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Author |
Thread Statistics | Show CCP posts - 27 post(s) |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
713
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Posted - 2013.06.19 11:23:00 -
[1] - Quote
switch the mammoth with the hoarder please. No one wants to fly that ugly monstrosity called the hoarder and it wouldn't make sense that the mastodon has a mammoth hull otherwise. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
717
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Posted - 2013.06.19 12:07:00 -
[2] - Quote
CCP Rise wrote:
Will keep listening about the Mammoth. There isn't an enormous amount of them being used so it felt like it wouldn't be too painful of a transition if it was better for visual direction. I'm less concerned about the continuity with the T2 model, but the differences in cost, and the forced transition for people who were using the Mammoth are real issues. Keep feedback coming and I'll poke around on my side some more.
Better for visual direction? How, the mammoth looks awesome. Looks like a wreathe with extra cargo space added. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
721
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Posted - 2013.06.19 14:54:00 -
[3] - Quote
CCP Rise wrote:For people focused on homoginization: The problem here is that we don't have a complex purpose that we are lazily fulfilling by having every ship do it the same way, what we have is a very simple purpose and far too many ships meant to fulfill it. I think the division between the 2 roles outlined here is functional, and adds a bit of depth to a relatively straight forward job, but what many of you are asking for is basically new jobs. As some have mentioned above, adding entirely new purposes to t1 industrials, or subdividing the current one adds a lot of complexity and doesn't even approach the issue of balance within the class we already have and use.
We talked about specialized bays and other unique purposes, but ultimately decided that, for now, it was important to make sure that pilots from races other than Gallente weren't compelled to cross train for an Iteron 5, and also that there was at least one reasonable alternative within your race depending on what purpose you had in mind. We want to improve on industry in general, but that is a much bigger proposition and I don't think t1 industrials is the right starting point.
As a good idea for specialization, why not:
1. A ship with max cargohold at the expense of slower speed 2. a ship with minimized align time for quickest movement through direct piloting 3. a ship with maximized velocity for quickest movement through autopilot
Having a ship that is faster than another while autopiloting but not as fast while directly piloting sounds like a pretty good deal... |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
753
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Posted - 2013.06.22 06:04:00 -
[4] - Quote
thanks for listening about the mammoth ccp rise/ art department.

i luff the ship |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
755
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Posted - 2013.06.24 23:48:00 -
[5] - Quote
in all honesty training all racial industrials to 3 shouldn't be a problem for someone who wants to be able to use all of the specialty ships |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
756
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Posted - 2013.06.25 04:21:00 -
[6] - Quote
Lucius Saturninus wrote:I'm just throwing it out there for a few more industrial options.
Pirate faction? Navy faction? Ore? Better yet, new decoy t2 ships. Look and are tagged like their t1 counterparts until aggresed. Web bonused wreathe Point range bonused iteron ECM battle badger Neuting tding sigil
Up to 75k ehp tank, combat ship agility, small cargo bay, covert cynos can be fit...
CCP plz
They could be detected by ship scanning them. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
758
|
Posted - 2013.06.25 09:22:00 -
[7] - Quote
Ponder Stuff wrote:A pirate faction hauler with a drug smuggling hold sounds cool.
Please dont give haulers an ecm bonus, ecm is op and broken enough as it is. Giving haulers things like this would only remove the need for people to work as a team to get them into low sec with their precious things. Cloaky haulers and jump freighters are untouchable in low sec for the most part anyway.
I hope to see changes relating to speed, warp speed, hitpoints, align times and am loving some of the modular ideas that are floating around involving the containers. you think an ecm bonus would save a hauler from being blapped, you would be quite mistaken. Also, if you were drawing that from my post regarding bait haulers, they wouldnt have any considerable hold to speak of, there point would be just to trick an enemy into combat instead of a quick indy gank. |
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