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7shining7one7
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Posted - 2009.02.08 22:26:00 -
[511]
Originally by: 7shining7one7
Originally by: Murina
Originally by: 7shining7one7 the part where you can use scorch from 45km all the way down to 15km if the target is moving towards you and still do completely stable dps without missing..
With 0 transversal you can hit to down to 0 with scorch and not miss at all, as i and others have told you transversal causes you to miss inside optimal the range is not what makes you miss.
How can you not understand such simple basics?.
how is 0 transversal even remotely applicable to the ingame situations.. if the target is 30km out.. (unless it's a stationary amarrian ship that you are firing upon)
besides, if this is what you are basing your calculations on no wonder you think scorch is awesome..
cause what you are doing is.. you are taking a midrange weapon system (pulse) that has a longer optimal range, thus more room where it hits before it reaches falloff and fades off
and comparing it to an extreme short range weapon system which has less room where it hits before it reaches falloff
and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
that's just plain stupid.
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Cohkka
Celestial Apocalypse
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Posted - 2009.02.08 22:26:00 -
[512]
Edited by: Cohkka on 08/02/2009 22:28:52 The question is: Is being able to do slightly more damage at a way shorter range worth it? The answer is: Under current gamemechanics, clearly not. If there was something like solo PvP left in EVE (in a single BS that is) that would be a valid point, if there was a way to outmaneuver the opponent, that would be a valid point as well. If there was a way to quickly zipp to the enemy and simply outdamage him that would be a valid point.
The truth is that not a single one of these points are doable. In todays combat enviroment large Blasters and ACs are subpar to Pulses in almost every but the most exotic circumstance. There is no need to come up with silly compairsons in a hypothetical scenario (that will never happen). All it needs is take a look at the KBs. The most significant damage that is done is done by Amarr BS (killing other BS/BCs and even Cruisers), they show up on most killmails on top. You're better off fitting longrange guns on your BS than Blasters/ACs in a small scale closerange battle (to put it in a viable scenario at a jump/warp in to a gate/station and the best scenario a closerange gunboat can encounter) because there is a high chance you won't do ANY damage especially when you're primaried.
I guess in the near/far future there will be an overhaul on weapon and tanking systems. In the current situation it's very one dimensional. Most ships only get looked at from a range/DPS point of view because as a BS pilot you're very limited in your options, it used to be diffrent and piloting skill did matter. |

Murina
Gallente The Scope
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Posted - 2009.02.08 22:28:00 -
[513]
Edited by: Murina on 08/02/2009 22:29:11 Look even your buddies graph shows that a target with 0 transversal will be hit for the turrets max dps withing its guns optimal..
The lines only start dropping when they hit falloff...
Please visit your user settings to re-enable images. |

Murina
Gallente The Scope
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Posted - 2009.02.08 22:29:00 -
[514]
Edited by: Murina on 08/02/2009 22:36:18
Originally by: 7shining7one7
besides, if this is what you are basing your calculations on no wonder you think scorch is awesome..
I do not base my calculation on it they are based on a BC doing a pefectly high 188ms transversal orbit and scorch hitting it for bloody high dmg.
Please visit your user settings to re-enable images.
Originally by: 7shining7one7 and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
Are you blind or stupid, i have told you and others i do not want blasters hitting over 30km at all let alone out to 45km, YOU EVEN REPLIED TO ME SAYING IT.
Nor have i said they should hit as hard at 45km as they do at 4.5km....are you hearing voices or are you just totally insane???
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7shining7one7
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Posted - 2009.02.08 22:40:00 -
[515]
Originally by: Cohkka Edited by: Cohkka on 08/02/2009 22:28:52 The question is: Is being able to do slightly more damage at a way shorter range worth it? The answer is: Under current gamemechanics, clearly not. If there was something like solo PvP left in EVE (in a single BS that is) that would be a valid point, if there was a way to outmaneuver the opponent, that would be a valid point as well. If there was a way to quickly zipp to the enemy and simply outdamage him that would be a valid point.
The truth is that not a single one of these points are doable. In todays combat enviroment large Blasters and ACs are subpar to Pulses in almost every but the most exotic circumstance. There is no need to come up with silly compairsons in a hypothetical scenario (that will never happen). All it needs is take a look at the KBs. The most significant damage that is done is done by Amarr BS (killing other BS/BCs and even Cruisers), they show up on most killmails on top. You're better off fitting longrange guns on your BS than Blasters/ACs in a small scale closerange battle (to put it in a viable scenario at a jump/warp in to a gate/station and the best scenario a closerange gunboat can encounter) because there is a high chance you won't do ANY damage especially when you're primaried.
I guess in the near/far future there will be an overhaul on weapon and tanking systems. In the current situation it's very one dimensional. Most ships only get looked at from a range/DPS point of view because as a BS pilot you're very limited in your options, it used to be diffrent and piloting skill did matter.
that ain't got diddly to do with amarr being overpowered, cause they allways had that range (except apoc) and they never did more dps, it's just that before, that range wasn't all that awesome, and now ppl changed combat style and now it is..
don't get mad that you can't fly any ship like you can fly an amarrian ship, you can't fly an amarrian ship like you can fly a gallente ship either.. and so forth..
you've survived both the megathron era and the nano era.. you can survive this too.. they are still viable it just takes a bit more coordination to use them than just flying solo pwning everything like you used to be able to do. (which wasn't all that cool either if you were on the opposite side of the fence)
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7shining7one7
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Posted - 2009.02.08 22:43:00 -
[516]
Edited by: 7shining7one7 on 08/02/2009 22:47:02
Originally by: Murina
Originally by: 7shining7one7 and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
Are you blind or stupid, i have told you and others i do not want blasters hitting over 30km at all let alone out to 45km, YOU EVEN REPLIED TO ME SAYING IT.
Nor have i said they should hit as hard at 45km as they do at 4.5km....are you hearing voices or are you just totally insane???
Originally by: Murina Edited by: Murina on 08/02/2009 20:58:14
What i would do is increase the damage of blasters to at least match amarr scorch/mf dmg up to the 20km range with a steep falloff to 27/30km and 0 gun dmg after 30km for gallente blaster ships apart from the slight dmg from drones.
This way amarr rule at 20+ to 45+ as they should, we are kinda level from 10-20km and gallente still get the 2-10km range, (under 2 no fecker in a gunnery BS hits much unless its a stationary barn door).
you want blasters with 30km range and you want them to do similar damage as scorch till they reach 20km (thus you want a similar effect that scorch gets at 20km because it's optimal is 45km)... effectively making blasters midrange weapon platforms..
buffoon..
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Murina
Gallente The Scope
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Posted - 2009.02.08 22:45:00 -
[517]
Originally by: Cohkka
The question is: Is being able to do slightly more damage at a way shorter range worth it? The answer is: Under current gamemechanics, clearly not. If there was something like solo PvP left in EVE (in a single BS that is) that would be a valid point, if there was a way to outmaneuver the opponent, that would be a valid point as well. If there was a way to quickly zipp to the enemy and simply outdamage him that would be a valid point.
Their was many years ago but adjustment after adjustment and nerf after nerf made all turret BS nothing more than big heavy slow gang tanking DMG platforms.
Originally by: Cohkka Most ships only get looked at from a range/DPS point of view because as a BS pilot you're very limited in your options, it used to be different and piloting skill did matter.
I am glad you understand, although the numbers in eve contributed to this although thats the chicken and the egg situation, did the numbers in eve force the changes to the game and combat or did was combat changed to allow the numbers of less skilled players the ability to compete....
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Murina
Gallente The Scope
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Posted - 2009.02.08 22:50:00 -
[518]
Edited by: Murina on 08/02/2009 22:54:03 Edited by: Murina on 08/02/2009 22:52:37
Originally by: 7shining7one7 Edited by: 7shining7one7 on 08/02/2009 22:44:46
Originally by: Murina
Originally by: 7shining7one7 and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
Are you blind or stupid, i have told you and others i do not want blasters hitting over 30km at all let alone out to 45km, YOU EVEN REPLIED TO ME SAYING IT.
Nor have i said they should hit as hard at 45km as they do at 4.5km....are you hearing voices or are you just totally insane???
Originally by: Murina
What i would do is increase the damage of blasters to at least match amarr scorch/mf dmg up to the 20km range with a steep falloff to 27/30km and 0 gun dmg after 30km for gallente blaster ships apart from the slight dmg from drones.
This way amarr rule at 20+ to 45+ as they should, we are kinda level from 10-20km and gallente still get the 2-10km range, (under 2 no fecker in a gunnery BS hits much unless its a stationary barn door).
you want blasters with 30km falloff and you want them to do similar damage as scorch till they reach 20km... effectively making blasters midrange weapon platforms..
buffoon..
AT what point do i ask for 30km of falloff???  
I say they should match pulse out to 20km yes and they should, then i say they should have a steep falloff to 27/30km(THATS A MIN FALLOFF OF 7-10KM BTW MUPPET) and then do 0 DMG after 30km... 
THATS 0 DMG OVER 30KM RANGEMORON ARE YOU STUPID OR JUST PSYCHOTIC 
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 22:54:00 -
[519]
Edited by: 7shining7one7 on 08/02/2009 22:54:08
Originally by: 7shining7one7 Edited by: 7shining7one7 on 08/02/2009 22:52:09
Originally by: Murina
Originally by: 7shining7one7 and then you are complaining that blasters can't hit out to 45km like pulse while still doing as much damage as they do now...
Are you blind or stupid, i have told you and others i do not want blasters hitting over 30km at all let alone out to 45km, YOU EVEN REPLIED TO ME SAYING IT.
Nor have i said they should hit as hard at 45km as they do at 4.5km....are you hearing voices or are you just totally insane???
Originally by: Murina Edited by: Murina on 08/02/2009 20:58:14
What i would do is increase the damage of blasters to at least match amarr scorch/mf dmg up to the 20km range with a steep falloff to 27/30km and 0 gun dmg after 30km for gallente blaster ships apart from the slight dmg from drones.
This way amarr rule at 20+ to 45+ as they should, we are kinda level from 10-20km and gallente still get the 2-10km range, (under 2 no fecker in a gunnery BS hits much unless its a stationary barn door).
you want blasters with 30km range and you want them to do similar damage as scorch till they reach 20km (thus you want a similar effect that scorch gets at 20km because it's optimal is 45km)... effectively making blasters midrange weapon platforms..
buffoon.. you wanna break the whole combat strategy of an entire race just cause your preferred strategy is sitting stationary at a gatecamp and f1'ing and that you refuse to;
a) move around more or change strategy, or
b) train amarr which has weapons that fits that particular combat philosophy..
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Murina
Gallente The Scope
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Posted - 2009.02.08 22:56:00 -
[520]
Originally by: 7shining7one7 you should read again.
Why because your a fool and pulled a ninja edit?.
READ, THINK, READ AGAIN, CHECK YOUR FACTS THEN POST.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.02.08 22:57:00 -
[521]
Originally by: Murina Edited by: Murina on 08/02/2009 10:22:26
Originally by: Goumindong
Originally by: Murina
And Beams with aurora 205 x 325 = 62525 and i didn't even try hard to boost the dmg.....
NULL = OPTIMAL 11 FALLOFF 16, Tracking on a nuetron hyperion 0.04059 MF = OPTIMAL 15 FALLOFF 10, Tracking on mega pulse baddon 0.04219
You still don't understand the complaint do you?
Well it seems to me that you want ppl to match ammo by tracking penalty instead of the comparative range they give their systems...
No, i want you to make analysis that mean something. Range means nothing if you do not figure how long the target stays at each point. Once you have how long the target stays at each point then you can start comparing how much damage each does.
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7shining7one7
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Posted - 2009.02.08 22:58:00 -
[522]
Edited by: 7shining7one7 on 08/02/2009 23:07:26 if you change the combat strategy of an entire race based on the FOTM you'll end up with ships doing exactly the same thing and just end up breaking the f'ing game..
and then you might aswell play World of Warcraft.. which is as i mentioned.. that way 
now if you think ccp is stupid enough to break their own game.. then please continue demanding midrange blasters...
you do realize that the reason why amarr is mid range is because they tend to be less mobile. (read: viable fits) and the reason gallente is extreme short range is because they tend to be MORE mobile..
you can't just make blasters midrange, then you'd have to change the slot layout, stats and much more of many of the ships to differentiate their combat styles.. in this case you can't just say a) without saying b, c and d aswell.. and that's the issue with that suggestion..
well the real issue is you overexaggerating and whining like a little girl to get your way.. but besides that.. |

Murina
Gallente The Scope
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Posted - 2009.02.08 23:03:00 -
[523]
Originally by: 7shining7one7
you want blasters with 30km range
Blasters already hit out to 27km fool, 30km was the total cutoff i mentioned.
Originally by: 7shining7one7 and you want them to do similar damage as scorch till they reach 20km (thus you want a similar effect that scorch gets at 20km
Yup 10-20km is the border between short and med range so its only right we match dmg somewhat. Over 20km scorch should out dmg blasters than should drop off to 27kmish as they do now while pulse continue to go on with their high dmg out to 45km+.
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:06:00 -
[524]
Originally by: 7shining7one7 .
and then you might aswell play World of Warcraft.. which is as i mentioned.. that way 
If you know the way, we wish you well kkbye.
It will be nice for you to play a game that you do not lose your "faction" stuff when you die, a bit like when they mirror sissi i bet... |

7shining7one7
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Posted - 2009.02.08 23:11:00 -
[525]
Edited by: 7shining7one7 on 08/02/2009 23:11:42
Originally by: Murina
Originally by: 7shining7one7 .
and then you might aswell play World of Warcraft.. which is as i mentioned.. that way 
If you know the way, we wish you well kkbye.
It will be nice for you to play a game that you do not lose your "faction" stuff when you die, a bit like when they mirror sissi i bet...
you're the one proposing gamebreaking suggestions just cause you lack innovation, creativity and strategy..
and no, considering how rude you have been to people in this thread.. you won't be missed..
and i don't play on sisi, you do.. you keep f'ing talking about it anyways..
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Cohkka
Celestial Apocalypse
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Posted - 2009.02.08 23:11:00 -
[526]
Originally by: 7shining7one7
you've survived both the megathron era and the nano era.. you can survive this too.. they are still viable it just takes a bit more coordination to use them than just flying solo pwning everything like you used to be able to do. (which wasn't all that cool either if you were on the opposite side of the fence)
The Megathron era? Solo was always something for VERY few people, soloing in a BS even more so. That appart, the Tempest always was on top of the foodchain when it came to BS soloing (given in the right hands). There was something called ballance between the two, the Mega and the Tempest. I'd go as far and say it was as close to perfect as it could get. Today that's thrown out the window, too. But hey it doesn't matter, solo is dead anyway... but what are the Blasters/ACs for?
People didn't change combat styles just like that. They were just forced to addapt to the changes CCP made. The range of Amarrian pulses always played a role in fleetbattles. Today that advantage is just more apperent. I doubt the gamemechanics will change in favor of Blasters/ACs in their current role. So they have to be adjusted to fit into the mechanics, otherwise they have little purpose. Don't speak english, just F5, F5, F5... |

Murina
Gallente The Scope
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Posted - 2009.02.08 23:12:00 -
[527]
Edited by: Murina on 08/02/2009 23:17:00
Originally by: Goumindong
Originally by: Murina
Originally by: Goumindong
Originally by: Murina
And Beams with aurora 205 x 325 = 62525 and i didn't even try hard to boost the dmg.....
NULL = OPTIMAL 11 FALLOFF 16, Tracking on a nuetron hyperion 0.04059 MF = OPTIMAL 15 FALLOFF 10, Tracking on mega pulse baddon 0.04219
You still don't understand the complaint do you?
Well it seems to me that you want ppl to match ammo by tracking penalty instead of the comparative range they give their systems...
No, i want you to make analysis that mean something. Range means nothing if you do not figure how long the target stays at each point. Once you have how long the target stays at each point then you can start comparing how much damage each does.
Im pretty sure the ship will be in the optimal of MF (0-15km) longer than in the optimal of null(0-11km).
Simple math really.
Also you need to take into account how much dmg the ship takes while getting into the optimal high dmg ranges, saying hey look i burned into blaster antimatter range of you and i am gonna hit you for a uber 1300+dps is worthless if you have 20,000 ehp left cos of the pounding you took to get their and he has 90.000 and is still hitting you for a 1000dps.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:16:00 -
[528]
Originally by: Cohkka
Originally by: 7shining7one7
you've survived both the megathron era and the nano era.. you can survive this too.. they are still viable it just takes a bit more coordination to use them than just flying solo pwning everything like you used to be able to do. (which wasn't all that cool either if you were on the opposite side of the fence)
The Megathron era? Solo was always something for VERY few people, soloing in a BS even more so. That appart, the Tempest always was on top of the foodchain when it came to BS soloing (given in the right hands). There was something called ballance between the two, the Mega and the Tempest. I'd go as far and say it was as close to perfect as it could get. Today that's thrown out the window, too. But hey it doesn't matter, solo is dead anyway... but what are the Blasters/ACs for?
Bud the guy is all about 1 v 1 BS and sees the BS through sissi eft eyes instead of the reality that is and has been eve for years. We both know their was no megathron era (although i did enjoy the nano domi) he just looks at the max dmg of faction blasters and has no clue at all how impractical they are in TQ eve.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 23:18:00 -
[529]
Originally by: Murina
Im pretty sure the ship will be in the optimal of MF (0-15km) longer than in the optimal of null(0-11km).
Simple math really.
Also you need to take into account how much dmg the ship takes while getting into the optimal high dmg ranges, saying hey look i burned into blaster antimatter range and am gonna hit you for a uber 1300dps is worthless if you have 20,000 ehp left and he has 90.000 and is still hitting you for a 1000dps.
we've allready been over that.. 1 tracking disruptor turns megapulse from midrange to short range....
this becomes even more of an issue for amarr if blasters start hitting awesome all the way out to 20km..
take the abaddon and hype.. hype has 5 mid slots.. abaddon has 4.. (and needs a lot of cap since it doesn't get ship bonus for cap)
and the other amarr ships are similar with that slot placement..
but ofcourse it's more convenient for you to just omit all that isn't it.. |

7shining7one7
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Posted - 2009.02.08 23:20:00 -
[530]
Edited by: 7shining7one7 on 08/02/2009 23:22:16
Originally by: Murina
Bud the guy is all about 1 v 1 BS and sees the BS through sissi eft eyes instead of the reality that is and has been eve for years. We both know their was no megathron era (although i did enjoy the nano domi) he just looks at the max dmg of faction boosted blasters and has no clue at all how impractical they are in TQ eve.
hey.. dunceboi..
no.
oh.. i forgot..
there were no blasterthrons.. just a figment of someones imagination.. they were never viable.. they never existed... |
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:26:00 -
[531]
Originally by: 7shining7one7
we've allready been over that.. 1 tracking disruptor turns megapulse from midrange to short range....
Actually it brings them down to still over 20km..you think thats short wow i guess blaster do need a boost that as they are short range according to you.
Originally by: 7shining7one7 this becomes even more of an issue for amarr if blasters start hitting awesome all the way out to 20km.. .
"Hitting awesome", well that one way of putting it although i said matching pulse out to 20km...and you think pulse hit for "awesome" dmg do you WOW..
Your agreeing with me without even knowing it you clown.
Remember what i said about read think ect ect before you post?. |

Murina
Gallente The Scope
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Posted - 2009.02.08 23:28:00 -
[532]
Originally by: 7shining7one7 Edited by: 7shining7one7 on 08/02/2009 23:22:16
Originally by: Murina
Bud the guy is all about 1 v 1 BS and sees the BS through sissi eft eyes instead of the reality that is and has been eve for years. We both know their was no megathron era (although i did enjoy the nano domi) he just looks at the max dmg of faction boosted blasters and has no clue at all how impractical they are in TQ eve.
hey.. dunceboi..
no.
oh.. i forgot..
there were no blasterthrons.. just a figment of someones imagination.. they were never viable.. they never existed...
No blastertron era = figment of imagination, never VIABLE, never existed.....
Get help....soon.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 23:29:00 -
[533]
Edited by: 7shining7one7 on 08/02/2009 23:30:44
Originally by: Murina
Originally by: 7shining7one7
we've allready been over that.. 1 tracking disruptor turns megapulse from midrange to short range....
Actually it brings them down to still over 20km..you think thats short wow i guess blaster do need a boost that as they are short range according to you.
Originally by: 7shining7one7 this becomes even more of an issue for amarr if blasters start hitting awesome all the way out to 20km.. .
"Hitting awesome", well that one way of putting it although i said matching pulse out to 20km...and you think pulse hit for "awesome" dmg do you WOW..
Your agreeing with me without even knowing it you clown.
Remember what i said about read think ect ect before you post?.
hit for awesome as in same damage as pulse (while being kin/therm which means more dmg inflicted than pulse) and still maintain their insane damage when they get close..
no i didn't agree with you.. clown... you just fail at comprehension 1o1..
actually it brings SCORCH pulse down from 45 to 22.5km..
and multifreq goes down to around 7.5km.
i'd say that's pretty f'ing short range for a mid range weapon system..
cone..
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Selia Rain
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Posted - 2009.02.08 23:31:00 -
[534]
Edited by: Selia Rain on 08/02/2009 23:37:57
Originally by: Murina Im pretty sure the ship will be in the optimal of MF (0-15km) longer than in the optimal of null(0-11km).
Just going to say that due to the wonder that is the stasis webifier+warp scrambler II combo, you'll be in blaster optimal until you die. You can't really kite a blaster ship that's got a scrambler+web on you.
Am I reading correctly that you are actually looking for a gallente boost rather than an amarr nerf? So really amarr are fine, but gallente are underpowered. I honestly wouldn't mind seeing a slight boost to blaster dps given the current state of combat in eve(a frig shutting down your MWD makes you sad panda in a blastership), or perhaps a slight boost to falloff. Wouldn't affect me either way, as the only blaster ships I fly are medium sized ones. EDIT: Also Taranis, forgot. Still my favorite inty ever.
I think the real issue is that projectiles need a look at. Arty have neither dps nor alpha, nor range, and autos are okay, but seem mediocre at best. This may be chocked up to being the most versitile turreted weapon, but arty seems to have really been given the short end of the stick with the introduction of the almighty abbadon(and it's unrealistic tachyon setup of doom). </derail>
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:32:00 -
[535]
Originally by: 7shining7one7
actually it brings SCORCH pulse down from 45 to 22.5km..
and multifreq goes down to around 7.5km.
i'd say that's pretty f'ing short range for a mid range weapon system..
cone..
You a psyco a fool and a total emotard when it comes to posting go away.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 23:32:00 -
[536]
Edited by: 7shining7one7 on 08/02/2009 23:33:32
Originally by: Murina
Originally by: 7shining7one7
actually it brings SCORCH pulse down from 45 to 22.5km..
and multifreq goes down to around 7.5km.
i'd say that's pretty f'ing short range for a mid range weapon system..
cone..
You a psyco a fool and a total emotard when it comes to posting go away.
in spellcheck land, letters own you.
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Dors Venabily
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Posted - 2009.02.08 23:35:00 -
[537]
Epic emo thread
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:36:00 -
[538]
Originally by: Selia Rain
Originally by: Murina Im pretty sure the ship will be in the optimal of MF (0-15km) longer than in the optimal of null(0-11km).
Just going to say that due to the wonder that is the stasis webifier+warp scrambler II combo, you'll be in blaster optimal until you die. You can't really kite a blaster ship that's got a scrambler+web on you.
That is cos you are looking at the fight starting at 0 instead of at 20+ like a gate jumpin ect.
Originally by: Selia Rain Am I reading correctly that you are actually looking for a gallente boost rather than an amarr nerf? So really amarr are fine, but gallente are underpowered.
Im about balancing the systems bud nerf boost are what emo tards use when they cannot think properly. The game and the numbers in it is making the silly optimal of blasters/ac worthless compared to pulse so the systems need adjusting, what i gave was one idea.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.08 23:42:00 -
[539]
Edited by: 7shining7one7 on 08/02/2009 23:44:38
Originally by: Murina Edited by: Murina on 08/02/2009 23:39:38
Originally by: Selia Rain
Originally by: Murina Im pretty sure the ship will be in the optimal of MF (0-15km) longer than in the optimal of null(0-11km).
Just going to say that due to the wonder that is the stasis webifier+warp scrambler II combo, you'll be in blaster optimal until you die. You can't really kite a blaster ship that's got a scrambler+web on you.
That is cos you are looking at the fight starting at 0 instead of at 15-20+ like a gate jumpin ect.
Originally by: Selia Rain Am I reading correctly that you are actually looking for a gallente boost rather than an amarr nerf? So really amarr are fine, but gallente are underpowered.
Im about balancing the systems bud nerf boost are what emo tards use when they cannot think properly. The game and the numbers in it is making the silly optimal of blasters/ac worthless compared to pulse so the systems need adjusting, what i gave was one idea.
8/10 for irony..
you've spent the entire thread claiming that amarr is overpowered.. 
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Murina
Gallente The Scope
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Posted - 2009.02.08 23:46:00 -
[540]
Edited by: Murina on 08/02/2009 23:46:19
Originally by: 7shining7one7
8/10 for irony..
you've spent the entire thread claiming that amarr is overpowered.. 
10/10 for trolly stupidity and brainless emo posting.
They are OP...., but reducing a system is not the only option emo boy, maybe if you thought before you posted and were not such a moron you would understand that boosting, adding counters or adjusting other systems that are underpowered by comparison is also a answer.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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