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Ja'kar
Templar Securities and Holdings
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Posted - 2007.05.17 20:17:00 -
[61]
Wy not t2 BS - som eppl like trained to be a bs pilot and would like agood bs to fly - t2 frigs - t2 crusier - ????
but no cos why - they would be overpowered like hac's command ships are not - BS i sin need of some lov - and not the tier 3 which should of been in a long time ago
BS T2 plz
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Janu Hull
Caldari Order of Z Industries
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Posted - 2007.05.17 22:17:00 -
[62]
Originally by: Ja'kar Wy not t2 BS - som eppl like trained to be a bs pilot and would like agood bs to fly - t2 frigs - t2 crusier - ????
but no cos why - they would be overpowered like hac's command ships are not - BS i sin need of some lov - and not the tier 3 which should of been in a long time ago
BS T2 plz
Ok, dude, put the f-king Crakberry down and relearn to type...
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |
Macmuelli
Gallente Gallente Mercantile Exchange Coalition Of Empires
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Posted - 2007.05.17 23:19:00 -
[63]
perhaps it will be moved to features and ideas section but will pos what it coud be to give him a role.
just an idea!
Gallente Federation Albatross!
"The Albatross Ship class was designed to stay in the first line of the war. After the "Showup" of the endless Power of The Capital vessels, our siencetiest has looked for an mobiler answer and created this new class."
It was created to break there "Pos" defence systems. It was created to break enemie walls..
7.5 % Hybrid dmg each level 6 % rof each level
Extrarole bonus
+10% cycle for rage moduls each level -99.5 % Cpu needed for rage moduls + 5% extracargohold for the fuel hangar of rage moduls
Structur : 16000 (no resists) Amor : 24000 (EM 65%/ Explo 35% / Kn 65% / Thermal 65%) Shield : 10500 ( Em 15% / Explo 75% / Kin 70% /thermal 60%) (recharge rate 4.000) Cargohold: 1000 m/3 Drone: capacity : 250 Mass: 275.00.000 kg Volume: 1.980.560 m/3 (120.000.m/3 repacked) Agilty: .098
power ( 10000) recharge rate 2.100 sec
locking range:125 km Target max 5 Scan resulotion 125 mm Magnometric sensor strength 56 Signatur radius 600mm
Speed 180 m/sec
low slots 7 med slots 5 high slots 8 Turret hardpoints 4 Launcher Hardpoints 2 Rigg slots 3
Cpu 760 Powergrid 22000 Calibration 550
Extrahangar for TECH II Logistic Modul
To use rage moduls u need fuel like pos stuff.Isotopes/heavy water/liquid ozon
Rage Moduls: Cynorsul Disruptor neutralizer.
created to infiltrate systems who had such a pos modul running.
It generate a field who make it posible for a reconship to set a cyn field.
cycle time 120 sec
at this time the "Albatross" get a resist boost to amor. Step by Step it is reducing like the running cycle time.
The created Field gives dmg so repairing is needed.or a logistic in background perhaps?)
just an idea to make them rolspecific and not like "solopownomobiles" Penalty s (negative effects to there"rage" mods make them worthless in the most missions...perhaps ance choice for1-2 where u fight aganst a enemie Ps?
Ps:sry for my bad english and mistakes in typing..
breg mac
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
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StarSearcher
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Posted - 2007.05.17 23:55:00 -
[64]
Originally by: CaptainSeafort ccp have looked at the idea, tooled around, and decided they have no niche currently. wait a bit
Sure they have....
Special ability: Immune to Doomsday Device Special Ability2:Fighters are unable to lock on to them.
(90% joking, 10% serious)
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Boomhaur
Minmatar
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Posted - 2007.05.18 00:30:00 -
[65]
Originally by: Jacob Castillo Give them awsome resistences but the DPS of a wet paper towel and I will be happy. Otherwise, no.
Sounds like the Drake, but we dont get the DPS of a wet paper towel, its more like half the DPS of that.
(sorry didnt mean try to drag this into a flame on Drakes, its just the first thing came to my mind when I saw this) Dude that Scammer just ninja'ed that Carebare's wallet!! |
Ja'kar
Templar Securities and Holdings
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Posted - 2007.05.18 00:42:00 -
[66]
Ok, dude, put the f-king Crakberry down and relearn to type...
erm no how about a big f u, and its a game forum I will type how I want...
if its a work doc then yah I would care how it looks and what my boss thinks, u well, who gives a ****...
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Jmanis Catharg
Caldari Dusk Blade
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Posted - 2007.05.18 01:01:00 -
[67]
Oh em gee teh gme forum lez all tak liek dis. wtfpwnmobilebbq!!11
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6Bagheera9
Shadows of the Dead Aftermath Alliance
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Posted - 2007.05.18 01:22:00 -
[68]
I really don't see a role for T2 BSs, the anti-cap proposal is really just an indictment of cap ships and the unbalanced difficulty associated with taking them down without your own cap ships. What really need to be done is fixing the way tacklers are able to engage capital ships and how jump-drives and DDDs work. Because of their model size capitals currently get a stealth bonus to smart bomb range, up to 20km for the best officer bombs, making it unrealistically difficult to tackle them. The EWAR immunities associated with MSs and Titans make tackling them even more difficult. I can understand how cap ships should be more resistant to EWAR than conventional ships, but the current immunities are excessive. Lastly, the ability to just jump out when things get ugly is unabashedly overpowered and leads to some really cheesy tactics when combined with a Titan using a DDD.
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Ja'kar
Templar Securities and Holdings
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Posted - 2007.05.18 01:29:00 -
[69]
Edited by: Ja''kar on 18/05/2007 01:28:13 Oh em gee teh gme forum lez all tak liek dis. wtfpwnmobilebbq!!11
Mine was not as bad as that and I can also read what ur saying so no harm done...
So please, f u aswell
em sorry to the OP T2 BS I would like to see in game
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Gamesguy
Amarr E X O D U S Imperial Republic Of the North
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Posted - 2007.05.18 03:38:00 -
[70]
Edited by: Gamesguy on 18/05/2007 03:39:00 For example, T2 abaddon:
With the alarming increase in the usage of capital ships in smaller skirmishes, the Royal Navy decided to commission a ship capable of lending heavy capital grade firepower to conventional fleets, yet remain more mobile than a dreadnought. The result is a monster. The Wolverine is specifically designed to combat capital class vessels while maintaining all the mobility of a ship of its class.
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Battleship Skill Bonus: 50% bonus to XL energy weapon rate of fire and 5% bonus to all armor resistance per level.
Flagship Skill Bonus: 50% bonus to XL energy weapon damage and 10% bonus to XL energy weapon optimal range per level.
Role Bonus: 98% reduction in XL weapon power grid needs, 50% reduction in XL weapon capacitor usage.
Penalty: -92.5% tracking and -92.5% explosion velocity for all XL weapons.
Slots: 8/4/8, 4 turret slots, 2 rig slots. 24k grid, 600 cpu 25m3 drone bay.
10000 structure, 10000 armor(60/80/62.5/35), 8k shield(0/90/70/20), 2500 recharge.
Capacitor 8000, 1250 recharge. 100 km max targetting range, max locked targets 8, radar sensor str 30, scan resolution 60mm sig radius 470, max velocity 100m/sec.
With only 4 turret slots and 25m3 drone bay its pretty worthless against regular battleships, and it has the same penalties to its guns as siege mode, making it only useful for shooting at caps ships. It does quite a bit more damage than a dread, but its tank is much weaker.
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Zhaymus Hockhold
DEATH'S LEGION
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Posted - 2007.05.18 03:48:00 -
[71]
I would kind of agree with what Gamesguy is attempting, just not exactly that.
And please don't try to fit BSs into the niche that CSs already fill.
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Alexi Borizkova
Caldari New Age Solutions New Age Solutions Amalgamated
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Posted - 2007.05.18 03:51:00 -
[72]
I was thinking more about t2 BS today, and made a thread about them in ships and modules. I'll paraphrase how I'd like to see them here. Starting off with expanding on my scorpion comment above.
Covert Ops Battleship Scorpion model, Ishukone paint scheme.
Primary purpose: acting as a stationary intel gathering point in a system. Superior sensors allowing you to know who is in system even if they remove local. Additionally, an expanded map view showing enemy positions (after you get a web of sensors or probes deployed) allowing you to send gang waypoints to these places in system where the enemy is hiding, even if they are cloaked.
Secondary purpose: Provides gang wide sensor related bonus, perhaps lock range, speed, resistance to damps or ECM.
I would envision this as the sort of thing a dedicated fleet commander might fly, or his second in command. Offers new capabilities to its fleet, and makes it impossible to run from them in the same system.
Heck, it might even be interesting for it to have the ability to lock down all outgoing stargates in a system, by decloaking and having a cyno like beacon placed on its head. While this might overpower the ship, I dunno, it's an interesting debate.
Flagship Raven hull, Kaalikiota paintscheme
Primary purpose: provide direct tactical benefits to fleet. Damage, tank, that sort of thing. By neccesity this would be a ship nearly impossible to kill (allowing a fleet commander to stay alive for an entire fight, passing out orders from the thick of things.
Secondary purpose: More defensive measures, or the ability to choose a target and force all ships in fleet to target it, or perhaps give them an additional free target lock on a single primary target (if on grid) regardless of being damped, ECMed or lagged. The FC calls primary, and it is immediately locked and ready for you to shoot at.
I envision this ship in the thick of things, monitoring the battle from the front and passing out orders to the fleet. Offensive capabilities would be highly limited, with defense and fleet optimization as its main function. Focus more on new leadership modules and capabilities rather than stepping on the toes of command ships (which would serve as wing commanders or squad leaders, likely).
Heavy Weapons Platform Rokh hull
Primary purpose: Squaring off with capitals as a countermeasure. This ship functions on par or a bit better than a standard battleship offensively and defensively... until you activate some sort of module that places it in takedown mode. This reconfigures weapons and defenses to concentrate on one target to the exclusion of others. (countermeasures, shields, armor bracing, what have you) effectively giving the ship a significgant bonus to resists against a single target it is actively targetting, with a duration of several minutes.
I would picture the offensive portion to be akin to the siege mode, less tracking, speed, etc.
Secondary purpose: Scare the bajeezus out of people in expensive things. For three, or four, whatever, minutes you can designate a target to the exlusion of all others. Against that single target you are stronger, meaner, and eminently capable of doing them harm... but his entire support fleet has an easier time taking you out. It's a tradeoff.
I would envision this being used en masse as a counter to capital ships or as mini dreads for POS elimination. However, it can be flanked easily by a support fleet, and while it's "take down mode" is active it is softer than your average BS to other targets, preserving t1 BS in the game.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2007.05.18 03:52:00 -
[73]
If we're going to do T3 ships, we might as well round out the T2 ones first.
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Macmuelli
Gallente Gallente Mercantile Exchange Coalition Of Empires
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Posted - 2007.05.21 21:05:00 -
[74]
which role the coud also have is open a jump portal.
Limted to bs/cruiser /frig sized ships for the cost of isotopes.
maxed to 15 ships all together. jump range 3-4 lightyears
this option woud add more "surprise effects" to the game and it woud give fleets more flexibilty to travel without fearing "megagatecamps"
breg mac
"Ein jeder ernte Ruhm auf seine Weise.....Gunnar von Hlidarendi "
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Lobo Noturno
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Posted - 2007.05.21 21:45:00 -
[75]
I am with the people that want the T2 BS as an anti-capital ship. I personally believe that being anti-capital means two things: -Jump Drive Interdictor module - Specific High-slot module used to jam capital and super-capital ships.(Yep, MS and Titans beware) -Very high, HAC-like resistances. Preferably built on top of the Tier3 BS models and bonuses(those already have tanking bonuses) It needs to survive lots of firepower, specially if supported remotely, since it will be primary to any capital fleet or it's respective support fleet...
To not make them into solo-pwnmobiles, I suggest gimping the weapon setup to something like half a normal BS damage output.(they're specialized ships) They're not suposed to kill capital ships, what would be pointless given that Dreads already are the cap ship killers. Their role is to keep those capital ships from escaping, just like interdictors do to normal fleets(but these T2 BS do not have the interdiction launcher, they work only against capital ships..), but without being easily destroyed.
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KHEN
Gallente New Horizons
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Posted - 2007.05.22 08:19:00 -
[76]
Edited by: KHEN on 22/05/2007 08:17:21 I rely entirely on CCP to find a nicely specialized and balanced role for the T2 BS.
Something usefull vs capital ships would be great ofc (reduced damage from fighters, or tremendous bonuses to smartbombs or to energy neutralizers). Make the energy needs on these ships so important (200, 500 or even 1000 energy per second) that they will allways need energy transfers from logistics to be effective. Thus they won't be solo pwnmobiles.
just an idea ofc
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Dodona
Gallente Azure Horizon Coalition Of Empires
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Posted - 2007.05.22 13:49:00 -
[77]
t1 frigates : destroyers :: battleships : t2 battleships
Oh, I hope, I hope, I hope.
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Pete Stalker
Celtic Anarchy Anarchy Empire
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Posted - 2007.05.22 14:25:00 -
[78]
something like battleship sized recons would be wicked with the tank and dmg of a t1 BS but some nasty bonus which could put some extra tactics into fleetbattles for example. we dont need more pewpew, we need more creative ideas to get away from the usual "primary, secondary target"-bull**** as fleet ops are atm
There is no buisness like Pete's buisness. |
Sazkyen
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Posted - 2007.07.24 09:33:00 -
[79]
Enough already! Low sec guys got a lot of ships to play with already: the cap ones. Make the T2 BS a ship somewhat better than T1 ones and that's it. If they come out with yet another "LOW SEC ONLY" stuff or something that can only be used in fleet battles then it would surely make me and a lot of other players cry like a baby.
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Ssoraszh Tzarszh
Minmatar Grumpy Old Farts Gruntfuttocks
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Posted - 2007.07.24 09:36:00 -
[80]
No i think its too early, maybe ask again tomorow?
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.07.24 09:41:00 -
[81]
I dont understand why people would not want t2 bs's in game.
Do these people want ships like Zealots removed because they outclass a omen? Do they want Cerebus's removed because they outclass a Caracel?
Or is it because they dont want to train up BS L5 --
Billion Isk Mission |
Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.07.24 09:43:00 -
[82]
My favorite ship would still be the heavy interdictor. Make it like a normal BS, just with higher resists, bit more HP as usual, but as a bonus I would give it the ability to fit a large warp disruptor bubble generator as a module. It should require fuel to use (like heavy water or so) and generate a large warp disruptor bubble 45km radius, or 54km for the T2 version.
This way it would be a small step up from the normal T1 BS in normal operations, since it would have more resists and such, but not do more damage. In fleet warfare though, it would enable instantaneous deployment of a large bubble, though at the cost of making the ship itself rather vulnerable (the bubble is centered on himself, and thus he obviously can't warp). Thats also what he needs the high resists and such for, since that probably makes him primary in every fight.
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
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fire 59
Destructive Influence Band of Brothers
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Posted - 2007.07.24 09:49:00 -
[83]
Tbh, i feel they should focus on making the game run properly before adding any more content. In the futureat some point they may be a nice addition but for now, they need to fix the game properly ( crosses fingers for todays patch )
GOONIES = OMNIPOTENCE INCARNATE |
Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.07.24 09:54:00 -
[84]
Originally by: fire 59 Tbh, i feel they should focus on making the game run properly before adding any more content. In the futureat some point they may be a nice addition but for now, they need to fix the game properly ( crosses fingers for todays patch )
I agree on fixing the game, but I think adding a few more ships is a different and less invasive form of adding content than say: Heat, or walking in stations. I'd prefer they would hold off on the latter till the big lag/bug issues are fixed, but I don't see how a few more ships here and there would distract them from that. More ships is always better
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
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R3dSh1ft
Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.07.24 09:59:00 -
[85]
One thing is sure - the Caldari ones going to be crap.
DKOD - an awesome synchronised killing machine |
Fedaykinn
Templars of Space Sparta Alliance
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Posted - 2007.07.24 10:24:00 -
[86]
Like they said on EVE TV. It wont be just a bigger and more damaging version of the HAC, they are going to serve a different purpose. What that purpose is were not sure yet.
Im sure itll serve some sort of very interesting role
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Rafein
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Posted - 2007.07.24 10:45:00 -
[87]
I kinda think, with CCP's current plan for develoment, it will be something to break up blobbing/alpha strikes.
Flagship.
HAC resists, more HP, only 2-3 highslots max. can fit a Fleet module, works like a gang mod.
Fleet module- When active, all damage done to any ship in the gang is shared evenly throughout the gang.
End result, no more Primaries, longer fleet battle.
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Zosimos Sabina
Tritanium Workers Union Kinetic Maelstrom Alliance
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Posted - 2007.07.24 10:55:00 -
[88]
I want them to fix defender missiles. I want them to buff missle launchers on non-missle boats so I might choose to fit something other than nosferatu in my spare high slots. I want a counter to nosferatu - perhaps smart bombs, making the smaller smart bombs actually worth fitting. I want capacitor batteries and capacitor flux coils to be actually worth fitting under the right circumstances. I want them to balance the crappy t1 cruisers and frigates like the Bellicose, Moa, Omen, Tristan, and non-Caldari missle frigates. I want logistics to be actually worth taking to a fight, including the t1 variants like the Augoror and Scythe. I want the Apocalypse to have a role, since it has been usurped as the tanking Amarr battleship by the Abaddon. I want t1 destroyers and interdictors balanced, so that I don't just see Flycatchers and Thrashers. I want the Amarr Khanid ships to be something more than a waste of database space. I want tier 1 battlecruisers to actually be balanced vs tier 2 rather than being an inferior choice every time.
WHAT I DON'T WANT - New ships when I already don't fly 75% of the ships I am capable of flying because they suck.
Sorry for rant.
------------------------------------------------ »\(¦_o)/» |
Cpt Branko
Guardian Heroes
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Posted - 2007.07.24 11:27:00 -
[89]
Originally by: Jacob Castillo Give them awsome resistences but the DPS of a wet paper towel and minimum dronebays and I will be happy. Otherwise, no.
Exactly, with a minor correction. ;) Give them a large dronebay, and we'll have a T2 NOS-domi, talk about underpowered
Originally by: Tsanse Kinske The second you start equating time spent playing a game with lost time and money is the second you need to ask yourself "Why am I playing?". Seriously |
Felysta Sandorn
Caldari System-Lords
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Posted - 2007.07.24 11:36:00 -
[90]
Gallante t2 BS: Can rep it's entire armour with one cycle of a LAR2, can go 2km/s, and can fit a full rack of Neutrons along with 80% resists!
Caldari t2 BS: Has base resists of over 80% (apart from EM that's 79%), and can passively tank level 4 missions solo, also has 8 launchers.
Minmatar t2 BS: Can go 15km/s, has the sig radius of a spoon, tracking and damage bonuses, as well as a shield boost bonus, and the ability to fit 8 1400s.
Amarr t2 BS: Can either rep or use guns, has 1000 cap with a recharge time of 2000 seconds, has a damage bonus, but only 4 turret hardpoints and 4 missile hardpoints as we haven't had a hybrid ship in a while (last was the vengeance and malediction and they nerfed the launchers of those).
Then...
After 3 months of implementation...
Amarr t2 BS gets a tracking bonus, other t2 BS get a HP boost.
...
...
I see nothing but good things that can come from t2 BS!
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