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Thread Statistics | Show CCP posts - 58 post(s) |

Maya Rkell
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Posted - 2005.10.06 19:41:00 -
[1231]
Originally by: Khaldorn Murino Tux, Tackling Frigates:
I was thinking.. to make these frigates actually be used as tech 1 tacklers, why not give them a bonus more relating to their box their being put in?
Thoughts:
Increased warp speed (aking to interceptors, but not as much obviously)
% per level decrease in warp scrambler/web cap usage
I'd like to see them get say 6AU/s, as an added role-bonus (and incidently making them good scouts, yes :P), plus the cap usage decrease. Range would, imo, be overpowered.
"Corpse cannot be fitted onto ship. Only hardware modules can be fitted." |

Ithildin
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Posted - 2005.10.06 19:45:00 -
[1232]
Originally by: Nyxus
Originally by: Ithildin
Originally by: Nyxus Many ships with 2 types of weapons systems are useless because thier damage output is so pathetic. Consider changing the bonus to cover both weapon systems. Examples:
5% Damage Per level Small Hybrid Turret"
is changed to "5% Damage per level Small Hybrid Turret and Missiles"
The only thing you have to watch is rof bonuses. Perhaps instead of an rof bonus to the missile systems a damage bonus to both missiles and turrets. This would keep the Hawk and Sacriledge in check.
Nyxus
Even though I carry great recentments against anyone voicing that the Caldari should be of any damage type (rather than limited to two types like the other two and a half races are (MOST Minnie ammo is exp/kin, however, those who aren't stand out greatly)) I support this.
I have longed for the Ares to become good, and a bonus such as this would end the Ares suckage. (On a similar note, 5% damage to missiles should ALSO be changed to missile and turret) This should aply only to the bastards*, not to those genuinly favouring one of the weapon systems.
* Examples of "bastards": Raptor, Ares, Malediction, Hawk. That is, ships with a 50/50 weapon system and bonus. * Examples of ships that AREN'T "bastards": Raven, Celestis, Rupture, etc.
Well tbh I think the idea of getting a bonus to all 4 types of missiles is overpowered as well. But I am desperate at this point to bring life to some of the crappier ships.
It's easy to see what ships are useful - invariably they are the ships where the weapon bonuses apply to most of the weapons. "Half and Half" ships just suck. Period. Please make the weapon bonuses apply to ALL the weapons on a ship and give those ships a point to existing.
Nyxus
Hmm, a few examples of what could/should be done:
Ares Ship: 5% to small hybrid turret, light missile and rocket damage per level and 5% to small hybrid turret damage per level Interceptor: 5% reduced signature radius and 5% small hybrid turret and thermal missile damage per level. - Effectively giving double boost to hybrid turrets and thermal missiles, but a single boost to regular missiles
Hawk Hardpoints: -3 turrets, +2 launchers. It has 4 high slots. Ship: <empty bonus slot>, and 5% missile launcher rate of fire Assault Ship: +5% Shield Resistance, +10% missile velocity (ALL AFs have an AF-skill range bonus) - Plain and simple removing turrets all together.
Heron*: +5% Kinetic missile -> +10% missile velocity and small hybrid turret optimal range (it's a long range, 2 high slot 50/50 frigate, not a damage dealer... and widely proclaimed useless anyway)
Typhoon*: +10% Large Projectile Turret optimal and missile velocity, and +5% large projectile turret and explosive missile damage. - This is where things *might* get out of hand, though it certainly would stop the Typhoon from... sucking...
* The only two T1 Gemini ships I found that can be classified as "bastards" --
NikNac is making me a new sig. It's gonna be so sweet. |

Nafri
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Posted - 2005.10.06 19:47:00 -
[1233]
Originally by: Ithildin
Originally by: Nyxus
Originally by: Ithildin
Originally by: Nyxus Many ships with 2 types of weapons systems are useless because thier damage output is so pathetic. Consider changing the bonus to cover both weapon systems. Examples:
5% Damage Per level Small Hybrid Turret"
is changed to "5% Damage per level Small Hybrid Turret and Missiles"
The only thing you have to watch is rof bonuses. Perhaps instead of an rof bonus to the missile systems a damage bonus to both missiles and turrets. This would keep the Hawk and Sacriledge in check.
Nyxus
Even though I carry great recentments against anyone voicing that the Caldari should be of any damage type (rather than limited to two types like the other two and a half races are (MOST Minnie ammo is exp/kin, however, those who aren't stand out greatly)) I support this.
I have longed for the Ares to become good, and a bonus such as this would end the Ares suckage. (On a similar note, 5% damage to missiles should ALSO be changed to missile and turret) This should aply only to the bastards*, not to those genuinly favouring one of the weapon systems.
* Examples of "bastards": Raptor, Ares, Malediction, Hawk. That is, ships with a 50/50 weapon system and bonus. * Examples of ships that AREN'T "bastards": Raven, Celestis, Rupture, etc.
Well tbh I think the idea of getting a bonus to all 4 types of missiles is overpowered as well. But I am desperate at this point to bring life to some of the crappier ships.
It's easy to see what ships are useful - invariably they are the ships where the weapon bonuses apply to most of the weapons. "Half and Half" ships just suck. Period. Please make the weapon bonuses apply to ALL the weapons on a ship and give those ships a point to existing.
Nyxus
Hmm, a few examples of what could/should be done:
Ares Ship: 5% to small hybrid turret, light missile and rocket damage per level and 5% to small hybrid turret damage per level Interceptor: 5% reduced signature radius and 5% small hybrid turret and thermal missile damage per level. - Effectively giving double boost to hybrid turrets and thermal missiles, but a single boost to regular missiles
Hawk Hardpoints: -3 turrets, +2 launchers. It has 4 high slots. Ship: <empty bonus slot>, and 5% missile launcher rate of fire Assault Ship: +5% Shield Resistance, +10% missile velocity (ALL AFs have an AF-skill range bonus) - Plain and simple removing turrets all together.
Heron*: +5% Kinetic missile -> +10% missile velocity and small hybrid turret optimal range (it's a long range, 2 high slot 50/50 frigate, not a damage dealer... and widely proclaimed useless anyway)
Typhoon*: +10% Large Projectile Turret optimal and missile velocity, and +5% large projectile turret and explosive missile damage. - This is where things *might* get out of hand, though it certainly would stop the Typhoon from... sucking...
* The only two T1 Gemini ships I found that can be classified as "bastards"
actal this is a very good idea, and the typhoon might become really good as tanker and damage dealer with this. --------------------------------------------------------------------------------
Put your panties on your head! |

jukriamrr
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Posted - 2005.10.06 20:56:00 -
[1234]
Originally by: JoCool Edited by: JoCool on 05/10/2005 17:26:55 Tuxford, don't discuss with french about ammo or anything else military related. Here for more French bashing
Wow how contructive was that? 
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Nyxus
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Posted - 2005.10.07 04:04:00 -
[1235]
Originally by: Ithildin
Originally by: Nyxus Many ships with 2 types of weapons systems are useless because thier damage output is so pathetic. Consider changing the bonus to cover both weapon systems. Examples:
5% Damage Per level Small Hybrid Turret"
is changed to "5% Damage per level Small Hybrid Turret and Missiles"
The only thing you have to watch is rof bonuses. Perhaps instead of an rof bonus to the missile systems a damage bonus to both missiles and turrets. This would keep the Hawk and Sacriledge in check.
Nyxus
Hmm, a few examples of what could/should be done:
Ares Ship: 5% to small hybrid turret, light missile and rocket damage per level and 5% to small hybrid turret damage per level Interceptor: 5% reduced signature radius and 5% small hybrid turret and thermal missile damage per level. - Effectively giving double boost to hybrid turrets and thermal missiles, but a single boost to regular missiles
Hawk Hardpoints: -3 turrets, +2 launchers. It has 4 high slots. Ship: <empty bonus slot>, and 5% missile launcher rate of fire Assault Ship: +5% Shield Resistance, +10% missile velocity (ALL AFs have an AF-skill range bonus) - Plain and simple removing turrets all together.
Heron*: +5% Kinetic missile -> +10% missile velocity and small hybrid turret optimal range (it's a long range, 2 high slot 50/50 frigate, not a damage dealer... and widely proclaimed useless anyway)
Typhoon*: +10% Large Projectile Turret optimal and missile velocity, and +5% large projectile turret and explosive missile damage. - This is where things *might* get out of hand, though it certainly would stop the Typhoon from... sucking...
* The only two T1 Gemini ships I found that can be classified as "bastards"
Those look like great balance suggestions Ithildin. Something needs to be done, hopefully sooner than later. Its stinks that we have all these split ships, but they are so inferior because of the way the bonuses are applied. This would give a lot of ships a new lease on life and give a much needed boost to different types of ships that make thier appearance on the battlefield.
Nyxus
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Zyrla Bladestorm
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Posted - 2005.10.07 08:53:00 -
[1236]
Originally by: Ithildin
Originally by: Nyxus Many ships with 2 types of weapons systems are useless because thier damage output is so pathetic. Consider changing the bonus to cover both weapon systems. Examples:
5% Damage Per level Small Hybrid Turret"
is changed to "5% Damage per level Small Hybrid Turret and Missiles"
The only thing you have to watch is rof bonuses. Perhaps instead of an rof bonus to the missile systems a damage bonus to both missiles and turrets. This would keep the Hawk and Sacriledge in check.
Nyxus
Even though I carry great recentments against anyone voicing that the Caldari should be of any damage type (rather than limited to two types like the other two and a half races are (MOST Minnie ammo is exp/kin, however, those who aren't stand out greatly)) I support this.
I have longed for the Ares to become good, and a bonus such as this would end the Ares suckage. (On a similar note, 5% damage to missiles should ALSO be changed to missile and turret) This should aply only to the bastards*, not to those genuinly favouring one of the weapon systems.
* Examples of "bastards": Raptor, Ares, Malediction, Hawk. That is, ships with a 50/50 weapon system and bonus. * Examples of ships that AREN'T "bastards": Raven, Celestis, Rupture, etc.
I most definetely support this, I always got the impression that the ships with lots of weapons were supposed to be decent damage dealers since they were giving up other slots for lots of high slots, but most of them just ended up doing the least damage since the bonuses weren't nearly as effective as on other ships. . ----- Apologies for any rambling that may have just occurred.
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Shira'v'Dhraal
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Posted - 2005.10.07 10:30:00 -
[1237]
Originally by: JoCool Edited by: JoCool on 05/10/2005 17:26:55 Tuxford, don't discuss with french about ammo or anything else military related. Here for more French bashing
Now, on topic.
What about not paying attention to peoples who expect to be taken seriously on their balancing opinion after making a such retarded comment ?
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Khaldorn Murino
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Posted - 2005.10.07 11:13:00 -
[1238]
You know Tux, im really interested to know what ideas you got for the Bellicose.
I been thinking about it, and i cant really see how your going to increase its defenses that much. The thing i thought of was to just sod the defenses (a recurring theme in my ideas ) and changing one of those missile slots to a turret slot (or, we could dream alot, both) to make better use of its bonuses.
Or increase the speed and decrease the sig radius. I dont think its going to play tanking it. Resistances might keep it alive for a little longer.
I like the swapping of missiles for turrets and maybe a little more speed.
Anyway, im just being nosy! -
Just a simple warrior.
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Reite
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Posted - 2005.10.07 11:37:00 -
[1239]
oo i like it!
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Reatu Krentor
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Posted - 2005.10.07 11:54:00 -
[1240]
any chance at getting an updates MK2. project look ? I'm not interested to read through all of the pages this topic has (42! ) ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr. |

Forsch
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Posted - 2005.10.07 12:13:00 -
[1241]
If giving more than 2 boni to a ship is an option, then I see no problem for the omen getting a +% dmg or optimal to pulse lasers. :)
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

Khaldorn Murino
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Posted - 2005.10.07 12:24:00 -
[1242]
Well i was thinking of swapping them about. Currently the bonuses only apply to 3/5 of its weaponry, so it wouldn't be a great deal of harshness to swap it around for a more survivable bonus.
I still like the all out damage dealer and sod the survivability. :) -
Just a simple warrior.
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Nafri
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Posted - 2005.10.07 13:25:00 -
[1243]
Originally by: Forsch If giving more than 2 boni to a ship is an option, then I see no problem for the omen getting a +% dmg or optimal to pulse lasers. :)
Ehh, wait yeah give it zealot damage  --------------------------------------------------------------------------------
Put your panties on your head! |

danneh
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Posted - 2005.10.07 13:45:00 -
[1244]
Originally by: Nafri
Originally by: Forsch If giving more than 2 boni to a ship is an option, then I see no problem for the omen getting a +% dmg or optimal to pulse lasers. :)
Ehh, wait yeah give it zealot damage 
I second that!.
Looking good Tuxford.
Hello. |

Forsch
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Posted - 2005.10.07 13:59:00 -
[1245]
Edited by: Forsch on 07/10/2005 14:00:24
Originally by: Nafri Ehh, wait yeah give it zealot damage 
Well, check out Tuxford's idea about the Omen.
Originally by: Tuxford I kind of want to see the Omen as the damage dealing ship and the Maller as the tanking ship. The problem is as you have, and many more have pointed out that Maller does everything better than Omen. Well the Omen should with good skills and the extra launcher slot do more damage than Maller but it just doesn¦t go far enough.
I haven¦t been really happy with how the Omen turned out. The other tier 2 combat cruisers all have a special gimmick. Caracal has it¦s missiles, and you might not like that they have no close range missiles or launchers but it makes it pretty unique. Vexor has it¦s drones and Stabber has it¦s speed. Omen is pretty much worse than Maller in every way except speed, mass and it¦s recently acquired only launcher slot Wink
I want to see Omen more suited for pulse lasers and damage but Maller for long range Beams. Keep in mind that I can't add a turret hp to the Omen.
To sum it up, Omen does maybe a little more damage than the Maller but it's not enough (including the launcher). A 3rd bonus (to pulse lasers) would be an option. I didn't think cruisers could have 3 boni, but if the suggestions some posts above are valid, then this sure is something the Omen could get.
Difference to the Zealot is still that is has 4 boni, one being a dmg bonus to all medium lasers. So a bonus to only pulse lasers (doesn't have to be 5%, maybe 2.5% per level) could give it a purpose as damage dealing ship over the maller while not taking away the role of the Zealot (which has awesome resists on top of its dmg btw). A gank fitted Omen doesn't have much going for defense.
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

Forsch
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Posted - 2005.10.07 14:03:00 -
[1246]
Oh and another idea would be to give the Omen an MWD penalty reduction like the Thorax. This favors close range setups aka pulse lasers. It wouldn't reach up to the Thorax itself tho because the Omen only has 4 turret hardpoints and a tiny dronebay of 30m¦.
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

Khaldorn Murino
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Posted - 2005.10.07 14:15:00 -
[1247]
If you give the Omen 3 bonuses, then every other cruiser will have to have one to balance it out, will it not? -
Just a simple warrior.
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Forsch
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Posted - 2005.10.07 14:35:00 -
[1248]
Yea, that's an issue here. Initially I thought as well that giving it a 3rd bonus would not be an option. Just mentioned it now that this was suggested for other ships.
It's really not easy to find an improvement for the omen without changing the utility slot to a turret hardpoint (which is impossible).
I also like the idea of changing the cap reduction bonus to a +5% damage bonus. The Omen would deal alot of damage this way but without the cap bonus only for a very short time. MWD would probably not be an option anymore and it would be very susceptible to nos attacks.
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

Nyxus
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Posted - 2005.10.07 14:50:00 -
[1249]
Originally by: Khaldorn Murino If you give the Omen 3 bonuses, then every other cruiser will have to have one to balance it out, will it not?
No, you don't. The T1 logistics are gonna end up with extra bonuses. Balance is more important than number of bonuses. Not all bonuses are the same. I would hardly think the Moa's optimal bonus is as good as the Rax's damage bonus. Same with the Exequror.
Balance is more important than everyone having the same numbers of slots/dronebay/bonuses/etc. Balance does not mean the same or identical.
Nyxus
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Khaldorn Murino
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Posted - 2005.10.07 15:11:00 -
[1250]
Oh I agree Nyx, totally. Flying minmatar ships has convinced me of this.
For exampel, Just having the same HP total and splitting it different ways across the for races != balance at all. -
Just a simple warrior.
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Nafri
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Posted - 2005.10.07 15:42:00 -
[1251]
Omen is noway weaker then a caracal or stabber, so its balanced... --------------------------------------------------------------------------------
Put your panties on your head! |

Clavius XIV
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Posted - 2005.10.07 16:24:00 -
[1252]
Edited by: Clavius XIV on 07/10/2005 16:28:27 Instead of adding a 3rd bonus to the Omen, why not just adjust its RoF bonus until the damage it does makes it different enough from the Maller? Make it 6% or 7% per level or whatever is needed so that folks who want damage pick Omen and those who want Tank pick Maller.
Or they could make the Omen the EW platform and not ruin the Arbitrator 
Originally by: Nafri Omen is noway weaker then a caracal or stabber, so its balanced...
The problem is not that the Omen is weak its just that it's basicaly plays like a Maller, but weaker/cheaper. It just needs to have a different enough playstyle. Playing with a Stabber vs a Rupture is a lot different experience than in an Omen vs Maller.
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Forsch
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Posted - 2005.10.07 16:57:00 -
[1253]
Originally by: Clavius XIV Instead of adding a 3rd bonus to the Omen, why not just adjust its RoF bonus until the damage it does makes it different enough from the Maller? Make it 6% or 7% per level or whatever is needed so that folks who want damage pick Omen and those who want Tank pick Maller.
This seems like a very easy to do change, yet it would be pretty good. Nice idea! I support that one. 
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

Nyxus
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Posted - 2005.10.07 17:11:00 -
[1254]
Originally by: Nafri Omen is noway weaker then a caracal or stabber, so its balanced...
Then why do I see Caracals used EVERYWHERE for low end NPCing and Stabbers for fast tackling in pvp?
Where do you see Omens? And what are they doing?
Omen needs to be differentiated from the Maller. An optimal bonus to pulses/beams or a tweaking upwards of the rof bonus would do this.
Nyxus
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Summersnow
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Posted - 2005.10.07 18:04:00 -
[1255]
Originally by: Tuxford I kind of want to see the Omen as the damage dealing ship and the Maller as the tanking ship. The problem is as you have, and many more have pointed out that Maller does everything better than Omen. Well the Omen should with good skills and the extra launcher slot do more damage than Maller but it just doesn¦t go far enough.
I haven¦t been really happy with how the Omen turned out. The other tier 2 combat cruisers all have a special gimmick. Caracal has it¦s missiles, and you might not like that they have no close range missiles or launchers but it makes it pretty unique. Vexor has it¦s drones and Stabber has it¦s speed. Omen is pretty much worse than Maller in every way except speed, mass and it¦s recently acquired only launcher slot 
I want to see Omen more suited for pulse lasers and damage but Maller for long range Beams. Keep in mind that I can't add a turret hp to the Omen.
Adding a missle slot isn't the way to go, the balance to "no ammo needed" has always been the inability to deal anything but EM/Thermal. Giving the omen the ability to toss heavy missles at the 10% resist mini's get with no low slots to beef that up with especially now that defenders aren't worth jack is gonna totally blow chuncks.
Also, why would the Amarr build a t2 version that removes the launcher or do you intend to make the already insanely good zealot even better by giving it a free launcher as well?
Try thinking a little harder and come up with a better solution.
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Forsch
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Posted - 2005.10.07 18:17:00 -
[1256]
Well, if all else fails, give it a new paint job!
I'd fly this one over the maller any day. 
The Auctoritan Syndicate Defenders of the Empire - Curatores Veritatis Alliance |

ThunderGodThor
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Posted - 2005.10.07 18:54:00 -
[1257]
WOOT way to go ccp. You have just sigal handedly made the Deimos WORTHLESS. With the increase in the powergrid on the Thorax and NOT increasing the Powergrid on the deimos Why would i want to fly one. Ya it has hac resitances and some more damage. But why bother with the deimos when it costs what almost 15 times the cost of the Thorax and do almost the same thing. Oh might i add that you can insure it!!!! Increase the Powergrid on the Deimos OR not nerf the thorax.
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babylonstew
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Posted - 2005.10.07 18:57:00 -
[1258]
i still say give the moen a speed bonus, make it the amarr's answer to the stabber, i mean if the amarr navy keeps bumping into really fast close range cruisers, they just going suck it up and let them have thier way, or provide a counter???
omen with a decent base speed boast and slightly better agility, not quiet as good as the stabber, but a close copy?
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Nafri
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Posted - 2005.10.07 19:17:00 -
[1259]
Originally by: Nyxus
Originally by: Nafri Omen is noway weaker then a caracal or stabber, so its balanced...
Then why do I see Caracals used EVERYWHERE for low end NPCing and Stabbers for fast tackling in pvp?
Where do you see Omens? And what are they doing?
Omen needs to be differentiated from the Maller. An optimal bonus to pulses/beams or a tweaking upwards of the rof bonus would do this.
Nyxus
I see Omens in PvP from time to time  --------------------------------------------------------------------------------
Put your panties on your head! |

FalloutBoy
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Posted - 2005.10.07 19:36:00 -
[1260]
I like the idea of givving the omen a double damage bonus, and without the cap bonus it won't be able to support firing them for too long which will balance things out, only downside is that it would be dealing zeolot like dps, but the zeolot would still be far better do to its tanking and ability to fire for longer periods with better range
need a sig? Gallery Contact me for more info |
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