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Thread Statistics | Show CCP posts - 46 post(s) |

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 16:28:00 -
[1] - Quote
everything looks pretty good but.... The effective turret lost on the Astarte is pretty dumb... |

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 16:32:00 -
[2] - Quote
Phoenix Jones wrote:
The damnations damage has universally been pathetic. The Eos and Astarte would mow it down to kibble.
Damnation will still be the fleet brick. I'd like to start seeing some Eos/Ast fits now.
If by "mow it down" you mean take 10+ minutes to kill, then yeah I agree with you...
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Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 16:41:00 -
[3] - Quote
Baren wrote:Maybe the they could all use just a little more dps,
Or at the very least have the same number of total slots as "most" t2 do compared to parent t1 hull... At least pre patch there were two commands that were like this... The drop of a slot on the Sleipnir and claymore put them all -1 compared to their parent hulls... While I do like the normalized slot number that has been created by this, I still feel Fozzie went the wrong direction.
I'd strongly suggest giving all of the commands +1 tanking slot. |

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 17:13:00 -
[4] - Quote
CCP Fozzie wrote:Grarr Dexx wrote:CCP Fozzie wrote:It's not being changed. Given up on trying to justify the Astarte nerf? Astarte is fine l2p 
Ego mongering fozzie at his finest yet again  |

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 18:06:00 -
[5] - Quote
Red Woodson wrote:
I'm also a bit surprised these have the same number of slots as combat battlecruisers. I'd expected them all to gain the 1 slot the sleip and claymore had over them, rather than the sleip and claymore loose a slot. Indeed, they have the same 10 mids+lows as most hacs now.
This this and more of this...
Why commands are all -1 slot (I do and you should count rigs as slots) compared to their parent bcs?
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Jerick Ludhowe
trolllolcorp
497
|
Posted - 2013.08.02 16:23:00 -
[6] - Quote
CCP Fozzie wrote: My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.
I think that the HP bonus is the big one that needs to be shared to 1 ship of each race. Resistance bonus can be left for caldari and amarr as is more or less "Standard".
The other "issue" I have with the current proposal is the number of slots on these ships. As has been highlighted before in this thread, commands (excluding eos) are all -1 compared to parent t1 and -2 compared to navy variants. +1 slot to each ship, bringing them to total of 20 (including rigs).
I'd also suggest taking a look at cargo sizes on the ships, some of them could really use being matched to their t1 parent hulls.
Anyway, have a good day off.
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Jerick Ludhowe
trolllolcorp
497
|
Posted - 2013.08.02 16:41:00 -
[7] - Quote
Domanique Altares wrote:
Not going to happen, most likely. They stated ages ago that CS were going to be made into 17 module slot ships. The point is to make you have to choose between a full rack of DPS and two links, or a full rack of three links and less DPS.
No doubt that an addition high slot removing the choice you speak of would be a bad idea however there are these things called low and mid slots .
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Jerick Ludhowe
trolllolcorp
497
|
Posted - 2013.08.02 16:55:00 -
[8] - Quote
Domanique Altares wrote:
They just removed a high slot from most/all of them.
3 =/= to most or all of them.
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Jerick Ludhowe
trolllolcorp
497
|
Posted - 2013.08.02 20:09:00 -
[9] - Quote
Heribeck Weathers wrote:Just to suport the HP bonus crowed, the Eos, Vulture, and Claymore need HP bonuses added to their ships. need one tanky mid range command ship (damnation like) and one in your face command ship (Slepnir like)
Heck give all the in your face ones a active tank bonus just to get your active tank jollys off.
Pretty much this.
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Jerick Ludhowe
trolllolcorp
499
|
Posted - 2013.08.03 14:55:00 -
[10] - Quote
Threap wrote:You are giving ships that are meant for fleets bonus to local boosts, nobody uses a local booster in a fleet. its a pointless bonus, and makes no sense. You need to give at least one of the Mimi and Gal a local resist bonus.
Aye, this should be pretty much mandatory at this point...
One ship of each race should have 1 tanking bonus and 3 offensive bonuses, the other one of each race should have 1 tank bonuses of various racial flavors, 1 hp bonus, and 2 offensive bonuses. As an example, they should drop the teribad tracking bonus on the EOS and slap a 10% hp per level bonus on it.
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Jerick Ludhowe
trolllolcorp
499
|
Posted - 2013.08.03 16:49:00 -
[11] - Quote
Jack Miton wrote: neuts use very little cpu. 1200dps + dual neut astarte with a viable armour tank? seems good.
Pretty sure you have to do 3xmag stabs, or 2x mag stabs and 2x launchers to get that. Either way, a 4 or 3 slot armor tank is not known as a "viable" armor tank, especially on a Gallente command ship that is probably going to be primary anyway.
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Jerick Ludhowe
trolllolcorp
499
|
Posted - 2013.08.03 17:04:00 -
[12] - Quote
Valterra Craven wrote:
Yeah thats kinda what I was getting at, I wanted to see what he was deeming as "viable".
Aye, I figured as much 
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Jerick Ludhowe
trolllolcorp
499
|
Posted - 2013.08.03 20:14:00 -
[13] - Quote
Naoru Kozan wrote:Roime wrote:On ships using weapons like heavy drones and blasters, local rep bonuses fit the bill. Gallente CSes are not meant for sov blobs. +1 Not everyone wants to fly in a biggass blob and get vollied off the field.
This is exactly the reason why each race should have 1 Buffer brick for fleet work, and 1 active tanked ganker for solo/small gang...
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.04 20:14:00 -
[14] - Quote
Harvey James wrote:
What i find odd is that they think navy should have an extra slot when these CS need that extra high so they wouldn't need to remove so many turrets/launchers.
Well if we are being honest here, the Navy BCs actually have 2 more slots than the commands. Rigs are most certainly considered slots 
But I do agree, command total slot number should be normalized with their parent t1.
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.04 20:39:00 -
[15] - Quote
Sigras wrote:
CCP is the most forthcoming about future changes of any game development company out there.
Yeah, well, youn++ know, thatGÇÖs just, like, your opinion, man.
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.05 19:10:00 -
[16] - Quote
MeBiatch wrote:i dunno if its just me but i kinda like the new astarte
[Astarte, blaster boost] Medium Ancillary Armor Repairer, Nanite Repair Paste Medium Armor Repairer II Damage Control II Armor Explosive Hardener II Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane
10MN Microwarpdrive II Stasis Webifier II Warp Scrambler II Medium Electrochemical Capacitor Booster I, Cap Booster 800
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Small Energy Neutralizer II Medium Unstable Power Fluctuator I
Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5
What's this setup good for?
You've got a "super tank" that's fed by a single medium cap booster
You've got low dps highlighted by the loss of a relative turret from fozzies changes AND no dmg mod
You're easy to kite, just as most any medium/small blaster ship.
In the end, I see a setup that's good for one thing. Station game trolling in high sec.
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 12:51:00 -
[17] - Quote
Cassius Invictus wrote:
3) Remove +10 hp for Damnation and give it +5 rate of fire to missiles. Otherwise it won't be a combat ship.
/facepalm
Yeah, lets remove one of the only functional bonuses in the command ship lineup so that they can all suck equally for their intended role...
As as been pointed out probably over a hundred times in this thread... The solution is for EACH race to receive one fleet oriented ship with double tank bonuses (1 hp, 1 racial flavor) and one Small scale ship with 3x dmg bonuses, and 1x racial flavor tank bonuses. W/o such a change, we're going to go full circle and end with a result that oh so very similar to the issues we have on sisi today in which only 2-3 Commands are realistically used.
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 13:32:00 -
[18] - Quote
Roime wrote:
There's almost no loss of dps, as far as I can tell a dual rep neutron fit drops only 43 dps (770 > 727, Void, Hammers, no dmg mods) but gains 100m/s speed, medium NOS (and link with fitting implants), and with the rep buffs also 250 hp/s tank. Astarte looks p good tbh.
As a curious hilarisoty (likely not a word), MAAR+MAR+RAH fit with T2 resist link and Standard Exile tanks 10719 dps against Kinetic missiles. 4324 against antimatter. Will fly.
I'm not trying to bash you romie, hope you know that... But... 727 dps of which 150ish is from drones is pretty ******* bad... Especially when your ship is very low on ehp, has a double rep tank with a RAH fed by a single med cap booster....
Yes, the astarte is faster, yes it can fit a med nos or 2?(lol..) but it's still a 1 trick pony pretty much good for 1 thing, and 1 thing only. Station game trolling at undock....
If, we're going to keep the fail 19 total slots, then at the very least the Astarte needs a 7th low. So -1 high and +1 lowslot... It's not like anyone is going to use the ship as a gang booster anyway (unless they are dumb, not sane, or simply trolling).
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 13:59:00 -
[19] - Quote
Roime wrote:You can easily make it gankier, that is low dps I agree and I just used that fit to compare the loss of dps. 52K EHP with Hype-like tank is quite enough for small gang work imho.
But it's not a hype like tank, it FAR FAR more cap susceptible (has a med cap booster and not 2x large), has LESS ehp, and reps FAR LESS against anything other than kin/therm.
I just don't see the point, especially when it's doing 750ish dps with point blank ammo..., and only really shines at troll tanking multiple vindis(or other blaster ships)
All I'm getting at here romie is that the current Command Ship Proposal feels very underwhelming, especially considering these ships have been horrendously balanced for 7+ years... There has been so much discussion on these ships over this time that I find the lack of addressing the real issues with these ships almost disheartening...
Sorry for the semi discussion lacking posts btw, at "work" so semi time limited. |

Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 16:45:00 -
[20] - Quote
FleetAdmiralHarper wrote:i just really really dont like this update... ******* over command ships damage is NOT something that needs to be done.
dont touch my nighthawk or ill cut you..
i will allow you to give it more resists and +100 pg though.
And remove the 50% kinetic dmg bonus in favor of a 25% rof bonus, and move a low to a mid.
The ship on TQ sux, the ship proposed in this update sux.
I honestly think a 2 week old rifterling would have done a better job balancing the ship.
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Jerick Ludhowe
trolllolcorp
504
|
Posted - 2013.08.06 17:35:00 -
[21] - Quote
Naomi Knight wrote:could these ships to split into two roles? like the original ones
fleet command ships should be tankier by a lot maybe give them shield/armor hp bonuses field command ships should be faster and push out more dps/ more drones
This is honestly the only reasonable way forward...
I still stand by the 2/2 (gank/tank) bonuses on "Fleets" and 3/1 (gank/tank) bonuses on "Fields". One of the tank bonuses on the fleets MUST be an hp bonus, there is no way we are going to see extensive usage beyond what's seen on TQ atm if we don't. |

Jerick Ludhowe
trolllolcorp
505
|
Posted - 2013.08.06 22:05:00 -
[22] - Quote
I think pulse lasers need to worry far more about the new beam lasers stepping on their toes, not blasters and ACs....
As for the abso... I'd much rather see it at 11 relative turrets as it's got far less range than the legion/zealot, is slower with a larger sig (less fleet level tank even with the new full t2 resistance) and aligns much slower... Yes, the abso does currently do more dps than the legion/zealot, however I don't think it's enough. |

Jerick Ludhowe
trolllolcorp
512
|
Posted - 2013.08.07 15:05:00 -
[23] - Quote
CCP Fozzie wrote:....and caught up with this thread.
Updates based on your feedback coming very soon.
 Any news on when these changes may hit a test server? |

Jerick Ludhowe
trolllolcorp
512
|
Posted - 2013.08.07 15:37:00 -
[24] - Quote
CCP Fozzie wrote:Jerick Ludhowe wrote:CCP Fozzie wrote:....and caught up with this thread.
Updates based on your feedback coming very soon.  Any news on when these changes may hit a test server? ASAP. We actually had planned for them to already be on SISI but the build ran into some problems. We have our best people on it.
YES!
Can i expect to see rozzie and friends killing angry forum dwellers? |

Jerick Ludhowe
trolllolcorp
512
|
Posted - 2013.08.07 16:40:00 -
[25] - Quote
PinkKnife wrote:I thought we were doing away with split weapon bonuses? Why then is the Eos STILL stuck with a hybrid bonus when it was and is always has been, a drone boat?
Yeah, it's almost as if the EOS does not even have a 4th bonus. Tracking on 4 turrets? Come on now fozzie  |

Jerick Ludhowe
trolllolcorp
512
|
Posted - 2013.08.07 16:54:00 -
[26] - Quote
Maximus Andendare wrote:PinkKnife wrote:I thought we were doing away with split weapon bonuses? Why then is the Eos STILL stuck with a hybrid bonus when it was and is always has been, a drone boat?
I'm telling you, this tracking bonus would be PERFECT to turn into +10% Armor HP per level.
Only way this would be reasonable is if the additional hp granted to the eos in the most recept proposal was reverted to the original proposal.
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Jerick Ludhowe
trolllolcorp
512
|
Posted - 2013.08.07 18:30:00 -
[27] - Quote
Shpenat wrote:CCP Fozzie wrote:Update time! We've also got updates in the gang links and bonuses thread that you will all probably want to read.
Astarte: +100 Armor
Shifting strength between the bonuses adds an extra 1 effective turret (11, vs 10 in the initial proposal and 10.9 on TQ now).
Medium Hybrid damage bonus changed to 7.5% per level of Gallente BC Medium Hybrid RoF bonus changed to 7.5% per level of Command Ships
This has one problem though. You are giving astarte 11 effective turret for damage. But at the same time you are increasing its 7 turrets to 8 effective turrets considering cap and ammunition consumption. yet astarte has smaller cargohold than brutix with 6 effective turrets. Any plan to compensate?
Increasing the cargo capacity to 475m3 should be pretty much mandatory. The increased cap consumption can easily be offset by the usage of a nos tho. Other than that, I don't think the Astarte needs any more attention. It's faster, tanks better (against kin/therm) does more dmg, and has the option to fit missiles for even MORE dmg, or fit nos/nuets for offensive/defensive cap warfare. In short, it's looking very sexy. |

Jerick Ludhowe
trolllolcorp
514
|
Posted - 2013.08.08 13:22:00 -
[28] - Quote
Eldrith Jhandar wrote:The Astarte did get a nice buff, I'm pretty happy where it is except for the fact it along with all other commandships are missing a slot they deserve To reiterate T1 bc. 17 slots Faction. 18 slots T2 bc. 17. Slots
All other t2 ships get extra slots, so why don't commandships? I'd like to know why they didn't give the proper slot layout to these ships...
The large dmg bonuses and lower numbers of turrets/launchers is essentially giving you a slot tho. Also, your comparison is also not counting rig slots as slots, which it should...
so if we count raw slots w/o taking dmg bonuses into account
t1 20, t2 19, navy 21 |

Jerick Ludhowe
trolllolcorp
514
|
Posted - 2013.08.08 14:07:00 -
[29] - Quote
Eldrith Jhandar wrote:Even with nice damage bonuses (which t1 battle cruisers and maybe some cruisers have) it doesn't compensate for the loss of slots... And in the eos' case it gets standard drone dps bonus and nothing more, then they take a further slot away If they had gun dps bonuses that last part would make sense for the eos, but they don't
I'd rather have the eos's unique bonus lineup with the proper 18 (+ rigs) slot layout than going for a more standard drone and gun damage bonus eos with 17 slots
You guys did a good job figuring out what active armor tankers need to work, look at the Hyperion 7/5/7 The mid/low slot layout is what the eos needs
Give the eos a. 6/5/7 slot layout with current bonuses Or if you refuse to give the eos the 18th slot make it 5/5/7 with 4 guns and integrate a damage bonus into the mht tracking bonus
Other commandships should get their slots to where they need it Damnation +1 high/launcher Astarte +1 low Nighthawk +1 mid +more pwg Abso +1 mid seems like the consensus The others I don't know enough about them
In the case of the Astarte, the 2 dmg boni it gets most certainly do make up for the loss of a slot. In the case of the EOS, I most certainly agree with you tho...
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Jerick Ludhowe
trolllolcorp
515
|
Posted - 2013.08.08 14:33:00 -
[30] - Quote
Eldrith Jhandar wrote:The only bad thing about the Astarte is the weak tank, even with the rep bonus, to get anywhere with the dps it has to murder it's tank, tho I have not done extensive eft warrioring, but if not a low perhaps a mid, but the Astarte is in a pretty good shape along with (what seems to be) the claymore and sleipnir
The eos, vulture, nighthawk, absolution, and damnation each seem to have a problem here or there Most of which a slot (or two for the eos) will fix Vulture seems to be lacking enough dps and nighthawk needs a mid and pwg
No doubt that many of the ships are not in a "Great" place as of the most current proposal. The ones you listed, astarte, claymore, and sleipnir most certainly are "fine" with the current proposal beyond the fact that each race needs and hp bonus ship.
As for the eos, there is no justification for it having 1 less slot compared to the other commands. The golden rule of "well it's a drone ship" does not apply when other ships in it's class are receiving HUGE dmg buffs to limited numbers of turrets. It probably could use another midslot to allow for some more "flavor" compared to the astarte. However, if it would drop it's mongoloid tracking bonus for an hp bonus i don't think it needs any new slots at all.
Now for the abso... It looks reasonable, pretty much the same as it is on tq atm. The problem is that it should not just be "reasonable" it should be bad ass for it's intended focus which beyond providing links is obviously a close range armor brawler. I'm not really on board with adding slots anymore, I'd much rather see it get the same turret bonuses as the new Astarte, and move to 11 effective turrets rather than 10... It's lacking a range bonus compared to other laser ships which is extremely important in zealot/legion meta. Because of this it needs to be extremely destructive at close range and should rival the Astarte in terms of effective turrets.
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Jerick Ludhowe
trolllolcorp
516
|
Posted - 2013.08.08 15:20:00 -
[31] - Quote
Eldrith Jhandar wrote:The concern I have with the Astarte in terms of lows is active vs passive tank along with its nice dps 6 lows means a very weak tank either way, 7 lows means nice balance for dps and active tank, but might be too much passive tank, but without a resist bonus maybe not....
Part of the reason this is the case is how it can fit battleship plates but cruiser armor reps... (Imnot saying lets change that) but we need to take cruiser reps into consideration
I think the biggest issue with cruiser/bc sized active tanking is massive difference between medium and large cap boosters... I'd like to see a change allowing t2 medium cap boosters to fit 2x navy 800s.
As for the lows on the Astarte, I won't lie, I would "love" to see a 7 low astarte, however I see it being extremely op. right now, with a single dmg mod, the astarte can easily put out 1k dps while sporting a tanking that can deal with a couple BCs. In the case of kin/therm dmg, the astarte can tank 2 vindis if you're pilled and linked. |

Jerick Ludhowe
trolllolcorp
517
|
Posted - 2013.08.08 16:23:00 -
[32] - Quote
Mournful Conciousness wrote:
Remove command bonuses from command ships entirely. Only Titans get the command bonus. Disallow off-grid boosting.
Nice, so only super alliances with on grid titans are allowed to gets links...
Do you understand how fundamentally broken this idea is?
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Jerick Ludhowe
trolllolcorp
519
|
Posted - 2013.08.08 21:34:00 -
[33] - Quote
Jureth22 wrote:Sarmatiko wrote:Quote:The other threads are : Command Ship model changes
NO FOZZIE PLS NO Also glad that Marauders are safe, for now.. command ships are ugly,nighthawk looks sexy,but the rest are just meh. also claymore bonuses are bad,fozzie needs to change either one of them to hm and ham damage instead of rof.otherwise it will fire very fast for very little damage,and thats always dissapoint.
I'm going to generally agree with you here, however what I'm about to say should be applied to the nighthawk as well.
I'd very much like to see "unique" models for each of the command ships. No, I'm not talking about totally new ships designs, I'm talking about modest modifications to each of the commands that gives them some kind of specific feel. It could be something as small as the unique bridge the Kronos gets compared to the other mega models.
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Jerick Ludhowe
trolllolcorp
521
|
Posted - 2013.08.08 23:24:00 -
[34] - Quote
Ziranda Hakuli wrote:
remember T1 bc. 17 slots Faction. 18 slots T2 bc. 17. Slots
remember rigs are slots too
Sooo....
t1 bc 20 slots navy bc 21 slots t2 bc 19 slots
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Jerick Ludhowe
trolllolcorp
522
|
Posted - 2013.08.08 23:36:00 -
[35] - Quote
Soon Shin wrote:The previous post bring up a good point, T2 ships usually has more slots than its t1 counterparts.
Its a laughable joke that T1 and Navy ships have more slots than T2.
I was not trying to make a point by posting rig including slot numbers other than rigs should be considered when looking at total slots.
The real point i was trying to make is that the raw slot count is not a good way to compare ships, especially when certain ships have much larger dmg bonuses intended at making a smaller number of turrets do dmg similarly to a larger number of turrets with the overall goal of freeing up slots for other modules.
To use the Astarte again....
8-4-6 astarte with 7 turrets and TQ bonuses is worse than the currently proposed astarte (not even factoring in resistances changes ect). In this situation, a raw comparison of slot numbers is simply misleading.
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Jerick Ludhowe
trolllolcorp
523
|
Posted - 2013.08.09 02:44:00 -
[36] - Quote
Ersahi Kir wrote:Eldrith Jhandar wrote:Ersahi Kir wrote:Andy Landen wrote:Help the EOS for goodness sake!!!! What kind of bonuses are those anyway? To be fair the eos is much better than what's live right now. The live eos is just an abortion of bonuses. I'd rather see the eos with the current bonus layout and give it the slot you unjustly robbed of it, you take a slot away but give double 10% damage bonuses to other cs's Have you ever used the live eos? Have you seen anyone use the live eos?
Believe it or not, but this balance pass goes a bit beyond simply "improving" ships, it's intent is "balance".
The suggestion proposed by elrith was to return an unjustly removed slot from the eos, while retaining the current bonuses proposed for 1.1. |

Jerick Ludhowe
trolllolcorp
523
|
Posted - 2013.08.09 02:57:00 -
[37] - Quote
Ersahi Kir wrote:Jerick Ludhowe wrote:Believe it or not, but this balance pass goes a bit beyond simply "improving" ships, it's intent is "balance". ...which means that a bad ship, such as the live eos, would get improved yes?
While a balance pass towards the EOS most certainly is manifested in the improvement of said ship, a simple improvement does not necessary make it balanced. The loss of a slot in comparison to other ships justified by a larger drone bay and drone bonuses is not applicable here because the weapon bonuses on ships of comparison(other commands) are far more potent that seen on most other classes of ships in which the loss of a slot on a drone ship is acceptable. If anything, the suggestion is avoiding the "trickle down/up" balancing style you are referring to.
Also, your facetious comment is heavily missing the point raised by myself and Eldrith. |

Jerick Ludhowe
trolllolcorp
524
|
Posted - 2013.08.09 15:50:00 -
[38] - Quote
Dav Varan wrote: Drones are not short range. Please compare to a rail astarte.
Stop posting
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Jerick Ludhowe
trolllolcorp
524
|
Posted - 2013.08.09 15:53:00 -
[39] - Quote
Mournful Conciousness wrote:For the record, I tend to fly gallente. It means I have to pick my fights and set them up carefully, but if I do my preparation and don't miss something, I tend to win - mostly. 
This is a very accurate depiction of gallente solo/small scale pvp. The ships are rather strait forward once you get them into their desired range, however getting the fight exactly where you want it takes some preparation.
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Jerick Ludhowe
trolllolcorp
526
|
Posted - 2013.08.09 17:07:00 -
[40] - Quote
Eldrith Jhandar wrote:Yes I have used the current eos in small gangs, it's bad :p
But yes it deserves the 7th low, it gets a single standard bonus to drone damage, while other ships are getting things like double 10% damage and 7.5% damage and rof
With 1 magstab the Astarte does over 1k dps, with a single drone damage amp, an eos does less dps than an Astarte with no mag stabs... Lol? With drones meant for hitting bs's and bc's
Astarte with full tank, no magstabs with 2 hams an void neutrons gets 870 dps 1 magstab 1012 2 magstab 1166 3 magstab 1277
Eos with 4 void neutrons and 5 ogre 2's 702 dps 1 dda 812 2 dda 929 3 dda 1021
That is not balanced, especially when u realize the eos can only use 2 flights of heavies and nothing else, destroy them and lol It's a good step in the right direction but the eos needs another low 5/5/7. Move a high to a mid and add a low Leave the current bonuses and gun slots Make it interesting compared to the others while being balanced
Very good post.
I however have had conflicting opinions on what to do with eos... If it's going to keep all of it's currently proposed bonuses, it most certainly needs another low. I personally would rather see it stay at it's current slot number and have it's tracking bonus swapped to an hp bonus, just like the damnation. This hp bonus would of course come with a reduction to the recent hp increase to the eos tho.
There seriously needs to be more distinction between the two ships as the current proposal makes the two ships even more similar than the myrmidon and brutix. Reasoning being that the myrmidon gets 5 mids allowing for dual cap injector making a tri rep possible, or dual web giving it superior range control and frigate pwnage inside of scram range when compared to the Brutix. These advantages are simply not present in the Eos vs Astarte comparison meaning that the Astarte is going to be better in pretty much every situation.
In the end, it comes down to this imo... Every race needs 1 small gang CS (sleipnir/astarte) and 1 fleet based ship with an hp bonus. |

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.11 09:24:00 -
[41] - Quote
Lloyd Roses wrote:
Just waiting for the first triplerep-Eos to show the world what a myrmidon always wanted to be.
You can't really triple rep a 4 midslot ship unless you want to drop some form of tackle, or prop for the second cap booster.
Eos will probably be better with 2x reps and a ddm.
|

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.11 09:57:00 -
[42] - Quote
Lloyd Roses wrote:
No matter how you look at it, the eos is just gorgeuos.
I'm not going to argue that it's "god awful" but the currently proposed eos really serves no point when compared to the astarte.
The two ships are even more similar than the myrmidon and brutix.
Imo, the eos needs to get it's missing slot back in the form of a 5th mid. The "smallish" drone bay, and lack of super dmg bonuses as seen on other commands does not justify the loss of a slot as seen on most other drone ships. |

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.12 02:39:00 -
[43] - Quote
Kane Fenris wrote:Doed wrote:...... un-nerf the mass on the NH, it's slow enough live at it is now. +1 (i did ask for response why nighthawk was made slower but fozzie sadly didnt respond. i can see no reason to make the nh slower)
NH was clearly op..... 
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Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.12 12:29:00 -
[44] - Quote
Darling Hassasin wrote:So most CMs have their dps increased but the Astarte loses more than one effective turret? Wait what?
This has been updated in the newest proposal. Live astarte is 10.9 effective turrets, the current proposal has it at 11, wtih 2 spare highs for capstuff/missiles.
Currently proposed Astarte is much much better than the one on TQ.
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Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.12 21:26:00 -
[45] - Quote
Valfreyea wrote:
Perhaps give a double bonus, replacing the hybrid tracking with another 7.5% to Heavy Drone speed and perhaps RoF?
Haven't seen a bonus for drone RoF, so it'd be something new at least :p
I'd much rather see the ship get a midslot, lose the tracking bonus, lose some of the armor HP granted in the most recent proposal and then gain a 10% armor hp per level in place of the tracking bonus.
Also, 7.5% to rof would be so hilariously overpowered.
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Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.13 15:41:00 -
[46] - Quote
Acidictadpole wrote:
No, I'm not asking for them to be left alone completely. Right now there's about as much reason to fly a command ship as a HAC. T3 do better links and are better at surviving with a decent fit.
I dno about you but i've found the new CS to be about as effective as you can get for solo/small scale. While this is not the pigeonholed fleet brick links ship many of the powerblocks are pushing for, there is most certainly a reason to fly them...
I'm not saying that there is not room for improvement, or anything wrong with dedicating 1 of the 2 racial ships to "fleet boosting" but... You are very much Over exaggerating their uselessness.
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Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.13 15:55:00 -
[47] - Quote
Mournful Conciousness wrote:
The astarte *just about* out-tanks a dual ASB sleipnir when the astarte pilot is in a fleet with gang links and the sleipnir is not.
That Astarte of mine you fought was not linked :P. Just pills, implants, and t2 rigs.
Overheated explosive hardener + increase to the kinetic resistance means your firing into a resistance wall.
Either way, it will be interesting to see what these ships do with deadspace, links, and all the other jazz.
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Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.13 16:26:00 -
[48] - Quote
Mournful Conciousness wrote:Jerick Ludhowe wrote:Mournful Conciousness wrote:
The astarte *just about* out-tanks a dual ASB sleipnir when the astarte pilot is in a fleet with gang links and the sleipnir is not.
That Astarte of mine you fought was not linked :P. Just pills, implants, and t2 rigs. Overheated explosive hardener + increase to the kinetic resistance means your firing into a resistance wall (if you used hail). If there was faction EMP, I think things would have been a bit different. 6 lowslot Gallente active tankers will most probably have an em hole unless you decide to bail on the dmg mod. In the end that particular 1v1 (astarte vs sleipnir) is all about cap charge management, which the astarte is better at as you can pretty much run a single repper forever with 2x nos and no cap booster. Either way, it will be interesting to see what these ships do with deadspace mods, links, and all the other jazz. 3K tanks will most certainly be possible. Anticipating the gaping EM hole on a 6-low armour ship, I looked for Faction EMP on the market prior but it had not been seeded. I have to be honest, I'm beginning to calm down about the 2 gallente command ships as skirmish leaders. It looks like they'll do OK in a small gang, as long as they don't meet a larger one. The Astarte has to be the preferred choice, as before. The Eos just can't get enough damage down, and those drones are so vulnerable...
No doubt man. Your last point is the reason that I don't want to see the eos left as it is. It needs to have some type of advantage over the astarte and right now there really is little to no point. A 5th mid for another cap booster would be a good start giving it the "option" of fielding a tri rep tank with full tackle... |

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.13 18:20:00 -
[49] - Quote
Mournful Conciousness wrote:I am loving the new deimos. It's gone from being a lightweight retreat ship to a real heavy assault ship. A swarm of these will be deadly.
Yeah, they are very effective. The combination of smallish sig and a rep bonus gives the deimos an amazing tank, even if it's lacking ehp compared to similarly fit Commands. I look at the deimos now as a slightly lower dps, higher tank, lower ehp, much faster/smaller Brutix.
P.S. I just watched Mournful Conciousness tank a couple vindis and a malestrom for a rather extended period of time in his deimos, ships doing pretty well  |

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.13 20:54:00 -
[50] - Quote
Word eldrith, HMU on test, I want to see what a claymore can do and sadly don't have the missiles skills maxed to make it viable for myself. |

Jerick Ludhowe
trolllolcorp
529
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Posted - 2013.08.14 00:54:00 -
[51] - Quote
After a bit of Astarte testing today (200+ kills between myself and a couple others), I can gaurantee that it's superior to the eos in almost every imaginable way.
Eos needs some help for sure. Being a worse astarte is not a "role". |

Jerick Ludhowe
trolllolcorp
531
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Posted - 2013.08.14 13:47:00 -
[52] - Quote
Dav Varan wrote: Its 785 v 702. You need links in the fits to be taken seriously.
Dude, if anything running links on grid should not be taken seriously... As long as there is the option of OGB, that's going to continue to be the proper way to provide links.
So please don't sit here and tell people that fitting these ships w/o links is not serious because it does not make any sense.
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Jerick Ludhowe
trolllolcorp
532
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Posted - 2013.08.14 13:58:00 -
[53] - Quote
Harvey James wrote:FOZZIE !!!
are you still reading this or what??
cargobays need sorting out..
+1! 
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Jerick Ludhowe
trolllolcorp
532
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Posted - 2013.08.14 15:05:00 -
[54] - Quote
Dav Varan wrote:
^^ Taken from the links thread I take this to mean that while it won't happen in this patch the commands we are talking about the balance of here are going to be required to be on grid to link in the near future.
I'm not exactly sure what you're quoted fozzie point was suppose to relay...
The reality is that until the links come on grid (forcefully), your best bet is to keep them off grid. Nothing has really changed in this regards compared to TQ. So again, I'm not sure what your point was.
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Jerick Ludhowe
trolllolcorp
532
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Posted - 2013.08.14 15:13:00 -
[55] - Quote
CCP Fozzie wrote:Keep up the test server testing guys, thanks for the feedback so far. We'll be keeping an eye on things like the Astarte and Eos on the test server but my feeling at this point is that the balance between them is pretty good. The blaster Astarte will do more damage at 500m, but the Eos is less vulnerable to TDs, ECM, Neuts, can hit smaller targets more effectively and can choose damage types.
Drone bay fozzie drone bay... 250m3 means that your drones are going to be shot out from under you in no time when fighting anyone w/o an amoeba brain. Atm you don't even have a backup wave of heavies if you intend to fit any other types of drones which any sane person will do.
Give it 325m3 and I'll be "more" inclined to believe that they are well balanced.
also Fozzie, any word on current cargo holds for these ships? If they are not suppose to match their t1 parents via a balancing decision it's at least intended. Just wanted to make sure you did not overlook this.
Regardless, thanks for breathing some more life into the game with these changes.
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Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.14 15:23:00 -
[56] - Quote
CCP Fozzie wrote: The 400m3 on the Astarte and Eos was a conscious decision, yes. It's possible we might change it but we don't automatically give ships every feature their "parent" has. The giant cargobays on the Damnation and Nighthawk I mostly left in place because there wasn't a good enough reason to drop them down and overloading players holds on patch day isn't something we want to do without a good reason.
Word, just wanted to make sure. Although I do find it questionable that ships w/o an active tanking bonus are the ones that get the biggest hold. What's purpose of this hold? Unless it's there to hold charges for the more "thirsty" commands.
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Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.14 15:38:00 -
[57] - Quote
I think 5-5-6 with 325m3 drone bay would be the kicker. Like you said 5-5-7 (@ eldrith) would be just a bit "too" much. Just imagine a 7 slot tank tri rep eos with dual cap injectors and nos/nuets in the highs. Sure, dps will be questionable, but you're going to tank more than almost anything (barring caps) and also have Massive therm/kin resistance which is perfect considering the highest dps ships in the game do therm/kin. |

Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.14 18:10:00 -
[58] - Quote
Ersahi Kir wrote:I honestly think my eos is going to be degraded to 'guristas ratting' duty. If it can't do that reasonably then it will be replaced with an ishtar. Hurray for turret tracking bonus. 
Meh, just get a 250mm railgun Astarte with 2-3 dmg mods and fight serpentis. |

Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.14 18:30:00 -
[59] - Quote
Mournful Conciousness wrote:Jerick Ludhowe wrote:Ersahi Kir wrote:I honestly think my eos is going to be degraded to 'guristas ratting' duty. If it can't do that reasonably then it will be replaced with an ishtar. Hurray for turret tracking bonus.  Meh, just get a 250mm railgun Astarte with 2-3 dmg mods and fight serpentis. A single rep c-type LAR domi with EANM, DC and RAH will tank all sanctums while doing something like 900dps, and this was before the armour repair buff. I can't imagine why I would embarrass the crew of a T2 ship with this kind of work... 
I'd imagine it could probably tank more dps than the domi (against serpentis/gurista) due to rep bonus combined with uber therm/kin and a smaller sig/higher speed.
In all honesty tho, you're probably right. |

Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.17 12:52:00 -
[60] - Quote
Give the Abso 11 relative turrets like the astarte... |

Jerick Ludhowe
trolllolcorp
533
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Posted - 2013.08.17 15:36:00 -
[61] - Quote
Mournful Conciousness wrote:
Incidentally, Sisi seems to have a bug that prevents the nighthawk from activating more than one siege module at a time. Since I'm the first to mention it, I presume I'm the first to actually fit up a ship before complaining?
It's my understanding that the old "Field Commands" are still buggy when fitting multiple links. I thought this was fixed but in the case of the NH it seems to not be.
|

Jerick Ludhowe
trolllolcorp
534
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Posted - 2013.08.18 14:43:00 -
[62] - Quote
Serenity Eon wrote:
Why not remove the 10% hitpoint bonus from the damnation (replacing it with a ROF bonus), so it can be PVE viable, then add a 50% hitpoint role bonus to all command ships?
I can guarantee you, without question, that your suggestion would make some of the most Overpowered ships in the game.
If 10% hp bonuses are to be applied to more ships than the damnation, these ships must sacrifice dps.
|

Jerick Ludhowe
trolllolcorp
534
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Posted - 2013.08.18 18:14:00 -
[63] - Quote
Lucine Delacourt wrote:Just guessing but I think he was alluding to the fact that faction Invulns offer a higher resist bonus than a faction EANM. Which closes the eHP gap between shield CS's and the Damnation.
Someone knows their modules :)
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Jerick Ludhowe
trolllolcorp
535
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Posted - 2013.08.19 12:28:00 -
[64] - Quote
Eldrith Jhandar wrote:Mournful Conciousness wrote:to be fair the eos and astarte can be fitted with a 160k ehp buffer and a good active tank without spending much money. they're not exactly weak.
as mentioned, it's all a matter of tradeoffs.
as they stand, for the purpose they serve, they seem ok. tbh
As of now there's no reason to use te eos over an Astarte unless u can't use t2 blasters but u can use t2 ogres Anything the eos can do the Astarte can do better without te fear of getting your (very) limited supply of drones killed And I've mentioned how the eos has -1 slot, which is standard blah blah but the other drone boats are comparable to their turret based counterparts, unlike the eos The eos IS lacking Not by an outrageous amount but it is lacking
I generally agree with you on the eos vs astarte.
Something that no one has really mentioned is that the EOS also has worse cap regen than the Astarte however both of them have about 1/2 the cap regen of the deimos (wtf?). |

Jerick Ludhowe
trolllolcorp
535
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Posted - 2013.08.19 15:53:00 -
[65] - Quote
Capt Canada wrote: But with everything from sov doctrines and ship balancing done using all level 5 skills as the base, anyone with less than 50 to 70 mil SP becomes kill board fodder .
You can be more or less "maxed" on multiple sup class ships with far less than 50m sp...
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Jerick Ludhowe
trolllolcorp
536
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Posted - 2013.08.19 21:15:00 -
[66] - Quote
CCP Fozzie wrote:Another small set of changes based on what we're hearing from the Sisi feedback:
Nighthawk: +100 PWG +10 CPU
Sleipnir: +50 CPU
So fozzie, any explanation as to why HACs have significantly better cap recharge compared to commands?
Furthermore, can we get a fix to cap xfer bug so we can actually start testing some potential spider setups?
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Jerick Ludhowe
trolllolcorp
536
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Posted - 2013.08.19 22:51:00 -
[67] - Quote
Phaade wrote:Why does every single CS have the same cap recharge? Pretty sure the Absolution should have a higher recharge than a Sleipnir given, oh I don't know, the fact that lasers take a **** ton of cap, projectiles and ASB's require ZERO. But hey, call me crazy.
And why does a T2 BC have less recharge than a T2 Cruiser?
I know I've already been bringing up this point in multiple threads but it's getting a quote because it needs to be addressed.
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Jerick Ludhowe
trolllolcorp
536
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Posted - 2013.08.19 23:24:00 -
[68] - Quote
MJ Incognito wrote:Jerick Ludhowe wrote:Phaade wrote:Why does every single CS have the same cap recharge? Pretty sure the Absolution should have a higher recharge than a Sleipnir given, oh I don't know, the fact that lasers take a **** ton of cap, projectiles and ASB's require ZERO. But hey, call me crazy.
And why does a T2 BC have less recharge than a T2 Cruiser? I know I've already been bringing up this point in multiple threads but it's getting a quote because it needs to be addressed. Have you even flown a beam absolution... I suggest you try it in small fleet or large fleet formation before saying that ship needs a range boost. If the absolution got a range boost, it would quite possibly be the best sub-capital platform in game.
That quote was about cap recharge, not range 
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Jerick Ludhowe
trolllolcorp
536
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Posted - 2013.08.19 23:33:00 -
[69] - Quote
Capt Canada wrote:CCP Fozzie wrote:Another small set of changes based on what we're hearing from the Sisi feedback:
Nighthawk: +100 PWG +10 CPU
Sleipnir: +50 CPU Fozzie, if your really basing these small changes on player feedback, PLEASE 7 highs, 6 mids, 4 lows for the nighthawk.
"but that would make it too similar to the vulture!"
*looks at eos and astarte*.......
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Jerick Ludhowe
trolllolcorp
538
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Posted - 2013.08.21 00:49:00 -
[70] - Quote
Mournful Conciousness wrote:
I think the price movements in TQ probably represent the quiet 'smart' money folk who have seen this truth, while others have an uninformed whinge here in the forums.
It probably has allot more to do with the fact that it's going to be the preferred ogb for armor as it has ideal bonuses and far less to do with it's "amazing combat performance" 
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Jerick Ludhowe
trolllolcorp
538
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Posted - 2013.08.21 13:19:00 -
[71] - Quote
Vulfen wrote:
Simple,
The Abso is a focused turret ship, always has been The EOS's guns are actually it secondary weapon, the drones are primary
It's really not that "simple" considering the astarte is a "Focused turret ship" and it gets 2 launchers... I'd say the astarte is actually an eve more focused turret ship compared to the abso as it has 11 effective turrets compared to 10.
As for the eos, you're right on the money tho. (it still should get 325m3 drone bay tho)
So yeah, give the absolution 11 effective turrets (copy pasta astarte gun bonuses) and this is solved. |

Jerick Ludhowe
trolllolcorp
538
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Posted - 2013.08.21 13:20:00 -
[72] - Quote
Mournful Conciousness wrote:just for a laugh, yesterday I fitted up a max-alpha-resist vulture with a-types, links and mind link.
then I overheated the invulnerability fields.
Guess how much EHP it had?
spoiler below....
~650K ehp
Damnation can get well over 1m HP in a similar setup and it has a significantly smaller sig.
So while your super vulture most certainly is a brick and will eat lots of alpha, it's still nothing compared to a damnation.
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Jerick Ludhowe
trolllolcorp
538
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Posted - 2013.08.21 14:23:00 -
[73] - Quote
Mournful Conciousness wrote:
Specifically, the claim that 20 tornados would alpha any command ship. It's just not true.
No doubt, there is always tons of unfounded over exaggeration in these threads, and the quote above obviously highlights one.
However, those saying that a Deimos can be volley'd by 3 nados are also grossly exaggerating.
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Jerick Ludhowe
trolllolcorp
538
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Posted - 2013.08.21 15:04:00 -
[74] - Quote
Sal Landry wrote:bloodknight2 wrote:Nah, it wasn't about fitting missiles on it, but simply why it has 2 "unused" hi slot when it "badly" needs a fourth med.
The absolution doesn't need a nos (not like it will be useful anymore after the incoming nos change...) and with one less turret, it will have even more cap. Have you considered that the command ships just might have utility highs for oh, I dunno, command links or something?
If you want to provide links, get a damnation or brick eos. Absolution is not a good choice in regards to it's competition.
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Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 00:01:00 -
[75] - Quote
Eldrith's suggestion for the EOS of dropping turret tracking bonus for a drone hp bonus is pretty ******* good. |

Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 10:45:00 -
[76] - Quote
Serenity Eon wrote:Fozzie, why the hell does every ship have the same capacitor recharge rate (4.5cap/sec) ? The Absolution NEEDS!!! I repeat NEEDS!!! An increased cap recharge rate or an extra midslot. In its Current state it's nothing more than a gimped astarte, which does more DPS and has superior cap stability. Infact i would say its the weakest CS in the game. Are you really that blind to see the obvious jeeze 
I would not say "it's the worst" but I do agree with you that cap recharge on commands needs another look at. Hacs having significantly better cap recharge seems stupid, all of the commands having exactly the same cap recharge seems even more stupid.
Furthermore, we can't even get an idea of fleet cap stability on sisi atm because the skill for "capacitor transmitters" has been broken since the name change to the module. It has been bug reported 20+ times by myself and others and still manages to elude fixing even over the past 3 sisi patches. 
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Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 11:01:00 -
[77] - Quote
Aplier Shivra wrote:Mournful Conciousness wrote:They changes the name to "capacitor transmitters"???? That's just ridiculous. A capacitor is a *device* for storing energy. It's the energy that is transmitted, not the capacitor.
Idiotic! :-(
If i'm not mistaken, that was the old name, and the new one is "energy transfer array", but sisi still thinks it goes by the old name
Energy transfer array is the old name :/.
I'm with mourn on this one, the new name is ******* stooopid. (oh yeah, and it broke the game too)
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Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 11:06:00 -
[78] - Quote
Aplier Shivra wrote:Jerick Ludhowe wrote: Energy transfer array is the old name :/.
I'm with mourn on this one, the new name is ******* stooopid. (oh yeah, and it broke the game too)
how did sisi manage to go through 3 patches with the new name without it hitting live yet? doesn't it only get patched once every few months??
I'm going to go with "magical unicorns, and pedo bronies" as the answer to your question.
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Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 13:52:00 -
[79] - Quote
I think bringing average Command cap recharge to around 5.7/s would be a pretty reasonable proposal. Give the abso around 6.5, Astarte/eos/vulture around 5.8-6.0, Sleipnir/claymore/damnation/nh around 5.0/s to 5.5/s.
There is no reason the sac should have more cap regen than the abso, and there is no reason the deimos should have more than the astarte/eos. |

Jerick Ludhowe
trolllolcorp
540
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Posted - 2013.08.22 15:28:00 -
[80] - Quote
Mournful Conciousness wrote:Not as evil as the horrible developer giving skills and modules ridiculous childish names. I just can't get past this. I spend hours of my life living in the scientific wonderland of Eve and now they're giving all my stuff play-school names?
spaceship piloting? A pilot is a noun. It's a ship or light for providing guidance. It's not a verb. The verb is "command", "control", "guide", "operate", even "fly". It should be "starship command" or "spaceship (at a push) command".
"capacitor transferer"? Do me a favour and f*ck right off! "Energy Transfer Array" is the correct name.
Someone in CCP needs to take a long, hard shamefaced look at themselves, and then pick up a book and educate themselves.
ahahahaha, yes!
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Jerick Ludhowe
trolllolcorp
541
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Posted - 2013.08.23 13:55:00 -
[81] - Quote
Dav Varan wrote:Mournful Conciousness wrote:Not as evil as the horrible developer giving skills and modules ridiculous childish names. I just can't get past this. I spend hours of my life living in the scientific wonderland of Eve and now they're giving all my stuff play-school names?
spaceship piloting? A pilot is a noun. It's a ship or light for providing guidance. It's not a verb. The verb is "command", "control", "guide", "operate", even "fly". It should be "starship command" or "spaceship (at a push) command".
"capacitor transferer"? Do me a favour and f*ck right off! "Energy Transfer Array" is the correct name.
Someone in CCP needs to take a long, hard shamefaced look at themselves, and then pick up a book and educate themselves.
Cap is a word used by the player base to describe the content of a ships capacitor. No one say I'm running out of energy please send me some. No they say I'm running out of cap please send me some. or my ship ran out of cap or I didn't have enough cap to activate my guns. etc etc I don't think I have ever heard anyone on comms describe cap as energy in years. So cap transferer seems a better name, its now in line with other engineering modules that directly affect cap.
I think it's literally time to link literally the most relevant debate evar!
http://www.cnn.com/2013/08/15/living/literally-definition
But in all honestly, simply because the player base misuses a term does not mean the devs should bend over backwards and change module names to literally make no sense.
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Jerick Ludhowe
trolllolcorp
541
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Posted - 2013.08.23 15:35:00 -
[82] - Quote
Dinsdale Pirannha wrote:
(10.00 effective guns vs 11.6667), and losing that 8th slot really hurts it's utility at the same time.
It actually has 11.25 effective turrets not 10 ontop of the fact that it gets this dmg out of 5 guns instead of 7 meaning that your comment about the loss of the 8th high hurting it's utility is wrong as the ship now has 2 utility high slots rather than 1.
Also, while it's lost dps in terms of eft, the move from rof to all dmg means that in the short term, it's going to do more dps compared to the older sleipnir. Alpha from arty setup is also higher. |

Jerick Ludhowe
trolllolcorp
542
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Posted - 2013.08.24 17:59:00 -
[83] - Quote
Lloyd Roses wrote:Cassius Invictus wrote:However abso, being a laser ship, is not as great with neuts as a pre-nerf hurricane was.
So true... Really wish the basecap for the abso wouldn't be so terribly weak. Flew a Zealot, pewed a lot - went for an abso... meeeeeeeeh.
Agreed, I think it's safe to say that the cap recharge on all the Commands needs another pass. 4.5/s across all of them is "meh" at best.
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Jerick Ludhowe
trolllolcorp
545
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Posted - 2013.08.26 13:14:00 -
[84] - Quote
Come on fozzie, we need another pass on cap/s... There is no reason a deimos should have 6.2/s where an abso gets 4.5/s. |

Jerick Ludhowe
trolllolcorp
548
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Posted - 2013.08.27 14:04:00 -
[85] - Quote
Anattha wrote:Reading all posts here - i've strong opinion that the absolution is nearly perfect ship. Like most others amarrians ships. Mb we should nerf it a little bit? Tnk you CCP
I needs better cap recharge, just like all the commands.
I know I sound like a broken record here, but a standardized 4.5/s cap recharge is simply foolish... They all need to be around the 5.5/s mark with higher cap using ships (absolution) getting even more.
Again, why does the deimos get 6.2/s cap, when the absolution gets 4.5/s.
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Jerick Ludhowe
trolllolcorp
550
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Posted - 2013.08.28 13:47:00 -
[86] - Quote
4.5/s cap regen across the whole lineup is still lazy fozzie... Not responding to any of the questions in regards to this cap recharge is even more lazy fozzie... Rise understands the concept of varying cap recharge as a balancing tool based on ship needs, why is it that you seem to be less than capable of this? *looks at BCs and Commands*  |

Jerick Ludhowe
The Scope Gallente Federation
552
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Posted - 2013.08.30 12:58:00 -
[87] - Quote
Cade Windstalker wrote:Jerick Ludhowe wrote:4.5/s cap regen across the whole lineup is still lazy fozzie... Not responding to any of the questions in regards to this cap recharge is even more lazy fozzie... Rise understands the concept of varying cap recharge as a balancing tool based on ship needs, why is it that you seem to be less than capable of this? *looks at BCs and Commands*  As Fozzie pointed out, the majority of hulls in Eve right now have the same base cap regen with differing recharge time and max capacitor. We just didn't notice. The HACs are currently the exception to this.
No they don't. Other than BC (3.8/s) and a couple others, pretty much every other ship in the last 2 years of balance passes have varying cap/s rates based on race. Hacs being one in this balance pass...
Even look at the Cap/s of the new marauders... The Paladin gets a significant advantage in cap/s compared to the others. I fail to see why Abso (and to a lesser degree, the zealot) should be any different.
Fozzie's argument about cap/s being the same across an entire "Class" only holds true in a specific few cases... |

Jerick Ludhowe
The Scope Gallente Federation
553
|
Posted - 2013.08.30 14:34:00 -
[88] - Quote
Serenity Eon wrote:So I'm guessing the Command Ship model changes aren't going to be ready for 1.1 then, since nothing has been said about them 
Aye, last i knew, command ship model changes were confirmed to not be coming in 1.1.
Hopefully we will see "Semi unique" model changes for the commands as well as changes/animations to mauarader models for winter.
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Jerick Ludhowe
The Scope Gallente Federation
553
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Posted - 2013.08.31 13:38:00 -
[89] - Quote
Serenity Eon wrote:I 100% agree with you, unfortunately trying to change Fozzie's mind on the abso is like try to change a leopards spots, it won't happen 
Aye, fozzie tends to be a bit of an egomonger.
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Jerick Ludhowe
Internet Tuff Guys
555
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Posted - 2013.09.04 00:47:00 -
[90] - Quote
Strom Crendraven wrote: Just here to verify that all your suggestions, recommendations, complaints, and common sense ideas (valid or not) have been ignored as usual. CS are now destined to stay in the screwed up condition that we have arrived at today. Cheers!
I'm expecting they go another 7+ years before seeing "Attention" again 
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Jerick Ludhowe
Internet Tuff Guys
555
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Posted - 2013.09.08 22:19:00 -
[91] - Quote
Cassius Invictus wrote: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...
Please explain a real world situation where the Astarte is better than other commands.
In terms of 1v1, the claymore woops it (and does better vs most targets) and is faster.
In terms of armor fleet pvp, the absolution will apply more dps AND has a much stronger tank via better resistances and an extra low slot.
If you can find a situation where the ship is actually "better" than it's competition beyond lol 1300 eft 3km dps fail fits please let me know.
Atm I think it's niche is off grid skirmish/armor link ship (better than eos because it's like 100m cheaper atm). Once links go on grid only, the EOS will clearly be the better booster.
All that being said... I don't think it's a "bad" ship, it's just obviously not OP BBQ as the quoted poster seems to believe. |
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