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Mr Popov
Tribal Liberation Force
Posted - 2005.08.30 03:54:00 - [181]
 

Originally by: Kaeten
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE missles users, think if you were in a turrut ship and then compare to a missle boat then strat to talk. Cause atm it's just crap comming out of your mouthsRolling Eyes


Please read the entire thread

thx

Ronin Crag
Posted - 2005.08.30 04:48:00 - [182]
 

Originally by: Elrathias
Originally by: Ronin Crag

The Caldari Scorpion still lacks the cap, structure, available slots both high, med, low to be comperable.




its acctually quite absurd to say that a ship that has 8 medslots has too few of them, but even so, you are SO spot on with that statement.


I stand corrected - thank you for bringing that to my attention as its been a while since ive been in the commander's chair of a Scorp.

Ronin Crag
Posted - 2005.08.30 05:31:00 - [183]
 

Originally by: Shalnar
Originally by: Ronin Crag
Some obvious facts about EVE, and a suggestion to CCP..

The easiest and simplest way CCP SHOULD ask players what EVE needs to stay "fresh", is thru the use of log-on polls.

My suggestion to CCP is to ask all players at log-on a "Question Of The Day" multiple choice poll regarging the current issues EVE faces. One every 24 hours. One vote per account.

Then publish the results daily here on www.eve-online.com

This would eliminate a HUGE amount of issues by providing a chance for both CCP and Players to see the bigger picture beyond their own limited vision.



I agree with most of your post. The problem with asking the eve population about what should be fixed is that most of them can't/don't want to see the bigger picture. It has been my experience that only a small number of players actually want balance. So all the poll would do would put the many biased oppinions into percentage format. Would this bennfit the game or would it derail it even more.




I think that's the question that only CCP can rightfully answer but you have a good point.

Maybe I look at things from too much of a business point of view -

In my experience,lost customers means one or more of 3 things;

1) You're doing something wrong.

2) You're not doing it well enough.

3) The competition is either not doing point 1,
doing point 2 better than you are,
or producing a better and/or cheaper product.

A truely successful company will consider the loss of even one customer to be a failure on their part.

Still, in my opinion, CCP is vastly superior in all 3 points to all other MMOPRG's currently available , but I'd like to see a closer relationship between CCP and the player base.

A poll of the customer base is historically the best way to see how just how well you're performing, and where you need to improve. And I think it would be pretty interesting to see just what the EVE player base thinks as a whole. Probably very surprising and contradictory to established beliefs and assumptions too !


SpeedoMan
Caldari
Posted - 2005.08.31 19:25:00 - [184]
 

Edited by: SpeedoMan on 31/08/2005 20:05:40
Originally by: Eddie Gordo
...and then think of the two or three month old n00b that could be effective under the old system. A raven pilot pre patch could match someone with considerable gunnery. Even with the new skills to train its nowhere near as much of an investment in time.


I am thoroughly sick and tired of this type of ignorant arguement about "n00bs in Ravens". To put this to rest finally and forever:

BASIC SKILLPOINTS REQUIRED:
- to use torp/cruise in any BS = 299000
- to use L turrets in any BS = 288028

# OF SKILLS REQUIRED:
- For Gallente/Amarr to do well in T1 gunnery and fully loadout their ships = 12 skills, 1.5 mil SP

- For Caldari to do well in only T1 missiles as required to fully loadout their ships:
-- pre-nerf = 10 skills, 1.5 SP
(counting weapon upgrades & adv weapon upgrades, ofc)
-- post-nerf = 14 skills, 2mil SP

- For Caldari/Minmatar to do well in T1 gunnery & T1 missiles as required to fill their hi-slots:
-- pre-nerf = 22 skills, 3mil SP
-- post-ner = 24 skills, 3.5mil SP

numbers & estimates taken from actual listings of skill requirements and actual character level skillpoint samplings of 3 characters.


So anyone still trying to argue that noobs can jump right into a Raven & lob torps better than any turret user could, can eat me and my white hairy sick of this game Caldari butt! You are wrong & ignorant & annoying me to no end. I'm sure they'll get off on knowing that.

BTW - I've wasted time training all the new skills to L4. Only thing I noticed was increased range. Damage still sucks, same size class targets or not. The radius & velocity numbers are the problem. Target painters do nothing to help. Webbers do a little, but their range is too short... 10km? Pthhh :P

SpeedoMan
Caldari
Posted - 2005.08.31 19:36:00 - [185]
 

Originally by: Belshamarothx
Speedo - u read any of my previous posts? I have, when I can be bothered to participate in such an overall ill-conducted debate, attempted to defend those participants who feel the missile nerf was overly excessive. My point which you attempted (surprisingly from your previous posts) to flame was to demonstrate that some Caldari ships rely on missiles ergo they are a primary weapon not secondary...

Fair enough, and reading back I realize a little better the point of your post. Sorry matey. Yes, missiles are essential for Caldari, and the sole weapon on several ships; however, one always has to realize the duality in the majority of Caldari ships being forced to equip mostly hybrids, or a mix of hybrids & missiles, but without sufficient bonuses to the missiles to make them anymore than an afterthought or filler weapon slot.

Missiles used to have a balance that still assisted them towards the endpoint of [almost] equating Caldari ship damage output to other races. Now that balance is gone, and any ship without those missile specific bonuses just cannot perform even close to it's peers. The few ships with missile specific bonuses & full missile loadouts, now, also no longer perform equally due to overly excessive nerf.

I just wanted to make sure you were clearly acknowleding that fact, instead of seeing only ~4-5 ships and talking about the whole race off that.

SpeedoMan
Caldari
Posted - 2005.08.31 22:40:00 - [186]
 

Originally by: dantes inferno
...so out of 3 bs i encoutnered since the patch..1 i could laugh at (the raven) 2 killed me in 2-10 seconds....the turret tempest....

1. Train the new skills...i thnk every one has done so to either 3-4 by now and still missile suck
2. the object is moving....still does crappy dmg if standing still
3. target painters....little to no effect waste of mid slot
4. webbers...see 2
5. and finaly turrets miss frigs...yes they do tend to do so, but when a turret hits = dead frig, which a frig can tank damage from torp/heavys/cruise atm..at least turret users have a chance to kill a frig either thrugh pure luck or incompetance on the frig pilots part, missile users dont have that chance.


Good examples and points, agreed, except Caldari don't need more missile boosting modules to equip, because they'll end up being low & mid slot items, which we cannot afford to equip.
1) Caldari have the least low-slots, and they usually have to be used for PDU or RCU to boost grid, unlike other races that can armor tank or pile on damage mods.
2) Caldari live off of med slots to shield tank, but subtract automatically 1 slot for an AB/MWD, and 1 more slot for a shield booster in most cases. Even if you're talking about a Blackbird or Raven with 6 med slots, or a Ferox with 5 med slots, they get used up fast. 1 AB, 1 shield boost, 2x racial shield hardeners, only 1-2 slots "open" then for the following choices:
-- tracking comp or "new missile mod"
-- target painter
-- sensor booster
-- webber
-- scrambler
-- sheild boost amp
-- shield xtender
-- cap booster charges

...whew %( It just can't be done, imo, "forcing" another mid slot module upon the caldari ships.

I think the following has to happen:
1) rebalance to explosion velocity, increase all around
2) rebalance to sig radius/exp radius, increase all around
3) a 3rd innate bonus to every caldari missile able ship
4) slower missiles (so defender and SB are again viable defenses)
5) more turret type high slots for non-missile specialty ships, giving more versatility for caldari pilots that are NOT going for missiles only, to actually USE their gunnery skills & turrets on par with other races, and choose missiles as an optional augmentation.


bottom line is, missiles were never meant to be, nor should be, the same as turret weapons in function or mechanics. With the CW-nerf, the devs took away most of this distinction between the weapon types. We need to work at undoing that mistake now, and put more thought into how to undo it.

Elrathias
Caldari
Legio Prima Victrix
Posted - 2005.09.01 00:27:00 - [187]
 

ay ay ay. some people seem not to realise that we got hit by 2 nerfs at the same time, one wich says that damage is NOT instantaious, and can tehrefore be affected by speed in anydirection moving away from the center of the "explosion" and one WICH IS GODDAMN WEIRD.

that is, they get less damage for just being small.

good analogy: put one stick of dynamite in your pants, light and watch, you die. put 20, what happens? YOU STILL DIE.

therefore signature radius should have NO effect on damage output of missiles.

Grey Area
Caldari
Posted - 2005.09.01 09:32:00 - [188]
 

Originally by: Elrathias
ay ay ay. some people seem not to realise that we got hit by 2 nerfs at the same time, one wich says that damage is NOT instantaious, and can tehrefore be affected by speed in anydirection moving away from the center of the "explosion" and one WICH IS GODDAMN WEIRD.

that is, they get less damage for just being small.

good analogy: put one stick of dynamite in your pants, light and watch, you die. put 20, what happens? YOU STILL DIE.

therefore signature radius should have NO effect on damage output of missiles.


Everyone knows this by now. The sig radius thing is NOT justifiable in "real life" or "pseudophysics" terms. The truth is, CCP tried to bring in a system of "tracking" for missiles, so that they would have difficulty hitting small, fast targets, but the calculations involved put too much of a load on the server.

The current system is a "fudge", and nothing more. Don't bother trying to justify it. In fact, I think one of the reasons that NOT ONE official comment has been made by CCP about the uproar over the missile changes is because they are embarrassed by the unrealistic nature of what they were forced to put in.

Notwithstanding, this is what we have. There is ZERO percent chance that CCP will ever throw up their hands and say "Hey, this was a dumb idea, we were wrong, let's try something else". However, there is at least some SMALL chance that they could be persuaded to use the same system, but make it have a lesser effect.

My suggestion;

For any target, if speed = zero, all warheads do full damage.
Torpedo and Cruise missile hits on Cruisers and smaller (i.e. sig radius 200 or less) need to be double what they are now.
Cruise and Heavy missile hits on frigates and smalle (ie sig radius 50 or less) need to be double what they are now.
Torpedoes need to do FULL warhead damage to structures.

This would make missiles viable again, whilst still not reintroducing the "I win" button that so many turret users bleated about. (It wasn't an "I win" button, as Ravens in PVP were suckage. It was however a "Make me very rich" button due to the Raven's success in level 4's)

Rendill
Amarr
Shinra
Lotka Volterra
Posted - 2005.09.01 10:01:00 - [189]
 

There's something wrong with missile damage? I'm doing more damage now against my intended targets.....

Messerschmitt facility
Amarr
Posted - 2005.09.02 00:51:00 - [190]
 

Missle need a damage nerf.
Now they do like 800 damage each time per torpedo Cool

RedClaws
Amarr
Macabre Votum
Morsus Mihi
Posted - 2005.09.02 10:52:00 - [191]
 

whahaha i like the guy before me :D

And I tend to agree : a raven with 2 bcu's "almost" breaks by apocs tank (2 large tech 2 and 3 hardeners) yet it only loses a little bit of shield hp and cap recharge time.

If i only try to take 1 cap power relay of my apoc to fit a heatsink my entire setup is gone to hell (-20% cap recharge)

Just a small sidenote : no i do not fly ravens to i have no right to speak here in a fact. I do however have plenty of corpmates who "ALL" fly ravens to npc even if they are from all sorts of races they train up caldari to fly the raven : now tell me if thats normal

Shimpu
Sensory Overload
Posted - 2005.09.02 12:52:00 - [192]
 

Missiles should be rebalanced. Why?

- Guns can be tracking boosted or used for large distance sniping (transversal speed anyone?)
- Missiles don't have any counterpart for tracking mods. They hit always but with pathetic damage against small targets
- Those pathic damage can be partly countered with defender missiles (additionally to all the other EW stuff)

Some numbers? Caldari Cerberus with Missiles Specialisation 4 and every other skill at 4 too does

15-30 damage against a Harpy or Enyo. With the proper damage type! You don't get more. If you use a painter this still doesn't goes up to numbers where a assault frig with a shield booster or armor hardener can be killed solo.

So if a HAC with all those damage and ROF bonuses to missiles can't kill a single assault frig - something must be wrong!

Idea:

Bring mods which increase the explosion range and velocity. This would be in par with tracking mods. You can set your ship for big damage (against targets of your size and bigger) with BCU's or increase the damage against smaller targets with those new "tracking" mods.

Then missile users and gunnery users both have the freedom to choose fittings against their foes.

P.S.: Don't start to say "Use light missiles dumbass!". Main reason: Damage sucks still... Second reason: If you put tracking mods on gunboat with guns "oversized" for your target (e.g. large guns against frigs) you still hit "proper" targets at reasonable damage AND hit the smaller targets, too. With light missiles your damage against targets of your
size is capped...

They just have to change this and turret guys and missile guys can be friends again Twisted Evil

Wrayeth
EdgeGamers
Situation: Normal
Posted - 2005.09.02 13:34:00 - [193]
 

If CCP introduces modules that allow missiles to be more effective vs. smaller targets, then I would suggest making them lowslot items. Caldari ships need their midslots for their tank.

Grey Area
Caldari
Posted - 2005.09.02 15:34:00 - [194]
 

I would sacrifice a tank module for a damage module IF the dmaage module was actually effective (not like the laughable target painter, which actually become MORE useless as your skills (Guided Missile Precision) get better).

NI Reba
Posted - 2005.09.02 16:34:00 - [195]
 

The new changes in sig radius for cruisers will make hvys and cruise missiles suck even more...

Fiodore Nevesky
Gallente
Federal Navy Academy
Posted - 2005.09.17 01:35:00 - [196]
 

Originally by: RedClaws
whahaha i like the guy before me :D

And I tend to agree : a raven with 2 bcu's "almost" breaks by apocs tank (2 large tech 2 and 3 hardeners) yet it only loses a little bit of shield hp and cap recharge time.

If i only try to take 1 cap power relay of my apoc to fit a heatsink my entire setup is gone to hell (-20% cap recharge)

Just a small sidenote : no i do not fly ravens to i have no right to speak here in a fact. I do however have plenty of corpmates who "ALL" fly ravens to npc even if they are from all sorts of races they train up caldari to fly the raven : now tell me if thats normal



I am soo not belvieng this ShockedShocked apoc needs less mods to arm tank and the dmg output is wayyy much higher , apoc at 100 km will pop a raven b4 he says ciao

Anub1s
Amarr
E-x7 Network
The Last Brigade
Posted - 2005.09.17 10:01:00 - [197]
 

Edited by: Anub1s on 17/09/2005 10:09:04
one thing WTF IS FOF???? we have ships... pods... space stations but FOF can't hit the blody ship LOL!!!

I trained skill to see that it sucks to.

now I must use smartbomb

LitLBunnyFooFoo
Caldari
Posted - 2005.09.17 11:55:00 - [198]
 

Originally by: Messerschmitt facility
Missle need a damage nerf.
Now they do like 800 damage each time per torpedo Cool


This statement has to be a joke, because when he posted it his latest vicitme was a raven pilot.
(dont know if it will remain that way so let me post what his kill board said,

Kills: 104
Latest Kill: Raven
Who: Khayman23
When 10-9-05 22:03
Where M53-1V

Yet even if we say his statement is accurate, which I strongly doubt. Even at 800damage he was still able to kill a Raven, and torps still need to be nerfed in his opinion. PA-LEASE!

What he doesn't tell us, is he was getting wrecking damage on that Raven for probably around 700-1400 hit points every 6th shot and around 100-400 every other shot. Because if you do the math, and if the Raven was tanked with EM/Thermal. With the damage he said he recieved, he should've got wtfpwnd. Trust me I know! If I go up against a APOC, I can bring his damage down to the low 200's. And if he is gankageddon he is dead dead dead! Unless of course he has 1 HAC or one t2 frig with him, then the Raven pilot is dead dead dead, even if the Apoc pilot doesn't fire a single shot!

The only thing that needs to be changed in regards to missiles is damage done to smaller targets. Cruise and torps missiles in pvp are useless against t2 frigs and HACs. USELESS <- thats a fact! I know for a fact what a Raven can and cannot do because I have flown them for 2years and now in PvP they are useless against all lower class ships.

And this person who was getting 800 damage from torps was within 70KM of that Raven with a ganka setup and deserved to die if he did. Because if he was setup for gankasnipe. That Raven with torps never would have hit him, and he wouldn't be on here complaining about his dumbass mistake to get in close to a raven with torps. An Apoc with gankasnipe against a Raven with cruise and a snipe setup, = a very interesting battle. A tanked Apoc vs Tanked/Trop fitted Raven equals a very interesting battle.

An Apoc fitted for gankasnipe at range against a t2 frig and HACs always equals a dead t2 frig and HAC.

A sniparaven fitted with cruise or a tanked raven fitted with torps only, or cruise and torps, equals a dead Raven against HACs and an extremely p!ssed off Raven pilot against 1 t2 frig. or dead Raven pilot against 2 of more t2 frigs.

Thats what all this "whining" about missiles is all about!

CCP fix cruise and torp missiles to cause threatening damage against t2 frigs and HACs plz!

DaBunny

The Wizz117
Reikoku
KenZoku
Posted - 2005.09.17 14:11:00 - [199]
 

Edited by: The Wizz117 on 18/09/2005 13:00:30
MISSILES WILL BE NERFED AGAIN NEXT PATCH!


!!!40% less damage!!!

read this:

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=224757&page=1

al frigates and cruisers get +20% speed and -20% radius!!!!


maper
Caldari
TAWD Research and Building Corporation
TALIONIS ALLIANCE
Posted - 2006.11.03 17:28:00 - [200]
 

Edited by: maper on 03/11/2006 17:29:37
The interesting thing about all the missile damage -vs- target size, is that the weapons warhead is the same size regardless of the targets size. In RL the larger a missile payload the more damage done to the target. So if a warhead does say 600pts of damage it is up to the target to be able to survive the impact/damage. The statement that well the target was able to avoid direct impact would better work against projective weapons, however missiles/torps are propelled weapons which can track its target. thereby negating the statement smaller targets able to avoid total damage of warhead.

While I might be wrong (not the first time Very Happy )hammering the damage ability of a weapon just to keep a balance is wrong.. after all who said war is balanced..
YARRRR!!

Red Ochre
Posted - 2006.11.03 18:12:00 - [201]
 

Originally by: Grey Area
Originally by: Elrathias
ay ay ay. some people seem not to realise that we got hit by 2 nerfs at the same time, one wich says that damage is NOT instantaious, and can tehrefore be affected by speed in anydirection moving away from the center of the "explosion" and one WICH IS GODDAMN WEIRD.

that is, they get less damage for just being small.

good analogy: put one stick of dynamite in your pants, light and watch, you die. put 20, what happens? YOU STILL DIE.

therefore signature radius should have NO effect on damage output of missiles.


Everyone knows this by now. The sig radius thing is NOT justifiable in "real life" or "pseudophysics" terms. The truth is, CCP tried to bring in a system of "tracking" for missiles, so that they would have difficulty hitting small, fast targets, but the calculations involved put too much of a load on the server.

The current system is a "fudge", and nothing more. Don't bother trying to justify it. In fact, I think one of the reasons that NOT ONE official comment has been made by CCP about the uproar over the missile changes is because they are embarrassed by the unrealistic nature of what they were forced to put in.

Notwithstanding, this is what we have. There is ZERO percent chance that CCP will ever throw up their hands and say "Hey, this was a dumb idea, we were wrong, let's try something else". However, there is at least some SMALL chance that they could be persuaded to use the same system, but make it have a lesser effect.

My suggestion;

For any target, if speed = zero, all warheads do full damage.
Torpedo and Cruise missile hits on Cruisers and smaller (i.e. sig radius 200 or less) need to be double what they are now.
Cruise and Heavy missile hits on frigates and smalle (ie sig radius 50 or less) need to be double what they are now.
Torpedoes need to do FULL warhead damage to structures.

This would make missiles viable again, whilst still not reintroducing the "I win" button that so many turret users bleated about. (It wasn't an "I win" button, as Ravens in PVP were suckage. It was however a "Make me very rich" button due to the Raven's success in level 4's)


been saying the **** on sig radius since i started playing. its not ccp's NOT being able to implement a damage model, its just annoying to have to redo what they have put together since a large portion of the skills/stats all tie together now.

sig radius should have nothing more to do than the time it takes to lock and or break that lock, smaller equals a better chance to break lock or take a while to lock that target. larger has the appropriate effect.

to throw more fun on the fire, each item having a sig radius value should increase or decrease the overall signature value of the ship in question, either making it a living flare saying lock me or making it nearly invisible to radar its so small. not increase or decrease its ability to give or take damage.

back to practical damage. speed tanking is fine as long as its the speed being calculated for damage results, as others have pointed out.

size is also a factor, maneuverability, i agree that heavy missiles would have problems tracking fast inties, even to the point of swinging wide and running off into space burning out. but if one does hit...........

its simply going to take a massive effort on ccp's part to "redo" the current system to where it is more "realistic" and closer to the way it was 2 years ago, before it went off track.

in conclusion, it is better to "adjust" a current set of variables (missiles) than it is practical to fix or redo the whole system. many dont want to see or hear this but its simple fact, and we have to adapt until things change again.Twisted Evil

Dopefish
Amarr
Quad and Fish
Posted - 2006.11.03 18:18:00 - [202]
 

THE NECRONS ARE HERE!

Yamaeda
Amarr
Posted - 2006.11.04 00:30:00 - [203]
 

One would think necromancy only belong in medieval games and forums. Clearly one was wrong.

/Y

The Messenger
Posted - 2006.11.04 02:19:00 - [204]
 

I don't understand what people don't get. As long as your target can't warp away, your missiles will hit it for some type of damage. That simple fact right there is why missiles don't need to be revamped.
U say, wahhh we cant fit mods that let us snipe with our missiles. No, but caldari have ships that can use railguns, so why would u need ur missiles to snipe? I think 90% of u raven whiners should just quit eve anyway. The majority of u just sit in deadspace missions all day.

Darksaber64x
Ecchi co.
Posted - 2006.11.04 04:58:00 - [205]
 

WOW this topic is old. Over a year and 3 months old. That's like... older than... uhh... old. Yeah. Please check dates when replying to things. Missiles aren't mega nerfed. Some people say they need more ner***e, but they don't need to be anything close to what they were. Ravens pwning everything in sight was awful.

Sha'blach
Amarr
Templars of Space
Delinquent Habits
Posted - 2006.11.15 09:34:00 - [206]
 

I personaly have no issue with the missile changes except for one: Missiles doing no damage to a none moving target. A non moving target, no matter how slow or dumb the missile is, will hit the target directly.

Also, torps/cruise missiles work on two factions:
Signiture Radius and
Blast Velocity.

A non moving target should/would get hit very hard because of the blast velocity. Even with a small signiture radius, because a small signiture radius is only used for tracking moving targets.

^^ This is simple physics (VERY SIMPLE!)

Obviously, EvE is a game. It is, we all aknowedge this fact; none the less if they persist to add realistic things such as a market, economy, player interaction, etc, they need to pay attention to base line, simple, obvious - even a blonde-knows-physics physics.

I fly a raven, with the new changes, regardless - I dont mind because I can easily tank an inty/SB/AF/Cruiser. I will continue to fly a raven. Point is, physics dont lie, and those that disregard physics are fools.

Agree or disagree, I couldnt give a damn. if you disagree, good for you - you've joined the ranks of those who disregard physics because you honestly; A: Dont understand them and thus run from them, or B: Simply want the game to be unrealistic on a painfully extreme level.

Sovereign533
Caldari
The Collective
Against ALL Authorities
Posted - 2006.11.15 16:41:00 - [207]
 

Originally by: Hank Dhonnavanh
*snip*
You are right and on the other side you dont get the point. My problem is, that missiles dont do damage at nonmoving targets, if they have a small sig radius. Imagine you have webbed a frig and fire with turrets on it, then you ll get him down. If you webb and shot with large missiles you dont get him, why that. It is ok to say, dont shoot a torp at a fastmoving small target, cos he probably wont cause really damage. but not automaticly in the way, he causes never really damage. That is not logical and makes no sense.

And say it at once, guys: dont come out with "use target painters". if you use targetpainters with turrets, the effect discribed above is x times better working for turrets than for missiles.


i didn't even bother with reading everything past this post...
missiles and guns are 2 completely different things... Torps aren't supposed to hit small ships, agreed... Large Guns aren't supposed to hit small ships either... Large Guns will hit when the target doesn't move... true, but what Target stops moving in front of a Geddon with a Full Rack of Tachs fitted... only an idiot does that...

while if you are in orbit of the ship even without a MWD or AB, the turret won't hit at all... while missiles still do SOME damage... this is the advantage of missiles... BUT the disadvantage is that they hit for the same damage when the target isn't moving...

sorry, all i see here, is balance... and yeah, i'm Caldari... yeah, i fly the Raven... yeah, i'm missile specialised... and i'm equally specialised in railguns... you can see my flying both... they both have their own advantages and disadvantages... and neither of the 2 is overpowered...

learn to live with it... or leave... in both cases... plz don't bother us with telling either...

Akiman
Gallente
The Scope
Posted - 2006.11.16 10:05:00 - [208]
 

LOL ROFL LMAO etc.etc.


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