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Thread Statistics | Show CCP posts - 10 post(s) |
Karrade Krise
Galatic P0RN Starz
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Posted - 2009.02.20 18:00:00 -
[61]
Originally by: Myra2007
Edit: and indeed as another fellow pointed out 3 != 5. Are there still other subsystems in design or is this all?
Read two-three posts up...
Originally by: CCP Whisper Boo hoo. Cry some more.
Whisper is now officially my hero. |
ArmyOfMe
4S Corporation Morsus Mihi
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Posted - 2009.02.20 18:00:00 -
[62]
Originally by: CCP Nozh
Originally by: Rosur will the galleten t3 ships be able to have 125m3 drone bandwidth with any combination?
Drone Bandwidth & Drone Space needs to be looked into better.
i really hope so as it should be possible for a t3 gallente cruiser to be able to field the same drones as a ishtar
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Lijhal
Native Freshfood
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Posted - 2009.02.20 18:45:00 -
[63]
question:
are these bonuses static or xx% per level ?
i would also like to see, what the bonuses' on the last 2 subsystems of each category are ... there for we can have a better overview of all subsystems along the 4 races :)
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Merin Ryskin
Peregrine Industries
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Posted - 2009.02.20 19:01:00 -
[64]
Originally by: CCP Nozh
Originally by: Joshua Foiritain God i hope one of the remaining subsystems will have a cov ops cloak bonus
I've been playing around with some cloak focused subsystems, but not Covert Ops.
Velocity while cloaked + Removal of targeting delay...
Honestly, terrible idea. Have you noticed how rarely black ops and stealth bombers are used, compared to force recons? This should tell you something about how useless non-covert-ops cloaks are in combat. When you can't warp in while cloaked, screwing around with a cloak just takes you out of the fight, putting your fleet down a ship. Everyone knows you're there, so why bother?
I guess compared to some of the bonuses from the electronics systems (I assume it would go there) it's not bad, but compared to the ewar bonuses? Can you imagine anyone actually taking a worthless cloak over a web range bonus? I don't think so. Add the covops cloak, or just scrap the whole idea.
As for the existing subsystems, a few comments:
1) Caldari subsystem 3 sucks. T2 resists are nice, but giving more lows than mids (a single mid!)? Subsystem 1 or 2 will give you more tank, thanks to the extra mids. I hope subsystem 4 or 5 gives T2 resists with a proper mid slot layout, if it doesn't, this needs to be fixed.
2) ECM strength bonus = worthless without the ECM range bonus. Remember the Widow? Remember how nobody wants to fit ECM on a paper-thin ship with a 500 million ISK price tag? T3 will be the same. Without the matching range bonus, it's suicide to give up your tank to use ECM effectively. This might be fine on a 5 million ISK Blackbird, but not on an expensive T3 ship that also eats your skillpoints when it dies.
3) Tank bonuses should apply to both shields AND armor, for all races. T3 is supposed to be about customization, and there are quite a few ways to make a shield-tanking Amarr ship or armor-tanking Caldari ship. Really, this doesn't change much, as a ship that is tanking one is only going to have a token HP buffer on the other, so you won't end up with double-tanked ships. 25% armor resists on a shield tanker adds next to nothing to the tank, so it's a pretty small price to pay to make those armor tanking versions work properly.
4) How big is the AB speed bonus? This is going to have to be HUGE to get an AB setup to be a useful option outside of deadspace fights. -----------
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Ashina Sito
Gallente Center for Advanced Studies
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Posted - 2009.02.20 19:18:00 -
[65]
Originally by: Merin Ryskin
Honestly, terrible idea. Have you noticed how rarely black ops and stealth bombers are used, compared to force recons? This should tell you something about how useless non-covert-ops cloaks are in combat. When you can't warp in while cloaked, screwing around with a cloak just takes you out of the fight, putting your fleet down a ship. Everyone knows you're there, so why bother?
I guess compared to some of the bonuses from the electronics systems (I assume it would go there) it's not bad, but compared to the ewar bonuses? Can you imagine anyone actually taking a worthless cloak over a web range bonus? I don't think so. Add the covops cloak, or just scrap the whole idea.
As for the existing subsystems, a few comments:
1) Caldari subsystem 3 sucks. T2 resists are nice, but giving more lows than mids (a single mid!)? Subsystem 1 or 2 will give you more tank, thanks to the extra mids. I hope subsystem 4 or 5 gives T2 resists with a proper mid slot layout, if it doesn't, this needs to be fixed.
2) ECM strength bonus = worthless without the ECM range bonus. Remember the Widow? Remember how nobody wants to fit ECM on a paper-thin ship with a 500 million ISK price tag? T3 will be the same. Without the matching range bonus, it's suicide to give up your tank to use ECM effectively. This might be fine on a 5 million ISK Blackbird, but not on an expensive T3 ship that also eats your skillpoints when it dies.
3) Tank bonuses should apply to both shields AND armor, for all races. T3 is supposed to be about customization, and there are quite a few ways to make a shield-tanking Amarr ship or armor-tanking Caldari ship. Really, this doesn't change much, as a ship that is tanking one is only going to have a token HP buffer on the other, so you won't end up with double-tanked ships. 25% armor resists on a shield tanker adds next to nothing to the tank, so it's a pretty small price to pay to make those armor tanking versions work properly.
4) How big is the AB speed bonus? This is going to have to be HUGE to get an AB setup to be a useful option outside of deadspace fights.
????
Ok, take your post and put it all together. What are you asking for?
You want a warp while cloaked ECM ship with the range/strength of a falcon for ECM and the ability to armor tank?
Slap on one of theses, Caldari Offensive Subsystem 3 - Hybrid Damage / Optimal Range and you can DPS from your ECM range.
Anyone goning to fly anything else?
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Merin Ryskin
Peregrine Industries
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Posted - 2009.02.20 19:26:00 -
[66]
Originally by: Ashina Sito You want a warp while cloaked ECM ship with the range/strength of a falcon for ECM and the ability to armor tank?
Slap on one of theses, Caldari Offensive Subsystem 3 - Hybrid Damage / Optimal Range and you can DPS from your ECM range.
Anyone goning to fly anything else?
Stop and think for a second: who says you're going to get both ECM and cloaking on the same ship? In fact, since the most appropriate place for a cloaking bonus would be on the electronics subsystem (where the ECM bonus is), it's almost guaranteed that you would NOT be able to do that. And that's ignoring the issue of whether you could even fit the thing properly in the first place, hardly an irrelevant question when you'd need level V in a skill you're going to lose just to get the covops CPU down to a level where you can use a proper fit. -----------
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BlackHorizon
Dark Knights of Deneb Against ALL Authorities
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Posted - 2009.02.20 19:35:00 -
[67]
Edited by: BlackHorizon on 20/02/2009 19:34:55 I hope we'll see some subsystems with fitting bonuses to gang warfare links soon.
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Felysta Sandorn
coracao ardente Triumvirate.
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Posted - 2009.02.20 19:38:00 -
[68]
Amarr are pretty much gonna keep getting shafted until I join CCP, I think... It's upsetting really...
GIVE THE BHAALGORN MORE CPU!
.: A Vagabond's Requiem (Blog) :.
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Cailais
Amarr 0utbreak KrautbreaK
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Posted - 2009.02.20 19:49:00 -
[69]
Originally by: Myra2007 Edited by: Myra2007 on 20/02/2009 17:56:00 Amarr Defensive Subsystem 1 - Resistance Bonus
Amarr Defensive Subsystem 2 - Armor Repair Amount
Amarr Defensive Subsystem 3 - Repair Capacitor Need
That bonus is 100% useless in pvp. Why is it that gallente get resistance bonus (amarr racial bonus) and amarr get a really crappy version of the gallente one(cap use vs. repair amount)?
Should be either hitpoints or repair amount really. ?
Yeah, I had that thought initially, but then I had another think - you culd, with rigs, have a ship with a repair bonus amount + repair bonus amount (rig), or repair cap need + repair bonus amount(rig). The second effect is pretty potent on a cruiser hull (limited cap).
Really need to see the other 2 subsystems to comment further.
C.
Originally by: Capa So if you wake up one morning and it's a particularly beautiful day, you'll know we made it.
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Meiyang Lee
Gallente Azteca Transportation Unlimited Gunboat Diplomacy
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Posted - 2009.02.20 20:08:00 -
[70]
Originally by: Hirana Yoshida Loving the heat bonus. Perhaps make it a multiplier to amplify the skill (I need a reason to take it to 5 )?
Amarr just needs two configurations: 1. The Brick of Doom with uber resists, and 2. The Gank Extraordinaire, with more guns than God.
Throw in extra subsystems for ECM defense and you are good to go
Looks good so far Nozh, but for Goddess' sake, make sure there are no obvious cookie cutter configurations. Game already has way to much of that crap with the idiotic plate/extender setups.
How does 38! points of a non-racial sensor (Caldari instead of Amarr) type strike you, because that's what Electronics module #3 did on SiSi last time I checked.
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Pavel Smasher
Caldari R.u.S.H. Red Alliance
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Posted - 2009.02.20 20:29:00 -
[71]
Edited by: Pavel Smasher on 20/02/2009 20:29:57
Originally by: CCP Nozh
- Gallente Offensive Subsystem 1 - Hybrid Damage Bonus
- Gallente Offensive Subsystem 2 - Hybrid Damage / Falloff Bonus
- Gallente Offensive Subsystem 3 - Drone Damage / Hitpoints
Please, give gallente optimal range bonus, we need cruiser class sniper vessel badly :(
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Karrade Krise
Galatic P0RN Starz
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Posted - 2009.02.20 20:44:00 -
[72]
Originally by: Merin Ryskin
Originally by: CCP Nozh
Originally by: Joshua Foiritain God i hope one of the remaining subsystems will have a cov ops cloak bonus
I've been playing around with some cloak focused subsystems, but not Covert Ops.
Velocity while cloaked + Removal of targeting delay...
Honestly, terrible idea. Have you noticed how rarely black ops and stealth bombers are used, compared to force recons? This should tell you something about how useless non-covert-ops cloaks are in combat. When you can't warp in while cloaked, screwing around with a cloak just takes you out of the fight, putting your fleet down a ship. Everyone knows you're there, so why bother?
I guess compared to some of the bonuses from the electronics systems (I assume it would go there) it's not bad, but compared to the ewar bonuses? Can you imagine anyone actually taking a worthless cloak over a web range bonus? I don't think so. Add the covops cloak, or just scrap the whole idea.
Merin....your strong ability of not seeing potential is pretty
Think small gangs. Think wormhole. Think lack of local. T3 Ships with these kinds of bonuses would make great surprise tacklers (if you're patient enough) Would make excellent solo gate campers as well. (provided the t3 ships are actually viable)
Originally by: CCP Whisper Boo hoo. Cry some more.
Whisper is now officially my hero. |
Dwindlehop
Uninvited Guests Rote Kapelle
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Posted - 2009.02.20 20:47:00 -
[73]
Originally by: BlackHorizon Edited by: BlackHorizon on 20/02/2009 19:34:55 I hope we'll see some subsystems with fitting bonuses to gang warfare links soon.
So do I.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.02.20 20:55:00 -
[74]
Originally by: Hirana Yoshida Loving the heat bonus. Perhaps make it a multiplier to amplify the skill (I need a reason to take it to 5 )?
Amarr just needs two configurations: 1. The Brick of Doom with uber resists, and 2. The Gank Extraordinaire, with more guns than God.
Hearhear! ----- Why doesn't anyone ever read the forums before posting?
EVE is a PvP game. Adaptation is your survival. |
An Anarchyyt
Gallente Battlestars GoonSwarm
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Posted - 2009.02.20 21:02:00 -
[75]
For those of you asking about the other two subsystems. While they obviously aren't there, their BPCs are. So it would seem likely that they're still planning on 5.
Originally by: CCP Wrangler Second, a gentile is a non jewish person
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True Ace
Gallente Fat Bastards MACHI MISCHIEF
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Posted - 2009.02.20 21:35:00 -
[76]
good job ccp. once the cruiser get ironed out im quite sure in no more than two expansions we will see t3 frigs and battlecruisers. lol battleships dnt know if u would want to touch that one lol
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Arana Tellen
Gallente Aliastra
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Posted - 2009.02.20 21:41:00 -
[77]
So how do you know what each subsystem does to the slots? ---------------------------------
Oh noes!
Originally by: CCP Greyscale *moderated - mother abuse - Mitnal*
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IceAero
Amarr Shadow Company
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Posted - 2009.02.20 21:58:00 -
[78]
Amarr engineering subsystem 3...
Give you two high slots...and two more launchers/turrets
It give you the high slots, I have 7, but it didn't give me two more turrets or launchers :( :(
bug? Or do you think it wasn't intended to give you the extra launchers/turrets?
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.02.20 23:21:00 -
[79]
Originally by: IceAero Amarr engineering subsystem 3...
Give you two high slots...and two more launchers/turrets
It give you the high slots, I have 7, but it didn't give me two more turrets or launchers :( :(
bug? Or do you think it wasn't intended to give you the extra launchers/turrets?
Were you comparing vs some other subsystem that maybe already was giving something ?
/Riv /Riv
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IceAero
Amarr Shadow Company
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Posted - 2009.02.20 23:26:00 -
[80]
Originally by: Rivqua
Originally by: IceAero Amarr engineering subsystem 3...
Give you two high slots...and two more launchers/turrets
It give you the high slots, I have 7, but it didn't give me two more turrets or launchers :( :(
bug? Or do you think it wasn't intended to give you the extra launchers/turrets?
Were you comparing vs some other subsystem that maybe already was giving something ?
/Riv
Well sure, the offensive subsystems give you 4 or 5 slots, but engineering 1 says it gives you two more.
log in and look :)
It says :
HIGHSLOTMODIFIER 2 TURRETHARDPOINTMODIFIER 2 META LEVEL 1 LAUNCHERHARDPOINTMODIFIER 2
I hope that it's supposed to give you two more turrets
It gives you a LOT more PG, over 2000 total when using the subsystem and that's WAY more than you need, unless you want to fit 7 turrets
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Jade Loengrim
Caldari
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Posted - 2009.02.20 23:47:00 -
[81]
Gut reply on Minties
Originally by: CCP Nozh
Originally by: Sonorra Baki Edited by: Sonorra Baki on 20/02/2009 16:08:09 Minmatar defensive subsystem no.1 says resistance bonus, is that for shield or armor?
Armor
Um... 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 tanking (even if globally versatile), while Gallente/Amarr are more "generally" armor tanking ones.
I shouldn't be the one to tell you it is all about keeping balances and interests between the warring blocks (Gal/Min vs Cal/Ama).
That their tactical cruiser would go opposite way of the common training minmatar pilots got is perplexing to say the least... especially for a ship which should be the epitom of its racial design and small fleet.
Guiding lines to check bonus lines against? I don't know, probably giving a wrong "advice" here, but perhaps look better at capital ships and structure designs to get an improved perspective of the difference between the main house of powers (I really mean the corporation styling their creations here).
Don't think I'm alone imagining you already have a list of the whome bonus existing for each race and which one players/pilots are used to and which ones were advocated against most by argumented feedback in the past years of eve evolution.
Anyway, good luck with everything... as far as I know, the fitting modifications on the different subsystems ar already a puzzle.
Did someone thought about preparing a mini-site in flash to assemble your very own tactical cruiser... so you can dream and have a goal in mind when playing through the new content... which would be quite genial stuff for both ne players and vets... imo. (as well as being easier for everyone, you two (designers) included, to check the different possible configurations and bonus they give).
Yeah yeah I know, the new fittign system should fill that role but since it is still even far from the level of quality we have with out-of-game fitting apps.
Keep up the work, cheers and good luck if you want to have a satisfied player base on the 10th of march.... clock is ticking and agile won't save the day as many of us fear (lack of global view among the teams being the main drawback). Jade Loengrim |
Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.02.21 00:04:00 -
[82]
Although some of it has been said before, here are my opinions about the first round of bonuses-
5% heat damage reduction per level-
That would make the guns (for instance) half as heat efficient as those on my Kronos (4 guns = 50% of the heat output of my Hyperion). I don't think that a 50% reduction is overpowered in the least. Up it to 10% per level.
Amarr subsystem bonuses-
Energy neut bonus is cool, particularly if there is a range bonus.
Repair capacitor need is a joke. It doesn't improve peak tank, so unless it's something crazy like 15% per level so that you can run 2x medium reps for the same approximate cap use as half of one medium rep then I don't think it's going to do much good. Further more, you'd have to waste two slots just on reppers in order to benefit from something like this, and it would probably be more efficient to simply have a single rep and an additional plate or resist or whatever. Static EHP is what keeps you alive in PVP fights, not active tanks.
Laser cap bonus? Just how much are we talking here? I dare you to make it something worthwhile like 7.5% per level.
Gallente stuff-
If the EW bonus is as good as the Arazu's it might be worthwhile.
Blaster damage bonuses? It had better be one hell of a bonus to make T3 special. 5% per level isn't going to cut it.
Drone bonuses? If the Proteus can't be configured to carry at least 250m3 worth of drones and 125m3 of bandwidth to use them, don't even bother. Nobody wants a billion ISK Myrmidon.
Warp speed bonus? As in what? AU/sec? Or reduction in the time to achieve warp from a standing start? Either way, I don't think it serves much utility when compared to such things as an AB speed bonus. An AB speed bonus would be particularly useful for killing mission runners in deadspace when coupled with the warp disruptor range bonus.
I'd really like to see a missile based offensive module for the Gallente ship. As well as a Damp bonused electronics module.
Caldari bonuses-
All of the bonuses look really solid, quite frankly. It'll be interesting to see what kind of peak damage we can get out of the Tengu. Will the missile damage bonuses apply to HAMs as well as heavy launchers?
Minmatar bonuses-
If you're going to do split weapon systems, you had better give it PLENTY of hardpoints to fit a full complement of *either* guns or missiles, or both. Grid and CPU will limit just how much DPS you can squeeze out of the ship. The key here is to be able to make a gun or missile ship with equal ease, while sacrificing nothing for the rest of the fit.
Too bad the resist bonus for Minmatar will turn out to be nearly useless- adding racial Minmatar resists to armor is a joke. There will still be huge holes in it's resists. Fortunately we can probably just ignore that subsystem and use something else.
If people are smart they'll just skill all four and use the one that proves out to be the best after everything has been thoroughly tested. Bellum Eternus Inveniam viam aut faciam.
Death of Virtue is Recruiting
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MotherMoon
Huang Yinglong
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Posted - 2009.02.21 00:08:00 -
[83]
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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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.02.21 00:31:00 -
[84]
Originally by: Felysta Sandorn
Originally by: CCP Nozh
- Amarr Offensive Subsystem 1 - Laser Capacitor / Rate of Fire Bonus
- Amarr Offensive Subsystem 2 - Laser Capacitor / Damage / Tracking Bonus
- Amarr Offensive Subsystem 3 - Laser Capacitor / Damage / Optimal Range
And once again Amarr are pre-nerfed with one bonus being taken up by laser capacity... Unless the capacity bonus is 15% per level, there is no way this is balanced.
Another epic fail for CCP thinking about Amarr pilots...
blaaa grow up. Apoc has cap usage bonus and this does not prevent it from being an OMFG awesome ship. Same about revelation.
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Frances Ducoir
Gallente GK inc.
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Posted - 2009.02.21 00:38:00 -
[85]
Edited by: Frances Ducoir on 21/02/2009 00:41:53
* 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
compared to the other races prop system boni this is unbelieveable crap!
Gallente Offensive Subsystem 2 - Hybrid Damage / Falloff Bonus
why falloff? rails have way more opt than falloff... ? only useful for blasters. if the Gall Offensive Subsys 4 or 5 both dont have an opt range bonus, please take this into consideration.
other than that, the rest seems ok.
*snip* Signiture remoted because it contained profanity - hutch |
Frances Ducoir
Gallente GK inc.
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Posted - 2009.02.21 00:44:00 -
[86]
Originally by: Seishi Maru
Originally by: Felysta Sandorn
Originally by: CCP Nozh
- Amarr Offensive Subsystem 1 - Laser Capacitor / Rate of Fire Bonus
- Amarr Offensive Subsystem 2 - Laser Capacitor / Damage / Tracking Bonus
- Amarr Offensive Subsystem 3 - Laser Capacitor / Damage / Optimal Range
And once again Amarr are pre-nerfed with one bonus being taken up by laser capacity... Unless the capacity bonus is 15% per level, there is no way this is balanced.
Another epic fail for CCP thinking about Amarr pilots...
blaaa grow up. Apoc has cap usage bonus and this does not prevent it from being an OMFG awesome ship. Same about revelation.
second this. if you take into consideration, that amarr weapon systems already have awesome damage, tracking and range these boni are pretty decent and the cap bonus makes MUCH sense. *snip* Signiture remoted because it contained profanity - hutch |
Creat Posudol
Gallente Federal Defence Union
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Posted - 2009.02.21 01:00:00 -
[87]
Edited by: Creat Posudol on 21/02/2009 01:02:43
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) 2) You need to run the rep for a long time to benefit (pvp is not that long if T3 = primary) 3) You need an injector anyway cause nos/neut is a danger even if the bonus is 90% 4) when injector is fitted, bonus is useless 5) ergo bonus is useless / shaft / crap / dont like
Replace it with Hitpoints like the Caldari get, or i will call you biased towards caldari! Do you want that?
1) well obviously, if you don't want/need one use a different subsystem 2) who on earth said this was intended for PVP? As someone who likes to run a mission every now and then I'd really like something like that, and depending on the other properties of the subsystems in use might very well prefer it over a repair amount bonus (example: to run 2 reppers). 3) again, this only applies to PVP 4) let me again bring the example of the dual reppers, but 5) whine
So all in all you're complaining that ONE of the subsystems has a bonus not tailored to PVP? Have you noticed there's other stuff in that game?
Actually I'd like to have that bonus for gallente instead of the drone-hp bonus (which I think is actually useless, and I'm a drone pilot), but I haven't looked at the other stats of the subsystem so they might well make up for that (read as: I'm not complaining about it).
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IceAero
Amarr Shadow Company
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Posted - 2009.02.21 01:39:00 -
[88]
Originally by: Bellum Eternus
5% heat damage reduction per level-
That would make the guns (for instance) half as heat efficient as those on my Kronos (4 guns = 50% of the heat output of my Hyperion). I don't think that a 50% reduction is overpowered in the least. Up it to 10% per level.
CCP, As I said before, and this poster realizes it as well, 5% heat bonus is NOT enough. 7.5 or 10% is the only thing that's going to make these ships something special, and worth training their skill to lvl 5.
Originally by: Bellum Eternus
Amarr subsystem bonuses-
Energy neut bonus is cool, particularly if there is a range bonus.
We DON'T need another Curse, but if this is a bonus to energy amount and cap usage, I sure PRAY that it's also a bonus to range. Legion can fit more neuts and has a better tank than the Curse, but it does so at the expense of damage, and it is a LOT slower than a curse, AND it lacks the TD bonus so it actually needs its tank for solo work. 37km neuts on a Curse, and let's say 17-20km for a Legion? that might be around the range they need. 12km isn't going to cut it and no one will use this module's bonus without a slight range bonus.
Originally by: Bellum Eternus
Repair capacitor need is a joke. It doesn't improve peak tank, so unless it's something crazy like 15% per level so that you can run 2x medium reps for the same approximate cap use as half of one medium rep then I don't think it's going to do much good. Further more, you'd have to waste two slots just on reppers in order to benefit from something like this, and it would probably be more efficient to simply have a single rep and an additional plate or resist or whatever. Static EHP is what keeps you alive in PVP fights, not active tanks.
I'm actually ok with this bonus as long as it is much more than 5% per level. Defense subsystem 3 has some great resistances, and you can still have 6 low slots so putting two reps on is quite easy. Also being able to easily perm-run a single rep needs to be possible without a mandatory 3xCCC rigs, like it is now.
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Rivqua
Caldari Omega Wing R.E.P.O.
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Posted - 2009.02.21 01:50:00 -
[89]
The repair cap bonus is 10% / level.
The Amarr Offensive 1 Laser Cap / ROF is 10% / 10% level (yes, you read that right).
/Riv /Riv
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Caldreis
Caldari White Star II
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Posted - 2009.02.21 03:37:00 -
[90]
CCP Nozh have you ever consider that dual weapon would require at least more lows *weapon damage modifier modules* than other racials/minmatars offensive subsystem to sustain the same dps output? What would you do to make it the least useful subsystem? *other than ignoring the obvious flaws*
-Minmatar Offensive Subsystem 3 - Projectile / Missile Rate of Fire Bonus
Almost every single subsystem are focus around one major theme minus this one. I am only asking that will the line of thought that dual weapon with less stats be transfer over to tech 3 strategic cruiser? Otherwise most of it seem solid without stats to look at or compare.
*aka Naglfar with the worse slot lay out to support dual-weapon plus weakest tank*
I am not calling for a rebalance just want to know what the reason/thought behind putting up a dual-weapon offensive subsystem and what you see in it that make it great past the flexible idea.
I do fly minmatar ship *especially my medium laser fitted typhoon, don't ask why!* so don't bother to flame me.
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