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Nuts Nougat
SniggWaffe
FREE KARTTOON NOW
Posted - 2009.12.13 05:18:00 - [2581]
 

Originally by: Meeko Atari
I did read your post, why would you compare a putting Projectiles on a ship with no bonuses(Apoc) to one with bonuses(Tempest) and then turn around and say "look the tempest is better than the Apoc with projectiles"

I do not want the Ammar nerfed, but i do want a Minmatar sniper that can compete with all races.

I do not want to warp a paper thin lol Tempest setup into optimal of all other snipers in the hopes that i can shoot once (hopefully hit) and wait 40 seconds / warp out before i pop.

That is a niche, but not a good role for any sniper

And in case you haven't noticed, it is universally known on these forums and in EVE that the Ammar have the Best Snipers due to lasers being so overpowered, they truly do have it all good DPS / Damage, good tracking, instant switch ammo, and good range...where is the downside for flying this ship class?
But but but... My lasers... They eat cap... SadSadSadSadSad




Seriously though, to the person going on about alpha+gtfo ability:
If you put up apoc vs any other sniper at any range, it will end up being on top. Sure the tempest has a huge alpha, and it aligns fast. But the apoc fleet will lock your tempests way before you can warp out, making you take a huge amount of damage (the alpha on apocs is nearly as high as pre-boost artillery...). Also do note how a couple posts back I said a tempest can't hit an apoc well if it's aligned due to horrid artillery tracking. I was also looking into speedtanking aurora apocs, but that has ofcourse also failed due to **** tracking..

If however apocs warp to 200km+ they will laugh at your <200dps and just rip you apart.

An apoc has a nice range where it is better than any other ship. Unfortunately, this "superiority range" is anywhere between 50 and 250km, leaving no other bs fit for long range any space to "perform it's role". And since apoc isn't getting nerfed I think it's only appropriate to buff rokh/mega/tempest.




Current impressions: After some fleet fights in PNQY today, I must say I'm really liking the fact that my maelstrom can hit to 250km, though the half guns missing target part is a little bit annoying. I also like how mailwhoring with a single gun got me top damage on a rapier. Can't compete with rokhs/apocs at this range, but is about even with a mega.

What I don't like: While switching ammos feels less of a pain now, due to superlong activation times, switching ammos is still bloody annoying. And you NEED to switch, under 100km or so tremor won't hit anything at all if you're aligned into the opposite direction as the enemy fleet. I think this alone is bad enough to many times outweigh the no cap usage bonus.

P.S. CCP FIX THE GODDAMN KILLMAILS. Almost every KM I'm on shows me as doing 0 damage, while logs say I did 20% in the volley I managed to get off...

Sokratesz
Rionnag Alba
Northern Coalition.
Posted - 2009.12.13 21:52:00 - [2582]
 

87 pages of thread Oo

but yay, my vaga is double awesome now and my tempest is less of a sucker YARRRR!!

Schmell
Russian Thunder Squad
Against ALL Authorities
Posted - 2009.12.14 18:16:00 - [2583]
 

About capless guns not being strong side: one reason im not flying apocs and megas in fleet anymore - cap usage. Using mwd (burning from bubbles for example) and shooting at the same time is PAIN. In 1-2 minutes you are ending with no cap, neither for mwd nor for shooting. Tempest and mael may be underpowered, but MUCH more comfortable for me, were even before boost

Born matar, die matar Laughing

Techno Dog
Minmatar
Posted - 2009.12.14 19:17:00 - [2584]
 

Originally by: Nuts Nougat
But but but... My lasers... They eat cap... SadSadSadSadSad



Just for sure: not the Apoc has the largest cap, and the best cap recharge rate among the BS class? Not all Amarrian BS has the largest cap, and the best cap recharge rate in the same Tier BS's? Even if the gap are seem to be thin, all basic changes start from there...

Meeko Atari
Posted - 2009.12.15 19:11:00 - [2585]
 

Originally by: Techno Dog
Originally by: Nuts Nougat
But but but... My lasers... They eat cap... SadSadSadSadSad



Just for sure: not the Apoc has the largest cap, and the best cap recharge rate among the BS class? Not all Amarrian BS has the largest cap, and the best cap recharge rate in the same Tier BS's? Even if the gap are seem to be thin, all basic changes start from there...


So if Arty's use cap, will they also get the same tracking and range as lasers?

if so..im on board

just doesn't seem right the the longest range turret platform and the shortest range turret platform are out performed by one weapon system...

where does that leave anyone using anything other than lasers?
the other weapon systems ( besides lasers ) need to be given a clear advantage, one where lasers cannot compete.

Right now lasers are the " Swiss Army Knife " of EVE.. they do it all.


Yankunytjatjara
Amarr
Blue Republic
RvB - BLUE Republic
Posted - 2009.12.16 11:44:00 - [2586]
 

/mantra chant

Skaverni
Posted - 2009.12.16 12:14:00 - [2587]
 

just remove optimal bonuses from amarr ships :)

Juliette DuBois
Posted - 2009.12.16 15:07:00 - [2588]
 

Removing tachyons would probably balance things at least. :p

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.16 19:53:00 - [2589]
 

Edited by: Roland Thorne on 17/12/2009 04:40:46
Edited by: Roland Thorne on 17/12/2009 04:29:04
Fitting my new tempest last night made me grin :P

We'll see how long the carnage will last til the fun gets nerfed lol

Edit: grrr

Nuts Nougat
SniggWaffe
FREE KARTTOON NOW
Posted - 2009.12.17 08:13:00 - [2590]
 

Originally by: Roland Thorne
Edited by: Roland Thorne on 17/12/2009 04:40:46
Edited by: Roland Thorne on 17/12/2009 04:29:04
Fitting my new tempest last night made me grin :P

We'll see how long the carnage will last til the fun gets nerfed lol

Edit: grrr
Not quite there yet eh?

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.17 08:24:00 - [2591]
 

Originally by: Nuts Nougat
Originally by: Roland Thorne
Edited by: Roland Thorne on 17/12/2009 04:40:46
Edited by: Roland Thorne on 17/12/2009 04:29:04
Fitting my new tempest last night made me grin :P

We'll see how long the carnage will last til the fun gets nerfed lol

Edit: grrr
Not quite there yet eh?


Not sure what you mean?

I was just raging at forum stuff when I shoulda been drinking my coffee. No matter

Seriously Bored
Minmatar
Posted - 2009.12.17 17:14:00 - [2592]
 

Edited by: Seriously Bored on 17/12/2009 17:15:00
Just reporting that I've liked the changes so far, even the artillery (though I've only fired at a few people at random, and with Tremor).

I don't fly in massive 0.0 fleets, so the "fail" is probably just not apparent to me.

ED: I particularly enjoy the Vargur being a top-tier mission ship now...feels nice to not have wasted the SP.

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.17 18:45:00 - [2593]
 

Edited by: Roland Thorne on 17/12/2009 18:45:50
The mael is not so bad either, in missions. 17 secs is a long time to wait, but being able to instantly pop many NPC BC with 4 guns on them still means a projectile specced char can still wipe the field pretty fast. Many times, I would get bounties for them when I was already in the next mission :)

edit: yes, I was doing lvl 4s, quality +18 I think.

A'ruhn
Caldari
Nation of Muppets
Posted - 2009.12.17 23:48:00 - [2594]
 

Not to mention two-shotting the cheaper BS's, splashing anything cruiser-ish sized into a cloud of vapor, and being able to pretty much bypass the "tank" on the higher end rats.

And, most of all:

Who doesn't love seeing "You hit XXX for 14768 damage" Twisted Evil

Meeko Atari
Posted - 2009.12.22 23:14:00 - [2595]
 

Its over...

isn't it

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.24 05:47:00 - [2596]
 

Auto tiers were adjusted for the better, ammo is sorted much nicer now, and has bonuses for close range, and arties have more alpha.

Now with the bad...

Tempest was ignored, Nag is useless again, and the only long-range ammo worth shooting is the t2 Tremor, and it shouldn't be that way.

Seriously, I'd also like to see minmatar have more of a racial speed difference, but that is about likely to happen as hell freezing over or amarr being nerfed. That don't matter much now though, cause for better or for worse, Minmatar is now, by design, a close-combat race.

Seishi Maru
doMAL S.A.
Posted - 2009.12.24 10:20:00 - [2597]
 

Originally by: Roland Thorne
Auto tiers were adjusted for the better, ammo is sorted much nicer now, and has bonuses for close range, and arties have more alpha.

Now with the bad...

Tempest was ignored, Nag is useless again, and the only long-range ammo worth shooting is the t2 Tremor, and it shouldn't be that way.

Seriously, I'd also like to see minmatar have more of a racial speed difference, but that is about likely to happen as hell freezing over or amarr being nerfed. That don't matter much now though, cause for better or for worse, Minmatar is now, by design, a close-combat race.


tempest is not useless. I still prefere it to the maesltrom for sniper work.

Cheaper and more agile (Not beign the one that satay behind saves you waaaay more than a few more HP) .The HP difference between them is irrelevant when you are primaried on most fights. For peopel with normal income levels, the price difference between tempest and maesltrom, plus fittings more than justifies the ship.

Also preer it FAR FAR more than typhoon for RR gangs. 6 800mm 2 RR, on mids 2 Track computer giving a HUGE effective range. 1 gyro and moderate tank. Much more effective (not eft.. effective) dps during the course of a fight then a typhoon. Torpedos are great.. at SHORT range and against battleships not moving. Cruise have at most okish dps and also almost innefective against anything moving. Really dislike them. On my personal experience VERY VERY rarely the RR fights happen inside web range and not uncommon at all to have to fire at targets 30 km away. With 2 track computer and barrage.. tempest have 59 KM falloff!! Also depending on drone dps is not great, that is main reason why we don t see prevalence of dominixes on RR fleets. Too much change of being forced to leave them behind.

Can get better? SURE.. but the word useless is overused on these forums.


The only useless ship minmatar had recently was the naglfar on the Nohz short aged concept.

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.24 11:11:00 - [2598]
 

Yeah, the word useless probably is overused.

Tempest has been improved by the ammo and mod changes, but otherwise unchanged. Lately however, I've been using a lot of shield fits, and I have to agree with others that it really shines with shield tanks. Its great being able to play with dps mods!

Its been my dirty little secret, but the phoon changes have not made me very happy, and I was eager to see something good with the tempest because its better with gunnery. Never have had very good results with missiles, and never cared for them anyways.

Originally by: Seishi Maru
The only useless ship minmatar had recently was the naglfar on the Nohz short aged concept.


/signed

They had good timing to make the final changes to that ship when I was deciding which skillbook to get, but not everyone's luck held up :(

Seishi Maru
doMAL S.A.
Posted - 2009.12.24 12:19:00 - [2599]
 

Edited by: Seishi Maru on 24/12/2009 12:21:52
On my way to see it. We already have a gunboat shield tanker on mesltrom. Issue is.. active bonus is horribly inferior to resists, and the shield tanker ship is a slugish whale. The armor tanker gunboat is the agile one.. a little bit wtf on that. Typhoon is a completely different ship. Is a ship focused on the concept that I can fit as many weapons that I don t even need dumb damage mods!!!) And has a different usage then gunboats. Its excelent on what it does altough.


Slow shield tanker and agile armor tankers does not match very well. The proposition to make tempest 7/6/6 could work well , but must be made with carefull considerations. Because by itself the layout change does not make the tempest better than maelstrom at any role. It makes it worse at armor tank RR gangs, while ship still not agile enough to be on the gangs that prefer shields ..the smaller roaming ones.... The proposition to increase its damage bonus and remove missile launchers is nice.. but I think ccp will not accept it. Not because its overpowered, but because they are adverse to not be standarized on the 5% values.

the 7/6/6 approach could work IF shield transporters were fully reviewed, if tempest got more agility (no need for more speed. Agility is only useful on BS scale when you are agile enough to warp UNDER 10 seconds. Because 10 secodns is the hard limit that all BS are bound due to MWD trick.


But even so there is a huge bluur between maelstrom and tempest.... Maelstrom have a huge identity problem, good basis for a fleet ship but wastes its main bonus. And at close range is so slugish that even ammar BS can keep range from it....



Solving the identity issues is not easy. Simply removign tempest from armor tanker position doe snto sovel it.. just change its blurring from typhoon into maelstrom. Some sbutle work is needed on the combination tempest maelstrom is needed to achieve a good result.

Roland Thorne
Minmatar
Jian Products Engineering Group
Posted - 2009.12.24 19:25:00 - [2600]
 

Originally by: Seishi Maru
Edited by: Seishi Maru on 24/12/2009 12:21:52On my way to see it. We already have a gunboat shield tanker on mesltrom. Issue is.. active bonus is horribly inferior to resists, and the shield tanker ship is a slugish whale. The armor tanker gunboat is the agile one.. a little bit wtf on that. Typhoon is a completely different ship. Is a ship focused on the concept that I can fit as many weapons that I don t even need dumb damage mods!!!) And has a different usage then gunboats. Its excelent on what it does altough.


Pattern's proposal addresses these issues very well I think, even if he did not make it fully palatable :)

The tempest fills the hole between the slugger 'phoon, and the (wth?) confused mael which is still not sure if it truly wants to be used in a fleet or not!

Originally by: Seishi Maru
Slow shield tanker and agile armor tankers does not match very well. The proposition to make tempest 7/6/6 could work well , but must be made with carefull considerations. Because by itself the layout change does not make the tempest better than maelstrom at any role. It makes it worse at armor tank RR gangs, while ship still not agile enough to be on the gangs that prefer shields ..the smaller roaming ones.... The proposition to increase its damage bonus and remove missile launchers is nice.. but I think ccp will not accept it. Not because its overpowered, but because they are adverse to not be standarized on the 5% values.


Tempest and 'canes ARE gunships. I cry a little in my beer (don't tell anyone) when I see a pest or 'cane die with more then two launchers on it. Seems inane to be told by ccp that dps numbers should include launchers... this is wrong because the pest <theoretically> should be able to dish out respectable dps while still packing rr or nuets, etc. The mael is a great solo ship for pve or pvp, but it cannot fill this role as good as the tempest. Tbh, all we need on the tempest is the same flexibility of roles that the 'cane enjoys coupled with great projectile dps, and it will be fixed. No one accuses the cane of being a great tanker obviously, but people still love that ship.

Originally by: Seishi Maru
the 7/6/6 approach could work IF shield transporters were fully reviewed, if tempest got more agility (no need for more speed. Agility is only useful on BS scale when you are agile enough to warp UNDER 10 seconds. Because 10 secodns is the hard limit that all BS are bound due to MWD trick.

Solving the identity issues is not easy. Simply removign tempest from armor tanker position doe snto sovel it.. just change its blurring from typhoon into maelstrom. Some sbutle work is needed on the combination tempest maelstrom is needed to achieve a good result.


You are right about shields, and it does bother me to be running shields when most gangs do use armor. However, with agility bumped even slightly, its feasible to run with a slight armor buffer and still fill its role.

Its not hard to solve the tempest's blurring with the mael; ccp just has to focus on projectiles and not be distracted by missile dps bumping its numbers up in eft, and thereby confusing us further on its role. Adding mids is a way to solve blurring with the phoon... adding lows WILL blur it. Mids are always useful even with armor tanking, and the possibilities would be limitless. Fitting disruptor and scram would be nice, tracking computer, ECCM/sensor booster, and even mwd + ab fits to close and then orbit larger targets, etc in diff combos.

Wrayeth
EdgeGamers
Situation: Normal
Posted - 2009.12.26 20:14:00 - [2601]
 

Originally by: Roland Thorne
You are right about shields, and it does bother me to be running shields when most gangs do use armor.


I made a suggestion to fix this a while back. Basically, I suggested combining the remote armor rep and shield transfer modules into one. This one module would be unable to repair shields or armor on its own, but it would be able to load scripts to do so. Basically, one script would allow shield transfer, and the other would allow remote armor rep. The basic module itself would have very limited skill requirements, with the main skill requirements (remote shield transfer or remote armor rep) on the scripts. The effects of said skills would also only apply with the correct script loaded.

This would allowed combined shield/armor gangs and allow those with shield tanking skills to finally use them in a RR environment.

Bibbleibble
Posted - 2009.12.26 23:19:00 - [2602]
 

Originally by: Wrayeth
Originally by: Roland Thorne
You are right about shields, and it does bother me to be running shields when most gangs do use armor.


I made a suggestion to fix this a while back. Basically, I suggested combining the remote armor rep and shield transfer modules into one. This one module would be unable to repair shields or armor on its own, but it would be able to load scripts to do so. Basically, one script would allow shield transfer, and the other would allow remote armor rep. The basic module itself would have very limited skill requirements, with the main skill requirements (remote shield transfer or remote armor rep) on the scripts. The effects of said skills would also only apply with the correct script loaded.

This would allowed combined shield/armor gangs and allow those with shield tanking skills to finally use them in a RR environment.


Mmmm... I don't think this would solve much. Swapping scripts takes (in my experience) just a little too long to let you choose freely. I think it would make much more sense to reduce CPU usage of STs and then let it all balance out on its own.

It's more likely that the problem is that there are far more armour tanking battleships in curculation than shield tanking ones, and the armour tanking ones have possible configs better suited to RRing than the shield ones.

Seishi Maru
doMAL S.A.
Posted - 2009.12.27 10:35:00 - [2603]
 

I tend to disagree on your analysis. A few things are the backbone of the CHURCH OF ARMOR SHIPS. First is legacy from the time when SOLO combat was common and not having full tackle on every ship was considered noob. Nowadsays in a fleet of 100, with 50 Battleships if ALL the BATTLESHIPS waste slots to carry FULL tackle they are the ones being noobs. Fleet size changed that. Hictors changed that (as hictors as the almost exclusive heavy tacklers). But the mind of people take looong time to evolve. I still see people that denegrate armageddon in RR gangs because you cannot carry full tackle...

Other is the high HP count on armor battleships, due to plates being larger than extenders. That was crutial against DD possibilities. On a normal RR gang that would be partially compensated by the up front repair of shields. Now with old DD gone, , battleshisp do not NEED to have 140K HP to not be considered a disaster.



But the last and undeniable point that remains is the fitting. ITs very very easy to fit a large armor RR. ITs PAINFULLY hard to fit a single large shield transporter. When you sum up all that.. well not suprisign the results

Valharu
Posted - 2009.12.27 16:20:00 - [2604]
 

After using Minni Ammo after the change I have decided I like the Tier system they they have used. But there is still an issue. I think the issue is that Arties and Autos use the same Ammo. Either give a boost to Falloff or sepearte the Ammos and give Autos a boost to tracking and Falloff.

I think the big issue has been is that many want to be equal or better at the same ranges instead of working with postive and negs that seperate each from the other.

If I was to do Arties it would look like this. Range is the same, other races just out class Arties, just the way it is. But Arties Hit harder then any other race for their range and have decent tracking, ya they may be 50KM shorter then some races but they are Kings at the range they are at.

Auto's would have great much Greater Falloff Range and a Upgrade to tracking. The idea is that Auto Cannons spew out so many rounds, you are just going to be hit for the most part. But since their damage is based in how many rounds hit, their damage is only mid to just maybe decent with a chance for heavy random spike damage.

The idea is that Auto are part LOS and Part Buck Shot in effect, thier upgraded trackin repersents the fact that so many rounds are out there you are bound to take some damage. The fact that your dmage is in the mid range repersents the fact that while rounds are hitting, so many are missing to with the random chance that a ship just flys in the face of it and takes nasty spike damage. So consitant damage is just in the mid range for a chande of a nasty spike. But since you are relying upon throwing out gobs of ammo to hit your enemy, your Falloff range is just masive, puts you out farther theyn any other race with their Opt and Falloff combined.

Minies are supposed to be a fast striking race that pounds and kits some, this would help back that Idea while at the same time, well no matter what you do, you are never going to make a BS live up to that Idea which is why Minni Arties while shorter in range pound sooo Hard.

I think the Combat Philosophy should be looked at a bit more for each race to be honest and then work on it from there. The where's and why's a bit more thought out.

We all don't need to be equal or have a chance at the same ranges. I think Range, Damage and Racking between the races need some rethinking.


Julie Lin
Posted - 2009.12.28 17:59:00 - [2605]
 

Is there any chance of CCP picking up the last bits that needs to be done to finish 'fixing' minmatar guns and the Tempest?


I'm thinking of:

- Lower trajectory analysis skill from tier 5 to tier 4
- Adding 0%/20%/30% falloff to Artillery
- Reduce power need of highest tier arty with 10%, or add 10% to Tempest base
- Introduce a higher tier artillery [2600MM] in a future expansion..



And last, for overall gamebalance:

- Nerf the Apocalypse optimal range bonus from 7,5% per level to 5%..

Lucas Quaan
Sniggerdly
Pandemic Legion
Posted - 2009.12.29 11:15:00 - [2606]
 

Since this thread refuses to die, I'll just go ahead and repeat myself until it does.

long range ammo: 6 base damage, +40% optimal, +5% tracking
artillery: falloff scaled by tier



and a 7/6/6 Tempest, please? Wink

Seriously Bored
Minmatar
Posted - 2010.01.04 19:02:00 - [2607]
 

Originally by: Lucas Quaan
Since this thread refuses to die, I'll just go ahead and repeat myself until it does.

long range ammo: 6 base damage, +40% optimal, +5% tracking
artillery: falloff scaled by tier



and a 7/6/6 Tempest, please? Wink


Amen.

Naomi Knight
Amarr
Posted - 2010.01.05 10:38:00 - [2608]
 

Originally by: Seriously Bored
Originally by: Lucas Quaan
Since this thread refuses to die, I'll just go ahead and repeat myself until it does.

long range ammo: 6 base damage, +40% optimal, +5% tracking
artillery: falloff scaled by tier



and a 7/6/6 Tempest, please? Wink


Amen.

lol sure that wont be op at all... tempest is fine as it is

Nuts Nougat
SniggWaffe
FREE KARTTOON NOW
Posted - 2010.01.05 13:38:00 - [2609]
 

Originally by: Naomi Knight
Originally by: Seriously Bored
Originally by: Lucas Quaan
Since this thread refuses to die, I'll just go ahead and repeat myself until it does.

long range ammo: 6 base damage, +40% optimal, +5% tracking
artillery: falloff scaled by tier



and a 7/6/6 Tempest, please? Wink


Amen.

lol sure that wont be op at all... tempest is fine as it is
If tempest is fine as it is, I demand apocs getting their old cap bonus back instead of current bonus.

To mare
Amarr
Advanced Technology
Posted - 2010.01.06 11:35:00 - [2610]
 

Originally by: Lucas Quaan
Since this thread refuses to die, I'll just go ahead and repeat myself until it does.

long range ammo: 6 base damage, +40% optimal, +5% tracking
artillery: falloff scaled by tier

ok


Originally by: Lucas Quaan
and a 7/6/6 Tempest, please? Wink


please no


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