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Thread Statistics | Show CCP posts - 16 post(s) |

I'm Down
Macabre Votum Northern Coalition.
167
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Posted - 2013.07.18 17:30:00 -
[1] - Quote
The Sacrilege suffers a lot from a low count of low slots:
I would suggest bumping up the damage on the launchers, dropping the count to 4, and adding a 6th low slot so that it can actually tank and fit any sort of damage mod on it.
Theoretically, it should be one of the most tanky hac's out there currently, but trying to fit any type of damage mod on there totally inhibits this ability since it reduces tank to 4 or even 3 slots.
I would also leave the power grid as is, and replace the Cap bonus to a 100% per level boost to range and amount of NOSFERATU's only. This way the Sac gets slightly more offense by slightly draining the capacitor off other ships at pretty nice ranges (~60km to cope for HML range), but can't bleed them dry without the Neuts.
If you don't do that, then you're not going to have much counter to perma MWD fit Sacs as the cap bonus is seriously OP when used in conjunction with some other items. |

I'm Down
Macabre Votum Northern Coalition.
172
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Posted - 2013.07.22 21:02:00 -
[2] - Quote
Keep these changes, add an immunity to webs... the end. |

I'm Down
Macabre Votum Northern Coalition.
173
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Posted - 2013.07.23 06:31:00 -
[3] - Quote
How about an actual role for hacs such as this:
2 types:
Type 1: Close range brawlers that have very limited range no matter what weapon system they fit. Higher tanks and damage than currently possible on hacs, but very susceptible to kitting even at low ranges.
Role Bonus: -60% range on all weapon systems Role Bonus: +25% resistance
+ 2 slots naturally or reduce gun count and add another role bonus to damage.
+ agility +base hp +signature - lock range
High damage bonuses No Drones whatsoever No free high slots whatsoever without trading a weapon for utility
Type 2:
Kiting ship/range damage dealer. Much more proficient at projecting damage at range than the harder hitting teir 3 BC's due to the drastically faster lock time and range, comparable range, but lower overall dps.
Role Bonus: +60% optimal range Role Bonus: +150% damage
- 2 high slots/weapon systems
No drones whatsoever
+ speed - agility +base lock range + Capacitor and recharge Very tight on fittings to limit tanking
4 bonuses alligned toward long range warfare: + targeting range lvl +scan resolution per lvl +10% tracking per lvl + 10% optimal per lvl
The only real question with this concept is how you would utilize the Ishtar. I think it's quite possible to place into either category, but it would require range limitations to affect drones.
Basically, you have one variety very good in close, one variety very good at long range, neither capable in mid range warfare. |

I'm Down
Macabre Votum Northern Coalition.
173
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Posted - 2013.07.23 16:40:00 -
[4] - Quote
nikar galvren wrote:CCP Rise wrote:Hey again
So we had the tournament this weekend and then I was out of the office yesterday. I'm getting started on this topic again today, but as evidenced by this enormous thread, there's plenty to do. I think we will have another CSM review step before getting the new version (which isn't even finished yet) back to you guys. If things go well, I'll have a new pass for you guys by the end of this week, if things go slow it would probably be start of next week.
Thanks for all the feedback and ideas. A lot of you have different ideas about these ships, but hopefully we can distill some good stuff and do a revision that you're all excited about. Thanks for listening! I guess now we'll see how closely you're listening... :P I definitely want to see a HAC lineup that is valid for solo/small gang play style. The downside to that is the probability that anything good enough to solo in will be great to large scale sov-blob in. Too much of that already. ! That's not true at all. Go back and read my last post to show exactly how to limit their effectiveness in fleets, but make them very strong solo and small gang ships.
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I'm Down
Macabre Votum Northern Coalition.
173
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Posted - 2013.07.23 20:10:00 -
[5] - Quote
nikar galvren wrote:I'm Down wrote:nikar galvren wrote:Thanks for listening! I guess now we'll see how closely you're listening... :P I definitely want to see a HAC lineup that is valid for solo/small gang play style. The downside to that is the probability that anything good enough to solo in will be great to large scale sov-blob in. Too much of that already. That's not true at all. Go back and read my last post to show exactly how to limit their effectiveness in fleets, but make them very strong solo and small gang ships. I did. Would you really want to solo in a blaster-fit brawler with -60% range? Is there no conceivable use for a large scale fleet doctrine involving highly mobile, great damage projecting ships? My point was that ships that are fun to solo/small gang in are *often* strong additions to larger fleet doctrines. There's not really any way around it unless you want to create a niche role that (very) few pilots will ever undock. It's the nature of the meta right now. While I recognize that, I'm not sure what balancing pass would produce a specialized hull that is attractive to fly solo/SG, but less attractive to blobs. It's a tough problem, and I don't envy Rise for having to figure it out.
A high dps blaster ship with more speed and tank in a low sec setting would have no issues at all given proper circumstances and use. It's meant to have a design flaw where it excels at close range damage and a weakness to longer range and kiting. It's called true tradeoff... or more specifically, a role.
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