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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Marcel Devereux
Aideron Robotics
152
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Posted - 2012.09.28 18:17:00 -
[91] - Quote
Ark Anhammar wrote:CCP Ytterbium wrote:GALLENTE DESTROYER: Gallente are always about raw firepower, that's why this ship combines both turret and drone damage to achieve its goals. While the damage is lower than a Catalyst, remember that drone projection remains stable at much farther ranges (especially with drone damage amplifier changes below). On the downside, it has a limited dronebay next to the Amarr version, making it more difficult to replace lost drones.
Ship bonuses: +10% to drone damage and HP per level +5% to small hybrid turret damage per level Role bonus: +50% small hybrid turret optimal range Slot layout: 6 H, 3 M, 3 L, 4 turrets Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 800 / 850 / 950 Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s Mobility (max velocity / agility / mass / align time): 240 / 2.45 / 1800000 / 4.46s Drones (bandwidth / bay): 25 / 50 Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7 Sensor strength: 11 magnetometric Signature radius: 72 Cargo capacity: 350 This is awesome, but I think it needs some tweaks: 1) If drones are about damage projection, then please just bonus this dessie for damage projection. Give it 2 drone bonuses, maybe (bonus 1) 10% drone damage AND (bonus 2) 15% drone MWD or Tracking and hitpoints. That way, we can stick 2x drone links on top to give it truly long range damage projection, with the MWD/tracking bonus to improve the damage application. Take off the hybrid bonus, and the turrets can just be used for destroyer defense while the drones are off far away doing their thing. Or hell, I'd just use small smartbombs lol. 2) Increase the drone bay! Honestly, there's no reason to give Amarr a larger drone bay with the same bandwith, since both of these ships rely on their drones for their damage application. If anything, the Gallente version should have 100 m3. On a larger note about drones overall, there needs to be a pass over all drone mechanics, since no other race have to deal with issues like their "guns" being shot by gate guns, having their "guns" targeted and destroyed by the enemy, and so on. Also, we need to be able to see drone health inside the drone bay, and maybe the drone races can get innate bonuses to their ships that'd allow drone armor to be repaired in the drone bay.
Or make one of the drone mods have the ability to repair drones in the drone bay.
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Marcel Devereux
Aideron Robotics
152
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Posted - 2012.09.28 18:18:00 -
[92] - Quote
Dersen Lowery wrote:CCP Ytterbium wrote:Gallente are always about raw firepower, that's why this ship combines both turret and drone damage to achieve its goals. This is why the drone boats are a nice break; you can get some versatility beyond "warp to zero and pulverize." It seems that the new idea is that the Amarr get to enjoy the versatility of drones, and Gallente just have a little extra space for replacement combat drones, because MOAR DPS. Please reconsider this decision. If the idea is that combat drones are a particularly expensive form of ammo, then we'll want at least slightly bigger bays if we want to continue to enjoy the ability to switch out drone types depending on the situation.
Why should Gallente have options? Isn't the answer obvious? You should cross train and never fly Gallente. |
Zarnak Wulf
Imperial Outlaws
593
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Posted - 2012.09.28 18:23:00 -
[93] - Quote
Gallente - kill the hybrid damage bonus. Give it a hybrid tracking bonus instead. Give it a fifth turret slot (4 * 1.25 = 5 anyways). It's CPU is too weak to consider drone upgrades in those two spare highs anyways. |
Doddy
Excidium. Executive Outcomes
233
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Posted - 2012.09.28 18:24:00 -
[94] - Quote
Harvey James wrote:Eckyy wrote:Jackie Fisher wrote:CCP Ytterbium wrote:* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
So tech i and tech ii version of the same module will have the same fitting? That's already the case with turret damage mods. T2 is better in every way. I wouldnt be opposed to dropping the CPU on the T1 mod from 30 to 25. incorrect all the T2 damage mods use less cpu than the meta 4's which are the only meaningful option as the rest are just crap but the damage mods are all a mess anyway like 10 different dmg mods and the only useful ones are the T2's
How is that incorrect? t1 and t2 use the same cpu on both. There are no meta 4, sure, that doesn't make him incorrect.
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Harvey James
Prospero's Sight
23
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Posted - 2012.09.28 18:26:00 -
[95] - Quote
Doddy wrote:Harvey James wrote:Eckyy wrote:Jackie Fisher wrote:CCP Ytterbium wrote:* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
So tech i and tech ii version of the same module will have the same fitting? That's already the case with turret damage mods. T2 is better in every way. I wouldnt be opposed to dropping the CPU on the T1 mod from 30 to 25. incorrect all the T2 damage mods use less cpu than the meta 4's which are the only meaningful option as the rest are just crap but the damage mods are all a mess anyway like 10 different dmg mods and the only useful ones are the T2's How is that incorrect? t1 and t2 use the same cpu on both. There are no meta 4, sure, that doesn't make him incorrect.
yes technically the turret ones do have the same cpu i was thinking of the bcu t1 -t2 which is different by 5 |
Caerephon
Murmur.
1
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Posted - 2012.09.28 18:28:00 -
[96] - Quote
With the new Amarr destroyer, it looks like the one EAF that you could use solo is now useless. CCP, y u no buff EAFs? |
HazeInADaze
L'Avant Garde Happy Endings
3
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Posted - 2012.09.28 18:30:00 -
[97] - Quote
Amarr hits with the power of 6 weapon mounts. Gallente hit with the power of 5 weapon mounts with range bonus (hybrid only) Amarr still hold a cap bonus and a nuet bonus over gals. At face value this seems unbalanced. |
Mortimer Civeri
Aliastra Gallente Federation
196
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Posted - 2012.09.28 18:33:00 -
[98] - Quote
CCP Ytterbium wrote: GÇóAMARR DESTROYER:
The Amarr destroyer is designed to take down opposition through indirect means. On the downside, the damage is nothing to write home about, but the combination of energy disruption ability plus drone control makes it dangerous at shutting enemy frigates off, then finishing them properly when they're helpless. It also has quite a generous dronebay, for multiple drone replacements.
Ship bonuses: +10% to drone damage and hitpoint per level +20% bonus to energy vampire and energy neutralizer transfer range per level Role bonus: +25% to ship capacitor recharge rate Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 750 / 950 / 850 Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s Mobility (max velocity / agility / mass / align time): 235 / 2.75 / 1700000 / 4.71s Drones (bandwidth / bay): 25 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6 Sensor strength: 10 radar Signature radius: 66 Cargo capacity: 300
GÇóMINMATAR DESTROYER:
This ship is unique among all Destroyers as it has a bonus that improves survivability - it is designed to zip around in the battlefield at high velocities while spewing missiles. As a downside however it's less efficient at hitting fast moving targets at greater ranges than the Caldari hull is.
Ship bonuses: +5% to rocket and light missile explosion damage per level 15% reduction in MicroWarpdrive signature radius penalty per level Role bonus: +50% to rocket and light missile velocity Slot layout: 7 H, 3 M, 3 L, 7 launchers Fittings: 48 PWG, 200 CPU Defense (shields / armor / hull) : 850 / 800 / 800 Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s Mobility (max velocity / agility / mass / align time): 255 / 2.89 / 1600000 / 4.64s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6 Sensor strength: 9 ladar Signature radius: 60 Cargo capacity: 400
I'll be in my bunk. "I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin
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Amantus
Doctrine. FEARLESS.
194
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Posted - 2012.09.28 18:37:00 -
[99] - Quote
so the Gallente one is terrible compared to the Amarr one |
Grog Drinker
The Tuskers
94
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Posted - 2012.09.28 18:39:00 -
[100] - Quote
The amarr needs another mid for a cap booster if it plans on actually powering any nuets. The range bonus really isn't that spectacular on it. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
29
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Posted - 2012.09.28 18:50:00 -
[101] - Quote
Grog Drinker wrote:The amarr needs another mid for a cap booster if it plans on actually powering any nuets. The range bonus really isn't that spectacular on it.
The fact that a cap booster is required should sort of suggest that something is broken, surely. Also cap booster would pretty much mean the cap bonus is wasted/bad. |
Harvey James
Prospero's Sight
23
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Posted - 2012.09.28 18:51:00 -
[102] - Quote
TrouserDeagle wrote:Grog Drinker wrote:The amarr needs another mid for a cap booster if it plans on actually powering any nuets. The range bonus really isn't that spectacular on it. The fact that a cap booster is required should sort of suggest that something is broken, surely. Also cap booster would pretty much mean the cap bonus is wasted/bad.
Or use some vamps ah!! i know shocking isn't it? |
Grog Drinker
The Tuskers
94
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Posted - 2012.09.28 18:59:00 -
[103] - Quote
Harvey James wrote:Or use some vamps ah!! i know shocking isn't it?
What do you plan on using these vamps on? Your ideal targets are frigs that start with less cap than you before you begin nueting. Nueting them dry also dries you up negating any cap advantage you would have. |
Omnathious Deninard
Extrinsic Operations
141
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Posted - 2012.09.28 18:59:00 -
[104] - Quote
Harvey James wrote:TrouserDeagle wrote:Grog Drinker wrote:The amarr needs another mid for a cap booster if it plans on actually powering any nuets. The range bonus really isn't that spectacular on it. The fact that a cap booster is required should sort of suggest that something is broken, surely. Also cap booster would pretty much mean the cap bonus is wasted/bad. Or use some vamps ah!! i know shocking isn't it? Did nobody notice the 25% cap regen role bonus on the amarr ship? Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Aaron Greil
Royal Imperial Navy Reserves
32
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Posted - 2012.09.28 19:00:00 -
[105] - Quote
The bonuses laid out by these new ships are really ugly. They slap the traditional bonus styles in the face.
I get why the amarr one gets 3 turrets and 3 missiles, but I'm getting tired of all the new ships being the same. Give it all missiles, or all lasers. Also, it has a bigger drone bay than the gallente one? wtf? Then there is that neut bonus..... Please no. Neut bonus are a tech 2 bonus, and it should stay that way. It also overlaps with the amarr's EAF. If you insist on EWAR then do tracking disruptors, to make it follow in line with the arbitrator. I would much much much prefer a laser damage bonus, maybe marauder style. 3 turrets with 100% damage each, so it could still use those highs for (unbonused) neuts. Another thing to consider would also be a drone speed bonus.
I'd really like to ask, what is the design scheme for amarr? I see drones added to everything, but short range missiles are supposed to be amarr's second weapons platform. Are you phasing them out? If not, then give amarr players low-end missile boats. 3 missile hardpoints on one or two ships is not enough for a player to take the effort to train them.
The caldari one is the only one that really looks any good. The minmatar one looks too powerful, and with serious overlap with interceptors. It looks seriously outside of design philosophy of destroyers. I could see a static speed bonus, (in line with minmatar) but a MWD sig reduction? Like interceptors? Like AFs? No good.
Finally the gallente one..... Needs bigger drone bay, and maybe five more bandwidth. I'm not sure how 3 mediums compare to 5 lights, but gallente should pretty much always have drone superiority. Also I realize the enyo and iskur get optimal range, but its falloff that falls in line with gallente. This ship should have one more turret, and a 37.5% (or maybe 50%) bonus to falloff.
Seriously disappointed, especially with the amarr one. |
Harvey James
Prospero's Sight
24
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Posted - 2012.09.28 19:03:00 -
[106] - Quote
Grog Drinker wrote:Harvey James wrote:Or use some vamps ah!! i know shocking isn't it? What do you plan on using these vamps on? Your ideal targets are frigs that start with less cap than you before you begin nueting. Nueting them dry also dries you up negating any cap advantage you would have.
In which case you will only need to use a neut or two wont you? :)
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Innominate
GoonWaffe Goonswarm Federation
192
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Posted - 2012.09.28 19:05:00 -
[107] - Quote
These ships are underwhelming and I'm not sure why anyone would use any of them. |
Liang Nuren
Heretic Army Heretic Nation
2280
|
Posted - 2012.09.28 19:07:00 -
[108] - Quote
CCP Ytterbium wrote: Amarr
Ship bonuses: +10% to drone damage and hitpoint per level +20% bonus to energy vampire and energy neutralizer transfer range per level Role bonus: +25% to ship capacitor recharge rate Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 750 / 950 / 850 Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s Mobility (max velocity / agility / mass / align time): 235 / 2.75 / 1700000 / 4.71s Drones (bandwidth / bay): 25 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6 Sensor strength: 10 radar Signature radius: 66 Cargo capacity: 300
I have to admit that I don't like the role bonus on this ship, especially when compared to the Caldari destroyer. Also, the fittings seem very stingy for what is unquestionably the most lackluster of the new destroyers. Also, energy neutralizer transfer? Does this mean that it gets an ET bonus as well?
Quote: Caldari
Ship bonuses: +5% to rocket and light missile kinetic damage per level +10% to rocket and light missile explosion velocity per level Role bonus: +50% to rocket and light missile velocity Slot layout: 8 H, 3 M, 2 L, 8 launchers Fittings: 45 PWG, 210 CPU Defense (shields / armor / hull) : 950 / 750 / 750 Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s Mobility (max velocity / agility / mass / align time): 250 / 2.5 / 1900000 / 4.89s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7 Sensor strength: 12 gravimetric Signature radius: 69 Cargo capacity: 450
I have very high confidence that this ship is going to be mindbogglingly overpowered with standard missiles.
Quote: Gallente
Ship bonuses: +10% to drone damage and HP per level +5% to small hybrid turret damage per level Role bonus: +50% small hybrid turret optimal range Slot layout: 6 H, 3 M, 3 L, 4 turrets Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 800 / 850 / 950 Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s Mobility (max velocity / agility / mass / align time): 240 / 2.45 / 1800000 / 4.46s Drones (bandwidth / bay): 25 / 50 Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7 Sensor strength: 11 magnetometric Signature radius: 72 Cargo capacity: 350
What are the two utility highs expected to be used for? It seems like the fittings are too low for them to be properly useful on a blaster ship, and as a rail ship they're definitely not useful. Either way, the other ships are so powerful that there's no way I'll be using this ship at all.
Quote: Ship bonuses: +5% to rocket and light missile explosion damage per level 15% reduction in MicroWarpdrive signature radius penalty per level Role bonus: +50% to rocket and light missile velocity Slot layout: 7 H, 3 M, 3 L, 7 launchers Fittings: 48 PWG, 200 CPU Defense (shields / armor / hull) : 850 / 800 / 800 Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s Mobility (max velocity / agility / mass / align time): 255 / 2.89 / 1600000 / 4.64s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6 Sensor strength: 9 ladar Signature radius: 60 Cargo capacity: 400
Uuuummmmm.... that's interesting.
Quote: * All light missile launcher fittings: CPU reduced by 4, PWG reduced by 2 * Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
I'm really skeptical of the light missile changes here, especially in relation to ships. Make sure that you take a look at the Kestrel and Condor. I doubt the difference will matter to the Caracal.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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CCP Ytterbium
C C P C C P Alliance
1256
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Posted - 2012.09.28 19:09:00 -
[109] - Quote
Zarnak Wulf wrote:Gallente - kill the hybrid damage bonus. Give it a hybrid tracking bonus instead. Give it a fifth turret slot (4 * 1.25 = 5 anyways). It's CPU is too weak to consider drone upgrades in those two spare highs anyways.
Hmmm interesting, that's one way of putting it - it negates tracking issues with rails and give the boat some love. We'll have another math run at this after the week-end. Keep the constructive comments coming people.
Braaaaaaaaaaaaaaaaaaaaaaaaaaainz |
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Ty Delaney
Gambit Roulette
19
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Posted - 2012.09.28 19:13:00 -
[110] - Quote
TrouserDeagle wrote:Petrus Blackshell wrote:TrouserDeagle wrote:Drone damage projection is actually really really bad if the target isn't webbed and/or scrambled. They do no damage and they get instapopped. That is true for Hobgoblins, but not Warriors or (to some degree) Hornets. Er, yes it is. They get some shots on the target, then they lag behind and get instapopped. For a drone destroyer I'd like to see very fast drones with high tracking that can do their orbit thing properly on actual moving targets. Sure am looking forward to docking up after every fight to buy more drones (f yeah gallente).
They tried to make faster drones with high tracking, but in actual use, the drones kept overshooting the target, then MWDing back, overshooting, MWDing back, overshooting...
You get the idea -- if they get any faster than they already are, they never shoot at all, because they never come out of the pursuit mode. |
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Harvey James
Prospero's Sight
24
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Posted - 2012.09.28 19:13:00 -
[111] - Quote
CCP Ytterbium wrote:Zarnak Wulf wrote:Gallente - kill the hybrid damage bonus. Give it a hybrid tracking bonus instead. Give it a fifth turret slot (4 * 1.25 = 5 anyways). It's CPU is too weak to consider drone upgrades in those two spare highs anyways. Hmmm interesting, that's one way of putting it - it negates tracking issues with rails and give the boat some love. We'll have another math run at this after the week-end. Keep the constructive comments coming people. Braaaaaaaaaaaaaaaaaaaaaaaaaaainz
make it a drone tracking bonus too like tristan has please |
Omnathious Deninard
Extrinsic Operations
141
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Posted - 2012.09.28 19:17:00 -
[112] - Quote
CCP Ytterbium wrote:Zarnak Wulf wrote:Gallente - kill the hybrid damage bonus. Give it a hybrid tracking bonus instead. Give it a fifth turret slot (4 * 1.25 = 5 anyways). It's CPU is too weak to consider drone upgrades in those two spare highs anyways. Hmmm interesting, that's one way of putting it - it negates tracking issues with rails and give the boat some love. We'll have another math run at this after the week-end. Keep the constructive comments coming people. Braaaaaaaaaaaaaaaaaaaaaaaaaaainz Gallente already has a hybrid destroyer, there is no need to make a second half-assed(pardon the language)hybrid drone ship. And with the poor slot layout it really is not that good. Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Scatim Helicon
GoonWaffe Goonswarm Federation
880
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Posted - 2012.09.28 19:20:00 -
[113] - Quote
Slightly away from the thread topic I know, but if you're explicitly incentivising rails on the gallente hull with that optimal bonus, can you at least remove that same optimal bonus from the Catalyst and switch it for something that will make it into a proper blaster boat?
Seriously, a +50% falloff role bonus on the Catalyst (and maybe the thrasher too for class symmetry, giving us 2 snipers and 2 close-in dogfighters) instead of optimal would be a much better fit and would neatly mirror the Cormorant's double-optimal bonuses. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
29
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Posted - 2012.09.28 19:22:00 -
[114] - Quote
Ty Delaney wrote:TrouserDeagle wrote:Petrus Blackshell wrote:TrouserDeagle wrote:Drone damage projection is actually really really bad if the target isn't webbed and/or scrambled. They do no damage and they get instapopped. That is true for Hobgoblins, but not Warriors or (to some degree) Hornets. Er, yes it is. They get some shots on the target, then they lag behind and get instapopped. For a drone destroyer I'd like to see very fast drones with high tracking that can do their orbit thing properly on actual moving targets. Sure am looking forward to docking up after every fight to buy more drones (f yeah gallente). They tried to make faster drones with high tracking, but in actual use, the drones kept overshooting the target, then MWDing back, overshooting, MWDing back, overshooting... You get the idea -- if they get any faster than they already are, they never shoot at all, because they never come out of the pursuit mode.
So that's it? They just give up and drones are bad forever. |
Harvey James
Prospero's Sight
24
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Posted - 2012.09.28 19:27:00 -
[115] - Quote
higher orbit velocity higher tracking better AI to keep better trans and better EHP would all help to make drone boats worth using more |
Ty Delaney
Gambit Roulette
19
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Posted - 2012.09.28 19:27:00 -
[116] - Quote
HazeInADaze wrote:Amarr hits with the power of 6 weapon mounts. Gallente hit with the power of 5 weapon mounts with range bonus (hybrid only) Amarr still hold a cap bonus and a nuet bonus over gals. At face value this seems unbalanced.
Oh, come on: you can't talk about how the Amarr gets six turret slots and then in the same breath talk about how the Amarr gets a neut bonus. Those neuts will use up at least two and probably three of those six high slots.
This whole thread is kind of ridiculous. If you take every comment that says "X is overpowered" and cancel it out with some other post that says "X is useless and weak" the entire thread would vanish. It's no wonder CCP ignores 90% of player input. |
LtCol Laurentius
Deep Core Mining Inc. Caldari State
73
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Posted - 2012.09.28 19:27:00 -
[117] - Quote
CCP Ytterbium wrote:
- CALDARI DESTROYER:
Missiles, missiles, missiles, missiles, that's what this hull is all about. It spams missiles a quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.
Slot layout: 8 H, 3 M, 2 L, 8 launchers Fittings: 45 PWG, 210 CPU
- MODULE CHANGES:
Balancing these ships made us realize some further tweaks were needed on some modules to make these destroyers, and as an extend, some other ships / setups more useful.
* All light missile launcher fittings: CPU reduced by 4, PWG reduced by 2
Ahem. Even with a reduced PG on the missile launchers, a destroyer pilot with maxed out fitting skills will have only 5,85 PG left after fitting 8 light launchers... So no speedmod. Or tank. Intentional? |
Orakkus
The Fancy Hats Corporation Kraken.
80
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Posted - 2012.09.28 19:29:00 -
[118] - Quote
CCP Ytterbium wrote: Ship bonuses: +5% to rocket and light missile kinetic damage per level
I thought the Devs were stepping away from damage specific bonuses on hulls?
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Steelshine
Wildly Inappropriate Goonswarm Federation
104
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Posted - 2012.09.28 19:30:00 -
[119] - Quote
I'm Down wrote:MIrple wrote:I'm Down wrote:If I'm not mistaken, this puts the new Caldari Missile destroyer in the 200 - 210 DPS at 60+ km range
Does this not negate everything you have already said about HML's, range and damage projection considering this is following the current trends and not the new path you guys were trying to lay down? Think these ships are meant to operate with precisions what would the range be with this type of ammo fitted? No, Light missiles are getting a boost to explosive velocity already this patch, and then this ship gets an added boost to hitting small fast targets And i was wrong, it hits up to 260 dps at 57km w/o rigs/TCs Ironically, this thing post changes is going to come awfully close to the drake in both dps and range with far less training time
shut up yaay |
serras bang
Lucien Coven
27
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Posted - 2012.09.28 19:33:00 -
[120] - Quote
now thats how you build and rebalance cal ships however weont the mattar have a hugh advantage through all the other ship being the fastest base and having bonus to mwd ? |
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