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Thread Statistics | Show CCP posts - 7 post(s) |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1072
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Posted - 2015.05.09 22:41:50 -
[1] - Quote
Quote: Powergrid is very tight for most fittings, but CPU is much more generous.
am I going to end up using best named (that means compact btw, your tiericide didn't work) launchers? sure am glad I trained LM spec 5 :( |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1072
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Posted - 2015.05.09 22:54:38 -
[2] - Quote
it would be helpful to include speeds with various prop mods. even the obviously broken ones that you think aren't broken. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1072
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Posted - 2015.05.10 22:08:28 -
[3] - Quote
Stitch Kaneland wrote:Guys.. its a missile a boat. It doesn't need to be as fast as a svipul or confessor. Have we not learned what fast ships and missiles do? Look at the garmur/orthrus, those 2 ships have been a cancer on PvP since their introduction.
It has no tracking to contend with. And it will have insane acceleration.. so if its fit with a 1mn MWD, it will still have the acceleration to slingshot most ships. Plus, a 66% bonus to missile velocity will mean even the kiters can't kite it when its fit with LML. Possible you could even get enough range for rockets to hit out to point range with a rig or 2.
ravens, navy ospreys and breachers use missiles and go fast, but they aren't cancerous. it's the overpoweredness of lights/rapid lights and the tackle range bonuses and enormous damage bonuses that really cause the cancer. you cannot catch a kiting ship with a fast brawler (the kiting ship's counter) when the kiting ship has a 50% longer disruptor range for very long kiting (this destroys slingshotting), a 50% longer scram range (this extremely destroys slingshotting), and weapons with such long range that it doesn't have to make any investment in range to be able to hit at 60km, even though it's a frigate and that's crazy. if light missiles had less range and possiby alpha, and if mordu ships had no tackle range bonuses, and if their damage bonuses were split into some damage and some rof, and if links and snakes and rapid launchers didn't exist, and if the orthrus didn't effectively have 10 launchers and infinite fitting and a utility high and a dronebay, I'd really be ok with them. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1072
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Posted - 2015.05.11 10:40:39 -
[4] - Quote
Syrias Bizniz wrote: Medium Ancillary Shield Booster
oh boy I sure do love having to scour the region for miniature navy cap boosters after every fight, and being unable to ever loot anything. sure is fun.
the speed looks reasonable though. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1076
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Posted - 2015.05.16 10:20:38 -
[5] - Quote
Saerin Korvalu wrote:When T3 destroyers were announced, it was said that they'd be a different take on Tech 3 versatility and unpredictability, hence the 'Tactical Destroyer' class.
Now we're seeing these 'Tactical' destroyers being placed into specific niches rather than what they were originally intended for.
I understand that the Jackdaw is supposed to be the slowest T3 destroyer, but having the native speed on the level of battlecruisers? This eliminates the Jackdaw's viability as a kiting ship, and nudges the ship towards brawling. As I've stated before, these ships are meant to be versatile and unpredictable. The Confessor and Svipul have the ability to kite (and based on rough concept of stats given by CCP, the Hecate) unlike the Jackdaw. You'd need to go far out of your way to make this a viable kiting vessel to the point that switching from propulsion mode would be a death sentence.
Even when you make the ship a brawling vessel, it still doesn't hold a candle to the abilities of the Confessor and Svipul.
In short: Why fly the Jackdaw when the other T3 destroyers outclass it in almost every way?
I don't think that matters. the mode thing is supposed to be actual flexibility on the field, not the less interesting 'you can use any fit you like' type. the confessor and svipul only brawl better because CCP still have their heads up their asses regarding oversized prop mods. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1076
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Posted - 2015.05.16 10:49:38 -
[6] - Quote
Caleb Seremshur wrote:One thing I noticed on the jackdaw is a 137km lock range in sniper mode. But you'd only hit about 100km with t2 velocity rigs so I'm at a loss? Why even give ships that can't benefit from so much range that much range to start with?
I think it's their dumb way of giving resistance to damps. they did it with recon ships. pilgrim had 12km range, but like 150km lock range. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1076
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Posted - 2015.05.16 13:57:18 -
[7] - Quote
pretty amazing how long destroyers have been slower than cruisers for. it makes no sense whatsoever. if it's ok for dictors to go as fast as they do, it should be ok for T1s to go that fast. I'm not saying it is though - sensible gaps between classes would be nice, without just buffing everything. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 11:01:39 -
[8] - Quote
rabble rabble fix corax pg/cpu/speed |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 13:08:32 -
[9] - Quote
Aliventi wrote:CCP Fozzie wrote:Yeah the 50 per level bonus is intentionally one of the weaker ship bonuses, to keep the rest of the package balanced. I am open to considering other bonuses like the ECCM one, and I'm interested in other ideas you folks have for bonuses that don't have a huge impact on the ship power level while remaining flavourful for Caldari. What could possibly be more Caldari than a kiting missile spamming ship doctrine? It might be hard to balance, but I think the tactical subsystems could be a way to make that work. Either you get range, tank, or speed. But not all three at once. I think a 10% sig radius bonus per level would work well. With that bonus the Jackdaw could perhaps not have as large of a buffer, but could sig/speed tank a lot of the damage. It would still be a fine brawler with all of it's mids and high resists. But I would love to see a "mini-drake" bringing back the kiting missile spam doctrines.
caldari are supposed to like slowkiting imo. it bothers me when they get good speed and sig for no reason. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:23:28 -
[10] - Quote
so are you actually honestly out of ideas and just picking stuff? this new one is still really strange. can't you just cut a launcher and slot, then give it double damage? or drop its agility and give it an agility bonus? maybe the shield bonus breaking it should tell you something about how wonky shield tanking is, and get you to take a look at that. while reload speed does address something I really dislike about rocket launchers, I'd prefer it if you'd just fix the silly low launcher capacity/high ammo volume/whatever you want to call it for all ships, rather than one of them. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:30:13 -
[11] - Quote
Harvey James wrote:CCP Fozzie wrote:Hey everyone. Thanks to those of you who have provided feedback so far. We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.
The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.
This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out. quicker reload than blasters... a little too good i suggest .. also why 6 mids? .. my ferox only has 5 and its a bc does this seem right too you?
ferox being down a slot compared to other BCs isn't right at all. doubt it'll ever get fixed though. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:58:52 -
[12] - Quote
Caleb Seremshur wrote:Harvey James wrote:i think this thread and D3's in general really demonstrate how much prop mods need too be class limited, you know how people will exploit everything. I've been saying that for over 3 months but people always parrot on about their options being removed nevermind that balance is a higher priority.
the option to have missile and tackle immunity is good for the game and is an important and valid playstyle that needs to be protected
and having capitals that warp in 10 seconds, that's also important, and it would be unfair to fix it because then people would be sad |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1093
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Posted - 2015.05.30 16:00:24 -
[13] - Quote
swap back to faction ammo if you want to actually hit |
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