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Thread Statistics | Show CCP posts - 14 post(s) |

Aesheera
Blacklight Recon Strictly Unprofessional
422
|
Posted - 2013.10.09 09:11:00 -
[361] - Quote
Unforgiven Storm wrote:I fly interceptor a lot and also die a lot in them. One thing that compensate the sacrifice a interceptor pilot sometimes do to tackle a ship for your mates to kill and die in the process is that sometimes we survive and the loot is yours to take.
Why can't I have my already small cargo space untouched so I can take my reward for catching that Tengu and hold it up to structure until someone put a second scrambler on him so I can get out, don't we interceptor pilots deserve to get a piece of the loot also?
Why did you nerf the cargo space? If your friends don't share the loot with you, it's not really CCP's fault.
Inties are tacklers, not haulers. Primary since '07. GÖÑ
If It Bleeds, Kill It - II |

Caleb Seremshur
Angel of War Game 0f Tears
112
|
Posted - 2013.10.09 10:05:00 -
[362] - Quote
Aesheera wrote:Looking forward to the changes.
One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.
I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.
All in all, this is really interesting.
these stats are calculated at all 5 skills?
in which case damn that IS short Read my thread here for my thoughts on eve economy https://forums.eveonline.com/default.aspx?g=posts&t=263968&find=unread --- Mining in game, from the perspective of an IRL miner. https://forums.eveonline.com/default.aspx?g=posts&m=3503687&#post3503687 ----á for FW rebalance in 2013 |

Auduin Samson
Do not disturb Sanctuary Pact
107
|
Posted - 2013.10.09 11:53:00 -
[363] - Quote
What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think? |

Bischopt
Arbitrary Repossession
227
|
Posted - 2013.10.09 11:58:00 -
[364] - Quote
Auduin Samson wrote:What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think?
I may not know what I'm talking about since I live in lowsec and do solo PVP which means I don't see much hotdrops BUT isn't CCP introducing a deployable cynojammer in rubicon? Something that works locally, on the grid that it's placed on.
Unless these deployables are incredibly expensive, I'm expecting to see them on major gatecamps and fleet battles. |

Aesheera
Blacklight Recon Strictly Unprofessional
422
|
Posted - 2013.10.09 13:02:00 -
[365] - Quote
Caleb Seremshur wrote:Aesheera wrote:Looking forward to the changes.
One small point that I'd like to raise a question for is the lockrange: 22.5km is relatively short.
I was hoping to see 27.5km to be the lowest and the other 32.5km instead of 22.5/27.5.
All in all, this is really interesting. these stats are calculated at all 5 skills? in which case damn that IS short No, these are base value stats. Still, with the added skills the range remains somewhat on the short side.
Primary since '07. GÖÑ
If It Bleeds, Kill It - II |

Quontor Zarrkos
Pwn 'N Play Nulli Secunda
21
|
Posted - 2013.10.09 14:30:00 -
[366] - Quote
Unforgiven Storm wrote: Why did you nerf the cargo space?
Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!
|

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 14:39:00 -
[367] - Quote
Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers!
Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks.
People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years.
Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
|

Akirei Scytale
Okami Syndicate
3339
|
Posted - 2013.10.09 14:49:00 -
[368] - Quote
XavierVE wrote:Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers! Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks. People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years. Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI. |

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 15:02:00 -
[369] - Quote
Akirei Scytale wrote:Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.
No, they will not. With the changes to agility and warping, you go into warp as you break cloak. Go over to Singularity and check it out in an interceptor, you warp in less than a second.
|

Randy Wray
Nova Ardour
71
|
Posted - 2013.10.09 15:31:00 -
[370] - Quote
Auduin Samson wrote:What if, instead of making the nullification a high slot module, we remove the ability for a ceptor to fit cynos altogether? This would, in theory, make it less of a Hotdrop-o-clock-win-button and more of a tactical asset to scouting and tackling. Honestly, with interceptors balanced as they are for Rubicon now, there will no longer be any form of protection against capital hotdrops. Covops ships still need to negotiate bubbled camps and T3s are expensive enough to make them a less than ideal option for a traditionally suicidal roll.
This is a ship with a relatively low skill barrier, relatively low cost, immunity to any form of blockade, incredible speed and manuverability, and the ability to drop a fleet anywhere without any way to stop it. While that sounds like a helluva lot of fun to fly, I agree that it needs a bit of tweaking before it can be introduced without massive imbalancing. The reduced cargo capacity will do little to circumvent this, as anyone looking to light a non-covert cyno is already almost certain to be destroyed, so a cyno-ceptor wouldn't think twice about gimping their fit with cargo extenders.
I dunno, this idea could be completely ridiculous for some reason I'm not noticing. What do others think? What you're talking about sounds even more like a nullified shuttle. Kinda speaks for how awfull the original idea is. I think the whole point with the new cyno jammer bubble was to counter interceptor hotdrops, but just like with normal bubbles an immobile disruption field doesn't do much to a ship capable of moving at 5 km/s.
(not related to post I responded to) And what prevents you from lighting a cyno in an interceptor and then titan bridging a more capable cyno ship onto the interceptor so that you then can bridge in whatever the hell you want? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Randy Wray
Nova Ardour
71
|
Posted - 2013.10.09 15:33:00 -
[371] - Quote
Akirei Scytale wrote:
Instalock canes will do the exact same thing they do to bombers to these interceptors, just FYI.
You sound like you don't have any idea how hard it is to track interceptors with none tracking bonused 720mms.
I have a great deal of experience flying dual tracking enhanced 720mm ruptures, you'll hit an interceptor if it's burning straight at you at 25+ km away, if you're lucky. And that was before artillery tracking nerf. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Gallastian Khanid
SniggWaffe WAFFLES.
28
|
Posted - 2013.10.09 17:46:00 -
[372] - Quote
XavierVE wrote:Quontor Zarrkos wrote:Because otherwise everyone would be using them as disposable cyno ships or for carrying items of medium value through nullsec due to the bubble immunity. An interceptor won't be caught except by the most specialised remote sebo gatecamp after rubicon. Interceptors are not haulers! Interceptors won't even be caught by those. The excellent agility/warp speed Rubicon changes means that you go into warp as you visually break cloak. The only thing that can slow them down are drag bubbles or 'dictors, which the nullification change breaks. People will use them as disposable cynos and haulers, just as the main use of nullified cloaky tech 3's has been hauling valuable cargo for years. Interceptors will be haulers, and cyno ships, and uncatchable small gang roaming doctrines. There is no way to kill them unless they make a mistake in choosing an engagement or if they fall asleep on a gate somewhere. That is not "balance."
You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp. |

XavierVE
Reasonable People Of Sound Mind
201
|
Posted - 2013.10.09 17:59:00 -
[373] - Quote
Gallastian Khanid wrote:You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp.
Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights.
The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling.
More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity."
A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km. |

Sleepy Buddha
Federal Defense Union Gallente Federation
6
|
Posted - 2013.10.09 19:03:00 -
[374] - Quote
XavierVE wrote:Gallastian Khanid wrote:You only say this because you have no experience flying Interceptors. On a large number of targets Ceptor pilots need to burn in for a scram to get a kill. That leaves them exposed to neuts and webs.
Additionally T2 Pulse Lasers, T2 Autos, and RLMLs can project high damage out to heated point range with good tracking. Many frigates are fast enough to burn for a scram. Rapier, Curses, or Geddons on the field provide formidable obstacles as well.
Also Rubicon didn't change time to enter warp. It changed the time between entering warp and attaining max speed. With standard interceptor fits you'll still have 3-5 server ticks to lock the Ceptor before it gets into warp. Wasn't talking about during a fight. During a fight, you can kill interceptors incredibly easy. I think you're having a reading comprehension issue there. During a decent sized fight, yeah, kill them all day. Nullification does nothing to aid interceptors during fights. The problem with nullification on interceptors isn't about a 20v20 fight, or even a 10v10 fight, or whatever other number you can dream up. It's an issue of travel. You don't have 3-5 server ticks to lock a 'ceptor before it gets into warp... fit for travel, they will not be able to be pointed, webbed or even locked while traveling. More the issue is the number of fights this will reduce when smart small gang FC's go "Well, I could take out a 7 man gang of X ships for a fun roam, be completely overtaken by a 30 man home defense blob since I can no longer defensively bubble to run away... or... I could just take out seven crusaders, not be able to be tackled unless I want to be tackled and be immune to bubbles so I can chase ratters with impunity." A small gang FC that doesn't choose the latter is simply not using his brain. Easymode, imbalanced, and pointless. Interceptors gain no tangible benefit from having nullification other than being able to warp through anchored bubbles on gates. A simpler solution would be to restrict being able to anchor bubbles on gates to 40km.
I am actually looking forward for rail taranis and some nullsec popage experience :) ... seriously untouchable |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1507
|
Posted - 2013.10.09 19:08:00 -
[375] - Quote
Lock times should have a hard cap
A cruiser sized hull and above should never be able to lock a frigate in less then a second, no matter how much **** you put on there. WTB more diminishing returns. BYDI recruitment closed-ish |

StahlWaffe
Vindictious
5
|
Posted - 2013.10.09 19:35:00 -
[376] - Quote
[Crow, Rubicon] Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II
J5b Phased Prototype Warp Scrambler I 1MN Afterburner II Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
All hail the CROW, new king of FW!
|

DragonZer0
Omega Fallen Wrath
8
|
Posted - 2013.10.09 21:34:00 -
[377] - Quote
More lock range tbh as most frigs have much longer range then what your putting on the ceptor.
and the nullfied that should only stay on t3 crusiers. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1512
|
Posted - 2013.10.09 23:09:00 -
[378] - Quote
StahlWaffe wrote:[Crow, Rubicon] Damage Control II Small Ancillary Armor Repairer, Nanite Repair Paste Ballistic Control System II
J5b Phased Prototype Warp Scrambler I 1MN Afterburner II Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I
Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket Rocket Launcher II, Scourge Rage Rocket
Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I
All hail the CROW, new king of FW!
How exactly is that good?
BYDI recruitment closed-ish |

Major Killz
La Fraternite
253
|
Posted - 2013.10.10 00:22:00 -
[379] - Quote
You know, I just realized that warp disruption bubbles do not work in low security space. So, ergo presto. Interceptors are immune to warp disruption bubbles in low security space. Which means... What? - Killz
Combat Log: http://www.youtube.com/user/kdsalmon/videos
- Pantaloon II: Violins (Jun 23, 2013) |

Spurty
989
|
Posted - 2013.10.10 00:23:00 -
[380] - Quote
50% less cargo and 50% more lock range plz :O
Must admit, we're going to see interceptors with cynos and cargo expanders appearing on capital loss mails so sort of like them close to the 100M3 mark (250 LO needs 100M3).
However if something has to go to get that lock range, I vote cargo bay area :O --- GòöGòùGòöGòÉGòªGòù GòæGòÜGòúGòæGòæGòÜGòù GòÜGòÉGò¬GòÉGò¬GòÉGò¥
|

Matthew Charbonneaux
Coalescent Dynamics
7
|
Posted - 2013.10.10 04:37:00 -
[381] - Quote
Of all the things that these should be able to do, don't give them cargo bays big enough to cyno, please. They don't need huge bays for munitions, they aren't likely to live long enough to need to pick up a lot of loot (and other ships are likely to be there to do clean up if necessary). Justify the smaller bay by saying the equipment needed to make them nullified took up cargo space! |

Randy Wray
Nova Ardour
74
|
Posted - 2013.10.10 05:25:00 -
[382] - Quote
Spurty wrote:50% less cargo and 50% more lock range plz :O
Must admit, we're going to see interceptors with cynos and cargo expanders appearing on capital loss mails so sort of like them close to the 100M3 mark (250 LO needs 100M3).
However if something has to go to get that lock range, I vote cargo bay area :O
Quote:And what prevents you from lighting a cyno in an interceptor and then titan bridging a more capable cyno ship onto the interceptor so that you then can bridge in whatever the hell you want? Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Barrogh Habalu
Imperial Shipment Amarr Empire
537
|
Posted - 2013.10.10 07:40:00 -
[383] - Quote
Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). |

Capqu
Love Squad
345
|
Posted - 2013.10.10 10:33:00 -
[384] - Quote
Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not).
only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away http://pizza.eve-kill.net |

Barrogh Habalu
Imperial Shipment Amarr Empire
538
|
Posted - 2013.10.10 12:47:00 -
[385] - Quote
Capqu wrote:only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away Hm, I'm pretty sure that it's a lot less that a single shot of liquid ozone, but then another wild thing appears: a cargo expanded lolfit cyno inty... Oh well. |

Randy Wray
Nova Ardour
74
|
Posted - 2013.10.10 14:30:00 -
[386] - Quote
Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). Having a ship that's completely incapable of looting modules is unacceptable IMO, a better solution to this would be to not allow them to carry liquid ozone. Problem with this is that we get the nullified shuttle again as you mentioned. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |

Prester Tom
Death By Design
5
|
Posted - 2013.10.10 14:42:00 -
[387] - Quote
Am disappointed the Crusader hasn't been given an optimal boost as one of its bonuses. It seems a little like CCP has missed the mark somewhat with actual useage of this ship class: a) to tackle (either long points or slightly tankier short point versions) and also flying anti-tackle, which is where ship like the Crusader and Taranis should excel. Diving each into a possible fleet and combat variant would a) make the most sense with how they're flown and b) fit with doctrine legacy. An intie with weak tank is useless if it cannot operate as a kiting ship; their weakness should be in dps and tank. A crusader should be able to hit with scorch outside of OH scram/web range, otherwise it is a pointless ship. |

Syri Taneka
NOVA-CAINE
88
|
Posted - 2013.10.10 14:43:00 -
[388] - Quote
The lock range is still an issue, as others have said, but I can accept that a fleet interceptor will be able to benefit from another pilot tagging them with a Remote Sensor Booster to help mitigate that issue. Combat inties (which is and always will be an oxymoron IMO) are probably going to default fit scrams anyhow, so lock range isn't so big a deal to them.
For example:
Current: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 48.3km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 62.22km
Proposed new: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 53.13km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 68.442km
In short: TEAMWORK. Abuse your fleet mates. Not everyone needs a tackle mod. |

Capqu
Love Squad
345
|
Posted - 2013.10.10 16:03:00 -
[389] - Quote
Syri Taneka wrote:The lock range is still an issue, as others have said, but I can accept that a fleet interceptor will be able to benefit from another pilot tagging them with a Remote Sensor Booster to help mitigate that issue. Combat inties (which is and always will be an oxymoron IMO) are probably going to default fit scrams anyhow, so lock range isn't so big a deal to them.
For example:
Current: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 48.3km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 62.22km
Proposed new: Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a non-scripted RSBII = 53.13km Stiletto with L5 lock range skill, full squad bonuses (+10% lock range) and a range scripted RSBII = 68.442km
In short: TEAMWORK. Abuse your fleet mates. Not everyone needs a tackle mod.
i dont know about you but in my guild we use a single scoutackle per system and couldn't really afford to double that just so they can use their point range properly http://pizza.eve-kill.net |

Suitonia
Corp 54 Curatores Veritatis Alliance
195
|
Posted - 2013.10.10 17:48:00 -
[390] - Quote
Capqu wrote:Barrogh Habalu wrote:Wild suggestion appears: what if most of any inty's cargohold is to be replaced with ammo bay like the one on Hoarder (you can store ammo, cap boosters, scripts and nano paste there AFAIK, so no loss for interceptor's direct usage).
Should solve any kind of inty cyno or inty hauling issues unless CCP specifically wants inties to be cyno/small hauling capable.
Also, make sure that the ship can automatically take charges from ammo bay to feed its mods unless current code already allows this (I'm not aware if it's only possible with regular cargohold or not). only problem i'd have with this is a 65m^3 mobile small warp disruptor is pretty standard cargo for inties, wouldn't want that going away
Yeah losing out on the ability to fit a small warp disruptor would suck. Another thing to consider would be maybe giving Interceptors a small fleet hanger. (100m3 or so) AFAIK you can store anything there but you cannot light a cyno by having LO in the fleet hanger. So could give them a basic cargo-hold for most ammo/charge purposes. Say 40m3 or so, then 100m3 Fleet Hanger (Or just a secondary multi-purpose storage hanger), and you'd have to commit much more to get the cargo-hold up to scratch enough to be able to fit enough LO to be able to light a cynosural field without disrupting an Interceptor for other general purposes. |
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