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Leon 026
Caldari Veto. Veto Corp
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Posted - 2008.02.15 09:56:00 -
[31]
Originally by: hipno Really, rockets have no sense in an inty. For the Vengance with high resistances or the Heretic with range bonus rockets maybe ok, but not for the Malediction.
Why no sense on an inty? In Cold War when inties were plated, rockets were the better option compared to the lower DPS std. missiles. The main difference is that speed levels are way higher than cold war, thus making inty CQB redundant and difficult without complex flying. Besides, rockets exp.v makes it very lacking in this day and age. Should speed levels go down through rebalanced rigs, then rockets will once more become a more viable option, since you'll have more chance to actally web your target.
Problem (from what I can see) with the Maled, is that if the changes were about in Cold War during the era of plated inties, it'd have been king due to its above-average tankability and use of rockets, however in the age of nanofgtry, its lacking, much like the claw, for dedicated inty-vs-inty.
Still, looking at its bonuses in comparison to other combat-focused ceptors, its main strength is going for the first-wave tackle. -------
Leon 026 Once I was fallen, now I have wings
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Vanessa Vale
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Posted - 2008.02.15 10:35:00 -
[32]
Originally by: Goumindong
But with the ares[4 lows=faster + longer lock range + 3 meds], Stiletto[nearly as fast + longer lock range + 4 meds], the raptor[slower + longer lock range], and the crow[same skill train as the raptor + as fast + much more damage].
Slower. Stiletto is slower. Slower. Just like the ares and the raptor and faster and slower.
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gavhriel
Amarr Dark Blade Incorporated Interstellar Alcohol Conglomerate
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Posted - 2008.02.15 12:24:00 -
[33]
/signed
rockets need some love. and at least 1,5 km + to the malediction's locking range.
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Buyerr
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Posted - 2008.02.16 13:13:00 -
[34]
Originally by: Grimpak I think you don't know what you're talking about.
*pages lyria skydancer*
i know he doesn't know what he is talking about XD
first of rockets are the close range weapon for missiles so the range should be nerfed and dps be buffed, the maledictor have bonusses to the close range weapons which means that it's bonusses only applies on weapons when within the web range, (if you want it different complain about them having such a specific bonus since all other ships have bonusses to the gun type and not the close or long range type of them, it would be like giving the other inties bonusses ONLY to either railguns or blasters (if they have to hybrid now), so on that account the amarr khanid have REALLY been screwed over).
if the maledictor was truly meand to be within 10km why again did it get a range bonus to scrambler/disruptor's :S seems like one of the devs didn't quite think it over when making it's bonusses hehe... all the other races have 1 long range inty and 1 close, amarr have 2 close range which both with t1 (using the weapon type designed for them and looking on their fittings) will not get above web range (overheating best webbers goes around 19km as i recall) the maledictor with rocket well is beneath 10km, the crusader hehe well lets just say you could fit long range guns, it's locking range is still 21km which means the range is useless on the guns AND it is unable to scramble and do it's job at higher range(besides with the amount of medslots where should it get it's space for anything giving it range XD etc etc) .......
personally i think they would make the khanid ships have bonusses to just the missiles both long and close range OR give them much higher bonusses to the close range since they don't have the choice of long range.
and they need to fix either the maledictor or the crusader so one of them is long range other short range, i would say fix the rockets to high dps close range weapons, remove the range bonus from maledictor and give it a dps bonus, give the crusader the range bonus, and increase it's locking range and give it a bit more grid (to be able to equip the lasers), then remove one of it's dmg bonusses and give it a optimal range bonus instead...
there a long range and short range inty for amarr. I declare war on stupidity |

Nomme
Mugen Shipyards
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Posted - 2008.02.16 18:30:00 -
[35]
I have no problem with the Rocket MAlediction. I can hit anywhere up to 18km with my rockets a perfect place to be for fast orbit tackling 15km-24km its ideal.
If you are tackling a BS you want to be 25km plus due to Energy Weapons and ..well Rockets in this instance are good for point defence against their Drones.
Fitting Rockets enables you to fit an awesome tank for an inty especially for one of the family of ranged tacklers and not muscle inties,which the OP seems to forget.
Malediction has never been a damage dealer in the last year or so,it was so mush worse before with its weak tank,heavy inties would just gank you,the Crusader was always better.
I like the rocket Malediction,and I didnt think I would after Khanid mk II,but I think CCP have it spot on tbh.
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Julius Romanus
Blood Corsair's Blood Blind
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Posted - 2008.02.16 19:47:00 -
[36]
The Malediction is awesome. No more changing it.
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Marlona Sky
Caldari D00M. Triumvirate.
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Posted - 2008.02.22 08:51:00 -
[37]
With intereceptor lvl 5 and a t2 warp disruptor, your scram range is farther than your lock range on a Malediction. The other tackleceptors have no problem with that. CCP, fix this!
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2008.02.23 07:40:00 -
[38]
The Malediction is one of the finest Interceptors in the game. You have the option of tackling at up to 30km (with gang bonuses to boost your lock range), generally staying out of neut range. You have the option to engage at point blank and do approximately the same damage as a Crow, but with the ability to choose your damage types (and can also fit a NOS, giving you some protection against neuts as well). You're faster than a Crow, warp faster than the Crow and have like a third more hit points. The ship has limitations of course, but overall it's pretty solid.
----- "I like to loot, especially going to the can of the battleship, sometimes there is a surprise inside, sometimes there is only carp..." |

Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.02.23 16:52:00 -
[39]
Edited by: Lyria Skydancer on 23/02/2008 16:52:52
Originally by: Alexander Knott ... and do approximately the same damage as a Crow, but with the ability to choose your damage types
This isnt really true. If crow uses kinetic it outdamages the malediction but has also longer range. This is the advantage of the crow. -------------------------------------- The Inquisition III - Relentless Retaliation |

Julius Romanus
Blood Corsair's Blood Blind
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Posted - 2008.02.23 23:07:00 -
[40]
Originally by: Marlona Sky With intereceptor lvl 5 and a t2 warp disruptor, your scram range is farther than your lock range on a Malediction. The other tackleceptors have no problem with that. CCP, fix this!
And if you're focusing on being the 30km out tackler inty, an unscripted sensor booster puts you at over 33km lock range, with nearly 1500 scan res.
Add in gang bonus's and it just gets better.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.02.24 00:24:00 -
[41]
Originally by: Julius Romanus
Originally by: Marlona Sky With intereceptor lvl 5 and a t2 warp disruptor, your scram range is farther than your lock range on a Malediction. The other tackleceptors have no problem with that. CCP, fix this!
And if you're focusing on being the 30km out tackler inty, an unscripted sensor booster puts you at over 33km lock range, with nearly 1500 scan res.
Add in gang bonus's and it just gets better.
So while the malediction fits a sensor booster unscripted the others can fit something more usefull...
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Marlona Sky
Caldari D00M. Triumvirate.
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Posted - 2008.03.03 01:02:00 -
[42]
Please change the lock range to be in line with the other tackleceptors.
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2008.03.03 18:14:00 -
[43]
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 23/02/2008 16:52:52
Originally by: Alexander Knott ... and do approximately the same damage as a Crow, but with the ability to choose your damage types
This isnt really true. If crow uses kinetic it outdamages the malediction but has also longer range. This is the advantage of the crow.
The Crow does like 2 more DPS, but you're absolutely right about engagement range.
----- "I like to loot, especially going to the can of the battleship, sometimes there is a surprise inside, sometimes there is only carp..." |

Ulstan
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Posted - 2008.03.03 18:38:00 -
[44]
The real problem tackler is the raptor. -4 PG?????
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Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.03.04 11:18:00 -
[45]
Originally by: Alexander Knott
Originally by: Lyria Skydancer Edited by: Lyria Skydancer on 23/02/2008 16:52:52
Originally by: Alexander Knott ... and do approximately the same damage as a Crow, but with the ability to choose your damage types
This isnt really true. If crow uses kinetic it outdamages the malediction but has also longer range. This is the advantage of the crow.
The Crow does like 2 more DPS, but you're absolutely right about engagement range.
Where are you getting 2 dps from?
Rocket crow 81 dps Rocket male 66 dps
SML crow 56 dps SML male 37 dps
Thats quite a big dps difference especially when you consider the amount the crow outranges the malediction with in addition. How is that not an advantage? -------------------------------------- [Video]Skirmish Warfare |

Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2008.03.04 16:01:00 -
[46]
Oh fair point. I was comparing rocket Malediction to std missile Crow. Perhaps not the best comparison ever. Malediction in that case does like 2 more DPS.
It does feel a bit silly arguing over inty DPS because it's all kinda meh with a couple of exceptions. To me the interesting thing about the Crow is the ability to do damage all through its engagement range. The Malediction to me is less about damage and more about versitility as a tackler since it can get in close and web or stand off and just warp disrupt, depending on the situation. The Crow obviously can as well, but its lower effective HP make that less attractive to me.
All that said, don't let me disuade you from arguing for Malediction buffs -- they're pretty much my default inty at the moment. Don't buff them too much though 'cause I don't want them to get too expensive.
----- "I like to loot, especially going to the can of the battleship, sometimes there is a surprise inside, sometimes there is only carp..." |

Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.03.04 17:39:00 -
[47]
Edited by: Lyria Skydancer on 04/03/2008 17:39:15
Originally by: Alexander Knott Oh fair point. I was comparing rocket Malediction to std missile Crow. Perhaps not the best comparison ever. Malediction in that case does like 2 more DPS.
It does feel a bit silly arguing over inty DPS because it's all kinda meh with a couple of exceptions. To me the interesting thing about the Crow is the ability to do damage all through its engagement range. The Malediction to me is less about damage and more about versitility as a tackler since it can get in close and web or stand off and just warp disrupt, depending on the situation. The Crow obviously can as well, but its lower effective HP make that less attractive to me.
All that said, don't let me disuade you from arguing for Malediction buffs -- they're pretty much my default inty at the moment. Don't buff them too much though 'cause I don't want them to get too expensive.
Heh, havent seen my vids? I fly the malediction alot. It is versitile, yup more versitile then a crow but you cant say the crow isnt better at anything. Crow simply outdamages it at every range, thats the advantage and dps is important sometimes. It depends. I mean crow is meant as a anti support/inty not as a primary tackle inty anyways. so yeah it needs dps. -------------------------------------- [Video]Skirmish Warfare |

Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2008.03.04 21:42:00 -
[48]
I don't really watch too many EVE videos tbh. There's only so many times you can see people flying around in their internet spaceships accompanied by music they like (which I almost invariable find terrible). It's nothing personal though, I quickly reached that saturation point with RvR vids in DAoC as well.
I agree that DPS is sometimes necessary and hey, I'd love it if the Malediction did more damage, but I can't see how that's really necessary for it to fulfill its role. The Std Crow will do the same damage at 3-4x the range (though the ranges are all pretty small), the Rocket Crow will do more damage. I find both of those statements acceptable given the countering points (speed, durability) the Malediction has.
Assuming the Malediction did come out underpowered, I'm really not sure what you'd boost on the Malediction. The bonuses are fine, the fitting is fine. I suppose you could boost the hitpoints or speed, but you'd have to be careful not to overdo it. And in the end, given that they couldn't find dev time to figure out how to fix AFs or the Flycatcher for Trinity 1.1, I'm not sure how to justify dev time spent on a ship that is for the most part okay.
----- "I like to loot, especially going to the can of the battleship, sometimes there is a surprise inside, sometimes there is only carp..." |

Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.03.04 21:57:00 -
[49]
Originally by: Alexander Knott I don't really watch too many EVE videos tbh. There's only so many times you can see people flying around in their internet spaceships accompanied by music they like (which I almost invariable find terrible). It's nothing personal though, I quickly reached that saturation point with RvR vids in DAoC as well.
I agree that DPS is sometimes necessary and hey, I'd love it if the Malediction did more damage, but I can't see how that's really necessary for it to fulfill its role. The Std Crow will do the same damage at 3-4x the range (though the ranges are all pretty small), the Rocket Crow will do more damage. I find both of those statements acceptable given the countering points (speed, durability) the Malediction has.
Assuming the Malediction did come out underpowered, I'm really not sure what you'd boost on the Malediction. The bonuses are fine, the fitting is fine. I suppose you could boost the hitpoints or speed, but you'd have to be careful not to overdo it. And in the end, given that they couldn't find dev time to figure out how to fix AFs or the Flycatcher for Trinity 1.1, I'm not sure how to justify dev time spent on a ship that is for the most part okay.
Aye,
Id say it just needs like 1-2km extra locking range or so and rockets need a slight damage boost (the latter is more of a general rocket problem then a malediction problem). Its not hurting bad or anything, but it would be nice. -------------------------------------- [Video]Skirmish Warfare |

Yussef
Amarr Igneus Auctorita GoonSwarm
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Posted - 2008.03.05 15:33:00 -
[50]
The rocket change is arguable but I don't see how anyone can think the locking range doesn't need a small (2km) boost.
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Adarr
Caldari g guild Imperial Republic Of the North
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Posted - 2008.03.05 19:21:00 -
[51]
I agree that the Malediction's rocket damage bonus should stay as it is, but it really should get a boost to rocket range. 10 km for a tackler makes no sense as it's within easy web range, and javelin missiles slow down the inty, rendering its best asset (speed) to that of a T1 frig with a MWD fitted. Mounting standard missile launchers is one solution to the range problem, but then you do the damage of a noob.
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Lyria Skydancer
Amarr Home 0f Bored Occultists
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Posted - 2008.03.06 09:42:00 -
[52]
Originally by: Adarr 10 km for a tackler makes no sense as it's within easy web range,
But whats the 3rd mid for if not for a web? CCP gave the extra scram range to the tackling inties, the inties with a 3rd mid = web.
Just because you have an option to be at 28km scram range and put points on stuff doesnt mean the job of a tackling inty doesnt involve webbing. Shooting missiles at stuff outside webrange sucks anyway. Either they are too fast or too big to damage. The former can be countered by your web, the latter with nothing.
So I dont see the point in having long range missiles. Rockets just need more damage. They do too little damage for short range weaponry. -------------------------------------- [Video]Skirmish Warfare |

Adarr
Caldari g guild Imperial Republic Of the North
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Posted - 2008.03.06 16:20:00 -
[53]
Originally by: Lyria Skydancer
Originally by: Adarr 10 km for a tackler makes no sense as it's within easy web range,
But whats the 3rd mid for if not for a web? CCP gave the extra scram range to the tackling inties, the inties with a 3rd mid = web.
Just because you have an option to be at 28km scram range and put points on stuff doesnt mean the job of a tackling inty doesnt involve webbing. Shooting missiles at stuff outside webrange sucks anyway. Either they are too fast or too big to damage. The former can be countered by your web, the latter with nothing.
So I dont see the point in having long range missiles. Rockets just need more damage. They do too little damage for short range weaponry.
Hm... I see your point. Although many will like to stick a cap recharger on there for greater MWD sustainability, but its arguable whether doing that will be beneficial anyways.
Rockets do need some more happiness though.
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Jeremey
Glittering Dust
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Posted - 2008.04.06 12:02:00 -
[54]
Edited by: Jeremey on 06/04/2008 12:02:52 Hipno (topic starter) is right. I've found this thread by searching on Google for maledition fits with Artillery: so bored with this 10-km-range-and-die-from-web-rockets and ~20-km-range-and-die-from-lowspeed-javelins.
Malediction, as many amarr ships, have contradiction in itself: if it have 25% bonus to resists, it means it is usable in 1-on-1 duels with other inties/frigate-class ships. But using rockets with ~10km range (with perfect skills) elimitanes this: you just get webbed and killed (thanks to non-high speed compared to other inties) and you just cannot reach enemy with rockets.
Thats why I fly Malediction only with SML or Artillery.
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Zach Vogt
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Posted - 2008.04.21 23:19:00 -
[55]
I'd hate to bring this up again, and most of what I know about interceptors is purely theory, so please keep in mind I may be speaking out of lack of experience...
If you are so concerned with rocket-DPSing on a malediction, would it be at all plausible to fit a ship scanner on a med slot instead of a web? If they have a web, skip the DPS, and if they don't, feel free to dip in and have at them with your rockets. Seems like a waste of a med slot though...
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Tonto Auri
Vhero' Multipurpose Corp
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Posted - 2008.04.22 07:52:00 -
[56]
Originally by: Gordon Red I agree, you have no clue...
3x missile launcher T2 and you are fine. (besides I would fit a webber anyway, just in case - and no, I don't like low skiller that need a cap recharger )
Standard Missile launchers on Malediction? Don't touch my lady with your tongue.
Same goes to all trashtalks about reppers and other low-slot wastage. Did You realized that You gimping Your speed? Lightest touch of the web and all Your super-heavy tank evaporates.
Originally by: Adarr Hm... I see your point. Although many will like to stick a cap recharger on there for greater MWD sustainability, but its arguable whether doing that will be beneficial anyways.
Many idiots probably... but if I want a cap stability using MWD (with what Malediction are pretty ok'), I'm fitting Cap Battery.
Originally by: Lyria Skydancer The real problem is that rockets do crap damage. Fix rockets and malediction is pwnage.
This. Malediction fine on bonuses and fittings. But she need additional 1-2km base sensor range (which will end in 29.5-30km total range for skilled pilot).
ADD: 2Zach: I'ts not a bad idea, if You're in a fleet. -- Thanks CCP for cu |
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