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Thread Statistics | Show CCP posts - 2 post(s) |
xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.11.11 22:32:00 -
[1]
Edited by: xttz on 11/11/2010 22:33:28 So yeah, it's a Nyx with Hel EHP
(or a Hel with Nyx DPS)
http://dl.eve-files.com/media/1011/sansha.png
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.11.12 07:11:00 -
[2]
The stats suddenly become alot more attractive if you drop all other supercarrier EHP by 30%... could this be on the cards CCP?
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.11.12 16:50:00 -
[3]
Edited by: xttz on 12/11/2010 16:53:27
Originally by: Oljud Zork
Originally by: xttz Edited by: xttz on 11/11/2010 22:33:28 So yeah, it's a Nyx with Hel EHP
(or a Hel with Nyx DPS)
http://dl.eve-files.com/media/1011/sansha.png
Where did you find the eft stuff for the Revenant? I for sure would like to play around with this one...
It took me about 20mins editing Ships.dat with a hex editor.
Originally by: Gypsio III
And fix the hilariously broken balance of armour- vs. shield tanks on the capital level so people don't end up armour-tanking their Sansha supercarrier. Making Slave sets have no effect on capitals
Slave sets aren't the issue with armour vs shield. The real problems are:
1) Shield gang bonuses need to regen after change of system or fleet structure. Armour bonuses apply immediately always.
2) There are no readily available high-meta level invulns as there are with EANMs. This results in skewed costs for comparable fittings. A shield tanking ship costs far more than an armour tanking ship if they both fit the same meta level mods. The solution here is simple - drop meta 13 and below invulns in complexes just like deadspace EAMNs.
With these two changes EHP shield-tanking will be very much on par with armour. Shield may even have the advantage as their tanks would generally have higher average resists and therefore benefit more from remote reps, while armour would rely more on raw HP (slave sets).
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.11.14 12:05:00 -
[4]
Edited by: xttz on 14/11/2010 12:06:02 Change this: "Can activate one extra Drone Control Unit"
To this:
"Can activate one extra Fighter or Drone per Drone Control Unit"
Simples.
edit: and increase drone bandwidth to 15000
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.12.06 11:00:00 -
[5]
I'm questioning the use of a jump range bonus, as that doesn't allow the ship to stick with other supercaps (only carriers). Applying it as a fleet bonus would be silly, and will quickly lead not only to easier supercap hotdrops but more stranded folks after a disconnection or fleet org change.
However this can be fixed by adding a simple niche:
Remove jump range bonus Remove amarr carrier bomber speed bonus Add this: Fleet Bonus: -5% bonus to jump drive activation cost per level of Amarr Carrier.
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.12.07 13:12:00 -
[6]
http://dl.eve-files.com/media/1012/sms.png (please note this includes these implants: CR8, CC8, KVA2000, KYA2000, siege mindlink)
This ship is still of questionable use.
1) Still fairly low HP for what will be an expensive ship. The only shield bonus not added in this example is the Leviathan's, which would still need to regenerate over several hours to be of use. 2) The drone bonuses are pants-on-head ******ed. With 1 bomber per level, the Revenant does the same DPS as any other supercarrier while having less drones out - making them easier to primary with a fleet. If you want to actually make the most of the damage bonus you can sacrifice your high-slots for DCU's. However you won't be able to use the 6th one thanks to drone bandwidth. The additional DCU from the role bonus really only saves you from training ADI V. 3) Jump range bonus is of limited use. The Revenant can only travel with similarly-skilled carriers if it wants to make any use of it. Why not have a more useful jump-capacitor bonus - or even gang bonus - instead? 4) Bomber MWD speed cuts about 6 seconds off a 50km distance to a target. Then the bomber settles into an orbit speed and no longer gains any benefit. Useless bonus. 5) The remote transfer bonuses suffer from Hel-syndrome. If you want any EHP at all on your ship, then prepare to lose any and all cap stability. This means that you can't support even one transfer locally for any length of time. Why bother with the bonus?
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.12.07 20:31:00 -
[7]
Originally by: Fuujin
Originally by: xttz http://dl.eve-files.com/media/1012/sms.png (please note this includes these implants: CR8, CC8, KVA2000, KYA2000, siege mindlink)
This ship is still of questionable use.
1) Still fairly low HP for what will be an expensive ship. The only shield bonus not added in this example is the Leviathan's, which would still need to regenerate over several hours to be of use.
Your other points are spot on, but the ship looks a bit worse in your eft-shot because you're using Gist-X (which are 2-3% worse than Pith-X) and need to put the ship and pilot in the "Squad leader" bonus slot.
The end result will be slightly better than a Hel. Very slightly...and still essentially tied for worst-SC-tank.
Welp. Yeah I remade the screenshot to fix the drone bonus and forgot the squad lead. This goes to 39m with a Levi and several hours to recharge. http://dl.eve-files.com/media/1012/sms%5B1%5D.png
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xttz
GoonWaffe Goonswarm Federation
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Posted - 2010.12.27 15:53:00 -
[8]
Edited by: xttz on 27/12/2010 16:06:09 OK lets just clear up the type people are still reading from the last update regarding transfer range/amount. Here are the bonuses from sisi now:
Quote: Special Ability: 100% bonus to fighter, fighter-bomber damage and hitpoints
Amarr Carrier Skill Bonuses: 10% bonus to fighter and fighter-bomber max velocity per level Can fit 1 additional Warfare Link module per level
Caldari Carrier Skill Bonuses: 50% bonus to Capital Energy and Shield transfer range per level Can deploy 1 additional Fighters or Fighter Bombers or Drones per level
Role Bonuses: 99% reduction in CPU need for Warfare Link modules Can fit Projected Electronic Counter Measures 200% bonus to Fighter or Fighter Bomber control range Immune to all forms of Electronic Warfare
Now how about this to make it more viable:
Quote: Special Ability: 100% bonus to fighter, fighter-bomber damage and hitpoints
Amarr Carrier Skill Bonuses:
10% bonus to fighter and fighter-bomber max velocity per level Can deploy 1 additional Fighters or Fighter Bombers or Drones per level Can fit 1 additional Warfare Link module per level
Caldari Carrier Skill Bonuses: 50% bonus to Capital Energy and Shield transfer range per level 5% bonus to shield hitpoints per level
Role Bonuses: 99% reduction in CPU need for Warfare Link modules Can fit Projected Electronic Counter Measures 200% bonus to Fighter or Fighter Bomber control range Immune to all forms of Electronic Warfare
Simples
P.S. that means that with 10 bombers this is on par with the Hel/Aeon/Wyvern at 8000 dps. With 5 DCU's you get 12k dps, just shy of a Nyx (10k without, 12.5k with DCUs).
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