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Thread Statistics | Show CCP posts - 11 post(s) |

Renox
Gallente Celestial Apocalypse
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Posted - 2009.03.04 18:20:00 -
[301]
No drone bay/bandwidth bonus in any of the modules?
"what are you gonna do with your pixels in your wallet when the server goes down is up to you." - Lilan |

EvilSpork
Invicta.
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Posted - 2009.03.04 18:44:00 -
[302]
the legions capacitor is huge because thats what amarr do!!
without the big cap the guns + neuts + reps and all will run it dry. having the uber cap makes it more open to crazy fits and i feel makes it fit the amarr image better.
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Prometheus Exenthal
Heretic Army
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Posted - 2009.03.04 18:48:00 -
[303]
Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar  - MY LATEST VIDEO - FRIGANK 5 |

Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.03.04 19:26:00 -
[304]
Edited by: Kytanos Termek on 04/03/2009 19:29:30 Edited by: Kytanos Termek on 04/03/2009 19:26:20 Please dont touch the tengu's tank.
I believe tech 3 ships should all have a good tank. For the main reason that if they are actually useful. and obey the "heirarchy" tech 3 > tech 2 > tech 1 They will be called primary a majority of the time. Thus they need the tank to survive and justify the price of the ship.
The way I think tech 3 should be is high price, high use, high survivability. You put alot of isk on the line, But you gain a better ability to escape and some uber usefulness. However if and when you do lose it, it is a significant blow to your wallet.
It is one reason PVP marauder's failed. they are powerful, But not enough to make people actually try and fly them into pvp on a reguler basis. I was hoping tech 3 would be come the epitome of high performance extreme cost. They are the terrors of the battlefield. But the price is what prevents everyone and their mother from using them, Keeping tech 2 useful. and tech 1. Each tech you spend more isk, and get more power. simple as that. Effort invested=power.
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.04 19:28:00 -
[305]
Edited by: Lilith Velkor on 04/03/2009 19:29:09
Originally by: McDaddy Pimp
u forgot one thing
Nope, its a great ship if you fly it the minmatar way.
Still, some things I'd like to see addressed:
-> offensive subsystem 2:
please please please give us 5% bonus to optimal+falloff at least, as the 2.5% from optimal is pretty much vanishing completely if you fit ACs. Pretty please 
-> cpu output:
it is a bit lacking, even with a basic pvp fit that isnt uber in any way I run into severe cpu issues (that is, with 4 cpu-neutral modules in lows...), shield tanking is really hard on it
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MotherMoon
Huang Yinglong
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Posted - 2009.03.04 19:40:00 -
[306]
nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
We minmatar need cap amount to compensate for our lower shield, but higher EM resistances. Plus with every active shield tank mod we use we lose a module we could use for tackling.
This is of course, nothing more than my opinion.
Also it would make the ship safer when fighting ships with nuets, which currently take our tiny cap, and well, destroy us.
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
just fyi
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.04 20:14:00 -
[307]
Edited by: Lilith Velkor on 04/03/2009 20:15:25
Originally by: MotherMoon nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
Engineering subsystem 1 gives decent capacitor, and engineering 2 gives cap recharge.
Quote:
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
Indeed, cpu output could be upped a bit, it is very tight, not only for remote reps but also to actually fit shield boosters.
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J Valkor
R.U.S.T. BricK sQuAD.
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Posted - 2009.03.04 20:24:00 -
[308]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 19:29:09 -> offensive subsystem 2:
please please please give us 5% bonus to optimal+falloff at least, as the 2.5% from optimal is pretty much vanishing completely if you fit ACs. Pretty please 
If you look back the bonus was changed to 5% fall off only on the internal servers already.
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.04 20:41:00 -
[309]
Edited by: Lilith Velkor on 04/03/2009 20:43:20 Edited by: Lilith Velkor on 04/03/2009 20:41:18
Originally by: J Valkor
If you look back the bonus was changed to 5% fall off only on the internal servers already.
*sighs in relief*
Nice to hear, how did you find that out btw?
Edit: Heh, I suppose I fail and its in this thread Yes, I fail, its one page back 
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MotherMoon
Huang Yinglong
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Posted - 2009.03.04 21:45:00 -
[310]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 20:15:25
Originally by: MotherMoon nozh, shouldn't the minmatar shield rep bonus instead be a cap ammount bonus?
The ammar don't need anymore cap to run thier junky armor tanks.
Engineering subsystem 1 gives decent capacitor, and engineering 2 gives cap recharge.
Quote:
another issue, The minmatar defensive module which allows for a boost in remote rep is great, but the minmatar cruisers CPU limits it to only being able to fit one remote rep.
Indeed, cpu output could be upped a bit, it is very tight, not only for remote reps but also to actually fit shield boosters.
basicly though, you only remote rep if you armor tank.
It seems like they want minmatar to both armor and shield tank. So those subsystems should augment powergrid and CPU accordingly.
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
-some% of pwergrid per level +some% of cpu per level?
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Strange Watcher
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Posted - 2009.03.04 22:38:00 -
[311]
I didn't read the whole thread so if someone already wrote what i'm about to write then i'm sorry. Anyways repeating of such thing can't do much harm. What i'm talking about is SP loss with T3 ship destruction. I was very enthusiastic about the whole modular ships idea at first, when i found out that destruction of a ship is going to cause SP loss - it instantly became 10 times less appealing. Time is the most valuable resource in EVE and to fly t3 means to lose the time as any PvP ship is going to be destroyed sooner or later. Loosing time is highly undesireable so obviuous solution to avoid it is do not fly T3. I'm afraid that t3 ships are going to be born dead, just like black ops, faction wars and other recent features. |

Hirana Yoshida
Behavioral Affront
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Posted - 2009.03.04 22:40:00 -
[312]
I have been toying around with the Legion only and while it has a few really good configurations (midslots .. \o/) but it is fugly!
Compared to the grace of the sloped hulls on Harbingers, Omens, Abaddons etc. the Legion looks like the elephant man of the Amarr ship line-up. I really do not see why people commend it on its looks 
CPU is nearly perfect on the Legion. A straight t2 fit is impossible so faction/named modules are required, as it should be.
The Neutralizer subsystem gives way too little for what it costs in slots/fittings. Effectiveness bonus needs to be upped significantly, to Pilgrim efficiency, for it to have any merit.
What is the reasoning behind giving Amarr a subsystem with a MWD bonus? Completely counter-intuitive when viewed in the big-picture. But I guess there are really not that many things that can be done propulsion wise.
Observation: It smells like they are being designed to be used inside W-Space to harvest more stuff for T3 .. (epic weapons for/from epic raids in "that other game" is nagging in the back of my mind).
Question: Will there be base stats associated with the Strategic Cruiser skill or is everything on the subsystems?
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MotherMoon
Huang Yinglong
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Posted - 2009.03.04 22:58:00 -
[313]
Originally by: Hirana Yoshida
Question: Will there be base stats associated with the Strategic Cruiser skill or is everything on the subsystems?
5% heat bonus per level. \o/
still wish nozh would consider my idea of having a 5% to structure resistances per level of racial cruiser skill, but oh well it's not like they need even more tank:P
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Xonja 2zero
Vale Heavy Industries Molotov Coalition
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Posted - 2009.03.04 23:06:00 -
[314]
Originally by: CCP Nozh
- Proteus: Might remove one hardpoint of the drone focused offensive system
The Proteus is now almost usable. It is basically back to where it was before you blanket-nerfed cpu/grid on all STRATCs, plus a utility highslot, which improves things somewhat. Cap is now OK. Some issues persist:
Currently, the ship has two or three "workable" combinations. Let's not even start on the propulsion subsystems, no choice there.
The turret configurations aren't too interesting, i'll just refer to them as "blaster configs". As there is no range bonus, no incentive to do something different and fit rails. They're basically Micro-Astartes that can tackle for themselves, with lots of light drones, but either less buffer or less sustained tank. They might find a niche in lowsec gate action or fast gankfleets. I'd just fly my Astarte instead.
A range bonused offensive system could make a mark here, providing gallente with a medium railsniper for mission running or Anti-Falcon work.
In its drone configurations, the Proteus has no spares. This nullifies versatility in damage choice, as well as range choice of a drone boat. The double bonus on drone hitpoints does not compensate. It merely makes up for one less heavy drone in total drone hp, while having one less target out makes locking and killing them easier.
This locks the drone config into the same role as the blaster configs, being a sub-10km gank ship.
Lack of drone bay also prevents the Proteus from packing Sentry Drones. So basically a Micro-Astarte, but with almost half of its damage being killable. Not seeing a niche for this.
If that was the goal, you can stop here and leave the Proteus. Noone serious about droneboats will fly it though. I won't fly my Ishtar instead, i'd take the Astarte.
To make the Proteus useful, it needs more dronebay (give it versatility), possibly more bandwidth (give it more gank at cost of versatility). 225m¦ would be an absolute minimum, 275m¦ would be a reasonable with the current stats. That's two sets of 4 heavies or sentries each, one set of meds and a set of warriors. This would allow the Proteus a limited choice of damage type (every other race can do this, Amarr have instant range choice instead), having spares in case drones getting shot or need to abandon (no other race faces this risk), as well as ability for anti-frig capability beyond scram range. Something i'd expect from a drone boat.
Only four Sentries with just half damage bonus still wouldn't make the Proteus competition for an Ishtar, but the ability to carry them would make it different from an Astarte.
If you change the drone bay, removing a turret hardpoint (not hislot) from drone offensive subsystem becomes an option, which i think is not needed for balance.
PS: If you really can't see the reasoning why this is not "nice to have, optional", but direly needed, keep reading.
Gallente med-size ships have it bad enough as it is. They're dealing best-tanked damage types, must make it to scram/web range while being mediocre speed, have minimal more potential raw damage than other races (at 3km range mind you), lots less potential tank, and are cap-vulnerable. Drones being a primary weapon system, micromanaging them takes up a lot of time and potential damage. Most difficult ships to fly, lowest chance of survival in their class.
Right now the only exception is the Ishtar, being a drone boat with spares gives it the ability to engage from beyond scram range. While its damage (which is not stellar taking drone travel times into account) can be killed off, it can at least try to run in that case.
Now considering the added risk of SP loss... A ship between Myrmidon and Ishtar would be a niche for the Proteus drone config. Limited ranged capability (less than Ishtar), gank capability of Myrm (already has this), but more survivable. To accomplish this, fix the drone bay please! |

Breed Love
FinFleet KenZoku
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Posted - 2009.03.04 23:54:00 -
[315]
Originally by: Xonja 2zero stuff
QFT! Very well put.
tl;dr - proteus as a drone ship is meh already, dont nerf it further. -----
Originally by: Zhulik I thought Premium graphics were supposed to fix that bug where people were trying to salvage Minmatar ships.
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.04 23:56:00 -
[316]
Edited by: Lilith Velkor on 04/03/2009 23:57:01
Originally by: MotherMoon
currently there is no reason to shield tank over armor tank becuase of the CPU. maybe a new bonus with the shield boosting module?
I'm actually shield tanking it (cant stand armor tanks), although its a passive buffer. With the shield module I get >10k buffer with ok-ish resist while only using 2 slots for extenders, leaving one for MWD and 3 for tackle.
Its ok in my book, but I'm more into versatile setups than just mindlessly boosting one stat into the sky, as this doesnt help you in pvp at all.
Give me a tad bit extra CPU (+50 maybe) and I'll be able to mount a X-Large booster tank just fine, or stick some dmg mods into lows instead of nanos.
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Smurfprime
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Posted - 2009.03.05 02:36:00 -
[317]
The drone bay on the Gallente subsystem intended to improve done capacity should also up the drone bandwidth to 125 to allow for a full set of heavy drones.
Drones have been pretty underdeveloped recently. It is an important weapon system that needs attention too.
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Die Warzau
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Posted - 2009.03.05 03:16:00 -
[318]
CPU on Loki is too low. Caldari can get upwards of 700 CPU with the CPU bonus module. That more than 50% more than a Loki. Surely this is not intentional?
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McDaddy Pimp
Brutor tribe
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Posted - 2009.03.05 03:21:00 -
[319]
Originally by: Lilith Velkor Edited by: Lilith Velkor on 04/03/2009 20:43:20 Edited by: Lilith Velkor on 04/03/2009 20:41:18
Originally by: J Valkor
If you look back the bonus was changed to 5% fall off only on the internal servers already.
*sighs in relief*
Nice to hear, how did you find that out btw?
Edit: Heh, I suppose I fail and its in this thread Yes, I fail, its one page back 
Why just 5%? Aren't normal falloff bonuses 10%? , Should be 10% bonus to Optimal and Falloff tbh
and how come now Minmatar are - Drones and Caldari are + Drones .. 
Also, Minmatar need a 3rd dmg bonus, :cough:Tempest:cough: to be on par with other turrets damage... and need more speed bonus, because Minmatar need to be the fastest.. well at least what i thought CPP`s philosophy with Minmatar ships were, Fast, Hit n Run, and great alpha..   
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Jack Jombardo
Amarr Alternative Realities
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Posted - 2009.03.05 03:39:00 -
[320]
Edited by: Jack Jombardo on 05/03/2009 03:44:47 Edited by: Jack Jombardo on 05/03/2009 03:43:12
Originally by: MotherMoon
basicly though, you only remote rep if you armor tank.
ONLY in medium to big fleets.
Solo, Small fleets and PvM you do not remot rep!
Originally by: Prometheus Exenthal Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar 
same as comparing the range bonus from Caldari with Eagle.
T3 >>> T2 => no one ever will fly the Ishtar anymore.
Must be prevented !
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore. Or change it to web-strength bonus from Marauders.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
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IceAero
Amarr Shadow Company
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Posted - 2009.03.05 03:44:00 -
[321]
Originally by: Jack Jombardo Edited by: Jack Jombardo on 05/03/2009 03:43:12
Originally by: MotherMoon
basicly though, you only remote rep if you armor tank.
ONLY in medium to small fleets.
Solo, Small fleets and PvM you do not remot rep!
Originally by: Prometheus Exenthal Noooooo!!!! Don't touch the Proteus, you guys have finally got it right! If you remove 1 hardpoint, then is becomes a glorified Ishtar 
same as comparing the range bonus from Caldari with Eagle.
T3 >>> T2 => no one ever will fly the Ishtar anymore.
Must be prevented !
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore. Or change it to web-strength bonus from Marauders.
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
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Jack Jombardo
Amarr Alternative Realities
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Posted - 2009.03.05 03:45:00 -
[322]
Originally by: IceAero
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
see my signatur.
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
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Kytanos Termek
Caldari Darkstorm Command Ethereal Dawn
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Posted - 2009.03.05 03:54:00 -
[323]
Originally by: Jack Jombardo
Originally by: IceAero
You do understand flying an ishtar will set you back less than half the cost of flying a well fit proteus?
see my signatur.
I think they should cost more and be more powerful Whats the point if tech 3 turns out to just be tech 2 2.0?
Just add more tech 2 ships in that case.
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Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.03.05 04:12:00 -
[324]
Edited by: Lilith Velkor on 05/03/2009 04:12:43
Originally by: Jack Jombardo
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore.
Who does fly the Hyena anyway? It is completely obsoleted by the Rapier/Huginn in case you didnt notice.
Or are you suggesting people fly the Hyena because they dont want their webs at 40km?
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Jack Jombardo
Amarr Alternative Realities
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Posted - 2009.03.05 04:17:00 -
[325]
Edited by: Jack Jombardo on 05/03/2009 04:18:57
Originally by: Lilith Velkor Edited by: Lilith Velkor on 05/03/2009 04:12:43
Originally by: Jack Jombardo
And Lokis web-range bonus must be cut to 10% as it has the same range as the EW-frig -> absolut no reason to bring a Hyena anymore.
Who does fly the Hyena anyway? It is completely obsoleted by the Rapier/Huginn in case you didnt notice.
Or are you suggesting people fly the Hyena because they dont want their webs at 40km?
Flying a Hyena (all EW-ships) is a nice startup for new Player without 50 million SP and compareble cheap. Yes, you can bring Intis or other Frigs but still EW-Frigs are nice steps towards Recons.
Or did you had 100+ mil ISK left to throw away as you started EvE and less then 10 mil SP with just one account/toon?
PS: bad BAD behavior all around here :(. Everyone allways implay "all level 5" skills and 1 quadzillion ISK while forgetting that the everage Char does not has this both attributs!
Originally by: CCP Nozh Where do tech 3 ships fit in?The goal has always been to have them considerably cheap, around the price of tech 2 cruisers.
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Kyvon
Gallente 10045th Logistics Battalion
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Posted - 2009.03.05 04:35:00 -
[326]
Originally by: Strange Watcher I didn't read the whole thread so if someone already wrote what i'm about to write then i'm sorry. Anyways repeating of such thing can't do much harm. What i'm talking about is SP loss with T3 ship destruction. I was very enthusiastic about the whole modular ships idea at first, when i found out that destruction of a ship is going to cause SP loss - it instantly became 10 times less appealing. Time is the most valuable resource in EVE and to fly t3 means to lose the time as any PvP ship is going to be destroyed sooner or later. Loosing time is highly undesireable so obviuous solution to avoid it is do not fly T3. I'm afraid that t3 ships are going to be born dead, just like black ops, faction wars and other recent features.
TLDR, losing skills = bad. ive been playing on the test server since the new patches have been coming out but been just playing with fits and exploring WHs (or trying to scan). i went to a FFA and lost a legion. and 34k SPs. given about 20 attribute points per 'area' that set me back 15 hours (assuming 2000 sps/hr). im sure if you have the SPs enough to waste time REtraining what youve trained and are one of the top people on inEVE.net then you can afford to lose it as youre already bored with the game anyways. but i wont be flying T3 until i max out every skill in my race.
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Schmell
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Posted - 2009.03.05 05:12:00 -
[327]
<angry minmatar corner>
I dont understand why gallente got 7.5% bonus to fallof along with 5% damage and minmatar got only 5% (on "internal server")?
I dont understand, why amarr got 3 (!!!) bonuses with one offence subsystem (10% cap use, 5% damage, 5% optimal; there is another one subsystem with 3 bonuses but i dont remember exactly), and minmatar got 2 all the way?
W T F?
Oh...
Thank god, there is no subsystem with stupid useless bonus to target painters.
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McDaddy Pimp
Brutor tribe
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Posted - 2009.03.05 05:45:00 -
[328]
Edited by: McDaddy Pimp on 05/03/2009 05:46:03
Originally by: Schmell <angry minmatar corner>
I dont understand why gallente got 7.5% bonus to fallof along with 5% damage and minmatar got only 5% (on "internal server")?
I dont understand, why amarr got 3 (!!!) bonuses with one offence subsystem (10% cap use, 5% damage, 5% optimal; there is another one subsystem with 3 bonuses but i dont remember exactly), and minmatar got 2 all the way?
W T F?
Oh...
Thank god, there is no subsystem with stupid useless bonus to target painters.
but the Loki is versatile!
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Schmell
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Posted - 2009.03.05 06:00:00 -
[329]
Originally by: McDaddy Pimp Edited by: McDaddy Pimp on 05/03/2009 versatile! versatile! versatile! versatile! versatile! versatile!
/me cries in emorage
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Die Warzau
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Posted - 2009.03.05 06:15:00 -
[330]
Yeah the Loki needs work, but has some builds that would be extremely compelling even now, were it not for the abyssmal CPU. Lowest base CPU *and* no electronics module with CPU bonus.
The main problems as I see it are: - Needs more CPU!!! Seems like if it were the same % less than the Tengu as, say the Muninn vs. the Eagle, that would be a good start.
- Armor tank defense modules don't have enough lows. I built a Loki just now using one of the armor tank modules, and it came out with 6 mids and 4 lows. Doesn't seem right.
- Offensive modules slightly underpowered. Damage/RoF should be 5/5, Damage range should be 5/5 (as on internal server) or possibly 5/7.5. In any case none will apprach the Vagabond which is 5/5/5 RoF, damage, and range (admittedly on much higher-rank skills). Not sure where to go with the missile/turret one, except that it should recognize the challenges of mixed weapons and make up for that somehow.
Other than this ^^ I am really liking what I see so far.
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