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Ladett
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Posted - 2009.07.13 14:48:00 -
[1]
I would like to put forward an idea that has been going around in my head for a while now, The next stage in fleet warfare to bridge the gap between caps and normal battleships.
Were we have Maurders, which in themselfs are great but just don't take a pounding like a carrier could or a command ship can. Far too expensive to warrent actually taking into a fleet op. Unless you have more isk than sence.
Now standard fleet op's basically consist of calling primary then secondary. As much fun as that is, with all the changes that CCP have implemented. Oh yes there great however if you download some of the old fleet op video's and compare them to the lastest one's. Theres not alful lot of difference. The amount of damage these ships should be able to take should bridge the gap and make fleet ops a little more interesting.
Caldri
Could use the tier 3 models, but new ones would be nice.
Battleship Skill Bonus: 10% bonus to Large Hybrid Turret optimal range and 5% bonus to all shield resistances per level. 10% bonus to cruise missile rate of fire and velocity.
Command battleship Skill Bonus: 10% bonus to Large Hybrid Turret Damage and 3% bonus to effectiveness of Siege Warfare Links per level
The stats as follows,
Cap and recharge same as the golem, resists same as a command ship,
Shield Capacity 8200 HP Shield Emp resist 0% Shield Explosive resist 50% Shield Kinetic resist 70% Shield Thermal resist 80% Shield recharge time 2,272.00 sec
Armour HP 7,300 HP Armour Em resist 50% Armour Explosive resist 10% Armour Kinetic resist 62.5% Armour Thermal resist 86.25%
Drone Capacity 75 m3 Drone Bandwidth 75 Mbit/sec
High slots 8 Mid slots 7 Low slots 6
Turret hardpoints 8 Launcher hardpoints 8
Be nice to see what you guys think?
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Davinel Lulinvega
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Posted - 2009.07.13 14:54:00 -
[2]
Those bonuses/slot layout are absurdly overpowered. And I fail to see how a bigger command ship would change anything in fleet battles.
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |
Ladett
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Posted - 2009.07.13 15:00:00 -
[3]
Well think of it from this point of view, a group of this could actually take on a fleet of about 20 ships plus, so there by making a huge difference. Or a huge buffer tanks, for soaking up damage while the lag sorts it self out. Or Being able break gate camps.
There would be a number of uses for this style of ship, Tho i'm guessing the cost would be about 2 bil.
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Viscount Hood
Imperial Eden Empire Utopian Order
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Posted - 2009.07.13 15:45:00 -
[4]
I like it, but why stop there.... How about 8 highs, 8 mids and 7 lows, plus 10% damage to missiles, rate of fire per battleship level and command ship level. and a Rokh hull. That would be better huh?
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Joe Starbreaker
The Fighting Republicans
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Posted - 2009.07.13 15:54:00 -
[5]
Don't forget the giant drone bay, big enough to field five fighters. Also there should be a range bonus to remote repairers, and total ECM immunity, so you can spider tank them infinitely. Finally, it should be able to fit Megapulse.
-/ the fighting republicans /- |
Bibbleibble
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Posted - 2009.07.13 15:59:00 -
[6]
Originally by: Ladett Well think of it from this point of view, a group of this could actually take on a fleet of about 20 ships plus, so there by making a huge difference. Or a huge buffer tanks, for soaking up damage while the lag sorts it self out. Or Being able break gate camps.
There would be a number of uses for this style of ship, Tho i'm guessing the cost would be about 2 bil.
Of course, no one would ever think of making fleets of these ships. I mean this is EVE! No one ever exploits things for the purpose of winning a fleet fight!
[/sarcasm]
________________________________________________ For changes to Minmatar Battleships click here (also with a review of the Muninn!) |
1600 RT
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Posted - 2009.07.13 16:00:00 -
[7]
dont forget a role bonus to make it able to fit a siege module or XL guns/torp or both
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FuzzyBunnyKiller
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Posted - 2009.07.13 16:09:00 -
[8]
Dont forget the 2 extra high slots for dual siege mods and the bonus to siege tanking and dmg when both are active im think a 150k dps tank should be enough |
Bibbleibble
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Posted - 2009.07.13 16:17:00 -
[9]
Originally by: 1600 RT dont forget a role bonus to make it able to fit a siege module or XL guns/torp or both
Who needs a siege module?
[Abaddon, Abaddon] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Gyrostabilizer II
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Capital Shield Booster I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Ancillary Current Router I Ancillary Current Router I Ancillary Current Router I
Ogre II x3
When you can fit that? (with a 3% grid implant but whatever) ________________________________________________ For changes to Minmatar Battleships click here (also with a review of the Muninn!) |
Ladett
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Posted - 2009.07.13 17:18:00 -
[10]
The idea of this isn't to cause a massive amount of damage, just to be able to take the damage, however to be a battleship sized hence being able to go thro gates. The idea of fighters within a battleship. I don't think CCP would ever let that.
The idea is to bridge the gap between a cap and a BS. So sub-cap. Don't want to over power these. Just make them rather difficult to be killed.
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Seishi Maru
Ministry of War
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Posted - 2009.07.13 17:39:00 -
[11]
There is possibilities of creating T2 BS that have a fleet role in 0.0 but do not become solopown machines. Just give them 8 guns and same damage bonus as marauders. Give to every one of them a 10%/level HP bonus instead of active tank bonus (that makes them more DD proof). Give them same resists as recons. Give them a 75% tracking penalty..(they can basically only hit capitals and far away battleships). Special.. CANNOT FIT ANY EWAR MODULE! With 75% tracking reduction and not being able to fit webs or points they are useless as solopownmobiles.
Done.. that is NOT overpowered has an use.. all that is needed.
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kyrv
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Posted - 2009.07.13 17:49:00 -
[12]
Lo Ladett, there needs to be t3 battleships and they need to connect into carrier like ships with a death ray
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Toxif
Minmatar The Hive Syndicate Vanguard.
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Posted - 2009.07.13 18:08:00 -
[13]
Originally by: Bibbleibble
Originally by: 1600 RT dont forget a role bonus to make it able to fit a siege module or XL guns/torp or both
Who needs a siege module?
[Abaddon, Abaddon] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Gyrostabilizer II
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Capital Shield Booster I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Ancillary Current Router I Ancillary Current Router I Ancillary Current Router I
Ogre II x3
When you can fit that? (with a 3% grid implant but whatever)
Hahahahahahahahaa ____________________________________________________________
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1600 RT
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Posted - 2009.07.13 18:10:00 -
[14]
Originally by: Bibbleibble
Who needs a siege module?
[Abaddon, Abaddon] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Gyrostabilizer II
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Capital Shield Booster I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Ancillary Current Router I Ancillary Current Router I Ancillary Current Router I
Ogre II x3
When you can fit that? (with a 3% grid implant but whatever)
maelstrom do it better
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Bibbleibble
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Posted - 2009.07.13 18:21:00 -
[15]
Originally by: 1600 RT
Originally by: Bibbleibble
Who needs a siege module?
[Abaddon, Abaddon] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Gyrostabilizer II
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Capital Shield Booster I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Ancillary Current Router I Ancillary Current Router I Ancillary Current Router I
Ogre II x3
When you can fit that? (with a 3% grid implant but whatever)
maelstrom do it better
Doesn't have the lowslots to do it without T2 rigs, and I like my failfits to be cheap. ________________________________________________ For changes to Minmatar Battleships click here (also with a review of the Muninn!) |
Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.07.13 18:35:00 -
[16]
Originally by: Seishi Maru There is possibilities of creating T2 BS that have a fleet role in 0.0 but do not become solopown machines. Just give them 8 guns and same damage bonus as marauders. Give to every one of them a 10%/level HP bonus instead of active tank bonus (that makes them more DD proof). Give them same resists as recons. Give them a 75% tracking penalty..(they can basically only hit capitals and far away battleships). Special.. CANNOT FIT ANY EWAR MODULE! With 75% tracking reduction and not being able to fit webs or points they are useless as solopownmobiles.
Done.. that is NOT overpowered has an use.. all that is needed.
I disagreed with you untill you put in teh tracking penalty, then it kind fo seemed like a good idea. Basically a destroyer for caps. Although I do see an issue with them being overpowered if the target is webbed and painted. Then these would be insane. ------- "Because the Dominix is the Chuck Norris of Eve!" |
Ladett
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Posted - 2009.07.13 18:53:00 -
[17]
Edited by: Ladett on 13/07/2009 18:54:26 These arn't cap killers, thats the job of dreads,
These are meant to be sub-caps, so can kill both, thats the mid point to it. I don't think being able to hit anything smaller than a BC would be a good idea. However anything else should be fair game.
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Seishi Maru
Ministry of War
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Posted - 2009.07.13 20:19:00 -
[18]
The ones I propose would be very strong against battleships FAR away or with 4-5 webs on them (if you have 4-5 guys upon you you would die against cruisers so moot point there) and moderately effective against capitals. A ship like that would have likes of 1500-1700 dps close range and 900 dps long range, in other words a bit less than HALF dread. But much easier to kill. You would likely need 4 of those to break a carrier and very likely 10 to break it before the carrier breaks all of them.
They are mobile fast counters against capital ships..... a risky counter since they would be expensive (think 600-700M target price would be ok since would be almost no insurance from it) and far from armored as a dread.
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Duke Starbuckington
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Posted - 2009.07.13 20:24:00 -
[19]
Originally by: Bibbleibble
Originally by: 1600 RT dont forget a role bonus to make it able to fit a siege module or XL guns/torp or both
Who needs a siege module?
[Abaddon, Abaddon] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Gyrostabilizer II
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Capital Shield Booster I
425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M 425mm AutoCannon II, Barrage M
Ancillary Current Router I Ancillary Current Router I Ancillary Current Router I
Ogre II x3
When you can fit that? (with a 3% grid implant but whatever)
[Maelstrom, Capital] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II
Capital Shield Booster I Estamel's Modified Shield Boost Amplifier Estamel's Modified Shield Boost Amplifier Large Shield Extender II Estamel's Modified Invulnerability Field Estamel's Modified Invulnerability Field
[empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot]
Ancillary Current Router II Ancillary Current Router II Ancillary Current Router I
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Bibbleibble
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Posted - 2009.07.13 20:33:00 -
[20]
Originally by: Duke Starbuckington
[Maelstrom, Capital] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II
Capital Shield Booster I Estamel's Modified Shield Boost Amplifier Estamel's Modified Shield Boost Amplifier Large Shield Extender II Estamel's Modified Invulnerability Field Estamel's Modified Invulnerability Field
[empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot]
Ancillary Current Router II Ancillary Current Router II Ancillary Current Router I
Originally by: Myself Doesn't have the lowslots to do it without T2 rigs, and I like my failfits to be cheap.
But TBH that's what I would do if I won the lottery, spend it on GTCs, buy officer gear and fly the most pimped out Maelstrom in the world. ________________________________________________ For changes to Minmatar Battleships click here (also with a review of the Muninn!) |
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Cadius Vect
Domination. THE KLINGONS
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Posted - 2009.07.13 20:46:00 -
[21]
I've already said this on another thread but to keep such heavy command ships from becoming solopwnmobiles simply give them 7 highs but only 5 turret/launcher hard-points leaving 2 highs open for warfare link moduals. The 8th high slot should be moved to either mid or low for extra buffer tank and the "heavy command ship" bonuses should stay in line with the corresponding battlecruiser fleet and field command ships. -----------------------------------------------------------
Killboard: http://www.battleclinic.com/eve_online/pk/view/player-Cadius+Vect-kills.html |
Cadius Vect
Domination. THE KLINGONS
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Posted - 2009.07.13 20:56:00 -
[22]
For instance:
Name: Mandrake Hull: Rokh Role: Heavy Field Command Ship
Heavy command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Heavy field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Battleship Skill Bonus: 5% bonus to torpedo and cruise missile launcher rate of fire and 5% bonus to all shield resistances per level
Heavy Command Ships Skill Bonus: 5% bonus to torpedo and cruise missile Kinetic damage and 5% bonus to torpedo and cruise missile explosion velocity per level
Role Bonus: 99% reduction in Warfare Link module CPU need
Slots 7/7/5
5 launcher hardpoints
Resists stay the same as nighthawk and it retains the 50m3 dronebay and other characteristics of the Rokh. -----------------------------------------------------------
Killboard: http://www.battleclinic.com/eve_online/pk/view/player-Cadius+Vect-kills.html |
Cadius Vect
Domination. THE KLINGONS
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Posted - 2009.07.13 21:18:00 -
[23]
Edited by: Cadius Vect on 13/07/2009 21:20:16 Edited by: Cadius Vect on 13/07/2009 21:19:49 Edited by: Cadius Vect on 13/07/2009 21:18:34 Name: Venom Hull: Rokh Role: Heavy Fleet Command Ship
Heavy Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Heavy fleet command ships represent the ultimate in warfare link efficiency; while not packing the punch of their heavy field command counterparts, the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Ishukone
Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Battleship Skill Bonus: 10% bonus to Large Hybrid Turret optimal range and 5% bonus to all shield resistances per level
Heavy Command Ships Skill Bonus: 10% bonus to Large Hybrid Turret optimal range and 3% bonus to effectiveness of Siege Warfare Links per level
Role Bonus: 99% reduction in Warfare Link module CPU need. Can use 3 Warfare Link modules simultaneously.
Slot layout 7/8/4 4 Turret hardpoints
Resists stay the same as the vulture and it retains the 50m3 dronebay and other characteristics of the Rokh.
-----------------------------------------------------------
Killboard: http://www.battleclinic.com/eve_online/pk/view/player-Cadius+Vect-kills.html |
Guillame Herschel
Gallente Buffalo Soldiers
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Posted - 2009.07.14 00:16:00 -
[24]
Originally by: Ladett The next stage in fleet warfare to bridge the gap between caps and normal battleships. ...
Be nice to see what you guys think?
I think you're the former Senator from Alaska, who never met a unbuilt bridge he didn't like.
Seriously. Why does this "gap" need to be bridged?
-- The Theorem Theorem: If If, Then Then --
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Guillame Herschel
Gallente Buffalo Soldiers
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Posted - 2009.07.14 00:42:00 -
[25]
The only new T2 BS the game needs - *maybe* - is one optimized for wormhole exploration. Basically a Marauder that inherits the T1 tier 3 hull's slot layout and weapon bonuses (no 100% role bonus to damage), full T2 resists like a HAC, and a astrometrics bonus instead of a tractor beam bonus, and one less weapon hardpoint than the T1 hull, but one more low slot. They should have improved capacitor and cargo bay, too. Oh, and no drone bay. That should help nerf its solopwnmobileishness.
-- The Theorem Theorem: If If, Then Then --
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ThaDollaGenerale
The Illuminati. Pandemic Legion
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Posted - 2009.07.14 01:14:00 -
[26]
[Abaddon, New Setup 1] Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II Reactor Control Unit I
[empty med slot] [empty med slot] [empty med slot] [empty med slot]
Citadel Torpedo Launcher I, Thor Torpedo I [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot]
Ancillary Current Router II Ancillary Current Router II Ancillary Current Router I
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Sir Muffoon
Carried Hate
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Posted - 2009.07.14 01:38:00 -
[27]
Originally by: Bibbleibble
But TBH that's what I would do if I won the lottery, spend it on GTCs, buy officer gear and fly the most pimped out Maelstrom in the world.
I'm pretty sure you can't fit capital mods on battleships.
At least, I know some guy tried fitting a capital autocannon onto a abaddon and the game wouldn't let him. |
Seishi Maru
Ministry of War
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Posted - 2009.07.14 01:40:00 -
[28]
No one need yet another ship to have gang warfare link! We already have BC, Command ships carriers, titans and T3 cruisers.. and No one uses them even so! This is the WORSE and most useless role or bonus you can give to a ship! If you want a gang bonus you bring a command ship and PERIOD.. no need for more. So peopel STOP with the DUMB ideas of even more gang warfare links that will NOT BE USED
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Hiroshima Jita
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Posted - 2009.07.14 08:58:00 -
[29]
There is some place for a t2 battleship that can fit gang mods. Even full tank t2 battlecruisers are only so tough. And if mobility and cost aren't issues...
For the most part command ships are enough. As a dedicated battlecruiser pilot I use gang mods and the effect is noticable. With skirmish warfare I can keep up with a small fast gang easily. In a battleship fleet with armored warfare I can tank as well as a battleship, but I don't dish out much dps. I can't actually fit rr. My contribution is a little more narrow. In that place a t2 bs with the same dps as a t1 varient, a slightly better tank, and a gang mod would fill a niche.
It would also be primary, and at what would be 1bil/pop I would not fly one. Especially considering that in very large fleet fights survival depends more on the luck of not getting primaried by the enemy fc than player skill. So the niche is small and somewhat contradictory.
Its unlikely an fc will primary a damnation right off the bat in a rrbs fight. He will just make sure its tackled and go on to shoot at other things. Kill it if he win the fight. A t2 bs on the other hand would die as soon as he realized it was there.
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Malcanis
Vanishing Point. The Initiative.
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Posted - 2009.07.14 09:26:00 -
[30]
Split weapon bonus and a gang warfare link bonus?
Yeah, no thanks.
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