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Rexy
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Posted - 2005.01.20 15:43:00 -
[61]
din't you know, were supposed to outrun them, not outtank them ;)
on a more serious note, cant there just be a huge penalty on the use of ew modules for the shieldtankers and that way give em more med slots?
All i want for cristmas is a typhoon with launcher rof bonus :) |

Joshua Foiritain
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Posted - 2005.01.20 15:54:00 -
[62]
The 2 new types of indy are cute, theyre quite usefull in 0.0 but i cant help wondering where most of the indys live? Or most of the players for that matter.
On a daily basis, what do the devs think indys are used more for? Blockade running or hauling large amounts of cargo?
Somehow i think its hauling normal cargo... The blockade and deep space ones are nice and im sure theyll come in handy but theyll be nowhere near as usefull as an indy with more cargo space.
So people say Freighters will come...No mention as to wether theyre T1 or T2, only that they will have specialized cargo bays.
I hope theyll be Tech II, if not then we need a 3rd T2 indy, one with the same or less hull/armor/shield and more base cargo or low slots. Perhaps no turret or missile slots and maybe even less speed. ---------------------------
[Coreli Corporation Mainframe] |

Khaldorn Murino
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Posted - 2005.01.20 15:56:00 -
[63]
I like the premise of the blockade runners tho. Just give me some hidden compartments to hide my freed slaves in.
"What that customs officer? Nooo, thats just a broom cupboard, probably rats your hearing there. Nothing to see here"
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"Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally." - Unknown Warrior
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j0sephine
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Posted - 2005.01.20 16:01:00 -
[64]
"Hang on a mo here. 7 low slots plus better resistances for an armour tanking amarrian indy
vs
3 med slots for a shield tanking minnie one.
Am i missing summin? 7 vs 3?"
You're not missing anything, new Caldari indies get 3-4 mid slots also.
Guess it's because these low slots are also supposed to be used for warp core stabilizers, cargo expanders and whatnot...
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Heraklitus Nomidzon
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Posted - 2005.01.21 18:39:00 -
[65]
Edited by: Heraklitus Nomidzon on 21/01/2005 18:39:54 I think these look great. And they're great for what they are apparently intended---0.0 hauling. I can think of two situations IÆve encountered in the last two days in which these would have been real handy:
1) Running my hauler from my mining system to my refining station in 0.0. I usually make it unmolested (the high payoffs for mining in 0.0 is worth the occasionally piracy). However two nights ago I run into a kessie camping a gate. I BARELY make it away, much to my relief, but if I had extra build in WCS and resistances, and a launcher hard point for heavy missiles the kessie wouldnÆt have stood a chance.
2) Ninja mining: when none of my corp mates are on I ninja mine by myself. Sometimes itÆs a drag waiting for the NPC rats to leave the roid belt so I can go retreive my can with my hauler. If theyÆre just cruisers, and I can jump in close to my can, I can get in and out of there without getting nailedùbut itÆs close, usually too close. These new haulers would be able to take much more of a beating, and thus would help me get my stuff out from under the noses of the rats.
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Mrissa Easeah
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Posted - 2005.01.21 19:22:00 -
[66]
Edited by: Mrissa Easeah on 21/01/2005 19:26:00 Edited by: Mrissa Easeah on 21/01/2005 19:22:47 Just a side note on the upcoming 'Freighters'
They are Tech I, and will likely not require indy skill at level 5.
They -will- however require Jump Drive Operation skill at the very least, which I believe has 2 level 5 prerequisites in addition to being fairly pricey to buy.
We also don't know the costs for either skill or ship with Freighters either, which to some extent, can also limit their use.
****
As to these ships, I think they fullfill their intended purposes, giving some indies with more inherent surviveability at the expense of Tech II rarity, pain in the butt to construct, cost, training, etc.
Their whole purpose is surviveability in extreme circumstances AT the risk of an insane amount of isk. Go with tech I if you know you can afford the risk of not using the elite boosts. Contrariwise, anyone who loses one of these babies is going to be rather sad, as haulers are 9 times out of 10 all about -making- money, not replacing combat losses.
I also wouldn't be surprised to find their build requirements on par with the scale between frigate and cruiser, as their tech I counterparts are. ie. 25-50 million isk apiece! Damn straight they tank and have high resistances! For that money, they'd very well better!
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Pottsey
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Posted - 2005.01.21 20:42:00 -
[67]
Edited by: Pottsey on 21/01/2005 21:16:54 The Occator is pointless. It might have more shields but due to shield recharge being twice as long as the T1 ships and it has 3 less mid slots then a T1 Mk5 itÆs a weaker ship. A passive or active shield tank Mk5 is going to beat a Occator and have more cargo space.
What about all us passive and active shield tanking pilots? Do we get a version for us or are we now forced to use amour tanking with the Gallente new ships?
EDIT: Post not constructive enough. Lower the shield recharge to match the normal Indys. Less cargo space is fine but make it so you can shield active or passive and amour tank on the Gallente ships. We shouldnÆt be forced into amour tanking. A lot of us Mk5 cargo pilots donÆt even have amour tank skills. We shield tank and fit cargo expanders into the low slots so we can take more cargo.
Are these new ships with or without the new extra hitpoints all ships are getting?
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
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Posted - 2005.01.21 20:54:00 -
[68]
ôThey are Tech I, and will likely not require indy skill at level 5. They -will- however require Jump Drive Operation skill at the very least, which I believe has 2 level 5 prerequisites in addition to being fairly pricey to buy.ö In the Dev blog the only ship to not have a jump drive comment was the Freighters that could mean it can not use jump drives.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Mikelangelo
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Posted - 2005.01.22 03:45:00 -
[69]
New indies look pretty cool. Thanks for the pics and stuff, much appreciated.
Like some people on this thread have said, new indies may not have all the cargo you're looking for, but I think in certain situations, you'd want to have something more survivable, something a little different than the same old thing, something more customizeable.
You could, interestingly enough, put 7 overdrives on that Amarr one...and whoooooweeeeee....go pretty darned fast.
I like the Minmatar ones, the Prowler and the Caldari one with +2 built in warp core stabilizers. Dont tell me that won't come in handy if you're scrambled by one of those pesky frigates.
The Iteron V based one has an extra low slots, which could be darned handy. Overally, pretty decent effort. Let's face it, some people will never have enough cargo space on their indies, and that's fine. Get used to dissapointment, its a fact of life.
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Mrissa Easeah
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Posted - 2005.01.22 09:20:00 -
[70]
Originally by: Pottsey “They are Tech I, and will likely not require indy skill at level 5. They -will- however require Jump Drive Operation skill at the very least, which I believe has 2 level 5 prerequisites in addition to being fairly pricey to buy.” In the Dev blog the only ship to not have a jump drive comment was the Freighters that could mean it can not use jump drives.
True, might mean that, or just an oversight in consistancy in the post - won't have been the first time its happened if so.
The rationale for the use/need of Jump Drives was mentioned somewhere, I believe, that it was because the superhuge ship designs were too big for a Jump Gate to handle, thus requiring an independant, on board FTL system.
I can see the new freighters being smaller than Titans, but I'm not so sure about the other ship models that will have the JJ. In the end though, we're all speculating off of the hints and tidbits left for us.
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FZappa
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Posted - 2005.01.22 09:37:00 -
[71]
hmm whats the point of having a viator take the occator , slap 2 WCS on it , and you get a stronger viator with more cargo . tho , it will be somewhat slower  -------------------------
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MOOstradamus
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Posted - 2005.01.22 17:43:00 -
[72]
Edited by: MOOstradamus on 22/01/2005 19:44:22
Caldari Bastard & Gallente Vibrator = Names of Beauty
*EDIT: Minma Mastodon 4tw \o/ *
Also - can we exchange those silly armour rep/shield boost bonuses for ramming speed, distance & damage multipliers please 
MOOrovingian "Following & supporting EVE (since Jan 2001) is like wiping your arse with sandpaper."
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Arleonenis
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Posted - 2005.01.22 23:16:00 -
[73]
they would be grate for blockade running if they inertia will be much higher then tech 1 industrials
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VossKarr
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Posted - 2005.01.22 23:22:00 -
[74]
Edited by: VossKarr on 22/01/2005 23:22:41
Originally by: Arleonenis they would be grate for blockade running if they inertia will be much higher then tech 1 industrials
Umm, actually, it's the opposite -> Low inertia = low mass. 
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Kuggington
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Posted - 2005.01.23 16:25:00 -
[75]
Originally by: Mrissa Easeah
The rationale for the use/need of Jump Drives was mentioned somewhere, I believe, that it was because the superhuge ship designs were too big for a Jump Gate to handle, thus requiring an independant, on board FTL system.
The warp drive is FTL travel, so all ships have an on board FTL system built in.
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Faust Revis
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Posted - 2005.01.24 01:48:00 -
[76]
theyre going to be a lot harder to kill for frig pilots, but nothing my battle ships cant handle :)
for those who love the caldari hauler the "bustard" i thought it was bastard at first but sticking to the animal names for caldari (preferably birds)
busÀtard Audio pronunciation of "bustard" ( P ) Pronunciation Key (bstrd) n.
Any of various large, long-legged Old World game birds of the family Otididae that frequent dry, open, grassy plains.
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Mrissa Easeah
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Posted - 2005.01.24 02:04:00 -
[77]
Originally by: Kuggington
Originally by: Mrissa Easeah
The rationale for the use/need of Jump Drives was mentioned somewhere, I believe, that it was because the superhuge ship designs were too big for a Jump Gate to handle, thus requiring an independant, on board FTL system.
The warp drive is FTL travel, so all ships have an on board FTL system built in.
*laughs* True, but ... okay, fine ... On Board Interstellar Speeds FTL. Warp's nice and fast, but it'll still take months to reach the nearest solar system.
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AvanCade
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Posted - 2005.01.24 18:55:00 -
[78]
goo battleindies <_<
another carebear thing, especially the +2 warp strength, sucks imo, would take a scorpion to tackle the mark iv thingie.
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Zyrla Bladestorm
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Posted - 2005.01.24 20:40:00 -
[79]
Edited by: Zyrla Bladestorm on 24/01/2005 20:43:16 Ooooh Mastadon and Prowler 
I trained Minmatar Industrial V ages ago now (preceeded by Minmatar frigate V, shortly followed by Minmatar Cruiser V and then Minmatar Battleship IV lol) So that only gallente and maybe amarr will be used I think is false, at least for us nutjobs who train our race long before they have anounced elite ships that use that level of skill 
Still, can only echo the already expressed concern over lack of mid slots for shield tanking. . ----- Apologys for any rambling that may have just occurred.
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j0sephine
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Posted - 2005.01.24 20:50:00 -
[80]
"Still, can only echo the already expressed concern over lack of mid slots for shield tanking."
I think it's not so bad, actually... the base resistances are so high, you can tank these ships pretty well with just shield booster and single hardener to patch the remaining hole... It's kinda like they already come with two no-cap-no-slot-used-always-on hardeners pre-equipped. ^^
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Braaage
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Posted - 2005.01.24 21:30:00 -
[81]
The patch ISN'T FINISHED Those screenshots are INCOMPLETE The ships may change, the skill requirements most 100% definitely will change.
Jeeze talk about jumping the gun....... ___________________________________________ http://www.eve-tutor.com
Picture based tutorial site for EVE-Online |

Zyrla Bladestorm
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Posted - 2005.01.24 21:37:00 -
[82]
Originally by: j0sephine "Still, can only echo the already expressed concern over lack of mid slots for shield tanking."
I think it's not so bad, actually... the base resistances are so high, you can tank these ships pretty well with just shield booster and single hardener to patch the remaining hole... It's kinda like they already come with two no-cap-no-slot-used-always-on hardeners pre-equipped. ^^
Yes I definetely know of that experience with my vagabond  Still, with lows you've got what ? Diags ? while mid slots could hold rechargers, batterys, extenders or the more hardeners, the armour tankers get the use of relays/hardeners/plates/repairers all in the one type of slot they already have a lot of.
Not saying they should have masses of mids either like, but I guess coming from a 5 mid mammoth has me somewhat hard-wired towards midslots :) . ----- Apologys for any rambling that may have just occurred.
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Cracken
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Posted - 2005.01.26 06:39:00 -
[83]
Edited by: *****en on 26/01/2005 06:39:32 would you rather be caught hauling your cargo too empire too sell or get it too empire unscathed and actually make a profit from it.
(I wonder) Bs'es make bad haulers nuff said.
Also you want too haul massive amounts of cargo buy a freighter when they are releasesd and ffs stop whineing.
And too all those who are whineing "want a soother?"
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Keva
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Posted - 2005.01.28 12:53:00 -
[84]
Not sure why everyone keeps posting that the ships will require racial indy lvl5. They won't. All the ships require the same racxial indy skill as their tech1 versions pluss transport skill.
Transport skill requires Industry lvl 5. seeing as Industry is a rank 1 skill it will take 5 days at most to learn.
Those thinking the "assault" indy suck obviosuly have never lost an indy to gate gankers. I did a little math a figured that with skills maxed, and a couple hardners the amar assault indy could have 90%+ on all dmg types. 3000 armor hp + 90% resist. The enemy is going to need to dump 30,000+ dmg to pop that indy. Comnine that with a mwd, and a small armor repair II (with bonuses is 100 hp / 3 seconds) and you will be able to run virtually anything short of an enemy fleet (i.e 2-3 BS + 2-3 interceptors).
The blockade runners are less useful in 0.0 but with nanofiber could carry 3000 cargo at close to 300m/s and a MWD that boosts it to closer to 2,000 m/s. For those long runs that require speed over capacity it would make a good boat.
Basicly these are "specalized" indys. It is sad that people can't see past cargo. Just because you don't have a use for these ships doesn't mean everyone in the game has no imagination.
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Mejare
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Posted - 2005.01.28 13:24:00 -
[85]
You sure about that? I was on the test server the other day, and they all seemed to require racial indy at 5 as well as industry at 5. -Mejare
Originally by: Keva Not sure why everyone keeps posting that the ships will require racial indy lvl5. They won't. All the ships require the same racxial indy skill as their tech1 versions pluss transport skill.
Transport skill requires Industry lvl 5. seeing as Industry is a rank 1 skill it will take 5 days at most to learn.
Those thinking the "assault" indy suck obviosuly have never lost an indy to gate gankers. I did a little math a figured that with skills maxed, and a couple hardners the amar assault indy could have 90%+ on all dmg types. 3000 armor hp + 90% resist. The enemy is going to need to dump 30,000+ dmg to pop that indy. Comnine that with a mwd, and a small armor repair II (with bonuses is 100 hp / 3 seconds) and you will be able to run virtually anything short of an enemy fleet (i.e 2-3 BS + 2-3 interceptors).
The blockade runners are less useful in 0.0 but with nanofiber could carry 3000 cargo at close to 300m/s and a MWD that boosts it to closer to 2,000 m/s. For those long runs that require speed over capacity it would make a good boat.
Basicly these are "specalized" indys. It is sad that people can't see past cargo. Just because you don't have a use for these ships doesn't mean everyone in the game has no imagination.
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Tobius Moon
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Posted - 2005.01.28 14:49:00 -
[86]
Originally by: Keva Not sure why everyone keeps posting that the ships will require racial indy lvl5. They won't. All the ships require the same racxial indy skill as their tech1 versions pluss transport skill.
I have Test Server up right now, and the Info pages for all 4 Racial Transports require the Racial Industrial Skill at level 5, NOT Industry level 5.
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Mejare
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Posted - 2005.01.28 15:06:00 -
[87]
The "Transport Ships" skill requires: Primary: Spaceship Command Level III Secondary: Industry Level V
A specific transport ship (Mastodon for example) requires:
Primary: Minmatar Industrial Level V Minmatar Frigate Level III Spaceship Command Level I Spaceship Command Level III Secondary: Transport Ships Level I Industry Level V Spaceship Command Level III
That's how it currently is on the test server. -Mejare
Originally by: Tobius Moon
Originally by: Keva Not sure why everyone keeps posting that the ships will require racial indy lvl5. They won't. All the ships require the same racxial indy skill as their tech1 versions pluss transport skill.
I have Test Server up right now, and the Info pages for all 4 Racial Transports require the Racial Industrial Skill at level 5, NOT Industry level 5.
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