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Author |
Thread Statistics | Show CCP posts - 46 post(s) |
Rain6637
The Kissaki Syndicate
1639
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Posted - 2013.08.05 16:15:00 -
[841] - Quote
Nighthawk... is... a... trollship... http://i.imgur.com/OEJx3Oq.jpg Rainf1337 on Twitch |
Roime
Ten Thousand Years Shinjiketo
3231
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Posted - 2013.08.05 18:31:00 -
[842] - Quote
Ranger 1 wrote:Veshta Yoshida wrote:Kane Fenris wrote:its because the most command ships were given enough slots to fill the 2 high slots with unbonused weapons if they want to Good thing you remembered to put that "most" in there, otherwise the Absolution and Eos would come pay you a visit in the dead of night .. but then consistency was never one of CCP's virtues so I reckon leaving 1/4 of the hulls out of a new scheme makes 'CCP SenseGäó' Most likely the thinking is that those two be more geared towards putting in NOS or Neuts instead of extra damage, and balanced accordingly.
That, and the fact that Astarte actually has two launcher slots.
Ten Thousand Years is recruiting pioneer spirits to Solitude. |
MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 18:47:00 -
[843] - Quote
i dunno if its just me but i kinda like the new astarte
[Astarte, blaster boost] Medium Ancillary Armor Repairer, Nanite Repair Paste Medium Armor Repairer II Damage Control II Armor Explosive Hardener II Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane
10MN Microwarpdrive II Stasis Webifier II Warp Scrambler II Medium Electrochemical Capacitor Booster I, Cap Booster 800
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Small Energy Neutralizer II Medium Unstable Power Fluctuator I
Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5 There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
Viribus
Love Squad Confederation of xXPIZZAXx
170
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Posted - 2013.08.05 18:49:00 -
[844] - Quote
why would you use a long point on a brawling blaster ship |
MeBiatch
Republic University Minmatar Republic
1200
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Posted - 2013.08.05 18:50:00 -
[845] - Quote
good catch There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
Jerick Ludhowe
trolllolcorp
504
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Posted - 2013.08.05 19:10:00 -
[846] - Quote
MeBiatch wrote:i dunno if its just me but i kinda like the new astarte
[Astarte, blaster boost] Medium Ancillary Armor Repairer, Nanite Repair Paste Medium Armor Repairer II Damage Control II Armor Explosive Hardener II Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane
10MN Microwarpdrive II Stasis Webifier II Warp Scrambler II Medium Electrochemical Capacitor Booster I, Cap Booster 800
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Small Energy Neutralizer II Medium Unstable Power Fluctuator I
Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5
What's this setup good for?
You've got a "super tank" that's fed by a single medium cap booster
You've got low dps highlighted by the loss of a relative turret from fozzies changes AND no dmg mod
You're easy to kite, just as most any medium/small blaster ship.
In the end, I see a setup that's good for one thing. Station game trolling in high sec.
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MeBiatch
Republic University Minmatar Republic
1200
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Posted - 2013.08.05 19:20:00 -
[847] - Quote
Jerick Ludhowe wrote:
What's this setup good for?
You've got a "super tank" that's fed by a single medium cap booster
You've got low dps highlighted by the loss of a relative turret from fozzies changes AND no dmg mod
You're easy to kite, just as most any medium/small blaster ship.
In the end, I see a setup that's good for one thing. Station game trolling in high sec.
well yeah its a brawler for sure... and in it suffers from that play style.
though lolz as being cap stable... could always sub a nuet for a nos.
though i would really like to see the falloff bonus upped to 20% per level. that would allow the ship to reach out to standard kiting range.
though the 250 setup is pretty nasty too. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
Rain6637
The Kissaki Syndicate
1640
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Posted - 2013.08.05 19:23:00 -
[848] - Quote
all your fits for astarte are great but Fozzie and his nighthawk... http://i.imgur.com/YoVwqbt.jpg Rainf1337 on Twitch |
Blue Absinthe
Fur Industries
14
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Posted - 2013.08.05 19:37:00 -
[849] - Quote
Fozzie, I hope you get to this!
One thing I've really like about drone boats such as the Myrmidon and Ishtar is the lack of turret specific bonuses. It's great that you can put projectiles or lasers on these ships to change things up. It'd be really great if the EOS could fit into this progression, could the Hyrbid bonus be changed to a generic turret tracking bonus (or something not weapon specific)? |
Siresa Talesi
Center for Advanced Studies Gallente Federation
70
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Posted - 2013.08.05 20:06:00 -
[850] - Quote
[quote=Sol Trader]Furthermore, who at ccp has a hard on for the drake hull. First the navy drake, now nighthawk drake? Gross./quote]
This. One of the reasons I chose to skill up for a Nighthawk early on as a newish EVE player was to get into a missile boat that didn't have the ugly-as-sin, dull-as-drying paint, flying brick of a hull.
Now there is no escape; if you want a BC sized missile ship, you're stuck piloting a brick in space. I love my Caldari ships, but their builders seriously need a course in design aesthetics! |
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ISD Tyrozan
ISD Community Communications Liaisons
144
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Posted - 2013.08.05 20:29:00 -
[851] - Quote
Attack on CCP employee has been removed.
Forum rule 30. Abuse of CCP employees and ISD volunteers is prohibited.
ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Rain6637
The Kissaki Syndicate
1640
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Posted - 2013.08.05 20:54:00 -
[852] - Quote
http://i.imgur.com/mn47Sco.jpg Rainf1337 on Twitch |
Mournful Conciousness
Embers Children TOHA Conglomerate
98
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Posted - 2013.08.05 20:57:00 -
[853] - Quote
ISD Tyrozan wrote:Attack on CCP employee has been removed.
Forum rule 30. Abuse of CCP employees and ISD volunteers is prohibited.
Good call.
Emotions are running high in this thread. It's understandable. Eve players love their game, and some issues that the community sees as important are seemingly not being addressed. This of course creates frustration since the player base often feels that it's voice is not heard. Eve players are very deeply invested in the game. They feel (rightly in my view) that they have a right to a re-balance that creates a coherent narrative of game play.
Please talk to the Eve devs when you get a chance. The resists vs rep bonus debacle needs to be addressed, and all command ships need to be equally (if differently) desirable. We have an opportunity to escape from the ridiculous situation where only the damnation and claymore are useful in their role, and only the sleipnir is useful in gang pvp.
We should not waste that chance.
For the record, I also favour only on-grid boosting being allowed. It would even up just about every encounter. In addition I would argue that if a fleet member is agressable in high/low sec, so should his squad, wing and fleet booster be. They are after all in effect, part of his ship. This would make hisec duels and lowsec skirmishes somewhat more even and fun.
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Balzac Legazou
Center for Advanced Studies Gallente Federation
5
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Posted - 2013.08.05 21:15:00 -
[854] - Quote
Looking only at the defensive bonus type, I think most people would feel happier with something like this:
Gallente field command: +% to armor repairer amount Gallente fleet command: +% to armor resists
Amarr field command: +% to armor repairer speed (cycle reduction) Amarr fleet command: +% to armor resists
Minmatar field command: +% to shield booster amount Minmatar fleet command: +% to shield resists
Caldari field command: +% to shield base regen Caldari fleet command: +% to shield resists
The actual percentages would need to be fine-tuned, and the field command defensive bonuses could move around (ex., maybe give more shield regen to Minmatar and better shield boosting to Caldari, or replace the base shield regen bonus with a shield booster cycle duration, etc.), but the general idea is:
Field command ships: better bonus for small gangs (local repair, self-reliant) Fleet command ships: better bonus for fleets (resists, rely on remote reps) |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
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Posted - 2013.08.05 21:46:00 -
[855] - Quote
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers"
On a more sensible note, I'm happy with how it is. I'm not convinced on the need to give Gallente/Minmatar Command Ships buffer bonuses with the dual sets of links. Like with Logistics there is a balance between races with Amarr/Caldari having the tough/slow stuff whilst Gal/Min have the skirmish flexibility. |
Balzac Legazou
Center for Advanced Studies Gallente Federation
7
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Posted - 2013.08.05 22:21:00 -
[856] - Quote
Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...]
Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues".
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MeBiatch
Republic University Minmatar Republic
1200
|
Posted - 2013.08.05 22:33:00 -
[857] - Quote
honnestly i think its time to rethink your rejection of allowing the 7.5% to armor repair include external incoming RR.
no mater how much tinkering you do to internal reps its not going to fix the scaleability of the bonus.
basically to take advantage of the skill you have to use that mod and it only scales in usefulness up to a certain amount of incoming damage. after 3-4 ships the bonus is uesless.
but if it was to include a bonus to incomming RR then the bonus would scale all the way up to fleet fights.
Honestly you claim that you dont want to encourage alpha as the main docterine is kind of silly due to how tidi works and that there is literally no diminishing return for stacking damage on a single ship.
Please please make the skill usefull after 3-4 ships and allow incomming RR to be increased.
There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |
Tyberius Franklin
Federal Navy Academy Gallente Federation
681
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Posted - 2013.08.05 22:35:00 -
[858] - Quote
Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus. |
Heribeck Weathers
Caldari Provisions Caldari State
71
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Posted - 2013.08.05 23:33:00 -
[859] - Quote
Tyberius Franklin wrote:Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus.
I do Wish CCP would add more interestingbonuses, like a 50% reduction to capbooster, AAR, and ASB reload time. or a bonus to the effectiveness of shield extenders, or maybe some more over sized mod bonuses like a BC that can fit heavy newts or large smart bombs |
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
77
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Posted - 2013.08.05 23:39:00 -
[860] - Quote
Balzac Legazou wrote:Looking only at the defensive bonus type, I think most people would feel happier with something like this:
Gallente field command: +% to armor repairer amount Gallente fleet command: +% to armor resists
Amarr field command: +% to armor repairer speed (cycle reduction) Amarr fleet command: +% to armor resists
Minmatar field command: +% to shield booster amount Minmatar fleet command: +% to shield resists
Caldari field command: +% to shield base regen Caldari fleet command: +% to shield resists
The actual percentages would need to be fine-tuned, and the field command defensive bonuses could move around (ex., maybe give more shield regen to Minmatar and better shield boosting to Caldari, or replace the base shield regen bonus with a shield booster cycle duration, etc.), but the general idea is:
Field command ships: better bonus for small gangs (local repair, self-reliant) Fleet command ships: better bonus for fleets (resists, rely on remote reps) THIS!!!! also +1 (that means i liked it)
I keep saying it over and over. THERE IS NOT A FIX FOR LOCAL REP VS RESIST. That's right, it's time to get past it. This idea is a perfect way to handle the Racially unique aspect of each race, while also keeping them in line with each other somewhat. Maybe a bit less on the Caldari vs Minmatar side but hey it's a start.
Each race needs a ship in each class that can compete against the other races on each level of play. Most specifically Large fleet battles. There is no replacement for resist bonuses when it comes down to it. It's the only thing that increases life expectancy and also increases incoming Shield and Armor Logicstics effectiveness.
This issue is one of those things where you keep throwing adjustments and modules and limitless amounts of time at, but no matter how much you do there will always be a disparity because you're trying to balance apples with oranges.
Tyberius Franklin wrote:Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus. No matter how you look at it, if you use a Repairer with this bonus, you ARE taking advantage of the bonus. How do i justify that you may ask. Well it's because of the nature of Armor Repairers. The thing about Armor Reps is that they're designed to give you your repair at the END of the cycle. This means that even if you run your rep in single cycles where you repair at exactly the same frequency as an unbonused rep, you still are given greater effect as your rep comes sooner. This also gives you the option to burst rep by turning your lasers off for a moment and allowing your rep to cycle a few times. Also it may be note worthy to know that cycle reduction provides greater Repair per second than does increase repair amount.
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Tyberius Franklin
Federal Navy Academy Gallente Federation
681
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Posted - 2013.08.06 00:40:00 -
[861] - Quote
Erutpar Ambient wrote:Tyberius Franklin wrote:Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus. No matter how you look at it, if you use a Repairer with this bonus, you ARE taking advantage of the bonus. How do i justify that you may ask. Well it's because of the nature of Armor Repairers. The thing about Armor Reps is that they're designed to give you your repair at the END of the cycle. This means that even if you run your rep in single cycles where you repair at exactly the same frequency as an unbonused rep, you still are given greater effect as your rep comes sooner. This also gives you the option to burst rep by turning your lasers off for a moment and allowing your rep to cycle a few times. Also it may be note worthy to know that cycle reduction provides greater Repair per second than does increase repair amount. That would be a 1 time bonus at the point as after the first cycle hits the delay to keep cap usage the same causes each additional rep cycle to complete at the same time as it would on an unbonused rep. If the goal is a 1 time saving on up to 25% of a single cycle to avoid the increased cap and get the first, and only the first, cycle in faster then cool. But as stated, all practical uses of the bonus cause you to use more cap. |
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
78
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Posted - 2013.08.06 00:54:00 -
[862] - Quote
MeBiatch wrote:honnestly i think its time to rethink your rejection of allowing the 7.5% to armor repair include external incoming RR.
no mater how much tinkering you do to internal reps its not going to fix the scaleability of the bonus.
basically to take advantage of the skill you have to use that mod and it only scales in usefulness up to a certain amount of incoming damage. after 3-4 ships the bonus is uesless.
but if it was to include a bonus to incomming RR then the bonus would scale all the way up to fleet fights.
Honestly you claim that you dont want to encourage alpha as the main docterine is kind of silly due to how tidi works and that there is literally no diminishing return for stacking damage on a single ship.
Please please make the skill usefull after 3-4 ships and allow incomming RR to be increased.
Even if they did allow repair bonuses to affect incoming reps, Resists would still be more effective. Resists increase the effectiveness of incoming reps as well as increase total HP buffer. Rep bonus would not increase survivability.
That's why you can't compare them. Rep bonus is too narrow in scope to compete with Resist bonuses. They really need to be changed to not compete with each other at all. |
Erutpar Ambient
Real Nice And Laidback Corporation Black Core Alliance
78
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Posted - 2013.08.06 01:04:00 -
[863] - Quote
Tyberius Franklin wrote:Erutpar Ambient wrote:Tyberius Franklin wrote:Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus. No matter how you look at it, if you use a Repairer with this bonus, you ARE taking advantage of the bonus. How do i justify that you may ask. Well it's because of the nature of Armor Repairers. The thing about Armor Reps is that they're designed to give you your repair at the END of the cycle. This means that even if you run your rep in single cycles where you repair at exactly the same frequency as an unbonused rep, you still are given greater effect as your rep comes sooner. This also gives you the option to burst rep by turning your lasers off for a moment and allowing your rep to cycle a few times. Also it may be note worthy to know that cycle reduction provides greater Repair per second than does increase repair amount. That would be a 1 time bonus at the point as after the first cycle hits the delay to keep cap usage the same causes each additional rep cycle to complete at the same time as it would on an unbonused rep. If the goal is a 1 time saving on up to 25% of a single cycle to avoid the increased cap and get the first, and only the first, cycle in faster then cool. But as stated, all practical uses of the bonus cause you to use more cap. You are given the option to use more cap to increase repair speed. Bonuses like this are good, they give you a choice, and give you something to do while fighting. It's not just a "turn on all modules and press F1 on target" type of Bonus. It's a bonus that gives you a great boost to a module at the cost of turning your weapons off. The ability to balance the 2 is where player skill will come into play.
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Goldensaver
ArTech Expeditions
221
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Posted - 2013.08.06 06:40:00 -
[864] - Quote
Honestly I'm more for the idea of giving the Eos, Claymore and Vulture a +50% bonus to (racial) HP in place of, respectively, the armour rep bonus, the shield rep bonus and (one of) the optimal range bonus.
The % HP bonus gives double the amount of extra EHP versus the resist bonus (only 25% bonus to EHP) making them less likely to be headshot. The Caldari and Amarr can keep the advantage in HP and fleet tanking by keeping the resist bonus as a one up, but this will lessen the gap between the Damnation and every other races CS options in fleet substantially.
In exchange for the lack of a resist bonus the Minmatar and Gallente CS's should have somewhat better signature radii and higher speeds (WTF Eos?) allowing them to mitigate the damage a little more naturally rather than simply standing around taking it.
I'll admit, this still might (and probably will) leave the Damnation preferred in extremely large gang fights compared to the Eos and the Vulture to the Claymore, but it'll do a lot more to bridge the gap than giving them a bloody active rep bonus. |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
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Posted - 2013.08.06 07:03:00 -
[865] - Quote
Balzac Legazou wrote:Mr Floydy wrote:Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...] Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues". Well yes, if you want to be pedantic they don't use more cap. You can even make them use less cap if you don't even turn the bloody thing on. I fully realise this would open up extra options, but it is exactly the same as rate of fire bonuses on lasers. It massively hits cap usage when actually being used. I'd take 7.5% rep amount of 7.5% faster cycle time on an Absolution any day of the week despite the slightly lower peak tank - it's hugely more manageable. It's the same as chosing between the 2 active tank rigs. Aux Nano pumps are pretty much the way to go unless you can use dual cap boosters or don't have lasers to run.
I'll keep the resist bonus ta. |
Rain6637
Team Evil
1642
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Posted - 2013.08.06 10:22:00 -
[866] - Quote
from https://forums.eveonline.com/default.aspx?g=posts&m=3409697#post3409697
CERBERUS
In the first iteration we didn't quite go far enough with the Cerb in terms of power. In this pass we are going further to support its role as both a long range missile platform and a potential skirmisher by increasing its speed significantly and also adding more fitting to make fielding the extra launcher more comfortable. The change to cap recharge should go a long way to help the Cerb.
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Caldari Cruiser Bonuses: 5% bonus to Kinetic Missile damage 10% bonus to Missile velocity
Heavy Assault Cruiser Bonuses: 10% bonus to Missile flight time 5% bonus to Missile Launcher rate of fire
Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1) Fittings: 800 PWG(+165), 520 CPU(+80) Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6) Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93) Mobility (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s Drones (bandwidth / bay): 15(+15) / 15(+15) Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6 Sensor strength: 24 Gravimetric(+8) Signature radius: 135
OP:
Nighthawk: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10%(+5) bonus to heavy and heavy assault missile kinetic damage Command Ships skill bonuses: 5% bonus to Heavy Assault and Heavy missile launcher rate of fire 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1) Fittings: 825 PWG (+115), 550 CPU (-5) Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10 Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1) Sensor strength: 24 Gravimetric (+5) Signature radius: 285 Cargo capacity: 700 Rainf1337 on Twitch |
Cyaron wars
SkREW CREW Local Down
43
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Posted - 2013.08.06 10:38:00 -
[867] - Quote
Split current command ships into 2 groups: Field Command ships: - Claymore - Damnation - Vulture - Eos No change for skill requirements. Heavy Assault Battlecruiser: - Sleipnir - Absolution - Astarte - Nighthawk Leave those ships as they are just remove ability to fit links and change skill requirements to: Heavy assault cruisers 5 -> Heavy Assault Battlecruiser 1 + Racial BC 5.
Rain6637 wrote:you mean remove the bonus to links? Yes |
Rain6637
Team Evil
1642
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Posted - 2013.08.06 10:39:00 -
[868] - Quote
you mean remove the bonus to links? Rainf1337 on Twitch |
Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
123
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Posted - 2013.08.06 12:08:00 -
[869] - Quote
Remove the link bonus, on the ship class designed specifically for running links, that's based on the T1 class, that is for running links? No. |
Mag's
the united Negative Ten.
15309
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Posted - 2013.08.06 12:10:00 -
[870] - Quote
CCP Fozzie wrote:Entity wrote:So, Astarte getting a massive damage nerf?
The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.
It's going from 10.9 effective turrets to 10. However I expect the two utility highs, lower mass and extra resists to more than compensate. We shall see, but I have my doubts. I've use this as an expensive gun boat for quite some time and accepted the cost and risk. Not sure it's worth it now.
Oh and since when do we use effective turrets, as any kind of metric? I would much prefer to know the actual % loss tbh.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |
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