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Harvey James
Deep Core Mining Inc. Caldari State
494
|
Posted - 2013.09.10 14:00:00 -
[31] - Quote
Proteles Cristatus wrote:Nerfing the Machariel's speed.
Isn't that like Nerfing a mining barges miners?..
(i.e. a bit stupid)
not really .. besides its quicker than all bc's atm it just has to be done whether you like it or not besides i think mass and agility will be more important to keep intact .. if you can't turn and kite quick enough than speed is irrelevant. 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. |
TheFace Asano
Yulai Guard 1st Fleet Yulai Federation
23
|
Posted - 2013.09.10 14:32:00 -
[32] - Quote
I think this might be similar to how CCP balanced tier 3 BCs. Slight nerf to the speed, increase mass, leave the rest alone. Increase a few of the other Pirate BC's to be closer to the performance of the mach by slight increases to their performance (Rattlesnake and Bhaalgorn). These are high isk ships, they don't need over nerf. They also need the extra dps and tracking to be something special above faction, as they are supposed to be a straight improvement to faction.
Also can we get a proper missile ship in pirate bs, preferably with Caldari and Minmatar BS bonuses? |
Ghost Phius
Tribal Liberation Force Minmatar Republic
2
|
Posted - 2013.09.10 16:05:00 -
[33] - Quote
I will start paying attention when/if the devs make an announcement about any changes "they" have in mind. Just another player driven nerf this or that ship thread.
Nothing to see here but bias ways to over nerf another ship.....typical. |
MeBiatch
Republic University Minmatar Republic
1285
|
Posted - 2013.09.10 16:08:00 -
[34] - Quote
Harvey James wrote:Machariel, Attack battleship
GÇóSpecial ability: 20%(-5) bonus to Large Projectile Turret ROF GÇóGallente Battleship Skill Bonus: 10% bonus to Large Projectile Turret falloff per level GÇóMinmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret damage
GÇóSlot layout: 8H, 6M,(+1) 6L(-1); 8 turrets (+1), 0 launchers GÇóFittings: 17,950 PG , 660 CPU GÇóDefense (shields / armor / hull) : 9000(-317) / 7000(-2298) / 7000(-1,260) GÇóMobility (max velocity / mass/ agility): 140 m/s(-21) / 94,680,000 / 0.090 (+0.06) GÇóDrones (bandwidth / bay): 50(-50) / 75(-50) GÇóTargeting (max targeting range / Scan Resolution / Max Locked targets): 62km / 135(-15) / 7 GÇóSensor strength: 22 Ladar (-4) GÇóSignature radius: 310 (-30)
I think this is more inline with other attack navy battleships and reducing its versatility emphasizing shield tank and low sig makes more sense as a kiting ship. along with more turret dps in exchange for drone dps.
i like where you are going... and the fitting look tight... how many rigs you need for arties? There are no stupid Questions... just stupid people... Winter Expansion new ship request |
MeBiatch
Republic University Minmatar Republic
1285
|
Posted - 2013.09.10 16:11:00 -
[35] - Quote
Ghost Phius wrote:I will start paying attention when/if the devs make an announcement about any changes "they" have in mind. Just another player driven nerf this or that ship thread.
Nothing to see here but bias ways to over nerf another ship.....typical.
we i had started off with a rather weak nerf then re did the op with a rather severe one. i am working on the 3rd iteration.
and there is no harm with theory crafting before the devs do thier own op... as a matter of fact by us doing it now... it might reduce the amount of Dev ops will be needed.
tell me what are you suggestions. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Harvey James
Deep Core Mining Inc. Caldari State
495
|
Posted - 2013.09.10 16:25:00 -
[36] - Quote
MeBiatch wrote:Harvey James wrote:Machariel, Attack battleship
GÇóSpecial ability: 20%(-5) bonus to Large Projectile Turret ROF GÇóGallente Battleship Skill Bonus: 10% bonus to Large Projectile Turret falloff per level GÇóMinmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret damage
GÇóSlot layout: 8H, 6M,(+1) 6L(-1); 8 turrets (+1), 0 launchers GÇóFittings: 17,950 PG , 660 CPU GÇóDefense (shields / armor / hull) : 9000(-317) / 7000(-2298) / 7000(-1,260) GÇóMobility (max velocity / mass/ agility): 140 m/s(-21) / 94,680,000 / 0.090 (+0.06) GÇóDrones (bandwidth / bay): 50(-50) / 75(-50) GÇóTargeting (max targeting range / Scan Resolution / Max Locked targets): 62km / 135(-15) / 7 GÇóSensor strength: 22 Ladar (-4) GÇóSignature radius: 310 (-30)
I think this is more inline with other attack navy battleships and reducing its versatility emphasizing shield tank and low sig makes more sense as a kiting ship. along with more turret dps in exchange for drone dps. i like where you are going... and the fitting look tight... how many rigs you need for arties?
far too many if its even possible without imps and RC's but it's supposed to be AC ship anyway 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. |
Ghost Phius
Tribal Liberation Force Minmatar Republic
2
|
Posted - 2013.09.10 16:32:00 -
[37] - Quote
Quote:we i had started off with a rather weak nerf then re did the op with a rather severe one. i am working on the 3rd iteration.
and there is no harm with theory crafting before the devs do thier own op... as a matter of fact by us doing it now... it might reduce the amount of Dev ops will be needed.
tell me what are you suggestions.
The devs changed the mods that were allowing the Projectile ships with falloff bonuses to hit out an additional 14km's recently. That had a nice ramping down affect on the effectiveness of AC's at longer distances and their ability to "apply" the DPS listed in eft.
The "only" thing that "might" be needed would be a slight 5-10% reduction in speed. Anymore would require changes to add more cap and tank as with the Mach the speed is a major part of the tank, along with the ability to set the distance of the fight, which once again was already nerfed in the mod changes made recently.
I don't see the need to nerf a Billion isk double skill intensive top shelf pirate faction BS that is supposed to be a major butt kicker in the first place.
The Mach as is is FAR from OP mainly because it has a hard time "applying" all of that full 1400 DPS it lists mainly due to how they fight in falloff or beyond the vast majority of the time. |
Jasmine Assasin
State War Academy Caldari State
30
|
Posted - 2013.09.10 16:43:00 -
[38] - Quote
The Machs PG is already tight, no need to reduce it.
You should know this if you have ever actually flown the ship...
And considering that they are buffing the Vargur so it will be able to fit 1400s I doubt the Mach would get nerfed in this regard anyway. Wouldn't make any sense. Unless they reduce turret count that is. Personally I think it should become an 8 gun ship as right now it looks awkward with only 7. If they do make it a 6 gun ship, hopefully they'll give it an extra mid (and some extra DPS bonus) to compensate.
Really the Mach is about speed and that should not change because of some butthurt. The Mach is cool, I have one but I rarely fly it because I simply don't have a "mission" for it (well I do, it's great for L4 Recon 3/3...) so most of the time it just collects dust. Oddly enough I bought it from another incursion runner that wanted to get rid of it because he wasn't flying it either...
Sure it's a nice ship but it's not some all empowered mythical end all be all death machine. Even if some people like to think it is. |
MeBiatch
Republic University Minmatar Republic
1285
|
Posted - 2013.09.10 16:56:00 -
[39] - Quote
Jasmine Assasin wrote:The Machs PG is already tight, no need to reduce it.
You should know this if you have ever actually flown the ship...
.
so i have 800's on mine... so i litterally have loads of pg left...
or do you mean fly the ship you like to equip it. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Jasmine Assasin
State War Academy Caldari State
31
|
Posted - 2013.09.10 17:00:00 -
[40] - Quote
MeBiatch wrote:Jasmine Assasin wrote:The Machs PG is already tight, no need to reduce it.
You should know this if you have ever actually flown the ship...
. so i have 800's on mine... so i litterally have loads of pg left... or do you mean fly the ship you like to equip it.
Oh, so it's okay to ignore people that don't fit how you do...oh wait. |
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Goldensaver
Perkone Caldari State
226
|
Posted - 2013.09.10 17:51:00 -
[41] - Quote
Jasmine Assasin wrote:The Machs PG is already tight, no need to reduce it.
And considering that they are buffing the Vargur so it will be able to fit 1400s I doubt the Mach would get nerfed in this regard anyway. Wouldn't make any sense. Unless they reduce turret count that is. Personally I think it should become an 8 gun ship as right now it looks awkward with only 7. If they do make it a 6 gun ship, hopefully they'll give it an extra mid (and some extra DPS bonus) to compensate.
The Vargur's getting more PWG because it can barely fit 800's and prop, let alone even think about arty. The Mach can fit Prop, 800's, a Heavy neut, a tank, and more.
You know... Just saying. |
Arthur Aihaken
The.VOID
184
|
Posted - 2013.09.11 04:05:00 -
[42] - Quote
Will the new Machariel come in the fishy black of the Moracha? I am currently away, traveling through time and will be returning last week. |
Onictus
Silver Snake Enterprise Fatal Ascension
500
|
Posted - 2013.09.11 07:08:00 -
[43] - Quote
Harvey James wrote:MeBiatch wrote:Harvey James wrote:Machariel, Attack battleship
GÇóSpecial ability: 20%(-5) bonus to Large Projectile Turret ROF GÇóGallente Battleship Skill Bonus: 10% bonus to Large Projectile Turret falloff per level GÇóMinmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret damage
GÇóSlot layout: 8H, 6M,(+1) 6L(-1); 8 turrets (+1), 0 launchers GÇóFittings: 17,950 PG , 660 CPU GÇóDefense (shields / armor / hull) : 9000(-317) / 7000(-2298) / 7000(-1,260) GÇóMobility (max velocity / mass/ agility): 140 m/s(-21) / 94,680,000 / 0.090 (+0.06) GÇóDrones (bandwidth / bay): 50(-50) / 75(-50) GÇóTargeting (max targeting range / Scan Resolution / Max Locked targets): 62km / 135(-15) / 7 GÇóSensor strength: 22 Ladar (-4) GÇóSignature radius: 310 (-30)
I think this is more inline with other attack navy battleships and reducing its versatility emphasizing shield tank and low sig makes more sense as a kiting ship. along with more turret dps in exchange for drone dps. i like where you are going... and the fitting look tight... how many rigs you need for arties? far too many if its even possible without imps and RC's but it's supposed to be AC ship anyway
7 lows for an ac/shield boat?
Are you nuts? |
To mare
Advanced Technology
249
|
Posted - 2013.09.11 07:17:00 -
[44] - Quote
do what you want, but dont touch my speed agility |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 07:47:00 -
[45] - Quote
Goldensaver wrote:Jasmine Assasin wrote:The Machs PG is already tight, no need to reduce it.
And considering that they are buffing the Vargur so it will be able to fit 1400s I doubt the Mach would get nerfed in this regard anyway. Wouldn't make any sense. Unless they reduce turret count that is. Personally I think it should become an 8 gun ship as right now it looks awkward with only 7. If they do make it a 6 gun ship, hopefully they'll give it an extra mid (and some extra DPS bonus) to compensate.
The Vargur's getting more PWG because it can barely fit 800's and prop, let alone even think about arty. The Mach can fit Prop, 800's, a Heavy neut, a tank, and more. You know... Just saying. Edit: numbers, a Vargur goes >30% over PWG fitting 1400's, a Machariel is .3% over.
Yeah, ever farm a mach blueprint?
.....either way you are talking the only pirate ship that needs a fitting mod.
|
killerkeano
Burning Napalm Northern Coalition.
6
|
Posted - 2013.09.11 07:55:00 -
[46] - Quote
how can you compare it to a dominix??
Its a faction ship, costs 1bn, then another billion to fit it properly,
IT SHOULD BE BETTER than the Tier 1 battleships! |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 08:01:00 -
[47] - Quote
killerkeano wrote:how can you compare it to a dominix??
Its a faction ship, costs 1bn, then another billion to fit it properly,
IT SHOULD BE BETTER than the Tier 1 battleships!
I think it's a bunch of jealous SNI pilots. Seriously. |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 08:04:00 -
[48] - Quote
killerkeano wrote:how can you compare it to a dominix??
Its a faction ship, costs 1bn, then another billion to fit it properly,
IT SHOULD BE BETTER than the Tier 1 battleships!
I think it's a bunch of jealous SNI pilots. Seriously. |
m3talc0re X
Solar Revolutions Co.
153
|
Posted - 2013.09.11 09:24:00 -
[49] - Quote
The mach is too fast and too agile for how much damage it does. It needs either a damage nerf or speed/agility nerf... |
Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
407
|
Posted - 2013.09.11 09:58:00 -
[50] - Quote
According to this post, Machariel's theoretical weaknesses should be low ehp and poor damage projection. NPC Angel Cartel ships tend to be very fast, very short range, but hurt when close, so that means it needs to hurt up front, but lack the projection capability. This to me says "falloff needs to go". What to replace it with? Imo, the exact same thing the falloff bonus replaced, tracking speed.
The idea is to push the Machariel pilots much closer to their targets, making both the poor damage projection and the low ehp more meaningful, as per Ytterbium's request, while using the ship's great speed to bring it close to the enemy for a strike, then away from danger again. By contrast, a Vindicator as its closest counterpart would get in, then keep the target in range as it pounds it to dust, while the Machariel would be fast enough to chase the target around, while dictating range and angle (think oversized Stabber) |
|
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 10:00:00 -
[51] - Quote
Caitlyn Tufy wrote:According to this post, Machariel's theoretical weaknesses should be low ehp and poor damage projection. NPC Angel Cartel ships tend to be very fast, very short range, but hurt when close, so that means it needs to hurt up front, but lack the projection capability. This to me says "falloff needs to go". What to replace it with? Imo, the exact same thing the falloff bonus replaced, tracking speed. The idea is to push the Machariel pilots much closer to their targets, making both the poor damage projection and the low ehp more meaningful, as per Ytterbium's request, while using the ship's great speed to bring it close to the enemy for a strike, then away from danger again.
That always works.
|
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
303
|
Posted - 2013.09.11 10:19:00 -
[52] - Quote
Atm RNI outperforms mach after its recent rebalance/cruise buff in everything, but speed. So if you think Mach needs another nerf after TE rebalance - you are nuts. Any more and there will be no reason to fly it over, say RNI or t1 Domi, or Vargur with its announced bastion module and pirate ships are supposed to be better than any of those. Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |
Jerick Ludhowe
Internet Tuff Guys
555
|
Posted - 2013.09.11 11:56:00 -
[53] - Quote
OP's idea looks pretty legit... Like many others, Id say move a high to a med tho. |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 12:24:00 -
[54] - Quote
Caitlyn Tufy wrote:According to this post, Machariel's theoretical weaknesses should be low ehp and poor damage projection. NPC Angel Cartel ships tend to be very fast, very short range, but hurt when close, so that means it needs to hurt up front, but lack the projection capability. This to me says "falloff needs to go". What to replace it with? Imo, the exact same thing the falloff bonus replaced, tracking speed. The idea is to push the Machariel pilots much closer to their targets, making both the poor damage projection and the low ehp more meaningful, as per Ytterbium's request, while using the ship's great speed to bring it close to the enemy for a strike, then away from danger again. By contrast, a Vindicator as its closest counterpart would get in, then keep the target in range as it pounds it to dust, while the Machariel would be fast enough to chase the target around, while dictating range and angle (think oversized Stabber)
If you have ever noticed a couple of the hacs can match a machariel at 50Km its only doing about 600 dps. That 1100 you are seeing on a fitter is is good for all of 3500km., and you are just shy of falloff at 50km with three TEs.
....or are you supposed to take a billion isk ship with 60eHP into scram range? |
Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
408
|
Posted - 2013.09.11 13:05:00 -
[55] - Quote
Onictus wrote:If you have ever noticed a couple of the hacs can match a machariel at 50Km its only doing about 600 dps. That 1100 you are seeing on a fitter is is good for all of 3500km., and you are just shy of falloff at 50km with three TEs.
....or are you supposed to take a billion isk ship with 60eHP into scram range?
657 with T1 ammo, actually. 840 with Barrage. For comparison, a Vindicator with Null is sitting at 365 dps and a Pulse Navy Apocalypse at 827 using Scorch. All figures are including best drones for those ships, of course.
Now, I'm challenging you to give me a Stabber's ehp, dps and speed compared to Thorax. |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 13:16:00 -
[56] - Quote
Caitlyn Tufy wrote:Onictus wrote:If you have ever noticed a couple of the hacs can match a machariel at 50Km its only doing about 600 dps. That 1100 you are seeing on a fitter is is good for all of 3500km., and you are just shy of falloff at 50km with three TEs.
....or are you supposed to take a billion isk ship with 60eHP into scram range? 657 with T1 ammo, actually. 840 with Barrage. For comparison, a Vindicator with Null is sitting at 365 dps and a Pulse Navy Apocalypse at 827 using Scorch. All figures are including best drones for those ships, of course. Now, I'm challenging you to give me a Stabber's ehp, dps and speed compared to Thorax.
840 with barrage, that is funny I'm showing 690 in optimal, that is a PvP fit though so only two gyros the numbers I quoted were two Gyros three TE3s and |
Onictus
Silver Snake Enterprise Fatal Ascension
501
|
Posted - 2013.09.11 13:17:00 -
[57] - Quote
Caitlyn Tufy wrote:
Now, I'm challenging you to give me a Stabber's ehp, dps and speed compared to Thorax.
What do those have to do with faction battleship balance pray tell? |
MeBiatch
Republic University Minmatar Republic
1287
|
Posted - 2013.09.11 13:52:00 -
[58] - Quote
Jerick Ludhowe wrote:OP's idea looks pretty legit... Like many others, Id say move a high to a med tho.
If I moved a high to mid would the ship need more cpu? Or is 600 plenty There are no stupid Questions... just stupid people... Winter Expansion new ship request |
Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
318
|
Posted - 2013.09.11 14:04:00 -
[59] - Quote
Caitlyn Tufy wrote:According to this post, Machariel's theoretical weaknesses should be low ehp and poor damage projection. NPC Angel Cartel ships tend to be very fast, very short range, but hurt when close, so that means it needs to hurt up front, but lack the projection capability. This to me says "falloff needs to go". What to replace it with? Imo, the exact same thing the falloff bonus replaced, tracking speed. The idea is to push the Machariel pilots much closer to their targets, making both the poor damage projection and the low ehp more meaningful, as per Ytterbium's request, while using the ship's great speed to bring it close to the enemy for a strike, then away from danger again. By contrast, a Vindicator as its closest counterpart would get in, then keep the target in range as it pounds it to dust, while the Machariel would be fast enough to chase the target around, while dictating range and angle (think oversized Stabber)
Problem is some things don't actually work as well ingame as they sound like on paper. Something with low EHP that has to get in close to do its thing in this game invariably ends up dead unless it has a very high base speed and very small sig. |
Harvey James
Deep Core Mining Inc. Caldari State
500
|
Posted - 2013.09.11 14:12:00 -
[60] - Quote
Onictus wrote:Harvey James wrote:MeBiatch wrote:Harvey James wrote:Machariel, Attack battleship
GÇóSpecial ability: 20%(-5) bonus to Large Projectile Turret ROF GÇóGallente Battleship Skill Bonus: 10% bonus to Large Projectile Turret falloff per level GÇóMinmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret damage
GÇóSlot layout: 8H, 6M,(+1) 6L(-1); 8 turrets (+1), 0 launchers GÇóFittings: 17,950 PG , 660 CPU GÇóDefense (shields / armor / hull) : 9000(-317) / 7000(-2298) / 7000(-1,260) GÇóMobility (max velocity / mass/ agility): 140 m/s(-21) / 94,680,000 / 0.090 (+0.06) GÇóDrones (bandwidth / bay): 50(-50) / 75(-50) GÇóTargeting (max targeting range / Scan Resolution / Max Locked targets): 62km / 135(-15) / 7 GÇóSensor strength: 22 Ladar (-4) GÇóSignature radius: 310 (-30)
I think this is more inline with other attack navy battleships and reducing its versatility emphasizing shield tank and low sig makes more sense as a kiting ship. along with more turret dps in exchange for drone dps. i like where you are going... and the fitting look tight... how many rigs you need for arties? far too many if its even possible without imps and RC's but it's supposed to be AC ship anyway 7 lows for an ac/shield boat? Are you nuts?
eh... 6 mids 6 lows .. did you even read this post correctly?
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. |
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