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Author |
Thread Statistics | Show CCP posts - 46 post(s) |
Aplier Shivra
5
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Posted - 2013.08.15 07:03:00 -
[1441] - Quote
Lephia DeGrande wrote:Aplier Shivra wrote:
snip
Yes, a nerve has been touched. /rant
OH MY GOD MY EYES IT BURNS!!!!!!
I'm surprised that aside from it being a massive wall of text/run on sentence, I actually succeeded very well at grammar and spelling.
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MJ Incognito
Macabre Votum Northern Coalition.
16
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Posted - 2013.08.15 07:04:00 -
[1442] - Quote
.... continued
Eos:
YouGÇÖve heard so many complaints already about it, but the general summation is, if everyone can tell you why itGÇÖs inferior to the Astarte, then do you really need me to pile on more.
Damnation:
It just doesnGÇÖt do anything good other than tank compared to the othersGǪ and when you can hide an absolution in an abso fleet concept, it really doesnGÇÖt matter.
HereGÇÖs a list or reasons why these ships and a lot of your other changes are going to fail and why youGÇÖve seen so much negative backlash, especially for HACs and Commands:
Your tracking formula/mechanics suck (IGÇÖve offered up the solution to this with much positive feedback already)
Webs at range are severely OP (again, tracking formula issue more than anything)
Logistics are way OP and high resist ships only escalate this problem more.
And most importantly, You are not grasping the concept of what a ROLE means for ship classes.
You have far too many TECH 3s, HACS, BS, BCGÇÖs, Commands, Carriers for Christ sake, and even a few Faction Cruisers overlapping so much that it really comes down to which ship of all those litter can do it the best, obsoleeting anything and everything else by default. The only reason to use the others is not because they are better at somethingGǪ theyGÇÖre notGǪ itGÇÖs just a novelty role play moveGǪ. Or weGÇÖre out trolling.
YOU AT CCP HAVE TO GET YOUR HEADS OUT OF YOUR ASSES and actually fix the problems with core mechanics within the game. You are ******* up so bad on this level and trying to deliver content for no other purpose than to just say, GÇ£we did all these thingsGÇ¥ when really, you didnGÇÖt do jack **** because of the failure to deliver roles to this game.
For god sake, Fix the tracking formula, fix webs, Fix ECCM, Fix drones, and Develop real roles with new and unique ideas rather than this idiocy.
But we all know this wonGÇÖt happenGǪ so meh
~IGÇÖm Down (ironically, the account just ended renewal because of disgust) |
Chris Winter
Zephyr Corp V.A.S.T.
199
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Posted - 2013.08.15 07:17:00 -
[1443] - Quote
elitatwo wrote: You seem to have never set foot in one of these and the slot layout of the Nighthawk has always been 7/5/5.
I give you a hint, go to SiSi and create a fitting for passive shield recharge. There are modules for that purpose.
And after that, make an active tank fit.
I had a nice reply all written out, and then the forum ate it.
Just because the slot layout has always sucked doesn't mean it has to keep sucking. Even for passive shield recharge, another mid (for an LSE) is better than another low for an SPR, since the LSE gives you buffer and doesn't kill your capacitor.
If you want to start talking about active tanking, the Claymore wins handily due to its bonus.
But yeah, you're right, I guess people could choose a Nighthawk over a Claymore in the case where they want a ship that's easy to semi-afk PvE content with, due to the big passive shield recharge tank you can get. |
Aplier Shivra
5
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Posted - 2013.08.15 07:26:00 -
[1444] - Quote
MJ Incognito wrote: The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab.
Just want to point out that this is less of a ship-specific issue and more of how huge of a gap there is in general between shield tank and armor tank active mods that gets compounded on by many different aspects. A) Shields can actually fit oversized reppers B) The non-oversized shield mod already gives more hp/sec (large shield booster II gives 60 hp/sec compared to armor's 53/sec, or XL shield's 120/sec, which can fit on a medium ship and easily beats medium armor repper's 26/sec) C) higher resists from their adaptive resist mod which can also be overheated for even more, without requiring a month of (aptly named) compensation skills D) boost amplifiers as a way to further increase ehp gain on a different stacking penalty E) ancillery module requires no capacitor, and gist-type modules requiring drastically less cap F) crystal implants
edit: fixed some number |
MJ Incognito
Macabre Votum Northern Coalition.
16
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Posted - 2013.08.15 07:37:00 -
[1445] - Quote
Aplier Shivra wrote:MJ Incognito wrote: The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab.
Just want to point out that this is less of a ship-specific issue and more of how huge of a gap there is in general between shield tank and armor tank active mods that gets compounded on by many different aspects. A) Shields can actually fit oversized reppers B) The non-oversized shield mod already gives more hp/sec (large shield booster II gives 60 hp/sec compared to armor's 53/sec, or XL shield's 120/sec, which can fit on a medium ship and easily beats medium armor repper's 26/sec) C) higher resists from their adaptive resist mod which can also be overheated for even more, without requiring a month of (aptly named) compensation skills D) boost amplifiers as a way to further increase ehp gain on a different stacking penalty E) ancillery module requires no capacitor, and gist-type modules requiring drastically less cap F) crystal implants edit: fixed some number
Yes, but the big problem is Shields almost get it right... While armor basically blows from start to finish. I'd like to see a bit longer cooldown on ASB's and the limit to 1 per ship and then the concept of local shield tanking would be basically complete. Armor on the other hand has absolutely no positives and only get's used because it has to be on some ships.
I mean really, the claymore design is one of the few ships that actually seems to have a unique role and gets some interesting **** right.... The sad thing is, it just obsoletes basically every other close range, high speed solo or small gang platform out there by being so god damn perfect. Claymore has a powerful tank, but has that minute gap where it's defense almost totally drops.... that's a great flaw. Why is that **** not perfected and iterated on more in this game IHNFC.
And that really goes back to fixing core mechanics... something the devs refuse to do. The claymore is godawful OP IN THE EVE THEY'RE BUILDING... but it's actually almost just right IF they got a damn clue and fixed so much of the core problems in the game.
I just have no faith in them anymore after seeing the last 5 patches.
I'm tired of getting proven right for all the **** I get blasted for months early in these threads. |
Kane Fenris
NWP
74
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Posted - 2013.08.15 07:51:00 -
[1446] - Quote
elitatwo wrote:Chris Winter wrote:The Nighthawk needs a low dropped in favor of a mid. A two-slot shield tank after prop/web/scram is laughable. Combine that with only two rig slots, and its tank is only marginally better than a Drake's.
The Claymore can afford to drop a mid in favor of a low, especially since it needs to lose a low slot to a Co-Processor II in order to fit an XLASB.
With the current slot setup, the Claymore can fit a stronger buffer than the Nighthawk without even making use of its booster tanking bonus. That's just stupid. If you think of an XLASB as buffer, the Claymore can beat the Nighthawk by >25%.
It's also faster than the Nighthawk and has a smaller signature.
Honestly, there's no reason at all to use a Nighthawk over a Claymore. Hell, even the Damnation ends up looking mighty good as a missile boat by comparison. You seem to have never set foot in one of these and the slot layout of the Nighthawk has always been 7/5/5. I give you a hint, go to SiSi and create a fitting for passive shield recharge. There are modules for that purpose. And after that, make an active tank fit.
for this argument, to be valid, PVE hast to be a balanceing aspect. (and esp. a balanceing aspect for command ships!) many discussions and some dev post have shown that the balanceing is done around pvp so show me a passive shield tank used in pvp......
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
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Posted - 2013.08.15 09:21:00 -
[1447] - Quote
Kane Fenris wrote:...balanceing is done around pvp so show me a passive shield tank used in pvp...... You mean the more than common shield/gank fits that were/are so popular as to creep onto ships with just 3 mids (partially replaced by ASB's now)?
PvP tanking is the same as PvE tanking in that it can either be localized (passive/active/buffer) or projected (dps) .. due to cheap bat-phones PvP tanking has been moving towards projected over the years as the kill must be achieved before the phone is picked up ... the passive (assuming you mean regen-tank) PvP tank as such died with the Drake/HML changes.
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Dav Varan
Spiritus Draconis Sicarius Draconis
47
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Posted - 2013.08.15 09:44:00 -
[1448] - Quote
Maximus Andendare wrote:Dav Varan wrote:Jerick Ludhowe wrote: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. No The slot layout is fine. Dual rep kicks out comparable reps to a shield tanked X-Large asb setup 112 versus 115 ( claymore ) per second. and it has plenty of dps 700 most of which is projectable to at least the same extent as hams. It's "nice" that it takes 3 module slots at a minimum (2x reppers and a cap booster) to equal a single XL-ASB's tanking potential. :balanced:
XLASB tank needs a co-pro to fit when your oversizing on a cruiser/bc hull you also need a source of cap for a real comparision, small injector will do.
XLASB + co-pro + small injector has similar sustainable tank and cap availability to Med Injector + Dual Mar.
with my skills lvl 4 command it came out at 115 dps on a CLaymore XLASB and 112dps on an EOS Med inj Dual rep.
Rigs in those layout were EOS em hard and nano bot CLAY overclock / kin hard.
Resists were pretty flat on both ships , but EOS has aabout a 7% edge in resists iirc.
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Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
155
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Posted - 2013.08.15 09:44:00 -
[1449] - Quote
MJ Incognito wrote: Beam Absolution now does 700-800 DPS out to 19km optimal, and 400 dps out to 71km optimal. Mix that with a 185k ehp tank, cruiser tracking abilities and the free mids and close range tech 2 ammo to boost tracking a **** ton, and you have a mammoth beast that will be hard to match at any class of ship in game. ItGÇÖs range is basically enough, hp run in the top tier of needs, itGÇÖs dps is more than enough, and itGÇÖs resist are stellar, making the logistics network awesomeGǪ ItGÇÖs also one of the few ships that can easily hide itGÇÖs bonuses within the fleet doctrine itself providing a distinct advantage. [...] Nighthawk: This guy loses for so many reasons that you were warned about back with the heavy missile nerf, and far more. As a close range brawler, it gets outmatched by the Claymore in every wayGǪ agility, damage applications, mid slot options, vastly inferior local tank, no speed or agility, no real sense of itself, smaller drone bay/projection, and horrid resist layout. [...] The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab. [...] As for long range rail Astarte canGÇÖt even begin to match the Abso or a Rail Talos either. So again, while it seems good on paper, when you start to look at the big picture, it really doesnGÇÖt.
My personal fascination with the claymore comes from it's ability to blend into a classic nano-roam (vagas, artycynas, ABCs, etc.), so while those posted tankstats are archivable, it seems to me that compromises are to be done to an extent. Experimenting with fits, I personally had more success (using T2 modules) tanking things with a large SB and two op. solidifiers compared to an XL setup with fitting modules. Best thing - on TQ, it tanks double GÖÑ The main advantage of the claymore is nano, it goes 2km/s with no imps but the skirmish mindlink, with it's announced costs of less than 100mil - ship is most likely bought with one in it's cargo for emergency-plug-in :)
The Beam abso is great, ye. Can't say otherwise, it got multi to compete with the usual scorch, and then all those other crystals. 150k EHP with 680dps at ~20k is decent at least. (380dps at ~65k using aurora, negelecting tracking)
I strongly disagree with the nighthawk. It's certainly not the kind of ship that moves around a lot, nor a ship to active tank. It seems as if the right way to tank it would be 'brick', which also leaves you with substantial passive shield recharge - when doing nothing but boosting, tanking and dps - i.E. no tackle - you get your ridiculous values already. Mobility is bad, but I'd guess still sufficient (~1km/s is the worst around, but oh so many ships aren't any faster), with the clear option of using a claymore, if the mobility is needed and no huge dps will be incoming (or can be avoided thanks to velocity)
I really can't follow on why the Eos is crap, it got amazing dps while also running double med-neuts, it still got decent dps, while running a plate+dualrepfit, it has wonderful dps using a buffer-link-ion-fit with two DDAs. Four mids are quite anemic, but it already is a decent ship on SiSi as it stands. I only correct my own spelling. |
MJ Incognito
Macabre Votum Northern Coalition.
17
|
Posted - 2013.08.15 09:55:00 -
[1450] - Quote
Lloyd Roses wrote:MJ Incognito wrote: Beam Absolution now does 700-800 DPS out to 19km optimal, and 400 dps out to 71km optimal. Mix that with a 185k ehp tank, cruiser tracking abilities and the free mids and close range tech 2 ammo to boost tracking a **** ton, and you have a mammoth beast that will be hard to match at any class of ship in game. ItGÇÖs range is basically enough, hp run in the top tier of needs, itGÇÖs dps is more than enough, and itGÇÖs resist are stellar, making the logistics network awesomeGǪ ItGÇÖs also one of the few ships that can easily hide itGÇÖs bonuses within the fleet doctrine itself providing a distinct advantage. [...] Nighthawk: This guy loses for so many reasons that you were warned about back with the heavy missile nerf, and far more. As a close range brawler, it gets outmatched by the Claymore in every wayGǪ agility, damage applications, mid slot options, vastly inferior local tank, no speed or agility, no real sense of itself, smaller drone bay/projection, and horrid resist layout. [...] The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab. [...] As for long range rail Astarte canGÇÖt even begin to match the Abso or a Rail Talos either. So again, while it seems good on paper, when you start to look at the big picture, it really doesnGÇÖt.
My personal fascination with the claymore comes from it's ability to blend into a classic nano-roam (vagas, artycynas, ABCs, etc.), so while those posted tankstats are archivable, it seems to me that compromises are to be done to an extent. Experimenting with fits, I personally had more success (using T2 modules) tanking things with a large SB and two op. solidifiers compared to an XL setup with fitting modules. Best thing - on TQ, it tanks double GÖÑ The main advantage of the claymore is nano, it goes 2km/s with no imps but the skirmish mindlink, with it's announced costs of less than 100mil - ship is most likely bought with one in it's cargo for emergency-plug-in :) The Beam abso is great, ye. Can't say otherwise, it got multi to compete with the usual scorch, and then all those other crystals. 150k EHP with 680dps at ~20k is decent at least. (380dps at ~65k using aurora, negelecting tracking) I strongly disagree with the nighthawk. It's certainly not the kind of ship that moves around a lot, nor a ship to active tank. It seems as if the right way to tank it would be 'brick', which also leaves you with substantial passive shield recharge - when doing nothing but boosting, tanking and dps - i.E. no tackle - you get your ridiculous values already. Mobility is bad, but I'd guess still sufficient (~1km/s is the worst around, but oh so many ships aren't any faster), with the clear option of using a claymore, if the mobility is needed and no huge dps will be incoming (or can be avoided thanks to velocity) I really can't follow on why the Eos is crap, it got amazing dps while also running double med-neuts, it still got decent dps, while running a plate+dualrepfit, it has wonderful dps using a buffer-link-ion-fit with two DDAs. Four mids are quite anemic, but it already is a decent ship on SiSi as it stands. You can read the rest of this thread for the Eos explanations as there are so many.
Nighthawk has to move b/c it's damage application is limited heavily by the nerf to HML's and the terrible speed, short range of HAMs. But it can't move for **** either way. It's tank is "good" but in no way compares to the beam abso dominance, nor the 50 million other missile platforms that just do it all better. Tengu, Cerb, Caracal, and Claymore are both the obvious choices for for Medium Sized missile platforms and the Nighthawk does nothing to really cope with any of those other ships advantages..... as for tank, the claymore can beat it hands down on active tank and virtually tie it on passive.... so your point there is naught.
Claymore has a massive versatility of fitting choices and styles, there's no doubt. But when you find out how easy it is to customize around certain fits, it will naturally fall into a specific category for most players. Not to mention, it does it easier and far better than any of the active armor reppers while still having more speed, and no capacitor issues from weapons or boosters. |
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Kane Fenris
NWP
74
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Posted - 2013.08.15 10:08:00 -
[1451] - Quote
Veshta Yoshida wrote:Kane Fenris wrote:...balanceing is done around pvp so show me a passive shield tank used in pvp...... You mean the more than common shield/gank fits that were/are so popular as to creep onto ships with just 3 mids (partially replaced by ASB's now)? PvP tanking is the same as PvE tanking in that it can either be localized (passive/active/buffer) or projected (dps) .. due to cheap bat-phones PvP tanking has been moving towards projected over the years as the kill must be achieved before the phone is picked up ... the passive (assuming you mean regen-tank) PvP tank as such died with the Drake/HML changes.
buffer isnt the same as passive shield
if you had read the post i quoted it would be clear to you cause he said nighthawk slot layout is good cause of the mods needed for passive recharge fit... |
Cyaron wars
SkREW CREW Local Down
47
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Posted - 2013.08.15 10:10:00 -
[1452] - Quote
After reviewing all ships I can say that CCP Fozzie just made Sleipnir a bit tankier hurricane. I really don't like this tbh. Solo sleipnirs are gone :( |
S1dy
Free-Space-Ranger Nulli Secunda
20
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Posted - 2013.08.15 10:55:00 -
[1453] - Quote
CCP Fozzie wrote:Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance.
I absolutely don't understand your goal here... Is this any aprils fool or something like that? Tell me Fozzie, what is this thread for if you ignore EVERY post that is made here?! The whole thread is full with statements saying the Damnation is fine as it is and should get - if any - other trade offs than tank. And now you made this... No we have no Command Ship tanky enough for large fleets.
Yeah, this balance is clearly the worst of all you made in the last 2 years. And it's thrilling you're absolutely NOT listening |
Kara Vix
Sanford and Son Salvage
202
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Posted - 2013.08.15 10:56:00 -
[1454] - Quote
Rest in peace my lovely Nighthawk, over 2 years of flying you has come to an end Not only shall you be a joke amongst the other CS's but in time you will look like a Drake, adding insult to injury. But vengeance shall be mine /gets out voodoo dolls |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
|
Posted - 2013.08.15 11:33:00 -
[1455] - Quote
CCP Fozzie #917, p.46 wrote:I considered dropping the armor hp bonus from the Damnation, but in the end I think it's ok for it to have a strong identity, even if that identity makes it more popular than the others for large fleet warfare.
- Seven days later -
CCP Fozzie #1368, p.69 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. What happened during that week to make you see the light?
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Peter Tjordenskiold
101
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Posted - 2013.08.15 11:44:00 -
[1456] - Quote
CCP Fozzie wrote: Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance.
Ohh, balancing means in huge fight like in Fountain fleets will be getting every time a headshot of a FC. I guess this will be a hillarious PVP experience or a fleet without bonus to secure the FC. It's looking to me that CCP is working on the next level how to crash the player accounts.
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Mournful Conciousness
Embers Children TOHA Conglomerate
130
|
Posted - 2013.08.15 11:53:00 -
[1457] - Quote
Peter Tjordenskiold 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.
Ohh, balancing means in huge fight like in Fountain fleets will be getting every time a headshot of a FC. I guess this will be a hillarious PVP experience or a fleet without bonus to secure the FC. It's looking to me that CCP is working on the next level how to crash the player accounts.
Wait a minute. How big is a grid?
With some grid-fu it can me made to be enormous. Even when off-grid boosting is finally put to rest (a good thing), the command ship and its bodyguards can still be well out of range of any weaponry.
Sure it can be scanned down, but it can also move and be protected.
With a savvy FC it certainly won't be a candidate for a headshot.
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Vulfen
Snuff Box Urine Alliance
9
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Posted - 2013.08.15 11:55:00 -
[1458] - 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 |
Anattha
Ministry of War Amarr Empire
0
|
Posted - 2013.08.15 12:20:00 -
[1459] - Quote
As i suppose - we will never see 4 med slot Absolution |
Dav Varan
Spiritus Draconis Sicarius Draconis
47
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Posted - 2013.08.15 12:24:00 -
[1460] - Quote
Eldrith Jhandar wrote:Forum deleted my long post about hp/s for armor reps and shield reps I'm too busy to do it all again but basically Astarte/ eos 2 t2 med reps cap booster and 2 rigs gets about 160hp/s Claymore with xl asb 360hp/s with crystals 500+ Xl t2 boosters are less somewhere around 200 and 360 with crystals All with less slots
Your quoting Burst tank for the Claymore. Sustainable tank = Burst Tank / 105 * 45
Sustainable Tank from Clay with your numbers is actually 154hp/s
I take it you used 2xT2 rigs to get that 360 ? So your going to need 1 x cpu in low ( with Meta4 fit ) or ( 2 x cpu in low to go t2 launchers ) and also an injector
5 slots for armor 5/6 slots for shield 160 reps for the armor 154 reps for the shield
Sounds pretty balanced to me.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
766
|
Posted - 2013.08.15 12:26:00 -
[1461] - Quote
Peter Tjordenskiold wrote:Ohh, balancing means in huge fight like in Fountain fleets will be getting every time a headshot of a FC. I guess this will be a hillarious PVP experience or a fleet without bonus to secure the FC. It's looking to me that CCP is working on the next level how to crash the player accounts. Take a look around and tell me if you see ships other than the Command Ships that can field links while having considerably more EHP than even the 4x1600 Damnation .. get back to me when you see it (hint: they are bigger)
For massive blobs (offensive ones at least) CC's or even T3's will not be the optimal choice due to the risk of being 'head shotted' as you mention, but there are other options hitherto unexplored due to off-grid functionality.
Off/On/Tangential-to topic: Why not add a CC level link bonus to the activation of the Triage module (think Rorqual deploy bonus)? |
Dav Varan
Spiritus Draconis Sicarius Draconis
47
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Posted - 2013.08.15 13:12:00 -
[1462] - Quote
Just has a thought that might be crazy.
This 7.5% armor rep per level.
What about 10% per level reduced rep time instead.
So at lvl 5 a med repper would basically have the rep of 2 med reppers It would use more cap of course and a med injector would not be able to keep pace with 2xMAR.
This would basically be the same as Burst tank from a ASB
Increased cargo bays for the extra needed charges of course.
r.p. Advanced Gallente system shunt heat out of armor reps with increased effeciency blah blah etc etc.
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Harvey James
Deep Core Mining Inc. Caldari State
452
|
Posted - 2013.08.15 13:19:00 -
[1463] - Quote
Dav Varan wrote:Just has a thought that might be crazy.
This 7.5% armor rep per level.
What about 10% per level reduced rep time instead.
So at lvl 5 a med repper would basically have the rep of 2 med reppers It would use more cap of course and a med injector would not be able to keep pace with 2xMAR.
This would basically be the same as Burst tank from a ASB
Increased cargo bays for the extra needed charges of course.
r.p. Advanced Gallente system shunt heat out of armor reps with increased effeciency blah blah etc etc.
+1 But cap requirements would have to be reduced for armour reps.... but then they need to do that anyway... although it would mean AAR's would run out much quicker of nanite paste ... but they need to improve AAR's anyway less nanite paste consumption would be needed and allowing nanite skills to affect AAR's would be nice .. also change the reload times of AAR's or use an inject system so you can still rep at 75% whilst you wait for nanites to inject 15-20 secs. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Ludi Burek
Toilet Emergency JIHADASQUAD
248
|
Posted - 2013.08.15 15:06:00 -
[1464] - Quote
Why won't you finally ungimp the Absolution and give it the 4th mid? Would that be so bad?
The turret reduction plus the damage buff to compensate is a step in the right direction but it needs to go further. Drop another turret and buff the damage to remain the same. Now add this high slot to mid slots.
Really this ship wants to be worth it but it has been bad for years and sadly doesn't appear to be improving in a meaningful way. It virtually remains the same.
Edit: And now that it is using less cap due to less guns, replace that dreadful laser cap use bonus with something better like tracking, range whatever. |
Mournful Conciousness
Embers Children TOHA Conglomerate
131
|
Posted - 2013.08.15 15:51:00 -
[1465] - Quote
I have just tried a triple-rep astarte vs 2 navy 'phoons on sisi.
The astarte was not able to hold its overheated tank for longer than 2 cycles of the dual medium capacitor boosters.
I don't think it's going to survive in a skirmish Fozzie... It either needs to be able to fit LARs, or it needs better resistances.
It's just too vulnerable against more than 1 opponent at the moment.
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Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
306
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Posted - 2013.08.15 16:32:00 -
[1466] - Quote
Veshta Yoshida wrote:Peter Tjordenskiold wrote:Ohh, balancing means in huge fight like in Fountain fleets will be getting every time a headshot of a FC. I guess this will be a hillarious PVP experience or a fleet without bonus to secure the FC. It's looking to me that CCP is working on the next level how to crash the player accounts. Take a look around and tell me if you see ships other than the Command Ships that can field links while having considerably more EHP than even the 4x1600 Damnation .. get back to me when you see it (hint: they are bigger) For massive blobs (offensive ones at least) CC's or even T3's will not be the optimal choice due to the risk of being 'head shotted' as you mention, but there are other options hitherto unexplored due to off-grid functionality. Off/On/Tangential-to topic: Why not add a CC level link bonus to the activation of the Triage module (think Rorqual deploy bonus)?
You have no idea what you're talking about.
Using a carrier as a subcap command ship is bad, and you should feel bad for suggesting it. The FC's command ship has to be as maneuverable as the rest of the fleet or else he's going to fleet warp everyone else away and he's going to get caught, or he's going to be unable to keep pace with the rest of the fleet if it's anything other than a immobile sentry domi fleet.
Additionally, adding a bonus to a triage module is a waste. In the fountain war the lifespan of a carrier in triage was best measured in seconds, which is hardly acceptable for a FC who's trying to direct a fleet.
It's fairly obvious that your experience in large fleet combat is lacking and your knowledge about what characteristics a FC needs are off.
/lol 4x1600 plate fits...if you don't have high resists your logi aren't going to be able to hold when you get focused |
Harvey James
Deep Core Mining Inc. Caldari State
452
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Posted - 2013.08.15 16:41:00 -
[1467] - Quote
Harvey James wrote:Dav Varan wrote:Just has a thought that might be crazy.
This 7.5% armor rep per level.
What about 10% per level reduced rep time instead.
So at lvl 5 a med repper would basically have the rep of 2 med reppers It would use more cap of course and a med injector would not be able to keep pace with 2xMAR.
This would basically be the same as Burst tank from a ASB
Increased cargo bays for the extra needed charges of course.
r.p. Advanced Gallente system shunt heat out of armor reps with increased effeciency blah blah etc etc.
+1 But cap requirements would have to be reduced for armour reps.... but then they need to do that anyway... although it would mean AAR's would run out much quicker of nanite paste ... but they need to improve AAR's anyway less nanite paste consumption would be needed and allowing nanite skills to affect AAR's would be nice .. also change the reload times of AAR's or use an inject system so you can still rep at 75% whilst you wait for nanites to inject 15-20 secs.
Perhaps we could have a armour repping cap reduction skill? .. like the shield compensation skill .. which could probably do with a buff btw. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
156
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Posted - 2013.08.15 18:25:00 -
[1468] - Quote
Mournful Conciousness wrote:I have just tried a triple-rep astarte vs 2 navy 'phoons on sisi.
The astarte was not able to hold its overheated tank for longer than 2 cycles of the dual medium capacitor boosters.
I don't think it's going to survive in a skirmish Fozzie... It either needs to be able to fit LARs, or it needs better resistances.
It's just too vulnerable against more than 1 opponent at the moment.
So you cannot solotank two ships known for their crazy damage-application SIMULTANIOUSLY while sitting under two heavyneuts in an ACTIVE tanked ship while potentially being painted and webbed. Dude, two navy BS against your command ship... I only correct my own spelling. |
Mournful Conciousness
Embers Children TOHA Conglomerate
131
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Posted - 2013.08.15 18:40:00 -
[1469] - Quote
Lloyd Roses wrote:Mournful Conciousness wrote:I have just tried a triple-rep astarte vs 2 navy 'phoons on sisi.
The astarte was not able to hold its overheated tank for longer than 2 cycles of the dual medium capacitor boosters.
I don't think it's going to survive in a skirmish Fozzie... It either needs to be able to fit LARs, or it needs better resistances.
It's just too vulnerable against more than 1 opponent at the moment.
So you cannot solotank two ships known for their crazy damage-application SIMULTANIOUSLY while sitting under two heavyneuts in an ACTIVE tanked ship while potentially being painted and webbed. Dude, two navy BS against your command ship...
Relax Lloyd,
I am not suggesting that the astarte should be able to perma-tank them. I was sure that it would go down, but I am concerned that it went down a little too quickly to be a viable skirmish command ship
It was not capped out, it simply could not tank the damage for longer than 44 seconds.
That is not enough time for help to arrive.
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Peter Tjordenskiold
101
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Posted - 2013.08.15 19:13:00 -
[1470] - Quote
I'm just asking who needs all the command ships for PVE? Give some love to 0.0. At least one shield CS should have a shield bonus like the Damnation for armor. |
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