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Thread Statistics | Show CCP posts - 14 post(s) |
Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.29 19:05:00 -
[1]
A base CPU increase to 770 will still fall short of what's needed to fit a shield tank without a co-pro. A named t1 shield tank (with COSMOS gyros) needs 997 CPU, with the new base CPU you'll only have 962. A t2 shield tank with 3 t2 weapon mods needs 1042 CPU.
It's a step up from having to fit a faction Co-pro, but it still seems a bit silly if versatility is what you're going for.
I'm not too optimistic about the meager bonus changes, but I guess I'll give it a shot when the changes reach SiSi.
Overall I was hoping for one of two things to happen. Either making shield tanking viable without having to waste a low slot on a co-pro or changing the split weapon situation so that a damage mod is actually worth taking a hit to your armor tank. Maybe I'm expecting too much?
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.29 19:24:00 -
[2]
Originally by: Tarminic The slot layout and bonuses of the Naglfar means that it has the most DPS and simultaneously the worst tank of all the dreadnaughts. That makes this ship instant-primary in almost any engagement.
That's just it, it doesn't have the most DPS once you factor in damage mods (and every dread fits at least 1 damage mod). Factor in a single damage mod and its DPS is on par with a Moros. Nevermind that the other dreads can fit 2 damage mods and still get the same level of tank as a Naglfar with no damage mods, at that point the DPS drops to below a Phoenix, and is just laughable compared to the Rev.
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.30 08:49:00 -
[3]
Originally by: Warrio God I hope CCP doesn't give into the ****y whiney little *****es crying about training up two weapon systems.
There's nothing wrong with having to train 2 weapon systems, except when both those weapon systems are piles of ****. If you have to invest twice the SP into a Nag then it should at least be on par with the Rev and Moros.
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.30 10:20:00 -
[4]
Originally by: Gespenst Jager Edited by: Gespenst Jager on 30/04/2009 10:14:04 Minmatar Dreadnought Skill Bonus: 15% reduction in Strontium consumption for Siege Module activation and 15% reduction in Siege Module ROF per level.
This give some sense to big volley damage, agility and those "hit-n-run" minmatar strategy.
Why not give it a target painting bonus while you're at it?
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.04.30 18:08:00 -
[5]
Originally by: CCP Whisper
Perhaps now we can get some more constructive feedback and suggestions that build up on the several good comments that have already been made? Preferably ones that do not require us to rebuild the ship model in order to balance it.
If we're going to keep the split weapons layout then the Nag must be able to shield tank, anything else just wouldn't make sense considering the need to fit twice as many damage mods to be effective. Unless you're prepared to give it 8 lows.
To shield tank effectively the Nag will need:
* 15-20% more CPU * At least 1 more mid slot * Possibly remove 1 low
For the weapons to be brought up to par they'll need the bonuses mentioned earlier in this thread:
* XL- Projectile damage per level (#%), Capital Launcher Damage per level (#%) * XL- Projectile fall off per level (5%) Citadel Torpedo Explosion velocity per level (5%)
Or alternatively a 100% damage bonus to both weapon types PLUS regular ship bonuses of some kind, while dropping the number of high slots to 3.
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.05.06 10:03:00 -
[6]
Originally by: Zhull Edited by: Zhull on 06/05/2009 08:00:13 With the proposed changes it outdamages all dreads but the Revelation when properly fit and it can choose its damage type.
Being just under the Rev in terms of damage is about where it should be, considering all the extra training that goes into it. Minmatar being able to choose their damage type is only half right, you can only choose different mixes and 80% of those mixes are exp/kin with a couple points of something else. No matter what you choose a portion of your damage will be hardened against by the tower, not to mention after PP you start losing so much raw damage that it doesn't make sense to use anything lower unless you need the range bonus.
So really, it can choose between em/kin/exp or therm/kin. Typically between 33-50% of its damage will be hardened against no matter what ammo you use, unless you happen to be shooting a tower with no exp/kin resistance (which is the same as say a Rev shooting a tower with no em/therm resistance).
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Xelios
Minmatar Broski Enterprises Avarice.
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Posted - 2009.05.11 08:25:00 -
[7]
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.
Shield Management 5 would make more sense as a pre-req, but I'd also be ok with TSM being redone to give a different more useful bonus. Or maybe both? That way people who've spent the time training it to 5 still get some advantage, and people who haven't trained it yet don't have to add another 20 days to an already loonnnngggg skill plan for a Nag.
I like the idea of TSM moving the peak shield recharge area up a bit, or maybe making the peak wider.
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