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darkmancer
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Posted - 2007.05.18 21:45:00 -
[31]
Look at the front of a Rokh. Notice those 4 pannels? For the t2 version i'd like to see it launching 4 fighters out of there, B5 omega destroyer style. No particular reason why, besides being cool. It would suit the Caldari's supposed ability's with fighters.
No way in hell it'll ever happen thou :/ --------------------------------- There's a simple solution to every problem. It is always invariably wrong |

Lance Fighter
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Posted - 2007.05.18 22:00:00 -
[32]
heres what i see for the amarr ones....
geddon t2 7 highs 4 mids 7 lows
Boni - Amarr BS - 10% laser cap use (duh!), 5% laser RoF t2 BS skill - 5% effectiveness to all energy-related weapon mods (yea thats it)
This keeps the t2 geddon in line with the geddon itself - damage do-er.
Apoc t2 7 high 5 mids 8 lows
Amarr BS - 10% laser cap use (DUH!), 5% cap recharge t2 bs skill - 5% to effectiveness of engineering mods (cap warfare, cap batt, cap booster, and perhaps nos.)
This keeps it in line(imo) with what i think it is for - having lots of cap.
Abaddon t2 7 highs 6 mids 7 lows
Amarr bs - 10% cap use for lasers, 5% armor resists. t2 bs skill - 5% effectiveness to armor upgrade mods.
This keeps it in line as a tanker, (or so i think, the abaddon does get resist boni, right? ) This basically keeps it in line with its other resists.
The numbers above will have to be tweaked (duh! :P ), but they seem sound to me. the slots are most definately going to change, but i tried to keep none of them from becoming a ultimate killing ship. Someone keeps truncating my signature, I swear |

Impolite Andevil
The Shadow Knights Prime Orbital Systems
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Posted - 2007.05.18 22:47:00 -
[33]
I'd like the idea of at least one t2 battleship from each race being an interdictor for capital-class ships. Make it cost around the same as a cap, with BS hitpoints and command ship resists. Remove almost all high slots so it is good only for pinning cap ships down. That would make for a very interesting counter to the current issues with capital ships being the only things worth having in a fight, especially titans/motherships.
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Viktor Fyretracker
Caldari Worms Corp
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Posted - 2007.05.19 06:28:00 -
[34]
another idea is making T2 battleships be BS class Logistics ships. the BS class logistics ship could also maybe have a system where if it deploys like siege mode that any ship that enters its area of influence gains shield regen or starts to regen armor just for being with in say 30km of the ship.
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Jane Vladmir
Gallente The Prancing Unicorn Club Privateer Alliance
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Posted - 2007.05.19 07:50:00 -
[35]
Ship for solo players. Battleship-type interdictors, with an mwd bonus and a good locking speed instead of the resistance bonuses other t2 ships get.
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Phelan Lore
Sniggerdly Pandemic Legion
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Posted - 2007.05.19 07:54:00 -
[36]
T2 phoon = prenerf nanophoon.  -
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EadTaes
Minmatar Native Freshfood
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Posted - 2007.05.19 08:12:00 -
[37]
T2 BSs aotumaticaly = overpowered thus they automaticaly get a thums down here.
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king jks
Infinitus Odium
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Posted - 2007.05.19 08:17:00 -
[38]
I am extremely intrigued by this fleet ops scorpion thingy here, sounds like something I'd like to do :D
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Glarion Garnier
Solar Wind
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Posted - 2007.05.19 11:29:00 -
[39]
Edited by: Glarion Garnier on 19/05/2007 11:28:24
Spearhead Assault Ships
-just more hp + inbuilt 25% hardener + more cap + more targetting range.
Hyperion hull: (one built in 25% hardener) Bonuses: BS 5% to hybrid weapon dmg, Hybrid Weapon Falloff per lvl Spearhead ships 7.5 % to hybrid weapon tracking , 5% To hybrid weapon dmg.
Abaddon hull (one built in 25% hardener) BS 5% Laser rof, Laser cap use Spearhead ships laser tracking, Laser dmg
Rokh Hull (one built in 25% hardener) BS 5% hybrid dmg, 10% optimal, Spearhead ships 7.5% tracking, 10% targetting range
Maelstrom hull (one built in 25% hardener) BS 5% Projectile dmg, 10% falloff Spearhead ships 7.5% projectile tracking, 5% projectile dmg
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Glarion Garnier
Solar Wind
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Posted - 2007.05.19 11:48:00 -
[40]
Tactical warfare platforms. inbuilt 25% resistance only -covert ops -high locking range.
Gallente Domi hull. 5/7/6 layout 4 Gun slots bonuses: BS covert ops cloak cpu, drone range + speed Tactical Assault skill 20% damp % web drone strenght, sensor damp range + effect
Scorp 5/8/5 layout 4 missile slots BS Covert ops cloak cpu, 20% EW range Tactical Assault skill EW strenght, missile rof and kinetic dmg
Typhoon 6/7/5 layout 4 guns, 1 missile BS Covert ops cloak, 20% web range Tactical Assault skill Projectile Rof , Target painter range + strentgh
Arma hull 6/6/6 layout 4 guns BS covert ops cloak, Neut & Nos range Tactical Assault skill laser rof, laser tracking
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Kara Kaprica
STK Scientific
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Posted - 2007.05.19 11:56:00 -
[41]
Id like to see Tech II battleships be used in a very different fashion.
As there has been centuries of fleet versus fleet warfare, with multiple ships on each side of the engagement being able to escape before destroyed, it stands to reason the governments would have thought of a counter
I'd personally like to see them be able to remotely launch via a turret or missle option, a very small ( 3k-5k diameter) 30 Second interdiction bubble, with a very long recharge timer, and a 200k range.(numbers variable of course)
Just an idea :0)
Boom Boom Boom. |

Alexi Borizkova
Caldari New Age Solutions New Age Solutions Amalgamated
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Posted - 2007.05.19 19:53:00 -
[42]
Originally by: EadTaes T2 BSs aotumaticaly = overpowered thus they automaticaly get a thums down here.
Not neccesarily. The point is to try to figure out how to make a t2 BS that is useful, but NOT overpowered. Surely you have an idea? Some role you would like to see expanded, some new capability?
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MassonA
Caldari coracao ardente Triumvirate.
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Posted - 2007.05.19 20:21:00 -
[43]
well id like to see the next stage of recon ships, maybe with like a gang cloak, and almost no offensive capability but be able to tank like a rock. also gang warfare mods aswell, basically an upgraded command ship but without firepower
or, a sort of capital ship killer, with the ability to have its EWAR affect supercapitals, with 99% cpu reduction for the actual modules for the job or an alternative to that would be normal modules, but for them to affect supercaps they must enter a 'siege mode' of some sort
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Viktor Fyretracker
Caldari Worms Corp
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Posted - 2007.05.20 04:51:00 -
[44]
another idea for T2 BS is having them serve as a Moble Artillery platform, not like todays snipers but something where a covert ops could act as an FO, send back the proper data and then the deployed artillery ship would fire a bigass shell, charge or missle that would explode at or near that set point.
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Vina
Caldari Destructive Influence Band of Brothers
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Posted - 2007.05.20 05:42:00 -
[45]
make t2 battleship uber tankers that can use a jump inhibitor module. it's a highslot module that can be used on ms/titans to inhibit them from jumping/warping. -----------------------------------
btw, threatening to close 1 account really hurt my eyes. - xaioguai |

EadTaes
Minmatar Native Freshfood
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Posted - 2007.05.20 07:19:00 -
[46]
Edited by: EadTaes on 20/05/2007 07:20:10 Edited by: EadTaes on 20/05/2007 07:18:24
Originally by: Alexi Borizkova
Originally by: EadTaes T2 BSs aotumaticaly = overpowered thus they automaticaly get a thums down here.
Not neccesarily. The point is to try to figure out how to make a t2 BS that is useful, but NOT overpowered. Surely you have an idea? Some role you would like to see expanded, some new capability?
Yes I agree that you could make T2 BSs if they werent over powered. The thing is you cant give them the abilaties and or powers that any ofve the smaller ship classes have or else youll make them obsolete. You also connot give them any more tanking power for if you do you just wont ever be able to kill them anymore without even bigger fleets. The thing is that they are already TOP of the line.
To me the only way to make T2 BS is to make them CAPSHIP killers. By giving them X-LARGE weapons keeping all ofve their current stats, Changing their Bonuses to X-Large weapons bonuses. Givign them the role bonus so they can fit the X-larges witht heir current PG and CPU, to emputate them of a few MID and LOW slots. And finaly to give then onyl the power to FIT 6 X-large weapons only no more.
Giving them EWAR, TRACKING bonus, RESIST, more slots, traditional T2 bonuses will just overpower them right off the bat. And that is what most people think ofve when makign a T2 making a stronger better version over the T1 but it doesnt have to be that way. And for BSs it cannot be that way or everything smaller wont matter anymore prety much. But sadly only very very few T2 BS treads or ideas have taken that reality into concideration.
The other idea for T2 of Teir 4 & 5 BSs are to make what are called "Pocket Battleships". what are those some of you are asking? Well I'll give you the following key words: Google Pocket Battleship German WWII.
 0.0 Policing, Econnomic Control & NPC Agents |

fire 59
Destructive Influence Band of Brothers
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Posted - 2007.05.20 08:06:00 -
[47]
I have always liked the idea of a flagship, with cs type resists but without the damage bonus's. This is the type of ship your fc would want to sit in, directing the eb and flow of battle. Unsure of secondary bonus for it though, hard to think of a niche for it that isn't already used by command ships etc
BoB vs the coalition of family values |

Dopefish
Amarr Quad and Fish
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Posted - 2007.05.20 08:38:00 -
[48]
I'd like to see them bridge the gap between capitals and non caps. Dps in the 500-1000 range and a tank able to hold ground against titans and fighters.
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Mudkest
MetaForge Ekliptika
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Posted - 2007.05.20 09:02:00 -
[49]
Originally by: Nian Banks
Flagship Skill Bonus: 3% bonus to effectiveness of Skirmish Warfare Links and +500 Drone Bay capacity per level.
500!  isnt that a bit Excessive?
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Gabriel Karade
Celtic Anarchy Anarchy Empire
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Posted - 2007.05.20 09:36:00 -
[50]
Edited by: Gabriel Karade on 20/05/2007 09:34:54
I really like the idea of a built in jump drive, whist maintaining the ability to use gates. Role bonuses to fuel requirements to account for the small cargo hold compared to capital ships, and bonuses to jump range/capacitor use per level.
Christopher Dalran's idea of a being able to make 'tactical' jump allowing you to make a very short jump to bypass a gate without using a cyno (but with a high degree of inaccuracy) is really cool too.
All of the above combined with the ability to use gates would nicely distinguish them from capital ships: You would have something that can be used in long range raids (jump to a cyno, use gates for 'local' travel), escort capitals (jump to the cyno with the capital ships), or bypass a gate with a couple of smaller ships (mini-jump bridge).
And the best thing, absolutely no difference in HP's/slots/resistances/damage over their T1 counterparts, meaning you don't create the next solopwnmobile/mission runners wet dream...
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Video - 'War-Machine' |

Oddluck
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Posted - 2007.05.21 08:45:00 -
[51]
There is two things I would like to see.
I really like the Command Cruiser so naturally i would like to see it in a BS.
Some thing like :
Tech 2 resists
6 High slots to use Gang warfare mods Not weapons. Dont have the missile or turret hard points
Enough Mids to play the electronic warfare game( with out bonus, still second rate compared to recon craft)
Enough Lows to power the Best BS tank in the game.
A Big enough drone bay that all the Races can fit a set of heavy/medium/light drones to defend its self.(no Drone bonus to damage or HPs)
and lol please make it take CC 5 so we dont feel like we wasted that time getting CC 5.
I don't know how balancing this would be, But i would not mind seeing a BS hybrid that would Bridge the gap from BS to dread. A BS with normal defense but have a limited number of Capital weapons. A platform made to hunt in wolfpacks against large prey. It could help Curb the current arms race to see who can field the most Capital ships.
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Alkier
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Posted - 2007.05.27 12:52:00 -
[52]
I really like the idea that "Gabriel Karade" making them been able to jump drive but also allowing them to use a bridge. So a new skill called something like "fleet command ship" and every level of this skill allows for example 2 more ships to jump with the fleet commander also giving them a bonus per level to resistances say something like 7% so they would be slightly better then the tier 3 BS but not completly un-killable. The obvious penalty is once they jump they use a vast amount of cap say 90%. maybe giving them a extra slot compared to the t1 version of the same ship making them for example a scorpion with a extra highthat extra high would just give them a slight edge over the t1
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Sunny Mooninite
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Posted - 2007.05.27 13:49:00 -
[53]
I would like my t2 battle ship made out of weed and ice cream, filled with candy. Also I would like some hypno rims. ---
Haha, you can't unread my post! |

James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.05.27 14:19:00 -
[54]
T2 BS = exactly like T1 BS but with a jumpdrive. That'd be worthy.
Or:
Add a 'POS Style' shield. Again, same as a 'normal' BS, but drop it into a deployed mode (like siege) where it gets a 200k shield, which people can hide behind. Even be remote repped if you want to move outside it.
But they don't need more combat power. If they do that, then they become the new cookie cutters.
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Pociomundo
Gallente World Order The Imperial Order
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Posted - 2007.05.27 14:21:00 -
[55]
T2 Logistics Battleship that can use Triage :)
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D'Artagnan
Black Nova Corp Band of Brothers
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Posted - 2007.05.27 14:57:00 -
[56]
I would like to see them as very very heavy tanks with the ability to confuse the enemy's targeting system in to targeting them. So what you have in effect is a tank from games like Lineage II. This would boost logistics ships because in fleet battles they would know who is going to need repping.
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Doomed Predator
Xoth Inc Firmus Ixion
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Posted - 2007.05.27 15:16:00 -
[57]
An idea I've been thinking about:
One thing that would have to be introduced would be CPU viruses. There would be several types from disabling engines, cap recharge and shield recharge,to losing locks and other nasty things. Viruses would be loaded in launcher like modules. You would activate the module but if noone locked you it would do nothing. The second someone got a lock on you, the virus would be downloaded to the person who locked you and do whatever the virus you had loaded would do. Viruses would have a limited duration peroid before the onboard cpu would remove it.
So basicaly give T2 batleships HAC like resists,the damage output of a t1 battlecruiser and give the the ability to use CPU viruses. Their role would be getting sent into a hostile gang and infecting them all with viruses practicaly disabling them and then giving a smaller gang the chance to whipe them out.
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Vladimir Gregas
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Posted - 2007.12.10 19:35:00 -
[58]
How about a smasher?
Give a BS the ability to equip 1 capital weapon systems (not a DD) and maybe one or two smaller weapons and bonuses to tracking speed (or missle speed) and bonuses to propulsion jamming range and power.
These ships would work as tacklers, able to grab another BS or a BCS and pound it with heavy weapon fire. And would be powerful in groups, pulling down one target and pounding it with it's big gun.
However, they could be easily countered with electronic warfare or ABs or MWDs. Also, with a removal of middle or low slots in order to compensate for the massive weapon, it will have a limited tanking ability, making them more vulnerable. Alone, they would also be easy targets for Interdictors and other small fast ships, and also vulnerable to concentrated fire of other large ships.
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Atsuko Ratu
Caldari Advanced Logistics
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Posted - 2007.12.10 21:29:00 -
[59]
T2 typhoon:
BumpBaby: 0 Highs 1 Mid 8 Lows
Base speed of 350.
Per min bs level: 5% to speed, 5% reduction in MWD cap penalty.
Per Bump BS level: 10% increase to bump damage per level, 5% agility per level.
Role bonus: Does 100% of current speed in kinetic damage when you bump a target.
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.12.10 22:43:00 -
[60]
Edited by: Acoco Osiris on 10/12/2007 22:43:54 How about you stop necro-ing mid-2007 threads? It is not funny.
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