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MeBiatch
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Posted - 2011.04.23 04:01:00 -
[1]
Edited by: MeBiatch on 23/04/2011 04:04:06 Edited by: MeBiatch on 23/04/2011 04:02:10 ok my list is:
Tech II Tier 3 bs's called flag ships (there is a thread on them in features and ideas)
AF 4th bonus
Hybrid fix:
idea for blasters would be close range arties... (basically keep dps the same but increase alpha decrease rof to ofset, plus increase base tracking)
Railguns: make them long range autocannons (increase base damage and rof, reduce cap activity amount)
hybrid ammo: make it a true mix between energy and projectile... (give a base tracking bonus added to the cap reduction bonus) plus make (antimater 50/50 therm/kin damage uranium 80/20 therm/kin plutonium 20/80 therm/kin) = -50% to optimal range thorium 70/30 therm/kin -20% optimal range 1.15% increase to tracking -25% to activation cost... lead 30/70 therm/kin 0% change to optimal range 1.075% increase to tracking -35% to activation cost... iridium 50/50 therm/kin 20% change to optimal range 1.035% increase to tracking -40% to activation cost... thungsten 80/20 therm/kin 40% change to optimal range 1.0175% increase to tracking -45% to activation cost... iron 20/80 therm/kin 60% change to optimal range 0% change to tracking -50% to activation cost...
make there options for gallente ships to get close 1st is speed option so give gallente ships all reduced mass plus make a mass reduction bonus to some ships (like deimos, mega all ships that currently get falloff bonus now get mass reduction bonus) 2nd is increase armor: replace active tank bonus to 10% per lev to armor bonus (this would be brutix, astarte, hyperion) kronos remains unchanged
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MeBiatch
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Posted - 2011.04.23 13:43:00 -
[2]
Originally by: Eternum Praetorian Long Winded request to boost dreads
I second that... remember what happened to the moros? instead of ccp making other dreads better the made them all stink...
but my idea to make dreads better might not jive with you...
i want tech II dreads! dreads were the first capital ship and they should have a tech II variant by now...
Basically thier Tech II bonus would be 1. increase to damage 2. increase to HP 3. roll bonus would be to half the time and cost for siege mode... I would put the cost for each one of these babies around 4.5 billion... -------------------------------------------------------------
ok back to hybrids: the reason why i suggest the changes to therm/kin layout is that gal are kinda gimped when it comes to pve using turrets... basically kin/therm is usually a secondary damage type for most rats... so that means when you use lets say blasters to rat with half your damage ends up being tertiary... so having ammo types that gives you more of one type of damage type will allow you to rat more effectivly with gallente...
as for the speed bost via mass reduction... yeah it would be great finally gallente doing the kiting and not getting kited
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MeBiatch
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Posted - 2011.04.23 15:03:00 -
[3]
Originally by: Eternum Praetorian Wine and cheese rage
i told you it would not jive with you
you could just boost regular dreads... but dreads should not be on par with SC or titans...
how much does a dread cost? how much does a sc or titan? you can dock a dread you cant with sc or titan...
all you want is the game to go back to dreads online (which it was for a while) i remember something like 500 dreads on field at one point...
Though i do like the idea of faction dreads i dont think ccp will be doing them any time soon (maybe?) cuss we would have seen one with incursion... but what we got is a pirate faction SC... so chances are more faction SC's are in our future...
as for TECH II dreads... you might think its a stupid idea... but i dont... Tech II is never a stupid idea...
that would be like saying oh man there is this BS and its soo much more uber then my caracal... lets boost the hell out of caracal but keep the price the same? and you are calling me stupid? stop drinking the yellow Listerine boss
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MeBiatch
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Posted - 2011.04.23 15:47:00 -
[4]
Originally by: Eternum Praetorian Edited by: Eternum Praetorian on 23/04/2011 15:29:17
Originally by: MeBiatch Idea is aweome and i Eternum wish i thought of it
Fixing existing stuff does not = adding new things. You must fix what currently exists first.
It is sad that I am incontinent. I must stop drinking so much wine as its causes me to whine way to much .
1st... dreads are fine for the cost/risk if anything the seige counter should be reduced... 1.1 billion is not that expensive especially with alliance reimbursement and insurance...
i think you are just butthurt that you dont have a titan and are upset it can one shot you...
but if you want a ship that has more meat on its bones and is able to do more dps and still dock/ cost half that of a sc... then a tech II dread is what you are looking for...
IMO i will always advocate to adding more flavour to pvp then just making things more vanilla...
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MeBiatch
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Posted - 2011.04.23 16:36:00 -
[5]
Originally by: Eternum Praetorian Edited by: Eternum Praetorian on 23/04/2011 16:09:24 TBH we can go on and on and turn this into an nonconstructive troll thread. But I won't bother doing that...
Because the important thing to remember here is that the odds of your ******ed idea being implemented in game is next to none. So I am quite content with letting you go on and on and on about... LOL... Tech II dreds in place of a broad spanning capital ship rebalancing across the board (for all races)
Wow... Just wow... LOL
yeah this is starting to feel like a tennis match... i am nedal and you can be the other guy that keeps on loosing oh yeah his name is federer
sorry man this aint WOW... this is EVEONLINE...
why you would think a ship that costs 1/10 of a sc or even 1/40 of a titan should be on par is beyond me... though a sc rebalance is needed as the nyx is teh win atm and the minnie one needs major love...
the only answer other then nerfing the hell out of titans and sc's and in the process reducing thier cost so that people will still fly them (or boosting dreads to the point where its 2008 again and all we see is dreads online) would be introducing tech II dreads into the mix... Even Though CCP has not been talked about it before i would not be so confident that it wont ever happen in the future...
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MeBiatch
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Posted - 2011.04.29 03:30:00 -
[6]
Edited by: MeBiatch on 29/04/2011 03:34:40 Juggernaut class capital ship class tech II Dreadnaught
role bonus: ship only needs 60% cap to jump siege moduel duration reduced 50% and consumption amount reduced 50% can use capital nuets and nos
Example ship:
Chaos: In Greek cosmology, Chaos was a primordial state of matter from which the cosmos and the other gods emerged. For Hesiod and the early Greek Olympian myth (8th century BC), Chaos was the "vast and dark" void from which Nyx emerged
hull: moros
capital ship bonus: 5% to cap hybrid turret damage per lev 20% to drone hp/damage per lev
Juggernaut ship bonus: 5% to cap hybrid turret damage per lev 10% to cap hybrid turret falloff per lev
7 low slots 5 mid slots 6 high slots (4 gun 2 utility)
the ship would have enough ehp to atleast tank 1 ddd - maybe two if he goes all crazy with officer gear The idea for the ship is a beefier dread... this one does more damage has better tank... can use a capital nuet to make carrier rr a nightmare plus the siege mod only lasts 5 min so you can get out in a hurry with a lower cap level if you have to bail...
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MeBiatch
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Posted - 2011.05.02 21:28:00 -
[7]
Juggernaut class capital ship class tech II Dreadnaught
Example ship:
Garuda: The story of Garuda's birth and deeds is told in the first book of the great epic Mahabharata. According to the epic, when Garuda first burst forth from his egg, he appeared as a raging inferno equal to the cosmic conflagration that consumes the world at the end of every age. Frightened, the gods begged him for mercy. Garuda, hearing their plea, reduced himself in size and energy.
hull: Phoenix
role bonus: ship only needs 60% cap to jump siege moduel duration reduced 50% and consumption amount reduced 50% can use capital nuets and nos can fit Tech II siege moduel (Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets... think of oppisite to carrier in triage)
capital ship bonus: 5% bonus to kin missle damage per lev 5% bonus to rof per lev
Juggernaut ship bonus: 5% to shield resists per lev 5% bonus to explosion velocity per lev
5 low slots 7 mid slots 6 high slots (4 missle 2 utility)
the ship would have enough ehp to atleast tank 1 ddd - maybe two if he goes all crazy with officer gear The idea for the ship is a beefier dread... this one does more damage has better tank... can use a capital nuet to make carrier rr a nightmare plus the siege mod only lasts 5 min so you can get out in a hurry with a lower cap level if you have to bail...
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MeBiatch
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Posted - 2011.05.02 21:50:00 -
[8]
Juggernaut class capital ship class tech II Dreadnaught
Example ship:
She'ol: It is a place of darkness to which all dead go regardless of the moral choices made in life and where they are "removed from the light of God". In the Hebrew Bible (Tanakh) Sheol is the common destination of both the righteous and the unrighteous flesh. Job 7:9 "Just as a cloud dissipates and vanishes, those who go down to Sheol will not come back."
hull: revelation
role bonus: ship only needs 60% cap to jump siege moduel duration reduced 50% and consumption amount reduced 50% can use capital nuets and nos can fit Tech II siege moduel (Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets... think of oppisite to carrier in triage)
capital ship bonus: 10% reduction in capital energy turret per lev 5% bonus to rof per lev
Juggernaut ship bonus: 5% to armor resists per lev 5% bonus to energy turret damage per lev
8 low slots 4 mid slots 6 high slots (4 turret 2 utility)
the ship would have enough ehp to atleast tank 1 ddd - maybe two if he goes all crazy with officer gear The idea for the ship is a beefier dread... this one does more damage has better tank... can use a capital nuet to make carrier rr a nightmare plus the siege mod only lasts 5 min so you can get out in a hurry with a lower cap level if you have to bail...
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MeBiatch
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Posted - 2011.05.02 23:00:00 -
[9]
Juggernaut class capital ship class tech II Dreadnaught
Example ship:
Hrym: In Norse mythology, Hrym (Old Norse "decrepit") is a j÷tunn and the captain of the ship Naglfar according to the Gyl***inning. During the end time conflict of Ragnar÷k he will set sail from Jotunheim, transporting the legions of j÷tnar toward the battlefield of Vfgrf=r to confront the gods in the final battle
hull: Naglfar
role bonus: ship only needs 60% cap to jump siege moduel duration reduced 50% and consumption amount reduced 50% can use capital nuets and nos can fit Tech II siege moduel (Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets... think of oppisite to carrier in triage)
dreadnaught ship bonus: 5% cap projectile rof per lev 5% cap projectile damage per lev
Juggernaut ship bonus: 10% to shield amount per lev 5% missle rof per lev
6 low slots 6 mid slots 7 high slots (4 missle 4 turret 2 utility)
the ship would have enough ehp to atleast tank 1 ddd - maybe two if he goes all crazy with officer gear The idea for the ship is a beefier dread... this one does more damage has better tank... can use a capital nuet to make carrier rr a nightmare plus the siege mod only lasts 5 min so you can get out in a hurry with a lower cap level if you have to bail...
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MeBiatch
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Posted - 2011.05.02 23:05:00 -
[10]
Edited by: MeBiatch on 02/05/2011 23:06:59
Originally by: Gypsio III
Originally by: MeBiatch
The idea for the ship is a beefier dread...
Why are you proposing an entire new class instead of simply fixing the ships that we already have?
Incidentally, there's nothing wrong with dreads that a good hard supercarrier nerf won't fix.
simpleif you nerf sc then no one will use them... you will then get big fleets of dreads and abbadon/drake fleets and that is just boring...
but if you keep dreads the same and keep sc the same and add in a tech II dread that can tank more do more dps plus use capital nuets (as capital nuets will make rr really hard for cap ships) this will add more flavour to capital fights... (which imo is allways a good thing)
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MeBiatch
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Posted - 2011.05.03 00:49:00 -
[11]
Originally by: Gypsio III
You know, it is possible to make game balance changes in such a way that we don't get binary overpowered/useless results. And note that if this isn't possible, then your silly Juggernauts proposal will, by your own binary-game-balance argument, result in one of Juggernauts or supercarriers being useless.
And you still haven't explained why you're introducing an entire new class instead of changing one that already exist. I suspect that you're just getting a hardon for the silly ship names that you've proposed.
lets look a the original roll for the dreadnought... there were introduced back in 2005 under the cold war expansion As soon as the first Outpost was advertised, the major military equipment manufacturers weren't long to respond with the ultimate tool for them. More correctly, the ultimate tool against them. "Say hello to my little friend" now has a whole new meaning. dreads were never meant to be anti capital ships they are supposed to be anti stationary objects... which they fit rather well... sc are supposed to be anti capital with the fb... the reason i would like to see a tech II dread is that there currently is no counter to the sc for price and ability... titans are too expensive and dreads already have a roll so having tech II dreads being a ewar(capital nuet) upgraded dread gives a good balance to sc's... the trick is not to make Juggernauts op so so each ship will have lowered sensor strength to that of their races bs's...
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MeBiatch
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Posted - 2011.05.05 18:41:00 -
[12]
Edited by: MeBiatch on 05/05/2011 18:41:43
Originally by: Gynoceros Some good ideas and some ones some i dont totally agree with
1. the tier system is there for a reason and its not just for isk cost... you really want a bb to have the same hp as a moa/caracal? so the tier system should stay... but i will agree on simular ships that are combat should have the tier system removed... Like Moa/Caracal or drake/Ferox...
2. cant argue with that, suported
3. i like that you liked my idea about atry blasters... but dont forget rails too they also blow... the other day i was in a drake fleet in a rail thorax and i was doing something 300 alpha on the other drakes... either increase alpha on rails or make them high dps long range autocannons I also like the idea of a 5 second reload time...
4. both us think gallente need to be faster/agile but i still think gallente should be armor... for me the way to achieve faster gallente should be in bonuses to the mwd... 1st reduce the mass of all gallente ships 2nd change the cap reduction bonus and 10% to fall off to a mwd mass addition reduction... make it 10% per lev... now you have fast agile gallente ships 3. remove the tanking bonus from gallente ships and replace with w 10% to armor amount per lev... now you wont have to put on so many trimarks/1600's to havge good ehp...
4. if you are going to fix the speed isues and boost blasters/rails there is no need to fix fitting issues as it would more then likely make gallente op...
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MeBiatch
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Posted - 2011.05.22 17:55:00 -
[13]
Edited by: MeBiatch on 22/05/2011 17:55:38 you homos still *****ing about the drake and heavy missles?
SIMPLE FIX!!!!
reduce heavy missle/cruise flight time and intoroduce a mod (like tracking comps and TE) but for missles lets call it accelerated launcher system or (ALS) it increases the velocity of missles and explosion velocity... have scripts for the mid slot version and you have now fixed the drake...
thanks you !
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MeBiatch
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Posted - 2011.05.22 21:03:00 -
[14]
Edited by: MeBiatch on 22/05/2011 21:07:43
Originally by: Duchess Starbuckington
Originally by: MeBiatch Edited by: MeBiatch on 22/05/2011 17:55:38 Mindless drivel
Wow, calm down. Anyway your idea is AWESOME!, I really whish i understood but i am not that smrt?.:].
if you understood the suggestion you would know that its not a ham nerf but a ham/torp boost...
having a low slot mod that increases the expolsion velosity and velosity of missles is a good thing...
reducing the range of heavy missles/cruise whilist giving them a mid or low slot to increase thier range/explosion velosity is a good thing...
i would much rather have an overall missle boost while still having a heavy drake nerf... if you just reduce targeting range on the drake then you still need to boost other missle ships...
imagine a torp raven that has a mid slot to increase explosion velocity... now that 1200 dps can actaully do some damage... making the cerb bonus mean something is a good thing...
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MeBiatch
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Posted - 2011.05.22 23:57:00 -
[15]
Originally by: Gypsio III
Originally by: MeBiatch
imagine a torp raven that has a mid slot to increase explosion velocity...
Maybe we could call this strange new medslot item a "target painter"? 
really there is a target painter for low slots?
the TP increases missle velosity now?
crazy
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MeBiatch
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Posted - 2011.05.23 16:42:00 -
[16]
Originally by: Duchess Starbuckington
Quote: really there is a target painter for low slots? the TP increases missle velosity now?
We don't need a TP for low slots, and a velocity boost to long range missiles should be built into the game, not something that requires using up even more slots.
Again, if nerfing long range HML fire is your agenda (which it sounds like it is), just cut the Drake's targeting range by 20km. There, it now requires a mod to shoot further. "Problem" solved without the need for your worthless idea.
i would love a tp for low slots... it would let me put on a webber plus one point on the mids and not have to reduce the tank of the drake by too much...
yes reduce the max target range aswell no point in making a ship target further then it can hit...
yes a slight hml nerf (reduction in flight time) with an all around missle boost will make things better by adding asl's...
what i am looking to do is first and formost reduce the affectivness of hml drakes... and secondly introduce the ability for other non used missle ships for pvp... its all about variety... and just reducing targeting range without changing flight time is only a half fix... not a total fix
and no i dont think a velocity boost should 'just' be built into the game...
in guns you have tracking comps and TE... TP affects all weapon types including drones missles and turrets...
drones have a tracking boost mod just like guns... missles dont and they should!
plus tp has range restrictions... the asl does not...
its not a worthless mod just because you dont understand its uses...
for me i would put the scrip that increases the velocity on the mid slot variation for my sac.. now i can get some decent range out of my hamms... (by reducing a drakes targeting range and using a tp does not allow me to do this at all)
I know its hard for you to think outside of your zombie responces but please use your brain before responding next time 
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MeBiatch
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Posted - 2011.05.23 19:20:00 -
[17]
Originally by: Spugg Galdon
Originally by: Duchess Starbuckington
Yawn. Another moron that thinks just because their idea is different it's better.
This is also Duchass Starbuckington's view of her own idea. It's pointless debating an idea with her as she just says "meh meh meh my idea is best".
Just state what you think the problem with some certain balance issues there are and move on. It's not our decision and shooting down someone else in a row over who is right makes you look very childish. (I'm looking at you Duchass).
i know her name should be douche... perhaps she should read the op but they are looking for all sorts of ideads even crazy ones like mine.... reducing targeting range would not be going far enough but at this point it think douche starmarkonherbum will just try to troll everything... as it stands the arguments points are there to be read... if you support sound arguments... then its clear who one... if you support... I am right and its final and if you suggest i am wrong i will just call you a moron and idiot... then its clear you are an alt.. thanks
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MeBiatch
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Posted - 2011.05.23 19:30:00 -
[18]
Originally by: Duchess Starbuckington
Quote: no point in making a ship target further then it can hit...
Oh, you'd like to nerf every other weapon's max range then? Because there are an absurd number of ships that can shoot further than they can lock. Also it's not about how far they can shoot. Missiles are not turrets, and by nerfing flight time you'd also be nerfing their ability to follow a moving target.
Quote: what i am looking to do is first and formost reduce the affectivness of hml drakes
Reduce targeting range by 20km. Again, same effect as the idiotic missile nerf idea without the need to add new modules.
Quote: and no i dont think a velocity boost should 'just' be built into the game...
Yes, it should, because flight time is utterly absurd. Try using cruise missiles or even heavies at long range sometime.
Quote: TP affects all weapon types including drones missles and turrets..
The problem with this being...?
Quote: for me i would put the scrip that increases the velocity on the mid slot variation for my sac.. now i can get some decent range out of my hamms... (by reducing a drakes targeting range and using a tp does not allow me to do this at all)
Hint: missile range rigs exist. Idiot.
Quote: I know its hard for you to think outside of your zombie responces but please use your brain before responding next time
Yawn. Another moron that thinks just because their idea is different it's better. Stop trying to fix what isn't broken. Missiles are not turrets, stop trying to change them based on the premise that they are. If you want the Drake nerfed, make your post based on that - don't try and patronize people by hiding it under a (ridiculous) blanket change to missiles in general.
1. no i want the range nerfed and target nerfed so if you want to snipe (like most other ships in game) you need a range incraese mode and a sensor booster or sig amp... this would force the drake to fit both...
2. no just reducing targeting range will not be enough to bring the drake inline with toher tier two bc's...
3. no it should not be built in... i would rather see obsurd low flight time with obsurd fast velocity... (this could help offest the lag effect of lots of missles on field at once)
4. yes missle range is flight time times velicity... why are you mentioning this?
5. the problem being is that missles dont have a mod that works like a TE/TC just for missles... all other weapon platforms do... having the ALS would fix this...
6. even though you admit you are bored with the argument and that you claim only your half assed fixes will work... how about you stop constantly reading the forums and go out and play the game or better yet enjoy real life like getting laid or something because its clear you have way to much on your time to waiste by trolling important internet space ship games...
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MeBiatch
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Posted - 2011.05.23 22:38:00 -
[19]
Originally by: Duchess Starbuckington
Quote: 1. no i want the range nerfed and target nerfed so if you want to snipe (like most other ships in game) you need a range incraese mode and a sensor booster or sig amp... this would force the drake to fit both...
Ok, so if you want to make missiles equal to turrets, let them hit for full damage on a low transversal targets and let them reach their targets instantly. If you want them to have all the drawbacks of turrets, they should get the benefits as well. See why your point is stupid yet?
Quote: 2. no just reducing targeting range will not be enough to bring the drake inline with toher tier two bc's...
You wanted a missile range nerf. I can see some sense in that in this particular case - reducing lock range is a very elegant solution.
Quote: 3. no it should not be built in... i would rather see obsurd low flight time with obsurd fast velocity... (this could help offest the lag effect of lots of missles on field at once)
Yep, this is a great thing. But it shouldn't need mods to do so. Remember this affects more than just the Drake.
Quote: 4. yes missle range is flight time times velicity... why are you mentioning this?
No, what I meant was - missiles have to deal with taking time to reach their targets. At long distances this can make them unusably bad.
Quote: 5. the problem being is that missles dont have a mod that works like a TE/TC just for missles... all other weapon platforms do... having the ALS would fix this...
Stop. Treating. Missiles. Like. Turrets. Seriously. Get this through your head. They don't have such a module because they don't need one, and shouldn't need one.
Quote: 6. blah blah blah I have nothing intelligent to say so I'm resorting to the usual assumptions.
Yawn, more ad hominem rubbish from someone with nothing else to say.
1. again you dont understand and i feel sorry for you about it...
2. cool there is some common ground 
3. yeah thats the point more then just the drake for pvp would be nice... you want it made into missle before a mod i want it made after a mod... tomato potato type of thing i guess...
4. yeah i hear that ever used cruise missles at 200 km? its kinda a joke... but having a mod to increase thier velocity would make them travel alot faster and inasmuch get to thier destination much faster... as you said you want this built in i would prefer a mod for this...
5. i do think they need a mod... you dont... i know missles are different and i like that about them... this is a different way of achiving increase to tracking and optimal range... you have ex velocity for the tracking and velocity for the range... i like the idea of mid range hamms and torps... (and not just on caldari ships i mean)
6. i will leave it at just that... lets move on shall we to another topic? you have to admit the drake/missle talk is overdone at this point? right my water for private parts buddy?
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