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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
lecrotta
lecrotta Corp
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Posted - 2008.10.23 21:03:00 -
[391]
Originally by: oilio
But don't you see the amazing comedy in all this?
Assuming the nerf goes ahead in the form it appears to have on Sisi, it's going to upset:
Blaster BS pilots. Minmatar BS pilots. Sacrilege pilots. Interceptor pilots. Anyone who flew nano. A great majority of missile users. A VAST majority of CNR mission runners. ...probably some others too.
THERE'S SOMETHING IN IT FOR EVERYONE!!!
Well the idea was to find balance and they seem to have managed to p155 off everybody EQUALLY.
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Liang Nuren
No Salvation
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Posted - 2008.10.23 21:04:00 -
[392]
Originally by: oilio
But don't you see the amazing comedy in all this?
Assuming the nerf goes ahead in the form it appears to have on Sisi, it's going to upset:
Blaster BS pilots. Minmatar BS pilots. Sacrilege pilots. Interceptor pilots. Anyone who flew nano. A great majority of missile users. A VAST majority of CNR mission runners. ...probably some others too.
THERE'S SOMETHING IN IT FOR EVERYONE!!!
The missile adjustments don't seem to have made things better at all.
Couple this with the other contraversial issues currently upsetting the community, and EVE isn't dying - it's DEAD! It just doesn't know it yet.
CCP couldn't have done a worse job if they had taken an axe to the server cluster.
I've traditionally made fun of "Eve is dying" posts... but I can't help but think you may be right. If people have to learn a new game, they may choose to learn a new game.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire Liang/Vanesca - Order/Iron Rock@WAR www.kwikdeath.org |
Nalshiga Dshoayo
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Posted - 2008.10.23 21:08:00 -
[393]
I think they better leave everything the way it is and just selectively nerf nanos a tiny bit.
I just have one high SP char and this uses missiles. if they go ahead with this, I don't know what to do really...
right now (and I have been to singularity) it is a death blow to missiles and my beloved Nighthawk specifically.
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CCP Fendahl
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Posted - 2008.10.23 21:23:00 -
[394]
Another update: Singularity was updated earlier today...
Most of the missile using ships get either range bonuses or damage bonuses, which is not an issue, but due to the changes in the missile damage formula we had to revise the following ships:
- Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.
- Heretic: explosion velocity bonus changed to +5% per level.
- Nighthawk: explosion radius bonus changed to +5% heavy missile explosion velocity per level.
- Golem: explosion velocity bonus changed to +5% per level.
The 5% explosion velocity per level bonuses gives a roughly even damage boost against all targets in the class below, whereas the damage reduction factor bonus is more effective against the smaller targets in the class below. The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Although not directly related to the missile changes, we also had a look at interceptor and medium drones in connection with the general speed changes.
The interceptors are intended to speed tank while running a MWD. Due to the speed and missile changes they require a lower signature radius to speed ratio. To achieve this, the normal signature radius bonus has been replaced by a 15%/lvl reduction of the MWD signature radius penalty. With max skills, interceptors can use MWD as effectively as afterburners.
The medium drones are currently too effective against smaller ship on TQ, so their effective tracking was adjusted to make them less of a threat vs. frigates:
- 125m optimal signature radius
- 1.6x increase in tracking (which in combination with the 125m opt sig radius gives -23.2% effective tracking)
- 1000m orbit range
We're also taking a second look at the velocity penalties for javelin/precision missiles. Cruisers and in particular frigates suffer more from the velocity penalties since they rely more on speed to survive, so we're considering lowering the penalties.
Let us know what you think |
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Liang Nuren
No Salvation
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Posted - 2008.10.23 21:30:00 -
[395]
Originally by: CCP Fendahl Let us know what you think
I think you're ruining Eve.
-Liang |
Orion GUardian
Caldari
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Posted - 2008.10.23 21:46:00 -
[396]
I came back to eve being used to Torps instapopping frigs last year...so _I adapted. If the changes result in gimping even heavy missile dmg against frigatews etc in PvE most people wont be able to mission effectively....after all every L4 is filled with dozens of frigs. If my drones are killed how am I supposed to kill that annoying beast before my tank breaks or anything....
I will be seeing that ingame but I am glad I crosstrained Amarr...
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Mioelnir
Minmatar Meltd0wn iPOD Alliance
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Posted - 2008.10.23 21:47:00 -
[397]
Might the MWD signature penalty reduction bonus also be something the Hyena could need? |
ARGH69
Beer For Breakfast
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Posted - 2008.10.23 22:00:00 -
[398]
all you guys have to do is increase the mass of the popular nano cruisers to slow them down enough where nano'ing them is still an option instead of an "i can go anywhere on the grid at any time" exploit and at the same time increase the explosion velocity of missiles that can do about the same type of damage to interceptors as the current proposals allow for. this way we can all have a happy medium whereas cruisers do not act like interceptors and missiles that go 7,500 m/sec actually hit something going 4,500 m/sec.
you can also keep missile forumula as is and add a trajectory value where a ship that collides with a missile head on registers for full damage forcing interceptor pilots to perform manuevers and worry about head on collisions with missiles instead of orbiting the gate at mwd speeds afk and no worry about taking damage. this will also add a point of attack tactics with missile boats instead of knowin that a drake can never ever hit an interceptor. |
KingCappo
Seigers of Doom
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Posted - 2008.10.23 22:19:00 -
[399]
Originally by: CCP Fendahl
- Golem: explosion velocity bonus changed to +5% per level.
Will the attributes of NPC mission rats be re-considered to take into account the reduction in the explosion velocity bonus on the Golem? Its hard to compare Sisi and TQ due to all the other changes taking place, but I hope the intention is not to nerf mission runners. |
Vigaz
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Posted - 2008.10.23 22:42:00 -
[400]
Originally by: CCP Fendahl Another update: Singularity was updated earlier today...
Most of the missile using ships get either range bonuses or damage bonuses, which is not an issue, but due to the changes in the missile damage formula we had to revise the following ships:
- Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.
- Heretic: explosion velocity bonus changed to +5% per level.
- Nighthawk: explosion radius bonus changed to +5% heavy missile explosion velocity per level.
- Golem: explosion velocity bonus changed to +5% per level.
The 5% explosion velocity per level bonuses gives a roughly even damage boost against all targets in the class below, whereas the damage reduction factor bonus is more effective against the smaller targets in the class below. The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive. ....
What about SB? cruiser missile exp velocity is 106m/s (max skills), SB is effective only against BC/BS without ab/mwd.
Stealth bomber class is dead.
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Deva Blackfire
D00M.
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Posted - 2008.10.23 22:55:00 -
[401]
Edited by: Deva Blackfire on 23/10/2008 22:57:12
Originally by: CCP Fendahl Another update: Singularity was updated earlier today... [list]Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.Heretic: explosion velocity bonus changed to +5% per level.
The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Tell me exactly which "smaller targets" get too much damage from heretic or flycatcher - ships using small weapon systems (rockets/standards) which are designed to kill... uhm smallest ships in the game?
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Merin Ryskin
Peregrine Industries
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Posted - 2008.10.23 23:00:00 -
[402]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 23/10/2008 22:57:12
Originally by: CCP Fendahl Another update: Singularity was updated earlier today... [list]Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.Heretic: explosion velocity bonus changed to +5% per level.
The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Tell me exactly which "smaller targets" get too much damage from heretic or flycatcher - ships using small weapon systems (rockets/standards) which are designed to kill... uhm smallest ships in the game?
This. How the hell can a T2 destroyer, a ship designed for maximum effectiveness at killing frigates, be too effective against "smaller" targets? Why should missile ships get this damage nerf, while gunboat destroyers/interdictors have no problem doing full damage to any frigate-size ship? |
Liang Nuren
No Salvation
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Posted - 2008.10.23 23:02:00 -
[403]
Originally by: Merin Ryskin
This. How the hell can a T2 destroyer, a ship designed for maximum effectiveness at killing frigates, be too effective against "smaller" targets? Why should missile ships get this damage nerf, while gunboat destroyers/interdictors have no problem doing full damage to any frigate-size ship?
Give it up Merin. CCP has made a decision and there's nothing that their player base can do about it now. They've shown time and again that they do not listen to their players.
-Liang |
Nalshiga Dshoayo
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Posted - 2008.10.23 23:23:00 -
[404]
Edited by: Nalshiga Dshoayo on 23/10/2008 23:23:44 I have now 145 exp velocity on my caldari navy heavies (I have V in everything except command ship)
how am I supposed to even scratch anything that goes 500m/s or even 1000m/s?
these changes are absurd |
Aprudena Gist
GoonFleet GoonSwarm
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Posted - 2008.10.24 00:11:00 -
[405]
Originally by: CCP Fendahl Another update: Singularity was updated earlier today...
Most of the missile using ships get either range bonuses or damage bonuses, which is not an issue, but due to the changes in the missile damage formula we had to revise the following ships:
- Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.
- Heretic: explosion velocity bonus changed to +5% per level.
- Nighthawk: explosion radius bonus changed to +5% heavy missile explosion velocity per level.
- Golem: explosion velocity bonus changed to +5% per level.
The 5% explosion velocity per level bonuses gives a roughly even damage boost against all targets in the class below, whereas the damage reduction factor bonus is more effective against the smaller targets in the class below. The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Although not directly related to the missile changes, we also had a look at interceptor and medium drones in connection with the general speed changes.
The interceptors are intended to speed tank while running a MWD. Due to the speed and missile changes they require a lower signature radius to speed ratio. To achieve this, the normal signature radius bonus has been replaced by a 15%/lvl reduction of the MWD signature radius penalty. With max skills, interceptors can use MWD as effectively as afterburners.
The medium drones are currently too effective against smaller ship on TQ, so their effective tracking was adjusted to make them less of a threat vs. frigates:
- 125m optimal signature radius
- 1.6x increase in tracking (which in combination with the 125m opt sig radius gives -23.2% effective tracking)
- 1000m orbit range
We're also taking a second look at the velocity penalties for javelin/precision missiles. Cruisers and in particular frigates suffer more from the velocity penalties since they rely more on speed to survive, so we're considering lowering the penalties.
Let us know what you think
you guys do play this game right?
A heretic can't hit anything with the stupid range of rockets why do you even make them fit them? ( its too ****ing short )
Heavy missiles are useless verus cruiser targets. You guys are playing this game right?
Why do you spawn a billion rats of all different sizes in mission still to this day when you are forcing all weapon systems only to be able to be effective vs the ship class that you are in?
Why are there still no mention of Capital Missile systems in this. The Captial Torpedo's are ****ing awful compared to other Captial Weapon systems. They are too slow they can be blow up too easily still. There is only 1 option there should be some sort of a cruise missle varitey of Captial Missles that do the same damage as other Captial long range systems and the torps should be buffed so they are on part with other short range guns systems like captial blasters or auto-cannons.
The Exploison size on Citadel Torps is far to high 1000m3 means it can't properly hit pos modules you know those things dreads are meant to attack.
You guys are really not doing enough to make weapons systems "balanceD" as you call it.
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Lili Lu
Purveyors of Uber Research Valuables and Ships
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Posted - 2008.10.24 01:10:00 -
[406]
Edited by: Lili Lu on 24/10/2008 01:11:44
Originally by: Nalshiga Dshoayo Edited by: Nalshiga Dshoayo on 23/10/2008 23:36:53 Edited by: Nalshiga Dshoayo on 23/10/2008 23:34:26 Edited by: Nalshiga Dshoayo on 23/10/2008 23:23:44 I have now 145 exp velocity on my caldari navy heavies (I have V in everything except command ship)
how am I supposed to even scratch anything that goes 500m/s or even 1000m/s?
these changes are absurd (unless I misunderstand the new damage system. if so, pls post the math)
and how about you give the nighthawk just as many slots as the drake?
it is really stupid that the drake is basically the better nighthawk.
give it either one more low, or med or high slot.
the NH lack of grid is already limiting enough.
to do any reasonable PvP it needs one more slot. best would be med, or low, but any would do
the NH has less slots than other command ships and is the least usable in PvP
What?! Not addressing your comment on the missile changes. Like you I worry about all the changes. Hopefully that will work itself out in testing (my plug, give javelin or base HAMs and rockets a little more range than your recent changes please). However, I don't think you've compared your Nighthawk to other ships correctly and feel the need to correct this.
Ok, yes tier 2 BC have 8 high slots, but that goes for every race ( edit- forgot the darn Myrmidon, it gets only 6 high but 11 total med and low to compensate). As to total med and low slots they are the same, 10 for command ships and tier 2 BC. Tier 1 BC only have 9 med and low slots with 7 high. Only the Minmatar tier 1 BC has 8 high slots. The Minmatar command ships are based on the Cyclone. For that reason they appear to have the 8th high (one more as you put it). The Nighthawk does not have fewer slots than all other command ships, only those Minmatar command ships which are based on the Cyclone (and hardly getting their moneys worth with that 8th high slot, projectiles having the lowest dps of any weapon system I've experienced).
It might make sense to give Amarr, Gallente and Caldari command ships another high slot, but why do you instead ask for another low or medium? Could it be you want to try to squeeze another LSE, shield recharger, or SPR onto your op passive shield tank?
The most prevalent command ship I see in pvp is the nighthawk. Probably because there are so many Drake mission runners, some of whom train for Nighthawk instead/as an alternative to Raven and eventually try pvp-ing in it, because they fall in love with op passive shield tanking and think it will make them invulnerable in pvp.
Not disputing that it might be nice for command ships to receive a buff. After having expended much training to get into the Claymore, Sleip, Darnation, and Absolution I must say I am a little underwhelmed. Additionally the command skills are rather lengthy training, one would like a little more personal umph to come from it all. Or training command ships should come with a warning "you will have to be the closest thing in eve warships to an altruist (excepting logistics ships of course).
Anyway, here's how to ask. - Please CCP give command ships the same slot proportions as a BS. 11 total low and med slots combined with 8 high slots. If that's too much just make the 8th high slot a utility slot. They are only medium sized weapons, and tanking while sporting links is their main duty so they would not become solo pwnmobiles. kthnxbye
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Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 01:10:00 -
[407]
While I'm still looking at exact details, things seem broadly quite sensible. It's easy enough to deal full damage to non-ABing targets of the right size, but ABs offer a generally sensible damage reduction.
Two glaring problems though.
Firstly, the extra 5 km range of Jav rockets, relative to T1 (10 km to 15 km) is utterly worthless in a combat situation. I suggest that Jav rocket flight time should be doubled.
Secondly, the range of Precision Lights, ~21 km, is completely insufficient to hit their intended targets of MWDing interceptors around ~28 km away, especially given the nonlinear flight path. Precision Light flight time should be doubled. |
Miriyaka
GoonFleet GoonSwarm
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Posted - 2008.10.24 02:08:00 -
[408]
These missile changes are interesting, but it still doesn't make the ridiculous scope of the speed nerf 'ok'. These changes to missiles and interceptor sig would be as much at home on Tranquility right now as they are on a speed-nerfed sisi.
This change is also ignoring the fact that rockets are seriously underpowered as a extreme short-range missile system. Either their range or DPS output needs to be looked at.
I too am puzzled by the reduction to the interdictors' explosion velocity bonus, especially considering both of them are meant to use rockets (Javelin Rockets aren't exactly effective as-is).
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Cpt Branko
Surge.
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Posted - 2008.10.24 03:22:00 -
[409]
Originally by: Miriyaka These changes to missiles and interceptor sig would be as much at home on Tranquility right now as they are on a speed-nerfed sisi.
Honestly, I don't find boosting a T2 fit (SISI) 5.5km/s interceptor to evade turret damage about as well as a 15km/s (TQ) interceptor very balanced, but meh.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 04:04:00 -
[410]
further feedback
today I equipped my Raven with the following
medium beam lazer 4 meta 150 mm autocannon II 200 mm autocannon II
assault launcher II cruise launcher 4 meta siege launcher II x 3
dual webifiers II
i tested this setup against Enemies abound 1 of 5
the results are promising and suggestive
gallente navy gamma support frigate I, which can orbit you at 480 m/s on 7500 m orbit, tackles your ship and spins around it at the angular velocity of 0.058 rad/sec w/e
medium pulse laser meta 4 with standard delivers a meaningful 30 damage per shot, which took the shield of the interceptor down pretty fast.
autocannon 150 mm II with barrage S delivered 23-25 damage autocannon 200 mm II could deal 28-30 damage with the same ammo type
assault launcher II with bloodclaw missile I did only 16 DAMAGE per shot! out of the nominal 96 DMG per light missile
the same launcher firing a precision bloodclaw did roughly 20 damage per shot, out of nominal 85 DMG
i had to apply 1 webifier to see how greatly my damage output would improve
indeed the pulse laser 4, now did 35 DMG, with the velocity of the enemy ship reduced to 180 m/s, which resulted in 0.029 angular
autocannons II 150 and 200 II improved their damage too, up to 28-30 and 35-38 respectively
the assault missile launcher now did 33 DMG per light missile, compared to just 16 without the web, the bloodclaw precision did more damage than before, resulting in 40 DMG.
i applied the second webifier to see if it would have any further effect on the gun tracking the target and missile damage output.
the traget velocity dropped to as low as 90 m/s, while orbit distance remained the same with angular speed now being only 0.021, compared to 0.029 with one webifier and 0.058 without it.
the guns damage only improved by 2-3 points across the board, medium pulse 37, autocannon 150 32-33, autocannon 200 38-43. Autocannons reacted best to the angular velocity change, the 200 model outperformed all other little arms at this distance (7500 m).
Assault launcher II still failed to deliver its full damage potential, while bloodclaw missile could only do 40 damage, and precision bloodclaw up to 48.
a this point cruise missile 1 delivered 23 damage, while torpedo 1 did 22 damage per shot.
it takes almost 90 seconds to shoot down an untackled intercepter with 4 of the small arms; the interceptor tackled with dual webifiers can survive under the gun fire for approx. 60 secs
now it's worth acknowledging that the small ships finally got viable under the big's turrets and cannons.
the Sad thing about cruise missile is that with their 330 DMG per shot potential and 69 m/s explosion velocity, they deliver only 123 of the promised damage to the Gallente Navy dominix, which prefers to sit at 37 km orbit and moves at 220 m/s to keep the target at 31 km range at most.
Javelin Juggernaut torpedo did much better in this case, unleashing 223 damage upon the said Dominix, with 79 m/s explosion velocity 450 m signature and 37 km expected range.
even at this point the assault missile launcher was somewhat underperforming, 69 DMG after by passing the armor resists. The biggest problem was that precision light missiles have only 19 km expected range and weren't of much use in this case.
Now even the battleships can speed tank the BS sized weapons, especially the cruise missiles and classic torpedoes.
it is a good start, but it can be called 'turtle tank' of 'slug attack'
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Zana Kito
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Posted - 2008.10.24 04:33:00 -
[411]
I dont even know why you people even bother suggesting changes to allow your battleships to kill frigs easier. It's against CCP's new design goal. They don't WANT your BS to be the anti-everything platform.
Hence the medium drone nerf.
At least you still have light drones. |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 05:05:00 -
[412]
Edited by: Opertone on 24/10/2008 05:05:28 then essentially we will be flying the frigate swarms, as they deliver a lot more damage to the targets.
we will have to fly sub class ships to hit the bigger ship class for 90% of damage, it will boil down to 'kestrels' vs 'thrashers'
fitting subclass weapons and not hitting the target, this is getting trouble some
now fitting same size gun class doesn't deliver half of the expected damage... essentially BS to less damage to BS, than BC can do
Frigates will be the only ones to kick a punch against BC and cruisers, because medium guns versus medium targets do not work too well.
Currently same weapon class receives 50% damage penalty.
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SATAN
BURN EDEN Triumvirate.
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Posted - 2008.10.24 06:13:00 -
[413]
Originally by: CCP Fendahl Another update: Singularity was updated earlier today...
Most of the missile using ships get either range bonuses or damage bonuses, which is not an issue, but due to the changes in the missile damage formula we had to revise the following ships:
- Flycatcher: explosion radius bonus changed to -2% damage reduction factor per level.
- Heretic: explosion velocity bonus changed to +5% per level.
- Nighthawk: explosion radius bonus changed to +5% heavy missile explosion velocity per level.
- Golem: explosion velocity bonus changed to +5% per level.
The 5% explosion velocity per level bonuses gives a roughly even damage boost against all targets in the class below, whereas the damage reduction factor bonus is more effective against the smaller targets in the class below. The explosion velocity bonuses were changed to 5% since keeping the 10% bonuses would result in way too much damage against smaller targets. After some initial testing of the Flycatcher it seems that the damage reduction factor bonus needs to be increased a bit to be competitive.
Although not directly related to the missile changes, we also had a look at interceptor and medium drones in connection with the general speed changes.
The interceptors are intended to speed tank while running a MWD. Due to the speed and missile changes they require a lower signature radius to speed ratio. To achieve this, the normal signature radius bonus has been replaced by a 15%/lvl reduction of the MWD signature radius penalty. With max skills, interceptors can use MWD as effectively as afterburners.
The medium drones are currently too effective against smaller ship on TQ, so their effective tracking was adjusted to make them less of a threat vs. frigates:
- 125m optimal signature radius
- 1.6x increase in tracking (which in combination with the 125m opt sig radius gives -23.2% effective tracking)
- 1000m orbit range
We're also taking a second look at the velocity penalties for javelin/precision missiles. Cruisers and in particular frigates suffer more from the velocity penalties since they rely more on speed to survive, so we're considering lowering the penalties.
Let us know what you think
Ok here goes.
1)You are nerfing missiles not nano ships(this is supposed to be a nano nerf not a missle nerf) 2)You are nerfing missiles to the point of uselessness, have you actually tried shooting anything with a missile boat with these new changes? example a)A webbed/scrambled inty dies in 1 volley from a gun battleship, while the same target takes over 1 minute to kill with a Raven and cruise missiles. How does this seem right to you? 3)Cruise missiles Ravens can now be speed tanked by battleships doing over 150ms, are you nuts? Cruise missiles are not heavy DPS platforms they are designed to hit smaller targets remember? If you dont go look at some of your first torpedo nerfs to see exactly what it was you said about cruise missiles. They are designed to kill CRUISERS, hence the explosion radius. Now you make them useless, unless you think 550dps on a max skilled pilot is enough to kill carriers. 4)Small ships are going to be immune to larger ships, what is the idea here?
ONCE AGAIN IF THIS IS YOUR IDEA OF A SPEED NERF, THEN YOU MIGHT AS WELL JUST LEAVE THINGS BE AS THEY ARE CAUSE YOU ARE NOT NERFING NANO GANGS YOU ARE MAKING THEM STRONGER. YOU ARE NERFING MISSILES IN EVERY SHAPE AND FORM.
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Deva Blackfire
D00M.
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Posted - 2008.10.24 06:18:00 -
[414]
O yea now i remember:
that interceptor MWD sig reduction - you said that at lvl5 it gives more-less the tank ability of ABing ceptor and this is BAD. If all it should be at least 50% weaker or something to give advantage to AB ship compared to MWD (also to stop stupid ceptors hanging at 30km and spamming missiles like they always do, being immune to retaliation). |
PhatBoy
Caldari Fallen Angel's Blade.
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Posted - 2008.10.24 06:35:00 -
[415]
Originally by: CCP Fendahl We have finished the next round of missile tweaks both for T1 and T2 missiles. The T2 missiles have been overhauled significantly:
Rage/fury now do significantly more damage to larger targets (up to 28% more) compared to T1 missiles, but do very poor damage against targets of the same class and lower (if they are speed tanking). The damage boost makes them hit harder than even the best faction missiles when fighting larger targets. The penalty has been changed to a signature radius penalty, which makes the ship more vulnerable.
Precision missiles are better against smaller targets, in particular ships using afterburners, but worse against ships of the same class as the missile (and above). They have 50% of the range of normal T1 missiles (same range as for the long range missiles in the class below) and a penalty to the ship's speed (as before).
Javelin has -10% damage compared to normal T1 missiles, but a 50% range bonus. They have a penalty to the ship's speed (as before).
The changes are already out on Singularity and ready for testing
so wait a min let me get this straight......are precision missles are only good for smaller targets and suck on the same class ship (Battleships) and the rage/fury cruise are only good against larger targets (Carriers,mothers,dreads,titans) but suck on the same class ship (Battleship)
so does anyone else see what is wrong with this picture all the cruise missiles suck against the same class target so a cruise raven will be pointless to use if your going up against BS's
like everyone else has said this has come to be a MISSLE NERF not a nano nerf. CCP you are makeing the nano gangs just as strong as they are now......granted your slowing speeds down which means our missile will acually hit but it takes 15mins to break a inty's tank? something is seriously wrong with this picture. This will wreck PVP and PVE for caldari.
imho i think this patch is the worse to ever even be considered...the only half way decent caldari ship will be a nighthawk now lol thx |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 06:51:00 -
[416]
kestrel is going to be your next choice after nighthawk
it costs 200 k fully fitted and delivers 140 DPS! you'll be loving it
you only need 5 of them to match the nighthawks DPS, and remember than numbers are on your side!
the nerf indeed boosted the small ships vs BIG ships, it's a positive sign, but it also has made BIG ships useless vs BIG ships, this needs further development, the new speed formula isn't cool |
Murkon Salesgirl
Amarr
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Posted - 2008.10.24 06:51:00 -
[417]
Originally by: SATAN
2)You are nerfing missiles to the point of uselessness, have you actually tried shooting anything with a missile boat with these new changes? example a)A webbed/scrambled inty dies in 1 volley from a gun battleship, while the same target takes over 1 minute to kill with a Raven and cruise missiles. How does this seem right to you?
Lies.
A webbed inty will never get hit by bs guns bar wreckin hits. This applies to webbed cruisers, hac and even some BCs. Say hi to your new webs. |
PhatBoy
Caldari Fallen Angel's Blade.
|
Posted - 2008.10.24 06:54:00 -
[418]
Originally by: Murkon Salesgirl
Originally by: SATAN
2)You are nerfing missiles to the point of uselessness, have you actually tried shooting anything with a missile boat with these new changes? example a)A webbed/scrambled inty dies in 1 volley from a gun battleship, while the same target takes over 1 minute to kill with a Raven and cruise missiles. How does this seem right to you?
Lies.
A webbed inty will never get hit by bs guns bar wreckin hits. This applies to webbed cruisers, hac and even some BCs. Say hi to your new webs.
and once again i disagree my alts mega with T2 425mm's has np on SISI popping a inty that is webbed and yes with wrecking hits you just have the right setup to acually be a good all round ship sniper |
Murkon Salesgirl
Amarr
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Posted - 2008.10.24 06:59:00 -
[419]
Originally by: PhatBoy
Originally by: Murkon Salesgirl
Originally by: SATAN
2)You are nerfing missiles to the point of uselessness, have you actually tried shooting anything with a missile boat with these new changes? example a)A webbed/scrambled inty dies in 1 volley from a gun battleship, while the same target takes over 1 minute to kill with a Raven and cruise missiles. How does this seem right to you?
Lies.
A webbed inty will never get hit by bs guns bar wreckin hits. This applies to webbed cruisers, hac and even some BCs. Say hi to your new webs.
and once again i disagree my alts mega with T2 425mm's has np on SISI popping a inty that is webbed and yes with wrecking hits you just have the right setup to acually be a good all round ship sniper
You do realize whether or not that inty was webbed had nothing to do with your wrecking hitting it??
The dude was complaining as if turreted BS have it so good against smaller stuff when it simply isn't true. If you are going to rely on wrecking hits to kill something, you will prolly have a better chance with the nerfed missiles do low dmg rather than 99% of your shots missing. |
SATAN
BURN EDEN Triumvirate.
|
Posted - 2008.10.24 07:20:00 -
[420]
Originally by: Murkon Salesgirl
Originally by: PhatBoy
Originally by: Murkon Salesgirl
Originally by: SATAN
2)You are nerfing missiles to the point of uselessness, have you actually tried shooting anything with a missile boat with these new changes? example a)A webbed/scrambled inty dies in 1 volley from a gun battleship, while the same target takes over 1 minute to kill with a Raven and cruise missiles. How does this seem right to you?
Lies.
A webbed inty will never get hit by bs guns bar wreckin hits. This applies to webbed cruisers, hac and even some BCs. Say hi to your new webs.
and once again i disagree my alts mega with T2 425mm's has np on SISI popping a inty that is webbed and yes with wrecking hits you just have the right setup to acually be a good all round ship sniper
You do realize whether or not that inty was webbed had nothing to do with your wrecking hitting it??
The dude was complaining as if turreted BS have it so good against smaller stuff when it simply isn't true. If you are going to rely on wrecking hits to kill something, you will prolly have a better chance with the nerfed missiles do low dmg rather than 99% of your shots missing.
You are either incompetent or just trolling, cause I can assure you any webbed inty is going to get 1 volley death from any compitent gunboat if its in its range. While missiles are useless in the same situation, and do 1/2 the dps of the gunboat on large targets. |
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