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Old 10-05-2007, 06:15 AM   #451 (permalink)
fucker
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well, if they showed also the ship bonuses maybe we would have a real idea about they value
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Old 10-05-2007, 06:29 AM   #452 (permalink)
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well, if they showed also the ship bonuses maybe we would have a real idea about they value
We can already see the Amarr heavy interdictor sucks, with only 3 mid slots and 4 turrets, while all the other ships have at least 4 and 5 weapon hardpoints.
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Old 10-05-2007, 06:51 AM   #453 (permalink)
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We can already see the Amarr heavy interdictor sucks, with only 3 mid slots and 4 turrets, while all the other ships have at least 4 and 5 weapon hardpoints.
It's the best gang one(if the bubble works the way people think it does where all the penalties apply solely to you), and the worst solo one. 7 lowslots + the expectation of the T1 resist bonus as one of the ship bonuses is a fucking hoss tank.

I'm more worried about the warp strength on the bubble, really. If all it takes to avoid one of these is a stab then they're pretty pointless.
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Old 10-05-2007, 09:50 AM   #454 (permalink)
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terribly disappointed with the t2 battleships.

Ah well, I will stick on my path to a Thanatos.
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Old 10-05-2007, 10:04 AM   #455 (permalink)
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terribly disappointed with the t2 battleships.

Ah well, I will stick on my path to a Thanatos.
I am kind of worried about the quality of these ships, but at least they appear balanced. I can't see them being uber with only 6 turrets, though. Even if they get a double damage bonus, that just makes them Tempests with covops cloaks and jump drives for 10x the price.

Loving the 300,000 light year base jump range, though. Looks like they're planning to limit range based on the amount of fuel you can carry in your cargo. Anyone have a general idea on how far 600m3 of isotopes will get you?
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Old 10-05-2007, 10:23 AM   #456 (permalink)
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300k LY is a typo. They'll probably have 3-5.
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Old 10-05-2007, 11:14 AM   #457 (permalink)
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Ideas for defeating nano gangs?

So what are some ideas?

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Old 10-05-2007, 11:29 AM   #458 (permalink)
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Why are the t2 ships even rendered with new decals using the old low-poly models? If they're going live the same time Trinity is upgraded then they'll look completely different, and I don't believe CCP mentioned an option to stay with the old models for slower machines.
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Old 10-05-2007, 11:41 AM   #459 (permalink)
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It's existing artwork from faction ships and ships that never went live.
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Old 10-05-2007, 02:42 PM   #460 (permalink)
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Quote:
Originally Posted by Xequecal View Post
Loving the 300,000 light year base jump range, though. Looks like they're planning to limit range based on the amount of fuel you can carry in your cargo. Anyone have a general idea on how far 600m3 of isotopes will get you?
I hadn't thought about it in terms of cargo space. While I would wager that the 300,000 ly range is in fact a typo, it wouldn't be entirely broken if it wasn't. With JFC IV it takes about 90m3 in isotopes per light year, which would mean that a 600m3 BS could jump 6.67 ly with a full cargo hold. With 7 t2 expanders that becomes just under 3200 m3 of space, allowing for a jump range of 35ly. That might be a bit too far, I'm not sure of the exact consequences for such a long jump range. For reference, a carrier with JDC IV can jump 13ly.
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Old 10-05-2007, 03:20 PM   #461 (permalink)
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So what are some ideas?

-Darvain
Field your own nanos complimented with Huginns, Rapiers, and logistics. Work well together so that you primary the webs ships and keep your recons alive.
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Old 10-05-2007, 04:06 PM   #462 (permalink)
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The 300k ly thing has already been confirmed as a typo, no need to speculate.
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Old 10-05-2007, 08:28 PM   #463 (permalink)
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What is the role of Maurauders supposed to be anyway?
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Old 10-05-2007, 11:49 PM   #464 (permalink)
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Mission ships (no joke)
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Old 10-06-2007, 06:03 AM   #465 (permalink)
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Screw that Kronos right in the bunghole. Yet another damn mega model instead of hyperion and AWU5? Yeah, kiss my ass.
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