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Crazy KSK
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Posted - 2014.03.01 02:50:00 -
[1] - Quote
SUCCUBUS
The AB bonus feels very out of place on a sansha ship indeed a Shield HP bonus would be pretty unique and be much more in line with what one would expect from sansha ships piloted by mind controlled slaves
also I think that increasing the damage bonus to 200% would give it some more needed oomph
CRUOR
here the the ab bonus of the succubus fits much better then the web range bonus which as explained several times in this thread only helps to get in range against ships that don't have a web themselves
adding a neut range bonus on top at 15% would be an option too but probably too powerful
WORM
Gallente engineers know jack about missiles! the 300% drone bonus is very powerful and it should be required to have caldari frigate 5 to get the full benefit 266dps with 3dda's dang it!
also im not sure if the missile damage bonus has much of a reason to exist 2 light launchers add 48dps rockets add 56 seems like a waste of a bonus to me
DAREDEVIL
seems solid
DRAMIEL
might get left behind, consider giving it some of its power grid back or maybe increasing its falloff bonus by 5% a tad more lock range would help it tackle better Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
71
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Posted - 2014.03.01 20:25:00 -
[2] - Quote
Bienator II wrote:i still can't quite see how the cruor is supposed to work.
If you see it as full brawler you could say the web range bonus has the lone purpose to catch kiters, and somehow bring them into scram range. Nos range is half scram range. Which means that you will have to be point black to the target. If you aren't dead yet or capped out before being in nos range you now have the problem of having to fight something this close in the second worst tracking weapon system available: lasers.
It could work however if you would give it a small nos/neut range bonus (e.g the one of the dragoon) to be able to kite stuff at max scram range. Or do something crazy and give it a laser tracking bonus.
yeah the AB bonus would fit so much better with short neuts since it allows you to stay fast orbiting in scram range and get to that range in the first place without taking too much damage and it would come from the minmatar skills not the caldari one >_<
and as I said earlier probably the only BS that would like to have that bonus is a Bhaal fit for fleet combat allowing it to avoid dreads more easily Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.02 02:21:00 -
[3] - Quote
Catherine Laartii wrote: Cruor would be much better served by dropping the web bonus for a neut range bonus. Or they could roll the two bonuses into one, and cheat a little bit...
dropping the web bonus would just make it a worse sentinel, giving it 75% to range and amount would give it 13,125km with neuts and 11,55 with nos, lessening the problem of being kited but that bonus could not be transfered to ashimmu or bhaal since 22,05km or 44,1km nos/neut would be very powerful especially on the bhaal Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.02 19:01:00 -
[4] - Quote
Harvey James wrote: Blood - neut/nos range bonus for synergy, a little more tank
Sentinel can't have two ships that do exactly the same
Harvey James wrote: Angels - needs sharper focus, stronger shield tank . nerf armour, remove drones/launchers, nerf speed , buff damage projection of turrets -maybe add a mwd sig reduction bonus
the dram should probably get some minor buffs but the other two are just fine right now
Harvey James wrote: serpentis - 90% webs are OP .. nerf base T2 web strength too 45% is the best solution, more tank, DD should have drams drones
I would love to have this web nerf on sisi for a month Id imagine nano ships would be too much fun to fly LOL
Harvey James wrote: sansha - more base speed, better cap , oversized prop mods need too go
the nightmare is one of the slowest ships in the game it totally needs a speed buff the phantasm too but the succubus as in the OP is just fine I think better cap they also need the two bigger ones just eat cap boosters like its candy oversized mods are all over eve and I think are a good game mechanic just imagine if tank mods where restricted how boring that would be
Harvey James wrote: Gurista - ... -1 slot as per drone ships normally have .. so -1 high .. utility slot isn't that useful anyway - change the gallente bonus too drone damage bonus and leave drone HP too role bonus .. that way you can buff the drone tank without making drone damage too OP/ dominant over missile damage - role bonus should be the missile damage - stronger damage split between drones/missiles
yeah all drone ships have it so Gusrista's should too yeah thats a good idea one should need to have gal frigate 5 to get the full damage bonus(gallente are no missile race either) while not hurting noobs too much the missile bonus is pointless imo those 50dps I happily trade for more tank or neuts every time Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.02 22:38:00 -
[5] - Quote
Aglais wrote:
Bold Point 1: This is a garbage generalization applied mainly to T1 and T2 ships which I've just made a post about, and how pirate faction ships interact with them in terms of improvement. If Pirate faction ships are to be superior I see no better way to do that than to unlink them with the horrible malus of -1 arbitrary slot. (Though if you'll look at my previous post, I do think the third high should become a mid if anything does happen to it.)
sure make it better then the ishkur letting it have that slot as a high slot would not make much of a difference true as a mid slot however it might be a bit much tank
Aglais wrote: Bold Point 2: I have done math. You are no longer doing a piddly 50DPS with missiles. Your two launchers are doing ~91 DPS. This is superior to the Punisher. That's without a BCS, too. If you slap on a BCS, you're doing 103. While your drones do ~111. The missiles on the new Worm are not useless- not by a long shot. You know how the Bellicose is a bit of a missiles/drones blend? Yeah. The Guristas ships are going to be kind of like that, with the balance tipped slightly more in favour of drones than missiles. Step out of the past, and look at the new ship without bias towards it's lackluster first iteration.
I would love to see that math laid out in eft and in game a hookbill with 2 launchers shooting rage nova rockets (10% bonus per level) no damage mods or implants (all5 skills for eft) I get 67 and 62,8dps(skills are not perfect) and a punisher with 3 gatling pulse laser II using conflag does 109dps(again no damage mods) 72 with 2 guns if you meant that
Aglais wrote: And for the love of ****stop trying to justify the removal of the missile bonus with "HURR DURR GALLENTE DONT INTO MISSILE U STUPID IF U THIKN THEY DO". This is a Gurista frigate. At least come up with a better argument than "but gallente don't use missiles".
don't put words in my mouth, thanks Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.03 01:09:00 -
[6] - Quote
I agree with ghost hunter that the sansha ships should sorta be one class above in terms of overall stats but I think a generic resist bonus is just boring shield HP bonus on the other hand is used very litle and could be a more creative option maybe even an ALL HP bonus to make it a bit more unique or even all hp and repair/boost per level for even more flexibility Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.03 01:43:00 -
[7] - Quote
Alvatore DiMarco wrote:I don't see why people are so against Sansha having an AB bonus. It fits perfectly. Have you seen the Incursion trailers? Have you been paying attention ingame? Sansha are marauding everywhere. They're marauding to the left, marauding to the right and marauding in the center. Marauding means speed, people. Speed in, speed out, lots of crazy chaos and damage (and in Sansha's case, slave abduction) in the middle.
Sansha ships are fast. In the trailers they're fast. In the Incursion battles they're fast. NPC Sansha rats are fast and their lasers hit hard (at least the incursion-zone ones are like this). They're sort of everything that Amarr isn't.
Amarr: Slow armor laserboats with bad tracking Blood: Vampiric tackle-ambushes that can snare you from an AU away Sansha: Fast shieldy laserboats with good tracking
its just that it feels more like a minmatar style bonus also I feel that the only BS that would benefit from that bonus would be the Bhaalgorn in a cap fight not even another BS shooting at it would have trouble hitting it even if it was going 1500ms with an AB at wich point it would be able to kite BC and with snakes and links would go like 3.5k so....that would be too fast Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.03 02:14:00 -
[8] - Quote
Alvatore DiMarco wrote:A battleship.. going 1500m/s on an AB.. what?
I don't-
...what?
exactly, it might just be possible with snakes links and quafe + zors implant but thats still just fine within you normal BC speed a hac webing you will just get you killed Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
72
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Posted - 2014.03.03 02:58:00 -
[9] - Quote
some playing around with eve hq adding a 20% per level ab bonus to the nightmare and going full speed fit with overdrives and gist X AB fleet boots implants etc it gets up to 1347m/s or 1914m/s with heat with a more reasonable 2 nanos its 1148m/s or 1631m/s with heat, just two webs bring it back down to 219m/s though Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
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Posted - 2014.03.04 23:55:00 -
[10] - Quote
Rise the cruor without being able to neut or nos past 10km will inevitably die to anything that has a web and an AB by mere kiting it outside its neut/nos range it effectively becomes worse then a tormentor in that situation
the after burner bonus just will not work on a battleship and I have my doubts with the phantasm as well the nightmare just lack so many things the mach has, its gonna be much slower for one, less range and tracking, less agile a 100mn phantasm while being just as fast as a 100mn tengu will also be much less agile have less range and being a gun ship needs to watch its tracking, it has way less tank and capacitor live
on the other hand it might be too easy for a succubus to just run away from a fight when ever it wants since few frigates use two webs they will not be able to hold it down Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
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Posted - 2014.03.05 18:12:00 -
[11] - Quote
elitatwo wrote: if you are worried about the meta 1-5 NOS range, well use the deadspace type-a one - haz 15.6km range.
which adds 46 mil to its price as mandatory requirement, all the other frigates don't absolutely need faction mods to function properly although I can't find the quote, I remember some ccp saying that ships are balanced on tech 2 mods and not faction
Caitlyn Tufy wrote: Exactly the opposite - Tengu's AB speed forms a huge portion of her tank. Try to hit the ship at full speed, then web it and try to hit it again. You'll notice it's taking a bucketloads of damage more. That's why an elite frigate with web is her worst enemy in pve, but at the same time, it makes her pretty much immune to battleships.
yes it is a significant part of the tank because it can be moving all the time also a 100mn fitted tengu has either about 80k ehp buffer or around a thousand dps active tank with a LSB neither of those things the phantasm will be able to reach no matter the amount of money put on it (maybe with estamels invul lol) also to actually make use of speed tanking like that you need to be moving a lot with guns that only have ~20km range for pulses or terrible tracking for beams and pretty bad ~300dps for both its just really unpractical Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
76
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Posted - 2014.03.05 22:29:00 -
[12] - Quote
Syrias Bizniz wrote: A good Daredevil will need a Faction Web. No, a Blaster-Daredevil ain't a good Daredevil. A good Dramiel (as pointed out earlier) will need a few faction / deadspace mods.
Also, if only using Tech 2 mods, a Cruor will still be a pretty nice ship - not for solo, but for gangs. It brings longrange webs (where you would have to bring, say, a Hyena - which then adds NOTHING to the gang) so it can catch stuff, and f necessary, close in and deal some 200 dps with Multi, 220 with conflag. And, if closed in, it can also unleash some neuting pressure (for which you would have to bring a Sentinel) between 10 and 40 cap/s, depending on highslot layout.
if someone brought that cruor to my frig fleet id tell him to get into a sentinel instead tracking disruptors are just so much better then long webs in a frig fleet, the sentinel can stay out of web range and has more tank due to t2 resists, while neuting from 31km is so much better then webing from 26 (overheated t2)
a sentinel in a frig fleet is gonna protect the fleet from damage with its TEs while being able to slow down fast frigates at longer ranges by turning off their prop mod against bigger targets you don't need the long web since your frigs are faster anyway there once again the stronger neuting power reigns supreme
a cruor will merely web the target a few seconds before the rest of the fleet will get its tackle on it and will have to stay in web range to apply its inferior neuts Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.08 20:49:00 -
[13] - Quote
Fourteen Maken wrote:The Web range bonus on the Cruor is useful to counter kiters, with overheated faction webs I think the range is like 36km... that's extremely useful regardless of the range of your weapons, for either closing down or for GTFO. Nice buff imo, looks like it's got good survivability in solo low sec roams. EDIT: also really liking the new Worm 
only if your opponent does not have a web, if he does you will not get further then 13km, in falloff of your lasers and not able to use your neuts/nos at all
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.11 19:14:00 -
[14] - Quote
Bouh Revetoile wrote:That is only true for the Cruor if your startegy only rely on the NOS. But first she doesn't actually need it to win a duel with another frigate ; and second this two bonuses synergize perfectly for a heavy tackle frigate in small gang.
The Cruor will be slightly behind the Comet in term of tank, firepower and speed, but with two neutralizing NOS. While kiting, it will be completely impossible to catch because of 20km web and you don't even need the nos.
At worse, the nos bonus is as situational as the armor rep bonus of gallente ship, and at best it's simply brutal.
And of course there's the high meta level nos, like c-type small nos with 8,5km range which simply solve every possible problem.
if you choose not to use the nos then the cruor is reduced to a tormentor with slightly better stats and a web range bonus yes it will be hard to catch up to it but not impossible some ships are just fast enough to make up for having one web on them also to be doing damage at that range you would have to be fitting beam lasers which would bring your not very good 179dps* down to 76dps** I don't think the comparison with the comet is fair it has 50***more dps(230) one more low slot and is 84/ms faster (after skills)
no, dead space neuts on the cruor solve nothing overheated web range is 13km not even a-type nos' 10,21km solves the problem of being kited
*Small Focused Pulse Laser II, Conflagartion S, 2x Hobgoblin II **Small Focused Beam Laser II, Aurora S,2x Hobgoblin II ***Light Neutron Blaster II, Void S, 3x Hobgoblin II
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.13 15:28:00 -
[15] - Quote
CRUOR
Amarr Frigate Bonus: 50% bonus to Energy Vampire and Energy Neutralizer effectiveness and range
Minmatar Frigate Bonus: 20% bonus to Stasis Webifier range
Role Bonus: 75% bonus to Small Energy Turret range 100% bonus to Small Energy Turret damage Energy Vampires fitted to this ship will continue to drain your target's capacitor regardless of your own capacitor level.
ASHIMMU
Amarr Cruiser Bonus: 15% bonus to Energy Vampire and Energy Neutralizer effectiveness and range
Minmatar Cruiser Bonus: 20% bonus to Stasis Webifier range
Role Bonus: 100% bonus to Medium Energy Turret damage Energy Vampires fitted to this ship will continue to drain your target's capacitor regardless of your own capacitor level.
like this the web range bonus would make sense and put the fighting range on both ships to ~20km like the bhaalgorn sure this steps of the toes of the curse and sentinel but so does the web range bonus and the other pirate ships in one way or another, curse and sentinel will still be better in their role like this blood ships would be a nice cross between the amarr and minmatar recons Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.13 15:37:00 -
[16] - Quote
Medalyn Isis wrote:Crazy KSK wrote:CRUOR
Amarr Frigate Bonus: 50% bonus to Energy Vampire and Energy Neutralizer effectiveness and range
Minmatar Frigate Bonus: 20% bonus to Stasis Webifier range
Role Bonus: 75% bonus to Small Energy Turret range 100% bonus to Small Energy Turret damage Energy Vampires fitted to this ship will continue to drain your target's capacitor regardless of your own capacitor level. You must be trolling, these are crazily OP bonuses.
yeiks I forgot to mention that the cruor should get 3H 4M 3L that would give it the same neuting power as it has right now with 2 webs 2 250% neuts would indeed be too much Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.17 18:53:00 -
[17] - Quote
King Rothgar wrote: Being in a successful corp does not automatically make you as an individual an expert on every ship in the game. Notice that in numerous responses to this thread, I've only commented on the proposed blood raider changes. There is a reason for that.
As for staying out of my web range, good luck with that. I'll catch you on a gate (17km), a WH (<10km) or warp to your location at 0 after a prober in fleets gets your exact location. If you're moving, big deal, I'll land 10km away, less than half my web range. In the off chance you actually attacked me, also no problem because I'm sitting in the immediate vicinity of a gate/wh/station/pos. If it's a problem, I and anyone with me will simply move to the next system. If you pursue, you are going to start well within my web range.
As for closing to neut range, as I've already stated, charging in 5-6km while your target is 90% webbed is a lot easier than trying to close 40km with only a 60% web on the target. I don't know why you want a web range bonus so much. Just fly a damned rapier if you want that. It can web stuff at around 100km.
do you think it would be better if the cruor was able to neut and shoot(with scorch) at 20km? and also gets 4 mids 3highs with 1 neut that has a stronger bonus keeping the neut amount the same so it can fit 2 webs or a cap booster
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.18 19:20:00 -
[18] - Quote
Bouh Revetoile wrote:The reason why everyone want 90% web on the Cruor is because this bonus is absurdly powerful, if not completely OP.
As Kagura said, web range bonus will be very useful for the Ashimu because it will allow it to catch its target and come to neut range.
The difference with the Cruor is that base small neut range is 6km, too small compared to web... unless you use deadspace neut/nos with 8 to 10km range (2 of them are cheaper than one federation navy web everyone seems to think cheap enough to replace the web bonus...)
With deadspace neut/nos, the Cruor become insanely powerful : you can kite beyond scram range and neut the hell out of anything able to come closer ; and you can pin down the kiters and come closer to shut them down with the neut/nos and outbrawl them.
In fact, the Cruor is stronger than anything faster then him, and with the web, faster than anything stronger ; and the neut/nos wildcard assure it the upper hand in almost any fight where things can go wrong. The key is only in the deadspace neut/nos.
Anyway, all this bullshit about the 90%web bonus is unthought, because that's what the Cruor already have, and it's far from a renowned frigate at the moment, because for any task involving strong webing the Daredevil is better/prefered. Keeping the 90% web bonus on the Cruor would be useless and only leave it dusting in hangars for some more years. Such a bonus would not suddenly turn it good because it wouldn't change anything and something need to change, and I doubt the old version nos would be enough. At least, the long range web place it a an hybrid of Hyena and Sentinel, and I can't see this bad.
yes switching the web bonus to range without giving it a neut range bonus is a harsh nerf to the cruor because it will loose its ability to keep its neuts on the target for any significant amount of time against ship with a web of their own
also just pointing out that there are only 10km small nos no neuts
the power grid they removed from it is also not helping the ship in the slightest Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.18 19:37:00 -
[19] - Quote
Aglais wrote:
3. This is hilarious. You think Guristas' missile damage is going to nosedive. Well let me tell you something. New Worm? About 83 DPS out of two launchers. Same range and DPS as a punisher with dual pulses and Scorch. As compared to like... 40-ish DPS from completely unbonused launchers now, which is garbage. Then you have maybe 150 dps coming out of two drones... With attack frigate EHP and microscopic sig radii...
just putting some numbers right
2x rocket launcher = 56dps rage ammo no damage mods (just put 2 launchers on a kestrel) current worm does 146dps with 2 damage mods new worm will do 234dps with 2 damage mods edit: hobgoblin IIs
PS: hob II HP (not ehp) with the bonus is 335s 720a 1775h total of 2830 on an ogre II that would be 1480s 2880a 7105h total of 11465 again this is hp before resists and with the 300% bonus Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
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Posted - 2014.03.18 20:34:00 -
[20] - Quote
X Gallentius wrote:inb4 Fed Navy Hob + Worm
dps would drop down to 203 from 234 and hp would be 670s 1440a 1480h total of 3590 quite a bit better they are quite a lot slower though Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
77
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Posted - 2014.03.22 23:52:00 -
[21] - Quote
I still think that the cruor can't stay as a brawler even with the 90% web its tank is just too bad the web range bonus on top of a neut range one (maybe with 3-4-3 layout) is IMHO the way to go same for the ashimmu kinda like this
PS: are you guys really ok with the massive power grid nerf its going to get? Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Gank for Profit
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Posted - 2014.03.23 07:50:00 -
[22] - Quote
Flyinghotpocket wrote: the cruors current role as a brawler with 90% web is just fine. it pushs a nice 12kehp tank before slaves or links. plenty to land inquisitor or navitas reps. Ashimmu is beautiful currently with the 90% web and one of the strongest t1/faction cruiser tanks in the game at the moment.
the power grid nerf on the cruor will completely destroy it's tank. it will have to fit 1 ACR. like ALLLLL amarr ships worth a damn. this is supposed to be a minmatar/amarr combined ship so cant this ship you know... have epic fitting like all minmatar ships fit the biggest guns and full t2 tank no big deal? can we? for the first ever laser ship?
or you know since amarr ships base speeds are one of the fastest in the game, and the minmatar are general fastest in the game after fitting tank. shouldnt this minmatar/amarr hybrid be wicked ******* fast?
yes that's about the only way either of them can work, with logi, but hold on who in his right mind would bring either of them to a fleet? ah right people using dreads that need a cheap 90% web ship anyone sensible would bring a sentinel or curse of course.
also 12k ehp  http://pastebin.com/eVWSen2k
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
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Posted - 2014.03.31 20:16:00 -
[23] - Quote
Flyinghotpocket wrote:Marcia en Welle wrote:Still no update on this........ Feels like an aeon since we last heard any comment. I hope CCP is still listening to feedback. Any comment would be appreciated as to the ETA on getting these on Singularity, and getting the proposals for cruisers and battleships. seeing as there is no more debate its probably because people have finally accepted that ccp wont change what is broken about the new line of frigates. I would be debating if there was something to debate about still
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
87
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Posted - 2014.05.16 03:22:00 -
[24] - Quote
the cruor is in many situations worse then then it was before the PG nerf just wrecked its tank which was garbage to begin with and the web nerf lets it get kited by everything with a scram ab or scram web
move one high to a low and increase the neut bonus to compensate also give it back all the fitting it had
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
87
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Posted - 2014.05.16 21:04:00 -
[25] - Quote
http://i.imgur.com/gp4hxed.png 3 launchers instead of 2 not that I mind at all  Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
87
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Posted - 2014.05.17 12:57:00 -
[26] - Quote
Flyinghotpocket wrote:Crazy KSK wrote:http://i.imgur.com/gp4hxed.png 3 launchers instead of 2 not that I mind at all  thats destroyer dps. not frigate!
http://i.imgur.com/IDjZAI2.png
[TEST Worm, New Setup 3] Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II
Medium Ancillary Shield Booster, Navy Cap Booster 50 Limited 1MN Microwarpdrive I Warp Disruptor II [empty med slot]
Light Missile Launcher II, Caldari Navy Inferno Light Missile Light Missile Launcher II, Caldari Navy Inferno Light Missile Light Missile Launcher II, Caldari Navy Inferno Light Missile
Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Anti-EM Screen Reinforcer I
'Augmented' Hobgoblin x2 'Augmented' Hobgoblin x3
needs geno 1 or EE-602 +2% cpu not very viable this fit the drones also cost 15mil each on tq with t2 hobs its 328dps
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
89
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Posted - 2014.05.19 12:34:00 -
[27] - Quote
Flyinghotpocket wrote: the pure neut cruor works fine as is. the new cruor with pure neut wont neut anything because it doesnt have 90% webs. simple.
you would have to have 2 nos's to run the 2 neuts the ab the scram the web 1 nos wouldnt do it. so it wouldnt be a pure neut cruor at all.
the idea is to increase the neut/nos bonus to compensate for the moved high which would give it a 50% per lvl bonus but even with that change and with its old power grid back I can't see the cruor match up to the other pirate frigates/sentinel in power just because its power is so very situational and it is mandatory to use A-type nos on it
I think it should absolutely get a 75% nos/neut range role bonus Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
89
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Posted - 2014.05.20 15:39:00 -
[28] - Quote
CCP Rise wrote:Hey guys
Getting caught up on some feedback here finally and working on the Cruor a bit as a result.
What I'd really like to do is get the Cruor into a place where it can keep the Blood bonus layout and still be powerful enough to see battle. The request that's been made several times for an extra low makes a lot of sense but I really didn't think it could afford to give up a high (1 turret? only 1 utility high?) or a mid (web bonus) so I was a bit stuck and then I realized there's no reason it can't have 11 slots, so that's what I'm going to do.
We're also going to up the base PG from 50 to 57 and the base CPU from 140 to 150. Finally, to pay a little back for these improvements we're taking one drone away (from 10m3 to 5m3).
Hopefully all in all this gives enough flexibility in fitting to let you take advantage of the slightly divergent bonuses and that lets us keep the faction line in tact and leave the Cruor as a very unique ship in the frigate class rather than forcing it to compete directly with the Sentinel.
Let me know what you think.
This is very much a step in the right direction thank you Having flown the cruor a lot on the test server, I have to say that this will not be enough however, to bring it up to par with the other four it needs to have its drawback softened a bit. The most major drawback is the fact that it can be kited out of nos/neut range very easily, to alleviate that I suggest increasing the range on faction nos and neuts, overheated t2 scrams are currently the same range as a-type nos so even if you fit for bling you will still be kited halve the time by a ship fit much cheaper. Its dps is also so very low that I don't think the removal of the one light drone was necessary, I have lost to buffer fit ships simply because I could not kill them before I ran out of cap even though they where out of cap too
Quote CCP Fozzie: ... The days of balance and forget are over.
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Crazy KSK
Tsunami Cartel Cascade Imminent
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Posted - 2014.05.21 05:09:00 -
[29] - Quote
W0lf Crendraven wrote:Make up some rp **** for the cruor so it can get a double range bonus for its guns (is not in line, but the bhaal wasnt either for years), making it a lower dps and slower slicer with a web range bonus and powerfull anti tackle neuts (beef its cap up so it can actually run mwd/point/guns/web for a bit).
Not ideal, but makes it usefull. There just isnt anything you can do about the cruor, it is crap design wise since the blood raider stuff really doesnt fit frigates at all.
Or give it a neut and gun range bonus, making it a weaker malice( lowering the pay to win aspect of the at).
this is what I wanted the cruor to be initially but people said it would be op *shrug*
@Rise: since you are so obsessed to keep the cruors bonuses in line with the other blood raider ships how come the dramiel is allowed to keep its bonuses ? cause it works? no that can't be it the 90% web on the cruor worked better.
Quote CCP Fozzie: ... The days of balance and forget are over.
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