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Thread Statistics | Show CCP posts - 10 post(s) |
TrouserDeagle
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676
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Posted - 2014.05.12 21:01:00 -
[1] - Quote
0/10
another caldari+gallente line they look stupid kiting is dumb faster missiles are good, but something you should be putting on all slow missiles, not a ship bonus tackle range bonuses are horrible and broken, please stop |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
677
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Posted - 2014.05.12 21:27:00 -
[2] - Quote
Iam Widdershins wrote:ZecsMarquis wrote:Overall pretty disappointed with the battleship stats. No application bonus hurts it big time, even for cruise though not as bad. I'll buy one and when it pops I will not buy another. Hopefully we get a revision on this. Nerf the RoF, give it one less launcher do what you have to do but it needed a damage application bonus. I say let the damage application sort itself out, just make the raw damage really high. Practically every other missile ship has an application bonus already, and halved flight time on +50% range missiles is already pretty nifty. All this ship needs is some earth-shaking damage output to make it truly relevant. 1080 DPS with faction torpedoes is not 'really high'.
shame they need to reload every 5 seconds and you can only carry about 20 torpedoes in your cargo |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
677
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Posted - 2014.05.12 21:43:00 -
[3] - Quote
Xequecal wrote:1. That frigate is more overpowered than the pre-nerf Dramiel. Holy ****. Who the hell thought it was a good idea to take the Crow, add a fitting slot, increase the missile damage by 33%, give it omni-damage potential, and then give it a 14km scram?
2. Why would I ever fly that battleship when the Rattlesnake exists?
3. Please add more agents. The current Mordus agents are in the MoA home system, with VFK-IV being 3 jumps away. You'll have dozens to hundreds of hostiles to deal with trying to mission here, no matter what corp you're in.
CCP actually seriously thinks that light missiles are not overpowered |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
680
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Posted - 2014.05.12 22:12:00 -
[4] - Quote
Flyinghotpocket wrote:kiting missile ships. boring. this is the probably the least interesting race to start with.
should have started with EOM. black amarr ships that shoot hybrids.
would have been more interesting.
what would be interesting is if they re-did SOE ships to not be cloaking pve ships with laser cap usage bonuses and no lowslots. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
680
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Posted - 2014.05.12 22:17:00 -
[5] - Quote
Maximus Craw wrote:A bit of excel EFT with a near max skills character:
you're not very good at frigates, are you |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
680
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Posted - 2014.05.12 22:37:00 -
[6] - Quote
Gorski Car wrote:TrouserDeagle wrote:Flyinghotpocket wrote:kiting missile ships. boring. this is the probably the least interesting race to start with.
should have started with EOM. black amarr ships that shoot hybrids.
would have been more interesting. what would be interesting is if they re-did SOE ships to not be cloaking pve ships with laser cap usage bonuses and no lowslots. Would be even more interesting if you git gud
you |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
682
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Posted - 2014.05.13 07:47:00 -
[7] - Quote
Zamyslinski wrote:20% scram range bonus please, the 10% is sooo meh
or make it 20% to scram 10% to disruptor...
hoped for a adrestia like ship with much less speed and dps but that defensive scram :(
Without it i dont see much use for the criuser and 100mn tengu will still be better in that price range
10% is OP |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
682
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Posted - 2014.05.13 11:11:00 -
[8] - Quote
Mournful Conciousness wrote: Prediction: either: - these ships will be nerfed within 2 weeks, or - no-one will fly anything else, ever.
sounds like T3s, and they haven't been nerfed ever, and apparently aren't going to be. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
682
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Posted - 2014.05.14 07:23:00 -
[9] - Quote
Arthur Aihaken wrote:Enough whining and EFT warrioring... Can we get back to discussing a slightly increased damage modifier for the Barghest, from 5% per level to 7.5% per level? And what about dropping the signature radius on the "stealth" ships by a few %? Here's a wicked idea for these ships: Give them a +750% role bonus to ship maximum velocity when using cloaking devices (so they're actually faster cloaked).
no |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
683
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Posted - 2014.05.14 07:45:00 -
[10] - Quote
Dave Stark wrote:i love all the "it has no counter" posts when i'm pretty sure grath pointed out about 20 pages ago the obvious and common counter to these ships. ( hint: he said sensor damps)
sensor damps are a counter to everything though, if you're willing to use 1 specialist dampening ship per thing you're trying to counter. also this doesn't even work if it's vs the frigate because FOFs. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
684
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Posted - 2014.05.14 15:36:00 -
[11] - Quote
Vulfen wrote:Gustav Mannfred wrote: Another suggestion is to remove one launcher slot on the barghest, but increase the missile damage bonus to 12.5% per level, so it then has 10.05 effective launchers (now it has 8.75), then remove 2 hi-slots and add one med and low slot (6/7/7 slot layout). This allows to choose the tank and still do good damage. For example mission runners would fly this ship more with shield tank and use the low slots for capacitor modules and pvp pilots will fly that ship more with armor tank and use the mids for a lot of ewar/support modules.
I cant agree with 7 mids on this ship, the 6 midsetup is fine, but another low is required
you aren't supposed to to armour tank it |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
686
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Posted - 2014.05.15 01:58:00 -
[12] - Quote
do you guys not realise that you can already make overpowered light missile kiting crows, condors and hookbills? this isn't particularly better than them. it's the weapon system that needs the nerf, and unbonused ewar and links. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
694
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Posted - 2014.05.18 16:58:00 -
[13] - Quote
Xequecal wrote:Yeah, the frigate is overpowered, the cruiser is honestly pretty fair, because 60km point is pretty good even if you can't really apply much damage. The main problem with it is going to be the price tag. Faction light missiles have an exp radius of 30 so the only thing that can get under that is armor tanked, sig-bloom boosted frigates.
it's overpowered only because it uses light missiles. just like all the other light missile ships. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
699
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Posted - 2014.05.19 20:07:00 -
[14] - Quote
Arthur Aihaken wrote:Flyinghotpocket wrote:YOU WILL WITH THIS CRUISER STUPID. Volume control. Use it (and try not to be so rude, not everyone has had great experience with rapid light missile launchers).
do slightly larger letters cause you major discomfort? |
TrouserDeagle
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703
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Posted - 2014.05.21 18:12:00 -
[15] - Quote
Zamyslinski wrote:CCP rise you told me in the rapid missile thread you goin to look into issues with heavy missile damage aplication.
Any news yet?
is he going to look into overpoweredness issues with light missiles by any chance? |
TrouserDeagle
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Posted - 2014.05.22 05:33:00 -
[16] - Quote
missiles are fine, fix links. also full speed mwd provides damage reduction. |
TrouserDeagle
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706
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Posted - 2014.05.22 07:38:00 -
[17] - Quote
ZecsMarquis wrote: Sniping cruise fits are a whole other story of course. The delayed damage is just the role in that case. For brawling however the only real crux is applied damage for anything but a light missile in all honesty. Cruise are probably in the right place as well but nothing unguided for sure, excluding regular heavies which most of the populous agrees on.
I find the problem with torps is more their short range, low velocity and terrible ammo size/launcher capacity/amount of reloading.
I don't know how much consideration this is given in balancing stats, but using torps, I'm reloading constantly. High tier railguns are pretty close I guess, but all the other turrets seem to just fire forever. you can't really fit any torps in your cargo, so just shrinking the charge a bit would fix the amount of reloading, and allow my raven to carry 16 different ammo varieties plus cap boosters.
I think the populace is just terrible, heavies are alright if you use their range. I think they were in the right place before the medium LR turret buff. |
TrouserDeagle
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Posted - 2014.05.22 07:53:00 -
[18] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:I find the problem with torps is more their short range, low velocity and terrible ammo size/launcher capacity/amount of reloading.
I don't know how much consideration this is given in balancing stats, but using torps, I'm reloading constantly. High tier railguns are pretty close I guess, but all the other turrets seem to just fire forever. you can't really fit any torps in your cargo, so just shrinking the charge a bit would fix the amount of reloading, and allow my raven to carry 16 different ammo varieties plus cap boosters.
I think the populace is just terrible, heavies are alright if you use their range. I think they were in the right place before the medium LR turret buff. Torpedoes are kind of in a weird place, with less ammunition capacity and a higher rate of fire. With the Barghest they should have relatively decent range - especially with the use of hydraulic rigs and a +5 implant (39.1km for T2 Rage with V skills). This configuration also deals a fairly impressive alpha of over 10,600 damage. Torpedo velocity should be somewhere in the 10,000m/sec range on the Barghest, making it much more feasible for a torpedo setup.
they have the same base range as heavy assault missiles, it makes no sense. and yeah, it just seems silly to have a ship whose bonuses compensate for the awful unusable badness of a weapon system, rather than just fixing the weapon system. a typhoon has no such range bonus, so it seriously actually gets 20km range. |
TrouserDeagle
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Posted - 2014.05.22 08:16:00 -
[19] - Quote
drop the tackle range bonus for it |
TrouserDeagle
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711
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Posted - 2014.05.23 11:11:00 -
[20] - Quote
ahahaha highsec |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
711
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Posted - 2014.05.23 13:13:00 -
[21] - Quote
Garviel Tarrant wrote:Question.. What ship in this game can kill a linky Orthus 1v1? And i mean kill, not just chase away. Because i can't think of any ship that has a chance in hell of doing that.
eh. it's like asking what ship can kill an aligned ABC, there's no way to actually do it. even when you're fitted for catching kitescum, you're still slower, and they can always just play defensively enough to escape, at the cost of getting kills sometimes. except when they have a 50% scram range bonus, I guess they can just do whatever and escape everything and be immune to tackle without effort. |
TrouserDeagle
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Posted - 2014.05.23 15:23:00 -
[22] - Quote
Sniper Smith wrote:Arthur Aihaken wrote:Caleb Seremshur wrote:Why is everyone talking about torp barghest when clearly the answer is RHML barghest? Because 15km/sec torpedoes have a certain appeal to them. And because Torps are the BS grade DPS Missile.. they should find a way to make them not.. you know.. suck. Be it in general, or at least on this ship :)
I think I'd prefer in general over only on a stupidly expensive special snowflake running-away ship |
TrouserDeagle
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Posted - 2014.05.23 15:26:00 -
[23] - Quote
Kagura Nikon wrote:TrouserDeagle wrote:ahahaha highsec hahah people that do nto have a real life and can be everyday online in eve and not run the risk of being sent in a work travel and unable to log in for 3 weeks therefore not being wise to live in 0.0 where things change so fast. Stop being arrogant, because it just shows of your ignorance...
lol 0.0 |
TrouserDeagle
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711
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Posted - 2014.05.24 16:54:00 -
[24] - Quote
Arthur Aihaken wrote:Seriously CCP, what do we have to do to engage you in the other half of the "discussion" of features and ideas? If we raise a valid point, at least some acknowledgement would be appreciated - even it's not something that can be immediately implemented. And while we also understand that you can't adopt every idea, even a short explanation why or a simple "no" goes a long way. So to re-cap, here is a short list of points raised with the Barghest:
GÇó The warp disruption range bonus really isn't well-suited to the Barghest, so if it must remain - some type of damage application bonus as an additional role bonus (Nestor = precedent) would be preferable. A 25% missile explosion radius bonus would probably make the most sense and tie-in with the Caldari (unless you want to add a 25% missile explosion velocity bonus as part of an additional Minmatar racial skill). GÇó The damage bonus is a bit underwhelming. It's almost as if the Barghest was planned for 8 launchers and 1 dropped at the last minute. Adding that 8th launcher back in would really address all concerns - including asymmetrical launchers. The last point is really a sticking issue from an aesthetics standpoint and I'm not sure why it can't be addressed. Also, with 8 launchers damage application is no longer really an issue - so the previous point could be voided. GÇó The capacitor could stand a bit of a boost to the recharge.
why do you believe that this ship should have better missile tracking than other missile battleships? |
TrouserDeagle
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Posted - 2014.05.25 11:57:00 -
[25] - Quote
Arthur Aihaken wrote:Caleb Seremshur wrote:Not to mention your average 1600 dps vindi doesn't really quite have the pure range of a missile thrower. There's a huge difference between being able to actually apply 1600dps with a Vindicator and a theoretical 1000-1200dps on a Barghest with torpedoes. Inferring that missiles can deliver 100% damage application over long distances without the use of rigors, flares, target painters and webs is an oversimplification and doesn't take into consideration the various missile mechanics.
kind of like the 1600 dps vindicator without using the equivalent of about 10 webs |
TrouserDeagle
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Posted - 2014.05.25 16:21:00 -
[26] - Quote
Hagika wrote:TrouserDeagle wrote:Arthur Aihaken wrote:Caleb Seremshur wrote:Not to mention your average 1600 dps vindi doesn't really quite have the pure range of a missile thrower. There's a huge difference between being able to actually apply 1600dps with a Vindicator and a theoretical 1000-1200dps on a Barghest with torpedoes. Inferring that missiles can deliver 100% damage application over long distances without the use of rigors, flares, target painters and webs is an oversimplification and doesn't take into consideration the various missile mechanics. kind of like the 1600 dps vindicator without using the equivalent of about 10 webs The vindi web bonus makes it hit anything really well. Factor in that it eat,sleeps and ***** out damage on top of an amazing drone bay makes it a killing machine that people do not take it on solo. Because of the issue with missiles taking longer to apply damage and not being able to apply them nearly as well as gun ships is a perfect reason why the Barg needs alot more damage. Not only that, the Barg doesnt have the same drone bandwith as the vindi. I am all for the Barg losing the warp disruption bonus for a application bonus, but regardless it needs alot more damage.
the actual 'issue' is that webs, especially 90% webs, are far too powerful. |
TrouserDeagle
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Posted - 2014.05.25 18:07:00 -
[27] - Quote
Sniper Smith wrote:TrouserDeagle wrote:the actual 'issue' is that webs, especially 90% webs, are far too powerful. Riiight.. That's why Eve Kill is nothing but ships killed by Vindicators.. Worst thing about 90% web Vindi is there's no counter to it.. Except keeping range, cap warfare, e-war, and the ever present blob. Seriously.. CCP Devs have already said point blank it's not going.. and that they feel it's current implementation on Serpentis ships is working as intended. Time to find something new to harp on :p
I like this argument, it always shows up, despite being laughable. same with the ''just use neuts/ecm/damps!" one.
CCP pussied out massively when they chose not to remove it. I'm pretty sure they actually said in another thread at some point in the past that it's broken, but in their usual way of trying to avoid controversy and making people mad with ship rebalancing, they decided to just do noting instead. |
TrouserDeagle
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Posted - 2014.05.25 20:21:00 -
[28] - Quote
Flyinghotpocket wrote: it is a good idea. they wont remove 90% tho because not only is evekill mostly vindi's i would also say that 90% of youtube eve footage is of some tard in a daredevil, vigilant or vindicator 'solo'ing with links pills bla bla bla against nullbears or lowsec or eve highsec because its effective everywhere.
i was happy when rise said they were gonna get rid of the 90% so that dreads can blap in lowsec with small gangs, and then they wimped out and kept the OP 1million dps ships with 90% and the other race that had 90% looses it cuz hey youtube gets us customers. And whats on youtube? serpentis "solo"
dreads will still be broken even without 90% webs, just a bit less. |
TrouserDeagle
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Posted - 2014.05.25 21:01:00 -
[29] - Quote
Cordo Draken wrote: Seriously? All your arguments show your IQ to be surprisingly Low. Do you walk on all fours too?
ur mum was on all fours last night m8 :^) |
TrouserDeagle
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Posted - 2014.05.25 23:12:00 -
[30] - Quote
Arthur Aihaken wrote:Harvey James wrote:attack line - is low tank but fast good projection Have you run the actual damage application numbers? They're abysmal...
elaborate, because I think you're wrong |
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TrouserDeagle
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Posted - 2014.05.25 23:17:00 -
[31] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:elaborate, because I think you're wrong Sure, give me a weapon system to compare on the Barghest vs. another hull.
are you baiting me or something? cruise missiles and torps obviously. |
TrouserDeagle
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Posted - 2014.05.25 23:21:00 -
[32] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:are you baiting me or something? cruise missiles and torps obviously. Nope. Cruise missiles and torpedoes, check (will do Faction as well as T2). Which hull(s) would you like a comparison against the Barghest?
I am able to run the numbers myself, what I'm asking you is your idea of what the comparison should be - to post the numbers that you are saying are low. what do you think it should be able to hit that it cannot. |
TrouserDeagle
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Posted - 2014.05.25 23:27:00 -
[33] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:I am able to run the numbers myself, what I'm asking you is your idea of what the comparison should be - to post the numbers that you are saying are low. what do you think it should be able to hit that it cannot. A fair comparison would seem to be with the Raven Navy Issue, Golem - possibly the Typhoon Fleet Issue? Missiles can hit anything, that's not the issue. But applying more than 50% of rated DPS without implants, full rigors and a pair of target painters is going to be a challenge.
fitting a couple of tracking enhancing modules on your ship and having a couple of TPs somewhere in your gang is not asking much. not that you need that much to hit a battleship or bc. |
TrouserDeagle
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Posted - 2014.05.25 23:33:00 -
[34] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:fitting a couple of tracking enhancing modules on your ship and having a couple of TPs somewhere in your gang is not asking much. not that you need that much to hit a battleship or bc. If the crutch of your argument is that the Barghest is fine with all sorts of gang links and external EW, then you can stop right there because the same could be said of any ship. We're obviously looking at the ship on its own, whether in a PvE or PvP environment. This should have been fairly obvious at this stage of the discussion... And missiles don't have 'tracking enhancers'.
I'm going to call it tracking rather than whatever it actually is, because there isn't a word. and 'all sorts of gang links and external EW' sounds like an exaggeration. you need I think standard crash and a TP to hit battleships for full damage. if not, it's that plus a rigor. what is unreasonable about that, when the TP benefits the entire gang and is something you should have anyway? |
TrouserDeagle
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Posted - 2014.05.25 23:38:00 -
[35] - Quote
Arthur Aihaken wrote:TrouserDeagle wrote:I'm going to call it tracking rather than whatever it actually is, because there isn't a word. and 'all sorts of gang links and external EW' sounds like an exaggeration. you need I think standard crash and a TP to hit battleships for full damage. if not, it's that plus a rigor. what is unreasonable about that, when the TP benefits the entire gang and is something you should have anyway? There's no word for it because it doesn't exist. You're obviously just trolling - welcome back to my block list.
what did I do |
TrouserDeagle
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Posted - 2014.05.25 23:49:00 -
[36] - Quote
Sniper Smith wrote:TrouserDeagle wrote:Arthur Aihaken wrote:TrouserDeagle wrote:fitting a couple of tracking enhancing modules on your ship and having a couple of TPs somewhere in your gang is not asking much. not that you need that much to hit a battleship or bc. If the crutch of your argument is that the Barghest is fine with all sorts of gang links and external EW, then you can stop right there because the same could be said of any ship. We're obviously looking at the ship on its own, whether in a PvE or PvP environment. This should have been fairly obvious at this stage of the discussion... And missiles don't have 'tracking enhancers'. I'm going to call it tracking rather than whatever it actually is, because there isn't a word. and 'all sorts of gang links and external EW' sounds like an exaggeration. you need I think standard crash and a TP to hit battleships for full damage. if not, it's that plus a rigor. what is unreasonable about that, when the TP benefits the entire gang and is something you should have anyway? The issue is, you don't need those on other ships.. and for sure don't need them on Pirate ships. Even without the webs, my Vindi can Full/Almost full damage to a BS, without any tracking mod's.. This can't.. CNR and Typhoon can, as they have the bonus. And needing drugs? Really? If you need to carry around drugs to make your ship able to do it's job, it's time to take a look at the ship.
I'm surprised that the bonus on the RNI/typhoon is all that apparently makes this bad in your opinion, because that's pretty much just a TP or half a web. I had expected you to go on about how missiles are terminally broken or something. for bonuses that can be replicated with modules, that's pretty weak.
so apparently blasters with a tracking bonus have good tracking. why would you ever not use drugs in your pirate faction battleship? it's about 3 mil per hour for standard crash. |
TrouserDeagle
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Posted - 2014.05.26 00:06:00 -
[37] - Quote
Arthur Aihaken wrote:Sniper Smith wrote:We've been talking Torpedos here for a while... Because why should I be using long range weapons on a ship with a bonus to scram range ? I should be able to use and apply my High DPS weapons.. Try your tests again with torps.. The only way the Barghest works with torpedos is as an armor fit and by sacrificing 4 of your mids for a pair of stasis webs and target painters. The +5 missile damage application implants are almost certainly required as well.
if you want to kill frigates, try flying a frigate or destroyer. |
TrouserDeagle
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Posted - 2014.05.26 00:14:00 -
[38] - Quote
Arthur Aihaken wrote:Garviel Tarrant wrote:Barghest has no issues applying to BC's.. Even a cruiser takes about 40% missile dps with 1 web and 1 tp... I think you've misunderstood. No one's saying that large missiles should apply 100% damage to cruisers or that large missiles should apply 100% damage with target painters and webs. What we are saying is that despite a higher overall DPS with the Barghest, the Raven Navy Issue can actually apply more damage (both with torpedos and cruise missiles).
that's not a bad thing though. |
TrouserDeagle
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Posted - 2014.05.26 00:16:00 -
[39] - Quote
Sniper Smith wrote:Garviel Tarrant wrote: Uhm its bonus also applies to long points..
And its ******** because the vindicator has broken webs and applies dps better than any other Bs in the game..
But sure on a BC with 1 web on it (Assuming that is allowed since you are counting on that for the vindi comparison) you do 80% dps
100% with web + tp
Again.. Is your arguement that you should be able to apply damage to cruisers without needing multiple webs/tp's? Because if so that is quite dumb. You seem to be considering this ship for PVE.. Its a ship with a scram bonus.. i suggest using it for pvp..
Actually, if you read my comparison, I said a Vindi WITHOUT Webs applies DPS better. And no, my Argument is that I should be able to do damage to BATTLESHIPS without multiple webs, TP's, and all my Rigs dedicated to the task with, which you do require with Torps. Also, your bonused point doesn't go out 200km either. But if you want to ignore a whole weapon system, then show me the other Pirate hull that only works with one half of it's grade of weapons.. Vindi is epic with Blasters, and still amazing with Rails. NM has insane damage application with Tach's, and that only goes up with Pulses. Arty and AC machs are both very common...
nightmare is trash with whatever you fit to it, and good luck with your beam laser bhaalgorn. |
TrouserDeagle
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Posted - 2014.05.26 00:26:00 -
[40] - Quote
Sniper Smith wrote:NM has among the best damage application in the game. And your Bhaal should be fitting neuts and NOS.. but even if you don't Tach's and Pulses have good base tracking and damage application, far better than Torp's do.
turret tracking bonuses are not very good on ships like this, you can replicate them with a single midslot module. tank or range bonuses are much more notable. nightmare's guns are seriously not special at all, except that you can fit tachs to it (lol amarr powergrid), which are pretty decent. in pulse mode it's not really doing much more than an abaddon can, in terms of shooting people. it's main selling point I guess is that it has 2 heavy neuts, which are cool, but their range (and cap lol) constraints don't really go with the ship. |
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TrouserDeagle
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Posted - 2014.05.26 10:37:00 -
[41] - Quote
Hagika wrote:TrouserDeagle wrote:Arthur Aihaken wrote:Garviel Tarrant wrote:Barghest has no issues applying to BC's.. Even a cruiser takes about 40% missile dps with 1 web and 1 tp... I think you've misunderstood. No one's saying that large missiles should apply 100% damage to cruisers or that large missiles should apply 100% damage with target painters and webs. What we are saying is that despite a higher overall DPS with the Barghest, the Raven Navy Issue can actually apply more damage (both with torpedos and cruise missiles). that's not a bad thing though. Yes it is..A navy ship that costs 400 mil, should not be a better ship in every aspect than a 1+ billion isk pirate missile boat. If you dont think thats bad, get your head checked. You are obviously a gun user and hate missiles to the point that you liked the idea of them being a crap weapon system.
you are obviously a highsec mission scrub if the increased speed, agility, missile velocity and ability to use a heavy neut are irrelevant to you. |
TrouserDeagle
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Posted - 2014.05.26 11:51:00 -
[42] - Quote
Hagika wrote: Yeah because pirate faction ships are used in pvp that often. Oh and my killboard doesnt scream high sec mission runner either Considering I usually reside in null with large alliances....Its a BS. any type of tackle with scram and web will take an already slower BS and make it go snail speed. That is the whole purpose of tackle. Speed and agility are null and void unless you are solo or fly against morons.
So Tank and Damage are king. I expected you to have known that as a pvper, but seems most of the other people care about the 2 major points of the ship..You are magically fascinated but speed and agility and can care less that its dps is that of a garbage T1 BS. A standard raven would be a better choice to fly over this, you will also save yourself almost a bill in isk after the loss.
lol this guy. I don't know where to start, except by mentioning that you're bad. |
TrouserDeagle
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Posted - 2014.05.30 14:40:00 -
[43] - Quote
Xequecal wrote:Kagura Nikon wrote:You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.
Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?
THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other. The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles. Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.
you know, it almost sounds like gang links are not the most balanced thing in eve. |
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