Why wasn’t that info posted on this “official” EVE forum?
The members who hang in this forum should get the scoops first if logic still means something.
Because most big corporations want to “engage social media” as a form of advertising. Their own forums don’t count as advertising the game.
Here’s a good form of advertising: “Our game won’t freeze or one day off Omega time. EVE: A Smooth Experience.”
That video is so true. Last month, my friend who has his own tech store told me to close my internet and mobile service. I asked him why? He said if you can go without internet for a few days then I can (re)sign you up to the ISP and your account will be treated as a new account with all the perks (!)
I guess now not only is the customer not right but he’s also not even taken into account.
@Suki_Vokkonen
Coughs Menacingly.
The pre-Hunters Boon/Cov Op change Helios would like to have a word with you.
That ship had a thermal bonus to its single drone. Which when you put a Federation Navy Hobgoblin basically was another blaster. With Integrated and Augmented Hobs it was even more useful. Kin with Thermal boosted.
CCP nerfed it and the combat bonuses of all other Cov Ops. Irony with the new navy explorers being kind of like the old Cov Ops in several ways. Never understood why CCP was like…oh we are going to nerf these ships this way. It made no sense. And alot of players who used the Cov Ops in combat in WH space lost their playstyle.
CCPs only goal is to homogenize the eve playerbase to the point where it’s nothing but casuals so they can rake in the most money for the least effort and focus as many resources as possible on their next FPS that will most certainly flop and probably be the final nail in the proverbial CCP coffin. Actually the FPS could even be good and it will still flop.
I’ not aware of pre-existing bonus on damage specific drones. I’m only playing for a little under 2 years, and started flying some T2 ships this year.
All I know is that currently pretty much only the Caldari have stupid bonus locked to the ammo instead of bonus on the turret/launcher. The concept of this needs to be explained… That is not my first rant on this, and no one was able (or willing) to provide a valid explanation.
@CCP_Aurora Do you have any insight on what is the justification for the bonus on the ammo/damage type on so many Caldari ships? And if this is a valid reasoning, why is it pretty much limited to Caldari missile ships and not expanded to other empire missile ships, drone ships (drones are both weapon system and ammo), or projectile turret ships?
In the end, understand I’m not “asking” for a nerf on other ships to match the stupid limitation of so many Caldari ships (leveling down). Rather I’d like to see this kind of limitation removed.
Comparing apple with apple. Caldari HAM HAC vs Amarr HAM HAC.
A Cerberus with 6x T2 HAM launchers with Scourge Rage, with 3 ballistic control and 3 light Caldari Navy Hornet do the same damage as a Sacrilege with 5x T2 HAM with Scourge Rage, 1 T2 turret of choice, 3 ballistic control and a full flight of 5 medium Caldari Navy Vespa.
Swap the missiles for Inferno, Mjolnir or Nova Rage and the faction drones of similar damage type, and the Cerberus underperforms the Sacrilege by a large margin as it lose it’s damage bonus, while the Sacrilege still has it’s damage and rate of fire bonuses.
Don’t be dumb
More dps with damage locking or less dps without. Choose.
And all other ships don’t have to choose, they are always efficient, with the same ship.
They’re not. It’s always balanced, some have more range, more tank, more speed, better application etc etc. Have to look at the total picture, look at the Cerberus for instance as it’s getting rebalanced: it loses range but gains a tanking bonus.
If you’re objective (I know, hard to believe) you’ll find they are balanced as a whole.
This has nothing to do with bonus locked on the ammo and the choice you are refering to, which does not exist for the other ships.
If ships were balanced, there would not need for rebalance pass. And even then, rebalance updates are questionable and this is why these forum post exist : feedback. I believe the ammo lock that only the stupid Caldari have needs to be questionned and rethink. Unless you are a dev, my question was not to you.
Taking a look at just the HACs, Cerberus which does have a Kinetic damage bonus, has 6 launcher slots. The Sacrilege and Muninn will only have 5 with their not locked in damage bonus. This provides the Cerberus an inherent 20% damage increase (or with level 5 skills 45% kinetic damage bonus compared to 25% of other races). If they were to remove the Kinetic only and apply it to all missiles, they would be removing a launcher to keep the balance.
And it’s not just plain damage, also range or tanking or other stats. Picking out one stat to go “look this is different” while frantically ignoring all the others is not only silly and won’t convince anyone, it’s also dumb.
See my example above. The Sacrilege also has a non bonus turret slot and 5 medium drones. In the end with Scourge Rage, the turret and medium drones, the Sac output the same dps as the Cerb. SAME. Then with other damage types, the Sac out dps the Cerb.
I’d rather see the kinetic damage be thrown to garbage and replaced with application bonus to all missiles. If it underperforms in dps, at least what remains could apply better. And that would undumb the Caldari engineers.
Again, there is no reasonning on why only the Caldari have that shitty bonus lock on ammo, and if there was a valid reasoning why is it not applied to other ships, empires, weapon systems.
One of the issues with Caldari and by virtue Gurista ships, is their ammo locks. Caldari mostly vs. Gallente [or so the lore and thinking is tank/damage profile] But that means Caldari ships end up in situations where if one knows you are using Caldari missile ships, they will hard counter your kinetic advantage.
Ironically this is why Minmatar ships usually are preferred due to the fact they can do omnidamage or specialize against a weakpoint and get some secondary or tertiary damage versus a target.
From what information I was testing on missiles. Mjolnir is EM and the best against shields. Inferno is thermal is second working against shields. Scorch Kinetic missiles are second best against armor, with Nova Missiles [Explosive] being the best against armor. So to me the Kinetic Lock is trying to boost the armor destruction ability of these weapons on the Cerb. Because generally the tanks are fairly high on alot of ships against Kinetic especially in shield and armor.
So it seems the reasoning goes for the Cerb lock…but for a T2 that makes no sense. Now it would make sense if the ship was ratting fixed resist NPCs. But then a Gurista ship would do better because it does both kinetic and thermal missile ammo boosts. [Remember Shield/Armor variable of missile type] Soooo…what is the point?
Cerb might need a look see before the update…because we need to test it on SISI to see what it will do and if it will be underperforming or overperforming in specific situations.
I am with others that it might be better with a flat bonus to damage or higher rate of fire advantage.
amarr that can only do EM+ a bit of thermal is confused
btw let me complain about the coercer navy issue here
this is a random goon coercer fit i found on zkil
coercer have GREAT bonus
coercer navy issue should be THE SAME + 1 mid slot + powergrid and CPU
why? you are making the coercer a neut , armor boat
doesn’t make sense, there is the dragoon and the algos for that
coercer is all about murdering people … tracking bonus is key
so why one mid slot more and + fitting ?
coercer can be fitted pulse and beams but have to put a fitting rig to do beam lasers
a coercer that can do beam lasers + web ,prop, scram - the fitting rig for more tank or dps would be awesome … same bonus just a bit better
the omen navy is just a expensive omen a bit better …
please do it , its my favorite ship , i will not like the one you guys are releasing
the perfect coercer navy
notice that it wouldn be overpower , and for the pulse version i can even double rep or something
Yeah that is one of the problems with Amarr ships.
EM/Thermal damage by lasers is very strong [on paper against shields of ships] you can pop alot of ships shields inside the first salvo. Barring some of the tier two stuff.
But when you get to the armor layer it gets a bit problematic. Because if the enemy target either has resists [armor resist is higher versus laser weapons by default by mechanics, versus shield] or just sheer depth of armor HP.
I get that laser weapons are really good because they have no ammo, but their cap usage is absurd even with bonuses to amarr hulls. They do get range control by instant swapping crystals. But the damage/tracking falls off depending on the crystals installed. And then your faction and T2 crystals are “eroding” by usage.
From my experience, its possible to create OHK fits with laser weapons for certain classes of ships. But one of the weird problems of said laser weapons is the server seems to have issues with laser weapons. I found I could OHK NPCs with certain fits. But the EM/Thermal damage seem to be counted seperately. So even though I shot the NPC OHK. The graphics on the targeting information tells me the EM damage was calculated first then the thermal damage was calculated. If I go over a certain threshold. Which has raised some questions about laser weapons and some of their performance problems in game.
Wonders should the Navy Coercer get a Damage bonus? Tracking bonus yes…especially if you are using beams.
Yeah might need a rework before release.
the best thing about amarr ships is that people don’t know much about lasers
its like making a weird opening in chess
but yeah the cap spending is absurd , the tracking is ■■■■ , and try to fit tachyons
People sleep on beams in general.