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Thread Statistics | Show CCP posts - 2 post(s) |

Strill
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Posted - 2008.10.24 19:27:00 -
[1]
Edited by: Strill on 24/10/2008 19:28:47 Currently the tanking bonuses for command ships and Tier 3 Battleships are skewed heavily towards favoring Amarr and Caldari since the Amarr and Caldari ships have resistance bonuses, which are quite superior to the Gallente and Minmatar repair/shield boost effectiveness bonuses. If you convert the Amarr/Caldari resistance bonus into what equivalent bonuses in other stats would be equal to it, this becomes more apparent. For example, a ship with a 5% bonus to resistances per level effectively gets the following bonuses at level 5:
- 33.33% bonus to personal repair module effectivness
- 33.33% bonus to the effectiveness of remote repair modules used on you
- 33.33% bonus to hp
↳(which for shields also means 33.33% bonus to passive shield regeneration rate)
While the 7.5% repair amount bonus gives the following at level five:
- 37.5% bonus to personal repair module effectiveness
So you end up that the Hyperion only gets 3% more repper effectiveness than the Abaddon, but loses out in terms of buffer tank, and doesn't get as much of a bonus from remote reppers.
Is it intended that personal repper ship bonuses be so weak compared to resistance bonuses? Are Gallente and Minmatar just supposed to have weaker tanks than Amarr and Caldari?
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Strill
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Posted - 2008.10.25 06:52:00 -
[2]
Edited by: Strill on 25/10/2008 06:53:48 What is "Minmatar Versatility" supposed to be? I see a lot of ships labeled "Versatile" but I'm not sure how that's supposed to end up that way in practice. Like, ships with eight high slots, four turret hardpoints and four missile hardpoints are labeled "versatile", but it only allows for one weapon layout, which to me seems more like pigeon-holing than versatility. Could you give a general idea of what kind of versatility we should expect from minmatar ships? i.e. Are they versatile by being generalists, or are they versatile by being able to change specializations on the fly? |

Strill
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Posted - 2008.10.25 08:42:00 -
[3]
Edited by: Strill on 25/10/2008 08:43:11 I read in an interview that ambulation will allow players to remake their avatars since the current character portrait is too different from the ambulation models to port to ambulation. My question is, will we be able to choose between any race/bloodline, or will we be restricted to the one we chose at creation? The reason I ask this is because I saw a video that said that CCP is going to make different bloodlines look different in ambulation. If so, I may prefer one bloodline over another, but be stuck with one I don't like because I was never given an option to compare the two when I first made my character.
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Strill
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Posted - 2008.10.25 22:26:00 -
[4]
There's a thread about this here, but I'll summarize the points.
1. COSMOS radar exploration sites always repsawn in the same constellation, which means that if you find it, it's easy to control when and if it respawns, and allows you to run it over and over again since you're the only one who knows when it respawned last, so you're the only one who knows to look for it. 2. All the gates are unlocked on COSMOS radar exploration sites meaning there's no need to kill any NPCs except the overseer. 3. The overseer is worth much much more than the Booster manufacturing materials that spawn in these exploration sites, which means that it's not worth getting them, and subsequently that no one has any of the necessary tools to manufacture boosters.
Is CCP working on fixing this? |

Strill
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Posted - 2008.10.26 02:59:00 -
[5]
Currently short range T2 turret ammo does only 1.4% more damage than Faction short-range ammo, but has a bunch of penalties, which means there's really no reason to use it. Since missiles got their T2 ammo boosted to be more effective than faction ammo in certain situations, can we expect the same for T2 turret ammo?
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Strill
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Posted - 2008.10.26 11:36:00 -
[6]
Quote: Strill
Tanking: Yes. Resistance bonuses are certainly more versatile and help out in many situations. The active tank bonus can also be very useful when combined with modules that increase the effectiveness even further.
I agree that active tank bonuses can get pretty nice if you focus your setup towards active tanking. I'm just mainly confused about why the Abaddon gets 89% of the Hyperion's active tank bonus on top the other benefits its resists provide. It seems like the Abaddon isn't giving up very much for its versatility.
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Strill
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Posted - 2008.10.26 12:11:00 -
[7]
Edited by: Strill on 26/10/2008 12:13:15 Currently drone stats (damage, optimal range, etc...) on the show info window don't update according to your skills when you put drones in your drone bay, so you end up needing third party calculators to see what stats your drones have after your skills are taken into account. Is a fix planned, or is there a technical limitation?
Also, there's currently now way to view your drone control range. Could this be added somewhere?
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