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Chakarr
Minmatar
Native Freshfood
Posted - 2009.09.27 12:02:00 - [781]
 

Edited by: Chakarr on 27/09/2009 12:16:44
Originally by: Tozmeister
Nooooo....

Then it'd just be an Apocalypse-made-from-old-shopping-trolleys. Far to homogeneous.

Tempest should be (imho)
10% Damage /level
10% Falloff /level

Falloff bonus is useful for both AC's and Arty's.

Damage bonus coupled with Arty changes makes it King of the AlphaStrike for fleets while still being a bit fragile and lower DPS compared to a Maelstrom




A good point well made, but it looks even more like a poor mans Mach then...although it would make it stand out from the other 2 minny BS and make it a better sniper...interesting...

Tozmeister
Digital Fury Corporation
Posted - 2009.09.27 12:31:00 - [782]
 

Thank you, and yes it would be a poor mans Mach. but that's no bad thing now is it.....


Roemy Schneider
Vanishing Point.
Posted - 2009.09.27 14:54:00 - [783]
 

alas, 10% damage is quite a bit less than 5%damage+5%rof

6*1.25/0.75 = 10 (5% dmg, 5% rof)
6*1.5 = 9 (10% dmg)
6*1.75 = 10.5 (15% dmg)

which would still be a wee bit lower than the 8/0.75 = 10.667 maelstrom and at least that one has 100m drones

/me votes for 10% falloff and 15% damage / lvl

bassie12bf1
Posted - 2009.09.27 14:57:00 - [784]
 

I think the fleet scythe should get a bit more PG and the bonuses changed into damage bonuses instead of rof.

Taritura
Caldari
Achozen Dueces TecH
Posted - 2009.09.27 15:09:00 - [785]
 

Well im reading those changes and it's looks like someone who planed them doesn't play any of those ships at all.
Let's look at the faction navy bs. "O we need a change so let's add 50% to all bs' shield recharge time ....."
It's no big deal for armor tanking ships. But for my cnr setups it's just a kill. Other "bonuses" are just useless. When someone works on a setup for about a year you just say to him we change thing because we like so, so f... off we always right.
It really starts p.. me off that you so offten nerf my race.
First the missile nerf.( same sized ship could tank 50% of your dps just by flying at max spped. Now this "nerf with passive shield tank...... You won't make more subscribers by constantly nerfing mechanics, ships .... ExclamationExclamationExclamation

AccesiViale
The Artful Dodgers
Posted - 2009.09.27 15:26:00 - [786]
 

Edited by: AccesiViale on 27/09/2009 15:29:16
Originally by: Taritura
Well im reading those changes and it's looks like someone who planed them doesn't play any of those ships at all.
Let's look at the faction navy bs. "O we need a change so let's add 50% to all bs' shield recharge time ....."
It's no big deal for armor tanking ships. But for my cnr setups it's just a kill. Other "bonuses" are just useless. When someone works on a setup for about a year you just say to him we change thing because we like so, so f... off we always right.
It really starts p.. me off that you so offten nerf my race.
First the missile nerf.( same sized ship could tank 50% of your dps just by flying at max spped. Now this "nerf with passive shield tank...... You won't make more subscribers by constantly nerfing mechanics, ships .... ExclamationExclamationExclamation


Thats how ccp gets you though. By the time you realize you're being screwed every other patch/rebalance/expansion? you've already given them a bunch of money.

No one yet, including ccp has been able or willing to point out anything positive that will come of upping the recharge time.

Arguments for upping the time thus far are:

"Fitting that way in the first place is dumb"

Hey ccp can you do me a favor and under the changes to the navy ships stats on the first post...list the exact fit you have intended each ship to have so I can just do that and not be screwed again in another 6 months when I didnt fit for what you had in mind.

Tozmeister
Digital Fury Corporation
Posted - 2009.09.27 15:35:00 - [787]
 

Originally by: Roemy Schneider
alas, 10% damage is quite a bit less than 5%damage+5%rof

6*1.25/0.75 = 10 (5% dmg, 5% rof)
6*1.5 = 9 (10% dmg)
6*1.75 = 10.5 (15% dmg)

which would still be a wee bit lower than the 8/0.75 = 10.667 maelstrom and at least that one has 100m drones

/me votes for 10% falloff and 15% damage / lvl



Kind of depends on just how much the Artys get changed as to how much the damage bonus needs to be to balance it with other Tier 2 BS's.
Could even be a split the difference and 12.5% damage per level.

But you agree that a falloff+damage bonused Tempest is better than a rof+damage Tempest?

Lili Lu
Posted - 2009.09.27 16:31:00 - [788]
 

Laughing This thread has now become a how to boost the Tempest to overpoweredness thread it seems.

Someone wants to be able to fit a full rack of the largest guns and all the other goodies without an rcu?! Ok, then every other race should as well.

I'm seeing 10%, nay, 12.5% to damage Shocked. You do realize projectiles are getting a buff soon. Do you even think 12.5% damage bonus for any weapon system is realistic in this game? And if it were to occur would a Mael with 5% ever be built again?

Then someone suggested 8/6/7. Although I believe that one was in jest.

Anyway, stop fantasizing Razz and focus on the changes that have been made with the fleet tempest. I am glad to see that it has been given another slot. I would rather see it be a mid. Minmatar will have a good armor tanker, the Fleet Phoon. We already have the Mael for shield tanking. The fleet Tempest should trully be inbetween to preserve the Minmatar inability to decide exactly what they want their ships to specialize in. An 8/6/6 would make it a good either/or tanker or allow it some ew trickiness. CCP Please reconsider the 8/5/7. It brings it too close to the phoon with that layout.

Realistically unless you change the Mael's damage bonus, the Tempest is not going to get anything more than 5%. With projectiles getting buffed that may be sufficient. I would rather see it lose the damage bonus anyway and retain the traditional 5% rof and receive a falloff bonus intead of damage.

Falloff appears to be getting some assistance with the floated changes to tracking mods. A falloff and rof pest would work well for either ac or arty. For ac a falloff bonus would give range to compete with the pulses. For arty a falloff bonus would give the Tempest a sniper role. And the Mael would still have a place as the high volley option.

Tozmeister
Digital Fury Corporation
Posted - 2009.09.27 17:23:00 - [789]
 

If you care to read this last page you'll notice I already said:-

1,That any damage bonus would be dependent on what the final projectile buff is going to be.

2,That any damage bonus would have to balance the ship with other Tier 2 BS's

3,That any damage bonus would still have to leave the Tempest behind the Maelstrom for DPS (and tank).

You'll note the Maelstrom gets a Rate of Fire bonus. not a Damage bonus.

I'm glad you agree a falloff bonus would be good thing, it was already mentioned that this would beef up it's sniper capabilities. But a damage bonus would be preferable to a RoF bonus as this would give the tempest the highest alpha of any BS without any increase in DPS as it is now. The Maelstrom with it's higher DPS and EHP/Tank would still be the better choice of minmatar BS for large fleet and POS bashing.

The new Minmatar BS line up would then be

Typhoon- short range gank-boat with amazing flexibility (AC's/Torps/neutralisers/Remote reppers. plus 5 sentry/heavy drones and 7 lows)

Tempest- Better mid-range and good RR potential with AC's. Highest alpha for gangs and small fleets with Artys.

Maelstrom- Highest EHP and DPS at range. Highest active tank for those that want it.

Roemy Schneider
Vanishing Point.
Posted - 2009.09.27 17:36:00 - [790]
 

*nod*
i've been testing "falloff-arties" on the future macha (and cynabal) and i liked the results (with an ambit or two) - ofc i'm aware of the extra turret. but the concept makes sense.

alas.... as much as it may result in a respectable artie-tempest, it does take a bit of wind out of the mael's AC sails.



but yes, a 10-15% damage is realistic for a ship with 6 guns that require a dps bonus in one form or another to be par with any other weapon system to begin with.
alpha damage is fun to have in a 30+ BS fleet but as much as SHC may drool over it; when shooting anything bigger (snipe hacs/bc shooting BS, BS shooting caps) dps is the important number. actually, when shooting same sized targets it already is (be that due to t2 resistances and "oversized" extenders on cruiser level, bs doomsday-proof-ness that's not going to change considering the growing popularity of bombers, capitals among themselves)
the way it was presented in the F&I thread; the projectile suggestions do not improve this unless you are going to use the 2 shortest ammos in your arties.

AstroPhobic
Minmatar
Holding Corp
Posted - 2009.09.27 17:40:00 - [791]
 

Originally by: Lili Lu
Laughing This thread has now become a how to boost the Tempest to overpoweredness thread it seems.

Someone wants to be able to fit a full rack of the largest guns and all the other goodies without an rcu?! Ok, then every other race should as well.

I'm seeing 10%, nay, 12.5% to damage Shocked. You do realize projectiles are getting a buff soon. Do you even think 12.5% damage bonus for any weapon system is realistic in this game? And if it were to occur would a Mael with 5% ever be built again?

Then someone suggested 8/6/7. Although I believe that one was in jest.

Anyway, stop fantasizing Razz and focus on the changes that have been made with the fleet tempest. I am glad to see that it has been given another slot. I would rather see it be a mid. Minmatar will have a good armor tanker, the Fleet Phoon. We already have the Mael for shield tanking. The fleet Tempest should trully be inbetween to preserve the Minmatar inability to decide exactly what they want their ships to specialize in. An 8/6/6 would make it a good either/or tanker or allow it some ew trickiness. CCP Please reconsider the 8/5/7. It brings it too close to the phoon with that layout.

Realistically unless you change the Mael's damage bonus, the Tempest is not going to get anything more than 5%. With projectiles getting buffed that may be sufficient. I would rather see it lose the damage bonus anyway and retain the traditional 5% rof and receive a falloff bonus intead of damage.

Falloff appears to be getting some assistance with the floated changes to tracking mods. A falloff and rof pest would work well for either ac or arty. For ac a falloff bonus would give range to compete with the pulses. For arty a falloff bonus would give the Tempest a sniper role. And the Mael would still have a place as the high volley option.


Stripping a bonus from a ship and filling it with one that should already be applied is just about as nerfy as it gets. A ROF and falloff bonus means it loses damage in order to get more falloff that it should have in the first place.

I don't think you understand how terrible the damage of this ship is with TWO damage bonuses. A 10% damage bonus per level and a falloff bonus actually sacrifices DPS for more range.

I think you have some sort of personal agenda re: minmatar (read: Naomi), because once you run the numbers, it's not unreasonable at all. A 10% damage, 5% falloff pest will probably still be overshadowed by the phoon and mael.

That said, give the tempest some speed and agility and I'll be happy.

Lili Lu
Posted - 2009.09.27 18:17:00 - [792]
 

Edited by: Lili Lu on 27/09/2009 18:23:22
Originally by: AstroPhobic
Stripping a bonus from a ship and filling it with one that should already be applied is just about as nerfy as it gets. A ROF and falloff bonus means it loses damage in order to get more falloff that it should have in the first place.


Stripping rof from the ship also makes it lose damage. I think too many people have alpha strike colored sunglasses (<3 Astro, just a little joke). It already is likely to get some falloff help with the tracking mod changes. Giving it more falloff gives it traditional minmatar flavor to its range bonus. The rof should stay, it is also a traditional minmatar bonus to overcome the pre-nerf on projectiles. This would make it quite similar to the apoc which gets the bonus to overcome its racial prenerf (-10% cap use for laser) and the racial range bonus (optimal). Both both ships can also apply these bonuses to great advantage with the short range variant guns.

Originally by: AstroPhobic
I don't think you understand how terrible the damage of this ship is with TWO damage bonuses. A 10% damage bonus per level and a falloff bonus actually sacrifices DPS for more range.


I do understand it, as things are now. I regularly fly minmatar, in pvp probably more than amarr. But I'm concerned that there would be no differentiation with the Mael. Also, all this talk about Tempest changes is premature anyway til we see the changes to projectiles and tracking mods.

Originally by: AstroPhobic
I think you have some sort of personal agenda re: minmatar (read: Naomi), because once you run the numbers, it's not unreasonable at all. A 10% damage, 5% falloff pest will probably still be overshadowed by the phoon and mael.


Two things: First, that really hurtsCrying or Very sad. Please don't ever compare me to NaomiMad. Also, I have no desire to boost amarr and nerf minmatar, I fly them both. Clearly what appears to be coming is a minmatar boost, and thankfully no amarr nerf, which is the way it should be, and is what i've been calling for. We are just arguing the particulars.

Second, your second sentence's argument makes no sense. You could accuse me of having a personal agenda against the Tempest if what you say is true. But, not against Minmatar as a whole.

What I am trying to say is calm down everyone. This is a game of 5-10%, and usually just 5%, bonuses (unless you fly Caldari and deserve 30% bonusesRolling Eyes, but that is an axe to grind in other threads). Throwing numbers around at this point makes no sense until we see the changes to projectiles. Certainly we can talk thematic bonuses, but numbers probably have to wait.

In summation, it is good the Minmatar ships are getting their extra slots. Let's debate the placement of them, and the general bonuses that could be applied to equalize these ships with existing ships of other races. However, let's not get carried away talking 12.5% bonuses on weapons systems that are going to be changing at some relatively near juncture. (soon tm, and all that aside).Very Happy

Edit- ok, my mistake, damage bonus fine to diffentiate from mael.Embarassed But how much that percentage should be should be left open, awaiting projectile changes.

Tozmeister
Digital Fury Corporation
Posted - 2009.09.27 18:25:00 - [793]
 

Originally by: Roemy Schneider


....it does take a bit of wind out of the mael's AC sails.




AC Maelstrom would still have the OverheatedXL burst tank option. Yes, the buffer Maelstrom would suffer but if that's the price of getting the tempest out of the wilderness then one worth paying I think.

Lili Lu
Posted - 2009.09.27 18:31:00 - [794]
 

Originally by: Tozmeister

1,That any damage bonus would be dependent on what the final projectile buff is going to be.

2,That any damage bonus would have to balance the ship with other Tier 2 BS's

3,That any damage bonus would still have to leave the Tempest behind the Maelstrom for DPS (and tank).

You'll note the Maelstrom gets a Rate of Fire bonus. not a Damage bonus.


Ok agreed, and my mistake about the MaelEmbarassed. Been a long time since I flew one. I fly the phoon, claymore, and sad Minmatar recons mostly.

Originally by: Tozmeister
I'm glad you agree a falloff bonus would be good thing, it was already mentioned that this would beef up it's sniper capabilities. But a damage bonus would be preferable to a RoF bonus as this would give the tempest the highest alpha of any BS without any increase in DPS as it is now. The Maelstrom with it's higher DPS and EHP/Tank would still be the better choice of minmatar BS for large fleet and POS bashing.

The new Minmatar BS line up would then be

Typhoon- short range gank-boat with amazing flexibility (AC's/Torps/neutralisers/Remote reppers. plus 5 sentry/heavy drones and 7 lows)

Tempest- Better mid-range and good RR potential with AC's. Highest alpha for gangs and small fleets with Artys.

Maelstrom- Highest EHP and DPS at range. Highest active tank for those that want it.



Sounds good. I gotta get back in game. Trying to read forums and play at the same time not so good for either.Confused

AstroPhobic
Minmatar
Holding Corp
Posted - 2009.09.27 19:57:00 - [795]
 

Edited by: AstroPhobic on 27/09/2009 20:07:38
Edited by: AstroPhobic on 27/09/2009 19:57:27
Originally by: Lili Lu
Stripping rof from the ship also makes it lose damage. I think too many people have alpha strike colored sunglasses (<3 Astro, just a little joke). It already is likely to get some falloff help with the tracking mod changes. Giving it more falloff gives it traditional minmatar flavor to its range bonus. The rof should stay, it is also a traditional minmatar bonus to overcome the pre-nerf on projectiles. This would make it quite similar to the apoc which gets the bonus to overcome its racial prenerf (-10% cap use for laser) and the racial range bonus (optimal). Both both ships can also apply these bonuses to great advantage with the short range variant guns.


The problem is, optimal as a mechanic is 2.6x as strong as falloff. Want to give the tempest a 26% falloff range per level bonus? Neither do I.

Oh, and the apoc got its other bonus built in, it wasn't just deleted.

Quote:
I do understand it, as things are now. I regularly fly minmatar, in pvp probably more than amarr. But I'm concerned that there would be no differentiation with the Mael. Also, all this talk about Tempest changes is premature anyway til we see the changes to projectiles and tracking mods.


The mael is a fat pig and probably always will be. It lives, breathes, and dies with the shield tank. It won't ever be that nimble AC brawler with neuts or TDs - it will be a fat sit-here-and-soak-damage ship praying to hit stuff with barrage. It's slow and has limited range.

Quote:
Two things: First, that really hurtsCrying or Very sad. Please don't ever compare me to NaomiMad. Also, I have no desire to boost amarr and nerf minmatar, I fly them both. Clearly what appears to be coming is a minmatar boost, and thankfully no amarr nerf, which is the way it should be, and is what i've been calling for. We are just arguing the particulars.


Indeed, with one of the main issues being falloff. While you want to get rid of damage to put on more falloff, I'm saying we just need more falloff period. Killing that damage bonus for falloff is probably counterproductive in every way. Just picturing the damage/range graph in my mind, it will lose DPS up close and probably do the same DPS in the range it normally fires at anyway. Oh, and it kills the arty pest completely.

Quote:
Second, your second sentence's argument makes no sense. You could accuse me of having a personal agenda against the Tempest if what you say is true. But, not against Minmatar as a whole.


Some of the back and forth with Liang make me really question that. Perhaps we're not supplying enough numbers or graphs, but honestly projectile performance is dreadful to laughable in most cases. Falloff is a terrible and weak mechanic.

Quote:
What I am trying to say is calm down everyone. This is a game of 5-10%, and usually just 5%, bonuses (unless you fly Caldari and deserve 30% bonusesRolling Eyes, but that is an axe to grind in other threads). Throwing numbers around at this point makes no sense until we see the changes to projectiles. Certainly we can talk thematic bonuses, but numbers probably have to wait.


Looking at optimal as a mechanic 2.6x stronger than falloff - divide by that number if it makes you feel better. A 30-35% falloff increase across the board would be similar to 10-12% optimal. Falloff has to deal with higher multipliers. And yes, when you're looking at trying to combine the two of the tempest, the numbers get big. Especially when trying to cope with the 25% rof "racial" nerf/bonus.

Cont.

AstroPhobic
Minmatar
Holding Corp
Posted - 2009.09.27 20:07:00 - [796]
 

Quote:
However, let's not get carried away talking 12.5% bonuses on weapons systems that are going to be changing at some relatively near juncture. (soon tm, and all that aside).Very Happy


I believe liang did the numbers in another thread, and with RF EMP the pest gains another 7% DPS? Not a terrible lot, especially considering the lack of DPS even when completely gank fit. The fact that 12.5% damage = 7.5% ROF is simply a matter of math manipulation. Look at the nag - it has a 7.5% ROF bonus and it doesn't seem so absurd. The number is big but the effect isn't as large - most people want alpha over ROF to differentiate from other weapons such as rails.

Quote:
ok, my mistake, damage bonus fine to diffentiate from mael.Embarassed But how much that percentage should be should be left open, awaiting projectile changes.


12.5% damage (and knocking off the ROF) leaves it just shy of it's current DPS. It might push 10k alpha, though. I really don't mind the current bonuses if it would just get a little bit more speed and agility. Also, an increase of falloff across the board. I'd settle for a fusion/EMP switch and EMP reconfiguration.

Quote:
I think too many people have alpha strike colored sunglasses (<3 Astro, just a little joke). It already is likely to get some falloff help with the tracking mod changes. Giving it more falloff gives it traditional minmatar flavor to its range bonus.


Laughing Alpha is useful as long as the DPS isn't terrible. I'm not about to start advocating for a tempest that can instapop HACs - but a few of them should. I want people to **** their pants if they see 3 tempests sitting on top of a gate. It's great for smaller fights and smaller gang combat. Plus, it's just plain cool.

The tracking comp/(enhancer?) changes will help, but only if they do it correctly. 10% falloff from a TC is not useful, and is more like a slap in the face. Again, I think falloff just needs a boost across the board to account for hit quality, which is never mentioned by CCP.

Ahz
Posted - 2009.09.27 20:20:00 - [797]
 

Been messing with the Firetail all weekend and haven't found anything that it's particularly good at yet.

My current fit:

High
- 2x 200mm ACII
- 1x Arbi Rocket

Mid
- 1x Web II
- 1x Scram II
- 1x AB II
- 1x Tracking Disruptor

Low
- 1x Gyrostab II
- 1x OD II
- 1x Inertial Sabilizer II

All the rigs are for speed, agility and acceleration.

This fit works like a charm on the Dramiel but no such luck with the firetail even though both ships are almost identical from a fittings perspective.

Thoughts / suggestions appreciate.

Ahz
Posted - 2009.09.27 20:52:00 - [798]
 

Originally by: Sputnik Tsygan
Slot layout:

3 high (3 turrets no launcher)
4 medium
3 low

Base speed: 357m/s (same as before)

Ship Bonuses (per level):

+5% Maximum velocity
+7.5 Small projectile turret tracking speed
I can get behind this. The Firetail that's currently on Sisi is lacking the speed, durability or damage output to distinguish itself.

There are plenty of Minmatar ships with great damage output. Taking the Firetail from an effective four turrets to three and giving it back its speed sounds like a reasonable ballance.




Tozmeister
Digital Fury Corporation
Posted - 2009.09.27 21:11:00 - [799]
 

Not to keep hammering a point as you you've already agreed a damage bonus would be better than a rof bonus but...

Originally by: Lili Lu


...I think too many people have alpha strike colored sunglasses.




That's just it. we need those sunglasses as the current Tempest is a dull shade of grey.
A good Alphastrike and effective AC's would give it just the right amount of colour.

Seishi Maru
doMAL S.A.
Posted - 2009.09.27 21:33:00 - [800]
 

The proposed changes to the fleet tempest typhoon and fleet typhoon are all great and on spot! Fleet tempest now finnally can field a proper heavy tank.


THe tempest change is a welcome help to make it useful on RR fleet gangs.

Roemy Schneider
Vanishing Point.
Posted - 2009.09.28 04:38:00 - [801]
 

Originally by: AstroPhobic
Look at the nag - it has a 7.5% ROF bonus and it doesn't seem so absurd
ehm the nag performs 'cause it has 33% more weapons than a damage-bonus'ed full-rack revelation...
/me starts extrapolating from the damage bonues'ed abaddon Shocked

Liang Nuren
Posted - 2009.09.28 05:44:00 - [802]
 

Originally by: Seishi Maru
THe tempest change is a welcome help to make it useful on RR fleet gangs.


The Tempest change means 5K EHP with 2 EANM, DC, Trimarks. I mean, it's better, but it's by no means a great change. IMO, if anything, the projectile changes will either fix the pest or not.

However, we've always said it's best to fix projectiles *THEN* the pest.

-Liang

Tozmeister
Digital Fury Corporation
Posted - 2009.09.28 07:01:00 - [803]
 

Edited by: Tozmeister on 28/09/2009 07:01:20
Thing is Liang, you know how CCP works. If they are looking at the Tempest with a view to rebalancing stats then now is the time to get some much needed changes in as it wont be looked at again for a couple of years.

Carpe Diem, quam minimum credula postero.


Zey Nadar
Gallente
Unknown Soldiers
Posted - 2009.09.28 09:32:00 - [804]
 

Originally by: CCP Ytterbium
As some of you may have guessed by now, Dominion release will bring improvements to most in-game faction ships, as we do feel they do not perform properly in their intended roles at the time being.


This kind of implies they HAVE a role..

Happster
Polaris Project
Posted - 2009.09.28 11:38:00 - [805]
 

Edited by: Happster on 28/09/2009 11:39:04
To get pest leveled up with the other BS it needs to be balanced.

I dont think pest should be able to have a great tank and great dps.
The sugestions that were made earlier gave me hope it would get the role the description of the ships tells.

With 7 high slots, and 7 guns, it would be ok with 6 mids and 5 low.
It can not muster an awsome tank, but it can spit out damage like no one else.
This should be how the normal tempest could be.

Fleet pest should then simply be added 1 ekstra mid slot and leave it with that.
With the extra mid slot, the fleet pest would be able to spit out damage as the pest, but also fit a good tank. Not as good as the mael, but still.

Edit: With these slots layout, i think it would be a good sniper too.

Seishi Maru
doMAL S.A.
Posted - 2009.09.28 12:52:00 - [806]
 

Edited by: Seishi Maru on 28/09/2009 12:54:16
Originally by: Liang Nuren
Originally by: Seishi Maru
THe tempest change is a welcome help to make it useful on RR fleet gangs.


The Tempest change means 5K EHP with 2 EANM, DC, Trimarks. I mean, it's better, but it's by no means a great change. IMO, if anything, the projectile changes will either fix the pest or not.

However, we've always said it's best to fix projectiles *THEN* the pest.

-Liang


But they are doign that.. They announce the projectile changes 2 days before the tempest shield armor adjustment :P

THis small increase in HP at least bring the tempest in a NOT COMPLETELY PATHETIC HP on RR gangs. The increase on damage from the ammo changes will also help a bit.

Now for the tempest to have a different role than the other ships it needs, as Astro said something as more agility/speed. Make it able to warp out in 9 seconds.. and then you have a real advantage. That would make it in a good hit and run ship ... then is just neede to create situations where this is useful :)

The 10% damage bonus and 10% falloff per level would be the perfect tempest with a different role. Less DPS than the other 2 battleships but with clear advantage on using its range. BUT that might be a bit too much to expect from CCP, since a lot of peopel would whien just because 2 bonuses of 10%

Irida Mershkov
Gallente
The Reformed
Chaos Theory Alliance
Posted - 2009.09.28 15:55:00 - [807]
 

Originally by: Tozmeister
Thank you, and yes it would be a poor mans Mach. but that's no bad thing now is it.....



I love your signature.


Also, kinda gotten used to the paintjob on the Navy Domi, doesn't look so bad. Can't really speak for ship balance though.

Trent Tyler
Minmatar
Blood Brigade Corporation
Posted - 2009.09.28 17:55:00 - [808]
 

Firetail give it back its unique max speed
Typhoon 5/5 would be much nicer instead of a 8th low, which is just gonna be another plate

God GirlFriend
Posted - 2009.09.28 20:13:00 - [809]
 

Originally by: Trent Tyler
Firetail give it back its unique max speed
Typhoon 5/5 would be much nicer instead of a 8th low, which is just gonna be another plate


omg READ..it will be BOTH 5/5 and 8 low slots.

Ahz
Posted - 2009.09.29 00:51:00 - [810]
 

Edited by: Ahz on 29/09/2009 01:06:55
Originally by: CCP Ytterbium
Typhoon:

Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/7)

Typhoon Fleet Issue:

Slot layout: received an additional launcher slot and turret slot (for a total of 5/5 turrets/launchers, 8/4/8)

Very Happy

Of course, I don't know who will ever put guns on one again, but that's a different problem.


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