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irion felpamy
Minmatar HellJumpers Corp
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Posted - 2009.09.21 09:34:00 -
[31]
Originally by: Valerie Ganor Edited by: Valerie Ganor on 20/09/2009 17:49:19 I love most of the changes that were posted here except for the proposed Typhoon changes.
It already is one of the highest dmg tier 1 bs and most versatile ship next to the dominix. While i love to give 1 more gun and missle slot it will not do much.
The new tempest and the proposed tier3 arty are just made of win. I love it :)
People keep saying this "versitile" stuff but how is it versitile? its damage it mitigated by both the raw speed of its target and its transversal/sig due to the ac/torp split (plus the drones weak points the other three have to also deal with), in practice its damage is normaly lower than a pure gun or torp boat.
What makes it versitile? its not the fitting for sure since its grid and CPU are nothing special, could it be the AC's since they suck so hard dropping one or two acs from a phoon is no loss but answer me this which of these is the versitile ship.
8 highs 7 turrets each turret has 74 base damage. (each turret saves more fitting than the ship below) 8 highs 4 turrets each with 58 base dps and 4 launchers each with 92 dps.
Having 4 **** weapons is not versitility, having weapons with more complex engagement envelopes is not versitity and you can fit neuts/RR to any BS gunship in the game, a high with a turret>high without a turret.
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Seishi Maru
The Black Dawn Gang
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Posted - 2009.09.21 14:01:00 -
[32]
Don like the tempest change. Loss of alpha strike AND dps is too bad.
Change to 10% DAMAGE per level and we can talk.... That woudl make it a SNIPAR!
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Ico HIjutt
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Posted - 2009.09.21 15:45:00 -
[33]
Originally by: Seishi Maru Don like the tempest change. Loss of alpha strike AND dps is too bad.
Change to 10% DAMAGE per level and we can talk.... That woudl make it a SNIPAR!
Read the OP before you post, thank you.
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SSgt Sniper
MAIDS The Firm.
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Posted - 2009.09.21 16:08:00 -
[34]
Originally by: darius mclever
Originally by: Spaztick Nobody uses marauders for pvp, because the faction ships do that just fine, and will do it even better after Dominion.
err ... maybe look at the videos of Darknesss and bulldogroheim.
bulldogroheim even uses a vargur.
nice try though
poor troll attempt. Minmatar rely almost exclusively in PVP on our opponents' lack of understanding of how minmatar actually works. Which is a horrible system to have to fall back upon. It's a pretty sad state of affairs when it just plain makes more sense to fly battlecruisers as a matari and let the Battleships sit and collect dust, because they are such underwhelming performers.
As to pattern, I'm not sold that this will fix it, but at this point any matari love is better than none at all. Supported. ------- CEO of Maids. No I didn't pick the name. I've grown rather fond of it though.Poor PR in progress!
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Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.21 19:03:00 -
[35]
Edited by: Liang Nuren on 21/09/2009 19:05:29
Quote:
TD:DR I apologise that I haven't boosted the Tempest by over nine thousand, increased fall off by ******ed amounts just because of lolracialtraits. However, this is what considered, carefully applied and thoroughly thought through change looks like. If you don't like it, you probably won't like any solution actually implemented.
My my Pattern Clarc, I appreciate your penchant for name calling and personal attacks. It really adds a lot of weight to your arguments to immediately start insulting and personally attacking your "opponents" who rightfully point out FLAWS in what you've said. Now, on to respond to the rest of your comments:
Re: "Overboosting" Nowhere have I said that I want an overpowered Tempest. In fact, I think if you had bothered to search over my posting history or know anything about what I have asked for, you'd know that I do not want any particular ship or race to be overpowered. In fact, I'd really appreciate a bit less of the "round-robin" balancing approach that CCP seems to have taken a liking to.
Re: Your posting style Your post is almost incomprehensible because it's simply a rapid fire set of responses to responses. Can you please give some idea of just what topic you're responding to when you respond?
Re: Void/Hail - Fixing Void has nothing to do with fixing Minmatar, and it isn't even a major balancing point. Furthermore, your changes to Void do not really go far enough to make it a useful ammo over Fed Antimatter. - Your "fix" for Hail does not address that it is an utterly inferior ammo. It is virtually never a good idea to use Hail L when not fighting capital ships because of the other penalties. Cap penalty be damned - you can't outdamage RF EMP even with the extra base damage. Note that this will apply to void above as well. - There is no reason to tackle Void individually from other T2 close range ammo.
Re: Vargur and Artillery - The Vargur already has a role bonus. It doesn't need *two* role bonuses. So either fix the fitting on the Vargur itself, or "fix" the fitting on artillery. - Yes, the Paladin can fit 4 Tach IIs and have room for a faction LAR. This is an immaterial fact to this discussion, because the Paladin does not have a second role bonus.
Re: Phoon's 6th Launcher - Yes, a 6 launcher RR Fleet Phoon would be less unwieldy. - Yes, a 6 launcher RR Fleet Phoon would utterly invalidate the Raven. This is a point that you have repeatedly neglected to address.
Re: The Maelstrom - I was simply stating that the Maelstrom is already the Minmatar Main Fleet BS - so there's no change to be had because of the new 1650s.
... continued ...
-Liang
Ed: Shifting stuff about. -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.21 19:09:00 -
[36]
Edited by: Liang Nuren on 21/09/2009 19:09:37 Re: Tempest, Painter EW BS, Support Roles, and the Zealot. - My mistake on the range of the painter. However, at 112+60km, it's still effectively a useless bonus to have on a sniper BS. - Anti-Support is not a BS role. While I might appreciate it, I think a better solution would have been a raw tracking bonus instead of a painter bonus (Think Muninn). Yes, the painter would be nice to any torp Ravens you had in gang with you, but it won't be changing that YOUR DPS is much lower than it used to be - and in fact is much lower than any BS sans the Scorp! - The Zealot will have better effective DPS because it has a much higher sig res - which translates directly into more effective DPS. - The Zealot will have much better agility than your proposed 4 low slot Tempest. Your proposed Tempest will not be able to keep up with fast moving HAC gangs, which is the only place that it might have been an actual asset. - Your Tempest takes the already anemic damage from Autocannons and lowers it even more - with no return. - Your Tempest takes the already anemic alpha from Artillery, and lowers it even more. What's more, is that it lowers the overall damage output and increases the ammount of ammo that you'll use. All of this for no return. - Your Tempest won't be able to take part in RR Armor BS gangs with only 4 lows, and it won't take part in RR Shield BS gangs because they don't (and won't) exist.. - Your Tempest won't be soloing because it has *even less* agility and DPS than it does now. Both things that are sorely lacking. - Your Tempest changes are TERRIBLE. It's not just "not boosting to over 9000", it's a direct slap-in-the-face nerf!
Re: "not fixing the guns", Racial flavor, and AC Falloff - Hit chance also affects hit quality. This is one of the key problems with projectiles. This trivializes the "range advantages". - Projectiles have drastically lower amounts of actual damage on the ammo than the other races. This trivializes "damage type selection" - There is a module called a "cap booster" which is a Required Module To Fit which trivializes cap use. This trivializes "caplessness". - (I think we agree on the above three items) - High optimal autocannons might help alleviate some of the painful damage reduction that we see, but it would utterly eliminate the racial "flavor" of Minmatar - that they operate in falloff. They would simply become carbon copies of blasters, just with higher optimal and falloff. I would say that it's ok to see high falloff weapons in the same sense that it's ok to see high optimal weapons. - Increasing tracking on artillery is a welcome change, but doesn't change the FACT that they're essentially useless in fleet combat. As you said: tracking generally becomes a non-issue once everyone's at 200km. - Increasing clip size by 20% is just this side of a useless boost. Fleet utility is calculated in terms of EHP and DPS - and in the average case you seem content to very very minor increases in DPS (a slight tracking boost and a very slight clip size boost). Really, this fix is more of a nod to that it's incredibly frustrating to reload that often and lose that much DPS than a fix for the problem. - The 1650 Artillery sounds like a really great idea until you read the subtext. Alpha as it is presently known is simply not a viable mechanic in this day and age. It would take a really big increase in alpha to make it vi able. Which is really the core of Astro's suggestion: higher alpha at the cost of overall DPS. Sure, it's not good for fleet snipers, but it really excels where artillery is presently passable (smaller gangs). - The other weapon types (especially lasers, ATM) have answers for any advantage that projectiles might have brought to the table. Your changes help mitigate some of this, but these problems should probably be addressed AT THE ROOT before they are addressed by radically changing the way projectiles work.
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
AtheistOfDoom
The Athiest Syndicate Advocated Destruction
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Posted - 2009.09.21 20:44:00 -
[37]
I definitely like some of the ideas, but 50% to TP optimal per lvl would be THE most useless bonus in the game. ~~~~~~~~~~~~~~~~~~~~~~~~ |
Pattern Clarc
Celtic Anarchy
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Posted - 2009.09.22 12:38:00 -
[38]
Liang Nuren - I respond to posters in kind, so far, all I've interpreted from your responses have been narrowminded arguments little, or no constructive content. Try harder if you expect anything more than flames/rapid fire responses next time.
As I mentioned to someone else, the changes to t2 ammo are a band aid. There's a major issue with the current implementation of t2 ammo, due to availability of faction. These changes more or less bring the ammo types in line with Conflag. You talk about KISS, but somehow you want the CCP to totally rebalance, implement database mods and then Q/A every minmatar ship effected by your broadsweeping changes during a major expansion?
For instance, Tachyeons/Beams have roughly the same fitting costs as 1400mm's, hence my point on the Paladin. You have a better argument for increasing the power grid on autocannons TBH. Unless you want to do something idiotic, like changing the fitting requirements of artillery (and thus rebalancing and Q/A of a whole bunch of ships) - a secondary role bonus that brings its fittings capiblities in line with the other marudars will not break Eve... Ok?
Quote: - Yes, a 6 launcher RR Fleet Phoon would utterly invalidate the Raven. This is a point that you have repeatedly neglected to address.
Not in the same way a Navy Raven totally invalidates a Raven, right?
Like I said on the target painter bonus, feel free to come up with something unique, but in line with other tier 2, tech 1 battleships. We also considered shield and armour remote repair and cap use range bonuses however they just through the ship way out of kelter in comparison to the others.
In terms of DPS, as I mentioned in the OP, the ships likely fitting is considered when measuring the dps. An armour tanking tempest will rarely have 3 damage mods for instance, where as 3 would be standard on a shield tanker. The actual MAX dps figures are lower, but combined with AC range, +200m/s MWD speed and spare drones, it provides an alternative to the standard Can it RR? (X)/Can it Snipe? (X)/Can it Tank? (X)/Can it Gank? (X)/Can it Solo? (X) top trumps Archetype whilst still being in line with the others in it's class. Merely making the Tempest competitive in one or more of those standard areas would simply displace it's racial peers, or spur on a gallente or caldari boost bandwangon next season.
On RR performance specifically, the fitting requirements of large remote shield boosters are the principle reason why no one does it (turtle style anyway, shield logistics are very common), but as we're not really wanting to boost RR atm, I'm going to let it slide.
On AC's becoming blaster-lasers... Fall-off is a ****ty mechanic to balance battleship turrets around, we agree on this, yet, you insist on using it still, because of racial flavor. Suit yourself. I get the desire to have a tactile difference between firing one set of turrets and AC's, however, until game mechanics change, there's very little to work with. Optimal increase is not only the path of least resistance, it's probably more balanced (Ponders a vargur with 90-110km fall-off with rigs after Astrophobic's fix is implemented)
Like I mentioned earlier, I believe I've not only offered suggestions that follow the path of least resistance, provided the fixes where they are needed (IE. I do not believe thrashers/sabres/claws need +50% more alpha TYVM), but I also believe I've tried I've considered the effects of these changes in context.
AtheistOfDoom I think it's better than a double damage bonus where one damage bonus would do TBFH. Although, I would like to here you suggestion. ____ Domination Balance (Or how we fix the Tempest) |
Liang Nuren
The Hull Miners Union Gentlemen's Club
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Posted - 2009.09.22 14:47:00 -
[39]
Pattern, there are *THREE WHOLE POSTS* worth of comments on flaws in your proposal. How about you stop evading the questions and answer them?
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire www.kwikdeath.org |
Arramis
ROMANIA Renegades Legiunea ROmana
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Posted - 2009.09.22 17:15:00 -
[40]
Well argumented. Behind the charts and numbers I can tell you some of the things from fleet fights. I fly often tempest/maelstrom. 1. Tempest`s primaried allways .. not becouse of the damage they can put over time but becouse of the TANK. 2. Tempest on paper(charts) looks great...but wondering why people are switching to amarr(firstly)/gallente/caldary turret ships instead using minmatar, in the fleet battles? it must be becouse, not in the order of importance: tank, damage, ROF (yep ..there`s an verry important variable in a fleet fight)and NOT becouse the cap variable.
------------------------------------------ Manelele`s expresia clara a prostiei si inculturii romanesti. |
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Darus Te'rashad
The Forbidden Hunters Dead End Society
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Posted - 2009.09.23 07:21:00 -
[41]
Originally by: Liang Nuren Pattern, there are *THREE WHOLE POSTS* worth of comments on flaws in your proposal. How about you stop evading the questions and answer them?
-Liang
It looks to me as though he did in his last post. Of course it is ratherdifficult to tell where the questions he is "evading" are since the posts you mention seem to be comprised primarily of bullets depicting your unsubstantiated views. Maybe I just need to l2english but it looks like he covered everything.
Pattern: I've been trolling the SHC topic for quite a while. This latest iteration of changes look good to me when one considers the objectives you are going for and the hurdles that accompany them.
Supported.
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Max Grief
Wreckless Abandon Zenith Affinity
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Posted - 2009.09.25 19:04:00 -
[42]
As i've been following this thread on SHC for a long time I whole heartedly support these changes.
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Marsaac
Involuntary Confinement
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Posted - 2009.09.26 20:42:00 -
[43]
I ver mych agree in much of what you say. Autocannons really do need a boost in some way. I'm not sure about the Hail, at the moment republic fleet emp is not so far behind and has none of the negative side effects of hail. Reducing the negative side effects (especially tracking) would atleast make it a ammo type you can cosider to use. I completely agree about the Vargur and also about the artillery. I like the navy phoon and the normal phoon. I do not like the target painter bonus on the tempest. What i do like is though the slot layout. It would make the tempest more unique instead of what it is now. As you said, whatever you decide to do with the tempest there is something that does it better. I have nothing against making a target apiting bonus but only giving it range is not gonna help. Giving it like 25% range bonus and effectiveness per level would make it more interesting. Anyway, great work man, I'm glad someone is trying to make a difference.
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Jason Marshall
Hammer Of Light Aegis Militia
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Posted - 2009.09.28 08:38:00 -
[44]
I agree with all these proposed changes!
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TimMc
Gallente Brutal Deliverance Tactical Narcotics Team
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Posted - 2009.09.28 14:26:00 -
[45]
I would prefer SR t2 ammo to give positive tracking bonuses rather than more damage. Even doing identical damage to t1 ammo would be good.
On the minmatar chages, I think the 1650mm cannon needs something more. More range probably so that they can work with the 250km LR sniperfleets.
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Tozmeister
Digital Fury Corporation
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Posted - 2009.09.28 15:01:00 -
[46]
I quite like the falloff mechanic. Seems a much more natural thing than the lasers' cliffside drop off in DPS.
We are discussing this in the test server feed back thread on navy ships and generally agree that a Tempest should be changed from a +Rof+damage to a +damage+falloff bonus set.
Reason being a decent gain (10%/lvl) in falloff would be the best way to narrow the gap on the scorchApoc and javRaven when using AC's, keeping it competitive to a 'Phoon but trading a bit of DPS for a beefier mid-range. This would also give Artillerys a nice boost on effective range without making the Tempest just an Apoc-clone.
The double damage bonus of say 10%/lvl (+/- depending on just where the projectile changes go) would give the Tempest a real niche as the King of Alphastrike for gangs and small fleets without obsoleting the Maelstrom as the Tempest would still be behind in DPS and EHP/Tank.
+++????+++Out of Cheese Error. Redo From Start+++
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Jeats Cheats
Einherjar Rising Cry Havoc.
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Posted - 2009.09.29 02:06:00 -
[47]
I support the changes to the minmatar line in general.
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Pattern Clarc
Celtic Anarchy
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Posted - 2009.09.30 19:44:00 -
[48]
Originally by: Tozmeister I quite like the falloff mechanic. Seems a much more natural thing than the lasers' cliffside drop off in DPS.
We are discussing this in the test server feed back thread on navy ships and generally agree that a Tempest should be changed from a +Rof+damage to a +damage+falloff bonus set.
If the Tempest becomes the sniper, what becomes of the maelstrom? I mean, people prefer the Megathron even though the Hyperion is *better*. Also, are you sure you want 30 seconds ROF cycle time?
Originally by: Tozmeister Reason being a decent gain (10%/lvl) in falloff would be the best way to narrow the gap on the scorchApoc and javRaven when using AC's, keeping it competitive to a 'Phoon but trading a bit of DPS for a beefier mid-range. This would also give Artillerys a nice boost on effective range without making the Tempest just an Apoc-clone.
I don't want an Apoc clone, but messing with fall off is problematic. Right now, you can get 150km fall off on the Vargur/Macherial on Sisi because of the changes to Tracking Enhancers. Because the fall off number is so big, and so many ships have bonuses to it, combined that it's actually normally a pretty ****ty mechanic (hit quality drops as well as hit chance, so your alpha is much less in fall off) - I decided to leave it alone. Optimal range for AC's I still believe is the best solution, the problem with it really is that too many pilots have fall off tinted glasses. It works for frigs and cruisers because you can keep at fall off against anything that out damages you, and move into optimal against anything that has better range than you. With battleships, it's infeasible to be in more than two places at once and far more valuable having a defined radius in which your weapon system is superior.
____ Domination Balance (Or how we fix the Tempest) |
Pattern Clarc
Celtic Anarchy
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Posted - 2009.10.05 09:04:00 -
[49]
Changes Made mostly due to test server feedback. ò Hail tracking modifier lowered to 0.75 (from 0.5) resulting in a 25% reduction in tracking speed penalty (same as barrage) ò Sisi modifications taken into account ò sisi projectile ammo changes rescinded (they don't work, IE, EMP does more damage than quake, t1 long range ammo is useless and damage increase combined with the effects described in this suggestion would make too many ships OP.)
Maelstrom ò Fittings modified ò Speed and agility improved
Tempest and Fleet Tempest ò Fittings modified ò Target painter bonus changed to a 5% tracking per level bonus ò Mass and Agility modified
Typhoon and Fleet Typhoon ò Now as seen on Sisi
Munnin ò Slot layout changed to 6/3/6
Panther ò Power grid increased to 14750 ò An additional missile hardpoint added
Artillery ò 1400mm and 1200mm optimal range reduced by 20%, tracking increased by 20%, fall off reduced to 25km alpha increased by 50% ò 1650mm changed to 1680mm (highest tier artillery is always even numbers), DPS increased by 30%, alpha increased to 75%, optimal range increased to 10%
____ Domination Balance (Or how we fix the Tempest) |
fuze
Quam Singulari Cult of War
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Posted - 2009.10.05 09:31:00 -
[50]
Originally by: Arramis Well argumented. 1. Tempest`s primaried allways .. not becouse of the damage they can put over time but becouse of the TANK.
I can attest to this.
Currently the larger Minnie boats are somewhat underpowered. And it prolly will take CCP a few iterations to get it right again and have another faction start whining about being nerfed too much.
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xRazoRx
The Illuminati. Pandemic Legion
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Posted - 2009.10.06 12:54:00 -
[51]
Edited by: xRazoRx on 06/10/2009 12:54:31 Supportin~ But don't we already have Mael for ****************** shieldtanking?
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Bomberlocks
Icarus Prime
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Posted - 2009.10.06 13:34:00 -
[52]
You have my vote, absolutely. All the dicking about in Test Server Feedback over the current insults to balancing on Sisi have been a waste of time.
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Pattern Clarc
Celtic Anarchy
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Posted - 2009.10.06 15:28:00 -
[53]
Originally by: xRazoRx Edited by: xRazoRx on 06/10/2009 12:54:31 Supportin~ But don't we already have Mael for ****************** shieldtanking?
Tempest will be passive tanking +gank (same like the Megathron) where as Maelstrom will be active shield tanking, heavy fleet sniper. ____ Domination Balance (Or how we fix the Tempest) |
RedSplat
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Posted - 2009.10.06 16:12:00 -
[54]
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
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SuperUglyChick
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Posted - 2009.10.06 18:41:00 -
[55]
What a joke.
My favorite part is where you make the tempest completely useless. Tempest needs more lows not less. It seems like you have never played this game. 8/5/7 would be fine. Yeah, shield tanks are awesome and incredibly useful. If only there was a crappy minmatar bs ship that already did this, oh wait, the mael. Can only assume this is a horrible troll.
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Bomberlocks
Minmatar Icarus Prime
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Posted - 2009.10.07 00:10:00 -
[56]
Originally by: Pattern Clarc Changes Made mostly due to test server feedback. ò Hail tracking modifier lowered to 0.75 (from 0.5) resulting in a 25% reduction in tracking speed penalty (same as barrage) ò Sisi modifications taken into account ò sisi projectile ammo changes rescinded (they don't work, IE, EMP does more damage than quake, t1 long range ammo is useless and damage increase combined with the effects described in this suggestion would make too many ships OP.)
Maelstrom ò Fittings modified ò Speed and agility improved
Tempest and Fleet Tempest ò Fittings modified ò Target painter bonus changed to a 5% tracking per level bonus ò Mass and Agility modified
Typhoon and Fleet Typhoon ò Now as seen on Sisi
Munnin ò Slot layout changed to 6/3/6
Panther ò Power grid increased to 14750 ò An additional missile hardpoint added
Artillery ò 1400mm and 1200mm optimal range reduced by 20%, tracking increased by 20%, fall off reduced to 25km alpha increased by 50% ò 1650mm changed to 1680mm (highest tier artillery is always even numbers), DPS increased by 30%, alpha increased to 75%, optimal range increased to 10%
I like your thinking, as it doesn't do the self flagellated thing that so many Minnie, after years of playin Eve on hard mode think that Minnies need to have. I mean, The Amarr get an entire class of ships that simply are better than anything else in their class (Zealot, Curse, Abaddon, Apoc, Geddon etc etc), so why FFS, can't we ask for a speed tanking Tempest with highly mobile arties? No one complains that the curse can kill just about anything at range (I can see future Gila pilots fitting FoF missiles) with its numerous bonuses to nos/neut/tracking disruptors/mwd etc? CCP will only give us the changes if we make ourselves heard loudly enough and long enough.
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Evil Edna
Blue Republic
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Posted - 2009.10.07 17:11:00 -
[57]
yea
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Turiel Demon
Blue Republic
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Posted - 2009.10.07 17:35:00 -
[58]
Edited by: Turiel Demon on 07/10/2009 17:37:11
I'd prefer a set of changes like this to what is currently planned by CCP.
Most importantly it avoids the problem of having to rebalanced the falloff mechanic which might well unbalance such ships as that already work well with AC's like the Vagabond and Vargur (and future Machariel).
Changing artillery based on size stops the artillery-Thrasher becoming overpowered, so that seems like a good idea to me.
Though I would like a 7-mid Tempest, I'm a little worried it might eclipse the Maelstrom, putting a Shield Boost Amp II in that 'extra' mid makes it essentially identical while having close to the same effective turrets and 2 utility highs.
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Pattern Clarc
Blue Republic
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Posted - 2009.10.12 10:52:00 -
[59]
Originally by: Turiel Demon Edited by: Turiel Demon on 07/10/2009 18:03:15
I'd prefer a set of changes like this to what is currently planned by CCP.
Most importantly it avoids the problem of having to rebalanced the falloff mechanic which might well unbalance such ships as that already work well with AC's like the Vagabond and Vargur (and future Machariel).
Changing artillery based on size stops the artillery-Thrasher becoming overpowered, so that seems like a good idea to me.
Though I would like a 7-mid Tempest, I'm a little worried it might eclipse the Maelstrom, putting a Shield Boost Amp II in that 'extra' mid makes it essentially identical while having close to the same effective turrets and 2 utility highs.
EDIT: maybe best to rename this topic 'Dominion PROJECTILE balancing revised'
Got a good point on the Maelstrom TBH. However the hardpoints, HP and drone and grid differences makes these ships a class apart, with the additional lowslot, the Maelstrom is also somewhat easier to mission tank too, although I won't deny that I share your concerns. ____ Domination Balance (Or how we fix the Tempest) |
Kaito Haakkainen
Caldari
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Posted - 2009.10.12 11:15:00 -
[60]
Revisions look good, nice to see you refining the ideas both on player feedback and based on what has worked and what hasn't worked so well on SiSi.
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