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21. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 01/10/2009 00:54:40 Originally by: Cpt Branko No. Why nerf Minmatar? hm? Quote: We don't really need it honestly, not that I wouldn't like it on some ships. That said, the mere inclusion of finally...
- by AstroPhobic - at 2009.10.01 00:51:00
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22. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
After reading over Liang's thoughts, I must add the following: A 75% increase in damage and duration isn't a buff, it's a change . The only "buffs" we've seen on artillery have been the ammo changes and the clip size. Remember artillery was (is)...
- by AstroPhobic - at 2009.10.01 00:36:00
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23. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Naomi Knight Seishi Maru >>> Liang+Etho+AstroPhobic+ rest fanboys It is clear they have no clue at all about math or eve. Oh Liang you should download the client at least ,it has better graphics better than your si...
- by AstroPhobic - at 2009.09.30 22:43:00
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24. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Isaac Starstriker Try running a separate Amarr and a separate Minmatar fleet against Curses. I'm willing to bet the Minmatar fleet wins, even if they take losses. Amarr: loss. It matters, plain and simple. @Those who keep ...
- by AstroPhobic - at 2009.09.30 22:29:00
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25. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Etho Demerzel I think you covered it all. I think artillery CAN be fixed by increasing the base falloff considerably, insteadof optimal, at the very least in the top tier guns. It must be a big falloff increase though, of at...
- by AstroPhobic - at 2009.09.30 22:10:00
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26. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
This thread is getting off topic, but very good. I'm not so much with the mathy math but enough to understand what's going on. So, in a futile attempt to bring this back on topic, which will be inevitably buried by more fleet math, I propose the ...
- by AstroPhobic - at 2009.09.30 21:48:00
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27. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 30/09/2009 21:24:44 You can't derive those pointy things. You can play connect the dots, though. ed: smokey was laughing 'cause he had no clue what the hell you were on about
- by AstroPhobic - at 2009.09.30 21:24:00
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28. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Bomberlocks Just tested it out on sisi. Feeling wise, i.e. not empirically, small ACs do more damage than before. Large srties now have a base RoF of 40 fu ck ing seconds!! wtf? With fairly decent skills that comes down to...
- by AstroPhobic - at 2009.09.30 14:22:00
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29. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Roland Thorne Edited by: Roland Thorne on 29/09/2009 21:35:45 Its not just comparisons using barrage, its all this talk about emp. No one bothers to mention it has a -50% range bonus, which is a major reason why I use PP...
- by AstroPhobic - at 2009.09.29 21:37:00
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30. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Proxyyyy So please calculate the damage done with barrage and not rf-emp, which i wasnt refering to... A bit late, but of course. (PS - I love how all calculations for ACs are done with barrage (+50% falloff) to make th...
- by AstroPhobic - at 2009.09.29 21:04:00
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31. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 29/09/2009 15:09:26 Originally by: Proxyyyy Since you are not aware of the formula used by ccp ill link you the turrrent cal. For some reason your not aware of the chances to hit at 7.5k with med ac's bar barr...
- by AstroPhobic - at 2009.09.29 15:09:00
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32. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored I know. I got a kick out of the Tempest being one of the best battleships part. But I'm really trying to make a convert here, hopefully some more folks will see the light. I edited in some more. He's tr...
- by AstroPhobic - at 2009.09.29 14:56:00
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33. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored Originally by: Proxyyyy This thread full of rp babel, "i want fusion to be top because it fits in line with the race" fusion out damages emp this, does half its damage that. "which is not true btw" F...
- by AstroPhobic - at 2009.09.29 14:42:00
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34. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored You seem to be commenting on something I haven't seen. Do they have notes up on changes to ammunition yet? The most information I've seen on this subject is the OP of this thread. I didn't expect anything els...
- by AstroPhobic - at 2009.09.28 22:25:00
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35. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Naomi, leave. Liang: I too believe it was meant as "small ammo only" as the graphs etc in the OP were about small ammo and will scale. Ontopic: Thinking about it more, if medium arties see a 25% alpha increase, I'd like to see the muninn fixed....
- by AstroPhobic - at 2009.09.28 22:09:00
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36. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 28/09/2009 17:56:55 I think the alpha scaling across small/medium/large was a good move. Also happy to see that EMP got a bump in EM. I'd still like to see fusion put as top damage dealer (like most others), and see ...
- by AstroPhobic - at 2009.09.28 17:55:00
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37. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 28/09/2009 17:44:53 Originally by: Roland Thorne Originally by: Kalia Masaer Really the only way for a fair comparison is with items fitted in ships with the same equivelant bonuses or no bonuses. As ...
- by AstroPhobic - at 2009.09.28 17:41:00
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38. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko Ah, you meant "old cane" - sure, but the new cane still wins by 20%. ~4320 alpha at max skills with RF EMP is nothing to sneeze at, although still don't find it so amazingly useful except vs frigs/ceptors with sen...
- by AstroPhobic - at 2009.09.25 14:26:00
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39. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Zarnak Wulf I just want to say that I'm very excited by the prospect of using a Muninn and not having Astro laugh at me. These changes don't really affect the muninn in 100km sniper HAC gangs, so I may be laughing yet. ...
- by AstroPhobic - at 2009.09.24 23:25:00
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40. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 24/09/2009 21:22:29 Originally by: Vrabac ACs do less dps in falloff, but I suppose blasters shoot at optimal by default? Er, yes. They have more DPS and more tank-ability to be able to sit in that range. ...
- by AstroPhobic - at 2009.09.24 21:21:00
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