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BESTER bm
Omni Galactic Central Omni Galactic Group
12
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Posted - 2017.05.28 02:07:04 -
[61] - Quote
Wander Prian wrote: Yo uare basically saying the war is lost even without seeing what the other side is fielding.
There is no details on the subsystem attributes OR bonuses. I'd wait until we at least get those out before running in circles and shouting that the sky is falling....
There's quite a few smart people in the focus group, even a few industrials got in there. I'm pretty sure there will be people bringing your usage-case into the table as well.
The 'plan' was laid out rather clearly during fanfest and only details remain. From basically every change we have seen so far recently we know that by the time CCP announced a change is coming they have most of it already locked down and what we get is mostly what is announced. From that we can expect the new subsystems to be as they were shown and I am basing my comments ion that layout, It makes tank and cloak as wel as CAP/PG vs sensors/electronics mutually exclusive. At best this will force a refit between travel and action and in fact will increase the overall risk fo using the ship. |

BESTER bm
Omni Galactic Central Omni Galactic Group
12
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Posted - 2017.05.28 02:13:25 -
[62] - Quote
can't delete it seems |

Owen Levanth
Sagittarius Unlimited Exploration
575
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Posted - 2017.05.28 07:35:30 -
[63] - Quote
This makes me excited! Especially the change to rigs, but the promise to power up some of the more exotic combinations is nice, too.
Whenever I used T3Cs, I tended to waste tons of money because I kept changing rigs and subsystems to experiment around. So the ability to change rigs without destroying them is pretty damn important for me.
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Sgt Ocker
What Corp is it
1373
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Posted - 2017.05.28 10:26:33 -
[64] - Quote
Corraidhin Farsaidh wrote:As mentioned earlier I also think it would be a better idea to fix slot layouts and simply use the subs to apply % increases to stats instead
So how many high slots do you give a ship that, can use covert cloak, scanners, missiles and or hybrids. How many extra subsystems would need to be created to cover current uses but with fixed slot layouts? What about mids? You need 3 dedicated to exploration plus some sort of tank, so is it 5, 6 or 7 mids? Remembering, the more mid slots it has the more OP it becomes in other roles..
Fixed slot layout just doesn't work with a modular ship, so unless the plan is to completely redo T3C's to remove all of their utility (turn them into hac's) it won't work.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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WhiteOrm
Outer Space Random Corp
0
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Posted - 2017.05.28 11:16:57 -
[65] - Quote
I just was going to buy my first T3C.. But now I will probably wait and see. They will either nerf it and it will become tanky good for nothing or they will "accidently" imbalance it into something like Svipul not long ago.. and nerf it later. Either way if it will not fill roles of HAC and Recon what can it be good for anyway? Command ship? Logistic cruiser? Relic hacking explosion tanking covops? Somehow I don't think anything good will come out of it. If number of subsystems on T3C will go down, how by the way it will affect overall price of the ship? |

Janeway84
Insane's Asylum Evil Monkies Incorporated
185
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Posted - 2017.05.29 08:21:12 -
[66] - Quote
I hope you got a chance to break a tripple t2 purger rigged gila with a cov op fit after the changes and not having to dogpile in more ships. Imo the prot got whacked hard the last time t3 defensive bonuses where adjusted...  I just hope its not going to be all focus on the big blob fleets meta game. |

Harvey James
The Sengoku Legacy
1264
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Posted - 2017.05.29 09:33:26 -
[67] - Quote
I hate these exclusive little Focus groups that just excludes everyone else.. isn't there already a csm for that? removable rigs ... at 60 mil a pop for a set of T2 rigs.. does that really encourage versatility?
T3's need simplifying and cheapening ... 600mil plus isn't acceptable price for a cruiser especially when you add on spares (rigs/subs/mods)... and thats before you nerf them...
Needed Changes
massive price reduction ( dirt cheap subs so its viable too have lots of them in cargo too swap around) No rigs T1 resists (the EHP is just insane and the low sig + high resists is just a dumb combo) build all stats/slots into the hull ( would make it much less convoluted and less time consuming and annoying)
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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Cypherous
Liberty Rogues Aprilon Dynasty
228
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Posted - 2017.05.29 09:52:27 -
[68] - Quote
Harvey James wrote:I hate these exclusive little Focus groups that just excludes everyone else.. isn't there already a csm for that? removable rigs ... at 60 mil a pop for a set of T2 rigs.. does that really encourage versatility?
T3's need simplifying and cheapening ... 600mil plus isn't acceptable price for a cruiser especially when you add on spares (rigs/subs/mods)... and thats before you nerf them...
Needed Changes
massive price reduction ( dirt cheap subs so its viable too have lots of them in cargo too swap around) No rigs T1 resists (the EHP is just insane and the low sig + high resists is just a dumb combo) build all stats/slots into the hull ( would make it much less convoluted and less time consuming and annoying)
The price is mostly set by players, the BPC's and parts come from sleeper sites, supply and demand affect the prices, maybe you should train up some exploration skills and build your own cheap T3's :P |

Blazemonger
Omni Galactic Central Omni Galactic Group
3
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Posted - 2017.05.29 12:13:10 -
[69] - Quote
Harvey James wrote:I hate these exclusive little Focus groups that just excludes everyone else.. isn't there already a csm for that? removable rigs ... at 60 mil a pop for a set of T2 rigs.. does that really encourage versatility?
T3's need simplifying and cheapening ... 600mil plus isn't acceptable price for a cruiser especially when you add on spares (rigs/subs/mods)... and thats before you nerf them...
Just guess here, but you also believe a Ferrari needs to be much less expensive..
These are supposed to be specialized high-end ships and that comes with a price both in prerequisite to fly and components. I agree with the Focus group comment though. That is more of a 'see.. we care' option than anything else and will not add anything to the probably already locked and set plans for the nerf. |

Arkoth 24
Phayder
378
|
Posted - 2017.05.29 12:20:22 -
[70] - Quote
Reducing the number of subsystems is a bad idea. When you try to make game "more simple" Star Wars Galaxies happens.
Evelopedia via Wayback Machine
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CPuiu
Tilica Nation
9
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Posted - 2017.05.29 13:07:20 -
[71] - Quote
Arkoth 24 wrote:Reducing the number of subsystems is a bad idea. When you try to make game "more simple" Star Wars Galaxies happens. The very idea that "less subsystems = more simple game" is stupid. |

Harvey James
The Sengoku Legacy
1264
|
Posted - 2017.05.29 13:13:13 -
[72] - Quote
Blazemonger wrote:Harvey James wrote:I hate these exclusive little Focus groups that just excludes everyone else.. isn't there already a csm for that? removable rigs ... at 60 mil a pop for a set of T2 rigs.. does that really encourage versatility?
T3's need simplifying and cheapening ... 600mil plus isn't acceptable price for a cruiser especially when you add on spares (rigs/subs/mods)... and thats before you nerf them...
Just guess here, but you also believe a Ferrari needs to be much less expensive.. These are supposed to be specialized high-end ships and that comes with a price both in prerequisite to fly and components. I agree with the Focus group comment though. That is more of a 'see.. we care' option than anything else and will not add anything to the probably already locked and set plans for the nerf.
as it stands yes they are .. but they aren't meant too be specialist high end ships , they were meant to be a versatile jack of all trades ship, which is what they are talking about making it now, so therefore they have too adjust the cost and performance level of the ships thus making them no longer specialist high end ships .. which is the point of T2 ships/pirates ofc.
T3's need to be versatile not have T2 resists, OP dps and tank obsoleting T2 ships entirely.
ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 highslots for droneboats
Nerf web strength, Make the blaster Eagle worth using
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March rabbit
Mosquito Squadron The-Culture
2196
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Posted - 2017.05.29 14:57:23 -
[73] - Quote
Ramius Decimus wrote:Team Five 0 wrote:T3 Cruisers overlap too much with other ships (especially Heavy Assault Cruisers and Recon Ships) and their dominance can reduce ship variety. But isn't that the point? Isn't Tech III supposed to be better than Tech 2? Other than general balancing between each class, Strategic Cruisers do not need to be nerfed. Rather, if you want them to be more uncommon, make them require additional skills or up the difficulty by increasing the 'Training Time Multiplier' of all of the subsystem and spaceship command skills. Add month of two for skill training and then what? We will have the same situation as now.
It was already proven that neither SP cost or ISK cost are good balancing factor.
The Mittani: "the inappropriate drunked joke"
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Cypherous
Liberty Rogues Aprilon Dynasty
230
|
Posted - 2017.05.29 15:34:03 -
[74] - Quote
Arkoth 24 wrote:Reducing the number of subsystems is a bad idea. When you try to make game "more simple" Star Wars Galaxies happens.
Hardly, they are being reduced because some of them are just flat out worthless and the engineering and electronics are being rolled in to a single core package, whats the point in having 5 billions subs if only a handful are ever actually used |

Akira Whitlock
modro Swords of Damocles
0
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Posted - 2017.05.30 04:31:56 -
[75] - Quote
While i agree with most of the combining and shifting of subsystems but how will these changes effect the overshadowing they currently have on current HACs?
One more thing. I think it would be best if we ditched rigs for the t3 altogether. My personal opinion at least |

Sylvia Kildare
Center for Advanced Studies Gallente Federation
71
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Posted - 2017.05.30 05:48:34 -
[76] - Quote
Cypherous wrote:DeadDuck wrote:yes please remove the skill loss. I dont fly the ships because of that. And dont even start with the skill injection crap... Thing is, its risk vs reward, you get a high versatility high performance ship but you risk losing 4 days of training time if you die, i'm fine with it remaining and i don't touch injectors
Skill loss makes them less fun to fly (dangerously)... for many.
Don't we want to fly dangerously and have fun? Despite EVE being real, isn't this a game we want to have fun with?
I agree, it would be nice to remove the SP loss. They already removed clone/pod insurance/SP loss... this is the next step. t3dds don't have skillpoint loss on death.
Jeremiah Saken wrote:Nothing to do with risk vs reward. SP loss was there because they were OP (high versatility is debatable), they won't be now from what we seen so far.
And exactly, if the balancing is going to be overall a net nerf... then removing the SP loss will (somewhat) balance that out for t3c users. |

Sylvia Kildare
Center for Advanced Studies Gallente Federation
71
|
Posted - 2017.05.30 06:08:24 -
[77] - Quote
Ramius Decimus wrote:Team Five 0 wrote:T3 Cruisers overlap too much with other ships (especially Heavy Assault Cruisers and Recon Ships) and their dominance can reduce ship variety. But isn't that the point? Isn't Tech III supposed to be better than Tech 2? Other than general balancing between each class, Strategic Cruisers do not need to be nerfed. Rather, if you want them to be more uncommon, make them require additional skills or up the difficulty by increasing the 'Training Time Multiplier' of all of the subsystem and spaceship command skills. The same goes for the Tactical Destroyers, they are rediculously easy to train into for Tech III.... Now I know this would make some people disgruntled, but the fact being is that T3 is suppose to be the elite state-of-the-art technology and shouldn't be a cake walk to qualify in operating. Even worse if they're surpassed by lower tech level starships; what's the point if any T3C configuration can't even match it's ship class counterpart?! Just my 0.02 kredits.
If you wanted to make t3dds harder to train into, just add 3 new skills, one for each mode (tank, sharpshooter, propulsion) that you can train to both unlock (at L1? L3?) and increase the efficiency of each mode. |

Hannah McPewPew
U2EZ
0
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Posted - 2017.05.30 06:59:31 -
[78] - Quote
No one is going to fly a T3 that sucks in comparison to a T2. There has to be some benefit to using a T3 in place of T2, if we still have to dock to change ship parameters. Point proteus, neut legion, web loki and jamgu have more tank in place of less ewar effectiveness.
These ship configurations provide meaningful ewar bonuses without stepping on the toes of their recon counterparts. They were balanced and meant you could have beefy ewar for huge brawls without having to rely on a BS.
In the case of HACs, they could be given more dps to match their T3 counterparts. No more no less. They are already faster and more agile. |

Rising Rider
Garoun Investment Bank Gallente Federation
3
|
Posted - 2017.05.30 07:55:22 -
[79] - Quote
Reading all of the posts in this thread, one thing became clear in my mind.Most people hate change and everyone is a sceptic. It is clear,to me at least,that we are heading for a big nerf (usually described as "rebalance" ) and my guess is that very few people will be happy with it. However this is not something new to most of us.It has happened before and, by the looks of it , it will happen again. Regardless of what everyone here has to say decisions are already taken and we all have to follow. Even the pilots chosen to test the "new" ships are amongst those who will use this knowledge to their Alliance/corp benefit and I don't think they care about different play styles etc.(Lets only hope I am wrong on this) Overall all us (the under-priveledged ones) have to wait and see what our future with these changes will look like. The only thing that really makes me hate the upcoming nerf is that when those t3 ships were introduced myself and lots of other players spent lots of time cross training for all subsystems and hulls because of what these ships represented at the time.This taken into account we are now called to fly some new ships that we don't know if we like them (that said, in my opinion it is VERY important to like something when ever you are playing a game for fun on your own spare time and, of course money) while in fact we could have devoted that time to train for something different. Personally i would like to be given the choice to able to decide if I want to fly this new type or not. Of course I know this is not going to happen but I just had to say it. |

Arkoth 24
Phayder
378
|
Posted - 2017.05.30 08:04:26 -
[80] - Quote
CPuiu wrote:Arkoth 24 wrote:Reducing the number of subsystems is a bad idea. When you try to make game "more simple" Star Wars Galaxies happens. The very idea that "less subsystems = more simple game" is stupid. I'm not too smart.
Cypherous wrote:Hardly, they are being reduced because some of them are just flat out worthless and the engineering and electronics are being rolled in to a single core package, whats the point in having 5 billions subs if only a handful are ever actually used More subs - more choices.
If subsystems are useless or worthless - rework 'em to be usefull, change traits, fitting bonuses etc. But CCP just trash 'em, so T3C will become not "very special class" but just another boring ships comparable with T2C.
Less subs > less choices > T3Cs are less "strategic".
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ModusOperandi
Celestial Geologics Mineral Concern
26
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Posted - 2017.05.30 09:13:19 -
[81] - Quote
What will happen to the Strategic Cruiser skills? I have them injected, but not trained. I guess training them now would be a bad idea? |

Rising Rider
Garoun Investment Bank Gallente Federation
3
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Posted - 2017.05.30 10:01:39 -
[82] - Quote
ModusOperandi wrote:What will happen to the Strategic Cruiser skills? I have them injected, but not trained. I guess training them now would be a bad idea?
I don't think anyone (from the players side) in here can give you valid instuctions on what to do in this occasion, simply because we don't have a clue. Only the devs know for sure but i doubt that they will tell you something more than what is already revealed. In my opinion follow your instincts in cases like this and hope for the best. At least you have the luxury , at this point, to wait end see and then decide.Most of us don't. |

Cypherous
Liberty Rogues Aprilon Dynasty
232
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Posted - 2017.05.30 13:02:32 -
[83] - Quote
Rising Rider wrote:ModusOperandi wrote:What will happen to the Strategic Cruiser skills? I have them injected, but not trained. I guess training them now would be a bad idea? I don't think anyone (from the players side) in here can give you valid instuctions on what to do in this occasion, simply because we don't have a clue. Only the devs know for sure but i doubt that they will tell you something more than what is already revealed. In my opinion follow your instincts in cases like this and hope for the best. At least you have the luxury , at this point, to wait end see and then decide.Most of us don't.
It will likely work exactly like other times skills have been removed, the SP will be added to that characters pool of unallocated SP for you to use elsewhere, they may also opt to give you back the NPC purchase price of the skillbook, generally speaking you own't be left any "worse" than you were in terms of SP |

Kayle Saviant
Strategic Defense and Deployment Directive
4
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Posted - 2017.05.30 14:17:52 -
[84] - Quote
My personal request: dual tank all the things! Shield legion for the win! (Maybe with a Sansha subsystem?) |

Korvin
Shadow Kingdom Best Alliance
613
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Posted - 2017.05.30 20:17:41 -
[85] - Quote
Why don't you want to remove rigs from t3 completely?
Member of CSM 4&5 ... &8
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Pi Prophet
Hedion University Amarr Empire
0
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Posted - 2017.05.31 04:36:47 -
[86] - Quote
Let me tell you about T3 cruisers.
In Providence every night the Tengus roam through our territory. They can't be bubbled, can't be locked, and are cloaked. They carry cynos. They are the perfect scout ship. They lurk around, completely uncontested, like drones over Afghanistan. until they find a miner to pick on. Then they cyno in a fleet of 20 and hotdrop on the guy. Then as quick as they came, they cyno out, and the tengu persists to terrorize our region. We set up frigate camp with double sensor boosters and scripts for insta-lock, with heavy dps fleets. I haven't caught one yet We were in a fleet of 200 and we just had to pass by, because there wasn't a thing we could do to catch it. It is completely unfair to have a ship that powerful with the attributes of an interceptor. Even interceptors can't fit covert ops cloak. I am not even talking about their tank or firepower, just their inability to be caught. The nerf to the sig radius and mass will help our fast lock interceptor pilots tackle these things in a fair fight.
One solo pilot said he enjoys flying though gatecamps unharmed. Maybe there should be a cloaky nullified exploration ship. Just make it a frigate that can't fit cynos. Why should a cruiser fill the role of a scout in the first place?
No ship this powerful should be allowed to blast through our backyards terrorizing us without a way for us to defend ourselves.
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Sylvia Kildare
Center for Advanced Studies Gallente Federation
74
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Posted - 2017.05.31 06:26:22 -
[87] - Quote
Ben Ishikela wrote:i hope the refit feature gets some love. its THE uniqueness in design they have. --> more cargo --> less time for mobile depot or not needed --> rigs refittable --> less powerful than T2 but highly adaptable.
Maybe this can be achieved by modes like on T3D but with a higher transittime. and also not instantly (30seconds enough?) Refit/depot mode: dont need mobile Depot.
Interesting idea... or go the Nestor route and give them tiny little ship bays that can hold no more than a shuttle so they can refit off each other instantly.
Won't help a single t3c, but all you need is 2 and boom, refitting + rerigging in space.
I'm very excited about carrying alternate rigs + a mobile depot around to be able to change rigs on the go. I hope it will be possible, and not just while docked in station/citadel.
Ol' Smithy wrote:- I LOVE the idea of switching out rigs freely. Now you won't need to buy multiple T3s for different roles like PvP and can easily switch out your exploration fit for PvP deep in null without gimping your fit. This helps solo players a lot too who are far away from home. This is probably my favorite change.
- I imagine this is a given, but keep the covert ops + nullification function. I usually use the emergent locus analyzer too for the scanning bonus when using that setup in wormholes to get around.
- How slots change when switching out subsystems could be made easier visually at a glance that it is currently. Switching out preset fits is clunky and time consuming, especially in space at a mobile depo. The whole fitting system for T3s needs redesigned so you can actually use preset fits without a bunch of errors due to slots being added and removed during the fit. It pretty much makes it mandatory to do it manually.
- Remove the skill-point loss upon death. T3s are already expensive enough to lose without having that additional hit incurred and makes players more risk averse in them.
- Looking forward to getting updated art for them, and hopefully new skins at some point.
- Make a dedicated subsystem for extra cargo-hold space (or roll the bonus into an existing subsystem used commonly during travel like covert ops). Solo T3 players have to carry everything around all the time and it would alleviate the headache of juggling cargo expanders. Or just add a separate "charges" cargohold to hold ammunition since that is what takes of most of the space the majority of the time.
Good post. If they added an ammo bay (like the Hoarder's) to t3cs, I have a feeling they'd massively shrink down the regular cargo bay, tho. Double-edged swords and all that.
Updating the visuals, making sure turrets/launchers still work okay, and being able to design and implement skins for t3cs is indeed one of the main reasons they're doing these changes to number of subsystem types and number of individual subsystems per type.
I hope CCP will give us some way of getting Purity of the Throne + Cold Iron skins for our Legions and Guardian's Gala skins for our Proteii since t3c skins weren't a thing during those last three events.
Either have them drop during a future event, issue them to everyone for free (yay!) as a gift or put them up for sale as NPC sell orders or something!
Lastly, I'm very excited about the rig thing, too. However, I've seen at least 3-4 people call for the removal of rigs entirely from t3c fitting... I guess they want to just have rig benefits rolled in with the existing (or changing) subsystem effects, but... I dunno, (almost) every ship in EVE... and certainly every combat ship in EVE... has access to similar sets of rigs right now, it would be really weird to make t3cs the one class of ship that can't use rigs.
I'm most excited by being able to change my Hamgu to a HMLgu and re-fit missile rigs to match, as I use two range rigs on my HAMgus and obviously don't need them for a HMLgu. |

Sylvia Kildare
Center for Advanced Studies Gallente Federation
74
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Posted - 2017.05.31 06:35:14 -
[88] - Quote
WhiteOrm wrote:I just was going to buy my first T3C.. But now I will probably wait and see. They will either nerf it and it will become tanky good for nothing or they will "accidently" imbalance it into something like Svipul not long ago.. and nerf it later. Either way if it will not fill roles of HAC and Recon what can it be good for anyway? Command ship? Logistic cruiser? Relic hacking explosion tanking covops? Somehow I don't think anything good will come out of it. If number of subsystems on T3C will go down, how by the way it will affect overall price of the ship?
ModusOperandi wrote:What will happen to the Strategic Cruiser skills? I have them injected, but not trained. I guess training them now would be a bad idea?
I mean, if you can't comfortably afford to buy a t3c / train into t3cs right now, guys... wait and see never hurts. But you have about 6 weeks to try out the "old" t3c system right now... which could be fun, or could just be frustrating once the patch day in July hits.
As for the skills themselves, the ACTUAL ship skill (Gal/Cal/Min/Amarr Strategic Cruiser skillbooks) are probably fine to train. I doublt they'll be removing or changing those, though the bonuses they give to each ship could change. Right now they're only useful to train up to 4 or 5 to reduce overheat damage. As most of the bonuses to t3cs come straight from the subsystem choice + your subsystem skill levels.
And on that note, the subsystem skills might be the place to not worry about getting them all to 5 since one of them is presumably going to be refunded or changed into something else we can't predict like they did with an indy skill back at Krius and like they did with the leadership/wing command/fleet command skills last November with the on-grid-boosters-only Ascension update. We're mostly assuming they'll be refunding either Engineering or Electronics but they might end up turning whichever of them into a new "overall subsystem effectiveness" support skill or something. I wouldn't put it past 'em, they love to recycle suddenly useless skills into something else rather than refund them all (some exceptions, such as the learning skills, ofc do exist).
CPuiu wrote:Arkoth 24 wrote:Reducing the number of subsystems is a bad idea. When you try to make game "more simple" Star Wars Galaxies happens. The very idea that "less subsystems = more simple game" is stupid.
Indeed. After all, every single ship in the game besides t3 cruisers has less subsystems... but I don't think we all constantly cry about how no ships in the game are worth flying besides t3cs because they're so damned simple and lack any complexity. Subsystems are cool, but they're not the be-all end-all of ship fitting, period.
Hannah McPewPew wrote:No one is going to fly a T3 that sucks in comparison to a T2. There has to be some benefit to using a T3 in place of T2, if we still have to dock to change ship parameters. Point proteus, neut legion, web loki and jamgu have more tank in place of less ewar effectiveness.
These ship configurations provide meaningful ewar bonuses without stepping on the toes of their recon counterparts. They were balanced and meant you could have beefy ewar for huge brawls without having to rely on a BS.
In the case of HACs, they could be given more dps to match their T3 counterparts. No more no less. They are already faster and more agile.
If CCP tweaks the t3cs and still feels like there's too much overlap with HACs, then that would be cool... I would love more DPS on my HACs, I trained into all 8 of 'em on my main, probably my fave ship class (though I do love Marauders, Pirate BSes, Pirate cruisers, and t3cs + t3dds as well).
But I doubt it will happen. I think a (hopefully gentle) nerf for t3cs will have them feeling like any overlap with HACs has been reduced enough.
Another option that they sometimes use with different ships (highlighted by how they added range to the battlecruisers during their recent-ish balancing) is that maybe one class of ship will have more deeps but the other class will have more range. Half of the HACs are already sniper ships with one or TWO range bonuses sometimes, so... not sure they'd want to remove that. Give the HACs even more range (for the long-range ones) or application (for the brawlers) and let the t3cs keep the deeps advantage at the cost of range/application. |

Arkoth 24
Phayder
378
|
Posted - 2017.05.31 07:12:19 -
[89] - Quote
Make good ships to be crappy to make crappy ships look better and call it a rebalance. Instead of making crappy ships to be not-so-crappy. Good point.
Evelopedia via Wayback Machine
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Blazemonger
Omni Galactic Central Omni Galactic Group
3
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Posted - 2017.05.31 12:40:50 -
[90] - Quote
Pi Prophet wrote:One solo pilot said he enjoys flying though gatecamps unharmed. Maybe there should be a cloaky nullified exploration ship. Just make it a frigate that can't fit cynos. Why should a cruiser fill the role of a scout in the first place?
So basically you are saying Nullification and ability to us a Cyno should be mutually exclusive? I can see that argument in that.
I have also long been an advocate of a specialized exploration ship which is cloaky, nullified and carrier an interceptor like vessel where the pilot can choose to launch and use the frigate to run sites while the 'mother vessel' sits cloaked, providing bonusses for analysis and hacking.. But that is a completely different topic..
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