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murder one
Gallente Death of Virtue
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Posted - 2007.04.24 12:06:00 -
[1]
The Drake. Pound for pound the most overpowered ship in Eve. As a corallary to this, the Nighthawk and Vulture are also extremely overpowered. The reason: passive shield tanks. When combined with T2 modules (previously unavailable until Revelations, like the SPR2s) shield rigs make for a huge tank with zero drawbacks.
Any BC that can tank a full on max skilled gank Hyperion permanently without breaking a sweat is overpowered. Period.
I own Drakes. I fly them. I tank sentries at 93% shield level passively. It's stupid. Add a stacking nerf to all shield rigs and shield modules (like large extenders), at least to the shield recharge rate. Speed mods were changed to have a stacking nerf, make it the same with shield mods. (Also note: armor rigs were stacking nerfed, so why not shield rigs?)
The Vagabond. Always has been overpowered. Even after the speed nerf, it's still so fast that the only practical defense against it is a Huginn or Rapier. Nothing else will stop it, not even heavy web drones. I don't always have a Huginn handy. Change some of the damage and range bonuses so that it's either able to be set up as a heavy tackler with almost no DPS, or a light assault ship with more firepower but less speed, not extreme speed and good firepower at great range.
The Curse. It's overpowered because nos is so overpowered. A nanocurse can kill an Astarte like it's a velator. Curses can even kill Hyperions solo if the pilot knows what he's doing. Just about any BS will fall to the Curse in short order if the pilot knows what he's doing.
The real culprit: nos. Limit the number of Nos on ANY ship to TWO by way of adding 'utility' slots, and in addition add in a stacking nerf that reduces the effectiveness of nos applied to a single target by multiple ships by -25% effectiveness per nos applied, after two nos. Similar to how remote sensor damps stack, regardless of which ship is applying them to the target: after four damps, the effectiveness of applying more damps is virtually zero.
Nos should behave the same way.
Two nos per ship should be plenty. Four nos total per target should be just fine. End the crap that is nos blobbing.
Because I said so...
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Taipan Gedscho
Muzzletov Gewaltski Inc.
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Posted - 2007.04.24 12:11:00 -
[2]
Edited by: Taipan Gedscho on 24/04/2007 12:12:03 how about only a stacking nerf for nos? (and leave the slots as they are)
iirc a (named) heavy nos will pull approx. 10/s. applying normal stacking penalties, second would pull around 8.5, third around 5 and the fourth 2.5 i think.
all thats left for discussion would be.... put neuts and nos in the same stack?
Only you can save mmorpgs - Stop crying for nerfs today! |
murder one
Gallente Death of Virtue
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Posted - 2007.04.24 12:14:00 -
[3]
Originally by: Taipan Gedscho how about only a stacking nerf for nos?
iirc a (named) heavy nos will pull approx. 10/s. applying normal stacking penalties, second would pull around 8.5, third around 5 and the fourth 2.5 i think.
all thats left for discussion would be.... put neuts and nos in the same stack?
I guess if you had a stacking nerf per ship, it would generally limit people from mounting more than two or so, like damps are currently.
I still think that the stacking nerf should extend across all ships that are targeting a single ship, the way damps work.
Because I said so...
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Augeas
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Posted - 2007.04.24 12:15:00 -
[4]
Edited by: Augeas on 24/04/2007 12:12:06
Quote: The Drake. Pound for pound the most overpowered ship in Eve. As a corallary to this, the Nighthawk and Vulture are also extremely overpowered. The reason: passive shield tanks. When combined with T2 modules (previously unavailable until Revelations, like the SPR2s) shield rigs make for a huge tank with zero drawbacks.
No. Since a superpassive tanked Drake can't tackle and has the DPS of a wet sponge, no, they're not overpowered.
Anyway, we all know that a Myrmidon can have a stronger passive tank than a Drake. |
Taipan Gedscho
Muzzletov Gewaltski Inc.
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Posted - 2007.04.24 12:22:00 -
[5]
Edited by: Taipan Gedscho on 24/04/2007 12:18:25
Originally by: murder one I still think that the stacking nerf should extend across all ships that are targeting a single ship, the way damps work.
or painters. or ecm. or tracking disruptors.
yea. maybe. tbh i dont know. i dont even know if this "must have" state of nos is THAT bad. really, i dont have a strong opinion on this.
what i like to see about nos would be some kind of... i dunno the words in english... behave somewhat like real electric currency.
means: you can only suck cap, if your own cap is at a very different level from your target. if your cap and the targets cap are equal, you stop sucking cap.
maybe you would even have to adjust polarity (adjust who has more cap) to prevent your own cap from leaking to the target.
maybe the only thing thats needed is: if target cap is dead, ADD suckamount to target (to simulate that running nos in fact DOES cost energy, which is noticeable once your target is dry)
hey, but i believe these points have been brought up in every nos discussion
Only you can save mmorpgs - Stop crying for nerfs today! |
Ralara
Caldari Lilandri Foundation
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Posted - 2007.04.24 12:23:00 -
[6]
Edited by: Ralara on 24/04/2007 12:19:39
Originally by: murder one The Drake. Pound for pound the most overpowered ship in Eve. As a corallary to this, the Nighthawk and Vulture are also extremely overpowered. The reason: passive shield tanks. When combined with T2 modules (previously unavailable until Revelations, like the SPR2s) shield rigs make for a huge tank with zero drawbacks.
Any BC that can tank a full on max skilled gank Hyperion permanently without breaking a sweat is overpowered. Period.
I own Drakes. I fly them. I tank sentries at 93% shield level passively. It's stupid. Add a stacking nerf to all shield rigs and shield modules (like large extenders), at least to the shield recharge rate. Speed mods were changed to have a stacking nerf, make it the same with shield mods. (Also note: armor rigs were stacking nerfed, so why not shield rigs?)
And it's downside is that it doesn't have very high damage per second. It may be able to tank a hyperion, but it will not be able to kill it, either.
I'm going to stop you there.
Each ship you mention has a way to combat it. Not every ship can handle every ship, every time.
for example, a Vagabond may be able to annoy a battleship or battlecruiser but it can't really kill them assuming equal piloting and character skills. It can harrass, however.
Theese ships are not overpowered, they do however have an important role that if you specialise in, you will be able to use very effectively.
A Scorpion has the ability to jam upto 8 ships at once and singlehandedly (in theory) prevent a gang of 8 battleships from ever firing off a shot. However it's own DPS in comparison is very low for a battleship.
A passively tanked Drake may be able to tank a lot but it can't tackle or web at the same time. All you need to counter a drake with 93% resists across the board (and I believe that to be an exaggeration), is an interceptor and a 20km scrambler. Set orbit at 15km, fire off the scrambler, shove on your MWD and the drake's missiles either wont hit or hit for 1 or 2 damage. You have the drake sitting there, call in your gang-mates and kill it.
A Vagabond can be countered any number of ways. I was harrassed by one in my ratting raven once. My cruise missiles had trouble hitting it. Whilst the Vaga could do nothing to me (I could easily tank it), I could do nothing to it. Eventually he made a mistake and turned around, slowing his speed. A lot of missiles later and he was in structure. He did manage to warp off, but I was absolutely fine.
A Curse isn't particularly powerful. For example, use a passive tank. A drake is the perfect ship to kill a curse. Nossing has no effect on it, and it's missiles will do enough damage because it is only a cruiser sized ship, dispite any resistances.
Everything can be countered. There is no ship that can counter everything and you will lose ships a lot if you are in 0.0 or low security or a war. These things happen and I do not believe that any of the ships need "nerfing" or that they are "overpowered". They are just highly specialised and when flown by a competant person with good skills, yes, they are deadly. That's the point.
I'm a corp thief. And remember, I only do it because I like your robot.
Nice Isk. I'll take it. |
LUH 3471
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Posted - 2007.04.24 12:23:00 -
[7]
Originally by: murder one The Drake. Pound for pound the most overpowered ship in Eve. As a corallary to this, the Nighthawk and Vulture are also extremely overpowered. The reason: passive shield tanks. When combined with T2 modules (previously unavailable until Revelations, like the SPR2s) shield rigs make for a huge tank with zero drawbacks.
Any BC that can tank a full on max skilled gank Hyperion permanently without breaking a sweat is overpowered. Period.
I own Drakes. I fly them. I tank sentries at 93% shield level passively. It's stupid. Add a stacking nerf to all shield rigs and shield modules (like large extenders), at least to the shield recharge rate. Speed mods were changed to have a stacking nerf, make it the same with shield mods. (Also note: armor rigs were stacking nerfed, so why not shield rigs?)
The Vagabond. Always has been overpowered. Even after the speed nerf, it's still so fast that the only practical defense against it is a Huginn or Rapier. Nothing else will stop it, not even heavy web drones. I don't always have a Huginn handy. Change some of the damage and range bonuses so that it's either able to be set up as a heavy tackler with almost no DPS, or a light assault ship with more firepower but less speed, not extreme speed and good firepower at great range.
The Curse. It's overpowered because nos is so overpowered. A nanocurse can kill an Astarte like it's a velator. Curses can even kill Hyperions solo if the pilot knows what he's doing. Just about any BS will fall to the Curse in short order if the pilot knows what he's doing.
The real culprit: nos. Limit the number of Nos on ANY ship to TWO by way of adding 'utility' slots, and in addition add in a stacking nerf that reduces the effectiveness of nos applied to a single target by multiple ships by -25% effectiveness per nos applied, after two nos. Similar to how remote sensor damps stack, regardless of which ship is applying them to the target: after four damps, the effectiveness of applying more damps is virtually zero.
Nos should behave the same way.
Two nos per ship should be plenty. Four nos total per target should be just fine. End the crap that is nos blobbing.
I agree fully with that posted above. Fix Nos CCP, please.
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Lucus Ranger
Gallente Slacker Industries Exuro Mortis
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Posted - 2007.04.24 12:27:00 -
[8]
For the Nos discussion: I still think somewhere between 25%-50% of a ships capacitor should be protected from nos. The rest of the % can be drained by neuts until 10% - this allows capacitor using turrets to at least continue firing. /Prince of Darkness at your service..
Disclaimer: None of my ideas or posting reflects my Alliance/Corp in any way |
Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.04.24 12:31:00 -
[9]
I'd say the myrmidon is worsely overpowered than the drake since it can have BOTH a point to tackle AND insane DPS AND a sick passive tank.
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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Waxau
Liberty Rogues
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Posted - 2007.04.24 12:40:00 -
[10]
I have to say, i often find many of your posts worthwhile reads murder one, and many are accurate. However the drake (and therefore Vulture and Nighthawk) are not overpowered. Ill explain why.
You fly drakes, so i wont talk on that aspect, but lets talk about the vulture (my main ship). It goes further than a hyperion. I can passively tank a thanatos, with templars. Permanently. U often undock, and tank 6 BS at a time, and can last about 15-20 mins.
However - I often cant even break FRIGATE tanks. Yes - Frigate tanks. Its got such a dismal dps even with rails/blasters/missiles.
I have three varied setups for a vulture. Sniper (poor dps, no tank at all), Blaster (Good dps for caldari, no passive tank, decent active) and Tank (Uber passive tank, often dont even fit weapons as theres no point).
Whilst the TANK might be really strong, its damage is near to nothing. As such, the situations it can be used in are limited to say the least. And id also side with Sokra here. The myrm is far more common in pvp, therefore far more likely to need a nerf due to its popularity + overpowered dps + tank + tackling (combined).
Cant comment on others as i dont fly them however.
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evil penguin
Caldari Provisions
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Posted - 2007.04.24 12:49:00 -
[11]
Edited by: evil penguin on 24/04/2007 12:45:51
Originally by: Sokratesz I'd say the myrmidon is worsely overpowered than the drake since it can have BOTH a point to tackle AND insane DPS AND a sick passive tank.
QFT
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Pinky Denmark
The Cursed Navy
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Posted - 2007.04.24 12:52:00 -
[12]
The ships you mention have strong forces, but definately not the right ships to pull out.
Passive Tanking will be looked upon in a not too distant future, but since a passive tanked beast will never get anybody in trouble they are not overpowered.
Myrmidons tank very well AND deal a lot of damage with all kind of possibel setups with those med and low slots... Might not seem overpowered on paper, but the results in-game speak for themself.
I might agree on the Vagabond - I haven't seen it since the speed nerf so not sure if it's better now...
NOS? Hmm... Spot on there!! - I'm a nice guy!! and OMG I love Team Tuxford for the speedbalancing... |
VaderDSL
Caldari Incoherent Inc
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Posted - 2007.04.24 12:54:00 -
[13]
Originally by: Lucus Ranger For the Nos discussion: I still think somewhere between 25%-50% of a ships capacitor should be protected from nos. The rest of the % can be drained by neuts until 10% - this allows capacitor using turrets to at least continue firing.
Cap batteries should have an additional bonus, increasing amount of capacitor gain in class size and named/T2 variants and increasing % of cap protection, like your idea.
So a large cap battery should have it's fitting requirements increased for battleship class ships, and have a big bonus to capacitor, say 1000 cap and more for named/T2 yet also have a 50 - 60% cap protection from Nosferatu.
As currently the only ships cap batteries are useful on are :
Recons Cov Ops Logistics
Ok having a large cap battery give 1000 cap bonus or more and protect 50% cap will be very nice for ships like blasterthrons, I wouldn't want it to remove cap injectors. The injectors would offer more cap over a shorter time frame (as long as cap charges available) but without the battery you're vulnerable from massive amounts of nos. Combining the two would be a great idea for armour tankers as you will be able to use the full amount of cap injected, but with the drawback of high fittings requirements for the battery and the injector.
For shield tankers, granted it is removing a mid slot but it may be worth dropping a boost amp etc. for a module that protects 5-60% cap.
Would also be useful for tacklers, fit a small battery and a 24km disruptor and you can be assured that at least a portion of your cap will survive the heavy nos. maybe forcing skill in managing the mwd and other modules. rather than as it is, heavy nos + tackler = dead tackler.
So the Micro batteries could have the base capacitor increased by say 12. They could have the saem fittings or slightly higher maybe. They could also have a base Tech 1 rating of 15% capacitor protection through 20% for the Tech 2 variant.
The Small batteries could have base capacitor increased by 30 Same fittings Could have a base tech 1 cap protection of 20% through 25% for Tech 2 and storyline variants
The medium batteries could have base capacitor increase of 100 Lower fittings perhaps for the lower end cruisers Base T1 capacitor protection of 25% through 30% for T2 & storyline?
Large batteries Base capacitor increased by 225 Fittings adjusted for battlecruiser class ships (currently at 250Mw maybe reduced to 125Mw) ad lower tf Tech 1 cap protection of 30% and 35% for T2 and storyline
Add a new class
XLarge Batteries Massives amounts of base capacitor increase, say 1300 - 1800 Fittings similar to the large cap injectors 35% for T1 - 40% for Tech 2 variants
Obviously the better named and Tech 2 modules will increase in fittings slightly over the base T1 spec otherwise no-one will use the lower named ones.
The fittings may need tweaking/balancing
Just a thought, instead of nerfing one module, why not make another underused module as a defense/counter? BIG Lottery |
Amy Wang
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Posted - 2007.04.24 12:54:00 -
[14]
1. Drake
- does not really that impressive dps even with 7 launchers, not bad either tho
- passive shield tanks seem to be too strong on certain ships it seems simply wrong that you can have a 100% sustainable and 100% nos proof tank that surpasses the tankability of a bs with xl shield booster and boost amp which is nearly impossible to sustain forever using non-faction equipment
- a bc should have this kind of superior tank to a bs, I agree
2. Vagabond
- its the only, I repeat ONLY minmatar ship that isnt outclassed by other races ships in its size class
- this is the case not because its overpowered but because its special
lets take a serious look at it:
- it does less dps then most other hacs - it tanks worth then most other hacs - its faster and more agile then other hacs - it cant break tanks of bc or bs given equal skills and equipment on its own (e.g. a drake with kinetic missiles will make the vaga run before it comes even close to peak shield recharge, maybe a bad example, see 1) but that is true for most other bc/bs against a solo vaga)
3. Curse
- it is not overpowerd in itself, but because of two (!) aspects it embodies that are over the top atm:
NOS and being a drone ship
- NOS has been discussed over and over and the devs are looking into it, I feel no need to discuss it here, lets see what the devs come up with
- drone ships: they simply get too much, the curse is only an example (same goes for Pilgrim, Taranis, Ishkur, Vexor, Ishtar, Domi, Myrm, Moros) but lets look at it:
- it gets the same number of slots as other recons, but a nearly double as big drone bay
granted, drone are sometimes their main weapons (most times not tho, e.g. domi gets 6 turrets with a perfectly fine hybrid damage bonus)
saying because of having a drone bonus it deserves that bigger drone bay over similar ships and should still retain the same slot number is like saying a turret ship should get an 9th and 10th high slot because thats their main weapon
- on top of that it also gets a bonus that makes the already bigger dronebay even more effective
- imho drone ships should be conpensated for their massive drone advantage by losing at least one slot, preferably a medium one
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DarkElf
Veto. Veto Corp
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Posted - 2007.04.24 12:55:00 -
[15]
Originally by: Sokratesz I'd say the myrmidon is worsely overpowered than the drake since it can have BOTH a point to tackle AND insane DPS AND a sick passive tank.
not really. if ur passsive shield tanking a myrmidon then to get it good u really can;t do insane dps.
and agreed on all 3 of those points you've made matey. However, the drake's damage aint that great if u fit a stupidly good passive tank but agreed it should not be able to tank a full gank domi with 5 ogre II's, full rack of neutron and 3 mag stabs with almost max skills like we tested
vaga is kinda screwed if it gets within web range and doesn't put out a huge amount of dps with speed fitting so don't mind it so much personally.
and curse, yeah a curse is a bit silly in what it can do but if you make nos too bad then it will become rubbish.
so agreed rebalance, but pls be careful with them
DE
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Elve Sorrow
Amarr Shinra
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Posted - 2007.04.24 12:55:00 -
[16]
Did anyone mention Officer Shield Extenders yet?
EVE-O Forums Rules summary: If the thought of doing something makes me giggle for more then 15 seconds, I am to assume I'm not allowed to do it. |
LUH 3471
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Posted - 2007.04.24 12:56:00 -
[17]
Edited by: LUH 3471 on 24/04/2007 12:57:39 Yah the changes need to be done very carefully otherwise some poeple will really freak-out here.
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Chode Rizoum
Minmatar Temptation inc. Eternal Rapture
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Posted - 2007.04.24 12:59:00 -
[18]
drakes scary...
no serious they passive tank like a brick and its annoying to waste ammo on them
TEMPTATION INC. Killboard |
James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.04.24 13:03:00 -
[19]
Drake
Drake
Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Heavy Missile Launcher II [40xScourge Heavy Missile] Empty Slot
Large Shield Extender II Large Shield Extender II Large Shield Extender II Photon Scattering Field II Invulnerability Field II Invulnerability Field II
Shield Power Relay II Shield Power Relay II Ballistic Control System II Ballistic Control System II
Rigs : Core Defence Field Purger I \ Core Defence Field Purger I \ Core Defence Field Purger I \ Hobgoblin II Hobgoblin II Hobgoblin II Hobgoblin II Hobgoblin II
16680 shield, 150.41/s, E/T/K/Ex=79/68/76/84 4687 armor, E/T/K/Ex=59/44/25/10 3515.625 cap, +8.4/s, -8.4/s 175.0 m/s 280.7 DPS
Actually, that's 390 dps 'raw', I don't know why quickfit insists on normalising it across resists. OK, 150 shield/sec on worst resist gives you 468 dps 'worst case' tank. Obviously, you can tweak this more specifically for damage types.
Now, that's with maxed skills of course.
Myrmidon with the same: Myrmidon
Turret Slot Turret Slot Turret Slot Turret Slot Turret Slot Turret Slot
Large Shield Extender II Large Shield Extender II Large Shield Extender II Photon Scattering Field II Invulnerability Field II
Shield Power Relay II Shield Power Relay II Shield Power Relay II Shield Power Relay II Power Diagnostic System II Power Diagnostic System II
Rigs : Core Defence Field Purger I \ Core Defence Field Purger I \ Core Defence Field Purger I \ Ogre II Ogre II Ogre II Ogre II Ogre II
16235 shield, 302.74/s, E/T/K/Ex=66/43/57/71 5625 armor, E/T/K/Ex=59/35/35/10 3875.976210460075 cap, +6.07/s, -5.2/s 181.0 m/s 306.8 DPS
That's 427 dps, and 300 passive recharge. Which on worst resist is 526 dps of tank.
Did anyone spot the deliberate mistake?
Oh, yes. I didn't fit ANY GUNS ON THE MYRMIDON. You're cap constrained, and can't fit launchers, but ... *shrug* stuff it with artillery or autos or something. Or even just noses and neuts (2 nos, 1 neut gives a 'balanced' cap load). Hell, maybe even a shield transfer to stop them ebil griefers killing your drones off.
I suppose we could argue the pros and cons of missiles vs. drones. But even so ...
OK, I'll grant you, drones aren't as good when under sentry fire, but ...
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Lucus Ranger
Gallente Slacker Industries Exuro Mortis
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Posted - 2007.04.24 13:03:00 -
[20]
That idea is also a good one Vader, I like it and think will look into it further, makes sense to me to make a under used module into something decent, much like the DCU did. /Prince of Darkness at your service..
Disclaimer: None of my ideas or posting reflects my Alliance/Corp in any way |
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Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.04.24 13:04:00 -
[21]
Originally by: evil penguin Edited by: evil penguin on 24/04/2007 12:45:51
Originally by: Sokratesz I'd say the myrmidon is worsely overpowered than the drake since it can have BOTH a point to tackle AND insane DPS AND a sick passive tank.
QFT
Or you could just shoot the drones and remove the "insane" dps. --------------
[Coreli Corporation Mainframe] |
TheEndofTheWorld
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Posted - 2007.04.24 13:11:00 -
[22]
tbh the real issue: rigs
rigs made tanks around 20-50% better(varies a lot depending on setups), yet dps stayed more or less the same. Damage rigs are only used to free up a low slot for extra tanking modules.... and of course hp boost. All of that made nos even more important.
Btw, curse might be awesome in 1v1, but in gangs it's tank is paperthin and dps isn't too high either.
and in maaaany 1v1 situations drones are killable and/or it is very easy to escape by jumping/docking.
and I find it hard to believe that a passive tank drake can tank 1000 dps.
Vagabond is fine tbh. It is the best HAC around, but still someone has to be the best. Better than Caldari/Gallente online, right? Possibly remove 1-2 lowslots to make it more inline with other t1 -> t2 conversions.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.04.24 13:17:00 -
[23]
Avatar, Ragnarok, Erebus |
Terianna Eri
Amarr STK Scientific Rule of Three
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Posted - 2007.04.24 13:18:00 -
[24]
Originally by: Sokratesz I'd say the myrmidon is worsely overpowered than the drake since it can have BOTH a point to tackle AND insane DPS AND a sick passive tank.
Yep. If you fit it for nothing but passive tanking, it has a better passive tank than the drake, and deals more damage. You can even fit some amount of pvp gear (prob not full web/scram/mwd/injector but at least get a point on) and STILL have a better passive tank than the drake. also 5 Ogre IIs + whatever guns you want to fit across the top (autocannons? sure)
It's just better than the drake, flat out.
Oh, and incidentally, it can also fit a stupidly good armor tank, full tackle gear + some EW, and a whole load of nos/guns/drones :)
And it looks awesome.
Seems a little overpowered to me. __________________________________ <-- Behold, the eve-o forums |
Taipan Gedscho
Muzzletov Gewaltski Inc.
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Posted - 2007.04.24 13:20:00 -
[25]
Originally by: Terianna Eri .....
And it looks awesome.
Seems a little overpowered to me.
thats right! make the myrm uglier to bring it more in line with blablablablablabla
Only you can save mmorpgs - Stop crying for nerfs today! |
Amy Wang
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Posted - 2007.04.24 13:21:00 -
[26]
Originally by: TheEndofTheWorld
Vagabond is fine tbh. It is the best HAC around, but still someone has to be the best. Better than Caldari/Gallente online, right? Possibly remove 1-2 lowslots to make it more inline with other t1 -> t2 conversions.
Cool idea, lets remove 2 slots from all hacs then or maybe delete that ship class altogether ?
Seriously, Vaga has 15 slots (6 high, 4 med, 5 low) which is the very same as all other hacs, its perfectly fine. Removing slots doesnt make any sense here.
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Hectaire Glade
Forum Jockey
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Posted - 2007.04.24 13:24:00 -
[27]
The problem with the Drake passive tank is not ship specific, but rather, the lack of consequence of sig radius in PVP.
All these LSE II and Purger rig fits make your little drake a bit of a porker, but what difference does it actually make? Not many torp-throwing enemies in PVP right now, so whats left as a downside? Lock Time? big deal.
Only fix i could forsee here is a much greater consequence for an extremelly disproportionate sig radius for your ship class, but exactly how to achieve this is open to debate
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Waxau
Liberty Rogues
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Posted - 2007.04.24 13:26:00 -
[28]
In all honesty, i dont see any over powered ships. They all do what theyre meant to do, and dont do what theyre not meant to do (bar form myrm, but hey - who cares)
The only module i see as overpowered would be nos, but im not going to start the age old discussion eh
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n0thing
Northern Intelligence Artificial Intelligence.
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Posted - 2007.04.24 13:27:00 -
[29]
Only ship that is currenty needs some fixing apart from those suffering disbalance from nosferatu disbalance, is and I agree with OP, a Drake.
Maybe some pilots who fly it, are either not so skilled or expirienced, but even with light skills it can put a BS-capable tank. Put a good pilot into it, and it can reach pretty insane results like somewhere I read stuff like 15k shield and like 150sec recharge or something. ---
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Tobias Sjodin
Caldari Ore Mongers R0ADKILL
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Posted - 2007.04.24 13:30:00 -
[30]
JUST LEARN TO COUNTER THE DAMN SHIPS INSTEAD OF NERFWHINING KTHXBYE!
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