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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1137
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Posted - 2015.10.16 17:15:33 -
[1] - Quote
man, not more recon bonuses :\
and why do I want +1 scram strength? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1137
|
Posted - 2015.10.16 17:35:00 -
[2] - Quote
Harvey James wrote:i can imagine how much people will hate a dps blaster griffin in small FW sites though, maybe a counter too the OP T3 dessies.
except it's also a counter to every ship in the game, aka overpowered.
when's that ecm nerf happening? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1137
|
Posted - 2015.10.16 17:42:58 -
[3] - Quote
Fifty Mullets wrote:CCP Fozzie wrote: -85% penalty to ECM optimal range and falloff
What is the intended meaning of this line? Is it an 85% bonus to ECM range and falloff with a side of confusing double negative? Or is this ship going to have an effective ECM range of 6.45+7.2?
the latter |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1138
|
Posted - 2015.10.16 19:01:13 -
[4] - Quote
Ransu Asanari wrote:I don't see why the Crucifier Navy Issue should have the Weapon Disruption Optimal/Falloff penalty. A normal Crucifier can already brawl in scram range: [Crucifier, Crucifier - Laser Brawler] Damage Control II Heat Sink II Micro Auxiliary Power Core I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script Medium Ancillary Shield Booster, Cap Booster 50 Warp Scrambler II 5MN Y-T8 Compact Microwarpdrive
Small Focused Pulse Laser II, Conflagration S Small Focused Pulse Laser II, Conflagration S
Small Ancillary Current Router I Small Energy Burst Aerator I Small Anti-EM Screen Reinforcer I
I don't see a huge differentiation from the regular Crucifier in the current proposal, other than a damage bonus and forcing it at close range. I'm glad it's not going to become another Energy Neutralizer bonused ship, as the Sentinel fills that role very well. Since the Navy Maulus and Griffin are forced into close range, and the Fleet Vigil will be an amazing kiter, why not let the Navy Crucifier be a similar kiter to the Navy Slicer, but with EWAR capability to compensate for the lack of optimal range bonus?
lol that fit, finally something a punisher or rifter can kill |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1139
|
Posted - 2015.10.16 22:19:14 -
[5] - Quote
Danmal wrote:Assault frigates. GOOD GOD THINK OF THE ASSAULT FRIGATES.
New T1 frigs are interesting for newbros, of which you urgently need to get a lot to subscribe to make up for likely recent losses in the subscriber base (judging by the ACU). But from a balance point of view, there would be more urgent issues than the tireless introduction of new ship classes.
just pretend assault frigates don't exist, then it's ok. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1147
|
Posted - 2015.10.18 19:19:49 -
[6] - Quote
Templar Dane wrote:Jeremiah Saken wrote:13 new ships. 4 ewar frigs, 4 new destroyers. 5 left, pirate factions stuff? 4 ewar navy frigs 4 destroyers 1 mining frigate thing So 4 left. Navy destroyers or tech 2 logi frigs. Please don't be tech 2 logi frigs.........
I'm ok with t2 logi frigs if they can figure a way so they aren't overpowered like all the other logi ships in the game |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1148
|
Posted - 2015.10.19 23:44:13 -
[7] - Quote
hookbill would be better if it had more fitting and if there were more appealling options for multiple slot shield tanks on frigs. it has no fitting even with 1 extender/masb, I can't somehow come up with the fitting for a second one, so that means it's always going to be doing 2 web, even though that's what you usually want to do so you can abuse rage rockets against ab frigs. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1148
|
Posted - 2015.10.20 11:14:24 -
[8] - Quote
Fourteen Maken wrote:Marcuis wrote:They look great but i can yell that the MNI Vigil is way to powerful.conpare to the others in mnay ways its a joke really a frig 400 ms base with web n missile dps like farmur or crow.. need do i say morethe NVI mauls dps is far to much with those drones n guns thats far to much dps.. i gather they wanted brawler fights with these... the cruicfer n griffin are fine..keep in mind they are frigs and suppose to be upclose.. woild suggest boost the ewar strength for griffin n cryicfer to make them worth while.... The Vigil is a poor mans garmur, horribly broken. Imagine what low sec would look like if Garmurs cost 10mil isk... well we're about to find out.
except garmurs do 50% more missile dps |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1148
|
Posted - 2015.10.20 12:24:50 -
[9] - Quote
Fourteen Maken wrote:TrouserDeagle wrote:Fourteen Maken wrote:Marcuis wrote:They look great but i can yell that the MNI Vigil is way to powerful.conpare to the others in mnay ways its a joke really a frig 400 ms base with web n missile dps like farmur or crow.. need do i say morethe NVI mauls dps is far to much with those drones n guns thats far to much dps.. i gather they wanted brawler fights with these... the cruicfer n griffin are fine..keep in mind they are frigs and suppose to be upclose.. woild suggest boost the ewar strength for griffin n cryicfer to make them worth while.... The Vigil is a poor mans garmur, horribly broken. Imagine what low sec would look like if Garmurs cost 10mil isk... well we're about to find out. except garmurs do 50% more missile dps So it will take them a little bit longer to kill their utterly helpless prey
carry a depot, refit to stabs. this is the only way to deal with untouchable kitescum, and it makes them mad as hell like you've done something dishonourable. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1150
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Posted - 2015.10.20 13:42:00 -
[10] - Quote
Ares Desideratus wrote:Carrying a depot and refitting for stabs has nothing to do with whether the ship is balanced or not.
Navy Maulus will laugh at your stabs anyway
navy maulus won't be out of damage range of any non-garbage scram kiter
there are a bunch of broken kiting ships, of course they're unbalanced, this is just the only way to deal with them other than flying a gimp fit and betting on their stupidity. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1160
|
Posted - 2015.11.03 11:07:16 -
[11] - Quote
Flyinghotpocket wrote:fozzie you still havent come up with a 2nd iteration of these frigates? its pretty clear nobody likes the crucifier, and nobody seems to like the range differences. 2 long range 2 short range. 2 using the proper ewar of the their race, 2 using generic secondary ewar of every race.
WHY?
but the crucifier is the only acceptable one |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1179
|
Posted - 2015.11.24 15:27:38 -
[12] - Quote
CCP Fozzie wrote:Hey everyone. Big thanks to all of you for the feedback so far.
After reading through what you folks have been saying, we agree that a few points merit changes pre-release and others will be watched closely after release.
A lot of you have been expressing concern that the Navy Crucifier and Navy Griffin are a little on the weak side. We've made a few adjustments to the plan, adding extra HP to both ships, increasing the strength of the cap use role bonus and expanding it to also reduce the CPU requirements of their chosen ewar. We've also reduced the base CPU a bit, but if you have at least one ewar module fit you'll be ahead thanks to the role bonus. We know that this isn't going as far as some of you would have hoped, especially those of you who wanted more range on the ewar. We won't rule out increasing the range a bit in the future, but we want to see how these ships play out on TQ first, as they have a higher than average risk of feeling oppressive if they get too strong.
Many of you have also expressed concern that the Navy Maulus and Navy Vigil will be too strong, especially in kiting configurations. We also agree that these concerns merit pre-release changes, so we're making some adjustments to reduce the skirmishing power of these ships.
The Navy Maulus is losing a bit of HP and some speed. It will still be a powerful ship but this should help reduce the risk of it getting out of control. We are also increasing the strength of the role bonus, now adding +2 scramble strength to scramblers.
The Navy Vigil is having its damage bonuses converted to apply to rockets only. You'll still be able to kite with the web with help from Javelin rockets and/or range modules and rigs, but the Vigil should also excel at chasing down and catching kiters with its speed and long range webs, then killing them within standard rocket range.
pretty good. I'm still concerned about the navy griffin, because it uses ecm and ecm is broken. and I still think you need some kind of proper solution to fix drone kiting without just nerfing all drone ships into nothing, my thing for this would be lower drone control ranges for ship classes, and also making it so you can't just run off to 150km and still have your 60km drones attack stuff just fine. |
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