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Aura Mega
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Posted - 2009.03.26 06:10:00 -
[511]
signed
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Tassill
Yakuza Corp
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Posted - 2009.03.26 09:03:00 -
[512]
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Cerberus Faedorn
Sebiestor tribe
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Posted - 2009.03.26 10:08:00 -
[513]
Definitly not worth going for minmatar caps as it is.
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Kiithnaras
Es and Whizz Hedonistic Imperative
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Posted - 2009.03.27 02:38:00 -
[514]
Edited by: Kiithnaras on 27/03/2009 02:45:11 /massive signed for original post
I'd do it just a wee bit different, though. I think that the Nag is quite capable of being quite the pain-dealer on its own without extra/different guns.
Naglfar: 1 extra mid, no change in lows, significant CPU boost, moderate Cap boost.
-It's possible to almost permatank a Naglfar, but it's not easy and you need several faction mods to do it, and even then, other capitals do it much better and easier.
Nidhoggur: 1 extra mid, 1 fewer low (Like how it was before), significant CPU boost, moderate Cap boost.
-This is the wierdest capital. It gets bonuses to shield transfers, but its CPU suffers so bad that it can't fit but one if you're lucky. Trying to fit a capital shield xfer with a shield tank on a Nidhoggur is like trying to pull teeth on a Sabretooth tiger, to boot. It's doable, but again, you need several faction mods to do it where with a Chimera such things aren't necessary. Here, permatanking is also possible, but again, it needs to be fully rigged and have faction mods to do the job to even pray to come close to the efficacy of other carriers. Tanking aside, its bonuses are geared toward being a logistics freak, but again, that CPU issue gets in the way of its ability to fit a tank and logistics mods.
P.S. - Capital modules should be 500-1000 m3. NOT 4,000 m3.
Edit - the main idea here is to have all capitals be a somewhat linear progression in terms of fitting, since they are aside from the Minmatar ones. Mids and lows of: Dreads (from Amarr to Caldari) - 4/8, 5/7, 5/6 (should be 6/6), 7/5. Carriers: 4/7, 5/6, 5/6 (should be 6/5), 7/4. CPU and Cap issues arise from inability to fit appropriate modules to compete with other ships of the same class in any respective area. If anything, the Nid's bonuses to logistics necessitate a hard, stable tank, since it is essentially useless unless on the front lines.
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Renschecka
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Posted - 2009.03.27 03:45:00 -
[515]
signed
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Hyrieus
Battlestars GoonSwarm
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Posted - 2009.03.27 08:13:00 -
[516]
Originally by: Kiithnaras Edited by: Kiithnaras on 27/03/2009 02:45:11 /massive signed for original post
I'd do it just a wee bit different, though. I think that the Nag is quite capable of being quite the pain-dealer on its own without extra/different guns.
Naglfar: 1 extra mid, no change in lows, significant CPU boost, moderate Cap boost.
-It's possible to almost permatank a Naglfar, but it's not easy and you need several faction mods to do it, and even then, other capitals do it much better and easier.
Nidhoggur: 1 extra mid, 1 fewer low (Like how it was before), significant CPU boost, moderate Cap boost.
-This is the wierdest capital. It gets bonuses to shield transfers, but its CPU suffers so bad that it can't fit but one if you're lucky. Trying to fit a capital shield xfer with a shield tank on a Nidhoggur is like trying to pull teeth on a Sabretooth tiger, to boot. It's doable, but again, you need several faction mods to do it where with a Chimera such things aren't necessary. Here, permatanking is also possible, but again, it needs to be fully rigged and have faction mods to do the job to even pray to come close to the efficacy of other carriers. Tanking aside, its bonuses are geared toward being a logistics freak, but again, that CPU issue gets in the way of its ability to fit a tank and logistics mods.
P.S. - Capital modules should be 500-1000 m3. NOT 4,000 m3.
Edit - the main idea here is to have all capitals be a somewhat linear progression in terms of fitting, since they are aside from the Minmatar ones. Mids and lows of: Dreads (from Amarr to Caldari) - 4/8, 5/7, 5/6 (should be 6/6), 7/5. Carriers: 4/7, 5/6, 5/6 (should be 6/5), 7/4. CPU and Cap issues arise from inability to fit appropriate modules to compete with other ships of the same class in any respective area. If anything, the Nid's bonuses to logistics necessitate a hard, stable tank, since it is essentially useless unless on the front lines.
Giving the naglfar an extra mid and a CPU / cap boost doesn't stop it from being a steaming pile of ****. I needs significantly more damage on top of not being made of paper.
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Tyby
Viper Squad Triumvirate.
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Posted - 2009.03.27 11:39:00 -
[517]
Edited by: Tyby on 27/03/2009 11:41:01 heh i fully suport this! spliting weapons are a nice ideea but in this case training req are just insane compared with the rest, and at the end you'll be in the worst dread ever build; anyway, i'm not for shield tank, keep it armor tank, like the carrier; make him 3 turet boat, like the rest of the universe, and maibe boost a bit xl projectile ammo 
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Lrrp
The Graduates Morsus Mihi
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Posted - 2009.03.27 13:02:00 -
[518]
I could of easily have trained for Minnie Dreads as I have BS 5 and large projectile 5, but instead opted to train up Amarr from scratch to get a Revelation. Nice going CCP on balancing Minmatar Dreads with the other races.
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Ranzkor
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Posted - 2009.03.27 13:04:00 -
[519]
Mini caps and bs's need to be looked at. The agility and speed bonus for mini's are lost on any ship BS sized up.
Projectiles may also be the cause for the epic fail that is mini BS sized and above ships. |

lHutorol
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Posted - 2009.03.27 15:36:00 -
[520]
Edited by: lHutorol on 27/03/2009 15:36:05 signed
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Valentin D'anclaude
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Posted - 2009.03.27 16:06:00 -
[521]
fix pls |

Kilostream
Roving Guns Inc. RAZOR Alliance
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Posted - 2009.03.27 18:03:00 -
[522]
Edited by: Kilostream on 27/03/2009 18:03:41 Agreed,
Make the Nag like a capital tempest instead of a capital typhoon
Knock it down to 4 highs instead of 5, give it 3 projectile turret hardpoints, replace the citadel torp ship bonus with 5% damage to the turrets.
Job done - you got a nice dread.
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Riffsajet
Insert Name Here
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Posted - 2009.03.27 20:48:00 -
[523]
Edited by: Riffsajet on 27/03/2009 20:50:22 signed
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Vlip
Ars ex Discordia GoonSwarm
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Posted - 2009.03.27 21:27:00 -
[524]
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Altav Contero
Insert Name Here
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Posted - 2009.03.27 23:46:00 -
[525]
Edited by: Altav Contero on 27/03/2009 23:46:52 signed I Like Pie |

Nicholas DW
Invicta. Advocated Destruction
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Posted - 2009.03.28 00:01:00 -
[526]
The Nag defiantly needs buffed, not sure if I agree with your "solution", but something does need to be done. The Nid on the the other hand is a great carrier and even if CPU or base hit points/base cap need tweaking, I again don't like your "solution."
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tzatza leana
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Posted - 2009.03.28 08:42:00 -
[527]
Edited by: tzatza leana on 28/03/2009 08:43:23 worst dread ever build; make it 4/5/7, change his bonus to rof&dmg/lvl, and you will have a nice dread, like other races; and btw do you know that a tempest have a smaller range than a domi???!
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Nadar
hirr Morsus Mihi
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Posted - 2009.03.28 10:06:00 -
[528]
---
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Kiithnaras
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2009.03.28 20:05:00 -
[529]
Edited by: Kiithnaras on 28/03/2009 20:07:43 The numbers are in - with all skills at level 5, the Naglfar spits out more damage than any other dreadnought right now as it stands. With artillery and torps, it packs about 345 dps pre-siege, the next best being the Revelation at about 340 dps. With Autocannons, it packs about 435 dps vs the Moros' 425 dps. (assumes all level 5s and EMP/Multispec/Antimatter)
The downside is that it does indeed more skills than any Dread and has the worst tank of any Dread. Hence, my recommendation that all it needs is an extra mid, more CPU, and better Cap. But, that is my opinion, and it's a modest change as it doesn't screw over people that are already skilled for the Naglfar (i.e. Myself). The improved CPU and Cap allows for damage mods to be fitted in the lows without losing a permatank and without having to use serious Faction gear, too (outside of siege - permatanking in siege is nigh impossible. Doable, but you kill resists doing it unless you have carrier/logistics energy support).
If it was made to 3 turret slots with 5%/lvl damage, at level 5, the Nag would then do 480 dps with autocannons. but only 310 dps with artillery. Just throwing that out there.
But yes, I still agree principally with the base argument - Minmatar capitals should all be shield tanked at the very least with comparable ease. I personally think that the extra training for both capital artillery and citadel torps is an adequate tradeoff for the best dread damage in the game if only it could tank as easily as the other dreads.
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Sardas Oran
Insert Name Here
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Posted - 2009.03.29 02:36:00 -
[530]
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Zostera
Honour Bound Sc0rched Earth
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Posted - 2009.03.29 08:25:00 -
[531]
Supported. I would to fly Minmatar caps but with the current broken state of them I abandoned the idea in favour of another race.
Zos
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Hyrieus
Battlestars GoonSwarm
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Posted - 2009.03.29 10:02:00 -
[532]
Originally by: Kiithnaras Edited by: Kiithnaras on 28/03/2009 20:07:43 The numbers are in - with all skills at level 5, the Naglfar spits out more damage than any other dreadnought right now as it stands. With artillery and torps, it packs about 345 dps pre-siege, the next best being the Revelation at about 340 dps. With Autocannons, it packs about 435 dps vs the Moros' 425 dps. (assumes all level 5s and EMP/Multispec/Antimatter)
The downside is that it does indeed more skills than any Dread and has the worst tank of any Dread. Hence, my recommendation that all it needs is an extra mid, more CPU, and better Cap. But, that is my opinion, and it's a modest change as it doesn't screw over people that are already skilled for the Naglfar (i.e. Myself). The improved CPU and Cap allows for damage mods to be fitted in the lows without losing a permatank and without having to use serious Faction gear, too (outside of siege - permatanking in siege is nigh impossible. Doable, but you kill resists doing it unless you have carrier/logistics energy support).
If it was made to 3 turret slots with 5%/lvl damage, at level 5, the Nag would then do 480 dps with autocannons. but only 310 dps with artillery. Just throwing that out there.
But yes, I still agree principally with the base argument - Minmatar capitals should all be shield tanked at the very least with comparable ease. I personally think that the extra training for both capital artillery and citadel torps is an adequate tradeoff for the best dread damage in the game if only it could tank as easily as the other dreads.
What? The nag does the lowest damage of all 4 dreads by a large margin. Maybe it's because it's 6am here but out of siege damage what on earth are you talking about I'm completely lost.
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TerraNik
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Posted - 2009.03.29 11:04:00 -
[533]
Awesome idea and much needed. Traing to switch from nid to hel is painful.
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Suboran
Gallente Victory Not Vengeance Intrepid Crossing
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Posted - 2009.03.29 16:15:00 -
[534]
minmatar ships are made from trash and should also have trash weapons
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Kiithnaras
Minmatar Es and Whizz Hedonistic Imperative
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Posted - 2009.03.29 17:27:00 -
[535]
Nope. This is in EFT with All Level 5 skills. The main reason that the Nag does so much better than other dreads is that it uses four weapons instead of three. 2 Proj, 2 Torps, and an extra slot for the siege mod. It's the only dread with 5 highs. I did not, in that instance, throw damage mods into the mix. That is only the ships themselves plus weapons @ max skills across the board, as well as top-damage non-faction ammo. I did not include the siege mode damage because it is moot - all dreads get the same damage boost from siege mode.
However, as I was writing that, I re-did it WITH siege mode...and the DPS results are the same. Using long-range turrets, The Nag takes the cake at 2497, the Rev is a close second at 2470 (Although lack of need to reload may make that better), the Moros is kinda sad at 1998, and the Phoenix is **** poor at 1955.
With short-range turrets, the Nag again wins at 3163, Moros in second with 3088, Revelation with 2823, and the Phoenix again loses with 2127 (one Torp swapped for an Ion Siege).
So yeah, the Nag's damage is not bad, per se. You just need to do 2-3 times the training to get it better than everyone else's, and even then, your tanking ability in a Nag is awful in relation to other Dreads. That's all I'm saying. ..... *weeps at the sorry state of Minnie Caps*
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Hyrieus
Battlestars GoonSwarm
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Posted - 2009.03.29 18:59:00 -
[536]
Originally by: Kiithnaras Nope. This is in EFT with All Level 5 skills. The main reason that the Nag does so much better than other dreads is that it uses four weapons instead of three. 2 Proj, 2 Torps, and an extra slot for the siege mod. It's the only dread with 5 highs. I did not, in that instance, throw damage mods into the mix. That is only the ships themselves plus weapons @ max skills across the board, as well as top-damage non-faction ammo. I did not include the siege mode damage because it is moot - all dreads get the same damage boost from siege mode.
However, as I was writing that, I re-did it WITH siege mode...and the DPS results are the same. Using long-range turrets, The Nag takes the cake at 2497, the Rev is a close second at 2470 (Although lack of need to reload may make that better), the Moros is kinda sad at 1998, and the Phoenix is **** poor at 1955.
With short-range turrets, the Nag again wins at 3163, Moros in second with 3088, Revelation with 2823, and the Phoenix again loses with 2127 (one Torp swapped for an Ion Siege).
So yeah, the Nag's damage is not bad, per se. You just need to do 2-3 times the training to get it better than everyone else's, and even then, your tanking ability in a Nag is awful in relation to other Dreads. That's all I'm saying. ..... *weeps at the sorry state of Minnie Caps*
The main reason the nag is terrible is because you have to fit damage mods for both guns. While a Phoenix or Rev can throw 3 damage mods on and it applies for all their weapons, the nag throws 4 on and only 2 apply for each weapon. The 4 weapons are completely negated by this fact and the fact that only one of the nag's bonuses applies to each group of weapons (where as the phoenix and rev have two for each gun, the moros has one and the crazy drone bonus). Throw in the fact that faction crystals are easy to come by and last a long time and it's easy to see why the rev is the best.
This is of course assuming best case scenario setups as most alliances realize how bad the nag is and just brick tank them.
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Straightoutacompton
Brutor tribe
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Posted - 2009.03.30 05:06:00 -
[537]
Edited by: Straightoutacompton on 30/03/2009 05:06:08 YES! Fix the damn Minmatar caps PLEASE! I hate being laughed at for being a Naglfar pilot and in fact most corps I am apart of expect me to either train to a Phoenix or a Rev. :(
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pc dude
Ghosts of Ragnarok True Reign
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Posted - 2009.03.30 07:08:00 -
[538]
well, now my almost exclusivly minmatar specced pilot has started training up the amarr gun and ship skill trees toward a rev. im sure not gonna fly a nag like it is. i'd rather be on the field in a typhoon than a nag =p
fix it before i get too far in my amarr online ship training plz
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irion felpamy
Minmatar HellJumpers Corp United For 0rder
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Posted - 2009.03.30 10:38:00 -
[539]
Originally by: Kiithnaras Edited by: Kiithnaras on 28/03/2009 20:07:43 The numbers are in - with all skills at level 5, the Naglfar spits out more damage than any other dreadnought right now as it stands. With artillery and torps, it packs about 345 dps pre-siege, the next best being the Revelation at about 340 dps. With Autocannons, it packs about 435 dps vs the Moros' 425 dps. (assumes all level 5s and EMP/Multispec/Antimatter)
The downside is that it does indeed more skills than any Dread and has the worst tank of any Dread. Hence, my recommendation that all it needs is an extra mid, more CPU, and better Cap. But, that is my opinion, and it's a modest change as it doesn't screw over people that are already skilled for the Naglfar (i.e. Myself). The improved CPU and Cap allows for damage mods to be fitted in the lows without losing a permatank and without having to use serious Faction gear, too (outside of siege - permatanking in siege is nigh impossible. Doable, but you kill resists doing it unless you have carrier/logistics energy support).
If it was made to 3 turret slots with 5%/lvl damage, at level 5, the Nag would then do 480 dps with autocannons. but only 310 dps with artillery. Just throwing that out there.
But yes, I still agree principally with the base argument - Minmatar capitals should all be shield tanked at the very least with comparable ease. I personally think that the extra training for both capital artillery and citadel torps is an adequate tradeoff for the best dread damage in the game if only it could tank as easily as the other dreads.
The numbers are in but they are wrong. You are ignoring the moros drone bonus and the fact the nags damage mods only applies to two turrets each.
NEWs flash this just in you can't transfer energy to a seiged dreadnought.
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CrestoftheStars
Caldari Recreation Of The World
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Posted - 2009.03.30 13:14:00 -
[540]
caldari dreads + smartbombs = 0 dps. since the torps will get destroyid :/ ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |
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