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max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
21
|
Posted - 2013.06.19 11:50:00 -
[31] - Quote
A spork is a free utensil you get with your chalupa at taco bell. A strategic cruiser is a ship that at minimum is double the price of it's T2 variant that runs the risk of you retraining a skill. Next analogy please. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
855
|
Posted - 2013.06.19 13:14:00 -
[32] - Quote
You people are arguing around bad perceptions.
T3's are not OP, HACs are shite, that's all.
NO T3's can't do anything the specialized counter parts can't do better except in 2 specific cases, Command subs that need to be removed from the equation or nerf to the ground and in HAC's playground because HAC's are terrible.
For any other role the specialized versions are better or you guys are doing it wrong. After T2 cruisers rebalance T3's will require a lot of love on top of what they already have not nerfs, or you guys don't fly them and are moaning about shite you know nothing about. *removed inappropriate ASCII art signature* - CCP Eterne |

Ramirez Dora
Snuff Box Urine Alliance
86
|
Posted - 2013.06.19 13:16:00 -
[33] - Quote
We've got a discussion similar to this going on at FHC (I'm sure you can find it) so whilst I won't reiterate all the good points made there, I will say this:
1) The main T3 skill is relatively useless (just a 'nice to have') and so many people fly around in T3s with the main skill at 2-4
2) You can not remove their obscene tank without a review to the skill loss applied, or nobody will fly them (to quote "gold-leaf paper bags"). To merge with number 1 above, adding a 15% per level chance reduction of skill loss per level (to a max of 75%) would not be a bad thing on the main skill.
3) The subsystems have silly requirements (read: none). EWAR subsystem should require IV (preferably V given the T3 nature) of the respective EWAR skill(s). That might mitigate the need for drastic capability nerfing, and increase the room you have to nerf/boost the various subsystems so all can be utilised.
2.5 cents |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
22
|
Posted - 2013.06.19 13:55:00 -
[34] - Quote
Ramirez Dora wrote:
3) The subsystems have silly requirements (read: none). EWAR subsystem should require IV (preferably V given the T3 nature) of the respective EWAR skill(s). That might mitigate the need for drastic capability nerfing, and increase the room you have to nerf/boost the various subsystems so all can be utilised.
2.5 cents
The subsystems should all require significant lvl V prereqs that revolve around their capabilities. That should stop quite a bit of the moaning about T3's. It might also be interesting to include some T2 spaceship command requirements prior to flying T3's, such as Recon IV or V, HAC IV or V, and maybe even command ships IV or V. I'm not saying make this a requirement... I'm just thinking out loud as I type.  |

Alvatore DiMarco
Capricious Endeavours Ltd
439
|
Posted - 2013.06.19 23:12:00 -
[35] - Quote
max ericshaun wrote:A spork is a free utensil you get with your chalupa at taco bell. A strategic cruiser is a ship that at minimum is double the price of it's T2 variant that runs the risk of you retraining a skill. Next analogy please.
Way to incorrectly oversimplify. Congratulations, my first facepalm of the day goes to this post. Also, I never get sporks with my chalupas. Should I be talking to the manager about this?
Moving on..
Now that CCP has taken the approach of requiring various support skills at Lv5 for T2 ships instead of requiring that you first have trained other T2 ships, I think we've got a good model in place for re-defining the skill tree required for T3 hulls.
- Electronics Upgrades 5
- Signal Analysis 5
- Energy Grid Upgrades 5
- Energy Management 5
- Long Range Targeting 5
- Science 5
- Advanced Weapons Upgrades 5
These and more seem like excellent skills to put into the T3 cruiser's requirements. Especially AWU5. They would serve to make a T3 ship a significantly higher SP investment while also ensuring both that you have nearly optimal skills for fitting them and also the basic ability to fly the T2 ships they're intended to mimic.
Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way.
I am, however, completely and utterly in steadfast opposition to the horrible idea that T3 ships should require having T2 ships trained. That's the exact kind of convoluted and annoying silliness that CCP just went through the process of removing from the T2 tree.
Requiring Command Ships at all in order to fly a T3 is just nonsense and has no place in a serious discussion. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
557
|
Posted - 2013.06.19 23:59:00 -
[36] - Quote
Alvatore DiMarco wrote:Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. Absolutely not. Those requirements should be on individual subsystem types, not on the subsystem skills, and certainly not on the main hull. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
25
|
Posted - 2013.06.20 13:48:00 -
[37] - Quote
Alvatore DiMarco wrote:max ericshaun wrote:A spork is a free utensil you get with your chalupa at taco bell. A strategic cruiser is a ship that at minimum is double the price of it's T2 variant that runs the risk of you retraining a skill. Next analogy please. Way to incorrectly oversimplify. Congratulations, my first facepalm of the day goes to this post. Also, I never get sporks with my chalupas. Should I be talking to the manager about this? Moving on.. Now that CCP has taken the approach of requiring various support skills at Lv5 for T2 ships instead of requiring that you first have trained other T2 ships, I think we've got a good model in place for re-defining the skill tree required for T3 hulls.
- Electronics Upgrades 5
- Signal Analysis 5
- Energy Grid Upgrades 5
- Energy Management 5
- Long Range Targeting 5
- Science 5
- Advanced Weapons Upgrades 5
These and more seem like excellent skills to put into the T3 cruiser's requirements. Especially AWU5. They would serve to make a T3 ship a significantly higher SP investment while also ensuring not only that you have nearly optimal skills for fitting them but also the basic ability to fly the T2 ships they're intended to mimic. Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. I am, however, completely and utterly in steadfast opposition to the horrible idea that T3 ships should require having T2 ships trained. That's the exact kind of convoluted and annoying silliness that CCP just went through the process of removing from the T2 tree. Requiring Command Ships at all in order to fly a T3 is just nonsense and has no place in a serious discussion.
Well analogy aside, it seems we are more or less on the same page with a need for tougher requirements to fly T3's. As I stated previously, I'm not saying T2 ship training should be a requirement. Mostly I brought them up due to the roles T3's are usually used to fill. The list you have is certainly a minimum that should be added. That list could easily be doubled in length with various support skills. Bottom line, instead of people insisting that T3's in general be nerfed, beef up the T2 variants and severely intensify the skill training involved in flying T3's. |

Alvatore DiMarco
Capricious Endeavours Ltd
454
|
Posted - 2013.06.20 13:58:00 -
[38] - Quote
Reaver Glitterstim wrote:Alvatore DiMarco wrote:Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. Absolutely not. Those requirements should be on individual subsystem types, not on the subsystem skills, and certainly not on the main hull.
Certainly, if you agree to take a substantial nerf on the hull itself that will bring it in line with how quickly you can train for it.
T3s really are much too easy to get into, and I say this as a pilot who has specialized almost solely in T3s to the detriment of being able to fly anything else. |

Onomerous
Shockwave Innovations Surely You're Joking
133
|
Posted - 2013.06.20 15:01:00 -
[39] - Quote
Alvatore DiMarco wrote:Reaver Glitterstim wrote:Alvatore DiMarco wrote:Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. Absolutely not. Those requirements should be on individual subsystem types, not on the subsystem skills, and certainly not on the main hull. Certainly, if you agree to take a substantial nerf on the hull itself that will bring it in line with how quickly you can train for it. T3s really are much too easy to get into, and I say this as a pilot who has specialized almost solely in T3s to the detriment of being able to fly anything else.
Getting into it and being adequately trained to fly it are not the same. To get into a full T2 fit T3 hull with adequate subsystem skills is not too easy. Then you lose some of it if you get killed... |

Ranger 1
Ranger Corp
4288
|
Posted - 2013.06.20 18:41:00 -
[40] - Quote
Onomerous wrote:Alvatore DiMarco wrote:Reaver Glitterstim wrote:Alvatore DiMarco wrote:Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. Absolutely not. Those requirements should be on individual subsystem types, not on the subsystem skills, and certainly not on the main hull. Certainly, if you agree to take a substantial nerf on the hull itself that will bring it in line with how quickly you can train for it. T3s really are much too easy to get into, and I say this as a pilot who has specialized almost solely in T3s to the detriment of being able to fly anything else. Getting into it and being adequately trained to fly it are not the same. To get into a full T2 fit T3 hull with adequate subsystem skills is not too easy. Then you lose some of it if you get killed... Actually, yes they are easy to master... and the skill point loss that terrifies everyone is at most a few days to retrain.
Keep them easy for newish people to get into. Reduce their price. Balance them as proposed (more flexible, yet still effective... not as good at a particular thing as a T2 vessel specialized for that task). Consider making the size of the sub systems a bit smaller, to facilitate easy transport to forward bases and WH.
I'm sorry, but making them transformers in space doesn't make much sense. Making them easy to move to a forward base or WH is a very nice advantage they have that could be built upon. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
241
|
Posted - 2013.06.20 19:00:00 -
[41] - Quote
Alvatore DiMarco wrote:max ericshaun wrote:A spork is a free utensil you get with your chalupa at taco bell. A strategic cruiser is a ship that at minimum is double the price of it's T2 variant that runs the risk of you retraining a skill. Next analogy please. Way to incorrectly oversimplify. Congratulations, my first facepalm of the day goes to this post. Also, I never get sporks with my chalupas. Should I be talking to the manager about this? Moving on.. Now that CCP has taken the approach of requiring various support skills at Lv5 for T2 ships instead of requiring that you first have trained other T2 ships, I think we've got a good model in place for re-defining the skill tree required for T3 hulls.
- Electronics Upgrades 5
- Signal Analysis 5
- Energy Grid Upgrades 5
- Energy Management 5
- Long Range Targeting 5
- Science 5
- Advanced Weapons Upgrades 5
These and more seem like excellent skills to put into the T3 cruiser's requirements. Especially AWU5. They would serve to make a T3 ship a significantly higher SP investment while also ensuring not only that you have nearly optimal skills for fitting them but also the basic ability to fly the T2 ships they're intended to mimic. Whether these skills are put into the prerequisites for the main skill itself or into the subsystem skills is immaterial as you cannot train the hull without having the subsystems already trained and so it ends up the same either way. I am, however, completely and utterly in steadfast opposition to the horrible idea that T3 ships should require having T2 ships trained. That's the exact kind of convoluted and annoying silliness that CCP just went through the process of removing from the T2 tree. Requiring Command Ships at all in order to fly a T3 is just nonsense and has no place in a serious discussion.
Well atm T3's require cruiser lv 5 which when you think about it makes no sense as they will no longer be a specialization infact any lv5 skill is a specialization so T3's should only need lv4 skills at most. '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. ABC's should be T2 HABC and nerf web strength its still too high |

Reaver Glitterstim
Dromedaworks inc Tribal Band
559
|
Posted - 2013.06.21 03:19:00 -
[42] - Quote
It's not specialized if it requires core skills at 5. But it shouldn't require any of those specialized skills at 5, and it shouldn't require any tech 2/advanced skills at all.
Here's what I'd set for the skill requirements on Legion subsystems: DEFENSIVE Adaptive Augmenter: Remote Armor Repair Systems 4 Augmented Plating: Hull Upgrades 4 Nanobot Injector: Repair Systems 4, Hull Upgrades 3, Nanite Operation 3 Warfare Processor: Armored Warfare Specialist 4
ELECTRONIC Dissolution Sequencer: Radar Sensor Compensation 4 Energy Parasitic Complex: Energy Emission Systems 4 Tactical Targeting Network: Targeting 4, Signature Analysis 4 Emergent Locus Analyzer: Astrometric Pinpointing 2
ENGINEERING Augmented Capacitor Reservoir: Energy Management 4 Capacitor Regeneration Matrix: Energy Systems Operation 4, Energy Grid Upgrades 3 Power Core Multiplier: Energy Grid Upgrades 4 Supplemental Coolant Injector: Thermodynamics 3
OFFENSIVE Assault Optimization: Heavy Assault Missiles 3, Rapid Launch 3, Missile Bombardment 3 Drone Synthesis Projector: Combat Drone Operation 4 Liquid Crystal Magnifiers: Medium Energy Turret 3, Controlled Bursts 3, Sharpshooter 3 Covert Reconfiguration: Cloaking 4
PROPULSION Chassis Optimization: Navigation 4, Acceleration Control 3 Fuel Catalyst: Afterburner 4, Acceleration Control 3 Wake Limiter: Acceleration Control 3, High Speed Maneuvering 3 Interdiction Nullifier: Evasive Maneuvering 4, Warp Drive Operation 4 _______________________________________
This is an example of how I think the skill requirements should be setup. I tried to get everything as close as I could to costing a little bit more than a 2x at level 4. Covert Reconfiguration requires Cloaking 4 (a 6x skill), and the Covert Ops cloak requires even more. The real reason the subsystem carries this requirement is both to give it a requirement at all, and to give non-cloakers something to train for if they're just using it to skate the energy turret skill requirement. I apologize if any skill requirements are absurd, or if I have miscalculated their totals. I did this quickly. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Soldarius
Deadman W0nderland Tribal Band
320
|
Posted - 2013.06.21 20:44:00 -
[43] - Quote
If you want a more accurate graphical representation of the current ability of tech 3, take it from it's current position in that chart, move it all the way to the top, and stretch it out so it reaches all the way left and all the way right.
nerf strat cruisers. less grid, more sigrad, less boosting. Free Ripley Weaver! |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
241
|
Posted - 2013.06.21 21:05:00 -
[44] - Quote
Soldarius wrote:If you want a more accurate graphical representation of the current ability of tech 3, take it from it's current position in that chart, move it all the way to the top, and stretch it out so it reaches all the way left and all the way right.
nerf strat cruisers. less grid, more sigrad, less boosting.
NERF them ...NERF them into the ground !!!!
And then from their ashes should arise flexibility incarnate ... m'kay :) '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. ABC's should be T2 HABC and nerf web strength its still too high |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
26
|
Posted - 2013.06.21 21:30:00 -
[45] - Quote
Reaver Glitterstim wrote:It's not specialized if it requires core skills at 5. But it shouldn't require any of those specialized skills at 5, and it shouldn't require any tech 2/advanced skills at all.
-list of very short training times- _______________________________________
This is an example of how I think the skill requirements should be setup. I tried to get everything as close as I could to costing a little bit more than a 2x at level 4. Covert Reconfiguration requires Cloaking 4 (a 6x skill), and the Covert Ops cloak requires even more. The real reason the subsystem carries this requirement is both to give it a requirement at all, and to give non-cloakers something to train for if they're just using it to skate the energy turret skill requirement. I apologize if any skill requirements are absurd, or if I have miscalculated their totals. I did this quickly.
I'm sorry but this strikes me the OPPOSITE of what specialized means. When I think of someone as highly specialized, I think of years of school and training. A neurosurgeon is highly specialized and spends close to a decade training. You can get a job at a gas station without graduating high school. Training to fly a T3 should be one of the most skill intensive subcaps in the game. I will admit I should not have mentioned T2 ship skills as requirements. I typed it as I thought it and decided it was a bad idea once I had a chance to think it over.
As for the cries to nerf them, DON'T. Improve T2 and then see how they compare to T3. If CCP does it right, I think people will be pleasantly surprised at how the two compare. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
565
|
Posted - 2013.06.22 00:28:00 -
[46] - Quote
I disagree. As a highly generalized ship, it should not have hefty skill requirements. Its price tag pays for its fitting options, it should not be better than tech 2 and it should not cost as much training time as tech 2. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
26
|
Posted - 2013.06.22 03:55:00 -
[47] - Quote
Reaver Glitterstim wrote:I disagree. As a highly generalized ship, it should not have hefty skill requirements. Its price tag pays for its fitting options, it should not be better than tech 2 and it should not cost as much training time as tech 2.
This is a debate that will never end... There will always be an argument as to whether T3 should be better than T2 or not. Personally I'd never fly a T3 if a T2 ship could do it better. What's the point? Yes I get they can be reconfigured. So what? If I want to fly a recon instead of a hac, I'll buy a recon, not a now comparatively worthless T3 (under the assumption they were to get nerfed). And honestly, I don't reconfigure my T3's anyway. I have multiples for different functions. The T3 should be better than it's T2 counterparts, and should require skills above and beyond it's T2 counterparts. There's no other reason to fly a T3. |

Jerick Ludhowe
The Scope Gallente Federation
470
|
Posted - 2013.06.22 04:52:00 -
[48] - Quote
So, question. Why do t3 cruisers receive more bonuses, better bonuses, more normal slots, and more rig slots compared to Hacs? Oh yeah, why do they take less sp too? |

Sigras
Conglomo
428
|
Posted - 2013.06.22 05:41:00 -
[49] - Quote
max ericshaun wrote:Reaver Glitterstim wrote:I disagree. As a highly generalized ship, it should not have hefty skill requirements. Its price tag pays for its fitting options, it should not be better than tech 2 and it should not cost as much training time as tech 2. This is a debate that will never end... There will always be an argument as to whether T3 should be better than T2 or not. Personally I'd never fly a T3 if a T2 ship could do it better. What's the point? Yes I get they can be reconfigured. So what? If I want to fly a recon instead of a hac, I'll buy a recon, not a now comparatively worthless T3 (under the assumption they were to get nerfed). And honestly, I don't reconfigure my T3's anyway. I have multiples for different functions. The T3 should be better than it's T2 counterparts, and should require skills above and beyond it's T2 counterparts. There's no other reason to fly a T3. what if it could switch roles in combat as your fleet needed? I feel like this would be a useful thing that T2 ships just cannot do.
Picture this scenario: Youre in a small to medium sized fleet of say 20 legions and 10 guardians and you get jumped by a battleship fleet of 40 ships, they have little to no RR support so you think you can take them, but they begin to put out far more DPS than your 10 guardians can keep up with. Luckily for you, your fleet was prepared for this and half of your legions are carrying RR subsystems with them. They refit mid combat and supplement your failing guardian force.
Your enemy, seeing that you are now tanking their damage calls in an archon which drops into triage and begins RRing the battleships. Again your fleet adapts and 4-5 of your remaining DPS ships switch to curse mode and begin cap draining the triage archon. Once it is cap dry 3 of them switch back to DPS mode and focus it down with relative ease then proceed to destroy the remaining battleship fleet.
Yes, T2 ships in those specific roles would be better, but your fleet doesnt know ahead of time what exactly it is going to be facing, so that point is moot; yes a zealot may do more DPS, and a guardian may rep more, and a curse may cap drain more, but the legion is the only one that can do all of those things on the fly as the fleet needs. |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
27
|
Posted - 2013.06.22 14:42:00 -
[50] - Quote
I don't think that kind of on the fly refitting should happen, but even if it changed to something like that, T3's need to be more skill intensive. |

Sigras
Conglomo
429
|
Posted - 2013.06.24 18:32:00 -
[51] - Quote
Isnt that the best kind of skill intensive? player skill intensive . . .
Can you give me a good reason why this wouldnt work for the rebalance? it does everything CCP said they want, it would make them less powerful than T2 and more generalized than T1 while retaining a unique aspect of modular ship design.
Also if they were nerfed to say 80% of the effectiveness of their T2 counterparts, I dont think that they'd be out of balance. Especially if you only had 8/8/8 slots to work with, you could only fill 2-3 roles at a time, and even that would take advanced fitting planning. Also you'd have to carry those subsystems around with you so you're also increasing your risk, and making a loss more expensive. |

max ericshaun
Ekchuah's Shrine Comporium Kill It With Fire
34
|
Posted - 2013.06.24 19:03:00 -
[52] - Quote
Jerick Ludhowe wrote:So, question. Why do t3 cruisers receive more bonuses, better bonuses, more normal slots, and more rig slots compared to Hacs? Oh yeah, why do they take less sp too? Raise the skill requirements for T3's. A lot. |

Vic Teishikuro
Rescue Team
1
|
Posted - 2013.06.24 19:50:00 -
[53] - Quote
T3+¿s are very very expensive and require lots of skill trainning. not to mention there are heavy used in w-space and any changes that would lower ehp or dps wout greatly effect there useability and would not be worth flying.
1) For over 1 bil and months more of skill trainning if you lower t3 dps to less than a hac, people will fly it less. and it will hurt wh-spacers and plexers
2) any reduction to ehp will again hurt the use of them soo much that they wont be worth the cost or trainning to fly and we will see more people jumping to either battleships or orther stuff..
T3s need a buff not a nerf. or people will just start buying hacs and recons for everything since... well you can only reconfig a t3 in station but it costs soo much why not just by the t2 ships if there gunna be better
|

Sigras
Conglomo
430
|
Posted - 2013.06.24 20:01:00 -
[54] - Quote
because your zealot cannot become a guardian on the fly if your fleet needs more RR, with this proposal, it would take some forethought but your legion could.
that flexibility in an of itself is worth far more than a billion isk . . . |

Alvatore DiMarco
Capricious Endeavours Ltd
509
|
Posted - 2013.06.24 23:43:00 -
[55] - Quote
I'm not going to say T3s need a buff, but I don't think they specifically need a nerf either. They need to have their subsystems looked at, with the unpopular or unviable ones being reviewed to see why they aren't used. Likewise, the hugely popular systems need to be looked at as well, to see why they're so popular - whether it's because the subsystem is overpowered or genuinely well-designed.
The "generalization" and "flexibility" offered by T3s represents a staggering amount of power that a T2 ship cannot hope to match. Ever. Therefore, a T3 ship should indeed have very hefty skill requirements, just like what I listed previously. |

Reaver Glitterstim
Dromedaworks inc Tribal Band
571
|
Posted - 2013.06.25 04:58:00 -
[56] - Quote
I'd like tech 3 components to be cheaper to collect, but for there to be a difficulty in getting the stuff back to known space. hat way, tech 3 ships would not need to be super powerful to be economically viable in wormhole space, but they would be an uncommon hull type elsewhere. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |

Sigras
Conglomo
438
|
Posted - 2013.06.26 00:38:00 -
[57] - Quote
Alvatore DiMarco wrote:I'm not going to say T3s need a buff, but I don't think they specifically need a nerf either. They need to have their subsystems looked at, with the unpopular or unviable ones being reviewed to see why they aren't used. Likewise, the hugely popular systems need to be looked at as well, to see why they're so popular - whether it's because the subsystem is overpowered or genuinely well-designed.
The "generalization" and "flexibility" offered by T3s represents a staggering amount of power that a T2 ship cannot hope to match. Ever. Therefore, a T3 ship should indeed have very hefty skill requirements, just like what I listed previously. It is my contention that T3 ships provide no flexibility that cannot be had by a few T2 ships, and that cannot be changed without allowing them to refit in combat.
Picture this:
you have a loki with all the subsystems and all relevant modules in a station
In that same station, i have a vagabond, a scimitar and a rapier with all the relevant fittings.
Now, which of us is more flexible? It's at least a wash. You choose a role and undock, and I choose a role and undock.
The difference is that my ships were cheaper and dont blow up all together. The main fit you see in combat is the "better than a HAC fit" because they arent actually more flexible, theyre just used in one particular aspect, and in that aspect, they make the ship they're replacing completely obsolete.
This is why I said that T3 ships either need to be straight out better than T2 ships and thereby make them obsolete, or they need to be able to refit in combat to provide actual flexibility. |

Sigras
Conglomo
442
|
Posted - 2013.06.29 05:23:00 -
[58] - Quote
Jonas Sukarala wrote:Soldarius wrote:If you want a more accurate graphical representation of the current ability of tech 3, take it from it's current position in that chart, move it all the way to the top, and stretch it out so it reaches all the way left and all the way right.
nerf strat cruisers. less grid, more sigrad, less boosting. NERF them ...NERF them into the ground !!!! And then from their ashes should arise flexibility incarnate ... m'kay :) you guys seem not to be listening. Yes, nerf T3s so theyre worse than T2 ships, then give them the ability to switch roles mid combat which is something that T2 ships cannot do. This is the only way to make them flexible.
Seriously think about it; right now, as it stands, T3 ships are no more flexible than having a few T2 ships in your hanger. |

Onomerous
Shockwave Innovations Surely You're Joking
168
|
Posted - 2013.06.29 14:48:00 -
[59] - Quote
Sigras wrote:Jonas Sukarala wrote:Soldarius wrote:If you want a more accurate graphical representation of the current ability of tech 3, take it from it's current position in that chart, move it all the way to the top, and stretch it out so it reaches all the way left and all the way right.
nerf strat cruisers. less grid, more sigrad, less boosting. NERF them ...NERF them into the ground !!!! And then from their ashes should arise flexibility incarnate ... m'kay :) you guys seem not to be listening. Yes, nerf T3s so theyre worse than T2 ships, then give them the ability to switch roles mid combat which is something that T2 ships cannot do. This is the only way to make them flexible. Seriously think about it; right now, as it stands, T3 ships are no more flexible than having a few T2 ships in your hanger.
No. You really need to think about this and see why |

Reaver Glitterstim
Dromedaworks inc Tribal Band
573
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Posted - 2013.06.29 20:16:00 -
[60] - Quote
Sigras wrote:Picture this:
you have a loki with all the subsystems and all relevant modules in a station
In that same station, i have a vagabond, a scimitar and a rapier with all the relevant fittings.
Now, which of us is more flexible? It's at least a wash. You choose a role and undock, and I choose a role and undock.
The difference is that my ships were cheaper and dont blow up all together. You forgot that the Loki can fly as one ship and carry all of its subsystems with it. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. |
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