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21. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Mashashige Yeah I know, Im just *****ing cause id love doing 80% of my damage at 17km away rather than the 40-50% Im doing now - but oh well, guess I can win this without being stupidly illogical. Guess amarr will be able to...
- by Etho Demerzel - at 2009.11.05 19:37:00
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22. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 05/11/2009 19:31:00 Originally by: Mashashige Idk how or where you fly your ships and how you fit them, but when I fly mine in low, a point on a ship is a must - I cant relay on a dedicated tackler in the w...
- by Etho Demerzel - at 2009.11.05 19:30:00
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23. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Johnster Stay competitive? Try flying caldari in a fleet (if they let you in and don't just laugh at you). If you really mean in a fleet, the Rokh is one of the two best fleet battleships in the game, together with th...
- by Etho Demerzel - at 2009.11.05 04:06:00
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24. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Johnster I agree, battleships don't speed tank well (since they were finally nerfed after way too much abuse previously), but this is not a thread about BS guns, this is about all classes guns is it not? I am sorry, but a v...
- by Etho Demerzel - at 2009.11.05 03:14:00
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25. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Meeko Atari I just keep testing, and see no real improvement to either AC's or Arty's. on the plus side TE /TC's look awesome! cant wait to use them on Ammar ships, so glad they decided to balance projectile turrets The...
- by Etho Demerzel - at 2009.11.05 02:53:00
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26. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Johnster Didn't we all just loose 10% shield and 10% armor exp (and em) resists a few patches ago. They need more boost? Seems to me that mini always had a speed and general fitting advantage over everyone else. Our shots d...
- by Etho Demerzel - at 2009.11.05 02:40:00
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27. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren That's all it's ever been about. The Muninn has been a steaming pile of **** for some time now - even with "advantaged" faction ammo. I'd really rather see them fix the majority of Minnie ships and then circle b...
- by Etho Demerzel - at 2009.11.05 02:20:00
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28. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren You notice that's a pretty good index of the Minnie ships which suck right? The only ships on that list worth flying: - Stiletto, because it has 4 mids. - Jaguar, because it should be on the other list. - Vagabo...
- by Etho Demerzel - at 2009.11.05 00:23:00
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29. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko What else do you have from Minmatar which is worth flying ? Oh, the Vagabond, and the Munnin which is a sniper and obviously not going to engage in closerange slugfests. Yeah, OK, let's rebalance Minmatar using ...
- by Etho Demerzel - at 2009.11.04 22:49:00
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30. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko The problem is it is not, unless you make ACs optimal based and ditch falloff outright. Else you get the situation: range superiority 0km 5km 10km 15km 20km 25km 30km 35km (the optimal+falloff if you boost ACs th...
- by Etho Demerzel - at 2009.11.04 22:39:00
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31. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko Well, I do it a ton on TQ personally with Minmatar ships. Aside from the occasional HAC who doesn't run outright, which involves a bit of messing about, but end up with a dead or running HAC anyway. Minmatar ...
- by Etho Demerzel - at 2009.11.04 22:32:00
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32. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 04/11/2009 22:23:32 Originally by: Cpt Branko (a) You have more DPS with barrage then on TQ unless you use smallest tier guns or use Barrage in Barrage optimal. The difference in damage as consequence o...
- by Etho Demerzel - at 2009.11.04 22:22:00
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33. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Gypsio III This is hopeless, there are so many variables being changed at once that it'll be impossible to get a good idea of the results. All I will say is that the changes to damage types are a massive boost to projectil...
- by Etho Demerzel - at 2009.11.04 01:02:00
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34. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Uncle Smokey A throughout TE rebalance could work out all this **** with a good, clean result. But you would settle down with new ammo and a VERY controversial TE adjustment? TEs are they are now help not only AC, but B...
- by Etho Demerzel - at 2009.11.03 20:33:00
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35. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 03/11/2009 18:04:30 Originally by: Cpt Branko Ha, so you want a module to reduce the relative difference between a long ranged and short ranged gun, assuming both fit one? Get real. Yes, because absolu...
- by Etho Demerzel - at 2009.11.03 17:55:00
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36. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko That's just idiotic. In percentage terms a 30% falloff boost is a 30% boost to effective range. Here's a example: you have 12km falloff now. Let's say your effective range is 1/3rd of falloff, so it's really 4km....
- by Etho Demerzel - at 2009.11.03 17:00:00
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37. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko Stop being a idiot. Falloff being worse then optimal has nothing to do with you wanting to have a larger percentage boost to range from a module then other races. Which is just idiotic really. 15% to your effect...
- by Etho Demerzel - at 2009.11.03 15:26:00
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38. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 03/11/2009 06:16:20 Originally by: Miriiah Naw, 15% opti is fine tbh, but giving "abit of everything" is sorta fine, 15% opti and 15% falloff seems reasonable to me ;O Nope. Be coherent. If you want to ...
- by Etho Demerzel - at 2009.11.03 06:12:00
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39. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Branko keeps saying things like "too good", "too much", "similar damage at range", without any real fact to back up these claims. Then people come here and post damage graphics of full gank minnie fits against compared to tanky amarr fits, firin...
- by Etho Demerzel - at 2009.11.02 16:28:00
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40. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Etho Demerzel on 31/10/2009 16:22:38 Originally by: Cpt Branko Why not just make projectiles take cap, rebalance Minmatar ships to have a cap use bonus and damage bonus and the same slot layouts/bonuses/stats as Amarr, lock...
- by Etho Demerzel - at 2009.10.31 16:17:00
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