|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2009.08.01 12:19:00 -
[1]
Originally by: Bibbleibble
CCP have already said that they don't want to introduce falloff effecting things because of the Vagabond.
I know. It really does make little sense. 
EDIT: Found the quote I mentioned:
Originally by: CCP Zulupark Artillery: Having scripts for falloff would be pretty cool for the tempest specifically but when you think about how it could affect Vagabonds with AC's I start getting a little scared. All ships don't have to be completely uniform and have the same ranges, that would be boring. Having said that however we need to look into this.
When was that comment from Zulupark made? Was it before or after the while speed nerf thing?
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2009.08.20 03:39:00 -
[2]
The first battleship I ever lost in PvE was a Tempest, it just couldn't tank well enough and it couldn't deal enough damage for the worlds collide lvl4. After loosing it, I jumped into my old pimped out Cyclone and finished the mission.
The fact that my Cyclone was better at lvl4's said something to me.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2009.09.17 18:25:00 -
[3]
I was just browsing the forums and came across a tempest fit, it made my eyes bleed and I had the urge to go to bed and never leave the safety of it.
What a horror, even the most evil and foul thing in existance would not compare to such a thing an abomination that is this fit.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2009.09.21 18:18:00 -
[4]
Personally I believe the tempest is fine as a ship, allwats have and always will.
What is not fine are projectile weapons, ac's and arties.
I don't think we need crazy dps increses to orojectile weapons, I think they need tweaks, I also think that a slight buff and adjustment to other modules would help.
Firstly we need to remove reloading, no not ammo changing, just auto reloading. It's called chain linking, basically you keep the ammo capacity as is but when the ammo gets to zero it's immediately reloaded.
Next is range, we all agree that ac's tiers need more defines stats. It's been proposed before to keep the mid sized ac the same falloff but decrease the small and increase the larger versions falloff (s/m/l in tiers). That should be the case.
Artillery should gain a damage boost, not an alpha fix that keeps the dps the same, just an outright boost to the damage multiplier.
Ammo, fusion should be in emp's spot. depleted uranium should give a falloff bonus, why is it that only tech1 ac's have no meaningful tech1 ammo that increases the range.
Tracking computers, enhancers and links need a falloff bonus.
Target painters should be a high slot module. Allow minmatar to use their utility slots the way minmatar would want to.
Beyond that, it's roses.
|

Nian Banks
Minmatar Berserkers of Aesir
|
Posted - 2009.09.22 06:15:00 -
[5]
Edited by: Nian Banks on 22/09/2009 06:16:41
Originally by: Liang Nuren Edited by: Liang Nuren on 22/09/2009 06:04:33
Originally by: Spaztick You're right, we should all train for Apocs.
*goes and queues up Amarr Frigate.
Way ahead of you there. Already got T2 small lasers and Amarr Frig 5 finishes in the morning. 
Originally by: Astrophobic YESSS! CCP FINALLY FIXED MINNIE BATTLESHIPS, CHECK THE PRELIMINARY PATCH NOTES!
I must be missing it... ?
-Liang
Scroll down patch notes... It says.
FIXES
Ships ò Complete rebalance of the Minmatar line of ships, all ships will be changed to their corresponding Amarr ship class and tier and renamed accordingly.
Skills ò All Minmatar skills will be removed and players credited with the appropriate ammar skills
Equipment ò All Minmatar racial equipment and rigs will be removed and replaced with the appropriate ammar equipment.
Race ò All minmatar pilot racial descriptions will be changed to state they are Amarr slaves.
|
|
|
|