Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Tasha Saisima
State War Academy Caldari State
45
|
Posted - 2013.09.02 04:01:00 -
[1441] - Quote
These changes are bad and whoever came up with it should feel bad. |
Feffri
Death By Design
33
|
Posted - 2013.09.02 05:26:00 -
[1442] - Quote
this idea is terrible for all the reasons stated. It adds only to high sec and nothing for null and low. If there was such a thing as solo battleship pvp in high and low sec this might be cool but as stands it it nothing more then bait in low and high. I agree with simply making the sensor strength bigger so that these ships and their utility highs can be used in pvp. I think back to the drawing board is in line... why not give them the ability to join black ops and a black ops combat ships or just make them not suck for pvp in general.
Either way there are better things that can be done with these ships then this hair brained terrible idea. |
That Seems Legit
State War Academy Caldari State
104
|
Posted - 2013.09.02 05:31:00 -
[1443] - Quote
Yeah these really dont seem too well thought out. I really wish they'd go back to the drawing board. They'd be good for wormholes, maybe.
How bout keep the transforming idea... but make them transform into melee monsters. Massive bonus to web range and velocity, and allow them to use their tractor beams on PLAYERS ships. Add a decrease, yes a decrease to their guns range. An increase to tracking though.
Marauders grabbing ships, pulling them in, punching them in the face repeatedly then salvaging the wreck. Poorly set up gatecampers trying to run screaming from a couple of marauders yanking them in for the kill. God, how gamechangingly awesome would that be?
"oh god marauders run!"
Yep. My ideas much better. You're welcome ccp. Get to implementing.
P.S. I want my kronos renamed to Devastator when you implement my melee module. Damns - you're ugly - and that's a compliment from me. -Large Collidable Object Seeking donations for facial reconstructive surgery, every little bit helps! |
Lephia DeGrande
Luxembourg Space Union
99
|
Posted - 2013.09.02 05:47:00 -
[1444] - Quote
All i see is add MOAR PVP and MOAR DPS.
I dont See how this is add more favor to the Game, Most People in this Thread just want another Pirate BS and Claim their Idea good.
Does anyone have something fresh to offer too? |
Nikolai Vodkov
Pro Synergy
54
|
Posted - 2013.09.02 05:49:00 -
[1445] - Quote
Why don't people realize that being able to apply DPS better = More DPS? You guys rely on paper DPS of EFT too much. Run level 4 missions? -áIncrease your income and help new players earn ISK. -áJoin channel: Pro Synergy Pro Synergy is looking for dedicated Salvagers. -áWant to learn more? -áJoin channel: Pro Synergy |
CanI haveyourstuff
Native Freshfood Minmatar Republic
39
|
Posted - 2013.09.02 05:51:00 -
[1446] - Quote
Nikolai Vodkov wrote:Why don't people realize that being able to apply DPS better = More DPS? You guys rely on paper DPS of EFT too much.
I dont see golem applying dps better in future... do you see? |
Nikolai Vodkov
Pro Synergy
55
|
Posted - 2013.09.02 06:12:00 -
[1447] - Quote
CanI haveyourstuff wrote:Nikolai Vodkov wrote:Why don't people realize that being able to apply DPS better = More DPS? You guys rely on paper DPS of EFT too much. I dont see golem applying dps better in future... do you see?
I do actually. It will deliver the payload 25% faster. Not as game changing as Optimal + Falloff bonus but Golems can already do 1400 DPS with overload. Now it will be able to project that DPS further. Run level 4 missions? -áIncrease your income and help new players earn ISK. -áJoin channel: Pro Synergy Pro Synergy is looking for dedicated Salvagers. -áWant to learn more? -áJoin channel: Pro Synergy |
Battle Cube
Cubes' Freakout Room.
17
|
Posted - 2013.09.02 06:13:00 -
[1448] - Quote
Nikolai Vodkov wrote:Why don't people realize that being able to apply DPS better = More DPS? You guys rely on paper DPS of EFT too much.
having more dps to apply means if you are where you should be, you do more dps. Applying more of the little dps you have, means its easier to apply that smaller amount of dps.... but if you didnt apply it before, you were doing it wrong. |
Gargantoi
Unknown Soldiers Against ALL Authorities
15
|
Posted - 2013.09.02 06:17:00 -
[1449] - Quote
I only see a few problems ...first off ..kronos + paladin get used into pvp well somethimes ..with the mini station status they wont be able to track ships that orbit them @ 500 meters ..because u know ..no more -90% webs ..so those bonuses should remain second off ..boost dps on golem a little bit to be in order with the rest of the marauders third off ..judging by the new bonuses + module + slot layout u just made marauders into farming ships..like enter a 10/10 ..deploy ..and shoot while tanking the 2131321 dps...also u ask for feedback like in any other treath but the outcome will be the same ..u will deploy the patch with the bonuses + module u guys want ..so in conclusion +1 for ratting ..-1 for pvp ..i give this patch +5 for the creativity ideea of the module + deploying visuals of the ship ..but -5 for the lack of pvp involvement |
CanI haveyourstuff
Native Freshfood Minmatar Republic
39
|
Posted - 2013.09.02 06:18:00 -
[1450] - Quote
Nikolai Vodkov wrote:CanI haveyourstuff wrote:Nikolai Vodkov wrote:Why don't people realize that being able to apply DPS better = More DPS? You guys rely on paper DPS of EFT too much. I dont see golem applying dps better in future... do you see? I do actually. It will deliver the payload 25% faster. Not as game changing as Optimal + Falloff bonus but Golems can already do 1400 DPS with overload. Now it will be able to project that DPS further.
that 25% faster is so trivial and meaningless. DPS number will remain same. |
|
val Tartess
8's Crazy Eightz 8's Fade 2 Black
1
|
Posted - 2013.09.02 06:35:00 -
[1451] - Quote
I am not sure, if this idea has been posted already, but here I go:
Marauder are used atm in PVE only. So its lvl4 missions and sometimes incursions. As I am n incursion pilot, lets talk about marauders in incursions:
Maraduers are only seen in HQ sites in incursions. For a marauder to be usefull it has to get from one gate to another (tpph), and actually BE at spawn sites (Torp fitted) (nrf). Thats why it needs n mwd or
- MJD where you can jump TO someone/gate within 100km. eg. jump TO a gate 70km away
Otherwise, there will be no Torp fitted golems anymore!
The next point is tanking Damage. We are in a tcrc and are at the tower bash.
- Either i can still be remote repped, or I am able to tank the sites damage (which would be overpowered).
Otherwise, with the speed nerf and shield nerf, marauders will not be seen in incursions anymore.
Feel free to comment or send me ingame mails with feedback. |
Lloyd Roses
Blue-Fire Confederation of xXPIZZAXx
208
|
Posted - 2013.09.02 06:37:00 -
[1452] - Quote
Battle Cube wrote:Xequecal wrote:I don't have experience in incursions, but will you be able to do incursions with a fleet of pure Golem/Vargur? If you can ditch all the logistics pilots for Marauders that's a massive increase in DPS and therefore ISK/hour. Just how much damage do you have to tank in an Incursion if stuff switches to you? If you fully pimp these two ships out with Pith-A invulns and Pith-X SBAs you can get 20,000 DPS sustained/40,000 DPS burst tank on each ship while still maintaining 1200+ DPS.
The Golem can actually attain a hilarious 100,000 DPS burst tank if you overload everything with deadspace/crystals/bluepill. No. The number of logistics is actually not hugely significant. Marauders will not be able to handle the alpha and incoming dps of incursions. There have already been spider tanked fleets without logi but it wasn't worth it over a normal fleet. The other problem is even a fantastic burst tank wont work out - sansha room aggro can last a long time, even throughout an entire site. Even if you turn off bastion mode in order to get repped - in that moment you are already damaged and are losing resists. Additionally if you use the MJD then you are getting out of logi rep range. In the end it might be feasable maybe in VGs... maybe..... but there would be no reason for it. Too much risk, no benifit kind of like how its technically possible to do VGs with orcas with drones.....
Dunno but, sn't a pith a-type invuln the tank present on most shiny incursion ships? Doesn't that translate to something like 100k EHP (linked) and an effective rep of arond 8000? Even in HQ sites, the alpha isn't that significant. A bastioned marauder's linked repoutput should easily be enough, though... Unlike vindicators, you do not have a 90% web bonus.
Guess that if for incursions, it might be significant if marauders (with their mostly awesome projectio/application) were able to pick up speed, bastion up and then glide through the room :>
...
Can't see why you would pick a marauder over a pirate BS or a (beam-)legion.
PS: Give tracking / missile accuracy back to the bastion module! Their dps is great, not the best, but great. They have long range, so where is ridiculous tracking \o/ "When we're done with links you won't recognize them" - CCP Fozzie |
Pookoko
Sigma Sagittarii Inc.
36
|
Posted - 2013.09.02 07:11:00 -
[1453] - Quote
CCP Ytterbium wrote:YaSiS wrote:Dinsdale Pirannha wrote:CCP Rise wrote:I'll make sure we talk tomorrow about the tracking bonus for turret ships (I had understood that neither turrets or missiles were getting an application bonus). I believe its meant to say 25% optimal and 25% falloff.
Either way it won't be unequal as it is currently listed. Who cares about this? You are wrecking both the Kronos and Paladin by removing a key element: the web bonuses, plus gimping all of them in DPS by nerfing the drone bays. Yah, you have made this into a PvP ship, but once again wrecked another PvE ship. All part of the plan, I assume. +1 I'm not sure I follow this - if you're talking about missions, a web bonus is not needed - with turrets, you snipe the frigates first before they come in close. Even when they do come close, a 90% web usually isn't enough to keep transversal down to hit them with large guns. When they're close, use drones - and Marauders still have enough dronebay to use lights and take care of that. With missiles, bit pointless to shoot frigates first. In all cases the web strength is highly situational in missions. Maybe using 2 webs? But that's a bit overkill when they can just be dealt faster with drones while you focus on larger ships with guns. However, the extra resists, damage projection, EW immunity is going to be of tremendous help in missions like "The Blockade" where there are 1346454 NPCs using E-war while in Bastion mode. Even without it, Kronos and Paladin new falloff and optimal range bonuses are going to be useful 100% of the time, instead of extreme close range like a web bonus.
I'm all up for interesting changes, and this definitely is something new, but I do have some practical concerns regarding the use of rails for Kronos in PvE situations.
1) From actual experience, I do know that rail Kronos has hard time applying DPS on Angel battleships inside 10km range without 90% webs.
2) Dunno how to link images, so here are some EFT numbers but I'm sure you guys at CCP would calculate this much ebtter and accurately
a) At full transversal: 425mm Rail Kronos vs. Machariel (at max base speed) - 4x T2 425 Rails + 3 T2 Mag Stab, Max skills, Faction Antimatter does 761 DPS on paper - at range of 10km this drops down to around 480 DPS - at range of 5Km, this drops down to around 140 DPS
b) Of course, Javelin would up the numbers, so here are Javelin numbers using same setup - about 560 DPS at 10km - about 230 DPS at 5km
As you can see, even with Javelin the damage application of Rails vs. close orbiting Angel BS is horrible. And this is vs. BS targets. Once the target size gets smaller, such as BC or Cruiser, the Rail Kronos DPS will be much less and will have to rely on drones to kill cruiser sized ships.
Of course,
1) New MJD bonus and optimal/fall off bonus will help when using blasters and using blasters for Angel rats would mitigate the issue
2) You can always snipe the ships when they are far away (as you've mentioned)
But I just wanted to ask and confirm whether this really is the actual intention of CCP to push Kronos to this direction of using Bastion + Blaster way of playing instead of using rails.
What I'm concerned is that currently rail Kronos is only viable vs. Angel missions mostly owing to 90% web, but after the change the only viable option would be to use blasters (without the web bonus).
I can live with whatever the change that occurs, but just wanted to know whether CCP has overlooked use of Rail Kronos or if this is a new direction that the ship is going to be pushed for intentionally.
Thank you for your time.
|
Zoe Israfil
Unknown Soldiers Against ALL Authorities
2
|
Posted - 2013.09.02 07:28:00 -
[1454] - Quote
I am extremely excited about these new ships! I think they are actually quite well thought out and cool to boot!
I'd like to address the "needs moar deeps" argument; I will also ramble into pvp applications.
These ships have a major focus on projection and self-sustainability. Projection is poorly understood. I would recommend people refer to the EVE UNI wiki on turret damage on the subject as it is quite well written.
The fact that these ships will be able to shoot further and track better (or similar for missiles) means that their applied dps will be SUBSTANTIALLY higher against targets. A look at the Golem is particularly terrifying, as it receives a bonus to target painting and explosion velocity. The effect of a dual tp bastion Golem with precision missiles is something that I'm personally looking forward to very much. I understand that on paper the DPS of these beasts might appear low, but considering that under many "normal" conditions minnie pilots (like myself) are losing ~20 - 40 % of our paper dps against targets (autocannons -> falloff is dumb), I think the bonus to projection will more than make up for it.
Onto PVP: We might be witnessing the rise of a new class of anti- cruiser/battle cruiser ship class. Because of their insane projection bonuses these ships may prove to be extremely effective against smaller targets. With multiple bonuses to projection and small gang helpers (loki webbing, frigs scramming) to further increase the ability of bastions to hit they might be able to get near perfect projection on relatively small ships. PLEASE NOTE I HAVE NOT DONE THE MATH WITH ANY PRECISION AND I WOULD LOVE FOR SOMEONE TO POST NUMBERS ON HOW ACCURATE MY ABOVE STATEMENT IS!
I personally think that as they stand now they almost have more value as a pvp ship than pve. I think they will be absolutely crazy fun to fly in both pvp and pve. The idea of a "sieged" ship in highsec/missions is awesome. The ability to tank as they can is awesome. Damage application is hugely important and these guys will be kings of it. The stationary dynamic will vastly redefine the current pvp/pve landscape and will be a fantastic change.
My rose tinted glasses are on, these ships are absolutely amazing. (New to forums be gentle) |
marVLs
386
|
Posted - 2013.09.02 07:28:00 -
[1455] - Quote
What's the sense of keeping TP bonus on Golem when You (CCP) planning to bring new modules for missiles
srly who will use TP when he can fit tracking computer (for missiles) module? |
Cade Windstalker
Donohue Enterprises Ad-Astra
84
|
Posted - 2013.09.02 07:31:00 -
[1456] - Quote
val Tartess wrote:I am not sure, if this idea has been posted already, but here I go: Marauder are used atm in PVE only. So its lvl4 missions and sometimes incursions. As I am n incursion pilot, lets talk about marauders in incursions: Maraduers are only seen in HQ sites in incursions. For a marauder to be usefull it has to get from one gate to another ( tpph), and actually BE at spawn sites (Torp fitted) ( nrf). Thats why it needs n mwd or - MJD where you can jump TO someone/gate within 100km. eg. jump TO a gate 70km away
Otherwise, there will be no Torp fitted golems anymore!The next point is tanking Damage. We are in a tcrc and are at the tower bash. - Either i can still be remote repped, or I am able to tank the sites damage (which would be overpowered).
Otherwise, with the speed nerf and shield nerf, marauders will not be seen in incursions anymore.Feel free to comment or send me ingame mails with feedback.
So, for one you seem to only be talking about the Golem, for another no one is forcing you to use the Bastion module. Other than that the ship's stats aren't changing all that much. You can still fit and run a MWD or AB without running out of capacitor much better than many other ships, especially if you fit Energy Transfers in your spare highs and cap chain with another marauder.
Lloyd Roses wrote: Dunno but, sn't a pith a-type invuln the tank present on most shiny incursion ships? Doesn't that translate to something like 100k EHP (linked) and an effective rep of arond 8000? Even in HQ sites, the alpha isn't that significant. A bastioned marauder's linked repoutput should easily be enough, though... Unlike vindicators, you do not have a 90% web bonus.
Guess that if for incursions, it might be significant if marauders (with their mostly awesome projectio/application) were able to pick up speed, bastion up and then glide through the room :>
...
Can't see why you would pick a marauder over a pirate BS or a (beam-)legion.
PS: Give tracking / missile accuracy back to the bastion module! Their dps is great, not the best, but great. They have long range, so where is ridiculous tracking \o/
I'd hardly say it's on "most" incursion ships. Your tank tends to only be as shiny as it needs to be to be safe.
Depends what you mean by "significant alpha"
The Vindicator seems likely to lose its web bonus as well.
The most significant thing about these new Marauders is going to be their 4 utility highs which can be used for spare cap chains as well as to power things like MWDs.
A Marauder is better affected by reps because of higher base resists even without Bastion.
Your tracking comes from needing less tank in Bastion mode, meaning you can drop a tank mod or two for extra tracking or damage application mods. |
Cade Windstalker
Donohue Enterprises Ad-Astra
84
|
Posted - 2013.09.02 07:38:00 -
[1457] - Quote
marVLs wrote:What's the sense of keeping TP bonus on Golem when You (CCP) planning to bring new modules for missiles srly who will use TP when he can fit tracking computer (for missiles) module?
People who understand that having one stacking penalized module to Explosion Radius and one TP is better than two of the aforementioned modules and that if their bonus is lower than the TP the TP is going to be flat better in many situations, especially ones where you have other people who can benefit from said TP's effects.
Pookoko wrote: I'm all up for interesting changes, and this definitely is something new, but I do have some practical concerns regarding the use of rails for Kronos in PvE situations.
1) From actual experience, I do know that rail Kronos has hard time applying DPS on Angel battleships inside 10km range without 90% webs.
2) Dunno how to link images, so here are some EFT numbers but I'm sure you guys at CCP would calculate this much ebtter and accurately
a) At full transversal: 425mm Rail Kronos vs. Machariel (at max base speed) - 4x T2 425 Rails + 3 T2 Mag Stab, Max skills, Faction Antimatter does 761 DPS on paper - at range of 10km this drops down to around 480 DPS - at range of 5Km, this drops down to around 140 DPS
b) Of course, Javelin would up the numbers, so here are Javelin numbers using same setup - about 560 DPS at 10km - about 230 DPS at 5km
As you can see, even with Javelin the damage application of Rails vs. close orbiting Angel BS is horrible. And this is vs. BS targets. Once the target size gets smaller, such as BC or Cruiser, the Rail Kronos DPS will be much less and will have to rely on drones to kill cruiser sized ships.
Of course,
1) New MJD bonus and optimal/fall off bonus will help when using blasters and using blasters for Angel rats would mitigate the issue
2) You can always snipe the ships when they are far away (as you've mentioned)
But I just wanted to ask and confirm whether this really is the actual intention of CCP to push Kronos to this direction of using Bastion + Blaster way of playing instead of using rails.
What I'm concerned is that currently rail Kronos is only viable vs. Angel missions mostly owing to 90% web, but after the change the only viable option would be to use blasters (without the web bonus).
I can live with whatever the change that occurs, but just wanted to know whether CCP has overlooked use of Rail Kronos or if this is a new direction that the ship is going to be pushed for intentionally.
Thank you for your time.
Ytterbium pointed out that a Kronus with Null and Bastion can get to 60km Optimal+Falloff which hardly seems to suggest a focus on Rails exclusively. With longer effective blaster range and the relatively close ranges of Angel ship orbits I would say that standing still and blapping Angels is going to be as viable as ever.
Also, as you said for Rails you have the MJD to slide away and rain fire from a distance where tracking is not an issue. |
Nero Meridan
Viziam Amarr Empire
0
|
Posted - 2013.09.02 08:04:00 -
[1458] - Quote
I like it. Ok i don't know where and how should they be used. But still. Awesome space vessels.
And for all ignorants out there : It's Kronos. |
Mournful Conciousness
Embers Children TOHA Conglomerate
287
|
Posted - 2013.09.02 08:12:00 -
[1459] - Quote
Cade Windstalker wrote: Ytterbium pointed out that a Kronus with Null and Bastion can get to 60km Optimal+Falloff which hardly seems to suggest a focus on Rails exclusively. With longer effective blaster range and the relatively close ranges of Angel ship orbits I would say that standing still and blapping Angels is going to be as viable as ever.
Also, as you said for Rails you have the MJD to slide away and rain fire from a distance where tracking is not an issue.
Experience suggests to me that fitting blasters on a PVE battleship is rarely a good idea, even against angels.
In the situation described, a blaster ship using MJD to get away from a frigate swarm is going to put itself outside a range where it can apply damage. I think you'll find that railguns are likely to be the better option in that case.
In the situation described, you may want to stay put and use drones on the frigates while destroying the DPS ships with the blasters.
Of course if you're going to rely on drones, having a few spare would be welcome.
Does anyone know what the rationale for reducing the marauder's drone bay?
A Capacitor Transporter is a device for transporting capacitors. An Energy Transfer Array is a device for transferring energy from one spaceship to another. Please learn the difference. |
Buhhdust Princess
Mind Games. Suddenly Spaceships.
7044
|
Posted - 2013.09.02 08:14:00 -
[1460] - Quote
Can I just ask.
On dreads, when you enter siege, you lose lock on anything currently locked, will that be the case for marauders? |
|
Cassius Invictus
Thou shalt not kill Exiled Ones
5
|
Posted - 2013.09.02 08:19:00 -
[1461] - Quote
Big rEy wrote:Cassius Invictus wrote: Sry Mate, but you really don't see any advantages in lvl 4 mission running with proposed changes? The ECM immunity alone will make a lot of missions much much faster. Increased range also.
Yeah...you are right. I am used to fight guristas and their target jamming it's not something bad as long as I have some Auto-Targeting Cruise Missile. Wich I've always had just in case.
Try sansha missions, where a single elite frig or cruiser reduces your range and tracking to 0 :). Permanently... |
Zoe Israfil
Unknown Soldiers Against ALL Authorities
3
|
Posted - 2013.09.02 08:20:00 -
[1462] - Quote
Buhhdust Princess wrote:Can I just ask.
On dreads, when you enter siege, you lose lock on anything currently locked, will that be the case for marauders?
I personally am also VERY curious about that as well. I think you should; remote sensor boosters would then still be viable. I feel this is not in the "spirit" of these beasts. |
RTSAvalanche
The Imperial Fedaykin Amarrian Commandos
32
|
Posted - 2013.09.02 08:34:00 -
[1463] - Quote
After thinking about this for somtime time..
Leave marauders as they are
But as for these mini-dreads - Rokh, Baddon, Hype & Mael - are all yet to see a T2 varient!
so people who want the mini dreads can have them & those they still love the marauders as they are can still have them too!! |
Vulfen
Snuff Box Urine Alliance
43
|
Posted - 2013.09.02 08:36:00 -
[1464] - Quote
CCP need to add one of the following bonuses to these ships, there is no need to all the bonuses but this ships does lack in one area or another
1. normal T2 resistances, the arguement against this is the tanks would be insane on some of the ships when in bastion mode, however CCP need to remember these are immobile BS hulls, all it would take is 1 tracking dread on field to kill them also they cant receive remote assistance in the mode so they do need that extra resistance already on this ship to maybe free up a slot for a AAR/ASB so you can coast in and out of the mode when you have logi support and are primary
2. 25% damage bonus while bastion module is active. your in a DPS ship just like a dread, there should be a small increase to DPS while you stuck sitting still
3. Give this ships back their drone bays, but make the drones be abandoned if you MJD or enter bastion mode and they are in space |
Cade Windstalker
Donohue Enterprises Ad-Astra
84
|
Posted - 2013.09.02 08:44:00 -
[1465] - Quote
Mournful Conciousness wrote:Cade Windstalker wrote: Ytterbium pointed out that a Kronus with Null and Bastion can get to 60km Optimal+Falloff which hardly seems to suggest a focus on Rails exclusively. With longer effective blaster range and the relatively close ranges of Angel ship orbits I would say that standing still and blapping Angels is going to be as viable as ever.
Also, as you said for Rails you have the MJD to slide away and rain fire from a distance where tracking is not an issue.
Experience suggests to me that fitting blasters on a PVE battleship is rarely a good idea, even against angels. In the situation described, a blaster ship using MJD to get away from a frigate swarm is going to put itself outside a range where it can apply damage. I think you'll find that railguns are likely to be the better option in that case. In the situation described, you may want to stay put and use drones on the frigates while destroying the DPS ships with the blasters. Of course if you're going to rely on drones, having a few spare would be welcome. Does anyone know what the rationale for reducing the marauder's drone bay?
I actually fully agree that a bigger drone-bay would be appreciated, personally I think we could bump them up to 100m drone bay without hurting very much. As someone who missions in a Rokh often (possibly out of masochism since I can fly better ships for it) I can attest that a 50m3 Dronebay is rather painful.
I suspect that this is to make them more vulnerable to small ships but personally I think they may have over-done it slightly.
Regarding a Blaster Kronus I would generally avoid using the MJD except on missions where rats spawn out past 50 km and you want to close distance on them.
Generally the problem in my experience with Blasters is that some rats orbit just outside of the range where you can apply good damage, a solid range bonus fixes this rather nicely when combine with the ability to fit large numbers of tracking computers. |
Cade Windstalker
Donohue Enterprises Ad-Astra
84
|
Posted - 2013.09.02 08:50:00 -
[1466] - Quote
Vulfen wrote:CCP need to add one of the following bonuses to these ships, there is no need to all the bonuses but this ships does lack in one area or another
1. normal T2 resistances, the arguement against this is the tanks would be insane on some of the ships when in bastion mode, however CCP need to remember these are immobile BS hulls, all it would take is 1 tracking dread on field to kill them also they cant receive remote assistance in the mode so they do need that extra resistance already on this ship to maybe free up a slot for a AAR/ASB so you can coast in and out of the mode when you have logi support and are primary
2. 25% damage bonus while bastion module is active. your in a DPS ship just like a dread, there should be a small increase to DPS while you stuck sitting still
3. Give this ships back their drone bays, but make the drones be abandoned if you MJD or enter bastion mode and they are in space
Normal T2 resists would be over-powered under any circumstances, whether you include the Bastion Module or not. These ships would be able to fit entirely mobile buffer tanks on the order of 200-300k EHP without ever touching Bastion and fit neuts in the highs for extra nastiness, never mind the effective tank with logistics support, there are very good reasons no battleship has full T2 resists.
More damage gets them into a DPS race with the soon to be rebalanced Pirate Battleships which seem slated to be very powerful and expensive Attack Battlecruisers.
So, I could be wrong but I'm pretty sure that MJDing would disconnect your drones anyway or at least put them well outside of control range. As for Bastion mode, this seems entirely arbitrary and would make Bastion very poor for PvE or PvP since you have no option to engage a small fast target if he stays out of web range (oh and you're then forced to fit webs). |
Magic Crisp
Amarrian Micro Devices Yulai Federation
135
|
Posted - 2013.09.02 09:13:00 -
[1467] - Quote
CCP Ytterbium wrote:Just another quick update.
- We are removing the BASTION TRANSFORMERTHINGIEGäó SKILL, as the name was just too awesome to be released to the public (ok ok, more seriously we got the point: having to train a new rank 8 skill just for this module wasn't appealing). Instead, the bastion mode will use high energy physics 4 and energy grid upgrades 5. The former is rank 5, the later you already need to fly the class. The bastion mode cycle time will be reduced to 60s by default to compensate.
- We hear you regarding having to drop the safeties to use the bastion mode in high-sec - we're going to fix it so you don't have to drop them to use the module. However you'll still receive a weapon timer when activating it.
Adjusting OP to reflect this. EDIT: remember all of this is subject to change - training high energy physics is at your own risk if the bastion mode skill requirements change. May I ask what's the real problem with the Tactical Weapon Reconfiguration skill? Seems like an ideal candidate for the job, and personally I can't see any reason why looking for any other ones. Also, that'd be a nice steping stone for upcoming dread pilots, especially for those ratters (both high and nullsec) who later want to go for dreads.
Also, we'll we have both tech1 and tech2 versions of this module? And I think meta-variants would also be quite welcomed. |
Cade Windstalker
Donohue Enterprises Ad-Astra
84
|
Posted - 2013.09.02 09:40:00 -
[1468] - Quote
Magic Crisp wrote: May I ask what's the real problem with the Tactical Weapon Reconfiguration skill? Seems like an ideal candidate for the job, and personally I can't see any reason why looking for any other ones. Also, that'd be a nice steping stone for upcoming dread pilots, especially for those ratters (both high and nullsec) who later want to go for dreads.
Also, we'll we have both tech1 and tech2 versions of this module? And I think meta-variants would also be quite welcomed.
A few problems: One, it requires a long train on-map than the proposed skill does off-map. Two, it will likely cause confusion about whether or not the module requires fuel to operate. Three, it's meant to buff and unlock a single largely unrelated module (the only thing they have in common is the basics of the siege mechanic, nothing else).
I would think the skill requirements along with the stats clearly indicate it's going to be a single module, not an entire meta-line. Meta versions would likely be difficult to balance without simply adding pointless modules to the game. It's not like there are meta siege modules beyond T1 and T2 and even then the T2 Siege Module didn't exist for years. In this case there doesn't seem to be a balanced way to add a T2 variant which makes the idea of one pointless. |
Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
855
|
Posted - 2013.09.02 09:43:00 -
[1469] - Quote
marVLs wrote:What's the sense of keeping TP bonus on Golem when You (CCP) planning to bring new modules for missiles srly who will use TP when he can fit tracking computer (for missiles) module?
Presumably for the same reasons that people choose to fit a painter over a TC when using turrets - ignoring the multiple modules and stacking argument, that is.
The skilled painter gives a bigger bonus to tracking than a tracking-scripted TC (37.5% (or 40% for a 20 mill RF one) and 30%), but ofc the TC has the option of the range script. If a missile guidance computer follows this path then it'll give less to precision than a painter, but have an option for a script to increase missile velocity or flight time. |
Vulfen
Snuff Box Urine Alliance
45
|
Posted - 2013.09.02 09:46:00 -
[1470] - Quote
Cade Windstalker wrote:
Normal T2 resists would be over-powered under any circumstances, whether you include the Bastion Module or not. These ships would be able to fit entirely mobile buffer tanks on the order of 200-300k EHP without ever touching Bastion and fit neuts in the highs for extra nastiness, never mind the effective tank with logistics support, there are very good reasons no battleship has full T2 resists.
More damage gets them into a DPS race with the soon to be rebalanced Pirate Battleships which seem slated to be very powerful and expensive Attack Battlecruisers.
Fair Point, in that case i would say they need about 20% more resistance to make it so they can cope, so maybe a 4% bonus per level buff on the ship |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 263 :: one page |
First page | Previous page | Next page | Last page |