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Kasia en Tilavine
School of Applied Knowledge Caldari State
80
|
Posted - 2016.02.14 21:03:01 -
[271] - Quote
These seem stuck in limbo between two conflicting ideas.
1: provide up close powerful grapple item for heavy tackling.
2: provide projected slow down of distant targets so you can shark them or apply just that extra bit of Dps.
Pick one. powerful grapple for heavy tackling? BS's don't do that. Ever. Sharking distant targets as they get slower compared to you? BS's aren't fast enough to catch moss growing. Ever.
If you want to give these to a class of ship that needs help as the "special snowflake that makes them see use". Give them to assault frigates. They would love projected slowdown, with ever increasing speed imbalance. ending in an 85% heavy tackle on their 'at 0' target. Enyos would love them. Vengeance's would love them. Hawks would love them. Jaguars would love them.
Do that.
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FT Cold
The Scope Gallente Federation
49
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Posted - 2016.02.15 01:00:46 -
[272] - Quote
Baali Tekitsu wrote:I dont see myself using them much since brawling is kinda **** but I guess they are still cool as it will be much easier to stay relatively close (~20k) to battleships that use these instead of a normal web.
Yeah, it is crap, but it sure is fun and it leaves nice red streaks to go with the green on your KB. |

Luscius Uta
195
|
Posted - 2016.02.15 08:25:19 -
[273] - Quote
I think that Bhaalgorn's bonus to web range should apply to Heavy Stasis Grapplers, since they already have a low optimal range, so it isn't likely to cause balance issues and I don't think those modules will be more popular than regular webs. Of course, it's another thing with Vindicator since 90% webs are already extremely strong.
Drifters have arrived - The End is nigh!
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Nico Aristaeus
The Vendunari End of Life
11
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Posted - 2016.02.15 08:55:39 -
[274] - Quote
Good mod for a bastion Golem.
There are two types of people: People that can extrapolate from incomplete data.
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FireusI
F-I-N-K Industry F-I-N-K and Co.
13
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Posted - 2016.02.15 13:30:11 -
[275] - Quote
I like the sound of this module
But i also would like to see the
BPO 's costs
Items list to work out the cost of building them but as of yet none that i have seen.
Would like a update on this
regards
FriesuI
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
747
|
Posted - 2016.02.15 14:02:22 -
[276] - Quote
Kasia en Tilavine wrote:These seem stuck in limbo between two conflicting ideas.
1: provide up close powerful grapple item for heavy tackling.
2: provide projected slow down of distant targets so you can shark them or apply just that extra bit of Dps.
Pick one. powerful grapple for heavy tackling? BS's don't do that. Ever. Sharking distant targets as they get slower compared to you? BS's aren't fast enough to catch moss growing. Ever.
If you want to give these to a class of ship that needs help as the "special snowflake that makes them see use". Give them to assault frigates. They would love projected slowdown, with ever increasing speed imbalance. ending in an 85% heavy tackle on their 'at 0' target. Enyos would love them. Vengeance's would love them. Hawks would love them. Jaguars would love them.
Do that.
no. We don't need frigates with webs that reach out to 24km. It will just continue to reinforce small kitey ships, and again big ships take another unneeded nerf. Stop trying to introduce gimmicks into small ships that will affect large ship operation. A web that reaches 20-24km and increase strength with range is actually quite good for brawling or even kiting BS. AF just need stats tweaked, or T3D's need another pass with the nerfhammer.
Yes BS are slow, but some are still fairly quick all things considered, like the phoon, mach, pest and bhargest. BS also have long range neuts, so combine long range neut with stasis grappler and it might be enough to shutdown tackle long enough to score good hits, or leave.
I think you should actually fly the ship before commenting on how useful a module will be for it. As brawling in a BS, especially a missile BS is still quite viable. I'm hoping to see an improvement with torpedo battleships especially with the grappler. Since most people will ram a battleship, they will be slowed by the 60-85% depending on range to the ship. Combined with 2nd web and application mods, torps might be able to hit cruisers and even frigs fairly well in scram range. Current stats show a torp phoon with 2 webs, missile computer and rigor rig + crash to apply around 300 dps to a dual MSE svipul, and perfect application to most cruisers. Grappler will make that better when svipul is hugging me around 1-2km, slowing it even further. So we might be able to get 350-400dps applied with torps on a shield svipul. Before drones, mind you.
Give Battlecruisers range to fullfil their Anti-Cruiser role - OP SUCCESS
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Kasia en Tilavine
School of Applied Knowledge Caldari State
80
|
Posted - 2016.02.15 15:58:43 -
[277] - Quote
Stitch Kaneland wrote: no. We don't need frigates with webs that reach out to 24km.
Stop trying to introduce gimmicks into small ships that will affect large ship operation.
I think you should actually fly the ship before commenting on how useful a module will be for it.
These do not reach 24 km. At 22, they only reduce speed by 10%. Negligible if you're trying to catch size smaller ships or trying to hit with low tracking guns. A tracking comp gives you more tracking unscripted that that 10% slowdown would give you. So for either intended use, a different module would perform better.
Assault frigates and HACs are the only pirate or T2 ship classes in the game left that do not have a snowflake function. EVERY ship has something that you cannot get on another hull in any remote capacity. Everything has a gimmick. Its how CCP creates artificial floors for their uses.
Grid control RHM geddons are one of my favorite ships to fly. I see no use for these on a class of ship that lacks the speed to take advantage of the progressively better slowdown as you close range, and already possesses superb options for shutting down speed inside 10km and hammering 600+ dps onto somethings face. A heavy neut/Scram/Web pretty much already railroads anything out to 12km.
I guess i can't wait to be proven wrong. Will look forward to seeing them on the field. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
748
|
Posted - 2016.02.15 22:23:32 -
[278] - Quote
Kasia en Tilavine wrote:Stitch Kaneland wrote: no. We don't need frigates with webs that reach out to 24km.
Stop trying to introduce gimmicks into small ships that will affect large ship operation.
I think you should actually fly the ship before commenting on how useful a module will be for it.
These do not reach 24 km. At 22, they only reduce speed by 10%. Negligible if you're trying to catch size smaller ships or trying to hit with low tracking guns. A tracking comp gives you more tracking unscripted that that 10% slowdown would give you. So for either intended use, a different module would perform better. Assault frigates and HACs are the only pirate or T2 ship classes in the game left that do not have a snowflake function. EVERY ship has something that you cannot get on another hull in any remote capacity. Everything has a gimmick. Its how CCP creates artificial floors for their uses. Grid control RHM geddons are one of my favorite ships to fly. I see no use for these on a class of ship that lacks the speed to take advantage of the progressively better slowdown as you close range, and already possesses superb options for shutting down speed inside 10km and hammering 600+ dps onto somethings face. A heavy neut/Scram/Web pretty much already railroads anything out to 12km. I guess i can't wait to be proven wrong. Will look forward to seeing them on the field.
Fit MJD, fit dual web/tackle. Wait for scrams, kill scrams, leave.
Idk why people think they NEED to catch things in a BS. Things come to you in a BS. And if you end up fighting a kite gang who don't want to commit, then MJD your way to freedom. Its pretty simple baiting, or calling the kiter's bluff. If they don't want to commit, then i can't die, unless they are really well prepared (tackle in multiple locations in a 100km sphere).
10% isn't much, but as they get closer, they get slower, while they are also under heavy neut pressure. Being able to start slowing them at 22km (i thought it was 24, w/e) is much better than trying to slow them down starting at 13km, when by then, an MWD frig going 4k/s is going to coast through your web/scram and get tackle. Whereas with the grappler there is a little bit more wiggle room to either get transversal or neut them out so they can't apply tackle initially, which then bumps transversal.
It will still be tricky for turret kiting BS, but is an improvement for those of us who aren't flying around with a dedicated link alt and have stock in fed navy webs.
Give Battlecruisers range to fullfil their Anti-Cruiser role - OP SUCCESS
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Kasia en Tilavine
School of Applied Knowledge Caldari State
82
|
Posted - 2016.02.16 21:17:15 -
[279] - Quote
derp |

Kasia en Tilavine
School of Applied Knowledge Caldari State
82
|
Posted - 2016.02.16 21:18:57 -
[280] - Quote
Kasia en Tilavine wrote:Stitch Kaneland wrote: Idk why people think they NEED to catch things in a BS. Things come to you in a BS. And if you end up fighting a kite gang who don't want to commit, then MJD your way to freedom.
This is sort of at the core of why i am not super excited about these. They are going to shine in a defensive situations, true. When coupled with a scram, they can shut down fast targets enough to wreck.... Just like webs already do... The issue is that enemies who commit, will commit to scram range already. They would have, and won't turn back when they see the grappler effect. tunnel vision will be the end of them. With or without this becoming a thing. Its nice to see a litte bit of falloff past web range and a fast refresh rate on the slowdown, but will these be all that more powerful than webs? Enough to warrant noticeable grid cost? I'm not seeing it. Maybe if there was no limit to how many could be fit.... Maybe we would be better off just making T2 webs 8+6 optimal and falloff and tossing the whole "grappler" module altogether.
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ShadowGod56
Blood Oath Foundation Adaptation.
0
|
Posted - 2016.02.16 22:13:47 -
[281] - Quote
This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time |

Cartheron Crust
Matari Exodus
188
|
Posted - 2016.02.16 23:16:13 -
[282] - Quote
ShadowGod56 wrote:This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time
What if I'm poor and can't afford a 70mil (or whatever they are now) web? :< |

Terraj Oknatis
xX-Crusader-Xx Tactical Narcotics Team
39
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Posted - 2016.02.17 01:15:48 -
[283] - Quote
I know CCP loves equations and math so I have a good formula to use
Idea awesomeness is inversely proportional to number of pages in response. |

Flyinghotpocket
Amarrian Vengeance Team Amarrica
564
|
Posted - 2016.02.17 03:39:02 -
[284] - Quote
1 of those 2 faction modules better be imperial navy issue. imp navy hasnt gotten anything this go around.
Amarr Militia Representative - A jar of nitro
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Mad Abbat
Talon Swarm
64
|
Posted - 2016.02.17 04:55:11 -
[285] - Quote
Cartheron Crust wrote:ShadowGod56 wrote:This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time What if I'm poor and can't afford a 70mil (or whatever they are now) web? :<
stop being poor by buyin plex from CCP ofc.  |

Baali Tekitsu
AQUILA INC Verge of Collapse
928
|
Posted - 2016.02.17 07:20:42 -
[286] - Quote
Cartheron Crust wrote:ShadowGod56 wrote:This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time What if I'm poor and can't afford a 70mil (or whatever they are now) web? :<
Why are you flying a battleship then
RATE LIKE SUBSCRIBE
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Cartheron Crust
Matari Exodus
188
|
Posted - 2016.02.17 16:07:46 -
[287] - Quote
Baali Tekitsu wrote:Cartheron Crust wrote:ShadowGod56 wrote:This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time What if I'm poor and can't afford a 70mil (or whatever they are now) web? :< Why are you flying a battleship then
Because it's insurable.  |

FT Diomedes
The Graduates
2283
|
Posted - 2016.02.17 17:38:05 -
[288] - Quote
Cartheron Crust wrote:Baali Tekitsu wrote:Cartheron Crust wrote:ShadowGod56 wrote:This new module looks like a massive joke, and not a very good joke ether
basically all i got form this is that anyone considering fitting this should fit Fed Navy Webs and they will be more effective 95% of the time What if I'm poor and can't afford a 70mil (or whatever they are now) web? :< Why are you flying a battleship then Because it's insurable. 
Then it won't matter if you lose it because you are too cheap to fit it properly. =ƒÿ£
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Andrew Indy
POS Party Ember Sands
151
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Posted - 2016.02.18 08:25:10 -
[289] - Quote
FT Diomedes wrote:
Then it won't matter if you lose it because you are too cheap to fit it properly. =ƒÿ£
So what you are saying is that every BS should be green? Why not just delete T2 BS mods from eve altogether.
Also if you are dual Web fit, having a grapple as the second web would be a great idea. Not only can you start webbing earlier but you can slow them down a tonne more.
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Arthur Aihaken
CODE.d
4989
|
Posted - 2016.02.18 09:14:47 -
[290] - Quote
Any update on these? (didn't feel like sifting through 15 pages of responses)
I am currently away, traveling through time and will be returning last week.
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Mad Abbat
Talon Swarm
65
|
Posted - 2016.02.19 15:18:01 -
[291] - Quote
Arthur Aihaken wrote:Any update on these? (didn't feel like sifting through 15 pages of responses)
I guess it still fails to help to apply damage with Heavy Pulse Lazers at any of its optimals.
Guess Abaddon still be used as smartbomming ship, instead of actual PVP boat. |

ShadowGod56
Blood Oath Foundation Adaptation.
0
|
Posted - 2016.02.19 19:52:54 -
[292] - Quote
So I have been brainstorming to try and make this new idea more useful at its intended goal which is to make solo and small gang BS/Cap ships more viable without making them into solo omnipwn mobiles that wipe the field the moment they show up
to start lets go over real quick what the problems that BS and caps face atm
-Hard applying DPS to smaller targets, (current description helps with this slightly) -****** locking times on anything smaller then a BC/BS -Poor align times/ warp speed (a much more fixable Problem due to Rig/Implant Options)
So the current description of the Heavy Grappler is a Single target high strength web with Vindicator lvls of strength at close range that gets weaker the farther away the target gets.
Initial problems with this idea are that any small targets that are being piloted with any sort of skill or long range fit wonGÇÖt ever get anywhere close enough to be effected by this new Module and faction webs will be more effective a majority of the time. The other problems are this doesnGÇÖt do anything to increase the lock speed of the BS/Cap to be able to actually engage something smaller then it, and sense itGÇÖs going to take a midslot it will prevent the BS/Cap from fitting more SEBOGÇÖs to achieve a reasonable lock time
First off make the optimal something like 3-4 Km that way when overheated it can actually get some reasonable range, second make it an AOE effect, this will prevent it from strait up just making the Serpentis/Vindicator Bonus a useless gimmick. Third give it a bonus to Scan res while active equivalent to 1 Sebo.
These changes make it an actual unique Module that will make Solo/Small gang Battleship fleets be able to control the fight against gangs of more traditional Fleet setups
Making it an AOE will secure its place as a solo/Small gang Utility mod that will give them some much needed control over a fight if the opponents are set up for close range or if they **** up on their positioning. It also gives the Pilot using the Grappler dynamic choices he needs to think about while using it.
for instance fleets having large amounts of these things fit could very well screw over anything in its own gang that needs to maintain high speed to be effective, and other interesting effects Slowing Down incoming bombs or even Enemy/ Friendly Drones
Discuss!
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Kblackjack54
Mercurialis Inc. RAZOR Alliance
130
|
Posted - 2016.02.20 02:50:00 -
[293] - Quote
Another utterly useless gob of skull candy from the mind of Fozzie.
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Khan Wrenth
Ore Oppression Prevention and Salvation
449
|
Posted - 2016.02.20 03:15:14 -
[294] - Quote
Actually I don't think AOE is a good idea since that will likely screw over friendly ships in the vicinity, plus make the module unusable in low/highsec where AOE is mostly forbidden (exceptions noted). However, if we made the module a high-slot weapon, so it could compete with neuts in that spare highslot space, we could have an interesting conversation there.
Plus, if we're going to combine functions, I'd rather have it combined with a target painter effect equal to the grapple effect and falloff, so that battleships can really start to lay down the hurt on the target.
Let's discuss overhauling the way we get intel in EvE.
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ShadowGod56
Blood Oath Foundation Adaptation.
0
|
Posted - 2016.02.20 16:23:27 -
[295] - Quote
Khan Wrenth wrote:Actually I don't think AOE is a good idea since that will likely screw over friendly ships in the vicinity, plus make the module unusable in low/highsec where AOE is mostly forbidden (exceptions noted). However, if we made the module a high-slot weapon, so it could compete with neuts in that spare highslot space, we could have an interesting conversation there. Plus, if we're going to combine functions, I'd rather have it combined with a target painter effect equal to the grapple effect and falloff, so that battleships can really start to lay down the hurt on the target.
im not against it being a highslot, but it not being used in highsec isn't so much a problem imo, it being used in Lowsec i think it would work out sense its not as powerful as a bubble and doesn't do massive burst AOE damage like bombs.
but it causing friendly ships to be slowed in it i think makes it a dynamic and interesting option that secures its places as a Solo/Small gang module and requires the pilot to have to think about his choices of activating/overheating to not **** over the quicker members of its fleet if they go out in a more traditional mixed fleet. For solo it works perfectly cause you only have to worry about yourself, but for small gangs that don't care about mobility with maybe like 2-3 people Fat Battleships that don't rely on drones to do a majority of there DPS (Abbadons, Rokhs, Malestroms, Etc) would create some interesting options and tactics |

Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
160
|
Posted - 2016.02.20 23:13:34 -
[296] - Quote
ShadowGod56 wrote:Khan Wrenth wrote:Actually I don't think AOE is a good idea since that will likely screw over friendly ships in the vicinity, plus make the module unusable in low/highsec where AOE is mostly forbidden (exceptions noted). However, if we made the module a high-slot weapon, so it could compete with neuts in that spare highslot space, we could have an interesting conversation there. Plus, if we're going to combine functions, I'd rather have it combined with a target painter effect equal to the grapple effect and falloff, so that battleships can really start to lay down the hurt on the target. im not against it being a highslot, but it not being used in highsec isn't so much a problem imo, it being used in Lowsec i think it would work out sense its not as powerful as a bubble and doesn't do massive burst AOE damage like bombs. but it causing friendly ships to be slowed in it i think makes it a dynamic and interesting option that secures its places as a Solo/Small gang module and requires the pilot to have to think about his choices of activating/overheating to not **** over the quicker members of its fleet if they go out in a more traditional mixed fleet. For solo it works perfectly cause you only have to worry about yourself, but for small gangs that don't care about mobility with maybe like 2-3 people in Fat Battleships that don't rely on drones to do a majority of there DPS (Abbadons, Rokhs, Malestroms, Etc) would create some interesting options and tactics
It affecting friendlies would immediately give rise to instawarping BS fleets, so let's stay away from that line of thought. I do feel the numbers are kinda low, so a faction web is a better idea than this new mod in most situations. If CCP are already making it BS-only, there would be no harm in giving it some more punch, a longer, shallower, effectiveness curve, or both.
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Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
264
|
Posted - 2016.02.22 06:12:42 -
[297] - Quote
Good change but too weak to make any difference, please make these much stronger and give better range. I think we all want more battleships in pvp, even people who won't necessarily fly them they can be good targets to engage in groups.
There's no danger of them becoming oppressive as long as they have slow lock times and relatively poor mobility, the slow lock time means smaller ships really only engage them out of choice anyway. |

Mad Abbat
Talon Swarm
67
|
Posted - 2016.02.22 09:50:20 -
[298] - Quote
why don't just to buff a sigres of large guns and be done with it? No, we gonna add a mod, that you have no midslot to fit, and it will not help in the job regardless., because it has no range. |

Infinity Ziona
Cloakers
2401
|
Posted - 2016.02.22 11:29:23 -
[299] - Quote
Grath Telkin wrote:Alysha Saronn wrote:Fozzie, can you do us all a favor here at eve and just leave the pvp and game design/balancing to someone who actually plays the damn game... I mean what the hell are you even thinking? 1km optimal web? are the devs and ccp stoned? What the hell are large turrets going to do to a frigate or dessie at 1km? even if you decide to move your aiding them.. Fall off on a webs is dumb and you should feel dumb.. You should feel dumb for thinking that BS should be able to solo frigates. Yeah you should need a fleet of battleships to solo a frigate.
CCP Fozzie GǣWe can see how much money people are making in nullsec and it is, a gigantic amount, a shit-tonGǪ in null sec anomalies. Gǣ*
Kaalrus pwned..... :)
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ivona fly
Black Fox Marauders
31
|
Posted - 2016.02.22 17:17:11 -
[300] - Quote
You know what might have been - Better - a module like a "shield boost amplifier"
"Pulsed web stasis amplifier" .. "can only be fit on battleships capitals and command ships" or whatever
it takes a truck load of cap while it pulses and the range and strength of a web can be boosted to whatever level works out not to be too oppressive but makes battleships scary for tackle.
it will eventually cap you out so using with skill will be very important, this way you can also invest in FED WEBS really skilled tackle can dip in out to play out your cap / cycles just like they do with Rapid Launchers.
it will take an extra slot and RIP your cap, but if you need a few seconds to blap a frigate/cruiser and GTFO you enable it, or if your like i'm not making it out of here.... you can hit something shiny for full DPS for a few seconds :) and die a glorious death while stomping that garmur or whatever 
Having it use alot of cap also means it will be like a 3 slot setup WEB/CAP BOOSTER/AMPLIFIER and will contest cap resource with neuts / local reps. This should help balance it.
Possibly a cool down so you can't park a battery feeding augror with it at a gate camp. |
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