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Dryxonedes Sae
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Posted - 2005.08.11 22:27:00 -
[61]
Covert destroyer..... Would need to be able to use the covert cloaker to minimise the recal time, else it would be useless. It'd give it a nice reason to exist, park 10k of starboard of your set battleship, wait until the tacklers come running then give em a nice shock 
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Virida
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Posted - 2005.08.11 22:27:00 -
[62]
Originally by: W0lverine tech II destroyers that can fit combat mining lasers?
Mining lasers who damage oponents, and leave building components extracted from him in your cargo maybe 
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Vishnej
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Posted - 2005.08.11 23:17:00 -
[63]
I think we need some serious diversification in the Destroyer arena, they're way too similar. There are a bit too many variables to come out with reasonable stats for everything, so I'll take powergrid, CPU, and cap out of the equation. Here's my idea:
Powergrid: 200mw CPU: 300tf Cap: 600 in 200 seconds -97% CPU on gang warfare mods Targetting range = destroyer + 15km Resistances will be the same formula as AF/HAC - Racial base, plus two built-in stacking-free armor hardeners on one resist, one built-in stacking-free armor hardener on another resist. The difference is that these virtual hardeners will be 30% for T2 destroyers instead of 50% for assaults / HACs.
I wanted to make the fitting very versatile in each ship, while making them all quite different from each other.
----------------------- Amarr Annihilation Destroyer: -15% powergrid use on all Energy Turrets per level Advanced Destroyer: +25% propulsion/warp jamming range per level
8 hi: 8 turret 4 med 5 low
Shields 500 - 0% EM / 79.6% Explo / 58% Kin / 20 Therm Armor 650 - 60% EM / 59.2% Explo / 42.5 Kin / 35 Therm Structure 300 ---------------------- Caldari Harrier Destroyer - 10% bonus to missile velocity and flight time per level Advanced Destroyer - 10% bonus to Target Painter and Warp Scramble effectiveness
8 hi: 8 missile 7 med 2 low
Shields 700 - 0% EM / 60% Explo / 61% Kinet / 59.2% Therm Armor 400 - 60% EM / 10% Explo / 47.5% Kinet / 71.95% Therm Structure 400 ----------------------- Gallente Armadus Destroyer - +10% to Light Drone Speed, Falloff, and Damage per level Advanced Destroyer - +3 drones controlled per level, +5km drone range per level
6 hi: 1 missile 3 turret 4 med 3 low 250m3 drone bay
Shields 600 - 0% EM / 60% Explo / 69.4% Kin / 48% Therm Armor 575 - 60% EM / 10% Explo / 66.85% Kin / 54.5% Therm Structure 500 ----------------------- Minmatar Basher Destroyer: +20% max velocity and agility per level Advanced Destroyer: -10% cycle time and cap use, +10% range on Smart Bombs and ECM-Burst per level
8 hi: 6 missile 5 turret 4 med 5 low
Shields 750 - 49% EM / 60% Explo / 40% Kin / 44% Therm Armor 650 - 84.7% EM / 10% Explo / 25% Kin / 54.5% Therm Structure 450
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Mrissa Easeah
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Posted - 2005.08.11 23:44:00 -
[64]
With the spotter concept in mind (an AWAC?), add a new module that requires massive CPU, and a T2 destroyer with fitting bonuses for it that sends out a 200k pulse/active wave, what have you that lights up/makes lockable for a few seconds a cloaked ship.
Or a super filmy SB that radiates out to 200k and does 1 point of EM damage to everything in that radius? Wouldn't get used in Empire or near POS's though.
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Cdr Foxbat
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Posted - 2005.08.12 00:23:00 -
[65]
Originally by: Mrissa Easeah With the spotter concept in mind (an AWAC?), add a new module that requires massive CPU, and a T2 destroyer with fitting bonuses for it that sends out a 200k pulse/active wave, what have you that lights up/makes lockable for a few seconds a cloaked ship.
You took the words right out of my mouth....... however I'd say its still a little too strong - a game of cat and mouse IMO would be better - with a SB like "ping" sent out every few seconds - with the destroyers able to detect a "blip" on their displays - to make it lockable to weapons they would have to get close 1)web it, or 2)scamble it or 3) Get within a certain range. The destroyer/co-ops game would consist of herding the victim towards a destroyer.
The visible problem with this setup is that a cov-ops could just warp out. This could be limited by placing a block on jumps out by cloaked ships within a certain range of a destroyer with a activated sonar module. So in other words a co-ops ship would have to fly say at least 20km away to get away from the battle.
The big minus is that for sniping battles the lowly dests might become primarys as no cov-ops support could get near a dest protected fleet.......
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Citizen X
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Posted - 2005.08.12 09:39:00 -
[66]
Edited by: Citizen X on 12/08/2005 09:39:50
Originally by: Vishnej Minmatar Basher Destroyer: +20% max velocity and agility per level Advanced Destroyer: -10% cycle time and cap use, +10% range on Smart Bombs and ECM-Burst per level
Hey thats just too good for us Minmatar especially when you give Gallente a drone bonus- you sure you are not a developer? You don't fly Minmatar thats for sure.
Cant wait to use my smart bomb and ECM-Burst at the gates in empire. I would need a +80% chance Concord don't turn up and fry my arse bonus.
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Nafri
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Posted - 2005.08.12 09:48:00 -
[67]
Originally by: Citizen X Edited by: Citizen X on 12/08/2005 09:39:50
Originally by: Vishnej Minmatar Basher Destroyer: +20% max velocity and agility per level Advanced Destroyer: -10% cycle time and cap use, +10% range on Smart Bombs and ECM-Burst per level
Hey thats just too good for us Minmatar especially when you give Gallente a drone bonus- you sure you are not a developer? You don't fly Minmatar thats for sure.
Cant wait to use my smart bomb and ECM-Burst at the gates in empire. I would need a +80% chance Concord don't turn up and fry my arse bonus.
Especially since burts use about 150 cap with top skills and are bugged (aka, thy dont work at all).
and you, a good old 75 damage and 3km range smartbomb will rock!
and dont give mataris missle boats, we cant be bothered to get maxed missle skills too. Give us speed Turrets/EW ships...
Your bla bla hit bla bla for bla bla damage. Wanna have some bubu now? |

Vishnej
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Posted - 2005.08.12 10:34:00 -
[68]
The T1 destroyers are turret ships :)
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Fitz Chivalry
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Posted - 2005.08.12 12:06:00 -
[69]
Someone mentioned it above, I would love to see a T2 destroyer with a range bonus to webbers, say out as far as 20km with maxed skills as its so difficult atm to kill intys because unless they choose to engage you, its very hard to do anything and if they do then they can just orbit outside the range of your webber and shoot the crap out of you, zooming completely out of range in seconds if you start to do some damage
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Pyhrus
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Posted - 2005.08.16 15:53:00 -
[70]
Make it an anti covert ops ship 
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RedWyvern
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Posted - 2005.08.16 20:49:00 -
[71]
Edited by: RedWyvern on 16/08/2005 20:50:36 Imo, t2 destroyers should obviously be designed to demolish tech 2 frigs, but that's a bit too simple. Maybe design theme for them could be more like 'mobile artillery' as opposed to ships in and of themselves?
- Bonuses which allow weapons ignore a certain amount of opponents resistance?
- greatly increased range?
- more pg to fit med guns? (a bit too much with 8 turrets, maybe ^^)
- Reduce speed and agilty to mirror assault ships, and perhaps increase sig radius also, though that might leave them too vulnerable...
Loyalty, Integrity, Honour. |

Mortuus
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Posted - 2005.08.16 21:24:00 -
[72]
Make them hunters, good at locating the enemy.
Raise CPU, give bonus for Probe Launcher and a new module to negate cloaking within a certain range.
Increase HP and maybe speed a little, add a couple slots to each.
Skill bonuses to Probe Speed and range of anti-cloak. Make it use cap and function like a sonar ping just for fun. Big increase in signature.
Would be a lot of fun to send in behind enemy lines, as well as playing defense against cloakers in a fleet.
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HippoKing
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Posted - 2005.08.16 22:00:00 -
[73]
personally, before doing t2 destroyers, i reckon that you should make all the current destroyers more nimble, faster, lighter and have a lower sig (around 2/3 current sig i think)
this would make them a lot more useful. then adding a tier 2 destroyer would be nice without special roles, just a different style (some suggestions: more missiles on caldari one, nos bonus on amarr one, drone bonus on gallente one, range bonus on minny)
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Udoshi
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Posted - 2005.08.17 03:22:00 -
[74]
I suppose I'll restate what I said before..And, yes, I fly dessies. A destroyer is supposed to be somewhere between a frigate and a cruiser, and geared towards anti frigate. There are some issues with the tech1 dessies right now, and were making tech2? Either we need to fix the tech1, or incorporate some buffs into the tech2 design.
Most ever ships have choice between offense and defense, with fittings making the difference. Destroyers are forced more towards a pure offense role. Tech1 destroyers Cons: Weak defenses aka paper ships tight fitting, forget about fitting a cruiser ab or module. limited slots; limited outfitting options ROF penalty for balance purposes large sig and mass, slow speed. ABs lose a huge amount of efficiency. weakish targeting range. Pros: Lots of small turrets Tracking speed bonuses. Lack of launchers. When a single kestrel can take out an anti-frigate ship, then fixing is in order. Let them mount at least 2 rocket launchers for defenders, for cryin out loud.
Theres been a lotta talk in this thread about gang modules, ew platforms and anti-cloaking. Honestly, I think the bonuses are secondary to making the ship not suck. As a tech2 ship, the new destroyers will most likely have Tech2 increased resistances and multiple skill bonuses
For the purpose of making the ships geared towards self-preservation and anti-frigate, I suggest that both frigate and cruiser skills play a part in skill/level bonuses for a destroyer. The destroyer and assault ship skills can be destroyer-esque/tech2 bonuses such as tracking speed, resistances. Throw in targeting range and velocity for the 'tech2 nifty benefit'. Let the frigate and cruiser skills provide bonuses towards specific roles depending upon which empires vessel it is. AKA [CG}SilverKnight of Deus Ex |

Mortuus
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Posted - 2005.08.17 05:40:00 -
[75]
How do they suck? I feel confident in mine to give any frigate class ship a run for its money. Yes even AF's when I use the right ammo's.
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