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Thread Statistics | Show CCP posts - 29 post(s) |

Laendra
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Posted - 2007.08.22 14:40:00 -
[541]
In my opinion, a jack-of-so-many-trades ship is not what is needed here. It would seem that you are trying to combine too many aspects together for one really expensive ship. A more logical approach would be to provide an ore compression starbase module, and convert the ORE Capital ship to a cheaper and more effective jump-drive capable industry ship with the following capabilities. Capital Tractor Beams (where are the medium and large ones?), Mining Gang Mod bonus (per level), Industry module that multiplies the Mining Gang mod bonus of the ship when activated, and the survey bonus mentioned for the the other. The max cargo space of the ship should be around 125k, including the Corp Hangar bay. The ship hangar bay should be large enough to carry several hulks. The clone bay should be excluded. Jump range should be somewhere between Carrier and Dreadnought, inclusive. Cost should be about 1.2b (base price).
Skill Reqs should be Mining Director V, Advanced Spaceship Command III, Capital Ships III, ORE [Ship-type] I -------------------
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Tarnia Xavian
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Posted - 2007.08.22 16:43:00 -
[542]
It seems that the ore compression problem has been solved already by the implementation of jump bridges which have brought freighters into our 0.0 regions in a big way.
We don't have an urgent need for a ship or mod that compresses ore anymore.
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Oogane Mochi
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Posted - 2007.08.22 17:26:00 -
[543]
Edited by: Oogane Mochi on 22/08/2007 17:27:34
Originally by: Laendra Skill Reqs should be Mining Director V, Advanced Spaceship Command III, Capital Ships III, ORE [Ship-type] I
Quick Point: How do you get to Capital Ships III without Advanced Spaceship Command V?
Also, there is no reason for Mining Director V should be a requirement. Most chars that have the Spaceship Command skills for this have like 3 base charisma. It would take me 60 days just to get that. Not saying I am not going to, I will train it AFTER I get the ship. Basically, dont punish other race combinations just because you chose Intaki.
Edit: My main is Intaki as well.
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Laendra
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Posted - 2007.08.22 17:50:00 -
[544]
Originally by: Oogane Mochi Edited by: Oogane Mochi on 22/08/2007 17:27:34
Originally by: Laendra Skill Reqs should be Mining Director V, Advanced Spaceship Command III, Capital Ships III, ORE [Ship-type] I
Quick Point: How do you get to Capital Ships III without Advanced Spaceship Command V?
Also, there is no reason for Mining Director V should be a requirement. Most chars that have the Spaceship Command skills for this have like 3 base charisma. It would take me 60 days just to get that. Not saying I am not going to, I will train it AFTER I get the ship. Basically, dont punish other race combinations just because you chose Intaki.
Edit: My main is Intaki as well.
Meh, I changed my mind as I was thinking about it, and forgot to remove the ASC III req.
As for mining director, that's kind of the point of the ship, is it not? You're driving bonuses for a ship based on a base set of bonuses, much like the T2 ships get a few bonuses based on the T1 ship type skill that it is based on (i.e. you get a bonus to skills per level of gallente cruiser for the T2 cruisers), they're not a "base stat" of the ship). To me, a ship with mining gang mod bonuses as one of it's main features, should be flown only by pilots that are the best at that particular function....much like Capital Ships requires Advanced Spaceship Command V to pilot the Carriers, Dreads, Motherships and Titans. -------------------
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Flora Chase
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Posted - 2007.08.22 19:27:00 -
[545]
I know much of this has been said before but I want to add my voice to it. I'm very pleased with most of the things planned, however I am concerned about giving a clone vat to a ship so inexpensive. Carriers cannot immediately deploy manned ships upon jumping in, that is reserved for the super-capital ships, and probably should not be so easily given to a smaller model, either that or allow carriers to use it as well. Perhaps make super-capital vats larger than smaller. |

Brazero
Amarr Noble House
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Posted - 2007.08.22 20:58:00 -
[546]
Originally by: Elmicker
Originally by: Nicely Dunn Replace Mining Barge V with Command Ship V.

No.
She's right you know, the ship provides gang bonus and need leadership skills, so commandship 5 is what it should have  And to the noob with 3 charisma, it's a bit late to start whining now, don't you think. You gave your charater lots of points on combat related attribs and no you start crying about it 
Originally by: Rodj Blake CCP are planning to give Amarrians some "oomph"
Unfortunately, "oomph" is the sound one makes when kicked repeatedly in the ribs.
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billcips
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Posted - 2007.08.23 01:45:00 -
[547]
instead of condesing the ore making it 20 times smaller why not just add super cargo and use as portable refining array with docking and ect.
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Eternus8lux8lucis
Minmatar FW Inc
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Posted - 2007.08.23 01:55:00 -
[548]
I absolutely love it!! My character is so in place for this ship and its got all of the attributes I couldve wished for. Ive been spending the last few days reading and figuring out setups as well as deployment ideas.
This ship gives 8-10 person corps the ability to mine 0.0 with ease. I love it!! Small, compact and beautiful, cant wait to train for it and fly it. Oh baby!!
SHOW ME THE LOVE!!!
*********************************************** Where do we go from here? When theres no up and no down anymore...onward....ever onward into the vastnes of chaos till you find the light within. |

ByFstugan
Northern Shadowrunners FREGE Alliance
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Posted - 2007.08.23 03:20:00 -
[549]
It's an ORE constructed ship, not a T3 Battle Cruiser, therefor Mining Barge 5 is more in line than Command Ship 5 - beside the fact that it's an industrial [capital] ship and that "industrial category" is same for Mining Barges as well as haulers, not true for Battle Cruisers.
The ship has an active practical work for ORE compressing, making the logistics easier for haulers, and this is all the category of industrials still. It has passive bonuses to mining gang links, but this is NOT it&s main purpose, therefor the Mining Foreman 5 is totally out of question as I see it. No such advanced leadership skilled is demanded for any high levels at command ship even, so Command ship you can fly without any good leadership skills at all - why think different here? The capital tractor beam demands Graviton Physics 4, but you can fly the ship without be able to use this module at all, that&s another reason not to think like you must be able to use this ships all bonuses at full just to fly it. The ship also has bonuses to shield transporters, and that could lead to the thought that the Rorqual must have Logistic ships 5 as well, but then again it's same error in thinking.
That aside the argument about command ship and mining direcor level five we can easy see that the mining related bonuses on Leadership is in heavy minority, this ship fills a gap that gives the industialists some payback for learning this skills that are so few to them. Only one really with an advanced alternative that demands the first skill to full.
The Rorqual's main purpose is to help industrial hauling by compressing ore, and to transport barges there - that's why the Mining Director requirement is out of place.
The Rorqual is an ORE capital ship, built for industrial purpose - that is why an ORE ship Mining Barge 5 is best requirement. This is so even if this capital isn't mining as the Mining Barge, just as the Carriers who demands Battle Ship 5 isn't doing same thing as the Battle ships, but instead works as a support vessel. The Rorqual is the support to Mining Barges and other industrial ships, just as the Carriers is the support to Battle Ships and other fighting ships.
To me it seems like CCP's staff have much more logic here than several who posted here lately complaining about this lack of logic. _______________________________
The wise knows what he knows not. |

Nicely Dunn
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Posted - 2007.08.23 04:44:00 -
[550]
Well ByF, here's the logic that you seem unwilling to grasp.
The Hulk pilots in my corp are much closer to being able to fly the Rorqual than my Alt character who is a mining director. If one of the Hulk pilots changes over to fly the Rorqual that means we have one less hulk mining. The Mining Director is redundant as the bonuses are coming from the Rorqual. All my character's Leadership training gets thrown into the void of space. You don't need an Eos sitting there giving bonuses that are outweighed by the Rorqual.
So instead of 5 hulks mining with bonuses from my Eos (which is also mining) we now have 4 hulks mining with a glorified taxi truck sitting next to them that has to be piloted by a very bored ex-hulk pilot. I go off and train something else and kiss my months of wasted leadership skill training goodbye.
I could, of course, train up to become a Hulk pilot, a ship I will never use, just so I can pilot a ship that can't mine. If that is logic ByF then please let me stay illogical.
If you don't like Command Ship V as an alternative to Mining Barge V, then Logistics V would at least be within the ballpark of common sense. It is, after all, logistic support for the mining gang. Hell, even Industrial V or Freighter III or IV would make more sense than Mining Barge.
More regards
Nicely Dunn
PS: CCP, please make this ship accessable to Mining Directors without them having to train Mining Barge V. Pick some other skill that is equally fair to both Miners and Mining Directors.
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ByFstugan
Northern Shadowrunners FREGE Alliance
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Posted - 2007.08.23 06:39:00 -
[551]
Originally by: Nicely Dunn Well ByF, here's the logic that you seem unwilling to grasp.
The Hulk pilots in my corp are much closer to being able to fly the Rorqual than my Alt character who is a mining director. If one of the Hulk pilots changes over to fly the Rorqual that means we have one less hulk mining. The Mining Director is redundant as the bonuses are coming from the Rorqual. All my character's Leadership training gets thrown into the void of space. You don't need an Eos sitting there giving bonuses that are outweighed by the Rorqual.
So instead of 5 hulks mining with bonuses from my Eos (which is also mining) we now have 4 hulks mining with a glorified taxi truck sitting next to them that has to be piloted by a very bored ex-hulk pilot. I go off and train something else and kiss my months of wasted leadership skill training goodbye.
I could, of course, train up to become a Hulk pilot, a ship I will never use, just so I can pilot a ship that can't mine. If that is logic ByF then please let me stay illogical.
If you don't like Command Ship V as an alternative to Mining Barge V, then Logistics V would at least be within the ballpark of common sense. It is, after all, logistic support for the mining gang. Hell, even Industrial V or Freighter III or IV would make more sense than Mining Barge.
More regards
Nicely Dunn
PS: CCP, please make this ship accessable to Mining Directors without them having to train Mining Barge V. Pick some other skill that is equally fair to both Miners and Mining Directors.
I'm not inwilling to grasp any "logic", I just stated my opinion on it with some referenses to what was said and how it compares to the game as it is now. I gave many examples to what was in line with the games logic, and what is primary and secondary as was missed in your "logic". You still lay your attention to the ships passive Leadership bonus, that is a secondary thing with this ship and not it&s main purpose. It's main purpose is to compress ore and help the logistics.
Your last reply seems to state that the skillrequierments on the Rorqual should suit your skillsetup on your differents charachters at present state as good as possible, so you don&t have to wide their horizons to much. Besides that you want CCP to make the skillrequirements for EVE's first industrial capital to lack industrialrelated skills. I bet your Eos pilot lacks Mass production 4 also, so perhaps CCP can change that also to something that suit your skilltree?
Besides that you don't need to make your Eos pilot an Hulk pilot - you don&t even have to learn him fly the Covetor since Astrogeologhy 5 isn&t a requirement. But if you train to Hulk and never use it anyway, then I really would call you illogical, or at least a bit stupid. That aside it&s not unique anyware in EVE that you train some skill only to get access to something else. I bet many trained Destroyers 5 without inteding to fly anything with that hull that&s not an interdictor.
And finally, since you in a serious effort suggested the Logistics 5 as an alternative, I must simply state that you missed the point with my comparison between the Rorqual and Carriers and their similarity in logic concerning the requirements. Not only that, your other new suggestions about Industrial and Freighter skillrequirement shows that you totally ignore the fact of them NOT being ORE contructed ships. That&s what make the Mining Barge the ONLY choice, besides the other stuff I said in my erlier mess.
To learn the basics of the only ORE producted ships, the Mining Barges, is billions of times more logic when you shall fly the ORE producted capital than to max the skill of a T2 Battle Cruiser that only demands few leadership skills in itself. This is extra much so when it was the Leadership skills that was the argument.
The ships requirements should not be based on a module you can use if you choose, but to the ship you should fly. This is an ORE ship. _______________________________
The wise knows what he knows not. |

Cyberman Mastermind
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Posted - 2007.08.23 07:39:00 -
[552]
IMO, the requirement of Mining Barge 5 is irrelevant. More important is that the pilot has to operate the compression - which requies refining skills.
I can accept the idea that ORE wants to produce a ship that requires a skill for their line of ships, but does it make sense that the pilot has to have perfect refining skills?
Am I missing something? -------------------------------------------------- I'm a rich person. How I know? I can afford to be a miner. |

Fish Evans
Caldari Universal Mining Inc
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Posted - 2007.08.23 12:59:00 -
[553]
just a thought but if we cant have that extra hidden space by stacking why not work in parrelel? add more assembely lines, compensate by increasing the run time on the BPO and Voila unless I've missed something. |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.23 13:12:00 -
[554]
Edited by: Montaire on 23/08/2007 13:16:21 I see a lot of sentiment regarding this bieng a "Command" capital ship.
I dont think thats appropriate in this situation. This is a ship designed to coordinate mining operations. And as such a very detailed knowledge of mining is very important.
Certianly so is leadership skills, but remember this is at its heart a Capital Industrial Ship.
Which isnt to say Im against the idea of a Capital Command Ship. Quite the contrary I think it would be most excellent, I just dont think this ship is it.
Nor should any firm backer of a Capital Command Ship want it to be.
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AbyssStalker
Dread Fleet
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Posted - 2007.08.23 14:33:00 -
[555]
Well it sounds like a useful ship but you will need a fleet to protect it and the rest of the miners. I just don't see people getting a gang together to protect these guys for any decient amount of time.. baby sitting miners is boring as hell.. And the new Cap ships gonna be a great target for roaming gangs & pirates. Lets talk about COST & INSURANCE.. estimated cost is what... 1.8 bil or more... Max insurance will cost ya around 250-300 mil or more, and might cover 750-800 mil... And EXPIRES !! So your dropping another couple hundred mil for insurance again... So Who's gonna be willing to park that overpriced boat in a belt for all to take a ***** at it? not me... its just not worth the risk.. Buy hey thats just my opinion .
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.23 15:27:00 -
[556]
Originally by: AbyssStalker Well it sounds like a useful ship but you will need a fleet to protect it and the rest of the miners. I just don't see people getting a gang together to protect these guys for any decient amount of time.. baby sitting miners is boring as hell.. And the new Cap ships gonna be a great target for roaming gangs & pirates. Lets talk about COST & INSURANCE.. estimated cost is what... 1.8 bil or more... Max insurance will cost ya around 250-300 mil or more, and might cover 750-800 mil... And EXPIRES !! So your dropping another couple hundred mil for insurance again... So Who's gonna be willing to park that overpriced boat in a belt for all to take a ***** at it? not me... its just not worth the risk.. Buy hey thats just my opinion .
Well I did the numbers and the thing is that a Rorqual is a force multiplier.
Think of it as a modern day wet-top carrier. With just one fighter a carrier is pretty useless, but with the 40 or so it carries its a much bigger deal.
The Rorqual can give a real nice force multiplier to the gang in terms of mineral yield. If the yield is a mere 25% better (And I know its a lot better than that in time saved vs. hauling. Especially if you account for time) then its worth it once you have more than 4 miners.
This is like any other capital ship - its designed for use in corps and alliances. Two buddies enjoying the intro to eve that is empire will get use from this.
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Mavric
Viscosity
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Posted - 2007.08.23 18:46:00 -
[557]
At initial thought, this is a great idea. Upon reading what it will do, its a bad idea.
Noone is going to dump the kind of isk it will take to build one of these to risk losing it. It is a HUGE target. Unless they make it capable of raping belts in record time, its just not worth it.
Even with 4 Hulks, it just isn't that time effective. In all reality it is nothing more than a really big barge with a couple nice bonuses.
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Nicely Dunn
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Posted - 2007.08.24 02:00:00 -
[558]
This baby needs to be able to defend itself to a greater degree, but at the same time not become a warefare capital. I would suggest giving it the ability to "deal" with a hostile gang of 5 or 6 that find the miners in a belt.
If the Rorqual had the ability to fit 6 to 8 missile launchers that would give it the same offensive ability as a battleship. Combined with it's superior tank that would give it the chance to defend itself against a roaming gang. This would stop the small hostile force from taking it on by themselves and have to call backup.
This extra time would also allow the Rorqual gang to call in their own support. If they have jumped into hostile territory to mine in someone else's backyard and don't have any support to call on then they deserve to die a horrible death 
With the way the Rorqual is at the moment, when it is attacked all it can do it sit there and tank. The small hostile force can camp around it and pound at the shields till they take it down. On the other hand, if the Rorqual had 6 to 8 cruise missiles firing back the hostiles can't just sit there and take it down easily.
I can't see this being exploited in fleet warefare as who in their right mind would want to risk a 2 billion ISK ship that only has the firepower of a battleship.
For precedent, look at the WWII. The merchant ships all carried guns. The didn't go looking for fights, but if the situation demanded it they had some sort of offensive capability.
So, I would argue for 8 high slots that can fit 8 missile bays. In practice I would presume that pilots would opt for fitting a tractor beam and a gang link leaving you with only six missile bays. However, if you were heading for risky territory you have the option of packing a full eight launchers.
If CCP wanted to make doubly sure that the Rorqual stayed out of fleet ops then make it only capable of using missile bays in it's deployed mode. That would make it stuck in place for 10 mins.
Come on guys! Let this thing have half a chance of protecting itelf and it's mining gang.
Even more regards,
Nicely Dunn
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.24 03:36:00 -
[559]
I think its already quite capable.
Its basicly got 10 drones, which is a nice little horde. 5 drones +20% per level damage and HP means it does more DPS than an Ishtar or a Domi.
With its VERY generous mid-slot allotment it should be able to fit a very nice cap recharge.
Assuming that this thing gets a decent sized drone bay (5 Lights + 5 Heavies) I think its already quite capable of detering a single attacker or a small gang.
And for the rest : its a capital ship - dont use it unsupported.
PS - Make sure that drone Bonus also affects mining drones maybe ?
Originally by: Nicely Dunn This baby needs to be able to defend itself to a greater degree, but at the same time not become a warefare capital. I would suggest giving it the ability to "deal" with a hostile gang of 5 or 6 that find the miners in a belt.
If the Rorqual had the ability to fit 6 to 8 missile launchers that would give it the same offensive ability as a battleship. Combined with it's superior tank that would give it the chance to defend itself against a roaming gang. This would stop the small hostile force from taking it on by themselves and have to call backup.
This extra time would also allow the Rorqual gang to call in their own support. If they have jumped into hostile territory to mine in someone else's backyard and don't have any support to call on then they deserve to die a horrible death 
With the way the Rorqual is at the moment, when it is attacked all it can do it sit there and tank. The small hostile force can camp around it and pound at the shields till they take it down. On the other hand, if the Rorqual had 6 to 8 cruise missiles firing back the hostiles can't just sit there and take it down easily.
I can't see this being exploited in fleet warefare as who in their right mind would want to risk a 2 billion ISK ship that only has the firepower of a battleship.
For precedent, look at the WWII. The merchant ships all carried guns. The didn't go looking for fights, but if the situation demanded it they had some sort of offensive capability.
So, I would argue for 8 high slots that can fit 8 missile bays. In practice I would presume that pilots would opt for fitting a tractor beam and a gang link leaving you with only six missile bays. However, if you were heading for risky territory you have the option of packing a full eight launchers.
If CCP wanted to make doubly sure that the Rorqual stayed out of fleet ops then make it only capable of using missile bays in it's deployed mode. That would make it stuck in place for 10 mins.
Come on guys! Let this thing have half a chance of protecting itelf and it's mining gang.
Even more regards,
Nicely Dunn
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Nicely Dunn
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Posted - 2007.08.24 05:33:00 -
[560]
Quote: And for the rest : its a capital ship - dont use it unsupported.
Hmmm....
Wasn't the original concept for this thing to take 4 or 5 miners out into the field and support them? Or why give it a clone bay?
After the initial 30 seconds and all your drones are dead what do we do then? Stare menacingly at the hostiles and call them names? Yes, yes, I know it will take longer than 30 seconds, but you know what I mean.
My corp has extremely serious 0.0 miners and also dedicated PvPers so I can look at this thing from both sides. On one hand I am looking forward to flying the Rorqual in order to suport my Hulk buddies (my main alt is a mining Director), but on the other hand I can't wait for my covert PvP group to run into one. We'll warp scramble it, take out it's drones and then sit there and feast on the carcass.
If it's you we get be sure to wave. o/ Because when your drones are gone that's all you'll be able to do. :)
Regards
Nicely Dunn
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Sai Renn
Leader Dogs For The Blind
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Posted - 2007.08.24 07:18:00 -
[561]
Edited by: Sai Renn on 24/08/2007 07:21:16
Well I had not thought about the issue with mining barge 5. For me thats not much of an issue really, but I can see why it might be for others to have to train for a Mining Barge that they wont use, just so you can fly the Ro. 
I guess Astrogeologhy lvl 5 might be a better skill req? At least then it helps the mining director Chars when they are helping with high sec mining ops aswell. After all cant set it for Industrial Ship skills as then that bones over those who have trained for 1 type of hauler. The main Industrial would be redundant as you need that already to compress (I think?) so that would reduce the amount of training for one.
Just giving my opinion anyways -----
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Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.24 14:51:00 -
[562]
Originally by: Nicely Dunn I can't wait for my covert PvP group to run into one. We'll warp scramble it, take out it's drones and then sit there and feast on the carcass. Nicely Dunn
If your a covert gang you wont even be able to scratch the paint on my Capital Tank.
And even assuming that a Covert Ops can hold me while eating what ammounts to 10 Tech 2 Light or Medium drones is ludicrous.
A Lachesis or an Arazu might be able to do it. 10 drones worth of dps is nothing to sneeze at. Not ot mention that my scouts should have picked you up long before you get into system, and if theres' a hostile in local then damned sure my Rorqual is cloaked.
Capital Tank people, no small gank gang is going to kill it. Hell 3-5 Hacs might not even take it.
Also consider this. You had to have a Cyno to get the Rorqual there in the first place. Why not jump in some support if things go south.
Then its their gang (Plus whatever is on its way as shouts of "Rorqual tackled in belt come help") vs. my gang (Also, shouts of "crap Rorqual in belt HELP!" in intel) and my support.
Far from sounding bad, that sounds like the reason I play EVE!
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Andrus Delai
e X i l e FREGE Alliance
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Posted - 2007.08.24 18:40:00 -
[563]
Edited by: Andrus Delai on 24/08/2007 18:42:42 AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode.
Originally by: Montaire
Originally by: Nicely Dunn I can't wait for my covert PvP group to run into one. We'll warp scramble it, take out it's drones and then sit there and feast on the carcass. Nicely Dunn
If your a covert gang you wont even be able to scratch the paint on my Capital Tank.
And even assuming that a Covert Ops can hold me while eating what ammounts to 10 Tech 2 Light or Medium drones is ludicrous.
A Lachesis or an Arazu might be able to do it. 10 drones worth of dps is nothing to sneeze at. Not ot mention that my scouts should have picked you up long before you get into system, and if theres' a hostile in local then damned sure my Rorqual is cloaked.
Capital Tank people, no small gank gang is going to kill it. Hell 3-5 Hacs might not even take it.
Also consider this. You had to have a Cyno to get the Rorqual there in the first place. Why not jump in some support if things go south.
Then its their gang (Plus whatever is on its way as shouts of "Rorqual tackled in belt come help") vs. my gang (Also, shouts of "crap Rorqual in belt HELP!" in intel) and my support.
Far from sounding bad, that sounds like the reason I play EVE!
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mamba mo
Caldari griffin Star productions Accord Corporate Enterprise Syndicate
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Posted - 2007.08.24 18:48:00 -
[564]
evan iff they cant beat whats atacking you barges carry there own drones as well but who would go for a barge when theres a cap ship waiting and evan if you did if your low sec minnig you should aline with a safe spot in case of somthing like this hapaning if not you diserve to go splat  Originally by: Andrus Delai Edited by: Andrus Delai on 24/08/2007 18:42:42 AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode.
Originally by: Montaire
Originally by: Nicely Dunn I can't wait for my covert PvP group to run into one. We'll warp scramble it, take out it's drones and then sit there and feast on the carcass. Nicely Dunn
If your a covert gang you wont even be able to scratch the paint on my Capital Tank.
And even assuming that a Covert Ops can hold me while eating what ammounts to 10 Tech 2 Light or Medium drones is ludicrous.
A Lachesis or an Arazu might be able to do it. 10 drones worth of dps is nothing to sneeze at. Not ot mention that my scouts should have picked you up long before you get into system, and if theres' a hostile in local then damned sure my Rorqual is cloaked.
Capital Tank people, no small gank gang is going to kill it. Hell 3-5 Hacs might not even take it.
Also consider this. You had to have a Cyno to get the Rorqual there in the first place. Why not jump in some support if things go south.
Then its their gang (Plus whatever is on its way as shouts of "Rorqual tackled in belt come help") vs. my gang (Also, shouts of "crap Rorqual in belt HELP!" in intel) and my support.
Far from sounding bad, that sounds like the reason I play EVE!
my other ride has a image |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.25 03:08:00 -
[565]
Yes, you are missing somthing. The +20% Per level in drone HP and Damage.
Originally by: Andrus Delai AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode
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Amateratsu
Caldari Terra Incognita Dark Matter Coalition
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Posted - 2007.08.25 08:34:00 -
[566]
Originally by: Montaire Yes, you are missing somthing. The +20% Per level in drone HP and Damage.
Originally by: Andrus Delai AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode
20% bonus per lvl to drone damage and hp will not do squat.
As an above poster said, the Rorqual's drones will be called primery and will still be popped in a few seconds, leaving you a big fat defenceless sitting target.
The only time this ship will be deployed in the field, is in alliance controlled space where it can quickly get support when needed, or enough advanced intell of inbound hostiles to jump out before they arrive.
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mamba mo
Caldari griffin Star productions Accord Corporate Enterprise Syndicate
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Posted - 2007.08.25 11:50:00 -
[567]
20% per lev is not that much ill agree if you have that skill at I but at V thats 100% bounus so hp an damage are doubbled and then you have other large bounuses from other skills such as drone interfacing and drone durabliity ect ect as a minner thease skill are important as drones offer the only line of defence for solo minning and a large part in opps. in my oppinion ccp have noticed this and im glad they have featured it in this new beast of a ship. T2 drones are deadly in the control of a pilot with the skills for them and if you dont its just somthing you have to work on just the same as a mission runner has to work on tank or a pirate has to work on energy emision skills evan if the nos is geting nerfed to get the best out of there ship and and mods minners are no diffrent. on top of that do you or do you not need a cyno to get this thing into the system? you can jus as easaly scream help im geting ****ed in aliance/corp or anywhere else and you can have capital support before the atackers can scrach the paint work. and on top of that you have to find it cos its easlay capable of siting cloaked 100km from the belt in any direction for any amount of time. this is a good ship like anyother ship it dose have weeknesses that people are just gunna have to work on strenghaning it and not moaning becuse it dosent sute there skill tree . well done CCP. 
Originally by: Amateratsu
Originally by: Montaire Yes, you are missing somthing. The +20% Per level in drone HP and Damage.
Originally by: Andrus Delai AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode
20% bonus per lvl to drone damage and hp will not do squat.
As an above poster said, the Rorqual's drones will be called primery and will still be popped in a few seconds, leaving you a big fat defenceless sitting target.
The only time this ship will be deployed in the field, is in alliance controlled space where it can quickly get support when needed, or enough advanced intell of inbound hostiles to jump out before they arrive.
my other ride has a image |

Montaire
Lacedaemon. Fallen Souls
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Posted - 2007.08.25 13:21:00 -
[568]
Originally by: Amateratsu 20% bonus per lvl to drone damage and hp will not do squat.
As an above poster said, the Rorqual's drones will be called primery and will still be popped in a few seconds, leaving you a big fat defenceless sitting target.
The only time this ship will be deployed in the field, is in alliance controlled space where it can quickly get support when needed, or enough advanced intell of inbound hostiles to jump out before they arrive.
Well I agree with you in part, and disagree in part.
If the drones are unable to break the initial tackle either by destroying or sufficiently distracting (IE ECM or NOS) the ship doing it the ship is in a lot of trouble. You are definatly right on that one.
Ideally you dont want this ship to ever see the enemy fleet, you should be able to avoid and evade. If you cant do that then the ship should be able to hold untill reinforcments arrive. It does have a healthy sized capital tank, plenty of mid slots and low slots.
And then the fun will truly begin.
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Andrus Delai
e X i l e FREGE Alliance
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Posted - 2007.08.26 06:08:00 -
[569]
No, I didn't miss that. That's not 10 drones. At Industrial Capitals 5 it's close to being the same but it still falls short.
Originally by: Montaire Yes, you are missing somthing. The +20% Per level in drone HP and Damage.
Originally by: Andrus Delai AFAIK, the Rorqual can only have 5 drones. Have I missed something?
In addition, with any number of drones, without any bonus to drone control range, the ship will be unable to use the drones to defend the barges if it is in deployed mode
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Doom Viper
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Posted - 2007.08.26 16:08:00 -
[570]
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