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Lrrp
Minmatar Sebiestor tribe
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Posted - 2008.07.28 14:47:00 -
[1]
One of the reasons I've heard about nerfing nano's is that they fly faster than missile explosion velocity. So go faster than 4k m/s and you are immune pretty much from missiles blast effect.
So instead of nerfing to hell the whole speed equation for fitting ships, why not instead buff up missiles so their blast effects have a greater speed and greater radius and thus actually be useful in countering nano ships? Missiles would be the perfect counter to fast ships as tracking is not a issue. By buffing missiles, nerfing speed would not really be required. Let the Caldari boats have a meaningful place as damage dealers in gangs for a change.
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Pheonix Kanan
Caldari D00M. Triumvirate.
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Posted - 2008.07.28 14:50:00 -
[2]
CCP, fire your devs, hire this one.
FIRST! -----
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Wil Smithx
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Posted - 2008.07.28 14:53:00 -
[3]
if you buff missiles you have to buff everything else in the game to be able to deal with nano, the other options being changing nano to bring them into line with the rest of the game.
I for one want to play eve with nanos brought into line, not nano online with eve on the side!
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BiggestT
Caldari Space Oddysey Pupule 'Ohana
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Posted - 2008.07.28 14:57:00 -
[4]
This idea sounds ok and i wldnt mind either way, but nerfing all nano's is probably the fairest thing so that no race is overly ad/disadvantaged...
Tho minmi are geting hit kinda hard with this so not sure.. poudly annoying fc's since 2007
http://oldforums.eveonline.com/?a=topic&threadID=828123 caldari drone boat enthusiast |

Wil Smithx
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Posted - 2008.07.28 15:01:00 -
[5]
Originally by: BiggestT This idea sounds ok and i wldnt mind either way, but nerfing all nano's is probably the fairest thing so that no race is overly ad/disadvantaged...
Tho minmi are geting hit kinda hard with this so not sure..
*Slap* - nano is broken and will still funtion after patch, this thread is irrelavent because nanos travel so much faster than missiles atm that they wouldnt hurt a nano unless you made the explosion velocity so high missiles wouldnt be affected by ships moving at correct speeds!
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Draeca
The Black Rabbits The Gurlstas Associates
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Posted - 2008.07.28 15:01:00 -
[6]
I don't want counters, I want more viable pvp ships. ___
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Ji Jiang
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Posted - 2008.07.28 15:03:00 -
[7]
Wasn't there a comment by CCP's devs they tried exactly what you suggested and the engine started doing really weird stuff when they sped up missiles that much?
In short: I think they've already tried your suggestion.
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Wil Smithx
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Posted - 2008.07.28 15:05:00 -
[8]
Originally by: Ji Jiang Wasn't there a comment by CCP's devs they tried exactly what you suggested and the engine started doing really weird stuff when they sped up missiles that much?
In short: I think they've already tried your suggestion.
My opinion of CCP has just lowered, I didn't think that was possible!
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Pheonix Kanan
Caldari D00M. Triumvirate.
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Posted - 2008.07.28 15:07:00 -
[9]
Edited by: Pheonix Kanan on 28/07/2008 15:10:08
Originally by: Wil Smithx
*Slap* - nano is broken and will still funtion after patch, this thread is irrelavent because nanos travel so much faster than missiles atm that they wouldnt hurt a nano unless you made the explosion velocity so high missiles wouldnt be affected by ships moving at correct speeds!
Wow, you obviously don't even play EVE. You must be playing Eve Fitting Tool Online. Improving missiles is very much better than removing EVERYTHING smaller than a battlecruiser from PVP.
Originally by: Draeca I don't want counters, I want more viable pvp ships.
You have viable pvp ships, you just refuse to fit them with the counters. Putting 8 guns and a tank on your Rokh doesn't mean you can omgwtfbbqpwn every ship you come across.... Until now, that is  -----
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Pheonix Kanan
Caldari D00M. Triumvirate.
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Posted - 2008.07.28 15:10:00 -
[10]
Edited by: Pheonix Kanan on 28/07/2008 15:09:55
-----
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Draeca
The Black Rabbits The Gurlstas Associates
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Posted - 2008.07.28 15:21:00 -
[11]
Originally by: Pheonix Kanan You have viable pvp ships, you just refuse to fit them with the counters. Putting 8 guns and a tank on your Rokh doesn't mean you can omgwtfbbqpwn every ship you come across.... Until now, that is 
How about Deimos? Why would anyone fly one over a cheaper battlecruiser when it's probably the only advantage was greater mobility, which was wasted for the obvious reasons. ___
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SuiJuris
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Posted - 2008.07.28 15:21:00 -
[12]
Fixing only missiles doesn't fix the issue the problem with Nano's is they outrun most of the weapon systems intended to hit that size target. IE Cruisers outrunning LIGHT drones which were meant for Frigates, not to mention outrunning the tracking on Cruiser sized guns. But no you could just fix 1 weapon system or the broken part of the game which is Nano's.
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Wil Smithx
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Posted - 2008.07.28 15:27:00 -
[13]
Originally by: Pheonix Kanan Edited by: Pheonix Kanan on 28/07/2008 15:10:08
Originally by: Wil Smithx
*Slap* - nano is broken and will still funtion after patch, this thread is irrelavent because nanos travel so much faster than missiles atm that they wouldnt hurt a nano unless you made the explosion velocity so high missiles wouldnt be affected by ships moving at correct speeds!
Wow, you obviously don't even play EVE. You must be playing Eve Fitting Tool Online. Improving missiles is very much better than removing EVERYTHING smaller than a battlecruiser from PVP.
Originally by: Draeca I don't want counters, I want more viable pvp ships.
You have viable pvp ships, you just refuse to fit them with the counters. Putting 8 guns and a tank on your Rokh doesn't mean you can omgwtfbbqpwn every ship you come across.... Until now, that is 
They're not being removed you ****tard, they're being ballanced so they fit in with the rest of the game, and buffing missiles only solves the problem of naano for caldari, you tunnel visioned knob!
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Elaine Celeste
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Posted - 2008.07.28 15:30:00 -
[14]
Make missiles do more damage against fast targets, give us faster drones, etc. But don't nerf speed. (There's already enough modules to increase turret tracking speed IMO.)
If we can no longer effectively fly cruiser-sized ships that can actually escape gate-camps, people are either forced to stay in high-sec or they'll only be able to go to low-sec with a group of people.
Go take a BC or BS into low-sec and have fun escaping the first gatecamp you run into.
CELESTE LOTTERIES |

Wil Smithx
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Posted - 2008.07.28 15:33:00 -
[15]
Edited by: Wil Smithx on 28/07/2008 15:35:38
Originally by: Elaine Celeste Make missiles do more damage against fast targets, give us faster drones, etc. But don't nerf speed. (There's already enough modules to increase turret tracking speed IMO.)
If we can no longer effectively fly cruiser-sized ships that can actually escape gate-camps, people are either forced to stay in high-sec or they'll only be able to go to low-sec with a group of people.
Go take a BC or BS into low-sec and have fun escaping the first gatecamp you run into.
They can still move fast you know, they are being changed, you make it sound like all ships will be going 200m/s.
You have to be dumb enough to let yourself be caught by a warp scram before your mwd shuts down....
Stop crying because you can be caught.
Edit: In fact wtf are you talking about, its speed thats getting nerfed, not agility, go home noob
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AnKahn
Caldari Rebirth. Ashes to Agony
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Posted - 2008.07.28 15:38:00 -
[16]
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Anubis Xian
Reavers
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Posted - 2008.07.28 15:42:00 -
[17]
This thread is full of fail.
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
I'm the Juggernaut, *****! |

AnKahn
Caldari Rebirth. Ashes to Agony
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Posted - 2008.07.28 15:54:00 -
[18]
I would like to see what happens to a ship when it passes thru a cloud of missile debris at 10 K/sec.
What is full of fail is EvE mechanics that don't even try to make sense.
You shoot down fast moving targets with guided missiles, OK?
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Anubis Xian
Reavers
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Posted - 2008.07.28 15:56:00 -
[19]
Originally by: AnKahn I would like to see what happens to a ship when it passes thru a cloud of missile debris at 10 K/sec.
What is full of fail is EvE mechanics that don't even try to make sense.
You shoot down fast moving targets with guided missiles, OK?
Yes and CCP already tried that route.
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
I'm the Juggernaut, *****! |

Siemiona
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Posted - 2008.07.28 15:58:00 -
[20]
Fail...why?
Nano imballance hurts not only missile users!
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.07.28 16:03:00 -
[21]
Edited by: Lyria Skydancer on 28/07/2008 16:04:29
Originally by: Lrrp One of the reasons I've heard about nerfing nano's is that they fly faster than missile explosion velocity. So go faster than 4k m/s and you are immune pretty much from missiles blast effect.
So instead of nerfing to hell the whole speed equation for fitting ships, why not instead buff up missiles so their blast effects have a greater speed and greater radius and thus actually be useful in countering nano ships? Missiles would be the perfect counter to fast ships as tracking is not a issue. By buffing missiles, nerfing speed would not really be required. Let the Caldari boats have a meaningful place as damage dealers in gangs for a change.
Narrowminded much? Sorry but the missiles arent the main reason for the nano nerf. You fail. But its good to see all the nano noobs grasping onto straws. ----------------------------------------- [Video] I'm a soldier, so remember the name |

SurrenderMonkey
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Posted - 2008.07.28 16:11:00 -
[22]
Actually, what they said in the dev blog was that missiles weren't *intercepting* correctly - not that the explosion velocity was a problem. The actual travel velocity of missiles themselves weren't keeping up with nano ships of the class the missiles (and drones) were intended for.
That said, they've identified that nano is broken. Restructuring the entire rest of the game to compensate for a problem is far less practical than fixing the problem itself. Sorry.
The design decisions they put forth for the nano change are pretty sound. You're welcome to attempt a rational argument against them, but I doubt you'll be successful. Here they are, for those who have forgotten:
Quote:
* Speed must never reach ludicrous speed, which is defined as speeds where missiles and drones don't intercept the class of ship they were intended for. * There should be a significant and meaningful difference in speed between the ship classes. * Speed should not permit a larger ship to perform the role that a smaller specialized ship was intended for. * Afterburners should be a viable module selection for PVP. * Guerrilla warfare must remain a viable combat tactic.
If you can't offer up a strong, rational argument that any or all of those are not good design goals, you should probably just accept that nanonerf is happening.
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Lrrp
Minmatar Sebiestor tribe
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Posted - 2008.07.28 16:24:00 -
[23]
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 28/07/2008 16:04:29
Originally by: Lrrp One of the reasons I've heard about nerfing nano's is that they fly faster than missile explosion velocity. So go faster than 4k m/s and you are immune pretty much from missiles blast effect.
So instead of nerfing to hell the whole speed equation for fitting ships, why not instead buff up missiles so their blast effects have a greater speed and greater radius and thus actually be useful in countering nano ships? Missiles would be the perfect counter to fast ships as tracking is not a issue. By buffing missiles, nerfing speed would not really be required. Let the Caldari boats have a meaningful place as damage dealers in gangs for a change.
Narrowminded much? Sorry but the missiles arent the main reason for the nano nerf. You fail. But its good to see all the nano noobs grasping onto straws.
Tell me miss master reader, did I say "main" reason. Missiles would be a good counter but if missiles can't do the job then there are other ways to force nano hacs from the field of battle. HACs fitted with range and speed tracking mods do a great job at countering a gang of fast movers. Assuming we who protest a nano nerf are noobs only show your noob skills at forum fighting.
Thanks for all the pro/con opinions from those of you who know what you are talking about.
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Wil Smithx
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Posted - 2008.07.28 16:26:00 -
[24]
Originally by: Lrrp
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 28/07/2008 16:04:29
Originally by: Lrrp One of the reasons I've heard about nerfing nano's is that they fly faster than missile explosion velocity. So go faster than 4k m/s and you are immune pretty much from missiles blast effect.
So instead of nerfing to hell the whole speed equation for fitting ships, why not instead buff up missiles so their blast effects have a greater speed and greater radius and thus actually be useful in countering nano ships? Missiles would be the perfect counter to fast ships as tracking is not a issue. By buffing missiles, nerfing speed would not really be required. Let the Caldari boats have a meaningful place as damage dealers in gangs for a change.
Narrowminded much? Sorry but the missiles arent the main reason for the nano nerf. You fail. But its good to see all the nano noobs grasping onto straws.
Tell me miss master reader, did I say "main" reason. Missiles would be a good counter but if missiles can't do the job then there are other ways to force nano hacs from the field of battle. HACs fitted with range and speed tracking mods do a great job at countering a gang of fast movers. Assuming we who protest a nano nerf are noobs only show your noob skills at forum fighting.
Thanks for all the pro/con opinions from those of you who know what you are talking about.
TRRROOOOOLLLLLL DOESNT LISTEN TO OTHER PEOPLES OPINIONS AND SAYS THE SAME THING MMMMMMMM BOLD CAPS!
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Pheonix Kanan
Caldari D00M. Triumvirate.
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Posted - 2008.07.28 16:28:00 -
[25]
Originally by: Wil Smithx
They're not being removed you ****tard, they're being ballanced so they fit in with the rest of the game, and buffing missiles only solves the problem of naano for caldari, you tunnel visioned knob!
Edit: Decided to come back to give you some more beccause I only replied to one post...
The counters that you speak of only have limited effects on nano ships because 90% of the time they can still run away, now we have a way to shut them down, its still highly limited and nano will still have a place, a rokh will still have trouble fighting a nano because of its slow tracking.
Everybody stop talking like this is the end of nano, its the end of you being invulnerable to death, you will be possible to catch now, this is called balllanced!
This is NOTHING liek the nerf that hit gallente not to long ago
I'd like to see your 2kms cruiser survive the 40+ man battleship blob that always seems to be in 0.0, no matter where you choose to go. But then again, obivously, you don't ever pvp. Oh, btw, Minmatar AND Amarr use missles too, so guess what? YOU FAIL .
No one is going to fly cruisers, there is no point in spending 200 mil on a ship that is less effective than a 150 mil battleship. If they can't avoid damage, then they have to tank. Which, if you actually played the game, you pathetic excuse of a human brain, you would realise that a cruiser can't tank well enough to pvp in the current style of eve play.
It's not balance unless there is a way for the balanced object in question to still remain viable in a fashio that it used to be. In this "balance", that is not the case, which is why so many are opposed to it.
Honestly, you are probably just an alt of some fail alliance that refuses to adapt to any new threat that invades their space and therefore must run to the forums to c**k suck ccp to fix the game for you. Really, it doesn't matter how much you whine, you will still fail, and us real pvp'ers will still come to your space and pound your sad existence into the ground. -----
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Smurf
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Posted - 2008.07.28 16:28:00 -
[26]
If you had read the dev blog and replies...you would have realised they have already tried this. Increasing missile speed made the physic's engine destabilize...aka this is no go. Thx for the spam tho
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.07.28 16:30:00 -
[27]
Originally by: Lrrp Missiles would be a good counter but if missiles can't do the job then there are other ways to force nano hacs from the field of battle. HACs fitted with range and speed tracking mods do a great job at countering a gang of fast movers. Assuming we who protest a nano nerf are noobs only show your noob skills at forum fighting.
Thanks for all the pro/con opinions from those of you who know what you are talking about.
Uhm yeah but those anti nano hacs give up speed, tank and cap mods to do that. What do hacs give up for speed? Tank? Nope, speed tank is the best sort of tank. Sorry but you are very biased and blinded by your nano love. These redicilous speeds of hacs need to go. End of story. ----------------------------------------- [Video] I'm a soldier, so remember the name |

SurrenderMonkey
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Posted - 2008.07.28 16:31:00 -
[28]
Originally by: Pheonix Kanan
Originally by: Wil Smithx
They're not being removed you ****tard, they're being ballanced so they fit in with the rest of the game, and buffing missiles only solves the problem of naano for caldari, you tunnel visioned knob!
Edit: Decided to come back to give you some more beccause I only replied to one post...
The counters that you speak of only have limited effects on nano ships because 90% of the time they can still run away, now we have a way to shut them down, its still highly limited and nano will still have a place, a rokh will still have trouble fighting a nano because of its slow tracking.
Everybody stop talking like this is the end of nano, its the end of you being invulnerable to death, you will be possible to catch now, this is called balllanced!
This is NOTHING liek the nerf that hit gallente not to long ago
I'd like to see your 2kms cruiser survive the 40+ man battleship blob that always seems to be in 0.0, no matter where you choose to go. But then again, obivously, you don't ever pvp. Oh, btw, Minmatar AND Amarr use missles too, so guess what? YOU FAIL .
No one is going to fly cruisers, there is no point in spending 200 mil on a ship that is less effective than a 150 mil battleship. If they can't avoid damage, then they have to tank. Which, if you actually played the game, you pathetic excuse of a human brain, you would realise that a cruiser can't tank well enough to pvp in the current style of eve play.
It's not balance unless there is a way for the balanced object in question to still remain viable in a fashio that it used to be. In this "balance", that is not the case, which is why so many are opposed to it.
Honestly, you are probably just an alt of some fail alliance that refuses to adapt to any new threat that invades their space and therefore must run to the forums to c**k suck ccp to fix the game for you. Really, it doesn't matter how much you whine, you will still fail, and us real pvp'ers will still come to your space and pound your sad existence into the ground.
Stop being a drama queen.
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.07.28 16:33:00 -
[29]
Originally by: Pheonix Kanan
Originally by: Wil Smithx
They're not being removed you ****tard, they're being ballanced so they fit in with the rest of the game, and buffing missiles only solves the problem of naano for caldari, you tunnel visioned knob!
Edit: Decided to come back to give you some more beccause I only replied to one post...
The counters that you speak of only have limited effects on nano ships because 90% of the time they can still run away, now we have a way to shut them down, its still highly limited and nano will still have a place, a rokh will still have trouble fighting a nano because of its slow tracking.
Everybody stop talking like this is the end of nano, its the end of you being invulnerable to death, you will be possible to catch now, this is called balllanced!
This is NOTHING liek the nerf that hit gallente not to long ago
I'd like to see your 2kms cruiser survive the 40+ man battleship blob that always seems to be in 0.0, no matter where you choose to go. But then again, obivously, you don't ever pvp. Oh, btw, Minmatar AND Amarr use missles too, so guess what? YOU FAIL .
No one is going to fly cruisers, there is no point in spending 200 mil on a ship that is less effective than a 150 mil battleship. If they can't avoid damage, then they have to tank. Which, if you actually played the game, you pathetic excuse of a human brain, you would realise that a cruiser can't tank well enough to pvp in the current style of eve play.
It's not balance unless there is a way for the balanced object in question to still remain viable in a fashio that it used to be. In this "balance", that is not the case, which is why so many are opposed to it.
Honestly, you are probably just an alt of some fail alliance that refuses to adapt to any new threat that invades their space and therefore must run to the forums to c**k suck ccp to fix the game for you. Really, it doesn't matter how much you whine, you will still fail, and us real pvp'ers will still come to your space and pound your sad existence into the ground.
Afraid you have to fly something that isnt a maxed out nano hac with speed mods? Oh noes. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Lrrp
Minmatar Sebiestor tribe
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Posted - 2008.07.28 16:38:00 -
[30]
Originally by: Lyria Skydancer
Originally by: Lrrp Missiles would be a good counter but if missiles can't do the job then there are other ways to force nano hacs from the field of battle. HACs fitted with range and speed tracking mods do a great job at countering a gang of fast movers. Assuming we who protest a nano nerf are noobs only show your noob skills at forum fighting.
Thanks for all the pro/con opinions from those of you who know what you are talking about.
Uhm yeah but those anti nano hacs give up speed, tank and cap mods to do that. What do hacs give up for speed? Tank? Nope, speed tank is the best sort of tank. Sorry but you are very biased and blinded by your nano love. These redicilous speeds of hacs need to go. End of story.
Actually I don't fly nano Hacs. Nano Hacs give up tank and give up "Gank". So they lose 2 elements while the Gank Hac only gives up speed. So why do you think the Nano gang quickly moves out of range when the Gank gang jumps into them? Effectively a stalement occurs but not before a couple of the nano's die before they flee the field.
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