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GrindAllStar
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Posted - 2011.06.04 11:28:00 -
[61]
1st) Dont get it whats capital webber good for? And how is it better than a inti with a web or 2??..
2nd) What ya need T2 for? T1 seems perfectly fine atm with a lil support around :)
3rd) I'm all out for capital noses and neuts, I think those should be out there already. (I'd love a neuting thanatos for pvp :)) )
4th) This matter think it was discussed over and over again. Personally I think we need a highsec "assembled ship" carrier/hauler or a one man mobile base so people can roam the 0.0 solo or in small group doing ninja mining in deep space or w/e without been in a 5k people alliance... more than t2 dreads.
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Xorth Adimus
Caldari Blackwater USA Inc. Against ALL Authorities
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Posted - 2011.06.04 11:39:00 -
[62]
or... we could just fix dreadnoughts give them more effective hps tracking and damage in siege mode so they survive and actually damage supercaps (but not sub caps).
You bring 30 poorly supported super caps you better be able to counter 40 dreads with support. If you drop 40 dreads and siege them you have to fight come what may for 10 minutes, I like this feature, dreads being used purely to grind structures is pretty awful.
Tackle ships are sub caps.. today they are called HICs and dics baby
Neuts? erm there is something called battleships.
Also pilgrim needs neut range bonus then it will be very useful in this role as a cloaky cyno on it like it was supposed to be.
I also wouldn't say no to a battlecruiser sized super heavy (focused point only) interdictor with citadel launchers and large (void!) bombs. Hell stick a cloak on it too for the lols.
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MeBiatch
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Posted - 2011.06.09 01:33:00 -
[63]
Originally by: Asuka Solo I support this product and or service!
+1
thank you
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MeBiatch
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Posted - 2011.06.09 01:40:00 -
[64]
Originally by: GrindAllStar 1st) Dont get it whats capital webber good for? And how is it better than a inti with a web or 2??..
capital webber is so a sc cant speed tank the juggernaut...
Originally by: Xorth Adimus
Tackle ships are sub caps.. today they are called HICs and dics baby
yeah and only hics can tackle titans or sc... and an sc can nuet a hic in a second... having a jugger be a capital super tackler makes it so you wont see sc only fleets killing everything...
Originally by: Xorth Adimus
You bring 30 poorly supported super caps you better be able to counter 40 dreads with support. If you drop 40 dreads and siege them you have to fight come what may for 10 minutes, I like this feature, dreads being used purely to grind structures is pretty awful.
i think the siege mode should be reduced to 5 min on dreads and juggers... dreads would still be used as the backbone of the capital fleet cuss they are cheep compared to sc or juggers or titans...
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Roosterton
Eternal Frontier Enemy-Fleet
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Posted - 2011.07.18 03:15:00 -
[65]
Edited by: Roosterton on 18/07/2011 03:16:57 Edited by: Roosterton on 18/07/2011 03:15:44 I'd be interested in the concept of Blackops battleships with a "REALLY AWESOME WEAPON" that WILL insta-kill and pod its target, but also insta-kill and pod itself in the process. The module itself costs 500mil on top of the 500mil of the BOPS battleship, so it's a bad trade to use it against a standard carrier (remembering that carriers are insurable and BOPS aren't) and a slightly beneficial trade to use it against a dread, but when used against Supercapitals/titans it's obviously a very, very good tradeoff
It should have a fairly short range so that they can't just be lumped in with a fleet and used to take out an enemy's supercapitals straight from the start, maybe 25km so that they actually need to sneak in with covops cloaks (which should be another capability given to the BOPS) before being able to wreck havoc.
Supercapitals and titans, as a counter to this, get a "REALLY AWESOME WEAPON SURVIVABILITY" attribute at a base of 0%. By fitting special "REALLY AWESOME WEAPON SURVIVABILITY BOOSTING MODS" (which only fit on SCs/titans) they can increase the chance they survive, but at the same time, reduce their defenses against other weapons due to having less slots for resists.
The end result is that supercaps who want a decent chance at surviving BOPS will have much reduced resists and ehp, and ones who don't fit for BOPS survival will be extremely vulnerable to BOPS.
Might make for some fun, or it might be horrendously OP. -------- Enemy corps raided into disbandment: Three.
Originally by: Tarminic
OH MY GOD WHAT HAVE YOU DONE?! |
Sinikka Huiputti
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Posted - 2011.07.18 14:56:00 -
[66]
fun to read all these crazy talks when all you need to nerf supercap usage is to nerf cynosural field (tm)
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Shi Phat Phat
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Posted - 2011.07.18 20:50:00 -
[67]
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Wu Phat
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Posted - 2011.07.18 20:56:00 -
[68]
I give the names & descriptions a +10 ( Super Epic Enjoyed That Part )
If CCP takes anything away from this read is the names and put them on any upcoming ship class over haul what ever the hulls could be. All of them would go good on a T3 frigate or New destroyers hulls.
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MeBiatch
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Posted - 2011.07.18 22:54:00 -
[69]
Originally by: Wu Phat I give the names & descriptions a +10 ( Super Epic Enjoyed That Part )
If CCP takes anything away from this read is the names and put them on any upcoming ship class over haul what ever the hulls could be. All of them would go good on a T3 frigate or New destroyers hulls.
thanks i like the names too myself
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fukier
Handsome Millionaire Playboys
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Posted - 2011.08.26 15:41:00 -
[70]
+1
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DonWaan Incognito
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Posted - 2011.08.26 20:38:00 -
[71]
Originally by: MeBiatch Edited by: MeBiatch on 26/08/2011 15:43:55 Juggernaut class capital ship class tech II Dreadnaught
Chaos: In Greek cosmology, Chaos was a primordial state of matter from which the cosmos and the other gods emerged. For Hesiod and the early Greek Olympian myth (8th century BC), Chaos was the "vast and dark" void from which Nyx emerged
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New EdenĘs foremost manufacturers of particle blasters, its ships tend to favour turrets and thus have somewhat higher power output than normal.
hull: moros
role bonus: jump drive activation cost 60% capacitor siege module duration reduced 50% and consumption amount reduced 50% can fit capital nuets and nos can fit capital Webber can fit warp disruption field generator can fit capital Cap injector (uses 2400's) can fit Tech II siege module (Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)
Dreadnaught ship bonus: 5% to cap hybrid turret damage per level 20% to drone hp/damage per level
Juggernaut ship bonus: 5% to cap hybrid turret damage per level 7.5% to armour repair amount per level
sensor strength 22 magnometric
7 low slots 5 mid slots 6 high slots (4 gun 2 utility)
yes please yes! i want my golden moros now!
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