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BlackDragonShadow
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Posted - 2006.04.23 19:31:00 -
[1]
I don't know if this has been thought of before but I was in the skills forum and someone wrote a thread about the most rare skill specialzations. One person said that logistics was pretty rare due to their inabilty to be used in large fleet battles as they are usally the first ships targeted to be destroied.
Then someone suggested that they should be able to use jamming etc. while cloaked. I think that would give them a TON of power in a fleet encounter as they could just fly like 100k above the battle field and cloak and screw everyone over. But what if the ships had a really tiny signature raduis and scan resolution? It would make them take a lot less damage and be able to stay in a ship battle long enough for them to make a real difference in fleet battles. Maybe if they had some support and back up. It would certainly make a big difference in stragy I think. Am I missing something or does this make sense?
Touched by his noodly appendage.
Church of the Flying Spaghetti Monster |
Happydayz
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Posted - 2006.04.23 19:59:00 -
[2]
Any ship that gets called primary first in PvP ops is basically by definition useful.
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BlackDragonShadow
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Posted - 2006.04.23 20:03:00 -
[3]
I agree in the case of the Logistics ship though they don't really have great offence or defence they really heavily on their jamming etc. So they expload quickly. I guess I'm just talking about their stay power.
Touched by his noodly appendage.
Church of the Flying Spaghetti Monster |
Viktor Fyretracker
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Posted - 2006.04.23 20:08:00 -
[4]
only way is to setup a system for heavy combat ships to be able to extend their shields. say a blackbird or other support ship comes to with in 1500m of a BS and the BS extends its shields around the support ship. basicly meaning all damage pointed at the cruiser is soaked by the BS shields. meanwhile the logistics can of course keep pumping the BS's shields.
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Rixsta
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Posted - 2006.04.23 20:34:00 -
[5]
I think they need the ability to naturally repair themselves.... or high bonuses on repair systems, while gimping their high slots would balance it out... should havea sturdy defence but a weak offence, at the moment they seem to lack both... i think it would add a real nice dimension to pvp too if they had hefty bonuses to repair modules or a naturally regenative tank.
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Rebell
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Posted - 2006.04.23 21:09:00 -
[6]
Well for fleet pvp, once a gang mate gets targetted, assuming he is BS, he should be warping out, not waiting for remote repairs. Also, comm silence means people can't be screaming on TS that they are targetted and need repairs.
Logistics ships should be sitting at safespot repairing friendlies so they can warp back to the battle almost immediately fully healed.
I don't see any way of incorporating them into large fleet battles. If you buff their tank too much, you just end up with a carrier. Maybe then can be used in gang combat, like 10 vs 10.
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Kai Lae
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Posted - 2006.04.23 21:37:00 -
[7]
The problems with them are:
1. Cap is too low to run the things they need to run. It needs to be in the 1500 range. The first thing a logistics pilot usually fits is a cap battery. 2. Even though they are ships with no offense, they don't have HAC like resists and therefore can't take as much damage. This needs changing. 3. They can't affect multiple ships at once. It would be nice if they could fit one gang mod to increase defenses. Currently only BC size ships can do this and frankly they're not overly mobile, it would be nice to have a cruiser sized ship available.
I would also argue that the non rep bonuses are too generic, in that you only get tracking bonuses or cap passing bonuses. There probabally should be something unique for each race.
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Rebell
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Posted - 2006.04.23 22:30:00 -
[8]
Woot! I got it!
Make repairers Area of Effect like smartbombs. Give the ships range bonuses for these. Imagine 1000 shield points repaired to all ships in 50km radius .
Warning! Above idea may or may not require a hit by the nerfbat, before implemented.
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