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Thread Statistics | Show CCP posts - 14 post(s) |
Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.13 19:20:00 -
[721]
Edited by: Bronson Hughes on 13/05/2009 19:23:19
Originally by: Hun Jakuza
Naglfar better than Moros ? This is a bad joke.
And nobody uses dreads to fight outside of drone control range, right? The new Naglfar will very likely out-DPS the Moros beyond 60km where the Moros has only its guns doing damage.
EDIT:
Originally by: Naomi Knight
And yes naglfar will be >>> moros
At 'closer' ranges (i.e. drone control range and under, I'm not talking about capital blasters), the Moros will still probably have an advantage over a Nag if the Moros pilot has very good drone support skills. It will also still be the only dread that can effectively engage sub-caps. But see my comment above about the Nag's superiority over the Moros at longer ranges. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
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CCP Chronotis
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Posted - 2009.05.13 19:31:00 -
[722]
Originally by: Pr1ncess Alia
Oh, i also had a question about this:
Originally by: CCP Chronotis
The Quad 3500mm Siege Artillery I will have some changes to base it of the 1400mm artillery:
* Damage multiplier increased to 12.075 (from 8.4) * Rate of Fire decreased to 35.438 secs (from 28.688) * Tracking Speed decreased to 0.0045 (from 0.005625) * Optimal Range increased to 80,000m (from 64,400) * Power need increased to 162,500mw (from 137,500)
The 6x2500mm Repeating Artillery I will have similar changes made to keep the original scaling inline:
* Damage Multiplier increased to 5.39 (from 3.85) * Rate of Fire decreased to 11.813 secs (from 8.438)
I didn't see this in the patch notes. Does that mean the blanket ship bonus is replacing the above, are they doing both or....
It will be added to the patch notes shortly.
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CCP Chronotis
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Posted - 2009.05.13 19:32:00 -
[723]
Originally by: VoiceInTheDesert
Originally by: Tom Hanks I just wanted to remind CCP that the Citadel explosion velocity needs to be increased significantly. A mothership can currently speed tank phoenixes no problem, which is absurd.
THIS
the explosion velocity and capital shield operation skill pre-reqs we brought up in the earlier post are being looked at and potential changes made in the following patch after apocrypha 1.2. It is not forgotten about by any means.
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Neu Bastian
Minmatar Valklear Guard
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Posted - 2009.05.13 20:24:00 -
[724]
/me signs for 3 turret hardpoints
Quote:
Neu Bastian Valklear Guard - CEO
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VoiceInTheDesert
Zebra Corp Circle-Of-Two
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Posted - 2009.05.13 20:47:00 -
[725]
Originally by: CCP Chronotis
Originally by: VoiceInTheDesert
Originally by: Tom Hanks I just wanted to remind CCP that the Citadel explosion velocity needs to be increased significantly. A mothership can currently speed tank phoenixes no problem, which is absurd.
THIS
the explosion velocity and capital shield operation skill pre-reqs we brought up in the earlier post are being looked at and potential changes made in the following patch after apocrypha 1.2. It is not forgotten about by any means.
Thank you :)
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Hun Jakuza
Guargumi INC.
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Posted - 2009.05.14 03:43:00 -
[726]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 13/05/2009 19:23:19
Originally by: Hun Jakuza
Naglfar better than Moros ? This is a bad joke.
And nobody uses dreads to fight outside of drone control range, right? The new Naglfar will very likely out-DPS the Moros beyond 60km where the Moros has only its guns doing damage.
EDIT:
Originally by: Naomi Knight
And yes naglfar will be >>> moros
At 'closer' ranges (i.e. drone control range and under, I'm not talking about capital blasters), the Moros will still probably have an advantage over a Nag if the Moros pilot has very good drone support skills. It will also still be the only dread that can effectively engage sub-caps. But see my comment above about the Nag's superiority over the Moros at longer ranges.
Can you read the Moros info text ?
Special Abilities 5% bonus to Capital Hybrid Turret damage per level 50% bonus to drone damage and hitpoints per level 99% reduction in CPU need for Siege Module
Yes the Moros pilot need good Drone skills, just the idiots use it without them.
Can you hear sentry drones ? You can shot with drones over 100km.
You guys just separating the shiptypes with one simple battlesituation, which name is 0.0 sniper fight. LoL But the Eve have more system not just simple one 0.0 world.
And more something, Naglfar get over 120km ~3300dps but Moros get over 4100. And more something important over 150km Citadel torps not hit anymore. You will lose 2 weapon damage, 40% damage will gone.
CCP created Naglmao.
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Verlokiraptor
All Around Research Inc Onslaught.
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Posted - 2009.05.14 03:44:00 -
[727]
Originally by: Sonreir I like the ideas about tweaking the peak along with TSM skill, but instead of broadening it, how about it gets flattened?
That is, the difference between peak recharge and valley recharge (is that even a word?!) would be lessened.
For instance, with TSM 0 you may have a peak recharge of 40 shield per second and a valley recharge of 4 shield per second. TSM may cut the difference by 5% per level (or something like that so valley recharge is boosted to 13 per second.
Maths: Actual Valley Recharge = ((((Peak Recharge - Base Valley Recharge) * .05) * TSM) + Base Valley Recharge)
I like this idea as long as the peak recharge stays the same, as that's where the real strength of a passive tank lies. It would also be significantly easier to program than my solutions.
Maths: NewShieldRecharge = (1-0.05*TSM)*CurrentShieldRecharge + 0.05*TSM*peakrecharge
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.14 13:01:00 -
[728]
Originally by: Hun Jakuza
Can you read the Moros info text ?
Yes actually, I fly them quite regularly.
Originally by: Hun Jakuza
Yes the Moros pilot need good Drone skills, just the idiots use it without them.
My comment was more directed to the fact that the Moros is a split weapon Dread just like the Naglfar, yet you don't hear nearly as many people complaining about it. But yes, you'd be surprised by the number of people who fly Moroses with T1 drones and crappy skills; it would be like fitting battleship-class torp launchers on a Nag.
Originally by: Hun Jakuza
Can you hear sentry drones ? You can shot with drones over 100km.
Have you ever heard of drone control range? Unless you're fitting drone mods to your Moros or placing your sentries into sniper position behind you realtive to your target, your sentries are only going to hit out to about 55km. Beyond 55km, the Moros's damage potential drops a lot.
Originally by: Hun Jakuza
You guys just separating the shiptypes with one simple battlesituation, which name is 0.0 sniper fight. LoL But the Eve have more system and playable situation, not just simple one 0.0 sniper world.
Actually, I've been breaking them down into different range categories. Different dreads perform differently at different ranges. Moroses will always do best up-close, the new Nag should perform best between 55km and 150km, the Rev will have the best average performance over all ranges, and the Phoenix is, well, the Phoenix. It's called variety and it's a good thing.
Originally by: Hun Jakuza
And more something, Naglfar get over 120km ~3300dps but Moros get over 4100. And more something important over 150km Citadel torps not hit anymore. You will lose 2 weapon damage, 40% damage will gone.
Okay, this last bit is somewhat hard to understand but I'll try to make sense of it.
The Moros loses about 30% of its DPS at about 55km due to the drone control limit. Yes, the Nag does lose more damage at 150km, but it gets to keep all of its weapons on target roughly 3x longer than a Moros can. Yes the Moros can do more damage at shorter ranges than the Naglfar can, but once you go beyond drone control range the Nag will beat it hands down. Guess what, that's pretty much the way it is with all Gallente and Minmatar ships. See my comment above regarding variety. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Midjutetur
Blood Covenant Pandemic Legion
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Posted - 2009.05.14 13:06:00 -
[729]
Originally by: CCP Chronotis Tactical shield manipulation V pre-req makes us emo
It is true that this skill is not so useful and pretty much the only reason to train this skill to 5 is so you can use capital shield boosters. We are open to possibly changing this to shield management 5 (a skill most of you should have and find more useful) but this does not help those of you who have gone through the pain already, only potential future naglfar pilots or those who specifically armour tanked their ships only and might be branching towards the phoenix for example.
are you gonna go through with this?
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Random Womble
Minmatar Emo Rangers Electric Monkey Overlords
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Posted - 2009.05.14 23:55:00 -
[730]
For any who think nag should not be shieled tanked heres a loss (from empire bear in mind obviously in large 0.0 enagements diffrent setups are appropriate) from about a year ago and the positive comments from PL about the setup.
https://www.pandemic-legion.com/killboard/view_kill.php?id=115657
for anyone that dislikes a lack of damage mods when you cant do much damage with or without damage mods better to make other use of slots.
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.15 05:35:00 -
[731]
Originally by: Bronson Hughes
The Moros loses about 30% of its DPS at about 55km due to the drone control limit. Yes, the Nag does lose more damage at 150km, but it gets to keep all of its weapons on target roughly 3x longer than a Moros can. Yes the Moros can do more damage at shorter ranges than the Naglfar can, but once you go beyond drone control range the Nag will beat it hands down. Guess what, that's pretty much the way it is with all Gallente and Minmatar ships. See my comment above regarding variety.
Hello; Meet my 100km sentry drones. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |
Aston Vette
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Posted - 2009.05.15 06:10:00 -
[732]
Originally by: Tom Hanks I just wanted to remind CCP that the Citadel explosion velocity needs to be increased significantly. A mothership can currently speed tank phoenixes no problem, which is absurd.
I do not want capital cruise missiles either, since this does nothing to solve the actual problem of citadel explosion velocity, which could easily be fixed with a number change.
*snip*
What I would propose is changing the name of the existing "torpedos" to "cruise missiles", fixing the moving target and range issues, and also implementing "new" torpedoes that would parallel autocannons, blasters & pulse a bit better regarding range, damage, ability to hit moving targets, etc.
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Nova Satar
Annihilate.
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Posted - 2009.05.15 12:26:00 -
[733]
Originally by: Midjutetur
Originally by: CCP Chronotis Tactical shield manipulation V pre-req makes us emo
It is true that this skill is not so useful and pretty much the only reason to train this skill to 5 is so you can use capital shield boosters. We are open to possibly changing this to shield management 5 (a skill most of you should have and find more useful) but this does not help those of you who have gone through the pain already, only potential future naglfar pilots or those who specifically armour tanked their ships only and might be branching towards the phoenix for example.
are you gonna go through with this?
Would be nice, minmatar skill routes are getting ridiculously long, if you;re an aamrr pilot think yourself lucky ffs, Training "Armour" and "Gunnery" must be lvoely you should all have amazing chars by 25mil sp tbh lol..
Minmatar cap pilots now need "Armour" "Shield" "Capital Projectile" AND "Capital Torp"
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.15 13:31:00 -
[734]
Edited by: Bronson Hughes on 15/05/2009 13:33:07
Originally by: Blane Xero
Hello; Meet my 100km sentry drones.
And how often do you fit a Drone Link Augmentor to your Moros? Because without it, your 100km sentry drones aren't shooting much past 55km. There's a reason why Curator IIs are popular with Moros pilots; Bouncer IIs and Warden IIs lose a lot of their range due to the drone control limit. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Hun Jakuza
Guargumi INC.
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Posted - 2009.05.15 15:45:00 -
[735]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 15/05/2009 13:33:07
Originally by: Blane Xero
Hello; Meet my 100km sentry drones.
And how often do you fit a Drone Link Augmentor to your Moros? Because without it, your 100km sentry drones aren't shooting much past 55km. There's a reason why Curator IIs are popular with Moros pilots; Bouncer IIs and Warden IIs lose a lot of their range due to the drone control limit.
55km ? With your skills ? You not learning too mutch :D
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.15 17:47:00 -
[736]
Originally by: Hun Jakuza
55km ? With your skills ? You not learning too mutch :D
Regardless of what kind of drone you're using, no matter how much range it has, you cannot order any drone to attack a target that is further away from you than your drone control range. Maximum drone control range without any bonuses or drone upgrade modules is 60km; 57km or 54km is more common as not many people train Electronic Warfare Drone Interfacing to V. Even if you were using sentries with a range of 100km, you cannot order them to attack anything beyond that 60km (or less) limit. Unless, of course, you're fitting a Drone Link Augmentor in one of your dread's high slots, but even then that only gets you to 80km (or less). So really, you'd need to fit two Drone Link Augmentors to use these wonderful 100km sentries of yours.
Or, you could fit 3 guns and a siege module and still do good damage.
Also, for the record, there are no sentry drones that have 100km of range unless they're fighting at half falloff; both the Warden II and Bonucer II with max skills can do it (75km+30km and 60km+42km). However, you can improve that performance if you want to fit some Omnidirectional Tracking Links in your mids along with the two Drone Link Augmentors up top. I wouldn't reccomend it though.
tl;dr version: Learn2Drone, seriously. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.15 22:25:00 -
[737]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 15/05/2009 13:33:07
Originally by: Blane Xero
Hello; Meet my 100km sentry drones.
And how often do you fit a Drone Link Augmentor to your Moros? Because without it, your 100km sentry drones aren't shooting much past 55km. There's a reason why Curator IIs are popular with Moros pilots; Bouncer IIs and Warden IIs lose a lot of their range due to the drone control limit.
To be honest from my understanding of Sentry drones, i was unde the impression that they were able to attack anything so long as the drones themselfs are within the 54-60km control range. If this is not the case, then i apologise. But if it is indeed as you say, then it needs to be looked at in my opinion. The control range makes sense for normal moving drones not being able to attack outside of control range (Because they, in turn, need to leave the control range to attack the target) but Sentries do not. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |
Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.15 22:39:00 -
[738]
Edited by: Bronson Hughes on 15/05/2009 22:39:43
Originally by: Blane Xero
To be honest from my understanding of Sentry drones, i was unde the impression that they were able to attack anything so long as the drones themselfs are within the 54-60km control range. If this is not the case, then i apologise. But if it is indeed as you say, then it needs to be looked at in my opinion. The control range makes sense for normal moving drones not being able to attack outside of control range (Because they, in turn, need to leave the control range to attack the target) but Sentries do not.
As an avid Sentry Domi user, I can assure you that this is the case. Sentry Drones use the exact same logic as normal drones: they must be within drone control range, as must their targets, for any command to register. The only differences are the sniper-like stats and the very low speed. In fact, if you watch a sentry drone attacking a target long enough, you'll see that it is approaching it like any other drone albeit very slowly.
No apology necessary but I appreciate it nonetheless. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Rognin
Minmatar Rule of Five The Junta
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Posted - 2009.05.16 01:19:00 -
[739]
Originally by: c0rn1 Why don't we use a different approach to the Naglfar as to other Dreads? Just leave it as it is, BUT change it's role completely. Say we have the 2/2/1 layout in highslots. 2 turret, 2 missile, 1 siege module. BUT give this ship a role like the following:
A Capital Killer: This requires the following upgrades to Eve:
A Capital Energy Neutralizer:
Power Grid: 125,000MW CPU Need: 100tf Activation Cost: 1600 Energy Energy Neutralized: 2000 Energy Activation time: 24s
Special Abilities to the Naglfar:
+ 5% ROF and Damage to Capital Projectiles per skill level + 20% to Energy Destabilizers range and amount per skill level (Siege mode affects this as well as the damage above) 99% reduction in CPU need for Siege Module
Screw the torp bonus completely and make it an even more than sup-par Dread to siege POSs but let its time come when capitals are to be killed! I think we don't need 4 dreads in line with each other. Give them certain roles what they are good at. At least do it to the Nag since that one has no character as of now. This would solve the solution of a redesign and it would make it invincible in the role it has. Just kill another capital better than any other dread but basically suck at shooting POSs. The above mentioned characteristica are just taken out of my mind and do not reflect a 100% thought through solution. I just want to show a different way to go with the naglfar.
Cheers
c0rn1
+1
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Blane Xero
Amarr The Firestorm Cartel
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Posted - 2009.05.16 03:06:00 -
[740]
Originally by: Bronson Hughes Edited by: Bronson Hughes on 15/05/2009 22:39:43
Originally by: Blane Xero
To be honest from my understanding of Sentry drones, i was unde the impression that they were able to attack anything so long as the drones themselfs are within the 54-60km control range. If this is not the case, then i apologise. But if it is indeed as you say, then it needs to be looked at in my opinion. The control range makes sense for normal moving drones not being able to attack outside of control range (Because they, in turn, need to leave the control range to attack the target) but Sentries do not.
As an avid Sentry Domi user, I can assure you that this is the case. Sentry Drones use the exact same logic as normal drones: they must be within drone control range, as must their targets, for any command to register. The only differences are the sniper-like stats and the very low speed. In fact, if you watch a sentry drone attacking a target long enough, you'll see that it is approaching it like any other drone albeit very slowly.
No apology necessary but I appreciate it nonetheless.
TBh i prefer ogres over sentries anyway But thanks for the insight. ___________________________________________ Haruhiist since December 2008
^Third Times a Charm^ |
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Naomi Knight
Amarr Imperial Academy
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Posted - 2009.05.16 16:18:00 -
[741]
Originally by: Hun Jakuza
CCP created Naglmao and Naomi Knight can't use brain, because she never flew with Naglfar, she just a simple whinningbot alt.
Why? Do you fly it, Seal King? Go back to your seal puddle and do lvl4 missions instead of making a joke of yourself ,believes that moros can order its drones farther than 60km .... seal king.
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Hun Jakuza
Guargumi INC.
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Posted - 2009.05.17 05:12:00 -
[742]
Originally by: Naomi Knight
Originally by: Hun Jakuza
CCP created Naglmao and Naomi Knight can't use brain, because she never flew with Naglfar, she just a simple whinningbot alt.
Why? Do you fly it, Seal King? Go back to your seal puddle and do lvl4 missions instead of making a joke of yourself ,believes that moros can order its drones farther than 60km .... seal king.
Yes i can fly with them, but i dont using them long time ago, because the Naglfar a crap dread, dear whinningbot. Go back to your noobcorp to Jita and try save your pod when flying with your Imparior, my friend.
http://www.battleclinic.com/eve_online/pk/view/player-Naomi+Knight-kills.html
And forget the EFT try real Eve life.
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St Drakul
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Posted - 2009.05.17 20:21:00 -
[743]
Edited by: St Drakul on 17/05/2009 20:22:55 3rd turret hardpoint. /sign
And can't wait for this Tactical Shield Manip. obstacle removed... Hope it will be fixed soon.
And just ignore Naomi K., every post of his/her are just another troll as far as i have seen.
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Nova Satar
Annihilate.
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Posted - 2009.05.18 08:03:00 -
[744]
Edited by: Nova Satar on 18/05/2009 08:03:26 i love how people see ccp make one ship change and suddenyl every other ship in the class needs a boost!
Waaaaaaaaaa my sentry drones insta popped a recon ship waaaaaaaaaaaaaaaaaaaaaaaa
Everyone thinks they need to tank their dread to **** then complain about the dps, ALL DREADS NEED TRIPLE DAMAGE MODS! NOOOOOBS.
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Tiger's Spirit
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Posted - 2009.05.18 09:14:00 -
[745]
Originally by: St Drakul Edited by: St Drakul on 17/05/2009 20:22:55 3rd turret hardpoint. /sign
And can't wait for this Tactical Shield Manip. obstacle removed... Hope it will be fixed soon.
And just ignore Naomi K., every post of his/her are just another troll as far as i have seen.
/signed
3 gun turret for Naglfar, forget it torpedoes And yes ignore NaomiK, she just spamming all thread.
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AncientLord
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Posted - 2009.05.18 10:00:00 -
[746]
Originally by: Tiger's Spirit
Originally by: St Drakul Edited by: St Drakul on 17/05/2009 20:22:55 3rd turret hardpoint. /sign
And can't wait for this Tactical Shield Manip. obstacle removed... Hope it will be fixed soon.
And just ignore Naomi K., every post of his/her are just another troll as far as i have seen.
/signed
3 gun turret for Naglfar, forget it torpedoes And yes ignore NaomiK, she just spamming all thread.
/signed
3 gun turrent and remove siege launcher.
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.18 14:01:00 -
[747]
Originally by: AncientLord
Originally by: Tiger's Spirit
Originally by: St Drakul Edited by: St Drakul on 17/05/2009 20:22:55 3rd turret hardpoint. /sign
And can't wait for this Tactical Shield Manip. obstacle removed... Hope it will be fixed soon.
And just ignore Naomi K., every post of his/her are just another troll as far as i have seen.
/signed
3 gun turret for Naglfar, forget it torpedoes And yes ignore NaomiK, she just spamming all thread.
/signed
3 gun turrent and remove siege launcher.
Quit '/sign'-ing for a third turret hardpoint already. Aside from the fact that CCP has already said there will be no third turret hardpoint, the existing changes have already gone through.
The new Nag already does the best DPS between 60km and 150km, active tanks better than a Phoenix, and has one more slot overall than all of the other dreads. Suck up the split weapon training like Moros pilots have always done and live with your newly wonderful dread. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Tiger's Spirit
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Posted - 2009.05.18 15:23:00 -
[748]
Edited by: Tiger''s Spirit on 18/05/2009 15:26:04
Originally by: Bronson Hughes Quit '/sign'-ing for a third turret hardpoint already. Aside from the fact that CCP has already said there will be no third turret hardpoint, the existing changes have already gone through.
The new Nag already does the best DPS between 60km and 150km, active tanks better than a Phoenix, and has one more slot overall than all of the other dreads. Suck up the split weapon training like Moros pilots have always done and live with your newly wonderful dread.
CCP nothing to said for third turretpoint and pls dont change character for answer.
Second question ? Which weapon training need Moros pilot ? Drones ? LOL
All dread pilot can useing drones, and all learned t2 heavy or another drontypes.
Third question ? How mutch another pilot need splitted weapon training ? How mutch another pilot need splitted tank system training ? No one else just the minmatars.
Most of pilot need for Nidhoggur armor tank, now we need to learn capital shield repairing for Naglfar too.
Double time learning for tank system and double time learning time for splitted weapon system. And what we have ? Two b*llsh*t capital with four plus learning months than others pilot. Man, four monts for nothing.
Best DPS within 60 to 150km ? This is not true. Best active tank like Phoenix ? LOL again. Who you could make it better tank than Phoenix, when Phoenix have +1 med slots and never forget shiled EM resist starting with 0 resist. Oh my.
So just do /signing, because Naglfar is still a crap and three turret slot need for balancing into other ships.
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2009.05.18 16:33:00 -
[749]
Originally by: Tiger's Spirit
CCP nothing to said for third turretpoint and pls dont change character for answer.
I'm not entirely sure what that sentence says, but CCP did clearly state earlier in this thread that a third turret hardpoint on the Nag simply is not going to happen anytime soon. Whether you believe their reasons for stating so is up to you. Also, this is the only character that I post with aside form the occasional alt blunder in which case I clear the post and re-post it with this character.
Originally by: Tiger's Spirit
Second question ? Which weapon training need Moros pilot ? Drones ? LOL
All dread pilot can useing drones, and all learned t2 heavy or another drontypes.
Well, when you consider that non-Moros pilots can very easily get away with using T1 drones, yeah it's a big deal. Each capital turret requires a rank 5 skill at V as a prereq. Citadel torps only requires a rank 4 skill to V as a prereq. T2 Heavy Drones and Sentry Drones each require a rank 5 skill to V as a prereq. I'll grant you that the drone skills are far more versatile, but they are pretty much required to get peak performance out of a Moros whereas they're more or less optional for the others.
Originally by: Tiger's Spirit
Third question ? How mutch another pilot need splitted weapon training ? How mutch another pilot need splitted tank system training ? No one else just the minmatars.
Most of pilot need armor tank for Nidhoggur, now we need to learn capital shield repairing for Naglfar too.
Double time learning for tank system and double time learning time for splitted weapon system. And what we have ? Two b*llsh*t capital with four plus learning months than others pilot. Man, four monts for nothing.
I will grant you that Naglfar pilots having to train capital shield boosters for their previously armor-tanked Nag is a pain. No two ways around it, having to train new skills for a ship that you used to be able to fly sucks. But the end result is a better dread is so many ways that none of the Nag pilots that I've asked about it really mind.
The Moros technically requires more weapons training than the Naglfar does. Nobody complains about it because the secondary weapon system is far more useful than citadel torps, but the training requirement is there nonetheless.
The Niddy can be shield tanked almost as effectively as it can be armor tanked (similar tank, more cap regen, fewer utility midslots); the only reason that everyone armor tanks them is this annoying perception that 'ZOMG armor is better for PvP'.
If you still think that both Minny caps are 'b*llsh*t', you have a lot to learn.
Originally by: Tiger's Spirit
Best DPS within 60 to 150km ? This is not true. Best active tank like Phoenix ? LOL again. Who you could make it better tank than Phoenix, when Phoenix have +1 med slots and never forget shiled EM resist starting with 0 resist. Oh my.
Between the edge of drone control range and the max range of citadel torps (60km to 150km), the new Nag does the best damage of the dreads. Go read back a few pages and look at the math for yourself. There's even pretty graphs to show it.
Pretty much every active tanked Phoenix that I've ever seen uses one of its seven midslots for a cap recharger. So you drop that CR and add another CPR in your extra low slot and you know what you have? The pretty much the exact same tank that you have on a Phoenix with better cap stability so you can run it longer. For buffer fits though, the Phoenix still wins hands down.
Originally by: Tiger's Spirit
So just do /signing, because Naglfar is still a crap and three turret slot need for balancing into other ships.
Have fun thinking the new Nag is crap. If you are even remotely capable of flying them, I suggest that you suck it up and adapt a little; you'll be happy with the results -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
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CCP Chronotis
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Posted - 2009.05.18 17:40:00 -
[750]
Folks,
An update on the two changes we are looking at in the next round of small updates:
Siege Module - "Explosion Velocity Bonus"
The penalty to explosion velocity is currently -92.5%, same penalty which is applied to turret tracking when in siege mode as well. It is recognised that the effect of -92.5% on explosion velocity and turret tracking are not the same so the penalty needs finer tuning.
It is this simple approach we are looking at for improving the damage of citadel torpedoes against moving capital ships as a nice relative increase in damage whilst not being too overpowered increasing the damage envelope to smaller ships when out of siege mode.
Currently, we are looking at decreasing the penalty to -60% which entails hitting a capital ship which is moving at around 100m/s for about ~3,500 damage on average per missile (this number of course varies a lot). Previously under the same conditions, the missile damage was around ~840 hp to give a ballpark improvement amount.
The Damage Over Time or cumulative damage was much more comparable to turrets though this again is heavily dependant on the exact scenario.
Change of Pre-Requisite to Capital Shield Operation skill
This was a change to the pre-requisite skills for capital shield operation primarily changing from tactical shield manipulation V to shield management V with the tertiary skill requirement of engineering V added for some completeness (though most of you should have that anyway).
Summary
Both changes are simple changes and whilst there are ideas for further development such as citadel cruise missiles or a change to the tactical shield manipulation skill effect, these essentially require more time to work on so we are focused on concise changes which achieve our goals for now.
Your feedback on both proposed changes is welcome as ever!
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