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Author |
Thread Statistics | Show CCP posts - 12 post(s) |

Pinky Denmark
The Cursed Navy
196
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Posted - 2012.09.11 14:54:00 -
[1] - Quote
I am very happy with logistic ships being the slowest ship in their class because as scimitars and other logis show they can be impossible to touch when backing eachother up or easily dictating range... Logistics capable of outrunning all dangers makes for poor gameplay and plenty other options are available for making them usefull. This could be with a low signature just like T2 logis and/or a decent amount of hitpoints since they have no resist bonus.
Pinky |

Pinky Denmark
The Cursed Navy
196
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Posted - 2012.09.11 15:29:00 -
[2] - Quote
Plz make it possible to fit these ships 100% for combat if you should want to... A full rack of 3 guns/launchers doesn't have the bonus so shouldn't cause any issues even with plenty lowslots for damage mods? Making themed ships a bit more versatile would nothing but promote variety and enable fun WTF moments. Just because other ships are better doesn't mean you should exclude other roles?
People should not be able to guess the pilots intent with a ship based entirely on the ship type...
If Osprey = no dps logistic every time -> Eve = boring If Osprey = often a no dps logistic -> Eve = a little bit more interesting |

Pinky Denmark
The Cursed Navy
198
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Posted - 2012.09.13 13:08:00 -
[3] - Quote
Yes T2 logistic ships are overpowered because they are difficult to kill when linked up with even 1-2 other T2 logistics. But they are also overpowered because they can do this 70km away from the action while at least 2-3 of them are very agile and fast.
I know it might be a bigger step than you want to take, but plz give me a few comments of why a rebalanced range of RR modules isn't taken into consideration.
The last nerf to to Falcons because they were sitting at a safe distance jamming people was to reduce their optimal bringing them closer to people... Rebalancing RR module range gives you the oportunity to do the same while still having ranged RR as an option with less hitpoints repaired but will force logistics much closer to the action should they want the maximum available hitpoints repaired.
Pinky |

Pinky Denmark
The Cursed Navy
198
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Posted - 2012.09.13 13:17:00 -
[4] - Quote
Yeah that will absolutely work at every single scenario... Good luck winning battles by dampening the enemy logistics - Just because they can do it 70km away doesn't mean they wont sit closer? |

Pinky Denmark
The Cursed Navy
226
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Posted - 2012.10.24 11:44:00 -
[5] - Quote
I'd give the scythe -5 or +5 drone bay - that weird single light drone will be in the way anyhow and doesn't really mean anything?
Also I'd still consider allowing them to have a little more offensive stance should you want to. If you fit your support cruiser specifically for combat it should not be an easy prey for a frigate or destroyer.
Apart from this I hope these ships won't be running large RR... Having only large RR modules being effective is against the Eve spirit and I suggested long ago to change so the smaller RR modules have better range/cycle time.
Pinky |

Pinky Denmark
The Cursed Navy
235
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Posted - 2012.10.26 12:29:00 -
[6] - Quote
It's a good thing but really, really look into the relationship between small, medium and large RR modules: You basically use large or don't bother... Why? Because they have the advantage in not only hitpoints fixed but also in range and no real disadvantage in cycle times. I know it's an extra thing but keeping things like this won't help Eve becoming more interesting and getting back to it's core where bigger isn't always better!! |
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