much good ideas but CCP is not up for testing it, even if it is radical, testing & trying out is the best way. They changed the Heimatar ships of minmatar from "shield" tanked to missle spewing boats. How about we collect now a amount of people who would be availible for testing or just a "LITTLE" Chat with CCP. - YOU SHOULD BE IN IT -
PS: Not me
I'd love to have a chat with the devs, but that's what we have our amazing CSM representatives for. Not to derail the thread but the CSM forum is 10 times worse than COAD ever was or will be. Our only hope is that someone at ccp is busy strolling the forums and happens upon our gem of a thread. Our second hope is that he bumps into a sensor game designer in the hallway right after he reads this thread. Our third hope is that the day this happens is 'everyone drink beer' day at ccp and ovuer or a senior dood are completely hosed enough to listen. Our last hope is that they are so hosed that they think it would be hilarious to watch so have it done for an internal test upon the completion of which the realize they have something pretty badass to work with.
No, we have the CSM instead. And the most we will ever be able to ask for is 5% here and 5% there. I just hope CCP realizes what a dubacle that entire situation is (was a great idea that failed) and still reads the ships and modules forum.
But don't stop the wacky ideas, even if i keep saying they will never give us any of them. All it takes is a first.
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Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.24 18:53:00 -
[203]
Originally by: Trojanman190
Originally by: Jalif Edited by: Jalif on 24/06/2008 18:37:26
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 18:28:53
Originally by: Jalif Edited by: Jalif on 24/06/2008 17:54:22 Edited by: Jalif on 24/06/2008 17:53:22
Originally by: Trojanman190 ...stuff i sed...
Things I said (don't change it)
...stuff i sed...
Thx for complimenting on my forum foo.
EDIT: ok ok ok, missiles missiles, guns guns guns....
Well, there are so many good ideas & even writen on paper with numbers/stats. BUt notting is happening. We gave so much good ideas but CCP is not up for testing it, even if it is radical, testing & trying out is the best way. They changed the Heimatar ships of minmatar from "shield" tanked to missle spewing boats. How about we collect now a amount of people who would be availible for testing or just a "LITTLE" Chat with CCP. - YOU SHOULD BE IN IT -
PS: Not me
I'd love to have a chat with the devs, but that's what we have our amazing CSM representatives for. Not to derail the thread but the CSM forum is 10 times worse than COAD ever was or will be. Our only hope is that someone at ccp is busy strolling the forums and happens upon our gem of a thread. Our second hope is that he bumps into a sensor game designer in the hallway right after he reads this thread. Our third hope is that the day this happens is 'everyone drink beer' day at ccp and ovuer or a senior dood are completely hosed enough to listen. Our last hope is that they are so hosed that they think it would be hilarious to watch so have it done for an internal test upon the completion of which the realize they have something pretty badass to work with.
No, we have the CSM instead. And the most we will ever be able to ask for is 5% here and 5% there. I just hope CCP realizes what a dubacle that entire situation is (was a great idea that failed) and still reads the ships and modules forum.
But don't stop the wacky ideas, even if i keep saying they will never give us any of them. All it takes is a first.
Lets start a new pyramid.
Well, Then our only choice will be finding the right CSM who could help us. That CSM would be our contact person toward the whole CSM group that talks then with CCP. IF ANY CSM MEMBER SEES THIS OR YOU KNOW A CSM MEMBER WHO IS UP FOR THE JOB - GET HIM IN THIS TREATH PLEASE
In the meanwhile we should keep on discussing on this topic like we did before. We cannot let it die. Also on the same time I will try to take a look in the CSM area if I can find the right person up for this job.
What we still have to do is make a lay-out then for that CSM to make is job only easier.
I like what we are contributing here people. Lets keep this up. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
|
Posted - 2008.06.24 18:56:00 -
[204]
Originally by: AstroPhobic Finally, I think we're getting somewhere. We always knew falloff sucked, but that's only half of the problem. ACs don't fit into the current short range spectrum. There's blasters that melt your face at punching distance, and lasers that melt your face at the same range our arty hits with EMP (maybe farther ). You'd think autos should have some sort of 25-30km optimal.
Given that... we should do about (if not more, by logic, but we have better tracking so I'll let it slide) the same damage as lasers. Optimal of say 27km, falloff still big, say 20-25km. This way we don't fail at range, but still are able to hit pulseboats using scorch with barrage for about half damage. We could ACTUALLY (hey!) kite a megathron, but I don't see any way the pulseboat wouldn't *****our face. At least it would be a step up.
2nd post for room.
Either we need the optimal + falloff you describe or we need to have our falloff massivly increased for the same result.
But the end result would not be a bunch of tempests kiting megas... those days are very dead.
The type of setup I would like to see is something that can keep up with the current nano trend of eve. I think I said it before but I have a geddon setup that does 950 dps from 55km and warps in 6.5 seconds. Why is it that the slow tanking race gets a ship that can pop in, align to escape in a few seconds, and lay down 950 dps from a perfectly safe distance? At 45km my pest wouldn't even be hitting anymore =( At 55km ill be able to hit nano ships who are messing with my gang (in a really mean way) Why do I have to train for another race to fill a role like that?
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AstroPhobic
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Posted - 2008.06.24 18:58:00 -
[205]
This thread is indeed going in the right direction, but it needs to be presented better. No offense to Blind Jhon, especially if english isn't his first language, but we need someone with good grammar/spelling/formatting skills to make a new topic. Reference this one as needed, but ideas need to be clear and straight when presented to get maximum effect. I can tell you right now if I was a CCP employee and looked at the title/OP of this thread, I would just roll my eyes and continue on.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 19:02:00 -
[206]
Edited by: Jalif on 24/06/2008 19:01:56
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 18:57:54 Edited by: Trojanman190 on 24/06/2008 18:57:19
Originally by: AstroPhobic ...Things that AstroPhobic Said...
Either we need the optimal + falloff you describe or we need to have our falloff massivly increased for the same result.
But the end result would not be a bunch of tempests kiting megas... those days are very dead.
The type of setup I would like to see is something that can keep up with the current nano trend of eve. I think I said it before but I have a geddon setup that does 950 dps from 55km and warps in 6.5 seconds. Why is it that the slow tanking race gets a ship that can pop in, align to escape in a few seconds, and lay down 950 dps from a perfectly safe distance? At 45km my pest wouldn't even be hitting anymore =( At 55km ill be able to hit nano ships who are messing with my gang (in a really mean way) Why do I have to train for another race to fill a role like that?
I feel that the above role was a role that the minmatar are absolutely meant for... especially the tempest. More agility and speed wont help it be the heavy hit and run support that you imagine when you look at a space ship with sails...
EDIT: yea i gave up ont he pyramid to a degree lol. Even cutting out text stopped helping.
Hahahaha... I just love your response there. Well yeah, its strange how Amarr & Minmatar a switching roles atm. Currently the best Nano-Ship around is the Curse. It can counter any minmatar recon & if the vega doesn't get out he will be screwed too.
PS: I think amarr needs a nerf, slow them down. ************ BOOST MINMATAR!!! ************ |

AstroPhobic
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Posted - 2008.06.24 19:03:00 -
[207]
I don't see any reason not to give it a decent optimal. It never really occured to me, but if you think about it, it's just set up to suck. It does less damage to begin with, and to fight where you're "supposed to", you get worse and worse. Instead of starting off with losing DPS, we could have a decent optimal. You wouldn't get 55km like amarr, but still a decent range at optimal and in the falloff areas. IMO it's ******** to fire in falloff all the time, because there's no real way to give 800 DPS at 25-30km without dealing 1300 at 3km (stepping on mega's toes), or making falloff 40-50km (might turn silly - or completely kill the need for artillery ).
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 19:04:00 -
[208]
Originally by: AstroPhobic This thread is indeed going in the right direction, but it needs to be presented better. No offense to Blind Jhon, especially if english isn't his first language, but we need someone with good grammar/spelling/formatting skills to make a new topic. Reference this one as needed, but ideas need to be clear and straight when presented to get maximum effect. I can tell you right now if I was a CCP employee and looked at the title/OP of this thread, I would just roll my eyes and continue on.
How about if Trojanman190 (I love him, as EVE-FRIEND! :P rofl) makes a litte summary & give it to blindjon to copy it on the first page. ************ BOOST MINMATAR!!! ************ |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 19:05:00 -
[209]
Originally by: AstroPhobic I don't see any reason not to give it a decent optimal. It never really occured to me, but if you think about it, it's just set up to suck. It does less damage to begin with, and to fight where you're "supposed to", you get worse and worse. Instead of starting off with losing DPS, we could have a decent optimal. You wouldn't get 55km like amarr, but still a decent range at optimal and in the falloff areas. IMO it's ******** to fire in falloff all the time, because there's no real way to give 800 DPS at 25-30km without dealing 1300 at 3km (stepping on mega's toes), or making falloff 40-50km (might turn silly - or completely kill the need for artillery ).
which completly lacks in his job too... ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.24 19:06:00 -
[210]
Well we have so many ideas that we are going to have to agree on some if we want to get anywhere.
I was thinking about starting a website for this issue but the problem is being impartial. The best way for someone to speak their idea is for someone to speak their idea. I wouldn't want to be accused by someone of misunderstanding / misposting / misrepresenting anything. As this thread progresses I may summarize things and put it all on a wiki.
The other problem is that I'm a programmer... and not much of a writer.
I don't want to give up on this thread just yet because, frankly, this thread is pretty awesome and is very constructive. (best thread i've been apart of actually) The more ideas we get the more we can mold our different directions into one coherent movement. Nobody cares about lots of little waves in the sea... its that big tidal wave coming right at you that everyone cares about.
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AstroPhobic
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Posted - 2008.06.24 19:13:00 -
[211]
Originally by: Trojanman190 Well we have so many ideas that we are going to have to agree on some if we want to get anywhere.
I was thinking about starting a website for this issue but the problem is being impartial. The best way for someone to speak their idea is for someone to speak their idea. I wouldn't want to be accused by someone of misunderstanding / misposting / misrepresenting anything. As this thread progresses I may summarize things and put it all on a wiki.
The other problem is that I'm a programmer... and not much of a writer.
I don't want to give up on this thread just yet because, frankly, this thread is pretty awesome and is very constructive. (best thread i've been apart of actually) The more ideas we get the more we can mold our different directions into one coherent movement. Nobody cares about lots of little waves in the sea... its that big tidal wave coming right at you that everyone cares about.
I do agree this is a very productive thread, however it's just not presented well. Perhaps we can get with Blind Jhon and have him revise the title and OP.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 19:17:00 -
[212]
Edited by: Jalif on 24/06/2008 19:18:45
Originally by: Trojanman190 Well we have so many ideas that we are going to have to agree on some if we want to get anywhere.
I was thinking about starting a website for this issue but the problem is being impartial. The best way for someone to speak their idea is for someone to speak their idea. I wouldn't want to be accused by someone of misunderstanding / misposting / misrepresenting anything. As this thread progresses I may summarize things and put it all on a wiki.
The other problem is that I'm a programmer... and not much of a writer.
I don't want to give up on this thread just yet because, frankly, this thread is pretty awesome and is very constructive. (best thread i've been apart of actually) The more ideas we get the more we can mold our different directions into one coherent movement. Nobody cares about lots of little waves in the sea... its that big tidal wave coming right at you that everyone cares about.
Well, I guess you discussing with the right person here too. I got a website for a corp that I ones started but totally failed. It will be still up for a following 10 months.
Well, non of us are good speaker/writers, but togheter we doing a great job here.
But what I already said, lets keep on discussing about this matter. I geuss we have to go trough all the ideas & pick the best of them.
First I think we should start with the guns as we stated before. However we first have to choose between AC's & Artillery. To be honest we should go for Arty as they flaw 10x more then the AC's at this moment.
EDIT: PS: Astro & Trojan, just contact me ingame & maybe I can do something with the website fast as it is not TOTALLY DEATH & this would be a good chance to use it for this kind of stuff.... ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.24 19:18:00 -
[213]
Edited by: Trojanman190 on 24/06/2008 19:23:16 Edited by: Trojanman190 on 24/06/2008 19:22:09
Originally by: AstroPhobic
Originally by: Trojanman190
...stuff i sed...
I do agree this is a very productive thread, however it's just not presented well. Perhaps we can get with Blind Jhon and have him revise the title and OP.
...stuff i said...
Well, I guess you discussing with the right person here too. I got a website for a corp that I ones started but totally failed. It will be still up for a following 10 months.
Well, non of us are good speaker/writers, but togheter we doing a great job here.
But what I already said, lets keep on discussing about this matter. I geuss we have to go trough all the ideas & pick the best of them.
First I think we should start with the guns as we stated before. However we first have to choose between AC's & Artillery. To be honest we should go for Arty as they flaw 10x more then the AC's at this moment.
EDIT: PS: Astro & Trojan, just contact me ingame & maybe I can do something with the website fast as it is not TOTALLY DEATH & this would be a good chance to use it for this kind of stuff....
That another problem. So much is freaking wrong we have to decide on what we want to narrow it down on.
I think its safe to say that: 1. Arty have problems. 2. Ac have problems. 3. The battleships have problems (not the phoon so much)
I think we might wana try to find a way to get a simple solution that would fix as much as possible without making to many small changes.
Personally, I feel that 3 can be knocked off by fixing 1 and 2.
Edit: Also I have website I was using for other eve related purposes that I can throw up a subdomain for all of this, but your offer is appreciated.
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AstroPhobic
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Posted - 2008.06.24 19:23:00 -
[214]
Edited by: AstroPhobic on 24/06/2008 19:25:57 Edited by: AstroPhobic on 24/06/2008 19:24:35 Right. It's not terribly difficult.
We just need something like...
Autocannons
-Current Status text numbers
Proposed Changes text thread links
Artillery
-Current Status text awful numbers
Proposed Changes text thread links
Minmatar Battleships
-Current Status text surprising numbers
Proposed Changes text thread links
I can't figure out the stupid HTML color codes for this site. It won't let me use the names of them or the hex.
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Trojanman190
D00M.
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Posted - 2008.06.24 19:24:00 -
[215]
Edited by: Trojanman190 on 24/06/2008 19:25:01 Dude write up exactly what you think the main can say and we can give some feed back =)
I'm not sure we can fit everything on the main page tho... you will have to be really good at summaries.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 19:43:00 -
[216]
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 19:25:01 Dude write up exactly what you think the main can say and we can give some feed back =)
I'm not sure we can fit everything on the main page tho... you will have to be really good at summaries.
Don't look at me ^^
Well, I think we should state the problems, no solutions yet as that can be 1000 diffrent ones.
Post all the flaws of the minmatar
Btw, I just discovered on the other Large Autocannon topic is because of the Nano-era, minmatar got pretty nerfed too. The reason is is that all the other races have a bigger cap & they only use drones & missles to kill the enemy. Therefore they have more cap for their MWD. While minmatar should be the race who should control those modules as best. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M.
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Posted - 2008.06.24 19:55:00 -
[217]
Edited by: Trojanman190 on 24/06/2008 20:04:43
Originally by: Jalif
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 19:25:01 Dude write up exactly what you think the main can say and we can give some feed back =)
I'm not sure we can fit everything on the main page tho... you will have to be really good at summaries.
Don't look at me ^^
Well, I think we should state the problems, no solutions yet as that can be 1000 diffrent ones.
Post all the flaws of the minmatar
Btw, I just discovered on the other Large Autocannon topic is because of the Nano-era, minmatar got pretty nerfed too. The reason is is that all the other races have a bigger cap & they only use drones & missles to kill the enemy. Therefore they have more cap for their MWD. While minmatar should be the race who should control those modules as best.
Almost, the nano zealot is extremely epicly brutal and it is probably the most cap intensive nano setup around. We DO have a slight bonus for having less cap in the nano sense... our dudes are faster... much faster... unless you have a snaked heavily rigged interceptor you aren't going to keep up with my vagabond.
That speed advantage is not apparent or even relevant at the battleship level, hence the problem. I'm not saying it makes sense for our hacs to have smaller capacitors, it just does not hurt them as much.
EDIT: Tho it might just not be as big a deal to me since after being 'cursed' on several occasions I always roll with an injector.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.24 20:26:00 -
[218]
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 20:04:43
Originally by: Jalif
Originally by: Trojanman190 Edited by: Trojanman190 on 24/06/2008 19:25:01 My Post
Almost, the nano zealot is extremely epicly brutal and it is probably the most cap intensive nano setup around. We DO have a slight bonus for having less cap in the nano sense... our dudes are faster... much faster... unless you have a snaked heavily rigged interceptor you aren't going to keep up with my vagabond.
That speed advantage is not apparent or even relevant at the battleship level, hence the problem. I'm not saying it makes sense for our hacs to have smaller capacitors, it just does not hurt them as much.
EDIT: Tho it might just not be as big a deal to me since after being 'cursed' on several occasions I always roll with an injector.
Not totally true. Our interceptors aren't the fastest (that shipclass has the fastest ships around). Maybe we have the fassest BS, but that doesn't matter either on the battlefield.
On your several occasions you got cursed in your Vegabond, but you are sacrafising now shield defence just to able to survive an other ship who shouldn't be nanod & who will have 2 shield extenders. (WTF? SHIELD EXTENDERS ON AN AMARRIAN SHIP?)
Your mentioning a solution but we will have to sacrafise defence (which is already poor) for just to survive while before the nanofagatory (I love that word now) we didn't had to do that at all. ************ BOOST MINMATAR!!! ************
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 04:59:00 -
[219]
Edited by: Jalif on 25/06/2008 04:59:21 Trojan, already working on something :P?
This is kind of a bumb... I don't want it to die :D
& yeah, we really need to change the first page.... ************ BOOST MINMATAR!!! ************ |

Blind Jhon
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Posted - 2008.06.25 08:13:00 -
[220]
hehe i never been a forum warrior.... maybe i've to apologize for my english i try to do my best (even whit scool's grammar book on the table )
i try to change my opening post.... (i guess you wont be angered whit me if i copy some of yor posts??)

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To mare
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Posted - 2008.06.25 09:06:00 -
[221]
some ideas i had:
Autocannons: 1)make the difference between the different tier of weapon noticeable 2)increase falloff with the tier of the gun 3)increase weapon DPS (unbonused) to a level between blaster and laser DPS should be blaster > projectile > laser. laser will always get an edge over the 18km due to their range but at least autocannon can have a use in 5-15km range.
arty: 1) boost arty DPS to the level of megabeams not decreasing ROF but increasing dmg mod (i would still preferr a HUGE alpha boost wit rof adjusted accordingly but we know what CCP thinks about alphastrike). before laser user whine about cap usage megabeans have better tracking and alot better range (balance) tachyons have still better dps. 2) clip size increased can be good but im not that fussed on it.
minmatar BS: i think minmatar BS will be fine once adjusted the weapons they use.
PS: hail sux like all the T2 short range ammo. fix the damn EMP and RF EMP since noone use long range weapon T1.
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Kagura Nikon
Infinity Enterprises
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Posted - 2008.06.25 10:56:00 -
[222]
Edited by: Kagura Nikon on 25/06/2008 10:57:14
Originally by: To mare some ideas i had:
Autocannons: 1)make the difference between the different tier of weapon noticeable 2)increase falloff with the tier of the gun 3)increase weapon DPS (unbonused) to a level between blaster and laser DPS should be blaster > projectile > laser. laser will always get an edge over the 18km due to their range but at least autocannon can have a use in 5-15km range.
arty: 1) boost arty DPS to the level of megabeams not decreasing ROF but increasing dmg mod (i would still preferr a HUGE alpha boost wit rof adjusted accordingly but we know what CCP thinks about alphastrike). before laser user whine about cap usage megabeans have better tracking and alot better range (balance) tachyons have still better dps. 2) clip size increased can be good but im not that fussed on it.
minmatar BS: i think minmatar BS will be fine once adjusted the weapons they use.
PS: hail sux like all the T2 short range ammo. fix the damn EMP and RF EMP since noone use long range weapon T1.
eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
AC are about fine. Arties are horrible. But i stil think tempest problems are TEMPEST problems not projectile problems. For the reasons i stated a lot of times, the nerf on every ewar mdule on non specialized ship, the nerf to NOS, the neft to kiting due to overheat BROKEN mechanics.
MINmatar don 't need simply MOOOARE DAMGE. We are the alternative combat style race!! we need THAT reintroduced, nut just make us copies of ammar combat style. Its nto damage that will solve this.
Tempest once was great because it coudl defeat other BS usisn somethign other than brute force< THAT is what needs to combe back. If i wanted to just move in ans shoot a lot of damage without usign any tactics I would use an armageddon! ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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To mare
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Posted - 2008.06.25 11:21:00 -
[223]
Originally by: Kagura Nikon [ eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
i always tought blaster was
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Kagura Nikon
Infinity Enterprises
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Posted - 2008.06.25 11:26:00 -
[224]
Originally by: To mare
Originally by: Kagura Nikon [ eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
i always tought blaster was
nope. Blasters are the highest damage AFTER ship bonus applied. Projectiles are SUPPOSED to be the WEAKEST before bonus applied. Why?because minmatar ships have ROF bonus (the best damage bonus) to compensate. If AC had same base damage as lasers, then a maelstrom would be spitting like 1400 dps!!! Completely overpowered ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Zoe Tanaka
Caldari Provisions
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Posted - 2008.06.25 11:44:00 -
[225]
For the Tempest I wouldn't mind losing one of the utility slots for an extra low slot.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 12:10:00 -
[226]
Originally by: Kagura Nikon
Originally by: To mare
Originally by: Kagura Nikon [ eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
i always tought blaster was
nope. Blasters are the highest damage AFTER ship bonus applied. Projectiles are SUPPOSED to be the WEAKEST before bonus applied. Why?because minmatar ships have ROF bonus (the best damage bonus) to compensate. If AC had same base damage as lasers, then a maelstrom would be spitting like 1400 dps!!! Completely overpowered
Add falloff now to your equation. I am sure that 400 DPS will be lost & you will be doing the same damage & tanking as an armegeddon but your range is shorter.
I don't call that overpowerd if you see that a armeggedon only is around 70mil isk & the Mealstrom almost the double of it. ************ BOOST MINMATAR!!! ************ |

Drek Grapper
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Posted - 2008.06.25 12:15:00 -
[227]
Originally by: Kagura Nikon
eemm NO. LAsers are supposed to be the highest damage one before ship bonuses. That si why amarr ships get cap usage bonus and not damage bonus.
AC are about fine. Arties are horrible. But i stil think tempest problems are TEMPEST problems not projectile problems. For the reasons i stated a lot of times, the nerf on every ewar mdule on non specialized ship, the nerf to NOS, the neft to kiting due to overheat BROKEN mechanics.
MINmatar don 't need simply MOOOARE DAMGE. We are the alternative combat style race!! we need THAT reintroduced, nut just make us copies of ammar combat style. Its nto damage that will solve this.
Tempest once was great because it coudl defeat other BS usisn somethign other than brute force< THAT is what needs to combe back. If i wanted to just move in ans shoot a lot of damage without usign any tactics I would use an armageddon!
It has been pointed out (and i agree somewhat) that the ECM/Nos/HP Buff/Heat issues that have affected the Tempest so badly has actually uncovered the fact that large AC's really suck.
Ie: all those game mechanics before they were nerfed, glossed over this fact because the Tempest utilised them so well it didn't need the AC's to be uber.
Oh and great thread people..its awesome to see the Minni's banding together to fix our broken guns/ships!  --------- If the Thorax was a car it would look like this |

To mare
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Posted - 2008.06.25 12:35:00 -
[228]
Originally by: Kagura Nikon
nope. Blasters are the highest damage AFTER ship bonus applied. Projectiles are SUPPOSED to be the WEAKEST before bonus applied. Why?because minmatar ships have ROF bonus (the best damage bonus) to compensate. If AC had same base damage as lasers, then a maelstrom would be spitting like 1400 dps!!! Completely overpowered
do the maths and you will see that blaster have the best dps before the ship bonus, laser have the best range.
so: -blaster have the best raw dps short range. -laser have the best range and very good dps. -projectile have what? tracking?
1400 dps on a maelstrom (i really doubt you will geat really 1400 with laser dps) can seem overpowered in EFT but in real game you have real slow and not agile ship who will never get at range to deal is full dps, plus it is an active shield tank and we all know how shield tank are crappy in pvp.
PS: if you want to find something really owerpowered look at the abbaddon
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Naomi Knight
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Posted - 2008.06.25 13:36:00 -
[229]
Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
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To mare
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Posted - 2008.06.25 13:54:00 -
[230]
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
all that said from someone who always whine in all the nano thread
at least here we want to boost our toys we trained when they was good. we not asking to nerf others ppl toys.
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Naomi Knight
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Posted - 2008.06.25 14:07:00 -
[231]
Originally by: To mare
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
all that said from someone who always whine in all the nano thread
at least here we want to boost our toys we trained when they was good. we not asking to nerf others ppl toys.
Boost one race is a nerf to all other. Only the relative changes matters.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 14:58:00 -
[232]
Edited by: Jalif on 25/06/2008 15:02:19
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
I might suggest you you read the WHOLE topic instead of just jumping in & say : Ah another matar whine tread. Stop whining over EFT numbers only strongly shows that you didn't read the topic. Btw, if somebody says something in EFT doesn't mean the whole tread is based on EFT ok?
If there are more treads about minmatar, then there should be a reason, before us it was amarr who had 1000x whine treads.
Looks like all little kids are here after they skilled out their FOTM vagabonds. I¦m sorry? Why are you saying that while that doesn't make any sense? I would say just the oppesite.
Ones again I request you KINDLY to read the WHOLE tread & then come back with an oppinion.
Originally by: Naomi Knight Boost one race is a nerf to all other. Only the relative changes matters.
How about: Boost one race is to get a balance compared to all other? Don't say things that are personal opinion. You can discuss that for ever, if you want to do that, just start a new topic about it, to be honest it sounds intresting.
************ BOOST MINMATAR!!! ************ |

Drek Grapper
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Posted - 2008.06.25 15:03:00 -
[233]
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
Lol...not reading the whole thread before engaging brain with foolish retort FTL.  --------- If the Thorax was a car it would look like this |

Trojanman190
D00M.
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Posted - 2008.06.25 15:09:00 -
[234]
Originally by: Naomi Knight
Originally by: To mare
Originally by: Naomi Knight Ah another matar whine thread ... If you always sux in pvp it is your problem , the minmatar bses and guns are fine so stop whining over EFT numbers and learn the game. There are lots of counters that a matar player can use against enemy battleships use those and bring a buddy to help you,thats all is needed nothing else.
It is strange that nowadays there are more matari whine threads than the other 3 races alltogeather. Looks like all little kids are here after they skilled out their FOTM vagabonds.
all that said from someone who always whine in all the nano thread
at least here we want to boost our toys we trained when they was good. we not asking to nerf others ppl toys.
Boost one race is a nerf to all other. Only the relative changes matters.
Ok, you said your bit, have nothing to bring the conversation and we all have your opinion now. Please do not attempt to derail the people in this thread that are making contributions.
Posting in a thread to tell other people to stop posting in a thread because you disagree with them is pretty trollish.
I don't believe anyone in this thread seriously suggested making unbonused AC DPS monsters at any range. The concept promoted above was a range concept.
blasters -> AC -> lasers
blasters are champions under 10km lasers are champions outside of 10km all the way up to 45km
ac should fit the middle ground. We have low dps on paper before falloff which puts us lower than blasters at any range that they effectively hit at, and as soon as our falloff starts landing hits outside of blasters the dps is practically noexistant. AC should have much more dps than blasters outside of 25km and similar dps to lasers at 35km. At 45km they should be at significantly less damage than lasers.
This way AC would occupy the middle ground. They do not take cap so they should not out perform anything at either extreme. They should however have a 15km space where their performance dps wise is similar, maybe a small bit weaker, than lasers.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 15:10:00 -
[235]
Edited by: Jalif on 25/06/2008 15:11:43 I was thinking of the amount of ammo we shoot during combat. Do we waste more ammo then any other race because of rate of fire & the ROF bonusses on our ships?
If so, would be that also a valid suggestion that autocannons are weak compared to the others? (Because we would be spending much more ISK on faction & t2 ammo then others)
EDIT
Compliment to Blind for updating the first page, well done m8 ************ BOOST MINMATAR!!! ************ |

Boz Well
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Posted - 2008.06.25 15:12:00 -
[236]
People read? On a forum? You're asking too much.
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Trojanman190
D00M.
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Posted - 2008.06.25 15:12:00 -
[237]
Edited by: Trojanman190 on 25/06/2008 15:14:58 Edited by: Trojanman190 on 25/06/2008 15:13:10
Originally by: Jalif I was thinking of the amount of ammo we shoot during combat. Do we waste more ammo then any other race because of rate of fire & the ROF bonusses on our ships?
If so, would be that also a valid suggestion that autocannons are weak compared to the others? (Because we would be spending much more ISK on faction & t2 ammo then others)
That's kind of nit picky... in the end I want performance, if I have to spend a bit more ammunition to get it then I'm ok with it. EDIT: On the same lines, I fly an ishtar every now and then every time I drop Garde IIs I run the risk of losing 10mil isk if we have to warp off. The performance in that case well outweighs the cost. The hordes of ammo we take kinda sucks but its probably the least of our worries.
Originally by: Boz Well People read? On a forum? You're asking too much.
Shhhhhhhh we are trying to keep this discussion on track. If we get any trolls just ignore them. Responding shall just encourage them more.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 15:20:00 -
[238]
Originally by: Trojanman190
I don't believe anyone in this thread seriously suggested making unbonused AC DPS monsters at any range. The concept promoted above was a range concept.
blasters -> AC -> lasers
blasters are champions under 10km lasers are champions outside of 10km all the way up to 45km
ac should fit the middle ground. We have low dps on paper before falloff which puts us lower than blasters at any range that they effectively hit at, and as soon as our falloff starts landing hits outside of blasters the dps is practically noexistant. AC should have much more dps than blasters outside of 25km and similar dps to lasers at 35km. At 45km they should be at significantly less damage than lasers.
This way AC would occupy the middle ground. They do not take cap so they should not out perform anything at either extreme. They should however have a 15km space where their performance dps wise is similar, maybe a small bit weaker, than lasers.
Seems very reasonable. However this will make other people fit the guns (AC's) on non-minmatar ships. Cause 25km & good tracking is just perfect for any gatecamp.
THerefore I toughed we should increase massively our powergrid requirement & then boost our powergrid on our ships too so that it will be very difficult to fit AC's on other ships.
I think we should take a look into artillery now as we have a pretty fair idea how AC's should be. ************ BOOST MINMATAR!!! ************ |

To mare
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Posted - 2008.06.25 15:24:00 -
[239]
what about make projectile weapon use cap and boost performance to others weapon level?
adjust capacitors of minmatar ship as well of course
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Kagura Nikon
Infinity Enterprises
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Posted - 2008.06.25 15:26:00 -
[240]
Originally by: To mare
Originally by: Kagura Nikon
nope. Blasters are the highest damage AFTER ship bonus applied. Projectiles are SUPPOSED to be the WEAKEST before bonus applied. Why?because minmatar ships have ROF bonus (the best damage bonus) to compensate. If AC had same base damage as lasers, then a maelstrom would be spitting like 1400 dps!!! Completely overpowered
do the maths and you will see that blaster have the best dps before the ship bonus, laser have the best range.
so: -blaster have the best raw dps short range. -laser have the best range and very good dps. -projectile have what? tracking?
1400 dps on a maelstrom (i really doubt you will geat really 1400 with laser dps) can seem overpowered in EFT but in real game you have real slow and not agile ship who will never get at range to deal is full dps, plus it is an active shield tank and we all know how shield tank are crappy in pvp.
PS: if you want to find something really owerpowered look at the abbaddon
I know how both ships fly I have minie BS V with Large guns spec at v ! and ammar BS V with large guns spec 4 (on another char). And I do know that the falloff excuse if overly done by people that don't grasp how it works. The fall is NOT linear. A ship with a falloff of 30 km (not hard on a maelstrom) will do still almost 90% of its base damage at 15 km (the armageddon range). So yes a maelstrom dealing 1400 DPS would be WAY overpowered. Lasers deal way more dps than blasters in real life because exactly, they always fire inside range not using falloff (that is basically non existent). Lasers ARE the best guns in eve now fir brute force fighting. AC do have a lower base DPS because they need to be like that for balance. They don't use cap, are easy to fit have a wide range of engagement (work very well from point blank to about half falloff (half falloff you have 80% of the DPS still). If alongside all that they had same base damage as lasers would be ridiculous. AC are not brute force guns. As minmatar ships should never be brute force ships.
As of now the tempest is a horrible ship, true. Maelstrom is not horrible , but could also use some agility. The armageddon is far superio to both, true. But that is NOT projectiles problem! A tempest should NOT be able to defeat an armageddon on a pure hack and slash fight ( both standign still and firing on each other). That is not how minmatar ships should work. The tempest should win because it can keep extending the fight, nos/neuting the hostile, using its superior agility to explore the armageddon inferior tracking etc... But CCP removed that chance from us. That is what we need back. You want big fracking guns? Then go fly ammar!
Arties do need a lot of revision. But AC, the only thing i think should be done is diminish falloff of tier 1 and increase falloff of tier 3. Something like 12, 16, 20 km on the 3 tiers evolution.
Minmatar are not about stupidly high dps, they are about smart fighting, the recent changes destroied the smart fighting. I don want a brute force ship, that is Ammar play style. I want a smart combat ship! ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 15:29:00 -
[241]
Originally by: To mare what about make projectile weapon use cap and boost performance to others weapon level?
adjust capacitors of minmatar ship as well of course
I was thinking the following when you said that:
From the 180mm duals to 425mm Very Very Little usage Cap ---> Reasonable amount of cap usage Normal Damage what an AC has to do! ---> Much more damage then 180mm The rest should stay the same & our cap usage of guns should be low compared to gallente/amarr so that we still can say that our guns almost don't use cap
We shouldn't suffer from this kind of guns but still have an eye on it & make sure our cap doesn't die.
************ BOOST MINMATAR!!! ************ |

AstroPhobic
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Posted - 2008.06.25 15:44:00 -
[242]
Originally by: Kagura Nikon lots of text
Increasing DPS won't make autocannons any "dumbed" down. I really do believe they need an optimal (20km? 25km?) from which we can truly fight in this range between lasers and blasters. Do we need to do 1400 DPS? No. At 25km we're dealing somewhere along the lines of 500, with a gank setup. This needs to be AT LEAST in the 800-850 range. Amarr can do 900 at 50km+, so 800DPS at 25km hardly seems overpowered. Keep a large falloff, but there's no real reason to not to give them an optimal. Straight increasing damage has negative effectives at the top of the falloff curve (read: blasters), but actually extending their range does something positive.
What you aren't understanding is short range BS combat. We're not going to outmaneuver, outrun, speedtank anything at BS speeds. There used to be a time where you can kite megathrons, but that's long past over. There's basically 3 factors: range, DPS, and EHP. I can tell you right now that minmatar has the WORST of all 3 factors. So why not increase their range and DPS? Sure we're still behind, but this is where our "versatility" comes in. However the utility slot nerf directly hurt a lot of the minmatar philosophy and practice in BS combat.
The guns are making the ships bad, not the other way around. The tempest will probably still need a touch up if/when projectiles get revised, but not severely.
You must not have seen the laser maelstrom 
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 15:44:00 -
[243]
Originally by: Kagura Nikon
Originally by: To mare
Originally by: Kagura Nikon
.....
Long text you wrote
The fall is NOT linear. A ship with a falloff of 30 km (not hard on a maelstrom) will do still almost 90% of its base damage at 15 km (the armageddon range). I know it is not linear but 90% on just 1 falloff range is just bull****. It begins slowly to get down in the first part but then it goes rapidly down until the end it still extends a bit more (but on that range your guns propably only will be able to do 10% of the damage or even less).
The armageddon is far superio to both, true. But that is NOT projectiles problem! A tempest should NOT be able to defeat an armageddon on a pure hack and slash fight WHAT? How should it win from it then? What would be ever the use of the tempest then? Hit & Run tactics won't work these days anymore & specially not on tempest
using its superior agility to explore the armageddon inferior tracking etc... But CCP removed that chance from us. That is what we need back. You want big fracking guns? Then go fly ammar! Well, thats what I want to prevent, train amarr, you can do it with your both acounts but I have 1 acount. Easier said then done. I am now a pirate & I am not going to wait a month until I can fly an other race & just the basics of it!
Minmatar are not about stupidly high dps, they are about smart fighting, the recent changes destroied the smart fighting. I don want a brute force ship, that is Ammar play style. I want a smart combat ship! How whould you make a smart combat ship in current days? I really don't get you, but I hope you have a nice idea to make our ships smart ************ BOOST MINMATAR!!! ************
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Trojanman190
D00M.
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Posted - 2008.06.25 15:52:00 -
[244]
Originally by: Jalif
Originally by: Trojanman190
...stuff i sed...
Seems very reasonable. However this will make other people fit the guns (AC's) on non-minmatar ships. Cause 25km & good tracking is just perfect for any gatecamp.
THerefore I toughed we should increase massively our powergrid requirement & then boost our powergrid on our ships too so that it will be very difficult to fit AC's on other ships.
I think we should take a look into artillery now as we have a pretty fair idea how AC's should be.
Well maybe not perfect, they still wouldnt do the best damage up close and they still wouldnt do the best damage at long range, they would just do decent damage up to the middle ground, then lasers would outshine them.
If you are looking to sit right on the gate and gank stuff then blasters would still be the better idea and if you are looking at sitting 40 - 50km away lasers would still be the better move. I think it's unlikely that we would see an ac mega or hype or rohk. We arent asking for changes that make ac uber, just changes that give them more of a place alongside modern setups.
With artillery... I used to view this weapon as the signature minmatar weapon. But then it lost it's alpha. Then everyone else got the ability to shoot a heck of a lot farther. Before it was just the the mega that really had the kill range, and lasers we only slightly better, everything was pretty close. We had our alpha, they had their range. But now both rail users and laser users have ships that get them out to 220km, easily. Mega still hits to 190 so I don't think it has room to complain just yet. Best I can push my tempest without rigs is 160km. That's pathetic...
To top it off I'm reloading constantly. 10 shots an boom, 10 second reload. rail users can fire 2.5 times as long as I can without reloding, lasers users don't even need to stop (I am aware that some setups cap out in 5 minutes)
Scripts borked the sniping / fleet tempest. Now the fastest moving sniping ship also has the worst tracking because I have to use both of my tracking computers for range.
The DPS is not bad when the fleet fights under 160km, but when fighting in the optimal of the most common fleet ship, the mega, the dps gets pretty pathetic. Not to mention that the biggest selling point of a fleet pest, that crazy alpha strike, simply does not exist anymore. CCP designed Artillery around the Pop in, smack with alpha, then leave style of play and when people complained about it they undid it, and effectively undid a major part of the race.
What do I want? I have a few ideas, not all are my own and here they are in order of likelihood of implementation.
1. Boost optimal of the arty to that of slightly below rails. They don't reload nearly as much as we do and the unrangebonused rail using ship, the mega, would still have much better tracking to compensate for its cap use.
2. Boost fall off to the same as the above. I had this idea but I guess it's more 'minmatrish' so there it is. Same results as above, just a different stat boosted.
3. Double the damage mod, cut the rof in half. Do nothing else. Suddenly we have a useful sniper again. Does not help all that much in fleet but it will have it's personality back. Oveur sed himself that a main reason of the hp buff was to limit the effects of alpha strike. So this one is REALLY unlikely.
4. More likely than number 3 but my least favorite, posting just to get ideas out there. 2 races now have battleships that have optimal range bonuses. Drop the stupid 7.5% shield boost amount and make it 10% to optimal range. Change the rof bonus to a damage bonus. I hate this idea because arty as a whole needs to be fixed and changing a single ship will just gloss over the problems. But yea changing arty wont change the fact that the maelstrom is an oddball with stupid bonuses. (for another topic)
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Trojanman190
D00M.
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Posted - 2008.06.25 16:05:00 -
[245]
Originally by: Kagura Nikon
As of now the tempest is a horrible ship, true. Maelstrom is not horrible , but could also use some agility. The armageddon is far superio to both, true. But that is NOT projectiles problem! A tempest should NOT be able to defeat an armageddon on a pure hack and slash fight ( both standign still and firing on each other). That is not how minmatar ships should work. The tempest should win because it can keep extending the fight, nos/neuting the hostile, using its superior agility to explore the armageddon inferior tracking etc... But CCP removed that chance from us. That is what we need back. You want big fracking guns? Then go fly ammar!
The situation you describe is that 1 v 1 situation that is only ever common on the forums. In reality, even in a fair fight, both of them would be webbed and the one with the longer range and best buffer would be the one left standing (at least until the rest of the gang set in an primaried it)
But even in the 1 v 1 situation you describe, there is no way for a tempest to win. On the test server I have set up 'kite' tempests with tracking disruptors (looking for a new gimick / trick) and even with two tracking disruptors orbiting at 20-23km the mega is hitting me far harder than I can tank (running mwd to stay out of his range, plus his null is smacking pretty hard, cap injector and neuts barely helping) Even after shooting down his drones I still cannot hold off the null. Switching to optimal range disruption did not change the result. I could warp away each time but in no way could win the fight.
The geddon would be even more difficult because it would have far superior dps and far superior range. Not to mention the only place you will find that fight is the test server.
So, I agree with you, CCP hosed the chance for us to do that. But do you really think they will give it back? I don't even think eve will allow it to happen, to many nano gangs to many webs, battleships just aren't useful solo anymore. Boosting our ships so that they are useful in hypothetical forum battles does not sit well with someone like me, who wants a ship they can use in practical combat on tranquility right now.
I think that returning out little gimicks that helped us in 1 on 1s and super small gangs wont help the race at all. Eve just isn't like that anymore. We need something that makes us special but makes us useful at the same time. In gang of buffer tanked battleships to you really need the pidly 'i can draw the fight out and win with speed' tempest you describe? I'll fly my vaga for that.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 16:12:00 -
[246]
Originally by: Trojanman190
Originally by: Jalif
Originally by: Trojanman190
...stuff you sed...
Things I Said
Wall text you wrote
Well, first of all I would like to have the PART of the alpha back. It should be 10% higher that of any amarrian BS alpha. This makes us not the alpha strike get back & neither Mister Oveur would mind this since the HP boost was a much higher number.
When I think of artillery I think of large range. Since Amarr & Gallente are have mainly a good DPS, then caldari & minmatar should have long range guns. SO I suggest we take minmatar ships to an much higher optimal but still below the Caldari.
What you said before, doesn't make us a good sniper, but neither a bad one.
DOn't make the Mealstrom a just a sniper boat because then we will loose our versatillity in BS's. If you want to make the Mealstrom both then I suggest that we make our arties with insane high falloffs & give the mealstrom the falloff bonus. But that seems a bit to much radical to me.
************ BOOST MINMATAR!!! ************ |

To mare
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Posted - 2008.06.25 16:13:00 -
[247]
arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
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Trojanman190
D00M.
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Posted - 2008.06.25 16:20:00 -
[248]
Originally by: To mare arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
Yea I agree, my FAVORITE idea I listed was the twice damage half rof idea but after seeing what ovuer sed about the hp buff + seeing their recent 'balances' I think that that idea is extremely unlikely to happen. It is my favorite and is definitly my number one fix for artillery.
More dps would be cool but I doubt the 5% they would give us would change anything.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 16:21:00 -
[249]
Edited by: Jalif on 25/06/2008 16:22:33
Originally by: To mare arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
Still doesn't conform me. We also have the worst tracking & worst locking. What is our compensation for that? Also if we get the range of 160km after traning everything on lvl5 & we won't have any buffer tank. An intercepter could be albe to kill me with no problem (for those in 0.0 you can't tank a DDD). Also in lowsec I like to go sniping like the rest of my alliance ones in a while. SO I need to be 150km from the guns. And when you camping those minmatar gates the decloak area is so big, if you are unlucky it will be 180km from you & you wont be able to do full damage at all.
So basicly what you are saying to me is that I need gunnery EVERYTHING on lvl 5 & then I will be just effective in sniping but still the worst while other races just have to train for the large specialization & they can already snipe effectively & probably better then those who train for arty. That doesn't conform me at all. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 16:31:00 -
[250]
Originally by: Jalif
Originally by: To mare arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
Still doesn't conform me. We also have the worst tracking & worst locking. What is our compensation for that? Also if we get the range of 160km after traning everything on lvl5 & we won't have any buffer tank. An intercepter could be albe to kill me with no problem (for those in 0.0 you can't tank a DDD). Also in lowsec I like to go sniping like the rest of my alliance ones in a while. SO I need to be 150km from the guns.
So basicly what you are saying to me is that I need gunnery EVERYTHING on lvl 5 & then I will be just effective in sniping but still the worst while other races just have to train for the large specialization & they can already snipe effectively & probably better then those who train for arty. That doesn't conform me at all.
Well we have the worst lock range but the fastest locking (not by much). I agree that a bit more range would be nice but I think humongous alpha would still feel more minmatarish. I think that the alpha would offset the range problem, at least for sniping, quite nicely.
My experience with sniping is that if you don't warp out before you get pointed, you are going to die anyways and no amount of buffer will help.
Also there are superior ways to lowsec snipe and sitting in range of the guns waiting for targets is not one of them. I'll sendez you an evemail about it.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 16:40:00 -
[251]
Edited by: Jalif on 25/06/2008 16:45:42
Originally by: Trojanman190
Originally by: Jalif
Originally by: To mare arty dont need more range, laser and rail are made for range, arty need more alpha.
minmatar arent made for large fleet battle, thats amarr stuff ant they are damned good at it. minmatar are made (or supposed to) for small gang when you warp in kill something fast and run away. my favourite idea i saw in this forums are increase dmg mods alot and adjust rof and if ccp dont want to do that i hope they will increase arty dps (increasing dmg mod for a bit more alpha) in line with others long range weapons. if someone comes out with "but projectile use no cap!" they have to remember that laser & rail can snipe over 200km while arty are lucky if they get a 160km, you use the cap to compensate the +40km of optimal.
Still doesn't conform me. We also have the worst tracking & worst locking. What is our compensation for that? Also if we get the range of 160km after traning everything on lvl5 & we won't have any buffer tank. An intercepter could be albe to kill me with no problem (for those in 0.0 you can't tank a DDD). Also in lowsec I like to go sniping like the rest of my alliance ones in a while. SO I need to be 150km from the guns.
So basicly what you are saying to me is that I need gunnery EVERYTHING on lvl 5 & then I will be just effective in sniping but still the worst while other races just have to train for the large specialization & they can already snipe effectively & probably better then those who train for arty. That doesn't conform me at all.
Well we have the worst lock range but the fastest locking (not by much). I agree that a bit more range would be nice but I think humongous alpha would still feel more minmatarish. I think that the alpha would offset the range problem, at least for sniping, quite nicely.
My experience with sniping is that if you don't warp out before you get pointed, you are going to die anyways and no amount of buffer will help.
Also there are superior ways to lowsec snipe and sitting in range of the guns waiting for targets is not one of them. I'll sendez you an evemail about it.
But what you said yourself, that alpha is not what we going to get. We can get the highest alpha, but that wouldn't still balance the whole arty stuff.
EDIT: What makes me wonder, why don't we a small little buff to the arty but leave it as it is. Then make all the ships of minmatar have a smaller Signature radius compared to the other races. It will make us harder to hit in fleet & gang warfare. It will also therfore fit better in our filosofie
its logical too, comeone, scrapmetal & ductape should have a lower signature radius then a fully heavy shiny plated ship! ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 16:46:00 -
[252]
We I think if they gave us exactly what we asked for, double the damage and half the rof it would make them worth useing over other guns at gate camps due to instapopedness. I'm absolutely of the opinion that this will never happen (ovuer sed so) so yea, I want the next best thing: more range.
More range would allow us to compete again in fleets and in lowsec camps. We won't be uber at either but at least there would be a reason to bring a tempest or a maelstrom to a fleet engagement. Right now you are better off in a support ship. Much better off.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 17:03:00 -
[253]
Edited by: Jalif on 25/06/2008 17:03:41
Originally by: Trojanman190 Edited by: Trojanman190 on 25/06/2008 16:50:25 We I think if they gave us exactly what we asked for, double the damage and half the rof it would make them worth useing over other guns at gate camps due to instapopedness. I'm absolutely of the opinion that this will never happen (ovuer sed so) so yea, I want the next best thing: more range.
More range would allow us to compete again in fleets and in lowsec camps. We won't be uber at either but at least there would be a reason to bring a tempest or a maelstrom to a fleet engagement. Right now you are better off in a support ship. Much better off.
EDIT to your EDIT: We do have a smaller sig, sig just does not really matter all that much unless it is significantly lower. Also, plates and extenders add a set amount of sig to a ship. Look at the broadsword's sig compared to other HICs before you fit extenders then compare it's sig after you fit extenders (to say, the onyx). Wow that sig is humongous. Stuff plates on our lower sig battleships has the same effect, that sig bonus won't matter. And unless they lop 70 - 100m off our sig it wont matter unplated either.
As kind of a support to my agrument look at how awesome target painters are... wait. Sig isnt all that big a deal on battleships =/
Damn, so many solutions that get screwed by other stuff & if it is a solution then we noticed it doesn't or isn't allowed anymore in the gameplay. Geuss CCP only can make a real diffrence in here. But they seem not to...
EDIT: me becomes a sad pandabear. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 17:21:00 -
[254]
I've been a sad panda for a long time.
BS V... t2 arty... t2 ac...
All the reasons for why I trained the race don't exist anymore. It is pretty much entirely in CCPs hands. But I think we have thrown out tons of ideas. We just need to keep showing support until somebody notices.
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Boz Well
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Posted - 2008.06.25 17:26:00 -
[255]
Originally by: Trojanman190 I've been a sad panda for a long time.
BS V... t2 arty... t2 ac...
All the reasons for why I trained the race don't exist anymore. It is pretty much entirely in CCPs hands. But I think we have thrown out tons of ideas. We just need to keep showing support until somebody notices.
Aye. I have a char with the same training who sits mostly idle with +5's just training up for now. In the meantime, bought myself a new amarr to play with, but I'll be ecstatic if and when they finally fix Matar BS.
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Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 17:32:00 -
[256]
I'm so attached to my name tho =(
No new chars for me.
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Juliette DuBois
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Posted - 2008.06.25 17:53:00 -
[257]
What kind of fittings are we talking about here? Cited ranges seem awfully short now that locus rigs exist. Even Maelstrom can be fitted to hit 215km + 44km falloff with tremor (requires projectile rigging V + 3% grid implant) and can tank DD if you swap out gyros for armor mods. Apoc is still pretty much best sniper unless it¦s a long shoot-out.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 18:21:00 -
[258]
Originally by: Juliette DuBois What kind of fittings are we talking about here? Cited ranges seem awfully short now that locus rigs exist. Even Maelstrom can be fitted to hit 215km + 44km falloff with tremor (requires projectile rigging V + 3% grid implant) and can tank DD if you swap out gyros for armor mods. Apoc is still pretty much best sniper unless it¦s a long shoot-out.
This includes then also targeting atleast up to 215km? if So, I would like to know that setup. Ouch, nvm, projectile rigging V + 3% implant? It is for just to skill intensive, not that I will do it, but just the idea that I have to train that to get a good optimal. (& then all gunnery on lvl5)
Ones again... it is just to much training for getting that is not up-to-date. ************ BOOST MINMATAR!!! ************ |

Juliette DuBois
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Posted - 2008.06.25 18:31:00 -
[259]
Yep, very skill intensive. AVU 5 and Proj. rig 5 and you need that +3% implant as well. When you are in gang you can lock up to 249km.
8 x 1400mm Arty T2
T1 or named MWD, 2 x sensor booster II (locking range script), 3 x Tracking Computer (optimal range script)
DCII, 3 x Gyro II, Reactor Control Unit II
3 x Projectile Locus rig
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 18:44:00 -
[260]
Originally by: Juliette DuBois Yep, very skill intensive. AVU 5 and Proj. rig 5 and you need that +3% implant as well. When you are in gang you can lock up to 249km.
8 x 1400mm Arty T2
T1 or named MWD, 2 x sensor booster II (locking range script), 3 x Tracking Computer (optimal range script)
DCII, 3 x Gyro II, Reactor Control Unit II
3 x Projectile Locus rig
Yeah, not really balanced I have to say. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 19:04:00 -
[261]
Originally by: Jalif Edited by: Jalif on 25/06/2008 18:59:23 Edited by: Jalif on 25/06/2008 18:58:59
Originally by: Juliette DuBois Yep, very skill intensive. AVU 5 and Proj. rig 5 and you need that +3% implant as well. When you are in gang you can lock up to 249km.
8 x 1400mm Arty T2
T1 or named MWD, 2 x sensor booster II (locking range script), 3 x Tracking Computer (optimal range script)
DCII, 3 x Gyro II, Reactor Control Unit II
3 x Projectile Locus rig
Yeah, not really balanced I have to say.
--------------------------------------------------- EDIT Ok, I made a topic in the CSM area to get some "backup" LINK I hope we can get a response fast from them & some good help. -----------------------------------------------------
Absolutely not balanced. It should not take that much to barely be competative. The training time + the cost of all those modules is just disgusting. Also, don't forget, the ships that don't need these rigs can fit them anywys to kick even more butt. It's still borked.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 19:06:00 -
[262]
Originally by: Trojanman190
Originally by: Jalif Edited by: Jalif on 25/06/2008 18:59:23 Edited by: Jalif on 25/06/2008 18:58:59
Originally by: Juliette DuBois Yep, very skill intensive. AVU 5 and Proj. rig 5 and you need that +3% implant as well. When you are in gang you can lock up to 249km.
8 x 1400mm Arty T2
T1 or named MWD, 2 x sensor booster II (locking range script), 3 x Tracking Computer (optimal range script)
DCII, 3 x Gyro II, Reactor Control Unit II
3 x Projectile Locus rig
Yeah, not really balanced I have to say.
--------------------------------------------------- EDIT Ok, I made a topic in the CSM area to get some "backup" LINK I hope we can get a response fast from them & some good help. -----------------------------------------------------
Absolutely not balanced. It should not take that much to barely be competative. The training time + the cost of all those modules is just disgusting. Also, don't forget, the ships that don't need these rigs can fit them anywys to kick even more butt. It's still borked.
I forgot to put: /sarcasm in that sentance :) ************ BOOST MINMATAR!!! ************ |

Juliette DuBois
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Posted - 2008.06.25 19:20:00 -
[263]
Oh I can agree with that... There¦s also Typhoon which is even more skill intensive. :p
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 19:26:00 -
[264]
Edited by: Jalif on 25/06/2008 19:28:00 Edited by: Jalif on 25/06/2008 19:26:46
Originally by: Juliette DuBois Oh I can agree with that... There¦s also Typhoon which is even more skill intensive. :p
Yeah, after having every single skill on lvl5 related to minmatar (30/40 million SP) & we still can't do our stuff right. That is skilling for atleast 2 years!!!!
/me getting to insanity
I just become emo & cut myself until ccp fix this
/me getting back to normal,
No joke, but this really doesn't sound right. EDIT: I't doesn't sound not right, It is not right. ITS WRONG
EDIT2: How do you mean minmatar pays off in the end? YOu mean we have to skill for the lasers, blasters & all the ships & then we will be able to fly those races effectively!? ************ BOOST MINMATAR!!! ************ |

AstroPhobic
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Posted - 2008.06.25 19:47:00 -
[265]
Edited by: AstroPhobic on 25/06/2008 19:47:34 Here's another good one. Perfect for ratting in sansha/blood space. Posted it in another thread. 
[Tempest, Lasers/Cruise] Ballistic Control System II Ballistic Control System II Heat Sink II Heat Sink II Large Armor Repairer II Energized Adaptive Nano Membrane II
Tracking Computer II, Tracking Speed Sensor Booster II, Scan Resolution Cap Recharger II Cap Recharger II Cap Recharger II
Cruise Missile Launcher II, Caldari Navy Paradise Cruise Missile Cruise Missile Launcher II, Caldari Navy Paradise Cruise Missile Cruise Missile Launcher II, Caldari Navy Paradise Cruise Missile Cruise Missile Launcher II, Caldari Navy Paradise Cruise Missile Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Edit: Does 700 DPS at 45km. Plenty of tracking, quick lock, nearly cap stable.
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Saline Ladamire
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Posted - 2008.06.25 19:49:00 -
[266]
/signed
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 19:51:00 -
[267]
Please stop with those other race guns setups, just makes me sad. We need more post like /signed like here above Thx for your support. Have to sign myself now to be honest.
/signed. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 19:56:00 -
[268]
Edited by: Trojanman190 on 25/06/2008 19:58:02 And its a tempest to top it off. While I wouldnt rat in that bugger it is kinda of funny seeing the usability of lasers on a ship with cruddy cap and 2 bonuses to guns that are not being used.
Also... rigging a ship to compete with unrigged ships is WRONG and is not why rigs were introduced into the game. Why? Because they can fit rigs too and be even better....
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 20:00:00 -
[269]
Originally by: Trojanman190 Edited by: Trojanman190 on 25/06/2008 19:58:02 And its a tempest to top it off. While I wouldnt rat in that bugger it is kinda of funny seeing the usability of lasers on a ship with cruddy cap and 2 bonuses to guns that are not being used.
Also... rigging a ship to compete with unrigged ships is WRONG and is not why rigs were introduced into the game. Why? Because they can fit rigs too and be even better....
Ay... price against quality is totally out of the question. I would have to spend the dubble on ISK to get something which is still too weak compared to the others. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.25 20:23:00 -
[270]
Originally by: Juliette DuBois
Originally by: Trojanman190 Edited by: Trojanman190 on 25/06/2008 19:58:02 Also... rigging a ship to compete with unrigged ships is WRONG and is not why rigs were introduced into the game. Why? Because they can fit rigs too and be even better....
I compared it to other ships with rigs and in sniping fit so you need to fit rigs to those ships too anyway to be compatitive with rigged mael in sniping. Apoc and Mega had 3 locus rigs as well, rokh only needs 2 but can get bit over 250km opti in sniping fit if one wants to use 3 of them, otherwise 238km opti.
The apoc can get over 210km without any rigs at all...
Without any rigs the maelstrom is around the tempest, about 160km, with no rigs I know that you can get the mega to 190km and the rohk and apoc break 210km without any difficulty. By logic, the same rigs on all of the other ships would yield even better results.... I'm not sure what point you are trying to make.
Maelstrom / Pest < Mega Rigged M/P > Mega Rigged M/P < Rigged Mega
Are you saying that if I rigged my maelstrom with three of those buggers it suddenly has the best optimal to the point where the others cant keep up? It makes sense to me that a rigged ship should be better than the unrigged ship at soemthing, like with the mega. But the rohk and the apoc dont need a single rig to shoot farther than 210km.
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Juliette DuBois
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Posted - 2008.06.25 20:25:00 -
[271]
Edited by: Juliette DuBois on 25/06/2008 20:36:01 Edited by: Juliette DuBois on 25/06/2008 20:35:43 Edited by: Juliette DuBois on 25/06/2008 20:29:59 Edited by: Juliette DuBois on 25/06/2008 20:28:03 Edited by: Juliette DuBois on 25/06/2008 20:25:56 True, I was using navy iridium on it because it has no tracking penalty and you can still shoot that 250km with it. Spike will not increase Rohks damage at all compared to it and fit I used already had 3 damage mods. What you can do with the extra slots is more tanking if you want to use spike.
As for that Apoc, you got 3 damage mods on it with that range? still 250km locks? Can you DD tank it if necessary with mod switch? Here¦s what I was comparing it to:
Sniping Apoc:
8 x Tachyon Beam II
MWD, 3 x Sensor booster II (2 with locking range script, one with no script)
3 x RCU II, 3 x Heat Sink II, DC II
3 x energy locus rig
DD tank, switch damage mods to plates and resists. 401 dps max with aurora. 231km optimal + 25km falloff.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 20:47:00 -
[272]
Originally by: Juliette DuBois Edited by: Juliette DuBois on 25/06/2008 20:36:01 Edited by: Juliette DuBois on 25/06/2008 20:35:43 Edited by: Juliette DuBois on 25/06/2008 20:29:59 Edited by: Juliette DuBois on 25/06/2008 20:28:03 Edited by: Juliette DuBois on 25/06/2008 20:25:56 True, I was using navy iridium on it because it has no tracking penalty and you can still shoot that 250km with it. Spike will not increase Rohks damage at all compared to it and fit I used already had 3 damage mods. What you can do with the extra slots is more tanking if you want to use spike.
As for that Apoc, you got 3 damage mods on it with that range? still 250km locks? Can you DD tank it if necessary with mod switch? Here¦s what I was comparing it to:
Sniping Apoc:
8 x Tachyon Beam II
MWD, 3 x Sensor booster II (2 with locking range script, one with no script)
3 x RCU II, 3 x Heat Sink II, DC II
3 x energy locus rig
DD tank, switch damage mods to plates and resists. 401 dps max with aurora. 231km optimal + 25km falloff.
I notice something else.... All those Sniping BS's can fit easier an MWD then minmatar... Haven't seen a sniping BS of minmatar with MWD yet. ************ BOOST MINMATAR!!! ************ |

Juliette DuBois
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Posted - 2008.06.25 20:49:00 -
[273]
Edited by: Juliette DuBois on 25/06/2008 20:50:21 MWD is must in sniping ship in 0.0 since dictors were introduced. Minnie ships actually have easier time with that since they don¦t use cap for shooting, in sustained fight laser and hybrid ships actually can run out of cap if constantly shooting and just fitting MWD takes a big chunk off ships capacitor amount.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.25 20:55:00 -
[274]
Originally by: Juliette DuBois Edited by: Juliette DuBois on 25/06/2008 20:50:21 MWD is must in sniping ship in 0.0 since dictors were introduced. Minnie ships actually have easier time with that since they don¦t use cap for shooting, in sustained fight laser and hybrid ships actually can run out of cap if constantly shooting and just fitting MWD takes a big chunk off ships capacitor amount.
Ones again, don't use the "Minnie is fine as their guns don't use cap". Noticed that the cap of minmatar is smaller. So in the end it really doesn't matter. Cause if your cap runs out then your tracking computers & sensor booster don't work anymore too & you won't be able to shoot effective at all! ************ BOOST MINMATAR!!! ************ |

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.06.25 20:57:00 -
[275]
With the nerfs to EW, nos and the way overloading mechanics work and the extension in fleet ranges the Tempest has definatly lost ground in relative balance compared to where it was a couple years ago.
But there are some myths/misconceptions that seem to be permiating this thread that should probably be fixed before the formal presentation to CCP.
Myth: Alpha doesn't matter any more with the HP buff
Realitity: Alpha still matters, it just doesn't work as dramatically solo or with very small gangs. Where before might take 6-8 snipers to pop a BS in a volly, now it may take double that. But the HP boost impacted all snipers equally. If your fleet has double the alpha of your enemy and the battle is large enough, you can get to a point where you take down 2 ships per round of combat while the enemy takes down one of yours. Admittedly this becomes much harder in laggy fights, which is one reason why tempest is no longer the only fleet BS people train for.
Myth: Minmatar weapons have the worst tracking
Reality: First this is an over-generalzation. It's like saying Amarr have the worst tracking, when that is only true for their short range weapons. CCP has balanced weapons so range and tracking are inversly related. Gallente short range guns have the shortest range and the best tracking. Amarr short range guns have the worst tracking and the best range. Beams have the best tracking and worst range, and Arty have the best range and worst tracking.
Now I know a few folks are going to go "woah you are crazy!" EFT says my 250 rails have more optimal than my 720 howies clearly rails have more range! Try the following: Set up a Stabber and Thorax in EFT, give them each one gun (1x 720 howitzer, 1x 250mm rail respectively), and look at the damge at each range. Note not using rupture here because ruptre gets an extra bonus that is not a "standard" Matari bonus" and we want to compare weapons not ships, since the premise is that arty is what is broken and needs fixing rather than the ships as a whole.
Myth: Minmatar have the worst locking
This is another one of those things like tracking vs range. Ships with longest base lock ranges have the shortest base lock times. Caldari get massive lock ranges horrible lock times, and the Matari ships are balanced the other way. Amarr have 2nd worst lock ranges and 2nd best lock times, etc. As Trojanman190 pointed out Matari vessels tend to have the fastests locks.
Myth: Smaller capacitor with capfree weapons means worse tanking
Reality: Other than in very very small gangs active tanking is dead, but when you do use it, capicator size doesn't matter much as pretty much all your cap comes from booster charges. Take the BS with the biggest cap (Apoc) vs the Tempest, fit full rack of Megapulse, full rack of 800mm, 2 LAR, MWD, and compare time to cap death with max skills. Apoc caps out in 1:30 and Tempest Caps out in 1:22, a whopping 8 second difference in favor of the Apoc (which incedently can't fire after that point). With cap boosters and cap warfare dominating such small fights capacitor size difference means pretty much nothing.
The Tempest does need some love, but not by changing Artillary. Fix what is broken by adjusting the tempest, (or EW or utility highs, all which would help the pest) don't introduce a whole new set of balance issues.
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Kelbesque Crystalis
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Posted - 2008.06.25 20:59:00 -
[276]
You aren't necessarily going to get a CSM response by posting as you did in the Jita Park Speakers forum. The "normal" means to get attention is to post in the assembly hall, and have people pledge support to show the CSM reps that it is a big enough issue. This forum is special in that you can check a "show support" check box once per account to show support for a thread. There already is a "1400mm", "buff large AC's", and a "Minmatar capitals are horrible" threads with a good deal of support. (Racial specific threads with over 100 support votes are thus far rare).
Once a thread gets enough support, a CSM rep is required to back it, and then it goes to vote before the entire CSM. Then they take it to CCP. Bane is already backing the "Buff large autocannons thread" and I heard that Minmatar capitals are on the board for discussion later.
Please take the proposed solutions mentioned by the OP's with a grain of salt. All the threads are really asking is for these items to be looked at. I doubt you'll get better results by splitting the Minmatar support by starting a new thread here. In fact, it likely to get deleted.
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AstroPhobic
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Posted - 2008.06.25 21:03:00 -
[277]
Well, just a few quickies at the post above.
Alpha does matter, but right now it's nowhere near balanced when DPS is considered. It doesn't give as much effect as others like to think.
Artillery tracking is godawful, autocannon tracking is fine.
Our lock range is godawful (see claw ), but lock time is good. This almost would cancel, except for the fact that other races can use 1 range scripted, 1 unscripted SB to hit 150km lock range while we have to have 2 scripted. For the most part.
Cap/active tanking/capless guns. Considering the nos nerf, and the switch to passive tanking (which, believe me, is SO much better than active tanking ATM. Dual LAR setups aren't going to keep up.) it hardly matters. Unless you're referring to PvE, in which case, lol. Minmatar simply fail at PvE.
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Atlanticpyro
The Space BorderLine
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Posted - 2008.06.25 21:43:00 -
[278]
/signed (would write my opinion if I was not supost to be working )
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Juliette DuBois
|
Posted - 2008.06.25 22:18:00 -
[279]
Edited by: Juliette DuBois on 25/06/2008 22:19:10
Originally by: Jalif
Originally by: Juliette DuBois Edited by: Juliette DuBois on 25/06/2008 20:50:21 MWD is must in sniping ship in 0.0 since dictors were introduced. Minnie ships actually have easier time with that since they don¦t use cap for shooting, in sustained fight laser and hybrid ships actually can run out of cap if constantly shooting and just fitting MWD takes a big chunk off ships capacitor amount.
Ones again, don't use the "Minnie is fine as their guns don't use cap". Noticed that the cap of minmatar is smaller. So in the end it really doesn't matter. Cause if your cap runs out then your tracking computers & sensor booster don't work anymore too & you won't be able to shoot effective at all!
There is no way you¦ll run out of cap to use few sensor boosters/TC:s even with MWD fitted, unless you are mwding for long periods. Stop reading between lines, my comment doesn¦t mean I¦d consider minnie snipers completely fine because their guns don¦t use cap, chill out. It¦s merely there to point out that MWD:s are almost must these days and how minnie pilot has bit easier time with it in this situation.
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Boz Well
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Posted - 2008.06.25 22:19:00 -
[280]
Quote: Myth: Alpha doesn't matter any more with the HP buff
Most posts I've read don't say alpha doesn't matter. So I guess my issue here is that I'm not even sure this "Myth" needs to be cleared up. If the argument was additional alphastrike artillery has now doesn't matter much, then I wouldn't call that a myth but rather fairly accurate. Why? Because as people have pointed out time and again, artillery has many negative aspects as well (and only marginally higher alpha than some of the other guns).
The commonly debated issue isn't whether alpha matters (of course it matters), but rather will CCP buff artillery to the point where the alpha is large enough that it offsets all the negative aspects of artillery. Most say they won't, because the HP buff shows CCP wanted to avoid high alphas instapopping ships (at least in smaller engagements). Regardless, the point is that most aren't debating whether alpha matters at all, and I think everyone can see that of course it matters. The contested issue is when does alpha matter, how much does it matter, and will CCP buff it (and if so, will it be sufficient).
Quote: Myth: Minmatar weapons have the worst tracking
Reality: First this is an over-generalzation. It's like saying Amarr have the worst tracking, when that is only true for their short range weapons. CCP has balanced weapons so range and tracking are inversly related. Gallente short range guns have the shortest range and the best tracking. Amarr short range guns have the worst tracking and the best range. Beams have the best tracking and worst range, and Arty have the best range and worst tracking.
Now I know a few folks are going to go "woah you are crazy!" EFT says my 250 rails blah blah blah
I'll resist my urge to troll/smack a bit here, and just point out the topic of the thread says Large Projectile and refers to Battleships. You misreading the topic perhaps lead to your over-generalization.
I'm not going to go through every post here, but the title and most posts I remember refer to battleships. In fact, most Minmatar complaints in general refer to their battleship weaponry. To that end, most people aren't advocating that ALL minmatar weapons have crap tracking. So, if we actually stay on point and look at BS sized guns instead of rupture/thorax/whatever you were looking at, we see that artillery has crap dps, crap range, a small clip, and the crapiest of tracking. And hence this (and all the other) threads. Arty has the best range and the worst tracking? Worst tracking yes, best range no.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.06.26 01:03:00 -
[281]
Originally by: Boz Well I'll resist my urge to troll/smack a bit here, and just point out the topic of the thread says Large Projectile and refers to Battleships. You misreading the topic perhaps lead to your over-generalization.
If you look at the way CCP balances weapon systems you will notice that frig/crusier/bs weapons are scaled simply by the same multiplicative factor. I avoided BS weapons to avoid getting into a side discussion on weather tachs or megabeams are supposed to be comperable to 1400s and 425s. But I went ahead and ran the numbers anyhow. Numbers are including racial bonus (25% Damage for Gallente, 25% Rof for Minnie, 50% Capuse for Amarr).
You can duplicate this yourself in EFT, just use a single gun on a Domi/hype, phoon/mael, and Impoc.
Results: Up to about 35km, Tach and Rail are 45 dps, while Arty are 39 dps. After this point Tach damage starts to drop of.
At about 48.2km, Arty starts outdamanging tach(35dps), while the rail are still king at 41dps.
At 61.2 KM Arty start outdamaging the rail and continue to do so through their entire range.
If you prefer to use T2 sniper ammo to compare the same applies with the following crossover ranges: Rail surpass Tach at 120km Arty surpass Tach at 136km Arty surpass Rail at 178km
Of course you can see that as everyones optimals get pushed closer to the locking cap, it becomes much harder for Artillary to exploit its long range advantage. In fact if you stick 3 locus rigs and 3 tracking enhancers on each of the above test platforms with t2 longrange ammo you will see that nowhere in lock range do Artillary have an advantage. To take full advantage of Arty range in this rig world you need to extend the locking cap considerably.
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AstroPhobic
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Posted - 2008.06.26 01:07:00 -
[282]
Not only this, but you're forgetting something. Fleets fire at 150-160km, period. They don't engage at 200, where a tempest may (or may certainly not) have any sort of advantage. It's simply DPS at a particular range, and artillery sucks at this, endof. Not to mention you barely have room for a DCU, let alone EHP or DD buffer.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.26 01:09:00 -
[283]
t2 ammo
/end of that topick ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Boz Well
|
Posted - 2008.06.26 01:22:00 -
[284]
Clavius, all that your latest post shows is simply that once all the guns get into falloff, projectiles have a slight advantage. So, perhaps if Matar could dictate range, in that circumstance, if we could get beyond their optimal and keep it that way, they'd have a slight advantage. That's hardly earth shattering, as Matar have higher falloff, and it stands to reason that once in falloff they'd have some sort of advantage.
However, it does NOT follow that Minmatar make better ranged ships. Just because at a certain range (which is well into falloff for both weapons) they begin to outdamage other ships does not mean that they are better at long range generally. Thus, any blanket statement that they have the worst tracking because they have the best range is laughable to me at best.
Honestly, the graphs in EFT show me that pretty clearly that projectiles are quite weak compared to the other weapons. Simply put, if they (i.e. anyone not fitting projectiles) fit their ships to hit out as far as fleet combat requires, they will outperform artillery.
Do most ships show up in a Tachyon/Rail ship without range mods equipped to let them hit out to the desired range? I doubt it. In that case, Minmatar won't be fighting the other ships in their falloff range (the only situation where they have the ranged advantage) and will thus underperform. |

ErrhuhBlaman
|
Posted - 2008.06.26 02:15:00 -
[285]
Edited by: ErrhuhBlaman on 26/06/2008 02:23:56 sorry if this was already mentioned, i only got to page 7.
but i was just thinking about it, what if (and this is a big what if) you swapped hybrids with projectiles?
amarr - long range minmatar - close range gallente - med range w/drones caldari - med range w/ missiles
nevermind, this would never work. proceed.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.06.26 02:40:00 -
[286]
Originally by: AstroPhobic Not only this, but you're forgetting something. Fleets fire at 150-160km, period. They don't engage at 200, where a tempest may (or may certainly not) have any sort of advantage. It's simply DPS at a particular range, and artillery sucks at this, endof. Not to mention you barely have room for a DCU, let alone EHP or DD buffer.
If you pick the Railgun's prefered range, then yes relative DPS sucks at that range. But that's a fleet composition/FC issue. If one balances based on a lowest common denomitaor range, then it stands to reason that snipers would have to become homognized to be balanced.
This may be why CCP has left range rig stacking as it is. This allows everyone to push their optimals near the lcck cap, and makes snipers more homogenous.
As for complete fittings... now we are talking... and thats a ship issue rather than an arty one.
Originally by: Boz Well Clavius, all that your latest post shows is simply that once all the guns get into falloff, projectiles have a slight advantage.
First of all, I've see the "but it is in falloff" mentioned a few times here. I admit falloff is not a very intuitive concept, one that took me several years to really wrap my head around. But the bottom line is that from a dps perspective it does't matter if you are in falloff or optimal. All that matters is your dps on the target and of course their dps on you. Your range to target is the same as targets range to you.
A pilots objective in a DPS slugfest is to go to a range which maximizes the damage he is inflicting while minimizing the damage he takes from the enemy.
Falloff is not a range where weapons start stucking but artillary weapons suck less... it is just a characteristic of the damage curve.
Quote:
However, it does NOT follow that Minmatar make better ranged ships.
I do not recall making the argument that Minmatar make better ranged ships. I was just pointing out the pattern of range vs tracking and how Artillary having the worst tracking becuse it has the best range.
My point is that the issues to be tweaked lie with the *ships*. Modify hardpoints, stats, bonuses, slot layouts, improve utility modules.
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AstroPhobic
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Posted - 2008.06.26 02:50:00 -
[287]
Originally by: Clavius XIV
If you pick the Railgun's prefered range, then yes relative DPS sucks at that range. But that's a fleet composition/FC issue. If one balances based on a lowest common denomitaor range, then it stands to reason that snipers would have to become homognized to be balanced.
This may be why CCP has left range rig stacking as it is. This allows everyone to push their optimals near the lcck cap, and makes snipers more homogenous
I have never fought a single fleet battle where snipers weren't placed at 150-160KM. It HAS to be this, due to it being the minimum range where you can warp to an object, and also the upper bound for some sniper weapons, including artillery. To say "But we could fight at 200KM" is ridiculous. Because you simply don't. You have a fleet of 100? 20 of them won't be able to hit at 200km.
I can see why falloff is a positive thing for arty, but in a fleet there is every single race ship and the 3 long range guns, so you'll never see a fleet of 30 tempest/maelstrom at 200km saying, "haha, we have falloff!!!".
You want to give artillery range to counter their sucky DPS? Fine. Do it in optimal so we can upgrade ammo to hit at a certain range. Right now you'd be hard pressed to hit at 150 using carbo lead, let alone other ammo.
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Boz Well
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Posted - 2008.06.26 03:09:00 -
[288]
Clav, that's all well and good, except it's comparing unequipped gun1 with unequipped gun2. Saying that artillery have the best 'range' only applies at the furthest of range (i.e. once you get to the point the other ships fall behind using long range ammo + fittings). That's rather inconsequential, though, since practical no one fights at that range. The other types of weapons can use fittings to reach the ranges at which people do fight, and so in practice this is a benefit that's rarely if ever noticed. I'm not saying "it's falloff" and leaving it at that. I'm saying if both guns choose to fight in falloff, sure, Matar win. If the other side can just use ammo/fittings to extend their range, however, so that they are not fighting in falloff (and will resume dealing higher dps), then the 'benefit' is of little value.
If you meant it only as a reason for why CCP gave them such ****ty tracking, I suppose I can see what you're saying (although I really hope CCP did more than plug the guns into their version of EFT with no fittings and say 'falloff! thus, ****ty tracking.'). But if you're saying it should be that way, I disagree, as it's a minimal benefit at best when fittings are taken into account.
On a final note, I am not really against improving the ships, if only because CCP seems to want to avoid having other races want fit projectiles on, oh, say an Apoc. But I think the inherent problem is with the weaponry, and this is demonstrated by the EFT graphs you've mentioned, once you account for fittings (and by this I simply mean other ships being able to extend their range so they aren't fighting in their falloff range, which is the only time Matar shine) and practical situations (i.e. the ranges people normally fight at).
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AstroPhobic
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Posted - 2008.06.26 03:16:00 -
[289]
Right now, projectiles on an apoc is the last thing you'll see. Did you see my tempest with megapulse? It owned!

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Boz Well
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Posted - 2008.06.26 03:19:00 -
[290]
Lolz, yeah, I did. Also saw the one comparing the missiles/projectiles, and shed a few tears 
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Veryez
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Posted - 2008.06.26 05:45:00 -
[291]
A few months ago I ran the numbers for different short ranged weapons systems. It took a while to find it, but the original thread was here:
http://oldforums.eveonline.com/?a=topic&threadID=722122&page=19#566
For those who donÆt want to re-read it, I will copy my previous discussion:
ôHowever while going over the numbers I found a rather odd pattern, and a reply from CCP would be appreciated.
While comparing short ranged turrets I came upon some interesting discrepancies. Both pulse lasers and blasters have common damage modifiers throughout gun sizes. More specifically looking at neutron blasters small, medium and large neutrons have a damage modifier of 3.5 for t1 guns (t2 is consistently 20% greater across the board). Of course pulse lasers donÆt have a corresponding smallest size in medium and large turrets, but for the medium sized pulse lasers and largest sized pulse lasers the damage mods are constant across gun sizes. The only variable is rate of fire, which results in a 50% drop in DPS potential across gun sizes, which is made up by the 200% increase in damage as ammo jumps up (i.e. large ammo does 200% more damage than medium).
Projectiles though are different. Both damage mods and ROF vary across gun sizes. For example looking at the middle sized ACÆs (150, 220, and 650Æs) damage mods are 2.475, 2.31 and 2.4442. Largest ACÆs are: 2.8875, 2.8875, 2.695. Only the smallest ACÆs are consistent across gun sizes. Now before anyone gets up in arms over this, the ROFÆs are adjusted to give the same increase in DPS as gun size increases (i.e. 50% less rate, but 200% increase in damage for the same increase as in blasters and pulse lasers).
So first questions, Was this a change or not, and why would you chose to vary 2 things for projectiles vice 1 for blasters and pulse lasers?
Next, taking the damage mod and dividing by the ROF we gain a damage modifier that we can multiply by the damage amount of the ammo to get DPS (at least until the first reload).
Looking at large sized turrets, first we compare the smallest ACÆs and Blasters (dual 425Æs and electrons) we see blasters have 27% more DPS than the smallest ACÆs.
Next we look at mid sized turrets (650Æs vs Ions vs Dual heavies). Ion Blasters have almost 28% more DPS than 650Æs, and 650Æs have about 1% more DPS than Dual Heavies. In short Blaster DPS increases 7.1% going from Electrons to Ions, while AC DPS increases 6.67% going from dual 425Æs to 650Æs.
Lastly looking at the largest turrets (Neutrons, 800Æs, Mega Pulse) AC DPS increases 5% from 650Æs to 800Æs. Blaster DPS increases 6.68% from Ions to Neutrons, and Laser DPS increases 15.7% going from Dual Heavies to Mega Pulse. Overall Neutrons have 30% more DPS than 800Æs and 17% more DPS than Mega Pulses.
Second series of questions: How did these increases get decided upon? Why do ACÆs scale less well than lasers and blasters?
I should also mention that Blasters hold more ammo than ACÆs so as the battle goes longer and reloads get taken into account, the disparity only gets larger. I really canÆt see a reason why increasing gun sizes shouldnÆt scale the same amount.
The DPS % assume t2 ammo, if you use t1 then the numbers get worse for minmatar since EMP does less total damage than either blaster or pulse laser high damage ammo/crystal.ö
Another issue is that for lasers and hybrids both optimal and falloff increases as you increase gun sizes, AC only increase optimal. This should change, both should increase as gun size increases. I believe the smallest guns are a lot closer to being balanced, than the largest guns.
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To mare
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Posted - 2008.06.26 12:22:00 -
[292]
i would like to try for 1 day a tempest with 6 missile hardpoint + 4 guns hardpoint and bonus shifted from projectile to siege+cruise 
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Diomidis
Mythos Corp RAZOR Alliance
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Posted - 2008.06.26 13:41:00 -
[293]
Originally by: To mare i would like to try for 1 day a tempest with 6 missile hardpoint + 4 guns hardpoint and bonus shifted from projectile to siege+cruise 
WoW NPC ship  Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game! |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.26 15:14:00 -
[294]
Originally by: AstroPhobic Not only this, but you're forgetting something. Fleets fire at 150-160km, period. They don't engage at 200, where a tempest may (or may certainly not) have any sort of advantage. It's simply DPS at a particular range, and artillery sucks at this, endof. Not to mention you barely have room for a DCU, let alone EHP or DD buffer.
Everytime I flew with tri in a fleet fight they warped in at 180km specifically because the vast majority of the ships in the fleet (megas) had their optimal at 190km. I didn't fly in TONS of fleet fights with tri but this was definitly the case for the ones I did fly in. The end result was that the vast majority of our fleet could out shoot the oponnent's fleet who seemed to be set to fight at this 160km range.
The reason for this seemed to be a tech I fleet vs tech II fleet issue, but the funny thing was, at 180km my t2 sniping tempest is already struggling to help the fleet. Our guns don't reach that far and we don't get a battleship with range bonuses. I'm not even sure we want a battleship with optimal bonuses because that would make the bonuses useless with AC, probably why one was not given to the maelstrom.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.26 15:19:00 -
[295]
Dont forget, that tempest needs 3 sensor booster to target to 180 to 190
while all others, yes, even amarr, can do that with 2. ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

AstroPhobic
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Posted - 2008.06.26 15:22:00 -
[296]
Originally by: Trojanman190 ...
TRI has the right idea, but it can only be enforced in full t2/smaller fleets. I flew with ATF with a while and it truly became apparent the difference between tech 1 and tech 2 snipers. Bigger and less SP demanding alliances (and smaller too - can't afford to sacrifice pilots) don't have this luxury. It's certainly something to think about, but not the case for the general 0.0 fleet warfare.
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.26 15:27:00 -
[297]
i flown 2 and half year with BoB t2 Blob, before that in m0o faction/t2/haxspl0it blob and before that in FA and before that in SA blobs :D
Ive prolly seen them all.  ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.26 16:46:00 -
[298]
Originally by: Siddy Dont forget, that tempest needs 3 sensor booster to target to 180 to 190
while all others, yes, even amarr, can do that with 2.
Very true.
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.26 18:15:00 -
[299]
Originally by: Trojanman190
Originally by: Siddy Dont forget, that tempest needs 3 sensor booster to target to 180 to 190
while all others, yes, even amarr, can do that with 2.
Very true.
So basicly you have 3 sensorbooster slots, 1 MWD & only one slot left for the tracking computer which the other races will be able to use 2? Ah, thats lame!
PS: Post 300! ************ BOOST MINMATAR!!! ************ |

Juliette DuBois
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Posted - 2008.06.26 18:52:00 -
[300]
Might be crazy idea but giving Tempest +4000 extra base grid would help it quite a bit since it¦s bit short on slots now that scripts were introduced. Basically giving it one more free low slot (no RCU required) for extra tracking enhancer.
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Boz Well
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Posted - 2008.06.26 20:00:00 -
[301]
Originally by: Juliette DuBois Might be crazy idea but giving Tempest +4000 extra base grid would help it quite a bit since it¦s bit short on slots now that scripts were introduced. Basically giving it one more free low slot (no RCU required) for extra tracking enhancer.
Hm... could fit bigger lasers then.. I like it!
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Siddy
Gay Nationalist Association of Amamake
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Posted - 2008.06.26 20:19:00 -
[302]
Edited by: Siddy on 26/06/2008 20:19:46
Originally by: Boz Well
Originally by: Juliette DuBois Might be crazy idea but giving Tempest +4000 extra base grid would help it quite a bit since it¦s bit short on slots now that scripts were introduced. Basically giving it one more free low slot (no RCU required) for extra tracking enhancer.
Hm... could fit bigger lasers then.. I like it!
Maybe cap and RoF bonuses for lasers while we are at it? ------------- T'ey see me t'Rollin, t'ey hatin, pa'trolli. T'ey trying catch me writing dirty... |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.26 20:43:00 -
[303]
rofl guys, quit the sarcasm, lets look for more solutions. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
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Posted - 2008.06.26 20:47:00 -
[304]
Originally by: Jalif
Originally by: Trojanman190
Originally by: Siddy Dont forget, that tempest needs 3 sensor booster to target to 180 to 190
while all others, yes, even amarr, can do that with 2.
Very true.
So basicly you have 3 sensorbooster slots, 1 MWD & only one slot left for the tracking computer which the other races will be able to use 2? Ah, thats lame!
PS: Post 300!
For fleet I can't fit an mwd... I need the second tracking computer =(
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Blind Jhon
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Posted - 2008.06.26 20:54:00 -
[305]
Originally by: Juliette DuBois Might be crazy idea but giving Tempest +4000 extra base grid would help it quite a bit since it¦s bit short on slots now that scripts were introduced. Basically giving it one more free low slot (no RCU required) for extra tracking enhancer.
I AGREE 100% WHIT ONE MORE LOW NEEDED AND PG BOOST
BUT DO NOT FORGET LARGE PROJECTILE TURRET! AC DAMAGE OUTPUT AND ARTY'S CLIP-MAX RANGE NOW NEED LOT OF LOVE
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Boz Well
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Posted - 2008.06.26 23:55:00 -
[306]
Originally by: Blind Jhon
Originally by: Juliette DuBois Might be crazy idea but giving Tempest +4000 extra base grid would help it quite a bit since it¦s bit short on slots now that scripts were introduced. Basically giving it one more free low slot (no RCU required) for extra tracking enhancer.
I AGREE 100% WHIT ONE MORE LOW NEEDED AND PG BOOST
BUT DO NOT FORGET LARGE PROJECTILE TURRET! AC DAMAGE OUTPUT AND ARTY'S CLIP-MAX RANGE NOW NEED LOT OF LOVE
Are you trying to blind us with teh caps?
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.27 00:06:00 -
[307]
Swap a med for a low on the tempest, swap armor and shield values on Tempest, make all varations of EMP do same damage as other T1 short-range ammo, and remove optimal penalty on Hail. That is all.
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AstroPhobic
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Posted - 2008.06.27 01:18:00 -
[308]
Originally by: Gavin Darklighter Swap a med for a low on the tempest, swap armor and shield values on Tempest, make all varations of EMP do same damage as other T1 short-range ammo, and remove optimal penalty on Hail. That is all.
That's a decent start, but comes nowhere near balance. Could care less about the optimal penalty on hail.
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Blind Jhon
Amarr
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Posted - 2008.06.27 08:28:00 -
[309]
Originally by: Boz Well
Are you trying to blind us with teh caps?
you discovered my evil plan :ugh:...
Boost ammo is good but this goes direct in the AC problem
-->my (noob)advice is simply boost AC (large and extralarge) rate of fire, and bring the all short range ammo's damage in line whit the others shortranged ammo
-->Regarding tempest, it's bigger problem was HP buff. whit it's small armor-shield, and whit only 6 low slot the hp buff didn't affect it so much. so he once for all ir left behind the others. Now that a slot swapping (would create only a mega bad variant) will 100% what this ship is a versatile ship!
why add a low and not swap? simply because it's underpowered, and whit this mecanic it didn't enjoyed the HP buff, so we need to fix it in the way that buff can became usefull for us!
do not want to add a low? perfect do not change slot at all, ad just 600 armor hp
if ccp kindly bring our large proiectile (and extralarge) in line whit the others, we are half way to shine again.
that why i claim for adding a 7th low, fix ACs and there every problem are solved 
to sum up, there are 3 thing: now the nubers i wrote subline the importance of that fix
LARGE (and extralarge) PROJECTILE stuff
1) fix the turrets! (personally i ask for a lower rof maybe 20-25% less)
3)boost the short ranged ammo (EMP, Phased Plasma, Fusion)
Tempest and Maelstrom
2)fix the Tempest left behind other BSes after the hp buff, ADDING one low slot
4) why the hell abaddon 110m/s, rock 110m/s, hyperion 130m/s, MAELSTROM 115m/s??? fix mael velocity asap
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Veryez
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Posted - 2008.06.27 08:33:00 -
[310]
Edited by: Veryez on 27/06/2008 08:34:45 Expanding on my earlier post, since hybrid ships get damage bonuses and projectile ships get ROF bonus the differences in DPS becomes smaller. The DPS results are as follows:
Electrons > dual 425Æs by 19.1% Ions > 650Æs by 20% Neutrons > 800Æs by 21.8%
Since we want to close this gap (but not make projectiles overpowered) I suggest the following: Raise EMP (all types) to be equal to other high damage ammoÆs (even reduce carbon if you wish to keep total damage the same), increase the damage modifier on 650Æs by 1% and increase the damage modifier on 800Æs by 2.5%. Finally increase all minmatar battleship bonuses to be 6% ROF per level, instead of the current 5% now. Do not change any other bonuses. Now the results will be:
Electrons > Dual 425Æs by 11.1% Ions > 650Æs by 10.9% Neutrons > 800Æs by 10.9%
For the Tempest, since it gets a ROF and damage bonus, itÆs guns will actually do more damage than a mega one for one, however since the mega has an extra gun, it will still out damage the Tempest by 3.6% (not including drones where the difference becomes much larger) as opposed to the current 13.75% (before drones). Yes the Tempest can mount an extra Torpedo launcher, however it only does 94.25% of a t2 800, so it will not bring the tempest above an mega (when factoring in drones), only closer.
Artillery is another story, but with the 6% ROF per level, they will become much closer to being fixed.
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To mare
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Posted - 2008.06.27 09:12:00 -
[311]
Originally by: Blind Jhon
4) why the hell abaddon 110m/s, rock 110m/s, hyperion 130m/s, MAELSTROM 115m/s??? fix mael velocity asap
hyperion its clearly a blasterboat it need the speed to get close and pwn your face. maelstrom can get a 30km falloff so it need less to get close.
minmatar != must have best speed.
- boost autocannon DPS - fix arty - increase falloff with the tier of the gun - leave the ships bonus as they are
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To mare
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Posted - 2008.06.27 09:45:00 -
[312]
Originally by: Veryez Edited by: Veryez on 27/06/2008 08:49:47 Edited by: Veryez on 27/06/2008 08:34:45 Expanding on my earlier post, since hybrid ships get damage bonuses and projectile ships get ROF bonus the differences in DPS becomes smaller. The DPS results are as follows:
Electrons > dual 425Æs by 19.1% Ions > 650Æs by 20% Neutrons > 800Æs by 21.8%
Since we want to close this gap (but not make projectiles overpowered) I suggest the following: Raise EMP (all types) to be equal to other high damage ammoÆs (even reduce carbon if you wish to keep total damage the same), increase the damage modifier on 650Æs by 1% and increase the damage modifier on 800Æs by 2.5%. Finally increase all minmatar battleship bonuses to be 6% ROF per level, instead of the current 5% now. Do not change any other bonuses. Now the results will be:
Electrons > Dual 425Æs by 11.1% Ions > 650Æs by 10.9% Neutrons > 800Æs by 10.9%
For the Tempest, since it gets a ROF and damage bonus, itÆs guns will actually do more damage than a mega one for one, however since the mega has an extra gun, it will still out damage the Tempest by 3.6% (not including drones where the difference becomes much larger) as opposed to the current 13.75% (before drones). Yes the Tempest can mount an extra Torpedo launcher, however it only does 94.25% of a t2 800, so it will not bring the tempest above an mega (when factoring in drones), only closer.
Artillery is another story, but with the 6% ROF per level, they will become much closer to being fixed.
Edit - For those gal pilots that are blanching at this, remember the mega has an important advantage over the Tempest (besides it's drones), for every mag stab added, it gains a damage bonus on 7 weapons while the Tempest can only bonus 6 weapons. So in the reality of Tranquility, the 3.6% difference is actually always bigger and with the extra low, the mega has an easier time fitting in damage mods.
the tempest is a double dmg bonus BS so its made to hurt.
ACs need a boost and on the bigger tier 2,5% is hardly a boost.
ACs need a UNBONUSED dps between blaster and laser. ---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
ship bonus reflect the ship personality: tempest double dmg bonus = GANK BS no other bs get a double dmg bonus
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Blind Jhon
Amarr
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Posted - 2008.06.27 10:16:00 -
[313]
Edited by: Blind Jhon on 27/06/2008 10:16:52
Originally by: To mare
---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
ship bonus reflect the ship personality: tempest double dmg bonus = GANK BS no other bs get a double dmg bonus
the problem is that even an apocalypse whit 8x mega pulse II and 2 heatsinkII hits for 700dps up to 21km 
a dominix whitout drone fitting 6x electronII whit void, and 2x magstab break 670dps wall (for 50 mil jita price)
a tempest , whit 650II (800 are whortless) whit 2x gyro barely barely reach 600dps, if i want go for near 700dps i need 3 gyrostab, but now how do i tank? and am i a gankboat? no i'm in "line" whit the apoc but dominix geddon mega raven all outgank me!
WTF???
tempest average fitting.... just average fails
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Blind Jhon
Amarr
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Posted - 2008.06.27 10:18:00 -
[314]
oh..... and most of all AC damage & range just do "average" fail 
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.06.27 12:13:00 -
[315]
Originally by: To mare
Originally by: Veryez Edited by: Veryez on 27/06/2008 08:49:47 Edited by: Veryez on 27/06/2008 08:34:45 Expanding on my earlier post, since hybrid ships get damage bonuses and projectile ships get ROF bonus the differences in DPS becomes smaller. The DPS results are as follows:
Electrons > dual 425Æs by 19.1% Ions > 650Æs by 20% Neutrons > 800Æs by 21.8%
Since we want to close this gap (but not make projectiles overpowered) I suggest the following: Raise EMP (all types) to be equal to other high damage ammoÆs (even reduce carbon if you wish to keep total damage the same), increase the damage modifier on 650Æs by 1% and increase the damage modifier on 800Æs by 2.5%. Finally increase all minmatar battleship bonuses to be 6% ROF per level, instead of the current 5% now. Do not change any other bonuses. Now the results will be:
Electrons > Dual 425Æs by 11.1% Ions > 650Æs by 10.9% Neutrons > 800Æs by 10.9%
For the Tempest, since it gets a ROF and damage bonus, itÆs guns will actually do more damage than a mega one for one, however since the mega has an extra gun, it will still out damage the Tempest by 3.6% (not including drones where the difference becomes much larger) as opposed to the current 13.75% (before drones). Yes the Tempest can mount an extra Torpedo launcher, however it only does 94.25% of a t2 800, so it will not bring the tempest above an mega (when factoring in drones), only closer.
Artillery is another story, but with the 6% ROF per level, they will become much closer to being fixed.
Edit - For those gal pilots that are blanching at this, remember the mega has an important advantage over the Tempest (besides it's drones), for every mag stab added, it gains a damage bonus on 7 weapons while the Tempest can only bonus 6 weapons. So in the reality of Tranquility, the 3.6% difference is actually always bigger and with the extra low, the mega has an easier time fitting in damage mods.
the tempest is a double dmg bonus BS so its made to hurt.
ACs need a boost and on the bigger tier 2,5% is hardly a boost.
ACs need a UNBONUSED dps between blaster and laser. ---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
ship bonus reflect the ship personality: tempest double dmg bonus = GANK BS no other bs get a double dmg bonus
If those were the only stats on the guns then yes. But they are NOT.!
AC have WAY WAY lower fittings that lasers, don use cap, have some degree of damage selection (not as uber as some people say but you can at least change from most Explosive for most thermal for example). And have better tracking than lasers. That is why they have lower damage than lasers. Simple. The close range guns are very well balanced. And I am speaking from the point of view of someone that can use any T2 large turret and DO use them a lot. If AC were so bad there would not be TONS of ammarian pilots using them on the APOC before the APOC boost.
AC do not need a general boost. At most they need some flavoring between tier 1 and tier 3. Making them have more damage than laser woudl make them by FAR the best guns in game. That sided with rof bonuses would be broken.
The fact that EMP is a HORRIBLE ammo when compared to Antimatter , that is a serious issue.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.27 12:23:00 -
[316]
Originally by: Blind Jhon
LARGE (and extralarge) PROJECTILE stuff
1) fix the turrets! (personally i ask for a lower rof maybe 20-25% less)
3)boost the short ranged ammo (EMP, Phased Plasma, Fusion)
Tempest and Maelstrom
2)fix the Tempest left behind other BSes after the hp buff, ADDING one low slot
4) why the hell abaddon 110m/s, rock 110m/s, hyperion 130m/s, MAELSTROM 115m/s??? fix mael velocity asap
20% ROF reduction for all large ACs?!?!?! You are nuts. If you do this my Maelstrom *****s 1400 dps.
20% ROF reduction AND seventh low-slot for the tempest? This would make the Tempest do MORE turret DPS than a neutron megathron with a similar fitting, but it would also be able to fit a couple heavy neuts and an ECCM or tracking disruptor. Plus it would have capless weapons, slightly better range, a bit more speed, and would be a hell of alot easier to fit without the Mega's CPU issues. It would completely obsolete the blaster-thron.
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.06.27 12:25:00 -
[317]
Maelstrom damage is OK. >1k dps. Tempest damage would be OK too if the tempest could fit 2 siege launchers along 800MM guns without needing all rest of fitting to be faction.
That with HAIL. The problem is HAIL is not viable ammo. Boost EMP to level where faction EMP matches HAIL (like the hybrids ammo) and you have the damage issues largely mitigated. I would also love to see Fusion made the highest damage ammo for matari, since its teh EXPLOSIVE one, our RACIAL damage.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Blind Jhon
Amarr
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Posted - 2008.06.27 12:36:00 -
[318]
Originally by: Kagura Nikon
If those were the only stats on the guns then yes. But they are NOT.!
don use cap
GO BACK READING THE OTHER 10 PAGES
Originally by: Kagura Nikon have some degree of damage selection (not as uber as some people say but you can at least change from most Explosive for most thermal for example).
OK tempest has 600m3, if i carry 15 capbooster (about 4 cycles) i have 120m3 spare there i can carry 2400 rounds.... barely the space to fit 1200 barrage and 1200 whaterver (emp or hail), then go dock asap....
ok i can variate my damage as a gallente pilot can chose among, thungsten thorium, lead charge, iridium plutonium antimatter.... to variate his max range. hey blaster whit iridium shoot at 8km, it's overpowered!!
Originally by: Kagura Nikon have better traking than lasers
laser hits from 21km, at 21 km you do not need uber traking...... phisic rulez
Originally by: Kagura Nikon If AC were so bad there would not be TONS of ammarian pilots using them on the APOC before the APOC boost.
this is why our rof now sucks, tanx apoc pilots :) they did it just to have max advantage from apoc huge cap
Originally by: Kagura Nikon AC do not need a general boost. At most they need some flavoring between tier 1 and tier 3.
/signed
Originally by: Kagura Nikon Making them have more damage than laser woudl make them by FAR the best guns in game.
FROM comment 1 GO BACK READING THE OTHER 10 PAGES please! noone of us is asking for more damage than lasers just make AC not be subpar other large turrets
Originally by: Kagura Nikon The fact that EMP is a HORRIBLE ammo when compared to Antimatter , that is a serious issue.
not so horrible just need to fill the gap beetwen emp and antimatter raw damage 
|

Blind Jhon
Amarr
|
Posted - 2008.06.27 12:40:00 -
[319]
Edited by: Blind Jhon on 27/06/2008 12:43:41
Originally by: Gavin Darklighter
20% ROF reduction AND seventh low-slot for the tempest? This would make the Tempest do MORE turret DPS than a neutron megathron with a similar fitting, but it would also be able to fit a couple heavy neuts and an ECCM or tracking disruptor. Plus it would have capless weapons, slightly better range, a bit more speed, and would be a hell of alot easier to fit without the Mega's CPU issues. It would completely obsolete the blaster-thron.
It would completely obsolete the blaster-thron......

....It would completely obsolete the blaster-thron....
It would completely obsolete the blaster-thron. sweet   
anyways.. maybe 20% is too much... maybe im not very good at suggesting new ideas...
so what would you do in order to buff AC?
and if you don't agree whit adding a 7th low slot... what would you change?
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To mare
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Posted - 2008.06.27 12:49:00 -
[320]
20%rof reduction on ACs is too much i agree but its just stupid they have less dps than laser when laser have a way better range. a 10% rof reduction would put them in line with laser for raw damage at 0m but half dps than laser at laser optimal range.
as blind john said you dont need alot of tracking when you can deal full damage at 45km
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.06.27 12:52:00 -
[321]
Just fix EMP and Hail, switch the fifth med slot on the Tempest to a seventh low slot, and give the Tempest less shields and more armor.
|

To mare
|
Posted - 2008.06.27 12:54:00 -
[322]
Originally by: Gavin Darklighter Just fix EMP and Hail, switch the fifth med slot on the Tempest to a seventh low slot, and give the Tempest less shields and more armor.
so we can have the weak copy of the megathorn right?
|

Veryez
|
Posted - 2008.06.27 13:03:00 -
[323]
Originally by: To mare
the tempest is a double dmg bonus BS so its made to hurt.
ACs need a boost and on the bigger tier 2,5% is hardly a boost.
ACs need a UNBONUSED dps between blaster and laser. ---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
ship bonus reflect the ship personality: tempest double dmg bonus = GANK BS no other bs get a double dmg bonus
Maybe I wasn't clear in my post, but the total increase in DPS would be between 9% and 10% for 800's. By giving the majority of the bonus to the ship you don't make projectiles more powerful on non-matari ships, which has always been a concern @ CCP. Changing the ROF bonus on all matari battleships from 5% per level to 6% per level is a better than 7% increase in DPS by itself. AC's are not as underpowered as some make them out to be, they only need a little work, Artillery needs bigger changes.
Besides how much would you boost AC's?
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To mare
|
Posted - 2008.06.27 13:32:00 -
[324]
Originally by: Veryez
Maybe I wasn't clear in my post, but the total increase in DPS would be between 9% and 10% for 800's. By giving the majority of the bonus to the ship you don't make projectiles more powerful on non-matari ships, which has always been a concern @ CCP. Changing the ROF bonus on all matari battleships from 5% per level to 6% per level is a better than 7% increase in DPS by itself. AC's are not as underpowered as some make them out to be, they only need a little work, Artillery needs bigger changes.
Besides how much would you boost AC's?
i just dont get the point of why you want to change the ships bonuses when you can go straight to the problem and fix the gun. about the problem of the other races who might want to fit our guns i think ccp fixed that.
- amarr got theyr 2 main problem fixed, EM res on armor lowered by 10% and the unbonused weapon on apoc a amarr player have to be stupid to reject a 25% ROF on geddon, 25% dmg on abbaddon or 37.5% optimal on apoc for a weapon that before ship bonus have only a 5% better dmg and have a way worst range. - gallente wont never fit our guns because blaster are better and they get even better with the +25% dmg that all their BS have. - caldari dont have the powergrid to fit minmatar stuff.
i dont care how much they boost AC (if they ever will) i just want to see the rule about range and damage respected on the weapons, increase damage = decrease range.
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Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 14:09:00 -
[325]
Edited by: Trojanman190 on 27/06/2008 14:14:27
Originally by: Gavin Darklighter Swap a med for a low on the tempest, swap armor and shield values on Tempest, make all varations of EMP do same damage as other T1 short-range ammo, and remove optimal penalty on Hail. That is all.
I do not agree, it would be a phoon with better guns and less drones. We don't need to make the ship more like the phoon. That is the number one reason I do not support a slot change. We can think outside the box and solve this problem without having two 4/7 ships in our arsenal.
Hail would still blow without the penalty. The dps bonus you get is extremely meager even without the cap penatly, and to top it off it has reduced falloff, making it even more useless. Hail is a completely borked ammo type that doe snot even fit with the fight in fall off paradigm... it has no optimal OR fall off (lolammo)
Originally by: Kagura Nikon Maelstrom damage is OK. >1k dps. Tempest damage would be OK too if the tempest could fit 2 siege launchers along 800MM guns without needing all rest of fitting to be faction.
That with HAIL. The problem is HAIL is not viable ammo. Boost EMP to level where faction EMP matches HAIL (like the hybrids ammo) and you have the damage issues largely mitigated. I would also love to see Fusion made the highest damage ammo for matari, since its teh EXPLOSIVE one, our RACIAL damage.
I disagree about the maelstrom, the damage on it is only ok if you are under 10km - 15km, beyond that it has the same falloff problems we are complaining about. To top it off the ship is slow and has trouble maintaining distance or closing distance, trouble tackling, and if tackling and mwd its tank is weak. This ship strikes me as the medium ranged support battleship laying down pwn from a distance while tanking like crazy. Currently, if you want your epic gank dps from the maelstrom you have to stay extremely close to the target.
So, in short, the paper dps is fine and good and awesome, but the usable pvp dps has the same problem the tempest does, its only competative at close range. Only the mealstrom has trouble getting there...
|

Atlanticpyro
The Space BorderLine Diabolic Paradox
|
Posted - 2008.06.27 14:23:00 -
[326]
I feel like the only one in my corp that is going to keep flying matar. Every othere pilot i know is abandoning them for the lack of an adiquit (sp?)battleships. I currently fly a A/C Mael in pvp, and Ill contenue to train them in hopes that it will be fixed someday. 
/signed.... again....
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Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 14:28:00 -
[327]
Originally by: Atlanticpyro I feel like the only one in my corp that is going to keep flying matar. Every othere pilot i know is abandoning them for the lack of an adiquit (sp?)battleships. I currently fly a A/C Mael in pvp, and Ill contenue to train them in hopes that it will be fixed someday. 
/signed.... again....
Id be training amar if I didn't want a carrier so bad.
|

To mare
|
Posted - 2008.06.27 14:33:00 -
[328]
Originally by: Trojanman190
Id be training amar if I didn't want a carrier so bad.
thats even a better reason to start train for amarr. if minmatar bs sux anything bigger sux even more
|

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 14:36:00 -
[329]
Originally by: To mare
Originally by: Trojanman190
Id be training amar if I didn't want a carrier so bad.
thats even a better reason to start train for amarr. if minmatar bs sux anything bigger sux even more
I know the nid sucks, I want it cuz it looks cool. And honestly, asking people to constantly jump my **** around is a royal pain. They all carry teh same amount of ships and they all jump just as far. Mine will look cool.
I'm definitly not saying the nid is good... just might as well use this bs V for something.
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To mare
|
Posted - 2008.06.27 14:45:00 -
[330]
1100 dps on a maelstrom can seem good, but to do that kind of dps you have to use hail (that is good only for paper numbers) and you have to use 4 gyrostabilizers, on a T3 battleships.
it dont seems that good to me
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Boz Well
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Posted - 2008.06.27 15:17:00 -
[331]
The dps number in EFT looks great until you remember that you will be fighting in falloff (and hail doesn't even have much of that). If you stretch out the optimal to a decent range, then I think autocannons are probably fine. But atm, since it's almost a certainty that you'll be in falloff, the dps won't be anywhere near the maximum value that EFT reports.
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AstroPhobic
Minmatar
|
Posted - 2008.06.27 15:34:00 -
[332]
Originally by: Boz Well The dps number in EFT looks great until you remember that you will be fighting in falloff (and hail doesn't even have much of that). If you stretch out the optimal to a decent range, then I think autocannons are probably fine. But atm, since it's almost a certainty that you'll be in falloff, the dps won't be anywhere near the maximum value that EFT reports.
This seems to be the best fix for autos, IMO. Increase the optimal by say, 20km. Autos are effectively solved.
Artillery, however, seems to be a tougher nut to *****. You can't buff it's alpha because CCP intentionally nerfed it's alpha already. You can't buff it's ROF, because people cry like little *****es that it's too similar to railguns. You can't just mess with falloff and clip size, because although helpful, doesn't do much. You can't increase optimal... well, I forget why you can't.
|

To mare
|
Posted - 2008.06.27 15:47:00 -
[333]
some question on what you think about increasin AC optimal: wont they become too similar to laser ? if you boost optimal soo much you plan to reduce falloff? what about barrage? you plan to change AC otimal even on medium and small AC? what about vaga?
imho a change in falloff (see increase falloff with tier of gun)is more feasible
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AstroPhobic
Minmatar
|
Posted - 2008.06.27 15:54:00 -
[334]
Originally by: To mare some question on what you think about increasin AC optimal: wont they become too similar to laser ? if you boost optimal soo much you plan to reduce falloff? what about barrage? you plan to change AC otimal even on medium and small AC? what about vaga?
imho a change in falloff (see increase falloff with tier of gun)is more feasible
Well, the optimal would put it between blaster and laser range. Lasers would still have more range, and damage.
Falloff should stay, in keeping with minmatar philosophy. Maybe trim it a little bit. Barrage would stay the same.
And yes, the other tiers would get increased too. Vaga would have an optimal closer to 10km (barrage). It will be a slight buff, but it will come closer to these imaginary numbers that nano-whiners like to whine about. (See ford escort - 500 DPS, LOL)
The thing about just increasing falloff is you need a whole crapton to make anything similar to balance, and ontop of that you have to raise DPS. This would **** off so many blasterboat pilots it's unreal, coupled with some stupid ranges due to ambit rigs, and it gets ugly.
|

Boz Well
|
Posted - 2008.06.27 15:59:00 -
[335]
The problem with increasing falloff is that it does little to impact how much damage you do at closer ranges. It just allows the autocannons to hit out to longer ranges, which tends to be artillery's role. It'd make them more versatile I suppose, but you'd still get outclassed by other battleships in all relevant ranges.
Would they become too similar to lasers? They still use no cap, they still use matar ammo (no lenses), they still are easy to fit, they still have longer falloff. The only difference is they'd be more useful than the present implementation.
|

To mare
|
Posted - 2008.06.27 15:59:00 -
[336]
i want to know who said that minmatar BS have to do the weakest dmg
because everyone here is thinking thats the way to go
|

Boz Well
|
Posted - 2008.06.27 16:01:00 -
[337]
Um.. I think by increasing falloff only, you're the one putting them in the position of dealing the weakest damage. The reason we're suggesting optimal be extended is because that WILL make a noticeable difference on their DPS, due to the way fighting in falloff lowers your DPS.
|

To mare
|
Posted - 2008.06.27 16:08:00 -
[338]
Originally by: Boz Well The problem with increasing falloff is that it does little to impact how much damage you do at closer ranges. It just allows the autocannons to hit out to longer ranges, which tends to be artillery's role. It'd make them more versatile I suppose, but you'd still get outclassed by other battleships in all relevant ranges.
Would they become too similar to lasers? They still use no cap, they still use matar ammo (no lenses), they still are easy to fit, they still have longer falloff. The only difference is they'd be more useful than the present implementation.
with a falloff of 60km with 800mm + barrage + ambit rigs you can still deal a good amount of your paper dps at 30 km
with similar to laser i mean the high range thing and omg no cap use its becoming more a curse than a advantage.
PS. i can already see the whines for a vaga with 10km otimal 
|

AstroPhobic
Minmatar
|
Posted - 2008.06.27 16:13:00 -
[339]
Originally by: To mare
Originally by: Boz Well The problem with increasing falloff is that it does little to impact how much damage you do at closer ranges. It just allows the autocannons to hit out to longer ranges, which tends to be artillery's role. It'd make them more versatile I suppose, but you'd still get outclassed by other battleships in all relevant ranges.
Would they become too similar to lasers? They still use no cap, they still use matar ammo (no lenses), they still are easy to fit, they still have longer falloff. The only difference is they'd be more useful than the present implementation.
with a falloff of 60km with 800mm + barrage + ambit rigs you can still deal a good amount of your paper dps at 30 km
with similar to laser i mean the high range thing and omg no cap use its becoming more a curse than a advantage.
PS. i can already see the whines for a vaga with 10km otimal 
I don't think we should base an entire weapon system around the possible whines of one ship. If the vaga needs to be dealt with after a projectile buff, then so be it. However, even doing 450 DPS at 15km isn't overpowered. The ishtar can do it at 24km, the zealot can do almost as much with a permanent MWD. Especially when a TD will knock it down to 300 or so.
|

Boz Well
|
Posted - 2008.06.27 16:22:00 -
[340]
Edited by: Boz Well on 27/06/2008 16:23:18 If you had 60km falloff, you're basically just producing an autocannon that can hit in artillery ranges. You'd still never pass laser DPS until the laser is well into its falloff, which is unlikely to matter. The only way to make autocannons competitive in DPS at closer ranges is to either increase optimal or increase DPS. By stretching out their optimal range, they fit nicely between lasers and blasters, while still retaining some versatility with their longer falloff range.
And as an edit, I'd be happy seeing it just for larger projectiles. I wouldn't mind medium/small getting a buff, but overall I have no issues with small/medium Matar ships.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.27 16:24:00 -
[341]
Even if you give the small 5km optimal, mediums 10km & Large 15/20km optimal we still wouldn't do much damage. We would still be the least damage dealing ships around. However it would indeed help us much more. ************ BOOST MINMATAR!!! ************ |

AstroPhobic
Minmatar
|
Posted - 2008.06.27 16:27:00 -
[342]
Originally by: Jalif Even if you give the small 5km optimal, mediums 10km & Large 15/20km optimal we still wouldn't do much damage. We would still be the least damage dealing ships around. However it would indeed help us much more.
This is fine, to me at least. Ships like the tempest should be competitive with ships like the geddon, but not outdamage them. The mael should have respectable damage to couple it's big tank, and the phoon would be able to hit at 20km for damage with ACs(yay!).
|

To mare
|
Posted - 2008.06.27 17:35:00 -
[343]
i was just kidding about the whines for a 10km optimal vaga i would love it.
on a more serius thing what change if you get 10-20 km optimal but no dmg on AC? at short range you still get pawned badly by blaster boat at long range you stell get outdamaged by a laserboat because they have more range and more dps.
even with 20km optima you still in the middle range between laser and blaster with subpar dps and bad tank, the only good tanking bs we have is the typhoon.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.27 18:09:00 -
[344]
Originally by: To mare i was just kidding about the whines for a 10km optimal vaga i would love it.
on a more serius thing what change if you get 10-20 km optimal but no dmg on AC? at short range you still get pawned badly by blaster boat at long range you stell get outdamaged by a laserboat because they have more range and more dps.
even with 20km optima you still in the middle range between laser and blaster with subpar dps and bad tank, the only good tanking bs we have is the typhoon.
Mealstrom is no good tanker? I agree with you. I think the damage may increase with a few procent + that optimal boost.
However it won't make the Tempest a very good battleship either. HOWEVER you could give it an optimal bonus & it will work for AC & Artillery. Just a fast idea about it. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 18:16:00 -
[345]
Originally by: To mare i was just kidding about the whines for a 10km optimal vaga i would love it.
on a more serius thing what change if you get 10-20 km optimal but no dmg on AC? at short range you still get pawned badly by blaster boat at long range you stell get outdamaged by a laserboat because they have more range and more dps.
even with 20km optima you still in the middle range between laser and blaster with subpar dps and bad tank, the only good tanking bs we have is the typhoon.
But thats exactly what we want.... At short range we SHOULD get pwned by blasters. At long range we SHOULD get pwned by lasers. But we should be superior to blasters at mid range (im talking null here) and extremely competative with lasers at medium range.
Our guns take no cap, ccp wont change that so we cannot possible be superior in raw dps or range. It just would not be balanced.
I'm torn between extensions to falloff or optimal... falloff would be the 'minmatarish' way of doing it but would mean something that reduced falloff would completely eliminate us. It would also mean that we could still do damage, albeit extremely low damage, at insane distances, well beyond lasers... which might be a problem.
Increasing optimal means that up to a certain distance we are garanteed some damage, so if this damage is significantly lower than blasters and slightly lower than lasers (which take loads of cap) it would be fairly balanced at close range. At medium range blasters would be completely ineffective (they should be) but we would still be close in dps (still weaker tho) and at long range, where lasers are still in optimala nd we are at optimal + falloff, lasers would be superior.
Hmmm... the optimal extension idea kinda works well... its not minmatarish but it really works well, and we would still spend most of our time fighting in falloff. We would not step on the toes of blasters OR lasers.
So what are the numbers that would make this fair? Blasters, inside of their optimal, should pretty much ALWAYS significantly outdamage autocannons (and lasers too!). This goes for all ammo types. At about 25% into blaster falloff, autocannon dps should surpas blasters. Obviously lasers will now be hitting harder than both. At this point, autocannon dps should SLOWLY lower.
So, when you look at this... its actually kind of simple. The opt + falloff of lasers and ac should be the same. They should BOTH start doing 50% of their maximum damage at the same time. (remembers, lasers do a bit more damage to begin with, so ac will never outdamage lasers.)
With max skills scorch on a mega pulse II is 45 + 10 = 55km for 50% damage. I think that 800mm with barrage should at LEAST be 10 + 45 = 55km for 50% damage. But remember what I said about blasters... they need to pwn face in their optimal but at about 25% into their falloff should be overtaken by ac. A Neutron II with null is 11 + 16, so the optimalf or ac (at least of 800s) needs ot be higher than 10 to pull that off. So, taking all this into account I think that the new 800s (and the rest of the guns should follow suite) shoul dbe as follows.
800mm II, max skills, barrage: 15km optimal + 40km falloff. 50% dps at 55km.
Blasters will ALWAYS have the face melting dps in their optimal. Lasers will ALWAYS have better dps than ac inside laser optimal. Ac will be competative but still bottom rung at close range, highly effective (but not best) at mid range and at long range, due to lasers having a higher base dps, lasers will still be better (since they use cap).
Also, lasers will absolutely still have the long range advantage since the only thing that enhances falloff is a rig, whereas lasers can use tracking enhancers and computers to boost their range ever further.
I believe the above solution is balanced taking dps, range, and cap into account.
What do you dudes think?
|

AstroPhobic
Minmatar
|
Posted - 2008.06.27 18:17:00 -
[346]
Originally by: Jalif
Originally by: To mare i was just kidding about the whines for a 10km optimal vaga i would love it.
on a more serius thing what change if you get 10-20 km optimal but no dmg on AC? at short range you still get pawned badly by blaster boat at long range you stell get outdamaged by a laserboat because they have more range and more dps.
even with 20km optima you still in the middle range between laser and blaster with subpar dps and bad tank, the only good tanking bs we have is the typhoon.
Mealstrom is no good tanker? I agree with you. I think the damage may increase with a few procent + that optimal boost.
However it won't make the Tempest a very good battleship either. HOWEVER you could give it an optimal bonus & it will work for AC & Artillery. Just a fast idea about it.
Yup. Switch a damage bonus for an optimal bonus, give it another 5% grid, fix arties, and it's golden.
|

AstroPhobic
Minmatar
|
Posted - 2008.06.27 18:23:00 -
[347]
Originally by: Trojan numbers
Excellent. I'm thinking 18-20km optimal on the 800mm though, because 40km of falloff is still a lot. Given a few ambit rigs, you have about a 15% chance to hit at 100km. I think it's easier to shade the autocannons below lasers than to outrange blasters. Plus remember that everyone does 60% damage at optimal + falloff.
That said... some "figurings"
800mm II/Barrage: 19km optimal, 33km falloff D650 II/Barrage: 17.5km optimal, 31km falloff D425 II/Barrage: 16km optimal, 29km falloff.
Not sure what this would translate into with no skills/ammo bonus. I might work it out later, but this is really where CCP comes in.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.06.27 18:28:00 -
[348]
Edited by: Siddy on 27/06/2008 18:28:52 Remove large projectiles from game, replase them with lasers and cover it all with Roleplaying that Minmatars switched to lasers on the bigger ships due to metals cant the the stress caused bla bla bla
EVERYONE HAPPY, oh and replace large wepons skills with lasers or something.
And devs dont need to use brains either.
|

To mare
|
Posted - 2008.06.27 18:30:00 -
[349]
yes maelstrom can tank very well in PVE if anyone do mission with matari ships but for pvp when you fitted mwd(mandatory) point(always good to have) cap booster (if you want to run your X-L booster) you have 3 slot left usually X-L booster,amplifier,invuln II. you can hardly get a 500 dps tanked vs a mega a lot less vs laser this mean your shield will last a good 15 seconds before the mega start bite your armor, at that point you are just death meat. probably switching the cap booster for something else your shield can last a bit more but i think you got what i mean.
on the other hand you can passive tank the mael and get something like 110+ EHP and 100 shield regen with no falloff rigs you also get 10000free power grid left (yes 10k) i wish i had a T4 autocannon for it 
now i EFTed a bit pls forgive me
|

To mare
|
Posted - 2008.06.27 18:31:00 -
[350]
Originally by: Siddy Edited by: Siddy on 27/06/2008 18:28:52 Remove large projectiles from game, replase them with lasers and cover it all with Roleplaying that Minmatars switched to lasers on the bigger ships due to metals cant the the stress caused bla bla bla
EVERYONE HAPPY, oh and replace large wepons skills with lasers or something.
And devs dont need to use brains either.
/signed
|

Boz Well
|
Posted - 2008.06.27 18:43:00 -
[351]
That sounds fine to me Trojan. That gives them a nice roll in between the other two turret systems, maintains their improved falloff, maintains their nice tracking but doesn't put the DPS out of line. Seems hard to call the ships imbalanced with those changes, and I think they'd actually be pretty even at that point, while each still has advantages/disadvantages.
|

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 18:53:00 -
[352]
Originally by: Boz Well That sounds fine to me Trojan. That gives them a nice roll in between the other two turret systems, maintains their improved falloff, maintains their nice tracking but doesn't put the DPS out of line. Seems hard to call the ships imbalanced with those changes, and I think they'd actually be pretty even at that point, while each still has advantages/disadvantages.
hurray! support!
*waves hands at cpp*
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.27 18:55:00 -
[353]
Originally by: Trojanman190
Originally by: Boz Well That sounds fine to me Trojan. That gives them a nice roll in between the other two turret systems, maintains their improved falloff, maintains their nice tracking but doesn't put the DPS out of line. Seems hard to call the ships imbalanced with those changes, and I think they'd actually be pretty even at that point, while each still has advantages/disadvantages.
hurray! support!
*waves hands at cpp*
Yeap, this is win what you said Trojan. YOu have my fullbackup.
*SCREAMSSS to ccp to pay attention to trojan*
PS: Make maybe a new topic about, but with a bit better layout & bit more numbers. ************ BOOST MINMATAR!!! ************ |

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 18:58:00 -
[354]
Edited by: Trojanman190 on 27/06/2008 18:58:07 Gona get a bit more responses and fine tuning here first. If all the major posters on this thread really like the idea I may make a topic in the CSM linking back to this one. I just wana make sure it's fine tuned and we can all agree on it so we can get some serious support and actually see it in the game at some point.
|

To mare
|
Posted - 2008.06.27 19:03:00 -
[355]
Originally by: Trojanman190
stuff i dont like
where we are supposed to win here?
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.06.27 19:05:00 -
[356]
Maelstrom can deal near 1k dps (1k with implants) with falloff of 46 km. Stop complaining on that. At 15 km It would still have 95% of its damage. With barrage is OK, with Hail is ok. With EMP is NOT ok. That leads to.. its nto AC problem, its EMP problem
The tempest on other businnes. its damage is total fail. It woudl need 125 drone bay to compensate that. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.27 19:20:00 -
[357]
Edited by: Trojanman190 on 27/06/2008 19:22:21
Originally by: To mare
Originally by: Trojanman190
stuff i dont like
where we are supposed to win here?
Huh?
Well tell me why you don't like it.
Originally by: Kagura Nikon Maelstrom can deal near 1k dps (1k with implants) with falloff of 46 km. Stop complaining on that. At 15 km It would still have 95% of its damage. With barrage is OK, with Hail is ok. With EMP is NOT ok. That leads to.. its nto AC problem, its EMP problem
The tempest on other businnes. its damage is total fail. It woudl need 125 drone bay to compensate that.
The drones wont help it at long range and compensating for hte fact that a ship with two damage mods does not do much damage by giving it drones leads me to beleive that problem obviously lies in the weapons the two bonuses are being applied to....
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.06.27 19:24:00 -
[358]
Originally by: Kagura Nikon Maelstrom can deal near 1k dps (1k with implants) with falloff of 46 km. Stop complaining on that. At 15 km It would still have 95% of its damage. With barrage is OK, with Hail is ok. With EMP is NOT ok. That leads to.. its nto AC problem, its EMP problem
The tempest on other businnes. its damage is total fail. It woudl need 125 drone bay to compensate that.
I will own your mael with mega at close.
My geddon will *****your mael at 45 km and close.
My raven will do the same at max torp range, as prolly will rokh with null.
GG
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AstroPhobic
Minmatar
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Posted - 2008.06.27 19:40:00 -
[359]
Edited by: AstroPhobic on 27/06/2008 19:43:47
Originally by: Kagura Nikon Maelstrom can deal near 1k dps (1k with implants) with falloff of 46 km. Stop complaining on that. At 15 km It would still have 95% of its damage. With barrage is OK, with Hail is ok. With EMP is NOT ok. That leads to.. its nto AC problem, its EMP problem
The tempest on other businnes. its damage is total fail. It woudl need 125 drone bay to compensate that.
This is with 4 gyrostabs, and max drone skills.
At 15km, you're outDPS'd by both a megathron and a geddon. Plus you're 2km away from getting webbed by said megathron, and with a simple overheat of a MWD, you ARE webbed. There is no such thing as kiting megathrons. Say it with me. There is no such thing as kiting megathrons. Okay?
At 46km it's doing about 425 DPS (your ogre IIs aren't going 46km... no way, no how.), while a geddon does nearly to 700 DPS, with one less damage mod. That's without rigs, on the geddon, and with rigs on the maelstrom. Plus the geddon has a passive tank and will live a lot, lot longer than you. And it's half the cost.
It should be doing somewhere closer to 600 DPS at 45km, without drones. With an increase in optimal, it will be doing closer to this DPS.
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AstroPhobic
Minmatar
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Posted - 2008.06.27 19:52:00 -
[360]
Edited by: AstroPhobic on 27/06/2008 19:52:20 Double posting, because it's completely relevant.
Put a Geddon up against a maelstrom. Give the geddon 7 MPL II/scorch, and add 3 optimal rigs. Give the maelstrom 8 800mm IIs with barrage and 3 ambit rigs. 4 Damage mods. Give them both Ogre IIs.
Now... DPS graph. REMEMBER, the geddon can switch to AN MF and drastically increase DPS from 0-20ish KM, while the maelstrom can switch to RF EMP and do just about the same as barrage.
Okay... ready to see it?
Green for Geddon
This is while being half the cost and having a much better, passive, EHP tank.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2008.06.27 19:54:00 -
[361]
Originally by: To mare
ACs need a UNBONUSED dps between blaster and laser. ---- range: laser > autocannon > blaster damage blaster > autocannon > laser balanced ---- range: laser > autocannon > blaster damage blaster > laser > autocannon unbalanced ----
When comparing weapon systems (rather than ships) they should be compared them on with their racial bonus. This means blasters you should compare with 25% damage bonus, Projectiles w/25% rof bonus, and Lasers with 50% cap bonus.
With that in mind the systems roughly compare currently as follows Shortrange Range: Pulse > Autocannon > Blaster Damage: Blaster > Autocannon > Pulse Tracking: Blaster > Autocannon > Pulse Longrange Range: Beam < Rail < Arty Damage Beam >= Rail > Arty Trackin: Beam > Rail > Arty
If it's hard to belive actualy run the numbers yourself.
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AstroPhobic
Minmatar
|
Posted - 2008.06.27 19:57:00 -
[362]
Edited by: AstroPhobic on 27/06/2008 19:58:03 Edited by: AstroPhobic on 27/06/2008 19:57:46 Complete bull****. You're forgetting that minmatar has less turrets than other races. Artillery certainly doesn't have more range when fittings are taken into account, and the graph above proves that autos definitely don't have more damage than pulse.
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Boz Well
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Posted - 2008.06.27 20:09:00 -
[363]
Edited by: Boz Well on 27/06/2008 20:15:54 Clav, I think you're again making an improper comparison to reach your results. Since when is the Apoc the only ship Amarr fly? I can only assume you're basing your conclusions on that, since both Geddon and Abby have rof/damage bonuses, yet you neglect to give Amarr any such bonus in your comparison. Are you referring to fleet ships? I doubt it, since then you start talking about blasters...
So I guess my question is wtf are you talking about, lol. Since when is cap efficiency the only boost amarr get? And why is THAT the point of comparison?
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.27 20:17:00 -
[364]
Edited by: Jalif on 27/06/2008 20:16:58
Originally by: AstroPhobic Edited by: AstroPhobic on 27/06/2008 19:52:20 Double posting, because it's completely relevant.
Put a Geddon up against a maelstrom. Give the geddon 7 MPL II/scorch, and add 3 optimal rigs. Give the maelstrom 8 800mm IIs with barrage and 3 ambit rigs. 4 Damage mods. Give them both Ogre IIs.
Now... DPS graph. REMEMBER, the geddon can switch to AN MF and drastically increase DPS from 0-20ish KM, while the maelstrom can switch to RF EMP and do just about the same as barrage.
Okay... ready to see it?
Green for Geddon
This is while being half the cost and having a much better, passive, EHP tank.
Me Cries for training the wrong race! I am deeply hurt.... auw.... ************ BOOST MINMATAR!!! ************ |

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.06.27 20:17:00 -
[365]
Originally by: Trojanman190 But thats exactly what we want.... At short range we SHOULD get pwned by blasters. At long range we SHOULD get pwned by lasers. But we should be superior to blasters at mid range (im talking null here) and extremely competative with lasers at medium range.
Assuming short range weapons this is alrady the case. In a slugfest, you stay as far away from blasters as possible while still hitting them, and vs lasers you go right in to point blank to make sure you outdamage them (and to exploit their weaker tracking).
In the case of longrange weapons of course this flips around.
Quote:
It would also mean that we could still do damage, albeit extremely low damage, at insane distances, well beyond lasers... which might be a problem.
Autocannons already do have a slight damage advangate over pulses in extreme falloff (Beyond Megapulse MF optimal + falloff, 800 EMP outdamage them) and it is not currently considerd a balance issue by CCP.
Quote:
Increasing optimal means that up to a certain distance we are garanteed some damage..
Falloff "garuntees" damage just as much as optimal does. The only differnece is that in optimal you can easily get one number for DPS which is easier for folks who do the most simplistc level of DPS comparision. When combat range and tracking aren't taken into account things are always simpler but you just cant ingnore them. If you want to compare weapons this way you'd need to give all weapons systems 0 falloff.
Quote:
Blasters will ALWAYS have the face melting dps in their optimal. Lasers will ALWAYS have better dps than ac inside laser optimal. Ac will be competative but still bottom rung at close range, highly effective (but not best) at mid range and at long range, due to lasers having a higher base dps, lasers will still be better (since they use cap).
This can only be this way if falloff didn't exist
Currently (using longrange t2 ammo) Neutron Blasters outdamage everything up 22km 800mm ACs outdamage MEgapulse until 21 km Megapulse outdamage AC beyond 21km and outdamage Blasters beyond 22km 800mm Ac outdamge Neutron Blaster beyond 24km
(note that we are neglecting tracking for simplicity here, but it just puts the differneces in more focus and doens't change the result)
So to summarize...even though AC are in falloff after just 6km they oudamage Megapulse from 0km to 21 km. Falloff doens't suck. It's just harder to understand than simplistic damage at optimal.
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AstroPhobic
Minmatar
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Posted - 2008.06.27 20:20:00 -
[366]
Can I see your numbers? Mine thoroughly disagree.
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Boz Well
|
Posted - 2008.06.27 20:25:00 -
[367]
Quote: 800mm ACs outdamage MEgapulse until 21 km
I think here you're using your assumption that Amarr ships only get a cap bonus and do not get a cap bonus. Sure, if you make that assumption, I suppose projectiles out damage lasers because you're giving them a 25% default bonus (lol). Give both ships the bonus and your numbers are wrong.
I'll end this post here before my sarcastic troll side takes over, but suffice to say I think you're making faulty assumptions and your numbers mean little as a result.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2008.06.27 20:27:00 -
[368]
Originally by: Boz Well
Clav, I think you're again making an improper comparison to reach your results. Since when is the Apoc the only ship Amarr fly? I can only assume you're basing your conclusions on that, since both Geddon and Abby have rof/damage bonuses, yet you neglect to give Amarr any such bonus in your comparison. Are you referring to fleet ships? I doubt it, since then you start talking about blasters...
So I guess my question is wtf are you talking about, lol. Since when is cap efficiency the only boost amarr get? And why is THAT the point of comparison?
That gets to the core of "wtf I am talking about". Ship bonuses and layouts are an important part of balance. For gunships, EVERY amarr laser boat gets 50% cap bonus, EVERY gallente hybrid boat gets 25% damage, EVERY Matari projectile boat gets 25% Rof. Other bonuses are unique ship flavor, but are not racial weapon related. You can't possibly compare just the weapon systems apples to apples in that case.
Again if you want to discuss overall ship balance... theres lots of room for discussion there, but thats a different discussion than projtile vs hybrid vs laser balance
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Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.06.27 20:28:00 -
[369]
Edited by: Jalif on 27/06/2008 20:30:04
Originally by: Clavius XIV
Originally by: Trojanman190 But thats exactly what we want.... At short range we SHOULD get pwned by blasters. At long range we SHOULD get pwned by lasers. But we should be superior to blasters at mid range (im talking null here) and extremely competative with lasers at medium range.
Assuming short range weapons this is alrady the case. In a slugfest, you stay as far away from blasters as possible while still hitting them, and vs lasers you go right in to point blank to make sure you outdamage them (and to exploit their weaker tracking).
In the case of longrange weapons of course this flips around.
Quote:
It would also mean that we could still do damage, albeit extremely low damage, at insane distances, well beyond lasers... which might be a problem.
Autocannons already do have a slight damage advangate over pulses in extreme falloff (Beyond Megapulse MF optimal + falloff, 800 EMP outdamage them) and it is not currently considerd a balance issue by CCP.
Quote:
Increasing optimal means that up to a certain distance we are garanteed some damage..
Falloff "garuntees" damage just as much as optimal does. The only differnece is that in optimal you can easily get one number for DPS which is easier for folks who do the most simplistc level of DPS comparision. When combat range and tracking aren't taken into account things are always simpler but you just cant ingnore them. If you want to compare weapons this way you'd need to give all weapons systems 0 falloff.
Quote:
Blasters will ALWAYS have the face melting dps in their optimal. Lasers will ALWAYS have better dps than ac inside laser optimal. Ac will be competative but still bottom rung at close range, highly effective (but not best) at mid range and at long range, due to lasers having a higher base dps, lasers will still be better (since they use cap).
This can only be this way if falloff didn't exist
Currently (using longrange t2 ammo) Neutron Blasters outdamage everything up 22km 800mm ACs outdamage MEgapulse until 21 km Megapulse outdamage AC beyond 21km and outdamage Blasters beyond 22km 800mm Ac outdamge Neutron Blaster beyond 24km
(note that we are neglecting tracking for simplicity here, but it just puts the differneces in more focus and doens't change the result)
So to summarize...even though AC are in falloff after just 6km they oudamage Megapulse from 0km to 21 km. Falloff doens't suck. It's just harder to understand than simplistic damage at optimal.
On your first point, that is using tactics, you can also switch it around for gallente & amarr, this has to do notting with balance issues
On your second point, you can switch directly towards your long range crystals & you do more damage. EDIT: Btw, how can you say: and it is not currently considerd a balance issue by CCP - Do you work for CCP? If not, then you can't say that. Please leave that kind of comments out.
On your third point, guess you follow the whole topic instead of reading the last posts
On your forth point, that 800mm do more damage within 21km is bull****. Amarr can switch crystals in seconds & outdamage from that range. I geuss you should look more at the numbers my friend. Your bloody Armeggedon (Scorch) can do the same/more damage above 40km that a tempest (Barrage) would do in 5km. ************ BOOST MINMATAR!!! ************ |

Boz Well
|
Posted - 2008.06.27 20:32:00 -
[370]
Just a reminder (I think I've said this to you before), this thread is about battleships and large weapons. Let's just clear that up.
SO, let's look at the large weapon using battleships. 2/3 Amarr battleships get a damage bonus. 2/3 Amarr battleships get a cap bonus. Huh. But we're doing a damage comparison here, so WHICH BONUS SHOULD WE PICK. Lolz. Do we pick the non-damage bonus for our comparison? Or do we pick the DAMAGE-related bonus for our comparison? Well, if we want the comparison to be worth a damn, lol, we pick the damage one.
So, looks like you did bring out my sarcastic side, but please. You're making these long posts that have to be taking you some time to write, but put a few more minutes into generating your numbers before posting please.
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Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.27 20:41:00 -
[371]
Originally by: Boz Well Just a reminder (I think I've said this to you before), this thread is about battleships and large weapons. Let's just clear that up.
SO, let's look at the large weapon using battleships. 2/3 Amarr battleships get a damage bonus. 2/3 Amarr battleships get a cap bonus. Huh. But we're doing a damage comparison here, so WHICH BONUS SHOULD WE PICK. Lolz. Do we pick the non-damage bonus for our comparison? Or do we pick the DAMAGE-related bonus for our comparison? Well, if we want the comparison to be worth a damn, lol, we pick the damage one.
So, looks like you did bring out my sarcastic side, but please. You're making these long posts that have to be taking you some time to write, but put a few more minutes into generating your numbers before posting please.
Also not to forget that those cap bonusses are less "usefull" these days. WHy? PASSIVE TANKED *****ES WITH RIGS. Well, sorry about that, but we already spoke about this that cap isn't in issiu this days because of that. ************ BOOST MINMATAR!!! ************ |

Gavin Darklighter
THE FINAL STAND
|
Posted - 2008.06.27 22:26:00 -
[372]
Edited by: Gavin Darklighter on 27/06/2008 22:26:59
Originally by: Siddy I will own your mael with mega at close.
My geddon will *****your mael at 45 km and close.
My raven will do the same at max torp range, as prolly will rokh with null.
GG
You won't own mine unless you do something *** with ECM drones or multiple neuts.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.06.27 22:51:00 -
[373]
Originally by: Boz Well But we're doing a damage comparison here, so WHICH BONUS SHOULD WE PICK. Lolz. Do we pick the non-damage bonus for our comparison? Or do we pick the DAMAGE-related bonus for our comparison? Well, if we want the comparison to be worth a damn, lol, we pick the damage one.
If you want the comparison to be worth a damn you compare as close to apples to apples as you can. If Phoon damage is fine (which it is) and we want to claim that pest damage is poor, then boosting projectiles will break phoon balance.
When comparing weapon systems (as opposed to ships) you should compare them with their racial bonuses.
Laser racial bonus = 50% cap Projectile racial bonus = 25% rof Gallente hybrid racial bonus = 25% damage (and Caldari racial bonus = 50% range)
Still if you insist on comparing racial + ship bonus (which isn't apples to apples) a Megapulse with scorch on geddon outdamages an 800 with Barrage on Pest beyond 17 km, and is outdamaged under that range. Again the main thing to take away from this is despite the fact that falloff starts at 6km it still allows the 800 to maintain a damage advantage until 17km over the megapulse.. so it would be erronious to just look at damage in optimal and discount damage in falloff as a negligable.
Let's boost the pest without breaking a bunch of other ships in the process.
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AstroPhobic
Minmatar
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Posted - 2008.06.27 23:37:00 -
[374]
Edited by: AstroPhobic on 27/06/2008 23:39:49 Increasing auto power won't "break" the phoon. It will only make it useful at a slightly longer range. Do you want me to post the tempest setup like a phoon again? It wasn't pretty.
Edit: You don't seem to understand here. So (ignoring the fact that MP can easily switch to AN MF and outdamage the mael at ANY range... for whatever reason) autocannons are the best choice at what... 15-17km? Under this, they're raped by blasters, over this, they're raped by lasers. How do you see this as balanced? No cap? 
You're missing the fact that this thread is about large projectiles AND battleships, so both bonuses are completely relevant. You can compare the "racial" bonuses if you want, which only proves our battleships are broken. Which is semi-true (they're not that bad). It's really the weaponry that is underpowered, and this have been demonstrated time and time again.
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Boz Well
|
Posted - 2008.06.27 23:53:00 -
[375]
Making the comparison without looking at the ships (and in your example, giving Matar a 25% boost) makes for a useless comparison. In practice, Amarr don't have only a cap bonus. Not even all amarr ships have a cap bonus. And to be quite honest, I don't even really know what you're talking about with a racial bonus. Is that just the bonus most ships have? I'm guessing so, but that's really neither here nor there. What matters is the battleship comparisons, and just as many battleships have a damage bonus as have the cap bonus. If you ignore the damage bonus, you're giving Matar a 25% advantage in your comparison, a 25% advantage that in practice won't be seen, as typically both ships will have this 25% and it will equal out.
I'm not saying we should just pick a single ship and balance an entire class of guns (here, large projectile) based on that one ship. However, I am saying you need to take ships into account generally, and not cherry pick bonuses like you're doing. Either compare the guns with no bonuses and assume they will generally equal out, or apply the likely bonuses the guns will have in practice. Don't cherry pick cap recharge for Amarr and damage for Matar and claim that's a realistic comparison.
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Bellum Eternus
Gallente D00M. The Requiem
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Posted - 2008.06.28 02:46:00 -
[376]
Everyone keeps posting like AC boats are supposed to be equal to blaster ships (DPS wise) at any given range. They're not.
Bellum Eternus
[Vid] L E G E N D A R Y COLLECTION
Inveniam viam aut faciam. |

AstroPhobic
Minmatar
|
Posted - 2008.06.28 02:48:00 -
[377]
Originally by: Bellum Eternus Everyone keeps posting like AC boats are supposed to be equal to blaster ships (DPS wise) at any given range. They're not.
We don't. We've said several times that damage should be below both blasters and lasers. Read the thread?
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Boz Well
|
Posted - 2008.06.28 02:52:00 -
[378]
Originally by: AstroPhobic
Originally by: Bellum Eternus Everyone keeps posting like AC boats are supposed to be equal to blaster ships (DPS wise) at any given range. They're not.
We don't. We've said several times that damage should be below both blasters and lasers. Read the thread?
Obviously too hard.
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Veryez
|
Posted - 2008.06.28 02:56:00 -
[379]
Originally by: Trojanman190
....good ideas...
What do you dudes think?
I want a 15k t2 webber....It would be an improvement, but now put your new AC's on a abaddon with a huge armor tank and see if a Tempest can beat it (I haven't run the numbers yet) - if it can't then it won't work.
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Veryez
|
Posted - 2008.06.28 03:16:00 -
[380]
Edited by: Veryez on 28/06/2008 03:23:19
Originally by: Clavius XIV
When comparing weapon systems (rather than ships) they should be compared them on with their racial bonus. This means blasters you should compare with 25% damage bonus, Projectiles w/25% rof bonus, and Lasers with 50% cap bonus.
That's a lie, the Geddon gets a ROF bonus and the Abaddon gets a damage bonus - the Apoc is the only ship that fits you statement - and it's not suppose to use pulse lasers....
Lastly while everyone can quote some range that blasters dps should be above, do you fight at that range? The incredibly short range of webbers really defines the range of small gang combat. Saying that blasters should out DPS everything inside 11k sounds great, until you realize that a huge majority of small gang combat takes place inside 10k....Try to keep a maga at 21k in a Tempest, let me know how you do....
Originally by: Bellum Eternus Everyone keeps posting like AC boats are supposed to be equal to blaster ships (DPS wise) at any given range. They're not.
Had you actually read the thread you would have seen that everyone thinks Blaster boats should out DPS at close range, the questions come down to 1) What range should that be? and 2) How much difference is fair? I'm sure most Blaster pilots would say 1)25k and 2) 200% - but they both seem a bit excessive to me.
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Terianna Eri
Amarr Scrutari
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Posted - 2008.06.28 03:51:00 -
[381]
Originally by: Clavius XIV EVERY amarr laser boat gets 50% cap bonus
Abaddon.
just fyi. __________________________________
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Blind Jhon
Amarr
|
Posted - 2008.06.28 08:18:00 -
[382]
Edited by: Blind Jhon on 28/06/2008 08:18:14
Macchiavelli (a medioeval italian thinker) sayd there are 2 level of truth, 2 lvl of reality. one he called effective truth, the reality like it is itself; the other is the storical reality, which is the world, the truth seen, from an objective point of view, as it should be.
we all MUST to follow (we are oblyed to follow) the first one, but this do not mean we have to forget the storical reality of the things.
From a pragmatical, and actuable poin of view,i second trojan's idea plus a general buff to short ranged proiectile ammo (EMP, P.Plasma, Fusion)
but, (maybe i'm masokist, i allways want to be flamed ).....
i'd like to underline some, obvious, simple matari facts.
Minmatar in my very opinion, was created as a smuggler, small gang pvper, hit and run race. this mean
warp in, outspeed-outturn everyone go to the target and despite: your cap is dry, your support drone are gone your prey want to escape..... you are able to melt his ship and run away
i repete: WARP IN --> UBER VELOCITY (uber approach) --> UBER NERF-BATING THE NEMY and obvious, uber escape, if lucky, before the others are on you!
this is why: we have bigger shield than armor we have great falloff (to start escaping while you finish smashing the prey's hull) we have great speed we have much missile hardpoint (missile allways hit) and most of all this is why WE DO NOT TANK except for sleimpnir and "maelstrom".... we are supposed to kill others before they kill us and if we can't... well run away
and this is why amarr (our first enemy) hit farter, in order to pown us before we approach them (but so we shoul outdamage them in short range)
the problem? we are the lowest damage dealing around!!!... there is something briken everyone noticed (even blind people )
so gallente should soloblast (ok outdamage at low ranges, but do not forget ALL gallente take several dps from drone) amar are the real battleship race,they f-u-c you at middle range caldary the fleetranged king of hill (they snipe from the top)
now i do not want go around messing in middlelow, long, falloff, here and there range....
is so illogic if i want to keep my actual falloff and be second (not too far just say 50dps from blaster, they have all the drone advantage anyways) from blaster at low range shooting?
we do not tank, so the cap free gun are allready balanced! projectile gun must pwn at low range just a bit less than blaster
this is just my, "storical", point of view.... 
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Terracomm
|
Posted - 2008.06.28 08:18:00 -
[383]
Edited by: Terracomm on 28/06/2008 08:18:36 At this point I seriously find it difficult to see any change in the near future... the vast majority of EVE players are ignorant and oblivious to this game and its mechanics. As long as I continue to see players think 1400mm Artillery cannons are "Awsum DPS n fine"(Error implied), nothing will change.
At least it is easy for me to cross-train something decent at this point, if nothing happens.
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Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.28 09:35:00 -
[384]
Originally by: Terracomm Edited by: Terracomm on 28/06/2008 08:18:36 At this point I seriously find it difficult to see any change in the near future... the vast majority of EVE players are ignorant and oblivious to this game and its mechanics. As long as I continue to see players think 1400mm Artillery cannons are "Awsum DPS n fine"(Error implied), nothing will change.
At least it is easy for me to cross-train something decent at this point, if nothing happens.
Well, it is totally not right if 20% of the eve pvp pilots who fly minmatar should suffer from the stupidity of other pilots who only think about their own race. I invested 20mil SP just only on minmatar (just calculated how ******* much time & money there is invested in this) & I am not going to train for another race because of lack of understanding by others. ************ BOOST MINMATAR!!! ************ |

Terracomm
|
Posted - 2008.06.28 09:59:00 -
[385]
Edited by: Terracomm on 28/06/2008 09:59:57
Originally by: Jalif
Originally by: Terracomm Edited by: Terracomm on 28/06/2008 08:18:36 At this point I seriously find it difficult to see any change in the near future... the vast majority of EVE players are ignorant and oblivious to this game and its mechanics. As long as I continue to see players think 1400mm Artillery cannons are "Awsum DPS n fine"(Error implied), nothing will change.
At least it is easy for me to cross-train something decent at this point, if nothing happens.
Well, it is totally not right if 20% of the eve pvp pilots who fly minmatar should suffer from the stupidity of other pilots who only think about their own race. I invested 20mil SP just only on minmatar (just calculated how ******* much time & money there is invested in this) & I am not going to train for another race because of lack of understanding by others.
I know what you mean, I am in the same position you are... it is just ridiculous the ignorance demonstrated by the majority of players in regards to balance and change. I want to enjoy using Projectiles / Minmatar battleships again, my last sentence was just an ineffective quip.
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Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.06.28 10:19:00 -
[386]
Ok guys, I have a solution. Bear with me because I will be talking about back story as much as game balance here. Also i will be adding what most people grudge about, real world artillery comparisons. So I apologize.
Artillery as we know it in the real world is often a single shot system, or at the very least it was during WWII, Each shot was individually packed into the chamber by a team, adding the actual shot and the propellant then prepping the artillery to fire. These days anything using artillery is normally automated but thats few and far between, to the point that Australia is one of the last western nations with artillery still used in their navy, its considered a cost effective weapon but America and most other countries with advanced technology have completely moved to missiles. During the last invasion of Iraq, Australia although with a small fleet, was requested by America to bombard coastal installations as the price per shot was extremely low compared to what the American navy could do.
Artillery is a very long range weapon, with the mass of a shot of such extreme weight that if propelled with enough force, it can travel distances previously unheard of before 'Iraq Super Gun' was developed by Gerard Bull and had a theoretical range of 1000Km with a non-rocket assisted 1000mm shot weighing in at 600Kg. That my friends is insane. Gerard Bull revolutionised artillery technology and was later assassinated by the Israeli intelligence because of his work with Iraq. Current Mobile Armored Artillery (Tanks) have a range of in excess of 70Km.
Thats a little history lesson, now lets put this into practical use.
If we assume we are thinking of a mix of old and new artillery technology, lets also assume that if the artillery was a new system there would be no delay or reloading required, automated systems don't take a break, they just keep on keeping on, the same rate of shots supplied as ever, the capacity is the capacity of the whole ammunition storage itself. All ammunition you have, not just 12 shots and your out. If we then also think of the low rate of fire of artillery, its hard to imagine that been required for an automated system, cooling wouldn't be an issue as much as the RoF would imply, so perhaps the low RoF is because the system is not automated. It required a crew to reload the guns. Now if its a crew, then an ammunition capacity is irrelevant as they are making the shots one at a time and loading them into the chamber as they finish preparing. That would explain the slow RoF that artillery has. Now if this is the case then I have my first suggestion.
1:> Remove Artilleries Capacity, having the ammunition been taken directly from cargo bay itself. There is no reload time.
Next we have range + shot size & mass. With such a large and heavy object, accuracy is questionable but range is massive, currently however is that the accuracy is So So with a decent but not great optimal, and range is pathetic, honestly, Artillery should have the greatest range of all weapons. Considering all this I have my second suggestion.
2:> Decrease all Artillery optimal ranges slightly and increasing falloff by a large % in excess of 100%, 1400mm's should not have a range in optimal much past 70km with optimal boosting modules installed. There should be a 50/50 chance of hitting a target at 249Km.
Once we have done this we will need adjust some modules to go inline with Artillery. Suggestion three.
2:> Add falloff and falloff+optimal scripts for targeting computers, add a falloff bonus to gyrostabilizers, modify range boosting T1 and Artillery T2 ammunition to increase falloff+optimal
Thats my suggestions, I believe artillery could be a rather interesting and fleet effective platform with a massive difference to the other long range weapons, enough so as to warrant having them in an engagement.
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Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.28 10:43:00 -
[387]
Edited by: Jalif on 28/06/2008 10:44:28 Edited by: Jalif on 28/06/2008 10:44:09 Nian Banks, you made a wonderfull post. Nice background & nice intresting idea about the reloading time.
However creating the falloff & fight further in falloff has been already suggested. Geuss by who: ME (3x times in 3 diffrent treads). Also with the tracking enhancers & tracking computers that improve falloff. Its nice to see that you have the excact same ideas as I have/had about artillery. I really hope that people will see your post & that they will agree with you. Atleast I agree with your idea.
Only thing is, I hope we will get a better DPS & Alpha beside that. Because if we are at 250km & we only can hit 50% for the current damage then this range idea will be useless also :)
but ones again, nice reply
/signed. ************ BOOST MINMATAR!!! ************ |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.06.28 10:59:00 -
[388]
Originally by: Jalif Edited by: Jalif on 28/06/2008 10:44:28 Edited by: Jalif on 28/06/2008 10:44:09 Nian Banks, you made a wonderfull post. Nice background & nice intresting idea about the reloading time.
However creating the falloff & fight further in falloff has been already suggested. Geuss by who: ME (3x times in 3 diffrent treads). Also with the tracking enhancers & tracking computers that improve falloff. Its nice to see that you have the excact same ideas as I have/had about artillery. I really hope that people will see your post & that they will agree with you. Atleast I agree with your idea.
Only thing is, I hope we will get a better DPS & Alpha beside that. Because if we are at 250km & we only can hit 50% for the current damage then this range idea will be useless also :)
but ones again, nice reply
/signed.
Have faith, there have been several threads and suggestions over the years with falloff as the main aspect when it comes to artillery, I added one ages ago but it seems people are a little fickle and ignore most suggestions that go outside their little BOX. This is more of an extension of the falloff ideas, with the current game mechanics and developments of late. Anyway gladd theres atleast someone else interested in these sort of changes.
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Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.28 11:46:00 -
[389]
Edited by: Jalif on 28/06/2008 11:50:36
Originally by: Nian Banks
Originally by: Jalif Edited by: Jalif on 28/06/2008 10:44:28 Edited by: Jalif on 28/06/2008 10:44:09 Nian Banks, you made a wonderfull post. Nice background & nice intresting idea about the reloading time.
However creating the falloff & fight further in falloff has been already suggested. Geuss by who: ME (3x times in 3 diffrent treads). Also with the tracking enhancers & tracking computers that improve falloff. Its nice to see that you have the excact same ideas as I have/had about artillery. I really hope that people will see your post & that they will agree with you. Atleast I agree with your idea.
Only thing is, I hope we will get a better DPS & Alpha beside that. Because if we are at 250km & we only can hit 50% for the current damage then this range idea will be useless also :)
but ones again, nice reply
/signed.
Have faith, there have been several threads and suggestions over the years with falloff as the main aspect when it comes to artillery, I added one ages ago but it seems people are a little fickle and ignore most suggestions that go outside their little BOX. This is more of an extension of the falloff ideas, with the current game mechanics and developments of late. Anyway gladd theres atleast someone else interested in these sort of changes.
It will artillery so diffrent that is will be hard to see if it is balanced just with numbers. Always toughed that if you make weapon systems so diffrent that you won't be able to compare them. Only testing would make them balanced & whining becomes less in the world of eve. Its something that CCP should think about. Make stuff so diffrent that you won't be able to compare it to something else. This is why minmatar was never whined about. But now that everything is getting more hemogonized you will see that minmatar is the subpar compared to others.
EDIT: Other thing you can see that minmatar got "nerfed" is because of the nano ships of the other races. Other races have something to nano now which was before only a luxury for the minmatar. To be honest it should stay like that. If we dedicate range in anyway then I don't mind then we don't get a projectile buff. But because of the nano-era this is been taken away from us.
Now that I remember. We only have now 1 true nano ship & that is the Vegabond. Amarr which should be one of the slowest or the slowest around have 2: Curse & the Zeolot.
Damn, ccp, fix this for ones. |

To mare
|
Posted - 2008.06.28 12:01:00 -
[390]
about arty i already know i wont get what i want (see alpha).
but now im fixed about autocannon i dont get the point why you all already gave up on the fact they must sux in dps. |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.28 12:06:00 -
[391]
Edited by: Jalif on 28/06/2008 12:07:19
Originally by: To mare about arty i already know i wont get what i want (see alpha).
but now im fixed about autocannon i dont get the point why you all already gave up on the fact they must sux in dps.
Simple: if you can choose your fights & disingage from them then having a equal damage output compared to the others will be unbalanced.
I am not saying that the Autocannon should have the suckiest DPS. That is only on the case of the above. But since CCP boosted for other races to nano & to high buffer tank the hit & run tactics don't work anymore. So AC's should be boosted to become balanced to the others. Also this counts for the Arties.
BUT if minmatar can get their hit & run tactics back then boosting our AC would become to overpowered. I hope you understand it now To Mare. ************ BOOST MINMATAR!!! ************ |

Blind Jhon
Amarr
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Posted - 2008.06.28 12:09:00 -
[392]
\0/ Nian Banks good post
anyways i'm a bit.... huh suspicious about falloff fightin (whit arty but not only; is the falloff idea in general)
the problem is the damage.
falloff mean fraction your max damage, all your ideas (jalif and nian) are great and i guess, simply to develop. but if those are be implemented as jalif pointed, autocannons and artillery WOULD NEED a DAMAGE dealth BOOST (btter ammo's power, better rof better damage mod.... whatever) EVEN MORE THAN NOW 
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To mare
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Posted - 2008.06.28 12:22:00 -
[393]
even if a tempest would be able to push MORE dps than a mega (i dont want that but you get the idea) the tempest would still die for the bad tank, i dont call that overpowerd.
but AC shoud have more dps than laser at short range, and thats not.
why when you load a ammo in avery single gun you trade damge for range in every weapon system even in missle. why this is broken when u speak about blaster projectile laser?(cap isnt the answer its just an excuse).
i can fly gallente minmatar and soon amarr at the best they can do, just tell me a good reason to bring my minmatar BSs out of the hangar even with a 10-20km optimal on my ACs i dont see any, tell me where we are supposed to have an advantage a turn the battle to our side with a minmatar BS.
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JonnyKay
Gallente Royal Hiigaran Navy
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Posted - 2008.06.28 16:00:00 -
[394]
Edited by: JonnyKay on 28/06/2008 16:03:59 I'm trained into T2 large autocannons and T2 large Arties (have been for a while). I have great gunnery skills and ship skills (Minny bs level 5). Quite frankly, i wish i could trade my skills for the equivalent in Amarr or Gallente...
Anytime i have a BS duel with any other race BS, i'm always left feeling underwhelmed when my Large T2 800mm ACs hit for anywhere between 100-300ish** (400 on structure) at my optimal range. my friend who flies an amarr bs on the other hand gets hits of well over 300 and wrecking hits of over 2000 while tanking my damage easily (cap boosters 4tw).
the Megathron is superior to any Minny BS out there right now in every way.
-> more dps -> better tank (active tanks + buffer tanks better) -> can use multiple dmg types with drones -> can fit ewar mods (armour tank 4tw) -> can use ECM drones while also packing small/medium drones in drone bay for pesky small ships.
Even Caldari with their lol-tastic missiles are more useful to me (mission Raven 4tw!!1)
The only reason why im still continuing to fly minny ships is that im too far trained into them to turn my back on them =( I'm being foolishly optimistic by hoping one day CCP will revive the Minny BS.
** Numbers may not be accurate
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Boz Well
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Posted - 2008.06.28 16:49:00 -
[395]
I really think our current DPS is respectable, although the tempest may have seperate problems. If we could deal our DPS at any sort of range, I think it'd be fine. ATM we have less optimal than blasters, and as soon as we enter falloff, our already slightly lower DPS gets reduced more and more. If we could just hit for our damage at any respectable range, I'd be more than content with autocannons. Artillery needs more help, but AC's I think could be balanced quite easily.
IMHO that's not really asking for too much, haha.
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Blind Jhon
Amarr
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Posted - 2008.06.28 20:56:00 -
[396]
Edited by: Blind Jhon on 28/06/2008 20:56:43
i'm still persuaded that 2 simple thing would solve the whole minmatar "black hole"
1) projectile turret fix ( following all advices in these treads) i think we can do it
2)ADD a 7th low to tempest |

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2008.06.29 00:18:00 -
[397]
Edited by: Nian Banks on 29/06/2008 00:20:24 Let me remind you all that my suggestion would have a follow on effect on autocannons, specifically the change in modules with fallof scripting and adding falloff to T1 projectile ammunition (this however includes a negative to those ammunitions with a -optimal)
At the very least if CCP refuse to change all T1 ammunition, they could include a falloff bonus to Depleted Uranium, the supposes common ammunition for minmatar pilots to use.
The reason I bring this up is that there is another thing that is a nerf/negative to minmatar projectiles, specifically Autocannons. That been that without the falloff bonus given to barrage, Autocannons would be near worthless. As T1 Autocannons can not use Barrage, they are rarely if ever used in PvP. That means that fittings must have T2 Autocannons to be effective. perhaps an increase in falloff qith T1 Ammunition would change that and allow new pilots or those with fitting constraints be able to fight without fitting T2. A positive bonus for sure.
On another point, if anyone questions about there been an inbalance in changing ammunition types, having no reload time. There should still be a 10 second ammunition change time. Think of it as having to swap out containers of ammunition and retooling the equipment required to make the charges.
Lastly in regards to fighting in falloff, yes our damage is not high enough but if we have options to increase fallof+optimal then the greater the range the more damage we will deal. Don't forget that removing the reload time, Artillery will gain a significant increase to its DPS automatically. The optimal and falloff base ranges would need testing and tweaking to give the best all round benefit without been overpowered. Something I am positive CCP could do without any troubles.
<Spelling mistakes and poor grammar is brought to you through lack of sleep, coming off night shift and posting at 10:19am> |

Boz Well
|
Posted - 2008.06.29 00:33:00 -
[398]
I do agree Nian that t1 guns aren't very useful for Matar due to the lack of barrage, but that sort of goes to the 'takes a lot of SP' aspect of Matar. I'm not really for/against improving the range of T1 ammo, tho I agree must of it kinda sucks, haha. I wouldn't really mind seeing it improved. It's just my first concern is if you do have the 'lots of sp', then you should at least be competitive with the other BS haha. |

Ruciza
Minmatar The Feminists
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Posted - 2008.06.29 00:43:00 -
[399]
Edited by: Ruciza on 29/06/2008 00:43:47
Originally by: Nian Banks
That means that fittings must have T2 Autocannons to be effective.
Or just maybe you have fundamentally misunderstood something. Like all the other whining maggots.
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Pan Crastus
Anti-Metagaming League
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Posted - 2008.06.29 00:48:00 -
[400]
Originally by: arbalesttom Both buffertank and dual rep tanks suck on a tempest, since you really want at least 2 gyro's on it.
So, in order to do 'gank' like dps, you have no tank to speak of (buffer or dual rep). If you want to tank, even a thorax will outdamage you..
Precisely. A Tempest without 2 gyros does laughable DPS and can't kill anything when everyone fits 3 trimarks or dual rep cap boosted tanks on higher DPS and HP ships... And if you want to fit for gank, a Hurricane with 2-3 gyros is the better and cheaper option. Or maybe a torp phoon ...
How to PVP: 1. buy ISK with GTCs, 2. fit cloak, learn aggro mechanics, 3. buy second account for metagaming
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Boz Well
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Posted - 2008.06.29 01:43:00 -
[401]
Originally by: Ruciza Edited by: Ruciza on 29/06/2008 00:43:47
Originally by: Nian Banks
That means that fittings must have T2 Autocannons to be effective.
Or just maybe you have fundamentally misunderstood something. Like all the other whining maggots.
Obviously el trollo has thought this issue through.
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AstroPhobic
Minmatar
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Posted - 2008.06.29 02:01:00 -
[402]
Okay, so far I've gone through this thread and seen several good options for ACs (I truly like my idea best, but I'm partial ), and plenty of possible improvements for the pest (although it will be hard to tell which is appropriate given the current state of projectiles).
This makes me happy.
However, I'm still to see an artillery suggestion that I like, or one that has drawn any sort of consensus upon the posters. To all of you, my fellow brains, suggest away! Suggest everything. Lets not get radical (the projectile-missile thing was kind of weird ), but don't rule anything out until it's been discussed.
To start us off:
75% increase in tracking or 20% increase in ROF, double clip size or 40% increase in alpha
Go go go!  |

Happster
Polaris Project
|
Posted - 2008.06.29 08:46:00 -
[403]
Edited by: Happster on 29/06/2008 08:48:06
Originally by: Clavius XIV
Currently (using longrange t2 ammo) Neutron Blasters outdamage everything up 22km 800mm ACs outdamage MEgapulse until 21 km Megapulse outdamage AC beyond 21km and outdamage Blasters beyond 22km 800mm Ac outdamge Neutron Blaster beyond 24km
As you can see from your own words, and i guess numbers you base them on. In no range the AC's are the king. Either its being outdamaged by blasters or lasers. As long as this is the fact falloff do suck!
Btw, in extreem falloff, outside falloff range, AC's do not hit well. You may get the wrecking hit, else you normally dont hit at all. |

Jim McGregor
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Posted - 2008.06.29 09:33:00 -
[404]
Edited by: Jim McGregor on 29/06/2008 09:34:55
I dont think CCP will do anything about this, since all these things have been mentioned tons of times during many years now.
But if they do, I think they should have a look and see if the falloff penalty is really motivated. The game has evolved a lot during these days, and maybe the reasons for it are no longer as strong as they once were.
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Blind Jhon
Amarr
|
Posted - 2008.06.29 10:30:00 -
[405]
Originally by: Jim McGregor Edited by: Jim McGregor on 29/06/2008 09:35:37
I dont think CCP will do anything about this, since all these things have been mentioned tons of times during many years now.
But if they do, I think they should have a look and see if the falloff penalty is really motivated. The game has evolved a lot during these years, and maybe the reasons for the penalty are no longer as strong as they once were.
Maybe it would not be overpowered if projectiles the size of a minivan actually hurt when they hit something.
QFT
the same reasonament for the 6 low slot "penality" on a tempest... |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.29 10:38:00 -
[406]
Edited by: Jalif on 29/06/2008 10:41:21 Well, I like the idea very much of not reloading for my ammo. Just shoot the crap out until my type of ammo is empty & switching to an other ammo will take 10 sec.
This will make Blasters/Railguns the only gun type where you have to "reload". Lasers will have a continues ROF & switching crystals will be instand. Projectiles will have a continues ROF until Ammo dies out. Swithching type of ammo still take 10 sec. Missiles are a whole other type of weapons systems compared to the others.
I think we can all live with that if AC will work like that for the moment (however increasing optimal will be nice addition too. Also Each Race will be unique. THe only thing that needs to be changed still will be artillery. I am up for a larger optimal so that they will be effective in fleet fights. The idea of not reloading will make large artillery populair again. (Specially Laggy Fleet Fights)
There will be no need for increasing damage or ROF & therefore it won't be used by the other races. I think this change is not a buff, but just a wise change to make the handling of minmatar much easier. |

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.06.29 11:04:00 -
[407]
Edited by: Siddy on 29/06/2008 11:13:20 The real idea of autcannons is that you realy dont need to reload them cause you can chainlink all ammo in your hold...
that is in real world
But they are prone to jamming
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.29 11:38:00 -
[408]
Originally by: Siddy Edited by: Siddy on 29/06/2008 11:13:20 The real idea of autcannons is that you realy dont need to reload them cause you can chainlink all ammo in your hold...
that is in real world
But they are prone to jamming
well lasers shouldn't be able to do much damage & they have an infinity range. But we ignore those things so we will ingnore jamming :) |

Samel Hysta
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Posted - 2008.06.29 12:07:00 -
[409]
Originally by: Jalif
Originally by: Siddy Edited by: Siddy on 29/06/2008 11:13:20 The real idea of autcannons is that you realy dont need to reload them cause you can chainlink all ammo in your hold...
that is in real world
But they are prone to jamming
well lasers shouldn't be able to do much damage & they have an infinity range. But we ignore those things so we will ingnore jamming :)
Actual no a beam of light would have to be collimated ( parallel) However it is impossible to create a perfect collimated beam so the light its self would be defracted and loose intensity. Further more light is bent by gravity again distorting the beam. Even if there was no significant gravity acting apon the beam space has billions of particles floating about which again will affect the beam of light.The result is a beam fired from the Earth will spread out to about a diameter of one mile by the time it reaches the moon.
But I like autocannons as they are. I want Artilleries to have more alpha stike.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.29 12:37:00 -
[410]
Edited by: Jalif on 29/06/2008 12:37:04
Originally by: Samel Hysta
Originally by: Jalif
Originally by: Siddy Edited by: Siddy on 29/06/2008 11:13:20 The real idea of autcannons is that you realy dont need to reload them cause you can chainlink all ammo in your hold...
that is in real world
But they are prone to jamming
well lasers shouldn't be able to do much damage & they have an infinity range. But we ignore those things so we will ingnore jamming :)
Actual no a beam of light would have to be collimated ( parallel) However it is impossible to create a perfect collimated beam so the light its self would be defracted and loose intensity. Further more light is bent by gravity again distorting the beam. Even if there was no significant gravity acting apon the beam space has billions of particles floating about which again will affect the beam of light.The result is a beam fired from the Earth will spread out to about a diameter of one mile by the time it reaches the moon.
But I like autocannons as they are. I want Artilleries to have more alpha stike.
GEEK :P |

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.06.29 12:43:00 -
[411]
Edited by: Blind Jhon on 29/06/2008 12:48:04
Things wont change.
do not misunderstand me, it would be great, it will be really really funny the nonreload idea, but.... we mustn't think << how nice would be if we were the only out there...>> think how awfull would be if we will have our fix but nothing would change...
Originally by: Samel Hysta
... But I like autocannons as they are. ...
sure? do you like even the tempest as it is now?
Hell a megatrhon whit railgun 350mmII will do about the same dps of an 650mmII pest
plus 350mmII whit antimatter do have 27km optimal and 25km falloff
650mmII whit emp have 2.7km optimal and 20km fallof
so the caldari-gallente railgun gun from 3km up to 27km will outdamage minmatar short range AC (fitted on the only double damage bs around) but here (3-20km) we are in a medium range cobat!
it sound like a joke... there are a caldari a gallente and a minmatr, bla bla bla..... |

Kaelor
Minmatar We See Dead People Visions of Warfare
|
Posted - 2008.06.29 14:06:00 -
[412]
Sorry to say, but I dont think projectiles will ever get fixed. People have been arguing this since the start. 5 years later and still the same problems. Except with other changes its now even worse.
There have been MANY good ideas before as well as now, but you know what, no one pays attention and things never change. too much like hard work for CCP to fix a fundamental imbalance.
Cest la vie. |

AstroPhobic
Minmatar
|
Posted - 2008.06.29 14:47:00 -
[413]
Originally by: Kaelor Sorry to say, but I dont think projectiles will ever get fixed. People have been arguing this since the start. 5 years later and still the same problems. Except with other changes its now even worse.
There have been MANY good ideas before as well as now, but you know what, no one pays attention and things never change. too much like hard work for CCP to fix a fundamental imbalance.
Cest la vie.
Good thing that I'm training amarr then. Since they were just on the up-boost, and CCP is unlikely to turn around and nerf them (oops, we made a mistake!), it makes an excellent cross training choice. |

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.06.29 17:30:00 -
[414]
sorry for me ignore problems and go crosstraining isn't a solution, astro happy for you if you like fly amar yow is your time but i like minmatar and most off all i like balanced thing.
maybe ccp won't listen to me (and to us) but i'll go on complaining about
AC, ARTY and most of all
the TEMPEST.... this ship and it's pilots remind me the a6m plane in WWII....
so ok i love all the ideas put on the flor till now but...
minmatar is a race made to gank (like gallente) hurrycane, rupture, tempest even the typhoon (splitted bonus ftw) have a double damage bonus...
so we must have fixed projectile turrets in order to keep matari way, and deal reasonable amount of damage  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.29 21:23:00 -
[415]
Yeap Blind, not going to train furter for amarr anymore, I am keep on skilling for minmatar cause thats how I want to play the game. ************ BOOST MINMATAR!!! ************ |

AstroPhobic
Minmatar
|
Posted - 2008.06.29 21:28:00 -
[416]
Originally by: Jalif Yeap Blind, not going to train furter for amarr anymore, I am keep on skilling for minmatar cause thats how I want to play the game.
I didn't stop training minmatar, I finished training minmatar. Of course my large gun specs are awful (1 and 3 IIRC ), but there's nowhere to go. Capital ships are downright hilarious for minnie, so i'll take a pass. Don't get me wrong - I'm not "moving on" - I'm just branching off. If and when CCP take a serious look at minmatar, I'll be right with you guys.
Until then, pew pew pew, die minmatar scum! 
|

Boz Well
|
Posted - 2008.06.29 21:35:00 -
[417]
But the capital ship is vertical! How can you resist that?
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.06.29 22:01:00 -
[418]
Originally by: Jalif Yeap Blind, not going to train furter for amarr anymore, I am keep on skilling for minmatar cause thats how I want to play the game.
uh yeah 
i love matari way, and i love to stay ot the box, and minmatar is the only race which can. now let it behid just because is not fashion.... is silly
Originally by: Boz Well But the capital ship is FREAKINvertical! How can you resist that?
fixed your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Slade Hoo
Amarr
|
Posted - 2008.06.29 22:35:00 -
[419]
Edited by: Slade Hoo on 29/06/2008 22:49:11
Originally by: To mare
but AC shoud have more dps than laser at short range, and thats not.
Why? because they got no cap usage and ultra-low fitting requirements as well as cheap ammo (my mates in Tempest don't carry ammo for 15m+ isk around)? Projectiles should EVER be worse than Lasers in terms of DPS. Whats the reason of using lasers then? wasting PG, cap and a ton of isk for nothing?
Projectiles have indeed a great advantage at short range...compare the tracking of pulse and ACs..if you don't use your advantage ...why should CCP fix it only because of your incompetence?
There is already a solution for high-DPS at short range....give up your tracking and calculate in some cap waste (to get in line with other guns)...hey...thats Hail. Ever used Hail vs. omnitanked Armortanks (very popular, you know?). Get away from EFT-Bull****. 800mm ACs with Hail burns this armortank faster than Neutrons with Antimatter . Test this on sisi with your mates or random guys in BF whatever.
The real issue is Minmatar Slot layout...Tempest has lots of midslots. that rips a low slot that could be useful for Gyro/Tank. But its Minmatar-style-Slot-Layout and has nothing to do with ACs. They are fine....Minmatar aren't supposed to fit 2+ dmg mods+ awesome tank like Amarr. They got midslots instead. Make the best out of them. Gank/Tank is for other races
Large ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
So where is your problem??
|

Boz Well
|
Posted - 2008.06.29 22:50:00 -
[420]
Ya know, I thought "wow this guy sure is making a lot of unfounded points." Then I got to this line...
Quote: ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
And I laughed. 6/10 for trollage.
|

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.30 00:21:00 -
[421]
Edited by: Trojanman190 on 30/06/2008 00:22:47
Originally by: Boz Well Ya know, I thought "wow this guy sure is making a lot of unfounded points." Then I got to this line...
Quote: ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
And I laughed. 6/10 for trollage.
At the very least he openly admitted in his post that he duznt know what he's talking about by saying he's training for the very same thing we are trying to boost that he is saying is alright.
Edit: I do agree with him that ac shouldn't out dps lasers at close range but that's just my opinion.
We use the AC dude, you are still training for them.
In a couple months he will be back helping this thread (or a similar one) out by saying how he trained for ac thinking they rocked but went back to his lasers. We will have to put up with posters like him for now, but at least he will be back to help us out later. |

AstroPhobic
Minmatar
|
Posted - 2008.06.30 00:27:00 -
[422]
Edited by: AstroPhobic on 30/06/2008 00:31:32
Originally by: Slade Hoo
Large ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
So where is your problem??
Please don't comment on modules you cannot use. There's a number of ridiculous points in your post, but it all boils down to "I'm amarr, don't boost minmatar because I don't want other races to be good". You have what is known as the Lyria, Goumindong, JoJo, or Bellum effect.
Please seek immediate medical attention.  |

Trojanman190
D00M. The Requiem
|
Posted - 2008.06.30 00:30:00 -
[423]
Edited by: Trojanman190 on 30/06/2008 00:35:03
Originally by: AstroPhobic
Originally by: Slade Hoo
Large ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
So where is your problem??
Please don't comment on modules you cannot use. There's a number of ridiculous points in your post, but it all boils down to "I'm amarr, don't boost minmatar because I don't want other races to be good". You have what is known as the Lyria, Goumindong, JoJo, or Bellum effect.
Please seek immediate medical attention. 
While I agree on your opinion of his post, we gotta keep the hostility down. We dun needs this thread locked by the devs. |

AstroPhobic
Minmatar
|
Posted - 2008.06.30 00:33:00 -
[424]
Originally by: Trojanman190
While I agree on your opinion of his post, we gotta keep the hostility down. We dun needs this thread locked by the devs.
Edited out the first sentence, you might do the same on your post. This really is nothing on the troll-flame-lock scale, but we need all the help we can get.  |

Boz Well
|
Posted - 2008.06.30 00:48:00 -
[425]
Most of us aren't saying autocannons should out DPS lasers. We aren't saying autocannons should out DPS blasters. We're just saying we'd be competitive if we had anywhere near a respectable optimal, while leaving the DPS alone. Lasers would still deal more DPS (unless you live in Claviusland), and they'd still have a longer range, but it would be a closer comparison than it is now (where our already lower damage gets reduced before blaster damage is reduced).
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.06.30 08:54:00 -
[426]
slade hoo tank you so much for
1) bump, fifth page ftw!
2) even if you do not fly minmatar you pointed out the tempest's issue, all utility slot no more utile, and lack of low slots
3)i guess your post was made whit the best intention, but it represent the enemy we have to face: which is lack of knowledjment, and prejudice << ...Ever used Hail vs. omnitanked Armortanks... >>
--------------------------
AC surely uses no cap and surely have better traking, that's why all tempest pilot first approach you and then orbit at 1000m aorund you @400-500 m/s 
and AC have average optimab about 3000km (less than blasters) i understand you say lasers have higer requirements, but in our opinion it should be
0-3000m Blasters > ACs > Lasers
3000-10'000m Blasters > Lasers > ACs (in falloff)
10'000-25'000+ m Lasers > ACs > blasters
or AC need more range/falloff. As Bozz above says WE WANT TO BE COMPETITIVE!
then the fact fit requrements are better goes whit the fact matari ship have les PG and CPU compared whit others, it's not so easy dual rep II on a pest as you think...
read the title of my post i edited it 20 time it not says AC are broken....
is the entire matari battleship class (whit large turret) that is broken your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

To mare
|
Posted - 2008.06.30 09:04:00 -
[427]
Edited by: To mare on 30/06/2008 09:05:07
Originally by: Blind Jhon
0-3000m Blasters > ACs > Lasers
what?
fitting requirements are balanced on the ships where the weapon is supposed to go as astrophobic pointed out before. leave the fittings req. out of comparison please.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.06.30 10:06:00 -
[428]
Originally by: To mare Edited by: To mare on 30/06/2008 09:05:07
Originally by: Blind Jhon
0-3000m Blasters > ACs > Lasers
what?
fitting requirements are balanced on the ships where the weapon is supposed to go as astrophobic pointed out before. leave the fittings req. out of comparison please.
What She Said. |

Veryez
|
Posted - 2008.06.30 12:07:00 -
[429]
Originally by: Slade Hoo
Large ACs are fine...and i'm training for them right now (only medium projectile lvl 3 so far).
So where is your problem??
Of course, you're right and we're all wrong. How could we not see that. 
When you've flown a minmatar battleship for 6 months w/t2 large projectiles, please come back and tell us what we're doing wrong, or are you one of those who put large AC's on a heavily tanked Amarr battleship? |

Forge Lag
|
Posted - 2008.06.30 12:42:00 -
[430]
Every time nanoes are mentioned someone muses in with "adapt, use minmatar recons" and "vagabond is ment to go fast".
So what about you adapt and use laserboats? Because those are ment for fleet work.
|

To mare
|
Posted - 2008.06.30 12:50:00 -
[431]
Originally by: Forge Lag Every time nanoes are mentioned someone muses in with "adapt, use minmatar recons" and "vagabond is ment to go fast".
So what about you adapt and use laserboats? Because those are ment for fleet work.
every race can nano and kill nano some race are even better than minmatar on nano side of the game. every race have the tools to kill a nanoship minmatars dont have the tools for a fair BS combat sized fight.
PS: nano != vagabond. |

Boz Well
|
Posted - 2008.06.30 12:59:00 -
[432]
Originally by: Forge Lag Every time nanoes are mentioned someone muses in with "adapt, use minmatar recons" and "vagabond is ment to go fast".
So what about you adapt and use laserboats? Because those are ment for fleet work.
Nano's covers a huge array of ships, and not just a single race's ships, and of all the nano's, the Vaga isn't really the biggest problem imo. Most people saying the vaga is meant to go fast are saying that because a lot of other nano ships likely aren't meant to go quite as fast as they go now. And while Matari recons are useful, they aren't the only way to stop a nano. But at the end of the day, nanowhines have nothing to do with large projectile weapons, so whatever people normally say in response to nanowhines is irrelevant here.
As far as using lasers, heh, I do. But I'd like to be able to use my Matari char too.  |

Neutrino Sunset
KDM Corp Firmus Ixion
|
Posted - 2008.06.30 13:45:00 -
[433]
Edited by: Neutrino Sunset on 30/06/2008 13:48:15 I've been following this thread from the beginning, and I must say it has been one of the best threads on the subject I've seen. Most of the ideas presented in this thread have made a lot of sense but have concentrated on balance in terms of numbers, dps and range, balancing one against the other. My own view is that more attention should be given to enhancing the unique character of the Minmatar BS, and if that requires them remain the worst BS for fleet combat then so be it.
So without further ado, this is what I propose:
Increase the optimal of AC so that their useful range lies between blasters and lasers. This should be done for small and mid tier AC too since the introduction of heat totally screwed over ships like the Stabber.
Increase apha on artillery by decreasing rof and increasing damage mod. I know devs have stated that they do not want arties to have the alpha they used to have, but ships HP was boosted by a lot, it was either 50% or 100%, I can't remember which. I see no reason why we can't have at least half as much alpha back as we used to have with a 25% boost or thereabouts.
Boost the agility of all Minmatar BS.
Finally make all Minmatar BS cheaper. They will still be crap, therefore they should be the cheapest.
The point: -------------
The point of these proposed changes is two fold.
Firstly it keeps the Minmatar BS where the devs seem to want them to be, crap dps, crap tanking, and useless in fleet battles due to crap range. The hope being that if the proposed changes are in line with devs views on how these BS should work then perhaps they would be more likely to adopt them.
Secondly it enhances their existing racial characteristics somewhat, in a manner intended to improve their usefulness in a distinctly Minmatar fashion. What do I mean by this? Well consider this, without more drastic measures than those I propose here I think it's inevitable that fairly soon we will start to see less and less Minmatar BS. In fleet ops the scripting changes have boosted the range of all other race's fleet BS to the point where no one in their right mind would bring a Tempest or Maelstrom to a fleet fight if they could fly anything else. And their shortrange effectiveness has also been adversely effected by the introduction of heat and successive module nerfs.
So what does that leave the Minmatar BS? I'd say small and medium scale gang work and hit and run sniper attacks. The AC range and agility boost would help rebalance close range encounters where the torp changes have massively boosted the Raven and the introduction of overheated MWD and web made taking on a Megathron in a Phoon or a Tempest suicide. The boosted alpha and agility would enhance the effectiveness of Minmatar sniper BS warping in at a closer sniper range than other sniper BS, getting a few very damaging rounds off and then quickly getting out again.
So in both long and short range encounters they would have more opportunity to use their nimbleness to stay out of trouble but on the downside they would still have crap tanks. But if they were cheaper then people could afford to bring more in the first place. This way Minmatar BS can be buffed while retaining those characteristics which make them unique by being very efficient in small high risk 'wolf pack' style operations where they rely on mobility and not being too expensive to replace, but remain crap in fleet combat since that is what the devs seem to think they should be.
I think this would make them interesting enough to use that people would be prepared to see past their deficiences and instead explore versatile uses for them. And as long as they remain subpar in terms of raw dps, sniper range and tank then hopefully the other races should be satisfied that the proposed changes do not step on the toes of their own BS.
|

To mare
|
Posted - 2008.06.30 14:35:00 -
[434]
optimal boosted dont solve the problem. why you would do wolf pack with minmatar BS where all other bs just do it better. agility dont solve the problem. cheaper hull is just useless (see insurance) who told you that minmatar BS have to sux in dps, just look at the tempest the lowest defensive BS with 2 dmg mods its clearly made to hold some firepower.
for hit and run tactics you need the punch that projectile dont have.
|

Boz Well
|
Posted - 2008.06.30 14:40:00 -
[435]
Originally by: To mare optimal boosted dont solve the problem. why you would do wolf pack with minmatar BS where all other bs just do it better. agility dont solve the problem. cheaper hull is just useless (see insurance) who told you that minmatar BS have to sux in dps, just look at the tempest the lowest defensive BS with 2 dmg mods its clearly made to hold some firepower.
for hit and run tactics you need the punch that projectile dont have.
Mael can hit over 1000 DPS, and if the optimal was respectable, that's plenty imho. If we could deal maelstrom DPS out to an optimal range between blasters and lasers, then our tracking/fitting/cap use more than make up for slightly less DPS. It'd be very competitive with other BS damage. I don't call that sucking at DPS.
If the tempest needs a seperate boost, so be it. But if you adjust projectiles based on the tempest, you'll throw off Mael/Phoon imo. |

Neutrino Sunset
KDM Corp Firmus Ixion
|
Posted - 2008.06.30 14:45:00 -
[436]
Originally by: To mare optimal boosted dont solve the problem. for hit and run tactics you need the punch that projectile dont have.
See...
Originally by: Neutrino Sunset Increase apha on artillery by decreasing rof and increasing damage mod... I see no reason why we can't have at least half as much alpha back as we used to have with a 25% boost or thereabouts.
|

Ulstan
Caldari State Protectorate
|
Posted - 2008.06.30 14:51:00 -
[437]
If 'train minmatar recons' is an adequate answer to people dissatisfied with how they can counter nanos, then I think it's appropriate to tell you all to just train gallente battleships. There's a definite sense of minmatar pilots wanting it both ways here.
Quote: but AC shoud have more dps than laser at short range
Absolutely not. AC's use no cap, and thus should have less DPS than the other turret short range options.
I see you are unhappy at the active shield tank on Minmatar ships, but wouldn't all your same issues apply to caldari ships as well? What about changing the slot layouts on some of the 'versatile' minmatar ships so they can do one or the other thing better? |

To mare
|
Posted - 2008.06.30 14:53:00 -
[438]
Originally by: Neutrino Sunset
Originally by: To mare optimal boosted dont solve the problem. for hit and run tactics you need the punch that projectile dont have.
See...
Originally by: Neutrino Sunset Increase apha on artillery by decreasing rof and increasing damage mod... I see no reason why we can't have at least half as much alpha back as we used to have with a 25% boost or thereabouts.
with a +25% alpha you need something like 15+ minmatar BS to oneshot a decent buffer tanked BS if you need to shot a 2nd volley there are plenty of other BS who just do it better. |

Ulstan
Caldari State Protectorate
|
Posted - 2008.06.30 14:56:00 -
[439]
The alpha issue is a very valid point: there are all kinds of things that just haven't kept pace with ships increased HP. Self destruct timers, docking timers, etc. The alpha of large Arties is one of these.
|

To mare
|
Posted - 2008.06.30 14:57:00 -
[440]
Originally by: Ulstan If 'train minmatar recons' is an adequate answer to people dissatisfied with how they can counter nanos, then I think it's appropriate to tell you all to just train gallente battleships. There's a definite sense of minmatar pilots wanting it both ways here.
Quote: but AC shoud have more dps than laser at short range
Absolutely not. AC's use no cap, and thus should have less DPS than the other turret short range options.
I see you are unhappy at the active shield tank on Minmatar ships, but wouldn't all your same issues apply to caldari ships as well? What about changing the slot layouts on some of the 'versatile' minmatar ships so they can do one or the other thing better?
ok i change it projectile should have more dps at short range than torpedo because torpedo have far better range.
tank isnt a problem when the gank can compensate its a problem when you lack on both. |

To mare
|
Posted - 2008.06.30 15:03:00 -
[441]
Originally by: Boz Well
Originally by: To mare optimal boosted dont solve the problem. why you would do wolf pack with minmatar BS where all other bs just do it better. agility dont solve the problem. cheaper hull is just useless (see insurance) who told you that minmatar BS have to sux in dps, just look at the tempest the lowest defensive BS with 2 dmg mods its clearly made to hold some firepower.
for hit and run tactics you need the punch that projectile dont have.
Mael can hit over 1000 DPS, and if the optimal was respectable, that's plenty imho. If we could deal maelstrom DPS out to an optimal range between blasters and lasers, then our tracking/fitting/cap use more than make up for slightly less DPS. It'd be very competitive with other BS damage. I don't call that sucking at DPS.
If the tempest needs a seperate boost, so be it. But if you adjust projectiles based on the tempest, you'll throw off Mael/Phoon imo.
you call 1000dps with 4 damage mods respectable? when there other BS can do that 20% or 30% better and with a better tank? |

Neutrino Sunset
KDM Corp Firmus Ixion
|
Posted - 2008.06.30 15:05:00 -
[442]
Edited by: Neutrino Sunset on 30/06/2008 15:07:05 One shotting a buffer tanked BS is absolutely not the objective. There is a whole spectrum of possibilies between where large arty currently is and giving it a bit more punch. Somewhere along that spectrum is a point at which a few Tempests would be the perfect tool for breaking up a small gate camp of HACs and the odd BS.
Originally by: "Ulstan" What about changing the slot layouts on some of the 'versatile' minmatar ships so they can do one or the other thing better?
The devs have decreed that versatility is the curse by which Minmatar BS are effectively crippled. Even if we wanted the same rational slot and hardpoint layouts as other race's BS we would not get it. Although personally I think turning the Minmatar BS into clones of the other races BS would be an unimaginative and undesirable solution to the current problem of our BS not being good at anything at all.
|

To mare
|
Posted - 2008.06.30 15:18:00 -
[443]
Originally by: Neutrino Sunset One shotting a buffer tanked BS is absolutely not the objective. There is a whole spectrum of possibilies between where large arty currently is and giving it a bit more punch. Somewhere along that spectrum is a point at which a few Tempests would be the perfect tool for breaking up a small gate camp of HACs and the odd BS.
oh yes do you ever used arty? if the hac move a bit (no need of mwd just a bit transversal) you will miss for the crap tracking, if the hac use approach its just stupid and he will die VS every BS no need of alpha. arty is nomore suitable for small target.
Originally by: Neutrino Sunset The devs have decreed that versatility is the curse by which Minmatar BS are effectively crippled. Even if we wanted the same rational slot and hardpoint layouts as other race's BS we would not get it. Although personally I think turning the Minmatar BS into clones of the other races BS would be an unimaginative and undesirable solution to the current problem of our BS not being good at anything at all.
minmatar versatility was ok when you was able to use your versatibility , see double nos, ecm and stuff who make you versatile. all the good items for versatility have benn nerfed so now our BS are no more versatile. |

Boz Well
|
Posted - 2008.06.30 15:20:00 -
[444]
Assuming faction ammo (which is fair for pvp), 3xgyro's puts you at 1058 with drones. I consider that fair. |

Boz Well
|
Posted - 2008.06.30 15:25:00 -
[445]
Originally by: Ulstan If 'train minmatar recons' is an adequate answer to people dissatisfied with how they can counter nanos, then I think it's appropriate to tell you all to just train gallente battleships. There's a definite sense of minmatar pilots wanting it both ways here.
Quote: but AC shoud have more dps than laser at short range
Absolutely not. AC's use no cap, and thus should have less DPS than the other turret short range options.
I see you are unhappy at the active shield tank on Minmatar ships, but wouldn't all your same issues apply to caldari ships as well? What about changing the slot layouts on some of the 'versatile' minmatar ships so they can do one or the other thing better?
Don't impute arguments from a nanowhine thread into this one. We aren't talking about nano's. Matar BS are a seperate issue. You can change nano's and this issue remains. You can change large projectiles and the nano issue remains. They are completely seperate and distinct, and any mention of nanowhine threads here is irrelevant. You obviously don't buy the argument of "train matar recon", so why try to use it here as 'train gallente'? It only makes you look the fool imho. |

To mare
|
Posted - 2008.06.30 15:41:00 -
[446]
Originally by: Boz Well Assuming faction ammo (which is fair for pvp), 3xgyro's puts you at 1058 with drones. I consider that fair.
you already know you will never get your paper DPS on a real battle the mael is too slow & fat to get in range.
and even if you put a 4th gyro on the ship and get the 1100 dps you are still below to the others races. not speaking of the tank if you active tank with a XL booster you dont stand a chance to win even with more punch than the opponent
|

Liisa
Starlancers
|
Posted - 2008.06.30 15:42:00 -
[447]
Originally by: Boz Well Assuming faction ammo (which is fair for pvp), 3xgyro's puts you at 1058 with drones. I consider that fair.
You are aware of just how much dps the Hyperion puts out with the type of setup? My quick numbers show it to be just less than 1300 dps.
When you call something "fair" please remember to compare it to other ships of the same class. The only tier 3 battleship that does not do great dps is the rohk, but that ship gets great optimal as compensation.
|

Boz Well
|
Posted - 2008.06.30 15:53:00 -
[448]
Originally by: To mare
Originally by: Boz Well Assuming faction ammo (which is fair for pvp), 3xgyro's puts you at 1058 with drones. I consider that fair.
you already know you will never get your paper DPS on a real battle the mael is too slow & fat to get in range.
and even if you put a 4th gyro on the ship and get the 1100 dps you are still below to the others races. not speaking of the tank if you active tank with a XL booster you dont stand a chance to win even with more punch than the opponent
Too slow to get into the suggested range with extended optimal and the same falloff? If you can't get into that range, you might as well use artillery. Yes, a hyp gets up to 1300, but at a rather short range. Should we get range and 1300 dps? I think that'd be a bit much. With an extended optimal and keeping the same falloff, we'll have very respectable range, great tracking, easy fitting/no cap. I personally think that's fine. The idea is to be competitive, not superior to all the other weapon systems. Adding optimal to the autocannons would drastically improve them, and while the tempest might need some additional boosts, we would at least be competitive.
I wouldn't mind a DPS boost, but I don't think it's necessary and I think it's asking too much.
|

To mare
|
Posted - 2008.06.30 16:09:00 -
[449]
with a 20km gun optimal (400% boost lol) you will get 10km optimal with faction ammo or a drop in dps with barrage.
and even with a optimal boost you still have LESS range than laser and LESS dmg
and actually with 4 gyro for the 1100dps you are actually wasting slots, because other BSes can match that with 1 or nothing at all damage mods.
|

Boz Well
|
Posted - 2008.06.30 16:19:00 -
[450]
I don't think the bonuses projectiles have should be completely dismissed though. Yes, in pure dps, we still lose out. But we still have great tracking. We still have easy to fit weapons (although debatable since racial ships have diff fitting stats). But our weapons still consume no cap. And we still have great falloff. If we had all these advantages and out-dps'd lasers, that'd be a bit unfair I think. Thus, I don't mind dealing slightly less DPS if we get an optimal boost and retain all our other advantages.
I am not saying I would mind a DPS boost, but I don't really think it's realistic to ask to retain all our advantages, get an optimal boost, and additionally ask to out-DPS lasers in close range encounters. I would guess that a minimal request (and imho a balanced one) is more likely to get attention from CCP than than if we ask to retain all our advantages, deal more DPS than amarr and also get a range boost.
In short, don't discount all the advantages we do have at the moment. Currently our advantages are overshadowed a bit by the combination of our lower DPS and our terrible optimal. But if the optimal disadvantage is removed, then we're left with less DPS but a list of other advantages that imho make up for the lesser DPS.
|

Neutrino Sunset
KDM Corp Firmus Ixion
|
Posted - 2008.06.30 16:49:00 -
[451]
Edited by: Neutrino Sunset on 30/06/2008 16:49:49 Returning to a point To Mare made earlier about how hit and run with an arty plaform was hampered by crap tracking, how about a boost to AC optimal, and a boost to Arty tracking and alpha? That would sit very nicely with me and doesn't seem too much to ask considering the current situation.
|

Liang Nuren
Perkone
|
Posted - 2008.06.30 17:13:00 -
[452]
Originally by: Boz Well I would guess that a minimal request (and imho a balanced one) is more likely to get attention from CCP than than if we ask to retain all our advantages, deal more DPS than amarr and also get a range boost.
Just to provide a counter-example: Amarrians threw about the most absurd ideas before they finally got their boost. And now look at them, Amarr's the new FOTM.
If I have to bet, a well reasoned case won't make as much difference as drama queening it.
-Liang |

To mare
|
Posted - 2008.06.30 17:34:00 -
[453]
if you boost the optimal of AC u will have a weak copy of laser but as a weak copy it dont shine in anything.
about boosting alpha AND tracking of arty is no possible CCP intentionally nerfed tracking to dont allow arty hit small things. abut increasing alpha or you increase it alot to make it worthwile or 25% make close to nothing. a +25% dmg mod can be good if you dont touch the rof |

Boz Well
|
Posted - 2008.06.30 17:40:00 -
[454]
Originally by: To mare if you boost the optimal of AC u will have a weak copy of laser but as a weak copy it dont shine in anything.
about boosting alpha AND tracking of arty is no possible CCP intentionally nerfed tracking to dont allow arty hit small things. abut increasing alpha or you increase it alot to make it worthwile or 25% make close to nothing. a +25% dmg mod can be good if you dont touch the rof
A copy of a laser, except lasers use lots of cap, lasers are harder to fit, lasers have worse tracking, projectiles have superior falloff and projectiles have to reload. So basically your point is it's a copy of lasers because what, they both have range longer than blasters? My turn to .
If you were advocating higher DPS than lasers while at the same time making projectiles use cap again, then fine, I'd be on board. But it's silly to ask for higher DPS while retaining all our advantages. |

To mare
|
Posted - 2008.06.30 17:53:00 -
[455]
Originally by: Boz Well
Originally by: To mare if you boost the optimal of AC u will have a weak copy of laser but as a weak copy it dont shine in anything.
about boosting alpha AND tracking of arty is no possible CCP intentionally nerfed tracking to dont allow arty hit small things. abut increasing alpha or you increase it alot to make it worthwile or 25% make close to nothing. a +25% dmg mod can be good if you dont touch the rof
A copy of a laser, except lasers use lots of cap, lasers are harder to fit, lasers have worse tracking, projectiles have superior falloff and projectiles have to reload. So basically your point is it's a copy of lasers because what, they both have range longer than blasters? My turn to .
If you were advocating higher DPS than lasers while at the same time making projectiles use cap again, then fine, I'd be on board. But it's silly to ask for higher DPS while retaining all our advantages.
my point is to get a weapon that dont sux even if you give a optimal bonus to AC they still sux. fitting isnt a issue as module are balanced on the ships where they are supposed to go(if you look at the fitting 1400mm should be better or equal than megabeams). cap usage its just racial flavor, minmatar BS have worst capacitor of ships that use cap to fire, and as i pointed out many times before why torp can push out a lot of dmg with a real dmg selection and no cap?
ah and for what you need all the capacitor you dont use for? |

Nethras
Minmatar Tribal Liberation Force
|
Posted - 2008.06.30 19:18:00 -
[456]
Originally by: Boz Well I don't think the bonuses ACs have should be completely dismissed though. Yes, in pure dps, we still lose out. But we still have great tracking.
Fixed.
ACs have good tracking, arty tracking kinda sucks - and a weapon with poor tracking and designed with the falloff being a decent part of it's range = sucky weapon . As for a buff... If turret disruptors get to affect falloff as well as optimal... do the same for tracking enhancers and tracking comps at the very least, would be an interesting boost to ACs and arty if not great - a revamp of falloff damage would help both projectile types. Artillery probably need something more.
|

Boz Well
|
Posted - 2008.06.30 19:22:00 -
[457]
Woops, ya I did mean autocannons. Artillery is an entirely seperate beast, haha, and the simple optimal boost we've been talking about is only meant for auto's.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.06.30 21:00:00 -
[458]
Edited by: Blind Jhon on 30/06/2008 21:01:26
Originally by: Nethras
....
ACs have good tracking, arty tracking kinda sucks - and a weapon with poor tracking and designed with the falloff being a decent part of it's range = sucky weapon . As for a buff... If turret disruptors get to affect falloff as well as optimal... do the same for tracking enhancers and tracking comps at the very least, would be an interesting boost to ACs and arty if not great - a revamp of falloff damage would help both projectile types. Artillery probably need something more.
while appreciating the idea.... guess that's best way to kill 2 of our "versatility" slots, and have a sub-PAPERFIX  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.01 04:49:00 -
[459]
Or we could just boost the artillery falloff by a massive percent and become the true falloff kings. |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.07.01 09:28:00 -
[460]
Originally by: Nian Banks Or we could just boost the artillery falloff by a massive percent and become the true falloff kings.
I'm up for that, but only if we get the tracking enhancers & tracking computers icrease falloff too... |

deadmeet
|
Posted - 2008.07.01 10:53:00 -
[461]
If I follow some opinions about tracking and damage...
AC : better tracking, so lowest DPS... seems reasonable for some people.
Put the concept for artillery so :
Arty : lowest tracking, so highest DPS ? => false, it's the lowest too...
I would add that you can improve Arty and AC dps and stay below laser or blaster DPS, there is a hole between them... you can just reduce this hole...
And what about missiles ? Why missiles could bring together, range, dps and no cap so ?
ATM : Minmatar BS, AC and Artys need something.. don't know why, it's not my job to know why, I'm just here to see there there is something wrong... |

Boz Well
|
Posted - 2008.07.01 15:30:00 -
[462]
I agree we could get a slight DPS boost to auto's in addition to an optimal boost and still be under the DPS of lasers and definitely blasters. I'm just not so sure we should out-dps lasers at close range, considering all the benefits auto's get that lasers don't get (and I understand that our ships have lower fittings/less cap/etc. to make up for it). Still, the benefits are there on the weapons, and so I think they need to be given some weight.
I'm really not against a DPS boost for auto's, I have a maxxed out gunnery/bs/support Matar char just waiting to be useful I just am trying to refrain from asking for 'too much' in this thread. In the real world, asking for more than you're entitled to does nothing more than diminish your credibility. Then again though, in the world of interweb gaming, maybe Liang's right and we should just ask for the world and ask loudly. 
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.01 16:16:00 -
[463]
To sum up: me, as a minmatar, am supposed to arrive on battlefield and
1) stay in falloff (doing half my dps) taking damage from lasers, and waiting for some mwdOVERHEATED mega faster than me, hoping jesus it'self come to benedict my armor
2) approach the laser ship taking all it's damage till i arrive 2000 meters emp-barrage range (now i'm half armor) and now i can use all my glittering nocap traking monster ac whit "uber" explosive ammo and melt the enemy's SHIELD, buffertankedARMOR, suitcasedHULL. and while i do this i'm still waiting jesus help me tanking whit holy armor.
Now
If you speak in terms of fitting, do you realize every single amar battleships have more pg than minmatar ones? do all you realize armageddon has more pg and same cpu than tempest?
And about capacitor laser yes they need it, but (fitting a capacitor boostr that everyone does) it is only an abaddon a problem, but it's the abaddon the issue not the lasers requirements! (if i remeber well ccp admit in some fanfest that abaddon have cap some problems)
And better traking, i'll never be tired repeating this, is there to balance the lowest optimal.
Conclusion: i'm convinced that from 0 meter up to theyr optimal AC (abot 50 should at least do the very same laser's dps,
Forgive me if i am rought, but i think that who says this should never happen, suffer the jojo-mojo illnes "noone should be able to equal my race"...
it's wonderful using no cap and have beter traking isn't it?
 your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Boz Well
|
Posted - 2008.07.01 16:52:00 -
[464]
Quote: and I understand that our ships have lower fittings/less cap/etc. to make up for it
As I tried to indicate, heh, I understand the arguments why these bonuses to auto's aren't in practice the most useful bonuses. They're still bonuses though, and so you have to account for them. If projectiles were changed back to requiring cap to fire them, then I'd be all for boosting the damage to surpass lasers in autocannon optimal. And regarding
Quote: Forgive me if i am rought, but i think that who says this should never happen
If you actually read my posts, I've never said this should never happen. In fact, I'd love it to happen. I just said that from a persuasion perspective, I think it might be asking a bit too much to ask for an optimal boost, a DPS boost, and to retain all our advantages (regardless whether they're significant advantages in practice).
|

AstroPhobic
Minmatar
|
Posted - 2008.07.01 19:42:00 -
[465]
Originally by: Ulstan
Quote: but AC shoud have more dps than laser at short range
Absolutely not. AC's use no cap, and thus should have less DPS than the other turret short range options.
No, no, no, no, no, no, no. Yes I agree we should have less DPS, but "no cap" isn't the reason why. It is NOT a giant advantage. It is NOT a good reason for us to have a large, LARGE percent less DPS than other turrets. Especially in the passive tank era, cap usage means just about nothing for ACs. Maybe you should read this thread before commenting. I would gladly, gladly trade some cap usage for a DPS between blasters and lasers. But this is unreasonable and makes ACs vanilla.
Your logic is flawed, and please, for the love of god, use large projectiles before commenting on them.
|

Trojanman190
D00M. The Requiem
|
Posted - 2008.07.01 20:36:00 -
[466]
CCP should have a roleplay event... suddenly a minmatar scientist figures out that he can make acs do more damage if they draw cap from the capacitor...
I honoestly would not mind if my guns took cap. I can't remember that last time I flew without a cap injector and if my guns taking cap will give me an optimal boost or a falloff boost or a dps boost or any kind of boost, I'll take it.
When you run out of cap boosters you die. Lasers, Blasters, AC, Missiles, battleship pvp setups pretty much require those things (unless in fleet) and when you run out all races have the same result. With a minmatar battleship or a caldari battleship they just get to do about 20 seconds more dps before they get sploded. This may really really help in a small gang or 1v1 fight but in today's huge battles the capless guns really aren't a big deal. Its a little gimmick that is hardly noticable in real combat.
I'm not asking for more raw dps than blasters or lasers. If our guns take no cap their needs to be a pentalty the the lowest dps should probably be it. I am asking for our guns to have an advantage of the short short short range weapon (blasters) at a certain range. Say 15km - 20km and then out to about 40km have similar but noticably lower dps than lasers. I think that would be fair for our lack of cap.
|

To mare
|
Posted - 2008.07.02 08:02:00 -
[467]
projectile dont sux because they use no cap.
projectile sux because they are intended to sux in almost everything that wasnt they old role. arty role was to end the battle before it even start and that was good but nerfs to tracking, stacking penality on dmg mods and the most important HP buff screwed they ONLY role (side note: abbaddon with tachyon have more alpha and thats just stupid).
ACs role was to dish out a decent (see subpar) dps at a decent range while the versatility of our ships could hold the enemy back (old nos, old ecm) and this was good, but the game evolved now nos is almost useless, ecm are good only on bonused ships, active tanking lost all his old fashion because passive tanking with buffed plates/extender and defensive rigs its just much better in almost any situation. the minmatar bs in the old times was fun to pvp because the pilot needed a brain to win if the pilot had the brain he could use the strong point of his ship to make up for the weakness, but now BS pvp have no more space for thinking pilot its just a matter of Xdps/Yehp ship VS Zdps/Kehp othership, who have more win. range still matter but only if is big enough, the 13-15km that minmatar BS was used to hold in the old days now count less than nothing when heated mid can close the gap, 30-40km can still do the job. short story AC where viable when other things on the same ship could make up for theyr lackness.
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.02 08:10:00 -
[468]
Edited by: Blind Jhon on 02/07/2008 08:13:47
edit: ^^ to mare ^^ have my same idea in a very better way
gj m8 
in my opinion the problem is not only they use no cap so the are behind others.
they are all roud old. they sited in some ways in old mechanig (red moon raise? genesis? revelationI? i guess yet no more revII), but now....
the entire mechanics
we have fastest ship better traking
short range big fallof ("half" dps)
no cap need low damage mod
low fitting req. nothing change between d425 and 800!
in my opinion we should enlarge the comparison to others average, and rebalance something.
penalities > bonuses
should be
penalities = bosuses ?
your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.07.02 08:50:00 -
[469]
Originally by: To mare
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
QFT.... ************ BOOST MINMATAR!!! ************ |

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.02 09:36:00 -
[470]
Originally by: Jalif
Originally by: To mare
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
QFT....
nonot realy, minmatars had they share of love.
The 800mm AC buff, 1400mm buffs and other gimmics.
Thing is, the were few major nerfs in sucsessions (Noss nerf, HP buff, stacknerf) that meganerffed the Minmatar Big ships. While the smaller class culd adapt due to speedtankking and benefits of new HP buffer, big ships were left with virtualy nothing.
And dont bring typhoon here, it dont use any native minmatar playstyle or wepons. Its abbomination mix of raven and nossdomi.
|

To mare
|
Posted - 2008.07.02 10:06:00 -
[471]
typhoon is the only minmatar BS who has been able to adapt to the current flow of the game. indeed is the only one who dont sux much. tempest and maelstrom needs love, give some love to projectile and at the same time you give some love to those 2 ships.
|

TheEndofTheWorld
Republic Military School
|
Posted - 2008.07.02 10:35:00 -
[472]
What is so bad about maelstorm? 800mm t2 or 1400mm t2 fits perfom fine compared to other BSes. Maybe artillery has a bit too low optimal/ammo hold, but otherwise they are fine.
anyone? (PS I didn't read the whole thread)
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.02 10:52:00 -
[473]
Originally by: To mare typhoon is the only minmatar BS who has been able to adapt to the current flow of the game. indeed is the only one who dont sux much. tempest and maelstrom needs love, give some love to projectile and at the same time you give some love to those 2 ships.
Typhoon is not bound to use minmatar primary weponsystem.
it uses drones, torps and have lots of hull.
Its perfeckt nanofa***y ship
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.07.02 10:52:00 -
[474]
Originally by: TheEndofTheWorld What is so bad about maelstorm? 800mm t2 or 1400mm t2 fits perfom fine compared to other BSes. Maybe artillery has a bit too low optimal/ammo hold, but otherwise they are fine.
anyone? (PS I didn't read the whole thread)
Then I suggest you read the whole tread my friend :) ************ BOOST MINMATAR!!! ************ |

To mare
|
Posted - 2008.07.02 11:18:00 -
[475]
Originally by: Siddy
Typhoon is not bound to use minmatar primary weponsystem.
thats why its good
|

deadmeet
|
Posted - 2008.07.02 12:02:00 -
[476]
Originally by: To mare projectile dont sux because they use no cap.
projectile sux because they are intended to sux in almost everything that wasnt they old role. arty role was to end the battle before it even start and that was good but nerfs to tracking, stacking penality on dmg mods and the most important HP buff screwed they ONLY role (side note: abbaddon with tachyon have more alpha and thats just stupid).
ACs role was to dish out a decent (see subpar) dps at a decent range while the versatility of our ships could hold the enemy back (old nos, old ecm) and this was good, but the game evolved now nos is almost useless, ecm are good only on bonused ships, active tanking lost all his old fashion because passive tanking with buffed plates/extender and defensive rigs its just much better in almost any situation. the minmatar bs in the old times was fun to pvp because the pilot needed a brain to win if the pilot had the brain he could use the strong point of his ship to make up for the weakness, but now BS pvp have no more space for thinking pilot its just a matter of Xdps/Yehp ship VS Zdps/Kehp othership, who have more win. range still matter but only if is big enough, the 13-15km that minmatar BS was used to hold in the old days now count less than nothing when heated mid can close the gap, 30-40km can still do the job. short story AC where viable when other things on the same ship could make up for theyr lackness.
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
Completely agree with that post and with mare opinion in general. The post are well written and give a very good explanation of the problem. Instead of comparing Maximum EFT OMG maelstrom 1100 DPS with only 5 gyros..... listen to her...
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.02 16:43:00 -
[477]
the problem is not how much dps can we do....
... but the huge black hole between us and the other's dozillions of dps
if you add at this the no more versatile versatility, and crap tank you have a minmatar battleship
so apart from eft shocks...
what's the way? we need more tank?, we need more versatility? we need more raw dps?
from the very beginning i say "tempest need one extra low slot" so we can do about everything whit it, just depend how we want to fill this slot.... gyrostab, armor rep, traking modules........
but this will fix only the tempest, the fact is that
artys after alfa nerf.... are a bit useless.... sub traking, optimal and very very hight ROF
AC high rof, flimsy optimal, and low damage mod (so fight in fallof strike harder our max dps).
i think it clear thet my idea is go straight whit a damage output increase to large projectile by adding 4 raw damage to emp, and decrease 20%rof to all large projectile turret remeber we are the hit and run race we must deal as much damage as possible in SHORTER TIME.....
(and ADD a low slot at tempest. which would be a low utility slot, use it as you wish....)
your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Trojanman190
D00M. The Requiem
|
Posted - 2008.07.02 16:46:00 -
[478]
I'm not sure where the maelstrom agruement came from, we have been trying to stay away from that type of stuff.
Our general point is, as a bunch of us have been saying, eve has changed greatly and left the minmatar battleship class behind. The situations where we were good don't occur anymore and the mods we fit in those situations don't exist the way they used to. The end result is that we are falling back on weapon systems that were designed around mods and situations that no longer exist. In effect, our bs line up is outdated.
As was sed previously, the only reason the typhoon is still good is because it has no need for minmatar weapons. Nos, Cruise, Torps, Drones, enough lows to sport a good tank... its not the best at anything but has survived the changes since it has no reliance on ac or arty.
|

Atlanticpyro
The Space BorderLine Diabolic Paradox
|
Posted - 2008.07.02 17:22:00 -
[479]
Originally by: Trojanman190 I'm not sure where the maelstrom agruement came from, we have been trying to stay away from that type of stuff.
Our general point is, as a bunch of us have been saying, eve has changed greatly and left the minmatar battleship class behind. The situations where we were good don't occur anymore and the mods we fit in those situations don't exist the way they used to. The end result is that we are falling back on weapon systems that were designed around mods and situations that no longer exist. In effect, our bs line up is outdated.
As was sed previously, the only reason the typhoon is still good is because it has no need for minmatar weapons. Nos, Cruise, Torps, Drones, enough lows to sport a good tank... its not the best at anything but has survived the changes since it has no reliance on ac or arty.
/signed....again
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.02 18:45:00 -
[480]
Edited by: Siddy on 02/07/2008 18:51:05 i know, add minmatar battleships natural WCS
it dont penalize it anway.
Typhoon gets +1
Tempest gets +2
maelstrom gts +3
Now we can use em for soloroaming and get out if risked being gankked.
problem solved, everyone happy, burn eden starts train minmatar.
|

Boz Well
|
Posted - 2008.07.02 18:49:00 -
[481]
Originally by: Siddy i know, add minmatar battleships natural WCS
it dont penalize it anway.
Typhoon gets +1
Tempest gets +2
maelstrom gts +3
Now we can use em for soloroaming and get out if risked being gankked.
problem solved, everyone happy, burn eden starts train minmatar.

|

Mos Qi
|
Posted - 2008.07.02 19:34:00 -
[482]
/signed
|

AstroPhobic
Minmatar
|
Posted - 2008.07.02 20:10:00 -
[483]
Not sure what you mean about the maelstrom performing fine vs other battleships. It doesn't.
Anyway, I want more artillery solutions. Please. 
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.07.02 20:26:00 -
[484]
Edited by: Jalif on 02/07/2008 20:27:19 to be honest, we got pretty much out of our ideas if we look at the guns.
How about defence? Maybe increase out shield capacity by a large amount? & change the 7.5% bonus of mealstrom to a 10% bonus shield capacity?
EDIT: Just brainstorming.... not the greatest idea, but he, amarrian dudes did the same. Made insane ideas until they got the bufffffffffffffffffffffffffff. ************ BOOST MINMATAR!!! ************ |

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.02 20:33:00 -
[485]
Edited by: Siddy on 02/07/2008 20:33:22 This thread smells of cheese and mold
everyone are repeating same ol things...
|

Atlanticpyro
The Space BorderLine Diabolic Paradox
|
Posted - 2008.07.02 20:38:00 -
[486]
7.5% bonis to smart bomb dmg and, 5% to smart bomb range. |

AstroPhobic
Minmatar
|
Posted - 2008.07.02 20:38:00 -
[487]
Originally by: Siddy Edited by: Siddy on 02/07/2008 20:33:22 This thread smells of cheese and mold
everyone are repeating same ol things...
It's 17 pages long, it's expected.
I propose a 50% damage increase across the board in all minmatar ammo. Discuss.
|

Atlanticpyro
The Space BorderLine Diabolic Paradox
|
Posted - 2008.07.02 20:48:00 -
[488]
sounds decent to me. I just think its sad i can do more dmg in a geddon with amarr bs 1 and energy turret 1 than the matar bs with lvl 4 projectiles and 4 matar bs |

SickSeven
|
Posted - 2008.07.02 23:50:00 -
[489]
Originally by: Atlanticpyro sounds decent to me. I just think its sad i can do more dmg in a geddon with amarr bs 1 and energy turret 1 than the matar bs with lvl 4 projectiles and 4 matar bs
That pretty much sums it up right there.
|

Slade Hoo
Amarr
|
Posted - 2008.07.02 23:56:00 -
[490]
what about increasing basic falloff on large ACs? 25%-50%? This will offer new tactical possibilities
|

Boz Well
|
Posted - 2008.07.03 01:20:00 -
[491]
Originally by: Slade Hoo what about increasing basic falloff on large ACs? 25%-50%? This will offer new tactical possibilities
A significant increase in falloff is interesting, but the effect will be to stretch autocannon range out to artillery range (at less damage). We'd still do poor damage up close, but we'd be able to hit out a bit further. I imagine in some situations that'd be quite useful, but overall I don't think it really fixes things. Now if it was coupled with an overall DPS boost to allow us to compete better up close, then we're talking haha.
|

Liang Nuren
Perkone
|
Posted - 2008.07.03 01:24:00 -
[492]
Originally by: Siddy Edited by: Siddy on 02/07/2008 18:51:05 i know, add minmatar battleships natural WCS
it dont penalize it anway.
Typhoon gets +1
Tempest gets +2
maelstrom gts +3
Now we can use em for soloroaming and get out if risked being gankked.
problem solved, everyone happy, burn eden starts train minmatar.
Wow, I actually lol'ed at that...
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.03 02:35:00 -
[493]
Originally by: deadmeet
Originally by: To mare projectile dont sux because they use no cap.
projectile sux because they are intended to sux in almost everything that wasnt they old role. arty role was to end the battle before it even start and that was good but nerfs to tracking, stacking penality on dmg mods and the most important HP buff screwed they ONLY role (side note: abbaddon with tachyon have more alpha and thats just stupid).
ACs role was to dish out a decent (see subpar) dps at a decent range while the versatility of our ships could hold the enemy back (old nos, old ecm) and this was good, but the game evolved now nos is almost useless, ecm are good only on bonused ships, active tanking lost all his old fashion because passive tanking with buffed plates/extender and defensive rigs its just much better in almost any situation. the minmatar bs in the old times was fun to pvp because the pilot needed a brain to win if the pilot had the brain he could use the strong point of his ship to make up for the weakness, but now BS pvp have no more space for thinking pilot its just a matter of Xdps/Yehp ship VS Zdps/Kehp othership, who have more win. range still matter but only if is big enough, the 13-15km that minmatar BS was used to hold in the old days now count less than nothing when heated mid can close the gap, 30-40km can still do the job. short story AC where viable when other things on the same ship could make up for theyr lackness.
EVE has evolved during this 5 years but while the other races had the way to adapt, a good chunk of the minmatar line up has been stuck in the past. the other races copied our strong points and they become good as us and sometime even better (see nano cruiser/frigate), but minmatar dont have a way to copy other races style(big tank, big gank) and be effective with that.
atm when you undock with something minmatar bigger than a BC its like if you go to a actual war with a sword (or a crossbow if you are lucky) VS people with guns.
Completely agree with that post and with mare opinion in general. The post are well written and give a very good explanation of the problem. Instead of comparing Maximum EFT OMG maelstrom 1100 DPS with only 5 gyros..... listen to her...
Maelstrom can reach 1k class dps with 3 gyros only ( easy considerign its a shield tanker) And quite a LOT of peopel have absolutely MAXCMIUM skills for damage on that ship. So why not use EFT numbers? My char matches EFT damage, if your don 't its your fault not the ship.
Maelstrom needs to be looked at yes when discussign this because its not a minmatar ship. Maesltrom si a brute force ship, different from any other minmatar ship, it focus ina high damage with insane tank and no tricks. Exact the oposite of tempest. Annalysing now good or bad each of the 2 are puts light upon the issue on waht is really wrong, and to me it proves that its not AC issues. Its mostly the nerf to all tricks in game , NOS, ECM, etc.. overheat issues destroing the kitign techniques and the HP boost that made buffer tank several orders better than active tank. All nerfs to the tempest.
Makign AC do high poitn blank damage don 't fix minmatar. It make sminmatar becoem gallente. We need minmatar not gallente ships. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.03 09:58:00 -
[494]
jalif & astro
maked me have one of my strande ideas....
<3 50% more damage on projectile ammo and...
what about have 1/2 our shield recharge rate?
(apart maelstrom here must be buffed agility and velocity)
this will go whit our subpar armor tank (half low tank half low gyros), and is 100% minmatarish way hit and run faster than the damge we take  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Jalif
Deviance Inc Nocturnal Legion
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Posted - 2008.07.03 11:59:00 -
[495]
Originally by: Blind Jhon jalif & astro
maked me have one of my strande ideas....
<3 50% more damage on projectile ammo and...
what about have 1/2 our shield recharge rate?
(apart maelstrom here must be buffed agility and velocity)
this will go whit our subpar armor tank (half low tank half low gyros), and is 100% minmatarish way hit and run faster than the damge we take 
50% more damage is way to much... & 1/2 our sheild racharge rate, just no... Many minmtar ships have just shield extenders fitted.... just look at vega & recons.... you will nerf them if you do that... ************ BOOST MINMATAR!!! ************ |

Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.03 12:28:00 -
[496]
sorry as always my bad english ruin my ideas 
my intent was to decrease of 50% our shield recharge rate,
so for example
emp have 44 damage? we ingrease them of 22 -> 66 max raw damage from emp
tempest shield recharge rate is 2500 sec? let it go to 1300 sec......... (thinking it's tank is )
whould this be too much?
your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

To mare
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Posted - 2008.07.03 13:37:00 -
[497]
yes a +22 on ammo is a bit too much, you would see maestrom pushing out 1600+ dps at close range and 1500+ dps tempest, honestly i would love it but its overpowered.
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AstroPhobic
Minmatar
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Posted - 2008.07.03 19:23:00 -
[498]
Originally by: To mare yes a +22 on ammo is a bit too much, you would see maestrom pushing out 1600+ dps at close range and 1500+ dps tempest, honestly i would love it but its overpowered.
( - This will be fun)
Yes, but we have less EHP o worse tanks that our gallente counterparts. In a close range fight, it will be fairly even. It will be about even with amarr DPS at laser range. Coupled with our poor sensor strength, it should be pretty even, and versatile. Like minmatar should be.
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Trojanman190
D00M. The Requiem
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Posted - 2008.07.03 20:52:00 -
[499]
You can't just boost our raw damage to make us fight better in our falloff range because we would be way to good at close range. There is just no way that will happen.
I still don't understand what is going on with the maelstrom argument.
Sweet you have an 1100 dps gank ship that can barely move and cannot tackle on its own. You know, the mega, a tier lower, gets superior dps at that 3km range, costs less, has a much better tank, AND can tackle. The maelstrom is an extremely cool on paper battleship but is outclassed in practice. Even if ac got fixed this ship still wouldn't have much of a roll.
This ship will probably still suck even if they fixed arty and ac because the tempest would do almost everything it can do. Tempest performs similarly in fleet and can fit tackle gear for close range + can actually rr (although the phoon is a better choice imo). Maelstrom? Sacs tank for tackle gear, is freaking slow, has the same range as the tempest, lacks lows for rr (one of the few areas of the game still dominated by battleships). Although it is good for pve... A lot of problem could be solved by changing the bonuses on this ship.
10% optimal, 5% damage. Range + Alpha (but that kills the ac setup, even tho that sucks anyways)
15% falloff, 5% damage Range + Alpha (and won't kill acs, tho won't boost range that much)
This is pretty much a reiteration of the whines people had when the ship was introduced... useless fleet bonus (where people expected the ship to be used) does very little if anything better than the pest.
The whole maelstrom bit is a little tangental (is that a word?) to this thread in my opinion. This ship will still feel wrong even after the projectiles are (hopefully) fixed.
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AstroPhobic
Minmatar
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Posted - 2008.07.03 22:42:00 -
[500]
Originally by: Trojanman190 You can't just boost our raw damage to make us fight better in our falloff range because we would be way to good at close range. There is just no way that will happen.
Exactly. This is why we need an optimal.
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AltyNr1
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Posted - 2008.07.04 01:35:00 -
[501]
Originally by: AstroPhobic
Yes, but we have less EHP o worse tanks that our gallente counterparts. In a close range fight, it will be fairly even.
No. A +50% dps pest would obliterate any and all gallente ships in close range.
Originally by: AstroPhobic
It will be about even with amarr DPS at laser range.
Which is ironic because damage at range is the racial specialty of amarr.
So to reiterate:
AC boats should outdamage blasterboats in closerange - by far. They should also outdamage laserships up close and at range.
And you people wonder why these threads get ignored?
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Liang Nuren
Perkone
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Posted - 2008.07.04 01:38:00 -
[502]
Originally by: AltyNr1
Which is ironic because damage at range is the racial specialty of amarr.
So to reiterate:
AC boats should outdamage blasterboats in closerange - by far. They should also outdamage laserships up close and at range.
And you people wonder why these threads get ignored?
Oddly enough, range is also the racial specialty of Minmatar. Why else do you hear people saying "but you get 10km of falloff!!!!q1111"
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 01:52:00 -
[503]
Originally by: Liang Nuren
Oddly enough, range is also the racial specialty of Minmatar. Why else do you hear people saying "but you get 10km of falloff!!!!q1111"
-Liang
So you are suggesting a dps boost of 50% for projectiles is anywhere near reasonable? And furthermore you think a tempest should do the same or more damage than a geddon at all ranges(naturally with better tracking, variable damage types, zero cap use and free utility slots)?
Is that what you are implying? I mean hey maybe i am the only one in this thread who has actually flown a battleship in combat. Any serious battleship pilot knows how insane that proposal is and your smartassery won't change it.
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AstroPhobic
Minmatar
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Posted - 2008.07.04 02:06:00 -
[504]
Originally by: AltyNr1 blah blah blah
You're missing the point. This thread is 17 pages long. Did you read every page? No, probably not. Ideas have been shared and re-shared, discussed and re-discussed, and there's still no general consensus upon the masses. It seems minmatar is underpowered in the battleship + classes, this seems to be agreed. Nobody likes to boost it the same way.
So far:
Autocannons- Boost falloff Boost EMP Boost optimal Boost dmg modifier Fix 800s
Artillery- Boost falloff Boost optimal Boost alpha Boost ROF Boost clip Boost tracking
Minmatar BS- Add low Add mid change highs to mids/lows change bonuses give them odd bonuses such as smartbomb give them built in warp str ( )
Well? Which is the best way? Nothing gets accomplished if the same ideas get repeated, so for this sake we throw wild ideas out there to judge and compare them. At the worst we achieve the jojo effect - make everything seem worse than it really is, so we get some serious attention.
But anyway, troll on mr. alt, I've got time to waste. 
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Liang Nuren
Perkone
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Posted - 2008.07.04 02:07:00 -
[505]
Originally by: AltyNr1
So you are suggesting a dps boost of 50% for projectiles is anywhere near reasonable? And furthermore you think a tempest should do the same or more damage than a geddon at all ranges(naturally with better tracking, variable damage types, zero cap use and free utility slots)?
Is that what you are implying? I mean hey maybe i am the only one in this thread who has actually flown a battleship in combat. Any serious battleship pilot knows how insane that proposal is and your smartassery won't change it.
No, I'm not suggesting that. I'm saying that you're being a flaming idiot. :)
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 02:13:00 -
[506]
Originally by: Liang Nuren
No, I'm not suggesting that. I'm saying that you're being a flaming idiot. :)
-Liang
Stupid ideas get flamed. Thats just how it is. Don't like it? Then get a clue next time.
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Liang Nuren
Perkone
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Posted - 2008.07.04 02:16:00 -
[507]
Originally by: AltyNr1 Stupid ideas get flamed. Thats just how it is. Don't like it? Then get a clue next time.
Sure, because I totally suggested the idea and said it was reasonable. Who needs to get a clue? Oh, I've got it:
Gimme an A! Gimme an L! Gimme an T! Gimme an Y! Gimme an N! Gimme an R! Gimme an L!
What's that spell? AltyNrl!!
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 02:22:00 -
[508]
Originally by: AstroPhobic
You're missing the point. This thread is 17 pages long. Did you read every page? No, probably not. Ideas have been shared and re-shared, discussed and re-discussed, and there's still no general consensus upon the masses. It seems minmatar is underpowered in the battleship + classes, this seems to be agreed. Nobody likes to boost it the same way.
Yeah, boost the pest all the way. Boost large arties baby. If you find a reasonable way i am all with you. But there is well lets say experimental ideas and then there is just insane ideas.
Originally by: AstroPhobic
Well? Which is the best way? Nothing gets accomplished if the same ideas get repeated, so for this sake we throw wild ideas out there to judge and compare them. At the worst we achieve the jojo effect - make everything seem worse than it really is, so we get some serious attention.
SO, basically you're just throwing silly ideas out knowing fully well that they are just that. Okay, nevermind then. Maybe thread should be renamed to "people pulling things out of their asses" to keep posters who care about balance (like me) out of it.
Originally by: AstroPhobic
But anyway, troll on mr. alt, I've got time to waste. 
SO, you come here make insane proposals knowing full well they are stupid. I shoot them down and you call ME the troll? Can i have some of the ganja?
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Liang Nuren
Perkone
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Posted - 2008.07.04 02:25:00 -
[509]
Originally by: AltyNr1 SO, you come here make insane proposals knowing full well they are stupid. I shoot them down and you call ME the troll? Can i have some of the ganja?
Yeah, I'd say you're trolling (and I'm biting). You enter the thread thumbing your nose at everyone and making incorrect implications (namely that Amarr is range based while Minmatar is not).
You get called on it, and then start flaming someone who hasn't even posted in this thread. Good ****ing Game.
-Liang
-- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AstroPhobic
Minmatar
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Posted - 2008.07.04 02:26:00 -
[510]
I make proposals to spark ideas. I'm not seriously proposing a 50% damage increase off the board - but I want to see what it does to the weapons, and what people think about it. There's been 13-14 pages of discussion, and it can only go on for so long before it starts repeating itself. To keep this thread going, you need fresh ideas, fresh discussion, fresh trolls.
But, since you've seemed to skip the last 15 pages, you don't understand.
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AltyNr1
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Posted - 2008.07.04 02:40:00 -
[511]
Originally by: Liang Nuren
Sure, because I totally suggested the idea and said it was reasonable. Who needs to get a clue? Oh, I've got it:
Well, i didn't say you did that either. I just said stupid ideas get flamed and you should get a clue for the next time we meet(generally speaking). You can play that game all day long but forum fu is not my specialty and i'll leave it at that.
Anyway that is just the difference between a poster like goumindong and you. Where goum would always speak up for balance even if it hurts his ships of choice you would just shut up and have fun with your new solopwnmobile.
I bet if i make a post about how the megathron needs a flat 50% dps boost you'll be there to proof me wrong. But no you're anything but biased. 
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AstroPhobic
Minmatar
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Posted - 2008.07.04 02:43:00 -
[512]
Originally by: AltyNr1
Originally by: Liang Nuren
Sure, because I totally suggested the idea and said it was reasonable. Who needs to get a clue? Oh, I've got it:
Well, i didn't say you did that either. I just said stupid ideas get flamed and you should get a clue for the next time we meet(generally speaking). You can play that game all day long but forum fu is not my specialty and i'll leave it at that.
Anyway that is just the difference between a poster like goumindong and you. Where goum would always speak up for balance even if it hurts his ships of choice you would just shut up and have fun with your new solopwnmobile.
I bet if i make a post about how the megathron needs a flat 50% dps boost you'll be there to proof me wrong. But no you're anything but biased. 
You seem to have no clue. I'll leave it at that and let you find your own exit to this thread.
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Liang Nuren
Perkone
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Posted - 2008.07.04 02:44:00 -
[513]
Originally by: AltyNr1 Well, i didn't say you did that either. I just said stupid ideas get flamed and you should get a clue for the next time we meet(generally speaking). You can play that game all day long but forum fu is not my specialty and i'll leave it at that.
Anyway that is just the difference between a poster like goumindong and you. Where goum would always speak up for balance even if it hurts his ships of choice you would just shut up and have fun with your new solopwnmobile.
I bet if i make a post about how the megathron needs a flat 50% dps boost you'll be there to proof me wrong. But no you're anything but biased. 
Well, if you'd like I can actually enter this thread, or I can point you to other threads where I have proven beyond reasonable doubt that the Tempest sucks. But you wouldn't buy that, oh no. You're not biased at all. 
BTW, if you actually bother looking up my posting history, you'll see that I campaigned long and hard for an Amarr boost (specifically for the Apoc, Zealot, and Pilgrim). If I see a problem, I say so.
You wouldn't understand.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 02:49:00 -
[514]
Originally by: Liang Nuren
Yeah, I'd say you're trolling (and I'm biting). You enter the thread thumbing your nose at everyone and making incorrect implications (namely that Amarr is range based while Minmatar is not).
I did not make that implication. Not more then you did imply that a tempest should outdps a geddon at any and all ranges. So, i'd suggest you come off your high horse there.
Originally by: Liang Nuren
You get called on it, and then start flaming someone who hasn't even posted in this thread. Good ****ing Game
Called on what lol? On the fact that a geddon should outdps a pest in scorch range? Of course it should. There is no calling me out on that because its just true. If geddon doesn't outdps pest in that range what the heck is it supposed to be any good for?
And no calling smartassery smartassery is afaik not considered flaming.
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Liang Nuren
Perkone
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Posted - 2008.07.04 02:53:00 -
[515]
Edited by: Liang Nuren on 04/07/2008 02:53:30
Originally by: AltyNr1 I did not make that implication. Not more then you did imply that a tempest should outdps a geddon at any and all ranges. So, i'd suggest you come off your high horse there.
You did make that implication.
Quote: Called on what lol? On the fact that a geddon should outdps a pest in scorch range? Of course it should. There is no calling me out on that because its just true. If geddon doesn't outdps pest in that range what the heck is it supposed to be any good for?
And no calling smartassery smartassery is afaik not considered flaming.
Ok, so if the Tempest doesn't outdamage a Geddon at any range, has less EHP than a Geddon, and worse tank than a Geddon... just when the hell are you supposed to use it?
Oh, I forgot, it's all good because it has better falloff than the Geddon.
-Liang
Ed: And I'm not even going to bother complaining about the overpowered battleship called the Apoc. :) -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 02:58:00 -
[516]
Originally by: Liang Nuren If I see a problem, I say so.
So, +50% dps wouldn't be a problem on the pest? Because i just checked and as expected you didn't say anything about that being wrong. And that was the point i was making in that post.
You just said minmatar are range based too (ignoring the fact that this range is designed to come at a drawback namely falloff and that its not made to compete with pulse lasers beyond 15km) as if this could be remotely seen as a counterpoint.
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Liang Nuren
Perkone
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Posted - 2008.07.04 03:04:00 -
[517]
Edited by: Liang Nuren on 04/07/2008 03:18:27 Edited by: Liang Nuren on 04/07/2008 03:18:06
Originally by: AltyNr1
So, +50% dps wouldn't be a problem on the pest? Because i just checked and as expected you didn't say anything about that being wrong. And that was the point i was making in that post.
You just said minmatar are range based too (ignoring the fact that this range is designed to come at a drawback namely falloff and that its not made to compete with pulse lasers beyond 15km) as if this could be remotely seen as a counterpoint.
Let's be perfectly clear: - I would say that a 50% damage would be fscking stupid. - Minmatar are a falloff (range based) race.
Now, with that said, AC's should either: - Vastly outdamage Pulse (even Conflag) within about 25-30km (remember that Laser optimal = 45km with Scorch) - Match Scorch/Barrage Damage at range (within reason).
Neither of these are true.
-Liang
Ed: Before you start foaming at the mouth, I'd like to point out that I'm not asking for AC's to do conflag damage at 20km. I'm saying that AC's should outdamage Pulse out until 25-30km, using optimal ammo for each. -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AltyNr1
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Posted - 2008.07.04 03:12:00 -
[518]
Originally by: Liang Nuren
Ok, so if the Tempest doesn't outdamage a Geddon at any range, has less EHP than a Geddon, and worse tank than a Geddon... just when the hell are you supposed to use it?
Of course pest should outdamage geddon in close range if using hail or rf emp - no questions asked here. But how does that make a +50% dps boost for pest valid or the idea that it should do geddon dmg at >20km and have large optimal? Because these were the things i was talking about.
Originally by: Liang Nuren
Oh, I forgot, it's all good because it has better falloff than the Geddon.
I know its not a good battleship. I know amarr lineup is better. I refused to train minmatar bs because i don't think they are competitive in many ways in nowadays pvp. Nos nerf really did hit the hardest imo because you barely ever have no cap left to shoot in a gallente/amarr ship.
Anyway there is a difference between making pest a good ship and tweaking mael/phoon a bit and raining into someone elses parade, i.e. by making tempest better than mega at point blank and better than geddon/raven at >15-20km. Which was exactly what was being talked about. I think you sure know this difference.
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Boz Well
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Posted - 2008.07.04 03:47:00 -
[519]
You guys are arguing over nothing, because you're agreeing on the same damn points, lol. 50% damage boost is too much, you agree on that. Tempest and proj (arty especially) needs a buff, agree on that. Neither of you are disputing these things. 
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Liang Nuren
Perkone
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Posted - 2008.07.04 03:49:00 -
[520]
Originally by: Boz Well You guys are arguing over nothing, because you're agreeing on the same damn points, lol. 50% damage boost is too much, you agree on that. Tempest and proj (arty especially) needs a buff, agree on that. Neither of you are disputing these things. 
::academic sniff:: We're arguing over attribution.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.04 08:26:00 -
[521]
Edited by: Siddy on 04/07/2008 08:26:25
AC's range and fallloff needs to scale properly.
AC's damage needs to be eiter buffed 15% or you need to be able to chainlink ammo so you whuld not need to reload as long you got ammo in your hold.
My proposal to increase alpha on 1400mms shuld be enought to make them usable atleast in some situations, (regardles liang's ravings abaut fleets, nub he is) while now 1400mms are uselees in all situations.
1200mm's shuld be lookd at and brought close to be inline with othr race's secondary longrange wepon. So minmatars culd chose like amarr and gallente. Megabeams and 350mm's far surpass 1200mms.
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kyrv
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Posted - 2008.07.04 08:48:00 -
[522]
Does anyone care to mention tempest has only 6 guns slots?
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.04 08:59:00 -
[523]
Originally by: kyrv Does anyone care to mention tempest has only 6 guns slots?
realy?

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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.04 09:15:00 -
[524]
Edited by: Blind Jhon on 04/07/2008 09:18:18
Originally by: kyrv Does anyone care to mention tempest has only 6 guns slots?
mmmmmm ......
regarding Alt's ( ) obiections you can push your better traking problem up where it came out (yes am talking about the back door)
ok 50% more damage is too much, that was an exageration to catch attention
but minmatar turret should outadamge lasers in they'r short cute optimal. do you alty boy realize that minmatar optimal is shorter than blasters? do you undertsand i asked projectile > laser whitin projectile turret's optimal? if you troll you are one of the "my ship must be uber" people
plz come back whit altyn2 trolling we use no cap 
anyway i love siddy's previsiour post 15% more damage + chaining
and great alpha to 1400
although 1200 can make in line whit others, whit low rof and low max damage, so minmatr become again versatile and can chose between alpha or sustained dps
i end sayng that in my personal opinion, tempest and dominix actually should outdamage EVERY other bs. not because i like em but because they're the only BSes whit double damage bonus, if it's not so, why the hell double damage bonus (and pest's crap tank)? your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

To mare
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Posted - 2008.07.04 09:43:00 -
[525]
Edited by: To mare on 04/07/2008 09:45:16 im mostly agree with Siddy. +15%dps on ACs is what they need to be on par with other weapons. i say +10% on 425 , +12,5% on 650 , +15% on 800.
and of course all the others guns get a range bonus with the increase of the tier, why projectile shouldnt get this too. imho optimal can stay as they are but change falloff on 650 and 800. 425 stay at +16km (no change), 650 get a +19(+3km), 800 go at +22 (+6km).
chainlink is more a RP thing than a real utilty even 800 can carry 60 charges and the last for a bit, -10 seconds in 2 min of firing dont improve AC alot it just provide an easy way for ccp to say "we fixed ACs!"
1400mm need to shine again they need a GOOD alpha again. 1200mm can be boosted to be the new weapon of choiche for minmatars who need a fleet weapon. even if im still convinced that minmatars arent made for large fleet battle, there are already 3 races good at it make minmatars good for somthing else (read hit & run).
PS:please dont come out with all the crap about cap usage again.
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Veryez
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Posted - 2008.07.04 13:01:00 -
[526]
I still think the problem is with the ships and not only the weapons. Besides boosting weapons only makes other races stronger when using projectiles, which I feel is the wrong approach to take. Since weÆre at the point of radical ideas, consider the following:
ACÆs: 1) Scale falloff as gun size increases in the same proportion as optimal scales. 2) Raise EMP (and RF EMP) ammo to equal other high damage ammos - feel free to reduce carbon if desired
Artillery: 1) Reduce ROF by 10% (this is a boost for the unsure). 2) Triple clip size.
Ships: Phoon: 1) Switch shield and armor values 2) Increase bonus to 6% ROF per level for large projectiles (leave other bonus)
Mael: 1) Increase speed and agility to match current Tempest 2) Reduce PG so as not to fit Artillery 2) Increase Bonus to 6% ROF per level for large projectiles (leave other bonus)
Tempest: 1) Change bonus to 10% damage, 10% tracking (or optimal) per level 2) Change layout to 8/7/4 with 7 turrets/2 launchers 3) Increase PG/CPU to allow artillery/shield tank fit 4) Increase agility to match phoon, leave speed unchanged.
The attempt is to leave projectiles weak, so that other races wonÆt use them unbonused, yet boost the Minmatar BSÆs slightly. ThatÆs the key point, yes Minmatar BS are in general behind the other races, primarily because of the weakness of projectiles û so make them better at using projectiles, rather than boosting projectiles and making them attractive to other races. Much like Caldari battleships, setting the minmatar battleships up as sheild tankers allows the use of more damage mods to hide the weakness of projectiles better. The Tempest gains it's alpha back - but not overpowered and becomes a true artillery ship. The reason I chose those numbers was that the DPS per gun on the Tempest would be unchanged, but adding the extra gun would result in an increase in DPS, which as Liang has proven is what is needed for a fleet ship, (however it still lags a Tach Abbadon in DPS by 21% as opposed to the current 41%). Obviously balance in numbers needs to be worked out on SiSi, but this is a first cut at a radical idea (Even I'm not sure I like a shield tanking Tempest, but it is sorely lacking a role). Discuss.
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.04 14:03:00 -
[527]
Originally by: Veryez
Tempest: 1) Change bonus to 10% damage, 10% tracking (or optimal) per level 2) Change layout to 8/7/4 with 7 turrets/2 launchers 3) Increase PG/CPU to allow artillery/shield tank fit 4) Increase agility to match phoon, leave speed unchanged.
 your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

To mare
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Posted - 2008.07.04 14:34:00 -
[528]
Originally by: Veryez I still think the problem is with the ships and not only the weapons. Besides boosting weapons only makes other races stronger when using projectiles, which I feel is the wrong approach to take. Since weÆre at the point of radical ideas, consider the following:
ACÆs: 1) Scale falloff as gun size increases in the same proportion as optimal scales. 2) Raise EMP (and RF EMP) ammo to equal other high damage ammos - feel free to reduce carbon if desired
Artillery: 1) Reduce ROF by 10% (this is a boost for the unsure). 2) Triple clip size.
Ships: Phoon: 1) Switch shield and armor values 2) Increase bonus to 6% ROF per level for large projectiles (leave other bonus)
Mael: 1) Increase speed and agility to match current Tempest 2) Reduce PG so as not to fit Artillery 2) Increase Bonus to 6% ROF per level for large projectiles (leave other bonus)
Tempest: 1) Change bonus to 10% damage, 10% tracking (or optimal) per level 2) Change layout to 8/7/4 with 7 turrets/2 launchers 3) Increase PG/CPU to allow artillery/shield tank fit 4) Increase agility to match phoon, leave speed unchanged.
The attempt is to leave projectiles weak, so that other races wonÆt use them unbonused, yet boost the Minmatar BSÆs slightly. ThatÆs the key point, yes Minmatar BS are in general behind the other races, primarily because of the weakness of projectiles û so make them better at using projectiles, rather than boosting projectiles and making them attractive to other races. Much like Caldari battleships, setting the minmatar battleships up as sheild tankers allows the use of more damage mods to hide the weakness of projectiles better. The Tempest gains it's alpha back - but not overpowered and becomes a true artillery ship. The reason I chose those numbers was that the DPS per gun on the Tempest would be unchanged, but adding the extra gun would result in an increase in DPS, which as Liang has proven is what is needed for a fleet ship, (however it still lags a Tach Abbadon in DPS by 21% as opposed to the current 41%). Obviously balance in numbers needs to be worked out on SiSi, but this is a first cut at a radical idea (Even I'm not sure I like a shield tanking Tempest, but it is sorely lacking a role). Discuss.
the only ship who was used to fit projectile weapons was the apoc because it had no boost, apoc now got its boost. someone have to be stupid to fit projetile weapon on a ship with a bouns for others weapons (yes even if you boost projectile). and tbh if everyone follow the tought "my weapon must sux or other races will use it" what happen if all the maestrom pilot start to fit megapulse on their ships?
with your tweakings you are basically making the tempest even more crap with ACs and maestrom a pure AC boat who cant use arty(minmatar versatility).
about the shield tank pest pls forget it, we already have the maelstrom with the crap shield tank dont need another.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.04 15:31:00 -
[529]
Maelstrom works beter with pulses than AC's
just FYI.
|

To mare
|
Posted - 2008.07.04 15:34:00 -
[530]
FYI?
|

Liang Nuren
Perkone
|
Posted - 2008.07.04 16:07:00 -
[531]
Originally by: To mare FYI?
For Your Information -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Boz Well
|
Posted - 2008.07.04 16:09:00 -
[532]
Quote: i end sayng that in my personal opinion, tempest and dominix actually should outdamage EVERY other bs. not because i like em but because they're the only BSes whit double damage bonus, if it's not so, why the hell double damage bonus (and pest's crap tank)?
It's given the double damage bonus IMHO to make the extra high slots more versatile. I.e. you have nearly as many effective turrets as a Maelstrom with 6 and double damage, so the other two can fit neuts, missiles, or whatever. I don't think double damage necessarily means uber-pwn-best-damage-in-the-game, but rather it's CCP making up for the lack of 8 turrets by giving extra damage bonuses.
Now, you can debate about the grid/cpu/usefulness of utility slots, but that's not really the point.
|

Boz Well
|
Posted - 2008.07.04 16:17:00 -
[533]
Veryez I like the sound of some of your suggestions, but I really don't think it's a good idea to set the ships' roles in stone quite so much. It seems like placing a needless restriction on the ships to make Maelstrom's AC only and Tempest Artillery only.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.04 17:56:00 -
[534]
i still think the 1+ WCS/level is best bonus for tempest....
|

Gavin Darklighter
THE FINAL STAND
|
Posted - 2008.07.04 18:30:00 -
[535]
Originally by: Siddy Maelstrom works beter with pulses than AC's
just FYI.
Care to fight my auto-mael with your pulse-mael?
|

Liang Nuren
Perkone
|
Posted - 2008.07.04 19:04:00 -
[536]
Originally by: Gavin Darklighter
Originally by: Siddy Maelstrom works beter with pulses than AC's
just FYI.
Care to fight my auto-mael with your pulse-mael?
Sadly, I think he might actually win. The Maelstrom is weak to EM damage (unless you specifically harden for it). Even then you won't have enough HP to win the day.
How sad. 
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Slade Hoo
Amarr
|
Posted - 2008.07.04 20:39:00 -
[537]
why only boost EMP ammunition? you'd give up the "minmatar can do all kinds of damage"-thing. I really like Fusion/Phased Plasma...they should be considered too.
what about making separate AC and Artillery Ammunition? all AC Ammo gets same damage and optimal range but has different damage profiles. Artillery Ammunition stays as it is
|

Veryez
|
Posted - 2008.07.04 21:13:00 -
[538]
Originally by: Slade Hoo why only boost EMP ammunition? you'd give up the "minmatar can do all kinds of damage"-thing. I really like Fusion/Phased Plasma...they should be considered too.
what about making separate AC and Artillery Ammunition? all AC Ammo gets same damage and optimal range but has different damage profiles. Artillery Ammunition stays as it is
Because EMP ammo is nerfed, it does less damage than all other high damage ammo's (the thought was AC Apoc > AC Tempest, so by nerfing damage of ammo you needed ship bonuses to make projectiles adequate). Since cap is not used in today's buffer tanks, the advantage of capless guns is nonexistent.
First off, with the PG requirements of artillery, an armor tanking Artillery boat would require a huge increase in PG. Face it Artillery boats can only fit a shield tank (at best). Secondly, while I like the versitility of the Tempest, it is the heart of it's problems. Due to the nerfing of 'utility mods' over the years, a ship that relies on them has fallen significantly behind. Since tier 3 battleships are suppose to be tanks, the Tempest is the logical choice to be the Artillery ship. A 10% per level damage bonus as well as adding a 7th turret results in a 40% increase in alpha - something everyone in this thread agrees would be nice. Yet I kept the DPS the same per gun, so the increase in DPS isn't overpowered. Also I attempted to remove some of the drawbacks w/scripts.
Like I said a radical idea. Sure I would love a 8/3/8 layout and a huge powergrid - but I can't see CCP giving minmatar a different shaped Apoc. CCP could even re-introduce cap usage back to projectiles (for those who don't remember I think it was 3 cap use for t1 large artillery, 2 cap use for t1 named and 6 cap use for t2, before bonuses. - in general AC's were less). Which would forever remove the "but your guns are capless" arguements. Besides the DPS increase in AC's is very modest with my suggestions, since I don't believe huge boosts (like the apoc got) are necessary for ACs. Artillery has much greater needs.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.04 21:41:00 -
[539]
Originally by: Liang Nuren
Originally by: Gavin Darklighter
Originally by: Siddy Maelstrom works beter with pulses than AC's
just FYI.
Care to fight my auto-mael with your pulse-mael?
Sadly, I think he might actually win. The Maelstrom is weak to EM damage (unless you specifically harden for it). Even then you won't have enough HP to win the day.
How sad. 
-Liang
Actualy, its not unusual that lasers outpreformed projectiles on minmatar ships back in the days.
Its just no one used em due to cap penalties, that is, when you actualy did something in tempest with cap.
but now 
train lasers
|

EglantinFinfleur
The Scope
|
Posted - 2008.07.04 22:27:00 -
[540]
Chainlinking ammo and no reload time when changing ammo type please mister computer
|

Gavin Darklighter
THE FINAL STAND
|
Posted - 2008.07.04 23:14:00 -
[541]
I'm serious, I'll fight your laser maelstrom.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.05 06:53:00 -
[542]
Originally by: Gavin Darklighter I'm serious, I'll fight your laser maelstrom.
Are you challenging my e-peen, mr whos-corp-name-is-spelled-all-in-capitalized-letters?
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.05 09:22:00 -
[543]
Originally by: EglantinFinfleur Chainlinking ammo and no reload time when changing ammo type please mister computer
it would be anice effect but.... c'mon do you think in about 2 minutes of shooting 10 second reload an AC would change my dps?
it will become a easy way CCP can say "fixed" and we would be screwed.
minmatar battleship need more dps from projectile gun, we all agree.
now stop lazering your maelstrom , and put out some ideas how to fix tempest's tank ....
maybe a 7th turret would increase so much dps we do not need to tank.....
or a 7th low would add versatility
 your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.05 13:40:00 -
[544]
Originally by: Blind Jhon
Originally by: EglantinFinfleur Chainlinking ammo and no reload time when changing ammo type please mister computer
it would be anice effect but.... c'mon do you think in about 2 minutes of shooting 10 second reload an AC would change my dps?
it will become a easy way CCP can say "fixed" and we would be screwed.
minmatar battleship need more dps from projectile gun, we all agree.
now stop lazering your maelstrom , and put out some ideas how to fix tempest's tank ....
maybe a 7th turret would increase so much dps we do not need to tank.....
or a 7th low would add versatility

Lets see, if Autocannons and Artillery had no reload time. Chain linking all ammunition but still keep the 10 second timer for changing ammo types, well it would definitely give us a near 10% DPS increase, it would also solver all issues with regards to massive fleet battles where your firing at POS's and the like. Its a good thing... Is 10% enough for minmatar weapons to be truly viable? Well to be quite honest, for Autocannons YES it is. For Artillery? Nope, needs a bit extra, It needs a MASSIVE and I mean like 100% MASSIVE increase to minmatar Falloff for Artillery.
Once thats done, all T1 and T2 Artillery Minmatar ammunition needs to have falloff bonuses added to them. Thats a good enough fix IMHO
|

AstroPhobic
Minmatar
|
Posted - 2008.07.05 14:16:00 -
[545]
I really don't think falloff is the answer for either weapon.
For autocannons:
You still do less DPS than lasers at every range. You're still outdamaged by blasters till about 20km, depending on the boost. 24km is current IIRC. A buff in damage (with a bit of falloff) balances them with lasers, but sparks whines with autos stepping on blasterboats' toes. Regardless of their higher EHP, they will whine till the cows come home.
IMO, the only way to truly balance them without chucking a little 5% boost is: give them an optimal. Autos should dominate between 15 and 30km. Lasers beyond that, blasters under that. Of course lasers should be damn-well near or maybe even slightly higher than auto DPS in these ranges (read: 1-2%), but it should be very competitive. Again a reminder that autos have better tracking, but amarr has EHP.
For Artillery:
What does falloff change? Fleets want you to operate at a magic number, which usually resides between 150-160km. You can just barely get there with 1400s, tremor, and a bunch of optimal mods. Increasing falloff to even something rediculous, lets say 200km, has nothing to do with my damage at 150km. Sure it allows me to shoot far at a slightly reduced damage, but how often do you need to? The only reason you'd need to shoot that far is because your optimal sucks. It's just setting artillery up to suck.
Now, I realize falloff is a "minmatar" thing and we should have lots of it, and that's fine. I realize that. However, we shouldn't have to rely completely on falloff, it should compliment a decent optimal.
Astro
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.05 14:55:00 -
[546]
Hence why you remove the need to reload.
A Maelstrom with BS5 and 3x Gyrostabilizer II's using a 1400mm Howitzer Artillery II with Tremor L gives you 10 charges. With those skills you have a a RoF of 9.75435 seconds and will reload after 97.5435 seconds. With a 10 second reload time you will have a period of 107.5435 seconds per clip. If you subtract that 10 second reload, you will gain a 9.07% DPS boost.
I believe a 9% increase to the dps of 1400mm's with an increased Falloff is all we need. Thats a big boost, wether you agree or not.
NB: This is my old brain working on it, if its inaccurate then my apologies, but I believe its correct.
|

DoctorBautz
|
Posted - 2008.07.05 18:00:00 -
[547]
you got 5 mids on the tempest and the cpu to use them. go figure.....
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.05 18:08:00 -
[548]
Originally by: DoctorBautz you got 5 mids on the tempest and the cpu to use them. go figure.....
HAHA IM USING INTERNETS!
now give us ECM bonuses pl0x
|

Boz Well
|
Posted - 2008.07.05 18:27:00 -
[549]
Originally by: Nian Banks Hence why you remove the need to reload.
A Maelstrom with BS5 and 3x Gyrostabilizer II's using a 1400mm Howitzer Artillery II with Tremor L gives you 10 charges. With those skills you have a a RoF of 9.75435 seconds and will reload after 97.5435 seconds. With a 10 second reload time you will have a period of 107.5435 seconds per clip. If you subtract that 10 second reload, you will gain a 9.07% DPS boost.
I believe a 9% increase to the dps of 1400mm's with an increased Falloff is all we need. Thats a big boost, wether you agree or not.
NB: This is my old brain working on it, if its inaccurate then my apologies, but I believe its correct.
I kind of like the chaining ammo option. I'm still not sure if falloff on artillery is the best choice. It seems very situational to me that you would be fighting in falloff with the long range weapon systems, and fighting in optimal would still be preferable. But in optimal ranges, we'd still be outperformed by the other weapons. However, the no-reload benefit of chaining would help a lot in that department. I'd personally prefer chaining and something else, but either way, I think it's a good idea.
Originally by: DoctorBautz you got 5 mids on the tempest and the cpu to use them. go figure.....
Do you have a point?
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.05 18:43:00 -
[550]
Edited by: Siddy on 05/07/2008 18:43:00 see, i get all the best ideas for fixing prjectiles, like chainlinkking.
CCP shuld hire me and stuf
|

AstroPhobic
Minmatar
|
Posted - 2008.07.05 18:59:00 -
[551]
Edited by: AstroPhobic on 05/07/2008 19:00:01 Chain linking is an excellent idea for artillery (read - good start). For autocannons... the boost may be the same, "numbers" wise, but by the time you reload, the fight's probably already over. Yes it would increase DPS in extended encounters, but more times than not you're going to have some "down time" to reload.
I'm just afraid that we'll be thrown a 5% boost for autos and artillery and CCP will consider it fixed.
|

Halock
|
Posted - 2008.07.05 20:20:00 -
[552]
I gota get in on this epic thread........
HHHIIIIIIIIIIIIIIIIIII!!!!!!!
|

Noelle Fay
State Protectorate
|
Posted - 2008.07.05 20:22:00 -
[553]
I suggest an exchange.
We buff your BS, but nerf your nano***gotry.
Deal? -- -- -- -- -- -- -- The secret to success, whether it's women or money, is knowing when to quit. I oughta know: I'm divorced and broke. |

AstroPhobic
Minmatar
|
Posted - 2008.07.05 20:33:00 -
[554]
Originally by: Noelle Fay I suggest an exchange.
We buff your BS, but nerf your nano***gotry.
Deal?
Don't even bring nanos into this. Also, don't pretend that minmatar is the "nano-race". May I point you towards the zealot, ishtar, cerberus?
|

Liang Nuren
Perkone
|
Posted - 2008.07.05 21:11:00 -
[555]
Originally by: Noelle Fay I suggest an exchange.
We buff your BS, but nerf your nano***gotry.
Deal?
Right, because no other race has reasonable to excellent cruisers/hacs.
::coughsacrilegecough:: ::coughzealotcough:: ::cougheaglecough:: ::coughishtarcough::
Damn, forgive the allergies. Must be all the bullshit you brought into this thread with you.
In all seriousness, the "Matari BS's suck because their cruisers are decent" argument has been destroyed 7 ways to Sunday. Next?
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

To mare
|
Posted - 2008.07.05 21:52:00 -
[556]
Originally by: Noelle Fay I suggest an exchange.
We buff your BS, but nerf your nano***gotry.
Deal?
i have a better one: meke minmatar BS able to nano like old nanophoon. no need of fix to weapons
|

Liang Nuren
Perkone
|
Posted - 2008.07.05 21:57:00 -
[557]
Originally by: To mare
i have a better one: meke minmatar BS able to nano like old nanophoon. no need of fix to weapons
/SIGNED
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.05 22:30:00 -
[558]
Originally by: Siddy Edited by: Siddy on 05/07/2008 18:43:00 see, i get all the best ideas for fixing prjectiles, like chainlinkking.
CCP shuld hire me and stuf
Yes its a cute name for what I also suggested previously in this thread. With clip size been such a massive negative to minmatar projectile weapons, removing the clip all together should be a great boost.
Multiple threads have suggested increasing the clip size, but with it gone all together, mmm I can feel all fuzzy inside.
Let me remind you on the falloff issue, if we increased the falloff to artillery and then added falloff bonuses to all minmatar t1 and t2 artillery ammunition, this would allow those without T2 projectile skills to still use best named auto cannons and get a modest increase through their ammunition to fight in falloff. It would also allow for minmatar pilots to fight in extreme ranges if need be. This is better than finding it nearly impossible or to the point of gimping everything else to worthlessness.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.05 22:51:00 -
[559]
Edited by: AstroPhobic on 05/07/2008 22:51:58 I have to massively disagree. Minmatar is supposed to be (and still is) THE most skill intensive race. Making things easier on noobies doesn't fix the problem at hand.
While chainlinking is a good start, autos need an optimal, and artillery STILL needs something. Period. I'm kind of stuck on my idea of autocannons with an optimal, and I haven't seen a better one yet, IMO. Artillery I'm not sure on.
|

Liang Nuren
Perkone
|
Posted - 2008.07.05 22:53:00 -
[560]
Originally by: AstroPhobic
While chainlinking is a good start, autos need an optimal, and artillery STILL needs something. Period. I'm kind of stuck on my idea of autocannons with an optimal, and I haven't seen a better one yet, IMO. Artillery I'm not sure on.
The more I think about it, the more I want a 4x increase on alpha strike. I mean, do you have any idea how cool it would be to have a pair of Tempests sitting on a gate alphastriking mission ships?!
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AstroPhobic
Minmatar
|
Posted - 2008.07.05 22:56:00 -
[561]
Originally by: Liang Nuren
Originally by: AstroPhobic
While chainlinking is a good start, autos need an optimal, and artillery STILL needs something. Period. I'm kind of stuck on my idea of autocannons with an optimal, and I haven't seen a better one yet, IMO. Artillery I'm not sure on.
The more I think about it, the more I want a 4x increase on alpha strike. I mean, do you have any idea how cool it would be to have a pair of Tempests sitting on a gate alphastriking mission ships?!
-Liang
Yes, and while this would be an excellent fix for artillery... CCP doesn't want it. When they buffed HP, didn't they specifically mention increasing the length of battles and trying to "get rid of" high alpha ships?
I'd be all for it (and personally I don't see the issue with big alpha), however I don't see this blowing over too well with the big men holding the strings.
|

Liang Nuren
Perkone
|
Posted - 2008.07.05 22:58:00 -
[562]
Originally by: AstroPhobic
Yes, and while this would be an excellent fix for artillery... CCP doesn't want it. When they buffed HP, didn't they specifically mention increasing the length of battles and trying to "get rid of" high alpha ships?
I'd be all for it (and personally I don't see the issue with big alpha), however I don't see this blowing over too well with the big men holding the strings.
Astro, you're not allowed to use my own line of reasoning against me. Stop it! :P
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AstroPhobic
Minmatar
|
Posted - 2008.07.05 23:04:00 -
[563]
Originally by: Liang Nuren
Astro, you're not allowed to use my own line of reasoning against me. Stop it! :P
-Liang
It would be helpful to get some sort of word from CCP on alpha. I didn't think it was a big issue before, and it's certainly not anymore. However I don't see how they can think that artillery is good for anything, given it's current state.
It does need something (it's alpha back, pleeeease?), but if at least CCP could come here and give us a stern "no" or a backhand to the face, we can start looking for alternatives.
|

Liang Nuren
Perkone
|
Posted - 2008.07.05 23:09:00 -
[564]
Originally by: AstroPhobic
It would be helpful to get some sort of word from CCP on alpha. I didn't think it was a big issue before, and it's certainly not anymore. However I don't see how they can think that artillery is good for anything, given it's current state.
It does need something (it's alpha back, pleeeease?), but if at least CCP could come here and give us a stern "no" or a backhand to the face, we can start looking for alternatives.
Man, you must really be into S&M!!
::looks at the forum title::
That can't be a mistake...
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

AstroPhobic
Minmatar
|
Posted - 2008.07.05 23:16:00 -
[565]
Originally by: Liang Nuren
Man, you must really be into S&M!!
::looks at the forum title::
That can't be a mistake...
-Liang

If only they paid as much attention to S+M as they did to the "CCP STOLE MONEY FROM ME" threads, we might actually get somewhere.
But you know, we have to look after the isk buyers before the customers that actually give a crap.
Cheers CCP. 
|

Boz Well
|
Posted - 2008.07.05 23:17:00 -
[566]
Originally by: AstroPhobic
Originally by: Liang Nuren
Astro, you're not allowed to use my own line of reasoning against me. Stop it! :P
-Liang
It would be helpful to get some sort of word from CCP on alpha. I didn't think it was a big issue before, and it's certainly not anymore. However I don't see how they can think that artillery is good for anything, given it's current state.
It does need something (it's alpha back, pleeeease?), but if at least CCP could come here and give us a stern "no" or a backhand to the face, we can start looking for alternatives.
I'd personally just like to see a CCP acknowledgement that projectiles need some loving, and I agree it'd be nice if they'd go above and beyond and give us their thoughts on alpha.
|

Veryez
|
Posted - 2008.07.06 06:20:00 -
[567]
Edited by: Veryez on 06/07/2008 06:22:27
Originally by: AstroPhobic
Yes, and while this would be an excellent fix for artillery... CCP doesn't want it. When they buffed HP, didn't they specifically mention increasing the length of battles and trying to "get rid of" high alpha ships?
I'd be all for it (and personally I don't see the issue with big alpha), however I don't see this blowing over too well with the big men holding the strings.
Actually the exact quote was:
"Ships
A number of changes have been made to ships in an effort to prolong PvP combat. These changes include: The capacitor capacity for all ships has been increased by 25%. The capacitor recharge time for all ships has been increased by 25%. The shield recharge time of all ships has been increased by 25%. Ship Hit Points (Shield, Armor and Structure) have also been increased by the following percentages: Tech 1 battleships, cruisers and frigates receive a 25% increase. Tech 2 cruisers and frigates receive a 12.5% increase. Tech 1 Destroyers receive a 66.67% increase. Tech 2 Destroyers receive a 33.33% increase. Tech 1 Battlecruisers receive a 56.25% increase. Tech 2 Battlecruisers receive a 28.125% increase. Capital Ships (not freighters) receive a 400% increase in hit points.
Modules
A number of changes have been made to modules in an effort to prolong PvP combat. These changes include: The capacity of Capacitor batteries have been increased by 25%. The charge capacity of cap boosters have been decreased by 20%. The volume of cap boosters have been decreased by 20%. Plate and Shield extenders have been increased by 25%"
And they also added rigs and removed the stacking nerf on plates and extenders .....
Patch Notes build 27912. I thought there was a response in one of the old feedback threads where we complained about the loss of alpha, and the response was a 10% increase in DPS and making ammo smaller - but I can't find it now.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.06 14:25:00 -
[568]
I remember that thread as well - but I wasn't specifically talking about the patch notes. I think it was a dev blog that talked about prolonging combat. I don't recall.
I'll take a quick look for it. In any case... bring back our alpha!!!
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.06 18:56:00 -
[569]
Edited by: Blind Jhon on 06/07/2008 18:56:44
Originally by: AstroPhobic
bring back our alpha!!!
::quote::
decrease 10% our rof (both larges: ac and arty) we are hit and run men
give tempest am extra damned 7th low, so it gain versatility ....
::/quote::
ninja FIXED  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Bernard Bolzano
|
Posted - 2008.07.06 19:41:00 -
[570]
tracking disruptor in the 5th mid; cripple optimal vs amarr at medium range, criple trascking vs amarr in close combat, cripple falloff vs gallente at medium and tracking at close range.... thinking about boosting tempest dps to geddon level without the cap penalty and with the (in case of geddon) 2 extra mids is just stupid...
|

AstroPhobic
Minmatar
|
Posted - 2008.07.06 19:49:00 -
[571]
Originally by: Bernard Bolzano tracking disruptor in the 5th mid; cripple optimal vs amarr at medium range, criple trascking vs amarr in close combat, cripple falloff vs gallente at medium and tracking at close range.... thinking about boosting tempest dps to geddon level without the cap penalty and with the (in case of geddon) 2 extra mids is just stupid...
I feel sorry for your ignorance. Please, just leave dude, before we all bash your intelligence. You're better off for it.
|

Bernard Bolzano
|
Posted - 2008.07.06 20:26:00 -
[572]
your point is? all i am saying is that you cannot expect to outdamage a geddon at any range with that easy fittings, more speed, capless guns and extra mids.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.06 20:30:00 -
[573]
Originally by: Bernard Bolzano your point is? all i am saying is that you cannot expect to outdamage a geddon at any range with that easy fittings, more speed, capless guns and extra mids.
None of us do. More speed is useless BS class, capless guns mean nothing (did you even read this thread?) and extra mids are laughable. Utility slots got a major, major nerf. Your TD doesn't do hardly anything. It certainly doesn't make up for the 50% loss of damage at the range we're "supposed" to fight at.
|

Liang Nuren
Perkone
|
Posted - 2008.07.06 20:34:00 -
[574]
Originally by: Bernard Bolzano tracking disruptor in the 5th mid; cripple optimal vs amarr at medium range, criple trascking vs amarr in close combat, cripple falloff vs gallente at medium and tracking at close range.... thinking about boosting tempest dps to geddon level without the cap penalty and with the (in case of geddon) 2 extra mids is just stupid...
Just an FYI, but a Geddon with 1 damage mod outdamages a Pest with 1 damage mod at any range (even while both TD'd).
In fact, if you TD the Geddon and don't TD the Tempest, the Geddon still wins out at most ranges. Wanna know what's better? The Geddon actually has counters to a TD, while the Tempest does not. Want to talk out your ass some more?
BTW, you might want to take a look at that EFT damage you calculated for the Tempest and cut it in half - that's about what you'll get in the real world. I know you Amarrians don't know how that crazy "falloff" thing works. Thought I should tell you.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Liang Nuren
Perkone
|
Posted - 2008.07.06 20:38:00 -
[575]
Edited by: Liang Nuren on 06/07/2008 20:38:48
Originally by: Bernard Bolzano your point is? all i am saying is that you cannot expect to outdamage a geddon at any range with that easy fittings, more speed, capless guns and extra mids.
How many lows does the Geddon get? How many turrets? How many utility slots?
IIRC, the Geddon's slot layout is: 7 turrets (1 utility), 3 mids, 8 lows, for a whopping total of 18 useful slots.
How many lows does the Tempest get? How many turrets? How many utility slots? 6 turrets (2 utility), 5 mids (1 utility), 6 lows, for a whopping total of 17 useful slots. I'm hereby going to ***** about the two extra low slots the Geddon gets.
Sure, there's uses for the utility highs and mid, but they have been systematically nerfed until they're almost useless. TBFH, it should be telling that people are asking for the Tempest to have the Geddon's slot layout.
Something is wrong, and you refuse to see it.
-Liang
Ed: Also, I don't think anyone would seriously put forward that the Tempest should outdamage the Geddon at every range - but it should outdamage the Geddon at some range. FFS, it has double damage bonuses! -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.06 21:53:00 -
[576]
Originally by: Liang Nuren
Originally by: AstroPhobic
While chainlinking is a good start, autos need an optimal, and artillery STILL needs something. Period. I'm kind of stuck on my idea of autocannons with an optimal, and I haven't seen a better one yet, IMO. Artillery I'm not sure on.
The more I think about it, the more I want a 4x increase on alpha strike. I mean, do you have any idea how cool it would be to have a pair of Tempests sitting on a gate alphastriking mission ships?!
-Liang
WIN!

|

Mizear
Minmatar Republic University
|
Posted - 2008.07.06 22:03:00 -
[577]
Originally by: Liang Nuren
Ed: Also, I don't think anyone would seriously put forward that the Tempest should outdamage the Geddon at every range - but it should outdamage the Geddon at some range. FFS, it has double damage bonuses!
Last time I checked a MP/ogre2 gheddon with 2 damage mods did exactly the same DPS as a tempest with 800's, 2 sieges and 2 damage mods? Sure range is a bit lower but then again you don't use any cap to fire at all.
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AstroPhobic
Minmatar
|
Posted - 2008.07.06 22:11:00 -
[578]
A bit?
45km Scorch is a bit difference than 3km optimal?
What are you on?
|

Mizear
Minmatar Republic University
|
Posted - 2008.07.06 22:14:00 -
[579]
Originally by: AstroPhobic A bit?
45km Scorch is a bit difference than 3km optimal?
What are you on?
Yeah but if you use scorch you loose DPS again and then the tempest clearly outdps'es it at close range in that situation.
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AstroPhobic
Minmatar
|
Posted - 2008.07.06 22:19:00 -
[580]
Originally by: Mizear
Originally by: AstroPhobic A bit?
45km Scorch is a bit difference than 3km optimal?
What are you on?
Yeah but if you use scorch you loose DPS again and then the tempest clearly outdps'es it at close range in that situation.
Uh... no.
Geddon with 2 damage mods does 1077 DPS at 15km. Tempest with 2 damage mods does 927 DPS at 3km, 780 DPS at 15km.
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AstroPhobic
Minmatar
|
Posted - 2008.07.06 22:20:00 -
[581]
Just for giggles we'll switch to scorch... low and behold.
923 DPS (read - 4 less than the tempest) at 45km. Compared to the tempest's 3km.
With better EHP.
|

Mizear
Minmatar Republic University
|
Posted - 2008.07.06 22:23:00 -
[582]
Originally by: AstroPhobic
Originally by: Mizear
Originally by: AstroPhobic A bit?
45km Scorch is a bit difference than 3km optimal?
What are you on?
Yeah but if you use scorch you loose DPS again and then the tempest clearly outdps'es it at close range in that situation.
Uh... no.
Geddon with 2 damage mods does 1077 DPS at 15km. Tempest with 2 damage mods does 927 DPS at 3km, 780 DPS at 15km.
t2 ammo and faction torps is 1090 dps for the tempest.
And read what I wrote that 1077 dps of the geddon you mention wasn't scorch as you proclaimed in your previous post.
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AstroPhobic
Minmatar
|
Posted - 2008.07.06 22:31:00 -
[583]
You can't seriously suggest hail.
Whatever.. it's EFT right.
Tempest: 1094 DPS, Hail, CN Mjol, 2/2/1 Geddon: 1088 DPS, Conflag, 3 ogres, empty high
Conclusion: Using stupid ammo, the tempest does 6 more DPS, but loses 12km. The geddon retains it's higher EHP and wins the fight. Using real (read- navy) ammo, the geddon deals 55 more DPS at 12km more range, and outdamages the tempest at every range.
|

Boz Well
|
Posted - 2008.07.07 06:01:00 -
[584]
Originally by: Mizear
Originally by: AstroPhobic A bit?
45km Scorch is a bit difference than 3km optimal?
What are you on?
Yeah but if you use scorch you loose DPS again and then the tempest clearly outdps'es it at close range in that situation.
You keep coming back to this point, but think for a second. What Amarr pilot would be using scorch if he's in close range with a Matar using short-range ammo? You're saying if the Geddon pilot stupidly uses long range ammo WHEN HE'S NOT AT LONG RANGE, then he'll do same/less damage than Matar. Wow, shocking. 
The comparison should be shortrange vs shortrange and longrange vs longrange. So, compare scorch to barrage, and then check the damage at range. Hell, throw some torps on there against the scorch, since those boost the damage, amirite? Likewise, compare AN multifreq to Matar short range ammo, and the results are similar. And then compare tanks.
Throughout this thread, I haven't been one to say that autocannons need to outdamage Amarr ships. However, I can't say I buy your arguments that everything is OK with tempest atm. You mention the range is lower, but neglect to ever mention falloff and its effect. When a ship will be fighting in falloff, raw EFT numbers don't mean as much. Take a look at an EFT graph comparing the two ships' damage, and you'll see just how quickly that Hail DPS drops. Then look at the tanks the two ships can fit. Then note that with that setup, any 'utility' highs on your tempest are being used for extra DPS, and it's still losing out in DPS. But you don't use any cap, and oh how wonderful the extra mid slot is, right?
Again, I haven't been saying AC's need to out damage pulse lasers, nor do I think they need to be turned into capless instruments of wtfpwnage. But don't come in and try to say everything is just fine and claim the Tempest matches up to the Geddon.
|

Mizear
Minmatar Republic University
|
Posted - 2008.07.07 09:27:00 -
[585]
Originally by: Boz Well
Throughout this thread, I haven't been one to say that autocannons need to outdamage Amarr ships. However, I can't say I buy your arguments that everything is OK with tempest atm. You mention the range is lower, but neglect to ever mention falloff and its effect. When a ship will be fighting in falloff, raw EFT numbers don't mean as much. Take a look at an EFT graph comparing the two ships' damage, and you'll see just how quickly that Hail DPS drops. Then look at the tanks the two ships can fit. Then note that with that setup, any 'utility' highs on your tempest are being used for extra DPS, and it's still losing out in DPS. But you don't use any cap, and oh how wonderful the extra mid slot is, right?
Again, I haven't been saying AC's need to out damage pulse lasers, nor do I think they need to be turned into capless instruments of wtfpwnage. But don't come in and try to say everything is just fine and claim the Tempest matches up to the Geddon.
I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
|

To mare
|
Posted - 2008.07.07 09:44:00 -
[586]
Originally by: Mizear I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
if you read all the thread you will see that we are not asking a tempest who outdamage the geddon at every range (even if it should looking at the crap tank ), we(?) want the tempest outdamage the geddon at close range and get a advantage vs blaster boat outside their pwnzone.
|

Jalif
Deviance Inc Nocturnal Legion
|
Posted - 2008.07.07 09:53:00 -
[587]
Originally by: To mare
Originally by: Mizear I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
if you read all the thread you will see that we are not asking a tempest who outdamage the geddon at every range (even if it should looking at the crap tank ), we(?) want the tempest outdamage the geddon at close range and get a advantage vs blaster boat outside their pwnzone.
Not forgetting the mention that our capless weapons are on a ship which already has a crappy capacitor!!!! Please don't mention capless weapons again.... ************ BOOST MINMATAR!!! ************ |

Veryez
|
Posted - 2008.07.07 11:31:00 -
[588]
Originally by: Mizear
I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
And had you read the thread, or flown the Tempest, you would understand that in today's game of buffer tanks - that don't use active hardners and don't use 2xLAR setups. Cap = gank, period. Your cap injected geddon will never have it's weapons shutdown before you burn through the Tempest's weak tank - unless you make a mistake.
That's the point most people like yourself refuse to grasp. In a balanced game each pilot should have equal chance in any contest. Sure if you land 40k from a tempest, you have a huge advantage and will win if you can keep him from warping away. Can the reverse be said of a Tempest pilot who lands on top of you? In a balanced game the answer would be yes. But the truth is no, he doesn't have any advantage, any minor (as Astro showed) EFT DPS advantage he appears to have is instantly negated by your much better tank - unless you make a mistake. Oh and saying, "True, but if we were both flying cruisers...." still doesn't balance the game.
Just because this thread is about boosting large projectiles and/or the Tempest, doesn't mean it's about making them overpowered, it's about balancing them in the game the way it's played today - not how it was played before revelations.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.07 12:32:00 -
[589]
just to point out the obvious......
for what i saw EVERY attempt to negate the problem, every post who wanted to refute our thesis ended in an epic fail.
why?
1) because we are in truth 
2) because every antithesis is based from a gallente-amar point of view. the most gallente-amar turret boat have few cpu, just a pair of medium slot, and noone utility slot; plus theyr ships are slow.
so they start from classic amar-gallente ships ( geddon mega) and ADD at this model the minmatarish "values" velocity, cpu, utility slots, no cap usage
this is totally wrong
if you want to critic you should before swapIN our point of view
yes we've cpu, but les powergrid ( oh we can try to shield tank and fit 2 cruise lonucer wohaaaa)
yes we have utility slots.... but utile for what? as we are now... we have just SOME SPARE SLOTS....
yes we have better traking and fallof, but taking barely compensate the worst optimal around and we pay fallof in pure dps penality
yes we have caples gun, but: whit our smal capacitor we suffer energy neut and whit our flimsy armor and buffertank, what will we do whit all that energy put by, when we ended armor HP?
so before posting comments, do not look only, what a minmatar have, that a gallente dream... but think whit logic eac pro and cons...
you'll understand we are a bit screwed  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

AstroPhobic
Minmatar
|
Posted - 2008.07.07 15:12:00 -
[590]
Preach on, brother jhon, even if I don't understand half of it.

|

Veryez
|
Posted - 2008.07.07 17:47:00 -
[591]
It is the height of irony that perhaps the best role the Tempest fulfills of our battleships is siting on top of a station spider tanking other battleships. It's not the best at it, but it can do it acceptibly since it has the spare midslot for ECCM and enough PG for double large injectors. So much for our speed and agility (yeah right). Maybe it needs a bonus to remote reps.....
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Boz Well
|
Posted - 2008.07.07 18:16:00 -
[592]
Originally by: AstroPhobic Preach on, brother jhon, even if I don't understand half of it.

Can I get an Amen?
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AstroPhobic
Minmatar
|
Posted - 2008.07.07 18:31:00 -
[593]
Originally by: Boz Well
Originally by: AstroPhobic Preach on, brother jhon, even if I don't understand half of it.

Can I get an Amen?
AMEN! 
|

Boz Well
|
Posted - 2008.07.07 18:34:00 -
[594]
Originally by: Mizear
Originally by: Boz Well
Throughout this thread, I haven't been one to say that autocannons need to outdamage Amarr ships. However, I can't say I buy your arguments that everything is OK with tempest atm. You mention the range is lower, but neglect to ever mention falloff and its effect. When a ship will be fighting in falloff, raw EFT numbers don't mean as much. Take a look at an EFT graph comparing the two ships' damage, and you'll see just how quickly that Hail DPS drops. Then look at the tanks the two ships can fit. Then note that with that setup, any 'utility' highs on your tempest are being used for extra DPS, and it's still losing out in DPS. But you don't use any cap, and oh how wonderful the extra mid slot is, right?
Again, I haven't been saying AC's need to out damage pulse lasers, nor do I think they need to be turned into capless instruments of wtfpwnage. But don't come in and try to say everything is just fine and claim the Tempest matches up to the Geddon.
I didn't say the tempest was fine, I said that the tempest shouldn't be boosted in terms of DPS to outdps a geddon with a capless weapons at any range (even with barrage you have more cap/second left then a geddon using pulses).
Just as a general tip for making persuasive argument, instead of making silly side points about how a Matar with close range ammo can come close/out dps an Amarr pilot using scorch ( ), try staying on point, haha. If you are trying to say capless weapons present that much of an advantage, then say why. Don't make conclusory statements that Matar is capless and thus is poor DPS. Capless weapons may mean a lot, or it may mean nothing at all in practice. I see a lot of good argument in this thread about why capless weapons don't really matter in practice, and you simply making conclusory statements doesn't do a thing to rebut that.
Also with regard to DPS, you never mention falloff (and more importantly what it does to DPS). Your only comparison uses hail and torps, and looks only at maximum EFT-reported DPS, and there are a lot of flaws in that comparison that you don't mention. And you never once touch on the tank these two ships can fit. And on a less important note, I am guessing you haven't even read much of this thread. All of which adds up to your argument having no credibility in my eyes.
I'm still not entirely convinced myself that AC's should outdamage lasers in close range, but I do think they should at least do equal damage in close range. As it is, the tempest can equal the geddon's DPS only using torps and then only in EFT land (using hail and only looking at the max DPS EFT reports). Take a look at the graphical display of that DPS and you'll see how long that number lasts and stays competitive with the Geddon. And that's only with torps. And that's on a ship with a double damage bonus. And that ship will have a worse tank than the Geddon. And that's all been pointed out earlier in this thread. So I guess I should ask in conclusion, do you really think a conclusory statement that "it's capless so it's okay", without more, is really going to rebut any of those points or convince anyone? 
|

VB Sarge
The Bastards
|
Posted - 2008.07.07 19:59:00 -
[595]
To be honest, I've been tempted to skill up the battleships more than once, but the sad thing is, they are underpowered compared to everyone else.
The problem as I see it, is the amount of damage reduction that happens in falloff. Also, the fact that battleships can't really get to a decent enough speed to dictate range worth a damn... the falloff damage reduction becomes so important when talking about projectiles.
Combine this, with, if we want to do full damage, as you EFT warriors enjoy tossing about, we have to get inside of the damage range of everyone else. Here, we are definitely beat out by EVERY OTHER RACE in a gank festival and HP buffer party.
Could be a good idea to maybe double the falloff for large projectiles? I'm seeing the same range on larges as I do on mediums, and only a slight damage increase.
I'm not one to propose changes in modules very often, due to the fact that I don't really want to pay attention to the ripple effects, but... if the falloff was doubled... then at the "range they are supposed to fight" we would only suffer about a 25% loss of dps at 20k and 50-60% at 40k...
Until AC's (large) and Minmatar BS's become something other than slightly better dps and tank than a BC... why does anyone fly these? www.the-bastards.com Ask me about recruiting options |

Trojanman190
D00M.
|
Posted - 2008.07.07 20:04:00 -
[596]
I really don't think AC should out dps lasers at close range. Acs should come close but should not surpass lasers. Lasers take lots and lots of cap to fire. The hit harder and farther to balance for this horde of cap that they use.
Making ACs more powerful at close range than lasers, while cool, would put them to close to blasters and unbalance lasers quite a bit.
AC optimal + falloff needs to be balanced so that: Blasters pwn everyone at close range. Lasers are slightly better than AC. Blasters fail at mid range. Lasers are a bit (but still close) better than AC. And at long range the gap needs to widen even more. I was a bit more detailed in a previous post but that the general gist of things.
This is in effect a dps boost at mid to long range. Nothing would change at close range. At under 1km optimal the weapons behave like they should. That isn't the problem. The problem is that AC suck at the ranges they are supposed to be fighting at... falloff ranges above 15km - 25km, that is where we need to be balanced.
Speaking of falloff, "minmatar fight in falloff" only because we have no optimal to fight in. It's a broken concept.
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AstroPhobic
Minmatar
|
Posted - 2008.07.07 20:42:00 -
[597]
Well. Strictly speaking. Even if we do open up autos to be where you suggest them trojan, won't an amarr boat still have every advantage in today's close range BS scenario? It will do more DPS, have more EHP, and more range. Right now I'm pretty much looking at cap usage as a non-issue, because, well for now it is. Maybe in the future it will change but I don't see any way soon.
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Trojanman190
D00M.
|
Posted - 2008.07.07 20:59:00 -
[598]
Originally by: AstroPhobic Well. Strictly speaking. Even if we do open up autos to be where you suggest them trojan, won't an amarr boat still have every advantage in today's close range BS scenario? It will do more DPS, have more EHP, and more range. Right now I'm pretty much looking at cap usage as a non-issue, because, well for now it is. Maybe in the future it will change but I don't see any way soon.
No the gallente will. Then the amar. This is strictly sub 5km.
D00m. recently went out on a RR bs op and I brought my typhoon... every kill made on the op (before I got gf agro ) Was between 15km - 25km. Not sub 5km. Currently, at this range a blaster using ship is quite a bit better than an ac using ship. Lasers hit the hardest here but not by much. At that range, AC are pretty far into falloff, which means lowest damage is getting lower and at an alarming rate. All I'm asking for is for that low damage to not get lower at that alarming rate at that range. I agree that cap is not as big of an issue, but it is still a teeny teeny issue that cannot be completely ignored, even in this situation. While other ships, like lasers users, are caping out just by shooting, we have enough cap left to run the rr for a few cycles. That advantage of running the RR a bit more is completely offset by the fact that we have the lowest dps by FAR at the range we are supposed to be fighting in.
Minmatar ac using battleships should be the absolute kings of midrange combat. Our weapons should be a better choice at medium ranges than blasters because blasters can't hit as far and a better choice than lasers because lasers use up tons of cap to achieve slightly better results. Cap that could be used for otherthings (realistically these things are RRs and MWds... everything else got nerfed.)
I agree, cap shouldn't be an issue, its a gimmick that isn't useful in 90% of the situations you fly a minmatar battleship in, but it's those few test server cases that will keep the guns from being boosted. We have to balance the solution around the lack of cap use so that it does not step on the toes of any other race.
|

Veryez
|
Posted - 2008.07.07 21:08:00 -
[599]
Originally by: AstroPhobic Well. Strictly speaking. Even if we do open up autos to be where you suggest them trojan, won't an amarr boat still have every advantage in today's close range BS scenario? It will do more DPS, have more EHP, and more range. Right now I'm pretty much looking at cap usage as a non-issue, because, well for now it is. Maybe in the future it will change but I don't see any way soon.
There is a way, and it might actually help the Tempest and all matari battleships in general. Boost active tanking, and I mean significantly boost. For example make active hardners (shield and armor) (t1) to 65% and (t2) to 70%, introduce a skill that reduces cap use on hardners (shield and armor) and reduce PG and CPU need of shield boosters and armor reppers by 15% each. Lastly reduce cap use of both by 20%. Make it so that an active tank can be made better than a passive tank. And for good measure stacking nerf plates and extenders again. CCP wants battles to last longer - there you go. We want capless weapons to matter - bingo, make people want to active tank again.
|

Boz Well
|
Posted - 2008.07.07 21:11:00 -
[600]
Agree 100% with Trojan's comments, but I'd also say that the Tempest might need something else to balance things out. If after boosting the optimal of autocannons (assuming it ever happens) the tempest is still lacking in DPS/tank/almost everything, then the ship itself might need a seperate boost to be competitive. I'd be happy though if AC's could hit for equal/competitive damage as laser boats though in our 'intended' range.
|

Boz Well
|
Posted - 2008.07.07 21:12:00 -
[601]
Originally by: Veryez
Originally by: AstroPhobic Well. Strictly speaking. Even if we do open up autos to be where you suggest them trojan, won't an amarr boat still have every advantage in today's close range BS scenario? It will do more DPS, have more EHP, and more range. Right now I'm pretty much looking at cap usage as a non-issue, because, well for now it is. Maybe in the future it will change but I don't see any way soon.
There is a way, and it might actually help the Tempest and all matari battleships in general. Boost active tanking, and I mean significantly boost. For example make active hardners (shield and armor) (t1) to 65% and (t2) to 70%, introduce a skill that reduces cap use on hardners (shield and armor) and reduce PG and CPU need of shield boosters and armor reppers by 15% each. Lastly reduce cap use of both by 20%. Make it so that an active tank can be made better than a passive tank. And for good measure stacking nerf plates and extenders again. CCP wants battles to last longer - there you go. We want capless weapons to matter - bingo, make people want to active tank again.
Missions would be so silly at that point though. But I definitely agree that if active tanking meant something in PVP, then capless weapons would be more important.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.07 21:13:00 -
[602]
For the most part it sounds good - but you're diving a bit deep. Even though I think it would help the longer battle scenario, that many changes has a huge ripple effect, especially into PvE areas. Yes we can't balance the game from the PvE standpoint, however, that many changes makes isk earning a lot easier. Which will in turn put mineral prices up (read - reduce miners by making them rat instead). There's lots of things that it changes...
Maybe we need all armor repairers to repair twice their current amount, and use twice their current amount of cap. I don't know.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.07 21:19:00 -
[603]
HE KEPT JUST KEPT TALKING IN ONE LONG INCREADEBLE UNBROKEN SENTENCE MOVING FROM TO TOPIC TO TOPIC SO THAT NO ONE HAD CHANSE TO INTERUP HIM, WAS REALY QUITE HYPNOTIC...
BTW
Why does
Megapulse lasers
out damage
AC's
on
Minmatar battleships
on all ranges
over 4 km?
Here's to the finest ships in EVE fleet...
|

Mad Miner2
|
Posted - 2008.07.07 21:20:00 -
[604]
Originally by: Siddy HE KEPT JUST KEPT TALKING IN ONE LONG INCREADEBLE UNBROKEN SENTENCE MOVING FROM TO TOPIC TO TOPIC SO THAT NO ONE HAD CHANSE TO INTERUP HIM, WAS REALY QUITE HYPNOTIC...
TELL ME MORE
|

Boz Well
|
Posted - 2008.07.07 21:24:00 -
[605]
Originally by: Siddy HE KEPT JUST KEPT TALKING IN ONE LONG INCREADEBLE UNBROKEN SENTENCE MOVING FROM TO TOPIC TO TOPIC SO THAT NO ONE HAD CHANSE TO INTERUP HIM, WAS REALY QUITE HYPNOTIC...
BTW
Why does
Megapulse lasers
out damage
AC's
on
Minmatar battleships
on all ranges
over 4 km?
Here's to the finest ships in EVE fleet...
Hm, looks like the Matar are starting to even post vertically now, just like their ships.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.07 21:26:00 -
[606]
You wana know what else is vertical almost all the time these days...
|

JonnyKay
Gallente Royal Hiigaran Navy
|
Posted - 2008.07.07 22:41:00 -
[607]
omg, it's siddy! ^ the guy who flew a machariel and owned my mate like a few years ago ;P
On-topic. Large projectiles are broken. medium projectiles seem alright though ;S
|

Boz Well
|
Posted - 2008.07.07 23:10:00 -
[608]
Originally by: Siddy You wana know what else is vertical almost all the time these days...
*looks at the statement... looks at Siddy's corp...*
No comment. 
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To mare
|
Posted - 2008.07.08 06:36:00 -
[609]
Originally by: Veryez There is a way, and it might actually help the Tempest and all matari battleships in general. Boost active tanking, and I mean significantly boost. For example make active hardners (shield and armor) (t1) to 65% and (t2) to 70%, introduce a skill that reduces cap use on hardners (shield and armor) and reduce PG and CPU need of shield boosters and armor reppers by 15% each. Lastly reduce cap use of both by 20%. Make it so that an active tank can be made better than a passive tank. And for good measure stacking nerf plates and extenders again. CCP wants battles to last longer - there you go. We want capless weapons to matter - bingo, make people want to active tank again.
the hardener thing is cool but it will make overpowered all the armor tank mission ships, the repper thing is just pointless in pvp in 1vs1 good repper can make the difference but already in 2vs2 the active tank hold no chances, things can get only worst with higher numbers.
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To mare
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Posted - 2008.07.08 06:44:00 -
[610]
for the people who keep saying that AC shouldnt outdamage laser do you realize that ACs have 11-14% less dps than laser. even if you boost ACs dps by a 15% they still worst than laser due to small range?
hell atm even a blaster at the end of its falloff outdamage a AC at the same range
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Boz Well
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Posted - 2008.07.08 07:07:00 -
[611]
Originally by: To mare for the people who keep saying that AC shouldnt outdamage laser do you realize that ACs have 11-14% less dps than laser. even if you boost ACs dps by a 15% they still worst than laser due to small range?
hell atm even a blaster at the end of its falloff outdamage a AC at the same range
There's room to buff autocannon DPS and optimal both, so that their DPS is comparable to lasers and their optimal is in between blasters and lasers. I just see it being a bit much for them to be capless/easy to fit/yada yada and outdamage lasers, which have lots of drawbacks. Equal damage, but shorter range, sounds fair to me though. Definitely a lot more fair than the current state of things.
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To mare
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Posted - 2008.07.08 07:26:00 -
[612]
Originally by: Boz Well There's room to buff autocannon DPS and optimal both, so that their DPS is comparable to lasers and their optimal is in between blasters and lasers. I just see it being a bit much for them to be capless/easy to fit/yada yada and outdamage lasers, which have lots of drawbacks. Equal damage, but shorter range, sounds fair to me though. Definitely a lot more fair than the current state of things.
whats the point of having a optimal between laser and blaster if your damage isnt between laser and blaster.
and tbh it will be ok for me if AC use cap to shoot to be inline with others weapon, but at 2 conditions: 1-fix ours ships capacitor 2-missile launcher must use cap as well
if you say projectile are subpar because they use no cap you are just wrong.
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Boz Well
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Posted - 2008.07.08 07:32:00 -
[613]
I don't really see a reason to change missiles, as they're a completely different weapon type from all of the turret weapons and have their own little quirks. I'd be fine with projectiles taking cap again and out-dps'ing lasers at close ranges, and ships would have to be tweaked accordingly. I do think having capless weapons is a minimal advantage with the current prevalence of passive tanked ships, but it's still an advantage, however minimal (and why I don't think we should out DPS lasers). I think if our weapons did require cap and we dealt significantly higher DPS though, that we'd be better off than we are now, assuming the ships got tweaked accordingly. I suppose to an extent it homogenizes the turret weapons, but considering the capless distinction is rather trivial with the current state of things, homogeneity would probably be preferred.
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To mare
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Posted - 2008.07.08 07:50:00 -
[614]
if using no cap is such a great advantage can you tell me for what you need all the cap you dont use shooting? the advantage of using no cap to fire is nothing vs the abilty to damage your enemy.
actually i never heard a gallente pilot whining because because hybrid use too much cap.
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Liang Nuren
Perkone
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Posted - 2008.07.08 08:03:00 -
[615]
Originally by: To mare if using no cap is such a great advantage can you tell me for what you need all the cap you dont use shooting? the advantage of using no cap to fire is nothing vs the abilty to damage your enemy.
actually i never heard a gallente pilot whining because because hybrid use too much cap.
Erm... the Gallente side of me says "lolwut?!" It's not as big of a deal in the cap injected age though. :)
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

To mare
|
Posted - 2008.07.08 08:11:00 -
[616]
indeed cap usage isnt that great thing to justify a crap weapon system.
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Veryez
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Posted - 2008.07.08 08:20:00 -
[617]
First off, I doubt whether CCP is worried about balancing ships for PvE. I'm certainly not. If it was an issue, just add in more or harder hitting rats. The numbers are just suggestions, I had no time to run them and see it they were balanced. Reducing the fitting requirements and cap use is really for all races, not just matari. We want other races to use them, so that cap needs to be balanced between tank and gank. This is when matari ships can shine again, since we would only be using cap to tank.
It will have to be a significant boost to make it a better choice against passive tanks in some situations (better in all would be just as bad). Besides most people would less resistent to a boost for active tanking as opposed to a boost for projectiles alone. Just reversing some of the poor decisions CCP has made is another way to boost minmatar.
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To mare
|
Posted - 2008.07.08 08:39:00 -
[618]
Originally by: Veryez First off, I doubt whether CCP is worried about balancing ships for PvE. I'm certainly not. If it was an issue, just add in more or harder hitting rats. The numbers are just suggestions, I had no time to run them and see it they were balanced. Reducing the fitting requirements and cap use is really for all races, not just matari. We want other races to use them, so that cap needs to be balanced between tank and gank. This is when matari ships can shine again, since we would only be using cap to tank.
It will have to be a significant boost to make it a better choice against passive tanks in some situations (better in all would be just as bad). Besides most people would less resistent to a boost for active tanking as opposed to a boost for projectiles alone. Just reversing some of the poor decisions CCP has made is another way to boost minmatar.
- reduce cap usage of tank is more an advantage for ships who already use cap to fire than for minmatar ships who no use cap to fire. - in pvp you aim for a omnitank if you go on the hardeners way you need 4 of them and tempest already lack the lows. - boosting reppers make a difference only in 1 vs 1. - trying to boost minmatar BS via tank you lose at start because minmatar is not build around tank, if you boost tank you boost other races more than what you do to minmatar. - i appreciate the idea at least we tinking about something different.
|

craygan
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Posted - 2008.07.08 10:48:00 -
[619]
not read all of this tread so...
I thought minmarter were basicly a primative race i.e. rubbish ships no tank or cap to tank etc.
o and all about close range hight tracking/dps or long range low tracking/dps..
at optimal projectiles should out damage all weapon types... yes there optimal suck but thats the point, they loose out in falloff big time. optimal+falloff weapons hit for 50% dps..
the problem at the moment is there optimal damage sucks... arts as well.
solution in my eyes would be to increase damage, so that in falloff at say 80% range (optimal+falloff*.8) autos actualy hit.. "rather than miss" and do damage on par with other weapon all be it less dps.
say 80% against lasers 90% hybrids
they will still have bad optimal but at optimal they should do say 20% more damage, if not more... as range sucks.
maths is probably wrong but hey..
atleast projectiles wil do some damage..
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.08 11:05:00 -
[620]
Originally by: To mare Edited by: To mare on 08/07/2008 08:08:02 if using no cap is such a great advantage can you tell me for what you need all the cap you dont use shooting? the advantage of using no cap to fire is nothing vs the abilty to damage your enemy.
actually i never heard a gallente pilot whining because hybrid use too much cap.
Gallente and amarr used to WHINE hardcore before this passivetankking capinjector age.
And hybrid users used to whine the most.
Back then outcapping your opponen with tempest was actualy viable option, but now?
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.07.08 12:51:00 -
[621]
Originally by: Siddy HE KEPT JUST KEPT TALKING IN ONE LONG INCREADEBLE UNBROKEN SENTENCE MOVING FROM TO TOPIC TO TOPIC SO THAT NO ONE HAD CHANSE TO INTERUP HIM, WAS REALY QUITE HYPNOTIC...
BTW
Why does
Megapulse lasers
out damage
AC's
on
Minmatar battleships
on all ranges
over 4 km?
Here's to the finest ships in EVE fleet...
BECAUSE! LASER have BUILT in DAMAGE bonus! Did you miss every single one of the ammar boost threads? Lasers have built in damage bonus and as a tradeoff you need the cap reduction bonus that ammar ships have to be able to use them well. Simple. Even you should be able to understand it.
Try using a Tempest with 6 Mega Pulse II and see how long you can fire your guns. More.... try to fit 6 Tachyons II on it... Did yoU EVER tried to use Mega pulses on any serious combat? Well i have, have Large Pulse Spec IV large Beam spec IV Large arties SPEC V and large AC spec IV. And I say they are OK, when usign t2 ammo. Only when you try to compare t1 and faction ammo that things start to go all out fail.
Stop whining like a baby. lasers do more damage without bonus, yes! because they NEED to because ammar ships base bonus is CAP USAGE, not DAMAGE bonus like gallente neither ROF bonus like minmatar.
No AC don need range bonus. That is now how they are made to be used! Want to fight without using falloff? Fly ammarr or gallente. AC would be very fine if the T1 and T1 faction ammo was better ballanced when compared to hybrid ammo. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.07.08 12:55:00 -
[622]
Originally by: To mare
Originally by: Veryez First off, I doubt whether CCP is worried about balancing ships for PvE. I'm certainly not. If it was an issue, just add in more or harder hitting rats. The numbers are just suggestions, I had no time to run them and see it they were balanced. Reducing the fitting requirements and cap use is really for all races, not just matari. We want other races to use them, so that cap needs to be balanced between tank and gank. This is when matari ships can shine again, since we would only be using cap to tank.
It will have to be a significant boost to make it a better choice against passive tanks in some situations (better in all would be just as bad). Besides most people would less resistent to a boost for active tanking as opposed to a boost for projectiles alone. Just reversing some of the poor decisions CCP has made is another way to boost minmatar.
- reduce cap usage of tank is more an advantage for ships who already use cap to fire than for minmatar ships who no use cap to fire. - in pvp you aim for a omnitank if you go on the hardeners way you need 4 of them and tempest already lack the lows. - boosting reppers make a difference only in 1 vs 1. - trying to boost minmatar BS via tank you lose at start because minmatar is not build around tank, if you boost tank you boost other races more than what you do to minmatar. - i appreciate the idea at least we tinking about something different.
I always suggested , boost tempest and maesltrom making them WAY more agile. The curret extra agility has ZERO value because of MWD trick. MWD trick allows ALL bs no exception to turn and warp out in 10 second... always. no matter wich one. If tempest was able for example to turn and warp out in 8 second WITHOUT the MWD trick, then it would have a definitive advantage to be used on hit an d run and mroe survivability in fleet fights than other battleships. Also change tempest to 10% damage per level and give 100M drone bay. result about same DPS but again an alpha increase.
Arties NEED to be changed, they need their alpha back. double damage , halves rate of fire. Solves the clip size issue and the alpha issue. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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To mare
|
Posted - 2008.07.08 13:18:00 -
[623]
Originally by: Kagura Nikon
I always suggested , boost tempest and maesltrom making them WAY more agile. The curret extra agility has ZERO value because of MWD trick. MWD trick allows ALL bs no exception to turn and warp out in 10 second... always. no matter wich one. If tempest was able for example to turn and warp out in 8 second WITHOUT the MWD trick, then it would have a definitive advantage to be used on hit an d run and mroe survivability in fleet fights than other battleships.
sorry if someone here want to use a minmatar BS to kill stuff instead of warping out in 2 second less when things go bad. i see the agility of the maelstrom balanced if ccp give some love to projectile weapon. the maelstrom is big slow behemoth made to push great damage as drawback it have a mediocre tank and crap mobility(actually it have only the drawback).
Originally by: Kagura Nikon
Also change tempest to 10% damage per level and give 100M drone bay. result about same DPS but again an alpha increase.
leave the drone bay alone tempest is a gunboat no a drone boat
Originally by: Kagura Nikon
Arties NEED to be changed, they need their alpha back. double damage , halves rate of fire. Solves the clip size issue and the alpha issue.
agree
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Trojanman190
D00M.
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Posted - 2008.07.08 13:39:00 -
[624]
Originally by: To mare
whats the point of having a optimal between laser and blaster if your damage isnt between laser and blaster.
That's what has to change. The close range damage isn't the problem, it's the damage we do at the range we are supposed to be fighting at that is our problem.
Giving the tempest a bigger drone bay will make it to much like the maelstrom to be good. The balances need to stop changing the ship into another ship, that can't possibly be what we want.
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Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.08 13:46:00 -
[625]
Edited by: Siddy on 08/07/2008 13:50:01
Originally by: Kagura Nikon
BECAUSE! LASER have BUILT in DAMAGE bonus!
you are stupid
you are realy stupid
you cant read
you are stupid.
i asked
WHY does lasers out damage wepons that hase bonuses on the specific ship.
edit: PS: armageddon dont have damagebonus? Abaddon dont have damage bonus? Even apoch get indirect damagebonus due to optimal at longer ranges...
So...are you blind? Maybe, you live under rock?
or just stupid?
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Transmaniacon
Strike-Force-Alpha
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Posted - 2008.07.08 13:52:00 -
[626]
Autocannons damage is fine, in optimal, but when we are in optimal range, blasters destroy us, and if we try to make use of our high falloff, we take a huge damage hit. By increasing autocannon optimal, and lowering falloff, autocannons can fill the gap between blasters and lasers. Currently, we can not be competitive at any range with autocannons because there is always a ship that does whatever we do better.
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To mare
|
Posted - 2008.07.08 13:55:00 -
[627]
Originally by: Trojanman190
That's what has to change. The close range damage isn't the problem, it's the damage we do at the range we are supposed to be fighting at that is our problem.
Giving the tempest a bigger drone bay will make it to much like the maelstrom to be good. The balances need to stop changing the ship into another ship, that can't possibly be what we want.
The close range damage isn't the problem??? so when a weapon with optimal at 5km get oudamgaed by a weapon with optimal 24km there is no problem?
also im bored to see increase drone bay as solution for every ships problem.
also i love siddy sometimes 
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Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.08 14:10:00 -
[628]
Originally by: To mare
also i love siddy sometimes 
Why not all the times 
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To mare
|
Posted - 2008.07.08 14:40:00 -
[629]
Originally by: Siddy
Why not all the times 
because when you claim for amarr boost you seem so serious that someone might believe you 
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.08 15:13:00 -
[630]
Originally by: Siddy Edited by: Siddy on 08/07/2008 13:50:01
Originally by: Kagura Nikon
BECAUSE! LASER have BUILT in DAMAGE bonus!
you are stupid
you are realy stupid
you cant read
you are stupid.
i asked
WHY does lasers out damage wepons that hase bonuses on the specific ship.
edit: PS: armageddon dont have damagebonus? Abaddon dont have damage bonus? Even apoch get indirect damagebonus due to optimal at longer ranges...
So...are you blind? Maybe, you live under rock?
or just stupid?
I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Trojanman190
D00M.
|
Posted - 2008.07.08 15:36:00 -
[631]
Edited by: Trojanman190 on 08/07/2008 15:36:36
Originally by: To mare
Originally by: Trojanman190
That's what has to change. The close range damage isn't the problem, it's the damage we do at the range we are supposed to be fighting at that is our problem.
Giving the tempest a bigger drone bay will make it to much like the maelstrom to be good. The balances need to stop changing the ship into another ship, that can't possibly be what we want.
The close range damage isn't the problem??? so when a weapon with optimal at 5km get oudamgaed by a weapon with optimal 24km there is no problem?
also im bored to see increase drone bay as solution for every ships problem.
also i love siddy sometimes 
Yea, the close range damage isn't a problem.
Your statement implies that simply because a weapon has the lowest optimal, it should have the highest damage, which is clearly not the case in this game. There are a lot more factors that come into play than simply optimal range.
Optimal, Falloff, Tracking, Damage Type, Damage Amount, RoF, Capacity, Capacitor, and even the ships the weapons are mounted on has to be taken into account.
CCP made blasters the close range king and lasers the long range king, that leaves one area left for a weapon to feel unique, mid range. Unfortunately, there is no way that a weapon in this game can do more damage at its mid range than it can its max range, so we have to take a hit there.
Lasers take hordes of cap to use. I'm sure if they were solar powered capless weapons they would have the weakest dps in the game, but that is not the case. In their current capless state I don't think AC have any bussiness doing more damage than blasters or lasers inside of 10 - 15km. It would take some major changes to AC to make this acceptable.
EDIT: Kagura and to mare, as you kill each other you kill this thread. Pweese stop.
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To mare
|
Posted - 2008.07.08 15:50:00 -
[632]
Originally by: Trojanman190
Yea, the close range damage isn't a problem.
Your statement implies that simply because a weapon has the lowest optimal, it should have the highest damage, which is clearly not the case in this game. There are a lot more factors that come into play than simply optimal range.
Optimal, Falloff, Tracking, Damage Type, Damage Amount, RoF, Capacity, Capacitor, and even the ships the weapons are mounted on has to be taken into account.
CCP made blasters the close range king and lasers the long range king, that leaves one area left for a weapon to feel unique, mid range. Unfortunately, there is no way that a weapon in this game can do more damage at its mid range than it can its max range, so we have to take a hit there.
Lasers take hordes of cap to use. I'm sure if they were solar powered capless weapons they would have the weakest dps in the game, but that is not the case. In their current capless state I don't think AC have any bussiness doing more damage than blasters or lasers inside of 10 - 15km. It would take some major changes to AC to make this acceptable.
1st optimal isnt a minmatar thing, falloff is even if it have drawbacks. 2nd even if ccp give you a 10 km optimal this dont change nothing (is better but hardly do anything) 3rd im not asking more dmg than blaster but more than laser 4th stop thinking minmatar BS should be worst than amarr/gallente BS
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AstroPhobic
Minmatar
|
Posted - 2008.07.08 15:59:00 -
[633]
Keep falloff, add optimal. We can still enjoy having falloff... but at a starting point that's farther away. I'm mixed about laser and auto damage, but at the game's current state cap means almost nothing and amarr's devastatingly higher EHP makes this a no brainer on which battleship to use.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.08 16:38:00 -
[634]
Edited by: Siddy on 08/07/2008 16:41:15 Edited by: Siddy on 08/07/2008 16:40:35
Originally by: Kagura Nikon
Originally by: Siddy Edited by: Siddy on 08/07/2008 13:50:01
Originally by: Kagura Nikon
BECAUSE! LASER have BUILT in DAMAGE bonus!
you are stupid
you are realy stupid
you cant read
you are stupid.
i asked
WHY does lasers out damage wepons that hase bonuses on the specific ship.
edit: PS: armageddon dont have damagebonus? Abaddon dont have damage bonus? Even apoch get indirect damagebonus due to optimal at longer ranges...
So...are you blind? Maybe, you live under rock?
or just stupid?
I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
i used megapulses on my tempest before latest projectile boost...
now i dont use tempest/minmatar BS's at all, your point?
PS: you are still stupid and cant read.
I asked 'WHY does lasers out damage wepons that hase bonuses on the specific ship. '
You have not anwsere it yet. Have you?
Using pulses on non amarr ship is now viable cause cap is worthlss for anything else.
|

Boz Well
|
Posted - 2008.07.08 19:59:00 -
[635]
Originally by: Siddy Edited by: Siddy on 08/07/2008 13:50:01
Originally by: Kagura Nikon
BECAUSE! LASER have BUILT in DAMAGE bonus!
you are stupid
you are realy stupid
you cant read
you are stupid.
i asked
WHY does lasers out damage wepons that hase bonuses on the specific ship.
edit: PS: armageddon dont have damagebonus? Abaddon dont have damage bonus? Even apoch get indirect damagebonus due to optimal at longer ranges...
So...are you blind? Maybe, you live under rock?
or just stupid?
El oh el. Gotta agree with Siddy (as usual) .
That's the same argument Clavius came in with. However, we're talking about large weapons, which are used by Amarr battleships, 2/3 of which have damage bonuses (and the Apoc's range bonus acts like a damage bonus in a way). To say that Lasers DONT get a damage bonus is to ignore your ships, and so your built in damage bonus + ship damage bonus = lots more DPS than AC's. Take away the Baddon's damage bonus and the Geddon's damage bonus, and hell, I might be happy with that. At least then reality would match up with your delusions of Amarr ships having ONLY a cap bonus. Although I'd rather just see projectiles get tweaked to be competitive, especially since Amarr just recently got their buff.
|

Boz Well
|
Posted - 2008.07.08 20:06:00 -
[636]
Originally by: Kagura Nikon I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
undefined Throwing caps in your post and flaming doesn't really do much except make you look like an ass, at least to me, haha. You say look at Apoc.. well, that's the ONLY BS that doesn't have a pure damage bonus, and it has optimal which outside of close ranges acts as a damage bonus. Prophecy? Read the title of the damn thread. This is about large projectiles. Unless you're fitting a single Tachyon on your Prophecy, it's irrelevant. And fitting autocannons on Apoc.. even if AC's got a slight boost, you'd have to be an idiot to fit AC's on your Apoc now that Amarr have been buffed. To be honest, you're shooting yourself in the foot by saying lasers have a built in damage bonus to justify their ships not having damage bonuses, because in fact their battleships DO all have damage bonuses of some kind. Perhaps that's why their so uber? 
I will give you one thing though Kagura. You're entertaining. 
Quote: I might be stupid
Quote: just using BRAINS and checking witch is the bonus
Quote: I might be stupid
Quote: try to guess who had witch one
Quote: I might be stupid
Quote: Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.08 20:49:00 -
[637]
Originally by: To mare
4th stop thinking minmatar BS should be worst than amarr/gallente BS
I've never once made a statement to that effect. All of my arguments have pointed to balancing us with respect to the mid range battle, ie, making us the best there. If I wanted to make our ships the worst I would not be in this thread because there would be nothing I would want changed.
You dudes need to stop flaming each other or, as the devs have already stated, they are going to ignore this thread. It's pretty easy to express your opinion without calling someone an idiot, even if they are an idiot. If they are truly an idiot you wont need to call them an idiot to make that fact apparent, your counter arguement should do that for you, without ad hominem.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.08 20:59:00 -
[638]
Trojan, I can see your effort trying to make us the middle range BS, however what you propose will just leave us inferior to amarr. This is us doing slightly subamarr DPS at midrange.
Even going back to the mael/geddon comparison.
You have a mael doing, say 950 DPS at 22km. It has an XL booster, SBA, invul, DCU, and a cap booster. You have a geddon doing, say 1000 DPS at 22km. It has 2-3 1600 plates, a handful of EANM/DCU, and trimarks, plus a cap booster to run the guns and RR if needed. The geddon will do more damage, while retaining a lot more tankability, with an empty highslot for RR goodness. Right now I don't see any plausible reason to choose the mael.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.08 21:28:00 -
[639]
Originally by: Trojanman190
Your statement implies that simply because a weapon has the lowest optimal, it should have the highest damage, which is clearly not the case in this game. There are a lot more factors that come into play than simply optimal range.
Optimal, Falloff, Tracking, Damage Type, Damage Amount, RoF, Capacity, Capacitor, and even the ships the weapons are mounted on has to be taken into account.
bold stands for broken
Originally by: AstroPhobic Trojan, I can see your effort trying to make us the middle range BS, however what you propose will just leave us inferior to amarr. This is us doing slightly subamarr DPS at midrange.
Even going back to the mael/geddon comparison.
You have a mael doing, say 950 DPS at 22km. It has an XL booster, SBA, invul, DCU, and a cap booster. You have a geddon doing, say 1000 DPS at 22km. It has 2-3 1600 plates, a handful of EANM/DCU, and trimarks, plus a cap booster to run the guns and RR if needed. The geddon will do more damage, while retaining a lot more tankability, with an empty highslot for RR goodness. Right now I don't see any plausible reason to choose the mael.
when i sayd we need to outdamage lasers @ optimal everybody flamed me
look
if projectile > lasers in projectile's optimal and if fallof get a boost, as trojan dreams....
maybe we will have our decent midle range ship....

your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.08 23:19:00 -
[640]
Originally by: AstroPhobic Trojan, I can see your effort trying to make us the middle range BS, however what you propose will just leave us inferior to amarr. This is us doing slightly subamarr DPS at midrange.
Even going back to the mael/geddon comparison.
You have a mael doing, say 950 DPS at 22km. It has an XL booster, SBA, invul, DCU, and a cap booster. You have a geddon doing, say 1000 DPS at 22km. It has 2-3 1600 plates, a handful of EANM/DCU, and trimarks, plus a cap booster to run the guns and RR if needed. The geddon will do more damage, while retaining a lot more tankability, with an empty highslot for RR goodness. Right now I don't see any plausible reason to choose the mael.
I disagree with that comparison, since you are comparing a forcibly active tanked shield tanker with a passive tanked, 8 low slot ship. Not to mention the tier differences.
Tempest will not get a better armor tank but will come somewhat close and, with the specified changes, coming in 50 dps short would be fantastic for a 0 cap use ship. In that situation doing slightly less dps while maintaining its RR for fewer cap boosters can be seen as a plus, at least in my opinion.
The main problem with your comparison is that the maelstrom is fail for the way eve currently exists. The active shield tank just isn't all that useful.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.08 23:33:00 -
[641]
Edited by: Siddy on 08/07/2008 23:33:17
Originally by: Trojanman190
I disagree with that comparison, since you are comparing a forcibly active tanked shield tanker with a passive tanked, 8 low slot ship. Not to mention the tier differences.
Tempest will not get a better armor tank but will come somewhat close and, with the specified changes, coming in 50 dps short would be fantastic for a 0 cap use ship. In that situation doing slightly less dps while maintaining its RR for fewer cap boosters can be seen as a plus, at least in my opinion.
The main problem with your comparison is that the maelstrom is fail for the way eve currently exists. The active shield tank just isn't all that useful.
Sancta simplicitas, ignoramus
|

Boz Well
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Posted - 2008.07.08 23:50:00 -
[642]
TBH the way I imagine it, Tempest (having double damage bonuses) would come close to Geddon DPS in mid-range with just autocannons equipped. If you go with torp's, you'd tend to outdps the Geddon from close to midrange. If you go with neut/nos, then you have more versatility. You'd have less tank, but at least nearly as much tank, and you'd have some mid slots that the Geddon lacks (for better or worse). At least that's how I imagine it. I personally see a lot of room to improve range/dps in autocannons without surpassing laser DPS, and retaining some versatility that Matar are known for (theoretically ).
The Maelstrom is a trickier call, as one of its bonuses is active tanking.
I do see the point that if all we get is equal damage and still have weaker tanks/worse range, then yes, we'd still be subpar. But at least with the tempest, I think there's at least an argument for it having some versatility in exchange for the autocannons themselves not dealing more damage than lasers. And the ship might need another slot or something like that in addition to auto's, but that's another discussion.
|

AstroPhobic
Minmatar
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Posted - 2008.07.09 00:00:00 -
[643]
Then what we come across is a failure in our ships.
If the maelstrom doesn't fit in the close range environment, it should re-mold to artillery. Give it a nice optimal bonus or tracking (or maybe resistance) instead of shield boost amount. This does screw up our t1 mission running ship (Okay, the phoon requires buckets of SP), but I can live with that.
Then the tempest. It should be at least competitive in DPS with amarr at our "midrange", and have two slots to determine whether or not to have some close range backup (torps go about 20km EFT, so 16-17 or so actual, quite short) or to have some RRability or Neut goodness. This still leaves an awful mid/lows, and since utility slots got a wonderful nerf, I'd switch a mid for a low. The only problem with this is it has now the same layout as the phoon (8/4/7), so I wouldn't be totally against ADDING a low.
The phoon will remain somewhat the same, just with a little more flexability. It can now add some barrage with cruise missiles and hit mid-long range with a good buffer, or it can dish it out at 15-20km with torps and ogres.
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To mare
|
Posted - 2008.07.09 06:50:00 -
[644]
Originally by: Trojanman190
I've never once made a statement to that effect. All of my arguments have pointed to balancing us with respect to the mid range battle, ie, making us the best there. If I wanted to make our ships the worst I would not be in this thread because there would be nothing I would want changed.
how can you pretend to be the best at mid range if even at the point 0 laser kill you?
|

To mare
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Posted - 2008.07.09 07:29:00 -
[645]
minmatar are the lots-of-guns race thats why we have the weakest tank on our ships. minmatar ships T1 are the only one with double dmg bonus i dont get why alot of you keep sayng that we should do less dmg just because we use no cap.
just to be costructive for this topic i give you a idea i got.
minmatar ships arent done to tank heavy damage (some can but . . .), minmatar ships are made to AVOID damage. few examples: - our frigate +cruiser sized vessel are made to be fast, speed tank= no damage if you are good enough to keep your speed high. - arty. the only reason for atry to exist was the alpha, if you can kill the enemy FAST via alpha you dont need the tank, dead cant shoot. - old tempest with ECM, jamming the enemy you dont need to tank. - can find but this thread is becoming overall annoying
of course there are exception to this line of tought but i like to think that minmatar was made to avoid damage
now that ecm and nos are dead on our ships what we can do to avoid damage? need something that give good advantege only to minmatar ships or we just end up boosting even more other races.
|

Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2008.07.09 08:08:00 -
[646]
Edited by: Nian Banks on 09/07/2008 08:09:34 Several times in this thread, People have touched on the issue of minmatar not having a EHP bonus to our tank ships but a shield repairing bonus. Apparently noone is content with it because with current fleet warfare EHP is more important. Fair enough I say, with the 7.5%/lvl to shield boosters, the window where it is superior to shield/armor resistance bonuses is small and situational at best.
There was a thread not so long ago that addressed this issue and lots of math was thrown about, basically the repairing bonus isn't bad as a bonus but at 7.5% its just not enough, the thread came out and ended suggesting that gallente and minmatar ships should have their 7.5%/lvl boosted to 10%/lvl, this though won't benefit the tempest. Will benefit the maelstrom, cyclone, claymore and sleipnir.
So that could be a good boost to minmatar also.
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Apertotes
Deep Core Mining Inc.
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Posted - 2008.07.09 10:14:00 -
[647]
Originally by: Nian Banks Edited by: Nian Banks on 09/07/2008 08:09:34
There was a thread not so long ago that addressed this issue and lots of math was thrown about, basically the repairing bonus isn't bad as a bonus but at 7.5% its just not enough, the thread came out and ended suggesting that gallente and minmatar ships should have their 7.5%/lvl boosted to 10%/lvl, this though won't benefit the tempest. Will benefit the maelstrom, cyclone, claymore and sleipnir.
So that could be a good boost to minmatar also.
i think is this one
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Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.09 11:32:00 -
[648]
Originally by: Apertotes
Originally by: Nian Banks Edited by: Nian Banks on 09/07/2008 08:09:34
There was a thread not so long ago that addressed this issue and lots of math was thrown about, basically the repairing bonus isn't bad as a bonus but at 7.5% its just not enough, the thread came out and ended suggesting that gallente and minmatar ships should have their 7.5%/lvl boosted to 10%/lvl, this though won't benefit the tempest. Will benefit the maelstrom, cyclone, claymore and sleipnir.
So that could be a good boost to minmatar also.
i think is this one
Yes thats the one, though its not alone, there were others, thats the most recent I can remember. I feal that just tweaking our guns may not be enough, if we improve some basic stats beyond the guns, such as increasing the tank bonus, a little more base velocity and so on we will be good. Naturally if we get more base velocity then I am fine with say a slight reduction in our hull hitpoints.
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.09 11:40:00 -
[649]
Originally by: To mare minmatar are the lots-of-guns race thats why we have the weakest tank on our ships. minmatar ships T1 are the only one with double dmg bonus i dont get why alot of you keep sayng that we should do less dmg just because we use no cap.
just to be costructive for this topic i give you a idea i got.
minmatar ships arent done to tank heavy damage (some can but . . .), minmatar ships are made to AVOID damage. few examples: - our frigate +cruiser sized vessel are made to be fast, speed tank= no damage if you are good enough to keep your speed high. - arty. the only reason for atry to exist was the alpha, if you can kill the enemy FAST via alpha you dont need the tank, dead cant shoot. - old tempest with ECM, jamming the enemy you dont need to tank. - can find but this thread is becoming overall annoying
of course there are exception to this line of tought but i like to think that minmatar was made to avoid damage
now that ecm and nos are dead on our ships what we can do to avoid damage? need something that give good advantege only to minmatar ships or we just end up boosting even more other races.
ADD a 7th low @ pest  
anyways sayd that an AC/arty boost is really needed
in my poor pinion there are 2 different solution to tempest's problem
the right way should be extra boost tempest damage, facing all the jhonny jojo fans, who screams "we use capacitor and have few mid slot... we must outdamage you"
or, much easyer, add a 7th low.....
i think that minmatar battleship should have the higet damagae dealing (and fastest rof) in middle ranged battle 10-25 km
mechanic was clear
gallente = best gank amar = best tank caldari = kings of range
minmatar fast: fast in hit and run tactics, fast in m/s.... fast in one volleyng people...
now gallente-amar are best gank and tank caldari are versatile and minmatar ships bigger than the rupture have lost theyr role.....
MONEO UT: we should avoid the "boost tank" approach and concentrate upon how to maximize damage from our ships, and our guns your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Gareth Davis
|
Posted - 2008.07.09 12:00:00 -
[650]
Hey if people wanna gank sub 20km why not fly a Phoon instead of a tempest? as far as im concerned a tempest best used for high alpha snipeing where if can fit a MWD + TC and sensor boosters easly in its high number of mid slots. as for the Meal its clearly a mission *****ing ship.
IMO people are just useing the ships in the wrong roles, and this goes for all races.
Its simple realy dont roll a Caldari if you wanna nano about killing with turrets cus they dont, dont roll a Minmitar if you like turtle tanking with decent dps, dont roll a Gal if you like missiles and shields and dont roll Amarr if you aint prepared to max out Cap skills and turtle about plated.
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To mare
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Posted - 2008.07.09 12:02:00 -
[651]
Originally by: Blind Jhon MONEO UT: we should avoid the "boost tank" approach and concentrate upon how to maximize damage from our ships, and our guns
amen
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Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.09 13:30:00 -
[652]
Originally by: Gareth Davis Hey if people wanna gank sub 20km why not fly a Phoon instead of a tempest? as far as im concerned a tempest best used for high alpha snipeing where if can fit a MWD + TC and sensor boosters easly in its high number of mid slots. as for the Meal its clearly a mission *****ing ship.
IMO people are just useing the ships in the wrong roles, and this goes for all races.
Its simple realy dont roll a Caldari if you wanna nano about killing with turrets cus they dont, dont roll a Minmitar if you like turtle tanking with decent dps, dont roll a Gal if you like missiles and shields and dont roll Amarr if you aint prepared to max out Cap skills and turtle about plated.
I would like to think that the minmatar problem could mean a whole rework and buff to the entire fleet. Naturally buffing AC's and Arties is a bit part of it but little buffs to the other attributes isn't a bad idea at the same time.
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.09 13:41:00 -
[653]
Originally by: Siddy Edited by: Siddy on 08/07/2008 16:41:15 Edited by: Siddy on 08/07/2008 16:40:35
Originally by: Kagura Nikon
Originally by: Siddy Edited by: Siddy on 08/07/2008 13:50:01
Originally by: Kagura Nikon
BECAUSE! LASER have BUILT in DAMAGE bonus!
you are stupid
you are realy stupid
you cant read
you are stupid.
i asked
WHY does lasers out damage wepons that hase bonuses on the specific ship.
edit: PS: armageddon dont have damagebonus? Abaddon dont have damage bonus? Even apoch get indirect damagebonus due to optimal at longer ranges...
So...are you blind? Maybe, you live under rock?
or just stupid?
I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
i used megapulses on my tempest before latest projectile boost...
now i dont use tempest/minmatar BS's at all, your point?
PS: you are still stupid and cant read.
I asked 'WHY does lasers out damage wepons that hase bonuses on the specific ship. '
You have not anwsere it yet. Have you?
Using pulses on non amarr ship is now viable cause cap is worthlss for anything else.
For god sake are you brain damaged? Mega pulses DO more damage YES because they have a TON of disadvantages. Use a crap load of cap and are much harder to fit and have way worse tracking (don't know who in hell started the idea that pulse lasers have good tracking). If Pulses were so good than we would not have seen hundreds of apocs pre-boost using ACs.
Put in your head, minmatar ships are not about pure direct damage, AMAR ARE! Simple. Minmatar ships should achieve the upper hand trough other means. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.09 13:45:00 -
[654]
Originally by: Boz Well
Originally by: Kagura Nikon I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
undefined Throwing caps in your post and flaming doesn't really do much except make you look like an ass, at least to me, haha. You say look at Apoc.. well, that's the ONLY BS that doesn't have a pure damage bonus, and it has optimal which outside of close ranges acts as a damage bonus. Prophecy? Read the title of the damn thread. This is about large projectiles. Unless you're fitting a single Tachyon on your Prophecy, it's irrelevant. And fitting autocannons on Apoc.. even if AC's got a slight boost, you'd have to be an idiot to fit AC's on your Apoc now that Amarr have been buffed. To be honest, you're shooting yourself in the foot by saying lasers have a built in damage bonus to justify their ships not having damage bonuses, because in fact their battleships DO all have damage bonuses of some kind. Perhaps that's why their so uber? 
I will give you one thing though Kagura. You're entertaining. 
Quote: I might be stupid
Quote: just using BRAINS and checking witch is the bonus
Quote: I might be stupid
Quote: try to guess who had witch one
Quote: I might be stupid
Quote: Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
Go re read the posting and CHECK who insulted who first. Then you will notice who is the dumb one.
The prophecy is stil valid because the guns balance was made thinking on ALL THE SHIPS levels. Lasers were created to have more damage because on GENERAL ammar ships were created without as much damage bonus as other races. Devs are not re-balancing everything for each class of ships. They created the concepts of how AC, pulses and Blasters shoudl be based on how they planed the ships and implemented them for all 4 Scale sizes. You cannot ignore this simple issue. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Shinta Kobi
Minmatar
|
Posted - 2008.07.09 13:45:00 -
[655]
I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
 |

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.09 13:47:00 -
[656]
Originally by: Kagura Nikon
Originally by: Boz Well
Originally by: Kagura Nikon I might be stupid, sure, but for sure you are even more. how about READ WHAT DEVs WROTE on all the ammar threads? Lasers HAVE IMBUED DAMAGE BONUS. Look APOC look PROPHECY! How about just using BRAINS and checking witch is the bonus that the ships had BEFORE the second bonus was added to all ships? HINT CAP USAGE , DAMAGE, ROF.. just try to guess who had witch one.
Stupid stuff commign from people that were not even in game at time when the balance between guns was implemented. How many Tempest did you ever saw using mega pusles? How apout apocs using ACannons? HINT APocs with autocannons WERE VERY VERY common before the last apoc boost.
Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
undefined Throwing caps in your post and flaming doesn't really do much except make you look like an ass, at least to me, haha. You say look at Apoc.. well, that's the ONLY BS that doesn't have a pure damage bonus, and it has optimal which outside of close ranges acts as a damage bonus. Prophecy? Read the title of the damn thread. This is about large projectiles. Unless you're fitting a single Tachyon on your Prophecy, it's irrelevant. And fitting autocannons on Apoc.. even if AC's got a slight boost, you'd have to be an idiot to fit AC's on your Apoc now that Amarr have been buffed. To be honest, you're shooting yourself in the foot by saying lasers have a built in damage bonus to justify their ships not having damage bonuses, because in fact their battleships DO all have damage bonuses of some kind. Perhaps that's why their so uber? 
I will give you one thing though Kagura. You're entertaining. 
Quote: I might be stupid
Quote: just using BRAINS and checking witch is the bonus
Quote: I might be stupid
Quote: try to guess who had witch one
Quote: I might be stupid
Quote: Now SHUT up, dig a hole and put your brain in the hole and the earth from the hoel in your head, maybe then you can become usefull on this thread.
Go re read the posting and CHECK who insulted who first. Then you will notice who is the dumb one.
The prophecy is stil valid because the guns balance was made thinking on ALL THE SHIPS levels. Lasers were created to have more damage because on GENERAL ammar ships were created without as much damage bonus as other races. Devs are not re-balancing everything for each class of ships. They created the concepts of how AC, pulses and Blasters shoudl be based on how they planed the ships and implemented them for all 4 Scale sizes. You cannot ignore this simple issue.
They HAD tonns of disadvantages
Last amarr pach removed rest of them.
kthxbai
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To mare
|
Posted - 2008.07.09 13:49:00 -
[657]
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.09 13:53:00 -
[658]
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
didint you readthe memo?
They aperantly dont take cap, uh huh.
a huge minmatard advantage!!!!11
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To mare
|
Posted - 2008.07.09 13:58:00 -
[659]
Originally by: Siddy
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
didint you readthe memo?
They aperantly dont take cap, uh huh.
a huge minmatard advantage!!!!11
/facepalm
yeah cap usage i always forgot bout it.
|

Shinta Kobi
Minmatar
|
Posted - 2008.07.09 14:00:00 -
[660]
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
 |

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.09 14:02:00 -
[661]
kagura let's do some EFT explemplis gratiae
i take the rokh , because this ship does not have bonus on turrets
8* megapulseII + MultiFreq. = rokh 386 dps @ 15km
8* 800mmII + emp = rokh 317 dps @ 3km
now 386 - 317 = 69 (sweet)
ok we all agree (69.... eneed i agree). why? because laser disvantages... capacitor... are yellow... bla bla bla. that's ok
but if we look close a ship whit damage bonus on proiectile turrets 
now whit a maelstrom WHIT BONUS FOR PROJECTILE TURRETS you would expect a drastic change but

8* megapulseII MF = (see above the rokh) 386 dps @ 15km
8* 800mm II EMP = 396 dps @ 3km
now matair has 10 raw damage more but only @ 3km distance!
a unbonused ship > bonus ship...... ehm... i think this is unbalanced. your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Boz Well
|
Posted - 2008.07.09 14:05:00 -
[662]
Quote: Go re read the posting and CHECK who insulted who first. Then you will notice who is the dumb one.
The prophecy is stil valid because the guns balance was made thinking on ALL THE SHIPS levels. Lasers were created to have more damage because on GENERAL ammar ships were created without as much damage bonus as other races. Devs are not re-balancing everything for each class of ships. They created the concepts of how AC, pulses and Blasters shoudl be based on how they planed the ships and implemented them for all 4 Scale sizes. You cannot ignore this simple issue.
Do you realize how silly this argument is? You're saying that because in 'general' Amarr ships don't have damage bonuses (ignoring that a lot of the smaller ships do have damage bonuses)... but let's assume the majority have a cap bonus instead. So, because in general the ships favor a cap bonus, the weapons need a built-in a damage bonus? That is all well and good, until you look at the battleships, which are the only ships using the large lasers (no Tachyon harbinger fittings plz), and all three battleships have an effective damage bonus. And don't give me this "balance around all the ship types" argument, because only one type of ships uses large lasers, and that's the battleship class, so of course you balance large lasers around battleships and their bonuses. When considering the balance of a weapon type, you should look at the general bonuses of the ships that ARE MEANT TO FIT that weapon, not the RACIAL SHIPS in general. Whether the prophecy gets a cap bonus is irrelevant to what damage a Mega Pulse laser should deal, because the damned prophecy isn't going to be using a Mega Pulse laser.
I'm not going to call you stupid here (I'll let Siddy do that ), but just think about it for a second. Don't say "I heard the devs did this" or that, but actually think about this. Let's say you're in charge of balancing Tachyon lasers. Do you REALLY care what bonuses Amarr frigates get? Is that REALLY relevant? Do you have to go and check the stats on the Prophecy when you're considering Tachyon laser balance? Of course you don't, because that's all irrelevant. Do you care what bonuses the battleships have? Probably so, at least if you're thinking about creating a built-in damage bonus for the sole reason that the ships supposedly do not have a damage bonus.
To justify their higher DPS by saying their ships don't have damage bonuses is just plain silly though, because we're talking about large lasers here, and 3/3 of their battleships have an effective damage bonus.
The subject of this thread isn't small autocannons, medium lasers, or anything like that. We're talking about large projectile weapons, and additional problems of the tempest. As such, the proper comparison is to other battleships. Not to prophecies, not to frigates, not to medium lasers. To Amarr battleships firing large lasers. And when compared to those, Matar battleships (with the possible exception of the phoon) get trounced in pretty much all ways except tracking and cap usage.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.09 14:07:00 -
[663]
Edited by: Blind Jhon on 09/07/2008 14:10:40
Originally by: Shinta Kobi
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
wtb shinta's modified 650mm  
did you compared you rasonable amount of dps whit others?
EDIT is this become a "nerf laser asap" or it's still a boost minmatard stuff topic? your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

AstroPhobic
Minmatar
|
Posted - 2008.07.09 14:11:00 -
[664]
Originally by: Shinta Kobi
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
I don't mean to offend you when I say this, but it's another case of you only fly minmatar, so you have nothing to compare against. It seems okay to you because you've never used lasers with the same amount of skills. Even AC's EFT dps sucks compared to lasers, and this isn't even including falloff, which at optimal + falloff removes 40% of our DPS. You can't get up close either, you'll get smashed 6 ways to sunday by ships that are actually good at it.
|

Shinta Kobi
Minmatar
|
Posted - 2008.07.09 14:23:00 -
[665]
Edited by: Shinta Kobi on 09/07/2008 14:24:39
Originally by: Blind Jhon Edited by: Blind Jhon on 09/07/2008 14:10:40
Originally by: Shinta Kobi
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
wtb shinta's modified 650mm  
did you compared you rasonable amount of dps whit others?
EDIT is this become a "nerf laser asap" or it's still a boost minmatard stuff topic?
Erm, as a matter of fact, yes.
Also, please read before posting. The comment you quoted was about AC's.  
My 'Cane with a friend's Drake ratting; using 720mm II's at optimal, I was doing half his damage. After refitting with 425mm II's, I was able to keep just up with his damage output.
So, back to what I was simply stating... Artillery kinda sucks...
 |

To mare
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Posted - 2008.07.09 14:29:00 -
[666]
Originally by: Shinta Kobi Edited by: Shinta Kobi on 09/07/2008 14:24:39
Originally by: Blind Jhon Edited by: Blind Jhon on 09/07/2008 14:10:40
Originally by: Shinta Kobi
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
wtb shinta's modified 650mm  
did you compared you rasonable amount of dps whit others?
EDIT is this become a "nerf laser asap" or it's still a boost minmatard stuff topic?
Erm, as a matter of fact, yes.
Also, please read before posting. The comment you quoted was about AC's.  
My 'Cane with a friend's Drake ratting; using 720mm II's at optimal, I was doing half his damage. After refitting with 425mm II's, I was able to keep just up with his damage output.
So, back to what I was simply stating... Artillery kinda sucks...
since we are speaking about large projectile im kinda sure he was refering to dual 650mm wich is actually a AC
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Shinta Kobi
Minmatar
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Posted - 2008.07.09 14:35:00 -
[667]
Originally by: AstroPhobic
Originally by: Shinta Kobi
Originally by: To mare
Originally by: Shinta Kobi I just wish artillery wasn't so subpar to everything else. AC's do ok, but arty's just seem to(for the lack of a better term)suck.
ACs are ok? ok in what?
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
I don't mean to offend you when I say this, but it's another case of you only fly minmatar, so you have nothing to compare against. It seems okay to you because you've never used lasers with the same amount of skills. Even AC's EFT dps sucks compared to lasers, and this isn't even including falloff, which at optimal + falloff removes 40% of our DPS. You can't get up close either, you'll get smashed 6 ways to sunday by ships that are actually good at it.
I've flown Caldari and Gallente, but not Amarr. Keep in mind that I refer to PvE more than PvP. My whole point of all of this is that projectile weaponry in general is in need of fixing. And no, you didn't offend me. As a matter of fact, you helped me by pointing out some of what's wrong with Minmatar ships.
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Shinta Kobi
Minmatar
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Posted - 2008.07.09 14:44:00 -
[668]
Originally by: To mare
Originally by: Shinta Kobi Edited by: Shinta Kobi on 09/07/2008 14:24:39
Originally by: Blind Jhon Edited by: Blind Jhon on 09/07/2008 14:10:40
Originally by: Shinta Kobi
With proper skills and setup, you have a reasonable amount of DPS and accuracy to kill off everything from drones to BC's in quick time. BS's take a little longer by nature, but they pop in the long run. RoF can't be ignored either. 
wtb shinta's modified 650mm  
did you compared you rasonable amount of dps whit others?
EDIT is this become a "nerf laser asap" or it's still a boost minmatard stuff topic?
Erm, as a matter of fact, yes.
Also, please read before posting. The comment you quoted was about AC's.  
My 'Cane with a friend's Drake ratting; using 720mm II's at optimal, I was doing half his damage. After refitting with 425mm II's, I was able to keep just up with his damage output.
So, back to what I was simply stating... Artillery kinda sucks...
since we are speaking about large projectile im kinda sure he was refering to dual 650mm wich is actually a AC
I was speaking mainly about artillery, so when I see 650mm II, I think 650mm Howitzer II's... which is actually artillery.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2008.07.09 14:55:00 -
[669]
Guys, I don't give a rats ass if its small, medium or large, even XLarge projectile weapons, they all have the same problems. They all need the same boost, all in proportion ofcourse but they need it.
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To mare
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Posted - 2008.07.09 14:57:00 -
[670]
Originally by: Nian Banks Guys, I don't give a rats ass if its small, medium or large, even XLarge projectile weapons, they all have the same problems. They all need the same boost, all in proportion ofcourse but they need it.
yeah
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Boz Well
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Posted - 2008.07.09 15:02:00 -
[671]
Regardless of whether I agree with you Nian about the smaller weapons needing a boost, I think it's better to keep this thread focused specifically on large projectile and additionally the Tempest, as I think that the battleships/large projectiles are disadvantaged the most at the moment. As soon as we start talking medium projectiles and what not, it opens the door to whines about nano vagabonds and the like. At least imo, it's better to keep the analysis of this thread focused on the large weapons, where our disadvantage is most pronounced.
Just my $0.02.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.09 18:28:00 -
[672]
Edited by: Trojanman190 on 09/07/2008 18:28:46 Edited by: Trojanman190 on 09/07/2008 18:28:32
Originally by: To mare ...stuff to mare said...
Dude the guns should do less damage because they use no cap, not the ships. I agree 100% that a ship with two damage bonuses should top out for raw EFT dps. I completely agree that it's not fair that a ship with two bonnuses can't touch a ship with one damage bonus and a tracking bonus or a repair bonus. It's stupid and the minmatar ships with only 1 damage bonus end up with the crappiest dps of all.
Originally by: To mare minmatar are the lots-of-guns race thats why we have the weakest tank on our ships.
Minmatar are the not-enough-of-anything race. Versaility makes us definitly not the lots of guns race. Amar are. They have two ships with 8 turrets and one with 7. Minmatar have one with 8, one with 6 and one with 4. And we don't have enough missiles slots to go the other way. In theory, your assertion with that statement should mean that we have the most dps and therefor the worst tank (which I completely would agree with) So why then is it that the amar have the best tank and almost the best raw dps? I agree with your concept of balance but that balance just isn't there. Considering our pathetic dps all of our ships should have a -25% to sig or enhanced tanking or something, if we wanted to balance things that way.
Also, I forget who said it, either you or siddy but you made mention about lasers "...HAD..." lost of disadvantages but CCP boosted them. In my opinion ccp didnt do anything worthwhile directly to lasers. Even the em nerf was not that big a deal. 10%, whatev, peeps lost 10% exp on their shields. Hardly a killer. The eanm changes haven't caused me to change a single setup either. So why are lasers really so good / used these days?
Remeber all that talk about the tempest being good in the past because it has nos, ecm, damps, gimmicks, etc? Remember how a year ago you could solo around in your battleship or cs and get decent 1 on 1s? Remember when you stopped being able to do that... In those 1 on 1s and smallg ang active tank fights cap WAS an issue. It was a huge issue. The best way to kill an amar bs, or even the mega, was to cap it out with nos while running your own tank. Those situations, and thus the importance of cap, have diminished greatly.
Thus while the tempest and other minmatar ships were getting weaker due to nerfs, other races were getting stronger, especially the amar. Not because they were being boosted, but because they didnt have to worry about gimmicks like nos and ecm hosing them in 1v1s, active tanks became a rareity of the past (along with most small gang stuff) and buffer tanks because the kings of the realm. Amar's biggest strength is the amount of buffer they can stuff on a ship and their biggest weakness was the amount of cap their guns sucked up. Now their biggest strength is extremely preferable and common and that strength negates their biggest weakness. The "boost" patch and the new apoc just called attention to what was already there.
As I and others have been saying throughout this thread, the minmatar line up, especially the tempest, was designed for a much older eve.
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Shinta Kobi
Minmatar
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Posted - 2008.07.09 18:49:00 -
[673]
Originally by: Nian Banks Guys, I don't give a rats ass if its small, medium or large, even XLarge projectile weapons, they all have the same problems. They all need the same boost, all in proportion ofcourse but they need it.
Couldn't agree more. We're screwed when it comes to tank, so why should we be screwed on damage as well?
 |

Liang Nuren
Perkone
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Posted - 2008.07.09 19:10:00 -
[674]
Originally by: Trojanman190
Thus while the tempest and other minmatar ships were getting weaker due to nerfs, other races were getting stronger, especially the amar. Not because they were being boosted, but because they didnt have to worry about gimmicks like nos and ecm hosing them in 1v1s, active tanks became a rareity of the past (along with most small gang stuff) and buffer tanks because the kings of the realm. Amar's biggest strength is the amount of buffer they can stuff on a ship and their biggest weakness was the amount of cap their guns sucked up. Now their biggest strength is extremely preferable and common and that strength negates their biggest weakness. The "boost" patch and the new apoc just called attention to what was already there.
As I and others have been saying throughout this thread, the minmatar line up, especially the tempest, was designed for a much older eve.
This is a very insightful part of your post, and I couldn't agree more. This isn't something that's spectacularly new (save the recently boosted ships themselves), but something that's been creeping and building up over time. Honestly, alot of the older Amarr pilots that I know thought that the more recent boosts to Amarr would put them way over the top (and thus, risking a swing of the nerfbat).
I've recently been speculating on the effect of forum warfare on public opinion, but I think that part of the "problem" was that people just weren't paying attention to the changing Eve mechanics. Every change was construed to be Yet Another Laser Nerf, whether it really was or not. I remember the whines about nos going out the window... from the Amarrians. It suddenly made their utility slots useless (yet somehow boosted Matari pilots in their eyes).
In reality, the nos nerf was a huge and direct boost to Amarr. Then Pulse was boosted, and problematic ships, and then the EM resist change. All of these things combined with the changing gang makeup in Eve to conspire to put Amarr way over the top in the battleship department.
I think this effect was exacerbated by The Great Amarrian Whine Squad on the Eve-O forums (of which I must admit that I periodically took part in for the sake of the Apoc, Zealot, Omen, and Pilgrim). Every successive boost to Amarr was just not enough to offset certain preconceived notions of how combat in Eve worked... and hell, I know for sure that there was more than a little bit of outright deception and misrepresentation.
Eventually, CCP caves in and fixes most of their problem ships and gives them the EM damage boost they'd long craved. Insert whining because the boost also affected Minmatar and Caldari. However, forum warfare kicked in again with certain people leading the crusade to show people that Amarr were really a force to be reckoned with. The whines continued for a while, but they're all but gone now.
Hell, today you hear Amarrians boast about how awesome the Abaddon is, and how it competes with the Apoc on several levels - yet several months ago the exact same people would complain how the Abaddon was beset by cap and resistance problems for PVE. Literally nothing has changed for the situation since then, so I'd say that what the public really needed was probably just a jolt to get them out of their old ways of thinking.
Meh. Too much thinking.
-Liang -- The Universe has a really good firewall. Why else do you think nobody has hacked the Universe yet? |

HankMurphy
Minmatar Pelennor Enterprises
|
Posted - 2008.07.09 19:55:00 -
[675]
Originally by: Trojanman190 Edited by: Trojanman190 on 09/07/2008 18:28:46 Edited by: Trojanman190 on 09/07/2008 18:28:32
Originally by: To mare ...stuff to mare said...
Dude the guns should do less damage because they use no cap, not the ships. I agree 100% that a ship with two damage bonuses should top out for raw EFT dps. I completely agree that it's not fair that a ship with two bonnuses can't touch a ship with one damage bonus and a tracking bonus or a repair bonus. It's stupid and the minmatar ships with only 1 damage bonus end up with the crappiest dps of all.
Originally by: To mare minmatar are the lots-of-guns race thats why we have the weakest tank on our ships.
Minmatar are the not-enough-of-anything race. Versaility makes us definitly not the lots of guns race. Amar are. They have two ships with 8 turrets and one with 7. Minmatar have one with 8, one with 6 and one with 4. And we don't have enough missiles slots to go the other way. In theory, your assertion with that statement should mean that we have the most dps and therefor the worst tank (which I completely would agree with) So why then is it that the amar have the best tank and almost the best raw dps? I agree with your concept of balance but that balance just isn't there. Considering our pathetic dps all of our ships should have a -25% to sig or enhanced tanking or something, if we wanted to balance things that way.
Also, I forget who said it, either you or siddy but you made mention about lasers "...HAD..." lost of disadvantages but CCP boosted them. In my opinion ccp didnt do anything worthwhile directly to lasers. Even the em nerf was not that big a deal. 10%, whatev, peeps lost 10% exp on their shields. Hardly a killer. The eanm changes haven't caused me to change a single setup either. So why are lasers really so good / used these days?
Remeber all that talk about the tempest being good in the past because it has nos, ecm, damps, gimmicks, etc? Remember how a year ago you could solo around in your battleship or cs and get decent 1 on 1s? Remember when you stopped being able to do that... In those 1 on 1s and smallg ang active tank fights cap WAS an issue. It was a huge issue. The best way to kill an amar bs, or even the mega, was to cap it out with nos while running your own tank. Those situations, and thus the importance of cap, have diminished greatly.
Thus while the tempest and other minmatar ships were getting weaker due to nerfs, other races were getting stronger, especially the amar. Not because they were being boosted, but because they didnt have to worry about gimmicks like nos and ecm hosing them in 1v1s, active tanks became a rareity of the past (along with most small gang stuff) and buffer tanks because the kings of the realm. Amar's biggest strength is the amount of buffer they can stuff on a ship and their biggest weakness was the amount of cap their guns sucked up. Now their biggest strength is extremely preferable and common and that strength negates their biggest weakness. The "boost" patch and the new apoc just called attention to what was already there.
As I and others have been saying throughout this thread, the minmatar line up, especially the tempest, was designed for a much older eve.
i dont post in this section much, but when i came across this post i just had to say..
that has to be one of the more insightful and accurate things i've seen regarding WHY matar seems to have been moved to the back of the line with no one glaring reason.
the utility slots and capless guns used to make a real difference in pvp. not so much anymore. ------------------------------ of all the things I've lost, I miss my mind the most |

deadmeet
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Posted - 2008.07.10 06:24:00 -
[676]
@Blind Jhon : It's sound like pessimisting post, pratically a whine but, unfortunatly, it's soooo true... :(
Quote: don't forget to factor in better speed, agility, range (due to barrage), selectable damage and capless guns. it's tank is sub par though, given the slot layout, but it stays true with minmatar philosophy (in that it's mediocre and versatile). plus, you can fit and permarun double reppers if you reaaaaally want to without gimping it too much. still, it will be no match for other tanked BSes, but hey, name one minmatar ship that tanks well (-maelstorm). gank-wise, you just have to outmaneuver or out-e-war your opponent. So yeah its not as impressive in the "mwd-on, approach in point blank range, melt with blasters" game, but it can stay out of falloff range (say, vs a mega) while pelting it with AC shells and heavy neut blasts. it just takes lots of skills, both in and out of game. on another note, because i too love the tempest, it should get some lovin' (a tad more speed, pg/cpu, boost of artillery aplha.. whatever), because atm it fails as a long range sniper, and it's merely competent solo. at least thats my opinion :)
OMG, I never seen a so stupid post...
You have 23 post that prove that speed advantage is a piece of shit ATM, than the range king is all except minmatar, than capless gun mean nothing and you say that ?
The only viable argument is the selectable damage, and it's a PVE argument, not a PVP one...
@Rane Javoke explain me what make minmatar more versatile than the other race please ? It's the king of stupid argument. He can do all you want, so, it sucks to all he can do... yeah, thank you guy.
I enjoy to train the highest skill intensive race to sucks in all points...
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To mare
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Posted - 2008.07.10 07:33:00 -
[677]
Originally by: Trojanman190 Dude the guns should do less damage because they use no cap, not the ships. I agree 100% that a ship with two damage bonuses should top out for raw EFT dps. I completely agree that it's not fair that a ship with two bonnuses can't touch a ship with one damage bonus and a tracking bonus or a repair bonus. It's stupid and the minmatar ships with only 1 damage bonus end up with the crappiest dps of all.
and how you plan to do this ? giving stupidly high bonus to minmatar ships?
even if you boost projectile by 15% they will do just a 1/2% more than laser (yes 1% or 2% not more). i dont see that much game breaking, same dps but projectile have 5 km optimal while laser have 20+ km, i think 4X the range and overall better dps at range is a good reason for they cap usage
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Eledh
Xenobytes Stain Empire
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Posted - 2008.07.10 11:25:00 -
[678]
guys, are you all forget that AC's is falloff weapon? are you forget that all projectile weapon has little fitting requirements? are you forget that we didn't need capacitor to activate our guns? are you forget about heavy energy destabilizers what we can use without any problem?
Few words about my Tempest fitting: 1.Think now full passive tank is more interesting than active on the Tempest 2.Rigs: 3x Trimark armor pump 3x 1600 Rolled 2x Gyrostabilizer's t2 1x DC t2 3.Weapon: 6x 650mm LAC's t2 (RF EMP Faloff near 20km / Barrage L faloff near 30km) 2x Heavy Energy Neutraliser's 4.We can fit without any problems all needed electronic: disruptor/web, then we need MWD/Heavy Cap booster and we have ONE FREE medium slot - we can fit ECCM or Sensor booster there :) ------------------------------------- [x_x]you asked we are happy? we are happy and protected!
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To mare
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Posted - 2008.07.10 12:29:00 -
[679]
Originally by: Eledh guys, are you all forget that AC's is falloff weapon? are you forget that all projectile weapon has little fitting requirements? are you forget that we didn't need capacitor to activate our guns? are you forget about heavy energy destabilizers what we can use without any problem?
Few words about my Tempest fitting: 1.Think now full passive tank is more interesting than active on the Tempest 2.Rigs: 3x Trimark armor pump 3x 1600 Rolled 2x Gyrostabilizer's t2 1x DC t2 3.Weapon: 6x 650mm LAC's t2 (RF EMP Faloff near 20km / Barrage L faloff near 30km) 2x Heavy Energy Neutraliser's 4.We can fit without any problems all needed electronic: disruptor/web, then we need MWD/Heavy Cap booster and we have ONE FREE medium slot - we can fit ECCM or Sensor booster there :)
you seem to forget that you get a damage penality in falloff, you also forgot that fitting requirements are somewhat balanced on the ships where the module is supposed to go, you also forgot the fact when you passive tank your BS the capacitor lose alot of its meaning, you also forgot that even if you ran 2 neut on the opponent capinjected BS he still have alot of time to kill you, oh yes you also forgot to read this thread because all those things are already explained over time.
speaking about your fitting: guns have that low fitting requirements that you actually using the mid tier ? 3 plates and no EANM? do you think that fitting can actually VS a mega or a geddon?
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Kagura Nikon
Minmatar Infinity Enterprises
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Posted - 2008.07.10 13:16:00 -
[680]
Originally by: Blind Jhon kagura let's do some EFT explemplis gratiae
i take the rokh , because this ship does not have bonus on turrets
8* megapulseII + MultiFreq. = rokh 386 dps @ 15km
8* 800mmII + emp = rokh 317 dps @ 3km
now 386 - 317 = 69 (sweet)
ok we all agree (69.... eneed i agree). why? because laser disvantages... capacitor... are yellow... bla bla bla. that's ok but if we look close a ship whit damage bonus on proiectile turrets 
now whit a maelstrom WHIT BONUS FOR PROJECTILE TURRETS you would expect a drastic change but

8* megapulseII MF = (see above the rokh) 386 dps @ 15km
8* 800mm II EMP = 396 dps @ 3km
now matair has 10 raw damage more but only @ 3km distance!
a unbonused ship > bonus ship...... ehm... i think this is unbalanced.
Yers but you are lookign at just part of the parameters of the guns!!
AC advantages over Pulse.
About 25% better tracking Uses 25% less PG Uses 30% less CPU Uses 100% less cap (although not as relevant as in past, is still a real and sensible advantage) Can use a WAY better damage type (specially after the resitances nerf that made things WORSE for EM. Now no one uses tripple hardeners anymore so you are 100% sure EM will always be highest resist and Explosive the lowest)
Lets use this damage figures you use. But lets use Fusion ammo for example. lowers the AC dps to 292. But lets push it into falloff. At 10 km you will be at range + 1/3 of falloff (yes i am making some rounding on numbers t make easy to calculate, in fact that would be true at 9500m). Web range is a good range to observe damage since its web range where most battleships can keep each other.
At 1/3 of falloff the damage is 85-90% of the original damage (its a curve not a linear drop. At 50% falloff you still have 75% of hits). So its damage will be 250 dps.
Ok now we have 250 dps against 385. Now let suppose we are firing at a megthron .. with 2 EANM II and 1 DCII. The resistances are 75% to EM 72% thermal 62% kin, 55% to explosive.
Fusion damage is 75% explosive 25% kin => 187.5 Explosive 62.5 kin MF damage is 59% Em and 41 % thermal => 227 EM 157 Thermal
Final damage after resist applied AC 187.5*0.45 +62.5*0.38 = 108.12 damage per second MP 227*0.25 + 157*0.27 = 99.14 damage
So against armor AC WIN! That with 3rd highest grade ammo. (that is why I support the exchange fusion with EMP on the damage chart and we shall have a lot corrected).
Of course armor is not the only layer on a ship. But on most combat ships is the larges (buffered one) and tanked one. At end after all 3 layers are summed the MP will do a bit better.
So at end the MP have all the disadvantages I wrote at start of post for just a little damage advantage. Now you tell me that MP in maelstrom will be better than AC? on this scenario we would be looking at 99 dps against 140 dps and no cap usage and better tracking. All that at 10 KM! At poitn blank lasers have no chance against AC when considering the current scenario were 90% of targets armor tank. That is why saying Lasers are better on a matar ship than AC is pure stupidity!
All this support one thing. AC are ok, but their ammo is not! If AC ammo had same damage value as hybrids, we would be looking at a very formidable weapon! Change EMP with fusion (make fusion the high damage ammo) and we have even better results. That is why I say AC are OK, although its ammo sucks.
Of course you could pull other ranges where lasers would win. But discussing that alone is worthless since 50 Km range is hardly as important sicne most fights between battleships with short range ammo is way close than that, usually just outside web range, going up to 20 km (then we would compare Scorch against barrage were things more or less stay the same.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.10 13:51:00 -
[681]
kagura
please.
sit, and stand here a while thinking:
if my optimal range is 3km i NEED a better traking than a gun whit 20 km optimal.
amar gun have 7X matari optimal. that's why the < traking.
now, if i have caples weapon but there is no way to use my capacitor because my tank is pure crap maid, and my dps are subpar a railgun megathron....... it's useless
and for fitting.... first megapulse should be compared whit 800mm, second take a look into item database, all our BSs have lower cpu & grid
and now i do not care if AC wins on armor... lasers wins on shield and now? you are thinking whit an armageddon pilot's point of view:
explosive damage , lower pg req. , traking no cap 
STOP RIGHT NOW
and start thinking in a tempest pilot's point of view
PS yes you pointed one big truth: our strongest ammo are broken too 4 raw damage under every other your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

AstroPhobic
Minmatar
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Posted - 2008.07.10 13:56:00 -
[682]
Originally by: Kagura Nikon
Uses 25% less PG Uses 30% less CPU
*ahem*
Please don't post percents less fitting... as it's all relative to the ship. Minmatar ships have less fitting to begin with. If you want to post the PG and CPU leftover after fitting a full rack of guns, fine, because that number actually means something.
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.10 13:58:00 -
[683]
i just love all the people that come here, brainfartting abaut "calpless", low fitting (on low PG matar ships) reqs and "falloff wepons" 
I love it even more when they say that thats ok and balanced 
Then again, i got 5 years of SP under my belt, i can swap any BS i want and fly it with good SP.
Its the younger matari players that get the sharp end of the stick, haa haa.
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.10 13:59:00 -
[684]
Edited by: Blind Jhon on 10/07/2008 14:08:37 better not wasting a thread, so i edit..
many people ponted out that minmatar ammo are broken too.
and the strange thing is our long range ammo are above the others, and our short ranged ammo are sub par...
silly part of the "versatility", "control of range" minmatar have?
anyways instead of swapping fusion and emp as kagura and some others suggested, why not just add a 4 raw thermal damage to EMP? se we would have a omny damage ammo good against shields and armors...
 your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

AstroPhobic
Minmatar
|
Posted - 2008.07.10 14:09:00 -
[685]
Originally by: Kagura Nikon
Can use a WAY better damage type (specially after the resitances nerf that made things WORSE for EM. Now no one uses tripple hardeners anymore so you are 100% sure EM will always be highest resist and Explosive the lowest)
100% sure? What about t2 amarr ships? I seriously doubt their highest resistance is EM.
Quote:
Lets use this damage figures you use. But lets use Fusion ammo for example. lowers the AC dps to 292. But lets push it into falloff. At 10 km you will be at range + 1/3 of falloff (yes i am making some rounding on numbers t make easy to calculate, in fact that would be true at 9500m). Web range is a good range to observe damage since its web range where most battleships can keep each other.
Where are you getting these numbers and why is it web range? ACs fighting at web range is silly, because you're bound to be met by some blasterboat and get your face melted. 15-20km is more accurate as a general range to fight at.
Quote:
At 1/3 of falloff the damage is 85-90% of the original damage (its a curve not a linear drop. At 50% falloff you still have 75% of hits). So its damage will be 250 dps.
Ok now we have 250 dps against 385. Now let suppose we are firing at a megthron .. with 2 EANM II and 1 DCII. The resistances are 75% to EM 72% thermal 62% kin, 55% to explosive.
Fusion damage is 75% explosive 25% kin => 187.5 Explosive 62.5 kin MF damage is 59% Em and 41 % thermal => 227 EM 157 Thermal
Final damage after resist applied AC 187.5*0.45 +62.5*0.38 = 108.12 damage per second MP 227*0.25 + 157*0.27 = 99.14 damage
So against armor AC WIN! That with 3rd highest grade ammo. (that is why I support the exchange fusion with EMP on the damage chart and we shall have a lot corrected).
Again I'm having a real tough time following your numbers, could you post a setup or something? Are we comparing vanilla weapons, skilled on an unbonused ship? On a bonused ship? No skills?
Quote:
So at end the MP have all the disadvantages I wrote at start of post for just a little damage advantage. Now you tell me that MP in maelstrom will be better than AC? on this scenario we would be looking at 99 dps against 140 dps and no cap usage and better tracking. All that at 10 KM! At poitn blank lasers have no chance against AC when considering the current scenario were 90% of targets armor tank. That is why saying Lasers are better on a matar ship than AC is pure stupidity!
Not at range, especially around that middle range where we're supposed to fight. Blasterboats can have optimals over 10km, it's silly to assume everyone is webbed.
Quote:
All this support one thing. AC are ok, but their ammo is not! If AC ammo had same damage value as hybrids, we would be looking at a very formidable weapon! Change EMP with fusion (make fusion the high damage ammo) and we have even better results. That is why I say AC are OK, although its ammo sucks.
And because you only look at T1 ships, you fail to see how HACs, CS, and other ships are setup, resistance wise. EM is not always the highest resistance. Besides, everyone uses barrage, not the standard ammo. We NEED that extra falloff just to compete for DPS.
Quote:
Of course you could pull other ranges where lasers would win. But discussing that alone is worthless since 50 Km range is hardly as important sicne most fights between battleships with short range ammo is way close than that, usually just outside web range, going up to 20 km (then we would compare Scorch against barrage were things more or less stay the same.
No, comparing at 50km is stupid. Comparing at 15-30km is a lot more sensible. (Gate camp distance.. large bubble distance) But to reduce your idea of close range BS fighting to under 20km is silly and naive. If this were true, we'd all use blasters.
|

Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.10 14:18:00 -
[686]
Originally by: Blind Jhon kagura
please.
sit, and stand here a while thinking:
if my optimal range is 3km i NEED a better traking than a gun whit 20 km optimal.
amar gun have 7X matari optimal. that's why the < traking.
now, if i have caples weapon but there is no way to use my capacitor because my tank is pure crap maid, and my dps are subpar a railgun megathron....... it's useless
and for fitting.... first megapulse should be compared whit 800mm, second take a look into item database, all our BSs have lower cpu & grid
and now i do not care if AC wins on armor... lasers wins on shield and now? you are thinking whit an armageddon pilot's point of view:
explosive damage , lower pg req. , traking no cap 
STOP RIGHT NOW
and start thinking in a tempest pilot's point of view
PS yes you pointed one big truth: our strongest ammo are broken too 4 raw damage under every other
First this fittign data is WITH the 800MM I agaisnt the MP II.
Second minmatar ships have MORE cpu tha amarr ones and even so MP uses more CPU. Not less, check before writting.
Third Malestrosm have an insanely HUGE PG as large as abbadon and dwarfign every other BS.
Fourth. Maelstrom have a lot of chance ot use the extra cap saved from guns on its HUGE shiled tank.
MAtari have several tiems more falloff . As I pointed My data was at 10 km range not 3 km!!! Read again! At 10 Km AC can defeat MP when agaisnt armor tankers. That ARE majority of PVP targets.
A Maesltrom can EASILY have falloff of 40 km! IF barrage had the same damage base as scorch then we would have everything ok. That is the problem!
AGAIN.. 10 km! not 3!!! at 10 km a AC is way better on matari ships than lasers. Simply impossible to compare man. Saying tempest with lasers is a good ships is an insane joke. and writtign s#!@#!@ like that only diminishes the chances of devs taking this thread seriously! I want the tempest to be corrected, but we won't make it if people keep trashign the thread with crap like that.
How many shield tankers BS target you get to fight in PVP? Ok Ravens is 1, rokh.. well you will hardly find rokhs fighting close range .. but ok. maesltrom.. Now armor tankers.. is.. all the rest. That is why Explosive IS the best damage type, period. IF AC had same damage and range as MP they would be fricking overpowered!
I fly both matari and ammar BS have top skilsl for both, I know Ammar have advanteges but its not because of the things you point! The 3 km range is not relevant. With barrage I can fight at 20 km with 75%+ of the shots hitting. Yes at longer range ammar have advantage. but THAT is the ammar stuff. ON the point blank up to 10 km AC are very good.. from 10km to 20 they are Ok. Mpulses are crap from 0-8 due to tracking are very good up to 15 km and are still very good a after that up to 45 km. For that they paid the prices of damage type, fittings and cap usage.
I should not think like a tempest pilot! That is YOUR problem. You mus think as an impartial pilot! Both have its advantages and disadvantages. What we need if find a way for matar ships use again their advantages after the nerfs we had on last year. Just making matar ships and guns like ammar ones is just crapping the game. We need diversity. Tempest must be fixed by makign it able to employ its old tricks. Just before revelations tempest could defeat any BS .. always. Now it can , but not BC AC got crap but because their own advantages were removed from game.
So pay attention a bit. Check the stuff I wrote. make the calculations on AC damage if projectile ammo had same base damage as Hybrids. Then you can easily see what is wrong, and its not the guns, its the ammo and the tempest itself! AC are okish if the ammo is changed and the ships that use them are corrected... ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.10 14:27:00 -
[687]
go away kagura, you fool no one.
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To mare
|
Posted - 2008.07.10 14:48:00 -
[688]
Originally by: Kagura Nikon
stuff
in your comparison you forgot to add: - T2 ships - the fact that even the heaviest armor tanking BS have always a good 7-10k of shields - shield tanked caldari ships start to be very common encounter in space - hull dmg is equal for all dmg type (another good 15-20k EHP) - dmg type is a racial thing made to add diversity.
also the part that lowering EM resist on armor was a bad things for laser made me lol alot
|

Boz Well
|
Posted - 2008.07.10 15:27:00 -
[689]
Originally by: Siddy go away kagura, you fool no one.
Kagura, you post a lot of stuff... but most is speculation and conjuring numbers, and I find little of it convincing. Picking a random ship, with lower resists, just to try and make your point does nothing but kill your credibility in my eyes. Are you looking at the tanks the two ships can field? Of course not, just raw damage at close ranges where Matar can actually somewhat compete with lasers. Your use of percentages for Power/CPU is a joke. And what if the resistances are different from what you made up? Then your comparison means jack. That's why we don't pick a single ship and do a comparison based on made up resistances. And keep in mind you're using numbers comparing a damn laser rokh with a maelstrom, lol. So IF you twist the resistances to favor YOUR POINT, a Maelstrom can outdamage a LASER ROKH. Wow. Wouldn't you hope it would outdamage a Caldari laser boat..?
You're proving nothing. If you're going to spend so much time on a post, make it worthwhile.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.11 08:46:00 -
[690]
Regardless of his post content, his tone has gotten a lot better and it's helping to keep the thread on track, for that I commend him.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.11 08:51:00 -
[691]
point of the situation
minmatar battleship and large stuff is left behind other races
in order
GUNs
--> After artillery alpha nerf, whit it's shorter range and big rof, and short clip size this weapon is worthless
POSSIBLE SOLUTIONS: 1)we need the old alpha back (hit and run tactics) 2)as nian suggested, chain linking the ammo directly from cargohold 3)rof boost
-->ACs... acs were great in old game mecanic (red moon rise, revI, i dont know before) but they have been hardly penalized from the very begin, basically because they use no cap. now after all the micro nerf who killed our versatility, and whit advent of buffertank (no cap required), and whit some boost here and there, NOW ACs show they illnest nature. and our ammo too now present ou the bill of an old problem: less max damage
POSSIVBLE SOLUTION: 1) boost damage modifier (we lost much damage due to falloff tactics) or boost rof (less damage, faster dealing) 2)falloff and damage mod should grow in scale whit the cliber of the gun 3)big increase in optimal range (AC shorter optimal than blasters???) so we can use our versatility in middle ranged battle
-->Ammo just add the missing max damage to EMP (maybe thermal so now everybody can say: matari deal every kind of damage)
TEMPEST i don't bother anymore sayng what is broken in this ships, is just obvious (look op)  my idea from the beging was to add ex nihil a 7th low slot. why? versatility. you can fit in whatever you want.... gyros, tank... (nanos ) someothers suggested a 7th turret slot, or increase the dronebay
MAELSTROM this ship would be ok whit the turret boost ( ^see above^ ) if and only if boost velocity and agility, nothing more nothing less, velocity and agility.
do not worry noone would nano it  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Veryez
|
Posted - 2008.07.11 11:51:00 -
[692]
Edited by: Veryez on 11/07/2008 11:52:49 Believe it or not jhon we are getting to reasonable suggestions for improvement. I would also like to add:
1) Please swap the armor and shield values on the phoon (and a bit more PG would be nice - but I won't hold my breath on that), how can it possibly have more shields than armor?
I still would like a dedicated fleet ship (one with either an optimal or tracking bonus), but I just don't see this happening.
I'm beginning to see the advantages of adding a 7th low to the Tempest, I believe with the changes to projectiles discussed in this thread, an extra low may just be right for bringing the Tempest back up to par w/other battleships.
The 'chaining ammo' idea, while I like it - I don't think it is something easily done with eve's engine, only CCP could tell us that.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.11 12:06:00 -
[693]
In light of the ammo-changing idea, they could introduce a new module, an "auto-feeder". It could be a high slot module, with an activation cost. When you turn it on, it removes the need to reload, however, there would be a penalty, like a 5-10% RoF penalty because with this complex mechanism the guns could not fire as quickly. Also, you could only activate it when your clips are full, avoiding people just activating it when their clips were near empty to avoid the penalty. Although, its sort of stepping on Amarr's toes with the no-reload thing, however it could be a unique module.
|

To mare
|
Posted - 2008.07.11 12:11:00 -
[694]
Originally by: Veryez
1) Please swap the armor and shield values on the phoon (and a bit more PG would be nice - but I won't hold my breath on that), how can it possibly have more shields than armor?
agree also switch tempest armor and shield
Originally by: Veryez
The 'chaining ammo' idea, while I like it - I don't think it is something easily done with eve's engine, only CCP could tell us that.
chaining can be fun to have something different. it can be good for arty but do almost nothing for AC. also i see that a bit problematic when you have to change ammo type, for RP sence you should wait the end of a ammo type to switch to the next. a bit problematic
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Shinta Kobi
Minmatar
|
Posted - 2008.07.11 14:22:00 -
[695]
From post 693 and on: wonderful. Talk about hitting the nail on the head. I sure hope that all of this is being taken into serious consideration.
 |

To mare
|
Posted - 2008.07.11 14:29:00 -
[696]
i did read something in the CSM forum about a projectile boost in the next meeting between CCP and CSM. projectile boost is in the bottom of the lowest priority but at least is there. crossfinger
|

Boz Well
|
Posted - 2008.07.11 14:34:00 -
[697]
Originally by: To mare i did read something in the CSM forum about a projectile boost in the next meeting between CCP and CSM. projectile boost is in the bottom of the lowest priority but at least is there. crossfinger
When I looked at the CSM post, it was listed as 'large autocannon buff' and was low priority. Considering it didn't mention artillery or large projectiles in general, well, I think CSM's are kinda clueless on the topic and aren't going to be of much help. Artillery needs much more help than AC's.
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To mare
|
Posted - 2008.07.11 14:42:00 -
[698]
Originally by: Boz Well When I looked at the CSM post, it was listed as 'large autocannon buff' and was low priority. Considering it didn't mention artillery or large projectiles in general, well, I think CSM's are kinda clueless on the topic and aren't going to be of much help. Artillery needs much more help than AC's.
i hope that when they look at large AC they realize that all projectile weaponry need a rework.
or they will just boost EMP to other short range weapon and say "we fixed" 
|

Shinta Kobi
Minmatar
|
Posted - 2008.07.11 16:06:00 -
[699]
Originally by: To mare
Originally by: Boz Well When I looked at the CSM post, it was listed as 'large autocannon buff' and was low priority. Considering it didn't mention artillery or large projectiles in general, well, I think CSM's are kinda clueless on the topic and aren't going to be of much help. Artillery needs much more help than AC's.
i hope that when they look at large AC they realize that all projectile weaponry need a rework.
or they will just boost EMP to other short range weapon and say "we fixed" 
Oh, that would suck if they stuck to AC's only. I like arty myself... so loud in full salvo. 
 |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.11 21:37:00 -
[700]
Originally by: Veryez Edited by: Veryez on 11/07/2008 11:52:49 Believe it or not jhon we are getting to reasonable suggestions for improvement. I would also like to add:
1) Please swap the armor and shield values on the phoon (and a bit more PG would be nice - but I won't hold my breath on that), how can it possibly have more shields than armor?
I still would like a dedicated fleet ship (one with either an optimal or tracking bonus), but I just don't see this happening.
I'm beginning to see the advantages of adding a 7th low to the Tempest, I believe with the changes to projectiles discussed in this thread, an extra low may just be right for bringing the Tempest back up to par w/other battleships.
The 'chaining ammo' idea, while I like it - I don't think it is something easily done with eve's engine, only CCP could tell us that.
I think that if a ship has more lows, it should have more armor and if it has more mids it should have more shields. It's really frikkin weird to have ships that don't work this way in our race. I'm all for switching the shields and armor. I feel it's a small change that would make a significant (but not unbalancing) difference.
The maelstrom SHOULD have been the dedicated fleet ship. Instead it got an rof and an active tank bonus. It needed some sort of a range bonus and a damage bonus. Range + alpha would not make it even close to the best but would allow it to compete at the longer ranges fleets fight at. Previously, before range nerfs and script nerfs, the pest had the mids to get lock range, optimal, and tracking to the point where it was king of short range sniping and decent in fleet. It's not like that anymore.
I know I'm alone on this one but I'm strong strong strongly against the +1 lowslot to the tempest. They would NEVER do this without taking away a high or a mid. It would unbalance the slot layouts of these ships. Very few ships deviate from this pattern. Highs + mids + lows add to a set number, usually 19. It is unlikely that ccp would give us a ship with 8-5-7. That would make the tempest into a top notch armor tanker, not really what the race is about. It would also give the tempest the same tanking options as the dom, the mega, the phoon, the apoc, and the abbadon. I'd rather not just turn the tempest into another ship, id rather fix it.
While cool the chaining idea is one of those things that just won't happen. CCP won't even give us a button to reload all our guns at once or switch all of the gun's ammo at once. There is noway they will do chaining.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.11 22:27:00 -
[701]
Originally by: Trojanman190 CCP won't even give us a button to reload all our guns at once
CTRL - R?
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.11 22:37:00 -
[702]
Originally by: To mare
Originally by: Veryez
1) Please swap the armor and shield values on the phoon (and a bit more PG would be nice - but I won't hold my breath on that), how can it possibly have more shields than armor?
agree also switch tempest armor and shield
Originally by: Veryez
The 'chaining ammo' idea, while I like it - I don't think it is something easily done with eve's engine, only CCP could tell us that.
chaining can be fun to have something different. it can be good for arty but do almost nothing for AC. also i see that a bit problematic when you have to change ammo type, for RP sence you should wait the end of a ammo type to switch to the next. a bit problematic
Please tell me why it would do almost nothing for AC's, just curious. You see once again I will give you this little info, tho its minor its not so minor as to be ignored.
A Maelstrom with 800mm Repeating Artillery II's using Barrage L gives you 60 rounds per clip, with max skills you have a rate of fire of 3.25145, thats a total of 195.087 seconds before needing to reload, once you reload naturally it takes 10 seconds and gives you a grand total of 205.087 seconds per clip.
If you remove the need to reload, you will gain a minor but not so minor DPS increase of 4.875%
Basically you gain a rough 5% damage increase, that with some other tweaks it would be nice. 5% remember is not insignificant when for example, if we are talking say a maximum of 20% more damage been done with an Amarr battleship than a minmatar one.
|

Boz Well
|
Posted - 2008.07.11 23:20:00 -
[703]
Just keep in mind it's not a flat 5% boost (just using your number), but the effectiveness of the no-reload function depends on when you have to reload. That is, if it takes 61 shots to kill the target (1 reload), it's different than if it takes 119 shots to kill the target (1 reload). Also, for any fight that takes under 60 shots, the bonus does nothing. Personally, I don't mind the bonus, but I'd prefer the other things we've talked about (slight dps boost + optimal between blaster/laser).
|

AstroPhobic
Minmatar
|
Posted - 2008.07.12 00:05:00 -
[704]
Also keep in mind that those DPS numbers that you speak about are ironically until the clip dies, so amarr really has another 5% damage over minnie. Unless we decide to add in "cool down time" where the cap can regen, in which case capless really means nothing.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.07.12 05:47:00 -
[705]
I am fully aware of the fact that its not as clear cut as a straight 5% boost to dps, but its a start, naturally optimal would be a big bonus, perhaps to go with the themme we could instead increase the ROF of the guns, not the actual damage multiplier, I mean then the amarr couldn't whine too much as we would chew through our ammunition rather quickly if not careful.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.13 08:24:00 -
[706]
rof bonus in not something, it is everything! for us i mean...
i never thought our race as the others, we are different. different in what? you ask....
well if caladri are built on missile and "pve", if amar are built to tank and alwais hit (insta ammo change) the target @ range, and if gallente are made tobrutalize everyone the can approach....
in minmatar heart there are: guerrilla and pvp.
fast, caples versatile we are made on the battlefield 
so we need a rof bonus! the matter is deal as much dmage as possible in THE SHORTER TIME.
so we need 1) ammo fixed 2) dps boost in the form of rof boost 3) increase in max range (ood range + falloff = versatility)
and artillery need even 4) restoring alpha
this is the oxigen minmatar need to survive in the new age.
will be anought?
whit a methaphor: if oxigen came from the three's leaf, our gun must be on a good ship
so ccp do it right: give tempest a 7th low slot
because good guns on a broken ship draw your conclusion
your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Jim McGregor
|
Posted - 2008.07.13 10:46:00 -
[707]
Seriously, the Tempest could easily have 7 turrets without being overpowered. It would still be a average minmatar battleship, just less sucky. Compare it to the mega, dominix, raven, abaddon, rohk... it doesnt stand a chance.
I think the ship should at least have something to make it viable for combat.
---
Originally by: Roguehalo Can you nano Titans?
|

Horizon Taker
Series of Tubes
|
Posted - 2008.07.13 10:52:00 -
[708]
Originally by: Jim McGregor
Seriously, the Tempest could easily have 7 turrets without being overpowered. It would still be a average minmatar battleship, just less sucky. Compare it to the mega, dominix, raven, abaddon, rohk... it doesnt stand a chance.
I think the ship should at least have something to make it viable for combat.
The Tempest could have 8 turrets and a 10% DPS increase overall and it'd still be around the DPS of a Mega and a lesser tank.
|

Slade Hoo
Amarr
|
Posted - 2008.07.13 11:35:00 -
[709]
i noticed lots of you want more turrets and/or more lowslots...why do you fly minmatar then? i'd stick to Amarr/Gallente for this.
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Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.13 12:33:00 -
[710]
I W00NT MUUR ALPAAAAA!!
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To mare
|
Posted - 2008.07.14 06:48:00 -
[711]
Originally by: Jim McGregor
Seriously, the Tempest could easily have 7 turrets without being overpowered. It would still be a average minmatar battleship, just less sucky. Compare it to the mega, dominix, raven, abaddon, rohk... it doesnt stand a chance.
I think the ship should at least have something to make it viable for combat.
a 7 turrets tempest wouldnt be overpowered because ACs are so sucky that a unbonused torpedo launcher give you the same dps of a double bonused AC. could be good for arty 7 turret give more alpha but thempest don have grid for 7x1400.
just fix weapons and the ships are fine.
@ blindjohn a dps increase via rof would be great but if you have to increase AC dps by a said number i rather prefer dmg increase or a mix dmg+rof. only rof make you use a ton of ammo (AC are already on top on ammo usage) and need to reload more.
|

Boz Well
|
Posted - 2008.07.14 06:59:00 -
[712]
Originally by: Slade Hoo i noticed lots of you want more turrets and/or more lowslots...why do you fly minmatar then? i'd stick to Amarr/Gallente for this.
The point we're trying to make is you're better to stick with Amarr/Gallente for battleships period. Why do we fly Matar? Might be the max skills for using Matar BS some of us have trained, and even then you're sub-par in the realm of batteships.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.14 13:21:00 -
[713]
Originally by: AstroPhobic
Originally by: Trojanman190 CCP won't even give us a button to reload all our guns at once
CTRL - R?
Yea brain fart, I was thinking switch ammo all at the same time.
|

deadmeet
|
Posted - 2008.07.14 15:36:00 -
[714]
I'm agree with Trojanman190. I think change the slot layout will not fix the problem, it will move it.
The problem come from autocannon, the very low optimal and the high fallow make us not versatile at all.
There is 2 viable idea IMHO :
- Bigggg boost of the DPS : to have better DPS than laser and less DPS than blaster to very short range. up to 5km. it would bring us the versatility back. The possibility to have better DPS than laser at very short range, and to have better DPS than blaster to mid range (up to 20km).
- Bigggg boost of the optimal range, and a little the DPS : The other possibility is to make a little boost of the DPS (about 10%) but to increase the optimal range, to be able to have a better DPS than blaster between 7 - 15km.
I prefer the first solution because more versatile, the second will restrict us to 7-15 combat range, which is not a mark of versatility. The first choice will give us the possibilities to play close range against laser, and to play longer range VS blaster.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.14 15:47:00 -
[715]
The only problem with your first solution is you'll have to do one of two things:
1. Drastically increase damage. This makes problems when balancing vs. blasters. Autos shouldn't do more damage than blasters (even though they have more ehp ), so you have to be careful there.
2. Drastically increase falloff to make autos better than lasers at midrange. This introduces problems with autos getting stupid ranges with barrage, falloff rigs and falloff bonuses.
Now, I haven't run any numbers yet, but I don't think you find the balance between 1 and 2 without encountering either problem.
Which is why I'm promoting an optimal.
|

Jim McGregor
|
Posted - 2008.07.14 15:54:00 -
[716]
Originally by: AstroPhobic The only problem with your first solution is you'll have to do one of two things:
1. Drastically increase damage. This makes problems when balancing vs. blasters. Autos shouldn't do more damage than blasters (even though they have more ehp ), so you have to be careful there.
2. Drastically increase falloff to make autos better than lasers at midrange. This introduces problems with autos getting stupid ranges with barrage, falloff rigs and falloff bonuses.
Now, I haven't run any numbers yet, but I don't think you find the balance between 1 and 2 without encountering either problem.
Which is why I'm promoting an optimal.
Decrease falloff damage and tracking penalty.
---
Originally by: Roguehalo Can you nano Titans?
|

To mare
|
Posted - 2008.07.14 16:07:00 -
[717]
Originally by: AstroPhobic The only problem with your first solution is you'll have to do one of two things:
1. Drastically increase damage. This makes problems when balancing vs. blasters. Autos shouldn't do more damage than blasters (even though they have more ehp ), so you have to be careful there.
2. Drastically increase falloff to make autos better than lasers at midrange. This introduces problems with autos getting stupid ranges with barrage, falloff rigs and falloff bonuses.
Now, I haven't run any numbers yet, but I don't think you find the balance between 1 and 2 without encountering either problem.
Which is why I'm promoting an optimal.
no need more dmg than blaster. just put AC dmg output between blaster and laser and increase falloff with the tier of the gun so we can have: range = laser > AC > blaster damage= blaster > AC > laser
a optimal boost is good if you have a T2 ammo that boost said optimal, atm we have barrage and it give a falloff boost.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.14 16:11:00 -
[718]
But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.14 16:59:00 -
[719]
Originally by: AstroPhobic But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
I don't think that is a problem. Lasers drain cap like crazy so they should kind of top out on range and damage.
If you guys are really really bothered by still having slightly less damage at mid range than lasers perhaps form an argument for something like a tracking boost. This one is pretty easy to argue from an rp standpoint as well... filling space with as much lead as possible should make hitting faster targets quite a bit easier. So we get the opt + falloff boosted a bit, still have weaker dps but if ccp still does not think that is fair they can up the tracking. It would at least give our battleships kind of a flak role.
If I had to choose I say screw a tracking boost since there is no way they will boost it enough to make a difference, but it's a just a thought.
|

Gantrithor105
Caldari Deep Core Mining Inc.
|
Posted - 2008.07.14 17:33:00 -
[720]
To the people mentioning a rof boost. That would hurt us in two ways. 1st: it would damage our individuality more. We are supposed to have high alpha rather than constant dps. 2nd: We'd just need to reload more often, so a rof boost is only mildly helpful without a clip increase in arty.
The better solution would be to increase alpha at the expense of ROF, so that we could even do the same dps, but have significantly higher instant output. I'd love to pop cruisers in one volley again =\
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Thodoros
Mythos Corp RAZOR Alliance
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Posted - 2008.07.14 18:46:00 -
[721]
As a pure minmatar player i have seen the high and low of my race in ships and technolgy. First of the matar ships suffer with tracking enhancers. Tried and tested in every enviroment and they simply dont do the numbers. Second we Dont Have Alpha strike anymore. We used to have with Quake in RMR but after that it went downhill. Third our races has never been consistent with Guns or Cannons. I believe in the early Eve years was ok,because CCP has given us from the start the fast tracking in ACs and good overall damage with the Cannons,but now we turn out to play catching up when your compare us with the other 3 races. Forth, we like the individual touch in wheaponry. No Alpha Strike, no ROF no Special Explosive Damage output (Caldari's kinetic damage output is way higher than our Exp.) no spaecial gains in Missiles of any kind? And i question why we are the only race that needs to crosstrain 2 different weapon platforms and getting nothing special out of it? We should had a ship able to stand out of the ordinary crossplatform that we have, since we do have our own projectile technolgy, and gain more bonuses in our ship and modules.
My 2cents.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.14 20:44:00 -
[722]
Originally by: Thodoros As a pure minmatar player i have seen the high and low of my race in ships and technolgy. First of the matar ships suffer with tracking enhancers. Tried and tested in every enviroment and they simply dont do the numbers. Second we Dont Have Alpha strike anymore. We used to have with Quake in RMR but after that it went downhill. Third our races has never been consistent with Guns or Cannons. I believe in the early Eve years was ok,because CCP has given us from the start the fast tracking in ACs and good overall damage with the Cannons,but now we turn out to play catching up when your compare us with the other 3 races. Forth, we like the individual touch in wheaponry. No Alpha Strike, no ROF no Special Explosive Damage output (Caldari's kinetic damage output is way higher than our Exp.) no spaecial gains in Missiles of any kind? And i question why we are the only race that needs to crosstrain 2 different weapon platforms and getting nothing special out of it? We should had a ship able to stand out of the ordinary crossplatform that we have, since we do have our own projectile technolgy, and gain more bonuses in our ship and modules.
My 2cents.
If anything all that extra sp to use our split weapons systems does is gimp us.
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AstroPhobic
Minmatar
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Posted - 2008.07.14 21:58:00 -
[723]
Originally by: Trojanman190
Originally by: AstroPhobic But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
I don't think that is a problem. Lasers drain cap like crazy so they should kind of top out on range and damage.
If you guys are really really bothered by still having slightly less damage at mid range than lasers perhaps form an argument for something like a tracking boost. This one is pretty easy to argue from an rp standpoint as well... filling space with as much lead as possible should make hitting faster targets quite a bit easier. So we get the opt + falloff boosted a bit, still have weaker dps but if ccp still does not think that is fair they can up the tracking. It would at least give our battleships kind of a flak role.
If I had to choose I say screw a tracking boost since there is no way they will boost it enough to make a difference, but it's a just a thought.
I'm being 100% honest when I say I don't believe that cap usage should mean projectiles should be outdamaged at every range. ESPECIALLY in the era of passive tanks. It's just another racial flavor. We have to reload, their guns use cap. We get "variable" damage types, they get better high damage ammo. They get instant reload, we get no cap (yes, I counted it twice even). We use our cargohold for ammo, they use cap boosters. They get tank, we get speed. They get damage.. and range... and we get boned.
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2008.07.14 22:06:00 -
[724]
Edited by: Thercon Jair on 14/07/2008 22:10:23 Edited by: Thercon Jair on 14/07/2008 22:07:27 Additional ROF isn't so off, actually. ACs are low alpha, high rof weapons, whereas Artillery is a low rof, high alpha weapon. (that was @ Gantrithor)
But in my opinion, we shouldn't tamper with the optimal of our ACs. If we add a meaningful optimal we take away our ability to chose damage types, because with our short optimal it doesn't matter if we put in a -50% or -25% range ammo. Wouldn't it be incredibly silly to go in close on an Amarr BS while putting in EMP as it happens to be the corresponding lowest optimal highest damage ammo for that task?
I think we should change the falloff that our guns get, maybe even make the falloff for each of the large AC tiers change, as it does with other guns. Or keep the "all guns have same falloff" and make them more distinguishable in tiers by adding damage or something. It has been pointed out multiple times that it's usually better fitting the middle tier guns (I still like the bigger ones :p ). It's just that I think if you make larger ACs have better falloff and better damage, there woulnd't be any reason left to fit smaller tiers.
Why add falloff? Because with the introduction of Null ammo (that's the more range blaster charge, right?) Blaster boats now have a much bigger effective range in which they can outdamage us. If we now need to go into higher orbit to stay out of the range where they reduce us to scrap (yes, we are scrap from the beginning ) we can't do anything to either. Considering they have a bigger drone bay they can do still more to us. Then the overloading of webs. Now you need to stay further away so as not to get webbed.
All in all, it's a complicated ballancing ussue that was initiated with the micro changes mentioned throughout this tread. Mandatory MWDs also added to it. A long time ago I was only using ABs because I was under the impression that my low signature radius is part of my tank, because I hit them more often. Although they could come into webrange I could web them back and because they need cap to fire their guns I can keep my AB running and they can't with the fact that the MWD also consumes a considerable amount, keeping them at the edge of webrange. Yes, the olden times 
Real men do it the hard way: fly Minmatar! |

To mare
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Posted - 2008.07.15 06:38:00 -
[725]
Originally by: AstroPhobic But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
w/o the dmg boost i say (but with the optimal boost) we get outdamaged even at short range not only at midrange start. with falloff bonus+barrage you can still deal your damage pretty far away.
probably giving a +15% boost to AC we will see high numbers than what we are used to see on a mimatar BS but those numbers will be inline with what the others races BS do.
and tbh even with a +15% boost to AC our BS are far away to be pwnmobile in a BS fight, just look at the tank. the only BS we have with a good tank is the typhoon and its not that a great of a tank. if someone claim that maelstrom can tank, give me a good setup for tank using 2-3 midslot.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.15 14:51:00 -
[726]
Originally by: AstroPhobic
Originally by: Trojanman190
Originally by: AstroPhobic But then we're still outdamaged by lasers by the time midrange starts due to the wonderful falloff damage.
I don't think that is a problem. Lasers drain cap like crazy so they should kind of top out on range and damage.
If you guys are really really bothered by still having slightly less damage at mid range than lasers perhaps form an argument for something like a tracking boost. This one is pretty easy to argue from an rp standpoint as well... filling space with as much lead as possible should make hitting faster targets quite a bit easier. So we get the opt + falloff boosted a bit, still have weaker dps but if ccp still does not think that is fair they can up the tracking. It would at least give our battleships kind of a flak role.
If I had to choose I say screw a tracking boost since there is no way they will boost it enough to make a difference, but it's a just a thought.
I'm being 100% honest when I say I don't believe that cap usage should mean projectiles should be outdamaged at every range. ESPECIALLY in the era of passive tanks. It's just another racial flavor. We have to reload, their guns use cap. We get "variable" damage types, they get better high damage ammo. They get instant reload, we get no cap (yes, I counted it twice even). We use our cargohold for ammo, they use cap boosters. They get tank, we get speed. They get damage.. and range... and we get boned.
Yeah you definitly just spelled it out for everyone right there. I absolutely agree, the capless guns mean nothing. Like I have said before, if they want to make our guns take cap I'd be fine with it.
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Maeltstome
Minmatar Suicidal Office Clerks
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Posted - 2008.07.16 17:21:00 -
[727]
Originally by: Trojanman190 I don't think that is a problem. Lasers drain cap like crazy so they should kind of top out on range and damage.
If you guys are really really bothered by still having slightly less damage at mid range than lasers perhaps form an argument for something like a tracking boost. This one is pretty easy to argue from an rp standpoint as well... filling space with as much lead as possible should make hitting faster targets quite a bit easier. So we get the opt + falloff boosted a bit, still have weaker dps but if ccp still does not think that is fair they can up the tracking. It would at least give our battleships kind of a flak role.
If I had to choose I say screw a tracking boost since there is no way they will boost it enough to make a difference, but it's a just a thought.
I'm being 100% honest when I say I don't believe that cap usage should mean projectiles should be outdamaged at every range. ESPECIALLY in the era of passive tanks. It's just another racial flavor. We have to reload, their guns use cap. We get "variable" damage types, they get better high damage ammo. They get instant reload, we get no cap (yes, I counted it twice even). We use our cargohold for ammo, they use cap boosters. They get tank, we get speed. They get damage.. and range... and we get boned.
Yeah you definitly just spelled it out for everyone right there. I absolutely agree, the capless guns mean nothing. Like I have said before, if they want to make our guns take cap I'd be fine with it.
Before ECM and NOS got nerfed, and HP tanks got buffed - the tempest was truley dangerous due to other ships capping out and loosing lock constantly compared to tempest running everything for as long as it had cap charges. Now it cant fit a decent plate tank, cant gank very well. The truth is minmatar BC/CC can perform better all round than the tempest (cept the hurricane). The problems seem to stem from poor large projectile dps, and a lack of low-slots... I'd probably even settle for a 7-5-7 on the tempest... aswell as a large projectile damage boost. -------
[12:07] w33Daz: a trained 1 skill fur 24 mins n it took 2 days aff drones lvl 5 [12:07] w33Daz: A WIS LIKE WTF |

Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.16 17:52:00 -
[728]
Originally by: Maeltstome
Originally by: Trojanman190 I don't think that is a problem. Lasers drain cap like crazy so they should kind of top out on range and damage.
If you guys are really really bothered by still having slightly less damage at mid range than lasers perhaps form an argument for something like a tracking boost. This one is pretty easy to argue from an rp standpoint as well... filling space with as much lead as possible should make hitting faster targets quite a bit easier. So we get the opt + falloff boosted a bit, still have weaker dps but if ccp still does not think that is fair they can up the tracking. It would at least give our battleships kind of a flak role.
If I had to choose I say screw a tracking boost since there is no way they will boost it enough to make a difference, but it's a just a thought.
I'm being 100% honest when I say I don't believe that cap usage should mean projectiles should be outdamaged at every range. ESPECIALLY in the era of passive tanks. It's just another racial flavor. We have to reload, their guns use cap. We get "variable" damage types, they get better high damage ammo. They get instant reload, we get no cap (yes, I counted it twice even). We use our cargohold for ammo, they use cap boosters. They get tank, we get speed. They get damage.. and range... and we get boned.
Yeah you definitly just spelled it out for everyone right there. I absolutely agree, the capless guns mean nothing. Like I have said before, if they want to make our guns take cap I'd be fine with it.
Before ECM and NOS got nerfed, and HP tanks got buffed - the tempest was truley dangerous due to other ships capping out and loosing lock constantly compared to tempest running everything for as long as it had cap charges. Now it cant fit a decent plate tank, cant gank very well. The truth is minmatar BC/CC can perform better all round than the tempest (cept the hurricane). The problems seem to stem from poor large projectile dps, and a lack of low-slots... I'd probably even settle for a 7-5-7 on the tempest... aswell as a large projectile damage boost.
I agree withe everything you said but the slot change... losing a utility slot would bad bad =(
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To mare
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Posted - 2008.07.17 06:32:00 -
[729]
medium and small projectile arent that good. they have the same problems that large projectile have. but on small ships at least you can manouver decently.
about all this thread would be fun to recive some feedback.
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kyrv
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Posted - 2008.07.17 10:17:00 -
[730]
I was thinking with the Tempest being crap in each epartment and I wont bother going through them cos ccp knows what the hell they did it for perhapse minmatar should get a newly designed missile launcher for use with its ships, or, Assault cruise missile bonus unlike any other battleships, cruiser or battlecruiser.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.17 16:51:00 -
[731]
Meh this thread is pretty much dead as we have exhausted our ideas, and there are arseloads of good ideas too. I just hope a dev sees this before it slips away.
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Veryez
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Posted - 2008.07.17 18:35:00 -
[732]
Originally by: Trojanman190 Meh this thread is pretty much dead as we have exhausted our ideas, and there are arseloads of good ideas too. I just hope a dev sees this before it slips away.
The ideas may have dried up so to speak, but I really don't think a Dev would ever respond in this thread. However with threads like this and with the CSM's bringing the issue up, I can be pretty sure the Devs have figured out something is wrong.
I still believe that the Tempest's biggest problem is lack of specialization, however a significant change to projectiles would hide it's problems. In the meantime, we need to keep bumping this thread.
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AstroPhobic
Minmatar
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Posted - 2008.07.17 18:37:00 -
[733]
I think we need more siddy-jojo threads. Laser ruptures and the like. Sure it doesn't add any content, but we already have content, we just need recognition.
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Shinta Kobi
Minmatar
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Posted - 2008.07.17 18:45:00 -
[734]
Originally by: Veryez In the meantime, we need to keep bumping this thread.
Ok...
...bump

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Liang Nuren
Perkone
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Posted - 2008.07.17 19:14:00 -
[735]
Originally by: Trojanman190 Meh this thread is pretty much dead
Dude, projectiles are uber because they don't use cap, you can run 3 reppers at the same time and i cantt' do that becaus of hi cap use on my lazers so lazers suck boost lazers because autocannons are awesome -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.17 19:20:00 -
[736]
Originally by: Liang Nuren
Originally by: Trojanman190 Meh this thread is pretty much dead
Dude, projectiles are uber because they don't use cap, you can run 3 reppers at the same time and i cantt' do that becaus of hi cap use on my lazers so lazers suck boost lazers because autocannons are awesome
what this man/girl said
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The Bandid
Amarr The Nightwatch
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Posted - 2008.07.17 19:36:00 -
[737]
:-S why the boost minmatar what about split weapons,
Typhoon is an insane strong bs with a good tank and good dps, if u are skilled properly..... a 10m sp player shouldnt be awesome in bs class ships ive been playing since 03 and started with minmatar and its an awesome race with good ships, just use ure brain and play smart, a blaser cant hit at 40km a autocanon can, etc etc the only thing what uses cap on a minnie ship are ure mwd, and ure hardners/ reppers
A laser boat uses cap to shoot, to rep and to mwd
please stop whining and start playing
nerf the nerf bat,
if u want to know how to play well with a minnie ship, FEX A TEMPEST watch Cowns latest movie !
if u aint capable of killing another bs in a minnie bs dont fly minnie bs, as minnie bs is a high sp bs like the phoon u gotta train good missiles and good gunnery + drones skills.
Minnie are ships for the Elite players !
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2008.07.17 19:45:00 -
[738]
Boy, I have 50mil SP (in about 2days)and am only flying minmatar ships. I have about 10mil in Spaceship Command, 10mil in gunnery, 2.3mil in drones, 4.3mil in missiles, 1.8mil in mechanic and 3.4mil in engineering. And you know what's sad? My girlfriend with her 25mil SP Gallente Char can kill me with ease... And she doesn't even have BS5 and Large Hybrid 5... And yes, I do know how to fly my ships ;)
Real men do it the hard way: fly Minmatar! |

AstroPhobic
Minmatar
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Posted - 2008.07.17 19:52:00 -
[739]
Yay a troll. Firsties!
Originally by: The Bandid :-S why the boost minmatar what about split weapons,
Typhoon is an insane strong bs with a good tank and good dps, if u are skilled properly.....
It's outdone by the torp raven at every range, and you might as well not even fit ACs.
Quote:
a 10m sp player shouldnt be awesome in bs class ships ive been playing since 03 and started with minmatar and its an awesome race with good ships, just use ure brain and play smart, a blaser cant hit at 40km a autocanon can, etc etc the only thing what uses cap on a minnie ship are ure mwd, and ure hardners/ reppers
Have fun scrambling that blasterboat at 40km.
Quote:
A laser boat uses cap to shoot, to rep and to mwd
Amarr ships don't typically fit reps, but they fit cap boosters to compensate for the guns.
Quote:
please stop whining and start playing nerf the nerf bat,
 
Quote:
if u want to know how to play well with a minnie ship, FEX A TEMPEST watch Cowns latest movie !
A skilled pilot taking down unskilled pilots doesn't make a ship balanced.
Quote:
if u aint capable of killing another bs in a minnie bs dont fly minnie bs, as minnie bs is a high sp bs like the phoon u gotta train good missiles and good gunnery + drones skills.
Max skills, minmatar BS still fail in comparison. Good day sir.
Quote:
Minnie are ships for the Elite players !
If you had level 5 in every skill in game, you wouldn't fly minmatar battleships at all.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.17 19:55:00 -
[740]
Originally by: The Bandid :-S why the boost minmatar what about split weapons,
Typhoon is an insane strong bs with a good tank and good dps, if u are skilled properly..... a 10m sp player shouldnt be awesome in bs class ships ive been playing since 03 and started with minmatar and its an awesome race with good ships, just use ure brain and play smart, a blaser cant hit at 40km a autocanon can, etc etc the only thing what uses cap on a minnie ship are ure mwd, and ure hardners/ reppers
A laser boat uses cap to shoot, to rep and to mwd
please stop whining and start playing
nerf the nerf bat,
if u want to know how to play well with a minnie ship, FEX A TEMPEST watch Cowns latest movie !
if u aint capable of killing another bs in a minnie bs dont fly minnie bs, as minnie bs is a high sp bs like the phoon u gotta train good missiles and good gunnery + drones skills.
Minnie are ships for the Elite players !
I know it's a long thread but do try to read it before you waste everyone's time with a reply like that. Don't worry tho, you are probably the 20th person (at least) to make such a comment and thus, such a mistake.
Go read the thread, go read about the main posters (we all give our background at some point) we all make our arguments, we all support our arguments.
Lastly, we shoot down all of your arguments.
But you said "...ive been playing since 03 and started with minmatar...". This implies that A.) You played minmatar in their hayday before many of the nerfs we dicussed hit them and B.) That you no longer play minmatar and are thus unware of their current situation.
Also I hate the nerf bat to, if you had read you would know that we are asking for boosts and are quite sick of nerfs ourselves.
Now please, if you happen to grace our thread with your presence again, please read it before posting.
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Mila Prestoc
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Posted - 2008.07.17 20:28:00 -
[741]
Edited by: Mila Prestoc on 17/07/2008 20:28:39 Might as well of just put "i've seen someone kill a rokh that was firing missiles and in a seperate fight died after killing one of two pirates with sentry help" cos that clearly makes a ship awesome! 
Being able to do 200 dps at 40km with AC's... awesome!
Only things that use cap are hards/mwd? Don't forget about those neuts in the highs you saw in the video. -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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The Bandid
Amarr The Nightwatch
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Posted - 2008.07.17 22:22:00 -
[742]
Originally by: Mila Prestoc Edited by: Mila Prestoc on 17/07/2008 20:28:39 Might as well of just put "i've seen someone kill a rokh that was firing missiles and in a seperate fight died after killing one of two pirates with sentry help" cos that clearly makes a ship awesome! 
Being able to do 200 dps at 40km with AC's... awesome!
Only things that use cap are hards/mwd? Don't forget about those neuts in the highs you saw in the video.
he got the capbooster to compensate for the 2 neuts ;-)
Tempest isnt that bad of a ship, the point is everyone wants to make a megathron from the tempest, with an ac tempest and a 30km scram with barrage the mega is going to run away like a baby cause he aint hitting for shit,
the 1400 t2 still hits really good at good range,
Tempest is fine as it is,
its all about hp hp hp hp max dps
if u want dps get a maelstrom, :-) decent tank decent gank, and no u have rapiers huginns to web and ceptors hic to point :-)
tempest isnt designed to be like it,
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AstroPhobic
Minmatar
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Posted - 2008.07.17 22:29:00 -
[743]
Edited by: AstroPhobic on 17/07/2008 22:30:01
Originally by: The Bandid
Tempest isnt that bad of a ship, the point is everyone wants to make a megathron from the tempest
Based on your extensive analysis of this thread? Give me a break
Quote: with an ac tempest and a 30km scram with barrage the mega is going to run away like a baby cause he aint hitting for shit
So, at BEST, a tempest requires expensive faction equipment to stalemate?
Quote:
the 1400 t2 still hits really good at good range,
Outdone by an apoc at every range. Megathron until a good bit of their falloff. I'm not sure about the Rokh, but I'm sure it does too.
Quote:
Tempest is fine as it is
It might be okay after projectiles get fixed, but even if they do, it doesn't fit in with the other 2 ships.
Quote:
its all about hp hp hp hp max dps
Oh damn, THAT'S it! I'm not SPEED tanking my tempest! The utility slots used to be great for tricks and surprises, but that's all passed.
Quote:
if u want dps get a maelstrom, :-) decent tank decent gank, and no u have rapiers huginns to web and ceptors hic to point :-)
So a maelstrom is all-around decent with 2 other ships helping it? That's comforting. PS, a geddon has better gank, better tank, and costs less than half of the mael.
Quote:
tempest isnt designed to be like it,
No, it's designed to make use of all the utility slots CCP nerfed. Now it's crap.
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Boz Well
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Posted - 2008.07.17 22:29:00 -
[744]
Edited by: Boz Well on 17/07/2008 22:35:49
Originally by: The Bandid
Originally by: Mila Prestoc Edited by: Mila Prestoc on 17/07/2008 20:28:39 Might as well of just put "i've seen someone kill a rokh that was firing missiles and in a seperate fight died after killing one of two pirates with sentry help" cos that clearly makes a ship awesome! 
Being able to do 200 dps at 40km with AC's... awesome!
Only things that use cap are hards/mwd? Don't forget about those neuts in the highs you saw in the video.
he got the capbooster to compensate for the 2 neuts ;-)
Tempest isnt that bad of a ship, the point is everyone wants to make a megathron from the tempest, with an ac tempest and a 30km scram with barrage the mega is going to run away like a baby cause he aint hitting for shit,
the 1400 t2 still hits really good at good range,
Tempest is fine as it is,
its all about hp hp hp hp max dps
if u want dps get a maelstrom, :-) decent tank decent gank, and no u have rapiers huginns to web and ceptors hic to point :-)
tempest isnt designed to be like it,
Yeah, I'm sure that Megathron will just run away, rather than overheat/web/**** your tempest. At best, you get a stalemate if you fly the opposite direction from the Maelstrom and try to kite him. At worst, you get popped once he gets into range and clearly out-damages and outtanks you. And good luck trying this against an Amarr pilot, who will out-tank and out-damage you at any range. 
As Astro said, the things the tempest used to rely on simply don't work anymore due to changes in the game.
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Mila Prestoc
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Posted - 2008.07.18 01:42:00 -
[745]
Edited by: Mila Prestoc on 18/07/2008 01:42:59
Originally by: The Bandid he got the capbooster to compensate for the 2 neuts ;-)
Tempest isnt that bad of a ship, the point is everyone wants to make a megathron from the tempest, with an ac tempest and a 30km scram with barrage the mega is going to run away like a baby cause he aint hitting for shit,
the 1400 t2 still hits really good at good range,
Tempest is fine as it is,
its all about hp hp hp hp max dps
if u want dps get a maelstrom, :-) decent tank decent gank, and no u have rapiers huginns to web and ceptors hic to point :-)
tempest isnt designed to be like it,
YEY! I get to use a cap booster to run my highs like every other BS!
Not everyone wants to make the Tempest into a Mega. Spending 200m extra to make another ship run away (basically a draw) is pretty rubbish.
1400's are better on a Maelstrom, at least it has the fitting to take advantage of optimal rigs which don't stack with modules to get the range that apoc/mega/rokh.
Tempest is not fine.
CCP are making it more about HP and DPS as they nerf misc modules unless you use them on specific ships. If a overpowered ship is discovered (say nos+ecm Domi) then anything that uses those mods ends up nerfed, basically the Tempest. The whole minmatar philosophy is meant to be skirmish/hit-and-run yet CCP don't want short fights hence its more like chip-away-and-run and alpha striking is useless because "we want longer fights" hence DPS is more important.
Maelstrom isn't even a minmatar ship in style so don't go saying people want to make the Tempest into a Mega then expect them to fly a lard arse, slow and huge ship.
Just read the thread, i'm not sure if its this one i've posted my ideas on the subject but they are far from making the Tempest into a Megathron. -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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Boz Well
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Posted - 2008.07.18 01:51:00 -
[746]
Amen!
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AstroPhobic
Minmatar
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Posted - 2008.07.18 02:03:00 -
[747]
Originally by: Boz Well Amen!
Somehow, I think he's done posting in this thread.
NEXT CHALLENGER! 
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Jalif
Deviance Inc
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Posted - 2008.07.18 09:24:00 -
[748]
boost/balance plz??? :)
PS: this is a bump
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.18 14:13:00 -
[749]
Originally by: AstroPhobic
Originally by: Boz Well Amen!
Somehow, I think he's done posting in this thread.
NEXT CHALLENGER! 
Good grief that was forum ownage. Good tone, all facts, good show.
This thread is suffering from it's own size. A lot of these posters have not read over the thread and thus haven't seen ANY of our arguments. When I find some time I'll be summarizing our arguments and making them into a website which we can all link in our sigs.
Yes, I'll be posting even the point of views that I disagree with but have gotten a bunch of support.
Keep posting here about this stuff but sometime soon you will see a link in my profile.
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The Bandid
Amarr The Nightwatch
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Posted - 2008.07.18 16:56:00 -
[750]
Originally by: AstroPhobic Yay a troll. Firsties!
Originally by: The Bandid :-S why the boost minmatar what about split weapons,
Typhoon is an insane strong bs with a good tank and good dps, if u are skilled properly.....
It's outdone by the torp raven at every range, and you might as well not even fit ACs.
Quote:
a 10m sp player shouldnt be awesome in bs class ships ive been playing since 03 and started with minmatar and its an awesome race with good ships, just use ure brain and play smart, a blaser cant hit at 40km a autocanon can, etc etc the only thing what uses cap on a minnie ship are ure mwd, and ure hardners/ reppers
Have fun scrambling that blasterboat at 40km.
Why should a BS be a solo wtf pwn weapon ? just because a mega has to be up close ? or a geddon ? There are ships called interceptors to keep another ship scrammed. BS is a fleet ship
Quote:
A laser boat uses cap to shoot, to rep and to mwd
Amarr ships don't typically fit reps, but they fit cap boosters to compensate for the guns.
Since when does an amarr ship dont fit reppers ? Just because the hype says 3 1600 plates, trimark pumps and eanms doesnt mean there are really good ships setups with 1 or 2 reppers ! look at Kill2 movies.
Quote:
please stop whining and start playing nerf the nerf bat,
  I still think its funny LMAO
Quote:
if u want to know how to play well with a minnie ship, FEX A TEMPEST watch Cowns latest movie !
A skilled pilot taking down unskilled pilots doesn't make a ship balanced.
U got a point here, still he takes on multiple lesser skilled pilots which is still a good performance for such a bad ship with bad tank and bad dps ! BTW Tempest screams for a shield tank ;-)
Quote:
if u aint capable of killing another bs in a minnie bs dont fly minnie bs, as minnie bs is a high sp bs like the phoon u gotta train good missiles and good gunnery + drones skills.
Max skills, minmatar BS still fail in comparison. Good day sir.
Quote:
Minnie are ships for the Elite players !
If you had level 5 in every skill in game, you wouldn't fly minmatar battleships at all.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 17:05:00 -
[751]
Whoa, terrible quoting.
Originally by: The Bandid
Why should a BS be a solo wtf pwn weapon ? just because a mega has to be up close ? or a geddon ? There are ships called interceptors to keep another ship scrammed. BS is a fleet ship
Not only is that wrong, but you're missing the point. A geddon can do EVERYTHING a tempest or mael can at a better range, with a better tank. For half the price. It's hard to compare a BS 1v1 because it's not likely to happen. But switch the battleships in their small gang role and you'll see minmatar clearly sucks.
Quote:
Since when does an amarr ship dont fit reppers ? Just because the hype says 3 1600 plates, trimark pumps and eanms doesnt mean there are really good ships setups with 1 or 2 reppers ! look at Kill2 movies.
Since the nos nerf. Movies don't make a tactic correct. Active tanks can't keep up with gang-like DPS. They're ONLY useful for 1v1s or similar, and that's ONLY if your tank is over your opponent's damage.
Quote:
I still think its funny LMAO
Please, you threw out the 2 most generic online "insults" you could find.
Quote:
U got a point here, still he takes on multiple lesser skilled pilots which is still a good performance for such a bad ship with bad tank and bad dps ! BTW Tempest screams for a shield tank ;-)
What he did in a tempest he could have done 20x better in an abaddon. BTW, maelstrom is a shield tanker, 5 slots (3, minus MWD and scram, 2 if injecting) isn't much wiggle room. He probably just used the tempest for style. It is sexy.
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.18 17:13:00 -
[752]
There is nothing wrong with Tempest.
Tempest is perfetly balanced, "lots of free utility slot", ship. Tempest suffers from no cap problems what so ever. Double damage bonuses are nber.
Stop spreading your dirty imperial lies, Tempest is fine!
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Jim McGregor
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Posted - 2008.07.18 18:29:00 -
[753]
I think its the best looking battleship in the game, so its a tad frustrating it sucks so much.
---
Originally by: Roguehalo Can you nano Titans?
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.18 18:52:00 -
[754]
Originally by: Jim McGregor
I think its the best looking battleship in the game, so its a tad frustrating it sucks so much.
I agree 100%. Only reason I fly one right now.
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Karl Luckner
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Posted - 2008.07.18 19:26:00 -
[755]
Well, why should Minmatar trashcans be comparable to any other race ? They are supposed to be the lowtech guys. If anything is wrong with the Tempest, then maybe the productions costs. A dirt cheap double damage ship.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 19:28:00 -
[756]
Originally by: Karl Luckner Well, why should Minmatar trashcans be comparable to any other race ? They are supposed to be the lowtech guys. If anything is wrong with the Tempest, then maybe the productions costs. A dirt cheap double damage ship.
Yay, an RPer. Backstory says we should suck, why should we argue with the backstory?
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.18 20:32:00 -
[757]
Originally by: AstroPhobic
Originally by: Karl Luckner Well, why should Minmatar trashcans be comparable to any other race ? They are supposed to be the lowtech guys. If anything is wrong with the Tempest, then maybe the productions costs. A dirt cheap double damage ship.
Yay, an RPer. Backstory says we should suck, why should we argue with the backstory?
The back story makes no sense anyways and needs to be abandoned.
Why is the vagabond so effing fast if we are supposed to be so low tech? Why do the hugin and rapier get that sweet 40km web range if they are so low tech?
And directly to the rp sense, why ARE they so low tech? They could have easily stolen ammar technology and the gallente SHOULD have given them tons and tons of help. There really isn't an excuse for minmatar ships having the rp background that they do. (not that my whining about its stupidity will change anything) You would think that the friendly gallente folks would have seen them using what are basically giant machine guns and blunderbusses and said "nonono.... use these, they are called blasters..." and the minmatar dudes would have been like "sweet! lets make them fire faster!" and we would have gotten a mix between ac and blasters that wouldn't suck.
The whole rebel alliance look is cool and makes sense for the historical context of a war for freedom but now that they are a full republic it just makes no sense. Surely somebody would have been like "dudes, our stuff needs an upgrade... we still use gunpowder."
I mentioned it before but maybe the minmatar boost patch needs to coincide with an rp event like technological breakthroughs or elder technology or something like that. The new ship models already make them look a bit less junky, especially the t2 ships.
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Boz Well
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Posted - 2008.07.18 20:40:00 -
[758]
I always found it hilariously racist that Matar are the only black race, are ex-slaves, are supposed to be dumb, low tech guys that "jury rig" (being polite) up a ship with spare parts and duct tape. If only they added some gold chains/teeth to the portraits and put some spinners on the vagabond, it'd be complete.
My rant aside, heh, it's silly to say that because the back story says they are low-tech that they should be weaker in game. IMO, game balance should always trump the storyline of the game, and frankly if you can't come up with some BS way to work game balance into the story, you just aren't creative enough. The story of the game is always evolving, and could easily accomodate a fix to the Matar battleship line.
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Karl Luckner
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Posted - 2008.07.18 20:57:00 -
[759]
The Tempest is the oldest of the minmatar BS line. Where should the hightech come from ? The newer Minmatar designs are obviously more advanced. And what's wrong with making the Tempest just cheaper ? This way you can place any low SP Char in a battleship, if you need to blow up a POS and can't get capitals there for any reason. Kinda BS sized Caracal, eh ?
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Boz Well
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Posted - 2008.07.18 21:05:00 -
[760]
Originally by: Karl Luckner The Tempest is the oldest of the minmatar BS line. Where should the hightech come from ? The newer Minmatar designs are obviously more advanced. And what's wrong with making the Tempest just cheaper ? This way you can place any low SP Char in a battleship, if you need to blow up a POS and can't get capitals there for any reason. Kinda BS sized Caracal, eh ?
Sure, if you give Minmatar a fourth t1 bs. The problem with this sort of roleplaying rationale (i.e. it's old so low tech) is that because this is a video game, there is no in-game innovation and people aren't inventing new battleships. Things are fixed. Look at cars. They are coming out with new models every year, and every brand has different models. Some brands have a ton of models, some have just a few. If a model is crap, or today it's more like if it gets 5 mpg and so no one buys it, it gets discontinued. Because there's innovation, it's not a big deal when one model becomes obsolete for whatever reason, because new models come along.
EVE is not that though. It's a game. You get a flat, fixed 3 battleships per race, and a 1 paragraph description about its CCP-created history. Now, if they want to introduce a new battleship and just use the roleplay reason that the tempest will forever suck because it's an "old" ship, fine. But to just designate one of our battleships as crap and leave it that way is silly, because that takes away 1/3 of our effective battleship line-up. Because this is a game, the models are effectively 'fixed'. If you get rid of a model or designate it as crap, you're removing a fixed part of one race's line-up. That, imo, is bad for balance.
If the roleplayer in you can't handle them making balance-related changes to an old ship, then name the damn thing "Tempest Mk2" and fix it, haha. There are infinite ways to 'roleplay' a change to gameplay, but roleplay should never trump game balance.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 21:17:00 -
[761]
Originally by: Karl Luckner The Tempest is the oldest of the minmatar BS line. Where should the hightech come from ? The newer Minmatar designs are obviously more advanced. And what's wrong with making the Tempest just cheaper ? This way you can place any low SP Char in a battleship, if you need to blow up a POS and can't get capitals there for any reason. Kinda BS sized Caracal, eh ?
Who cares about the RP. ISK isnt a balancing point from race to race. This game isn't balanced on low SP chars, it's (supposedly) balanced on all level 5 everything. Otherwise, like boz said, I want another battleship.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.18 21:19:00 -
[762]
Joves need to take pitty on the minmatar bs line up and help them out.
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Karl Luckner
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Posted - 2008.07.18 21:20:00 -
[763]
Just forget for one moment that roleplaying thing. What is wrong with balancing a ship over purchasings costs. There are plenty of examples in real live. Take the T-55 tank. Old, outdatet, but dirt cheap and simple to operate. Those things get sometimes some new addon armour (equally you can strap those "modern" T2 modules on the tempest), and thats it. Just make it a dirt cheap blobbing ship, for people with low skills and small pockets.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 21:28:00 -
[764]
Originally by: Karl Luckner Just forget for one moment that roleplaying thing. What is wrong with balancing a ship over purchasings costs. There are plenty of examples in real live. Take the T-55 tank. Old, outdatet, but dirt cheap and simple to operate. Those things get sometimes some new addon armour (equally you can strap those "modern" T2 modules on the tempest), and thats it. Just make it a dirt cheap blobbing ship, for people with low skills and small pockets.
Real life != eve. The problem is you're making the race inferior and justifying it by low cost. So when I want a high performance battleship, I have no choices. I'm not able to participate in fleets.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.18 21:37:00 -
[765]
Edited by: Trojanman190 on 18/07/2008 21:38:02
Originally by: AstroPhobic
Originally by: Karl Luckner Just forget for one moment that roleplaying thing. What is wrong with balancing a ship over purchasings costs. There are plenty of examples in real live. Take the T-55 tank. Old, outdatet, but dirt cheap and simple to operate. Those things get sometimes some new addon armour (equally you can strap those "modern" T2 modules on the tempest), and thats it. Just make it a dirt cheap blobbing ship, for people with low skills and small pockets.
Real life != eve. The problem is you're making the race inferior and justifying it by low cost. So when I want a high performance battleship, I have no choices. I'm not able to participate in fleets.
I agree with AstroPhobic here, it should not be like that. But it should at the very least be even. Phoon and Tempest are two of the most expensive battleships of their tier and the phoon is aight and the tempest is fail. Jita prices put the pest 5mil - 8mil above the mega. So we pay more for crappy ships. Nice.
That makes no sense rp wise, our inferior technology costs more to produce? Someone screwed up there....
Costs should be base even for ships and should NOT dictate how good a ship is.
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Karl Luckner
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Posted - 2008.07.18 21:50:00 -
[766]
Sure. If people rip apart half of a fleet with their totally pimped out Nanos then its ok, because they spend a shitload of ISK on their setups. But if I apply the same logic on the Tempest, then it's the utter evil and not valid to balance things out. A cheap (30-40 million) Tempest could allow people to hop in a battleship, who couldn't afford to loose a Maelstrom or a Typhoon.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 21:58:00 -
[767]
Originally by: Karl Luckner Sure. If people rip apart half of a fleet with their totally pimped out Nanos then its ok, because they spend a shitload of ISK on their setups. But if I apply the same logic on the Tempest, then it's the utter evil and not valid to balance things out. A cheap (30-40 million) Tempest could allow people to hop in a battleship, who couldn't afford to loose a Maelstrom or a Typhoon.
First, nano gangs don't rip apart fleets. This is a dumb generalization and completely untrue.
Second, you have to consider it from a full level standpoint. I have every skill at 5. Why would I ever fly a tempest? The point is, I wouldn't, it would be useless to me. I can easily make another 30-40mil in an hour (level 4 game balance anyone?), and get a completely better ship.
Third, when you include insurance, your entire isk advantage goes to complete waste. You can buy, fit, insure, and lose a battleship and come out of it 10-15m down.
Fourth, just plain no. This means that older players will migrate to another race (if you apply this logic to all underpowered ships.. minnie caps, anyone?), making minmatar a "noob" race. Which introduces a giant mess of problems.
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Karl Luckner
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Posted - 2008.07.18 22:19:00 -
[768]
No, if the ship is cheaper, you have to pay less for insurance, and loose less money if it actually gets blown up.
If I consider the full level standpoint, I see the Phoon.
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Boz Well
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Posted - 2008.07.18 22:22:00 -
[769]
Originally by: Karl Luckner Sure. If people rip apart half of a fleet with their totally pimped out Nanos then its ok, because they spend a shitload of ISK on their setups. But if I apply the same logic on the Tempest, then it's the utter evil and not valid to balance things out. A cheap (30-40 million) Tempest could allow people to hop in a battleship, who couldn't afford to loose a Maelstrom or a Typhoon.
Don't you find it a little silly to make arguably most skill intensive race into a race who gets discount noob ships? And if you think nano's tear apart fleets, you need to try pvp'ing sometime. I appreciate that in real life, discount goods can be very useful. However, in real life, as I tried to make clear in my earlier post, you have innovation and LOTS of options (not just a fixed number, here, 3). Making one ship into a disposable/cheap/inferior model is basically removing a THIRD of our effective battleship line-up. When you consider that we're typically a high SP race, most of us have plenty of money. Not only that, when you consider INSURANCE, most battleships are dirt cheap anyways. Simply put, while your argument would perhaps work if balancing around real-life, it doesn't work in this video game.
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AstroPhobic
Minmatar
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Posted - 2008.07.18 22:30:00 -
[770]
Originally by: Karl Luckner No, if the ship is cheaper, you have to pay less for insurance, and loose less money if it actually gets blown up.
If I consider the full level standpoint, I see the Phoon.
No. The actual difference would be about 5 mil. You cant just decide to make one race for noobs, it doesn't work like that. 
|

Karl Luckner
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Posted - 2008.07.18 22:47:00 -
[771]
Originally by: Boz Well Don't you find it a little silly to make arguably most skill intensive race into a race who gets discount noob ships? And if you think nano's tear apart fleets, you need to try pvp'ing sometime. I appreciate that in real life, discount goods can be very useful. However, in real life, as I tried to make clear in my earlier post, you have innovation and LOTS of options (not just a fixed number, here, 3). Making one ship into a disposable/cheap/inferior model is basically removing a THIRD of our effective battleship line-up. When you consider that we're typically a high SP race, most of us have plenty of money. Not only that, when you consider INSURANCE, most battleships are dirt cheap anyways. Simply put, while your argument would perhaps work if balancing around real-life, it doesn't work in this video game.
You mean as skill intensive as going up the Rifter/Rupture/Hurricane line of ships ?  And I don't think it removes something from the lineup. In contrary, it offers the possibility to field a larger proportion of battleships, if the need arises.
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Boz Well
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Posted - 2008.07.18 23:15:00 -
[772]
Originally by: Karl Luckner
Originally by: Boz Well Don't you find it a little silly to make arguably most skill intensive race into a race who gets discount noob ships? And if you think nano's tear apart fleets, you need to try pvp'ing sometime. I appreciate that in real life, discount goods can be very useful. However, in real life, as I tried to make clear in my earlier post, you have innovation and LOTS of options (not just a fixed number, here, 3). Making one ship into a disposable/cheap/inferior model is basically removing a THIRD of our effective battleship line-up. When you consider that we're typically a high SP race, most of us have plenty of money. Not only that, when you consider INSURANCE, most battleships are dirt cheap anyways. Simply put, while your argument would perhaps work if balancing around real-life, it doesn't work in this video game.
You mean as skill intensive as going up the Rifter/Rupture/Hurricane line of ships ?  And I don't think it removes something from the lineup. In contrary, it offers the possibility to field a larger proportion of battleships, if the need arises.
I mean on the whole, the race is very skill intensive. I mean that before I'd fly any Matar ship, I would make sure I had t2 guns because AC's without barrage are incredibly limited. I mean that it would give the Minmatar pilots no real ascertainable advantage to have a cheap disposable piece of crap ship.
The point you can't seem to grasp is this. Battleships are CHEAP when you consider insurance. What actually adds to the cost of the ship is the equipment/rigs. Decreasing the cost of the ship does almost nothing, and keeping it as a piece of crap does nothing but worsen the Matar line-up of battleships.
Do you honestly think there are a lot of situations where a pilot would say "Gee if only I could save a measily 5 million to fly a piece of crap battleship I'd x for pos destruction!"? Do you honestly think that's going to improve the game and more specifically, the Minmatar race at the same time? It might offer the possibility of more people showing up to ops, but that possibility is so slight that it's meaningless.
If you want to create a mass-produced disposable piece of crap battleship, fine. But give the race a fourth one that's decent to make up for it.
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.19 08:27:00 -
[773]
YAY everyone
i got some RL problems so couldnt log till now...
hehe, i see everyone still discussing mimatar are good or not.
simply they are not.
we never had a specific role but we were good at everything. but the CCP attitude to nerf damn good, we lost our good at everything role, we lost the only good weapon: versatility.
in my opinion the hp buff is a sharp line, after thet we become actually broken
who survived the hp buff? stabber and vaga our recon thyphoon hurricane (maybe rupture)
oh i forget rifter  
they survived because they are fast, or because the do not use special megapowered tank. thypon is allways exception.... is just not minmatarish
how to solve:
simply undderstanding mechanics are different, AC and ARTY cap-freenes is no more the great adventage people say. our utility slot are useles if we cant tank. double damage bonus is useles too if our weapon are subpar.
decrease large projectile rof 20% (keeping the diseqution: at close blaster > AC, at range lasers > AC)
EMP in line whit antimatter
artys alpha back
 give tempest 7th low slot so i can fit gyrostab, or 1600, or suicase, or i can fit even traking modules for fleet ops
your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Ambien Torca
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Posted - 2008.07.19 09:45:00 -
[774]
Edited by: Ambien Torca on 19/07/2008 09:45:48 Typhoon: Switch default armor and shield values.
Maelstorm: Switch ROF bonus to 7.5 % damage bonus, this will get you back the fleet alpha people are asking for.
Tempest: Switch bonuses to 10% ROF and 5% Falloff instead of 5% dam/rof, +200 extra cargobay to hold more cap charges and ammo.
Artillery: Cut down fittings substantially so no RCU is needed to fit rack of arties + gun rigs with good fitting skills, gives both mael and temp extra slot to play with in sniper fits. This might also make Vargur with arties worth using (right :p ).
AC: Give 2nd and 3rd tiers of AC more optimal, not too much but few extra KM to make fitting them more worthwhile.
Ammos: Make Fusion top tier ammo instead of EMP and possibly nudge up the ammo damages a bit. Remove range penalty from Hail (and Void, Conflag) because currently they ain¦t worth using for most part.
(just another bunch of random ideas)
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Jim McGregor
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Posted - 2008.07.19 11:28:00 -
[775]
Edited by: Jim McGregor on 19/07/2008 11:29:01
Originally by: Ambien Torca
Ammos: Make Fusion top tier ammo instead of EMP and possibly nudge up the ammo damages a bit.
I like this. Minmatar should have explosive damage as their trademark, not silly EMP, thats the Amarr thing.
Also swapping the armor/shield values on the typhoon has been requested for ages, but I guess it makes too much sense to be implemented on a minmatar ship. ---
Originally by: Roguehalo Can you nano Titans?
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
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Posted - 2008.07.19 12:02:00 -
[776]
Originally by: Ambien Torca Edited by: Ambien Torca on 19/07/2008 09:45:48
AC: Give 2nd and 3rd tiers of AC more optimal, not too much but few extra KM to make fitting them more worthwhile.
(just another bunch of random ideas)
The other suggestions are sound, but I can't agree with this one. Our higher tier ACs do get a little more optimal, but that does't really help a lot. If you meant more falloff, then I can agree with you. 
Real men do it the hard way: fly Minmatar! |

AstroPhobic
Minmatar
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Posted - 2008.07.19 14:54:00 -
[777]
Originally by: Thercon Jair
Originally by: Ambien Torca Edited by: Ambien Torca on 19/07/2008 09:45:48
AC: Give 2nd and 3rd tiers of AC more optimal, not too much but few extra KM to make fitting them more worthwhile.
(just another bunch of random ideas)
The other suggestions are sound, but I can't agree with this one. Our higher tier ACs do get a little more optimal, but that does't really help a lot. If you meant more falloff, then I can agree with you. 
All of our ACs need more optimal. In the more-than-blasters department.
|

Veryez
|
Posted - 2008.07.20 02:22:00 -
[778]
Originally by: Ambien Torca Edited by: Ambien Torca on 19/07/2008 09:45:48 Typhoon: Switch default armor and shield values.
Maelstorm: Switch ROF bonus to 7.5 % damage bonus, this will get you back the fleet alpha people are asking for.
Tempest: Switch bonuses to 10% ROF and 5% Falloff instead of 5% dam/rof, +200 extra cargobay to hold more cap charges and ammo.
Artillery: Cut down fittings substantially so no RCU is needed to fit rack of arties + gun rigs with good fitting skills, gives both mael and temp extra slot to play with in sniper fits. This might also make Vargur with arties worth using (right :p ).
AC: Give 2nd and 3rd tiers of AC more optimal, not too much but few extra KM to make fitting them more worthwhile.
Ammos: Make Fusion top tier ammo instead of EMP and possibly nudge up the ammo damages a bit. Remove range penalty from Hail (and Void, Conflag) because currently they ain¦t worth using for most part.
(just another bunch of random ideas)
I find it very hard not to completely love all these ideas, though I'd prefer to boost falloff as AC's increase. Removing the range penality from hail would be like a dream come true.
|

Karl Luckner
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Posted - 2008.07.20 03:43:00 -
[779]
I think many people here try just to repeat the succes of the Amarr whinesquad. Turning the best race for cruisers in the best race overall. However, what about that: Tempest: minus one medslot, plus one lowslot (to bring it in line with Rifter->Rupture->Cane) Maelstrom: just add some speed to it, it is a Minmatar ship. artillery: decrease rate of fire, while keeping same DPS-> for godless alpha, lesser influence of reloads autocannons: increased falloff range projectile ammo: decreased volume and production costs
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Boz Well
|
Posted - 2008.07.20 03:55:00 -
[780]
Originally by: Karl Luckner I think many people here try just to repeat the succes of the Amarr whinesquad. Turning the best race for cruisers in the best race overall. However, what about that: Tempest: minus one medslot, plus one lowslot (to bring it in line with Rifter->Rupture->Cane) Maelstrom: just add some speed to it, it is a Minmatar ship. artillery: decrease rate of fire, while keeping same DPS-> for godless alpha, lesser influence of reloads autocannons: increased falloff range projectile ammo: decreased volume and production costs
To be honest, I think if you read the thread, you'd see a lot of us aren't trying to make minmatar godly. A lot of us aren't even advocating for out-dps'ing lasers, but rather just equaling or coming close to their damage while extending our range with AC's.
Personally, I don't need my Matar char to be the best in battleships. However, it'd be nice to be competitive in gank/tank, heh. As is, even with max gunnery/bs5, I rarely pilot a battleship on that char (I trained Raven for ratting sansha's, since I have t2 torp/cruise for phoon, heh). That said, your suggestions for the most part look reasonable, although I'm not exactly sure if I would prefer an optimal boost (out to 20km or so) or a falloff boost. The only reason I shy away from falloff boost is if we got a boost to falloff, a ship with a falloff bonus + rigs + barrage would be a little silly, lol. Then again, the only falloff bonus BS is a Vargur, and it's kinda meh, so that's not exactly a big concern.
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Karl Luckner
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Posted - 2008.07.20 05:41:00 -
[781]
Edited by: Karl Luckner on 20/07/2008 05:41:16
Originally by: Boz Well
To be honest, I think if you read the thread, you'd see a lot of us aren't trying to make minmatar godly. A lot of us aren't even advocating for out-dps'ing lasers, but rather just equaling or coming close to their damage while extending our range with AC's.
Personally, I don't need my Matar char to be the best in battleships. However, it'd be nice to be competitive in gank/tank, heh. As is, even with max gunnery/bs5, I rarely pilot a battleship on that char (I trained Raven for ratting sansha's, since I have t2 torp/cruise for phoon, heh). That said, your suggestions for the most part look reasonable, although I'm not exactly sure if I would prefer an optimal boost (out to 20km or so) or a falloff boost. The only reason I shy away from falloff boost is if we got a boost to falloff, a ship with a falloff bonus + rigs + barrage would be a little silly, lol. Then again, the only falloff bonus BS is a Vargur, and it's kinda meh, so that's not exactly a big concern.
Difficult thing, I think optimal boost doesn't make much sense for autocannons. The whole Matar technology is centered around falloff. Scaling effects would be much more powerful. And considering Vargur, well, this would be a positive sideffect. I think if Minmatar get better falloff with autocannons, Gallente would be pretty ****ed. One more positive sideffect !
All in all, I would have something to skill for, after I got somewhat decent skills with Claymore/Sleipnir.
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Boz Well
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Posted - 2008.07.20 05:48:00 -
[782]
Originally by: Karl Luckner Edited by: Karl Luckner on 20/07/2008 05:41:16
Originally by: Boz Well
To be honest, I think if you read the thread, you'd see a lot of us aren't trying to make minmatar godly. A lot of us aren't even advocating for out-dps'ing lasers, but rather just equaling or coming close to their damage while extending our range with AC's.
Personally, I don't need my Matar char to be the best in battleships. However, it'd be nice to be competitive in gank/tank, heh. As is, even with max gunnery/bs5, I rarely pilot a battleship on that char (I trained Raven for ratting sansha's, since I have t2 torp/cruise for phoon, heh). That said, your suggestions for the most part look reasonable, although I'm not exactly sure if I would prefer an optimal boost (out to 20km or so) or a falloff boost. The only reason I shy away from falloff boost is if we got a boost to falloff, a ship with a falloff bonus + rigs + barrage would be a little silly, lol. Then again, the only falloff bonus BS is a Vargur, and it's kinda meh, so that's not exactly a big concern.
Difficult thing, I think optimal boost doesn't make much sense for autocannons. The whole Matar technology is centered around falloff. Scaling effects would be much more powerful. And considering Vargur, well, this would be a positive sideffect. I think if Minmatar get better falloff with autocannons, Gallente would be pretty ****ed. One more positive sideffect !
All in all, I would have something to skill for, after I got somewhat decent skills with Claymore/Sleipnir.
I'm not really against a falloff boost. The more falloff the better, since it acts to slow the decline of our DPS at range. I'm just imaging the Vargur with a falloff boost, barrage and range rigs... lol. 100km falloff gogo? 
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Karl Luckner
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Posted - 2008.07.20 05:57:00 -
[783]
Lets say around 70-80km, would be perfect for a PvE vessel. The higher miss chance in deep falloff reduces the effective damage anyway a bit, so, hell yes.
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Alshu
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Posted - 2008.07.20 08:30:00 -
[784]
make the tempest worth flying PLEASE |

AstroPhobic
Minmatar
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Posted - 2008.07.20 14:50:00 -
[785]
Saying that autocannons shouldn't have optimal because they "falloff" is their thing doesn't make sense. They can still have falloff, and retain the advantages of falloff, only their damage reduction would start at the upper bounds of blaster range instead of below blasters' optimal. CCP is never going to give us 80km and 100km falloffs.
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To mare
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Posted - 2008.07.21 07:31:00 -
[786]
ROLE PLAY EVENT # 1 minmatar people discovered that connecting their guns to capacitor they could gain a rof boost on said guns. minmatard engineers always wondered why there was unwired stuff on they ships, finally they discovered what those wire was for.
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
versatility do you need it?
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Jalif
Deviance Inc
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Posted - 2008.07.21 09:10:00 -
[787]
Originally by: To mare ROLE PLAY EVENT # 1 minmatar people discovered that connecting their guns to capacitor they could gain a rof boost on said guns. minmatard engineers always wondered why there was unwired stuff on they ships, finally they discovered what those wire was for.
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
versatility do you need it?
/me likes
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Fifi LeFume
No Trademark The OSS
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Posted - 2008.07.21 13:28:00 -
[788]
Originally by: To mare
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
So you want double overload? It would add another layer of game mechanic and would add uneeded complexity to alot of things.
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To mare
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Posted - 2008.07.21 13:45:00 -
[789]
Originally by: Fifi LeFume
Originally by: To mare
my idea: leave the guns as they are but give us the choice to connect them or not to capacitor, disconnected gun use no capacitor and same dps as now, connected gun gain a rof bonus and use capacitor (capacitor usage need to be balanced with weak minmatar cap), this can be done only docked and only on minmatar ships.
So you want double overload? It would add another layer of game mechanic and would add uneeded complexity to alot of things.
i just want my weapon dont sucks, if i can get a boost w/o strange things is fine too. but since so many ppl consider capless weapon so ubber that they dont need to make a real damage im just trying to make everyone happy. - a weapon who use some cap but make a decent damge. - a weapon who dont use cap but make the crap damage it used to do. just brainstorming.
my favourite idea is still a plain boost to BALANCE projectile with others weapon system.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.21 15:01:00 -
[790]
Originally by: Karl Luckner Edited by: Karl Luckner on 20/07/2008 05:41:16
Originally by: Boz Well
To be honest, I think if you read the thread, you'd see a lot of us aren't trying to make minmatar godly. A lot of us aren't even advocating for out-dps'ing lasers, but rather just equaling or coming close to their damage while extending our range with AC's.
Personally, I don't need my Matar char to be the best in battleships. However, it'd be nice to be competitive in gank/tank, heh. As is, even with max gunnery/bs5, I rarely pilot a battleship on that char (I trained Raven for ratting sansha's, since I have t2 torp/cruise for phoon, heh). That said, your suggestions for the most part look reasonable, although I'm not exactly sure if I would prefer an optimal boost (out to 20km or so) or a falloff boost. The only reason I shy away from falloff boost is if we got a boost to falloff, a ship with a falloff bonus + rigs + barrage would be a little silly, lol. Then again, the only falloff bonus BS is a Vargur, and it's kinda meh, so that's not exactly a big concern.
Difficult thing, I think optimal boost doesn't make much sense for autocannons. The whole Matar technology is centered around falloff. Scaling effects would be much more powerful. And considering Vargur, well, this would be a positive sideffect. I think if Minmatar get better falloff with autocannons, Gallente would be pretty ****ed. One more positive sideffect !
All in all, I would have something to skill for, after I got somewhat decent skills with Claymore/Sleipnir.
Well the big underlying problem with falloff is that if you are fighting in falloff, where we are supposedly supposed to fight, you do wet noodle dps. There are a few options for changing this so that its actually feasible to fight effectively at falloff ranges. 1. More Optimal 2. More Falloff. 3. More Dps.
You can't just boost any one of these. To much optimal makes them to close to lasers. To much dps makes them to much like blasters. To much falloff means falloff rigs could get you hitting at 100km.
Optimal needs a slight boost, faloff needs a slight boost. Just enough of each so that they do a good bit more damage more than blasters at mid range and just a bit less than lasers at that range.
Also, the vargur is a joke. Boosting falloff so that it wasn't a joke wouldnt be a bad thing (tho i still wouldn't waste my time with a marauder)
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To mare
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Posted - 2008.07.21 15:14:00 -
[791]
Edited by: To mare on 21/07/2008 15:14:54 optimal is fine. changing it lead to nothing, at least you dont change it alot. what's your idea of a balanced optimal for AC? (i would like to see a astro idea since he's the main sponsor of this)
a 22km base falloff on 800mm is hardly game breaking but at least is a reason to upgrade.(thats my idea of a falloff boost)
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AstroPhobic
Minmatar
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Posted - 2008.07.21 15:16:00 -
[792]
Edited by: AstroPhobic on 21/07/2008 15:17:52 A better way to think of an optimal for minnie is like this.
We fight in falloff. Okay. Damage reduction starts at 3km. This isn't good when blasters have larger optimal and more damage. By the time you get out of blaster dominant range, you're already far below lasers. What you're doing when you increase optimal is you increase the lower bound to be over blaster's optimal. This (obviously) means our damage isn't reduced until you're at least past blaster range. This is good. It's basically a shift of our DPS graph to the right, by x optimal range. This makes us more competitive with lasers.
Edit: Dyslexia.
@To Mare: I'll get on some numbers soon.
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To mare
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Posted - 2008.07.21 15:32:00 -
[793]
Edited by: To mare on 21/07/2008 15:35:08 i want the numbers 
anyway. optimal boost and same falloff you get more dps until X km where you still in optimal then you get the damage reduction of fallof. falloff boost and same optimal you get full dps at short range but but you get a lower damage reduction at distance. with T1 ammo your optimal go down by a 50% and falloff rest the same so you will use only half of the optimal boost. with T2 ammo you get a +50% boost to falloff. i dont say more optimal isnt good but the effectiveness versus falloff is all a matter of numbers, it depends of how much you want it increased. + optimal is + dmg at short range + falloff is + dmg at long range
edit: also want to say even if we boost range (optimal or falloff dont matter) we can have a advantage vs blaster boat, but vs laserboat is still a huge loss.
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Boz Well
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Posted - 2008.07.21 15:48:00 -
[794]
If you add optimal and keep everything the same, then it will improve out DPS at EVERY range except 1-3km. That's an improvement. I favor the idea of doing that and giving us a slight DPS boost overall, which will improve DPS at every range, and improve DPS more at ranges beyond 3km.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.21 15:59:00 -
[795]
Originally by: To mare Edited by: To mare on 21/07/2008 15:35:08 i want the numbers 
anyway. optimal boost and same falloff you get more dps until X km where you still in optimal then you get the damage reduction of fallof. falloff boost and same optimal you get full dps at short range but but you get a lower damage reduction at distance. with T1 ammo your optimal go down by a 50% and falloff rest the same so you will use only half of the optimal boost. with T2 ammo you get a +50% boost to falloff. i dont say more optimal isnt good but the effectiveness versus falloff is all a matter of numbers, it depends of how much you want it increased. + optimal is + dmg at short range + falloff is + dmg at long range
edit: also want to say even if we boost range (optimal or falloff dont matter) we can have a advantage vs blaster boat, but vs laserboat is still a huge loss.
I dunno. Lasers don't do a shitton of damage at long range cuz they have high falloff...
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AstroPhobic
Minmatar
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Posted - 2008.07.21 16:07:00 -
[796]
Originally by: Boz Well If you add optimal and keep everything the same, then it will improve out DPS at EVERY range except 1-3km. That's an improvement. I favor the idea of doing that and giving us a slight DPS boost overall, which will improve DPS at every range, and improve DPS more at ranges beyond 3km.
Exactly. Think of autocannons' damage over range graph... and then shift it, to the right. Then move everything up a little bit. This is where autocannons should be.
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.21 16:38:00 -
[797]
Originally by: Trojanman190
I dunno. Lasers don't do a shitton of damage at long range cuz they have high falloff...
DOOR
---------------------->
THAT WAY
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Boz Well
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Posted - 2008.07.21 17:28:00 -
[798]
Originally by: Siddy
Originally by: Trojanman190
I dunno. Lasers don't do a shitton of damage at long range cuz they have high falloff...
DOOR
---------------------->
THAT WAY
I think what Trojan is saying is that just boosting our falloff won't help much.
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AstroPhobic
Minmatar
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Posted - 2008.07.21 17:33:00 -
[799]
Originally by: Siddy
DOOR
---------------------->
THAT WAY
Down siddy, down! He's agreeing we need more optimal. 
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Siddy
Minmatar Gay Nationalist Association of Amamake
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Posted - 2008.07.21 18:05:00 -
[800]
oh...
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To mare
|
Posted - 2008.07.21 18:19:00 -
[801]
its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.21 19:32:00 -
[802]
Edited by: Trojanman190 on 21/07/2008 19:34:11
Originally by: Siddy oh...
Yea you completely missed the sarcasm. Lasers barely have falloff.
Originally by: To mare its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
Scorch is pretty win.
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AstroPhobic
Minmatar
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Posted - 2008.07.21 19:53:00 -
[803]
Originally by: To mare its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
Numbers to think about(no skills)
Current Neutron Blaster cannon II range: 7200m 800mm II - 4800m Mega Pulse II - 24km
Halfway between MP II and Neutron Blaster II - 16.5km Proposed: 18km
With Barrage: 18km + 24km. Remember this is unskilled, so with full skills... 22.5km + 30km. We'd be doing about 65-70% of our damage at 45km (scorch range).
At 35km, we'd be doing about 85% damage. Much better.
Couple this with a switch from EMP --> fusion, and autocannons are fixed. Of course, model all other tiers like this.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.21 19:55:00 -
[804]
Originally by: AstroPhobic
Originally by: To mare its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
Numbers to think about(no skills)
Current Neutron Blaster cannon II range: 7200m 800mm II - 4800m Mega Pulse II - 24km
Halfway between MP II and Neutron Blaster II - 16.5km Proposed: 18km
With Barrage: 18km + 24km. Remember this is unskilled, so with full skills... 22.5km + 30km. We'd be doing about 65-70% of our damage at 45km (scorch range).
At 35km, we'd be doing about 85% damage. Much better.
Couple this with a switch from EMP --> fusion, and autocannons are fixed. Of course, model all other tiers like this.
I like that a lot.
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AstroPhobic
Minmatar
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Posted - 2008.07.21 19:59:00 -
[805]
Originally by: Trojanman190
I like that a lot.
Me too. Shame people are sticking to their falloff only. 
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.21 20:44:00 -
[806]
Originally by: AstroPhobic
Originally by: Trojanman190
I like that a lot.
Me too. Shame people are sticking to their falloff only. 
Cuz it's probably the more likely one if we get any kind of a boost at all.
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AstroPhobic
Minmatar
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Posted - 2008.07.21 22:08:00 -
[807]
Originally by: Trojanman190
Cuz it's probably the more likely one if we get any kind of a boost at all.
Unfortunately. Maybe CCP will come to their senses and realize having no optimal is pretty stupid.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 00:58:00 -
[808]
Originally by: Karl Luckner on the other hand, it would change the status quo
How? Autocannons are supposed to be the "midrange" as it is, I'm just helping it along.
Quote: Most probably AstroPhobic now pulls out his Raven setup with the hughe EM hole to make a point.
Making minmatar ships rely on other ships isn't exactly the best idea. We're the ones with the "awesome" painter bonuses anyway.
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Karl Luckner
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Posted - 2008.07.22 01:08:00 -
[809]
Edited by: Karl Luckner on 22/07/2008 01:09:02 Edited by: Karl Luckner on 22/07/2008 01:08:30 Well, you give autocannons better optimal and better falloff compared to blasters. In my opinion no problem, since blaster still have the damage on their side. Nethertheless, I don't think CCP would do this. On the other hand, making the painter ships a bit more diserable, could improve autocannons and artillery, since both have falloff on their side. Combined with a slight falloff boost, kinda backdoor solution.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 01:18:00 -
[810]
Originally by: Karl Luckner Well, you give autocannons better optimal and better falloff compared to blasters. In my opinion no problem, since blaster still have the damage on their side. Nethertheless, I don't think CCP would do this.
Well, autos have always had more falloff. I don't see any reason to not give them more optimal. It's not like autos and blasters are even comparable at their current optimals. It's a joke, really. CCP decided that minmatar shall have falloff. Okay, fine. But watching the worst DPS guns lose DPS after 3km is kind of heart breaking. Especially with the worst tanking ships.
Quote:
On the other hand, making the painter ships a bit more diserable, could improve autocannons and artillery, since both have falloff on their side. Combined with a slight falloff boost, kinda backdoor solution.
Projectiles don't need a backdoor solution. They need a real fix. I have posted some numbers, some setups that make people cringe. A DPS graph, tempest vs geddon, is nothing short of depressing. Variable damage types... cap usage, blah blah. They mean very little. I am loaded with barrage 9 times out of 10, and in the age of cap boosters and passive tanks, capless weapons are almost a bad joke.
Here's a hint: Raven can do 1200 DPS at 30km with 90k EHP, full tackle, and a painter. Guess what, the raven's weapons use no cap. A tempest can't even scratch 1200 at 3 KM with a worse EHP. That's a double damage bonused ship.
But you know, we have capless weapons, therefore we deserve to suck. 
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Karl Luckner
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Posted - 2008.07.22 02:17:00 -
[811]
Originally by: Karl Luckner Most probably AstroPhobic now pulls out his Raven setup with the hughe EM hole to make a point.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 02:36:00 -
[812]
Originally by: Karl Luckner
Originally by: Karl Luckner Most probably AstroPhobic now pulls out his Raven setup with the hughe EM hole to make a point.
Indeed. Thermal is the most common damage type in eve. You can switch an extender for an anti-EM rig if you really want, but whatever. EHP is EHP and you have to take "holes" with a grain of salt when you're buffer tanking.
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Karl Luckner
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Posted - 2008.07.22 03:04:00 -
[813]
Point is, I don't think CCP will give you your better optimal. My proposal was to buff target painters in a way, they would infact increase your optimal, by decreasing the miss chance in falloff + buffing fallof range a bit. Now you may go on and post your unrealistic Raven setup, but this won't help your request in any way.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 03:13:00 -
[814]
Originally by: Karl Luckner Point is, I don't think CCP will give you your better optimal. My proposal was to buff target painters in a way, they would infact increase your optimal, by decreasing the miss chance in falloff + buffing fallof range a bit. Now you may go on and post your unrealistic Raven setup, but this won't help your request in any way.
It's not unrealistic at all. It's perfectly viable. The EM hole is inconvenient for you, but it doesn't make a setup "fail" or "unrealistic". Plug it with a rig if you want, but it only takes away a few K EHP .
Anyway, you're not going to see optimal increases in painters, at least none big enough to matter for autocannons. The falloff thing is shaky, the only way you could hit better in falloff is to increase it... and since painter is an EW thing, not a tracking mod, I don't think it's going to work. Remember that the 50% chance to hit at optimal+falloff is against an infinitely large, unmoving signature.
I don't think, anyway, the fix to a weapon should lie in it's racial EW. ECM dont help missiles, TDs don't help lasers (directly at least), and damps don't help blasters, but one script indirectly helps their drones.
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Boz Well
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Posted - 2008.07.22 03:19:00 -
[815]
All you'd do with your suggestion Karl is to force Matar to use up one of our mid slots in order to get a little more range. We'd still do less DPS with your solution, and we'd have to use up a midslot just to compete at range. All because, what, you don't think CCP will do something? I thought the tempest was supposed to have extra mid slots for "versatility", and now you're suggesting they create a module that would fill one of those mid-slots just to make their guns competitive?
Frankly, it's not our place to try and predict what CCP will do. We can guess what they might do based on past conduct (i.e. they probably won't be keen on putting our alpha back to the way it was), and so it's probably worth our time to brainstorm for idea other than restoring our alpha. But unless you're Madame Cleo out of game, you don't have a clue what they will do in the future, nor do I, nor does anyone. Throw out the suggestions and make an argument, but don't try and half-ass guess what they will do and create a goofy work-around based on that. If they want to create a goofy backdoor fix, they can, but I don't see any benefit in assuming they will WANT to fix large projectiles in a goofy backdoor way.
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.22 09:48:00 -
[816]
karl and astro... your idea is great, fantastic. i hate stay in falloff, but....
i think this will too drastic. see how many idiots whitout reading a post, write "but you use no cap" "but your ships are faster" "but you have more mid slot"
"bla bla bla"
iff ccp would chamge so much the ground, the status quo, they'ii have about 15'000 player whining "i wanna be boosted too"
this is why i'm blocked in my idea of ROF bonus.
it would push up our damage, and it would be
very very useful in falloff fight.
summing i believe ROF boost is the only solution ccp would appreciate _(in my opinion)
rof boost & alpha + bring short rage ammo in line whit others + 7th low tempest+ maelstrom agility speed reviewed
minmatar are ok for the next five year

your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

deadmeet
|
Posted - 2008.07.22 11:42:00 -
[817]
Originally by: AstroPhobic
Originally by: To mare its all a question of numbers depend how much optimal you want with said boost. if you say give AC 20km optimal ok it make a difference. but if you speak of a 10km optimal you just gain 2.5 km optimal with short range ammo.
laser are so good at range because they have scorch
Numbers to think about(no skills)
Current Neutron Blaster cannon II range: 7200m 800mm II - 4800m Mega Pulse II - 24km
Halfway between MP II and Neutron Blaster II - 16.5km Proposed: 18km
With Barrage: 18km + 24km. Remember this is unskilled, so with full skills... 22.5km + 30km. We'd be doing about 65-70% of our damage at 45km (scorch range).
At 35km, we'd be doing about 85% damage. Much better.
Couple this with a switch from EMP --> fusion, and autocannons are fixed. Of course, model all other tiers like this.
/signed for the idea.
It is not overpowered, it is not useless, it bring back some versatility... It's more minmatar inline.
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.22 12:26:00 -
[818]
Edited by: Kagura Nikon on 22/07/2008 12:29:59 People are really insane with this make ac have long range. With the exemplified 18 km range they would have better effective range than lasers. YES way better. because you need to put short ragen ammo on both before compare them.
Also don get why people want minmatar to have a huge punch at 3km. Forget that! Trying to change the race completely is not the way because is very unlikely devs would do it. Try to focus on improving their current advantages. An increase of about 30% of the falloff itself would be more than enough MORE than enough to achieve a realistic boost in the range department.
The damage department is completely different. And I still support that the best way to solve the damage issue is fixing the ammo.
Make AC short range ammo have same base damage as antimatter and the same to barrage (and faction short range same as faction antimatter). Done. You have a reasonable (10%) increase in damage. I would also suggest making Fusion the highest damage ammo , swap fusion and EMP on the damage chart.
FOLLOWING FIGURES ARE ON AC USING THEORETICALLY CORRECTED AMMO OF SAME POWER THAN HYBRID AMMO AND THE SUGGESTED FALLOFF BOOST.
That would make a temepst armed with 6 dual 425mm (barrage) and no damage mod do 485 dps (from GUNS only) with a 5km range and 40 km falloff (and most damage being explosive that is very good against 3/4 of BS or other big targets). Change into 800mm and you get 530 dps.
Might not look much.. but then you look at a maelstrom with 3 gyros and 800mm (barrage) and falloff rigs. Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage. You cannot reasonably expect more than that! Doing MORE dps than a megathron at point blank from your guns and with a much broader range of engagement, better damage type, no cap issues.
So people need to start focusing in things that have some chance of being implemented!
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods). ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Blind Jhon
Amarr Alenia psy departement
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Posted - 2008.07.22 13:26:00 -
[819]
Originally by: Kagura Nikon
....
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods).
7th low slt  your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

To mare
|
Posted - 2008.07.22 13:32:00 -
[820]
Originally by: Kagura Nikon Edited by: Kagura Nikon on 22/07/2008 12:29:59 People are really insane with this make ac have long range. With the exemplified 18 km range they would have better effective range than lasers. YES way better. because you need to put short ragen ammo on both before compare them.
Also don get why people want minmatar to have a huge punch at 3km. Forget that! Trying to change the race completely is not the way because is very unlikely devs would do it. Try to focus on improving their current advantages. An increase of about 30% of the falloff itself would be more than enough MORE than enough to achieve a realistic boost in the range department.
The damage department is completely different. And I still support that the best way to solve the damage issue is fixing the ammo.
Make AC short range ammo have same base damage as antimatter and the same to barrage (and faction short range same as faction antimatter). Done. You have a reasonable (10%) increase in damage. I would also suggest making Fusion the highest damage ammo , swap fusion and EMP on the damage chart.
FOLLOWING FIGURES ARE ON AC USING THEORETICALLY CORRECTED AMMO OF SAME POWER THAN HYBRID AMMO AND THE SUGGESTED FALLOFF BOOST.
That would make a temepst armed with 6 dual 425mm (barrage) and no damage mod do 485 dps (from GUNS only) with a 5km range and 40 km falloff (and most damage being explosive that is very good against 3/4 of BS or other big targets). Change into 800mm and you get 530 dps.
Might not look much.. but then you look at a maelstrom with 3 gyros and 800mm (barrage) and falloff rigs. Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage. You cannot reasonably expect more than that! Doing MORE dps than a megathron at point blank from your guns and with a much broader range of engagement, better damage type, no cap issues.
So people need to start focusing in things that have some chance of being implemented!
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods).
i somewhat agree with you on the 18km optimal and about the falloff thing (when i get home i will post something to explain what i mean dont flame me on this statement, wait a few hours)
about damage you are wrong because barrage already have the same damage of the others long range T2 ammo, so T2 ammo arent the problem of AC suckiness (T1 yes, need to be on par). 800mm have a 32,5% less dps than blaster and a 15% less dps than laser. so even with same dmg on ammo projectile still sux the +10% on barrage you say can be done boosting ACs to leave all the ammo with same base dmg.
oh we going to make the maelstrom "woo powerfull" cant be, minmatar BS must sucks right? maestrom tank for pvp is somewhat decent on 1vs1 but already on 2vs2 maestrom active tank is death. maestrom is big, slow, and handle like a rohk (brick). dmg type is racial flavor you cant balance a race on the damage they deal.
|

deadmeet
|
Posted - 2008.07.22 13:49:00 -
[821]
Quote: Might not look much.. but then you look at a maelstrom with 3 gyros and 800mm (barrage) and falloff rigs. Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage. You cannot reasonably expect more than that! Doing MORE dps than a megathron at point blank from your guns and with a much broader range of engagement, better damage type, no cap issues.
You forget to mention that megathron use 7 turret, not 8 to do this damage, it have a better drone bay, it have more speed, and it is tiers 2 BS...
Do you think it even need to outdps it to compensate the (crappy) capless weapon ?
.... I really think no...
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.22 13:50:00 -
[822]
I do agree with kagura that it is unlikely to be implemented but that's just because ccp dislikes large changes.
The way I see it the only way to have more damage at mid range than blasters with out having more damage inside of blaster optimal is to increase the optimal of autocannons. If we just get a falloff boost it would have to be huge to have any effect on our dps at mid range. The only other option is to just up dps which would make us the kings of close range, which is wrong.
So... the only way to make us more effective at mid range while not owning close range and long range is an optimal boost. I don't see an alternative. Changing damage values on ammo wont do shit for 25km - 35km ranges, we will still have lost most of our dps by that range.
Also, the concept of doing something useful with the target painter is not for this thread. TPs blow for the race that gets bonuses to them, that's ****ed up as it is. Maybe target painters should blind the target they are hitting.... who knows. But I think the one thing we can all agree on is that we absolutely do not want to be required to bring a target painter along on every single one of our ac ships. That does not seem like a fix at all.
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To mare
|
Posted - 2008.07.22 14:10:00 -
[823]
Originally by: Trojanman190 I do agree with kagura that it is unlikely to be implemented but that's just because ccp dislikes large changes.
The way I see it the only way to have more damage at mid range than blasters with out having more damage inside of blaster optimal is to increase the optimal of autocannons. If we just get a falloff boost it would have to be huge to have any effect on our dps at mid range. The only other option is to just up dps which would make us the kings of close range, which is wrong.
wrong this depend on how much you boost AC. +50% boost? yes overpowered everyone will say that. but a +15% boost leave AC with a 17% less dps than blaster and the same dmg as laser with way less range. now if we consider ship bonus (rof is better than dmg) bonused blaster have a 10% better dps than bonused projectile (blaser have shorthest range), bonused laser have a bit worse dps than bonused projectile but laser have more more range. king of short range? to be a king of short range you need both DPS and TANK do i have to remember you how the minmatar tank is?
about optimal i will post something later but giving optimal to a weapon system bonused for falloff is something wrong to me.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.22 14:14:00 -
[824]
Originally by: To mare
Originally by: Trojanman190 I do agree with kagura that it is unlikely to be implemented but that's just because ccp dislikes large changes.
The way I see it the only way to have more damage at mid range than blasters with out having more damage inside of blaster optimal is to increase the optimal of autocannons. If we just get a falloff boost it would have to be huge to have any effect on our dps at mid range. The only other option is to just up dps which would make us the kings of close range, which is wrong.
wrong this depend on how much you boost AC. +50% boost? yes overpowered everyone will say that. but a +15% boost leave AC with a 17% less dps than blaster and the same dmg as laser with way less range. now if we consider ship bonus (rof is better than dmg) bonused blaster have a 10% better dps than bonused projectile (blaser have shorthest range), bonused laser have a bit worse dps than bonused projectile but laser have more more range. king of short range? to be a king of short range you need both DPS and TANK do i have to remember you how the minmatar tank is?
about optimal i will post something later but giving optimal to a weapon system bonused for falloff is something wrong to me.
Maybe... but it is far more unlikely that they will boost the falloff enough to matter. That would mean with rigs we could get 50% of our damage at 90km. No other ship can... wait. Apoc with a rig and two tracking computers can get its range to 92km optimal... thats 100% damage at that range. Maybe... with falloff rigs... the tempest should be allowed to have it's falloff go that far.
I mean when you think about it it sounds no more crazy than 100km pulses. It actually sounds more balanced because it would only be possible with rigs and it would be 50% top damage.
|

To mare
|
Posted - 2008.07.22 14:34:00 -
[825]
Originally by: Trojanman190 Maybe... but it is far more unlikely that they will boost the falloff enough to matter. That would mean with rigs we could get 50% of our damage at 90km. No other ship can... wait. Apoc with a rig and two tracking computers can get its range to 92km optimal... thats 100% damage at that range. Maybe... with falloff rigs... the tempest should be allowed to have it's falloff go that far.
I mean when you think about it it sounds no more crazy than 100km pulses. It actually sounds more balanced because it would only be possible with rigs and it would be 50% top damage.
falloff already matter, falloff rigs + barrage allow you to deal a good chunk of you damage pretty far away. not all our BS can use falloff rigs w/o downgrade weapon, only mael can do that pretty well but even amarr bs have some problems at that. my idea about boosting falloff is to give a 19 km to 650mm and 22km to 800mm, but if i have to exaggerate id say give AC +13km falloff, probably is a more viable solutions for CCP than give a +13km optimal since falloff is the minmatar thing. +13 km falloff with falloff rigs and barrage will be too much i know, but the same apply to the 18km optimal(unbonused) + long range ammo.
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Boz Well
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Posted - 2008.07.22 14:46:00 -
[826]
Originally by: Trojanman190
Originally by: To mare
Originally by: Trojanman190 I do agree with kagura that it is unlikely to be implemented but that's just because ccp dislikes large changes.
The way I see it the only way to have more damage at mid range than blasters with out having more damage inside of blaster optimal is to increase the optimal of autocannons. If we just get a falloff boost it would have to be huge to have any effect on our dps at mid range. The only other option is to just up dps which would make us the kings of close range, which is wrong.
wrong this depend on how much you boost AC. +50% boost? yes overpowered everyone will say that. but a +15% boost leave AC with a 17% less dps than blaster and the same dmg as laser with way less range. now if we consider ship bonus (rof is better than dmg) bonused blaster have a 10% better dps than bonused projectile (blaser have shorthest range), bonused laser have a bit worse dps than bonused projectile but laser have more more range. king of short range? to be a king of short range you need both DPS and TANK do i have to remember you how the minmatar tank is?
about optimal i will post something later but giving optimal to a weapon system bonused for falloff is something wrong to me.
Maybe... but it is far more unlikely that they will boost the falloff enough to matter. That would mean with rigs we could get 50% of our damage at 90km. No other ship can... wait. Apoc with a rig and two tracking computers can get its range to 92km optimal... thats 100% damage at that range. Maybe... with falloff rigs... the tempest should be allowed to have it's falloff go that far.
I mean when you think about it it sounds no more crazy than 100km pulses. It actually sounds more balanced because it would only be possible with rigs and it would be 50% top damage.
I just don't see us in need of more falloff. It's not that it can't achieve the same purpose (i.e. preventing our damage from degrading as quickly), but it also stretches out our range quite a bit more. Do we really need our autocannons to reach out to artillery ranges?
The way I see it, we can still be the 'falloff' race and have more than 3km optimal. It's not like we're asking for barrage to have 50km optimal or the ridiculous ranges scorch would have, haha. Its range would still be predominently determined by falloff. Adding a bit of optimal, while boosting damage, seems like an elegant solution that puts us squarely in the mid-range of weapons, a place where I think most of us agree we need to be. Boosting falloff even more begins to look to me like we'd be competing for a long-range weapon system, and our AC's would be stretching out into artillery range.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.22 14:48:00 -
[827]
Im just trying to look at it from every angle... I really support the more optimal idea.
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Boz Well
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Posted - 2008.07.22 14:51:00 -
[828]
Originally by: Trojanman190 Im just trying to look at it from every angle... I really support the more optimal idea.
I think the consensus seems to be a raw damage boost, coupled with some sort of range boost (either optimal or falloff). We seem divided on optimal/falloff, but the point is a bit more range, yes? How CCP chooses to do it is up to them.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.22 14:59:00 -
[829]
I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
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To mare
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Posted - 2008.07.22 15:00:00 -
[830]
TBH im happy even only with the dmg boost if they boost it enough. about the range i think is silly that blaster and laser get a noticeable increase with the tier of the guns while projectile get only 1 km optimal.
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Boz Well
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Posted - 2008.07.22 15:05:00 -
[831]
Originally by: Trojanman190 I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
I think it was Astro a while back that asked if all we get is a little range, then how are we competitive with other BS? We'd still deal less DPS and have less tank and still have less range than laser boats (who will also have more damage at any range). I'd like to see a slight DPS boost that puts us slightly above/on par with laser damage at the closer ranges (but degrades as falloff kicks in), and still leaves us well below blasters.
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Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.07.22 15:14:00 -
[832]
We do get bonuses to tracking links... But I agree we do need a direct fix to autocannons. It is quite clear that they are outclassed in every respect, and make minmatar less competitive. I like astros idea of the optimal boost, it is by far the most effective proposal thus far, and would put auotcannons on par with other guns.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 15:21:00 -
[833]
Originally by: Kagura Nikon
People are really insane with this make ac have long range. With the exemplified 18 km range they would have better effective range than lasers. YES way better. because you need to put short ragen ammo on both before compare them.
I'm not following you. Provide some numbers. With EMP and MF loaded, we'd still be behind in DPS, and range. Even more so, thanks to our shitty t1 ammo.
Quote:
That would make a temepst armed with 6 dual 425mm (barrage) and no damage mod do 485 dps (from GUNS only) with a 5km range and 40 km falloff (and most damage being explosive that is very good against 3/4 of BS or other big targets). Change into 800mm and you get 530 dps.
Make a real fit, include drones. No damage mod and a full rack of bonused guns is kind of silly to compare. Plus, I seriously doubt you're getting 530 DPS from 800mm guns with no gyros at 45km.
Quote: Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage.
Make real fits, not pointless fits to prove your point. A mega will easily hit over 1k with drones.
Quote:
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods).
Rabble rabble rabble. The raven already does more DPS at a better range than the mael. I hardly think it's current DPS is overpowered, given that it can be outdamage either by a mega or a geddon at any range.
|

AstroPhobic
Minmatar
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Posted - 2008.07.22 15:23:00 -
[834]
Originally by: Boz Well
Originally by: Trojanman190 I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
I think it was Astro a while back that asked if all we get is a little range, then how are we competitive with other BS? We'd still deal less DPS and have less tank and still have less range than laser boats (who will also have more damage at any range). I'd like to see a slight DPS boost that puts us slightly above/on par with laser damage at the closer ranges (but degrades as falloff kicks in), and still leaves us well below blasters.
After working on my numbers with the optimal and falloff, it doesn't seem to be a big big deal. 5% should be plenty, but it's definitely a range thing that makes autos suck, not a damage thing.
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To mare
|
Posted - 2008.07.22 15:24:00 -
[835]
Originally by: Trojanman190 I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
but this is the point even if you boost projectile by a 15% AND AFTER the ship bonus (dmg for gallente rof for minmatar) blaster still have a 10% more firepower than AC.
not giving a dmg boost to AC but just a range boost you will have a advantage vs blaster but you still lose vs laser in both damage and range.
the idea is to trade range for dmg if at range we have laser > projectile > blaster, blaster > laser > projectile on damage is wrong why laser have to do more dmg than projetile at higher range? dmg blaster > projectile > laser is more fair.
when weapon are balanced just let the ships and they bonus do what they are supposed to do.
minmatar BS shouldnt be a "i win" button but not even a "i lose" button.
if projectile get a +15% boost minmatar BS dont become uberr, the pilot still need a brain if go too close to a blaster boat the more raw dps and better tank of the blasterboat still kill you , but if you manage to maintain the range for some time before the blaster boat catch you you have a chance to win. same goes for laser boat if the laser boat manage to keep the projectile boat at range for some time the laser boat win, if the projectile boat close the distance fast enough projectile win, laser have an advantage on this the can switch lens w/o penality they can fry you with good damage at hugh range and even better at close range and since the switch of the lens is w/o delay they have no dps loss. so not a approach > gank > win but something where you need to think a bit at what are you doing.
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To mare
|
Posted - 2008.07.22 15:29:00 -
[836]
Originally by: AstroPhobic
After working on my numbers with the optimal and falloff, it doesn't seem to be a big big deal. 5% should be plenty.
you know what's the 5% of 1000 right?
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.22 15:39:00 -
[837]
Originally by: To mare
Originally by: Trojanman190 I think I'm the only one that does not feel we need a raw damage boost. I really don't want to give blaster users a thing to whine about, their damage gap should remain wide.
but this is the point even if you boost projectile by a 15% AND AFTER the ship bonus (dmg for gallente rof for minmatar) blaster still have a 10% more firepower than AC.
not giving a dmg boost to AC but just a range boost you will have a advantage vs blaster but you still lose vs laser in both damage and range.
the idea is to trade range for dmg if at range we have laser > projectile > blaster, blaster > laser > projectile on damage is wrong why laser have to do more dmg than projetile at higher range? dmg blaster > projectile > laser is more fair.
when weapon are balanced just let the ships and they bonus do what they are supposed to do.
minmatar BS shouldnt be a "i win" button but not even a "i lose" button.
if projectile get a +15% boost minmatar BS dont become uberr, the pilot still need a brain if go too close to a blaster boat the more raw dps and better tank of the blasterboat still kill you , but if you manage to maintain the range for some time before the blaster boat catch you you have a chance to win. same goes for laser boat if the laser boat manage to keep the projectile boat at range for some time the laser boat win, if the projectile boat close the distance fast enough projectile win, laser have an advantage on this the can switch lens w/o penality they can fry you with good damage at hugh range and even better at close range and since the switch of the lens is w/o delay they have no dps loss. so not a approach > gank > win but something where you need to think a bit at what are you doing.
At close range the better tank on the blaster bout should NOT be why a minmatar battleship loses. The Minmatar battleship should lose because blasters are supposed ot be the shortest range weapon and are supposed to output face melting dps at close range.
Also, the 15% straight dps boost still makes us useless at the edge of our optimal. It makes our guns some bastardized version of a blaster yet still nowhere near as good.
|

AstroPhobic
Minmatar
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Posted - 2008.07.22 15:47:00 -
[838]
Originally by: To mare
Originally by: AstroPhobic
After working on my numbers with the optimal and falloff, it doesn't seem to be a big big deal. 5% should be plenty.
you know what's the 5% of 1000 right?
Trick question? It's obviously (105%, 5% boost)1050. Big buff? Hardly.
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To mare
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Posted - 2008.07.22 15:49:00 -
[839]
Originally by: Trojanman190 At close range the better tank on the blaster bout should NOT be why a minmatar battleship loses. The Minmatar battleship should lose because blasters are supposed ot be the shortest range weapon and are supposed to output face melting dps at close range.
Also, the 15% straight dps boost still makes us useless at the edge of our optimal. It makes our guns some bastardized version of a blaster yet still nowhere near as good.
blaster will win even with less tank because after a 15% boost and after ship bonus blaster still deal more damage at shorter range tank is just a bonus.
if you plan to keep going for the range to obtain a real balance you should obtain more range than pulse laser and a T2 ammo with a optimal boost and not falloff boost, and to be honest this seems just useless to me.
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.07.22 15:57:00 -
[840]
Edited by: Kagura Nikon on 22/07/2008 16:01:15
Originally by: AstroPhobic
Originally by: Kagura Nikon
People are really insane with this make ac have long range. With the exemplified 18 km range they would have better effective range than lasers. YES way better. because you need to put short ragen ammo on both before compare them.
I'm not following you. Provide some numbers. With EMP and MF loaded, we'd still be behind in DPS, and range. Even more so, thanks to our shitty t1 ammo.
Quote:
That would make a temepst armed with 6 dual 425mm (barrage) and no damage mod do 485 dps (from GUNS only) with a 5km range and 40 km falloff (and most damage being explosive that is very good against 3/4 of BS or other big targets). Change into 800mm and you get 530 dps.
Make a real fit, include drones. No damage mod and a full rack of bonused guns is kind of silly to compare. Plus, I seriously doubt you're getting 530 DPS from 800mm guns with no gyros at 45km.
Quote: Then you will be seeing 754 DPS with range 6 KM and falloff of 48 km. Considering that a neutron Megatron with 3 damage mods can do 730 dps at 11km and with 16 falloff this must be realistically seen as a GOOD damage.
Make real fits, not pointless fits to prove your point. A mega will easily hit over 1k with drones.
Quote:
The tempest itself is another issue.. need to be careful. You cannot try to correct tempest solely using guns changes of you make the maelstrom woo powerfull (since it will 90% of time have 3 damage mods).
Rabble rabble rabble. The raven already does more DPS at a better range than the mael. I hardly think it's current DPS is overpowered, given that it can be outdamage either by a mega or a geddon at any range.
No you should NOT do real fits. If we are discussing AC vs Blasters you need to focus only on the GUNS damage! Is pretty simple If you cannot, or are unable to isolate the variables of the problem then you will never get an useful analysis and the forthcomming observations will be utterly useless. Exactly as yours. For example using the "we have bad t1 ammo " to criticize my post when that is exactly what I typed!!
Also no where i said I could achieve that dps at 45 km, and we should NOT achieve it! That range is the ammar focus. Stop trying to make all guns work same way! Ammar guns have huge disadvantages to balance the range advantage. Fittings, cap usage and tracking and worse of all DAMAGE TYPE IS HORRIBLE. So they SHOULD deal more damage at 45 km than minmatar guns, yes! And no moaning from you will change that!
If people keep suggesting stupid things without even being able to make a proper analysis this thread will be seen as just a lame whinning for the devs and nothing will ever happens. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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AstroPhobic
Minmatar
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Posted - 2008.07.22 16:03:00 -
[841]
Originally by: Kagura Nikon
No you should NOT do real fits. If we are discussing AC vs Blasters you need to focus only on the GUNS damage! Is pretty simple If you cannot, or are unable toisolate the variables of the problem then you will never get an usefull annalysis and the forthcommingobservations wil be utherly uselles. Exaclty as yours. For example using the "we have bad t1 ammo " to criticize my post when that is exaclty what I typed!!
I don't see how you cant take ships into the mix. Give us good paper autocannons, and on our paperthin battleships we'll still fail.
If you want to do side by side analysis, fine. Do it not fitted to anything. Otherwise you end up with meaningless numbers.
You can't simply pick and choose what parts you want to analyze and say "this is fine" because then you ignore the entire rest of the ship, which at the moment, makes minmatar fail EVEN harder. The entire fit is absolutely crucial if you want to compare game balance. Otherwise you end up with good paper autocannons and good paper lasers, and then the monstrous imbalance between their respective ships that we have today.
|

Boz Well
|
Posted - 2008.07.22 16:05:00 -
[842]
Abstract comparisons of the weapons are of little use IMO, because you will never see a blaster get jumped by an autocannon while trying to rat. Guns will always be fitted to ships, and so they should be compared using ships. This really isn't that hard to do though, since the battleships tend to share the same bonuses, and there are only a handful that need be considered for the comparison. This means you have to account for ships, fits, ammo, etc., and makes the comparison a little bit more difficult, but certainly not impossible.
Perhaps I was premature in speaking for everyone, haha, but I thought I saw a common thread in our posts. At least for me, I think a slight DPS boost (Astro says 5%, Ta 15%, I'd say either or somewhere in between), coupled with a range boost (I think optimal is a more elegant solution and puts us clearly in the mid-range fighting zone, but I also recognize that more falloff will work as well) will be a proper fix to autocannons. We won't be doing the top DPS, we won't have the top range, we won't have the top tank, but we'll be right in the middle of everything and usually have some utility slots to boot. That, to me, sounds like a great place for autocannons to be.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 16:08:00 -
[843]
Take a note that To Mare's falloff boost + 15% DPS increase only makes us better at short ranges, where an optimal boost + 5% DPS increase makes us better at all ranges, especially mid range.
Not to discredit her ideas, because I do think we're unlikely for the optimal boost (i'll keep pushing), however I think mine puts autocannons in the place they're supposed to be in.
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Boz Well
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Posted - 2008.07.22 16:12:00 -
[844]
Edited by: Boz Well on 22/07/2008 16:13:13
Originally by: AstroPhobic Take a note that To Mare's falloff boost + 15% DPS increase only makes us better at short ranges, where an optimal boost + 5% DPS increase makes us better at all ranges, especially mid range.
Not to discredit her ideas, because I do think we're unlikely for the optimal boost (i'll keep pushing), however I think mine puts autocannons in the place they're supposed to be in.
Actually it's not quite so clear-cut. A falloff boost wouldn't help at all at the closest ranges, and would instead help at the longest ranges. Optimal boost shifts the graph to the right, falloff boost keeps the graph the same but DPS will decline more slowly in falloff range and will stretch out further.
Edit: That said, I like the optimal solution, because it will help us maintain DPS at short ranges, still do quite well in mid-ranges, and it won't stretch out max range out quite as far.
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Karl Luckner
|
Posted - 2008.07.22 16:26:00 -
[845]
The somewhat special Mael aside, you should be able to dictate range with your Minmatar ship. Against a blasterboat, you should try to stay outside of his optimal range. (Ok in my opinion). Against a laserboat, you would oviously be forced to get close up and personal, since his range with sorch is higher then scramrange. Amarrships have the EHP advantage on their side, so you need to do more damgage. Means highest damage ammo should do explo/kin to explore his weakness. Add to that, the Minmatar ship should be an armortank, 'cause of the better resistances against em/therm. So maybe all this talking about range/falloff is nonsense, a ship fitted with autocannons just has to outdamage a laser boat at the fitting damagetypes.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 16:30:00 -
[846]
Originally by: Boz Well Edited by: Boz Well on 22/07/2008 16:13:13
Originally by: AstroPhobic Take a note that To Mare's falloff boost + 15% DPS increase only makes us better at short ranges, where an optimal boost + 5% DPS increase makes us better at all ranges, especially mid range.
Not to discredit her ideas, because I do think we're unlikely for the optimal boost (i'll keep pushing), however I think mine puts autocannons in the place they're supposed to be in.
Actually it's not quite so clear-cut. A falloff boost wouldn't help at all at the closest ranges, and would instead help at the longest ranges. Optimal boost shifts the graph to the right, falloff boost keeps the graph the same but DPS will decline more slowly in falloff range and will stretch out further.
Edit: That said, I like the optimal solution, because it will help us maintain DPS at short ranges, still do quite well in mid-ranges, and it won't stretch out max range out quite as far.
By shorter ranges, I meant the 15% DPS boost. The falloff won't help in the longer ranges nearly as much as an optimal.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 16:35:00 -
[847]
Originally by: Karl Luckner The somewhat special Mael aside, you should be able to dictate range with your Minmatar ship. Against a blasterboat, you should try to stay outside of his optimal range. (Ok in my opinion). Against a laserboat, you would oviously be forced to get close up and personal, since his range with sorch is higher then scramrange. Amarrships have the EHP advantage on their side, so you need to do more damgage. Means highest damage ammo should do explo/kin to explore his weakness. Add to that, the Minmatar ship should be an armortank, 'cause of the better resistances against em/therm. So maybe all this talking about range/falloff is nonsense, a ship fitted with autocannons just has to outdamage a laser boat at the fitting damagetypes.
You mentioned it once, EHP. Amarr and gallente have (much) higher EHP, and more damage in their respective ranges. Any way you cut it, you're doing around similar (if not less) damage at these ranges, and your crappy tank will fold.
Which is why I think minmatar shouldn't really be a BS v BS type of ship. I don't think they ever were. Should a skilled player in a minnie ship take on a less skilled player in an amarr ship? Absolutely. However comparing max skills everything, I think it's fair to have the amarr ship with an upper hand.
Something to note, though, is ACs tracking. With a new and improved optimal boost, and near blaster tracking, minmatar ships should dominate the lower classes. Especially with the nano-ships (Ahem... I'm not proposing minnie BS to be the "nano solution"), autocannons will now hit for pretty much full damage, with good tracking at their usual ranges. Tempest should mop up every "small man" in a gang fight.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 16:38:00 -
[848]
Originally by: Karl Luckner The somewhat special Mael aside, you should be able to dictate range with your Minmatar ship.
Sorry for the triple post, but I have to touch on this.
The days of kiting megas are over. Especially with overheating MWDs, your tempest or phoon isn't going to dictate anything. Their speed advantage is marginal at best.
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Boz Well
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Posted - 2008.07.22 16:46:00 -
[849]
Originally by: AstroPhobic Edited by: AstroPhobic on 22/07/2008 16:36:57 Edited by: AstroPhobic on 22/07/2008 16:36:30
Originally by: Boz Well Edited by: Boz Well on 22/07/2008 16:13:13
Originally by: AstroPhobic Take a note that To Mare's falloff boost + 15% DPS increase only makes us better at short ranges, where an optimal boost + 5% DPS increase makes us better at all ranges, especially mid range.
Not to discredit her ideas, because I do think we're unlikely for the optimal boost (i'll keep pushing), however I think mine puts autocannons in the place they're supposed to be in.
Actually it's not quite so clear-cut. A falloff boost wouldn't help at all at the closest ranges, and would instead help at the longest ranges. Optimal boost shifts the graph to the right, falloff boost keeps the graph the same but DPS will decline more slowly in falloff range and will stretch out further.
Edit: That said, I like the optimal solution, because it will help us maintain DPS at short ranges, still do quite well in mid-ranges, and it won't stretch out max range out quite as far.
By shorter ranges, I meant the 15% DPS boost.
Edit: 15% DPS + Falloff should give better results at minimum and optimal+falloff ranges. 5% DPS + optimal should give better results in that "medium" range, where I think we should be.
I am assuming the damage boost is a seperate change from falloff/optimal. To me, adding either optimal or falloff is a range boost, and damage is a seperate issue. I think the best fix is range+damage, so in either case (optimal or falloff), I'm thinking there also needs to be a damage boost as well. I don't view this as a 15+falloff or 5+optimal... I see it as falloff or optimal, and then X damage boost (and I think 5-15% is a decent range for them to pick from). Basically, isolate the range boost, and then look at what the two types of boosts (optimal or falloff) do to our range. Viewing it in that light, I favor the optimal boost, because it favors our short-range damage, puts us out to mid-range, and keeps our maximum range from becoming silly-long.
Basically, if you try to compare the two when optimal gets 10% LESS damage boost than falloff, then the comparison of course becomes skewed.
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To mare
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Posted - 2008.07.22 17:11:00 -
[850]
Edited by: To mare on 22/07/2008 17:12:55 ok im playing a bit wit eft i tried the 18km optima thing, its not that easy to try because there is no way to reach 18 km with actual AC+ barrage but 16km is close enough. i tried to compare a gun with +13km optimal (unbonused) and one with+13km falloff to actual values. screw the dps i tried to leave them as close as possible to compare ranges, if you want you can scale the numbers but thats not the point.
this graph is using a short range ammo with -50% range. with a -50%ammo the AC with +13km optimal have a slight advantage an the first few km (10dps of 380 total) but the AC with +13 km win hands down for all the rest of the curve.
this is using barrage again the +13 km win an the first km but not for a great number (20dps of 460), the +13km AC falloff wins again at longer distance by a bigger margin.
imho both ideas are overpowered. those should be the range graph without skill and without rigs. add rigs or module and you will project the damage too far away.
but the point is that a boost to falloff isnt that bad and it will make almost the same results as a optimal boost on AC. also falloff is more minmatarish and less game breaking than optimal.
fail too small
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Karl Luckner
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Posted - 2008.07.22 17:26:00 -
[851]
Minmatar have excellent HAC's and BC's to mop up the small stuff. Who should kill battleships on behalf of the Minmatar fleet in your opinion ? I think Minmatar battleships should be balanced against Amarr, and Gallente vs. Caldari. And I don't see how even the mighty Phoon would stand a chance against an injected Abbadon.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.22 18:02:00 -
[852]
Originally by: Karl Luckner Minmatar have excellent HAC's and BC's to mop up the small stuff. Who should kill battleships on behalf of the Minmatar fleet in your opinion ? I think Minmatar battleships should be balanced against Amarr, and Gallente vs. Caldari. And I don't see how even the mighty Phoon would stand a chance against an injected Abbadon.
Phoon is tier 1 and abbaddon is tier 3. (tho that fight is easily winable for all you test server junkies, abaddon aint the 1v1 ship of choice)
Just because we have great curisers and decent battle cruisers does NOT mean that our battleships need to be gimp to make things fair. That's an entire avenue of the game cut off to paying customers, customers that were not aware of this problem when they were noobs (or the problems didnt exist).
Omg, my vagabond is really fast... nerf our battleships to make up for it! This line of thinking is just wrong, for ANY situation and for ANY race.
I don't mean to come down hard on you dude, but the fights we speak of dont have clear cut sides. The gangs I fly with are predominantly gallente followed by amar and minmatar with some caldari (rr and sniper). The gangs we fight have a similar makeup.
They all be balanced against them all. Then they should all be balanced against the other classes. At no point should it EVER be rock paper scizzors. It should never be Minmatar > Amar > Caldari > Galente and it isn't like that. Except at the bs level Everyone > Minmatar.
To the other posters about the dps + optimal + falloff...
18 + 30 after skills sounds good. Heck id be bappy with 15 + 30 or 15 + 35 on barrage. It sounds reasonable.
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Boz Well
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Posted - 2008.07.22 18:26:00 -
[853]
While I think that argument is crap as well Troj, I don't think Karl was making it. I think he's saying our battleships can't stand up against other battleships, and it's not consolation if our battleships are better versus cruisers due to range/tracking. Someone mentioned our battleships being good against nano's with these possible changes, due to tracking+range, and I think Karl's referring to that. At least I think that's what he's saying, haha.
One of the huge problems to these discussions on forums is that most of us post quickly and it's not always clear what we're trying to say. Factor into that a lot of people not speaking english as a first language, and a lot of people who DO speak it as a first language not speaking it well, lol, and sometimes it gets confusing. And no, I'm not trying to say Karl's english is bad or anything, lol, just that I think you guys are talking past each other, as is common on forums haha.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 20:48:00 -
[854]
Edited by: AstroPhobic on 22/07/2008 20:49:59
Originally by: Karl Luckner Minmatar have excellent HAC's and BC's to mop up the small stuff.
I disagree. Toe to toe against amarr counterparts, we'd lose more often than not. With the hurricane and rupture being the only two ships that really have a chance on a 1 on 1. Rifter I'm sure, but t1 frigates aren't really what we're discussing now.
Quote: Who should kill battleships on behalf of the Minmatar fleet in your opinion ?
Phoon is the closest thing we've got, since the majority of it's weapons aren't minmatar. I don't truly think that minmatar should be a battleship killing race. They should compete, sure. A 30m SP minnie BS should take down a 15m SP amarr BS. However, given full choice of ship, given the task to defeat another ship of the same class, I doubt that minmatar should ever be the choice. Mobility and "versatility" are pretty much the only strong points of minmatar. Let me be clear: I'm not opting for a minmatar geddon or megathron. I think our ships should compete with them, however in their respective roles, the geddon and megathron should remain kings.
Quote:
I think Minmatar battleships should be balanced against Amarr, and Gallente vs. Caldari. And I don't see how even the mighty Phoon would stand a chance against an injected Abbadon.
This is where racial flavor stabs you in the foot. In a perfect world, everything would be balanced. Minmatar's strong points do not favor the larger ship classes, at all. They do favor the smaller ship classes, however this is not a balancing point. Instead of saying "2bad, u guys have vagabond", inject some MORE flavor into minmatar. If they're not doing well in the BS class, give them more mobility, give them their middle range, and give them a chance to have a role in this game. Making them gwarrr gank + buffer tank ships will never fly, so I suggest we embrace our slightly faulty racial flavor and use it to enhance our battleships.
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Veryez
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Posted - 2008.07.22 21:21:00 -
[855]
Originally by: AstroPhobic Edited by: AstroPhobic on 22/07/2008 20:49:59
Originally by: Karl Luckner Minmatar have excellent HAC's and BC's to mop up the small stuff.
I disagree. Toe to toe against amarr counterparts, we'd lose more often than not. With the hurricane and rupture being the only two ships that really have a chance on a 1 on 1. Rifter I'm sure, but t1 frigates aren't really what we're discussing now.
Quote: Who should kill battleships on behalf of the Minmatar fleet in your opinion ?
Phoon is the closest thing we've got, since the majority of it's weapons aren't minmatar. I don't truly think that minmatar should be a battleship killing race. They should compete, sure. A 30m SP minnie BS should take down a 15m SP amarr BS. However, given full choice of ship, given the task to defeat another ship of the same class, I doubt that minmatar should ever be the choice. Mobility and "versatility" are pretty much the only strong points of minmatar. Let me be clear: I'm not opting for a minmatar geddon or megathron. I think our ships should compete with them, however in their respective roles, the geddon and megathron should remain kings.
Quote:
I think Minmatar battleships should be balanced against Amarr, and Gallente vs. Caldari. And I don't see how even the mighty Phoon would stand a chance against an injected Abbadon.
This is where racial flavor stabs you in the foot. In a perfect world, everything would be balanced. Minmatar's strong points do not favor the larger ship classes, at all. They do favor the smaller ship classes, however this is not a balancing point. Instead of saying "2bad, u guys have vagabond", inject some MORE flavor into minmatar. If they're not doing well in the BS class, give them more mobility, give them their middle range, and give them a chance to have a role in this game. Making them gwarrr gank + buffer tank ships will never fly, so I suggest we embrace our slightly faulty racial flavor and use it to enhance our battleships.
While I agree in principle with what your saying, I can't pass it off lightly. While I understand a ship can't be a 'solopwnmobile' it should have a role that it's useful in. For example going against an equal sized gang with a scorpion in it and you mounting no ECCM - should result in a pretty bad outcome for you. The scorpion is designed to jam ships and has no equal in the battleship class (well I guess the widow is technically a battleship class ship, but the point is valid). The Apoc and the Rohk are the range kings, gal ships rule DPS and Amarr's tank. I believe Minmatar ships should be very good at something, but their advantages don't play out well at the battleship level. Strangely, I always thought the Hype was more of a minmatar ship than the Mael. Minmatar battleships in general (and the Tempest in particular) need a better defined role.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.07.22 22:50:00 -
[856]
Originally by: Boz Well I just don't see us in need of more falloff. It's not that it can't achieve the same purpose (i.e. preventing our damage from degrading as quickly), but it also stretches out our range quite a bit more. Do we really need our autocannons to reach out to artillery ranges?
It really doesn't matter if optimal is increased or falloff is increased. Increasing either will increase damage at a given range, and will also increase the maximim effective weapon range (unless you reduce one while increasing the other, which wouldn't really be much of a boost).
People need to stop thinking in terms of optimal and falloff and start thinking of damage curves as a function of range f(x), where the shape and points of that curve is deteremined by optimal and falloff.
One can be in falloff and outdamage people in their optimals, and vice versa.
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AstroPhobic
Minmatar
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Posted - 2008.07.22 22:57:00 -
[857]
Edited by: AstroPhobic on 22/07/2008 22:59:28
Originally by: Veryez
While I agree in principle with what your saying, I can't pass it off lightly. While I understand a ship can't be a 'solopwnmobile' it should have a role that it's useful in. For example going against an equal sized gang with a scorpion in it and you mounting no ECCM - should result in a pretty bad outcome for you. The scorpion is designed to jam ships and has no equal in the battleship class (well I guess the widow is technically a battleship class ship, but the point is valid). The Apoc and the Rohk are the range kings, gal ships rule DPS and Amarr's tank. I believe Minmatar ships should be very good at something, but their advantages don't play out well at the battleship level. Strangely, I always thought the Hype was more of a minmatar ship than the Mael. Minmatar battleships in general (and the Tempest in particular) need a better defined role.
Exactly. Since it's dubious at best to try and make them better fire support, better tank support, better EW support, or general BS vs BS combat, I think we should capitalize on our superior tracking, add in some range, maybe get a small target painter boost and now AC ships have a role in small gang pvp. Kill smaller ships. While some may say this is a BC's job, I disagree. Our battleships should agility boosts, speed boosts, and tracking boosts to further in this role. Right now our bonuses are confusing at best (5/6 are damage bonuses, one is active shield tanking?), and seem to want us to gear towards large ship pew pew DPS combat. Our guns and ships obviously don't cater to that, so I think this is an oversight by the devs.
Make a drake and a harbinger squeal at the sight of a tempest. Make any cruiser or nanohac loathe trying to fight one. Make any t1 cruiser quiver in fear of being instapopped by artillery.
THIS is minmatar. Not DPS and EHP wars. Should we be competitive in BS vs BS combat? Yes. Should we be out seeking other BS targets in a minmatar ship? I don't think so.
Especially post-utility slot and post-HP nerf, trying to fight other battleships is a lost cause. We don't have tricks up our sleeve anymore, CCP nerfed them.
Edit: Incoming "THIS IS SPARTA". 
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Boz Well
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Posted - 2008.07.22 23:15:00 -
[858]
Originally by: Clavius XIV
Originally by: Boz Well I just don't see us in need of more falloff. It's not that it can't achieve the same purpose (i.e. preventing our damage from degrading as quickly), but it also stretches out our range quite a bit more. Do we really need our autocannons to reach out to artillery ranges?
It really doesn't matter if optimal is increased or falloff is increased. Increasing either will increase damage at a given range, and will also increase the maximim effective weapon range (unless you reduce one while increasing the other, which wouldn't really be much of a boost).
People need to stop thinking in terms of optimal and falloff and start thinking of damage curves as a function of range f(x), where the shape and points of that curve is deteremined by optimal and falloff.
One can be in falloff and outdamage people in their optimals, and vice versa.
Assuming you're talking to me, had you read my posts, I think you'd realize I understand how falloff works and how it affects the graph. Pretty sure I never claimed optimal is better simply because optimal = more DPS than falloff. I would hope most people here understood how the two work, heh, and the only real debate in this thread between the two has been whether CCP is likely to give us optimal, or more likely to give us falloff if anything.
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kessah
State Protectorate
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Posted - 2008.07.22 23:18:00 -
[859]
I like the Tempest 8 5 6 layout left tbh, 5 medslots is pretty useful imho.
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Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2008.07.22 23:54:00 -
[860]
Originally by: kessah I like the Tempest 8 5 6 layout left tbh, 5 medslots is pretty useful imho.
Well unfortunatly spare midslots are not quite as uber as they used to be, and this along with Nos changes is the main reason why the closerange tempest is not as good as it was.
TD makes the pest do well soloing other BS, but one rarely can solo in BS these days. Of course as a Tempest master you know this, and TBH I'm suprised you haven't had more input in this thread :)
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To mare
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Posted - 2008.07.23 08:25:00 -
[861]
Originally by: Trojanman190 Also, the 15% straight dps boost still makes us useless at the edge of our optimal. It makes our guns some bastardized version of a blaster yet still nowhere near as good.
also wouldnt a optimal range boost makes our guns some bastardized version of laser yet still nowhere near as good as laser are? less damage less range anyone?
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kessah
State Protectorate
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Posted - 2008.07.23 09:10:00 -
[862]
Originally by: Clavius XIV
Originally by: kessah I like the Tempest 8 5 6 layout left tbh, 5 medslots is pretty useful imho.
Well unfortunatly spare midslots are not quite as uber as they used to be, and this along with Nos changes is the main reason why the closerange tempest is not as good as it was.
TD makes the pest do well soloing other BS, but one rarely can solo in BS these days. Of course as a Tempest master you know this, and TBH I'm suprised you haven't had more input in this thread :)
whoa... deja vu...
il try an be original with this post, weird...
Erm yeh, spare meds are excellent for eccm atm, altho tbh there are already alot of battleships with the same slot layout 8 4 7, apoc, mega, abaddon, phoon. I find the most appealing part of the Pest is its versatility.
Il also go as far as saying i quite like it at the moment. It lacks dps but its still powerful in terms of crippling other battleships and below. TBH i dont think its a Tempest problem, its an Large Autocannon issue.
Without heavy amounts of bonuses they really lack dps, i mean the maelstrom always fits 3 dm's so it can handle the single bonus it gets. On the phoon tho the dps from the autocannons just fails in comparison to the torpedos, you get 80dps less from unbonus'ed medium neutron blaster cannons.
I believe its Large Autocannons that are the issue, add that to the fact that republic fleet EMP has a total of 52.5 total modified dmg and AN MF / CN AM total 55.5
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.07.23 10:49:00 -
[863]
Edited by: Cpt Branko on 23/07/2008 10:50:58
Originally by: AstroPhobic
This is where racial flavor stabs you in the foot. In a perfect world, everything would be balanced. Minmatar's strong points do not favor the larger ship classes, at all. They do favor the smaller ship classes, however this is not a balancing point. Instead of saying "2bad, u guys have vagabond", inject some MORE flavor into minmatar. If they're not doing well in the BS class, give them more mobility, give them their middle range, and give them a chance to have a role in this game. Making them gwarrr gank + buffer tank ships will never fly, so I suggest we embrace our slightly faulty racial flavor and use it to enhance our battleships.
The only issue is that Minmatar BS barring the Typhoon (even that partially) get no racial flavour whatsoever; they don't get Minmatar agility, and their speeds are not that much better (particularly for the Maelstorm which is horribly slow and feels like a Caldari ship pre-agility buff with autocannons, very un-minmatarish). Even the Typhoon isn't all *that* agile, even though its speed is rather awesome. The Tempest handles the same way a Megathron or a Hyperion does, with only a minor speed boost. So it loses the Minmatar flavour, and gets, in return, nothing.
That said, I rather like the Tempest - even though it lacks in raw damage, has no agility advantage, and has more shiled HP then armour HP on a typically armour-tanked ship (wtf is up with that?). It's supposed to be versatile (well, it sortof is, but we could improve on that)? Give it more dronebay so you can have spare sets of drones for different things, you didn't boost it's hp/dps but gave it more all-around usability.
Yes, large ACs are meh, but just fixing them wouldn't really fix the Tempest.
Also: role of 'small ship killer' with a tracking boost (currently, a Mega outtracks you), and with fixing EMP L to give equivalent damage to MF / AM, would be nice large AC boosts.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

To mare
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Posted - 2008.07.23 12:21:00 -
[864]
if you want the drones play with the typhoon. tempest is a gunboat and minmatar arent a drone race.
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.23 13:39:00 -
[865]
Originally by: To mare if you want the drones play with the typhoon. tempest is a gunboat and minmatar arent a drone race.
The phoon is the complete oddball and for that reason really does not suffer from the other problems the minmatar have.
The 8 - 5 - 6 layout is fine the way it is. Dropping a mid will mean you can't snipe with the tempest. It needs the 5 mids. Even without an mwd it has horrible targetting range and optimal.
The 5th mid is one of the things that make the tempest unique, might not be the greatest right now but it keeps a little bit of flavor.
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To mare
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Posted - 2008.07.23 14:06:00 -
[866]
Originally by: Trojanman190 The phoon is the complete oddball and for that reason really does not suffer from the other problems the minmatar have.
The 8 - 5 - 6 layout is fine the way it is. Dropping a mid will mean you can't snipe with the tempest. It needs the 5 mids. Even without an mwd it has horrible targetting range and optimal.
The 5th mid is one of the things that make the tempest unique, might not be the greatest right now but it keeps a little bit of flavor.
where you read in this page about dropping 5th slot for a 7th slot? almost everyone saying they like theyr 5th slot.
what matters your comment on the typhoon with what i said since you are quoting me?
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.23 14:46:00 -
[867]
Originally by: To mare
Originally by: Trojanman190 The phoon is the complete oddball and for that reason really does not suffer from the other problems the minmatar have.
The 8 - 5 - 6 layout is fine the way it is. Dropping a mid will mean you can't snipe with the tempest. It needs the 5 mids. Even without an mwd it has horrible targetting range and optimal.
The 5th mid is one of the things that make the tempest unique, might not be the greatest right now but it keeps a little bit of flavor.
where you read in this page about dropping 5th slot for a 7th slot? almost everyone saying they like theyr 5th slot.
what matters your comment on the typhoon with what i said since you are quoting me?
Clearly I should be accounted in that everyone. Also the slot issue was being talked about, on this page, 4 or 5 posts above yours.
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AstroPhobic
Minmatar
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Posted - 2008.07.23 14:58:00 -
[868]
Originally by: Cpt Branko Edited by: Cpt Branko on 23/07/2008 10:50:58
Originally by: AstroPhobic
This is where racial flavor stabs you in the foot. In a perfect world, everything would be balanced. Minmatar's strong points do not favor the larger ship classes, at all. They do favor the smaller ship classes, however this is not a balancing point. Instead of saying "2bad, u guys have vagabond", inject some MORE flavor into minmatar. If they're not doing well in the BS class, give them more mobility, give them their middle range, and give them a chance to have a role in this game. Making them gwarrr gank + buffer tank ships will never fly, so I suggest we embrace our slightly faulty racial flavor and use it to enhance our battleships.
The only issue is that Minmatar BS barring the Typhoon (even that partially) get no racial flavour whatsoever; they don't get Minmatar agility, and their speeds are not that much better (particularly for the Maelstorm which is horribly slow and feels like a Caldari ship pre-agility buff with autocannons, very un-minmatarish). Even the Typhoon isn't all *that* agile, even though its speed is rather awesome. The Tempest handles the same way a Megathron or a Hyperion does, with only a minor speed boost. So it loses the Minmatar flavour, and gets, in return, nothing.
That said, I rather like the Tempest - even though it lacks in raw damage, has no agility advantage, and has more shiled HP then armour HP on a typically armour-tanked ship (wtf is up with that?). It's supposed to be versatile (well, it sortof is, but we could improve on that)? Give it more dronebay so you can have spare sets of drones for different things, you didn't boost it's hp/dps but gave it more all-around usability.
Yes, large ACs are meh, but just fixing them wouldn't really fix the Tempest.
Also: role of 'small ship killer' with a tracking boost (currently, a Mega outtracks you), and with fixing EMP L to give equivalent damage to MF / AM, would be nice large AC boosts.
Not sure if I was being entirely clear; I know that minnie BS don't have good speed or agility at the present, this is what I was suggesting to be buffed. I do realize that blasters outtrack ACs, however they dont have the effective range that we would have after an optimal boost. While it still might not be "enough" to track cruisers etc, this is why I suggested a small painter boost, to make use of one of our lovely utility slots, as they're currently silly things like cap boosters or ECCM(Seriously, who jams a minnie BS?).
The only (and it looks big) problem with an optimal boost is the lower classes of ACs. A vagabond with ACs with an optimal of 10km? People are going to whine, *****, *****, whine, moan, whine, and ***** some more. The hurricane would step out infront of the BC class. Other than those two ships, I can't see any other big changes, but that would be enough to set off an anti-minmatar buff crusade.
As for small ACs, it can hardly be an issue there. Our t2 frigates aren't exactly uber.
|

To mare
|
Posted - 2008.07.23 15:02:00 -
[869]
Originally by: Trojanman190 Clearly I should be accounted in that everyone. Also the slot issue was being talked about, on this page, 4 or 5 posts above yours.
yes there is a lot of talking about slots but all i see in this page is the majority of ppl think that 8-5-6 is fine (yes you too, the almost wasnt referred to you), so i dont get the point of some of your statement.
english is not my first language and not even the 2nd so i might not understand the 100% of what ppl write, but i see a lot of misundestooding in this thread.
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Nexus Kinnon
SniggWaffe
|
Posted - 2008.07.23 15:02:00 -
[870]
~~fIx ThE TeMpEsT~~
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To mare
|
Posted - 2008.07.23 15:12:00 -
[871]
Originally by: AstroPhobic Not sure if I was being entirely clear; I know that minnie BS don't have good speed or agility at the present, this is what I was suggesting to be buffed. I do realize that blasters outtrack ACs, however they dont have the effective range that we would have after an optimal boost. While it still might not be "enough" to track cruisers etc, this is why I suggested a small painter boost, to make use of one of our lovely utility slots, as they're currently silly things like cap boosters or ECCM(Seriously, who jams a minnie BS?).
The only (and it looks big) problem with an optimal boost is the lower classes of ACs. A vagabond with ACs with an optimal of 10km? People are going to whine, *****, *****, whine, moan, whine, and ***** some more. The hurricane would step out infront of the BC class. Other than those two ships, I can't see any other big changes, but that would be enough to set off an anti-minmatar buff crusade.
As for small ACs, it can hardly be an issue there. Our t2 frigates aren't exactly uber.
the problem i see with all that optimal to AC is that you are trying to copy the laser uberness. if you get the optimal you surely have an advantage vs blaster but you are still subpar vs laser. yes more optimal is always good because at the point we are every boost is good but thats not the minmatar way. if AC get a unbonused optimal of 18km they just become the capless variant of laser w/o scorch. also as 5% dps boost is just a bad joke.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.23 15:17:00 -
[872]
Originally by: To mare
the problem i see with all that optimal to AC is that you are trying to copy the laser uberness. if you get the optimal you surely have an advantage vs blaster but you are still subpar vs laser. yes more optimal is always good because at the point we are every boost is good but thats not the minmatar way. if AC get a unbonused optimal of 18km they just become the capless variant of laser w/o scorch. also as 5% dps boost is just a bad joke.
I'm not trying to "copy" anything. The optimal is still well below that of a laser, and that comparison doesn't even hold water when switching to scorch, because barrage doesn't even give any optimal.
ACs have much better tracking than lasers and I think it should be utilized. We're NEVER going to truly compete with laserboats or blasterboats because of our EHP. By the time that our EHP and DPS evened out with theirs, we'd have 1500 DPS autocannons. Stop trying to think about balancing the battleships in a 1 on 1 BS fight, that's never going to happen. Instead, think about balancing the battleships around a useful niche in gang combat. Killing cruisers, HACs, and BCs seems to be an excellent niche for a minmatar BS to hold considering their current status in BS vs BS combat.
|

Boz Well
|
Posted - 2008.07.23 15:18:00 -
[873]
Boosting optimal has NOTHING to do with copying lasers. My god, every gun in the game has more optimal than autocannons, not just pulse lasers. Even a lot of medium guns (and I think even small guns) are going to have more than our 3km optimal. Are we copying all of those? No. Are we copying a 150mm railgun because it has around 7km optimal? No, we're just giving a range boost, heh. Adding falloff in effect does the same thing, yet it has other consequences as well (i.e. stretching our damage out to longer ranges). And don't forget we'd STILL have a large falloff, even with optimal.
Just because lasers have more than 3km optimal doesn't mean they have a monopoly on optimal range in large weapons.
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To mare
|
Posted - 2008.07.23 15:34:00 -
[874]
Originally by: AstroPhobic I'm not trying to "copy" anything. The optimal is still well below that of a laser, and that comparison doesn't even hold water when switching to scorch, because barrage doesn't even give any optimal.
ACs have much better tracking than lasers and I think it should be utilized. We're NEVER going to truly compete with laserboats or blasterboats because of our EHP. By the time that our EHP and DPS evened out with theirs, we'd have 1500 DPS autocannons. Stop trying to think about balancing the battleships in a 1 on 1 BS fight, that's never going to happen. Instead, think about balancing the battleships around a useful niche in gang combat. Killing cruisers, HACs, and BCs seems to be an excellent niche for a minmatar BS to hold considering their current status in BS vs BS combat.
indeed is a bad copy. if you have to add range and keep the tracking advantage (aka T1 ammo) you do better with a +13km falloff than a +13km optimal.
when you say we never going to compete with blaster-laser boat you are just doing it wrong, minmatar BS was used to kill blaster and laser boat very often, why now we cant?
if a BS sucks in a 1vs1 fight it wil sucks even in 100vs100 fight. killing cruiser sized vessel shouldnt be the work of a BS. killing BC maybe, butt all others BS can do it and probably can do it better.
|

Jim McGregor
|
Posted - 2008.07.23 15:54:00 -
[875]
Edited by: Jim McGregor on 23/07/2008 15:54:58
Originally by: AstroPhobic Killing cruisers, HACs, and BCs seems to be an excellent niche for a minmatar BS to hold considering their current status in BS vs BS combat.
Every other battleship out there can do the same better so its not really a niche... except they suck more, but thats not a niche we want is it? 
---
Originally by: Roguehalo Can you nano Titans?
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AstroPhobic
Minmatar
|
Posted - 2008.07.23 16:34:00 -
[876]
Originally by: To mare
when you say we never going to compete with blaster-laser boat you are just doing it wrong, minmatar BS was used to kill blaster and laser boat very often, why now we cant?
Negative. This is a big thanks to the utility slot nerf. You're not using multispec ECM or nos on your tempest. You're not kiting a mega. You're not nossing out a geddon. We just can't compete. Period
Originally by: jim Every other battleship out there can do the same better so its not really a niche... except they suck more, but thats not a niche we want is it?
Gallente certainly doesn't do it very well, nor caldari. Amarr, yeah maybe, but this is why I want to emphasize agility, tracking, speed. We need to be good at something, and BS v BS doesn't seem to be realistic.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.23 16:52:00 -
[877]
let this thread die allredy :(
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.23 16:52:00 -
[878]
Originally by: Siddy let this thread die allredy :(
Very useful.
Go away already.
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Jim McGregor
|
Posted - 2008.07.23 16:55:00 -
[879]
Originally by: AstroPhobic
Gallente certainly doesn't do it very well, nor caldari. Amarr, yeah maybe, but this is why I want to emphasize agility, tracking, speed. We need to be good at something, and BS v BS doesn't seem to be realistic.
Im not sure what situations you are thinking of here. Help me out.  ---
Originally by: Roguehalo Can you nano Titans?
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AstroPhobic
Minmatar
|
Posted - 2008.07.23 17:05:00 -
[880]
Originally by: Jim McGregor
Originally by: AstroPhobic
Gallente certainly doesn't do it very well, nor caldari. Amarr, yeah maybe, but this is why I want to emphasize agility, tracking, speed. We need to be good at something, and BS v BS doesn't seem to be realistic.
Im not sure what situations you are thinking of here. Help me out. 
You have a small scale gate camp. 10 people. A gang of 10 or so roamers come in, mostly hacs and cruisers. Your torp raven has trouble with range and sig radius, and explosion velocity. Your megathron has range and speed issues, cant catch up to them. Your geddon kind of sits there waiting for low transversal, managed to get a few shots off before cruisers noticed and upped their transversal.
Now, you have a tempest. You have a MWD, and run after the cruisers, trying to achieve a heavy drone vs frigate NPC effect. 900 DPS at about 25km, and smuush.
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Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.23 17:18:00 -
[881]
Edited by: Siddy on 23/07/2008 17:18:33 no seriosly, no one is coming with anything good or useful since page 20.
your reposting stuff and brainfarts to keep thread alive, that we all know got no hope of getting attention in near year or so.
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Boz Well
|
Posted - 2008.07.23 18:31:00 -
[882]
Originally by: Siddy Edited by: Siddy on 23/07/2008 17:18:33 no seriosly, no one is coming with anything good or useful since page 20.
your reposting stuff and brainfarts to keep thread alive, that we all know got no hope of getting attention in near year or so.
New ideas or not, most of it is discussion about current ideas and the bs's role in the game. IMO there's more to a thread than just brainstorming new ideas, and I don't see anything wrong with discussion.
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Ambrosious Martin
Son of Man
|
Posted - 2008.07.23 18:32:00 -
[883]
Wowo its cool to see all the popular names and faces in one thread arguing a topic that CCP cares even less about then the stupid caldari missle chuckers
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Boz Well
|
Posted - 2008.07.23 18:48:00 -
[884]
Originally by: Ambrosious Martin Wowo its cool to see all the popular names and faces in one thread arguing a topic that CCP cares even less about then the stupid caldari missle chuckers
Kind of disheartening when you see the CSM's list his issue as only 'large autocannon buff', as if artillery is doing just fine.   
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AstroPhobic
Minmatar
|
Posted - 2008.07.23 18:54:00 -
[885]
Originally by: Ambrosious Martin Wowo its cool to see all the popular names and faces in one thread arguing a topic that CCP cares even less about then the stupid caldari missle chuckers
Siddy's the only popular name in the thread and he stopped contributing around page 10. 
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.23 19:03:00 -
[886]
S&M feels lacking without Liang around...
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Boz Well
|
Posted - 2008.07.23 19:05:00 -
[887]
At least we still have the leather and whips.
Wait...
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Thercon Jair
Minmatar InQuest Ascension Skunk-Works
|
Posted - 2008.07.23 19:37:00 -
[888]
Edited by: Thercon Jair on 23/07/2008 19:44:26 Edited by: Thercon Jair on 23/07/2008 19:38:48
Originally by: Boz Well At least we still have the leather and whips.
Wait...
I think you mean the Amarr have the whip and sugar (there's a German saying that goes like that), although, it should be turned into whip and vitoc
On the topic of optimal vs. falloff: I am clearly against an added optimal. Why did CCP give Autocannons the smallest optimal and damage potential? Because we're meant to attack using the ammo that can exploit the other ships weakest resistance. They thought that this ability would make up for the lack in dps. The odd damage distribution from long to shortrange ammo compared to other ammunitions also takes the same line, so that we don't suffer too much of a dps loss when switching from our -50% (EMP) to the -12.5% (Titanium Sabot). There is a plan behind it all (no, not a Nemesis Game ).
If you add optimal to our guns the loss of our optimal range when switching around ammo types starts to matter, which would overthrow the whole design specifics for our guns. This is why I'm in for more falloff, but not optimal.
That design surely suffered from the HP boost, because first you have to get through more shields, which happen to usually have the exactly opposite resistance distribution than armor, with the wrong ammo. Or, you start with the right one and switch it out when the shields are gone. But that tactic isn't feasible because it takes too long to switch it out in a fight when you have to click 6-8 weapons one after the other. Edit: Besides, when you think about it like this it suddenly makes sense that EMP has some explosive and kinetic in it: you don't have to switch the ammo when you have obliterated the shieldtankers shields and can safely chew through his untanked armor. Also, thinking more about it, the addition of damage controls also tipped the balance a bit. A DCII gives 60% all-around resists to hull, and all ships (with the exception of caldaris) have more Hull than the Minmatar ships, where the point of "exploiting the resistance hole" gets reduced to nada. Edit off:
Am I completely wrong or do you think I have a point in being against an optimal boost?
Real men do it the hard way: fly Minmatar! |

Amandin Adouin
|
Posted - 2008.07.23 20:50:00 -
[889]
/brings the whips and chains.
p.s. Even though I just recently started I know enough that A/Cs & Artillery need some help... just wanted to add my voice to the call for reform.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.23 21:25:00 -
[890]
Edited by: AstroPhobic on 23/07/2008 21:33:56 @ thercon: I think your point has merit, and is scratching at the dev's ideas, however it fails in real combat. With the exception of few ships, it's unlikely to know what damage type is best to do. Some ships prefer triple hardener setups. Some EANMs. Some like to cover holes with rigs. Others like to add on EHP with trimarks.
If the game had no hardeners, or even no rigs, I might agree. However playing the guessing game, combined with switching ammo.. and not even complete control of damage types, I disagree. You want to do EM damage? You only get to choose half of it, the other half explosive. You want to do thermal damage? You have to do kinetic, too. You want to do kinetic? You either have to pick between +explosive or +thermal.
Switching damage types looks good on paper, and some very very few times it can actually help, but it's certainly not balanced compared to our EHP or DPS. We'd have to do nearly twice as much damage right now to compare with a blasterboat in their range. Probably even more against a laserboat around 30-40km.
Edit: I don't think that switching damage types is as easy or helpful as you might suggest. I did think about this when suggesting optimal, however I think it's a little dubious to discount the idea just because of damage types. Falloff brings in a giant mess of problems (including larger damage increases to get a decent damage in midrange, and large falloff increases which would allow us to hit too far), and honestly I think it makes it easier to digest if you think of optimal as moving the graph to the right.
|

To mare
|
Posted - 2008.07.24 06:27:00 -
[891]
Originally by: AstroPhobic
Originally by: To mare
when you say we never going to compete with blaster-laser boat you are just doing it wrong, minmatar BS was used to kill blaster and laser boat very often, why now we cant?
Negative. This is a big thanks to the utility slot nerf. You're not using multispec ECM or nos on your tempest. You're not kiting a mega. You're not nossing out a geddon. We just can't compete. Period
this dont mean that minmatar BS should sucks vs others bs, nos & ecm are gone? give us some other usefull stuff.
Originally by: AstroPhobic
Originally by: jim Every other battleship out there can do the same better so its not really a niche... except they suck more, but thats not a niche we want is it?
Gallente certainly doesn't do it very well, nor caldari. Amarr, yeah maybe, but this is why I want to emphasize agility, tracking, speed. We need to be good at something, and BS v BS doesn't seem to be realistic.
again gallente, expecially the mega, have the best tracking and at 15km, almost at the end of their falloff, they can still deal a good damage to kill a cruiser. amarr can sit pretty far away where they dont need all that tracking.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.24 07:23:00 -
[892]
Originally by: AstroPhobic
Not sure if I was being entirely clear; I know that minnie BS don't have good speed or agility at the present, this is what I was suggesting to be buffed.
Yeah, I figured you do want that. I was just pointing out how far it is from the current situation.
Originally by: AstroPhobic
I do realize that blasters outtrack ACs, however they dont have the effective range that we would have after an optimal boost. While it still might not be "enough" to track cruisers etc, this is why I suggested a small painter boost, to make use of one of our lovely utility slots, as they're currently silly things like cap boosters or ECCM(Seriously, who jams a minnie BS?).
Gallente do have enough effective range to fire on cruisers, hello Null L & disruptor range. Small painter boost? Are you joking? Anyway, currently the Megathron is the best anti-cruiser BS, with dual-heavy neut Tempest being second because of the, well, dual heavy neuts, albeit has much much harder time hitting one.
Also: cap boosters / eccm are not silly (cap boosters and eccm are awesome. ECCM is doubly awesome, takes care of pesky ECM drones and helps against jammers. All my ships which are for actual combat fit ECCM.). Trading them for target painters would be .
Also: big optimal for ACs? No thank you. Want to give ACs anything, you can always give them more falloff. Or just give them more tracking.
Fixing the ship for both BS on BS combat (where Minmatar need to be competitive, else there's no point in flying a Minmatar BS over others), boosting their preformance vs small stuff (read: tracking boost) and giving them flavour, yes. Giving them just flavour and target painter bonuses is the single most idiotic idea I've ever heard regarding minmatar BS.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.07.24 15:11:00 -
[893]
Edited by: AstroPhobic on 24/07/2008 15:13:00
Originally by: Cpt Branko
Fixing the ship for both BS on BS combat (where Minmatar need to be competitive, else there's no point in flying a Minmatar BS over others), boosting their preformance vs small stuff (read: tracking boost) and giving them flavour, yes. Giving them just flavour and target painter bonuses is the single most idiotic idea I've ever heard regarding minmatar BS.
TBH it seems your post crossed itself. Im vouching for an optimal boost, something that would benefit the guns far more than a falloff boost. Right now we're outdamaged by blasters out to 24km. Lasers at every range. What does falloff do? Even if you add something stupid like 20km, you'll still be outdamaged by blasters out to about 18km. Lasers still at every range. You want to be competitive? Give autocannons a place in the spectrum.
The part where I don't think you're understanding my point is my solution is four-fold. Don't mean to rag, but you should have read back a few pages.
1. Give autocannons optimal. Give us a range to truly be good at. Right now shooting at 35km is about 60% of our already shit DPS. My proposed optimal would give us about 90%. Buff DPS by something small, 5% should do. A small edge over lasers at close range.
2. Buff minmatar agility. Let our only true advantage show. Right now a tempest has no clear advantage over any other BS agility wise, and the mael flies like a brick. This is bad.
3. Do something with tracking. Due to EHP constraints and already low DPS, minnie will simply be outclassed by big strong pulse lasers. Give better-than blaster tracking? I don't know, this seems like a bigger game switch than giving them an optimal. Painter was going to be a good start, not some "backdoor" solution like you mentioned.
4. Switch ze ammo. EMP --> Fusion. Take away from the explosive damage on EMP. A "real" EM damage ammo couldn't hurt.
So? What does this all do you ask?
Well, it gives us mobility, range, and possibly a place/role to use those neuts. I'm not buying a megathron as anti cruiser given it's brick like status with trimarks/plates and low range. A tempest would be able to hit out to 40km with ease (and pretty good damage), follow them better, and depending on your setup, track them better.
But what about BS v BS combat you ask? Well, an optimal boost and a damage boost will do a lot already. We'll still come up short, until we start plain adding slots to our battleships or increasing DPS to something like 1500, we're not going to be a prime choice for BS v BS combat. And this is good. You want to have lots of armor and good DPS and range? Choose a geddon, or an abaddon. You want to have mobility, bigger target choice and neuts/tackle? Choose a tempest, maybe a phoon. Minnie BS need a place in eve, and their place isn't melting other battleships.
Would we still be competitive in BS vs BS? Certainly, these are all boosts. I don't like taking away, rather adding in the right areas. You catch a geddon off gaurd at close range, you'll have a damn good shot of taking him out. Someone webbed a mega 35km out? Sweet, you'll be able to do some REAL damage without getting in blaster range. That nano-ishtar is running away from you? Splash your MWD and get a low transversal, and use your new range to your advantage.
Now, I know a lot of you aren't comfortable with the idea of minmatar just being "worse" in BS v BS combat. I do think it's more realistic to buff a more... minmatar aspect of these ships, rather than trying to mold them into the new amarr BS. (Read - vagabond, stabber... etc).
|

To mare
|
Posted - 2008.07.24 15:48:00 -
[894]
giving the optimal to AC isnt the way to fix them and the 5% boost to damage you claim is nothing. with a short range ammo you have better result with a +13km falloff than +13 km optimal (not saying i want +13km falloff) with barrage the damage there is just a 4-5% better dps for the +13km optimal solution on the first km than +13km falloff get better at loger distances.
but in both the case you obtain ridicolus high range for what AC and minmatar race/ships are supposed to do. with a +13km optima we are asking to deliver 70% of the dps at a distance near the 50km, ok amarr can deal full dps at 90+km but they are made to be a fleet race (thats why they have hard time to fit tackle gear on big ships), if i recall correctly minmatar are made to be a skirmish race built to do better with low number of ships (all our ships can fit full tackle gear with low to no drawbacks).
AC have already a good range just give the a slight increase in falloff or optimal with the increase of the tier of the gun to justify the upgrade, but giving a 350% boost is just silly and you are broking the flavor of a weapon. AC have the mid range they supposed to have they lack the damage. 5% better dps isnt the answer.
|

Boz Well
|
Posted - 2008.07.24 15:56:00 -
[895]
I still dislike the painter idea. One of our advantages is the extra mid on the tempest to fit something for added versatility. If to get the 'buff' for the ship, you're requiring a mid-slot module that we never fit before, you're basically taking away a mid-slot.
That said, /signed for everything else. I do wish though, that before people denounce the optimal idea, the think about what it would actually do to our DPS (visualize the graph). We aren't saying give us optimal and take away our falloff, heh. We're saying keep our falloff, but give us a bit more optimal.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.24 16:00:00 -
[896]
I don't think you're fully understanding the problems with a straight damage and falloff increase. Optimal may affect our high damage ammo, but it affects every other weapon system too.
First off, high damage increases will step on blasters' toes. Yeah, we'll have less EHP, but it's still stepping there. Don't think you'll get anything but whines from blaster pilots about a weapon system that does almost as much damage with more range, "variable" damage and no cap.
Second. Falloff increases can get to stupid ranges. Right now we can already get about 50 falloff, so another 15 falloff or so would make that falloff over 70 (after rigs/bonuses). This is pretty silly, you'd have around a 30% chance or so of hitting at 100km.
I'll say it again. Minmatar battleships shouldn't try and be molded into big damage, or big tank melting battleships. It just doesn't work.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.24 16:03:00 -
[897]
Originally by: Boz Well I still dislike the painter idea. One of our advantages is the extra mid on the tempest to fit something for added versatility. If to get the 'buff' for the ship, you're requiring a mid-slot module that we never fit before, you're basically taking away a mid-slot.
That said, /signed for everything else. I do wish though, that before people denounce the optimal idea, the think about what it would actually do to our DPS (visualize the graph). We aren't saying give us optimal and take away our falloff, heh. We're saying keep our falloff, but give us a bit more optimal.
I don't like it either (I don't like painters, period), but I seriously don't think CCP will switch the order of the tracking spectrum just because autocannons suck. I'm always open to ideas. Maybe we don't even need the tracking. I don't think a painter should be required to make autocannons work, but I do think it should help as it's kind of odd that the only use of minmatar EW is helping out torps. 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.24 17:05:00 -
[898]
Id just like to say that the back and forth between boz well, to mare and astro is pretty kick ass.
I would love for our ships to get more agility and all that, but I also feel that more agility would not add all that much in today's eve. It would be a nicety that I'm sure all of us would forgo if it meant we got better guns instead.
And to the acs...
Right now our guns suck and have no role. They don't allow us to have a damage dealing role at any range, they dont allow us to have a tracking roll at any range and they dont allow us to have the range role... at any range. They don't do anything effectively as right now blasters = short range and lasers = long range (but still work great up close). Eve barely has a mid ground. In combat you either want to be right next to somebody (24km point range), or pretty freaking far away.
If we get to much dps we start to outpace blasters... if we get to much range we start to outpace lasers, so the only other option is to try to fit us in the middle. Which is pretty minmatarish because it still wont mean we are the best at anything, just closer to the competition.
So the two arguments... more optimal and a bit more falloff, or just a shitload more falloff.
Everyone wants a bit more dps.
Nobody seems to care about capless and we probably wouldn't mind having that changed since it's a poor excuse to leave the guns nerfed.
The damage type issue has always been goofy since A.) Not enough cargo for all that junk. B.) 10 second switch time. C.) Cant switch all at once. D.) The ammo types aren't 100% of any 1 type of damage anyways.
Other issues? Well if we give the guns an optimal boost supposedly short range ammo will suffer a bit, that's possible.
So what can we do differently? All ammos have a base optimal that never changes. Base falloff for an 800mm with emp is 20km. Emp is the short range ammo. That's fine. Instead of having a +X% optimal for each long range ammo, lets make it a +X% falloff, +X% tracking.
To give the guns the needed boost the max falloff, ie barrage will need a good boosting. But it will still be lower dps at the edge of its falloff, which needs something to offset it... which is why i mention tracking.
So at the t1 level our weakest ammo type will be able to track faster moving ships at great ranges and pump out decent dps to them, considering that other battleship class weapons couldn't even touch them. Barrage would still have a tracking hit that it has, but would get boosted with the advanced range and tracking, meaning a bit of a good dps increase at range and a new roll.
The end result is more dps at most ranges due to the falloff increase and a new roll that minmatar ships would be strong at. Going all out tracking isn't going to work because we need a boost against other battleships in particular, but what is apparent from this thread is that a lot of our pushing barely will make us more useful and absolutely won't restore any identity to the race at all. I would love to sit at mid range and dish out damage... but you guys are correct... blasters will still **** us at close range and lasers will still **** us from any range. We don't have the dps or the tank and cant get either boosted without conflicting with another race.
So maybe we need to look at different directions.
Just some thoughts.
I love most of the boosts suggested in this thread, but lets not stop there.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.24 17:58:00 -
[899]
I love the idea about tracking and falloff. However, there's two major problems with that 
1. Artillery. Artillery just gets boned in this mix. I'm not even sure how that would work out.
2. Though I'd love to ignore it, CCP is even less likely to do this than give autocannons optimal. Not that it truly matters, I'm opting for a 4-step plan to improve battleships and CCP hasn't even publicly recognized them to be an issue.
|

Boz Well
|
Posted - 2008.07.24 19:04:00 -
[900]
I need to get back to studying, and so I only skimmed the post Trojan. I'll definitely give it a good read later tonight, haha.
But one thing we might try doing instead of hoping for a CCP response (do threads like this ever see a response with CCP's thoughts?) is to try to call it to the attention of the CSM's. How effective that will be is debatable (I'd much rather convince a dev it's a problem than a CSM), but they're certainly more accessible. That said, there's some work to be done convincing them, as the last CSM list I saw listed this as "buff large autocannons", never mentioned artillery, never mentioned the tempest, never... you get the picture.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.24 20:12:00 -
[901]
Originally by: Boz Well I need to get back to studying, and so I only skimmed the post Trojan. I'll definitely give it a good read later tonight, haha.
But one thing we might try doing instead of hoping for a CCP response (do threads like this ever see a response with CCP's thoughts?) is to try to call it to the attention of the CSM's. How effective that will be is debatable (I'd much rather convince a dev it's a problem than a CSM), but they're certainly more accessible. That said, there's some work to be done convincing them, as the last CSM list I saw listed this as "buff large autocannons", never mentioned artillery, never mentioned the tempest, never... you get the picture.
I'm pretty sure that our post has been read quite a few times by the devs, whether or not they give us the blue bars or not. I would say go for the CSM but they are to busy worrying about other things like suicide ganking and pos warfare and fixing local and the ui and stuff like that.
The unfortunate fact of the matter is that minmatar battleship pilots are absolutely a minority in eve, which means we wouldnt get much supprot their anyways. A lot of people, like some of the posters in this thread, will simply post with "omg no cap, omg you have a little alpha, omg you can switch damage, omg your ships are faster" even though they have never actually set foot inside of a minmatar battleship. Not helping this fact is the fact that a lot of the minmatar battleship pilots are VERY highly skilled pilots... its a skill intensive race and if you are a 'veteran' you not only know how eve works and how to kick ass in eve but you have the sp to make it work. Other, inexperienced non minmatar fliers see dudes like us hanging on with all we have and think "they are still beating us, you don't need a boost" and then they will reiterate all that other junk.
With the number of misconceptions about our complicated race it is very unlikely that more subtle concepts, like the problems with the tempest and large projectiles, will get enough support to move on in the csm. I think our only hope is to keep the discussion going here with the hope that a dev is checking it out. If we go to the csm, sweet, but for the above reasons i think its unlikely to go any where. Tho ill give it the thumbs up =)
If it does go to the csm it need to be "CPP, Please look at minmatar battleship balance and large projectile turrets" and thats IT. We can link back to this thread but if we start posting stuff that even we can't fully agree on, nobody else will either. The one thing we can all, fully, 110% agree on is that something wrong and it badly needs fixing. CCP can work out the details and use this thread a starting point.
|

To mare
|
Posted - 2008.07.25 09:42:00 -
[902]
+10% powergrid to fix the tempest
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 10:20:00 -
[903]
I don't see the Tempest ever slugging it out with the best BS out there, unfortunately, but improvement from its current (bad) state would be good.
How about a number of small fixes: - gave tempest 25m3 more bandwidth (to make it 100m3, provides somewhat more damage) and more dronebay (spares, gives it more usability as it could switch to, say ECM drones, or warrior IIs)
- switch its shield and armour HP (more eff HP for normal armour-tanked setups, shield tanked gank ones are for silly people who didn't notice the existence of the Maelstorm)
- give large ACs more tracking (more usability vs smaller things, the Tempest is actually preety bad vs small things compared to a, for instance, Mega)
- cut its align time a bit (agility should be a Minmatar trait, having the same agility as Mega/Hype is bad (it would enable it to keep at range better as well)
- slightly (say, between 5% and 10%) improve its capacitor (helps if you run a tank where you have issues even with a T2 heavy cap injector*, helps a lot if you use neuts in spare highslots which are arguably the most interesting spare highslot choices for a Tempest)
Imo, it'd be a bunch of small fixes with a good overall end result. It'd probably go a long way towards fixing the Tempest by giving it more all-around usability while (somewhat) improving its performance vs other BS. Also, none of the suggestions can be disputed as overpowered (in fact, many of them are purely logical such as armour HP / shield HP switch).
*assuming dual-LAR tank with a rep speed rig+2x rep amount rigs while running point/web/ECCM (or sensor booster or whatever), which is the standard way to fit it.
I have no idea what to do about artillery.
Originally by: To mare +10% powergrid to fix the tempest
Which does absolutely nothing for AC fits. Stop trolling.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

To mare
|
Posted - 2008.07.25 12:19:00 -
[904]
Originally by: Cpt Branko I don't see the Tempest ever slugging it out with the best BS out there, unfortunately, but improvement from its current (bad) state would be good.
How about a number of small fixes: - gave tempest 25m3 more bandwidth (to make it 100m3, provides somewhat more damage) and more dronebay (spares, gives it more usability as it could switch to, say ECM drones, or warrior IIs)
it's so hard to understand what gunboat mean? if you want to use drones use the typhoon.
Originally by: Cpt Branko
- switch its shield and armour HP (more eff HP for normal armour-tanked setups, shield tanked gank ones are for silly people who didn't notice the existence of the Maelstorm)
agree on that. typhoon also need the switch.
Originally by: Cpt Branko
- give large ACs more tracking (more usability vs smaller things, the Tempest is actually preety bad vs small things compared to a, for instance, Mega)
if you want to kill small things and you use a battleship you fail at start. get a BC minmatar are somewhat decent in BC
Originally by: Cpt Branko
- cut its align time a bit (agility should be a Minmatar trait, having the same agility as Mega/Hype is bad (it would enable it to keep at range better as well)
agility is always welcomed.
Originally by: Cpt Branko
- slightly (say, between 5% and 10%) improve its capacitor (helps if you run a tank where you have issues even with a T2 heavy cap injector*, helps a lot if you use neuts in spare highslots which are arguably the most interesting spare highslot choices for a Tempest)
Imo, it'd be a bunch of small fixes with a good overall end result. It'd probably go a long way towards fixing the Tempest by giving it more all-around usability while (somewhat) improving its performance vs other BS. Also, none of the suggestions can be disputed as overpowered (in fact, many of them are purely logical such as armour HP / shield HP switch).
*assuming dual-LAR tank with a rep speed rig+2x rep amount rigs while running point/web/ECCM (or sensor booster or whatever), which is the standard way to fit it.
active tank is death
heavy neut vs others BS lose all theyr fashion need too much time to shut down the enemy and aven if you are able to kill their cap, they have plenty of time to pop your ship.
Originally by: Cpt Branko
I have no idea what to do about artillery.
Originally by: To mare +10% powergrid to fix the tempest
Which does absolutely nothing for AC fits. Stop trolling.
if you want to fix AC setup fix the autocannon before the ship.
+10% PG mean you can fit arty+mwd+plate w/o rcu = 1 more slot. +10% is cool even on short range open some cool alternative (siege laucher, projectile rigs, whatever).
stop thinking at minmatar as a support killer
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 14:56:00 -
[905]
Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.25 14:59:00 -
[906]
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Well I think to mare was saying battleships should not be support killers, especially since our cruisers are so good at it.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 15:06:00 -
[907]
Originally by: Trojanman190
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Well I think to mare was saying battleships should not be support killers, especially since our cruisers are so good at it.
Our cruisers are good at smaller support killing. A minnie cruiser meets up with a drake? That's never easy. A rep setup myrmidon? Oh my.
Yes, it lacks a definitive role. There are other ships to do the job. However, minmatar BS should be the BEST at the job. A huginn + a tempest should kill anything sub-BS with ease... in comparison with a huginn and say a vagabond, where they do loldps. Our cruisers (Save the ruppie and hurricane... because you can fit them like they're gallente) aren't doing the best of DPS. 300-400 DPS in actual ranges, maybe.
Whereas a tempest would push 900 at twice the range, with (proposed) good tracking. That's a world of pain. 
While I recognize that this may not be the most... comfortable answer for a lot of you, It also boost us in BS v BS combat at the same time. We can't go out and expect to take on an abaddon in a maelstrom tbh, given even skills. Even post-boost.
|

To mare
|
Posted - 2008.07.25 15:13:00 -
[908]
Originally by: AstroPhobic
Originally by: Trojanman190
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Well I think to mare was saying battleships should not be support killers, especially since our cruisers are so good at it.
Our cruisers are good at smaller support killing. A minnie cruiser meets up with a drake? That's never easy. A rep setup myrmidon? Oh my.
Yes, it lacks a definitive role. There are other ships to do the job. However, minmatar BS should be the BEST at the job. A huginn + a tempest should kill anything sub-BS with ease... in comparison with a huginn and say a vagabond, where they do loldps. Our cruisers (Save the ruppie and hurricane... because you can fit them like they're gallente) aren't doing the best of DPS. 300-400 DPS in actual ranges, maybe.
Whereas a tempest would push 900 at twice the range, with (proposed) good tracking. That's a world of pain. 
While I recognize that this may not be the most... comfortable answer for a lot of you, It also boost us in BS v BS combat at the same time. We can't go out and expect to take on an abaddon in a maelstrom tbh, given even skills. Even post-boost.
oh yeah and the drake can tank 1000+ if it is a def *****. also change the combo minmatar recon + tempest in minmatar recon + megathorn/abbaddon/geddon/raven and you can get the same job done, just faster. for what you need your uber tracking when target is webbed?
im not asking to undock my maeltrom go in solo roaming and kill whatever solo target i find. im only asking to be competitive.
|

Siddy
Minmatar Gay Nationalist Association of Amamake
|
Posted - 2008.07.25 15:22:00 -
[909]
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Shenanigans, my Naglafar is not good BS killer!
i call BS!
Fix Artys!
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AstroPhobic
Minmatar
|
Posted - 2008.07.25 15:37:00 -
[910]
Originally by: To mare
oh yeah and the drake can tank 1000+ if it is a def *****. also change the combo minmatar recon + tempest in minmatar recon + megathorn/abbaddon/geddon/raven and you can get the same job done, just faster. for what you need your uber tracking when target is webbed?
Well, I kind of screwed up that point. Point is, we can chase stuff down and kill it better than you pig of an abaddon or megathron could (post-my-boost). Forget the huginn. Lets say you have a camp of 10 and you get jumped by a roaming gang of 8. There's 4-5 battlecruisers in their gang. Would you rather have 900 DPS at 28km with excellent tracking and good mobility... or 300 DPS at 18km with excellent tracking and uber mobility. Chances are if you use the first one, it will die before it goes anywhere. The second one.. (vagabond for example) will have a chance to not even break it's tank.
Not to mention that the vagabond costs about 6-7x more after insurance + fit, is more skill intensive, and will die to any rapier that happens to find it within 52km.
Quote:
im not asking to undock my maeltrom go in solo roaming and kill whatever solo target i find. im only asking to be competitive.
Right, and my proposed optimal + damage boost will do that. If you ask for much more than that, we start moving in on either amarr or gallente territory. Not to mention that I seriously doubt CCP would do much more than that, if EVEN my suggestion. As it's pretty far-gone as far as boosts go. (Torp boost surprised me ). Some range, some damage, some tracking, some mobility, some hp switches. A little bit here and there will go a long way to improving our battleships on a whole.
|

To mare
|
Posted - 2008.07.25 15:38:00 -
[911]
Originally by: Siddy
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Shenanigans, my Naglafar is not good BS killer!
i call BS!
Fix Artys!
/signed
give the naglfar a tracking bonus while in siege so it can hit moving bs
|

To mare
|
Posted - 2008.07.25 15:45:00 -
[912]
Originally by: AstroPhobic
Right, and my proposed optimal + damage boost will do that. If you ask for much more than that, we start moving in on either amarr or gallente territory. Not to mention that I seriously doubt CCP would do much more than that, if EVEN my suggestion. As it's pretty far-gone as far as boosts go. (Torp boost surprised me ). Some range, some damage, some tracking, some mobility, some hp switches. A little bit here and there will go a long way to improving our battleships on a whole.
oh right! amarr never come to minmatar (guerrilla) territory why we should go in their?
your idea of damage boost is a joke 5% cmon.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 15:55:00 -
[913]
Originally by: To mare
Originally by: AstroPhobic
Right, and my proposed optimal + damage boost will do that. If you ask for much more than that, we start moving in on either amarr or gallente territory. Not to mention that I seriously doubt CCP would do much more than that, if EVEN my suggestion. As it's pretty far-gone as far as boosts go. (Torp boost surprised me ). Some range, some damage, some tracking, some mobility, some hp switches. A little bit here and there will go a long way to improving our battleships on a whole.
oh right! amarr never come to minmatar (guerrilla) territory why we should go in their?
your idea of damage boost is a joke 5% cmon.
Check the latest devblog.
Annyyyway.
It's not the damage boost, it's the optimal boost. Right now my suggested optimal + damage boosts leaves us about TWICE as good at our current optimal +falloff. If getting double the damage at our fighting distance is a "joke" to you... I don't know what to say. 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.25 15:57:00 -
[914]
Originally by: Siddy
Originally by: AstroPhobic Edited by: AstroPhobic on 25/07/2008 14:56:47
Originally by: To mare
stop thinking at minmatar as a support killer
And this... this is not good.
Because that's what minmatar do. Take a look at our ships.
Vagabond.. Rapier.. Huginn.. Stabber. All excel at taking out smaller ships. To Mare, any way you cut it, we are not going to do more damage, and we're not going to tank better. You need to stop thinking of minmatar as a BS killer. We're simply not a same-class killing race.
Branko's on the right track. I truly, truly love my optimal idea, but I'm truly truly biased. We need more range, and falloff gets messy. What's wrong with being good at killing everything smaller than you? No we won't be the best at BS v BS combat, but we won't suck like we did before. We'll actually have a place in the BS spectrum.
I hate to say it, but if you expect to out-tank or out-damage your opponents, maybe you trained the wrong race.
Shenanigans, my Naglafar is not good BS killer!
i call BS!
Fix Artys!
Dude your nag is not good for anything. But thats another thread.
|

To mare
|
Posted - 2008.07.25 16:10:00 -
[915]
Originally by: AstroPhobic
Check the latest devblog.
Annyyyway.
It's not the damage boost, it's the optimal boost. Right now my suggested optimal + damage boosts leaves us about TWICE as good at our current optimal +falloff. If getting double the damage at our fighting distance is a "joke" to you... I don't know what to say. 
yes i checked the last blog and its not of a great good news.
i know your main issue is the damn optimal i just skipped it because i dont like the idea and i dont care if giving that optimal make me even 10 times at X distance the point is you still have a crap piece of metal that can kill only smaller things and have no chance when it find another decent BS. you are not making the ships useful. you are making it better but still weak compared to the others, and minmatar BS dont deserve this.
18km optimal is just not right on AC and you will never get it because AC range work already as intended they just lack the damage.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 16:19:00 -
[916]
Originally by: To mare
i know your main issue is the damn optimal i just skipped it because i dont like the idea and i dont care if giving that optimal make me even 10 times at X distance the point is you still have a crap piece of metal that can kill only smaller things and have no chance when it find another decent BS. you are not making the ships useful. you are making it better but still weak compared to the others, and minmatar BS dont deserve this.
18km optimal is just not right on AC and you will never get it because AC range work already as intended they just lack the damage.
You need to be open minded. I've said it 1000 times and I'll say it again. Minmatar BS shouldn't be BS killers. If you think 1000 DPS from a maelstrom at 25km is a crap idea... well. The part you don't seem to be getting is my fix WILL make minnie BS more competitive. A lot more competitive. At the range they're supposed to be. Falloff with 0 optimal is just setting up a gun for failure.
Amarr are Bs vs Bs ships. High damage. High range. High EHP. Lacks tackle. Gallente are BS vs anything it can catch ships. High damage. Low range. High EHP. Caldari, with the torp boost, is very similar to gallente. However, it also lacks tackle. Minmatar are not Bs vs Bs ships. Should a 30m sp mael take out a 15m sp baddon? Certainly. 30m sp vs 30m sp, I'd put money on a baddon, but it could STILL get interesting. Instead, Minmatar should be the BS vs roaming gang ship. FCs should say "Ohh dude bring your tempest to the gate camp! It will roxor all those roamers up!"
|

Amandin Adouin
|
Posted - 2008.07.25 16:23:00 -
[917]
Edited by: Amandin Adouin on 25/07/2008 16:24:02 Rather than going back and forth about it until eternity, someone should go through this whole thread and write up a concise, grammatically correct summary of the issues, arguments and possible solutions (from all corners). Then this summary should be presented to a CSM and posted into the Features/Development forum.
Anyone want to volunteer? 
|

DoctorBautz
|
Posted - 2008.07.25 18:23:00 -
[918]
i read a lot of this thread here. but i would ask you to take some things into consideration:
1. Mega Pulse 2: keep in mind that the acs got better tracking and that most amarr ships cannot rly fit a full tackle; the optimal of them is 15 km with mf not 20 on the gank ships.
2. You cannot ask for outdps (at 15km) or outtank (passive) a amarr bs, since the amarr bs has 8 or 7 lows which are there to fit tank or dmg mods.
3. Midslot stuff got nerfed shure, but they are far from useless. eccm, tracking disruptor....
4. Minmatar has a very good scan res (faster locking time) and a lower signature (mostly helpfull on armor tanked ships). and in fights with multiple targets and jamming involved locking times mean a lot.
5. Blasters and lasers pay for the dps with cap.
6. Amarr ammo is quite expensive.
7. the larger the gang the better the passive tank, thats todays reality, but this does not make active tanking useless.
i do understand some of the issues raised in this thread here, but some suggestions are just plain stupid. it is not like the res change buffed amarr that much, it is more the problem, that passive armor tanking is just more usefull in todays combat ( even on nanoships with the standart shield extender ). with the last dev blog there are some interesting changes incoming/for testing coming anyways so that could strenghten the tempest a bit again.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 18:25:00 -
[919]
Originally by: DoctorBautz i read a lot of this thread here. but i would ask you to take some things into consideration:
1. Mega Pulse 2: keep in mind that the acs got better tracking and that most amarr ships cannot rly fit a full tackle; the optimal of them is 15 km with mf not 20 on the gank ships.
2. You cannot ask for outdps (at 15km) or outtank (passive) a amarr bs, since the amarr bs has 8 or 7 lows which are there to fit tank or dmg mods.
3. Midslot stuff got nerfed shure, but they are far from useless. eccm, tracking disruptor....
4. Minmatar has a very good scan res (faster locking time) and a lower signature (mostly helpfull on armor tanked ships). and in fights with multiple targets and jamming involved locking times mean a lot.
5. Blasters and lasers pay for the dps with cap.
6. Amarr ammo is quite expensive.
7. the larger the gang the better the passive tank, thats todays reality, but this does not make active tanking useless.
i do understand some of the issues raised in this thread here, but some suggestions are just plain stupid. it is not like the res change buffed amarr that much, it is more the problem, that passive armor tanking is just more usefull in todays combat ( even on nanoships with the standart shield extender ). with the last dev blog there are some interesting changes incoming/for testing coming anyways so that could strenghten the tempest a bit again.
Not enough of the thread, obviously. Please start at page one and go go go!
|

Amandin Adouin
|
Posted - 2008.07.25 18:28:00 -
[920]
Originally by: AstroPhobic Not enough of the thread, obviously. Please start at page one and go go go!
*cracks whip*
|

Boz Well
|
Posted - 2008.07.25 18:34:00 -
[921]
To be honest I didn't really see anything in the dev blog that would help Minmatar. Just a big slap in the face to rapier/huginn pilots, and pretty much an across the board nerf to nano ships. It's hard to say how viable even the Vaga will be after that list of changes goes into effect, at least a t2 Vaga. I don't really see any changes that would help our BS out, with the possible exception of the web nerf, and that's debatable.
That said, after this goes through, there better be a Matar boost patching coming up soon. At least after this patch people won't be able to say "but your cruise line-up owns, therefore BS must sux0r".
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 18:36:00 -
[922]
Originally by: Boz Well I don't really see any changes that would help our BS out, with the possible exception of the web nerf, and that's debatable.
Tbh, web nerf nerfs all the BS (vs smaller stuff, and rightfully so) except that it leaves a few of our ships boosted compared to their competition as we have the slots for double webs.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Boz Well
|
Posted - 2008.07.25 18:42:00 -
[923]
Originally by: Cpt Branko
Originally by: Boz Well I don't really see any changes that would help our BS out, with the possible exception of the web nerf, and that's debatable.
Tbh, web nerf nerfs all the BS (vs smaller stuff, and rightfully so) except that it leaves a few of our ships boosted compared to their competition as we have the slots for double webs.
Double web may indeed become more viable, but I'm not really so sure how well we'll be able to kite blasterboats after these changes. Tempest/Phoon may be able to pull it off, but Amarr will still out damage/tank us at any range. Then again, you gotta figure if the blasterboat hits you with both web and scram, then your MWD is off. Even if you double web him, it's going to take a while to get out of web range with no MWD on, even if the only web on you is doing 60% (did that make sense? hope it did, lol). There's momentum to consider there as well, but that affects both sides of the fight. We'll just have to see. I really don't think you can call it a buff atm, as at least to me it's still very fuzzy.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:03:00 -
[924]
Even if we "could" kite a mega still (It doesn't look like they're directly changing the MWD (unless I missed something), so I don't think there's any change), damage is pretty damn even at 24km. After that it's tank.. and we know how the rest of the story goes. That's ASSUMING you can kite a mega at 24km, and never lose him. 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.25 19:04:00 -
[925]
Originally by: Boz Well
Originally by: Cpt Branko
Originally by: Boz Well I don't really see any changes that would help our BS out, with the possible exception of the web nerf, and that's debatable.
Tbh, web nerf nerfs all the BS (vs smaller stuff, and rightfully so) except that it leaves a few of our ships boosted compared to their competition as we have the slots for double webs.
Double web may indeed become more viable, but I'm not really so sure how well we'll be able to kite blasterboats after these changes. Tempest/Phoon may be able to pull it off, but Amarr will still out damage/tank us at any range. Then again, you gotta figure if the blasterboat hits you with both web and scram, then your MWD is off. Even if you double web him, it's going to take a while to get out of web range with no MWD on, even if the only web on you is doing 60% (did that make sense? hope it did, lol). There's momentum to consider there as well, but that affects both sides of the fight. We'll just have to see. I really don't think you can call it a buff atm, as at least to me it's still very fuzzy.
Oh goodness PLEASE stay out of the 1v1 thingy... it just does not work like that.
I have a month for my vagabond to go out in an insane blaze of glory before I abandon the minmatar cruiser line (im a hac pilot). Sad because I loved flying it.
After the nano nerf im going to roam with a scout and maybe a buddy in a rapier in my tempest. If i have fun, maybe i will embrace this monster game changing nerf. If all I find are blobs I cant escape from and therefor cant engage I'm not sure what will be left of 0.0 pvp for me. If all of a sudden we have lone tanked ships running around maybe this will be a good thing, maybe 1 v1s will come back. Maybe kiting will be a valid argument.
Or maybe we are just going to see blob vs blob even more and since the bigger blob will mostly win, we may see blob camping empty gate. Fun shit.
We shall see. But yea fix projectile and the tempest *waves flag* 
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 19:06:00 -
[926]
Originally by: Boz Well I really don't think you can call it a buff atm, as at least to me it's still very fuzzy.
I agree. At any rate, tons of factors into play there (we'll see how standard ship fittings will develop) so it's hard to say anything.
I don't think kiting a Mega who has T2 guns with Null L loaded will work very well, the window where you have a chance (if there is one, I'd really have to run the numbers) appears to be too low, and battleships don't handle very well. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Boz Well
|
Posted - 2008.07.25 19:16:00 -
[927]
We got into 1v1 discussions because that's about the only situation where I can see this change indirectly boosting our BS, heh. All I was saying is that even there, it's questionable whether it's even a boost.
I imagine nano's will still be able to operate in 0.0, but there's a good bit more risk. Assuming you orbit/make passes at 20km or so, not a lot changes except your top speed. If you get inside scram range, look out, haha. And the arazu will be a good bit scarier after these changes, whereas rapiers/huginns won't be quite as scary. Overall, it looks to me like a kick to the Matar pilots while we're already down a bit, haha, but perhaps after this patch goes in we'll be due for a boost.
|

Boz Well
|
Posted - 2008.07.25 19:17:00 -
[928]
Originally by: AstroPhobic
Originally by: Cpt Branko
Originally by: Boz Well I really don't think you can call it a buff atm, as at least to me it's still very fuzzy.
I agree. At any rate, tons of factors into play there (we'll see how standard ship fittings will develop) so it's hard to say anything.
I don't think kiting a Mega who has T2 guns with Null L loaded will work very well, the window where you have a chance (if there is one, I'd really have to run the numbers) appears to be too low, and battleships don't handle very well.
Assuming no ambit rigs on the tempest, their DPS is equal at 27km. Assuming ambit rigs on the tempest, their DPS is equal right at about 23-34km.
With a no contest on tank. Given both the mega's and tempest's utility highs are empty (or assuming both are using neuts.. whatever you'd like).
Aye, basically it's pretty questionable as to whether this is a buff at all for our BS, and I'm leaning towards no on that one, haha. I saw on another thread where someone was saying this was a nice boost to Tempest/Phoon, but I'm not really seeing it working out that way in practice.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:23:00 -
[929]
Originally by: Boz Well
Aye, basically it's pretty questionable as to whether this is a buff at all for our BS, and I'm leaning towards no on that one, haha. I saw on another thread where someone was saying this was a nice boost to Tempest/Phoon, but I'm not really seeing it working out that way in practice.
I can see it hurting the phoon, a lot. I never tire of posting my torp raven setup that clearly outdoes the phoon. The only reason people think it's uber is because they fly the other minmatar battleships (obviously crap), and then once they get really skilled they can properly fly a phoon, which is decently balanced (read: uses 2 balanced weapon systems), so they're like "aww right! yeah! phoon is best ship evar!!!"
So IMO it's only niche was the nano-battleship, for those of you with deep, deep pockets. That's gone now.
|

Boz Well
|
Posted - 2008.07.25 19:26:00 -
[930]
Originally by: AstroPhobic
Originally by: Boz Well
Aye, basically it's pretty questionable as to whether this is a buff at all for our BS, and I'm leaning towards no on that one, haha. I saw on another thread where someone was saying this was a nice boost to Tempest/Phoon, but I'm not really seeing it working out that way in practice.
I can see it hurting the phoon, a lot. I never tire of posting my torp raven setup that clearly outdoes the phoon. The only reason people think it's uber is because they fly the other minmatar battleships (obviously crap), and then once they get really skilled they can properly fly a phoon, which is decently balanced (read: uses 2 balanced weapon systems), so they're like "aww right! yeah! phoon is best ship evar!!!"
So IMO it's only niche was the nano-battleship, for those of you with deep, deep pockets. That's gone now.
The torp raven has derailed many a thread indeed. But yeah, it seems pretty silly that some people are calling this patch a Matar boost, or a Matar BS boost, or any sort of boost for us. I'm just not seeing it.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:27:00 -
[931]
Edited by: AstroPhobic on 25/07/2008 19:27:43
Originally by: Boz Well
The torp raven has derailed many a thread indeed. But yeah, it seems pretty silly that some people are calling this patch a Matar boost, or a Matar BS boost, or any sort of boost for us. I'm just not seeing it.
Nail in the coffin tbh. Amarr, here I come. 
|

Boz Well
|
Posted - 2008.07.25 19:31:00 -
[932]
My Minmatar char will keep training for Matar crap with her +5's, and who knows, by the time I get around to maxxing out Nagl skills it might be decent. I definitely think we're due for a buff patch after this though. Assuming these changes hit nano's hard, the number of ships we'll be left with that are decent is fairly low.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:36:00 -
[933]
Originally by: Boz Well My Minmatar char will keep training for Matar crap with her +5's, and who knows, by the time I get around to maxxing out Nagl skills it might be decent. I definitely think we're due for a buff patch after this though. Assuming these changes hit nano's hard, the number of ships we'll be left with that are decent is fairly low.
The only reason they're good is they can throw in large buffer because of ACs small powergrid usage. To think there were tons of whines saying that "omg they're sooo easy to fit" and "omg capless and easy 2 fit minmatar is op".
Heh. 3 days, 12 hours to zealot goodness.
|

Boz Well
|
Posted - 2008.07.25 19:44:00 -
[934]
Originally by: AstroPhobic
Originally by: Boz Well My Minmatar char will keep training for Matar crap with her +5's, and who knows, by the time I get around to maxxing out Nagl skills it might be decent. I definitely think we're due for a buff patch after this though. Assuming these changes hit nano's hard, the number of ships we'll be left with that are decent is fairly low.
The only reason they're good is they can throw in large buffer because of ACs small powergrid usage. To think there were tons of whines saying that "omg they're sooo easy to fit" and "omg capless and easy 2 fit minmatar is op".
Heh. 3 days, 12 hours to zealot goodness.
Lol nice. 
|

AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:49:00 -
[935]
Originally by: Boz Well
Lol nice. 
What would truly **** me off is if they came back after the speed nerf... and they say.. oh well, we don't want to disrupt game balance, so here's a bigger clip for arties, you can have 5% more falloff on ACs, and the tempest gets its shield and armor switched.
I can see it happening too. I dont think CCP realizes how imbalanced minmatar's larger ships are. No comments on the naglfar being the absolutely worst dread. Not a peep. 
|

Boz Well
|
Posted - 2008.07.25 20:01:00 -
[936]
Haha, it might, and that'd definitely be sad. I'd like to see them take the ships in a new direction, whatever that is. We used to have nos/mids/speed/alpha, lots of quirky ways to win fights, haha. Now we have neuts, eccm I guess, no speed and meaningless alpha. I'd prefer they bring back the versatility, rather than just make minor changes to damage/range. Things don't have to go back to the way they were, but at least create some new quirky ways for our versatility to matter, heh.
|

Liang Nuren
Perkone
|
Posted - 2008.07.26 00:21:00 -
[937]
Edited by: Liang Nuren on 26/07/2008 00:21:37
Originally by: Boz Well Overall, it looks to me like a kick to the Matar pilots while we're already down a bit, haha, but perhaps after this patch goes in we'll be due for a boost.
Yeah, I take a week off to move and I come back to the biggest Matari nerf in recent memory. Fantastic. You know all that "doom saying" when I've been telling people not to train nano? Know when I told people that the Rapier/Huginn would be near useless post nano nerf? Know when I told people that the Vaga was going to suck post nano nerf?
"I told you so."
-Liang
Ed: And I must ask just what the **** CCP thinks they're doing giving such a huge set of boosts to Amarr. Again. -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
|
Posted - 2008.07.26 00:27:00 -
[938]
Liang's back!
/me hugs liang
|

Boz Well
|
Posted - 2008.07.26 00:30:00 -
[939]
I'd feel better about this if they acknowledged any of the Matar problems, particularly with Matar BS. I'd feel better about it if the CSM's even knew about these issues beyond what they listed as "buff large autocannons". Maybe if it wasn't in the lowest priority category they have on their little list, or mayube if they at least knew the real problem was with artillery, lol. If I knew there was a Matari buff patch upcoming, I'd feel better about it.
As is, though, while I'm still optimistic about these issues (even if I don't always sound it ), and while the changes overall don't look that bad to me, it's just an across the board nerf for Matari pilots (again). Now more than ever though I'm hoping for a Matari buff patch in the future, haha.
|

Boz Well
|
Posted - 2008.07.26 00:31:00 -
[940]
So I take it you have interweb access out on the farm? 
|

Liang Nuren
Perkone
|
Posted - 2008.07.26 00:33:00 -
[941]
Originally by: Boz Well So I take it you have interweb access out on the farm? 
Haha, yeah. It's pretty crappy, and I ping nothing less than 300, but it's data-tube access.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Liang Nuren
Perkone
|
Posted - 2008.07.26 00:59:00 -
[942]
Originally by: Boz Well while the changes overall don't look that bad to me, it's just an across the board nerf for Matari pilots (again).
Eh, a nano nerf was going to be required... anything that's as prevalent as nano ships were getting (whether they were merited or not) really needs a nerf to keep the game from getting stagnant.
My biggest complaints (theory-craft at this point): - Stabber/Vaga: Questionably useful after the patch. Small differences in speed will remain meaningless. - Huginn/Rapier: Webs are having a huge nerf. The ships are also losing their niche (there'll be no more nano ships to web). - All other "nano cruisers" have another niche to fall back on. - The Ishtar is now short on fittings. It no longer has nano fittings to rely upon, and will now be forced to tank. It does not have viable fittings for this purpose (and all assertions that the Ishtar was great as a non-nano ship do not take into account the recent boosts to other ships of its class). - This is another huge (direct) boost to Amarr and Caldari ships (neither of which rely on being close nor controlling range). Considering the other recent boosts to these races, this is completely unnecessary.
Other observations/predictions: - Minmatar will have four (possibly) good ships in the cruiser class after this nerf: Rupture (1600mm plated), Vaga, Scimitar (maybe), Broadsword. This is the end of the "Matari have better cruisers" myth. - The Domi will vastly overtake the Megathron for close range usage. This is both because of the utility of drones, and because of sentry drones. Blaster ships will take a small to moderate nerf. - The Arazu/Lachesis are going to be interesting, but I doubt the new range at which combat takes place will let them take full advantage of the scram bonus. - I'd post more, but I haven't thought about it enough.
TBH, I have Gallante/Minmatar/Caldari BS 5. I think it's high time I finished up Amarr BS 5 and Caldari BS 5 on Liang.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Boz Well
|
Posted - 2008.07.26 01:08:00 -
[943]
The rapier/huginn nerf really doesn't bother me that much, as 99% slow at long range is pretty absurd. Dual webs will still slow someone to a pretty damn slow speed, although I agree that the ships will lose their niche a little bit when nano's are less common. Still, that nerf doesn't bother me. It just feels like one nerf after another, when Matar are already down, lol, and that's what gets me a bit.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.28 21:03:00 -
[944]
It arises from the dead!
So tell me, how many people have stopped training minmatar and moved on to another race? Alts included. I already have. To amarr, of course.
|

Amandin Adouin
|
Posted - 2008.07.28 21:24:00 -
[945]
Originally by: AstroPhobic It arises from the dead!
So tell me, how many people have stopped training minmatar and moved on to another race? Alts included. I already have. To amarr, of course.
I'm seriously considering it.
btw I posted a link to this thread in the directed feedback thread that the Devs started on the Game Dev Forum - as my good deed for the day 
|

AstroPhobic
Minmatar
|
Posted - 2008.07.28 21:54:00 -
[946]
Thanks for the publicity Amanda. It always seems that minmatar is the minority here.
|

Amandin Adouin
|
Posted - 2008.07.28 22:03:00 -
[947]
Originally by: AstroPhobic Thanks for the publicity Amanda. It always seems that minmatar is the minority here.
No, thank you Astro... You three (you and Liang and Bozz) are the most helpful and knowledgeable (and funny! ) people I've seen here. I wish you guys were the ones doing the testing for CCP. Then maybe we wouldn't be in this damn mess. It was the least I could do.
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AstroPhobic
Minmatar
|
Posted - 2008.07.28 22:15:00 -
[948]
Originally by: Amandin Adouin
Originally by: AstroPhobic Thanks for the publicity Amanda. It always seems that minmatar is the minority here.
No, thank you Astro... You three (you and Liang and Bozz) are the most helpful and knowledgeable (and funny! ) people I've seen here. I wish you guys were the ones doing the testing for CCP. Then maybe we wouldn't be in this damn mess. It was the least I could do.
I try my best to put in a good word and a few numbers. I wish I had the time (or the effort) to make some more... numbers to show the relationships, advantages etc. The best I can do is use some persuasive language and a few numbers here and there to get my point across.
Though I feel it's been discussed to near death. What we really need is recognition, and you seem to be helping that along more than any of us. Kudos.
|

Liisa
Starlancers
|
Posted - 2008.07.28 23:01:00 -
[949]
Anybody have a theory why they increased the mass of the tempest on sisi?
Does ccp really think the tempest needs a nerf?
|

Amandin Adouin
|
Posted - 2008.07.28 23:10:00 -
[950]
Originally by: AstroPhobic Though I feel it's been discussed to near death. What we really need is recognition, and you seem to be helping that along more than any of us. Kudos.
I've actually been spending waaayyy too much time in the game and on the forums lately because well, let's just say Eve is helping me get through some pretty hard times. But if I really had the time and wherewithall to help, I would have taken a crack at writing up that summary of this whole thread, but ehhhh. Maybe if I get bored enough at work this week. I'd ask you guys look at it first though, as I'm completely unqualified to speak on the subject.
|

Spaztick
Canadian Imperial Armaments EVESpace
|
Posted - 2008.07.28 23:18:00 -
[951]
Edited by: Spaztick on 28/07/2008 23:18:51 I have been considering training Amarr or Gallente for the larger ships, command ship and bigger. Matari BSs and caps just plain suck. I've yet to be on SiSi or Multi to test the changes, but I'm not at the point of flying a vaga or sleipnir. At worse I'll lose some speed on the interceptors, but everyone else is going to be slowing down more. The crusader and Taranis will still be king of anti inty so nothing is changing for me.
On topic, yes large projectiles suck, especially artillery. Improve the clip size on those. Now. But seriously, more people should have some type of spacer in their sigs to show it's not part of the post. |

AstroPhobic
Minmatar
|
Posted - 2008.07.28 23:37:00 -
[952]
Originally by: Amandin Adouin
Originally by: AstroPhobic Though I feel it's been discussed to near death. What we really need is recognition, and you seem to be helping that along more than any of us. Kudos.
I've actually been spending waaayyy too much time in the game and on the forums lately because well, let's just say Eve is helping me get through some pretty hard times. But if I really had the time and wherewithall to help, I would have taken a crack at writing up that summary of this whole thread, but ehhhh. Maybe if I get bored enough at work this week. I'd ask you guys look at it first though, as I'm completely unqualified to speak on the subject.
I'd love to as well. Maybe once school starts up. Not that it makes much sense, but I think I'll have more time then.
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.29 09:31:00 -
[953]
/meh wonders what to do?
same as liang out for some time, and now i discover the finam matari nerf 
but i have a question...
@ everybody sayng "MINMATAR IS NOT THE BEST DAMAGE DEALING, NOR BEST TANK RACE BLA BLA BLA " now we cant no more
be versatile e-war tank speed tank artyllery gank
AC dont need nerf, they're allways been subpar
i ask if we lost our last tank option, the speed, (now missiles and drone will obliterate our ships) why cant we have a serious damage boost? your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Captain Crimson
Deep Core Mining Inc.
|
Posted - 2008.07.29 11:10:00 -
[954]
Well, the other race's ships will be affected by this as well, though I agree that matari will be hit the most.
Overall I'm very happy about the proposed changes.
Originally by: Tuxford I have already expressed my personal opinion on this and it was very positive (something about happy in the pants).
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.29 11:45:00 -
[955]
Originally by: AstroPhobic
So tell me, how many people have stopped training minmatar and moved on to another race? Alts included. I already have. To amarr, of course.
I've only decided to sell my non-Typhoon Minmatar battleships (obvious Tempest's speed/agility nerf plus the web changes make it less valuable as a smaller ship ganker now, and the Maelstorm is a stationary turret anyway), train for Gallente T2 frigs, and reduce my training to generic supports for now (Drone interfacing V, Assault Ships V, a few of the speed skills, some more armour compensations, T2 HAMs + buffing my missile supports for the Minmatar ships using them as a extra weapon system, etc.)
So, basically, I'm in the perfect position to cross-train, because while I like the Minmatar T1 lineup, and the AFs, I don't see much of a point training up anything else. So generic supports for me for the time being and no new toys.
Long term, the Minmatar skills I have will probably pay off in another boost cycle. Plus, I can cross-train easy, would take me less then a month to get in a Harbringer with T2 guns, and when I finish up T2 hams, I'm only cruiser III away from flying the Drake nearly perfectly anyways. If I had focused my training on the Vaga/Rapier I'd be preety messed up now probably.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

deadmeet
|
Posted - 2008.07.29 11:49:00 -
[956]
I don't stop training minmatar because I really like this race, not especially for the ships because if I would like the race with the overall best ships I would switch to gallente, but for the unique soul minmatar have (the pure minmatar players will understand me ^^).
And, maybe this will be the age for which minmatar will be the worst race, but the chance turn (see amar) and, one day, we will see minmatar good again (even the BS, maybe).
So, I'm patient, I'm training for a typhoon that will be the less penalized I imagine and I will take back my vagabond and train for rapier when they will be balanced again.
|

Amandin Adouin
|
Posted - 2008.07.29 12:46:00 -
[957]
Originally by: deadmeet I don't stop training minmatar because I really like this race ... but for the unique soul minmatar have (the pure minmatar players will understand me ^^).
I totally know what you're saying That's been my reason for wanting to doggedly stick it out with them also, even when every other race is better.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.29 14:58:00 -
[958]
Originally by: Cpt Branko
So, basically, I'm in the perfect position to cross-train, because while I like the Minmatar T1 lineup, and the AFs, I don't see much of a point training up anything else. So generic supports for me for the time being and no new toys.
Long term, the Minmatar skills I have will probably pay off in another boost cycle. Plus, I can cross-train easy, would take me less then a month to get in a Harbringer with T2 guns, and when I finish up T2 hams, I'm only cruiser III away from flying the Drake nearly perfectly anyways. If I had focused my training on the Vaga/Rapier I'd be preety messed up now probably.
This is pretty much how I feel. My zealot finishes in 2 hours, I can already fly a harby as well as any amarr specced pilot. I figure I'll train up my drones (curse, geddon) and missiles (Retri... sac), and if the minnie boost comes around our way, I'll be prime and ready. I do have heavy missiles halfway trained to 5 for a huginn/rapier, but I doubt it's going to help me in amarr. I'd really like to try out the curse, but my "meh" drone skills and recon 4 don't really lend itself. Seems like one of those ships that should only be taken out once properly skilled for.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.29 15:36:00 -
[959]
Originally by: AstroPhobic
Originally by: Cpt Branko
So, basically, I'm in the perfect position to cross-train, because while I like the Minmatar T1 lineup, and the AFs, I don't see much of a point training up anything else. So generic supports for me for the time being and no new toys.
Long term, the Minmatar skills I have will probably pay off in another boost cycle. Plus, I can cross-train easy, would take me less then a month to get in a Harbringer with T2 guns, and when I finish up T2 hams, I'm only cruiser III away from flying the Drake nearly perfectly anyways. If I had focused my training on the Vaga/Rapier I'd be preety messed up now probably.
This is pretty much how I feel. My zealot finishes in 2 hours, I can already fly a harby as well as any amarr specced pilot. I figure I'll train up my drones (curse, geddon) and missiles (Retri... sac), and if the minnie boost comes around our way, I'll be prime and ready. I do have heavy missiles halfway trained to 5 for a huginn/rapier, but I doubt it's going to help me in amarr. I'd really like to try out the curse, but my "meh" drone skills and recon 4 don't really lend itself. Seems like one of those ships that should only be taken out once properly skilled for.
370+ dps at 200km. mmmmmmmmmmm
|

AstroPhobic
Minmatar
|
Posted - 2008.07.29 15:39:00 -
[960]
Originally by: Trojanman190
370+ dps at 200km. mmmmmmmmmmm
I'm sure if I "did" fleet battles, I'd love that. Sadly there's still about 2-2.5 months of training before battleship 5 (energy grid upgrades 5... AWU 5, Large turret 5), so I'll have to wait and see. Then I get to work on drone and missile skills... mmm. Then I can pretty much cross train over to gallente/caldari just by adding in racial skills.
Then you can never nerf me! Bwahahaha!
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.29 15:41:00 -
[961]
Edited by: Trojanman190 on 29/07/2008 15:44:54
Originally by: deadmeet I don't stop training minmatar because I really like this race, not especially for the ships because if I would like the race with the overall best ships I would switch to gallente, but for the unique soul minmatar have (the pure minmatar players will understand me ^^).
And, maybe this will be the age for which minmatar will be the worst race, but the chance turn (see amar) and, one day, we will see minmatar good again (even the BS, maybe).
So, I'm patient, I'm training for a typhoon that will be the less penalized I imagine and I will take back my vagabond and train for rapier when they will be balanced again.
As someone in another thread poitned out, boosting the amar took two years after tehy had recieved their last major nerf. CCP hasn't even stopped nerfing the matari ships yet so who knows how long it will be before we get a boost. 2 years minimum at this rate.
Originally by: AstroPhobic
Originally by: Trojanman190
370+ dps at 200km. mmmmmmmmmmm
I'm sure if I "did" fleet battles, I'd love that. Sadly there's still about 2-2.5 months of training before battleship 5 (energy grid upgrades 5... AWU 5, Large turret 5), so I'll have to wait and see. Then I get to work on drone and missile skills... mmm. Then I can pretty much cross train over to gallente/caldari just by adding in racial skills.
Then you can never nerf me! Bwahahaha!
I hate fleet battles. Being able to hit that hard from that range is useful for far more things than that. Id like to see an interceptor try to aproach me at 200km when his max, rigged, overloaded, snaked, top speed is far slower than what I am used to dealing with. The nerf effectively doubles the amount of 'range tank' I get to have. What was once 200km will feel like 400km. Its like a 100% range boost.
Sadly the training does not finish for awhile =(.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.30 00:26:00 -
[962]
5 more pages to pass the pilgrim thread! C'mon guys!
THE PHOON IS NOW FATTER THAN THE HYPERION.
Discuss.
|

Amandin Adouin
|
Posted - 2008.07.30 00:28:00 -
[963]
They're going to change it back. Mark my words. Nozh already even mentioned it sorta kinda.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.30 00:30:00 -
[964]
Originally by: Amandin Adouin They're going to change it back. Mark my words. Nozh already even mentioned it sorta kinda.
I figured as much, but we're only 5 pages short. 
|

Amandin Adouin
|
Posted - 2008.07.30 00:33:00 -
[965]
Oops sorry for messing up your plan then.  Let's keep the discussion going guys.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.30 00:37:00 -
[966]
Edited by: AstroPhobic on 30/07/2008 00:37:37 Think positive.
Okay.
Give me a good reason to train minmatar, other than aesthetics.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.30 01:22:00 -
[967]
Originally by: AstroPhobic
Give me a good reason to train minmatar, other than aesthetics.
Autocannons have a incredibly cool sound.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.07.30 01:26:00 -
[968]
Originally by: Cpt Branko
Originally by: AstroPhobic
Give me a good reason to train minmatar, other than aesthetics.
Autocannons have a incredibly cool sound.
Foiled.
PS. I hear its... 1200 scouts? That have the best artillery sound. I forget which one. It should be applied to all arties.
I don't fly with sound though... 
|

Amandin Adouin
|
Posted - 2008.07.30 01:35:00 -
[969]
Edited by: Amandin Adouin on 30/07/2008 01:41:42 Edited by: Amandin Adouin on 30/07/2008 01:38:18 I'm sorry but the sexy pirate masts just have to be mentioned, regardless of what you say. Also the Auto Cannons sound cool, they're still somewhat faster than other ships (for the time being), and they have soul . Also, being the jack of all trades, master of none race, Matari ships are great for people with ADD.
Wait, why are we listing the positives of Matari ships? I think your thread would fill up faster by listing the weaknesses, not the strengths, lol.
Also, I'm afraid that if a dev does misclick somehow and end up in our forum, that they'll see our sad little list of things Matari ships still have going for them and take those away too 
I'm counting five threads about Minmatar ships right now on this page and only one - no, wait, there's one other puny little thread w/no replies - so two threads about the damn Pilrim now. So I think that says it all. Nerf the Matari 
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.30 01:46:00 -
[970]
Edited by: Cpt Branko on 30/07/2008 01:49:25 Edited by: Cpt Branko on 30/07/2008 01:46:41
Originally by: AstroPhobic
Originally by: Cpt Branko
Originally by: AstroPhobic
Give me a good reason to train minmatar, other than aesthetics.
Autocannons have a incredibly cool sound.
Foiled.
PS. I hear its... 1200 scouts? That have the best artillery sound. I forget which one. It should be applied to all arties.
I don't fly with sound though... 
D180s with a 2+gyro config are pure loving sound-wise. 1.87s rof or less, it's just a constant stream of fire ;)
Nothing beats saying "Sorry, I can't hear you over the sound of my autocannons." on vent 
I remember killing a offline pos with a 6-gyro setup, had a carrier feeding me ammo. Occasionally I'd stagger my ACs and just shove the speakers into the mic so the entire gang can hear the lovely sound ;) Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Liang Nuren
Perkone
|
Posted - 2008.07.30 03:27:00 -
[971]
Originally by: AstroPhobic 5 more pages to pass the pilgrim thread! C'mon guys!
THE PHOON IS NOW FATTER THAN THE HYPERION.
Discuss.
TBFH, it just shows how utterly out of touch the devs are if they were even considering nerfing both the Phoon and the Tempest's agility and mass.
Of course, the same devs that authored this patch are the same devs that didn't even know the Helios had only 2 highs... so I suppose I shouldn't get my hopes up.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Tefkros
The Dead Pod Society Chain of Chaos
|
Posted - 2008.07.30 11:26:00 -
[972]
Originally by: AstroPhobic
Give me a good reason to train minmatar, other than aesthetics.
Think deep... If you use Minmatar, you will usually manage to only kill people that are considerably stupid (as has been the case so far, but now even more). Stupid people have a tendency to smack and hate. By limiting your options to killing only the stupid ones..
Voila!
Hatemail galore! \o/
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.30 13:33:00 -
[973]
Originally by: Cpt Branko
Originally by: AstroPhobic
Give me a good reason to train minmatar, other than aesthetics.
Autocannons have a incredibly cool sound.
The only large acs I enjoy using are the dual 425mm. The rest of them have no projectile effect and sound like a slightly larger version of the 720mm. It's boring. 425s are cool and the large cannons need to be similar.
Plz b00st the 650mm and 800mm cannon effects plz ccp. Kthnxbai
|

AstroPhobic
Minmatar
|
Posted - 2008.07.30 13:57:00 -
[974]
Originally by: Liang Nuren
TBFH, it just shows how utterly out of touch the devs are if they were even considering nerfing both the Phoon and the Tempest's agility and mass.
Of course, the same devs that authored this patch are the same devs that didn't even know the Helios had only 2 highs... so I suppose I shouldn't get my hopes up.
-Liang
I died a little bit on the inside when I read about the gallente recons. The helios does **** me off though, it's the only covert ops my probing alt can fly. 
|

Blind Jhon
Amarr Alenia psy departement
|
Posted - 2008.07.30 20:33:00 -
[975]
ok now we are actually into a deadspace zone
the various mass nerf (typhoon, vaga, tempest) in combination whit our lack of dps and tank completly broke our entire fleet.
apart of rifter and t2 variants who get an incredible boost all the rest become 100% crap
look our bs:
1) typhoon it has basically only one ship bonus which is a rof bonust splitted in the dual ammo minmatar way, and now it get hardly striked by upcoming mass increase and speed nerf
2) tempest.... i guess that 33 pages of tempest = graveyard are enought + new mass nerf, so it became now less agile than an imperion (c'mon now complain about blaster boats)
3) maelstrom, like the natural phaenomenon it is sink under the whater a bit more
in my opinion now things for minmatar are getting worse than amar's bad days... 
whats going on CCP? your 650mmII autocannon perfectly turn of wreking your untanked minmatar ship |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.07.30 20:40:00 -
[976]
Originally by: AstroPhobic
Originally by: Liang Nuren
TBFH, it just shows how utterly out of touch the devs are if they were even considering nerfing both the Phoon and the Tempest's agility and mass.
Of course, the same devs that authored this patch are the same devs that didn't even know the Helios had only 2 highs... so I suppose I shouldn't get my hopes up.
-Liang
I died a little bit on the inside when I read about the gallente recons. The helios does **** me off though, it's the only covert ops my probing alt can fly. 
I was pretty astonished about that as well... amazing =/
|

Troezar
Personal Vendetta Vendetta Alliance.
|
Posted - 2008.07.30 20:46:00 -
[977]
I for one am not waiting around to see if they fix Minmatar. I put millions into Minnie BS's only to find out how poor they were, like the Phoon though. I'm now well on the way to Amarr now and as both Amarr and Minnie are not usually both either the best or worst at any one time I should be "Future Nerf Proof"
|

Hydrian Battlecorre
|
Posted - 2008.07.31 18:10:00 -
[978]
Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
|

AstroPhobic
Minmatar
|
Posted - 2008.07.31 18:15:00 -
[979]
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
The best solution for arty is to give them a meaningful alpha again. But we're not going to get it 
|

Liang Nuren
Perkone
|
Posted - 2008.07.31 18:21:00 -
[980]
Originally by: Blind Jhon
2) tempest.... i guess that 33 pages of tempest = graveyard are enought + new mass nerf, so it became now less agile than an imperion (c'mon now complain about blaster boats)
You should add the various other 20+ page threads that have floated around about it.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Clueless Alt
|
Posted - 2008.07.31 18:21:00 -
[981]
I'd like to fly matari BS and be efficient. Hell, I just finished skilling recon & hac...
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.31 18:22:00 -
[982]
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
It would be too cool, anti-blob weapon ftw!
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.31 18:33:00 -
[983]
Originally by: Trojanman190
Originally by: Transmaniacon
Originally by: AstroPhobic
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
The best solution for arty is to give them a meaningful alpha again. But we're not going to get it 
What about a higher calibre artillery cannon, something like an 1800mm Siege Cannon. 1800mm -> Tachyon, so there are 3 tiers of weapons to fall in line with most other weapons. It could have the high alpha, lower tracking, but enormous alpha, and a higher range, making it more appropriate for POS killing and fleet engagements. Or just replace the 1400mm with a 1800mm cannon, giving one the tracking (1200), and the other the damage we all want so badly.
or they could FIX 1400s.
Adding a new gun just means nobody will use the lower ones. Does anyone use 1200mm for sniping and fleet?
1200s are used a lot in PVE because of their higher tracking and higher clip size.
|

AstroPhobic
Minmatar
|
Posted - 2008.07.31 18:37:00 -
[984]
Originally by: Transmaniacon
Originally by: AstroPhobic
Originally by: Hydrian Battlecorre Yeah i support minmatar getting some more love 100%...i dunno if it was in this thread or not but i really love the idea of the "exploding" arty shells that kinda work like smartbombs...
The best solution for arty is to give them a meaningful alpha again. But we're not going to get it 
What about a higher calibre artillery cannon, something like an 1800mm Siege Cannon. 1800mm -> Tachyon, so there are 3 tiers of weapons to fall in line with most other weapons. It could have the high alpha, lower tracking, but enormous alpha, and a higher range, making it more appropriate for POS killing and fleet engagements. Or just replace the 1400mm with a 1800mm cannon, giving one the tracking (1200), and the other the damage we all want so badly.
I understand the high alpha, but not the POS killing. You want high DPS and range... IE lasers. Or fleet engagements.
High alpha means gang ships, lowsec ships, "OH SHIT WHAT JUST HIT ME" ships. Not... "rofl that's noob's in a tempest".
Not sure an 1800 would help anyway. Can barely fit 6 1400s on a tempest with AWU 5 as it is, and you'd probably even have to use a fitting mod on a mael to get 8 to fit.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.31 18:44:00 -
[985]
What they should do to fix everything is increase tracking on the 1200s, and give them a slight boost to RoF. This would allow the 1200s to be utilized in pvp more, in gangs, as their would be a small DPS increase, and the higher tracking would let them compete with lasers and railguns. For the 1400s, give them a higher damage mod, maybe a slight decrease in RoF, keeping the DPS constant, but giving them a larger alpha strike. I would like to see something on the order of 7000+ alpha strikes (with T2 guns), because as it is now, lasers can match our alpha, and out DPS us by a landslide... We need something to be good at...
|

AstroPhobic
Minmatar
|
Posted - 2008.07.31 18:52:00 -
[986]
Originally by: Transmaniacon What they should do to fix everything is increase tracking on the 1200s, and give them a slight boost to RoF. This would allow the 1200s to be utilized in pvp more, in gangs, as their would be a small DPS increase, and the higher tracking would let them compete with lasers and railguns. For the 1400s, give them a higher damage mod, maybe a slight decrease in RoF, keeping the DPS constant, but giving them a larger alpha strike. I would like to see something on the order of 7000+ alpha strikes (with T2 guns), because as it is now, lasers can match our alpha, and out DPS us by a landslide... We need something to be good at...
Yup, this would be the best fix. Is it going to happen? Very unlikely. As much as it's a good fix, CCP likes things orderly and scaled (see the new covert ops ). I pretty much give up honestly, i've said my opinion a few thousand times, now all that's left is training amarr BS 5.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.31 19:04:00 -
[987]
Maybe we could just make a new thread every day with big bold lettering demanding a change until they get tired of deleting them...
|

Siddy
Minmatar Evolution Band of Brothers
|
Posted - 2008.07.31 19:08:00 -
[988]
Edited by: Siddy on 31/07/2008 19:09:02 Devs are fully awear of this, thy dont see this as top or even near any priority list since we got 3 workking rances.
train amarr
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.07.31 19:18:00 -
[989]
Originally by: Siddy Edited by: Siddy on 31/07/2008 19:09:02 Devs are fully awear of this, thy dont see this as top or even near any priority list since we got 3 workking rances.
train amarr
lol, Devs got it 75% right, that's passing, good enough right...?
|

Siddy
Minmatar Evolution Band of Brothers
|
Posted - 2008.07.31 19:25:00 -
[990]
Edited by: Siddy on 31/07/2008 19:25:19
Originally by: Transmaniacon
Originally by: Siddy Edited by: Siddy on 31/07/2008 19:09:02 Devs are fully awear of this, thy dont see this as top or even near any priority list since we got 3 workking rances.
train amarr
lol, Devs got it 75% right, that's passing, good enough right...?
well, usualy it was 25% of the rases were playable.
Like when we had gankkageddons...
so i guess its a progress
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.01 12:15:00 -
[991]
Anyone know when the next CSM meeting is? This way we can make sure they get this issue in and we can at least get a response from CCP...
|

Adamai
Gallente Naval Protection Corp Intrepid Crossing
|
Posted - 2008.08.01 12:22:00 -
[992]
whilst their doing the balancing act ccp might want to consider giveing the minmatarr carrier a little love too, erm maybe shuffle the mids and lows around to allow a beter tank or something
|

Shinta Kobi
Minmatar
|
Posted - 2008.08.01 12:28:00 -
[993]
CCP:Minmatar::Blizzard:Alliance(WoW)... they ignore them.
~Shinta
 |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.01 12:33:00 -
[994]
MAN YOUR SHIPS, WE ARE RAIDING ICELAND!
|

AstroPhobic
Minmatar
|
Posted - 2008.08.01 13:43:00 -
[995]
Originally by: Adamai whilst their doing the balancing act ccp might want to consider giveing the minmatarr carrier a little love too, erm maybe shuffle the mids and lows around to allow a beter tank or something
Post #1000! Huzzah!
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.01 13:46:00 -
[996]
Lets see if we can make it to 1400, in light of the current topic 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.01 13:53:00 -
[997]
Originally by: Transmaniacon Lets see if we can make it to 1400, in light of the current topic 
I just want to make it past that amarr recon thread
[lyria]
Since their battleships are easily the best in the game, why are they whining about one ship? It only needs a small fix.
[/lyria]
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.01 13:57:00 -
[998]
Edited by: Cpt Branko on 01/08/2008 13:57:48
Originally by: Transmaniacon Lets see if we can make it to 1400, in light of the current topic 
Over 9000!
Anyway, I sortof expected Minmatar BS to be best off agility/speed wise after the proposed changes, but unfortunately they got shafted the hardest (if we talk about percentages). Annoying, but I'll live with it. Brushing my torp skills for the phoon up atm, in about two months I'll be able to fly a extremely mean Typhoon (yes, I stupidly trained large T2 ACs first, but oh well). I mean, a Raven is better for most things (or, rather, anything except RR-ing or having free mids for ECCM and stuff) but I can live with the Typhoon, and I'll just keep the Tempest/Maelstorm to look preety in my hangar (I've always used the Typhoon for the actual 'hard' fights anyway).
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.01 14:01:00 -
[999]
Edited by: Transmaniacon on 01/08/2008 14:01:03 Yea, being able to fall back on our agility and speed was a buffer against the lack of DPS, but now without that we have nothing 
Edit: Oh yea, capless guns!...
|

AstroPhobic
Minmatar
|
Posted - 2008.08.01 14:03:00 -
[1000]
Originally by: Transmaniacon Edited by: Transmaniacon on 01/08/2008 14:01:03 Yea, being able to fall back on our agility and speed was a buffer against the lack of DPS, but now without that we have nothing 
Edit: Oh yea, capless guns!...
Dude, I was about to smack you! Capless guns count for like, half of our DPS! 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.01 14:42:00 -
[1001]
Originally by: trans 1200s are used a lot in PVE because of their higher tracking and higher clip size.
Which tehy work ok there because switching damages and good tracking are aight there.
But for pvp? For sniping?
Also, I think ALL ships in the game need to have their model size reworked to thier mass. For example... niddhoggur is only about 25% bigger than a typhoon and is half the size of an archon. The abbadon is almost the same size.
Also, please, give the niddhoggur a reason to not be an automatic primary in a fleet fight. It has the weakest tank and the best gang bonus which means its primary soup.
|

Kaleeb
UK1 Zero G00DFELLAS
|
Posted - 2008.08.03 21:43:00 -
[1002]
Some good points here, would like to see a CCP response to restore some lost faith.......
|

Aleus Stygian
|
Posted - 2008.08.03 22:19:00 -
[1003]
Edited by: Aleus Stygian on 03/08/2008 22:25:32
Space artillery is f*cking ridiculous to start with. Seriously. The improbability of and ballistic stresses involved with 1400 mm artillery is laughable. And then there's the fact that we are talking firing distances of mostly around 50 km here, and often more. At that distance, and working at the speeds we do, even battleships should be able to simply out-turn the incoming fire.
However, all that aside, and speaking strictly gameplay-wise, artillery is underpowered and does not offer a viable hit-and-run element to Minmatar ships as is.
My suggestion is: Take away artillery, and replace it with a type of accelerator cannon that uses a mix of charge and nuclear waste from the ship's reactor, accelerating it like a blaster but with more concentration and less energy charge, creating a packed bolt of molten, radioactive slag. Or, simply keep the solid slug ammo, but have the bullets coated in a pocket of the same slag. Either way, this long-range weapon, when fired, would have high impact and splash damage, and cause residual damage over time, thus giving Minmatar ships a reason to retreat and wait while they reload and their enemies' ships still take damage from the first hits.
|

Amandin Adouin
|
Posted - 2008.08.04 00:08:00 -
[1004]
Edited by: Amandin Adouin on 04/08/2008 00:12:04
That's a cute idea Aleus, DOT classes have typically fared really well in all the MMOs I've played (Warlocks, anyone?). Although I won't pretend to know this game well enough yet to actually be able to judge how well something like that would work. I pretty much just know that Artillery and A/Cs are bad, and I know why... but I still have a lot to learn. So much that I feel bad even posting in these threads . Anyway, I think CCP is much more likely to attempt to fix broken mechanics, rather than introducing whole new ones. Not that they're even likely to fix them, but you know what I mean. I'm just glad that CCP has so many players who care about the game so much that they keep making these suggestions and having these discussions.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 00:12:00 -
[1005]
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 00:09:25
That's a cute idea Aleus, DOT classes have typically fared really well in all the MMOs I've played (Warlocks, anyone?). Although I won't pretend to know this game well enough yet to actually be able to judge how well something like that would work. I pretty much just know that Artillery and A/Cs are bad, and I know why... but I still have a lot to learn. However, I think CCP is much more likely to attempt to fix broken mechanics, rather than introducing whole new ones. Not that they're even likely to fix them, but you know what I mean.
I could stop posting and have you take over by now. 
|

Amandin Adouin
|
Posted - 2008.08.04 00:52:00 -
[1006]
Originally by: AstroPhobic
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 00:09:25
That's a cute idea Aleus, DOT classes have typically fared really well in all the MMOs I've played (Warlocks, anyone?). Although I won't pretend to know this game well enough yet to actually be able to judge how well something like that would work. I pretty much just know that Artillery and A/Cs are bad, and I know why... but I still have a lot to learn. However, I think CCP is much more likely to attempt to fix broken mechanics, rather than introducing whole new ones. Not that they're even likely to fix them, but you know what I mean.
I could stop posting and have you take over by now. 
Aw shucks, thanks Astro. I have a complex about it, since I've only been playing since May and I don't really like to sound off on topics I don't know inside out. That's why I've been sticking to the off topic forum alot recently, where I can talk about things I'm more comfortable going off on about when I feel chatty. I think I've gotten a fairly good handle of what's going on in general, but alot of the practical stuff that only comes with time is missing. Btw, did you question that stuff in the other thread because of what Lyria said? I was alittle confused about it 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 01:40:00 -
[1007]
Lyria says stuff in almost every thread that I question, so you'll have to be a little more specific 
|

Amandin Adouin
|
Posted - 2008.08.04 01:43:00 -
[1008]
Edited by: Amandin Adouin on 04/08/2008 01:43:29
Originally by: AstroPhobic Lyria says stuff in almost every thread that I question, so you'll have to be a little more specific 
I was trying to be vague - I meant the post about my gender.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 01:45:00 -
[1009]
Edited by: AstroPhobic on 04/08/2008 01:44:54
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 01:43:29
Originally by: AstroPhobic Lyria says stuff in almost every thread that I question, so you'll have to be a little more specific 
I was trying to be vague - I meant the post about my gender.
I adhere to the strict "proof or STFU" policy, although your femininity shows through your posts. Doesn't always make you female. 
|

Amandin Adouin
|
Posted - 2008.08.04 02:18:00 -
[1010]
Originally by: AstroPhobic
I adhere to the strict "proof or STFU" policy,
lol, I can understand why considering all the kiddies and weirdos out here (believe me... I've talked to them)
Originally by: AstroPhobic
although your femininity shows through your posts.
^,- 
Originally by: AstroPhobic
Doesn't always make you female. 
Yeah I know. I guess the only way to really know is teampspeak/voice chat. Maybe someday I'll leave the newbie corp.
Anyway I'm sorry about derailing your topic. It just bugged me.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 02:31:00 -
[1011]
It doesn't really matter to me anyway; you're not people but rather avatars representing the ideas of the people. Female, male, whatever. Not sure I'd want to pick up any chicks on an online MMO anyway. (Though a few years back I was in this alliance... )
Anyway buff minmatar/projectiles/battleships/capitals/allships/make them all vertical/postcount +1
|

Amandin Adouin
|
Posted - 2008.08.04 02:38:00 -
[1012]
Edited by: Amandin Adouin on 04/08/2008 02:40:08
Originally by: AstroPhobic It doesn't really matter to me anyway; you're not people but rather avatars representing the ideas of the people. Female, male, whatever. Not sure I'd want to pick up any chicks on an online MMO anyway. (Though a few years back I was in this alliance... )
Exactly. I was just confused by that one post and wanted to see what happened.
Originally by: AstroPhobic
Anyway buff minmatar/projectiles/battleships/capitals/allships/make them all vertical/postcount +1
Quoted for truth  /back on topic
|

Aleus Stygian
|
Posted - 2008.08.04 02:45:00 -
[1013]
Wait, wait... We're... talking guns here... and throwing radioactive slag at people... and then in comes this sweet... thing and starts talking in a way that makes the rest of the... and what...?
Did you call me cute?!
/disbelief off
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 02:49:00 -
[1014]
Originally by: Aleus Stygian Wait, wait... We're... talking guns here... and throwing radioactive slag at people... and then in comes this sweet... thing and starts talking in a way that makes the rest of the... and what...?
Did you call me cute?!
/disbelief off
Dude... I hear she has her own apartment. Maybe she's into robes and wizard hats?
Oh man, this thread has been on-rails for 35 pages. It needs to follow the natural order.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 03:08:00 -
[1015]
Originally by: AstroPhobic
Originally by: Aleus Stygian Wait, wait... We're... talking guns here... and throwing radioactive slag at people... and then in comes this sweet... thing and starts talking in a way that makes the rest of the... and what...?
Did you call me cute?!
/disbelief off
Dude... I hear she has her own apartment. Maybe she's into robes and wizard hats?
Oh man, this thread has been on-rails for 35 pages. It needs to follow the natural order.
Well, I really think that a page of shitpoasting is in order after 35 pages of being constructive and occasional Lyria.
Also, this was the cutest thread derail ever. I approve of it.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 03:09:00 -
[1016]
Edited by: AstroPhobic on 04/08/2008 03:08:58
Originally by: Cpt Branko
Also, this was the cutest thread derail ever. I approve of it.

|

Aleus Stygian
|
Posted - 2008.08.04 03:14:00 -
[1017]
Oh, I laugh until my lip splits.
It's just that I find the act of calling anyone who's bound to be playing a game like EVE cute... Not to mention that regarding both me and throwing radioactive waste at people, cute just does not seem an... appropriate adjective. Well, not anywhere this side of Hell anyway.
|

Amandin Adouin
|
Posted - 2008.08.04 03:21:00 -
[1018]
Originally by: Aleus Stygian
It's just that I find the act of calling anyone who's bound to be playing a game like EVE cute... ...cute just does not seem an... appropriate adjective. Well, not anywhere this side of Hell anyway.
Speak for yourself  I actually know two (I know TWO!) girls who play Eve - and neither of them is what you might expect (if you're imagining those geeky type girls w/no social skills and no hope ).
Anyway I'm sorry - I just HAD to respond to that one . The lateness of the hour is making me saucy ^,^ . 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 03:26:00 -
[1019]
I've known several girls in eve (all pictures/voice confirmed), one was pretty hot (Jasmine if you're still around... (Nick don't kill me)), and another one off the top of my head sounds like a fairy godmother.
There's plenty others... I just don't remember them so well. 
|

Aleus Stygian
|
Posted - 2008.08.04 03:29:00 -
[1020]
Edited by: Aleus Stygian on 04/08/2008 03:30:22
Originally by: Amandin Adouin Speak for yourself 
Actually... I don't. 
Originally by: Amandin Adouin I actually know two (I know TWO!) girls who play Eve - and neither of them is what you might expect (if you're imagining those geeky type girls w/no social skills and no hope ).
Well, if either of them lives in Sweden or Stockholm, feel free to tell them to call me up. Then we'll see who'll be surprised. For now though, I think I'll contend myself with adding you to my addressbook. It's good to have someone cute to chuckle at from time to time... 
|

Amandin Adouin
|
Posted - 2008.08.04 03:33:00 -
[1021]
Edited by: Amandin Adouin on 04/08/2008 03:34:40
Originally by: Aleus Stygian
Well, if either of them lives in Sweden or Stockholm, feel free to tell them to call me up. Then we'll see who's surprised. For now though, I think I'll contend myself with adding you to my addressbook. It's good to have someone cute to chuckle at from time to time...
jaavla fitz svett! yeah... I'm horrible I know.  My cousin lives in Upplands Vasby and I'm Finnish (but I live in Florida). Sweden is one of the best countries in the world (but Finland is better). I feel horrible about what's happened to this thread. I guess page 35 can just be bad.
|

Aleus Stygian
|
Posted - 2008.08.04 03:40:00 -
[1022]
Edited by: Aleus Stygian on 04/08/2008 03:45:26
Originally by: Amandin Adouin
jaavla fitz svett! yeah... I'm horrible I know.  My cousin lives in Upplands Vasby and I'm Finnish (but I live in Florida). Sweden is one of the best countries in the world (but Finland is better). I feel horrible about what's happened to this thread. I guess page 35 can just be bad.
Funny. I know a Floridan who lives in Upplands VSsby. Besides a lot of people in Florida. And personally, Florida seems a lot more fun than Sweden to me. Everything's so expensive and things are so damn droll around here...
Speak to your cousin if you need a personal review. I'm half an hour out by bike.
Anyway, as for the topic, I think we've concluded, largely, that the Minnies are getting nerfed too hard, when they already lack for options.
|

Amandin Adouin
|
Posted - 2008.08.04 03:45:00 -
[1023]
Edited by: Amandin Adouin on 04/08/2008 03:45:12
Originally by: Aleus Stygian
Funny. I know a Floridan who lives in Upplands VSsby. I mean, besides a lot of people in Florida.
That's weird, it's not exactly a large city. Is her name Johanna? Wife of Micke Mouse?
|

Aleus Stygian
|
Posted - 2008.08.04 03:48:00 -
[1024]
Originally by: Amandin Adouin That's weird, it's not exactly a large city. Is her name Johanna? Wife of Micke Mouse?
Nah. His name is Stephen.
|

Amandin Adouin
|
Posted - 2008.08.04 03:51:00 -
[1025]
Originally by: Aleus Stygian
Nah. His name is Stephen.
That would have been too weird. Anyway I've enjoyed this little discussion, but it's late and I have to head off to bed. Good night guys.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 03:53:00 -
[1026]
Originally by: Amandin Adouin
Originally by: Aleus Stygian
Nah. His name is Stephen.
That would have been too weird. Anyway I've enjoyed this little discussion, but it's late and I have to head off to bed. Good night guys.
Guys? How do you know I'm not some lesbian female with a male character? 
|

Liang Nuren
Perkone
|
Posted - 2008.08.04 03:54:00 -
[1027]
Originally by: AstroPhobic Guys? How do you know I'm not some lesbian female with a male character? 
Oh, I always assumed that you were. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Amandin Adouin
|
Posted - 2008.08.04 03:54:00 -
[1028]
Originally by: AstroPhobic
Guys? How do you know I'm not some lesbian female with a male character? 
psshaw, you're obviously a guy .
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 03:56:00 -
[1029]
Originally by: Liang Nuren
Originally by: AstroPhobic Guys? How do you know I'm not some lesbian female with a male character? 
Oh, I always assumed that you were. :)
-Liang
This warms my heart. 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 03:57:00 -
[1030]
Originally by: Amandin Adouin
Originally by: AstroPhobic
Guys? How do you know I'm not some lesbian female with a male character? 
psshaw, you're obviously a guy .
Maybe I'm just really butch. 
Fake edit: Try to get to page 36, 10 bucks says mitnal will never notice...
|

Aleus Stygian
|
Posted - 2008.08.04 04:02:00 -
[1031]
Originally by: AstroPhobic
Originally by: Amandin Adouin
Originally by: AstroPhobic
Guys? How do you know I'm not some lesbian female with a male character? 
psshaw, you're obviously a guy .
Maybe I'm just really butch. 
Fake edit: Try to get to page 36, 10 bucks says mitnal will never notice...
If that were the case, it really wouldn't matter to me. There's no significant difference between that kind of lesbian and most guys.
And I'll be happy to help, if that's your goal.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 04:03:00 -
[1032]
Originally by: Aleus Stygian
If that were the case, it really wouldn't matter to me. There's no significant difference between that kind of lesbian and most guys.
And I'll be happy to help, if that's your goal.
We'll have to switch the subject now that it's only guys. 
|

Aleus Stygian
|
Posted - 2008.08.04 04:07:00 -
[1033]
Originally by: AstroPhobic
Originally by: Aleus Stygian
If that were the case, it really wouldn't matter to me. There's no significant difference between that kind of lesbian and most guys.
And I'll be happy to help, if that's your goal.
We'll have to switch the subject now that it's only guys. 
Why is that? Oh, and actually, I think I spoke some untruth earlier. The guys are hotter.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 04:23:00 -
[1034]
I don't know whether to agree, be disgusted, or turned on.
In any case, we need 8 more posts before mitnal wakes up.
|

Aleus Stygian
|
Posted - 2008.08.04 04:30:00 -
[1035]
Edited by: Aleus Stygian on 04/08/2008 04:31:35
Originally by: AstroPhobic I don't know whether to agree, be disgusted, or turned on.
In any case, we need 8 more posts before mitnal wakes up.
I am more than used to and widely known to inspire all three of those responses.
Are you even sure that he's awake when he posts? Some of this stuff...
Well, as someone who's still awake at this hour, I probably shouldn't speak. But I have so much to do... Posting here isn't what I'm really doing at the moment, you know?
|

Liang Nuren
Perkone
|
Posted - 2008.08.04 07:06:00 -
[1036]
Edited by: Liang Nuren on 04/08/2008 07:06:45 So, did anyone else pay attention to the blaster thread where hit quality is determined by chance to hit (and thus optimal doesn't just mean that you hit more, but that you hit better as well?)
I mean, common conception is that you do 50% of your damage at optimal + falloff, but that simply isn't the case.
I present that the Tempest actually does about 39% of its turret damage at optimal + falloff (under ideal circumstances) due to hit quality.
So if you take a Tempest (6x 800 AC II, 3x Gyro, 3x Ambit) you'll be doing about 244 DPS (where EFT shows 311).
I was curious, so I looked at what a Geddon (because I wanted to be generous and not use the Apoc) would do at the same range, and saw that it was only doing 79% of its naturally higher damage at 50km.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 08:39:00 -
[1037]
Liang, stop derailing the thread.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

kyrv
|
Posted - 2008.08.04 11:19:00 -
[1038]
I think they should cut & paste wow and add a critical shot to a players ship that adds for a number of seconds a dmg modifier like a skill that takes phased plasma's critical and enhances damage of that type for a number of seconds and used on autocannons. For that matter I think there should be a critical shot skill and impants/faction mods.
How could they take this game and use criticals with no bonuses? how cool would a gunboat designed for alpha critical shot designed for 1400mm's rounded off to that of autocannon damage.
Thinking about it I believe that would be an honest solution, amarr have more dps so do hyrbids hundreds of dps's more and caldari with shield/damage mix with minmatar just in each department, make the 1400mm's a new skill set and make them a neutron cannon or siege launcher on there own right only for range purposes, which considering tracking, clip size, rof just about anything you can ad at this point. So far yet range guns dont belong to anyman or his battleship.
|

Matsif
|
Posted - 2008.08.04 11:55:00 -
[1039]
Edited by: Matsif on 04/08/2008 11:55:43 please be on new page!
edit: attempt failed, facepalm activated
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.04 12:54:00 -
[1040]
Edited by: Trojanman190 on 04/08/2008 13:03:10 Ok, getting back on topic.
This last weekend I did a decent bit of pos smacking. As if it wasn't tons and tons and tons of fun already, my clip has 10 shots. My buddy is sitting here whining in a megatron about his cap (hes on aim) so I decided to let him know every single time my guns reloaded.
First small pos sploded I had reloaded 4 times, he had reloaded not once and had not capped out, or even come close to it. I also was late reactivating the guns on one occasion because I simply forgot.
THIS IS UNACCEPTABLE. The price for capless is way to heavy.
EDIT More me whining about the tempest in fleet. The only advantage the maelstrom brings over the pest is lock range. In the tempest two sensor boosters got me to 190 and with gang skills about 205. My budies mega, same tier, targeted without gang bonuses to 230ish. Got better tracking, reloaded less, and once real fighting start never complained about his cap. Nobody did. BUT I WAS STILL RELOADING ALL THE TIME. Do you know how much of a pain in the ass it is to reload with 30 second module lag? You never get to shoot anything! It's awful!
|

Shinta Kobi
Minmatar
|
Posted - 2008.08.04 13:50:00 -
[1041]
I like pie.
 |

Veryez
|
Posted - 2008.08.04 14:06:00 -
[1042]
Originally by: Liang Nuren Edited by: Liang Nuren on 04/08/2008 07:06:45 So, did anyone else pay attention to the blaster thread where hit quality is determined by chance to hit (and thus optimal doesn't just mean that you hit more, but that you hit better as well?)
I mean, common conception is that you do 50% of your damage at optimal + falloff, but that simply isn't the case.
I present that the Tempest actually does about 39% of its turret damage at optimal + falloff (under ideal circumstances) due to hit quality.
So if you take a Tempest (6x 800 AC II, 3x Gyro, 3x Ambit) you'll be doing about 244 DPS (where EFT shows 311).
I was curious, so I looked at what a Geddon (because I wanted to be generous and not use the Apoc) would do at the same range, and saw that it was only doing 79% of its naturally higher damage at 50km.
-Liang
I'm left speachless by this. I knew fighting in falloff hurt, but this is beyond stupid.
Astro, your idea of being a smaller ship killer isn't going to work. BS guns aren't suppose to be good against smaller targets. CCP has stated this time after time. Making the tempest a ship that is very good against BC's and down is something CCP won't even consider. CCP has painted themselves into a corner - there simply is no niche left for minmatar battleships. I wish CCP would remove them from the game and allow us to redistribute our SP's, but that too is never going to happen.
The speed nerf has crushed all HACs (yeah for the new version of the AF class), the web nerf will kill our recons (which were losing value with the whole nano nerf anyway). This is the time to get rid of the stupid target painter bonus - give us a 10% web strength bonus as well as the range bonus. Oh well at least my scimitar's still valuable while I work on Large t2 rails. (Oh, and I can fit and fly the Raven as you setup Astro - it is very good )
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 14:51:00 -
[1043]
Good to hear about the raven. That's a shame about the large guns really. If CCP wont even let us play the giant support role, they must have been really high when they decided to make minmatar.
"Guys, Guys! I had idea for have had new race!" "whoa dude, what is it?" "They'll be made of garbage... and go realllly fast." "whoaaa" "But then we'll nerf every other part of them because they're made of garbage" "...whoaa" "dude... that makes them... versatile" "yeah I know im genious right"
BTW, WTS Fitted claymore, fitted muninn, semi-plex-fitted scimitar. 
WTB Zealot, WTB damnation 
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 15:21:00 -
[1044]
Selling Minmatar ships?
Hey, I have a Tempest+Maelstorm, I'll use them for what they're best at. Hangar spinning, yarrr 
Seriously now, I'm deeply in love with the Typhoon atm, because at least it doesn't suck horribly ;)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.04 15:21:00 -
[1045]
I think I know why CCP is giving us the shaft, they are trying to abolish slavery (Minmatar) and are nerfing us to hell and back... 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.04 15:26:00 -
[1046]
Originally by: Cpt Branko Selling Minmatar ships?
Hey, I have a Tempest+Maelstorm, I'll use them for what they're best at. Hangar spinning, yarrr 
Seriously now, I'm deeply in love with the Typhoon atm, because at least it doesn't suck horribly ;)
I don't have the kind of funds to look at ships in my hangar I don't use. 
I want to get a curse... but I don't want to poly rig it. 
|

Aleus Stygian
|
Posted - 2008.08.04 15:30:00 -
[1047]
Originally by: AstroPhobic
Originally by: Cpt Branko Selling Minmatar ships?
Hey, I have a Tempest+Maelstorm, I'll use them for what they're best at. Hangar spinning, yarrr 
Seriously now, I'm deeply in love with the Typhoon atm, because at least it doesn't suck horribly ;)
I don't have the kind of funds to look at ships in my hangar I don't use. 
I want to get a curse... but I don't want to poly rig it. 
Then don't get a Curse. 'Cause if you don't want to fly a sharp trophy...
Personally, I have a bunch of ships like that. And they're all quite damn beautiful. But, since I haven't gotten deep into Recons yet, they're all frigates...
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 15:41:00 -
[1048]
Originally by: AstroPhobic
I don't have the kind of funds to look at ships in my hangar I don't use. 
Ahh. We can fix that. (1) Join our nice (lots of Minmatar pilots) pirate corp. (2) Kill stuff. (3) .... (4) Buy a lot of hangar queens to look at while you're still flying a Hurricane because it's actually cost-efficent 
Also, I liked this thread better when it was derailed.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 15:43:00 -
[1049]
Originally by: Cpt Branko
Originally by: AstroPhobic
I don't have the kind of funds to look at ships in my hangar I don't use. 
Ahh. We can fix that. (1) Join our nice (lots of Minmatar pilots) pirate corp. (2) Kill stuff. (3) .... (4) Buy a lot of hangar queens to look at while you're still flying a Hurricane because it's actually cost-efficent 
Also, I liked this thread better when it was derailed.
It still is derailed. Anyway cheers for the offer, but some of my UK friends are starting off a new corp. If that crashes and burns, you know where to find me 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.04 15:51:00 -
[1050]
Originally by: Veryez
Originally by: Liang Nuren Edited by: Liang Nuren on 04/08/2008 07:06:45 So, did anyone else pay attention to the blaster thread where hit quality is determined by chance to hit (and thus optimal doesn't just mean that you hit more, but that you hit better as well?)
I mean, common conception is that you do 50% of your damage at optimal + falloff, but that simply isn't the case.
I present that the Tempest actually does about 39% of its turret damage at optimal + falloff (under ideal circumstances) due to hit quality.
So if you take a Tempest (6x 800 AC II, 3x Gyro, 3x Ambit) you'll be doing about 244 DPS (where EFT shows 311).
I was curious, so I looked at what a Geddon (because I wanted to be generous and not use the Apoc) would do at the same range, and saw that it was only doing 79% of its naturally higher damage at 50km.
-Liang
I'm left speachless by this. I knew fighting in falloff hurt, but this is beyond stupid.
Astro, your idea of being a smaller ship killer isn't going to work. BS guns aren't suppose to be good against smaller targets. CCP has stated this time after time. Making the tempest a ship that is very good against BC's and down is something CCP won't even consider. CCP has painted themselves into a corner - there simply is no niche left for minmatar battleships. I wish CCP would remove them from the game and allow us to redistribute our SP's, but that too is never going to happen.
The speed nerf has crushed all HACs (yeah for the new version of the AF class), the web nerf will kill our recons (which were losing value with the whole nano nerf anyway). This is the time to get rid of the stupid target painter bonus - give us a 10% web strength bonus as well as the range bonus. Oh well at least my scimitar's still valuable while I work on Large t2 rails. (Oh, and I can fit and fly the Raven as you setup Astro - it is very good )
My mind just melted and I feel a little betrayed by CCP. Why didn't they put htis in the tracking guide????
|

Aleus Stygian
|
Posted - 2008.08.04 15:57:00 -
[1051]
Originally by: Trojanman190 My mind just melted and I feel a little betrayed by CCP. Why didn't they put htis in the tracking guide????
Because, as the upcoming patch suggests, they don't like to actually crunch the numbers and to try and find the outstanding flaws and points? They probably got ****ed at all the percentage factors when they analyzed the nano setups and got even madder than they should have been, so they took the nerf-bat to them harder than expected. Not that I complain, really, but...
Also, another point that suggests this, is that they seem to have overlooked that the damn MWDs still give the damn 500% speed increase and massive thrust they do.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.04 16:05:00 -
[1052]
Originally by: Aleus Stygian
Originally by: Trojanman190 My mind just melted and I feel a little betrayed by CCP. Why didn't they put htis in the tracking guide????
Because, as the upcoming patch suggests, they don't like to actually crunch the numbers and to try and find the outstanding flaws and points? They probably got ****ed at all the percentage factors when they analyzed the nano setups and got even madder than they should have been, so they took the nerf-bat to them harder than expected. Not that I complain, really, but...
Also, another point that suggests this, is that they seem to have overlooked that the damn MWDs still give the damn 500% speed increase and massive thrust they do.
In the back of my mind I always thought I noticed this when looking at hits but it never registered because I had completely *****d the turret tracking guide. I would really like a ccp answer on this issue.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.08.04 16:49:00 -
[1053]
Since day dot I have been saying that the whole Optimal thing did more than just improving the change to hit. But ah well, CCP doesn't want anyone to know their formulas or how the game works because then the intelligent become well informed, this is a problem because when ever CCP the alcohol induced dementia patients decide to nerf something, they have no common sence, no subtly, no gradual tweaking skills. All they have is the desire to screw everything and anything to do with what they think may be a little problem.
Simply put, CCP want sheep to play the game, not the intelligent. Sadly CCP ****ed up, if you want sheep then don't make a friggin game that requires people to have a degree in accounting and intimate knowledge of SunTzu's Art of War. Generally those kinds of people get shitty when a spastic screws with them. Got it CCP?
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.04 17:03:00 -
[1054]
I think we are becoming a bit exaggerated and abusive here... Lets not get this thread locked for derailing because attacking them is only going to ruin our progress with this thread...
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Aleus Stygian
|
Posted - 2008.08.04 17:06:00 -
[1055]
Originally by: Nian Banks Since day dot I have been saying that the whole Optimal thing did more than just improving the change to hit. But ah well, CCP doesn't want anyone to know their formulas or how the game works because then the intelligent become well informed, this is a problem because when ever CCP the alcohol induced dementia patients decide to nerf something, they have no common sence, no subtly, no gradual tweaking skills. All they have is the desire to screw everything and anything to do with what they think may be a little problem.
Simply put, CCP want sheep to play the game, not the intelligent. Sadly CCP ****ed up, if you want sheep then don't make a friggin game that requires people to have a degree in accounting and intimate knowledge of SunTzu's Art of War. Generally those kinds of people get shitty when a spastic screws with them. Got it CCP?
I'm feeling a rather strong sense of wage here. Tewwible wage.
They haven't ****ed up too badly. It's just that they are choosing to bat things that aren't a problem, namely Overdrives and certain percentages, overmuch, when a simple revision of the stacking penalties, and disabling pilots from mounting several nano modules and rigs of the same or similar types at once, would have solved half of the issue rather quickly and much more painlessly than all this. The second half would have been revising or removing the Microwarpdrive, which comes off as rather extreme, and possibly replace it with something else, much less powerful and with less intense penalties, for balance.
We want to remove the extreme speeds. Not make speed ships useless.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.04 17:06:00 -
[1056]
Originally by: Transmaniacon I think we are becoming a bit exaggerated and abusive here... Lets not get this thread locked for derailing because attacking them is only going to ruin our progress with this thread...
True.
I definitly want an answer on the hit quality issue tho.
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Veryez
|
Posted - 2008.08.04 18:43:00 -
[1057]
Originally by: AstroPhobic
Good to hear about the raven. That's a shame about the large guns really. If CCP wont even let us play the giant support role, they must have been really high when they decided to make minmatar.
"Guys, Guys! I had idea for have had new race!" "whoa dude, what is it?" "They'll be made of garbage... and go realllly fast." "whoaaa" "But then we'll nerf every other part of them because they're made of garbage" "...whoaa" "dude... that makes them... versatile" "yeah I know im genious right"
BTW, WTS Fitted claymore, fitted muninn, semi-plex-fitted scimitar. 
WTB Zealot, WTB damnation 
No, I actually think they ran out of ideas when it came to minmatar. It's apparent to me that minmatar was just the 'thrown together' race. Galentee and Amarr seem well thought out, Caldari seem to be the 'starter' race - to get people into the endgame race of either "tank - Amarr" or "Gank - Galentee". Somewhere in creating the background of EvE they must have thought they needed an extra race to balance things out (give each race a built in enemy). However, since they had no niche to fill they created the backstory of Minmatar being an unintelligent, slave race - thus out ships can be garbage and CCP can claim "Backstory"!!!
Well I'm finished with Minmatar ships. When this speed nerf hits the streets, minmatar ships will be worthless above the frigate level (including the t2 versions). It's a shame I wasted 43 mil SP on them, but most of them transfer over to flying a useful race. CCP wants to make missiles better - good my 7 mil SP there can be useful. Being minmatar means I can shield and armor tank well, have great navigation skills and fitting skills. I can fly a max skilled Phoon (yes even t2 heavy drones and drone interfacing 5), and guess what - the raven is still better - at least for me. I was going to train for a Claymore, but why bother.
The Tempest should have been the short ranged DPS king of EvE, weak tank but awesome gank. Getting a Tempest inside 3k should have made opponents wet themselves. From 3k to 10k blasters should rule and outside 10k Lasers rule. That's how I would have set it up. The Tempest then would have to be fast and agile to get close before getting shreadded. Using midslot tricks to get close and avoid damage on the way in and out. Without changing anything about projectiles this could be done by increasing the bonuses on the ship (like doubling them). Since falloff hurts DPS much more than claimed, this would result in a much weaker ship outside optimal. Oh, but then there's the capless arguement - fine add cap values back in - I think I can finish controlled bursts 5 fairly fast.
CCP WAKE UP - when this speed nerf goes through Minmatar ships will be even more broken than they are now. While I agree the speed nerf is somewhat needed - it MUST be matched by a boost to ALL sizes of projectiles. Minmatar ships (with a few exceptions) don't tank well and they don't gank well - slowing them down is NOT a boost, it simply kills the only thing they did well.
To newer players - I recommend you do not bother training Minmatar ships and weapons above the t2 frigate level (at worst the Cruiser level). If you can't avoid damage via your speed does anyone think the Vaga can tank? Get real - with t2 Galentee recons able to turn off your MWD well outside the range of your guns and small ships (that you can't hit while going at high speed) able to close with you, the Vaga is dead. The Muninn has always been weak - 3 mid slots on a ship meant to shield tank - really well thought out. CCP can't fix it or won't - doesn't matter. Minmatar HACs will simply not be used in any significant numbers. Liang's post #941 was right on the mark, read it again and again.
|

Aleus Stygian
|
Posted - 2008.08.04 19:59:00 -
[1058]
Your argument doesn't hold up too well, Veryez. And it's not just because you're mentioning your own skill points or your own wishes before the balancing of the game...
The bonuses are an issue, yes. The Tempest lacks a role. But it's artillery that's the real problem when it comes to the guns.
Overall, it all comes across as too extreme when changes are to be minded, and many over-the-top elements such as the MWD and uncounterable missiles on unbreakable tanks remain.
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Liang Nuren
Perkone
|
Posted - 2008.08.04 20:05:00 -
[1059]
I dunno Veryez... Minmatar seem to have a pretty well thought out thought pattern to me: skirmish and guerrilla warfare. It should appeal to those who like living fast and furious, on the knife's edge, etc. You know, Minmatar's like the MacGuyvers of Eve - throwing everything and the kitchen sink at the enemy while hoping to stay out of their reach and/or tracking.
It won't anymore, because that style of gameplay has been consistently removed and nerfed... and this next patch will utterly neuter it. RIP Minmatar.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 20:32:00 -
[1060]
But Minmatar characters get to wear cool shades.
Also, did I ever mention how projectiles make a sexy sound when fired at a high rof?
On top of this, we get a battleship with sails. Sails, man.
Should be enough to balance any race tbh.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 20:36:00 -
[1061]
Originally by: Cpt Branko But Minmatar characters get to wear cool shades.
Also, did I ever mention how projectiles make a sexy sound when fired at a high rof?
On top of this, we get a battleship with sails. Sails, man.
Should be enough to balance any race tbh.
I'm telling you, if CCP made all of our ships vertical, I would stop complaining right now...
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Aleus Stygian
|
Posted - 2008.08.04 20:39:00 -
[1062]
Originally by: Cpt Branko On top of this, we get a battleship with sails. Sails, man.
Tie Fighters? Skreeeowww! Zzzzch! Booom! Weeeo!
...
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 21:13:00 -
[1063]
Seriously. The Tempest should have webbing resistance. I mean, you can web some silly engines, but it's got sails ;)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Liang Nuren
Perkone
|
Posted - 2008.08.04 21:38:00 -
[1064]
Originally by: AstroPhobic
I'm telling you, if CCP made all of our ships vertical, I would stop complaining right now...
If CCP let me hoist the jolly roger on the Tempest's mast, I'd stop complaining. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 21:39:00 -
[1065]
Edited by: Cpt Branko on 04/08/2008 21:39:26
Originally by: Liang Nuren
If CCP let me hoist the jolly roger on the Tempest's mast, I'd stop complaining. :)
-Liang
I see that working fine actually 
Also, larger ACs need a buff, D425s sound way better.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 21:39:00 -
[1066]
Originally by: Liang Nuren
Originally by: AstroPhobic
I'm telling you, if CCP made all of our ships vertical, I would stop complaining right now...
If CCP let me hoist the jolly roger on the Tempest's mast, I'd stop complaining. :)
-Liang
I want a hello kitty skin for my rupture... or rifter/jaguar. Like the kessy one posted ages ago.
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 21:44:00 -
[1067]
Originally by: AstroPhobic
I want a hello kitty skin for my rupture... or rifter/jaguar. Like the kessy one posted ages ago.
I lost my faith in you now.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 21:46:00 -
[1068]
Originally by: Cpt Branko
Originally by: AstroPhobic
I want a hello kitty skin for my rupture... or rifter/jaguar. Like the kessy one posted ages ago.
I lost my faith in you now.
It would be cute! Of course jolly roger skin would be secondary... 
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 21:48:00 -
[1069]
Originally by: AstroPhobic
It would be cute! Of course jolly roger skin would be secondary... 
Well, that works.
There is a certain sort of charm in murdering someone in a hello kitty painted ship, when I think about it. It's definitely more humiliating ;)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Amandin Adouin
|
Posted - 2008.08.04 22:04:00 -
[1070]
Edited by: Amandin Adouin on 04/08/2008 22:04:57 lol, Hello Kitty? This thread is becoming the place to chat about everything and anything. Everyone's doing it . Speaking of everyone, where's Boz Well? I haven't seen him around too much lately. I feel like the party isn't complete .
While you've been discussing Hello Kitty sails over here, I've been busy arguing about the fate of democracy as a whole over in the off topic forum . This seems a bit backward. Isn't the off topic forum supposed to be where you go to relax and shoot the shit after discussing important Eve issues in the ship forum?
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Cpt Branko
Surge. NIght's Dawn
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Posted - 2008.08.04 22:06:00 -
[1071]
Edited by: Cpt Branko on 04/08/2008 22:11:35 Edited by: Cpt Branko on 04/08/2008 22:06:35
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 22:04:57 lol, Hello Kitty? This thread is becoming the place to chat about everything and anything. Everyone's doing it . Speaking of everyone, where's Boz Well? I haven't seen him around too much lately. I feel like the party isn't complete .
While you've been discussing Hello Kitty sails over here, I've been busy arguing about the fate of democracy as a whole over in the off topic forum . This seems a bit backward. Isn't the off topic forum supposed to be where you go to relax and shoot the shit after discussing important Eve issues in the ship forum?
But we've discussed all the issues, now we're just going for the postcount.
Besides, Astro is funny 
Also, wb to this thread, we missed you.
Of course, if you want to re-start constructive discussion again, sure thing.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Amandin Adouin
|
Posted - 2008.08.04 22:11:00 -
[1072]
Originally by: Cpt Branko
Also, wb to this thread, we missed you.
Thank you . I needed to hear something nice after my crappy day at work. *hug*
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 22:16:00 -
[1073]
Originally by: Amandin Adouin
Originally by: Cpt Branko
Also, wb to this thread, we missed you.
Thank you . I needed to hear something nice after my crappy day at work. *hug*
No worries. Tempest threads, the place you go to chill and relax after a hard day 
What happened, anyway?
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Rhaegor Stormborn
Pestilent Industries Amalgamated
|
Posted - 2008.08.04 22:18:00 -
[1074]
Fix the Tempest!
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Aleus Stygian
|
Posted - 2008.08.04 22:24:00 -
[1075]
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 22:04:57 lol, Hello Kitty? This thread is becoming the place to chat about everything and anything. Everyone's doing it . Speaking of everyone, where's Boz Well? I haven't seen him around too much lately. I feel like the party isn't complete .
While you've been discussing Hello Kitty sails over here, I've been busy arguing about the fate of democracy as a whole over in the off topic forum . This seems a bit backward. Isn't the off topic forum supposed to be where you go to relax and shoot the shit after discussing important Eve issues in the ship forum?
Cute? Democracy?! Are you consciously choosing these standpoints?
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AstroPhobic
Minmatar
|
Posted - 2008.08.04 22:41:00 -
[1076]
Originally by: Cpt Branko
Besides, Astro is funny 
Eve Ships and Modules response generator
[x] Astro trolls every thread

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Boz Well
Minmatar
|
Posted - 2008.08.04 22:41:00 -
[1077]
Originally by: Aleus Stygian
Originally by: Amandin Adouin Edited by: Amandin Adouin on 04/08/2008 22:04:57 lol, Hello Kitty? This thread is becoming the place to chat about everything and anything. Everyone's doing it . Speaking of everyone, where's Boz Well? I haven't seen him around too much lately. I feel like the party isn't complete .
While you've been discussing Hello Kitty sails over here, I've been busy arguing about the fate of democracy as a whole over in the off topic forum . This seems a bit backward. Isn't the off topic forum supposed to be where you go to relax and shoot the shit after discussing important Eve issues in the ship forum?
Cute? Democracy?! Are you consciously choosing these standpoints?
Aw, nice to know I was missed. 
I've been moving, taking bar exams, and then driving back home to take some time off, haha. I'm mostly back to my old forum trolling ways now though. 
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.04 22:48:00 -
[1078]
Edited by: Cpt Branko on 04/08/2008 22:48:27 Astro, you're not trolling, I actually think your suggestion about Minmatar ship skins (as long as the jolly roger style is available) are perfectly valid ways to improve the Minmatar race 
Hey Boz Anyway, I'm going to log on and hop in my Rifter now to relax a bit ;)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.04 22:51:00 -
[1079]
Edited by: AstroPhobic on 04/08/2008 22:55:01
Originally by: Cpt Branko Edited by: Cpt Branko on 04/08/2008 22:48:27 Astro, you're not trolling, I actually think your suggestion about Minmatar ship skins (as long as the jolly roger style is available) are perfectly valid ways to improve the Minmatar race 
Hey Boz Anyway, I'm going to log on and hop in my Rifter now to relax a bit ;)
I don't think I would mind being in an awful ship if it was pretty and had a paintjob. Or we were able to "turn" our ships. My cane would look like a pre-patch cheetah (uh... vigil?). 
Edit: or change the pitch of my phoon to be diagonal, and then put the broad side forward. Double edit: incoming thread
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Neutrino Sunset
Sebiestor tribe
|
Posted - 2008.08.04 23:06:00 -
[1080]
Lol, a vertical Phoon with the hole at the top really would look like a flying trash can.
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Amandin Adouin
|
Posted - 2008.08.04 23:11:00 -
[1081]
yay Boz is back! /hug boz
Originally by: Aleus Stygian Cute? Democracy?! Are you consciously choosing these standpoints?
wtf is that supposed to mean? 
|

Veryez
|
Posted - 2008.08.04 23:14:00 -
[1082]
Originally by: Liang Nuren I dunno Veryez... Minmatar seem to have a pretty well thought out thought pattern to me: skirmish and guerrilla warfare. It should appeal to those who like living fast and furious, on the knife's edge, etc. You know, Minmatar's like the MacGuyvers of Eve - throwing everything and the kitchen sink at the enemy while hoping to stay out of their reach and/or tracking.
It won't anymore, because that style of gameplay has been consistently removed and nerfed... and this next patch will utterly neuter it. RIP Minmatar.
-Liang
They may have started with that vision, but by failing to follow it through the years they have lead me to believe they are either incredibly stupid or never really believed in it. I'm lead to conclude they simply don't want to spend the effort to balance the race in today's game. If they had a clear vision, they would evaluate how these (and previous) changes were impacting each ship in every race and be prepared to modify them accordingly. i.e. Ship 'A' is designed to be set up in one of these ways (#1, #2, #3, etc) if I change this module how will that effect setup #1, #2 and #3? While there are many different ways to setup ships, there are only a relatively few 'best ways', these should be analyzed and see if changes are warrented. They are prepared for no such thing. Instead they ask us to test them on Sisi, then chose to ignore our feedback.
This speed nerf is suppose to allow missiles of the correct size to hit ships. So I assume they want Heavy and Heavy assault missiles to hit the Vagabond. Fine - so what is the impact to that ship that it now takes damage at max heavy missile range? The Vagabond isn't an artillery platform, so it must close to the missile shooter to bring it's guns to bare. Can it out DPS the Cerb (for example) when it gets close? Can it out tank it? Those are design questions that should be asked of every ship. Sorry but I see all HACs (not just Minmatar ones) becomming as useful as AFs are now. To me that speaks volumes about not having a clear vision for how this race and it's ships should perform.
If Minmatar was truely a 'fly fast and hit hard' race - why are projectiles so weak? No, today we're a 'fly fast and annoy' race, at best. Take a moment and ask yourself - which Minmatar ship is good because it uses projectiles, especially large projectiles? But you are right these changes will cripple many of our useful ships and do nothing to help our weaker ones - RIP. Once I finish Large T2 Rails and Blasters, I seriously doubt I'll keep any Minmatar Battleships in my hanger - which is a shame because they are great looking ships.
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.05 01:28:00 -
[1083]
Originally by: Neutrino Sunset Lol, a vertical Phoon with the hole at the top really would look like a flying trash can.
That'd be actually funny ;)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 01:29:00 -
[1084]
It's too thin. I'm telling ya, diagnal phoon will ****. Especially if launcher hardpoints ever get fixed... imagine a line of 4 torps. 
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.05 01:30:00 -
[1085]
Originally by: AstroPhobic It's too thin. I'm telling ya, diagnal phoon will ****. Especially if launcher hardpoints ever get fixed... imagine a line of 4 torps. 
But being melted by a trash can would be pure win :)
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 01:31:00 -
[1086]
Originally by: Cpt Branko
Originally by: AstroPhobic It's too thin. I'm telling ya, diagnal phoon will ****. Especially if launcher hardpoints ever get fixed... imagine a line of 4 torps. 
But being melted by a trash can would be pure win :)
It's tipped over... LOL, it should start vertical, and "fall" as it lets out drones/missiles from the insides. 
|

Aleus Stygian
|
Posted - 2008.08.05 03:39:00 -
[1087]
Originally by: Amandin Adouin
Originally by: Aleus Stygian Cute? Democracy?! Are you consciously choosing these standpoints?
wtf is that supposed to mean? 
Your cuteness makes me have to be annoyed with you on principle.
Originally by: AstroPhobic
Originally by: Cpt Branko
Originally by: AstroPhobic It's too thin. I'm telling ya, diagnal phoon will ****. Especially if launcher hardpoints ever get fixed... imagine a line of 4 torps. 
But being melted by a trash can would be pure win :)
It's tipped over... LOL, it should start vertical, and "fall" as it lets out drones/missiles from the insides. 
You guys haven't seen a Panther open a jump gate, have you? I swear, if you don't think of vacuum cleaners when you see the Phoon at first, that will make you.
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Liang Nuren
Perkone
|
Posted - 2008.08.05 04:01:00 -
[1088]
Edited by: Liang Nuren on 05/08/2008 04:03:43 Artillery Boost Options: - Double damage, halve ROF (4.8% DPS increase due to reload) - Triple damage, cut ROF to a third (6.6% DPS increase due to reload). - Double clip size (4.8% DPS increase due to reload) - Triple clip size (6.6% DPS increase due to reload) - Increase tracking
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential - AC gain higher tracking
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
Hmm, I should come up with some more, but this might suffice to get us back on track.
-Liang
Ed: I bolded the ones I like. :) Ed2: I must admit that while I do think it would be a small nerf to Matari fleet utility... it'd make the game much better in nearly all situations outside of a fleet. -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Gavin Darklighter
THE FINAL STAND
|
Posted - 2008.08.05 05:05:00 -
[1089]
Edited by: Gavin Darklighter on 05/08/2008 05:10:05
Originally by: Liang Nuren
- All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most.
This nerfs autocannons. Barrage L would gain a mere 3km optimal, while EMP/Plasma/Fusion would lose tons of falloff range. It would also hurt blasters shooting antimatter quite a bit. Pulse lasers would get somewhat of a boost compared to other turrets since their high-damage short-range ammo would not get nerfed much.
Instead of doing this, remove the optimal penalty from hail, and reduce the falloff penalty of void to x 0.75 Then hail halves falloff, conflag halves optimal, and void knocks out some of both. Of course if the tracking penalty stays and the web nerf goes through, T2 short-range ammo will be even more useless than it is now.
Also, if EMP gets un-nerfed (like it needs to be) then the long-range T1 projectile ammo needs to get nerfed to be brough in line with the other T1 long-range ammunition.
|

Derek Sigres
|
Posted - 2008.08.05 05:13:00 -
[1090]
Originally by: Gavin Darklighter Edited by: Gavin Darklighter on 05/08/2008 05:09:53 Edited by: Gavin Darklighter on 05/08/2008 05:08:54
Originally by: Liang Nuren
- All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most.
This nerfs autocannons. Barrage L would gain a mere 3km optimal, while EMP/Plasma/Fusion would lose tons of falloff range. It would also hurt blasters shooting antimatter quite a bit. Pulse lasers would get somewhat of a boost compared to other turrets since their high-damage short-range ammo would not get nerfed much.
Instead of doing this, remove the optimal penalty from hail, and reduce the falloff penalty of void to x 0.75 Then hail halves falloff, conflag halves optimal, and void knocks out some of both. Of course if the tracking penalty stays and the web nerf goes through, T2 short-range ammo will be even more useless than it is now.
Also, if EMP gets un-nerfed (like it needs to be) then the long-range T1 projectile ammo needs to get nerfed to be brough in line with the other T1 long-range ammunition.
If it boosts BOTH then it stands to reason the guns with high falloff and low optimal would recieve the higher boost. Nothing says that the numbers must remain absolutely the same as they are now. I'm not advocating such a change by any means incidentally - such a change is difficult to balance and while it may resolve certain issues the long period of time where you'd be stuck having your ammo tweaked with every patch would get old fast.
As far as the EMP ammo goes, I don't think there is a credible reason it shouldn't spit out the same damage as other point blank ammo. Yes it might be slightly longer ranged than AM fired out of a neutron blaster but the neutron blaster wielding person is still holding the most devistating weapons in Eve.
|

Liang Nuren
Perkone
|
Posted - 2008.08.05 05:42:00 -
[1091]
Originally by: Gavin Darklighter
This nerfs autocannons. Barrage L would gain a mere 3km optimal, while EMP/Plasma/Fusion would lose tons of falloff range.
You assume that I want the same range modifiers present today applied to the "new" ammos. You may be right though... but the intention was to give longer falloffs for longer ranged ammo.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

To mare
|
Posted - 2008.08.05 06:34:00 -
[1092]
Originally by: Liang Nuren
- Triple damage, cut ROF to a third (6.6% DPS increase due to reload).
i like this, the only solutiont to put back arty on what is supposed to do. if someone really really really want to go in fleet battle with a minmatar ship a rework of 1200mm might do the job.
Originally by: Liang Nuren
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential
why not both? 
Originally by: Liang Nuren
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
agree on everything 'cept the falloff modifier on ammo this may bring up some problems.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.05 13:17:00 -
[1093]
Why no optimal-for-autocannons love Liang? 
Plus, no mention of switching Fusion --> EMP?
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 14:06:00 -
[1094]
What about that crap about getting crud hits in falloff to top off missing more often?????? That's awful!!!!!
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Liang Nuren
Perkone
|
Posted - 2008.08.05 14:59:00 -
[1095]
Originally by: Trojanman190 What about that crap about getting crud hits in falloff to top off missing more often?????? That's awful!!!!!
I agree, but unfortunately I think that we're not going to see those formulas revised. I'd try to concentrate on something that will give us a tangible advantage to overcome that problem.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

To mare
|
Posted - 2008.08.05 15:06:00 -
[1096]
Originally by: Liang Nuren
Originally by: Trojanman190 What about that crap about getting crud hits in falloff to top off missing more often?????? That's awful!!!!!
I agree, but unfortunately I think that we're not going to see those formulas revised. I'd try to concentrate on something that will give us a tangible advantage to overcome that problem.
-Liang
more range to start with will resolve this but even if at X distance you do 50% of dps instead of 39% AC and arty stiil sux
|

Aleus Stygian
|
Posted - 2008.08.05 15:09:00 -
[1097]
Originally by: To mare more range to start with will resolve this but even if at X distance you do 50% of dps instead of 39% AC and arty stiil sux
Thus truthism was spaken, and our bold villains saw that a fundimentary change was in order.
...
See my above posts.
|

To mare
|
Posted - 2008.08.05 15:13:00 -
[1098]
Originally by: Aleus Stygian See my above posts.
the one about phnater vacuum cleaner?
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Aleus Stygian
|
Posted - 2008.08.05 15:19:00 -
[1099]
Originally by: To mare
Originally by: Aleus Stygian See my above posts.
the one about phnater vacuum cleaner?
Well, yes. That one and making artillery some other sort of weapons system with residual D.O.T., so that you give it damage to compete, and give pilots a reason to use hit-and-run tactics.
|

To mare
|
Posted - 2008.08.05 15:22:00 -
[1100]
Originally by: Aleus Stygian
Originally by: To mare
Originally by: Aleus Stygian See my above posts.
the one about phnater vacuum cleaner?
Well, yes. That one and making artillery some other sort of weapons system with residual D.O.T., so that you give it damage to compete, and give pilots a reason to use hit-and-run tactics.
tbh alpha strike and dot damage dont match very well.
i like the idea of throwing nuclear waste but probably we already have that (barrage)
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Aleus Stygian
|
Posted - 2008.08.05 18:15:00 -
[1101]
Originally by: To mare tbh alpha strike and dot damage dont match very well.
i like the idea of throwing nuclear waste but probably we already have that (barrage)
Well, it would still scale up the damage, and it would be a reason at least.
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Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 18:18:00 -
[1102]
Originally by: Liang Nuren Edited by: Liang Nuren on 05/08/2008 05:54:46 Artillery Boost Options: - Double damage, halve ROF (4.8% DPS increase due to reload) - Triple damage, cut ROF to a third (6.6% DPS increase due to reload). - Double clip size (4.8% DPS increase due to reload) - Triple clip size (6.6% DPS increase due to reload) - Increase tracking
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential - AC gain higher tracking
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
Hmm, I should come up with some more, but this might suffice to get us back on track.
-Liang
Ed: I bolded the ones I like. :) Ed2: I must admit that while I do think it would be a small nerf to Matari fleet utility... it'd make the game much better in nearly all situations outside of a fleet. Ed3: New favorites. :)
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 18:21:00 -
[1103]
Originally by: Lyria Skydancer
Originally by: Liang Nuren Edited by: Liang Nuren on 05/08/2008 05:54:46 Artillery Boost Options: - Double damage, halve ROF (4.8% DPS increase due to reload) - Triple damage, cut ROF to a third (6.6% DPS increase due to reload). - Double clip size (4.8% DPS increase due to reload) - Triple clip size (6.6% DPS increase due to reload) - Increase tracking
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential - AC gain higher tracking
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
Hmm, I should come up with some more, but this might suffice to get us back on track.
-Liang
Ed: I bolded the ones I like. :) Ed2: I must admit that while I do think it would be a small nerf to Matari fleet utility... it'd make the game much better in nearly all situations outside of a fleet. Ed3: New favorites. :)
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
Triple damage might be a bit much but a 50% increase would be acceptable to a 50% decrease in rof. Honestly, pulse apocs hitting from 100km was also a bit laughably overpowered but then again, that made it into the game now didn't it.
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 18:31:00 -
[1104]
Originally by: Trojanman190
Triple damage might be a bit much but a 50% increase would be acceptable to a 50% decrease in rof. Honestly, pulse apocs hitting from 100km was also a bit laughably overpowered but then again, that made it into the game now didn't it.
Huh? How many are flying 100km apocs? They are rare. They have no tank AT ALL and can't be used with normal snipers because they have too short range. Its a slow support ship that is specialized. Not really game breaking at all.
Now a maelstrom with tripple alpha or muninn with tripple alpha is just stupidly overpowered. Nothing even close to comparing that. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 18:32:00 -
[1105]
Edited by: Transmaniacon on 05/08/2008 18:33:45
Originally by: Lyria Skydancer
Originally by: Liang Nuren Edited by: Liang Nuren on 05/08/2008 05:54:46 Artillery Boost Options: - Double damage, halve ROF (4.8% DPS increase due to reload) - Triple damage, cut ROF to a third (6.6% DPS increase due to reload). - Double clip size (4.8% DPS increase due to reload) - Triple clip size (6.6% DPS increase due to reload) - Increase tracking
AC Boost Options: - Higher tier weapons gain higher falloff - Higher tier weapons gain noticeably higher damage potential - AC gain higher tracking
General Projectile Boost Options: - EMP should be boosted so that it has the same damage as other short range ammo - All ammos should have a "range modifier". This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. - Tracking Computers/Enhancers/Links should affect falloff. This should affect both optimal and falloff. This option gets bonus points because it boosts all races, but Minmatar the most. It also serves to provide falloff based weapons (Projectiles, Blasters) with a prayer of countering unbonused TD's.
Hmm, I should come up with some more, but this might suffice to get us back on track.
-Liang
Ed: I bolded the ones I like. :) Ed2: I must admit that while I do think it would be a small nerf to Matari fleet utility... it'd make the game much better in nearly all situations outside of a fleet. Ed3: New favorites. :)
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 18:36:00 -
[1106]
Originally by: Transmaniacon
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
Double alpha? No way, it will never happen. It will be crazy overpowered. Stick to reasonable suggestions... ----------------------------------------- [Video] I'm a soldier, so remember the name |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 18:37:00 -
[1107]
Originally by: Lyria Skydancer
Originally by: Trojanman190
Triple damage might be a bit much but a 50% increase would be acceptable to a 50% decrease in rof. Honestly, pulse apocs hitting from 100km was also a bit laughably overpowered but then again, that made it into the game now didn't it.
Huh? How many are flying 100km apocs? They are rare. They have no tank AT ALL and can't be used with normal snipers because they have too short range. Its a slow support ship that is specialized. Not really game breaking at all.
Now a maelstrom with tripple alpha or muninn with tripple alpha is just stupidly overpowered. Nothing even close to comparing that.
Dude I agreed with you for the most part. That pulse apoc isn't common yet because people who see the value haven't been able to train for it yet. But hitting with that tracking from 100km is extremely good... especially for hit and run tactics.
Btw, not every ship needs to have a tank to be extremely effective. See the falcon. But you have been all over that thread haven't you =)
|

AstroPhobic
Minmatar
|
Posted - 2008.08.05 18:47:00 -
[1108]
Double alpha is what, 10k with quake? Firing... every 20 seconds with 3 gyro stabs?
Sounds fine to me. Stop *****ing Lyria, it's OUR racial flavor.
|

Veryez
|
Posted - 2008.08.05 18:48:00 -
[1109]
Edited by: Veryez on 05/08/2008 18:48:41
Originally by: Lyria Skydancer
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
Did you have a reason for posting? They're overpowered because you say so? With all your vast Minmatar experience? But then you probably believe the Apoc needs another boost. Crawl back under your bridge troll.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 18:51:00 -
[1110]
Originally by: AstroPhobic Double alpha is what, 10k with quake? Firing... every 20 seconds with 3 gyro stabs?
Sounds fine to me. Stop *****ing Lyria, it's OUR racial flavor.
He's just not happy with anything that can compete with amar.
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Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 19:10:00 -
[1111]
Originally by: Veryez Edited by: Veryez on 05/08/2008 18:48:41
Originally by: Lyria Skydancer
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
Did you have a reason for posting? They're overpowered because you say so? With all your vast Minmatar experience? But then you probably believe the Apoc needs another boost. Crawl back under your bridge troll.
I haz common sense unlike some in here. I told you nano needed a nerf. CCP nerfed it. I'm telling you now falcons are OP, some day youll see Im right. You all also some day realise CCP is not going to double or tripple alpha strikes on artillery. You'll see it some day. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Aleus Stygian
|
Posted - 2008.08.05 19:16:00 -
[1112]
Edited by: Aleus Stygian on 05/08/2008 19:16:25
Originally by: Lyria Skydancer I haz common sense unlike some in here. I told you nano needed a nerf. CCP nerfed it. I'm telling you now falcons are OP, some day youll see Im right. You all also some day realise CCP is not going to double or tripple alpha strikes on artillery. You'll see it some day.
Falcons are overpowered. The only reason people seem to be able to ignore it is because they have such shitty firepower. And that seems to excuse the issue entirely, even when in gangs...
Artillery needs a new mechanic, and all HACs need some slight stat boosts, along with the Recons who also need some extra slots. Of course, this would be much more of an advantage to the other Recons, which are balanced and would receive new utilities to make them viable as solo ships once more. While the Falcon would have to settle for one or two highs, because of its already fierce middle register.
Oh, and I think that I will call this one at once: MWDs are OP and a crappy game element, and need to be eliminated. There. I said it.
|

Amandin Adouin
|
Posted - 2008.08.05 19:20:00 -
[1113]
Edited by: Amandin Adouin on 05/08/2008 19:20:37
Originally by: Lyria Skydancer
I haz common sense unlike some in here.
lol, now I've heard everything. You're the only one lacking common sense here Lyria - but you're very entertaining :) Keep it coming!
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 19:22:00 -
[1114]
Originally by: Lyria Skydancer
Originally by: Veryez Edited by: Veryez on 05/08/2008 18:48:41
Originally by: Lyria Skydancer
What is this. Santas wish list? Seriously have you given some of these options even 2 seconds of thought? Tripple damage + cut rof to a third? You have any idea what kind of redicilously overpowered alpha strike that would give some ships? Sorry but some ideas are just too laughable to even start to argue against.
Did you have a reason for posting? They're overpowered because you say so? With all your vast Minmatar experience? But then you probably believe the Apoc needs another boost. Crawl back under your bridge troll.
I haz common sense unlike some in here. I told you nano needed a nerf. CCP nerfed it. I'm telling you now falcons are OP, some day youll see Im right. You all also some day realise CCP is not going to double or tripple alpha strikes on artillery. You'll see it some day.
I dont see a problem, we are simply rearranging the damage distribution. We would do the same DPS as before, except we would just have longer pauses inbetween damage. I can draw a chart to show you, the alpha strike still wont instapop things (ie. cruisers), and we will deal a lot of damage, then just sit there waiting to fire again...
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 19:32:00 -
[1115]
Originally by: Amandin Adouin
lol, now I've heard everything. You're the only one lacking common sense here Lyria - but you're very entertaining :) Keep it coming!
What can I say, I like to entertain people.  ----------------------------------------- [Video] I'm a soldier, so remember the name |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 19:34:00 -
[1116]
Originally by: Lyria Skydancer
Originally by: Amandin Adouin
lol, now I've heard everything. You're the only one lacking common sense here Lyria - but you're very entertaining :) Keep it coming!
What can I say, I like to entertain people. 
God help anyone who thinks you're arguing for the sake of the game on a whole. 
|

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2008.08.05 19:36:00 -
[1117]
The tripple clip size is much more likely to get implemeted, for comperable dps. While some alpha boost on artillary may be work looking at for keeping racial flavor, I think CCP is very reluctant to go down that path very far given that they want to make combat last longer.
The issue isn't just solo instapoping crusiers. Solo is not the only use for alpha, it applies in gang also. If two tempests can instapop a crusier I don't think they would take much more solace in being instapopped. If you have say 10 tempests vs 10 megas (just using as example of high alpha vs very low alpha), not even 10 pests can instapop a mega. But 30 tempests could. You triple alpha and now 10 pest can one volly a Mega, making a lot of difference in the outcome. Point being that alpha balance is more than "well as long as a single ship can't pop another single ship in one volly any amount of alpha is fine".
|

AstroPhobic
Minmatar
|
Posted - 2008.08.05 19:39:00 -
[1118]
You're forgetting how little alpha matters once it gets to a 10 on 10, let alone a 30 on 30. It's very little. I'll dig a quote from liang again if I have to, showing an example.
|

Doctor MacScience
Caldari State War Academy
|
Posted - 2008.08.05 19:46:00 -
[1119]
Originally by: Lyria Skydancer
Originally by: Transmaniacon
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
Double alpha? No way, it will never happen. It will be crazy overpowered. Stick to reasonable suggestions...
Here's a reasonable suggestion for you:
Every time an artillery cannon fires, its owner loses 1 million skill points. On top of that, shields are reduced to 0%, armor 5%, and structure 10%. While we're at it, the ship also loses warp and sub-warp propulsion, and its signature radius is increased by a factor of ten.
If you're so eager to criticize the suggestions of others, offer a damned suggestion of your own that doesn't completely insult our intelligence.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 19:49:00 -
[1120]
Originally by: Doctor MacScience
Originally by: Lyria Skydancer
Originally by: Transmaniacon
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
Double alpha? No way, it will never happen. It will be crazy overpowered. Stick to reasonable suggestions...
Here's a reasonable suggestion for you:
Every time an artillery cannon fires, its owner loses 1 million skill points. On top of that, shields are reduced to 0%, armor 5%, and structure 10%. While we're at it, the ship also loses warp and sub-warp propulsion, and its signature radius is increased by a factor of ten.
If you're so eager to criticize the suggestions of others, offer a damned suggestion of your own that doesn't completely insult our intelligence.
He feels that eve is perfectly balanced the way it is.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 19:50:00 -
[1121]
Originally by: Clavius XIV The tripple clip size is much more likely to get implemeted, for comperable dps. While some alpha boost on artillary may be work looking at for keeping racial flavor, I think CCP is very reluctant to go down that path very far given that they want to make combat last longer.
The issue isn't just solo instapoping crusiers. Solo is not the only use for alpha, it applies in gang also. If two tempests can instapop a crusier I don't think they would take much more solace in being instapopped. If you have say 10 tempests vs 10 megas (just using as example of high alpha vs very low alpha), not even 10 pests can instapop a mega. But 30 tempests could. You triple alpha and now 10 pest can one volly a Mega, making a lot of difference in the outcome. Point being that alpha balance is more than "well as long as a single ship can't pop another single ship in one volly any amount of alpha is fine".
T1 cruisers are probably the most likely thing to get instapopped by artillery. Frigates can maintain too high a transversal, anything T2 will be able to negate most of that damage, hence the reason I used cruisers. Anything bigger than a cruiser, no threat, smaller things wont get hit (unless your lucky, in which case todays artillery can instapop)
|

Liang Nuren
Perkone
|
Posted - 2008.08.05 19:51:00 -
[1122]
Edited by: Liang Nuren on 05/08/2008 19:52:34
Originally by: Clavius XIV The tripple clip size is much more likely to get implemeted, for comperable dps. While some alpha boost on artillary may be work looking at for keeping racial flavor, I think CCP is very reluctant to go down that path very far given that they want to make combat last longer.
The issue isn't just solo instapoping crusiers. Solo is not the only use for alpha, it applies in gang also. If two tempests can instapop a crusier I don't think they would take much more solace in being instapopped. If you have say 10 tempests vs 10 megas (just using as example of high alpha vs very low alpha), not even 10 pests can instapop a mega. But 30 tempests could. You triple alpha and now 10 pest can one volly a Mega, making a lot of difference in the outcome. Point being that alpha balance is more than "well as long as a single ship can't pop another single ship in one volly any amount of alpha is fine".
It doesn't work that way. Alpha is not nearly as useful as DPS / EHP. See, it would work more of this way:
10x Tempests, 9x Megas 9x Tempests, 9x Mega 8x Tempests, 9x Mega 7x Tempests, 8x Mega 6x Tempests, 8x Mega 5x Tempests, 7x Mega 4x Tempests, 6x Mega 3x Tempests, 6x Mega 3x Tempests, 5x Mega 2x Tempests, 5x Mega 1x Tempests, 4x Mega 0x Tempests, 4x Mega
These numbers are made up, but it should show generally how high alpha low DPS weapons work. In general there's a "critical areas" during which the fight must have been decided before alpha strike is really useful. As it stands right now, it's something like this: T= [0, 10) U [19.9, 24) U [29.7, 31) U [39.5, 40.0)
This scales pretty much across ship numbers, and is really quite unacceptable (because *you will lose* if you haven't got the fight well in hand during one of those intervals).
Know what's great, Astro? That entire thread didn't factor in hit quality.... now the Tempest/Maelstrom would look even worse. :)
-Liang
Ed: BTW, /thread on topic again. Mission accomplished. -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 19:53:00 -
[1123]
Originally by: Liang Nuren
Originally by: Clavius XIV The tripple clip size is much more likely to get implemeted, for comperable dps. While some alpha boost on artillary may be work looking at for keeping racial flavor, I think CCP is very reluctant to go down that path very far given that they want to make combat last longer.
The issue isn't just solo instapoping crusiers. Solo is not the only use for alpha, it applies in gang also. If two tempests can instapop a crusier I don't think they would take much more solace in being instapopped. If you have say 10 tempests vs 10 megas (just using as example of high alpha vs very low alpha), not even 10 pests can instapop a mega. But 30 tempests could. You triple alpha and now 10 pest can one volly a Mega, making a lot of difference in the outcome. Point being that alpha balance is more than "well as long as a single ship can't pop another single ship in one volly any amount of alpha is fine".
It doesn't work that way. Alpha is not nearly as useful as DPS / EHP. See, it would work more of this way:
10x Tempests, 9x Megas 9x Tempests, 9x Mega 8x Tempests, 9x Mega 7x Tempests, 8x Mega 6x Tempests, 8x Mega 5x Tempests, 7x Mega 4x Tempests, 6x Mega 3x Tempests, 6x Mega 3x Tempests, 5x Mega 2x Tempests, 5x Mega 1x Tempests, 4x Mega 0x Tempests, 4x Mega
These numbers are made up, but it should show generally how high alpha low DPS weapons work. In general there's a "critical areas" during which the fight must have been decided before alpha strike is really useful. As it stands right now, it's something like this: T= [0, 10) U [19.9, 24) U [29.7, 31) U [39.5, 40.0)
This scales pretty much across ship numbers, and is really quite unacceptable (because *you will lose* if you haven't got the fight well in hand during one of those intervals).
Know what's great, Astro? That entire thread didn't factor in hit quality.... now the Tempest/Maelstrom would look even worse. :)
-Liang
Omg you said "hit quality again"
Man thats so horrible.
*dies*
|

Doctor MacScience
Caldari State War Academy
|
Posted - 2008.08.05 19:53:00 -
[1124]
Trojanman:
Autocannons may be balanced to a degree, but there's no way in Hell artillery is. Take a look at the number of Minmatar battleships in most fleet engagements. Artillery needs fixing.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 19:55:00 -
[1125]
Originally by: Lyria Skydancer
Originally by: Transmaniacon
To be honest, its the kind of alpha minmatar should have... Were talking something like 12000 alpha on a maelstrom, which still isnt enough to instapop a cruiser, and with the RoF penalty, you would fire maybe 2 times in a minute... I think doubling the damage and halving the RoF is an appropriate tradeoff; It gives us the alpha we should have, the clip size becomes less of a factor, and artillery will finally have a role again.
Edit: And it gives minmatar that "oh sh!t" factor, because a volley from a maelstrom will hurt
Double alpha? No way, it will never happen. It will be crazy overpowered. Stick to reasonable suggestions...
Give me some numbers then, showing me how omgwtfpwnbbq artillery will be. Double alpha, for my T1 named guns on my maelstrom, thats 9000 alpha... thats what 25% more than a Tach Abaddon? Lets halve RoF to comepensate, making firing time for me now 23 seconds, thats a long ass time to wait for another volley... The increases and decreases can be proportional to today's numbers so as to maintain a constant DPS, but as I have said before, we are just changing how we deal damage. Our damage graph will look like a really steep mountain range, so we are dealing no more damage than before, just at a different rate...
|

Doctor MacScience
Caldari State War Academy
|
Posted - 2008.08.05 19:58:00 -
[1126]
/me hugs Transmaniacon
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 20:00:00 -
[1127]
Originally by: Doctor MacScience Trojanman:
Autocannons may be balanced to a degree, but there's no way in Hell artillery is. Take a look at the number of Minmatar battleships in most fleet engagements. Artillery needs fixing.
Omg I'm the LAST person in the world you need to tell that too!!!!
|

AstroPhobic
Minmatar
|
Posted - 2008.08.05 20:01:00 -
[1128]
I'm still surprised you have no love for my optimal-for-autocannons idea Liang. 
Especially after the whole hit quality in falloff thing.
|

Liang Nuren
Perkone
|
Posted - 2008.08.05 20:05:00 -
[1129]
Originally by: AstroPhobic I'm still surprised you have no love for my optimal-for-autocannons idea Liang. 
Especially after the whole hit quality in falloff thing.
I like the effect that falloff has, and it's a very Minmatar thing to do. It seems the best way to address this issue (to me) is to increase falloff (and thus hit chance, and thereby hit quality).
Optimal is one way to solve the issue, but... I don't really want another Amarr.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 20:08:00 -
[1130]
Originally by: Liang Nuren
Originally by: AstroPhobic I'm still surprised you have no love for my optimal-for-autocannons idea Liang. 
Especially after the whole hit quality in falloff thing.
I like the effect that falloff has, and it's a very Minmatar thing to do. It seems the best way to address this issue (to me) is to increase falloff (and thus hit chance, and thereby hit quality).
Optimal is one way to solve the issue, but... I don't really want another Amarr.
-Liang
I support the idea of increased optimal but I also see where Liang is coming from. But if falloff gets increased I want to be able to script a targetting computer to boost falloff and I want tracking enhancers that do the same.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 20:13:00 -
[1131]
Edited by: Transmaniacon on 05/08/2008 20:13:23 Would be neat to have Vargur type falloff for normal T2 large autocannons, the just give the vargur a tracking bonus or something. But I do agree that adding optimal will just create another Amarr, and while more optimal does more in the way of hit quality, Minmatar needs to have its own specialization, so let the optimal-boosting mods boost falloff, and adjust the gun tiers to increase falloff and damage.
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 20:15:00 -
[1132]
Originally by: Doctor MacScience
Here's a reasonable suggestion for you:
Every time an artillery cannon fires, its owner loses 1 million skill points. On top of that, shields are reduced to 0%, armor 5%, and structure 10%. While we're at it, the ship also loses warp and sub-warp propulsion, and its signature radius is increased by a factor of ten.
If you're so eager to criticize the suggestions of others, offer a damned suggestion of your own that doesn't completely insult our intelligence.
Now youre just being silly  ----------------------------------------- [Video] I'm a soldier, so remember the name |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 20:22:00 -
[1133]
Originally by: Lyria Skydancer Now youre just being silly 
On a more interesting note, minmatar battleships are now officially more broken than the pilgrim. 39 pages > 38 pages, and forums are obvious indicators of whine power ~= nerfed-ness.
Yeah, you're jealous, I know. 
|

Liang Nuren
Perkone
|
Posted - 2008.08.05 20:23:00 -
[1134]
Originally by: AstroPhobic
Originally by: Lyria Skydancer Now youre just being silly 
On a more interesting note, minmatar battleships are now officially more broken than the pilgrim. 39 pages > 38 pages, and forums are obvious indicators of whine power ~= nerfed-ness.
Yeah, you're jealous, I know. 
See, all it takes is staying on topic to generate a quick 3 pages. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 20:24:00 -
[1135]
I don't know, page 35 was no where near ontopic, and 36 was halfway there.
Regardless, the train is back on it's tracks! 
|

Amandin Adouin
|
Posted - 2008.08.05 20:25:00 -
[1136]
Edited by: Amandin Adouin on 05/08/2008 20:29:50
Good job Liang :) (for getting everyone on topic)
Edit: Also, I think having Lyria around to argue with helped the thread count immeasurably 
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.05 20:25:00 -
[1137]
But for real, I want fall off enhancing mods.
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 20:28:00 -
[1138]
Originally by: AstroPhobic
Originally by: Lyria Skydancer Now youre just being silly 
On a more interesting note, minmatar battleships are now officially more broken than the pilgrim. 39 pages > 38 pages, and forums are obvious indicators of whine power ~= nerfed-ness.
Yeah, you're jealous, I know. 
Not really. We all know how well ccp fixed pilgrim. Haha. They still havent touched or even mentioned it at all. I suspect the same here. Actually pilgrim has been broken alot worse and for a longer time. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Liang Nuren
Perkone
|
Posted - 2008.08.05 20:31:00 -
[1139]
Originally by: Trojanman190 But for real, I want fall off enhancing mods.
Well, I'd like falloff enhancing mods as well. It seems like total bunk that TC's and TE's allow for the Geddon (non-range bonused) to effectively hit so much further out. :-/
Bear in mind that this also boosts blasters, which after this patch will also be in a world of hurt. DOUBLE WIN! CCP must listen!
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Liang Nuren
Perkone
|
Posted - 2008.08.05 20:32:00 -
[1140]
Originally by: Lyria Skydancer
Not really. We all know how well ccp fixed pilgrim. Haha. They still havent touched or even mentioned it at all. I suspect the same here. Actually pilgrim has been broken alot worse and for a longer time.
Actually the Pilgrim works remarkably well on Sisi. I know that you've been so busy testing out the Minmatar changes that you're fully qualified to tell us all that Minmatar is totally OP though. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 20:34:00 -
[1141]
Originally by: Liang Nuren
Originally by: Lyria Skydancer
Not really. We all know how well ccp fixed pilgrim. Haha. They still havent touched or even mentioned it at all. I suspect the same here. Actually pilgrim has been broken alot worse and for a longer time.
Actually the Pilgrim works remarkably well on Sisi. I know that you've been so busy testing out the Minmatar changes that you're fully qualified to tell us all that Minmatar is totally OP though. :)
-Liang
It does? What exactly are you killing in that thing if I might ask? ----------------------------------------- [Video] I'm a soldier, so remember the name |

Liang Nuren
Perkone
|
Posted - 2008.08.05 20:39:00 -
[1142]
Originally by: Lyria Skydancer It does? What exactly are you killing in that thing if I might ask?
Oh Lyria, you just need to go read gamedev. The Pilgrim's the next wtfbbqboat since people can't run away from you anymore (and it can avoid damage fairly easily with an AB).
TBH, I wouldn't object to a nice Pilgrim boost... but this thread isn't about the Pilgrim. It's about Matari BS's. Nice try at the derail. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
|
Posted - 2008.08.05 20:41:00 -
[1143]
Edited by: AstroPhobic on 05/08/2008 20:42:01 Here's a thought: Raise all minmatar sensor strength, give artillery their 3x alpha, and watch falcons instapop. Two birds, one stone?
Oh man, wordplay.
Edit: Finally a use for these lovely mids 
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.05 21:26:00 -
[1144]
Originally by: AstroPhobic Edited by: AstroPhobic on 05/08/2008 20:42:01 Here's a thought: Raise all minmatar sensor strength, give artillery their 3x alpha, and watch falcons instapop. Two birds, one stone?
Oh man, wordplay.
Edit: Finally a use for these lovely mids 
That eliminates 75% of the posts in S&M every day =)
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.05 21:44:00 -
[1145]
Originally by: Liang Nuren
Originally by: Lyria Skydancer It does? What exactly are you killing in that thing if I might ask?
Oh Lyria, you just need to go read gamedev. The Pilgrim's the next wtfbbqboat since people can't run away from you anymore (and it can avoid damage fairly easily with an AB).
TBH, I wouldn't object to a nice Pilgrim boost... but this thread isn't about the Pilgrim. It's about Matari BS's. Nice try at the derail. :)
-Liang
Dammit Liang, you podded my un-updated forum clone! Now I lost Thread-Derailment lvl 5.  ----------------------------------------- [Video] I'm a soldier, so remember the name |

Xephys
|
Posted - 2008.08.05 21:53:00 -
[1146]
Edited by: Xephys on 05/08/2008 21:52:50 This is what's keeping me from training for minmitar battleships to be honest. I'd rather use my cyclone for the moment, while I train for every other class of ship to T2, since they seem like a more useful waste of money :D
So yeah, buff the battleships!
|

Aleus Stygian
|
Posted - 2008.08.05 21:58:00 -
[1147]
Originally by: AstroPhobic On a more interesting note, minmatar battleships are now officially more broken than the pilgrim. 39 pages > 38 pages, and forums are obvious indicators of whine power ~= nerfed-ness.
Yeah, you're jealous, I know. 
What? Are you saying the Pilgrim whiners don't have a case? 'Cause I think they do. And not just on account of that ship, but on every poor Recon ship needing a slight boost.
What's significant though is that the Tempest actually is more broken. And it's all the artillery's fault!
|

AstroPhobic
Minmatar
|
Posted - 2008.08.05 22:02:00 -
[1148]
Edited by: AstroPhobic on 05/08/2008 22:02:38 No, the pilgrim needs love, as do blasters, the cerberus, and a few other things.
Edit: Recons, Command ships, EAFs..
|

Xephys
|
Posted - 2008.08.05 22:03:00 -
[1149]
Originally by: Aleus Stygian
Originally by: AstroPhobic On a more interesting note, minmatar battleships are now officially more broken than the pilgrim. 39 pages > 38 pages, and forums are obvious indicators of whine power ~= nerfed-ness.
Yeah, you're jealous, I know. 
What? Are you saying the Pilgrim whiners don't have a case? 'Cause I think they do. And not just on account of that ship, but on every poor Recon ship needing a slight boost.
What's significant though is that the Tempest actually is more broken. And it's all the artillery's fault!
That bastard artillery! :(
|

Amandin Adouin
|
Posted - 2008.08.05 22:41:00 -
[1150]
Edited by: Amandin Adouin on 05/08/2008 22:42:00
While I like the idea of the fall-off enhancing mods that's just another slot we have give just to be competitive, and we don't really have that many to spare because of the schizo layouts of our ships.
/quick off topic note. If anyone remembers me mentioning a little argument I had with with a bestialist (animal lover)... I bid you to look at said person's newest post for a quick laugh :) If my link doesn't work, just see the third to last post in my posting history. dronelove.
|

Boz Well
Minmatar
|
Posted - 2008.08.05 22:43:00 -
[1151]
Quote: bestialist
 
|

Amandin Adouin
|
Posted - 2008.08.05 22:44:00 -
[1152]
Edited by: Amandin Adouin on 05/08/2008 22:45:26
Did you go see it?!!!
That one was actually for you Boz, as I didn't mention that little debate to anyone else. 
The funniest thing is no one thought I was kidding.
|

Boz Well
Minmatar
|
Posted - 2008.08.05 22:46:00 -
[1153]
I contributed to the discussion. 
|

Amandin Adouin
|
Posted - 2008.08.05 22:48:00 -
[1154]
Edited by: Amandin Adouin on 05/08/2008 23:07:44
I'm so glad you're back to posting =)
Edit: Removed the curse words because of possible offensiveness. ;)
|

Veryez
|
Posted - 2008.08.06 03:57:00 -
[1155]
Interesting ideas and well presented, so many things fixed too:
http://oldforums.eveonline.com/?a=topic&threadID=839489
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.07 16:26:00 -
[1156]
Edited by: Transmaniacon on 07/08/2008 16:26:22 What Minmatar Alpha Should Be...
    
|

Boz Well
Minmatar
|
Posted - 2008.08.07 16:41:00 -
[1157]
Originally by: Amandin Adouin Edited by: Amandin Adouin on 05/08/2008 23:07:44
I'm so glad you're back to posting =)
Edit: Removed the curse words because of possible offensiveness. ;)
Just in time, I was starting to get offended there. 
Quote: Interesting ideas and well presented, so many things fixed too:
http://oldforums.eveonline.com/?a=topic&threadID=839489
Interesting, those could work perhaps. Although I tend to prefer our AC fix, haha, that could work as well. His suggestion of 1650mm artillery... hm. Sort of a projectile-equivalent of Tachyons?
|

Amandin Adouin
|
Posted - 2008.08.07 16:52:00 -
[1158]
Edited by: Amandin Adouin on 07/08/2008 16:51:59
Originally by: Boz Well
Just in time, I was starting to get offended there. 
Pfft. I'm more afraid of offending Liang. I hear there's some type of Batman connection going on 
Originally by: Transmaniacon
stuff
Wow that's a lot of skill points just to make Minnie ships *as good* as others.
Edit: quote problems
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.07 18:07:00 -
[1159]
Before we add more guns we should fix the ones we have...
|

AstroPhobic
Minmatar
|
Posted - 2008.08.07 18:16:00 -
[1160]
Originally by: Trojanman190 Before we add more guns we should fix the ones we have...
Agreed. __________________________________________
Join channel "Salvage Minmatar" for minmatar fixing solutions and OT discussion. Oh hell, it's all offtopic.
|

To mare
|
Posted - 2008.08.08 09:14:00 -
[1161]
AF fans : Hey CCP AF sucks they have no role. caldari : Hey CCP nano are too faast my missiles cant hit. - CCP : yeah your right lets nerf everything at the level of AF, this will make missile hit too.
if this is the way of ccp i wonder what they will do when they will fix projectiles, minmatar BS and above.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.08 15:48:00 -
[1162]
Originally by: To mare AF fans : Hey CCP AF sucks they have no role. caldari : Hey CCP nano are too faast my missiles cant hit. - CCP : yeah your right lets nerf everything at the level of AF, this will make missile hit too.
if this is the way of ccp i wonder what they will do when they will fix projectiles, minmatar BS and above.
We wont get a boost, everybody else will get an insane nerf. They never, EVER attack a problem directly, that makes to much sense.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.08 16:28:00 -
[1163]
They'll probably increase the CPU usage on invul fields and armor hardeners...
oh wait. __________________________________________
Join channel "Salvage Minmatar" for minmatar fixing solutions and OT discussion. Oh hell, it's all offtopic.
|

Father Weebles
North Face Force
|
Posted - 2008.08.09 00:45:00 -
[1164]
Phoon needs extra PG and CPU. I tried fitting t2 cruise with t2 dual 425mm IIs, 1 mar II and plates but I wasn't able to do this because of the low PG of the phoon. |

AstroPhobic
Minmatar
|
Posted - 2008.08.09 01:12:00 -
[1165]
I wouldnt mind a little bit of phoon fitting love, it's always a tight fit.
But seriously, fix projectiles. __________________________________________
Join channel "Salvage Minmatar" for minmatar fixing solutions and OT discussion. Oh hell, it's all offtopic.
|

Veryez
|
Posted - 2008.08.09 13:40:00 -
[1166]
Originally by: Father Weebles Phoon needs extra PG and CPU. I tried fitting t2 cruise with t2 dual 425mm IIs, 1 mar II and plates but I wasn't able to do this because of the low PG of the phoon.
The Phoon has needed more PG since the game was released - pretty sure that's something well never see. I remember when the phoon had an optimal bonus - and fitting artillery was always impossible. CPU normally isn't a problem - so I kind of surprised to see that mentioned. In fact, the cruise/dual 425 phoon fit isn't normally hard to fit - it's the seige/425 fit that requires AWU 5 (which I find to be a core minmatar skill anyway).
|

Veryez
|
Posted - 2008.08.09 13:50:00 -
[1167]
Originally by: Trojanman190 Before we add more guns we should fix the ones we have...
Did you missed all the changes he also suggested for the tempest and the mael? Additionally, he clearly explained his vision for each ship. While I don't completely agree with him (making the mael an AC boat without increasing it's speed/agility and reducing it's drone bay isn't going to work) the changes to the tempest are not bad at all and are things that have been mentioned here.
What I most enjoy is his vision for each ship - while I can't say I share it completely, it is what our race of ships lack at present. Lastly, while adding a 1650mm gun won't fix artillery, it will help our ships. But I agree that artillery needs more than just adding a gun.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.12 15:11:00 -
[1168]
To the top.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.12 15:17:00 -
[1169]
CCP, What are you thoughts on the issue? Obviously after 38 pages of crap-free, intelligent posting with numbers and testimonials, you have recognized the community feels there is a problem... Do you have an opinion on the matter, I know most of us would be satisfied if you even just acknowledged that this is a concern. The issue was not brought to bear by the CSM, but surely that's not your only sole source of player-generated ideas, is it?
|

Boz Well
Minmatar
|
Posted - 2008.08.12 15:20:00 -
[1170]
Originally by: Transmaniacon CCP, What are you thoughts on the issue? Obviously after 38 pages of crap-free, intelligent posting with numbers and testimonials, you have recognized the community feels there is a problem... Do you have an opinion on the matter, I know most of us would be satisfied if you even just acknowledged that this is a concern. The issue was not brought to bear by the CSM, but surely that's not your only sole source of player-generated ideas, is it?
I've posted plenty in this topic, so I'm not sure I'd call it crap-free, intelligent posting. 
Still, it'd be nice to get a CCP response, although perhaps wishful thinking.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.12 15:26:00 -
[1171]
Hell I would even take a generic "We recognize the community feels this issue needs attention and will look into it"...
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.12 16:11:00 -
[1172]
Originally by: Transmaniacon Hell I would even take a generic "We recognize the community feels this issue needs attention and will look into it"...
I'd take that. Especially in light of all the minmatar nerfing going on.
|

Jim McGregor
|
Posted - 2008.08.12 16:54:00 -
[1173]
Edited by: Jim McGregor on 12/08/2008 16:57:54
Amarr had more than 100 pages without getting a dev comment.
You are wasting your time. Devs dont comment to threads like this. Maybe in a dev blog 6 months from now, somebody will mention that they are looking at swapping the shield/armor on the Typhoon, but I wouldnt expect any other changes.
Cross-train. If you are not willing to do that, I guess you still think minmatar are decent enough to fly.
---
Originally by: Roguehalo Can you nano Titans?
|

Siddy
Minmatar Evolution Band of Brothers
|
Posted - 2008.08.12 17:39:00 -
[1174]
Why is this thread still alive?
I told you, train amarr.
When EVE becomes oversaturated with amarr/caldari, maybe devs wills see they error... maybe.
Sig removed, inappropriate content. If you would like further details please mail [email protected] ~Saint |

Amandin Adouin
Minmatar
|
Posted - 2008.08.12 17:44:00 -
[1175]
Edited by: Amandin Adouin on 12/08/2008 17:46:16
Because it's a huge issue that alot of people care about? Maybe everyone doesn't want to train Amarr. Personally, I don't want to. So I guess this is the only other way to go about it.
|

Liang Nuren
Perkone
|
Posted - 2008.08.12 17:58:00 -
[1176]
New patch on Dev, apparently boosted Matari/Nanos. GO go go!
-Mark -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.12 18:18:00 -
[1177]
Originally by: Liang Nuren New patch on Dev, apparently boosted Matari/Nanos. GO go go!
-Mark
Lies, I'm at work so you better get your ass back here and tell us!!!!!!!!
|

AstroPhobic
Minmatar
|
Posted - 2008.08.12 18:24:00 -
[1178]
Looking at the last few dev blogs, I think it's safe to say they don't care.
|

Baron Primus
|
Posted - 2008.08.12 18:24:00 -
[1179]
TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR TL;DR My sig sucks. |

Boz Well
Minmatar
|
Posted - 2008.08.12 18:25:00 -
[1180]
The post I saw suggested test server reverted to pre-speed nerf, but we'll have to see what's up. I haven't seen any CCP explanation.
|

elnukeo
Running with Knives
|
Posted - 2008.08.12 18:26:00 -
[1181]
uhh...where is this new boost.. i usually just hear about stuff in game but i am eager to know. someone link plz.
|

Boz Well
Minmatar
|
Posted - 2008.08.12 18:30:00 -
[1182]
Linkage
Who knows, they may have just copied the wrong directory over to the test server. 
|

AstroPhobic
Minmatar
|
Posted - 2008.08.12 18:34:00 -
[1183]
Originally by: Boz Well Linkage
Who knows, they may have just copied the wrong directory over to the test server. 
They probably hit "decrease mass" button instead of "-50% projectile turret damage" button by mistake.
|

Boz Well
Minmatar
|
Posted - 2008.08.12 18:36:00 -
[1184]
Originally by: AstroPhobic
Originally by: Boz Well Linkage
Who knows, they may have just copied the wrong directory over to the test server. 
They probably hit "decrease mass" button instead of "-50% projectile turret damage" button by mistake.
I bet you're right.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.12 18:38:00 -
[1185]
Excuse my pessimism, but best case we're worse off than we were pre-patch (current TQ). Which still fails.
|

elnukeo
Running with Knives
|
Posted - 2008.08.12 18:54:00 -
[1186]
When they fix minmatar do you think they will give the cane and t1 cruisers +1 turrets. I would really like that.
Begin trolling now...
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.12 19:26:00 -
[1187]
Originally by: elnukeo Edited by: elnukeo on 12/08/2008 19:06:37 When they fix minmatar do you think they will give the cane and t1 cruisers +1 turrets. I would really like that.
Begin trolling now...or not
+1 turrets is NOT the answer!!!!
Why?
Cuz our shit will still stink/suck!!!!
You will still do worthless damage in falloff. Still have shit sniping range. Still have shit sniping tracking. Everything will stay the same!!!!!! You will just lose one of the only things we have left... utility high slots! If ccp adds a turret they will take it as an excuse to leave everything the same OR they will bork something else, like steal a low or hose our cap even more. We don't need that!!!
|

Boz Well
Minmatar
|
Posted - 2008.08.12 19:31:00 -
[1188]
Quote: Cuz our shit will still stink!!!!
Odd word choice Troj 
|

elnukeo
Running with Knives
|
Posted - 2008.08.12 19:38:00 -
[1189]
Well other races cruisers have +1 turrets.. And when in the cane the bonuses make your ship normal to other BCs 1 more turret i think would make it special.. idk lol
maybe we could just get a DD on all our ships where if we click on the cap, it activates? BOOM..what was the other thing i was going to say
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.12 19:47:00 -
[1190]
Originally by: elnukeo Well other races cruisers have +1 turrets.. And when in the cane the bonuses make your ship normal to other BCs 1 more turret i think would make it special.. idk lol
maybe we could just get a DD on all our ships where if we click on the cap, it activates? BOOM..what was the other thing i was going to say
Well sorry for sploding. But our guns still wont hit for any reasonable dps unless inside of 2km. That's fail even if the cane had 8 guns.
|

elnukeo
Running with Knives
|
Posted - 2008.08.12 19:53:00 -
[1191]
why not just run around at 12km..still get good dps.. maybe we will get a bigger drone bay and ofc more turrets like you said. lol
|

Liang Nuren
Perkone
|
Posted - 2008.08.12 20:58:00 -
[1192]
http://oldforums.eveonline.com/?a=topic&threadID=845581
Looks like the Matari nerf is still coming. At least the MWD reactivation delay was removed...
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Amandin Adouin
Minmatar
|
Posted - 2008.08.12 21:46:00 -
[1193]
I think it sounds somewhat promising. I really have faith in them to not let this go through as is. Those crazy Nordic people are usually at least somewhat rational.
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.12 21:52:00 -
[1194]
Edited by: Cpt Branko on 12/08/2008 21:53:14 Well, at least they finally said something (and showed they can, in fact, read), which makes me very happy.
The MWD reactivation delay axing was a good move. I just hope they fix the totally murdered agilities of Minmatar ships next. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.12 21:59:00 -
[1195]
Originally by: Cpt Branko I just hope they fix the totally murdered agilities of Minmatar ships next.
That won't happen.
I base this on nothing. ----------------------------------------- [Video] Support Barrage |

Liang Nuren
Perkone
|
Posted - 2008.08.12 22:07:00 -
[1196]
Originally by: Cpt Branko Edited by: Cpt Branko on 12/08/2008 21:53:14 Well, at least they finally said something (and showed they can, in fact, read), which makes me very happy.
The MWD reactivation delay axing was a good move. I just hope they fix the totally murdered agilities of Minmatar ships next.
IIRC, the post said that they'd be adjusting the agilities of certain ship classes, not races. :-/
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.12 22:07:00 -
[1197]
Originally by: Lyria Skydancer
Originally by: Cpt Branko I just hope they fix the totally murdered agilities of Minmatar ships next.
That won't happen.
I base this on nothing.
So Minmatar BS agility should be worse then everyone else bar Amarr now?
Seriously, we need lighter duct tape. 
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Amandin Adouin
Minmatar
|
Posted - 2008.08.12 22:11:00 -
[1198]
Originally by: Cpt Branko
Originally by: Lyria Skydancer
Originally by: Cpt Branko I just hope they fix the totally murdered agilities of Minmatar ships next.
That won't happen.
I base this on nothing.
So Minmatar BS agility should be worse then everyone else bar Amarr now?
Seriously, we need lighter duct tape. 
According to the mini-dev journal, they're specifically looking into fixing agility back in some way: "The agility values are also slightly off. They were rebalanced with regard to MWD mass addition, which closed the gaps between ship types, removing uniqueness a bit. This will be fixed, also we're looking at boosting some ship classes in regards of agility."
Haha I thought you meant duct tape for Lyria. I was thinking why lighter?
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 01:13:00 -
[1199]
Originally by: Amandin Adouin
Originally by: Cpt Branko
Originally by: Lyria Skydancer
Originally by: Cpt Branko I just hope they fix the totally murdered agilities of Minmatar ships next.
That won't happen.
I base this on nothing.
So Minmatar BS agility should be worse then everyone else bar Amarr now?
Seriously, we need lighter duct tape. 
According to the mini-dev journal, they're specifically looking into fixing agility back in some way: "The agility values are also slightly off. They were rebalanced with regard to MWD mass addition, which closed the gaps between ship types, removing uniqueness a bit. This will be fixed, also we're looking at boosting some ship classes in regards of agility."
Haha I thought you meant duct tape for Lyria. I was thinking why lighter?
I thinkt he uniqueness they are talking about is partially with respect to minmatar ships... maybe we will get teeny boost?
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Liang Nuren
Perkone
|
Posted - 2008.08.13 03:35:00 -
[1200]
Originally by: Trojanman190
I thinkt he uniqueness they are talking about is partially with respect to minmatar ships... maybe we will get teeny boost?
You mean nerfed a little less than they were planning on? I hope so. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

EpicFailTroll
|
Posted - 2008.08.13 04:11:00 -
[1201]
Great victory for the Minmatar Republic: removal of the MWD deactivation, thanks to the complains!
Now, it wouldve been terrible that most people went and fit ABs, giving great advantage to minmatar ships in dogfights due to superior speed and non- +500% sig? So lets remove MWD delay so everybody fits MWD again, and forces minmatar to do so, dogfighting in ducttape ships with humongous sigs.
Great going guys!
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Amandin Adouin
Minmatar
|
Posted - 2008.08.13 04:13:00 -
[1202]
Edited by: Amandin Adouin on 13/08/2008 04:13:29
Originally by: EpicFailTroll Great victory for the Minmatar Republic: removal of the MWD deactivation, thanks to the complains!
Now, it wouldve been terrible that most people went and fit ABs, giving great advantage to minmatar ships in dogfights due to superior speed and non- +500% sig? So lets remove MWD delay so everybody fits MWD again, and forces minmatar to do so, dogfighting in ducttape ships with humongous sigs.
Great going guys!
I bet no one has ever told you how much your name suits you.
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EpicFailTroll
|
Posted - 2008.08.13 04:17:00 -
[1203]
Originally by: Amandin Adouin
I bet no one has ever told you how much your name suits you.
Have you considered an environment with mostly AB fitted ships? did you even ever fit that module on a minmatar ship? on other races ships? 60% web on a cruiser hull pushing 1k/s, vs 60% web on a cruiser almost twice as slow?
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Amandin Adouin
Minmatar
|
Posted - 2008.08.13 04:24:00 -
[1204]
You're oversimplifying the issue. There are more variables at play here than just speed. It's late though and I need to head off to bed, so I'm sorry I can't continue this discussion, maybe Liang or someone else who's still up can set you set you straight.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 04:27:00 -
[1205]
Have you ever considered the number of ships that would, and will remain fitting MWDs? It's pretty much all of them, save AFs. You're fooling yourself, the web/AB changes are not a minmatar boost in the slightest. 
|

EpicFailTroll
|
Posted - 2008.08.13 04:31:00 -
[1206]
Originally by: AstroPhobic Have you ever considered the number of ships that would, and will remain fitting MWDs? It's pretty much all of them, save AFs. You're fooling yourself, the web/AB changes are not a minmatar boost in the slightest. 
None whatsoever. The general knee-jerk reaction will be fitting ABs and scramblers. Nobody will want to be caught and webbed with no speed boost. Minmatar would rule the sky in web dogfighting. This accursed prophecy shall never gleam among the stars. You're an heretic, and an emomatar as your post history proves. You disgrace your own race.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 04:37:00 -
[1207]
Why, because you think orbiting at 400m/s in vaga is REALLY going to avoid fire? You're honestly creating your own little reality. Even if it did come down to AB/scram madness (I assure you, it won't), the name of the game will remain gank and tank, not "MINMATAR"S GOT AN EXTRA 50M/S WHEN WEBBED".
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EpicFailTroll
|
Posted - 2008.08.13 04:46:00 -
[1208]
Originally by: AstroPhobic Why, because you think orbiting at 400m/s in vaga is REALLY going to avoid fire? You're honestly creating your own little reality. Even if it did come down to AB/scram madness (I assure you, it won't), the name of the game will remain gank and tank, not "MINMATAR"S GOT AN EXTRA 50M/S WHEN WEBBED".
You are terribly clueless. The extra +100m/s webbed at the very least, boosted by modules, is more than enough to dictate range and fight in falloff -missiles is another problem-. I understand that any ship not being a mwd vaga with falloff rigs and faction disruptor is horrifying to you, emomatar. But you're digging your own grave.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 04:47:00 -
[1209]
You're not dictating range with an afterburner. End of story. I don't care what ship you're in or what race you fly.
You want to completely remove MWDs from the game? That's a different story. Otherwise a plated augoror with a MWD can dictate range on you. 
|

EpicFailTroll
|
Posted - 2008.08.13 04:54:00 -
[1210]
Originally by: AstroPhobic You're not dictating range with an afterburner. End of story. I don't care what ship you're in or what race you fly.
You want to completely remove MWDs from the game? That's a different story. Otherwise a plated augoror with a MWD can dictate range on you. 
Maybe you don't dictate range with an afterburner, because you never fit one. That's your own shortcoming. A plated auguror with a deactivated MWD due to scrambler will dictate nothing but its own glorious fiery death. You should really try to fit semi-speed fits on minmatar ships, with an AB. See how fast it accelerates and turns. Now do the same with any other race cruiser and imagine the two being webbed.
|

Derek Sigres
|
Posted - 2008.08.13 05:07:00 -
[1211]
Originally by: AstroPhobic Why, because you think orbiting at 400m/s in vaga is REALLY going to avoid fire? You're honestly creating your own little reality. Even if it did come down to AB/scram madness (I assure you, it won't), the name of the game will remain gank and tank, not "MINMATAR"S GOT AN EXTRA 50M/S WHEN WEBBED".
400m/s is enough to evade fire at the 1km range I hear.
Trouble is I don't think a MWDING anything cruiser sized can maintain a 1km orbit anyway.
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EpicFailTroll
|
Posted - 2008.08.13 05:11:00 -
[1212]
Originally by: Derek Sigres
400m/s is enough to evade fire at the 1km range I hear.
Trouble is I don't think a MWDING anything cruiser sized can maintain a 1km orbit anyway.
And a ABing one?
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 14:52:00 -
[1213]
That's not the point. A caracal with a MWD and some HAMS will murder an AB vaga. You can't claim speed superiority without fitting the best speed MODS.
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EpicFailTroll
|
Posted - 2008.08.13 14:56:00 -
[1214]
Originally by: AstroPhobic That's not the point. A caracal with a MWD and some HAMS will murder an AB vaga. You can't claim speed superiority without fitting the best speed MODS.
Not if the MWD deactivates due to scrambling eh?
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 14:57:00 -
[1215]
If you find a 20km scrambler to fit on a vagabond, let me know.
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Boz Well
Minmatar
|
Posted - 2008.08.13 15:08:00 -
[1216]
You CAN'T assume everyone will fit AB's. The fact is, NO ONE fits them now, and even if you introduce a module (with tiny range) that disables MWD, not everyone will fit scramblers, and people will still fit MWD's. Previously ships avoided web range, and they'd continue to do so (because now that's also scrambler range), because now the consequences are more severe if they get caught. Assuming some mythical 1v1 with both ships using afterburners post-patch is just silly.
I think you're right that you'll see more afterburners, but MWD's will certainly not be obsolete.
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EpicFailTroll
|
Posted - 2008.08.13 15:24:00 -
[1217]
Originally by: AstroPhobic If you find a 20km scrambler to fit on a vagabond, let me know.
Are you mentally challenged? inside web range, you'll be faster than your opponent, especially if he uses a MWD which you'll deactivate. You only want to keep on doing the same ******ed nano crap: zipping around at a few k/s outside your opponent's reach, remaining largely untouched, and being able to pick your fights. You're the worst kind of pilot there is.
Originally by: Boz Well You CAN'T assume everyone will fit AB's. The fact is, NO ONE fits them now, and even if you introduce a module (with tiny range) that disables MWD, not everyone will fit scramblers, and people will still fit MWD's. Previously ships avoided web range, and they'd continue to do so (because now that's also scrambler range), because now the consequences are more severe if they get caught. Assuming some mythical 1v1 with both ships using afterburners post-patch is just silly.
I think you're right that you'll see more afterburners, but MWD's will certainly not be obsolete.
The fact is, NO ONE will fit MWD for fighting if MWD gets nerfed as it should. EVERYONE will fit scramblers and will rush towards web range. This will be the initial knee-jerk reaction, and this will be good.
|

Forge Lag
|
Posted - 2008.08.13 15:25:00 -
[1218]
To make use of AB you have to either bait opponent to engage you up close (that basically means only blasterships) or fit both AB+MWD.
Btw, I have no stamina to read this all but I hope you are comparing DPS at relevant distances, like 1/2 falloff, where you are losing much less DPS than at full falloff and it is much easier to track than at optimal. Anyway have fun complaining, one day autocannons will do more damage than cruise missiles, as it is now, cruises are superior for dogfighting.
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AstroPhobic
Minmatar
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Posted - 2008.08.13 15:27:00 -
[1219]
You're playing theorycraft and losing. How do you honestly think you'll use an AB vaga to get inside web range of a ship with a MWD? Have you thought about this at all?
PS. If you're fitting afterburners in 0.0 (post patch, pre patch, whatever) you fail and you will die.
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EpicFailTroll
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Posted - 2008.08.13 15:39:00 -
[1220]
Edited by: EpicFailTroll on 13/08/2008 15:40:06
Originally by: AstroPhobic You're playing theorycraft and losing. How do you honestly think you'll use an AB vaga to get inside web range of a ship with a MWD? Have you thought about this at all?
PS. If you're fitting afterburners in 0.0 (post patch, pre patch, whatever) you fail and you will die.
Can you use any other ship than vaga as an example? you're only embarrassing yourself. A ship with MWD but bad agility/acceleration -that is, most ships except minmatar- can be caught with a mimatar ship (good agility, acceleration) using AB. Breaking news!
PS: cancel your subscription. You're the kind of player that lobbyes against anything addressing the dumbing down of combat mechanics. MWD nerf ushers new dynamics and possibilities, that scares you.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 15:40:00 -
[1221]
So... you have no counter point. Only personal flames.
Get out of this thread. You have nothing to contribute.
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EpicFailTroll
|
Posted - 2008.08.13 15:47:00 -
[1222]
Originally by: AstroPhobic So... you have no counter point. Only personal flames.
Get out of this thread. You have nothing to contribute.
The counter point is above you. MWD on bad agility/acceleration ship can be caught with AB ship having good agility/acceleration. Get your pod out of the mwd vaga sometimes.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 15:50:00 -
[1223]
Originally by: EpicFailTroll Edited by: EpicFailTroll on 13/08/2008 15:40:06
Originally by: AstroPhobic You're playing theorycraft and losing. How do you honestly think you'll use an AB vaga to get inside web range of a ship with a MWD? Have you thought about this at all?
PS. If you're fitting afterburners in 0.0 (post patch, pre patch, whatever) you fail and you will die.
Can you use any other ship than vaga as an example? you're only embarrassing yourself. A ship with MWD but bad agility/acceleration -that is, most ships except minmatar- can be caught with a mimatar ship (good agility, acceleration) using AB. Breaking news!
PS: cancel your subscription. You're the kind of player that lobbyes against anything addressing the dumbing down of combat mechanics. MWD nerf ushers new dynamics and possibilities, that scares you.
Even after the patch, a ship with an MWD will outrun a similar ship with an AB. Claiming improved agility and acceleration (both of which have been lowered) are not enough to account for the speed differences of the modules. A ship with an AB will not catch a ship with an MWD of the same class. Therefore, that AB ship you keep describing will now be left chasing the target and in perfect position to be killed. The only ships that can orbit with an AB under tracking are the assault ships due to the low signature radius. Cruisers can not perform this, so stop beating a dead horse.
|

EpicFailTroll
|
Posted - 2008.08.13 16:05:00 -
[1224]
Originally by: Transmaniacon
Even after the patch, a ship with an MWD will outrun a similar ship with an AB. Claiming improved agility and acceleration (both of which have been lowered) are not enough to account for the speed differences of the modules. A ship with an AB will not catch a ship with an MWD of the same class. Therefore, that AB ship you keep describing will now be left chasing the target and in perfect position to be killed. The only ships that can orbit with an AB under tracking are the assault ships due to the low signature radius. Cruisers can not perform this, so stop beating a dead horse.
Agility, acceleration, and maneuvering: you need to test that, and not rely on keep at range/orbit all the time.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 16:06:00 -
[1225]
Did you miss the part where caldari mass got buffed and minmatar mass nerfed?
You did? That's not surprising.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 16:09:00 -
[1226]
Originally by: EpicFailTroll
Originally by: Transmaniacon
Even after the patch, a ship with an MWD will outrun a similar ship with an AB. Claiming improved agility and acceleration (both of which have been lowered) are not enough to account for the speed differences of the modules. A ship with an AB will not catch a ship with an MWD of the same class. Therefore, that AB ship you keep describing will now be left chasing the target and in perfect position to be killed. The only ships that can orbit with an AB under tracking are the assault ships due to the low signature radius. Cruisers can not perform this, so stop beating a dead horse.
Agility, acceleration, and maneuvering: you need to test that, and not rely on keep at range/orbit all the time.
I dont care how quick you can turn on a dime, thats not going to make you go faster. You can just keep at range with your MWD and laugh as they chase you around. You wont have the speed to make up ground and get a web/scram on them before they just fly farther away.
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Jim McGregor
|
Posted - 2008.08.13 16:12:00 -
[1227]
Edited by: Jim McGregor on 13/08/2008 16:12:31
Originally by: AstroPhobic Did you miss the part where caldari mass got buffed and minmatar mass nerfed?
You did? That's not surprising.
CCP removed the changes, so my guess is that they bite off more than they could chew. They did not realize how nerfing speed changes every variable of the game, and hence everything needs to be rebalanced.
Thats my guess anyway, but they have said there will be a blog about it later.
Im on my way to skilling up every race so soon I wont care about nerfs.
---
Originally by: Roguehalo Can you nano Titans?
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EpicFailTroll
|
Posted - 2008.08.13 16:14:00 -
[1228]
Originally by: Transmaniacon
I dont care how quick you can turn on a dime, thats not going to make you go faster. You can just keep at range with your MWD and laugh as they chase you around. You wont have the speed to make up ground and get a web/scram on them before they just fly farther away.
It would then be as it should be, the MWD being faster enables your opponent to fly away. If you want to disengage, he'll have to align back towards you, and that's when you have the opportunity to turn on a dime and accelerate towards a slow turning slow accelerating target with overheated web/scrambler. If you're trying to escape and he's orbiting around you 1k/s or less faster, you can anticipate his trajectory, and catch him, or force him to align and gain speed. This is when you align the other way and disengage, and see above for what might happen.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 16:32:00 -
[1229]
But these are ideal examples, a smart player isnt going to fly directly at you, but we can not argue these kinds of details. Small ships will be able to orbit under guns with an AB, that I am looking forward too. But anything bigger than a frigate will not have that advantage.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 18:10:00 -
[1230]
Originally by: EpicFailTroll
Originally by: Transmaniacon
I dont care how quick you can turn on a dime, thats not going to make you go faster. You can just keep at range with your MWD and laugh as they chase you around. You wont have the speed to make up ground and get a web/scram on them before they just fly farther away.
It would then be as it should be, the MWD being faster enables your opponent to fly away. If you want to disengage, he'll have to align back towards you, and that's when you have the opportunity to turn on a dime and accelerate towards a slow turning slow accelerating target with overheated web/scrambler. If you're trying to escape and he's orbiting around you 1k/s or less faster, you can anticipate his trajectory, and catch him, or force him to align and gain speed. This is when you align the other way and disengage, and see above for what might happen.
Post with your main so I can possibly see your experience and validate what you have said since joining this thread?
The whole concept of fitting an afterburner on the vagabond completely invalidates the ship in my mind because that means you need a close range gankish fitting and the vagabond is clearly not designed for that.
1. You aren't meant to disengage from one of those fights if it looks like you are losing... you are stuck in for the slugfest, last man standing gets to leave. 2. In small gangs, active tanks win those fights. Vagabond can't fit one. 3. In large gangs, the buffer gives you time to leave, does you know good if you can't leave in the blink of an eye. 4. Falloff bonus is completely negated by fighting in web range. Becomes a useless bonus. 5. Speed is useful for getting into range of another, slower target. If he has an mwd you wont catch him. If its a battlecruiser or below he will be able to track you and **** you. Battleships will have neuts and large drone contingents in addition to webs. 6. Ac's don't have the dps to survive in a buffer tank slugfest, as has been shown TONS of times.
So, in my opinion, from my experience, getting that close in a vagabond and fitting an ab is an absolutely insane idea. One of those "wouldn't it be cool if... naaah, it will never work" ideas.
Also, other ships are superior for that job. Assault ships ahve the small sig and high speed to survive that close. The deimos has the gank and tank to survive that close. The ishtar can be gank and tank fitted to survive that close. The cerb will have no trouble fighting you off. Zealot will lawl in local at you. Sac will lawl in local at you. Even a munin would have an advantage in that situation. It's punny armor tank would actually survive against you while its bonuses acs ripped you apart, and it would probably have hams to boot... in addition to webbing you.
It isn't just that fitting an ab and going in close to targets completely breaks everything that the vagabond is designed around, its that there are alternatives that are gagillions of times better for that situation, so why would you waste a perfectly good vagabond on that?
You shouldn't.
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EpicFailTroll
|
Posted - 2008.08.13 19:01:00 -
[1231]
Originally by: Trojanman190
*Discusses Vagabond*
Can we discuss minmatar ships at large, all ships even? My whole point is that MWD reactivation delay helps balance the minmatar. I can understand your obsession with the vag as you probably seldom see any irl, but thats really not the point. Also, you don't have to fight at 20km or 1km and never in-between. Blaster ships have cruddy falloff, minmatar have high natural em resist on t2. Can't you understand that AB becoming the main speed module -with no sig explosion-, actually validates the minmatar design? high falloff + ability to dictate range.
But if thats too wide thinking for yall we can just ***** all day and stealthily put forward arguments that invalidate anything not related to vagabond pwning bs at 20k.
|

Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.08.13 19:08:00 -
[1232]
Originally by: EpicFailTroll
Originally by: Trojanman190
*Discusses Vagabond*
Can we discuss minmatar ships at large, all ships even? My whole point is that MWD reactivation delay helps balance the minmatar. I can understand your obsession with the vag as you probably seldom see any irl, but thats really not the point. Also, you don't have to fight at 20km or 1km and never in-between. Blaster ships have cruddy falloff, minmatar have high natural em resist on t2. Can't you understand that AB becoming the main speed module -with no sig explosion-, actually validates the minmatar design? high falloff + ability to dictate range.
But if thats too wide thinking for yall we can just ***** all day and stealthily put forward arguments that invalidate anything not related to vagabond pwning bs at 20k.
NO! Bewcause you are wrong! I am tempest pilot and tried a lot on sisi all these absurd theories. With AB you are 100% always screwed against a mega or hyperion. If you don't fit MWD you cannot control range against ships of same size, only against ships 1 category or more bigger than you. Simple, fact. No discussion. ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 19:10:00 -
[1233]
Edited by: Trojanman190 on 13/08/2008 19:12:22
Originally by: EpicFailTroll
Originally by: Trojanman190
*Discusses Vagabond*
Can we discuss minmatar ships at large, all ships even? My whole point is that MWD reactivation delay helps balance the minmatar. I can understand your obsession with the vag as you probably seldom see any irl, but thats really not the point. Also, you don't have to fight at 20km or 1km and never in-between. Blaster ships have cruddy falloff, minmatar have high natural em resist on t2. Can't you understand that AB becoming the main speed module -with no sig explosion-, actually validates the minmatar design? high falloff + ability to dictate range.
But if thats too wide thinking for yall we can just ***** all day and stealthily put forward arguments that invalidate anything not related to vagabond pwning bs at 20k.
Ok minus your trollishness at the end that was a great post.
I can see where you are coming from... but no it does not validate their design. Ships wielding an ab are a flying deathtrap in 0.0. So the vagabond goes from a ship that lawled at gate camps to a ship that dies just like all of the other ones while doing nothing significantly better.
To dictate range with an ab means you have to stay 15km - 20km away... don't you see the problem? An mwd ship will waltz up right next to you anyways. shut down his mwd you say? It will come back on as soon as you leave scramble range, and even with the mwd activation delay it will be able to be turned on when you leave web range. You have gained nothing. Nothing at all. Weapons still tack you. Your tank is still sad. You dps is still sad.
But now you can't pull out when the rest of the gang arrives... and you certainly won't win the fight by yourself.
The ab will still be somewhat of a lawl module although I see battleships fitting it in exchange for bigger weapons, since tehy dont stand a chance at a gatecamp anyways.
Also, ability to dictate range is much much easier to achieve with an mwd, and honestly, fall off sucks. We have a ton of numbers showing the significant amount of fail associated with falloff.
If you are flying a vagabond because its a dps heavy ship at 15km - 20km, you are doing it wrong.
Edit: Also, blaster ships don't need to worry about range / falloff for two reasons.
1. Face melting dps up close. 2. The ability to survive up close to deliver number one.
Minmatar ships don't work on that brute force apraoch.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 19:13:00 -
[1234]
Sure you can fight in 1-20km ranges, but then you will die. Blasters + Lasers > AC at that range. We either have to stay out of blaster range, or under laser tracking. This is true for minmatar ships. If both ships are equipped with AB, then yes, the minmatar ones will have an advantage and be able to dictate range somewhat better. But the fact of the matter is, AB will not be as prevalent as you seem to think. MWDs are still going to be standard in 0.0 combat, and while there might be an increased use of AB on certain ships, MWDs will still be the propulsion choice.
In addition, you have frequently attacked people on a personal level and it would be in your best interest to refrain from doing so.
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Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 19:18:00 -
[1235]
Originally by: Transmaniacon Sure you can fight in 1-20km ranges, but then you will die. Blasters + Lasers > AC at that range. We either have to stay out of blaster range, or under laser tracking. This is true for minmatar ships. If both ships are equipped with AB, then yes, the minmatar ones will have an advantage and be able to dictate range somewhat better. But the fact of the matter is, AB will not be as prevalent as you seem to think. MWDs are still going to be standard in 0.0 combat, and while there might be an increased use of AB on certain ships, MWDs will still be the propulsion choice.
In addition, you have frequently attacked people on a personal level and it would be in your best interest to refrain from doing so.
On that note, on tq with better mass, agility, and speed all minmatar ships minus the vagabond have trouble dictating range and an mwd creates much more of a spread than an after burner. Kiting will just get tougher when everyone has an ab.
The only boost i can see with people using abs is that people with mwds will be able to pull of kiting...
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 19:20:00 -
[1236]
Yea, the MWDs magnified the small original speed differences on Minmatar ships. AB close the gaps.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 19:23:00 -
[1237]
On that note, it's unrealistic to expect any 0.0 ships to switch to an afterburner. Frigates now have the option of an AB in low/empire, everything else is MWD.
Spare me "but on sisi". Sisi doesn't reflect actual situations that occur. People test new stuff and don't use their normal setups.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 19:28:00 -
[1238]
Edited by: Transmaniacon on 13/08/2008 19:29:03 No MWD in 0.0 = death
Escaping bubbles, getting to targets, instawarping, MWD are invaluable.
Edit: Astro, I used to be in ATF too, when they killed off Rare =) (I was in Homeless.)
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 19:34:00 -
[1239]
I think that was a little bit before my time. I was there when they were taking over 1ix. Too much war/poswarfare/blobs for me so I cut out.
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John Blackthorn
Foundation Sons of Tangra
|
Posted - 2008.08.13 19:41:00 -
[1240]
I like the looks and feel of the tempest and the 1400 guns. The simple issue is that you really can't put a tank on it. Unlike a Megathon, Apoc, Raven.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 19:42:00 -
[1241]
Originally by: John Blackthorn I like the looks and feel of the tempest and the 1400 guns. The simple issue is that you really can't put a tank on it. Unlike a Megathon, Apoc, Raven.
That's only half of the issue. The other half is arty fail.
|

EpicFailTroll
|
Posted - 2008.08.13 19:43:00 -
[1242]
In the case of MWD reactivation delay, MWD will still be used for fleet movements, getting back to gates, out of bubbles, that sort of things. Medium and small gangs won't use them since they tend to engage much closer. Any ship bigger than a frig sporting a mwd will get tackled to a painful limp by inties/frigates. Thats why i'm assuming everyone will use ABs in dogfighting, which gives the minmatar advantage and can enable crafty pilots to fight at half falloff
About the ad hominem attacks, i just can't help, as i despise all those vaga nanoers that prevent minmatar from getting the elegant overhaul that a change in main propulsion module for dogfighting would provide. They're all hoping that without MWD reactivation delay, they'll be able to still go a fair few k/s, and be able to get out even if webbed (by destroying the tackler quick enough before rest of the enemy gang closes in)
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 19:44:00 -
[1243]
The only change is frigates will now be able to use ABs in non-0.0 fights. That's it.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.13 19:50:00 -
[1244]
This dog fighting though is all idealistic, in 0.0, the blobs are king...unfortunately. Good fights are far and few, and people are still going to use MWDs in 0.0, regardless of what they are planning on doing because you just don't have the options with an AB (namely GTFO).
Low sec may see more use with AB piracy, but its still a toss up. You are sacrificing the safety net the MWD enables (not just nano players, but all ships) and if you find yourself up against an enemy with an MWD, then your SOL. I do see what you are arguing, and would love for a game where AB dominated the playing field, but in this current state of the game, MWDs are required for 0.0 operations, and their advantages currently, and likely after the patch, outweigh those of the AB.
|

EpicFailTroll
|
Posted - 2008.08.13 20:26:00 -
[1245]
In case of reactivation delay, blobs are going to still use MWD and thats no problem. But i don't see how having an AB rather than a MWD will screw you in small/medium gangs. You get back to gate. If he webs you, he's in scrambler range and you deactivate his mwd. You have few chances of catching him but thats fair since he's using a bigger module with more drawbacks to it.
Also, you're all assuming minmatar hulls only fit autocannons. But with ABs fits, you can actually use artillery -which doesn't suck btw-, and fight at your optimal since you dictate range. Many people have great AB+arty pvp fits that they never use since everybody uses MWD.
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AstroPhobic
Minmatar
|
Posted - 2008.08.13 20:29:00 -
[1246]
Originally by: EpicFailTroll you can actually use artillery -which doesn't suck btw-
Yeah, you certainly have lost every ounce of worth that you would have ever gotten from me. Congratulations, you're spouting about crap that you have no idea about. You're just another dumbass nanowhiner who can't even comprehend anti-xyz tactics. Just go whine, cry and bawl about it on the forums and it will get fixed for you. Don't bother trying to fix it on your own. Why don't you go and tell us how to fit a titan while you're at it. Wait, you don't know? THEN DONT SPOUT SHIT ABOUT MINMATAR.
****ing idiots.
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Uriel Septym
|
Posted - 2008.08.13 20:33:00 -
[1247]
ahhhhhhh, no more flames. Can we all at least agree a bit that the tradeoffs we mins get for not basing our guns off cap are a bit of a step too far?
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Liang Nuren
Perkone
|
Posted - 2008.08.13 20:40:00 -
[1248]
Originally by: EpicFailTroll In case of reactivation delay, blobs are going to still use MWD and thats no problem. But i don't see how having an AB rather than a MWD will screw you in small/medium gangs. You get back to gate. If he webs you, he's in scrambler range and you deactivate his mwd. You have few chances of catching him but thats fair since he's using a bigger module with more drawbacks to it.
Also, you're all assuming minmatar hulls only fit autocannons. But with ABs fits, you can actually use artillery -which doesn't suck btw-, and fight at your optimal since you dictate range. Many people have great AB+arty pvp fits that they never use since everybody uses MWD.
I tried those a few days ago on the test server... they didn't work even slightly.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 20:46:00 -
[1249]
Originally by: Liang Nuren
Originally by: EpicFailTroll In case of reactivation delay, blobs are going to still use MWD and thats no problem. But i don't see how having an AB rather than a MWD will screw you in small/medium gangs. You get back to gate. If he webs you, he's in scrambler range and you deactivate his mwd. You have few chances of catching him but thats fair since he's using a bigger module with more drawbacks to it.
Also, you're all assuming minmatar hulls only fit autocannons. But with ABs fits, you can actually use artillery -which doesn't suck btw-, and fight at your optimal since you dictate range. Many people have great AB+arty pvp fits that they never use since everybody uses MWD.
I tried those a few days ago on the test server... they didn't work even slightly.
-Liang
EFT... I think I just got that joke. lol.
EpicFailTroll, what liang says is exactly what we are trying to say.. and then some.
Its suicide to do it the way you are saying it will work. And if it wasn't suicide the way you said it will work (and it is suicide), It will not work in 0.0 where being fast enough to escape a blob or return to a gate is something an ab cannot provide.
|

EpicFailTroll
|
Posted - 2008.08.13 21:12:00 -
[1250]
Originally by: Trojanman190
Its suicide to do it the way you are saying it will work. And if it wasn't suicide the way you said it will work (and it is suicide), It will not work in 0.0 where being fast enough to escape a blob or return to a gate is something an ab cannot provide.
In lowsec, worse that can happen in AB vs MWD suffering from deactivation delay is: you can't catch him. You can still get back to gate. If he webs, you deactivate his MWD. Fair trade and you should be able to dictate range.
In 0.0, that's only a problem if you're on you own in anything bigger than an inty or frig (which will have enough momentum to reach gate). What were you doing alone there in the first place? This MWD reactivation delay only hurts the nanovagas pilots who enjoy to cherry pick their fights and never take risks. It would be a blow to gung-ho pilots flying lone >cruiser hulls, but i don't think there are many in 0.0. They live in lowsec, where it's at.
|

Trojanman190
D00M. Triumvirate.
|
Posted - 2008.08.13 22:42:00 -
[1251]
Originally by: EpicFailTroll
Originally by: Trojanman190
Its suicide to do it the way you are saying it will work. And if it wasn't suicide the way you said it will work (and it is suicide), It will not work in 0.0 where being fast enough to escape a blob or return to a gate is something an ab cannot provide.
In lowsec, worse that can happen in AB vs MWD suffering from deactivation delay is: you can't catch him. You can still get back to gate. If he webs, you deactivate his MWD. Fair trade and you should be able to dictate range.
In 0.0, that's only a problem if you're on you own in anything bigger than an inty or frig (which will have enough momentum to reach gate). What were you doing alone there in the first place? This MWD reactivation delay only hurts the nanovagas pilots who enjoy to cherry pick their fights and never take risks. It would be a blow to gung-ho pilots flying lone >cruiser hulls, but i don't think there are many in 0.0. They live in lowsec, where it's at.
No... they won't have enough momentum to hit the gate. That part of the physics engine works... you need to build speed in order to have momentum, battlecruisers and up get locked before they have enough momentum built to coast back to the gate. I know this because I see it happen every day...
Gung-ho pilots seem to be soloers by your definition. Why are you trying to remove them from 0.0?
Yea lowsec is where it's at, but not many people play there, and I'd like to see how your ab tanking vagabond handle sentry guns. Otherwise you are ninjaing noobs who go to belts... thats fun for you? many of us have moved on to 0.0 or operate at the gates... where the sentries can hit us or we are dealing with ships that have to tank the sentries... ones that carry webs and neuts....
|

Veryez
|
Posted - 2008.08.14 00:31:00 -
[1252]
Originally by: EpicFailTroll
In lowsec, worse that can happen in AB vs MWD suffering from deactivation delay is: you can't catch him. You can still get back to gate. If he webs, you deactivate his MWD. Fair trade and you should be able to dictate range.
In 0.0, that's only a problem if you're on you own in anything bigger than an inty or frig (which will have enough momentum to reach gate). What were you doing alone there in the first place? This MWD reactivation delay only hurts the nanovagas pilots who enjoy to cherry pick their fights and never take risks. It would be a blow to gung-ho pilots flying lone >cruiser hulls, but i don't think there are many in 0.0. They live in lowsec, where it's at.
Look at the title of this thread E.F.T., read it again. Not one of the vaga's I've flown has had large projectiles on it. Also, you might not have noticed this but a vaga is not a Tempest. This thread is not a nanowhine thread, the fact is that this nerf to speed mods does little or nothing to help minmatar battleship setups, period. The only way AB's will become the standard fit on a ship is if they remove MWDs from the game, and I can't see that happening. However I do appreciate the nice bumps you've been giving this thread. 
|

EpicFailTroll
|
Posted - 2008.08.14 00:45:00 -
[1253]
Originally by: Veryez
Look at the title of this thread E.F.T., read it again. Not one of the vaga's I've flown has had large projectiles on it. Also, you might not have noticed this but a vaga is not a Tempest. This thread is not a nanowhine thread, the fact is that this nerf to speed mods does little or nothing to help minmatar battleship setups, period. The only way AB's will become the standard fit on a ship is if they remove MWDs from the game, and I can't see that happening. However I do appreciate the nice bumps you've been giving this thread. 
ABs would become standard if MWD reactivation delay went through, and guess what, it would help minmatar battleships setups. That sounds ludicrous but isnt life a big joke? Love from EFT
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.14 01:12:00 -
[1254]
Originally by: EpicFailTroll
Oh hai. Im a little troll. Bubbles do not exist, you never need to get back to gates, or get in range, ABs are fully viable and look, I just trolled your thread.
Stop trolling. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.14 01:27:00 -
[1255]
Edited by: Ranvaldy on 14/08/2008 01:29:53 Edited by: Ranvaldy on 14/08/2008 01:28:18 I hope u are also calculating that lasers need cap to fire while ur guns not a single one. 8 Mega Pulse II Abaddon eats -42 cap/s Apoc eats -32 cap/s. 7 Dual Heavy P II Armageddon eats -27/s cap. Yes i know there are cap boosters but those even might not help if u are under heavy neut.So keep this in mind that u can spend this cap what we laser users spend just to even fire guns which u can spend it on somewhere else maybe remote repping longer while u are also being neutted and STILL u can fire if ure zero on cap. So stop whining about projectile turrets or i dont care get ur buffs but then i want our cap buffs(more cap+recharge to amarr ships) too sounds fair right ? PS:MWD hurts our cap even harder than for u for the above reasons so just ....... k ?
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Liang Nuren
Perkone
|
Posted - 2008.08.14 01:30:00 -
[1256]
Originally by: Ranvaldy
So stop whining about projectile turrets or i dont care get ur buffs but then i want our cap buffs(more cap+recharge to amarr ships) too sounds fair right ?
As a long time amarr boost apologist, I must ask what in the world possesses you to ask for a boost to the strongest race in the game (that's just getting stronger with the speed nerf).
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.14 01:32:00 -
[1257]
Edited by: Ranvaldy on 14/08/2008 01:33:42
Originally by: Liang Nuren
Originally by: Ranvaldy
So stop whining about projectile turrets or i dont care get ur buffs but then i want our cap buffs(more cap+recharge to amarr ships) too sounds fair right ?
As a long time amarr boost apologist, I must ask what in the world possesses you to ask for a boost to the strongest race in the game (that's just getting stronger with the speed nerf).
-Liang
I said IF they get the buff then we could also get a slight buff.Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.I was sweating till i didnt have the perfect cap skills+T2 Pulses to do lvl 4 missions alone or this game is for only players who has every skill on lvl 5 ?So i just /afk the game for 2 years then i come back and i pwn as amarr right ?
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.14 01:34:00 -
[1258]
Originally by: Ranvaldy
So stop whining about projectile turrets or i dont care get ur buffs but then i want our cap buffs(more cap+recharge to amarr ships) too sounds fair right ?
(a) Amarr ships already have more capacitor and more capacitor recharge. (b) Cap injectors are your little friend. Yes, with sufficent neuting you can shut them off, but with using all those slots for DPS, you can gank the ship anyways. (c) Regardless of capacitor, having ships which outdo other ships at any ranges is imbalanced.
I mean, sure, give everyone more cap&cap recharge, and give us 30% more DPS, and that's fine.
Furthermore, let me tell you about a ship which (just like Amarr) outdoes ours at any range, requires no cap to fire, does very high DPS, and can be fit with full tackle and stuff while having a comparable tank to Minmatar. That's, like, balanced? 
And, yes, we're talking about the Raven.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.14 01:35:00 -
[1259]
Originally by: Ranvaldy
Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.
Having your cap skills to V takes only a month, and it is a de-facto prerequisite for effective PvP. Have you ever heard about overheating? Now all of us have to have energy menagement V.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Ranvaldy
Amarr Hungarian Space Defenders Omega Alliance
|
Posted - 2008.08.14 01:37:00 -
[1260]
Edited by: Ranvaldy on 14/08/2008 01:41:57 Edited by: Ranvaldy on 14/08/2008 01:39:52
Originally by: Cpt Branko
Originally by: Ranvaldy
Furthermore, let me tell you about a ship which (just like Amarr) outdoes ours at any range, requires no cap to fire, does very high DPS, and can be fit with full tackle and stuff while having a comparable tank to Minmatar. That's, like, balanced? 
And, yes, we're talking about the Raven.
Hehe this was funny 
Anyway back to projectiles yes i forgot they almost always fire to fallof which might decrease their DPS significantly if ure unlucky so ye whatever a slight buf to their DPS or whatever else (can i get my cap buff cookie now cap is never enough for meh !? )
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Kagura Nikon
Minmatar Infinity Enterprises
|
Posted - 2008.08.14 02:04:00 -
[1261]
Originally by: Ranvaldy Edited by: Ranvaldy on 14/08/2008 01:33:42
Originally by: Liang Nuren
Originally by: Ranvaldy
So stop whining about projectile turrets or i dont care get ur buffs but then i want our cap buffs(more cap+recharge to amarr ships) too sounds fair right ?
As a long time amarr boost apologist, I must ask what in the world possesses you to ask for a boost to the strongest race in the game (that's just getting stronger with the speed nerf).
-Liang
I said IF they get the buff then we could also get a slight buff.Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.I was sweating till i didnt have the perfect cap skills+T2 Pulses to do lvl 4 missions alone or this game is for only players who has every skill on lvl 5 ?So i just /afk the game for 2 years then i come back and i pwn as amarr right ?
mm how about YES the game is balanced for peopel with all skils at level 5. That is the only possible way to balance it. At least for all the skills that are achievable to level 5 on any non megalomanic pilot ( for example dreads might be balanced aroudn level 4, but fore sure BS are on level 5) ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
|

EpicFailTroll
|
Posted - 2008.08.14 02:25:00 -
[1262]
Originally by: Cpt Branko
Originally by: EpicFailTroll
Oh hai. Im a little troll. Bubbles do not exist, you never need to get back to gates, or get in range, ABs are fully viable and look, I just trolled your thread.
Stop trolling.
You're just a nanos****hoping to still be able to fly your vagabond the way you always have: with no risk. Reread my above posts for explanation why AB is viable in an environment where MWD is nullified by scrambler. 0.0 operations are not meant for solo btw.
All minmatar problems would be solved by this MWD nerf. That's the sad truth. EFT says it.
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Boz Well
Minmatar
|
Posted - 2008.08.14 02:28:00 -
[1263]
At least your name is appropriate.
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.14 03:28:00 -
[1264]
Originally by: EpicFailTroll
Oh, hai. I'm talking about Vagabonds in battleship threads, but at least my name is very true.
You know, you're not even funny anymore.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.14 04:23:00 -
[1265]
Two simultaneous trolls that know absolutely nothing about minmatar except what they read on the forums. Yay for informed posting!
Anyway long story short (@ new guy): Yes cap was calculated, and no, amarr don't deserve any boosts, especially if minnie gets theirs. This is what we call redundancy.
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Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.14 16:29:00 -
[1266]
Originally by: EpicFailTroll
Originally by: Cpt Branko
Originally by: EpicFailTroll
Oh hai. Im a little troll. Bubbles do not exist, you never need to get back to gates, or get in range, ABs are fully viable and look, I just trolled your thread.
Stop trolling.
You're just a nanos****hoping to still be able to fly your vagabond the way you always have: with no risk. Reread my above posts for explanation why AB is viable in an environment where MWD is nullified by scrambler. 0.0 operations are not meant for solo btw.
All minmatar problems would be solved by this MWD nerf. That's the sad truth. EFT says it.
Even at the current state of the game, where Minmatar can reach 'ludicrous' speeds and avoid damage, they are still beat by other races. Speed helped us mitigate incoming fire, but we still fall behind when it comes to dealing damage. You can not win a battle by avoiding damage, you have to go on the offensive. This entire thread is devoted to how to fix Large Projectiles, and specifically the Tempest battleship. Giving Minmatar BS a chance in terms of damage output is what needs to be fixed. Nerfing MWDs is not going to "fix Minmatar". As dozens of posts have shown, MWDs are a staple of modern Eve combat. They are required for survival in 0.0, and generally mandatory in all other forms of pvp. Your argument about AB becoming superior in the coming patch is not valid simply because the benefits of MWD outweigh those of AB, and the entirety of Eve combat practices are not going to change. Lets finish this tangent about propulsion and Minmatar, and get back to discussing the actual problem at hand, their offensive capabilities.
/tangent
|

EpicFailTroll
|
Posted - 2008.08.14 16:47:00 -
[1267]
Originally by: Transmaniacon
Even at the current state of the game, where Minmatar can reach 'ludicrous' speeds and avoid damage, they are still beat by other races. Speed helped us mitigate incoming fire, but we still fall behind when it comes to dealing damage. You can not win a battle by avoiding damage, you have to go on the offensive. This entire thread is devoted to how to fix Large Projectiles, and specifically the Tempest battleship. Giving Minmatar BS a chance in terms of damage output is what needs to be fixed. Nerfing MWDs is not going to "fix Minmatar". As dozens of posts have shown, MWDs are a staple of modern Eve combat. They are required for survival in 0.0, and generally mandatory in all other forms of pvp. Your argument about AB becoming superior in the coming patch is not valid simply because the benefits of MWD outweigh those of AB, and the entirety of Eve combat practices are not going to change. Lets finish this tangent about propulsion and Minmatar, and get back to discussing the actual problem at hand, their offensive capabilities.
/tangent
0.0 is not meant for lone nanoers thinking they're top pilots just because they can evade most things. They need to be taught a lesson, and the MWD nerf would take care of that. Fleet wouldn't be affected. Nobody is going to go and scramble ships in a blob. Fleet will still use MWD.
AB becoming the main propulsion module in non-blob types of engagements helps minmatar BS. They can't go at autocannon optimal lest they be blasterized into rivets, and fighting at their optimal + falloff yields crappy DPS. If most ships fit ABs, fearing to have zero speed boost available due to MWD reactivation delay should they fit one, you get the chance to fight in the lower part of your falloff without your opponent closing on you. You can even fit viable artillery fits with the extra grid. You have better cap, allowing for increased neuting. This is actually a big point since projectile don't consume cap and the compulsory MWD griefs your capacitor. The cons are reduced sig of your adversary since he doesn't fit ABs, but your smaller sig doesn't implode either so damage is more mitigated than in the case of both adversaries using MWD.
|

Liang Nuren
Perkone
|
Posted - 2008.08.14 16:51:00 -
[1268]
Originally by: EpicFailTroll AB becoming the main propulsion module in non-blob types of engagements helps minmatar BS.
With the nano nerf (hell without it even) there is no other form of warfare in 0.0
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Boz Well
Minmatar
|
Posted - 2008.08.14 17:01:00 -
[1269]
I still say you can't just assume because scramblers exist, no one will fit MWD. Not everyone will fit a scrambler, since the range is pretty poor, and to use it you have to put yourself in web range (means less these days I guess with weak webs). I think you would see more AB's being fit, but you would still see MWD's. Modules don't go from "mandatory" to "nonexistant" simply because a counter was added.
As far as cap... capless weapons mean less if everyone switches to AB's, which consume less cap, and let your 800 charges last all that much longer. It's not a buff to capless weapons for everyone to be using less cap, imo.
|

EpicFailTroll
|
Posted - 2008.08.14 17:04:00 -
[1270]
Originally by: Liang Nuren
With the nano nerf (hell without it even) there is no other form of warfare in 0.0
-Liang
Please note that by blob i mean any group that you cant reasonably engage at close range without it becoming an unmanageable clustered FC nightmare. Medium/small gangs are not blobs and are viable with ABs assuming they use scouts (one never knows).
|

Liang Nuren
Perkone
|
Posted - 2008.08.14 17:07:00 -
[1271]
Originally by: EpicFailTroll
Please note that by blob i mean any group that you cant reasonably engage at close range without it becoming an unmanageable clustered FC nightmare. Medium/small gangs are not blobs and are viable with ABs assuming they use scouts (one never knows).
No, they're not. Running an AB gang means that a bubble and 4 pulse apocs can wtfpwn half of your (much larger) "small gang" before they get out of the bubble. What's better, is that they will have time to wtfpwn half of your fleet, warp to the station, deagress, and dock before you get out of the bubble.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
|
Posted - 2008.08.14 17:12:00 -
[1272]
Edited by: AstroPhobic on 14/08/2008 17:11:53 Lets say it again!
Afterburners are not viable in 0.0 period end of story
There's wiggle room in lowsec, but MWDs will STILL prevail.
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EpicFailTroll
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Posted - 2008.08.14 17:15:00 -
[1273]
Originally by: Liang Nuren
Originally by: EpicFailTroll
Please note that by blob i mean any group that you cant reasonably engage at close range without it becoming an unmanageable clustered FC nightmare. Medium/small gangs are not blobs and are viable with ABs assuming they use scouts (one never knows).
No, they're not. Running an AB gang means that a bubble and 4 pulse apocs can wtfpwn half of your (much larger) "small gang" before they get out of the bubble. What's better, is that they will have time to wtfpwn half of your fleet, warp to the station, deagress, and dock before you get out of the bubble.
-Liang
In case of large bubble: scout? In case of interdictor: takes a few seconds more to exit it. Ample time for the apocs to warp in lock pwn the gang dock baek a caek and parade on forums my bad !
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Liang Nuren
Perkone
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Posted - 2008.08.14 17:18:00 -
[1274]
Originally by: EpicFailTroll
In case of large bubble: scout? In case of interdictor: takes a few seconds more to exit it. Ample time for the apocs to warp in lock pwn the gang dock baek a caek and parade on forums my bad !
Ok, so what you're saying is that even bringing significantly larger AB fleets will still mean that you can't engage a small gatecamp. So this means that ABs cannot and will not be used in 0.0 roaming.
The Apocs might fit them, but I probably wouldn't bother.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.14 17:20:00 -
[1275]
Originally by: EpicFailTroll
Originally by: Transmaniacon
Even at the current state of the game, where Minmatar can reach 'ludicrous' speeds and avoid damage, they are still beat by other races. Speed helped us mitigate incoming fire, but we still fall behind when it comes to dealing damage. You can not win a battle by avoiding damage, you have to go on the offensive. This entire thread is devoted to how to fix Large Projectiles, and specifically the Tempest battleship. Giving Minmatar BS a chance in terms of damage output is what needs to be fixed. Nerfing MWDs is not going to "fix Minmatar". As dozens of posts have shown, MWDs are a staple of modern Eve combat. They are required for survival in 0.0, and generally mandatory in all other forms of pvp. Your argument about AB becoming superior in the coming patch is not valid simply because the benefits of MWD outweigh those of AB, and the entirety of Eve combat practices are not going to change. Lets finish this tangent about propulsion and Minmatar, and get back to discussing the actual problem at hand, their offensive capabilities.
/tangent
0.0 is not meant for lone nanoers thinking they're top pilots just because they can evade most things. They need to be taught a lesson, and the MWD nerf would take care of that. Fleet wouldn't be affected. Nobody is going to go and scramble ships in a blob. Fleet will still use MWD.
AB becoming the main propulsion module in non-blob types of engagements helps minmatar BS. They can't go at autocannon optimal lest they be blasterized into rivets, and fighting at their optimal + falloff yields crappy DPS. If most ships fit ABs, fearing to have zero speed boost available due to MWD reactivation delay should they fit one, you get the chance to fight in the lower part of your falloff without your opponent closing on you. You can even fit viable artillery fits with the extra grid. You have better cap, allowing for increased neuting. This is actually a big point since projectile don't consume cap and the compulsory MWD griefs your capacitor. The cons are reduced sig of your adversary since he doesn't fit ABs, but your smaller sig doesn't implode either so damage is more mitigated than in the case of both adversaries using MWD.
You keep assuming everyone is going to be fitting AB, and if that were the case, it would be a little trickier manuevering around and being an effective combatant. But the fact of the matter is MWDs will still be used by just about everyone who uses them now. The only ships I see using AB are assault ships. 0.0 combat is blob warfare, plain and simple. I spent about 9 months in 0.0 doing skirmish type combat, and maybe had 2-3 good fights. Fights that were even and non-capital based, and were just plain fun. In order to survive and keep up in 0.0, you need an MWD. As Liang has described, you have zero chance of escaping a gate camp, if for some reason you need to get away from the fight to draw out drones, prevent death, any number of things, you cant do that with an AB. AB will probably be used more than they are now, but MWDs will remain a staple of 0.0 combat.
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EpicFailTroll
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Posted - 2008.08.14 17:41:00 -
[1276]
Edited by: EpicFailTroll on 14/08/2008 17:41:13
Originally by: Transmaniacon
You keep assuming everyone is going to be fitting AB, and if that were the case, it would be a little trickier manuevering around and being an effective combatant. But the fact of the matter is MWDs will still be used by just about everyone who uses them now. The only ships I see using AB are assault ships. 0.0 combat is blob warfare, plain and simple. I spent about 9 months in 0.0 doing skirmish type combat, and maybe had 2-3 good fights. Fights that were even and non-capital based, and were just plain fun. In order to survive and keep up in 0.0, you need an MWD. As Liang has described, you have zero chance of escaping a gate camp, if for some reason you need to get away from the fight to draw out drones, prevent death, any number of things, you cant do that with an AB. AB will probably be used more than they are now, but MWDs will remain a staple of 0.0 combat.
- MWD is used to catch other ships, get back on gates, exit bubbles - If MWD reactivation delay is implemented, everybody is going to fit AB in medium/small gangs: it will take a few seconds more to get back on gate, less than half a minute more to exit a bubble (remember it takes a while to fill the last quarter of your speedometer, MWD top speed is theoretical and seldom reached) - Dogfighting will mean AB. The relative speeds of ships will still enable you to get away from the fight. There will probably be more interceptors, meaning more balanced gangs in terms of shiptypes and fun. - Minmatar being the fastest and most agile benefit the more from non-MWD dogfighting, which wont be a flat scenario of overshoot target and web for 90% anymore.
What about the AB points about BS? you didn't address that. |

Liang Nuren
Perkone
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Posted - 2008.08.14 17:44:00 -
[1277]
Originally by: EpicFailTroll
- MWD is used to catch other ships, get back on gates, exit bubbles - If MWD reactivation delay is implemented, everybody is going to fit AB in medium/small gangs: it will take a few seconds more to get back on gate, less than half a minute more to exit a bubble (remember it takes a while to fill the last quarter of your speedometer, MWD top speed is theoretical and seldom reached) - Dogfighting will mean AB. The relative speeds of ships will still enable you to get away from the fight. There will probably be more interceptors, meaning more balanced gangs in terms of shiptypes and fun. - Minmatar being the fastest and most agile benefit the more from non-MWD dogfighting, which wont be a flat scenario of overshoot target and web for 90% anymore.
What about the AB points about BS? you didn't address that.
A couple of things you missed: - Minmatar are not the most agile anymore - Dogfighting doesn't mean AB unless dogfighting only happens in assault frigs - 0.0 means no ABs at all (bubbles are far too much of a risk).
You really don't know how the game is played. Honestly, though, I suppose we should thank you for making sure that we all post in our epic boost minmatar thread :)
-Liang |

Transmaniacon
Minmatar Strike-Force-Alpha
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Posted - 2008.08.14 17:48:00 -
[1278]
Edited by: Transmaniacon on 14/08/2008 17:48:53
Originally by: EpicFailTroll
- If MWD reactivation delay is implemented, everybody is going to fit AB in medium/small gangs: it will take a few seconds more to get back on gate, less than half a minute more to exit a bubble (remember it takes a while to fill the last quarter of your speedometer, MWD top speed is theoretical and seldom reached)
Once again, everyone is not going to fit AB like you seem to think. Those extra few seconds to get back on a gate mean you die. The half a minute to exit a bubble means they are going to point you and you die. MWD offer some survivability in 0.0, you should have the option to get away if you want too. I am NOT saying that nano-ships should be able to get away, I am saying that any MWD ship will have some ability to escape danger moreso than with a AB.
As far as BS using AB, it wont be the spectacular dog fighting you imagine. With the recent mass additions and speed decreases, expect to see mind boggling 250 m/s second BS speeds. That kind of speed will not suffice. If ALL BS used AB and were engaging in the same way, then you could argue Minmatar would have the advantage (albeit slight), but we all know this is not the case.
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Liang Nuren
Perkone
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Posted - 2008.08.14 18:09:00 -
[1279]
Originally by: EpicFailTroll I fail to see how everybody will not fit AB if reactivation delay is implemented. There will be many more frigs/inties with scramblers flying around. Do you really think people want to be tackled to zero speed boost available? Everybody -except fleets- will fit AB because everybody will fit scramblers should the reactivation delay be implemented.
No.. they won't. The MWD reactivation penalty would have to be alot harsher to make people wholesale stop fitting them.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
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Posted - 2008.08.14 18:09:00 -
[1280]
Originally by: EpicFailTroll I fail to see how everybody will not fit AB if reactivation delay is implemented. There will be many more frigs/inties with scramblers flying around. Do you really think people want to be tackled to zero speed boost available? Everybody -except fleets- will fit AB because everybody will fit scramblers should the reactivation delay be implemented.
Bolded for emphasis.
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Boz Well
Minmatar
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Posted - 2008.08.14 18:10:00 -
[1281]
Originally by: AstroPhobic
Originally by: EpicFailTroll I fail to see how everybody will not fit AB if reactivation delay is implemented. There will be many more frigs/inties with scramblers flying around. Do you really think people want to be tackled to zero speed boost available? Everybody -except fleets- will fit AB because everybody will fit scramblers should the reactivation delay be implemented.
Bolded for emphasis.
Almost too easy. 
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AstroPhobic
Minmatar
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Posted - 2008.08.14 18:13:00 -
[1282]
Originally by: Boz Well Almost too easy. 
I almost regretted it - but arguing with a theorycrafter is like arguing about hot new trends 5000 years from now.
"But what if..."
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.08.14 18:19:00 -
[1283]
Originally by: EpicFailTroll
Originally by: Cpt Branko
Originally by: EpicFailTroll
Oh hai. Im a little troll. Bubbles do not exist, you never need to get back to gates, or get in range, ABs are fully viable and look, I just trolled your thread.
Stop trolling.
You're just a nanos****hoping to still be able to fly your vagabond the way you always have: with no risk. Reread my above posts for explanation why AB is viable in an environment where MWD is nullified by scrambler. 0.0 operations are not meant for solo btw.
All minmatar problems would be solved by this MWD nerf. That's the sad truth. EFT says it.
Everyone fails to realize that he was just one those carebears ****ed off because he couldn't find a way to adapt to nanoers, so he calls us names and tries to convince other people that we are overpowered. When he succeeds, he tells us to adapt when he chose not to adapt in the first place. When his grandiose ideas, fueled by inexperience, are shot down he resorts to calling us all nanos****and then tells us that 0.0 operations are not meant for solo.
What do we know about EFT? He is a self proclaimed troll. He hates the concept of using speed to choose fights (nanoscum) He chose not to adapt to the use of nanos. He believes that 0.0 is not meant for solo. He tells us to adapt to a nano nerf that is in response to him not adapting.
All of this implies that, assuming he does live in 0.0, that he is in a blob alliance that has been under attack by nanoers. His alliance, like many alliances, solves all of their problems through sheer force of numbers and he is ****ed off that it does not work against nanoships.
Also, seriously, this thread was about projectile and minmatar battleships, you really chose the wrong thread to roll into with your antinano stuff. That's not what this thread was for.
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Liang Nuren
Perkone
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Posted - 2008.08.14 18:37:00 -
[1284]
So, I'm thinking that maybe the tracking formula could be adjusted as so:
sig_radius *= min(1, log((optimal + 2*falloff)/distance))
Thus we could see an improved hit chance based on our large falloff. This would help turrets that couldn't track properly at close range (blasters after the web nerf) and help negate that only optimal currently fits into the hit quality equation. Thus, optimal appears twice, and falloff appears twice.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
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Posted - 2008.08.14 18:50:00 -
[1285]
Originally by: Liang Nuren So, I'm thinking that maybe the tracking formula could be adjusted as so:
sig_radius *= min(1, log((optimal + 2*falloff)/distance))
Thus we could see an improved hit chance based on our large falloff. This would help turrets that couldn't track properly at close range (blasters after the web nerf) and help negate that only optimal currently fits into the hit quality equation. Thus, optimal appears twice, and falloff appears twice.
-Liang
Would absolutely help, but remember we started a lot of our arguments ont eh assumption that this formula was already balanced for falloff. So, even after your modifications to the formula, acs wills till suck.
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Liang Nuren
Perkone
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Posted - 2008.08.14 19:49:00 -
[1286]
Edited by: Liang Nuren on 14/08/2008 19:49:53
Originally by: Trojanman190
Would absolutely help, but remember we started a lot of our arguments ont eh assumption that this formula was already balanced for falloff. So, even after your modifications to the formula, acs wills till suck.
It actually would help, because high falloff ships would effectively be target painting their opponents by default... thus having lower effective sig resolution. We'd both be better against smaller ships and improve our hit quality (I think rather dramatically).
If I can find a copy of the Python I've been posting all over these forums, I'll make some pretty graphs.
-Liang
Ed: And including 2x falloff means that falloff based weapons get a boost (blasters, AC's, and arties) -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Trojanman190
D00M. Triumvirate.
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Posted - 2008.08.14 19:57:00 -
[1287]
Originally by: Liang Nuren Edited by: Liang Nuren on 14/08/2008 19:49:53
Originally by: Trojanman190
Would absolutely help, but remember we started a lot of our arguments ont eh assumption that this formula was already balanced for falloff. So, even after your modifications to the formula, acs wills till suck.
It actually would help, because high falloff ships would effectively be target painting their opponents by default... thus having lower effective sig resolution. We'd both be better against smaller ships and improve our hit quality (I think rather dramatically).
If I can find a copy of the Python I've been posting all over these forums, I'll make some pretty graphs.
-Liang
Ed: And including 2x falloff means that falloff based weapons get a boost (blasters, AC's, and arties)
The tracking change with the falloff boost sounds like an ideal solution to me.
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Derek Sigres
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Posted - 2008.08.14 20:04:00 -
[1288]
Originally by: Liang Nuren Edited by: Liang Nuren on 14/08/2008 19:47:01 So, I'm thinking that maybe the tracking formula could be adjusted as so:
sig_radius *= max(1, log((optimal + 2*falloff)/distance))
Thus we could see an improved hit chance based on our large falloff. This would help turrets that couldn't track properly at close range (blasters after the web nerf) and help negate that only optimal currently fits into the hit quality equation. Thus, optimal appears twice, and falloff appears twice.
-Liang
Ed: Min => Max. Min was silly because Logs can go negative.
What are you refering to by MAX? Trying to work out the exact effect beyond the basics of "it will be a logarithmatic curve".
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Liang Nuren
Perkone
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Posted - 2008.08.14 20:19:00 -
[1289]
Originally by: Derek Sigres
What are you refering to by MAX? Trying to work out the exact effect beyond the basics of "it will be a logarithmatic curve".
Roughly speaking, I'm trying to head off the tail of the logrithmic curve... (though I suppose I could just offset by one and do away with the whole negative portion?)
But anyway, I'm trying to prevent situations like this: 7000 meters: 1.550597 bonus 11500 meters: 1.054161 bonus 12000 meters: 1.011601 bonus 12500 meters: 0.970779 bonus 16000 meters: 0.723919 bonus 16500 meters: 0.693147 bonus 17000 meters: 0.663294 bonus 19500 meters: 0.526093 bonus >>>
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Liang Nuren
Perkone
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Posted - 2008.08.14 20:20:00 -
[1290]
It will probably be easier to follow this discussion if you peruse the last few pages of the Blaster thread in Game Dev.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
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Posted - 2008.08.14 20:27:00 -
[1291]
Originally by: Liang Nuren
Originally by: Derek Sigres
What are you refering to by MAX? Trying to work out the exact effect beyond the basics of "it will be a logarithmatic curve".
Roughly speaking, I'm trying to head off the tail of the logrithmic curve... (though I suppose I could just offset by one and do away with the whole negative portion?)
But anyway, I'm trying to prevent situations like this: 7000 meters: 1.550597 bonus 11500 meters: 1.054161 bonus 12000 meters: 1.011601 bonus 12500 meters: 0.970779 bonus 16000 meters: 0.723919 bonus 16500 meters: 0.693147 bonus 17000 meters: 0.663294 bonus 19500 meters: 0.526093 bonus >>>
-Liang
The rapid increase to uber tracking as you close to point blank range I assume, where there are scearios where a long falloff gun (say artillery) would track better than it's close range counterpart at absolute point blank range?
I assume the max is a cap on the modifier?
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Liang Nuren
Perkone
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Posted - 2008.08.14 20:32:00 -
[1292]
Originally by: Derek Sigres
The rapid increase to uber tracking as you close to point blank range I assume, where there are scearios where a long falloff gun (say artillery) would track better than it's close range counterpart at absolute point blank range?
I assume the max is a cap on the modifier?
It's not actually uber tracking up close... You're only looking at the effect of part of the tracking formula (and a relatively small part at that). The max is actually to cap the lower end of the bonus rather than the upper end.
I deliberately left the upper end uncapped, but made for much smaller gains as someone got closer and closer to you.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
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Posted - 2008.08.14 20:46:00 -
[1293]
Originally by: Liang Nuren
Originally by: Derek Sigres
The rapid increase to uber tracking as you close to point blank range I assume, where there are scearios where a long falloff gun (say artillery) would track better than it's close range counterpart at absolute point blank range?
I assume the max is a cap on the modifier?
It's not actually uber tracking up close... You're only looking at the effect of part of the tracking formula (and a relatively small part at that). The max is actually to cap the lower end of the bonus rather than the upper end.
I deliberately left the upper end uncapped, but made for much smaller gains as someone got closer and closer to you.
-Liang
Seems like an easy problem to solve, if you don't care to use fancy math. Have a simple check that states something along the lines of
If sigradiusboost < 1 then sigradiusboost = 1
Or whatever the syntax of the language you are trying to use supports. So long as your log argument is greater than 1 there is no issue with returning a negative number, and stating the modifier is:
1 + log((optimal = 2*falloff)/distance)
Will always net a result of greater than 1 for as long as the target is actually hitable (given you'd have to be at optimal + 2x falloff to achieve an argument of less than 1 here)
The equation breaks at 0 m thanks to math not liking to divide by 0 but a handy cap there of 1m makes everything work nicely.
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Liang Nuren
Perkone
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Posted - 2008.08.14 20:48:00 -
[1294]
Edited by: Liang Nuren on 14/08/2008 20:49:54 To assuage your fears, you're pretty much looking at a cap of 6.4 for the sig penalty multiplier (and that's with Optimal + 2x Falloff).
If you want more detailed information than that, you'll have to post these attributes of some gun: - Sig Res - Optimal - Falloff - Tracking (rad/s)
Target information: - Transversal - Range - Base sig radius
And, of course, the range that you're interested in.
-Liang
Ed: Cap is calculated by 250km+25 and you being at 500m.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
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Posted - 2008.08.14 21:18:00 -
[1295]
Originally by: Liang Nuren Edited by: Liang Nuren on 14/08/2008 20:49:54 To assuage your fears, you're pretty much looking at a cap of 6.4 for the sig penalty multiplier (and that's with Optimal + 2x Falloff).
If you want more detailed information than that, you'll have to post these attributes of some gun: - Sig Res - Optimal - Falloff - Tracking (rad/s)
Target information: - Transversal - Range - Base sig radius
And, of course, the range that you're interested in.
-Liang
Ed: Cap is calculated by 250km+25 and you being at 500m.
-Liang
The issue I'm interested in is it seems based on cursory examination that this makes guns more or less tracking less. Falloff mods increase your tracking substantially for example and even the humble 1400mm Artillery II (firing say EMP) delivers reliable damge on a MWDing raven all the way to about 2.5km range, dropping to 0 at point blank range. More importantly, on long falloff guns the potential is this will actually cause a dramatic increase in hit quality when operating in optimal (which is not a true concern but nevertheless it's there for me).
It is an interesting take on the subject but this bonus, combined with the use of non stack nerfed modules (falloff rig, Tracking Enhancer (tracking speed) optimal range rig and target painter) gives a HUGE probability for even slow turrets to track - in short it makes optimal range and falloff rigs work exactly like tracking enhancer rigs - giving them a double bonus. Tracking enhancers conversely give a triple bonus (extra range, extra tracking, extra tracking from sig increase thanks to increased range).
6.7x the sig radius modifier on top of say a shield rigged raven (with good skills 570m sig radius) on top of a 500% MWD penalty on top of a TP penalty and so forth - is HUGE, and I'm not convenced it will take such a boost to make guns competative in a world of 60% webs.
The corellary of this is however that MWDING ships would actually be EASIER to hit than ABING ships (already going to be true in the brave new world) but by the same token one could handily build a ship that can hit almost any target at any range effectively. A Rokh for example would have a built in tracking bonus (optimal range) and it's ability to sling Lead rounds to well over 250km in optimal means it could certainly gain a huge bonus in point blank range combat.
Still the direction is alright - but I'm not exactly sure if a 6.4x multipler against a signature radius is the wisest choice when you consider how many things one can do to boost their tracking already. In short - the approach is fine, I'm just not comfortable with the solution.
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Liang Nuren
Perkone
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Posted - 2008.08.14 21:23:00 -
[1296]
Originally by: Derek Sigres
The corellary of this is however that MWDING ships would actually be EASIER to hit than ABING ships (already going to be true in the brave new world) but by the same token one could handily build a ship that can hit almost any target at any range effectively. A Rokh for example would have a built in tracking bonus (optimal range) and it's ability to sling Lead rounds to well over 250km in optimal means it could certainly gain a huge bonus in point blank range combat.
Still the direction is alright - but I'm not exactly sure if a 6.4x multipler against a signature radius is the wisest choice when you consider how many things one can do to boost their tracking already. In short - the approach is fine, I'm just not comfortable with the solution.
Give me the information that I need and I'll run the numbers... but suffice it to say that it doesn't at all make turrets "trackingless".
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
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Posted - 2008.08.14 21:31:00 -
[1297]
Originally by: Liang Nuren
Originally by: Derek Sigres
The corellary of this is however that MWDING ships would actually be EASIER to hit than ABING ships (already going to be true in the brave new world) but by the same token one could handily build a ship that can hit almost any target at any range effectively. A Rokh for example would have a built in tracking bonus (optimal range) and it's ability to sling Lead rounds to well over 250km in optimal means it could certainly gain a huge bonus in point blank range combat.
Still the direction is alright - but I'm not exactly sure if a 6.4x multipler against a signature radius is the wisest choice when you consider how many things one can do to boost their tracking already. In short - the approach is fine, I'm just not comfortable with the solution.
Give me the information that I need and I'll run the numbers... but suffice it to say that it doesn't at all make turrets "trackingless".
-Liang
Fair enough trackingless is hyperbole (in the same way it is for missiles but I digress )
I was interested in weapons with long falloffs already (Artillery, Autocannons, especially in larger calibers) and their effects.
Based on what I've done so far it appears that the 800mm AC II has a similar short range performace profile against a rigged, webbed, mwding raven.
Base sig of raven: 570m (Max skills on the rigs btw - generally it will be larger) Speed under web: > = 400m/s (approximated of course, not knowing the base MWD speed of a post nerf raven at this poment) Sig radius with MWD lit: 3735m
On the guns: 1400mm Artillery II, EMP L tracking .01125 Optimal: 30km Falloff 44km
800mm Repeating Artillery II, EMP L Tracking: .054 Optimal: 3km Falloff: 20km
Those are base starts with the short range ammo, I'm willing to bet they performance (in terms of accuracy, not pure dps mind you) grows closer as you apply longer ranged ammo, falloff rigs etc to the situation.
I'm primarily interested in the 0 - 5km performance and, more importantly the point at which both guns hit their downtrend.
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Liang Nuren
Perkone
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Posted - 2008.08.14 22:30:00 -
[1298]
1400mm Arties 500 meters | 18.63388% | 0.00000% 1000 meters | 54.68606% | 0.01295% 1500 meters | 72.55239% | 3.07431% 2000 meters | 81.59046% | 6.80543% 2500 meters | 86.74565% | 14.32419% 3000 meters | 89.97841% | 23.90372% 3500 meters | 92.15329% | 33.76742% 4000 meters | 93.69622% | 42.88593% 4500 meters | 94.83675% | 50.86501% 5000 meters | 95.70780% | 57.66088%
800mm AC II 500 meters | 89.31585% | 12.58946% 1000 meters | 97.02680% | 55.07948% 1500 meters | 98.97630% | 76.79875% 2000 meters | 99.79537% | 86.64450% 2500 meters | 100.22932% | 91.68756% 3000 meters | 100.49213% | 94.56742% 3500 meters | 100.60184% | 96.29299% 4000 meters | 100.53192% | 97.28746% 4500 meters | 100.30223% | 97.79376% 5000 meters | 99.92487% | 97.94532%
So there's no real surprises to be had here - a webbed rigged MWD'ing Raven gets for pretty much full damage (as the devs said that it should). While it is an interesting edge case, I'd say that the edge cases with smaller ships are far more interesting.
I have a sneaking suspicion that this is slightly wrong (too high), and I need to multiply hit quality * hit_chance in the final result. This would yield an upper bound at 5km for the arty: 5000 meters | 91.93413% | 38.57355%
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Liang Nuren
Perkone
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Posted - 2008.08.14 23:15:00 -
[1299]
Just to provide some more information:
(Optimal + Falloff) / Range
1400mm Arties 500 meters | 8.19373% | 0.00000% 1000 meters | 43.69319% | 0.00000% 1500 meters | 65.17512% | 0.03531% 2000 meters | 76.56313% | 0.55164% 2500 meters | 83.15143% | 2.86882% 3000 meters | 87.29852% | 7.82508% 3500 meters | 90.08765% | 14.86580% 4000 meters | 92.06214% | 22.88313% 4500 meters | 93.51739% | 30.96520% 5000 meters | 94.62515% | 38.57355%
800mm AC II 500 meters | 75.82843% | 2.19903% 1000 meters | 91.00392% | 35.60785% 1500 meters | 95.20315% | 63.26402% 2000 meters | 97.03191% | 77.69266% 2500 meters | 98.01922% | 85.50655% 3000 meters | 98.62236% | 90.09324% 3500 meters | 98.91523% | 92.88417% 4000 meters | 98.87519% | 94.50702% 4500 meters | 98.54694% | 95.33725% 5000 meters | 97.95837% | 95.58630%
Falloff / Range
1400mm Arties 500 meters | 1.34698% | 0.00000% 1000 meters | 19.36998% | 0.00000% 1500 meters | 39.55691% | 0.03531% 2000 meters | 53.60149% | 0.55164% 2500 meters | 63.01465% | 2.86882% 3000 meters | 69.51921% | 7.82508% 3500 meters | 74.18812% | 14.86580% 4000 meters | 77.65643% | 22.88313% 4500 meters | 80.30865% | 30.96520% 5000 meters | 82.38624% | 38.57355%
800mm AC II 500 meters | 74.15328% | 2.19903% 1000 meters | 90.06270% | 35.60785% 1500 meters | 94.53047% | 63.26402% 2000 meters | 96.48714% | 77.69266% 2500 meters | 97.54493% | 85.50655% 3000 meters | 98.18960% | 90.09324% 3500 meters | 98.50758% | 92.88417% 4000 meters | 98.48250% | 94.50702% 4500 meters | 98.16215% | 95.33725% 5000 meters | 97.57619% | 95.58630%
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
|
Posted - 2008.08.14 23:35:00 -
[1300]
I guess they aren't TOO similar but let's be honest - that was a test done with short range ammo. With long range ammo (optimal of up to 90km if I'm not mistaken on those artilleries versus less than 10 on the AC, still T1 ammo so no tracking penalty applied) I'd say they performance profiles become far too similar. AC's would still be unquestionably better for close range combat but a big portion of the penalty of using long range guns up close would be mitigated.
Perhaps the single BEST solution is to apply the bonus ONLY to close range weapons? That complicates matters from the CCP implementation standpoint certainly but such concerns are a mere trifle at this point.
Really, the issue I see in all of this, other than long ranged guns recieving a more substantial benefit than close range guns is the simple fact that there is a huge potential to min max the idea to it's logical conculusion, especially given the fact that better than 100% accuracy yeilds harder hits (or so I'm told). Throw on a a few tracking mods and long ranged ammo and your guns recieve huge boosts to tracking. If a target lights up a MWD they become even easier to hit still, and god forbid a minnie recon fits a few TP's - even modern interceptors of the deadspace/snake variety would rapidly become hittable, and worse still is the fact that such a system provides insulation against an already situationally useful EWAR module.
I'm all for fixing the various issues in the game but a universal application of this gun algorithm to both long ranged and short ranged guns I don't think is going to be it because it causes battlefield homogiziantion and would lead logically to a new pwnsauce style of play.
|

Liang Nuren
Perkone
|
Posted - 2008.08.14 23:38:00 -
[1301]
Edited by: Liang Nuren on 14/08/2008 23:41:22 Edited by: Liang Nuren on 14/08/2008 23:40:06
Originally by: Derek Sigres I guess they aren't TOO similar but let's be honest - that was a test done with short range ammo.
You cannot honestly be saying that you'd like to all but scrap the idea based on 0-5km performance vs a webbed MWD'ing battleship. How about asking for something more than 0-5km so that you can actually see what's happening. 
Hell, maybe even ask what a 250km sniper would look like. You seem to be missing the point of the logrithmic curve.
-Liang
Ed: And hell, I'm amazed that you can't see the difference that this is a percentage of damage done (including hit quality). AC's do alot more DPS than Arties. -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Veryez
|
Posted - 2008.08.14 23:54:00 -
[1302]
Originally by: Ranvaldy Edited by: Ranvaldy on 14/08/2008 01:33:42
I said IF they get the buff then we could also get a slight buff.Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.I was sweating till i didnt have the perfect cap skills+T2 Pulses to do lvl 4 missions alone or this game is for only players who has every skill on lvl 5 ?So i just /afk the game for 2 years then i come back and i pwn as amarr right ?
Of all the Amarr whines I've seen, the "We have to train so many SPs" has NO place in a Minmatar thread. You have no idea what 'having to train a lot of skills' really means.....
|

Liang Nuren
Perkone
|
Posted - 2008.08.14 23:58:00 -
[1303]
Derek,
I think we just had a huge misunderstanding. In the second post where I posted a few numbers, those were for a 170km sniper fit. Also, had originally had an error in float vs integer arithmetic. I've edited the base formula to force all inputs to be floats (because it's an annoying bug..)
Sorry about that... but you really should look at things a bit further out than 0-5km. :-/
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
|
Posted - 2008.08.15 03:23:00 -
[1304]
Originally by: Liang Nuren Derek,
I think we just had a huge misunderstanding. In the second post where I posted a few numbers, those were for a 170km sniper fit. Also, had originally had an error in float vs integer arithmetic. I've edited the base formula to force all inputs to be floats (because it's an annoying bug..)
Sorry about that... but you really should look at things a bit further out than 0-5km. :-/
-Liang
I saw the edits long after I posted - the point however seems that long range low tracking guns benefit MORE from this than the short ranged guns that have the biggest issue. THe fact that short range ammo on 1400mm II's, the WORST tracking guns in the game is able to effectively hit the raven speaks volumes on the power of the system. I conceed that the difference in DPS is IMMENSE - the AC's are clearly performing better thanks to better poential DPS period. The forumla however seems to serve to close that gap significantly - as it stands now landing a hit on that raven in the same scenario is going to be a rare occurance anywhere in that 0 - 5km range.
I like the idea - afterall in REAL LIFE closer targets are in all reality easier to hit, I'm just not quite convinced it's best applied to both long range and short range guns because it can potentially give long range guns a huge boost in closer range combat - something that we really don't need.
Of course you've handily solved the terrible tracking of the 1400mm II - bravo on that. Now give me a forumula that gives it an appropriate alpha/dps ratio - that might be a bit trickier (other than increasing clip size for a small percentage increase).
|

Liang Nuren
Perkone
|
Posted - 2008.08.15 04:21:00 -
[1305]
Originally by: Derek Sigres I saw the edits long after I posted - the point however seems that long range low tracking guns benefit MORE from this than the short ranged guns that have the biggest issue.
I'm finally home so I can do a comprehensive analysis of this without relying on other people to give me numbers and provide an interesting direction to take the analysis. At any rate, I apologize for being snippy... but in my defense you've taken a recently completely blind eye to anything that's not "boost missiles".
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Liang Nuren
Perkone
|
Posted - 2008.08.15 09:41:00 -
[1306]
Here's a link to interesting reading, and a huge amount of graphs supporting the idea as it currently stands.
I know that it looks at the 0-5km range like long range turrets become wtfbbqpwn... but they don't. Check out the graphs. IMO, it'd probably work out.
http://oldforums.eveonline.com/?a=topic&threadID=834365&page=19#542
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 12:35:00 -
[1307]
Originally by: Veryez
Originally by: Ranvaldy Edited by: Ranvaldy on 14/08/2008 01:33:42
I said IF they get the buff then we could also get a slight buff.Oh ye strongest when u have like shitloads of SP+Perfect cap skills etc.I was sweating till i didnt have the perfect cap skills+T2 Pulses to do lvl 4 missions alone or this game is for only players who has every skill on lvl 5 ?So i just /afk the game for 2 years then i come back and i pwn as amarr right ?
Of all the Amarr whines I've seen, the "We have to train so many SPs" has NO place in a Minmatar thread. You have no idea what 'having to train a lot of skills' really means.....
Typhoon:
Drone Skills Gunnery Skills Missile Skills Armor Tanking Skills
Armageddon:
Drone Skills Gunnery Skills Armor Tanking Skills
Cap skills argument is irrelevant because everyone needs them.
Oh and if you ever want to use T2 minmatar ships, dont forget you need to train shield tanking. And if you ever want to use the minmatar dreadnought, you need Citadel Torps and XL Projectiles. So tell me, where are the other Amarr skills you have to train...
|

Derek Sigres
|
Posted - 2008.08.15 13:59:00 -
[1308]
Originally by: Liang Nuren Here's a link to interesting reading, and a huge amount of graphs supporting the idea as it currently stands.
I know that it looks at the 0-5km range like long range turrets become wtfbbqpwn... but they don't. Check out the graphs. IMO, it'd probably work out.
http://oldforums.eveonline.com/?a=topic&threadID=834365&page=19#542
-Liang
After looking through some of the more troubling scenarios that I susspected would give trouble (425mm Railgun II Rokh Vs an AB Cruiser for example) it turns out while the boost is substantial in terms of performance it as not as game breaking as I suspected. Even the sluggish Cerberus can evade a huge portion of the damage - just as it should be when facing the slow tracking 425mm II unless the rokh pilot reduces angular velocity through maneuver.
|

Liang Nuren
Perkone
|
Posted - 2008.08.15 15:32:00 -
[1309]
Originally by: Derek Sigres After looking through some of the more troubling scenarios that I susspected would give trouble (425mm Railgun II Rokh Vs an AB Cruiser for example) it turns out while the boost is substantial in terms of performance it as not as game breaking as I suspected. Even the sluggish Cerberus can evade a huge portion of the damage - just as it should be when facing the slow tracking 425mm II unless the rokh pilot reduces angular velocity through maneuver.
Yeah, I knew it wasn't going to be that much of an issue. The logarithmic curve prevents the bonus from going too crazy. Out of curiosity, which function do you think worked best?
After looking at the troubling ones, I think either 1-2x falloff would work best.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
|
Posted - 2008.08.15 15:43:00 -
[1310]
Originally by: Liang Nuren
Originally by: Derek Sigres After looking through some of the more troubling scenarios that I susspected would give trouble (425mm Railgun II Rokh Vs an AB Cruiser for example) it turns out while the boost is substantial in terms of performance it as not as game breaking as I suspected. Even the sluggish Cerberus can evade a huge portion of the damage - just as it should be when facing the slow tracking 425mm II unless the rokh pilot reduces angular velocity through maneuver.
Yeah, I knew it wasn't going to be that much of an issue. The logarithmic curve prevents the bonus from going too crazy. Out of curiosity, which function do you think worked best?
After looking at the troubling ones, I think either 1-2x falloff would work best.
-Liang
2x falloff works BEST however it does somewhat degrade the whole idea of what falloff is supposed to account for.
That being said, given that the most commonly seen falloff weapons are projectiles which have a long list of problems including their forced operation inside falloff I don't really see this as being an issue as it forces the actual damage and theoritcal damage curves closer together. Given the vast difference between the in game probable damage and the EFT generated numbers this is a good thing.
More importantly, while it boosts blasters it doesn't make blaster boats give up the web - it essentially compensates for the -40% web strength and gives you roughly one shot on approach of slightly better damage than you get now - and edging the blaster boats > 10km operation further ahead of the torp raven is, as you have pointed out essential to their operation.
|

Liang Nuren
Perkone
|
Posted - 2008.08.15 16:18:00 -
[1311]
Now, to see whether the devs notice. :-/
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:25:00 -
[1312]
Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
|

Derek Sigres
|
Posted - 2008.08.15 16:28:00 -
[1313]
Originally by: Liang Nuren Now, to see whether the devs notice. :-/
-Liang
40 pages on a thread that's been going since I started regularly visiting the Forums havn't gotten a response one way or the other. The nerfs against the minmitar still come regularly. I think shy of flying to Iceland and laying seige to CCP (by seige I mean, litearlly using catapults and other ancient seige technology) you aren't going to get a response for a while yet.
I find it ironic that Caldari receive such boosts when traditionally we are the race that seems to whine the least (except most recently about missiles). Most of us quietly accept our limitations and get handed boosts on a silver platter (leading class agility AND tremendous pain from torps and HAM's without really even asking!). That is unless you count all the caldari whines about nano, but that was never a "boost me because we suck at fighting this common style of play" and instead was presented as "nerf them because they're currently unbeatable by most of our ships" - and this has long been a line of reasoning I have rallied against here.
Don't nerf something that works, fix what doesn't work. Someone asking for a nerf is, in a roundabout way asking to be given an overpowered toy/mechanic. Someone asking for a boost for a legitimate issue like the projectile one here is really asking to be given the tools to resolve the problem themselves.
|

Adaline Gray
|
Posted - 2008.08.15 16:31:00 -
[1314]
What an awesome thread. Shame the Devs are asleep at the wheel.
|

Boz Well
Minmatar
|
Posted - 2008.08.15 16:36:00 -
[1315]
Nerfs in and of themselves aren't bad. I would be fine with limited nano nerfs applied to what's currently on Tranq. The problem is CCP threw together a list of changes that was absurdly broad and was way too many changes for one patch. Their stated goal was to balance nano's but keep them viable, yet they completely obliterated nano hacs, screwed up blaster boats, kicked Matar hard (yet again) in the junk, and are now having to consider rebalancing missiles and other things. You would think they'd realize their nerfs were too BROAD when they're breaking way more things than they were trying to fix in the first place, heh.
Had they nerfed nano's but in a limited, narrowly tailored way, they could have avoided messing up other unrelated things like BB's.
I'll shut up now, since I've said all this before, haha, but I don't think it's as simple as "nerfs bad, buffs good". Bringing things into balance with the rest of the game is fine, but when your nerf is so broad you disrupt a ton of other things, then the nerf is a problem.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 16:37:00 -
[1316]
Originally by: Transmaniacon Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
We have successfully derailed this thread for what must be three pages without anyone noticing  Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.15 16:39:00 -
[1317]
Originally by: Cpt Branko
Originally by: Transmaniacon Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
We have successfully derailed this thread for what must be three pages without anyone noticing 
I swear I could throw the most awful insults at whomever I want - it doesn't matter as long as it's in a minmatar thread.
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:41:00 -
[1318]
Hehe , gotta give everyone a break and not burn them all out discussing something that seems to be getting us nowhere...
|

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.08.15 16:42:00 -
[1319]
Originally by: Cpt Branko
Originally by: Transmaniacon Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
We have successfully derailed this thread for what must be three pages without anyone noticing 
W00t! minmatar derailing their own threads?! Brilliant! My job is done here. ----------------------------------------- [Video] Support Barrage |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:42:00 -
[1320]
Originally by: AstroPhobic
Originally by: Cpt Branko
Originally by: Transmaniacon Ok guys, heres the plan. At fanfest, get some devs really drunk and then trick them into signing a contract confirming they will give Minmatar some love. But don't worry, our plan is safe here 
We have successfully derailed this thread for what must be three pages without anyone noticing 
I swear I could throw the most awful insults at whomever I want - it doesn't matter as long as it's in a minmatar thread.
WE ARE PEOPLE TOO! I DEMAND EQUAL RIGHTS
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 16:45:00 -
[1321]
Originally by: Lyria Skydancer
W00t! minmatar derailing their own threads?! Brilliant! My job is done here.
It's all about the post count.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

AstroPhobic
Minmatar
|
Posted - 2008.08.15 16:47:00 -
[1322]
Past the amarr recon thread? Check.
Next objective... more pages than the EFT thread.
|

Derek Sigres
|
Posted - 2008.08.15 16:47:00 -
[1323]
Originally by: Cpt Branko
Originally by: Lyria Skydancer
W00t! minmatar derailing their own threads?! Brilliant! My job is done here.
It's all about the post count.
And this thread is at 1334 posts so far. Who's going to get the coveted win post of #1337?
|

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:47:00 -
[1324]
Originally by: Cpt Branko
Originally by: Lyria Skydancer
W00t! minmatar derailing their own threads?! Brilliant! My job is done here.
It's all about the post count.
We need to get to 1400, that would make for a nice thread hehe
|

Derek Sigres
|
Posted - 2008.08.15 16:48:00 -
[1325]
Edited by: Derek Sigres on 15/08/2008 16:48:27
Originally by: Derek Sigres
Originally by: Cpt Branko
Originally by: Lyria Skydancer
W00t! minmatar derailing their own threads?! Brilliant! My job is done here.
It's all about the post count.
And this thread is at 1334 posts so far. Who's going to get the coveted win post of #1337?
Me?
Edit -
Yep, me. I win the thread I think. 
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 16:48:00 -
[1326]
Edited by: Cpt Branko on 15/08/2008 16:49:23 Edited by: Cpt Branko on 15/08/2008 16:49:01 1337th post!
Also, just in order to be useful, I like Astro's ideas about optimal midway between blasters and pulses.
However, I win the thread. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:48:00 -
[1327]
Edited by: Transmaniacon on 15/08/2008 16:48:38 I IS TEH LEETSUACE!
Edit: 
|

Derek Sigres
|
Posted - 2008.08.15 16:49:00 -
[1328]
Originally by: Cpt Branko 1337th post!
Should have had a shorter post - I beat you two it with 3 characters!
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 16:50:00 -
[1329]
Originally by: Derek Sigres
Should have had a shorter post - I beat you two it with 3 characters!
I still won the thread  Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Liang Nuren
Perkone
|
Posted - 2008.08.15 16:51:00 -
[1330]
Originally by: AstroPhobic Past the amarr recon thread? Check.
Next objective... more pages than the EFT thread.
Yep. So, which of the graphs did you like?
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Transmaniacon
Minmatar Strike-Force-Alpha
|
Posted - 2008.08.15 16:53:00 -
[1331]
Yea, even if the optimal is just pushed back, to say 7-9km, then we can increase our damage in falloff, and be able to operate at around optimal + falloff/2, thus removing the hit quality degradation, and extending the range of our DPS.
|

Derek Sigres
|
Posted - 2008.08.15 16:54:00 -
[1332]
Originally by: Liang Nuren
Originally by: AstroPhobic Past the amarr recon thread? Check.
Next objective... more pages than the EFT thread.
Yep. So, which of the graphs did you like?
-Liang
Incidentally, the graphs are a little hard to make out. They all exhibit a strange "spike" at point blank range but I can't tell if that's a sudden increase in DPS or if the lines are indicating something else - any ideas?
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 16:55:00 -
[1333]
Originally by: Derek Sigres
Originally by: Liang Nuren
Originally by: AstroPhobic Past the amarr recon thread? Check.
Next objective... more pages than the EFT thread.
Yep. So, which of the graphs did you like?
-Liang
Incidentally, the graphs are a little hard to make out. They all exhibit a strange "spike" at point blank range but I can't tell if that's a sudden increase in DPS or if the lines are indicating something else - any ideas?
I think it's the web applied.
Overall, the graphs are fine, but I cannot see the distances at short range to fully judge. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Liang Nuren
Perkone
|
Posted - 2008.08.15 16:59:00 -
[1334]
Originally by: Cpt Branko
I think it's the web applied.
Overall, the graphs are fine, but I cannot see the distances at short range to fully judge.
If you download python, numpy, and matplotlib, download the source (available in the same directory), and delete the # in front of show() at the bottom.. (jeeze)
Then you get an interactive view of the graph that you can move around and monkey with. It's pretty nice. 
I'll try to rerun a copy of these that only shows 0-30km for the short range weapons.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

AstroPhobic
Minmatar
|
Posted - 2008.08.15 17:17:00 -
[1335]
The formula conversion with derek was way over my head. There's a lot of pretty graphs though... 
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 17:19:00 -
[1336]
Originally by: Liang Nuren
If you download python, numpy, and matplotlib, download the source (available in the same directory), and delete the # in front of show() at the bottom.. (jeeze)
Python, the language of the heathens and the unwashed masses (well, and EvE too).
Gief formulas and I'll menage. I hate you for suggesting I do it with python, though.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Ghengis Tia
Amarr
|
Posted - 2008.08.15 17:20:00 -
[1337]
I have a dream, that when the nano-nerf goes in, artillery will be buffed.
Will surprise the pants off everyone.
|

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.08.15 17:21:00 -
[1338]
Originally by: Ghengis Tia I have a dream, that when the nano-nerf goes in, artillery will be buffed.
Sure would be nice if it were anything more then a dream.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Liang Nuren
Perkone
|
Posted - 2008.08.15 17:26:00 -
[1339]
Originally by: Cpt Branko Python, the language of the heathens and the unwashed masses (well, and EvE too).
Gief formulas and I'll menage. I hate you for suggesting I do it with python, though.
Formulas are:
def turret_damage_reduction_formula(Sig_Res, Optimal, Falloff, Tracking, Transv, Range, Sig_Rad, has_web, range_resolution_func): # Original Formula by Naughty Boy # ((1.0/2.0) ** ((((Transv/(Range*Tracking))*(Sig_Res/Sig_Rad)) ** 2) +((max(0,Range-Optimal))/Falloff) ** 2))
# Original hit quality formula by KzIg (http://www.scrapheap-challenge.com/viewtopic.php?p=114333#114333) # Expected damage per shot = normal damage * [min(chance to hit, 1%)*3 + max(0,chance to hit - 1%)*(0.99+chance to hit)/2]
Sig_Res = float(Sig_Res) Optimal = float(Optimal) Falloff = float(Falloff) Tracking = float(Tracking) Transv = float(Transv) Range = float(Range) Sig_Rad = float(Sig_Rad)
if has_web and Range <= 10000: Transv *= 0.4
tracking_penalty = Transv / (Range * Tracking) sig_penalty = Sig_Res / (Sig_Rad * range_resolution_func(Optimal, Falloff, Range))
optimal_penalty = max(0, Range - Optimal) hit_chance = 0.5 ** ((( tracking_penalty * sig_penalty) ** 2) + ((optimal_penalty / Falloff) ** 2)) hit_quality = (min(hit_chance, 0.01)*3 + max(0.0, hit_chance - 0.01) * (0.99 + hit_chance) / 2)
range_resolution_func will be one of the following:
def normal(Optimal, Falloff, Range): return 1.0
def optimal(Optimal, Falloff, Range): return max(1.0, log(Optimal / Range))
def falloff(Optimal, Falloff, Range): return max(1.0, log(Falloff / Range + 1))
def falloff_2(Optimal, Falloff, Range): return max(1.0, log(2 * Falloff / Range))
def optimal_falloff(Optimal, Falloff, Range): return max(1.0, log((Optimal + Falloff) / Range))
def optimal_2_falloff(Optimal, Falloff, Range): return max(1.0, log((Optimal + 2 * Falloff) / Range))
matplotlib is very similar to mathmatica and other CAS.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

6Bagheera9
Slacker Industries
|
Posted - 2008.08.15 17:49:00 -
[1340]
I'd just like to add that I've personally become aware of the short-comings of large ACs and Tempests. I've experimented with all sorts of set-up and have found that its near impossible to get good dps out of a Tempest's guns and that my Hurricane's guns are almost on par (with equal skills). Beyond the issues with large ACs, the Tempest can neither tank very well nor evade enough damage through speed/agility to really cut it as a close range BS. Large ACs need more raw damage, more optimal, and a greater jump in range/damage between tiers. The Tempest could use a greater base speed and lower mass so that its weaker tank will suffice. To help dilute the *****ing in this post, I will say that the Maelstrom is an excellent brawler and that its only short-comings stem from the problems with large ACs.
|

Liang Nuren
Perkone
|
Posted - 2008.08.18 02:20:00 -
[1341]
Based on the test server before they rolled it back, I think the following could salvage the majority of their nerfs: - Increase tracking on blasters (These are broken in the patch) - Increase explosion radius on cruise to 400 (These are also broken in the patch) - Lower mass on all Matari ships. Nerfing them in the first place is near terminally braindead. - Remove MWD reactivation delay (Done.. thank God) - Significantly increase falloff on all projectiles - Significantly increase alpha on artillery (lowering ROF) - Allow TC's/TE's to affect falloff (one of the great injustices in Eve)
Well, that'd be a good start anyway.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Spaztick
Canadian Imperial Armaments EVESpace
|
Posted - 2008.08.18 04:28:00 -
[1342]
Originally by: Liang Nuren Based on the test server before they rolled it back, I think the following could salvage the majority of their nerfs: - Increase tracking on blasters (These are broken in the patch) - Increase explosion radius on cruise to 400 (These are also broken in the patch) - Lower mass on all Matari ships. Nerfing them in the first place is near terminally braindead. - Remove MWD reactivation delay (Done.. thank God) - Significantly increase falloff on all projectiles - Significantly increase alpha on artillery (lowering ROF) - Allow TC's/TE's to affect falloff (one of the great injustices in Eve)
Well, that'd be a good start anyway.
-Liang
I'd say increase alpha but leave the RoF as it (maybe lower RoF slightly while increasing damage mod). I'd want to see a slight DPS boost to artillery along with a higher alpha (I dont enjoy EFT telling me tachyons are outalphaing and outdpsing 1400s with 2 gyros). But seriously, more people should have some type of spacer in their sigs to show it's not part of the post.
|

To mare
|
Posted - 2008.09.01 12:23:00 -
[1343]
dead? |

Liang Nuren
Perkone
|
Posted - 2008.09.01 15:07:00 -
[1344]
Originally by: To mare dead?
Yes, I suspect it's dead. Most of the people who were keeping it alive have actually finished training Amarr. 
-Liang |

AstroPhobic
Minmatar
|
Posted - 2008.09.01 15:27:00 -
[1345]
Originally by: Liang Nuren
Originally by: To mare dead?
Yes, I suspect it's dead. Most of the people who were keeping it alive have actually finished training Amarr. 
-Liang
I finished large pulse spec 1 yesterday. Ran a mission in an abaddon with scorch just for giggles, confirmed my prediction that I'll never buy another minnie BS. |

Liang Nuren
Perkone
|
Posted - 2008.09.01 15:34:00 -
[1346]
Originally by: AstroPhobic I finished large pulse spec 1 yesterday. Ran a mission in an abaddon with scorch just for giggles, confirmed my prediction that I'll never buy another minnie BS.
Oh come on, just take a look at the pest. How can you say no to that? 
-Liang |

Gai Servos
|
Posted - 2008.09.01 16:08:00 -
[1347]
Minmatar will just die a slow agonizing death while veryone is training for other races. |

Liang Nuren
Perkone
|
Posted - 2008.09.01 16:13:00 -
[1348]
Originally by: Gai Servos Minmatar will just die a slow agonizing death while veryone is training for other races.
Nope. I won't let it happen.
-Liang |

Gai Servos
|
Posted - 2008.09.01 16:56:00 -
[1349]
Originally by: Liang Nuren
Originally by: Gai Servos Minmatar will just die a slow agonizing death while veryone is training for other races.
Nope. I won't let it happen.
-Liang
m8... Amarr had like hundreds of players spamming for a year. Now can you do that solo? |

AstroPhobic
Minmatar
|
Posted - 2008.09.01 17:21:00 -
[1350]
Edited by: AstroPhobic on 01/09/2008 17:22:00
Originally by: Gai Servos m8... Amarr had like hundreds of players spamming for a year. Now can you do that solo?
Solo? There's almost 10 people on the minmatar squad!
Lets see...
Liang, Siddy, Branko, Trojan, Boz, Myself, Amandin, To Mare, the OP, Jim (honorary )...
Edit: I named 10! hurrah! |

Amandin Adouin
Minmatar
|
Posted - 2008.09.01 17:26:00 -
[1351]
Edited by: Amandin Adouin on 01/09/2008 17:26:44
Yeah, Liang is so not doing this solo! There's literally um, many, of us  |

Gabriel Karade
Nulli-Secundus
|
Posted - 2008.09.01 17:52:00 -
[1352]
Go Minnies! (And Tracking formula modifcations ) |

Liang Nuren
Perkone
|
Posted - 2008.09.01 17:55:00 -
[1353]
Originally by: Gabriel Karade Go Minnies! (And Tracking formula modifcations )
<3
-Liang |

Amandin Adouin
Minmatar
|
Posted - 2008.09.01 18:09:00 -
[1354]
Originally by: Liang Nuren
Originally by: Gai Servos Minmatar will just die a slow agonizing death while veryone is training for other races.
Nope. I won't let it happen.
-Liang
<3 |

Lego Maniac
Minmatar
|
Posted - 2008.09.01 18:42:00 -
[1355]
won't fix the problem completely, but I think tracking enhancers and computers need to bonus falloff as well
been following the thread but haven't jumped in until now because I didn't want to get neck deep in shit |

Matsif
|
Posted - 2008.09.01 18:53:00 -
[1356]
I'm a supporter of liang!
I will not let my aviators go down! they look too pretty, like the pest and the strom |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.09.01 19:27:00 -
[1357]
No not dead, in cryosleep.
CCP don't give a rats ass, with the myriad of posts and threads on the issue, not one CCP employee has commented, not has there ever been an acknowledgment that there is a problem, noamount of reason, math or basic common sense has any effect, its quite honestly so bad that perhaps we need to go Viking on their Icelandic asses. |

SRS Tali
|
Posted - 2008.09.01 21:15:00 -
[1358]
right u r |

Sharupak
Minmatar Brutor tribe
|
Posted - 2008.09.01 21:34:00 -
[1359]
Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
edit: Dont believe everything you read. We have always had the least DPS and our ships are always viable. |

Cold Shade
|
Posted - 2008.09.01 21:35:00 -
[1360]
Not dead yet, been following this topic for all of its 46 pages and it has my vote.
this is my first forum post since I started playing eve and what a better place to start posting then to try and get Minmatar the loving that they desperately need. |

Lego Maniac
Minmatar
|
Posted - 2008.09.01 21:36:00 -
[1361]
Originally by: Nian Banks No not dead, in cryosleep.
CCP don't give a rats ass, with the myriad of posts and threads on the issue, not one CCP employee has commented, not has there ever been an acknowledgment that there is a problem, noamount of reason, math or basic common sense has any effect, its quite honestly so bad that perhaps we need to go Viking on their Icelandic asses. (in-game)
you forgot something, sir |

Highfaust
|
Posted - 2008.09.01 21:40:00 -
[1362]
Check my vid out, my tempest is nuts.
Linkage |

AstroPhobic
Minmatar
|
Posted - 2008.09.01 21:40:00 -
[1363]
Originally by: Sharupak Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
edit: Dont believe everything you read. We have always had the least DPS and our ships are always viable.
No. |

Lyria Skydancer
Amarr Eve Defence Force
|
Posted - 2008.09.01 21:45:00 -
[1364]
Originally by: AstroPhobic
Originally by: Sharupak Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
edit: Dont believe everything you read. We have always had the least DPS and our ships are always viable.
No.
Stop bumping this thread. Let it die.  |

AstroPhobic
Minmatar
|
Posted - 2008.09.01 21:47:00 -
[1365]
Originally by: Lyria Skydancer Stop bumping this thread. Let it die. 

I anticipated this reply - however I didn't bump it.  |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.09.02 06:39:00 -
[1366]
I think were due a recap, anyone care to do this on what has been suggested that aren't bad ideas? |

Boz Well
Minmatar
|
Posted - 2008.09.02 06:49:00 -
[1367]
Originally by: Lyria Skydancer
Originally by: AstroPhobic
Originally by: Sharupak Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
edit: Dont believe everything you read. We have always had the least DPS and our ships are always viable.
No.
Stop bumping this thread. Let it die. 
Lyria has convinced me. Minmatar are overpowered. The tempest needs a nerf if anything, and it's amarr that need a buff. Have you seen how much cap lasers use?? Projectiles use ZERO cap! For those of you who are mathematically challenged, that makes Minmatar infinitely better than Amarr.
What? C'mon guys, I'm super cereal here. |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2008.09.02 06:53:00 -
[1368]
Originally by: Boz Well
Originally by: Lyria Skydancer
Originally by: AstroPhobic
Originally by: Sharupak Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
edit: Dont believe everything you read. We have always had the least DPS and our ships are always viable.
No.
Stop bumping this thread. Let it die. 
Lyria has convinced me. Minmatar are overpowered. The tempest needs a nerf if anything, and it's amarr that need a buff. Have you seen how much cap lasers use?? Projectiles use ZERO cap! For those of you who are mathematically challenged, that makes Minmatar infinitely better than Amarr.
What? C'mon guys, I'm super cereal here.
Can I have a module that gives me shield hitpoints based on my capacitor? Not shield boosting, just Y'ShieldBaseHP'+X'cap'=Z'Shield Current HP' ;) Then Cap would mean something when everythings based on Hitpoints, not repair/s. |

Cpt Branko
Surge.
|
Posted - 2008.09.02 10:07:00 -
[1369]
Edited by: Cpt Branko on 02/09/2008 10:07:21
Originally by: Sharupak Edited by: Sharupak on 01/09/2008 21:35:03 Nah, minmatars will just find some other "broken mechanic in the game to exploit" we always do.
Yeah, cross-training. It's rediculously easy with all the SP you end up having when flying Minmatar  |

Shevar
Minmatar A.W.M Libertas Fidelitas
|
Posted - 2008.09.02 11:01:00 -
[1370]
That minmatar needs a boost is evident.
Though determining what kind of boost is a bit harder... |

Lathrael
|
Posted - 2008.11.14 12:39:00 -
[1371]
New expansion has come and yet nothing changes about projctile crappyness... |

Jalif
Scorpion's Sting
|
Posted - 2008.11.14 12:42:00 -
[1372]
Damn.. this topic is still going on?
Well, is there any update?
Anything? |

whisk
Gallente Quam Singulari Warp to Desktop
|
Posted - 2008.11.14 12:43:00 -
[1373]
you have enough mids to fit 2 webs |

Jalif
Scorpion's Sting
|
Posted - 2008.11.14 12:49:00 -
[1374]
Originally by: whisk you have enough mids to fit 2 webs
well... I expected more then that kind of response... well... I geuss I keep on killing on TQ.. bye |

whisk
Gallente Quam Singulari Warp to Desktop
|
Posted - 2008.11.14 12:51:00 -
[1375]
Edited by: whisk on 14/11/2008 12:51:20 they are better then gallente and caldari now, so i gues its a buff |

NightmareX
D00M. Triumvirate.
|
Posted - 2008.11.14 14:16:00 -
[1376]
Edited by: NightmareX on 14/11/2008 14:18:20 Like i have told in another topic.
Do you really know how extremely overpowered a Tempest is going to be if CCP places the Autocannon DPS for example up to what Blasters does?.
Because doing the same DPS as Blasters have, and on top of that can use 2x Heavy Neuts, and even on top of that again, no cap usage on the Autocannons. And also have the smaller sig radius. That's gonna make an insanly overpowered Battleship.
As i see it, Tempest is pretty balanced atm, like it always have been. It's just that the Tempest got a little stealth boost in the Quantum Rise expansion . Or it's not that much affected to the speed and web nerf as other Battleships are.
Check out my new flash web page 'Alpha Strike' |

RedSplat
Suddenly Ninjas Tear Extraction And Reclamation Service
|
Posted - 2008.11.14 14:18:00 -
[1377]
Originally by: NightmareX it's just that the Minmatar Race got a little stealth boost in the Quantum Rise expansion .
Fixed that for you. I might actually train Minmatar BS now.
|

Orakkus
Minmatar m3 Corp BlackWater.
|
Posted - 2009.02.02 01:15:00 -
[1378]
I am NOT trolling.. I'm boxxy.
I summon thee, unholy forum post of doom and Minmatar, back to the forefront of Eve. May ye not rest in piece... |

Laughlyn Vaughns
Gallente Full Retard Inc.
|
Posted - 2009.02.02 15:57:00 -
[1379]
I had a few thoughts on this a while ago, and a lot of the points are nice ideas, mine for each was
Maelstrom - Since being pegged as the Alpha damage ship by CCP switch the ROF bonus for a Damage bonus. Tempest - A lot has been mentioned of a 7th turret but i think that a 7th turret should be reserved for the Fleet Issue Tempest instead.
For bthe temp i think the ship is a fine one, its the modules that need the love. I like the idea of adding a bit of therm damage to EMP even a small amount would mount up over the damage mods. Autos i always believed to be the fastest firing weapons so increase ROF a bit, combined with bit therm on EMP it'd all mount up considerably. For Howies i think the alpha strike ships should just get extra bit of damage so that when a Maelstrom drops out of warp pilots think "oh ****, there goes my shields"
They do only need small changes but they will mount up and make the ships worth flyin again
|

Hugh Ruka
Exploratio et Industria Morispatia
|
Posted - 2009.02.02 16:05:00 -
[1380]
Originally by: Laughlyn Vaughns I had a few thoughts on this a while ago, and a lot of the points are nice ideas, mine for each was
Maelstrom - Since being pegged as the Alpha damage ship by CCP switch the ROF bonus for a Damage bonus. Tempest - A lot has been mentioned of a 7th turret but i think that a 7th turret should be reserved for the Fleet Issue Tempest instead.
For bthe temp i think the ship is a fine one, its the modules that need the love. I like the idea of adding a bit of therm damage to EMP even a small amount would mount up over the damage mods. Autos i always believed to be the fastest firing weapons so increase ROF a bit, combined with bit therm on EMP it'd all mount up considerably. For Howies i think the alpha strike ships should just get extra bit of damage so that when a Maelstrom drops out of warp pilots think "oh ****, there goes my shields"
They do only need small changes but they will mount up and make the ships worth flyin again
I'd say Maelstrom - damage bonuses tempest - ROF bonuses
tempest gets a handy DPS boost which is compensated by higher ammo usage ... all fair ? --- SIG --- CSM: your support is needed ! |

Visceroth
Minmatar The Athiest Syndicate
|
Posted - 2009.02.02 17:47:00 -
[1381]
Originally by: Hugh Ruka
Originally by: Laughlyn Vaughns I had a few thoughts on this a while ago, and a lot of the points are nice ideas, mine for each was
Maelstrom - Since being pegged as the Alpha damage ship by CCP switch the ROF bonus for a Damage bonus. Tempest - A lot has been mentioned of a 7th turret but i think that a 7th turret should be reserved for the Fleet Issue Tempest instead.
For bthe temp i think the ship is a fine one, its the modules that need the love. I like the idea of adding a bit of therm damage to EMP even a small amount would mount up over the damage mods. Autos i always believed to be the fastest firing weapons so increase ROF a bit, combined with bit therm on EMP it'd all mount up considerably. For Howies i think the alpha strike ships should just get extra bit of damage so that when a Maelstrom drops out of warp pilots think "oh ****, there goes my shields"
They do only need small changes but they will mount up and make the ships worth flyin again
I'd say Maelstrom - damage bonuses tempest - ROF bonuses
tempest gets a handy DPS boost which is compensated by higher ammo usage ... all fair ?
uhh what? Tempest already gets a RoF bonus.
|

Koltranx
|
Posted - 2009.02.10 01:01:00 -
[1382]
Nurf the Tempest, This thread is overpowered.
|

Pac SubCom
A.W.M
|
Posted - 2009.02.10 01:24:00 -
[1383]
Originally by: Shevar That minmatar needs a boost is evident.
Though determining what kind of boost is a bit harder...
Yeah it's evident. Although I just forgot what the evidence was, nevertheless it's obvious.  |

Spaztick
Canadian Imperial Armaments Veritas Immortalis
|
Posted - 2009.02.10 07:09:00 -
[1384]
TLDR: GIVE LARGE PROJECTILES MOAR FALLOFF
I actually say give Minmatar guns a bit more falloff on large ACs and artillery, because as it stands Minmatar have no advantage at any range, as the tracking bonuses they have do not give a big enough advantage at that sized battleship to be competitive with the rest.
Balancing the game is hard and not everyone can have the best at everything, but having balance where you have different philosophies can be worked towards. As it stands though, anything BC sized and bigger for Matari ships are too immobile to be able to attempt to outtrack your opponent to reduce incoming damage (also known as speed tanking), and even if falloff is the specialty of Minmatar and Gallente to a lesser extent, it makes no difference because optimal + falloff is the same for all races for all comparable turret weapons, which means DPS/EHP is the only thing that really matters as the ships get bigger.
Pros: So, having an increase in falloff for Matari battleship guns (maybe capital ones too?) wouldn't increase damage except in falloff, the supposed special area of Matari, where at extreme ranges you are doing pitiful damage, but you are doing more than the other guy.
Cons: It would be a slight buff to ACs as they're in falloff almost all the time, and would hardly touch artillery, which I feel is the one thing that needs to be helped. Also, who whould fight in falloff at those ranges except a lot of Minmatar ships?
In most fleets people fly ships of all races and trying to get everyone to commit to one philosophy or strategy is difficult when each race approaches fights differently (perhaps one reason why all optimal + falloffs are the same with comparable ammo/guns, but by that logic Minmatar damage would be the same as everyone else's). I always felt the Tempest to not be a sniper but as as hit-and-run commando, a sharpshooter that takes a point, fires, moves and fires again. In blob fights that's very hard to do, and it makes it hard to commit as a Matari pilot to a shoving match on a gate. |
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