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Thread Statistics | Show CCP posts - 7 post(s) |
Stitch Kaneland
Tribal Liberation Force Minmatar Republic
550
|
Posted - 2015.09.18 13:12:28 -
[451] - Quote
Nevil Kincade wrote:Danny John-Peter wrote:Changes look alright to be honest, better than I would have expected for pass 1 anyways.
Contentious points seem to be the kinetic lock and the Harbs cap bonus.
[...]
As for the cap usage bonus on the Harb, its fine, pulses get better base range and base damage than other turret weapon systems, the cap usage bonus is the price you pay for having a short range turret with amazing base DPS and the ability to apply a good chunk of that DPS out to medium range (or further, with this new bonus).
[...]
. It's not pass 1 ... The Harb is not fine ... And the usage stats show that ... I used the harb for over 6 month gatecamping in null and low sec just around the time BCs got changed the last time when the Harbinger received the 10% dmg bonus and one turret slot was removed. A change that increased dmg and reduced cap consumption slightly. I was rather new back then and the Harb was the only ship i had nearly maxed out and therefore i used it a lot. I am sad to see that the next balance pass took years to come along and still does not address the Harbinger's issues. Once again the Harbs cap is buffed but it's problems remain. Again: It is the only BC that gets only one effective bonus instead of two. And that is completely unjustified.
"The price you pay" for the lasers advantages are already compensated by their innate weaknesses: - Pulse base damage is certainly not as good as blasters. And has a worse (less universal) damage profile. - Pulse tracking is the worst among all short range turrets - Lasers are vulnerable to neuts like no other weapon system while hybrids can be cycled to a certain degree under neuts. - Tracking and damage get even worse once you start using the only advantage pulse lasers have here: Scorch M and range. If your point was valid then all laser platforms need to have one bonus slot removed. Balance passes on cruisers have shown that CCP is willing to replace energy turret cap consumption bonuses. Why it has been overlooked here is beyond my comprehension. Anyway, maintaining range and making use of it's turrets range is problematic for a Harb: In it's current state a harb would run dry on it's own by only shooting pulse lasers even with max capacitor skills despite the 10% energy turret cap bonus. Let alone pulsing MWD. I sincerely hope that the buff to capacitor capacity will finally enable the Harb to continueouly shoot it's guns at least because being the only BC unable to do so despite a bonus slot dedicated to enabling it to do so was an extraordinarily pathetic state over the last years even for CCP balancing standards. To run it's MWD after the new balance changes I would still expect the ship to need a cap booster which costs so much power grid that you can't fit a 1600mm plate anymore at which point i would choose any other BC over the Harb (if i was looking for an armor tank). So you can basically choose between pest and cholera either having: - no PG for tank - or no CAP for propulsion - or no CAP for lasers But what will really keep people from using the ship again is the fact that one of the hull bonuses is ****. I could live with the Harb running dry after a couple of minutes and even with the implications of fitting a cap booster but other hulls dont have the cap issue and offer a 2nd bonus. Screw the Harb, not going back to it.
Harb with HPL and conflag and 2 heatsinks is 55% stable. How are you running out of cap with just guns running? Also, pulse lasers arent the only weapons it can fit. Beams are quite viable and will be even more viable with range/cap buff plus cap cost reduction bonus. Beams use considerably more cap than pulses. Even the biggest beam is stable with 2 heatsinks at 46%.
I tinkered with the harb a bit, and its certainly not terrible. I was using quad light beams, 100mn AB and MJD on my fit. Could brawl down most other ships and MJD away from anything faster. Meanwhile pumping out 700+ dps and having a set of medium and light drones. Excluding the drone BCs, it also has the largest drone bay.
Its also got a very decent amount of grid. 1600 plate, 100mn AB, MMJD, med nos and quad lights all fit with only a single MACR.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Mina Sebiestar
Minmatar Inner Space Conglomerate
946
|
Posted - 2015.09.18 14:18:31 -
[452] - Quote
Cyclone is only i see that could use bit more help,at least fitting(cpu),extra mid slot or swap from low to mid...or it will remain where it is usage wise....someone need to be at the end anyway... |
HiddenPorpoise
Garoun Investment Bank Gallente Federation
391
|
Posted - 2015.09.18 14:19:22 -
[453] - Quote
TheMercenaryKing wrote:HiddenPorpoise wrote:Why do they all have the exact same cap regen? That is Average regen, look at the regen time and the cap pool. I know that. Why do they all, unlike every other class, have the same regen across the class? |
Harvey James
The Sengoku Legacy
1194
|
Posted - 2015.09.18 15:20:51 -
[454] - Quote
not a fan of more drones being added too ships, i think we need less drones myself, especially making caldari and minmatar have the same capability of fielding drones as the brutix is plain wrong and kills off gallente strengths and uniqueness
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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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
550
|
Posted - 2015.09.18 16:36:44 -
[455] - Quote
Harvey James wrote:not a fan of more drones being added too ships, i think we need less drones myself, especially making caldari and minmatar have the same capability of fielding drones as the brutix is plain wrong and kills off gallente strengths and uniqueness
Except that the brutix isnt bonused to drones, and still does more damage than any other BC before drones (670ish with AM, 750 with void). Brutix is a hybrid boat, not a drone boat. If the drake got bonuses to hybrids then id tend to agree with you, but it didnt.
Giving BCs a better drone bay is a way to increase overall dps of the hull without changing slot layouts or traits. Probably why they went this route with the navy drake, instead of dropping a launcher and giving a RoF bonus. Since its launchers are unbonused via damage, they increased potential dps by giving it more dronebay/bandwidth. Same with the navy cane as it technically lost dps compared to t1 cane, so they are compensating with more drone bay/bandwidth.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Harvey James
The Sengoku Legacy
1196
|
Posted - 2015.09.18 16:55:44 -
[456] - Quote
Stitch Kaneland wrote:Harvey James wrote:not a fan of more drones being added too ships, i think we need less drones myself, especially making caldari and minmatar have the same capability of fielding drones as the brutix is plain wrong and kills off gallente strengths and uniqueness Except that the brutix isnt bonused to drones, and still does more damage than any other BC before drones (670ish with AM, 750 with void). Brutix is a hybrid boat, not a drone boat. If the drake got bonuses to hybrids then id tend to agree with you, but it didnt. Giving BCs a better drone bay is a way to increase overall dps of the hull without changing slot layouts or traits. Probably why they went this route with the navy drake, instead of dropping a launcher and giving a RoF bonus. Since its launchers are unbonused via damage, they increased potential dps by giving it more dronebay/bandwidth. Same with the navy cane as it technically lost dps compared to t1 cane, so they are compensating with more drone bay/bandwidth.
i know why they are doing it that's quite obvious, however that doesn't justify it, navy drake will have huge tank on top the bizzare mobility buff, it doesn't need too go out of caldari lore just too buff its dps slightly.
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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Frostys Virpio
KarmaFleet Goonswarm Federation
2218
|
Posted - 2015.09.18 17:45:10 -
[457] - Quote
Harvey James wrote:Stitch Kaneland wrote:Harvey James wrote:not a fan of more drones being added too ships, i think we need less drones myself, especially making caldari and minmatar have the same capability of fielding drones as the brutix is plain wrong and kills off gallente strengths and uniqueness Except that the brutix isnt bonused to drones, and still does more damage than any other BC before drones (670ish with AM, 750 with void). Brutix is a hybrid boat, not a drone boat. If the drake got bonuses to hybrids then id tend to agree with you, but it didnt. Giving BCs a better drone bay is a way to increase overall dps of the hull without changing slot layouts or traits. Probably why they went this route with the navy drake, instead of dropping a launcher and giving a RoF bonus. Since its launchers are unbonused via damage, they increased potential dps by giving it more dronebay/bandwidth. Same with the navy cane as it technically lost dps compared to t1 cane, so they are compensating with more drone bay/bandwidth. i know why they are doing it that's quite obvious, however that doesn't justify it, navy drake will have huge tank on top the bizzare mobility buff, it doesn't need too go out of caldari lore just too buff its dps slightly.
The balance is more important than lolore. |
Gramps Pljugi
Fragile Mortality
6
|
Posted - 2015.09.18 18:34:17 -
[458] - Quote
CCP consider giving Prophecy 10 extra drone bandwith, it would help field 2x small webifier drones or 2x small target painter drones, both would help with application of missile damage and heavy drone damage, its not a significant buff but its one with most potential to bring it up to speed with other ships... |
Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
190
|
Posted - 2015.09.18 20:00:43 -
[459] - Quote
Looking at the Navy variants I see value for money even for pvp where before only the Navy Brutix lived up to it's price tag, but now they all look good except the Navy Harb.
Is there a role that the Navy Harbinger is so good at you would risk 200mil isk for the hull knowing you're not getting much of it back from insurance if you lose it? |
Stitch Kaneland
Tribal Liberation Force Minmatar Republic
551
|
Posted - 2015.09.18 20:44:43 -
[460] - Quote
Fourteen Maken wrote:Looking at the Navy variants I see value for money even for pvp where before only the Navy Brutix lived up to it's price tag, but now they all look good except the Navy Harb.
Is there a role that the Navy Harbinger is so good at you would risk 200mil isk for the hull knowing you're not getting much of it back from insurance if you lose it?
Beams + tracking/optimal bonus and 5th mid could quite flexible in shield or armor doctrines. Or small gang. I personally would probably run it as a MJD/100mn brawler /w cap booster and neut. Pretty much a mirror of t1 harb, but adding cap booster and replacing NOS with neut. But im alil weird in how i fly BCs. I like to solo with them.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Asuna Crossbreed
Redemption Road Affirmative.
0
|
Posted - 2015.09.19 00:40:44 -
[461] - Quote
After thinking about it. The harbinger feels a little weak still, but its in such a nice spot that it can be hard to argue away the cap bonus, which many argue is worthless. What if the cap bonus was made 15% per level. that would be a 75% reduction, it would make it a actual coveted bonus as your guns would be good and use little cap. |
Ersahi Kir
Brutor Tribe Minmatar Republic
410
|
Posted - 2015.09.19 06:51:55 -
[462] - Quote
I'm not a PvP expert, but I think my main issue with the navy harbinger is that anything you would use it for would be better served by getting into a navy brutix instead. It seems more of a role playing ship than anything else.
I get the same overall feeling for the regular Amarr battle cruisers as well. The other battle cruisers seem to have a niche of some niche they fill, but the Amarr ones feel like the roleplaying choice.
I'm noob though. |
Randy Wray
AQUILA INC Verge of Collapse
150
|
Posted - 2015.09.19 09:01:13 -
[463] - Quote
Cyclone really needs a 6th launcher, it can't rely on a 50m3 drone bay to be 1/4th of it's dps.
Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray
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Danny John-Peter
Snuff Box Snuffed Out
578
|
Posted - 2015.09.19 09:47:19 -
[464] - Quote
Nevil Kincade wrote:Danny John-Peter wrote:Changes look alright to be honest, better than I would have expected for pass 1 anyways.
Contentious points seem to be the kinetic lock and the Harbs cap bonus.
[...]
As for the cap usage bonus on the Harb, its fine, pulses get better base range and base damage than other turret weapon systems, the cap usage bonus is the price you pay for having a short range turret with amazing base DPS and the ability to apply a good chunk of that DPS out to medium range (or further, with this new bonus).
[...]
. It's not pass 1 ... The Harb is not fine ... And the usage stats show that ... I used the harb for over 6 month gatecamping in null and low sec just around the time BCs got changed the last time when the Harbinger received the 10% dmg bonus and one turret slot was removed. A change that increased dmg and reduced cap consumption slightly. I was rather new back then and the Harb was the only ship i had nearly maxed out and therefore i used it a lot. I am sad to see that the next balance pass took years to come along and still does not address the Harbinger's issues. Once again the Harbs cap is buffed but it's problems remain. Again: It is the only BC that gets only one effective bonus instead of two. And that is completely unjustified.
"The price you pay" for the lasers advantages are already compensated by their innate weaknesses: - Pulse base damage is certainly not as good as blasters. And has a worse (less universal) damage profile. - Pulse tracking is the worst among all short range turrets - Lasers are vulnerable to neuts like no other weapon system while hybrids can be cycled to a certain degree under neuts. - Tracking and damage get even worse once you start using the only advantage pulse lasers have here: Scorch M and range. If your point was valid then all laser platforms need to have one bonus slot removed. Balance passes on cruisers have shown that CCP is willing to replace energy turret cap consumption bonuses. Why it has been overlooked here is beyond my comprehension. Anyway, maintaining range and making use of it's turrets range is problematic for a Harb: In it's current state a harb would run dry on it's own by only shooting pulse lasers even with max capacitor skills despite the 10% energy turret cap bonus. Let alone pulsing MWD. I sincerely hope that the buff to capacitor capacity will finally enable the Harb to continueouly shoot it's guns at least because being the only BC unable to do so despite a bonus slot dedicated to enabling it to do so was an extraordinarily pathetic state over the last years even for CCP balancing standards. To run it's MWD after the new balance changes I would still expect the ship to need a cap booster which costs so much power grid that you can't fit a 1600mm plate anymore at which point i would choose any other BC over the Harb (if i was looking for an armor tank). So you can basically choose between pest and cholera either having: - no PG for tank - or no CAP for propulsion - or no CAP for lasers But what will really keep people from using the ship again is the fact that one of the hull bonuses is ****. I could live with the Harb running dry after a couple of minutes and even with the implications of fitting a cap booster but other hulls dont have the cap issue and offer a 2nd bonus. Screw the Harb, not going back to it.
Yeah those weakness's do not compensate for how good Scorch is already, add in a 25% optimal bonus on top and it only gets better.
There has always been this debate around ships with this bonus since the dawn of time but the fact is Scorch is so freaking amazing it makes it worth it.
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Moac Tor
Cy-Core Industries Stain Confederation
142
|
Posted - 2015.09.19 13:51:04 -
[465] - Quote
I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Deacon Abox
Justified Chaos Spaceship Bebop
520
|
Posted - 2015.09.19 15:24:54 -
[466] - Quote
Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance. And, why are BCs being rebalanced as medium gun snipers with their range bonus, but then one gets to be far and away best in that class? Of course this is the Ferox. It will be what all the others will essentially fail at. It will be able to form a fleet doctrine or stand off snipers with some defensive dronage, and decent native agility, aided by ease of fitting nanos, with which to disengage if enemies get too close.
This will mirror the current state of Destroyers. Sniper Corms are the thing in FW plexes. They are uncounterable unless you up ship to sniper Harpys.
If you are still reading this, Fozzie, how can you miss the weighted advantage that Corms and now Feroxes will have? They will be double range bonused. All other ships in class will essentially have a worthless range bonus. They will always be outsniped by Feroxes.
Corms rule FW small plexes. Numbers being equal no other destroyer can knock them out of a plex, due to the range advantage. I like the class range bonus on Destroyers and now on BCs. But to not recognize the built in advantage double range bonused ships such as the Ferox will have against other ships in their class, is a serious error.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
551
|
Posted - 2015.09.19 15:29:46 -
[467] - Quote
Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
Caldari ships have always been quite agile, but dont have enough speed to really make it matter in kiting setups(except the nosprey). Take for example the jackdaw, it gets a bigger bonus to inertia than velocity in prop mode. I would imagine with the navy drake they want it to fly around acting like heavy missile spam. Keeping it mobile in a fleet setup is ideal.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
551
|
Posted - 2015.09.19 15:33:51 -
[468] - Quote
Deacon Abox wrote:Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance. And, why are BCs being rebalanced as medium gun snipers with their range bonus, but then one gets to be far and away best in that class? Of course this is the Ferox. It will be what all the others will essentially fail at. It will be able to form a fleet doctrine or stand off snipers with some defensive dronage, and decent native agility, aided by ease of fitting nanos, with which to disengage if enemies get too close. This will mirror the current state of Destroyers. Sniper Corms are the thing in FW plexes. They are uncounterable unless you up ship to sniper Harpys. If you are still reading this, Fozzie, how can you miss the weighted advantage that Corms and now Feroxes will have? They will be double range bonused. All other ships in class will essentially have a worthless range bonus. They will always be outsniped by Feroxes. Corms rule FW small plexes. Numbers being equal no other destroyer can knock them out of a plex, due to the range advantage. I like the class range bonus on Destroyers and now on BCs. But to not recognize the built in advantage double range bonused ships such as the Ferox will have against other ships in their class, is a serious error.
Pretty sure a couple maulus could counter a sniper corm. So they are far from uncounterable. Other races have damage selection for their range bonuses (navy drake/cane), so against lets say an ishtar, cerb, or eagle gang, it might be better to use a missile or cane based doctrine. Especially navy drake since it gets a tank bonus and application bonus with selectable damage types.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Deacon Abox
Justified Chaos Spaceship Bebop
521
|
Posted - 2015.09.19 16:55:56 -
[469] - Quote
Stitch Kaneland wrote: Pretty sure a couple maulus could counter a sniper corm. So they are far from uncounterable. Other races have damage selection for their range bonuses (navy drake/cane), so against lets say an ishtar, cerb, or eagle gang, it might be better to use a missile or cane based doctrine. Especially navy drake since it gets a tank bonus and application bonus with selectable damage types. You are correct if one limits your statement to exactly that. A couple Maulus can easily apply 6 damps to take out one to three Corms. However, you do not appear to be in FW (or at least have fighting experience with sniper corms) and thus I doubt you have much experience with massed sniper corms. I will explain.
Sniper corms get into a small plex. They sit out at about 80 or 90 km. Any frig, af, or detroyer that comes in is sniped. If anything burns in it is primaried and does not have a tank to withstand a dozen and usually more corms beating on it. Nothing can outrange it except a snarpy. But you need just as many snarpys to counter the corms. No other destroyer comp will work. Well, there has been attempts with ranged algoses and maybe breacher coraxes which really were better designed to counter Talwar gangs. But the only reliable counter is to upship to snarpys.
You happen to be mentioning the Maulus to one that has flown the ship for the majority of my FW pvp career. They can outrange and out pace a snip corm. However, they are in falloff. They do provide a lovely irritant to any other fleet. But distributing damps reliably on a mass of corms is never a certain endeavor. There will always be some undamped corms due to falloff and overlap amongst a Maulus squad embedded within a gang of other ships. Ships that hope to get close enough to the corms to kill them. As the number of corms rises you soon approach the point where the Mauluses don't matter. They haven't damped enough of the corms.
Now Mauluses make an excellent compliment to any sniping comp including corms. As long as the opposition cannot snipe back out past 100km or so, they can damp anything that closes on the corms until the corms have killed it as it closes distance. However, Mauluses cannot be used as a reliable counter as the numbers increase. Where the tipping point will be always is a matter of circumstances such as fleet makeup, discipline and abilities, FC experience, starting conditions and geography, etc.
Anyway, as I said, to create a class role bonus, but then to give one ship in the class a further similar ship bonus, is simply to make that particular ship better in the role than all the others.
edit - especially when the ship that gets the ship bonus similar to the class bonus is using the weapon system with the best stats for that role. Here that being rails which have the greatest range of any other gun or missile of the same weapon size.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Moac Tor
Cy-Core Industries Stain Confederation
145
|
Posted - 2015.09.19 17:39:04 -
[470] - Quote
Stitch Kaneland wrote:Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
Caldari ships have always been quite agile, but dont have enough speed to really make it matter in kiting setups(except the nosprey). Take for example the jackdaw, it gets a bigger bonus to inertia than velocity in prop mode. I would imagine with the navy drake they want it to fly around acting like heavy missile spam. Keeping it mobile in a fleet setup is ideal. Caldari ships have always been the third least agile of the races. Minmatar used to be top, and then CCP decided to allow Gallente to have the agility crown. Caldari have never been known for producing agile ships and certainly not the most agile of all four of the races.
I agree the Ferox is quite easily going to be the most powerful of the T1 battlecruisers, and possibly even more powerful than some of the navy variants. It really doesn't need that agility buff on top.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
190
|
Posted - 2015.09.19 19:20:01 -
[471] - Quote
Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
It will be based on what role they expect ships to be used for, and the Navy Drake was already agile - second overall. It seems to have passed the Navy Brutix, but i'm not sure because it looks like the Brutix has had a mass reduction while the Navy Drake has had a mass increase: so does that offset the base agility/velocity buffs after you put a prop mod on, exaggerate them, or make no difference? |
Stitch Kaneland
Tribal Liberation Force Minmatar Republic
552
|
Posted - 2015.09.19 19:26:16 -
[472] - Quote
Moac Tor wrote:Stitch Kaneland wrote:Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
Caldari ships have always been quite agile, but dont have enough speed to really make it matter in kiting setups(except the nosprey). Take for example the jackdaw, it gets a bigger bonus to inertia than velocity in prop mode. I would imagine with the navy drake they want it to fly around acting like heavy missile spam. Keeping it mobile in a fleet setup is ideal. Caldari ships have always been the third least agile of the races. Minmatar used to be top, and then CCP decided to allow Gallente to have the agility crown. Caldari have never been known for producing agile ships and certainly not the most agile of all four of the races. I agree the Ferox is quite easily going to be the most powerful of the T1 battlecruisers, and possibly even more powerful than some of the navy variants. It really doesn't need that agility buff on top.
Caldari are actually closer or tied to 1st in agility with gallente, than 3rd overall.
Quick comparisons:
T1 Cruisers Caracal: 5.2s align, 288 m/s Stabber: 5.3s align, 363 m/s Omen: 5.2s align, 325 m/s thorax: 5.2s align, 300 m/s
Faction cruisers Navy Osprey: 4.2s align 325m/s Exeq Navy: 4.2s align 319m/s ScyFI: 4.5s align, 350 m/s Omen Navy: 4.4s align, 331m/s
Assault frigs Harpy: 3.9s align 330m/s Retribution: 4.5s align, 348m/s Jagaur: 4.1s align, 446m/s Enyo: 4.3s align, 360m/s Ishkur: 4.4s align, 359m/s
T3D's (in their prop modes) Jackdaw: 2.1s align 283m/s Confessor: 3.4s align 489m/s Svipul: 3.3s align 479m/s Hecate: 2s align 213m/s
In speed, caldari ships are generally slower, but either aligns faster or matches the other races in agility. I would agree that gallente are bordering on the most agile race, but caldari aren't far behind.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Moac Tor
Cy-Core Industries Stain Confederation
145
|
Posted - 2015.09.19 20:13:45 -
[473] - Quote
Stitch Kaneland wrote:In speed, caldari ships are generally slower, but either aligns faster or matches the other races in agility. I would agree that gallente are bordering on the most agile race, but caldari aren't far behind. Ok, so you managed to find a few outliers without looking at the overall trend. Like I said Minmatar used to be the most agile race and then this was surpassed by Gallente in tiericide.
Here is a more comprehensive roundup:
Tier 3 BCs
Talos Tornado Oracle Naga < Caldari
Battleships (Barring Tier 3s)
Typhoon Megathron Tempest Apocalypse Raven < Caldari Scorpion < Caldari Dominix Armageddon
T1 Cruisers
Thorax Omen Caracal < Caldari Stabber Rupture Vexor Moa < Caldari Maller
HACs
Deimos Vagabond Cerberus < Caldari Ishtar Sacrilege Muninn Eagle < Caldari Zealot
I've taken the whole ship class, and barring the few outliers you found above as a general trend Caldari are behind Minmatar in terms of agility and way behind Gallente.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Moac Tor
Cy-Core Industries Stain Confederation
145
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Posted - 2015.09.19 20:27:47 -
[474] - Quote
Fourteen Maken wrote:Moac Tor wrote:I'm still left wondering why Caldari seem have suddenly improved their agility. Why does the Navy Drake seem to have gained obscene levels of agility in comparison to the other BC hulls. And why is the Ferox in the top three most agile T1 BCs.
Consider that these are going to be fit with shields and so will suffer no agility penalties means Caldari are basically becoming the most agile race in terms of this rebalance.
It will be based on what role they expect ships to be used for, and the Navy Drake was already agile - second overall. It seems to have passed the Navy Brutix, but i'm not sure because it looks like the Brutix has had a mass reduction while the Navy Drake has had a mass increase: so does that offset the base agility/velocity buffs after you put a prop mod on, exaggerate them, or make no difference? The Navy Brutix has a lower mass which means its agility will be more easily impacted by putting on armour plates or prop mods. The Navy Drake has better base agility and is less affected by prop mods. So yes, the Navy Drake is the most agile BC now by quite a long way.
And you could be correct that CCP seems to be going away from the old trend of making agility a racial strength/weakness and simply using it as a balancing variable irrespective of race.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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HiddenPorpoise
Garoun Investment Bank Gallente Federation
395
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Posted - 2015.09.19 21:02:49 -
[475] - Quote
Moac Tor wrote:The Navy Brutix has a lower mass which means its agility will be more easily impacted by putting on armour plates or prop mods. The Navy Drake has better base agility and is less affected by prop mods. So yes, the Navy Drake is the most agile BC now by quite a long way. Who plates a Navy Brutix? |
Moac Tor
Cy-Core Industries Stain Confederation
145
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Posted - 2015.09.19 21:25:52 -
[476] - Quote
HiddenPorpoise wrote:Moac Tor wrote:The Navy Brutix has a lower mass which means its agility will be more easily impacted by putting on armour plates or prop mods. The Navy Drake has better base agility and is less affected by prop mods. So yes, the Navy Drake is the most agile BC now by quite a long way. Who plates a Navy Brutix? They all fit a 50mn MWD, and that will increase the mass of the ship from 11,800,000 to 16,800,000. So yes, it will make a big difference to the Brutix, wheras the effect is less for the Drake.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
190
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Posted - 2015.09.19 22:15:16 -
[477] - Quote
Moac Tor wrote:HiddenPorpoise wrote:Moac Tor wrote:The Navy Brutix has a lower mass which means its agility will be more easily impacted by putting on armour plates or prop mods. The Navy Drake has better base agility and is less affected by prop mods. So yes, the Navy Drake is the most agile BC now by quite a long way. Who plates a Navy Brutix? They all fit a 50mn MWD, and that will increase the mass of the ship from 11,800,000 to 16,800,000. So yes, it will make a big difference to the Brutix, wheras the effect is less for the Drake.
Thanks for clearing that up, but imo it's because the intended roles are different. Minmattar would be the fastest if they had a Cyclone Fleet Issue instead of the Fleet Cane for example. It doesn't say anywhere in the lore that Caldari have to be the second slowest always, just like Amarr have sometimes fast ships and sometimes the slowest ships it depends more on the role they were designed for than the lore itself. You don't design a kiting ship and then make it slow just because of lore, that makes no sense.
EDIT: on the same logic I agree that the Ferox has no business being one of the fastest, it should really be one of the slowest. I think they did that so it would still be effective as a brawler, but nobody will put blasters on a Ferox now. |
Hannah Englen
Controlled Chemical Exposure Ltd.
0
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Posted - 2015.09.20 01:46:25 -
[478] - Quote
I would like to bring up a couple of things from earlier in the thread, the Navy Drake getting great buffs overall but comes with a range nerf ? down from a 50% range to a 25%, and again not sure if this is intended, ill obviously have to switch to HM's instead of HAM's
but the shing id like to bring up most is maybe a cargo bay buff across the board ? i mean they are pretty decent sized ships would be nice to have a little more room in that hull, even as mentioned with an ammo/charges hold
apart from maybe having to lose some dps in favor of HM's i love the buffs overall |
Deacon Abox
Justified Chaos Spaceship Bebop
522
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Posted - 2015.09.20 14:53:40 -
[479] - Quote
I have to agree with some of the concern already posted. The Navy Drakes base speed and time to align agility seem out of proportion in comparison to the other Navy BCs. Especially considering how these characteristics could be easily further enhanced with a nanofiber. Gunboats sorta need mobility to deal with tracking considerations. Missile and drone boats not so much.
Additionally, where the hell is the expanded drone bay coming from? The ship mobility already gives it an edge on the others. It does not need more drone options. Also, lore be ****** I guess.
We will not see fleets of Navy Harbs or Brutix, and I doubt even Navy Canes. Although Navy Canes for alpha strike type fighting will always have appeal. But we could see some return of fleets of Drakes in Navy form. The only drawback from the old omnipresent perma mwd regular Drakes being pricetag.
Fozzie, when you imbalance Navy ships you induce FW farmer alts to migrate faction. The Navy Drake is much better than the others as a fleet ship. There probably will be a surplus demand for them in comparison to the other Navy BCs. And being a fleet comp capable ship, that demand could be very large. This will affect FW game balance. Something to consider.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Poranius Fisc
State War Academy Caldari State
10
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Posted - 2015.09.20 19:15:25 -
[480] - Quote
Stitch Kaneland wrote:Iyacia Cyric'ai wrote:For arty Sleipnirs people burn in to scram them anyway making the MMJD useless. Someone can attempt to burn in to scram range on arty sleip. I have an arty sleip fit that was good and used MJD. MJD, XLASB, 720's, MWD, was good kite combination. I also had dual neuts, so most small tackle could get neuted out semi-quick. MJD is more to escape things faster than you that hold a point. Like garmur. MMJD is far from useless on CS though. I've actually had a number of CS with MJD as its too useful not to use. Vulture has over 100km long range, making MJD dunks easy. Damnation can get over 100km lock range with single range rig. So there are definitely fits that could benefit from a MJD bonus. Celestis counter? |
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