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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
fukier
882
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Posted - 2013.04.08 15:23:00 -
[1] - Quote
i really an excited to see what the resistance nerf will look like... and please a polish pass on armor tanking...
plus any chance you guys will do a polish pass on the hybrid boost tallest did a while back?
for me the big things that need to be looked at is fittings for large blasters... (you did not increase the hype so its going to hurt to fit)
viability of medium rails (can you explain why anyone would use them)
and lack of flavour for hybrid ammo... remember way back when minmatar was boosted and they did ammocide and made three tiers of ammo (close range mid range and long range) and then added cool bonus like tracking and stuff... why not do that for hybrid ammo...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
883
|
Posted - 2013.04.08 15:40:00 -
[2] - Quote
This is the mega i would like to see... by taking away one turret but increasing the rate of fire to 7.5% it makes up for the lost blaster and also helps with cap and fittings issues...
plus the tracking bonus being replaced with a fall off bonus will allow the mega to stay in attack skirmish warfare...
Gallente Battleship Skill Bonuses: +7.5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret Fall off
Slot layout: 8H, 5M(+1), 6L(-1); 6 turrets(-1) , 0 launchers(-2) Fittings: 16000 PWG(+500), 550 CPU(+25) Defense (shields / armor / hull) : 6300(+89) / 6500(-141) / 7500 Capacitor (amount / recharge rate / cap per second) : 5800(+175) / 1087s / 5.02 (+.15) Mobility (max velocity / agility / mass / align time): 122(+7) / .117(-.0046) / 98300000 (-100000) / 15.96s (-.63s) Drones (bandwidth / bay): 100(-25) / 125 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 21 Magnetometric Sensor Strength Signature radius: 380(-20) At the end of the game both the pawn and the Queen go in the same box. |
fukier
885
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Posted - 2013.04.08 16:16:00 -
[3] - Quote
CCP Rise wrote:I think its interesting how a lot of people feel the hyperion NEEDS 5 mids to be able to run an active tank - and at the same time a lot of people seem to think the megathron NEEDS its 7 lows back. And along with this, why do you need 5 mids to fit 2 cap injectors? I can see some solo pilots having a more difficult time staying cap stable while running enough tackle, but this is a common problem for battleships and it seems weird that the Hyperion would be exempt.
As far as the dominix and its old unpredictability, I expect that to be completely preserved. It won't be capable of the highest damage numbers of any battleship now, but it can still fit blasters across the top and run mag stabs along with drone damage amps and heavy drones.
why fit blasters when auto's are better?
At the end of the game both the pawn and the Queen go in the same box. |
fukier
885
|
Posted - 2013.04.08 16:17:00 -
[4] - Quote
Pertuabo Enkidgan wrote:But, how will I triple repair with a Hyperion now? I don't think it's very feasible on 1 Capacitor booster....
fingers crossed the rep bonus will include a reduction in cap consumption...
so it would be 7.5% increase in rep amount and reduction in cap consumption per level... At the end of the game both the pawn and the Queen go in the same box. |
fukier
886
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Posted - 2013.04.08 17:24:00 -
[5] - Quote
this is what i would do to the hype:
Gallente Battleship Skill Bonuses: +7.5% Large Hybrid Turret damage +7.5% Armor Repair amount and reduction in armor repair cap usage per level
Slot layout: 8H, 4M(-1), 7L(+1); 7 turrets (-1) , 0 launchers(-1) Fittings: 17000 PWG (+1250), 600 CPU Defense (shields / armor / hull) : 7500 / 8000 / 8500 Capacitor (amount / recharge rate / cap per second) : 7200 / 1250s / 4.8 Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s Drones (bandwidth / bay): 100 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7 Sensor strength: 23 Magnetometric Sensor Strength Signature radius: 485
this would let the hype still get full damage plus give it a utility high slot and make it much easier to fix large blasters and give it the ability to use internal reps and be more cap stable.
At the end of the game both the pawn and the Queen go in the same box. |
fukier
888
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Posted - 2013.04.08 17:27:00 -
[6] - Quote
Roime wrote:Omnathious Deninard wrote: how did it lose 50% when it lost a 25% damage bonus?
Because nobody will fit non-bonused large hybrids on it.
who said you had to use hybrids?
you can use auto cannons or nuets... or RR... the ship has lots of fitting possibilities... At the end of the game both the pawn and the Queen go in the same box. |
fukier
891
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Posted - 2013.04.08 18:57:00 -
[7] - Quote
im not sure the domi needs all those high slots...
imo i would prefer you move a high to a mid
so this is what i would like to see
Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints +10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)
Slot layout: 5H(-1), 6M(+1), 7L; 5 turrets (-1) , 0 launchers Fittings: 9000 PWG, 600 CPU Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859) Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51 Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s Drones (bandwidth / bay): 125 / 375 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7 Sensor strength: 22 Magnetometric Sensor Strength Signature radius: 465(+45) At the end of the game both the pawn and the Queen go in the same box. |
fukier
893
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Posted - 2013.04.08 22:50:00 -
[8] - Quote
CCP Rise wrote:good point
still wish the mega had a falloff bonus instead of a tracking...
50% more fall off on a mega with neutrons and null be be sick. At the end of the game both the pawn and the Queen go in the same box. |
fukier
893
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Posted - 2013.04.08 22:52:00 -
[9] - Quote
La Nariz wrote:CCP Rise wrote:
Dominix:
With the Dominix we've abandoned the split weapon bonus (hybrids and drones) and moved it to a fully dedicated drone ship by adding a drone optimal and tracking bonus. We hope that this new bonus will provide a very strong Gallente fleet option in the Dominix, via sentry drones. It will of course also be stronger at short range using heavy drones. As a combat battleship, its received increased hitpoints across the board, increased mass (it got its mass lowered during the hybrid buff), increased cap pool, and increased sig.
We believe this is a very exciting direction for the Dominix, and hope you will too!
I also want to mention here that while the drone system overall needs looking at, we here on the balance team have some short term ideas for helping the usability of sentry drones GÇô no timeframe on them as of yet, but its something we have in mind.
Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers Fittings: 9000 PWG, 600 CPU Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859) Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51 Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s Drones (bandwidth / bay): 125 / 375 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7 Sensor strength: 22 Magnetometric Sensor Strength Signature radius: 465(+45)
Those bonuses are a little lackluster, how about combining the two and adding a control range bonus like the Ishtar?
what somethinglike this?
Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and Drone optimal range and Drone tracking speed (replaces large hybrid turret damage) +5% to drone activation range and sentry damage per level At the end of the game both the pawn and the Queen go in the same box. |
fukier
895
|
Posted - 2013.04.09 00:09:00 -
[10] - Quote
remember the new bonus for the domi
optimal range and tracking
with that in mind and sentries being fotm
this is the setup i would use for fleets
[Dominix, new] Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II Damage Control II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Omnidirectional Tracking Link II Drone Navigation Computer II Large Micro Jump Drive Sensor Booster II, Targeting Range Script Heavy Capacitor Booster II, Navy Cap Booster 800
Drone Link Augmentor II Drone Link Augmentor II Large 'Solace' Remote Bulwark Reconstruction Large 'Solace' Remote Bulwark Reconstruction Large Energy Transfer Array II Large Energy Transfer Array II
Large Sentry Damage Augmentor II Large Anti-Explosive Pump I Large Trimark Armor Pump I
Ogre II x5 Hammerhead II x5 Hobgoblin II x5 Vespa EC-600 x5 Bouncer II x5
At the end of the game both the pawn and the Queen go in the same box. |
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fukier
899
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Posted - 2013.04.09 19:32:00 -
[11] - Quote
Marlona Sky wrote:I like the idea of a mega that can go armor or shield. If the utility slot was moved to the mid instead of taking from the low 7(7)/5/7 layout be better? I think it would do its job better for the role.
The hype might do better with the new layout of 8(8)/4/6 if the armor repair bonus was increased to 10% like the Incursus once had. Larger reps would mean the need for the dual cap injection would be less manditory.
The Domi would be better as a utility ship if the drone and damage bonus was increased to +15%, remove a turret or two and increase the drone bay by 125m3 and give it a +1 to drones launched instead of the proposed optimal range and tracking bonus.
Just my thoughts.
domi is not going to change... its the new king slowcat... personally i am in love with it...
as for the mega... i would think a better rate of fire bonus and remove one gun so that its 6 turrets one utility high slot and then add back a low... i would like to see the tracking bonus replaced with a falloff but hey i can live without it... now you can shield tank it and go nuts with nano or proper armor tank it... plus think nuetrons with null with a 50% increase in falloff?!?!?
as for the hype? i would increase the damage bonus and reduce to 6 turrets take away a high slot and replace with a mid slot. include a cap activation redcution for the armor bonus... so you now would have 7 high slots 6 turret 5 mid slots and 7 low slots... At the end of the game both the pawn and the Queen go in the same box. |
fukier
899
|
Posted - 2013.04.09 19:36:00 -
[12] - Quote
Marxzo Andoun wrote:Omnathious Deninard wrote:Marxzo Andoun wrote:
Ok I've seen this too much. Yes, you can ignore any ship's bonus and get it to perform inadequately in other roles you try to shoehorn it into. Can we move on now?
The ships bonus was not +1 turret hard point per level, the total affected damage loss is around 150dps with blasters. quit whining that this ship is useless and pull your head out of where the sun doesn't shine, the functionality of the ships has not gone down at all, the only change is that sentry and heavy drones will be able to hit better with out the need to plug in 2 omnidirectional tracking links. There is no reason to brawl with this Domi, no reason to choose it over the other half dozen BS that have better survivability and damage (with bonus to match!).... I'm not even going to be so repetitive in mentioning that certain Amarr ship in comparison. And loss of this function/role is only one of several.
true that i mean i can use sentry drones at 150km and do great dps...
surely you can use nuets out to that range and would not be a waisted bonus if you tried a simular setup on the geddon
At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:19:00 -
[13] - Quote
smoking gun81 wrote:fukier wrote: domi is not going to change... its the new king slowcat... personally i am in love with it...
as for the mega... i would think a better rate of fire bonus and remove one gun so that its 6 turrets one utility high slot and then add back a low... i would like to see the tracking bonus replaced with a falloff but hey i can live without it... now you can shield tank it and go nuts with nano or proper armor tank it... plus think nuetrons with null with a 50% increase in falloff?!?!?
as for the hype? i would increase the damage bonus and reduce to 6 turrets take away a high slot and replace with a mid slot. include a cap activation redcution for the armor bonus... so you now would have 7 high slots 6 turret 5 mid slots and 7 low slots...
See underlines bad troll get back under your bridge fukier wrote:true that i mean i can use sentry drones at 150km and do great dps... surely you can use nuets out to that range and would not be a waisted bonus if you tried a simular setup on the geddon NO NO NO NO NO NO NO 150Km neuts are you smoking something just take a min and think about what you are saying... If you do not understand me let me repeate NO
oh ffs... i know you cant use nuets out that far... it was my point... dolt...
the geddon is better for close range and the domi is a better slow cat...
understand now? ffs...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:20:00 -
[14] - Quote
Marlona Sky wrote:David Kir wrote:I think you people are overestimating the geddon.
The true OP ship, in m opinion, is the apoc.
Great tracking, incredibly good dps projection (scorch be blessed), good speed and agility.
Gonna have a blast flying it :D Scorch really needs a nerf bad.
or conversely beams need a boost. At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:24:00 -
[15] - Quote
X Gallentius wrote:Prometheus Exenthal wrote:As for the new Armageddon... I think you're overestimating the ship quite a bit.
Not at all. It has 5,500 more PWG than the Domi and will therefore be able to out-tank, and out-dps the Domi while also fitting 2x Heavy Neuts that reach to 35km. Bottom line, Prophecy does everything better than the Dominix EXCEPT "Sniper Domi". In other words: Engagement envelope of Geddon: Huge. Engagement envelope of Domi: miniscule.
from a 0.0 ratting perspective the domi is better...
i use the high slots for utility and more applied damage (see tracking formula) the domi is the better pve ship by far and for slowcats its much better then the geddon...
but for 40km less fights then yeah... nueting domi eat your heart out... At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:36:00 -
[16] - Quote
Marlona Sky wrote:Prometheus Exenthal wrote:Pattern Clarc wrote:*Sigh*
Prom thinking about balance purely in the 1 vs 1 arena again.
38km neuts will be a big deal and will make the geddon a very popular ship, when combined with new beam apocs or abaddons - you could probably leave your loki/rapier/huggin at home. The bonuses have just too much synergy and relevance in this current game and pretending that it's no big deal, and that you should just bumble through and that you suck if you can't make it work is annoying as hell. I'm not saying it won't be popular, I'm saying it won't be as amazing as many people are implying. In the grand scheme I'd be VERY surpised if Battleship fighters really care about some heavy neuts with 12km more range. Smaller ship classes already avoid the 25km heavy neut danger zone like the plague, and the same can be said for dealing with any Recons. The latter being ships that are far more threatening in a roaming fleet than a fleet BS will ever be. The day I start seeing people regularly roaming around in gangs with BS in them again, is the day I will applaud CCP. As far as FLEET situations go, 38km means nothing to a battleship. It really boils down to risk aversion. Why bring a BS when you can bring something far more agile and better speed to turn avoid an actual fight with an almost identical damage profile?
yeah seriously when did the nano nerf get reversed and it made sense to roam in bs's... At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:38:00 -
[17] - Quote
X Gallentius wrote:fukier wrote: from a 0.0 ratting perspective the domi is better... In what sense? I've never had an issue hitting rats with drones.
http://wiki.eveonline.com/en/wiki/Turret_damage
better optimal range and tracking means higher chance to hit...
specially on those pesky npc hacs...
garde II will be much better now on the domi... At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:49:00 -
[18] - Quote
X Gallentius wrote:fukier wrote:X Gallentius wrote:fukier wrote: from a 0.0 ratting perspective the domi is better... In what sense? I've never had an issue hitting rats with drones. http://wiki.eveonline.com/en/wiki/Turret_damagebetter optimal range and tracking means higher chance to hit... specially on those pesky npc hacs... garde II will be much better now on the domi... Again, never had a problem. In any case, we're at "sniper domi" and shooting npc hacs. Anything else? Everything else goes in favor of the Geddon.
yes from a ratting pov its better as it will apply more dps...
hitting elite frigs and cruisers in a current domi is a pain and you usually have to recall and launch light drones to shoot stuff wich slows you down... not with the new domi as its tracking is extreamly good... which means less lightly hits and more wreaking blows...
try this out once it hits sisi... pretty sure you will get more isk per tick on a ratting domi then on the geddon...
i already said that 40km and less the geddon is better for close range pvp... i mean i cant wait for the nueting sentry geddon!
At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:52:00 -
[19] - Quote
Ranger 1 wrote:Quote:One last thing to mention: Personally, I really think sentry drones should move some, even if its only to return to bay. We need to talk some more about this internally and look at ways it can actually be implemented, but a change to this effect could have a very positive impact on the Dominix and I don't think its a very unrealistic goal. That would be very helpful. Either move only when told to return to bay... Or... Always attempt to return to orbit when not actively firing... but when firing are always stationary... Or my favorite... Always stay in a loose formation around your ship (if they can keep up with you) even while firing.... with no ability to move independantly towards the enemy. The always attempt to stay right beside you, which makes picking them up during or after an engagement a lot easier.
you know what i found out if you are warping away but told your drones to return to the bay and you enter warp... you dont loose controll of the drones and they apear in distant space...
why cant you just have drones automatically move to distant space then loose controll when you warp off? At the end of the game both the pawn and the Queen go in the same box. |
fukier
900
|
Posted - 2013.04.09 20:57:00 -
[20] - Quote
luredivino wrote:wtf fittings. i dont get it... your space rich but no tech II rigs? At the end of the game both the pawn and the Queen go in the same box. |
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fukier
901
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Posted - 2013.04.09 21:59:00 -
[21] - Quote
Omnathious Deninard wrote:Ranger 1 wrote:Omnathious Deninard wrote:Ranger 1 wrote: I've probably missed it, but what will the range of the Garde II be with the proposed Domi?
Ignoring that total crap fit, the base range of sentries is as follows Garde II 45K Bouncer II 90K Curator II 78.75K Warden II 112.5K Garde II are the only ones that can be used at range without the need for multiple DLAs Ahh, thanks (I'm at work right now). So assuming max EW drone skill... 0 DLA's needed for Garde II's. 1 DLA for Curators 2 DLA for Bouncers 3 DLA for Wardens Correct, it would be nice to see a role bonus on the ship for drone control range.
still saying the bonus for the domi should be this:
Gallente Battleship Skill Bonuses: +10% Drone Damage , Drone hitpoints , Drone optimal range and Drone tracking speed +5% to drone activation range and sentry drone damage
you could even drop a high slot and add an extra mid...
edit that might be a tad op for a tech I ship... how about when you split blops into two different ships you make these the 4 bonus...
it would be nice to have a pvp tech II bs tbh... At the end of the game both the pawn and the Queen go in the same box. |
fukier
902
|
Posted - 2013.04.09 22:51:00 -
[22] - Quote
smoking gun81 wrote:fukier wrote: still saying the bonus for the domi should be this:
Gallente Battleship Skill Bonuses: +10% Drone Damage , Drone hitpoints , Drone optimal range and Drone tracking speed +5% to drone activation range and sentry drone damage
Again NO NO NO double drone damage bonus one of them focusing on sentry drones talk about Pigeon holing a ship to use a single drone type.
dont think you get how good the domi would be if that were its bonuses... At the end of the game both the pawn and the Queen go in the same box. |
fukier
902
|
Posted - 2013.04.09 23:24:00 -
[23] - Quote
Havegun Willtravel wrote:Cold shower time.
The Domi is never gonna be a Cat or Boot anything.
Thanatos: 5/5/6 100k Base Targeting Range +50% Capital Shield & Armor Rep Range
Archon: 5/4/7 92.5 Base Targeting Range +50% Capital Cap Trans & Armor Rep Range +5 Armor Resists
Either/or: 2 Cap Trans, 2 Capital Armor Reps, Large Neut or Smart bomb.
Replicate that using large mods on a Domi and what do you get ? Zero DPS.
And, you're stuck with @ 60 k drone control range. And the base 70 k targeting range the Domi gets.
Now try building one of these supposedly Uber Cat/Boot fits. You need to loose 2 highs for drone link augmentor's right off the bat. Then at least 1 if not 2 sensor boosters to even get 100-110 targeting range.
With your 4 remaining highs you could waste them on dual cap trans and remote rep and basically get mediocre reps and overall crappy dps.
So Cat/Boot remote rep fits are pointless. Every DDA you add to a Domi Trashes Your Tank ! You're infinitely slower than the Ishtar or Gila. Ishtar has t2 resists, Gila gets a resist bonus. Domi is not alot cheaper than an Ishtar atm. About the only reason to choose it atm is that it's a bit cheaper , And, it can fit large neuts and guns. However, it will do that less than half as well vs the geddon so why bother ?
Under 40 k, Geddon hits you with drones, neuts and torps. 40-80k it can run a single drone augmentor and use cruise. Domi can ....... ? Not an eft wizard but unless you can get a full rack of 1400's on it, it's useless.
When it was the Only BS drone boat it was versatile and dynamic. Now that it's the Galente Sniper Battle Ship it just sucks. And it doesn't need a +10% bonus to range to do it.
Marlona could speak more knowledgeably, but IIRC NC used sentry Ishtars vs Goon's once. Not twice, just once. That should say Alot about how sentry sniping is gonna work as a doctrine or tactic.
tbh carriers need a separate drone bay from fighter bay.... the drone bay should be limited to 1000m3, fighter bay should allow up to max 15 fighters... the fact that you can hold so many drones in the carrier is rather silly... the fact that fighters are not used in pvp anymore proves this...
say about fighters... how about a way to boost them they can get limited fittings... stuff like auto armor/shield reps and speed /damage mods...
plus domi is a bs so it could fit mjd and target breaker... something a gila cant. if they made drones not disconnect if you warp around plus added small and medium sentry drones (i would love to see these btw) the sentry domi fleet concept might not be a bad idea.
like you warp in the domi's at a good angle and they deploy the sentries then they hit the mjd and get nice and close to the enemy ships in the bubble... they then go disco or nuet/nos or close range rr and tackle and clean up... and if you have to you can allways abandon the sentries and drop the heavies...
it would be cool if you could reactivate abandoned drones like you can probes.... At the end of the game both the pawn and the Queen go in the same box. |
fukier
902
|
Posted - 2013.04.09 23:32:00 -
[24] - Quote
smoking gun81 wrote:
I get it and no ship should be at its best using a single drone type.
why not?
some ships are the best with blasters. some with beams some with pulse some with arties...
why not make a ship that good with sentries?
anywho those bonus i already said would be op on a tech I ship... but not on a revamped Sin.
At the end of the game both the pawn and the Queen go in the same box. |
fukier
903
|
Posted - 2013.04.10 04:40:00 -
[25] - Quote
i think the mega should be the combat ship and the Hyperion be the attack ship...
i mean look at the hyperion its a giant thruster... it should be fast and active tank rigs dont slow you down so it would go better with the ship bonus...
i would lower the mass of the ship and lower its sig radius and its ehp...
then i would up the damage bonus to 10% per level. also remove one turret high slot but keep the 8th as utility
also i would make the repair bonus also affect the heat bonus of internal reps plus a reduction in the cap activation cost.
so now a large tech II armor rep will take 250 cap to activate.
and on overload with skills at v each armor rep will repair 1966 damage per burst and 241 dps tank before resists.
so now two overheated large armor rep II on a hyperion with two aux pumps and one nano pump will tank 481 dps or with average reist being 71.8 so that means 1715 dps tank... and 1125 dps without drones.
as for the mega i like the rate of fire bonus but i would up it to 7.5% and take away a high slot and replace it with a low. plus i would return the 125 m3 drone bay
now to make this ship a fleet ship it will have to gain mass and a larger sig radius and more ehp...
Also this is controversial but i would replace the tracking bonus with a fall off bonus... to make the ship useful for fleets it needs medium engagement range and 50% bonus to fall off will let this happen you are looking at 860 dps (not including drones) @ 62 km nuetron balsters II with null and two new TE II and one tc II...
i think the talos has stolen the show with the tracking bonus and there is no point in making the mega compete against it cuss it cant... so change the tracking bonus on the mega to a fall off to make there a real choice for gal fleets. At the end of the game both the pawn and the Queen go in the same box. |
fukier
904
|
Posted - 2013.04.10 13:51:00 -
[26] - Quote
i am not too sure about the new mega...
sure it looks mean but with 8 low slots means its going to be a brick tank and does that not counter the attack concept?
Also both the hyperion and the mega are both close range blaster boats... one brick tanked one active tanked...
please explain why the mega is not the combat ship and the hyperion is not the attack ship?
also by having the talos and the mega both have a tracking bonus does this not mean the talos is going to be better at the role of attack ship?
after the second itteration... i still dont see a fleet ship for gal
you have the master ratting domi
brick mega and active hyperion...
i think gal need at least one turret based fleet ship and i think a combat based mega with a fall off bonus instead of a tracking bonus would do this.
Furthermore if you should make the hyperion the attack ship (since it uses active tanking rigs it wont suffer from armor being slow)
i mean whats the point in making the hyperion (a close range bs) heavy with combat roles and the mega a attack ship bricked up with 1600's and trimarks? i just dont get it?
also to make the repper bonus usefull please do this: make the bonus make overheating better and make the bonus also reduce activation cost... this would make the internal rep bonus awesome! At the end of the game both the pawn and the Queen go in the same box. |
fukier
905
|
Posted - 2013.04.10 14:04:00 -
[27] - Quote
Rroff wrote:fukier wrote: i think gal need at least one turret based fleet ship and i think a combat based mega with a fall off bonus instead of a tracking bonus would do this.
One of the gal blaster boats having a 10% per level falloff bonus wouldn't go amiss tho don't think I'd want to lose the tracking bonus to get it. To some extent the extra low on the mega would have allowed the use of a TE to make it more suitable to fleet use but no its gonna get nerfed to :| I quite like the new stats overall tho a little sad at the loss of the utility high on the mega but on balance trading it for an extra low probably isn't too awful a compromise.
i understand the mega was like my first love... back in 06.
and in niche conditions the mega still does shine... like staion games and gate camping... i think it would be pretty nice in wh camping too...
but its still not a fleet ship... and it takes the role of the hyperion... plus the hype gets an extra mid slot so if you want you can fit a tc with tracking script to make up for the loss in bonus...
as i said i dont think the new mega is bad... just want a real fleet ship for gal and we just dont have that yet. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 16:02:00 -
[28] - Quote
Im not sure why people are happy with the.mega?
Its an attack ship that will be a flying brick and still wont fill a fleet doctrine...
If you want blasters then talos is better... If you want rails then the rokh is better...
For fleet purpose the mega does not do it...
Honestly the 8th low should be a 5th mid...
And the tracking changed to falloff...
I can understand why people who use the mega as a niche ship are happy with the change... But from a balance perspective im at a loss...
Please someone who is happy with the change explain to me At the end of the game both the pawn and the Queen go in the same box. |
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Posted - 2013.04.10 16:50:00 -
[29] - Quote
Commander Ted wrote:New mega will certainly be a welcome addition for those who like to do circle jerk station games on a budget.
yeah i here that... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 17:56:00 -
[30] - Quote
Ranger 1 wrote:Andski wrote:oh good a pointless launcher slot on the hyperion Obviously its for launching defenders to protect you from the Attack Ravens.
festive launcher can only be put on a missile hard point... At the end of the game both the pawn and the Queen go in the same box. |
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fukier
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Posted - 2013.04.10 19:58:00 -
[31] - Quote
X Gallentius wrote:X Gallentius wrote:Hyperion vs. Megathron. Self quoting ftl, but the potential solution is to make the Hyperion the "attack BS" and Megathron the "combat BS". Adjust baseline speed and tanking stats accordingly.
THIS is just logical... look at the hyperion its a giant thruster... the fact it is not the attack bs is just odd. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 20:10:00 -
[32] - Quote
Pattern Clarc wrote:X Gallentius wrote:Tennessee Jack wrote:
If the bonuses are equivalent to 8 high slots.. could care less. We get more use off having mids and lows than we have having highs in these situations.
They're not. 8*1.25 = 10. 6*1.5 = 9, 7*1.25 = 8.75. Yikes. Wrong. 25% ROF = +33% dps increase. So: 1.33*7 = 9.31 for the Megathron. and 1.5 *6 = 9 for the Hyperion
pretry sure drone bay makes up the difference...
plus the alpha on the hype is much better then the mega...
not saying alpha on blasters is much... but hey its something At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 20:11:00 -
[33] - Quote
Liang Nuren wrote: Dominix: Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints +10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)
Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers Fittings: 10000 PWG(+1000), 600 CPU Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859) Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51 Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s Drones (bandwidth / bay): 125 / 375 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7 Sensor strength: 22 Magnetometric Sensor Strength Signature radius: 465(+45)
I'm still a sad panda over this. I'm really hoping you leave the Navy Domi alone with the Hybrid + Drone damage bonus.
-Liang[/quote]
navy domi?
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 20:22:00 -
[34] - Quote
i fear that people were so unhappy with the 1st iteration of the ships that they are overjoyed at the second try and not ask for the lack fleet gal bs... and accept that the attack bs is a combat and the combat is attack...
but sigh it looks like i will have to live with the changes and just use a rokh for fleets untill a Polish Pass. At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.10 20:58:00 -
[35] - Quote
Shingorash wrote:Id love to see that rep bonus gone from the Hyperion so its more viable for fleets, perhaps a falloff bonus would be more appropriate?
The problem with repair bonus' is you are limiting the ship to 1 function, Maelstroms suffer the same fate and to a lesser extent, Astares, Myrm's, Cyclones (which.most people fly buffer tanked!).
I know some people will call herasy at the suggestion but surely if you are doing tiericide to make ships get used more then surely you should remove the bonus' like this that shoehorn the ship into 1 role.
Im getting ready for a few slaps but I had to speak my mind, sorry :)
or they can fix the rep bonus by making the 7.5% also affect cap activation and make the heat bonus better. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 22:34:00 -
[36] - Quote
Marlona Sky wrote:Winter Archipelago wrote:What if, for the Hyperion, instead of having a bonus to armor repair amount per level, it had a reduction in armor repair cap use per level? Get out!
it would not have to be instead it would have to be added to...
this is how i would make the bonus look like
7.5% to armor repair repair amount, increase in heat amount bonus and reduction in cap activation per level.
that makes the armor rep 37.5% better reduce the cap activation cost of a large armor rep II to 250 and with heat turned on will increase rep amount by 13.75% and reduce activation time by 15%
lets do a mock up:
a hyperion with a laar and a larII with a dcu II a reactive armor hardener and two energy adaptive II with two aux rigs and one nano rig with a off grid legion and the implants =
with 1962 dps tank from the AAR and 1162 dps from the lar II
so thats 3124 dps tank from a costly but awe inspiring hyperion...
if they did that to the rep bonus the bonus would be actually useful! At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.10 22:37:00 -
[37] - Quote
Mara Rinn wrote:As for the Hyperion, I've often wished that a blaster boat could have a bonus to MWD in the form of cap use reduction and sig bloom reduction. The greatest problem with blaster boats is always getting into range for the purpose of actually firing their awesomely high DPS, ridiculously short range weapons. Reduce their damage bonus to 5%, substitute a sig bloom bonus of -50%. Or perhaps give it a bonus to afterburner speed.
kinda pointless for a combat ship that has huge sig radius and is slow like a brick...
now if it was an attack ship... At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.10 22:38:00 -
[38] - Quote
Akirei Scytale wrote:fukier wrote:Marlona Sky wrote:Winter Archipelago wrote:What if, for the Hyperion, instead of having a bonus to armor repair amount per level, it had a reduction in armor repair cap use per level? Get out! it would not have to be instead it would have to be added to... this is how i would make the bonus look like 7.5% to armor repair repair amount, increase in heat amount bonus and reduction in cap activation per level. that makes the armor rep 37.5% better reduce the cap activation cost of a large armor rep II to 250 and with heat turned on will increase rep amount by 13.75% and reduce activation time by 15% lets do a mock up: a hyperion with a laar and a larII with a dcu II a reactive armor hardener and two energy adaptive II with two aux rigs and one nano rig with a off grid legion and the implants = with 1962 dps tank from the AAR and 1162 dps from the lar II so thats 3124 dps tank from a costly but awe inspiring hyperion...
if they did that to the rep bonus the bonus would be actually useful! Also, broken.
elaborate...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.10 22:52:00 -
[39] - Quote
Akirei Scytale wrote:fukier wrote: elaborate...
The reason the rep bonus is considered bad is not its stats. It is positively great for active tanking. The reason is that its analogue (resist bonus) benefits both active and buffer tanks. The active tank bonus should be replaced by something that does the same - not buffed to the point that it is frankly absurd for active tanks.
yeah thats already understood...
the easy way to fix it is to allow the bonus to extend to RR...
but ccp said no way jose... which made me a sad sad panda...
so... if not making it a bonus that scales to fleets i would prefer to make the bonus sick for solo-small scale pvp like 15 ships and less...
and i used an extream high setup just to show the potential...
of grid boosting will be nerfed at some point so good by legion
plus the implants are stupid expensive and even with that it only lasts 3 min due to heat damage but it can still be shut off by nuets... At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.10 23:22:00 -
[40] - Quote
Bouh Revetoile wrote:fukier wrote:yeah thats already understood...
the easy way to fix it is to allow the bonus to extend to RR...
but ccp said no way jose... which made me a sad sad panda...
so... if not making it a bonus that scales to fleets i would prefer to make the bonus sick for solo-small scale pvp like 15 ships and less...
and i used an extream high setup just to show the potential...
of grid boosting will be nerfed at some point so good by legion
plus the implants are stupid expensive and even with that it only lasts 3 min due to heat damage but it can still be shut off by nuets... The *current* Hyperion can already tank more than what an Oneiros will make a *current* Abaddon tank. People see logi ships as OP or at least as formidable force multipliers, yet a armor rep bonus allow the Hyperion to have an integrated personal logi with far more survivability than the logi ship in question. In small gang, this bonus is invaluable, but as logi rep amount don't show on eft, people don't have anything to compare to I guess, and as the bonus is hard to make working and still vulnerable to neutralizers, HATE... Of course, that bonus don't scale up really well, but I think the Hyperion now have enough to make for this (10% damage bonus, utility high, 7th low slot...) It's sad it had to lose the 8 guns for this, but nevermind. For the Megathron though, it's really sad ; people really don't have any clue about what we could have had. Such blindness puzzle me.
making the bonus apply to include a reduction in cap will help out a ship thats already tight on cap to start with...
add the bonus to make heat better will add an added level to survivability... remember heat will add 10% as it stands with what i am proposing is making that 13.75% at lev V...
it wont op the bonus... what it will do is make it worth using the bonus...
though i think we are looking at it the wrong way... instead of boosting rr to include the ship bonus... how about we casterate RR and add some stacking penalty...
make RR sig radius affected so that way a capital RR will do hardly any repair to a frig... that way only a bs will get full potential RR from a tech II logi ship... if you are in a smaller ship you have to get smaller kinds of rr...
that way a tech I logi frig will rr a frig better then a tech II logi cruiser... At the end of the game both the pawn and the Queen go in the same box. |
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fukier
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Posted - 2013.04.10 23:41:00 -
[41] - Quote
to add to the idea of a RR nerf.
small RR will now have a sig radius of 35m
a medium 130m
a large 400m
capital 2500m
so if sig radius is > than target ship sig = a % in reduced affectiveness of RR
so if you have a large RR trying to rep a cruiser then you would take 130(sig radius of a mauler)/400 = 0.325 which means that large RR is now only 32.5% effective...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.11 00:03:00 -
[42] - Quote
Akirei Scytale wrote:
It's not an "Amarrian fleet ship" when Caldari and Minmatar do it better than the Amarr. .
hmm what if large beams were not ****?
would this still be true? At the end of the game both the pawn and the Queen go in the same box. |
fukier
907
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Posted - 2013.04.11 00:17:00 -
[43] - Quote
Akirei Scytale wrote:fukier wrote:Akirei Scytale wrote:
It's not an "Amarrian fleet ship" when Caldari and Minmatar do it better than the Amarr. .
hmm what if large beams were not ****? would this still be true? No, because the thing the Abaddon does better than the other two current fleet battleships is extreme damge + tracking in a smaller range envelope. Scorch more than makes up for the general shittiness of beams, it is the single best ammo in EVE. Amarr has its niche, doing one thing better than any other race in fleets. Minmatar and Caldari are just more flexible when it comes to engagements.
as i said lazors are only good cuss pulse can use scortch...
so what if beams were not ****...
you are comparing two long range turrets to a short range turret that gets an ammo that makes it good at mid range...
mael gets a rate of fire bonus not a fall off... the rokh is good cuss it can use higher damage ammo at a good range... if beams were better then they too would be used.
i think if they just reduced the fittings on large beams and tachs would go a long way...
At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.11 01:14:00 -
[44] - Quote
Marlona Sky wrote:Janice Endashi wrote:chris elliot wrote:
On the issue with the dominix that a lot of people are having. What is it exactly? Rise has already said he is looking at something to help sentries out (return speed ect). If that happens wouldn't that make the dominix borderline broken?
Heh kids these days... I'm guessing you aren't aware that CCP trademarked the word Soon (tm) are yeah? Give it a bonus that is useful now instead of soon.
i disagree...
one thing is to improve drones you have to re-write the entire code... this will take till winter at the earliest... now two races and a pirate faction have dedicated drone ships... sooner or later this code will be updated and then bonuses like rate of fire and tracking problems can be fixed...
in this case i can use the ship for pve and wait till the new code for it to be awesome for pvp. At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.11 03:08:00 -
[45] - Quote
Akirei Scytale wrote:Master Sergeant MacRobert wrote:Amended Megathron does not look right. It should not and cannot have 8 lows.
It's a slow arsed blaster boat. Why does it not have a falloff bonus?
Slot layout would be better as something like 8-5-6 rather than proposed 7-4-8 and give it falloff and tracking bonus's.
Why not give it the ability to fit prop, scram, web, cap injector and utility med? Let someone try to shield tank it. You have Armor tanking Minmatar ships so why not a shield Gallente?
When will people like you realize that the reason gallente bses are hardly flown is they can't match the stats of other races, including minmatar? 8/5/6 makes that problem worse. 7/4/8 makes the mega competitive. Now it can fill roles other than "undock camper".
so if your entire argument is brick mega why not make it a combat ship? At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.11 19:57:00 -
[46] - Quote
Akirei Scytale wrote:[Megathron, Blaster] Damage Control II 1600mm Reinforced Steel Plates II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Prototype 100MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Medium Capacitor Booster II, Navy Cap Booster 800 Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I That is how you make a blaster Mega if you really want to. 1047 DPS before drones, 127k EHP.
edit never mind forgot they took away the utility high slot At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.11 19:59:00 -
[47] - Quote
Akirei Scytale wrote:fukier wrote: not enough pg left for a nuet?
7 highslots.
yeah... i got that mixed up... At the end of the game both the pawn and the Queen go in the same box. |
fukier
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Posted - 2013.04.11 20:01:00 -
[48] - Quote
Akirei Scytale wrote:[Megathron, Blaster] Damage Control II 1600mm Reinforced Steel Plates II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Prototype 100MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Medium Capacitor Booster II, Navy Cap Booster 800 Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I That is how you make a blaster Mega if you really want to. 1047 DPS before drones, 127k EHP.
i like the fit... though i usually tend to fill in the ex resistance hole with either a rig or drop the 3rd mag stab for a hardner... At the end of the game both the pawn and the Queen go in the same box. |
fukier
919
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Posted - 2013.04.11 20:18:00 -
[49] - Quote
Akirei Scytale wrote:fukier wrote:Akirei Scytale wrote:[Megathron, Blaster] Damage Control II 1600mm Reinforced Steel Plates II 1600mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Prototype 100MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Medium Capacitor Booster II, Navy Cap Booster 800 Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I That is how you make a blaster Mega if you really want to. 1047 DPS before drones, 127k EHP. i like the fit... though i usually tend to fill in the ex resistance hole with either a rig or drop the 3rd mag stab for a hardner... I wouldn't fly it like that, but the guy I was showing it to was making 1k DPS setups. Personally, I'd give it a balanced 5 low + DC tank. Treat it like a fleet tank, because those tanks are beefy as hell and have a good resist profile. Blasters give it enough CPU to actually do that. The sad thing is the fleet setup's rails eat up all that CPU, and force you to use ANPs, which are impossible to overheat and slot inefficient. If the Mega had 600 base CPU it would be an extremely competitive fleet ship. Right now it is competitive in every realm but tank.
how about a co-precessor... will that give you enough for the 425s? At the end of the game both the pawn and the Queen go in the same box. |
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