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blankseplocked [IDEAS]Gal Overhaul (Myrm, Deimos, Hype, Brutix, Mega )
 
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MeBiatch
Posted - 2010.03.19 00:53:00 - [31]
 

there isnt a tech i bs out there i cant kill with a hype... you just cant do a duel rep...

try a single rep/buffer tank... that with tackle and nutrons on overload will kill anything...

though the onlything that would make the ship better is more pg.... (that way i can take of the pg rigs)

no way you can just add a low slot... you would have to take away a high or a mid...
just add some pg...

Liang Nuren
Posted - 2010.03.19 01:56:00 - [32]
 

Originally by: MeBiatch
there isnt a tech i bs out there i cant kill with a hype...


I would hazard a guess that says this is not true. :)

-Liang

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.19 03:20:00 - [33]
 

Originally by: Last Wolf
Edited by: Last Wolf on 18/03/2010 23:46:01
Edited by: Last Wolf on 18/03/2010 23:42:16
Originally by: Hirana Yoshida

The buffer paradigm is a hard one to solve due to gang-sizes continually increasing though.
Biggest hurdle I have seen is making local tank viable in small-gang scenarios without making them unbreakable when solo.



That is easy. Increase Rep amount AND cap/sec use by 400%. Increase capacitor amount by at LEAST double, then nerf recharge rate.

Now, local tanks are AMAZING when primaried, but if you try to overuse it you'll cap out and have ZERO tank.

I'm sure the lazy perma tank Mission runners would whine about this, so maybe make them whole new modules? So instead of JUST a Large Armor Repper. You have two versions of it, the "Slow and Steady" (like now) or the "BOOOOOOOST ME NOW AND TO HELL WITH MY CAP" version.

Edit: Also, I think reppers should repair hp/sec instead of huge CHUNKS of armor/shield every 5 or 10 seconds. Same with cap use, slowly drain the cap each second instead of huge chunks at a time. Then deal away with cycle times and let them be turned off and on at any time.


These are great solutions I think, I love the OMG boosters...But in reality they need to jack up RR Armor reps Cap use to insane amounts unless fitting another module that reduces it, So that The buffer fit RR isnt King anymore.

But for the OMG boosters I like the Idea of Armor Boosters/Shield Boosters that are just like Cap boosters, 3rd party throw away items that insta Boost your level for say 100Hp modules all the way to 4k HP. This would be awesome in conjunction with steady Actives.

It would also provide incentive to Loot as soon as you have killed your opponets as you could Loot his "Tank" YARRRR!!
Sure peeps would try to abuse it but all you do is limit the transferrig of these boosters the second someone is locked on to anything..They would be locked in hull.

This is the way real shields/armor would work nanites would need raw matter to make armor with and Shields would convert energy to stronger particles.

PLEASE CCP MAKE REAL ARMOR AND SHIELD BOOSTERS JUST LIKE CAP BOOSTERS.

Lastly this would also add another dimension of carrying Tank vs Ammo


Ryan Starwing
Gallente
Cryptonym Sleepers
Test Alliance Please Ignore
Posted - 2010.03.19 10:57:00 - [34]
 

I agree with the myrm suggestion (remember heavy drones look good in eft but they are big, slow, and if your drake decides to use its light drones on a couple of heavy drones and pop them the myrm suddenly does alot less dps), but disagree with the mega the 7.5% tracking bonus makes the blasters good and to remove the 7th low well then might as well cross train to amarr and gank fit a geddon.

Cpt Branko
Retired Pirate Club
Posted - 2010.03.19 11:23:00 - [35]
 

Edited by: Cpt Branko on 19/03/2010 11:24:28
Active (particularly armor) tanking needs a rework, but I'd rather see it being done by reducing the slot-intensiveness of tanks (eg. by introducing dual reps as one combined module) and some fitting tweaks so that they can actually fit tank and gank rather then being much lower DPS then buffer fits (read: useless) then by boosting tanks straight up (which makes them still useless in gangs but unbreakable solo, which is again bad).

Alternatively you could just ditch the tank bonuses from gallente/minmatar ships to something useful (HP bonus?) and tank related.

Flitz Farseeker
Farseeker Entertprises
Posted - 2010.03.19 14:12:00 - [36]
 

Last Wolf's suggestions about changes to reppers got me thinking about how to balance armor repping between solo PvE and 100-man fleets.

Rather than repping a fixed amount of damage, each repper would repair a fixed percentage of damage taken, say 10%, but cap usage would be based on amount repped. So for example if you have 200 armor damage it would rep 20 armor for 20 cap (made up numbers), but if you have 2000 armor damage it would rep 200 armor for 200 cap. So you can perma tank missions, but your cap ain't gonna last long if you get primaried. Also your tank can still be broken if you are taking too much incoming DPS even if you dont cap out.

Bloody Puppy
Minmatar
bulloxer
Posted - 2010.03.19 14:14:00 - [37]
 

Originally by: chavala


<Hyperion> Suggestions: Add a low power slot to give it 7 lows total. Reason: The Hyperion by far is one of the most disgusting T3 BS available to pilots. Working with 6 low slots for an active armor tank is horrendous and running anything short of a trip rep tank leaves this BS as a ship most Gallente pilots would rather not invest in, or fly. Giving the Hyperion a 7th Low would allow it to fit an active tank which could provide a valid polar opposite to armor tankers that the Abaddon provides in passive tanking. It could also allow pilots to fit a damage mod with a six slot tank ect.




how curious.... it remember me closely the strange case of tempest same 6 disturbing low slot, but also lowest dps armor tanked ship.... mmmmph

GL with yhat.

ps 100% agree to boost deimos idea

Hirana Yoshida
Behavioral Affront
Posted - 2010.03.19 15:02:00 - [38]
 

Originally by: Last Wolf
Edit: Also, I think reppers should repair hp/sec instead of huge CHUNKS of armor/shield every 5 or 10 seconds. Same with cap use, slowly drain the cap each second instead of huge chunks at a time. Then deal away with cycle times and let them be turned off and on at any time.

Yea I too have toyed with the burst repair idea, armour versions of shield boosters basically.
The trickle effect actually makes a lot more sense though, it is supposedly nanites doing the work, why would they all wait until the last minute to apply their work?
Takes away some of the complexity of injecting+repping so not sure if it is beneficial to the game, perhaps as a separate module but not as the "main".
Originally by: Cpt Branko
Active (particularly armor) tanking needs a rework, but I'd rather see it being done by reducing the slot-intensiveness of tanks (eg. by introducing dual reps as one combined module) ...

Doesn't shield tanks operate at roughly the same level by using boost amps rather than second reps?
If so then something like that would require local repair as a whole to be redesigned for balancing purposes - not a bad thing by any stretch, but CCP does not like work when there are optional short-cuts Very Happy

A middle ground solution would be to introduce a second module in each size for burst-tanking that effectively acts like a dual-rep while keeping the option of actual duals for staggering/cap purposes.
You see a very similar thing with shield tanks where a lot of ships can fit oversized boosters for the supersized-burst.

Beltantis Torrence
Wolfsbrigade
ShadowWolves.net
Posted - 2010.03.19 15:59:00 - [39]
 

I'd like the deimos to get a tracking bonus and more grid and be a decent mid ranged railgun ship (something that doesn't exist currently).

What's so overpowered about being able to fit something like the following?

[Deimos, Rails]
F85 Peripheral Damage System I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

10MN MicroWarpdrive I
Stasis Webifier II
Warp Disruptor II

200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
200mm Railgun II, Caldari Navy Antimatter Charge M
[empty high slot]

Medium Hybrid Metastasis Adjuster I
Medium Hybrid Metastasis Adjuster I


Vespa EC-600 x5

If it had a 50% tracking bonus instead of the MWD bonus it'd actually be a useful ship. Not overpowered but useful.

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.19 17:13:00 - [40]
 

Originally by: Hirana Yoshida
Originally by: Last Wolf
Edit: Also, I think reppers should repair hp/sec instead of huge CHUNKS of armor/shield every 5 or 10 seconds. Same with cap use, slowly drain the cap each second instead of huge chunks at a time. Then deal away with cycle times and let them be turned off and on at any time.

Yea I too have toyed with the burst repair idea, armour versions of shield boosters basically.
The trickle effect actually makes a lot more sense though, it is supposedly nanites doing the work, why would they all wait until the last minute to apply their work?
Takes away some of the complexity of injecting+repping so not sure if it is beneficial to the game, perhaps as a separate module but not as the "main".
Originally by: Cpt Branko
Active (particularly armor) tanking needs a rework, but I'd rather see it being done by reducing the slot-intensiveness of tanks (eg. by introducing dual reps as one combined module) ...

Doesn't shield tanks operate at roughly the same level by using boost amps rather than second reps?
If so then something like that would require local repair as a whole to be redesigned for balancing purposes - not a bad thing by any stretch, but CCP does not like work when there are optional short-cuts Very Happy

A middle ground solution would be to introduce a second module in each size for burst-tanking that effectively acts like a dual-rep while keeping the option of actual duals for staggering/cap purposes.
You see a very similar thing with shield tanks where a lot of ships can fit oversized boosters for the supersized-burst.


Peps always say in referance to Armor reps that shield tankers already have this option, what they mean is XL boosters, You cant fit them on anything smaller than a BC so basically its a just a Tad larger than Large Reps.

XL boosters to be anywhere near effective in PVP still need Blue pills and active rep bonus`s so No shields dont have "oversized" boosters that work in PVP.

We need cap/SHield/Armor boosters where you fit a modul and use throw away canisteres to inject HP it would be awesome simple and have great effects on PVP, it would be the 3rd repping, Active owns Solo and 2 v 2 Anything else is owned by buffer now adays this ***uld change that.

Skex Relbore
Gallente
Red Federation
RvB - RED Federation
Posted - 2010.03.19 17:51:00 - [41]
 

Personally what I'd like to see to fix active tanking would be 2 things.

One reduce the PG req's on Armor Reppers, 2300pg for a LAR2 compared to 600 for an X-L sheild booster?

Cut PG in half so we could fit some other PG hungry modules like large Cap Boosters, propulsion mods and decent guns.

Two change active armor bonus's to affect both local and remote rep that would make those bonus's worthwhile in fleets while not overpowering them for solo/small gangs.

So cut PG reqs on armor repers in half and make active repair bonus apply to remote reps.


demonfurbie
Minmatar
Drunken Wookies
BricK sQuAD.
Posted - 2010.03.19 18:31:00 - [42]
 

personally id like to see

the mym changed to 100bw 200 bay and take 1 high slot

the brutix take the rep bonus away and put a tracking (mini mega)

the deimos ... meh not much ya can do with a cruiser in close range

the hype a armor amt bonus instead of a rep bonus

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.19 18:39:00 - [43]
 

Edited by: Kail Storm on 19/03/2010 18:43:59
Originally by: Skex Relbore
Personally what I'd like to see to fix active tanking would be 2 things.

One reduce the PG req's on Armor Reppers, 2300pg for a LAR2 compared to 600 for an X-L sheild booster?

Cut PG in half so we could fit some other PG hungry modules like large Cap Boosters, propulsion mods and decent guns.

Two change active armor bonus's to affect both local and remote rep that would make those bonus's worthwhile in fleets while not overpowering them for solo/small gangs.

So cut PG reqs on armor repers in half and make active repair bonus apply to remote reps.




Wow, you are living in a Dream world....Shields use half the grid or less because our ships have terrible power grids....Literally half and we still have to fit guns etc etc.

Also do you realize that RR Armor rep is king right now? It takes less Pwrgrid/CPU to fit than a Decent Local rep...SO YOU WANNA GIVE A BONUS TO RR AND LOCAL at same time....The most overpowered mechanic in game you wanna make more powerful.....LOLZ

This would totally make Armor RR unfair, or I should say even more unfair in any group setting, there would be no reason never to fight with RR BS GANGS, just fit 10 Hypes or anyother Active/RR bonus`d ship and you could spyder tank and after you killed the Shield gang which couldnt fit remote reps and had to rely on LOL active XL Boosters, you could break away and never worry since you also had your WTFPWN ACTIVE BONUS ALSO.

YOU ARE CRAZY you basically want to add 2 Bonuses in 1 for all armored ships, RR armor already gets way more rep and costs less than 1 turret to fit, while shields takes the CPU of 2.5 Launchers and guess what Boost amps and Shield Boosters are CPU hungry so you could never fit both...Worst Idea ever.

You are either the greatest troll ever, or the stupidest/Most naive ever...We will find out Im betting.

Also please show me what Guns/Cap boosters etc you cant fit because those hungry reppers? Please link me these fits where your ships wouldnt own everything with this bonus, its like insta swapping from RR to Local tank at a whim.

Last Wolf
Umbra Wing
Posted - 2010.03.19 19:28:00 - [44]
 

Originally by: Skex Relbore
Personally what I'd like to see to fix active tanking would be 2 things.

One reduce the PG req's on Armor Reppers, 2300pg for a LAR2 compared to 600 for an X-L sheild booster?

Cut PG in half so we could fit some other PG hungry modules like large Cap Boosters, propulsion mods and decent guns.

Two change active armor bonus's to affect both local and remote rep that would make those bonus's worthwhile in fleets while not overpowering them for solo/small gangs.

So cut PG reqs on armor repers in half and make active repair bonus apply to remote reps.




And 220 CPU vs what... 50 cpu use? Also, the raven only gets like 8k pg, armor tanking ships get somewhere around 20000 pg.

gotta look at the whole picture, you can't just look at 1 stat of 2 mods and stay they are unbalanced.

Xeorth
Posted - 2010.03.19 19:55:00 - [45]
 

Originally by: Skex Relbore
2300pg for a LAR2 compared to 600 for an X-L sheild booster?

Right and the 55cpu for a LAR2 compared to 230cpu for a XL Booster, plus armor and shield ships having these things factored into their PG/CPU stats means nothing, right?

Originally by: demonfurbie
the mym changed to 100bw 200 bay and take 1 high slot
the brutix take the rep bonus away and put a tracking (mini mega)
the hype a armor amt bonus instead of a rep bonus

Definitely would be comfortable with myrm losing a hi slot in exchange for 100 Mbit/s of drones.

An armor amount bonus would help gallente a lot, especially since it would improve the buffer tank without the speed drawback of armor plates or armor rigs. But I think it would be tricky to balance that on top of plates and trimarks stacked with it.

Sonreir
Gallente
Paragon Fury
Cascade Imminent
Posted - 2010.03.19 19:55:00 - [46]
 

While I like the idea about increasing the Myrm's bandwidth, I think the other ships are just fine.

It's hybrid turrets that are broken.

Rails need more RoF, Blasters need a massive (like 100%) damage increase, and both could use better tracking.

Proxyyyy
Caldari
Caldari Provisions
Posted - 2010.03.19 20:20:00 - [47]
 

Nothing wrong with gallente ships imo. If i wasnt so partial to caldari ships. I would tell zee truth and say minmatar and gallente the best ships for pvp. unfortunately i am partial! so ill cont. to say minmatar and cal ships are the best for pvp.

Anyways! Blasters/Rails are fine, and those who are able to use them use them well and they kill sh!t.

Im not gunna suggest i know anything to much about pvp on the bs level (or care), but the gallente battleships seem fine to me. The hyperion i feel is better in small gangs than the other teir 3 bs's because it can fit full tackle, tank and it has a mwd. The others dont but have the same abiltity to tank and better dps it would seem. If i was to solo in a tier 3 bs, it would be a hyperion instead of the other 3 i guess...

The mega looks HAWT! I would like to nerf its sexy, so its inline with the ugly of the tempest. Also increase cpu?

The mrym needs no boost in anyway what-so-ever! Increase grid?

The brutix is a fine boat and is still the best teir 1 bc imo. Increase drone bay to 75?

The Deimos is very intresting...

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.19 21:34:00 - [48]
 

Originally by: Sonreir
While I like the idea about increasing the Myrm's bandwidth, I think the other ships are just fine.

It's hybrid turrets that are broken.

Rails need more RoF, Blasters need a massive (like 100%) damage increase, and both could use better tracking.


Im for Rails getting a Big Boost but blasters getting a 100% DMG increase IS LOLWAT....So you think the Mega should do 2000DPS@9km....Lolz Or how about a 900DPS Thorax that can track frigs and deliver insta popage lol just lol

Giving Rails 15%more DMG would be fair

I think blasters need Insta Swapp ammo and maybe 10% Tracking with maybe 5% DPS increase


MeBiatch
Posted - 2010.03.20 03:47:00 - [49]
 

Edited by: MeBiatch on 20/03/2010 03:53:45
Originally by: Liang Nuren
Originally by: MeBiatch
there isnt a tech i bs out there i cant kill with a hype...


I would hazard a guess that says this is not true. :)

-Liang


ok name one?

mael? toast
mega? toast
geddon? toast
abbadon? toast
phoon? toast
blaster rokh? toast...
torp raven? toast...
i am not talking about fancy faction or pirate bs's...

maybe i have been lucky but my setup is a beast and kills all!Twisted Evil
though please add more pg... i would like to have a bigger tank...YARRRR!!

edit: on a side not i would like to see all ships that get a bonus to reppers also affect incoming rr...

this would make ships that have a repper bonus be good for fleet pvp... as it stands ammar and caldari get a resist bonus which affects both pve and pvp (rr is more effective with better resists)

if CCP made all repper bonus ships also have that bonus affect rr that would make the ships way more viable for fleet combat..

do this and add some pg to the hype and we got the beast the ship is meant to be...

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.20 04:01:00 - [50]
 

Edited by: Kail Storm on 20/03/2010 04:03:12
I would bet on the Torp Raven vs your BS since it does 900+ DPS and can put it all on there, it also will find your weak resist, remember it can do 900 EXPL dmg and since your ship is so massive Raven only needs 1 TP to get full DMG....ALso the Raven will fit 2 nuets that will cap you out.

The next that would PWN you 1 v 1 is a Good Abby it has 225k EHP with 1k DPS its a flat out monster...

But really I think Torp Raven wins...Its capless fire will help its tank out a lot while it Nuets yours....When you cap out you either lose tank or firing or Both, if the Raven Caps out it still fires and still gets resists bonus from Invulns.

And if the Raven can do it guess what...The Phoon might be able to once more capless fire and nuets...And since your ass is so fat they dont need or 1 max target painter....Oh and I forgot, since the T raven/Phoon has 25km Range it can keep you scrammed and travel back and fourth between 5km to 10km making you fight in falloff some times, which is lost DPS when you swapp ammo`s...Liang help me out here

HarveyBirdman Esquire
Posted - 2010.03.20 04:05:00 - [51]
 

Originally by: Ophelia Ursus
The correct and preferred fix for all Gallente blaster boats of cruiser size and above is to swap their base shield and armor HP, give them four lows and move the surplus to mids, then give them damage + tracking bonuses. To fix the Enyo, give it four mids and two lows, swap the base armor and shield HP, and you're done. Oh, and a 5 - 10% increase in base speed wouldn't hurt either.

Ta-da!


Pretty much this.

James Tritanius
Posted - 2010.03.20 04:13:00 - [52]
 

Originally by: MeBiatch
Edited by: MeBiatch on 20/03/2010 03:53:45
Originally by: Liang Nuren
Originally by: MeBiatch
there isnt a tech i bs out there i cant kill with a hype...


I would hazard a guess that says this is not true. :)

-Liang


ok name one?

mael? toast
mega? toast
geddon? toast
abbadon? toast
phoon? toast
blaster rokh? toast...
torp raven? toast...
i am not talking about fancy faction or pirate bs's...

maybe i have been lucky but my setup is a beast and kills all!Twisted Evil
though please add more pg... i would like to have a bigger tank...YARRRR!!

edit: on a side not i would like to see all ships that get a bonus to reppers also affect incoming rr...

this would make ships that have a repper bonus be good for fleet pvp... as it stands ammar and caldari get a resist bonus which affects both pve and pvp (rr is more effective with better resists)

if CCP made all repper bonus ships also have that bonus affect rr that would make the ships way more viable for fleet combat..

do this and add some pg to the hype and we got the beast the ship is meant to be...


You and Liang should arrange a 1v1, imo.

Liang Nuren
Posted - 2010.03.20 06:53:00 - [53]
 

I have to admit his idea of a Hype is pretty amazing. Here's some vital stats for a fit like the one he describes:
- 1500+ DPS
- 600 DPS tanked
- 100K EHP

That seems like a really mean ship to me! I'm thinking I couldn't beat it no way.... maybe 10:1 odds against me winning? But man with such long odds of me winning I guess I could put down 250M on the off chance that I might possibly win.

-Liang

Max Hardcase
The Scope
Posted - 2010.03.20 09:52:00 - [54]
 

Edited by: Max Hardcase on 20/03/2010 10:18:11
Edited by: Max Hardcase on 20/03/2010 10:16:31
Edited by: Max Hardcase on 20/03/2010 09:53:27
Personally I think that most of the Gallente problems would be mitigated alot if hybrids got some love. It would also help the Caldari rail platforms.
That means:

- A significant reduction in cap use.( at least 40%)
After the Amarr laser cap use bonus we don't differ that much in cap use for the guns.
We get long ammo reload times and ammo use for that "benefit".

- Rails need to be given a bit more dmg or RoF, they're truly mehh as a long range weapon.
- 10% tracking boost.
-Start AM ammo at -45% range and work up from that.

That leaves the Myrmidon;
100mbit bandwith; 200m^3 dronebay ;-1 gun or hi slot.

Possibly introduce a Myrm variant that has an AHP bonus instead of the rep bonus.
People seem to like both the rep bonussed myrm but there is also alot of talk about an AHP bonus one. This would keep both camps happy for not alot of work. Call it the Hoplite.


TraininVain
Posted - 2010.03.20 10:22:00 - [55]
 

Edited by: TraininVain on 20/03/2010 10:46:35
To my mind a falloff bonus is the only reason I'd really use a sub-BS blaster boat so I don't want to see that replaced wholesale. Nor the tracking bonus (that must help real DPS, right?).

In my opinion the real problem is blasters especially with the current web/scram mechanics. They just seem designed for getting kited with. They also seem designed for getting caught with Sad

JitaPriceChecker2
Posted - 2010.03.20 10:33:00 - [56]
 

How to fix brutix and hyperion.

Move one low slot to med.

Remove armor bonus for a shield hp or shield resistance.

Two perfect PVP ships.


Grut
The Protei
Posted - 2010.03.20 13:36:00 - [57]
 

Originally by: JitaPriceChecker2
How to fix brutix and hyperion.

Move one low slot to med.

Remove armor bonus for a shield hp or shield resistance.

Two perfect PVP ships.




This would work fine but it bones the ferox and rokh.

I thought it was meant to be;

Shieldtanking is better for blasters + for caldari
Gal get better damage + for gal - caldari
Gal need to armourtank for good hp - gal

So it balances out.

But blasters suck so both caldari & gal are crap.

If you buff gal by letting them shieldtank they'll be fine but caldari will suck.

If you buff blasters both gal and caldari would be fine, though there would still be some broken ships to fix like the hype.

z0de
The Bastards
The Bastards.
Posted - 2010.03.20 13:50:00 - [58]
 

Gallente are about close range dps and active tanks, give them more close range dps and better active tanks.

Stop trying to make them mid range buffer tanks, thats ammars job.

Yes there are exceptions but the general theme for each races are obvious.

gallente: dps
Ammar: buffer tank
Minmatar: speed
Caldari: range

Grimpak
Gallente
Midnight Elites
Echelon Rising
Posted - 2010.03.20 14:17:00 - [59]
 

Originally by: z0de
Gallente are about close range dps and active tanks, give them more close range dps and better active tanks.

Stop trying to make them mid range buffer tanks, thats ammars job.



not quite. you really just need staying power to apply the superior dps.

that means you can eschew the active tanking bonus and increase damage into the MOAR!!11one levels.


meaning, brutix and hype should get a dmg + RoF bonus, taCool

Kail Storm
Caldari
Caldari Provisions
Posted - 2010.03.20 17:10:00 - [60]
 

Guys why not give instead of 90% wtfpwn webs give Gal boats a range web advantage....I hear that keeping a target web`d is the problem, so why not give 1.5x the web range tyo gal boats....This means that at 15km you could web your opponet to hold them there while you move in, hell maybe a Scram bonus and web bonus....This would make ships not be able to escape as much while the Gal closes for the kill.

What you all think?


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