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Possible Winter 2011 changes (Exact stats)

First post First post
Author
tika te
Royal Amarr Institute
Amarr Empire
#201 - 2011-10-26 00:18:17 UTC  |  Edited by: tika te
nerfing agility to gallente with 10m/s base speed increase?? srsly??!!
have you guys ever seen an blaster-hyperion accelerating with mwd on? its like throwing a feather against the wind...10m/s more base speed with skill (+25%) maybe 15m/s more base speed without mwd, with mwd roughly about 100m/s higher top speed?? this won't change anything.
basicaly it should be like this:
race with fastest and most agile ships -> weapons with shortest range
race with moderate speed -> moderate ranged weaposn
race with slowest ships -> longest weapon range
and vice versa..

but atm this relation simply is not correct regarding gallente <-> minmataar.
minmaatar has fastest ships, does not need any cap for weapons, has best ammo diversity (range modifiers, all dmg types), has decent range and dmg output.
gallente however have some of the slowest ships (due to armot tanking/plates), need cap for weapons, have crapy range on blasters, crapy dmg on rails.
am i the only one who thinks that there is sth broken by design here??
the solution is simple: either make blasterboats the fastest ships ingame, or significantly boost blaster range/tracking or do a combination of both... --> the key aproach for balancing should be to make the races competitive; competitive in real fighting scenarios, not only on paper..


ps: regarding drones: i'm playing as a 100m+ sp gallente char and i tell you: drones are highly overrated. they need alot micromanagement, they limit your ability to quickly retreat from fight - u can lose them faster than you want, they're only third-choice weapon system in fleet fights, they generate lag. even if this won't ever hapen but i'd like to see drones replaced by any other weapon system.
the only benefits you have from drones: they can attack when you're jammed and you can coose the dmg type. ok, i must admit they can be useful in solo pvp or small engagements - which is seldom happening nowdays..
it realy hurts to see frgs being faster than small sttack drones... --> drones should be much faster across the board...
(but this is just my opinion)
Headerman
Native Freshfood
Minmatar Republic
#202 - 2011-10-26 00:18:51 UTC
Also, no changes to T2 rigs either

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Bacchanalian
Stimulus
Rote Kapelle
#203 - 2011-10-26 00:24:32 UTC
Headerman wrote:
Also, no changes to T2 rigs either


They can't change/fix everything in the game all at once. Compared to the last year's worth of changes, this is several orders of magnitude higher than any of the previous patches. In fact, I think even going as far back as late 2006 I don't recall ever seeing this many changes being introduced at once (of course, we're assuming all of these are slated for the winter xpac, which might be a bit presumptuous). Give em time.
Tristan North
The Scope
#204 - 2011-10-26 00:27:45 UTC
tika te wrote:
nerfing agility to gallente with 10m/s base speed increase?? srsly??!!

Agree.
Tanya Powers
Doomheim
#205 - 2011-10-26 00:36:54 UTC  |  Edited by: Tanya Powers
Morganta wrote:
White Tree wrote:
Welp.


care to expand on that?

or will we have to wait until you tell CCP what we collectively think about it, and CCP tells us what you told them that we think about it?


Ac's and Arty Canes fleets replaced by those new throw away hit n'blow.

Why not, I can see a lot of good options with new destroyers buff to gank some of those bs's with cheaper throw away Lol
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#206 - 2011-10-26 00:42:41 UTC
Tippia wrote:
Sarmatiko wrote:
AC Tornado fit looks cool Smile
Too much HP, as expected… Straight


Not just too much EHP, too much DPS also. As long as blasters do not have range, ACs have no right to blaster-like DPS at close range while also having massive falloff and being mounted on much superior hulls.
Ivan En'Vec
Nevermore.
#207 - 2011-10-26 00:44:16 UTC
One thing I see lacking here is that the Coercer only has one mid slot. People have been clamoring for 2 mid slots on both this and the Retribution so they can be included with all the other ships of their type as viable PvP options. CCP - You'd make a lot of people very happy if those changes get included.
Cloora
APEX Unlimited
APEX Conglomerate
#208 - 2011-10-26 00:45:07 UTC
Why would we nerf Caldari hybrid platform ships' agility with no corresponding speed buff?
I'm not excited about my Fat 1600mm plated Falcon being even more fat.

http://www.altaholics.blogspot.com

Calapine
Xeno Tech Corp
#209 - 2011-10-26 01:09:32 UTC  |  Edited by: Calapine
Gallente Agility

Sooo....have been playing around with this:

Quote:
The following formula, assuming the ship is starting from standstill, describes how acceleration works in EVE:
Vt = Vmax * (1 - e^(-t * 10^6 / (I*M) )


Source

Based on the new and old agility data of Megathron it seems that in absolute numbers acceleration will increase slightly (i.e. going from 0 to 100 km/s the new Mega will reach the speed faster), but in relatives terms, for example time-to-warp which is always 0.75 of vmax the new Gallente lineup will feel more sluggish.

Cala

Pain is short, and joy is eternal.

Roosterton
Sebiestor Tribe
Minmatar Republic
#210 - 2011-10-26 01:12:19 UTC
Gypsio III wrote:
Tippia wrote:
Sarmatiko wrote:
AC Tornado fit looks cool Smile
Too much HP, as expected… Straight


Not just too much EHP, too much DPS also. As long as blasters do not have range, ACs have no right to blaster-like DPS at close range while also having massive falloff and being mounted on much superior hulls.


Except that the Naga is capable of ~600 more DPS than the Tornado, and gets a web bonus.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#211 - 2011-10-26 01:22:22 UTC
Bacchanalian wrote:
Buzzmong wrote:
Tippia wrote:
Buzzmong wrote:
All Gallente ships getting a 5% agility buff.
No.
They get their inertia modifier stat increased — this reduces their agility. They're getting a 5% agility nerf.

You want the inertia modifier and mass as low as possible, since they're multiplied together to calculate the ship's agility.


Is it? Balls.

Can understand why they've done that, it was asked for.



Think the point is to give the Gallente ships better straight-line speed for overtaking something, but not better agility as skirmishing is not what they were looking for.


I mis-read that part too (about the agility being a nerf). I think the straight-line speed thing will be quite a poor benefit imo. It will mean that no only can Gallente be kited with their slightly faster 10% better speed but they can be out manoeuvred too.

Hmmm. Will have to get on Sisi and see how the low agility plays. I'm not liking the sound of it for just 10% speed buff. :-/

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Razin
The Scope
#212 - 2011-10-26 01:26:47 UTC
Bacchanalian wrote:
Buzzmong wrote:
Tippia wrote:
Buzzmong wrote:
All Gallente ships getting a 5% agility buff.
No.
They get their inertia modifier stat increased — this reduces their agility. They're getting a 5% agility nerf.

You want the inertia modifier and mass as low as possible, since they're multiplied together to calculate the ship's agility.


Is it? Balls.

Can understand why they've done that, it was asked for.



Think the point is to give the Gallente ships better straight-line speed for overtaking something, but not better agility as skirmishing is not what they were looking for.

If blasterboats will have their agility lowered they need to be faster than equivalent minnie ships.
Ninghong
Unit 8604
#213 - 2011-10-26 01:43:35 UTC
Tippia wrote:
Buzzmong wrote:
All Gallente ships getting a 5% agility buff.
No.
They get their inertia modifier stat increased — this reduces their agility. They're getting a 5% agility nerf.

You want the inertia modifier and mass as low as possible, since they're multiplied together to calculate the ship's agility.


But the only data I see on the files is a +5% to the agility of Gallente Ships, there's no data directly related to Inertia or Mass for most of the ships.
Calapine
Xeno Tech Corp
#214 - 2011-10-26 01:51:35 UTC
Ninghong wrote:
Tippia wrote:
Buzzmong wrote:
All Gallente ships getting a 5% agility buff.
No.
They get their inertia modifier stat increased — this reduces their agility. They're getting a 5% agility nerf.

You want the inertia modifier and mass as low as possible, since they're multiplied together to calculate the ship's agility.


But the only data I see on the files is a +5% to the agility of Gallente Ships, there's no data directly related to Inertia or Mass for most of the ships.


Agility = Inertia Modifier.

Fire up your Evemon and compare the numbers given to the Inertia Modifier listed under the structure section. You will find they match every time.

Cala

Pain is short, and joy is eternal.

David Grogan
University of Caille
Gallente Federation
#215 - 2011-10-26 02:16:11 UTC
Hiram Alexander wrote:
http://img17.imageshack.us/img17/5238/taloample.jpg -- Talos -- fun fit... 90% web :)

These new ships all look a whole lot of fun... and this one's tank isn't silly.




LOL @ 90% Web effect any freighter pilot will want of these escorting it.... insta warp freighter all the way to jita

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Reilly Duvolle
Hydra Squadron
#216 - 2011-10-26 02:22:43 UTC
Hmm lots of new T2 mods, and no T2 BPOs for those. Looks like a buff the inventors to Lol

I'm guessing the T2 ganglinks are gonna be popular (+25% effect - miners and combat pilots rejoice), as well as MAPCs, probe launchers, siege and triage modules, tractor beams and the warp disruption field generator.
Ninghong
Unit 8604
#217 - 2011-10-26 02:26:04 UTC
Yup Cala, you're right. Thanks for the correction.
Ranka Mei
TANoshii Incorporated
#218 - 2011-10-26 02:38:32 UTC
Quote:
1329.
  • Scourge Fury Heavy Missile

  • 1330.
    [-|n] increaseSignatureRadiusPassive

    1331.
    [-] signatureRadiusBonus: 5.4


    What's this then?! Do all heavies get a signatureRadiusBonus now??! I hope not! It's preceded by a [-], but the missile itself has a [*] in front of it (= changed). So, what's changing?

    -- "All your monies AUR belong to us!" -- CCP

    Spc One
    The Chodak
    Void Alliance
    #219 - 2011-10-26 02:48:22 UTC  |  Edited by: Spc One
    Ranka Mei wrote:
    Quote:
    1329.
  • Scourge Fury Heavy Missile

  • 1330.
    [-|n] increaseSignatureRadiusPassive

    1331.
    [-] signatureRadiusBonus: 5.4


    What's this then?! Do all heavies get a signatureRadiusBonus now??! I hope not! It's preceded by a [-], but the missile itself has a
  • in front of it (= changed). So, what's changing?
  • No.
    All (T-2) missiles will loose negative effects to ship hulls.
    Ranka Mei
    TANoshii Incorporated
    #220 - 2011-10-26 02:50:36 UTC
    Spc One wrote:
    Ranka Mei wrote:
    Quote:
    1329.
  • Scourge Fury Heavy Missile

  • 1330.
    [-|n] increaseSignatureRadiusPassive

    1331.
    [-] signatureRadiusBonus: 5.4


    What's this then?! Do all heavies get a signatureRadiusBonus now??! I hope not! It's preceded by a [-], but the missile itself has a
  • in front of it (= changed). So, what's changing?
  • No.
    All missiles will loose negative effects to ship hulls.


    Oh good; thx. :) My Tengu will be happy with that! I'll go tell her rightaway!

    -- "All your monies AUR belong to us!" -- CCP