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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Silver Sarena
Caldari Coreward Pan-Galactic
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Posted - 2008.10.24 12:55:00 -
[451]
Originally by: lecrotta
Originally by: Silver Sarena OK, I fly Ravens, and I fly them in PvE a lot. OK, boo and hiss me now to get it over with. Ok, now that's done, I'll say my piece.
First, I don't agree at all with what CCP is doing with the missile nerf.... oh, sorry, I mean "Nano" nerf, that was what we supposed to be nerfing right, speed?
Actually i believe the caldari pilots and carebea....erm pro nerfits called it "balancing".
Try flying turret ships with the tracking issues before you start crying.
Did I mention I fly Minmatar and Gallente too? Guess not.... I HAVE actually been out and tested this on SiSi; unlike most of the other whining in here. And actually, speaking of lvl 4's, autocannon boats just got a lot more attractive.
That being said. I still think its a travesty what they are doing to my Ravens...
Cheers. *
* |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 13:26:00 -
[452]
no matter how far away, the target needs to move at 250 m/s in any direction to avoid 50% of missile damage, yes RR battleships can move together in a chain and still keep their transversal under control.
there is this overdrive injector II, which will be the pinnacle of speed tanking the missiles, so that the battleships do not require to use active speed modules all the time.
this will force all raven pilots to opt for Drakes, which will be doing 70% of the promised EFT damage.
this change will force the opposing force to go for HACs and recons missile pilots will have to go straight into hawks and manticores
canon pilots will downgrade to interceptors and what not, but to stay cost efficient everyone will be flying tech 1 tier 3 frigates, such as punisher, kestrel, tristan, rifter, merlin
or this goes the other way, every fleet gets a scorpion and a lot of heavily tanked RR BS, and the enemy fleet will have logistic carriers and a lot of ECCM, it will turtle tanking, till either side caps out. |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 13:27:00 -
[453]
Originally by: Silver Sarena Walk softly CCP. You've been warned.
Is that a RL threat? |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 13:31:00 -
[454]
Edited by: Gypsio III on 24/10/2008 13:33:16
Originally by: Opertone there is this overdrive injector II, which will be the pinnacle of speed tanking the missiles, so that the battleships do not require to use active speed modules all the time.
Are you seriously suggesting that many BS will be fitting ODIs, with their puny boost, instead of tank/gank mods, in an attempt to speed-tank?
Quote: Anyway, I don't think that the missile nerf is working, because it is making smaller ships the only class that you want to be in (speaking specifically of missile boats). Why? Because Battleship missile boats can't even damage their own class at a 100% dps anymore. All a defending ship has to do is put on an Afterburner, and your battleship class missiles are nerfed by almost 50% (or more) dps. What other single module can do that? Not one that I can think of. If someone else can think of one, please, help me out, I would seriously like to know what it is.
Very few BS will be fitting ABs - it's a non-issue. The "other single module" that you're looking for is called a T2 shield/armour hardener. |
Murina
The Scope
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Posted - 2008.10.24 13:32:00 -
[455]
Originally by: Opertone no matter how far away, the target needs to move at 250 m/s in any direction to avoid 50% of missile damage, yes RR battleships can move together in a chain and still keep their transversal under control.
there is this overdrive injector II, which will be the pinnacle of speed tanking the missiles, so that the battleships do not require to use active speed modules all the time.
this will force all raven pilots to opt for Drakes, which will be doing 70% of the promised EFT damage.
this change will force the opposing force to go for HACs and recons missile pilots will have to go straight into hawks and manticores
canon pilots will downgrade to interceptors and what not, but to stay cost efficient everyone will be flying tech 1 tier 3 frigates, such as punisher, kestrel, tristan, rifter, merlin
or this goes the other way, every fleet gets a scorpion and a lot of heavily tanked RR BS, and the enemy fleet will have logistic carriers and a lot of ECCM, it will turtle tanking, till either side caps out.
Things were a lot more fun when all you needed to do was web and point summat for it to go splat from in flight missiles hey pally?. |
Murina
The Scope
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Posted - 2008.10.24 13:40:00 -
[456]
Originally by: Uzume Ame
Originally by: DaveJ777 I've done some testing with sieged citadels vs a Revelation (out of siege). 9800 damage at 0m/s 4900 at 10 3800 at 13 2300 at 23 2200 at 25 930 at 61
Not even going its full speed, the damage is already reduced by over 90%. The damage reductions are even larger for carriers.
Is the Phoenix intended to be useless vs other ships now? Being highly vulnerable to smartbombs was bad enough...
I'm not a dread pilot obviouslly; but this, sir, is ridicolous.
So citadel torps get an HP boost and are nerfed into oblibion by 'speed-tanking' (if one can call 61m/s speedtanking, lulz).
Rails test in a moros to hit another dread with 60-70ms transversal at 50km.
In my test rails missed every time although did hit a little better (6 out of 10 hits) at longer ranges (100km plus) while using 3 tracking computers with tracking scripts in . |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 13:45:00 -
[457]
missiles will not be used at all... this is the point
since guns do consistently more damage in raw numbers, they do outperform missiles in the field now.
Ravens in fleet, as well as in PVE will not be considered a combat ship. They will be replaced by scorpions at best. Bunch of anti ECMed, remote repping, remote cap transferring, 8 jammer strong packs of scorpions.
If you haven't seen dual repping scorpions, my answer is - they do stay protected for a very long amount of time.
you need 10 battleships to break their tank, and there is no way to hold them in place. |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 13:51:00 -
[458]
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PhatBoy
Caldari Fallen Angel's Blade.
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Posted - 2008.10.24 13:58:00 -
[459]
Originally by: Opertone missiles will not be used at all... this is the point
since guns do consistently more damage in raw numbers, they do outperform missiles in the field now.
Ravens in fleet, as well as in PVE will not be considered a combat ship. They will be replaced by scorpions at best. Bunch of anti ECMed, remote repping, remote cap transferring, 8 jammer strong packs of scorpions.
If you haven't seen dual repping scorpions, my answer is - they do stay protected for a very long amount of time.
you need 10 battleships to break their tank, and there is no way to hold them in place.
with that being said i would like to say good point opertone.
Well people that LOVED the nano ships you wont have to worry about our "OVERPOWERED" missiles anymore you will just have to worry about every caldari in a fleet fly a falcon or scorp so then maybe later on you can complain about ECM being overpowered..........o wait YOU ALREADY DID!!!!
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Vigaz
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Posted - 2008.10.24 14:07:00 -
[460]
Originally by: Gypsio III
Originally by: Silver Sarena Walk softly CCP. You've been warned.
Is that a RL threat?
I guess so...
2x Subscription Status: Cancelled
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Nuts Nougat
SniggWaffe
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Posted - 2008.10.24 14:30:00 -
[461]
Edited by: Nuts Nougat on 24/10/2008 14:32:43
Originally by: Rip Striker
Originally by: Nuts Nougat
... Now that speeds are more "balanced" and speed tanking needs to remain viable (lol), ofcourse everyone will be able to speed tank them to an extent, because everyone has similar speeds. Live with it. ...
Does the speed tank them to an extent correspond to a 15% damage reduction? 30%? 50%? 90%? As it is now, ABing ships will reduce missile damage by 50% or more. Imo, that is definately more than "to an extent".
Either case, I honestly believe most of the missile users will be quite satisfied with the outcome of the missile changes when the patch hits TQ.
Fly safe!
PS. Would be cool if CCP could post some missile damage values for different scenarios. At this moment, there seems to be many questionable numbers floating around in this thread making it hard for some to see what's true and what's fabricated.
A tank consist of modules allowing a person to tank x amount of dps. Shieldtanks go as far as 1000dps with x-large booster. So do dualrep setups. Why not have speedtank have the same effect? 90% reduction is roughly equivalent to the 1000dps tank, except if the 1000dps tank runs permanently and you didn't bring 1001+ dps it will not die. Speedtank just has some buffer and can never tank forever cause it will always take some HP damage unlike them high dps tanks that just sit there will full armor/shield.
Tbh 50% damage reduction is hilarious. Most decent active tanks will have 80%+ resists across the board, so stop whining about how someone is taking a bit less damage.
As far as I can see it it's either this way or speed tank dies completly, since the max speed difference between slowest and fastest ship is now less than 5k/s.
Well there is another way tbh. Make all ships slower. Oh wait....
I really don't see what the problem is. You wanted ships to slow down so you could do *some* damage to them with missiles. Now you have just that. You can do damage to everyone, but your damage is ****. It's pros vs cons. Or you could've just used tacklers to slow others down instead of whining on the forums and this would've never happened.
Edit: To be quite honest, I'm starting to love this nerf. Minmatar will have the complete freedom in disengaging, since no matter how pimped the other guy is, thanks to ruined speed mods, he'll still be slower (or instapop in case he's in an interceptor). That and the amount of caldari tears in this thread. |
PhatBoy
Caldari Fallen Angel's Blade.
|
Posted - 2008.10.24 14:36:00 -
[462]
Originally by: Nuts Nougat Edited by: Nuts Nougat on 24/10/2008 14:32:43
Originally by: Rip Striker
Originally by: Nuts Nougat
... Now that speeds are more "balanced" and speed tanking needs to remain viable (lol), ofcourse everyone will be able to speed tank them to an extent, because everyone has similar speeds. Live with it. ...
Does the speed tank them to an extent correspond to a 15% damage reduction? 30%? 50%? 90%? As it is now, ABing ships will reduce missile damage by 50% or more. Imo, that is definately more than "to an extent".
Either case, I honestly believe most of the missile users will be quite satisfied with the outcome of the missile changes when the patch hits TQ.
Fly safe!
PS. Would be cool if CCP could post some missile damage values for different scenarios. At this moment, there seems to be many questionable numbers floating around in this thread making it hard for some to see what's true and what's fabricated.
A tank consist of modules allowing a person to tank x amount of dps. Shieldtanks go as far as 1000dps with x-large booster. So do dualrep setups. Why not have speedtank have the same effect? 90% reduction is roughly equivalent to the 1000dps tank, except if the 1000dps tank runs permanently and you didn't bring 1001+ dps it will not die. Speedtank just has some buffer and can never tank forever cause it will always take some HP damage unlike them high dps tanks that just sit there will full armor/shield.
Tbh 50% damage reduction is hilarious. Most decent active tanks will have 80%+ resists across the board, so stop whining about how someone is taking a bit less damage.
As far as I can see it it's either this way or speed tank dies completly, since the max speed difference between slowest and fastest ship is now less than 5k/s.
Well there is another way tbh. Make all ships slower. Oh wait....
I really don't see what the problem is. You wanted ships to slow down so you could do *some* damage to them with missiles. Now you have just that. You can do damage to everyone, but your damage is ****. It's pros vs cons. Or you could've just used tacklers to slow others down instead of whining on the forums and this would've never happened.
Edit: To be quite honest, I'm starting to love this nerf. Minmatar will have the complete freedom in disengaging, since no matter how pimped the other guy is, thanks to ruined speed mods, he'll still be slower (or instapop in case he's in an interceptor). That and the amount of caldari tears in this thread.
And i will laugh at you the day minmatar get nerf'ed just as hard if not harder :-P |
Opertone
Caldari SIEGE. United Legion
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Posted - 2008.10.24 14:39:00 -
[463]
the 80% resists will come on top of 50% reduction to speed
out of 100 dmg, you will deliver 20 dmg to stationary target and then 10 dmg to a target with an AB
and now, only 2 DMG to subclass HAC with 80% resists and smaller signature further 50% reduction and decent speed, 70% reduction.
3 DMG is the best you can deal with BS to a randomly moving HAC. civilian armor repair unit can handle that
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Nuts Nougat
SniggWaffe
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Posted - 2008.10.24 14:40:00 -
[464]
Originally by: PhatBoy And i will laugh at you the day minmatar get nerf'ed just as hard if not harder :-P
I don't think minmatar can get any lower. My ship already instapop on sisi if i see more than 5 other people on the same grid. My dps and tank is lowest in the game, so if this hits TQ expect even more whines about vagabonds disengaging everyone, cause without the decent speedtank they had that's all they'll be able to do. |
Silver Sarena
Caldari Coreward Pan-Galactic
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Posted - 2008.10.24 15:32:00 -
[465]
Edited by: Silver Sarena on 24/10/2008 15:33:49
Originally by: Gypsio III
Very few BS will be fitting ABs - it's a non-issue. The "other single module" that you're looking for is called a T2 shield/armour hardener. And they can do more than 50% and have much easier fittings, and no delay when you activate them.
Wrong on both points, not so sorry to say. I can count on one hand the numbers of times I have flown a BS W/O an AB, in PvE or PvP. And, in the alliance I fly PvP with in my alt, its a toss up (50/50) between who favors AB or MWD on their BS. (For the many who worry about speed on a BS that is.) So, if that's a "non-issue", then I am affraid I am going to have to not care about whatever else you have to say. This experience is from the five and a half years I have been in game btw. Also, your point about the T2 hardners is completely off base and plainly invalid. You forgot a very important, but glaringly obvious, point: Those hardners only cover ONE damage type, not ALL damage types like the speed/missile nerfs effects. The invulnerability fields only cover roughly a third...... So, try again on that one as well.
Lastly: You should really try to slow down tho bud. Your typing fingers are clearly moving faster than your thinking processes. *
* |
lecrotta
lecrotta Corp
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Posted - 2008.10.24 15:38:00 -
[466]
Edited by: lecrotta on 24/10/2008 15:42:13
Originally by: Nuts Nougat
Originally by: Opertone the 80% resists will come on top of 50% reduction to speed
out of 100 dmg, you will deliver 20 dmg to stationary target and then 10 dmg to a target with an AB
and now, only 2 DMG to subclass HAC with 80% resists and smaller signature further 50% reduction and decent speed, 70% reduction.
3 DMG is the best you can deal with BS to a randomly moving HAC. civilian armor repair unit can handle that
But you can hit an untackled ship anywhere inside 250km with your awesome raven. Isn't that what you cried for when you cried for this nerf? Or did I miss something?
/signed.
I find it quite interesting that all the caldari pro nerfits are now complaining about not being able to hit frigs/ceptors for full or high dmg with BS sized long range weapons.
You could hit them very hard pre nerf as long as you had tackle (and you should always need tackle in pvp imho) but you seem to think that all ccp would do was slow stuff down so your missile volleys could melt every ship in the game in just a few volleys?....lol yea right. Personally i preferred the game as it was cos if a fast ship made a mistake and got slowed he was melted by all the missiles in flight.
Now CCP has balanced missiles with a similar problem turrets have suffered with their tracking, only now missiles do a steady dmg at any range while gunships miss 100% unless a ceptor has a transversal of around or below 1500ms at 180+km (that is roughly 2 x 60% webs btw) and around 100ms at max tackle range (that is 6-7 60% webs lol). |
Rip Striker
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Posted - 2008.10.24 15:52:00 -
[467]
Edited by: Rip Striker on 24/10/2008 15:53:20
Originally by: lecrotta
blabla
Stop already. No one in the last 4 pages or so have said anything about missile battleships doing almost none to zero damage against interceptors...well, except you.
The issue that some are concerned over is that missile battleships will have their damage reduced by 50% or more to other battleships fitted with an AB (before resists).
Do you understand the difference?
|
PhatBoy
Caldari Fallen Angel's Blade.
|
Posted - 2008.10.24 15:58:00 -
[468]
Edited by: PhatBoy on 24/10/2008 16:00:21
Originally by: lecrotta Edited by: lecrotta on 24/10/2008 15:42:13
Originally by: Nuts Nougat
Originally by: Opertone the 80% resists will come on top of 50% reduction to speed
out of 100 dmg, you will deliver 20 dmg to stationary target and then 10 dmg to a target with an AB
and now, only 2 DMG to subclass HAC with 80% resists and smaller signature further 50% reduction and decent speed, 70% reduction.
3 DMG is the best you can deal with BS to a randomly moving HAC. civilian armor repair unit can handle that
But you can hit an untackled ship anywhere inside 250km with your awesome raven. Isn't that what you cried for when you cried for this nerf? Or did I miss something?
/signed.
I find it quite interesting that all the caldari pro nerfits are now complaining about not being able to hit frigs/ceptors for full or high dmg with BS sized long range weapons.
You could hit them very hard pre nerf as long as you had tackle (and you should always need tackle in pvp imho) but you seem to think that all ccp would do was slow stuff down so your missile volleys could melt every ship in the game in just a few volleys?....lol yea right. Personally i preferred the game as it was cos if a fast ship made a mistake and got slowed he was melted by all the missiles in flight.
Now CCP has balanced missiles with a similar problem turrets have suffered with their tracking, only now missiles do a steady dmg at any range while gunships miss 100% unless a ceptor has a transversal of around or below 1500ms at 180+km (that is roughly 2 x 60% webs btw) and around 100ms at max tackle range (that is 6-7 60% webs lol).
and yet once again you make the same post you have 10times. dude get this straight a turret ship on TQ right now can easily insta pop a ceptor.......we missile users cannot hit them with our missles and BTW our cruise missiles dont all travel 250km for a FYI for all the turret users your wrong on that point.
and its not the fact of we are complaining because we dont insta pop them we are complaining because it is takeing 1min or more to kill a ceptor WITH WEBS!!!! but yet turrets just hit F1-F8 and pop goes the ceptor (50% of the time) granted yes you have to worry about tracking/transversal we have to worry about even HITTING them. atleast you guys still have a chance in hitting them. but thats for you lecrotta now for the acual thread post
BS vs. BS should be a good fight but now all a BS has to do when going against a raven is activate a AB and the raven is screw lol. THIS IS SHANANAGINS I TELL YOU!!!! complete and uderly madness imho |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 15:59:00 -
[469]
Edited by: Gypsio III on 24/10/2008 16:02:20
Quote: Wrong on both points, not so sorry to say. I can count on one hand the numbers of times I have flown a BS W/O an AB, in PvE or PvP.
In that case, I can probably count on one hand the number of people who fit ABs to BS in PVP on current TQ. Just because you do it doesn't make it sensible, or mean that others do it.
As for future mechanics, well, a AB BS will still be a sitting duck when off gate/station. Fitting an AB on a BS will become a less stupid decision thanks to AB speed tanks and scramblers, but I don't expect it to become normal. |
lecrotta
lecrotta Corp
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Posted - 2008.10.24 16:28:00 -
[470]
Edited by: lecrotta on 24/10/2008 16:31:26
Originally by: PhatBoy
Its not the fact of we are complaining because we dont insta pop them we are complaining because it is takeing 1min or more to kill a ceptor WITH WEBS!!!!
ON SISSI.
A mega can virtually insta pop a stationary ceptor or one with 0ms transversal while over 100ms transversal at close/tackle range (30km) a rail mega cannot do anything but miss so cannot drive off a tackling ceptor with its guns.
A cruise raven can do steady dmg to any ceptor within range of its cruise even without webs and at the ceptors top speed no matter the transversal and drive him off or kill him if he is stupid enough to stick around.
See different abilities with good and bad for both sides but balanced, a long range mega cannot kill or drive off a tackling interceptor but can kill it if it is stationary.
While the raven can drive it off or pop it at tackling range if it is also stupid, but cannot intsa pop it if it is stationary or afk.
Balance. |
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oilio
Caldari State War Academy
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Posted - 2008.10.24 16:31:00 -
[471]
Originally by: lecrotta
Now CCP has balanced missiles with a similar problem turrets have suffered with their tracking, only now missiles do a steady dmg at any range while gunships miss 100% unless a ceptor has a transversal of around or below 1500ms at 180+km (that is roughly 2 x 60% webs btw) and around 100ms at max tackle range (that is 6-7 60% webs lol).
I have to agree with phatboy on this - it really does seem like you're deliberately missing the point.
If a cruise raven can't hit an interceptor then fair enough. It couldn't before, and it can't post-nerf. No big deal there.
The big deal here - no matter how much people try to play it down - is that another BATTLESHIP equipped with nothing more than an AB gets close to 50% damage mitigation against CRUISE MISSILES at ANY RANGE!
It even gets damage mitigation against PRECISION CRUISES with a TARGET PAINTER!
AT ANY RANGE.
If a raven not being able to hit an AB'ing battleship for full damage with precision cruise missiles is OK, then I can only think that people are deliberately trolling.
As to this garbage being put forward by Gypsio that "hey, it's no big deal - BSs won't use ABs and you can paint them anyway". They WILL use ABs. They use MWDs now, and they will use ABs after the speed nerf. A BATTLESHIP SHOULD BE ABLE TO HIT ANOTHER AFTERBURNING BATTLESHIP WITH CRUISE MISSILES FOR FULL DAMAGE! AND SURE AS HELL WITH PRECISION CRUISES.
Torps need painters, fair enough, but the idea that a cruise raven can't even hit a damn BS for full damage using cruise missiles is ridiculous. |
Gypsio III
Dirty Filthy Perverts
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Posted - 2008.10.24 16:34:00 -
[472]
Edited by: Gypsio III on 24/10/2008 16:36:19
Quote: They use MWDs now, and they will use ABs after the speed nerf. A BATTLESHIP SHOULD BE ABLE TO HIT ANOTHER AFTERBURNING BATTLESHIP WITH CRUISE MISSILES FOR FULL DAMAGE!
Don't be ridiculous. The whole point of ABs is speed-tanking, of course an ABing BS shouldn't take full damage from Cruise - otherwise, it would make an absurd mockery of ABs.
And they'll only get the full damage reduction when they've finally lumbered up to speed, and only if fitting ABs in the first place - which really, really, won't be common. The tactical mobility and agility offered by MWDs will still rule. |
lecrotta
lecrotta Corp
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Posted - 2008.10.24 16:35:00 -
[473]
Originally by: oilio
The big deal here - no matter how much people try to play it down - is that another BATTLESHIP equipped with nothing more than an AB gets close to 50% damage mitigation against CRUISE MISSILES at ANY RANGE!
Il head to the test server and try things out asap bud. |
Nuts Nougat
SniggWaffe
|
Posted - 2008.10.24 17:29:00 -
[474]
Originally by: Rip Striker Edited by: Rip Striker on 24/10/2008 15:53:20
Originally by: lecrotta
blabla
Stop already. No one in the last 4 pages or so have said anything about missile battleships doing almost none to zero damage against interceptors...well, except you.
The issue that some are concerned over is that missile battleships will have their damage reduced by 50% or more to other battleships fitted with an AB (before resists).
Do you understand the difference?
And the problem here is? Speed tanking viable in all ship classes? Sounds like we've just gained diversity you all wanted by lowering speed.
Please do tell me *why* should speed tank be inferior to armor/shield tank on any ship class? Try orbiting a turret battleship at 500 sometime with your raven and see how hard he'll be hitting you if he doesn't web you.
Originally by: oilio AT ANY RANGE.
Show me any other weapon system that actually does damage "AT ANY RANGE" against a target that is not afk then we'll start talking about the amount of damage dealt.
And don't give me crap about turrets hitting a target for full damage if it's standing still. When turret ships will be missing all their hits, you'll still be doing decent damage. Sounds like a fair trade to me. |
Rip Striker
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Posted - 2008.10.24 17:51:00 -
[475]
Edited by: Rip Striker on 24/10/2008 17:53:00 Ok, here are some test results from Singularity.
Ship used, Nighthawk with a T1 rigor and a T1 flare rig with T1 and T2 precision EM ammo. Relevant skills, command ships 4 - guided missile precision 4 - target navigation prediction 4.
Target, Cerberus with a sig radius of 135m at 0 m/s, 300 m/s (regular max speed), 1600 m/s (max mwd speed)
Results:
___Speed__________T1(max 202 damage)___T2(max 175 damage) ___0 m/s__________202__________________175_______________ ___300 m/s________179__________________175_______________ ___1600 m/s_______187__________________175_______________
Seems that the sig radius of an MWDing ship makes up for the speed increase. I can only speculate on the damage dealt on an ABing Cerberus (roughly 500 m/s)...130-150 for T1 ammo and similar numbers for T2 precision?
I was under the impression that the formula had a cap regarding the ratio of sig_radius/expl_radius (max 1) and expl_velocity/target_velocity (max 1). Apparently I was wrong (see numbers above).
Fly Safe!
EDIT: Sig radius of the NH is 285m. Loading 6 fury missiles increases the sig radius to 390m. Go figure |
Nalshiga Dshoayo
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Posted - 2008.10.24 18:02:00 -
[476]
seems better than I expected!
but how hard do they hit if the cruiser goes 2000, 3000 or 5000?
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PhatBoy
Caldari Fallen Angel's Blade.
|
Posted - 2008.10.24 18:05:00 -
[477]
Edited by: PhatBoy on 24/10/2008 18:08:19
Originally by: oilio AT ANY RANGE.
Show me any other weapon system that actually does damage "AT ANY RANGE" against a target that is not afk then we'll start talking about the amount of damage dealt.
And don't give me crap about turrets hitting a target for full damage if it's standing still. When turret ships will be missing all their hits, you'll still be doing decent damage. Sounds like a fair trade to me.
acually a eagle setup right......as i have tested and used with spike ammo can hit targets from 2km-180km and you have to remember the only way a raven will hit a inty 100% of the time is webs without webs he will not hit the inty unless it is orbiting him at a close range.
The simple fact of the matter is that a mega tempest hyper domi ect. all have a chance of popping a inty in 1 volley so why is it now that it takes 2mins+ for a raven to do it a raven should beable to do what any other BS can do and DEFF should beable to do max damage to other BS's. that is the simple fact of the matter
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lecrotta
lecrotta Corp
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Posted - 2008.10.24 18:20:00 -
[478]
Edited by: lecrotta on 24/10/2008 18:26:18
Originally by: PhatBoy
The simple fact of the matter is that a mega tempest hyper domi ect. all have a chance of popping a inty in 1 volley so why is it now that it takes 2mins+ for a raven to do it.
Cos you can hit it constantly no matter the speed or transversal of the ceptor. While a tackling ceptor needs to be virtually stationary to be hit by a mega.
Originally by: PhatBoy A raven should be able to do what any other BS can do.
So by that logic every BS in the game should be able to hit a ceptor doing any speed for steady dmg as long as its in range, cos only caldari missile BS can do that at the moment.
Although i do agree that the BS vs BS thing needs looking at, i tried to get ppl on the test server to do some tests but they were busy "owning ffa1" as per usual.
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Nalshiga Dshoayo
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Posted - 2008.10.24 20:06:00 -
[479]
I know it's a little bit off topic, but the nighthawk really needs one more low or med slot.
the drake can run a better PvP fit than the NH due to more grid and more med slots.
this is absurd |
Wannabehero
Caldari Absolutely No Retreat
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Posted - 2008.10.24 20:45:00 -
[480]
Regarding PVE
I was optimistic of the alteration to the missile formula. In general I liked the sound of it... at first. My conclusion at this point however is that this formula is intrinsically totally borked.
Just forgetting about PVP, lets look at PVE
A standard mission NPC battleship runs the range of on average 350 - 460 m^2 sig and speeds of around 140 m/s orbit
With the new damage formula, I see that cruise missiles do 50% or less the damage they do currently to NPC battleships, and it gets even worse for torpedoes. Target painters do not help significantly, as the problem lies in the explosion velocity variable of the damage formula.
I find this unacceptable.
I will write this again, big and bold so it might be noticed
Cruise missiles and Torpedoes will do ~ 50% or less the damage they do currently against NPC's --
Don't harsh my mellow |
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