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Thread Statistics | Show CCP posts - 20 post(s) |
Lando Tarsadan
Imperial Academy Amarr Empire
24
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Posted - 2016.08.30 19:36:25 -
[1] - Quote
Tau Cabalander wrote:Winter Archipelago wrote:Poking around with numbers a bit, an All V's Rorqual will have a range of 43.75km when not sieged. Using a T1 Core, that becomes 87.5km, while a T2 Core makes it 131.25km.
Would there be any consideration to increasing the Rorqual's Role Bonus from +50% range to +75% range? It would make the All V's range 51.2km when not sieged, 102.4km with a T1 Core, and 153.5km with a T2 Core.
When using a T2 core, it would put the max boost range to just a shade over what the minimum warp distance is, while being unsieged would make it a bit more viable in large belts to be able to use a Higgs and align to a safe. That will make it marginally less of a hassle to keep ships in range when they're spread out over belts. Thanks for the math, One would have hoped the range would have been at least as far as a Capital Tractor Beam I would also think the range would be the same as that one.
I do use the tractor on my rorq. and well when placing the rorq in the field id think that using that module even more would be beneficial. |
Lando Tarsadan
Imperial Academy Amarr Empire
24
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Posted - 2016.08.30 21:45:45 -
[2] - Quote
Tau Cabalander wrote:Pretagos Omilas wrote:But again, I'm just thinking aloud so please correct me if I'm assuming some game mechanics wrongly. So little info is available -- that's why we really need a blog NOW not in November -- that nobody can assume to know with certainty what the new mechanics are going to be. I'm doing my best with what I've got. I assume others are doing the same. I do own and have experience with a Rorqual with the current mechanics. from the dev blog
Quote: These changes are currently scheduled for our big November release[/b 9, and we have four dev blogs planned between now and then to go over the new system and many associated changes.
This blog will cover the goals of the new system, the new mechanics and the plan for leadership skills and other modifiers.
Blog two will go into detail on the changes to Mining Foreman gameplay, including the Mining Foreman Bursts, changes to the
Rorqual and Orca, and the new Porpoise-class industrial command ship.
Blog three will focus on the balance tweaks being made to combat-focused boosting ships to release alongside the new system.
Blog four will be released right before the November release, covering all the changes to the plan we made thanks to your feedback and summarizing all the ship and module balance changes in the [b]November release for easy reference.
As I read that all the dev blogs will be out way before november as that's when the changes go out. I'm guessing they will post one every 7-14 days from now on. |
Lando Tarsadan
Imperial Academy Amarr Empire
24
|
Posted - 2016.08.31 11:00:06 -
[3] - Quote
Tau Cabalander wrote: I don't think the Rorqual's reconfiguration animation is compatible with a 1 minute siege, though I'm all for that, even at the expense of removing the reconfiguration.
I do belive the animation takes around 30-40 sec so im guessing it would be doable. |
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