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Thread Statistics | Show CCP posts - 6 post(s) |
Kamikaaazi
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Posted - 2006.10.12 13:41:00 -
[211]
well, i had to bring flight time out because some ppl were screaming about how uber missiles were from any range. Close range is under 20km, with 4 painters, 1 scramb, 1 web, 4 bcs II you get 1 slot for low slot armor tank. But lets not forget, you get "UNLIMITED RANGE WITH 1.1k DPS!!!!11one"
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Azerrad InExile
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Posted - 2006.10.12 13:49:00 -
[212]
Originally by: Kamikaaazi well, i had to bring flight time out because some ppl were screaming about how uber missiles were from any range. Close range is under 20km, with 4 painters, 1 scramb, 1 web, 4 bcs II you get 1 slot for low slot armor tank. But lets not forget, you get "UNLIMITED RANGE WITH 1.1k DPS!!!!11one"
Would you mind if torp range was limited to 20km then? (and torps range > assault range > rocket range)
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Azerrad InExile
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Posted - 2006.10.12 13:50:00 -
[213]
Originally by: Fergus Runkle
Originally by: without also everyone should know
the crystal implants are being changed to add shield HP insted of booster HP from kali
WOOOOT NERF CALDARI
erm .. is this true ?
If it is Crystal implants just became even more overpowered. Slave should be armor rep bonus just like crystal are shield rep bonus.
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Imperil
Northern Intelligence
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Posted - 2006.10.12 14:59:00 -
[214]
In the old days you could evade missiles by flying fast to one side just before impact. The missiles would just travel past you and go in a straight line into oblivion because it did not have the agility to move after the target fast enough.
Now CCP keep telling us that a such system is not possible. Well it existed before, so it _is_ possible! Booo CCP, BOOO!
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Azerrad InExile
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Posted - 2006.10.12 15:06:00 -
[215]
Originally by: Imperil In the old days you could evade missiles by flying fast to one side just before impact. The missiles would just travel past you and go in a straight line into oblivion because it did not have the agility to move after the target fast enough.
Now CCP keep telling us that a such system is not possible. Well it existed before, so it _is_ possible! Booo CCP, BOOO!
I'd much rather have missles limited by agility (akin to turret tracking) than explosion velocity. That way there would be some incentive to orbit a missle boat rather and you couldn't mwd directly at them without taking much damage. It may be difficult to implement a balanced version though.
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2006.10.12 15:38:00 -
[216]
Edited by: LUKEC on 12/10/2006 15:38:20
Originally by: Azerrad InExile
Originally by: Imperil In the old days you could evade missiles by flying fast to one side just before impact. The missiles would just travel past you and go in a straight line into oblivion because it did not have the agility to move after the target fast enough.
Now CCP keep telling us that a such system is not possible. Well it existed before, so it _is_ possible! Booo CCP, BOOO!
I'd much rather have missles limited by agility (akin to turret tracking) than explosion velocity. That way there would be some incentive to orbit a missle boat rather and you couldn't mwd directly at them without taking much damage. It may be difficult to implement a balanced version though.
It's soo easy to pop blastertaranises and ACclaws ... they always do same... ram into you or start orbit at close range and thats when missiles hit . SPLAT. Next?
Sig is not eve related
Eve related? Copyright of ISD?
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Ifni
Developmental Neogenics Amalgamated
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Posted - 2006.10.12 15:43:00 -
[217]
I wonder if you can use those new inertia stabs on ravens...
You take what is offered. And that must sometimes be enough. |
Max Carlotta
Minmatar Moon Rider Inc.
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Posted - 2006.10.12 17:43:00 -
[218]
Still no love for the non caldari bombers, raptor etc... ________________________________ Dreaming about muted FW & CW since 2005 |
Xion Dsurion
Gallente Arcana Imperii Ltd.
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Posted - 2006.10.12 18:45:00 -
[219]
Going to love those deimos specs, but as with everyone else :( give it more agility please
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GrumpyCat
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Posted - 2006.10.12 19:44:00 -
[220]
Originally by: without Edited by: without on 12/10/2006 12:01:44
Originally by: Kamikaaazi
so gallente should be the only race to have uber close range dps weapons? How come then amarr and minmatar allso have real nice close range dps weapon systems? All i want is a close range DPS weapon system for caldari. BTW, my main is 42m sp caldari spec char. I dont run missions and i dont build stuff. All i do is pvp. Talking about npc balance falls to empty ears.
the raven. 1k DPS at 55km range let alone the 5km range you are begining for
oh, and u have no idea, the numbers u see tards calculating about an astarte doing 1k DPS is with MAX skills a 5% rof implant a 5% dmg implant.
try flying a megathron, blaster or rail, you RUN OUT OF CAP OFTEN reducing your DPS try using a weapon that does 2k volley over your torps 5k volley, that makes a DPS differnce
as for close range uberness pawnnnn DPS, id love it if your new assault missiles had a MAXXXXXXXX range of 8km with full skills. an explosion velocity of 30MPS [foring you to web a target like almost all other close range ships] for that you can have a sig on the missiles of 50 for all i care so if u web even a frig it gona die fast!
oh while we are at it, if your gona get a 900DPS NH with the assault missiles, how about torps/assaut missiles/ rockets get a nice cap use, something in line with lasers and hybrids
id love to see someone use a NH with webber, MWD, cap injecter, 20km and only have one slot for a tank [but you caldari will just cry and then say u cant tank]
Yawn.. Whats the explosion velocity of rage? 100m/s? Let me guess your gallente? And your complaining. If you can't kill caldari ships as gallente pilot, umm you need some help especially when gallente ships get hit with big ole nerf bat. Caldari ships are good for one thing, pve because you can select the damage type and don't have to worry about the npcs warping off while your torps/missles fly towards them.
Caldari missiles boats aren't used in pvp. Unless your ascn and fighting bob and just like throwing away battleships.
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Alex SOKOLOFF
Rage of Angels Morsus Mihi
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Posted - 2006.10.12 21:15:00 -
[221]
PG boost isnt that great really, i thought about 1000-1050. Deimos needs better agility, and better speed, 190-200 m/s. its T2 Ship why its slower than Thorax ?
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LOPEZ
Revelations Inc.
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Posted - 2006.10.12 22:36:00 -
[222]
nice but now the price of a night hawk is gona go sky high. its already the most expensive tech 2 bc. S0oon it will be more expensive then the cerby :( only a matter of time.
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Xasz
Unemployment Office
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Posted - 2006.10.13 02:45:00 -
[223]
So much whining... can't we just LOVE the changes? They notice us
Unemployment Office [NOJOB], now firing. Contact Xasz or Jaguar Warrior for details. |
Nifel
Caldari Reikoku Band of Brothers
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Posted - 2006.10.13 02:55:00 -
[224]
Originally by: Waagaa Ktlehr
Originally by: Nifel
Originally by: Waagaa Ktlehr Sounds like good changes so far.
Can you look into Amarr battleship problems next please?
A megathron can fit a full rack of 425 IIs, mwd, plate, medium armor rep without having to use any fitting mods at all and having enough cpu for damage mods / tracking stuff. When I try to set up my Apoc for fleets, I end up with 7 Tachs, mwd, medium rep 2 and fail to squeeze in everything because of CPU issues and have to fit an RCU2 to get comparable range and damage output to a mega or tempest.
The geddon needs an mwd nowadays because of the megapulse range nerf and was clearly not balanced for it, it needs cpu love badly or we need to see a decrease in CPU use on beams. They're meant to be Grid hogs, not CPU hogs.
(Yes, I do have eng / electronics / awu 5 and a -3% turret CPU implant)
Shouldn't you be using Mega Beams for the comparison?
P.S. 1600mm Howitzer Artillery please!;) D.S.
Tachs have the range to be compared with 425s/1400s. Megabeams simply can't reach far enough to be in the league with the other T2 guns. If you fit megabeams, you basically cut down on the amount of options your FC has.
also, 1400 II and 425 II are the biggest guns, Tachyon hasn't been a special class of it's own for ages. So yes, the comparison between 1400s, 425s and Tachs is good. Check the DPS / Range etc and you'll see.
Actually Mega Beams have the same range as 1400's. Unless you're one of those weird dudes that think you should count in falloff into the range o_O. So let's say optimal to get away with any confusion. And they have only slightly worse dps than tachs. The saving grace of tachs has always been their alphastrike compared to mega beams.
Mega Beam geddon = ftw for sustained fleet fights. Tach apoc = ftw for sustained fleet fights (90% alpha strike of the tempest and way higher dps).
Anyway... I still want my 1600mm Howizter Artillery II!;)
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: (MIN14) |
Bluetit
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Posted - 2006.10.13 08:21:00 -
[225]
My Calculations on NightHawk After New Bonuses Can any one tell me if im right wrong
Skills
Cruiser 5 ROF 25% Rapid Launch 4 ROF 12% Specilisation 4 ROF 8% Missile Operation 5 ROF 10% Warhead upgrades 4 Dam 8% Heavy Operation 5 Dam 25% Command ship 4 Dam Kin 20%
Modules 2x BCU ROF 18% DAM 18%
Using T2 Launchers 12s ROF ROF After Bonuses 5.37s
Standard Ammo Damage non kinetic per missile after Bonuses 238.95 :6x Launchers 1433.7 : DPS 266.6 Damage kinetic per missile after Bonuses 286.5 :6x Launchers 1719 : DPS 319
T2 Ammo Damage non kinetic per missile after Bonuses 286.7 :6x Launchers 1720 : DPS 320 Damage kinetic per missile after Bonuses 344 :6x Launchers 2064 : DPS 383.8
I know im not using drones in this calc but it still seems a low DPS.
Or are my calcs wrong?
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Gunship
Amarr FATAL REVELATIONS Lotka Volterra
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Posted - 2006.10.13 11:10:00 -
[226]
I think the 20% agility for the BC is much needed, perhaps it should be 50%, but every little helps.
So you want to join us? |
without
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Posted - 2006.10.13 11:17:00 -
[227]
Originally by: Bluetit My Calculations on NightHawk After New Bonuses Can any one tell me if im right wrong
Skills
Cruiser 5 ROF 25% Rapid Launch 4 ROF 12% Specilisation 4 ROF 8% Missile Operation 5 ROF 10% Warhead upgrades 4 Dam 8% Heavy Operation 5 Dam 25% Command ship 4 Dam Kin 20%
Modules 2x BCU ROF 18% DAM 18%
Using T2 Launchers 12s ROF ROF After Bonuses 5.37s
Standard Ammo Damage non kinetic per missile after Bonuses 238.95 :6x Launchers 1433.7 : DPS 266.6 Damage kinetic per missile after Bonuses 286.5 :6x Launchers 1719 : DPS 319
T2 Ammo Damage non kinetic per missile after Bonuses 286.7 :6x Launchers 1720 : DPS 320 Damage kinetic per missile after Bonuses 344 :6x Launchers 2064 : DPS 383.8
I know im not using drones in this calc but it still seems a low DPS.
Or are my calcs wrong?
you are not max skilled, you need to take into account at lest Rapid Launch 5 not 4 and Warhead upgrades 5 not 4, the specs can stay at 4 if you wish
and why do you not take into account drones, they add almost 100dps exactly and move at 3500+ mps!!
also you have one more high slot to fill with a weapon
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without
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Posted - 2006.10.13 11:31:00 -
[228]
Originally by: Kamikaaazi well, i had to bring flight time out because some ppl were screaming about how uber missiles were from any range. Close range is under 20km, with 4 painters, 1 scramb, 1 web, 4 bcs II you get 1 slot for low slot armor tank. But lets not forget, you get "UNLIMITED RANGE WITH 1.1k DPS!!!!11one"
whats wrong with
6x siege t2 : 2x medium t2 AC xl-booster t2, amp, 2x invol, heavy electro cap booster, sesor booster. 3x dmg mod, 1x cpu, 1x pg[or pdu]
javlin torps for > 80km with uber speed and uber sig and uber pawn hacs and choose dmg
or rage torps for uber BS dmg, where your buddys paint!
and you lock much faster than most "close range bs" which dont have the room to use a sensor booster
oh and dont say it dont fit cos i use that setup all the time
you can do ubeeer dmg to bs close up, or switch to javelins and do uber dmg to hacs and higher at uber range
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Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.10.13 14:25:00 -
[229]
Well, it is good to see that you've decided to make minor changes, instead of doing rewrites of an entire table every year. That usually didnt work out.
Now...
Im glad youre giving the Sacrilege a bit extra. But really, extra grid? That's roughly the only thing it didnt need. It's not going to hurt, obviously. But not helping either. A tad extra CPU is usefull, ill admit. But doesnt fix anything. The Sacrilege is one of them ships that DOES need a complete rewrite of what its supposed to do. With the Zealot and Curse both ingame, the Sacrilege has lost all roles.
The Muninn. This is a good change. A good tank with 650mm IIs, or 720mm IIs and a minor tank i reckon is now doable. And AC setups were already easily done so no worries there.
Regarding the Covert Ops bonus. I assume thisll be: 98.4% -> 160 (From 800) 98.8% -> 120 (From 600) 99.2% -> 80 (From 400) 99.6% -> 40 (From 200) 100%? -> 0 (No change)
Slightly annoyed at that, because i had Covert Ops 5 trained just for this, but i can see the point; No use flying a Covert Ops Frig without atleast Cov Ops 4 right now, and this definatly changes that.
Thanks for the update.
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Bluetit
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Posted - 2006.10.13 14:36:00 -
[230]
Originally by: without
Originally by: Bluetit My Calculations on NightHawk After New Bonuses Can any one tell me if im right wrong
Skills
Cruiser 5 ROF 25% Rapid Launch 4 ROF 12% Specilisation 4 ROF 8% Missile Operation 5 ROF 10% Warhead upgrades 4 Dam 8% Heavy Operation 5 Dam 25% Command ship 4 Dam Kin 20%
Modules 2x BCU ROF 18% DAM 18%
Using T2 Launchers 12s ROF ROF After Bonuses 5.37s
Standard Ammo Damage non kinetic per missile after Bonuses 238.95 :6x Launchers 1433.7 : DPS 266.6 Damage kinetic per missile after Bonuses 286.5 :6x Launchers 1719 : DPS 319
T2 Ammo Damage non kinetic per missile after Bonuses 286.7 :6x Launchers 1720 : DPS 320 Damage kinetic per missile after Bonuses 344 :6x Launchers 2064 : DPS 383.8
I know im not using drones in this calc but it still seems a low DPS.
Or are my calcs wrong?
you are not max skilled, you need to take into account at lest Rapid Launch 5 not 4 and Warhead upgrades 5 not 4, the specs can stay at 4 if you wish
and why do you not take into account drones, they add almost 100dps exactly and move at 3500+ mps!!
also you have one more high slot to fill with a weapon
the extra high slot is probabaly nos. so no more dps there
the extra skills add very little to the dps and with the drones your looking at just above 500 less than other command ships
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Amarr Citizen 13513
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Posted - 2006.10.13 16:03:00 -
[231]
Originally by: Elve Sorrow Well, it is good to see that you've decided to make minor changes, instead of doing rewrites of an entire table every year. That usually didnt work out.
Now...
Im glad youre giving the Sacrilege a bit extra. But really, extra grid? That's roughly the only thing it didnt need. It's not going to hurt, obviously. But not helping either. A tad extra CPU is usefull, ill admit. But doesnt fix anything. The Sacrilege is one of them ships that DOES need a complete rewrite of what its supposed to do. With the Zealot and Curse both ingame, the Sacrilege has lost all roles.
The Muninn. This is a good change. A good tank with 650mm IIs, or 720mm IIs and a minor tank i reckon is now doable. And AC setups were already easily done so no worries there.
Regarding the Covert Ops bonus. I assume thisll be: 98.4% -> 160 (From 800) 98.8% -> 120 (From 600) 99.2% -> 80 (From 400) 99.6% -> 40 (From 200) 100%? -> 0 (No change)
Slightly annoyed at that, because i had Covert Ops 5 trained just for this, but i can see the point; No use flying a Covert Ops Frig without atleast Cov Ops 4 right now, and this definatly changes that.
Thanks for the update.
Oh stop complaining. The Sac will be able to run both a gank and a tank setup at the same time now, and with assault missiles will be an awesome pwnmobile
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keepiru
Supernova Security Systems
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Posted - 2006.10.13 16:13:00 -
[232]
Originally by: Amarr Citizen 13513 The Sac will be able to run both a gank and a tank setup at the same time now, and with assault missiles will still be a sub-standard piece of crap
F1XX0r3d. ----------------
Please fix BC Sig/Agility! |
Eleis Machuron
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Posted - 2006.10.13 16:33:00 -
[233]
Originally by: Elve Sorrow Regarding the Covert Ops bonus. I assume thisll be: 98.4% -> 160 (From 800) 98.8% -> 120 (From 600) 99.2% -> 80 (From 400) 99.6% -> 40 (From 200) 100%? -> 0 (No change)
I would have guessed 98% at level 1, +0.5% per level to 100% at level 5.
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Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.10.13 16:46:00 -
[234]
Originally by: Amarr Citizen 13513
Originally by: Elve Sorrow [...]
Oh stop complaining. The Sac will be able to run both a gank and a tank setup at the same time now, and with assault missiles will be an awesome pwnmobile
Please do share your awesome pwnmobile setup.
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Tasty Burger
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Posted - 2006.10.13 16:55:00 -
[235]
No matter what they boost on the sacrilege, it will still suck **** compared to the zealot because it has a laser bonus.
Give it missile bonuses, have it have an uber armor tank, and finally, it has a use. Khanid ships should = missiles.
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Khadur
Minmatar Spontaneous Defenestration
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Posted - 2006.10.13 17:00:00 -
[236]
W007!11
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Dupac
Corsets and Carebears Whips and Chains
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Posted - 2006.10.13 19:33:00 -
[237]
Originally by: Amarr Citizen 13513
Originally by: Elve Sorrow Well, it is good to see that you've decided to make minor changes, instead of doing rewrites of an entire table every year. That usually didnt work out.
Now...
Im glad youre giving the Sacrilege a bit extra. But really, extra grid? That's roughly the only thing it didnt need. It's not going to hurt, obviously. But not helping either. A tad extra CPU is usefull, ill admit. But doesnt fix anything. The Sacrilege is one of them ships that DOES need a complete rewrite of what its supposed to do. With the Zealot and Curse both ingame, the Sacrilege has lost all roles.
snip
Oh stop complaining. The Sac will be able to run both a gank and a tank setup at the same time now, and with assault missiles will be an awesome pwnmobile
Did you bang your head on something hard before you wrote this?
The Sac is garbage atm and minor tweaks will have very little impact on this - Its role needs to be changed fundamentally not given a quick makeover.
If you think it's going to be that good - run out and buy a hundred waiting on that big price rise after the changes............ |
Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.10.13 21:29:00 -
[238]
Ya, thats exactly my point. Does it start counting from lvl1 or from 'lvl0'. For some odd reason i got lvl0 in my head, and i cant check ingame because ive got Cov Ops 5...
The numbers you posted, can you check them for me?
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Randay
0utbreak
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Posted - 2006.10.13 21:32:00 -
[239]
Originally by: Elve Sorrow Ya, thats exactly my point. Does it start counting from lvl1 or from 'lvl0'. For some odd reason i got lvl0 in my head, and i cant check ingame because ive got Cov Ops 5...
The numbers you posted, can you check them for me?
lvl 1 man, and I am 100% sure my "current" numbers are correct. How did you decide to train covops 5 without working this out in the first place??!! - - - - - - - - - - - - - - - - - - - - - - -
Originally by: Reddari
Now just be nice before I start to make life for the BOB devs (yes you have some) harder by exposing their player characters.
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Elve Sorrow
Amarr Shinra Lotka Volterra
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Posted - 2006.10.13 21:35:00 -
[240]
14 Perception and 22 Willpower is how.
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