
JawsOfDeath
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Posted - 2005.10.03 14:34:00 -
[1]
I have been reading most of the 1k posts here, and HOLY **** u guys know how to whine. Wish about 50% of you could stop that, and start thinking little more objective.
My opinion on the Thorax is that the change is good. Only less good part is it gets to close to the Deimos in PG. Maybe something in between 100-125MW increase would be enough. And 8 heavy drones T2 would EAT just about anything, incl most HACs. Its a T1 cruiser, not a B/S or Hac. Hence it should match that and use T1 guns for balance thinking. If you then want to use some of the PG for a tank, then thats setup choice. And your are NOT suppost to have ONE setup that kills all and everything. So grow up, train the skills for T2 items, T2 ships and fitting. If you want it to hurt in damage, it hurts the wallet too.
When it comes to the maller: If the Thorax gets +150MW it should get those 50MW, maybe not if thorax gets 100MW. Its not like its a bad tank or ship atm. About its 15 slots is as a joke. It has no drone bay, it has 1 highslot with no real use. Yes it can fit a nos, but that takes up its fitting. U dont have much use of that last slot tbh. And the other compensates for the lack of drone bay.
The Moa was long time since i used, maybe cause its nerfing. But of all i have seen here, and in the game, it needs to be looked over both slotwise and PG/CPU output. It used to be a very awsome ship. This untill all but XL shield boosters got nerfed, then missles, etc. So its time to check the damage to the ships potentinal. Tbh this 25% res bonus is atleast a good step to it being a tank again.
Im not a minmatar pilot, hence i wont comment on them. Just wish minmatar people could try it and look at the facts before posting.
Btw, many Amarr ships have low amount of midslots, and are less good at tackling, but 1 mid slot is not useful. Yes they are armor tankers and should have more low slots and fewer mid, but it gets out of control sometimes.
One note i found from NoWeR, that might be a interesting mod is a long range webber. Think its a good idea...
Originally by: NoWeR
Webbers: We need up to ~35km webber. òMedium-Long range cruisers need a defense vs fastest ships that wants to arrive to close range, and close range cruisers need a way to not be death always they are at 40km of his target.
Ofc it should not to be like -70% speed... but maybe like 20-40% and have range of about 30-40km (havnt done much math about it). This for just this purpose of keeping short range cruiser at bay atleast for a while. They should use MWD and other high speed boost and could catch up anyways, just takes longer time. Keep in mind that webbing does help targets warp out, so the close range ship could choise to get away and try to come back closer.
Originally by: Hoshi
Lets say you have 1000 hp, with 25% resists that would mean 1250 effective hp (the amount of damage someone needs to do to kill you)...
Man u need to learn what resistance is, badly. With your math ud have effective 1990Hps with 99% res, lol. The resistance part is what of the damage is absorbed. So if u have 25% res, u take 75% of the damage. => 1000 / (1-025) = 1333hps, 50% gives u 2000 hps, 75% - 4000 and 90% - 10000. So the higher u go, the more it helps. j0sephine did point out the stacking and bonus parts of it very nicely.
Originally by: j0sephine
shield/armour hardeners patch the 'resistance hole', i.e. what's left after (100% - current resistance) ... so, with 25% base resistance, the 50% hardener patches 50% of (100 - 25 = 75 ) / 2 = 37.5% ... 25% + 37.5% = 62.5%
This is actually better than if you tried to use 50% hardener and 25% hardener, which would result in just 56.2% resistance, due to stacking penalty.
All in all, i think Tuxford has made great changes. Some less good, some more good. But tbh the guy is spending hours on this, and id rather have some changes then nuttin at all. So i hope he keeps going...
/Jaws
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