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

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Author
Sinigr Shadowsong
Aliastra
Gallente Federation
#3081 - 2012-09-26 15:59:17 UTC
Lallante wrote:

When you get to the point of "there are no good t1, non-frig, non-capital, missle ships, that are caldari, other than a drake" you are talking so incredibly specialised set of limits that your comments loses all force.

There are also no t1 amarr tracking disruptor non-frig platforms other than an Arbitrator. So what?


Except that Arbitrator is tracking disruptors is specialized EWAR and missiles are supposed to be Caldari replacement for guns. How about viable T1 non-frig Winmatari Projectile ships?
Eckyy
Fourth District Sentinels
The Caldari Fourth District
#3082 - 2012-09-26 16:10:46 UTC
I'm Down wrote:
The hilarious nature of every post about why the damage nuke was needed is astounding.

Lets recap years of eve history for the devs/players:

Range projection counts as a damage modifier - it's true, just look at the Rokh / Apoc / ferox and every other non "damage" bonused ship in game. I gaurentee you can find hundreds if not thousands of thread explain just how range projection is the exact same thing as damage buffing.

Cut to more recent years:

Everyone agrees HMLs have way to much range, but nobody is concerned with their raw damage. Everyone ask that the DRAKE gets a tank reduction and shorter range with HMLs, and that the Tengu Bonuses get brought in line with any other t3 instead of obsurd 7.5% ROF bonus.... and then, hammer on T3's as a whole.



So the Devs give us range reduction... GREAT there goes the damage projection which balances out the disparities between turrets and HMLs. Turrets can now use closer range ammos to match HMLs and still get instant damage. HMLs will have slightly higher base damage tied to one and only one damage type, and lower damage on any other damage type of choice.

I think most players said 50-55 max range was fair, i'd go so far as to say 47.5km max range was better.



But then something silly happens, Fozzie says, oh no, range reduction isn't the old damage projection reduction we always said it was, so we need to nerf harder... A LOT harder. Ignore the fact that only 2 ships are out of whack. Ignore the fact that the drake steals any reason to use the ferox for resist tanking in game. Ignore the fact that the drake tank is the number one listed problem with the ship itself. Ignore the fact that the Drake is the only missile boat in that particular line that doesn't match the missile velocity bonus and replaces it with Resistance. Ignore the fact that resistance bonus is considered one of the most highly prized in game.


All you had to do was change the drake bonuses, nuke the missile range, and fix t3s as a whole, and so much work and grief can/could have been saved.

You guys continue to soil this game with stale balance proceedures that completely remove the identity it was built upon. Drones on every ship, screw gallente. Missiles on every race.... screw Caldari. EWAR so brokenly OP b/c the Caldari Jammers alone weren't supidly OP enough for 1 race... screw everybody.


Not empty quoting. I don't agree with all of your points but overall I think we agree on the problem.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#3083 - 2012-09-26 16:13:44 UTC
Reticle wrote:
TrouserDeagle wrote:
It's funny seeing people comparing hml dps to long range turrets with t2 sniper ammo. That isn't proper ammo. Do you drake noobs even know what tracking is? You've got it very easy vs small targets and will continue to.

Looking forward to another 50 pages.

missiles can be destroyed. projectile ammo can't. deal with that first, then we can have this conversation



That has to be the dumbest argument I've ever heard.

Yes missiles can be destroyed with a relatively ineffective smart bomb firewall that is a really gimpy way to use pilots...

Don't be so bad.

BYDI recruitment closed-ish

Lallante
Blue Republic
RvB - BLUE Republic
#3084 - 2012-09-26 16:21:07 UTC  |  Edited by: Lallante
I'm Down wrote:

Everyone agrees HMLs have way to much range, but nobody is concerned with their raw damage. Everyone ask that the DRAKE gets a tank reduction and shorter range with HMLs, and that the Tengu Bonuses get brought in line with any other t3 instead of obsurd 7.5% ROF bonus.... and then, hammer on T3's as a whole.


Wrong. Having short range weapon DPS at long range has been identified as wrong by many many people for years.

Quote:

So the Devs give us range reduction... GREAT there goes the damage projection which balances out the disparities between turrets and HMLs. Turrets can now use closer range ammos to match HMLs and still get instant damage. HMLs will have slightly higher base damage tied to one and only one damage type, and lower damage on any other damage type of choice.

I think most players said 50-55 max range was fair, i'd go so far as to say 47.5km max range was better.

TE/TCs give missles potentially even longer ranger than before.
If you are using close range ammo on a long range turret you(r FC) ****** up. If you are deliberately in close range then you should be using close range guns.

HMLs are not tied to one damage type. IF you actually paid any attention you would notice that all the balancing changes to frigs and cruisers have replaced the kinetic dmg bonus with one applied to all dmg types. This is undoubtably the plan for the larger ships too.

Quote:


But then something silly happens, Fozzie says, oh no, range reduction isn't the old damage projection reduction we always said it was, so we need to nerf harder... A LOT harder. Ignore the fact that only 2 ships are out of whack. Ignore the fact that the drake steals any reason to use the ferox for resist tanking in game. Ignore the fact that the drake tank is the number one listed problem with the ship itself. Ignore the fact that the Drake is the only missile boat in that particular line that doesn't match the missile velocity bonus and replaces it with Resistance. Ignore the fact that resistance bonus is considered one of the most highly prized in game.


Only 2 ships are out of whack? Sorry nope. There are only 3 HML ships that actually get flowd and two are both ridiculously OP (the third, the caracal, is fine both before and after the changes). The rest are horribly underpowered but that is universally agreed to be a result of the platform, not HMLs. Nerfing HMLs doesnt ruin a single ship.

The drake is not OP because of its resist bonus. Its op because it is cheap and has close range dps at very long range, and huge EHP. With 25% less EHP it is still the crowned king of fleet warfare. TEs will allow it to maintain its existing range for minimal tradeoffs.

Quote:

All you had to do was change the drake bonuses, nuke the missile range, and fix t3s as a whole, and so much work and grief can/could have been saved.

You guys continue to soil this game with stale balance proceedures that completely remove the identity it was built upon. Drones on every ship, screw gallente. Missiles on every race.... screw Caldari. EWAR so brokenly OP b/c the Caldari Jammers alone weren't supidly OP enough for 1 race... screw everybody.

They will likely change the drake bonus (as described above) and fix t3s as a whole. They have nuked range and TEs allow the option of getting range back.

You are completely wrong both about what CCP are doing now (homogenuity? Are you joking? Perhaps you think a curse and a ishtar are similar because they are both drone platforms?), and completely wrong about the history of eve.

When the game started in 2003 none of the following even existed /were possible:
(most) Missile skills
Armor Tanking
Speed Tanking
Sig Tanking
Tracking for guns
Missle sig/speed dmg reduction


EVERY ship used long range lasers and shield tanked. Yes, that means Ravens with 6 cruise launchers and 2 tachyons (and low slots filled with reactor controls!) and Apocs with XL Clarity Wards, an EM Ward and an invuln. Without tracking and missile sig/speed nerfs, there was literally no point flying small ships except cost. Every race was basically the same.

Eve is a million times more diverse now than it was then. Its become more diverse with each successive patch and this will be no different. Your idea of "diversity" is a small handfull of seriously overpowered ships that are solopwnmobiles and hundreds that noone uses. The only alternative to this is to make more ships viable, and the only way to do this is to improve niches like drones and missiles on more platforms.


You dont know your eve history, hell, you don't know ****, and you sure as **** don't know balancing.
Lallante
Blue Republic
RvB - BLUE Republic
#3085 - 2012-09-26 16:48:19 UTC
Sinigr Shadowsong wrote:
Lallante wrote:

When you get to the point of "there are no good t1, non-frig, non-capital, missle ships, that are caldari, other than a drake" you are talking so incredibly specialised set of limits that your comments loses all force.

There are also no t1 amarr tracking disruptor non-frig platforms other than an Arbitrator. So what?


Except that Arbitrator is tracking disruptors is specialized EWAR and missiles are supposed to be Caldari replacement for guns. How about viable T1 non-frig Winmatari Projectile ships?


There are 7 Non frig Winmatar projectile ships:
Thrasher
Stabber
Rupture
Cyclone
Hurricane
Tempest
Mael

Of this list all ships are good.

Compared to 5 Non-frig Caldari missile platforms:
Blackbird
Caracal
Drake
Scorpion
Raven

Of the latter list only the Raven is not viable for PVP (maybe the scorp a bit) and we know BSs are to receive rebalancing love next year and likely so is Ewar.


Its also wrong to comment on BCs and BSs before they have been balanced given that we know that is coming in the first half of next year.
Lallante
Blue Republic
RvB - BLUE Republic
#3086 - 2012-09-26 16:49:39 UTC
Reticle wrote:
TrouserDeagle wrote:
It's funny seeing people comparing hml dps to long range turrets with t2 sniper ammo. That isn't proper ammo. Do you drake noobs even know what tracking is? You've got it very easy vs small targets and will continue to.

Looking forward to another 50 pages.

missiles can be destroyed. projectile ammo can't. deal with that first, then we can have this conversation



How often does that happen in practice? Defenders dont work, smartbombs are rare and take a LOT of luck or timing to even hit.
I'm Down
Macabre Votum
Northern Coalition.
#3087 - 2012-09-26 16:54:06 UTC  |  Edited by: I'm Down
Lallante wrote:


The drake is not OP because of its resist bonus. Its op because it is cheap and has close range dps at very long range, and huge EHP. With 25% less EHP it is still the crowned king of fleet warfare. TEs will allow it to maintain its existing range for minimal tradeoffs.



I'm just going to start there:

Harbinger CR pulse damage with 2 HS 596 c / 426 s

Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null

Hurricane just with autos and 2 gyro: 689 h / 492 b


DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.


Not even close to the CR damage you claim... and by softening up it's projection range, the disparity on projection at range falls
sharply.

Quote:
You are completely wrong both about what CCP are doing now (homogenuity? Are you joking? Perhaps you think a curse and a ishtar are similar because they are both drone platforms?), and completely wrong about the history of eve.


Yes, the curse was in no way shape or form ever designed based on the principles of the old Gallente nos/neut boats. And Ishtars never fit their mids with Ewar. Albeit that you chose 2 completely different platforms, one attack based, one ewar based to show the only possible difference being damage projection and actual ewar amount.
Quote:

HMLs are not tied to one damage type. IF you actually paid any attention you would notice that all the balancing changes to frigs and cruisers have replaced the kinetic dmg bonus with one applied to all dmg types. This is undoubtably the plan for the larger ships too.


this in no way supports homogenization when Caldari can now project every damage type evenly rather than be a race identified with kinetic..... your right, where did I go wrong.
Lallante
Blue Republic
RvB - BLUE Republic
#3088 - 2012-09-26 17:12:07 UTC  |  Edited by: Lallante
I'm Down wrote:


I'm just going to start there:

Harbinger CR pulse damage with 2 HS 596 c / 426 s

Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null

Hurricane just with autos and 2 gyro: 689 h / 492 b


DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.


1. It wont be just one damage type post balancing - look at the caldari missle frigs/cruisers - they have had their kinetic bonus replaced.

2. You are including drones on the Myrm but not on the other ships?

3. You are missing the point that the short range turrets will rarely be in their optimal getting 100% damage (and the Myrm will almost never be). The HML is ALWAYS in its optimal and will usually get 100% damage against same sized or larger targets.

4. Even the numbers you posted are comparable (except your cheating myrm example). Harb 426, Can 492 and Drake 411! Good luck using close range ammo on your close range weapons in a BC...


Quote:

Not even close to the CR damage you claim... and by softening up it's projection range, the disparity on projection at range falls
sharply.


What? a 25% decrease in range means HMLs are still 2 to 4 times the range of the close range weapons, and it can recover MORE than that 25% due to the TE/TC changes.
Quote:

Yes, the curse was in no way shape or form ever designed based on the principles of the old Gallente nos/neut boats. And Ishtars never fit their mids with Ewar. Albeit that you chose 2 completely different platforms, one attack based, one ewar based to show the only possible difference being damage projection and actual ewar amount.
[/quote]
It was designed on those principles yes, BUT IS COMPLETELY DIFFERENT TO FLY. You can have two similar ships with many shared features that are still completely diverse. That's my whole point. Introducing drones to a previously bereft amarr cruiser wont suddenly make it fly like a vexor.

Show me two ships (post-balance changes) of different races that are so similar theres no point flying one of them! You can't. Your whole claim that they are "making everything the same" is bollocks.


Quote:

this in no way supports homogenization when Caldari can now project every damage type evenly rather than be a race identified with kinetic..... your right, where did I go wrong.

Differentiating races by limiting a race to a single damage type is dumb.

Literally any change made to any ship will make it more like some ship of some other race. Increase speed? HOMOGENISING TO MINMATAR. Decreasing speed? HOMOGENISING to Caldari!

It doesnt matter as long as the ships maintain their own niche. At the moment we have a dozen or two ships that get flown and a hundred + that arent worth ****.
Takeshi Yamato
Ministry of War
Amarr Empire
#3089 - 2012-09-26 17:21:33 UTC
I'm Down wrote:



I'm just going to start there:

Harbinger CR pulse damage with 2 HS 596 c / 426 s

Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null

Hurricane just with autos and 2 gyro: 689 h / 492 b


DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.


You're literally comparing apples with oranges, or rather close range turrets with long range missiles.

Try making the comparison with long range turrets. Then look at the hitpoints these ships can get when fit in this manner. You'll find that the Drake is massively advantaged at range and above average even at close range.
I'm Down
Macabre Votum
Northern Coalition.
#3090 - 2012-09-26 17:37:48 UTC  |  Edited by: I'm Down
If I included drones, your argument would look even worse since the drake has the smallest bandwidth of all the Teir 2s. Your whole notion was CR damage at long range... and it's trash. There's innumerable factors that even go into making missiles decent, and making trash statements like that don't do the debate justice.


Do you even realize that between a range reduction, a tank reduction, and the need to use mids and/or train skills that apply to only 1 weapon system compared to 3 to get maximum range all affect how well the drake would perform vs other BC platforms and beyond.

People who are so anti missile always toss out bullshit arguments like skill training, yet they will never concede the fact that Once all the core gunnery skills are trained, they apply to 3 types of turret platforms, where as missile skills have no such effect. Sure it takes longer to train that first weapon system for gunnery... but after that, you got a fricking breeze training a new one.

They toss out bullshit arguments like cr damage at long range... yet everyone saying to nerf the ******* range and pull that balance back towards the center. They totally neglect that it's 1 fricking damage type to, and how drastically that can be exploited as a weakness by the other side by tanking choices.

Takeshi Yamato wrote:
I'm Down wrote:



I'm just going to start there:

Harbinger CR pulse damage with 2 HS 596 c / 426 s

Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null

Hurricane just with autos and 2 gyro: 689 h / 492 b


DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.


You're literally comparing apples with oranges, or rather close range turrets with long range missiles.

Try making the comparison with long range turrets. Then look at the hitpoints these ships can get when fit in this manner. You'll find that the Drake is massively advantaged at range and above average even at close range.


Did you literally skip over 99% of that thread... b/c you look like you missed most of the point there homes.... maybe go back and read it and make your 6 grade ELA teacher proud.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#3091 - 2012-09-26 17:41:37 UTC
I'm Down wrote:
If I included drones, your argument would look even worse since the drake has the smallest bandwidth of all the Teir 2s. Your whole notion was CR damage at long range... and it's trash. There's innumerable factors that even go into making missiles decent, and making trash statements like that don't do the debate justice.


Do you even realize that between a range reduction, a tank reduction, and the need to use mids and/or train skills that apply to only 1 weapon system compared to 3 to get maximum range all affect how well the drake would perform vs other BC platforms and beyond.

People who are so anti missile always toss out bullshit arguments like skill training, yet they will never concede the fact that Once all the core gunnery skills are trained, they apply to 3 types of turret platforms, where as missile skills have no such effect. Sure it takes longer to train that first weapon system for gunnery... but after that, you got a fricking breeze training a new one.

They toss out bullshit arguments like cr damage at long range... yet everyone saying to nerf the ******* range and pull that balance back towards the center. They totally neglect that it's 1 fricking damage type to, and how drastically that can be exploited as a weakness by the other side by tanking choices.

Takeshi Yamato wrote:
I'm Down wrote:



I'm just going to start there:

Harbinger CR pulse damage with 2 HS 596 c / 426 s

Myrm counting it's drones as a primary damage and with blasters: 959 void / 798 null

Hurricane just with autos and 2 gyro: 689 h / 492 b


DRAKE WITH HML, SCOURGE FURY, AND 2 BALISTICS: 411 IN 1 FRICKING DAMAGE TYPE.


You're literally comparing apples with oranges, or rather close range turrets with long range missiles.

Try making the comparison with long range turrets. Then look at the hitpoints these ships can get when fit in this manner. You'll find that the Drake is massively advantaged at range and above average even at close range.


Did you literally skip over 99% of that thread... b/c you look like you missed most of the point there homes.... maybe go back and read it and make your 6 grade ELA teacher proud.



HML's are a long range weapon.. Stop comparing them to short range weapon and stop being so bad.

Compare them to arties/beams if you want a comparison (Also have fun fitting beams on a non gimpy ship)

BYDI recruitment closed-ish

Frac Tal
Deep Core Mining Inc.
Caldari State
#3092 - 2012-09-26 17:59:39 UTC
Lallante wrote:

"diversity" is a small handfull of seriously overpowered ships



Nope, i think you will find "Diversity" is a British street dance troupe based in London, look it up on Wiki.

They can stand on each others shoulders takes some balancing to do that, they are awesome!!!

When I grow up I want to be in a dance troupe and have hair like side show Bob.
Kaikka Carel
Ziea
#3093 - 2012-09-26 18:01:09 UTC
I don't agree with the fact that rockets, HAM and Torpedoes don't recieve the blast radius reduction bonus from the respective skills and riggs because it directly relates to their applie damage potential.
Lallante
Blue Republic
RvB - BLUE Republic
#3094 - 2012-09-26 18:01:19 UTC  |  Edited by: Lallante
I'm Down wrote:
If I included drones, your argument would look even worse since the drake has the smallest bandwidth of all the Teir 2s. Your whole notion was CR damage at long range... and it's trash. There's innumerable factors that even go into making missiles decent, and making trash statements like that don't do the debate justice.


Do you even realize that between a range reduction, a tank reduction, and the need to use mids and/or train skills that apply to only 1 weapon system compared to 3 to get maximum range all affect how well the drake would perform vs other BC platforms and beyond.

People who are so anti missile always toss out bullshit arguments like skill training, yet they will never concede the fact that Once all the core gunnery skills are trained, they apply to 3 types of turret platforms, where as missile skills have no such effect. Sure it takes longer to train that first weapon system for gunnery... but after that, you got a fricking breeze training a new one.

They toss out bullshit arguments like cr damage at long range... yet everyone saying to nerf the ******* range and pull that balance back towards the center. They totally neglect that it's 1 fricking damage type to, and how drastically that can be exploited as a weakness by the other side by tanking choices.


I dont hate missles in the slightest, they are one of my specialities. I fly a Tengu, and am hoping for viable Damnation and Sacrilege and a competative HAM Legion post-balancing. So I actually love medium missle platforms.

I'm not advocating a direct tank reduction for the drake. I'm advocating the planned range and dps nerf to HMLs combined with a switch to a all-dmg bonus in place of the kinetic one on the drake and a slight reduction in its fitting. "skills that only apply to one weapon system" is a bollocks arguement - to fly a Myrm you need to train two full weapon systems! Missile skills only apply to missiles, but to get fairly maxed out missile skills is around 1/3 of the SP of maxed out gunnery so its completely balanced. Not to mention that 3 races have significant missile-using hulls.

It IS close range damage at long range. You showed that yourself with the numbers. At long point range the numbers are all pretty close and that ASSUMES that the guns are able to apply 100% dmg which is a big assumption even for a same-sized platform.

The long range turret DPS is laughable at long range (where it is actually used) in comparison. HMLs are similar to the close range turrets using long range ammo, but 2-4x the range.

The numbers dont lie, HMLs themselves are 20-30% more DPS than any long range turret at range.

Saying "everyone agrees" when actually the majority of people posting in this thread coherently at least disagree is just lol.

Stop saying its one dmg type. It wont be. Look at the changes made so far - every Kinetic only bonus has been changed to all damage types.
I'm Down
Macabre Votum
Northern Coalition.
#3095 - 2012-09-26 18:03:35 UTC
Garviel Tarrant wrote:


HML's are a long range weapon.. Stop comparing them to short range weapon and stop being so bad.

Compare them to arties/beams if you want a comparison (Also have fun fitting beams on a non gimpy ship)


I'll use small words

I was responding to Lallente who claims they do CR weapon damage. Read and get your facts straight.
Lallante
Blue Republic
RvB - BLUE Republic
#3096 - 2012-09-26 18:03:42 UTC
Kaikka Carel wrote:
I don't agree with the fact that rockets, HAM and Torpedoes don't recieve the blast radius reduction bonus from the respective skills and riggs because it directly relates to their applie damage potential.


I agree but would urge caution if they get to apply once TE/TCs are in - could make them OP against small targets pretty fast.
Lallante
Blue Republic
RvB - BLUE Republic
#3097 - 2012-09-26 18:04:32 UTC
I'm Down wrote:
Garviel Tarrant wrote:


HML's are a long range weapon.. Stop comparing them to short range weapon and stop being so bad.

Compare them to arties/beams if you want a comparison (Also have fun fitting beams on a non gimpy ship)


I'll use small words

I was responding to Lallente who claims they do CR weapon damage. Read and get your facts straight.


Yes and you proved me right.
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#3098 - 2012-09-26 18:17:12 UTC
Lallante wrote:
[No. Currently the entire game revolves around Tengus and Drakes. This is one of the most important balance issues to fix.


Oh please. It's hard to take anything else you say seriously when you post grossly inaccurate generalizations like this. Roll

Even worse is if you actually belief it. I went on a roam last night and saw ONE drake the entire time in low sec. And not a single Tengu. Saw TONS of other ships, including Lokis.
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#3099 - 2012-09-26 18:21:26 UTC
TrouserDeagle wrote:
You've got it very easy vs small targets and will continue to.

Looking forward to another 50 pages.


Do you know what explosion velocity is? Or explosion radius?

Looking forward to more of your posts.
Noemi Nagano
Perkone
Caldari State
#3100 - 2012-09-26 18:28:11 UTC
Lallante wrote:


Ravens need a look, no doubt, but balancing hasnt got to them yet. I'm -absolutely certain- the Raven will be changed early next year. You cant make an argument against balancing one ship just because another, yet to be looked at, is also unbalanced.


I make an argument about killing the *only* viable tech 1 missile PvP ship for Caldari without giving an alternative option *before* you kill it. I think its wrong to nerf the Drake, but apart from that (maybe personal) opinion (which I still tried to solidify with facts, unlike many others here, including you ..) I am certain its completely WRONG to kill really ALL options for tech 1 hull missile PvP (above frig class). So yes, I think in that case there has to be a fix first, before you kill the other option.


Quote:

Extensive statistics have been already posted in this thread.


Can you refer to them, because those I saw were pretty but no proof for any of your claims.


Quote:

A drake has better tank and more DPS at longer range than anything else its size.


That statement as it is is just wrong, seriously.

True is: the Drake has a range-window, where it can apply more DPS than any other BC (although those DPS are not instant). In smaller ranges it has *less* DPS, and above it has ZERO DPS. And yes, it can fit a big tank. But it has a smaller drone bay than nearly all other BCs and is a fair bit slower, has a signature like a moon (=can be hit by BS-weapons without issues). And its DPS tend to have less range than one thinks, when it comes to none-stationary targets, and signature and speed in *any* direction (unlike with guns!) will mitigate damage too.

From what you wrote here I seriously doubt you have any clue about Drakes in game ... for sure not in small gangs in lowsec.

Quote:

The only reason there are less drakes in low sec (though there are still LOADS) is that they sit at range, and therefore need tackle support, and bubbles dont work in lowsec and small tackle ships tend to get popped by sentry guns.


So you say the so OP tactics you refer to dont actually happen because they dont work? Fine, thats exactly my point. In those engagements one regularly has when really doing PvP in lowsec (and not only station games or theory stuff) none of those things is a sufficient factor. More often than not those AC-Canes, Blaster Brutix or Pulse Harbingers are right in your face, and you have to struggle to get out of their range. If you can engage someone at range he most often has a chance to run because you are not the fastest ship out there. If they play by your rules you can win, if they dont you wont.

Quote:

As I mentioned, the Cane is also overpowered. I dont think the PG nerf goes far enough but lets wait and see what happens at the BC rebalance next year.


The Cane is so strong because it has many options, but also because of its main weapon system. Truth is - the only really OP system atm are Projectile weapons.