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Cassius Invictus
Thou shalt not kill Exiled Ones
1
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Posted - 2013.08.06 12:45:00 -
[1] - Quote
1) While removing 6th turret for abso make sure those turrets are nicely arranged on the ship (symmetrically on both sides of the ship).
2) Keep the missile slot for abso.
3) Remove +10 hp for Damnation and give it +5 rate of fire to missiles. Otherwise it won't be a combat ship.
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Cassius Invictus
Thou shalt not kill Exiled Ones
1
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Posted - 2013.08.06 12:52:00 -
[2] - Quote
Mr Floydy wrote:lol @ point 1.
I get angry if my ships have odd placed guns. You'll find the ships do actually have as many turret slots as there are high slots though. If you just place the guns in the latter slots first they'll show in different places on the ship model :)
Does not work with abso coz turrets are displaced in two dimensions on wings (top/bottom and front/back) and the odd bottom turret is placed slightly left or slightly right from the axis. |

Cassius Invictus
Thou shalt not kill Exiled Ones
1
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Posted - 2013.08.16 05:53:00 -
[3] - Quote
CCP Fozzie wrote:Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance.
ok so it will be useless as on grid command ship. Can i now have a sweet fleet amour HAM brawler since the new Sacri will fail at that role? +5 rate of fire to missiles? Please? No crappy bonuses? Please again?
EDIT: Either 7,5 RoF or 6th luncher for god's sake... stupid me. |

Cassius Invictus
Thou shalt not kill Exiled Ones
2
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Posted - 2013.08.16 08:01:00 -
[4] - Quote
The Spod wrote:A command ship is a fleet boostin specialist variant. It should never be as strong in combat as a navy battlecruiser. A regular battlecruiser ability is even pushing it, because the links have the potential of making a single ship worth a dozen in fleets.
The changes look good for all purposes except the tankability/gank ratio. Build the 50% hp bonuses into all ships and remove one or two effective turrets in compensation. EoS can live with 100 bandwidth. Reinforce CS as what they have become: a tough nut to crack whose boosts make you take a decision whether to kill it first or not. Don't have them compete in damage dealing with hac, BC, BS and other damage focused roles.
I can see your point, but since CCP clearly doesnGÇÖt want to do this, then I would love to fly a Damnation as a heavy brawler before CCP finds a new "brilliant" role for it. If the +10 hp bonus is gone than i want a dmg bonus instead and not some other crap. |

Cassius Invictus
Thou shalt not kill Exiled Ones
2
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Posted - 2013.08.16 11:59:00 -
[5] - Quote
Serenity Eon wrote:
I agree with this, However I would remove the 10% hit point bonus instead. this would put the damnation on par with other CS and would remove any disparity between them. Either give all command ships a 10% hit point buffer, or remove it completely, simple as that.
Edit: No one likes flying a brick that does jack DPS :(
Hallelujah to you my brother! |

Cassius Invictus
Thou shalt not kill Exiled Ones
2
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Posted - 2013.08.24 09:34:00 -
[6] - Quote
IGÇÖve just realized that the absolution will have 2 utility hi but still has only 3 meds... Seriously is that ok for you CCP Fozzie? WonGÇÖt be able to fit anything into the second high slot but I canGÇÖt get additional mid instead. Call me dumb but I donGÇÖt see any logic in that... |

Cassius Invictus
Thou shalt not kill Exiled Ones
2
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Posted - 2013.08.24 15:56:00 -
[7] - Quote
Lloyd Roses wrote:Cassius Invictus wrote:IGÇÖve just realized that the absolution will have 2 utility hi but still has only 3 meds... Seriously is that ok for you CCP Fozzie? WonGÇÖt be able to fit anything into the second high slot but I canGÇÖt get additional mid instead. Call me dumb but I donGÇÖt see any logic in that... Since you're from wormholes, try fitting Quote:[Absolution, brick 3] 1600mm Reinforced Steel Plates II Damage Control II Armor EM Hardener II Armor Thermic Hardener II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Medium 'Gattotte' Capacitor Booster, Navy Cap Booster 800 Faint Epsilon Warp Scrambler I
Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I
Medium Trimark Armor Pump II Medium Ancillary Current Router II
Hornet EC-300 x5
and tell me again that you can't make use of that second high. In case you've been aiming at beamfits: LR-guns and badass utility doesn't go hand-in-hand without fitting mods. With a little trickery, you achieve what I meant with 'can get great fits on each of those CS' :D edit: in a regular fight though, it should run out of boosters within the first 15 minutes...
Well this was actually my first idea for using highs. However abso, being a laser ship, is not as great with neuts as a pre-nerf hurricane was. This said there are some valid uses for those his slots. What I was actually pointing out, was the fact that while 2 highs are nice, a med slot is just vital to the abso as many have said before me. Just don't get it why it cant have it.
Ps. For God's sake give the caldari players a 6th mid slot for nighthawk...
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Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.06 06:32:00 -
[8] - Quote
Aplier Shivra wrote:I notice most of the command ships have two hardpoints for their off-weapon to put in those utility highs if they want. I can understand the Eos being left out of this (it already has drones as primary and turrets as secondary, and drones actually have a utility high slot mod), but why is the Absolution the only one left out of this benefit, with it's one launcher getting removed with the patch instead of another launcher added?
If Abso got 2 launchers that would make a lot of sense... since it can actually fit them. Also they compliment dps without using any cap. My current abso fit includes a medium smartbomb and a tractor beam (u can also use cloak, core launcher etc.) but I donGÇÖt think it's optimal. Why CCP removed a single launcher in the first place is beyond me... |

Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.06 11:03:00 -
[9] - Quote
Mournful Conciousness wrote:Cassius Invictus wrote:Aplier Shivra wrote:I notice most of the command ships have two hardpoints for their off-weapon to put in those utility highs if they want. I can understand the Eos being left out of this (it already has drones as primary and turrets as secondary, and drones actually have a utility high slot mod), but why is the Absolution the only one left out of this benefit, with it's one launcher getting removed with the patch instead of another launcher added? If Abso got 2 launchers that would make a lot of sense... since it can actually fit them. Also they compliment dps without using any cap. My current abso fit includes a medium smartbomb and a tractor beam (u can also use cloak, core launcher etc.) but I donGÇÖt think it's optimal. Why CCP removed a single launcher in the first place is beyond me... You fitted a tractor beam and you wonder if that's optimal for pvp? seriously though, with 3 heat sinks and conflag the abso is pushing out close to 1000dps of em/therm. thats pretty powerful, considering that it can also fight at range with scorch. It's a seriously good ship as it stands.
Now think why do I have a tractor beam on a PvP ship - the aswer is not that hard :) (tip: I fly in wh). Anyway I agree that Abso already has a good dps. It's just that 2 lunchers provide a "cool" factor that can't be uderestimated :). Besides they can shoot in the resist hole so their projected dps in not that unsignificant. There is really not much you can fit into those two slots. |

Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.06 14:56:00 -
[10] - Quote
Josilin du Guesclin wrote:Mournful Conciousness wrote: I'm assuming that since you're taking an absolution, you're in a gang?
I never put the probes on a combat ship - too many eggs in one basket.
It's not that one puts probes on intending to use them, it's that if you find yourself with a high slot open and fitting that's just enough for a probe launcher, you may as well mount one and stuff 8 probe in, just in case. Heck, if you have the slot and not the fitting, put one on and off-line it. Disasters happen, and that launcher might save you an expensive ship and clone, and a long flight back in (and your mates the inconvenience of finding you a way back in). Now, if one can fit something more useful to a ship's role in your fleet (gang links, neuts, etc.), obviously you should. But if the slot is free, I'm a fan of a probe launcher.
Guys really its just a personal preference. I use tractor to loot shot down enemies (and friends) when we are losing and it's time to GTFO. Used to fit probe launchers but we always have a designated scout, so they were never used. U can also use standard cloak, but it will be highly situational. Small neut? My loki wing will web any frig to 10 m/s and then it's a turkey shooting from there. |

Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.08 13:20:00 -
[11] - Quote
Mournful Conciousness wrote:the example fit I posted has a medium neut. you can also get dual neut on it...
Great Mate. But Abso is the least suited ship to fit neuts. Lasers drain so much power that fitting nets should be left for other ship that simply do it better. Like Astrate who uses much less cap. On the other hand HAMs are a perfect addition to absos role in the fleet: a slow moving, hard hitting, armoured brick. It can't tackle, it can't persue target, and it can't put fancy modules in the mids. But it can shoot and tank. With 1300 dps on Astrate adding two HAMs for Abso is hardly overpowered (and Astrate CAN fit two HAMs like it doesent have enough dps already...). |

Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.08 14:21:00 -
[12] - Quote
Mournful Conciousness wrote:Cassius Invictus wrote:Mournful Conciousness wrote:the example fit I posted has a medium neut. you can also get dual neut on it... Great Mate. But Abso is the least suited ship to fit neuts. Lasers drain so much power that fitting nets should be left for other ship that simply do it better. Like Astrate who uses much less cap. On the other hand HAMs are a perfect addition to absos role in the fleet: a slow moving, hard hitting, armoured brick. It can't tackle, it can't persue target, and it can't put fancy modules in the mids. But it can shoot and tank. With 1300 dps on Astrate adding two HAMs for Abso is hardly overpowered (and Astrate CAN fit two HAMs like it doesent have enough dps already...). It sounds like you'll be favouring an astarte over an absolution for close-up work. I think that's reasonable. Whether it's more effective or not with depend on more factors that we can theorycraft here. Back to the original point though, the absolution can be fitted fairly cheaply, without implants to have the following: 980 (theoretical, overheated) dps @ 8km 2 medium neuts 99.4k ehp. a point cap stable with 400 charges. (+41/-33 peak) It's hardly going to be a liability in a gang, and it certainly doesn't seem to be unsuited to fitting neuts. Sure it's not going to be catching any cruisers by it'self. But neither is an astarte. The equivalent astarte will struggle for cap if it's self-repping, and won't get close to the ehp of the absolution if it's buffer fitted. For the record, I wouldn't turn either away...
You are rising an important issue. From my pvp experience there are two general small/medium fleet situations:
1) U are wining a fight and the targets are dropping fast: Abso is way better because you can shoot all the time no matter the range and reloads. I often apply much more dps than my friends in Proteus/Astarte because of that.
2) The fight is even and you are struggling to kill anything and brake trough logis rr: Astare/ Proteus is much better because you need as much dps as you can. The range does not matter - all ships will want to go close to 0 so they can hit with their strongest ammo at its optimal. So raw dps and tracking is much more important.
Since I believe that the balance should be done according to the second situation (as it is real pvp and not turkey shooting of inferior enemy) the Gallente ships have huge advantage over Amarr. Even Lokis/Hurricanes are better in that situation because they can shoot in the resist hole.
Ps. I hope that CCP will do something with lasers altogether. The last AT showed that it is the mostly underutilized weapon system (like PL executioners fitted with autocannons...) |

Cassius Invictus
Thou shalt not kill Exiled Ones
14
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Posted - 2013.09.08 18:43:00 -
[13] - Quote
Mournful Conciousness wrote:
Yes I think I agree that most situations are as you described, although as the fleet scales up in size I am always happy to trade some dps for depth of buffer, just to give the logi guys an easier time.
There was a time, not so long ago, when lasers were the best choice for pvp, and to be honest I don't think they are any worse than any other. In terms of damage application, pulse lasers are approximately equivalent to gardes on a dominix, which currently have the spotlight as the 'must have' weapons system-du-jour.
This things have more to do with fashion than anything else in my view.
Hmm, lasers have some serious drawback IMHO.
1) General resists layout hits lasers hard as EM is arguably the weakest dmg type.
2) Lasers cap use lowers the usability of utility mods (like neuts) who use a lot of cap themselves.
3) Cap use forces you to equip cap boosters in mids (and you don't have a lot of mids) lowering your tackle and therefore being less useful to the fleet.
3) Cap use not only impacts weapons themselves it also screws the hulls as most of them have -10 cap use bonus. This makes laser using hulls a lot weaker that equivalent hybrid or projectile hulls.
4) Lasers are generally balanced around scorch ammo. How hard they suck without scorch can be seen on Revelation vs other turret dreads: no real range advantage, less tracking, less dps, huge cap use, and of course half less hull bonuses because of -10% to cap use.
5) Range is nice sometimes but it does not allow you to kite the enemy. It only balances out the fact that Amarr ships are slow moving bricks and are unable to dictate range.
6) Last 2 Alliance Tournaments showed that pilots don't consider lasers worth equipping (like Pl autocannon fitted executioners). It also showed that Gallente ships are quite imbalanced and CCP is planning to buff them further (hello Astrate). I don't want EVE where everyone is flying gallente...
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Cassius Invictus
Thou shalt not kill Exiled Ones
16
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Posted - 2013.09.09 05:41:00 -
[14] - Quote
Mournful Conciousness wrote:
Without looking to start an opinion war, I can offer some coutnerpoints:
1) EM is wonderful against shield tankers - particularly when they have been eneergy neutralised. It's also the best damage type to attack a T2 gallente ship in general.
2) Lasers generally come on ships that are designed to have a deep armour buffer, rather than an expensive cap-hungry self-repair system. Amarr ships generally have the largest cargo holds for cap boosters.
3) Taking a gallente ship into a fight without a cap booster is asking for trouble. Yes, many amarr ships trade a mid slot for a low slot. Utility for survivability. That's a valid trade.
4) I have used dreads for high-end wormhole work and some POS work. I'd take a revelation over a moros any day - the range versatility is more useful. The moros is (arguably) the best fleet ship for blapping nearby webbed battleships, but in reality I'd say it's too close to call.
5) if we ignore the navy omen, I agree - amarr ships are slow. But their ability to project damage is very good. They may nt dictate range, but they can hit well at all ranges.
6) The extra cap use also affects hybrids. The ships have strong enough capacitors, and enough cargo space to cope with it.
7) Comparing an alliance tournament match to pvp is like comparing a ladies boxing competition to a squad of special forces storming a machine gun nest. It's simply not comparable.
Not at all, your arguments are very true. Than again with all their pros and cons lasers ARE underutilized. I'm not asking to make them overpowered. I'm asking that they have a certain role that no other weapon system can fill (So one day I can hear a FC say: we need laser for that :) ). Won't elaborate further as there are a lot of topics on lasers. |

Cassius Invictus
Thou shalt not kill Exiled Ones
16
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Posted - 2013.09.09 07:26:00 -
[15] - Quote
Roime wrote:Xequecal wrote: The problem with medium laser and AC platforms right now is with skirmish links a fed navy web, which isnt even that pricey, goes to >25km. That means a blaster ship typically has no problem getting into close range and can't really be kited unless the laser or AC platform has a range bonus.
Max boosts take overheated navy web range to 23.7km, but yeah they are currently at quite reasonable prices.
No Man :). You put faction webs on lokis (~45 km) and rapiers (don't fly them but i think ~70 km is possible...).
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