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Gentzen
Matroos Cantina
Izanagi Alliance
Posted - 2006.11.26 12:43:00 - [211]
 

thx Roemy.
I understood the assumtion is reasonable.
(the essential assumption is drain of cap is constant and no cap bosster)

In reality, drain of capacity or cap booster is not constant but discrete,
so if capacitor has increased capacitance (and same peek regeneration), its operatable time is sligtly longer than boost of capacitance, especially around drain of capacity ~= peek regeneration.

I run rough simulation.

infraX
Caldari
Pastry Productions Inc.
Advocated Destruction
Posted - 2006.11.26 17:01:00 - [212]
 

Edited by: infraX on 26/11/2006 17:01:49
Well I give up. Just took my Hyperion up against another Hyperion. I had 8 Ion Blaster II and 2 damage rigs and I still couldn't break his tank. The result? He spend 10 minutes tanking my damage until I was out of boosters and he had NOS'd me for long enough to kill me with his drones.

Lame.

ps. I doubt even capless weapons could out DPS that setup so they wouldn't stand a chance of breaking his tank and killing him either. NOS needs a big nerf because it's currently more powerful than fitting guns in a perfect 1v1. Anyone who can't see that is a tard. Rest in peace solo pvp.

Please look at the uberness of NOS tux. That is all.

Corey Grim
FinFleet
Raiden.
Posted - 2006.11.26 19:31:00 - [213]
 

Edited by: Corey Grim on 26/11/2006 19:31:27
After I wrote several points to Tuxford´s thread about artillery and matar ships that he never replied upon (and lot of ppl asked same questions that i did) im gonna make one totally useless post:

Tuxford broke EVE!


Jacque Custeau
Knights of the Minmatar Republic
Posted - 2006.11.27 15:52:00 - [214]
 

I just want to comment on something Tuxford said. Him and the other devs think it is so clever handing out kinetic missle damage bonuses and give themselves a pat on the back and all that.

The fact is, the caldari are by far the largest consumer of missles in EvE, and when that race's missle boats are all singled out for a specific dmg type bonus, it hurts producers. If you are one of those people who produces em/therm/explosive t2 missles, you are making jump change next to the kinetic missle producers. Sure the whole lottery thing is luck, but these so called balancing changes are too discriminating on some people.

Volguus Zildrohar
Posted - 2006.11.29 16:36:00 - [215]
 

Edited by: Volguus Zildrohar on 30/11/2006 00:53:59
Thank you for your very informative article. The detail and explanation was much appreciated.

A few follow-up questions with respect to gameplay impact….

+ It was not clear to me whether these survivability increases applied to rat ships as well? If so, the changes have effectively reduced the rate of bounty (isk/time) from ratting and missions by 20%. Would this not contribute significantly more to the dominance of mining as the primary source of fund raising for beginner and intermediate characters? If rat survivability has not been increased, what has been changed to maintain their lethality?

+ In my experience, gaining and maintaining contact with an enemy is more significant than the time to achieve a kill or be destroyed. The currently broken sensor system and inability to effectively reconnoiter the location of an enemy also has a significant impact on gaining contact. What changes have been made to warp inhibitors, time to warp, sensors, hiding in stations, etc. to allow combat to be gained and maintained with an enemy? Rare is the battle where two ships of near equal capability meet. The capability leaps between classes of ships also predicates one side chasing while the other side attempts to escape.

+ Increasesing the duration of combat also impacts each sides ability to call for reinforcements. Are any changes planned for delays, etc. with respect to gangs?

Alex Zen
Posted - 2006.11.29 17:09:00 - [216]
 

Overall, I like most of the new features but I also have a couple of comments and suggestions. Combat boosters and rigs might be a way of making the combat more variable but not necessarily more realistic. What about allowing the possibility that modules can be damaged(put offline) when let's say the armor starts to go under 30-40%?. Associated you could introduce some skill for increasing the probability of damaging modules.

cheers,

Alex Z.

Goumindong
SniggWaffe
Posted - 2006.11.30 19:14:00 - [217]
 

Originally by: Volguus Zildrohar
Edited by: Volguus Zildrohar on 30/11/2006 00:53:59
Thank you for your very informative article. The detail and explanation was much appreciated.

A few follow-up questions with respect to gameplay impact….

+ It was not clear to me whether these survivability increases applied to rat ships as well? If so, the changes have effectively reduced the rate of bounty (isk/time) from ratting and missions by 20%. Would this not contribute significantly more to the dominance of mining as the primary source of fund raising for beginner and intermediate characters? If rat survivability has not been increased, what has been changed to maintain their lethality?





The HP of NPC ships wasnt changed. Tuxford talk about the problem of making enemies harder via HP and damage increases earlier in the thread and says that neither of them had been changed.

Ratting/Missioning isk/hour is unchanged.

Lincoln Armm
Posted - 2006.12.01 20:24:00 - [218]
 

I was just wondering why Tuxford says this :

ship_shield*1.125 + shield_ext*1.25)/(t*1.125) > (ship_shield + shield_ext)/t

since obviously from a strictly math point of view they are equivalent. Is it because the shield recharge curve?


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