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

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 16:41:00 -
[181] - Quote
Baren wrote:Maybe the they could all use just a little more dps,
Or at the very least have the same number of total slots as "most" t2 do compared to parent t1 hull... At least pre patch there were two commands that were like this... The drop of a slot on the Sleipnir and claymore put them all -1 compared to their parent hulls... While I do like the normalized slot number that has been created by this, I still feel Fozzie went the wrong direction.
I'd strongly suggest giving all of the commands +1 tanking slot. |

Rek Seven
Probe Patrol Polarized.
934
|
Posted - 2013.08.01 16:47:00 -
[182] - Quote
Tobias Hareka wrote:Rek Seven wrote:Each race should have one command ship that has a bonus to local reps and one that has a passive tank bonus!  Rather not. Amarr is quite bad at passive tanking because lack of med slots required for shield tanking. And you can't passive tank a armor tanker.
LOL don't be silly, you know i'm referring to a buffer tank... That's still kind of passive in my book as you don't have to do anything to achieve your tank.
Rek Seven wrote:Each race should have one command ship that has a bonus to local reps and one that has a passive/ buffer tank bonus! Other than that, the changes look good but i'm no command ship expert 
Fixed for your convenience.  Putting work in since 2010. |

Hortoken Wolfbrother
Sniggerdly Pandemic Legion
21
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Posted - 2013.08.01 16:50:00 -
[183] - Quote
Overall I quite like it. You've cut out a role for commands as a ship that can field siege links and actually be quite useful in fleets or solo. They offer a nice mix of damage, survivability, and bring something to their fleets that'd be desirable. Nerf offgrid links and they'd be in a great spot.
Why cant hacs get the same love. |

Elendar
North Eastern Swat Pandemic Legion
58
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Posted - 2013.08.01 16:52:00 -
[184] - Quote
Bacchanalian wrote:Elendar wrote:Not really a fan of the changes from a large fleet perspective.
At present on TQ in armour fleets the damnation is the only viable armour command ship as its the only one with the ehp to be able to survive just getting vollied off the field, skirmish/info links are run on damnations in most armour fleets because claymores/eos are simply too weak. Nothing in this update will change that.
To be honest, I think for that context of fight they'd be better off giving carriers the same bonuses as the command ships when it comes to links. Buffing command ships for the occasional 400 vs 400 leaves them unbalanced in other contexts. Carriers have a bonus to the fitting on gang links, do they not? Why not give them the same leadership-related bonuses. It seems that as they had leadership skills as prerequisites for flying them, the notion existed in some past iteration of CCP and perhaps got lost along the way.
Even for 100 man fleets, a size most nullsec alliances can field for alliance fleets, only the vulture and damnation are realistically viable at present. At 400 people even these are very stretched to survive. Its for this sort of average size 0.0 alliance fleet that i think all 4 fleet command ships should be viable.
At present if i bring a claymore to an ahac gang it will die first because its the easiest target to kill in the fleet. This should not be the case.
Links for a carrier isn't necessarily a bad idea but it shouldn't be the necessity or people will end up dropping them all the time along with triage and that makes fights less interesting, ends them faster and becomes rapidly unviable for anyone without supercap majority to backup their link carrier. |

Gnoshia
Section 8. Fatal Ascension
56
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Posted - 2013.08.01 16:57:00 -
[185] - Quote
Oh my. That new Nighthawk will be even better than it is now for PvE. May become an actual contender with the Tengu! |

Hortoken Wolfbrother
Sniggerdly Pandemic Legion
21
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Posted - 2013.08.01 16:59:00 -
[186] - Quote
I also echo elendar's concerns. The minmatar/gallente ships are too vulnerable for large fleet fights. Not having natural resists or EHP to match up to their companions means they start off already incredibly hobbled.
It'd be nice to see one ship for each race left intact as an active brawler, but the other ship get a bit of love to make it tougher. Why do caldari and amarr get a monopoly on these bonuses, when they are far far far far far better for large gang situations. You have two commands for each race, so it makes sense to have one designed around small gangs and one designed for larger fleets. In the case of minmatar, you could leave the claymore with its active bonus, and give the sleip a strong passive tanking bonus.
Thats my only complaint, but the ships are pretty good otherwise. |

Chris Winter
Zephyr Corp V.A.S.T.
177
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Posted - 2013.08.01 17:00:00 -
[187] - Quote
The Nighthawk's damage bonuses have been moved around, and rapid light missiles have been removed, but neither of these were called out as changes.
Currently: Caldari Battlecruiser bonuses: 5% bonus to RLML, HAM, and HML ROF 4% bonus to shield resistances
Command ships bonuses: 5% bonus to missile kinetic damage (includes RLML) 5% bonus to heavy missile explosion velocity
After your change, the ROF bonus is on Command Ships and the damage bonus is on Caldari Battlecruiser. I guess it was moved in order to account for the loss of the launcher? Makes sense, but still might want to call it out (additionally on any other ships that may have had the same thing happen).
Also, why is the Nighthawk having its RLML bonus removed? RLMLs are awesome, and I'd hate to see the ship nerfed by not getting a damage/ROF bonus to them anymore :( |

Doddy
Dark-Rising
865
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Posted - 2013.08.01 17:03:00 -
[188] - Quote
I like the changes overall (though active rep bonus makes little sense) but why you hate nighthawk?. Its lagging behind the other CS currently and its buffs will only really have it hold station in comparison. You could at least let it get the bonus to all damage types. |

Goldensaver
ArTech Expeditions
207
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Posted - 2013.08.01 17:04:00 -
[189] - Quote
I would just like to question the idea of putting 2 10% bonuses on the Sleipnir. With 11.25 effective turrets, in an artillery configuration it will be capable of enormous alpha strikes for medium weapons. At the moment the only comparable ship is either the 'Cane with 7.5 turrets of alpha strike, the Muninn with 6.25, and the current Sleipnir at 8.75. Now we jump 2.5 effective turrets worth of alpha to the Sleipnir at 11.25 turrets of alpha? Perhaps a RoF bonus might be more fitting. Even a 7.5% bonus (shows me 5*1.5/.625=12, perhaps a bit high, but not enormously out of line with current). |

Lilan Kahn
The Littlest Hobos Whores in space
168
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Posted - 2013.08.01 17:05:00 -
[190] - Quote
slepnir also taking massive dps nerf |
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Goldensaver
ArTech Expeditions
207
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Posted - 2013.08.01 17:07:00 -
[191] - Quote
Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility. |

Shigsy
North Eastern Swat Pandemic Legion
68
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Posted - 2013.08.01 17:07:00 -
[192] - Quote
Sleip does 800 DPS with 425s? |

Ranger 1
Ranger Corp
4429
|
Posted - 2013.08.01 17:08:00 -
[193] - Quote
Grarr Dexx wrote:CCP Fozzie wrote:Grarr Dexx wrote:CCP Fozzie wrote:It's not being changed. Given up on trying to justify the Astarte nerf? Astarte is fine l2p  50% EM 10% Explosive, active tank bonus, 6 lowslots and only two rig slots Yeah, sure. I'm sure you can see how 'fine' the Astarte is by seeing how often its used right now. Wow buddy, way to ignore the actual important aspects of the ship.   
You might look a bit closer at the other base resists by the way:
Quote:Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10 To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tuxedo Catfish
GoonWaffe Goonswarm Federation
55
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Posted - 2013.08.01 17:09:00 -
[194] - Quote
Why did you put the hybrid tracking bonus on a ship with no gun damage bonus?
Why did you put the hybrid tracking bonus on a ship that already has bonused drones to deal with smaller targets?
Why are command ships with active tank bonuses even a thing? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
335
|
Posted - 2013.08.01 17:11:00 -
[195] - Quote
Tuxedo Catfish wrote: Why are command ships with active tank bonuses even a thing?
Apparently if you aren't fitting your command ship so that it has 30k ehp and can tank 1 battlecruiser, but gets totally disabled by a medium neut, you aren't doing small enough gang pvp. |

Michael J Caboose
Imperial Academy Amarr Empire
9
|
Posted - 2013.08.01 17:12:00 -
[196] - Quote
Hortoken Wolfbrother wrote:I also echo elendar's concerns. The minmatar/gallente ships are too vulnerable for large fleet fights. Not having natural resists or EHP to match up to their companions means they start off already incredibly hobbled.
It'd be nice to see one ship for each race left intact as an active brawler, but the other ship get a bit of love to make it tougher. Why do caldari and amarr get a monopoly on these bonuses, when they are far far far far far better for large gang situations. You have two commands for each race, so it makes sense to have one designed around small gangs and one designed for larger fleets. In the case of minmatar, you could leave the claymore with its active bonus, and give the sleip a strong passive tanking bonus.
Thats my only complaint, but the ships are pretty good otherwise.
No. The mimatar/gallente command ships get a very powerful bonus to skirmish links. In exchange, they are more fragile. Less useful in fleets, but good in gangs. The amarr/caldari command ships get a very powerful bonus to EHP. In exchange, they get a bonus to the crappy info warfare links that are seldom even used.
Seems fair. Give the minmatar/gallente EHP bonuses, and no one will ever use amarr or caldari command ships. |

Jerick Ludhowe
trolllolcorp
494
|
Posted - 2013.08.01 17:13:00 -
[197] - Quote
CCP Fozzie wrote:Grarr Dexx wrote:CCP Fozzie wrote:It's not being changed. Given up on trying to justify the Astarte nerf? Astarte is fine l2p 
Ego mongering fozzie at his finest yet again  |

Doddy
Dark-Rising
865
|
Posted - 2013.08.01 17:13:00 -
[198] - Quote
Xequecal wrote:Doddy wrote:Tobias Hareka wrote:Rek Seven wrote:Each race should have one command ship that has a bonus to local reps and one that has a passive tank bonus!  Rather not. Amarr is quite bad at passive tanking because lack of med slots required for shield tanking. And you can't passive tank a armor tanker. I don't think you get passive tanking. Passive tanking = no repair, so any armour buffer tank is passive tanking. Amarr is by far the best race at passive tanking. I think you are thinking of shield "passive" tanking which relies on shield regen. Whether it is actually passive tanking depends on how you define passive. The shield is regening, so its certainly not fully passive, but the player is not controlling it so it is passive on the pilots part. Armor doesn't regen, so if you passive tank armor you're done after one fight, win or lose. You have to go back to a friendly station to repair, and that could be far away. If you passive tank shield you can survive in enemy space forever and keep killing until someone finally beats you.
Yep, but it doesn't make buffer tanking armour any less passive does it? Of course seeing as we are talking about command ships here there is gonna be someone else to rep it for you anyway.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1238
|
Posted - 2013.08.01 17:13:00 -
[199] - Quote
Why are there two rep bonused Command ships but not ONE rep bonused cruiser hull?
You know the ships that are more likely to be used in small scale scenarios where the rep bonus is actually useful? You are being really inconsistent with your rep bonuses CCP. BYDI recruitment closed-ish |

Tuxedo Catfish
GoonWaffe Goonswarm Federation
55
|
Posted - 2013.08.01 17:14:00 -
[200] - Quote
Michael J Caboose wrote:Hortoken Wolfbrother wrote:I also echo elendar's concerns. The minmatar/gallente ships are too vulnerable for large fleet fights. Not having natural resists or EHP to match up to their companions means they start off already incredibly hobbled.
It'd be nice to see one ship for each race left intact as an active brawler, but the other ship get a bit of love to make it tougher. Why do caldari and amarr get a monopoly on these bonuses, when they are far far far far far better for large gang situations. You have two commands for each race, so it makes sense to have one designed around small gangs and one designed for larger fleets. In the case of minmatar, you could leave the claymore with its active bonus, and give the sleip a strong passive tanking bonus.
Thats my only complaint, but the ships are pretty good otherwise. No. The mimatar/gallente command ships get a very powerful bonus to skirmish links. In exchange, they are more fragile. Less useful in fleets, but good in gangs. The amarr/caldari command ships get a very powerful bonus to EHP. In exchange, they get a bonus to the crappy info warfare links that are seldom even used. Seems fair. Give the minmatar/gallente EHP bonuses, and no one will ever use amarr or caldari command ships.
That's actually a pretty good answer.
I reiterate my first two questions, though. |
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Hortoken Wolfbrother
Sniggerdly Pandemic Legion
21
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Posted - 2013.08.01 17:14:00 -
[201] - Quote
Michael J Caboose wrote:No. The mimatar/gallente command ships get a very powerful bonus to skirmish links. In exchange, they are more fragile. The amarr/caldari command ships get a very powerful bonus to EHP. In exchange, they get a bonus to the crappy info warfare links that are seldom even used.
Seems fair. Give the minmatar/gallente EHP bonuses, and no one will ever use amarr or caldari command ships. I think you're having a seizure bro. |

Doddy
Dark-Rising
866
|
Posted - 2013.08.01 17:14:00 -
[202] - Quote
Lilan Kahn wrote:slepnir also taking massive dps nerf
No its taking a tiny dps nerf and a big alpha buff.
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Heribeck Weathers
Caldari Provisions Caldari State
55
|
Posted - 2013.08.01 17:15:00 -
[203] - Quote
Goldensaver wrote:Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility.
Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
335
|
Posted - 2013.08.01 17:16:00 -
[204] - Quote
Heribeck Weathers wrote:Goldensaver wrote:Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility. Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost.
You're exceptionall bad. The suggested sleipnir does too much damage, it has more effective weapons than any other CS for some reason, when actually they should probably all be more or less the same. |

Ranger 1
Ranger Corp
4429
|
Posted - 2013.08.01 17:17:00 -
[205] - Quote
Capn Jack wrote:So come Odyssey 1.1 Gallente are getting 2 big nerfs, Deimos loses a huge chunk of EHP and the Astarte loses ~8% dps (not home so can't do the math) do you feel that Gallente ships in general are currently too powerful for single and small gang warfare that you can justify these changes? (note: that these ships are already not the most used ships, and with these nerfs we might well see a decline in their use). Translation:
You took away my sucker and gave me this big bag of cash instead.... I want my sucker back. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Doddy
Dark-Rising
866
|
Posted - 2013.08.01 17:18:00 -
[206] - Quote
Cpt Boomstick wrote:CCP Fozzie wrote:
Absolution: Fittings: 1500 PWG (-75),
Damnation: Fittings: 1300(-290) PWG
Astarte: Fittings: 1350 PWG (-100)
Eos: Fittings: 1200 PWG (-225)
Sleipnir: Fittings: 1300 PWG (-160)
Claymore: Fittings: 1100 PWG (-290)
Nighthawk: Fittings: 825 PWG (+115), 550 CPU (-5)
So many of these ships are already super tight on powergrid using a proper fit. I see here most of them are actually getting powergrid reductions in the same context of wanting to have them include ganglinks on board which use 200 powergrid each just for the t1 version. I also included the nighthawk here which is notoriously tight on CPU and its actually losing another 5 cpu. This really doesn't make any sense to me.
Other than the reduction of grid usage for ganglinks in the other thread (linked in this one)? And the fact the NH needs 1 less launcher?
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Ranger 1
Ranger Corp
4429
|
Posted - 2013.08.01 17:19:00 -
[207] - Quote
glepp wrote:Nice changes, but why keep the local rep bonuses? These are gang ships as defined by their role, and local reps are useless in any gang setting. Change it for a hitpoint bonus instead to differentiate from the bonuses on amarr/caldari. Amarr get both, caldari get resists, gallente get hp, and minnies get more speed+reps.
As it stands it's a logical contradiction that means armor fleets won't have skirmish links when you remove off-grid boosts. Active tanking has been buffed. You might also take a peek at the resist buffs that took place under the hood as well.
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Heribeck Weathers
Caldari Provisions Caldari State
55
|
Posted - 2013.08.01 17:20:00 -
[208] - Quote
TrouserDeagle wrote:Heribeck Weathers wrote:Goldensaver wrote:Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility. Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost. You're exceptionall bad. The suggested sleipnir does too much damage, it has more effective weapons than any other CS for some reason, when actually they should probably all be more or less the same.
I think you are the bad one here good sir, not only is the slep taking a huge damage nerf guns but also drones, but it also dosent do any more damage than most CS, the Claymore is getting 10 effective missles and 5 med drones. the Astarte and Eos will also be able to keep up in dps quite easily. Tho i do think the Abso and Vulture could use some love. |
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CCP Fozzie
C C P C C P Alliance
6986

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Posted - 2013.08.01 17:21:00 -
[209] - Quote
Heribeck Weathers wrote:Goldensaver wrote:Lilan Kahn wrote:slepnir also taking massive dps nerf Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility. Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost.
That's not how damage bonuses work good sir.
It's 11.25 effective turrets after this proposal. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Michael J Caboose
Imperial Academy Amarr Empire
9
|
Posted - 2013.08.01 17:21:00 -
[210] - Quote
Also, since the link to the command ship model thread in the OP is non-existent, I'll say it here;
PLEASE do not change the model of the Absolution to the Harbinger model. The bloody chicken is an icon, and the Harb is one of the ugliest ships in the game. Only the caldari Turkey-with-a-Suitcase is worse. |
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