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Thread Statistics | Show CCP posts - 14 post(s) |

Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.29 20:30:00 -
[1]
Originally by: Noodly Appendage !!!!!
An increase in citadel torpedo velocity should be accompanied by a nerf in the torps hitpoints so as to not make them invincible to smartbombs.
!!!!!
**** You. You've had the "SB's make phoenix's/naglfails redundant" train long enough. If anything smartbombs should not effect torpedo's, capital or elsewise. At all. ever. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.29 20:45:00 -
[2]
As for the topic; Do with the Naglfar what you did with the nightmare (to some extent). 2 Guns, 50% base damage modifier bonus, 7.5% tracking and 5% damage, -1high. That leaves room for siege + a utility, which is true diversity. Not this split weapon bull****. You don't have to remodel it either. It gives it 3.3 (effective) turrets with base skills, or 4.3 effective turrets (roughly) with dreadnought 4 and capital projectile 4. Then add the high you took away to a lowslot.
And as for the phoenix, Just fixing citadels will not fix both the naglfail and the phoenix's problems, focus on citadels and the phoenix independently from the Naglfar. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.29 21:33:00 -
[3]
Originally by: Gloria Lewis
Originally by: Tarminic My Suggestion, Very Simple: 1. Two turrets, two launchers 2. Remove 1 high, Remove 1 low 3. Add 2 mids 4. Two projectile bonuses
My suggestion of 3 turrets, 3 launchers is better; not forcing the pilot to dual train
Two turrets. base 50% ship bonus. 5% damage 7.5% ROF bonus/level. Minus one high, plus one low. Adjust powergrid and CPU to apply.
4/5/7, Leaves one high for a utility slot (Surprisingly useful), Gives enough lowslots for a real tank + damage mods. Hell you could even remove a mid. No modifications to the model. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.29 22:52:00 -
[4]
Originally by: Gloria Lewis
Originally by: Professor Dumbledore
you idea has legs but it needs 6 mids not 7 lows its a shield tanker not armor. Also no other Dread gets a utility high why should the nag be any different.
So it can remote rep the other dreadnaughts... ...it's in siege with yeah give it 3 guns
You underestimate the usefulness of a Nuet on capital ships. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.04.30 01:06:00 -
[5]
Originally by: T2Ibis
Originally by: ImmortalKalo
Originally by: Yorda
- 2 gun slots 100% damage role bonus
- 5% shield boost amount instead of missile RoF
- 3/6/5
- +15% cpu
There I did your job for you.
FO SHO
3rded!
You do realise this gives it four guns to start with and thus will not happen. It will probably only ever happen at 50% inbuilt ship bonus. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.01 21:36:00 -
[6]
Originally by: VoiceInTheDesert What part of "we're not going to rework the ship model for a third turret" are people in this thread having so much trouble with?
If people want pure projectile, propose a role bonus giving them the EQUIVALENT of three guns. Three turrets isn't happening and CCP has said that multiple times, a few times in this thread even.
ffs
We have. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.10 22:46:00 -
[7]
Edited by: Blane Xero on 10/05/2009 22:48:36 Make TSM increase the peak recharge zone (which is currently about 35-25%?) go all the way from 0%-35% at level 5. (20%-35% at one, 15%-35% at two, 10%-35% at three, 5%-35% at four, 0%-35% at five)
This effectively means a Passive shield tanked ship can regenerate just as well at 0% as an active tanked ship could, instead of the current "Past 30% all is lost"
And then you can rebalance Passive shield tanked ships while you're at it so that they tank on-par (or a little more/less as you see fit) with active tanked ships. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.11 17:36:00 -
[8]
Originally by: Dibsi Dei
Originally by: CCP Chronotis Tactical shield manipulation V pre-req makes us emo
It is true that this skill is not so useful and pretty much the only reason to train this skill to 5 is so you can use capital shield boosters. We are open to possibly changing this to shield management 5 (a skill most of you should have and find more useful) but this does not help those of you who have gone through the pain already, only potential future naglfar pilots or those who specifically armour tanked their ships only and might be branching towards the phoenix for example.
But don't capital armor guys need to train armor compensations to V? So time spent is pretty much equal with the shields as they don't.
We dont need to. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.12 14:21:00 -
[9]
Originally by: Verlokiraptor
Originally by: Blane Xero Edited by: Blane Xero on 10/05/2009 22:48:36 Make TSM increase the peak recharge zone (which is currently about 35-25%?) go all the way from 0%-35% at level 5. (20%-35% at one, 15%-35% at two, 10%-35% at three, 5%-35% at four, 0%-35% at five)
This effectively means a Passive shield tanked ship can regenerate just as well at 0% as an active tanked ship could, instead of the current "Past 30% all is lost"
And then you can rebalance Passive shield tanked ships while you're at it so that they tank on-par (or a little more/less as you see fit) with active tanked ships.
While I will admit I haven't flown passive shield tanked ships, I would suggest a variation of this idea: at level 1, peak recharge = 20-30% shields level 2, 15-25% shields level 3, 10-20% shields level 4, 5-15% shields level 5, 0-10% shields
The problem with Blane's suggestion is that then you have to chew through 35% of their shields at max recharge as opposed to 10% now! This solution avoids that problem, although it does somewhat the time you'll take to die after shields are down.
Presumably either the old effect would be maintained or bleedthrough would be removed altogether. If so, it would be a very desirable level 5 skill for passive tanking.
Like i said. Overhaul the passive shield tanking ships is a bit of a "to do" as it is.
more random figures; Level I Peak recharge = 35-23% Level II Peak Recharge = 35% - 21% Level III Peak Recharge = 35% - 19% Level IV Peak Recharge = 35% - 17% Level V Peak Recharge = 35% - 15%.
Or for a different spin;
Level I - Increased peak recharge amount by 20% (or 10-15%) Level II - Increased peak recharge amount by 40% (or 20-30%) Level III - Increased peak recharge amount by 60% (or 30-45%) Level IV - Increased Peak Recharge amount by 80% (or 40-60%) Level V - Increased Peak Recharge Amount by 100% (or 50-75%)
Again, balancing passive shield tanked ships would be vital. But this would also mean that passive regen is somewhat more of a playing factor in active tanking -aswell- as full blown passive tanking. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.13 07:43:00 -
[10]
Originally by: aldarrin
Originally by: ian666 Edited by: ian666 on 29/04/2009 18:04:55 what about slot layout and citadel torpedo explosion velocity
Agreed. Explosion velocity is 3 m/s on sieged torps. that's an order of magnitude lower than the max transveral @ optimal of any of the other weapon systems.
This. It wasn't AS BAD before the web nerf, but now its terrible. Needs to be about 20-30m/s in siege MINIMUM. ______________________________________________ Haruhiist since December 2008
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.15 05:35:00 -
[11]
Originally by: Bronson Hughes
The Moros loses about 30% of its DPS at about 55km due to the drone control limit. Yes, the Nag does lose more damage at 150km, but it gets to keep all of its weapons on target roughly 3x longer than a Moros can. Yes the Moros can do more damage at shorter ranges than the Naglfar can, but once you go beyond drone control range the Nag will beat it hands down. Guess what, that's pretty much the way it is with all Gallente and Minmatar ships. See my comment above regarding variety.
Hello; Meet my 100km sentry drones. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |

Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.15 22:25:00 -
[12]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 15/05/2009 13:33:07
Originally by: Blane Xero
Hello; Meet my 100km sentry drones.
And how often do you fit a Drone Link Augmentor to your Moros? Because without it, your 100km sentry drones aren't shooting much past 55km. There's a reason why Curator IIs are popular with Moros pilots; Bouncer IIs and Warden IIs lose a lot of their range due to the drone control limit.
To be honest from my understanding of Sentry drones, i was unde the impression that they were able to attack anything so long as the drones themselfs are within the 54-60km control range. If this is not the case, then i apologise. But if it is indeed as you say, then it needs to be looked at in my opinion. The control range makes sense for normal moving drones not being able to attack outside of control range (Because they, in turn, need to leave the control range to attack the target) but Sentries do not. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |

Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.16 03:06:00 -
[13]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 15/05/2009 22:39:43
Originally by: Blane Xero
To be honest from my understanding of Sentry drones, i was unde the impression that they were able to attack anything so long as the drones themselfs are within the 54-60km control range. If this is not the case, then i apologise. But if it is indeed as you say, then it needs to be looked at in my opinion. The control range makes sense for normal moving drones not being able to attack outside of control range (Because they, in turn, need to leave the control range to attack the target) but Sentries do not.
As an avid Sentry Domi user, I can assure you that this is the case. Sentry Drones use the exact same logic as normal drones: they must be within drone control range, as must their targets, for any command to register. The only differences are the sniper-like stats and the very low speed. In fact, if you watch a sentry drone attacking a target long enough, you'll see that it is approaching it like any other drone albeit very slowly.
No apology necessary but I appreciate it nonetheless.
TBh i prefer ogres over sentries anyway But thanks for the insight. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |
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