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Thread Statistics | Show CCP posts - 0 post(s) |
Chienka
Viziam
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Posted - 2008.11.14 08:54:00 -
[31]
Originally by: Kransthow I found another fix
Sorry mate, couldn't find that in the "Launchers and Bays" catagory. What is it per chance?
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Kransthow
The Scope
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Posted - 2008.11.14 08:58:00 -
[32]
Originally by: Chienka
Originally by: Kransthow I found another fix
Sorry mate, couldn't find that in the "Launchers and Bays" catagory. What is it per chance?
Large target painter
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Lana Lanee
Minmatar
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Posted - 2008.11.14 09:24:00 -
[33]
adapt or die
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Malcanis
RuffRyders Eradication Alliance
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Posted - 2008.11.14 09:30:00 -
[34]
Originally by: quigibow Edited by: quigibow on 14/11/2008 05:03:03
This whole missle nerf thing gave me an idea...
How about making a Mid Slot mod that increases missile velocity and explosion velocity...
That way you can get simular effects of pre-nerf missles but you are forced to give up a mid slot which then gives you less slots to play with for tank....
IF there are mid slot enhancing mods for guns there should be some for missles too...
You mean like adding missile velocity/explosion velocity scripts to tracking computers? That would be the simplest option, and one I advocated instead of the nano-nerf.
The people crying about nanos seemed to prefer to whine for nerfs rather than ask for a better too to combat them though :(
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Zeta Starg
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Posted - 2008.11.14 09:36:00 -
[35]
OK quick question....
People are saying use Target Painters as a soulution to the missile issue, which is a fair point. The only problem i can see is that Target Painters, as far as i know this is the question part, dont have a very long optimal range and how effective are they when you start using them in fall off. Does the sig increase decrease the further into fall off that you go or doesnt it matter?
Just a thought.
Zeta
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Kransthow
The Scope
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Posted - 2008.11.14 09:38:00 -
[36]
Originally by: Zeta Starg OK quick question....
People are saying use Target Painters as a soulution to the missile issue, which is a fair point. The only problem i can see is that Target Painters, as far as i know this is the question part, dont have a very long optimal range and how effective are they when you start using them in fall off. Does the sig increase decrease the further into fall off that you go or doesnt it matter?
Just a thought.
Zeta
If they work anything like damps they become chance based out of optimal, but optimal on them is fine enough
Wait what am I doing... STFU NOOB
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Zeta Starg
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Posted - 2008.11.14 09:43:00 -
[37]
If they work anything like damps they become chance based out of optimal, but optimal on them is fine enough
Wait what am I doing... STFU NOOB
Thank you for that wonderfully usefull input, so basicly u dont know any more than i do. can you tell me optimals with lvl4 / 5 skills do u know if they become chance based or not? thanks
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Kransthow
The Scope
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Posted - 2008.11.14 09:51:00 -
[38]
Originally by: Zeta Starg Thank you for that wonderfully usefull input, so basicly u dont know any more than i do. can you tell me optimals with lvl4 / 5 skills do u know if they become chance based or not? thanks
42/45 optimal with l 4/5 with about another 90 for falloff, They are almost certainly chance based going at 100% at optimal, 50% at optimal + falloff and 0% at optimal + 2xfalloff
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Zeta Starg
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Posted - 2008.11.14 09:55:00 -
[39]
Originally by: Kransthow
Originally by: Zeta Starg Thank you for that wonderfully usefull input, so basicly u dont know any more than i do. can you tell me optimals with lvl4 / 5 skills do u know if they become chance based or not? thanks
42/45 optimal with l 4/5 with about another 90 for falloff, They are almost certainly chance based going at 100% at optimal, 50% at optimal + falloff and 0% at optimal + 2xfalloff
Thats Great Thank you very much,
Zeta
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Gamesguy
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.11.14 10:02:00 -
[40]
Originally by: Gonk Vangler Edited by: Gonk Vangler on 14/11/2008 08:38:14
Originally by: Tratis Sykes
Yeah.. I can't fit Tank and DMG Boosting Modules at once cos both are low slot modules. Only Caldari can fit tank + BCU's the same time. Med slots? Cap Recharger for missions. Something you Caldari boons have also no clue about. Ever fired a laser and keep your repper running for 10 minutes? So shut up, dumbass
Ever wonder why that is? The BCU/tank thing I mean. Ever see any missile ship but a fully passive drake without BCU's in the low's? No? care to maybe speculate on why that is?
1: Missiles have the lowest damage of any weapon class 2: Active shieldtanking eats cap like nobody's business
All the drawbacks of pre-QR missiles are still here. And I'll remind you, Caldari are not the only missile users, but they were hit the hardest due to their reliance on the weapon type. If they'd done to your pulse lasers what they've done to my missiles, you'd be ****ed too
I'm sorry what? Missiles have the lowest damage in any weapon class? Really? So you're trying to say torps have the lower damage than pulses and autocannons? Or how about heavies? Do they have lower damage than rails/arty/beams?
And active armor tanking doesn't eat cap?
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Venkul Mul
Gallente
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Posted - 2008.11.14 10:29:00 -
[41]
Originally by: Sileam Edited by: Sileam on 14/11/2008 06:46:31
Originally by: Gojyu You mean like a target painter?
How many Amarr, Gallente and Minmatar battleships REQUIRE "target painter" to be able to deal atleast 60-70% of their DPS against the target of the EQUAL size? How many of them uses MED SLOT SHIELD TANK that occupies "target painter" slot?
You mean how many gun ship need one or more tracking computer to hit?
And how many armor tanking gun ship use low slots to increase the guns damage?
Y·Now missile ships are exactly in the same situation of gun ships: to get full DPS you need to use both low and middle slots.
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white kight
SwEaTy ArMpIT RaIDeRs
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Posted - 2008.11.14 10:45:00 -
[42]
Edited by: white kight on 14/11/2008 10:45:16
Originally by: Gamesguy
Originally by: Gonk Vangler Edited by: Gonk Vangler on 14/11/2008 08:38:14
Originally by: Tratis Sykes
Yeah.. I can't fit Tank and DMG Boosting Modules at once cos both are low slot modules. Only Caldari can fit tank + BCU's the same time. Med slots? Cap Recharger for missions. Something you Caldari boons have also no clue about. Ever fired a laser and keep your repper running for 10 minutes? So shut up, dumbass
Ever wonder why that is? The BCU/tank thing I mean. Ever see any missile ship but a fully passive drake without BCU's in the low's? No? care to maybe speculate on why that is?
1: Missiles have the lowest damage of any weapon class 2: Active shieldtanking eats cap like nobody's business
All the drawbacks of pre-QR missiles are still here. And I'll remind you, Caldari are not the only missile users, but they were hit the hardest due to their reliance on the weapon type. If they'd done to your pulse lasers what they've done to my missiles, you'd be ****ed too
I'm sorry what? Missiles have the lowest damage in any weapon class? Really? So you're trying to say torps have the lower damage than pulses and autocannons? Or how about heavies? Do they have lower damage than rails/arty/beams?
And active armor tanking doesn't eat cap?
Signed. I am a caldari pilot and i am happy with this "nerf". My cerb is now fking awesome short range against larger targets than itself. Caldari now have been brought into line with every other race in terms of dps, tank etc. Grats CCP on a very good expansion (other than stealth bombers are a bi crappy now RIP my poor manticore )
Originally by: CCP Navigator
Thread Locked.
Please note that the General Discussion area is not....
Oh who am I kidding - Continue
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Demonic Sentiment
Caldari Dissonance Corp Libertas Fidelitas
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Posted - 2008.11.14 11:51:00 -
[43]
Edited by: Demonic Sentiment on 14/11/2008 11:52:16 http://oldforums.eveonline.com/?a=topic&threadID=922401
u gotta read through the thread some but we do finnally get to a mid slot mod.. im not so worried bout my missiles velocity anymoree... but my explosion velocity is REALlY low.. though i have still managed to kill peps lol.. some of them just sit there
edit: i am useing cerberus to.. it does to fairly well still... though a explosion velocity mod would help against other hacs : )
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Zitus
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Posted - 2008.11.14 12:27:00 -
[44]
BTW, if you are reading this post then you've missed the point of this topic.
Read post one then two.
</thread> |
Karille
Gallente Lordless
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Posted - 2008.11.14 12:55:00 -
[45]
This is a target painter, a module used by missile boat pilots with a brain. |
Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2008.11.14 13:01:00 -
[46]
Originally by: Kerfira
The only thing that need fixing is that the majority of missile whiners need to realise it now takes skill to fly a missile boat, just as it's always required skill to fly a gun boat.
Amen. If you have as much invested in missile skills as turrets need, they work just fine (in some cases slightly better, in some cases slightly worse). They are pretty much balanced now.
The fact that they were totally out of whack before was the problem, which resulted in low-skill people soloing lvl4s in Ravens. Try the same with a gunboat with the same amount of skill points and see how well you do.
Missiles now need skills, and also some thought into fittings. Like all other weapon systems.
My missiles seem to be working just fine. Funny that.
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2008.11.14 13:05:00 -
[47]
Originally by: Gonk Vangler
1: Missiles have the lowest damage of any weapon class
In what universe?
In practice, a torp Raven does equivalent damage to a blaster Megathron, ffs, with totally superior range, switchable damage types and no cap use.
"lowest damage" my ass.
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quigibow
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Posted - 2008.11.14 23:16:00 -
[48]
A Target painter helps drones/guns/missles... tracking computer helps guns....
Now that Missles are Brought inline with guns...
There should be some mod that is used only for boosting missles on the mid slot to help with long range combat..
IF not then why have missles that can shoot up to 200km+? Guns can shoot 200km+ (on certain ships) and dont need a alt in a Huginn just to hit the small ships... |
Thorian Baalnorn
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Posted - 2008.11.15 12:36:00 -
[49]
Originally by: quigibow Edited by: quigibow on 14/11/2008 05:03:03
This whole missle nerf thing gave me an idea...
How about making a Mid Slot mod that increases missile velocity and explosion velocity...
That way you can get simular effects of pre-nerf missles but you are forced to give up a mid slot which then gives you less slots to play with for tank....
IF there are mid slot enhancing mods for guns there should be some for missles too...
Or they could just make missles more realistic instead of oversized bottle rockets.
then again people would actually have a choice of what weapons to use in PVP and might get confused.. so nvm. Wouldnt want to expand the options to builds any, would we CCP? |
Jim Hazard
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Posted - 2008.11.15 13:15:00 -
[50]
Edited by: Jim Hazard on 15/11/2008 13:19:13
Originally by: Sileam Edited by: Sileam on 14/11/2008 06:46:31
Originally by: Gojyu You mean like a target painter?
How many Amarr, Gallente and Minmatar battleships REQUIRE "target painter" to be able to deal atleast 60-70% of their DPS against the target of the EQUAL size? How many of them uses MED SLOT SHIELD TANK that occupies "target painter" slot?
How many shield tanked battleships need their medslots to increase the dps? (edit: by using damage mods)
Originally by: quigibow A Target painter helps drones/guns/missles... tracking computer helps guns....
Now that Missles are Brought inline with guns...
There should be some mod that is used only for boosting missles on the mid slot to help with long range combat..
IF not then why have missles that can shoot up to 200km+? Guns can shoot 200km+ (on certain ships) and dont need a alt in a Huginn just to hit the small ships...
In return there is no ew to lower the explosion velocity and speed, while there are those evil things which are called tracking disruptors which are pretty nasty.
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