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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Gypsio III
Dirty Filthy Perverts
23
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Posted - 2011.10.26 16:04:00 -
[301] - Quote
Roosterton wrote:You make some good points. The main selling point for the Talos, I feel, would be for solo. Because honestly, with no dronebay, no web bonus, and large guns, which other one of the tier 3 BC's would you trust not to get pinned down by a lone rifter and blobbed to death? The Amarr one might stand a chance due to being armor tanked, freeing up mids for webs... Except that it only has three mids, which is only enough for point/MWD/cap booster. That said, solo is a somewhat nich+¬ environment in today's EVE, so I guess it would be nice if they were at least somewhat viable for small gangs/fleets. Now to find a way to do it without obsoleting AC's...
I was writing a long comment on the psychology and desirability of going into web range as a solo pilot, taking examples from Vagabond vs. the Deimos, armour-Cane to shield-Cane and from HAM-Drake to nano-HM Drake, but it dissolved into rambling incoherence so I just deleted it.
Suffice to say that, yes, the flight of drones and 90% web are very good tools for dealing with tacklers, but they still require you to go into web range, which is generally something to be avoided as a solo pilot, as you will frequently get baited, tackled and ganked. Applied to the Tornado and Talos, I suspect that people will prefer the falloff and mobility of the Tornado to the do-or-die approach of the Talos. I'm not saying that the Talos won't be flown - it's a powerful ship with a unique (for T1) bonus - but that the Tornado will probably be preferred even in a solo environment, simply because people often don't want to go into web range. In fleet, of course, there's no contest. |
X Gallentius
Quantum Cats Syndicate
26
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Posted - 2011.10.26 16:22:00 -
[302] - Quote
Buzzmong wrote:Tippia is right (and also right for correcting me previously, it had been years since I looked up the formula and had forgotton how it worked, thanks!).
It doesn't help matters that the stats are mislabeled though as it leads to small bouts of confusion like this.
The ships with a speed bonus will accelerate faster even with the inertia nerf, but does anybody here know what parameters affect how quickly a ship turns? If it's the acceleration formula, then the ships will be more agile (the ones with speed bonus). ??? |
Tippia
Sunshine and Lollipops
1002
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Posted - 2011.10.26 16:32:00 -
[303] - Quote
X Gallentius wrote:The ships with a speed bonus will accelerate faster even with the inertia nerf WeeeellGǪ it's possible that they will accelerate to a given speed at a faster rate, but I haven't done the maths on that yet. However, they will take longer to reach max speed GÇö it's kind of what increased inertia does.
Quote:but does anybody here know what parameters affect how quickly a ship turns? Turning is just a different way of acceleration, so it's still mass and inertia modifier GÇö higher is worse. So they'll turn slower. GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |
Captain Alcatraz
Muppet Ninja's Ninja Unicorns with Huge Horns
3
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Posted - 2011.10.26 16:33:00 -
[304] - Quote
I can already see fleets of Tornados being OP in small gang pvp, it's an affordable Mach with - roughly the same DPS - more speed - less tank but still decent, not a problem with a few scimis
Imo those new tier 3 BCs should be glass canons designed to kill BCs and up, giving them tracking / falloff / web strength bonuses makes them good at killing too much stuff
But they'll be fun |
Crazy KSK
Tsunami Cartel Dark Solar Empire
5
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Posted - 2011.10.26 16:38:00 -
[305] - Quote
I think its a very bad idea to put a 90% web on a T1 bc its gonna be very OP for such a cheap ship right now you have to at least spend 80mil on a faction frigate to get this bonus even more if you want some tank with it pls don't do that ccp |
Yvan Ratamnim
Phoenix Evolved Part Duo
15
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Posted - 2011.10.26 17:01:00 -
[306] - Quote
Crazy KSK wrote:I think its a very bad idea to put a 90% web on a T1 bc its gonna be very OP for such a cheap ship right now you have to at least spend 80mil on a faction frigate to get this bonus even more if you want some tank with it pls don't do that ccp
I like the 90% web on the talos, but not on something like the tornado,...
The fact is gallante ships need to be able to get in close to apply there dps, so i'd actually pray we see more gallante ships getting web bonuses of verying strengths |
Yvan Ratamnim
Phoenix Evolved Part Duo
15
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Posted - 2011.10.26 17:02:00 -
[307] - Quote
Crazy KSK wrote:I think its a very bad idea to put a 90% web on a T1 bc its gonna be very OP for such a cheap ship right now you have to at least spend 80mil on a faction frigate to get this bonus even more if you want some tank with it pls don't do that ccp
who said the tornado's going to be cheap for all you know the tornado and talos will be 60-90m to buy the hull
Seeing as tier3 are more expensive than 1 and 2... and in bs its almost 1.5 to 2x as much ... we're looking at 50-80m range... so not exactly a cheap tier 1 ship for one that has minimal tank... |
Borlag Crendraven
EVE University Ivy League
3
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Posted - 2011.10.26 17:11:00 -
[308] - Quote
Yvan Ratamnim wrote:Crazy KSK wrote:I think its a very bad idea to put a 90% web on a T1 bc its gonna be very OP for such a cheap ship right now you have to at least spend 80mil on a faction frigate to get this bonus even more if you want some tank with it pls don't do that ccp who said the tornado's going to be cheap for all you know the tornado and talos will be 60-90m to buy the hull Seeing as tier3 are more expensive than 1 and 2... and in bs its almost 1.5 to 2x as much ... we're looking at 50-80m range... so not exactly a cheap tier 1 ship for one that has minimal tank...
It'll still be cheap considering that losing the faction equivalent has you gaining pretty much nothing in insurance, whereas you get nearly everything back when losing a regular t1 ship, regardless of the tier. The initial cost doesn't make much difference if it's replaced simply by buying new modules which is what you can pretty much do here. |
Gizznitt Malikite
Agony Unleashed Agony Empire
31
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Posted - 2011.10.26 17:45:00 -
[309] - Quote
Zhula Guixgrixks wrote:CCP , why the hybrid frigate agility nerf ???!??
Daredevil
agility: 3.39 => 3.5595
Federation Navy Comet
agility: 3.3 => 3.465
maxVelocity: 370.0 => 375.0
Incursus
agility: 3.31 => 3.4755
maxVelocity: 334.0 => 344.0
Tristan
agility: 3.85 => 4.0425
maxVelocity: 296.0 => 306.0
Taranis
agility: 3.1 => 3.255
etc.
What we really don't need in Eve , are slugish hybrid frigates. Fix it. thx
-Zhula
I was hoping Inertia Modifier != agility.... but when I checked it last night... it does!
So yes, all these ships are getting reduced agility, but increases speed. |
Gogela
Freeport Exploration
85
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Posted - 2011.10.26 18:05:00 -
[310] - Quote
Shionoya Risa wrote:Edit: Hi thar Naga, Oracle and Talos.
This ^
All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |
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Zagam
Incompertus INC Fatal Ascension
209
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Posted - 2011.10.26 18:06:00 -
[311] - Quote
Tippia wrote:X Gallentius wrote:The ships with a speed bonus will accelerate faster even with the inertia nerf WeeeellGǪ it's possible that they will accelerate to a given speed at a faster rate, but I haven't done the maths on that yet. However, they will take longer to reach max speed GÇö it's kind of what increased inertia does. Quote:but does anybody here know what parameters affect how quickly a ship turns? Turning is just a different way of acceleration, so it's still mass and inertia modifier GÇö higher is worse. So they'll turn slower.
I stand corrected. Its been a while since I last looked up the formula, too.
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Forum Alt Shaishi
Science and Trade Institute Caldari State
0
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Posted - 2011.10.26 18:20:00 -
[312] - Quote
Looks nice, especially the removal of the 25% rof penalty on the destroyers.
Tho i realy hope they change the name of the Caldari Tier 3 BC, since it's not a bird, or a something that has wings. |
Poetic Stanziel
Arrakis Technology
153
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Posted - 2011.10.26 18:20:00 -
[313] - Quote
http://i.imgur.com/Qo8yE.jpg EVE Online: Incarna = New Coke. EVE Online: Winter Expansion = Coke Classic. |
Gogela
Freeport Exploration
85
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Posted - 2011.10.26 18:22:00 -
[314] - Quote
ell oh ell...
Good one Poetic Stanziel... All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |
Poetic Stanziel
Arrakis Technology
153
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Posted - 2011.10.26 18:25:00 -
[315] - Quote
Gogela wrote:ell oh ell... Good one Poetic Stanziel... I snagged it from Bucky O'Hair.
https://twitter.com/#!/BuckyOhair/status/129255752396308480
EVE Online: Incarna = New Coke. EVE Online: Winter Expansion = Coke Classic. |
Phoehnix
Kevlar Solutions Fratres Milites de Amarri
17
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Posted - 2011.10.26 18:29:00 -
[316] - Quote
You dont argue with tippia ffs
edit: also i love this, preliminary or not |
Gogela
Freeport Exploration
85
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Posted - 2011.10.26 18:39:00 -
[317] - Quote
If I'm reading this right, Process-Interruptive Warp Disruptor requires Thermodynamics level one and gets a 20% bonus to warp disruption (-1 warp strenght range) on it's 22km base range. I wonder if the bonus is per level... 40km disrupt? Meta 6 T1 All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |
Sarmatiko
124
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Posted - 2011.10.26 18:46:00 -
[318] - Quote
Gogela wrote:If I'm reading this right, Process-Interruptive Warp Disruptor requires Thermodynamics level one and gets a 20% bonus to warp disruption (-1 warp strenght range) on it's 22km base range. I wonder if the bonus is per level... 40km disrupt? Meta 6 T1 it's cosmos item. Nothing special and you can buy it even now in contracts. They just fixed old bug which put this item in "unpublished" state. Ar least my bugreport about this module got status "Fixed in Caligula 2011"
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Gogela
Freeport Exploration
85
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Posted - 2011.10.26 18:51:00 -
[319] - Quote
Thanks... good to know.
Does anyone know what the typeID is for the Tornado, Naga, Oracle and Talos? (ShowInfo ID?) All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |
Denidil
The Graduates Morsus Mihi
112
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Posted - 2011.10.26 19:17:00 -
[320] - Quote
Tippia: what would the result of a interial modifier increase be when combined with a mass decrease? Anyone who is blue to DRF are cowards and have failed Eve.
MM Bombers, Best Bombers |
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mkint
201
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Posted - 2011.10.26 19:25:00 -
[321] - Quote
I'm just hoping the agility stats in this list are the same as the resistance stats... that is exactly opposite from the in-game stats. Lots of ships seem to be getting agility nerfs, even ones that don't seem like they should be (seriously? Ferox getting nerfed?) |
stoicfaux
326
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Posted - 2011.10.26 19:28:00 -
[322] - Quote
Denidil wrote:Tippia: what would the result of a interial modifier increase be when combined with a mass decrease?
http://wiki.eveonline.com/en/wiki/Acceleration
If you increase inertia (I) by 5% and reduce mass (M) by 5%, you get a tiny improvement. (1.05 * .95 ) = .9975
Tinfoil. It should be at the top of everyone's food pyramid.
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Tippia
Sunshine and Lollipops
1022
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Posted - 2011.10.26 19:29:00 -
[323] - Quote
Denidil wrote:Tippia: what would the result of a interial modifier increase be when combined with a mass decrease? If they're completely balanced against each otherGǪ nothingGǪ initially.-¦
However, it would change how a fixed-number modifier to any of those stats given by a module (or skillGǪ although I don't think there is anyone that does) influences the ship as a whole and could therefore potentially shift what kinds of modules are beneficial to fit.
For instance, ye olde 1600mm tungsten plate adds a fixed amount of mass to your ship, thus making it less agile. If you do what you suggest GÇö increase inertia while decreasing mass GÇö that mass addition will suddenly be relatively larger than it was before. Instead of adding, say, 10% to your ships mass, the same single plate might now add 15%. This makes the plate option less attractive, while increasing the usefulness of trimark rigs (since they give a percentage increase, which is equally large no matter how much you fiddle with mass and inertia). Conversely, adding mass while reducing the inertia mod means that the mass addition from a plate becomes smaller, percent-wise, and thus has less effect on overall agility.
The same thing would be true for agility modules, but as far as I can recall, they all give percent-bonuses, so there's no GÇ£otherGÇ¥ option to choose between.
-¦ GǪand if they're not balanced against each other, then it's a matter of what the end product is: higher than before GåÆ less agile; lower than before GåÆ more agile. Beyond that, the question of how fixed-amount modifiers affect the whole thing is the same. GÇöGÇöGÇö GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥ GÇö Karath Piki-á |
Denidil
The Graduates Morsus Mihi
112
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Posted - 2011.10.26 19:38:00 -
[324] - Quote
stoicfaux wrote:Denidil wrote:Tippia: what would the result of a interial modifier increase be when combined with a mass decrease? http://wiki.eveonline.com/en/wiki/AccelerationIf you increase inertia (I) by 5% and reduce mass (M) by 5%, you get a tiny improvement. (1.05 * .95 ) = .9975
that's what i figured. raising the inertia modifier of blasterboats makes no sense to me, unless they then go and decrease the mass. Anyone who is blue to DRF are cowards and have failed Eve.
MM Bombers, Best Bombers |
Aineko Macx
Royal Amarr Institute Amarr Empire
11
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Posted - 2011.10.26 19:44:00 -
[325] - Quote
Very interesting changes. I'm quite sure not all of it is balanced, but things are moving in the right direction. |
Yvan Ratamnim
Phoenix Evolved Part Duo
15
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Posted - 2011.10.26 19:45:00 -
[326] - Quote
Borlag Crendraven wrote: It'll still be cheap considering that losing the faction equivalent has you gaining pretty much nothing in insurance, whereas you get nearly everything back when losing a regular t1 ship, regardless of the tier. The initial cost doesn't make much difference if it's replaced simply by buying new modules which is what you can pretty much do here.
You do realize faction ships arent supposed to be better than t2 right? (recons) ... faction are supposed to be between t1 and t2... hence the fact they require like 0 skills |
Ur235
Mind Games. 0ccupational Hazzard
3
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Posted - 2011.10.26 20:09:00 -
[327] - Quote
Damn if this is true then im so happy I maxed out all my Gallente gunnery and spaceship skills all those years ago |
Borlag Crendraven
EVE University Ivy League
3
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Posted - 2011.10.26 20:14:00 -
[328] - Quote
Yvan Ratamnim wrote:Borlag Crendraven wrote: It'll still be cheap considering that losing the faction equivalent has you gaining pretty much nothing in insurance, whereas you get nearly everything back when losing a regular t1 ship, regardless of the tier. The initial cost doesn't make much difference if it's replaced simply by buying new modules which is what you can pretty much do here.
You do realize faction ships arent supposed to be better than t2 right? (recons) ... faction are supposed to be between t1 and t2... hence the fact they require like 0 skills
Of course, but the discussion was about the price, which is what I commented on. On t1 ships the initial price of a would be gank boat is insignificant when you get pretty much everything back automagically. |
Frothgar
V0LTA VOLTA Corp
0
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Posted - 2011.10.26 20:21:00 -
[329] - Quote
I'm really encouraged when looking at the initial concept of the Tier 3 BCs. The bane of ships for a long time has always been the Bigger = Better approach within the tier systems. You really can't argue with the notion that Tier 1 BCs are among the least used ships in the game.
I really hope CCP sticks to the flavor we're seeing in the current Tier 3 BCs in that they have some advantages over the Tier 2 ships (Range, Speed), but also some serious disadvantages (Tracking, Effective HP)
They look genuinely GOOD so far.
Higher Tier shouldn't just be a cookie cutter More fitting, More EHP, more damage over the previous tier. There should really be radically different roles as you go along.
So yeah, really happy, really encouraged by what I'm seeing so far. Just please stay with this inspired bit of brilliance. Last thing anyone wants is to have these ships simply bigger better versious of Tier 2 BCs, thatl just kill all the others dynamics. You saw what introducing Tier 2 BCs did to Both Tier 1 and Command ships.
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mkint
202
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Posted - 2011.10.26 20:28:00 -
[330] - Quote
Frothgar wrote:I'm really encouraged when looking at the initial concept of the Tier 3 BCs. The bane of ships for a long time has always been the Bigger = Better approach within the tier systems. You really can't argue with the notion that Tier 1 BCs are among the least used ships in the game.
I really hope CCP sticks to the flavor we're seeing in the current Tier 3 BCs in that they have some advantages over the Tier 2 ships (Range, Speed), but also some serious disadvantages (Tracking, Effective HP)
They look genuinely GOOD so far.
Higher Tier shouldn't just be a cookie cutter More fitting, More EHP, more damage over the previous tier. There should really be radically different roles as you go along.
So yeah, really happy, really encouraged by what I'm seeing so far. Just please stay with this inspired bit of brilliance. Last thing anyone wants is to have these ships simply bigger better versious of Tier 2 BCs, thatl just kill all the others dynamics. You saw what introducing Tier 2 BCs did to Both Tier 1 and Command ships.
Um... so instead they are releasing bigger better versions of the tier 1 BC's? Buh bye Brutix. Was nice knowing you. |
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