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Author |
Thread Statistics | Show CCP posts - 46 post(s) |
Vulfen
Snuff Box Urine Alliance
9
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Posted - 2013.08.14 10:51:00 -
[1] - Quote
@ CCP Fozzie
I can understand the reluctance to add any additional slots to the CS but they do need one. Otherwise a Navy BS can match it for usefullness in a fleet.
So here's my idea;
Allow Command ships to fit 3 rigs, and give it 450 Calibration.
This means your not going to mess up the amount of utility on the ship to make it the out and out best. |
Vulfen
Snuff Box Urine Alliance
9
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Posted - 2013.08.14 12:30:00 -
[2] - Quote
bloodknight2 wrote:I do not understand the whole "2 free high slot" for all CS. Like i said earlier, make one boosting CS and one dps CS.
So what your saying is.., dont change CSs from current?... erm no by doing this it allows cleaver people to mix thier links in with the rest of the gang and each of these ships have different fleets in mind; Ie;
Absolution is still the upfront power house but as a trade off you can bring Damnations which will have more EHP but a slightly lower DPS so by creating a fleet where absos are supported by some damnations your links on the field are mixed in and you cant just neut them out on field as obvious
Selphnir would make a great artillery platform when you combine the new bonuses and the increase in damage from medium projectiles and you could run a fleet with just these (except logi) in them as you have all the links you need without another ship.
the eos would make a great balanced utility ship aswell with 4 mids it can work in some ewar/ assistance mods while still giving a decent amount of contribution to DPS. |
Vulfen
Snuff Box Urine Alliance
9
|
Posted - 2013.08.14 14:39:00 -
[3] - Quote
CCP Fozzie wrote:Vulfen wrote:@ CCP Fozzie
I can understand the reluctance to add any additional slots to the CS but they do need one. Otherwise a Navy BS can match it for usefullness in a fleet.
So here's my idea;
Allow Command ships to fit 3 rigs, and give it 450 Calibration.
This means your not going to mess up the amount of utility on the ship to make it the out and out best. Keep in mind that the damage bonuses the CS get is equivalent to an extra highslot. These ships don't need an extra slot to compete, and I have no problem with a Navy BS being of similar value to a no-link CS in many situations.
Sorry foozie, i ,meant a "NAVY BCs" not BS can match the CSs and i dont have any issues with the damage on any of them but i think they could do with a utility slot extra on them all. or the extra rig to allow people to seal up those pesky resistance holes that can arrive because you have nerfed the gang links sumwhat |
Vulfen
Snuff Box Urine Alliance
9
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Posted - 2013.08.15 11:55:00 -
[4] - Quote
@ CCP Fozzie
Why is the damnation so weak?
The damnation can be out DPSed by what is supposed to be the ship directly below it, The Sacrilege.
There is no way a AHAC should be able to out DPS its CS counterpart.
I think the damnation needs to be a full brawler so loose the Velocity to missiles and add it 7.5% RoF and change the damage down to 7.5%. Maybe give it 200-500 more base armour and take the hit point bonus down to 5% to compensate for this change
Currently with its bonuses the way they are this ship is still only gona fill one main role in a fleet. that would bring it to a closer par with the other ships |
Vulfen
Snuff Box Urine Alliance
11
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Posted - 2013.08.16 07:19:00 -
[5] - Quote
Cassius Invictus wrote:CCP Fozzie wrote:Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance. ok so it will be useless as on grid command ship. Can i now have a sweet fleet amour HAM brawler since the new Sacri will fail at that role? +5 rate of fire to missiles? Please? No crappy bonuses? Please again?
@ CCP Fozzie
Why is the damnation so weak?
The damnation can be out DPSed by what is supposed to be the ship directly below it, The Sacrilege.
There is no way a AHAC should be able to out DPS its CS counterpart.
I think the damnation needs to be a full brawler so loose the Velocity to missiles and add it 7.5% RoF and change the damage down to 7.5%. Maybe give it 200-500 more base armour and take the hit point bonus down to 5% to compensate for this change
Currently with its bonuses the way they are this ship is still only gona fill one main role in a fleet. that would bring it to a closer par with the other ships |
Vulfen
Snuff Box Urine Alliance
12
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Posted - 2013.08.20 08:26:00 -
[6] - Quote
@ CCP Fozzie
I have a question, though slightly off topic, but does relate to these changes
People who fly command ships tend to have good implant and booster skills, to combine them together to make the CS a better ship whether it be for DPS or tank.
Currently there are no implants in the game that affect drones. Any thoughts on whether or not we are going to get some?
id like to see ones like;
increase drone hp increase drone RoF or in ewar drones case cycle time increase tacking maybe a set of faction implants that allow for longer drone control range
i also believe there should be a single "officer implant" that increases Fighter and Fighter Bomber damage, id like to see this as a rare drop from the Super at the end of incursions.
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Vulfen
Snuff Box Urine Alliance
12
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Posted - 2013.08.21 12:29:00 -
[7] - Quote
Doed wrote:
The cap reliant weapon ones should have 5-15% better cap, abso getting the biggest boost, astarte 2nd then vulture and lastly eos, capless ones are ok as it is now.
And no, they don't need more cap recharge than Sac and Deimos.
they really don't need a cap bonus ffs. have u flown an abso? taking it down from 6 to 5 guns will save it plenty of cap, and the new fittings give you the chance to fit a NoS just to make it completely stable. the only time you'll have cap issues on an abso is when your MWDing.
these ships are not supposed to be able to do everything and fit links with ease. you have to choose your fittings carefully to take up a role. |
Vulfen
Snuff Box Urine Alliance
12
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Posted - 2013.08.21 12:33:00 -
[8] - Quote
bloodknight2 wrote:Why most CS can fit 5 turrets-2 launchers or 2 turrets-5 launchers, when the absolution only has 5 turrets, no launcher and the EOS 4 turrets, no launcher?
Simple,
The Abso is a focused turret ship, always has been The EOS's guns are actually it secondary weapon, the drones are primary
Also it helps to keep the models the same as previous ones when 6/7 slots are taken up by weapons as thats what the BC hulls were originally designed for (lazy CCP)
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Vulfen
Snuff Box Urine Alliance
15
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Posted - 2013.08.25 05:12:00 -
[9] - Quote
Cassius Invictus wrote:Lloyd Roses wrote:Cassius Invictus wrote:IGÇÖve just realized that the absolution will have 2 utility hi but still has only 3 meds... Seriously is that ok for you CCP Fozzie? WonGÇÖt be able to fit anything into the second high slot but I canGÇÖt get additional mid instead. Call me dumb but I donGÇÖt see any logic in that... Since you're from wormholes, try fitting Quote:[Absolution, brick 3] 1600mm Reinforced Steel Plates II Damage Control II Armor EM Hardener II Armor Thermic Hardener II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Medium 'Gattotte' Capacitor Booster, Navy Cap Booster 800 Faint Epsilon Warp Scrambler I
Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Heavy Pulse Laser II, Imperial Navy Multifrequency M Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I
Medium Trimark Armor Pump II Medium Ancillary Current Router II
Hornet EC-300 x5
and tell me again that you can't make use of that second high. In case you've been aiming at beamfits: LR-guns and badass utility doesn't go hand-in-hand without fitting mods. With a little trickery, you achieve what I meant with 'can get great fits on each of those CS' :D edit: in a regular fight though, it should run out of boosters within the first 15 minutes... Well this was actually my first idea for using highs. However abso, being a laser ship, is not as great with neuts as a pre-nerf hurricane was. This said there are some valid uses for those his slots. What I was actually pointing out, was the fact that while 2 highs are nice, a med slot is just vital to the abso as many have said before me. Just don't get it why it cant have it. Ps. For God's sake give the caldari players a 6th mid slot for nighthawk...
the abso is better balanced in a NoS setup, n btw if your gona fit one spend some cash... try the below for a fleet ship. The NoS can keep you cap stable, and you only need to pulse mwd between targets
[Absolution, pro cash] Damage Control II 1600mm Reinforced Steel Plates II Imperial Navy Energized Adaptive Nano Membrane Corpum A-Type Energized Thermic Membrane Heat Sink II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Faint Warp Disruptor I Stasis Webifier II
Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Medium Nosferatu II Corpii A-Type Small Nosferatu
Medium Trimark Armor Pump II Medium Trimark Armor Pump II
Hornet EC-300 x5 |
Vulfen
Snuff Box Urine Alliance
17
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Posted - 2013.08.27 12:07:00 -
[10] - Quote
El Geo wrote:I still can not understand the mentality of totally removing off grid boosts, unless you have some sort of convoluted plan which enables gangs of 2 or 3 players to provide assistance while taking on gangs of 10+ because at the moment its difficult enough trying to pull and separate players off their bigger gangs, let alone when they have gang links and you don't, which is exactly what slaying off grid boosts will do.
NB Yes, I occasionally use an off grid booster, sometimes I am that booster for a friend, more often than not I do not use them as they can be a pain in the ass to look after and get into position if dual boxing, if I have to bring them on grid its likely I will never use them at all UNLESS IN A LARGE GANG.
They are not removing Off grid boosting, just nerfing it compared to on grid boosting. its the simple thing of risk = reward. its still viable to run some Off grid boosting and infact some will benfit from the t3 changes, for example if your currently running a Shield BC solo and have your links setup, currently you can fit a tengu with 5 links but 2 are unbonused, but now those 2 links will also be bonused, meaning you can set up a tengu to be hard to scan cloaky with boosts to Sheild boosting amount shield resists, web+point range bonus, speed bonus, and sig radius reduction.
off grid boosting is very important, and while mining ships have gang links aswell, they will not remove it otherwise Rouqal wrecks will stain the skies of new eden. |
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