| Pages: 1 2 3 [4] 5 6 7 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

LWMaverick
|
Posted - 2006.04.06 23:57:00 -
[91]
Amarr: I like the arb design.. but ffs people, we dont need a new big and badder apoc mkay?
Amarr ship with 5+ medslots and decent armor would be nice.
/Mav
|

K Shara
|
Posted - 2006.04.07 12:12:00 -
[92]
Caldari - Shrike / Warbird / Kite / Roc 8(6t/4m) / 6 / 6 10% L hybrid range 5% shield resists
This fits with the progression that already exists.
Gallente - ??? 8(7t/2m) / 6 / 6
5% damage L hybrids 5% sensor damp effectivness
Celestis on a bigger scale
Minmatar... NO BLOODY IDEA
Amarr - Annialation 8(8t) / 4 / 8
10& cap use 10% tracking
<><><><><><><><><>
Contraband
<><><><><><><><><> |

DarKDruG
|
Posted - 2006.04.07 13:48:00 -
[93]
Edited by: DarKDruG on 07/04/2006 13:53:49 Edited by: DarKDruG on 07/04/2006 13:53:12 After looking at these posts and seeing some good ideas, i agree with the latter caldari railgun principles. Going by the current trend used in caldari gunboats, it would most likely be a 10% L hybrid optimal range and 5% resist per lvl. Some people's posts would lead me to believe they're averse from a caldari railgun boat or say it's mixing other races' warfare tactics. Even though caldari are mainly known for missiles/EW, you must not forgot that all of their shipclasses have at least one gunboat which is railgun based. They're mostly long distance warfare, hence always the range bonus and very rarely a dmg bonus (except on t2 ships). I myself don't fly battleships because i prefer railguns and currently no ships in the caldari battleship fleet support such a setup (i could always try a railgun scorp/raven, but i'd just be laughed at). I'd find it a refreshing thing if caldari finally got a railboat. Seeing i finished my rant, this is how i would envision the railgun boat, most likely this will be similar/completely the same as someone's suggestion in another post.
Caldari Battleship Roc 8 high (8 turret, 2 launcher) 6 med 5 low PG: 20000MW (these are fictional numbers but it's a guideline) Cpu: 800tf
bonuses: 10% optimal range per level 5% shield resists per level
Description:
After many years of warfare, the State's research team finally found a way to fix the gap of power in their fleets. While the raven with it's massive bombing capabilities and the Scorpion with it's many Electronic Warfare uses were able to mostly nullify enemy attacks, they noticed that when a sizeable amount of enemy ships were deployed for defender missile fire, it left them with no option of pulling back and licking their wounds. Finally, the circuitry for the Roc battleship was completed. Made as a filler for the gaps that solely missile ships were unable to close. The State has started deploying the Roc in all big fleets to provide a quick, painful death to all those who waned themself safe with defender platforms.
Edit: this would not overpower the Gallente Megathron piloted by someone with Gallente BS lvl 5, for easy reference: 7 x 1.25 = 8.75 (25% dmg bonus from gal bs lvl 5) 8 x 1 = 8 (no dmg bonus on the Roc)
edit: the Roc name was not my idea but from someone else in this thread (the name eludes me atm) but i very much prefer it for this big railgun bird :) ________________________________________________________________
if you can't beat 'em......shoot 'em :P
|

Bazman
|
Posted - 2006.04.07 14:30:00 -
[94]
Edited by: Bazman on 07/04/2006 14:30:45 Gallente Gigathron (har har)
Highs: 7 (7 Turrets, 0 Launchers) Meds: 4 Lows: 8
Drone Bay: 150m¦
19,000 Powergrid (23,750 @ Eng 5) CPU: 575 (718.75 @ Weapon Upg 5)
Structure: 5,500 (6,875 @ Mech 5) Armour: 6,500 (8,125 @ Hull Upgrade 5) Shield: 5,500 (6,875 @ Shield Op 5) Capacitor: 5,500 - 875 sec (6,875 - 656.25 @ Energy System Ops 5 and Energy Management 5) Speed: 150m/s (187.5m/s at Nav 5) Sig Radius: 380m
Mass: Slightly lower than the Megathron, not by much, but enough to have a noticeable difference. The overall lower structure hitpoints is to reflect this agility.
Bonus': 5% to Hybrid Turret Damage 7.5% Bonus to Microwarpdrive Capacitor Penalty per level.
The concept is to have a Gallente battleship that is actually designed for the sole use of fielding Blasters effectively. The idea is to be able to fit a full grid of blasters without any utility slots to be able to field nosferatu's or neuts, effectively making it ineffective against frigates, unlike Mega's which can nos and then web and blast them.
The lowered structure represents lighter materials used for the hull of the ship, to enable a greater benefit to the ships ability to bring its weapons into range as well as boost its top speed with an MWD so it can cover a fair distance in a decent time (I'm talking 40 to 50km while under fire from a single battleship and still having a chance to fight)
The CPU is only slightly boosted from the Mega, while the grid allows the use of Ions with a full tank. Neutrons with a plate tank etc. So while you can still field a competitive short range setup, you can't go all crazy on fitting neutrons and an active tank without sacraficing lows for CPU's and RCU's.
The model itself would have to be about the same size as a Mega, if not slightly smaller, but also more evil looking. -----
Hi TomB! All out Do or Die Blasterboat for tier 3 Gallente battleship please! Make it look cool too. Thanks. |

Technolisa
|
Posted - 2006.04.07 16:06:00 -
[95]
Edited by: Technolisa on 07/04/2006 16:13:46
Minmatar - Twister
7 hi - (7 turets) 4 med 8 low
powergrid output 12000 MW cpuoutput 600 tf
max velocity 150 m/sec
5% bonus to Large proj dmg 5% bonus to Large proj ROF
_______________________________________________
|

Haniblecter Teg
|
Posted - 2006.04.07 16:16:00 -
[96]
Originally by: Technolisa Edited by: Technolisa on 07/04/2006 16:13:46
Minmatar - Twister
7 hi - (7 turets) 4 med 8 low
powergrid output 12000 MW cpuoutput 600 tf
max velocity 150 m/sec
5% bonus to Large proj dmg 5% bonus to Large proj ROF
Makes the tempest useless. ---------------------------------------- Friends Forever
|

Ithildin
|
Posted - 2006.04.07 16:22:00 -
[97]
Originally by: Haniblecter Teg
Originally by: Technolisa Edited by: Technolisa on 07/04/2006 16:13:46
Minmatar - Twister
7 hi - (7 turets) 4 med 8 low
powergrid output 12000 MW cpuoutput 600 tf
max velocity 150 m/sec
5% bonus to Large proj dmg 5% bonus to Large proj ROF
Makes the tempest useless.
Actually, with that powergrid I'm not even sure you can fit 1200mm. Also, the Tempest has two utility slots for nosferatus that you should not forget. All in all, compared to the Tempest, I'd say the Tempest is the better off.
Arkanor > Gallente missileboat might be cool. KilROCK > Pod yourself till you got no skills left |

Technolisa
|
Posted - 2006.04.07 16:29:00 -
[98]
Edited by: Technolisa on 07/04/2006 16:30:51
could allways change the bonuses and slots to give it a specific role.
like maby 8 hi 4 med 7 low
and give it AC bonuses _______________________________________________
|

Haniblecter Teg
|
Posted - 2006.04.07 16:30:00 -
[99]
If CCP doesnt make every races but Minnie a 5/5 design, I suggest the caldari sniper boat either have:
8 missle slots with a +10% to missle velocity per level
or
7 Rails slots with +10% optimal.
Giving 8 is just overkill.
Whoever gave that missle velocity idea for the caldari boat is awesome. Deffinantly something new, a caldari missle sniper. ---------------------------------------- Friends Forever
|

Technolisa
|
Posted - 2006.04.07 16:39:00 -
[100]
then give minies 7 or 8 turet slots too
btw CNR har 7 missile slots _______________________________________________
|

Corphus
|
Posted - 2006.04.07 18:31:00 -
[101]
ok im at work. its boring. only thing i have on my pc for designing stuff is ms paint.
PERFECT ! 
my "Annihilation" Amarr Tier 3 Bs idea
|

Forsch
|
Posted - 2006.04.07 18:40:00 -
[102]
Bastard child of Amarr and Caldari? EM missile dmg bonus?
 Noooooo!
But the design is quite cool.
Forsch Defender of the empire
-> Freeze overview, targeting made easier |

Asurix
|
Posted - 2006.04.07 18:41:00 -
[103]
makes no sense in making a megathron with better stats then the mega (besides hull but **** hull if you have 1.5k more armor with 70% resistances) which is smaller and lighter, imo
Also that minmy setup is kinda weird since I doubt they'll make a tier3 BS with 2 dmg bonusses (ROF+dmg)
|

Icek Villawrov
|
Posted - 2006.04.07 19:04:00 -
[104]
Edited by: Icek Villawrov on 07/04/2006 19:08:51 Edited by: Icek Villawrov on 07/04/2006 19:08:40
Severe, we aren't armor tankers
Caldari:
Pterodactyl
10k PG 800CPU 8 hi 7 med 6 low 7 turret points 3 missle points 6500 shield 5600 armor (whatever the structure of a raven is, round up to the next thousand) 120 m/s 10% Hybrid optimal range 5% shield resistance 470 sig radius 100km targeting range 80 m3 drone
Don't know much about battleships, but oh well...
My signature has the anti-mod defense of insignificance! |

Audri Fisher
|
Posted - 2006.04.07 20:50:00 -
[105]
For the new Caladari Battleship: 7/7/6 layout 7 turret, 2 missle 1600 PG 820 CPU
8000 shield 1250 recharge 4000 armor 4000 structure
5000 cap 950 recharge
120km targeting range 100 m/s speed 30 m3 drone bay
10% range for hybrids 5% shield resist per level
This ship is desighned to do one thing, kill other battleships at range, and force dreads to spread there escorts out a lot further than they want to. To this end the drone bay, like all Caldari Rail platforms, is more of an afterthought than anything else, since if this ship is in drone range, even extended drone range, the captain needs to seriously consider redeploying his ship. You aren't special, I hate everyone. |

Koreston
|
Posted - 2006.04.07 21:36:00 -
[106]
Caldari: Vulture
fixed bonus: +0.2 strength to Warp jamming modules per level +5% to shield resist per lvl
6 high(3 Missiles, 3Turret) 8 med 5 low
PowerGrid 16500 Cpu 800 Shield: 5500 Armor: 4980 Hull: ?? Capacitator: 4500 Drone bay: 25m3
All out ship made for pirate and police alike! Disrupt their core more easily, and enjoy the kill. the price is.. globably less hp, and less weapon to destroy your foe..
(yeah I had nothing)
|

Noriath
|
Posted - 2006.04.07 22:16:00 -
[107]
Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
|

Marcus Alkhaar
|
Posted - 2006.04.07 22:56:00 -
[108]
Edited by: Marcus Alkhaar on 07/04/2006 22:59:30 Edited by: Marcus Alkhaar on 07/04/2006 22:57:39 Caldari Tier 3 BS
Name: Tweety or YAARRRRRSTER!!!! <---- maybe a Tweetster ? Slots: 8 Highs, 7 meds, 5 lows - 20 slots 7 Turret Hardpoints, 4 missile Hardpoints <---- Missile Race 750 CPU - 12000 Power Grid (way enough) <---- Needs some balance  Sig: ~500 <---- its a god damn Fleet ship! 6700 Shield Hit Points 5626 Armor Hit Points 5256 Structure Hit points
Max Velocity: 105 <---- Still a Fleet ship Drone Bay: 50m3 <---- Caldari is the baddest race at using Drones, true story Cargo bay: 650m3 Mass: 120000000 <---- its huge 
Capacitor Capacity: 4750 Capacitor Recharge: 923.9 Max Targeting Range: 100km Max Locked Targets: 8 scan res: 75 <--- To compensate for the huge targetting range Gravimetric: 23
now to the fun part - BONUSES 10% optimal range on Large Rails will be abusive but I'm not shocked if it really get it, maybe CCP will have some kind of nerf ready 
5% Large Railgun Damage Bonus or 5% Shield res, either a bigger Ferox or a bigger Eagle... Personaly I think a Battleship with a resistance bonus would be a bit to abusive
What about a 5% Optimal Range and a 10% Damage Bonus now thats what I call a Fleet BS, it would pwn the Armageddon in the eye by far <--- Wont happen
|

Icek Villawrov
|
Posted - 2006.04.07 23:11:00 -
[109]
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
My signature has the anti-mod defense of insignificance! |

Marcus Alkhaar
|
Posted - 2006.04.07 23:24:00 -
[110]
Edited by: Marcus Alkhaar on 07/04/2006 23:24:42
Originally by: Icek Villawrov
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
and Spike ammo will make that optimal to 437,4618808325 km optimal, do you see the problem?
|

Icek Villawrov
|
Posted - 2006.04.07 23:26:00 -
[111]
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 07/04/2006 23:24:42
Originally by: Icek Villawrov
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
and Spike ammo will make that optimal to 437,4618808325 km optimal, do you see the problem?
Oh, forgot that that also includes iridium ammo
My signature has the anti-mod defense of insignificance! |

Icek Villawrov
|
Posted - 2006.04.07 23:28:00 -
[112]
Edited by: Icek Villawrov on 07/04/2006 23:28:16
Originally by: Icek Villawrov
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 07/04/2006 23:24:42
Originally by: Icek Villawrov
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
and Spike ammo will make that optimal to 437,4618808325 km optimal, do you see the problem?
Oh, forgot that that also includes iridium ammo
Must have only put in 4 tracking enhancers, i'm getting 262km now...
My signature has the anti-mod defense of insignificance! |

Marcus Alkhaar
|
Posted - 2006.04.07 23:29:00 -
[113]
Edited by: Marcus Alkhaar on 07/04/2006 23:29:51 could you give us the number when spike ammo is loade into the guns?
I would apreciate it.
EDIT: Typo
|

Marcus Alkhaar
|
Posted - 2006.04.07 23:32:00 -
[114]
Originally by: Icek Villawrov Edited by: Icek Villawrov on 07/04/2006 23:28:16
Originally by: Icek Villawrov
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 07/04/2006 23:24:42
Originally by: Icek Villawrov
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
and Spike ammo will make that optimal to 437,4618808325 km optimal, do you see the problem?
Oh, forgot that that also includes iridium ammo
Must have only put in 4 tracking enhancers, i'm getting 262km now...
GO TRAIN THOSE MATH SKILLS ASAP! 
*caps off* 
|

Icek Villawrov
|
Posted - 2006.04.07 23:33:00 -
[115]
Originally by: Icek Villawrov Edited by: Icek Villawrov on 07/04/2006 23:28:16
Originally by: Icek Villawrov
Originally by: Marcus Alkhaar Edited by: Marcus Alkhaar on 07/04/2006 23:24:42
Originally by: Icek Villawrov
Originally by: Noriath Edited by: Noriath on 07/04/2006 22:17:38 There should NEVER be an optimal range bonus to a battleship with full guns.
Really no need to further encourage sniping by making a ship that can easily use the best ammo at 100-200km
If i got the numbers right, a 10% bonus to optimal range ship would make, at most, 218.73094041625km with: Sharpshooter lvl 5, t2 425mm railguns, 5 t2 tracking enhancers, and battleship lvl 5.
So your estimate is a little low.
and Spike ammo will make that optimal to 437,4618808325 km optimal, do you see the problem?
Oh, forgot that that also includes iridium ammo
Must have only put in 4 tracking enhancers, i'm getting 262km now...
And you ahve the wrong ammo type. The item database show spike L having a -100% bonus to range. But Javelin L, on the other hand has a +50% bonus. That makes the maximum efective range 328201 meters. So yeah, i can see the problem. Now I should stop pluging up this thread with off-topicness
My signature has the anti-mod defense of insignificance! |

Dr Tetrahydrocannabinol
|
Posted - 2006.04.07 23:52:00 -
[116]
Concept: Anti-Capital Ship BS Loadout: Passive shield tank + Rage Torps
Race: Caldari
Bonus 1 -> 5% shield resistances Bonus 2 -> +10% shield recharge rate
High: 6 Turrets: 3 Launchers: 6
Mid: 7 Low: 6
Powergrid: 10,500 CPU: 750
Hull hit points: 6,000 Armour hit points: 5,600 Shield hit points: 8,000
Note:
1. lack of high slots makes it a gang ship 2. specialized as a cheap PoS and Capital ship killer 3. passive monster shield tank = fun
---------------------------------------------
|

Houphouet Azzeranii
|
Posted - 2006.04.08 01:06:00 -
[117]
I see some of you want a +5% shield resists for the tiers 3 caldari BS... so what about a +5% armor resists for the amarr one ?
|

Nedia
|
Posted - 2006.04.08 09:19:00 -
[118]
Originally by: xaioguai
Originally by: Sniser i would love an Amarr Dominix :p
something like
hi:8 (7turrets/2missile) med:4 low:8
dronebay: 150m3
5% rate of fire with Large energy turrets 10% bonus to drone hitpoints and damage
the bad point of this ship is you will waste cap like a hell :p you need 4 meds to get a cap booster hehe
 
gankaddon with domi's drone?
yea why not? we are just dreaming  
|

Ysolde Xen
|
Posted - 2006.04.08 10:13:00 -
[119]
I like the AC BS idea for the Minmatar but seeing as we are meant to be jacks of all trades and use a bit of everything, we wouldn't get 8 turret HPs. Perhaps 7 and 2 bays (or 7 and 3?) but never 8. We'd also have something of a drone bay - probably halfway between the Phoon and the Tempest. Also no velocity bonus (aren't they trying to get rid of them?) but a nice and high base speed along with a smaller sig radius, mass, volume and consequently HP would fit very neatly IMO. Capacitor wouldn't be great as the ships focus wouldn't be on tanking defences.
-----
Just because you couldn't get a ship to do what you wanted doesn't mean it's a crap ship - it means you're a crap pilot of that ship.
|

Corphus
|
Posted - 2006.04.08 10:40:00 -
[120]
guys i dont know where i heard about it but tier 3 bs were not supposed to be as strong as the tier 1 class vessels like apoc, thron or tempest. i think it was a thread on ships&mods category here where some of the devs said that tier 3 ships should fill the niche between the tier 2 (domi, geddon, etc.) and the tier 1 bs's. lots of ppl posted ideas which would make the current tier 1 ships rather weak compared to the "new" designed ones.
i think the point is to get a new bs class which has a new task in the racial warfare strategy without being more powerfull than the current state of the art vessels.
|
| |
|
| Pages: 1 2 3 [4] 5 6 7 :: one page |
| First page | Previous page | Next page | Last page |