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Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Rowells
Unknown Soldiers Fidelas Constans
1633
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Posted - 2014.11.10 12:51:22 -
[1] - Quote
does the SMA work just like they do on other ships? module fittings and in space switching and such? |
Rowells
Unknown Soldiers Fidelas Constans
1633
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Posted - 2014.11.10 13:01:41 -
[2] - Quote
Do ships in SMA drop like normal loot when ship dies? |
Rowells
Unknown Soldiers Fidelas Constans
1634
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Posted - 2014.11.10 16:20:45 -
[3] - Quote
Emma Muutaras wrote:Its role bonus makes no sense you state its designed for high sec and give it a role bonus that cant be used in high sec unless im missing something you cant use bridges/jump in high sec
i was reading evenews24 and someone posted a idea about changing the role bonus to X reduction in mass when transiting through a wormhole.
This idea sounds good it will open the ship up to all areas from high to null and even wormhole space as not only a transport ship but a spearhead in a attack by moving in large amount of ships for a quick shock and awe strike its role bonus is standard for ships designated as "haulers" |
Rowells
Unknown Soldiers Fidelas Constans
1638
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Posted - 2014.11.10 16:37:07 -
[4] - Quote
Slevin-Kelevra wrote:CCP Rise wrote:Will probably give you guys updated numbers for HP and bonus change tomorrow, did want to address the jump fatigue generation thing which seems to be coming up a little bit at least.
Every 'hauler' in the game got this reduction because the fatigue change wasn't meant to hit logistics, this ship simply fits under that umbrella. It is not meant as any kind of special treatment or specific incentive to use it outside of high-sec. It's fine if that happens but I just wanted to point out that it's a role based bonus and that's all. however unlike haulers this carries fitted ships, making it more like a carrier than a hauler, just saying. except the vast difference between the two. So, not more like a carrier, but more like a hauler. |
Rowells
Unknown Soldiers Fidelas Constans
1638
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Posted - 2014.11.10 16:51:42 -
[5] - Quote
just remember, with highsec ganking being very focused on specific ships and fits, you can tank specifically for those damage types to increase survivability. If you notice gankers changing ships, switch tank. Gankers using split doctrines? back to omni tank, but with higher survivability due to less effective damage.
Not a guarantee (nothing ever is) but definitely an option. |
Rowells
Unknown Soldiers Fidelas Constans
1638
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Posted - 2014.11.10 17:31:53 -
[6] - Quote
Kassasis Dakkstromri wrote:CCP Rise wrote:Will probably give you guys updated numbers for HP and bonus change tomorrow, did want to address the jump fatigue generation thing which seems to be coming up a little bit at least.
Every 'hauler' in the game got this reduction because the fatigue change wasn't meant to hit logistics, this ship simply fits under that umbrella. It is not meant as any kind of special treatment or specific incentive to use it outside of high-sec. It's fine if that happens but I just wanted to point out that it's a role based bonus and that's all. SO not true CCP Rise - it was only after tons of screaming and 404 pages that CCP Greyscale backed off a bit and gave in about JF's and logistics. Anyway that aside - very excited to see this ship enter game and the opportunities and content it will generate! .... so where's that image of the ship you were looking for? They gave the 90% to JF/Rorqual in the original proposal. They decided to break uniformity. So it went both ways. |
Rowells
Unknown Soldiers Fidelas Constans
1639
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Posted - 2014.11.10 18:18:10 -
[7] - Quote
Paynus Maiassus wrote:Yes, after reading some posts, please removed the jump fatigue reduction. Can't have null guys Titan bridging these things everywhere. These are high sec ships, or ships to be used locally in deep blue space like freighters are used in null (with the exception of their moving gigantic system upgrades around by Titan bridging - something that needs to change). And same goes for a T2 version for moving caps that I suggested a few posts back.
Actually, these things should have a role penalty that makes them generate 10 times MORE fatigue. Especially for any future version that might move capital ships - lore reason would be that if a ship is cyno'd that contains active jump/gate drives, the space-time continuum gets messed up or something. Kinda like John Malkovich going through his own portal. god forbid they use 2+ titans to move 3 BS around while the guy in a JF is moving more unfitted ones around with greater range and less risk. |
Rowells
Unknown Soldiers Fidelas Constans
1639
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Posted - 2014.11.10 18:20:20 -
[8] - Quote
Jean Luc Lemmont wrote:it's actually harmful since it increases the unmodified time it takes you to get into warp. I agree agility would be more useful, but max speed has no direct affect on align time. |
Rowells
Unknown Soldiers Fidelas Constans
1640
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Posted - 2014.11.10 18:43:06 -
[9] - Quote
Paynus Maiassus wrote:Rowells wrote:Paynus Maiassus wrote:Yes, after reading some posts, please removed the jump fatigue reduction. Can't have null guys Titan bridging these things everywhere. These are high sec ships, or ships to be used locally in deep blue space like freighters are used in null (with the exception of their moving gigantic system upgrades around by Titan bridging - something that needs to change). And same goes for a T2 version for moving caps that I suggested a few posts back.
Actually, these things should have a role penalty that makes them generate 10 times MORE fatigue. Especially for any future version that might move capital ships - lore reason would be that if a ship is cyno'd that contains active jump/gate drives, the space-time continuum gets messed up or something. Kinda like John Malkovich going through his own portal. god forbid they use 2+ titans to move 3 BS around while the guy in a JF is moving more unfitted ones around with greater range and less risk. If you'll read back a bit I am trying to ensure that these ships are set up conceptually to be locked into a specific role in the hope that one day CCP may consider a T2 version of the ship that can move fitted caps. I'm just trying to ensure that the concept of a fitted ship mover is established from the beginning so if they want to play with and expand upon it in the future they can confidently do so. Also, everybody is just thinking of this thing in terms of 3 battleships. I am an industrialist who has previously in my eve career been tasked with providing 100 fitted Atrons to make available on alliance contract. Don't be so narrow-minded. These things will be doing more than just moving 3 battleships. Given that there is a fairly large potential use for these things, I think their role should be firmly cemented as high sec non-bridged movers from the beginning. It is a very straight-forward role to begin with. Large SMA to carry fitted ships. the 90% fatigue is not specific to the role of the SMA, but rather as the blanket bonus to haulers in general. Removing it does not mean there will be a T2 version later with a 90% bonus. It wouldnt be worth the extra cost for simply that single bonus, considering the extremely nice use it would have. And considering the only other T2 capital has a jump drive with reduction in cargo, it is in a perfectly fine place to improve should they decide to add it. It wouldn't make sense to cut features your willing to have now, simply to add them later.
and I'm not sure what you mean narrow minded. If 3 BS = 100 frigates then fine. The same idea applies to JF. I could supply the same amount to a JF cargohold with better benefits and much less hassle/investment. Your idea would add needless restrictions to be lifted later, or to not address the already existing methods which are existing now. It becomes needless and ineffective restriction on this ship. |
Rowells
Unknown Soldiers Fidelas Constans
1640
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Posted - 2014.11.10 18:52:04 -
[10] - Quote
Jean Luc Lemmont wrote:Rowells wrote:Jean Luc Lemmont wrote:it's actually harmful since it increases the unmodified time it takes you to get into warp. I agree agility would be more useful, but max speed has no direct affect on align time. Doesn't it take you more time to reach 75% of your max as your max increases, or does the acceleration also rise so that the overall time stays the same? Genuinely curious. agility is a representaion of how long it takes to reach max speed (factoring in mass). Thats why the new higgs rigs only affect agility +10% (because agility bonus was greater than mass adittion) even though max speed was reduced by 75%.
If i fit argo expanders to one interceptor and overdirves to another, align time should be the same, even with vast difference in top speed. |
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Rowells
Unknown Soldiers Fidelas Constans
1641
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Posted - 2014.11.10 20:09:31 -
[11] - Quote
and we chose not to name them ferries because? |
Rowells
Unknown Soldiers Fidelas Constans
1643
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Posted - 2014.11.10 20:30:31 -
[12] - Quote
Querns wrote:Arguments re: fatigue in this thread are funny because they imply that fatigue reduction is tantamount to the complete elimination of fatigue in general. This is patently false GÇö even fatigue bonused ships must wait before jumping, and have their ability to travel significantly hampered by fatigue. Don't believe me? Go do a jump freighter run on Serenity right now, and then do one on Tranquility later. How do I get on serenity. I must know. I've always wanted to meet the Chinese players. |
Rowells
Unknown Soldiers Fidelas Constans
1648
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Posted - 2014.11.10 21:59:46 -
[13] - Quote
afkalt wrote:Querns wrote:Arguments re: fatigue in this thread are funny because they imply that fatigue reduction is tantamount to the complete elimination of fatigue in general. This is patently false GÇö even fatigue bonused ships must wait before jumping, and have their ability to travel significantly hampered by fatigue. Don't believe me? Go do a jump freighter run on Serenity right now, and then do one on Tranquility later. I don't doubt you, what I dislike is the undermining the message of the mechanic - why add more bonused hulls? At all? Even taking you at your word (and I do, for clarity) there is almost no POINT in it being bonused. They are trying to limit projection and teleporting around the map - what message does the first new hull since the change having a reduction bonus send? By their own admission, it is a high sec intended vessel - what harm would it not being fatigue reduced bring? Particularly if they are as useless as you've shown for rapid deployment? Then the message of "teleporting travel is dying" is retained. Lady Rift wrote:To assume that they didn't know about this ship when making the jump changes where made is stupid. They showed the ship off at eve Vegas before the jump changes went into effect You miss my point - I wasn't talking about the devs, I was talking about null logistics chains - you cannot cry about the "removal" of something you never had. That would be like moaning about ABCs "losing" MMJDs. If a new ship is added without reduction bonuses, how can you reasonably state that breaks current logistic chains? it sends a message of uniformity. They extended the 90% to industrials after the players brought up the major impact it would have on logistics without introducing a viable method to replace it at home. Allowing the bnus to stay opens up content for those willing to to find niche uses and put up more risk than the average player. Its needlessly restrictive. Just because major alliances won't be using these en masse does not mean individual players or smaller groups wont find purpose in them. When the rest of industrial ships lose their bonus (when nullsec finds itself with basic sustainability) then it will be reasonable to desire the mechanic removed. Its possible abuses are very limited, but its benefits could be found useful in certain edge cases. |
Rowells
Unknown Soldiers Fidelas Constans
1648
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Posted - 2014.11.10 22:03:35 -
[14] - Quote
Celly S wrote:Santa Spirit wrote:CCP Rise wrote:John Ratcliffe wrote:Well where's the picture? Stats are obviously useful, but I want to see what it looks like.
Happy with the Mids - pop a prop mod on there for faster warp engagement. I'll be getting one for sure. I'll actually go look for a picture for you, there must be one around here somewhere. edit: bad news =/ art says no WIP pictures so I guess you have to wait a week or two for it to show up on Sisi. I saw it though and it looks amazing, if that helps. doesn't the speed bonus simply mean that as you increase it's stats by skilling it higher, you also increase the amount of time it takes to get into warp? just saying. :P Santa SEE? even Santa knows that's a bad idea LOL o/ Santa Celly Smunt Thats not how top speed and agility works unfortunately. Align speed (agility) is independent of speed. |
Rowells
Unknown Soldiers Fidelas Constans
1648
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Posted - 2014.11.10 22:12:09 -
[15] - Quote
Celly S wrote:Rowells wrote: Thats not how top speed and agility works unfortunately. Align speed (agility) is independent of speed.
The higher a ship's max speed is, the faster it has to be going for the warp drive to kick in. The max speed bonus should be replaced with an agility bonus IMHO :) Celly Smunt I agree the agility bonus would be better, but the max speed has no affect on agility. Only mass and inertia modifier. if you take two interceptors and fit one with cargo ecpanders (slower speed) and one with overdrives (higher speed) align time is the same. That is the purpose behind using 100mn MWD on capitals to get into warp faster.
E: technically yes, the warp drive minimum speed is increased, but the time to reach that speed is unchanged. |
Rowells
Unknown Soldiers Fidelas Constans
1648
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Posted - 2014.11.10 22:24:46 -
[16] - Quote
Celly S wrote:Rowells wrote:Celly S wrote:Rowells wrote: Thats not how top speed and agility works unfortunately. Align speed (agility) is independent of speed.
The higher a ship's max speed is, the faster it has to be going for the warp drive to kick in. The max speed bonus should be replaced with an agility bonus IMHO :) Celly Smunt I agree the agility bonus would be better, but the max speed has no affect on agility. Only mass and inertia modifier. if you take two interceptors and fit one with cargo ecpanders (slower speed) and one with overdrives (higher speed) align time is the same. That is the purpose behind using 100mn MWD on capitals to get into warp faster. E: technically yes, the warp drive minimum speed is increased, but the time to reach that speed is unchanged. I never said it did, I simply commented on Santa's post/question about the result of a higher max speed being taking longer to go into warp, which is a bad idea in my opinion and evidently in his as well. o/ Celly Smunt PS. not talking about the mwd trick, just base ships only differing in the pilot's skills. I'm trying to tell you that higher speed =\= longer time to get into warp |
Rowells
Unknown Soldiers Fidelas Constans
1648
|
Posted - 2014.11.10 22:51:23 -
[17] - Quote
Riikard Thexder wrote:So it is effectively a JF with more cargo room? How far can it jump because if it is only as far as a carrier...might as well use a carrier. If on the other hand its cargo was a lot more then 3 fitted BS say 4-5 then I could see it being used.
That being said...any new ships are welcomed There is no jump drive |
Rowells
Unknown Soldiers Fidelas Constans
1661
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Posted - 2014.11.11 18:58:09 -
[18] - Quote
Valterra Craven wrote:because criminal activity should in no way be possible to be a permanent career. Why? |
Rowells
Unknown Soldiers Fidelas Constans
1662
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Posted - 2014.11.11 19:28:10 -
[19] - Quote
Valterra Craven wrote:Rowells wrote:Valterra Craven wrote:because criminal activity should in no way be possible to be a permanent career. Why? Then on the flip, why shouldn't it be that way? I'm sorry, no. I don't have to explain why someones preferred career is enjoyable. Thats a major aspect as to why to keep it around. Good try flipping the question on me.
So back to you. I'll elaborate as well. For what reasons, should a criminal career option be removed from Eve? Why should an RPG remove the 'R'? How can you justify entirely removing a major part of Eve, and in fact an aspect along the lines I remember signing up for? Granted, I found something else along the way.
So, I ask for the second time. Why? |
Rowells
Unknown Soldiers Fidelas Constans
1662
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Posted - 2014.11.11 19:29:48 -
[20] - Quote
Valterra Craven wrote:Now come back to me when you've run the numbers for people that are not caught after repeatedly doing the same activity for decades or more. Keep in mind that those numbers are for all crimes, which a lot of them could be once or a few times. Maybe you could supply those numbers then? Or do you not have them? |
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Rowells
Unknown Soldiers Fidelas Constans
1662
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Posted - 2014.11.11 20:03:16 -
[21] - Quote
Valterra Craven wrote:Rowells wrote:Valterra Craven wrote:Rowells wrote:Valterra Craven wrote:because criminal activity should in no way be possible to be a permanent career. Why? Then on the flip, why shouldn't it be that way? I'm sorry, no. I don't have to explain why someones preferred career is enjoyable. Thats a major aspect as to why to keep it around. Good try flipping the question on me. Sorry, but that's not how debates work. I've offered an argument with supporting evidence as to why something shouldn't be a certain way. If you want to make a point other than just to say you are wrong, then go ahead, but otherwise I'm not interested in anything else. No. YOU offered argument so YOU have to support it. I am in no way obligated to make conjectures off of a very simple statement.
So apparently YOU don't know how debates work. Maybe you should read up on how to form arguments. And no you have not supported your argument as to why "criminal activity should in no way be possible to be a permanent career". The arguments previous were about ganking and the risks and reward etc etc etc. It is still your prerogative to explain yourself. You don't have to, but don't expect anyone to take you seriously afterwords.
Here's a quick breakdown of the child games you just tried to pull:
A makes a statement B asks him to explain it A says B should explain why not B says I asked you first A withdraws from argument with a parting statement of "i dont have to" B swigs more whiskey to abate the growing headache, even though it is only 1 in the afternoon |
Rowells
Unknown Soldiers Fidelas Constans
1664
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Posted - 2014.11.11 20:26:27 -
[22] - Quote
Valterra Craven wrote:Rowells wrote: No. YOU offered argument so YOU have to support it. I am in no way obligated to make conjectures off of a very simple statement.
So apparently YOU don't know how debates work. Maybe you should read up on how to form arguments. And no you have not supported your argument as to why "criminal activity should in no way be possible to be a permanent career". The arguments previous were about ganking and the risks and reward etc etc etc. It is still your prerogative to explain yourself. You don't have to, but don't expect anyone to take you seriously afterwords.
Here's a quick breakdown of the child games you just tried to pull:
A makes a statement B asks him to explain it A says B should explain why not B says I asked you first A withdraws from argument with a parting statement of "i dont have to" B swigs more whiskey to abate the growing headache, even though it is only 1 in the afternoon
My arguement is that hi sec ganking should not be a permanent career. My supporting evidence is that in today's world criminals are not given limitless chances to change their ways. Eventually courts say enough is enough. There's a reason that the the 3 strikes policy for criminals exists. That's what I said in my original post and thats what I've been arguing since. So I've made a modified version of what actually took place. A. Made a statement B. Gave supporting arguments C. People argued that this was naive and would break the game. D. I offered more examples as to why this wasn't naive and wouldn't break the game. You've done nothing of the sort. so good day. The conversation regarding why criminal gameplay should be removed is quoted 2 posts above you. And I read your previous arguments (at least for the 3 pages previous) and the argument had nothing to do with a total removal of criminal gameplay. The closest thing I found to an answer,"That being said, the fact that people can repeatedly kill ships in hi sec over and over again is stupid." And then your following story of how it doesnt work that way anywhere else (not exactly a 'why') and how it should be changed.
Why should ganking be punished harder? why should criminal gameplay become a PITA? Why should highsec become safer, by way of reducing the criminals ability?
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Rowells
Unknown Soldiers Fidelas Constans
1670
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Posted - 2014.11.13 08:13:08 -
[23] - Quote
ISD Dorrim Barstorlode wrote:Closed for a bit of fall cleaning. My thermometer would like to have a word with you... |
Rowells
Unknown Soldiers Fidelas Constans
1671
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Posted - 2014.11.14 01:56:05 -
[24] - Quote
Lady Rift wrote:baltec1 wrote:Lady Rift wrote:baltec1 wrote:Bertucio wrote:
Yeah - that's what I'm saying. If you spend a billion ISK on a freighter, than something around a billion ISK should be spent to take it down in hi-sec. .
There is a megathron in EVE worth around 5-10 trillion isk. Using your logic, this ship should have a tank greater than a fleet of titans. maybe only compare hull value and not mods That is the hull. The mods only come to a paltry few hundred billion. build cost then It still comes down to the idea that the more money you throw at it the safer it should be. |
Rowells
Unknown Soldiers Fidelas Constans
1679
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Posted - 2014.11.16 01:43:40 -
[25] - Quote
Rain6637 wrote:I feel bad for ORE. all the ships they build get owned. you'd think they'd start putting an emphasis on tank. But skiff.... |
Rowells
Unknown Soldiers Fidelas Constans
1688
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Posted - 2014.11.16 18:17:10 -
[26] - Quote
Celly S wrote:Sigh...
after being trolled or at best ridiculed for making this statement earlier, I am going to make it again.
Honestly, all that I see here with the requests for "drones for defense", "more ehp", more "fitting slots" and a high sec version of a carrier.
and by adding the "jump drive" request coupled with the reduction in fatigue that an "industrial" class ship gets is just an un-nerfed version of an existing carrier with a little larger sma and less drone damage.
so in null sec: force projection could still be somewhat more viable than what it is now with safely jumped sub caps for fighting pilots and a 90% reduction in fatigue to the bowhead pilot.
and in high sec; folks are wanting the ship to be virtually ungankable and honestly, that's neither realistic, nor is it true to the core of the game.
jmho
o/ Celly Smunt as to the first point, yes. In an extreme salutation where everything runs smoothly and no interference it could. The same way that it is currently done with moving fleets of freighters and industrials between staging points (it's not).
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Rowells
Unknown Soldiers Fidelas Constans
1694
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Posted - 2014.11.17 15:04:19 -
[27] - Quote
S'No Flake wrote:Jurico Elemenohpe wrote:ashley Eoner wrote:Nevyn Auscent wrote:Looking at some recent kills on Eve Kill Ark, 11 Catalysts. Obelisk 12 significant mix of Talos Brutix & Catalyst+ 1 KM stamper Charon 6 Talos + 1 newbie ship Charon 12 Talos, 4 Brutix + some random KM stampers.
So.... yea, lets stop with these delusions about 30+ people to kill a Freighter shall we Kaarous. Well I imagine he will argue that those people should of run maximum tanks had a webber a scout a booster and remote reps on site... Yeah, but the thing is you need that amount of people. And no, they don't need all those alts. Just web and scout. Note: that's a joke, I see freighters go through Uedama all the time. Someone should count the amount of freighters that don't get banked over a week and then average it out to hourly unganked freighters. So, if you need 3 characters, one for freighter one for web and one to scout... why would you even fly the bowhead instead of flying the 3 BSs at the same time? If your solo, don't stuff the shipp with all your goodies at once. If you are in a group, these things increase the amount of safety you can have and in turn, how many goodies you can stuff in said ship. |
Rowells
Unknown Soldiers Fidelas Constans
1699
|
Posted - 2014.11.17 23:42:21 -
[28] - Quote
Veers Belvar wrote:Kaarous Aldurald wrote:Veers Belvar wrote:It also forces the good guys to become the bad guys, and demonstrates that bumping is broken.
You're not a good guy. Nor is anyone who would call you a friend. And having to actually fight back is not broken, either. Forcing law abiding citizens to become criminals to defend themselves against criminals is broken. And yes, I am the good guys....I've never once committed a criminal act in the game. Keep trying. You might want to go tell that to about half of the americans. Massive chunk of them own guns for the sole purpose that they believe it is ultimately their responsibility to keep themselves and their friends/family safe. And this is modern society. No need to wait for a dystopian future . Although some would argue we are in one. You'll find them with the tinfoil on their head. |
Rowells
Unknown Soldiers Fidelas Constans
1699
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Posted - 2014.11.18 01:25:14 -
[29] - Quote
Ned Thomas wrote:Veers Belvar wrote:Bumping (a form of entrapment) is already a crime under US law. You owe me a new monitor because I spit my drink out laughing at this and I don't feel like cleaning it. I'm gonna start calling the cops every time a ****** hogs the hallway. |
Rowells
Unknown Soldiers Fidelas Constans
1716
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Posted - 2014.11.19 00:06:10 -
[30] - Quote
Zarnoo wrote:Love it.. An Ore freighter with no ore hold...
Hmm.. perhaps the name should be "ship freighter" ?
Z ORE as in the corporation. Which already has ship holds on its only two capitals. And no ore hold in its only two industrials. |
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Rowells
Unknown Soldiers Fidelas Constans
1745
|
Posted - 2014.11.25 00:06:45 -
[31] - Quote
Dwissi wrote:Because the ship with fatigue bonus will just eliminate certain aspects of the jump changes - which isn't the purpose of it. I read and watched the thread a long time and more and more it went into the usual direction: change stuff to the good of null players mainly. Capitals are restricted as well can't be used in high sec - so having it the other way round for certain ships isn't a bad thing either. Except it won't. We already discussed this many pages back. It does nothing that can't be done already more efficiently in another ship. |
Rowells
Unknown Soldiers Fidelas Constans
1745
|
Posted - 2014.11.25 07:20:08 -
[32] - Quote
Dwissi wrote:Which is why no bonus would not change a thing if you would be right about it - but the reactions to the suggestion show already the opposite So, because this bonus will not enact the single scenario you have come up with, we need to stomp out any other potential uses before they happen? Because of a single scenario?
The reactions are more because of your terrible arguments. People disagreeing with you does not make you right. |
Rowells
Unknown Soldiers Fidelas Constans
1747
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Posted - 2014.11.25 17:43:23 -
[33] - Quote
Dwissi wrote:Rowells wrote:Dwissi wrote:Which is why no bonus would not change a thing if you would be right about it - but the reactions to the suggestion show already the opposite So, because this bonus will not enact the single scenario you have come up with, we need to stomp out any other potential uses before they happen? Because of a single scenario? The reactions are more because of your terrible arguments. People disagreeing with you does not make you right. I don't need to be right - i am simply stating one opinion in the pool of many. Removing the jump fatigue bonus will not change the ship itself but simply ensure that its main usage will not be as a null sec ship to circumvent other mechanics. Any other scenario you could think of remains untouched. And so far all the disagreement comes from the same coalition group only ;) I've explained this at least twice to you, no matter how you try to look at it, it does not circumvent any of the jump changes whatsoever. It doesnt carry any more ships or equipment than existing ships. So your argument that it will circumvent certain changes holds nothing.
And again, just because you didnt think of the scenario yourself doesnt mean someone will find use in it. So that means its not untouched. |
Rowells
Unknown Soldiers Fidelas Constans
1748
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Posted - 2014.11.25 23:00:44 -
[34] - Quote
Dwissi wrote:Rowells wrote:Dwissi wrote:Rowells wrote:Dwissi wrote:Which is why no bonus would not change a thing if you would be right about it - but the reactions to the suggestion show already the opposite So, because this bonus will not enact the single scenario you have come up with, we need to stomp out any other potential uses before they happen? Because of a single scenario? The reactions are more because of your terrible arguments. People disagreeing with you does not make you right. I don't need to be right - i am simply stating one opinion in the pool of many. Removing the jump fatigue bonus will not change the ship itself but simply ensure that its main usage will not be as a null sec ship to circumvent other mechanics. Any other scenario you could think of remains untouched. And so far all the disagreement comes from the same coalition group only ;) I've explained this at least twice to you, no matter how you try to look at it, it does not circumvent any of the jump changes whatsoever. It doesnt carry any more ships or equipment than existing ships. So your argument that it will circumvent certain changes holds nothing. And again, just because you didnt think of the scenario yourself doesnt mean someone will find use in it. So that means its not untouched. You did not explain anything - you stated your opinion - which i simply dont share. I have explained numerous times in this thread, and others have as well. And I explained to you already, what does this ship do so well that any other ship can't do already? |
Rowells
Unknown Soldiers Fidelas Constans
1777
|
Posted - 2014.12.03 01:51:54 -
[35] - Quote
crachdown wrote:don't know if this have been said or not but...
on sisi it say you need 75 capital cargo bays to build the ship
wouldn't it make more sense for the bp to use capital ship maintenance bays instead
just saying it's a ship shipping ships I don't believe they updated that yet. Afaik they just copy-pasted the obelisk stats and adjusted from there. |
Rowells
Unknown Soldiers Fidelas Constans
1777
|
Posted - 2014.12.03 01:53:25 -
[36] - Quote
LCPL SERENITY wrote:CCP Rise should we expect to see a non Jump drive version that increases the ship maintenance array capacity? This being that you can not use a cyno in highsec. The Jump drive seams like a waste for non lowsec / null / WH players. There is no jump drive. |
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