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Bibbleibble
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Posted - 2009.07.27 19:01:00 -
[1]
WARNING - LONG POST INBOUND
Just some comparisons between the Tempest and the Armageddon, showing why the Tempest appears to fail so badly.
I used the following fits, with some deviations from the standard fits to make some points.
[Armageddon, Armageddon] Heat Sink II Heat Sink II Photonic CPU Enhancer I 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
100MN MicroWarpdrive I Heavy Capacitor Booster II, Cap Booster 800 'Langour' Drive Disruptor I
Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Large Remote Armor Repair System II Large Remote Armor Repair System II (- You'll see why I did this with the high slots in a second)
Trimark Armor Pump I Trimark Armor Pump I Trimark Armor Pump I
Ogre II x5
[Tempest, Tempest] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Damage Control II Co-Processor II Co-Processor II
Invulnerability Field II 'Langour' Drive Disruptor I 100MN MicroWarpdrive II Heavy Capacitor Booster II, Cap Booster 25 Large Shield Extender II
800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L Large Shield Transporter II Large Shield Transporter II
Core Defence Field Extender I Core Defence Field Extender I Core Defence Field Extender I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Some comparisons:
Damage-wise.
1. The Armageddon will outdamage the Tempest at every range, in terms of raw figures. The only exception to this is that if they both use long range ammo, there will be a tiny bit of advantage to the Tempest, but it is so small, and at such range to make it almost meaningless.
(Note: This is taken from EFT, which doesn't factor in hit quality, so the actual figures will be even lower.)
2. The Tempest's superior tracking has very little meaning in battleship gang combat, as there will almost always be extra webs slowing you down to very small speeds. Assuming one extra web, the Tempest will only do extra damage within 3500m, which is an impractical distance at battleship level.
3. The Armageddon has the range advantage, as it can switch ammo instantly, and has Scorch. Whilst Barrage is by no means a bad ammo type, it is not up to Scorch's level of power.
5. The Tempest's ability to select damage is of limited use, as it loses a fair chunk of DPS using other ammunitions than EMP, and if it needs to switch mid-fight, it loses 10 seconds of Firing time.
4. The above comparisons are based on the fits I posted above, and the problem is this. The Tempest has double damage bonused weapons, and three damage mods, yet it is still outdamaged by the Armageddon, which has only one damage bonus and only two damage mods.
HP-wise.
1. The Armageddon has more raw EHP (115,082), and more resists. It can easily tank one doomsday device, even against its lowest resist (Explosive at 60.1%), and could actually tank two Judgements (assuming a user with doomsday device to level 4)
2. The Tempest has only 75,294 EHP, and less resists. It can just about tank one doomsday device, but cannot tank two doomsday devices (again assuming a level 4 user)
3. The Armageddon can RR more per second (684hp/s for two RRs, or 342 for just one) than the Tempest (384Hp/s, or 192hp/s for just one), and it has the advantage that it is Armour tanking so it fits into more gangs.
Continued next post... ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.27 19:01:00 -
[2]
Maneuverability
1. The Armageddon aligns in 13.6 seconds, has a normal speed of 116m/s and a MWD speed of 792m/s
2. The Tempest has an align time of 11.9seconds, a base speed of 150m/s and a MWD speed of 1067m/s
3. The MWD trick means you always align in 10 seconds anyway, so the align time doesn't matter, but the Tempest is still faster.
Sensors
1. The Tempest has a scan resolution of 125, a sensor strength of 19, a max lock range of 75km and a signature radius of 411m2.
2. The Armageddon has a scan resolution of 137.5, a sensor strength of 17, a max lock range of 78km and a signature radius of 370m2.
3. The Tempest has the worse sensor resolution and range, but a higher sensor strength, and it's advantage of lower sig radius has been negated by fitting a shield tank.
Miscellaneous
1. Both set-ups can run one RR/ST module permanently with the Cap booster.
2. The Armageddon can't run the MWD permanently, even with the Cap booster, whilst the Tempest can, as long as the ST's are off.
3. Tempest has a higher base cost, but this may be offset by insurance
So to sum up, the Armageddon wins in:
Raw DPS Range EHP Hp/s Scan Resolution, lock range and signature resolution Cost
Whilst the Tempest wins in:
Tracking Speed Sensor Strength Cap Stability without the booster on/MWDing.
The Tempest's advantages are all reduced at battleship level, as Tracking can be compensated for by tacklers in the gang with you, speed is only useful in a few situations, cap stability without a booster is again of limited relevance and sensor strength is only a small advantage in a few situations. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.27 21:05:00 -
[3]
Originally by: Kismo Pretty much nothing is meant to support dual LST II's. Let's try a pair of armor RR fits and compare again?
Fair enough, but an armour tanked Tempest then has the same damage problems which was the core of what I was getting at.
It is a sad state of affairs where a ship with double damage bonuses and three damage mods is outdamaged by a ship with one damage bonus and only two damage mods.
An Armour fit for a Tempest has either less EHP than a shield fit or less of what is already low DPS. You can complain about how it is not a valid comparison, but unless you can disprove any of the points I've made, then it makes no difference. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.28 21:04:00 -
[4]
Well, I found this thread. Just look for were Zulupark mentions Tempests. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.29 10:59:00 -
[5]
Originally by: Beverly Sparks
Originally by: kessah
Why is it we cant have more replies from CCP that involve testing in Close quarter, small gang pvp? instead of always 100+ man blob fleet warfare, case in point there decision to change the Scorpion to make it now more useless to those that would like to use it for the reasons in bold?
It does not do 100 man blob warfare particularly well either. Not only do you do low damage with the lowest tracking and the worst range, you are also the most fragile BS on the field.
So it is not 100 man blobs they are basing this on either.
Looking at Zulupark's Q&A session, they think that the Tempest is fine because he can kill other battleships one-on-one, when for almost all real battleship combat, you will be fighting in a small gang at the very least. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.30 17:35:00 -
[6]
Originally by: Elapidae isnt 10% RoF > 5% RoF + 5% damage? then use that + falloff bonus. I doubt its going to happen, CCP hates doing anything that isnt 5% or 7.5% per level
The 10% Volley is better if it is intended to become a sniper ship though, as it boosts the alpha of the Tempest a lot.
A bigger Drone bay would compensate for the lower peak DPS as well. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.07.30 18:10:00 -
[7]
Originally by: Ecky X TBH Bibbleibble, I don't know if it is better. I think Laing or someone else worked out with solid maths that ships with a faster RoF will be more effective in fleet fights, even if the DPS is the same - especially if you're overkilling on the target. Overkill = wasted damage = wasted dps.
Also, let's say a volley hits a ship, leaving it with (200hp). You have to wait another 15 seconds (or whatever your RoF is) in order to finish it off, while a ship that fires every 2 seconds will have removed that ship from the field far earlier.
Let's say you have a fleet of Tempests, vs a fleet of Apocs. Your Tempests may kill a ship in the first volley, but it's 15 seconds (using that as the RoF) before you can even fire at the 2nd ship. If the DPS is the same, the Apocs might have finished the ship off in their 3nd volley, and they would already be several volleys into the 2nd ship.
That said, I do think high alpha is a good niche for the Tempest, but it shouldn't sacrifice real dps to get that alpha.
Fair points, I just like alpha strikes too much  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.01 10:27:00 -
[8]
Edited by: Bibbleibble on 01/08/2009 10:28:56
Originally by: Karl Luckner
Originally by: Orakkus ...
Well, you provided your analysis, but no conclusion. I guess you think the Tempest should be active tanked, without plates or extenders and without armor/shield riggs to preserve it's advantages ? Well, I already wrote it in the projectile weapons thread: the best fix would be in my opinion just to buff the damage modifier of projectile munitions to bring it in line with laser/hybrid lenses/charges. Additionally, tracking enhancers/computers should effect falloff and a falloff script for the TC should be introduced. If that is unsufficient, which of the following measures do you think should be considered ? -Mass reduction -change of slotlayout -more turretslots -larger dronebay -more targetting range (reduced scan res ?) -reduction in artillery fitting -change of bonuses
CCP have already said that they don't want to introduce falloff effecting things because of the Vagabond.
I know. It really does make little sense. 
EDIT: Found the quote I mentioned:
Originally by: CCP Zulupark Artillery: Having scripts for falloff would be pretty cool for the tempest specifically but when you think about how it could affect Vagabonds with AC's I start getting a little scared. All ships don't have to be completely uniform and have the same ranges, that would be boring. Having said that however we need to look into this.
________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.01 13:09:00 -
[9]
Originally by: Nian Banks
Originally by: Bibbleibble
CCP have already said that they don't want to introduce falloff effecting things because of the Vagabond.
I know. It really does make little sense. 
EDIT: Found the quote I mentioned:
Originally by: CCP Zulupark Artillery: Having scripts for falloff would be pretty cool for the tempest specifically but when you think about how it could affect Vagabonds with AC's I start getting a little scared. All ships don't have to be completely uniform and have the same ranges, that would be boring. Having said that however we need to look into this.
When was that comment from Zulupark made? Was it before or after the while speed nerf thing?
November 2008. I think that was after the speed nerf, or when the speed nerf was in testing. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.01 14:55:00 -
[10]
Originally by: Hadrielloress Edited by: Hadrielloress on 01/08/2009 14:50:15 Not sure if anyone has already suggested this, how about giving the guns used on a tempest a Clip size bonus in addition to what it already has bonus wise.Each gun arty/auto gets 50% bonus to clip size.
Think of it as some special loading system only the tempest has. It should increase DPS etc.
It could work, but you would have to drop a damage bonus for it  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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Bibbleibble
 |
Posted - 2009.08.01 19:11:00 -
[11]
Originally by: FT Diomedes These fears of Vagabonds being overpowered by the changes to falloff are absurd. I think a lot of folks out there, including Zulupark, got molested by a Vagabond at some point. "Show us on the doll where the Vagabond touched you."
Its an unintended side-effect of being an extremely good ship. 
Its still stupid of CCP to hold off giving Minmatar battleships a real review because of a cruiser hull. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 10:42:00 -
[12]
I say that we bump this thread until we get a dev response explaining why the Tempest is ok, in more words than just
"I can gank noobs in in so it must be fine!" ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 15:48:00 -
[13]
Originally by: Beverly Sparks
Originally by: Eli Porter Edited by: Eli Porter on 03/08/2009 12:28:18 The Tempest is a very good fleet sniper boat. The damage type from Tremor is very important nowadays when everyone is armor tanking, and the huge Alpha is also very centric to any sniper BS fleet. You can get by with lower scan resolution than most(Apocalypse NEEDS high scan resolution to get the full use of their damage type, Tempest doesn't and its damage type actually encourages having lower scan resolution than most) and having the lowest base signature really helps out your survivability. Not to mention you aren't limited to your cap in long engagements. I made this fit which is DD tanked, and has equal DPS to the other snipers. However the only real disadvantage is the poor optimal. 140 optimal and a bit over 40 Faloff limits your range a bit(Sniper BS fleets usually want a 150-170 range), and if there's any change that's going to come to the Tempest, that's where I'd like to see it.
For those who want a short ranged Battleship, the Typhoon is right there for you(Though I agree the SP requirement is steep, but that's Minmatar for you.). And while I'm not a fan of the Maelstrom, many people adore it for its PvE capabilities.
Low dps, low ehp, poor range, and bad tracking, and yet it is a good fleet sniper. I don't see it. I also don't understand how damage type and scan res are linked together. Explosive damage encourages low scan res, say what?
I think what he means is that the Apoc needs to lock on to hit shields, whilst the Tempest needs to lock later to hit armour.
It doesn't make up for the limited range and EHP of the Tempest, and it is not helped by the Alpha of the Tempest still being far too small to make up for the low DPS. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 16:00:00 -
[14]
Originally by: Eli Porter Edited by: Eli Porter on 03/08/2009 15:51:17
Originally by: Beverly Sparks
Low dps, low ehp, poor range, and bad tracking, and yet it is a good fleet sniper. I don't see it. I also don't understand how damage type and scan res are linked together. Explosive damage encourages low scan res, say what?
DPS is not low. EHP is enough to DD tank (With the fit I posted anyway). Range is an issue. Tracking can be fixed by tracking computers which take the Sensor booster slot. While the Apocalypses lay down the EM damage to take out the shield, you will be finishing the lock and killing the armor with your Exp/Kin damage.
Tremors mix of Explosive and Kinetic is only a tiny bit better against armour tanks than Spike's mix of Thermal and Kinetic. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 16:25:00 -
[15]
Originally by: Eli Porter *Over 300 DPS. The Tempest fit I posted has 335(with All V).
Someone has 'include reload times in DPS' unticked.
Originally by: Eli Porter *150-170km range. The Tempest fit I posted has 140km optimal +44km faloff. You can get 151km optimal if you switch the damage rig for a +optimal rig(DPS will be at 317).
You mean like an Apoc can get without a single range mod?
Originally by: Eli Porter *DD Tank. The Tempest fit I posted has that.
You mean like almost ship with 2 trimarks, a 1600mm plate, an EANM and a DC?
Originally by: Eli Porter *Cap to last a good while. lolcap. When you're just sniping capitals, the Mega and Rokh, and some Apoc fits won't reach over the 6 minute marker unless they sacrifice their DPS for a cap stability rig(Like the Tempest does for a +optimal rig).
See astrophobics comment earlier for why this is irrelevant.
________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 19:43:00 -
[16]
Originally by: Eli Porter
Originally by: Seishi Maru
That has unacceptably short range. Most FC I flew on last 1 year demans optimal OPTIMAL of 170 km. That setup gives 140 km optimal with only 20 km falloff more than a megatron.
But IF tempest coudl fit that setup without the RC then it could fit a TE and get almost on par. So another way to boost tempest into the sniper department woudl be to give it 15% more powergrid (woudl also enable it to fit Active tanks with high tier guns, that would make some value for the no cap crap)
Yes you could also fit a locus coordinator instead of the damage rig(bringing the DPS under 300). Either way Large Projectiles need a buff.
Your fit doesn't fit everything then. It ends up needing a 5% powergrid implant.
Even avoiding that small pitfall, it only boosts your optimal by about 12km. Which still doesn't give it enough range. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 20:13:00 -
[17]
This? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 20:25:00 -
[18]
Edited by: Bibbleibble on 03/08/2009 20:25:08 I was right!  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 20:32:00 -
[19]
Originally by: Kismo
Originally by: Bibbleibble Edited by: Bibbleibble on 03/08/2009 20:25:08 I was right! 
Bout what?
The link...
Its not important though. I'm reading through the whole thread right now and will perhaps post a summary of anything interesting latre. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 20:36:00 -
[20]
Originally by: Kismo
Originally by: Bibbleibble
The link...
Its not important though. I'm reading through the whole thread right now and will perhaps post a summary of anything interesting latre.
A far more informative thread was the "why should I train large artillery" thread. I'm seaching through the 400+ pages of Liang's posting history right now. W T F. I should pick another forum regular.
This? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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Bibbleibble
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Posted - 2009.08.03 20:46:00 -
[21]
Originally by: Kismo
Originally by: AstroPhobic Ohh, the days where I proposed optimal for autocannons.
Still a great idea, just far too ambitious. 
I still say moar falloff is the way to go. I'm not so sure about Bibble's idea for no optimal/all falloff artillery though. You just can't balance them at sniper ranges and up close, IMO.
I only did that because I wanted a sniper ship for Minmatar that didn't end up with an optimal bonus that would mean it failed at using autocannons. But thats a topic for a different thread. (I also like the way that it means that you can selectively outdamage certain ships, but that's just me) ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 20:55:00 -
[22]
Originally by: Beverly Sparks
Originally by: Kismo
Originally by: AstroPhobic Ohh, the days where I proposed optimal for autocannons.
Still a great idea, just far too ambitious. 
I still say moar falloff is the way to go. I'm not so sure about Bibble's idea for no optimal/all falloff artillery though. You just can't balance them at sniper ranges and up close, IMO.
I had the exact same idea. I think it should be able to work that it does RF CL at long range and then fallow the falloff graph so that it is doing RF EMP damage at close range. Where this seems to fall down is when you introduce T2 ammo. I still think there must be a work around, I just haven't figured it out, nor have I really thought about it too much, since CCP has not even admitted that there is a problem.
If you want to make artillery falloff based rather than optimal based, you might want to look at this thread. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 21:06:00 -
[23]
Originally by: Nikolay Tesla
Originally by: AstroPhobic
Alpha is worthless in sniper fleets, it's all about DPS
Whatta hell are you talking about?
Alpha is the most important thing you need in sniper fleets.
Optimal sniper fleet one volleys it's target.
Close range ganking is all about DPS, not sniper fleets.
Not if they only get to destroy one target every 10+ seconds. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.03 21:20:00 -
[24]
Originally by: Kismo
Originally by: Nikolay Tesla I can't be bothered to do all the maths myself, but check out the link Kismo posted. You'll be sorely disappointed if you think alpha is superior to DPS in any way.
LOL... You do not need math for that.
IF you have damage enough to one volley a target, then you are optimal sniper. If you need second volley, you are not. Simple as that.
Let's make this really easy, ok? Suppose you have 2 groups of snipers with equal numbers, one with high ROF, one with high alpha - same DPS.
T0: Both groups fire, one of each explodes. T1: One of the alpha guys explodess, they're now permanently behind in DPS. The end.
This.
If the ROF on artillery is more than twice that of another sniper weapon, without either the ship or weapon having some extra feature, they will never be used. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.04 05:57:00 -
[25]
Originally by: HankMurphy
Originally by: Kismo
Originally by: Guillame Herschel I think the Tempest would be just grand as the Minmatar Ewar BS, a counterpart to the Scorpion.
Same slot layout, but change the following:
3 turret, 5 missile hardpoints 10% Bonus to Cruise and Torpedo Velocity per level 10% Bonus to Target Painter effectiveness per level
Negatory, morning glory.
First, i want to make it clear i would kill a random person on the street if this happened.
That said, this person has a point. The point being we have 2 arguments to discuss with the tempest,
Its weapons: Here we have delved into Autocannons, artillery and bears oh my. All valid arguments and a whole list of things that need looked at alone and separate.
The SHIP itself: Here we discuss slot layout, agility, etc all adding up to ITS ROLE IN COMBAT. When the tier 3 ships were released they were not to replace the tier 2 models, but both the abaddon and the mael stepped on the toes of the ships before them.
Here is where matar really got the shaft. If the tempest didn't have dual weapon bonuses it would have a role in combat, but E V E R Y T H I N G it does is done better by either the typhoon or the maelstrom, this is due to both its slot layout and the overall yesteryear idiology (?) of the ship.
(To compare to amarr, their 3 battleships all have basically the same slot layout and turret capabilities. I would think they are worse off if it wasn't for the fact lasers pwn and the super low slot action gives you a great armor tank every time. It is a 'dumb' line imo but all 3 ships do their job exceptionally.)
So what is the tempest good for? This is the question CCP should have to answer. Not all the other bull**** angles they look at it from, at the end of the day what is this ships job???
Guillame may have been naive or just joking, but he is more right that he knows, look at all the mids, obviously CCP wants the weakest ewar race to have a joke of an ewar battelship in it's lineup 
I have my doubts as to whether this thread will get anything near to a useful response from CCP, but if it does it needs to address this post.
The Tempest just doesn't have a role that that is relevant to battleship sized combat, and ganking other solo battleships solo is no longer a real role. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.04 13:35:00 -
[26]
Originally by: Orakkus Just letting you know that we have CSM Larkonis Trassler looking at this issue right now, and he said he'll be writing something up for the upcoming CSM meeting on Aug. 9th.
Again, head on over to the Assembly Hall and indicate your support of a review of ACs, Artillery, and the Tempest thread found in that forum.. and feel free to make comments.
Maybe this time around, we can finally get necessary change. Also, be sure to thank Larkonis for his effort reviewing this issue.
Go Lark! 
It would nice if he could ask CCP what the Tempest's role is as well, but just raising the issue is enough for me. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 16:00:00 -
[27]
Originally by: Seishi Maru OH august 9th and 10th will see the largest "spam'of projectiles/ tempest complains of eve history!
I will prepare 200 posts in advance based on traditional complains and the most likely responses that other players might post. :P
I endorse this idea.  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.04 19:08:00 -
[28]
Originally by: Guillame Herschel
Originally by: HankMurphy Guillame may have been naive or just joking, but he is more right that he knows, look at all the mids, obviously CCP wants the weakest ewar race to have a joke of an ewar battelship in it's lineup 
I wasn't really joking. You got my point exactly. As lame as my proposed Torp/Painter Tempest would be, it's still a pretty good improvement over the way it is now. I'd rather fly an effective turret Tempest, but I don't see how that can happen without making the other two Matari BS still better than the 'Pest.
So maybe it's time to "reboot" the 'Pest into a completely different role.
I had some ideas. The most simple would be role both the damage bonuses into a single 10% damage bonus and add a 10% falloff bonus.
Simple, quick and gives the Tempest a nice little role as the mid range projectile platform people have been asking for. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 19:15:00 -
[29]
Originally by: Kismo
Originally by: Bibbleibble I had some ideas. The most simple would be role both the damage bonuses into a single 10% damage bonus and add a 10% falloff bonus.
Simple, quick and gives the Tempest a nice little role as the mid range projectile platform people have been asking for.
Yeah, I'd take it. I don't mind the hit in fleet combat since I hate fleet combat anyway.
Give it something resembling reasonable mass and it might actually work like a battleship sized vagabond, with dual heavy neuts. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 19:31:00 -
[30]
Originally by: Seishi Maru For that to work it would need a upgrade of drone bay to at least 100M or the reduced base dps will nullify the boost.
Only up to about 13km, which is about where the current Minmatar battleships have problems. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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Bibbleibble
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Posted - 2009.08.04 19:51:00 -
[31]
Originally by: Seishi Maru Even so having the lowest damage of all bs with 2 damage bonus is meeehhhh tiny bonus to drone bay would not unbalance anything.
Of course if ac are boosted a bit on damage then this is not needed.
That's a good point...
Boosting the drone bay to 100mb/s would be a boost of about 43 DPS. That almost offsets the loss in DPS by combining the damage bonuses to make room for the falloff bonus. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 20:00:00 -
[32]
Read this then say that alpha is still useful. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.04 20:13:00 -
[33]
Originally by: Lord WarATron
Originally by: Kismo
Originally by: Lord WarATron People cannot see the forest for all the tree's. All those yoyo arguments are funny.
As someone who knows his sniping, Alpha and DPS matter for different situations. VS ships, Alpha matters.
If you are some kind of lame alliance who spends most of their time shooting non-cynojammed pos's in battleships insted of dreadnaughts, then I guess DPS would matter more.
No, volley damage doesn't matter, especially once the fleets get of any decent size. This is true in "theory", and it has been true in practice as well. The only time I'd say alpha really matters is when you're looking to killmail ***** at a gate camp where you already outnumber the enemy 5 to 1.
You are talking to one of the top 1% of snipers in eve. Look me up, trust me - I know what I am talking about.
People laughed at my DG fitted Rokhs - till they worked it out. They laughed at my Nightmare fit - till they worked it out. In fact, on these very forums they stated my Zealot sniper fit I suggested to someone was useless.
I decided to use that Zealot and it is still alive after over 300 kills, most of which when outnumbered.
Long story short. I know my sniping, but I do not see any sniping history for you. When I say Alpha matters, it does. Only time DPS>Alpha is when you are shooting pos, or have a dumb fc who wants 300 people to shoot a kestrel rather than co-ordinate fire.
I'll save Kismo some time here.
Originally by: Kismo
Originally by: Grimpak also how does higher alpha sucks for fleet combat?
It isn't that alpha *sucks* for fleet combat, it's that it isn't worth trading DPS for alpha.
Think of two fleets composed of ships with exactly the same DPS, but one is high alpha and the other is high ROF (~4s ROF)
T0, Everyone fires, a couple of each side explode T4, The ROF ships fire and a couple more of the high damage ships explode T8, High damage and high ROF ships fire, and a couple explode on each side (ROF: -4, Dmg: -6) T12, ROF fires, a couple more high damage ships explode (ROF: -4, Dmg: -8) ... Eventually there is a large enough disparity in ship count that it becomes a clear and obvious rout.
This is a base generalisation, but it holds in theory and practice. The biggest question in fleet combat is DPS vs EHP as long as both sides have sufficient range.
________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 20:39:00 -
[34]
Edited by: Bibbleibble on 04/08/2009 20:41:54 Ignoring stubborn idiots, we really need to get some sort of consensus.
We need to get a basic set of solutions for CCP to look at when Lark brings the issue up at the CSM meeting.
So far we have agreed:
-Reduce mass to help them be the fastest battleships (I have some numbers if no one else has any ideas, but I want to see what other people think)
Ideas thrown about so far:
-Combine Damage bonuses (7.5ROF or 10% damage) and give a falloff bonus/velocity bonus
-Increase agility
-Increase Shield or armour hp
-Change slot config
-Reduce sig radius
-Increase speed
-Increase Capacitor
-Increase drone bay to 100/125, with respective bandwidth
-Increase Grid
-Missile velocity bonus
-Target painter bonus
-add a turret hardpoint
-Armour resist bonus
Regarding large projectiles, we have only really agreed on extra falloff and damage for AC (All you really can do without stepping on lasers or blasters toes too much)
Artillery is still a bit up in the air as to how it can be fixed. You either go the MOAR ALPHA!!!11111 route or the extra range route.
________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 20:57:00 -
[35]
Originally by: Beverly Sparks Edited by: Beverly Sparks on 04/08/2009 20:48:11
Originally by: Bibbleibble
Artillery is still a bit up in the air as to how it can be fixed. You either go the MOAR ALPHA!!!11111 route or the extra range route.
Maybe a little bit of both blended with much more tracking, and some more DPS, with some cap usage, and locked Exp/Kin damage.
The way I thought of doing was giving it a massive boost in falloff with a reduction in optimal (we're talking about half the current optimal for 4 times the falloff with tremor). That makes it pretty easy to hit sniper ranges with a fair amount of damage.
The other change is two fold. I'd change tremor to give the same base damage as RF EMP, but give it a ROF penalty to keep it at the same level of DPS (60% would be about right). I'd also boost the damage mod to 24.43255 and increase the ROF to 25.5.
But that's just me, and I'm sure other people can come up with different (and quite possibly better) ways of fixing artillery. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 21:19:00 -
[36]
Edited by: Bibbleibble on 04/08/2009 21:21:02
Originally by: Orakkus Just to clarify:
Originally by: Ecky X Edited by: Ecky X on 04/08/2009 21:02:34 For Tempest:
Combine damage bonus, give falloff bonus. Perhaps slight boost to agility and velicity to taste.
For Projectiles:
Leave the tracking bad,
Having a fast ship, but really bad tracking = not a good idea. Tends to be counterproductive.
Originally by: Ecky X
change ammos to 2 range types, each with 4 damage-type variants.
That's already the case, for example: Proton L\EMP L = Both EMP ammos, Proton has extended range at a damage price, EMP has damage at a cost of range.
I think he's talking about artillery, when you'll be fighting at range, so the tracking is less of an issue.
And the ammo is more something like this:
PP, EMP, Titanium sabot and Fusion all have the same range and damage (just different types), and have the four long range ammos (Carbonized lead, Proton, Depleted Uranium and Nuclear) have the same range and damage too. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 21:44:00 -
[37]
Originally by: Seishi Maru Well alpha strike IS useful. But just not VERY useful. It adds a startign advantage on the first shot that myust be chewed by the other ships trough time. No the capability of killing on first blow makes no difference sine simply does nos exist enough situation where a tempest would kill on first blow but an apoc would not.
The issue is the alpha advantage is automatically eliminated by the loss of dps from the frequent reloads of arties.
Alpha strike to be useful must be much more impressive. 25% extra HP from the HP boost, T2 ammo nerf plus the 50% extra HP from trimarks made alpha well very little impressive.
Last time I did the maths I got the following alpha strikes with Tremor:
Maelstrom: 12451
Tempest: 14007
Which seems reasonable to me, and should be enough to make a difference.
________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.04 21:48:00 -
[38]
Originally by: Seishi Maru
Originally by: Bibbleibble
Originally by: Beverly Sparks Edited by: Beverly Sparks on 04/08/2009 20:48:11
Originally by: Bibbleibble
Artillery is still a bit up in the air as to how it can be fixed. You either go the MOAR ALPHA!!!11111 route or the extra range route.
Maybe a little bit of both blended with much more tracking, and some more DPS, with some cap usage, and locked Exp/Kin damage.
The way I thought of doing was giving it a massive boost in falloff with a reduction in optimal (we're talking about half the current optimal for 4 times the falloff with tremor). That makes it pretty easy to hit sniper ranges with a fair amount of damage.
The other change is two fold. I'd change tremor to give the same base damage as RF EMP, but give it a ROF penalty to keep it at the same level of DPS (60% would be about right). I'd also boost the damage mod to 24.43255 and increase the ROF to 25.5.
But that's just me, and I'm sure other people can come up with different (and quite possibly better) ways of fixing artillery.
changing tremmor does nto cut it. Short range combat is also very very relevant. All changes to damage shoudl be on the weapon itself i think.
I prefer making ALL the fix on the weapons because the maesltrom needs a SLIGHT boost as well. (Check the laser MAelstrom vs AC maesltrom thread)
What changing the ammo does mean is that you can project your alpha across the whole battlefield rather than just a small zone around your ship. I do also change the base damage mod which should help in shorter range combat. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 21:51:00 -
[39]
Originally by: Yakov Draken
Originally by: AstroPhobic Does nobody take math classes anymore? I swear, how many times has it been proven that alpha is worthless, nay, detrimental?
Don't worry though, he's ex BoB. He knows what he's doing. 
20 ships with 100k alpha pop a BS with 97k EHP. 20 ships with 50K alpha fail to kill a BS with 97k EHP because it warps out after the first salvo seeing as it was aligned and you hadn't got a bubble on it.
Keep on smacking from your position of ignorance Astro. When in doubt smack!
One thing I think people might not realise is how far below good a Tempest damage is. If you give a Tempest with AC's 10% extra damage it still won't be very good.
WTB sniper ship with 5k alpha strike.
A maelstrom with 5 damage mods and two Collision rigs will still only get 3866 alpha with Tremor (the ammo that is almost mandatory for sniping), and that is potentially the most unrealistic fit you will ever see. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.04 21:59:00 -
[40]
Originally by: Yakov Draken
Originally by: Bibbleibble WTB sniper ship with 5k alpha strike.
A maelstrom with 5 damage mods and two Collision rigs will still only get 3866 alpha with Tremor (the ammo that is almost mandatory for sniping), and that is potentially the most unrealistic fit you will ever see.
You are not getting the point due to your pedantry. I could have said 25 BS's - it doesn't matter. The point is when you enough Alpha you pop stuff - the numbers are purely numbers and you are being a pedant.
But then you ignore the fact that the lower alpha/higher ROF ships can effectively fire twice as often and have to reload way after the other ships. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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Bibbleibble
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Posted - 2009.08.05 16:23:00 -
[41]
Originally by: Ecky X Interesting. Since we can't see who /ragequit over what, we don't know how many issues were actually addressed because of this.
However, there are many cases where forum threadnaughts have succeeded in drawing attention to issues, so I vote we continue this one.
We've already got a member of the CSM bringing it up at the next meeting.
We really need to get a proposal about how the fix the Tempest, and the other Minmatar battleships/large projectiles, finished and then give it to CCP to read.
If nothing else, I personally would want a response from CCP about what role they envisage the Tempest doing that means that it is ok at the moment. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 16:30:00 -
[42]
Originally by: Ecky X Edited by: Ecky X on 05/08/2009 16:28:01 Something I posted on the previous page:
I like the idea of being able to change damage type instantly. If you could change from explosive to EM like Amarr can change range, that would be true versatility. Just make it so changing ammo types exchanges the volume of EMP left in the clip for the same volume of fusion; reloads would be sepparate.
Of course, that wouldn't fix the Tempest... but there are already a lot of very good suggestions on how to do that.
If CCP could do that, that would be very good. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 19:15:00 -
[43]
Originally by: Orakkus
Originally by: Bibbleibble
We've already got a member of the CSM bringing it up at the next meeting.
We really need to get a proposal about how the fix the Tempest, and the other Minmatar battleships/large projectiles, finished and then give it to CCP to read.
If nothing else, I personally would want a response from CCP about what role they envisage the Tempest doing that means that it is ok at the moment.
I reviewed some of the information that Zulupark gave regarding his own fits in the forums.. and it seems that we will likely get more of the same regarding that its "fine". The reason being is that there does appear to be a fit that matches what Zulupark says, though you would need pretty much everything at Level V to get there. Basically, if you think of the Tempest as a much more skill intensive Typhoon, then you might have an idea of why Zulupark (and the Devs) think its fine.
Yes, you can get a Megathron like armor tank on the Tempest, with a Megathron like DPS, but its extremely close range, slow moving combat, using T2 Hail and having all your Gunnery, Ship Command, Armor, Drone, Engineering, Electronics related skills at level V. In other words, a 40+ Mil SP ship, just so you can match a 9+mil SP Gallente Pilot in a Mega. I dunno about you but I'm not a big fan of skilling up for two years only to find out that I JUST became equal to a 6 month old player because he chose Gallente, and I chose Minmatar.
The real tragety(sp?) is that because Zulupark has 170mil SP in Gallente and Minmatar specs, he has no idea that he is completely unqualified to judge whether this ship is "fine" or not. The same go for the rest of the Devs, all of whom probably have 150+mil SP characters they fly around in and not having to skill up any critical skills in years.
I do agree with Bibbleibble though, we need to start somewhere, whether its with the Tempest, or the Guns, or start at the beginning with the Ammo, and go step by step. So, where do we begin?
First step is to work out the role we want the ship to play. We have the choice of many different roles (high alpha sniper, mid range brawler, close range gank ship etc.), but the ship doesn't seem to suit any of the roles very well at all.
So people, what role do you want the ship to perform? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 19:31:00 -
[44]
Originally by: AstroPhobic The full out tank/gank tempest is completely outpreformed by the phoon in every area.
The first change should be an increase in falloff for ACs.
So you want to push the Tempest into more of a mid range brawler type ship, rather than a pure ganking ship? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 19:37:00 -
[45]
Originally by: Guillame Herschel
Originally by: AstroPhobic
The first change should be an increase in falloff for ACs.
ACs and Artillery should both get not only a boost to falloff range (double it), but should get a bonus to damage in falloff. Maybe that could be the change to the Tempest's dual damage bonus it needs.
5% bonus to Large Projectile Damage per level 10% reduction in Falloff Damage Reduction per level (worded in CCPs typical Engrish style)
I wouldn't push it. Just settle for a 10% falloff bonus per level, its better in almost every way.
(And I have no idea how that would work exactly either ) ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 20:11:00 -
[46]
Originally by: AstroPhobic
Originally by: Bibbleibble
Originally by: AstroPhobic The full out tank/gank tempest is completely outpreformed by the phoon in every area.
The first change should be an increase in falloff for ACs.
So you want to push the Tempest into more of a mid range brawler type ship, rather than a pure ganking ship?
I typed out a decent reply but the forums of course ate it.
Short answer: yes, because CCP won't change the phoon. The tempest needs to be more agile, faster, and acs need more falloff so they can be a good weapon system from 15-30km. The pest would make a much better midrange dps dealer and be much more effective at killing sub-bs classes.
So about 8km extra falloff on ACs and a falloff bonus on the tempest? Would that work? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.05 20:20:00 -
[47]
Originally by: Ecky X Edited by: Ecky X on 05/08/2009 20:18:25 That, and tier'd falloff for larger guns, I think. However the Tempest would still need at least a 10% damage per level bonus.
What do most people usually use when graphing these formulas? I was scratching my head in excel for 2 hours yesterday, trying to decide how to go about it. 
I made an absolutely massive spreadsheet when I was making all the graphs for my ideas thread.
If you want I can easily just rattle off a few graphs for you. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.06 13:24:00 -
[48]
Originally by: Drek Grapper
Originally by: AstroPhobic Edited by: AstroPhobic on 05/08/2009 22:06:42 Edited by: AstroPhobic on 05/08/2009 22:02:26 I'll assume you're talking about me, yakov. Personally I think the double damage bonus is fine, but autocannons themselves definitely need more falloff to do more dps at range. The fact is though and remains that minmatar has two double damage bonuses ships and the phoon fills and will always fill that role better than the pest simply due to bonuses torps and a full 125m3 of drones. A single extra (2 if you count the painter) mid on a pest isn't enough to differentiate itself from the phoon when looking at them as gang dps ships.
Speed, agility and the combination of the two utility highs and the utility meds will go a long way in seperating the pest from the phoon. There isn't really a favored anti-support bs at the moment and I think it would be a great spot to fill.
Ed: sorry about spelling/grammar, house floors are getting redone and the internet machine is packed away in a box somewhere, so typing on my phone. :/
Ed2: ecky, I don't think the amarr players understood that the 10% reduction of em resist on armor meant an increase of 25% em damage(!) on armor and an even larger 33% increase in em damage taken for minmatar ships.
$.02
How is that? I'm curious...10% Em resist reduction = 25% damage increase. What am i not seeing here?
I shall show you:
Take a weapon that deals 100DPS in EM damage.
Against the old 60% resist, that would be only 40 DPS, whilst against the new 50% resist, it would be 50 DPS. That is a 25% increase.
Admittedly it may be less of a boost overall (due to the thermal damage lasers also deal) , but it is a significant increase in laser damage. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.09 21:39:00 -
[49]
Originally by: AstroPhobic For those talking about a shield buffered gank tempest, here it is:
[Tempest, Lasers on a tempest] Heat Sink II Heat Sink II Heat Sink II Damage Control II Co-Processor II Tracking Enhancer II
LiF Fueled I Booster Rockets Large Shield Extender II Large Shield Extender II Invulnerability Field II Warp Disruptor II
Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Siege Missile Launcher II, Caldari Navy Bane Torpedo Siege Missile Launcher II, Caldari Navy Bane Torpedo
Core Defence Field Extender I Core Defence Field Extender I Core Defence Field Extender I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Enjoy.
At least it's not as bad as the difference between the Laserstrom and the 800mm Maelstrom.  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.09 22:04:00 -
[50]
Originally by: AstroPhobic Edited by: AstroPhobic on 09/08/2009 22:01:12 [Maelstrom, Megapullllse] Heat Sink II Heat Sink II Heat Sink II Co-Processor II Damage Control II
100MN MicroWarpdrive II Caldari Navy X-Large Shield Booster Heavy Capacitor Booster II, Cap Booster 800 Invulnerability Field II Invulnerability Field II Warp Disruptor II
Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L Mega Pulse Laser II, Amarr Navy Multifrequency L
Energy Discharge Elutriation I Energy Discharge Elutriation I Core Defence Capacitor safeguard I
Valkyrie II x5 Vespa EC-600 x5
862 DPS at 15km
[Maelstrom, ACs] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Damage Control II Tracking Enhancer II
100MN MicroWarpdrive II Caldari Navy X-Large Shield Booster Invulnerability Field II Invulnerability Field II Warp Disruptor II Heavy Capacitor Booster II, Cap Booster 800
800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L 800mm Repeating Artillery II, Republic Fleet EMP L
Projectile Ambit Extension I Projectile Ambit Extension I Projectile Ambit Extension I
Hammerhead II x5 Vespa EC-600 x5
924 DPS at 3km.
Here's the kicker - where does the laserstrom start to outdamage the acstorm?
11km. Any range past 11km, the laserstrom does more damage. I don't mean a little bit more damage, I mean GOBS of damage. The mael with barrage will never outdamage the mael with pulse.
That is all.
The numbers still make me cry though. 
I just don't understand why CCP think that minmatar battleships are fine, despite every actual pilot of the ships saying that they just don't do very well.
Why doesn't CCP just come out and say what Minmatar battleships do so well that makes them overcome the crippling lack of Range and damage? ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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Bibbleibble
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Posted - 2009.08.11 18:24:00 -
[51]
Originally by: Orakkus
Originally by: Kismo
Originally by: Presidio I disagree. I think it wins pretty hard.
Dude! You're not allowed to reassert "It wins pretty hard" and then totally ignore my rebuttal to your initial assertion! But who am I kidding, you'll just say "LOL I DONT BELIEVE U" in some form or another. The Tempest *might* win the 140km battle (but I don't think so), but it damn sure loses the 160-180km sniper contest, even with RR.
*secretly believes Presidio is Zulupark's alt...
*secretly believes that Zulupark is NightmareX's alt*  ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.11 19:50:00 -
[52]
Edited by: Bibbleibble on 11/08/2009 19:54:31 Edited by: Bibbleibble on 11/08/2009 19:53:23
Originally by: Presidio
Originally by: AstroPhobic
Originally by: Presidio
slower, can't fit 2 in a carrier, not cap stable for pos bashes, less alpha, worst damage type for BSvBS sniper fleet engagements
just saying
Did you ignore the past 17 pages or what?
Sorry, I can't deal with someone who goes "nuh uh nuh uh nuh uh nuh uh". I tried to be civil.
Which post disputes anything I said? show me?
Damage types: here
Alpha strike, or more realistically the irrelevance of it: Pretty much the entire thread, and especially this thread we linked earlier.
Carrier Capacity: Being fixed in the next patch so it's no longer an issue.
Cap Stability: Been addressed time and time again. If you have a cap booster all your cap problems disappear, and if it is really that big a deal swap into Amarr navy Standard crystals and move closer to the POS. ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
 |
Posted - 2009.08.21 12:31:00 -
[53]
Originally by: Shaemell Buttleson
Originally by: AstroPhobic So anyway, I hear the tempest is clearly the best battleship.V
Thoughts?
Agreed I'm going to repackage my trimark rigged Phoons and buy 2 Pests for every 3 Phoons I sell.
It's worth it as they have less HP's, less DPS and less dronespace so obviously far superior!
You know the single multispec ECM makes sense! ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |

Bibbleibble
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Posted - 2009.08.21 16:57:00 -
[54]
Originally by: Chestrano Edited by: Chestrano on 21/08/2009 16:38:42 Its not only the best BattleshipV Its the best shipV,+ there is for any situation due to the sails!
TBH the Tempest would be overpowered if CCP boosted it, because then it would be useful AND have sails! ________________________________________________ For changes to Minmatar Battleships click here (Now with added summary!) |
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