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Azerrad InExile
Posted - 2006.10.24 19:52:00 - [31]
 

Originally by: Panta Rei
Atleast it makes it clear that CCP views torps as a short range weapon. Maybe ppl will stop bringing them to fleetbattles now.



How exactly is 100+km short range?

Kellu
Posted - 2006.10.24 19:58:00 - [32]
 

Edited by: Kellu on 24/10/2006 20:02:11
Originally by: Azerrad InExile
Originally by: Panta Rei
Atleast it makes it clear that CCP views torps as a short range weapon. Maybe ppl will stop bringing them to fleetbattles now.



How exactly is 100+km short range?


Even lasers have a long range of 184km's with 24 km fall off, Rails are 200+km's then add fall off and I belive projectiles are similar, so 120km range on missiles, plus the 12.5 seconds to actually travel that range sucks balls.

/me hugs his lasers

What would be nice is a shotgun effect missile that has high damge and very low flight time (IE close range) and the Javlin torpedos having an insane velocity but lower damage those giving missiles a short and long range chance. What people need to remember is that while guns do hit instantly they hit for different damage and may even miss completely. Missiles hit every time for the same damage so a long range torpedon hitting for 200 damage would be fine when comparing it to long range tech 2 lasers (aurora - beam) which can hit for between 50-500 damage per shot. The close range should blast away at around 400-500 damage to represent the heavy yeilds packed in to the missile and contribute for having to be sat at <20 km's from the target.

Just my 2 isk


Azerrad InExile
Posted - 2006.10.24 20:03:00 - [33]
 

Originally by: Kellu
Originally by: Azerrad InExile
Originally by: Panta Rei
Atleast it makes it clear that CCP views torps as a short range weapon. Maybe ppl will stop bringing them to fleetbattles now.



How exactly is 100+km short range?


Even lasers have a long range of 184km's with 24 km fall off, Rails are 200+km's then add fall off and I belive projectiles are similar, so 120km range on missiles, plus the 12.5 seconds to actually travel that range sucks balls.

/me hugs his lasers




I thought cruise were supposed to be the long range version (equivelant to beams, rails, artillery) and torps the short range version (equivelant to pulses, blasters and autocannons)...

Kellu
Posted - 2006.10.24 20:15:00 - [34]
 

Originally by: Azerrad InExile
Originally by: Kellu
Originally by: Azerrad InExile
Originally by: Panta Rei
Atleast it makes it clear that CCP views torps as a short range weapon. Maybe ppl will stop bringing them to fleetbattles now.



How exactly is 100+km short range?


Even lasers have a long range of 184km's with 24 km fall off, Rails are 200+km's then add fall off and I belive projectiles are similar, so 120km range on missiles, plus the 12.5 seconds to actually travel that range sucks balls.

/me hugs his lasers




I thought cruise were supposed to be the long range version (equivelant to beams, rails, artillery) and torps the short range version (equivelant to pulses, blasters and autocannons)...


I'm not a missile person, but lets for one moment take that this is the case, WTF were missile players nerfed with having to train two different missile skills for the sake of long and short range, while all gunnery people including my self weren't penalised and only had 3 skills (Basic gun then the two specalised versions) to train for specialisation where as missile players had 4 (the two basic missile skills and the specilisation). It makes me glad I stayed away from missiles.

Arvid
Black Reign Origin
Posted - 2006.10.24 20:27:00 - [35]
 

I just think it's odd that in the year 23000 they can't get them to fly longer than 12.5 seconds... ;)

~Arvid

LoveKebab
Caldari
LOST IDEA
C0VEN
Posted - 2006.10.24 20:27:00 - [36]
 

Originally by: Azerrad InExile
Originally by: Kellu
Originally by: Azerrad InExile
Originally by: Panta Rei
Atleast it makes it clear that CCP views torps as a short range weapon. Maybe ppl will stop bringing them to fleetbattles now.



How exactly is 100+km short range?


Even lasers have a long range of 184km's with 24 km fall off, Rails are 200+km's then add fall off and I belive projectiles are similar, so 120km range on missiles, plus the 12.5 seconds to actually travel that range sucks balls.

/me hugs his lasers




I thought cruise were supposed to be the long range version (equivelant to beams, rails, artillery) and torps the short range version (equivelant to pulses, blasters and autocannons)...

yes, and they should use the same t1 ammo for all (like rails/blasters, atrys/autos, pulses/beams) let's say "Cruise Torpedo" ;o

Pilk
Evolution
IT Alliance
Posted - 2006.10.24 20:37:00 - [37]
 

Hold up; is the OP just flamebaiting? Check out http://imagesocket.com/view/precmis3cb.png

--P

Ferocious FeAr
THE FINAL STAND
Everto Rex Regis
Posted - 2006.10.24 20:44:00 - [38]
 

I hope he was because jav torps already have their disadvantages.

Lunama D
Posted - 2006.10.24 20:45:00 - [39]
 

Originally by: Pilk
Hold up; is the OP just flamebaiting? Check out http://imagesocket.com/view/precmis3cb.png

--P


Are those screenshots from sisi or tranq? couse i checked sisi, and the nerf is there.

Miss Overlord
Gallente
Doomheim
Posted - 2006.10.24 20:48:00 - [40]
 

the nerf is probably aimed at some balance CCP havent told us about yet

Pilk
Evolution
IT Alliance
Posted - 2006.10.24 20:49:00 - [41]
 

Originally by: Lunama D
Originally by: Pilk
Hold up; is the OP just flamebaiting? Check out http://imagesocket.com/view/precmis3cb.png

--P


Are those screenshots from sisi or tranq? couse i checked sisi, and the nerf is there.

Hello, LoveKebab's alt.

Yep, he's flamebaiting, fellas. Just got it confirmed; Sisi shows same stats as the SS I posted.

--P

Horza Otho
Oberon Incorporated
Morsus Mihi
Posted - 2006.10.24 20:56:00 - [42]
 

O M G

T H E

S K Y

I S

F A L L I N G

Matyae
Clumsy Dummy
Posted - 2006.10.24 21:13:00 - [43]
 

Originally by: Pilk
Yep, he's flamebaiting, fellas. Just got it confirmed; Sisi shows same stats as the SS I posted.

--P
Did you check all the javelin torp types (Juggernaut, Bane, Inferno, etc) ? Because I heard that only two of them were updated.

Lunama D
Posted - 2006.10.24 21:24:00 - [44]
 

Originally by: Matyae
Originally by: Pilk
Yep, he's flamebaiting, fellas. Just got it confirmed; Sisi shows same stats as the SS I posted.

--P
Did you check all the javelin torp types (Juggernaut, Bane, Inferno, etc) ? Because I heard that only two of them were updated.


This is quite right, only 2 types got nerfed, must be a mistake, im sure all of them will be nerfed soon.

and im not kabab or whoevers alt.

LittleTerror
Day Unhappy Security Inc.
Posted - 2006.10.25 12:25:00 - [45]
 

They should just put in each set of patch notes

-Nerfed caldari

Evil or Very Mad

Cicilus Hadrican
Caldari
More-Cowbell
Posted - 2006.10.25 14:48:00 - [46]
 

Edited by: Cicilus Hadrican on 25/10/2006 23:29:18
Edited by: Cicilus Hadrican on 25/10/2006 14:54:00
I honestly think that CCP is going in a completely wrong direction with this.

I will admit I'm a missle ***** in all aspects, and finally found with the javalin missles, that I can now compete against sniping/blaster turret ships.

But again and again CCP nerfs missles over and over (though some past nerfs were needed)

I couldnt really hurt a frig with javalin torps unless the noob turned his mwd on anywayEmbarassedLaughing, unlike with my precis cruises. But thankfully the changes are on the test server meaning revisions can still be made.

I think the changes should be like this...

Dmg output should be the same, doesnt matter, torps were designed to be up close, hurting ammo. (why cant I be allowed to do 700+ dmg to a battleship shield, when a tempest can hit for 600-1200+ and a blaster mega eat things alive hitting for the same as the tempest but fast and almost never missing)

I believe torps should be close range (besides I hate waiting for my dmg anyway)

Maybe CCP is looking at the wrong area, I think they need to look at Defenders.

If anything defenders are completely useless. Only way they work is if you target the ship firing missles AT YOU they are short range, and it takes 3! defenders to pop a cruise or torp. They dont work when the attacker is really close range, and the defenders have a short range anyway

My proposition to CCP is to revamp the defenders, increase the range, increase the dmg per missle (so it takes just one to pop a cruise or torp), increase their speed in a way, or just change them to turrets for instant dmg to missles (so they work close range.) Allow the defenders to hit all missles coming from a missle ship you are engaging regardless if he is firing the missles at you.

Hell you can design ships that can be used for this purpose. It would also redesign fleet combat as well (now with your tracking disrupting recons, cruiser,frig you can have a missle stopping recon,cruiser, frig.)

The Idea needs refining to say the least. But damnmit CCP, stop hurting us Caldari to making us near useless accept in ECM (even though we'll lose that too)

Next CCP major patch should be the removal of the Caldari race, since they are becoming near useless anywayConfused


<EDIT> Spelling and Grammer FTLEmbarassed <EDIT>

Cicilus Hadrican
Caldari
More-Cowbell
Posted - 2006.10.25 23:27:00 - [47]
 

Edited by: Cicilus Hadrican on 25/10/2006 23:28:51
I got done talking with some corpmates about this missle ner***e and a thought came up to make a training tree for missles like turrets.

Maybe making it so it takes alittle longer or harder to get to missle specs just like turrets, that way training for both is equaled out.

Then again I'd hate to wake up after the patch and find that I cant use my t2 cruises or torpsMad.

Thoughts on both situations?


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