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sableye
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Posted - 2004.06.15 21:06:00 -
[1]
Edited by: sableye on 15/06/2004 21:26:54 raven bonuses: "Special Ability: 5% bonus to Missile Velocity and Missile Launcher Rate Of Fire per skill level."
megathron bonus: "Special Ability: 5% bonus to Large Hybrid Turret damage and Large Hybrid Turret tracking speed per level."
as you can see while the gallente bonus only applies to a battleship size weapon's the caldari bonuses affect cruiser and frig sized weapons as well, which I just think is unfair, they should be fixed to only apply to battleship weapons or my prefered choice that gallente bonuses apply to all other hybrid turrets as well.
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foster
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Posted - 2004.06.15 21:21:00 -
[2]
with the new weapon changes they should make the bonuses apply to all sizes of the type of weapon, so in case of the megathron, small, medium and large hybrid weapons.
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Ka Dargo
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Posted - 2004.06.16 03:07:00 -
[3]
Yep I agree if I have to fit medium or small turrets to my mega in order to be able to hit ships now, I can't see why they should get a bonus too. - Ka Dargo. [ 2005.04.10 14:41:05 ] Your 425mm Railgun II perfectly strikes Dread Pith Massacrer, wrecking for 1271.6 damage.
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John Blackthorn
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Posted - 2004.06.16 03:27:00 -
[4]
With the raise of the grid requirements of the sige launchers (which is the only launcher that can use cruse missles) you can't put but 2 mabye 3 of them on a ship.
I use to run 4 cruse missle launchers, and 2 425mm rails. Now I can but 4 launchers and no other itmes in high slots. Or i can use 2 425mm's and 2 cruse launchers and the other two slots are for???
You can't even put med turrets in the other two slots you have no grid, it's stupid.. the raven and scorp are trashed at the moment.
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Isamu Kongousuta
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Posted - 2004.06.16 05:43:00 -
[5]
Edited by: Isamu Kongousuta on 16/06/2004 05:59:26 Edited by: Isamu Kongousuta on 16/06/2004 05:59:02 i can fit 6 siege launchers with my skills but the hell yeah what are the other two slots for now since i cant fit any turrets. And hell when i could fit some turrets they do such a lousy damage that i better can fit miner II's. Ow wait thats it i can fit miner II'S
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Kildarin Farushna
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Posted - 2004.06.16 06:34:00 -
[6]
sigh another unfair topic....
get over it.
____
->Lawless<- >>>New Formula<<< >>In your local 0.4 system soon<<
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sableye
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Posted - 2004.06.16 16:52:00 -
[7]
Originally by: Kildarin Farushna sigh another unfair topic....
get over it.
ok sorry I'll make sure not to point out bugs with the patch next time, I'm sure I'd hear the whine of 1000's of caldari if this was the other way around.
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Mon Palae
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Posted - 2004.06.16 18:02:00 -
[8]
I posted the following in another thread but it seems appropriate here as well. The Raven bonuses are not all that great...well...at least one of them isn't.
-------------------- The only thing I really miss on my Raven now is the range bonus it used to have to turrets. Guess it was one of those things I got used to and feel it especially hard just now.
Yes, the Raven is a missile boat but I do not always want it configed like that (mainly when hunting NPCs). The lowered costs of missiles helps a lot in making them less of a bad idea for NPC hunting but still...it would be nice to have the range bonus back.
Instead, the Raven got the essentially worthless speed boost to cruise missiles in place of the range bonus to turrets. That speed boost is about as big of a non-helpful ship bonus as I have ever seen. I have cruise missiles trained to L-4 and on paper a 20% speed boost to missiles seemed pretty cool...that is until you figure out what you actually get.
Current speed of cruise missiles is 1600 m/s IIRC. So it gets the following speeds:
1 -- 1680 2 -- 1764 3 -- 1852 4 -- 1944 5 -- 2042
So, with the speed maxed out you get a whole whopping 362 m/s faster than it was before. This helps how? Adds range to the missile (~21 km) but they could already fly ~100km. Even at top speed (2042 m/s) it would take ~49 seconds for the first missile to reach its target and if he is still sitting there watching that string of missiles coming after 49 seconds he has other issues. Without the speed bonus the first* missile would arrive in 63 seconds from 100km out. Not bad but most fleet engagements see ranges around 60-80km...smaller skirmishes even closer (and the closer the ships are the less real difference in flight timesàat 60km the faster missile arrives only 8 seconds sooner). Lobbing missiles in from 120km out just doesn't seem very helpful and neither does a 15 second shorter flight time from that range (an extra 15 seconds would allow an opposing battleship perhaps one more volley if the pilot cuts it closeàif the pilot sits and waits for the missile spam to get them they are either seriously scrambled or terminally stupid).
*Note -- I said first missile because after that its speed makes no difference at all. Consider if all missiles are ripple fired with a 3 second stagger between them. Once the first missile hits it doesn't matter how fast the follow on missiles are. In BOTH speed cases each missile is three seconds (in this example) behind the one in front of it. So essentially this bonus only helps with the first fired at a given ship.
Further, if cruise missiles get a speed boost overall it actually makes the bonus even less worthwhile. For example, say cruise missiles get a base speed of 10,000 m/s. A L-5 Raven would push that speed to 13,341 m/s. At 100km range that amounts to a 2.5 second difference in arrival time which really is not noticeable.
All in all I would rather have the turret range bonus back in place of this but on balance I admit it is not a huge deal and IÆll live. Just wishing out loud.
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Altai Saker
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Posted - 2004.06.16 20:12:00 -
[9]
I imagine when missile agility is implemented, those 2.5 seconds could be the time it takes for a cruiser to out-turn one of the bigger missiles.
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