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CCP IN CHARGE OF GAME BALANCE

Author
WarpOutNow
Republic Military School
Minmatar Republic
#21 - 2012-05-23 01:47:49 UTC
Mfume Apocal wrote:
first off, 4 dudes isn't a blob. secondly, man, why would i ever want or need cap to run my point, web, invuln, etc.?


Of course, you are right. But you also won't survive 4 Battlecruisers in a commonly fitted Mael either, no matter if active or passive tanked. By the way, while they spend time breaking your tank, you will still dish out 800+dps, taking eventually down 1 or 2 of them, making them effectively unable to break the tank you are running.

Also, I did never say neuts won't have any effect on you, they simply won't affect your tank.

PotatoOverdose wrote:

And your missing mine. Take 10 of your "active cap boosting maels" versus 10 buffer fit alpha maels. First cycle, the alpha maels volley one of your maels off the field (see --> you have no buffer). Repeat for every subsequent cycle. Your shield boosting maels might kill 1 or 2 of the buffer maels off, but since the boosting fleet will loose 1 mael every volley it won't fricken matter.

Pick any other buffer fit battleship versus your setup. In near-equal numbers, your setup will loose. Horribly.

Now, for 1v1, 1v2, 1v3 you might do a little better but you'll still loose because once you're shield booster has to reload, you're done, and you don't do enough solo dps to bring down a buffer fit bs fast enough.


Well, then again, why would any sane person prefer 10 active tanked Maelstroms over 10 passive ones. I was talking solo/small gang pvp (maybe up to 3-4 people). Of course, with a fleet of a sufficient size, being able to engage larger numbers, you would go for a buffer fit, maybe bringing some logi. It's always been like that an I'm not trying to say anything else, but I was refering to that active fit specifically. Then again, you're pretty much dead with any ship that's active tanking if you run into 10 Maelstroms, no matter if you fit additional buffer or not (all resist/active is always to prefer over active+buffer for any kind of PVP ranging from 1-3 people).

PotatoOverdose wrote:

You can beat a solo drake or cane with this setup, but then again so can a normal mael. This is a prime case of EFT warrioring because you think 2k dps tank with no buffer is a big deal. It isn't.

No, the problem is that you will need a bare MINIMUM of 3 overheating BCs to break that tank. Without any of them dying to your 800+ dps, or burning out their modules. That was something that has been exclusively reserved for multi-billion Battleships before. This has nothing to do with EFT warrioring. If only one of that 3 or 4 battlecruisers die, they have virtually no chance of getting past your tank.
Leetha Layne
#22 - 2012-05-23 02:00:42 UTC
I like Sisi.
TomyLobo
U2EZ
#23 - 2012-05-23 03:01:52 UTC  |  Edited by: TomyLobo
Active tanked maelstrom with prop mod. Props to you, brosef.

As for the 4 BCs dealing 2k dps. It's not guaranteed that said BCs will deal that much even at optimal.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#24 - 2012-05-23 04:00:00 UTC  |  Edited by: PotatoOverdose
I'm not saying it isn't a cool proof of concept, but as I and others have pointed out it is far from overpowered. Linking an eft screenshot with a 5000 dps tank fit that's "cap stable" and titling your thread "CCP IN CHARGE OF GAME BALANCE" does not for a good discussion make. And it is certainly not the case where you could get a "fleet of invincible ships."

It has a nice bit of tank for a minute, maybe two. It is a nice proof of concept. It might be good for camping a region gate in practice. Nothing more.
Rond Dorlezahn
State War Academy
Caldari State
#25 - 2012-05-23 04:07:51 UTC
PotatoOverdose wrote:
I'm not saying it isn't a cool proof of concept, but as I and others have pointed out it is far from overpowered. Linking an eft screenshot with a 5000 dps tank fit that's "cap stable" and titling your thread "CCP IN CHARGE OF GAME BALANCE" does not for a good discussion make. And it is certainly not the case where you could get a "fleet of invincible ships."

It has a nice bit of tank for a minute, maybe two. It is a nice proof of concept. It might be good for camping a region gate in practice. Nothing more.


+1. If you think there's a problem, find a way to make thought-provoking argument, not a capslock shitstain on S&M.
Roime
Mea Culpa.
Shadow Cartel
#26 - 2012-05-23 04:50:40 UTC
Look at the amount of minmatardation in this thread.

"My nanocane does 700dps, EFT says so"

OP is right and this module is one the stupidest things CCP did to tank balancing.


.

Mfume Apocal
Brutor Tribe
Minmatar Republic
#27 - 2012-05-23 04:57:45 UTC
Roime wrote:
Look at the amount of minmatardation in this thread.

"My nanocane does 700dps, EFT says so"

OP is right and this module is one the stupidest things CCP did to tank balancing.


its not unreasonable at all to expect 2k point of sale DPS from 4 close-fit turret BCs.
sabre906
The Scope
Gallente Federation
#28 - 2012-05-23 05:06:25 UTC  |  Edited by: sabre906
Mfume Apocal wrote:
Roime wrote:
Look at the amount of minmatardation in this thread.

"My nanocane does 700dps, EFT says so"

OP is right and this module is one the stupidest things CCP did to tank balancing.


its not unreasonable at all to expect 2k point of sale DPS from 4 close-fit turret BCs.


That's before resists and AC falloff. Not to mention that cane won't last long. Before long it would be dps of 3 instead of 4 canes...
Roime
Mea Culpa.
Shadow Cartel
#29 - 2012-05-23 05:24:17 UTC
Mfume Apocal wrote:

its not unreasonable at all to expect 2k point of sale DPS from 4 close-fit turret BCs.


Yes, you are one of those minmatards.

Even if you had that APPLIED +2K dps on field you wouldn't break this tank.

You need two Canes to break a dual rep Myrm, and even that takes an eternity. The time unit which these modules use is not second.

.

Mfume Apocal
Brutor Tribe
Minmatar Republic
#30 - 2012-05-23 05:37:01 UTC
Roime wrote:
Even if you had that APPLIED +2K dps on field you wouldn't break this tank.


I never said it would.

I mean, if I was going to throw the term "tard" in my response to someone's post, I'd at least try to read the words first.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#31 - 2012-05-23 06:28:26 UTC  |  Edited by: PotatoOverdose
Roime wrote:
Look at the amount of minmatardation in this thread.

"My nanocane does 700dps, EFT says so"

OP is right and this module is one the stupidest things CCP did to tank balancing.



Saying "My nanocane does 700dps, EFT says so" is no less tarded than saying:
"My Mael has a cap stable 5k dps tank, EFT says so"
....or saying:
"the mael has 800 dps and will kill dem nanocanes before they can do any real damage."
...or:
"Screw reload times, this new module will let me tank 2k dps forever and ever and ever, amen."

Because in a real fight:
-The Canes will be shooting the maels lowest resist (EM/thermal), so he wont have the averaged omni tank to match the EFT numbers.
-The 3-4 canes (with 2 medium neuts a pop) will neut the mael down to the point where he cant point/web (might even turn off his invuln)
-Everyone will be moving so no one will be doing max dps
-Fat-ass(tm) battleship guns track so damn well at close range when your webs are neuted off, that they can do full dps and blap nanocanes at point blank range, amirite?
-when the dual rep mael is reloading both boosters, and the 60 second reload time will have to overlap at some point, the zero buffer mael dies.

Next time, check your facts before calling people tards. Comparing EFT tank numbers is just as tarded as comparing EFT dps numbers. Neither are going to be 100% accurate.

Its a neat proof of concept, but anyone that thinks this module is OP needs to get their head out of their ass.
Vilnius Zar
SDC Multi Ten
#32 - 2012-05-23 06:33:12 UTC
Maelstrom always had a ridiculous tank, how is this news?
Roime
Mea Culpa.
Shadow Cartel
#33 - 2012-05-23 07:10:18 UTC
Mfume Apocal wrote:
Roime wrote:
Even if you had that APPLIED +2K dps on field you wouldn't break this tank.


I never said it would.

I mean, if I was going to throw the term "tard" in my response to someone's post, I'd at least try to read the words first.


No, you said that 3 or 4 canes do 2K dps.

.

Roime
Mea Culpa.
Shadow Cartel
#34 - 2012-05-23 07:26:49 UTC
PotatoOverdose wrote:

Saying "My nanocane does 700dps, EFT says so" is no less tarded than saying:
"My Mael has a cap stable 5k dps tank, EFT says so"
....or saying:
"the mael has 800 dps and will kill dem nanocanes before they can do any real damage."
...or:
"Screw reload times, this new module will let me tank 2k dps forever and ever and ever, amen."


Don't you understand the difference between those numbers? The tank is "real" as in calculated after resists, dps cited at point-blank range before resists. Nanocanes stay at +13km or so, or die, where they do 250-300 applied dps.

And they way active tank cycles work, you need to punch through it's reps/cycle amount in between the cycles to do any permanent damage.

Anyway the stats in OP include all kinds of boosts, I'm looking now at the raw tank before plugins, heat, links or drugs and it's 1000 dps against lowest resist.

I don't think that's really overpowered for a battleship, and retract my case.

.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#35 - 2012-05-23 09:35:02 UTC
I think its just not fair that there is no comparable armor mod.
Sure, you stick a cap booster on, and use it to run the armor rep, but you could always do that with a shield tank (as is apparently common with the nightmare), the point is you've used up an extra slot.
While it may be more versatile (you can also use the cap to power hardeners and such, not just the armor rep), it also has some vulnerabilities to negate that (if your cap boost cycle isn't synced with your armor rep cycle, the cap you just boosted can get neuted out again before the armor rep starts its next cycle)

the adaptive armor hardener just doesn't make up for it (and I think its crap the way its resistance shifts, rather than being omni like the "adaptive" invuln fields)
Daniel Plain
Doomheim
#36 - 2012-05-23 10:42:49 UTC
are deadspace XL booster prices plummeting yet?

I should buy an Ishtar.

that beast
Brutor Tribe
Minmatar Republic
#37 - 2012-05-23 12:35:22 UTC  |  Edited by: that beast
@OP

There's only one way to settle this.

In the words of the great Oscar Wilde: "FIGHT!"

You take your *super*mael against 4 canes, and tell us how long you last. In fact, if you want, I know a couple of alliances who would be happy to show you the error of your ways.

Only true warrior is the EVE tried and tested warrior.

Also, as for the "it's cheaper" argument, these modules haven't been in game for much more than a day, their prices are in no way set and I wouldn't be surprised at all if they didn't rise faster than a taranis could take out your pod.
TomyLobo
U2EZ
#38 - 2012-05-23 12:53:50 UTC
OP definitely hasn't used this mod yet. It forces you to keep it running until you run out of cap boosters and cap or risk reloading cap charges for 60 secs ( a period where a metric butt ******* crap ton of dps can be dealt ) so the best thing to do is to fit two of this module and balance their use around the 60 sec reload rate of each one. In the end, one still ends up getting shafted by that ****** reload rate.
Daniel Plain
Doomheim
#39 - 2012-05-23 12:59:16 UTC
TomyLobo wrote:
OP definitely hasn't used this mod yet. It forces you to keep it running until you run out of cap boosters and cap or risk reloading cap charges for 60 secs ( a period where a metric butt ******* crap ton of dps can be dealt ) so the best thing to do is to fit two of this module and balance their use around the 60 sec reload rate of each one. In the end, one still ends up getting shafted by that ****** reload rate.

or you just fit three.

I should buy an Ishtar.

Roosterton
Sebiestor Tribe
Minmatar Republic
#40 - 2012-05-23 14:18:10 UTC  |  Edited by: Roosterton
Quote:
Well, then again, why would any sane person prefer 10 active tanked Maelstroms over 10 passive ones. I was talking solo/small gang pvp (maybe up to 3-4 people). Of course, with a fleet of a sufficient size, being able to engage larger numbers, you would go for a buffer fit, maybe bringing some logi.


So basically, CCP are causing people to actually vary up their tactics depending on the style of fighting they are doing? Not just "buffer tank everything?"

Active tanks dominate small gang, passive tanks dominate fleet. Seems balanced to me.

I don't see how this is different than "warp scramblers dominate short range, warp disruptors dominate long range."
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