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Thread Statistics | Show CCP posts - 8 post(s) |

Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.12 16:36:00 -
[1]
Everything looks good. Though are ther any plans to fix large AC's? Please? Losing 37.5% tracking on the macharial is going to hurt. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.16 15:59:00 -
[2]
Originally by: zzzshadow
Originally by: Dinamita Tona Edited by: Dinamita Tona on 15/09/2009 18:43:17
Originally by: CCP Ytterbium V. Angel Cartel:
Machariel:
òSlot layout: 8 high, 5 med, 7 low slots, 7 turrets, no launchers òFittings: 600 CPU, 17950 powergrid òBonuses: pirate: 25% bonus to large projectile rate of fire, Minmatar battleship: +5% to large projectile turret damage per level,
Gallente battleship: +10% falloff to large projectile turrets per level
òHitpoints: 9317 shields, 9298 armor, 8260 hull òCapacitor: 5800 capacitor, 1154.875s recharge (about 5.02 cap/s) òDronebay: 100m3 bandwidth, 125m3 dronebay òSpeed: 161m/s max velocity, 0.084 agility, 94,680,000kg òSensor: 62km targeting range, 7 locked targets, 150mm scan resolution, 26 ladar sensor strength, 340m signature radius
everything fine but as you already inntenden to drop tracking bonus i would sugest to add another gallente bonus rather than fallof
Gallente battleship: 20% bonus to warp scrambler range
that would make this ship really frightening in pvp please make this change
as there is only 7 turrets allowed: i would drop 8th hi-slot and add it to med this way slot would be better used and gives more versatility
i would accept 8th low slot as well
+1 for scram range over falloff
Stop talking about crap you know nothing about. If the machariel loses both Falloff AND tracking it will be even more terrible than now. Stop trying to fix something by breaking it repeatedly in the hopes that something might change. What good is extra scram range when you're not freaking hitting anything in that range. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.16 18:20:00 -
[3]
Originally by: Dinamita Tona for pvp you need scram, but if you would do any pvp you would know that
ps my mistake you already fly one :P
Yes, but for PvP extra scram range is pointless if you cannot hit within that extra scram range. Sure, it might be a nice thought to be able to scram something sooner while closing in, but for 80% of the fight you're wasting a whole bonus on being able to scram something 2 or 3 seconds sooner (While you close range, as with the new stats the machariel is going to be even faster)
You will not be maintaining damage at the range of your extra scram range, especially with only 19~ KM falloff. (Unless you are talking about the MWD-Killing scrams. If you are, then you're getting close enough already and once again, should be focusing on damage, the extra range bonus is a waste where tracking or falloff would be a better universal bonus)
Whereas, the 50% extra falloff allows you to do more damage at both scram and disrupter ranges. I'm still not sure whether i like losing 37.5% tracking, but for 50% falloff as a trade? I'll live. Probably better off for it too even though my first reaction was "WTF TRACKING". The lessened Mass and extra agility are going to be pretty damn nice too. Overall the machariel's ONLY PROBLEM right now is that large AC's, to put it in a word - SUCK. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.16 19:22:00 -
[4]
Originally by: Dinamita Tona
Originally by: Blane Xero
Originally by: Dinamita Tona for pvp you need scram, but if you would do any pvp you would know that
ps my mistake you already fly one :P
Yes, but for PvP extra scram range is pointless if you cannot hit within that extra scram range. Sure, it might be a nice thought to be able to scram something sooner while closing in, but for 80% of the fight you're wasting a whole bonus on being able to scram something 2 or 3 seconds sooner (While you close range, as with the new stats the machariel is going to be even faster)
You will not be maintaining damage at the range of your extra scram range, especially with only 19~ KM falloff. (Unless you are talking about the MWD-Killing scrams. If you are, then you're getting close enough already and once again, should be focusing on damage, the extra range bonus is a waste where tracking or falloff would be a better universal bonus)
Whereas, the 50% extra falloff allows you to do more damage at both scram and disrupter ranges. I'm still not sure whether i like losing 37.5% tracking, but for 50% falloff as a trade? I'll live. Probably better off for it too even though my first reaction was "WTF TRACKING". The lessened Mass and extra agility are going to be pretty damn nice too. Overall the machariel's ONLY PROBLEM right now is that large AC's, to put it in a word - SUCK.
like said if you cant use them stick to missiles scram is for killing mwd and web is for holding them at place i dont need 60 km range, 5 is just enough, but need something that will stop wts from fleeing i would preffer tracking, but if not tracking then scram range
You don't know how falloff works or you would know a falloff boost = more damage outside of Optimal (And by a considerable amount). More falloff does not simply = More range, a 50% boost would raise falloff to around 28km~ (Without rigs, this allows for more damage rigs) depending on skills and because of this, damage and "hit/miss" would worsen at a considerably lower rate outside of your 3-6km Optimal.
The proposed scram range bonus would (possibly) allow you to stay out of enemy scram range (11-13km to prevent YOUR mwd from being killed and YOU being webbed), but you would then already be about 7-10km into your 19km falloff (23-24km~ with two rigs) and trust me, the damage loss is noticeable. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 00:48:00 -
[5]
Originally by: Siigari Kitawa Let us use small neuts on the Ashimmu. Let us use small and medium neuts on the Bhaalgorn. Why should these ships be the only ships restricted on what tech they can use?
>:(
....Not to burst your Flow, but you very well can use med/small on the bhaalgorn and small on the ashimmu. Try it for crying out loud, THEY GET THE BONUS. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 01:09:00 -
[6]
Edited by: Blane Xero on 18/09/2009 01:12:39
Originally by: Siigari Kitawa
Originally by: Blane Xero
Originally by: Siigari Kitawa Let us use small neuts on the Ashimmu. Let us use small and medium neuts on the Bhaalgorn. Why should these ships be the only ships restricted on what tech they can use?
>:(
....Not to burst your Flow, but you very well can use med/small on the bhaalgorn and small on the ashimmu. Try it for crying out loud, THEY GET THE BONUS.
I tried.
They don't get the bonus.
Small True sansha nuet fitted to Cynabal - 54 cap per cycle nuet'd. Same mod fitted to the ashimmu - 96 cap/cycle nuet'd.
Edit: medium nuet II fitted to same cynabal - 180 cap/sec nuet'd. Same mod fitted to BHaalgorn, 320 cap/cycle nuet'd. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 01:15:00 -
[7]
Edited by: Blane Xero on 18/09/2009 01:21:10 Edited by: Blane Xero on 18/09/2009 01:20:23
Originally by: Nekmet Awai not much in to most of these ships, but can see you are cutting the nightmares cap/sec in half. maybe that is a bit overdoing it. wouldn't you say :/ exspecially considering it is a ship using lasers which take up a hell of a lot more then any other weapon systems.
...Umm the Nightmare is gaining cap. You might be comparing it with one that has rigs/skills applied to it.
Old Nightmare - Base Cap - 5937 Base Recharge - 1154.88
New Nightmare Base Cap - 6950 (over 1000 more) Base Recharge - 1154 (Unchanged)
Edit: Also, the CCP dude is not taking into account the *2.5 for peak cap/sec. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 01:28:00 -
[8]
Originally by: Siigari Kitawa OMG IT GETS THE BONUS
Told you so. I may not know much about this new fangled thing you folks call "PEE VEE PEE" but i sure as hell know the capabilities of my faction ship collection  _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 16:29:00 -
[9]
Originally by: Meiyang Lee
Originally by: Tar Murk
Originally by: CCP Ytterbium Small change (not going to make it for this evening test unfortunately)
Ashimmu:
òSlot layout: has lost a turret hardpoint (for a total of 3, still keeps 6 high-slots) òDronebay: received 10m3 dronebay and bandwitdh
-200mil price tag on ashimmu on Tranq.
4 100% bonused turrets and all that web and neut power was a bit OP don't you agree? So, reducing it by 1 makes sense to get a more reasonable damage output. You're still looking at ~350 DPS with a very nasty set of powers to back it up.
No it wasn't really. The Ashimmu and Phantasm were getting pretty much identical DPS after bonuses (8 turrets with ship bonuses applied).
The phantasm gets a Tracking bonus. whereas the Ashimmu got a web bonus instead. Lasers + nuets is a recipe for dead cap tbh and not for your enemy.
While i can't grudge the change, i had tested it on Sisi and compared it with the other faction ships. (Cruisers: Vigilant/Cynabal/Phantasm) and it won some, lost some. Certainly wasn't as OP as some people were trying to make out. And definately not for a cruiser. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 18:04:00 -
[10]
Originally by: Siigari Kitawa
Originally by: Mahke Good.
As much as I like the changes made, the blood ships are/were overpowered.
It's not just the ashimmu though , although that's a start.
Only, not.
The Ashimmu has a chance to kill its own cap faster than its target, depending on cap boosters. The Ashimmu has a SUCKY cargo bay and that means when it runs out of cap boosters, the ashimmu loses. No way to balance that fallacy.
So, it needs to do extreme damage very quickly in order to maintain its role on the field, especially in a 1v1 situation.
Gonna take Siigari's side in this. While to start 4 turrets with a 100% bonus looked a bit OP on paper, it certainly wasn't in practise. Infact it had quite a nice balance. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 18:06:00 -
[11]
Originally by: Spc One Edited by: Spc One on 18/09/2009 17:47:34
Machariel: Slot layout: 8 high, 5 med, 7 low slots, 7 turrets, no launchers
NO LAUNCHERS ??? WTF ? I've been using a mix of lauchers and projectiles.. If you change this i will quit eve i promise.

Please keep 4 Laucher points on the machariel. Thanks.
Just because "You" do it doesn't make it a good idea. Mixing Turrets and Launchers is an extremely stupid idea, especially when the Launchers are completely unbonused... _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.18 20:07:00 -
[12]
Originally by: Kuronaga You know, I've been thinking. Why don't you give something crazy to the Sansha ships like a tracking disruptor bonus?
A good chunk of the rats use em, so it'd be consistent.
Sansha ships are fine as they are. Ewar + Shield tank does not for a good ship make. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.09.21 18:06:00 -
[13]
Originally by: Earl Scarelet Edited by: Earl Scarelet on 21/09/2009 06:10:58 Hello I tired to give attribute and bonus to those faction battleships in my own way possibly adding a E-war bonus to each race. I know lot of you are going to give a laugh on it. But IÆm doing it just for discussion and fun to see what your thoughts are. Cheers-.
Rattlesnake- Slot û 6/8/4 4- missile points. Bonus: Pirate: 100% bonus to torpedo and cruise missile damage Caldari: 10% bonus to torpedo and cruise missile velocity per level Gallante: 10% bonus to warp disruptor/scrambler range Drone: 75Mbit bandwidth with 75m3 drone bay
Nightmare- Slot û 6/6/6 4-turret points. Bonus: Pirate: 100% bonus to large energy turret damage. Amarr: 7.5% bonus to armor resistance Caldari: 20% bonus to racial E.C.M strength. Drone: 0Mbit bandwidth with 0m3 drone bay(No drones available)
Bhaalgorn- Slot û 6/5/7 4-turret points. Bonus: Pirate: 100% large energy turret damage Amarr: 15% bonus to energy emission system drain amount Minmatar: 20% bonus to stasis web effective range Drone: 75Mbit bandwidth with 74m3 drone bay.
Vindicator- Slot- 6/5/7 4-turret points. Bonus: Pirate: 100% bonus to large hybrid turret damage Gallante: 5% bonus to large hybrid turret damage Minmatar: 10% bonus to stasis web effective strength. Drone: 125Mbit bandwidth with 125m3 drone bay.
Machariel- Slot- 6/6/6 2-missile points 2- turret points Bonus: Pirate: 150% bonus to large project turret and missile damage Minmatar: 20% bonus target painter strength. Gallante: 5% Bonus to M.W.D speed boost Drone: 0Mbit bandwidth with 0m3 drone bay. ( No drones available)
Yes I know they're overpowered but it's the way that we can see more of those shinny ships on battlefield but carebearing in high sec,no?
 
Overpowered? HAHAHA Don't make me laugh. Those are terrible, terrible ships. The Rattler is the only one that i might even consider overpowered. The rest are absolutely "LOL" with the Nightmare and Machariel losing all their drones. The Machariels is particularly pathetic here as it gets split weapons which "Work oh so well" as we know from past experience . Also Sansha don't use ECM Yet you want to give the Nightmare an ECM Bonus? Hello!.
I'm going to assume the 74m¦ bay on the BHaalgorn is a typo otherwise Hahahaha. Also, taking away the Vindicators tracking bonus = Bad, Bad person. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.03 19:13:00 -
[14]
Crossposting this from the other thread for maximum viewage.
Originally by: Blane Xero Due to the Artillery boost coming and the fact Tracking modules will now have a Falloff modifier, i am going to have to rescind my support of the Machariels extra 50% falloff. Instead i have a small "tweak" idea.
Special Ability - 30% Bonus to Large Projectile Falloff.
Minmatar Battleship - 7.5% bonus to Large Projectile Rate of Fire. Gallente Battleship - 5% bonus to Large Projectile Damage.
I believe that, with these changes, the Machariel would be well balanced in comparison with other faction battleships. It will also be formidable with either Auto-cannons or Artillery. Angel/Minmatar and such are all about versatility, right?
_____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.04 21:01:00 -
[15]
Originally by: Missilequeen
Originally by: BarfCo Edited by: BarfCo on 03/10/2009 13:34:53
Originally by: OtonasiAkari
And I see the 7 turret mach looks bit odd. well just imo since I love symmetry thingy..
I have the same feeling about this.
6 or 8 turrets just look better.
And adding to that:
With the extra speed of the Machariel and the projectile changes the need for fall-off is all but gone and the need for tracking only becomes greater.
What good is more damage if you can't hit stuff.
Please change back the Gallente bonus...
how much tracking bonus do you need to hit a target with your AC's 45 km away?
Yes because your target is totally going to be sitting still at 45km and not warping away at all.
If you're flying in a gang you don't need a massive 50% fallff ONTOP of any falloff bonuses that tracking enhancers/computers are giving you.
I dont mind a falloff bonus, but 50% falloff is wasted. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.09 00:01:00 -
[16]
Originally by: Qui Shon Edited by: Qui Shon on 08/10/2009 21:09:46
There is 26 pages, so pardon me if it's already been brought up.
Why does the Nightmare have 1 less slot then the Bhaalgorn? Why does it have 2 slots less then the (1500dps) Vindicator?
How is this balanced?
This is a good question. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.13 21:48:00 -
[17]
Originally by: ZigZag Joe
Originally by: Ulstan
Originally by: Excellent Roze with these changes the gila is looking more and more like a second ishtar crossed with the missile and shield abilities of a drake...
The gila gets 3 unbonused launchers.
The drake gets 7 bonused launchers.
If the gila has the missile abilities of a drake, then the raven has the turret capabilities of an armageddon.
Shield abilities. Learn to read.
MISSILE AND SHIELD ABILITIES.
Learn to read. _____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.10.14 17:01:00 -
[18]
Machariel could do with a touch more cap IMO, maybe 75-100 more base? Also as i've said before - 50% falloff bonus is a nice thought, but ontop of tracking enhancers, computers and rigs, its wasted. (I suggested the following bonuses before - Special bonus - 30% falloff, Minmatar bonus - 7.5% ROF, Gallente bonus 5% damage)
Vindicator...I see no point in a 10km 90% web, Anything that needs slowed down that much within 10-15km you're going to be hard-pressed to hit with Neutrons, Id prefer a 20km 60% web, akin to the Bhaalgorn, personally. Since that would allow you to close in quicker because your opponent is slowed down sooner. Just throwing it out there...
Bhaalgorn - No real complaints. Does what its supposed to do. Enough utilities for some NOS/Neutralisers, enough mids for webs, enough remaining slots to put on enough guns to do damage.
Nightmare - Again, no real complaints. Though i'd be tempted to say drop a low for a 8th mid and give it its missing highslot... That could really be interesting. Though i get the feeling alot of people would highly disagree.
_____________________________________ Haruhiist since December 2008
Originally by: CCP Fallout :facepalm:
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