open All Channels
seplocked EVE Information Portal
blankseplocked Nosferatu and Khanid changes on the test server, new Blog by Fendahl
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: first : previous : ... 37 38 39 40 [41] 42 43 44 45 ... : last (59)

Author Topic

Mark Hamill
Amarr
Galactic Waste Management
EVE Trade Consortium
Posted - 2007.08.02 19:29:00 - [1201]
 

Originally by: Borasao
Originally by: bellator militaris

I'm sure glad I trained up for the last 45 days to get T2 Lasers for my Sacrilege, now I can train up for Stupid Missiles. Sad


Your T2 Lasers don't work on the Zealot? I haven't seen a "Medium Energy Turret Specialization (Sacrilege)" skill book anywhere. Where did you find it and how much did it cost?


I don't think you quite get the picture here. Right now, it's not IF someone can fly a Zealot, it's if they PREFER to fly the Zealot. I personally prefer the Sac for it's superior tank and cap regenen though it has lower damage output. Right now, I have a choice as to which to fly as my skills work on both of them. If this NERF goes through, my Sac will be sitting in the hangar for months until I can find the time to train a host of missile skills up so I can mount and use ONE SPECIFIC FLAVOR of missile.

It's like telling every Caldari that CCP is going to IMPROVE the Drake by changing all of it's launcher hard points to MEDIUM PULSE LASER hard points and then me pointing out to you that hey, your Ferox still uses hybrids!



joahn
Posted - 2007.08.02 19:44:00 - [1202]
 

well one idea i have for helping out nuets wiht there timing is make a skill called energy nuetrilization (rank 4) which in turn deceases energy nuet time by 5% per lvl

Mark Hamill
Amarr
Galactic Waste Management
EVE Trade Consortium
Posted - 2007.08.02 19:51:00 - [1203]
 

Quote:

Two complaints about the HAMs (relevant since Khanid rely on HAMs) is that they are too slow to catch up with high speed targets and that the range is too short when compared with Heavy Missiles relative to Rockets/Standard Missiles and Torpedos/Cruise Missiles. We plan to revise the close range missiles, but unfortunately not for Revelations 2.2.



Translation: Screw you, we're CCP and we're gonna ram these changes down your throat whether you like it or not. You opinions will only matter when it comes to TWEAKING what we've already decided is best for you.

Let me point out something to you CCP. Mythic Entertainment was once quoted regarding Dark Age of Camelot as saying, "The players don't know what they want, but we do." Continue to take that approach and you too will see your MMO on the short list.

Sanilnar
Posted - 2007.08.02 19:53:00 - [1204]
 

What about this idea, Im sure it already has been asked but under the miniscule chance it hasnt... how about this:

Keep NOS at a percentage, say small do 2%, medium 4%, and large 6%.

We have no stacking penalty but either way, the nos stays the same... For example, A BS warps in on a frigate and engages with nos. Rather than draining 120 cap instantly crippling the frigate, it takes only 6% of the frigates cap. This way, it solves the big ship little ship quarrel while still doing what nos's do best, transferring cap.

Now, we could debate about that... Because obviously 6% of a BS's cap is MUCH more than 6% of a frigates cap... Therefore you can make the Battleship either gain 6% and the frigate lose 6% or you can make the frigate lose 6% and the BS only gain the frigates 6%...

To make that more clear, Say a frigate has 100 cap, and the BS has 1,000 (way off i know... just for easy purposes). The Battleship uses a heavy nos and drains 6%. Option numer one is that the frigate loses 6 cap, and the battleship gains 60, due to the change in cap. Option two is that the frigate loses 6 and the battleship only gains 6... Its either percentage of both or percentage of the ship being nossed.

This way it still keeps battleships in check with frigates. There is no more insta-take of nos but it is still used as its primary function, a WEAPON. Also, this way the curse and pilgrim are not completely butt-****d by this nerf. It allows for the primary role of the curse and pilgrim to be fulfilled (say a curse gets a 2% bonus to nos per level, unstacked), and that way each medium nos the curse uses gives it 14% cap and takes away that same amount from the target ship.

it takes into consideration almost the same plan that N1fty camp up with here:

-----------------------------------------------------------------------------------

Originally by: N1ftyEdited by: N1fty on 01/08/2007 12:06:09
Edited by: N1fty on 01/08/2007 11:33:23

Current NOS change on SISI based on cap % difference is good. This % of recharge idea is a LOT BETTER, and I already had ideas about making NOS based on recharge rates.


Idea: Lets say the mega regens at a peak of 20 cap/sec and compare the two systems:

OLD NOS:
First Nos takes 8.3 Cap/s : mega has 11.7 Cap/s regen.
Second Nos takes 16.6 Cap/s : mega has 3.4 Cap/s regen.
Third Nos takes 24.9 Cap/s : mega has -4.9 Cap/s regen.

Its the unstacked cap killing properties of nos that are the biggest issue, especially Large NOS vs frigs.


NEW NOS: Im going to say new nos takes 40% of regen.
First Nos takes 0.4*20 = 8 Cap/s : mega has 12 cap/s regen.
Second Nos takes 0.4*12 = 4.8 Cap/s : mega has 7.2 cap/s regen.
Third Nos takes 0.4*7.2 = 2.88 cap/s : mega has 4.32 cap/s regen.
TOTAL Nossed: 15.68 Cap/s leaving the mega with 4.32 cap/s

--------------------------------------------------------------------------------

You can see the similarity, the only difference i believe is that he suggested a stacking nerf... I dont agree with that only because of the curse's predicament in that area...

This would make nos ships still somewhat effective, but on a BALANCED level, not a NERFED level. This way a frigate has time to get away having only 6% of its cap be drained... And if a BS warps in on a frigate, he should know that the nos is not going to help him at all (6 cap to a BS is not even enough to shoot a single gun once) except by helping to drain the other's cap, which will happen over a VERY long time.

I am open to any and all suggestions, or for anyone to point me to where a post basically exactly like mine is at... =)

Duhmad IbnRa
Gallente
EvE Dynamo
Posted - 2007.08.02 19:54:00 - [1205]
 

yup, especially as infinity progresses more and more, did anyone try the combat simulator yet?

Duhmad IbnRa
Gallente
EvE Dynamo
Posted - 2007.08.02 19:59:00 - [1206]
 

Originally by: Sanilnar
What about this idea, Im sure it already has been asked but under the miniscule chance it hasnt... how about this:

Keep NOS at a percentage, say small do 2%, medium 4%, and large 6%.

We have no stacking penalty but either way, the nos stays the same... For example, A BS warps in on a frigate and engages with nos. Rather than draining 120 cap instantly crippling the frigate, it takes only 6% of the frigates cap. This way, it solves the big ship little ship quarrel while still doing what nos's do best, transferring cap.

Now, we could debate about that... Because obviously 6% of a BS's cap is MUCH more than 6% of a frigates cap... Therefore you can make the Battleship either gain 6% and the frigate lose 6% or you can make the frigate lose 6% and the BS only gain the frigates 6%...

To make that more clear, Say a frigate has 100 cap, and the BS has 1,000 (way off i know... just for easy purposes). The Battleship uses a heavy nos and drains 6%. Option numer one is that the frigate loses 6 cap, and the battleship gains 60, due to the change in cap. Option two is that the frigate loses 6 and the battleship only gains 6... Its either percentage of both or percentage of the ship being nossed.

This way it still keeps battleships in check with frigates. There is no more insta-take of nos but it is still used as its primary function, a WEAPON. Also, this way the curse and pilgrim are not completely butt-****d by this nerf. It allows for the primary role of the curse and pilgrim to be fulfilled (say a curse gets a 2% bonus to nos per level, unstacked), and that way each medium nos the curse uses gives it 14% cap and takes away that same amount from the target ship.

it takes into consideration almost the same plan that N1fty camp up with here:

-----------------------------------------------------------------------------------

Originally by: N1ftyEdited by: N1fty on 01/08/2007 12:06:09
Edited by: N1fty on 01/08/2007 11:33:23

Current NOS change on SISI based on cap % difference is good. This % of recharge idea is a LOT BETTER, and I already had ideas about making NOS based on recharge rates.


Idea: Lets say the mega regens at a peak of 20 cap/sec and compare the two systems:

OLD NOS:
First Nos takes 8.3 Cap/s : mega has 11.7 Cap/s regen.
Second Nos takes 16.6 Cap/s : mega has 3.4 Cap/s regen.
Third Nos takes 24.9 Cap/s : mega has -4.9 Cap/s regen.

Its the unstacked cap killing properties of nos that are the biggest issue, especially Large NOS vs frigs.


NEW NOS: Im going to say new nos takes 40% of regen.
First Nos takes 0.4*20 = 8 Cap/s : mega has 12 cap/s regen.
Second Nos takes 0.4*12 = 4.8 Cap/s : mega has 7.2 cap/s regen.
Third Nos takes 0.4*7.2 = 2.88 cap/s : mega has 4.32 cap/s regen.
TOTAL Nossed: 15.68 Cap/s leaving the mega with 4.32 cap/s

--------------------------------------------------------------------------------

You can see the similarity, the only difference i believe is that he suggested a stacking nerf... I dont agree with that only because of the curse's predicament in that area...

This would make nos ships still somewhat effective, but on a BALANCED level, not a NERFED level. This way a frigate has time to get away having only 6% of its cap be drained... And if a BS warps in on a frigate, he should know that the nos is not going to help him at all (6 cap to a BS is not even enough to shoot a single gun once) except by helping to drain the other's cap, which will happen over a VERY long time.

I am open to any and all suggestions, or for anyone to point me to where a post basically exactly like mine is at... =)


No offense, but you missed the most important part of niftys post: he wants noses to leech the cap regen instead of the cap.


Sanilnar
Posted - 2007.08.02 20:01:00 - [1207]
 

Originally by: Duhmad IbnRa
Originally by: Sanilnar
What about this idea, Im sure it already has been asked but under the miniscule chance it hasnt... how about this:

Keep NOS at a percentage, say small do 2%, medium 4%, and large 6%.

We have no stacking penalty but either way, the nos stays the same... For example, A BS warps in on a frigate and engages with nos. Rather than draining 120 cap instantly crippling the frigate, it takes only 6% of the frigates cap. This way, it solves the big ship little ship quarrel while still doing what nos's do best, transferring cap.

Now, we could debate about that... Because obviously 6% of a BS's cap is MUCH more than 6% of a frigates cap... Therefore you can make the Battleship either gain 6% and the frigate lose 6% or you can make the frigate lose 6% and the BS only gain the frigates 6%...

To make that more clear, Say a frigate has 100 cap, and the BS has 1,000 (way off i know... just for easy purposes). The Battleship uses a heavy nos and drains 6%. Option numer one is that the frigate loses 6 cap, and the battleship gains 60, due to the change in cap. Option two is that the frigate loses 6 and the battleship only gains 6... Its either percentage of both or percentage of the ship being nossed.

This way it still keeps battleships in check with frigates. There is no more insta-take of nos but it is still used as its primary function, a WEAPON. Also, this way the curse and pilgrim are not completely butt-****d by this nerf. It allows for the primary role of the curse and pilgrim to be fulfilled (say a curse gets a 2% bonus to nos per level, unstacked), and that way each medium nos the curse uses gives it 14% cap and takes away that same amount from the target ship.

it takes into consideration almost the same plan that N1fty camp up with here:

-----------------------------------------------------------------------------------

Originally by: N1ftyEdited by: N1fty on 01/08/2007 12:06:09
Edited by: N1fty on 01/08/2007 11:33:23

Current NOS change on SISI based on cap % difference is good. This % of recharge idea is a LOT BETTER, and I already had ideas about making NOS based on recharge rates.


Idea: Lets say the mega regens at a peak of 20 cap/sec and compare the two systems:

OLD NOS:
First Nos takes 8.3 Cap/s : mega has 11.7 Cap/s regen.
Second Nos takes 16.6 Cap/s : mega has 3.4 Cap/s regen.
Third Nos takes 24.9 Cap/s : mega has -4.9 Cap/s regen.

Its the unstacked cap killing properties of nos that are the biggest issue, especially Large NOS vs frigs.


NEW NOS: Im going to say new nos takes 40% of regen.
First Nos takes 0.4*20 = 8 Cap/s : mega has 12 cap/s regen.
Second Nos takes 0.4*12 = 4.8 Cap/s : mega has 7.2 cap/s regen.
Third Nos takes 0.4*7.2 = 2.88 cap/s : mega has 4.32 cap/s regen.
TOTAL Nossed: 15.68 Cap/s leaving the mega with 4.32 cap/s

--------------------------------------------------------------------------------

You can see the similarity, the only difference i believe is that he suggested a stacking nerf... I dont agree with that only because of the curse's predicament in that area...

This would make nos ships still somewhat effective, but on a BALANCED level, not a NERFED level. This way a frigate has time to get away having only 6% of its cap be drained... And if a BS warps in on a frigate, he should know that the nos is not going to help him at all (6 cap to a BS is not even enough to shoot a single gun once) except by helping to drain the other's cap, which will happen over a VERY long time.

I am open to any and all suggestions, or for anyone to point me to where a post basically exactly like mine is at... =)


No offense, but you missed the most important part of niftys post: he wants noses to leech the cap regen instead of the cap.




whatever. Either way my post remains the same.

Yaay
Fusion Enterprises Ltd
Posted - 2007.08.02 20:03:00 - [1208]
 

Originally by: Crym Synistar
Thanks for the decent response and will try and see how this goes...just getting frustraiting that each ship class ive switched to gets nerfed in some way.


Flavor of the month club?

There are ships in this game that are overpowered, it's not a bad thing to change that. Do I agree with the change, sorta, it could have been handled better. Do I agree with the people who ship hop whenever their ship is changed... NO. Adapt.

On MK II, I like the idea of missles on the ships, but you went way to the extreme and just ruled out guns? WHY?
What's so wrong with making the Sacriledge a split setup like the Phantasm? Same bonuses, different ability. If you're scared that the phantasm won't be used as much, drop the Sac's energy use bonus in place of a range bonus for missles. Or something. But FFS, quit taking people so litteral and build the game the way is should be.

With each patch, this game get's worse, not better. I mean honestly, how many people have left the game because of an overpowered domi, or khanid ship sucking? Small changes until right, not big leaps that only break ships completly (and then a year of "fixing it")!

Mari Onette
Amarr
Equilibrium.
Posted - 2007.08.02 20:19:00 - [1209]
 

I tried out the malediction on the test server, with a couple different setups. One with 3 small missile launchers and the other with 3 rocket launchers. I don't have my rocket/missile skills maxed out yet like my pulse lasers are, but it seems like the rockets actually do MORE DPS then the missiles do, because of their RoF. The small missiles do more damage then the old pulse lasers would, but the RoF is so slow that they are not as effective (I'm using named modules as well to reduce firing time as much as possible.) Rockets do less damage then pulse lasers, but it still feels gimped compared to the old malediction. I used to be able to take out npc battlecruisers with no trouble. With the rockets and missiles, I cant even break hard cruiser's tanks, even when using the right damage type.

Can anyone else confirm what I'm seeing here? or is this a result of my pulse laser skills being better then my missile skills?

gregory j
Posted - 2007.08.02 20:23:00 - [1210]
 

Nice to see that NOS won't be such a determining factor anymore. I only see this as an advantage, personally, since I fly gallente. However...these changes do seem to hurt some ships tremendously...passive tanks, for instance, which typically rely on cap-independent endurance builds, will no longer be able to NOS their targets effectively. On the same note, cap-intensive setups will be more effective since they will typically be immune to the NOS effects of a ship using less cap.

I like the amarr boosts as well...they look so cool so it's about time they have some really nice setups. However, I find the sacrilege to be a little overpowered...2 DPS bonuses, a tank bonus, and a cap bonus?

General Xenophon
Posted - 2007.08.02 20:25:00 - [1211]
 

Edited by: General Xenophon on 02/08/2007 20:31:11
Edited by: General Xenophon on 02/08/2007 20:27:52
Edited by: General Xenophon on 02/08/2007 20:26:21
I am against this nos nerf! Maybe if you knew how to balance the game to begin with you wouldn't have to nerf things...

What will CCP deem necessary to nerf next?

Ridiculous!!!

Maybe you should implement another patch that screws up the economy next. Or better yet, just destroy all BPOs.... Hey, who needs balance! Let's just nerf the hell out of everything!

This is VERY agrivating. (hence the editing... First few posts were very angry rants - believe it or not this last post is a lot ... kinder...)

I will wait and see what the changes will be, but from what I have heard so far, I really don't like the sound of it.

Can we please focus on existing issues like lag and such?

And by the way, will ALL nos be nerfed? Even npc nos?

ntronic
Posted - 2007.08.02 20:30:00 - [1212]
 

well this is the funyest nerf so far, at list the ones i have seen. I cant wait the day when you do the same thing to guns.Rolling Eyes

Ill ignore medium and smal nos as it was fine as it ugh...
About Heavy Nos well is now just a crapy mod, at list for the 2000 or so pg that it uses.
If you think you fixed nosing than your wrong,lets have a chat in 6 or so months when your nerfing neutrilizersTwisted Evil.
And about ceptors and other smaller than bc ships are now ****ed more than before
my point off view is form a bs - heavy nosing - neuting as thats the only ones i used before.

Anyway you suck more cap whit one neutrilizer than you do whit 4 heavy nos.
So i hope, that now peeps will come in a fight and say, ow a domi hehe his nerfed lests get him and when thay get in range of my 25 km zaper..Cool Zzaapp and thay dont have cap mm, i cant wait for a vagas or ceptors.Wink
Im not sure what you tryed to do whit this nos change, nothing will change at list not that i see.ughoh wait maybe im wrong curse price will go down abit same as domi i recon and someone is lafing his ass off whit his t2 neut bpo, and offcurse cap boosters will stay on ships ....

If your realy wont to fix nosing just give the same mods stacking penalties and leave nos as it is or something.
To bad you didnt just lower pg need for neutrilizers and made me happy, after that we can just call it a nosing buff. anyway lets start training enargy emissions systems 5 and start zappingYARRRR!!

ow and sory about my english i know its crapy.
have fun and stay frosty


SencneS
Rebellion Against Big Irreversible Dinks
Posted - 2007.08.02 20:43:00 - [1213]
 

Edited by: SencneS on 02/08/2007 20:52:35
Originally by: Mari Onette
Can anyone else confirm what I'm seeing here? or is this a result of my pulse laser skills being better then my missile skills?


Confirmed... all that time you spent on your Pulse Laser skills will be tossed down the toilet.

You have two options
1) Stop training whatever you're training and train up Missile skills. "Adapt or die" some like to say, but don't worry those months of training those laser skills may come in handy at some point down the road when they turn the Galentee Drone skills into Laser skills in an effort to diversity everyones characters.

Specialization anyone? Yes I Specialized in flying Khanid ships which pretty much allows me to train any ship from any race and use it effectively right out of the BOX!

2) Sell off any ship you have that has Khanid anywhere in it's description. Instantly cutting you're available ships in half. Which some people say "Suck it up and use the other ships that DO allow you to use your trained skills." Think of it this way, you also cut down the amount of equipment you need to buy. If you planned on BPO's you now only need to buy a select few as the ships you fly have been narrowed from 16 to 8, Yes there are 8 Khanid T2 ships out of the total 16 T2 Amarr ships.

Borasao
Ex Coelis
The Bantam Menace
Posted - 2007.08.02 20:58:00 - [1214]
 

Originally by: General Xenophon
Edited by: General Xenophon on 02/08/2007 20:31:11
Edited by: General Xenophon on 02/08/2007 20:27:52
Edited by: General Xenophon on 02/08/2007 20:26:21
I am against this nos nerf! Maybe if you knew how to balance the game to begin with you wouldn't have to nerf things...

What will CCP deem necessary to nerf next?

Ridiculous!!!



You've never played an MMO before, I take it.

Vampire Lord
Endless Destruction
Imperial 0rder
Posted - 2007.08.02 21:08:00 - [1215]
 

Edited by: Vampire Lord on 02/08/2007 22:49:43

tikinish
Posted - 2007.08.02 21:11:00 - [1216]
 

Edited by: tikinish on 02/08/2007 21:11:00
wow i LOOOOOOOOVEEEEEE the kanid boost:D

although i hate the fact that as a caldari i am setting here thinking... ahhh.... ahhh.... i want those ships :S
where is my boost to shield res:P

and no s change

Matroshka
Dreddit
Test Alliance Please Ignore
Posted - 2007.08.02 21:11:00 - [1217]
 

Originally by: SencneS
Edited by: SencneS on 02/08/2007 20:52:35
Originally by: Mari Onette
Can anyone else confirm what I'm seeing here? or is this a result of my pulse laser skills being better then my missile skills?


Confirmed... all that time you spent on your Pulse Laser skills will be tossed down the toilet.

You have two options
1) Stop training whatever you're training and train up Missile skills. "Adapt or die" some like to say, but don't worry those months of training those laser skills may come in handy at some point down the road when they turn the Galentee Drone skills into Laser skills in an effort to diversity everyones characters.

Specialization anyone? Yes I Specialized in flying Khanid ships which pretty much allows me to train any ship from any race and use it effectively right out of the BOX!

2) Sell off any ship you have that has Khanid anywhere in it's description. Instantly cutting you're available ships in half. Which some people say "Suck it up and use the other ships that DO allow you to use your trained skills." Think of it this way, you also cut down the amount of equipment you need to buy. If you planned on BPO's you now only need to buy a select few as the ships you fly have been narrowed from 16 to 8, Yes there are 8 Khanid T2 ships out of the total 16 T2 Amarr ships.


You are exaggerating just a bit. Laughing

There are only 5 Khanid ships that will use missile skills. They were for the most part broken before this fix. Not the end of the world.

SencneS
Rebellion Against Big Irreversible Dinks
Posted - 2007.08.02 21:25:00 - [1218]
 

Originally by: Matroshka
There are only 5 Khanid ships that will use missile skills. They were for the most part broken before this fix. Not the end of the world.


Here let me fix the last statemt.

Originally by: SencneS
2) Sell off 60% of the Khanid ships. Instantly cutting you're available ships in 2/3rd. Which some people say "Suck it up and use the other ships that DO allow you to use your trained skills. That's an Impel (Lovely transport ship, very PVP resistant! The Heretic, besides we need to see more warp bubble throwers. Stop WHINING!" Think of it this way, you also cut down the amount of equipment you need to buy. If you planned on BPO's you now only need to buy a select few as the ships you fly have been narrowed from 16 to 11, Yes this patch effectively negates 1/3rd of the ships you have the skill sets to use effectively

Fesch Fleisch
Posted - 2007.08.02 21:29:00 - [1219]
 

Edited by: Fesch Fleisch on 02/08/2007 21:31:51
Funny thing about the new Khanid ships. According to this blog Khanid == missiles. But let's look at two amarr ships, the anethema(covops) and purifier(stealth bomber). Let's ignore the ridiculousness of rockets on a covops ship, beam lasers at least are usable outside of decloaking range, not that covops need weapons.

However, with the definition of khanid I'm getting from the blog, it would make more sense to switch which one is khanid and (to keep things in line) give the stealth bomber torp bonuses ... but wait, that would actually be a boost, not a slap in the face. We can't have none of that.

Let's go on boosting Minmatar so it keeps looking like that's the reason I chose to fly them, instead of them being the underdogs like I assumed they were.

Matroshka
Dreddit
Test Alliance Please Ignore
Posted - 2007.08.02 21:35:00 - [1220]
 

Originally by: Fesch Fleisch
Funny thing about the new Khanid ships. According to this blog Khanid == missiles. But let's look at too amarr ships, the anethema(covops) and purifier(stealth bomber). Let's ignore the ridiculousness of rockets on a covops ship, beam lasers at least are usable outside of decloaking range, not that covops need weapons.

However, with the definition of khanid I'm getting from the blog, it would make more sense to switch which one is khanid and (to keep things in line) give the stealth bomber torp bonuses ... but wait, that would actually be a boost, not a slap in the face. We can't have none of that.

Let's go on boosting Minmatar so it keeps looking like that's the reason I chose to fly them, instead of them being the underdogs like I assumed they were.


Stealth bombers do not use their racial large weapons though (although I think it could be cool), they all use cruise missiles across the board. And wait, you don't even fly these ships?

Yuma Beech
Posted - 2007.08.02 21:59:00 - [1221]
 

Thanks loads guys, and i do mean loads for changing the NOS to a nothing module. i have spent the last month training for the curse and pilgrim. i have purchased the ships and all necessary components and I'm just waiting for my last 5 days of training to elapse, and now you go pull this CRAP!

What type of drugs are you guys using?ugh

Hopeless EQUILIBRIUM
Caldari
W33D Corp.
SMASH Alliance
Posted - 2007.08.02 22:25:00 - [1222]
 

As always CCP does a very "good" thing. They destroy something good. NOS are the only good for amarr. Now u take that too from amarr. The new Khanid ships are interesting but most pvp amarr players don't have missile skills.

IF U NERF NOS MAYBE IS TIME TO DO SOMETING ABOUT AMARR. SOMETGING TO LOWER THE LASER CAPACITOR NEED OR AMARR WILL BE ONCE AGAIN USELESS

WHAT ABOUT CURSE? IF NOS WILL BE LIKE THIS U CAN DELETE CURSE

Matroshka
Dreddit
Test Alliance Please Ignore
Posted - 2007.08.02 22:47:00 - [1223]
 

Originally by: Hopeless EQUILIBRIUM
As always CCP does a very "good" thing. They destroy something good. NOS are the only good for amarr. Now u take that too from amarr. The new Khanid ships are interesting but most pvp amarr players don't have missile skills.

IF U NERF NOS MAYBE IS TIME TO DO SOMETING ABOUT AMARR. SOMETGING TO LOWER THE LASER CAPACITOR NEED OR AMARR WILL BE ONCE AGAIN USELESS

WHAT ABOUT CURSE? IF NOS WILL BE LIKE THIS U CAN DELETE CURSE


The nos change is going to benefit Amarr the most. Since Amarr are cap hogs with lasers and armor tanking, you will most likely always have lower cap than your opponent.

Also the Curse/Pilgrim and all other ships that have a bonus to nos and/or neuts are being looked closer as not to gimp them.

And as far as missiles skills, yeah most Amarr don't have missile skills... yet.

Vampire Lord
Endless Destruction
Imperial 0rder
Posted - 2007.08.02 22:50:00 - [1224]
 

When it comes down to it even if NOS needed to be nurfed a little bit what you’re doing just doesn't make since. Changing the mod in this manner doesn't fit into the role-playing aspect of EVE. This is the kind of change other MMO's make. First add a stacking bonus & sig penalty. Plz do things within the confines of the game instead of going about it the easiest way possible. What you should do is nurf this idea. After reading, thinking, reading & thinking this is the best way to do it to keep the customer base happy and the whinny nubs:

Heavy NOS - signature resolution 400mm
Accuracy falloff 0km
Optimal range 20km

Stacking Penalty for using more then on type of this mod

This is by far the better way to fix it then anything else. Pretty much what it would boil down to is a Large NOS would hit a frigate just a little bit better the a small nos.. Give or take some. These changes are logical. Lowering the power grid on Neuts so other races besides Amarr can fit the effectively would also make since. However Curses still remain a solopwning machine. But you should nurf the ship instead of nurfing NOS. If you fix one thing an break the next you’re not really fixing anything....???! Take the time an really think about this. Create a thread on how people would feel about these options instead of the one you’re proposed which is plainly sickening with great modifications.

akim
Posted - 2007.08.02 23:05:00 - [1225]
 

Make NOS signature based.

Don't nerf the damnations PG!

Make it a general missile bonus, and not just HAM/rockets.

Rest is fine.

There, that's the patch I want to see.

Mari Onette
Amarr
Equilibrium.
Posted - 2007.08.02 23:41:00 - [1226]
 

Originally by: SencneS
Edited by: SencneS on 02/08/2007 20:52:35
Originally by: Mari Onette
Can anyone else confirm what I'm seeing here? or is this a result of my pulse laser skills being better then my missile skills?


Confirmed... all that time you spent on your Pulse Laser skills will be tossed down the toilet.



Thats not quite what i asked. Unlike most poster's here I'm more interested in exploring the changes then whining about them.

What I'm wondering about is the math related to DPS on pulse lasers vs rockets vs missiles.

IE:All skills being equal, Is my DPS going to be better or worse with rockets and missiles vs my old pulse lasers?

Rockets seem to do more DPS then missiles when you calculate the rocket/missiles damage score and divide it by the launchers RoF. Pulse lasers seem to consistently hit harder then rockets, even when taking into account things like tracking, chance to hit, and damage type.

I have tested this on singularity, and it seems to me that pulse lasers do the most damage, followed by rockets, then light missiles when dealing with the malediction. HOWEVER, i don't have all my skills up in rockets yet so I can't be sure.

I am looking forward to the changes, but it will be very disappointing if my DPS drops off in exchange for an armor resist bonus that only comes into play when you've done something wrong, (like getting webified).

On tranqulity, i can take down 500k battlecruisers with the malediction and dual light pulse laser II's.

On SiSi, I cant even break the tank of a 125k cruiser.

IF this is because my missile skills suck, thats fine. I'm willing to train skills. If this is some sort of trade off for armor resists, I'd rather keep my DPS.

LvxOccvlta
Posted - 2007.08.02 23:57:00 - [1227]
 

Maybe this is the solution to the Curse and Pilgrim....

Give the Curse and Pilgrim an insane bonus that drastically decreases cap usage for activating Neuts.

Problem solved.



Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.02 23:57:00 - [1228]
 

With max skills, no rigs, implants or damagemods and t1 ammo you get mostly EM 94.5 dps for the new version with 3 rocket launchers and a dual light pulse.

With 3 dual light pulse and 1 rocket launcher you deal 105 dps currently.

So you will deal less dps, not much though. If you shoot sansha/bloods you should do about the same dps as now due to hitting the weakest resistance more often.
Vs other targets it will deal a good deal less effective dps, though.




Matroshka
Dreddit
Test Alliance Please Ignore
Posted - 2007.08.02 23:58:00 - [1229]
 

Edited by: Matroshka on 02/08/2007 23:59:24
Wish I could run some numbers for you but I am not sure on the math.

The new Mal gets 2 bonuses to rocket damage as opposed to 1 damage bonus to lasers on the old model. Missiles also have the advantage of not using any cap and ability to change damage types, although on the Mal one of the bonuses is for EM only.

edit: Aramendel took care of the math Smile

Glitch 10240
Dragon's Rage
KIA Alliance
Posted - 2007.08.03 00:55:00 - [1230]
 

the main problem with the nos nerf, is that it essentially nerfs the curse and the pilgrim imo.


Pages: first : previous : ... 37 38 39 40 [41] 42 43 44 45 ... : last (59)

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only