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Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:34:00 - [1]
 

Edited by: Sarmaul on 14/06/2006 23:58:46
I'm taking a slight break from shouting (read whinging) for Minmatar boosts because I think it's a travesty that a ship with such good potential got turned into a bad Zealot instead of the armour-tanking missile spammer it should be.

Whatnid?

First and formost, the problem with Khanid ships is that there are no guidelines as to what they should be - even CCP seems to have a hard time deciding this one. The idea of Khanid technology was to try and combine Amarrian and Caldari technology into one ship, something that has been handled very poorly, leading to some half-assed ship designes.

So, first of all we need to set some guidelines for Khanid ships that would maximise the potential the Amarr/Caldari hybrid could bring.

Rule 1: Thou Shalt Armour Tank

Khanid ships are going to take their tank from their Amarrian heritage. These ships should be the hardest armour tankers in game, something that is pretty much garenteed by the next couple of rules.

Rule 2: Thou Shalt Have An Armour Resistance Bonus

All T2 Khanid ships should somehow recieve a 25% armour resistance bonus on top of whatever resistances they get for being T2 ships. It can either be 5% per level of the T1 ship skill (in which case it will automatically give a 25% increase the moment you board the T2 ship), or 5% per level of the T2 specialization ship skill (in which case you would need to train something like Assault Ships or Heavy Assault Ships to 5).

Like all ship resistance bonuses it doesn't stack, basically providing it with a built-in Energized Adaptive Nano Membrane II with maxed compensation skills.

Rule 3: Thou Shalt Have More Armour Than Shield Hitpoints

One of the early Sacrilege designes had a 6/4/5 slot layout but more shield hitpoints than armour. The problem is that the Sac's T2 resistances have "ARMOUR TANK" written all over them, and trying to tank shield with 4 slots is pretty useless unless you're in a Vagabond. The reason for this mixup was due to there being no rules for when Amarr technology finished and Caldari technology began. As Rule 1 states, Khanid are armour tankers like their Amarr brothers, so they should have more armour hitpoints than shield.

Rule 4: Thou Shalt Use Missiles

"Ah-ha!" I hear you say, "That's where the Caldari technology comes into it!". Bingo. By using a weapon system that uses 0 cap, it allows Khanid ships to devote 100% of their cap (besides speed mods + ewar, which are generally negligible) to maintaining their tank. Also, by using missiles it also means that more midslots can be freed up (generally no use for a web), allowing for capacitor boosters or capacitor rechargers.

Rule 5: Thou Shalt Have Some Form Of Missile Damage Bonus

25% ROF (cruiser and above) or 25% EM/All Damage (frigates). Due to the impact a ROF bonus has on frigate weapons (commonly known as "omgwtfserverlag"), all frigate weapons generally recieve a damage bonus instead. Yes I know a damage to EM missiles sucks for frig vs frig as everyone uses plates, which is why I'm suggesting it get a 25% damage bonus for all missiles, not just EM ones. Remove the crappy 25% kinetic bonus on the new Hawk if it makes you feel better :).

Rule 6: Thou Shalt Not Have Gimped Highslots

For example: 6 highslots and 3 missile launchers.

Rule 7: Thou Shalt Try To Retain Thy's 50% Laser Cap Reduction Bonus, Then Again Maybe Thou Shalt Not. To Be Honest, One Doesn't Know.

Because some people are never happy, and most ships inherit that bonus anyway.

Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:35:00 - [2]
 

Edited by: Sarmaul on 18/07/2006 20:32:49

The New Ships

Here goes...

The New Damnation

Slots: 7/4/6 (same)
Missiles: 4 (same)
Turrets: 4 (same)
Drones: 25m3 (same)

Shield: 2625 (same) [maybe -250?]
Armor: 3750 (same) [maybe +250?]
Hull: Hull: Whatever it is now (not in item database).

Battlecruiser Skill Bonus: 10% reduction in Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level

Command Ships Skill Bonus: 5% bonus to Assault and Heavy Missile Launcher rate of fire and 3% bonus to effectiveness of Armored Warfare Links per level.

It armour tanks, it spams missiles, it gives bonuses to gang modules that give bonuses to armour tanking. All I did was change the laser optimal bonus into a missile rof bonus (fyi not all command ships/battlecruisers have a range bonus). It also means you don't have to worry about getting exact positioning if you warp into a fight as there is no tracking or optimal range to worry about. Finally, you get to devote even more cap to armour tanking + gang assist modules, which is the purpose of these ships.

Rule 1: Check (More lows than mids, loads of armour hitpoints, resistance bonus)
Rule 2: Check (5% per Battlecrusier bonus)
Rule 3: Check (2625 vs 3750)
Rule 4: Check (4 launchers)
Rule 5: Check (25% ROF bonus)
Rule 6: Check (4 launchers, 7 highs, but 3 of those highs are designed to have gang mods in which leaves 4 for weapons)
Rule 7: Check (Battlecruiser bonus)

The New Malediction

Slots: 4/3/3 (same)
Missiles: 3 (+1)
Turrets: 3 (same)
Drones: 5m3 (+5m3)

Shield: 300 (-75)
Armor: 481 (+75)
Hull: Whatever it is now (not in item database).

Amarr Frigate Bonus: 10% bonus to Small Energy Turret capaicitor use and 10% bonus to EM missile damage per level.

Interceptors Bonus: 5% reduction in Signature Radius and 5% bonsu to all armor resistances per level.

Imagine a Crow. Now take away it's ability to orbit outside web range with rockets but give it one light drone instead. Finally, give it an armour resistance bonus tied into the Interceptors skill. Bingo, you have the new Malediction.

Like the new Sac listed below, it retains the 50% cap reduction for lasers bonus for those who really don't want to use missiles. For those who do, you get a 50% bonus to EM damage (yes I know it's not as nice as a ROF bonus, but unless you can solve the lag monster it's not going to happen) and the ability to use a light drone (explosive damage or ewar, take your pick :)).

Slot wise, it has the magical 3 midslots to allow it to web and scramble (and seeing as it will need to go into web range with rockets, the web will be needed to stop other ships closing the 10km range) and the 3 lows allow it to armour tank as well as any interceptor can armour tank. The increased armour hitpoints combined with the 25% resistance bonus gives it a nice natural tank, something that can be enhanced with a 200mm/400mm plate and a rep.

Rule 1: Check (Equal mids and lows, armour resistance bonus, oodles of armour hitpoints)
Rule 2: Check (5% per Intercepts level)
Rule 3: Check (300 vs 481)
Rule 4: Check (3 launchers)
Rule 5: Check (50% EM missile damage)
Rule 6: Check (3/4 highs are launchers)
Rule 7: Check Check (Amarr Frigate bonus)

Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:35:00 - [3]
 

Edited by: Sarmaul on 15/06/2006 09:51:01
The New Sacrilege

Slots: 6/4/5 (same)
Missiles: 5 (+2)
Turrets: 4 (same)
Drones: 15m3 (same)

Shield: 1000 (-238)
Armor: 2094 (+248)
Hull: Whatever it is now (not in item database).

Amarr Cruiser Bonus: 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all armor resistances per level.

Heavy Assault Ships Bonus: 10% Light and Heavy Missile velocity and 5% Assault and Heavy missile launcher rate of fire per level.

Notes: All HACs inherit their T1 ship's bonuses, hence the 10% to Medium Energy Turret (meh) and 5% bonus to all armor resistances per level (yay!). The HAC skill bonuses however can be as funky as you like, hence the 10% to light and heavy missile velocity (can be flight time, but velocity lets the missiles hit the target easier) and the 25% ROF bonus is self expanitory. It's damage output with heavy missiles (long range cruiser missiles) is virtually identical to it's current damage output with heavy beams (long-range crusier lasers). With drones, it out-damages the Cerberus. However, the Cerberus has the low-slots spare to load up with damage modules to push its DPS to well above that of the Sacrilege, even with drones.

As assault missiles are not in game yet I can't compare it's damage vs a Heavy Pulse setup, but seeing as pulses and beams on the Sacrilege do virtually the same damage, it will probably do more damage with assaults then pulses. When assault missiles finally make it into the game, the 10% bonus to light missile velocity can probably be changed to 10% to assault missile velocity (or at least do 10% to light/assault/heavy missiles).

For those who don't like missiles, it's energy turret capacitor use bonus lets you use it as a glorified Maller (aka poor-man's Zealot ;P). Slap some medium nos in the other 2 highslots or 2 heavy launchers. Of course you'll get the most out of the ship with the launchers, but whatever floats your boat.

Rule 1: Check (more lows than mids, armour resistance bonus, oodles of armour hitpoints)
Rule 2: Check (5% per Amarr Cruiser level)
Rule 3: Check (1000 vs 2094)
Rule 4: Check (5 launchers)
Rule 5: Check (25% launcher ROF)
Rule 6: Check (5/6 highs are launchers)
Rule 7: Check (Amarr Cruiser bonus)

The New Vengeance

Slots: 4/3/4 (same)
Missiles: 3 (+2)
Turrets: 3 (same)
Drones: 5m3 (+5m3)

Shield: 450 (-238)
Armor: 863 (+238)
Hull: Whatever it is now (not in item database).

Cap Recharge: 112.5 (-25%)

Amarr Frigate Bonus: Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret cap use and 5% bonus to all armor resistances per level (don't worry about the missing "15% bonus to Shield and Armor Explosive resistance and 10% bonus to Shield and Armor Kinetic resistance per level" bonus - it's still there, but shouldn't have been classed as a bonus anyway. Consider the new Vengeance the first of the assault ships to get a proper 4th bonus).

Assault Ships Skill Bonus: 5% missile EM damage per level and 10% bonus to missile velocity per level

The tanking machine just got tankier. With lasers it's damage output is the same as before (although it loses the optimal range bonus), but with missiles you get a 5% to EM and a velocity (range) bonus. The 25% cap recharge bonus has been directly applied to the ship (could be overpowered, easily removed) and in it's place a 5% armour resistance bonus. I'm trying to turn this ship into a mini Sacriledge and in a missile configuation it's not going to be running out of capacitor in a hurry. You've even got a spare high-slot for a nos.

The damage output isn't amazing, but like the Sacriledge it wins though durability not through ganking.

Rule 1: Check (+1 low than mid, armour resistance bonus, crap-loads of armour hitpoints)
Rule 2: Check (5% per Amarr Frigate level)
Rule 3: Check (450 vs 863)
Rule 4: Check (3 launchers)
Rule 5: Check (25% EM damage)
Rule 6: Check (3/4 highs are launchers)
Rule 7: Check (Assault Ships Bonus)

Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:36:00 - [4]
 

Edited by: Sarmaul on 31/07/2007 11:26:30
Edited by: Sarmaul on 15/02/2007 17:13:02
Other Ships

Curse: Is fine, leave it as it is. It's high slots are generally filled with nos anyway.
Anathema: Should really be made by Viziam...
Purifier: Should really be made by Khanid... (bombers are getting changed soon so I CBA to think up a new version of this ship)

Conclusion

I've tried to turn Khanid ships into something unique as well as something actually usable. Constructive critisim welcome as they are only preliminary ideas. I've deliberarly avoided the issue of PG and CPU as it's something that will need to be readjusted to meet the increased CPU demands of missile launchers.

Please don't hurt me...

29th January 2007

Anyway, thanks for all the support so far - hopefully it won't be too long until we see these changes and I start training Amarr Cruiser 5 Very Happy

15th February 2007

OMG I WAS DEVBLOGGED Shocked

Ego... slowly.... growing...

31th July 2007

You may officially call me Emperor Sarmaul.

A very big thanks to everyone who's helped this project come to fruition - it just goes to show that the good ideas really will be implemented in time :)

Now if you'll excuse me, I'm about to depart on an ego trip...


<3

Cruz
Out of Order
Posted - 2006.06.14 21:39:00 - [5]
 

Edited by: Cruz on 14/06/2006 21:43:53
Wow youve mostly read my mind, I Was just going to post nearly this same exact thread! :P

I agree, lets make the khanid basterchild ships actually useful.

Although tbh I was thinking sac with 4 launchers but 2 DPS bonuses so it doesn't directly compete with cerberus for missile dps and still can fit 2 turrets/NOS + drones.

Rule 7 is stupid though, dont gimp the ship by making it a missile boat with a turret bonus....

And to be honest I dont think the sac is that bad dps wise anymore, however it would be better off as an armour tanking missile spewer.

Aakron
The Illuminati.
Pandemic Legion
Posted - 2006.06.14 21:43:00 - [6]
 

Sarmaul for president

Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:44:00 - [7]
 

Originally by: Cruz
Edited by: Cruz on 14/06/2006 21:39:58
Wow youve mostly read my mind, I Was just going to post nearly this same exact thread! :P

I agree, lets make the khanid basterchild ships actually useful.

Although tbh I was thinking sac with 4 launchers but 2 DPS bonuses so it doesn't directly compete with cerberus for missile dps and still can fit 2 turrets/NOS + drones.

Rule 7 is stupid though, dont gimp the ship by making it a missile boat with a turret bonus....


Consider #7 a suggestion rather than a rule then :). It allows the ships to dual-role effectively and generally any other bonus will make it overpowered.

Cruz
Out of Order
Posted - 2006.06.14 21:45:00 - [8]
 

Originally by: Sarmaul
Originally by: Cruz
Edited by: Cruz on 14/06/2006 21:39:58
Wow youve mostly read my mind, I Was just going to post nearly this same exact thread! :P

I agree, lets make the khanid basterchild ships actually useful.

Although tbh I was thinking sac with 4 launchers but 2 DPS bonuses so it doesn't directly compete with cerberus for missile dps and still can fit 2 turrets/NOS + drones.

Rule 7 is stupid though, dont gimp the ship by making it a missile boat with a turret bonus....


Consider #7 a suggestion rather than a rule then :). It allows the ships to dual-role effectively and generally any other bonus will make it overpowered.


Dual damage bonus would really be needed if you wanted missiles as primary weapon on the sacrilege, otherwise it will be doing similiar heck even less dps than a Caracal.

Kye Kenshin
Posted - 2006.06.14 21:49:00 - [9]
 

I like these ideas.

It would make the Khanid line alot more interesting.

Sarmaul
Brutor Tribe
Posted - 2006.06.14 21:50:00 - [10]
 

Originally by: Cruz
Originally by: Sarmaul
Originally by: Cruz
Edited by: Cruz on 14/06/2006 21:39:58
Wow youve mostly read my mind, I Was just going to post nearly this same exact thread! :P

I agree, lets make the khanid basterchild ships actually useful.

Although tbh I was thinking sac with 4 launchers but 2 DPS bonuses so it doesn't directly compete with cerberus for missile dps and still can fit 2 turrets/NOS + drones.

Rule 7 is stupid though, dont gimp the ship by making it a missile boat with a turret bonus....


Consider #7 a suggestion rather than a rule then :). It allows the ships to dual-role effectively and generally any other bonus will make it overpowered.


Dual damage bonus would really be needed if you wanted missiles as primary weapon on the sacrilege, otherwise it will be doing similiar heck even less dps than a Caracal.


Sacri with 5 launchers, 25% missile rof and 3 light drones does more damage than a cerberus with 5 launchers, 25% rof and 25% kinetic damage as it lacks a drone bay. Please check your numbers before swing about wild accusations like that. As I stated, the Cerberus can easily bump up it's DPS by fitting BCUs in it's lows, but the Sacri can realisticly spare 2 midslots for ECM - something the Cerberus can't do unless it sacrificies it's shield tank.

Cruz
Out of Order
Posted - 2006.06.14 21:59:00 - [11]
 

Originally by: Sarmaul
Originally by: Cruz
Originally by: Sarmaul
Originally by: Cruz
Edited by: Cruz on 14/06/2006 21:39:58
Wow youve mostly read my mind, I Was just going to post nearly this same exact thread! :P

I agree, lets make the khanid basterchild ships actually useful.

Although tbh I was thinking sac with 4 launchers but 2 DPS bonuses so it doesn't directly compete with cerberus for missile dps and still can fit 2 turrets/NOS + drones.

Rule 7 is stupid though, dont gimp the ship by making it a missile boat with a turret bonus....


Consider #7 a suggestion rather than a rule then :). It allows the ships to dual-role effectively and generally any other bonus will make it overpowered.


Dual damage bonus would really be needed if you wanted missiles as primary weapon on the sacrilege, otherwise it will be doing similiar heck even less dps than a Caracal.


Sacri with 5 launchers, 25% missile rof and 3 light drones does more damage than a cerberus with 5 launchers, 25% rof and 25% kinetic damage as it lacks a drone bay. Please check your numbers before swing about wild accusations like that. As I stated, the Cerberus can easily bump up it's DPS by fitting BCUs in it's lows, but the Sacri can realisticly spare 2 midslots for ECM - something the Cerberus can't do unless it sacrificies it's shield tank.


Nevermind your right. The difference in dps of a Cerb with 2 boni and a sac with 1 boni would be about 40dps. 3 t2 light drones give a good 50dps, plus a turret if need be.
Cerb would still end up with more dps though since realistically cerb can fit 2 BCU IIs while Sac can't. But thats ok, the flexibility in ECM is worth it.

Like I said though my initial idea was just to give the Sac 4 launchers but 2 bonuses. 4 Launchers + 2 NOS + 3 Light Drones :D

Sarmaul
Brutor Tribe
Posted - 2006.06.14 22:04:00 - [12]
 

Originally by: Cruz
Nevermind your right.


I know :)

Originally by: Aakron
Sarmaul for president


I gotta somehow get the changes pushed through first ugh

Kitty O'Shay
Tharsis Security
Posted - 2006.06.14 22:05:00 - [13]
 

Sounds good. Khanid ships need a rethink and missiles + armor would be the most logical combo of Amarr and Caldari tech.

I'm moderately happy with the recent Vengeance changes, but would give them up to have the entire Khanid line revamped.

Aemilus Brutus
Posted - 2006.06.14 22:08:00 - [14]
 

Nice stuff, Amarr need some help, and this would fix a long standing problem.

Parallax Error
Amarr
Imperial Dreams
Curatores Veritatis Alliance
Posted - 2006.06.14 22:11:00 - [15]
 

Bah! What a dirty and heretical twisting of proud Amarr designs.

Pretty much spot on to what they should be!

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2006.06.14 22:19:00 - [16]
 

Edited by: Aramendel on 14/06/2006 22:20:55
Fristly, nicely written post. Just a few comments:

- As others said, rule #7 is kinda meh. Lasers are not that hot without a ROF or damage bonus on t2 ships, so that -50% cap use bonus would be essentially a wasted one. The difference in drone room or such balances the dps out, but I would still rather see a different bonus than -cap. Perhaps a utility one like missle speed? Even something not that useful like the target navigation prediction bonus of the nighthawk would be preferable to the cap bonus.

- damnation specific: armor/shield is fine as it is now, and it's identical to the absolution, which represents the more traditionalistic design. What is confusing is "the most advanced shield generators available outside Caldari space" in the damnation description, which seems to be a standart text in all Khanid ships. CCP needs to stop this misconception, that particular aspect of Khanid ships has long ago proven to be stillborn.
Also, it should not get a + dps bonus from the command ship skill - none of the fleet commands have one, only the field commands. The fleet command have all utility boni: vulture: +range, eos: + drone space (although it can boost it's dps with that, too, since it can carry a full swarm of heavies), claymore: tracking speed.


Tiuwaz
Minmatar
No Paradise
Posted - 2006.06.14 22:21:00 - [17]
 

Sarmaul get the **** outta my head Shocked thats really similar to what i was thinking aswell, especially for the sacriledge

so yes give those slavers armour tanking missilespammers

Deva Blackfire
Viziam
Posted - 2006.06.14 22:24:00 - [18]
 

Sarmaul - plz: PIMP MY HERETIC!!!

Kenan Waroria
Amarr
Finite Horizon
Posted - 2006.06.14 22:24:00 - [19]
 

Hulls:
Malediction = T2 Executioner
Vengeance = T2 Punisher
Sacrilege = T2 Maller
Damnation = T2 Prophecy

Very thoughtfull posts. Iīm a bit sceptical on the Sacrilege as it would have a nasty tank and DPS as an Cerberus, might be a bit to good. But a solution could be to give Cerberus a 5% shield resistance instead of Missile flight time Wink

Dark Shikari
Caldari
Deep Core Mining Inc.
Posted - 2006.06.14 22:28:00 - [20]
 

You've read my mind.

Sarmaul wins EVE.

Deva Blackfire
Viziam
Posted - 2006.06.14 22:31:00 - [21]
 

Originally by: Kenan Waroria
Hulls:
Malediction = T2 Executioner
Vengeance = T2 Punisher
Sacrilege = T2 Maller
Damnation = T2 Prophecy

Very thoughtfull posts. Iīm a bit sceptical on the Sacrilege as it would have a nasty tank and DPS as an Cerberus, might be a bit to good. But a solution could be to give Cerberus a 5% shield resistance instead of Missile flight time Wink


Sacri would need to use all lows for tank, where cerb can use lows for BCUs - so it is balanced this way IMO.

Audri Fisher
Caldari
Burning Bush Enterprises
Posted - 2006.06.14 22:39:00 - [22]
 

Nah: shield tank laser boats.


































That comment is gonna get me podded how many times?

Deva Blackfire
Viziam
Posted - 2006.06.14 22:42:00 - [23]
 

Originally by: Audri Fisher
Nah: shield tank laser boats.



It would be good idea but... amarr use ONLY lasers atm - so they need some variety.

Testy Mctest
Posted - 2006.06.14 22:45:00 - [24]
 

I disapprove of this thread as it doesn't include any of:

Projectile boosts
Typhoon boosts
Anti-Target Painter propoganda
Long skill training whining
General Minmatar whining
Amarr nerfing
Boobies

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2006.06.14 22:54:00 - [25]
 


Gronsak
Amarr
Posted - 2006.06.14 23:01:00 - [26]
 

personally i would say t1 ships need balance before t2 ships, and since this is about the amarr

amarr t1 cruseirs suck balls, take a look at them tux, i dont think ud find anyone that disagrees

Kenan Waroria
Amarr
Finite Horizon
Posted - 2006.06.14 23:25:00 - [27]
 

Originally by: Deva Blackfire
Originally by: Kenan Waroria
Hulls:
Malediction = T2 Executioner
Vengeance = T2 Punisher
Sacrilege = T2 Maller
Damnation = T2 Prophecy

Very thoughtfull posts. Iīm a bit sceptical on the Sacrilege as it would have a nasty tank and DPS as an Cerberus, might be a bit to good. But a solution could be to give Cerberus a 5% shield resistance instead of Missile flight time Wink

Sacri would need to use all lows for tank, where cerb can use lows for BCUs - so it is balanced this way IMO.

Not really. You have 4 free mid slots on the Sacrilege compared to the Cerberus that need to use more than one of itīs 5 mid-slots for Tanking (minimum 2 and then itīs not really a tank) and mid-slots are more important than low-slots in PvP.

Use non Kinteic missiles on the Cerberus and itīs worse than Sacrilege. And besides: you donīt need 5 slot tanking on the Sacrilege you can go with a 3 slot tanking and have two damagemods.

Compare the ships with a 3 slot tanking and you will find that Sacrilege would be better.

But I have to say that if the Sacrilege wouldnīt get a CPU increment then it wouldnīt be any problem as it would be horrible hard to fit (at least with T2 gear).

Karsus Maim
Posted - 2006.06.14 23:34:00 - [28]
 

I really like these ideas, was going to post something much less sophisticated though.

Instead of EM damage boost, since khanid are Caldari influenced perhaps a kinetic boost instead...or a mix between amarr and caldari and have the missile bonuses be thermal (the other amarr D-type)

Nikolai Nuvolari
Caldari
Gilead's Bullet
Posted - 2006.06.14 23:37:00 - [29]
 

It's a well thought-out post...but honestly, I think the Khanid ships should be shield-tanking laser boats. All of the Khanid Innovation ships say that they have the best shields outside Caldari space, and besides, we HAVE armor-tanked missile spammers anyway, that's what Sansha ships do...the only difference being that Sansha ships are faction, whereas Khanid ships are T2. So this wouldn't be COMPLETELY overlap...but I'd rather see NO overlap (because nobody shoots lasers and shield tanks) than some overlap.

Yakov Krasnov
Caldari
Posted - 2006.06.14 23:40:00 - [30]
 

I agree in principle that Khanid should have a unified style of shipbuilding, however, I'm a big fan of lasers and shield tanking, and they're the only ones that were likely to build ships that way. Maybe one division that does shield development and another that does missile development?

I'd really like to see a Khanid-developed Apoc variant with lots of midslots and strong shields with boosted resists.


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