Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 30 .. 31 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Balor Haliquin
Amarr
|
Posted - 2008.11.02 21:43:00 -
[541]
I was looking at the requirements for Marauders and forgot that they do need Advanced Weapons Upgrades to 5. Im not sure how i would work in the skill requirement for the Flagship.
|
Reptar Dragon
THE FINAL STAND
|
Posted - 2008.11.02 22:54:00 -
[542]
They'll need to be Tier 3 BS's, no more ****ing raven models please.
|
Balor Haliquin
Amarr
|
Posted - 2008.11.03 04:03:00 -
[543]
thats the plan man. As the designs stand they are all based off of the Tier 3 battleships. I don't know if you have seen them but the designs are up. Go to the first entry on the forum thread and click on the links to them.
|
Inquisitor Berthez
the oNe Penal Colony
|
Posted - 2008.11.03 08:41:00 -
[544]
/signed up for these.
Pimp my NavPoc
|
Nexus Kinnon
Neo Spartans
|
Posted - 2008.11.03 13:45:00 -
[545]
The minmatar one looks pretty crap
|
Balor Haliquin
Amarr
|
Posted - 2008.11.03 15:38:00 -
[546]
I have to admit that I do not know the Minmatar ship design philosiphy. I did the best I could but the designs lack a certain ability about them I think. Where as the other races have their ships set up with 2 different types of weapon systems that they are specializing in (Amarr: Lasers/Missiles, Gallente: Hybrid/Drones, Caldari: Hybrid/Missiles) I can't seem to figure out what the alternate weapons system should be for the Minmatar. Any suggestions would be nice.
|
Kashon Rea
King's Empire
|
Posted - 2008.11.04 06:43:00 -
[547]
An advanced Commandship is a good idea, And with a balanced operation it may even survive Death is not the answer only a means to an end. |
Balor Haliquin
Amarr
|
Posted - 2008.11.04 06:47:00 -
[548]
I think at that point it matters more as to how the fleet commander sets up his fleet and how the ships are set up then anything that Flagship can outright tank. Lets face it, it has been demonstraited that even a fully officer and deadspace fitted Titan will drop if the enemy really wants it dead.
|
Kashon Rea
King's Empire
|
Posted - 2008.11.04 07:10:00 -
[549]
I would be interested at getting peoples oppinion on replacing the drone bonuses and replace it with a bonus of +1 drone and +25 bandwidth per level Death is not the answer only a means to an end. |
Balor Haliquin
Amarr
|
Posted - 2008.11.04 07:14:00 -
[550]
There is a very good reason why their are no more ships, save the Guardian Vexor, that have a bonus like that. The original reason behind it was to reduce server lag and drop the massive DPS of the Vexor and the Ishtar. They introduced bandwith to further hamper this issue. I'm not sure that allowing a ship that could easily be made into fleets with the ability to drop more then 5 drones at a time would be a good idea. it seems like something that would make the ship a bit to powerful.
|
|
Kashon Rea
King's Empire
|
Posted - 2008.11.04 07:19:00 -
[551]
I understand the reasoning behind the drone limit, but as it can fit warfare modules could it not also fit drone control units within certain limitations as in CPU and Power grid so that its a trade off as to which modules are fitted Death is not the answer only a means to an end. |
Balor Haliquin
Amarr
|
Posted - 2008.11.04 07:24:00 -
[552]
There have been many ideas about have Drone Warfare Links, I have thought about the subject myself. But I think that is the realm ofa different thread topic. As for having a module that adds more drone control? I think the only thing that comes close is the carrier/mothership module that allows the control of an additional fighter. I'm not sure how it would work on the sub-capital scale. But i think thats something that should be kept to the capital realm. Adding more drones to any ship would make that ship a little to unballanced. though I would imagine that you would have to sacrifice a bonus and a high slot just to get the ability to. And at that point why bother with the ship?
|
NupetietVer
Neuro Cartographic Services
|
Posted - 2008.11.07 16:17:00 -
[553]
Bump-I want my Flagship!
|
Balor Haliquin
Amarr
|
Posted - 2008.11.08 23:19:00 -
[554]
I do to, but I think the only way to ensure their placement in the game is more work and more trying to convince the devs that they are a good idea. I think a forum thread that has lasted 19 pages and almost a year on subject says something about the idea.
|
Balor Haliquin
Amarr
|
Posted - 2008.11.13 16:42:00 -
[555]
I'm trying to work in an Advanced Spaceship Command skill requirement. Not sure yet to what level or if it should be on all ships.
|
Camdim
Caldari The first genesis INTERDICTION
|
Posted - 2008.11.13 21:01:00 -
[556]
I like the over all concept.
But I would like to see a few things changed in the current game and then modify the ships slightly based on what you have.
Leadership skills/links should have a range limit on them. Currently they could sit in a far corner of the system and still give bonuses when not even in the combat.
Second the "Theater Command Ship" should be based something like the orca not off the battleship. With ammo and cargo and fitting array. This ship would be used to allow your squad or wing to resupply, refit, change ships without having to leave the system. This ship would also give a range bonus to skills and links so they can be kept back a bit from the action but still be close enough to lend support. They should have one or two high slots for weapons ( with capitol ship ability ) and a couple of slots for links or they could all be links with decent cap for drones. The main strenght of this type of ship is it ability to keep ships in the theater of war. Allow the use of multipule links. The defense on this type of ship should be that of a battleship. You could also link this type of a ship to automaticlly share out way points to the fleet that actually get marked on the screen rather then just linked. This would represent the direct command functions of this ships computers and sensors.
Requirements would be like leadership 5 advanced spaceship command 3 ect...Should be kept low enough for entry requirements that someone going the leadership route could get into this ship while on that route.
|
rogue trdr
|
Posted - 2008.11.14 06:49:00 -
[557]
I think both idears are good. Id like to see a T2 bs that was actually worth the isk unlike black ops and marauders atm. Both a sub cap cmd ship and T2 teir 3 bs would be great additions to the game.
|
Clydar Dramos
101st Space Marine Force The Leathernecks
|
Posted - 2008.11.14 11:16:00 -
[558]
I will definately get one of these, if CCP even makes them that is... I think they are too busy playing with their Lego atm though...
|
Balor Haliquin
Amarr
|
Posted - 2008.11.14 16:16:00 -
[559]
The idea for changing the theater command ship into something more then just a Tech 2 Tier 3 battleship has been proposed before. The idea often comes in the form of making it into a heavy logistics ship. I'm a firm beliver in making sure that all the ships in a class should be fairly uniform. Having a ship class that gets you both a heavy command ship and a heavy logistics ship is not going to work. No other skill for a ship (ie, Battlecruisers, Amarr Battleships, and the like) has that ability. I think a completely seperate heavy logistics class would do the trick.
Im going to have the changes that QR put into the game put onto the ship designs to keep them up to date. Basicly everything will be losing 20m/s in speed and some of the missile bonuses will be changing.
|
Clydar Dramos
101st Space Marine Force The Leathernecks
|
Posted - 2008.11.14 18:19:00 -
[560]
I'd love it if someone can do whatever it is you have to do, to get these ships into EFT so we can see what we could do with them... Just for kicks...
|
|
Balor Haliquin
Amarr
|
Posted - 2008.11.14 20:55:00 -
[561]
I would have to say that would be really helpful as far as ballancing them. But it think one would have to talk to the people who make EFT. Im not sure who they are and so on.
|
Noah Cyril
|
Posted - 2008.11.15 12:43:00 -
[562]
Cant believe i missed out this topic for so long, this idea seems great and it should fill the huge gap between a BS and a capital.
I got a question on the caladri version. The shield resisten is : 0/50/55/32.5, and the armour is:50/10/50/57.5. I'll take that as EM/Explosive/Thermal/kin. I can understand the higher thermal resis because of it is design to tank against the enemy(gallente), but why is the base resis of the kin dmg is lower then even T1 non bonus resis, which gallente does as well with hybrid and while that kin resis for armour is much higher then shield? shouldn't both the resis for thermal and kin will be higher then the normal base resis for a T1 ship. maby I am reading it wrong, but I dont no, can some 1 give me some feedback on this plz.
And 2nd, I do know the drone bay for a Rokh is 50m3(which i think is low while the Tier 1&2 BS hav a 75ms bay and bandwith), but should't the T2 version of it at least get an upgrade to 75m3, as medium drones is not as effective against smaller target after the QR patch, a 75m3 bay can at least give it a choise of a wing of light or medium drones.
Apart from those 2 thing, I think the caldari flag ship is good.
Maby another thing, how about the usual 10% bonus to Large Hybrid Turret optimal range per level rather then 7.5% and 3% to Large Hybrid Turret cap use or tracking(lol) or dmg per level for the Frontline Command Ship(just some suggestion, as a 7.5% range following by a 3% range bonus seems a but odd to me)
And the drone bay on the gallente Theater Command Ship does seems a bit small to me. whie it is a drone ship, I think the drone bay should be bring into line with the Domi. this is just some suggestion as that is effectivelly a drone boat with its bonus. |
Balor Haliquin
Amarr
|
Posted - 2008.11.15 17:41:00 -
[563]
Okay, so the resistances are a bit odd but let me try and explain how I have seen them work on T2 ships. The only difference between the T1 and T2 of a ship is that their base resistances are higher on only two of them. These two happen to be on the racial specific (Amarr: Exp/Kin , Gallente: Thr/Kin , Caldari: Kin/Thr , Minmatar: EM/Thr ). So even on the base resistances for Caldari, their shield thermal resistance (20) is lower then their armor thermal resistance (45). This is even true on some of their T2 ships like the Nighthawk (Shield Thermal Resistance = 70, Armor Thermal Resistance = 79.37). So its not in fact an error, its just a strange artifact of how the resistance math is done.
I'm not sure increasing the drone bay is a good idea on the Bastion. I suppose you could increase the size of the drone bay but not the drone control. I'm not sure of it because it is very out of line on how T2 ships for the Caldari are made.
The drone bay of the Artimus is already 75m^3 bigger then the standard Hyperion. And it can fly a full wing of heavy drones. So I don't think an increase is needed for the Artimus on drone bay size.
|
Noah Cyril
|
Posted - 2008.11.15 18:43:00 -
[564]
Thx. But i still am a bit unclear on something. maby I asked the question wrong.I'll try to list more examples to express want I ment. The shield resis for the Bastion and the Tsunami is (without the 5% bonus per lvl added on yet)EM:0/Explosive:50/Thermal:55/Kin:32.5 And this is the Rokh base resis(without skill bonus) :EM:0/Explosive:50/Thermal:20/Kin:40, which mean the EM and explosive resis stay the same(which is suppose to be), the thermal resis got boosted by 35%(which again is normal as their enemy us gallente, which uses thermal mainly), now is the kin resis, which is reduced by7.5% while it should get a boost like the other Caldari T2 ships I'll use the ferox and the nighthawk as example. ferox shield resis(without BC skill bonus):EM:0/Explosive:50/thermal:20/kin:40 Nighthawk(again without the BC skill bonus to shield resis):EM:0/Explosive:50/thermal:70/kin:62.5 Which mean EM and explosive resis hav no boost(normal), thermal hav a 50% boost and kin hav a 22.5% boost. so the thermal and kin resis is boosted and the thermal resis boosted more as that ia gallente main dmg type while the kin is 2nd. IF that is the case, why is the kin resis of the caldari flag ships are nerfed to even below their T1 version while it should get a boost when that is the 2nd dmg of the enemy race which all the other T2 caldari ships get a boost on that resis? |
Balor Haliquin
Amarr
|
Posted - 2008.11.15 20:30:00 -
[565]
Ohhhh, no no no. You have the resistances wrong. The Rokh's base resistances are 00 EM/50 Exp/40 Kin/20 Thr for shields. The Tsunami and the Bastion 00 EM/50 Exp/55 Kin/32.5 Thr for shields. This is a 15% bonus to Kinetic and 12.5% to thermal. The armor is much the same 50 EM/10 Exp/35 Kin/45 Thr for the base. And then 50 EM/10 Exp/50 Kin/57.5 Thr for the T2 ship. Why so small? Thats simply a ballance issue, the other battleships do not have the same high bonus as the tech 2 battlecruisers and below.
|
Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:41:00 -
[566]
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, 20% bonus to Tracking Link and Tracking Computer effectiveness
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: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 9000 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/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 I --> 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 IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery IV --> Weapon Upgrade IV
Name: Vanquisher 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 explosion 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 2 warfare link modules simultaneously
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 19500 CPU: 530 Hard points: 1 Turret/6 Launcher Shield HP: 7350 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8400 Armor Resistances: 50/35/37.5/35 Hull HP: 8000 Velocity: 89m/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 I --> 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 IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Armored Warfare Link III
|
Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:42:00 -
[567]
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 optimal range per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to ECCM and Remote ECCM effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6750 Armor Resistances: 50/10/50/57.5 Hull HP: 7250 Velocity: 89m/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 I --> 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 IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
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 rate of fire 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 Siege Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 high / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 1 Turret/6 Launcher Shield HP: 9250 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00 Armor HP: 6500 Armor Resistances: 50/10/50/57.5 Hull HP: 7500 Velocity: 89m/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 I --> 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 IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Siege Warfare Link III
|
Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:44:00 -
[568]
GALLENTE Name: Athena 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, 12.5% bonus to Sensor Booster and Remote Sensor Booster effectiveness
Fitting slots: 8 high / 5 mid / 7 low / 2 rig Power Grid: 15650 CPU: 570 Hard points: 8 Turret/0 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8350 Armor Resistances: 50/10/50/47.5 Hull HP: 8900 Velocity: 110m/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 I --> 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 IV --> Assault Ship IV --> Mechanics V --> Engineering V --> Targeting V -> Gunnery V --> Weapon Upgrade IV
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 2 warfare link modules simultaneously
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 14150 CPU: 570 Hard points: 6 Turret/1 Launcher Shield HP: 7000 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8500 Armor Resistances: 50/10/50/47.5 Hull HP: 8750 Velocity: 110m/s Drone Bay: 175m^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 I --> 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 IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Information Warfare Link III
|
Balor Haliquin
Amarr
|
Posted - 2008.11.15 21:45:00 -
[569]
MINMATAR Name: Lahar Hull: Maelstrom Role: Frontline Command Ship
Developer: Boundless Creations Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret damage per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 5% bonus to Large Projectile Turret falloff per level Role Bonus: 99% reduction in CPU cost for warfare link modules, 20% bonus to Target Painter effectiveness
Fitting slots: 8 high / 6 mid / 6 low / 2 rig Power Grid: 18700 CPU: 610 Hard points: 8 Turret/0 Launcher Shield HP: 7650 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 8100 Armor Resistances: 75/10/25/35 Hull HP: 7500 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar 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 V --> Weapon Upgrade IV
Name: Halberd Hull: Maelstrom Role: Theater Command Ship
Developer: Core Complexion Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.
Minmatar Battleship Bonus: 3% bonus to Large Projectile Turret rate of fire per level, 7.5% bonus to shield boost amount per level Flagship Bonus: 5% bonus to fleet member's Signature Radius reduction per level, 3% bonus to Skirmish Warfare Link module effectiveness per level Role Bonus: 99% reduction in CPU cost for warfare link modules, Activate 2 warfare link modules simultaneously
Fitting slots: 8 High / 7 Mid / 5 Low / 2 rig Power Grid: 18100 CPU: 610 Hard points: 4 Turret/3 Launcher Shield HP: 8300 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7350 Armor Resistances: 75/10/25/35 Hull HP: 7600 Velocity: 94m/s Drone Bay: 100m^3 Drone Bandwidth: 100 MgBits/sec Cargo Bay: 550 m^3 Capacitor Capacity: 6000 Capacitor Recharge: 1250.00sec Maximum Targeting Range: 75km Maximum Lock: 6 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Required Skills Primary Skill Required > Flagship I -> Command Ship IV --> Battlecruiser V --> Spaceship Command IV -> Fleet Command I --> Wing Command V ---> Leadership V -> Warfare Link Specialization IV
Secondary Skill Required > Minmatar Battleship V -> Spaceship Command IV -> Minmatar Cruiser V --> Spaceship Command III ---> Minmatar Frigate V ---> Spaceship Command I
Tertiary Skill Required > Logistics IV -> Signature Analysis V --> Electronics V --> Mechanics V --> Engineering V -> Long Range Targeting V --> Skirmish Warfare Link III
|
Munio Veritas
Black Legion Command Black Legion.
|
Posted - 2008.11.15 21:46:00 -
[570]
It's spelled Artemis, by the way, not Artimus. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 [19] 20 30 .. 31 :: one page |
First page | Previous page | Next page | Last page |