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Thread Statistics | Show CCP posts - 7 post(s) |
Izmaragd Dawnstar
EVE University Ivy League
0
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Posted - 2015.05.19 15:10:53 -
[421] - Quote
From a design perspective, a fixed shield HP bonus (besides being about as weak as a wet noodle) does not make a lot of sense, because it doesn't scale with your shield extenders, other skills like Shield Management, or with implants. If you look at the other ship's bonuses, you don't exactly find a lot of those running around (except things like Ishkur drone bay bonus or +drone number bonuses on carriers or Guardian-Vexor).
If you fear that the +5% shield HP bonus would be OP (which I doubt seeing silly stuff like LSE svipuls running around), then swap it to something else entirely, for example +5% shield recharge per level (to keep in the tune of recent Tengu subsystem changes, or something for better damage application for light missiles and rockets (+explosion radius or velocity).
On a side note, I don't understand the whole "let's get +ROF instead of +damage" approach. Maybe a replacement of the main bonus to a +damage percentage is in order as well. It's apparently OK on Mordu's ships and on other tactical destroyers, so I don't see why the Jackdaw would get such a disgrace.
Right now, I feel that developers have been so traumatized by the Drake that they are afraid to make any missile boat for us poor Caldari pilots to use. On the other hand, having the Garmur and Orthrus is apparently okay. |
Terra Chrall
Royal Amarr Institute Amarr Empire
29
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Posted - 2015.05.19 15:24:21 -
[422] - Quote
CCP Fozzie wrote:Lloyd Roses wrote:Nagarythe Tinurandir wrote: People were bitching about how bad the svipul will be prior to its introduction and now they are complaining it is flown to much...
Actually people were wtf-OP 50km artillery in prop mode. Then some were trololol ship with 2MASBs and a 10mn AB and 300dps+. But calling it bad, no one did that. The most commonly expressed opinions in the Svipul feedback thread said it would be terrible and that nobody would fly it. We've accepted that the community as a whole underestimates the strength of Tactical Destroyers until someone proves to them how good they can be. You are mostly right Fozzie, and please know I respect you and I try to present only reasonable suggestions.
If I recall the biggest complaints about the Svipul were around the weapon system and the optimal range bonus. People didn't realize how good the speed and small signature would compensate for some of the other perceived short comings.
With the Jackdaw, it has neither the speed nor signature of the Svipul, and we are having a hard time seeing how the agility will make up for the other short comings.
Could you share the some insight into how the design team would like to see the Jackdaw used? Is it as a rocket brawler? If so I can see it doing better than people think in this role.
But, if it is intended to be used equally as LML OR rocket I think the LML group is having a hard time seeing where this ship shines. |
Nagarythe Tinurandir
House of Freedom The Pursuit of Happiness
199
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Posted - 2015.05.19 15:26:46 -
[423] - Quote
Azami Nevinyrall wrote:Then why not all 4 of them?
Very good question, I don't know. I'd love to have the option to support-role them. Svipul can do this to some extend, the confessor will ever be the burning sword of ddom for me *shrug*
Azami Nevinyrall wrote: Why specifically the Caldari T3 play logi? Why not the Amarr and Gallente play support?
If you have 1 or 2 playing the support roles, you'll be stepping on the logi frigs and the T1/T2/T3 logi Cruisers' toes.
Keep the ships inline with the other ships in the same role. It makes next to no sense to do it otherwise!
With support I do not mean logi. I only brought up logistics to show than not all ships of one class need to be clones of each other in order to be viable. Support is anything force multiplier, in a way. painters, webs, damps, disruptors, remote sebo, additional scrams you name it.
Just be honest here, if every T3D would be more or less the same, people will find the one doing it's job as SOLOPWNge^!^11! boat best and henceforth the other three will see less and less action. You saw this already after the svipul was introduced. Svipul fitted better in the kiting meta -> a lot more svipul than confessor, just as one example.
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Caleb Seremshur
Gladiators of Rage RAZOR Alliance
544
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Posted - 2015.05.19 15:54:24 -
[424] - Quote
How can people not have seen the svipul as being OP right out of the box?
Also sisi is not exactly a true-to-life testbed for ships as people do 'fly to die' on there and the svipuls main strengths are inflated again in the TQ environment where money matters and people get scared and try to run.
Testing info on sisi can only outline a picture the colours are added on TQ. And the svipul looked competent from sisi before it went live and then it just backflipped on all expectations and oversized prop mods made them OP. I'm sure noone here needs the history lesson but jesus christ peope if you thought svipul was underpowered before launch you're a god damned liar.
Veteran and solo/small gang PVP advocate.
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CCP Fozzie
C C P C C P Alliance
12793
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Posted - 2015.05.19 16:12:07 -
[425] - Quote
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.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Gorski Car
616
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Posted - 2015.05.19 16:14:35 -
[426] - Quote
Yes that is way better. Good choice fozzie
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Torei Dutalis
IceBox Inc. Lasers Are Magic
26
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Posted - 2015.05.19 16:16:34 -
[427] - Quote
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.
I'm glad you went with this idea, I strongly agree that it was the best of the lot suggested here and I think it fits perfectly with the theme of this ship class; adaptability. |
Iroquoiss Pliskin
Hedion University Amarr Empire
653
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Posted - 2015.05.19 16:18:26 -
[428] - Quote
Lura Zara wrote:Saerin Korvalu wrote:Lura Zara 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. If I may say. Ide rather see the following if the 5% shield hp is off the table 75hp/level +x% Shield booster cap need per cycle reduction. +x% Shield booster boost amount [Like a built in shield amp instead of HP] Some things like those. Having a active tank dessi instead of a passive tanking EHP Block would be nice. So far the only things caldari have that have a Rep amount bonus is the Golem... Having a bonus that caters to a specific type of tank eliminates the idea of the ship being a 'tactical' destroyer. Thats not what tactical means. Tactical: of, relating to, or constituting actions carefully planned to gain a specific military end. What your saying implies 'Broad."
Therefore, any of those as a hull bonus further reduces the concept of T3Ds, unless you meant that for the Defensive mode - Double active tank bonuses is can of worms in and of itself.
Something like SB Activation cost reduction in place of ship Sig reduction could work.
~Flavour~
// Turret-Equivalent of the Rapid ML Concept
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Cruisers Online - [Damage done in PvP by Shiptype]
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:23:28 -
[429] - 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. |
Altrue
Exploration Frontier inc Brave Collective
1770
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Posted - 2015.05.19 16:25:18 -
[430] - Quote
CCP Fozzie wrote: 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.
That is... a very good idea !
Good job :)
Signature Tanking Best Tanking
Exploration Frontier Inc [Ex-F] CEO - BRAVE - Eve-guides.fr
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Harvey James
The Sengoku Legacy
1165
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Posted - 2015.05.19 16:27:53 -
[431] - Quote
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?
Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone assist, nerf sentries, -3 slots for droneboats
Nerf web strength, Make the blaster eagle worth using
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Hendrink Collie
Steel Fleet Gentlemen's.Club
29
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Posted - 2015.05.19 16:28:24 -
[432] - Quote
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.
Oooooh. I dig that. +1
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:30:13 -
[433] - 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. |
Iroquoiss Pliskin
Hedion University Amarr Empire
653
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Posted - 2015.05.19 16:33:21 -
[434] - Quote
Caleb Seremshur wrote:How can people not have seen the svipul as being OP right out of the box?
Also sisi is not exactly a true-to-life testbed for ships as people do 'fly to die' on there and the svipuls main strengths are inflated again in the TQ environment where money matters and people get scared and try to run.
Testing info on sisi can only outline a picture the colours are added on TQ. And the svipul looked competent from sisi before it went live and then it just backflipped on all expectations and oversized prop mods made them OP. I'm sure noone here needs the history lesson but jesus christ peope if you thought svipul was underpowered before launch you're a god damned liar.
You think this wasn't brought up ad nauseum in the previous thread?
Gÿæ Double tank bonus in Def Gÿæ Optimal range hull bonus Gÿæ ACs taking 0.0000000000000001 PG to fit
Idea: Swap Tracking one in SS with the Optimal range in hull - fixes Arty nanugafing, but then ACs.
Idea two: Optimal range for SS, Shield recharge time reduction for hull bonus w/ possible hull Shield attribute review afterwards.
Atm Svipul is faster, more EHP, same Cap recharge, better applied projection than a Confessor.
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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Harvey James
The Sengoku Legacy
1165
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Posted - 2015.05.19 16:34:53 -
[435] - Quote
TrouserDeagle wrote: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.
mm.. wouldn't be so bad if the drake had the same amount of mids
Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone assist, nerf sentries, -3 slots for droneboats
Nerf web strength, Make the blaster eagle worth using
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Harvey James
The Sengoku Legacy
1166
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Posted - 2015.05.19 16:36:35 -
[436] - Quote
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.
Tech 3's need to be multi-role ships not cruiser hulls with battleship tank and insane resists.
ABC's are clearly T2 in all but name.. remove drone assist, nerf sentries, -3 slots for droneboats
Nerf web strength, Make the blaster eagle worth using
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Caleb Seremshur
Gladiators of Rage RAZOR Alliance
544
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Posted - 2015.05.19 16:45:44 -
[437] - Quote
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.
Veteran and solo/small gang PVP advocate.
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Great Cegun
Talon Swarm NEOS FLEET
1
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Posted - 2015.05.19 16:47:48 -
[438] - Quote
Caleb Seremshur wrote:Great Cegun wrote:
The Jackdaw should be as fast as a confessor. You should change the layout to 6/5/3, Give it 4 launchers instead of 5, Increase the role bonus to accomodate the DPS for the lost launcher, (maybe not a full increase to slightly nerf its dps?) Keep the current PWG and lower the CPU a bit Make a meaningful bonus with percentages, not this awful flat rate hp that has never been used before for a reason (its the complete opposite of what the fitting system in EVE is, as it is completely impermeable to changes in fitting, as opposed to a % bonus) Swap the agility / speed bonus to 33 / 66% Fix its god damned inertia Increase its mass because otherwise it would
Can you produce a single justification of why this should be done? Quote: I guess kite Tristan takes a lot of inconvenience to jackdaw. The above quote is not a justification. Fit light missiles or suffer being kited with rockets.
The main argument that the current TTX does not give freedom to create your own configuration. But I am ready to paint all a bit more precisely.
firstly speed. Agility course convenient indicator. but the game mechanics agility affects really on three things: 1. The speed of the warp outward 2. 3. triangular acceleration speed in low orbit.
1 - it makes sense when passing camps. However, we are talking about a combat situation where we ourselves want to kill someone, not just run away.
2 and 3 - the bottom line is that here directly affects the maximum speed if the ship does not have a speed of 1000, the special does not matter how much we will reach its maximum speed, or the speed with which we orbitet our enemy. I hope this is trivial.
Now launchers. Actually it is simple justice, that the ratio of slots and implements all T3 is equal to the greater of slots not occupied by guns and the smaller the longer guns can be used to overheat.
Now pg, if you ever probyvali fitit Corax, then you know the problem is that without mandatory crutches, the ship is going. Jackdaw will follow exactly the same problem.
Finally about slots, it is the culmination of the problem of creating your own configuration, the pilot is not able to properly calibrate the ship for themselves. And it stands out of TTX others T3 - confessor 6 5 3, Matar - 6 4 4, Gall - 6 4 4 it is quite logical that the Caldari would 6 5 3 |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1077
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Posted - 2015.05.19 16:58:52 -
[439] - 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 |
unidenify
Plundering Penguins
113
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Posted - 2015.05.19 17:04:22 -
[440] - Quote
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.
inb4 someone try to make RLML fit on Jack |
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Zetheral
Knights Of The Chloroform
1
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Posted - 2015.05.19 17:13:24 -
[441] - Quote
Here is a crazy idea, and if it was already suggested then just ignore this post (didn't read the whole thread).
The speed of this ship is a hot button topic but I wonder if there is some light we can get from the crazy inertia bonus the ship gets. Maybe instead of making this into a raw speed machine like other two, give it a warp speed bonus so it can align and warp faster than other ships of its class. Think of it as the heavy tackle for interceptors. The speed of a ceptor gets the initial point but ceptors are generally weak, with the ability of the jackdaw to stay in tow with a crazy warp speed means that they can take over the point and maintain the point while the rest of the fleet arrives.
While the lack of the speed could hurt this role, it does keep it from out right replacing ceptors. Then it has the damage to and tank to help the fleet out. It is a crazy idea but could work. |
Iroquoiss Pliskin
Hedion University Amarr Empire
653
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Posted - 2015.05.19 17:14:30 -
[442] - Quote
Marian Devers wrote:Next week on CCP's "Balancing without guidelines" hit reality show, Rifters get a flat 2km optimal bonus per level. Just because.
Stay tuned!
Comming up next, Amarr ships to get a autocannon bonus? What will the jokester Fozzie think of next!
Exclusive interview: "I dont know how to balance ships within existing guidelines, so i decided to ignore them! I also cant remember what 1/10/100mn stands for - i think its percentage of speed increase! Who knows"
Don't be an ass.
If they were to listen to the average suggestions, every single ship would have cookie-cutter Damage/Tank/Speed bonuses.
// Turret-Equivalent of the Rapid ML Concept
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Cruisers Online - [Damage done in PvP by Shiptype]
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Hakaari Inkuran
State War Academy Caldari State
265
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Posted - 2015.05.19 17:22:36 -
[443] - Quote
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. This might be hilarious with polarized Rockets.
Too bad you cant really get rlmls on this just for ***** and giggles |
Terra Chrall
Royal Amarr Institute Amarr Empire
29
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Posted - 2015.05.19 17:59:02 -
[444] - 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 ..
T1 Hybrid ammo changes amount of damage and range. T1 Missiles changes damage type. This is meaninful bonus that gives the Jackdaw an interesting buff to tactical choices but a minor overall dps buff from shorter reloads. |
motie one
Secret Passage
17
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Posted - 2015.05.19 17:59:39 -
[445] - Quote
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.
That is quite a nice idea, some effect, coupled with a quality of life improvement. Nice
Now the shield bonus is out of the way, Will we still be getting the reduced base shield you announced with the last suggestion? (The -50 shield HP) Or keeping it as it was originally? There is no need to have that to balance the shield bonus now?
Thanks |
Mystical Might
V0LTA Triumvirate.
186
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Posted - 2015.05.19 18:18:33 -
[446] - Quote
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.
So, dear brother fozzie,
In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone? |
Krell Kroenen
The Devil's Shadow
254
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Posted - 2015.05.19 18:24:48 -
[447] - Quote
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.
A much better looking bonus, and interesting one at that. thank you |
Fourteen Maken
The Great Harmon Institute Of Technology Enemy Spotted.
161
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Posted - 2015.05.19 18:24:49 -
[448] - Quote
Caleb Seremshur wrote:
ASBs need a nerf as opposed to regular boosters needing a buff. At the module level. Not at the suspiciously specific ship level.
"Veteran and solo/small gang PVP advocate"
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Terra Chrall
Royal Amarr Institute Amarr Empire
29
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Posted - 2015.05.19 18:54:54 -
[449] - Quote
Mystical Might 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. So, dear brother fozzie, In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone? I had to step back and ponder this, but is a nice bonus for a tactical ship and here is why: 1) Quickly change damage type ammo:. EM to Explosive 2) Quickly change between standard/T2 ammo: missiles to precision or fury; rockets to rage or javelin. 3) Small dps increase when reloading ammo does occur over the course of a fight.
Points 1 & 2 are purely tactical, quickly changing your ammo to best fit the target. Point 3 is a small bonus all the time. |
Gorski Car
618
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Posted - 2015.05.19 19:09:01 -
[450] - Quote
Mystical Might 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. So, dear brother fozzie, In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone?
If you are up against 10 frigs both shield and armor tanked you can swap between mjolnir and nova fast because 10 frigs is about what you need vs a jackdaw huehue
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