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[Odyssey 1.1] Dominix bonus change

First post First post
Author
Morrigan LeSante
Perkone
Caldari State
#281 - 2013-08-11 18:59:58 UTC  |  Edited by: Morrigan LeSante
Misreading on my part, ignore Oops
Jimmy P De'Souza
Federal Navy Academy
Gallente Federation
#282 - 2013-08-11 19:04:03 UTC
Morrigan LeSante wrote:
...


Your insulting me over a mistype with a post that is riddled with mistypes.

I dont even...
Tobias Hareka
Republic Military School
Minmatar Republic
#283 - 2013-08-11 19:09:09 UTC
Morrigan LeSante wrote:
Wait, wait, waaaaait.....

Is someone seriously using officer mods to make a point?

I mean, I've been drinking and all...but I didnt think I was drinking BLEECH blended with crystal meth.


Well, he wanted to see Apoc with 0,7 rad/s tracking speed. If it's not possible with officer mods then it's not possible.

Even with 3 officer TCs and 6% tracking speed implant Mega Pulse Apoc tracks worse than Domi's Gardes with 3 Omnis.
Sizeof Void
Ninja Suicide Squadron
#284 - 2013-08-11 19:11:06 UTC
I'd rather see you restore the hybrid damage bonus, which made the Domi a more flexible ship, particularly at closer ranges.

The current bonus only benefits a single class of drones - sentries. And, sentry drones are far too situational, and easy to counter, particularly when you don't have the constraints imposed by tournament rules.

BTW - There is nothing inherently evil or forbidden about dual weapon bonuses. Fozzie left them on a few ships, when he was rebalancing frigs and cruisers - he even added a dual weapon bonus (hybrids and drones) to the revised Tristan.
Morrigan LeSante
Perkone
Caldari State
#285 - 2013-08-11 19:12:42 UTC  |  Edited by: Morrigan LeSante
Jimmy P De'Souza wrote:
Morrigan LeSante wrote:
...


Your insulting me over a mistype with a post that is riddled with mistypes.

I dont even...



No, I'm laughing at you because you're seriously using officer mods in a balance argument.

That's nothing short of ludicrous.


@Tobias Hareka: I know, I realise the proof you were posting...but...he's SERIOUSLY using it for the debate. Lol
Jimmy P De'Souza
Federal Navy Academy
Gallente Federation
#286 - 2013-08-11 19:13:32 UTC
Morrigan LeSante wrote:
No, I'm laughing at you because you're seriously using officer mods in a balance argument.

That's nothing short of ludicrous.


But Im not...?

Though you are drunk so...
Morrigan LeSante
Perkone
Caldari State
#287 - 2013-08-11 19:16:19 UTC
Then what is post #280 about?
Jimmy P De'Souza
Federal Navy Academy
Gallente Federation
#288 - 2013-08-11 19:18:16 UTC
Morrigan LeSante wrote:
Then what is post #280 about?


You mean the post where I say officer mods are irrelevant.

Are you even reading this? Or are you just headbutting your keyboard and posting the result?
Tobias Hareka
Republic Military School
Minmatar Republic
#289 - 2013-08-11 19:21:23 UTC
Jimmy P De'Souza wrote:
Morrigan LeSante wrote:
Then what is post #280 about?


You mean the post where I say officer mods are irrelevant.

Are you even reading this? Or are you just headbutting your keyboard and posting the result?


Well... With T2 TCs that tracking speed drops to 0,0736. Yes, that's with Motion Prediction MR-706.
Morrigan LeSante
Perkone
Caldari State
#290 - 2013-08-11 19:22:37 UTC
That someone can barely get to the numbers claimed, even using officers isnt relevent?

Perhaps I've misconstrued.
Jimmy P De'Souza
Federal Navy Academy
Gallente Federation
#291 - 2013-08-11 19:25:17 UTC  |  Edited by: Jimmy P De'Souza
Tobias Hareka wrote:


Well... With T2 TCs that tracking speed drops to 0,0736. Yes, that's with Motion Prediction MR-706.


0.0694 without any implant, which rounded to 2 significant is 0.07. And some people wont want to buy implants (have the space taken up with better for instance) but any implant beyond that, even the 1m lvl 1 implant takes you beyond 0.07.

(Forgot the 0's again :D)

So yeah, what I put is accurate.
Morrigan LeSante
Perkone
Caldari State
#292 - 2013-08-11 19:32:53 UTC
Right, lets just clear this up.

Are you seriously using a fit that needs officer mods/6% implants to make a point.

Just so we're clear.
Tobias Hareka
Republic Military School
Minmatar Republic
#293 - 2013-08-11 19:35:53 UTC
Jimmy P De'Souza wrote:
0.0694 without any implant, which rounded to 2 significant is 0.07.


I wish tracking would be that easy. Big smile

But it's still far from 0,09.
Jimmy P De'Souza
Federal Navy Academy
Gallente Federation
#294 - 2013-08-11 19:35:55 UTC  |  Edited by: Jimmy P De'Souza
Morrigan LeSante wrote:
Right, lets just clear this up.

Are you seriously using a fit that needs officer mods/6% implants to make a point.

Just so we're clear.


No, you seem to be reading an entirely different thread and posting here.

All that is mentioned here is 3 T2 TCs and mega pulse IIs.

Tobias Hareka wrote:
I wish tracking would be that easy. Big smile

But it's still far from 0,09.



Yeah, but what I said all along is that you have near garde dmg at near garde ranges, with the ability to get more damage (994 dps with conflag (1153 with 5 Hammer IIs), up to 1300 ish if you go out the ass with implants and extra damage mods and such, though thats not really worth it). and/or extra tracking when compared to a sentry boat by scripting.

With a pulse apoc.

And with a Beam apoc you have better close up damage than a sentry domi, and you are better at range than a Warden domi (60 dps less, but better in every other way). Bouncer distances are where the domi is definatively better, but why would you bouncer when you could be garding?

And finally, "0.9 is far from 0.7". Yes, yes it is. However in practical terms what difference does it really make? Against close up targets both will be out traversalled (and this will be marginally harder to do with the turreted ship due to scripting) and at thier optimal ranges both ships can target ships travelling at ~ 5-6kms laterally to them (so will be able to target faster ships which are actually approaching).
Morrigan LeSante
Perkone
Caldari State
#295 - 2013-08-11 19:37:34 UTC
I misread the T2 as "2", my bad.
Harvey James
The Sengoku Legacy
#296 - 2013-08-11 20:12:00 UTC
I think the bottom line here is that all drone related things in eve need to be looked at from UI to mechanics to drones themselves as there are clear issues here that need attention and fixing from balancing them to be competitive with the other main weapon systems without being too powerful but justifying it with having to go into massive lists of well........ yes they are better but .... you don't have to warp off and leave your guns behind on other ships etc..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Tobias Hareka
Republic Military School
Minmatar Republic
#297 - 2013-08-12 04:49:30 UTC  |  Edited by: Tobias Hareka
Jimmy P De'Souza wrote:
Yeah, but what I said all along is that you have near garde dmg at near garde ranges, with the ability to get more damage (994 dps with conflag (1153 with 5 Hammer IIs), up to 1300 ish if you go out the ass with implants and extra damage mods and such, though thats not really worth it). and/or extra tracking when compared to a sentry boat by scripting.

With a pulse apoc.


Again you have very weird numbers.

This is closest (cheapest possible) I can get to 994 gun dps and again I had to use module that you don't often see in pvp ship.

[Apocalypse, 981dps]

[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
Imperial Navy Heat Sink
Heat Sink II
Heat Sink II

[Empty Med slot]
Tracking Computer II, Tracking Speed Script
Tracking Computer II
Tracking Computer II

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L

Large Energy Burst Aerator I
[Empty Rig slot]
[Empty Rig slot]


Hammerhead II x5


Eifyr and Co. 'Gunslinger' Motion Prediction MR-706
Pashan's Turret Customization Mindlink
Inherent Implants 'Lancer' Large Energy Turret LE-1006

Quite nice actually if you think about it. 4 billion in implants do great things. Big smile

Quote:
And finally, "0.9 is far from 0.7". Yes, yes it is. However in practical terms what difference does it really make? Against close up targets both will be out traversalled (and this will be marginally harder to do with the turreted ship due to scripting) and at thier optimal ranges both ships can target ships travelling at ~ 5-6kms laterally to them (so will be able to target faster ships which are actually approaching).


Optimal range doesn't matter if your guns can't track your target. In case you didn't know pulse lasers have worst tracking of all short range turrets. Conflag also has (again) juicy tracking penalty.
Louis Robichaud
The Scope
Gallente Federation
#298 - 2013-08-12 05:08:38 UTC
Harvey James wrote:
I think the bottom line here is that all drone related things in eve need to be looked at from UI to mechanics to drones themselves as there are clear issues here that need attention and fixing from balancing them to be competitive with the other main weapon systems without being too powerful but justifying it with having to go into massive lists of well........ yes they are better but .... you don't have to warp off and leave your guns behind on other ships etc..


They definitely need work. And given the *huge* limitation of sentry drones (immobility), if sentry drones are just a good performance wise than turret weaponry... people will chose turrets.

I blog a bit http://hspew.blogspot.ca

Max Zerg
Center for Advanced Studies
Gallente Federation
#299 - 2013-08-12 09:32:09 UTC  |  Edited by: Max Zerg
Dear CCP Rise

as far as i may understand this thread - CCP needs feedback from players who have at least 8kk SP in each of all 3 weapon systems: turrets, missiles and drones and you need input both from carebear and FCs. Otherwise it does not make any sense.

Missiles and turrets are way more similar to each other than to drones:
the missiles have flight time, they are not influenced by tracking, only by target speed (btw: please, make FOF viable)
however after AT you are comparing birds, beasts and fish. Each of weapon subsystems offers unique features and "that DPS at such range" is not the only comparison metric, or i'd better state - it is NOT even the most important metric, despites the fact it is far much referenced one.
Buying clothes you check the underside too, don't you? Drones have many unique features: low HP, destructibility, ugly control interface. does this count? How?
Huge volley is the delegating control of drones, but not Dominix specific issue, isn't it?
Please, gather input from CSM, from veteran players - what are their weapons of choice, please, analyze trends at killboards, do they really indicate the vast majority of players had rushed to switch to sentry Dominixes after the boost? In my humble opinion you need feedback from those players who really used all 3 subsystems and have enough experience, not just paper-based EFT figures.

I am not much against ishtaring the Domi. I am against the approach which does not take most of the aspects into consideration, to make some quick fixes to get rid of players. This might end up in getting rid of players indeed.
You had designed three different weapons systems. Let them differ, please.

All i see now is: "And the trees are all kept equal"
Thats boring.

Thanks.
Onictus
Federal Navy Academy
Gallente Federation
#300 - 2013-08-12 10:03:04 UTC
Tobias Hareka wrote:
Jimmy P De'Souza wrote:
Yeah, but what I said all along is that you have near garde dmg at near garde ranges, with the ability to get more damage (994 dps with conflag (1153 with 5 Hammer IIs), up to 1300 ish if you go out the ass with implants and extra damage mods and such, though thats not really worth it). and/or extra tracking when compared to a sentry boat by scripting.

With a pulse apoc.


Again you have very weird numbers.

This is closest (cheapest possible) I can get to 994 gun dps and again I had to use module that you don't often see in pvp ship.

[Apocalypse, 981dps]

[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
[Empty Low slot]
Imperial Navy Heat Sink
Heat Sink II
Heat Sink II

[Empty Med slot]
Tracking Computer II, Tracking Speed Script
Tracking Computer II
Tracking Computer II

Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L

Large Energy Burst Aerator I
[Empty Rig slot]
[Empty Rig slot]


Hammerhead II x5


Eifyr and Co. 'Gunslinger' Motion Prediction MR-706
Pashan's Turret Customization Mindlink
Inherent Implants 'Lancer' Large Energy Turret LE-1006

Quite nice actually if you think about it. 4 billion in implants do great things. Big smile

Quote:
And finally, "0.9 is far from 0.7". Yes, yes it is. However in practical terms what difference does it really make? Against close up targets both will be out traversalled (and this will be marginally harder to do with the turreted ship due to scripting) and at thier optimal ranges both ships can target ships travelling at ~ 5-6kms laterally to them (so will be able to target faster ships which are actually approaching).


Optimal range doesn't matter if your guns can't track your target. In case you didn't know pulse lasers have worst tracking of all short range turrets. Conflag also has (again) juicy tracking penalty.


Except pulse lasers are in no way strictly strictly short range, now are they.

It doesn't take a much to get them over 70km.......and everyone screamed about projectiles till TEs got nerf batted.