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Vmir Gallahasen
Gallente Omniscient Order
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Posted - 2008.03.08 18:58:00 -
[61]
Originally by: Poht
they have in theyr rooster 6 pilots able to field BO's and I'm holding back here, a scout spots a system that has some pos worth shooting. they jump in a BO, he along with his scout conclude that this is a good spot to hit, and figure out the best time for it. later on we have a total of 6 BO's they jump in every possible ship they can and the recons put up cyno's for capitals.
POS is put into reinforced, the capitals jump out leaving enough fuel for the rest of the fleet to get out. The POS may or may not be destroyed later on, but it surely can be a viable tactic to disrupt jump bridges, production or whatever and even get the focus of your enemy to the wrong location before u do the real attack.
My point is that the BO can start a cyno to let in recons to escalate it further, and having it being able to get further may be good, but imagine an alliance with 20+ BO pilots, we're already talking about a sizeable force that can get into an operation and wreak havoc in local. Don't forget the huge increase if u get even more ships in with it......
Am I totally off track here or???
You have to understand that the current jump range of covops BS is very, very small. With L4 jump calibration, it's less than 1/3rd of a carrier. Generally, you can't "surprise" anybody with an established infrastructure with it, it's more like they can't stop you from coming or going.
Also, fuel costs are very expensive for ships going through the portal. If you were making a 4LY jump with a standard Arazu, for example, it would cost 1,846 racial isotopes. If you jumped in after it, it would cost you another 960 isotopes. That's a total of 2,806 isotopes for a one-way trip with one recon ship. If I fill my entire Sin's cargo bay with isotopes, it can hold 4,000 isotopes in 600m3. That's more than 70% of my total fuel. The widow has a smaller cargo bay and it must carry missiles besides, so it's even worse for it. A corpm8 could fit 3k isotopes into his. That would be a 93.5% use of fuel in a single jump for him, at level 4 jump portal generation (rank 14).
That's pretty heavily pre-nerfed. It makes tactics such as what you're thinking of largely impractible, and in some cases impossible if the target has a cyno jammer in their system.
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Aramova
Reikoku Band of Brothers
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Posted - 2008.03.10 02:09:00 -
[62]
Originally by: Vmir Gallahasen You have to understand that the current jump range of covops BS is very, very small. With L4 jump calibration, it's less than 1/3rd of a carrier. Generally, you can't "surprise" anybody with an established infrastructure with it, it's more like they can't stop you from coming or going.
Also, fuel costs are very expensive for ships going through the portal. If you were making a 4LY jump with a standard Arazu, for example, it would cost 1,846 racial isotopes. If you jumped in after it, it would cost you another 960 isotopes. That's a total of 2,806 isotopes for a one-way trip with one recon ship. If I fill my entire Sin's cargo bay with isotopes, it can hold 4,000 isotopes in 600m3. That's more than 70% of my total fuel. The widow has a smaller cargo bay and it must carry missiles besides, so it's even worse for it. A corpm8 could fit 3k isotopes into his. That would be a 93.5% use of fuel in a single jump for him, at level 4 jump portal generation (rank 14).
That's pretty heavily pre-nerfed. It makes tactics such as what you're thinking of largely impractible, and in some cases impossible if the target has a cyno jammer in their system.
Agreed, the range of these is one of the biggest problems. Interested to see if any changes are made in this so-called boost patch. --
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AshtarDJ
Filthy Scum Privateer Alliance
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Posted - 2008.03.10 09:29:00 -
[63]
My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Either: 3a. Increase their tank (they are after all expensive ships that are meant to be jumped into a front line, would be nice to be able to tank at least 1 gank fitted BS) and remove all the locking and scan res penalties from the cloaks. 3b. Leave the tank as it is, give the other races the same type of long range role as the widow (like dampening for gallente, target paining for minmatar and tracking disrupting for amarr) and allow the black ops to use covert ops cloak.
I don't mind the low dmg, cuz they are not meant to be any type of gank ship.
CCP, please listen... /Ash
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2008.03.10 09:49:00 -
[64]
Originally by: AshtarDJ My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Signed. The two factors above (range and ridiculous fuel cost) make these ships useless in the role meant for them.
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Waxau
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Posted - 2008.03.10 12:22:00 -
[65]
Originally by: AshtarDJ My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Either: 3a. Increase their tank (they are after all expensive ships that are meant to be jumped into a front line, would be nice to be able to tank at least 1 gank fitted BS) and remove all the locking and scan res penalties from the cloaks. 3b. Leave the tank as it is, give the other races the same type of long range role as the widow (like dampening for gallente, target paining for minmatar and tracking disrupting for amarr) and allow the black ops to use covert ops cloak.
I don't mind the low dmg, cuz they are not meant to be any type of gank ship.
CCP, please listen... /Ash
Agree with all, and more importantly, 3b.
From where im sitting, i see a gang of black ops, positioned around a gate or stationat long range, with a few recons (which were bridged in) with them, close to the station/gate. Eg - Lachesis for pointing, rapier for webbing. Then just let the black ops do the rest. However, with the variation, it makes things a tad more complicated. True, variation is a needed factor to make things fun, and such. But with the current black ops, its just not effective.
Take recons:
Gal = Scram Min = Web Amarr = Neut (removes active tanks) Cal = ECM
Combined, it renders all ships dead in the water. However, black ops have no such 'cohesive bond' between them. The widow ecms, and the rest just do whatever they want.
Atleast thats how i view it.
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Waxau
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Posted - 2008.03.10 12:29:00 -
[66]
Just had a thought regarding the 'jumping'. Keep in mind, this is more so a brain fart of mine, and has no real thinking behind it. But what if you could 'link' with other Black ops in your gang (and be within 2km or so) to reduce jump bridge costs? Or increase jump bridge range? thus, theres a benefit to using them in groups.
And ofc, have it stacking nerfed, so you dont actually get the ability to jump from north to south in one go :P
Perhaps even have the types of ships allowed with this method? Eg - Normally, only cov ops. With a group of black ops, you can jump non-cov ops? Again, brain fart...nothing thought out.
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Dirtee Girl
Omega Enterprises Mostly Harmless
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Posted - 2008.03.10 18:10:00 -
[67]
well tbh the fuel requirment is pretty sill the real problem surrounds what you can jump through .
so far only recons,b-ops,EAS'and cov-ops can be jump bridged . correct?
so what does that do for you really ? can a recon(family of ships) fleet shoot down station services in a reasonable amount of time to make it a do-able attack ? can they be jump bridged behind an enemy gate camp and cause enough havoc behind enemy lines to draw say 50+ gate camp off so conventional ships can enter enemy space ? is there any crucial part of a pos network or infastructure as a whole that a recon fleet can sufficiently dammage on it's own ?
NO . it sounds nice but in the end any ship that could have a realistic impact cannot be bridged . why ? maybe because if we could simply jump anybody thru cheaply we could constantly jump past control points with anything we wanted allow alliances in turtle mode to survive even when fairly heavily camped in without resorting to pvp to open the pipes .
now dont get me wrong i think this ship is badly nerfed and the jump gate is badly implemented what should be done is the b-ops that is bridge-ing should require cap not fuel but to do it continously he would need 2 maybe three logistics or pumping up his cap to do it well say at a flat rate of 80% cap per ship . secondly all tech 2 ships should be able to jump no tech 1 . this really allows the b-ops to carry a combat fitting not a cargo fitting . it allows you to put a fleet with REAL teeth behind enemy lines . it would require a versitile fleet as your going to need a few logistics to keep the bridge going at a decent pace .
and the resistances? c'mon really dont be like that. it's a black ops not a Bi*ch-ops
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Waxau
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Posted - 2008.03.10 19:05:00 -
[68]
Disagree - These ships are the ultimate in harrassment ships. We all know how annoying afk isk farmers are etc. Now what if these 'afk isk farmers' decloaked without warning, and killed something? Now imagine a gang of them.
Theres alot of potential, but the mechanics are holding them back.
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Lethos Aranis
Australia and New Zealand Eve Corp Brutally Clever Empire
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Posted - 2008.03.11 03:40:00 -
[69]
Originally by: Waxau Just had a thought regarding the 'jumping'. Keep in mind, this is more so a brain fart of mine, and has no real thinking behind it. But what if you could 'link' with other Black ops in your gang (and be within 2km or so) to reduce jump bridge costs? Or increase jump bridge range? thus, theres a benefit to using them in groups.
And ofc, have it stacking nerfed, so you dont actually get the ability to jump from north to south in one go :P
Perhaps even have the types of ships allowed with this method? Eg - Normally, only cov ops. With a group of black ops, you can jump non-cov ops? Again, brain fart...nothing thought out.
That's actually a rather interesting idea. Say 4 BOs allow maybe 10LY (make that the max) jump? But we still have the problem of fuel at the end of the day.
I like Ashtars ideas :)
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DOG WHITE
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Posted - 2008.03.13 11:48:00 -
[70]
Originally by: AshtarDJ My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Either: 3a. Increase their tank (they are after all expensive ships that are meant to be jumped into a front line, would be nice to be able to tank at least 1 gank fitted BS) and remove all the locking and scan res penalties from the cloaks. 3b. Leave the tank as it is, give the other races the same type of long range role as the widow (like dampening for gallente, target paining for minmatar and tracking disrupting for amarr) and allow the black ops to use covert ops cloak.
I don't mind the low dmg, cuz they are not meant to be any type of gank ship.
CCP, please listen... /Ash
I agree and sign that , CCP listen plz
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reg keeper
FinFleet Band of Brothers
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Posted - 2008.03.16 00:17:00 -
[71]
Originally by: AshtarDJ My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Either: 3a. Increase their tank (they are after all expensive ships that are meant to be jumped into a front line, would be nice to be able to tank at least 1 gank fitted BS) and remove all the locking and scan res penalties from the cloaks. 3b. Leave the tank as it is, give the other races the same type of long range role as the widow (like dampening for gallente, target paining for minmatar and tracking disrupting for amarr) and allow the black ops to use covert ops cloak.
I don't mind the low dmg, cuz they are not meant to be any type of gank ship.
/Ash
In nut shell he has the points that is causing all black op's pilots pain. Please fix this class of ship.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. If you would like further details please mail [email protected] - Mitnal |
Ahz
Macabre Votum Imperial Republic Of the North
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Posted - 2008.03.16 01:14:00 -
[72]
Originally by: DaeMon ix A simple answer to this is to let each ship using the portal carry its own fuel and use that in priority to whatever fuels the bs is holding...
Love this idea but would modify it by requring a black ops ship on both ends of the jump. Just like a jump bridge. Bring your own fuel.
Add higher resists and cov ops cloak capability and I'm more than happy.
Finally, I know they can lock onto a black ops cyno. Can they use a regular cyno?
I'm about three days away from having my panther. The primary use would be to trap insurgents in our sov space by getting ahead of their retreat.
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AshtarDJ
Filthy Scum Privateer Alliance
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Posted - 2008.03.16 13:06:00 -
[73]
Keep on signing guys... let's tell CCP that black ops needs some of their love.. ;)
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haq aan
Omega Enterprises Mostly Harmless
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Posted - 2008.03.16 14:27:00 -
[74]
Originally by: AshtarDJ My wish list for Black Ops:
1. Longer range jumps (at least 6ly) 2. Lower the jump costs a LOT, to about 1/4 of today's cost. (increasing the cargohold of them could be dangerous, cuz they could then pretty easilly be turned into jump-haulers)
Either: 3a. Increase their tank (they are after all expensive ships that are meant to be jumped into a front line, would be nice to be able to tank at least 1 gank fitted BS) and remove all the locking and scan res penalties from the cloaks. 3b. Leave the tank as it is, give the other races the same type of long range role as the widow (like dampening for gallente, target paining for minmatar and tracking disrupting for amarr) and allow the black ops to use covert ops cloak.
I don't mind the low dmg, cuz they are not meant to be any type of gank ship.
CCP, please listen... /Ash
The FIX is strong with this one. Signed. Please pay attention.
haq
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Sage VII
Free Mercenaries Union Red Republic
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Posted - 2008.03.16 15:27:00 -
[75]
Agreed, Range is a problem a small boost wouldn't overpower them and still would make them useful. The real problem is the JP is useless as stated by everyone in thread. I would love to use it to do traps make basically covert hot drops but 1 ship does not denote a hot drop.
I don't necessarily agree with NEEDing the covert ops cloak. I would jump for joy if i could use one but in its current status i survive just fine with a t2 cloak. At current status my sin is no more then a camper at heart. Give it a bit of loving and we could see more then just a camper but the roamer as intended.
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Wild1
A.I.M.
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Posted - 2008.03.29 10:07:00 -
[76]
Not only that, but the base resistances on this ship are *marginally* better (e.g. no discernable difference), whilst sacrificing approx 15% shield and armour capacity. In the case of tyhe Sin, you get 25 m3 more drone space - but so what. Also lose a low slot - and for an armor tanker that's a loss, add a high slot but only 4 turrets possible. PG is down from Domi as well -
All around, I believe this was a huge flop. Useless - and the skill requirements are significant, as is the cost.
Typical CCP - release something "half-baked" is better than nothing at all. 6 months from now they'll tweak it again because no one is using them (or buying them) which has an impact on their overall *balance quotient*. Stupid wastye of isk, IMO. LOL@CCP. /Wild1
Originally by: LadyShu I skilled towards blackops right after they were announced by ccp (also cloak 5 as it was a rumour that it would be required for Black Ops *sigh*)
The role of this ship for clandestine operations behind enemy lines sounded perfect to me and my playstyle.
I jumped into a panther when they were available on sisi and tried some fittings and tested the ship in general especially the jump drive stuff, i made suggestions in the gamedev forum and discussed with other possible blackop pilots, and in my opinion ccp failed again with a ship for a given role.
Tons of testers mentioned that the jumpdrive fueluse is a joke... nothing happened.
I got a pretty expensive panther on sisi today and really nothing changed :(
- 4 ly jumprange may be enough on the paper... it should be enough to bypass some gatecamps etc, but the system layout of the most systems doesnt allow big jumps, and if so it needs like what? 800+ isotopes?! if you have enough fuel with you for 2 4ly jumps you cant carry much capboosters and very little ammo.
- The Jumpbridge is a joke... you cant jump many recons, even if everyone brings in there own fuel, the jumpbridge only holds a few seconds and you really need to work with cans.
- The Slot and Grid...
Well you have 8 high slots. I tried (at least on the panther) 800er artillerys, 650er etc. doesnt really happen which ACs you fit (dont even think about fitting 1400ers artis...) you get troubles with at least 2 highslots... you need 5 guns, 1 cloak, 1x bridge generator.. impossible if you want a decent tank (if not fitted for speed)...
This ship (panther) actually is a limited phoon which can move when cloaked, thats it. And since you cant warp cloaked everyone sees you coming.
I dont demand a solo pwn mobil (the dps isnt high enough on this ship for this either...) but for the price of this ship, the very high skill requirements (i guess you can easy go for caps after this ^^) and the limited use its just a waste of isk.
My suggestions would be:
- more cargospace (more fuel?)
or
- possibility of warp cloaked (make cov op cloak available to black ops its atm a bs sized recon after all...)
or
- let them jump 8ly instead 4ly, then people could live with the limitations.
I cant see a future for Black Ops if the stay like they are :/ The idea was pretty good and the solo combat functionality is great in blackops, but it really lacks some bonuses for its intended role.
sorry for my poor english
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Killerhound
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Posted - 2008.03.29 13:28:00 -
[77]
I actually quit playing because of those ships.
I will suspend playing until this is fixed. I hate this "OH look, skill 6 months for a ship and get it." then when the ship arrived, oops sorry no need to comment on this.
I think they are crap.
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nightcat114
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Posted - 2008.04.16 15:17:00 -
[78]
Well I totally agree with this thread, being a Black Ops pilot myself (got my Sin a few weeks ago). It is crap that these ships cant use the Covert Ops cloak because if people can see you come in it defeats the entire purpose of the description of these ships. I was playing around in an asteriod belt last night and went over to one of my corp mates who was mining...you can't spy on them(or anyone else) very well if they see you warp in and then cloak. With the Jump portal generator, it doesnt seem very effective to pull your squad into a new system since you need a Recon cruiser to get it in (since it CAN use the Covert Ops cloak, therefore having a shot at getting through gatecamps, and Covert Cyno field generator)...Jump in a black ops and only get a couple of ships in...whats up with that?
In Short, I'm agreeing with this thread, and going to send a petition to CCP in the next week or so complaining about it (get enough people to do this also, and they will probably change that...its happened in the past (NOS, MWDs on haulers, etc)
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Titas Agor
TITANS OF PEACE
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Posted - 2008.04.16 21:38:00 -
[79]
I personally stoped training for this when i found out it could not warp when cloaked. Its a "Black Ops" ship... its main funtion should be to go in and out of hostile territory un-detected untill its too late!.. I think the high fuel costing should be a lil bit better... but as with so many other ppl in this thread... the ability to warp when cloaked with a covert ops cloak i think would make these ships what they were inteded for...
As for the fuel tho.. what could be an idea is to somehow hav a new bonus for fuel compression... but like how the capital mining works with compressing ore, so you could fit a lot more fuel in the cargohold, without actually increasing the cargohold and making everyone worry about turning them into haulers. This would fix the fuel problem and would easierly have enough fuel to jump more then 1 ship and more then 1 trip coz thats just rediculas.
I think the jump distance is fine, afterall it should be much less then a capital ship, its only a BS afterall it shouldnt be able to jump insane ammounts of systems at a time. Maybe more powergrid or cpu so you can fit at least a half decent tank on them with some kind of offensive potential.
All these comments are just my opinions, i cant actually fly one myself but im jus going by the stats, and everyone else's comments and the reasons why i actually stoped training for them and will never fly one till they are properly addressed. |
Pringlescan
GoonFleet GoonSwarm
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Posted - 2008.04.17 02:38:00 -
[80]
One of my biggest fears is that they will increase the ly range and then not decrease the jump fuel cost. I can definitely see not even being able to carry enough fuel in the hold for a single 6ly falcon jump. |
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Scharfe Kerneisen
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Posted - 2008.05.09 05:27:00 -
[81]
What if they gave the Black Ops ship a separate bay for holding fuel. Like a Drone Bay or Corporate Hanger Array... It's just a separate thing that opens up and allows for fuel to be stuck inside. And leave the regular storage space alone (don't make is smaller!).
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Greenbolt
Minmatar Un4seen Development
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Posted - 2008.05.09 16:41:00 -
[82]
I have the prereqs to fly a Panther. Have for a while. Tested one out on test servers.. the idea is there but as stated over n over..the pre-nerf is STRONG in this one.
A seperate fuel bay would go along way to making this ship useful (similar to Dreadnaughts stront?) and prevent it from being a jump freighter clone. To me that is the single strongest downside. They just dont do there logistics side very well.
Bit more cpu/pg would be nice too..(But there are few minmatar ships I dont say that for).
As a Rapier pilot..I have to lean towards those that say the ability to warp cloaked might make them a bit overpowered as hit n run ships versus smaller than BS targets though It would be awesome fun.
--------------------------------------------------- Scordite -Who was it that said that flying minmatar is kinda like going down a flight of stairs on an office chair while firing an uzi? |
J909
KIA Corp KIA Alliance
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Posted - 2008.05.09 17:30:00 -
[83]
Edited by: J909 on 09/05/2008 17:30:51 1/ add decent size fuel bay. 2/ Cov ops cloak bonus the same as other cov ops ship - how these ships dont have this is just a ccp facelpalm moment surely. 3/ double carrier jump range.
do these very simple 3 and they are fixed, yes they are a bit brittle but they should be, they are surely meant to be the BS version of force recon, less damage etc, meant for sneaky sneaky stuf.
oh well until then i guess my Sin will just sit looking pretty in the station... /edit and yes they have to be faction fitted just to fill the slots =/
----------------------------------------------- Cash from Chaos |
Bodhisattvas
Prophets Of a Damned Universe
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Posted - 2008.05.10 05:39:00 -
[84]
Fix Black ops.
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KIADuplex
Caldari KIA Corp KIA Alliance
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Posted - 2008.05.10 10:39:00 -
[85]
In this thread everyone agree's on a few simple changes that would fix this ship class.
Please CCP
thanks xxx
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SATAN
BURN EDEN Terra Incognita.
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Posted - 2008.05.10 18:04:00 -
[86]
The biggest problem with black ops ships is that it take 2 of them to do the job of a normal battleship. What is the point of a ship that is designed to jump into hostile territory to kill and terrorize when it cant actually kill anything on its own? If you set up say a Widow with max skills all damage, the best of the best you still get the same DPS as a Cerberus.
How are we supposed to kill any meaningful targets with 400 dps, when your average battleship tanks 2x that with ease. So now CCP wants us to jump in a fleet of black ops ships to do the job of a 5 man nanofag gang with vegas that do 500dps each while doing 10k sec as well.
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San Rintu
Asshats and Alcoholics Notoriety Alliance
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Posted - 2008.05.11 00:10:00 -
[87]
Indeed, spending a few bil to bridge in several black ops is absolutely ludicrous when you could just drop a whole fleet with change to spare and bust your way through a system.
Black Ops certainly need a covert cloak. Maybe one that has a higher base CPU need so that the pilot must sacrifice DPS to fit one, much like the Force/Combat Recon balance.
I halted training for one as soon as I saw the stats for one. It simply made no sense to spend such a ridiculous amount on a Widow when I could equivocally buy 10-20 Rooks/Falcons with the same ISK and have a ship that is more useful in every way.
The Black Ops is a nice gimmick atm CCP but seriously, you got my hopes up a lot when you announced them only to slap us with a wet fish.
/Signed on the changes
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James Duar
Merch Industrial GoonSwarm
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Posted - 2008.05.11 06:05:00 -
[88]
I'd add a fuel bay and make it truly massive, citing advanced storage technology.
Then the jump range should be made something like two thirds carrier distance.
Then, I'd give the black ops the ability to make blind jumps into systems without cyno fields with the attendant result of arriving at a random point in space.
Get rid of the jump portal and instead make it so the black ops can select "Squad Jump" and jump all the ships in it's fleet squadron at the same time with it.
Blind jumps would naturally allow black ops to penetrate cyno jammed systems.
Quite possibly a blind jump should illuminate a beacon showing the departure point of the ships so you can kill stragglers.
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Callthetruth
Caldari Caldari Provisions
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Posted - 2008.05.11 11:12:00 -
[89]
CCP put em in. Like jump freighters if they are useless no one uses em as is happening now. 4 yr jump range as said is a joke. Reduce fuel usage seems the most ideal outcome and maybe give cov ops cloak access. Perhaps other nerfs can be applied but really fact is no one wants em they are pretty useless given price u can buy a dread for 2 of em.
Outcome something needs doing
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Tadehiro
Kudzu Collective Notoriety Alliance
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Posted - 2008.05.12 03:02:00 -
[90]
Mmm, what if we stopped treating it like a combat ship then and instead focused on it's logistical capability instead? It'd be like a mini carrier except more for the roaming gang.
---------Highs------------- 1x Large hull repp 1x Large armor repper II 1x Large shield transporter II 1x Covert Jump portal generator 1x Covert Cyno Generator 1x Amarr Navy large Smartbomb
---------Mids-------------- 6x Cap recharger IIs
---------Lows------------ 6x Cargo Expander IIs
---------Rigs----------- 2x Cargohold Optimization II
--------Drones---------- 5x Armor maintence bots 5x Shield maintence bots 5x heavy ECM drones 5x warrior II's
I know, It's not a combat ship it's a glorified logistical ship, but 3712 m3 of cargo space can't be discounted (that's roughly 24,000 of isotopes). Given that no one's been able to agree on a combat fit or even if it's combat worthy, everyone should be able to agree that using this ship as a mobile repair point for covert ships as well as solving the problem of not enough isotopes brings this ship to the world of viable. <.<
Or am I off base here?
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