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My friends, say goodbye to cap escalations as you knew them.

Author
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#1 - 2013-05-17 18:45:11 UTC
Quote:
X-L Blasters: -15% tracking, -10km optimal, +10km falloff

X-L Autocannons: -10% tracking

X-L Pulses: +6.666% optimal

Citadel missiles: Remove the explosion velocity penalty from siege modules



https://forums.eveonline.com/default.aspx?g=posts&t=236757


Goodbye, pve Moros. It was nice knowing you.


/drama

Not a diplo. 

The above post was edited for spelling.

Incindir Mauser
Caldari Provisions
Caldari State
#2 - 2013-05-17 18:52:26 UTC
Vincent Gaines wrote:


Goodbye, pve Moros. It was nice knowing you.


/drama


Hello PvE Phoenix!

You sexy, sexy Caldari dread.

I could kiss you CCP.

Rroff
Antagonistic Tendencies
#3 - 2013-05-17 18:59:06 UTC
I'm not convinced personally these changes will make much difference aside from minorly penalising the unprepared. From some quick scratching in terms of tracking if your doing sites properly theres no real change to applied damage in low transversal situations and no significant change to when you'd bring webbing ships in once sleepers get into orbit. Sleeper BS with multiple 60% webs on them in most cases will still take over 90% of the damage they would formerly except maybe some fringe cases.

The change in optimal may have some implications on ammo choice and damage output that might increase site running times a bit and might mean sometimes an extra BS will get out to orbit range.

My biggest concern really is that CCP are spending time on tweaks that do very little to enhance gameplay, don't fix something thats broken and aren't a feature/change that generally people are calling for.
WInter Borne
Caldari Provisions
Caldari State
#4 - 2013-05-17 19:12:03 UTC
Bringing the Moros more in line with the other dreads...aside from the whole 17k dps thing...
Ayeson
State War Academy
Caldari State
#5 - 2013-05-17 20:10:41 UTC
Posting in an epic thread?
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#6 - 2013-05-17 20:19:49 UTC  |  Edited by: Svodola Darkfury
WInter Borne wrote:
Bringing the Moros more in line with the other dreads...aside from the whole 17k dps thing...



Yeah I'm not really sure it matters if they nerf the tracking if all the glancing blows combined are still 10-11k DPS :p

Went straight to the wormhole forums to see if anybody had any numbers on that -15% tracking. Doesn't sound like too crazy much (when what you're shooting at is going 20m/s), but if it DOES break it, we've got Revelations still I guess.

[edit]: Will pay Guristas Antimatter Charge XL prices for the next step up in range, PST :p

Svo.

Director of Frozen Corpse Industries.

Vincent Gaines
Deep Core Mining Inc.
Caldari State
#7 - 2013-05-17 22:23:48 UTC
Its not just the tracking, but also the optimal.

Not a diplo. 

The above post was edited for spelling.

Jack Miton
School of Applied Knowledge
Caldari State
#8 - 2013-05-17 22:59:41 UTC
TBH, the -10km optimal hurts the moros far more than the tracking.
Think I might start using my rev as first dread again tho :)

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Kalel Nimrott
Caldari Provisions
#9 - 2013-05-18 00:00:03 UTC  |  Edited by: Kalel Nimrott
Ayeson wrote:
Posting in an epic thread?

Shouldn't you be watching those holes?

Bob Artis, you will be missed.

O7

Soon Shin
Scarlet Weather Rhapsody
#10 - 2013-05-18 04:46:21 UTC  |  Edited by: Soon Shin
As someone who has a bunch of max rev pilots. I kinda like this change.

I personally wouldn't mind the Rev having less dps than the moros as long it had better range.

And now it does.

I personally like using a Rev for cap escalations more than the Moros, just a matter of taste of not having to worry about ammo/more tank.
Indo Nira
The Scope
Gallente Federation
#11 - 2013-05-18 06:13:59 UTC
OH NO!! I'll do slightly less dps now. it's the end of the world
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#12 - 2013-05-18 10:19:23 UTC
Indo Nira wrote:
OH NO!! I'll do slightly less dps now. it's the end of the world

Haha, slightly.

See remember when you used to warp to the carrier and siege, them start hitting the sleepers at 40km?

Not a diplo. 

The above post was edited for spelling.

Indo Nira
The Scope
Gallente Federation
#13 - 2013-05-18 10:52:18 UTC
Vincent Gaines wrote:
Indo Nira wrote:
OH NO!! I'll do slightly less dps now. it's the end of the world

Haha, slightly.

See remember when you used to warp to the carrier and siege, them start hitting the sleepers at 40km?


do you only ever use antimatter?
Aducat Ragnarson
Blootered Bastards
#14 - 2013-05-18 11:23:46 UTC
OH noes! Coupled with the nerf to tracking enhancers, this will reduce the Dps I do to sleeper BS's between... ah goddamit I did not do the math yet but wanted to complain on the forums anyways...

But while we are at it, site running time is still largely decided by your siege timers and as soon as your dps is up to a certain level, further dps increase is nice, but you will have to wait out your siege timer anyways.
As a wise man had once said, if you finish your escalation in 3 siege timers, you still have room for improvement. If you finish it in 1 siege timer, you have too many dreads on the field to make it worthwhile.
Now will this "nerf" to the moros actually push anyone who only takes 1 siege timer to now need 2 siege timers? In that case just use another dread, if you did it in 1 timer before you have so many dreadpilots anyways that you can add another one.
In addition, if you needed 3 siege timers beforehand, this will hopefully not push you into needing 4 siege timers, and if it does your skills are not yet there.
Regarding the people who needed 2 siege timers (in my opinion the optimum) they should be able to find ways to optimize the process so that they will not get pushed over into their 3rd timer with this change.

TL;DR:
I think this change will only increase site running time for those that already do them non-optimized, as the dps nerf to the moros will probably not push you into your next siege cycle and thereby increasing your actual time in the site.
Sandslinger
The Scope
Gallente Federation
#15 - 2013-05-18 12:41:39 UTC
yayyy \0/

Only wish they wen't further

Imo the Phoenix is dreads how dreads should be for balance. Great versus caps and structures a pile of **** for subcaps.

The force multiplier that dreads (moros/rev) became was/is a huge negative impact on wormhole fights in my humble opinion.

Jmam Amanananal
Science and Trade Institute
Caldari State
#16 - 2013-05-18 16:51:40 UTC
Sandslinger wrote:
yayyy \0/

Only wish they wen't further

Imo the Phoenix is dreads how dreads should be for balance. Great versus caps and structures a pile of **** for subcaps.

The force multiplier that dreads (moros/rev) became was/is a huge negative impact on wormhole fights in my humble opinion.



The phoenix can barely even hit a CAP that is moving, let alone a subcap. They're only good against things sitting still.
So no, thats not how dreads are meant to be..
Soon Shin
Scarlet Weather Rhapsody
#17 - 2013-05-18 19:23:11 UTC
Even without a explosion velocity penalty, its still **** poor. Bad enough that a moving capital/super can speed tank it.
Oxandrolone
Center for Advanced Studies
Gallente Federation
#18 - 2013-05-18 21:08:31 UTC  |  Edited by: Oxandrolone
*
Sandslinger
The Scope
Gallente Federation
#19 - 2013-05-18 21:21:47 UTC
Jmam Amanananal wrote:
Sandslinger wrote:
yayyy \0/

Only wish they wen't further

Imo the Phoenix is dreads how dreads should be for balance. Great versus caps and structures a pile of **** for subcaps.

The force multiplier that dreads (moros/rev) became was/is a huge negative impact on wormhole fights in my humble opinion.



The phoenix can barely even hit a CAP that is moving, let alone a subcap. They're only good against things sitting still.
So no, thats not how dreads are meant to be..


They're currently fixing that (check the actual devblogsBlink) and with missiles it is easy to fix. If first fix isn't enough they can go back and redo it.

However due to turret mechanics and vigilant webs, this turret fix unfortunately doesn't go far enough. Wherever a target can be webbed to 6MS that target will be blapped.
Castor Troyy
Caldari Provisions
Caldari State
#20 - 2013-05-18 22:16:13 UTC
Sandslinger wrote:
Jmam Amanananal wrote:
Sandslinger wrote:
yayyy \0/

Only wish they wen't further

Imo the Phoenix is dreads how dreads should be for balance. Great versus caps and structures a pile of **** for subcaps.

The force multiplier that dreads (moros/rev) became was/is a huge negative impact on wormhole fights in my humble opinion.



The phoenix can barely even hit a CAP that is moving, let alone a subcap. They're only good against things sitting still.
So no, thats not how dreads are meant to be..


They're currently fixing that (check the actual devblogsBlink) and with missiles it is easy to fix. If first fix isn't enough they can go back and redo it.

However due to turret mechanics and vigilant webs, this turret fix unfortunately doesn't go far enough. Wherever a target can be webbed to 6MS that target will be blapped.


thats the point...whether its a capital or sub capital being targeted...when you web something down and target paint it...the intention is to hit your target as hard as possible..whether the damage is coming from a 10k dps moros or a 800 dps proteus ...this is why these modules are in the game
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