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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
17193
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Posted - 2016.08.03 03:55:06 -
[31] - Quote
Valkin Mordirc wrote:Pinkylein wrote:Think for a t2 -attack battlecruiser there could be some extended effect on how it works.
It already can use large weapons. But how about this:
- Can MJD itself every 5 min over 100km range. - Can change into a stationary mode (maybe something like the t3d-modes you can change in between). - Mode-Switch has no cooldown, but the switching itself takes 35s. from basic level - In stationary mode, it cannot move at all and cannot warp. - Cannot cloak while beeing in stationary
Factionbased-Skill-Bonus Something like 4% of shield/armor damage resists 5% Damage per Skilllevel
SpecificShipClassBonus 10% Decrease of Mode-Switching Time per level (to a max of 20,6s if i calculated it correctly) 37,5% increase of jump-range based on basic level for every skilllevel (to a max of 250km).
Role Bonus: - -xxxx % CPU/PG requirements for large weapons - Shooting not in Stationary mode gets a -50% tracking bonus and -75% damage bonus. - Shooting in stationary mode gets a 25% tracking bonus, a 50% targeting range bonus, a 200% optimal range bonus and 250% rate of fire bonus. Basic +3 to Warpcorestab
You can compare it with a stationary artillery, that can be used for tremendous damage once it's set up, but vulnerable whilst shooting as it's sitting as a duck and not very useful for normal fights due to it's decreasing damage bonus for not beeing in stationary.
Just a small idea. ABC's were not given MJD for a reason. Long range weapons plus a 250km GTFO card is way to OP. ccp were going to give them that bonus until the flaming-pants-on-head brigade talked some sense into them. (we do keep those nutters around for a reason)
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Omar Alharazaad
Nefarious Porpoise
3018
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Posted - 2016.08.03 04:25:30 -
[32] - Quote
If they had corpse launchers and muffin cannons I could totally get behind this notion. Barring that... I fail to see the point to the idea of these things.
Would much rather see pirate faction battlecruisers.
Come hell or high water, this sick world will know I was here.
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Elmund Egivand
Federal Defense Union Gallente Federation
1281
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Posted - 2016.08.03 04:33:22 -
[33] - Quote
Omar Alharazaad wrote:If they had corpse launchers and muffin cannons I could totally get behind this notion. Barring that... I fail to see the point to the idea of these things.
Would much rather see pirate faction battlecruisers.
Pirate faction cruisers are already pretty much battlecruisers or HACs.
A Minmatar warship is like a rusting Beetle with 500 horsepower Cardillac engines in the rear, armour plating bolted to chassis and a M2 Browning stuck on top.
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Pinkylein
Rolling Static Sleeping Dragons
23
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Posted - 2016.08.03 07:11:21 -
[34] - Quote
Valkin Mordirc wrote:Pinkylein wrote:Think for a t2 -attack battlecruiser there could be some extended effect on how it works.
It already can use large weapons. But how about this:
- Can MJD itself every 5 min over 100km range. - Can change into a stationary mode (maybe something like the t3d-modes you can change in between). - Mode-Switch has no cooldown, but the switching itself takes 35s. from basic level - In stationary mode, it cannot move at all and cannot warp. - Cannot cloak while beeing in stationary
Factionbased-Skill-Bonus Something like 4% of shield/armor damage resists 5% Damage per Skilllevel
SpecificShipClassBonus 10% Decrease of Mode-Switching Time per level (to a max of 20,6s if i calculated it correctly) 37,5% increase of jump-range based on basic level for every skilllevel (to a max of 250km).
Role Bonus: - -xxxx % CPU/PG requirements for large weapons - Shooting not in Stationary mode gets a -50% tracking bonus and -75% damage bonus. - Shooting in stationary mode gets a 25% tracking bonus, a 50% targeting range bonus, a 200% optimal range bonus and 250% rate of fire bonus. Basic +3 to Warpcorestab
You can compare it with a stationary artillery, that can be used for tremendous damage once it's set up, but vulnerable whilst shooting as it's sitting as a duck and not very useful for normal fights due to it's decreasing damage bonus for not beeing in stationary.
Just a small idea. ABC's were not given MJD for a reason. Long range weapons plus a 250km GTFO card is way to OP.
Well since i thought about some kind of special function and a ship that can do soemthing better then the t2 version, but only when set up and when it does have the time to do so. When you do jump 250km but cannot do **** without switching into a mode that takes time going into and coming back out of it the range might not be so OP at all.
2 Command-Dessies could catch it, before it could do ****. An interceptor even could very likely get to it, unless ofc it gets sniped by it.
But based on the prices the ship would cost ... it can be very powerful, but once it gets caught ... BOOM over. OK goes for every ship. But when a cloaky uncloaks next to it and it cannot move for the next 20s and not warp you will very likely loose it.
So it would be a specalized artillery version of the tier 3 bc's, but not allrounder-like anymore. **** under normal circumstances, very good when it gets the option to do so.
It's the same for the MJD-dessies. Their only very powerful ability is jumping ppl around. Scram it and it is just a tanky destroyer.
But since grids got increased alot, why only thinking in small-area-terms ... brawling/kiting between 0 and 30km is common ... why not going new ways and using somthing over 200km? |
Major Trant
CTRL-Q Spaceship Bebop
1449
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Posted - 2016.08.03 13:30:12 -
[35] - Quote
To the question raised by the OP - anybody who actually knows the answer to your question is not authorised to post that answer here. Thus any answer you do get is pure speculation.
To those who are posting suggestions and wishlists - you are wasting your time, no Dev comes trawling through this drival for ideas to implement. If you have an idea, post it in Player Features and Ideas Discussion |
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