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

nikar galvren
Hedion University Amarr Empire
16
|
Posted - 2013.07.24 17:11:00 -
[1531] - Quote
I still think that the direction to take the HAC line in should be to split them into two roles, similar to the Recon lineup. There should be a Heavy Assault Cruiser (Heavy Brawler) Role, and a Heavy Strike Cruiser (Heavy Skirmish/Kiter) Role.
The HAC Role would be optimized for close range, tanky DPS, perhaps with the -50% to Overheat effects role bonus, perhaps one or preferably some (hull-by-hull basis) of the role bonuses already brainstormed in this thread.
The HSC Role would be optimized for damage projection, mobility and raw speed, perhaps with the MWD sig bloom bonus (though -70-80% bloom would be more useful), perhaps with MJD capability, +to AB speed, or other hull-by-hull bonuses.
The changes to the HAC linup should consider the current state of the T3's and ABC's, but also the future balancing that needs to be done on those hulls. Unfortunately, only CCP knows where those are going in the future... all we can do is hope that they're going somewhere good.
At the very least, the new HACs should have 16 fitting slots and be able to perform their intended function on-par with, or only ~5% below, the current T3's. The advantage that T3's were/are supposed to have is versatility - i.e. able to perform most/all roles equally well, assuming they are fit for that role. A specialized ship designed for a role should perform at least as well in that role...
I'm ok with T3's excelling at any role that they are fit for, since the added cost (I'm thinking lost skill points, which translates into lost Time, and Time is the only real currency in EVE) is something that no other hull has, but a ship that is supposedly specialized for the same role that a T3 is fit for should perform equally well. The point that the proposed changes seem to miss is that the T1/Navy variants of the HAC hulls have been elevated to the point of completely overshadowing the supposedly more advanced option. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
123
|
Posted - 2013.07.24 18:10:00 -
[1532] - Quote
I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
I only correct my own spelling. |

Yazzinra
Scorpion Ventures Rim Worlds Protectorate
9
|
Posted - 2013.07.24 18:26:00 -
[1533] - Quote
CCP Rise wrote:YAYYYY
DEIMOS - Like the Thorax, Deimos now has 4 mids and gives up the extra high. It also goes faster and aligns faster.
Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 2 launchers
Defense (shields / armor / hull) : 1350(+190) / 1750(-290) / 2000(-531)
shield tank all the things?
kind of expected a nice little buff for the deimos, mostly speed (which you are giving it) and slightly better EHP to give it more time to get into blaster range.
as it stands, for an armor tanked heavy hitting cruiser, why would I fly this over a navy exeq?
am I missing something here? |

M1k3y Koontz
Thorn Project Surely You're Joking
189
|
Posted - 2013.07.24 18:36:00 -
[1534] - Quote
Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ How much herp could a herp derp derp if a herp derp could herp derp. |

nikar galvren
Hedion University Amarr Empire
16
|
Posted - 2013.07.24 18:42:00 -
[1535] - Quote
M1k3y Koontz wrote:Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ Would also make epic snipers...
+1. double damage bonus would allow for damage application and easier cap management. /me wants it |

M1k3y Koontz
Thorn Project Surely You're Joking
189
|
Posted - 2013.07.24 18:43:00 -
[1536] - Quote
nikar galvren wrote:M1k3y Koontz wrote:Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ Would also make epic snipers... +1. double damage bonus would allow for damage application and easier cap management. /me wants it
And easier to fit. 4 guns putting out the damage of 8 would free up about 100+pg on all the HACs
How much herp could a herp derp derp if a herp derp could herp derp. |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
124
|
Posted - 2013.07.24 18:55:00 -
[1537] - Quote
M1k3y Koontz wrote:nikar galvren wrote:M1k3y Koontz wrote:Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ Would also make epic snipers... +1. double damage bonus would allow for damage application and easier cap management. /me wants it And easier to fit. 4 guns putting out the damage of 8 would free up about 100+pg on all the HACs
Yo - less modules, same damageoutput. 3 Guns acting as 6 with tuned down shiphullboni should be matching.
(3 mostly cause I was interested to see how those marauderhighs would affect CS, sacrifing two guns each for a link in such a scenario, and CS would be clearly 33% more effective dps-wise following straight on such an idea)
I also didn't even think about fittings, but having smaller variation in used powergrid depending on weapontier should make for some more predictable PG/CPU-allocation and less overwhelming fitting differences between shield- and armortanking, as curently most HACs can't use higher tier weapon systems unless shieldfitted. (which is kind of a KO-criteria for the 720-armor-muninn against it's loki-pendant) I only correct my own spelling. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
26
|
Posted - 2013.07.24 19:13:00 -
[1538] - Quote
M1k3y Koontz wrote:nikar galvren wrote:M1k3y Koontz wrote:Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ Would also make epic snipers... +1. double damage bonus would allow for damage application and easier cap management. /me wants it And easier to fit. 4 guns putting out the damage of 8 would free up about 100+pg on all the HACs
This is an excellent idea and I fully support it. Marauder hardpoints would solve almost every issue I can think of. |

nikar galvren
Hedion University Amarr Empire
17
|
Posted - 2013.07.24 19:15:00 -
[1539] - Quote
Sarkelias Anophius wrote:M1k3y Koontz wrote:nikar galvren wrote:M1k3y Koontz wrote:Lloyd Roses wrote:I would totally love:
Marauder-Hardpoints, cause my HUD would look near identical to a frig's with 3 guns (like using 3 highslots for weaponry, acting as 6 turrets, boosted by fitting boni to achieve the same damage as before)
100% damage bonus would be cool. ~50k EHP, over 750 DPS, that would be worth 150m+ Would also make epic snipers... +1. double damage bonus would allow for damage application and easier cap management. /me wants it And easier to fit. 4 guns putting out the damage of 8 would free up about 100+pg on all the HACs This is an excellent idea and I fully support it. Marauder hardpoints would solve almost every issue I can think of.
4 Weapons with double damage would solve virtually all DPS related concerns as well.
Supported. |

Baren
Aura of Darkness Nulli Secunda
39
|
Posted - 2013.07.24 19:15:00 -
[1540] - Quote
I`ve noticed alot of people talking about all the stats..
I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.
No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is |

Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
126
|
Posted - 2013.07.24 19:18:00 -
[1541] - Quote
Baren wrote:I`ve noticed alot of people talking about all the stats..
I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.
No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is
They are obviously something from a straight PITA in solosituations with their sigradius/active tank (thx to baseresists), Escortships for even bigger ships (like the shielddeimos is/used to be a support ship for alphanados) or oversized Wolfpacks (see shadoo on arrrrrrrrrrrrmorrrrrrrhacs) - at least that what I believe they do best. I only correct my own spelling. |

Baren
Aura of Darkness Nulli Secunda
40
|
Posted - 2013.07.24 19:27:00 -
[1542] - Quote
Lloyd Roses wrote:Baren wrote:I`ve noticed alot of people talking about all the stats..
I really think we should be descussing the functions of these ships. If they will have roles, and what roles bonus they will have.
No point arguing about stats ship by ship if we dont know what role it is even supposed to have. and what its purpose is They are obviously something from a straight PITA in solosituations with their sigradius/active tank (thx to baseresists), Escortships for even bigger ships (like the shielddeimos is/used to be a support ship for alphanados) or oversized Wolfpacks (see shadoo on arrrrrrrrrrrrmorrrrrrrhacs) - at least that what I believe they do best.
Yes I get that but I think we need to really agree on what the two main functions of Hacs are. Alot like how Recons, Command ships, Interceptors and many other ship classes are set up. with two roles for each class that is common between the races. what we want to main common bonuses those roles will have.
for example:
Roles: Combat HACS: Heavier tanked lose-mid rang Hacs with high dps. iThe tanks them selfs dont matter as long as the chip in these class has strong bonuses towards its tank (speed tank, active, passive, ect.)
Strike Hacs: Decently tanks Hacs with some for of unconvetional speciality. I honestly dont know what that would be
this is just an example |

M1k3y Koontz
Thorn Project Surely You're Joking
193
|
Posted - 2013.07.24 19:33:00 -
[1543] - Quote
Brawler HACs: 100% Bonus to all medium (insert racial weapon type) 30% reduction in damage taken from overheating modeules OR
Kiting HACs: 100% Bonus to all medium (insert racial weapon type) -50% MWD signature penalty.
Opinions? How much herp could a herp derp derp if a herp derp could herp derp. |

Boris Amarr
Viziam Amarr Empire
57
|
Posted - 2013.07.24 19:34:00 -
[1544] - Quote
Why all HAC's have drone bays except Zealot? I think ship, that costs like BS or more, must have drone bay for 5 light drones! |

Doddy
Dark-Rising
860
|
Posted - 2013.07.24 19:40:00 -
[1545] - Quote
You guys seem to have gotten confused, where is the minmatar missile hac? Surely the sac should be a drone boat now? or no did you backpedal on the whole weapon type thing and are just going to leave them hanging at t1? |

Dysgenesis
Dhoomcats
8
|
Posted - 2013.07.24 19:45:00 -
[1546] - Quote
I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron). |

Tyberius Franklin
Federal Navy Academy Gallente Federation
678
|
Posted - 2013.07.24 19:49:00 -
[1547] - Quote
Doddy wrote:You guys seem to have gotten confused, where is the minmatar missile hac? Surely the sac should be a drone boat now? or no did you backpedal on the whole weapon type thing and are just going to leave them hanging at t1? They never stated they were changing the Khanid weapon philosophy. Just that it wasn't translating to the T1 ships. |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
26
|
Posted - 2013.07.24 19:54:00 -
[1548] - Quote
Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron).
Posting to reiterate that I think this would solve, across the board, 90% of HAC issues. It would give them BC sized DPS with utility slots and high-resist, low-hp tanks and cruiser speeds.
A few ships need their speed and agility looked at, I think, but this change might justify the price tag of HACs.
I don't think that last part can be over-emphasized. CCP Rise, I'm looking at you. |

JerseyBOI 2
Pod Liberation Authority HYDRA RELOADED
22
|
Posted - 2013.07.24 20:17:00 -
[1549] - Quote
Darco Aldent wrote:Back on topic , CCP Rise , if find the changes pretty decent , it does not make them OP and they can still be strong with the right people flying them .The more i think about it the more i do not think they need more buffs, the role bonus is pretty strong imo. Just make sure to double check the CPU and powergrid, maybe add a bit to some especially since you dont want to gimp their fit if you fit a mwd , maybe even add a fitting bonus to mwd. GL
their speed is woefully inadequate. |

Baren
Aura of Darkness Nulli Secunda
40
|
Posted - 2013.07.24 20:45:00 -
[1550] - Quote
M1k3y Koontz wrote:Brawler HACs: 100% Bonus to all medium (insert racial weapon type) 30% reduction in damage taken from overheating modeules OR
Kiting HACs: 100% Bonus to all medium (insert racial weapon type) -50% MWD signature penalty.
Opinions?
I feel that bonus would make for alot more blob and alpha fleets which are already good. but you never know what might be a great idea
See now this is something alot of people can debate without having walls of useless text.
Combat: Role Bonus: 60-100% to damage of its races close range medium weapon the bonus will start a 60% when having Hacs trainned to Lvl I and will been at 100% when trainned to V
this will work alot like how the bonus for cpu for cloaks worked on recons or bonuses for logis.) (These ships will be made from close range brawling and will have higher EHP or resist, however they will be slow and have less utility) main reason for only close range weapons is to avoid them be OP and make more alpha fleets.
Assault: Role bonus: -60% to -100% Reduction in MWD Sig Radius (reason for this is becuase even with a -50% bonus its sig will still be huge.) the bonus will also start at -60% and work its way to -100 when having trainned HACs to lvl V Ships of this class would also have higher utility
had a silly idea have a hac role for anti-blobs: Special Bonus max of 20ships target lock this ship at any given time. (aplies to both friend and foe) |

MeBiatch
Republic University Minmatar Republic
1166
|
Posted - 2013.07.24 20:50:00 -
[1551] - Quote
M1k3y Koontz wrote:Brawler HACs: 100% Bonus to all medium (insert racial weapon type) 30% reduction in damage taken from overheating modeules OR
Kiting HACs: 100% Bonus to all medium (insert racial weapon type) -50% MWD signature penalty.
Opinions?
problem is tech II are designed to be bad for overheating.
for the brawler versions i would not do one standard role bonus and instead do a race specific bonus. so lets say for the ishtar you get a thermal damage bonus for drones or for the cerb you get a kin damage bonus for missiles.
then for the kitting version i would do a uniform bonus to either agility or speed or a mix of both.
edit: i really hope we get version mark II thursday and not friday because all the conjecture is killing me. There are no stupid Questions... just stupid people... Hybrid tech I ammo boost |

Baren
Aura of Darkness Nulli Secunda
40
|
Posted - 2013.07.24 20:55:00 -
[1552] - Quote
MeBiatch wrote:M1k3y Koontz wrote:Brawler HACs: 100% Bonus to all medium (insert racial weapon type) 30% reduction in damage taken from overheating modeules OR
Kiting HACs: 100% Bonus to all medium (insert racial weapon type) -50% MWD signature penalty.
Opinions? problem is tech II are designed to be bad for overheating. for the brawler versions i would not do one standard role bonus and instead do a race specific bonus. so lets say for the ishtar you get a thermal damage bonus for drones or for the cerb you get a kin damage bonus for missiles. then for the kitting version i would do a uniform bonus to either agility or speed or a mix of both. edit: i really hope we get version mark II thursday and not friday because all the conjecture is killing me.
I dont think racial damage is the answer.. I think it would bee better to keep the bonus but restrict to to only the close range medium weapons: For example: Autocannons, Blasters, Heavy Assault Missles, and Medium andor large Combat drones. not sentries |

Lucine Delacourt
The Covenant of Blood
7
|
Posted - 2013.07.24 20:59:00 -
[1553] - Quote
Sergeant Acht Scultz wrote:Lucine Delacourt wrote:My first thoughts:
- Double web Deimos seems like it could be better than most are giving it credit for.
- 40% Scout Drone damage per level or something similar instead of the generic 20% drone damage bonus would promote hit and run Ishtar tactics and separate it from the plethora of cruiser/BC sized drone hulls.
- The Sac still seems a bit lackluster, a little more CPU/Cap if you want a Neut or Tinker setup or switch a high for a low if you want it buffered.
- The ASB Vaga will eat faces.
- Zealot is pretty close. Not sure what to do without OPing it. An ishtar with a sign radius of a frigate fitted with MSE's using battleship guns (sentries) DDA's sentry rigs and 40% bonus would not be OP at all, really.
The bonus is for SCOUT drones so it wouldn't apply to sentries or heavies but thanks for reacting without bothering to read. |

Doddy
Dark-Rising
860
|
Posted - 2013.07.24 20:59:00 -
[1554] - Quote
Tyberius Franklin wrote:Doddy wrote:You guys seem to have gotten confused, where is the minmatar missile hac? Surely the sac should be a drone boat now? or no did you backpedal on the whole weapon type thing and are just going to leave them hanging at t1? They never stated they were changing the Khanid weapon philosophy. Just that it wasn't translating to the T1 ships.
They said they were diversifying the weapon types across the board. Of course change the Khanid ones to drones would cause an uproar so they don't. Which means they cant change the second minnie ones to missiles or there would be 3 missile races, thus the whole thing was pointless. their whole rebalancing philosophy was about streamlining and now some poor minmatar dude who ground missile skills as no use for them in most t2 ships while the amarr guy suddenly has to train missiles to use half the t2 ships. Dumb as hell and all because some people want khanid ships as amarr ships.
Truth is all the amarr t2 missile ships should be drone boats and khanid navy vessells with missiles should be added (thus fixing the ridiculous get amarr navy ships from the khanid thing). But that would be too much work so they wont.
Kiting missile vaga would certainly diffirentiate well from the cynabal wouldn't it.
|

M1k3y Koontz
Thorn Project Surely You're Joking
193
|
Posted - 2013.07.24 20:59:00 -
[1555] - Quote
Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron).
With a double damage bonus, I think 4 guns would be better served, plus a utility slot, since that way they can compete with BCs without having to have bigger tanks. How much herp could a herp derp derp if a herp derp could herp derp. |

Baren
Aura of Darkness Nulli Secunda
40
|
Posted - 2013.07.24 21:10:00 -
[1556] - Quote
M1k3y Koontz wrote:Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron). With a double damage bonus, I think 4 guns would be better served, plus a utility slot, since that way they can compete with BCs without having to have bigger tanks.
HACs should have 4 guns. and the bonus for brawlers should only effect Close range medium weapons and the the Bonus for Kitting should only effect long range medium weapons |

M1k3y Koontz
Thorn Project Surely You're Joking
193
|
Posted - 2013.07.24 21:18:00 -
[1557] - Quote
Baren wrote:M1k3y Koontz wrote:Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron). With a double damage bonus, I think 4 guns would be better served, plus a utility slot, since that way they can compete with BCs without having to have bigger tanks. HACs should have 4 guns. and the bonus for brawlers should only effect Close range medium weapons and the the Bonus for Kitting should only effect long range medium weapons
Vaga is a kiter, and a Vaga with artillery would be utterly sh*t How much herp could a herp derp derp if a herp derp could herp derp. |

Baren
Aura of Darkness Nulli Secunda
40
|
Posted - 2013.07.24 21:36:00 -
[1558] - Quote
M1k3y Koontz wrote:Baren wrote:M1k3y Koontz wrote:Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron). With a double damage bonus, I think 4 guns would be better served, plus a utility slot, since that way they can compete with BCs without having to have bigger tanks. HACs should have 4 guns. and the bonus for brawlers should only effect Close range medium weapons and the the Bonus for Kitting should only effect long range medium weapons Vaga is a kiter, and a Vaga with artillery would be utterly sh*t
Then do this instead, it would make alot of the ships fitt perfectly
Combat: (These ships will be made from close range brawling and will have higher EHP or resist, however they will be slow and have less utility) Role Bonus: 60-100% to damage of its races close range medium weapon the bonus will start a 60% when having Hacs trainned to Lvl I and will been at 100% when trainned to V
this will work alot like how the bonus for cpu for cloaks worked on recons or bonuses for logis.) main reason for only close range weapons is to avoid them be OP and make more alpha fleets.
Assault: (Ships of this class would also have higher utility and are made for kitting and more support roles) Role bonus: -60% to -100% Reduction in MWD Sig Radius (reason for this is becuase even with a -50% bonus its sig will still be huge.) the bonus will also start at -60% and work its way to -100 when having trainned HACs to lvl V |

M1k3y Koontz
Thorn Project Surely You're Joking
193
|
Posted - 2013.07.24 21:53:00 -
[1559] - Quote
Baren wrote:M1k3y Koontz wrote:Baren wrote:M1k3y Koontz wrote:Dysgenesis wrote:I like the idea of 3 guns with a 100% damage role bonus. It would also be nice if all HACs then had 1 (or 2) utility highs, too many of them have been removed lately yes i'm looking at you megathron). With a double damage bonus, I think 4 guns would be better served, plus a utility slot, since that way they can compete with BCs without having to have bigger tanks. HACs should have 4 guns. and the bonus for brawlers should only effect Close range medium weapons and the the Bonus for Kitting should only effect long range medium weapons Vaga is a kiter, and a Vaga with artillery would be utterly sh*t Then do this instead, it would make alot of the ships fitt perfectly Combat: (These ships will be made from close range brawling and will have higher EHP or resist, however they will be slow and have less utility) Role Bonus: 60-100% to damage of its races close range medium weapon the bonus will start a 60% when having Hacs trainned to Lvl I and will been at 100% when trainned to V this will work alot like how the bonus for cpu for cloaks worked on recons or bonuses for logis.) main reason for only close range weapons is to avoid them be OP and make more alpha fleets. Assault: (Ships of this class would also have higher utility and are made for kitting and more support roles) Role bonus: -60% to -100% Reduction in MWD Sig Radius (reason for this is becuase even with a -50% bonus its sig will still be huge.) the bonus will also start at -60% and work its way to -100 when having trainned HACs to lvl V
Sounds good. The Assault HACs should have 400-500 DPS to be viable, but the MWD sig reduction bonus will be awesome. How much herp could a herp derp derp if a herp derp could herp derp. |

X Gallentius
Justified Chaos
1493
|
Posted - 2013.07.24 22:00:00 -
[1560] - Quote
So, what's up with the Ishtar? Why does it still have such low levels of CPU? |
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