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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
elitatwo
Eve Minions Poopstain Removal Team
836
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Posted - 2015.09.11 23:44:56 -
[1] - Quote
Aww, since it's Friday night, they won't hit SiSi tonight or tomorrow, my guess is later next week.
(Read with Morgan Freemans deep serious voice) Or will they?
Now the only thing the Harbinger needs is a tad more grid to fit heavy beams and the Navy Drake maybe -1 launcher but a 10% explosion radius bonus?
/me makes puppy eyes
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elitatwo
Eve Minions Poopstain Removal Team
836
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Posted - 2015.09.12 00:25:17 -
[2] - Quote
Ransu Asanari wrote:Can we take a look at giving the Cyclone a bit more CPU? It's pretty tight, even on a double-nano brawling setup, but if you want to fit Heavy Missiles and try for long range, you need a Co-Processor or rig, and Meta/Faction a lot of modules. You could probably take a little PG away from the Cyclone to balance it, as it always seems to have some left, although being able to use both utility high slots would be nice. Some example builds: http://i.imgur.com/q3gYFxd.png
Or you could like fit the right size shield booster on the cyclone. I believe those x-large are for battleships.
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elitatwo
Eve Minions Poopstain Removal Team
837
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Posted - 2015.09.12 09:19:22 -
[3] - Quote
Ransu Asanari wrote:Quote:Or you could like fit the right size shield booster on the cyclone. I believe those x-large are for battleships. Fair enough, there will always be fitting choices when trying to fit oversized mods. But even if I drop down to a LSE + Large ASB, there is still a lot of extra powergrid, and CPU is still tight, or you go over trying to use your utility highslots. I still think it could use some tweaking: http://i.imgur.com/LHMuqNG.png
Hmm, can you ditch one ballistic control and fit a powerdiagnostic? Would give you more shield hp and cap for a little less damage. Well I am sorry, I don't fly minmatar, so I can give advice from what I see on the screen.
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elitatwo
Eve Minions Poopstain Removal Team
837
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Posted - 2015.09.12 11:30:43 -
[4] - Quote
afkalt wrote:And mines is that missiles are the only weapon system harshly penalized because they don't have the options all others do for their weapon fittings. Therefore those are the only ships forced into fitting mods, or just not bothering.
Downsizing from 425 to 220 or 180 is a far smaller hit than losing a BCU for a fitting mod, for example.
I love to bring this up as often as I can, muahahaha
The reason for this "punishment" was as you might have guessed - 100% application. I didn't bring it up the last few times but it was implied.
Can you see now why I want it back?
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elitatwo
Eve Minions Poopstain Removal Team
837
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Posted - 2015.09.12 12:15:10 -
[5] - Quote
Oh before I forget, can you give the Ferox her 5 unbonused missile launchers back? It's just for old times sake because it reminds me of my nubie days.
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elitatwo
Eve Minions The-Company
847
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Posted - 2015.09.26 15:23:05 -
[6] - Quote
Jezza McWaffle wrote:I've looked at some of these changes now in Pyfa so I can get an idea of what is viable and what isn't. The tank on the Navy Drake (shield) and the Navy Brutix (hull) is insane, and I think the other ships need to be buffed slightly in base HP to compensate, when you can easily hit the 100K mark on the Navy Drake yet the Harb for instance lacks behind massively it feels at odd ends.
The Fleet Cane needs more PG and especially CPU in my opinion, I had trouble getting an arty fit to work that included any tank, and thats without putting anything in the 2 spare highs, and with an armour auto fit I had exactly the same problem.
The regular Harb feels like it could do with a slight PG buff (maybe by +60) to make beams viable, it can get a semi decent fit with Pulses but it doesn't feel like any difference before the buffs.
Edit: Just to add, I do think more PG and CPU buffs to all the ships would increase the viability and flexibility. Obviously some ships need more buffs than others.
I agree, the Harbinger still feels a little sad and despite the optimal and falloff and slight mobility increase it is still the same ship. I would have really liked if we could fit heavy beams on and something that can be considered an armor tank.
A tad more powergrid would go a long way.
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elitatwo
Eve Minions The-Company
850
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Posted - 2015.09.27 04:52:38 -
[7] - Quote
Devil Seven wrote:Can you look at giving the ferox a 5th low slot it will give it more fitting options and make it more useful in the proposed update otherwise the rest of them look good just not sure how I like the ferox atm looks like a huge nerf to the thing 7/6/5 is a good number too
You would have to remove one slot from somewhere else for that. With your layout the Ferox would one more slot that all the other battlcruisers. As far as I have seen the Ferox is okay.
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elitatwo
Eve Minions The-Company
852
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Posted - 2015.09.27 16:24:56 -
[8] - Quote
Harvey James wrote:Devil Seven wrote:Can you look at giving the ferox a 5th low slot it will give it more fitting options and make it more useful in the proposed update otherwise the rest of them look good just not sure how I like the ferox atm looks like a huge nerf to the thing 7/6/5 is a good number too the problem the ferox has and has always had is that it has too compete with the drake for usage, and ofc caldari being mainly missile based that has always been against it, only recent buffs too rails has made it useful, these changes still don't really bring it out of the drakes shadow especially with the drake having nearly the same range as a raven now, some things too help ferox too be more useful - lower sig and more mobility - 5th lowslot for a high for greater options - nerf HAM range too 10km instead of its 20km range it shares with torps - drake could lose its resist bonus too for some tracking - myrmidon in a shield dps config also outdoes a ferox for dps and only slightly lower than a shield dps brutix.
Where do you get your numbers from? The Drake has 83km maximum heavy missile range with tech1 and faction missiles. That range is only true IF the Drake is not moving and the thing the Drake is shooting at is also not moving.
The Raven gets 266km range with regular and faction missiles.
The Ferox has 100/114km range with 200mm railguns and Spike M or 11/26km with Null M and neutron blasters.
And all Gallente ships should automatically explode on undock when they have shield mods on except for the Talos.
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elitatwo
Eve Minions The-Company
852
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Posted - 2015.09.27 17:04:16 -
[9] - Quote
Harvey James wrote:...read the post properly, i mentioned HAM's NOT cruise missiles, and you have clearly not looked at brutix/myrm shield fits compared too what the ferox shield tank will be.
You and your nerfs all the time. I say increase torpedo range to 50km and nerf bombers accordingly. And for christ sake give them full application.
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elitatwo
Eve Minions The-Company
853
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Posted - 2015.09.27 18:25:28 -
[10] - Quote
Harvey James wrote:elitatwo wrote:Harvey James wrote:...read the post properly, i mentioned HAM's NOT cruise missiles, and you have clearly not looked at brutix/myrm shield fits compared too what the ferox shield tank will be. You and your nerfs all the time. I say increase torpedo range to 50km and nerf bombers accordingly. And for christ sake give them full application. 50km torps is just madness, range on a jav raven would be crazy, nerfs are just necessary sometimes for balance (looks at T3's), better than powercreep which is what the navy drake kind of feels like HAM's having 16km range with rage is just OP, 30km with javelin is also OP and better than scorch .. range being the supposed strong point of lasers, but conflag doing 10km is just lame compared, then you only need too look at auto's and blasters too see how strong that range actually is on HAM's.
You do know that missile range is very relative right? And even javelin missiles have trouble shooting smaller stuff. The explosion velocity on hams is just terrible.
I tell you what, you make a video where you show me without doubt and reproducible where heavy assault missiles will have 30km range and I give you one million isk.
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elitatwo
Eve Minions The-Company
853
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Posted - 2015.09.27 21:39:22 -
[11] - Quote
Harvey James wrote:..a drake with lv5 skills can get 30km range with javs FACT..
On your fitting screen. And only if your Drake is not moving and the thing it is shooting at isn't moving too. Then and only then you get ~29km range.
Missile range does not work like turrets. Turret range is always true.
The End.
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elitatwo
Eve Minions The-Company
860
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Posted - 2015.09.28 21:08:36 -
[12] - Quote
Lloyd Roses wrote:I've been orbiting a Domi's sentries with my Tengu at 1km, I ran under the guns of T3s and out of reach of harbingers, always hitting for 610dps with HAMs. Not only do missiles get awesome damage at range - they also got it regardless of your own movement.
It's a miracle I never roll into your hole tho.
That is what you want to do with hams. But in order to do that you need to pin your target first, which you want to do too. Now imagine that you are chasing a svipul with your ham Drake or Tengu. Your ham range will be 50% of the maximum at best.
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