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Thread Statistics | Show CCP posts - 8 post(s) |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
393
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Posted - 2013.03.12 10:36:00 -
[1] - Quote
Commander Ted wrote:Just a minor thing but, why not change the description to read, 10% bonus to missile damage and a 10% bonus to kinetic charge damage"
Bit simpler to read. Because 2 x 50% bonuses equate to a 125% bonus instead of a 100% bonus. That is how that description would be understood.
20% to kinetic and 10% to em, thermal and explosive reads fine. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
393
|
Posted - 2013.03.12 11:58:00 -
[2] - Quote
Kagura Nikon wrote:Jerick Ludhowe wrote:SmarncaV2 wrote:
How about T2 bc?
Based upon and "oldish" devblobg, command ships should be rebalanced for this summer xpack. Going to be interesting to see what they do with them all. As it currently stands t1 BCs have more total slots than the commands (excluding sleipnir and claymore), which honestly makes 100% no sense. It shoudl be made the opposite. Make command ships have 1 more slot than the T1 ones. OR make the command ships have STRONGER bonuses. Like (just theoretical example.. not sconsiderign balance). change the absolution damage bonus to 7.5%. THe sleipnir boost bonus to 10%, the Astarte repair bonus to 10%. Command ships configured to a combat role should be able to EASILY defeat anything using medium sized guns on a brute force competition. They take alot to train and cost a LOT. They need to be more than 10% stronger than a t1 BC. 2 Command ships should defeat 3 BC as a baseline. T1 BCs now have 17 slots, across the board. Command ships have 17, (except the Minmatar ones which have 18,) as well. Personally, I think 17 slots across the board is more than sufficient.
Command ships are booster specialists which can double as heavy combat boats. Boosting is their primary role, their potential firepower and tank is a bonus of their T2 nature. Giving them exceptional tanking bonuses is unwarranted. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
393
|
Posted - 2013.03.12 12:02:00 -
[3] - Quote
Hannott Thanos wrote:CALDARI NAVY HOOKBILL: Caldari Frigate bonuses: +10% to light missile and rocket damage +10% to missile velocity Role Bonus: +50% to light missile and rocket kinetic damage Except this will result in 125% damage bonus to kinetic damage at level 5 instead of the current 100%. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
393
|
Posted - 2013.03.12 12:41:00 -
[4] - Quote
Kagura Nikon wrote:Hakan MacTrew wrote: T1 BCs now have 17 slots, across the board. Command ships have 17, (except the Minmatar ones which have 18,) as well. Personally, I think 17 slots across the board is more than sufficient.
Command ships are booster specialists which can double as heavy combat boats. Boosting is their primary role, their potential firepower and tank is a bonus of their T2 nature. Giving them exceptional tanking bonuses is unwarranted.
There is no sense on having 2 ships for each race focused on fleet bonus if fleet bonus is their role. Specially considering that OGB will be gone in future. Command ships NEED to be stronger, specially, more resilient so they can survive longer in the battlefield. Its simply stupid to have 2 variants of a ship that both do exaclty same thign because only the booster part is the important one. Currently we even have 1 comamdn ship on each lien that is NOT focused on boosters (not more than BC are) and even those are BARELY stronger than a t1 BC. In fact currently a ferox will have a good chance to defeat a nighthawk.. and that is plain stupid. I did not say that they don't need to survive. I said exceptional tanking bonuses were not needed. The T2 resist profile is nails already. HICs need to stick around in a heavy firefight just as much, yet they don't get ludicrously op tanks. I would support changing the current tanking bonuses each Command ship gets for a resist bonus, the same as HICs get, on that principle, but I would not support increasingly something like local tank boosts of 10%/level.
Those sorts of bonuses would be too easy to exploit in solo or small gang work as well as in PvE. As an example; how nails is a Sleipnir already as a solo boat? Do you think it needs an additional buff to tanking?
The rebalance is also supposed to remove the split between field and fleet ships. The key difference will be their weapons. And your right, the weapon choice makes little difference whne most of your high slots are links and your in a decent sized fleet. But they do make a difference when.you use the ship for fighting, which is its secondary use. I said its primary role is boosting, I never said it was its sole role. But as it specialises in that role, I don't see why it should also gain bonuses to a secondary role while the principle of T2 is to specialise in a single role.
The forthcoming template will have boosting bonuses, tanking bonuses (that are comparable to their T1 counterparts,) and double damage/weapon bonuses. I really don't see a need for even higher tanking bonuses on top of the T2 resist profile. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
397
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Posted - 2013.03.13 13:03:00 -
[5] - Quote
Grunnax Aurelius wrote:Hakan MacTrew wrote:Hannott Thanos wrote:CALDARI NAVY HOOKBILL: Caldari Frigate bonuses: +10% to light missile and rocket damage +10% to missile velocity Role Bonus: +50% to light missile and rocket kinetic damage Except this will result in 125% damage bonus to kinetic damage at level 5 instead of the current 100%. The Hookbill is lacking in DPS as it is, 25% more damage is welcome from me, Hookbill can only get up to 134 DPS currently that is lame, change the bonus to 125% and you get around 170 DPS, thats alot more apealing compared to the DPS the other 3 can pump out. Missile damage is unaffected by falloff and tracking disruption. The same cannot be said for turrets.
The applied DPS is similar.
Why do you think there are no ships in the game with 8 launchers? MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
397
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Posted - 2013.03.13 19:17:00 -
[6] - Quote
Kagura Nikon wrote:Hakan MacTrew wrote:Grunnax Aurelius wrote:Hakan MacTrew wrote:Hannott Thanos wrote:CALDARI NAVY HOOKBILL: Caldari Frigate bonuses: +10% to light missile and rocket damage +10% to missile velocity Role Bonus: +50% to light missile and rocket kinetic damage Except this will result in 125% damage bonus to kinetic damage at level 5 instead of the current 100%. The Hookbill is lacking in DPS as it is, 25% more damage is welcome from me, Hookbill can only get up to 134 DPS currently that is lame, change the bonus to 125% and you get around 170 DPS, thats alot more apealing compared to the DPS the other 3 can pump out. Missile damage is unaffected by falloff and tracking disruption. The same cannot be said for turrets. The applied DPS is similar. Why do you think there are no ships in the game with 8 launchers? well there is ONE, but it is not exactly under the scrutiny of "game balance" :P If your referring to the State Issue Raven, I am of the understanding that the last one blew up.
I may be wrong. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
410
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Posted - 2013.03.17 01:14:00 -
[7] - Quote
X Gallentius wrote:Commander Ted wrote: Im thinking anti missile lasers.
"chaff" launched from probe launcher (use that utility high slot for something). Electronic "Chaff" could also work. After all, other ewar does not require ammo, so i dont see a need for anti missile ewar to need ammo either. Some sort of point blank em field could interfere with missile guidance systems, reducing the effectiveness of the strike. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
414
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Posted - 2013.03.17 16:40:00 -
[8] - Quote
Roseline Penshar wrote:lol just look at the merlin and realize 50 km targeting range......really? for a brawler? suit for a kiter that much of targeting range Its a hybrid boat.
T2 150mm Rails with Spike S has a 32km optimal with max skills and no mods. With 2 TC2's and 1 TE2 thast 46km optimal with 14km falloff.
Suddenly that 50km range isn't so ludicrous any more... MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
416
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Posted - 2013.03.18 16:44:00 -
[9] - Quote
Garviel Tarrant wrote:Bouh Revetoile wrote:Garviel Tarrant wrote: webs are balanced by other parts of the metagame. (Unless you're talking about 70km webs because yes then its ridiculous and op as ****)
Even though a web is technically a form of EWAR its not balanced against TD's, ECM, DAMPS and TP's. Apples and oranges Web is the only thing that make TD seem OP. TD is counterable easily otherwise : get closer or reduce transversale. Apple and orange in a salad. The web has absolutely nothing to do with it.. imagine webs only slowed people down by 20%, how would that change how good TD's are? If you think about it really hard i'm sure you can figure out the logic fault here.. I believe the logic is that the combination of a tracking disruptor, plus the ability to manipulate and control range, speed and, (most importantly,) traversal dramatically increses the effect of a TD. Its the same for trget painters. In combination with a web, a TP drastically increases in effectiveness. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
417
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Posted - 2013.03.19 12:05:00 -
[10] - Quote
Garviel Tarrant wrote:Hakan MacTrew wrote:Garviel Tarrant wrote:Bouh Revetoile wrote:Garviel Tarrant wrote: webs are balanced by other parts of the metagame. (Unless you're talking about 70km webs because yes then its ridiculous and op as ****)
Even though a web is technically a form of EWAR its not balanced against TD's, ECM, DAMPS and TP's. Apples and oranges Web is the only thing that make TD seem OP. TD is counterable easily otherwise : get closer or reduce transversale. Apple and orange in a salad. The web has absolutely nothing to do with it.. imagine webs only slowed people down by 20%, how would that change how good TD's are? If you think about it really hard i'm sure you can figure out the logic fault here.. I believe the logic is that the combination of a tracking disruptor, plus the ability to manipulate and control range, speed and, (most importantly,) traversal dramatically increses the effect of a TD. Its the same for trget painters. In combination with a web, a TP drastically increases in effectiveness. Psst.. Webs are the only mods that affect speed (Not counting scram, that turns a mod off), thus no change to webs would make any difference to range control because it would work both ways. Are you really suggesting that if webs had a 20% speed reduction instead of a 60% speed reduction they would dictate range just as easily? I find that ludicrous. The range of a web and the amount it reduces speed has everything to do with its ability to dictate range.
Either way, I have not complained or asked for any changes. I don't think they are OP. I merely pointed out that the ability to dictate range and speed of targets is a great benefit to certain ewar types while less important to others. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
418
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Posted - 2013.03.19 19:37:00 -
[11] - Quote
Garviel Tarrant wrote:Hakan MacTrew wrote:Are you really suggesting that if webs had a 20% speed reduction instead of a 60% speed reduction they would dictate range just as easily? I find that ludicrous. The range of a web and the amount it reduces speed has everything to do with its ability to dictate range.
Either way, I have not complained or asked for any changes. I don't think they are OP. I merely pointed out that the ability to dictate range and speed of targets is a great benefit to certain ewar types while less important to others. Sigh... If your webs would get nerfed by 20% so would THEIR webs. It would end up being the same.. (Unless one doesn't have a web but thats irrelevant to the point i was making) Sigh all you want. The reason your argument is flawed is because you have assumed everyone fits 1 web, while I am at least considering the possibility that some people fit two and some don't fit any. My statement stands. MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
418
|
Posted - 2013.03.20 09:11:00 -
[12] - Quote
Garviel Tarrant wrote:Bouh Revetoile wrote:Veshta Yoshida wrote:Bouh Revetoile wrote:On top of that, you have no problem with everyone having a web (or you wouldn't consider everyone using one) but everyone using a TD is a sign that TD is OP ? Are you seriously comparing a 10km tackle module that, after recent changes (mainly tiericide), has only a situational advantage with a 70+km that can neuter any gunboat within its range? Web ? Situational ?! This module a frigate is considered unapt to brawl if unable to fit it ? You can't be serious ! As for TD, a module only working against turrets (hence useless against about 40% of combat ships), useless without speed superiority, counterable with long range weapon or speed (not to mention tracking/range modules), neutering is not the right word. I may understand the anti ECM crowd, because of the mecanic of ECM and the only counter being useless for almost any other cases, but TD ? That's only childish cries... Moreover when you consider what is actually needed to stop these cries (same as ECM) and what that would do to the metagame. You wouldn't suggest scrams are OP just because everyone has them.. Webs simply aren't comparable to TD's. But anyhow, i've let myself get baited into this argument quite enough, especially considering that i'm arguing against someone that uses dual rep incursi.. =/ Unbonused Td's are a balance issue right now, webs are not and thats that. ^^ No one is comparing webs to TDs, we have said that the COMBINATION is lethal.
Anyway, I didn't really feel that TDs were that OP, but I can see that theyvare a little too effective while unbonused.
Is it possible to make TDs work in reverse with regards to their optimal and falloff? Have them be weak close up but stronger from far away? MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
434
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Posted - 2013.04.01 00:23:00 -
[13] - Quote
Did you really need 7 posts to write 8 sentences? MODULAR DRONES
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Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
447
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Posted - 2013.04.05 10:34:00 -
[14] - Quote
Pelea Ming wrote:Hakan MacTrew wrote:Did you really need 7 posts to write 8 sentences? Not my fault that no one happened to be posting at all during the time I was making my responses to those other posts. Also, that was only 5 posts :P -edited for second sentence- Posts 313 through 319 are all yours, thats 7 posts. Learn to count.
With regards to sensor strength, I am sure there was a comment made by Fozzy before about Caldari having the highsest as its their ewar type. Each race is supposed to have the best defence against their own ewar.
That said, why do lasers have naff tracking? MODULAR DRONES
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