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Eilora Wingshy
Minmatar Solar Wind
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Posted - 2007.08.05 01:58:00 -
[1]
Is it just me or have we still (I've read many threads on this subject) that discuss the uses of the matari capitals. After many months, the carrier got the bonus changed (thank you very much) but we still have the issue of the Naglfar.
Now every race dread has their bonus according to flavours, as usual, but the minnie bonus, of speed, and of sigradius is.. well, useless on a dread. (you're not moving and you're as big as a small moon) So, we also have the dreaded (pun intended) versatility of minnie, with split weaponsystems. Only, there is no options when fitting a dread, you have your 2 guns, 2 torpedo slots. That's it. So due to this (requiring twice as many dmg mods, ie not gonna fit. The reasons for the lack of split systems are also detailed elsewhere, in great length), the minnie dread also does a fair bit less dmg then the other races, and dmg is supposed to be another flavour of minnie.
Soo. What can be done here? One option would be to actually let the minnie dread be versatile. Give it 4 turret and 4 launcher slots. Let them choose, turrets or launchers (or both, if you like..). Then I can pass on the dmg and sig.. what'cha think? -------------------------------------------------------------- My opinions are my own and not those of my corp
I don't suffer from insanity, I revel in it. If we knew what we were doing, it wouldn't be research. |
Dadanen1
Immortalis Silens FREGE Alliance
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Posted - 2007.08.05 03:25:00 -
[2]
well...sorry to say this but the Naglfar does not get a bonus speed or sig radius...it gets a bonus to capital projectile weapon rof and citadel launcher ROF... but go ahead...
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.08.05 07:17:00 -
[3]
The OP means that the Naglfar has a higher base speed then the other dreads and a lower sig radius. Neither of those honestly help, it's not going to move in siege and 925m sig as opposed to a 1000m sig, well. . . if you manage to miss that anything that's immobile, that big and in range you should pod yourself. -------------------------------------------------- ICE Blueprint Sales |
Xeliya
Eternity INC. Mercenary Coalition
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Posted - 2007.08.05 09:28:00 -
[4]
Edited by: Xeliya on 05/08/2007 09:34:12
Originally by: Jurgen Cartis 925m sig as opposed to a 1000m sig, well. . . if you manage to miss that anything that's immobile, that big and in range you should pod yourself.
Actually that sig radius means they take 7.5% less damage from capital weapons seeing that citadels have 1000m explosion radius and all turrets have a 1000m signature resolution.
Turret Reference Guide (Page 2/5) Missile ReferenceGuide (Page 2/4)
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Roemy Schneider
BINFORD
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Posted - 2007.08.05 12:01:00 -
[5]
Originally by: Xeliya Actually that sig radius means they take 7.5% less damage from citadels and lowers hitting chances of all turrets (ie. something that could have been a wrecking is now just a well aimed)
Turret Reference Guide (Page 2/5) Missile ReferenceGuide (Page 2/4)
nope. the guide states on that very same page you quoted, that signature calcs are being multiplied with tracking. besides; it has been proven in a huge statistical endeavour, that the _quality_ of a hit seems to be disconnected of any of these values.
that link module (plus link specialist V) that reduces signature by 15% -> 925m * 0.85 = 786.25 one 30% painter (w/o advanced skill) -> 1022.125m¦
- putting the gist back into logistics |
Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.08.05 19:57:00 -
[6]
Originally by: Roemy Schneider
Originally by: Xeliya Actually that sig radius means they take 7.5% less damage from citadels and lowers hitting chances of all turrets (ie. something that could have been a wrecking is now just a well aimed)
Turret Reference Guide (Page 2/5) Missile ReferenceGuide (Page 2/4)
nope. the guide states on that very same page you quoted, that signature calcs are being multiplied with tracking. besides; it has been proven in a huge statistical endeavour, that the _quality_ of a hit seems to be disconnected of any of these values.
that link module (plus link specialist V) that reduces signature by 15% -> 925m * 0.85 = 786.25 one 30% painter (w/o advanced skill) -> 1022.125m¦
the wrecking ones are disconected. They are 1% of shots. Dont matter if its an easy or hard target. Other levels are under tracking/signature ratio influence
If brute force doesn't solve your problem... you are not using enough |
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