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Thread Statistics | Show CCP posts - 8 post(s)
Tuxford
Posted - 2006.01.20 16:29:00 -
[1 ]
This is a post about stuff we have been changing but isn't really big enough to get its own thread or newsitem or whatever.Damage Control The plan was originally that damage controls would give bonus to hull. That plan never really changed there was just a bug involved that is the damage didn't actually got reduced. This has been fixed now so hull resistances are back on.Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) _______________
Spuki
Posted - 2006.01.20 16:30:00 -
[2 ]
Thats great news tuxford !!!
Marcus Aurelius
Posted - 2006.01.20 16:33:00 -
[3 ]
And this is coming in when exactly ?
Eyeshadow
Posted - 2006.01.20 16:34:00 -
[4 ]
Any chance of the deimos getting some more grid and a reduction in mass too to make it a tad more agile? Also, any news on the blaster/autocannon changes that TomB said he was looking into?My Latest Vid (16/11/05)
Discorporation
Posted - 2006.01.20 16:34:00 -
[5 ]
How 'bout some more turret hardpoints on the Sac, too One'd do juuust fine. [Now with MIND BULLETS! ]
Tuxford
Posted - 2006.01.20 16:34:00 -
[6 ]
Originally by: Marcus Aurelius And this is coming in when exactly ? Soon of course. _______________
keepiru
Posted - 2006.01.20 16:45:00 -
[7 ]
Originally by: Tuxford Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) ♥♥♥♥♥ ------------- Please fix the EW stacking bug, it's a disgrace!
Turix
Posted - 2006.01.20 16:46:00 -
[8 ]
Originally by: Tuxford Originally by: Marcus Aurelius And this is coming in when exactly ? Soon of course. SoonÖ or Soon? EvE Homeworld
Buzzmong
Posted - 2006.01.20 16:55:00 -
[9 ]
hmm, this means the Sac will be less sucky, might have to get me one before the price rises. And woo for Damage control giving hull resists, time to do hull tanking folks :) --------------------------------- Contact Nautilus Industries in the channel "Naut Shipyard" for T1 Ship manufacture in the Gallente core systems.
Spuki
Posted - 2006.01.20 17:03:00 -
[10 ]
Originally by: Buzzmong hmm, this means the Sac will be less sucky, might have to get me one before the price rises. Thats what i just did. Lets hope it doesnt end like the story with the tractor beam bpo ^^
Tachy
Posted - 2006.01.20 17:12:00 -
[11 ]
/me places a wonderfully augmented Bellicose in fron of Tux. Didn't you want to have a look at these?--*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray
Shadow Mancer
Posted - 2006.01.20 17:25:00 -
[12 ]
Edited by: Shadow Mancer on 20/01/2006 17:26:27 yeah Tux gotta have a look at that Bellicose. Every time I see one i get chills running down my spine lol. Where's your appreciation for arts and beauty cose i've never seen a more ugly, eye poking and omfg-i'm-lost-for-words ship... "Pimp that Bellicose pls, cose if you don't i'll send Xhibit to Iceland to pimp it for ya" CEO and Founder of Warriors of Gods
Chode Rizoum
Posted - 2006.01.20 17:43:00 -
[13 ]
Typhoon plz
Spartan239
Posted - 2006.01.20 17:46:00 -
[14 ]
what eyeshadow said
Squidfoam
Posted - 2006.01.20 17:51:00 -
[15 ]
Brutix URGENTLY needs an 8th highslot and double the dronebay. Oh, and the speed, agility and sig radius of an inty. That is all.
Thorgrim
Posted - 2006.01.20 18:02:00 -
[16 ]
erstmal drei von den Kisten gekauft
Natsuki
Posted - 2006.01.20 18:09:00 -
[17 ]
And how about the hawk? ----------------------------------- btw, threatening to close 1 account really hurt my eyes. - xaioguai
Hanns
Posted - 2006.01.20 18:24:00 -
[18 ]
Drop one of the sac's launcher slots and give it an extra turret, 5 turrets aint exactly overpowered.
Issalzul
Posted - 2006.01.20 18:35:00 -
[19 ]
Wow! I just picked up one of those, it suddenly got better! ^^
Antoinette Civari
Posted - 2006.01.20 18:59:00 -
[20 ]
What about the promised large blaster changes ? :F
darth solo
Posted - 2006.01.20 19:05:00 -
[21 ]
Originally by: Chode Rizoum Typhoon plz AND 1400s TOO PLEASE.. but they are minnie weapons and ships so cant see that happening. d solo.
Weirda
Posted - 2006.01.20 19:10:00 -
[22 ]
great news tux! any word on the Assault Ship and their 4th bonus? (see my beloved thread from siggie)... __ WeirdaAssault Ship need 4th Bonus and More!
Fedaykin Naib
Posted - 2006.01.20 20:03:00 -
[23 ]
improve my tempest please "Long Live the Fighters!" "The weak come and go with time. The strong have remained" - v ger
God forbid
Posted - 2006.01.20 20:24:00 -
[24 ]
All right Im gonna Train for Hac Now.. :P
Vanye
Posted - 2006.01.20 20:38:00 -
[25 ]
While we're at it, Muninn +150Grid?
Spartan239
Posted - 2006.01.20 20:46:00 -
[26 ]
Originally by: Vanye While we're at it, Muninn +150Grid? munnin can get soem more grid when the deimos gets some more grid and cpu: Deimos has 30 mroe cpu and 40 more grid and the thorax, what other hac has fittings as clsoe to its tech I variant?
McCade
Posted - 2006.01.20 21:08:00 -
[27 ]
Any chance the Hawk will be gaining a launcher and dropping a turret, as well as gaining missile bonuses rather than split bonuses? Most people agree it should be a launcher based ship.
Bigben
Posted - 2006.01.20 21:54:00 -
[28 ]
increase doms powergrid sort 1400mms out more pg for rupture increase drone damage manchester united's best ever fan!
Maya Rkell
Posted - 2006.01.20 22:23:00 -
[29 ]
Edited by: Maya Rkell on 20/01/2006 22:25:38 Great, now the Sac's a bad version of the Zealot. (laser bonus? bleh - I admit the shield/armour thing makes sense) And the damage control giving hull hit points dosn't and never has made sense to me. Give it a small armour repair, instead. So shield-tanked ships with a dcontrol don't need to rely on remote reps / rep drones if they have 10 mins to wait after a fight... --------------------------------------------------------------- Warning: above post may contain traces of sarcasm.
Elve Sorrow
Posted - 2006.01.20 23:06:00 -
[30 ]
Right, Sac changes. It's an improvement, it makes the ship more usefull. But it also makes it damn near identical to the Zealot. What if it lost a high for a fifth mid? Or got a bit more dronebay then the currently fairly small one? This, even though i welcome the chance, makes it more boring.
Sebastien LaForge
Posted - 2006.01.20 23:20:00 -
[31 ]
fourth AS bonus! :(
Oriana Fallaci
Posted - 2006.01.20 23:26:00 -
[32 ]
minmatar projectile and muninn buff :( :(
Toaster Oven
Posted - 2006.01.20 23:33:00 -
[33 ]
\o/ for Sac buff. But while you're at it, could you change it's optimal range bonus to something more useful? Perhaps another tanking related bonus? If you keep the bonus as is, you're just turning a Sacriledge into a wannabe Zealot. I think it would be fitting to see the Sacriledge turn into a short range, tanking beast. While the Zealot remains a more agile, faster, and longer ranged ship with less tanking ability. And the Sac really needs it's 5th turret back. Why must it lose a turret slot from a Maller in it's transition from a cruiser to a HAC? Only the Ishtar suffers the same fate but it gets a massive drone bay in return .
Kai Lae
Posted - 2006.01.20 23:55:00 -
[34 ]
Originally by: Elve Sorrow Right, Sac changes. It's an improvement, it makes the ship more usefull. But it also makes it damn near identical to the Zealot. What if it lost a high for a fifth mid? Or got a bit more dronebay then the currently fairly small one? This, even though i welcome the chance, makes it more boring. Why does the Sac need a optimal range bonus anyway? Why not ditch that for missile ROF, or a second laser damage bonus?
Elve Sorrow
Posted - 2006.01.21 00:06:00 -
[35 ]
True. May aswell ditch that. But then please no missile RoF bonus, but something to tanking. 5% to repairer efficiency?
Kai Lae
Posted - 2006.01.21 00:19:00 -
[36 ]
Wouldn't having a bonus to all the hardpoints on the ship be better? Right now as it is you're got something akin to a typhoon, in HAC form, and that's not that great frankly.
keepiru
Posted - 2006.01.21 01:14:00 -
[37 ]
Edited by: keepiru on 21/01/2006 01:13:58 Originally by: Elve Sorrow True. May aswell ditch that. But then please no missile RoF bonus, but something to tanking. 5% to repairer efficiency? Tbh, I wouldnt mind a laser dmg and a launcher rof bonus on the HAS skill... Maybe 5% repper cap use? That way we'd be able to run double reppers... ------------- Please fix the EW stacking bug, it's a disgrace!
Tuxford
Posted - 2006.01.21 01:22:00 -
[38 ]
Just wanted to ask you to stay a little more on topic in this thread. We aren't really focusing on any major changes or overhaul of t2 ships right now or any other ships for that matter. The Sacrilege change is something that we have been talking about for some time. The Damage Control change is really bug fix. Having said that then we have also been talking about the Typhoon but I'm not gonna post anything until it's more final. We have also noticed the post on the missing 4th assault ship bonus (it's got a yellow bar even iirc). We kind of all agree that it is "missing". Personally I don't think that assault ships are underpowered in general but I would still like to ... bah I'm drifting off topic myself Anyway lets try to keep this thread about changes that we are (or at least are thinking about doing) instead of things that you wish we would do, no matter how valid they are _______________
Kai Lae
Posted - 2006.01.21 02:07:00 -
[39 ]
Embrace the hijack...the missing slot issue on AF is bigger than the 4th bonus, because in relation to the 11 slot AF this makes them inferior to them. Additional bonuses would only boost AF in relation to other things.
ParMizaN
Posted - 2006.01.21 02:20:00 -
[40 ]
excellent: t2 ammo being looked at next? maybe projectiles?Phenomena of ironies, cast the litany aside How intelligible, blessed be the forgetful
Sky Hunter
Posted - 2006.01.21 02:20:00 -
[41 ]
Good to hear about changes, so as i take it now damage controls are completly useless for hull resistance? -=-
kessah
Posted - 2006.01.21 02:21:00 -
[42 ]
awesome! right time to start buying up them sac's and selling them off for 145m like the zealot muhahaha. --------------------------------------------------------
Kunming
Posted - 2006.01.21 02:51:00 -
[43 ]
Originally by: Tuxford ...Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) All the cool kids stay on topic ♥♥♥ Website Killboard
Gierling
Posted - 2006.01.21 03:27:00 -
[44 ]
Please look at the following things. Sentry drones: Not only are they bugged and won't fire outside of your drone control range, if you do go all out and devote 11 slots to it (Omni tracking links AND drone range augments) you still can't fire past 100k. Its absurd to FINALLY give the domi a long range weapons system (Some of us dream of taking our domi to fleet fights ok), and cap it at 100k no matter how many mids and highs you devote to it. Dominix: Could use a look, maybe replace the large hybrid turret damage with 10% drone control range per level? Failing that give it enough powergrid to fit a full rack of its best guns with Perfect fitting skills and only one RCU. (10500 base grid). Typhoon: either give it more turret slots or give it solid split bonuses. Like Turret AND launcher ROF. One more turret and some extra grid should make it competitive however. Catalyst: Doesn't benefit at all from the mark two project, blasters don't need extra optimal and any respectable railgun setup cant fit due to CPU constraints. New Battleships and battlecruisers, Please at least show us the concept art please , oh and for ideas on tier 2 battlecruisers think 3-4 BS sized weapons and the grid to run them but make them slot limited. Oh and please look at adding faction carebear equipment :)*snip* That's not very appropriate. - Teblin
tenp1
Posted - 2006.01.21 03:30:00 -
[45 ]
Edited by: tenp1 on 21/01/2006 03:32:26 I can see the reasoning behind the change, as it would bring the Sac sort of inline with the eagle, which has been a gripe since the eagle got made into as good a tank as the sac (+5% damage, +5% resist, +10% optimal then the eagle gets another +10% optimal and the sac gets -10% laser cap reduction). However, I still think that the eagle's bonus still give it an advantage (even if they had the same bonus' for optimal beams would still fall way short of rails). As it's not likley that the -10% to laser cap use bonus will be removed, I am inclined to agree that swapping the +10% range bonus to damage and keeping the missile rof bonus may be a better idea. This would then at the very least make the Sac unique instead of a range gimped eagle. You may also want to take a look at PG on the sac if you do go with the bonus' mentioned, as you can in no way fit a 4xHeavy Beam + 2xHeavy launcher + tank with 1600mm even half as easily as 4x425 rail + 2 launchers + tank with Large shield extender. Mind you, none of the armour tank HACS can do that as easily as the shield tank ones so that may be an entirely seperate issue .
Lickity Split
Posted - 2006.01.21 03:30:00 -
[46 ]
good the sac has needed help for some time now.
keepiru
Posted - 2006.01.21 03:37:00 -
[47 ]
Originally by: tenp1 You may also want to take a look at PG on the sac if you do go with the bonus' mentioned, as you can in no way fit a 4xHeavy Beam + 2xHeavy launcher + tank with 1600mm even half as easily as 4x425 rail + 2 launchers + tank with Large shield extender. Mind you, none of the armour tank HACS can do that as easily as the shield tank ones so that may be an entirely seperate issue . Well, thats a bit of an extreme example. However, its definitely too hard to fit, but thats true for many of the armor-tanking hacs. ------------- Please fix the EW stacking bug, it's a disgrace!
tenp1
Posted - 2006.01.21 03:52:00 -
[48 ]
I was just playing around with fittings and thought I'd try a similar fitting on the Sac as I use on the Eagle, and found an armour tank equivilent was near impossible, on the Sac. It did however fit easily on the cerberus and Vagabond. Mind you, the Sac does have better base resists, but then I think that 2.1 K extra HP more than makes up for it (not to mention the bonus from the 3 pdu II's I use to fit it). If it was just the Sac tho that had this prob, then I'd say just make do with 800mm II and the better base resists, but as this includes all armour tank hacs I think it is a bit more of a problem. But I am getting of topic so I'll leave it there, as this is probably the wrong place for this rant.
Aloysius Knight
Posted - 2006.01.21 03:55:00 -
[49 ]
fix typhoon first kthx bye
Jim Raynor
Posted - 2006.01.21 04:33:00 -
[50 ]
I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? ------
Cosmo Raata
Posted - 2006.01.21 05:02:00 -
[51 ]
Tux, not to complain about the boost, but why stop there? Just dump all khanid creations & have ccp make these ships Viziam ships, & Viz can have a specific role more suited to what amarr ships are supposed to be.
keepiru
Posted - 2006.01.21 05:03:00 -
[52 ]
Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? ^^^^^^^^ I support this post. ------------- Please fix the EW stacking bug, it's a disgrace!
Malken
Posted - 2006.01.21 06:06:00 -
[53 ]
Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? you dont drive amarr hacs so i assume you have no clue. the zealot has alot better dmg output then a sac will have after this fix. atleast now it might be able to kill a assault figate.
Hanns
Posted - 2006.01.21 06:11:00 -
[54 ]
Originally by: keepiru Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? ^^^^^^^^ I support this post. agreed, i dont care what happens to the sac aslong as it can put out a bit more damage than it can now, after talking to jim ingame about it im thinking the armor hitpoints is a step in the right direction, but i think the turret bonus is making it lean to far toward the carthum train of thought! i think probably the best thing for the sac would to keep the launcher rof, drop the optimal range bonus, and give it somthing like 5% rep, or 10% armor hitpoints, and give it an extra launcher fitting so it fit 4 launchers 3 turrets or vice versa. Also guys please read Tux post, and stop goign off topic about the domi and other ships, start your own posts about them!
Jim Raynor
Posted - 2006.01.21 06:59:00 -
[55 ]
Originally by: Malken Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? you dont drive amarr hacs so i assume you have no clue. the zealot has alot better dmg output then a sac will have after this fix. atleast now it might be able to kill a assault figate. Wow the Zealot does more damage? No wai!!!!!!!! Point is this, and it's very simple even you should understand it. The Sacrilege is a Khanid ship, it's a amarr/caldari hybrid in technology, it has missile launchers for a reason, without the rate of fire bonus, you might as well take away the launcher hardpoints. Looking at other races HAC you can see they are generally different fron one another. The Deimos is blasters, the Ishtar is drones. The Eagle is railguns, the Cerberus is missiles. The Muninn and Vagabond are sort of simular but one is a very fast autocannon ship and the other is more suited for artillery. So then you have the Sacrilege and Zealot, obviously the Zealot is suited for pulse lasers, the Sacrilege is a laser/missile hybrid, should it get it's armor and shield hp swapped? Absolutely, but should it lose its launcher rof in exchange for laser damage? Why? I know, people shun the fact someone who specs Amarr might have to train a different weapon skilltree (by the way most other races have too..) to utilize every ship but seriously why gimp the fact the Sac is a laser/missile ship? Why not drop the optimal bonus instead? Laser damage + launcher rate of fire would be cool bonuses for the Sac, it would actually give a valid reason to fit bother lasers and launchers on it.. much like eagle pilots generally fit railguns and launchers as well. All these changes do is make the Sac more like the Zealot, that's stupid, we already have Zealot so why shift the Sac into that direction further? ------
KilROCK
Posted - 2006.01.21 08:28:00 -
[56 ]
Hmm Sacrilege isn't very khanid anymore. Tho the Shield/Armor switch was needed, i think missile bonus should stay the same..
Squidfoam
Posted - 2006.01.21 09:02:00 -
[57 ]
Originally by: Gierling Please look at the following things. Sentry drones: Not only are they bugged and won't fire outside of your drone control range, if you do go all out and devote 11 slots to it (Omni tracking links AND drone range augments) you still can't fire past 100k. Its absurd to FINALLY give the domi a long range weapons system (Some of us dream of taking our domi to fleet fights ok), and cap it at 100k no matter how many mids and highs you devote to it. Dominix: Could use a look, maybe replace the large hybrid turret damage with 10% drone control range per level? Failing that give it enough powergrid to fit a full rack of its best guns with Perfect fitting skills and only one RCU. (10500 base grid). Typhoon: either give it more turret slots or give it solid split bonuses. Like Turret AND launcher ROF. One more turret and some extra grid should make it competitive however. Catalyst: Doesn't benefit at all from the mark two project, blasters don't need extra optimal and any respectable railgun setup cant fit due to CPU constraints. New Battleships and battlecruisers, Please at least show us the concept art please , oh and for ideas on tier 2 battlecruisers think 3-4 BS sized weapons and the grid to run them but make them slot limited. Oh and please look at adding faction carebear equipment :) QFFT. This is the best post on the internet.
KilROCK
Posted - 2006.01.21 09:28:00 -
[58 ]
Edited by: KilROCK on 21/01/2006 09:29:02 Well, I'll go with the trend and ruin every EVERY Dev topics with people suggesting and going off topic. Megathron, MORE CPU! And if you touch my dominix turret bonus, i'll hunt you in eve till you're broke.
Malken
Posted - 2006.01.21 10:26:00 -
[59 ]
Originally by: Jim Raynor The Sacrilege is a Khanid ship, it's a amarr/caldari hybrid in technology, it has missile launchers for a reason, without the rate of fire bonus, you might as well take away the launcher hardpoints. if its supposed to be mainly missiles and missile bonuses then why isnt it a caldari ship? Quote: Looking at other races HAC you can see they are generally different fron one another. The Deimos is blasters, the Ishtar is drones. The Eagle is railguns, the Cerberus is missiles. The Muninn and Vagabond are sort of simular but one is a very fast autocannon ship and the other is more suited for artillery. Deimos is a development of the thorax wich is a mwd blasterboat and ishtar is a build off a vexor wich is a drone carrier eagle-Moa, Carebearbus-Caracal muninn and vagabond needs no more introduction are you seeing where im going with this? maybe not Zealot-Omen, pulse laser turret ship. and then we come to the maller wich isnt a missile ship yet the hac version has had missiles and missile bonuses. the Sac has the optimal bonus wich would make it a good ship for beams instead of pulses with some dev tweak i think it can be that. then Amarr will have one ship thats high dmg and short range and one ship that is long range but less dmg potential. i wonder wich amarrian traitor that let the khanid destroy the heritage of the maller by putting caldari crap missile systems on it, he should be shot. Quote: Why not drop the optimal bonus instead? Laser damage + launcher rate of fire would be cool bonuses for the Sac, it would actually give a valid reason to fit bother lasers and launchers on it.. much like eagle pilots generally fit railguns and launchers as well. All these changes do is make the Sac more like the Zealot, that's stupid, we already have Zealot so why shift the Sac into that direction further? id rather keep the optimal and not have the dmg bonus but instead give it one more turret slot and tweak the grid/cpu to make it able to use beams properly as that is a role that is more needed. but all in all any boost to the sac and a movement away from being a missile boat first and second a beam ship is a plus in my book and every pilot who flies amarr hacs. its still not going to measure up to any other hac in terms of dmg potential but atleast now it might be able to kill off something in 3hours work.
Brute Helmet
Posted - 2006.01.21 11:07:00 -
[60 ]
Edited by: Brute Helmet on 21/01/2006 11:08:42 CCP said that the Stealth bombers would be looked at after RMR. Could you have a look at the capacitor and capacitor use/AU of the Hound and Manticore please ? Its no fun having to gimp your setup with a cap battery to be able to somewhat keep up with other frigates when traveling. Oh, and BCU II uses too much CPU. Capital Remote repairer skill and BPO, Capital Shield Transfer skill and BPO, Capital Energy transfer skill and BPO seem to be missing from markets. Please fix that.
Vanye
Posted - 2006.01.21 11:21:00 -
[61 ]
Originally by: Tuxford Anyway lets try to keep this thread about changes that we are (or at least are thinking about doing) instead of things that you wish we would do, no matter how valid they are Would you mind making a sticky about balance issues you are currently working on? That would cut the amount of whine posts in ships&modules in half at least, and the rest of our whinage (not going to exclude myself there) could be directed at the new thread.
Akiman
Posted - 2006.01.21 11:31:00 -
[62 ]
large blaster sounds...need more powerfull sounds...like thunderrr! AF too slow? good to hear DC fixed.
Tulia
Posted - 2006.01.21 11:42:00 -
[63 ]
Gistii harpy can't tank good enough. +40% shield boosting amount per lvl plz. On a more realistic note it would be nice to see the hawk sorted out, change the turret/missile slots perhaps. Megathron, just a tiny bit more cpu. As for the manticore capacitor, yea; it is garbage. The manticore is definitely the least mobile of all the bombers, and considering people are utilizing the other races covops ships as actual fighters (cruise missile/artillery hound, etc) with great success, it would be nice to simply give the manticore a slightly more efficient warp drive. It is silly having to equip a small cap battery II just to do 90au jumps, which may still be out of your reach. It is a sluggish, hard to fit, long range inefficient hulk of a frigate with no close range defense whatsoever. I have no problems with the fitting difficulties, that is just part of having one more launcher than the other bombers. Not being welcome in fleets due to your pathetic ability to move around a system, that is a big problem.
Brute Helmet
Posted - 2006.01.21 12:44:00 -
[64 ]
Originally by: Tulia As for the manticore capacitor, yea; it is garbage. The manticore is definitely the least mobile of all the bombers, and considering people are utilizing the other races covops ships as actual fighters (cruise missile/artillery hound, etc) with great success, it would be nice to simply give the manticore a slightly more efficient warp drive. It is silly having to equip a small cap battery II just to do 90au jumps, which may still be out of your reach. It is a sluggish, hard to fit, long range inefficient hulk of a frigate with no close range defense whatsoever. I have no problems with the fitting difficulties, that is just part of having one more launcher than the other bombers. Not being welcome in fleets due to your pathetic ability to move around a system, that is a big problem. Ehm, you do realize that the Hound has 25 less base capacitor than the manticore, dont you ?
Sky Hunter
Posted - 2006.01.21 13:32:00 -
[65 ]
Originally by: Gierling New Battleships and battlecruisers, Please at least show us the concept art please , oh and for ideas on tier 2 battlecruisers think 3-4 BS sized weapons and the grid to run them but make them slot limited. Oh and please look at adding faction carebear equipment :) I think its been already told that Kali prolly will have Tier 3 BS. As for Tier 2 BCs...they got their gang module T2 variants, thanks but no need for a BS sized weapon BCs. It would be rather silly to make BCs class get so huge boost to fit BS class turrets while still handle like a smaller ship. No point in that... -=-
Tulia
Posted - 2006.01.21 14:33:00 -
[66 ]
Quote: Ehm, you do realize that the Hound has 25 less base capacitor than the manticore, dont you ? yes, and even so the manticore will use its larger capacitor worse than any ship. It routinely fails to do 50+ au jumps. This ship has even less efficiency with warp drives than the kestrel, which I thought was bad.
dazedandconfused
Posted - 2006.01.21 14:34:00 -
[67 ]
I like the Sacrilege changes very much. It does seem very similar to Zealot, but ultimately it feels like the geddon/apoc relationship. One tanks great, and does a bit less damage. One tanks worse, and does more damage. I am really glad they are fixxing armor and shields. Whoever came up with the high shield hp with armor tank bonuses idea was... well nm . I like the optimal bonus as is. It is nice being able to shoot farther, yes? especially with multi crystals and pulse lasers.
Elve Sorrow
Posted - 2006.01.21 15:25:00 -
[68 ]
Edited by: Elve Sorrow on 21/01/2006 15:31:57 Last post from me regarding the Sacrilege: I agree with Jim, mainly. The armor <-> Shield HP swap is good, although i'd like to hear the exact HP numbers please? Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/
Weirda
Posted - 2006.01.21 15:49:00 -
[69 ]
Edited by: Weirda on 21/01/2006 15:51:35 Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? after much thinking weirda agree with jim. as embarassing as it may sound - actually bothered training up t2 heavies for the sac ... and now it will lose that bonuse? suck. edit: go for elve's setup above 4/4 turret/missile hp (with still 6 slot) and missile rof/laser dmg on the hac skill. that would be loved. __ WeirdaAssault Ship need 4th Bonus and More!
Faramir
Posted - 2006.01.21 15:54:00 -
[70 ]
TomB promised us Blaster-love soonTM after RMR patch. When is it due?
Deja Thoris
Posted - 2006.01.21 16:51:00 -
[71 ]
A needed if somewhat "safe / boring" change to a ship that is already boring
Malken
Posted - 2006.01.21 16:59:00 -
[72 ]
Originally by: Elve Sorrow Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ that would be a excellent solution that would keep inline with the amarr laser philosophy yet incorporating the idiot khanid missile tech wich would allow for some weird setups.
Kai Lae
Posted - 2006.01.21 17:59:00 -
[73 ]
Edited by: Kai Lae on 21/01/2006 18:01:14 Originally by: Elve Sorrow Edited by: Elve Sorrow on 21/01/2006 15:31:57 Last post from me regarding the Sacrilege: I agree with Jim, mainly. The armor <-> Shield HP swap is good, although i'd like to hear the exact HP numbers please? Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ My name is Kai Lae, and I approve this post :) Failure to give a bonus to both kinds of weapon systems will simply result in a HAC like Typhoon, which the devs have already noted is a bad idea. Odd thing is the newest ship addition that uses this format, the nightmare, doesn't make this mistake, so why it hasn't already been corrected is a mystery.
Weirda
Posted - 2006.01.21 19:06:00 -
[74 ]
Originally by: Tuxford We have also noticed the post on the missing 4th assault ship bonus (it's got a yellow bar even iirc). We kind of all agree that it is "missing". Personally I don't think that assault ships are underpowered in general but I would still like to ... bah I'm drifting off topic myself in all fairness - the yellow bar is from Hammer making a joke post about how his name was left out of the original thread title. also - underpowered or not, their bonus are broken, as they shouldn't be using a bonus slot for something that NO OTHER ASSAULT ship use it for. furthermore - the Jag is identical to the rifter in almost every respect except that it slower and heavier in exchange for a bit more shield/armor and the assault resist. you can do better then that Tux! __ WeirdaAssault Ship need 4th Bonus and More!
Meridius
Posted - 2006.01.21 19:41:00 -
[75 ]
Originally by: Elve Sorrow Edited by: Elve Sorrow on 21/01/2006 15:31:57 Last post from me regarding the Sacrilege: I agree with Jim, mainly. The armor <-> Shield HP swap is good, although i'd like to hear the exact HP numbers please? Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ Agree completely ________________________________________________________
Trelennen
Posted - 2006.01.21 19:55:00 -
[76 ]
Originally by: Weirda furthermore - the Jag is identical to the rifter in almost every respect except that it slower and heavier in exchange for a bit more shield/armor and the assault resist. Even worse, although its description says it's a versatile ship, it's less versatile than the rifter, with only 1 launcher HP (2 on the rifter). Not that I really mind about that though . As I've posted here, I'll mention two other points that should be looked at, and one of them is not much (see my sig ). Drone AI really needs to be fixed ASAP: Extensive thread Now the easy to fix thing, which concerns Stealth Bombers On manticore and purifier, description of the bonus from frig skill for fitting cruise launcher don't match the actual bonus (19.74%/level instead of 19.65% in the description), and hence nemesis and hound, which bonus is the same as in the description, get the shaft, having a lower fitting bonus than the other two. And description for manticore bonus to cruise launcher fitting from cov op skill doesn't match the actual bonus (description says 5% and it's 7.5%). So please fix the descriptions to match the actual bonii and up the bonii on nemesis and hound to be on par with purifier and manticore. ===== !!! Fix SB - Love for AFs - Fix drones AI !!!
Spuki
Posted - 2006.01.21 20:43:00 -
[77 ]
This thread is about damage controls and the sacriledge. There already are enought assault frigs-, typhoon-, blaster-threads in the forum and im sure the devs are well aware of them. So please bring your arguments there and not here. Stop hijacking every thread where a dev posted something.
Arabian Goggle
Posted - 2006.01.21 20:47:00 -
[78 ]
Originally by: Elve Sorrow Edited by: Elve Sorrow on 21/01/2006 15:31:57 Last post from me regarding the Sacrilege: I agree with Jim, mainly. The armor <-> Shield HP swap is good, although i'd like to hear the exact HP numbers please? Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ Khanid ship or not, I'm glad the missle bonus is going. A lot of Amarr pilots (including me) do not train missile skills. The 4th midslot is enough 'Khanid' for me. I can guarantee that a lot of amarr users will be very happy with this change to laser damage. Lasers FTW
xeom
Posted - 2006.01.21 23:03:00 -
[79 ]
i thought something was wrong with the damage mods,when my hole hull wiping in a matter of seconds. and BTW my sig.... Jaguar needs a Buff CPP! -1 more mid slot please -bit more cpu -Better thermal resistance?
Karnov Darkstar
Posted - 2006.01.21 23:50:00 -
[80 ]
What about this: Originally by: Tomb It's been known issue for quite some time that large blasters have had issues, mostly fitting and tracking as well ... and cap.Linkage ? __________________________ Ketchup! Everywhere! Suckers!
redvic
Posted - 2006.01.22 01:34:00 -
[81 ]
One of the more annoying small things in the game is. Whe you jump clone to a new station (or however you end up in that station as a pod) you cant do anything until you get in a ship. However this isnt directly apparent. You can try to start a build or a delivery, only to have it fail with no indication of why. Could you put up a HUGE ANNOYING DIALOG BOX to remind people to get in a ship ? Redvic
Kusotarre
Posted - 2006.01.22 02:06:00 -
[82 ]
Originally by: Weirda great news tux! any word on the Assault Ship and their 4th bonus? (see my beloved thread from siggie)... FOUND ONE! No 3rd person! You totally screwed up now, Weirda!
Tuxford
Posted - 2006.01.22 02:13:00 -
[83 ]
Originally by: Kusotarre Originally by: Weirda great news tux! any word on the Assault Ship and their 4th bonus? (see my beloved thread from siggie)... FOUND ONE! No 3rd person! You totally screwed up now, Weirda! I was really tempted to use my supreme editing powers to help Weirda out there. _______________
Kusotarre
Posted - 2006.01.22 02:32:00 -
[84 ]
Deserves a news item, it does.
j0sephine
Posted - 2006.01.22 02:35:00 -
[85 ]
o.o;; "Weirda personality switch scandal. So shocking it made Tuxford post at 3 in the morning on Saturday night" /o\ * slinks away to tip off a reporter or two, and maybe make some isk in the process >>;;
Wesley Harding
Posted - 2006.01.22 02:50:00 -
[86 ]
I could have said something, but wanted to be polite and not draw attention.
Vishnej
Posted - 2006.01.22 04:17:00 -
[87 ]
Edited by: Vishnej on 22/01/2006 04:17:35 Any idea whether the Sac could get its 5% armor resist bonus changed to 7.5% armor+shield? Khanid go both ways, and Sacrilege should preserve its role as a super-tank, not fold in the face of the sniping Eagle getting an equiv bonus.
KilROCK
Posted - 2006.01.22 05:31:00 -
[88 ]
Originally by: Vishnej Edited by: Vishnej on 22/01/2006 04:17:35 Any idea whether the Sac could get its 5% armor resist bonus changed to 7.5% armor+shield? Khanid go both ways, and Sacrilege should preserve its role as a super-tank, not fold in the face of the sniping Eagle getting an equiv bonus. maybe 5% not 7.5% -.-
danneh
Posted - 2006.01.22 07:02:00 -
[89 ]
Fantastic!
Malken
Posted - 2006.01.22 07:07:00 -
[90 ]
/me predicts that the sac will cost 150mill as soon as this change hits TQ.
Sae Marr
Posted - 2006.01.22 11:15:00 -
[91 ]
Although the hitpoints change is welcome, I'd have to agree with the other posters, a laser damage bonus doesn't really fix the Sacrilege. It still has no role to fill.
Hashi Lebwohl
Posted - 2006.01.22 11:47:00 -
[92 ]
What the typhoon and all the other 4/4, 3/3 etc slot layouts ships need is a hybrid damage mod giving say a 8% damage bonus to both weapon types for a tech II version and similar improvement to the rate of fire. You could role play it as Sansha modification to the Caldari ballistic control system, so that it can help lasers as well, to assist their Nightmare BS and now being developed for hybrids and prjectiles.
Weirda
Posted - 2006.01.22 18:31:00 -
[93 ]
Originally by: Kusotarre Originally by: Weirda great news tux! any word on the Assault Ship and their 4th bonus? (see my beloved thread from siggie)... FOUND ONE! No 3rd person! You totally screwed up now, Weirda! who IS this 3rd person? as for the Sac... PLEASE keep the missile ROF... add DMG in place of RANGE on lasers... and 30 cpu wouldn't kill anyone... __ WeirdaAssault Ship need 4th Bonus and More!
Bellum Eternus
Posted - 2006.01.22 20:29:00 -
[94 ]
When are Blasters gonna be fixed? They need their fitting requirements reduced, the DPS improved, and the range doubled, with the tracking increased just a touch. I mean, come on, 3000m optimal for Large Ions is ridiculous, especially since if you're inside 2000m you start to MISS because of tracking issues. Unerf the Blasters so my Mega is competitive against the new tanks, or massively increase the grid/cpu on the Mega so that it can have somewhat of a tank and still deal the DPS needed *while running tank at full tilt* like all the other ships out there. And again, no I don't want an "I win" button. I just want my ship to work in the very narrow niche that the Devs have defined for it.
Wizie
Posted - 2006.01.22 21:13:00 -
[95 ]
Originally by: Bellum Eternus When are Blasters gonna be fixed? They need their fitting requirements reduced, the DPS improved, and the range doubled, with the tracking increased just a touch. I mean, come on, 3000m optimal for Large Ions is ridiculous, especially since if you're inside 2000m you start to MISS because of tracking issues. Unerf the Blasters so my Mega is competitive against the new tanks, or massively increase the grid/cpu on the Mega so that it can have somewhat of a tank and still deal the DPS needed *while running tank at full tilt* like all the other ships out there. And again, no I don't want an "I win" button. I just want my ship to work in the very narrow niche that the Devs have defined for it. All those changes? And you say you don't want an "I win" button? ROFL Lower fitting reqs of large blasters, add tracking OR a little bit of range. That is all. While at it, increase PG usage of 425 IIs
KilROCK
Posted - 2006.01.22 21:20:00 -
[96 ]
CPU increase of Mega, or CPU reduction on blasters is more than welcomed :\
Joe Transhuman
Posted - 2006.01.22 22:06:00 -
[97 ]
Do any of you know what staying on topic means? No, I guess not!
Bazman
Posted - 2006.01.23 00:14:00 -
[98 ]
Blaster damage is fine. Blaster tracking and CPU is not. Simple as that :P Sooo... things that need changing but aren't big enough to warrent a newsitem... Stacking bugs need fixed, AF bonus', blaster changes, HAC tweaks. Yeah, not much there, definately nothing that warrents a news item :P ----- Hi TomB! All out Do or Die Blasterboat for tier 3 Gallente battleship please! Make it look cool too. Thanks.
Wesley Harding
Posted - 2006.01.23 03:25:00 -
[99 ]
I'm glad to see damage controls are getting fixed before I tried hull tanking.
Techawk
Posted - 2006.01.23 05:18:00 -
[100 ]
The optimal bonus is what makes the sac my fav ship to use. I use tech 2 beams and 2 assault launchers. The shield hit point for armor hit point swap makes sense. But I like the sac the way it is with bonuses to both weapon systems. If a ship has 2 weapon systems the bonus it gets should be to both. I find the sac a challenging ship to fly but I am doing the easier level 4 missions solo in my sac. Leave it alone except for the armor/shield hit point swap. Go 'improve' some one elses ship...
Agumi Amasaki
Posted - 2006.01.23 05:19:00 -
[101 ]
Originally by: Karnov Darkstar What about this: Originally by: Tomb It's been known issue for quite some time that large blasters have had issues, mostly fitting and tracking as well ... and cap.Linkage ? Blaster lovin TomB, you're our only hope!
Maric
Posted - 2006.01.23 08:46:00 -
[102 ]
Heh, ppl are wierd, realy. First everybody cry that Sacrilege need boost, now everybody cry "why You boost it like that, when You can do like that" Crying is what You get what ever You do. Well, I am no diferent either Personaly I like that You take efort to boost Sacrilege, it is a better ship now. I just dont like the way You do it. Some ppl say: Sacrilege is wanna be Zealot. To me Sacrilege looks like Amarr version of Eagle. I want to see a boost, but belive we need something more original. Few weeks ago I propose something like this:"90% less powergrid needs for fitting cruise launchers" Maybe it is too much of a boost? But it wouldnt be boring. Someone also propose boost to shield resistance as much as armor resistance. It would be very much Khanid. No matter what You chose for a boost, someone will always whine. Maybe You tell us what option Devs have for boosting and then let EVE comunity to choose?
Tzimitze
Posted - 2006.01.23 11:26:00 -
[103 ]
I like the armor changes to the sac, it should be more Amarr, but I still think being able to use any damage type using missiles should be part of its advantage. To me the problem with the Malediction, Vengeance and the Sacrilege with your new changes is that they still lack any sort of focus. I'd far prefer to see armor tanking missile boats then ships that are split between lasers and missiles. If I want to mix both I'll fly the sanshas faction ships, thanks. Now don't get me wrong the malediction and vengeance are pretty good ships but they just lack focus they should have. Since Amarr and Caldari have very strong ties now in RMR I'd really like to see amarr missile boats They wouldn't be a good as the caldari ones but the Khanid might like to adapt the caldari missile technology while sticking with the amarr armor tanking love sorry for getting a little off topic on the changes, but since the sac is one of the khanid hybrids at the moment, I thought I'd drop in my two cents. Thanks Tuxford.
MellaRinn
Posted - 2006.01.23 13:27:00 -
[104 ]
Originally by: Maya Rkell Edited by: Maya Rkell on 20/01/2006 22:25:38 Great, now the Sac's a bad version of the Zealot. (laser bonus? bleh - I admit the shield/armour thing makes sense) And the damage control giving hull hit points dosn't and never has made sense to me. Give it a small armour repair, instead. So shield-tanked ships with a dcontrol don't need to rely on remote reps / rep drones if they have 10 mins to wait after a fight... WTF? Make an already tanked to the roof raven invulnerable entirely and everlasting through multiple heavy battles without docking? Are you senile? --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---
Rod Blaine
Posted - 2006.01.23 13:42:00 -
[105 ]
Originally by: Tuxford Originally by: Marcus Aurelius And this is coming in when exactly ? Soon of course. Soo, thats what you guys been doing since RmR release ? That's ALL I mean ? You have loads of bugreports if i'm not mistakes, reltated to RmR additions related to ship function and balance, and this is all you coem up with after a month ? No offense, but it's too little guys.
Tuxford
Posted - 2006.01.23 14:35:00 -
[106 ]
Originally by: Rod Blaine Soo, thats what you guys been doing since RmR release ? That's ALL I mean ? You have loads of bugreports if i'm not mistakes, reltated to RmR additions related to ship function and balance, and this is all you coem up with after a month ? No offense, but it's too little guys. No this is just stuff that isn't really bugged but is getting changed nonethelss. Other stuff that was just not working as intended is just fixed and posted in the bug reports. _______________
Kyozoku
Posted - 2006.01.23 15:53:00 -
[107 ]
If you don't want me to go off topic make another sticky about afs.
Sarmaul
Posted - 2006.01.23 16:51:00 -
[108 ]
tomb (or was it hammer?) has explicitly stated that the phoon's optimal bonus is going to be changed into a missile bonus, to "make it more aggressive". 5% cruise & siege launcher damage or 5% siege & cruise launcher rof please :)
LWMaverick
Posted - 2006.01.23 19:15:00 -
[109 ]
\O/ Mav <3's Tuxford! /Mav With great power, comes great responsibility.
Istvaan Shogaatsu
Posted - 2006.01.23 22:31:00 -
[110 ]
A good change regarding the Sacrilege, except on one point, Tux - the Sac is currently pretty conservative with its grid, fitting stuff like medium nos and heavy launchers (both of which use way less grid than say, a HPL II) nearly maxes out the grid. I'm glad this Khanid theme is on the way out. No other race has to suffer such middling, un-specialized t2 ships as the Amarr. (p.s. next on your agenda should be removing the Retribution's 5th hi, and adding a 2nd mid <3 )
Sky Hunter
Posted - 2006.01.23 23:20:00 -
[111 ]
Originally by: Sarmaul tomb (or was it hammer?) has explicitly stated that the phoon's optimal bonus is going to be changed into a missile bonus, to "make it more aggressive". 5% cruise & siege launcher damage or 5% siege & cruise launcher rof please :) No, please dont make Phoon even less used. I mean cmon, majority of Minmatar pilots have Gunnery-to-Missle SP ratio at something like 3-5:1 or more. Whats the deal with making us even more cross-train? Id rather use Tempest more, then sit and train missle skills when i have full gunnery up. -=-
Shinnen
Posted - 2006.01.23 23:27:00 -
[112 ]
Originally by: Tuxford Originally by: Rod Blaine Soo, thats what you guys been doing since RmR release ? That's ALL I mean ? You have loads of bugreports if i'm not mistakes, reltated to RmR additions related to ship function and balance, and this is all you coem up with after a month ? No offense, but it's too little guys. No this is just stuff that isn't really bugged but is getting changed nonethelss. Other stuff that was just not working as intended is just fixed and posted in the bug reports. More important things need changing asap, like the AFs and the stacking of sensor boosters / tracking disruptors. Also take a look at blasters and certain ship bonuses that dont match desc. like the Gila. ---INFOD
LWMaverick
Posted - 2006.01.24 00:19:00 -
[113 ]
Edited by: LWMaverick on 24/01/2006 00:19:02 Ey tuxford, dont forget that The absolution's RoF bonuses needs to be taken a look at, its being applied as a penality atm.. The RoF goes up instead of down for every command ship level :( /Mav With great power, comes great responsibility.
KilROCK
Posted - 2006.01.24 01:09:00 -
[114 ]
Originally by: Sarmaul tomb (or was it hammer?) has explicitly stated that the phoon's optimal bonus is going to be changed into a missile bonus, to "make it more aggressive". 5% cruise & siege launcher damage or 5% siege & cruise launcher rof please :) Yea sure, let's all turn the typhoon into a nossing raven, ****.
Wheya
Posted - 2006.01.24 03:00:00 -
[115 ]
A bad idea to change the missile bonus to a turret bonus. As a producer of the Sacrilege I welcome more demand. When fighting against Minmatar ships, and that's I mostly do, I always prefered the Sacrilege over the Zealot because it can do at least some other damage beside thermal and EM. Minnie t2 resistance is insane. A Sacrilege will be completly screwed against minmatar ships. To me this changes are only a slight boost for PvE for those Amarrians who did not have trained missile skills. For Pvp I consider your proposed changes as an additional nerf as long as there are no t2 crystals that can do kinetic and/or explosive damage.
Woodbine
Posted - 2006.01.24 08:54:00 -
[116 ]
Hi Tuxford, I have indeed set in a bug report and had a reply saying that I was infact correct. This is relating to the Falcon (just as I fly that one) where you can fit it all up as you want with the covert ops cloak and cyno field.... undock and then CAN NOT CLOAK... This I know is a bug but one that makes the Falcon kind of null and void. Is there any chance you can get this sorted so that I have the use of the ship. Many Thanks. PS. I can supply the bug report number etc if that will help you. PPS. This I would suggest is important as its a new T2 ship that can not do what it was designed to do. :(
Tuxford
Posted - 2006.01.24 09:57:00 -
[117 ]
Originally by: LWMaverick Edited by: LWMaverick on 24/01/2006 00:19:02 Ey tuxford, dont forget that The absolution's RoF bonuses needs to be taken a look at, its being applied as a penality atm.. The RoF goes up instead of down for every command ship level :( /Mav Yeah I know about that one, and I've fixed it. Just need to wait for it to be patched onto TQ. _______________
Tuxford
Posted - 2006.01.24 10:03:00 -
[118 ]
Originally by: Woodbine Hi Tuxford, I have indeed set in a bug report and had a reply saying that I was infact correct. This is relating to the Falcon (just as I fly that one) where you can fit it all up as you want with the covert ops cloak and cyno field.... undock and then CAN NOT CLOAK... This I know is a bug but one that makes the Falcon kind of null and void. Is there any chance you can get this sorted so that I have the use of the ship. Many Thanks. PS. I can supply the bug report number etc if that will help you. PPS. This I would suggest is important as its a new T2 ship that can not do what it was designed to do. :( Know about that one as well but it's a bit trickier to fix. Saying that the force recons are useless though is just nonsense though. Even without the Cynosural field bonuses Falcon is a great ship. I'll get someone working on fixing this. _______________
Battle'Sister Vespa
Posted - 2006.01.24 10:20:00 -
[119 ]
Originally by: Tuxford Just wanted to ask you to stay a little more on topic in this thread. We aren't really focusing on any major changes or overhaul of t2 ships right now or any other ships for that matter. The Sacrilege change is something that we have been talking about for some time. The Damage Control change is really bug fix. Having said that then we have also been talking about the Typhoon but I'm not gonna post anything until it's more final. We have also noticed the post on the missing 4th assault ship bonus (it's got a yellow bar even iirc). We kind of all agree that it is "missing". Personally I don't think that assault ships are underpowered in general but I would still like to ... bah I'm drifting off topic myself Anyway lets try to keep this thread about changes that we are (or at least are thinking about doing) instead of things that you wish we would do, no matter how valid they are To highlight the last bit of this post Tux you say about talking about changes that are going to happen but so far i've not seen much from you as to what is happening, instead there are alot of ppl speculating. To keep to what you posted can you please tell us what IS happening then?
Tuxford
Posted - 2006.01.24 10:28:00 -
[120 ]
Read the first post, this post is about those two changes. If there are some other changes that I think that should know of before you read them in the patch notes then I'll add to the first post. _______________
Alex Harumichi
Posted - 2006.01.24 11:01:00 -
[121 ]
Originally by: Elve Sorrow [ Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ I like this idea. Tux, as others have noted just changing the missile bonus to a laser bonus makes the 2 Amarr HACs much too similar. The other races all have 2 ships that are very different, the Amarr have 2 laser gunboats -- not exactly thrilling. Elve's suggestion above sounds good to me. Or give it something else, but please try to make it stand out from the Zealot, give both ships different and valid roles.
Alex Harumichi
Posted - 2006.01.24 11:01:00 -
[122 ]
Originally by: Elve Sorrow [ Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ I like this idea. Tux, as others have noted just changing the missile bonus to a laser bonus makes the 2 Amarr HACs much too similar. The other races all have 2 ships that are very different, the Amarr have 2 laser gunboats -- not exactly thrilling. Elve's suggestion above sounds good to me. Or give it something else, but please try to make it stand out from the Zealot, give both ships different and valid roles.
Gariuys
Posted - 2006.01.24 11:18:00 -
[123 ]
Originally by: Alex Harumichi Or give it something else, but please try to make it stand out from the Zealot, give both ships different and valid roles. You mean like they have now? All HACs have a range bonus, it's part of being a HAC. The whining has exactly been about the fact that the sacrilidges role is too far from the zealot IOWS, doesn't do enough damage.~ { When evil and strange get together anything is possible EVE Online | EVE Insider | Forums
Gariuys
Posted - 2006.01.24 11:18:00 -
[124 ]
Originally by: Alex Harumichi Or give it something else, but please try to make it stand out from the Zealot, give both ships different and valid roles. You mean like they have now? All HACs have a range bonus, it's part of being a HAC. The whining has exactly been about the fact that the sacrilidges role is too far from the zealot IOWS, doesn't do enough damage.~ { When evil and strange get together anything is possible } ~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool
Nafri
Posted - 2006.01.24 11:30:00 -
[125 ]
wonder why the fix the sacrilege before thy fix the typhoon, typhoon was a bad ship since it came out
Nessa Aldeen
Posted - 2006.01.24 11:38:00 -
[126 ]
Thank you for fixing the Sacrilege. I like it Tux and i dont care what ppl are *****ing about so much. The Sacrilege is a fine ship and now its even better. My advice is if u dont like it dont fly it.
Alex Harumichi
Posted - 2006.01.24 12:09:00 -
[127 ]
Originally by: Gariuys Originally by: Alex Harumichi Or give it something else, but please try to make it stand out from the Zealot, give both ships different and valid roles. You mean like they have now? All HACs have a range bonus, it's part of being a HAC. The whining has exactly been about the fact that the sacrilidges role is too far from the zealot IOWS, doesn't do enough damage. Ok, but I still see this change, while a step in the right direction, as making the two ships two similar. Now we'll have a gank-oriented laser gunship and a tank-oriented laser gunship. Yawn. Keeping the missile role as an option would let people do a lot of extra things with it (like the missile / nosfe variant Elve was talking about). The #1 complaint I hear about Amarr ships is that they are one trick ponies -- they tank and do laser damage, that's it. And here we are actially reducing Sacrilege versatility and making it into Yet Another Gunboat. One of the reasons the Ishtar is so popular is the versatility, you can do a lot of things with it -- the Gallente have the Deimos for the raw damage role. The Amarr have the Zealot for the raw-damage role, I'd very much like to see the Sacrilege made versatile and a bit unpredictable.
Maric
Posted - 2006.01.24 12:47:00 -
[128 ]
Edited by: Maric on 24/01/2006 12:49:38 Originally by: Elve Sorrow Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky. I like this proposal too. Not exiting like my Cruise launcher suggestion , but very, very good proposal. If 5% for any type makes too much DPS, then lower percentage a bit, but general idea is quite okish. Tux, I have a question: Does any of those ideas have any influence on Devs final desizion? I mean, there are realy nice posts and good proposals, but why bothering if You allready make up Your mind? If so, what other option You are considering?
Alex Harumichi
Posted - 2006.01.24 14:32:00 -
[129 ]
Edited by: Alex Harumichi on 24/01/2006 14:33:02 deleted, posted by mistake
Elve Sorrow
Posted - 2006.01.24 15:57:00 -
[130 ]
Edited by: Elve Sorrow on 24/01/2006 15:57:08 Originally by: Maric Tux, I have a question: Does any of those ideas have any influence on Devs final desizion? I mean, there are realy nice posts and good proposals, but why bothering if You allready make up Your mind? Im kinda wondering that myself. I'd settle for a quick 'These changes are final, stop bothering us.', 'We're still considering changing them.' or 'These changes are what we will settle for now, we might look at it in a later phase.' Thankyou.
Demon Johnson
Posted - 2006.01.24 16:00:00 -
[131 ]
Ermm..just to get it right: 1.) Hull resistance for damage controls is NOW active on TQ right? 2.) The describtions of basic and TL1 damage controls don¦t count, ALL damage controls give hull resistance now, right?
keepiru
Posted - 2006.01.24 16:19:00 -
[132 ]
Originally by: Elve Sorrow Then it's bonus'. Dropping the Launcher RoF completely kills any 'fun' setups, such as 3 nosf and 3 launchers. It already did pityfull damage, itll only get worse. Dropping the optimal range bonus wouldnt nerf it in any way to be honest. The good thing about the Sacrilege is it doesnt need to keep range because of its quite decent tank. It can afford to get in close, soak up damage. It doesnt need that optimal bonus. Now, suggestion from me: Focus on that with regard to its bonus'. Add a missile slot, making it 4 turret, 4 launcher and 6 highslots. Then: Heavy Assault Ship skill Bonus': 5% Laser damage 5% Missile RoF Now, it does reasonable damage with both of it's weapon systems. It also has the option of going 4 launchers and 2 nosf, or something similarly funky.P.S: Yay for being a cool kid. \o/ I tried to word it better myself, but couldnt, so ill quote cause i want it to be this way, kthnx? ^^; ------------- Please fix the stacking algorythm, it's a disgrace!
Weirda
Posted - 2006.01.24 16:43:00 -
[133 ]
Originally by: Elve Sorrow Edited by: Elve Sorrow on 24/01/2006 15:57:08 Originally by: Maric Tux, I have a question: Does any of those ideas have any influence on Devs final desizion? I mean, there are realy nice posts and good proposals, but why bothering if You allready make up Your mind? Im kinda wondering that myself. I'd settle for a quick 'These changes are final, stop bothering us.', 'We're still considering changing them.' or 'These changes are what we will settle for now, we might look at it in a later phase.' Thankyou. re-iterating that elve's proposal is superiour to standing proposal (lets face it the ship will still barely break 200dps)... quoting this though, just to see if it is too late in this case to change you mind. it is obvious from the past that there is a lot of influence (mk2 changes, etc) - but not sure about the timetable on this one. and to some other poster above - no dmg control mods on tranq (description or not) give any hull resistance whatsoever. they all will after the bug fix... __ WeirdaAssault Ship need 4th Bonus and More!
Paigan
Posted - 2006.01.24 17:23:00 -
[134 ]
Edited by: Paigan on 24/01/2006 17:24:59 Originally by: Thorgrim erstmal drei von den Kisten gekauft You're the first and so far only person i've seen who doesn't care to speak english in this forum. Quite revealing, isn't it ^^. -- This game is still in beta stage
Capt 69
Posted - 2006.01.24 19:11:00 -
[135 ]
PWEEEEEEEEEEEEEEEEEEEEEEZE give the ferox some relevent bonuses. Rof or damage, i'm not bothered, just anything to do with missles.Inappropriate signature content. --Jorauk
Urza Rast
Posted - 2006.01.24 19:22:00 -
[136 ]
Please fix the damage on the flashlights called lasers.
Joerd Toastius
Posted - 2006.01.24 20:21:00 -
[137 ]
While I can see the "fun setups" line, I'd suggest that if you want to play with a real Amarr/Caldari hybrid, get your hands on a Sansha ship or two. Ships for "multi-racial setups" already exist in the various faction ships. I'd much rather have Amarr T2 ships be properly Amarrian rather than the current Khanid Amarr/Caldari bastardisations.
Weirda
Posted - 2006.01.24 21:05:00 -
[138 ]
Originally by: Joerd Toastius While I can see the "fun setups" line, I'd suggest that if you want to play with a real Amarr/Caldari hybrid, get your hands on a Sansha ship or two. Ships for "multi-racial setups" already exist in the various faction ships. I'd much rather have Amarr T2 ships be properly Amarrian rather than the current Khanid Amarr/Caldari bastardisations. with all due respect, while it may be about 'fun setup' for some, it is really about the point of fitting a ML on the ship at all. with missile ROF switched to laser bonus... you are now just talking about another amarr hac that can fit 2 nos with it 4 lasers instead of just one... there is really no point in that, is there? 'pure amarr' wouldn't be flying khanid ship anyways ffs. many amarr (and other race that like flying khanid amarr) see the benefits of the hybrid layout differently. as someone else pointed out, having ML on their sac is really one of the only way to break a minnie HAC tank for example... __ WeirdaAssault Ship need 4th Bonus and More!
Meridius
Posted - 2006.01.24 22:16:00 -
[139 ]
Originally by: Nafri wonder why the fix the sacrilege before thy fix the typhoon, typhoon was a bad ship since it came out The Sacrilege is pretty ________________________________________________________
keepiru
Posted - 2006.01.24 23:58:00 -
[140 ]
Originally by: Meridius Originally by: Nafri wonder why the fix the sacrilege before thy fix the typhoon, typhoon was a bad ship since it came out The Sacrilege is pretty Arguable. Its binary, like a saab, you either love it or hate it. The phoon on the other hand is objectively fugly :p ------------- Please fix the stacking algorythm, it's a disgrace!
Ravenal
Posted - 2006.01.25 00:15:00 -
[141 ]
Edited by: Ravenal on 25/01/2006 00:16:30 sac is a khanid modified maller which means it should be base maller (lots of armor and resistances) it should keep its missile rof as its a "caldari" launcher installation... its second hac bonus should be bonus to optimal range... :/ - thats on par with like the vengence although i dont understand why the retribution has optimal range too... that one should have bonus rof. but yeah.. the sac somehow needs some damage bonus - the mallers 5th turret slot should stay.. making it a 5/3 6 high slot ship... . -Fate is what you make of it. -Make your own fate using T2 items produced by The Fated
LWMaverick
Posted - 2006.01.25 09:51:00 -
[142 ]
Edited by: LWMaverick on 25/01/2006 09:52:51 Originally by: Ravenal Edited by: Ravenal on 25/01/2006 00:16:30 sac is a khanid modified maller which means it should be base maller (lots of armor and resistances) it should keep its missile rof as its a "caldari" launcher installation... its second hac bonus should be bonus to optimal range... :/ - thats on par with like the vengence although i dont understand why the retribution has optimal range too... that one should have bonus rof. but yeah.. the sac somehow needs some damage bonus - the mallers 5th turret slot should stay.. making it a 5/3 6 high slot ship... Lol God no.... Im really looking forward to the "new" sacrilege. Its old - caladari wannabe design shield/missile bonus is really Sh!t. The new changes are slightly increasing its overall damage and use(tanking), and you can already see the prices go up, even before the changes have been applied. "But't SaCrIlEgE R TEh RoXorZ 'Eavy T4ckler Y4rrr".. If i want a tackler, ill buy myself an inty or something likely.. not a 80m ship with a t1 frig damage output. /Mav With great power, comes great responsibility.
Rodj Blake
Posted - 2006.01.25 14:06:00 -
[143 ]
Originally by: Wheya A bad idea to change the missile bonus to a turret bonus. As a producer of the Sacrilege I welcome more demand. When fighting against Minmatar ships, and that's I mostly do, I always prefered the Sacrilege over the Zealot because it can do at least some other damage beside thermal and EM. Minnie t2 resistance is insane. A Sacrilege will be completly screwed against minmatar ships. To me this changes are only a slight boost for PvE for those Amarrians who did not have trained missile skills. For Pvp I consider your proposed changes as an additional nerf as long as there are no t2 crystals that can do kinetic and/or explosive damage. A very good point.Dolce et decorum est pro imperator mori
Gariuys
Posted - 2006.01.25 14:37:00 -
[144 ]
This just turns it into a slightly different zealot. People that want a zealot, should get a zealot, instead of turning a ship that's quite nicely different into a zealot with a different colour. ( just talking about bonus changes, hitpoints is probably a good idea )~ { When evil and strange get together anything is possible } ~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool
Nafri
Posted - 2006.01.25 15:27:00 -
[145 ]
Originally by: Rodj Blake Originally by: Wheya A bad idea to change the missile bonus to a turret bonus. As a producer of the Sacrilege I welcome more demand. When fighting against Minmatar ships, and that's I mostly do, I always prefered the Sacrilege over the Zealot because it can do at least some other damage beside thermal and EM. Minnie t2 resistance is insane. A Sacrilege will be completly screwed against minmatar ships. To me this changes are only a slight boost for PvE for those Amarrians who did not have trained missile skills. For Pvp I consider your proposed changes as an additional nerf as long as there are no t2 crystals that can do kinetic and/or explosive damage. A very good point. would also loved if it gets more missle related stuff, afterall its one of the view amarr ships you cant counter with a standard setup (tracking disruptors and EM+Thermal tanking)
Weeman
Posted - 2006.01.25 18:53:00 -
[146 ]
Thats great, can you fix the muninn now?Killboard links are not permitted on the forums. - Teblin
Joshua Foiritain
Posted - 2006.01.25 19:52:00 -
[147 ]
Originally by: Tuxford Originally by: Woodbine Hi Tuxford, I have indeed set in a bug report and had a reply saying that I was infact correct. This is relating to the Falcon (just as I fly that one) where you can fit it all up as you want with the covert ops cloak and cyno field.... undock and then CAN NOT CLOAK... This I know is a bug but one that makes the Falcon kind of null and void. Is there any chance you can get this sorted so that I have the use of the ship. Many Thanks. PS. I can supply the bug report number etc if that will help you. PPS. This I would suggest is important as its a new T2 ship that can not do what it was designed to do. :( Know about that one as well but it's a bit trickier to fix. Saying that the force recons are useless though is just nonsense though. Even without the Cynosural field bonuses Falcon is a great ship. I'll get someone working on fixing this. Create an Item Category called Cyno Fields, move the Cyno field from the cloaking category to the Cyno Field category. Wouldnt that stop the 'You cant activate a cloak when youve got 2 cloaks fitted' problem...? -------------
Garrick Amorr
Posted - 2006.01.25 21:24:00 -
[148 ]
I'm happy to see the Sacrilege getting some love. I agree though with the thought of keeping it's missile bonus and changing the shield bonuses to armor bonuses. An armor tanking missile boat is a really good idea. I've already become particulary adept at armor tanking. I don't want to train a whole new set of skills(shield tanking) to be able to use a decent missile platform. I think the Sacrilege would definately fit it's Khanid personality better with a change like that instead of moving more towards the lasers. P.S. The Vengeance should head in a similar direction ;)
Terrek
Posted - 2006.01.25 23:27:00 -
[149 ]
Originally by: Tuxford Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) THX CCP, i love u
Ceratin
Posted - 2006.01.26 16:57:00 -
[150 ]
Please dont change the missile bonus, i like the armor/shield hitpoint changes but the other bonus is fine the way it is. Dont really need another zealot.
Jerrikonda
Posted - 2006.01.26 17:36:00 -
[151 ]
cool
ArcticWolf
Posted - 2006.01.26 19:49:00 -
[152 ]
Damage controll bug fixed, how bout fixing recon ships too? Click the link in my profile! --- I'm going to relate every post I make to Force Recon Ships being bugged.Force Recon Ships Bugged
Selena Sellion
Posted - 2006.01.26 20:39:00 -
[153 ]
I love you Tuxford Even with the sac changes suggested (consensus of dropping the range bonus for dmg), the sac really is still pretty lame. Its dmg output will be barely any greater (still wont break BS tanks). Instead why not make it a truly specialised tanker and change the bonus to; 5% laser rof, 10% (instead of 5%) armor resistances per level, or drop a high slot for another low. As it currently is, the zealot with 2 energized adaptive nano IIs in its 6th and 7th lowslots is HUGELY better resistances and tank than the Sacrilege.
Hllaxiu
Posted - 2006.01.27 00:07:00 -
[154 ]
Edited by: Hllaxiu on 27/01/2006 00:08:02 Originally by: Joshua Foiritain Originally by: Tuxford Originally by: Woodbine Hi Tuxford, I have indeed set in a bug report and had a reply saying that I was infact correct. This is relating to the Falcon (just as I fly that one) where you can fit it all up as you want with the covert ops cloak and cyno field.... undock and then CAN NOT CLOAK... This I know is a bug but one that makes the Falcon kind of null and void. Is there any chance you can get this sorted so that I have the use of the ship. Many Thanks. PS. I can supply the bug report number etc if that will help you. PPS. This I would suggest is important as its a new T2 ship that can not do what it was designed to do. :( Know about that one as well but it's a bit trickier to fix. Saying that the force recons are useless though is just nonsense though. Even without the Cynosural field bonuses Falcon is a great ship. I'll get someone working on fixing this. Create an Item Category called Cyno Fields, move the Cyno field from the cloaking category to the Cyno Field category. Wouldnt that stop the 'You cant activate a cloak when youve got 2 cloaks fitted' problem...? I think they're "borrowing" the cloaking code for the cynosural field stuff. IE, when you have a cynosural field active you get info like "You cannot activate <module> due to the active cloaking field" and people locking you see "you cannot lock the target because it cloaked" (or at least it used to). Basically, they made it a cloak with -100% speed penalty, without invisibility and that launches a beacon - that way they didn't have to write all that code again. Problem is of course that you can't fit two "cloaks "on the same ship... This probably isn't a simple change (if it was, they wouldn't have reused the cloak code anyways), although its completely impossible to tell how hard without knowing a lot about how eve handles ship state amungst a lot of other stuff.
Levin Cavil
Posted - 2006.01.27 02:21:00 -
[155 ]
Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? vote Jim for Dev in 2006 ¼_¼
Dash Ripcock
Posted - 2006.01.27 02:28:00 -
[156 ]
Originally by: Eyeshadow Any chance of the deimos getting some more grid and a reduction in mass too to make it a tad more agile? Also, any news on the blaster/autocannon changes that TomB said he was looking into? What Eyeshadow said. The new Command ships can easily fit any blaster they want, whilst the Deimos is still limited to the smallest blasters available in the Cruiser class. She's also incredibly slow and clumsy, not a good idea when you need to get under 10Km whilst under heavy fire.The Firing Range
Gariuys
Posted - 2006.01.27 09:03:00 -
[157 ]
Originally by: Levin Cavil Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? vote Jim for Dev in 2006 Hell no, would mean permanently overpowered Caldari. Really like this idea though.~ { When evil and strange get together anything is possible } ~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool
Ruah Piskonit
Posted - 2006.01.27 10:12:00 -
[158 ]
As with many people here: THe Shield to Armor change for the Sac is a welcome change. But, as it has been suggested, a more tanking oriented bonus would be appriciated: 5% to Rep is obviously fantastic, as would pure armor HP such as 5% to armor. The sac should be able to tank well. If you wanted to deal damage - get a Z, they are better at it, and will remain so.
Nafri
Posted - 2006.01.27 12:06:00 -
[159 ]
Originally by: Hllaxiu Edited by: Hllaxiu on 27/01/2006 00:08:02 Originally by: Joshua Foiritain Originally by: Tuxford Originally by: Woodbine Hi Tuxford, I have indeed set in a bug report and had a reply saying that I was infact correct. This is relating to the Falcon (just as I fly that one) where you can fit it all up as you want with the covert ops cloak and cyno field.... undock and then CAN NOT CLOAK... This I know is a bug but one that makes the Falcon kind of null and void. Is there any chance you can get this sorted so that I have the use of the ship. Many Thanks. PS. I can supply the bug report number etc if that will help you. PPS. This I would suggest is important as its a new T2 ship that can not do what it was designed to do. :( Know about that one as well but it's a bit trickier to fix. Saying that the force recons are useless though is just nonsense though. Even without the Cynosural field bonuses Falcon is a great ship. I'll get someone working on fixing this. Create an Item Category called Cyno Fields, move the Cyno field from the cloaking category to the Cyno Field category. Wouldnt that stop the 'You cant activate a cloak when youve got 2 cloaks fitted' problem...? I think they're "borrowing" the cloaking code for the cynosural field stuff. IE, when you have a cynosural field active you get info like "You cannot activate <module> due to the active cloaking field" and people locking you see "you cannot lock the target because it cloaked" (or at least it used to). Basically, they made it a cloak with -100% speed penalty, without invisibility and that launches a beacon - that way they didn't have to write all that code again. Problem is of course that you can't fit two "cloaks "on the same ship... This probably isn't a simple change (if it was, they wouldn't have reused the cloak code anyways), although its completely impossible to tell how hard without knowing a lot about how eve handles ship state amungst a lot of other stuff. yeah, but how stupid can you be?
Kalhystia
Posted - 2006.01.27 13:47:00 -
[160 ]
As a sacrilege pilot, I would prefer to drop the useless beam range bonus that replacing the missile ROF bonus with beams damage. As some people already said here, I don't want to fly a copy of the Zealot; for me, Sacrilege, as a Khanid ship, must keep ability to spam missiles. I would give it +5% beams damage per level instead of the beam range bonus as Jim said; it's pretty a good idea and would increase the pitiful damage output of this HAC. Anyway, adding more armor and reducing shields seems common sense for a ship having +25% armor resists.
Arabian Goggle
Posted - 2006.01.27 19:02:00 -
[161 ]
Tuxford, please tell me drones / fighters are being fixed. They have a number of problems, but the big one is their speed when returning to your ship.
Traxman
Posted - 2006.01.28 10:02:00 -
[162 ]
Edited by: Traxman on 28/01/2006 10:04:10 Comparing Zealot with its T1 version, and the Thoxax/Deimos - its a still a joke. With 40 more PG its really annoying so thats something that needs to checkover. There is 2 things with this ship that is really borked, mass and the PG. I think around 900-915 PG would be ok, its still 80-95 more than Thorax and comparing to Zealot that got 360(!) more PG from T1 version, i dont think its to much to ask for. Tux, any statement regarding Deimos changes and if anyone even care about this ?
Jevnikar
Posted - 2006.01.28 10:33:00 -
[163 ]
Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr
Crellion
Posted - 2006.01.28 16:59:00 -
[164 ]
Necessary solutions / improvements IMO: -Hawk to become missle ship with missle bonuses -Large blasters and med blasters (atm neutrons are never used in game and are the main ones to drop in loot which is a bit loony) -Spike ammo (perhaps same for other long range ammo I dont know) tracking decrease to 25% is excessive. 50% would be fair. -mass / speed of Deimos (and Megathron -if Caldari get dedicated rail BS then Mega needs to become better suited to blasters should be very close to Tempest speed and lower than tempest mass IMO-) -Peace in the world.
Dr Tetrahydrocannabinol
Posted - 2006.01.28 21:45:00 -
[165 ]
So what's so Khanid that is left on the Sac? Give it the ROF for missiles instead of the range bonus, a hybrid ship should be stronger than a non-hybrid anyways, since you have to train twice as many sp for it. --------------------------------------------- <Make ECM Burst useful>ECM Burst Idea!
Dash Ripcock
Posted - 2006.01.29 01:07:00 -
[166 ]
Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust.The Firing Range
Shin Ra
Posted - 2006.01.29 10:49:00 -
[167 ]
Yay, now my hull will take twice as long to kill when my dampners don't work.
Dezzereth
Posted - 2006.01.29 11:32:00 -
[168 ]
Originally by: Tuxford Sacrilege Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) Why should this be an improvement? People who can't use the Sacrilege don't deserve to fly one anyways - stay with the Zelaot and gank away. The Sacrilege is a very effective ship in certain roles. Just because it doesnt WTFBBQPWNZ0RS everything in its path doesn't mean its bad or useless. And a laser damage bonus... wow.... i am deeply impressed... very creative This realy starts to annoy the hell out of me. If this goes on like this then we will have no variety among ships in a year or so. Everything will work and handle the same - only look differently. I said that with those stupid "improvements" which were made to Frigs and Crusiers in RMR and I say this again here - add variety ... dont kill it. Originally by: Tuxford All the cool kids stay on topic All the cool devs actually have good ideas.
Reatu Krentor
Posted - 2006.01.29 12:14:00 -
[169 ]
So basicly the current planned change to sacrilege is to make it a zealot with less damage output but better tank ability ? I don't like that honestly, why not keep the missiles as bonus, maybe even make that the main weapon(it is amarr-caldari hybrid afterall), the armor/shield thing is good though. what of making it 4 launchers and change the laser optimal bonus to another missile damage bonus, perhaps 5% to missile damage(none of that em missile sillyness ). alternatively just have the laser damage bonus instead of the optimal one and keep the launcher rof bonus. ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Ras Blumin
Posted - 2006.01.29 22:31:00 -
[170 ]
Originally by: Sarmaul tomb (or was it hammer?) has explicitly stated that the phoon's optimal bonus is going to be changed into a missile bonus, to "make it more aggressive". I'm pretty sure it was only a suggestion/idea. I'd personally rather have more turret slots and/or a drone bonus instead of the opt bonus, but that's probably not gonna happen p - l - u - r My first vid
Toros Revoke
Posted - 2006.01.30 04:57:00 -
[171 ]
Edited by: Toros Revoke on 30/01/2006 04:58:51 Why would you want to make it less khanid and more Amarr? It is a Khanid ship and I like missles
Maric
Posted - 2006.01.30 06:27:00 -
[172 ]
Originally by: Dr Tetrahydrocannabinol So what's so Khanid that is left on the Sac? Give it the ROF for missiles instead of the range bonus, a hybrid ship should be stronger than a non-hybrid anyways, since you have to train twice as many sp for it . True.
Nafri
Posted - 2006.01.30 12:13:00 -
[173 ]
Originally by: Maric Originally by: Dr Tetrahydrocannabinol So what's so Khanid that is left on the Sac? Give it the ROF for missiles instead of the range bonus, a hybrid ship should be stronger than a non-hybrid anyways, since you have to train twice as many sp for it . True. would be cool if that would become true ^^
Omar Khayyam
Posted - 2006.01.30 15:48:00 -
[174 ]
I really dont understand why does a ship would have an "optimal range" bonus? especially with lasers (there are tons of crystals for every range) and in a Heavy "ASSAULT" Cruiser ? its heavy, cuz its heavyily armored or shielded, its assault cuz it does somewhat above "average" damage IN MY OPINION . i have been using sacrilage for about 1 month, and the only problem with this ship is its damage output. i dont want a ship that destroys everything on sight in seconds, while tanking like hell but why not just change the "optimal range" bonus to damge bonus??? the reason i like sacrilage is that it have "hybrid" weapon bonuses, thats what i like to use in a ship :P
Sorja
Posted - 2006.01.30 15:48:00 -
[175 ]
When come the changes to the Hawk please? I don't think we ever had a reply from the devs about that failed ship, same as for the Raptor (insert your race disliked ships here). Thx
Maya Rkell
Posted - 2006.01.30 15:49:00 -
[176 ]
Seen the Raptor used very effectively. Hawk? Yea, that blows. Making it a missile ship would be even more pointless though. --------------------------------------------------------------- Warning: above post may contain traces of sarcasm.
Kel Dario
Posted - 2006.01.30 16:38:00 -
[177 ]
As a new sacrilege pilot myself I like some of those proposed changes in this thread: the shield/armour hp switch and a fourth launcher slot. However I want the missile ROF bonus to stay and I would also like to make the ship a little MORE Khanid, not less, by changing the optimal range bonus to a 10% nosferatu range and amount transfer bonus. Then 2 nos could do the same work as 3 at lvl 5 AND have more range, while the 4 heavies pound the target to dust. For those that want laser damage there is already another ship doing that very well, itÆs called a Zealot. I see no reason why the sacrilege should be a weaker, and thus inferior, version of that. And Tuxford, don't forget to add extra grid for the fourth launcher. And while you at it, please up its tiny drone bay so it can hold and deploy at least 5 light drones. Kel Dario
Arabian Goggle
Posted - 2006.01.30 17:21:00 -
[178 ]
Originally by: Kel Dario As a new sacrilege pilot myself I like some of those proposed changes in this thread: the shield/armour hp switch and a fourth launcher slot. However I want the missile ROF bonus to stay and I would also like to make the ship a little MORE Khanid, not less, by changing the optimal range bonus to a 10% nosferatu range and amount transfer bonus. Boo, no way. MORE missiles? If you want missiles go fly a Caldari ship. Sacrilege requires AMARR cruiser skill. For specialized Amarr pilots, the sacrilege's missile bonuses and launcher points are a waste of time. Although I do agree with you on the nos bonus.
Jim Raynor
Posted - 2006.01.30 18:41:00 -
[179 ]
Originally by: Arabian Goggle Originally by: Kel Dario As a new sacrilege pilot myself I like some of those proposed changes in this thread: the shield/armour hp switch and a fourth launcher slot. However I want the missile ROF bonus to stay and I would also like to make the ship a little MORE Khanid, not less, by changing the optimal range bonus to a 10% nosferatu range and amount transfer bonus. Boo, no way. MORE missiles? If you want missiles go fly a Caldari ship. Sacrilege requires AMARR cruiser skill. For specialized Amarr pilots, the sacrilege's missile bonuses and launcher points are a waste of time. Although I do agree with you on the nos bonus. Let's look at this from the point of view of other races shall we? Boo, no way. MORE turrets? If you want hybrids go fly a Gallente ship. Eagle requires CALDARI cruiser skill. For specialized Caldari pilots, the Eagles hybrid bonuses and turret points are a waste of time. Why is it that as Caldari you get a railgun HAC and a heavy missile HAC and you have to train both gunnery and launcher op to use both effectively but having an Amarr cruiser with a balanced loadout of lasers and launchers and missile bonuses is some sort of crime against humanity? If you want to be good with both the Deimos and the Ishtar you need both drone op and gunnery. Why is it that Amarr should never have ships that use anything except lasers and never have to train anything but lasers and only lasers? That is so boring, the Sacrilege needs some boosts but turning it into a Zealot that does less damage and tanks better is retarded, its Khanid, it should keep its launcher bonuses, to take away the launcher bonuses simply makes the Sac the retarded cousin of the Zealot and completely pointless.. ------
Vegeir
Posted - 2006.01.30 20:53:00 -
[180 ]
Originally by: Maya Rkell .................. Hawk? Yea, that blows. Making it a missile ship would be even more pointless though. Huh? what? how? who? why? Missile bonus = pointless on a caldari AF where there is no missile ship for the missile race? explain. Reasons for it: Caldari are Missile oriented. Originally by: Vegeir Experience exists in EVE, it just isn't measured in numbers.
Jevnikar
Posted - 2006.01.30 22:07:00 -
[181 ]
Originally by: Dash Ripcock Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust. i use deimos and i have t2 electrons i use t2 ammo aswell and when you get the chance and do some calculations and then understand the concept of ROF and DPS you'll get the idea that ions compared to electrons. but i wouldnt mind some pg and cpu but then you would make too good ship that would probably pwn to much and deimos alredy does awsome damage
tenp1
Posted - 2006.01.30 23:45:00 -
[182 ]
Edited by: tenp1 on 30/01/2006 23:48:48 Originally by: Jim Raynor Originally by: Arabian Goggle Originally by: Kel Dario As a new sacrilege pilot myself I like some of those proposed changes in this thread: the shield/armour hp switch and a fourth launcher slot. However I want the missile ROF bonus to stay and I would also like to make the ship a little MORE Khanid, not less, by changing the optimal range bonus to a 10% nosferatu range and amount transfer bonus. Boo, no way. MORE missiles? If you want missiles go fly a Caldari ship. Sacrilege requires AMARR cruiser skill. For specialized Amarr pilots, the sacrilege's missile bonuses and launcher points are a waste of time. Although I do agree with you on the nos bonus. Let's look at this from the point of view of other races shall we? Boo, no way. MORE turrets? If you want hybrids go fly a Gallente ship. Eagle requires CALDARI cruiser skill. For specialized Caldari pilots, the Eagles hybrid bonuses and turret points are a waste of time. Why is it that as Caldari you get a railgun HAC and a heavy missile HAC and you have to train both gunnery and launcher op to use both effectively but having an Amarr cruiser with a balanced loadout of lasers and launchers and missile bonuses is some sort of crime against humanity? If you want to be good with both the Deimos and the Ishtar you need both drone op and gunnery. Why is it that Amarr should never have ships that use anything except lasers and never have to train anything but lasers and only lasers? That is so boring, the Sacrilege needs some boosts but turning it into a Zealot that does less damage and tanks better is retarded, its Khanid, it should keep its launcher bonuses, to take away the launcher bonuses simply makes the Sac the retarded cousin of the Zealot and completely pointless.. I have to agree with you completely Jim. It's about time amarr got a secondary weapon system like the other 3 races, and the khanid ships are a good start. From what I have seen so far CCP can't quite decide if amarr are "THE" turret race or galante are, so personally I'd like to see more amarr ships with a secondary weapon system that makes them more distinct. I guess that over abundance of "Utilty" slots means nos or neuts are the amarr secondary weapon or at least the only one available on most amarr ships. On top of that, it's not exactly skill intensive like the other races secondaries. Personally though, I'd like to see more missile slots to fill those utility slots, if nothing more than to give the chance to fit defenders. At least then there can be no complaints about needing missile skills to fly khanid ships, as you will need missile skills to make the most of the T1 ships. Besides that, Amarr must be the only race that 90% of the time has only 2 damage types available (few amarr ships have either drones or missiles, several have neither, in my opinion every ship should have 1 or the other) so the chance to do even minor damage of other types is a bonus. Back on subject tho, the more I think about it, I think the Sac would benfit more with an extra launcher and keeping the missile ROF bonus. I'd also be happy if it lost the laser cap bonus for maybe a Nos bonus, and instead of the laser ROF bonus it got a missile damage one instead. That would give you a truely unique ship, in that it would be a short range, armour tanked missile/nos boat. Thats a ship I'd like to fly
Dash Ripcock
Posted - 2006.01.31 00:51:00 -
[183 ]
Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust. i use deimos and i have t2 electrons i use t2 ammo aswell and when you get the chance and do some calculations and then understand the concept of ROF and DPS you'll get the idea that ions compared to electrons. but i wouldnt mind some pg and cpu but then you would make too good ship that would probably pwn to much and deimos alredy does awsome damage My apologies then. I know what damage a Deimos can do with T2 Electrons and Void ammunition, but this isn't overly relevant. T2 ammo is available for everyone of every race, so if two opposite parties use it they're back to pre-RMR levels of balance again. It simply does not make sense to have a dedicated blaster ship unable to use med-range blasters. The simple reason why I argue for the Deimos to be able to use Ions is falloff. A webbed Deimos using Electrons is a dead Deimos - Ions grant you the ability to do some kind of damage from 8-9.9Km towards your target. They simply make an extremely dangerous ship to fly a little bit more survivable, since she spends half the fight on the approach with an enormous signature radius (no thanks to her terrible velocity)!The Firing Range
Arabian Goggle
Posted - 2006.01.31 01:30:00 -
[184 ]
Edited by: Arabian Goggle on 31/01/2006 01:33:45 Edited by: Arabian Goggle on 31/01/2006 01:32:34 Edited by: Arabian Goggle on 31/01/2006 01:31:50 Originally by: tenp1 I have to agree with you completely Jim. It's about time amarr got a secondary weapon system like the other 3 races, and the khanid ships are a good start. From what I have seen so far CCP can't quite decide if amarr are "THE" turret race or galante are, so personally I'd like to see more amarr ships with a secondary weapon system that makes them more distinct. I guess that over abundance of "Utilty" slots means nos or neuts are the amarr secondary weapon or at least the only one available on most amarr ships. On top of that, it's not exactly skill intensive like the other races secondaries. Personally though, I'd like to see more missile slots to fill those utility slots, if nothing more than to give the chance to fit defenders. At least then there can be no complaints about needing missile skills to fly khanid ships, as you will need missile skills to make the most of the T1 ships. Besides that, Amarr must be the only race that 90% of the time has only 2 damage types available (few amarr ships have either drones or missiles, several have neither, in my opinion every ship should have 1 or the other) so the chance to do even minor damage of other types is a bonus. Back on subject tho, the more I think about it, I think the Sac would benfit more with an extra launcher and keeping the missile ROF bonus. I'd also be happy if it lost the laser cap bonus for maybe a Nos bonus, and instead of the laser ROF bonus it got a missile damage one instead. That would give you a truely unique ship, in that it would be a short range, armour tanked missile/nos boat. Thats a ship I'd like to fly Ok ok. I must admit you do have a point on Amarr focusing heavily on lasers. But why can't the Khanid ships be more EW focused instead of using missiles? It is fairly well understood that ships with mixed missile and turret points aren't as effective in PVP as a ship that is dedicated to 1 weapon type. I suppose then, going with Jim's logic, the Sac could be a pure missile boat so as not to mix weapons but make sure Amarr pilots are forced to train another weapon type. But if we did that, why not just call it a Caldari ship? I think a better solution would be to give the Sacrilege a nos or EW bonus and another utility or midslot respectively.
Kai Lae
Posted - 2006.01.31 03:19:00 -
[185 ]
Sac would be perfectly good if it replaced 10% optimal range with 5% laser damage. It would be nice if it also had some slot flexibility and had 4/4 turret/missile hardpoints. As for the demios, Dash doesn't even point out that what he says about ions is true, but the real problem is that even if you go with electrons, a cap injector, and a nos, you still need an RCU to fit it. You can't even fit the smallest medium weapons and fill all of your high slots. A ship that can't be armed without a grid mod if you fill the high slots with medium weapons has powergrid issues and needs to be looked at.
Jim Raynor
Posted - 2006.01.31 03:57:00 -
[186 ]
Originally by: Arabian Goggle Edited by: Arabian Goggle on 31/01/2006 01:33:45 Edited by: Arabian Goggle on 31/01/2006 01:32:34 Edited by: Arabian Goggle on 31/01/2006 01:31:50 Originally by: tenp1 I have to agree with you completely Jim. It's about time amarr got a secondary weapon system like the other 3 races, and the khanid ships are a good start. From what I have seen so far CCP can't quite decide if amarr are "THE" turret race or galante are, so personally I'd like to see more amarr ships with a secondary weapon system that makes them more distinct. I guess that over abundance of "Utilty" slots means nos or neuts are the amarr secondary weapon or at least the only one available on most amarr ships. On top of that, it's not exactly skill intensive like the other races secondaries. Personally though, I'd like to see more missile slots to fill those utility slots, if nothing more than to give the chance to fit defenders. At least then there can be no complaints about needing missile skills to fly khanid ships, as you will need missile skills to make the most of the T1 ships. Besides that, Amarr must be the only race that 90% of the time has only 2 damage types available (few amarr ships have either drones or missiles, several have neither, in my opinion every ship should have 1 or the other) so the chance to do even minor damage of other types is a bonus. Back on subject tho, the more I think about it, I think the Sac would benfit more with an extra launcher and keeping the missile ROF bonus. I'd also be happy if it lost the laser cap bonus for maybe a Nos bonus, and instead of the laser ROF bonus it got a missile damage one instead. That would give you a truely unique ship, in that it would be a short range, armour tanked missile/nos boat. Thats a ship I'd like to fly Ok ok. I must admit you do have a point on Amarr focusing heavily on lasers. But why can't the Khanid ships be more EW focused instead of using missiles? It is fairly well understood that ships with mixed missile and turret points aren't as effective in PVP as a ship that is dedicated to 1 weapon type. I suppose then, going with Jim's logic, the Sac could be a pure missile boat so as not to mix weapons but make sure Amarr pilots are forced to train another weapon type. But if we did that, why not just call it a Caldari ship? I think a better solution would be to give the Sacrilege a nos or EW bonus and another utility or midslot respectively. What's wrong with missiles? Everyone insists they're so overpowered lately I thought Amarr kids would welcome launchers + bonuses on any of their ships. I think turning the Sac into a pure laser ship is about as retarded as making the Eagle a missile ship. Amarr already have the Zealot so why make the Sac more like the Zealot? Why do you want the Sac to be a laser platform when you already have the Zealot which is the best at that already with four laser bonuses? ------
Arabian Goggle
Posted - 2006.01.31 04:51:00 -
[187 ]
Originally by: Jim Raynor What's wrong with missiles? Everyone insists they're so overpowered lately I thought Amarr kids would welcome launchers + bonuses on any of their ships. I think turning the Sac into a pure laser ship is about as retarded as making the Eagle a missile ship. Amarr already have the Zealot so why make the Sac more like the Zealot? Why do you want the Sac to be a laser platform when you already have the Zealot which is the best at that already with four laser bonuses? There is nothing wrong with missiles Jim. I'm sure they are lots of fun -- for Caldari and Minmatar pilots. My point is that many (not all, but many) Amarr pilots have not trained missile skills because they have had to focus on maximizing turret based skills in order to use them effectively. Read my post again. I was not advocating a pure laser ship. I was merely saying that perhaps missile bonuses on Amarr ships isn't what Amarr pilots need. Tenp1 stated that all races have/need a second weapon system. I agree with this. You guys seem to think that Amarr ships should be using lasers and missiles, while I argue it should be lasers and nos or EW or maybe even drones, as right now it seems only Gallente are really effective with drones (have a look at the carrier bonuses). My recommendation: Either give the Sacrilege the laser bonus and let its tank be its defining feature, OR give it a nos or EW bonus.
Maric
Posted - 2006.01.31 06:19:00 -
[188 ]
I see here a lot of ppl hate optimal range and want ROF. Personaly I dont see a lot of diference. Optimal range give You oportunity to allways use multifreq, it is dmg bonus afterall.
Nafri
Posted - 2006.01.31 10:32:00 -
[189 ]
Originally by: Arabian Goggle Originally by: Jim Raynor What's wrong with missiles? Everyone insists they're so overpowered lately I thought Amarr kids would welcome launchers + bonuses on any of their ships. I think turning the Sac into a pure laser ship is about as retarded as making the Eagle a missile ship. Amarr already have the Zealot so why make the Sac more like the Zealot? Why do you want the Sac to be a laser platform when you already have the Zealot which is the best at that already with four laser bonuses? There is nothing wrong with missiles Jim. I'm sure they are lots of fun -- for Caldari and Minmatar pilots. My point is that many (not all, but many) Amarr pilots have not trained missile skills because they have had to focus on maximizing turret based skills in order to use them effectively. Read my post again. I was not advocating a pure laser ship. I was merely saying that perhaps missile bonuses on Amarr ships isn't what Amarr pilots need. Tenp1 stated that all races have/need a second weapon system. I agree with this. You guys seem to think that Amarr ships should be using lasers and missiles, while I argue it should be lasers and nos or EW or maybe even drones, as right now it seems only Gallente are really effective with drones (have a look at the carrier bonuses). My recommendation: Either give the Sacrilege the laser bonus and let its tank be its defining feature, OR give it a nos or EW bonus. Not like matari dont have to maximize missles, gunnery and drones to make us out of their ships. Amarr need much more hybrid ships, same for the gallente, its pathetic that a 20 million SP amarr character is nearly maxed out, whereas a 35 mio Matari still has things to train
Dash Ripcock
Posted - 2006.01.31 13:18:00 -
[190 ]
Originally by: Kai Lae Sac would be perfectly good if it replaced 10% optimal range with 5% laser damage. It would be nice if it also had some slot flexibility and had 4/4 turret/missile hardpoints. As for the demios, Dash doesn't even point out that what he says about ions is true, but the real problem is that even if you go with electrons, a cap injector, and a nos, you still need an RCU to fit it. You can't even fit the smallest medium weapons and fill all of your high slots. A ship that can't be armed without a grid mod if you fill the high slots with medium weapons has powergrid issues and needs to be looked at. Well exactly, Deimos setups are extremely limited. Let's have a look at the other 'blaster' ships in the Gallente family tree:Taranis: With a Micro Aux can easily use Light Ion Blaster IIs.Thorax: Received a significant power-grid and CPU boost to the point that she is just behind the Deimos fitting-wise, but has two less slots to fill and happens to be a Tech 1 ship.Megathron: Also received a significant boost several months ago when they a) boosted the powergrid and b) decreased the fitting requirements of Mega Blasters. You'll often see these fitted out with Mega Ion Blasters, or even Neutrons for use with Covert Ops.Astarte: Slow, ugly and very tough - she has ample room to fit any cruiser-sized gun you can throw at her. She might be even less agile than a Deimos, but she hits harder than a Battleship and is most likely tougher too.--~-- Deimos: Low powergrid and CPU that makes the fitting of Heavy Ions impossible without multiple sacrifices and a power modification, often resulting in a high-damage ship crippled elsewhere. Slower than the Thorax (the only HAS slower than its parent bar the Cerberus), she is highly susceptible to incoming fire on the approach. She's simply not worth the expenditure. One suspects she was intentionally handicapped because she would initially be the most popular Heavy Assault. Now, the ships I mentioned above sans Deimos; are they unbalanced? No, they're one-trick ponies that are easy to counter - high damage at close range. So it better be a bloody good trick if it's going to be worth the time and money. Unfortunately for the Deimos it's more like a cheap clown at a children's birthday party.The Firing Range
Arabian Goggle
Posted - 2006.01.31 15:34:00 -
[191 ]
Originally by: Nafri Not like matari dont have to maximize missles, gunnery and drones to make us out of their ships. Amarr need much more hybrid ships, same for the gallente, its pathetic that a 20 million SP amarr character is nearly maxed out, whereas a 35 mio Matari still has things to train I take it you fly minmatar ships. Why should Amarr and Gallente be forced to use other races weapons systems? I can fly minmatar ships too, but I decided to specialize in Amarr because I like LASERS. Tell me if I'm wrong here, but mixed weapon ships < ships dedicated to one weapon type. I'm sorry if it feels unfair to you, but didn't you look ahead before you started training minmatar? Why should the other races suffer from this same problem?
j0sephine
Posted - 2006.01.31 16:10:00 -
[192 ]
"Why should Amarr and Gallente be forced to use other races weapons systems?" Because they aren't "other races weapons systems"? "Extra heavy assault missile. An Amarrian large missile with good capabilities, the Cataclysm was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe. " (spot other Amarr- and Gallente-made missiles on the page here )
Trelennen
Posted - 2006.01.31 16:43:00 -
[193 ]
Originally by: Arabian Goggle I take it you fly minmatar ships. Why should Amarr and Gallente be forced to use other races weapons systems? I can fly minmatar ships too, but I decided to specialize in Amarr because I like LASERS. Tell me if I'm wrong here, but mixed weapon ships < ships dedicated to one weapon type. Well, you know, minmatar racial weapon is only projectiles. Then why do minmatars have so much launchers and drones, and so few turret HPs? Racial main weapon doesn't mean there's no secondary weapon , and as you can see from Jo's link, missiles are a secondary weapon for all 4 races. Originally by: j0sephine "Why should Amarr and Gallente be forced to use other races weapons systems?" Because they aren't "other races weapons systems"? "Extra heavy assault missile. An Amarrian large missile with good capabilities, the Cataclysm was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe. " (spot other Amarr- and Gallente-made missiles on the page here ) QFT. ===== !!! Fix SB - Love for AFs - Fix drones AI !!!
Kel Dario
Posted - 2006.01.31 19:36:00 -
[194 ]
Seems a few here is with me that the sacrilege should be a short range, armour tanked missile/nos boat (thanks Jim and tenp1), and I therefore going to post how I want it's bonuses to be: Amarr Cruiser Skill Bonus: 10% nosferatu range and amount transfer bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level Doesn't look to bad huh? I believe these changes would make the sacrilege much more competitive and its Khanid heritage to be something to be proud over for once. Now if we only could teach those laser users that diversity is a GOOD thing... Kel Dario
Meridius
Posted - 2006.01.31 20:02:00 -
[195 ]
Originally by: Kel Dario Seems a few here is with me that the sacrilege should be a short range, armour tanked missile/nos boat (thanks Jim and tenp1), and I therefore going to post how I want it's bonuses to be: Amarr Cruiser Skill Bonus: 10% nosferatu range and amount transfer bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level Doesn't look to bad huh? I believe these changes would make the sacrilege much more competitive and its Khanid heritage to be something to be proud over for once. Now if we only could teach those laser users that diversity is a GOOD thing... Kel Dario I'd hit that :o ________________________________________________________
Dash Ripcock
Posted - 2006.01.31 20:05:00 -
[196 ]
Originally by: Kel Dario Seems a few here is with me that the sacrilege should be a short range, armour tanked missile/nos boat (thanks Jim and tenp1), and I therefore going to post how I want it's bonuses to be: Amarr Cruiser Skill Bonus: 10% nosferatu range and amount transfer bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level Doesn't look to bad huh? I believe these changes would make the sacrilege much more competitive and its Khanid heritage to be something to be proud over for once. Now if we only could teach those laser users that diversity is a GOOD thing... Kel Dario Now that sounds a lot more interesting and would bring the Curse and Sacrilege far closer together in terms of heritage.The Firing Range
Alekzander
Posted - 2006.02.01 05:45:00 -
[197 ]
Ok, Obviously somebody needs to break this whole buff/nerf rut you all dug so... Tux, buddy, pal, can you PLEASE!!! change the bustard's model to the MK III version in j0sephen's excelent chart. It looks incomplete because its exactly the same as the badger II model. And afaik, from staring at the two ships in my hangar the past 20 minutes, I can't find a differance between the two. Good job on the crane though! P.S.: Hac's are old, get a command cruiser and toss your hac to the garbage can if you want a floating pwnmobile.
dazedandconfused
Posted - 2006.02.01 06:07:00 -
[198 ]
The point has been made earlier here that it might be an interesting idea to give the Sac nos bonuses as well as missle dmg and rof dmg bonuses. Tbh this sounds like a decent idea. After thinking this over some, hey look at my name, I am pretty slow sometimes :P, I think the newer changes are making the Sacrilege much more like the Zealot. Honestly I think the Zealot tanks better anyways since it moves alot faster and it has a smaller signature radius. Removing the missle bonuses makes the missle slots next to worthless really, and even with the current bonuses it is pretty hard to fit two types of damage mods, plus a good decent tank with only 5 low slots. Tbh it feels like that extra medium slot the Sac gets would just be used for a cap recharger II anyways. Ultimately the Sac it seems is suppost to be the better tanker, and an offensive weakling. The Zealot tanks so well already though since it is smaller and quite a bit faster. It might tank even better, or on the same terms as the Sac. Plus the zealot does much more damage than the Sac. Really the Sac just feels like a poor man's Zealot, granted with these changes the prices are sure to rise. It would be nice for Amarr Hacs to have two different choices, similar to the Deimos and the Ishtar. Currently the Sac feels underpowered, and with the introduced changes the Sacrilege will be very much like the Zealot. Food for thought anyways.
Bad'Boy
Posted - 2006.02.01 08:00:00 -
[199 ]
I like the new change, probobly cuz I hate missiles *************************************** What you gonna do when I come for yoU!? ***************************************
Nafri
Posted - 2006.02.01 08:13:00 -
[200 ]
Originally by: Arabian Goggle Originally by: Nafri Not like matari dont have to maximize missles, gunnery and drones to make us out of their ships. Amarr need much more hybrid ships, same for the gallente, its pathetic that a 20 million SP amarr character is nearly maxed out, whereas a 35 mio Matari still has things to train I take it you fly minmatar ships. Why should Amarr and Gallente be forced to use other races weapons systems? I can fly minmatar ships too, but I decided to specialize in Amarr because I like LASERS. Tell me if I'm wrong here, but mixed weapon ships < ships dedicated to one weapon type. I'm sorry if it feels unfair to you, but didn't you look ahead before you started training minmatar? Why should the other races suffer from this same problem? those mixed weapons dont bother me much, but I started matari training way before there were any BC/ceptors/tech2 items. Back then missles were kinda different . That you like lasers is fine, but not everybody likes lasers only, especially when you start to fight tech2 Matari ships the sacrilege is way to go. With laser boni its getting useless again.
Nafri
Posted - 2006.02.01 08:14:00 -
[201 ]
Originally by: Dash Ripcock Originally by: Kel Dario Seems a few here is with me that the sacrilege should be a short range, armour tanked missile/nos boat (thanks Jim and tenp1), and I therefore going to post how I want it's bonuses to be: Amarr Cruiser Skill Bonus: 10% nosferatu range and amount transfer bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level Doesn't look to bad huh? I believe these changes would make the sacrilege much more competitive and its Khanid heritage to be something to be proud over for once. Now if we only could teach those laser users that diversity is a GOOD thing... Kel Dario Now that sounds a lot more interesting and would bring the Curse and Sacrilege far closer together in terms of heritage. Nosferatu boni are overpowered, its sad enough CCP decided to give em to the curse, but a sacrilege with em is a "I win" button
Simon Illian
Posted - 2006.02.01 08:22:00 -
[202 ]
Originally by: Kel Dario Seems a few here is with me that the sacrilege should be a short range, armour tanked missile/nos boat (thanks Jim and tenp1), and I therefore going to post how I want it's bonuses to be: Amarr Cruiser Skill Bonus: 10% nosferatu range and amount transfer bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level Doesn't look to bad huh? I believe these changes would make the sacrilege much more competitive and its Khanid heritage to be something to be proud over for once. Now if we only could teach those laser users that diversity is a GOOD thing... Kel Dario Like the idea too ... make different things like laser Zealot (and eys i fly Amarr ship with my alt, i've learn missiles skill for the Heretic, diversity, choice is a good thing[BoBO Corp WebSite ] BoBo Diplomat
Dash Ripcock
Posted - 2006.02.01 10:19:00 -
[203 ]
Originally by: Alekzander P.S.: Hac's are old, get a command cruiser and toss your hac to the garbage can if you want a floating pwnmobile. That is a ludicruous statement for two reasons:1. HACs aren't really that old, and no ship or ship class should or ever will be passed over because it isn't part of the current crop.2. Pwn-mobile? It's pretty easy to take out a HAC if you know what you're doing. All people want is the specialism they afford to be worth the money and time investment. The Firing Range
Jevnikar
Posted - 2006.02.01 13:49:00 -
[204 ]
Originally by: Dash Ripcock Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust. i use deimos and i have t2 electrons i use t2 ammo aswell and when you get the chance and do some calculations and then understand the concept of ROF and DPS you'll get the idea that ions compared to electrons. but i wouldnt mind some pg and cpu but then you would make too good ship that would probably pwn to much and deimos alredy does awsome damage My apologies then. I know what damage a Deimos can do with T2 Electrons and Void ammunition, but this isn't overly relevant. T2 ammo is available for everyone of every race, so if two opposite parties use it they're back to pre-RMR levels of balance again. It simply does not make sense to have a dedicated blaster ship unable to use med-range blasters. The simple reason why I argue for the Deimos to be able to use Ions is falloff. A webbed Deimos using Electrons is a dead Deimos - Ions grant you the ability to do some kind of damage from 8-9.9Km towards your target. They simply make an extremely dangerous ship to fly a little bit more survivable, since she spends half the fight on the approach with an enormous signature radius (no thanks to her terrible velocity)! :) cant argue here .. i agree on that but shouldn't null take care of that
Grim Vandal
Posted - 2006.02.01 13:50:00 -
[205 ]
Originally by: Nafri Nosferatu boni are overpowered, its sad enough CCP decided to give em to the curse, but a sacrilege with em is a "I win" button not if we ever get the "buffy vampire slayer" or "helsing vampire slayer" or whatever these mods are called Greetings Grim
Dallenovic
Posted - 2006.02.01 15:06:00 -
[206 ]
Sacrilege khanid is Amarr and Caldari hybrid technology. As Caldari HAC are about the range, the eagle is a sniping ship with up to 100% optimal range, the cerberus has 10% misisle flight time and 10% misisle velocity which is basically the same as increasing range as the missiles fly faster and for longer. If you follow this line of thinking whilst also relating it to amarr and specifically the maller which was a tanking ship more than anything with 5% to all armor resistances i got this: Amarr Cruiser: 5% to all armor resistances and 7.5% to armor hitpoints per level Heavy Assault Ships: 5% to light and heavy missile turret rate of fire and 10% misisle light and heavy flight time +1(4) missile launcher hardpoint 4 turret hardpoints and still have 6 high slots Also slightly reduce the powergrid and slighly increase the cpu to suit launchers rather than lasers Here you have the principle of the tech 1 variant and the influence of the caldari-khanid misisles. Still keeping it med-long range but with an amarrian tank. Any thoughts ?
KilROCK
Posted - 2006.02.01 18:07:00 -
[207 ]
Edited by: KilROCK on 01/02/2006 18:08:40 I love how most suggestions are only to turn the sac into a Zealot or a freaking nos overpowered freak ship.. Seriously, The ship is khanid design, and by design should keep his mixed laser/missile ways. If you turn that thing in a zealot, just remove all the hardpoint (cry jim). And Give it a SHINNY YELLOW PAINT! Boost Deimos (not a cool kid that stays on topic)Hail Ammo - Remove Speed penality!
tenp1
Posted - 2006.02.01 19:12:00 -
[208 ]
The problem deciding what to do with the sacrilege lies in the amarr ship/weapon philosophy combined with being half caldari. This how I view things at the mo, and my reasoning for making the Sac a shortrange misille nos boat. Minmatar vagabond - high speed, AC Muninn - long range Arty alpha strike Caldari Cerberus - Missiles eagle - Rails Galante Deimos - Blaster ishtar - Drones Amarr Zealot - lasers, tank Sacrilege - at present Tank, missiles (many use a nos missile combo). The other 3 races cover their warfare philosophies with each ship being unique. The zealot fills both standard amarr doctrines, lots armour to tank and lasers, this leaves the sacrilege somewhat without purpose. Ok so it can tank well, though as pointed out by many, the zealot can do the same and deal more damage, move faster and has a lower sig. So then what is there for the sac to do. EW - Not really much of an option with 4 mids. Besides that, HACS are about damage and taking damage, not EW. Missiles - A decent choice as it gives a second weapon system to train like the other races. Most sensible pilots would have reasonable missile skills anyway for the other amarr ships that use them. The downside is that the cerberus is the missile HAC, so it would need to have a distinct role for missile use. Drones - There are 3 drone carriers already amoung the amarr ships, so theoretically many amarr pilots should have decent drone skills. However, the ishtar is already the drone HAC and a similar drone bonus to the curse and pilgerim would make them too similar. Nos - Nos seems to be something amarr ships are encouraged to use due to the abundance of "utility" slots. The amarr recons both have nos bonus' (as do the bloodraider ships for the amarr bonus) so it would not be out of charachter. Now bear in mind that the ship is half caldari, that should mean half the bonus' should be as well. The most obvious option is 2xmissile bonus of which we already have a missile ROF bonus, this then leaves the 2xAmarr bonus. The armour resist bonus is a keeper, but with 2xmissile bonus' would the laser cap or laser range bonus be worth having? I think not personally. A tracking disruptor bonus would be pointless as while it would make the sac unique as the only EW HAC, it would not really fit as a HAC bonus. Nos is probably the best choice for the replacement bonus as it is offensive and is already an accepted amarr weapon. Now as the cerberus is "The" long range missile boat and the curse is the long range nos boat, a missile flight time and nos range bonus should be a no go. So we have a short range ship that operates in medium nos range and uses missiles. To me, the obvious bonus' would be a nos amount bonus (5% per lvl like the bloodraider ships would not be OTT and take nothing away from the recons) and a missile damage bonus. Throw in an extra launcher and we have a unique HAC that follows both amarr and caldari designs like it is meant to. It will not deal as much damage short range as the Cerberus, vagabond or Deimos. It will not be as fast as either the vagabond or Deimos. It will not have the range of the cerberus. What it will have is a better tank and a method to weaken other short range ships tanks. Sounds pretty balanced to me, though i'm probably wrong.
Dash Ripcock
Posted - 2006.02.01 21:58:00 -
[209 ]
Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust. i use deimos and i have t2 electrons i use t2 ammo aswell and when you get the chance and do some calculations and then understand the concept of ROF and DPS you'll get the idea that ions compared to electrons. but i wouldnt mind some pg and cpu but then you would make too good ship that would probably pwn to much and deimos alredy does awsome damage My apologies then. I know what damage a Deimos can do with T2 Electrons and Void ammunition, but this isn't overly relevant. T2 ammo is available for everyone of every race, so if two opposite parties use it they're back to pre-RMR levels of balance again. It simply does not make sense to have a dedicated blaster ship unable to use med-range blasters. The simple reason why I argue for the Deimos to be able to use Ions is falloff. A webbed Deimos using Electrons is a dead Deimos - Ions grant you the ability to do some kind of damage from 8-9.9Km towards your target. They simply make an extremely dangerous ship to fly a little bit more survivable, since she spends half the fight on the approach with an enormous signature radius (no thanks to her terrible velocity)! :) cant argue here .. i agree on that but shouldn't null take care of that Perhaps, although a ship requiring T2 ammunition to be effective obviously needs to be looked at! The basic premise is: Deimos is a blaster ship, Ions are med-range blasters and a Deimos can't fit them i.e. she needs to be revised.The Firing Range
tenp1
Posted - 2006.02.01 22:07:00 -
[210 ]
Originally by: I love how most suggestions are only to turn the sac into a Zealot or a freaking nos overpowered freak ship..quote Nos Overpowered ??? , even frigs can operate outside of 12km so are safe from medium nos. Saying medium nos is overpowered is like saying blasters are overpowered against ship under 5km. Ok so it's more dificult to tackle a ships that has nos but then so what, you shouldn't be able to tackle without risk. Besides any ships with heavy launchers and below can kill (nos just weakens it can't kill or prevent you from running) tacklers from a lot longer range than nos. Anyway it's all a mute point if the lame laser rof replacement for the missile ROF goes through. It'll be just another point in favour of the "We should only train turret skills for Amarr" whiners out there.
Wizie
Posted - 2006.02.02 02:39:00 -
[211 ]
Originally by: tenp1 Edited by: tenp1 on 01/02/2006 21:48:49 The problem deciding what to do with the sacrilege lies in the amarr ship/weapon philosophy combined with being half caldari. This how I view things at the mo, and my reasoning for making the Sac a shortrange misille nos boat. Minmatar vagabond - high speed, AC Muninn - long range Arty alpha strike Caldari Cerberus - Missiles eagle - Rails Galante Deimos - Blaster ishtar - Drones Amarr Zealot - lasers, tank Sacrilege - at present Tank, missiles (many use a nos missile combo). The other 3 races cover their warfare philosophies with each ship being unique. The zealot fills both standard amarr doctrines, lots armour to tank and lasers, this leaves the sacrilege somewhat without purpose. Ok so it can tank well, though as pointed out by many, the zealot can do the same and deal more damage, move faster and has a lower sig. So then what is there for the sac to do. EW - Not really much of an option with 4 mids. Besides that, HACS are about damage and taking damage, not EW. Missiles - A decent choice as it gives a second weapon system to train like the other races. Most sensible pilots would have reasonable missile skills anyway for the other amarr ships that use them. The downside is that the cerberus is the missile HAC, so it would need to have a distinct role for missile use. Drones - There are 3 drone carriers already amoung the amarr ships, so theoretically many amarr pilots should have decent drone skills. However, the ishtar is already the drone HAC and a similar drone bonus to the curse and pilgerim would make them too similar. Nos - Nos seems to be something amarr ships are encouraged to use due to the abundance of "utility" slots. The amarr recons both have nos bonus' (as do the bloodraider ships for the amarr bonus) so it would not be out of charachter. Now bear in mind that the ship is half caldari, that should mean half the bonus' should be as well. The most obvious option is 2xmissile bonus of which we already have a missile ROF bonus, this then leaves the 2xAmarr bonus. The armour resist bonus is a keeper, but with 2xmissile bonus' would the laser cap or laser range bonus be worth having? I think not personally. A tracking disruptor bonus would be pointless as while it would make the sac unique as the only EW HAC, it would not really fit as a HAC bonus. Nos is probably the best choice for the replacement bonus as it is offensive and is already an accepted amarr weapon. Now as the cerberus is "The" long range missile boat and the curse is the long range nos boat, a missile flight time and nos range bonus should be a no go. So we have a short range ship that operates in medium nos range and uses missiles. To me, the obvious bonus' would be a nos amount bonus (5% per lvl like the bloodraider ships would not be OTT and take nothing away from the recons) and a missile damage bonus. Throw in an extra launcher and we have a unique HAC that follows both amarr and caldari designs like it is meant to. It will not deal as much damage short range as the Cerberus, vagabond or Deimos. It will not be as fast as either the vagabond or Deimos. It will not have the range of the cerberus. What it will have is a better tank and a method to weaken other short range ships tanks as well as being able to operate at longer ranges Than the vaga and deimos (still it's true strengh will be 12km and under). Sounds pretty balanced to me, though i'm probably wrong. Just because a ship meets its race "design philosophy" doesnt mean its a good thing. What we seek is a balance. The Vagabond is a great ship, the Munin a terrible one. Munin needs a buff or change. Also I would like the Typhoon to get a NOS range and sucking amount bonus... seems NOS aren't overpowered :D
El Yatta
Posted - 2006.02.02 12:13:00 -
[212 ]
Originally by: Dash Ripcock Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Originally by: Dash Ripcock Originally by: Jevnikar Everyone here want's to improve PG better damage and everything .. If ccp does all that, you'll probably fit best guns on any ship while having lvl 1 advanced weapon upgrades and still maintain awsome tank and everything else.. there's no point bosting things. specialy when each ship has it's uses and thay are realy well performed for what thay were made. learn some skill's imo rgr You obviously don't fly a Deimos! We're not asking for much, just the ability to use Ion Blaster IIs on a Tech 2 blaster-orientated ship. I have full fitting skills, and as it stands I can't fit a practical Ion setup due to the low CPU and power-grid difference between the Thorax and the Deimos (only 40 PG and 30 CPU for two slots). I can fit all my other ships exactly how I want to, but alas my Deimos sits gathering dust. i use deimos and i have t2 electrons i use t2 ammo aswell and when you get the chance and do some calculations and then understand the concept of ROF and DPS you'll get the idea that ions compared to electrons. but i wouldnt mind some pg and cpu but then you would make too good ship that would probably pwn to much and deimos alredy does awsome damage My apologies then. I know what damage a Deimos can do with T2 Electrons and Void ammunition, but this isn't overly relevant. T2 ammo is available for everyone of every race, so if two opposite parties use it they're back to pre-RMR levels of balance again. It simply does not make sense to have a dedicated blaster ship unable to use med-range blasters. The simple reason why I argue for the Deimos to be able to use Ions is falloff. A webbed Deimos using Electrons is a dead Deimos - Ions grant you the ability to do some kind of damage from 8-9.9Km towards your target. They simply make an extremely dangerous ship to fly a little bit more survivable, since she spends half the fight on the approach with an enormous signature radius (no thanks to her terrible velocity)! :) cant argue here .. i agree on that but shouldn't null take care of that Perhaps, although a ship requiring T2 ammunition to be effective obviously needs to be looked at! The basic premise is: Deimos is a blaster ship, Ions are med-range blasters and a Deimos can't fit them i.e. she needs to be revised. Dash is correct - I dont see Null as fixing the falloff problem on electrons - because range is not a linear thing. Its only useful having a longer-ranged blaster if you can start to reach 10km with decent damage - going from 2km to 6km or so really makes no difference, because you are still webbed. In blaster combat, as with frigate combat, having a little more range is irrelevant unless it helps you kill someone who has you webbed. For this reason, I refitted my Deimos with Ions BECAUSE of Null ammo, not instead of it. The only reason to use Null is if you fit Ions, and, as Dash correctly points out, you typically need to both use a frigate mod (small nos) AND a fitting mod (PDU II or two) to acheive this, and you're STILL slow and paper-thin.---:::---
FraXy
Posted - 2006.02.02 19:11:00 -
[213 ]
Edited by: FraXy on 02/02/2006 19:13:30 I`d just like to make people compare Eagle vs Sacrilege. Before RMR, Sacrilege was the best tanking HAC and that was it`s niche (sp). Mainly to be able to out-tank every other HAC. After RMR and when Eagle got the 5% resist bonus things changed. Eagle is now in my opinion the best tanking HAC because shieldtanking is based on less resist and more HP/sec. But with the resist bonus on Eagle it went slightly unbalanced since now an Eagle got Sacrilege like resist with better HP/sec tank and it does ALOT more damage than a Sacrilege could ever do. Personally i wouldn`t mind at all that Sacrilege were modified to the tanker it was designed to be. The shield/armor HP switch were a step in the right direction, but i feel it needs something else. What i am missing on the Sacrilege is 1 more low-slot. A single-rep Sacrilege tank got good resists and lots of HP due to that most fit a plate in addition. Now personally an Eagle surpasses the single-rep Sacrilege by far when it comes to tanking, but what happens when u want to do a dual-rep to get the tanking ability u want. Yes, it comes to the point u are 1 slot low to fit a plate to get the HP buffer u need to be able to cycle the reppers at all when u meet a real challenge. What i would like most of all on the Sacrilege is 1 more low, that would make me and every devoted Sacrilege pilot out there the ability to fit 2x Medium T2 Repairers, 800mm II plate, Active/Passive Thermal Hardener and 2x Adaptive Nano Membrane which would be awesome. Currently if u want decent resist u need to fit 2x Repairers, Active Thermal and 2x Adaptive Membranes which means 1797 Armor HP. With that low HP and when ur Repairers got a cycle time on 9 sec with Repair Systems 5. During that time u may not be able to even get the Repairers cycled before u are dead. That was some fact and personal opinions on the Sacrilege. Now to what could be changed to better. Like i said earlier the HP switch were a step in the right direction and a 6.th low would be awesome. I would be happy to give up a high-slot for the 6.th low. The bonuses are pure crap.. Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Energy Turret optimal range and 5% bonus Missile Launcher RoF per level 5% to armor resists 'was' very sweet 'till the Eagle got the same bonus and the Sacrilege lost it`s place as #1 HAC-tanker. Changing the resist to 7.5% per level would make the sacrilege a little better then the Eagle which it should be with such crap damage output. 10% to Medium Energy capacitor usage is wasting a bonus when it got a Missile Launcher RoF. And 10% Medium Laser Optimal is also wasting a bonus since a Sacrilege is best at close-range. The bonuses can be discussed east and west, but this is my proposal: Amarr Cruiser Skill Bonus: 5% bonus to Armor Repairer capacitor use and 7.5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% bonus to Armor Hitpoints and 5% bonus Missile Launcher RoF per level 5/4/6 slot layout with 4 Missile Hardpoints and 2 Turret Hardpoints. This would make Sacrilege what i think it was designed to be, a Missile spewing Heavy Tanker! It got the 6.th low for the plate when u are running dual-rep. It got Repairer capacitor use bonus to make dual-rep more efficient. It got Armor Hitpoint bonus to help the ship reach a higher Armor HP to be able to survive a battle much better. Well, i`ve emptied my heart regarding the Sacrilege. Opinions and feedback on my ideas, changes and the use of Sacrilege in PvP are most welcome. Edit: Daaaaaamn, post is kinda long... This is my lazy attempt to make an uber-signature, please go away!
KilROCK
Posted - 2006.02.02 22:28:00 -
[214 ]
sure then, I want one of my bonus affected by Racial Cruiser skills on my HACS, to be 7.5% then too. Why is everyone thinking this way? If a HAC becomes slightly better than another hac, you need to boost the other to make up for it. Sacrilege is getting a boost, Doesn't HAVE to become the best freaking hac at damage, tanking, and everything you want it to be..Hail Ammo - Remove Speed penality!
FraXy
Posted - 2006.02.02 22:43:00 -
[215 ]
Originally by: KilROCK sure then, I want one of my bonus affected by Racial Cruiser skills on my HACS, to be 7.5% then too. Why is everyone thinking this way? If a HAC becomes slightly better than another hac, you need to boost the other to make up for it. Sacrilege is getting a boost, Doesn't HAVE to become the best freaking hac at damage, tanking, and everything you want it to be.. Sacrilege and damage doesn`t belong in same sentence... So, what do u think a Sacrilege got going for itself? Does it got good DPS? NO! Can it tank? Well yes, but an Eagle can tank just as good and if not even better and do 2-3x the dmg easy... So please, what does a Sacrilege do good? I really wanna know.. This is my lazy attempt to make an uber-signature, please go away!
Kristie
Posted - 2006.02.03 06:10:00 -
[216 ]
Originally by: Tuxford Having said that then we have also been talking about the Typhoon but I'm not gonna post anything until it's more final. Tuxford, The Typhoon is my baby, please do not change it drastically. Without taking too much time I would just like to say I think it is a wonderful average ship which requires skills from every area to use well. In all honesty I think it is one of the better BS in EvE, at least one of the most flexible and interesting ones and I would hate to see any change made to it in improving it, to change the spirit of the ship. If you want to improve the typhoon without breaking it, improve its armor hp by about 1000 . The description says it is highly armored, but the stats of the ship do not reflect that. If you want to improve it again without breaking it, add 500 powergrid . If you still love the typhoon consider giving it a 5th turret and 5th missile hardpoint to allow even more varied setups, while not adding a slot. Thank you for your time, Kristie
Ciar Meara
Posted - 2006.02.03 16:45:00 -
[217 ]
I enjoy the missile bonus on my Khanid ship, although more armor is always a plus...PIE Inc A friend of death, a brother of luck and a son of a *****
Kelhund
Posted - 2006.02.03 21:07:00 -
[218 ]
Dear CCP: When everyone complains about every ship, it means its balanced because no one has an advantage unless their changes are taken into effect. Dont do anything major to existing ships hehhehhehe
Weirda
Posted - 2006.02.03 23:32:00 -
[219 ]
any word Tux? you throw this post to the wind and it getting stale... are we keeping the missile ROF bonus already (please)... thx... __ WeirdaAssault Ship need 4th Bonus and More! The pumps don't work...
Hanns
Posted - 2006.02.04 03:38:00 -
[220 ]
Originally by: FraXy Edited by: FraXy on 02/02/2006 19:13:30 I`d just like to make people compare Eagle vs Sacrilege. *Snip* Awesome post, i have always wondered why everyone thinks the sac is such a good tanker? ive always thought it needed another low slot, so u can dual rep and plate, yes the sac has nice resists, but the zealot has enough lows to match the sac's resists, it has more armor and like 4x the firepower, only thing the sac has on the zeal imo is slightly better cap for tanking longer. i would love to see the sac a pure tanker, if Tux wont kive it another low slot how about 10% per lvl to armor rep amount? imo armor tanking is ok long term ect, but i personally feel shield tanking is one step above, a good pilot with good shield skills could best an armor tanker imo, specially taking if they are using cap injector and such, jim raynors cerberus is absolutely insane short term tanker, he can tank like 600 DPS from my zealot while im nossing him, tanking 600DPS!! his HP/sec is uber, and this was before he had crystal omega, now he has the omega, his cerb is uber, id hate to see him in an eagle
Equinox II
Posted - 2006.02.04 04:17:00 -
[221 ]
Originally by: FraXy Edited by: FraXy on 02/02/2006 19:13:30 I`d just like to make people compare Eagle vs Sacrilege. ... <snip>blablablabla</snip> Opinions and feedback on my ideas, changes and the use of Sacrilege in PvP are most welcome. Tuxford! Make this guy your assistant! CCP Hammer > Next patch we will make sure to boost Amarr and Nerf Caldari.
dazedandconfused
Posted - 2006.02.04 05:37:00 -
[222 ]
Make sac like eagle, but with a geddon style. Give it 25% rof, 50% range bonus, 5 guns, 50% less cap. Not sure about forth bonus, maybe resists still, or tracking, or nos range, yeah! :P Anything but a zealot clone.
FFGR
Posted - 2006.02.04 05:47:00 -
[223 ]
Edited by: FFGR on 04/02/2006 05:47:24 Originally by: Hanns jim raynors cerberus is absolutely insane short term tanker, he can tank like 600 DPS from my zealot while im nossing him, tanking 600DPS!! his HP/sec is uber, and this was before he had crystal omega, now he has the omega, his cerb is uber, id hate to see him in an eagle oh yes ... using some implants that cost ... about 1.5b ? Insanity
Meridius
Posted - 2006.02.04 06:23:00 -
[224 ]
Originally by: FFGR Edited by: FFGR on 04/02/2006 05:47:24 Originally by: Hanns jim raynors cerberus is absolutely insane short term tanker, he can tank like 600 DPS from my zealot while im nossing him, tanking 600DPS!! his HP/sec is uber, and this was before he had crystal omega, now he has the omega, his cerb is uber, id hate to see him in an eagle oh yes ... using some implants that cost ... about 1.5b ? Hanns has the armor equivilent in implants so whats your point? Right. ________________________________________________________
KilROCK
Posted - 2006.02.04 06:49:00 -
[225 ]
He's jealousHail Ammo - Remove Speed penality!
Nafri
Posted - 2006.02.04 11:09:00 -
[226 ]
Originally by: Meridius Originally by: FFGR Edited by: FFGR on 04/02/2006 05:47:24 Originally by: Hanns jim raynors cerberus is absolutely insane short term tanker, he can tank like 600 DPS from my zealot while im nossing him, tanking 600DPS!! his HP/sec is uber, and this was before he had crystal omega, now he has the omega, his cerb is uber, id hate to see him in an eagle oh yes ... using some implants that cost ... about 1.5b ? Hanns has the armor equivilent in implants so whats your point? Right. but not everybody is a mission ***** who carebears with his ships (hahah Hanns ). So implants and factions stuff means ****, I mean, should be balance the ships around Gistii stuff? Thats too funny
Joerd Toastius
Posted - 2006.02.04 14:00:00 -
[227 ]
Originally by: Weirda with all due respect, while it may be about 'fun setup' for some, it is really about the point of fitting a ML on the ship at all. with missile ROF switched to laser bonus... you are now just talking about another amarr hac that can fit 2 nos with it 4 lasers instead of just one... there is really no point in that, is there? 'pure amarr' wouldn't be flying khanid ship anyways ffs. many amarr (and other race that like flying khanid amarr) see the benefits of the hybrid layout differently. as someone else pointed out, having ML on their sac is really one of the only way to break a minnie HAC tank for example... I'd consider myself "pure Amarr" and you're right, I don't fly Khanid ships. Which is the point I'm making - if I stick with the combat philosophy I chose Amarr for, I've only got one T2 ship in each category. This makes me a sad panda. In related news, would it be heretical to maybe give the Sac a bonus to small lasers? Maybe up its agility too, and turn it into more of a dedicated anti-frig tanker. Allows it to 1) keep or have given back the title of "best tanker", 2) do "good" damage in its intended role while 3) not threatening the HAC damage kings on their own turf. This would mean that with small guns it'd have kinda T1 cruiser-ish damage but with frig tracking, so it'd be an even better anti-frig-mobile without posing any real threat to other HACs. I'm not sure how desirable this is in terms of overall balance - frig pilots might have some strong objections - but it's a more out-of-the-box solution, no?
tenp1
Posted - 2006.02.04 18:30:00 -
[228 ]
Edited by: tenp1 on 04/02/2006 18:30:51 Originally by: Joerd Toastius Originally by: Weirda with all due respect, while it may be about 'fun setup' for some, it is really about the point of fitting a ML on the ship at all. with missile ROF switched to laser bonus... you are now just talking about another amarr hac that can fit 2 nos with it 4 lasers instead of just one... there is really no point in that, is there? 'pure amarr' wouldn't be flying khanid ship anyways ffs. many amarr (and other race that like flying khanid amarr) see the benefits of the hybrid layout differently. as someone else pointed out, having ML on their sac is really one of the only way to break a minnie HAC tank for example... I'd consider myself "pure Amarr" and you're right, I don't fly Khanid ships. Which is the point I'm making - if I stick with the combat philosophy I chose Amarr for, I've only got one T2 ship in each category. This makes me a sad panda. In related news, would it be heretical to maybe give the Sac a bonus to small lasers? Maybe up its agility too, and turn it into more of a dedicated anti-frig tanker. Allows it to 1) keep or have given back the title of "best tanker", 2) do "good" damage in its intended role while 3) not threatening the HAC damage kings on their own turf. This would mean that with small guns it'd have kinda T1 cruiser-ish damage but with frig tracking, so it'd be an even better anti-frig-mobile without posing any real threat to other HACs. I'm not sure how desirable this is in terms of overall balance - frig pilots might have some strong objections - but it's a more out-of-the-box solution, no? Would you really want a HAC that does the same job as an assault frig but at 5X the price. Pure amarr does not mean that you must use turrets only, thats just pure stupidity. Amarr have a missile frig and a drone cruiser, they are pure amarr as well but I bet alot of these so called "I am an amarr pilot, I only use lasers" give them a miss. Considering amarr is suposedly the turret race, all the new gally ships seem to be using more turrets as well as drones, and what are filling the missing amarr turret slots, missile launchers (oh noes how can this be amarr only use lasers I must be imagining things). It's about time amarr got a secondary weapon system that they have to train up like the other 3 races. Caldari pilots don't get full use of their ships if they don't missiles and turrets, the same goes for minmatter. Gally are no different with turrets and drones. Only Amarr suposedly have just 1 weapon system. A few T1 amarr ships could do with the Khanid makeover, so then they would be equal to the other races in terms of skills needed, thentheir will be less whines.
Spartan III
Posted - 2006.02.04 19:05:00 -
[229 ]
Originally by: Hanns Edited by: Hanns on 21/01/2006 19:35:02 the armor hitpoints is good, but i think the turret bonus is making it lean to far toward the carthum train of thought! i think probably the best thing for the sac would to keep the launcher rof, drop the optimal range bonus, and give it somthing like 5% rep, or 10% armor hitpoints, and give it an extra launcher fitting so it has 4 launchers 4 turrets with 6 highslots. Hmm, and we'de see you tanking concord with it with over 30k armor and 90+ resists ********************Join Public Channel "Christian Public Access" for great fellowship and fun
Nafri
Posted - 2006.02.04 20:50:00 -
[230 ]
Originally by: Spartan III Originally by: Hanns Edited by: Hanns on 21/01/2006 19:35:02 the armor hitpoints is good, but i think the turret bonus is making it lean to far toward the carthum train of thought! i think probably the best thing for the sac would to keep the launcher rof, drop the optimal range bonus, and give it somthing like 5% rep, or 10% armor hitpoints, and give it an extra launcher fitting so it has 4 launchers 4 turrets with 6 highslots. Hmm, and we'de see you tanking concord with it with over 30k armor and 90+ resists You cant tank concord
Joerd Toastius
Posted - 2006.02.04 21:09:00 -
[231 ]
I don't have the skill points to diversify out across multiple weapons systems to any great degree yet - time spent training up missiles for two ships (Vengeance and Sac) is time not spent training skills that will apply to every other ship I fly. I can see the argument for more diverse weapons systems for Amarr, and I don't have a huge problem with it if it's implemented properly, but as it is it's just a few marginal ships which are of questionable value anyway which don't really justify the training time to someone who's trying to catch up skills-wise. As to the tentative proposal in my serious post, it'd be a considerably better tank than an AF while losing the maneuverability. Most cruiser pilots claim that Sacs don't bother them much due to the low damage output, but as a frig pilot they scare the hell out of me because if they have small guns you're never going to break their tank (they're probably mounting a 1600mm anyway) and they'll shred you if you try anyway. If that's what it does well, then why not make the bonuses reflect that?
Nafri
Posted - 2006.02.04 22:07:00 -
[232 ]
Originally by: Joerd Toastius I don't have the skill points to diversify out across multiple weapons systems to any great degree yet - time spent training up missiles for two ships (Vengeance and Sac) is time not spent training skills that will apply to every other ship I fly. I can see the argument for more diverse weapons systems for Amarr, and I don't have a huge problem with it if it's implemented properly, but as it is it's just a few marginal ships which are of questionable value anyway which don't really justify the training time to someone who's trying to catch up skills-wise. As to the tentative proposal in my serious post, it'd be a considerably better tank than an AF while losing the maneuverability. Most cruiser pilots claim that Sacs don't bother them much due to the low damage output, but as a frig pilot they scare the hell out of me because if they have small guns you're never going to break their tank (they're probably mounting a 1600mm anyway) and they'll shred you if you try anyway. If that's what it does well, then why not make the bonuses reflect that? well, hybdrid ships are thx to the missle changes a fatboys playdoll. Without a 7/7 layout with will always suck
Joerd Toastius
Posted - 2006.02.04 22:21:00 -
[233 ]
Also true. Mixed load outs by and large suck, which doesn't help matters certainly. And I'm not sure you could justify a "just launchers" Sac because it'd be the only ship in the fleet apart from the Inquisitor (which few people ever use) and the Purifier (ditto) to do so. With Caldari yes, there's missiles and rails, but there's a rail frigate, a rail cruiser, a rail HAC, a pair of rail AFs etc etc.
Kaylana Syi
Posted - 2006.02.05 01:15:00 -
[234 ]
Originally by: Arabian Goggle Originally by: Jim Raynor What's wrong with missiles? Everyone insists they're so overpowered lately I thought Amarr kids would welcome launchers + bonuses on any of their ships. I think turning the Sac into a pure laser ship is about as retarded as making the Eagle a missile ship. Amarr already have the Zealot so why make the Sac more like the Zealot? Why do you want the Sac to be a laser platform when you already have the Zealot which is the best at that already with four laser bonuses? There is nothing wrong with missiles Jim. I'm sure they are lots of fun -- for Caldari and Minmatar pilots. My point is that many (not all, but many) Amarr pilots have not trained missile skills because they have had to focus on maximizing turret based skills in order to use them effectively. Read my post again. I was not advocating a pure laser ship. I was merely saying that perhaps missile bonuses on Amarr ships isn't what Amarr pilots need. Tenp1 stated that all races have/need a second weapon system. I agree with this. You guys seem to think that Amarr ships should be using lasers and missiles, while I argue it should be lasers and nos or EW or maybe even drones, as right now it seems only Gallente are really effective with drones (have a look at the carrier bonuses). My recommendation: Either give the Sacrilege the laser bonus and let its tank be its defining feature, OR give it a nos or EW bonus. After training the engineering skills to 5, mechanic skills to 5, and nav skills to 5, and laser skills to tech 2 what more is an amarrian to do for defining their longevity? Make a caldari alt. Now diversity can make you do it with your main. Originally by: "Oveur" I don't react to threats any better than you do
tenp1
Posted - 2006.02.05 02:46:00 -
[235 ]
Edited by: tenp1 on 05/02/2006 02:50:49 I can fully understand that it may seem like a waste of skills to train missiles just to fly khanid ships to the full. However, if you start as any other race, training 2 weapon skills is not really an option, it's a must. You could just train missiles for caldari, and I'm aware a fair few people do (especially before the missile changes) but then that leaves the majority of racial ships unuseable. You could just train turrets for minamttar (again i'm aware that alot do) but that leaves around half to 1/3 of your weapon slots unused. Alot of gally ships can get away with just turrets, but who wants to have all that drone space go to waste especially when hybrids do only 2 damage types. Amarr on the other hand have precious little in the way of drones or missile slots which is noones fault (not even the Romans),so it would seem aren't even given the option to not train a secondary. However, there are 6 khanid ships that use missiles along with the purifier, inqusitor, arbitrator, omen, pilgrim, apoc, prophecy and absolution, so missiles aren't as uncommon amoung amarr ships as it seems. Now you can ignore missiles and so underuse or not use Khanid ships and the purifier, but this is no different to the other 3 races if they ignore 1 weapon type, imagine flying an ishtar with no drone skills (same goes for the arb and it's recon variants) or an eagle with no hybrid skills, that would leave you equally limited for choice of HAC. To me all the other HACS are unique and each embody 1 of their races 2 combat philosophies. Amarr only has 1 combat pholosophy so the khanid nos/missile armour tank makes a unique and welcome alternative to to the laser armour tank, not to mention the much needed option for damage type changes. Though I guess I'm flogging a dead horse here as the offical word still apears to be that pointless laser damage bonus, replacing the missile one. Hoorray for "another" laser armour tank, though this time in black, at leat we don't have many to choose from in that colour
Joerd Toastius
Posted - 2006.02.05 11:34:00 -
[236 ]
I agree that the lack of Amarrian diversity is a fairly serious issue, but I don't agree that diversity just on expensive T2 ships is the way to solve it. If we're going to have a second primary system of some kind fine, but IMO it'd make a lot more sense for it to filter through from the beginning rather than just throwing it at players in late-mid game and saying "oh, if you want to use half of the really shiny stuff, you have to train missiles up from scratch". It just seems a backwards way of doing it.
Kalhystia
Posted - 2006.02.05 15:19:00 -
[237 ]
Originally by: Joerd Toastius I agree that the lack of Amarrian diversity is a fairly serious issue, but I don't agree that diversity just on expensive T2 ships is the way to solve it. If we're going to have a second primary system of some kind fine, but IMO it'd make a lot more sense for it to filter through from the beginning rather than just throwing it at players in late-mid game and saying "oh, if you want to use half of the really shiny stuff, you have to train missiles up from scratch". It just seems a backwards way of doing it. That maybe works for majority of Amarr ships, but not with Sacrilege. Until now Sacrilege was a true hybrid ship with both bonuses to beams and missiles. So you can't say you just trained beams for it then claimed to use 100% of it's firepower (even if it was crappy firepower, I concur ) But let's take your point again; I trained both missiles and beams to fly Sacrilege properly. I don't just want to be told "Oh, sorry,now you can be 100% effective with only half of your skills to fly the really shiny stuff, so you trained missiles up from scratch for nothing; sorry for the training lost" See my point? Training missiles may bother you, but don't forget other people who would get their skill time in that field completely wasted if Sacrilege was made beam platform. Not to say I don't want to see Sacrilege as a beam platform. It's a hybrid Caldari-Amarr khanid ship ffs.
Wizie
Posted - 2006.02.05 17:13:00 -
[238 ]
Tux seems to have forgotten that he posted this. There has been no feedback from CCPs side about the upcoming changes. Why post a thread about it only to not monitor it at all. There was a mention of some tweaks for the Typhoon, but since the first page we have been given no indication that it is even being looked at in any real way. Please keep the community informed.
Maya Rkell
Posted - 2006.02.05 17:35:00 -
[239 ]
Edited by: Maya Rkell on 05/02/2006 17:36:04 dp Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Maya Rkell
Posted - 2006.02.05 17:36:00 -
[240 ]
For reference, after doing some sums I think that the hull resistance on a mod is a VERY bad idea. Oh, it works at BS and cruiser level but for frigates it introduces some MORE nasty imbalances. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Joerd Toastius
Posted - 2006.02.05 17:42:00 -
[241 ]
Edited by: Joerd Toastius on 05/02/2006 17:45:40 I'm aware that, in fluff terms, it's a hybrid ship. However, hybrid ships already exist, with fairly well-established parameters, and one of those parameters is that they require skills for both races, and as pirate faction ships don't take up a "slot" in the main fleet's inventory. {edit} Moreover, as has been pointed out, hybrid-weaponry ships are generally rubbish and the general move is away from them. If you wanted them to be truly hybrid, then either lasers + shield tank or missiles + armour tank would be the way to go. As it is, the Khanid designs are just plain sloppy from a naval-architecture point of view. The Sac as it is currently has bonuses to armour but better shields, and split bonuses across two different weapons systems which makes both function suboptimally because neither gets all the bonuses it needs to be competitive. It's just a bad design , that's its biggest problem - it doesn't fill any specific useful role or roles.
Kalhystia
Posted - 2006.02.05 19:05:00 -
[242 ]
Edited by: Kalhystia on 05/02/2006 19:08:48 Well I agree with you Joerd, different bonus on several weapon systems may reduce pure damage output. But dealing only row EM and Thermal damage isn't always the way to go. You may want to vary damage to increase your offense. And versatility can prove itself very useful. At the moment, only useful role I see for Sacrilege is as a heavy tackler, with 3 nos and 3 heavy launchers, because its damage output with 3 beams and 3 heavy launchers can't break any proper tank. I wouldn't use 3 nos and 3 beams, because there is no bonuses on them, except range, but I don't care of range when I'm the tackler. And moreover missiles hit all the time, you'll get problems hitting frigs without a webber with beams and even sometime one webber isn't enough . at the moment the only useful role I see for it doesn't really include beams. But, if we put only beams bonus to sacrilege it'll still become less powered clone ship of a Zealot. If I want uber beam damage platform, fine, I can get a Zealot and become another adept of Hanns ubermutatedzealot with deathstar omg wrecking damage <insert wrecking damage here> . I want versatility; Sacrilege could give that with both beams and missiles. Concerning your tanking problem, Tuxford told us he would add armor and reduce shields to the fat brick Sacrilege, and that's a good thing. As someone cleverly explained it here, adding another low slot to increase further its tanking ability, while retrieving one of its med slot would be nice. That would increase tanking abilities to the ship, and Sacrilege will become again purely Amarr design in defense. Fine. In design, Sacrilege should have one the most tanking abilities of all hacs, because its offense doesn't and won't match others, even if we get +5% beam damage per level. But for offense, having 3 missiles slots doesn't mean weakness; I can increase my range, vary damage (only EM and Therm if I use close range beams), and I can fit some lovely precision missiles to hug any incoming frigs which could harass me; don't forget Sacrilege can fit 3 light drones. Add thoses to the missiles, beams and you have a fine all-around ship. That's why I believe we must keep the missile ROF bonus on it with the 3 missiles slots. Sure, you won't reach Jim Raynor spammyhuggermissiles damage, or Hanns yarrawrbeammobile hits, but when you will encouter frigs sized ships, you'll be able to defend yourself with drones and precisions missiles. While jammed, you can still fire some FOF missiles. Fit 3 nos and you can eat Zealot at close range. Role? Well I still see it as some kind of armored tackler, which get most of the firepower in small skirmishes; it should be one of the hardest shell; it isn't not truly at the moment, because even with +25% damage resist bonus, Zealot still has 2 more lowslot and so reach better tank, Eagle tanks far better too. It should still be able to dish out some decent damage in battle, while not reaching other hacs. But more important, you could adapt a little your settings with 2 weapon bonus. Don't understimate versatily this ship can offer. I understand what you mean but do you seriously believe making it beam platform only will give it a true role, except being in the Zealot shadow?
Joerd Toastius
Posted - 2006.02.05 19:29:00 -
[243 ]
(I assume you do mean "laser" and not "beam") No, I'm not saying that the proposed changes will give it a proper role as anything other than a poor man's Zealot (which as a poor man I have no objection to, but it's not a good use of resources). It needs a proper redesign to be really useful IMO. A better set of changes might be to make the Sac a pure missile boat with an armour tank and maybe turn the Omen into a missile platform too - it's currently suffering as a cheap maller with a drone bay. I'm not actually convinced that it isn't possible to keep both ships (Zealot and Sac) similar in weapons-systems terms and diversify in other areas. A shield-tanked Sac would be one possibility. Another would be to give them comparable damage output but make the sac a much better tank while giving the Zealot a thinner tank but with more speed and/or maneuverability. (It might be easier to do it the other way round, but the Sac looks like a tanker while the Zealot looks like it ought to be screaming into the fight on MWD/AB/whatever.) There is also potential for other tweaks, such as an Ewar boost on one or both, a Nos bonus, an AB/MWD bonus (possibly even along the lines of a mass reduction on plates or something) or even if you want to go crazy something like a cap injector bonus. I agree that Amarr need more diversification in combat, but I'm not convinced this requires variation of weapons systems. There are plenty of other variables to play with.
Kalhystia
Posted - 2006.02.05 20:13:00 -
[244 ]
Edited by: Kalhystia on 05/02/2006 20:16:12 Well that could be nice if Sacrilege could effectively use another sneaky form of offense; problem remains about its Khanid origin and the ship class of the Sacrilege. Heavy assault ships remains a direct fighting ship, not tricky one using Nos, EW. If you add theses bonus to Sacrilege, you walk on the field of Recon ships: Curse is far more suited for that. And about a mwd/AB bonus I don't think it would be appropriate for Sacrilege. Amarr got some kind of reputation of well armored, slow ships. Of course we're talking about a Khanid ship, but it would be damn weird to see a hac with such origins be suddenly fast and agile . Well you are giving good points, but I still favor a hybrid missile/laser ship. Makes more sense for me and more suited as Khanid heritage (I'm stubborn I know ). P.S: yes "beams" means "laser" for me in previous post . Sorry for that incorrect english translation
Joerd Toastius
Posted - 2006.02.05 20:43:00 -
[245 ]
I wouldn't give speed bonuses to the sac, because I don't think it looks the part. I'd give them to the Zealot instead. Yes, traditional Amarr ship design is slow&heavy, but read the description of the Executioner. There's no sensible reason not to have a speed-boosted Zealot if you wanted to go that way, and if nothing else it'd look frikking awesome.
FraXy
Posted - 2006.02.05 22:23:00 -
[246 ]
Before Tuxford or any other Devs read the removal on 1 mid-slot it is absolutely unacceptable. If 1 more low is added to increase tanking ability then remove a high-slot to decrease damage/nossing ability. Atm the Sacrilege needs the mids to be able to sustain a double-rep or play the only role it can atm, a heavy tackler. This is my lazy attempt to make an uber-signature, please go away!
dazedandconfused
Posted - 2006.02.06 03:56:00 -
[247 ]
Originally by: Joerd Toastius Another would be to give them comparable damage output but make the sac a much better tank while giving the Zealot a thinner tank but with more speed and/or maneuverability. dont touch zealot :P it is fine
Kel Dario
Posted - 2006.02.06 09:57:00 -
[248 ]
I don't want to see the Sacrilege turned into a weak (and boring) clone of the Zealot. I want to see this fine but currently underpowered ship get it's weaknesses hammered out and that it's bonuses reflects the strengths of what Amarr-Caldari technology can offer. So what are those strengths? It is Amarr tanking combined with Caldari missiles. Some people didn't like my earlier idea of a 10% nosferatu range and amount transfer bonus, and thinking it over it may not be the best for it. Instead I think Hanns idea of a 10% repair amount per level would be much better. So in the hope that Tuxford (any dev?) see this I'm going to post again how the bonuses could be (NO LASER ONES) Amarr Cruiser Skill Bonus: 10% armor repair amount per level bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level With these changes the Sacrilege would be a good tanker and can pack some punch. Don't touch the current slot layout; the 6-4-5 is fine as it is. I know some want an extra low for fitting a plate. Instead when the shield/armor hp switch is done both should be boosted a bit. How much I leave to Tuxford to decide. If the sacrilege loses a mid-slot it completely screws up its tanking and pvp abilities. If it loses a high-slot I won't be able to fit the classic 3 missile / 3 nosferatu combo any longer And again Tuxford, don't forget to add the extra grid needed for the fourth launcher and increase the tiny dronebay a little please, so I can carry and deploy 5 light drones. And others pointed out that its signature radius, speed and mass need to be looked at as well. Now if you only could post a reply to your own thread so we know that you read it from time to time Kel Dario P.S. Tuxford give those Deimos pilots some love. They seem to have some valid points that it needs fixing.
keepiru
Posted - 2006.02.06 10:39:00 -
[249 ]
I dont see how having 3 lasers and 3 launchers would turn it into a weak copy of the zealot. Its exactly the same weapon config as a phantasm, and the phantasm is hardly zealot-like. Methinks you ppl need to find better cheesemongers in your area. ------------- Please fix the stacking algorythm, it's a disgrace!
Nafri
Posted - 2006.02.06 14:32:00 -
[250 ]
Originally by: Kel Dario I don't want to see the Sacrilege turned into a weak (and boring) clone of the Zealot. I want to see this fine but currently underpowered ship get it's weaknesses hammered out and that it's bonuses reflects the strengths of what Amarr-Caldari technology can offer. So what are those strengths? It is Amarr tanking combined with Caldari missiles. Some people didn't like my earlier idea of a 10% nosferatu range and amount transfer bonus, and thinking it over it may not be the best for it. Instead I think Hanns idea of a 10% repair amount per level would be much better. So in the hope that Tuxford (any dev?) see this I'm going to post again how the bonuses could be (NO LASER ONES) Amarr Cruiser Skill Bonus: 10% armor repair amount per level bonus and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 5% heavy missile damage bonus and 5% bonus Missile Launcher RoF per level With these changes the Sacrilege would be a good tanker and can pack some punch. Don't touch the current slot layout; the 6-4-5 is fine as it is. I know some want an extra low for fitting a plate. Instead when the shield/armor hp switch is done both should be boosted a bit. How much I leave to Tuxford to decide. If the sacrilege loses a mid-slot it completely screws up its tanking and pvp abilities. If it loses a high-slot I won't be able to fit the classic 3 missile / 3 nosferatu combo any longer And again Tuxford, don't forget to add the extra grid needed for the fourth launcher and increase the tiny dronebay a little please, so I can carry and deploy 5 light drones. And others pointed out that its signature radius, speed and mass need to be looked at as well. Now if you only could post a reply to your own thread so we know that you read it from time to time Kel Dario P.S. Tuxford give those Deimos pilots some love. They seem to have some valid points that it needs fixing. overpowered, there wont be any double defense boni on ships
Kalhystia
Posted - 2006.02.06 15:21:00 -
[251 ]
And why not? Having two defense bonus on Sacrilege would truly make it unique. From all the hacs bonus, it's most of the time 3/4 offense and 1/4 defense.Deimos: Twice +5% damage per level, 1 fallof bonus, and 1 mwd bonus used to move fast to reach close combat. Offense.Ishtar: All bonus favor offense and drone.Cerberus: Offense: all of the 4 bonus.Eagle: Offense : twice +10% to range, +5% to damage. Defense: +5% to shield resistsMuninn: Again all 4 offense bonus.Vagabond: 3 out of the 4 bonus are considered as pure offense.Zealot: 4 bonus to beams, so offense. 3 if we don't count the 10% less energy to beam. So what? Let's have one real tank ship. It'll still deal average damage, but will tank good enough to perform is role. Maybe +10% armor rep effiency per level is too much, ok; then put +7.5% like Brutix. I don't know if 2 missiles bonus are the best way to go IMO, I would keep laser less cap, but switch beam range with armor efficiency; it would be a pure TANKER then. But for now, if I roughly compare Zealot, Eagle and Sacrilege overall efficiency I get that:Zealot: Offense: ---------------------------- (3 pure lasers bonus) Defense: ------------------- (7 low slots)Eagle: Offense: --------------------- (1 damage bonus, 2 range bonus so it's balanced with Zealot damage). Defense: ------------------- (Shield bonus)Sacrilege: Offense: --------- (Rof bonus for 3 launchers max, 1 crappy range bonus for beams) Defense: ---------------- (Armor resist, but got less tank abilities than Zealot with 2 more low slot or than Eagle.) Hell, it should be that way for the Sacrilege: Offense: ---------- Defense: ----------------------------- P.S: and I don't call for a nerf of Eagle and Zealot. Thoses two ships are really nice and got role in battle.
Joerd Toastius
Posted - 2006.02.06 15:46:00 -
[252 ]
While it's damage output remains a low-level threat, a better tank won't make a huge amount of difference in PvP...
Reatu Krentor
Posted - 2006.02.06 19:39:00 -
[253 ]
Originally by: Joerd Toastius I wouldn't give speed bonuses to the sac, because I don't think it looks the part. I'd give them to the Zealot instead. Yes, traditional Amarr ship design is slow&heavy, but read the description of the Executioner. There's no sensible reason not to have a speed-boosted Zealot if you wanted to go that way, and if nothing else it'd look frikking awesome. There is one very big reason why a speed boosted amarr ship should never be. It simply isn't amarr tradition. Executioner is an exception not a rule... ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Joerd Toastius
Posted - 2006.02.06 19:51:00 -
[254 ]
Read the description again. It's the first signs of the Amarr navy coming round to the idea of needing faster ships to deal with Matari raiders. There's no reason for there not to be another fast ship in the fleet, particularly when it's a bleeding-edge T2 design
Reatu Krentor
Posted - 2006.02.06 20:12:00 -
[255 ]
Originally by: Joerd Toastius Read the description again. It's the first signs of the Amarr navy coming round to the idea of needing faster ships to deal with Matari raiders. There's no reason for there not to be another fast ship in the fleet, particularly when it's a bleeding-edge T2 design yes, and that also makes it an exception(being first). Besides the omen and as such the Zealot are already the fastest cruiser of the amarr, even more they're both the fastest cruiser after the minmatar cruisers. And you want even faster? ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Joerd Toastius
Posted - 2006.02.06 20:29:00 -
[256 ]
Yes, it makes it an exception to the rest of the fleet, but it also makes it the start of a new design philosophy. As to speed, I'm not saying it's the best idea but it's an idea and could be a good one, possibly.
Reatu Krentor
Posted - 2006.02.06 21:02:00 -
[257 ]
Originally by: Joerd Toastius Yes, it makes it an exception to the rest of the fleet, but it also makes it the start of a new design philosophy. As to speed, I'm not saying it's the best idea but it's an idea and could be a good one, possibly. In my opinion it is a bad idea because it detracts from both the minmatar identity(light defense, decent offense but fast) as well as amarr identity(strong defense, strong offense but slower). If you take into account amarr philosophy, my take would be to make the Zealot pretty much the ultimate in laser damage output drop a low(as you're limited to max 4 heatsinks nowadays anyway) and add a turret slot(perhaps a highslot as well), though that might make it too good . As for the Sacrilege, make it a tank the universe has never seen before, add another resist bonus in place of the optimal range bonus, something like +5% to shield and armor resist per level(again maybe too much ). It is the same with other things in the game currently that just don't make sense if you look at the race warfare philosophy(gallente with missiles?!(Lachesis)) but that is off-topic. ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Elve Sorrow
Posted - 2006.02.06 21:09:00 -
[258 ]
Tuxford, i beg you, do not make Amarr ships more similar then they already are.Contact 'The Enslaver' ingame for good prices on Cap Recharger IIs, Zealots, Ishtars, Vagabonds and various other Tech2 Ships and Modules!
Reatu Krentor
Posted - 2006.02.06 21:30:00 -
[259 ]
Originally by: Elve Sorrow Tuxford, i beg you, do not make Amarr ships more similar then they already are. QFT PS that is a big sig ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Kalhystia
Posted - 2006.02.06 21:41:00 -
[260 ]
Originally by: Elve Sorrow Tuxford, i beg you, do not make Amarr ships more similar then they already are. I agree too. Give us another type of hac, not copy of Zealot. Caldaris got Eagle and Cerberus different; same with Ishtar and Deimos. I'd like something different for Amarr hac too please *pets Sacrilege which is taking dust in hangar*
Hotice
Posted - 2006.02.07 06:15:00 -
[261 ]
Edited by: Hotice on 07/02/2006 06:16:48 How about make it either a missile boat or laser boat? Hi: 4 missile/4 turret hard points (let people choose which weapon they want) med: 4 slots (no change) Low: 6 slots (remove 1 weapon hard point and use that for 1 more low slot. This will help tanking a lot) bonuses: Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 4% bonus to Medium Energy Turret Rof and 5% bonus Missile Launcher RoF per level. Changes above will make Sacrilege a better tanker, the ability to be a total missile boat or laser boat. Most importantly, either choice can produce decent damage but not as much as Zealot and Cerberus.
Joerd Toastius
Posted - 2006.02.07 10:42:00 -
[262 ]
Sounds like a plan :) I'm half-tempted to suggest that the Zealot gets another turret slot or something and loses most of its lows - make it a lot more fragile but put it back on top of the DPS pile. Combined with a more effective tanking Sac, you'd have a good lineup there. Part of the problem atm is that the Zealot has a lot of "spare" lows it didn't used to have, which is giving it a much stronger tank than it had pre-RMR - I know that's the trend CCP are trying to encourage, but I'm not yet convinced that it's the right solution for the Zealot
dazedandconfused
Posted - 2006.02.08 15:06:00 -
[263 ]
Originally by: Joerd Toastius Sounds like a plan :) I'm half-tempted to suggest that the Zealot gets another turret slot or something and loses most of its lows - make it a lot more fragile but put it back on top of the DPS pile. Combined with a more effective tanking Sac, you'd have a good lineup there. Part of the problem atm is that the Zealot has a lot of "spare" lows it didn't used to have, which is giving it a much stronger tank than it had pre-RMR - I know that's the trend CCP are trying to encourage, but I'm not yet convinced that it's the right solution for the Zealot Since when has the Zealot the problem? The Sacrilege is the issue atm, and how is changing the Zealot going to fix the Sacrilege?
Joerd Toastius
Posted - 2006.02.08 16:04:00 -
[264 ]
Because the Zealot does everything you'd expect out of an Amarr ship (tank+gank, wheras prior to the RMR change it was mainly gank), leaving the Sac no room to make itself useful.
dazedandconfused
Posted - 2006.02.09 00:38:00 -
[265 ]
Originally by: Joerd Toastius Because the Zealot does everything you'd expect out of an Amarr ship (tank+gank, wheras prior to the RMR change it was mainly gank), leaving the Sac no room to make itself useful. Tanking and ganking is not the only thing that is to be done by a ship. Most HACs can do both actually, though their gank methods vary such as drones vs blasters, or missles vs rails. How was the Zealot changed in RMR?
Hanns
Posted - 2006.02.09 04:07:00 -
[266 ]
Originally by: dazedandconfused How was the Zealot changed in RMR? Technically the ship itself hasnt changed, the damage mod stacking nerf that hit in RMR is what hurt the zealot for dealing massive amounts of damage, but imo it didnt effect it that much.
DarK
Posted - 2006.02.09 04:34:00 -
[267 ]
Amarr are such a boringly standard race. All they do is lasers + tank, which makes it hard to do something different with them. Agreed on not making the sac a zealot lite.
Joerd Toastius
Posted - 2006.02.09 13:10:00 -
[268 ]
Originally by: dazedandconfused Originally by: Joerd Toastius Because the Zealot does everything you'd expect out of an Amarr ship (tank+gank, wheras prior to the RMR change it was mainly gank), leaving the Sac no room to make itself useful. Tanking and ganking is not the only thing that is to be done by a ship. Most HACs can do both actually, though their gank methods vary such as drones vs blasters, or missles vs rails. How was the Zealot changed in RMR? Tank and gank are the only two things you currently expect from an Amarr ship. Hence the long discussion on diversifying Amarrian combat tactics. The Zealot changed in RMR because of the stacking changes. No more 7 HS II setups means more slots for tanking, plus the HP changes etc.
dazedandconfused
Posted - 2006.02.09 20:23:00 -
[269 ]
Originally by: Joerd Toastius Originally by: dazedandconfused Originally by: Joerd Toastius Because the Zealot does everything you'd expect out of an Amarr ship (tank+gank, wheras prior to the RMR change it was mainly gank), leaving the Sac no room to make itself useful. Tanking and ganking is not the only thing that is to be done by a ship. Most HACs can do both actually, though their gank methods vary such as drones vs blasters, or missles vs rails. How was the Zealot changed in RMR? Tank and gank are the only two things you currently expect from an Amarr ship. Hence the long discussion on diversifying Amarrian combat tactics. The Zealot changed in RMR because of the stacking changes. No more 7 HS II setups means more slots for tanking, plus the HP changes etc. Currently I am only talking about Amarr HACs atm. The Zealot did not change. Stop saying that! :P Don't all HACs tank and gank? at least by design? The Zealot is a great tank/gank and there is no reason why the Sac shouldn't be either. The Eagle ganks, the Cerb ganks, they both shield tank, and they are both fine ships. The Eagle tanks a bit more than the Cerb, but I am certain it does much more damage than the Sac instead of being a offensive gimp just because it gets resist bonuses. I am not saying the Sac is fine by a long shot, but I don't think messing with the Zealot is a solution . Ultimately if the Sac is a ganking tanking machine I will be happy, as long as it does it in a different way. Maybe civilian turret bonuses
dazedandconfused
Posted - 2006.02.09 20:35:00 -
[270 ]
Is this a good idea?GIVE SAC ENERGY VAMP/DESTABILIZER RESIST BONUSES The Zealot gets its butt kicked by heavy Nos, and really any non bs sized ship I would imagine. It would be cool if the Sac,with missles as main weapon to boot, was stronger vs those. Have mercy
Kai Lae
Posted - 2006.02.10 00:52:00 -
[271 ]
It's not necessary to do all these fancy things. Just remove the 10% optimal range and replace w/ 5% laser damage, and give it a 4/4 hardpoint layout.
dazedandconfused
Posted - 2006.02.10 17:42:00 -
[272 ]
Originally by: Kai Lae It's not necessary to do all these fancy things. Just remove the 10% optimal range and replace w/ 5% laser damage, and give it a 4/4 hardpoint layout. This is still splitting the Sacrilege's offense though. No matter how one slices it this way half of the Sacrilege's bonuses would be wasted. If one uses lasers, the missle bonuses would be wasted, if one uses missles, the laser damage bonus would be wasted. It just feels like no matter what, half of this ship is being thrown out the door. One doesn't see this wasting with any other HAC, and the Sacrilege's diversity of fitting really gives it no advantage. Currently, with the factor of cost aside, I believe Amarr HAC users will almost always go with a Zealot if given a choice. With speed and size factored into the mix, as well as additional low slots, I believe the Zealot tanks just as well as the Sacrilege. The Zealot's offense is superior as well. The Sacrilege doesn't really give Amarr HAC users a reason to fly it at all, perhaps that, above all, is what needs to be changed.
Dash Ripcock
Posted - 2006.02.10 17:57:00 -
[273 ]
So are we going to duke it out page after page here, just like a lot of other threads about ship/weapon balancing, or are we going to get a Dev response or update considering it was created by a Dev? Starting a thread like this is like lighting a bush fire. Unless you come back and check it every so often it'll get out of control and the entire purpose of the affair will be lost.The Firing Range
Reatu Krentor
Posted - 2006.02.10 22:39:00 -
[274 ]
Originally by: dazedandconfused Originally by: Kai Lae It's not necessary to do all these fancy things. Just remove the 10% optimal range and replace w/ 5% laser damage, and give it a 4/4 hardpoint layout. This is still splitting the Sacrilege's offense though. No matter how one slices it this way half of the Sacrilege's bonuses would be wasted. If one uses lasers, the missle bonuses would be wasted, if one uses missles, the laser damage bonus would be wasted. It just feels like no matter what, half of this ship is being thrown out the door. One doesn't see this wasting with any other HAC, and the Sacrilege's diversity of fitting really gives it no advantage. Currently, with the factor of cost aside, I believe Amarr HAC users will almost always go with a Zealot if given a choice. With speed and size factored into the mix, as well as additional low slots, I believe the Zealot tanks just as well as the Sacrilege. The Zealot's offense is superior as well. The Sacrilege doesn't really give Amarr HAC users a reason to fly it at all, perhaps that, above all, is what needs to be changed. Perhaps *gasp* one could use lasers and missiles at the same time? (sorry if it sounds like a flame can't think of a better way to say it atm ) ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Joerd Toastius
Posted - 2006.02.11 00:23:00 -
[275 ]
Mixed weapons setups suck :P
dazedandconfused
Posted - 2006.02.11 00:29:00 -
[276 ]
Originally by: Reatu Krentor Originally by: dazedandconfused Originally by: Kai Lae It's not necessary to do all these fancy things. Just remove the 10% optimal range and replace w/ 5% laser damage, and give it a 4/4 hardpoint layout. This is still splitting the Sacrilege's offense though. No matter how one slices it this way half of the Sacrilege's bonuses would be wasted. If one uses lasers, the missle bonuses would be wasted, if one uses missles, the laser damage bonus would be wasted. It just feels like no matter what, half of this ship is being thrown out the door. One doesn't see this wasting with any other HAC, and the Sacrilege's diversity of fitting really gives it no advantage. Currently, with the factor of cost aside, I believe Amarr HAC users will almost always go with a Zealot if given a choice. With speed and size factored into the mix, as well as additional low slots, I believe the Zealot tanks just as well as the Sacrilege. The Zealot's offense is superior as well. The Sacrilege doesn't really give Amarr HAC users a reason to fly it at all, perhaps that, above all, is what needs to be changed. Perhaps *gasp* one could use lasers and missiles at the same time? (sorry if it sounds like a flame can't think of a better way to say it atm ) Thats a great idea, but its hard to tell if a combination of missle launchers with one bonus plus lasers with one bonus even comes close to say a Zealots damage. Honestly I havent tested it with the new bonuses, but currently the Sacrilege does very little damage. Double training bites, and how different is half missle/half laser vs all lasers? The reason should be two ships is to provide a choice. The Sacrilege is still a very similar to the Zealot. Why isnt it radically different?!?! heh Ultimately though, the tension is killing me. I just gotta know what the devs are doing this thing. run away, run away!!!
tenp1
Posted - 2006.02.11 01:04:00 -
[277 ]
Originally by: dazedandconfused Originally by: Reatu Krentor Originally by: dazedandconfused Originally by: Kai Lae It's not necessary to do all these fancy things. Just remove the 10% optimal range and replace w/ 5% laser damage, and give it a 4/4 hardpoint layout. This is still splitting the Sacrilege's offense though. No matter how one slices it this way half of the Sacrilege's bonuses would be wasted. If one uses lasers, the missle bonuses would be wasted, if one uses missles, the laser damage bonus would be wasted. It just feels like no matter what, half of this ship is being thrown out the door. One doesn't see this wasting with any other HAC, and the Sacrilege's diversity of fitting really gives it no advantage. Currently, with the factor of cost aside, I believe Amarr HAC users will almost always go with a Zealot if given a choice. With speed and size factored into the mix, as well as additional low slots, I believe the Zealot tanks just as well as the Sacrilege. The Zealot's offense is superior as well. The Sacrilege doesn't really give Amarr HAC users a reason to fly it at all, perhaps that, above all, is what needs to be changed. Perhaps *gasp* one could use lasers and missiles at the same time? (sorry if it sounds like a flame can't think of a better way to say it atm ) Thats a great idea, but its hard to tell if a combination of missle launchers with one bonus plus lasers with one bonus even comes close to say a Zealots damage. Honestly I havent tested it with the new bonuses, but currently the Sacrilege does very little damage. Double training bites, and how different is half missle/half laser vs all lasers? The reason should be two ships is to provide a choice. The Sacrilege is still a very similar to the Zealot. Why isnt it radically different?!?! heh Ultimately though, the tension is killing me. I just gotta know what the devs are doing this thing. run away, run away!!! I've got to say, I have a worrying feeling that the split weapon split bonus thing is going to be a bit lame. You will end up with somthing along the lines of a huginn, which while fine for a recon, is way out for an assault. I'd like to find out I'm wrong but I doubt it. All missile bonus' or all turrets ones or else you may as well call it the third amarr recon.
Reatu Krentor
Posted - 2006.02.11 01:48:00 -
[278 ]
Originally by: Joerd Toastius Mixed weapons setups suck :P hmm when I look at minmatar ships most of them(if not all) will have to mix turrets and launchers whenever they want to get maximum damage possible. Originally by: dazedandconfused Originally by: Reatu Krentor Originally by: dazedandconfused Originally by: Kai Lae ... ... Perhaps *gasp* one could use lasers and missiles at the same time? (sorry if it sounds like a flame can't think of a better way to say it atm ) Thats a great idea, but its hard to tell if a combination of missle launchers with one bonus plus lasers with one bonus even comes close to say a Zealots damage. Honestly I havent tested it with the new bonuses, but currently the Sacrilege does very little damage. Double training bites, and how different is half missle/half laser vs all lasers? The reason should be two ships is to provide a choice. The Sacrilege is still a very similar to the Zealot. Why isnt it radically different?!?! heh Ultimately though, the tension is killing me. I just gotta know what the devs are doing this thing. run away, run away!!! Train missiles, you might like them. I know you will. Trust me, really PS I've had to train armor/shield tanking and missiles and drones and projectiles to get as much use out of minmatar ships as possible, I didn't have to but then I wouldn't be able to utilize the full potential of every ship, just a consideration PPS i've had my say about em before, my take on the sacrilege is to make it the toughest ship, with such an incredibly tough tank not even 4 dreads in siege mode can ***** it! (overstatement ftw ) ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
Kldraina
Posted - 2006.02.11 07:55:00 -
[279 ]
So many complain about the lack of focus in the Sacrilige. Personally, I think it would be better to instead increase versatility instead of increasing focus. My idea? Replace the missile RoF bonus with a bonus to shield resists, and add one missile hardpoint. This way the Sacrilige truly can do anything. Currently it suffers from not really being able to be a missile boat with only 4 missle Hardpoints. It also is not practical to use it's heavy shields for defense when it has a resistance bonus on armor. So adding a bonus to shield resists, and adding a missile hardpoint, would allow it to use missiles, lasers, shields, or armor, or some crazy combination of all of them. Actually, now that I think about it a bit more, it might fit better to keep the missile rof bonus and ditch the energy weapon range bonus. Then the first bonus set is clearly amarr (Laser energy cost and armor bonus) while the second is more caldari (missile rof and shield bonus). And yes, I know I'm insane, and that this would probably never work, as it doesn't really address the complaints people have. It does address some of my complaints though. :P
Joerd Toastius
Posted - 2006.02.11 12:58:00 -
[280 ]
Originally by: Reatu Krentor Originally by: Joerd Toastius Mixed weapons setups suck :P hmm when I look at minmatar ships most of them(if not all) will have to mix turrets and launchers whenever they want to get maximum damage possible. Yup. Mixed setups suck on Matari ships too. Down with mixed setups! Originally by: Kldraina So many complain about the lack of focus in the Sacrilige. Personally, I think it would be better to instead increase versatility instead of increasing focus. My idea? Replace the missile RoF bonus with a bonus to shield resists, and add one missile hardpoint. This way the Sacrilige truly can do anything. Currently it suffers from not really being able to be a missile boat with only 4 missle Hardpoints. It also is not practical to use it's heavy shields for defense when it has a resistance bonus on armor. So adding a bonus to shield resists, and adding a missile hardpoint, would allow it to use missiles, lasers, shields, or armor, or some crazy combination of all of them. Actually, now that I think about it a bit more, it might fit better to keep the missile rof bonus and ditch the energy weapon range bonus. Then the first bonus set is clearly amarr (Laser energy cost and armor bonus) while the second is more caldari (missile rof and shield bonus). And yes, I know I'm insane, and that this would probably never work, as it doesn't really address the complaints people have. It does address some of my complaints though. :P That just makes it rubbish at everything rather than merely being rubbish at a lot of things :P
Nessa Aldeen
Posted - 2006.02.11 15:06:00 -
[281 ]
Originally by: Joerd Toastius Mixed weapons setups suck :P Only if u dont train them...i like mixed weapons so there!
Joerd Toastius
Posted - 2006.02.11 21:18:00 -
[282 ]
Originally by: Nessa Aldeen Originally by: Joerd Toastius Mixed weapons setups suck :P Only if u dont train them...i like mixed weapons so there! Mixed weapon setups lose out on effectiveness due to not enough bonuses.
Reatu Krentor
Posted - 2006.02.12 12:43:00 -
[283 ]
Originally by: Joerd Toastius Originally by: Nessa Aldeen Originally by: Joerd Toastius Mixed weapons setups suck :P Only if u dont train them...i like mixed weapons so there! Mixed weapon setups lose out on effectiveness due to not enough bonuses. Mixed weapon setups would work just fine in pvp if there wasn't a more usefull mod that one could fit that isn't affected by target size or speed(transversal), you know what mod i'm talking about . ------------------------------------------ The ammatar are not the enemy, they are the smoke and mirrors of the amarr.
DarkStar251
Posted - 2006.02.13 07:24:00 -
[284 ]
Edited by: DarkStar251 on 13/02/2006 07:29:36 Mixed weapon ships DO suck. I fly Gallente and Amarr HACs, I have Gal and Amarr BS5, t2 large beam and pulse Lasers, t2 medium rails and blasters, just shy of 4m sp in drones, and every Armor and cap related skill at 5. I must say the Sac is the suckyest Hac I have ever had the misfortune to fly. Its not an amazing tank, as it it very limited in lowslots, and its dmg is crap due to it being mixed weapons. Lets take the Zealot. This has 4 bonuses, all related to lasers in some way. IMHO the 10% cap is a bit of a non bonus and is mainly there as a way to stop lasers being usable on non-Amarr ships, meaning we are forced to 'waste' one of our bonuses on it, but I wont even get into that. So 4 bonuses affect each gun, effectively meaning (4*4) 16 buffs. The Sac *currently* has 2 laser realted bonuses and 1 missile related bonus, then of course it has the armor bonus (equivalent to a non-stacking nerfed adaptive nano imho, except it doesnt get the bonuses from the new passive hardening skills, and still hasnt got enough lows for a better tank than a Zealot imho) With a 3/3 Launcher/Laser setup, this means it has ((3*2)+(3*1)) 9 bonuses applied to its weapons. THIS IS WHY MIXED WEAPON SHIPS SUCK, AND ALWAYS WILL!!!! As each weapon only benefits from half the bonuses. I'm not saying we need another Zealot. To be honest I wouldnt mind the Sac becoming a predominatly Missile based ship (2 turrets 5 launchers, 6 highs, 2 missile bonuses and the compulsory Laser cap use one) or maybe even an Anti-AF/Interdictor role and just get large bonuses to Assault launchers. but thats just me.... EDIT: Reason #2 why mixed weapon ships suck, is that any Dmg mods or weapon buffing modules that you fit will not affect all your weapons (as these ships are missile/gun and not Gun <x>/Gun <y>). If Tracking computers also reduced the explosion radius of missiles.... (might not make sense from an RP/technobabble standpoint but then neither does a human taking no dmg from a nuclear blast as the explosion radius is 3 miles and he is only 1.5 meters tall....) (\_/) (O.o) (> <)
dalgett
Posted - 2006.02.13 13:59:00 -
[285 ]
a large percentage of people seem to agree on keeping the rof bonus and replacing the range bonuss with a laser damage bonus, i myself would like to see this as i have spent alot of time training up my missle skills to fit 3 heavy launchers and 3 med nos these changes will muck up that setup. i like the sac set up like this as it has its own specific role with the suggetsed changes by other players i could be effective using both lasers and launchers this will add a nice amount of veriety, but losing the missle bonuses means i have to purely fit lasers which require more power and mess up the tank. i have always respected the sac for having an uber tank. whats the point of posting a thread asking our opinion of these changes if thery are going to go ahead anyway.
Joerd Toastius
Posted - 2006.02.13 14:46:00 -
[286 ]
Originally by: DarkStar251 EDIT: Reason #2 why mixed weapon ships suck, is that any Dmg mods or weapon buffing modules that you fit will not affect all your weapons (as these ships are missile/gun and not Gun <x>/Gun <y>). If Tracking computers also reduced the explosion radius of missiles.... Had completely forgotten about that. Good point
Grut
Posted - 2006.02.13 20:13:00 -
[287 ]
laser dmg, missile dmg, missle rof, armour resists. Should do some better dmg up close with 6 hardpoints & would be abit more flexable, mayble missile dmg -> less cap on lasers. Swaping missile rof -> laser dmg just gives with one hand and takes with the other ends up with the same pants hac Kinsy > deadman you there? Kinsy > are either of us in pods, becase we dont know... Mostly harmless [ 2005.12.09 19:22:50 ] (notify) You have started trying to warp scramble the Dreadnought
Duskadantor
Posted - 2006.02.14 06:31:00 -
[288 ]
Hiya, I hardly ever post stuff in here but I felt obliged to. Seeing as this is a discussion about a big change to a ship I own, I have to say something. First Concerns Piloting a Sacrilege Deciding that after having trained for tech II beam/pulsers, the only thing left to finish the Sacrilege dream set-up would be to train up my Missile skills. Having done that I'm now able to ues Tech II missile launchers and can get my Rof around 7.00 per sec (without mods). This would just not be possible without the Rof bonus, and in my opinon ditching the Rof bonus hurts my *new* Tech II Launchers alot... not to mention the time I spent training for them (done purely for the fact that this ship has a Rof bonus).Having Trained for Tech II Heavy Missiles I really like versitality of this ship over the Zealot... the Damage type combinations are far more leathal in this ship with the Rof bonus. Using any amount of Damage Control II's makes things very intresting for an Amarr ship. Verstitality is the point in having two different types of Hacs, and this hac has it in spades. I pray that at least one Amarr cruiser class ship has some missile % bonuses... or else I'll have to go find me another Amarr ship to pilot with some (very long way off till I can pilot an Absolution ). Please can't it keep the Rof bonus??? Heres hoping my small little voice will make even a tiny bit of difference... Deeply concerned, ~Dusk~ "Sacs have gone up in price since this thread as if to confirm the changes. Before I was able to buy one around 68 Mill now thats gone up to at least around 90-98 Mill. Talk about possibly losing something you've come to love and appreciate, and then being kicked in the heart afterwards. Yee-Owwch"
Sjoor
Posted - 2006.02.15 07:59:00 -
[289 ]
Originally by: Tuxford Originally by: LWMaverick Edited by: LWMaverick on 24/01/2006 00:19:02 Ey tuxford, dont forget that The absolution's RoF bonuses needs to be taken a look at, its being applied as a penality atm.. The RoF goes up instead of down for every command ship level :( /Mav Yeah I know about that one, and I've fixed it. Just need to wait for it to be patched onto TQ. Any eta on this, kinda suxorz to have a SP intensive Absolution that dishes less damage than a prophecy. PS. basicly a bump in the hope it's not forgotten. And if it was, a friendly reminder.
Hellspawn01
Posted - 2006.02.15 15:32:00 -
[290 ]
Originally by: Tuxford Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) Have you ever flown a sacrilege? Doesnt sound like it otherwise you wouldnt screw it even more. ------ ÖShip lover /me works his Jacques h4x! All your sigs are belong to us! - Jacques'
Eucarid
Posted - 2006.02.15 22:45:00 -
[291 ]
Originally by: DarkStar251 Edited by: DarkStar251 on 13/02/2006 07:29:36 Mixed weapon ships DO suck. I fly Gallente and Amarr HACs, [...] EDIT: Reason #2 why mixed weapon ships suck, is that any Dmg mods or weapon buffing modules that you fit will not affect all your weapons[...] QFT Amarr are too predictable, and as such are getting too easy to counter (tracking disrupter anyone). Hybrid ships would be great if they allowed you to choose between 2 things and do that one thing well, but right now you always end up mediocre in one or the other. I'm flying a sac right now, and in general I like it. I appreciate the upcoming nerf to shields and boost to armor. I'm concerned about the nerf to missiles and boost to lasers. With these changes the sac will be armor+laser only, and I think it is a shame to throw away the armor+missile option. Eve is one of the best paper/scissor/rock games, and that works best when you (and your opponents) have options. I support the idea of having the choice of 4 lasers or 4 launchers (stay with 6 high slots). Or, make it 3 and 3, and double the number of bonuses -- 5% ROF bonus to lasers AND missiles would be balanced compared to just 5% ROF to lasers on a laser-only boat. The problem with hybrids is that you can't make them do either one as well compared to other ships. Perhaps some modules that affect all weapons instead of just one type (and take more grid and/or cpu) would be good. Someone fitting 6 lasers and 2 launchers would not benefit from these enough to warrent the extra grid/cpu, but someone fitting 3+3 would. Summary: (1) I don't want the sac to become an almost zealot, but it certainly needs some love. (2) I would like to see changes that make hybrids viable alternatives.
Dr Tetrahydrocannabinol
Posted - 2006.02.15 23:03:00 -
[292 ]
Edited by: Dr Tetrahydrocannabinol on 15/02/2006 23:04:03 Give the sac two damage bonuses,missile and lazer, mixed weapon systems should be more powerful than non-mixed due to the amount of skill required to fly them (same for the phhon). --------------------------------------------- <Make ECM Burst useful>ECM Burst Idea!
Arabian Goggle
Posted - 2006.02.15 23:21:00 -
[293 ]
Originally by: Dr Tetrahydrocannabinol Edited by: Dr Tetrahydrocannabinol on 15/02/2006 23:04:03 mixed weapon systems should be more powerful than non-mixed due to the amount of skill required to fly them (same for the phhon). Wrong. I can't believe no one gets this. All things equal, hybrid ship layout < dedicated ship layout b/c of ship use and tactics. The point is that regardless of skills, a dedicated weapon ship should be more effective b/c the pilot can apply tactics that maximize dmg potential for all of his weapons instead of only half. With some mixture of lasers and missiles, the pilot would be better off with one or the other. I think that this rule applies especially well to turret / missile ships as opposed to blaster / drone ships. In the example of a Sacrilege (assuming 3 launchers, 3 lasers) I think you would agree that missile boat tactics are different that turret boat tactics (range, transversal velocity, ect). On the other hand, a blaster / drone ship can imho maximize both weapons systems with the same tactics.
Gravis
Posted - 2006.02.15 23:59:00 -
[294 ]
Originally by: Jim Raynor I think it's dumb to drop the Sacrileges launcher rate of fire bonus.. why not drop the laser optimal bonus and give it a laser damage bonus instead? Then the Sacrilege would be cool with lasers and launchers strapped on, why turn it into a Zealot? ^I support this post. -----------------------------------------------
Dr Tetrahydrocannabinol
Posted - 2006.02.16 00:32:00 -
[295 ]
Originally by: Arabian Goggle Originally by: Dr Tetrahydrocannabinol Edited by: Dr Tetrahydrocannabinol on 15/02/2006 23:04:03 mixed weapon systems should be more powerful than non-mixed due to the amount of skill required to fly them (same for the phhon). Wrong. I can't believe no one gets this. All things equal, hybrid ship layout < dedicated ship layout b/c of ship use and tactics. The point is that regardless of skills, a dedicated weapon ship should be more effective b/c the pilot can apply tactics that maximize dmg potential for all of his weapons instead of only half. With some mixture of lasers and missiles, the pilot would be better off with one or the other. I think that this rule applies especially well to turret / missile ships as opposed to blaster / drone ships. In the example of a Sacrilege (assuming 3 launchers, 3 lasers) I think you would agree that missile boat tactics are different that turret boat tactics (range, transversal velocity, ect). On the other hand, a blaster / drone ship can imho maximize both weapons systems with the same tactics. i agree on the tactics part missiles are very different from turrets, but if someone is gonna train for both turret and missiles then at least give them a reason to. --------------------------------------------- <Make ECM Burst useful>ECM Burst Idea!
Rob Erachar
Posted - 2006.02.16 01:05:00 -
[296 ]
My Suggestion to improve the Sacrilege: Armor: 1800 Shield: 1294 (Should be the same total as before) 6 HI 3 Turret Hardpoints 3 Launcher Hardpoints Change the HAC Bonuses to: +7.5% ROF Medium Energy Turret per level +7.5% ROF Missle Launcher per level The point of giving a 7.5% bonus to rof instead of 5% is because split weapon systems don't take full advantage of ship bonuses as a single weapon platform ship like the zealot would. The bonuses should work out the same as a Zealot with two damage bonuses. The reason for 3 turret hardpoints instead of 4 turret hardpoints is that I thought it would be overpowered if you could fit 4 turrets with a 7.5% bonus. If a dual 7.5 rof bonuse is overpowered then you could change one of the bonuses to 5% like the Naglfar (heresy to compare an amarr ship with a piece of space junk but oh well) or maybe switch medium energy weapon bonus from rof to damage. This should give sacrilege pilots 3 basic options when fitting the HI slots: 1. 3x Energy Weapons and 3x Missle Launchers 2. 3x Medium NOS and 3x Energy Weapons 3. 3x Medium NOS and 3x Missle Launchers All 3 options are viable for pvp and should give amarr pilots some badly needed variety. Plus even if you do not have missile skills you still have viable fitting in option #2.
Joerd Toastius
Posted - 2006.02.16 01:36:00 -
[297 ]
Hadn't considered "doubled up" bonuses. Good point.
Hellspawn01
Posted - 2006.02.16 11:47:00 -
[298 ]
Edited by: Hellspawn01 on 16/02/2006 11:48:19 Lets see about all HACs vs balance: Cerberus: Quote: Caldari Cruiser Skill Bonus: 5% bonus to Kinetic Missile damage and 10% bonus to Missile velocity per level Heavy Assault Ship Skill Bonus: 10% bonus Light and Heavy Missile flight time and 5% bonus to Missile Launcher rate of fire per level Good for all ranges. Eagle: Quote: Caldari Cruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range per level and 5% bonus to shield resistances per level. Heavy Assault Ship Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range and 5% bonus to Medium Hybrid Turret damage per level Excellent sniper and tank. Deimos: Quote: Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% less penalty to max capacitor capacity for Microwarpdrive usage per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Hybrid Turret falloff and 5% bonus to Medium Hybrid Turret damage per level The only HAC with double damage bonus. Ishtar: Quote: Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 10% bonus to drone hitpoints and damage per skill level. Heavy Assault Ship Skill Bonus: +5 km bonus to Scout and Heavy Drone operation range and +50 m3 extra Drone Bay space per level Close range drone ship. Muninn: Quote: Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Medium Projectile Turret damage per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret optimal range and 5% bonus to Medium Projectile Turret tracking speed per level I dont fly minmatar HACs so maybe someone else can judge here. Vagabond: Quote: Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to max velocity per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret falloff range and 5% bonus to Medium Projectile Turret damage per level I dont fly minmatar HACs so maybe someone else can judge here. Zealot: Quote: Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to Medium Energy Turret rate of fire per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Energy Turret optimal range and 5% bonus to Medium Energy Turret damage per level Great tank and close range fighter. With the right setup, good sniper close to 100km. Sacrilege: Quote: Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Energy Turret optimal range and 5% bonus Missile Launcher RoF per level From the cruiser skill, I would say its a turret ship but the 2nd HAC bonus tells us different. Either its missiles or its turret. Both doesnt work. Maybe compare the Sacrilege with the Eagle. Both get resistances boni but the eagle gets no bonuses to missiles as a caldari ship. Why not do the same to the Sacrilege. Remove the laser bonus and give it only missile boni. Btw, there is only 2 of 8 HACs with missile bonus but 6 of 8 with damage bonus to turrets. My idea for the Sacrilege bonus would be this: Quote: Amarr Cruiser Skill Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level Heavy Assault Ship Skill Bonus: 10% bonus to EM Missile damage and 5% bonus Missile Launcher RoF per level Suckrilege anyone? ------ ÖShip lover /me works his Jacques h4x! All your sigs are belong to us! - Jacques'
Elve Sorrow
Posted - 2006.02.16 12:02:00 -
[299 ]
Muninn: Quote: Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Medium Projectile Turret damage per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret optimal range and 5% bonus to Medium Projectile Turret tracking speed per level It's a fairly decent support ship, and good in fleets. Lacks somewhat solo because you're forced to armortank. Still works alright though. Vagabond: Quote: Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to max velocity per level Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret falloff range and 5% bonus to Medium Projectile Turret damage per level Great 'behind enemy lines' ship. The only thing stopping you will be lack of ammo. Flies almost like a frigate.Contact 'The Enslaver' ingame for good prices on Cap Recharger IIs, Zealots, Vagabonds and several other Tech2 Items + HACs!
dazedandconfused
Posted - 2006.02.16 15:00:00 -
[300 ]
Originally by: Hellspawn01 Originally by: Tuxford Sacrilege It's a little bit too much Khanid too little Amarr so we made a few changes.Missile launcher rate of fire bonus changed to laser damage Armor hitpoints increased and shield capacity decreased (same number of total hitpoints) Have you ever flown a sacrilege? Doesnt sound like it otherwise you wouldnt screw it even more. This isn't a total screwage really. The armor HP are majorly needed, for such high shield hp is a big honking waste. Though I would rather the Sacrilege be all missles, or something different than Zealot without split weapon systems heh. Maybe they could change the 50% less cap per laser and optimal bonus to missle bonuses, and keep the ROF bonuses. Might be worth training missle skills then. It could be like the Cerb, but with an armor tank!
HDCamper Itsim
Posted - 2006.02.16 18:32:00 -
[301 ]
Edited by: HDCamper Itsim on 16/02/2006 18:35:31 Edited by: HDCamper Itsim on 16/02/2006 18:35:04 Sac. is a good ship and shouldn't lose any of its current bonus's. Those bonus's should be tweaked and maybe something new added. It should not be made into a Zealot. Proper use of a HAC is supposed to involve skill training. Having multiple skills to train high makes you a better pilot for that ship systems, as well as other ships with those systems. Losing shields is really nothing, they get wiped away so fast anyway. Would be good to be able to fit another named hvy beam and still be able to tank. Stop nerfing ships that require more then 1 set of skills. Try adding something vs removing anything or just leave it alone. Yes, it will still likely get owned by other HACs. Yes, it does need to do some additional damage.
dazedandconfused
Posted - 2006.02.16 22:48:00 -
[302 ]
Originally by: HDCamper Itsim Yes, it will still likely get owned by other HACs. Yes, it does need to do some additional damage. This is true. The Zealot can out perform it in just about every way too imo. Even with the right skills trained the Sacrilege's bonuses are not nearly as effective. It needs some serious change, and thus we have this thread. Currently it just feels like one is better off flying a Zealot, assuming cost is not an issue. I don't see how changing this ship, even the proposed changes, is a nerf. Has the meaning of the word nerf changed without me noticing?
Lucian Alucard
Posted - 2006.02.17 09:41:00 -
[303 ]
Edited by: Lucian Alucard on 17/02/2006 09:41:24 I don't know I mean in my mind the Sac should be more similar to the Eagle in my opinion and both should have 5 turrets,give it the slot config of the Ishtar but with the bonuses tweaked to something similar of the eagles but you would have to make the optimal bonus 15-20% instead of 10 to make sure it actually does well in its role,the inherent problem with sheild tanking,Energy weapon ships is cap,CCP has painted itself into a corner simply by making Cap rechargers ludicriously over priced,nerfed Cap relays and thus disallowing the Khanid ships the ability to sheild tank and use energy turrets,now they tried fixing this by spliting the weapons pay loads of Khanid ships to use Missles and Energy turrets,this weakens both types of weapons in the process,yes it conserves cap and allows u to sheild tank but at the expense of greatly decreased DPS. A Sac with a 5/5/5 slot config, emphisis on sheild tanking by making the Amar crusier skill give it 5% to SHEILD resistances instead of armor,boosting its optimal range bonus so it compairs to the Eagles thus attaining a true balance,keep the long overdue damage bonus and the standard cap reduction bonus,would be ideal in my mind. All race of hacs are supposed to have two types of hacs by design long and short range, Ishtars are better at longer ranges then deimos,Vagabonds are better up close then Munins,Eagles are snipers where as Cerbs are better at medium ranges,so why shouldn't the Sac be better then the Zealot at longer ranges? These new changes with Blood are good improvements to the ship for now but a serious redesign is due and should be looked into for Kali. Ultimately it is CCPs choice on what to do with the ships,all we can do is give the best addvice we can and tell them maturely what they do right and what they do wrong. -----------------------------------------------"Quick, bring me a beaker of wine,that I may wet my mind and say something clever." ~Aristophane
ShadowlordUK
Posted - 2006.02.20 20:17:00 -
[304 ]
Yeah problem with telling them 'maturely' what to do is that every thread like this turns into, 'Make the ship i fly better plz'. (See thread for examples) When was the last time you saw somebody actually argue that a ship they fly was overpowered?!..... Never is the answer. There are plenty of people who will say other people's ships are overpowered but heaven forbid their own ship that they've trained for is nerfed. You just end up with a continous stream of improvements of every ship in turn with people begging for more every time... And the end result is ridiculously weakened npcs (raven can now solo a command spawn barley even bothering to turn on its shield booster!!!!) and massive inflation in the game as players can earn more and more isk with the same ships....
Hellspawn01
Posted - 2006.02.22 12:24:00 -
[305 ]
11 pages of ideas, pro¦s and contra¦s and some dev did what he saw would fit. This was a total waste of time for everyone that posted here. Quote: Sacrilege armor has been increased, its shield has been decreased and its missile rate of fire bonus has been changed to medium laser damage. I¦m fine with the shield/armor change but making it a weaker zealot sucks tbh. I love my sacrilege but this change is a slap into my face. Quote: It's a little bit too much Khanid too little Amarr so we made a few changes. Malediction gets a EM missile damage bonus and it is a khanid ship. The dev didnt even care to tell us what he thinks about the ideas here. Guess our opinions dont have that much value here. ------ ÖShip lover
Deva Blackfire
Posted - 2006.02.22 23:49:00 -
[306 ]
Edited by: Deva Blackfire on 22/02/2006 23:53:14 Have to agree with that... Creating another Zealot is just... stupid? Guess its time to buy 20 Sacris when they are still 100mil a piece :/ And why did I bother training missile skills? :(
Maric
Posted - 2006.02.23 10:35:00 -
[307 ]
So, it is over now. According to new dev blog, new Sacrilege will loose missile ROF and gain Laser dmg bonus. I have no problem with that. Problem lies somewhere else. There are 11 pages of posts with very good ideas. Noone ever said "dont bother, We allready make up our minds". Dev's silence encourage us to have false hopes that Sacrilege can be a great ship or that comunity can have part in creating game. This is not right . Dev's should say something.
Khaldorn Murino
Posted - 2006.02.23 13:24:00 -
[308 ]
It does make you wonder why they even started this sticky in the first place really. - - The fire burns..
Xeenon
Posted - 2006.02.23 18:23:00 -
[309 ]
I wish sacrilige was Khanid armor tanking missle boat With bonuses like: Cruiser skill: 10% to heavy missle velocity, 5% armor resists HAC skill: 5% to em heavy missle damage, 5% to heavy launcher rof 5 missle, 2 turret hardpoints. Zealot - armor tanking turret boat Sacrilige - armor tanking misssle boat. But now we will have useless laser dmg bonus instead of more useless missle launcher rof bonus. Sacri need complete overhaul
Malken
Posted - 2006.02.23 19:09:00 -
[310 ]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 22/02/2006 23:53:14 Have to agree with that... Creating another Zealot is just... stupid? Guess its time to buy 20 Sacris when they are still 100mil a piece :/ And why did I bother training missile skills? :( its not going to be even close to a zealot. the zealot have 2 bonuses that gives it more dmg, the RoF and the pure DMG bonus. with this atleast it will be able to kill a assault frigate its a step in the right direction. next stop is to have NPC corps start selling the HAC's for lets say 50mill wich still will give the BPO owners some profit just not gazillion % profit.
Dash Ripcock
Posted - 2006.02.24 04:19:00 -
[311 ]
Originally by: Maric So, it is over now. According to new dev blog, new Sacrilege will loose missile ROF and gain Laser dmg bonus. I have no problem with that. Problem lies somewhere else. There are 11 pages of posts with very good ideas. Noone ever said "dont bother, We allready make up our minds". Dev's silence encourage us to have false hopes that Sacrilege can be a great ship or that comunity can have part in creating game. This is not right . Dev's should say something. I've made this point before. CCP - feedback goes both ways. If you ask us a question and you get an answer, at least have the courtesy to acknowledge it. You don't even have to be specific, just keep the thread rolling. Otherwise it makes us all feel unnecessary and our opinions undervalued. It's pretty basic communication.The Firing Range
Golgrath
Posted - 2006.02.24 05:54:00 -
[312 ]
Tuxford never asked for any ideas etc. He just started the topic to inform us on those small changes in the first post. I dont know where you all got the idea that this is the 'get your ideas through' thread. Quote: All the cool kids stay on topic Wink
Maric
Posted - 2006.02.24 06:20:00 -
[313 ]
Originally by: Golgrath I dont know where you all got the idea that this is the 'get your ideas through' thread. Me neither. But when it starts, someone should stop it. Nice and easy.
Joerd Toastius
Posted - 2006.02.24 11:02:00 -
[314 ]
People complain about not being told stuff, and when CCP tell the players stuff people complain about not being listened to...
Slink Grinsdikild
Posted - 2006.02.24 12:29:00 -
[315 ]
Guess this means I won't be training Amarr Cruiser V next after all. Thanks for breaking the Sacrilidge, CCP. /sulk .___. {-,-} /)__) -"-"- Inactive as of 11-02-06. Still Whorum Foring though.
Dash Ripcock
Posted - 2006.02.26 00:08:00 -
[316 ]
Originally by: Golgrath Tuxford never asked for any ideas etc. He just started the topic to inform us on those small changes in the first post. I dont know where you all got the idea that this is the 'get your ideas through' thread. Quote: All the cool kids stay on topic Wink But if someone says, "We're thinking of doing this X" and you get eleven pages of people saying this is good and that isn't, a reply from the original poster would be very much appreciated by those who spend time writing their replies. Even something like, "Interesting point - we decided to do X because of the following reasons" would let people know that even if CCP have made up their minds, they are still willing to reason and converse with those on the forums.The Firing Range
Hellspawn01
Posted - 2006.02.26 01:59:00 -
[317 ]
Originally by: Dash Ripcock Originally by: Golgrath Tuxford never asked for any ideas etc. He just started the topic to inform us on those small changes in the first post. I dont know where you all got the idea that this is the 'get your ideas through' thread. Quote: All the cool kids stay on topic Wink But if someone says, "We're thinking of doing this X" and you get eleven pages of people saying this is good and that isn't, a reply from the original poster would be very much appreciated by those who spend time writing their replies. Even something like, "Interesting point - we decided to do X because of the following reasons" would let people know that even if CCP have made up their minds, they are still willing to reason and converse with those on the forums. The person you talk about has obviously no interest to answer our requests or to state why he made his changes. The unsticky¦ing of this thread proves it even more. Its almost a week now and the dev responsable for this has answered multiple times on other threads so he has time to look at this forum. In short: He doesnt care about 11 pages nor about the cosequences of his changes. I say, to hell with him! ------ ÖShip lover
Hellspawn01
Posted - 2006.02.27 12:08:00 -
[318 ]
Still waiting for an explanation of a certain dev. C¦mon tux, this is urgent. ------ ÖShip lover
Degarion Soth
Posted - 2006.02.27 13:34:00 -
[319 ]
I think we pee'd him off, hes got the arse on and thinking '**** em - im not going to change it now so there! they cant make me answer their questions!' ... Does make you wonder why you bother though sometimes...
Pes T'Lance
Posted - 2006.02.28 02:38:00 -
[320 ]
One thing that I don't understand, The sac is too Khanid, WTF? It is khanid, what else is it going to be. If it's made more amarr then it ceases to be khanid, it's amarr so what is the point. It's like saying the pope is too catholic, so make him jewish, but oh no thata means he's not'a da freakin pope a'no more. Khanid is already a poorly implimented, making the sac a missile armour tank would have been a step in the right direction. This change just smells of admitance of faliure and a pretty **** poor cop out in just making it plain amarr in black. Oh well so much for making khanid worth somthing, Amarr pilots fall right back into being the race that has the least opportunity to change damage.
Dor Daedeloth
Posted - 2006.02.28 03:21:00 -
[321 ]
How about you now fix how retarted stabs are? and dont make them win please?
Weirda
Posted - 2006.02.28 04:00:00 -
[322 ]
Originally by: Dor Daedeloth How about you now fix how retarted stabs are? and dont make them win please? /me looks for 'punch in the neck' emote stabs are for losers. they know it already - that is enough... @hell right there with you - the bonus change blow... the other was good, but removing that missile bonus you might as well remove the missile points alltogether tbh. with 3xlauncher, bonus and 1xbcu you could barely do the damage of 3xturret with no bonus (and that with excellent missile skill for heavies - trained t2 heavy just for this ship only + support)... guess they just want to pile everyone with missile skill into the origami-bird-ship crap... __ WeirdaAssault Ship deserve a 4th Bonus and More!
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