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welsh wizard
Celestial Apocalypse Insurgency
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Posted - 2007.10.04 22:48:00 -
[1]
Originally by: Zosana And yet Rokhs aren't that common in fleets compared to other ships. They're not bad, they're not great. And they're one of Caldari's best ships. It does say something about the state of the race.
Says it all. [Balance] The Caldari problem. |

welsh wizard
Celestial Apocalypse Insurgency
|
Posted - 2007.10.05 22:43:00 -
[2]
Edited by: welsh wizard on 05/10/2007 22:46:10
Originally by: Sharupak Linkage
There must be alot of morons in this game. 
The majority of those Caldari figures are probably npc'ers. I'd be willing to bet both Gallente and Minmatar are more popular for dedicated pvp. The faction ship numbers say it all, you think people are pvp'ing in those CNR's?
lol [Balance] The Caldari problem. |

welsh wizard
Celestial Apocalypse Insurgency
|
Posted - 2007.10.07 09:50:00 -
[3]
Edited by: welsh wizard on 07/10/2007 09:52:34
Originally by: San Rintu some good ideas
Moa Change slot layout to 5/5/4 giving it one extra turret hardpoint and a full 25m3 drone bay to compensate for the damage lost from the 6th high slot. Fitting needed too.
Eagle Pretty simple stuff, same slot layout, 1 extra turret hardpoint and fitting. Drone bay is debatable.
Ferox Same slot layout, +2 turret hardpoints for a total of 7. Give extra grid but perhaps resrict ease of fitting 7 turrets to encourage gang boosting mods instead.
In other words make them all proper gunboats with the HAC getting a bit of a damage bonus ahead of tech I damage.
The majority of the missile ships and ewar ships need their mass reduced to Amarr/Gallente levels while maintaining the same slow base speeds (maybe even slightly slower so we warp faster/turn better but don't nano particuarly well).
Missile velocity needs doubling and flight time halving on all missiles.
edit: Oh & if the Eagle change goes ahead, give the zealot its extra turret too. [Balance] The Caldari problem. |

welsh wizard
Celestial Apocalypse Insurgency
|
Posted - 2007.10.07 10:28:00 -
[4]
Edited by: welsh wizard on 07/10/2007 10:28:45
Originally by: Laboratus Edited by: Laboratus on 07/10/2007 10:04:07 Doubling missile velocity breaks the balance between missiles, defenders and smart bombs, so it is not too viable. Unless smart bomb rof is doubled and defenders get a 50% increase in launcher rof while cutting missile hp in half...
Hmm this is a good point...
The number of players who purposefully fit a smartbomb to counter missiles could probably be counted on one hand though.
It's a case of weighing up the end result. Which is more important? The odd person who uses smartbombs/defenders for blowing up missiles or arguably the balance of an entire series of combat ships?
Your defender changes seem pretty reasonable but the smarties are a little more complex given that any changes could break things in other areas badly. [Balance] The Caldari problem. |
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