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Thread Statistics | Show CCP posts - 20 post(s) |

Soko Lsi
SASART Corporation
11
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Posted - 2013.10.04 02:38:00 -
[1] - Quote
CCP please don't nerf this to hell!!!
You have made a perfect ship, it is not overpowered despite what the EFT warriors come up with. Who would use it like that?
Add some kind of laser bonus to the hull and leave the rest as is. A piece of art. |

Soko Lsi
SASART Corporation
11
|
Posted - 2013.10.04 02:41:00 -
[2] - Quote
M1k3y Koontz wrote:Kaarous Aldurald wrote:Quote:So basically you have an idea that doesn't correspond to what CCP is offering and you ***** about it, stomping your leg like a child. "No! I want the cartoon to continue!!!"
You have no facts, no logic and cannot respond to even one of my points.
Good day sir o7 Lol. CCP is offering a ship that, and I quote, can be used for "killing anom runners". Which is precisely what I want to do with it. Aside from you being butthurt about pvp players, what's wrong with that? (oh, and I handily refuted all of your points, which is why you resorted to such an obvious diversion and dismissal tactic. It's a fair bet that the first person to do this is the overall loser of the argument. As such, I accept your surrender, being the gracious person that I am.) Whats wrong is that you're trying to get a ship nerfed on an absurd fit that will never be used by anyone but you, and will result in guaranteed 400m lossmails. Dehval wrote: And you don't need 900 dps to run a 6/10. You can complete almost all of them with sub 400 dps. Why do we have to keep defending this ship keeping its insanely high dps?
You won't GET 900 DPS in a 6/10, because that requires you to be within 3 km using Void and Ogre IIs, which move at the speed of molasses.
Quoted for truth! |

Soko Lsi
SASART Corporation
11
|
Posted - 2013.10.04 02:46:00 -
[3] - Quote
Dehval wrote: Most will probably over tank the thing when they first get it out of fear of losing it. I give that mentality about two weeks before people realize it doesn't take much to get by in a 6/10 and they switch to the gank oriented fits.
I doubt anyone will switch from DED carebear to a ganker and yell "my life has changed" in such a way that you imply.
Having high sp character get better performance sounds absolutely normal (and those people are usually set in their way and won;t suddenly switch to being pirates). The calcs you show are impossible for new players. |

Soko Lsi
SASART Corporation
18
|
Posted - 2013.10.04 03:02:00 -
[4] - Quote
Dehval wrote:Soko Lsi wrote:Dehval wrote: Most will probably over tank the thing when they first get it out of fear of losing it. I give that mentality about two weeks before people realize it doesn't take much to get by in a 6/10 and they switch to the gank oriented fits. I doubt anyone will switch from DED carebear to a ganker and yell "my life has changed" in such a way that you imply. Having high sp character get better performance sounds absolutely normal (and those people are usually set in their way and won;t suddenly switch to being pirates). The calcs you show are impossible for new players. But, you need to balance ships around max or near max skills. You cannot balance ships around low SP players because it would inevitably cause them to become imbalanced as their skills improved. The vast majority of EVE players have near perfect skills and to not balance around that would cause a massive negative shift away from "Everything is pretty viable" to "You need to fly X ship to even compete". Yes, some thought and consideration should go into lower SP players, but this is not a ship for lower SP players. It is a 'pirate' ship that is designed for players who have a significant investment of skills in two racial ship lines and weapons. If I had a graph with X being strength and Y being SP, you would want all the lines to converge near the end, not expand. As nice as it would be it is not possible to balance everything perfectly from 55k sp to 150m sp due to the sheer complexity of the game.
Hey if you spend years training, you need to get better performance otherwise what's the point? As I see it none of the things you are worried about will be viable in game, as shown by the fella above me and his Navy Vex comparison. |

Soko Lsi
SASART Corporation
21
|
Posted - 2013.10.04 18:33:00 -
[5] - Quote
"Gank setups are the exception not he rule"
THANK YOU
With the decloak targeting delay and the value of the ship... this whole ganking debate is pointless. Can we move to what type of laser bonus it should have? I vote rate of fire. |

Soko Lsi
SASART Corporation
21
|
Posted - 2013.10.04 18:41:00 -
[6] - Quote
Freako X wrote:I've said this once before and I'll say it again. I love these ships.
As a gaming community, we tend to focus on the pew in the game. After reading this thread and mulling over the ideas listed by players and CCP I've come to a few conclusions:
1. Exploration for all sites should be the focus. Covert Ops allows for high/low sec players to experiment with worm holes and null. Those players will not have the luxury to swap out ships. So I agree with the explorers (I am not one) and think it will be important for these ships to be viable for all exploration tasks. That means scanning AND pew sites.
2. I don't like lasers. But that's the theme. I think the two turret points on the cruiser with a 100% dmg mod will strongly encourage that theme. I think the 5H slots are needed. Salvager/Covert Ops/Improved Scanner/2x Turrets. 5/5/5 works.
3. The Frigate desperately needs 3 high slots. The same 100% laser bonus would work with one turret hard point as well.
Would I like to support a humanitarian theme? Heck yes. But not at the expense of exploration as that career needs more love. The pew/pew should come into play for the DED sites. Add a covert to target delay larger than most un-bonused ships to discourage them for pvp.
Thank you for the unbiased analysis.
Kaarous Aldurald wrote:Soko Lsi wrote:"Gank setups are the exception not he rule"
THANK YOU
With the decloak targeting delay and the value of the ship... this whole ganking debate is pointless. Can we move to what type of laser bonus it should have? I vote rate of fire. Unfamiliar with the Proteus, I see. Oh, and bump tackling. It's not like a targeting delay actually stops people from ganking in any way, shape or form. Burying your head in the sand, will not help you ignore the hurricane. It needs the laser bonus completely removed, to be honest, and another bonus slapped on.
It's the theme of the ships in this expansion -part Amarr and Amarr = lasers. It's illogical to replace them with something else. |

Soko Lsi
SASART Corporation
21
|
Posted - 2013.10.04 19:16:00 -
[7] - Quote
Kaarous Aldurald wrote:Lunkwill Khashour wrote:Astero remarks: IMHO giving the Astero 10 virus strength will obsolete the cov-ops for exploration. If want to do something very specific, like only run data sites, you need a very specialized ship => T2. Pirate ships should be more general than T2, hence worse for very very specific stuff.
The major problem with that, as I see it, is the total seesaw in regards to virus strength, everywhere but highsec. It's either +10 or go home. That's the problem here, all or nothing.
It's not a problem at all. I think other people have pointed that 10 would encroach on the frigs space. 5 is perfect. |

Soko Lsi
SASART Corporation
21
|
Posted - 2013.10.04 19:24:00 -
[8] - Quote
Kaarous Aldurald wrote:
Yeesh, I am so sick of this "but X steps on the toes of Y" nonsense. Stop defending your own little bagwa and see the big picture.
Yes, lets throw away the big CCP plan for tiericide in the bin. Lets not consider relations between classes. |

Soko Lsi
SASART Corporation
22
|
Posted - 2013.10.04 19:31:00 -
[9] - Quote
Kaarous Aldurald wrote:Soko Lsi wrote:Kaarous Aldurald wrote:
Yeesh, I am so sick of this "but X steps on the toes of Y" nonsense. Stop defending your own little bagwa and see the big picture.
Yes, lets throw away the big CCP plan for tiericide in the bin. Lets not consider relations between classes. Because you totally actually have a clue what any of that is, right? I mean, it certainly cannot be the case that no information whatsoever has been released about the eventual place that T2 cov ops frigates will hold. Goodness knows you aren't just talking out your ass when you say that, right? Look at reality once in a while, it's refreshing. The nature of the minigame is very binary now that rats are gone from the sites, and it's possible to destroy the loot inside if you fail. +10 or go home.
You are quite obnoxious... and yes we do know the stats of the CURRENT ships. I doubt they will turn them into command ships or titans when tiericide reaches them. Don't be an ass. |

Soko Lsi
SASART Corporation
23
|
Posted - 2013.10.05 23:38:00 -
[10] - Quote
Nyancat Audeles wrote:How's this for better stats?
Astero
Role Bonus: 100% reduction in CPU requiement for cloaks Role Bonus: 37.5% increase Scan Prob Strength (maybe this should be a rounder number? right now it follows the t1 bonus) Role Bonus: +10(+5) Virus strength for Relic and Data Analyzers
Can fit Covert Ops Cloaking devices
Amarr Frigate Bonus: 4% bonus to Armor Resists OR +5m^3 drone bay per level
Gallente Frigate Bonus:
20% bonus to drone hitpoints 10% bonus to drone hitpoints and optimal range
Slot layout: 3H(+1), 4M, 3L(-1); 2 turrets, 0 launchers Fittings: 32 PWG, 170 CPU Defense (shields / armor / hull) : 480(-80) / 660(+60) / 620(+20) Capacitor (amount) : 430 Mobility (max velocity / agility / mass / align time): 312 / 2.87 / 975000 / 3.88s Drones (bandwidth / bay): 25 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 37km / 620 / 6 Sensor strength: 13 Signature radius: 35 Cargo Capacity: 210
Stratios
Role Bonus: 50% reduction in Energy Turret capacitor need Role Bonus: 37.5% bonus to Energy Turret tracking and optimal range Role Bonus: 37.5% increase Scan Prob Strength Role Bonus: +5 Virus strength for Relic and Data Analyzers
Can fit Covert Ops Cloaking devices
Amarr Cruiser Bonus: 4% bonus to Armor Resists
Gallente Cruiser Bonus: 10% bonus to Drone hitpoints and damage
Slot layout: 5H, 5M, 5L; 3 turrets (-1) , 0 launchers Fittings: 920 PWG, 400 CPU Defense (shields / armor / hull) : 1450(-500) / 2400 / 2450 Capacitor (amount) : 1700 Mobility (max velocity / agility / mass / align time): 182 / .47 / 9350000 / 6.09s Drones (bandwidth / bay): 125 / 500 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7 Sensor strength: 20 Signature radius: 150 Cargo Capacity: 550
What these changes accomplish:
ASTERO: The Astero is made a better frigate overall - with the loss of a lowslot, there is now potential for better drone application and better damage. It should be great for doing the lowest level complexes and blitzing L1s and L2 in hostile space - maybe even better performance in wormhole space! Since there's no gun bonus and not too much tank, it won't be overpowered when it comes to PvP. The +5 virus strength will be a welcome bonus to those of us who do sites in nullsec (this can be changed back if it overshadows other ships too much). The loss of shield HP makes it so this can not be turned into an OP PvP brawler because of 4 mid slots.
STRATIOS: The loss of a turret slot on the Stratios minimizes the potential for the neutron fits that some people think are OP (despite them being complete glass cannons)- yet damage application will be better for PvE'ers, making this ship more capable in PvE and less capable in PvP. The loss of shield HP prevents the efficiency of pure shield gank fits.
Finally, a well thought out post. I agree with the Stratios part 100%, don't really care about the frig, but it looks better as well. CCP Rise please note this, it is what we want :)
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