|
Author |
Thread Statistics | Show CCP posts - 24 post(s) |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
107
|
Posted - 2013.01.09 05:34:00 -
[1] - Quote
+10 sig radius and -1 utility highslot isn't really the battlecruiser nerf I had in mind. The entire game is still going to basically be about BCs if this is all you're doing. They're supposed to be an awkward between-class like destroyers.
Still waiting on a TE nerf and drone ships 2.0. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
107
|
Posted - 2013.01.09 05:58:00 -
[2] - Quote
Gal'o Sengen wrote:The Ferox bonuses are a terrible idea. A Sniping ship has no use for tank bonuses and a brawling ship has no use for Range bonuses. No matter how it's used it's wasting a bonus. And medium Rails are still terrible anyway so nobody is going to use it at all.
And the Brutix is still going to be fit for Shield Gank. It'd be nice to see that Armour Rep bonus be changed to something moderately useful, like Tracking.
you dumb |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
107
|
Posted - 2013.01.09 12:36:00 -
[3] - Quote
The problem with railguns is tracking enhancers + projectiles is overpowered.
I'll be in this thread sperging about t2 ammo and TEs until the end. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
108
|
Posted - 2013.01.09 12:57:00 -
[4] - Quote
Admit it, you want something other than rep bonus on your brutix just so you can shield fit it better and shoot null everywhere. Disgusting. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
108
|
Posted - 2013.01.09 13:07:00 -
[5] - Quote
Mund Richard wrote:TrouserDeagle wrote:Admit it, you want something other than rep bonus on your brutix just so you can shield fit it better and shoot null everywhere. Disgusting. I admit I'd like either the Ferox or the Brutix to be suited for that. At the moment, there is no shield blaster BC, even though TWO empires field hybrid weaponry. Which means two medium hybrid BCs. One is forced to active tank, the other gets no damage bonus and an optimum to force rails on it, as blasters have too short optimal compared to falloff.
There aren't supposed to be any specifically shield blaster ships at all. Caldari are supposed to be rails, gallente are supposed to be armour. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
108
|
Posted - 2013.01.09 13:18:00 -
[6] - Quote
Mund Richard wrote:TrouserDeagle wrote: There aren't supposed to be any specifically shield blaster ships at all. Caldari are supposed to be rails, gallente are supposed to be armour. And neither Cane or Harbi is supposed to be nano-shield fit. And yet they are, because that works better. Shoehorning a ship into one specific fitting ain't nice. A shield+damage bonus for the Ferox wouldn't make it more a blaster ship, than rails. That medium rails suck, and it would be used with blasters, is the module's fault. Same with a tracking+damage bonused Brutix, should just as much be viable with armor (or rails?), if not for the way the game works.
It's better to fix things than give the scrubs what they want. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
108
|
Posted - 2013.01.09 13:27:00 -
[7] - Quote
Mund Richard wrote:TrouserDeagle wrote: It's better to fix things than give the scrubs what they want. Oh, I'm full behind any fixes to broken things like medium armor repping below doing it x3, or medium rails. However, I would still consider forcing a ship for one tank type, and one weapon system of the two it has bonuses for broken as well.
I don't think so. Only minmatar are supposed to be able to really choose whether they go shield or armour, and even then, only on some ships. If they made armour tanking less bad, and maybe allowed some sort of non-cap booster active tanking, and maybe made some sort of actual downside to buffer shield tanking, then all would be well. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
108
|
Posted - 2013.01.09 13:34:00 -
[8] - Quote
Mund Richard wrote:TrouserDeagle wrote: I don't think so. Only minmatar are supposed to be able to really choose whether they go shield or armour, and even then, only on some ships. If they made armour tanking less bad, and maybe allowed some sort of non-cap booster active tanking, and maybe made some sort of actual downside to buffer shield tanking, then all would be well. And only WINmatar should be able to go maybe shields and short range weaponry while also having the option for armor tanking, or arti, compared to which caldari should be shoehorned into shield + railguns on their turret ships every time? If one race can more or less manage both shields and armor, short and long range turret systems, why shouldn't two sharing a weapon system manage at least their respective tank and have the option for both short and long range? Because of lore, and theme and whatnot?
Railguns are only bad at mid range because they have to be compared to TE'd short-range weapons, which end up with more damage and 9999x tracking and fit easier. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
109
|
Posted - 2013.01.09 14:07:00 -
[9] - Quote
Ethan Revenant wrote:Upon reflection, the Harbinger would pull through these changes a lot better if the capacitor bonus was some damage-related bonus instead, like tracking or ROF. The DPS bonus is underwhelming compared to current at anything less than (will-be-Amarr) Battlecruiser V. I have never, in my long history of Harbinger flying, had any kind of problem with the Harbinger's capacitor unless I was running my microwarpdrive forever. Sure, this would take it from "never had a problem" to "unforgiving energy hunger", but the Absolution and Abaddon cope just fine.
And, y'know, maybe not hitting the fittings as hard. I'm trying to EFT-dream a heavy pulse armor Harbinger and reality is harshing my buzz. I was so disappointed with the current Harbinger when I gained perfect fitting skills and a sweet PG implant and couldn't upgrade my fit at all. Can we not make that worse?
0/10 |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
110
|
Posted - 2013.01.09 14:27:00 -
[10] - Quote
LakeEnd wrote:Fozzie: you are not going to take a look into tier3 BC-¦s this time around? :( I think they need iteration pretty bad, speed nerf or something along those lines.
yeah and remove a few turrets from each of them |
|
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
110
|
Posted - 2013.01.09 15:08:00 -
[11] - Quote
Sinzor Aumer wrote:Since when did amarrians have problems with PG?
I lolled. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.11 08:52:00 -
[12] - Quote
Why is everyone dumb? Having railguns and an optimal bonus doesn't mean you're sniping. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.11 09:30:00 -
[13] - Quote
>typhoon >obsolete |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 19:33:00 -
[14] - Quote
Is the situation with heavy drones on cruisers/BCs going to get unfucked? It's really bad, so I thought I'd sperg about it since there will be more of these ships expected to use them. Everyone else is doing instant damage out to 50km or whatever with med gun tracking, while these ships have vulnerable heavy drones trundling about unable to catch a drake. ****'s dumb.
How about some drone love in general, like making them less awful vs. moving targets that they are faster than?
I'm all over myrmidons and that prophecy, but I'm never going to fly them with wonky bandwidth, no spares and no projection against things that aren't webbed and scrammed. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 19:57:00 -
[15] - Quote
Inkarr Hashur wrote:TrouserDeagle wrote:Is the situation with heavy drones on cruisers/BCs going to get unfucked? It's really bad, so I thought I'd sperg about it since there will be more of these ships expected to use them. Everyone else is doing instant damage out to 50km or whatever with med gun tracking, while these ships have vulnerable heavy drones trundling about unable to catch a drake. ****'s dumb.
How about some drone love in general, like making them less awful vs. moving targets that they are faster than?
I'm all over myrmidons and that prophecy, but I'm never going to fly them with wonky bandwidth, no spares and no projection against things that aren't webbed and scrammed. You can get 849 DPS out of a myrmidon with 3 Ogres, a rack of blasters, and 3 mag stabs. 757 with a Valkyrie flight instead. Know how much the double DPS bonus of a hurricane gets you with comparable fit? 564. Harbinger? 671 I'm not seeing an issue. Web and Scram your target, blow him up. If you can't do that, get a buddy to do it for you.
If a drone ship is as inflexible as a blaster ship, there's no point flying one. Also 3 mag stabs is total **** fit. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 20:29:00 -
[16] - Quote
Omnathious Deninard wrote:The problem is not the hull, it when it becomes better to buff the secondary weapons of the ship rather than primary weapon. You would be laughed at if you put 2 bcu on a stabber and only one gyro.
Drone bonused ships aren't always using drones as the 'primary' weapon. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 20:35:00 -
[17] - Quote
Omnathious Deninard wrote:TrouserDeagle wrote:Omnathious Deninard wrote:The problem is not the hull, it when it becomes better to buff the secondary weapons of the ship rather than primary weapon. You would be laughed at if you put 2 bcu on a stabber and only one gyro. Drone bonused ships aren't always using drones as the 'primary' weapon. Well that is the problem.
Dominix is about 50/50. There are others, like ishkur and vexor. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 20:40:00 -
[18] - Quote
Inkarr Hashur wrote: At cursory glance, I could see an issue with the size of the drone bay, as its so much smaller than the prophecy. This is the only issue coming to mind. Wait, no there's one more. Active armor bonus. That's a biggie. But claiming the myrm NEEDS to be able to throw more ogres in the bay? Questionable. The suggestion that ogres are too slow? Laughable.
CCP have decided that giving gallente small dronebays is a good idea, for some reason. I don't get it at all. It's terrible. And yeah, armour tanking is horrible. Fozzie said something would be done, but I doubt it. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 20:47:00 -
[19] - Quote
Omnathious Deninard wrote:TrouserDeagle wrote:Omnathious Deninard wrote:TrouserDeagle wrote:Omnathious Deninard wrote:The problem is not the hull, it when it becomes better to buff the secondary weapons of the ship rather than primary weapon. You would be laughed at if you put 2 bcu on a stabber and only one gyro. Drone bonused ships aren't always using drones as the 'primary' weapon. Well that is the problem. Dominix is about 50/50. There are others, like ishkur and vexor. Dominix Neutron blasters 601DPS Drones 475DPS. Vexor Neutron Blasters 280DPS Drones 314DPS Ishkur Neutron Blasters 175DPS Drones 99DPS I don't call any of that 50/50
Your numbers are off, and they're not far off 50/50 anyway, considering that blasters are going to do more paper since they're extreme short range. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 20:52:00 -
[20] - Quote
I don't even get what we're talking about. I'm here to say how **** drones are, not whether their proportional damage is too high or low compared to the other weapons on the ships they're used in. |
|
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
112
|
Posted - 2013.01.15 21:46:00 -
[21] - Quote
Norrin Ellis wrote:Disregarding for a moment the fact that drones are a terrible weapon system since Retribution, I'm curious why the Amarr get the best drone boat in the class. Whatever happened to the Gallente being drone specialists?
Armor resist bonus is vastly superior to an armor repair effectiveness bonus. The Prophecy can carry 3 full max. bandwidth flights of drones, while the Myrmidon gets only 1.75 flights at max. bandwidth. Prophecy has options for supplemental weapons, while the Myrmidon is locked into hybrid turrets.
The Prophecy is a drone boat that is essentially immune to energy neutralizing effects (missiles / resist bonuses / huge swarm of drones), while the Myrmidon is heavily cap dependent (active tank / [most likely] blasters) with too few drones to offset the handicap.
Do you guys just sit around thinking up ways that you can gimp the Federation in its alleged area of expertise?
ACs fit better, keep running after you cap out 20s into the fight, have better range and can choose damage type. They're more common than hybrids on myrmidons, I think. Not that what people typically fit is important. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.16 14:54:00 -
[22] - Quote
CCP Fozzie wrote:Hey everyone. I'm working on the next version of the BC changes now, but in the meantime two quick things to update. Since we've announced it in CCP Seagull's Devblog, I can let you all know that the Combat BC balance pass is scheduled for the Retribution 1.1 patch on February 12th. To reiterate, the skill split will not be happening in this patch. That change is currently scheduled for our major summer expansion. We're also in the process of putting these changes on a public test server for you guys to play with them. Expect more news on that in the next day or so. There will definitely be changes between this posted design and what releases in 1.1, but for now the test server will have the same versions as this thread's OP. When we update the designs we'll get those onto the test server as well asap.
Will there be a nerf for tier 3s on feb 12th as well? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.16 16:40:00 -
[23] - Quote
Zarnak Wulf wrote:Tier 3 BC are getting a general mobility nerf. That has been hinted at for a while.
how about dropping them down from highest tier weapons and giving them ~attack cruiser capacitor |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.16 19:45:00 -
[24] - Quote
Liang Nuren wrote:TrouserDeagle wrote:Zarnak Wulf wrote:Tier 3 BC are getting a general mobility nerf. That has been hinted at for a while. how about dropping them down from highest tier weapons and giving them ~attack cruiser capacitor Confirming that a paper tiger with no tiger is worth flying. -Liang
Just saying maybe they should have to work with some fitting constraints, rather than being able to fit the largest tier of whatever. Also I'd be fine if everyone stopped flying them, they're pretty horrible. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.16 20:05:00 -
[25] - Quote
Liang Nuren wrote:TrouserDeagle wrote:Liang Nuren wrote:TrouserDeagle wrote:Zarnak Wulf wrote:Tier 3 BC are getting a general mobility nerf. That has been hinted at for a while. how about dropping them down from highest tier weapons and giving them ~attack cruiser capacitor Confirming that a paper tiger with no tiger is worth flying. -Liang Just saying maybe they should have to work with some fitting constraints, rather than being able to fit the largest tier of whatever. Also I'd be fine if everyone stopped flying them, they're pretty horrible. They have a great many constraints already - ranging from fitting to being very fragile to being very weak to smaller ships. Honestly, if you think they're pretty horrible why aren't you campaigning for a boost? Oh right - it isn't exactly how you want everyone else to play the game. -Liang
wgat. I think they're way overpowered, and that even if you nerf them a little bit down from their ridiculous current state, having a cruiser with 8 bonused battleship guns might always end up being overpowered. delete tbh. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.17 21:03:00 -
[26] - Quote
Lili Lu wrote:Gizznitt Malikite wrote:@ Frozzie: I would really like your feedback in regards to 5% resist bonus vs 7.5% Rep Bonus. As clearly outlined in this thread, the 5% resist bonus is simply better than the 7.5% repair bonus. A.) The Resist bonus is BETTER at active repping than the active rep bonused ship. B.) The Resist bonus is BETTER at buffer tanking, where a ship's local rep bonus is irrelevant. C.) The Resist bonus is BETTER for Remote Reps, where a ship's local rep bonus is irrelevant. I don't want to homogenize the line-up, but it really doesn't seem right for the ship with an active rep bonus to be outclassed by the resist bonus in every situation... Frankly, if you want to limit the use of a bonus to a specific type of tanking, make it so it's Superior at that limited role!!! Alternatively, please the other "balancing factors" that you justify the inferior active rep bonus... Do they have much better cap regen? More generous dps potential? More .... I'd like to understand your balancing perspective! Which is why in an earlier post I suggested that they consider givng the Gallente BCs an hp per level bonus instead of the 7.5% active armor bonus. This could be either a % based bonus like the old Auguror used to get (10% armor hp per level) or a whole number like 500 armor hp per level. Obviously either the % or the raw number bonus can be set at whatever value doesn't imbalance the game but is meaningful for these ships. They, like all Gallente ships, are steered toward blasters usually by the balancing dept. Amarr ships it seems are steered toward pulses because the grid on beams is always such a ***** :S But anyway, whereas the amarr resist bonus ends up acting like a free eanm, the armor hp bonus could be set at a value that it ends up acting like a free 800 or 1600 plate. This would actually be useful to ships that are meant to armor tank but also somehow have the speed and agility to try to tackle a target and hold it close. Not having to fit a (or fewer) plate(s) would be a valuable addition to these ships and make them more viable. As things are now so many of these ships are twisted into thin shield buffer glass cannons because the plate and armor rig penalties conflict so directly with what these ships are trying to do in the damage department.
Even if armour tanking had 0 penalties at all, I think shield buffer would still be better. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
115
|
Posted - 2013.01.17 21:48:00 -
[27] - Quote
Sergeant Acht Scultz wrote:camo
no more, please |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
|
Posted - 2013.01.20 13:06:00 -
[28] - Quote
CCP Fozzie wrote:Just a quick note guys, Sisi is up and running with a working market now. This build has the BC versions from the OP. They are going to change somewhat in the version I'm working on now, but your feedback on this iteration is still valuable.
What's going to happen with tier 3s? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
127
|
Posted - 2013.01.23 19:38:00 -
[29] - Quote
Would you stop putting utility highs on ranged ships? They really have no use at all.
I'm pretty sure it doesn't have the grid or cap for a gang mod in there. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
129
|
Posted - 2013.01.27 16:09:00 -
[30] - Quote
amarr are the (victims of-) cap warfare race
people still want to lose all those cap bonuses apparently |
|
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
130
|
Posted - 2013.01.30 15:49:00 -
[31] - Quote
Ranger 1 wrote: I have hope that medium rails will be looked at soon and be brought into line (possibly to be followed by beam lasers). When that happens that will add even more versatility to the Ferox and perhaps give us a real reason to occasionally choose a rail Ferox over a rail Naga for certain situations.
(I'm not dissing what has already been done with rails in general. Other than the mediums they are in pretty good shape, but mediums are a tough one.)
Medium rails are fine. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
131
|
Posted - 2013.01.30 17:48:00 -
[32] - Quote
Ranger 1 wrote:Garviel Tarrant wrote:TrouserDeagle wrote:Ranger 1 wrote: I have hope that medium rails will be looked at soon and be brought into line (possibly to be followed by beam lasers). When that happens that will add even more versatility to the Ferox and perhaps give us a real reason to occasionally choose a rail Ferox over a rail Naga for certain situations.
(I'm not dissing what has already been done with rails in general. Other than the mediums they are in pretty good shape, but mediums are a tough one.)
Medium rails are fine. Its long range ammo on short range guns + TE's that overpowered. Debatable, but I think we can safely leave that to Fozzie to sort out.
Yeah if you wait like 5 years. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
131
|
Posted - 2013.02.06 00:03:00 -
[33] - Quote
CCP Fozzie wrote:Maximus Andendare wrote:Fozzie, I'm curious: how does having high cap use create interesting player decisions on Amarr ships? I honestly can't see what you were referencing there.
High cap use as a drawback provides a different challenge to the player than the drawbacks of other weapons. The point isn't to remove all the interesting drawbacks, it is to make sure that the potential benefits are good enough to keep everything as competitive as possible. That weapon balancing goal is of course not something we have reached yet, but we are working towards it and rolling the cap use bonus into the weapon isn't the way to get there.
You have the right idea for once. I hope you can ignore all the 'feedback' the dps plebs give you. Removing cap bonus has not made good ships so far: abaddon can do it because all BS seem to require cap boosters for some reason, and that covers it, but punisher and maller are both trash, because on proper ships, midslots are life. I think amarr ships should mostly all have the bonus.
Btw, TEs, T2 ammo and drones. This had better be happening sooner than you guys doing rebalancing on every ship in the game. Stuff is broken. |
|
|
|