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Aleis
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Posted - 2005.04.09 17:03:00 -
[121]
Edited by: Aleis on 09/04/2005 17:06:54 Edited by: Aleis on 09/04/2005 17:04:00
Some quick facts from an expierenced Logistics pilot in a multitude of ships. (Rupture, Blackbird, Typhoon, and now WOOT Scimitar) Thing to note i have Shield emisions lvl 5 energy emisions lvl 4, and max Eng. cap skills
I've made a similar post before near the middle of this thread before i had really played with my Logistics ship (Scimitar).
With the Scimitar it is very good at it's main role as a Remote Tracking Link ship, with Log. lvl 4, my T2 Remote Track Links transfer a better bonus than T2 Track Comps. offer. However at Shield transfer it simply sucks. i have to fill 3 med slots with cap rechargers and all 3 lows with cap relays to sustain TWO medium S73 shield transfers.
the Rupture i was able to sustain a medium shield trans. and a medium cap trans. or 2 mediums and a small cap trans and still had room for an AB, medium armour rep, 2 heavy missle launchers, and a compliment of drones.
Black bird was similar to the Rupture in Logistical ability only not as tough.
The Typhoon i can sustain a large energy trans. large shield trans and pulse a second large shield trans. also have a AB, Large armour rep, and 4 siege launchers, and this is with normal cap recahrger 1's
so besides the range bonus or acting as a gank support track transfer ship any of the others works just as well if not better, and the works Typhoon best of all as it can add a good bit of combat support as well as logistical, and with that AB it can travel at over 500m/s so it's not exactly slow either
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Colorkin
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Posted - 2005.04.09 21:00:00 -
[122]
Hi Guys... It's just to tell you that cruiser level 5 it's not so bad... From today I'me the proud owner of a Logistics ship.

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StoreSlem
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Posted - 2005.04.09 21:52:00 -
[123]
Significantly more armor, with higher resistances.
Slightly better powergrid, cpu and capacitor.
Better targetting systems; faster and more targets, longer range and higher sensor strenght. Or the ability to support gang mates without having a lock - I really like that idea.
Less mass and signature radius, better agility.
This would make the ships significantly better than any bs at healing/support roles. Will this be enough to make people use them? I guess no, people with cruiser skill at l5 want to use that for a HAC and not some ship that really never has and will not for the foreseeable future have real part in pvp. Skill requirements need to go down - no cruiser l5, no half your electronic skills at l5. Players who have these skills atm rightfully know that they will be of more use in their damage dealer or ecm boat.
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Lipe
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Posted - 2005.04.09 22:23:00 -
[124]
Edited by: Lipe on 09/04/2005 22:23:20 ok i didnt read past page 1 and i dont know if someone said this already but main point is survival of the ship vs its cost 2 things can be done: 1. up the surviability of the ships or 2.down the cost of the ship
simple 
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Kai Lae
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Posted - 2005.04.09 23:09:00 -
[125]
As I've noted before, the ships need more mid and low slots. HAC's have 15 slots, the logistics should have 12-14 I'd say.
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Takrolimus
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Posted - 2005.04.10 04:20:00 -
[126]
They need a bonus to the actual MEAT repair stats "hit points transferred" otherwise a BS will ALWAYS be better.
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Breather
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Posted - 2005.04.13 22:04:00 -
[127]
signed. after the last patch logistic ships a very unuseles.
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Malena
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Posted - 2005.04.14 19:13:00 -
[128]
bump |

Crackers
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Posted - 2005.04.20 18:41:00 -
[129]
Im selling a couple of guardians at 29.99mil each, eve mail me if your interested.. aint really expecting to sell any as they still havent had any love.
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Dream catcher44
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Posted - 2005.04.24 22:53:00 -
[130]
Hope this gets addressed no later than the next big patch.
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Cosmo Raata
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Posted - 2005.04.25 02:26:00 -
[131]
Can we get a Dev with an updated estimate this will be fixed? If i recall correctly 2-3 months ago Oveur said 3 months. Just curious if anyone is currently playing with the changes or is it still just "in planning"?
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Lansfear
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Posted - 2005.04.25 03:50:00 -
[132]
I haven't givin my logistics cruiser a second glance in months.
I'd like to use it one day. 
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Sadist
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Posted - 2005.04.25 04:52:00 -
[133]
I seen the word blackbird near the word logistic cruiser and this made me think. A blackbird can, with a bit of luck jam 2 battleships, or 2 HAC, now whats better, repairing damage to 1 ally done by 1 enemy battleship, OR completely disabling 2 enemy battleships, with a much less cheaper and less skill-intensive ship?
See where im going with this?
_______________________________________________
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Kai Lae
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Posted - 2005.04.25 05:15:00 -
[134]
Another problem w/ logistics is that if you are doing repair at max range, you won't be in range for cap passing or target linking. CCP should make the range on the second boost the same as the first.
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FOXER
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Posted - 2005.04.25 11:33:00 -
[135]
Signed. fix it soon plz 
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Nachtjaeger
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Posted - 2005.04.25 12:32:00 -
[136]
I think the biggest difference needed is to make it actually possible to run all the modules you can fit to the ship. At the moment it's impossible to run more than 2 shield transfers, and that's at the cost of fitting cap rechargers in mid slots which means you loose the ability to fit tracking links (i have a scimitar).
A bonus that would allow the fitting and running of large shield transfers, remote armour repairers and energy transfers would make this class of ship actually effective. It would also make them bigger targets, but i can't see a way around that.
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Abu Baqr
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Posted - 2005.04.25 12:45:00 -
[137]
Originally by: Nachtjaeger I think the biggest difference needed is to make it actually possible to run all the modules you can fit to the ship. At the moment it's impossible to run more than 2 shield transfers, and that's at the cost of fitting cap rechargers in mid slots which means you loose the ability to fit tracking links (i have a scimitar).
You can run 2 Med Transfers and 2 Track Links constantly with the option to toggle another 2 Med Transfers on as long as you let them cooldown for 8 secs instead of the automatic 5.
Try using Med Cap Batteries 2.
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Bane Lord
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Posted - 2005.04.25 16:38:00 -
[138]
Originally by: Abu Baqr You can run 2 Med Transfers and 2 Track Links constantly with the option to toggle another 2 Med Transfers on as long as you let them cooldown for 8 secs instead of the automatic 5.
Try using Med Cap Batteries 2.
Hey! you know what can also do that? take a guess... its my alt's Raven, and guess what? its got seige launchers and a tank to help out too! 
I think CCP is ignoring support ships just to spite us.. im not kidding! Until they get HAC like resistances and MUCH better support capabilities, im sticking with the raven. And im talking... Can run 4xLarge remote Shield/Armor repper indefinatly..
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Shreven Bulks
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Posted - 2005.04.25 18:30:00 -
[139]
Originally by: StoreSlem Significantly more armor, with higher resistances.
Slightly better powergrid, cpu and capacitor.
Better targetting systems; faster and more targets, longer range and higher sensor strenght. Or the ability to support gang mates without having a lock - I really like that idea.
Less mass and signature radius, better agility.
This would make the ships significantly better than any bs at healing/support roles. Will this be enough to make people use them? I guess no, people with cruiser skill at l5 want to use that for a HAC and not some ship that really never has and will not for the foreseeable future have real part in pvp. Skill requirements need to go down - no cruiser l5, no half your electronic skills at l5. Players who have these skills atm rightfully know that they will be of more use in their damage dealer or ecm boat.
Which is why I insist that inate bonuses are the only way to go.
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DARTHxFREE
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Posted - 2005.04.25 20:10:00 -
[140]
im still kinda new to eve, so i was wondering,
when were logistic ships ever usfull?
PVP its hey thiers a logistic ship out thier, lets kill it in one volley and cost the opponents 30 mill ISK of inst damage
only usefull for assisting swarms of frigates...whens that ever used in NPC'ing >:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. |

Lady Alexandra
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Posted - 2005.04.25 20:45:00 -
[141]
I nearly fell asleep after the third page, but i could imagine that a lot smaller signature radius would do wonders on these things. In a fleet battle, who wants to waste maybe one minute of locking time to lock a support ship. A minute seems quite right, since at that time at least the first couple of ships are down, and people aren't worrying that much about the support ship. Also it will be able to warp in and out so that no one gets a good lock.
I think they shouldn't be very hard to kill if they take so long to lock though, since a bs will just have 5 support ships tanking it. But a bs with a couple of sensor II boosters should be able to own it. |

Ikeno
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Posted - 2005.04.27 23:24:00 -
[142]
As agents are stopping dropping components the production price of these cruisers is going to rocket, Such ship is going to have to be pretty uber when it costs 40+ to make and cant fit any guns =|
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Cosmo Raata
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Posted - 2005.05.04 18:27:00 -
[143]
Looks like oveur has made some changes to the logistics crusiers on sisi, anyone want to test them and let all know what exactly has changed?
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Tisiph0ne
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Posted - 2005.05.04 18:43:00 -
[144]
Here's an idea:
Make the traditional effects of the support modules receptive to sig radius, and of course, the target painters.
Result, variable multiplication of recovery, plus a to hit factor. Plus CCP could make these modules a rather cheaper to operate, especially if someone wishes to use them long range to support frigates. This might require different classes of of remote armor repair.
A an armor repairing cruiser would be incredibly effective as a battleship support vessel, or in other respects.
Plus it makes the use of target painters more controversial, as a boon and a potential problem.
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Magunus
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Posted - 2005.05.04 19:06:00 -
[145]
I have to say I'm a bit disappointed. I'm still at work and haven't looked yet, but from the blog it sounds like they're getting increases shields/armor/resists. That's fine, but it doesn't go far enough. They need some more boosting to their abilities. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Elve Sorrow
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Posted - 2005.05.04 20:11:00 -
[146]
Just went on SiSi to check.
My Guardian now has: 1875 armor 60 / 35 / 54 / 70 armor resistances 3 turret hardpoints
I think thats a slight increase in armor (~200), plus some resistances (But not equal to Assault resistances) and the useless 3 turret points.
/Elve
New Video out! Watch me!
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Pottsey
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Posted - 2005.05.04 20:16:00 -
[147]
I donÆt like the idea of support ships having turrets but I guess 1 or 2 turrets for self defence makes sense. At lest now support pilots can take 1 pot ship and miss then get a security status increase when the friends kill the ship.
Bit of a messy fix and it means the support ship has to drop 1 support module for a weapon. The new resistance seem good to me.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Elve Sorrow
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Posted - 2005.05.04 20:18:00 -
[148]
Edited by: Elve Sorrow on 04/05/2005 20:19:03 Wont save them. These resistances will make them last a volley or two more from a Tempest. (Speaking from HAC experience here)
They need to either be able to repair / boost / wotever at 100km+, or do it while cloaked.
EDIT: Just comparing to my TQ Guardian, its cap has been boosted from 1375 to 1500 aswell.
/Elve
New Video out! Watch me!
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Cosmo Raata
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Posted - 2005.05.04 20:44:00 -
[149]
Ok, was just able to review the changes, while they are a step in the right direction, I dont think this will be enough. Oveur....is this just to see how much this helps now and if its not enough they will be boosted even more in the future? Otherwise i just dont see the point. The turret thing makes little sense. Here are the base changes on the guardian just for an example:
armor previously 1325; now 1500
shield previously 610; now 750
armor resistances previously em : 60% explosive : 30% kinetic : 35% thermal : 35%
armor now : em : 60% explosive : 70% kinetic : 53.12% thermal : 35%
shield resistances previously em : 0% explosive : 70% kinetic : 45% thermal : 20%
shield now : em : 0% explosive : 85% kinetic : 62.5% thermal : 20%
capacitor increased from 1100 to 1200, same recharge. targetting range increased from 40km to 50km. cpu increased from 250 to 300. pg increased from 750 to 900. low slots increased from 4 to 5. med slots increased from 1 to 2. high slots increased from 6 to 6 w/3 turrets.
At first glance the increases seem good, but none of the increases change the fact that it would be better to just use a bs to do this ships job. Resistances are still not going to keep it alive long enough to run, still cant use enough remote items to make it worth while. No sig radius change. Very small cap increase. All one can hope for are these are just gradual tweaks. We shall see.
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Magunus
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Posted - 2005.05.04 20:52:00 -
[150]
Basilisk now has one more mid slot, one more low slot, more PG and CPU, better resists, more shields and armor, and 100 more cap. 2 turrets and a launcher hardpoint. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |
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