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EVE Online: Retribution 1.0 Feedback

First post
Author
UnqJack
Caldari Provisions
Caldari State
#1561 - 2012-12-12 23:39:58 UTC
Akturous wrote:
UnqJack wrote:
Sister Lumi wrote:
UnqJack wrote:

- MISSILE RANGE AND DAMAGE

Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ...


57km is still about twice as long range as the others do

But you need it to be 4 times as long, right?


LOL It's a freakin' T3 ship !!! I had 92 km with t2 missiles. I don't mind having 80 km with t2, but NOT 57 !!!!!!!!!!!!!!!!!!



Can I haz 57k range loki?

HAM tengu bro, sorry you can no longer stay aligned out while ratting all the time from 80k+ away.

100mn tengu was never overpowered, but hmls were. Thankfully on ships they're totally useless on now (drake, caracal/cerb, NH) Hams are great, so tit for tat.


YES ! Fit T2 Artillery guns with faction gyro's and some implants, and you can have more than 57 km. Same for Proteus. WITH A BETTER DPS than Tengu, and don't forget, Proteus is a drone boat. Those things can do some real damage.
So NOW the other ships are overpowered.
And don't compare Loki vs. Tengu, Loki is a monster at close range. Could kill an old tengu in a few..

Why always amarr/minmatar people have to be "smarter" ?

Let's face it, NOW, Tengu is the most disadvantaged T3 : NO drones, ~50km flight range, damage decreased, NO EM RESISTANCE ! (Talking about a default fit.) and with a VERY LOW possibility for a armor tank fit, you can do shield/armor on Loki.

PS. And I have 57 km flight range with 4 Caldari NAvy BC's and an implant.
UnqJack
Caldari Provisions
Caldari State
#1562 - 2012-12-12 23:43:00 UTC
Sister Lumi wrote:
UnqJack wrote:

LOL It's a freakin' T3 ship !!! I had 92 km with t2 missiles. I don't mind having 80 km with t2, but NOT 57 !!!!!!!!!!!!!!!!!!


Do you mean that all T3 ships have a range of 92km? Or that they should have, because of tech 3?

(the others have <20k in typical setups, and that's generous figure)


Fit Artillery for Loki, and the right long-range guns for every T3 and you will have a proper range.

And Yes, I could agree that all T3 should have a longer range, up to 80 km.
Bojanglezzz
Caldari Provisions
Caldari State
#1563 - 2012-12-13 00:03:54 UTC
wtb fix to space aids
Slipstream2028
Sebiestor Tribe
Minmatar Republic
#1564 - 2012-12-13 00:18:03 UTC  |  Edited by: Slipstream2028
Ive see a couple of posts earlier about the eefects of TD's, and the NPC's hating drones now.
I thought i would add my experience so far. I run missions in a well fit Macharial, and have been for a couple of years.
My toon is pretty much specialised for the role, and before retribution, there was not a scenario I could not deal with in L4's.

Since the patch i have had 2 experiences that are a direct result of the changes, and both caused me significant problems.

The first was TD's. I dont remember the mission, but it was against Sanha iirc, and I had 2 elite frigs and 1 elite cruiser using TD's on me, and could not hit anything at all. I could not use my drones to kill the frigs, and i could not hit the cruiser with my guns to mitigate some of the ewar. In this instance, i had to burn away to 85km untill they all dropped agro in me, and snipe them.
Im lucky that the mach can tank a rooms agro easily enough to mess about like this, and has the extreme range, even with T1 emp ammo and 800mms to kill them. I do not see how a Maelstrom pilot would have managed to survive this scenario.

The worst, and biggest issue for any BS pilot is actually webs.
Ive had the same problem in a number of missions where you get a spawn on a gate, or a group spawns on you before you can get range. I ALWAYS primary frigs in any mission, if i can kill them at range, they cannot get close enough to be a problem, but if this is not possible, there is no current solution.

You launch your drones to kill them, (which is how a BS kills frigs) the drones die.
I had been trying medium webbing drones, as the frigs dont seem too interested in those. I have had some sucess with this appraoch too. Get them on a frig, set your keep at distance to ~30km, and burn away from a frig to reduce transversal. If you are lucky, and can get about 8-10km away like this, you stand a good chance of hitting a frig with your ships guns.

The problem is, they dont give up, they just sit there at 2.5km and perma web. There is no way of dealing with this, can't pull range at 12.5 m/s and any drones you launch are destined to die before you can get far away enough to try and kill them.


In general, i am REALLY liking Retribution, there are by far more good things added than new problems, in my opinion (Ive alrady lost count of how many times the new cap alarm has stopped me capping out when i forget to turn off my shield booster, lol) .
I am already testing out the New T1 logi ships, and am testing a Target painting Scythe for reps and assistance for problematic small stuff on my alt, but also accept that not everyone has the benefit of an alt to deal with op ewar, so feel some balancing is needed.

I have no problem with more of a challenge, dont get me wrong, but this is not challenging, because im not aware of any means a solo L4 pilot has of dealing with situations like these. (Have just this moment though of the viability of a spectrum target breaker!?, woner if that would buy enough time to pull range on webbing scramming frigs!)
Silath Slyver Silverpine
Aliastra
Gallente Federation
#1565 - 2012-12-13 02:10:03 UTC
Slipstream2028 wrote:
Ive see a couple of posts earlier about the eefects of TD's, and the NPC's hating drones now.
The first was TD's. I dont remember the mission, but it was against Sanha iirc, and I had 2 elite frigs and 1 elite cruiser using TD's on me, and could not hit anything at all. I could not use my drones to kill the frigs, and i could not hit the cruiser with my guns to mitigate some of the ewar. In this instance, i had to burn away to 85km untill they all dropped agro in me, and snipe them.
Im lucky that the mach can tank a rooms agro easily enough to mess about like this, and has the extreme range, even with T1 emp ammo and 800mms to kill them. I do not see how a Maelstrom pilot would have managed to survive this scenario.

The worst, and biggest issue for any BS pilot is actually webs.
Ive had the same problem in a number of missions where you get a spawn on a gate, or a group spawns on you before you can get range. I ALWAYS primary frigs in any mission, if i can kill them at range, they cannot get close enough to be a problem, but if this is not possible, there is no current solution.



Honestly, I remember this being an issue in certain missions even before Retribution. You'd simple get locked down on weapons for the entire mission.
As someone flying a CNR it wasn't really a big deal, thankfully, but for anyone else I can imagine it being a big pain.

I think that a highslot module that allows turrets to behave like FoF missiles would be an excellent solution.
Akturous
The Scope
Gallente Federation
#1566 - 2012-12-13 02:23:24 UTC
Trooeshauler wrote:
So for two days now; I have been unable to log in more than two accounts at a time. I use others for mining and such. This is since 1.0.4... I have tried different beta drivers/legacy drivers and am getting the same results. Any help with this please, I miss my EvE and it doesnt have the same feel with only 2 active at a time. I have them all for roles in the game. Im running Windows 7, DirectX 9.0(whatever included with eve), GTX 660, i7-3770. Up until 1.0.3 I had no problems running 5 accounts for example. Now after I get the 3rd character logged in, within the next 2 minutes all clients crash. Sometimes I can get all 5 accounts actually logged in before it crashes all clients. Up to two clients no problems at all doing anything. Any suggestions?


Petition like I did, maybe if there's enough people they'll realise their code has a problem and is ****.

The worst bit is I actually love Retribution, cruiser changes and crimewatch are great (drone agro not so much, no more carrier lvl V's for me).

Vote Item Heck One for CSM8

Akturous
The Scope
Gallente Federation
#1567 - 2012-12-13 02:31:49 UTC  |  Edited by: CCP Phantom
UnqJack wrote:
Akturous wrote:
UnqJack wrote:
Sister Lumi wrote:
UnqJack wrote:

- MISSILE RANGE AND DAMAGE

Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ...


57km is still about twice as long range as the others do

But you need it to be 4 times as long, right?


LOL It's a freakin' T3 ship !!! I had 92 km with t2 missiles. I don't mind having 80 km with t2, but NOT 57 !!!!!!!!!!!!!!!!!!



Can I haz 57k range loki?

HAM tengu bro, sorry you can no longer stay aligned out while ratting all the time from 80k+ away.

100mn tengu was never overpowered, but hmls were. Thankfully on ships they're totally useless on now (drake, caracal/cerb, NH) Hams are great, so tit for tat.


YES ! Fit T2 Artillery guns with faction gyro's and some implants, and you can have more than 57 km. Same for Proteus. WITH A BETTER DPS than Tengu, and don't forget, Proteus is a drone boat. Those things can do some real damage.
So NOW the other ships are overpowered.
And don't compare Loki vs. Tengu, Loki is a monster at close range. Could kill an old tengu in a few..

Why always amarr/minmatar people have to be "smarter" ?

Let's face it, NOW, Tengu is the most disadvantaged T3 : NO drones, ~50km flight range, damage decreased, NO EM RESISTANCE ! (Talking about a default fit.) and with a VERY LOW possibility for a armor tank fit, you can do shield/armor on Loki.

PS. And I have 57 km flight range with 4 Caldari NAvy BC's and an implant.



Right ok, not wanting to explain how falloff works or anything simple like that, but at all lvl 5vs with 3 faction bc's and furys, a tengu has 70.8km range and 635dps no implants. Loki with three faction gyros and two t2 tracking computers (leaving you two slots for tank after prop mod btw), gives you 456dps at 29+36 with RF emp (no drones on arty sub).

At 50km, average dps of the Loki drops off to 327dps, which is a little more than half the tengu. At the max fury range of the tengu, it's 139dps!.

Vote Item Heck One for CSM8

Slipstream2028
Sebiestor Tribe
Minmatar Republic
#1568 - 2012-12-13 02:35:18 UTC
Silath Slyver Silverpine wrote:
Slipstream2028 wrote:
Ive see a couple of posts earlier about the eefects of TD's, and the NPC's hating drones now.
The first was TD's. I dont remember the mission, but it was against Sanha iirc, and I had 2 elite frigs and 1 elite cruiser using TD's on me, and could not hit anything at all. I could not use my drones to kill the frigs, and i could not hit the cruiser with my guns to mitigate some of the ewar. In this instance, i had to burn away to 85km untill they all dropped agro in me, and snipe them.
Im lucky that the mach can tank a rooms agro easily enough to mess about like this, and has the extreme range, even with T1 emp ammo and 800mms to kill them. I do not see how a Maelstrom pilot would have managed to survive this scenario.

The worst, and biggest issue for any BS pilot is actually webs.
Ive had the same problem in a number of missions where you get a spawn on a gate, or a group spawns on you before you can get range. I ALWAYS primary frigs in any mission, if i can kill them at range, they cannot get close enough to be a problem, but if this is not possible, there is no current solution.



Honestly, I remember this being an issue in certain missions even before Retribution. You'd simple get locked down on weapons for the entire mission.
As someone flying a CNR it wasn't really a big deal, thankfully, but for anyone else I can imagine it being a big pain.

I think that a highslot module that allows turrets to behave like FoF missiles would be an excellent solution.


The only one that springs to mind before Retribution was the respective second rooms in worlds collide, the spies in each room would perma web you and drones would get agro off the rest of the room. At least then as a minnie pilot, you could slowboat out of the main room and pick of groups untill you had managable full room agro, then launch your drones at the spies.

Regarding your idea, although self guided projectiles would make no sense, maybe something that allowed to to fire blind, and you had to manually aim the ship at your target would be viable?
Silath Slyver Silverpine
Aliastra
Gallente Federation
#1569 - 2012-12-13 02:56:57 UTC
Slipstream2028 wrote:


The only one that springs to mind before Retribution was the respective second rooms in worlds collide, the spies in each room would perma web you and drones would get agro off the rest of the room. At least then as a minnie pilot, you could slowboat out of the main room and pick of groups untill you had managable full room agro, then launch your drones at the spies.

Regarding your idea, although self guided projectiles would make no sense, maybe something that allowed to to fire blind, and you had to manually aim the ship at your target would be viable?


I had one specifically in mind but don't recall the name of it. A lot of elite cruisers and you had to destroy a structure for loot, I think. Doesn't really matter.

I was thinking something more like an 'Auxillary Targeting Computer', although I just considered the limitations of turrets, with optimal ranges and falloffs, in the context of random targeting. If you're stuck firing at a frigate you can't hit, doesn't do you much good, so there'd have to be some sort of targeting hierarchy AI built into it.

I suppose this isn't really the place to discuss it, but the idea popped into my head and I figured I'd throw it out there.
KIller Wabbit
MEME Thoughts
#1570 - 2012-12-13 05:25:56 UTC
Just had a big laugh thinking about what the Dust bunnies would have to say about dealing with a gun safety every time they got on. ROFLMAO!
Hardwick Johnson
Center for Advanced Studies
Gallente Federation
#1571 - 2012-12-13 05:43:50 UTC
CCP Explorer wrote:

The HMs and the User Interface (from a design standpoint) are neither within my purview as Software Director, the game designers are the subject matter experts here and it's not mine to disagree with them. I'll let the relevant people know of your concerns.


That's all I can ask, that you pass along the players strong disagreement with their recent changes. I would again stress that dealing with over powered ships is best dealt with by tweaking the ships, not by invalidating an entire weapons system. Or, if they do decide to modify a weapons system, that small changes work best. Cutting range alone is adaptable. DItto on damage or explosive velocity etc.

Cutting range, damage & explosion velocity all at once may seem fine when viewed in a narrow scope, but when those changes are combined with the racial ship traits (no other offensive system, e.g., drones or turrets) it destroys most of the offensive ability and their utility in both PvE and PvP engagements with those ships.
Vaerah Vahrokha
Vahrokh Consulting
#1572 - 2012-12-13 07:39:41 UTC
UnqJack wrote:

Why always amarr/minmatar people have to be "smarter" ?


Nope, flying minmatar has been gimpy for 7 years out of 9, their buff is pseudo-recent.
Hannott Thanos
Notorious Legion
#1573 - 2012-12-13 08:14:28 UTC
UnqJack wrote:

YES ! Fit T2 Artillery guns with faction gyro's and some implants, and you can have more than 57 km. Same for Proteus. WITH A BETTER DPS than Tengu, and don't forget, Proteus is a drone boat. Those things can do some real damage.
So NOW the other ships are overpowered.
And don't compare Loki vs. Tengu, Loki is a monster at close range. Could kill an old tengu in a few..

Why always amarr/minmatar people have to be "smarter" ?

Let's face it, NOW, Tengu is the most disadvantaged T3 : NO drones, ~50km flight range, damage decreased, NO EM RESISTANCE ! (Talking about a default fit.) and with a VERY LOW possibility for a armor tank fit, you can do shield/armor on Loki.

PS. And I have 57 km flight range with 4 Caldari NAvy BC's and an implant.

Whoa whoa whoa.. Someone does not know how a Proteus work. It has drones != droneboat.

In which universe does a Proteus out dps a tengu at over 50km?

A whopping 276 dps at 64km with the notrackingwhatsoever Spike ammo. 2 navy mag stabs.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Mhari Dson
Lazy Brothers Inc
#1574 - 2012-12-13 08:18:00 UTC
Akturous wrote:


Right ok, not wanting to explain how falloff works or anything simple like that, but at all lvl 5vs with 3 faction bc's and furys, a tengu has 70.8km range and 635dps no implants. Loki with three faction gyros and two t2 tracking computers (leaving you two slots for tank after prop mod btw), gives you 456dps at 29+36 with RF emp (no drones on arty sub).

At 50km, average dps of the Loki drops off to 327dps, which is a little more than half the tengu. At the max fury range of the tengu, it's 139dps!.

Stop being a ******* idiot.


Not everybody uses the ONE missile sub that increases range, try using the covert or the sub that lets you have a tiny (now) piece of s*** dronebay. Or god forbid you should wind up in any other ship using HML's. I don' care much about the damage nerf, it needed it but seriously, pre patch precisions got 37k, now they get 24k even though on Buckingham they got 58k. (I'm 1 rank shy of perfect missile range) normalise the range some, the damage aint the issue really.

(edited quote section due to forum whining about it)
brammator
SUB ZERO.
#1575 - 2012-12-13 09:23:49 UTC
CCP Explorer wrote:
Cygnet Lythanea wrote:
Well, let me pose this reply to your question: as most players do not use eve's audio at all (seriously, there have been a staggering number of 'eve has audio?' jokes at this point, you guys should take a hint) why are you punishing those of us that do by taking away our control of it?
82% of EVE players play with sound on and has increased from 80% since the release of Retribution.


May we have further breakdown, like how many people have music on, or world sound on? And what about multiboxed accounts?
Bing Khagah
Doomheim
#1576 - 2012-12-13 09:53:03 UTC
Always loved the jukebox. Sound on for last year. Off probably forever now (eh).

Is there any way to reduce the new UIs size of the circle around a targeted item? (not the actual target portrait)
I ask because any more than 4 targeted npcs in close is just a blobby mess of red and circles with little if any value gained.
Galmas
United System's Commonwealth
#1577 - 2012-12-13 11:12:13 UTC
UnqJack wrote:
Korinne wrote:
UnqJack wrote:
+ destroyers
+ some effects

- MISSILE RANGE AND DAMAGE

Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ...


Tbh 100mn tengus still work and are still op.


I'm talking about the PVE Tengu. Damage and flight range decreased.


A weapon system that was totally overpowered compared to any other weapon system (looking at range vs damage) got balanced out. Face it.
Yonis Kador
KADORCORP
#1578 - 2012-12-13 11:22:32 UTC  |  Edited by: Yonis Kador
Following Retribution 1.0.5, I was able to grind a few missions today in the Amarr Epic Arc I've been stuck in since its release. So I figured I'd write about my experience now that I've had a chance to actually try out some of the features.

No more full room aggro, so that's a plus, but tanking a doz npc bs isn't too challenging if you're tanked properly. It's having a dozen web/scram frigs chasing you at once that's scary. Glad that's over. And, it is sorta humorous that the patch notes claim a correction on "the chance percentage that an enemy NPC will use tracking disruption on a player's ship." This would be great news if npc TD hadn't been ramped up to lvl 2000. I found that even with just two ships TD'ing me, my optimal range still dropped to 12km. So what to do?

Adapt or die left only two options really. Snipe or charge. And as I was running the Epic Arc in a Navy Apoc, a beautiful but pretty slow-moving vessel that can't hit near targets well or turn on a dime, for today's pve needs, I opted for sniping. (But not before driving my ship head first into a few Sansha BS to see how close I had to get to actually hit them. A: Less than 2km.) It required a refit, the loss of an armor rig for a tracking rig, the loss of a mid-slot mod for a sensor boost w/ targeting range script, and swapping out the cap-sexy IN Standard and Multi crystals for IN Ultraviolet (I tried a number of variations. UV worked best for me.) But sure enough, if you can keep npc ships at 90-110km or so, (mercifully) they rarely TD at that range.

I started the day with 30 million isk (don't laugh - I live in high sec) and ended my day just shy of 220 million. While this may seem like small potatoes to some of you, for me, a casual player, increasing my funds via missions by a factor of 7 goes down as a pretty good day around here. There are many people still with legitimate complaints, but now that my game is functional again, at least for me, Retribution is a nice expansion.

Observations:

When a npc TD cycle ends, the icon disappears from the overview, but you are still being TD. The tactial overlay graphic also still shows the reduced values even though no TD icon appears next to any npc ship in the overview. I tested this multiple times. Only by increasing range was I able to hit despite no apparent TD.

I play EvE on a 50in 1080p flatscreen at a 1920x1080 resolution. The size/placement of the targeting reticules isn't an issue for my game. I actually like the targeting circle that shows the time remaining 'till target lock. The only issue I see here is the lack of contrast in the graphics. The shield, armor and hull graphics are all thin red lines that on smaller screens may be more difficult to discern from one another. Maybe different shades for each would work. I wouldn't be a fan of multi-colored circles, but I'm sure theres a way to increase the contrast. Additionally, the ship graphics in the reticules are (for me) difficult to tell apart. They all look like dark blobs in a dark area. I wish there were a way to more-quickly ascertain which "pizza" is a frig, cruiser, bs. For my first run out, I actually selected targets as frequently from the overview as I did the reticules. You just can't mistake those size-adjusted red X's.

The criticism levied that explosions sound like a metal door being slammed shut is warranted. The sound doesn't bother me, but this is exactly what it sounds like.

The issue I've been having regarding the option to select alternate crystals from the stacked hud icon has self-corrected. I started the day without the option to switch charges and it just started working. I think it happened when I opened the fitting screen in space and changed ammo from my cargo hold. I had already changed ammo numerous times (even ungrouping and removing the turrets) in station with no improvement.

The 1/3 dmg bug popped up quite a few times. Even though we've been assured its only visual, I just redocked and undocked again to make it disappear.

Several months ago, I wrote on these forums asking for a camera view that keeps the target centered since most of the mouse work we do is to keep the target on screen while orbiting. I have no idea if this has always been an "advanced camera option" or not, but I love the feature. It seems more useful against 1 or 2 targets than a dozen and I'm still adjusting to the lack of a need to micro-manage the view. But when I'm traveling, it's great. How many times have I scanned the edges of this game looking for the yellow gate I'm heading to? No more. Just sit back and enjoy the ride. Pretty cool.

I also wrote asking for a low-cap alert. This may seem like a minor detail, but Amarr pilots fly cap-hungry ships with boosters which have to be constantly manipulated. The new cap alert is awesome for my game. It was useful dozens of times today alone. Thank you CCP.

So while I'm feeling lucky...

When I visit the hubs, bountied players are readily apparent in local due to their blinking icons. Just count 'em. There they are. Why then can't a small corp icon appear just above the bounty status? Tonight, the arc took me to a system with only 12-15 people but as it was a dead end with only a few belts I grew concerned at the Lokis and Dramiels I saw flying around. Sure enough, I had to "show info" on each player individually to discover that I was in a nest of dedicated pvp'ers! I don't linger much so it wasn't an issue - this time - but this info could've been much more readily apparent at a glance of local were there visible corp icons. Wouldn't this be useful in game? Anyway, it's just a thought.

(EDIT: After a nap I realized that the ticker would have to be used since a corp's icon can be changed and used by multiple corps. )

I had fun today.

Thanks for reading.

Yonis Kador
Wigster Atild
Enderas's Holdings Corporation
#1579 - 2012-12-13 11:26:16 UTC  |  Edited by: Wigster Atild
Galmas wrote:
UnqJack wrote:
Korinne wrote:
UnqJack wrote:
+ destroyers
+ some effects

- MISSILE RANGE AND DAMAGE

Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ...


Tbh 100mn tengus still work and are still op.


I'm talking about the PVE Tengu. Damage and flight range decreased.


A weapon system that was totally overpowered compared to any other weapon system (looking at range vs damage) got balanced out. Face it.


name one wep system other than missiles that you can defend against?

missiles can be countered by defenders... the old style hm traveled much further taking much longer to hit a targeet.. during this time players in pvp had the option of using defenders to reduce the number of hits you took..

what anti weapon system is there for gunnery.. other than shields/armour???

we now have to fly towards ships taking fire for long periods of time (as some ships retreat to keep the distance right for their weapons.. with nurfed cap, and shield tank as well reduced by half hm's..

you can spout out other ship names and uses all you like if players spent their time training missiles then gunnery is a waiste of time.. not every player has maxed gunnery especailly if there had never been a reason to do so until now..

Edit..
As for anti missile defenders did they nurf them too?? or can you still take out missiles at 50k as easily as at 100k??
Slipstream2028
Sebiestor Tribe
Minmatar Republic
#1580 - 2012-12-13 11:30:20 UTC
Wigster Atild wrote:
Galmas wrote:
UnqJack wrote:
Korinne wrote:
UnqJack wrote:
+ destroyers
+ some effects

- MISSILE RANGE AND DAMAGE

Come on CCP, Tengu is now the worst T3 from ALL. I have 57 km flight range for T2s ? And I have decent skills.. THIS is my only and the important problem. Please fix the heavy missiles ...


Tbh 100mn tengus still work and are still op.


I'm talking about the PVE Tengu. Damage and flight range decreased.


A weapon system that was totally overpowered compared to any other weapon system (looking at range vs damage) got balanced out. Face it.


name one wep system other than missiles that you can defend against?

missiles can be countered by defenders... the old style hm traveled much further taking much longer to hit a targeet.. during this time players in pvp had the option of using defenders to reduce the number of hits you took..

what anti weapon system is there for gunnery.. other than shields/armour???

we now have to fly towards ships taking fire for long periods of time (as some ships retreat to keep the distance right for their weapons.. with nurfed cap, and shield tank as well reduced by half hm's..

you can spout out other ship names and uses all you like if players spent their time training missiles then gunnery is a waiste of time.. not every player has maxed gunnery especailly if there had never been a reason to do so until now..

Edit..
As for anti missile defenders did they nurf them too?? or can you still take out missiles at 50k as easily as at 100k??


The anti weapon system for gunnery would be tracking disruptors! Fair enough you dont get the projectiles blown up, but they just dont hit stuff instead. Seems about fair to me!