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Kaeten
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Posted - 2004.11.04 11:29:00 -
[181]
Edited by: Kaeten on 04/11/2004 11:32:30 Apoc = no ammo & LARGE CARGO. Nerf the cargo Tempest = I don't know Megathron = Close Range & INCREASE Weapon tracking & Damage, Lasers are slaughtering Hybrid wepons Raven = Missles spamming boat & Shild tank like hell. Nerf Drones abit. ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |

Kaeten
|
Posted - 2004.11.04 11:29:00 -
[182]
Edited by: Kaeten on 04/11/2004 11:32:30 Apoc = no ammo & LARGE CARGO. Nerf the cargo Tempest = I don't know Megathron = Close Range & INCREASE Weapon tracking & Damage, Lasers are slaughtering Hybrid wepons Raven = Missles spamming boat & Shild tank like hell. Nerf Drones abit. ___________________________________ Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante Gallante |

Vampire Blade
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Posted - 2004.11.04 11:33:00 -
[183]
Autocannons are NOT fine at all. i think it's bloody stupid that i have to use blasters/lasers because even with the ship bonuses the native weapons still suck. I accept that blasters give the best damage output and always should, but minmatar weapons need a boost to tracking. autocannons should track better than their light blaster equivalents. i couldn't care less about how much damage they're doing, no point giving an increase to damage output if the bloody things don't hit.
make autocannons track better than blasters kthnx. ----- ----- -----
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Vampire Blade
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Posted - 2004.11.04 11:33:00 -
[184]
Autocannons are NOT fine at all. i think it's bloody stupid that i have to use blasters/lasers because even with the ship bonuses the native weapons still suck. I accept that blasters give the best damage output and always should, but minmatar weapons need a boost to tracking. autocannons should track better than their light blaster equivalents. i couldn't care less about how much damage they're doing, no point giving an increase to damage output if the bloody things don't hit.
make autocannons track better than blasters kthnx. ----- ----- -----
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Venna
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Posted - 2004.11.05 19:23:00 -
[185]
I have heard some peeps say Tempest is still a good ship with the proper fitting. Gents, please share one example of a fitting that makes the Tempest into a legitimate tier 2 battleship.
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Venna
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Posted - 2004.11.05 19:23:00 -
[186]
I have heard some peeps say Tempest is still a good ship with the proper fitting. Gents, please share one example of a fitting that makes the Tempest into a legitimate tier 2 battleship.
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Rae Mathenge
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Posted - 2004.11.06 01:46:00 -
[187]
Originally by: Methesda
I read this thread with interest. I think many people here are going about the problem of THEIR tempest setup wrongly. Rather than not doing as much damage as you expected, and compaining about it... why don't you guys go on the ships and modules forum and ask for advice on how to setup a tempest for a specific job. Meth
Okay, I'd like your advice, then. I've got Minnie BS 2, Gunnery 5, Larg Proj 4, most of my gunnery support skills at 3/4, Eng 5, Mech 5, Elec 5 almost all of the attendant skills at lvl 3/4 (couple at lvl 2 but working on them).
I would prefer to fly a Minnie BS and have a perverse affection for projs despite the nerf. I am dipping my toes into PvP so that's a consideration. I know a Temp can't shield tank well so I'd be augmenting armor in some fashion. Beyond that what would you recommend for a general set up for that 'oh my, there's someone from an enemy corp' moment that has room for adjustments to take into account fleet engagements or small engagements without likelihood of support cruisers/frigs? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hypocrisy is the homage vice pays to virtue. - Franþois, duc de La Rochefoucauld |

Rae Mathenge
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Posted - 2004.11.06 01:46:00 -
[188]
Originally by: Methesda
I read this thread with interest. I think many people here are going about the problem of THEIR tempest setup wrongly. Rather than not doing as much damage as you expected, and compaining about it... why don't you guys go on the ships and modules forum and ask for advice on how to setup a tempest for a specific job. Meth
Okay, I'd like your advice, then. I've got Minnie BS 2, Gunnery 5, Larg Proj 4, most of my gunnery support skills at 3/4, Eng 5, Mech 5, Elec 5 almost all of the attendant skills at lvl 3/4 (couple at lvl 2 but working on them).
I would prefer to fly a Minnie BS and have a perverse affection for projs despite the nerf. I am dipping my toes into PvP so that's a consideration. I know a Temp can't shield tank well so I'd be augmenting armor in some fashion. Beyond that what would you recommend for a general set up for that 'oh my, there's someone from an enemy corp' moment that has room for adjustments to take into account fleet engagements or small engagements without likelihood of support cruisers/frigs? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hypocrisy is the homage vice pays to virtue. - Franþois, duc de La Rochefoucauld |

Xelios
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Posted - 2004.11.06 06:06:00 -
[189]
"While there is one player playing PVP and NPC in this game that can kick ass in a Tempest, NO-ONE has an excuse to slag off Tempests, or Projectiles. And believe me. There are a LOT more than one."
Everyone keeps saying there's good fits for a Tempest, but no one ever lists one.
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Xelios
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Posted - 2004.11.06 06:06:00 -
[190]
"While there is one player playing PVP and NPC in this game that can kick ass in a Tempest, NO-ONE has an excuse to slag off Tempests, or Projectiles. And believe me. There are a LOT more than one."
Everyone keeps saying there's good fits for a Tempest, but no one ever lists one.
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Lord Anubis
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Posted - 2004.11.06 06:09:00 -
[191]
Edited by: Lord Anubis on 06/11/2004 10:48:50 OK been in a tempest a while now coinciding it is the only BS I can use.
Over the total length of this game I have seen loads of nerfs to projectiles but hay that was ok you learned you change.
The current state of 1400 projectiles is not unusable.
I still get 400 dam a hit at 40 - 60 k.
But to do this I must put on 4 tracking enhancers 2 low and 2 med. (donÆt seem right to me)
Over the past year I have seen the damage output (On the ships that are supposed to be more guns than armour) Drop and drop and drop.
The latest nerve for me was the last straw.
I personally believe a quick fix wonÆt do here. The minmatar race ships and weapons could do with a complete overhaul.
As it stands with 1400 at the moe is complete stupidity.
You have 10 - 20 rounds to a gun that fire every 10 secs (if youÆre lucky). Then after you fire these rounds (which donÆt take long) you have to wait for a reload and fire again 20 seconds10 seconds for the roads to time out then a 10 second reload this reduces your damage over time by so much.
So minmatar ships are for close range due to there speed ( i hear ( Edit insert quote here edit). Ok letÆs do this on a tempest.
Tempest - Shield or amour tank not good at either. Due to the tempest lack of PG (I fort this is what minmatar had going for them loads of PG), CPU (stand to reason as it is the least techno race) and cap (donÆt need it as our weapons when they work donÆt use cap and we can normally break there tank forcing them to run before our tank drains our low cap). But we will go for armour tank.
Guns - This is a close range set up so lets use 800 go for 6 and 2 siege.
Medium slots - lets see Webber is needed I would say a MWD as well but the half cap really hurts the tempest so we go for 4 cap relays in a last stand to make up for the crap cap so 4 in total (I would prefer a sensor booster on a medium slot as well but minmatar I think have the faster lock times over any one else as it stands but still not a real bonus over the enemy.
Low - A normal tank set up 1 Large and 1 medium tech 2 repairer 3 hardeners (your choice) and your last slot a cap recharger again.
So for you that will try this set-up ( and i know some of you eill) you get a tank thats not very good but can last a battle if the damage inflected ant to high.
You get guns that seem to miss all the time due to there extremely crap range. (Looking to go through 300 - 400 ammo per level 3 agent spawn. Lost your speed advantage due to the simple fact tempest cant afford to use a MWD (and boosters as they stand are crap) due to there crap cap and recharge, and last but not least the ship that is suppose to be more guns than armour is one of no scrape that is the worse close range damage dealer of the game
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Lord Anubis
|
Posted - 2004.11.06 06:09:00 -
[192]
Edited by: Lord Anubis on 06/11/2004 10:48:50 OK been in a tempest a while now coinciding it is the only BS I can use.
Over the total length of this game I have seen loads of nerfs to projectiles but hay that was ok you learned you change.
The current state of 1400 projectiles is not unusable.
I still get 400 dam a hit at 40 - 60 k.
But to do this I must put on 4 tracking enhancers 2 low and 2 med. (donÆt seem right to me)
Over the past year I have seen the damage output (On the ships that are supposed to be more guns than armour) Drop and drop and drop.
The latest nerve for me was the last straw.
I personally believe a quick fix wonÆt do here. The minmatar race ships and weapons could do with a complete overhaul.
As it stands with 1400 at the moe is complete stupidity.
You have 10 - 20 rounds to a gun that fire every 10 secs (if youÆre lucky). Then after you fire these rounds (which donÆt take long) you have to wait for a reload and fire again 20 seconds10 seconds for the roads to time out then a 10 second reload this reduces your damage over time by so much.
So minmatar ships are for close range due to there speed ( i hear ( Edit insert quote here edit). Ok letÆs do this on a tempest.
Tempest - Shield or amour tank not good at either. Due to the tempest lack of PG (I fort this is what minmatar had going for them loads of PG), CPU (stand to reason as it is the least techno race) and cap (donÆt need it as our weapons when they work donÆt use cap and we can normally break there tank forcing them to run before our tank drains our low cap). But we will go for armour tank.
Guns - This is a close range set up so lets use 800 go for 6 and 2 siege.
Medium slots - lets see Webber is needed I would say a MWD as well but the half cap really hurts the tempest so we go for 4 cap relays in a last stand to make up for the crap cap so 4 in total (I would prefer a sensor booster on a medium slot as well but minmatar I think have the faster lock times over any one else as it stands but still not a real bonus over the enemy.
Low - A normal tank set up 1 Large and 1 medium tech 2 repairer 3 hardeners (your choice) and your last slot a cap recharger again.
So for you that will try this set-up ( and i know some of you eill) you get a tank thats not very good but can last a battle if the damage inflected ant to high.
You get guns that seem to miss all the time due to there extremely crap range. (Looking to go through 300 - 400 ammo per level 3 agent spawn. Lost your speed advantage due to the simple fact tempest cant afford to use a MWD (and boosters as they stand are crap) due to there crap cap and recharge, and last but not least the ship that is suppose to be more guns than armour is one of no scrape that is the worse close range damage dealer of the game
You cant beat Death But you can make the bastard work hard for it
wtb Jerek Zuomi's Insignia |

Siddy
|
Posted - 2004.11.06 11:22:00 -
[193]
Originally by: Neon Genesis Edited by: Neon Genesis on 03/11/2004 22:44:40 The Traditional tempest was a bit of an anomali, it didnt hav any real disadvantages, and it did sum ebil dmg.
A small sile rof bonus would solve the probs i rckn, or maybe in the spirit of minmatar (slow rof kool dmg) a bonus to the dmg of siles?
and ravena and apoch now does? any disadvantages that can be count as "disadvantages" ?
EW and defendesrs/smarts dont count  -------------------------------------------
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Siddy
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Posted - 2004.11.06 11:22:00 -
[194]
Originally by: Neon Genesis Edited by: Neon Genesis on 03/11/2004 22:44:40 The Traditional tempest was a bit of an anomali, it didnt hav any real disadvantages, and it did sum ebil dmg.
A small sile rof bonus would solve the probs i rckn, or maybe in the spirit of minmatar (slow rof kool dmg) a bonus to the dmg of siles?
and ravena and apoch now does? any disadvantages that can be count as "disadvantages" ?
EW and defendesrs/smarts dont count  -------------------------------------------
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Mangur
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Posted - 2004.11.08 12:23:00 -
[195]
Yesterday i sit 1st time in my Tempest. Proud to build it up self (only get a bp from escrow) . After fitting i started a lvl 3 berserk missi. It was ugly, after the mission i get back in my Rupture. 
I think, that the only problem is the trackingspeed on large projectiles guns.
Plz dear CCP-God make them faster 
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Mangur
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Posted - 2004.11.08 12:23:00 -
[196]
Yesterday i sit 1st time in my Tempest. Proud to build it up self (only get a bp from escrow) . After fitting i started a lvl 3 berserk missi. It was ugly, after the mission i get back in my Rupture. 
I think, that the only problem is the trackingspeed on large projectiles guns.
Plz dear CCP-God make them faster 
|

Cobra64
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Posted - 2004.11.08 13:09:00 -
[197]
Been watching this thread with interest as I am currently saving up my mins and have a blueprint in my hanger to build my first BS. I had set my heart on a Tempest but now...... I think I'll stay a cruiser pilot for now and not throw my isks away on something that is only going to make me unhappy. Looks like the best Min damage dealer is going to be the Munin cruiser which I have most of the skills for now, I wonder if this is where CCP is trying to drive us. |

Cobra64
|
Posted - 2004.11.08 13:09:00 -
[198]
Been watching this thread with interest as I am currently saving up my mins and have a blueprint in my hanger to build my first BS. I had set my heart on a Tempest but now...... I think I'll stay a cruiser pilot for now and not throw my isks away on something that is only going to make me unhappy. Looks like the best Min damage dealer is going to be the Munin cruiser which I have most of the skills for now, I wonder if this is where CCP is trying to drive us. |

MysticNZ
|
Posted - 2004.11.08 13:20:00 -
[199]
Has anything changed in Shiva?
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

MysticNZ
|
Posted - 2004.11.08 13:20:00 -
[200]
Has anything changed in Shiva?
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

allmus
|
Posted - 2004.11.08 16:59:00 -
[201]
passing thought here give the 1200 and 1400 gun's a bonus say 10% tracking speed per minmatar battleship skill lvl on the 1200mm guns and 20% tracking speed for the 1400mm guns
this would give the long range projectiles a boost, while not affecting anything else, even if minmatar people are a slave race, we are a warrior race, we should be able to fight long range, i mean that's what the 1200 and 1400mm guns are for in the 1st place, what's the point of having them if are unusable from the start. the problem is simple, it's tracking, all the projectiles should have had the amarr tracking speeds to match the ship speeds, what's the point in going fast if u can't hit anything, minmatar ship's are built for speed, CCP made it that way, give us the tracking so we can use our speed with our guns.
i personally got so sick of using weapons that either didn;t hit or did damage like an average meduim weapon that i changed to amarr lasers, i'm ashamed to use a tempest now because even the teir1 armageddon with basic stuff on can pwn a tempest, all people using a tempest now are under the follow list. 1. people who can't afford/use another battleship 2. people who have lvl5 for all minmatar BS and gunnery skills and can still do ok damage from them 3. people who are hoping CCP will fix this soon, but don't relize that soon mean's within the next 2 years 4. people who just use other weapons on the ship to confuse the hell out of the enemy 5. people who setup for short range combat(which tempest can still compete *barly*)
every single tempest pilot falls under that list!
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

allmus
|
Posted - 2004.11.08 16:59:00 -
[202]
passing thought here give the 1200 and 1400 gun's a bonus say 10% tracking speed per minmatar battleship skill lvl on the 1200mm guns and 20% tracking speed for the 1400mm guns
this would give the long range projectiles a boost, while not affecting anything else, even if minmatar people are a slave race, we are a warrior race, we should be able to fight long range, i mean that's what the 1200 and 1400mm guns are for in the 1st place, what's the point of having them if are unusable from the start. the problem is simple, it's tracking, all the projectiles should have had the amarr tracking speeds to match the ship speeds, what's the point in going fast if u can't hit anything, minmatar ship's are built for speed, CCP made it that way, give us the tracking so we can use our speed with our guns.
i personally got so sick of using weapons that either didn;t hit or did damage like an average meduim weapon that i changed to amarr lasers, i'm ashamed to use a tempest now because even the teir1 armageddon with basic stuff on can pwn a tempest, all people using a tempest now are under the follow list. 1. people who can't afford/use another battleship 2. people who have lvl5 for all minmatar BS and gunnery skills and can still do ok damage from them 3. people who are hoping CCP will fix this soon, but don't relize that soon mean's within the next 2 years 4. people who just use other weapons on the ship to confuse the hell out of the enemy 5. people who setup for short range combat(which tempest can still compete *barly*)
every single tempest pilot falls under that list!
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

Workdawg
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Posted - 2004.11.08 18:16:00 -
[203]
not all temp pilots fall under your 5 catagories. i fly a tempest, and i have plenty of isk to buy a different one, and i could train the skilsl to do so if i wanted. i dont even have very good skills in projectiles or mini bs. i do hope that CCP fixes projectiles, but i realize that they want to release their new content before they bother fixing what they messed up. (which is stupid btw, but i can see why they do it) and I do use 1400's along with siege and cruise launchers.
the reason i stick to a tempest and large projectiles is simply because I am minmatar. I intend to train my skills in large proj, and all the other mini ships aswell. Im not trading in the weapons and ships specific to my race just because CCP nerfed them and havent gotten around to fixing them yet.
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Workdawg
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Posted - 2004.11.08 18:16:00 -
[204]
not all temp pilots fall under your 5 catagories. i fly a tempest, and i have plenty of isk to buy a different one, and i could train the skilsl to do so if i wanted. i dont even have very good skills in projectiles or mini bs. i do hope that CCP fixes projectiles, but i realize that they want to release their new content before they bother fixing what they messed up. (which is stupid btw, but i can see why they do it) and I do use 1400's along with siege and cruise launchers.
the reason i stick to a tempest and large projectiles is simply because I am minmatar. I intend to train my skills in large proj, and all the other mini ships aswell. Im not trading in the weapons and ships specific to my race just because CCP nerfed them and havent gotten around to fixing them yet.
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Siddy
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Posted - 2004.11.08 18:34:00 -
[205]
i fly my tempest cause its only BS - apart of phoon - that dont handle itself like a brick
thous alloving me to preform all kind of nice manevers with MWD
-------------------------------------------
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Siddy
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Posted - 2004.11.08 18:34:00 -
[206]
i fly my tempest cause its only BS - apart of phoon - that dont handle itself like a brick
thous alloving me to preform all kind of nice manevers with MWD
-------------------------------------------
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allmus
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Posted - 2004.11.09 09:21:00 -
[207]
Workdawg you would be under number 3 which is... your training your skills up because you are hoping CCP will fix this "soon", but don't relize that "soon" mean's within the next 2 years
when ccp do fix them, your'll have your skills in them so high, your DOT and single shot damage will be greatly increased.
CCP needs to give the 1200mm and 1400mm guns an edge, at the moment tacyhon's and megapulse's can have the same range as them, but do more damage per shot, and have 2 or even 3 times the ROF, which means they can do 2 or 3 times more damage then the long range project's
and people say, well the projectiles have an egde, they have no cap drain, well yes, but if u think about it, CCP put the energy pulse skill in to reduce the ammount of cap's needed for laser weapons per shot, where's the projectile skill for the gun's then?
here's an idea, a new skill that increase range by 10% per level and turret tracking speed by 15% per level for large projectile turrets, somthing called "artilary prediction", a rank 4 skill that way at lvl5, the skill would give the 1200mm and 1400mm guns a 50% range bonus(as they are suppose to out-range all other gun's, even other race ones as far as i understand it) and a 75% increase on tracking(at least it'll be somthing)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

allmus
|
Posted - 2004.11.09 09:21:00 -
[208]
Workdawg you would be under number 3 which is... your training your skills up because you are hoping CCP will fix this "soon", but don't relize that "soon" mean's within the next 2 years
when ccp do fix them, your'll have your skills in them so high, your DOT and single shot damage will be greatly increased.
CCP needs to give the 1200mm and 1400mm guns an edge, at the moment tacyhon's and megapulse's can have the same range as them, but do more damage per shot, and have 2 or even 3 times the ROF, which means they can do 2 or 3 times more damage then the long range project's
and people say, well the projectiles have an egde, they have no cap drain, well yes, but if u think about it, CCP put the energy pulse skill in to reduce the ammount of cap's needed for laser weapons per shot, where's the projectile skill for the gun's then?
here's an idea, a new skill that increase range by 10% per level and turret tracking speed by 15% per level for large projectile turrets, somthing called "artilary prediction", a rank 4 skill that way at lvl5, the skill would give the 1200mm and 1400mm guns a 50% range bonus(as they are suppose to out-range all other gun's, even other race ones as far as i understand it) and a 75% increase on tracking(at least it'll be somthing)
this post was funded by Quafe now available in minmatar red. try our new product. Quafe's caldari version "press missiles 4TW" limited sales offer before the next universal improvement |

jukriamrr
|
Posted - 2004.11.09 09:34:00 -
[209]
Simple solution again: considerably boost projectile ammo damage. This will make for the corresponding guns lesser tracking.
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jukriamrr
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Posted - 2004.11.09 09:34:00 -
[210]
Simple solution again: considerably boost projectile ammo damage. This will make for the corresponding guns lesser tracking.
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