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

Rowells
Unknown Soldiers Against ALL Authorities
53
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Posted - 2013.08.02 03:01:00 -
[1] - Quote
FINALLY MY MISSILE CLAYMORE OH SWEET JESUS YES |

Rowells
Unknown Soldiers Against ALL Authorities
54
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Posted - 2013.08.03 00:50:00 -
[2] - Quote
Telios Madronin wrote:Okay, enough about mechanics of the Command Ships changes. We will adjust to them like we do to every other change that CCP gives us.
Lets hear more about what really matters...the "Command Ship model changes"
hes teasing us like he did with the marauder changes. he enjoys our pain |

Rowells
Unknown Soldiers Against ALL Authorities
54
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Posted - 2013.08.03 09:46:00 -
[3] - Quote
Failgokker wrote:Granted, I'm not the biggest EFT wizard out there, so I'm not going to debate the individual buffs/nerfs.
CCP Fozzie you want boosting ships to be on grid with the fleets. I follow that quite fine. However, what role does the command ship expect to take in the fleet? I get that they are important fleet booster, but it's about the most boring thing to do in a fleet, while requiring a terrible long training time (Fleet Command V was hell).
The usage of using POS's or a t3 in a safespot was a way for those of us in fleet boosting ships to be able to fly 2 chars in large scale combat. With the new changes I'm not sure that'll be the case, and i'm finding it difficult to figure out if the new command ships in large battles will be anything other than flying bricks without anything active to do during combat? Seeing as bonuses are a really essential part of large fleets that's the choice you have to make: am I a combative or am I a fleet assister. And with the changes in obtaining T2 mind links it makes it easier to get (and risk) the ships/clones on grid with the fleet. You can still fight in your CS even though you may not be as strong in the dps category as you want to be but that's the whole point of making these choices. |

Rowells
Unknown Soldiers Against ALL Authorities
54
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Posted - 2013.08.03 09:52:00 -
[4] - Quote
Resgo wrote:the role of the command ship is not to have the best dps on the field. A lot of people don't seem to understand this enough sadly |

Rowells
Unknown Soldiers Against ALL Authorities
56
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Posted - 2013.08.03 23:58:00 -
[5] - Quote
MrDiao wrote:2, I see lots of ppl mentioned "commander ship for solo", to my opinion this is just a stupid historical mistake. Commander ships are for commanders, either fleet or gang. The ships that designed for group pvp, like HIC, logi ,bomber, may be used for solo, but it should not be a feature that put into design consideration. well that's just, like, your opinion man |

Rowells
Unknown Soldiers Against ALL Authorities
57
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Posted - 2013.08.04 04:41:00 -
[6] - Quote
FleetAdmiralHarper wrote:Nighthawk: Caldari Battlecruiser skill bonuses:
5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)[/b] ^^^^^^^^^^^^^^^^^^ NOOOOOO just ******* NO, IT NEEDS TO BE EXPLOSION VELOCITY to counter the god ******* awful useless velocity of the t2 heavy missiles. t2 heavy missiles are so bad, because they cant apply any damage AT ALL, because of the nonexistent explosion velocity.. if you do this they will be EVEN WORSE. which is ******* unfathomable. as is they already do HALF the damage of t1 missiles to anything thats moving.. regardless of what the dps counter says.
Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), ----->5 Launchers (-1)<---- NOOOO its a ******* NIGHTHAWK NOT A VULTURE OR CRAPOX you already raped heavy missiles to oblivion, DO NOT REMOVE MISSILE SLOTS. i threw a ******* fit when u removed them from the ferox. now that ship is useless. and so are hybrids on caldari vessles.
EVERY GOD DAMN TIME i get close to something fun ccp you either DESTROY it, or you move it another 3 months away. like you did to my carrier, t2 cruisers, and nighthawk, and missile ferox. your not going to get any more money out of me, **** YOU ALL I QUIT!!!
my plex runs out soon and ill never renew. im so sick of getting totally jewed by you every time i find something fun to use.
its bad enough your raping the command modules too now. i cant freaking take it anymore. words can not even describe how pissed off i am. gahhh **** this game. infact ill phucking delete my account if you do this in the update.
PS:who ever decided to do this to command ships needs to be ******* shot.
oh and ITS A BATTLECRUSIER NOT A CRUISER, NO 5 slot weapons bull crap. Aaaawww does someone need a nap? |

Rowells
Unknown Soldiers Against ALL Authorities
57
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Posted - 2013.08.04 06:26:00 -
[7] - Quote
Uskaanax wrote:Missile bonuses on a Minmatar ship? Really? I'm not entirely sure that's in line with the whole "big guns" theory of the race. How about artillery instead? Do you miss the dual 10% damage bonus on the sleip? We already have it. |

Rowells
Unknown Soldiers Against ALL Authorities
59
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Posted - 2013.08.05 02:15:00 -
[8] - Quote
Scuzzy Logic wrote:FleetAdmiralHarper wrote:Rain6637 wrote:i bought two just now. 1 to keep to look at, and the other to resell when the hull change happens and they go up like the Eos, albeit temporarily.
the only ship that could be more beautiful and closer to my heart would be a kaalakiota merlin. I already have the kaalakiota cormorant and love it very much :-3 i like the hookbill, they say its the ugly duckling of the caldari, but the IRONY of it being one of the few good looking ships, that actually looks like a ship, psychically hurts me XD I know, right? Especially when you take a look at the Eagle... *barf* That's why it has dual range bonuses. Don't want to get within viewing range |

Rowells
Unknown Soldiers Against ALL Authorities
73
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Posted - 2013.08.08 20:50:00 -
[9] - 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. Well, yes, but rof increases dps more than damage. So unless you plan on alpha heavies (such a thing exists?) then stick with rof. And besides he dual rof bonus those missiles fire almost every 2 seconds. Damage bonus would kill its dps by quite a bit. |

Rowells
Unknown Soldiers Against ALL Authorities
73
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Posted - 2013.08.09 00:27:00 -
[10] - Quote
What if the claymore and Eos got a Shield/Armor HP bonus instead of resist bonuses as other players suggested. So Caldari/Amarr get resist bonuses (might have to kill the damnations HP bonus) and the Gallente/Minmatar get HP bonus? the C/A ships would still be good at mitigating incoming damage thorugh resists, while G/M ships have a larger buffer. It would allow the G/M ships to be more usable in large fleets while still being able to utilize that bonus effectively on small scales that they seemed to be destined to fly in. |

Rowells
Unknown Soldiers Against ALL Authorities
81
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Posted - 2013.08.10 01:15:00 -
[11] - Quote
Voith wrote:Mournful Conciousness wrote:wait a minute, only a few months ago the general advice was "if you want to pvp in battleships, use amarr". Before that it was "only use minmatar". And suddenly lazorz suck? Come come. You just need to control your engagements with good tactics. Get range, keep range, use ewar (such as tracking disruptors and neuts) to keep others from attacking you.
Lasers have a place - good tracking, range and full damage all the way out.
Autocannons are very good for skirmishing but only apply toothpick damage at scorch range.
Blasters, well... if you're close enough to use blasters, you *have* to win. Because there is no way you're going to extract yourself if it's going wrong. No way in hell. You're absolutely f*cking committed. That's a hell of a price to pay for all the damage they do.
Lasers are utter ****. Scorch is completely amazing. They even out. Unless you can't use scorch, then lasers suck. Each weapon system has its strong points and it drawbacks.
in order of best base stats comparing large Blasters, AC, and Lasers (left - best, right - worst):
Damage modifier: Blasters, Lasers, Autocannons
Range: (combined optimal/falloff): Lasers, Autocannons, Blasters
Tracking: Blasters, Autocannons, Lasers
Capacitor Friendly: Autocannons, Lasers, Blasters
Reload Time: Lasers, Blasters, Autocannons
lets use a point system to accumulate a score shall we? (3 point for best, 2 for second, 1 for worst)
Blasters = 10
Lasers = 9
Autocannons = 9
Puts blasters in the lead by 1 point with autocannons and lasers tied. Seems pretty fair to me.
And before anyone mentions ammo i will say i didnt include them because the bonuses damage they produce dont always match up with other weapon systems. if it turns out the ammo is what needs to be fixed talk about that. |

Rowells
Unknown Soldiers Against ALL Authorities
84
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Posted - 2013.08.10 10:30:00 -
[12] - Quote
Veshta Yoshida wrote:Blasters = 13 Lasers = 7 Autocannons = 12 im going to respond to the rest of that in a minute but I'm going to point out that you have 32 (7+12+13 = 32) total points on a system that only has 30 so....
5 points of comparison x (best 3 + second 2 + worst 1) = 30
If I'm doing this right the proper score should be (according to you):
Blasters 10
Auto cannons 12
Lasers 8
I'll be back to re-explain some points when I get more time. |

Rowells
Unknown Soldiers Against ALL Authorities
84
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Posted - 2013.08.10 10:56:00 -
[13] - Quote
TehCloud wrote:FleetAdmiralHarper wrote:fozzie it looks like you kicked the hornets nest with wanting to take weapons off ships. so please don't do that.. we get it, they are command ships and we can put 3 links on them now, that doesnt mean that we should be forced to have that many links if we dont need it. we should have the option to come up with fittings as needed.
i know if you take a launcher off my nighthawk, ill have 1 empty high slot...
lol look at me, its like im praying or something XD. im just talking to the air with no one else in the room, hoping some-kinda divine force hears me and decides not to remove weapons from all the command ships. The Missing Hardpoint is compensated by a bigger damage bonus. So you have more spare PG/CPU, need less Ammo and if you don't want to fit a second link, you can fit a neut, or a nos. FFS you could even fit an auto-targeter. Don't complain because you have 1 less launcher, the ship will perform way better than before. I can imagine he might actually cry if someone only have him 1 launcher with a 1000% bonus to damage |

Rowells
Unknown Soldiers Against ALL Authorities
84
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Posted - 2013.08.10 11:18:00 -
[14] - Quote
Rowells wrote:Capacitor Friendly: Autocannons, Lasers, Blasters I stand corrected, I did put those in backwards.
Reworked the numbers:
Auto cannons - 9
Lasers - 8
Blasters - 11 |

Rowells
Unknown Soldiers Against ALL Authorities
86
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Posted - 2013.08.10 20:05:00 -
[15] - Quote
Eldrith Jhandar wrote:Veshta Yoshida wrote:Rowells wrote:im going to respond to the rest of that in a minute but I'm going to point out that you have 32 (7+12+13 = 32) total points on a system that only has 30 so.... Damn, the lack of the % partition on cap friendliness threw me off. My tally is: Blaster: 12 Auto: 11 Laser: 7 Doesn't change the conclusion though  Eldrith Jhandar wrote:This is a commandship thread lets try to keep on topic and not compare weapon systsems and balance here How on Earth do you propose one goes about balancing the hulls without taking into account the mods they are likely to use? Everything, as in everything (Grid/CPU, Cap, mobility, bonuses et al.) are dictated by the how/what/where/when of fitting and using a ship, it is why CCP tweaks grid downwards to "force" auto fits or removes slots on drone boats. When the weapon systems are so much out of sync as is the case currently (many moons has passed since last laser change), the balancing (or feedback thereon) of the hulls becomes impossible for us to participate in without factoring in possible future changes to weapons .. I am fairly certain that the Dev crew already has an outline of where they want lasers to be and are using that when they cook the numbers, but we are not privy to it so must make our own (they may not have said outline in which case we (Amarr) are seriously screwed  ) You are makin this thread about weapon systems, not about the ships, you are talking about how lasers are bad nerfed buffed etc and not about how to make the ships good and balanced with the weapon system, it's one thing to go "oh lasers are bad and the abso will suffer in xyz way so change the 10% cap consumption to 7.5% cap consumption and tracking" or w.e You are talking simply about the lasers-autos-hybrids Edit: you as in you and the others, and if this came off as mean spirited sorry, it is not meant as such If you think that our discussion was off-topic go check out the grammar war going on in the warfare links thread. |

Rowells
Unknown Soldiers Against ALL Authorities
86
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Posted - 2013.08.11 07:11:00 -
[16] - Quote
How about giving the vulture, claymore, and eos a 10% armo shield bonus (while removing the local rep/resist bonus) and taking away the resist bonus on the damnation. Then have the sleipner and Astarte keep their local reps and the nighthawk and absolution keep their resist bonuses. Good or bad? |

Rowells
Unknown Soldiers Against ALL Authorities
86
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Posted - 2013.08.11 09:45:00 -
[17] - Quote
This thread is going to get a lot more pages and flames once they finally put these ships on sisi |

Rowells
Unknown Soldiers Against ALL Authorities
89
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Posted - 2013.08.13 14:32:00 -
[18] - Quote
Mournful Conciousness wrote:Dav Varan wrote: ...snip... Theres no justification for an extra 2 slots for tank on this hull , it has no more need for tank than other commands.
The Astarte and Eos suffer from having to use medium armour reppers for their tank, while the shield ships can use an x-large ASB (a battleship module). The disparity in performance is so wide that even if the Eos has 2 more slots available to it, it would die in flames to shield ships every time. I am now more convinced than ever that ill-conceived ASB needs to go, and active tanking armour ships need a bonus slot just to compete. There is certainly no place for active armour tanking bonuses on the command ships as they currently stand. It is simply not a viable setup. if the ASB goes then so does the 1600mm plate. Shield ships dont have any equivalent. |

Rowells
Unknown Soldiers Against ALL Authorities
89
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Posted - 2013.08.13 14:42:00 -
[19] - Quote
Verity Sovereign wrote:If the 1600mm goes, then the XL shield booster goes, the shield amps go, and the passive shield recharge goes... armor doesn't have any equivalent....
Great logic there, right? shield amps and passive regen go, 10% racial resist bonus can go to |

Rowells
Unknown Soldiers Against ALL Authorities
89
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Posted - 2013.08.13 14:57:00 -
[20] - Quote
Malcanis wrote:Grutpig Cloudwalker wrote:As for the Nighthawk, the loss of bonus to RLML's kills it for me. The PG on the Nighthawk is so terrible its almost impossible to fit it without RLML, which actually made it useful against frigates. And with all the recent drawbacks to Heavy missiles theres just no way I would fit one ever again.
I buried my Drake after the changes to HM, now I have to bury my Nighthawk along with it. Did you notice that the Nighthawk got a fairly large PG increase? that and it doesnt need to fit an extra launcher for the same (relatively) dps |

Rowells
Unknown Soldiers Against ALL Authorities
90
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Posted - 2013.08.13 15:49:00 -
[21] - Quote
Harvey James wrote:is it just me that wants the sleipnir to be armour tanked with armour link? There are plenty of minmatar ships that are armour tanked so why not represent this correctly in the command ships? I have literally never thought of this concept. ever.
would definitely fit along the lines of "mionmatar versatility".
only thing i don't like is this would provide many more options for armor tanking than for shield
would it be bad to ask for a gallente ship to be Shield tanked as well? |

Rowells
Unknown Soldiers Against ALL Authorities
90
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Posted - 2013.08.13 15:51:00 -
[22] - Quote
accidental double post. |

Rowells
Unknown Soldiers Against ALL Authorities
135
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Posted - 2013.09.06 04:18:00 -
[23] - Quote
Skerra wrote:5 turrets(slepnir) with a 50% damage bonus and that equals 11.25 turrets? by my math that only equals 7.5 unless I'm doing it wrong. All I know is my dps on sisi has gone down greater than a 11.666 to 11.25 change should indicate.
there are 2 10% per level bonuses on sleip. one for BC skill and one for CS skill |
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