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Takrolimus
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Posted - 2005.05.05 11:20:00 -
[1]
Edited by: Takrolimus on 05/05/2005 11:22:38 The changes to Logistics cruisers include some (less than HAC) increased resistance, minorly increased cap (like 10 - 15%), small increase in armor, and the addition of turret hardpoints.
This would seem like a big improvement, but its not. Heres why.
The main problems with the pre-improvement logistic cruiser was as follows:
1- Easy to kill if a BS shoots it. The Logistics cruiser will STILL die in around 3 or 4 volleys from a t2 tempest or raven.
2- Less repair than an equivilently tasked apoc or raven The low PG, which hasnt changed, continues to make fitting Large transfers difficult if not impossible, therefore a similarly tasked raven or apoc is till HUGELY better
3- The bonus's increase range, which is uneccessary. Since most combat involves warping in, you will probably be close to each other anyway, range really isnt that useful, what would be useful is summarized below.
4- You cant Target for **** You need to fit sensor boosters to be able to lock at your max transfer ranges, and its slow and crappy to lock multiple friendlies.
CHANGES TO MAKE I dont know if CCP are willing to have more than 4 bonus's on one ship, but I feel it is neccessary:
o -10% to Shield/Armor transfer array PG needs per level o +10% to Shield/Armor transfer array "hp transfered" per level o Same Cap bonus's as already exist, reduced range bonuss, to around 300% o Increased Resistances, to around 75% to all damage types. o Removal of ALL turret/missle slots. These ships are NOT for shooting. o Massively increased targetting range, locking speed, max targets.
The only danger to avoid is making them tank themselves too well, but a Sacrilege does it better so its not probably a problem.
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Elve Sorrow
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Posted - 2005.05.05 11:40:00 -
[2]
I still think they need to be able to do their job while cloaked. Even with these resistances, they'll only last a volley longer.
In a fleetbattle it doesn't help them one bit. Support always goes down first. Now imagine a Support ship which costs 35million ISK and has no tank whatsoever besides its resistances. Easy kill.
The only use in PvP i've found for them so far is keeping 6 Megathrons with 7 Neutrons 7 dmg mods supplied with cap while shooting stations / POSs.
/Elve
New Video out! Watch me!
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Damocles Ician
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Posted - 2005.05.05 11:51:00 -
[3]
I disagree, I think they're fabulous now (pending properly testing, but I'm very encouraged by them)
The logistics cruiser dying in 3-4 volleys from a BS? Well, it is a cruiser after all. Why not stick some hardeners on it and survive a bit longer? Or get another cruiser to repair you. The upcoming stealth mods (decrease sig radius) may help also.
The powergrid has increased - at least on the oneiros - check it out. -------------
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Pottsey
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Posted - 2005.05.05 14:31:00 -
[4]
Edited by: Pottsey on 05/05/2005 15:09:55 ôI still think they need to be able to do their job while cloaked.ö I like that idea and it could work against NPCÆs. But one problem I see is 5 support cruisers cloaked supporting 1 battleship. 3 enemy pilots warp in and start wondering why there single target is not dieing before getting blown up them selfs.
Perhaps give support cruisers a simi cloak module that makes them hard to lock or so that you can only fire at them at close range.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
Elve Sorrow
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Posted - 2005.05.05 14:33:00 -
[5]
Well, the transfering / repairing effects could for example still be shown. And thus they could be uncloaked, but it would need a frigate or fast cruiser to get within 2.5k of them.
Thing is, as long as people can lock and shoot them at their liking, they'll die fast.
/Elve
New Video out! Watch me!
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Seraph Demon
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Posted - 2005.05.05 15:25:00 -
[6]
trade the range bonuses for the ability to do their job while cloaked, that way you know that they're near the invincible ship and once CCP gets the anti-cloak smart-bomb into the game you can get an inty to fly up to the ebil creature and uncloak them all.
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Nafri
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Posted - 2005.05.05 15:35:00 -
[7]
Originally by: Elve Sorrow Well, the transfering / repairing effects could for example still be shown. And thus they could be uncloaked, but it would need a frigate or fast cruiser to get within 2.5k of them.
Thing is, as long as people can lock and shoot them at their liking, they'll die fast.
Or just make an module which makes them invulnurable for some seconds and killing all their cap, at least thy could warp out Wanna fly with me?
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Takrolimus
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Posted - 2005.05.05 15:42:00 -
[8]
Originally by: Damocles Ician I disagree, I think they're fabulous now (pending properly testing, but I'm very encouraged by them)
The logistics cruiser dying in 3-4 volleys from a BS? Well, it is a cruiser after all. Why not stick some hardeners on it and survive a bit longer? Or get another cruiser to repair you. The upcoming stealth mods (decrease sig radius) may help also.
The powergrid has increased - at least on the oneiros - check it out.
Do you want to actually justify your arguement a bit? Why would I use a Oneiros or Guardian with 4 or so reps or whatever when I can use an apoc which can run 6 med shield transfers on autorepeat forever and is 10x as survivable.
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Damocles Ician
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Posted - 2005.05.06 10:09:00 -
[9]
Edited by: Damocles Ician on 06/05/2005 10:51:32
Originally by: Takrolimus
Do you want to actually justify your arguement a bit?
Not particularly :) It's hard to justify a gut feeling.
Originally by: Takrolimus
Why would I use a Oneiros or Guardian with 4 or so reps or whatever when I can use an apoc which can run 6 med shield transfers on autorepeat forever and is 10x as survivable.
Because the Oneiros can give a 31%+ tracking bonus and a 22%+ max range bonus to FIVE targets (the test server change has given it an extra mid slot I believe) Because you don't have to be right on top of your target, but can support many friendlies across a battlefield. Because the Oneiros looks so much better than an apoc :) Because you fly cruisers more than BS's Because of the potential new gang bonuses hinted at in the dev blog recently here
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