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Tonto Auri
Vhero' Multipurpose Corp
57
|
Posted - 2013.04.10 14:59:00 -
[721] - Quote
Jack C Hughes wrote:I do agree with you on the new player thing and that is for sure. but as it does not have any dps bonus before, with a battleship skill of 3, it will have almost exatly as much dps as 8 turrets. (6*1.30=7.8). that does not cost alot of time to train And now it would be easier to fit larger guns as only 6 turret is available
btw if the pg is going to be increased and cap regeneratioin boosted, i am perfectly well with things like 8 turrets + no damage bonus.
but it is not going that way, at least not now. Ease or hard to fit is a debate of CPU and PG allocation. It's a question, but not an important one. What is important, and is a major and common issue, is that lasers DO use TREMENDOUS amount of capacitor, compared to other weapons. For common issues, it needs some common resolutions to make things work. Yes, you can change native capacitor recharge rates, but then you'll have to factor the: 1. Reppers. With faster capacitor recharge it's easier to run double- or even triple-rep. 2. Hardeners. However small cap they are using, it's still not zero. 3. Neuting and nossing. The higher your peak cap recharge, the harder it is for your opponent to deal with your cap. Which could be seen as imbalance from some POV's. 4. Whatever I forgot, what affecting capacitor games.
Reducing lasers cap use is something I don't see to happen - for abovementioned resons (brief recount: endless ammo, instant optimal change, relatively short cooldown)
On the other hand, flat role bonus allow you to set capacitor usage of your turrets to whatever line you want it to be, and play cap games in a more even environment.
Ship balancing is not an easy game >.> |

Nolove Trader
Black Hole Cluster
2
|
Posted - 2013.04.10 15:04:00 -
[722] - Quote
Tonto Auri wrote:Jack C Hughes wrote:Tonto Auri wrote:Neither Rokh, nor Maelstrom have that many lows. Mael have 6 I recall, and rokh have smae or even less. but they have their desired mid. Amarr is struggling between dps and tank and now you say you will use that low slot for reactors? I hit "Post" too early, please check back the the edited post. Sorry for inconvenience. Also, relating to DPS and tank, if capacitor issues are resolved, Apocalypse could use a resistance bonus... if that would not make it a copy of the Rokh...
Apoc could also need capless guns, a 8/8/8 slot design, 125 mbit/450m-¦ drone bay, a 100% damage bonus, Kin/Explo Ammunition and of course a Doomsday Device, just in case. The Apoc was always a rather solid ship, although it definitely was somewhat eclipsed by the Abaddon / Navypoc in the various metas of recent years.
And while I much appreciate the increased cap on the Apoc, i still don't see much of a point in the tracking bonus regarding the Apocs intended role of a longrange BS. And given the fact that Pulses on a Apoc are sufficient to reach post-Apocrypha longrange optimal, they still track much, much better than Arties or Rails, having more than three times the tracking of 425mm Rails. And these Guns don't need a tracking bonus to work currently in their longrange role (Rokh, Naga, Mael), so I just can't see the point of it. Then again, why does the Apoc have a 7.5% Optimal bonus while most other ships get 10%/level, although Pulses reaching out to about 90?95?100?km within optimal would maybe be a bit too crazy, especially when Large Pulses have basically been excellent since the final demise of the 200km sniping BS of old.
However, the new Mega will put massive pressure on the Apoc, putting out more DPS on a comparable range, while being only somewhat more fragile, but this can be compensated with the eight lowslot.
I don't know, somehow this Apoc feels like being so close to a good ship, but then falling just slightly short. |

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:05:00 -
[723] - Quote
Tonto Auri wrote:Jack C Hughes wrote:I do agree with you on the new player thing and that is for sure. but as it does not have any dps bonus before, with a battleship skill of 3, it will have almost exatly as much dps as 8 turrets. (6*1.30=7.8). that does not cost alot of time to train And now it would be easier to fit larger guns as only 6 turret is available
btw if the pg is going to be increased and cap regeneratioin boosted, i am perfectly well with things like 8 turrets + no damage bonus.
but it is not going that way, at least not now. Ease or hard to fit is a debate of CPU and PG allocation. It's a question, but not an important one. What is important, and is a major and common issue, is that lasers DO use TREMENDOUS amount of capacitor, compared to other weapons. For common issues, it needs some common resolutions to make things work. Yes, you can change native capacitor recharge rates, but then you'll have to factor the: 1. Reppers. With faster capacitor recharge it's easier to run double- or even triple-rep. 2. Hardeners. However small cap they are using, it's still not zero. 3. Neuting and nossing. The higher your peak cap recharge, the harder it is for your opponent to deal with your cap. Which could be seen as imbalance from some POV's. 4. Whatever I forgot, what affecting capacitor games. Reducing lasers cap use is something I don't see to happen - for abovementioned resons (brief recount: endless ammo, instant optimal change, relatively short cooldown) On the other hand, flat role bonus allow you to set capacitor usage of your turrets to whatever line you want it to be, and play cap games in a more even environment. Ship balancing is not an easy game >.>
What I prefer the most is still the 6 turret thing and don't regard my last post as "I support the 8 turret". I am just Okay with that.
the 6 turret thing does not require a capacitor boost. It require less cap to run the guns.
With this plan you don't actually need to change anything, not lasers, not cap regain.
we will have exactly what we want, a sniping ship. and a combat ship, the abaddon. Also a good ship for newbees to run lvl4 mission, the extra low slot for heat sink or cap, or tank. |

Pelea Ming
Prostitutes Are Always Wlling
101
|
Posted - 2013.04.10 15:08:00 -
[724] - Quote
Rynnik wrote:Tonto Auri wrote:Rynnik wrote:Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret damage and optimal range +7.5% Large Energy Turret tracking speed (replaced large energy turret cap use)
Fixed the bonuses for a 6 turret Apoc. It brings it in just above the current 8 effective turrets at level 5. 1. It makes the ship 3-bonused. Which is unlikely to happen. 2. Please leave 8-turret Apocalypse alone. It is designed to work that way. Only if you accept that the Domi is going to be 4-bonused. Which there is a very good reason for based on drones etc and that CCP seems perfectly happy with. So really that isn't an issue I am not saying this is the best or only solution but at least it is SOME attempt to consolidate the issues of slot repetition for all 3 ships, cap usage, Tach fitting while achieving their tracking/optimal bonused platform intent. Ok, I've been thinking about this quite abit, and I think that what needs to be changed on the Apoc should work quite well along these lines... keep the current hull bonuses, but change it to a 6 turret hull and add a +35% damage Role Bonus to the hull. This will keep it at only slightly over a total count of 8 turrets, and still allow it to fit Tachs so that it can go back to being a proper sniper platform, or if they want to fit it with Pulse/Scorch a decent kiting platform without completely killing it's ability to do fit anything else. |

Nolove Trader
Black Hole Cluster
2
|
Posted - 2013.04.10 15:09:00 -
[725] - Quote
Nobody truly snipes any more with the Apocrypha scanning system, at least not in something as sluggish as an BS. |

Loki Vice
Ministry of War Amarr Empire
33
|
Posted - 2013.04.10 15:11:00 -
[726] - Quote
CCP Rise wrote:OP updated for some slight tweaks to the Apocalypse and Armageddon. Cap stability increase for Apoc and a powergrid tweak for the armageddon.
TO further iterate, the Abaddon is now the brawler of choice for your changes, spoiler alert, the abaddon isn't capable of running it's guns/prop mod/armor tank. so in order to keep those things running, you have to bring carriers or a fleet of logi not to rep them necessarily, but to keep them shooting, and no one wants to engage a fleet of abaddons with an overly large gang of logi behind it.
the apox is NOT a brawling ship, it doesn't do the damage nor does it have the tank to be able to brawl, it has always been a sniping ship of sort with it's range bonus and sorch, so it's a moot point here.
The armageddon WAS the amarr's ship that was capable of fighting under it's own pretense, it didn't support the tank of the abaddon, but it also didn't suffer from the cap issues. By removing this ships roll you have reduced amarr gangs to bring more logi than is necissary to fights which will makes pilots grumpy and unhappy. (that and the new geddon design is ****) |

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:13:00 -
[727] - Quote
Nolove Trader wrote:Nobody truly snipes any more with the Apocrypha scanning system, at least not in something as sluggish as an BS.
well it all depends on the changes. You can't do it now does not mean you can't do it after the change. No one exppected domi could have sentris that fires at such distance.
In another words, if it has the ability to snipe, we could find ways to use it. |

Crash Lander
Imperial Academy Amarr Empire
39
|
Posted - 2013.04.10 15:16:00 -
[728] - Quote
Ranger 1 wrote:Tonto Auri wrote:Crash Lander wrote:Atomic Option wrote:After sleeping on it, the simplest statement of the problem with the Apoc change is that: the new bonus to tracking doesn't synergize well with the optimal bonus.
When do you most need optimal? When you're far away. When do you most need tracking? When you're closer to an orbiting target.
The cap bonus can synergize with any fit that uses lasers, but the tracking bonus isn't useful in as many situations. If you want to move away from cap bonuses, find something else that synergizes with optimal. QFT. How the hell I missed this post? Care to provide a link? That person deserve a "like". You might consider that apparently this person has never flown an Apoc in anger, nor as part of a fleet. A tracking bonus is a huge boost to these ships in a kiting role. Laser tracking has always been it's weak point. Inability to track incoming tacklers and kill them fast enough to leverage their range advantage has always been the Apoc's weak point. If a workable cap level can be arrived at, then tracking is probably the PERFECT bonus for this ship in it's attack role. I would respectfully suggest some folks spend less time using EFT and it's bretheren, and more time actually flying the ships they are offering comment on.
Your point is just as valid as the quote. Hence we have a problem. One one hand you have fleet uses for a ship (any ship) that generally don't have to deal with cap problems too much (engagements are short, there are guardians around etc). These situations favor the tracking bonus.
On the other hand you have the traditional domain of this ship. Solo/small group PvE used mostly beginners before they move to other hulls. The removal of the cap bonus is bad here.
I can tell you as someone that does a fair bit of PvE with amarr ships that the cap bonus really made this ship (and its navy variant) distinct from the other two ships.
That second group is just as large (if not larger) than the first. This is what CCP gets for shoehorning PvP oriented changes across the entire BS line. |

Kerdrak
D00M. Northern Coalition.
42
|
Posted - 2013.04.10 15:17:00 -
[729] - Quote
Where is my 8 low slot amarr battleship? |

Nolove Trader
Black Hole Cluster
2
|
Posted - 2013.04.10 15:18:00 -
[730] - Quote
Kerdrak wrote:Where is my 8 low slot amarr battleship?
Navypoc |

Naomi Knight
Imperial Academy Amarr Empire
256
|
Posted - 2013.04.10 15:19:00 -
[731] - Quote
Crash Lander wrote: Your point is just as valid as the quote. Hence we have a problem. One one hand you have fleet uses for a ship (any ship) that generally don't have to deal with cap problems too much (engagements are short, there are guardians around etc). These situations favor the tracking bonus.
On the other hand you have the traditional domain of this ship. Solo/small group PvE used mostly beginners before they move to other hulls. The removal of the cap bonus is bad here.
I can tell you as someone that does a fair bit of PvE with amarr ships that the cap bonus really made this ship (and its navy variant) distinct from the other two ships.
That second group is just as large (if not larger) than the first. This is what CCP gets for shoehorning PvP oriented changes across the entire BS line.
there is no problem with taking pvp first then pve second , there are marauders entirely for pve , when they get the balance pass ,just be rdy to adress your issues |

Pelea Ming
Prostitutes Are Always Wlling
101
|
Posted - 2013.04.10 15:21:00 -
[732] - Quote
Jack C Hughes wrote:Pelea Ming wrote:Rynnik wrote:All three of these BS share 4 mids, 7 lows. You may have diversified away from lasers on all of them but you sure didn't shake up much else - especially in light of a Gallente 8 low BS. How about a Hyperion treatment with double damage bonus on 6 turrets for the Apoc. That further assists the cap issues and allows a slot to be reallocated to the lows. ^^^^ This. You've already given the Dominix as a T1 hull a Role bonus (the only one I've yet seen in the game, btw), you could very well do the same with the Apoc. all attack frigs do have role bonus and where is the role bouns for domi? I did not see any. Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints +10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage) Check one of the more recent posts on the Gallente BS thread by CCP Rise, he is giving the Domi a Role Bonus: +50% Drone Control Range. |

Pelea Ming
Prostitutes Are Always Wlling
101
|
Posted - 2013.04.10 15:22:00 -
[733] - Quote
Arya Greywolf wrote:Seeing as the Megathron and Hyperion got insane buffs on your last pass over, I think the main armor, laser boat of the Amarr should get a buff as well.
These changes would be very becoming of the Abaddon:
-2 high slots, make it 10% damage per level --> like the hyperion got. +1 low, so 8 lows --> like the Megathron got.
Amarr is the armor race. The Abaddon is supposed to be a massive brick. If the megathron is getting an 8th low, the Abaddon needs one too. ^^^^ Completely agree, this. |

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:23:00 -
[734] - Quote
Naomi Knight wrote:Crash Lander wrote: Your point is just as valid as the quote. Hence we have a problem. One one hand you have fleet uses for a ship (any ship) that generally don't have to deal with cap problems too much (engagements are short, there are guardians around etc). These situations favor the tracking bonus.
On the other hand you have the traditional domain of this ship. Solo/small group PvE used mostly beginners before they move to other hulls. The removal of the cap bonus is bad here.
I can tell you as someone that does a fair bit of PvE with amarr ships that the cap bonus really made this ship (and its navy variant) distinct from the other two ships.
That second group is just as large (if not larger) than the first. This is what CCP gets for shoehorning PvP oriented changes across the entire BS line.
there is no problem with taking pvp first then pve second , there are marauders entirely for pve , when they get the balance pass ,just be rdy to adress your issues
You are saying that new players are going to pve with marauders? We have to have at lease something that could run lvl 4 mission with low skills And I don't see any of them now could satisfy this role. |
|

CCP Rise
C C P C C P Alliance
381

|
Posted - 2013.04.10 15:25:00 -
[735] - Quote
Hello Amarrian citizens
I wanted to drop a quick note to assure you that we are still here monitoring feedback. We've had several discussions about the state of the Amarr mission runner both before we released this proposal and now after we've seen some feedback. So far, we aren't convinced that changes will be necessary, but we are going to keep a close eye on it. This may be a discussion that will be more productive after these ships make it to Singularity and some actual flight testing can happen.
Please keep up the discussion  |
|

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:27:00 -
[736] - Quote
Pelea Ming wrote:Jack C Hughes wrote:Pelea Ming wrote:Rynnik wrote:All three of these BS share 4 mids, 7 lows. You may have diversified away from lasers on all of them but you sure didn't shake up much else - especially in light of a Gallente 8 low BS. How about a Hyperion treatment with double damage bonus on 6 turrets for the Apoc. That further assists the cap issues and allows a slot to be reallocated to the lows. ^^^^ This. You've already given the Dominix as a T1 hull a Role bonus (the only one I've yet seen in the game, btw), you could very well do the same with the Apoc. all attack frigs do have role bonus and where is the role bouns for domi? I did not see any. Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints +10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage) Check one of the more recent posts on the Gallente BS thread by CCP Rise, he is giving the Domi a Role Bonus: +50% Drone Control Range.
still can't find it. It is not on the main dev post page, anyway. |

AyayaPanda
15 Minute Outliers Novus Dominatum
21
|
Posted - 2013.04.10 15:28:00 -
[737] - Quote
Hi Rise,
Since you want to give Hyperion and Mega 8 lows, can Amarr bs have 8 lows as well? 
At least the geddon?
geddon 6/4/8 +10% to Drone damage and Hit Points +10% Energy Neutralizer and Energy Vampire range, +3% nuet/nos amount
Please... |

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:28:00 -
[738] - Quote
CCP Rise wrote:Hello Amarrian citizens I wanted to drop a quick note to assure you that we are still here monitoring feedback. We've had several discussions about the state of the Amarr mission runner both before we released this proposal and now after we've seen some feedback. So far, we aren't convinced that changes will be necessary, but we are going to keep a close eye on it. This may be a discussion that will be more productive after these ships make it to Singularity and some actual flight testing can happen. Please keep up the discussion 
Thank you for your work and time.
 |

Crash Lander
Imperial Academy Amarr Empire
40
|
Posted - 2013.04.10 15:31:00 -
[739] - Quote
Naomi Knight wrote:Crash Lander wrote: Your point is just as valid as the quote. Hence we have a problem. One one hand you have fleet uses for a ship (any ship) that generally don't have to deal with cap problems too much (engagements are short, there are guardians around etc). These situations favor the tracking bonus.
On the other hand you have the traditional domain of this ship. Solo/small group PvE used mostly beginners before they move to other hulls. The removal of the cap bonus is bad here.
I can tell you as someone that does a fair bit of PvE with amarr ships that the cap bonus really made this ship (and its navy variant) distinct from the other two ships.
That second group is just as large (if not larger) than the first. This is what CCP gets for shoehorning PvP oriented changes across the entire BS line.
there is no problem with taking pvp first then pve second , there are marauders entirely for pve , when they get the balance pass ,just be rdy to adress your issues
I was expecting a reply like this. That is why I emphasized mostly beginners before they move to other hulls. You just can't compare the time it takes to get into an Apoc to a Murader. If training times were even remotely close I would agree with you. |

KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
109
|
Posted - 2013.04.10 15:35:00 -
[740] - Quote
Arya Greywolf wrote:Seeing as the Megathron and Hyperion got insane buffs on your last pass over, I think the main armor, laser boat of the Amarr should get a buff as well.
These changes would be very becoming of the Abaddon:
-2 high slots, make it 10% damage per level --> like the hyperion got. +1 low, so 8 lows --> like the Megathron got.
Amarr is the armor race. The Abaddon is supposed to be a massive brick. If the megathron is getting an 8th low, the Abaddon needs one too. People liked the amarr battleships just fine until they saw the reworked mega/hype :/
Its like: Mmm, this is a lovely lollipop! *sees Gallente has a slightly bigger lollipop* WHAT?! This lollipop sucks, I WANT A BIGGER LOLLIPOP TOO! *tantrum* |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
571
|
Posted - 2013.04.10 15:36:00 -
[741] - Quote
CCP Rise wrote:Hello Amarrian citizens... Good to hear, now what about a more detailed description of where you are heading because it sure looks like you are discarding 10 years of design philosophy and eliminating a lot of the distinguishing characteristics of the races.
Also, in those internal discussion, could you casually let slip "So, what do we do about the 3rd short range laser option for cruisers and battleships which is currently missing?"  |

Jack C Hughes
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.04.10 15:37:00 -
[742] - Quote
KuroVolt wrote:Arya Greywolf wrote:Seeing as the Megathron and Hyperion got insane buffs on your last pass over, I think the main armor, laser boat of the Amarr should get a buff as well.
These changes would be very becoming of the Abaddon:
-2 high slots, make it 10% damage per level --> like the hyperion got. +1 low, so 8 lows --> like the Megathron got.
Amarr is the armor race. The Abaddon is supposed to be a massive brick. If the megathron is getting an 8th low, the Abaddon needs one too. People liked the amarr battleships just fine until they saw the reworked mega/hype :/ Its like: Mmm, this is a lovely lollipop! *sees Gallente has a slightly bigger lollipop* WHAT?! This lollipop sucks, I WANT A BIGGER LOLLIPOP TOO! *tantrum*
It is not like that. From the very begining I was asking for sth for new player pve. We amarr simple don't have any.
I like the geddon though~ lol |

Kerdrak
D00M. Northern Coalition.
42
|
Posted - 2013.04.10 15:38:00 -
[743] - Quote
CCP Rise wrote:Hello Amarrian citizens I wanted to drop a quick note to assure you that we are still here monitoring feedback. We've had several discussions about the state of the Amarr mission runner both before we released this proposal and now after we've seen some feedback. So far, we aren't convinced that changes will be necessary, but we are going to keep a close eye on it. This may be a discussion that will be more productive after these ships make it to Singularity and some actual flight testing can happen. Please keep up the discussion 
Some considerations of your changes:
Gallente battleships use 6-7 guns. This is tiny detail, but means less capacitor, less ammo, less guns to buy. Gallente battleships are now the ARMOR race (armor bonus/8 low slots). You are destroying the Amarr philosophy.
Please, reconsider this changes because you are overlapping races now: 2 guns platforms, 1 drone platform.
I would redo the Armageddon to an unbonused drone platform (still able to launch 5 heavy drones), giving back the 8th low slot and 5 guns with a damage/rof bonus. 4 mids for cap injection since would be a very cap intensive battleship (neutralizers/lasers)
Amarr Battleship Skill Bonuses: +10% RoF lasers +10% Energy Neutralizer and Energy Vampire range (replaced large energy turret cap use)
Slot layout: 7H(-1), 4M(+1), 8L; 5 turrets(-2) Fittings: 16500 PWG, 550 CPU(+65) Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789) Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7 Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29) Drones (bandwidth / bay): 125 / 125 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7 Sensor strength: 21 Radar Sensor Strength (+4) Signature radius: 450 (+80) |

Pelea Ming
Prostitutes Are Always Wlling
101
|
Posted - 2013.04.10 15:38:00 -
[744] - Quote
Loki Vice wrote:CCP Rise wrote:OP updated for some slight tweaks to the Apocalypse and Armageddon. Cap stability increase for Apoc and a powergrid tweak for the armageddon.
TO further iterate, the Abaddon is now the brawler of choice for your changes, spoiler alert, the abaddon isn't capable of running it's guns/prop mod/armor tank. so in order to keep those things running, you have to bring carriers or a fleet of logi not to rep them necessarily, but to keep them shooting, and no one wants to engage a fleet of abaddons with an overly large gang of logi behind it. the apox is NOT a brawling ship, it doesn't do the damage nor does it have the tank to be able to brawl, it has always been a sniping ship of sort with it's range bonus and sorch, so it's a moot point here. The armageddon WAS the amarr's ship that was capable of fighting under it's own pretense, it didn't support the tank of the abaddon, but it also didn't suffer from the cap issues. By removing this ships roll you have reduced amarr gangs to bring more logi than is necissary to fights which will makes pilots grumpy and unhappy. (that and the new geddon design is ****) ^^^^ This overall proves my point about the Abaddon. CCP Rise, you are insisting that this hull be the Combat (aka) brawler, but as stated here, as it currently stands, it can not do this without massive support, which means that unlike other races brawlers, it will never be used solo or in small gangs because it can't be used like that. |

Tonto Auri
Vhero' Multipurpose Corp
57
|
Posted - 2013.04.10 15:41:00 -
[745] - Quote
Naomi Knight wrote:there is no problem with taking pvp first then pve second , there are marauders entirely for pve , when they get the balance pass ,just be rdy to adress your issues The problem is that they are in every way inferior to faction/navy ships, which I doubt any balance pass would change. |

steejans nix
0beron Construct AL3XAND3R.
14
|
Posted - 2013.04.10 15:41:00 -
[746] - Quote
Tonto Auri wrote:Ranger 1 wrote:Tonto Auri wrote:CCP Rise wrote: Armageddon:
/facepalm Double one. Killed an othervise good ship, that were in need of just a few tweaks... I have no words. If by killed you mean made more powerful, sure.  By killed I mean killed. Armageddon was already a good example of how to design an attack BS. But CCP Rise seems to accidentally decided, that "BS" means "bullshit", in this case...
This, the Geddon as it is now is just what an attack BS should be, good dps and an ok tank, while some people are drooling over the new mini Bhaal they would of been if it was done to the Apoc or Baddon ( add any other bs going to that list ) no matter what bs was used people would of loved the idea, but the fact remains the geddon was as close to what an attack BS should of been without any changes and a lot of us will lament the loss of this great BS. |

KuroVolt
The Legion of Spoon Curatores Veritatis Alliance
109
|
Posted - 2013.04.10 15:41:00 -
[747] - Quote
Kerdrak wrote:
Some Gallente battleships are now the ARMOR race (armor bonus/8 low slots). You are destroying the Amarr philosophy.
You realise how ironic that is in light of the new Amarr drone ships dont you? |

Hulasikaly Wada
Caldari Provisions Caldari State
19
|
Posted - 2013.04.10 15:42:00 -
[748] - Quote
[Apocalypse, New apoc 100km 420 dps] 1600mm Reinforced Steel Plates II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Damage Control II Tracking Enhancer II Heat Sink II Heat Sink II
Large Micro Jump Drive Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800 Tracking Computer II, Optimal Range Script Sensor Booster II, Targeting Range Script
Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L Tachyon Modulated Energy Beam I, Imperial Navy Ultraviolet L
Large Ancillary Current Router I Large Ancillary Current Router I Large Trimark Armor Pump I
Skill all lvl 5 , the ONLY range based laser BS with meta 4 of the best ( dps X range ) laser turret end with 420 dps at 100 km and need the cap booster to run or will cap out in 2 minutes .....................................
T2 tachyons require too much to fit and another 20% of cap to fire ,
A new Domonix end with 700 dps at 140 km with cap-less t2 sentries
( just i dont care because anyway i am 50 days from all 4 race BS to 5 ..... )
Hula |

Tonto Auri
Vhero' Multipurpose Corp
57
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Posted - 2013.04.10 15:44:00 -
[749] - Quote
CCP Rise wrote:Hello Amarrian citizens I wanted to drop a quick note to assure you that we are still here monitoring feedback. We've had several discussions about the state of the Amarr mission runner both before we released this proposal and now after we've seen some feedback. So far, we aren't convinced that changes will be necessary, but we are going to keep a close eye on it. This may be a discussion that will be more productive after these ships make it to Singularity and some actual flight testing can happen. Please keep up the discussion  If you take our suggestions in count, I don't see an issue taking attack Armageddon into the mission field, or drone/missile/neut(?) Abaddon. But as it stand currently in your plan, all 3 ships are complete bullshit (Fits the "BS" abbreviation, but I doubt it was intended.) |

Tonto Auri
Vhero' Multipurpose Corp
57
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Posted - 2013.04.10 15:45:00 -
[750] - Quote
AyayaPanda wrote:Hi Rise, Since you want to give Hyperion and Mega 8 lows, can Amarr bs have 8 lows as well?  At least the geddon? geddon 6/4/8 +10% to Drone damage and Hit Points +10% Energy Neutralizer and Energy Vampire range, +3% nuet/nos amountPlease... Make that crap to Abaddon. Please. |
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