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Patch86
Di-Tron Heavy Industries
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Posted - 2006.10.20 13:20:00 -
[31]
Logisitics ships are only good for PvE at the moment, and thats just not right. They deffinatly need *something* doing to them, but I really don't know what.
People do sometimes use them as safe-spot-sitters, but carriers have sort of usurped that purpose. A hull repair module for them would be very cool, but it wouldn't make them any more viable for PvP.
Boosting their tank / decreasing their sig rad is an idea, and it *might* help in some circumstances, but as has already been pointed out, it would'nt make them any more useful in fleet ops, where tanking doesn't come into play. Would make them more handy as small gang ships though.
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Shiva Diva
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Posted - 2006.10.20 14:15:00 -
[32]
Edited by: Shiva Diva on 20/10/2006 14:17:33
Originally by: Denrace Oh, and NOBODY wants to play EVE sat gang boosting in a Safespot.
Well i do it perfectly well on my main, flying with 5 gang mods on my command ship (btw i can sit using 5 mods with 35% cap left indefinately) Sure its a POS hugger but the boost it gives the others in gang is well worth it. Besides thats why i trained a tackler alt to help fight.
As for Logistics ships, they suck, i own 2 and find them only helpfull at repairing/recharging pos. Id say they`d be better given a Gang mod slot, like a t1 bc.
BTW i vote for another Destroyer class that can use Gang mods, just to take part in fast moving wolfpacks.
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Kishti
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Posted - 2006.10.20 20:22:00 -
[33]
I think a cool ability for a logistics ship would be to give it the ability to change someone's modules in space. Make it take like 5 min or so to do it. This way, a good pvp crew could adapt in the field to enemie's tactics.
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.10.20 20:27:00 -
[34]
3 command mods = 1 medium armor rep running continuously. To get the "great tanks" you're talking about, you're talkingabout double armor reps, which means that cap demand is going to be more than 45cap/s, which is more than is practical on a command ship of any variety.
As a result of this, the role of the fleet command ship is to put 6 modules on and hang out with your semi-afk carrier pilots at your fleet's control tower in the system. Its real fun, let me tell you... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Alexander Knott
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Posted - 2006.10.20 20:27:00 -
[35]
I'm actually wondering if, with the impending nerf to WCS, if logistics ships shouldn't be given an inherent warp strength bonus, like blockade runners, so that they can warp out when they get targetted.
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Miranda Duvall
Gallente OPM Holdings
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Posted - 2006.10.20 20:49:00 -
[36]
I have an Eos setup with 4x cap recharger II in med (1 slot for AB or whatever), dual 'mediation' medium repper, 2x T2 active hardener, 1x energised hardener/membrane.
This is a great tank, but eats my cap (cap skills @ 4 and 5) to 40% stable. If I turn on AB or guns for longer then 30 seconds, my tank breaks (thank god for drones).
I havent tried fitting a gang module, but you dont have much cap left to play with.
A good tank (dual rep) AND several gang mods is not really attainable currently.
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