Fires of Heaven Guild Message Board  

Go Back   Fires of Heaven Guild Message Board > Fires of Heaven Related Forums > MMORPG General Discussion
User Name
Password
ForumSpy Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Search this Thread Rate Thread Display Modes
Old 07-18-2007, 03:34 PM   #316 (permalink)
Bizanich
Registered User
 
Join Date: Oct 2002
Posts: 2,590
+0 Internets
Okay, so I got a Chimera yesterday and am trying to figure out how to fit it.

I know, it's not an Archon/Thanatos, but my first char was a Caldari newb because the intro said they were good militarily, sue me

I have the LP for a Caldari Navy Invul field or two, plotting other things as well.....as of right now, though, the Chimmy is just a glorified hauler

Anyone have any ideas or links to good chim builds?

[edit]
As an aside, it's been awhile since I just looked at a new loot or item in an MMO I've gotten and just been thrilled / psyched for it...but watching that enormous ship glide through the black was great.

Hull tanking 4tw?

Last edited by Bizanich : 07-18-2007 at 03:37 PM.
Bizanich is online now   Reply With Quote
Old 07-30-2007, 05:30 AM   #317 (permalink)
Bizanich
Registered User
 
Join Date: Oct 2002
Posts: 2,590
+0 Internets
Was debating between this and the guide thread, but will throw it here.

Lastnight I was able to experience the sheer awesomeness that is a logistics ship (now that they don't suck). I don't know how all of them are, but the Scimitar at least is one badass little ship....very survivable, too, I think we had its sig radius very low and with its speed, the heavy ships couldn't hit it.

killboard Killboard - Related kills & losses

I lost my Hurricane due to a fitting error, if you can believe that, I couldn't maintain my 3k+ speed for as long as the fight took (and it took awhile). The little Scimitar allowed us to hang in against a group that had a lot more firepower then we did (plus, we didn't fight stupidly).

Easily the best fight I've been in in the game.

So, Logistics is definitely a viable little ship nowadays.

Not in the huge blobs, obviously, but man...<3 the Scimitar.
Bizanich is online now   Reply With Quote
Old 07-30-2007, 06:36 AM   #318 (permalink)
Xequecal
Registered User
 
Join Date: Feb 2002
Posts: 1,293
-6 Internets
Send a message via ICQ to Xequecal
Seriously, the Scimitar? Did you have a lot of shield tankers?

Oh, and might as well post the new Khanid MkII ships from the test server while I'm here, since noone seems to have done it yet:


__________________
"I imagine that at this point, Al Gore rues the day he invented the electoral college."
Xequecal is offline   Reply With Quote
Old 07-30-2007, 07:10 AM   #319 (permalink)
Bizanich
Registered User
 
Join Date: Oct 2002
Posts: 2,590
+0 Internets
Quote:
Originally Posted by Xequecal View Post
Seriously, the Scimitar? Did you have a lot of shield tankers?
None of us were setup to tank. We were all speed fits (getting a Drake over 3k is fun), so we picked the logistics ship that appeared to be the most survivable. When none of us can tank or rep ourselves, it didn't seem to matter whether it was shield or armor.

We'd get primaried, call for "heals", and burn out of range or outdistance the sick amount of drones. I must have had 10-15 tech 2 drones on me for a portion of the fight.

Worked very well, they couldn't frag him and he was the reason several of our guys survived (including the Harbinger, which was on fire for about half the fight).

He was also able to save the Sabre multiple times before it went down finally and he saved myself before I came back in and was finally detonated (and I only really died due to running out of cap).
Bizanich is online now   Reply With Quote
Old 07-30-2007, 09:07 AM   #320 (permalink)
gavinrad
Banner of Asmadai
 
Join Date: Apr 2005
Posts: 1,311
-9 Internets
wow that assault frigate looks tasty
__________________
Quote:
"We Spartans believe we are descended from Cecil himself."
gavinrad is offline   Reply With Quote
Old 07-30-2007, 09:52 AM   #321 (permalink)
Wodin
Registered User
 
Wodin's Avatar
 
Join Date: Jan 2005
Location: Boston, MA
Posts: 1,884
+2 Internets
RIP Dampening Nanocurse of cheese. Nos changes are brutal for the Amarr Recons.

(I have one fitted out and ready to fly in Rens ).

As far as Khanid Mk. II goes, Sacrilege, Heretic, Vengeance and Malediction are all awesome(Malediction in particular) and the Damnation is sorta meh but could be worse.
__________________
Wodin - Troll Rogue - Elitist Jerks - Mal'Ganis
Wodin is offline   Reply With Quote
Old 07-30-2007, 10:05 AM   #322 (permalink)
gavinrad
Banner of Asmadai
 
Join Date: Apr 2005
Posts: 1,311
-9 Internets
heres a question, can any of the stealthy ships target and fire high slots while cloaked?
__________________
Quote:
"We Spartans believe we are descended from Cecil himself."
gavinrad is offline   Reply With Quote
Old 07-30-2007, 10:12 AM   #323 (permalink)
Callic
Registered User
 
Join Date: Jan 2003
Posts: 225
-4 Internets
no
__________________
Wii Code: 7807 1428 9231 8297
Callic is offline   Reply With Quote
Old 07-30-2007, 10:14 AM   #324 (permalink)
gavinrad
Banner of Asmadai
 
Join Date: Apr 2005
Posts: 1,311
-9 Internets
do high slots deactivate when you recloak? even though Im sure its a huge waste of time, I'm fascinated with the idea of ninja-salvaging battlefields.
__________________
Quote:
"We Spartans believe we are descended from Cecil himself."
gavinrad is offline   Reply With Quote
Old 07-30-2007, 10:22 AM   #325 (permalink)
Kazgrim
Registered User
 
Join Date: Aug 2006
Posts: 443
+3 Internets
All modules deactivate on next pulse after you activate your cloak.

As i'm finishing Amarr Cruiser V specifically for curse (and also Guardian) someone wanna tell me wtf they did to NOS? I spend alot of time on SiSi but haven't since the last change to it.

and psst Biz, we have several active scimitar pilots including me. But its not just scimitars...

65 sig radius, half that of t1 cruisers, less than Destroyers? Check
HAC resists? Check
Built in capacitor bonuses? Check
3 weapon slots? Check
Enough mids and lows to tank, to ewar, to tackle, or to perma rep if needed? Check

a 10-15 man gang running only logistics is unbeatable vs a similiar sized gang unless their entirely command ships who remote rep.

Last edited by Kazgrim : 07-30-2007 at 10:26 AM.
Kazgrim is offline   Reply With Quote
Old 07-30-2007, 10:26 AM   #326 (permalink)
Xequecal
Registered User
 
Join Date: Feb 2002
Posts: 1,293
-6 Internets
Send a message via ICQ to Xequecal
Quote:
Originally Posted by Wodin View Post
RIP Dampening Nanocurse of cheese. Nos changes are brutal for the Amarr Recons.

(I have one fitted out and ready to fly in Rens ).

As far as Khanid Mk. II goes, Sacrilege, Heretic, Vengeance and Malediction are all awesome(Malediction in particular) and the Damnation is sorta meh but could be worse.
Can that Heretic pop frigates/interceptors anywhere near as well as the Sabre can? From what I've read, missiles basically can't hit anything that moves as fast as interceptors do.

Quote:
All modules deactivate on next pulse after you activate your cloak.

As i'm finishing Amarr Cruiser V specifically for curse (and also Guardian) someone wanna tell me wtf they did to NOS? I spend alot of time on SiSi but haven't since the last change to it.

and psst Biz, we have several active scimitar pilots including me. But its not just scimitars...

65 sig radius, half that of t1 cruisers, less than Destroyers? Check
HAC resists? Check
Built in capacitor bonuses? Check
3 weapon slots? Check
Enough mids and lows to tank, to ewar, to tackle, or to perma rep if needed? Check

a 10-15 man gang running only logistics is unbeatable vs a similiar sized gang unless their entirely command ships who remote rep.
I didn't mean that in the sense of "logistics suck," I meant it as asking, "why the Scimitar?" It looks to me to be by far the worst one. The Guardian and Basilisk seem to be loads better.
__________________
"I imagine that at this point, Al Gore rues the day he invented the electoral college."

Last edited by Xequecal : 07-30-2007 at 10:29 AM.
Xequecal is offline   Reply With Quote
Old 07-30-2007, 10:49 AM   #327 (permalink)
Bizanich
Registered User
 
Join Date: Oct 2002
Posts: 2,590
+0 Internets
Quote:
Originally Posted by Xequecal View Post
I didn't mean that in the sense of "logistics suck," I meant it as asking, "why the Scimitar?" It looks to me to be by far the worst one. The Guardian and Basilisk seem to be loads better.
Speed is what I was told by gangmates, although I assume you could nano the others. Despite all the advantages Kazgrim stated, I can still pop one of the things fairly quickly in my 'Cane or Sleipnir.

The problem is, I can't catch our Scimitar to pound it into spacedust. He was easily outrunning me and I was moving fast when we toyed around with it before I went out lastnight.

That, plus the fact our leadership character lowers everyone in the gangs sig radius (the Scimitars was down to 50, maybe lower, but at least 50), and our little friend was basically immune to that heavy gang I linked above.

Makes me wish you could've come, Kaz..a second Scimitar would've meant we'd have finished the rest of them off (maybe) and had an impressive victory instead of just dealing a helluva lot more damage, but ceding the field....well, even another damage dealer would've done that, maybe

Oh, as an aside....

<3 Leadership characters. Being able to warp scramble at 32km in my Hurricane is love.
Bizanich is online now   Reply With Quote
Old 07-30-2007, 11:07 AM   #328 (permalink)
Kazgrim
Registered User
 
Join Date: Aug 2006
Posts: 443
+3 Internets
the guardian and basilisk have a very specific role in logistic setups but as far as taking a logistics ship and making it worthwhile combat wise, they are the worst, not the best. Oneiros and scimitar have the slots to armor or shield tank (and you can really get away with going either way on both too), to dps, to ewar, to nano, etc. Basilisk only has 2 lows so its use (other than as a cap xfer/shield rep boat) is jamming, guardian has 2 mids so it really can't do much other than move fast (or tank) while cap xfering/armor repping.

put it this way you can armor tank a scimitar while running 4 ecm's and have anti-tackle/nos highs and still keep it's combat speed > 1.5km/s which is better than most interceptors as far as orbit speed goes, they don't have as good as an inertia as an inty but they're better than most cruisers still and can maintain a nice orbit moving 1.5km.

Last edited by Kazgrim : 07-30-2007 at 11:12 AM.
Kazgrim is offline   Reply With Quote
Old 07-30-2007, 11:24 AM   #329 (permalink)
Wodin
Registered User
 
Wodin's Avatar
 
Join Date: Jan 2005
Location: Boston, MA
Posts: 1,884
+2 Internets
Quote:
Originally Posted by Kazgrim View Post
As i'm finishing Amarr Cruiser V specifically for curse (and also Guardian) someone wanna tell me wtf they did to NOS? I spend alot of time on SiSi but haven't since the last change to it.
Nerf was announced today. Can't suck cap when their percentage is less than yours, which means that the strength bonus on an Amarr recon is actually bad because it pushes you into having more cap than them after one cycle.
__________________
Wodin - Troll Rogue - Elitist Jerks - Mal'Ganis
Wodin is offline   Reply With Quote
Old 07-30-2007, 11:41 AM   #330 (permalink)
Bizanich
Registered User
 
Join Date: Oct 2002
Posts: 2,590
+0 Internets
Quote:
Originally Posted by Dev Blog
For Revelations 2.2 we are planning to revise the effect for Nosferatus and implement Khanid mk 2. As you may know, both changes are now out on the test server so you can try them out if you're interested. Juicy details below.

Nosferatu Changes

In their current implementation Nosferatus not only neutralize cap of the targeted ship, but also leeches energy for your own ship. For instance a Heavy Nosferatu I gives you 8en/s and the peak recharge rate of a Megathron is about 20en/s with good skills, so a single Heavy Nosferatu I gives you about 40% increase in cap recharge rate. Even if the Nosferatu didn't leech energy it would still be a useful module since it can neutralize a capacitor at no (energy) cost to yourself. The problem, then, is that Nosferatus allows one to both leech energy off a target and at the same time neutralize its capacitor. This makes the Nosferatus too powerful since there is no compromise involved.

To address this issue we have changed the effect on Nosferatus (but not on Energy Neutralizers) in order to make the Nosferatu less powerful as an Energy Neutralizer without affecting its ability to leech energy. Under the new system, the amount transferred by a Nosferatu is based on the relative capacitor charge levels (measured in percent). Energy is only transferred while the charge percentage of the targeted ship is higher than the charge percentage of the ship that activated the Nosferatu. This means that the target is no worse off (energy wise) than the attacking ship.

For instance, if a battleship with 30% capacitor left activates a Nosferatu on a frigate, then the frigate is not drained below 30%. In other words, the Nosferatu would not drain the capacitor of the frigate completely, though an Energy Neutralizer would do the job nicely (but at an energy cost to the battleship). It is, however, still possible to use Nosferatus to drain a target if one is willing to sacrifice ones own energy to do so.

Khanid mk 2

The Khanid ships currently suffer from a lack of direction. They have mixed laser and missile hardpoints and a bias towards shield tanking, but with armor bonuses. To rectify this, Khanid mk 2 (as originally suggested by Sarmaul -- much love for this awesome idea!) focuses on missile combat and armor tanking exclusively. This overlaps somewhat with Caldari missile ships, but the revised Khanid ships focus more on close range combat with bonuses to rockets/heavy assault missiles (and hopefully torpedos eventually). The Caldari ships remain superior at longer ranges due to missile velocity and flight time bonuses and their higher CPU output for Standard/Heavy Missile Launchers.

Generally speaking, the new "Khanid bonuses" are:

5% bonus to rocket/heavy assault missile damage per level,
5% bonus to armor resistances per level and
5% reduction of capacitor recharge time per level.

Most Khanid ships do not favor any particular damage types, which increases flexibility with respect to damage types. Their damage output is higher than that of their Caldari counter parts when using non-kinetic rockets/heavy assault missiles, but lower with kinetic standard missiles/heavy missiles. The armor resistance and capacitor recharge bonuses enables the Khanid ships to field very tough tanks, which helps them to better survive at close range where they are most effective. Sensors have in general been adjusted for slightly shorter range. The mass and maximum speed on the Vengeance and Sacrilege have been improved so they can close in on their targets faster, though they remain slightly slower than their traditional Amarr equivalents. The Impel (deep space transport) and the Curse (combat recon) have not been changed as they are already in line with Khanid mk 2. The changes for the other Khanid ships are listed below.

Malediction (Interceptor)
Hardpoints: 3 launchers (+1), 1 turret (-2)
Fitting: 135tf (+10tf), 35mw (no change)
Sensors: 925mm scan res (+25mm), 18,500m max targeting range (-4,000m)
Bonuses
5% bonus to rocket damage per FF level
5% bonus to armor resistances per FF level
5% reduction of signature radius per Interceptor level (no change)
5% bonus to missile EM damage per Interceptor level (no change)

Lacks the range of the Crow, but has a bonus to armor resistances, a better capacitor and better speed. CPU is tight when using standard missiles.

Vengeance (Assault Ship)
Hardpoints: 4 launchers (+2), 1 turret (-2)
Fitting: 160tf (+10tf), 43mw (-5mw)
Sensors: 655mm scan res (+55mm), 38,000m max targeting range (-7,000m)
Propulsion: 235m/s (+5m/s), 2,000,000kg (-75,000kg)
Bonuses
5% bonus to rocket damage per Amarr FF level
15%/10% bonus to shield/armor resistances per Amarr FF level (no change)
5% bonus to armor resistances per AS level
5% reduction of capacitor recharge time per AS level (no change)

Lacks the range of the Hawk, but is faster and tanks better due to its slot layout and bonuses. CPU is tight when using standard missiles.

Anathema (Covert Ops)
Hardpoints: 2 launchers (+1), 1 turret (-1)
Bonuses
5% bonus to rocket damage per Amarr FF level
5% reduction of capacitor recharge time per Amarr FF level
-98% to -100% reduced CPU need for cloaking device per Amarr FF level (no change)
10% reduction of duration time of Astrometric modules per Amarr FF level (no change)

Weapons are largely useless on Covert Ops frigates, but the Anathema has none the less been given a Khanid flavor for the sake of consistency.

Heretic (Interdictor)
Hardpoints: 6 launchers (+1), 2 turrets (-2)
Fitting: 230tf (+19tf), 57mw (-9mw)
Bonuses
5% bonus to rocket damage per DD level
10% bonus to explosion velocity per DD level
10% bonus to missile velocity per Interdictor level
10% Interdiction Sphere Launcher ROF per Interdictor level (no change)

The Heretic has similar bonuses to the Flycatcher, but the rockets only damage bonus and the low CPU makes rockets more suitable than standard missiles. The Explosion velocity bonus makes the Heretic better for taking down high speed targets vs. low speed, low signature radius targets for the Flycatcher.

Sacrilege (Heavy Assault Ship)
Hardpoints: 5 launchers (+2), 0 turrets (-4)
Fitting: 400tf (+50tf), 1030mw (-70mw)
Sensors: 260mm scan res (+25mm), 50,000m max targeting range (-10,000m)
Propulsion: 205m/s (+30m/s), 12,000,000kg (-155,000kg)
Bonuses
5% bonus to Heavy Assault Missile damage per Amarr CC level
5% bonus to armor resistances per Amarr CC level (no change)
5% reduction of capacitor recharge time per HAS level
5% reduction of missile launcher ROF per HAS level

The improved speed and mass helps getting the ship in close, though it remains slightly worse than for the Zealot. The armor resistance and capacitor recharge bonuses allow the Sacrilege to field a very hard tank, which helps it to compete against blaster ships (with its relatively lower damage output).

Damnation (Command Ship)
Hardpoints: 5 launchers (+1), 2 turrets (-2)
Fitting: 440tf (no change), 1300mw (-210mw)
Bonuses
5% bonus to Heavy Assault Missiles per BC level
5% bonus to armor resistances per BC level (no change)
5% reduction of capacitor recharge time per CS level
3% bonus to Armor Warfare Links per CS level (no change)

Relatively low damage output compared to other fleet command ships, however the reduction of capacitor recharge time enables the Damnation to tank better than any other fleet command ship.


As always, the above changes are not final and subject to change if they turn out to be overpowered or under-performing. Of course we would like to hear your feedback on the Nosferatu and Khanid changes (from Caldari pilots too). More balacing changes for Revelations 2.2 to follow.
More balancing changes to follow sounds like fun.
Bizanich is online now   Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On
uberguilds network



All times are GMT -7. The time now is 01:18 PM.


Powered by vBulletin® Version 3.6.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.0.0 RC6