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Nighthawk and heavy missile changes

Author
Jack Miton
School of Applied Knowledge
Caldari State
#41 - 2012-10-21 11:17:39 UTC
Chill5 wrote:
Have you ever witnessed the passive tank of the Nighthawk at work? Tengu doesn't even come close to the tank on the Nighthawk.

The reason why not many people fly the Nighthawk is because the training time is so long. Which is why i'm unhappy about it being indirectly nerfed.


youre either trolling or have no idea how to fit out tengu...

There is no Bob.

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J A Aloysiusz
Risk Breakers
SONS of BANE
#42 - 2012-10-21 16:51:21 UTC
After completing my alliance-mandated training for the drake, I set my eyes on the nighthawk, cause I was a nub and it looked cool. Well lo and behold, it sucked. Actually, it's not half bad for missions, but I already trained caldari cruiser 5 for the nighthawk... why not use a tengu? And for pvp... spending a couple weeks on minmatar cruiser 5 got me the sleipnir.

So I have a couple months of pretty useless training atm. In the short run, my nighthawk will go from a ship that I don't use, to a ship that I still don't use. But in the long run, maybe it will be worth something, along with the cerberus. Quite frankly, anyone who's already wasted their SP on these ships shouldn't be pissed that they're going from broken to more broken, they should be happy that after they're more broken, CCP might actually get around to fixing them.
Veryez
Hidden Agenda
Deep Space Engineering
#43 - 2012-10-21 17:19:46 UTC
Lin-Young Borovskova wrote:


This heavy missile volley/base dmg nerf is good because brings Tengu and Drake more in the line with other ships of same class/role. However ships like Nighthawk are even worst if players assume this ship will not get rebalanced fittings and bonus wise, witch is wrong and bad assumption


This is the point on which we disagree, while I accept that the Nighthawk will recieve a buff in the future, given the speed of ship rebalancing, I don't expect this any time soon.

Since CCP is working on t1 ships first, and we know they are up to cruisers for this winter. I expect t1 Battlecruisers and Battleships to be done this summer (I do not look forward to t1 battleship 'rebalancing' at all even though I can fly them all, I have little faith in them doing it correctly, but we'll see). Then lets see, probably t2 ships next winter, perhaps they will get to T2's BC, perhaps they won't. So what, we're looking at Nighthawks getting rebalanced for (at best) winter of 2013, with it more likely to be summer of 2014?

Thus I see this as a nerf to nighthawks for the next year at least, I believed your comment to be applauding this nerf. The real problem with heavy missiles isn't their range, but their damage. Cruise missiles do 55% the dps of torps, while heavy missiles do 79% the dps of hams (before we include the explosion radius effect). Cruise missiles are largely considered useless, while heavies are considered too good. Perhaps the 10% damage nerf is enough, but the range nerf is somewhat out of place when you compare light missile, heavy missile and cruise missile range. CCP is just muddying the water. I would have left their range alone and nerfed their damage (not to 55% of hams though, first I would scale rockets, hams and torps properly, then set the dps for lights, heavies and cruise to around the same percentage). But the path CCP has chosen works too, and in truth helps far more of my setups than it hurts. As usual, real EvE players will adapt to this change and modify their setups to do what they need them to do, others will copy them, switch ships, or give up.
Noisrevbus
#44 - 2012-10-21 20:06:06 UTC  |  Edited by: Noisrevbus
Veryez wrote:
... compare light missile, heavy missile and cruise missile range. CCP is just muddying the water.


This, oh so much this.

The problem isn't that there is a change, the problem is that the change is irresponsible: it's not comprehensive, either in motivation or causality. It's poorly thought through. It's doing something to "do something" rather than thinking it through and "doing it" well. It's yet another band-aid instead of dealing with issues in the game comprehensively and sustainable.

If there is a "problem" with Missiles they should have picked the entire system apart and built it back up again with a clear vision of what they want the system to do (equations/accuracy, raw-to-application, SR-LR ranges, S-M-L-XL etc.) and how they envision it to be balanced to the other systems first and then within it's own system.

The thing that annoy me, and have annoyed me throughout these 6 months of Missile debate is that Missiles had a vision and this poking and stretching is muddying that. We can easily debate wether that vision was a good one, or wether it held up prior to any recent changes, but at the end of the day - this change is not construed to make the system better, it's here to deal with an isolated percieved problem.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#45 - 2012-10-22 06:50:20 UTC  |  Edited by: Barrogh Habalu
^
Before get to my point, I'd like to note that your post is pretty unclear for someone who can't read into your mind as it's pretty abstract.

Daniel Plain wrote:
short range dps does not do anything in lvl4s, or else everyone would be flying blaster rokhs. i'ts also kind of funny of you to tell me that i do not know how missiles work considering how long i've been flying hawks, drakes and tengus.

Kinda understand your sadness on this matter (been there, done that), still I'd suggest you to quit posting bitter comments all over S&M.

What if I tell you that players aren't supposed to breeze semi-AFK through L4s and complexes similar to them in difficulty? That they were intended to actually pilot the ship instead of staying aligned all the time (the boon of missles no other weapon system possess - with guns you either have to derp in range or "fix transversal" all the time), which is important in lowsec and below, with all those expeditions and plexes in them, if we are not talking about just L4s. Or that ISK/hour of L4s wasn't supposed to skyrocket that high when someone picks "right" ship (while still being lurcative to those guys who are struggling with BS rat tanks, just coming from L3s). Say with a straight face that it's Tengu's performance in L4s is what expected from cruiser and not, say, Legion's (which isn't exactly bad, depending on what you are comparing it with btw).

Another note is about missions themselves. Set of those you recieve depends on the region. For example, I don't see a lot of missions with rats spawning further than 50 km or so. Maybe you should shuffle location of your missioning base if 100+ km spawns are problem.

Since you mentioned blaster boats, Vindicators are actually quite adapt at murdering Angels (despite not hitting their worst resistance hole) since latter are very good at doing your blasterboat's job of closing in for you, so again, right ship in the right region is still the thing.

Those all are, however, PvE ramblings, and it's definitely not what you expect to guide the nerfbat. The actual reason was (I believe) the fact that HML trample medium beams, rails and (to a lesser extent) artillery pretty hard - not only HMLs project their DPS (high DPS, mind you) so much further, but also they were able to hit targets up close with the same projection, unlike LR guns that are utterly useless in CQC as well. Some people argue that it's medium LR guns that have problems, not HMLs, but CCP decided to disagree. One can see why - in CCP's opinion, large ships don't fare well atm and they decided against medium gun totters to exclude BSs from some of their niches even more.

I can bring even more stuff here, and tales of dreaded Harby/Brutix null fleets of today (o wai~) among that, but I believe it was all debated to death already.

Tl;dr: you with your HMLs were never supposed to be where you are now, deal with it.

Now, considering particular ships that are problematic, it'll be a while before they are addressed as CCP picked a route of full ship overhaul instead of picking those problematic ships as their first priority, so we have to wait.
Tore Smith
Science and Trade Institute
Caldari State
#46 - 2012-10-22 08:33:06 UTC
The HM nerf is necessary no doubt, but unfortunately missiles as a system are quite broken. While HMs are op, the rest is pretty much useless.

This patch will address some of the issues and I'm happy about than (light missle dmg, skills affecting unguided missles as well etc.). What this patch will not do, is fix missles in general and thats a chance wasted and it will further down the road even make things worse for this weapon system when TDs will affect missiles also.

There are a lot of people complaining about how op missiles are in pve and i have to absolutely disagree! This is only true when you compare cruiser class weapon systems. otherwise:
- missile dmg is bad, really bad.
- handling sucks.
- ship choice is very limited.
But well, thats not about the Topic of this thread and I will not go on about any longer.

So to sum it up:
- HM nerf is necessary.
- I think adjusting dmg only in a first step would be better. Its never good to change several parameters at once because it make reiterating so much harder.
- dont forget the large missle systems. they are in need of a buff very bad.

cheers!
Chill5
Thirsty Spacers
#47 - 2012-10-22 10:40:32 UTC
Barrogh Habalu wrote:



What if I tell you that players aren't supposed to breeze semi-AFK through L4s and complexes similar to them in difficulty?


lvl4s are bread and butter. They SHOULD be easy for skilled pilots. lvl4s oil the wheels for pvp, exploration, lvl5s, and WH activities. you know, challenging stuff.

Making my bread and butter activities harder and more time consuming will make me angry, nothing else.



Nighthawk is just sufficient for lvl4s as far as DPS goes, but it makes up for it with a zero-stress uni-tank. And that is why I fly one
BobFenner
Black Hole Runners
#48 - 2012-10-22 11:06:09 UTC
Chill5 wrote:
Barrogh Habalu wrote:



What if I tell you that players aren't supposed to breeze semi-AFK through L4s and complexes similar to them in difficulty?


lvl4s are bread and butter. They SHOULD be easy for skilled pilots. lvl4s oil the wheels for pvp, exploration, lvl5s, and WH activities. you know, challenging stuff.

Making my bread and butter activities harder and more time consuming will make me angry, nothing else.



Nighthawk is just sufficient for lvl4s as far as DPS goes, but it makes up for it with a zero-stress uni-tank. And that is why I fly one


Just for your Information, Lvl 4's have no bearing whatsoever on WH's. People in WH's make WAY more ISK than Lvl 4 missions. Blink
My missus thinks of EvE as 'the other woman'. :)
Chill5
Thirsty Spacers
#49 - 2012-10-22 15:17:15 UTC
BobFenner wrote:
Chill5 wrote:
Barrogh Habalu wrote:



What if I tell you that players aren't supposed to breeze semi-AFK through L4s and complexes similar to them in difficulty?


lvl4s are bread and butter. They SHOULD be easy for skilled pilots. lvl4s oil the wheels for pvp, exploration, lvl5s, and WH activities. you know, challenging stuff.

Making my bread and butter activities harder and more time consuming will make me angry, nothing else.



Nighthawk is just sufficient for lvl4s as far as DPS goes, but it makes up for it with a zero-stress uni-tank. And that is why I fly one


Just for your Information, Lvl 4's have no bearing whatsoever on WH's. People in WH's make WAY more ISK than Lvl 4 missions. Blink


They do have a bearing if you don't live in a WH. Or maybe you have an occasional WH habit, like me.
Zyella Stormborn
Green Seekers
#50 - 2012-10-22 15:22:43 UTC
Daniel Plain wrote:

short range dps does not do anything in lvl4s, or else everyone would be flying blaster rokhs. i'ts also kind of funny of you to tell me that i do not know how missiles work considering how long i've been flying hawks, drakes and tengus.



I use pulse heavies for L4's all the time. If hams are able to reach 40-50ish K + I don't think it will be much different. But I still don't know what the actual range will be on them with the changes in play.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Nalha Saldana
Aliastra
Gallente Federation
#51 - 2012-10-22 15:53:00 UTC
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg
Zyella Stormborn
Green Seekers
#52 - 2012-10-22 16:24:55 UTC
Nalha Saldana wrote:
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg



Is that heavy missiles shooting a battleship sized target?

T1 scourge missiles only get a 22k range?

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Jerick Ludhowe
Internet Tuff Guys
#53 - 2012-10-22 16:37:35 UTC
The reality is that all of the field commands need to be very seriously looked at. Field commands as a class have throughout the history of eve been one of the most significantly ignored ships. While the sleipnir is one of the most powerful sub capitals in the game it unfortunately is alone in this ranking compared to the other field commands.

Now for those that do not know there is a bit of history behind field commands and I'm going to do my best to explain some of the mistakes ccp has made in their development over the past 6+ years. First and foremost I'm going to touch upon an hp buff that was granted to the tier 1 bcs however was never applied to the field commands. Now I'm sure that some of you have noticed that the raw hp values on the tier 1 bc parent ships is higher than the hp values on there relevant field commands. This was not always the case and came to fruition when ccp decided to buff BC hp values recently after their introduction to improve their overall effectiveness against larger ships (BS) that were dominating the space ways at this time. This hp increase was close to +20% across the board for armor structure and shields however as stated, was only applied to the t1 ships resulting in the discrepancy that we have today.

The second major mistake ccp made was the introduction of the overpowered tier 2 BCs. These new BCs generally had +2 slots ontop of vastly increased relative fittings compared to their tier 1 brothers. This resulted in a massive tier power gap generally not present in other ship classes. This significant increase in fitting potential and general capability allowed the tier 2 bcs to heavily encroach upon the field commands position of power at a very small fraction of the cost and training time. The most obvious way to look at this is the total number of slots available between tier 2 bcs, and field commands. Field commands generally have the same number of slots as their parent tier 1s however lose 1 rig and gain 1 standard slot resulting in an almost identical total number of slots. Tier 2 bcs as stated earlier generally are +2 slots compared to tier 1 bcs and as a result end up having 2 more total slots than their races field commands. There are exceptions such as the sleipnir and myrmidon. Sleipnir has 1 more slot than any of the other field commands and the myrmidon has 1 less slot than the other tier 2s.

Solutions?

Astarte: +5% grid, +10% hp, rep bonus changed to 10% per level and +1 low slot
Absolution: +10% hp, and +1mid slot
Sleipnir: +10% hp (already +1 slot compared to other field commands thus no new slot)
Nighthawk: +10% grid and cpu, +1 mid slot, +10% hp, and a change to the kinetic dmg bonus to a universal dmg bonus
Noisrevbus
#54 - 2012-10-22 20:06:00 UTC  |  Edited by: Noisrevbus
Jerick Ludhowe wrote:
Good stuff in general


While i agree with your general contention, i think this too predominantly is a case of muddy waters.

It doesn't let itself be described in as easy solutions as the one below.

Jerick Ludhowe wrote:
Solutions?
Astarte: +5% grid, +10% hp, rep bonus changed to 10% per level and +1 low slot
Absolution: +10% hp, and +1mid slot
Sleipnir: +10% hp (already +1 slot compared to other field commands thus no new slot)
Nighthawk: +10% grid and cpu, +1 mid slot, +10% hp, and a change to the kinetic dmg bonus to a universal dmg bonus


The Tiercide:

Tiering and slots are definately well made points. Usually they are important factors, but not always. If you compare the ships to other ships (CS to Tier 2 BC, which was a good example you picked) it would only be fair to see them evened out as with any attention to tiercide. The problem with the tiercide however is that it doesn't look at roles while roles themselves are getting obscure. The CS could do with more tank and fitting, but at the same time it's not their tank or fitting stopping them from finding an appeal - they generally have some resist-appeal, just like the HAC's - it's the lack of vision that limit their appeal beyond the very flexible Sleipnir (that have also grown peak power with all changes to tracking, ammo and EW). The same vision HAC's are seeing obscure underneath them when their mobility roles have been taken because they didn't "appeal enough" to a majority.

The flattening of roles and racial traits is not dealt with by adding slots, hitpoints and fitting.


Races, off-traits and variety of roles:

It's difficult putting a finger on it: but what i am hinting of has been mentioned in regard to the Zealot for example. The Zealot, like many of the CS, hinge on the specific appeal of it's specific roles. The reason it has ever profiled have to do with the details of the laser system and how the plentiful amount of lowslots adapted to the game.

For quite a long time Minmatar were misunderstood in terms of their traits. The finer points behind any obvious or singular use: things like fitting which today is a well-known advantage within the race. It's an old trait that used to come with drawbacks. Drawbacks people complained about when they only scratched the surface.

Recently, Gallente have seen similar oppinion. The flexibility in the race have always been their greatest asset, greastest limitation and greatest misconception. Groups who have been good at using Gallente, even in tough times, have made good use of the race. Luckily the Gallente changes of Crucible was one of the few times when CCP displayed "fingertip feeling" and actually made quite cautious and tasteful changes. No big hammers.

The main problem with CS, as with all Tech II ships is that they have these specialties to consider and build upon, and the mentioned racial trait background. Ships like the Absolution have seen some use similar to Zealots and Legions. While some people like to argue they don't see use today or that they were never extremely popular, they have been used and made to count: PL did use Legions for fleetwork in 2010, and around the same time some prominent groups incorporated Absolutions. It's a testament to a balance between Zealots, Absos and Legions (and their cost-effect climb).


Back to the Nighthawk:

If we turn attention back to this particular thread and the NH you can see some issues from Jerick's comments comparing the NH as a tank-spank platform with the Drake. Those are fair. However, it's not certain that adressing those would have profiled the NH inbetween Drakes, Tengus or Battleships (and certainly not anymore than the Absolution).

Heavy changes to those traits also affect the NH as it would the Zealot.

The reason is the same as why changing the missile system without a vision, comprehensive perspective or attention to traits is so troublesome. Caldari ships are slow and limited in utility due to a certain role and vision involving a long-range perspective with inverse accuracies and fitting options. The NH have an accuracy bonus and an extra low slot as apart of it's background, as much as it's got a resistance bonus and fires HML.

Is there anything in the haphazard attention to missiles that appeal to the NH? Will it's accuracy bonus make more sense with HML losing accuracy, will it's fitting or slot-layout make more sense or will it make sense to run HAM NH?

We've seen people comment about HAM Cerbs, but i'm sceptical looking at trends that involve any such "roles" (mobile-ish, mid-range projection). It's where new ships obscuring vision, encouraging tactical variety or having a vision in the first place come in.


Closing thoughts:

I'm not sure if i'm reaching any clear conclusions here, but consider it food for thought. I think i may be unusually abstract, and i am usually very abstract to begin with.

The NH could "be an Absolution" with the ideas Jerick throw out there. Mind you, i can only repeat that i give Jerick's concerns credit and i think they are fair criticism. Just as he himself open up though, with comments about relatively unknown histories and the need for a serious look at - i think it's important not to oversimply it. They need both vision (attention to historical visions) and comprehensive attention (to how racial traits affect different classes etc.) if they are to break out of some bland middleground. That goes for all CS, the fleet CS included.

What are they meant to support? The Claymore was popular primarily thanks to how it could adapt to different gangs and tactics. It met some vision.
Lin-Young Borovskova
Doomheim
#55 - 2012-10-22 21:04:25 UTC
Nalha Saldana wrote:
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg


Does this calculation consider the actual announced base speed increase? -had something like (+/-) 8500m/s for Fury's but didn't had the flight time considered other than +/-30% nerf. This would make Fury HM's still hit at 70'ish+ but my calculations are probably wrong.

We can easily agree HM's with no implants/ship bonus hitting over 75km for full dmg was silly, but 25km will be even less than HAM's (should basically hit for full dmg at about 25km), that's why I think those graphic numbers are wrong at some point.

brb

Jerick Ludhowe
Internet Tuff Guys
#56 - 2012-10-22 21:29:57 UTC  |  Edited by: Jerick Ludhowe
Noisrevbus wrote:

The NH could "be an Absolution" with the ideas Jerick throw out there. Mind you, i can only repeat that i give Jerick's concerns credit and i think they are fair criticism. Just as he himself open up though, with comments about relatively unknown histories and the need for a serious look at - i think it's important not to oversimply it. They need both vision (attention to historical vission) and comprehensive attention (to how racial traits affect different classes etc.) if they are to break out of some bland middleground. That goes for all CS, the fleet CS included.


Acting as a shield buffer "abso" is almost exactly how I envision a revized nighthawk, that being said I still don't think the abso in it's current state will ever see similar levels of fleet use compared to legions or zealots. The abso more or less actcs as a slower, closer range, higher dps legion/zealot with the ability to field 5 small drones. Both the legion and zealot are graced with the full level of t2 resistances compared to the modestly reduced resistances on the abso which just almost makes up for the 5% resistance per level bonus the abso has inherited from the prophecy. The big difference I see between the 3 ships is that the legion with proper prob subsystems and the zealot are capable of significantly larger fleet level tanks through much smaller sig and much higher AB speeds. The increased range that both zealot and legion have also allows for effective engagements at 30+ km. Ranges that an abso will mostly not be effective at. While the overall balance between hac, t2, and field command is bar none the closest balanced in the amarr lineup I still strongly feel that the abso is lacking something for fleet use when compared to legions and zealots. The addition of 1 mid slot would allow for additional ewar, cap mods, or tackle greatly increasing it's capabilities at knife fight ranges which it so obviously will end up at. The increase in hp will put it's ehp slightly ahead of the legion instead of being slightly behind where it currently sits.

The nighthawk I think should fit a similar role except within the caldari lineupe of course. Now the caldari lineup is not nearly as well balanced so it's a little bit more difficult to project changes on however I'm going to make similar comparisons to the amarr ships as I've done above. I think that the tengu should represent kind of a "middle ground" between the Nighthawk and cerb while be far closer to a super cerb than a nighthawk as the legion is to the zealot vs abso. Like the absolution the nighthawk has a 5% per level bonus to resistance while also receiving slightly reduced t2 resistance unlike the cerb and tengu. The additional midslot and fitting I'd like added to the nighthawk would allow for significant buffer options as well as limited tackle. The increase in powergrid as well as the reduction in fitting coming to hams will allow the nighthawk to require no fitting mods allowing for additional bcu giving it very significant close in damage capabilities. The removal of kinetic damage bonus and replaced with a universal bonus (as I support for all caldari hulls) would allow for a much wider variety of damage types at full dps values. I strongly believe that if the nighthawk is going to fit into the currently drake/tengu dominated meta it's going to need significant buffs as outlined.


The Astarte and Sleipnir are I think more similar to eachother in regards to other t2 ships of hac/t2 in their races lineup. Both ships are obviously designed as small scale brawlers, both are also capable of some of the highest sub capital turret dps values. Astarte favoring tackle/dps, slienpir favor tank/speed and range. The introduction of ASBs have vastly altered this specialized small scale arena where these ships thrive and unfortunately only one of them has been able to take significant advantage of this change. However even before ASBs Sleipnirs have held a large advantage in almost every category. The most significant advantage the asb generation sleipnir has over the astarte is cap defense. Heavy nueting will almost instantly kill any astarte however has little effect on a sleipnir. Overall I think this warrants a buff to the astarte. The addition of a slot (either medium or low) as well as a modest grid increase allowing the astarte to fit a-type med reps w/o the use of an acr or 5-6% pg implants which currently is not possible. Changing the rep bonus to 10% per level would also go a long ways to bringing the astarte's tank in line with the sleipnir's tank. The addition of a medium slot will allow for double cap injectors as well as full tackle, the addition of a low will allow for another mag stab giving it a slightly advantage over the sleipnir in terms of turret dps again comparing active tanked fits.
Soon Shin
Scarlet Weather Rhapsody
#57 - 2012-10-22 22:02:09 UTC  |  Edited by: Soon Shin
All Field CS should receive more slots, fitting, and HP buff and resistance.

Absolution - One more turret slot, HAC base resist, more fitting, and one more med slot. (or low)
(7/4/7 - 7 turrets) or (7/3/8)
Laser cap usage
Armor resist
Laser rof
Laser damage

Sleipnir- HAC base resist, and higher base speed.
(8/5/5 - 7 turrets)
Shield boost (7.5% -> 10%)
projectile rof
projectile damage
projectile falloff

Astarte- one more low slot, HAC base resist, more fitting, and replace the (lol) active armor tank to something better.
(7/4/7 - 7 turrets)
active armor tank -> Armor Hp bonus 10% per level
Hybrid rof
Hybrid damage
Hybrid falloff

Nighthawk- one more missile launcher slot, MUCH more fitting, HAC base resist, more med slot, should have bonuses changed so that it works for HAM, HML, and AML.
(7/6/5 - 7 launchers)
Missile rof
Missile damage
Missile exp velocity
Shield resist
Veryez
Hidden Agenda
Deep Space Engineering
#58 - 2012-10-22 22:52:23 UTC
Nalha Saldana wrote:
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg


A picture is always worth a thousand words. I didn't realize t2 fury missile range was cut to about 1/3 - ouch. Well another useless t2 ammo, and just when they were starting to make them useful after 6 years...I beginning to think they should release the TC/TE changes at the same time.....Ugh
Nalha Saldana
Aliastra
Gallente Federation
#59 - 2012-10-22 23:28:10 UTC
Veryez wrote:
Nalha Saldana wrote:
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg


A picture is always worth a thousand words. I didn't realize t2 fury missile range was cut to about 1/3 - ouch. Well another useless t2 ammo, and just when they were starting to make them useful after 6 years...I beginning to think they should release the TC/TE changes at the same time.....Ugh


Fozzies post got it all, you people havent read it?
"-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes"

https://forums.eveonline.com/default.aspx?g=posts&t=155029
Zyella Stormborn
Green Seekers
#60 - 2012-10-23 02:54:00 UTC
Nalha Saldana wrote:
Veryez wrote:
Nalha Saldana wrote:
Heres the comparison shooting on a battleship, the green line is the new nerfed dps.

T1 Scourge missiles:
http://i.imgur.com/9AVlL.jpg

T2 Scourge Fury missiles:
http://i.imgur.com/Pcc1N.jpg


A picture is always worth a thousand words. I didn't realize t2 fury missile range was cut to about 1/3 - ouch. Well another useless t2 ammo, and just when they were starting to make them useful after 6 years...I beginning to think they should release the TC/TE changes at the same time.....Ugh


Fozzies post got it all, you people havent read it?
"-Fury: Increase damage bonus to +35%, reduce flight time to 50% of T1, unify penalties to explosion radius (+72%) and velocity (-16%) across the sizes"

https://forums.eveonline.com/default.aspx?g=posts&t=155029


Ah, so they are making it like T2 ammo for turrets? Interesting. More damage / shorter range for Fury.

Be interesting to see how that pans on test.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly