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Atama Cardel
GoonFleet GoonSwarm
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Posted - 2007.11.04 22:18:00 -
[1]
(Skip to the bottom if you don't want to read the entire post)
So today I was thinking about possibly a new ship that would be designed for countering speed set ups, so instead of nerfing nano ships, players would have a tool to deal with it themselves.
The ships would be frigate hulls with very light defensive capabilities but with decent amounts of dps. Their primary use would be in gangs where they can tell enemy tacklers and nano ships to screw off and receive armor and shield transfers to counteract their low defensive capabilities.
So to start things off lets look at the Caldari anti-speed ship
Slot layout: 4 High, 3 Mid, 3 Low
Hard points: 4 launcher points
Drone Bay: None
Role Bonus: 100% bonus towards light missile and rocket velocity
Caldari Frigate bonus: 20% bonus per level towards explosion velocity and 5% bonus per level towards missile kinetic damage
Whatever the name of the ships skill bonus: 5% bonus per level towards missile kinetic damage and 5% bonus per level towards missile ROF
This ship basically pumps out some mean damage from missiles with bonuses that allow the missiles to actually get to a high velocity target and do damage to that target.
Gallente:
Slot Layout: 3 Highs, 3 Mids, 3 Lows
Hard points: 3 turret points
Drone bay: 75 m3 with the bandwith to operate 25 m3 of drones
Role Bonus: 100% bonus to drone velocity
Gallente Frigate Bonus: 5% per level towards drone tracking and 5% per level towards drone damage
Ship bonus: 5% per level towards drone damage and +5 km per level towards drone control range
The bonuses allows the ship to put higher damage drones or drones with different damage typs that are slower than Warriors on a fast moving target. It also has the ability to place drones on the other side of the battlefield quickly.
Amarr:
Slot Layout: 3 High, 2 Mid, and 4 Low
Hard Points: 3 Launcher Hardpoints
Drone bay: same as Gallente
Bonuses: same as Gallente
Same basic concept as the Gallente ship with perhaps a hardier armor tank
Minmatar:
Slot Layout: 4 High, 2 Mid, 4 Low
Hard points: 4 Turret hard points
Role bonus: 200% bonus towards gun tracking (I don't know about the exact number, basically whatever amount is needed)
Minmatar frigate bonus: 10% bonus per level towards projectile turret falloff and 5% bonus per level towards projectile turret damage
Ship bonus: 5% bonus per level towards projectile turret damage and 5% bonus per level towards projectile turret ROF
These bonuses would allow the ship to be able to hit fast moving targets with turrets out to a decent distance with a hefty amount of DPS.
The ships would have assault ship resistances but low amount of capacitor meaning that any repping done is going to have to mostly come from a supporting gang.
So what does the eve community think? Bad idea? Good idea, horrible implementation? Good idea, good implementation?
For those too lazy to read all of that, frigate sized ships with high damage, low tanking potential with the ability to complete screw over nano ships.
Originally by: Odda hey im a gonnie and i like to sue CCP to gett the game to my favor
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Tortun Nahme
Minmatar Heimatar Services Conglomerate
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Posted - 2007.11.04 22:19:00 -
[2]
Edited by: Tortun Nahme on 04/11/2007 22:19:50 its an immediate fail
problem 1 is launcher hardpoints, missiles will never hit a fast ship
2nd, we already have destroyers which work great for killing intys
and you basically described assault frigs 
Originally by: Surfin's PlunderBunny Edited by: Surfin''s PlunderBunny on 04/11/2007 21:34:44 *EDIT* You know what, Tortun has this one under control...*
*Basks in the chaos of this thread
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CrayC
Gallente CrayC Inc.
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Posted - 2007.11.04 22:22:00 -
[3]
You have too much focus on DPS and too few ways to actually stop the darn things...
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Atama Cardel
GoonFleet GoonSwarm
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Posted - 2007.11.04 22:23:00 -
[4]
Originally by: Tortun Nahme Edited by: Tortun Nahme on 04/11/2007 22:19:50 its an immediate fail
problem 1 is launcher hardpoints, missiles will never hit a fast ship
2nd, we already have destroyers which work great for killing intys
and you basically described assault frigs 
Note the fat bonus to missile velocity on the ships whos primary weapon system is missiles allowing for a max skilled pilot to pump out light missiles at just under 10 km/second
Originally by: Odda hey im a gonnie and i like to sue CCP to gett the game to my favor
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Flinx Evenstar
Minmatar Spartan Industries Cruel Intentions
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Posted - 2007.11.04 22:26:00 -
[5]
Originally by: CrayC You have too much focus on DPS and too few ways to actually stop the darn things...
Yeah, and with 2 mid slots...you going to have trouble fitting MWD web AND scram, assuming you every got close enough to web. Or what is to stop said speed ship insta popping your little frig hull 
Meh...I fly rapiers, they seem to work just fine 
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I SoStoned
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Posted - 2007.11.04 22:26:00 -
[6]
One such ship is coming in a month or two: the Hyena. With Electronic Attack Frigates V it will web out to 20km and be able to keep up with most ships once it's webbed them. With certain faction webs it can even reach out to almost 30km, but that's a hella expensive mod to put on this ship...
because...
...unfortunately it's about as tough as a shuttle, so will share a fate very similar to interdictors: Instant primary. It'll die to a negligent backhand from even a T1 frig.
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Ed Anger
Federal Navy Academy
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Posted - 2007.11.04 22:28:00 -
[7]
if you wanna kill a speed ship just get a faster ship, dood
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Shodo Deka
M. Corp
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Posted - 2007.11.04 22:32:00 -
[8]
There is already a very effective counter to nano ships, it is the Huginn and the Rapier. With the 60% bonus to webbers per level it is lethal to a nano. With dual fleeting web and a couple of sensor boosters and you can stop almost all nano ships before they make it out of range.
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Annowyn
Purgatorial Janitors Inc.
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Posted - 2007.11.04 22:34:00 -
[9]
Any ship with a web can kill a speed ship. The only problem is a speed ship will not engage a ship in web range. Same thing will happen here. If you can hit it, it will not come.
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Atama Cardel
GoonFleet GoonSwarm
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Posted - 2007.11.04 22:35:00 -
[10]
Originally by: Shodo Deka There is already a very effective counter to nano ships, it is the Huginn and the Rapier. With the 60% bonus to webbers per level it is lethal to a nano. With dual fleeting web and a couple of sensor boosters and you can stop almost all nano ships before they make it out of range.
I was thinking that these would just be another option for pilots to use to make nano ships back off. But I guess they wouldn't work that well as they really just have a bunch of dps with the ability to place it on target without the ability to hold them down. I guess that's what I get for thinking that an idea that I had when I first woke up this morning was a decent one 
Originally by: Odda hey im a gonnie and i like to sue CCP to gett the game to my favor
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Flinx Evenstar
Minmatar Spartan Industries Cruel Intentions
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Posted - 2007.11.04 22:41:00 -
[11]
Originally by: Shodo Deka There is already a very effective counter to nano ships, it is the Huginn and the Rapier. With the 60% bonus to webbers per level it is lethal to a nano. With dual fleeting web and a couple of sensor boosters and you can stop almost all nano ships before they make it out of range.
No need for SB unless you camping a gate and trying to get inties going back to gate.
Duel LSE II is much better idea in roaming gang, as you WILL be primary A good 9000 shield buffer allows you to burn off, warp away, and come back 
And to the OP, why on earth would you want a frigate class hull to try tackle something like a vagabond. If you get into web range, the vaga will tear it apart in about 2 seconds. Vagas fight outside optimal to avoid webs (around 15km)..the closer you get...the nastier those T2 Vulcans are 
You are suggesting T1 resists, and 3 slots for a tank. Good luck staying alive 
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Taran Summers
The Merovingians
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Posted - 2007.11.04 22:45:00 -
[12]
Build a special missile launcher that fires an uber fast missile thats damage increases based on the velocity of the target. the specified server or proxy node is dead |

Atama Cardel
GoonFleet GoonSwarm
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Posted - 2007.11.04 22:55:00 -
[13]
Originally by: Flinx Evenstar
Originally by: Shodo Deka There is already a very effective counter to nano ships, it is the Huginn and the Rapier. With the 60% bonus to webbers per level it is lethal to a nano. With dual fleeting web and a couple of sensor boosters and you can stop almost all nano ships before they make it out of range.
No need for SB unless you camping a gate and trying to get inties going back to gate.
Duel LSE II is much better idea in roaming gang, as you WILL be primary A good 9000 shield buffer allows you to burn off, warp away, and come back 
And to the OP, why on earth would you want a frigate class hull to try tackle something like a vagabond. If you get into web range, the vaga will tear it apart in about 2 seconds. Vagas fight outside optimal to avoid webs (around 15km)..the closer you get...the nastier those T2 Vulcans are 
You are suggesting T1 resists, and 3 slots for a tank. Good luck staying alive 
High resists, and I would hope it would encourage gangs to fit remote reppers, but again, I didn't think the idea completely through
Originally by: Odda hey im a gonnie and i like to sue CCP to gett the game to my favor
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Stakhanov
The Good Fellas
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Posted - 2007.11.04 22:56:00 -
[14]
The T1 missiles frigates (kestrel , breacher , inquisitor , tristan) could use a role bonus to explosion velocity. Same thing with stealth bombers... precision cruises don't have an ideal explosion velocity compared to the average speed of nanoships.
Originally by: F'nog One does not simply log into Jita.
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CrayC
Gallente CrayC Inc.
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Posted - 2007.11.04 23:00:00 -
[15]
Originally by: Atama Cardel High resists, and I would hope it would encourage gangs to fit remote reppers, but again, I didn't think the idea completely through
Obviously not. If you want someone to use remote reps on this ship, they would either have to be very fast themselves or have a range bonus to remote repping, like the logistic cruisers. And being forced to have a logistics AND your ship, in order to get a nano-ship, that's not very nice at all 
Generally speaking, inventing one shiptype in order to take care of a not widely spread problem (which nano-ships are not), causes more trouble than it is worth. What if CCP then decides to nerf nanos again? Then the new shiptype would be somewhat useless, as it was designed for a specific purpose that no longer applies. It is much more efficient to nerf the troublemaker and progress from there...
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Cotton Tail
Domination. League of Abnormal Gentlemen
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Posted - 2007.11.04 23:20:00 -
[16]
Give destroyers a web range bonus, it's a ship class terribly in need of a more refined role, and it would certainly make it more fearsome for taking out frigates.
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Andreya
Murder-Death-Kill
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Posted - 2007.11.05 00:45:00 -
[17]
heres your new idea. called a Hyena, for every level you have trained in it, you webs go 20% further... the end of the nano era _________________________________________________________ Only once you've lost everything, are you free to do anything.
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Flinx Evenstar
Minmatar Spartan Industries Cruel Intentions
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Posted - 2007.11.05 01:46:00 -
[18]
Originally by: Andreya heres your new idea. called a Hyena, for every level you have trained in it, you webs go 20% further... the end of the nano era
Me thinks not 
There has been a ship available for far longer with better webs... The electronic attack frigates completely replace assault frigates..yes that is true. However, there is no nano HAC out there that cant destroy a T2 frigate in seconds 
The ship you are looking for has been around for a long time, and it costs a lot less than a 10km/s Vaga 
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Samurai XII
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Posted - 2007.11.05 02:07:00 -
[19]
Considering goons can't even fly the current ships correctly, they shouldn't even be allowed to propose new ships. ______________________ Just another cool alt. |

Atama Cardel
GoonFleet GoonSwarm
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Posted - 2007.11.05 02:37:00 -
[20]
Originally by: Samurai XII Considering goons can't even fly the current ships correctly, they shouldn't even be allowed to propose new ships.
Seriously, dumb goonies, next thing you know they'll take three regions from BoB without any resistance.... oh wai
P.S. the forum you are looking for is a bit farther down
Originally by: Odda hey im a gonnie and i like to sue CCP to gett the game to my favor
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gregory j
Gallente Arcana Imperii Ltd. Chaos Incarnate.
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Posted - 2007.11.05 04:25:00 -
[21]
As good if not better than any idea I could come up with. What I enjoyed about the post more than anything, however, is that it describes an enhancement of an under-used ship class rather than the nerf of an over-used ship class...what a marvelous concept.
------------------------------------------------ 2007.02.22 03:34 This evemail message is subject to a CSPA service charge of 2,000,000,000 ISK, which you must accept to complete the invitation. |

Buyerr
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Posted - 2007.11.05 04:47:00 -
[22]
Originally by: Tortun Nahme Edited by: Tortun Nahme on 04/11/2007 22:19:50 its an immediate fail
problem 1 is launcher hardpoints, missiles will never hit a fast ship
2nd, we already have destroyers which work great for killing intys
and you basically described assault frigs 
well a increase in missiles speed by 30% per lvl would do the trick;) would make a missile go around 14k, should catch any ship ^^
although i just find it funny that you can "outrun" a missile in clear speed, loled.. i mean whatever tech your using on a ship could be used on a missile, the missile needs two things (that takes up a lot of space) that is engines for speed and a warhead. since missiles in eve only goes to 253km at max makes them a close range missile (from real life) and thereby doesn't even have to be that big, so they can go for clear speed and not even think about range...
well it is just funny how a ship would ever outrun a missile:P badly thought through i think
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