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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Mira Lynne
State War Academy Caldari State
2
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Posted - 2012.05.06 03:29:00 -
[1] - Quote
TrouserDeagle wrote:Stop trying to get me to fit blasters on caldari.
Stop trying to get me to fit Rails on Caldari.
Vaju Enki wrote: I don't want to fly a bad version of a blaster harpy :(
I do.
I always thought that Caldari Range Bonuses (Actually, All range Bonuses) should apply to both Optimal and Falloff. Currently Caldari are punished with a substandard bonus if they want to use blasters (Or Railguns with Javelin) Likewise with Lasers: When using Multifrequency or Conflagration, most of the range is in falloff. Simply using an optimal range bonus is forcing laser users to use Scorch/Aurora, and forcing Caldari Pilots to use Rails, or miss out on half of their ship bonuses. Just something to think about. (I'd love to see how much the Eagle 'sucks' with double falloff blasters...)
Back on topic: Resists/Damage Merlin looks great. Significantly Slower and Less Agile than the Rifter though... Caldari are supposed to be the most agile race, not sure this is something that should stop (Especially considering that the Merlin is the slowest by a considerable ammount - not sure how this will work, considering how easy it is to outrange Blasters and get under Rail tracking) Either give a boost to speed and agility to make blasters more Viable, or Consider what I wrote above. |
Mira Lynne
State War Academy Caldari State
4
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Posted - 2012.05.09 04:48:00 -
[2] - Quote
Seraph IX Basarab wrote: Anyway I think the Merlin and the Tristan should have 2 turret slots and 2 missile slots and get bonus in BOTH. Merlin should be long range with rails and missiles, Tristan should be shot range with blasters and rockets. Get the respective bonuses for each and move on. I personally like the idea of having different weapons in high slots and having it work.
Currently, Caldari sorely lack Brawling ships. Every Race other than Caldari has ships that have bonuses to and are geared around both Brawling and Kiting/Sniping. Caldari is shoehorned into Sniping. Its time for CCP to get rid of 'Caldari is Snipe Because of Caldari' and give us some ships geared towards brawling.
Kahega Amielden wrote:In what way is this at -all- consistent with Caldari gunboats? The Moa is not a brawler, nor is the cormorant, nor the eagle, nor the ferox(1). Some would argue this but I would also argue that the Harpy isn't, either.
You're shitting on Caldari ship philosophy(2). If the existing role doesn't work (And I would argue that no, certainly the current Merlin doesn't really work as a railboat) then fix that instead of trying to make it a Gallente ship. The biggest problem the current Merlin has is that it only has two turrets and no damage bonus which means it's not very usable by newbies and non-damage-bonused rails alone don't do enough damage.
Optimal + damage bonus with three turrets is a great idea. Merlin could still be used as a blasterboat, but the bonuses would reflect what other Caldari gunboats are(3). Three bonused rails could actually be very, very usable in frigate combat
1. Maybe its time for this to Change? 2. Caldari Hybrid ship design philosiphy was shat on a long time ago... (So was missile ship, but thats off topic) 3. Because Caldari Resist/Range gunships are sooo Awesome
Edit: TL;DR: CCP, PLEASE Embrace the Blastardisation of Caldari Ships! |
Mira Lynne
State War Academy Caldari State
4
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Posted - 2012.05.10 20:48:00 -
[3] - Quote
Ogopogo Mu wrote:Hybrids + optimal = caldari only results in these ships (much as I love them) being pretty gimpy and not often used. Best fitting for Moa = gas harvesters. Fixating on rangey rails as purist Caldari gunboat design philosophy excludes all brawling possibilities and simply makes Caldari boats more predictable, more easily countered, and never used. Especially in frigates. "I'll tackle in my kiting railmerlin wlololol..."
Inflexibility with gun bonuses already relegates most of the Caldari gun lineup to non-usability except by wackos like me who still get FC-shoved into a cane or blackbird or... hey, you know what kind of Caldari ship doesn't suck at tracking in facerange? A Drake! Everyone wants more of those out there, I'm sure. This. A Hundred Times This
Lunkwill Khashour wrote:Crazy idea: change 10% optimal bonus to hybrids in a 5% optimal, 5% falloff bonus. I think this is something that should be considered, but at 10% to both optimal and falloff (Not just because I suggested that on page 15.... >.> <.<) |
Mira Lynne
State War Academy Caldari State
8
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Posted - 2012.05.29 21:06:00 -
[4] - Quote
Really Looking forward to what the future has in store with Tiericide. Particularly: -What will happen to the Remaining Frigates? -What will happen to mining Cruisers? ---What will happen to T1 Logi Cruisers? -What will happen to Moa/Ferox/Rokh? (Please Merlinize them!) -What will happen to Destroyers? ---What will happen to Battlecruisers? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
12
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Posted - 2012.06.04 04:27:00 -
[5] - Quote
@CCP: When can we expect the next round of Frigate Tiericide to be announced? And when can we expect Destroyer and Cruiser Tiericide to begin? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
12
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Posted - 2012.06.04 18:31:00 -
[6] - Quote
CCP Ytterbium wrote:
- Keep working on frigate overhaul, as we barely started so far - that means having a look at role, slot layout of the remaining hulls and sorting them into the combat, attack, or support categories (the bombardment role was removed as feedback shown it wasn't great to start with)
- Then move into tech 1 destroyer hulls - having a look at the existing ships and introducing 4 new toys to play with.
Can we get a rough timeframe for when we'll get some 'In-the-oven' info on these (like what was done on page 1)?
Also: Will T2 and Navy/Pirate Ships be at all touched upon by Tiericide? It seems as though the Sansha line of ships could use some loving, even without considering Tiericide. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
16
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Posted - 2012.06.06 01:23:00 -
[7] - Quote
Harvey James wrote:(the bombardment role was removed as feedback shown it wasn't great to start with)
ah thats a shame(1) as i was hoping attack ships would be mobile turret platforms like vaga's (2) so bombardment described missile boats well as spewing out missiles and if they become rather mobile it could be hard to counter them and makes them seemingly OP slow/ weak defence in exchange for plenty(3) of dps and range seems a fair exchange. (4) also a note on why use a caracal / cerberus instead of drake could be resolved with giving drakes dmg and rate of fire bonus for assault missiles only 30k doing 700-800dps with range assaults is pretty nice role for them instead of drakes being tanky 100k Heavy missile spewing ships doing similar dps to cerb this would give the drake and cerb specific roles thus worth using both ships.(5) 1: No it Isnt 2: I'd love it if the Eagle was as fast as a Vagabond. Sadly, thats not Happening. 3: You seem to be mistaken: Missile Ships dont have 'plenty' of DPS. I'd say its closer to 'Lacklustre' DPS 4: So Slow-Moving, Weak Tanked, Massive Sig, Low DPS ships that have halfway decent Range are OP? What does that make Winmatar? What with their Fast moving, decently tanked, microscopic sig, great DPS and Great Damage application ships? 5: Caracal/Cerb arent used for a whole lot of reasons. The Drake is only one of them. Also, how did you get 'Caracal/Cerberus/Drake' from 'frigate balancing'?
Back on topic - CCP: Just something to think about: You CAN have a Bombardment ship that uses Turrets. This would make the Ship Roles look something Like: Combat: Damage and Tank Attack: Speed and Damage Bombardment: Range and Damage With Combat, Attack, and Bombardment Roles having both Turret and Missile ships. Not sure where drones would fall in. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
17
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Posted - 2012.06.06 16:52:00 -
[8] - Quote
Harvey James wrote:Mira Lynne you have clearly misunderstand what i wrote, the point was to give drakes higher dps in exchange for having a weaker tank and less mobility and the massive sig is largely to do with t2 missiles adding 5.4% sig rad per missile, missiles do have strange penalties for using the t2's they need to be looked at.
And i felt like talking about it :P
By making Drakes bonuses only apply to HAMs, you are Shoehorning the Drake into Close Range, and by that Forcing the Caracal and Cerb into Long Range. I Agree about the Missile Penalties, however, no ship gets damage bonuses specifically to Autocannons or Blasters - Both long and Short Range systems are bonused. And like i said before, Cara and Cerb arent used for multiple reasons - drake is only one of them.
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
19
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Posted - 2012.06.07 00:31:00 -
[9] - Quote
Vilnius Zar wrote:JamesCLK wrote:Just out of curiosity; what is it in particular that makes you think the Merlin is overpowered? Compare it to other t1 frigs and see who wins. Gviing it 3 turrets slots was already good but giving it ALSO a damage bonus was too much. Its tank/dps combo is just miles better than any other t1 frig while still being mobile and able to do dps within kiting scram range. How is that difficult to understand?
Merlin is still the slowest by a significant margin - not only that, but its also significantly less agile. Null hits out to about 5/6km with any sort of reliable DPS - outside that its nigh on useless. So yes, it gets great DPS/Tank. But consider what happens when you add in its slow speed and extremely limited Range?
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
24
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Posted - 2012.06.07 17:09:00 -
[10] - Quote
Reaver Glitterstim wrote:Snip Agree on the Incursus: It would be better suited with a Tracking Bonus or something more Gank-oriented.
Disagree on the Mining Frigates: Rookies could Take out a Merlin with mining lasers. Would only be missing the Cargohold bonus, the Cap use bonus (Merlin has a Significantly better Cap anyways), and a single drone. Untill frigates 3, the extra laser results in higher yield. And by that time, they can move on to a Cruiser.
Only having 2 mids is a major Weakness, however, if the punisher had 3, it could easily become OP (The 'Newer New Merlin') Besides, its a weakness that can be compensated for by particular fittings - Medium Pulse Laser IIs with Scorch and a Pair of Tracking Enhancers let it hit out to about 15km - MWD and Disruptor Sold Separately. Or Even Beams (That are actually pretty decent on frigs) Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
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Mira Lynne
State War Academy Caldari State
29
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Posted - 2012.06.08 23:51:00 -
[11] - Quote
PinkKnife wrote:Sacrilege Im well aware of the Sacrileges', and missiles' in general, bonuses. I was refering more to Turret ships - you dont see anything with '5% Bonus to Medium Autocannon Damage' - its '5% Bonus to medium projectile Damage'. Yet why are short range and long range missiles treated like separate weapon systems? Skills, Implants, and ship bonuses all discriminate between long range and short range launchers. Turrets don't. Anyone else see a Problem here? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
35
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Posted - 2012.06.11 05:50:00 -
[12] - Quote
Logi =/= EWAR
Still no news as to when we can expect more Tiericide? Or what frigs are changing and how? Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
66
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Posted - 2012.06.14 18:54:00 -
[13] - Quote
I noticed something worrying in the Dev Blog:
Quote:Race fighting philosophy will most likely dictate engagement range
So Caldari and Probably Minmatar are shoehorned into Light Missiles while Amarr and probably Gallente are shoehorned into Rockets. Im sorry but i cant agree with this. It kills versatility and Variety. Why shouldnt Caldari be able to Brawl with Rockets? Why shouldnt Amarr be able to Kite with light Missiles? Keeping in mind that turret ships get bonuses that dont discriminate between long range and short range weapon systems, and especially considering the wonderfull work CCP has done with the Merlin (A Viable Caldari Brawler, that can also Snipe!) It seems like a step backwards to shoehorn a ship into Rockets or Light Missiles - this goes for all races, not just caldari. Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
72
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Posted - 2012.06.15 19:00:00 -
[14] - Quote
Luscius Uta wrote:add one tier 2 destroyer to each race, they should be singificantly better than tier 1 destroyers Tiers are bad. Posted in the Tiericide Thread too, for shame...
Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
Mira Lynne
State War Academy Caldari State
75
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Posted - 2012.06.18 05:30:00 -
[15] - Quote
@Ytterbium: Do you plan on going back after frigs tiericide is complete, for a second pass? Just to make sure everything is balanced? Also, what are plans for T2/Faction Frigs? I know the succubus could use a bit of a buff... Support the Return of Realistic Module Icons! https://forums.eveonline.com/default.aspx?g=posts&t=114818&find=unread |
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