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Naomi Knight
Imperial Academy Amarr Empire
335
|
Posted - 2013.04.30 04:06:00 -
[931] - Quote
Nick Bete wrote:That Naomi character is one pretty special snowflake alright. Added to my block posts list.  Oh no another butthurt minmatard :) ,well this forum is full of them anyways +-1 doesnt matter. |

Deerin
Murientor Tribe Defiant Legacy
123
|
Posted - 2013.04.30 07:40:00 -
[932] - Quote
Naomi Knight wrote:Non-sense stuff about Winmatar.
Winmatar is dead. You are still living in 2011, where rifters, thrashers and ruptures reigned supreme and hurricanes were good.
Nobody flies rifters any more.
Algos and Dragoon made thrasher look lilke a tame little dog.
Ruptures are becoming an extinct species.
Cane has been repeatedly hit in the head.
The roaming gangs are vexors/mallers with augurors/exequrors atm. Minmatar occupy at best support roles like webbing/tacking.
Only selling point of "winmatar" is that webbing and high alpha of arties atm.
Welcome to 2013 |

Naomi Knight
Imperial Academy Amarr Empire
337
|
Posted - 2013.04.30 07:58:00 -
[933] - Quote
Deerin wrote:Naomi Knight wrote:Non-sense stuff about Winmatar. Winmatar is dead. You are still living in 2011, where rifters, thrashers and ruptures reigned supreme and hurricanes were good. Nobody flies rifters any more. Algos and Dragoon made thrasher look lilke a tame little dog. Ruptures are becoming an extinct species. Cane has been repeatedly hit in the head. The roaming gangs are vexors/mallers with augurors/exequrors atm. Minmatar occupy at best support roles like webbing/tacking. Only selling point of "winmatar" is that webbing and high alpha of arties atm. Welcome to 2013 omg more lies pls, hurrican is 6th on eve kill top20 I see how bad it is trasher still everywhere lowsec ,yes now not only trashers and quess which one they use now,yup the other matar destroyer the talwar, so is talwar(huh it is no.16 on top 20, and no algos/dragoon there hmm wonder which is better... rupture 9th maller 19th yeah i see how maller outpaced rupture , oh and how the rupture got extinct rifter oh no , he isnt the only frig flown now, oh noo , hurry give it a boost ccp , and they do ...
roaming vexor gangs wtf? ive never seen those gang where are they? in jove space or sisi? Ive checked my coalition kb our enemies killboards no vexors then i checked low sec kb-s still no vexors , and im pretty sure there are no high sec roams, oh i get it this is the famous cloak fitted vexor gangs thats why they dont show up on kb-s
so basically every one of your lines are lies , typical winmatar fanboy 2013 is still the year of matar ,maybe we will see the 2nd half gallente |

Icarius
The Wings of Maak Defiant Legacy
6
|
Posted - 2013.04.30 09:58:00 -
[934] - Quote
Draqone an'Alreigh wrote:I highly HIGHLY dislike the fact that the Typhoon won't be able to have any sensible proj turret fits. It's minmatar! If i wanted to launch missiles at people i would go caldari.
Give the Typhoon 6 Proj turret slots. Remove the missile bonuses ENTIRELY and add some target painting and/or EWAR/web drone bonuses.
For example:
Minmatar Battleship Skill Bonuses: 7.5% bonus to Target Painter effectiveness +10% bonus to EWAR, Combat utility and Logistic drone effectiveness
I know you want more people to try your new shiny missiles but don't FORCE us to use them. Make the trashcan can a wonderful flexible utility thingybob - the above would be a logical progression from the vigil and the bellicose with some extra drones and minmatar pew pew if we so choose!
The non-combat drones need a LOT of love! <3
The worst proposal ever !!! again from a guy who do NOT use the typhoon, it s really boring
|

Kagura Nikon
Mentally Assured Destruction Whores in space
213
|
Posted - 2013.04.30 10:17:00 -
[935] - Quote
Deerin wrote:Naomi Knight wrote:Non-sense stuff about Winmatar. Winmatar is dead. You are still living in 2011, where rifters, thrashers and ruptures reigned supreme and hurricanes were good. Nobody flies rifters any more. Algos and Dragoon made thrasher look lilke a tame little dog. Ruptures are becoming an extinct species. Cane has been repeatedly hit in the head. The roaming gangs are vexors/mallers with augurors/exequrors atm. Minmatar occupy at best support roles like webbing/tacking. Only selling point of "winmatar" is that webbing and high alpha of arties atm. Welcome to 2013
Do not mind her... I was loosing my time answering until I perceived she has no fault of having such severe brain damage.. This type of people is what makes forum discussions non productive. Its the kind of person that 1 year ago would have called the bellicose super OP and winmatar stuff... |

Kagura Nikon
Mentally Assured Destruction Whores in space
213
|
Posted - 2013.04.30 10:19:00 -
[936] - Quote
Rebecha Pucontis wrote:Kagura Nikon wrote:Rebecha Pucontis wrote:Lloyd Roses wrote:Can anyone tell me why I should fly a tempest with those changes? I mean Mega/Hyperion/Apoc/Geddon really look beasty, but what does the tempest even do? Aside from having two neuts? Heavy DPS kiting ship. Or at least that is what I'm hoping after a few more tweaks. For that its only missign 2 things.. heavy DPS.. and the kiting capability.... that leave us with.... WAIT!!! Yep heh. Which is why it needs an improved combined damage bonus alongside a falloff bonus and some extra agility tweaks. CCP Rise, make it happen please. :)
Falloff bonus is not the way to go because the tornado already has it and the tornado have higher damage and higher mobility. THe tornado with AC makes the kiting tempest n on productive. But you know why you do not see many AC tornados? because the Talos is so overpowered that makes BOTH look pathetic.
Tempest Need a new slot layout of the dual damaging bonuses must be increases. One of them must go to 7.5% Otherwise the tornado with AC will be always superior. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
247
|
Posted - 2013.04.30 12:59:00 -
[937] - Quote
Kagura Nikon wrote:Falloff bonus is not the way to go because the tornado already has it and the tornado have higher damage and higher mobility. That is why the Tempest needs an 8.5% rate of fire bonus instead of the current bonuses. Did you see my post with the suggestion? I will link it again as its quite far back now in the thread.
Rebecha Pucontis wrote:Tempest:
Minmatar Battleship Skill Bonuses: +8.5% bonus to Large Projectile Turret rate of fire +5% bonus to Large Projectile Turret falloff
Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers Fittings: 16000 PWG, 550 CPU Defense (shields / armor / hull) : 6900 (-100) / 6900 (-400) / 6800 Capacitor (amount / recharge rate / cap per second) : 5400 / 1154s / 4.68 Mobility (max velocity / agility / mass / align time): 130 (+10) / .11 (-0.1) / 101050000 / ?? Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km / 100 / 7 Sensor strength: 20 Ladar Sensor Strength Signature radius: 350 (-10)
Seeing as tiers have now been removed completely from the game, why exactly should the Mael, which is much stronger EHP wise, also be able out damage the Tempest, therefore always leaving the Tempest in a poor second place. I think this paradigm is the possible cause of the Tempests current issue.
By combining bonuses and giving a 8.5% rate of fire bonus instead this is what you are looking at in terms of sustained dps when looking at projectiles taking 100% as the max.
Mael - 100% Tornado - 100% Tempest - 98%
So the sustained Dps of the Tempest is just below that of the Tornado and Mael. Then when you take into account the two utilities you will be doing more sustained dps over a period of time.
Now looking at alpha damage this is how it looks with again 100% as the max.
Mael - 100% Tornado - 100% Tempest - 75%
So clear roles are evident here now. If you want sustained dps with a mobile hull then the Tempest is now looking very attractive. If you want alpha then you want to go for the mael or the tornado.
Now the falloff bonus is included as the Tempest is an attack BS, and so kiting will be the predominant tactic, this bonus fits that role perfectly with either autos or artillery.
With a proposal along these lines you are getting clear roles for each BS. I haven't calulated where the Typhoon fits in here, but I assume it is putting out even more dps due to its relatively weaker hull as it quite rightly should do. And obviously being a missile ship there is little overlap between the projectile firing Tempest.
If any further nerfs are needed then I would drop EHP further if deemed necessary, although a modicum of EHP will be required as it is intended to kite so will still be sustaining damage despite being able to perhaps mitigate some. But perhaps with this level of dps some reduction may be needed to offset the damage.
But in essence what you will have is a very clear roles.
If you want mobile projectile based dps, then you would choose the Tempest. If you want sniping, then you go for the Tornado. If you want fleet ship with heavy tank, good sustained dps and alpha, but a slow hull to compensate, then you have the Mael. If you want mobile missile based dps, then you go for the Typhoon. |

Kagura Nikon
Mentally Assured Destruction Whores in space
213
|
Posted - 2013.04.30 14:40:00 -
[938] - Quote
Rebecha Pucontis wrote:Kagura Nikon wrote:Falloff bonus is not the way to go because the tornado already has it and the tornado have higher damage and higher mobility. That is why the Tempest needs an 8.5% rate of fire bonus instead of the current bonuses. Did you see my post with the suggestion? I will link it again as its quite far back now in the thread. Rebecha Pucontis wrote:Tempest:
Minmatar Battleship Skill Bonuses: +8.5% bonus to Large Projectile Turret rate of fire +5% bonus to Large Projectile Turret falloff
Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers Fittings: 16000 PWG, 550 CPU Defense (shields / armor / hull) : 6900 (-100) / 6900 (-400) / 6800 Capacitor (amount / recharge rate / cap per second) : 5400 / 1154s / 4.68 Mobility (max velocity / agility / mass / align time): 130 (+10) / .11 (-0.1) / 101050000 / ?? Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km / 100 / 7 Sensor strength: 20 Ladar Sensor Strength Signature radius: 350 (-10)
Seeing as tiers have now been removed completely from the game, why exactly should the Mael, which is much stronger EHP wise, also be able out damage the Tempest, therefore always leaving the Tempest in a poor second place. I think this paradigm is the possible cause of the Tempests current issue.
By combining bonuses and giving a 8.5% rate of fire bonus instead this is what you are looking at in terms of sustained dps when looking at projectiles taking 100% as the max.
Mael - 100% Tornado - 100% Tempest - 98%
So the sustained Dps of the Tempest is just below that of the Tornado and Mael. Then when you take into account the two utilities you will be doing more sustained dps over a period of time.
Now looking at alpha damage this is how it looks with again 100% as the max.
Mael - 100% Tornado - 100% Tempest - 75%
So clear roles are evident here now. If you want sustained dps with a mobile hull then the Tempest is now looking very attractive. If you want alpha then you want to go for the mael or the tornado.
Now the falloff bonus is included as the Tempest is an attack BS, and so kiting will be the predominant tactic, this bonus fits that role perfectly with either autos or artillery.
With a proposal along these lines you are getting clear roles for each BS. I haven't calulated where the Typhoon fits in here, but I assume it is putting out even more dps due to its relatively weaker hull as it quite rightly should do. And obviously being a missile ship there is little overlap between the projectile firing Tempest.
If any further nerfs are needed then I would drop EHP further if deemed necessary, although a modicum of EHP will be required as it is intended to kite so will still be sustaining damage despite being able to perhaps mitigate some. But perhaps with this level of dps some reduction may be needed to offset the damage.
But in essence what you will have is a very clear roles.
If you want mobile projectile based dps, then you would choose the Tempest. If you want sniping, then you go for the Tornado. If you want fleet ship with heavy tank, good sustained dps and alpha, but a slow hull to compensate, then you have the Mael. If you want mobile missile based dps, then you go for the Typhoon.
I still would want and feel much more a new role a 7/6/6 so I could use full tackle + dual prop and e war.
|

Kagura Nikon
Mentally Assured Destruction Whores in space
213
|
Posted - 2013.04.30 14:43:00 -
[939] - Quote
Mm had an idea.. sicne the geddon can get secodnary ewar bonus...
Take your very proposal with 8.5% rof... but change that falloff bonus to WEB RANGE BONUS.
And I buy it... !!! |

Anabella Rella
Gradient Electus Matari
689
|
Posted - 2013.04.30 15:32:00 -
[940] - Quote
Should we send out a search party for Rise? Hello, Rise? Are you there...? 
It sure would be nice to have some comments from you now that the party at the top of the world is over. What you want is irrelevant, what you've chosen is at hand. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
249
|
Posted - 2013.04.30 15:33:00 -
[941] - Quote
Kagura Nikon wrote:Mm had an idea.. sicne the geddon can get secodnary ewar bonus...
Take your very proposal with 8.5% rof... but change that falloff bonus to WEB RANGE BONUS.
And I buy it... !!! Web range is an interesting idea, but then your going for a close range auto ship. I must admit it would be fun to fly though. But the benefit of falloff is it benefit artillery and autos. I guess the web could help artillery trap smaller ships that try to close in on it. Hmm, interesting idea anyway. |

Pattern Clarc
Aperture Harmonics
497
|
Posted - 2013.04.30 18:24:00 -
[942] - Quote
A web range bonus would be soooooo overpowered. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
249
|
Posted - 2013.04.30 19:12:00 -
[943] - Quote
Pattern Clarc wrote:A web range bonus would be soooooo overpowered.
Yep. And if we had a web range bonus we would pretty much require 6 mid slots on the ship enless we pigeon it into an armour tanking ship. All in all that would be too powerful, and also a completely different ship to the Tempest. |

BABARR
PARABELUM-Project
15
|
Posted - 2013.04.30 20:20:00 -
[944] - Quote
Tempest just need a bit more speed, 1 gun hardpoint more, and a low slot instead a med or high.
That the problem whith the tempest, one direction CCP will take, some ppl are going to be hunhappy and cry beacause it's not the way they use the tempest. Remove a hight slot for a low? ppl whith 2xremote or 2xneutra going to cry. Remove a med? ppl who fly shield tanked going to cry.
So dev have to CHOSE what they really want the tempest for. For me, the tempest should be THE gun boat armor, like rupture or hurricane, and it need 1 gun and 1 low slot more to be efficient in this role. |

Alticus C Bear
University of Caille Gallente Federation
145
|
Posted - 2013.04.30 20:22:00 -
[945] - Quote
Attack battleships
I may post this in every thread.
Anybody feel these are a little lacking in their role.
The Mega may be an exception due to itGÇÖs opportunity for massive close range DPS but generally these feel like they should be on the move and yet seem to have cap problems doing so, this is not so much a problem for combat battleships that may end up in scram range or as fleet platforms where mobility is just one factor.
Attack frigates have a role bonus over combat frigates, this helps them maintain tackle and speed by reducing the cap draw of propulsion disruption modules. At battleship level such a bonus would make very little difference but at battleship level, no ship can run a Microwarpdrive for any significant period of time.
How would people feel about a cap reduction role bonus for propulsion modules for all Attack Battleships? Even something as strong as 50% or even 75% to enable these ships to stay on the move (as much as battleships can) without constant cap boosting.
|

Sylvous
Bigger than Jesus
119
|
Posted - 2013.04.30 20:36:00 -
[946] - Quote
Alticus C Bear wrote:Attack battleships
I may post this in every thread.
Anybody feel these are a little lacking in their role.
The Mega may be an exception due to itGÇÖs opportunity for massive close range DPS but generally these feel like they should be on the move and yet seem to have cap problems doing so, this is not so much a problem for combat battleships that may end up in scram range or as fleet platforms where mobility is just one factor.
Attack frigates have a role bonus over combat frigates, this helps them maintain tackle and speed by reducing the cap draw of propulsion disruption modules. At battleship level such a bonus would make very little difference but at battleship level, no ship can run a Microwarpdrive for any significant period of time.
How would people feel about a cap reduction role bonus for propulsion modules for all Attack Battleships? Even something as strong as 50% or even 75% to enable these ships to stay on the move (as much as battleships can) without constant cap boosting.
Neat idea, but not in a T1 hull.
Edit: Also horrible idea posting this in these threads, off topic and if people (such as myself) reply you are forcing the talk into 4 different threads. Put this as a new topic. |

Alticus C Bear
University of Caille Gallente Federation
145
|
Posted - 2013.04.30 20:53:00 -
[947] - Quote
Sylvous wrote:Alticus C Bear wrote:Attack battleships
I may post this in every thread.
Anybody feel these are a little lacking in their role.
The Mega may be an exception due to itGÇÖs opportunity for massive close range DPS but generally these feel like they should be on the move and yet seem to have cap problems doing so, this is not so much a problem for combat battleships that may end up in scram range or as fleet platforms where mobility is just one factor.
Attack frigates have a role bonus over combat frigates, this helps them maintain tackle and speed by reducing the cap draw of propulsion disruption modules. At battleship level such a bonus would make very little difference but at battleship level, no ship can run a Microwarpdrive for any significant period of time.
How would people feel about a cap reduction role bonus for propulsion modules for all Attack Battleships? Even something as strong as 50% or even 75% to enable these ships to stay on the move (as much as battleships can) without constant cap boosting.
Neat idea, but not in a T1 hull. Edit: Also horrible idea posting this in these threads, off topic and if people (such as myself) reply you are forcing the talk into 4 different threads. Put this as a new topic.
Many T1 ships have role bonuses, even quite strong ones.
DonGÇÖt believe it is off topic either. Look at the Tempest discussion. Concerns over mobility and slot locations, it is a fairly cap independent ship with one exception the Microwarpdrive. Shield or armour fit you need a cap booster to run that for more than two minutes, let alone if you come under neuting pressure, this could perhaps save a midslot although it may expose the ship to a be neuted easily by doing so.
|

BABARR
PARABELUM-Project
15
|
Posted - 2013.04.30 21:15:00 -
[948] - Quote
Alticus C Bear wrote:
How would people feel about a cap reduction role bonus for propulsion modules for all Attack Battleships? Even something as strong as 50% or even 75% to enable these ships to stay on the move (as much as battleships can) without constant cap boosting.
Idea not bad, BUT, it's going to degenerate in a nano abuse quickly :) |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
58
|
Posted - 2013.04.30 21:21:00 -
[949] - Quote
I'd like to have the deimos wicked mwd-cap bonus :>
To be fair, dualneut does plow through active tanks and is generally great, but couldn't that be reserved for the more brawly fleet pest with the regular pest feeling more attacky then 'like other attack battleships, but projectiles and 2 neuts'? |

Kagura Nikon
Mentally Assured Destruction Whores in space
216
|
Posted - 2013.04.30 23:25:00 -
[950] - Quote
BABARR wrote:Alticus C Bear wrote:
How would people feel about a cap reduction role bonus for propulsion modules for all Attack Battleships? Even something as strong as 50% or even 75% to enable these ships to stay on the move (as much as battleships can) without constant cap boosting.
Idea not bad, BUT, it's going to degenerate in a nano abuse quickly :)
Its too weak of a bonus. VERY VERY WEAK. An AB speed bonus on other hand could be thinkable
|

Kagura Nikon
Mentally Assured Destruction Whores in space
216
|
Posted - 2013.04.30 23:26:00 -
[951] - Quote
Pattern Clarc wrote:A web range bonus would be soooooo overpowered.
Not at rapier level. Somethign at hyena level .It woudl not be more overpowered than armaageddon new bonus |

Calathorn Virpio
Golden Construction Inc. Legacy Rising
248
|
Posted - 2013.05.01 00:08:00 -
[952] - Quote
Typhoon:
The flying garbage can is a very special ship. It seems to be very fondly regarded by most eve pilots, despite prohibitive skill point demands and minimal rewards. Our redesign here aims to honor the spirit of the typhoon while also providing a more focused base that will hopefully lead to more actual application.
It will lose the split weapon bonus [/[i]i](as all tech 1 ships have as part of the tiericide initiative) and will replace the projectile bonus with a missile explosion velocity bonus. Along with the addition of 6th launcher, the Typhoon will now be a very formidable damage dealer. Utility has always been one of the Typhoon's strong points, and it will be sacrificing some of this utility to take on such a strong attack role GÇô this is a point for which we are paying close attention to your feedback.
oh really? and the armaggedons split between drones and neuts/vamps what? doesn't count BRING BACK THE JUKEBOX
more shenanigans plz
SEXY |

Broxus Maximas
Shadow State SpaceMonkey's Alliance
10
|
Posted - 2013.05.01 02:26:00 -
[953] - Quote
Wow overall I will have to say these BS got the most love of any of the races in this patch. All great ships, that simply isn't the case for the other races proposed changes. |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
58
|
Posted - 2013.05.01 07:56:00 -
[954] - Quote
Broxus Maximas wrote:Wow overall I will have to say these BS got the most love of any of the races in this patch. All great ships, that simply isn't the case for the other races proposed changes.
Which changes? The squidification of the typhoon? The plain boredom emitted by the tempest? Or the unchanged Maelstrom? |

To mare
Advanced Technology
184
|
Posted - 2013.05.01 10:50:00 -
[955] - Quote
i would be very happy if CCP switches tempest and typhoon speed (or make them both 130 base speed) even at the expense of some HP, i like the slot layout of the tempest, ofc i would like an extra low or med but since the number of slot for every ship type is fixed i dont think its worth to give up a high, since CCP its going crazy with ship bonus i would give the tempest a +5% rof +7.5% damage maybe at the expense of some drone space make it 25mb 50m space, they would give the thing a 10% edge over other ships as an alpha platform and make the thing a real gankboat like every double damage bonused ships should be. |

Lloyd Roses
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
59
|
Posted - 2013.05.01 11:08:00 -
[956] - Quote
To mare wrote:i would be very happy if CCP switches tempest and typhoon speed (or make them both 130 base speed) even at the expense of some HP, i like the slot layout of the tempest, ofc i would like an extra low or med but since the number of slot for every ship type is fixed i dont think its worth to give up a high, since CCP its going crazy with ship bonus i would give the tempest a +5% rof +7.5% damage maybe at the expense of some drone space make it 25mb 50m space, they would give the thing a 10% edge over other ships as an alpha platform and make the thing a real gankboat like every double damage bonused ships should be.
The double damage bonus is really weak. It's marginally better than a 10% damage bonus that is thrown around as crazy, and it apparently is the one attack ship that is lacking a damage-application bonus, whereas attack battleships are meant to move in situations where extended ability to project damage is more than optional. The Typhoon got a tracking bonus, the mega got a tracking bonus, the apoc got a tracking bonus and the raven got a rangebonus, all next to a damage bonus elevating their effective hardpoint count to something 8-11.
Especially taking into account the slight downtuning of tracking enhancers (which aren't really found on any non-minmatar-battleship), that tempest will be the next stabber at current progression.
As you aren't getting that many fights against solo-targets the overall acceptable tempest-test-server-performance might be inaccurate to translate to TQ. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
251
|
Posted - 2013.05.01 16:53:00 -
[957] - Quote
Lloyd Roses wrote:The double damage bonus is really weak. It's marginally better than a 10% damage bonus that is thrown around as crazy, and it apparently is the one attack ship that is lacking a damage-application bonus,
Also an 8.5% rate of fire bonus is greater than both the current damage bonuses combined. So which ever way you look at it, the Tempest double damage bonus is looking increasingly bad seeing as you are getting barely any improvement over many ships which have a single damage bonus and another bonus on top.
Then consider the Tempest's base stats which aren't very good at all, and then given that the shield and armour cannot be buffed to considerable amounts like other ships. Given all that the Tempest really needs some decent bonuses to make it work. Personally I like 8.5% rate of fire and a falloff bonus, but I guess other variations would also work. |

Rebecha Pucontis
Tribal Liberation Force Minmatar Republic
251
|
Posted - 2013.05.01 16:55:00 -
[958] - Quote
To mare wrote:i would be very happy if CCP switches tempest and typhoon speed (or make them both 130 base speed) even at the expense of some HP, i like the slot layout of the tempest, ofc i would like an extra low or med but since the number of slot for every ship type is fixed i dont think its worth to give up a high, since CCP its going crazy with ship bonus i would give the tempest a +5% rof +7.5% damage maybe at the expense of some drone space make it 25mb 50m space, they would give the thing a 10% edge over other ships as an alpha platform and make the thing a real gankboat like every double damage bonused ships should be. Just quoting again because I pretty much agree with this basic premise also, but would just like to see some decent bonuses on the Tempest. The dual damage bonus just isn't cutting it now given all the other ships having been buffed. |

Pattern Clarc
Aperture Harmonics
498
|
Posted - 2013.05.01 23:20:00 -
[959] - Quote
Until we get some feedback I'm just going to leave this here:
Unless every battleship gets +1 slot (distributed to taste and in the case of the tempest 8/6/6) accross the board and we mess with bonuses instead - enter the new Tempest:
Minmatar Battleship Skill Bonuses: +8% bonus to Large Projectile Turret rate of fire +10% bonus to Large Projectile Falloff
Slot layout: 7H, 6M, 6L; 6 turrets , 4 launchers Fittings: 17000 PWG, 650 CPU Defense (shields / armor / hull) : 7300 / 7400 / 6400 Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68 Mobility (max velocity / agility / mass / align time): 120 / .104 / 101000000 Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7 Sensor strength: 20 Ladar Sensor Strength(+1) Signature radius: 360(+20)
The new Tempest exchanges turret alpha and ammunition efficiency for extended range with autocannons and artilery. With a high slot moved to a mid and a significant increase to CPU, the new Tempest receives much improved shield tanking performance with added damage projection, utility or EWAR within armour fits. With increased power grid, it's also possible to shoe horn artillery with a functional armour tank for the first time.
And although straight line speed may be lacking compared to some of the other Attack Battleships, the Tempest more than makes up for this in align time and acceleration. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Wrayeth
Inexorable Retribution
71
|
Posted - 2013.05.02 04:39:00 -
[960] - Quote
Pattern Clarc wrote: Minmatar Battleship Skill Bonuses: +8% bonus to Large Projectile Turret rate of fire +10% bonus to Large Projectile Falloff
Slot layout: 7H, 6M, 6L; 6 turrets , 4 launchers Fittings: 17000 PWG, 650 CPU Defense (shields / armor / hull) : 7300 / 7400 / 6400 Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68 Mobility (max velocity / agility / mass / align time): 120 / .104 / 101000000 Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7 Sensor strength: 20 Ladar Sensor Strength(+1) Signature radius: 360(+20)
This really doesn't interest me. It doesn't do anything for the Tempest's anemic DPS, doesn't do much for its mobility over Rise's currently proposed change, and pigeon-holes the tempest into a shield fit. Sure, you could still armor tank it, but what, exactly, are you going to do with that extra mid?
* The days of overpowered sensor dampers are long since gone
* Tracking disruptors have also been nerfed for non-bonused ships (and your sig is the size of a small moon anyway).
* The Multispec of DoomGäó hasn't been viable for 7 years (I used to fly with one fit to my Tempest from 2005 until when it got the axe, and it really did need nerfing - I once kept a Blasterthron jammed for an entire fight with just one multispec while I slowly chewed him to pieces).
* Target painters could help somewhat when dealing with smaller opponents, but again they don't have enough of an effect on a non-bonused ship.
I suppose you could use a dual-prop fit and gain a marginal boost when you're scrambled, but since you're a battleship and slow to begin with, it really wouldn't be the most helpful thing in the universe.
Now let's look at what you give up for that single midslot which is nearly useless on an armor fit: 1 heavy neutralizer. It doesn't sound like much, but this can be the difference between capping out your opponent and turning off such unimportant things as the warp scrambler keeping you from MWDing to maintain range and the ancillary armor rep that's keeping him alive, and dying because you weren't able to do those things.
IMO, the only thing worth giving up the second neut for is a 7th turret slot like the Machariel has.
TLDR; Do. Not. Want. |
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