Pages: 1 2 3 [4] 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
|
CCP Larrikin
C C P C C P Alliance
444
|
Posted - 2016.04.26 13:10:59 -
[91] - Quote
Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue.
This is in the patch notes (found here)
Quote:Refitting in space will no longer be possible with a weapons timer.
There is no exception to this rule for Triage, Siege or Bastion.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
|
|
S4ndman
Brutor Tribe Minmatar Republic
0
|
Posted - 2016.04.26 13:12:11 -
[92] - Quote
CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious.. This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required.
So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag.
Thanks,
o7 |
Michael Oskold
Adversity. Psychotic Tendencies.
23
|
Posted - 2016.04.26 13:13:21 -
[93] - Quote
Panther X wrote:Well GG Amarr/Caldari your dreads have just been nerfed into uselessness. Why would anyone bother with them anymore when the Gallente Moros is vastly superior? The 3rd racial bonus for Rev/Phoenix is totally useless.
you are in high flyers so i will assume you actually believe this. have fun dying to revs/phoenix post patch. B) |
Michael Oskold
Adversity. Psychotic Tendencies.
23
|
Posted - 2016.04.26 13:21:16 -
[94] - Quote
S4ndman wrote:CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious.. This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required. So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag. Thanks, o7
nag is essentially capless post patch, making it extremely powerful. along with selectable damage and a utility high for a cap neut, they will be mean cap killing machines. the moros has the worst cap out of all the dreads currently and the rep bonus, while good on paper, isn't good functionally. moros will require nos + cap injects to be used(unless hull tank :D) but it is still a king of blap. and it also has void now B) |
S4ndman
Brutor Tribe Minmatar Republic
0
|
Posted - 2016.04.26 13:22:38 -
[95] - Quote
Michael Oskold wrote:S4ndman wrote:CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious.. This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required. So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag. Thanks, o7 nag is essentially capless post patch, making it extremely powerful. along with selectable damage and a utility high for a cap neut, they will be mean cap killing machines. the moros has the worst cap out of all the dreads currently and the rep bonus, while good on paper, isn't good functionally. moros will require nos + cap injects to be used(unless hull tank :D) but it is still a king of blap. and it also has void now B)
Nice to know nalgfar's will be in a good spot. They are awesome. |
Seth Quantix
Imperial Shipment Amarr Empire
7
|
Posted - 2016.04.26 13:32:44 -
[96] - Quote
truly void moros will be scary. Like deep sea fish lanterna-thingy scary. Also, about the neuting dread thing : dont bring your shiny bhalgorn neuting machine anywhere near 10k of a moros. Just don't.
Michael Oskold wrote:nag is essentially capless post patch, making it extremely powerful. Also, this <3 |
Rabbit P
Nuwa Foundation
57
|
Posted - 2016.04.26 13:57:13 -
[97] - Quote
CCP Larrikin wrote:Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. This is in the patch notes (found here) Quote:Refitting in space will no longer be possible with a weapons timer. There is no exception to this rule for Triage, Siege or Bastion.
currently we don't have weapon timer while in siege
in the first dev blog "REWORKING CAPITAL SHIPS: AND THUS IT BEGINS!"
Quote:We're considering adding a weapons timer to triage & siege modes
so what is the plan now? will weapon timer be added to siege / triage module, like bastion? |
|
CCP Larrikin
C C P C C P Alliance
444
|
Posted - 2016.04.26 14:25:48 -
[98] - Quote
Rabbit P wrote:so what is the plan now? will weapon timer be added to siege / triage module, like bastion?
No :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
|
|
Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
|
Posted - 2016.04.26 15:12:15 -
[99] - Quote
Seth Quantix wrote:Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter).
Are you high? 1st of all i dont think you even read my post , 2nd your post have almost no sense ... Havent time to draw u a pictore so i`ll leave it that way. Fly safe. |
Goldensaver
Lom Corporation Just let it happen
431
|
Posted - 2016.04.26 15:41:15 -
[100] - Quote
Alexiel Fireborn wrote:Seth Quantix wrote:Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter). Are you high? 1st of all i dont think you even read my post , 2nd your post have almost no sense ... Havent time to draw u a pictore so i`ll leave it that way. Fly safe. To more accurately answer your question, yes. The trend for rapid launchers is long range, however the trend for high angle weapons is the close range variant. The use of torpedoes in the capital sized weapon system is to keep it more in line with other ships in its class. With things like this all Capital sized anti-subcapital weapons are short range so no single ship has a massive range advantage. |
|
Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
|
Posted - 2016.04.26 15:45:03 -
[101] - Quote
To more accurately answer your question, yes. The trend for rapid launchers is long range, however the trend for high angle weapons is the close range variant. The use of torpedoes in the capital sized weapon system is to keep it more in line with other ships in its class. With things like this all Capital sized anti-subcapital weapons are short range so no single ship has a massive range advantage.[/quote]
Can you Honestly describe Torpedoes as a "anti-subcapital weapon" !?... |
Cyrek Ohaya
Blazing Sun Group
22
|
Posted - 2016.04.26 16:44:16 -
[102] - Quote
Will High Angle Weaponry be considered "Large", "Capital" or both? |
Goldensaver
Lom Corporation Just let it happen
431
|
Posted - 2016.04.26 18:04:03 -
[103] - Quote
Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). |
Frostys Virpio
KarmaFleet Goonswarm Federation
2786
|
Posted - 2016.04.26 19:21:43 -
[104] - Quote
Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both?
If they were large, you would probably have people fiddling around with high angle Talos and other shenanigan with attack battle-cruiser since they have fitting bonus to large weapons. |
Pryce Caesar
Evil Young Flesh
72
|
Posted - 2016.04.26 20:21:00 -
[105] - Quote
Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).
It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC.
And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds.
Can someone clear this up for me? |
Mizhir
TURN LEFT
74749
|
Posted - 2016.04.26 20:48:32 -
[106] - Quote
Pryce Caesar wrote:Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC. And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds. Can someone clear this up for me?
The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.
One Man Crew - Collective Solo PVP - Video is out!
|
Xiaodown
Dreddit Test Alliance Please Ignore
105
|
Posted - 2016.04.26 21:52:32 -
[107] - Quote
Protip: the phoenix was never useful.
The torps are too slow. You can F1 and go out for a pizza and be back in front of your computer by the time the missile hits the structure you were shooting at. |
Pryce Caesar
Evil Young Flesh
72
|
Posted - 2016.04.26 22:09:00 -
[108] - Quote
Mizhir wrote:Pryce Caesar wrote:Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC. And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds. Can someone clear this up for me? The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.
Not what they are and what they use. I'm talking about the firing rate. How does the firing rate work? |
Jimy F
Aliastra Gallente Federation
3
|
Posted - 2016.04.26 23:39:12 -
[109] - Quote
i assume bonus on minmatar and galante for reper cycle time is for makeing this ships better active tanking, but they in active tanking need more capacitor so they need more cap module so making then not better but worst becouse they really are no capable rep more becouse lack of capacitor, and dreds with resistance have just pasive reduce of damage so they tank better and not need more cap for it my conclusion for this is, you should give resistance bonus to all, the same like haevy interdictors, not reduction reper cycle time or bonus to reper amout, reper bonus amout make ships bettet only for active tanking wich also need more cap so ship with resistance module are better for buffer tanks, beter for active tnaking with compersion ships that have reper cycle reduction and the same for active tanking with compersion with ships with reper amout bonus i think also all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for sige is little shame you forget abaut capital shize smartbombs :( |
Lugh Crow-Slave
2316
|
Posted - 2016.04.27 02:11:43 -
[110] - Quote
Xiaodown wrote:Protip: the phoenix was never useful.
The torps are too slow. You can F1 and go out for a pizza and be back in front of your computer by the time the missile hits the structure you were shooting at.
the point of a balance is to fix that not exasperate it
Citadel worm hole tax
|
|
Lugh Crow-Slave
2316
|
Posted - 2016.04.27 02:14:53 -
[111] - Quote
Jimy F wrote:i assume bonus on minmatar and galante for reper cycle time is for makeing this ships better active tanking, but they in active tanking need more capacitor so they need more cap module so making then not better but worst becouse they really are no capable rep more becouse lack of capacitor, and dreds with resistance have just pasive reduce of damage so they tank better and not need more cap for it my conclusion for this is, you should give resistance bonus to all, the same like haevy interdictors, not reduction reper cycle time or bonus to reper amout, reper bonus amout make ships bettet only for active tanking wich also need more cap so ship with resistance module are better for buffer tanks, beter for active tnaking with compersion ships that have reper cycle reduction and the same for active tanking with compersion with ships with reper amout bonus i think also all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for sige is little shame you forget abaut capital shize smartbombs :(
please no this bonuse may not be good for you but it will be good for how my and several other groups use dreads
you don't need to cycle them 100% of the time and there are cap boosters now for caps
Citadel worm hole tax
|
Seth Quantix
Imperial Shipment Amarr Empire
7
|
Posted - 2016.04.27 02:45:49 -
[112] - Quote
Lugh Crow-Slave wrote:you don't need to cycle them 100% of the time and there are cap boosters now for caps
this : as previously stated, the naglfar is getting a huge buff from capless active tank thanks to new capital ancillary (which might be a bit overpowered, we'll see about that). still, new capacitor / tank modules should make it so dreads won't have much cap problems |
Goldensaver
Lom Corporation Just let it happen
432
|
Posted - 2016.04.27 06:42:19 -
[113] - Quote
CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious.. This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required. Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be buffed for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWS and vice versa with a depot.
Alternative just give all dreads 2 guns and a role bonus. |
Seth Quantix
Imperial Shipment Amarr Empire
8
|
Posted - 2016.04.27 06:44:11 -
[114] - Quote
Goldensaver wrote:Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot.
That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ??? |
Lugh Crow-Slave
2319
|
Posted - 2016.04.27 06:46:17 -
[115] - Quote
Goldensaver wrote:CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious.. This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required. Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be buffed for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWS and vice versa with a depot. Alternative just give all dreads 2 guns and a role bonus.
Be better if the size of there guns were increased
Limiting its fleet bay does nothing as his friend can bring them in theirs.
Buffing the rest just removes the need for any dread to commit
Citadel worm hole tax
|
Jimy F
Aliastra Gallente Federation
3
|
Posted - 2016.04.27 10:17:36 -
[116] - Quote
i didnt saw anywhere topic abaut high angle weponery; so i write it here whats the point making guns for dreads wich praboly be able shoot only one or two targets? shoort range of thoes make, you will be able to shoot one or two targets if you get webs suport, befor subcap take range and you cant shoot nothing more becouse you cant cach them. my opinin abaut this changes should add longe range large guns in first place (rails, beamas, artliery, cruuise missiles) |
Lugh Crow-Slave
2320
|
Posted - 2016.04.27 10:39:26 -
[117] - Quote
You can get around 80k with these beyond that capital guns start working again on properly talked subcaps
Citadel worm hole tax
|
Amanda Rey
Kyoko-na Sen'yu District-85
0
|
Posted - 2016.04.27 12:36:56 -
[118] - Quote
The Phoenix is a bad Ship now ? I don't think so Sunshine. Thanks to the new Rapid Torp Launcher it works great for Ratting in Dronespace (well at least if you have good Missile Support Skills). Faction Ammo is a must though. |
Jessie McPewpew
U2EZ
4
|
Posted - 2016.04.27 14:05:06 -
[119] - Quote
Seth Quantix wrote:Goldensaver wrote:Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot. That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ??? IKR.
|
Lugh Crow-Slave
2325
|
Posted - 2016.04.27 14:35:21 -
[120] - Quote
Amanda Rey wrote:The Phoenix is a bad Ship now ? I don't think so Sunshine. Thanks to the new Rapid Torp Launcher it works great for Ratting in Dronespace (well at least if you have good Missile Support Skills). Faction Ammo is a must though.
just what i want in a dread
Citadel worm hole tax
|
|
|
|
|
Pages: 1 2 3 [4] 5 6 :: one page |
First page | Previous page | Next page | Last page |