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Balor Haliquin
Amarr
|
Posted - 2009.05.16 03:15:00 -
[751]
It seems that CCP has its own ideas on what T3 is and means. I have no clue what or how the method behind them works. Likewise if anything, they will have modules that will give the battleship a subsystem with ability to use gang warfare links. And even then I think the T3 Battleships would be even more hidiously expensive then the current T3 cruisers. I think sticking with the original concept of Tech 2 Tier 3 Battleships is very sound. If yoiu think the current designs would be expensive. Consider them being tech 3 and then you have a base ship costing nearly 3 billion isk.
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:43:00 -
[752]
Edited by: Balor Haliquin on 23/05/2009 18:44:05 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: 9300 Armor Resistances: 50/35/37.5/35 Hull HP: 8200 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
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
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: 7650 Shield Resistances: 0/65/52.5/20 Shield Recharge: 2500.00sec Armor HP: 8600 Armor Resistances: 50/35/37.5/35 Hull HP: 8100 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: 8 Sensor Strength: Radar 22 Signature Radius: 480m Scanner Resolution: 85 Inertial Modifier: 0.155 Propulsion Strength: Fusion 8
Prerequisite Skills Primary Skills Required > Amarr Battleships V -> Spaceship Command IV -> Amarr Cruisers IV --> Spaceship Command III --> Amarr Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:44:00 -
[753]
CALDARI Name: Tsunami Hull: Rokh Role: Frontline 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, 5% bonus to Kinetic Missile damage 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 / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/7 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6600 Armor Resistances: 50/10/37.5/60 Hull HP: 7700 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
Prerequisite Skills Primary Skill Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Bastion Hull: Rohk Role: Theater 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 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 / 6 mid / 6 low / 2 rig Power Grid: 14900 CPU: 750 Hard points: 7 Turret/1 Launcher Shield HP: 9550 Shield Resistances: 0/50/52.5/35 Shield Recharge: 2500.00 Armor HP: 6950 Armor Resistances: 50/10/37.5/60 Hull HP: 7350 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: 8 Sensor Strength: Gravometric 24 Signature Radius: 510m Scanner Resolution: 75 Inertial Modifier: 0.155 Propulsion Strength: Magpulse 7
Prerequisite Skills Primary Skills Required > Caldari Battleships V -> Spaceship Command IV -> Caldari Cruisers IV --> Spaceship Command III --> Caldari Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:47:00 -
[754]
GALLENTE Name: Athena Hull: Hyperion Role: Frontline Command Ship
Developer: Roden Shipyards Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.
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: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8550 Armor Resistances: 50/10/50/47.5 Hull HP: 9200 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
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
Name: Artemis 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: 7100 Shield Resistances: 0/50/55/32.5 Shield Recharge: 2500.00sec Armor HP: 8800 Armor Resistances: 50/10/50/47.5 Hull HP: 8950 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: 8 Sensor Strength: Magnometric 23 Signature Radius: 495m Scanner Resolution: 110 Inertial Modifier: 0.155 Propulsion Strength: Ion 8
Prerequisite Skills Primary Skills Required > Gallente Battleships V -> Spaceship Command IV -> Gallente Cruisers IV --> Spaceship Command III --> Gallente Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:48:00 -
[755]
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: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 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
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Command Ships IV -> Heavy Assault Ships IV --> Assault Ships IV ---> Engineering V ---> Mechanics V ---> Spaceship Command III -> Advanced Weapons Upgrades V --> Weapon Upgrades V
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: 5% 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: 6 Turret/1 Launcher Shield HP: 8400 Shield Resistances: 15/50/40/32.5 Shield Recharge: 2500.00sec Armor HP: 7750 Armor Resistances: 75/10/25/35 Hull HP: 7200 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: 8 Sensor Strength: Ladar 21 Signature Radius: 470m Scanner Resolution: 90 Inertial Modifier: 0.155 Propulsion Strength: Plasma 9
Prerequisite Skills Primary Skills Required > Minmatar Battleships V -> Spaceship Command IV -> Minmatar Cruisers IV --> Spaceship Command III --> Minmatar Frigates IV ---> Spaceship Command I
Secondary Skills Required > Flagships -> Fleet Commander I --> Wing Commander V --> Warfare Link Specialization IV ---> Leadership V -> Spaceship Command V
Tertiary Skills Required > Logistics IV -> Spaceship Command III -> Signature Analysis V > Multitasking I -> Targeting V --> Electronics I -> Long Range Targeting V --> Electronics II > Electronics V
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Balor Haliquin
Amarr
|
Posted - 2009.05.23 18:54:00 -
[756]
All the ships got their hit points reballanced so that they were inline with their respective base ships and then had 600 HP added to them. This should make them a bit more survivable.
Debating weather or not to remove the Fleet Command skill requirement for the Frontline command ships so that they have the same training time as the Theater Command Ship. But that can be discussed.
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Balor Haliquin
Amarr
|
Posted - 2009.06.07 04:05:00 -
[757]
*bump* |

Commander Predator
Kinky Killing Kleptomaniacs Death Is Everywhere
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Posted - 2009.06.08 02:20:00 -
[758]
well 26 pages is a bit much for me to read but, if it hasnt been said already
maybe they should be uber spider tanking battleships? i mean all we got for logistics really is logistics ships and carriers, maybe 100% damage bonus, for extra high slots, cpu useage decrease in shield transporters for the caldari/minnie ones, and powergrid useage decrease for gallente/amarr ones, plus huge decrease in cap usage and maybe double/triple the range.
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Balor Haliquin
Amarr
|
Posted - 2009.06.08 02:57:00 -
[759]
There is a forum thread running around, i cant remember where it is anymore, about battleships sized logistic ships. I think that is what you are looking for. These ships are not logistic ships in the same sence. They are for fleet bonuses and survivability. |

Balor Haliquin
Amarr
|
Posted - 2009.07.05 07:13:00 -
[760]
A small bump.
Please feel free to comment on what you think of the ships.
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Markus Reese
Caldari
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Posted - 2009.07.05 07:57:00 -
[761]
Being somebody who is training for command ships, specifically for fleet command, I would love to see something like this. As nice as the command ships are, it would be much nicer to see battleship grade version of current command tank ability.
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Bloody2k
Gallente SCHWARZSCHILD.
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Posted - 2009.07.06 17:39:00 -
[762]
Edited by: Bloody2k on 06/07/2009 17:41:09 Edited by: Bloody2k on 06/07/2009 17:39:59 Great Idea, I follow this discussion for some weeks. I really hope, that CCP will make this ship real!!! But in my opinion some special ability would be nice. Maybee a Link to other Command Ships for boost. In this Version ist is just a big Command Ship. If there is just one in Fleet it must be a motivation to fly it as you are the Fleetcommander. Tactical Analysys...somthing else...
In my opinion it is to restrained for this powerful role!
Make it awesome Ein Alfa Romeo ist kein Auto, sondern eine Lebenseinstellung. |

Private Marcus
|
Posted - 2009.07.06 20:24:00 -
[763]
This Topic is dicussed so well until now,
bonuses, hp, resists, skills: everything of these atributes are discussed.
but what about
bulding costs? inventing mechanics?
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Balor Haliquin
Amarr
|
Posted - 2009.07.06 21:53:00 -
[764]
The issue with trying to make them more awesome is one of balance. Honestly I think the automatic fleet bonuses are more then enough to make them awesome, let alone the massive passive tanks they will be able to have. So it comes down to what can the ships do more that is not game breaking. Frankly I'm running short on ides. I was thinking about making them more resistant to ECM and Sensor Dampeners. That way a fleet commander can have a better chance of locking and calling primaries. But considering what the Gallente version will be getting (Information warfare links and a sensor booster bonus) that would make some ships easily into solo win machines. So it really some down to what you want to do with them and making sure that they do not run amock in other areas. As they are right now they are good basic battleships with a heavy emphasis on command and control. So they have to do two jobs on the battlefield. Provide fleet bonuses and tank like their life depends on it, which it does.
As for the annyoing bit about invention and manufaturing? Well, admitedly I have never done these things in the game. So i am rather lost on the method behind the madness. But I am researching on how its done and what is required. I hope to have a BPC/BPO list up soon(tm).
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Bloody2k
Gallente SCHWARZSCHILD.
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Posted - 2009.07.06 23:03:00 -
[765]
But be honest, which real FC would decide for a Flagship? It will be the fist Target in every imaginable situation!
Titan Bonus and a tank of a Battleship would not be not enougth to use this ship!
Hard to imagine (instead of the Eve "balance") but if it is voulunarable before all the other ships explode, it would not be a opinion between coverto ops or flagship!!! Sorry! Ein Alfa Romeo ist kein Auto, sondern eine Lebenseinstellung. |

Balor Haliquin
Amarr
|
Posted - 2009.07.07 05:10:00 -
[766]
Its very hard to get the tank of something like the Flagships to the point where they are going to be survivable in large fleet engagements yet not be so over tanked that small gangs can never kill them. One way is forcing active tanks, which can be countered by energy neutralizers. The other is passive which simple firepower can overcome eventualy. So it comes down to haveing massive amount of EHP or having a nice and high DPS tank. Both of which are plausible with these ships.
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Lijhal
Native Freshfood
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Posted - 2009.07.07 07:12:00 -
[767]
Originally by: Balor Haliquin CALDARI Name: Tsunami Hull: Rokh Role: Frontline 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, 5% bonus to Kinetic Missile damage 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 / 7 mid / 5 low / 2 rig Power Grid: 13500 CPU: 750 Hard points: 0 Turret/7 Launcher ...
the cpu output of the Tsunami seems to be a little bid too low Lets say you want to fit the Tsunami with following modules:
Tsunami Ballistic Control System II /40cpu Ballistic Control System II /40cpu Ballistic Control System II /40cpu Power Diagnostic System II /15cpu Damage Control II /30cpu ---------------- 165cpu
X-Large Shield Booster II /220cpu Invulnerability Field II /44cpu Invulnerability Field II /44cpu Photon Scattering Field II /44cpu Warp Disruptor II /44cpu Heavy Capacitor Booster II, Cap Booster 800 /40cpu Large shield Extender II /46cpu ---------------------- 492cpu
Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Missile Launcher II, Mjolnir Torpedo /66cpu Siege Warfare Link - Active Shielding /50cpu ------------------- 512 cpu
So, you have 165cpu (lows) + 492cpu (mids) +512cpu (highs) results into 1169 cpu needed You have 750 base cpu * 1,25 from electronic V, results to 937,5 cpu
937,5 *1,1 (Co-CPU II) = 1031,25cpu total, so drop that PDU II (-15cpu) for a Co-CPU II ---- 1154 (need) vs 1031,25 (output)
1031,25 *1,1 (2nd CO-CPU II)= 1134,375cpu total, so drop th DC II (-30cpu) for another CO-CPU II ---- 1124cpu (need) vs 1134,375cpu (output) with 2x CO-CPU II
So you need 2 CPU II Upgrades to fit a proper small gang setup, which isnt very productive if you loose essential modules for cpu upgrades
conclusion, increase the base cpu output up to 10% (825 base cpu), then you need only 1 CPU upgrade for the above fitting and not 2
btw, good work and nice idea ... hopefully ccp will implement these ships into eve
/thumps up!
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Lastrites
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Posted - 2009.07.07 07:24:00 -
[768]
I think having t2 tier 3 BS`s is awesome, I also want t2 tier 2 BC like drake/Harb/Myrm/Can t2`s 
But also I wanted to add I think all flagships should have a 1+Warp Strength so they cant be held at 25 km with dists. Also I forget what speeds you had them at but they should have 15% more agility/speed do to the fact they are "Race" Chassis from the ground up and not added to or modded t1`s, But brand new custom style ships.
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Lastrites
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Posted - 2009.07.07 07:35:00 -
[769]
Originally by: Balor Haliquin Its very hard to get the tank of something like the Flagships to the point where they are going to be survivable in large fleet engagements yet not be so over tanked that small gangs can never kill them. quote]
Originally by: Balor Haliquin Its very hard to get the tank of something like the Flagships to the point where they are going to be survivable in large fleet engagements yet not be so over tanked that small gangs can never kill them.
Maybe this is stupid but Bal what about making a bonus to the FS`s damage resists for every ship that is targeting it.
1=5% dam resist bonus for each enemy ship over 3 targeting FS, and -10% for 1 v 1.
so if it fought 5 guys it would be way less than 50 in dam resist and would give it good tank in big fights at least long enough for your side to kill theres. what you think poke holes in it and see if you can expound on it.
I always though titans and POS`s should have that. Reward small groups of brave souls who take these on.
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AngryMax
Gallente Executable Inc
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Posted - 2009.07.07 07:37:00 -
[770]
fantastic idea
gj man
signed
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Kail Storm
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Posted - 2009.07.07 08:43:00 -
[771]
Originally by: AngryMax fantastic idea
gj man
signed
I hope you talkin about my "more enemy targeting more dam resist" but your probably not ...If you are let me know I wanna push this idea alot about diffrant ships /titans even roq because they get gangbanged. Let me know
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Grek Forto
Destry's Lounge
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Posted - 2009.07.07 12:04:00 -
[772]
Originally by: Lastrites
Maybe this is stupid but Bal what about making a bonus to the FS`s damage resists for every ship that is targeting it.
1=5% dam resist bonus for each enemy ship over 3 targeting FS, and -10% for 1 v 1.
so if it fought 5 guys it would be way less than 50 in dam resist and would give it good tank in big fights at least long enough for your side to kill theres. what you think poke holes in it and see if you can expound on it.
I always though titans and POS`s should have that. Reward small groups of brave souls who take these on.
But also disadvantage large groups. I'm against blobbing, but it's a viable tactic to have more ships then the enemy and one should not be punished for it. Grek Forto Yarring Blog |

McDaddy Pimp
Minmatar
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Posted - 2009.07.07 13:03:00 -
[773]
Yay! Even player ship designers manage to make Minmatar having the worst BS. Sig reduction where most of their frigs/crusiers are shield tanked? More target painter crap? go minnie!!
Other BSs is pretty good though
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Balor Haliquin
Amarr
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Posted - 2009.07.07 21:38:00 -
[774]
Yah I have to say that I really don't like how the Minmatar one turned out. It has the lowest passive tank potential, but can have one of the highest active tanks. The fleet bonus is kinda lame, But for small gangs, especialy ones running with MWDs and shield extenders, it may make the difference between a victory and defeat. As a small sig radius will reduce the incoming damage. If you have any ideas for changes let me know. The huge issue is how to improve the Minmatar ships and not make them win boats.
The issue with the CPU on the Tsunami has been noted and will be fixed. Thanks for pointing that out. I think what might of happened was I put the wrong CPU on the ship to begin with.
A bonus to reduce incoming damage the more ships are targeting the ship is rather broken. It basically makes the Flagship a solo ship verses large gangs. Because the damage reduction becomes so great the more people you have attacking the ship that the damage becomes almost non exsistant. The resistance bonuses do just fine for the job. Besides that, all the flagships have higher resistances on their hulls to reflect their tech level. Good idea but unfortunately eve is full of people looking for ways to win better.
The ships do not need to be harder to tackle. No other T2 combat ship has that bonus, I really don't see why the flagships should suddenly be harder to scramble. The ships are no faster then the base models. An agility bonus seems a little strange for the ships. Considering they are just as lumbering as their fellow battleships. And as far as im thinking of them and as far as i know how T2 works, Tech 2 ships are their base versions that have been gutted and reworked with high tech gear. Then giving a nice new paint job to match. They are really not 'from the ground up' new ships. As far as I understand the fluff, that is.
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Kail Storm
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Posted - 2009.07.07 22:02:00 -
[775]
But also disadvantage large groups. I'm against blobbing, but it's a viable tactic to have more ships then the enemy and one should not be punished for it.
I totally agree its viable, but for this ship and other special ones to balance the "50 ships target him and pop him" i think this is best ive heard so far.
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Balor Haliquin
Amarr
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Posted - 2009.07.08 00:29:00 -
[776]
To be honest there is no way of garenteeing a ship will survive a blob encounter. Even dreadnought have gone down in 30 seconds to withering firepower. Just remember that the ships have to be hard to kill and nor imposible. There will be, more then likely, some form of logistics on the field and they will more then likely have this ship put on their watch list. So if there is enough firepower to insta-pop this ship when fully kitted out and fitted like a no tomorrow. Then no amount of super tanking bonuses would have saved it.
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Kail Storm
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Posted - 2009.07.08 02:52:00 -
[777]
I dont wanna save it, i think they should die but a ship that special to be the flagship of the fleet would have not just t2 upgrades. And if it was the war winner you have to make it super hard for blobs to kill it and reward smaller strike groups to do so. If it was literally harder to kill it with 15 ships than 5 id like it better. Throughout history flagships have always died because they were over confident and it never was a blob of guys but a single old bi-plane and 2 ships for the Bizmark, a single combatant from the HMS Hood, and a single divebomber did in the yamato. Since these "super BS`s FS`s were designed for all out war and to survive almost anything its only natural IMO tat there weakness be a small flotilla of skilled surgical assasains.
Also I agree t2 ships are modded t1`s but for a huge space corp to build a FS, it would be made of lighter materials smaller tech etc from the ground up, even though we had the same Iowa class BS in the us navy the missouri still was built from the ground up differantly from her sisters, but a btetter example is the Enterprise carrier it had all custom guns heavy armoured plate etc.
My main point is make the enemy have to think and time out the battle not throw 100 ships at you, I think that is balanced...Also even if it had 92% resists on shieldswith enough ships it would pp fast hell its only got 9k shields. I thnk this ship shopuld be the biggest survivor there is a big bro to the command ship...They dont do to much DPS but there tank is godly.
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Balor Haliquin
Amarr
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Posted - 2009.07.08 04:46:00 -
[778]
Well as of right now they are more vulnerable to a flight of Stealth Bombers, then they are verses larger ships. As it is there is more then likely no way of making a mechanic such as increased resistances verses number of ships targeting with out bringing in super high lag into the fleet fight. Because the server would have to calculate all the resistances and numb of ships targeting actively and on the fly. The best way to do it is to boost resistances and or passive HP. Which for the most part the ships already have. You are looking at ships that with max skills could potentialy get into the low 400,000 effective hit point range. And that is a pure guess from what I know of fitting and resistances.
As a point in fact: Bismark was disabled by the torpedo and shelled by 2 battleships, 2 cruisers and a carriers and then scuttled. Yamato was killed after 2 waves of dive bombers and torpedo planes attacked it (380 planes total). Hood, a battlecruiser, was killed after volley number 4 and a very very very lucky strike.
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Bloody2k
Gallente SCHWARZSCHILD.
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Posted - 2009.07.20 15:28:00 -
[779]
Give the Flagship a special ability!!!
Ship Ability 500 HP/resi ect. per fleet member...so it would be easy to kill in a small fleet and hard to kill in a big fleet....so the enemy gang first have to weak the fleet, to break the tank of the flagship.
So it would make sense to use this ship!!!
Signature needs to be EVE related, please change. ~Weatherman |

Seishi Maru
Ministry of War
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Posted - 2009.07.20 15:57:00 -
[780]
Originally by: Bloody2k Give the Flagship a special ability!!!
Ship Ability 500 HP/resi ect. per fleet member...so it would be easy to kill in a small fleet and hard to kill in a big fleet....so the enemy gang first have to weak the fleet, to break the tank of the flagship.
So it would make sense to use this ship!!!
problem..this is a encourage blobbing ship. something I doubt CCP would like.
But we do really need some ships that can withstand Doomsdays more easily. How about a special ability.. ships under wing of this ship get +30% resistance against DD of a specific type.
This way most fleets woudl be able to have 3 of the 4 types "covered under a 30% umbrella". An interesting extra tactical decision wich titan to deply (now that they are as common as dreads were 2 years ago).
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