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j0sephine
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Posted - 2005.01.19 02:02:00 -
[1]
Edited by: j0sephine on 19/01/2005 02:03:49
Honest-to-god screenies from the test server as of few minutes ago. No cat carriers this time, i swear ;s
Names, boosts, window dressing Attributes Attributes, continued Fittings Skills
in before the drooling, whining and JC... ;s
edit: oh and <3 "Bustard" as the name for Caldari indy...
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Elemmakil
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Posted - 2005.01.19 02:38:00 -
[2]
Edited by: Elemmakil on 19/01/2005 02:40:12 mm should be a joke, they`re just stronger.. no better industrial capabilities at all i think Iteron V (non elite) is by far a better hauler. At least the skills requeriments are low (but Iteron V hull based one.) God they even have less slots..
Lol what a horrible idea p i bet a non elite iteron V is better protected thx to his 5 medium slots than this elite version. Industrial which can tank? LOL
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Hakera
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Posted - 2005.01.19 02:39:00 -
[3]
prowler looks nice (two weps)
Dumbledore - Eve-I.com |

jamesw
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Posted - 2005.01.19 02:44:00 -
[4]
Bustard? 
And now... introducing the new caldari black-ops ship, the "Smacktard".  -- jamesw Rubra Libertas Militia
Originally by: RollinDutchMasters I fly a dominix, its like a portable blob in a can
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Gierling
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Posted - 2005.01.19 02:49:00 -
[5]
Prowler might actually make a decent combat ship...
Particularly a tackler.
Bastards we are lest Bastards we become. |

Elemmakil
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Posted - 2005.01.19 03:20:00 -
[6]
Aren`t there enough combat ships? if you think that about an Industrial something may be wrong about the design.
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Rexy
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Posted - 2005.01.19 03:27:00 -
[7]
i can understand the ships have limited slots, because of ew potential. but it seems shieldtankers get shafted because of that :/.
All i want for cristmas is a typhoon with launcher rof bonus :) |

Exarch
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Posted - 2005.01.19 04:40:00 -
[8]
My luck i'll get an offer for one of those bpos from my Caldari R&D agents and i don't know if i have the strength to turn away any bpo offer.
I'd say the increased grid would help with mounting a mwd and keep good cargo space since you wouldnt need Mirco cores.. but when looking at the base speed i see it really wouldnt help much. Making a useful t2 indy thats not overpowered im sure is hard but I just don't see the point of these, especially the Caldari ones.
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Emeline Cabernet
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Posted - 2005.01.19 05:36:00 -
[9]
Please note you need the transport skill for these ships. Its a rank 6 skill, willpower primary and required skill skill is indy lvl5.
Finally a reason for the bessy pilots to go for indy 5. Impel looks very nice. 7 lowslots. Oh yeah!
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Istvaan Shogaatsu
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Posted - 2005.01.19 05:41:00 -
[10]
Huh... and here I thought at least some of these pieces of crap would have LARGER cargo capacity than tech one versions. Oh well, guess I'll keep rejecting those ridiculous courier missions.
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RollinDutchMasters
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Posted - 2005.01.19 05:50:00 -
[11]
Edited by: RollinDutchMasters on 19/01/2005 05:58:06
Originally by: Istvaan Shogaatsu Huh... and here I thought at least some of these pieces of crap would have LARGER cargo capacity than tech one versions. Oh well, guess I'll keep rejecting those ridiculous courier missions.
The mastadon, bastard, occator, and impel will hold more then their normal best racial equivalents.
The bastard is 5% larger base, and has 2 extra lowslots. The impel is 20% smaller base, but has 3 extra lowslots. The occator is 16% smaller base, but has 1 extra lowslot. The mastadon is 7% smaller base, but also has 1 extra lowslot.
Amarr and Caldari really come out ahead with these, Minmatar gets a slight boost, and Gallente isnt more then low single digit percentages better then its base. That is of course assuming that the indy skill bonus is not already calculated into the capacity, which it may be.
Originally by: Sochin CCP has provided you with the tools you need to avoid crime. You're just too lazy/stupid to use them.
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Istvaan Shogaatsu
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Posted - 2005.01.19 06:19:00 -
[12]
Whew, didn't look at the slots. Thank goodness.
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Jaissica
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Posted - 2005.01.19 06:33:00 -
[13]
+2 to warp strength and 4000 racial tech2 resist boosted defence
no lone frig is gonna pop that
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Selim
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Posted - 2005.01.19 08:56:00 -
[14]
Those things can tank better than an assault cruiser... o.O
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Selim
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Posted - 2005.01.19 08:57:00 -
[15]
Originally by: RollinDutchMasters Edited by: RollinDutchMasters on 19/01/2005 05:58:06
Originally by: Istvaan Shogaatsu Huh... and here I thought at least some of these pieces of crap would have LARGER cargo capacity than tech one versions. Oh well, guess I'll keep rejecting those ridiculous courier missions.
The mastadon, bastard, occator, and impel will hold more then their normal best racial equivalents.
The bastard is 5% larger base, and has 2 extra lowslots. The impel is 20% smaller base, but has 3 extra lowslots. The occator is 16% smaller base, but has 1 extra lowslot. The mastadon is 7% smaller base, but also has 1 extra lowslot.
Amarr and Caldari really come out ahead with these, Minmatar gets a slight boost, and Gallente isnt more then low single digit percentages better then its base. That is of course assuming that the indy skill bonus is not already calculated into the capacity, which it may be.
The minmatar one has two weapons. \o/
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Mejare
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Posted - 2005.01.19 09:10:00 -
[16]
They seem like they can use a MWD without sacrificing low slots. That will be nice too. -Mejare
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Sewell
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Posted - 2005.01.19 09:50:00 -
[17]
Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

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Ishana
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Posted - 2005.01.19 10:03:00 -
[18]
Edited by: Ishana on 19/01/2005 10:04:55
Originally by: Sewell Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

So basicly no reason what so ever for me to train for a mastodon to replace my mammoth. I'm not going to spend 20+ days training to get 1500 m3 extra cargo space  I guess my days as primary hauler for my corp are over 
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Grimpak
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Posted - 2005.01.19 10:28:00 -
[19]
Edited by: Grimpak on 19/01/2005 10:28:37
Originally by: Ishana Edited by: Ishana on 19/01/2005 10:04:55
Originally by: Sewell Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

So basicly no reason what so ever for me to train for a mastodon to replace my mammoth. I'm not going to spend 20+ days training to get 1500 m3 extra cargo space  I guess my days as primary hauler for my corp are over 
...well.. it has 20m/s more base speed and lower mass so it's a compromise between speed and cargo capacity... well I think it's kinda good actually... -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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The Cosmopolite
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Posted - 2005.01.19 10:31:00 -
[20]
I think a comparison based on filling all low slots with expanders is a bit silly where these ships are concerned tbh.
You put 7 expanders on the Impel and it will barely move.
We were given a pretty good idea in advance that cargo space would not be the be all and end all of elite indys. That's what the Freighter class will be for.
The Deep Space transports are designed to maximise defence. Those 7 low slots are for armour tanking (and yeah, mebbe some expansion). Similarly, the Min ship is faster, has better basic cargo and is designed to shield boost - which why it has 3 med slots.
The blockade runners are all about speed and active defence. On that front, the Min arguably get the best blockade runner.
Incidentally, I already seem to hear the wails of those who hate warp stabs upon seeing that the runners essentially have 2 built in. 
Cos
The Star Fraction - Executor CEO: Jade Constantine |
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Rodj Blake
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Posted - 2005.01.19 10:36:00 -
[21]
Edited by: Rodj Blake on 19/01/2005 10:41:01 Edited by: Rodj Blake on 19/01/2005 10:38:32
Originally by: jamesw Bustard? 
And now... introducing the new caldari black-ops ship, the "Smacktard". 
The great bustard is, I believe, the heaviest flight-capable bird. It looks like a giant turkey, and was a native of southern England until they were all eaten by the locals.
The bustard is not to be confused with Busted. One is like a turkey, the other used to sing turkeys.
An attempt was made a little while back to repopulate England with them by importing some chicks from Russia (I'm talking about the bird, not the now-defunct boy band).
Dolce et decorum est pro imperator mori |

Altai Saker
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Posted - 2005.01.19 10:41:00 -
[22]
Edited by: Altai Saker on 19/01/2005 10:44:53 Indies with high resists and 2 built in warp core stabs?
Popping an indy is now a two taranis job :/
PS, with those resistances, if the hp changes take place, you won't be stopping one of these bad boys before they get to the gate w/o a bs.
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Sewell
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Posted - 2005.01.19 14:31:00 -
[23]
Edited by: Sewell on 19/01/2005 14:36:08
Quote: ...well.. it has 20m/s more base speed and lower mass so it's a compromise between speed and cargo capacity... well I think it's kinda good actually...
Are you for real? 20m/s faster and 4k less cargo? And you think that is a fair trade?
That is like saying the tempest is balanced with the other bs becase it is 20m/s faster... it is not.
If you fly a hauler, cargo space is what counts, you don't want to tank a hauler; you want to carry cargo, and spead means nothing since if you are not using instas with these ships you won't be going very fast anyway (20m/s more base speed or not).
Why do ppl fly iteron V? Because it carries the most - It is that simple.
edit: typo
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The Cosmopolite
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Posted - 2005.01.19 14:48:00 -
[24]
Originally by: Sewell
If you fly a hauler, cargo space is what counts, you don't want to tank a hauler; you want to carry cargo, and spead means nothing since if you are not using instas with these ships you won't be going very fast anyway (20m/s mote base speed or not).
Granted, for hauling in empire exclusively there will be very little reason to use these ships. They will cost far too much and involve too much skilling to make it worth it. Furthermore, Freighter Class which will be Tech 1 - 'nuff said.
They are not for safe space. They are for danger zones. They're for the guy who is hauling mins in 0.0 and needs to survive until his mates show up. They are for running multiple blockades. They are simply not pure haulers. (Not to mention the blockade runner ships will be used for piracy, the possibilities are obvious.)
Frankly, anyone who sticks 7 local hulls on an Impel and uses it to trundle back and forth in Empire would be crazy. (...and shortly after that sick as a parrot when it gets overtaken by a freighter, almost certainly millions cheaper, with 5-10x the cargo capacity). ...and doing that in 0.0, instas or no instas would be absolute folly.
Cos
The Star Fraction - Executor CEO: Jade Constantine |

Damocles Ician
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Posted - 2005.01.19 15:03:00 -
[25]
I'm so glad they're still on the test server - they look so overpowered. Assault style resist Indies just don't feel right for some reason... with battlecruiser repair bonuses and built in warp stabilisers.
Just a bit too overpowered methinks. -------------
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Karl Borhman
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Posted - 2005.01.19 15:09:00 -
[26]
Freighter Class?
What's the news on this? If so, it'd be REALLY nice to be able to haul around 30-40K m^3 of cargo around.
Any word on what these are all about? __________________________________
Mining ... the other white meat. __________________________________ |

j0sephine
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Posted - 2005.01.19 15:14:00 -
[27]
"Freighter Class?
What's the news on this? If so, it'd be REALLY nice to be able to haul around 30-40K m^3 of cargo around.
Any word on what these are all about?"
They were mentioned in a recent dev blog... something about 100 km3 capacity, being extremely slow and station-to-station only. o.O;
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Tsun
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Posted - 2005.01.19 15:19:00 -
[28]
well, they are just as completely and utterly useless as logistic cruisers.
none of those will ever get used except of the gallente ones (Cause some people got indy 5 there for IT 5). Same problem basically as with logistcs, no one will train indy 5 for those improvements. Besides the only real thing you need for deep space hauling is IBM's, else you just use a tanked and expanded battleship as you can carry enough loot and high end minerals with it.
Besides, "Assault Indies" is somehow a whack idea, those are industrials, not warships. I'd have prefered making them real elite industrials, with more cargohold, capeable of refining, small manufacturing (f.e. ammo or modules or even frigs), ship transporters (f.e. for frigs, ceptors) or similiar. There are still ships needed for supplying fleets in enemy deep space. There have been some fantastic ideas in the thread of oveur, and imo it would be better to listen to them then to introduce more sensless warships no one will buy or use.
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j0sephine
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Posted - 2005.01.19 15:28:00 -
[29]
"Besides, "Assault Indies" is somehow a whack idea, those are industrials, not warships."
They're simply better armoured, and that has little to do with 'assault'? People keep talking about the insta-bookmarks being all that's needed for indy to survive, but it's not like the bookmarks will do anything for you when the campers are sitting on the jump-in gate... warp core stabs, extra hp and resistance can come quite handy there when your ship takes her sweet time to just align for the warp...
That said, the cargo capacity seems a bit small on some of them (what's with the Gallente transport having less base capacity than iteron V... o.O;
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Sickie
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Posted - 2005.01.19 16:38:00 -
[30]
i will most definately train for a blockade runner indy if they stay remotely similar to those ones.
I think ship like that is worth training indy 5 for, while iteron 5 is not (at least to me).
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Shinshi Casoyako
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Posted - 2005.01.19 16:56:00 -
[31]
Darn this is totally crap again.
4000 m3 *1,27 *1,27 *1,27 *1,27 *1,27 *1,27 *1,27 = 21315 m3 (for the impel) 5000 m3 *1,27 *1,27 *1,27 *1,27 *1,27 *1,27 = 20979 m3 (for the Viator)
This is without the industrial bonus.
Caldari and minmatter stay behind this. So in other words, you got a very slow tank that cant haul more than the old indy which cant even fit a gun to protect itself.
The only thing nice is that you can almost directly use it. Seriously Have I Not Said How I Can Assist Some One You Are Killing Online? |

Sangxianc
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Posted - 2005.01.19 17:11:00 -
[32]

The resistances are too high.
- Any man's death diminishes me, as I am involved in mankinde; And therefore never send to know for whom the bell tolls; It tolls for thee. |

Frost88
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Posted - 2005.01.19 17:21:00 -
[33]
Originally by: Elemmakil Edited by: Elemmakil on 19/01/2005 02:40:12 mm should be a joke, they`re just stronger.. no better industrial capabilities at all i think Iteron V (non elite) is by far a better hauler. At least the skills requeriments are low (but Iteron V hull based one.) God they even have less slots..
Lol what a horrible idea p i bet a non elite iteron V is better protected thx to his 5 medium slots than this elite version. Industrial which can tank? LOL
http://www.proyectoavutarda.org/indexinlg.htm
The Great Bustard is one of the largest species of European bird. Male Great Bustards are also the heaviest of all flying birds. ------------------------------------------------ I've always owned Kehmor, cheap as chips off Ebay
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Grimpak
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Posted - 2005.01.19 17:30:00 -
[34]
Edited by: Grimpak on 19/01/2005 17:31:06
Originally by: j0sephine "Besides, "Assault Indies" is somehow a whack idea, those are industrials, not warships."
They're simply better armoured, and that has little to do with 'assault'? People keep talking about the insta-bookmarks being all that's needed for indy to survive, but it's not like the bookmarks will do anything for you when the campers are sitting on the jump-in gate... warp core stabs, extra hp and resistance can come quite handy there when your ship takes her sweet time to just align for the warp...
That said, the cargo capacity seems a bit small on some of them (what's with the Gallente transport having less base capacity than iteron V... o.O;
as said, these ships are for danger zones, wich reflects on the ship's characteristics. they are not meant to carry BIIIIIIIIIIG cargos *points to freighters and their supposed 100k cargo space*, but yes to carry valuable cargos thru choke points. Tbh it's a nice replacement to the probe and exequor as blockade running cargo ships.
oh and I would call them war industrials, not assault industrials -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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Joshua Foiritain
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Posted - 2005.01.19 17:51:00 -
[35]
Edited by: Joshua Foiritain on 19/01/2005 18:04:59 Wow thats pretty damn disapointing.
Apart from being somewhat harder to kill the Gallente indys are just downgraded versions of the Mk5... The extra shield, hull and armor are nice but id rather see less of those and the same base cargo as the t1 versions.
Btw: theres the new texture..All t2 ships have new textures. 
Not very industrialistic... The Occator only holds 400m3 of cargo extra compard to an itty mk 5...
I also have a feeling freighters will require Industrial lvl 3 or something...  ---------------------------
[Coreli Corporation Mainframe] |

Iachrites Archveult
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Posted - 2005.01.19 18:03:00 -
[36]
Edited by: Iachrites Archveult on 19/01/2005 18:03:37 What is fascinating in this thread is that there are two distinct groups who don't like two aspects of these ships in particular.
1) The not enough cargo space brigade - basically unimaginative and not able to realise that CCP will make you pay a penalty for large cargo sizes and pay that penalty bigtime. They have little intention of making mass-mining easier - this is why Freighters will be station to station only. (My interpretation is that it means the class won't be able to pick up or unload in space.)
2) The too much resistance brigade - these people are all too aware of what those resistances mean and don't like it one little bit. 
There's a bit of overlap but basically those are the negative reactions and, frankly, it's a sign that CCP have got these ships right.
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Vigilant
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Posted - 2005.01.19 18:12:00 -
[37]
I assume these are the Tech 2 Indies ?
Like the launcher slot on the new Badger 
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Joshua Foiritain
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Posted - 2005.01.19 18:15:00 -
[38]
Edited by: Joshua Foiritain on 19/01/2005 18:16:32
Originally by: Iachrites Archveult 1) The not enough cargo space brigade - basically unimaginative and not able to realize that CCP will make you pay a penalty for large cargo sizes and pay that penalty bigtime. They have little intention of making mass-mining easier - this is why Freighters will be station to station only. (My interpretation is that it means the class won't be able to pick up or unload in space.)
Obviously anyone who needs cargo space is a miner... Nobody in their right mind could require cargo space for anything silly like trading, missions or simply transporting junk around.
Noooooo CCP has to come up something like an indy which can run trough blockades... Yay blockade running in an indy! Solo! Yay! Right?
Screw that, Screw mining, the only reason I wasted 40 ******* days on Industrial level 5 was so I could lots of junk at once.
Well see if Freighters require Indy lvl 5, though I highly doubt it because that would encourage specializationà. ---------------------------
[Coreli Corporation Mainframe] |

Sewell
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Posted - 2005.01.19 18:20:00 -
[39]
Quote: as said, these ships are for danger zones, wich reflects on the ship's characteristics. they are not meant to carry BIIIIIIIIIIG cargos *points to freighters and their supposed 100k cargo space*, but yes to carry valuable cargos thru choke points. Tbh it's a nice replacement to the probe and exequor as blockade running cargo ships.
N.B - my issue is mainly with the "bigger" indys being unbalanced in cargo capacity (I can see the usefullness of indys with high resist and + to warp strenght for dangerous hauling).
No-one is going to use the bigger indys to move stuff through chokepoints, they will be ued for more "peacefull" indy duties. Therefore a difference in cargo capacity will make sure that noone will use the caldari and minmatar ones.
The resistances will be good for surving long enough to warp out from npc spawns when mining in 0.0, and keep enemy mobs of suicide frigs from killing you under such ops.
I'd like to see the minmatar indy with lower base cargo and another lowslot, and the caldari one given more base cargo. Let them all carry more or less the same; then make them different in other ways (tanking ability, speed/mass, capacitor, other slots).
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Taumenka
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Posted - 2005.01.19 18:38:00 -
[40]
Originally by: Sewell Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

How did you calculate those numbers ? Here are some fresh from the spreadsheet:
Amarr: 27296m3 Gallente: 26774m3 Caldari: 23110m3 Minmatar: 22059m3
Still "Amarr for teh win" but still a bit bigger cargo then a t1 indy. Also as any other t2 ship I expect lvl 5 industrial skill. As the resistances suggest so is the case.
/Tau
Drink StarsiÖ Are you Caldari enough?
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Joshua Foiritain
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Posted - 2005.01.19 18:44:00 -
[41]
Originally by: Taumenka
Originally by: Sewell Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

How did you calculate those numbers ? Here are some fresh from the spreadsheet:
Amarr: 27296m3 Gallente: 26774m3 Caldari: 23110m3 Minmatar: 22059m3
Still "Amarr for teh win" but still a bit bigger cargo then a t1 indy. Also as any other t2 ship I expect lvl 5 industrial skill. As the resistances suggest so is the case.
Those numbers would depend on the type of cargo expanders...its safe to assume most people dont have 6 Local Hull's 
Not mention stuff 4-6 Local Hull's on a ship which cannot be insured is a good way of losing lots of money in a single fight  ---------------------------
[Coreli Corporation Mainframe] |

Taumenka
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Posted - 2005.01.19 19:19:00 -
[42]
Originally by: Joshua Foiritain
Originally by: Taumenka
Originally by: Sewell Wow! Those minmatar indys really look... inferior to the other races...
Max Cargo with all local hull Amarr/Impel: 21837 m3 Gallente/Occator: 21419 m3 Caldari/Bustard: 18488 m3 Minmatar/Mastodon: 17647 m3
More than 4k diffenrece in cargo space between the minmatar and amarr indy. Amarr for teh win?

How did you calculate those numbers ? Here are some fresh from the spreadsheet:
Amarr: 27296m3 Gallente: 26774m3 Caldari: 23110m3 Minmatar: 22059m3
Still "Amarr for teh win" but still a bit bigger cargo then a t1 indy. Also as any other t2 ship I expect lvl 5 industrial skill. As the resistances suggest so is the case.
Those numbers would depend on the type of cargo expanders...its safe to assume most people dont have 6 Local Hull's 
Not mention stuff 4-6 Local Hull's on a ship which cannot be insured is a good way of losing lots of money in a single fight 
Ah true just wanted to Show what the maximized Cargo sizes would be. 7 27.44% expanders is around 175 mil ... So the big amarr hauler will be expensive to say the least.
/Tau
Drink StarsiÖ Are you Caldari enough?
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Iachrites Archveult
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Posted - 2005.01.19 20:06:00 -
[43]
Originally by: Joshua Foiritain Edited by: Joshua Foiritain on 19/01/2005 18:16:32
Originally by: Iachrites Archveult 1) The not enough cargo space brigade - basically unimaginative and not able to realize that CCP will make you pay a penalty for large cargo sizes and pay that penalty bigtime. They have little intention of making mass-mining easier - this is why Freighters will be station to station only. (My interpretation is that it means the class won't be able to pick up or unload in space.)
Obviously anyone who needs cargo space is a miner... Nobody in their right mind could require cargo space for anything silly like trading, missions or simply transporting junk around.
I don't imply that so you can take your straw man elsewhere. I trade goods myself but I am rather more likely to use a freighter than an elite indy for the big stuff.
My point, is that because CCP do not want people to be able to haul 100km3 of ore at a time back from a belt, you cannot have massively bigger indys. That is why the freighter class, possibly uniquely, prolly won't be able to pickup or unload in space. That, unfortunately from your PoV, does mean that superhauling won't be done in elite indys.
Quote:
Noooooo CCP has to come up something like an indy which can run trough blockades... Yay blockade running in an indy! Solo! Yay! Right?
Screw that, Screw mining, the only reason I wasted 40 ******* days on Industrial level 5 was so I could lots of junk at once.
Well see if Freighters require Indy lvl 5, though I highly doubt it because that would encourage specializationà.
I predict Indy 3/4 and a Freighter skill - they are tech 1...
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Joshua Foiritain
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Posted - 2005.01.19 20:19:00 -
[44]
Quote: Noooooo CCP has to come up something like an indy which can run trough blockades... Yay blockade running in an indy! Solo! Yay! Right?
Screw that, Screw mining, the only reason I wasted 40 ******* days on Industrial level 5 was so I could lots of junk at once.
Well see if Freighters require Indy lvl 5, though I highly doubt it because that would encourage specializationà.
I predict Indy 3/4 and a Freighter skill - they are tech 1...
Exactly, 40 more days wasted trying to be good at something when every n00b and his mom will soon be able to haul amounts of junk around. CCP keeps talking about specializing in things, advanced weapons, special ships, why not hauling? Why the hell should anyone with 1 week of free time be able to haul 100km3?  ---------------------------
[Coreli Corporation Mainframe] |

Didi Didi
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Posted - 2005.01.20 11:38:00 -
[45]
Originally by: Joshua Foiritain
Quote: Noooooo CCP has to come up something like an indy which can run trough blockades... Yay blockade running in an indy! Solo! Yay! Right?
Screw that, Screw mining, the only reason I wasted 40 ******* days on Industrial level 5 was so I could lots of junk at once.
Well see if Freighters require Indy lvl 5, though I highly doubt it because that would encourage specializationà.
I predict Indy 3/4 and a Freighter skill - they are tech 1...
Exactly, 40 more days wasted trying to be good at something when every n00b and his mom will soon be able to haul amounts of junk around. CCP keeps talking about specializing in things, advanced weapons, special ships, why not hauling? Why the hell should anyone with 1 week of free time be able to haul 100km3? 
Seconded - make Freighters the Tech 2 indies, and make the less used and less generally hailed 'blockade runner' indies a new tech 1 ship.
That's what I think, but it's not like it's going to happen  |

Grainsalt
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Posted - 2005.01.20 11:46:00 -
[46]
Edited by: Grainsalt on 20/01/2005 11:46:13 http://www.proyectoavutarda.org/indexinlg.htm
hehe 
---------- Don't ask... really... just don't |

Filipe Santos
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Posted - 2005.01.20 12:01:00 -
[47]
Edited by: Filipe Santos on 20/01/2005 12:01:29 erh hi all just wanted to add (i stoped reading after the first page, do no if someone beat me to it) that the devs said this where ships to transport iligal goods for agent runers or traders this without concord busting ur ass
i think we should read more dev blogs before we start with tha ''omg that ship is useless i dont know how im gonna use it and it shoudldnt exist because i can get owened by it by more intelegent ppl than me'' thats all :)
ah dont bother flaming or awnser th coment i probably wont read this post again 
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Frost88
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Posted - 2005.01.20 12:06:00 -
[48]
No way will solo interceptors be able to take out those blockade runners before they jump, and they seem pretty tankable too. And the bustard will own any interceptor, with a web and a launcher full of missiles it is teh pwn.
I think everyone whining about the less cargo space is totally missing the point of these ships. ------------------------------------------------ I've always owned Kehmor, cheap as chips off Ebay
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Captain Rod
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Posted - 2005.01.20 12:08:00 -
[49]
I think they all look great. Im sick of being offered impossible tasks from my agents. The last one offered over 52 Mill ISK for one mission but the goods were contraband in just about every system and sec level. Hopefully this ship will allow mission runners to beat Concorde ^^
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Didi Didi
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Posted - 2005.01.20 12:08:00 -
[50]
Originally by: Filipe Santos Edited by: Filipe Santos on 20/01/2005 12:01:29 erh hi all just wanted to add (i stoped reading after the first page, do no if someone beat me to it) that the devs said this where ships to transport iligal goods for agent runers or traders this without concord busting ur ass
i think we should read more dev blogs before we start with tha ''omg that ship is useless i dont know how im gonna use it and it shoudldnt exist because i can get owened by it by more intelegent ppl than me'' thats all :)
ah dont bother flaming or awnser th coment i probably wont read this post again 
Big deal. I'm not interested in whether the ships do what they are intended to do, I'm interested in what use I (or anyone else) can get out of them.
Blockade running is only a tiny part of hauling, 99.99% is to do with speed and cargo space. Keep the cargo space as it is and increase speed = good T2 indy. Keep speed as it is and increase cargo space = good T2 indy. Keep speed and cargo space as they are and increase armour/shield/slots = good T2 indy. Lower cargo space + anything else = crap T2 indy. Only true in 99.99% of situations admittedly...
 |
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Frost88
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Posted - 2005.01.20 12:08:00 -
[51]
Originally by: Filipe Santos Edited by: Filipe Santos on 20/01/2005 12:01:29 erh hi all just wanted to add (i stoped reading after the first page, do no if someone beat me to it) that the devs said this where ships to transport iligal goods for agent runers or traders this without concord busting ur ass
i think we should read more dev blogs before we start with tha ''omg that ship is useless i dont know how im gonna use it and it shoudldnt exist because i can get owened by it by more intelegent ppl than me'' thats all :)
ah dont bother flaming or awnser th coment i probably wont read this post again 
Yea, I was kinda hoping for these to have '10% reduced chance of contraband being found per level' or something. ------------------------------------------------ I've always owned Kehmor, cheap as chips off Ebay
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Redwolf
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Posted - 2005.01.20 12:08:00 -
[52]
Judging by the skill reqs, way to go ccp for nerfing anyone who has taken the time to train Gall indy5. The occator is crap by comparisson. Everyone might as well train Amarr indy 1 for a shot at the best hauler now :(
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The Cosmopolite
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Posted - 2005.01.20 12:37:00 -
[53]
Originally by: Redwolf Judging by the skill reqs, way to go ccp for nerfing anyone who has taken the time to train Gall indy5. The occator is crap by comparisson. Everyone might as well train Amarr indy 1 for a shot at the best hauler now :(
What nonsense. Someone posts a paper comparison that is so theoretical as to be ridiculous and everyone screams and shouts.
Look. Gall Indy 5 will still be worth the pain (not to mention you should all have had your time/isk benefit from it a good few times over by now) if CCP do it properly and pass some kind of bonus through to freighters. Maybe two tiers of freighter, with the first needing indy 4 and second needing indy 5 (which I also wish they would do with dessies and BCs but that's another mattter.)
I also think it's an absolute myth that everyone uses the Iteron V. If so, why do I see so many Mammoths piloted by chars with months and years of playtime? Why do I see so many Badger Mk 2s also piloted by experienced players? The one that is rare(ish) outside it's own space is the Bestower.
Yeah, it is a big boy, but the others have their points and people use them. The same will hold true of elite indys.
Cos
The Star Fraction - Executor CEO: Jade Constantine |

Zucker Artson
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Posted - 2005.01.20 12:47:00 -
[54]
I get the impression CCP developers have lots of nice ideas, but fail to do the math on them to see if they make sense. For example remember when you could almost mine more morphite/hour from arkanor than from Mercoxit? Same thing has happened to the blockade runners as I see it.
Any blockade without instajumps will get you killed, or boxed in, so speed is almost useless. It can be usefull if you manage to get trapped in a warp bubble, but I'm ignoring it in the comparison. I'm using WCS as a basic defence, feel free to setup as you like, the math should stay the same.
Using the gallente ships in the example, expanded cargo I's for the first number, and Local Hulls with Giant Secure Cans for the number between (). Also including the old Mk5, cause if you want to run a cheap ship you better not go for the (15M?) uninsurable elite ships. It will die sooner though cause it lacks the nice resist and armour bonuses.
Blockade running is a a weigh-off between cargo and safety.
Low cargo/high defence means lots of runs, lots of opportunities to get caught, low risk to get killed when they do, and low loss if you do get killed. High cargo/low defence means few runs, few opportunities to get caught, high risk to get killed when they do, big loss if you do get killed.
- High/Low blockade runner means +2 warp core strenght and 6.161 (9.561) cargo. - High/Low deep space hauler means +2 warp core strenght and 12.117 (20.945) cargo. - High/Low iteron mk5 means +2 warp core strenght and 12.322 (20.023) cargo.
- Low/High blockade runner means +5 warp core strenght and 3.750 (4.650) cargo. - Low/High deep space hauler means +5 warp core strenght and 7.375 (9.765) cargo. - Low/High iteron mk5 means +5 warp core strenght and 7.500 (9.300) cargo.
So, whichever strategy you prefer, a blockade runner is always inferior in cargo space to the deep space hauler/Mk5, meaning you have to make twice the number of trips and run twice the amount of risk.
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j0sephine
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Posted - 2005.01.20 14:16:00 -
[55]
"I think they all look great. Im sick of being offered impossible tasks from my agents. The last one offered over 52 Mill ISK for one mission but the goods were contraband in just about every system and sec level. Hopefully this ship will allow mission runners to beat Concorde ^^"
There's little point in making it through the gate with the customs ship shooting at you, when they already drained your wallet for more than the agent offered you as reward in the first place...
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Evona Moucrou
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Posted - 2005.01.20 14:30:00 -
[56]
Originally by: j0sephine "Freighter Class?
What's the news on this? If so, it'd be REALLY nice to be able to haul around 30-40K m^3 of cargo around.
Any word on what these are all about?"
They were mentioned in a recent dev blog... something about 100 km3 capacity, being extremely slow and station-to-station only. o.O;
Just a little detail, ..
100 km3 = 100 000 000 000 m3 100k m3 = 100 000 m3
:o)
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Selim
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Posted - 2005.01.20 14:37:00 -
[57]
Edited by: Selim on 20/01/2005 14:38:21
Originally by: j0sephine "I think they all look great. Im sick of being offered impossible tasks from my agents. The last one offered over 52 Mill ISK for one mission but the goods were contraband in just about every system and sec level. Hopefully this ship will allow mission runners to beat Concorde ^^"
There's little point in making it through the gate with the customs ship shooting at you, when they already drained your wallet for more than the agent offered you as reward in the first place...
Maybe there could be a way of transferring all your ISK to a non electronic form, IE actual items which you can't use in empire stations, but can use in trades, 0.0 etc. would be a nice way of avoiding the fines, while also making sure you never get to visit the bordello in Luminaire again... and of course you'd have to bring your ISK with you, making you a particularly enticing target.
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Sorja
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Posted - 2005.01.20 15:02:00 -
[58]
Absolutely GREAT !
These are the ships we needed for deepspace transport.
Thanx CCP, I love it !
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Toran Mehtar
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Posted - 2005.01.20 15:09:00 -
[59]
I like that we have a choice between 2 elite haulers; a fast blockade runner and a big tough cargo ship.
Shame that instajumps are better than either of them though.
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Khaldorn Murino
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Posted - 2005.01.20 15:34:00 -
[60]
Originally by: The Cosmopolite
The Deep Space transports are designed to maximise defence. Those 7 low slots are for armour tanking (and yeah, mebbe some expansion). Similarly, the Min ship is faster, has better basic cargo and is designed to shield boost - which why it has 3 med slots.
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? And also dont the amarr ones have better hp overall?
Forgive me if im wrong here, i can be wrong quite a bit, but cant you tank better with 7 slots as opposed to 3? -------------
Winging of the age old edo of Amarrian ships being better than our rusty visions of beauty, i like the idea of the blockade runner. Han solo's here we come.
-
"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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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"
-
"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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