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Bielsibub
Pator Tech School
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Posted - 2008.07.25 13:21:00 -
[1]
Edited by: Bielsibub on 25/07/2008 13:28:03 http://myeve.eve-online.com/devblog.asp?a=blog&bid=574
I haven't seen much on this yet, so here we go.
Here's the major points and posibilities for those who don't want to read through the whole thing.
Originally by: CCP Nozh
- Warp scramblers (the close range ones), are due for a complete makeover. Our current idea is to have MWD's deactivate as soon as they get hit by their effect, and continue to be disabled until the effect is lifted.
- A brief reactivation delay added to the microwarpdrives might ensure a speedy target actually slowed down, and of course with the MWD disabled, a webifier would have an even greater effect.
- Our current idea is to have MWD's only differ in capacitor capacity penalty as well as reactivation delay, instead of the speed progression between meta levels.
- Currently when you're webbed it's pretty much game over unless you're doing more DPS or have a better tank. The 90% speed reduction makes combat too static and predictable when webifiers have been applied. To address this, webifiers in our proposed changes have been reduced in effectiveness down to between -50% and -60%.
- Nanofibers and polycarbon engine housings changed to affect maximum velocity and agility (which is basically what they did before, through mass reduction) would ensure balance, morphing them into a mixture of overdrives and inertia stabilizers and thus stacking penalized against those modules. Our current implementation makes 3 nanofibers approximately as effective as 2 overdrives and 2 inertia stabilizers. This means, if one would want to fit for maximum speed, go for overdrives; maximum agility, fit inertia stabilizers; a bit of both, use nanofibers.
- Polycarbon engine housings are overpowered, both in general and with regard to corresponding modules; this is because the tech1 version is currently more effective than a tech2 nanofiber. Following our changes we're looking at them being 30% less effective than their module counterparts, which is more similar to the difference between modules and rigs in other categories.
- Our intent is to have overdrives range from approximately 7% to 12.5%; the high-grade snake set 24.7%; the low-grade snake set 16% and the gang bonuses down to 25.8% but with an added agility bonus.
- Slot placement of other speed implants may shift
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Bielsibub
Pator Tech School
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Posted - 2008.07.25 13:22:00 -
[2]
Edited by: Bielsibub on 25/07/2008 13:27:36 CCP claims speed is "invincible" in this blog. I have some major issues with this.
Anyone who actually pilots nano-speed ships like nano-hacs could tell you, that no matter what ridiculous speeds you can reach, your ship is far from invincible. The slightest error will land you bouncing off a gate or approaching too fast, or orbiting too close and you will find yourself in a horrible situation. People like to act as if speed is some magical force where you just it one button and you win. It is far from that. In general you are required to slow down to very slow speeds in order to actually deal damage to enemies, as mentioned it becomes very difficult and takes skill to actually control a ship at high speeds, not to mention the insane price it costs to make these setups. The nano-speed pilot takes a massive gamble every time he undocks, as one wrong move could end up in the loss of billions of isk.
I would go as far as to say fairly sufficient balance already exists to counter pure speed setups. There are a myriad of counters that exist for hunting down speed fit ships. There are ships specifically resigned with web bonuses for tackling these sorts of setups. I will agree on one point, that a few more options, such as the modified warp scrambler, could not hurt.
The current suggestions are almost as if CCP just want to remove one form of balance and replace it with another. "Let's slow everything down, but decrease the amount that statis webifiers decrease speed"? How is this different than keeping it the ways it is?
I only see this nerf as completely destroying the small gang, hit and run, fast paced, lag free, part of the game that so many pvper currently enjoy.
As I previously stated, I agree that more options to counter the speed, such as the ônewö Warp Scrambler is a decent idea. Currently, your counter to a speed gang pretty much requires an apposing gang with multiple Rapiers in it, no speed pilot in his right mind would go near it. The new Warp Scrambler would also breathe new life into the Arazu and make for some other very interesting combinations.
However, drastically decreasing speed AND providing more options to counter the speed, is like a double whammy nerf, of a very fun part of this game.
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Jorafai
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Posted - 2008.07.25 13:34:00 -
[3]
Waxau here:P My main got banned:S
Anyhow - Personally i think its awesome. Speed may have its 'vincible' moments, but if you know what you're doing, and you dont make mistakes (Evil Edna for example), you cannot under any circumstances get caught. Even by a bubble with 5 rapiers, he/she keeps on trucking. the speeds that are achievable nowdays in eve arent fun for those who dont play like that, and the truth is, is it reduces the variation in pvp. You have a nanogang? dock up, and wait for a few huggins to join your gang. Then engage.
My Blackops may be broken in concept and bonuses etc, but the fact is, most of its 'role' is removed by nanogangs. Why cyno into a system and stealthily, to spy on people...when you can just use a ceptor that goes 14kms, and burn out of range of most things? why use guerilla warfare, when a roaming nanogang does it at 1/4 of the cost, at 3x the survivability?
Fact is, nanos remove alot of the basic variation that Eve's pvp used to have.
Adding more counters to nanos will increase the variation in pvp, when you dont need to bring a huggin/rapier to counter 9/10ths of the pvp gangs in eve.
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Shadow Enigma
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Posted - 2008.07.25 13:35:00 -
[4]
It does feel like a double nerf at the moment. I guess testing will provide the answer.
Top speeds have to be lowered though. Currently investing in speed is the only thing that has no effective money cap. What I mean is that the more you invest the less you die since there's A LOT higher chance that you will be able to get out alive.
MWD is not an "I win" button but in 99% of the time you engage it is an "I live" button if help arrives.
Putting the same amount of money into more armor/shields/repping/boosting/resistances/whatever in comparison will only delay your inevitable death. That means putting money into that is not worth it.
I think this is the sole reason of speed nerf. It is currently the best "tank" AND get GTFO ticket.
We'll see how the tests go.
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Alpha Prime
Destructive Influence Band of Brothers
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Posted - 2008.07.25 13:38:00 -
[5]
I've said it before, and i will say it again.
No ship. No matter setup or implants should go beyond 5km/s except interceptors.
A cruiser, or even a battleship going faster then an interceptor with basic* setup goes, is ******ed.
*Basic setup does NOT involve implants, rigs or factiongear.
There is no price on true lojalty
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.07.25 13:47:00 -
[6]
I'm not sure that this will really affect nanocruisers that much. Yes, they'll be a bit slower, but they'll retain their speed advantage over other ships, so they'll still be able to disengage largely at will. They'll be more vulnerable to turrets and missiles, but they have the EHP to survive a respectable amount of damage, allowing them to disengage if necessary.
The new scramblers won't be an issue - yes, they shut off MWD, but that's what the current 90% webs effectively do. In return, webs are being reduced in effectiveness, so it'll be harder to slow the nanocruiser down in the first place. Someone posted that current 90% web will have pretty much the same effect as the new web and a new scrambler.
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Dirk Magnum
Spearhead Endeavors
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Posted - 2008.07.25 13:50:00 -
[7]
Edited by: Dirk Magnum on 25/07/2008 13:53:10
Originally by: Bielsibub
http://myeve.eve-online.com/devblog.asp?a=blog&bid=574-
Honestly I think that all sounds brilliant. I believe they talked about reducing webber effectiveness before they launched Trinity as well, but they decided against it (or I'm mistaken and it wasn't actually seriously considered by CCP at that time.) The changes to nanos and such sound like they've been given serious thought.
I'm sort of 50/50 on the subject of the close-range scrammer stopping MWD's though... but then to be in close-range scram range you have to expose yourself to all kinds of EWar, so I guess your enemy at least still has that potential advantage.
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Bielsibub
Pator Tech School
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Posted - 2008.07.25 13:51:00 -
[8]
Edited by: Bielsibub on 25/07/2008 13:54:16
Originally by: Jorafai
Speed may have its 'vincible' moments, but if you know what you're doing, and you dont make mistakes (Evil Edna for example), you cannot under any circumstances get caught. Even by a bubble with 5 rapiers, he/she keeps on trucking.
IÆm going to go ahead and say you have never flown a nano-hac, or participated in a compitent gate camp, because this is totally false.
Originally by: Jorafai
My Blackops may be broken in concept and bonuses etc, but the fact is, most of its 'role' is removed by nanogangs. Why cyno into a system and stealthily, to spy on people...when you can just use a ceptor that goes 14kms, and burn out of range of most things? why use guerilla warfare, when a roaming nanogang does it at 1/4 of the cost, at 3x the survivability?
I donÆt think you understand what B-Ops BSÆs were designed for, but I can tell you it wasnÆt to act like a cov-ops and ôspyö on people. Guerilla Warfare = Hit and run, Hit and run = nano gang, nano gang = expensive.
Your argument is essentially ôI need something very specific to counter this, thus itÆs unfairö. This is like saying ôCapital fleets should be nerfed, because I need another Capital fleet to counter itö
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justsometrader
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Posted - 2008.07.25 13:52:00 -
[9]
Imho this speed change is more designed towards the fact that you could get invulnurable by going at a certain speed, which was not intended by the devs of course. A today called nano-fit will still be able to orbit large chips way faster than they can track, and it will still be able to disengage most of the time. The only thing that is going to get removed is the omgwtf IWIN button version of some special ships
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Reem Fairchild
Minmatar Sebiestor tribe
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Posted - 2008.07.25 13:54:00 -
[10]
Aside from some things being said in that blog that I would only expect from the general, run-of-the-mill, uninformed whiners rather than the devs (like heavy assault ships being faster than interceptors given the same amount of ISK spent on them, which is a ridiculous thing to say), I still think most of the changes are actually really good. Especially the efforts to make afterburners more competitive with mwd.
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Shadow Enigma
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Posted - 2008.07.25 13:55:00 -
[11]
Edited by: Shadow Enigma on 25/07/2008 13:57:01 If missiles and drones can catch them they will take damage reduced by speed at about the same rate you can reduce incoming damage with resistance mods. True it can still disengage and probably stay alive but the target will stay alive also since it can rep itself which buffer tanks can't. Ishtar for example won't be able to solo anything it wants. They effectively can solo anything atm (except a well flown Huginn/Rapier)
Only issue I have here is what happens to minni hit and run. I think they need to buff autocannon ROF(like 50%) and make the ammo a bit bigger. That would make them hurt A LOT and then you'd be forced to reload (making they DPS still relatively low). It would promote hit and run... even if the running part would be a bit slower :P
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Kronos Hopeslayer
Blueprint Haus Intrepid Crossing
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Posted - 2008.07.25 13:56:00 -
[12]
Edited by: Kronos Hopeslayer on 25/07/2008 13:56:58 Well, I guess this is the chance we might see the Muninn get it's high slots fixed huh? I mean the Devs gotta throw the Minmatats a bone with this nerf, otherwise we all might as well start training for Zealots and Ishtars...
If you nerf speed for Minmatar ships I demand the following:
- 25% increase on Artillary alpha strike damage.
50% increase for autocannon rate of fire. 5-10% increase on resists for T1 ships. 15-20% increase on resists for T2 ships. The Muninn to receive an extra turret, 1 high slot to the mid slot, and a 10% increase in PG
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Elistara Eldore
Light Sparkle Development GoonSwarm
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Posted - 2008.07.25 13:57:00 -
[13]
Originally by: justsometrader Imho this speed change is more designed towards the fact that you could get invulnurable by going at a certain speed, which was not intended by the devs of course. A today called nano-fit will still be able to orbit large chips way faster than they can track, and it will still be able to disengage most of the time. The only thing that is going to get removed is the omgwtf IWIN button version of some special ships
You do realize the the nano ship has to slow down in order to track as well right? Orbiting at high speeds to avoid damage is nice, except you won't hit anything either.
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Tekumze Wolf
Minmatar Jericho Fraction The Star Fraction
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Posted - 2008.07.25 13:59:00 -
[14]
Originally by: Elistara Eldore
You do realize the the nano ship has to slow down in order to track as well right? Orbiting at high speeds to avoid damage is nice, except you won't hit anything either.
Not if you fly an ishtar. And Vagas don't orbit... they make passes.
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Dirk Magnum
Spearhead Endeavors
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Posted - 2008.07.25 14:00:00 -
[15]
Originally by: justsometrader Imho this speed change is more designed towards the fact that you could get invulnurable by going at a certain speed, which was not intended by the devs of course. A today called nano-fit will still be able to orbit large chips way faster than they can track, and it will still be able to disengage most of the time. The only thing that is going to get removed is the omgwtf IWIN button version of some special ships
There's nothing wrong with outrunning the tracking of larger ships. The trouble with the nano gang was that you really do need a very specific counter to it, and I don't think the cap ship vs cap ship argument is entirely valid here. Cap fleets are a separate facet of the game entirely. Nano gangs consist of sub-caps, which the vast majority of Eve ships are, and having to use highly specific counter-gangs or counter-setups to a nano gang is limiting the sub-cap dynamic and turning people off of trying out radically different or experimental setups out of fear that they'll get thrashed by someone who just nano'd up their own ship.
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.25 14:10:00 -
[16]
Edited by: Euriti on 25/07/2008 14:14:31 Edited by: Euriti on 25/07/2008 14:12:53 Certainly interresting. I will agree that the insane speeds that are 6km/s or more were stupid and should not happen. What worries me is that this is a large clubbing with CCPs nerfbat but on the other hand I can only see half these things making it to TQ because all this together will be too harsh.
Also lolarazu buff.
I fear the web nerf a bit though since it'll really **** up blasterboats in certain situations.
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justsometrader
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Posted - 2008.07.25 14:12:00 -
[17]
Originally by: Elistara Eldore
Originally by: justsometrader Imho this speed change is more designed towards the fact that you could get invulnurable by going at a certain speed, which was not intended by the devs of course. A today called nano-fit will still be able to orbit large chips way faster than they can track, and it will still be able to disengage most of the time. The only thing that is going to get removed is the omgwtf IWIN button version of some special ships
You do realize the the nano ship has to slow down in order to track as well right? Orbiting at high speeds to avoid damage is nice, except you won't hit anything either.
yeah an Ishtar has nearly as much tracking issues as a Sacrileg   
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Jorafai
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Posted - 2008.07.25 14:13:00 -
[18]
Edited by: Jorafai on 25/07/2008 14:15:08
Originally by: Bielsibub Edited by: Bielsibub on 25/07/2008 13:54:16
Originally by: Jorafai
Speed may have its 'vincible' moments, but if you know what you're doing, and you dont make mistakes (Evil Edna for example), you cannot under any circumstances get caught. Even by a bubble with 5 rapiers, he/she keeps on trucking.
IÆm going to go ahead and say you have never flown a nano-hac, or participated in a compitent gate camp, because this is totally false.
Originally by: Jorafai
My Blackops may be broken in concept and bonuses etc, but the fact is, most of its 'role' is removed by nanogangs. Why cyno into a system and stealthily, to spy on people...when you can just use a ceptor that goes 14kms, and burn out of range of most things? why use guerilla warfare, when a roaming nanogang does it at 1/4 of the cost, at 3x the survivability?
I donÆt think you understand what B-Ops BSÆs were designed for, but I can tell you it wasnÆt to act like a cov-ops and ôspyö on people. Guerilla Warfare = Hit and run, Hit and run = nano gang, nano gang = expensive.
Your argument is essentially ôI need something very specific to counter this, thus itÆs unfairö. This is like saying ôCapital fleets should be nerfed, because I need another Capital fleet to counter itö
Not at all mate. Flown a few nanohacs/cruisers - And never liked the style of combat. Have you ever caught a 23kms Crow? (before overloading) Edna has only lost one, in years of flying them, bar from one, which was a bizarre instance anyhow i believe.
As for black ops, to get into a system you need a cyno (bar from average gates). to do that, you need a cov ops. Cov ops = spying etc. Didnt describe what i meant fully i guess. In regards to the Guerilla warfare...Black ops are hit and run mate. You take a target of opportunity, and cloak before the reinforcements come along. But yes, nanogangs are hit and run. And because of the survivability of them, black ops are outclassed completely (not entirely due to nanos, but a large portion). And sorry, but how much does a vaga cost? 200 mil with polys? My ship costs 4 times that amount, a year more worth of sp, and far more vulnerabilities. Heck, a BS attacks me, i tend to be pretty screwed. Id love to see a vaga or nano*** ship have that vulnerability.
fact is, my arguement is 'i need something very specfic to counter this, thus its unfair'. A carrier can be taken out by 2 domi's if setup correctly. A carrier can be tackled by a single frigate/ceptor, and that frig/ceptor can survive. Your whole 'carrier fleet' reference/analogy/comparison is flawed in that aspect, that you're comparing a collaboration of two fleets versus each other. Capital vs capital. The discussion here is nanos. A single nano vs multiples is still just as hard to catch.
There need to be more ways to catch them. Only then will they become less common, and less overpowered. A nanopilot CAN escape all scenarios, unless they get webbed/alpha'd by transversal - Both of which are avoidable with skill. And that in itself makes nanos not have a counter imo.
<EDIT>
This way, we have 3 recon races that can 'catch' nanos. Thats perfect imo. One neuts, one webs, and one scrambles (arazu) which in turn webs them. A bonus, seeing as how usually its a case of having to wait for a rapier/huggin pilot to log on most of the time.
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Dirk Magnum
Spearhead Endeavors
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Posted - 2008.07.25 14:17:00 -
[19]
The MWD killer scram is a big nerf to gatecamp evasion, now that I think about it. Kinda off topic from the discussion that's developed about nano's, but still relevant to the proposed speed changes.
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Dalek Commander
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Posted - 2008.07.25 14:24:00 -
[20]
Originally by: Dirk Magnum The MWD killer scram is a big nerf to gatecamp evasion, now that I think about it. Kinda off topic from the discussion that's developed about nano's, but still relevant to the proposed speed changes.
It won't stop the MWD=>Cloak=>UnCloak=>Warp combo, unless the activation delay means it won't kick in once the cloak is active. Be curious how the devs approach that.
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Nightelf Mowhawk
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Posted - 2008.07.25 14:25:00 -
[21]
this will kill eve as we know it , for pvp'ers anyway. ofc i and i hope alot of other ppl with test the sh*t out of it when it drops in sisi on monday
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Reem Fairchild
Minmatar Sebiestor tribe
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Posted - 2008.07.25 14:37:00 -
[22]
Originally by: Dalek Commander
Originally by: Dirk Magnum The MWD killer scram is a big nerf to gatecamp evasion, now that I think about it. Kinda off topic from the discussion that's developed about nano's, but still relevant to the proposed speed changes.
It won't stop the MWD=>Cloak=>UnCloak=>Warp combo, unless the activation delay means it won't kick in once the cloak is active. Be curious how the devs approach that.
It will hurt ships without cloak than rely on speed to burn out of a bubble and warp off.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.07.25 14:41:00 -
[23]
Originally by: Dirk Magnum The MWD killer scram is a big nerf to gatecamp evasion, now that I think about it. Kinda off topic from the discussion that's developed about nano's, but still relevant to the proposed speed changes.
No. It changes nothing.
Currently - 90% web effectively disables MWD, but you have a chance to for inertia to take you back to the gate. With proposed changes - combination of 50-60% web and Scrambler has just about the same effect. If they don't have a scrambler, you're laughing.
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Orange Faeces
Minmatar xXDroneSwarmXx
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Posted - 2008.07.25 14:41:00 -
[24]
Edited by: Orange Faeces on 25/07/2008 14:41:41 I'm glad to see tears from you speed freaks in here... You've earned it after years of dominating PvP.
After all the talk, nano-HAC gangs are frequently uncatchable, even with multiple matari recons. I think the devs post is one of the best written and long awaited texts to come out of CCP in a long time. Thanks, CCP.
The Other Orange --- The Other Orange |

Reem Fairchild
Minmatar Sebiestor tribe
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Posted - 2008.07.25 14:45:00 -
[25]
Originally by: Orange Faeces Edited by: Orange Faeces on 25/07/2008 14:41:41 I'm glad to see tears from you speed freaks in here... You've earned it after years of dominating PvP.
After all the talk, nano-HAC gangs are frequently uncatchable, even with multiple matari recons. I think the devs post is one of the best written and long awaited texts to come out of CCP in a long time. Thanks, CCP.
The Other Orange
Speed is still going to be very effective after those changes go through.
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Orange Faeces
Minmatar xXDroneSwarmXx
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Posted - 2008.07.25 14:49:00 -
[26]
Originally by: Reem Fairchild
Speed is still going to be very effective after those changes go through.
Sure. But the point is that CCP gets it. They understand that 0.0 warfare has been dominated by one ship fitting (and one particular ship, at that).
--- The Other Orange |

Bielsibub
Pator Tech School
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Posted - 2008.07.25 14:49:00 -
[27]
Edited by: Bielsibub on 25/07/2008 14:49:54
Originally by: Jorafai
Not at all mate. Flown a few nanohacs/cruisers - And never liked the style of combat. Have you ever caught a 23kms Crow? (before overloading) Edna has only lost one, in years of flying them, bar from one, which was a bizarre instance anyhow i believe.
As for black ops, to get into a system you need a cyno (bar from average gates). to do that, you need a cov ops. Cov ops = spying etc. Didnt describe what i meant fully i guess. In regards to the Guerilla warfare...Black ops are hit and run mate. You take a target of opportunity, and cloak before the reinforcements come along. But yes, nanogangs are hit and run. And because of the survivability of them, black ops are outclassed completely (not entirely due to nanos, but a large portion). And sorry, but how much does a vaga cost? 200 mil with polys? My ship costs 4 times that amount, a year more worth of sp, and far more vulnerabilities. Heck, a BS attacks me, i tend to be pretty screwed. Id love to see a vaga or nano*** ship have that vulnerability.
fact is, my arguement is 'i need something very specfic to counter this, thus its unfair'. A carrier can be taken out by 2 domi's if setup correctly. A carrier can be tackled by a single frigate/ceptor, and that frig/ceptor can survive. Your whole 'carrier fleet' reference/analogy/comparison is flawed in that aspect, that you're comparing a collaboration of two fleets versus each other. Capital vs capital. The discussion here is nanos. A single nano vs multiples is still just as hard to catch.
There need to be more ways to catch them. Only then will they become less common, and less overpowered. A nanopilot CAN escape all scenarios, unless they get webbed/alpha'd by transversal - Both of which are avoidable with skill. And that in itself makes nanos not have a counter imo.
<EDIT>
This way, we have 3 recon races that can 'catch' nanos. Thats perfect imo. One neuts, one webs, and one scrambles (arazu) which in turn webs them. A bonus, seeing as how usually its a case of having to wait for a rapier/huggin pilot to log on most of the time.
Fisrstly, I have seen multiple +20km/s crows die in my time. They bounce off things pretty easily.
I find that what you are describing here, is the fact that B-Ops BSÆs came pre-nerfed, and are practically useless at their intended purpose, and simply not worth the cost. Personally I would love to get into a B-Ops BS, but in their current form, they are in no way worth the cost for such a niche roll. The fact that the B-Ops is under developed, does not necessarily mean nano-ships are over powered. As you said yourself, a normal BS could give your B-Ops a run for its money.
The thing is, everything in this game has some kind of counter. I can not think of anything that dosenÆt except for maybe 20 Titans all together. Considering that nano-HACs are high on the food chain, they should not have ridiculously easy counters. Have you ever tried to solo a well fit ratting cruise raven in a nano-hac? ItÆs no where near easy, and with a nerf it will be practically impossible. What will be the counter to lone ratting Ravens???
You statement ôA nanopilot CAN escape all scenarios, unless they get webbed/alpha'd by transversalö
First you say they can escape EVERYTHING, then you name things they canÆt escape? Thus proving they in fact have counters.
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Akyla
Bears Inc Violent-Tendencies
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Posted - 2008.07.25 14:53:00 -
[28]
I really like the way they fixed this. Truly.
Nanoships are currently too fast to force them into combat, yet if the nanoships themselves choose to attack they run the risk of getting webbed and dying without a fighting chance. So they only prey on really easy targets, which means no proper PvP combat.
The current fix both makes them go slower so they can actually be engaged, while the change to webs means they can actually engage combat without risking instant-death. So, more interesting combat, with fast ships still a good choice for guerilla work. ________________________________ All your honey are belong to us! |

Zraken Hawkwing
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Posted - 2008.07.25 15:01:00 -
[29]
I wonder if the proposed changes will affect the short term pricing of vagas?
I remember when the new bomb details were revealed, stealth bomber prices went thorugh the roof for awhile.
Speed nerf = vaga less expensive?
AUMS = Another useless minmatar ship? (Amarr use mighty setups?)
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Trojanman190
D00M. Triumvirate.
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Posted - 2008.07.25 15:02:00 -
[30]
Edited by: Trojanman190 on 25/07/2008 15:03:12
Originally by: Dirk Magnum The MWD killer scram is a big nerf to gatecamp evasion, now that I think about it. Kinda off topic from the discussion that's developed about nano's, but still relevant to the proposed speed changes.
Haha you no longer need a hic to completely screw a blockade runner now.
Originally by: Zraken Hawkwing I wonder if the proposed changes will affect the short term pricing of vagas?
I remember when the new bomb details were revealed, stealth bomber prices went thorugh the roof for awhile.
Speed nerf = vaga less expensive?
AUMS = Another useless minmatar ship? (Amarr use mighty setups?)
I fear you are right about the vaga mate. Good thing I have an ishtar.
Maybe change the now fairly useless speed bonus to a damage bonus and make it a gank machine like the sleipnir. I dunno. It's gonna be pretty fail now tho.
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SuiJuris
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Posted - 2008.07.25 15:02:00 -
[31]
Edited by: SuiJuris on 25/07/2008 15:03:30
Originally by: Bielsibub Edited by: Bielsibub on 25/07/2008 13:28:03 http://myeve.eve-online.com/devblog.asp?a=blog&bid=574
I haven't seen much on this yet, so here we go.
Here's the major points and posibilities for those who don't want to read through the whole thing.
Originally by: CCP Nozh
- Warp scramblers (the close range ones), are due for a complete makeover. Our current idea is to have MWD's deactivate as soon as they get hit by their effect, and continue to be disabled until the effect is lifted.
- A brief reactivation delay added to the microwarpdrives might ensure a speedy target actually slowed down, and of course with the MWD disabled, a webifier would have an even greater effect.
- Our current idea is to have MWD's only differ in capacitor capacity penalty as well as reactivation delay, instead of the speed progression between meta levels.
- Currently when you're webbed it's pretty much game over unless you're doing more DPS or have a better tank. The 90% speed reduction makes combat too static and predictable when webifiers have been applied. To address this, webifiers in our proposed changes have been reduced in effectiveness down to between -50% and -60%.
- Nanofibers and polycarbon engine housings changed to affect maximum velocity and agility (which is basically what they did before, through mass reduction) would ensure balance, morphing them into a mixture of overdrives and inertia stabilizers and thus stacking penalized against those modules. Our current implementation makes 3 nanofibers approximately as effective as 2 overdrives and 2 inertia stabilizers. This means, if one would want to fit for maximum speed, go for overdrives; maximum agility, fit inertia stabilizers; a bit of both, use nanofibers.
- Polycarbon engine housings are overpowered, both in general and with regard to corresponding modules; this is because the tech1 version is currently more effective than a tech2 nanofiber. Following our changes we're looking at them being 30% less effective than their module counterparts, which is more similar to the difference between modules and rigs in other categories.
- Our intent is to have overdrives range from approximately 7% to 12.5%; the high-grade snake set 24.7%; the low-grade snake set 16% and the gang bonuses down to 25.8% but with an added agility bonus.
- Slot placement of other speed implants may shift
Nerfbat 5 hit combo
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Akyla
Bears Inc Violent-Tendencies
|
Posted - 2008.07.25 15:05:00 -
[32]
Originally by: Zraken Hawkwing
Speed nerf = vaga less expensive?
Actually, going faster than others will become more important because increasing speed is (much) more difficult. And the vaga is still king, with 5% per lvl bonus to speed. On top of that, webbing it will have less effect so it's less risky too strafe at low speeds(the vaga's only way to deliver its dps).
So it might even become more expensive. ________________________________ All your honey are belong to us! |

Bielsibub
Pator Tech School
|
Posted - 2008.07.25 15:07:00 -
[33]
Edited by: Bielsibub on 25/07/2008 15:13:38 Edited by: Bielsibub on 25/07/2008 15:11:43
Originally by: Akyla
Originally by: Zraken Hawkwing
Speed nerf = vaga less expensive?
Actually, going faster than others will become more important because increasing speed is (much) more difficult. And the vaga is still king, with 5% per lvl bonus to speed. On top of that, webbing it will have less effect so it's less risky too strafe at low speeds(the vaga's only way to deliver its dps).
So it might even become more expensive.
Have you ever tried to solo gank a ratting BS in a current vaga?
Originally by: Malcanis Today is a good day to be Caldari spec: range has just become vastly more important.
Exactly. Fit a havy nuet, and a point on your Raven, and you will be invincible to solo gank attacks, as is pretty much the case now anyway. Talk about something that has no counter, this is it.
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onetoke overtheline
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Posted - 2008.07.25 15:07:00 -
[34]
might as well change the name of this patch to f-you matar
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Gypsio III
Dirty Filthy Perverts
|
Posted - 2008.07.25 15:09:00 -
[35]
Originally by: onetoke overtheline might as well change the name of this patch to f-you matar
The Minnie speed advantage just got more powerful. 
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Akyla
Bears Inc Violent-Tendencies
|
Posted - 2008.07.25 15:10:00 -
[36]
Originally by: Gypsio III
The Minnie speed advantage just got more powerful. 
Exactly ________________________________ All your honey are belong to us! |

Xaen
Caldari Caritas.
|
Posted - 2008.07.25 15:11:00 -
[37]
I figure this will sock the fun out of two of the three ships I like to fly.
So I'll probably just go play Age of Conan or Diablo III instead.
I don't have a lot of free time as it is, so I doubt I'll have time to test anything out on Singularity before the nerfhammer hits. - Support fixing the UI|Suggest Jita fixes|Compact logs |

EveTerrorist
Amarr
|
Posted - 2008.07.25 15:13:00 -
[38]
Originally by: Bielsibub
CCP claims speed is "invincible" in this blog. I have some major issues with this.
Originally by: CCP Nozh Currently weÆve got a number of different systems that affect speed that arenÆt stacking nerfed towards each other, resulting in phenomenal speed that in turn results in near invulnerability.
Don't make things out worse than they are. Adapt, overcome or go play WoW.
Eve
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Bielsibub
Pator Tech School
|
Posted - 2008.07.25 15:18:00 -
[39]
Edited by: Bielsibub on 25/07/2008 15:21:20 Edited by: Bielsibub on 25/07/2008 15:20:37
Originally by: EveTerrorist
Originally by: Bielsibub
CCP claims speed is "invincible" in this blog. I have some major issues with this.
Originally by: CCP Nozh Currently weÆve got a number of different systems that affect speed that arenÆt stacking nerfed towards each other, resulting in phenomenal speed that in turn results in near invulnerability.
Don't make things out worse than they are. Adapt, overcome or go play WoW.
Eve
So they said near instead. It's not really significant.
There are many things in this game that are "NEAR invulnerable" but they still have counters, just like nano-ships, they may be "few" counters, but they are still there.
In solo pvp, many ships only have few "specific" counters, dosen't mean they should all be nerfed.
The purposed changes include offering more counters AND decreasing the initial ability being countered, thus essentially nerfing it into oblivion.
HAC pilots might as well just train into Ravens, because they will pretty much own 1v1 pvp now.
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Kuzya Morozov
Gallente L8L8L8
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Posted - 2008.07.25 15:22:00 -
[40]
Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
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Akyla
Bears Inc Violent-Tendencies
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Posted - 2008.07.25 15:27:00 -
[41]
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps. ________________________________ All your honey are belong to us! |

Wardeneo
|
Posted - 2008.07.25 15:30:00 -
[42]
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
exactly i think that the nano nerf shud effect all races bar minmitar, cos minmitar have rubbish tanks, rubbish dps to other races (in most cases) and now they want to nerf the only thing minmitar excells at --> spped, imo minmitar will be the worst race in the game after this nerf, just like ammar used to be --. thinks about training ammar ^^
wardeneo
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Bielsibub
Pator Tech School
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Posted - 2008.07.25 15:31:00 -
[43]
Originally by: Wardeneo
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
exactly i think that the nano nerf shud effect all races bar minmitar, cos minmitar have rubbish tanks, rubbish dps to other races (in most cases) and now they want to nerf the only thing minmitar excells at --> spped, imo minmitar will be the worst race in the game after this nerf, just like ammar used to be --. thinks about training ammar ^^
wardeneo
EXACTLY!!
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EveTerrorist
Amarr
|
Posted - 2008.07.25 15:33:00 -
[44]
Originally by: Wardeneo
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
exactly i think that the nano nerf shud effect all races bar minmitar, cos minmitar have rubbish tanks, rubbish dps to other races (in most cases) and now they want to nerf the only thing minmitar excells at --> spped, imo minmitar will be the worst race in the game after this nerf, just like ammar used to be --. thinks about training ammar ^^
wardeneo
Welcome to the land of the Amarr Recon. ;)
Eve
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
|
Posted - 2008.07.25 15:34:00 -
[45]
As far as i see it, ships that were intended to be velocity monsters will still own in that area. Interceptors?
Vagabond is design for speed thus will it still be able too speedtank. ------------ Somebody set up us the bomb |

Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 15:39:00 -
[46]
Edited by: Cpt Branko on 25/07/2008 15:40:02 It's a lovely buff to smaller ship classes. It's going to hurt larger ship classes somewhat, however. I approve of that though.
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
-snakes nerfed -X-instinct doesn't provide speed buff -polycarbons nerfed
What gives?  Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Trigos Trilobi
X-Fire
|
Posted - 2008.07.25 15:55:00 -
[47]
Edited by: Trigos Trilobi on 25/07/2008 15:57:22 Edited by: Trigos Trilobi on 25/07/2008 15:56:26
Originally by: Dzajic
Forgetting that since people cried about not being able to keep nanoHACs in web range, HOW THE HELL are you going to keep them at 7.5km.
Am I the only one that thinks the scram mwd disable effect isn't meant for catching fast ships, but instead actually meant for tackling AB ships to disable mwd's on bigger ship class so that even webbed you maintain a speed advantage over the enemy and hence can speedtank a bit of turret fire?
Also, nice buff for gallente recons aswell, we'll see multi-scram lachesises again :)
All in all, it looks better than I thought, altho I'd still vote for a bit of a boost on AB effect and bit more detailed webbing changes, and maybe change the target painter bonus on minny recons for web effect bonus.
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Lilith Velkor
Minmatar Oyster Colors
|
Posted - 2008.07.25 15:57:00 -
[48]
Originally by: Zraken Hawkwing I wonder if the proposed changes will affect the short term pricing of vagas?
Speed nerf = vaga less expensive?
Hmm, I think its the other way round, vaga being the only HAC thats still viable in a speedfit.
Situation now is that it may be the fastest of the HACs, still it relies largely on range dictation rather than pure sustained speed, so it doesnt effectively speedtank but rangetank. Its rather sprint->shoot->sprint than shoot-while-orbiting.
Looking at devblog, this will be just fine under the assumption that the little green line which marks topspeed for HACs is the vaga.
Imho, since other similar sized ships fitting for sustained speed have more trouble reaching critical speed in the first place, and are getting a big fat slap in the face with reactivation delay, I expect the odds shifting towards vagabonds for hit-n-run style combat.
A real problem I see for interceptors really, for the tackling types reactivation delay can mean dying randomly when a volley of missiles hits at the wrong moment, wont necessarily help with popularity.
Some combat inties will benefit, like the notoriously useless claw with its 2 mids when fit with a shortrange point.
All in all, I'm rather sceptical about this, its really a lot of things fundamentally changing at the same time, expect side effects.
Cant wait to give it a spin on sisi tho, you better make sure the mirror is up to date guys 
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Lilith Velkor
Minmatar Oyster Colors
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Posted - 2008.07.25 16:06:00 -
[49]
Originally by: Gypsio III
Originally by: onetoke overtheline might as well change the name of this patch to f-you matar
The Minnie speed advantage just got more powerful. 
Indeed, minmatar may get hurt most, but a general slowdown will just accentuate the advantage they have, even more since some of the competitors on the field will we just be a tad bit too slow to compete anymore.
What is left to find out tho is if speed will be worth anything at all, if the answer is yes minnie wins 
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Haniblecter Teg
F.R.E.E. Explorer
|
Posted - 2008.07.25 16:09:00 -
[50]
Originally by: Bielsibub Edited by: Bielsibub on 25/07/2008 13:27:36 CCP claims speed is "invincible" in this blog. I have some major issues with this.
Anyone who actually pilots nano-speed ships like nano-hacs could tell you, that no matter what ridiculous speeds you can reach, your ship is far from invincible. The slightest error will land you bouncing off a gate or approaching too fast, or orbiting too close and you will find yourself in a horrible situation. People like to act as if speed is some magical force where you just it one button and you win. It is far from that. In general you are required to slow down to very slow speeds in order to actually deal damage to enemies, as mentioned it becomes very difficult and takes skill to actually control a ship at high speeds, not to mention the insane price it costs to make these setups. The nano-speed pilot takes a massive gamble every time he undocks, as one wrong move could end up in the loss of billions of isk.
I would go as far as to say fairly sufficient balance already exists to counter pure speed setups. There are a myriad of counters that exist for hunting down speed fit ships. There are ships specifically resigned with web bonuses for tackling these sorts of setups. I will agree on one point, that a few more options, such as the modified warp scrambler, could not hurt.
The current suggestions are almost as if CCP just want to remove one form of balance and replace it with another. "Let's slow everything down, but decrease the amount that statis webifiers decrease speed"? How is this different than keeping it the ways it is?
I only see this nerf as completely destroying the small gang, hit and run, fast paced, lag free, part of the game that so many pvper currently enjoy.
As I previously stated, I agree that more options to counter the speed, such as the ônewö Warp Scrambler is a decent idea. Currently, your counter to a speed gang pretty much requires an apposing gang with multiple Rapiers in it, no speed pilot in his right mind would go near it. The new Warp Scrambler would also breathe new life into the Arazu and make for some other very interesting combinations.
However, drastically decreasing speed AND providing more options to counter the speed, is like a double whammy nerf, of a very fun part of this game.
Are you silly?
You dont need to go 10km a second to be in a successful small gang you dip.
Ya know, some gangs actualyl sit at gates for 5min to wait for stuff. And if you're being chased, it doesnt matter how fast you're giong, cause you're still warping at the same speed.
If anything, nano'ing was a bandaid for thsoe without good tactics or scouts. A normal gang of BC's and tacklers could get more kills by utilizing a good scanner than any amount of tards zipping around in their HACs just bombarding a system with tardery. ----------------- Friends Forever |

Akyla
Bears Inc Violent-Tendencies
|
Posted - 2008.07.25 16:09:00 -
[51]
Originally by: Lilith Velkor
What is left to find out tho is if speed will be worth anything at all, if the answer is yes minnie wins 
And realize that Minmatar ships also have the lowest signature. In combo with the best speed and an AB (with less effective webs), this might be very difficult to hit. ________________________________ All your honey are belong to us! |

Pliskkenn
Minmatar Veto. Veto Corp
|
Posted - 2008.07.25 16:16:00 -
[52]
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
Thast a bit of an exageration, if you want to just sit in an orbit and fire away you could slow down to 1300m/s and still be within the acceptable range. ---
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SuiJuris
|
Posted - 2008.07.25 16:19:00 -
[53]
Overall I like the idea, we will have to see how drastic the effects really are.
It might screw the balance between HAC's and BC's a little though because previously HAC's were generally good at going fast and the BC's had better tanks / ganks.
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Bielsibub
Pator Tech School
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Posted - 2008.07.25 16:19:00 -
[54]
Edited by: Bielsibub on 25/07/2008 16:20:58
Originally by: Pliskkenn
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
Thast a bit of an exageration, if you want to just sit in an orbit and fire away you could slow down to 1300m/s and still be within the acceptable range.
AC's have this thing called tracking, and with barrage (which is what gives you range), is horrible. HE's not just talking about range. You will have horrible DPS orbiting at 1300 m/s no matter what the range.
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verde bandit
Amarr Infinitus Odium
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Posted - 2008.07.25 16:20:00 -
[55]
Edited by: verde bandit on 25/07/2008 16:22:14
Originally by: Kronos Hopeslayer
25% increase on Artillary alpha strike damage. 50% increase for autocannon rate of fire. 5-10% increase on resists for T1 ships. 15-20% increase on resists for T2 ships. The Muninn to receive an extra turret, 1 high slot to the mid slot, and a 10% increase in PG
How about no ?
You guys are really... idiots I can't find another word sorry... You already cry an ocean for an incoming nerf that you CAN'T test anything about it yet... Human stupidity amazes me everyday :o
Reminder :
1 - Read a nerfbat devblog. 2 - Think about it. 3 - Test it on Sisi. 4 - Cry on forums. 5 - Profit.
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 16:21:00 -
[56]
Originally by: Trigos Trilobi Edited by: Trigos Trilobi on 25/07/2008 15:57:22 Edited by: Trigos Trilobi on 25/07/2008 15:56:26
Originally by: Dzajic
Forgetting that since people cried about not being able to keep nanoHACs in web range, HOW THE HELL are you going to keep them at 7.5km.
Am I the only one that thinks the scram mwd disable effect isn't meant for catching fast ships, but instead actually meant for tackling AB ships to disable mwd's on bigger ship class so that even webbed you maintain a speed advantage over the enemy and hence can speedtank a bit of turret fire?
Also, nice buff for gallente recons aswell, we'll see multi-scram lachesises again :)
All in all, it looks better than I thought, altho I'd still vote for a bit of a boost on AB effect and bit more detailed webbing changes, and maybe change the target painter bonus on minny recons for web effect bonus.
Correct.
I'd like a AB slight buff too to make it easier to reapproach gates, but with the fix it's not going to be that mandatory, and yes, it's now a big boost to smaller stuff attacking bigger stuff.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Raymond Sterns
Caldari Provisions
|
Posted - 2008.07.25 16:34:00 -
[57]
Originally by: Cpt Branko
Originally by: Trigos Trilobi Edited by: Trigos Trilobi on 25/07/2008 15:57:22 Edited by: Trigos Trilobi on 25/07/2008 15:56:26
Originally by: Dzajic
Forgetting that since people cried about not being able to keep nanoHACs in web range, HOW THE HELL are you going to keep them at 7.5km.
Am I the only one that thinks the scram mwd disable effect isn't meant for catching fast ships, but instead actually meant for tackling AB ships to disable mwd's on bigger ship class so that even webbed you maintain a speed advantage over the enemy and hence can speedtank a bit of turret fire?
Also, nice buff for gallente recons aswell, we'll see multi-scram lachesises again :)
All in all, it looks better than I thought, altho I'd still vote for a bit of a boost on AB effect and bit more detailed webbing changes, and maybe change the target painter bonus on minny recons for web effect bonus.
Correct.
I'd like a AB slight buff too to make it easier to reapproach gates, but with the fix it's not going to be that mandatory, and yes, it's now a big boost to smaller stuff attacking bigger stuff.
I'd rather AB gave an Agility bonus so it'd be easier to orbit something. Kind of fits into the Caldari way of thinking. _
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Pax Empyrean
|
Posted - 2008.07.25 16:38:00 -
[58]
I like the change. With Web+Scram it's about as effective as a web was alone before, but afterburners are more effective than before.
Oh yeah, and cry all you want, nano-jockeys.
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2008.07.25 16:45:00 -
[59]
I like the changes, only reservation I have is that webs should not have their power reduced, it changes the goalposts in pvp and whole new tactics and strategies will have to be made, however it is now apparent that pvp ships are gonna have to carry more midslot items like scrams, double webs etc, putting in a high slot scram or web would be pretty cool for mid slot limited amarr, or caldari who need their mids for tank, or shield tanking minmatar.
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xHalcyonx
Amarr Wreckless Abandon Un-Natural Selection
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Posted - 2008.07.25 16:54:00 -
[60]
I like the ideas of it all EXCEPT the MWD reactivation delay.
Looks like we're going back to the old tank and gank days because idiots on a forum can't adapt. I mean why should they when whining is so much more effective? ------------------- ნỊs uʍop əpỊsdn This is my WAR FACE! |

Anubis Hatak
OUTLAWZ IMMORTAL
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Posted - 2008.07.25 17:03:00 -
[61]
The scram + web changes don't make much difference really, you get webbed now you slow down to 90% of whatever speed you fly, you get webbed with the new webs and you still go pretty fast, you get webbed and scrammed, its like being webbed now... all this seems to have done is made the current web a module that takes up 2 slots? Sucks for amarr...
Seems like a kick in the balls for minmatar recon pilots too.
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Pax Empyrean
|
Posted - 2008.07.25 17:03:00 -
[62]
Looks like it's your turn for whining, eh?
If adapting is so easy, now's your chance. But hey, why adapt when you can whine on the forums?
By the way, anybody else notice the big jump in Assault Ship top speed? :)
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 17:07:00 -
[63]
Originally by: Pax Empyrean
By the way, anybody else notice the big jump in Assault Ship top speed? :)
Yes, noticed it right off the bat. It's lovely, can't wait to test it.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Forge Lag
|
Posted - 2008.07.25 17:08:00 -
[64]
Polycarbs got overnerfed - not just much lower numbers but double stack nerf on top so you cannot combine them with other speed mods. Overdrives got nerfed a lot to the extent they are only usefull for dedicated speed fits.
Nanos do not go into web range much less into scram range so scram change does not affect them - same as before, you get into web you die.
Speed is still opposed check so to speak, the difference is what matters for you to control range and control what to engae and disengage, so minmatar keep the position of speed kings, with the change that none else can now tweak their ships to compete.
All that got sorted is the top speed goes down so devs do not have to redo tracking and missiles. Welcomed move but far from solving the many issues speed has. It is sad that after all that time the solution we are getting is what people were yelling without understading - "nerf speed" - and not a real redesign. GJ making game bland instead of rich yet balanced.
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Kuzya Morozov
Gallente L8L8L8
|
Posted - 2008.07.25 17:16:00 -
[65]
Tbh, this makes the game too complicated, why such radical changes :(
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Morganis
Black Inc.
|
Posted - 2008.07.25 17:17:00 -
[66]
For the first few years of my time in Eve, I was a tank/gank fan and never succumbed to the old dual-mwd fad. But things were a lot different back then and we've all had to adapt to modern pvp. Nowadays, my primary pvp character flies minmatar only and I fear that I'm simply going to have to crosstrain him into another race to keep him viable. The tankability of minmatar heavy assault ships is laughable at best and as for recons, well - the target painting bonus was already pretty weak, the remaining bonus (web based) could take a major hit with this change.
I think it remains to be seen what impact these proposed changes have on the game but I am not totally convinced that CCP have really thought about the overall consequences of such sweeping changes. I'll admit that nano gangs have been FoTM for too long but then what are we left with.. cookie cutter tank/gank? How dull. And what will the next FoTM be? Gangs of Arazus and Dual-rep Sacrileges? How long before the whine squad mount up on those high horses too?
Furthermore, this has potential to be a blow to the smaller alliances and corps out there. What they going to do, take 20 slow/tanked ships into any region owned by an alliance with countless caps and numerous titans? I hardly think so.
No, while I agree that something needed to be done about the state of speed-tanking, more thought needs to be put into it. There have already been some good suggestions by the community so why can't CCP listen to the more intelligent ones? -
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Orange Faeces
Minmatar xXDroneSwarmXx
|
Posted - 2008.07.25 17:19:00 -
[67]
Originally by: Forge Lag
Nanos do not go into web range much less into scram range so scram change does not affect them - same as before, you get into web you die.
Speed is still opposed check so to speak, the difference is what matters for you to control range and control what to engae and disengage, so minmatar keep the position of speed kings, with the change that none else can now tweak their ships to compete.
All that got sorted is the top speed goes down so devs do not have to redo tracking and missiles. Welcomed move but far from solving the many issues speed has....
About right.... The bits i didn't like i snipped ;)
So we're agreed then -- there's only one ship out there still breaking the rules. Lets make this rebalance work for everyone and take away one of the Vaga's mid-slots. kthnx
OF --- The Other Orange |

SuiJuris
|
Posted - 2008.07.25 17:19:00 -
[68]
Originally by: Kuzya Morozov Tbh, this makes the game too complicated, why such radical changes :(
You play Eve its a MMORPG for Grown ups. If you don't want to play a complicated game.... go play wow.
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xHalcyonx
Amarr Wreckless Abandon Un-Natural Selection
|
Posted - 2008.07.25 17:20:00 -
[69]
My signature pretty much sums up what I'm feeling right now. -------------------
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Kuzya Morozov
Gallente L8L8L8
|
Posted - 2008.07.25 17:20:00 -
[70]
Originally by: SuiJuris
Originally by: Kuzya Morozov Tbh, this makes the game too complicated, why such radical changes :(
You play Eve its a MMORPG for Grown ups. If you don't want to play a complicated game.... go play wow.
Yeah k dad, will do!
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Isonkon Serikain
Gallente 0utbreak
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Posted - 2008.07.25 17:29:00 -
[71]
Currently you cannot effectively tank a minmatar ship (though you can build nice buffer tanks). They are the weakest tankers because of their bonuses and slot layouts. Speed was the minmatar way to fight, and if it is nerfed too much, there will be no point flying a minmatar ship.
I fail to see the "broken physics engine" that is lamented over in the dev blog. People have adapted and the engine works fine. So what if some missiles and drones can't catch up with super fast ships (which are fast at the cost of fragility or damage output). There are MUCH simpler fixes to that. Boost the speed of precision missiles, change their stats a bit, problem solved. IF you must change drone stats, I suggest doubling the optimal range to give drones that extra change to shoot a running target.
The speed nerf is a stupid idea because it kills a fast reaction gameplay style that is fun for a lot of people (it can be pretty exhilarating to zip through a fleet fight at high speed, for example). I don't know why they love long slow tedious engagements at CCP. They seem to do everything to make fights slower and longer lasting. First it was the HP boost, now this. A year from now you'll have time to take a bio break during a BS fight. yaaaaaaaaaaaaaaaaaaaay zzzzzzzz.
This is the last nail in the coffin for this toon. I'm finishing up my fleet of ships and retiring.
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Matsif
|
Posted - 2008.07.25 17:36:00 -
[72]
I'll see how it goes, but seriously I might just reroll as a different race if this speed nerf screws up minmatar too much
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 17:36:00 -
[73]
Originally by: Isonkon Serikain Currently you cannot effectively tank a minmatar ship (though you can build nice buffer tanks). They are the weakest tankers because of their bonuses and slot layouts. Speed was the minmatar way to fight, and if it is nerfed too much, there will be no point flying a minmatar T2 cruiser-sized ship.
I've corrected it for you.
Yes, this is effectively a major nerf to Minmatar T2 cruiser-sized ships.
T1 lineup remains mostly unchanged except the Stabber which is now after a huge list of successive nerfs affecting it a piece of rubbish inferior to everything else, and it's a big buff to the AFs (but it does buff all AFs though, they had their speeds somewhat fixed) and small ships in general. Tanked sleipnirs remain preety unchanged.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

SuiJuris
|
Posted - 2008.07.25 17:46:00 -
[74]
Originally by: Isonkon Serikain Currently you cannot effectively tank a minmatar ship (though you can build nice buffer tanks). They are the weakest tankers because of their bonuses and slot layouts. Speed was the minmatar way to fight, and if it is nerfed too much, there will be no point flying a minmatar ship.
I fail to see the "broken physics engine" that is lamented over in the dev blog. People have adapted and the engine works fine. So what if some missiles and drones can't catch up with super fast ships (which are fast at the cost of fragility or damage output). There are MUCH simpler fixes to that. Boost the speed of precision missiles, change their stats a bit, problem solved. IF you must change drone stats, I suggest doubling the optimal range to give drones that extra change to shoot a running target.
The speed nerf is a stupid idea because it kills a fast reaction gameplay style that is fun for a lot of people (it can be pretty exhilarating to zip through a fleet fight at high speed, for example). I don't know why they love long slow tedious engagements at CCP. They seem to do everything to make fights slower and longer lasting. First it was the HP boost, now this. A year from now you'll have time to take a bio break during a BS fight. yaaaaaaaaaaaaaaaaaaaay zzzzzzzz.
This is the last nail in the coffin for this toon. I'm finishing up my fleet of ships and retiring.
They specifically stated they did testing with super fast missiles and it broke the physics engine.
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Isonkon Serikain
Gallente 0utbreak
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Posted - 2008.07.25 18:03:00 -
[75]
Originally by: Cpt Branko Edited by: Cpt Branko on 25/07/2008 17:38:14 Edited by: Cpt Branko on 25/07/2008 17:36:37
Originally by: Isonkon Serikain Currently you cannot effectively tank a minmatar ship (though you can build nice buffer tanks). They are the weakest tankers because of their bonuses and slot layouts. Speed was the minmatar way to fight, and if it is nerfed too much, there will be no point flying a minmatar T2 cruiser-sized ship.
I've corrected it for you.
Yes, this is effectively a major nerf to Minmatar T2 cruiser-sized ships.
T1 lineup remains mostly unchanged except the Stabber which is now after a huge list of successive nerfs affecting it a piece of rubbish inferior to everything else, and it's a big buff to the AFs (but it does buff all AFs though, they had their speeds somewhat fixed) and small ships in general. Tanked sleipnirs remain preety unchanged.
Vagabond will be preety meh most likely, and Munnin is a piece of crap anyway, and the Huggin/Rapier got doubly nerfed (although they were the most popular solo recons, and they'll still preety much be).
For me personally, refusing to play with Minmatar nanoships and investing my SP into the T1 lineup is going to pay good dividends. As with everyone who invests in the most popular thing, he ends up loosing, that's how the world works.
T1 minnie cruisers are also affected. They don't really hold a candle to other race's counterparts without a significant speed advantage...
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 18:06:00 -
[76]
Edited by: Cpt Branko on 25/07/2008 18:07:48
Originally by: Isonkon Serikain
T1 minnie cruisers are also affected. They don't really hold a candle to other race's counterparts without a significant speed advantage...
I fly a Rupture if I'm in a T1 cruiser. Generally, if you're not fitting at least a 800mm RT (and preferably a 1600mm RT) you're doing it wrong (the lovely bit about the Rupture is that the grid was balanced for arties, so it actually can fit ACs plus MWD plus plates).
In such configurations they can slug it out with preety much everyone.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Pax Empyrean
|
Posted - 2008.07.25 18:15:00 -
[77]
Quote: T1 minnie cruisers are also affected. They don't really hold a candle to other race's counterparts without a significant speed advantage...
Except that the Rupture is the 2nd best t1 cruiser in terms of tank+gank, after the Thorax.
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Wardeneo
|
Posted - 2008.07.25 18:16:00 -
[78]
Edited by: Wardeneo on 25/07/2008 18:16:02 i have allready posted here, but i wanted to add something....
on the 28th july sisi will be implemented with the new nao changes
in the link below is a thread i have just created to have armageddon day some time during the period in which these nano changes are implemented on sisi...
http://oldforums.eveonline.com/?a=topic&threadID=831838
why u ask, visit the thread all is explained :)
wardeneo
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AstroPhobic
Minmatar
|
Posted - 2008.07.25 18:17:00 -
[79]
I didn't want my 25m SP in minnie spec anyway.
Onward to amarr(onlineÖ)!!
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Mortuus
Minmatar Demonic Corp G00DFELLAS
|
Posted - 2008.07.25 18:20:00 -
[80]
Indirect Tempest and Typhoon boost =)
Speed bonus at the BS level will actually matter! Occassus Republica <3 |

Boz Well
|
Posted - 2008.07.25 18:22:00 -
[81]
Originally by: Cpt Branko Edited by: Cpt Branko on 25/07/2008 18:07:48
Originally by: Isonkon Serikain
T1 minnie cruisers are also affected. They don't really hold a candle to other race's counterparts without a significant speed advantage...
I fly a Rupture if I'm in a T1 cruiser. Generally, if you're not fitting at least a 800mm RT (and preferably a 1600mm RT) you're doing it wrong (the lovely bit about the Rupture is that the grid was balanced for arties, so it actually can fit ACs plus MWD plus plates).
In such configurations they can slug it out with preety much everyone.
Pretty much. Break out the ruptures now. Vaga might still be OK, although with all the stacking, we'll have to see what speeds it can hit. Hopefully the Matar buff patch is coming though, since this just slaps down more of our ships, heh.
What's left? Rupture, plated cane, tanked sleip, phoon... we're running out of decent ships.  
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Cpt Branko
Surge. NIght's Dawn
|
Posted - 2008.07.25 18:34:00 -
[82]
Edited by: Cpt Branko on 25/07/2008 18:34:33
Originally by: Boz Well
What's left? Rupture, plated cane, tanked sleip, phoon... we're running out of decent ships.  
That part is true, I'd list Rifter (yes, a frigate, I know), Rupture, Hurricane and Phoon as our remaining solid ships. It is sort of, well, too few.
The AFs are getting changed (read:faster, almost as fast as frigates) this patch though, so they might be solid now actually, who knows?
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Boz Well
|
Posted - 2008.07.25 18:36:00 -
[83]
Originally by: Cpt Branko Edited by: Cpt Branko on 25/07/2008 18:34:33
Originally by: Boz Well
What's left? Rupture, plated cane, tanked sleip, phoon... we're running out of decent ships.  
That part is true, I'd list Rifter (yes, a frigate, I know), Rupture, Hurricane and Phoon as our remaining solid ships. It is sort of, well, too few.
The AFs are getting changed (read:faster, almost as fast as frigates) this patch though, so they might be solid now actually, who knows?
Aye, AF's may be worth flying, but that hardly stacks up in our favor, since everyone's AF's will be decent, not just ours, haha. Ya, can't forget the Rifter, I love the little guy. But considering those are all t1 ships, it's kind of sad. These changes look like a huge slap in the face to the Rapier/Huginn. They'll still be useful ships I suppose, but the huge web nerf, coupled with the nano nerf across the board, bodes ill for those ships I think.
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Galia Bonaventure
|
Posted - 2008.07.25 19:06:00 -
[84]
Originally by: Isonkon Serikain This is the last nail in the coffin for this toon. I'm finishing up my fleet of ships and retiring.
I can has your stuff? 
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Foocurr
|
Posted - 2008.07.25 19:07:00 -
[85]
I like the proposed changes. All but the reduction in webifier strength. I predict a huge drop in web usage and instead an overloaded warp scrambler as its replacement as using more than one web will greatly limit setups that rely on med slots for tanking or have a low number of med slots to begin with.
What you'll see from these changes is that speed setups will still be effective in certain situations. The people who whined about it will still suck at pvp and find something else to whine about after they are still getting pwnd in their fail fitted ships by all the pilots who have half an idea how to fight and adapt on the fly.
Congratulations whiners. You're still gonna die.
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Faceoff Tastic
|
Posted - 2008.07.25 19:10:00 -
[86]
Originally by: Bielsibub Edited by: Bielsibub on 25/07/2008 16:20:58
Originally by: Pliskkenn
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
Thast a bit of an exageration, if you want to just sit in an orbit and fire away you could slow down to 1300m/s and still be within the acceptable range.
AC's have this thing called tracking, and with barrage (which is what gives you range), is horrible. HE's not just talking about range. You will have horrible DPS orbiting at 1300 m/s no matter what the range.
I flew my Stabber quite alot, theres a reason I pulled out such a specific number.
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Pliskkenn
Minmatar Veto Corp
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Posted - 2008.07.25 19:10:00 -
[87]
Edited by: Pliskkenn on 25/07/2008 19:10:51
Originally by: Faceoff Tastic
Originally by: Bielsibub Edited by: Bielsibub on 25/07/2008 16:20:58
Originally by: Pliskkenn
Originally by: Akyla
Originally by: Kuzya Morozov Next up - Vagabonds with faction afterburners, snakes, x-instict, and polycarbs going 6km/s after the nerf...
And still needing to drop below 500 m/s to deliver any dps.
Thast a bit of an exageration, if you want to just sit in an orbit and fire away you could slow down to 1300m/s and still be within the acceptable range.
AC's have this thing called tracking, and with barrage (which is what gives you range), is horrible. HE's not just talking about range. You will have horrible DPS orbiting at 1300 m/s no matter what the range.
I flew my Stabber quite alot, theres a reason I pulled out such a specific number.
This is me, just to clarify. ---
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Reem Fairchild
Minmatar Sebiestor tribe
|
Posted - 2008.07.25 19:15:00 -
[88]
Originally by: Pax Empyrean
By the way, anybody else notice the big jump in Assault Ship top speed? :)
Sure did.
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SuiJuris
|
Posted - 2008.07.25 19:16:00 -
[89]
This seems like a Matar boost instead of nerf as now no one else can do the speed thing very well and you still can...
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Boz Well
|
Posted - 2008.07.25 19:24:00 -
[90]
The only ship that will still have a speed bonus is the one that currently has a speed bonus, i.e. the stabber line of ships. Their only redeeming value was their speed, and now they will be slower due to stacking nerfs. Huginns/Rapiers get a pretty big kick in the pants, since their primary module got slapped down to 60% or so. And the other Matar nano ships are going to be in the same boat as everyone else, i.e. things like the Sleip/Scim/yada yada don't have a speed bonus, and so they're in the same boat as all the other currently-nano'd ships, that is, they'll be slower after polycarb/speed nerf.
So um, how's this a Matar boost? Vaga will still be faster than the other HAC's, but it'll be slower than it is now, and it has scrams to worry about (although webs are less troublesome). While the Vaga may still be viable after these changes, calling this a Matar boost is a joke.
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AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:31:00 -
[91]
Originally by: SuiJuris This seems like a Matar boost instead of nerf as now no one else can do the speed thing very well and you still can...
Because the dev blog said "we're still allowing these modules to work the same on minmatar ships"
amirite?
Let me question you this. Lets say minmatar have a 25% speed advantage over other races. Your ships go 4k and ours 5k. Speed gets cut in half. Across the board.
Now, your ships do 2k and ours do 2.5k. Minmatar boost? More like "we decided we didn't like the minmatar race and hereby are effectively removing it from the game".
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SuiJuris
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Posted - 2008.07.25 19:37:00 -
[92]
Minmatar ships as a whole are faster and lighter then everyone elses. There cutting speed its true. But whereas the Minmatar HAC's might still have a chance of nagating damage with speed the other races HAC's can just forget it.
No More Nano, Sacrilege/Zealot, Cerb never could / No one used the Diemos. It really depends on how much there nerfing things. There is less ways to increase speed and Minmatar start out faster.
oh and yes your recons are getting kicked in the balls.
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Boz Well
|
Posted - 2008.07.25 19:41:00 -
[93]
Originally by: SuiJuris Minmatar ships as a whole are faster and lighter then everyone elses. There cutting speed its true. But whereas the Minmatar HAC's might still have a chance of nagating damage with speed the other races HAC's can just forget it.
No More Nano, Sacrilege/Zealot, Cerb never could / No one used the Diemos. It really depends on how much there nerfing things. There is less ways to increase speed and Minmatar start out faster.
oh and yes your recons are getting kicked in the balls.
All that means is there will be less diversity in nano gangs, if such things continue to exist (again, need to see how badly speed gets nerfed). Being faster in a Vaga is nice, but we'll still be slower than we are now, which means we'll be easier to track. Scrams will be able to shut us down after these changes as well. And factor into this, the Vaga isn't really capable of doing anything except running a nano-fit, whereas other races are capable of fitting a decent tank most of the time, but often pilots preferred to nano them.
It's far from a Matar boost, although some of our ships will remain decent after the patch. I can't see any of them improving, however, except the AF (woopie ), and everyone's AF's will improve.
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AstroPhobic
Minmatar
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Posted - 2008.07.25 19:43:00 -
[94]
Originally by: SuiJuris Minmatar ships as a whole are faster and lighter then everyone elses. There cutting speed its true. But whereas the Minmatar HAC's might still have a chance of nagating damage with speed the other races HAC's can just forget it.
No More Nano, Sacrilege/Zealot, Cerb never could / No one used the Diemos. It really depends on how much there nerfing things. There is less ways to increase speed and Minmatar start out faster.
oh and yes your recons are getting kicked in the balls.
It's still percentages. It's always percentages. If their effectiveness is halved, so is ours. You're not understanding that. It has nothing to do with our lower masses and higher base speed... If there was no stacking penalties, your argument MIGHT have merit.. except minmatar ships don't have very many lowslots, so that's out the window too.
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SuiJuris
|
Posted - 2008.07.25 19:45:00 -
[95]
Lets say everyone elses HACS now top out at 2.8kms and yours top out at 3.x while were not fast enough to mitigate damage but Minmatar is still over that threshold. OH MY GOODNESS, so it DOES depend on how far its nerfed. Also being faster you can still decide rather or not you fight.
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P'uck
|
Posted - 2008.07.25 19:47:00 -
[96]
I think I never complained about any changes (at least not in advance ) but this time I have the feeling it's just too much at once. Too many too important changes in one go.
Slower, one by one, watching what happens. I thought that's how it's done. But meh, what do I know...
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Boz Well
|
Posted - 2008.07.25 19:52:00 -
[97]
Originally by: P'uck I think I never complained about any changes (at least not in advance ) but this time I have the feeling it's just too much at once. Too many too important changes in one go.
Slower, one by one, watching what happens. I thought that's how it's done. But meh, what do I know...
Sounds like a lot. I tend to agree, haha.
And Sui there's no magic number for mitigating damages. At 3.x missiles will still be smacking you, as will even more turrets than hit you now. Factor in Arazu's owning you with 30km oh'd scrams and consider only one of the Matar ships even gets a speed bonus, while the rest are in pretty much the same boat as the other HAC's. Oh, and don't forget, Vaga's have no real option but to speed tank, but other HAC's certainly do have an option.
I see what you're saying Sui, but calling this a Matar boost is just wrong. While it might not make ships like the Vaga pointless, it's far from a boost to the Matar line-up. It pretty much weakens the majority of the Matar line-up.
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SuiJuris
|
Posted - 2008.07.25 19:56:00 -
[98]
Originally by: AstroPhobic
It's still percentages. It's always percentages.
Didn't say it wasn't
Originally by: AstroPhobic
If their effectiveness is halved, so is ours. You're not understanding that. It has nothing to do with our lower masses and higher base speed... If there was no stacking penalties, your argument MIGHT have merit.. except minmatar ships don't have very many lowslots, so that's out the window too.
No because they had more low slots to increase theres then you so them not being stack nerfed Benefited Amarr / Gallente not Minmatar. It has EVERYTHING to do with your higher base speed and lower masses since now there is no effective way to reduce mass and the other ways to increase speed are affected.
Let me explain, a 7 low slot Zealot NEEDED those low slots to fit all those speed modules, now it will only get the full effect from a couple of the same thing. So now the Zealot is less likely to be able to make up for the fact that it starts out slower then Minmatar.
Now if they did nerf things to far, which seems quite possible considering all the changes being made at once. Then not even Minmatar will be able to speed tank with bigger ships.
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AstroPhobic
Minmatar
|
Posted - 2008.07.25 19:59:00 -
[99]
Originally by: SuiJuris Lets say everyone elses HACS now top out at 2.8kms and yours top out at 3.x while were not fast enough to mitigate damage but Minmatar is still over that threshold. OH MY GOODNESS, so it DOES depend on how far its nerfed. Also being faster you can still decide rather or not you fight.
This is only if you decide there's a magic threshold that mitigates damage (there isn't, not for guns), and that minmatar would reside above it, and everyone else below it.
Being faster is great and all.. but with HAC speed getting nerfed, and inty speed gaining a big advantage of them, you're not deciding anything. Plus, say a 2.8km/s of a zealot against a 3.4km/s of a vagabond. Overheat a cycle.. vaga is in middle of a cycle...
Anyway, RIP minmatar. You always sucked, but we just cant have you be good at anything in eve.
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SuiJuris
|
Posted - 2008.07.25 20:02:00 -
[100]
Yes saying it was a boost is probably a bit too far, we will all really have to wait until we can get our hands on some ships and see exactly whats possible.
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Boz Well
|
Posted - 2008.07.25 20:04:00 -
[101]
I agree that other nano ships are getting nerfed, but not the other ships in general, because the other races have all those low slots that they can now fit other things into. Vaga pilots are also getting speed nerfed, but we can't really fit a plate or a tank, heh. Speed was and remains our only option, except now we will be slower and there are additional ways to complete own us (scrambs). I'm not saying it's a bad change, I'm not saying vaga will be useless, but don't go around calling it a buff, lol. That's just wrong.
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AstroPhobic
Minmatar
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Posted - 2008.07.25 20:05:00 -
[102]
Originally by: SuiJuris
No because they had more low slots to increase theres then you so them
What?
Quote: not being stack nerfed Benefited Amarr / Gallente not Minmatar.
Exactly, you have room to fit damage mods, or even a DCU/rep or something.
Quote: It has EVERYTHING to do with your higher base speed and lower masses since now there is no effective way to reduce mass and the other ways to increase speed are affected.
No. Bring numbers next time, but i'll say it again. Percentages.
Quote:
Let me explain, a 7 low slot Zealot NEEDED those low slots to fit all those speed modules, now it will only get the full effect from a couple of the same thing. So now the Zealot is less likely to be able to make up for the fact that it starts out slower then Minmatar.
No, they're still stacking nerfed the same, and your zealot never fitted 7 speed mods.
Quote:
Now if they did nerf things to far, which seems quite possible considering all the changes being made at once. Then not even Minmatar will be able to speed tank with bigger ships.
Well, duh. Since frigates are a moot point and battleships are laughable, this is what we're talking about. The sleipnir just died. Depending on how much the nerf hit, the vagabond might have. It's too early to tell. The rapier and huginn just took a giant blow to their webs, not to mention nano.
So, the only two ships that we can really debate being nano-able anymore are the vaga and the stabber. They could still be effective. The others? Nope, they're doomed.
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Boz Well
|
Posted - 2008.07.25 20:10:00 -
[103]
Well.. to be fair, Matar still have plated rup, plated can, phoon is still a solid choice, and I'd imagine sleip can still tank up and do okay. We'll have AF's that will be kind of decent after the change (so will everyone else), and we still have the little rifter, heh. And I imagine Vaga and Fleet Stabber will still be okay after the patch, although worse.
All in all, it hits our line-up pretty hard though I think, and although we'll still have ships that are competitive, it is far from a boost.
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Naiary
|
Posted - 2008.07.25 20:11:00 -
[104]
I can see why this is all needed and i agree on it as well even though i liked my curse for the wile i used it. but i fear for the interceptors we need every bit of speed as 1 lucky shot kills us kinda hard. and hits hard on the wallet to. (and poly carbs are getting nerfed as well :( )
so lower the speeds but save the poor interceptor.
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Achura Model
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Posted - 2008.07.25 20:18:00 -
[105]
Hm, what about misiles? With nanonerf they will become just obviously overpowered. Cerberus will be an ultimate HAC, Drake - an ultimate BC, and Raven... Well, why will you need any other ship if you have a Raven?
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Halock
|
Posted - 2008.07.25 20:25:00 -
[106]
It does sound like a minmatar nerf, though we will have to wait and see it hit test to find out one way or the other.
Only thing certain is that the tactics of warefare will drastically change, which is what the devs are after as right now combat options are pretty limited - nano or anti nano ( read minmatar recons or, more nano than the other nano )
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SuiJuris
|
Posted - 2008.07.25 20:30:00 -
[107]
Edited by: SuiJuris on 25/07/2008 20:31:03
Originally by: AstroPhobic
Originally by: SuiJuris
No because they had more low slots to increase theres then you so them
What?
Quote: not being stack nerfed Benefited Amarr / Gallente not Minmatar.
Way to cut a sentence in HALF and then say it makes no sense bud,
No because they had more low slots to increase theres then you so them not being stack nerfed Benefited Amarr / Gallente not Minmatar.
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AstroPhobic
Minmatar
|
Posted - 2008.07.25 20:36:00 -
[108]
It still doesn't make sense. Get rid of all your pronouns. I don't even understand what you're saying.
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APEXrevived
Imperium Technologies
|
Posted - 2008.07.25 20:39:00 -
[109]
ok this may be a good idea on paper and in CCP's heads but this is NOT a good idea. let me tell you why. what we have currently is BALANCED!! no changes are needed unless something is incredibly overpowered and creating an inbalance in game.
the second your 10k/s vagabond gets within 25km of a battleship it's capacitor is completely dead. oh and wait - it can't scram or do any dmg outside of 25km. add to that the fact that at 8k orbit speeds it isn't tracking great anyway.
small gang warfare will be seriously penalized. the blob will win always. small agile gangs NEED the speed they have now to survive against greater odds. most of the latest expansions in eve push us more and more towards having to play the part of the game that is broken - blobbing, pos warfare, and super alliances. maybe if you fix large fleet warfare that would distract me for a little while but i have spent the last year of my eve career specializing in the very ships that will see the most nerf (recons, hacs, interceptors) because small gang warfare is what is fun to me.
here are the counters that i can think of against nano gangs:
-heavy neuts -curse -rapier,huginn -electronic attack frigs -EXPENSIVE fitting costs. if i lose my 13k/s crow you basically just killed a FLEET of crows since it cost me over 200m just to fit it.
CCP - please be very careful what you are doing. you have already balanced speed. battleships CANNOT reach the speeds they used to (nanophoon.) only vagabonds can reach speed that interceptors can, and if the interceptor pilots have similar faction fitting and skills they will outrun vagas.
- CONSIDER HOW POWERFUL ARAZUS/LACHESIS will be w/ the short range scrams fitted!!!
to repeat myself again, the most dangerous thing you can do to an mmo is a sweeping change like this when it really isn't needed. please reference SWG Combat Upgrade. there is not a significant imbalance in pvp to justify this change!!
Warning: Never name your char by anything starting with an A... sig stolen from Apolyon I. I support this statement. |

APEXrevived
Imperium Technologies
|
Posted - 2008.07.25 20:43:00 -
[110]
my biggest concern is making such a dramatic change when i don't believe it is warranted. in my opinion there are plenty of counters to speed gangs as i've stated. whiel the intentions may be good, it's very dangerous to make such a sweeping change. there is not a good enough reason. risk vs reward kind of thing.
Warning: Never name your char by anything starting with an A... sig stolen from Apolyon I. I support this statement. |

SuiJuris
|
Posted - 2008.07.25 20:45:00 -
[111]
Originally by: AstroPhobic It still doesn't make sense. Get rid of all your pronouns. I don't even understand what you're saying.
Ok in Short, Amarr / Gallente have more low slots then Minmatar, so since there is 3 different kinds of mods that effect speed, The fact that they were not stacknerfed benefited Amarr / Gallente not Minmatar. That clear enough for you?
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fairimear
Gallente S.A.S Ministry Of Amarrian Secret Service
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Posted - 2008.07.25 20:46:00 -
[112]
NO DEV WILL EVER EVER EVER EVER EVER EVER EVER EVER. Read and take on any of our opinions so in general i do wonder what the point in discussing these changes is.
However. My humble opinion is that on the hole this is a good thing. My beef is that it will have a knock on effect on several other things. And for this to be put in a few things would also have to be addressed.
1. Any change to mwd use is going to effect short range weapons AND energy inefficent weapons. If pvp is more feasible without a mwd fitted instantly certain ships will have a lot more caps to play with. Ships like the Deimos will benefit from that. On the other hand other classes like missile and proj users will also gain a lot of caps to use, MAYBE TO MUCH.
2. You mention guerrilla warfare. Well these are a great start and work really well for small scale. But you guys nerfed guerrilla warfare on the scale you need to challenge a large alliance to much as well. Super capitals and HICs must be balanced. We cant go back to having them totally warp scram proof. But 1 ship can not be allowed to scramble a ship 30x its size and 160 times more expensive than it.
Mother ships should have built in +15 warp strength a hic bubble/consontrated should count as -5 on a super capital and add 30% to the average time it takes a super capital to align to warp.
Makeing your npc hunters SS. |

AstroPhobic
Minmatar
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Posted - 2008.07.25 20:50:00 -
[113]
Originally by: SuiJuris
Originally by: AstroPhobic It still doesn't make sense. Get rid of all your pronouns. I don't even understand what you're saying.
Ok in Short, Amarr / Gallente have more low slots then Minmatar, so since there is 3 different kinds of mods that effect speed, The fact that they were not stacknerfed benefited Amarr / Gallente not Minmatar. That clear enough for you?
Yeah.
Well. Only 2 affect speed. 3 did back then... oh well, forget it. They're all stacked now.
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Amandin Adouin
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Posted - 2008.07.25 20:54:00 -
[114]
Originally by: SuiJuris No because they had more low slots to increase theres then you so them not being stack nerfed Benefited Amarr / Gallente not Minmatar.
Originally by: AstroPhobic It still doesn't make sense. Get rid of all your pronouns. I don't even understand what you're saying.
LOL 
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SuiJuris
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Posted - 2008.07.25 21:03:00 -
[115]
Too much quoting... twitch.
Pretty much boils down to, wait for monday, hope, Test, give feedback, hope, wait.
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P'uck
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Posted - 2008.07.25 21:07:00 -
[116]
Originally by: SuiJuris Pretty much boils down to, wait for monday, hope, Test, give feedback, hope, wait.
You forgot nerdrage and whine.
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Boz Well
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Posted - 2008.07.25 21:36:00 -
[117]
Originally by: P'uck
Originally by: SuiJuris Pretty much boils down to, wait for monday, hope, Test, give feedback, hope, wait.
You forgot nerdrage and whine.
rawr!
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SuiJuris
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Posted - 2008.07.25 22:00:00 -
[118]
Please Nerf speed, it is overpowered to both have the best way of tanking damage (speed), also be the best way for dictating if and when the fight ends.
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Atari Sakura
Minmatar INTERNET HARBLRAGE
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Posted - 2008.07.26 00:55:00 -
[119]
What I don't understand is why they are nerfing the Huginn and Rapier, two ships that are extremely good Anti-Nano ships in an attempt to nerf nano. Also, if Warp Scramblers (the close range ones) do end up turning off the Micro Warp Drive, how will that change things? They have a range of 9km's Webs have a range of 10km's, all Nano pilots stay out of web range, so naturally they will stay out of Scram range, the only ships that will viably be able to hit a Nano ship would be an Arazu or Lachesis. Now I agree that these ships need a boost, but that is a subject for another day. Also the Web Nerf will make hitting something with a blaster boat very hard, since there tracking is iffy anyway. I see no problem with the way things currently are, there are so many counters to nanos. -Huginn/Rapier -Cruise missiles (Especially perscicsions) -Any Battleship with Heavy Neuts -Overheating (Doesn't always work, but can) -Curse Most of the ships that are Nano'd are nano'd because they are very expensive ships that don't tank well. Have you ever tried to active tank a Huginn, or an Ishtar? It fails. Eve is a game where the risk of losing your ship is very high, it only makes sense that people fly nano ships to avoid losing ships often. I don't see these speed changes fixing any problems, because there are no problems to fix.
Adapt or die.
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SuiJuris
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Posted - 2008.07.26 01:02:00 -
[120]
Originally by: Atari Sakura What I don't understand is why they are nerfing the Huginn and Rapier, two ships that are extremely good Anti-Nano ships in an attempt to nerf nano. Also, if Warp Scramblers (the close range ones) do end up turning off the Micro Warp Drive, how will that change things? They have a range of 9km's Webs have a range of 10km's, all Nano pilots stay out of web range, so naturally they will stay out of Scram range, the only ships that will viably be able to hit a Nano ship would be an Arazu or Lachesis. Now I agree that these ships need a boost, but that is a subject for another day. Also the Web Nerf will make hitting something with a blaster boat very hard, since there tracking is iffy anyway. I see no problem with the way things currently are, there are so many counters to nanos. -Huginn/Rapier -Cruise missiles (Especially perscicsions) -Any Battleship with Heavy Neuts -Overheating (Doesn't always work, but can) -Curse Most of the ships that are Nano'd are nano'd because they are very expensive ships that don't tank well. Have you ever tried to active tank a Huginn, or an Ishtar? It fails. Eve is a game where the risk of losing your ship is very high, it only makes sense that people fly nano ships to avoid losing ships often. I don't see these speed changes fixing any problems, because there are no problems to fix.
Adapt or die.
Changes Happen, Take your own advice Adapt or Die.
Also a Huginn / Rapier will STILL be Effective because of a couple reasons, number 1 being that can still web out to 60km and thats STILL effective Sure it only drops speed by like 85% or so double webbed but thats HARDLY as useless as the Arazu was.
And it was broken, Not because nano's could choose rather or not they wanted to fight but because they didn't sacrifice anything for that choice, Fitting for the ability to choose fight or flight ALSO allowed them to fight better nano = win win. Yes there were a couple counters for it but the best you could hope for, outside of having more nanos then them or a Huginn / Rapier was forcing them to leave.
im sorry but would you enter into a fight knowing the best you could hope for was a draw?
On another point read the whole damn changelist before you post, Ships in general will be going slower because speed mods are stack nerfed and polycarbs, LIKE EVERY OTHER RIG, will be stack nerfed with its module counterpart as well as being less effective.
End Rant.
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Mortuus
Minmatar Demonic Corp G00DFELLAS
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Posted - 2008.07.26 01:08:00 -
[121]
This change makes frigates and destroyers useful. Frigates are the fast ships now, and can tackle well with their low sig. Dessies pwn frigates. Both ships get a role again! Occassus Republica <3 |

z3roskill
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Posted - 2008.07.26 01:08:00 -
[122]
o/
As an old WoW player ill tell you guys a story...
Long time ago shamans(nano) were overpowered and made every class cry A naked shaman with no equipment but his double handed axe could 1hit mages/priests/locks and everyone was sad.
Shamans were laughing as they could win 5vs1 with their windfury and frostshoooock(mwd and pont) and filled the internet with videos of their achievements and metal backround music (have you seen the "teamwork-crow" video?
The nerf-bat saw all these and bited the shamans in the ass..
Now shamans are 1 of the less usefull classes in WoW
z3roskill
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Rawr Cristina
Caldari Omerta Syndicate
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Posted - 2008.07.26 01:15:00 -
[123]
Originally by: Nightelf Mowhawk this will kill eve as we know it , for pvp'ers anyway. ofc i and i hope alot of other ppl with test the sh*t out of it when it drops in sisi on monday
did you know EVE before the nano age?
It was fun. ...
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DeadDuck
Amarr Amarr Border Defense Consortium Curatores Veritatis Alliance
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Posted - 2008.07.26 01:18:00 -
[124]
Originally by: Rawr Cristina
Originally by: Nightelf Mowhawk this will kill eve as we know it , for pvp'ers anyway. ofc i and i hope alot of other ppl with test the sh*t out of it when it drops in sisi on monday
did you know EVE before the nano age?
It was fun.
So true.
________________ God is my Wingman |

LOPEZ
Invicta.
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Posted - 2008.07.26 01:32:00 -
[125]
I think people are getting ahead of them selfs. Im sure testing will piont out the buggs of the nurf.. just like all major nurfs eve has gone through. I do agree speed needs to be nurfd somewhat. It needs to be done evenly.. just like ccp added more hit pionts to ships so that fights would last longer and added a stacking nurf of damage mods. I agree with lowering ALL ship speeds according to their size and role. That way ships that are ment to be fast are still faster then ships that arent. The issue with MWD. Short for Micro Warp Drive. Meaning the reason your ship move so fast is because you are warping at a very very slow speed. If you gona nurf something. Do it right or not at all. Scrams and Disruptors are ment to stop you from warping.. hence they should turn ur mwd off. However both should do that same thing. not just scrams.. disruptors too. However this should poss all sorts of issues. I think Webs need to be fixed. Why do both tech 1 and 2 have the same range? Theres a reason why people dont use webs as much as they should. I think Webs should be the ones turning mwds off. But they need a major range change. just like u have 2 piont close range scram and 1 piont disruptors . WE should have 90% 10k webs as well as 20k 75% webs. Webs should play their roll and affect all propulsion mods. They shouldnt just slow you down but also turn mwds off. I also think its a good idea to have abs not be affected like mwds. since they have much less boost and it take alot longer to get to speed. Meh just some thoughts         Revelation Eclipse |

Boz Well
Minmatar
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Posted - 2008.07.26 01:33:00 -
[126]
I TRIED reading that block of text, followed by block of smileys, but gave up halfway through. 
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Mortuus
Minmatar Demonic Corp G00DFELLAS
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Posted - 2008.07.26 01:36:00 -
[127]
Yea, pre-nano EvE was much more interesting. Lots of people I know are reactivating with these kind of changes going through.
Speed isn't dead, its just been redistributed to the ships that SHOULD be capable of outrunning anything short of another of their kind. HACs will still outrun anything bigger than them, just not ships smaller than them....just like every other ship in EvE. Occassus Republica <3 |

Kuzya Morozov
Gallente L8L8L8
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Posted - 2008.07.26 01:36:00 -
[128]
WAAAAH IM QUITTING EVE MY IWIN BUTTON IS GONE
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Boz Well
Minmatar
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Posted - 2008.07.26 01:43:00 -
[129]
Originally by: Mortuus Yea, pre-nano EvE was much more interesting. Lots of people I know are reactivating with these kind of changes going through.
Speed isn't dead, its just been redistributed to the ships that SHOULD be capable of outrunning anything short of another of their kind. HACs will still outrun anything bigger than them, just not ships smaller than them....just like every other ship in EvE.
I don't mind the changes overall. Just feels to me like it's yet another nerf in a successive line of nerfs to Matar ships, heh. We'll have to see how it plays out, but I'm hoping a Matar revamp patch is upcoming at some point in the future. 
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Trader Jjenna
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Posted - 2008.07.26 01:50:00 -
[130]
small gangs are essentially dead.
What will 5 pilots do versus 30 - they cannot outrun them or harass them. Viva le blobs!
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Mortuus
Minmatar Demonic Corp G00DFELLAS
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Posted - 2008.07.26 01:50:00 -
[131]
Are you kidding me? All speeds got lower, Minmatar will now have a clear advantage in speed in all ship classes. We used to rely on falloff to win, now we can go into Hail and EMP range to do more damage without an overwhelming fear of webs vs some opponents, and stay in barrage range vs others. Hell, with this change I will take on a blasterthron with a Vaga.
Run straight up, stick to 0m, web, scram, done. (No, they cannot hit you at 0m or so if you turn off your MWD, yes I have killed one at that range before, much lulz) Occassus Republica <3 |

Pax Empyrean
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Posted - 2008.07.26 02:05:00 -
[132]
I think it's funny how people say "But now 5 people can't attack 30" like it's some kind of problem. If your setup let you pick fights when the odds are 6:1 against, your setup was broken.
I'd like to see bombs get fixed and made a viable counter for blobbing, and we'll see all sorts of interesting play in smaller groups. This is a huge step in the right direction.
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Rathion
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Posted - 2008.07.26 02:24:00 -
[133]
Originally by: Trader Jjenna small gangs are essentially dead.
What will 5 pilots do versus 30 - they cannot outrun them or harass them. Viva le blobs!
Somebody call the WAAAMBULENCE, you can't fight 1v6 anymore.... you SHOULDN'T BE ABLE TO.
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Zephyr Rengate
dearg doom
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Posted - 2008.07.26 02:27:00 -
[134]
Originally by: Rathion
Originally by: Trader Jjenna small gangs are essentially dead.
What will 5 pilots do versus 30 - they cannot outrun them or harass them. Viva le blobs!
Somebody call the WAAAMBULENCE, you can't fight 1v6 anymore.... you SHOULDN'T BE ABLE TO.
Read the dev blog they said they want small engagements like these to continue.
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AstroPhobic
Minmatar
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Posted - 2008.07.26 02:30:00 -
[135]
Originally by: Mortuus Are you kidding me? All speeds got lower, Minmatar will now have a clear advantage in speed in all ship classes. We used to rely on falloff to win, now we can go into Hail and EMP range to do more damage without an overwhelming fear of webs vs some opponents, and stay in barrage range vs others. Hell, with this change I will take on a blasterthron with a Vaga.
Run straight up, stick to 0m, web, scram, done. (No, they cannot hit you at 0m or so if you turn off your MWD, yes I have killed one at that range before, much lulz)
There is so much fail in this post I won't even try. Congratulations sir, you lose the internet.
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Rathion
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Posted - 2008.07.26 02:30:00 -
[136]
And small engagements SHOULD continue, but whineing because someone is at a disadvantage outnumbered SIX vs ONE, is just dumb.
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6Bagheera9
Brutor tribe
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Posted - 2008.07.26 02:33:00 -
[137]
Nano set-ups do need some nerfing, but we need to remember that its the only the extreme set-ups that are truly game breaking. I think that the proposed changes are in the right direct, but I would modify them as such:
-Give warp scramblers a -50% speed boost to MWD effect and -20% for warp disruptors. -Equalize T1 speed rigs at 75% of the value of their corresponding T2 low slot module. T2 rigs would give a bonus equal to that of the T2 modules. -Drop the reactivation delay for MWDs. -Drop the proposed double stacking nerf penalty.
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Atsuko Ratu
Caldari VSP Corp.
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Posted - 2008.07.26 02:38:00 -
[138]
Originally by: Trader Jjenna small gangs are essentially dead.
What will 5 pilots do versus 30 - they cannot outrun them or harass them. Viva le blobs!
Logic? Oh wait, lack of! 
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Mortuus
Minmatar Demonic Corp G00DFELLAS
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Posted - 2008.07.26 02:41:00 -
[139]
Originally by: AstroPhobic
Originally by: Mortuus Are you kidding me? All speeds got lower, Minmatar will now have a clear advantage in speed in all ship classes. We used to rely on falloff to win, now we can go into Hail and EMP range to do more damage without an overwhelming fear of webs vs some opponents, and stay in barrage range vs others. Hell, with this change I will take on a blasterthron with a Vaga.
Run straight up, stick to 0m, web, scram, done. (No, they cannot hit you at 0m or so if you turn off your MWD, yes I have killed one at that range before, much lulz)
There is so much fail in this post I won't even try. Congratulations sir, you lose the internet.
Yea, because I have never done it before...oh wait, you can get under the guns, and with the webs being nerfed to hell you can stay with them without needing to worry about it. A 7.5km scrambled mega will not outrun a webbed Vaga with no speed mod going. At those ranges they cannot hit you either.
Been there, done it. Not hard.
Falloff = less damage. Now I can close to range of most ships with a smaller one and not have to worry so much about a single web. How is this bad?
Base speeds aren't changed, just the MWD multiplier and stacking for polycarbons and nanos. All Minmatar ships will still have a speed advantage in their class, they can still fight in falloff, and now have the extremely viable option of closing with a larger ship.
I can tell from your corp history and massive amount of kills that you must know more about this than I do.
Learn to fly Minmatar, it wasn't always all about sitting at 17k and pulsing your MWD on your nanoship. Occassus Republica <3 |

Gargamell Smurf
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Posted - 2008.07.26 02:48:00 -
[140]
OK, look its a simple fact that nano-HAC gangs are MUCH too popular. Will this new development change that? I don't see why it would.
I must say, it will be very nice to have an alternate option to webbers for tackling fast ships. But technically the only difference is now a tackler will require 1 more module in order to slow their target to the same degree as before, BUT now with weaker overdrives and rigs, the targets will be SLIGHTLY slower anyways, so it basically balances out. The only pilots who really lose much are the ones who fly SUPER high end fits, (Polycarbons, snakes, etc). Now they will have to find a new way to be untouchable.
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AstroPhobic
Minmatar
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Posted - 2008.07.26 02:51:00 -
[141]
Originally by: Mortuus
Yea, because I have never done it before...oh wait, you can get under the guns, and with the webs being nerfed to hell you can stay with them without needing to worry about it.
Okay, so you get to fit this magic 7.5km disruptor and the mega doesn't? Doesn't sound very reasonable. If both ships have this magic disruptor, the mega will certainly have a web too. Have fun getting to 0.
Quote:
A 7.5km scrambled mega will not outrun a webbed Vaga with no speed mod going. At those ranges they cannot hit you either.
Uh, duh. Again assuming you have this magic disruptor that shuts off MWDs. 
Quote:
Been there, done it. Not hard.
That's a negative. Any pilot worth their salt would have a vaga webbed, and then blown out of the sky. You're just being silly
Quote:
Falloff = less damage. Now I can close to range of most ships with a smaller one and not have to worry so much about a single web. How is this bad?
Because unless you're playing theorycraft like you are now, you'll get blown out of the sky by superior damage, tracking, and tank. D'oh.
Quote:
Base speeds aren't changed, just the MWD multiplier and stacking for polycarbons and nanos. All Minmatar ships will still have a speed advantage in their class, they can still fight in falloff, and now have the extremely viable option of closing with a larger ship.
Your 0km argument is great. Really, lets here more. It sounds like the future of eve. PS, a decently kitted vaga will scratch 3k/s now... seriously.
Quote:
I can tell from your corp history and massive amount of kills that you must know more about this than I do.
Always top it off with an overused or pathetic personal insult. Congratulations.
Quote:
Learn to fly Minmatar, it wasn't always all about sitting at 17k and pulsing your MWD on your nanoship.
Learn to fly. Haha. Mark another up on the overused category. Maybe I wouldn't have to sit at 17k with my nanoship if the rest of our race was half decent. Oops. 
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dust queen
Caldari School of Applied Knowledge
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Posted - 2008.07.26 03:57:00 -
[142]
every peen-swinger talking about "devs giving into the whiners" either didn't RTFB or missed this crucial part...
Originally by: the frickin' dev blog If one then takes a look at the max velocity on missiles and drones, it is readily apparent that our combat system was never designed for such speeds. Even when we did some basic tests on our internal servers, with special high-speed missiles, we quickly noticed Destiny (our physics engine) behaving very strangely.
the devs tested the nano setups and saw how broken it was for themselves (why they didn't test/announce their test long ago is beyond me, though)
as many (including the devs) have said, this day was a long time in coming. nanos are (were) the single best choice for winning (or at least not losing) small and medium engagements. they are not and never were completely invincible, but you put yourself at far less risk than any other pvp setup, especially considering how effective they are (were) at killing.
whine all you want, but it's hard to complain about nano setups being put into balance with non-nano setups, and it'll make for much more varied combat once an mwd is no longer mandatory.
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Boz Well
Minmatar
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Posted - 2008.07.26 04:02:00 -
[143]
Dust, I can only speak for myself, but I don't so much mind the nano ships being nerfed. What I do dislike is the apparently slapshot way they're going about addressing the nano issue. They spent all of 5 hours in a meeting, came up with a list of changes that they plan to implement all at once (rather than a few at a time and balance from there), and they justified all this with a complete joke of a benchmark. Go check out the Vaga with "ordinary" gear that was used, heh, which includes t2 gear (okay) and a full set of high-grade snake implants (lulz).
We'll have to see how it goes, but speaking for myself, this feels like they just took a sledgehammer to the problem, when all they needed was a chisel. And to a lesser extent, it feels like a nerf almost across the board for Matar ships, at least the cruisers. Since their cruisers were their one saving grace, meh, maybe Matar will get a buff in the future, haha.
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Haniblecter Teg
F.R.E.E. Explorer
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Posted - 2008.07.26 04:34:00 -
[144]
Originally by: Rawr Cristina
Originally by: Nightelf Mowhawk this will kill eve as we know it , for pvp'ers anyway. ofc i and i hope alot of other ppl with test the sh*t out of it when it drops in sisi on monday
did you know EVE before the nano age?
It was fun.
People actually pvp'ing SOLO!
A variety of ships in roaming ops, from Frigate all the way to BS, all with differen roles!
People relied on finesse and scouting to get kills and avoid defenders.
I really cant see how ANY arguments by nano'ers has any relevence. ----------------- Friends Forever |

Amarr Dandy
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Posted - 2008.07.26 04:53:00 -
[145]
This nurf will kill whole alliances? I see alot of angry PL whining here  |

Jim Raynor
Caldari Shinra
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Posted - 2008.07.26 05:22:00 -
[146]
Edited by: Jim Raynor on 26/07/2008 05:23:10 EVE wasnt broken before polycarb rigs -- it's fairly broken in my opinion at the moment -- the game should be more fun once 'ludicrous speed' is nerfed.
I'd like to see more variety again.
I like the changed to warp scramblers, since the WCS nerf they've been useless anyways. Would certainly love to see afterburners become useful again.. not all ships are MWD friendly..
Anyways, thumbs up for speed nerf.. ------ I'll make a sig later. |

Styix
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Posted - 2008.07.26 06:12:00 -
[147]
i would just like to voice my opinion , i feel that there are already nano ship counters in the game and feel that if these changes are made, i would have waisted a good deal of time and isk that could have been better distributed. i am against the nerf.
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El Mauru
Amarr Quantum Industries RAZOR Alliance
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Posted - 2008.07.26 07:16:00 -
[148]
Edited by: El Mauru on 26/07/2008 07:17:22
Originally by: Akyla I really like the way they fixed this. Truly.
Nanoships are currently too fast to force them into combat, yet if the nanoships themselves choose to attack they run the risk of getting webbed and dying without a fighting chance. So they only prey on really easy targets, which means no proper PvP combat.
The current fix both makes them go slower so they can actually be engaged, while the change to webs means they can actually engage combat without risking instant-death. So, more interesting combat, with fast ships still a good choice for guerilla work.
This pretty much hits the nail on the head imho. Tohugh there was always nano vs nano combat which was interesting in it's own way :-)
-
 |

Derek Sigres
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Posted - 2008.07.26 07:35:00 -
[149]
Originally by: El Mauru Edited by: El Mauru on 26/07/2008 07:17:22
Originally by: Akyla I really like the way they fixed this. Truly.
Nanoships are currently too fast to force them into combat, yet if the nanoships themselves choose to attack they run the risk of getting webbed and dying without a fighting chance. So they only prey on really easy targets, which means no proper PvP combat.
The current fix both makes them go slower so they can actually be engaged, while the change to webs means they can actually engage combat without risking instant-death. So, more interesting combat, with fast ships still a good choice for guerilla work.
This pretty much hits the nail on the head imho. Tohugh there was always nano vs nano combat which was interesting in it's own way :-)
Most importantly, given just how exceedingly COMMON nano ships are and given just how. . . well invulnerable they are to medium missiles I too was forced down particular fitting paths. The ONLY weapon I've had for awhile to actually have a fighting chance to KILL a nano is the Assault Missile Launcher with precision lights, and even with two explosion velocity rigs there are the occasional cruiser that just ignores the missiles falling further and further behind (Specifically the more pimped vagabonds).
People can cry about portions of nerfs and boosts - all this is part of the patch process of any MMO - some of you may have valid points even. But the fact of the matter was if you can go fast enough in a cruiser sized ship to evade cruiser sized weapon damage entirely something is fantastically wrong. Sure HML missiles could be boosted but that would simply mean the status quo would be maintained - fast ship would still be the be all end all for PVP.
I have seen a lot of posts stating something along the lines of "This breaks Eve PVP" and such posts are at BEST grossly misinformed. There was a time when speed fits were fantastically rare - right about the time I joined the game. Tank/Gank/Ewar were the order of the day - speed was simply there for managing range (I.E. burning in close with a blaster boat, desperatly running for range as a caldari anything and so on). It wasn't until rigs came out that a the nano ship really came into vogue.
People will talk all day about what is balance and what is not but lets face the music here - EVERY ship in PVP with limited exception fits a MWD. The vast majority of HAC hulls are going to immedeately be fitted for speed as a first (and sometimes only) consideration. Rather than bring "variation" to Eve combat as many propments of nanos say it's homogonized it. When I see a vagabond on my overview I KNOW it's in all likelyhood got the bog standard fit with the bog standard skills and will do the exact same thing as any other Vaga I've ever seen.
Guriella combat is important in Eve for a LOT of reasons - firstly because it allows a weaker force to actually fight a more powerful opponent. More importantly it is rarely accompained by that TERRIBLE side effect of ship combat called lag. The nano ship has for quite awhile now been THE guirella combat vessel. Sure black ops ships are fairly terrible but the simple fact that a nano ship gang can blow through most gate camps with minimal casualties while having more combat potential that the Black Ops gang means there is really no reason whatsoever to use them.
In short, Modern Eve combat is comprised of three flavors: Lowsec where PVP is generally a blend of the blob, the tank/spank/ewar and the nano, the 0.0 fleet battles and the nano fight. Is it too much to ask to shake up this status quo? Is it really too much to ask to force players to discard the crutch that is the nano fitting and come up with innovative new ideas? I have faith that the eve player base will quickly find a new set of tactics for most of the ships heavily affected by this - they always seem to figure something out. Me? I could never go fast anyway.
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beor oranes
Caldari Black Water.
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Posted - 2008.07.26 07:40:00 -
[150]
Just read the dev blog and over all I like the sound of it.
YAY SPEED NURF!!! :-)
The 2 things that I didn't like the sound of was the changes to boosters and snake implants.
I think boosters should stay as they are, a reduction in sig radius will mean that not many people would use them (I know I wouldn't).
Snake implants should be inline with other implants, like crystal or slave. You pay through the nose for them anyway, why should you get less of a bonus?!
(If both these points have already been said in the thread then sorry for repeating but I couldn't be bothered to read the whole thing) ------------------------------------------------ Either pick a dry year when fighting wars or civilize the moronic races and have no wars at all! |

Lilith Velkor
Minmatar Oyster Colors
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Posted - 2008.07.26 07:44:00 -
[151]
Ehh, just ask the amarr fw players imho, I guess they have little problems with speedfit ships.
Quite the contrary, if it werent for those fast roaming gangs that sneak past gatecamps, they'd just be steamrolled by the allmighty 23/7 blobbage thats going on atm.
But they manage to pull in a decent amount of VP, achieving the 'goal' using guerilla tactics. The blob might cry they cant always kill them like sheep if they dont want to engage, but whatever, let them cry.
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Derek Sigres
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Posted - 2008.07.26 07:47:00 -
[152]
Originally by: beor oranes Just read the dev blog and over all I like the sound of it.
YAY SPEED NURF!!! :-)
The 2 things that I didn't like the sound of was the changes to boosters and snake implants.
I think boosters should stay as they are, a reduction in sig radius will mean that not many people would use them (I know I wouldn't).
Snake implants should be inline with other implants, like crystal or slave. You pay through the nose for them anyway, why should you get less of a bonus?!
(If both these points have already been said in the thread then sorry for repeating but I couldn't be bothered to read the whole thing)
Let's be honest here - slaves give you more HP, crystals give you better shield boost. Neither the slaves or the crystals give you a substantially greater chance to stay alive - outside of a 1V1 scenario. Besides, most nano ships are traveling at what I consider a reasonable speed (i.e. if I fling a precsion heavy I still hit for reasonable damage with 30 - 50% mitigation) until you throw snakes into the mix.
The "problems" with nano ships were never the result of a single module - it was the fact that the combination of modules made many ships so useful it made no sense to fit your ship otherwise.
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Teh LuLz
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Posted - 2008.07.26 08:16:00 -
[153]
Possibly already been said but I CBA to read all the pages, won't the web nerf make smaller ships a lot more effective against larger ships?
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beor oranes
Caldari Black Water.
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Posted - 2008.07.26 08:17:00 -
[154]
Originally by: Derek Sigres
Originally by: beor oranes my Stuff
his Stuff
I beg to differ about crystals especially, though I don't run with slaves so can't really comment.
I have seen personally a Maelstrom with crystals take damage from enough BSs to drop almost anything and slow boat it back to a gate with multiple webs on it. The only reason they killed it was because he ran out of cap boosters on the other side of the gate...
If anything keeping Snake sets as they are will make them even more expensive and less used than if they dropped the usefulness. As the price would probably come down cos the boost they give won't be as much. But if they give the boost they already do and the speed nerf hits everything else, they will be more sort after and thus more expensive...and in turn less used because they would not be as accessible to as many players. Giving those who can afford it that massive boost but keeping everyone else on an even keel. (just so you know I don't have snakes, i fly Caldari... ------------------------------------------------ Either pick a dry year when fighting wars or civilize the moronic races and have no wars at all! |

Derek Sigres
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Posted - 2008.07.26 08:18:00 -
[155]
Originally by: Teh LuLz Possibly already been said but I CBA to read all the pages, won't the web nerf make smaller ships a lot more effective against larger ships?
Yes. For one the overall structure makes the AB a more inviting module. It doesn' ttake much speed at point blank range to outrun a battleship's guns in a frigate if your MWD is turned off - trouble is you won't be able to stay in that range with your MJWD off once they lay on the web.
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Lilith Velkor
Minmatar Oyster Colors
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Posted - 2008.07.26 08:19:00 -
[156]
Edited by: Lilith Velkor on 26/07/2008 08:21:41
Originally by: Derek Sigres
The "problems" with nano ships were never the result of a single module - it was the fact that the combination of modules made many ships so useful it made no sense to fit your ship otherwise.
I'm seeing the problem in the fact that there is too much gain at the top of the food chain when piling up speed bonuses. A HAC going 7km/s escape velocity when maxed out is not so much the problem, breaking the 10km/s barrier sure is out of line.
What I'd like to see is good progression in speed gain on the lower end of the scale, with a steep decrease of benefit when pimping to the max.
Example vagabond, breaking the 4.5km/s barrier should be doable with t2 fit, say 4 speedmods no rigs. Add gangboost/warfare links, let it be 5.5-6km/s for arguments sake. Now with HG snakes on top of that give them say 7km/s, and if someone wants let him squeeze out 150-200m/s more with boosters.
Rebalancing how certain bonuses add together would go a long way imho, let the snake set give good bonus when used on its own, but penalize the when its piled up with lots of modifiers. If you're not in gang the snakes still have their elite factor, but you wont benefit that much from it when there are already other modifiers present is the idea.
Edit: besides polycarbon rigs are too good compared with lowslot modules, with rof/damage rig combo you get 1x lowslot value, while you get more than 1x lowslot value with 1x polycarbon rig.
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Derek Sigres
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Posted - 2008.07.26 21:41:00 -
[157]
Originally by: beor oranes
Originally by: Derek Sigres
Originally by: beor oranes my Stuff
his Stuff
I beg to differ about crystals especially, though I don't run with slaves so can't really comment.
I have seen personally a Maelstrom with crystals take damage from enough BSs to drop almost anything and slow boat it back to a gate with multiple webs on it. The only reason they killed it was because he ran out of cap boosters on the other side of the gate...
This is the key really - in a maelstrom would any set of pirat implants give you what you need to survive? Probably not. Crystals aren't a bad choice here given it already has 1 booster bonus but clearly they weren't enough to keep him alive. Had he been speed fight might he have made it to the gate and away? Maybe - certainly would have had a better shot at the warpout with nano gear installed than without.
On most ships though the question IS moot. Most nano ships at best can active tank a few hundred DPS - increasing that by another 100 DPS is a trifle to punch through. Increasing speed by 50% however can make you quite nearly impossible to kill if you are skilled enough.
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