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Thread Statistics | Show CCP posts - 13 post(s) |
HELLBOUNDMAN
The Proletarii
99
|
Posted - 2012.09.29 03:46:00 -
[211] - Quote
CCP Ytterbium wrote:
CALDARI DESTROYER: Missiles, missiles, missiles, missiles, that's what this hull is all about. It spams missiles a quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.
Ship bonuses: +5% to rocket and light missile kinetic damage per level +10% to rocket and light missile explosion velocity per level Role bonus: +50% to rocket and light missile velocity Slot layout: 8 H, 3 M, 2 L, 8 launchers Fittings: 45 PWG, 210 CPU Defense (shields / armor / hull) : 950 / 750 / 750 Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s Mobility (max velocity / agility / mass / align time): 250 / 2.5 / 1900000 / 4.89s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7 Sensor strength: 12 gravimetric Signature radius: 69 Cargo capacity: 450
I'm cool with most of what this destroyer shows, except for specifically
"+5% to rocket and light missile kinetic damage per level"
I thought the current balancing plan with missiles was to get away from focused type bonuses? |
Jerick Ludhowe
Toxic Waste Industries
159
|
Posted - 2012.09.29 03:47:00 -
[212] - Quote
These new destroyers are so confused... We got a mini curse that is going to just end up being a far better sentinel, we got some nonsensical matari boat with bonuses that just feel so out of place, and we got a gallente drones/gun boat that has far too much in common with the current gallente destroyer... The only one that I feel is reasonably well designed is the caldari destroyer....
I'd highly suggest going back to the drawing board. Just because you (ccp) promised new destroyers does not mean you should release under par content that will inevitably need a rebalence the moment it goes live...
|
MeBiatch
Republic University Minmatar Republic
588
|
Posted - 2012.09.29 03:49:00 -
[213] - Quote
Omnathious Deninard wrote:Kesthely wrote:Giving the Gallente destroyer a possiblity of 10 drones is a bad idea, not due to server lag issues or anything wrong with fielding 10 light drones, but the fact that that will give you a 50 mbit 50 bay minimum, and thus the medium scout drones can be used.
This will take its intended role away (anti frigate platform)
As an alternative, i'm suggesting a role bonus change: Give it an increased warp disruptor range Role bonus: 50% bonus to warp disruptor range
This will keep the gallente (drone) pilots happy and in line with its racials (although i do think you should consider dropping the mids to 2 the same as the amarr one then 5 medium drones dps is not equal to 10 light drone dps using hobgoblins and hammerheads with max skills 10 hobgoblins 297dps 5 hammerheads 237.6 dps i am most worried about server load and not dps difference, plus medium drones track for crap. if the server can handle it the gallente bonuses would be great as such +10% drone damage and hitpoints +10% drone tracking and optimum range role bonus +5 drone control yes and ffs give us light and medium sentry drones Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |
Tragedy
The Creepshow
26
|
Posted - 2012.09.29 04:13:00 -
[214] - Quote
Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds. |
HELLBOUNDMAN
The Proletarii
99
|
Posted - 2012.09.29 04:15:00 -
[215] - Quote
Tragedy wrote:Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds.
I'm more interested in the missile boat...
Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing... |
Lili Lu
502
|
Posted - 2012.09.29 04:23:00 -
[216] - Quote
HELLBOUNDMAN wrote:Tragedy wrote:Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds. I'm more interested in the missile boat... Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing... Well it could be worse for you. Notice the explo damage bonus on the Minmatar destroyer. That'll be great against all the shield tanked frigs it will be shooting. |
HELLBOUNDMAN
The Proletarii
100
|
Posted - 2012.09.29 04:40:00 -
[217] - Quote
Lili Lu wrote:HELLBOUNDMAN wrote:Tragedy wrote:Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds. I'm more interested in the missile boat... Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing... Well it could be worse for you. Notice the explo damage bonus on the Minmatar destroyer. That'll be great against all the shield tanked frigs it will be shooting.
That's my point.
I could have sworn that with most of the ship rebalancing they were doing that they were getting away from specific damage bonuses with missiles.
Guess not.. |
OT Smithers
Buccaneer's Den
183
|
Posted - 2012.09.29 04:44:00 -
[218] - Quote
Hazard117 wrote:Name the caldari destroyer the Owl. I mean theres the Hawk, Moa, Falcon might as well add another bird / creature name in to the caldari ship list.
It should be named the Pidgeon. |
Zhilia Mann
Tide Way Out Productions
685
|
Posted - 2012.09.29 04:46:00 -
[219] - Quote
Lili Lu wrote:This is a very disappointing op and thread. Where to begin. Gallente: Seriously? A 50% optimal role bonus? That already exists on all the existing destroyers And now it will only apply to 4 turrets on this new destroyer. Fix the catalyst, give it more grid, and make this new destroyer something new and not another split weapon gallente failure. Also, a 25/50 dronebay that is not as good as the Amarr one is a second slap in the face. Make the second bonus the tracking bonus the Tristan is getting. And then make the role bonus a 10m3 dronebay per level. Thus at level 5 the dronebay would be 100m3 and thus better than the Amarr dronebay. Drone destroyers are going to lose lots of drones (isk will become a ***** but oh well) so they'd better have lots of spares. Then give the ship another turret to make up for losing the 5% hybrid damage bonus. Amarr: I don't like your giving a tech I ship a neuting range or amount bonus. And to only give it 2 mids doesn't work for that (a cap recharge bonus still leaves the ship vulnerable to medium and heavy neut alpha). So, how does it fuel the neuts and still have prop and tackle mods? It doesn't. But then how do you make this ship stand out? Well, no problem with keying on the missile launchers. The coercer is a laser boat. The worm is a drone+missile boat but it shield tanks. So this destroyer can be a drone+missile boat that armor tanks. Give it 4 launchers and no turrets. The second ship bonus could be a drone tracking bonus like the Gallente destroyer. Then the role bonus can be a +5% em damage or rof bonus on the launchers. This split weapon bonus paradigm actually will satisfy Amarr tech II Khanid Innovation fans I would bet. Minmatar: Ok the missile boats have to be carerful not to be absolute murder on frigates. The Caldari one is game breaker, but I'll get to that last. The damge bonus is fine. The range role bonus is maybe ok, but I'll comment on it with the Caldari comments below. But I have no idea what you are doing with this new mwd sig reduction bonus. I haven't run the math on what that does to the size of the ship in powered flight. Regardless you are shorting the offensive capacity of this ship by restricting it to 7 launchers and then giving in 2 defensive features (the sig reduction and the extra low slot). This seems to be breaking the mould on this class of new destroyers that all are getting offensive bonuses only except for this ship. I suppose the extra low could be filled with another BCS as against the Caldari one, or a TE and thus something like what the Caldari one's proposed bonus is. But I really can't figure this out, so I'll leave this for others to comment on. Caldari: And here is where I have real concerns. The damage bonus is fine. The range and explosion velocity bonuses though I'm concerned about especially in conjunction with the new TC/TE mechanics. Even without the new mods these bonuses with the increased light missile damage and the other ship damage bonus could alone make these ships absolute frigate murderers. It could very well moot all the work you are doing on frigs. The drone boats drones can be killed, and the travel time on the drones is slower and very more noticiable on the screen. But killer missiles are not so apparent (especially since many of us have the trails turned off for frame rate issues, and even if not they are not going to be blinking yellow as they travel toward the targeted ship). I would like to see the math on what a 50% range velocity bonus will mean in conjunction with new mTCs/mTEs. Also, ditto for the secondary explosion velocity bonuses and the new missile tracking mods. You absolutley have to avoid making these two missile destroyers into Instant frigate nullifers. Be very careful with this. Maybe post some numbers for us.
Lili, I've never been a fan of yours until this balancing round. This nails it though.
All of these changes are getting very hard to evaluate without knowing what's in the works for missiles vis-a-vis TE/TCs. That could make or break everything in this round of changes and it's the one thing we so far know nothing about. |
Galphii
Sileo In Pacis THE SPACE P0LICE
70
|
Posted - 2012.09.29 04:53:00 -
[220] - Quote
Okay, I'm gonna go ahead and fix this for you right now. Some of the numbers are a bit general (like align time I didn't even touch) but these ships would be slower than attack line destroyers.
Behold, the combat destroyer line!
- AMARR DESTROYER:
Ship bonuses: +10% to drone damage and hitpoint per level +5% to armour resistances per level Role bonus: +50% to small energy turret optimal range Slot layout:4 H, 3 M, 5 L, 3 turrets, 1 launchers Fittings: 50 PWG, 150 CPU Defense (shields / armor / hull) : 750 / 1100 / 950 Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s Mobility (max velocity / agility / mass / align time): 215 / 2.70 / 1750000 / 4.71s Drones (bandwidth / bay): 25 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6 Sensor strength: 10 radar Signature radius: 66 Cargo capacity: 300
- CALDARI DESTROYER:
Ship bonuses: +5% to rocket and light missile kinetic damage per level +5% to shield resistance bonus per level Role bonus: +50% to rocket and light missile velocity Slot layout:6 H, 4 M, 2 L, 6 launchers Fittings: 45 PWG, 220 CPU Defense (shields / armor / hull) : 1150 / 750 / 750 Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s Mobility (max velocity / agility / mass / align time): 220 / 2.5 / 1900000 / 4.89s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7 Sensor strength: 12 gravimetric Signature radius: 69 Cargo capacity: 450
- GALLENTE DESTROYER:
(fully bonused medium drones on this thing is not a good idea, hence the tracking bonus instead)
Ship bonuses: +10% to drone tracking speed and HP per level +10% to armour repair amount per level Role bonus: +50% small hybrid turret optimal range Slot layout: 5 H, 3 M, 4 L, 4 turrets Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 800 / 1050 / 1000 Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s Mobility (max velocity / agility / mass / align time): 230 / 2.45 / 1800000 / 4.46s Drones (bandwidth / bay): 50/ 50 Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7 Sensor strength: 11 magnetometric Signature radius: 72 Cargo capacity: 350
- MINMATAR DESTROYER:
Ship bonuses: +5% to rocket and light missile damage per level + 7.5% to shield boost amount per level Role bonus: +50% to rocket and light missile explosion velocity Slot layout:5 H, 4 M, 3 L, 5 launchers Fittings: 48 PWG, 220 CPU Defense (shields / armor / hull) : 1050 / 850 / 800 Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s Mobility (max velocity / agility / mass / align time): 240 / 2.89 / 1600000 / 4.64s Drones (bandwidth / bay): 5 / 5 Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6 Sensor strength: 9 ladar Signature radius: 60 Cargo capacity: 400
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Azula Kishtar
Lonely among the Stars
10
|
Posted - 2012.09.29 05:03:00 -
[221] - Quote
The Caldari Destroyer looks very powerful. With all the Light Missile changes, it will have very good raw damage and damage projection. I see that the PG is supposed to balance the LML fit, i guess, but a Character with good skills and an MPAC should be able to fit a full rack of Launchers, MWD and three 1 PG mods like a TD, Point or Damage Module. CPU won't be a problem and tank will be provided by staying out of range and using a TD.
The Minmatar Destroyer is ok i guess. I doubt the MWD bonus will overshadow Interceptors, as it is still a much bigger and slower target. It looks solid at first glance.
The Amarr Destroyer looks like a smaller version of the Arbitrator, with no bonuses to TDs, but to Neuts to make the small Neuts have the same range as medium Neuts on the Arbitrator i guess. Again, i doubt it will overshadow the Sentinel as some people have feared (not saying that the Sentinel and other EAFs wouldn't need a lot of looking at though). I'm not much of a drone lover myself however, so i will probably not be using it too often.
Which brings us to the Gallente Destroyer. I don't like it. Not just because i don't like drones in general, but mainly because it has split weapon bonuses. I can see it being better with Blasters than the Catalyst because it has three med slots, so it can easily have a web, but of course it has much less raw damage in her turrets. Maybe the drones actually make up for that, but i kinda doubt it.
Anyway, i really think you should look at all four of them very closely.
|
Eckyy
EVE University Ivy League
28
|
Posted - 2012.09.29 05:13:00 -
[222] - Quote
Galphii wrote: +10% to armour repair amount per level
^ I think it says something about the state of active armor tanking that it needs a 50% bonus and even then I'd be tempted to pass on it in most fits. |
Galphii
Sileo In Pacis THE SPACE P0LICE
71
|
Posted - 2012.09.29 05:16:00 -
[223] - Quote
Eckyy wrote:Galphii wrote: +10% to armour repair amount per level
^ I think it says something about the state of active armor tanking that it needs a 50% bonus and even then I'd be tempted to pass on it in most fits. Seems to be the way CCP are going lately with this bonus (Incursus leads the way). I'd prefer it to be a +5% boost to armour HP/lvl, but we can't always get what we want |
Shaalira D'arc
Quantum Cats Syndicate
506
|
Posted - 2012.09.29 05:28:00 -
[224] - Quote
CCP Ytterbium wrote: * Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
While this buff is appreciated and needed, have you considered the issue of Drone Damage Amps being incompatible with armor tanking? They take up much-needed low slots, especially on drone boats that have armor tanking bonuses (coughMyrmidoncough). It says something about the meta when, to use drone mods effectively, you have to shield-tank your armor-bonused drone boats.
Also, echoing concerns about the proposed Caldari missile-destroyer. Tiericide is meant to expand the ship selection. If this ship goes in as is, I'll be flying it exclusively among the new destroyers. |
Aaron Greil
Royal Imperial Navy Reserves
35
|
Posted - 2012.09.29 05:42:00 -
[225] - Quote
I think I wouldn't be out of line to say the eve community would rather have something well thought out and well balanced released at a later date than to have something new now, that will inevitably need fixing later. Seriously, this was a nice surprise today, but I was kinda hoping for combat cruisers. |
Ark Anhammar
EVE University Ivy League
13
|
Posted - 2012.09.29 05:57:00 -
[226] - Quote
Galphii wrote:I'd prefer it to be a +5% boost to armour HP/lvl, but we can't always get what we want I'd much rather this instead of an active armor repping bonus. Buffer on this sort of ship would be pro, but having buffer on a wider variety of Gallente ships would just be amazing.
|
Tyberius Franklin
Federal Navy Academy Gallente Federation
311
|
Posted - 2012.09.29 06:01:00 -
[227] - Quote
Shaalira D'arc wrote:CCP Ytterbium wrote: * Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
While this buff is appreciated and needed, have you considered the issue of Drone Damage Amps being incompatible with armor tanking? They take up much-needed low slots, especially on drone boats that have armor tanking bonuses (coughMyrmidoncough). It says something about the meta when, to use drone mods effectively, you have to shield-tank your armor-bonused drone boats. This isn't unique to DDA's. All damage mods are low slot including mag stabs and heat sinks. Both of these see extensive use by the armor tanking ships that use the related weapons systems. Why should DDA's be any different? |
Zyella Stormborn
Alpha Strategy In Umbra Mortis
130
|
Posted - 2012.09.29 06:18:00 -
[228] - Quote
Amarr dessie really needs another mid. 2 mids on a drone boat hurts, as 1 is already dedicated to prop (rather mandatory to have prop on every ship in pvp). For drones, you need a web, or a drone augmentor in that mid slot, or possibly an injector, especially if this ship is supposed to be going after those new fast as hell frigates, no? And this is assuming they are not solo, where you would need a point.
Maybe -1 High, +1 mid? |
Omnathious Deninard
Extrinsic Operations
159
|
Posted - 2012.09.29 06:27:00 -
[229] - Quote
Will have to see what happens after this weekend, but as it stands right now, these ships need to be scrapped and taken back to the drawing board. The caldari one is going to be OP, the amarr one is just a mini pilgrim with much less survivability, the minmatar one is just kinda there the sig radius reduction for microwarpdrives is neat but is definitely a T2 ship bonus, the gallente one is a joke, i have nothing else to say but its a joke Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Eckyy
EVE University Ivy League
28
|
Posted - 2012.09.29 06:27:00 -
[230] - Quote
As for those naysayers who are opposed to making a whole new group of anti-frig platforms, the current Coercer can already reduce any frig-sized hull (except for assault frigs) to a wreck before they have time to align and warp, yet nobody seems to cry about it - and don't get me started on the Thrasher. |
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King Rothgar
Black Watch Guard Gl0rious Bastards
308
|
Posted - 2012.09.29 06:29:00 -
[231] - Quote
Interesting ships, definitely different from the existing dessies. I'm unsure as to how useful they will be however. The problem with the existing dessies is that every one of them needs just 1 extra mid/low slot to be effective and these don't grant that. The Troll is trolling. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
299
|
Posted - 2012.09.29 06:43:00 -
[232] - Quote
Right. Now I slept on it and still have no idea what the purpose of these things are.
They have worse damage (except Gallente's), -projection and -application (except Caldari) than existing destroyers with no additional benefit. Particularly the proposed Amarr hull, W T F!
No rhyme or reason behind it that I can see.
Short educational blurp: - Frigate/Destroyer fights are defined by a high damage/EHP ratio .. they are fast and furious. - Frigates and destroyers kill drones at will, only limiting factor is lock time, try sending 20 drones against say five Trash across a 20-30km gap (why do you think the Worm is not fielded except as bling bait?). - Small drones are, since frigates came into style again, expensive as hell .. 4-500k a pop, almost as much as a small gun!
Amarr destroyer is essentially a low tank Worm (aneamic dps (drones), slow) with an utterly pointless neut/nos bonus. With 12km range and considering the dps involved (400+!!) that bonus will never get to come into play, it is dead long before it gets more than one cycle .. barely works on the Sentinel with twice the bonus for Goddess sake. Dronebay size is completely irrelevant as you will be lucky to survive your first flight, much less a second or third .. plus did I mention that drones are expensive as hell, we are talking 6-7M to fill the bay. * Will never fly this. Not worth the ISK (even if free).
Caldari look promising. Would prefer it if rocket damage/application wasn't included, kind of not their thing you know . With a single TC/TE a rocket version of the proposed hull will function like the Coercer creating a 20km sphere of death .. missiles are not so much a problem as engagement is not likely to happen in point range. * Near perfect missile alternative to current rail/blaster platform. Well worth the ISK if/when needed.
Gallente is, due to drones, in the same boat as the Amarr but will at least have the option of blaster ganking stuff with drones providing eWar (read: ECM). Doubt many will do so though as 5 guns worth and near-instantly destroyed supplemental dps won't cut it on todays battlefield. * Personally would not choose this hull over the Catalyst, adds nothing that can not be countered by an 80IQ+ opponent in five seconds.
Minmatar (assuming the first bonus means +dmg to EXP) is an interesting if a bit muddled concept. Will be the ultimate grief mobile in FW minors for sure .. better kiter/griefer than the Slicer! Don't see swarms of these replacing current alpha (arty Thrash) swarms or AC swarms though, sometimes you just need that dps ASAP .. will definitely see action for solo/small gang crews. * Good missile based alternative to current gun platform even if a bit griefy.
So as far as I am concerned you are 50/50, not too shabby.
To Fix Amarr (two options): 1. Double neut/nos bonus to 40%, remove 50m3 bay. Done * Makes it a clear and present danger cap wise. Destroyers generally low EHP prevents abuse outside its intended frame. 2. Replace role with rocket range, replace neut/drone bonuses with rocket bonuses, add one high increase launchers to 6. * Creates the "promised" missile based Coercer
To Fix Gallente: Decide if it whould be drone or gun based. Life expectancy is too damn low for both to be defensible. Double bandwidth, replace gun bonus with drone tracking. * Opens up a whole slew of options; mediums, sentries, lights, eWar .. basically all drones. Destroyers generally low EHP prevents abuse outside its intended frame.
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Strongo
1
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Posted - 2012.09.29 06:46:00 -
[233] - Quote
MINMATAR DESTROYER is ment to have guns projectiels pointed. Tired of seeing changes to a ship would should fit class of ship why place all missles? Minmatar ship all have mixer of guns and missles time to change it so it dose. We already have a missle boat the caldari.
TBH I dont see any sip which has any bounes to the small projectiel guns now what a sad day.... |
Makalu Zarya
Rage and Terror Against ALL Authorities
58
|
Posted - 2012.09.29 07:08:00 -
[234] - Quote
rant below...don't like it don't read it
Bitter old vet checking in...but CCP are u guys gonna actually do anything relevant to gameplay anytime soon?
I mean it's cool and all that noobships and Merlins are now fixed...they can light cynoes so much more efficiently now...and these new cyno lighting destroyers are also very cool. But seriusly something relevant to actual large alliance gameplay maybe?.
at the rate you are going Supercaps aren't gonna be on the list until what...2018?...i mean it took a year to do frigates and destroyers...A YEAR. Alliance have come and gone...people joined and quit...and in that time you fixed the merlin and the rifter. Oh i'm sorry you have also changed the raven even though half of eve can't tell the new one apart from the old one but everyone claims it looks awesome.
So lets see in 2013 we'll fix ruptures and thoraxes so that RvB gangs will live about 30s longer than they do now. in 2014 you'll get around to BCs and maybe finally fix the drake...though i seriously doubt it....by the end of 2016 you might get around to all the battleships...i mean 6 per year, right?
so 2017 we'll go carriers and dreads...and 2018 we'll actually get to the part of the game that is horribly broken...the supercaps!
so that's 6 years until you do anything that is actually worth any of the time for anyone in 0.0?
cool!
bitter old vet checking out |
Aaron Greil
Royal Imperial Navy Reserves
38
|
Posted - 2012.09.29 07:20:00 -
[235] - Quote
Makalu Zarya wrote:rant below...don't like it don't read it
Bitter old vet checking in...but CCP are u guys gonna actually do anything relevant to gameplay anytime soon?
I mean it's cool and all that noobships and Merlins are now fixed...they can light cynoes so much more efficiently now...and these new cyno lighting destroyers are also very cool. But seriusly something relevant to actual large alliance gameplay maybe?.
at the rate you are going Supercaps aren't gonna be on the list until what...2018?...i mean it took a year to do frigates and destroyers...A YEAR. Alliance have come and gone...people joined and quit...and in that time you fixed the merlin and the rifter. Oh i'm sorry you have also changed the raven even though half of eve can't tell the new one apart from the old one but everyone claims it looks awesome.
So lets see in 2013 we'll fix ruptures and thoraxes so that RvB gangs will live about 30s longer than they do now. in 2014 you'll get around to BCs and maybe finally fix the drake...though i seriously doubt it....by the end of 2016 you might get around to all the battleships...i mean 6 per year, right?
so 2017 we'll go carriers and dreads...and 2018 we'll actually get to the part of the game that is horribly broken...the supercaps!
so that's 6 years until you do anything that is actually worth any of the time for anyone in 0.0?
cool!
bitter old vet checking out
It took a year to do: all frigs, destroyers (including adding one), and all cruisers. That's the two largest ship classes and another for good measure. They've added adjustments to countless modules, from remote armor reps to medium artillery. If they continue this trend, BCs and BSs will be next summer, with some tech 2 and possibly caps next winter or summer of 2014. Simmer down. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
35
|
Posted - 2012.09.29 08:00:00 -
[236] - Quote
Makalu Zarya wrote:large alliance gameplay
Makalu Zarya wrote:relevant
lol |
Takeshi Yamato
Blue Republic RvB - BLUE Republic
473
|
Posted - 2012.09.29 08:29:00 -
[237] - Quote
Here are some numbers:
Amarr Destroyer
5x Warrior II + 2x Drone Damage Amplifier II = 168 dps 5x Hobgoblin II + 2x Drone Damage Amplifier II = 205 dps 3x light missile launcher II with faction ammo = 47 dps 3x rocket launcher II with faction ammo = 55 dps 3x dual light pulse II with Scorch = 63 dps
12.6km range on small neutralizers.
This ship is going to be powerful against Gallente and most Amarr frigates. Against ASB frigates with capless weapons it's going to be rubbish. The real defense of the ship is being able to shut down cap using weapons. With 3x neutralizers an Enyo is capped out in three cycles or 18 seconds.
The role bonus questionable in my opinion.
Caldari Destroyer
1x BCU II + faction light missiles = 192 dps at 63 km 2x BCU II + faction light missiles = 231 dps at 63 km
1x BCU II + faction rockets = 227 dps at 15 km 2x BCU II + faction rockets = 272 dps at 15km
With T2 missiles being improved and the new Tracking Computers, this ship is looking is very interesting. The damage projection is phenomenal.
The ship is currently the second fastest of the new destroyers, that's surely an error.
Gallente Destroyer
5x Warrior II + 1x Drone Damage Amplifier II = 144 dps 5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps 4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km
While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:
+10% drone damage and hitpoints per level +10% drone speed and tracking per level Role bonus: +50% drone damage per level.
This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.
Minmatar Destroyer
2x BCU II + faction light missiles = 202 dps at 63 km 2x BCU II + faction rockets = 237 dps at 15km
Even better than the Caldari destroyer due to the extra low slot. The MWD bloom reduction bonus doesn't belong on destroyers. It's not useful against their intended targets and has the potential to upset balance against larger ship classes.
Summary:
The Caldari and Minmatar destroyer will do well in the current shield kiting meta game. The fact that the ships best suited to long range combat also happen to be the fastest makes me concerned.
The Amarr destroyer will have its niche but is unlikely to see widespread use. A role bonus that helps it fight against ASBs and ships with capless weapons would be useful.
The Gallente destroyer doesn't differ enough from the Catalyst and competes with it for the same role. One of them is going to lose the competition and become underused. |
Omnathious Deninard
Extrinsic Operations
161
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Posted - 2012.09.29 08:47:00 -
[238] - Quote
Takeshi Yamato wrote:
Gallente Destroyer
5x Warrior II + 1x Drone Damage Amplifier II = 144 dps 5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps 4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km
While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:
+10% drone damage and hitpoints per level +10% drone speed and tracking per level Role bonus: +50% drone damage per level.
This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.
Speed increase plus light drones equals fail, this has been tested on other ships. Increasing the optimum range of drones and increasing hit points will help such as +10% drone damage and tracking per level +20% drone optimum range and hit points per level Role bonus +50% drone damage This could work as the damage is still there and the drones have a greater survivability, to actually apply some dps Ideas for Dorne Improvement https://forums.eveonline.com/default.aspx?g=posts&m=1658683#post1658683 Updated 9/21/12 |
Luc Chastot
Moira. Villore Accords
16
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Posted - 2012.09.29 08:52:00 -
[239] - Quote
Takeshi Yamato wrote: Gallente Destroyer
5x Warrior II + 1x Drone Damage Amplifier II = 144 dps 5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps 4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km
While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:
+10% drone damage and hitpoints per level +10% drone speed and tracking per level Role bonus: +50% drone damage per level.
This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.
Maybe you meant 50% drone optimal as a role bonus? |
Vilnius Zar
Ordo Ardish
186
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Posted - 2012.09.29 08:53:00 -
[240] - Quote
The Amarr one looks interesting at first glance but do tell me how a neut ship with just two midslots is supposed to operate? Amat victoria curam. |
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