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Thread Statistics | Show CCP posts - 2 post(s) |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.23 16:32:00 -
[1]
Edited by: Shadowsword on 23/10/2008 16:33:00
The ship look and sound nice, but I have a couple of questions.
- Will it be able to tank 0.0 spawns? What does it's peak cap recharge looks like? If it's not possible, it's utility in a belt will be limited to big mining ops, or you might as well use a fleet command ship for both command links and spawn tanking and that will free a slot for another hulk.
- 30k base cargo seem a bit small. I think 50k would be much nicer.
- What is it's volume once assembled? Can a carrier carry one Orca?
- What about giving it a 600k ship maintenance bay so it can carry a single rigged battleship?
- How about 4 or even 5 highs so it can use both the 3 command links and one or two tractors? |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.24 06:09:00 -
[2]
The base capacitor stats look very nice, it does looks like you will be able to park it in a belt, let the npcs aggro you, and let the miners come in, without needing another player to tank on top of the rest. ------------------------------------------
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.24 08:36:00 -
[3]
Originally by: Clarence X
Originally by: Vincent Jarjadian I dont have an alteration suggestion... but just a question.
The Hulk has 4 midslots, why does this have only 3?
Hulk has T2 resists as well. The Orca needs to tank at least as well as a Hulk.
Look at the capacitor stats. The Orca already outtank the Hulk because it can afford to run large or even XL shield boosters. ------------------------------------------
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.24 10:42:00 -
[4]
Originally by: Kina Putten Edited by: Kina Putten on 24/10/2008 10:13:44
Originally by: Icarus Starkiller One thing, CCP, please I beg of you.... this ship is pretty snazzy, but you're missing something!
CANNOT BE TRAINED/FLOWN IN NUUB CORPS!
CANNOT BE FLOWN IN NPC CORPS!
Period, gods get these things out of the NPC corps or you'll have one parked at every belt in highsec with 3 miner II's fitted!!!
THIS MAN, GIVE HIM A MEDAL
I GIVE HIM THE NOOB MEDAL!
(because you can't fit miner II on a ship that doesn't have turret slots) ------------------------------------------
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.10.24 14:03:00 -
[5]
Thanks for the uptade Chronitis, it's appreciated. :)
Originally by: CCP Chronotis general replies to some questions and clarifications
Clarifications
1. The Orca uses stargates and does not have a jump drive.
I realise this can get confusing with the various tiers of capital ships out there and the mixed referencing of it as a sub-capital or command ship. Its a Sub Capital Industrial Command Ship (SCICS), I have spoken!
Do you plan to add eventually Sub Capital combat ships, to bridge the gap between battleships and capital ships?
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2. The Orca can have 2 gang links active by default
I never mentioned this in the original blog but it was designed this way. In all honesty, you only ever need the mining laser range and duration links as the activation cost link is not really all that useful but if you really want a third link on you need a command processor.
Nice to know.
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Fixes
1. The required skill for Industrial Command Ships to be changed from Mining Foreman to Mining Director 1.
This was honestly an oversight on my part. It should require the same minimum skill as the mining foreman ganglinks.
2. The sensor strength is silly
it has been reduced to more sane values. (Not that being jammed is a huge drawback.)
3. The capacitor recharge was a little too high
This has been reduced a little to more normal levels so we do not have a really high recharge rate.
4. Why does it not require capital corporate hangar bay component to build?
it should and we are looking at adding 4 of those to the material requirements.
2. Increasing capacity of the corporate hangar bay to 40,000m3
This is a reasonable increase in capacity without making the ship overly powerful.
3. Adding a 4th med slot
This is being looked into to add some flexibility and shield tanking potential.
I'm dubious about removing some of it's cap recharge, as this ship seem intended to tank spawns as well giving bonuses and doing stuff. I guess that as long as doing it doesn't require overly optimised setups, like gistii-small shield boosters hulks, and leave slots alaivables for other things than the tank and cap recharge, it will be fine.
Thumbs up for the other potential changes.
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The majority of reasoning behind wanting it to compress is for veldspar specifically and we have plans in motion (which you have read about in the past) which will ease this issue specifically.
Could we have some update about those plans? You decided how you want to handle it? ------------------------------------------
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