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[Updated][Winter] Missile Rebalance 2.0 + Hurricane tweak

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HELLBOUNDMAN
Aliastra
Gallente Federation
#1981 - 2012-09-20 15:54:10 UTC
Terik Deatharbingr wrote:
HELLBOUNDMAN wrote:
Doddy wrote:
HELLBOUNDMAN wrote:
Terik Deatharbingr wrote:


First, you are incorrect, direction has NO bearing on missile mechanics. Guns, yes, Missiles no. Non what-so-ever. If you don't believe me....go test it.

Second, you mis-understood my statement. My statement is such that...as long as you keep speed, my dps against said ship will not fluctuate. If my first volley against said ship is 1100.....then unless they change speeds or a target painter is used, every subsequent volley is going to be the same 1100.

I use missiles all the time, I don't want the nerf, and I've probably spent more time in EFT than I have in game.



I have been flying missile boats since '08. I have flown with heavy, torp, cruise, and have used t2 on all but rapid light.

I am well aware of their capabilities and have experienced it many times. Less so with heavy missiles but still occurs.

I flew a torp golem. Using javelin missiles I could 1 shot a cruiser and a frig approaching me using 2 target painters.

However, once they were in orbit it would take me at least 4 volleys to down a frig.

The reasoning for this is

If you fire at a target approaching you, the missile will explode in front of the target forcing it to fly into the explosion.

Now, when you fire at an orbitting target or a target moving away from you, then the missile will explode behind it, thus it's flying out of the explosion.

This has a direct impact on the damage you do to the target expecially with frigates and cruisers because their base speeds are equal to or faster than the explosion velocity of the missile fired at them.

So, it is you that should go test it.

I am 100% sure that you CANNOT hit an orbitting frig or cruiser for the same damage as an approaching frig/cruiser.

Also, mwd and afterburners have play as well, and with these modules, hitting them while aproaching is still going to be more effective than hitting them while they're running or orbitting.

TRUST ME... Go test it on some rats in the test server.


Sorry mate its all mwd bloom. Rats only use mwd on approach (or if they get one of those weird bugs where they mwd right out the belt) so rats moving away from you never have mwd on, hence why they can catch up with you but not get away from you (unless you are slower than thier non mwd speed). When they are in engagement range (and start orbiting) they turn mwd off same as a tackler would. Basically the only time an npc should have a mwd bloom is when they go into "chase" when they are out of range. Missile users don't get as much benefit from this as turret users who will usually hit a frig perfectly thanks to near 0 transversal during "chase" as well. The benefit missile users get from sig bloom is partially cancelled out by the fact the target is moving faster. At the same time missile users are hurt much less by the npc coming out of chase, in the case of frigs turrets can struggle to hit them at all.

If you look in the npc database you can find the points at which all npcs will enter chase or enter engagement, what the mwd speed is, how much sig bloom, etc.



Well, I'm willing to admit that I'm wrong, though I've seen it happen without prop mods on the npcs, but either I didn't notice or something else was going on.

However, I'd like to get back on topic and get a response to m proposed balance on guided missiles and TDs posted here

https://forums.eveonline.com/default.aspx?g=posts&m=1947535#post1947535


without completely revamping game mechanics, I think the damage and range equal out depending on the situation. Now, if they want to bump T2 missiles to have the same exact range as the T1 and faction equivalents...an d even still....it drops the range from 84k to 63k, which is effectively less than 60k.

Now, as far as your proposition, ok, add TD, but remove defender missiles and the ability to SB incoming missiles...and add mods to improve "tracking" of missiles...

Riddle me this...
What does it tell you when I say that I can fit a Proteus with a better tracking and a better tank....as a shield tank....only losing a little agility? Now you tell me is the problem with Missiles...or is it a matter of shield tanking versus armor tanking...mind you....the prot doesn't have bonuses to shield tanking and DOES to armor tanking



Well, I was able to build all skills lvl 5 fits for all strategic cruisers and they all had comperable dps and tank to my tengu pve fit, however, they were limited to close range.
But, the could also easily fit an afterburner and get 600-700 m/s.

Now, I can agree that the tengu definitely needs nerfed to be more in line with the other t3's, however, this needs to happen AFTER the battleships are rebalanced so that I have something to use for pve.
Right now the tengu is the most effective lvl 4 missile boat and while the tengu is OP, this also has a lot to do with how sub par the missile boat bs's are.

Now, as far as my proposed changes to guided missiles.
This would make the drake and tengu more in line with other ships of their class without actually directly nerfing range and dps.

That said, the drake and tengu would still need individual nerfs, but that's a different thread.
Marlona Sky
State War Academy
Caldari State
#1982 - 2012-09-20 15:59:46 UTC
100 pages of tears. Delicious.
OlRotGut
#1983 - 2012-09-20 16:04:18 UTC
If server load is what they are trying to curb then they need to increase the velocity of the missiles more than 6.66%

Of course this would effect range, so change the ammo types of all missiles to fall in line with the turrets.

Change the fitting requirements for the HAMS and HML's (Swap them)

Remove the Fury and Precision T2 ammo ship penalties
Increase damage on Fury
Increase damage and ability to hit smaller targets on Precision

Fury's range should be reduced, Precisions range increased. Again making it more in line with up close and powerful, longer range and weaker.

Remove the stupid Kinetic buff on the ships.

With the above changes you shouldn't have to muck with the DPS or range, just changing the ammo types alone to fall in line with turrets would fix everything.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1984 - 2012-09-20 16:04:53 UTC
Marlona Sky wrote:
100 pages of tears. Delicious.



Lets face it, once they nerf the drake/tengu some other ship/ fleet combo is gonna take over and there's gonna be tears about that.

Probably anoter battlecruiser to be honest.

Duel ASB cyclone gangs maybe?
HELLBOUNDMAN
Aliastra
Gallente Federation
#1985 - 2012-09-20 16:07:04 UTC
OlRotGut wrote:
If server load is what they are trying to curb then they need to increase the velocity of the missiles more than 6.66%

Of course this would effect range, so change the ammo types of all missiles to fall in line with the turrets.

Change the fitting requirements for the HAMS and HML's (Swap them)

Remove the Fury and Precision T2 ammo ship penalties
Increase damage on Fury
Increase damage and ability to hit smaller targets on Precision

Fury's range should be reduced, Precisions range increased. Again making it more in line with up close and powerful, longer range and weaker.

Remove the stupid Kinetic buff on the ships.

With the above changes you shouldn't have to muck with the DPS or range, just changing the ammo types alone to fall in line with turrets would fix everything.



actually, increase missile velocity and reduce flight time just enough to give them the same range, but missile boats never have more than one volley in the air at a time, no more waisted volleys for missiles, and missiles don't take forever to reach a distant target anymore, but still longer than instant turrets.
Eckyy
Sebiestor Tribe
Minmatar Republic
#1986 - 2012-09-20 16:09:33 UTC
OlRotGut wrote:
If server load is what they are trying to curb then they need to increase the velocity of the missiles more than 6.66%

Of course this would effect range, so change the ammo types of all missiles to fall in line with the turrets.

Change the fitting requirements for the HAMS and HML's (Swap them)

Remove the Fury and Precision T2 ammo ship penalties
Increase damage on Fury
Increase damage and ability to hit smaller targets on Precision

Fury's range should be reduced, Precisions range increased. Again making it more in line with up close and powerful, longer range and weaker.

Remove the stupid Kinetic buff on the ships.

With the above changes you shouldn't have to muck with the DPS or range, just changing the ammo types alone to fall in line with turrets would fix everything.



This is perfect. The only ships that are really broken are those with a kinetic bonus anyway.

I'm still on the fence about the range changes.
Terik Deatharbingr
Ministry of War
Amarr Empire
#1987 - 2012-09-20 16:10:29 UTC
HELLBOUNDMAN wrote:



Well, I was able to build all skills lvl 5 fits for all strategic cruisers and they all had comperable dps and tank to my tengu pve fit, however, they were limited to close range.
But, the could also easily fit an afterburner and get 600-700 m/s.

Now, I can agree that the tengu definitely needs nerfed to be more in line with the other t3's, however, this needs to happen AFTER the battleships are rebalanced so that I have something to use for pve.
Right now the tengu is the most effective lvl 4 missile boat and while the tengu is OP, this also has a lot to do with how sub par the missile boat bs's are.

Now, as far as my proposed changes to guided missiles.
This would make the drake and tengu more in line with other ships of their class without actually directly nerfing range and dps.

That said, the drake and tengu would still need individual nerfs, but that's a different thread.


I don't know if that's what I think should happen, though....

Why not bring the other T3's up to the par of the Tengu. It's obvious for mission running, that shield tanking is far superior to armor tanking. The problem I always run into when trying to armor tank anything is cap issues. You almost ALWAYS have to rig for cap, and/or have to use all your mids for it. But as you said, that is all for another thread

While your proposed changes do intrigue me, do you not think that considering sig radius and velocity are a factor in missile damage, does their raw DPS not need to be higher from the stand point that there is no way to counter that with mods or rigs, as opposed to tracking you can rig and mod for?
MIrple
Black Sheep Down
Tactical Narcotics Team
#1988 - 2012-09-20 16:11:16 UTC
HELLBOUNDMAN wrote:
OlRotGut wrote:
If server load is what they are trying to curb then they need to increase the velocity of the missiles more than 6.66%

Of course this would effect range, so change the ammo types of all missiles to fall in line with the turrets.

Change the fitting requirements for the HAMS and HML's (Swap them)

Remove the Fury and Precision T2 ammo ship penalties
Increase damage on Fury
Increase damage and ability to hit smaller targets on Precision

Fury's range should be reduced, Precisions range increased. Again making it more in line with up close and powerful, longer range and weaker.

Remove the stupid Kinetic buff on the ships.

With the above changes you shouldn't have to muck with the DPS or range, just changing the ammo types alone to fall in line with turrets would fix everything.



actually, increase missile velocity and reduce flight time just enough to give them the same range, but missile boats never have more than one volley in the air at a time, no more waisted volleys for missiles, and missiles don't take forever to reach a distant target anymore, but still longer than instant turrets.


I am in favor for this also let them go faster plus if you do this with HAMS and rockets also it will look more like unguided missiles as they are blazing through the air.
Oleszka
Syntropia Of Avatara
#1989 - 2012-09-20 16:20:33 UTC
oh oh i have to say, you kick already the learing skills, now you go on to kick the missile skills, beause the characteristics of turrets and lauchers becoming the same and there is no need for two skilling trees. ..... then you remove the skilling books and continuie by giving SP by killing NPCs....

you do a misstake after the next...

..
...
..
how many player quit because you remove the "learning" skill?
how many player quit because you remove the hangar.?
how many player quit because you force the new invertory? before you change it..... with lot of bugs now
...
...
...

now you continue the Story and you lose more and more eve player and replacing it with world of warcraft zombies

**EvE-Movie, take a look and enjoy it **PushMe

Eckyy
Sebiestor Tribe
Minmatar Republic
#1990 - 2012-09-20 16:22:46 UTC
Oleszka wrote:
oh oh i have to say, you kick already the learing skills, now you go on to kick the missile skills, beause the characteristics of turrets and lauchers becoming the same and there is no need for two skilling trees. ..... then you remove the skilling books and continuie by giving SP by killing NPCs....

you do a misstake after the next...

..
...
..
how many player quit because you remove the "learning" skill?
how many player quit because you remove the hangar.?
how many player quit because you force the new invertory? before you change it..... with lot of bugs now
...
...
...

now you continue the Story and you lose more and more eve player and replacing it with world of warcraft zombies


Why would people quit over removed learning skills? They reimbursed all of the skillpoints.

Removed hangar??
Noisrevbus
#1991 - 2012-09-20 16:22:59 UTC  |  Edited by: Noisrevbus
King Rothgar wrote:

1) A Harbinger with Heavy beam laser II's using IN MF does 318 dps at 15km + 10km falloff (25km total).

2) A Hurricane with 720mm Howitzer II's using RF PP does 290 dps at 15km + 22km falloff (27km total).

3) A Brutix with 250mm railgun II's using CN antimatter does 302 dps at 18km + 15km falloff (28km total).

4) A drake with HML II's using CN scourge does 250 dps at 84.4km.

Now tell me which one of these isn't even remotely like the rest. All of these numbers are at lvl5 skills without any other mods/drones fitted and without implants. This is just the base damage on a typical damage/RoF bonused ship. Toss in the fitting requirements of these various mods and things skew more heavily in favor of HM's than they do in the above example.

I like this summary, because it keeps the thread on the topic Big smile.

What it doesn't do is factor in any other differences than damage at longest range. That's extra interesting because that perspective contain the same error half the people on these forums and CCP themselves do with this change.


Today Attention assuming 3x dmg mod / 6-slot tanks:

An HBL Harby will put out 460 dps @ 60 and then gradually lose dps up to 82km.
An HML Drake will put out 490 dps @ 60 and then maintain 410 dps up to 84km.

The Harby will also gradually raise it's dps at closer range up to 690 with Gleam.
The Drake will raise it's dps down to 75km and stop around 550 dps with Fury.

The Harby will have a 55k unboosted tank.
The Drake will have a 65k unboosted tank, assuming the 6-slot / two midslot utility.

The Drake have the ability to fill up it's utility with tank mods, but then outsource accuracy control (webs, painters).
The Harby have the accuracy control inherent through it's ability to manipulate transversal and the range/tracking mods.

The problem is that everyone, including CCP, look at the balance only from a large fleet projection-buffer perspective, and scenarios where larger groups can outsource layers of the necessary effects and buffers can be volleyed.

That is the same reason they want to apply TD to Missiles without realising what it does to the accuracy-component in the context of them not having transversal modifiers. Think about what effective application of TD at smaller scales will do in combination with sig-tanking (AB) concepts to Missiles - which it won't do to Turrets. Think 100mn setups with TD.



If CCP wanted to nerf the Drake, they should have adressed Tech I insurance and things like medium rigs on BC.

Tearing up the entire pre-existing balance and looking to replace it over the course of years of ship-design is a bad idea. Especially when it throws the balance of scales further. Small gang HML will hurt alot more than larger fleet HML. The same HML scale that already outsource effects, won't face effective application of TD and will either just remain or adapt other cost-effective options (like 252 dps Caracals or w/e someone mentioned here).

Were small gang Drakes the problem? EVE history is full of other gangs beating Drakes until buffers begin to get volleyed (other BC, Cruisers, even Frigates [counting HAC and Bombers]).

Goons "crying" in this thread are most likely just trolling you, because they already know the change won't be effectful at larger scale.

If you want to deal with the dominance of cost-effective, projection-buffer platforms at large scale - you generally don't build the game around that perspective, as CCP have done with Tier 3 BC and do now with the Tech I redesign Roll.

Stop screwing with our ship balance and give us Ring mining instead - 100x more effectful for the appeal of Harbingers as smaller scale ships that lack smaller scale targets. Your focus should be on what Dominion screwed up, not it's bieffects.



The good, the bad and the abstract.
There are three levels of this discussion you should be mindful of:

1. The balance - How will your changes affect the whole game, not just select ships in specific situations?
2. The perspective - Are we changing Drakes based on what it do (projection + buffer) being seen as imbalanced?
3. The direction - What are the ideals our game was built on (single shard, sandbox, hardcore death, interaction, emergence, open/broad skillsystem)? Are your changes actually within that ideal, or complete opposites?

If you look at what the players criticize you for here, it's any of those things:

If you are rebalancing Missiles based on Drakes in Large fleet, you are essentially using (2) to motivate (1).

If you are streamlining Healers based on it being a common and coveted role in fleets you are using (2) to motivate (3).

That's what we are criticizing you for (even the most crass criticism, "you kill small gang" [2] or "you turn us into WoW" [3] root in that).

If you build the game around trends you are reinforcing those very trends.

That is interesting, because most of us agree that there are issues with Drakes (projection-buffer, cost-effect, scaling up).

Do we change the Drake (1), projection-buffer in large fleets (2), or the cost and roles of ship classes (3)?

eg.,
The Drake is OP (1), large fleets are OP (2), the cost-effect is OP (3).
Heavy missiles are OP (1), projection-buffer is OP (2), tank-healer relations are OP (3).


Keep in mind that if you try to solve (2) or (3) by doing (1), you are reinforcing (2) and (3).

If (1) is OP because of (2), which in turn is OP because of (3), are you going about this the right way?

If you change (1) to preserve (2) and (3), with (3) being the pillars of EVE - are you changing ships or the ideals of EVE?

The ideal order to build a game would be going from the larger to the smaller, from the core to the peripherals.

It's complicated, but do you understand my concerns and reservations?
HELLBOUNDMAN
Aliastra
Gallente Federation
#1992 - 2012-09-20 16:26:36 UTC
Terik Deatharbingr wrote:


I don't know if that's what I think should happen, though....

Why not bring the other T3's up to the par of the Tengu. It's obvious for mission running, that shield tanking is far superior to armor tanking. The problem I always run into when trying to armor tank anything is cap issues. You almost ALWAYS have to rig for cap, and/or have to use all your mids for it. But as you said, that is all for another thread

While your proposed changes do intrigue me, do you not think that considering sig radius and velocity are a factor in missile damage, does their raw DPS not need to be higher from the stand point that there is no way to counter that with mods or rigs, as opposed to tracking you can rig and mod for?


Actually, the fits I was able to get were comperable tank with equal to or higher cap remaining than the tengu.

However, the difference is the tengu has the dps at range, while the others are only close range.
It also has those tank capabilities and was omni tanked, while all but the loki were damage specific.

Now, the tengu has significantly more dps at range, but with the proposed precision missle swap I've suggested and removing the buff t kinetic missile damage, then all the ships would be much more on par.

Now, the tengu would still have more dps and a greater range even after these changes, but that could be a simple small buff to the other 3 sc's to compensate, or given that the tengu has highly delayed dps at that range might be the balance.
HELLBOUNDMAN
Aliastra
Gallente Federation
#1993 - 2012-09-20 16:28:20 UTC  |  Edited by: HELLBOUNDMAN
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..
Tomcio FromFarAway
Singularity's Edge
#1994 - 2012-09-20 16:29:55 UTC  |  Edited by: Tomcio FromFarAway
Oleszka wrote:
I have a quastion about the effect of skills.

If we learn gunnery skills like "Rapid Fireing", this skill effects all Turret kinds but if we skill only missiles "Rapid Launcher", this is only effecting missiles, but the collection of turrets is much bigger than the collection of launchers, so you punish the caldari characters and all players which are skilling missiles.

in my opinion you are damaging more with you rebalancing idea than you try to fix.

btw. we have two different typs of skill trees in weapons but gunnery skills are good for all factions and missiles are only effecting more caldari ships. That means player which are skilling caldari ships need much more time to fly other ships(like Amarr, Gallente and Minmatar).

... and if you apply the effect of TDs to missiles you have to apply the effect of the "Rapid Launcher" Skill on Turrets and cancel all missile skills beause there is no difference any more!


why in hell you dont make the defender missile more effectiv, dose you great statistic not say no one is using it?


1) You don't need to train level 5 in smaller missile launcher in order to get to the bigger. You can train directly to heavy/assault/cruise/torpedoes. Turrets are different. In order to get to the T2 medium turrets you need to train level 5 in small turret and specialization skill at level 4.

2) You get weapon system with fully selectable damage with both T1 and T2 ammo while turret systems don't ( only Minmatar get selectable damage with T1 ammo but it's not 100% one damage type like missiles ). That means you can get maximal effectiveness in pve ( you select type of damage that is most suitable to rats you are fighting ) and pvp. Other races have serious limitations in that area.

3) Other races need to train missiles too ( for bombers and several other ships ). Minmatar are quite heavy reliant on missiles. In addition all races but Caldari also need serious drone training ( including T2 heavy and sentry for some ships ) while your missile boats don't need them ( you are ok with T2 light/medium drones ).

Try to see bigger picture.
Bloutok
Perkone
Caldari State
#1995 - 2012-09-20 16:31:19 UTC
HELLBOUNDMAN wrote:
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..


Like "the like and get's like thread' ?
HELLBOUNDMAN
Aliastra
Gallente Federation
#1996 - 2012-09-20 16:33:13 UTC
Bloutok wrote:
HELLBOUNDMAN wrote:
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..


Like "the like and get's like thread' ?



except only for the posts that you like, and not a bunch of people with too much time running around thumbs upping nothing
Bloutok
Perkone
Caldari State
#1997 - 2012-09-20 16:37:26 UTC
HELLBOUNDMAN wrote:
Bloutok wrote:
HELLBOUNDMAN wrote:
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..


Like "the like and get's like thread' ?



except only for the posts that you like, and not a bunch of people with too much time running around thumbs upping nothing


Are you saying that people who post on this forum represent the majority ?
HELLBOUNDMAN
Aliastra
Gallente Federation
#1998 - 2012-09-20 16:38:43 UTC  |  Edited by: HELLBOUNDMAN
Bloutok wrote:
HELLBOUNDMAN wrote:
Bloutok wrote:
HELLBOUNDMAN wrote:
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..


Like "the like and get's like thread' ?



except only for the posts that you like, and not a bunch of people with too much time running around thumbs upping nothing


Are you saying that people who post on this forum represent the majority ?



nope, but if our likes of other people's ideas draws the attention of CCP then we might be able to keep this crap tastic nerf from going through.


Edit...
Or at least be a much better compromize to everyone that produces less rage.

example

https://forums.eveonline.com/default.aspx?g=posts&m=1947535#post1947535
OT Smithers
A Farewell To Kings...
Dock Workers
#1999 - 2012-09-20 16:47:36 UTC
Doddy wrote:


Because you will now be able to improve your HAMs effective damage by fitting tes and countering thier natural drawbacks. Of course if averyone is fitting tds this wont matter ....


Where would you fit them?

I don't fly (and have no fittings for) HAM Drakes, so the following fit is not battle tested. It is, however, something that's probably fairly reasonable and close to what people who fly these things do use. It requires all Level 5 skills of course.

HAM DRAKE

sm neut
7 - T2 HAM

10mm MWD
2 - T2 LSE
T2 Disruptor
2 - T2 webs

T2 DCU
2 - T2 BCU
T2 Reactor Control

Med Anti-EM
Med Defense Field Extender
Med Polycarbon

DPS: 468 (573 heat) Mobility: 185m/sec ( 1095m/sec MWD ON) (1550m/sec mwd heated) Align: 7.5 sec (all off)
Resists: 54% em / 47% therm / 60% exp / 67% kin
EHP: 56.413



So, again, where exactly are you going to put these TE's? You COULD replace one of the BCU's with a TE, but that would lower your Battlecruiser DPS down to 386. In other words, your point blank range Battlecruiser is going to be doing lower DPS than many assault frigates at the same range.

One of the problems I have seen in every thread discussing the Drake, is that people tend to post the best possible numbers from every stat and attribute, and then combine them as if such a thing were actually possible in game. So they will post the DPS of a scourge Rage HAM Drake, the speed of a twin nano kite drake, the missile range of a HM drake, and the tank of a L4 Mission fit, all liberally rounded up to the nearest 100, and as if this were all possible at the same time on the same boat. So you get comments like this: 'Dude! The Drake gets an 90K ehp tank, it does 800 dps, it goes 1900 m/sec, and it can shoot out to 190km! Can your battlecruiser do that!!!'

In the real game, the Drake as it is usually flown does about 350 dps against BC or larger targets, hits out to about 60km (farther if they are chasing you), moves at about a 1000 m/sec non-heated, and generally has a 40k -60k ehp tank. And that's pretty damn nice as is. It hits for modest damage at modest range, and it can take a beating.

An argument can easily be made that the Drake, thanks in large part to the weapon range and tank, is overpowered. But before we whip out the chainsaw and get busy, let us at least play with the Drake as it actually is rather than as we imagine it to be.
Bloutok
Perkone
Caldari State
#2000 - 2012-09-20 16:49:42 UTC
HELLBOUNDMAN wrote:
Bloutok wrote:
HELLBOUNDMAN wrote:
Bloutok wrote:
HELLBOUNDMAN wrote:
HINT TO EVERYONE.

IF YOU LIKE AN IDEA POSTED BY SOMEONE, THE GIVE IT A THUMBS UP.

This way CCP knows what comments to look at.

They're not gonna read 100 pages of comments..


Like "the like and get's like thread' ?



except only for the posts that you like, and not a bunch of people with too much time running around thumbs upping nothing


Are you saying that people who post on this forum represent the majority ?



nope, but if our likes of other people's ideas draws the attention of CCP then we might be able to keep this crap tastic nerf from going through.


Edit...
Or at least be a much better compromize to everyone that produces less rage.

example

https://forums.eveonline.com/default.aspx?g=posts&m=1947535#post1947535


EEEK!!!!! I have lost fate in CCP a long time ago when it comes to "balancing" anything. I am a pessimist who thinks this.

Forum says i can only quote 5 times... Whatever.
Are you even open to changing any of this or are you just planning to ignore everyone?
We are a long way from release and none of these proposals are set in stone. What I will say is that we are set in the belief that heavy missiles do need changes to bring them closer in power to other long range weapons. The details of how that happens is definitely up for debate.

Means this.
We are afraid to tell the truth because you might get angrier, so we are trying to use politically correct, low burning words to put you to sleep. This way we can do whatever we want for whatever underlying reasons that we will not tell you about.

Else, they are just stupid.