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cianide pro
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Posted - 2008.07.19 07:49:00 -
[1]
As the are main problems have be posted already the jump rang, fuel, cargo bay and the bad lock times I seen some interesting ideas to boost this ship to be more interesting and to have a role.
For example star jumping, not sure if this is the right name but I guess most will understand what I mean. Th ability to jump 1 system and jump to a proximity of a star in the next door system would open loads of options that would make this ship class interesting, though its potential of being exploited is big when there aren't any restriction.
1 startjump uses 95% cap and this starjump mod can be activated only once every hour ( or so ), so you cant really escape losing fights by star jumping out and you cant use it to travel trough hostile systems by jumping trough them all unseen and untouched.
The BO starjumps to next system, he opens a cov ops cyno so the second BO can jump up the black ops gang.
Cov ops cloak on a BO would make this ship to powerful in my opinion. With a fuel/range adjustment and an better locktime this ship class will be a lot better and then with a starjump option it will get a good role also.
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cianide pro
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Posted - 2008.07.23 16:05:00 -
[2]
Originally by: Shadi Dee I'd love BOs to be able to use cynos into jammed sistems but make cyno visible, it's a cynojammed sistem afterall.
Jumping to the sun in any sistem in range is unrealistic.. or any variant not involving prior cyno.
covert cyno should be able so that a small cov op gang can be brought in.
starjumping is an interesting idea that will open a range of new tactics fore this ship class, specially that it will work without another player
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cianide pro
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Posted - 2008.08.12 11:22:00 -
[3]
Originally by: Carniflex *) Jumping into cynojammed systems - make the cov cyno visible when lighted in cyno jammed system. *) Bridging deep space transports sounds good.
As far as their 'intended role' goes in my eyes it's logistical mostly. Meaning rapid pilot redeployment (bridging around nano covops and grabbing combat ships from end destination) and moving smaller amounts of high value cargo around in 'safe' way. Ability to bridge deep space transports would count as serious boost in that section.
For some bizarre reason most of them seem to have some 'combat' oriented bonuses also, but those are more like aftertought than their intended role as they are in most areas they can do far outclassed by better (and cheaper) alternatives.
No, not another logistic class. Black ops should have good combat possibilities, they should be able to solo into a hostile system to cause trouble there.
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cianide pro
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Posted - 2008.09.03 06:31:00 -
[4]
You cant compare marauders with black ops, as the first is a pure npc ship and the second a pure pvp ( or it should be )
What i would like to hear is a post from ccp or any other official answer on what changes we going to get and when, as I hoped that at least some changes would be applied on this patch.
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cianide pro
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Posted - 2008.09.19 14:07:00 -
[5]
Originally by: Caztra Tor I don't see where there is anything in the patch notes, in testing, in development, or on the drawingboard for Black Ops. Amazing. But they will address it Soon (tm).
Slow as smoke offa cold shit!
/signed as far as previous suggestions.
slow? slow you say? It aint moving, its frozen solid.
Guess that is the problem to be based on Iceland :(
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