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1. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Xing Fey The long range weapon system with "high DPS" as a design goal not being outdamaged by others? Shocking! (Also, a bonused arty > unbonused laser.) No it is not. With the same number of damage modules an Apo...
- by Etho Demerzel - at 2009.12.07 22:27:00
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2. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: To mare the issue of tracking disruptor is minimal but if fallof is worth 2x optimal should be worth 2x optimal on TD as well. TD is already extremely overpowered compared to its counter. As I said, one TD compensates ...
- by Etho Demerzel - at 2009.11.09 21:58:00
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3. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 09/11/2009 18:21:01 Originally by: To mare im still worried and waiting for a CCP response about the balance of barrage VS new TE/TC and new TE/TC VS tracking disuptor ??? Tracking disruptors take 50% o...
- by Etho Demerzel - at 2009.11.09 18:19:00
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4. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 09/11/2009 00:45:08 Originally by: Cpt Branko Bull****. Most arty fits bar Thrasher fit TEs/TCs right now on TQ. ACs don't, not because 15% to overall range with associated tracking boost is too little or s...
- by Etho Demerzel - at 2009.11.09 00:41:00
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5. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 08/11/2009 21:57:32 Originally by: Cpt Branko There will be LESS viable fits because TEs are simply THAT good. Just compare a Minmatar ship (which has slots to fit TEs, unlike so many of the failboats) with...
- by Etho Demerzel - at 2009.11.08 21:57:00
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6. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 08/11/2009 03:45:20 Originally by: Cpt Branko Ha ha. No it's not. 15% optimal is a 15% optimal increase for a fully optimal based turret. 30% falloff is a 30% range increase for a falloff based turret. Take...
- by Etho Demerzel - at 2009.11.08 03:42:00
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7. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Mashashige **** YOU, didn't I just ask for no personal criticism on each other and no flames? You whiny pathetic SOB, Ill put my foot so deep in your ass you'll feel like a ventriloquist doll. (all ingame ofc). You a...
- by Etho Demerzel - at 2009.11.06 21:59:00
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8. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Mashashige If you aren't adding valuable input (i.e graphs, maths, different POVs), and just wanna flame/attack each other - you might as well go to CAOD. Sorry, but that is the definition of your post. If you want t...
- by Etho Demerzel - at 2009.11.06 21:43:00
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9. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Gypsio III FYI, I didn't get where I am in Eve by not understanding turrets or other weapon systems. All my comments on missile boats and missile performances are based on a comparison, implicit or explicit, of them with ot...
- by Etho Demerzel - at 2009.11.06 20:26:00
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10. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Gypsio III You've whined about gank/tank balance a few times, specifically the HP boost. Not only do your whines have no place in a turret balancing thread, you're wrong anyway. Gank/tank balance doesn't really mean much. T...
- by Etho Demerzel - at 2009.11.06 20:20:00
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11. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 06/11/2009 16:55:26 Originally by: Cpt Branko Gank is not reduced by nerfing a single outstandingly wtf long range ammo, nor will CCP give you the effective range increase you would like, because it would b...
- by Etho Demerzel - at 2009.11.06 16:54:00
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12. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 06/11/2009 16:50:20 Originally by: Gypsio III And thus the attempt to improve turret balance is a complete failure. That kind of balancing strategy is ****ing stupid. Because this thread isn't really about...
- by Etho Demerzel - at 2009.11.06 16:48:00
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13. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko I used effective range as 1/2 falloff plus optimal. But in case you want to bash that methodology, feel free - the numbers are STILL heavily imbalanced (124% range to Scorch; 58.8% range for Null; 50% for Barrage...
- by Etho Demerzel - at 2009.11.06 16:36:00
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14. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 06/11/2009 15:05:04 Originally by: Seriously Bored My only issue with that is it's about as likely that CCP will nerf lasers as they will buff blasters. And in either case, I imagine it'll be a long damn ti...
- by Etho Demerzel - at 2009.11.06 15:02:00
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15. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Mashashige And honestly guys, I don't know how many of you really fly minmatar in a way that doesn't include "close distance, scram+web, f1-f5..." type mentality - but if any of you actually flew ships that tend to fight a...
- by Etho Demerzel - at 2009.11.06 05:42:00
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16. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored Huge falloff without a damage advantage just spreads the sh*t around. The degree to which falloff help you fight lasers is much less compared to the degree to which it helps you fight blasters. It smooths out...
- by Etho Demerzel - at 2009.11.06 05:22:00
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17. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored Being competitive with lasers != doing laser DPS at laser range. ACs need to do more damage at range than blasters, and more damage up close than lasers, including resists into the equation . If we end up w...
- by Etho Demerzel - at 2009.11.06 04:17:00
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18. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Meeko Atari I must have, I apologize. However i have seen the results of the CCP balance team time and time again, they always "adjust" too many things at one time and create overpowered results, or even worst the non-fix ...
- by Etho Demerzel - at 2009.11.05 20:43:00
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19. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Meeko Atari This Lets Fix the Weapon first then worry about modules that enhance them I think you misunderstood me. I said "Stay were it is" as in stay in 30% as it is in SISI. ===== "If a member of the EVE community ...
- by Etho Demerzel - at 2009.11.05 20:20:00
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20. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 05/11/2009 20:10:29 Originally by: To mare not really im not sure cause i didnt made the maths but with 1 TE and RF ammo you get very close results to barrage and no TE, the TE already give you 60% of the r...
- by Etho Demerzel - at 2009.11.05 20:09:00
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