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Thread Statistics | Show CCP posts - 8 post(s) |
Hlynurth
Habitual Euthanasia Pandemic Legion
30
|
Posted - 2013.05.13 17:53:00 -
[91] - Quote
man nano phoons are going to own, boosh gallente pls :3 |
MeBiatch
Republic University Minmatar Republic
965
|
Posted - 2013.05.13 17:53:00 -
[92] - Quote
Dez Affinity wrote: You're just plain wrong.
sigh...
ok mr legion... how will you guys make a cat version of the navy mega?
in the end the rokh is still a better option for rails and blasters... and costs less
so really i cant see a fleet concept for the new mega...
as it stands i will continue using it for what its used now... station games... thats it.
the napoc is killer so is the scorp... plus that phoon just looks smexy...
but again gal are left out with out a fleet ship...
or are you again just going to reply with one line... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Cultural Enrichment
Jenkem Puffing Association
6
|
Posted - 2013.05.13 17:54:00 -
[93] - Quote
Liang Nuren wrote: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 This is some really dumb theorycrafting. All ships able to fit cruise will get that 30% bonus, not just the CNR.
If anything, torps are getting the better end of this damage application boost, since it will apply to targets between the size of a torp's optimal and a cruise optimal |
Kasutra
Tailor Company Hashashin Cartel
196
|
Posted - 2013.05.13 17:55:00 -
[94] - Quote
Liang Nuren 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?
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 Thanks.
Would just have liked the post, but I don't think that's appropriate here. |
Kagura Nikon
Mentally Assured Destruction Whores in space
234
|
Posted - 2013.05.13 17:59:00 -
[95] - Quote
IrJosy wrote: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.
For god sake.. you think anyone here care for your pitiful alliance? I am a high sec mercenary.. not a pathetic 0.0 drone.
Its nto the best alpha ship. it still ahve less alpha than maelstrom. It is the Highest alpha to HP ratio. But that is somethign that is BARELY useful and only to a fraction of a group that so stupdly rich that they can use fleet ships as throwaway toys.
I am talking about balancing for REAL PLAYERS that can use their brain and not only follow what a FC says thm to do.
|
Liang Nuren
Heretic Army Heretic Initiative
3439
|
Posted - 2013.05.13 18:00:00 -
[96] - Quote
Cultural Enrichment wrote: This is some really dumb theorycrafting. All ships able to fit cruise will get that 30% bonus, not just the CNR.
If anything, torps are getting the better end of this damage application boost, since it will apply to targets between the size of a torp's optimal and a cruise optimal
I wasn't trying to comment on the cruise boost as applied to all ships. I was answering the request for a comparison of today's CCNR and tomorrow's CCNR. I'm kinda curious about your justification for believing that the new Torp CNR will outdamage the old one. It loses 1.333 eff launchers and utility slots. It's... it's just straight up worse.
-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
|
Dez Affinity
Habitual Euthanasia Pandemic Legion
247
|
Posted - 2013.05.13 18:02:00 -
[97] - Quote
MeBiatch wrote:Dez Affinity wrote: You're just plain wrong.
sigh... ok mr legion... how will you guys make a cat version of the navy mega? in the end the rokh is still a better option for rails and blasters... and costs less so really i cant see a fleet concept for the new mega... as it stands i will continue using it for what its used now... station games... thats it. the napoc is killer so is the scorp... plus that phoon just looks smexy... but again gal are left out with out a fleet ship... or are you again just going to reply with one line...
Firstly you don't understand how important the tracking bonus is.
Secondly you want to give the navy mega A FALLOFF bonus. It is a hybrid ship. Falloff bonus. Hybrid ship. It will get max 15km increase (without tes and tracking computers) from a 50 percent fall off bonus with 425mms. That is dog shi t. With 2 TCs its more like 25km. Awful. From a 50 percent bonus. |
Kellath Eladrel
Future Corps Sleeper Social Club
3
|
Posted - 2013.05.13 18:06:00 -
[98] - Quote
Thank you for the fleet phoon. It has a lot of possibilities.
There is something unique and useful (however niche) about split weapons systems, no matter what people say. Especially when they are allowed to have the full benefit of ship bonuses, as opposed to before. Five card stud, nothing wild, and the sky's the limit. |
Krell Kroenen
Miners In Possession
164
|
Posted - 2013.05.13 18:08:00 -
[99] - Quote
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.
Thanks for trying to keep at least one armor centric projectile battleship. I just hope that you find something to make it pop as you say sooner rather than later. |
Catherine Laartii
ArTech Expeditions
12
|
Posted - 2013.05.13 18:10:00 -
[100] - Quote
I am pleased with this overall, but I am still disappointed with the gallente rebalance. Other than that, the scorpion navy and raven navy changes are very nice. I see what you did there with the navy geddon. :3 |
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Grath Telkin
Sniggerdly Pandemic Legion
1516
|
Posted - 2013.05.13 18:11:00 -
[101] - Quote
Good post, good changes, and its fun to watch everybody cry because their navy BS didn't get made OP like they dreamed.
New NaPoc and NRaven will be amazing. |
mynnna
GoonWaffe Goonswarm Federation
1112
|
Posted - 2013.05.13 18:12:00 -
[102] - Quote
Liang Nuren wrote: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
You DO know that precision skills and bonuses and such affect torps now, right? Going by this post and your last, it sure doesn't look like it.
Member of the Goonswarm Economic Warfare Cabal |
Arline Kley
PIE Inc. Praetoria Imperialis Excubitoris
173
|
Posted - 2013.05.13 18:14:00 -
[103] - Quote
CCP Rise wrote:
AMARR Changes
*slow hand clap*
Congratulations CCP Rise, you've officially made your mark on the Amarrian national fleets not once, but twice. Both times I might add, making at least one ship in the line up broken and ruined. I wish to enlighten you to my opinion, and remind you that you have another thread to reply to, which I might add, feels like you have abandoned. I also know that this topic is to be filled with "constructive" criticism, which doesn't mean I'll be all accepting and forgiving; No, I'm going point out the flaws that you have once more generated, then pointing out how they could be countered and corrected so that the Amarrian's are not left without a decent fleet.
Firstly, the negative (ish) sides:
Navy Issue Armageddon
At least you've seen sense this time around and not, to put it politely, messed around with the Navy Issue of the Armageddon that you've done to the standard issue, which shockingly (not) shows absolutely zero relation apart from the enlarged drone bay. Maybe you should rectify that in the standard issue so that the it makes a better understanding of Navy Issue progression, rather than just a desperate reaction into realising your mistake and trying to rectify it in the vain hope that people will forgive you.
Now, I actually agree with the touched increases to the ship you have given it - it makes it a little easier to base values off if the numbers are flat rather than not. It's also a smallish increase to the EHP that the ship does rather need. I also see that you've kept in the 10% Cap bonus to the ship. Was this intentional or just an oversight given the obscene cap requirements the Amarrians have to endure as a racial body?
Navy Issue Apocalypse
Aaand it was going so well. Where do I begin?
It has been pointed out (and mathematically shown, since numbers apparently are your thing) that a ship with a 7.5% bonus to tracking will not be able to hit anything smaller than a perfectly transversal cruiser at level V. Now, I agree that a battleship should have difficulty hitting smaller vessels, however if someone has invested a lot of time and energy (like myself) into piloting one of the better mission running ships in the game, I want it be viable outside of that role as well - with that current change, it will not help outside of a PvE situation. I know I'm not the first to go into a PvP situation, but when I do and I'm in that ship, I would prefer it if I wasn't unable to hit the enemy because they were inside a Rifter - not to say I want to have instantly hitting ships regardless of size, but just somewhat of an actual ability.
I also see that you've struck this ship with the nerf bat in relation to the Armour/Shield values, but given it a small increase to the Hull. Again, yay to rounded numbers, but boo to a overall reduced tank for the silly "Combat Battleship" status. I also see that it (and the Armageddon) magically reacquire their much needed 8th Low slot, which shouldn't be called much in the way of a change since it already exists - Perhaps giving us a 5th med slot will equate the need to have extra Cap generation on that ship, since the other alterations are pretty unfair; Less cap with a shorter recharge times does not equal increased capacitor overall, and with the fairly minimal changes to the Laser Weapons still doesn't balance it out.
Now for the "constructive" side of things. I'm going to focus on the Apocalypse since that is the ship that you have decided to re-engineer into a role that doesn't suit it the most:
Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range +7.5% to Large Energy Turret falloff range
Slot layout: 8H, 5M(+1), 8L; 8 turrets , 0 launchers(-2) Fittings: 22000 PWG(+475), 580 CPU Defense (shields / armor / hull): 9000(-316) / 11000(-250) / 10000(+39) Capacitor (amount / recharge rate): 7500 / 1000s(-154s) Mobility (max velocity / agility / mass / align time): 110(+16) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7 Sensor strength: 25 Radar Sensor Strength Signature radius: 370(-30)
For the most part, I haven't "radically" altered it; it does have a little break to its shield/armour - a little more than the Armageddon in shields and less in Armour, and the same in hull - which is to give it's intended role a little more survivability than the standard issue. The speed I've dropped down to counter the increase in armour plate. I've also kept the cap at the same value whilst decreasing the recharge time by the new value - this will actually be a larger cap. The 5th Med I've added in so that the pilot can also have a modicum of cap regeneration, whilst still presenting an offensive ability as well. The tracking bonus is changed to a falloff bonus, as if it is meant to be a sniper, give it the range it deserves.
Now, you're probably going to say that "Oh noes, the NApoc is overpowered!!!!!1111!!!". To the players that think that, I say this: I want the Amarrian's to have a viable ship line. If we cannot be granted that in the standard line up, then I will fight tooth and nail once more to see that we keep it in the Naval line. I will not stand for the Amarrians (who are already hard enough to actually use decently) be sidelined once more.
Please let me know when you've read this CCP Rise (in this thread, +1 it, whatever) - I want to hear your opinions.
Blessed are those that carry the Empress' Light; with it they destroy the shadows |
wallenbergaren
Garoun Investment Bank Gallente Federation
76
|
Posted - 2013.05.13 18:15:00 -
[104] - 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...
A falloff bonus would be
A-M-A-Z-I-N-G |
DJWiggles
Eve Radio Corporation
56
|
Posted - 2013.05.13 18:16:00 -
[105] - Quote
Arline Kley wrote:CCP Rise wrote:
AMARR Changes
Stuff ......
You know I love you and all BUT WALL OF TEXT shortened #Stuff Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
|
NinjaStyle
hirr RAZOR Alliance
8
|
Posted - 2013.05.13 18:16:00 -
[106] - Quote
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.
not NEEDING to have double dmg bonus to keep up might be a good place to start looking at what needs doing for minmatar! |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
157
|
Posted - 2013.05.13 18:16:00 -
[107] - Quote
its a shame that some of these ships are just tanky versions of the T1's instead of giving something different .. that and i can't imagine how expensive these will be... which is a shame really kind of limits what you can use in high sec wars.
Apoc...... whats the point of a slightly tankier version? how about 10% HP bonus make it a big augoror. Switch geddon to attack
Mega ... make it a shield tanker 8-6-6 less drones
Tempest.... give it a tracking bonus and more turrets and maybe a 10% ROF '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. |
minerdave
Barr Construction Industries
22
|
Posted - 2013.05.13 18:17:00 -
[108] - Quote
Arline Kley wrote:CCP Rise wrote:
AMARR Changes
*slow hand clap* Congratulations CCP Rise, you've officially made your mark on the Amarrian national fleets not once, but twice. Both times I might add, making at least one ship in the line up broken and ruined. I wish to enlighten you to my opinion, and remind you that you have another thread to reply to, which I might add, feels like you have abandoned. I also know that this topic is to be filled with "constructive" criticism, which doesn't mean I'll be all accepting and forgiving; No, I'm going point out the flaws that you have once more generated, then pointing out how they could be countered and corrected so that the Amarrian's are not left without a decent fleet. Firstly, the negative (ish) sides: Navy Issue ArmageddonAt least you've seen sense this time around and not, to put it politely, messed around with the Navy Issue of the Armageddon that you've done to the standard issue, which shockingly (not) shows absolutely zero relation apart from the enlarged drone bay. Maybe you should rectify that in the standard issue so that the it makes a better understanding of Navy Issue progression, rather than just a desperate reaction into realising your mistake and trying to rectify it in the vain hope that people will forgive you. Now, I actually agree with the touched increases to the ship you have given it - it makes it a little easier to base values off if the numbers are flat rather than not. It's also a smallish increase to the EHP that the ship does rather need. I also see that you've kept in the 10% Cap bonus to the ship. Was this intentional or just an oversight given the obscene cap requirements the Amarrians have to endure as a racial body? Navy Issue ApocalypseAaand it was going so well. Where do I begin? It has been pointed out (and mathematically shown, since numbers apparently are your thing) that a ship with a 7.5% bonus to tracking will not be able to hit anything smaller than a perfectly transversal cruiser at level V. Now, I agree that a battleship should have difficulty hitting smaller vessels, however if someone has invested a lot of time and energy (like myself) into piloting one of the better mission running ships in the game, I want it be viable outside of that role as well - with that current change, it will not help outside of a PvE situation. I know I'm not the first to go into a PvP situation, but when I do and I'm in that ship, I would prefer it if I wasn't unable to hit the enemy because they were inside a Rifter - not to say I want to have instantly hitting ships regardless of size, but just somewhat of an actual ability. I also see that you've struck this ship with the nerf bat in relation to the Armour/Shield values, but given it a small increase to the Hull. Again, yay to rounded numbers, but boo to a overall reduced tank for the silly "Combat Battleship" status. I also see that it (and the Armageddon) magically reacquire their much needed 8th Low slot, which shouldn't be called much in the way of a change since it already exists - Perhaps giving us a 5th med slot will equate the need to have extra Cap generation on that ship, since the other alterations are pretty unfair; Less cap with a shorter recharge times does not equal increased capacitor overall, and with the fairly minimal changes to the Laser Weapons still doesn't balance it out. Now for the "constructive" side of things. I'm going to focus on the Apocalypse since that is the ship that you have decided to re-engineer into a role that doesn't suit it the most: Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range +7.5% to Large Energy Turret falloff range Slot layout: 8H, 5M(+1), 8L; 8 turrets , 0 launchers(-2) Fittings: 22000 PWG(+475), 580 CPU Defense (shields / armor / hull): 9000(-316) / 11000(-250) / 10000(+39) Capacitor (amount / recharge rate): 7500 / 1000s(-154s) Mobility (max velocity / agility / mass / align time): 110(+16) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7 Sensor strength: 25 Radar Sensor Strength Signature radius: 370(-30) For the most part, I haven't "radically" altered it; it does have a little break to its shield/armour - a little more than the Armageddon in shields and less in Armour, and the same in hull - which is to give it's intended role a little more survivability than the standard issue. The speed I've dropped down to counter the increase in armour plate. I've also kept the cap at the same value whilst decreasing the recharge time by the new value - this will actually be a larger cap. The 5th Med I've added in so that the pilot can also have a modicum of cap regeneration, whilst still presenting an offensive ability as well. The tracking bonus is changed to a falloff bonus, as if it is meant to be a sniper, give it the range it deserves. Now, you're probably going to say that "Oh noes, the NApoc is overpowered!!!!!1111!!!". To the players that think that, I say this: I want the Amarrian's to have a viable ship line. If we cannot be granted that in the standard line up, then I will fight tooth and nail once more to see that we keep it in the Naval line. I will not stand for the Amarrians (who are already hard enough to actually use decently) be sidelined once more. Please let me know when you've read this CCP Rise (in this thread, +1 it, whatever) - I want to hear your opinions.
TL;DR Arline is angry. |
wallenbergaren
Garoun Investment Bank Gallente Federation
76
|
Posted - 2013.05.13 18:22:00 -
[109] - Quote
Dez Affinity wrote:Firstly you don't understand how important the tracking bonus is.
Secondly you want to give the navy mega A FALLOFF bonus. It is a hybrid ship. Falloff bonus. Hybrid ship. It will get max 15km increase (without tes and tracking computers) from a 50 percent fall off bonus with 425mms. That is dog shi t. With 2 TCs its more like 25km. Awful. From a 50 percent bonus.
There already are hybrid ships with falloff bonuses, Deimos for example, and it's a very good bonus.
Also, nobody has rails in mind with a falloff bonus, it's blasters which are actually mostly a falloff weapon. Fact: the only good range bonused blaster ammo is Null because it is THE ONLY ammo with a falloff bonus. It outdamages all the other range bonused ammo at virtually all ranges. An optimal bonus on blasters is complete ****. |
Animal Nitrate
Vanishing Point. The Initiative.
1
|
Posted - 2013.05.13 18:27:00 -
[110] - Quote
These changes are probably the worst I could have ever imagined, no joke.
Winners: Raven
Losers: Pretty much everything else.
Issues:
On first pass this is my perspective:
* Apoc Navy - sig reduction is nice...improved survivability vs. bombs. Minor nerf to armor. Overall underwhelming.
* Geddon Navy - I'd be totally happy (albeit slightly disappointed) with this if the buff to armor wasn't completely offset by the absurd sig radius increase. The sig should remain the same as it is currently.
* Raven Navy Issue: Win
* Scorpion Navy Issue: The Cruise changes on their own are ineffective, resulting in the Navy Scorp and Typhoon Fleet Issue being useless as cruise/torp boats. They're worse that the T1 Raven or T1 Typhoon in this regard.
* Megathron Navy Issue: Perhaps I missed something but this just looks like a T1 version. Oh, you nerfed armor >.<
* Dominix Navy Issue: Underwhelming bonuses, minor buff to armor, but again another unwarranted sig increase.
* Typhoon Fleet Issue: Probably the biggest loser. Suffers the same as the Scorp Navy insofar as use of missiles, worse than both T1 Raven/Phoon, and has lost a low slot which bins its use as an armor ship. If you want to gift players the flexibility of using this ship as a missile/projectile boat then it needs double bonuses per weapon type. As it is, this is completely useless.
Tempest Fleet Issue: Underwhelming, minor buff to shield/armor. *yawn*
Overall these are absolutely terrible changes, particularly the sig radius bloom. Back to the drawing board please. |
|
Luscius Uta
Unleashed' Fury Forsaken Federation
43
|
Posted - 2013.05.13 18:28:00 -
[111] - Quote
Arline Kley wrote:
+7.5% to Large Energy Turret falloff range
Jesus, no. Falloff bonuses on anything but projectiles are hardly useful. Better give 10% bonus to optimal, like Rokh has. |
MeBiatch
Republic University Minmatar Republic
965
|
Posted - 2013.05.13 18:30:00 -
[112] - Quote
Dez Affinity wrote:MeBiatch wrote:Dez Affinity wrote: You're just plain wrong.
sigh... ok mr legion... how will you guys make a cat version of the navy mega? in the end the rokh is still a better option for rails and blasters... and costs less so really i cant see a fleet concept for the new mega... as it stands i will continue using it for what its used now... station games... thats it. the napoc is killer so is the scorp... plus that phoon just looks smexy... but again gal are left out with out a fleet ship... or are you again just going to reply with one line... Firstly you don't understand how important the tracking bonus is. Secondly you want to give the navy mega A FALLOFF bonus. It is a hybrid ship. Falloff bonus. Hybrid ship. It will get max 15km increase (without tes and tracking computers) from a 50 percent fall off bonus with 425mms. That is dog shi t. With 2 TCs its more like 25km. Awful. From a 50 percent bonus.
yay more then one sentence.... tracking is useful for tranversal in the chance to hit formula... but for fleet ships this can be negated due to special tackle ships that will either lower transversal like arazu/rapier... and ships that will increase the ship radius with tp... so for a fleet ship tracking is not a problem as this is covered with other ships...
yes fall off and rails is just silly ... but if you are going rails... like i said the rokh is still the better ship... but falloff and blasters are great... hence when i said neutrons and null...
what i am proposing would make a navy mega with null a tracking comp with optimal range script and a fall off rig shoot out to 15.75 optimal and 44km fall off...
that would bring it into fleet range...
i still think the rokh is a better rail ship hands down...
but i have said my peace on this subject... its the only thing i am not too happy about the updated navy ships... otherwise i am looking foward to sni and phoon fleet issue... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Antimatter Launcher
Path of Progress Gatekeepers Universe
5
|
Posted - 2013.05.13 18:30:00 -
[113] - Quote
all gallente attack & combat battleships are allmost the same.
The Navy Megathron is very Boring
please take some Drones from it, and put the weaker 5% dmg bonus, and give it 8 Turrets and a 10% more MWD speedbonus or something funny. |
Dez Affinity
Habitual Euthanasia Pandemic Legion
247
|
Posted - 2013.05.13 18:31:00 -
[114] - Quote
wallenbergaren wrote:Dez Affinity wrote:Firstly you don't understand how important the tracking bonus is.
Secondly you want to give the navy mega A FALLOFF bonus. It is a hybrid ship. Falloff bonus. Hybrid ship. It will get max 15km increase (without tes and tracking computers) from a 50 percent fall off bonus with 425mms. That is dog shi t. With 2 TCs its more like 25km. Awful. From a 50 percent bonus. There already are hybrid ships with falloff bonuses, Deimos for example, and it's a very good bonus. Also, nobody has rails in mind with a falloff bonus, it's blasters which are actually mostly a falloff weapon. Fact: the only good range bonused blaster ammo is Null because it is THE ONLY ammo with a falloff bonus. It outdamages all the other range bonused ammo at virtually all ranges. An optimal bonus on blasters is complete ****.
He was talking about fleet ships which is why I referenced the 425s.
Medium guns like on the vigilant or deimos, do not have to worry about tracking as much as large hybrids.
With Null L on Neutrons you would go from 13+18 to 13+27. AM goes from 4+13 to 4+19.
If you're wanting something kitey, you don't want a ship with 8 low slots and 4 mids. Try the Vindi or the Talos. |
Vincent Gaines
Cold Moon Destruction. Transmission Lost
456
|
Posted - 2013.05.13 18:32:00 -
[115] - Quote
Colt Blackhawk wrote: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^^
OMG HOW DARE I HAVE MORE SLOTS THAN I KNOW WHAT TO DO WITH Not a diplo.-á
The above post was edited for spelling. |
Beaver Retriever
Science and Trade Institute Caldari State
87
|
Posted - 2013.05.13 18:35:00 -
[116] - Quote
Arline Kley wrote:CCP Rise wrote:
AMARR Changes
*slow hand clap* Congratulations CCP Rise, you've officially made your mark on the Amarrian national fleets not once, but twice. Both times I might add, making at least one ship in the line up broken and ruined. I wish to enlighten you to my opinion, and remind you that you have another thread to reply to, which I might add, feels like you have abandoned. I also know that this topic is to be filled with "constructive" criticism, which doesn't mean I'll be all accepting and forgiving; No, I'm going point out the flaws that you have once more generated, then pointing out how they could be countered and corrected so that the Amarrian's are not left without a decent fleet. Firstly, the negative (ish) sides: Navy Issue ArmageddonAt least you've seen sense this time around and not, to put it politely, messed around with the Navy Issue of the Armageddon that you've done to the standard issue, which shockingly (not) shows absolutely zero relation apart from the enlarged drone bay. Maybe you should rectify that in the standard issue so that the it makes a better understanding of Navy Issue progression, rather than just a desperate reaction into realising your mistake and trying to rectify it in the vain hope that people will forgive you. Now, I actually agree with the touched increases to the ship you have given it - it makes it a little easier to base values off if the numbers are flat rather than not. It's also a smallish increase to the EHP that the ship does rather need. I also see that you've kept in the 10% Cap bonus to the ship. Was this intentional or just an oversight given the obscene cap requirements the Amarrians have to endure as a racial body? Navy Issue ApocalypseAaand it was going so well. Where do I begin? It has been pointed out (and mathematically shown, since numbers apparently are your thing) that a ship with a 7.5% bonus to tracking will not be able to hit anything smaller than a perfectly transversal cruiser at level V. Now, I agree that a battleship should have difficulty hitting smaller vessels, however if someone has invested a lot of time and energy (like myself) into piloting one of the better mission running ships in the game, I want it be viable outside of that role as well - with that current change, it will not help outside of a PvE situation. I know I'm not the first to go into a PvP situation, but when I do and I'm in that ship, I would prefer it if I wasn't unable to hit the enemy because they were inside a Rifter - not to say I want to have instantly hitting ships regardless of size, but just somewhat of an actual ability. I also see that you've struck this ship with the nerf bat in relation to the Armour/Shield values, but given it a small increase to the Hull. Again, yay to rounded numbers, but boo to a overall reduced tank for the silly "Combat Battleship" status. I also see that it (and the Armageddon) magically reacquire their much needed 8th Low slot, which shouldn't be called much in the way of a change since it already exists - Perhaps giving us a 5th med slot will equate the need to have extra Cap generation on that ship, since the other alterations are pretty unfair; Less cap with a shorter recharge times does not equal increased capacitor overall, and with the fairly minimal changes to the Laser Weapons still doesn't balance it out. Now for the "constructive" side of things. I'm going to focus on the Apocalypse since that is the ship that you have decided to re-engineer into a role that doesn't suit it the most: Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range +7.5% to Large Energy Turret falloff range Slot layout: 8H, 5M(+1), 8L; 8 turrets , 0 launchers(-2) Fittings: 22000 PWG(+475), 580 CPU Defense (shields / armor / hull): 9000(-316) / 11000(-250) / 10000(+39) Capacitor (amount / recharge rate): 7500 / 1000s(-154s) Mobility (max velocity / agility / mass / align time): 110(+16) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7 Sensor strength: 25 Radar Sensor Strength Signature radius: 370(-30) For the most part, I haven't "radically" altered it; it does have a little break to its shield/armour - a little more than the Armageddon in shields and less in Armour, and the same in hull - which is to give it's intended role a little more survivability than the standard issue. The speed I've dropped down to counter the increase in armour plate. I've also kept the cap at the same value whilst decreasing the recharge time by the new value - this will actually be a larger cap. The 5th Med I've added in so that the pilot can also have a modicum of cap regeneration, whilst still presenting an offensive ability as well. The tracking bonus is changed to a falloff bonus, as if it is meant to be a sniper, give it the range it deserves. Now, you're probably going to say that "Oh noes, the NApoc is overpowered!!!!!1111!!!". To the players that think that, I say this: I want the Amarrian's to have a viable ship line. If we cannot be granted that in the standard line up, then I will fight tooth and nail once more to see that we keep it in the Naval line. I will not stand for the Amarrians (who are already hard enough to actually use decently) be sidelined once more. Please let me know when you've read this CCP Rise (in this thread, +1 it, whatever) - I want to hear your opinions. Literally everything in this post is completely off the mark.
Complaining that a battleship with a tracking bonus can't hit a Rifter? Okay? I guess you'd rather fly one of the battleships without the tracking bonus? What's your point?
I'm not even going to bother picking apart the rest, I see others have started.
tldr stop posting.
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Vincent Gaines
Cold Moon Destruction. Transmission Lost
456
|
Posted - 2013.05.13 18:38:00 -
[117] - Quote
So like, seriously... dude... no 8th slot on the Navy Mega?
Really?
Not a diplo.-á
The above post was edited for spelling. |
Marcel Devereux
Aideron Robotics
228
|
Posted - 2013.05.13 18:39:00 -
[118] - Quote
The Navy Geddeon is getting 375 bay!?! I think that is a typo. Please either fix this or raise the Megathron's bay to 375. k thanks.
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MeBiatch
Republic University Minmatar Republic
965
|
Posted - 2013.05.13 18:44:00 -
[119] - Quote
wallenbergaren wrote:Dez Affinity wrote:Firstly you don't understand how important the tracking bonus is.
Secondly you want to give the navy mega A FALLOFF bonus. It is a hybrid ship. Falloff bonus. Hybrid ship. It will get max 15km increase (without tes and tracking computers) from a 50 percent fall off bonus with 425mms. That is dog shi t. With 2 TCs its more like 25km. Awful. From a 50 percent bonus. There already are hybrid ships with falloff bonuses, Deimos for example, and it's a very good bonus. Also, nobody has rails in mind with a falloff bonus, it's blasters which are actually mostly a falloff weapon. Fact: the only good range bonused blaster ammo is Null because it is THE ONLY ammo with a falloff bonus. It outdamages all the other range bonused ammo at virtually all ranges. An optimal bonus on blasters is complete ****.
this 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 18:49:00 -
[120] - Quote
Jonas Sukarala wrote: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.
Really, Marauders do well as durable, long-lasting PVE boats (due to their weak sensor strength), but that's not to say that there isn't room for another T2 battleship line focused more on assault. To this, I say add in another T2 Blops BS that's focused on attack and problem solved!
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