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Dr Tetrahydrocannabinol
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Posted - 2005.08.11 23:03:00 -
[1]
Well since CPP has no idea what role to give these ships i figure the EVE community can pitch a few ideas their way. So here goes.
1) T2 EW ships (puts on anti-flame vest)
- Ok we all know that the Scorp is the first ship to be called primary in a fleet battle, so with higher resistance and one mid or low slot we can finally have some trully defensive ships in this game. I wouldnt even mind their offensive capabiliese being reduced i.e. no damage bonuses
- Im sure there are plenty of people that would love a different EW machine other than a Scorp for their race
- What about the scorp? Well Caldari are lacking in the a turret battleship at the moment so why not change the scorp into one, essentially killing two birds with one stone. However i would like that poor thing another high slot or some kind of damage bonus, plzzzzzzzz.
2) Super Heavy Assault Ships, HABs, etc..
- Basically more firepower, more resistance, more slots. I know that this would please a lot of richer older crowd out there, i know that i would never ever get there any time soon.
- Designed to kill Dreadnaughts, ultimate gank machine.
- one slight problem - NPC hunting, Agent missions, and the innevitable wtfpwning of everything. I'll leave this problem to the community to solve cause i have no idea.
3) Fleet ships, blah, blah, blah. This is what T2 Battlecruisers will be for so don't really have many ideas for this, except that survivability will be an asset cause it will be called primary anyway.
Ok, so these are my ideas you are welcome to flame them to hell cause the whole point of this thread is to get a few ideas into the Devs heads. :)
Dr THC
--------------------------------------------- "Taking one for the team one ship at a time." |

Cosmic Dragon
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Posted - 2005.08.11 23:13:00 -
[2]
pure attack wise make them similar to tier 2 b/ships just add some more powergrid to make fitting big guns easier.
Make there main role as a sort of command ship give them gang assist module bonuses so that they can enhace your fleet.
now that would be a useful role.
Fleet commander
Beauty Is In The Eye Of The Beer Holder!!! |

Krulla
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Posted - 2005.08.11 23:15:00 -
[3]
How about tankships?
Give them bonuses to ALL resists, lots of lows, or lots of meds, and good cap.. HOWEVER, neuter their offence... give them no weapon bonuses, and like 6 slots. The idea is to create something to outlast, not outdamage, and since npcs now switch targets it wouldnt screw up PvE.
Respect the Domi. Or else. |

Sangxianc
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Posted - 2005.08.11 23:42:00 -
[4]
That's a cool sig, Krulla.
- Do not deny yourself experience of that which lies beyond, behind the sun, in the world they call unpeopled. |

Darlan Flame
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Posted - 2005.08.11 23:44:00 -
[5]
"Guns Strapped to Rockets"
Half the armor/shields of the tech 1 ships. One highslot. Enough grid to run one dreadnaught class weapon. Good at killing Battleships and Dreadnaughts... and nothing else. Looks like awesome ships who have one huge spinal fitted weapon.
Ownage. 
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Hllaxiu
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Posted - 2005.08.11 23:50:00 -
[6]
The devs have stated that there will be now Super Heavy Assault Ships or whatever. So the assumption is flagships. Take a look at the description for wing command - "Avanced [sic] Gang Leadership. Increases the effectiveness of Flagship Command Bonuses"
Proud member of Elite Academy. |

Krulla
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Posted - 2005.08.12 00:03:00 -
[7]
Originally by: Darlan Flame "Guns Strapped to Rockets"
Half the armor/shields of the tech 1 ships. One highslot. Enough grid to run one dreadnaught class weapon. Good at killing Battleships and Dreadnaughts... and nothing else. Looks like awesome ships who have one huge spinal fitted weapon.
Ownage. 
Thought for the day: One XL gun will do less damage than just about any normal battleship, even in a non-gank setup.
Respect the Domi. Or else. |

Krulla
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Posted - 2005.08.12 00:04:00 -
[8]
Edited by: Krulla on 12/08/2005 00:03:56 dual post ftl.
Respect the Domi. Or else. |

Shimatu
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Posted - 2005.08.12 00:09:00 -
[9]
Originally by: Krulla
Originally by: Darlan Flame "Guns Strapped to Rockets"
Half the armor/shields of the tech 1 ships. One highslot. Enough grid to run one dreadnaught class weapon. Good at killing Battleships and Dreadnaughts... and nothing else. Looks like awesome ships who have one huge spinal fitted weapon.
Ownage. 
Thought for the day: One XL gun will do less damage than just about any normal battleship, even in a non-gank setup.
yep, its like trying to strap a cruiser gun onto a frigate, or a BS gun to a cruiser. it can be done, but wtf is the point? the gun does about 1.5x the damage or so, at a longer range. and for that you sacrifice the rest of your ship? :P
3-I's T2 sales can be found HERE
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Darlan Flame
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Posted - 2005.08.12 00:20:00 -
[10]
There's only one option then.
"Guns strapped to rockets"
Bonus, 200% damage bonus to X-Large sized turrets per level.
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Spektral
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Posted - 2005.08.12 00:35:00 -
[11]
I beleive you will see a Tech 2 BS being both a command ship and a Slightly better tanker.
For example a APOC tech 2 8 highs 5 mids 7 los
same powergird +- 5% cpu +10% ( to help run gang modules)
3 Bonus's (regular bonus' and a gang assist bonus) Armor +15% Resists +10% to racial normal (EXP+ KIN) 25% less sig radius(hi tech Alloys)
This would not uberize them but make them more worthwhile in fleet combat since they could be effectively tanked but not turn them into indestructible ships.
We need to have a set role for them so they do not turn into huge Hac's that noone can kill.
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Motec
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Posted - 2005.08.12 00:47:00 -
[12]
I'd love to see a turret loving caldari ship. Hated missles before and after patch, I'd rather not wait for my damage. Eagle would be nice had they scrapped the launcher hardpoints on a clearly turret orientated hac. 
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Arud
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Posted - 2005.08.12 01:06:00 -
[13]
Mobile command - assault resistances - possibility to run 4+ fleet modules - no weapon bonuses apart from the ones they get from the ship they are based on - racial bonues on certain fleet modules
Patrol battleship - faster warp speed in sovereign space - faster get to warp speed in sovereign space - tank bonus in sovereign space - warp core strenght bonus in sovereign space
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Ergo Morte
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Posted - 2005.08.12 01:11:00 -
[14]
Edited by: Ergo Morte on 12/08/2005 01:12:49
Originally by: Darlan Flame "Guns Strapped to Rockets"
Half the armor/shields of the tech 1 ships. One highslot. Enough grid to run one dreadnaught class weapon. Good at killing Battleships and Dreadnaughts... and nothing else. Looks like awesome ships who have one huge spinal fitted weapon.
Ownage. 
we already have those. They're called drones. Which brings me to a point I've been wondering about since I first heard they were going to be introduced. Carriers. BS is about the right size for an EVE carrier, remember that wet navy carriers got so big to accommodate the faster takeoff and landing speed of jets, that won't be a problem for carrier drones. A tech 2 BS carrier also introduces a new play dynamic that can be accessed by more players without the infrastructure that the Dreadnoughts require.
As for how to lay out a carrier I see only a few high slots with mostly mids and an average amount of lows. Something like.
with the ship relying on its drones for offense and using mids and lows for tanking and ecm.
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Soren
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Posted - 2005.08.12 01:12:00 -
[15]
Originally by: Krulla How about tankships?
Give them bonuses to ALL resists, lots of lows, or lots of meds, and good cap.. HOWEVER, neuter their offence... give them no weapon bonuses, and like 6 slots. The idea is to create something to outlast, not outdamage, and since npcs now switch targets it wouldnt screw up PvE.
And when 2 of the uber t2 bs's fight eachother no1 will ever win cuz of uber tanks and ****e dmg, sounds like fun  _________________________________________________________
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Ardor
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Posted - 2005.08.12 01:53:00 -
[16]
anti cruiser platform: - low grid so only cruiser sized weapons fit - damage, RoF, range, tracking bonus to cruiser sized weapons (no need to give all boni to one ship) - small sig radius and/or better resistance, higher speed
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Imode
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Posted - 2005.08.12 01:56:00 -
[17]
Maybe an interdictor type role, definitely not another Heavy Assault ______ ship.
I can't even fly battleships yet, but I'd rather see one new BS model per race than T2 rehashes of existing ships, or maybe mixed racial BS, especially with the whole Gallente/Minmatar Caldari/Amarr thing going on. Something like the faction ships where you get bonuses based on points in both races' piloting skills.
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Weirda
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Posted - 2005.08.12 02:18:00 -
[18]
Originally by: Arud
Patrol battleship - faster warp speed in sovereign space - faster get to warp speed in sovereign space - tank bonus in sovereign space - warp core strenght bonus in sovereign space
This is a great idea - but hopefully not for an entire class of ship (weirda not soverign dammit  ). it would actually be nice to see something like this on all ships, or possibly all ships fitting a 'patrol' module. it seem like with the upcoming constellation bonus changes, this would be possible with some new code they working on.
best idea seen in a LOOOOOOOONNNNNNNG time! post it somewhere for the devs!  -- Thread Killer (attempting to train verbosity from 4 back down to 1) <END TRANSMISSION> |

Motec
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Posted - 2005.08.12 02:25:00 -
[19]
T2 Battleships with gang module bonuses Not everyone wants to be a fleet commander when they grow up. I'd vote for Heavy Assault Battleships. HAB's should be to battleships what HAC's are to cruisers. Nothing more or less. An assualt ship 1v1 can have a winnner, same with hac vs hac. Why would a HAB be any different. Regardless, they are going to be chock full of stabs in lows no matter what they do turn into role wise.
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Grimpak
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Posted - 2005.08.12 02:28:00 -
[20]
Edited by: Grimpak on 12/08/2005 02:31:00
Originally by: Motec T2 Battleships with gang module bonuses Not everyone wants to be a fleet commander when they grow up.
....actually, imho, fleet commander's wet dream will be the T2 BC...
...and yes, the interdictor and the patrol ideas are quite good.
Interdictors for tackling dreads's jumpdrive (A interdictor in the same grid as the beacon guy would made the jump impossible or more expensive, or maybe a truely mobile warp disruptor) and patrols for extra fleet flexibility, with excelent agility/speed/maneuverability, decent firepower, but low armour. -------------------
Quote: Fragm's Oversized Ego Cannon barely scratches the forums, inflicting omgnoonecares damage
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Remedial
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Posted - 2005.08.12 05:33:00 -
[21]
Why exactly do we NEED t2 battleships in the first place?
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Boonaki
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Posted - 2005.08.12 06:30:00 -
[22]
I want a siege battleship. Give it the ability to use a siege mod with 4-5 high slots.
Point is, someone builds a small POS gun platform in your space 30 jumps into 0.0, you have to send a dread with through 20-40 jump drive activations just to kill a small is kind of stupid, the alternitive is sending a large POS kill fleet. What would be nice is to send 2-4 siege battleships with a small support fleet to take it out.
Fear the Ibis of doom. |

Boonaki
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Posted - 2005.08.12 06:37:00 -
[23]
But what would the interdictor do?
1. Bonus to warp scram range/strength?
2. Have a mod that acts like a warp bubble?
3. Prevent jump drive operation?
I would rather see 3 tech one varients of #2. Frigate/cruiser/battleship size. Just as you have the small medium and large warp bubbles. Make it a high slot with double the range of the mobile warp disrupters. 10 for an interdictor frigate, 30 for a cruiser, 80 for a battleship. Leave the resists alone, but double the hp's and half the firepower. I'd fly one.
Fear the Ibis of doom. |

Rex Martell
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Posted - 2005.08.12 07:32:00 -
[24]
Tech II battleships need to be just that, a Battle Ship.
Not some dumb ass patrol boat or PVP exclusive command ship. (great ideas all but there not battlesships are they)
Just a Tech II battle ship Better Resistances more PowerGrid and CPU if needed and some nice race specific bonus skills just like their cruiser and frig counterparts.
"The object of war is not to die for your corp, but to make the other b@##@#d die for his" |

Sky Hunter
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Posted - 2005.08.12 07:59:00 -
[25]
Edited by: Sky Hunter on 12/08/2005 08:00:01 Id like to point up the problem with 2nd idea about 'omgbbq' ships.
Point is, that even HACs have some engaging limitations. Now T2 BS if have same capabilites of HAC but with greater defence/firepower will not have any engaging limitations pvp wise. Imagine yourself a Deimos with 4500 shield and 5500 base armor, with 7th low slot? Youll be able to engage anything without any limitation. And i dont think game need such ship that can engage anything. Just wont be balanced with other classes. Even ganking such ship with multiplie T1 BS will be problem due to heavy tank. It will be able to sustain like 2-3 BS for much more time then one of attackers will hold against T2 one.
So my idea would be make one of them as specialized EW platfrom, and second tier T2 BS would go as pure fleet commander ship. With unique bonuses to big fleets and other nice bonuses that will affect gangs. There are alot of other stats that can be affected by those. For example cargo hold/mining amount for miners even? Or drone bay/agility/damage/etc for combat gangs? Options in this path are nearly endless and bounded only by how much stats ship itself has  -=-
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von Torgo
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Posted - 2005.08.12 08:01:00 -
[26]
Roles of Amarrian T2 BSs: T2 Armageddon: Assault Ship - This ship would be fast and agile. It's firepower should be unmatched by any other class, except dreads. T2 Apocalypse: Command Ship - This ship should tank like no other ship. Therefore it must sacrifice it's agility and firepower. It should be the commanding ship in the fleet. That is why ships bonuses should be concentrated around gang assist modules and leadership skills. Perhaps even remote repairers and energy transfer arrays.
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Booky
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Posted - 2005.08.12 08:02:00 -
[27]
Caldari T2 battleship should have more turret slots and maybe one more low or mid (not both) slots. Then increase the PG, CPU, and resistance in a similar manner as the HAC and Assult ships. Spelling corrections welcome, but don't expect me to edit my post. |

Elektra Storm
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Posted - 2005.08.12 08:57:00 -
[28]
I prefer the idea of just having +10% vel and +5% armour/shield resists per level of advanced BS and half the armour/shield HP of regular BS'es
The ships also have the same bonuses T1 bses recieve, (except for the t2 scorp which gets a +10% hybrid range +5% shield HP instead cos e/w ships need a different skill tree imho)
Result A fast "corvette" ship that can go in and out, doing decent damage but not horribly overpowered.
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Loka
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Posted - 2005.08.12 09:21:00 -
[29]
Edited by: Loka on 12/08/2005 09:21:35 My BS should have:
8/8/8 Slot out. Should have 90% overall resistance and 500m¦ Dronespace. Dont forget pls the 50% Dmg bonus fix, 50% Tracking Bonus fix, -10% reduction in MicroWarpdrive capacitor penalty per levle & +2 Warp Core strength per level. Also my Lockingspeed should be doubled and my Signature Radius halfed. Dont forget my max velocity 350 m/s.
At the end i would like to have the I-WIN button. Thx. _____________________________________ Dead or Alive

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Elektra Storm
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Posted - 2005.08.12 09:43:00 -
[30]
Originally by: Andrew Redburn To bring them in line with Assasult ships, a Super Heavy Assault Ship (Battleship TII)
CCP has already stated they wont be supper heavy assault ships. Imgainge T2 apocs ganking everything insite with all damage mods whilst still being able to tank damage...
This will break the game, imho they should have higher resists, yes but not more damage, if anything they should be slightly worse in offense i.e. 6 highslots, a bit faster but 25% better armour resists at advanced bs 5. like my origonal suggestion for T2 "corvettes"
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