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keepiru
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Posted - 2005.11.29 17:23:00 -
[1]
Edited by: keepiru on 29/11/2005 17:25:54 Sleipnir 8/5/5, 7 gun/3 missile, 1400mw/480tf
Name: Sleipnir Hull: Cyclone Role: Field Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.
Developer: Boundless Creation Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Battlecruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to Shield Booster effectiveness per level
Command Ships Skill Bonus: 5% bonus to Medium Projectile Turret damage and 5% bonus to Medium Projectile Turret falloff per level
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Claymore 8/6/4, 5/3, 1400/480
Name: Claymore Hull: Cyclone Role: Fleet Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Fleet command ships represent the ultimate in warfare link efficiency; while not packing the punch of their field command counterparts, the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Core Complexion
Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Battlecruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 7.5% bonus to Shield Booster effectiveness per level
Command Ships Skill Bonus: 5% bonus to Medium Projectile Turret tracking speed and 3% bonus to effectiveness of Skirmish Warfare Links per level
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Astarte 7/4/6, 7, 1650/390
Name: Astarte Hull: Brutix Role: Field Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New EdenÆs foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level
Command Ships Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% bonus to Medium Hybrid turret falloff per level ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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keepiru
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Posted - 2005.11.29 17:24:00 -
[2]
Edited by: keepiru on 29/11/2005 17:27:38 Eos 7/5/5, 7, 1650/390
Name: Eos Hull: Brutix Role: Fleet Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Fleet command ships represent the ultimate in warfare link efficiency; while not packing the punch of their field command counterparts, the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: CreoDron
As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Ishkur can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level
Command Ships Skill Bonus: 10% reduction in CPU need of Drone Control Units and 3% bonus to effectiveness of Information Warfare Links per level
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Nighthawk 7/5/4, 1/6, 690/555
Name: Nighthawk Hull: Ferox Role: Field Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.
Developer: Kaalakiota
As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Battlecruiser Skill Bonus: 10% bonus to heavy missile target navigation prediction and 5% bonus to all shield resistances per level
Command Ships Skill Bonus: 5% bonus to heavy missile damage and 5% bonus to heavy missile precision per level
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Vulture 7/6/5, 5/5, 1100/510
Name: Vulture Hull: Ferox Role: Fleet Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Fleet command ships represent the ultimate in warfare link efficiency; while not packing the punch of their field command counterparts, the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Ishukone
Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Battlecruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range and 5% bonus to all shield resistances per level
Command Ships Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range and 3% bonus to effectiveness of Siege Warfare Links per level ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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keepiru
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Posted - 2005.11.29 17:24:00 -
[3]
Edited by: keepiru on 29/11/2005 17:28:34 Absolution 7/3/7, 6/1, 1500/420
Name: Absolution Hull: Prophecy Role: Field Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Field command ships are geared more towards out-and-out combat than their fleet command counterparts, though both ships can hold their own in battle.
Developer: Carthum Conglomerate
Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Battlecruiser Skill Bonus: 10% reduction in Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level
Command Ships Skill Bonus: 5% bonus to Medium Energy Turret damage and 5% bonus to Medium Energy Turret rate of fire per level
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Damnation 7/4/6, 4/4, 1500/420
Name: Damnation Hull: Prophecy Role: Fleet Command Ship
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Fleet command ships represent the ultimate in warfare link efficiency; while not packing the punch of their field command counterparts, the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
Developer: Khanid Innovations
The Khanid KingdomÆs ships possess the most advanced shield generators available outside Caldari space, as well as fairly robust electronics systems. Their armor and hull, however, are rather weak and hard to modify.
Battlecruiser Skill Bonus: 10% reduction in Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level
Command Ships Skill Bonus: 5% bonus to Medium Energy Turret optimal range and 3% bonus to effectiveness of Armored Warfare Links per level ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Tharbad
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Posted - 2005.11.29 17:29:00 -
[4]
So... the Command ones are totally and utterly devastatingly overpowered, eh? Well, with damage bonuses like that, they might well be, but do they have full assault resistances? That could be crucial.
The Fleet Command ones should get two bonuses to gang-assist, I think - on SiSi the t1 BCs have enough offensive punch, especially for the not-combat variant!
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keepiru
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Posted - 2005.11.29 17:31:00 -
[5]
They dont have full assault resists.
And theyre still slow & large.
But deffo worth training leadership skills for a month or more + bc 5 for them... ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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R31D
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Posted - 2005.11.29 17:37:00 -
[6]
Field Command ships are going to be amazing to fly 
Fleet ones look good too
Free bumpage for all |

Pottsey
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Posted - 2005.11.29 17:40:00 -
[7]
Edited by: Pottsey on 29/11/2005 17:40:38 ôThey dont have full assault resists.ö The Fleet command ships do have full assault resistance as base last time I looked. Even worse the Vulture has an extra 25% from its bonus and another 22.5% from Gang assist. ThatÆs going make a killer passive shield tank but that does mean having Command ship skill at level 5. Plus if mind link come out that 22.5% can be boosted more. Add one 1 or 2 Invul Fields and you have one hack of a tough ship to kill.
_________________________________________________ Nominate famous people in Eve who had an impact on you. |

Hllaxiu
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Posted - 2005.11.29 17:41:00 -
[8]
Originally by: keepiru They dont have full assault resists.
And theyre still slow & large.
But deffo worth training leadership skills for a month or more + bc 5 for them...
As a Deimos pilot let me start by saying: I for one welcome our new Astarte overlords.
BTW, EOS needs its 10% reduction of drone control units bonus rethought. 10 light drones for the win?
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Nyxus
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Posted - 2005.11.29 17:44:00 -
[9]
I wasn't going to train for these.
Now that I have seen this, you can be sure that I am.
Although I do have to train that charisma skill and adv learning up first tho........
Stupid leadership! Where are the ships that get bonuses for following orders and stuff. Grunts 4tw!
Nyxus
Plasmatique> "Cry 'Cartiff' and let slip the dogs of war!" |

Gierling
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Posted - 2005.11.29 17:45:00 -
[10]
I think this is utterly ridiculous, a Ferox with two optimal bonii?
That makes it the only valid one to fly in a fleet battle as it can still contribute damage, while all the other ships are nothing more then targets at 100k.
*snip* That's not very appropriate. - Teblin |

Hllaxiu
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Posted - 2005.11.29 17:47:00 -
[11]
Edited by: Hllaxiu on 29/11/2005 17:47:33 Would someone please tell CCP that Force Recon is combat recon? You probably don't want to **** off a USMC MEU(SOC) with claiming Force Recon aren't combat units. 
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Ambrose
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Posted - 2005.11.29 17:48:00 -
[12]
Eos needs an optimal bonus so that it could theoretically actually do damage in a fleet fight.
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SengH
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Posted - 2005.11.29 17:49:00 -
[13]
Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level?
Edit: Holy **** T2 cyclone has 8 his and 7 gunslots??? WTF Edit2 : BC 5 finshes in 2 weeks... maybe I can snag a couple of these t2 BCs before the waiting line becomes a year.
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Foomanshoe
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Posted - 2005.11.29 17:51:00 -
[14]
Originally by: Pottsey Edited by: Pottsey on 29/11/2005 17:40:38 ôThey dont have full assault resists.ö The Fleet command ships do have full assault resistance as base last time I looked. Even worse the Vulture has an extra 25% from its bonus and another 22.5% from Gang assist. ThatÆs going make a killer passive shield tank but that does mean having Command ship skill at level 5. Plus if mind link come out that 22.5% can be boosted more. Add one 1 or 2 Invul Fields and you have one hack of a tough ship to kill.
Sorry Pott but you gotta check again, they dont get full assault resists.
They are still high enough though. _______________________________________________
Originally by: Oveur
To the nerfmobile!
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keepiru
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Posted - 2005.11.29 17:55:00 -
[15]
remember kids, the Eos has 1650 pg base.
Its not unlikely that you can fit 7 heavy naeutron IIs on that thing.
I for wouldnt like to meet one in a dark system... ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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Tiuwaz
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Posted - 2005.11.29 17:55:00 -
[16]
wow just wow at those boni 
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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Imode
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Posted - 2005.11.29 17:56:00 -
[17]
Falloff bonus on the Astarte... I guess CCP really wants us to use blasters on it.
Except there's no MWD bonus and the thing moves like a pig and is already the size of a small moon.
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Santiac
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Posted - 2005.11.29 17:56:00 -
[18]
Originally by: SengH Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level? ...
Well, they do grant a +3% effectiveness to each - now seemingly racial - GA tree :)
Will wait to see how Eos and Claymore fares with only bonuses to the niche trees before i comment on those though. :) ________________________________________ <insert clever/witty comment here>
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keepiru
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Posted - 2005.11.29 17:57:00 -
[19]
Its got 2250 cap in 500 seconds. it really doesent need a cap bonus, tbh. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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SengH
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Posted - 2005.11.29 17:57:00 -
[20]
Originally by: Imode Falloff bonus on the Astarte... I guess CCP really wants us to use blasters on it.
Except there's no MWD bonus and the thing moves like a pig and is already the size of a small moon.
You dont need a mwd bonus when you can just slap the gang assist mod on there to boost speed.
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SengH
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Posted - 2005.11.29 17:58:00 -
[21]
Originally by: Santiac
Originally by: SengH Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level? ...
Well, they do grant a +3% effectiveness to each - now seemingly racial - GA tree :)
Will wait to see how Eos and Claymore fares with only bonuses to the niche trees before i comment on those though. :)
Errh 3% of the existing 3% base bonuses of the gang mods isnt very much... I hope its additive... Although that would make certain modules extremely overpowered..
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Santiac
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Posted - 2005.11.29 18:06:00 -
[22]
Originally by: SengH
Originally by: Santiac
Originally by: SengH Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level? ...
Well, they do grant a +3% effectiveness to each - now seemingly racial - GA tree :)
Will wait to see how Eos and Claymore fares with only bonuses to the niche trees before i comment on those though. :)
Errh 3% of the existing 3% base bonuses of the gang mods isnt very much... I hope its additive... Although that would make certain modules extremely overpowered..
yep, i know, 25,8% instead of 22,5% isn't that impressive. But i'd imagine it would be additive, seeing as 37,5% is a substantial increase in tankability, and 48,75% is actually acceptable when looking at the niche trees. :) ________________________________________ <insert clever/witty comment here>
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SengH
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Posted - 2005.11.29 18:16:00 -
[23]
Originally by: Santiac
Originally by: SengH
Originally by: Santiac
Originally by: SengH Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level? ...
Well, they do grant a +3% effectiveness to each - now seemingly racial - GA tree :)
Will wait to see how Eos and Claymore fares with only bonuses to the niche trees before i comment on those though. :)
Errh 3% of the existing 3% base bonuses of the gang mods isnt very much... I hope its additive... Although that would make certain modules extremely overpowered..
yep, i know, 25,8% instead of 22,5% isn't that impressive. But i'd imagine it would be additive, seeing as 37,5% is a substantial increase in tankability, and 48,75% is actually acceptable when looking at the niche trees. :)
The caldari T2 BC will prolly end up the most useless of them all though (gang wise) as the info warfare gang mods are the suckiest of the lot esp with the new ECCM changes.
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Santiac
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Posted - 2005.11.29 18:24:00 -
[24]
Originally by: SengH
Originally by: Santiac
Originally by: SengH
Originally by: Santiac
Originally by: SengH Edited by: SengH on 29/11/2005 17:53:33 Edited by: SengH on 29/11/2005 17:50:34 anyone find it wierd that the command BCs have no leadership bonuses at all? not even something like +%effectiveness to gang module per level? ...
Well, they do grant a +3% effectiveness to each - now seemingly racial - GA tree :)
Will wait to see how Eos and Claymore fares with only bonuses to the niche trees before i comment on those though. :)
Errh 3% of the existing 3% base bonuses of the gang mods isnt very much... I hope its additive... Although that would make certain modules extremely overpowered..
yep, i know, 25,8% instead of 22,5% isn't that impressive. But i'd imagine it would be additive, seeing as 37,5% is a substantial increase in tankability, and 48,75% is actually acceptable when looking at the niche trees. :)
The caldari T2 BC will prolly end up the most useless of them all though (gang wise) as the info warfare gang mods are the suckiest of the lot esp with the new ECCM changes.
Can only agree - to be perfectly honest i can't help feeling a bit dissapointed.
Nonetheless i'll still find a usefull way of utilizing the Eos, even if it only (if not changed) has a dronebay on 50m3 along with the drone control bonus. :) ________________________________________ <insert clever/witty comment here>
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VossKarr
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Posted - 2005.11.29 18:24:00 -
[25]
Originally by: Hllaxiu Edited by: Hllaxiu on 29/11/2005 17:47:33 Would someone please tell CCP that Force Recon is combat recon? You probably don't want to **** off a USMC MEU(SOC) with claiming Force Recon aren't combat units. 
I was just about to make the same point... 
Yeah, that's one of those "WTF were they THINKING?!" things that CCP is known for... 
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Farjung
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Posted - 2005.11.29 18:31:00 -
[26]
Originally by: keepiru Edited by: keepiru on 29/11/2005 17:56:13 remember kids, the Eos has 1650 pg base.
Its not unlikely that you can fit 7 heavy naeutron IIs on that thing.
I for wouldnt like to meet one in a dark system...
2062.5pg, 7 neutron IIs take 1468.8, WE HAVE A WINNER \o/
o:
Heavy neutron II with double damage bonus outdamages electron blaster cannon II with single damage bonus by 7.1%. Heavy neutron II with maxed skills, antimatter and a 25% falloff bonus has optimal of 2,250m and falloff of 7.8km. Electron blaster cannon II with maxed skills + antimatter has optimal of 3,000, and falloff of 7.5km. Obviously, the heavy neutron blaster has much superior tracking (twice the base tracking of the battleship electron, as well as sig res of 125m rather than 400m).
That Astarte looks scary as hell.
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Hllaxiu
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Posted - 2005.11.29 18:34:00 -
[27]
Originally by: Farjung
Originally by: keepiru Edited by: keepiru on 29/11/2005 17:56:13 remember kids, the Eos has 1650 pg base.
Its not unlikely that you can fit 7 heavy naeutron IIs on that thing.
I for wouldnt like to meet one in a dark system...
2062.5pg, 7 neutron IIs take 1468.8, WE HAVE A WINNER \o/
o:
Heavy neutron II with double damage bonus outdamages electron blaster cannon II with single damage bonus by 7.1%. Heavy neutron II with maxed skills, antimatter and a 25% falloff bonus has optimal of 2,250m and falloff of 7.8km. Electron blaster cannon II with maxed skills + antimatter has optimal of 3,000, and falloff of 7.5km. Obviously, the heavy neutron blaster has much superior tracking (twice the base tracking of the battleship electron, as well as sig res of 125m rather than 400m).
That Astarte looks scary as hell.
It makes up for the EOS having a drone control unit bonus with 50m3 drone bay. 10 light drones for the win!
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Magunus
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Posted - 2005.11.29 18:37:00 -
[28]
Originally by: keepiru
Nighthawk 7/5/4, 1/6, 690/555
Name: Nighthawk Hull: Ferox Role: Field Command Ship
Battlecruiser Skill Bonus: 10% bonus to heavy missile target navigation prediction and 5% bonus to all shield resistances per level
Command Ships Skill Bonus: 5% bonus to heavy missile damage and 5% bonus to heavy missile precision per level
<sigh>
Methinks a new Cerberus thread is in order. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Finix Jaeger
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Posted - 2005.11.29 18:39:00 -
[29]
Edited by: Finix Jaeger on 29/11/2005 18:39:14 wee -------------------------
Rover Vitesse > Finix, i am not going to go all the way tonight |

keepiru
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Posted - 2005.11.29 18:51:00 -
[30]
need a grid mod for 2 med reps.
1 goes on fine, and gets a 37.5% repped amount bonus. ------------- Where are the named 800mm Plates and Mega Ions, CCP?
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