|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
44
|
Posted - 2011.11.09 14:21:00 -
[1] - Quote
Nemesor wrote:My out of the box idea of the day. Keep an open mind....
You know.... that actually sounds pretty cool. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
54
|
Posted - 2011.11.16 17:28:00 -
[2] - Quote
Having not really flown blaster boats for any extended period of time, let me pose a question to you blaster aficionados:
Is getting into range only really a problem against faster Matari ships with dominating falloff? Would an adjustment to autocannon falloff / falloff bonused hulls / tracking enhancer falloff bonuses get you where you need to be? I'd imagine getting into range on Amarr and Caldari ships is much less of an issue, especially after Crucible.
Am I way off here or does this make sense? I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2011.12.23 14:35:00 -
[3] - Quote
Fon Revedhort wrote:You can downgrade your guns anytime, which kinda is the very point of upping requirements. Fitting choices instead of no-brainers. While I agree with the sentiment here, the problem is that right now amarr ships, particularly cruiser and battle cruiser size ships, already have to make this decision. Fitting heavy pulses and a decent tank is very difficult on some ships, impossible on the rest. We're forced to choose between a downsized tank, or fit smaller guns... but I think that's a good thing.
Until the hybrid buff, hybrid ships had to make this choice too. Now, less so, but still to some extent. Minmatar ships can leisurely fit their biggest guns, full tank, mwd, and whatever other utility mods they want with little concern for fitting. Increasing the fitting requirements for plates and extenders would hurt the ships that already have to make this fitting decision. Instead, I think it would be more effective to rebalance the ships that can fit things too easily. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2011.12.23 15:14:00 -
[4] - Quote
Fon Revedhort wrote:Cruisers are irrelevant at least since tier2 BC release, so it makes no sense to mention them in the first place. I disagree with this. Faction cruisers and HACS are certainly included in my statement and are very relevant.
Fon Revedhort wrote:Battleships are unaffected at all - it's always possible to use several plates plus top-tier guns, while the very idea of having CPU and grid is giving players something to think about while compromising between various goals. Again, I disagree. Please go test your theory on an Armageddon. Don't forget a MWD and heavy cap booster for those hungry lasers.
Fon Revedhort wrote:I don't see how increasing PG requirements can hit amarr the most, given they already have biggest grid among all races. It hits them the hardest because lasers have, far and away, the highest fitting requirements of any weapons system. Also, Amarr usually need to fit cap boosters - another high powergrid module, more then any other race.
Also, I didn't mean to come across like I was saying Amarr are underpowered and in need of a buff. I think we're doing ok, and I love my Amarr ships. I was just trying to illustrate some of the problems with increasing fitting cost on some modules instead of balancing the ships that make fitting too easy. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2011.12.23 19:28:00 -
[5] - Quote
Fon Revedhort wrote:For some weird reason you cut my quote and then got what you deserved - missed the point entirely. No, I got what you're saying the first time around. I still disagree. If they make changes to the fitting of modules, all ships will need to be rebalanced since it will break ships that are fine now. Instead I suggest they just rebalance the worst offenders like the hurricane that have no-compromise fitting options.
I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 17:18:00 -
[6] - Quote
Tanya Powers wrote:Ho you will excuse us for thinking that a pulse harby able to fully shoot/dms at 45km that manages to be neuted even by a t1 battleship (28km with faction neut), then the harby pilot really sucks. Please show me this mythical pulse harbinger with 45km optimal.
Since harbingers have to use focused medium pulses due to gimped fitting, mine only has a 20km optimal with scorch. Hell, my legion with heavy pulses only hits to 34km. 45km is the optimal for abaddons with mega pulses, not this fairy tale 60km number that gets kicked around.
I find it funny how everyone who complains that scorch is OP actually has no idea what ranges scorch actually hits at. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 17:24:00 -
[7] - Quote
Tanya Powers wrote:Don't you know that the only ships that count are those shield fitted so they can use lows for dps mods? Everything else is for noobs, sry I will not discuss with you any longer you lack of bit vet attitude Touche. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 19:01:00 -
[8] - Quote
de4deye wrote:Let me elaborate. To find out your effective range on your ship that you will hit good damage at, you Add up your Falloff+Optimal range. 60Km is the range an abaddon reaches for a pilot with moderate skills and 2 tracking computers with no scripts, as is a standard hellcat fitting. A Good pilot will hit around 75+km. If you are only able to hit 45km with an abaddon, you are both fitting wrong and have poor skillpoints. If you want to get technical, it's optimal + (2 * falloff). At optimal + falloff, you're doing 50% damage. Everyone is quoting the Abaddon's paper DPS from EFT, which drops off once optimal is exceeded. WIth max skills, an Abaddon pilot with scorch has a 45km optimal. With 2 tracking computers, it's 52km. Loading range scripts bumps that up to 58km.
Also, you need tons of logi to support Abaddons since they cap themselves out REALLY quickly. How many cap transfers are required to keep arty fleets firing? Yeah. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 19:08:00 -
[9] - Quote
de4deye wrote:[So you have flown abaddon in large fleets that are hellcat fitted how many times? I'm sorry that you have no idea what you are talking about and are under the illusion of intelligence, but would you please let people who actually can fly these ships and have flown them and against them many times talk about them. Rather than posting as an EFT warrior who has most likely 0 experience with the ships he is talking about. Just please take your inner thoughts and express them to your brain alone, then rethink again before you repost - otherwise, silence your heretic tongue. Dude, you are terrible. Your reply was the equivalent of "NO U". Try using facts next time. It makes you look like less of a ****. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 19:16:00 -
[10] - Quote
de4deye wrote:[I'm not trying to down you, It is only that you are simply wrong and are arguing for the sake of argument. Pot, meet kettle.
I don't always post on the forums, but when I do, I post with my main. |
|
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.18 19:25:00 -
[11] - Quote
de4deye wrote:I am only saying that Blasters need a generous optimal and falloff buffing. My concern with buffing blaster range so that it can hit at mega pulse range is the already superior damage and tracking of blasters. If blasters get what would likely be a 2x range buff, would tracking and damage be nerfed?
I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.19 13:00:00 -
[12] - Quote
Tanya Powers wrote:People stop your paranoia plz, no one serious wants to have pulse range or AC's range and more dmg, we (the serious ones if you want it) ask enough range and dmg at med fight range witch is 30/35km max, just enough to fear the crap out of meta gamers with faction points witch only pleasure is like self sex, pointing you at long range (faction point 30km) where you can do nothing at all and slowly kill you. WIth Null's current 1.25 modifier, a Neutron Mega already does nearly identical dps to a Scorch Abaddon in the 30-35km range. WIth the 1.4 modifier, it will do much more damage. So it sounds like you've gotten your wish? I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.20 12:44:00 -
[13] - Quote
Tanya Powers wrote:Well unless you have trained your skills at lvl 7 mines with lvl5 and 0 TE is barely 26km. You can't compare blasters without any TE to Hellcat Abaddons that use 2 TCs. With 2 TCs, Neutron Megas loaded with null have a range of 15+26. At 30km, that means they're putting down 806 dps with 2 mag stabs. That's way more DPS then a Hellcat at that range, with superior tracking and less cap issues, and that's with Tranquility's current 1.25 null range mod. With the 1.4 range mod, it will be much more. Blaster cannons in the 30km range will be deadly with the 1.4 range mod. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.20 14:25:00 -
[14] - Quote
tEcHnOkRaT wrote:no they wont I liked the part where you used facts to support your argument. Better you don't, actually, or else someone may call you an EFT warrior. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.01.25 20:45:00 -
[15] - Quote
Naomi Knight wrote:Any reason why hybrid guns need to use cap ??? Projectile guns can do the same more or less but without cap need. Thats something should be looked at too Obvious troll post incoming:
I propose all Gallente ships give up one of their damage bonuses in favor of a capacitor use bonus, like laser boats.
End troll post. But seriously, maybe just remove some of the overwhelming reasons to use projectiles instead of hybrids and lasers. Just sayin'. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.02.02 12:48:00 -
[16] - Quote
You guys are like a teenager getting stood up the night of the prom, trying to rationalize how something must have happened to your date. I don't always post on the forums, but when I do, I post with my main. |
Kahz Niverrah
Viziam Amarr Empire
182
|
Posted - 2012.02.03 15:13:00 -
[17] - Quote
Nikuno wrote:Or if CCP does see this why hasn't Tallest communicated how he sees this being resolved? We may have passed the point of no return, in CCPs eyes. So many players have migrated to Matari that a nerf at this point would generate a whine so loud it would pierce Jesus' eardrums. I don't think a drastic nerf is really needed to bring things in line, though. Restricting projectile damage to kin/exp would go a long way to promoting the use of other weapons systems. I don't always post on the forums, but when I do, I post with my main. |
|
|
|