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Author |
Thread Statistics | Show CCP posts - 46 post(s) |
Florian Kuehne
Tech3 Company
13
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Posted - 2013.08.17 06:42:00 -
[1531] - Quote
well the fleet bosster should be the damnation and not the absolution but ccp is trying to force this dumb decision.
On Sisi i got on the Absolution(both ships with 3x Damagemod) like 750dps or so on short range(Confl M) while the Astarte with Void m got over 1000dps, even with null m over 700 dps. Scorch M on the absol give u about 530.
I think this is a quite big difference. |
MotherMoon
Tribal Liberation Force Minmatar Republic
1459
|
Posted - 2013.08.17 09:40:00 -
[1532] - Quote
I still wish commandships just dropped 150km range command probes instead of giving out bonuses as a ship http://dl.eve-files.com/media/1206/scimi.jpg |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
156
|
Posted - 2013.08.17 10:15:00 -
[1533] - Quote
Heribeck Weathers wrote:Mournful Conciousness wrote:surely that depends on the fits?
Isn't the absolution designed to be a fleet booster, with a great deal more ehp but less need to apply damage, and the astarte an armour skirmish booster with a requirement to move, tank and deal damage where possible?
I don't think you can compare raw numbers in the same situation because these ships are designed for very different roles.
Your confusing the Abso with the Damnation, The Abso like the Slep and Astarte is the DPS ship, but with a cap bonus rather than a range bonus like the other two have. Lasters usualy win out on range but if the laser ship has no range bonus and the others all do than the lasers lose its one advantage.
The Abso is very decent using both pulses and beams. Pulses got the tracking, beams got (using vanilla 2 heatsinks) 620 dps at 18k, 360dps at ~60k. It really isn't terrible. Advantage of Pulses: You can even take some smartbombs (with fitting acrobatics) or neuts/nos along!
A significant downside for the astarte is that - when dualwebbed - you're pretty much screwed. And every afterburning t1 cruiser says ***** *** tracking or screw you range :S I only correct my own spelling. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
767
|
Posted - 2013.08.17 10:35:00 -
[1534] - Quote
Lloyd Roses wrote:...A significant downside for the astarte is that - when dualwebbed - you're pretty much screwed. And every afterburning t1 cruiser says ***** *** tracking or screw you range :S Doesn't that go triple for the Absolution with its less drones, less tracking, less midslots, less tank, less everything really .. except Scorch range?
Absolution is in a bad place if it is to be the dps/vanguard hull, granted the Devs may have laser changes in mind and thus deliberately underbuffing the hull, but if that is the case then we really ought to know.
PS: Scorch has been used to justify sub-par performance of practically all laser hulls since forever which is just plain wrong. If I had the choice between fun competitive ships and a narrow niche (projection only) single ammo type I'd choose the former every day of the week .. (read: Nerf Scorch already so that Amarr can get rid of that damn crutch once and for all). |
Alsyth
83
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Posted - 2013.08.17 10:36:00 -
[1535] - Quote
CCP Fozzie wrote: It's actually been part of the original tiericide design from the start of this balance pass that T2 ships should have tighter fittings than T1, since they are built for players with higher SP. We've diluted that quite a bit by giving a HACs and Command Ships tons of fittings (probably too much but we can always go back and adjust later as needed) but I beleive the original intent has a valid basis. One of the things we look at when we design a ship is how "forgiving" it is, in piloting skill required, cost of losing it, difficulty fitting. T2 can be a bit less forgiving as long as the rewards are there for people who overcome the slight challenge of dropping a mod to Meta 3 or 4 once and awhile.
Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.
So armor ones are really easy to fit, shield ones are a nightmare unless you go for the passive fit. And you end up with less EHP than armor CS which still has 2 MAR+cap booster...
By making fitting -very- tight for shield CS with passive fits you just totally ruined their active tanking fits, while armor can still do both effectively (at the same time if they downgrade guns, without a fitting mod even!).
Nighthawk slot layout is still waiting for a fix... |
Florian Kuehne
Tech3 Company
13
|
Posted - 2013.08.17 10:37:00 -
[1536] - Quote
The astarte got bonus for falloff range btw so it has quite a good range in comparison to the abso. |
Jerick Ludhowe
trolllolcorp
533
|
Posted - 2013.08.17 12:52:00 -
[1537] - Quote
Give the Abso 11 relative turrets like the astarte... |
Capt Canada
Risk Breakers Fidelas Constans
0
|
Posted - 2013.08.17 13:07:00 -
[1538] - Quote
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.
Nighthawk: +75 PWG
Shifting strength between the two dps bonuses adds 1 effective launcher (now 11) and especially increases damage dealt with non-kin missiles. Post-patch Nighthawk does the same damage with non-kin missiles as current nighthawk, and 1 more effective launcher with kin. (Plus all the other buffs)
Kinetic missile bonus changed to 7.5% per level of Caldari BC Missile RoF bonus changed to 7.5% per level of Command Ships
Quote:Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage Command Ships skill bonuses: 7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity) 3% bonus to strength of Siege Warfare and Information Warfare links Fixed Bonus: Can fit up to three Warfare Link modules Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1) Fittings: 900 PWG (+190), 550 CPU (-5) So I gather from the description, the nighthawk is to be used as a battlecruiser only not a command ship? Even once link fitting requirements are lowered (with all lv 5's) you need to drop 3 launchers to fit 3 links, 4 if you want to fit an MWD and give it a little survivability by putting a mediocre tank on it. Now if you don't care about DPS or HP they will work well but I thought the idea of the rebalancing ( for want of actually calling it what it is - a massive nerf, to an already below par T2 ship) was in line with the plan to remove off grid boosting. Unless of course there are plans to "rebalance" them again when off grid boosting is removed. If not, simply scrap warfare link bonuses for caldari and give the command ships a usable bonus instead. You want to make them usable - slot layout, 7h, 6m, 4 l and give back the bonus to rapid light missiles. It would still be a mediocre command ship but would at least be usable. ( I for 1 can't afford to fly 300+ mil throw away ships)
NB; It might be a nice idea if you did some fitting tests before releasing these upcoming changes. The plan is to have command ships boosting ongrid in the future?? Try to make sure they are capable of dealing "some" DPS and have the ability to fit a tank relevant to the risk they will face being the primary target of every encounter. For large scale fleets this is probably not an issue but not everyone wants to fly in 2000 man fleets. Try balancing them to suit the average fleet of say + - 100, where the boosting ship is required to do more than just sit there getting reps to stay alive as long as possible.. |
Mournful Conciousness
Embers Children TOHA Conglomerate
150
|
Posted - 2013.08.17 13:33:00 -
[1539] - Quote
In a 100 man fleet, a 50% increase in your dps equates to an increase of (roughly) 0.5% of your fleet. That is an insignificant increase when compared to the increase in fleet effectiveness by fitting 1 more command module.
That one module effectively gives every ship in the fleet an extra slot.
This is the purpose of a command ship.
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Smoking Blunts
ZC Industries Dark Stripes
667
|
Posted - 2013.08.17 13:48:00 -
[1540] - 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.
so you want the only command ship that can be used on grid and survive in big fleet fights to eventually be reduced to the point it cant be used on grid in big fleet fights?
OMG when can i get a pic here
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Mournful Conciousness
Embers Children TOHA Conglomerate
150
|
Posted - 2013.08.17 14:05:00 -
[1541] - Quote
Smoking Blunts 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. so you want the only command ship that can be used on grid and survive in big fleet fights to eventually be reduced to the point it cant be used on grid in big fleet fights?
Lets resolve this argument one way or the other.
Q1: What is the exact number of EHP a fleet command ship need to be able to survive while being given logi reps? Q2: Is it possible to fit the damnation with that much EHP?
Let's have some justified numbers before we start complaining.
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Capt Canada
Risk Breakers Fidelas Constans
0
|
Posted - 2013.08.17 14:28:00 -
[1542] - Quote
Mournful Conciousness wrote:In a 100 man fleet, a 50% increase in your dps equates to an increase of (roughly) 0.5% of your fleet. That is an insignificant increase when compared to the increase in fleet effectiveness by fitting 1 more command module.
That one module effectively gives every ship in the fleet an extra slot.
This is the purpose of a command ship.
Sorry but I don't understand this at all. Where is the 50% increase in DPS coming from?? If the current changes go through as proposed, the nighthawk will have the ability to fit 3 warfare links, 1 launcher and 5 small drones ( so effectively, no dps).
What I would like to see is a command ship that doesn't need to sacrifice all its dps and or tanking ability to run links. I have pretty good boosting skills but rarely fly command ships as they are just not, and with the proposed changes will not be a practical ship to fly into combat. It is clear those who put these changes forward have never flown command ships (with links).
NB; why have 7 highslots if you have to leave 3 of them empty?? Quite simply.. The nighthawk does not have enough PG to even be considered in the "fitting trade offs" category CCP is so fond of. I have no problem dropping "some" dps or tank to fit 3 links but to have drop next to all dps and have minimal tank?? Next time your out in your boosting tengu, warp it on grid and see how long it survives. There is a reason people boost offgrid, no right or wrong, the reason is - on grid boosting is committing suicide |
Mournful Conciousness
Embers Children TOHA Conglomerate
150
|
Posted - 2013.08.17 14:44:00 -
[1543] - Quote
Capt Canada wrote:Mournful Conciousness wrote:In a 100 man fleet, a 50% increase in your dps equates to an increase of (roughly) 0.5% of your fleet. That is an insignificant increase when compared to the increase in fleet effectiveness by fitting 1 more command module.
That one module effectively gives every ship in the fleet an extra slot.
This is the purpose of a command ship.
Sorry but I don't understand this at all. Where is the 50% increase in DPS coming from?? If the current changes go through as proposed, the nighthawk will have the ability to fit 3 warfare links, 1 launcher and 5 small drones ( so effectively, no dps). What I would like to see is a command ship that doesn't need to sacrifice all its dps and or tanking ability to run links. I have pretty good boosting skills but rarely fly command ships as they are just not, and with the proposed changes will not be a practical ship to fly into combat. It is clear those who put these changes forward have never flown command ships (with links). NB; why have 7 highslots if you have to leave 3 of them empty?? Quite simply.. The nighthawk does not have enough PG to even be considered in the "fitting trade offs" category CCP is so fond of. I have no problem dropping "some" dps or tank to fit 3 links but to have drop next to all dps and have minimal tank?? Next time your out in your boosting tengu, warp it on grid and see how long it survives. There is a reason people boost offgrid, no right or wrong, the reason is - on grid boosting is committing suicide
The 50% was an example number to illustrate the point that dps is not the issue.
Ability to survive, I agree with you, is.
Are you saying there is no viable nighthawk fit in which it is possible to survive, given that you will have some form of logistics on grid with you?
That seems unlikely, but I'll see if I can fit something up on sisi since I haven't tried it yet. What numbers do you need to regard it as survivable?
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Capt Canada
Risk Breakers Fidelas Constans
0
|
Posted - 2013.08.17 14:47:00 -
[1544] - Quote
Mournful Conciousness wrote:Smoking Blunts 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. so you want the only command ship that can be used on grid and survive in big fleet fights to eventually be reduced to the point it cant be used on grid in big fleet fights? Lets resolve this argument one way or the other. Q1: What is the exact number of EHP a fleet command ship need to be able to survive while being given logi reps? Q2: Is it possible to fit the damnation with that much EHP? Let's have some justified numbers before we start complaining. That depends on how big a fleet your in, how much logi you have compared to the incoming dps.. Won't matter how much logi you have if the command ship is primary vs a high alpha fleet. The idea should be to get all command ships usable, the current imbalance is too wide but rather than nerfing the damnation down, all command ships should receive a buff to make using them in a combat situation viable. Justifiable numbers would be nearly impossible unless you also have set fleet makeup and numbers. |
Capt Canada
Risk Breakers Fidelas Constans
0
|
Posted - 2013.08.17 15:13:00 -
[1545] - Quote
Mournful Conciousness wrote:Capt Canada wrote:Mournful Conciousness wrote:In a 100 man fleet, a 50% increase in your dps equates to an increase of (roughly) 0.5% of your fleet. That is an insignificant increase when compared to the increase in fleet effectiveness by fitting 1 more command module.
That one module effectively gives every ship in the fleet an extra slot.
This is the purpose of a command ship.
Sorry but I don't understand this at all. Where is the 50% increase in DPS coming from?? If the current changes go through as proposed, the nighthawk will have the ability to fit 3 warfare links, 1 launcher and 5 small drones ( so effectively, no dps). What I would like to see is a command ship that doesn't need to sacrifice all its dps and or tanking ability to run links. I have pretty good boosting skills but rarely fly command ships as they are just not, and with the proposed changes will not be a practical ship to fly into combat. It is clear those who put these changes forward have never flown command ships (with links). NB; why have 7 highslots if you have to leave 3 of them empty?? Quite simply.. The nighthawk does not have enough PG to even be considered in the "fitting trade offs" category CCP is so fond of. I have no problem dropping "some" dps or tank to fit 3 links but to have drop next to all dps and have minimal tank?? Next time your out in your boosting tengu, warp it on grid and see how long it survives. There is a reason people boost offgrid, no right or wrong, the reason is - on grid boosting is committing suicide The 50% was an example number to illustrate the point that dps is not the issue. Ability to survive, I agree with you, is. Are you saying there is no viable nighthawk fit in which it is possible to survive, given that you will have some form of logistics on grid with you? That seems unlikely, but I'll see if I can fit something up on sisi since I haven't tried it yet. What numbers do you need to regard it as survivable? It's not really about an exact number, it's more about fitting trade offs, base PG of 900 compared to the next lowest of 1100 (claymore). These 2 ships have basically the same fitting and role requirements. Claymore has all round better attributes, with good skills you can actually use all the highs (3 links 4 launchers) and have 6 usable mid slots and the option to use rig slots for something other than fitting mods. I'd like to have a caldari command ship I can use for something other than anoms. 5 lows is a waste, 7h 6 m 4 l
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Mournful Conciousness
Embers Children TOHA Conglomerate
151
|
Posted - 2013.08.17 15:19:00 -
[1546] - Quote
With the greatest respect, until you give the devs numbers you are not in a position to tell them how to improve the design.
They're just not going to listen to "it's ****" claims.
Give a concrete example.
Here is a concrete example:
The numbers are with a siege warfare implant, bad drone skills, and no other implants for drugs - but include the siege boosts.
Nighthawk: high slots: 3 siege boosters, 4 heavy missiles, navy scourge med slots: EM ward II, infvuln II, LSB II x 2, 10mn MWD (meta-3) low slots: DC II, ballistic control II x 2, nanofiber II, PDU II rigs: T1 field extenders (I dont have the skills for T2)
Stats: EHP: 122,395 (unheated) Resists: 81/93/89/81 (unheated) shield recharge: 55hp/s = approx 250dps peak (unheated)
damage output (for me): 300dps to 54km. This will increase with better skills to about 400 i think (unheated).
122k ehp does not suggest to me that this ship will die immediately - it's the same as a battleship.
I'd be happy to take this in a moderately-sized shield fleet. No, it's not going to survive massive alpha from 2000 ships. I guess it's designed for durability in a smaller fleet with some logi. If that is the design goal, then it has met its targets. If the design goal is "massive fleet alpha" then it has probably not.
So, some questions:
Q1: what are your design goals? What size alpha do you need to counter? Q2: Does the ship meet the criteria while providing link boosts?
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?
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Jerick Ludhowe
trolllolcorp
533
|
Posted - 2013.08.17 15:36:00 -
[1547] - 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.
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Mournful Conciousness
Embers Children TOHA Conglomerate
152
|
Posted - 2013.08.17 15:47:00 -
[1548] - Quote
I've reported it to the ISD Help fella since the bug reporting system is itself bugged |
bloodknight2
Talledega Knights PLEASE NOT VIOLENCE OUR BOATS
171
|
Posted - 2013.08.17 15:51:00 -
[1549] - Quote
Alsyth wrote:
Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.
http://i52.tinypic.com/1zwypsg.jpg
One XL-ASB rep for 980Hp VS 640 for a dual MAR A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR). A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR)
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
767
|
Posted - 2013.08.17 17:01:00 -
[1550] - Quote
Capt Canada wrote:...That depends on how big a fleet your in, how much logi you have compared to the incoming dps.. Won't matter how much logi you have if the command ship is primary vs a high alpha fleet... Only one thing will save links from alpha when they come on grid, adopting a pragmatic approach by having enough baskets for ones eggs. Look at the command redundancy built into modern armies, order givers start appearing all the way down at a squad level whereas in Eve we have gotten accustomed to having one big cheese.
Of course that paradigm change that is necessitated by eventual on-grid change will force CCP to cook up a more fluid way of assigning boosters as they should be expected to be near top of primary lists, if only to test tanks and having to manually assign boosters throughout a fight will drive people mad(der). Another thing that might help on the extreme end of the scale is the Spectrum Breaker, a novel idea when they introed it but it kind of fizzled. Redesign/fix it and add a bonus to its use on CC's, effectively making them immune to pure alpha headshots.
The self same paradigm change is the reason why ALL the CC's should be on roughly equal footing when it comes to damage/application/tanking which is simply not the case with Damnation being the odd one out with even less output than its HAC counterpart but being able to brick itself.
In other words: It is impossible to balance anything to function on the large scale without unbalancing it on all other scales, so paradigms (read: fleet compositions) must be reevaluated and CCP must develop ways/means to ease that shift.
Luckily for CCP the heavy load won't come until links actually are to come on-grid so they have oodles of time to do the napkin dance and sketch out a solution .. but unless we are all willing to go through another CC balance pass when that glorious day arrives the fact that they are coming on-grid should be included in any and all deliberations this time around (all comes down to Dev time as with most things ) |
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Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
156
|
Posted - 2013.08.17 18:12:00 -
[1551] - Quote
bloodknight2 wrote:Alsyth wrote:
Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.
http://i52.tinypic.com/1zwypsg.jpgOne XL-ASB rep for 980Hp VS 640 for a dual MAR A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR). A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR)
I'd like to note that, while the ASB-fits are just better buffer-over-time fits, a classic dual-MAR/plate hybrid-fit has a good chance of creating insane amounts of EHP over the course of a fight. Dual-MAR on an armorlink-eos (bringing that one with such a tank on the field is not that unrealistic) hands you a ship tanking 1.3k EHP on paper, or a tenth of your actual buffer every ~6 seconds. Also has 130k EHP and literally no dps.
A much more reasonable approach for a rather all-purpose fit would still leave you with 3 links, a plate and an ancil MAR, repairing around 40k with each magazine, while capusage is so minimal it barely matters. I only correct my own spelling. |
Grutpig Cloudwalker
The Skulls
0
|
Posted - 2013.08.17 18:56:00 -
[1552] - Quote
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:
- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad - Wing commanders should get the same for every pilot within his wing - Fleet commanders should get the same for every pilot within his fleet
So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.
I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker. |
Mournful Conciousness
Embers Children TOHA Conglomerate
152
|
Posted - 2013.08.17 19:05:00 -
[1553] - Quote
If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.
For God's sake guys...
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Goldiiee
Tax and War Haven
503
|
Posted - 2013.08.17 19:05:00 -
[1554] - Quote
Grutpig Cloudwalker wrote:Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:
- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad - Wing commanders should get the same for every pilot within his wing - Fleet commanders should get the same for every pilot within his fleet
So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.
I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker. Isn't that the reverse of what you want for balance, I mean the big fleet already has the advantage of being a big fleet making them nearly invincible seems the reverse of what we are wanting here.
Not a jab, just asking for edification.
Things that keep me up at night;-á Why do we use a voice communication device to send telegraphs? Moore's Law should state,-áOnce you have paid off the last PC upgrade you will need another. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
767
|
Posted - 2013.08.17 19:10:00 -
[1555] - Quote
bloodknight2 wrote:Alsyth wrote:
Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.
http://i52.tinypic.com/1zwypsg.jpgOne XL-ASB rep for 980Hp VS 640 for a dual MAR A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR). A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR) You are missing his point I think, he is talking about the horribleness of CCP not letting him fit double oversized mods with room to spare for everything else when the armour hulls can fit appropriately sized mods with little to no sacrifices.
He is one of the many people who thinks that the point of tiericide is to buff everything in sight when it is "merely" a great big balance pass which includes module size/fitting discrepancies .. oversizing has been a scourge and I for one am glad it is being addressed although they are too cautious for my taste
Just wait until T3's get their turn in the wringer and the various 100mn fits are nerfed into extinction .. that is when the real fun starts
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Grutpig Cloudwalker
The Skulls
0
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Posted - 2013.08.17 19:54:00 -
[1556] - Quote
Goldiiee wrote:Grutpig Cloudwalker wrote:Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:
- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad - Wing commanders should get the same for every pilot within his wing - Fleet commanders should get the same for every pilot within his fleet
So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.
I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker. Isn't that the reverse of what you want for balance, I mean the big fleet already has the advantage of being a big fleet making them nearly invincible seems the reverse of what we are wanting here. Not a jab, just asking for edification.
I am assuming that 200+ sized fleets in most cases would fight other fleets of similar sizes. And when such big fleets are focus firing the CS, it would buy him a few extra seconds at best.
I also proposed extra HP for a reason, as all it does is buy you some time. It doesnt improve your Active tanking capabilities much. |
Lephia DeGrande
Luxembourg Space Union
34
|
Posted - 2013.08.17 20:08:00 -
[1557] - Quote
Mournful Conciousness wrote:If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.
For God's sake guys...
Sry, but you missed the entire Problem, we dont want unkillable Command Ships, we just dont want to die first every time you Warp on Grid. |
Chris Winter
Zephyr Corp V.A.S.T.
200
|
Posted - 2013.08.17 21:21:00 -
[1558] - Quote
Mournful Conciousness wrote:With the greatest respect, until you give the devs numbers you are not in a position to tell them how to improve the design.
They're just not going to listen to "it's ****" claims.
Give a concrete example.
Here is a concrete example: ... Nighthawk ...
That's nice.
Now do basically the same thing for the Claymore, and you'll end up with a significantly better ship. |
Harvey James
Deep Core Mining Inc. Caldari State
456
|
Posted - 2013.08.17 21:24:00 -
[1559] - Quote
Grutpig Cloudwalker wrote:Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:
- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad - Wing commanders should get the same for every pilot within his wing - Fleet commanders should get the same for every pilot within his fleet
So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.
I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker.
interesting concept to give the 3 commander positions bonuses to their ships....
FC - Fleet Flagship - 10% HP bonus, - 5% agility WC - Wing Command ship - 7.5% HP bonus, -3% agility SC - Squad Command ship - 5% HP bonus, -2% agility
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. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
767
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Posted - 2013.08.17 21:54:00 -
[1560] - Quote
Grutpig Cloudwalker wrote:Regarding the EHP issue of command ships especially in massive battles, I would suggest the following... Server must be keeping track of who/how many are receiving boosts at any given time for it to assign said bonuses .. just add 0.25-0.50% primary EHP buffer (shield/armour) per ship being boosted ... run a survey every five minutes or whichever is prudent to conserve hamster lives.
Basically use the scaling which is responsible for breaking EHP bonuses when applied "raw" to prevent same.
NB: That is contingent on the way boosters are assigned remaining relatively as is, ie. only one per 'level'. |
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