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

Roime
Ten Thousand Years Shinjiketo
3215
|
Posted - 2013.08.02 00:17:00 -
[1] - Quote
Command Ships V just became my favourite skill
Eos, my precious new baby <3
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Roime
Ten Thousand Years Shinjiketo
3215
|
Posted - 2013.08.02 00:22:00 -
[2] - Quote
CCP Fozzie wrote: Command Ship model changes
so much awesome 
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Roime
Ten Thousand Years Shinjiketo
3223
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Posted - 2013.08.03 09:07:00 -
[3] - Quote
On ships using weapons like heavy drones and blasters, local rep bonuses fit the bill. Gallente CSes are not meant for sov blobs.
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Roime
Ten Thousand Years Shinjiketo
3231
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Posted - 2013.08.05 18:31:00 -
[4] - Quote
Ranger 1 wrote:Veshta Yoshida wrote:Kane Fenris wrote:its because the most command ships were given enough slots to fill the 2 high slots with unbonused weapons if they want to Good thing you remembered to put that "most" in there, otherwise the Absolution and Eos would come pay you a visit in the dead of night .. but then consistency was never one of CCP's virtues so I reckon leaving 1/4 of the hulls out of a new scheme makes 'CCP SenseGäó' Most likely the thinking is that those two be more geared towards putting in NOS or Neuts instead of extra damage, and balanced accordingly.
That, and the fact that Astarte actually has two launcher slots.
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Roime
Ten Thousand Years Shinjiketo
3236
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Posted - 2013.08.06 13:15:00 -
[5] - Quote
Mag's wrote:CCP Fozzie wrote:Entity wrote:So, Astarte getting a massive damage nerf?
The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.
It's going from 10.9 effective turrets to 10. However I expect the two utility highs, lower mass and extra resists to more than compensate. We shall see, but I have my doubts. I've use this as an expensive gun boat for quite some time and accepted the cost and risk. Not sure it's worth it now. Oh and since when do we use effective turrets, as any kind of metric? I would much prefer to know the actual % loss tbh.
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.
edit: small mistake with dps, still will fly
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Roime
Ten Thousand Years Shinjiketo
3238
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Posted - 2013.08.06 13:42:00 -
[6] - Quote
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.
You can push it to 1243 peak dps and still have 780hp/s omni tank with S Exile.
There's plenty of small gang happening outside station undocks where the Astarte will be just fine.
Why wouldn't you slap a link on it? I can fit one along the NOS and it'll benefit all the ships in the gang. It's just like fitting a link on a BC with utility high, a no-brainer, just with better bonuses. I fly the Abso always with a link and don't really get why not.
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Roime
Ten Thousand Years Shinjiketo
3240
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Posted - 2013.08.06 14:28:00 -
[7] - Quote
Yeah, one cap booster is always a gamble, but the NOS helps a bit. I regard kin/them as the highest threat on TQ these days, and 1360 hp/s tank against Barrage isn't actually crap either.
It's true that neither Astarte or Eos will not start working in blobs, which was probably one of the concerns that you refer to, but these changes do have a positive net effect for small gang use imo. T2 Brutix obviously shares all the drawbacks of it's big-sig, slowish blaster T1 BC brother, but Gallente can't have all the candy.
And currently we have most of the candy in EVE, Gallente OP -threads will start popping up this autumn.
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Roime
Ten Thousand Years Shinjiketo
3246
|
Posted - 2013.08.07 15:57:00 -
[8] - Quote
CCP Fozzie
[b wrote:Astarte:[/b] +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
Eos: -300 Shield +500 Armor +300 Hull
We're moving the gang link bonuses for command ships back to the command ships skill, at 3% per level instead of the 15% role bonus.
I recognize that a lot of people are unhappy with the existence of active repair bonuses on half of these ships, but I think that giving all command ships buffer bonuses isn't the right way to go. I believe that the four skirmish bonused command ships will all be viable for people who choose not to use the repair bonuses after this patch.
Lovely stuff :)
Only one thing concerns me- the speeds of Astarte and Eos, especially Eos is really very slow, and might have issues getting to brawl properly because of that. Skirmish, BS speeds...
There is a huge gap in EHP between these two ships and Damnation, and I do understand the whines of the blobheads- when there's a differences of well over 100K EHP. However, blob PVP is a small niche in EVE and all ships shouldn't be designed for that.
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Roime
Ten Thousand Years Shinjiketo
3249
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Posted - 2013.08.08 12:49:00 -
[9] - Quote
Mag's check the latest update:
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
<3
Along with the other changes, Astarte got a pretty major buff imho :)
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Roime
Ten Thousand Years Shinjiketo
3290
|
Posted - 2013.08.20 11:56:00 -
[10] - Quote
It's a bit strange that the slow Eos was not turned into a sentry ship, which has been proven to be a working concept in PVP now as well.
It's certainly better than before, but it might work better with Gardes than Ogres. Or at least expand the speed and tracking bonus to all moving drones- I don't see myself filling the drone bay with just heavies, and once they are down/sucked back in to deal with smaller ships, it loses quite a bit of applied dps.
It remains a bit confused ship in terms of bonuses.
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Roime
Ten Thousand Years Shinjiketo
3290
|
Posted - 2013.08.20 13:02:00 -
[11] - Quote
Lloyd Roses wrote:
As far as our beloved wh-space is concerned, heavies are well protected against smartbombs atleast in direct vicinity of a wormhole. Given the combination with a chance at skirmish links, the mwd-bonus to heavies also looks quite favorable. Given a scenario as some ***hat bumping you off the hole, and especially away from sentries, might force you to jump while abandonning your sentries, which cannot occur for heavies. In null, the concept of sentries in a smallgang (and you'd surely use a damnation beyond that) is somewhat flawed, and it's direct concurrence for being a fleetship is given by the sentry-bonused Ishtar, that also got damage mitigation by size speaking in its favor.
I believe that by having no sentry bonus for the Eos nothing has been lost.
I can totally follow up on you gazing at a tracking bonus to med/small drones, that would be somewhere between fantastic and gorgeous. Though with web/scram on a frigate, the applied dps from Ogres is existant and in case of berzerkers, not even bad at all.
I'm not really worried about smarties against HP-bonused heavies, they are more vulnerable to turret and missile damage, and since everybody knows the limited amount of Eos drone bay, it's a no-brainer to pop them before even going for the rep-bonused hull itself. There's a good chance the Eos only has one spare heavy, rest is only dmg-bonused meds and lights.
I've been in many situations where I had to jump thru a hole before heavies (and even scouts) didn't have time to make it back to the bay.
I did think of the Ishtar, as it's quite obvious that the Eos doesn't really have a place in an Ishtar fleet, at least not dealing damage. Which is sad since it's the drone command ship.
Current Domi with 10% bonus to tracking does apply decent damage to small ships with heavies, idk how well the 7.5% works- the difference to non-tracking bonused heavies is neglible or situational, and Eos doesn't have the slots to fit Omnis like Domi. The speed bonus might have a saying, hope someone does proper testing on SiSi :)
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Roime
Ten Thousand Years Shinjiketo
3293
|
Posted - 2013.08.21 07:06:00 -
[12] - 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.
Patch time speculation has very little to do with ship performance, everybody wants to try the new shiny and you'll make a killing in the first weeks. Also remember that the Eos was a practically unsellable item earlier, the hulls just didn't move and the old price reflected that.
Quote:So it seems to me that the Astarte is a reasonable option for close-in fighting, and the EOS is a better option for keeping the command ship at range, or countering a fleet that has ranged damage projection.
Eos could have been a ranged option with sentries.
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Roime
Ten Thousand Years Shinjiketo
3293
|
Posted - 2013.08.21 09:02:00 -
[13] - Quote
Mournful Conciousness wrote:
if it had been given a sentry drone range bonus, it would have been seen as a mega-buffered dominix with a smaller sig radius, gang links and good self-repair (You can get more EHP on an EOS than a domi).
They're already nerfing the domi's sentry bonus because it's OP.
You can still put sentries on it, with 2 DLAs, a couple of omnis and a target painter it's going to be a real PITA to anything within 100km.
Well, except you can't get more EHP out of the Eos than the Domi, especially not when fit to hit with drones out to 100km. Which, with three links, runs into CPU issues requiring you to drop the tank even more, or just settle with less range. In any case it does less damage, as Domi can use shorter range sentries to reach 100km.
Mindlinked, max buffer Eos with T2 trimarks boosting itself tops out at 220K EHP omni, all tank triple plate Domi in same fleet gets 243K EHP. Ofc racial resists give the edge clearly to Eos against kin/therm damage (350 vs 220), but against explosive the Domi has over 100K more EHP.
It's not a very good choice for a sentry fleet, at least not being with the main fleet and contributing to damage. It's probably not bad at shaking off tackle, tho, so it might still work when links come to grid.
Anyway, I'll take it as a T2 Myrm with great links- slow, tanky and can deal with most ships in and under it's size class in 1vs1 situations, and looks rather strong for armor brawler gang boosting. Very nice rep stats with just one MAAR, while still sporting BS-class buffer :)
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Roime
Ten Thousand Years Shinjiketo
3302
|
Posted - 2013.08.27 10:27:00 -
[14] - Quote
CCP Fozzie wrote: Command Ship model changes
Is this still coming?
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Roime
Quantum Cats Syndicate Samurai Pizza Cats
3353
|
Posted - 2013.09.09 06:31:00 -
[15] - Quote
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.
Harry Forever flies a cap stable marauder and you should too.-á |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3353
|
Posted - 2013.09.09 08:50:00 -
[16] - Quote
63.6 on Loki 101.7 on a Rapier (OH TS web/all V/Claymore/all V+mindlink)
those aren't blaster platforms, however, which we were discussing
Harry Forever flies a cap stable marauder and you should too.-á |
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