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To mare
Amarr Advanced Technology
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Posted - 2009.07.27 22:08:00 -
[1]
tempest is fine, projectiles are crap. fix projectile and the tempest is fine
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To mare
Amarr Advanced Technology
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Posted - 2009.07.28 15:24:00 -
[2]
Originally by: Orakkus
Originally by: To mare tempest is fine, projectiles are crap. fix projectile and the tempest is fine
How about make all projectiles one damage type (like missiles) instead of spread across two or more damage types.
not needed, all the turret do a spare dmg type leave to the missile pure damage selection.
just put the projectile turrets in line with others turret damage its a race thing you fire what you have and at the end of the day its not a great difference if you shoot EM or explosive. having the choice to change dmg type is cool for PVE where you know exactly what you gonna fight but for PVP you will never know what enemy ship you will face and for sure you wont pend 10 second to chenge your barrage to Phased plasma just because a T2 amarr ships just jumped in. you can do it in solo but even in very small gang is not worth the 10 sec penality
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To mare
Amarr Advanced Technology
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Posted - 2009.07.28 18:08:00 -
[3]
Edited by: To mare on 28/07/2009 18:11:10
Originally by: Lili Lu It is underpowered compared to the other tier II BSs, except maybe the Mega (blaster damage can be theoretical).
Replace the damage bonus with a decent falloff bonus (7.5?), increase the rof bonus to 7.5 (should actually be done for all Matari ships with the piddly 5% rof bonus), and increase the turret hardpoints and grid to allow 7. This would give it sniping and ac help. I'm more concerned with the sniping. An optimal bonus would not impact ac enough and the falloff would still help the arty sniping ability while giving it that Minmatar flavor.
the bonus of matar ship are ok. AC need a damage between blaster and pulse, they supposed to be the weapon with the range between blaster and pulse they should have a dps in that zone as well. damage VS range is one of the oldest rule in eve. arty need their alpha advantage back.
tracking computer and tracking enhancer should affect falloff in the same way they affect optimal, this wouldnt make the artillery the best sniping weapon but will give to arty a bit of extra range.
ship bonus are fine.
ed: forgot to say AC and arty falloff should scale with the tier of the gun.
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To mare
Amarr Advanced Technology
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Posted - 2009.07.28 18:18:00 -
[4]
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*
almost any bs can do as well as a tempest at killing BC if fitted for that. the only problem is that the other BS can go ahead and do what a BS is supposed to do
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To mare
Amarr Advanced Technology
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Posted - 2009.07.29 10:38:00 -
[5]
Originally by: kessah [:arrow: Why does it have more than 1000 more shield hitpoints than Armour when its slot layout heavily implies us to go for more armour tanking?
if you really played the game for 5 years you should know that the more low in a BS where used for damage mods before stacking penality. tempest with 5 gyro was cool. also low slots where used for nanofibers and minmatar BS was pretty good at it expecially the phoon 7 low and more shield than armor.
on the other things i pretty much agree
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To mare
Amarr Advanced Technology
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Posted - 2009.08.12 12:20:00 -
[6]
make tracking enhancer and tracking comp give a bonus to falloff in the same way they do to optimal.
autocannon need their damage output boosted between laser and blaster and falloff to scale with the tier of the gun.
do this and minmatar BS will be fine for short range.
artillery need its alpha advantage back + falloff to scale with the tier of the gun.
this will fix minmatar BS for long range
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To mare
Amarr Advanced Technology
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Posted - 2009.09.25 16:38:00 -
[7]
Originally by: CCP Ytterbium Further changes.
Typhoon:
òSlot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)
Tempest:
òHitpoints: armor and shield values swapped (now has 6954 armor and 6211 shields)
Typhoon Fleet Issue:
òSlot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)
Tempest Fleet Issue:
òSlot layout: 7th turret slot removed for a 7th low-slot (for a total of 6/4 turrets/launchers, 8/5/7) òHitpoints: armor and shield values swapped (now has 10431 armor and 9316 shields)
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