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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Balor Haliquin
Amarr
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Posted - 2008.03.03 17:03:00 -
[271]
*Bump*
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.03.03 19:36:00 -
[272]
you could mabey try what they did with the marauders and reduce the number of hardpoints, not highslots but hardpoints, will have to look at latest version to see what the current ratio of highslots to hardpoints is, but that would be one way of making sure they dont become uber gankers
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |
Balor Haliquin
Amarr
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Posted - 2008.03.05 02:34:00 -
[273]
Already been reduced to max weapons of 7 and 8 highs. I don't want to reduce that any more because i don't want them to be exactly like Marauders.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.03.05 21:46:00 -
[274]
yea that is a good point there, hmmmm /sits back and ignores world while thinking about flagship balance problem
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |
Balor Haliquin
Amarr
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Posted - 2008.03.07 02:47:00 -
[275]
Honestly looking at the ships I really don't think they can be lowered in their DPS any more then they already have. Most of the Frontline Command Ships are doing only about 75% of what their T1 base ship can do for DPS and Volley. They are restrictive on fittings but I don't know if they could use a little more tweaking.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.03.09 17:40:00 -
[276]
back to the top
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |
Balor Haliquin
Amarr
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Posted - 2008.03.10 05:51:00 -
[277]
It seems CCP Hammerhead mentioned something about Flagships comming soon. He was talking about it being based on the Tier 3 battleships. Here to hoping they saw this forum thread.
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Ikonz
Coristati Red Republic
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Posted - 2008.03.10 09:19:00 -
[278]
Originally by: Rjaiajik Kajvoril Edited by: Rjaiajik Kajvoril on 13/12/2007 22:30:23 I would agree with the above post. Bandwidth and Drone Bay should probably increase for those ships.
As for them being overpowered, I don't think they are.
I think they are Flagships. Exactly what they should be, only barely below capital ships in force. They should be the kind of things that can take on 3-4 battleships singlehandedly and win hands down.
We need ships like these in EVE. The jump from Battleship to Capital Ship is much to big, we need something that is an effective middle ground, and this is it.
Every missioner would be flying this ship,
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Balor Haliquin
Amarr
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Posted - 2008.03.10 15:38:00 -
[279]
Could you explain why you feel that way. The current ships are able to do damage and hold their own but a Marauder can definately out DPS and volly a Flagship. The Flagships are really much more fleet dependent now.
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000Hunter000
Gallente Missiles 'R' Us
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Posted - 2008.03.10 18:43:00 -
[280]
Now, allthough i like the idea on to itself, does this mean the flagship has to remain on grid to work? otherwise it will just be sitting at a pos.
Also, if it has to be on grid, it will obviously be called primary almost instantly no doubt, and no tank in the universe will save it.
So, heres a suggestion for a specialized role and mod for the ship.
Give it a 'camouflage' role and an acompanying camouflage module. what it does is make the ship look like any other standard battleship, and only shipscanner or direct attack will reveal it as a flagship. _______________________________________________________ CCP, let us pay the online shop with Direct Debit!!!
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Balor Haliquin
Amarr
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Posted - 2008.03.10 19:09:00 -
[281]
Honestly, the issue of a Flagship sitting at a POS is real but i would probably say that it is very unlikely. First of all, any support ships that have the ability to support a fleet in a system without having to be in direct contact will do the same thing. Also, the flagship is going to either be on the offensive or defensive. If offensive, then the ship most likely not going to have a friendly POS in the location to hide at. The very point of the flagship is to offer the fleet bonuses as it moves from system. If defensive, if again is not going to be able to hid at a POS, at least not for very long. If it comes down to the fleet being engages the Flagship is going to give its bonuses. If that fleet is defeated, it most likely dose not matter if its at a POS or not. Its function has been nullified.
Personaly i would put the Flagship on the front line or defending some rear position. The tank makes it a good for defensive postures and they still have a good punch on them. To keep them at a POS is a rather poor use or resorces.
The idea of the camoflage module is kinda cool, however its a bit outside the realm of this thread. Though the mental image of people screaming over Team Speak "Shoot the Abaddon... NOT THAT ONE THE OTHER ONE!" made me laugh.
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Korran Minare
Gallente Spaced Cowboys
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Posted - 2008.03.11 17:30:00 -
[282]
camo mod would be very interesting and throw a lot of people off
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |
Foocurr
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Posted - 2008.03.11 20:05:00 -
[283]
No more new ships(especially fleet oriented) until lag is fixed. Deal?
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Balor Haliquin
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Posted - 2008.03.13 19:24:00 -
[284]
Fair enough, but that is an issue the is far beyond the issues discused here.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.16 02:25:00 -
[285]
*bump*
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Seth Ruin
Galactic Exploration and Mining Corporation Dark Matter Coalition
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Posted - 2008.03.16 07:24:00 -
[286]
Originally by: Foocurr No more new ships(especially fleet oriented) until lag is fixed. Deal?
Dear GM (BMW, Mitsubishi, etc...): Please do not make any new cars until the traffic jam problem in most major cities is fixed. Deal?
(The lag issue is essentially unsolvable. There's no good reason to halt content development because of lag )
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Illwill Bill
Boennerup Banden
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Posted - 2008.03.17 16:47:00 -
[287]
Excellent idea! ____________________ Honk if you think that I'm a n00b |
Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.17 16:56:00 -
[288]
I would like to think that CCP would continue to develope ships based on need an inovation, and not be constrained by lag. That being said lag is a part of life that every MMORPG has to deal with at some point in its life time. CCP has to deal with it more often simply because of the scale that it works on.
I would also like to think that the Flagship has a place in eve. It has been mentioned before i ever wrote this thread, so CCP has thought about the idea. I can only hope that i can be the lucky person, along with everyone who has contributed, to be instramental in comming up with the working design.
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Korran Minare
Spaced Cowboys
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Posted - 2008.03.18 21:25:00 -
[289]
bumpage
Originally by: Korran Minare what would you put on space pizza anyway????
Support Flagships |
Balor Haliquin
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Posted - 2008.03.21 05:22:00 -
[290]
no word from CCP about weather they plan to make flagships or not. Here is to hoping they do. And here is to the continued life of this forum thread.
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Galcray
Sacred Templars DeStInY.
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Posted - 2008.03.21 06:12:00 -
[291]
bump for tech 2 hyperion _____________
I have ridden the mighty moon worm. |
Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.21 18:38:00 -
[292]
The orgiinal versions of the Flagships were nothing more than bigger command ships. But it quickly became aparent that the ships would be very overpowered. So in order to make them more ballancend and a bit more pallatable for CCP, they were reduced in their combat ability and made to be more oriented for Command and Control roles.
The difference between the two versions of the ships is actualy rather large for the most part. The Frontline Command Ship is much more combat oriented and has only slightly more capabek command and control systems. The Theater Command Ship is far more command oriented but sacrifices its bonuses for that role.
The reason they both are limited on turrets is because i didn't want the Marauders to become obsolete. So in order to do that the Flagships' damage output is less then that of the Marauders. The unfotunate side effect is that the ships are not capable of the damage output of the ships they are based on.
The difference between the Frontline and Theater command ships may not seem to have many differences but they are reay geared toward two different ends of the command spectrum. Also please look at the latest versions, they are significantly different than the original designs.
Thanks for the support
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.25 03:52:00 -
[293]
*bump* looking for input or signatures...
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Corcha TiDaghain
Bulgarian Mafia Squad Sons of Tangra
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Posted - 2008.03.27 12:35:00 -
[294]
We keep talking, that our goal is to deliver all the ship types on the battlefield. But the Flag and Command ships are by default used by the fleet commanders. They are not used by fleet boosters, who are docked on the POS. So. What is the ship type ,that a fleet commander would love to use. What does the fleet commander need?
Here are my proposals for The Theater Flag Ship:
ºMaximum Targeting Range: it is impossible for a single ship to tank the damage of 50 + battle ships. But the fleet commander must survive such a battle û to its end. So the targeting range of 200 + kilometers will guarantee the FC the minimum comfort on the battle field. This means, that the flagship must be separated from the main fleet and this ship must warp on its own.
ºScanner resolution: if the fleet commander wants to tag the target, he must be able to lock on this target before the battle is over. Sometimes the fleet or the wing commander calls targets not only for the battle ships, but for the anti-support.
ºSensor Strength: the flag ship becomes useless when is jammed or dampened. I think that this ship will need maximum sensor strength. I am sure that even in ôreal lifeö nobody loves the idea to have its flagship jammed and the constructors have to solutions to keep this flag ship working with maximum sensor strength.
ºMaximum lock: the flagship has to be able to lock on 8 + targets. The fleet commander takes decisions for a second and if by mistake he has locked the wrong target, he will need 50 more seconds to stop the locking process in the most crucial moment. In such case the FC will find all his locking slots filled with targets, some of them û wrong. Locking and unlocking while the lag fest is running is a challenge for everyone.
ºResistances: we talk about T2 ship. T2 ships are expensive
ºTank Bonus /shield or armor/: this is another feature, crucial for its survival. When this ship is a part of a small gang, the FC can jump through the gate without getting worried that the 10 BS on the other side will destroy him in 10 seconds.
The Theater Flag Ship does not need bonuses for tracking, optimal range, damage, etc. They are useless for a ship, which wants to play the role of a Theater Flag Ship.
The other engineering characteristics, the gang module bonuses and the skills, needed to operate on such ship, are a question of a balance.
The Frontline Flag Ship must work as the Field Command Ship û a lot of tank and a lot of damage without worrying, that the damage will be more than the damage of the Marauder. I think that the Marauder has different role in the gang, compared to the role of The Frontline Flag Ship.
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Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.27 19:28:00 -
[295]
Though I tend to agree that the Frontline Command Ship should be much more like the Field Command ship in role and designe there has been a significant back lash to the idea of a completely combat oriented Flagship. Even after all of the nerfing that I did to make them significantly less powerful than the original there were people calling for them to be reduced in power even further. So they lossed a turret and got their damage bonus reduced.
I'm not sure I want to step on the toes of the Marauders. Making the Flagship more powerful in both DPS and tank would spell the doom for that class of ship unfortunatley. So in order to prevent that I removed the massive DPS the Flagships were going to be capable of. I'm thinking about putting the extra turret slot back on the Frontline Command Ships though. They will not get the regular bonus to the guns damage, I'm going to keep the lesser version.
The whole point of these ships is to be more command and control oriented than simply gank and win ships. Without the ability to do any real testing on these by using EFT for fitting or something like it, i can't really say what the ships would be capable of. But thank you for the input I'll see what I can do.
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Janus Ovellian
Encina Technologies Namtz'aar k'in
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Posted - 2008.03.27 20:25:00 -
[296]
Currently we have...
Quote: Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Racial Battleship V -> Spaceship Command IV -> Racial Cruiser V --> Spaceship Command III ---> Racial Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Electronics V -> Gunnery III --> Weapon Upgrade V
Quote: Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Racial Battleship V -> Spaceship Command IV -> Racial Cruiser V --> Spaceship Command III ---> Racial Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Racial Warfare Link V
Purely from a view of the skillpoints required, the latter needs significantly more. Admittedly some of them are skills that pretty much everyone looking to fly these ships will already have, but the same can be said of the first lot of tertiary skills too.
Also.. the tertiary skill list doesn't really follow any kind of ingame logic. What these really are is a bunch of other skills which are also required to fly the ship - not a third skill and it's pre-requisites.
These 'tertiary skill's are the only place where any differences arise and there we have:
Heavy Assault IV - 271,530 sp Assault IV - 181,020 sp Gunnery III - 8,000 sp Weapon Upgrade V - 512,000 sp
= 972,550 sp
compared to :
Logisitics V - 1,536,000 sp Signature Analysis V - 512,000 sp Long Range Targeting V - 512,000 sp Racial Warfare Link (which I've assumed is the rank 5 racial warfare specialisation skill and not the rank 2) - 1,280,000 sp (or 512,000 sp if I'm wrong)
= 3,840,000 sp (or 3,072,000 sp)
Quite obviously unbalanced. Basically, I think the first one should also require Command Ships V as it's tertiary skill. That adds about 1,685,960 sp to bring it to a total of 2,658,510. So then even if I'm wrong with the racial warfare link bit, the skillpoint totals are a little closer (in fact it's better if I'm wrong!).
As skill intensive as these are anyway, Command Ships V is liable to go a lot faster than the charisma intensive leadership specialisation skills. So you could probably do with adding some other rank 5 or more Per/Will skill on the first one. As unpopular as that may be. Or... reduce the number of lvl V's in the second list.
Interesting times await... |
Balor Haliquin
Dire Trucking Varangian Syndicate
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Posted - 2008.03.28 16:51:00 -
[297]
Okay, here are some changes I'm working on for the ships.
As pointed out, there is a disparity between the skill time and cost between the Frontline Command Ship and the Theater Command Ship. As in the Theater Command Ship has more than 3 times the SP required to fly it. So to fix this, here is what I plan to do.
The Frontline Command Ship will have Gunnery go from a 3 to a 5, Assault Ships to 5, and Heavy Assault Ships to 5. Theater Command Ship will have Racial Warfare Link reduced to 4.
That should even the ships out as far as SP required.
The second change is going to be to the Minmatar Flagships. They are going to lose some of their individuality. I can not find a clever way of making the two ships more different. If anyone has a sugestion please let me know.
What I mean by different is that, for example, Amarr have two different weapons types (Lasers and Missiles) Caldari have Hybreds, and Gallente have Hybreds and Drones. But so far the Minmatar have artillery.
Finally I'm going to increase the number of weapons hard points on the Frontline command ship to reflect the fact that they will be in much more heavy engagement situations. Their DPS will still be lower than the base ships and they are still going to have highly restrictive fittings. But the fittings are going to get a boost, not so much that they are going to have the base ships PG and CPU mind you.
I will try and have the new ships up soon. Aiming for the weekend. If there is anyone out there who can help me with some of the math involved for fitting (EFT style stuff) your help is apreciated.
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Balor Haliquin
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Posted - 2008.03.29 18:38:00 -
[298]
AMARR Name: Requiem Hull: Abaddon Role: Frontline Command Ship
Developer: Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.
Amarr Battleship Bonus: 3% bonus to Large Energy Turret damage per level, 5% bonus armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 5% bonus to Large Energy Turret capacitor cost per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 4 mid / 8 low / 2 rig Power Grid: 20700 CPU: 530 Hard points: 8 Turret/0 Launcher Shield HP: 6850 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8750 Armor Resistances: 60/35/37.5/35 Hull HP: 8000 Velocity: 110m/s Drone Bay: 75m^3s Drone Bandwidth: 75 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Oblivion Hull: Abaddon Role: Theater Command Ship
Developer: Khanid Innovations In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
Amarr Battleship Bonus: 5% bonus to Torpedo velocity per level, 5% bonus to armor Resistances per level Flagship Bonus: 5% bonus to fleet member's Capacitor Recharge Rate per level, 3% bonus to effectiveness of Armored Warfare Links module per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 0 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8150 Armor Resistances: 60/20/25/35s Hull HP: 8000 Velocity: 110m/s Drone Bay: 100m^3s Drone Bandwidth: 100 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6375 Capacitor Recharge: 1,250.00sec Maximum Targeting Range: 80km Maximum Lock: 6 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Amarr Battleship V -> Spaceship Command IV -> Amarr Cruiser V --> Spaceship Command III ---> Amarr Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link IV
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Balor Haliquin
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Posted - 2008.03.29 18:39:00 -
[299]
CALDARI Name: Bastion Hull: Rohk Role: Frontline Command Ship
Developer: Ishukone Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.
Caldari Battleship Bonus: 7.5% bonus to Large Hybrid Turret optimal range per level, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Large Hybrid Turret damage per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 60/10/25/45 Hull HP: 7250 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Tsunami Hull: Rokh Role: Theater Command Ship
Developer: Kaalakiota As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.
Cladari Battleship Bonus: 5% bonus to Missile Launcher explosion velocity per lever, 5% bonus to shield Resistances per skill level Flagship Bonus: 5% bonus to fleet member's maximum Shield Hit Points per level, 3% bonus to Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/6 Launcher Shield HP: 9000 Shield Resistances: 0/60/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 60/10/25/45 Hull HP: 7500 Velocity: 110m/s Drone Bay: 50m^3 Drone Bandwidth: 50 MgBits/sec Cargo Bay: 625m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 90km Maximum Lock: 6 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Caldari Battleship V -> Spaceship Command IV -> Caldari Cruiser V --> Spaceship Command III ---> Caldari Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link IV
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Balor Haliquin
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Posted - 2008.03.29 18:40:00 -
[300]
GALLENTE Name: Minerva Hull: Hyperion Role: Frontline Command Ship
Developer: Duvolle Labs Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
Gallente Battleship Bonus: 3% bonus to Large Hybrid Turrets damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 5% bonus to Large Hybrid Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 10% bonus to Warfare Link module effectiveness, activate 2 warfare links simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 7 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 60/10/50/47.5 Hull HP: 8650 Velocity: 130m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Command Ship IV -> Heavy Assault Ship V --> Assault Ship V --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade V
Name: Artimus Hull: Hyperion Role: Theater Command Ship
Developer: CreoDron As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Artimus can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.
Gallente Battleship Bonus: 10% bonus to drone Hit Points and Damage per level, 7.5% bonus to armor repair amount per level Flagship Bonus: 5% bonus to fleet member's maximum Armor Hit Points per level, 3% bonus to Information Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 3 warfare link modules simultaneously, Warfare Links do not deactivate in warp
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 5 Turret/2 Launcher Shield HP: 7000 Shield Resistances: 0/60/40/20 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 60/10/50/47.5 Hull HP: 8500 Velocity: 130m/s Drone Bay: 125m^3 Drone Bandwidth: 125 MgBits/sec Cargo Bay: 675m^3 Capacitor Capacity: 7200 Capacitor Recharge: 1500.00sec Maximum Targeting Range: 65km Maximum Lock: 6 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command III --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Gallente Battleship V -> Spaceship Command IV -> Gallente Cruiser V --> Spaceship Command III ---> Gallente Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics V -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link IV
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