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Kiithnaras
Minmatar OVER-DOSE Hedonistic Imperative
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Posted - 2007.01.23 02:02:00 -
[1]
Obliterators:
These would be basically the dreadnoughts of battleships. They would be exceptionally slow and heavy despite being tough. They would only have 3 turret (or launcher for caldari) slots, but also special bonuses that would reduce the powergrid requirement of XL weapons. They would have "assault" resistances and be exceptionally tough, as well as bonuses that would make them significant anti-capital or anti-battleship platforms, but would lack much in the way of offensive power against smaller ships.
Example:
Gungir - Typhoon Hull - 3 turret slots, 5 highs, 6 mids, 6 lows, 500 CPU, 4000 PG, 100m/s, 90km targeting range, Min BS bonuses: +7.5% Capital Proj optimal range and falloff per level, Obliterators bonuses: +10% Capital Proj damage and ROF per level, Special: 99% reduction in the powergrid need of Capital Projectile turrets. ------------------------------ Rebalance and General Idea thread. Feel free to respond or post your own ideas. |

Danton Marcellus
Nebula Rasa Holdings
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Posted - 2007.01.23 04:46:00 -
[2]
Edited by: Danton Marcellus on 23/01/2007 04:53:15 I'd settle for just a plain ol' battleship with 5% extra to everything.
Ourselves Alone |

Macmuelli
Gallente Gallente Mercantile Exchange
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Posted - 2007.01.23 06:46:00 -
[3]
i m not sure if the capital turret dmg output without the siege modus is the same like specilised t II large guns.. + if someone orbit u with a afterburner... u will not hit him anymore..... or the dmg isnt high enough to kill him...
i think capital turrets are only worth atm on dreadnoughts.... there siege modus gives a nice dmg to poses...
Battleships tech II had to be more optimised like ther t I models... a bit better resistance... like 5-10 % like before (not the same like hacs etc... this woud make them to strong) -perhaps bonuses like faster reload of ammo... -stronger bonuses like 10 % then 5 % vbefore to there race bonuses - Or bonuses to make them special "Fleet command ships" like gang assist bonuses get a bit higher ( so they only worth for them etc...)
Whats a human without dreams?.....
DEATH |

elFarto
New Order Industries
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Posted - 2007.01.23 11:21:00 -
[4]
Originally by: Macmuelli ...Or bonuses to make them special "Fleet command ships" like gang assist bonuses get a bit higher ( so they only worth for them etc...)
From what I've seen, one idea for T2 battleships are for them to be flagships. So they'd be more like Fleet command ships than HACs. They'd give good gang bonuses and have good tanks, but not be anything special in the damage department.
Personally, I prefer the flagship idea to the more-damage-better-tank idea.
Regards elFarto
NPC database Mal: This is your captain speaking. We're having some technical difficulties, so we may experience some turbulence, and then explode. |

Gaogan
Gallente Solar Storm X-PACT
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Posted - 2007.01.23 16:07:00 -
[5]
I have two words for T2 bs:
Jump Drive.
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Nova Fox
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Posted - 2007.01.23 19:32:00 -
[6]
3 words deployable jump bridge. Bring one into system and have another elsewhere, time and fuel to setup based on distance, once established they can function like a gate, theyll be vunerable in this mode however. cant setup in empire or low sec empire, must be in pure 0.0. They would also have limited traffic to one ship at a time. When not part of a jump bridge they can be formidiable mobile flagships, they could have some form of leadership ability but not to rival the command ships. they should also give a natrual gang bonus similar to what titains can. *==================* Fight the bunnies! ...|\_/|.......(\_|) |\<^-^>=@(x-0) \|.uwu........(....) |

Kiithnaras
Minmatar OVER-DOSE Hedonistic Imperative
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Posted - 2007.01.30 04:10:00 -
[7]
The main problem that CCP has expressed with the HAC concept of T2 battleships is that they're vastly overpowered. I agree that one T2 variant of battleships should be a Flagship type of ship, less overall combat effectiveness and good tank with very good gang bonuses (both inherent and link-based) and possibly even a "VERY" limited jump portal (Titans are be capable of jumping whole fleets where Flagships would only be capable of jumping perhaps a squad or two at the most, considering their cargo size and the fuel needs of jump portals).
The concept of Obliterators is that of a Tank-buster. I did do the math and the way I worked it in my example, it is indeed significantly more powerful than T2-fitted battleships. My concept is that of a battleship hull that is highly effective against other battleships and capital ships (less so than dreads, but moreso than battleships), but totally worthless against anything smaller. Very effective BS-fleet-blob busters even in small numbers with support, but good for little else other than perhaps supporting dreads in starbase seiges or anti-capital firepower.
Just an idea, really. ------------------------------ Rebalance and General Idea thread. Feel free to respond or post your own ideas. |

Macmuelli
Gallente Gallente Mercantile Exchange
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Posted - 2007.01.30 08:17:00 -
[8]
Edited by: Macmuelli on 30/01/2007 08:18:48 Edited by: Macmuelli on 30/01/2007 08:15:25 woud be nice to see also a special weapon for this ships ( flagships etcc) "not a min doomsday" something diffrent... like a " Sensor disrupt probe " u coud launch... efeffect in fleet battles coud be a temporary sensor disrupt of enemies.... nice option for emergency warps or regroup your fleet...
such a probe need a electronic conenction to the flagship then...
Ice products ( like stronthium clathrates isotopes needed to keep it running.... ) special bay for them in the flagship etc...
u cousd use it every 25 minutes.. cos the electronics need to cool down after using it... u need heavy water and liquid ozon for this process... if u dont have it ...u can use the launcher only 1 time in the hr....
+ eefect of it limted for squad leaders only like fleet commandre / commodore / squad leaders...
Whats a human without dreams?.....
DEATH |
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