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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Jureth22
Mind Games. Suddenly Spaceships.
76
|
Posted - 2013.05.13 17:26:00 -
[61] - Quote
so about navy apoc.besides the fact that you guys ruined amarr battleship,you guys are picking now on factiones ones too?
so besides the fact that you guys are removing the capacitor bonus on navy apoc hull,of wich amarr lazors ships desperate need it,because simply lasers are consuming so much cap and then again you guys arent really doing anything about it,you also nerf the capacitor of the ship too.
now,i`m not sure if that i see at stats there is a mistake,but you guys might wanna reconsider |
IrJosy
Club 1621 Goonswarm Federation
55
|
Posted - 2013.05.13 17:27:00 -
[62] - Quote
Kagura Nikon wrote:CCP Rise wrote:The idea with the Tempest is that it fits really well into a lot of armor based compositions, acting more or less like an armor Maelstrom. It still has higher alpha than the Typhoon, with a lot more hp and similar utility. It goes a lot faster than the other combat battleships and has much smaller sig, so it definitely isn't eclipsed completely.
I can understand why some of you might want something with a bit more pop and I promise to talk with Fozzie and the rest of the department to make sure we're happy with this form before Odyssey goes out. Ok ok, Just try to remember that navy ships are used by peopel trying to get an edge therefore they must have somethign goign for them. WHen you undock on a fleet tempest you wil have a plan ( Fleet doctrines in 0.0 are not included in taht, 0.0 combat became so stupid and mindless that I do not even dare to brign it up in this discussion). More alpha then typhoon is not a reason to use it. If you want alpha you will go maelstrom, if you want mobility you go typhoon. Being A little bit bad at EVERYTHING is not a role. No one will select a combat ship based on that! It must be GOOD at something. That is IMPORTANT! 2 damage bonus ship, it shows its supposed to be a gangy ship. Bring its turrets to 7 and lower drone bay a bit.. Or keep turrets and increase drone bay. Give a reason for anyoen select a tempst over some other ship in some realistic scenario.
It is good at something. Best armor alpha ship. Stop trying to meta game against goons. |
Heribeck Weathers
Dred Nots
40
|
Posted - 2013.05.13 17:28:00 -
[63] - Quote
Malcanis wrote:Heribeck Weathers wrote:
N-Raven - good god that thing will be a beast
Remember that it's losing the damage bonus: it now has 8 effective launchers, the same as the standard Raven.
true but it gets a tracking and range bonus, as some one said its like an afordable actualy pvp orintated Golem |
MeBiatch
Republic University Minmatar Republic
964
|
Posted - 2013.05.13 17:28:00 -
[64] - Quote
IrJosy wrote:I don't use my navy domi with guns can you please change it to be like the regular domi with the drone optimal/tracking bonus?
i too was hoping for this... but the flame was so high when they removed the regular domis turret bonus that alas we are stuck with a bonus we dont use. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Maximus Andendare
Future Corps Sleeper Social Club
150
|
Posted - 2013.05.13 17:29:00 -
[65] - Quote
CCP Rise wrote:Of course, no promises in terms of order or anything - but the short list includes things like medium rails, hacs, eafs, beams, some other t2 classes like inties/maurders, and some other mods which i don't want to name atm incase they get pushed back awhile. =) Wow! That was incredible to see you lift the curtain back some, Rise! Thank you so much!!
To those guys complaining about the lack of an 8-gun Gallente BS: I like the "idea" of 8 guns, but as long as its doing the same or better dps as its competitors, then just think 1) less ammo used and 2) less cap being taken up by additional turrets. Those are surely tradeoffs I'd make for not getting a special BS with 8 turrets.
I am a bit sad to see that the Mega is more-or-less the same Mega as the tech 1 BS, since I felt that ship was doing very well at that role with those bonuses. I'd much rather have seen a Navy Mega with a falloff bonus (or hell, even the T1 version instead) for better damage application on approach. Combined with the faster speed, the NMega could apply its dps in a much wider engagement envelope. Hell, maybe even 8 turrets with a tracking and falloff bonus would be cool (with 125 mb/s to make up some loss).
The only other ship I'd say needs some attention is the Tempest. I very much agree with the other posters that having a "gunboat"-flavored BS with dual damage bonuses to said guns feels somewhat lackluster when other BSs are performing better. For proj, too, there's not the same cap-use incentive to remove turrets as there is in laser- and hybrid-platforms. Can't the NTempest get 7 turrets?
Otherwise, really happy with the changes posted, and VERY nice to see the old Geddon again! :)
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MeBiatch
Republic University Minmatar Republic
964
|
Posted - 2013.05.13 17:30:00 -
[66] - Quote
mynnna wrote:Gilbaron wrote:why dont the minmatar get something to murder small stuff ? A 125mbit drone bay and two utility highs (not to mention a ton of speed) isn't enough to murder small stuff?
oh cool you got your csm tag... any news on who will be the chairman? Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Jureth22
Mind Games. Suddenly Spaceships.
76
|
Posted - 2013.05.13 17:30:00 -
[67] - Quote
also Caldari Battleship Skill Bonus: 5% bonus to Torpedo and Cruise Missile Launcher Rate Of Fire and 10% bonus to Torpedo and Cruise Missile Velocity per level of skill this is the current bonuses for raven navy.
you people can observ they are being changed to
Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius +10% bonus to Cruise Missile Torpedo Velocity
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Jeanne-Luise Argenau
Federal Defense Union Gallente Federation
4
|
Posted - 2013.05.13 17:30:00 -
[68] - Quote
@CCP Rise
+1 on the attack navy battleship changes +1 on the Scorpion Navy Issue changes
undecided on the rest of combat bs changes. Boni on Geddon should be changed to show combat role (remove cap boni add resist), also u gave more basic tank. Dominix i cant say whats wrong but the boni and numbers feel wrong to make it better compared to the t1 version. Tempest looks more like an attack Battleship. |
MeBiatch
Republic University Minmatar Republic
964
|
Posted - 2013.05.13 17:31:00 -
[69] - Quote
Malcanis wrote:Turelus wrote:CNR is king of PVE again? Pretty much. The Fleet Typhoon has more EFT DPS, but the Navy Raven will apply it rather more effectively.
thankfully i have my phoon navy issue with 800's and nuets so i am cool with more dps. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
156
|
Posted - 2013.05.13 17:31:00 -
[70] - Quote
MeBiatch wrote:Quote:GALLENTE
MEGATHRON NAVY ISSUE The Navy Thron will be GallenteGÇÖs GÇÿattackGÇÖ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.
Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret falloff
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) i bolded the part that needs to be fixed... tracking bonus for the tech I version is ok... but gal need a fleet ship and a mega navy issue can be that fleet ship... and the only way to make it so it to give it a fall off bonus... that will bring large neutrons with null into fleet bs range... otherwise you are just making a pretty station game ship...
Nah that would make a nice kronos bonus maybe marauders could become a HAC version of battleships... make them smaller and more mobile with MWD bonus and projection bonuses we could have an assault line from frigs to battleships.
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |
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Aimee Maken
State War Academy Caldari State
9
|
Posted - 2013.05.13 17:32:00 -
[71] - Quote
honestly, cap is an issue for new amarr players, they should have kept the cap bonus to t1 hulls and then change the navy ones to have tracking or some other
on t1 it is excellent for newer players to use and get into to get the isk flowing without as much cap skills, on more expensive ships you can thus expect that players have good cap skills and knows fitting around cap warfare and stick on non crutch bonuses.
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Dez Affinity
Habitual Euthanasia Pandemic Legion
246
|
Posted - 2013.05.13 17:32:00 -
[72] - Quote
MeBiatch wrote:Quote:GALLENTE
MEGATHRON NAVY ISSUE The Navy Thron will be GallenteGÇÖs GÇÿattackGÇÖ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.
Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret falloff
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) i bolded the part that needs to be fixed... tracking bonus for the tech I version is ok... but gal need a fleet ship and a mega navy issue can be that fleet ship... and the only way to make it so it to give it a fall off bonus... that will bring large neutrons with null into fleet bs range... otherwise you are just making a pretty station game ship...
Lol, please never post in balancing threads ever again |
Roime
Shiva Furnace
2803
|
Posted - 2013.05.13 17:32:00 -
[73] - Quote
Looks nice, these should be the T1 version stats tho :)
-á- All I really wanted was to build a castle among the stars - |
MeBiatch
Republic University Minmatar Republic
964
|
Posted - 2013.05.13 17:34:00 -
[74] - Quote
CCP Rise wrote:Quote:Maybe a good moment for marauders rebalance? We're with you on this. The top of the list has a whole bunch of stuff on it, but Maruaders are there somewhere =)
did i not read somewhere that we are getting new ships for the expansion? like tech II ABC's that are heavy bombers that shoot citadel torps?
or are the new pirate faction noob ships the new ships we are getting? Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Kasutra
Tailor Company Hashashin Cartel
196
|
Posted - 2013.05.13 17:34:00 -
[75] - Quote
Has anyone run the math yet on whether we're seeing more or less applied DPS from the new CNR when firing at some standard targets?
Also, whoo, the NGeddon didn't get changed. I am happy about that.
IrJosy wrote:I don't use my navy domi with guns can you please change it to be like the regular domi with the drone optimal/tracking bonus? MeBiatch wrote: i too was hoping for this... but the flame was so high when they removed the regular domis turret bonus that alas we are stuck with a bonus we dont use.
For those of you without hybrid skills, the normal Domi is right over there in the other thread!
Jonas Sukarala wrote:I am concerned about how much dps that navy domi has though... any ideas? ... unless I'm missing something, that DPS didn't change at all.
Jureth22 wrote:so about navy apoc.besides the fact that you guys ruined amarr battleship,you guys are picking now on factiones ones too?
so besides the fact that you guys are removing the capacitor bonus on navy apoc hull,of wich amarr lazors ships desperate need it,because simply lasers are consuming so much cap and then again you guys arent really doing anything about it,you also nerf the capacitor of the ship too.
now,i`m not sure if that i see at stats there is a mistake,but you guys might wanna reconsider Did you notice the laser changes? |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
156
|
Posted - 2013.05.13 17:34:00 -
[76] - Quote
Roime wrote:Looks nice, these should be the T1 version stats tho :)
Well i think most people are underwhelmed with the T1 changes 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place..... where is the TD missile change?-á ,...projectiles should use capacitor. |
Liang Nuren
Heretic Army Heretic Initiative
3437
|
Posted - 2013.05.13 17:35:00 -
[77] - Quote
CCP Rise wrote:
RAVEN NAVY ISSUE The CNR will be CaldariGÇÖs attack battleship, like the new tech 1 Raven. I wanted the Navy Raven to get something new, and the new Navy Drake pointed in a pretty good direction. We are giving the CNR an 8th launcher to make up for the loss of the rate of fire bonus, and replacing rate of fire with a bonus to explosion radius. Along with the incoming buff to cruise missiles, this ship is going to be an animal.
Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius +10% bonus to Cruise Missile Torpedo Velocity
Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1) Fittings: 12000 PWG(+1075), 780 CPU(+45) Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461) Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7 Sensor strength: 28 Gravimetric(+.5) Signature radius: 410(-50)
I strongly disagree with this. You're nerfing the torp RNI in favor of the cruise variant, and go so far as to explicitly tell us you're basing the entire ship design off of cruise. Then you keep the cruise missile velocity bonus. Given that you're pigeon holing the ship into cruise, doesn't it make far more sense to trade the velocity bonus for the explosion radius bonus instead?
Quote: SCORPION NAVY ISSUE The Navy Scorpion is taking the GÇÿcombatGÇÖ role for Caldari, and more or less staying in its current form. It will pick up an extra low slot, since it was slot deficient for no reason before. In light of the coming cruise missile change, we are a bit concerned with the power level for the Scorp, so weGÇÖll be keeping a close eye on this one, as we still feel it could wind up being too strong depending on how the meta settles out.
Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire 4% bonus to shield resistances
Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers Fittings: 11000 PWG(+650), 780 CPU(-7) Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797) Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s) Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s) Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7 Sensor strength: 30 Gravimetric Signature radius: 465(+35)
I honestly have no idea how you foresee this being too strong. The 5th low has a much lower utility for missile battleships (4th damage mod? fitting mod? I'm-a-stupid-head-SPR?). I don't really see the ship as any more powerful than it is today.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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MeBiatch
Republic University Minmatar Republic
964
|
Posted - 2013.05.13 17:35:00 -
[78] - Quote
CCP Rise wrote:Quote:This list. I don't suppose we can get any sneak peeks at what's in store for rebalance in the near future? Not in any order, obviously, but just to see what's on the menu. Of course, no promises in terms of order or anything - but the short list includes things like medium rails, hacs, eafs, beams, some other t2 classes like inties/maurders, and some other mods which i don't want to name atm incase they get pushed back awhile. =)
ok have my space babies... or i yours... i dont care i just want to raise your respective offspring. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Theia Matova
Dominance Theory
98
|
Posted - 2013.05.13 17:37:00 -
[79] - Quote
Aimee Maken wrote:honestly, cap is an issue for new amarr players, they should have kept the cap bonus to t1 hulls and then change the navy ones to have tracking or some other
on t1 it is excellent for newer players to use and get into to get the isk flowing without as much cap skills, on more expensive ships you can thus expect that players have good cap skills and knows fitting around cap warfare and stick on non crutch bonuses.
No remove all cap bonuses and fix the problem that causes those issues. Giving cap bonuses simply move on the fact.
Some changes look good dont like amarr ones though. So in mixed feelings. Other discussions: Racial systems balancing and homogenization Bounty contracts |
MeBiatch
Republic University Minmatar Republic
965
|
Posted - 2013.05.13 17:38:00 -
[80] - Quote
Dez Affinity wrote:MeBiatch wrote:Quote:GALLENTE
MEGATHRON NAVY ISSUE The Navy Thron will be GallenteGÇÖs GÇÿattackGÇÖ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.
Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret falloff
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) i bolded the part that needs to be fixed... tracking bonus for the tech I version is ok... but gal need a fleet ship and a mega navy issue can be that fleet ship... and the only way to make it so it to give it a fall off bonus... that will bring large neutrons with null into fleet bs range... otherwise you are just making a pretty station game ship... Lol, please never post in balancing threads ever again
sorry cant help you out there... falloff is much better then the tracking for fleets...
tracking is nice if you dont have proper tackle but the fall off = more range which is needed for a fleet ship....
and you should know that.
Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
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Violet Winters
Angelic Eclipse.
56
|
Posted - 2013.05.13 17:41:00 -
[81] - Quote
so when does my mach get nerfed into the ground? Violet Winters, sister of Kahlia Winters.
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Hrontore BOA
Four Gun
9
|
Posted - 2013.05.13 17:42:00 -
[82] - Quote
Guh. I want a special teir three battleship. ;.; just so I have a shiny, shiny rokh that is ready to be harvested for tears. |
Colt Blackhawk
The Amarrian Expendables
142
|
Posted - 2013.05.13 17:42:00 -
[83] - Quote
5 lows on scorp navy???? I have a scorp navy toon. WHAT THE HELL SHOULD I DO WITH A 5th LOW???? 4th ballistic control system will give me maybe 40 or 50 dp. Almost useless^^
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Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
691
|
Posted - 2013.05.13 17:44:00 -
[84] - Quote
Kasutra wrote:Has anyone run the math yet on whether we're seeing more or less applied DPS from the new CNR when firing at some standard targets?
after some deriving i have managed to come up with the following:
6*1.25=7.5
8>7.5
:3
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Liang Nuren
Heretic Army Heretic Initiative
3437
|
Posted - 2013.05.13 17:44:00 -
[85] - Quote
Kasutra wrote:Has anyone run the math yet on whether we're seeing more or less applied DPS from the new CNR when firing at some standard targets?
You'll get a bit more if you fit cruise, quite a bit less if you fit torps. They're straight up pigeon holing the ship into cruise and then keeping the missile velocity bonus.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Dez Affinity
Habitual Euthanasia Pandemic Legion
246
|
Posted - 2013.05.13 17:46:00 -
[86] - Quote
MeBiatch wrote:Dez Affinity wrote:MeBiatch wrote:Quote:GALLENTE
MEGATHRON NAVY ISSUE The Navy Thron will be GallenteGÇÖs GÇÿattackGÇÖ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.
Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret falloff
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) i bolded the part that needs to be fixed... tracking bonus for the tech I version is ok... but gal need a fleet ship and a mega navy issue can be that fleet ship... and the only way to make it so it to give it a fall off bonus... that will bring large neutrons with null into fleet bs range... otherwise you are just making a pretty station game ship... Lol, please never post in balancing threads ever again sorry cant help you out there... falloff is much better then the tracking for fleets... tracking is nice if you dont have proper tackle but the fall off = more range which is needed for a fleet ship.... and you should know that.
You're just plain wrong.
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Liang Nuren
Heretic Army Heretic Initiative
3438
|
Posted - 2013.05.13 17:47:00 -
[87] - Quote
Warde Guildencrantz wrote:Kasutra wrote:Has anyone run the math yet on whether we're seeing more or less applied DPS from the new CNR when firing at some standard targets?
after some deriving i have managed to come up with the following: 6*1.25=7.5 8>7.5 :3
Your math is bad.
Old CCNR: 7 / .75 = 9.3333 eff launcher New CCNR: 8 * 1.3 = 10.4 eff launcher
Old TCNR: 7 / .75 = 9.333 eff launcher New TCNR: 8 eff launcher
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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MeBiatch
Republic University Minmatar Republic
965
|
Posted - 2013.05.13 17:49:00 -
[88] - Quote
Jonas Sukarala wrote:MeBiatch wrote:Quote:GALLENTE
MEGATHRON NAVY ISSUE The Navy Thron will be GallenteGÇÖs GÇÿattackGÇÖ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.
Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +10% Large Hybrid Turret falloff
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) i bolded the part that needs to be fixed... tracking bonus for the tech I version is ok... but gal need a fleet ship and a mega navy issue can be that fleet ship... and the only way to make it so it to give it a fall off bonus... that will bring large neutrons with null into fleet bs range... otherwise you are just making a pretty station game ship... Nah that would make a nice kronos bonus maybe marauders could become a HAC version of battleships... make them smaller and more mobile with MWD bonus and projection bonuses we could have an assault line from frigs to battleships.
i would support this aslong as teh sensors were fixed. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Luscius Uta
Unleashed' Fury Forsaken Federation
43
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Posted - 2013.05.13 17:49:00 -
[89] - Quote
I don't like the Fleet Phoon (unlike the regular one) - split weapon systems are bad and should go the way of Dodo. Also, since Navy Geddon won't be a drone boat, why give it such huge drone bay? |
Vadeim Rizen
Hostility.
11
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Posted - 2013.05.13 17:52:00 -
[90] - Quote
Kil2 you hurt me. You hurt my feelings very much. Why nerf the megathron? I didnt understand the nerf for the T1 version, and now I dont understand the need for nerfing the faction version. Were megathrons abused/overused/overpowered? None of the above.
In my opinion the battleship re-balancing has been so disappointing. Battleships still serve no real purpose in this game. There is no reason to fly any of these ships at the moment. If you want to make Battleships serve a role give them more HP. It's a bit dumb that armor t3's have just as much armor hp as battleships. In my humble opinion, if you want to see a return in battleships you need to add 50% hp to the ships main tank. With the ship's size and maneuverability it should have way more base HP than any other class of sub-caps. The resists will still make tech II and tech III stuff more viable, and with the lack of resists BS still won't be overpowered, they'll be more in line with where they should be. Instead, we're taking away hp?
But atleast at that point going heavy would have a benefit, as opposed to being completely vulnerable to a nano gang. The benefit to being in a bs fleet at that point is it would be much harder to be alpha'd, but with the lack of resists there's still a benefit to t2 and t3 fleets. But as it is, and as it's going to be there is still no benefit to flying battleships.
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