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Possible Winter 2011 changes (Exact stats)

First post First post
Author
Hicksimus
Torgue
#281 - 2011-10-26 12:34:59 UTC
Damn that made me pick up a plex.....anyway as you can see from the support here you guys at CCP should stand behind those numbers(as in making them happen before winter 2015) and when you do that e-mail them to all of the people who aren't playing any more because these changes will give people a new EvE to play with for a while :D.

Recruitment Officer: What type of a pilot are you? Me: I've been described as a Ray Charles with Parkinsons and a drinking problem.

Daedalus Arcova
The Scope
#282 - 2011-10-26 12:37:46 UTC  |  Edited by: Daedalus Arcova
On first glance, I got very excited by these changes (being a Gallente fanboi). But on deeper reflection, I think there's still a way to go from these adjustments before Gallente (and in particular hybrids) become viable for fleet engagements again.

Blasters need more damage up close, but their long-range low damage ammo types need to give far more flexibility. So at current blaster optimal range, they really need to melt face (ACs operate better at blaster optimal currently, and I'm not convinced that improving blaster tracking alone makes a big enough difference to make blasters worthwhile).

But to be remotely useful in fleet fights, blasters need to be able to do respectable damage at longer ranges. Switching ammo types should make a lot more difference to the range of blasters than at present. (achieving that without giving rails an insane range boost will require adjusting base ranges for both weapons and range multipliers on all charges)

Rails with AM need to be able to compete with (if not outperform) the equivalent tier of Pulse lasers loaded with scorch. The main reason nobody flies Gallente ships in fleet battles is because, even with rails, Amarr ships with pulse lasers still perform better at every realistic combat range. The fact that a short-range weapon with long-range ammo can significantly outperform a long-range weapon with short-range ammo at every range is ridiculous.

Anyway, I know those new stats aren't set in stone. But please, while you're still working on it, make hybrid platforms viable for modern fleet combat.
Grimpak
Aliastra
Gallente Federation
#283 - 2011-10-26 12:48:51 UTC
Shadowsword wrote:
Grimpak wrote:
that actually worries me a bitShocked


If the Taranis make a come-back, it only gives some incentive to bring along a few assault frigs or destroyers.



what comeback? the ship is already quite good, unless you're comparing it to pirate frigates, which is wrong in the first place.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Kari Trace
#284 - 2011-10-26 13:10:33 UTC
If this is true these items are being worked on the next patch can be titled `this is win` and I think everyone would agree.

CCP, this is the direction EVE -0should- have been going the last 2 years...Dust, WoD: great ideas. but EVE should not suffer for them. ( I'm actually looking forward to Dust, might even buy a PS3 for it... )

Anyways, -yeayz I on the threadknought!

I like making things explode.

Kari Trace

Zhula Guixgrixks
Increasing Success by Lowering Expectations
#285 - 2011-10-26 13:23:53 UTC
CCP , why the hybrid frigate agility nerf ???!??


  • Daredevil
  • agility: 3.39 => 3.5595

  • Federation Navy Comet
  • agility: 3.3 => 3.465
  • maxVelocity: 370.0 => 375.0

  • Incursus
  • agility: 3.31 => 3.4755
  • maxVelocity: 334.0 => 344.0

  • Tristan
  • agility: 3.85 => 4.0425
  • maxVelocity: 296.0 => 306.0

  • Taranis
  • agility: 3.1 => 3.255

  • etc.

    What we really don't need in Eve , are slugish hybrid frigates. Fix it.
    thx

    -Zhula

    0ccupational Hazzard --> check out the true love story 

    gfldex
    #286 - 2011-10-26 13:57:21 UTC
    CCP Soundwave wrote:
    This winter is going to be so ******* awesome.


    Snowballs? *wink* *wink*

    If you take all the sand out of the box, only the cat poo will remain.

    Zagam
    Caldari Provisions
    Caldari State
    #287 - 2011-10-26 14:09:40 UTC
    Zhula Guixgrixks wrote:
    CCP , why the hybrid frigate agility nerf ???!??


  • Daredevil
  • agility: 3.39 => 3.5595

  • Federation Navy Comet
  • agility: 3.3 => 3.465
  • maxVelocity: 370.0 => 375.0

  • Incursus
  • agility: 3.31 => 3.4755
  • maxVelocity: 334.0 => 344.0

  • Tristan
  • agility: 3.85 => 4.0425
  • maxVelocity: 296.0 => 306.0

  • Taranis
  • agility: 3.1 => 3.255

  • etc.

    What we really don't need in Eve , are slugish hybrid frigates. Fix it.
    thx

    -Zhula


    Uh... its not a nerf... its a buff. higher numbers = more agility. (compare the agility on a frigate vs. a cruiser vs. a BS, you'll see what I mean)
    Tippia
    Sunshine and Lollipops
    #288 - 2011-10-26 14:16:48 UTC
    Zagam wrote:
    Uh... its not a nerf... its a buff. higher numbers = more agility. (compare the agility on a frigate vs. a cruiser vs. a BS, you'll see what I mean)
    No, it's a nerf. Higher number = less agility.

    If you look in the item database, you'll see those numbers repeated under the heading “Inertia modifier”, which is multiplied together with the ship's mass to give the final agility of the ship. You want that product to be as small as possible, and consequently, you want the factors to be as small as possible as well. This is why istabs have a negative modifier: because they lower the inertia modifier of the ship (again, the same stat as “agility“ in that data dump) which in turn makes the ship more agile.

    The reason cruisers and BS have lower inertia modifiers is because they also have masses that are some orders of magnitude higher, and therefore need inertia modifiers that are smaller to counteract this (otherwise, the align time of a battleship could be counted in minutes rather than seconds). The modifier on its own tells us nothing — it's the combination of modifier and mass that is important.

    So you can't say “cruisers are less agile, due to lower inertia modifier”, firstly because a lower inertia modifier is actually better, and secondly because you also have to know what it's modifying. Only if two ships have the exact same mass can you do a direct comparison of the inertia mods.
    Buzzmong
    Aliastra
    Gallente Federation
    #289 - 2011-10-26 14:39:49 UTC
    Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).

    It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this.
    Yvan Ratamnim
    Republic Military School
    Minmatar Republic
    #290 - 2011-10-26 15:02:32 UTC
    So all good..

    CCP still missing only a few things

    - the 4th bonus to AF
    - nebula release date
    - details on pos's and temporary pos's (whatever that mobile pos thing was called)


    Did anyone notice the destroyers are getting HP buff and sig radius nerf, and removal of the rof issue, did they just become epic fighter and frigate killers not just "soso" ones they actually look like they may be usefull for pvp possibly!
    Roosterton
    Sebiestor Tribe
    Minmatar Republic
    #291 - 2011-10-26 15:15:34 UTC  |  Edited by: Roosterton
    Gypsio III wrote:
    Shadowsword wrote:

    It come down to this: Can you even give a reason to choose a Talos over a Tornado for a fleet fight? There is none, for the same reason that current BC fleets are heavy on hurricanes and rarely contain a signifiant amount of harbingers.


    The far superior mobility and damage projection abilities make choosing the AC-Tornado over the blaster-Talos in fleet a no-brainer. But since we shouldn't really expect blasters to be effective in fleet, given their short range, it's not really the right question. What we're looking for is reasons to fly the blaster-Talos over the AC-Tornado solo or in duo/trio.

    The problem here is that obvious choice is still the Tornado, despite the superior EFT damage and even the 90% web. In these very small environments, mobility and damage projection is king - the ability to get tackle and to avoid tackle, the ability to apply DPS outside web range. The Tornado has these abilities; the Talos does not. Sure, the good paper DPS and 90% web look good in EFT, but a suitable comparison is one of Serpentis and Angel ships - which are more popular in space?


    You make some good points. The main selling point for the Talos, I feel, would be for solo. Because honestly, with no dronebay, no web bonus, and large guns, which other one of the tier 3 BC's would you trust not to get pinned down by a lone rifter and blobbed to death? Lol The Amarr one might stand a chance due to being armor tanked, freeing up mids for webs... Except that it only has three mids, which is only enough for point/MWD/cap booster. What?

    That said, solo is a somewhat niché environment in today's EVE, so I guess it would be nice if they were at least somewhat viable for small gangs/fleets. Now to find a way to do it without obsoleting AC's...
    Denidil
    Cascades Mountain Operatives
    #292 - 2011-10-26 15:23:08 UTC
    Soundwave: troll! :D

    i hope you're reading all the feedback here :D

    Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

    Proteus Maximus
    School of Applied Knowledge
    Caldari State
    #293 - 2011-10-26 15:25:33 UTC
    Destroyer 5 never felt so fking good! Years of disappointment hopefully about to pay off :D

    If Goons were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.

    MeBiatch
    GRR GOONS
    #294 - 2011-10-26 15:30:08 UTC
    read this its a very detailed thread on features and ideas that talks about a hybrid boost...

    there are some pretty good ideas in there CPP... Read it before making changes to hybrids pretty please

    There are no stupid Questions... just stupid people... CCP Goliath wrote:

    Ugh ti-di pooping makes me sad.

    X Gallentius
    Black Eagle1
    #295 - 2011-10-26 15:39:48 UTC
    Grimpak wrote:
    tbh blasters still need a damage boost and a range cut, but if these stats go final, it's a good middle term.

    rails would go for increasing RoF instead damage tho.
    ?? No way. RoF equals capped out more quickly.
    MeBiatch
    GRR GOONS
    #296 - 2011-10-26 15:46:33 UTC
    X Gallentius wrote:
    Grimpak wrote:
    tbh blasters still need a damage boost and a range cut, but if these stats go final, it's a good middle term.

    rails would go for increasing RoF instead damage tho.
    ?? No way. RoF equals capped out more quickly.


    meh its not that bad if they reduce the cap activation cost to compensate for the increase rate of fire...

    There are no stupid Questions... just stupid people... CCP Goliath wrote:

    Ugh ti-di pooping makes me sad.

    X Gallentius
    Black Eagle1
    #297 - 2011-10-26 15:49:17 UTC
    Onictus wrote:

    Personally I fly both, and I'll still fly both. But I'm still not terribly worried about Gallente being OP, serviceable perhaps...but certainly not OP.

    Blasters can always be "because of neuted", in their native range. That alone will keep them from being too OP.
    Daedalus II
    Aliastra
    Gallente Federation
    #298 - 2011-10-26 16:02:57 UTC
    Buzzmong wrote:
    Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).

    It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this.

    Then the question is, why do they even lower the agility of these ships. It's not like the Thorax for example ever has had any problems of being TOO agile. As a close range blaster ship, it if any ship would require high agility.

    And coupled with the higher speed on all the affected ships, wouldn't that mean they will take even longer to change direction? So the already clumsy gallente ships will get "twice as much" clumsier (but a bit faster).

    Could CCP perhaps like many here have messed up the values? Maybe they meant to change them the other way?
    Gypsio III
    Questionable Ethics.
    Ministry of Inappropriate Footwork
    #299 - 2011-10-26 16:04:34 UTC  |  Edited by: Gypsio III
    Roosterton wrote:

    You make some good points. The main selling point for the Talos, I feel, would be for solo. Because honestly, with no dronebay, no web bonus, and large guns, which other one of the tier 3 BC's would you trust not to get pinned down by a lone rifter and blobbed to death? Lol The Amarr one might stand a chance due to being armor tanked, freeing up mids for webs... Except that it only has three mids, which is only enough for point/MWD/cap booster. What?

    That said, solo is a somewhat niché environment in today's EVE, so I guess it would be nice if they were at least somewhat viable for small gangs/fleets. Now to find a way to do it without obsoleting AC's...


    I was writing a long comment on the psychology and desirability of going into web range as a solo pilot, taking examples from Vagabond vs. the Deimos, armour-Cane to shield-Cane and from HAM-Drake to nano-HM Drake, but it dissolved into rambling incoherence so I just deleted it. Lol

    Suffice to say that, yes, the flight of drones and 90% web are very good tools for dealing with tacklers, but they still require you to go into web range, which is generally something to be avoided as a solo pilot, as you will frequently get baited, tackled and ganked. Applied to the Tornado and Talos, I suspect that people will prefer the falloff and mobility of the Tornado to the do-or-die approach of the Talos. I'm not saying that the Talos won't be flown - it's a powerful ship with a unique (for T1) bonus - but that the Tornado will probably be preferred even in a solo environment, simply because people often don't want to go into web range. In fleet, of course, there's no contest.
    X Gallentius
    Black Eagle1
    #300 - 2011-10-26 16:22:01 UTC
    Buzzmong wrote:
    Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).

    It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this.


    The ships with a speed bonus will accelerate faster even with the inertia nerf, but does anybody here know what parameters affect how quickly a ship turns? If it's the acceleration formula, then the ships will be more agile (the ones with speed bonus). ???