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travelingsales
Ars Caelestis Ascendant Frontier
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Posted - 2006.09.05 07:52:00 -
[31]
Edited by: travelingsales on 05/09/2006 07:52:39 I did not originate this idea, but in a thread on another forum someone suggested the following change for the Stabber. IMO this would go a ways towards dealing with its supposedly low DPS, while also making the ship even more distinctive. (with that said, I would prefer all available CCP resources be devoted right now to fixing lag rather than tweaking ship balance, but it's still fun to talk about ships in the meantime )
Keep it at 12 total slots. Take 1 high slot, move it to mids, while also giving it another turret hardpoint. Take 1 low slot and move that to mids as well. New layout would be 5/5/2 with 5 available turret hardpoints. Might need to move CPU/Grid about a little bit, I am not sure about that. This would end up giving the ship 20% more DPS from the extra gun, would not involve changing its bonuses or otherwise intruding on Caldari missile dominance, and would let you do all sorts of fun stuff in mids (better tackle, ECM, a legit shield tank, you name it). My only worry would be that no one would fly Ruptures anymore and the new Stabber would be a little TOO awesome. (that 5th gun would probably lead to a decline in Vaga prices if nothing else...)
thoughts? If you are worried about it having too much DPS perhaps we could leave it at 4 turret hardpoints and 1 utility slot. I don't really like that though as it feels too much like the Wolf to me. Perhaps leave high slots as they are and just move one low to mids instead (would allow you to fit the standard MWD/Scram/Large extender fit while adding a web or some kind of ECM). Look what the addition of 1 midslot did for the Jag, maybe the Stabber needs a similar boost. In any case I would really prefer that it NOT become a missile ship, it would end up as a bigger, tougher, slightly slower version of the Crow and there are enough of those around already.
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Testy Mctest
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Posted - 2006.09.05 08:29:00 -
[32]
Giving the Stabber extra slots is silly - in almost every viable setup it fits, it has to include at least 1 nanofiber already, and unusually 2. Also, an extra slot with little to no reason would be an uneccessary upgrade for the ship.
What it realistically needed is for it to drop a hislot (whilst retaining the same number of hardpoints) and have it replaced with a mid. This would allow it to realistically maintain it's current DPS and mean that fully fitting it would actually be (more) possible. Also, it would fit more for it's role of a tackler or a cheap, fast strike ship.
Originally by: D'Hofren The amazing boost amarr thread with it's amorphic elastic maths
Scrapheap Challenge!
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OrangeAfroMan
Suffoco Noctis Atrocitas
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Posted - 2006.09.05 21:50:00 -
[33]
Edited by: OrangeAfroMan on 05/09/2006 21:51:04
5/5/2 slot setup would be neat.. but you're still left with something that can be ganked by a Rupture before it [the Rupture] can be killed by an Eagle and Sentry fire in a .4 :/
I'm not sure people are understanding that my whole idea setup is coming directly from experience and seeing how remarkably easily they die. Literally if you get in web range against another cruiser, you *will not* survive. And if you stay outside web range, you will either die to drones/missles/rails or not do enough damage to make them sweat.
By the way Caldari shouldn't necessarily have "missile dominance," the Breacher for example has a 10% Explosive missile damage bonus and 5% to all other types, why has that trend not continued to the cruisers? It went to the Battleships (Typhoon.)
Using missiles give you much more flexability in range and speed while still doing decent damage, otherwise you're stuck with something that is just more of the same, well, actually less of the same :/
Gronsak is Tux's angry alt. |

HankMurphy
Pelennor Swarm Knights Of the Southerncross
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Posted - 2006.09.05 22:03:00 -
[34]
remember its a tier 2 cruiser. its not supposed to pack the punch of the ruppie and it is great w/ the hit and run.
but i'm not gonna complain if it gets boosted :P
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Hakera
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Posted - 2006.09.05 22:05:00 -
[35]
cant agree with those changes, it unbalances stuff too much. Your basiclaly trying to turn it into a crow in sense of strategy and the velocity + missile bonus would make it far too powerful and also detract from the racial flavours.
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Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.09.05 22:14:00 -
[36]
Originally by: OrangeAfroMan Edited by: OrangeAfroMan on 05/09/2006 21:51:04
5/5/2 slot setup would be neat.. but you're still left with something that can be ganked by a Rupture before it [the Rupture] can be killed by an Eagle and Sentry fire in a .4 :/
I'm not sure people are understanding that my whole idea setup is coming directly from experience and seeing how remarkably easily they die. Literally if you get in web range against another cruiser, you *will not* survive. And if you stay outside web range, you will either die to drones/missles/rails or not do enough damage to make them sweat.
By the way Caldari shouldn't necessarily have "missile dominance," the Breacher for example has a 10% Explosive missile damage bonus and 5% to all other types, why has that trend not continued to the cruisers? It went to the Battleships (Typhoon.)
Using missiles give you much more flexability in range and speed while still doing decent damage, otherwise you're stuck with something that is just more of the same, well, actually less of the same :/
But why change the Stabber then ...? Stabber is distinct from other cruisers.
Bellicose has more issues there. Weapon wise it's a 3/3 with 5 highs and a projectile RoF bonus, stabber and rupture outperform it easily. Target painting bonus, though unpopular, is ok imo, it's great to have someone in gang with a bellicose lighting up your target for artillery. Bellicose tank? where? Suffers same issues there as Stabber(as in hard to get a decent tank) but doesn't compensate at all in speed. What i'd like for Bellicose is to make it the "little sister" of the Typhoon and change the Projectile RoF bonus to launcher RoF bonus and make 1 turret hardpoint a launcher hardpoint. - Following Forum Whoring 101. |

Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2006.09.05 22:21:00 -
[37]
Originally by: Hakera
Edited by: Hakera on 05/09/2006 22:07:11
cant agree with those changes, it unbalances stuff too much. Your basically trying to turn it into a crow in sense of strategy and the velocity + missile bonus would make it far too powerful and also detract from the racial flavours.
yup, qft
Originally by: Hakera
as things go, the stabber is fine & dandy and im very happy with it. It needs no boost or changes imo, only the rupture needs a slight tweak in terms of grid and my own preference on the bellicose is to revert it back to the former state switching its med slot back to a low slot.
Hmm what was old state of Bellicose again? 5 high(3t/3l) 3 mids 4 lows turret RoF and turret optimal? Was it that? If it was it had same issue as Typhoon there, just 3 weapons that got both bonuses (my previous post states what I'd prefer for Belli) - Following Forum Whoring 101. |

Medici
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Posted - 2006.09.05 22:24:00 -
[38]
Not sure if this is applicable Orange,but have you considered the new rigs we are slated to get? If indeed they are like implants for ships,maybe there could be fix in there somewhere? Not that this is the same,or as effective as a straight ship bonus change,just that there maybe ways to manipulate your beloved Stabbers performance in the meantime.
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OrangeAfroMan
Suffoco Noctis Atrocitas
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Posted - 2006.09.07 06:33:00 -
[39]
Le bump
By the way I'm sure tux has noticed and read this thread but it would be cool to just get a message saying if the stabber is on any list of things to do or not :)
Gronsak is Tux's angry alt. |
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