| Pages: 1 [2] 3 4 5 6 7 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gypsio III
Dirty Filthy Perverts
|
Posted - 2008.08.13 16:43:00 -
[31]
Nerfs only affect the incompetent.
|

AstroPhobic
Minmatar
|
Posted - 2008.08.13 16:44:00 -
[32]
Originally by: Stab Wounds
Originally by: AstroPhobic MISSILES USERS HAV EXPLOITS THEIR MISSILES HIT ALL THE TIME NO MATTA WHAT LEARN 2 PLAY THE GAME WITHOUT UR INVINCULNERABILITY FIELD WITH ALL DAMAGE TYPES EXPLOITING ALL WEAKNESS EXPLOITS LEARN 2 PLAY HAX.
thanks dood i never talk like that sorry
Never said you did. 
|

Megan Maynard
Minmatar 7th Cav
|
Posted - 2008.08.13 16:45:00 -
[33]
Originally by: Liang Nuren Um, where's this 43% reduction of base damage coming from?
-Liang
IF Nano nerf THEN Insert "sarcasm" End If
|

Atsuko Ratu
Caldari VSP Corp.
|
Posted - 2008.08.13 16:48:00 -
[34]
Edited by: Atsuko Ratu on 13/08/2008 16:48:19
Originally by: Gypsio III Nerfs only affect the incompetent.
Or anyone that flew a nano ship, 
Adapting is not completely changing your setup from nano to tank, etc. Adapting is when a certain fitting style is removed and you are forced to find another way to nano.
Sadly, there is no other way to nano; unless you pretend 1v1 AB vaga vs BS fights are common.
Having to fly a completely different game style is not adapting, it's giving in and realizing that your old style is now effectively useless.
Changing your tactics completely is equivalent to changing races.
while your falcon pilot warps off in a pod, baffled at why his FC Borat can't learn to not pyramid-quote.
|

Shadowsword
COLSUP Tau Ceti Federation
|
Posted - 2008.08.13 16:56:00 -
[35]
Originally by: Stab Wounds Devs said they are going to nerf missiles but I don't think they should. Most caldari ships can't fit mwd, web, and point for pvp now they want to nerf us some more so speed fits can get hit by missiles for 0 damage again when the nanonerf comes out.
So my caldari pilots do you really want them to nerf you more?
There is a difference between hitting for 0 damage and hitting for full damge. Let CCP do it's job at balancing things before you jump to conclusions.
They said they'd make a dev blog explaining things, and, without any more info, you scream that the sky is coming down. Talk about overreacting...
Quote:
and why does caldari only have a bonus to kinetic missiles? caldari should get bonuses to all missile damage types because we are the MISSILE RACE. gayllente get an extra damage system drones with bonus to all damage types.
Sometime in the coming years, you may become aware that not all drones do the same amount of damage, and that the racial damage restriction is already there...
Besides, kinetic is a very good damage type overall. ------------------------------------------
|

Grimpak
Gallente Trinity Nova Trinity Nova Alliance
|
Posted - 2008.08.13 17:08:00 -
[36]
**** all this nonsense.
NERF PLAYERS I SAY! ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

7shining7one7
Don Rico's Massive Rainbow Storage
|
Posted - 2008.08.13 17:09:00 -
[37]
Originally by: Grimpak **** all this nonsense.
NERF PLAYERS I SAY!

|

El Yatta
Mercenary Forces
|
Posted - 2008.08.13 19:11:00 -
[38]
Look, ffs, I thought we had an agreement. State Protectorate are not allowed to post on the forums, and I wont be forced to bash my own head against the screen in despair, when they do. _______________________________________________ Mercenary Forces |

Torvalis Moschino
|
Posted - 2008.08.13 19:52:00 -
[39]
To be honest, if they left missiles the way they are, it would be a stealth boost to the split weapon systems every body seems to hate.
( so would that be a minmatar boost?)
|

Liang Nuren
Perkone
|
Posted - 2008.08.13 19:55:00 -
[40]
Edited by: Liang Nuren on 13/08/2008 19:55:44
Originally by: Torvalis Moschino To be honest, if they left missiles the way they are, it would be a stealth boost to the split weapon systems every body seems to hate.
( so would that be a minmatar boost?)
Actually, if they leave them the way that they are it's a huge Caldari boost, and Matari ships have less of everything save speed (which is utterly unimportant).
Thus, no, it's not a Matari boost, because Matari give up alot for a boost to a typically unbonused weapon platform, while Caldari give up nothing for a boost to a bonused platform. :)
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Zhenga
|
Posted - 2008.08.13 19:56:00 -
[41]
Yes.
|

FlameGlow
Caldari State Protectorate
|
Posted - 2008.08.13 20:07:00 -
[42]
Originally by: El Yatta Look, ffs, I thought we had an agreement. State Protectorate are not allowed to post on the forums, and I wont be forced to bash my own head against the screen in despair, when they do.
Do you have a webcam? I want to see this  _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Naomi Knight
Amarr Imperial Academy
|
Posted - 2008.08.13 20:12:00 -
[43]
Originally by: Liang Nuren Edited by: Liang Nuren on 13/08/2008 19:55:44
Originally by: Torvalis Moschino To be honest, if they left missiles the way they are, it would be a stealth boost to the split weapon systems every body seems to hate.
( so would that be a minmatar boost?)
Actually, if they leave them the way that they are it's a huge Caldari boost, and Matari ships have less of everything save speed (which is utterly unimportant).
Thus, no, it's not a Matari boost, because Matari give up alot for a boost to a typically unbonused weapon platform, while Caldari give up nothing for a boost to a bonused platform. :)
-Liang
Thats why because you cant remove speed from caldari due to has none. Oh and a boost to the weapon platform sure it is well everything is a boost for it ,if you can do more than zero dps ,which caldari missile ships do against any nano ships atm.
It hurts minmatars that after this nerf caldari will be able to fight back,isnt it?
|

Derek Sigres
|
Posted - 2008.08.13 20:26:00 -
[44]
Originally by: Naomi Knight
Originally by: Liang Nuren Edited by: Liang Nuren on 13/08/2008 19:55:44
Originally by: Torvalis Moschino To be honest, if they left missiles the way they are, it would be a stealth boost to the split weapon systems every body seems to hate.
( so would that be a minmatar boost?)
Actually, if they leave them the way that they are it's a huge Caldari boost, and Matari ships have less of everything save speed (which is utterly unimportant).
Thus, no, it's not a Matari boost, because Matari give up alot for a boost to a typically unbonused weapon platform, while Caldari give up nothing for a boost to a bonused platform. :)
-Liang
Thats why because you cant remove speed from caldari due to has none. Oh and a boost to the weapon platform sure it is well everything is a boost for it ,if you can do more than zero dps ,which caldari missile ships do against any nano ships atm.
It hurts minmatars that after this nerf caldari will be able to fight back,isnt it?
The crux of the whine is based largely on the point that Caldari do nothing but benefit. Ships move slower when fit for speed and the new max cruiser speed is below the invulnerability threshold for medium missiles - hardly a bad state of affairs. But reduced web strength that proves a boon to frigates could result in scenarios where the lesser gunned caldari ship would actually outgun point blank gank ships in terms of effective DPS delivered. I don't particularly agree with Liang's scenario on the subject regarding orbit speeds at > 1km but the fact of the matter is there is potential for a HAM drake to kill a Megathron at hull rubbing ranges.
But that scenario isn't based on the missiles ability to engage fast targets or slow targets - the absolute speed based tracking mechanism of missiles proves a double edged sword. Point blank range offers no safety from missile fire, and indeed often proves to be MORE deadly since it's harder to maintain a high absolute speed at close range.
If missiles needed to make a change in my book it would look something like:
Legitimate bonus for Precison heavies (i.e. 2km explosion velocity to differentiate it from the Precision Cruise, remove the speed nerf on the missile as no other precison missile has this).
Then add a simple variable for point blank combat - precision missiles have a MINIMUM range - below which they do steadily decreasing damage (0 damage at 0 meters - no time for warhead to arm), standard missiles have a smaller minimum range but it exists anyway. Unguided missiles (rockets) have incredibly small minimum ranages (50m say for rockets - they only fly 10km anyway, 1km for HAM's, 4km for torps) and the real issues have been assuaged. Standard Heavy missiles will still suck against fast moving targets, and precision missiles have a point blank range downside. Removing damage at point blank ranges ensures that 1) megas aren't ougunned by an AB'ing raven orbiting at 1km and 2) point blank range offers a degree of safety from the missiles that currently doesn't exist.
|

Liang Nuren
Perkone
|
Posted - 2008.08.13 20:31:00 -
[45]
Originally by: Naomi Knight
Thats why because you cant remove speed from caldari due to has none. Oh and a boost to the weapon platform sure it is well everything is a boost for it ,if you can do more than zero dps ,which caldari missile ships do against any nano ships atm.
It hurts minmatars that after this nerf caldari will be able to fight back,isnt it?
My complaints actually revolve around these ships: - Megathron - Tempest - Raven
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Grimpak
Gallente Trinity Nova Trinity Nova Alliance
|
Posted - 2008.08.13 20:33:00 -
[46]
that's why players should be nerfed.
ok that's it. I want to start a petition to nerf players. who's with me? ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Haradgrim
Tyrell Corp INTERDICTION
|
Posted - 2008.08.13 20:34:00 -
[47]
Originally by: Grimpak that's why players should be nerfed.
ok that's it. I want to start a petition to nerf players. who's with me?
I'm sparticus! err, I'm with you! --
Originally by: CCP Oveur ...every forum whine feels like a baby pony is getting killed
|

Liang Nuren
Perkone
|
Posted - 2008.08.13 20:37:00 -
[48]
Originally by: Derek Sigres I don't particularly agree with Liang's scenario on the subject regarding orbit speeds at > 1km but the fact of the matter is there is potential for a HAM drake to kill a Megathron at hull rubbing ranges.
Well, the *biggest* problem doesn't lie with the Drake even though the Drake overpowers the cruiser/battlecruiser field easliy. The *biggest* problem is with the Raven completely usurping all gank roles under 30km and having no problems at all with absolutely ganking anything smaller than it.
People are not joking in the slightest when they make the comparisons about Ravens killing AF's in 2 volleys and unfit Stabbers permatanking Megathrons. And while I don't object to having to use different tactics to kill different ships, the fact of the matter is that the web nerf means that no close range turret can at all even vaguely compete with similar close range missile platforms.
Quote:
If missiles needed to make a change in my book it would look something like:
Legitimate bonus for Precison heavies (i.e. 2km explosion velocity to differentiate it from the Precision Cruise, remove the speed nerf on the missile as no other precison missile has this).
+1
Quote: Then add a simple variable for point blank combat - precision missiles have a MINIMUM range - below which they do steadily decreasing damage (0 damage at 0 meters - no time for warhead to arm), standard missiles have a smaller minimum range but it exists anyway. Unguided missiles (rockets) have incredibly small minimum ranages (50m say for rockets - they only fly 10km anyway, 1km for HAM's, 4km for torps) and the real issues have been assuaged. Standard Heavy missiles will still suck against fast moving targets, and precision missiles have a point blank range downside. Removing damage at point blank ranges ensures that 1) megas aren't ougunned by an AB'ing raven orbiting at 1km and 2) point blank range offers a degree of safety from the missiles that currently doesn't exist.
Errrr... I dunno about that. That doesn't really help the crux of the problem that has been raised over and over and over: It's utterly pointless to fly a blaster mega with max skills if you have Caldari BS4 and Cruise/Torps 4.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

James Lyrus
Lyrus Associates The Star Fraction
|
Posted - 2008.08.13 20:54:00 -
[49]
I am a Caldari pilot. I use missiles a lot.
If the 'nano nerf' hits in at least approximately the form it was in, they will be insanely overpowered.
A _proper_ job balancing now, means no kneejerk nerfbatting into uselessness later. -- Crane needs more grid 249km locking? |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.08.13 20:56:00 -
[50]
zomg ADAPT OR DIE!!!!!
|

Derek Sigres
|
Posted - 2008.08.13 20:57:00 -
[51]
Originally by: Liang Nuren
Originally by: Derek Sigres I don't particularly agree with Liang's scenario on the subject regarding orbit speeds at > 1km but the fact of the matter is there is potential for a HAM drake to kill a Megathron at hull rubbing ranges.
Well, the *biggest* problem doesn't lie with the Drake even though the Drake overpowers the cruiser/battlecruiser field easliy. The *biggest* problem is with the Raven completely usurping all gank roles under 30km and having no problems at all with absolutely ganking anything smaller than it.
People are not joking in the slightest when they make the comparisons about Ravens killing AF's in 2 volleys and unfit Stabbers permatanking Megathrons. And while I don't object to having to use different tactics to kill different ships, the fact of the matter is that the web nerf means that no close range turret can at all even vaguely compete with similar close range missile platforms.
Quote:
If missiles needed to make a change in my book it would look something like:
Legitimate bonus for Precison heavies (i.e. 2km explosion velocity to differentiate it from the Precision Cruise, remove the speed nerf on the missile as no other precison missile has this).
+1
Quote: Then add a simple variable for point blank combat - precision missiles have a MINIMUM range - below which they do steadily decreasing damage (0 damage at 0 meters - no time for warhead to arm), standard missiles have a smaller minimum range but it exists anyway. Unguided missiles (rockets) have incredibly small minimum ranages (50m say for rockets - they only fly 10km anyway, 1km for HAM's, 4km for torps) and the real issues have been assuaged. Standard Heavy missiles will still suck against fast moving targets, and precision missiles have a point blank range downside. Removing damage at point blank ranges ensures that 1) megas aren't ougunned by an AB'ing raven orbiting at 1km and 2) point blank range offers a degree of safety from the missiles that currently doesn't exist.
Errrr... I dunno about that. That doesn't really help the crux of the problem that has been raised over and over and over: It's utterly pointless to fly a blaster mega with max skills if you have Caldari BS4 and Cruise/Torps 4.
-Liang
The absolute minimum ranges are up for debate certainly. The issue we see isn't that missiles do damage out to their max range and depend only on absolute speed or signature radius for reduction it's the fact that absolute speed is impossible to attain at point blank range. If we're concerned about the mega's ability to track a battleship under 60% web with tracking bonused guns because the raven doesn't have the issue (and as such outganks it, which is really an unforgivable sin) then we find the issue is with the fact that a raven has no minimum engagement range. Setting minimum ranges on missiles means you SIMULATE the effects of poor tracking at close ranges and could be done with a pure reduction on damage or as a linear (or even exponential) increase in explosion radius (your missile guidance isn't good enough to hit that close).
If you're going to nerf missiles then at least this plan makes sense at resolving the ONE legitimate gripe you can have about the trackingless system in play.
|

Naomi Knight
Amarr Imperial Academy
|
Posted - 2008.08.13 21:13:00 -
[52]
Originally by: Derek Sigres
The absolute minimum ranges are up for debate certainly. The issue we see isn't that missiles do damage out to their max range and depend only on absolute speed or signature radius for reduction it's the fact that absolute speed is impossible to attain at point blank range. If we're concerned about the mega's ability to track a battleship under 60% web with tracking bonused guns because the raven doesn't have the issue (and as such outganks it, which is really an unforgivable sin) then we find the issue is with the fact that a raven has no minimum engagement range. Setting minimum ranges on missiles means you SIMULATE the effects of poor tracking at close ranges and could be done with a pure reduction on damage or as a linear (or even exponential) increase in explosion radius (your missile guidance isn't good enough to hit that close).
If you're going to nerf missiles then at least this plan makes sense at resolving the ONE legitimate gripe you can have about the trackingless system in play.
As you said small ships has no chance to negate dmg against missiles when moving at low speed. They only can do this at high speed ,what they do nowadays and mostly make missile ships obsolete. I do think minimum ranges for missiles are not a good idea it is very simmilar with guns but completly eliminates any counters.For example any bs could keep 0-1km range to a raven and suffer no dmg at all only drones. So i would say that they should have minimum target sig randius like 100m for torps this way frigs would be completly unharmed from torps, only would be able to harm them if you put them many target painters or they turn on mwd then explo velocity would still hurd missile dps.
And add in that missile ships usually has much less drones then gun ships. And drones are good against small ships.
|

Derek Sigres
|
Posted - 2008.08.13 21:33:00 -
[53]
Originally by: Naomi Knight
Originally by: Derek Sigres
The absolute minimum ranges are up for debate certainly. The issue we see isn't that missiles do damage out to their max range and depend only on absolute speed or signature radius for reduction it's the fact that absolute speed is impossible to attain at point blank range. If we're concerned about the mega's ability to track a battleship under 60% web with tracking bonused guns because the raven doesn't have the issue (and as such outganks it, which is really an unforgivable sin) then we find the issue is with the fact that a raven has no minimum engagement range. Setting minimum ranges on missiles means you SIMULATE the effects of poor tracking at close ranges and could be done with a pure reduction on damage or as a linear (or even exponential) increase in explosion radius (your missile guidance isn't good enough to hit that close).
If you're going to nerf missiles then at least this plan makes sense at resolving the ONE legitimate gripe you can have about the trackingless system in play.
As you said small ships has no chance to negate dmg against missiles when moving at low speed. They only can do this at high speed ,what they do nowadays and mostly make missile ships obsolete. I do think minimum ranges for missiles are not a good idea it is very simmilar with guns but completly eliminates any counters.For example any bs could keep 0-1km range to a raven and suffer no dmg at all only drones. So i would say that they should have minimum target sig randius like 100m for torps this way frigs would be completly unharmed from torps, only would be able to harm them if you put them many target painters or they turn on mwd then explo velocity would still hurd missile dps.
And add in that missile ships usually has much less drones then gun ships. And drones are good against small ships.
At 0m you'd find it's QUITE easy to pull added range out - after a quick MWD/AB activation and a burn will give you a few thousand meters handily before the other ship can maneuver to counter you.
Besides, there are MANY ways to handle a minimum range - explosion radius is one such way, explosion velocity is another and a negative damage modifer is a third. If your explosion velocity were reduced dramatically until you get to 0 at 0m you'd find that you have a scenario that roughly equates what happens to gun ships - and using a web would prove to actually INCREASE your damage in some scenarios. If going the explosion radius route TP's would become a fairly standard piece of equipment on Ravens (they are already common) because it allows greater success at point blank range. A 10000meter explosion radius would still generate SOME damage for example against a battleship - not a LOT but hey, if you're fighting at 50m a concession ought to be made.
|

Liang Nuren
Perkone
|
Posted - 2008.08.13 21:43:00 -
[54]
Derek, I think you're missing part of my point: missiles are (or were), roughly speaking, staying the same. In the face of that, webs were being nerfed... which was a direct nerf to the tracking of blasters and autocannons.
I don't mind that the Raven/Drake does DPS at 0m... I mind that now the Raven clearly outdamages these other turret based gank boats even at their best. In the Great Blaster Thread of Gamedev it's been put forward that missiles maybe should stay the same, but the tracking formula changes thus:
sig_radius *= min(1, (optimal+falloff)/range)
This would mean that as a ship gets deeper into your optimal + falloff (meaning it's closer to you) it's apparent sig radius gets bigger. This might make webs more of a "hold them down and gank them" rather than a "OMG I can actually hit something!" module.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Grimpak
Gallente Trinity Nova Trinity Nova Alliance
|
Posted - 2008.08.13 21:50:00 -
[55]
Originally by: Haradgrim
Originally by: Grimpak that's why players should be nerfed.
ok that's it. I want to start a petition to nerf players. who's with me?
I'm sparticus! err, I'm with you!
OMG done ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Derek Sigres
|
Posted - 2008.08.13 21:54:00 -
[56]
Originally by: Liang Nuren Derek, I think you're missing part of my point: missiles are (or were), roughly speaking, staying the same. In the face of that, webs were being nerfed... which was a direct nerf to the tracking of blasters and autocannons.
I don't mind that the Raven/Drake does DPS at 0m... I mind that now the Raven clearly outdamages these other turret based gank boats even at their best. In the Great Blaster Thread of Gamedev it's been put forward that missiles maybe should stay the same, but the tracking formula changes thus:
sig_radius *= min(1, (optimal+falloff)/range)
This would mean that as a ship gets deeper into your optimal + falloff (meaning it's closer to you) it's apparent sig radius gets bigger. This might make webs more of a "hold them down and gank them" rather than a "OMG I can actually hit something!" module.
-Liang
But then you have to realize that getting closer to ANY ship makes you easier to hit - this doesn't resolve the issue you have - it simply exacerbates current ones and stands to make battleships more prevelent in combat. HAC's reduced size would mean little when being engaged by battleships and god forbid they had MWD turned on - thier sig would become capital sized in no time at all.
The problem seems to be that much of eve breaks down once you hit certain limits. A one size fits all algorithm for determining success or failure clearly isn't the solution we're looking for. In this case something is needed to bridge that 0M - 1km gap that turret ships face currently. A better solution in my mind is to make webs variable - with 60% at their optimal and increasing in strength as you close - If the web was 90% at 3km then there's no issue at all here, and as long as the steps were staggered properly you'd find there is still an increased survivability at closer ranges for certain ships.
|

Liang Nuren
Perkone
|
Posted - 2008.08.13 21:59:00 -
[57]
Originally by: Derek Sigres
But then you have to realize that getting closer to ANY ship makes you easier to hit - this doesn't resolve the issue you have - it simply exacerbates current ones and stands to make battleships more prevelent in combat. HAC's reduced size would mean little when being engaged by battleships and god forbid they had MWD turned on - thier sig would become capital sized in no time at all.
The problem seems to be that much of eve breaks down once you hit certain limits. A one size fits all algorithm for determining success or failure clearly isn't the solution we're looking for. In this case something is needed to bridge that 0M - 1km gap that turret ships face currently. A better solution in my mind is to make webs variable - with 60% at their optimal and increasing in strength as you close - If the web was 90% at 3km then there's no issue at all here, and as long as the steps were staggered properly you'd find there is still an increased survivability at closer ranges for certain ships.
The problem isn't at 0-1km... though it is most exacerbated there. The problem is that blasters simply cannot hit things in web range because of how transversal plays out. Webs have been hiding this for a long time.
90% web at 3km would only barely help your average blaster ship.
-Liang -- I object to violence because when it appears to do good, the good is only temporary; the evil it does is permanent. -- Mahatma Gandhi |

Derek Sigres
|
Posted - 2008.08.13 22:12:00 -
[58]
Originally by: Liang Nuren
Originally by: Derek Sigres
But then you have to realize that getting closer to ANY ship makes you easier to hit - this doesn't resolve the issue you have - it simply exacerbates current ones and stands to make battleships more prevelent in combat. HAC's reduced size would mean little when being engaged by battleships and god forbid they had MWD turned on - thier sig would become capital sized in no time at all.
The problem seems to be that much of eve breaks down once you hit certain limits. A one size fits all algorithm for determining success or failure clearly isn't the solution we're looking for. In this case something is needed to bridge that 0M - 1km gap that turret ships face currently. A better solution in my mind is to make webs variable - with 60% at their optimal and increasing in strength as you close - If the web was 90% at 3km then there's no issue at all here, and as long as the steps were staggered properly you'd find there is still an increased survivability at closer ranges for certain ships.
The problem isn't at 0-1km... though it is most exacerbated there. The problem is that blasters simply cannot hit things in web range because of how transversal plays out. Webs have been hiding this for a long time.
90% web at 3km would only barely help your average blaster ship.
-Liang
Those are simply example numbers. The point I'm attempting to make here is the simple fact that game mechanics based on one size fits all equations have demonstrated time and again that issues can rapidly arise when you push things towards limits.
Look at the 8 HS amarrain ownship from ages ago - without a second set of factors limiting the effects of the modules the ships were unstoppably powerful. Look at speed NOW and see that while uncommon it's easily possible to achieve a speed great enough to evade all non AOE damage.
Your equation for increasing sig radius might be workable IF it were only applied in certain scenarios - otherwise it simply makes turrets track better all the time and I hardly think that's the solution that's necessary. We are most concerned with that pit that gun ships have at point blank range when facing a target with any transversal and comparing that to the fact that missiles do not have this pit.
All the scenarios you present deal with point blank range gank style combat leading me to believe your real issues only exist with blasters, autocannons and pulse lasers, and of these only blasters currently are expected to absolutely best close range missiles. Given blasters operate almost exclusively in this pit region without a web applied then the solution to me seems pretty clear - boost blasters tracking figures and maybe thier optimal range.
I'm not going to argue about the viability of point blank combat or it's end stat of affairs on the game - in my own experience the fight doesn't get that close before a victor is decided and I do not fall under the opinion that missiles will suddenly become unstoppably powerful because of something as silly as weaker webs. Yes it's a boost but an INDIRECT one. Missile ships will still do less abo****e damage than their peers, missile ships will still have to contend with long flight times and missile ships still have to contend with the fact that they are, on average, flimsier than their gun wielding counterparts (drake is excused from the last part).
But since were not talking about how guns work, I don't find that relevent. If missiles need to be nerfed so be it - I offered what I feel is a reasonable solution to the issue, which is missiles can THEORITICALLY best any other weapon at POINT BLANK range because of a lack of tracking consideration. Minimum ranges on missiles with increasing penalties resolves this issue in the cleanest way possible.
|

Guillame Herschel
Gallente Buffalo Soldiers
|
Posted - 2008.08.13 22:49:00 -
[59]
Originally by: Stab Wounds Devs said they are going to nerf missiles
Where?
-- The Theorem Theorem: If If, Then Then --
|

Felix Dzerzhinsky
Caldari Wreckless Abandon Un-Natural Selection
|
Posted - 2008.08.13 23:27:00 -
[60]
when eve gets slower, missles need to be nurfed - otherwise they are imba. Like I have been saying all over - if you are looking for a new race, Amarr is the way to go. If the missles are not nurfed hard, then you have the Sac. If they are, you have the curse and zelot as fallback. ----
GO BLUE!! |
| |
|
| Pages: 1 [2] 3 4 5 6 7 :: one page |
| First page | Previous page | Next page | Last page |