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Omarvelous
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Posted - 2009.07.28 06:25:00 -
[1]
I like the tempest - its the best BC killer.
Maybe people don't like flying battleships that are good at killing smaller ships. *shrug*
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Omarvelous
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Posted - 2009.07.28 15:19:00 -
[2]
Originally by: Seishi Maru
Originally by: Lindsay Logan
Originally by: Omarvelous I like the tempest - its the best BC killer.
Maybe people don't like flying battleships that are good at killing smaller ships. *shrug*
Ineed. I do not find tempest bad at all :D.
2 Heavy neuts, and bye bye BC 
Tho I do not mind to shiled tanke it enither, but seems someone just want anohter Mega/Amarr BS made ouf ot it 
Aslo, it works in remote shield RR. <3
not an excuse. Typhoon can do the same while keepign more damage and more tank and faster.....
also other battleshisp can fit 2 neuts and have more damage then tempest.
Tempest shoudl be the battleship with more damage while fieldign only 6 guns (by a decent margin.. close to a 7 gun battleship) because it has 2 bonuses dedicated to that.
Otherwise the 2 high slots are just a makeup for its failure.
Give me a Typhoon fit that is superior at killing smaller ships than a tempest. I think Typhoons are better at taking on BS.
I fly Gallente BS for max dps up close (2x webs for tracking issues), I fly Amarr for general purpose pvp for decent dps across wide ranges.
I fly Caldari if I'm in a shield oriented gang.
I fly the Tempest when I want to slaughter support ships. Other BS with utility slots either have torps which suck vs smaller targets, or they lack the range large AC with ambit rigs has.
Don't fit gank and tank on the Tempest - fit up ambits, stay agile without plates and trimarks, and use heavy neuts. Its a small gang ships - much like the Hyp is a small gang ship. If you want something for a larger gang fly a sniper Maelstrom or a RR Phoon.
Not every BS is supposed to do the gank and tank thing.
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Posted - 2009.07.29 17:05:00 -
[3]
Edited by: Omarvelous on 29/07/2009 17:06:28
Originally by: Seishi Maru
2 damage bonus means it was made to be ganky.
Also get a megatron with 6 Neutrons.. MORE damage than tempest and 2 utility slots with better tank and better drones.
Is this Megathron fit of yours fitted with Null? Because its not going to hit anywhere near as far as a Tempest will.
Does the Mega have 5 mid slots for extra ewar?
Does the Megathron go significantly slower (2x 1600 plates and 3x trimarks).
I fly both ships - and I use them for VASTLY different purposes.
People complaining about Minmatar BS need to STOP trying to turn them into Gank and Tank BS like the other races and use them properly.
Typhoon - BS brawler. Tempest - Anti-support. Maelstrim - sniper (I'll admit T2 artillery has **** range - it should be looked at) or brawler.
If you want a gank and tank BS fly the Typhoon or the Maelstrom. If you want one that is flexible, and can smash up smaller ships (a 300+ mil command ship is classified as a smaller ship in my book) - go with the Tempest.
Seriously, stop complaining. BS class AC are fine - they are the best anti-nano ship weapons out there.
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Posted - 2009.07.30 00:57:00 -
[4]
Originally by: kessah
I hear what you saying, but some of the people that have posted here i know have some pretty damned good experience with the ship. They and i have probably fitted it each and every way one can.
The Domi's a far better anti support ship that the Tempest, it does more dps and hits smaller ships, again the phoon does the job alot better, bigger drone bay, the lack of dps coming from the Autocannon's make it far more preferable to fit neuts there.
The Pest is not really anti support although it can do it, as someone pointed out you can do a better job with the megathron by fitting 6 guns and 2 neuts if you wanted, the pest still lacks dps.
Its range as you so clearly said was its amazing grace does about the same as Dual heavy pulse, although if something orbitting you at that range dont expect to hit it any smaller than battleship class (possible with battlecruisers)
Its a Battleship, its slow, high dmg with the general idea to overwhelm it by avoiding its tracking range or its tank. Also anti nano ships? wtf if anyones fit like that they are going to die to anything with neuts not just a pest - that comment loses all my respect for your post.
Furthermore we are ment to complain - eve isnt perfect we complain to get a balance fair and square, you screaming stop moaning is idiotic. CCP dont give in to whines they will test it, hopefully properly in ALL circumstances. In you close minded perspective its fine, there's a big majority saying otherwise.
Why is my statement about AC being good against nano-ships bad? I'm classifying nano-ships as ships that are fit to attack beyond web/scram range and use superior speed to get out if needed.
I fit ambit rigs on my AC ships, which means I'm hitting out to 20-24km with about 1/2 falloff. Isn't 1/2 falloff like ~80% of your theoretical dps?
You mention dual heavy pulse. Lasers in general in my opinion are pretty bad against Minmatar T2 ships due to their high em/therm resists. Sure the range is similar, but most ships flying fast and attacking around 18-30km are resistant to em/thermal. Ishtar's base resists are poor vs EM or exp. The Caldari T2 cruisers should be no where near 30km. Minmatar T2 ships are vulnerable to EMP and barrage. Amarr will resist barrage well, but not phased plasma or maybe EMP.
I won't argue about the Domi being better anti support - although it is limited in low sec due to sentry fire.
Typhoon I think is better vs BS than smaller ships. I base this on its slot layout - it has 1 less mid slot then the typhoon/Domi, and that torps kinda suck against smaller than 400m targets. It can be tanked out great however, and its small sig is noticeable in some pvp I've had vs BS.
I suppose you're right - people can complain about inequalities in ships. I just feel like AC are underrated by people on the forums. They track well, they have decent range, I don't make my ships super slow with plates and trimarks. I tend to stay at range, and use my extra mid slots to my advantage.
For example:
Say I'm in a fight against FOTM laser boats. I fit up my tempest with 2x tracking disruptors, and range scripts. Using superior speed, and now super range, I can mitigate their damage and maintain my own since Amarr ships lack mid slot versatility. Sure this is useful in small gangs, in larger ones it becomes moot, and I would probably fly a Typhoon or a Maelstrom.
I like the Tempest a lot in small gangs. I suppose if you want a ship with 2x damage bonuses to do more damage you could increase the # of turret hardpoints to 7 or even 8 (you could adjust the fleet tempest to have more mid/low slots as an advantage).
Not trying to come across as a ***** - just a little tired of whines. I think I make some valid points about why a Tempest is good. *shrug*
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Omarvelous
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Posted - 2009.07.30 02:40:00 -
[5]
Well I think the ship itself is fine - you could argue for extra turret hardpoints. You'd lose the neuts then, but maybe some people would rather have that.
When I say the Tempest is fine I mean I like its slot layout. I like its bonuses, and the way the ship handles for my needs.
To the people thinking I'm talking out of my ass on my mid slot selection. - Depending on what my scouts are showing for the upcoming fight I prepare accordingly.
- If I forsee ECM - I fit ECCM. - If there will be cruisers/HACs/Recons <nanos> - I'll fit target painters. - If my gang is gay and doesn't want to carry enough webs I'll reluctantly fit webs even though I'd really rather not have this ship get into web range. - If I see Amarr/Gallente BS, I will fit up tracking disruptors. I trained up every racial EWAR in order to make use of midslots on my ships to their full extent.
If I'm on a roam and I don't know what to expect, I fit either target painters or I fit tracking disruptors if my gang already has target painters.
I like having mid slots for ewar, and maybe that's why I like the tempest so much. Probably why I like the Hyperion more than the Mega, or the Abaddon over the Geddon, or why I've turned away from the Rokh/Raven that need to mid slots for tank.
As for AC's being terrible...
Maybe you guys should argue for superior ship agility to be able to dictate range better.
I feel like this forum really really underestimates the usefulness of capless weapons. I think people are fitting up plates and trimarks on ships that aren't meant to have them, then being annoyed at the sub par results when they can't dictate range.
Maybe its game mechanics that force people into only going for max HP buffer - in turn making ships slow - in turn making them not be able to use their weapon system properly.
If you want more dps from a Tempest increase the turret hardpoints I think. I still really like the ship though, having spare midslots is really useful for small gang pvp.
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Omarvelous
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Posted - 2009.07.30 02:43:00 -
[6]
Originally by: Kismo
Do you really fly around with 2x TDs fit, or are you (for all intents and purposes) EFT-Warrioring that you can fit them in the fight? You are aware that you could fit a Phoon with 1 TD by the same token?
Phoon needs TP for its torpedoes. Not an option for it.
Tempest works well with TD. Stay at 20ish km with ambits and use TD to keep the high dps turret boat from hurting you back. I've been in fleets where we all fit up TD prior to a fight in order to counter a gang of turret BS.
Sure you could have an arbitrator class ship do that - but you have more damage from a Tempest.
Its a flexible ship - I fit my mids depending on what my gang lacks. Its effective support.
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Omarvelous
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Posted - 2009.07.30 02:48:00 -
[7]
Originally by: AstroPhobic
Originally by: Omarvelous I think I make some valid points about why a Tempest is good. *shrug*
I don't think you have. You tried to make a point for ACs - however you didn't really. I don't see the tempest outdoing the geddon at anything. Furthermore, I don't see the tempest outdoing the mael or phoon at anything. Projectiles need love, and the tempest individually is worse than the other two minnie BS.
Hope I'm not spamming up the thread and sounding repetetive - I apologize if I am.
A Geddon will do the gank and tank thing better than the tempest. A tempest will be able to provide mid slot ewar support - which a Geddon wont because its only got 3 mid slots.
If I'm a Minmatar BS pilot and I need gank and tank - I fly a Typhoon.
If I want a flexible ship that may not hit as hard or tank as hard - but deliver targeting painting or tracking disruption or webbing, I'll use a Tempest.
Compare the Geddon to the Typhoon IMO.
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Omarvelous
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Posted - 2009.07.30 03:25:00 -
[8]
Edited by: Omarvelous on 30/07/2009 03:25:43
Originally by: Seishi Maru
if you want ewar or high quality tackling you bring a recon in 99% of situations. Period. Only battleship that is valid as ewar is scorpion.
Even tacklign every day that passes is less relevant for Battleships due to prevalence of recons on battlefield. That is another reason that ammar disadvantaages disapeared with time.. at same tiem thtat minmatar advantages disapeared.
As I stated earlier. Being superior in a role that exist in 0.05% of time is not being good. Is being a game balance mistake. The game has evolved combatwise . Its not a place where battleshisp do anythign but TANK, FIRE, RR each other and with minor stress since NOS nerf.. CAP neutralize targets. If want tempest to do somethign different form that then it woudl need to be MASSIVELY superior on it to justify using it instead of one of the several dedicated role ships of eve.
Also all these things you can do with tempest Dominix can do.. and BETTER.. with more tank more damage and cheaper...
Dominix same number of mids... 1 extra low. The drones more than overcompensate for the 2 less high slots. If you wanted to make tempest at least MATCH the dominix amuch cheaper ship than it would need 125M drone bay and BW.
Lets start with what I highlighted. - If your argument is that BS dont need ewar midslots and should just gank and tank, I think its a bit flawed. The extra midslot on the Abaddon vs an Armageddon is useful for pvp. Or the Hyp's extra mid is useful for piracy compared to the Mega's 4 slots.
There's more to BS pvp than fleet engagements - at least in piracy (or non-consensual pvp), you will need some overlapping ewar between ship classes.
As for the Domi - again, maybe your perspective is different than mine - but low sec sentries really hamper drone effectiveness (even if you can redeploy). That said, the Domi is a great ship - I'm just saying its damage can be destroyed.
If you want a gank and tank ship - use the Typhoon. Am I wrong?
Is your complaint about the Tempest or AC?
What do you want the Tempest to do? Have >110,000 EHP, 1000 dps easily able to hit over 20km (with barrage), be cap less and let AC still be extremely easy to fit - leaving enough grid and cpu for a full tank and ewar? Do you just want to make another Amarr style ship and remove 2 mid slots and add more low slots?
Whats wrong with using a Typhoon for your gank and tank needs. Using a Tempest for flexible support, and using the Maelstrom for sniping?
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Omarvelous
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Posted - 2009.07.30 14:12:00 -
[9]
Originally by: Ecky X Edited by: Ecky X on 30/07/2009 13:24:03 This is a 6-gun Megathron, with 2 heavy neuts, compared with a 6x 800mm AC Pest, with 2 heavy neuts:
Link
Mega has more HP, same agility, more tracking, more damage, and most agree its slot layout is generally better.
Tempest cannot choose its damage type when fighting past 15km or so, you do absurdly little damage without using Barrage, and if you use anything except EMP, you gimp your damage even more. Choosing damage types is made up for by doing less damage with other damage types.
How are the ships fit? What ammo was used? Might allow me to compare them effectively.
Is it fail to fly a tempest with ambit rigs? In my opinion comparing how the Tempest sucks vs a blaster boat in web scram range shows me nothing other than blasters working at their intended range.
Are you including drone damage? That would bias a 125 m^3 drone bay over a 75 m^3 drone bay. In low sec gcc usually kills off drone dps anyways.
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Omarvelous
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Posted - 2009.07.30 14:24:00 -
[10]
Edited by: Omarvelous on 30/07/2009 14:28:26
Ignore drones for a moment.
Green is 6x Blaster Mega (2x heavy neuts) with Null.
Red is Tempest with Republic Fleet EMP.
*EDIT*
This is BARRAGE Tempest vs NULL Mega
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Omarvelous
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Posted - 2009.07.30 14:38:00 -
[11]
Here's a typical plated Mega with 7x Neuton Blaster Cannon II with Null and 1x neut.
Compared to the Ambit dual 650mm Tempest with 2x neut that I showed in my previous post.
Again I've ignored drones, because they can be destroyed, and they take time to reach the target.
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Omarvelous
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Posted - 2009.07.30 14:44:00 -
[12]
Originally by: Ecky X Now swap the heavy injector for a medium and fit neutrons. Even with a medium injector, a Mega can keep its guns running under a Tempest's dual heavy neuts more than long enough to kill the Pest. Posting a screenshot in a moment with my proposed fits.
If you're fitting a medium cap injector to fit neutrons, adjust my ambit Tempest fit with 800mm AC II.
I'm not arguing about a 1v1 situation btw. I'm just showing where I think the Tempest ought to be operating which is >20km.
If the mega gets in scram/web range its a better ship.
If the tempest maintains range superiority - I feel like I'd rather be flying that.
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Omarvelous
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Posted - 2009.07.30 15:03:00 -
[13]
Originally by: Ecky X
Problem is, 800mm AC II's offer very little over dual 650's. And the Mega is better than the current Tempest far out of web/scram range - you have to be at 26km (out of heavy neut range!) and not using drones for the Tempest to break even in damage - with less EHP.
Certainly, the Tempest should be superior at ranges greater than, say, 18km, but at present it is inferior at all real combat ranges.
Lets adjust the Tempest to use 800mm AC II (I'll heave to drop to 1 hevay neut) - and we'll keep your typical neutron Mega with 7 guns fit (remember you were originally arguing that a 6 gun mega was better all the time).
With a trimark fit and no ambits the 800mm gun isn't that great and isn't worth the increased grid useage.
However with 3x ambits...
You get:
Sure you *could* fit a cruise II in the free slot to add even more damage, but I'm trying to compare gun systems. Its also why I'm ignoring drones.
Beyond 20km the Tempest works quite well. It can even hit hostile support ships that are trying to stay out of point range.
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Posted - 2009.07.30 15:26:00 -
[14]
Lets add all 4 Racial BS.
Armageddon:
Rokh:
4 BS comparison:
Green - Neutron Mega with NULL - best under 12km
Light Blue - Neutron Rokh with NULL - best between 12 - 26km
Dark Blue - Mega Pulse II Armageddon with Scorch - best between 26-57km
Red - 800mm ACII Tempest with Barrage - best beyond 57 - second best between 33 - 57km.
The Rokh and the Armageddon are bests beyond web range to about 30. Then the Tempest surpasses the Rokh but the Geddon actually get better.
The geddon and the rokh both have pretty strong tanks and hit far.
The Tempest doesn't look bad vs a Mega beyond web range until you look at scorch or range bonused Rokh.
Ofcourse at the 20km range - the Tempest is neuting which the Rokh and Geddon cannot. The Tempest can fit up mid slot ewar which neither the Armageddon or the Rokh can fit (well the Rokh can but then its tank is gimped).
I guess you guys are complaining that the mid slot tactical flexibility isn't worth losing the DPS game to the Rokh or Armageddon.
Maybe I'll need to compare the Typhoon/Maelstrom to these ships for a clearer picture.
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Posted - 2009.07.30 16:45:00 -
[15]
Edited by: Omarvelous on 30/07/2009 16:46:31
Originally by: Ecky X The Geddon can neut too, it's just very difficult to fit.
Try putting range rigs on the Rokh, just for giggles. If you are ok with using an anc. current router (prices may drop after rig balance patch) you can keep the tracking enhancer. 2x locus are better than ambits when fitting Null, but 2x ambits are better if you want to use antimatter.
Either way, the Rokh is superior to the Tempest out to almost 50km when fit like this, peaking at 660dps (26km) while the Tempest is doing 375. Thus, a Rokh fit this way is worth almost 2 Tempests, or that is to say, two Tempests are not as good in any category as a Rokh + an ewar ship.
I looked at a Maelstrom with 8x 800mm AC II and 4x gyrostab II's (buffer fit so there was no need for cpu mod).
It does a fair bit of damage at the ranges we're looking at with ambit rigs.
The Typhoon was a beast at <13km - but it depends a lot on drone damage.
Which makes me wonder about some ways to adjust the Tempest.
- Add a 7th turret hardpoint - Increase drone bay to 100 m^3 or even 125 m^3 if the Temepst must only use 6 guns. - Change double 5% damage bonus to a single 10% damage bonus, and perhaps a falloff bonus - then you won't need ambits and can fit up trimarks. - Allow tracking computers/enhancers to increase falloff (2x tracking comps with falloff bonuses would be sweet on a 7 gun tempest).
TBH its tough competing against scorch. Fortunately Minnie BS have the highest base EM resist and it pares it up nicely when comparing buffer against laser damage.
*EDIT* For now I'll keep enjoying it as a supersized BC that shreds support with its mid slots/neuts/and ambit rigs.
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Posted - 2009.08.25 01:04:00 -
[16]
What stats are you looking to get out of the Tempest?
There's a lot of hopeful Minmatar BS V pilots here - so tell me exactly what does your agenda entail?
How much dps do you want the Tempest to do?
At what range (include falloff)?
What level of tracking?
What ammount of tank?
How would you prevent overbuffing projectiles so that other racial ships don't use them as their default weapon system?
Are you taking into consideration the Tempest has utility mid slots that make it extremely well suited for destroying support?
- Caldari have an EWAR battle ship, maybe the Tempest is an anti-support BS (something the other races don't have).
I would really like a well composed answer to my questions. I feel like some people's agenda may result in poor game balance. Truthfully tell me what performance you want to see from your Tempest.
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Posted - 2009.08.25 06:11:00 -
[17]
Originally by: AstroPhobic
Instead, I'll ask you this question - what does the tempest do better than the typhoon or maelstrom?
It has more utility mid slots for destroying support ships.
Those people saying a Domi can do it better. You can shoot a Domi's weapons - not so for the Tempest.
Drones vs Guns - Drones can be destroyed - especially by gate sentries (a concern for pirates) - Drones take time to reach target (slower than missiles) - Drones can be left behind when you move (sentries) - Drones do more dps than AC - and don't use ammo
Domi's are good - but AC's do have an advantage over them in some situations. My biggest gripe would be that drones take time to reach target - especially heavies.
People want it to snipe to 175 with 85% damage - why? The Maelstrom can snipe better - let it do so.
I haven't gotten a straight answer on the dps you WANT out of the Tempest.
- 1000 dps? At what range? Will this obsolete a Mega/Rokh/Hyp?
Here's how you fix your ship.
Get a 7th turret hardpoint. Make the ship 30% faster and more agile. Increase projectile falloff by 40%.
A faster more agile anti-support battleship is what the Tempest should be IMO. You should be able to use it in small gangs to rip support ships apart and be fast enough to avoid other BS that could rip you to shreds.
Almost looks like people want a Tempest to be like a Megathron except that it:
- Moves faster - Doesn't worry about cap (if you think capless weapons are a joke - ask any blaster boat pilot how important cap is when they have to motor into range, and use very cap hungry guns - they use their cap boosters just to get into range and keep their guns running). - Shoots further out. - Has an extra midslot for extra webs/target painting or tracking disruption.
Give a more solid answer - what dps and what range with current tracking do you want?
How will your proposal not severely outclass blaster boats?
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Posted - 2009.08.25 18:50:00 -
[18]
Originally by: Seishi Maru
Originally by: The Djego
Originally by: Kagura Nikon Oo almost forgot.. and on blaster pilots saying cap usage of guns is a HUGE issue. I fly abaddons as well. and NEVER EVER had any tiny minimal issue with capacitor. And That taking into account an abaddon eats 2 times mroe cap on its guns than the poor blasters do...
I can confirm that I feel a lot of need to mwd in my Abaddon around simlar to my megathron. 
cared to try using that abaddon in 0.0 without MWD to see what happens? Remembers that the abaddon will likely need 1 more cycle of it sMWD to reach same place that megatron does because its fricking slow and heavy? Also while you MWding you are not using your guns usually (just at the end of cycle). Cap injection can deal easily with normal cap usage of a megatron. When under neuts the only thing that changes is that you might not have enough cap to MWD anymore, but very likely will stil have enough to fire. Abaddon would be in same situation .. but each abaddon shot requires you to have a much larger cap pool.
Its a MINIMAL advantage not using cap to fire! Is an advantage, but limited to very very rare situations. 9 in 10 minmatar pilots would LOVELY accept AC to use more capacitor than blasters if we got the extra cap that our ships miss back, if we got 15% damage boost (blasters are on the 35% more damage marks) and if our ships had the HP that blaster ships have above us.
Compared to the disadvantages.. no cap usage on guns is a JOKE!!! Since NOS nerf I NEVER EVER missed chance to fire a single shot because of lack of capacitor!
Do you fly a blaster battleship? Honestly, I think you're ignorant of the cap issue with basters and having to MWD a whole lot more than any Amarr BS to get into optimals...
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Posted - 2009.08.25 18:52:00 -
[19]
Edited by: Omarvelous on 25/08/2009 18:52:51
Originally by: AstroPhobic
Originally by: Omarvelous
Originally by: AstroPhobic
Instead, I'll ask you this question - what does the tempest do better than the typhoon or maelstrom?
It has more utility mid slots for destroying support ships
I care to disagree. Though it does sport an extra mid on the phoon, it's slower and less agile. The phoon can fit an entire rack of neuts along with cruise and 5 heavy drones, web, tp and point. If that doesn't sound like a support killer, I don't know what is. The tempest is slower and the 5th mid really doesn't give you much oomph except fitting another point. I'd say they're even at best.
The tempest could become the support ship killer, but it needs more speed, more agility, and autos would need some love.
OK I agree with this. Tempest needs to go a lot faster. Define 'love' for AC though.
My concern is Minmatar BS pilots asking to buff the Tempest with AC to do what a blaster boat does but better. Give me some numbers on what level of AC performance you'd want ona typical Tempest.
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Posted - 2009.08.25 19:01:00 -
[20]
Originally by: Cpt Cosmic What I want is: -tempest fitting buffed thus I can fit it for sniping like a mega (or artillery fitting requirements reduced whatever is better gameplay wise) and dont forget to increase its sucky locking range -with 2 dmg bonuses it should **** other ships even if it is not as tanky as others but it doesnt. fighting in falloff reduces dmg => this is fine, every weapon has a some kind of disadvantage or should have. blasters have range, projectiles have falloff, but what is laser disadvantage? cap? cap booster anyone? every serious laser pvp bs has one. this is not a laser whine, I want just show you that most of the time fitting lasers on a ship is better than fitting projectiles on a projectile bonused ship. first thing you should do is increase the projectile base dmg atleast on bs sized weaponry. why does the projectile ammo has less base dmg then hybrid and crystal ammo? -after these change we can see how it works out ingame and on paper and then eventually boost the tempest with e.g. increasing its dmg boni.
- If you want to snipe use the Maelstrom with 8 guns and a damage bonus. Why do you want a second sniper? I don't care about your crap locking range you also lock the FASTEST out of any race - its called game balance. - *sigh* Where do I being? Do you want to just have a ship with a double damage bonus that does the most damage of any BS? While having extra useful midslots? While having the range of AC and being capless and faster? Why would you fly a blaster boat then?
- Laser whine - lasers are terrible vs t2 minmatar ships - and even with the em resistance nerf, em/therm is still armor's highest defence usually. Its not very practical to fit the most cap hungry weapons on the race with the least ammount of cap - even with cap boosters. Meet 1 ship with a heavy neut and you're completely screwed. If you had complained about scorch I could grant you that - I agree RF EMP needs a boost to be inline with other racial ammo.
I'm trying to say that I want to see solid numbers on what you want our of a Temepst (dps, range, tank, speed) - so I can make sure it doesn't make fly a blaster boat even more obsolete.
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Posted - 2009.08.25 19:29:00 -
[21]
Edited by: Omarvelous on 25/08/2009 19:29:10
Originally by: Seriously Bored
Not sure if you're specifically goading an answer from Astro, but I replied to you already when you asked for specific numbers, and you didn't respond. I offered something that would keep ACs from stepping on blaster's toes. From my earlier post:
No - I'm open to answers from everyone. I've flown Minmatar BS, so I can understand some of the issues people are complaining about. Your stats are difficult for me to compare without a fitted ship. Assume you have 2x damage mods comparing ships. I think your statement of engaging a Mega outside of 15km holds true even now. Blaster Megas aren't too effective beyond 15km outside of its non-bonus drones.
- I think you're asking for too much dps on the Tempest. I still think an extra turret hardpoint would be enough - maybe a change to 7.5% damage bonus. - Increase speed and agility so it can dictate combat range more effectively. - Increase AC falloff.
Originally by: Seriously Bored And projectiles are garbage against Amarr T2 ships, with their very high explosive and kinetic resists. What's your point?
Lasers are fixed em/therm - projectiles can swap damage types - and I've done it with good results. I'd use EMP against amarr/caldari/gallente, or phased plasma vs amarr t2, barrage vs gallente/minmatar. People who think swapping ammo isn't practical need to use scouts and prepare for their upcoming fight and fight the most useful ammo prior to engaging. I do it in my missile boats with great success.
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Omarvelous
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Posted - 2009.08.25 20:34:00 -
[22]
Originally by: AstroPhobic
Originally by: Omarvelous Define 'love' for AC though.
My concern is Minmatar BS pilots asking to buff the Tempest with AC to do what a blaster boat does but better. Give me some numbers on what level of AC performance you'd want ona typical Tempest.
My changes are always quite moderate, though when running through the numbers it would seem like a rather large boost is needed. I don't know where short range weapon graphs went (was it Aranis? Maybe it was seriously bored), but they depicted a pretty terrible autocannon DPS/range graph.
Anyway, a few or some combination of the following:
30-40% increase in falloff across the board to negate hit quality Falloff scaling among tiers EMP <-> Fusion switch 5-10% Damage increase TE falloff modifier, TC script
I made graphs wayyy back on page 6:
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1130224&page=6
I'm still thinking the ship just needs to move faster to dicatate range.
It can stand for some extra damage from an extra turret hardpoint and maybe the 7.5% damage bonus.
It can stand for some extra falloff.
The goal would be to have a ship that excels in the 20-30km range, and has an ability to stay in that combat envelope.
I'm worried people want to boost the damage so much and keep the 2 utility slots. Then you'd have a ship with blaster boat damage - with further range - and an ability to fully tackle and neut the target. Why fly anything else?
Scorch needs to be fixed - but I'm OK with Amarr ships doing more damage and tanking harder at range - they can't fit any decent ammount of mid slot gear - they're limited to EM/therm - they can't effectively fit 1-2 neuts - and they are slow.
I'm also ok with blaster boats doing more damage and tanking harder <20km. They take a beating just getting into range - they eat up a crap load of cap just getting into range - they're pitifully slow for their small engagement range.
See where I'm coming from? I not opposed to a Minmatar boost - I'm opposed to a boost that will ruin game balance though. If the Temepst tackles, neuts, and shoots (the pinnacle of a pirate BS) - it can't also be a beast at dps and tank. Something's gotta give for balance.
You want gank and tank BS? Fly the Typhoon. A sniper? The Maelstrom. A utility ship great for piracy? The Tempest.
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Omarvelous
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Posted - 2009.08.25 20:39:00 -
[23]
Originally by: The Djego Edited by: The Djego on 25/08/2009 19:35:12 I would like to see a Pest like this:
- 10% damage and 7.5% falloff per Minmatar BS level - 100/150 Dronebay(compensating the DPS lose and give it more flexibility) - a bit more speed/agility(5-10%) - 10-15km more base lock range(for sniping)
So the Tempest even if it would still not be the DPS machine gains a lot more range and also more DPS at range. The extra drone bay helps in small scale and the extra lock range for sniping.
The rest I would fix direct on the weapons:
- bring T1/Faction amno in line to crystals\hybrid charges for base damage -> 10% DPS boost on short range amno - switch EMP with Fusion(range/damage, explosive should be the main mini close range damagetype)
For Aks:
- give a 10-20% more falloff to the bigger AK tiers(increasing range by fitting bigger guns simlar to lasers\blasters), what increases damage at range if you decide to go for the bigger guns
Artis:
- reduce the ROF by 25% - increase the damage by 40%(damage boost and more alpha) - doulbe clip size across the board - increase tracking to be between beams\rails since the it has the shortest optimal and should be able to relay on a tracking\alpha advantage -> make alphas that count and screw smaller ships
See my post above this one - I think your boosts would make blaster boats even more irrelevant. Give some stats with your proposed changes and see where that would fit your proposed Tempest with other BS.
I agree with your ammo changes.
I agree with the AC changes.
Your artillery changes would be game breaking. Way too much damage and range - and for sniping a capless weapon system IS a big deal.
- Increase clip size - yes. - Increase alpha - to the point it does more dps than rails but less than beams. - Rate of fire - do not change. - Tracking change - agreed it should also be between rails and beams. -
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