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Thread Statistics | Show CCP posts - 10 post(s) |

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
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Posted - 2009.02.27 14:11:00 -
[271]
Some things I have noticed the overheating bonus is the only real advantage they have over T2 currently and I must admit with strat crsuier V could make these ships interesting, but most stats are either only slightly better or slightly worse than T2 at the moment.
For instance a Legion with resistance bonus loses a low and has less armour than a Zealot at 2437, so the res bonus is totally negated. A seven turret Legion loses two lows so you may aswell go for Amarr offensive 3 fit two extra heat sinks and make use of the optimal bonus which doesn't even come close to the Zealot's optimal. The speed bonuses can't even make a Legion faster than the T2 variants and the neut bonus is worse than even the Pilgrims this is not good as it doesn't have a range bonus which would actualy be useful.
The only interesting bonuses it seems to have is the signature radius bonus and tracking mixed with resists, tracking disruptor bonus in the works?
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2009.02.27 17:37:00 -
[272]
I guess somebody already complained, but I'll do anyway.
Make the fitting screen and assembly dialog have the same subsystem order.
Right now, fitting screen top to bottom:
electronic defensive engineering offensive propulsion
Assemble ship dialog top to bottom:
defensive electronic offensive propulsion engineering
will be easier for people to put ships together and communicate subsystem choices. --- SIG --- CSM: your support is needed ! |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.02.27 17:43:00 -
[273]
Didn't read the whole thread, but I gotta agree with Merin, (gasp) the resistance bonuses need to be armor *and* shield! ---
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Takeshi Yamato
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Posted - 2009.02.27 18:17:00 -
[274]
I would like to see a Khanid offensive subsystem with launcher hardpoints and HAM bonus.
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Bentula
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Posted - 2009.02.27 19:30:00 -
[275]
Originally by: Takeshi Yamato I would like to see a Khanid offensive subsystem with launcher hardpoints and HAM bonus.
That actually got announced as amarr subsystem 4 by a dev in some thread around here.
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Mr Ignitious
R.E.C.O.N. Dara Cothrom
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Posted - 2009.02.27 23:56:00 -
[276]
Being gallente i am sad we don't have a propulsion system for AB speed bonus =((( DOOO WANT
Originally by: CCP Zulupark
WHAT'S WRONG WITH YOU?
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rgreat
Gallente OEG GoonSwarm
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Posted - 2009.02.28 05:54:00 -
[277]
Originally by: CCP Dionysus 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.
Add a role not found in typical T2. Useful one. Like...ability to jump on cyno like capitals.
And if you want to make t3 'broader in scope' then make different subsystems closer to each other in usefullness. For now you can only build like few working (not insane) variants of each T3 cruiser. And from 3 subsystems are only 1 or 2 are usefull.
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Sigras
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Posted - 2009.02.28 11:06:00 -
[278]
would anyone else like to see a logistics offensive module?
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Trimutius III
Legio Octae Rebellion Alliance
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Posted - 2009.02.28 11:55:00 -
[279]
Originally by: Takeshi Yamato I would like to see a Khanid offensive subsystem with launcher hardpoints and HAM bonus.
Me too, It looks like without such subsystem sometimes i'll prefer Tengu, because lasers are not better in all regards...
Originally by: Sigras would anyone else like to see a logistics offensive module?
Why not... would be quite usefull in some setups...
------------------------------------------------- I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist ¬ Trimutius |

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
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Posted - 2009.02.28 15:23:00 -
[280]
I'm having slight CPU issues with the offensive 1 on the proteus and legion needs a touch more due to being given 7 turrets (using Proteus setup 22111) do I need electronic subsystem to V?
Also the defensive SS 3 seems a bit worthless in the case of Proteus and Legion, ok you get an extra low slot but it gimps your armour buffer and then adds fairly useless bonus Drone hitpoints that's a terrible bonus, hmm how about a mass reduction bonus for more speed and agility at least that would explain the loss of armour. Also just want to reitirate what someone said above, it would be nice if the T3 setup screen mirrored the order of the fitting screen so we can say 22111 and then translate it without referencing.
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Deviana Sevidon
Gallente Panta-Rhei Guardian Federation
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Posted - 2009.02.28 19:02:00 -
[281]
With the latest build, the Proteus and Legion I have tested have severe Fitting issues.
For example the Legion has at max 5 Turret Slots but has not the Powergrid to fit a full rack of Heavy Beam Laser ll at the moment. I think all T3 Ships will need a drastic increase in Powergrid and CPU, at least 10% in Powergrid and 25% in CPU, so that they are at least slightly more useful then a Tier 2 Battlecruiser.
With the current fitting stats you quickly come to the point where you have to resort to Reactor Control Units or Co-Processors just to fill all Slots.
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Tykkis
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Posted - 2009.02.28 19:09:00 -
[282]
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.
i got few crazy ideas
X% of damage taken goes to capacitor X% damage bonus when capacitor above 50% nos also drains enemy shields +X% cap recharge when shields full -X% sig radius when shields below 25% +X% shield recharge when capacitor full +X% resistances when armor below 25% +X% tracking when under effect of web -X% negative effects of web -X% negative effects of nos and neut -X% negative effects of ewar +X% agility when speed above 75% +4AU warp speed and faster acceleration to full warp speed +X% damage when enemy capacitor below 15% X% of damage bleeds through armor increase max drones to 6 set max drones to 3 and increase drone hp and damage by 100%
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FlameGlow
Legio Octae Rebellion Alliance
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Posted - 2009.02.28 19:22:00 -
[283]
Can Tengu get more CPU? Currently it's just sad, although it has more CPU then the other race ships, but both shield tank and launchers take up 150% CPU compared to turrets/armortank mods. Add another 40-50 CPU and it should be ok, and inline to T1/T2 ships _____________ I don't care what is nerfed, as long as it's not my "undock" button. |

Evelgrivion
Ignatium. Rote Kapelle
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Posted - 2009.03.01 01:49:00 -
[284]
To improve the STRACs which inherit split weapon designs, it needs to be easier to choose whether your ship will be a missile/gun/drone boat rather than being stuck with a strong split. The ultimate limiter is still slot availability, so tacking on lots of gun slots/lots of missile slots won't really hurt.
These ships are meant to be flexible, so why not let every setup fit everything at least moderately well? Right now, everyone struggles to find setups that offer an acceptable turret or launcher alotment rather than other attributes. Good game design would be in making the other attributes and their bonuses much more important than they are now - at least in my humble opinion. 
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K1RTH G3RS3N
Haunted House BROTHERS GRIM.
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Posted - 2009.03.01 01:59:00 -
[285]
Originally by: Tykkis
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.
i got few crazy ideas
X% of damage taken goes to capacitor X% damage bonus when capacitor above 50% nos also drains enemy shields +X% cap recharge when shields full -X% sig radius when shields below 25% +X% shield recharge when capacitor full +X% resistances when armor below 25% +X% tracking when under effect of web -X% negative effects of web -X% negative effects of nos and neut -X% negative effects of ewar +X% agility when speed above 75% +4AU warp speed and faster acceleration to full warp speed +X% damage when enemy capacitor below 15% X% of damage bleeds through armor increase max drones to 6 set max drones to 3 and increase drone hp and damage by 100%
THIS is an excellent idea add immunity to web and scram secondary effect and 0-100% reduction in sig radius penalty from mwd's per level 
Pledge your support |

Faraelle Brightman
Gallente Placid Reborn Coalition Of Empires
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Posted - 2009.03.01 02:30:00 -
[286]
Originally by: Sigras would anyone else like to see a logistics offensive module?
Or Ewar...unless rigs are expected to fill that role. But as the stats stand right now I've found you can make (on paper) an extremly well tanked Gallente ewar-capbable cruiser, with room for a 1600mm plate, 6 midslots decent offence out of the drone bay, everything the Astarte and Celestis isn't.  -----------------------
"Every once in a while, declare peace. It confuses the hell out of your enemies." |

Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
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Posted - 2009.03.01 08:47:00 -
[287]
I would like see the Gallente and Amarr defensive subsystem III get a mass reduction modifier and maybe some bonuses that lean towards making a lightweight, but extremely fast and nimble combo.
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Torcko
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Posted - 2009.03.01 11:52:00 -
[288]
Quote: Caldari Propulsion Subsystem 1 - Agility Bonus
Caldari Propulsion Subsystem 2 - Warp Speed / Capacitor Bonus
Caldari Propulsion Subsystem 3 - Afterburner Speed Bonus
Caldari again in an ass. Improve caldari pls. These bonuses are useless.
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Omu Negru
Caldari Ethereal Dawn
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Posted - 2009.03.01 11:56:00 -
[289]
Originally by: Tykkis
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.
i got few crazy ideas
X% of damage taken goes to capacitor X% damage bonus when capacitor above 50% nos also drains enemy shields +X% cap recharge when shields full -X% sig radius when shields below 25% +X% shield recharge when capacitor full +X% resistances when armor below 25% +X% tracking when under effect of web -X% negative effects of web -X% negative effects of nos and neut -X% negative effects of ewar +X% agility when speed above 75% +4AU warp speed and faster acceleration to full warp speed +X% damage when enemy capacitor below 15% X% of damage bleeds through armor increase max drones to 6 set max drones to 3 and increase drone hp and damage by 100%
cool ideas 
Also my proposal for the main modules was:
PROTEUS: "20% resistence against warp disruptors, warp scramblers by range and remote sensor dampers per lvl"
TENGU: "20% resistence against electronic counter mesures per lvl"
LOKI: "20% resistence against stasis webifiers per lvl"
LEGION: "20% resistence against energy vampires, energy destabilizators and tracking disruptors per lvl"
these bonuses would be affected by strategic cruiser skill.
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Lijhal
FrEE d00M Fighters
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Posted - 2009.03.01 13:47:00 -
[290]
Originally by: Omu Negru
Originally by: Tykkis
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.
i got few crazy ideas
good stuff
cool ideas 
Also my proposal for the main modules was:
PROTEUS: "20% resistence against warp disruptors, warp scramblers by range and remote sensor dampers per lvl"
TENGU: "20% resistence against electronic counter mesures per lvl"
LOKI: "20% resistence against stasis webifiers per lvl"
LEGION: "20% resistence against energy vampires, energy destabilizators and tracking disruptors per lvl"
these bonuses would be affected by strategic cruiser skill.
lol, please go and die and forget to upgrade your clone...
please take a look above and think about some bonuese... overwise please keep your stupid ideas for yourself
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paddytehpyro
Dark-Rising
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Posted - 2009.03.01 14:55:00 -
[291]
I can see why the Tengu doesnt have huge CPU to avoid mega tanked setups. So why not have -20% (or some amount)CPU usage for launchers. So you can still fit a some for of tank AND missiles. Just a thought...
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Devon Cys
Gallente
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Posted - 2009.03.01 15:42:00 -
[292]
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.
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King Rothgar
Death of Virtue
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Posted - 2009.03.01 15:48:00 -
[293]
I've been tinkering around with the SACs on sisi and noticed something that smacks of exploit, though I haven't a clue as to how it could be corrected. Due to the fitting problems mentioned many times here, a lot of us have taken to comedy fits. Some of those comedy fits are things like a 5k+ dps passive shield tank on the tengu or a triple repper legion with a 40 sec cap recharge time and 80% resistance across the board (with a 1600mm plate to boot). These setups are basically unarmed so are of limited use except in cheating lvl5 missions but still, needs to be looked into.
BTW, though it's hard to do, the legion can actually be given a reasonable setup. The problem is due to the severe cpu shortage, you have to use those non-energized adaptive nano's that use 0 cpu and 1 power grid instead of 36 cpu. This does have it's limits as you'd only be using 2 of those at most anyways and it doesn't fully compensate for the cpu shortage.
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Amarr Holymight
Celestial Janissaries Curatores Veritatis Alliance
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Posted - 2009.03.01 18:46:00 -
[294]
Originally by: King Rothgar BTW, though it's hard to do, the legion can actually be given a reasonable setup. The problem is due to the severe cpu shortage, you have to use those non-energized adaptive nano's that use 0 cpu and 1 power grid instead of 36 cpu. This does have it's limits as you'd only be using 2 of those at most anyways and it doesn't fully compensate for the cpu shortage.
You can also fit a algid wotsit rig to reduce turret CPU usage and a KMB50 implant then you can squeeze on a normal EANM or two, I actually got some more solid fits on the Legion earlier today.
I still feel the 7 turret legion will be problematic to fit decently it would be preferable to just have six turrets and an extra low if you were trying to achieve a hi-dps fit, seven turrets is far too cap heavy.
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Kyvon
Gallente 10045th Logistics Battalion
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Posted - 2009.03.01 19:22:00 -
[295]
Edited by: Kyvon on 01/03/2009 19:23:27 my first legion was this:
defensive 1. armor hp 4500. resists: em 76. th 75. kn 75. ex 87. 1x MARII. 1x damage II (not included in resists) offensive 2. +32% tracking speed. +42.14% damage. +8% cap use (info of my fitted vs basic?). 4x Hvy Pulse. 1 med nos II eng 3. 1575 cap. 132.48 second regen. 2 med cap booster II prop 1. 266 m/s elec 2. 114m sig radius. 136km targeting range. 374mm scan res. 15 pt radar
plus a web and scramble...dunno about DPS...but id fly it...
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Holy Lowlander
Lone Star Joint Venture Wildly Inappropriate.
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Posted - 2009.03.01 20:13:00 -
[296]
Originally by: Kyvon Edited by: Kyvon on 01/03/2009 19:23:27 my first legion was this:
defensive 1. armor hp 4500. resists: em 76. th 75. kn 75. ex 87. 1x MARII. 1x damage II (not included in resists) offensive 2. +32% tracking speed. +42.14% damage. +8% cap use (info of my fitted vs basic?). 4x Hvy Pulse. 1 med nos II eng 3. 1575 cap. 132.48 second regen. 2 med cap booster II prop 1. 266 m/s elec 2. 114m sig radius. 136km targeting range. 374mm scan res. 15 pt radar
plus a web and scramble...dunno about DPS...but id fly it...
I'd swap the pulse lasers for beam lasers and somehow get an mwd on there as well. That would definatly outclass the zealot.
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Nyphur
Pillowsoft
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Posted - 2009.03.02 02:13:00 -
[297]
Are these subsystem bonuses actually in-game yet or not? There was nothing in the ship or subsystem descriptions to indicate special bonuses so I assumed they weren't in.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.03.02 04:57:00 -
[298]
Originally by: Nyphur Are these subsystem bonuses actually in-game yet or not? There was nothing in the ship or subsystem descriptions to indicate special bonuses so I assumed they weren't in.
The bonuses are in game, just not in the subsystem descriptions.
Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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ollobrains2
Gallente New Eve Order Holdings
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Posted - 2009.03.02 05:45:00 -
[299]
so those descriptions should be updated in due course
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Kyvon
Gallente 10045th Logistics Battalion
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Posted - 2009.03.02 06:42:00 -
[300]
Originally by: Holy Lowlander I'd swap the pulse lasers for beam lasers and somehow get an mwd on there as well. That would definatly outclass the zealot.
i did pulse to try to take advantage of the defensive 1 module's bonus of tracking...
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