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Author |
Thread Statistics | Show CCP posts - 24 post(s) |
Reaver Glitterstim
Dromedaworks inc Tribal Band
384
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Posted - 2013.02.17 16:43:00 -
[1] - Quote
I think that the cyclone having only 5 main weapons and 2 utility slots will gimp it unless it's as swift compared to other battlecruisers as the stabber is to the cruisers. Even then it'll still be midway between a cruiser and battlecruiser, and will be loved more as a cruiser that can fit gang links than as an actual battlecruiser. Now I also don't think giving it 6 main weapons is the answer. I like its 3 utility slot setup that it has right now, and I think keeping that will ensure it always has a special niche.
I'd also like to see all of the combat battlecruisers have at least one utility high. The myrmidon I think could use a full complement of drones (125mb/s) and just take away some of the turret hardpoints. Then it'll both feel more like a drone ship and players won't feel bad about filling up the highs with utility items. It should have at least 3 high slots more than its turret hardpoints I think.
And lastly, I'd like to see a bit more flexibility in the attack battlecruisers. I think it wouldn't hurt to allow them to fit other types of turrets. They should all have a powergrid cost reduction to all large turrets, not just the type they have bonuses for. Tech 1 ships are supposed to be flexible. What if I want to fly an oracle with large autocannons? And their ship skill bonuses could extend to medium turrets as well as large, allowing them to fill the role of the medium assault battlecruiser OR the heavy assault battlecruiser. Toss in -25% powergrid cost for medium turrets (because they have low powergrid) and you're golden. The battlecruisers are way more flexible now without anything becoming overpowered at all.
Jerick Ludhowe wrote:Double drone bonus on myrm would be pretty kick ass. The ship flys better as a shield tanker anyway That's because it has 11 total mid and low slots and there is no stacking penalty on shield recharge effects, not because of the slot layout. A battlecruiser with 8 low slots and 3 mid slots would be more effective as a shield tanker just because of this. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
384
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Posted - 2013.02.17 18:07:00 -
[2] - Quote
I think the myrmidon is better with an armor tank but that's just because I don't trust a ship that doesn't regenerate capacitor. The people saying that the myrmidon is better as a shield tanker are talking about the passive regen fit, which a drake actually does better for the simple fact that it can run hardeners without draining its capacitor. The myrmidon's passive shield tank still gets high numbers though, and a ship with a 3/8 or 4/7 layout will still get that. And because it can be done, people will do it and say it's better even when it's really not better. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
387
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Posted - 2013.02.18 00:25:00 -
[3] - Quote
Hakan MacTrew wrote:(Also, try putting something useful in your post rather than, "Change It". Normally an explanation is helpful. Thats the whole point about constructive critisism.) I'm generally all for that, but I have to admit sometimes pointing to a problem is plenty good enough, and it might be better to not post a solution when you don't have one. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
387
|
Posted - 2013.02.18 10:39:00 -
[4] - Quote
Caitlyn Tufy wrote:Personally, I prefer the "safe, stable" vs. "unstable, insanely powerful" choice you can make between Amarr ships. It's what makes lasers, otherwise limited to EM/TH, not suck. Lasers have an excellent range to damage ratio, which is why they cost so much capacitor. Reducing their range and capacitor cost would essentially turn beam lasers into short range railguns and pulse lasers into autocannons that don't have a choice in damage type.
Lasers are a very popular weapon system, despite being absolutely the easiest to prepare for and tank against. They don't need an adjustment to make people use them because people like them just the way they are. But I think it would be nice to add some variation in damage types, maybe make some of the crystals have mostly thermal and others have mostly EM. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
388
|
Posted - 2013.02.19 02:11:00 -
[5] - Quote
Mina Sebiestar wrote:Cyclone goes Caldari,the new low emerged sad about this nothing ever should go caldari i guess not enough F1..meh don't like not saying it wont work. Missiles aren't Caldari-only weapons. I'm glad to see more ships from other races dedicated as missile ships. It'll also be nice to see some EM or explosive-only damage bonuses, and maybe just one Gallente missile ship with a thermal missile damage bonus, and I'm not talking about the Nemesis here! -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
388
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Posted - 2013.02.19 06:08:00 -
[6] - Quote
How come the hurricane and cyclone have 5% damage bonuses while everything else has 10% bonuses? (except the Ferox) They have 5 and 6 main weapons, just like the other battlecruisers. This means that the hurricane with its dual bonuses will land slightly higher in main weapon damage than other battlecruisers, but without a secondary bonus to rely on, and a below average drone bay to boot. The cyclone will have the lowest damage output of all battlecruisers but still only has 2 utility high slots.
I wouldn't have a problem with it if these ships were significantly faster and more agile than the others, but the changes show them being brought closer to the medium than before. Now the brutix is just as massive, agile, and almost as fast as the cyclone, but it'll hit much harder. They have equivalent defensive bonuses and drone bays. The cyclone has 2 utility highs and the brutix has 1. The brutix has 35% more weapon power at battlecruiser skill 5, while the cyclone has about 10% more EHP than the brutix (not counting structure). And finally, the cyclone and brutix have about the same powergrid, despite the brutix being not only armor based, but having more weapon slots of a type that costs more powergrid. I'm not saying it's unfair, just:
1.) doesn't it make more sense for the minmatar ship to have less HP but be more agile? 2.) of all things the brutix loses to the cyclone, why max velocity? It needs that to move into blaster range. Shouldn't its agility be cut instead? 3.) shouldn't a light-hitting ship like the cyclone be swift moreso than durable? 4.) I think the cyclone could stand to give up some of its powergrid to the brutix. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
388
|
Posted - 2013.02.19 12:21:00 -
[7] - Quote
Bouh Revetoile wrote:Best close range damage with fastest speed is OP : no ship would be able to escape, and no ship able to kill it would be able to catch it. Maybe in a hypothetical universe in which all fights are one-on-one, combat battlecruisers are the only ships, stasis webifiers don't exist, everyone's skills are the same, and fights last long enough for a brutix to kite a cyclone with a 10m/s advantage.
Mund Richard wrote:Also, 5% Rate of Fire bonus gives more dps than 5% damage does (33% I believe instead of 25%), and only the minnies get RoF bonus on BC level. I factored that in actually. In most cases a rate of fire bonus is about equivalent to a damage bonus because it increases the firing cost. But since medium projectile ammo is fairly small and autocannons fit a lot, rate of fire is pretty much a winner over damage in this case. Thus I factored in the full 33% * 5 for the cyclone vs. only the 50% * 6 for the brutix.
5 * 1.33 = 6.66 (cyclone) 6 * 1.25 * 1.33 = 9.975 (hurricane) <--no secondary skill bonus 6 * 1.5 = 9 (harbinger, drake, brutix) -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
390
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Posted - 2013.02.19 22:56:00 -
[8] - Quote
Mund Richard wrote:Reaver Glitterstim wrote:I factored that in actually. In most cases a rate of fire bonus is about equivalent to a damage bonus because it increases the firing cost. um... If you are worried about ammo cost, maybe you shouldn't PvP. When I say firing cost, I'm talking about ammo space and capacitor drain, but I guess if you factor in the use of expensive ammo in long fights (which I don't do and so usually never think about) then you could add in actual price of the ammo with the firing cost.
Congratulations, in debunking my post, you supported an excuse to calculate the cyclone's power output even lower. I think I'll use 1.3 instead of 1.3333333 5 x 1.3 = 6.5 -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
391
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Posted - 2013.02.21 00:57:00 -
[9] - Quote
Here's what I think needs to happen:
Ferox: * increase powergrid a bit. It fits more guns than the others, but doesn't have more powergrid to match.
Brutix: * increase powergrid a bit. It was way too low before and it's still too low. It has almost nothing left over when you fit a full rack of its big guns, while the other brawler battlecruisers have a nice chunk to work with.
Cyclone: * increase rate of fire bonus to 7.5% to be more in line with the 10% damage bonus other battlecruisers have. 7.5% rate of fire at max level gives a bit more dps, but when you factor in reloading more often and using up cargo space for ammo faster, it's reasonable. Also it only has 5 launchers anyway, it'll still hit weak but at least not like a wet paper napkin like right now. Even with the 7.5% RoF bonus and 1 extra autocannon, it still has slightly less DPS than a drake and that leaves an empty high slot on both. * decrease powergrid a bit. The cyclone easily fits a microwarp, large shield extender, and x-large shield booster with a full rack of assault launchers. It's as if it was designed to fit the battleship-sized shield booster, for it has both the powergrid and the CPU to make fitting that as easy as fitting only cruiser modules to any other battlecruiser. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
397
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Posted - 2013.02.22 22:31:00 -
[10] - Quote
Recoil IV wrote:switching cyclone slots for missiles was the worse mistake anyone could ever do it.yet ccp done it.no justice! I disagree. It's nice to have more missile boats. And you can hate on the current Cyclone all you want, and I can agree with half of what you guys say about it, but at the end of the day you have to admit that the current cyclone is still more useful and more powerful than the pre-1.1 Cyclone.
elitatwo wrote:If you cannon fit a 1600mm plate to a repped bonus ship that repairs about 1100 armor hp back every 7.7 seconds, then why dont ya use 2x 800mm plates instead? Because it doesn't have enough low slots. That 1100 armor HP you speak of has low resists, so the EHP return isn't all that high. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
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Reaver Glitterstim
Dromedaworks inc Tribal Band
397
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Posted - 2013.02.23 07:26:00 -
[11] - Quote
If the medium and small V requirements were removed from the large tech 2, then in their place could be added a second side gunnery skill required at 5, for instance large autocannon spec might require both motion prediction 5 and trajectory analysis 5 instead of only motion prediction 5. Medium spec skills might require two of these at 4, and smalls might require two of them at 3. -á"The Mittani: Hated By Badposters i'm strangely comfortable with it" -Mittens |
Reaver Glitterstim
Dromedaworks inc Tribal Band
409
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Posted - 2013.02.25 20:15:00 -
[12] - Quote
I'm saying the new ancillary armor repairer would work fine if it could run a lot of cycles before reloading, and then reload quickly. That way, combined with the small size of nanite repair paste, the armor repper could be made to work its much smaller bonus for long periods of time. Then it would have its own niche without competing with the ancillary shield booster. Mittani, where have you gone to? I miss you :( |
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