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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
MotherMoon
Huang Yinglong
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Posted - 2009.02.20 11:52:00 -
[1]
Edited by: MotherMoon on 20/02/2009 11:53:41
Quote: 5% Heat Damage Reduction Per Level.
yes! AWESOME!
edit: too soon? :P
also I hope this isn't a hint at not getting 5 parts per section after all.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 12:31:00 -
[2]
Originally by: Roemy Schneider /me opposes signature bonus for amarr. since extenders have become common among minnie fittings, they're the smallest race anyways. in addition to their armor tanking superiority, it's just too much.
I think it would be ok for tech 3 cruisers to each have one that did this.
I mean they will have 5 each.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 13:13:00 -
[3]
I see no bonus on sisi
:(
or are they hidden?
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 13:20:00 -
[4]
Originally by: Keiko ****uka
Originally by: CCP Nozh Singularity should be up soon with updated static data, every subsystem should now have unique stats as well as bonuses. The bonuses aren't visible anywhere (When they're more final they'll be added to the descriptions), so I'm listing them here for now.
They are hidden. :)
doh :P
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 15:21:00 -
[5]
Originally by: Perry * Amarr Defensive Subsystem 1 - Resistance Bonus * Amarr Defensive Subsystem 2 - Armor Repair Amount * Amarr Defensive Subsystem 3 - Repair Capacitor Need
* Caldari Defensive Subsystem 1 - Resistance Bonus * Caldari Defensive Subsystem 2 - Shield Boost Bonus * Caldari Defensive Subsystem 3 - Shield Hitpoint Bonus
Anyone besides me thinking amarr got the shaft there with the repair cap need bonus? This bonus is so crap i dont know where to start complaining:
1) You need to fit a rep to benefit (amarr are not known for active repping)
Replace it with Hitpoints like the Caldari get, or i will call you biased towards caldari! Do you want that?
just don't fit it unless your using an active tank set up. that's the POINT.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 15:41:00 -
[6]
Engineering Subsystem
just posting ideas for subsystems 4-5 Ammar -50% fitting requirements for bomb launchers -50% fitting requirements for large nuets and nos
stuff like this maybe?
thanks for your time.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.20 15:52:00 -
[7]
Originally by: Perry
Originally by: MotherMoon
just don't fit it unless your using an active tank set up. that's the POINT.
If i fit for active tank i use the one with the repair amount bonus to actually survive the damage done to my ship. Thank you very much.
look at the rest of the stats those systems give.
the less cap allows for more offense. it's give and take.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.21 00:08:00 -
[8]
Originally by: Jade Loengrim you should try at least to be consistent with lore, tutorials and guide lines of ship design around : Minmatar are for instance like Caldari, more oriented on shield tankin
what game have you been playing
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MotherMoon
Huang Yinglong
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Posted - 2009.02.22 19:33:00 -
[9]
Originally by: Mioelnir
Originally by: CCP Nozh
- Minmatar Offensive Subsystem 3 - Projectile / Missile Rate of Fire Bonus
HOOOORAY
We totally need another triple split weapon system! They work so awesome! Spending both bonuses so all highslots have a single one is cool!
Honestly, with the addition of the Fleet Scythe, you yourself Nozh, admitted that these things do not work in practice. Back then, you're argument was the equivalent of "Lalalla we do it anyway".
Could you please explain why we have to suffer through this again? Think Fleet Stabber, think cruiser autocannon platform.
you don't have to fit damage mods in the lows. that's the secret. Plus it can be useful when your tracking disrupted, as your missle will still hit, or if your damped you can fit FoF missles. you can also use drones. IT's not as good, but these ships add something to eve. not every ship needs to be the ame ship.
just give these piece something cool like... 50 drone bandwith or such, so the slipt weapon system might be wroth fitting for something else.
also maybe make it 7.5% per level? seems like with the skill loss on the line these can be more beefy here and there. :)
ok I got another idea, Give some subsystems bonuses to fitting things like guns, or shield mods. So you could fit more guns as they take 50% less powergrid. or something like that. But then you have to risk that level 5 skill.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.22 21:06:00 -
[10]
Originally by: Cailais
if one can't beat 2 tech one battleships I would cry.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.22 23:29:00 -
[11]
Originally by: Aylara I would rather take an armor amount / resistances bonus for my proteus, rather then repair amount bonus.
then the system is working as intended.
YOU pick your favorite set up.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.25 01:39:00 -
[12]
CCP! please force in at lest 4 pieces now!!
please please please?
right now we'll only have about 1000 new ships insted of 13,000 : (
with 4 pieces each at lest it will be more awesome, right now it's just... I fear we won't see the next update with these ship parts untill winter.
or 2 years.
Sorry it's just you have a track record.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.25 12:10:00 -
[13]
Originally by: CCP Dionysus
Originally by: torN Deception
T3 ships are the centerpiece of the largest expansion EVE has had in years, and CCP doesn't seem to give a **** about balancing them so that they're uesful. Unless they get some very major tweaks before release they're going to go unused, which means W-space is going to be empty.
Hi there.
What sort of balancing are you looking for to make them useful?
I dont necessarily mean exact numbers, but what are you looking to do with t3 ships? They are not meant to be "better" than t2, but broader in scope.
If they aren't better than tech 2 get all 5 pieces in :(
200 possible ship combination is not broader in scope.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.25 14:09:00 -
[14]
I say move sideways, put in crazy bonuses that no ships get.
then make them BASE as good as a tech 2 cruiser.
Now you have crazy tech 2 ships but they are tech 3 in tech because they can do new things no other ship can.
I'm talkign crazy fitting bonuses for random modules. like... 20% per level to effectivness of PDUs
Or.... 20% more hull hp per level.
crazy things that no one has ever seen before.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.25 20:26:00 -
[15]
Originally by: Deva Blackfire
Originally by: MotherMoon I say move sideways, put in crazy bonuses that no ships get.
then make them BASE as good as a tech 2 cruiser.
Now you have crazy tech 2 ships but they are tech 3 in tech because they can do new things no other ship can.
I'm talkign crazy fitting bonuses for random modules. like... 20% per level to effectivness of PDUs
Or.... 20% more hull hp per level.
crazy things that no one has ever seen before.
It might work. But one thing: crazy not stupid/useless :)
haha :P
hey I know but I just had to say something in there.
ok the boost to afterburner speed was a good start. now we need new things... like...
replace ammars bonus for nuet with...
Ammar damage bonus for nuets/nos: 20% of cap drained also taken treated as damage to targets shield/armor. minmatar damage bonus for webs: 100 damage per cycle per level
Stuff like that for racial E-War
Ummm... I really could write up a whole thing but I wonder if the devs would even want to know my ideas. Or care.
oh, each race should also get a defensive subsystem that gives you 15% bonus to structure resistances per level. That way you free up a slot where you would of put a damage control.
each race should have a MASSIVE bonus to salvagers like.... 5% bonus per level
Every race should have a subsystem for heat, but NOT for heat damage, but heat build up. 10% per level less heat build up, gives you more time to overheat without lowering the damage when it's at peak heat.
should I try to write something up?
ccp plese, if your going to give us 12,000 less ships, give us NEW ships, not the same. then don't have to fly HACs with new bonuses.
the rep cap amount is a good new bonus too. The basic idea is good, but if you won't let them be "woah these ships are as powerful as a batleship!" then make then new.
speaking of which... why are you blancing them like they are cruisers? Just because of the size? they will be more expensive thn tech 1 battleships, they should get the cap/armor/shield of a battleship, with the fitting space of a cruiser. The price justifies this. This would only mean more to crew through to kill one.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.25 20:34:00 -
[16]
Originally by: fuxinos Edited by: fuxinos on 25/02/2009 20:26:10
Tengu horribly lacks CPU in any setup.... despite many configs arent even useable in pvp.
Legion lacks CPU AND PG to no end... any setup and has no damage potential at all. I mean, whats the point of giving it a single damage bonus on each subS if it only has 4 turrethardpoints? And if you choose the powergrid subS you get +2 turretharpoints, but its unfitable for anything decent since you lack cpu.
Ç: The RoF bonus from Caldari Offensive System 1 doesnt apply at all.
and this is why one of my ideas for ammar was a fitting bonus. 10% less power grid and CPU for turrets per level.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.26 09:15:00 -
[17]
oh, thanks for the idea bump.
Target painter bonus 10% per level to heat build up in target ship while target painter is overheated.
I love the heat idea. Tech 3 should be better WHEN overheaated than tech 2.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.27 10:28:00 -
[18]
Edited by: MotherMoon on 27/02/2009 10:36:32
Quote: and SS 3 is fail split weapon systems.
with two extra low slots.
THINK.
it gets 7 turrets. SO, unless your skill is at level 5, you actually get more dps by using ss3 and 2 gyros. OR you can make a massive armor tank, or nano by giving up dps. The bonuses aren't everything.
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MotherMoon
Huang Yinglong
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Posted - 2009.02.27 10:36:00 -
[19]
Edited by: MotherMoon on 27/02/2009 10:36:17
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MotherMoon
Huang Yinglong
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Posted - 2009.03.02 10:14:00 -
[20]
Originally by: Devon Cys How about in addition to the heat bonus you also give a bonus to rig penalty reduction. One that will stack with the rigging skills. That at (whatever) rigging skill 5 and Racial strat crusier skill 5 you will have no penalty from the rig. Or even add a fourth rig slot.
Because as long as they do nothing better than a t1 or t2 ship they won't be flown in place of a ship that does it better for cheaper.
why? just fit ccc, rigs don't have drawbacks.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.02 10:15:00 -
[21]
Originally by: King Rothgar I've managed to come up with a pretty solid legion, beats the hell out of every hac I've fought with it so far. Dunno about subsystems atm given the server is down but the end result was:
Highs: 6x FMP II's, core probe launcher Mids: MWD (named), t2 web, t2 disruptor, medium cap booster II Lows: MAR II, DCII, adaptive plating II (0 cpu, 1 grid), thermic plating II, reflective plating II, Heatsink II, 1600mm RT plate.
Rigs: 2x Ancillary current routers, 1 algid whatever for turret cpu
Total is 7687 armor, 320-ish dps (AN multifrequency), 72-90% resistance across board (EM/therm weak) and nearly cap stable with mwd off. This is with no implants and my in game skills which are far from maxed.
I haven't fought a zealot with this exact setup but lachesis, deimos, vagabond and hurricane are no problem. Vagabond was the toughest of them due to it's resistance but it never posed a threat, damn near had him permatanked without using cap boosters.
well now that you've posted it, ccp will nerf it. remember, NOT better than tech 2.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.02 17:41:00 -
[22]
Originally by: Vampiress Edited by: Vampiress on 02/03/2009 14:55:27
Originally by: CCP Nozh Propulsion Subsystem
- Amarr Propulsion Subsystem 1 - Velocity Bonus
- Amarr Propulsion Subsystem 2 - Afterburner Speed Bonus
- Amarr Propulsion Subsystem 3 - MWD Signature Radius Penalty Reduction
- Caldari Propulsion Subsystem 1 - Agility Bonus
- Caldari Propulsion Subsystem 2 - Warp Speed / Capacitor Bonus
why dont u give mwd speed bonus insteed of afterburner ..i meen no one uses afterburner :) mwd ftw
- Caldari Propulsion Subsystem 3 - Afterburner Speed Bonus
- Gallente Propulsion Subsystem 1 - MWD Signature Radius Penalty Reduction
- Gallente Propulsion Subsystem 2 - Afterburner / MWD Capacitor Use Reduction
- Gallente Propulsion Subsystem 3 - Warp Speed / Capacitor Bonus
- Minmatar Propulsion Subsystem 1 - Velocity Bonus
- Minmatar Propulsion Subsystem 2 - Agility Bonus
- Minmatar Propulsion Subsystem 3 - Afterburner Speed Bonus
Make sure to take into account the actual stats and slot modifications the subsystems give before judging bonuses too hard.
why dont u give mwd bonuses insteed of afterburner ...afterburner sux ...especially when u come against a rapier
because having 250% afterburners is awesome.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.04 12:19:00 -
[23]
Edited by: MotherMoon on 04/03/2009 12:19:29
Quote: Subsystem Skill Bonus: 5% bonus to medium projectile turret rate of fire, 2.5% bonus to medium projectile turret damage per level.
I don't know if I should be mad or not.
also give us back the left panel for the fitting window!!! I don't use cans I liked it :(
interesting thing about the tech 3 remote rep booster bonus... even logtiiscs ships don't get a bonus to amount, or cap use. interesting... love it.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.04 18:33:00 -
[24]
Originally by: Pytria Le'Danness Does anyone plan to use the "Increased Warp Speed and Reduced Capacitor to start warp" modules? I cannot really see why any ship should chose these instead of the more useful ones, well, except maybe very expensive haulers.
it needs to be something like
100% bonus to warp speed per level for it to be useful.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.07 05:41:00 -
[25]
then why do people fly tempests instead of fleet issue tempests?
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MotherMoon
Huang Yinglong
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Posted - 2009.03.07 12:37:00 -
[26]
Originally by: Gadrin Demarr
Originally by: Breed Love
Originally by: Jack Jombardo Fitting oversized stuff MUST result in CPU/GRID problems. Else they would be Strategic BATTLEcruiser or Battleships and not CRUISER .
What is this oversized stuff you keep on whining about in every thread about t3?
1600 mm plate on a cruiser, for example.
but why would you ever fit that over 2 800s? you can fit it, and you use half the powergrid to fit both.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.08 00:43:00 -
[27]
Originally by: Breed Love 1600mm plate is about the only (I dont count LSE as bs sized mod) oversized mod useful for cruiser sized ships and even then it comes with some serious penalties, such as agility nerf and -500pg. And no, you cannot fit 1600mm and the biggest guns on any t3 ship with any kind of useful pvp setup. So stop whining, their cpu/pg is just fine.
well....
other than the loki having 320 cpu ... :(
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 00:39:00 -
[28]
Quote: loki Offensive - Hardpoint Efficiency Configuration Subsystem Skill Bonus: 7.5% bonus to medium projectile turret rate of fire, 7.5% bonus to missile launcher rate of fire per level. Loki Offensive - Projectile Scoping Array Subsystem Skill Bonus: 7.5% bonus to medium projectile turret rate of fire, 10% bonus to medium projectile falloff per level. Loki Offensive - Turret Concurrence Registry Subsystem Skill Bonus: 12.5% bonus to medium projectile turret damage, 10% bonus to medium projectile turret optimal range per level.
seriously? what the hell, why do the ammar get three bonus? this is bull****.
Give all races a 10% per level to ammo capacity per level at least
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 04:17:00 -
[29]
Originally by: Janus Ovellian
Originally by: MotherMoon other than the loki having 320 cpu ... :(
Worth noting that 2 of the minmatar defensive systems have additional cpu (50 and 90). And the third has additional pg (150).
Similarly two of the caldari offensive modules have additional cpu (33 each), the third extra pg (350).
ah must be new then :)
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 09:06:00 -
[30]
Originally by: Kaileen Starsong Edited by: Kaileen Starsong on 09/03/2009 07:48:53 Check Gallente or Caldari, they get 3 offensive bonuses as well. Actually, Gallente have it nuts, "7.5% bonus to medium hybrid turret damage, 7.5% bonus to medium hybrid turret rate of fire, 10% bonus to medium hybrid turret falloff per level". That's over 1k gun DPS with Neutrons and 2 MFS at Subsystem lvl 5 That said, Caldari don't lag far behind, with Rage Terror Tengu will easily break 1k dps mark too.
wait... then why do minmatar get so shafted? :(
is nozh balancing the bonuses as if minmatar have the highest dps base turrets in the game or what?
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 10:02:00 -
[31]
Originally by: Kaileen Starsong
Originally by: MotherMoon
wait... then why do minmatar get so shafted? :(
is nozh balancing the bonuses as if minmatar have the highest dps base turrets in the game or what?
Well, I've not tested Loki, it's too fugly for me. But if it's fine then who cares how many bonuses it has? Alas, if it's not fine, it's not about number of bonuses either.
it's not about the bonuses? bonuses are the only real thing that seperate ships aside form base stats and skills.
there is a BIG different between minmatar getting
7.5% rof per level and 10% falloff bonus per level.
and gallente getting
7.5% rof per level , 10% falloff bonus per level , and 7.5% damage per level.
If you don't see how this is better than the minmatar bonus, or doesn't make a real different in combat, your a damned fool.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 11:07:00 -
[32]
Originally by: Kaileen Starsong Edited by: Kaileen Starsong on 09/03/2009 10:22:59 You don't have much of a clue, do you? I never said Loki was fine, and I actually stated I've not tested it even. As far as bonuses go, you could have one ship with 4 turrets with rof and dmg bonuses and you could have a ship with 5 turrets and just rof bonus, go figure. They'd be pretty much the same in many regards. If Gallente will have 5 turrets in most fits, while Minnie would get 7 turrets then the bonuses would be quite okay. If that's not the case then it should be looked into obviously. But just wailing about how you get less bonuses, hence your ship sucks is not very smart.
1st of all I'm sorry for any misunderstanding.
ok, I never said you said the loki was good or bad I was only talking about about what you said that bonuses aren't everything.
on tech 3, only one type of loki can get 7 turrets and you give up a lot for that. normally you'll have just 5 with that bonus. SO that doesn't excuse the huge difference in bonuses.
I was only arguing that bonuses are more important than you were stating. that's all :)
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 12:35:00 -
[33]
Edited by: MotherMoon on 09/03/2009 12:38:08 Allright ccp, here is my idea for the loki subsystems. seeing as you can only get 6 turrets on it now TOPS.
you don't have to use them at all, but think about it.
COMBAT subsystem 1: 12.5% bonus to turret damage per level/10% Optimal range per level/12.5% bonus to target painter effectiveness per level subsystem 2: 7.5% bonus to turret RoF per level/10% falloff per level/10% bonus to tracking per level subsystem 3: 7.5% bonus to turret rof per level/7.5% bonus to missle rof per level/10% reduction in drone sig radius per level
now you have a sniping set up artillery set up with painters A close up autocannon gank fit with tracking bonus And a split weapon system ship with faster drones/harder to kill drones
see fair bonuses, that make each system more useful.
or
subsystem 1: 20% bonus to turret damage per level/10% bonus to optimal range per level hell or this! subsystem 1: Skill Bonus: 10% bonus to Small Projectile Turret tracking speed and 12.5% bonus to Small Projectile Turret damage per level
Penalty: -30% Rate Of Fire for all turrets Bonus: 10% bonus to optimal range for projectile turrets per level
sound familiar? it should http://wiki.eveonline.com/wiki/Thrasher
This would make the loki a cruiser alpha turret boat, while still giving less dps than the galanete 7.5%rof/7.5%damage/10%falloff
Give us options CCP, without actually making it any better than the munnin at RAW turret use, instead being good with one type of turret at a time.
or another option is
20% bonus to turret damage per level -25% ROF for turrets 10% optimal per level
now you get double alpha guns, at less dps than the gallante tech 3 boat.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 12:58:00 -
[34]
Edited by: MotherMoon on 09/03/2009 13:01:37 but they nerfed the web bonus to 10%. edit:no they needed! damn forum info! 30% bonus to stasis webifier range per level and the afterburner bonus.
also I don't want the same bonus as the gallante I was thinking a 10%/7.5% tracking bonus.
Finally yes it's not that's a bad ship, but the gallenete ship can do everything BUT the webrange increase. which it instead gets as a scram range bonus.
So as far as EW I think the minmatar and gallenete ship are even. they both get the sig radius reduction. they both get everything the same BUT, the type of weapons, and the bonuses. same number of turrets even.
oh and the gallenete ship always has a better drone bay too boot.
so I don't see the justification for lack of a bonus.
edit: ok point still stands, gallente get super MWD killer at long range, minmatar get web range.
where does the loki deserve 37.5% less damage due to balance? or in my opinion, a tracking bonus.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 13:17:00 -
[35]
Originally by: IceAero Edited by: IceAero on 09/03/2009 13:12:33 Edited by: IceAero on 09/03/2009 13:10:58 OH nice, the powergrid on all the T3 ships was drastically reduced overnight.
EDIT: For the record, some setups did have a lot of PG, so I'm ok with you reducing it. But you went too far! The Tengu and Loki are still going to be able to passive shield tank, and you just took away the ability for a Proteus or Legion to fit an oversized plate with the help of an Ancillary Current Router, now it's almost mandatory to have one! That's not good...
they could introduce fitting bonuses to help with this maybe....
I don't know anymore too tired.
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MotherMoon
Huang Yinglong
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Posted - 2009.03.09 20:33:00 -
[36]
everything just changed ranodmy 6 hours after they changed everythign on them :P
one of the devs told me "they wanted to keep us on our toes"
so I say once a week they shufle the bonuses around with a possible of 10 and just surprize us every month!
now that would be modular.
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