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Old 10-06-2007, 07:05 AM   #466 (permalink)
skalls
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I love how the t2 domi still has 9000 grid.

Based on what i see t2 bs's are nothing more than toys for those people who have both the skills and money. I don't see them being cost effective to use in fleet or small gang pvp
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Old 10-06-2007, 08:04 AM   #467 (permalink)
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Originally Posted by skalls View Post
Based on what i see t2 bs's are nothing more than toys for those people who have both the skills and money. I don't see them being cost effective to use in fleet or small gang pvp
Probably because they're not supposed to be.
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Old 10-06-2007, 10:17 AM   #468 (permalink)
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What exactly makes them mission ships? They dont have a lot of weapon hardpoints, or big drone bays...
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Old 10-06-2007, 10:35 AM   #469 (permalink)
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Quote:
Originally Posted by Mist View Post
What exactly makes them mission ships? They dont have a lot of weapon hardpoints, or big drone bays...
Taking the Golem (T2 Raven) vs CNR for example...

+1 Launcher DPS (4 Launchers +100% bonus = 8 launchers)
3 Free high slots = NOS/Tractor/Salvager
2x Cargo Capacity
Drone Bay is the same
+15km Targeting Range
Kinetic/Thermal Armor Resistance Increase
Kinetic/Thermal Shield Resistance Increase
10 Target Locks vs. 7 (Multitasking useful)
73mm Scan Resolution vs. 85mm
+10m/sec Velocity
+1 Medium Slot

Unfortunately the screenshot clipped off the actual capacitor amount, depending on what it is, you may not need the CCC rigs and extra PDS. Also for your pimped out Super Carebear ship, you only need to buy 4 Estamel launchers instead of 7 now.
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Old 10-06-2007, 11:02 AM   #470 (permalink)
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Not to mention two more hull bonuses, whatever they turn out to be.

I'm not sure they thought through the four launcher shtick though, considering rats are the only ones who have defenders that work. Also, Gurista ECM.

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Old 10-06-2007, 11:32 AM   #471 (permalink)
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Oh, all of them do double turret or missile damage as a hull bonus?

Just trying to figure out why anyone would mission in something like the Kronos. If anything it looks like a sniper.
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Old 10-06-2007, 11:41 AM   #472 (permalink)
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I think the Marauders might end up being more useful then just as missionships.

I'm really looking at that Black Ops, though. It'll be like a billion isk I'm sure, but jumping my small gangs places = awesome?
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Old 10-06-2007, 12:41 PM   #473 (permalink)
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The Golem has 14 Grav Sensor Str vs CNR's 27. That... scares me. It's just asking to be jammed by every Gurista frigate around. Nevermind should you be probed out in low sec, you'll never stand a chance.

The number of launchers gives me pause as well. It seems I pretty much always lose 2 missiles to NPC defender missiles per volly. So a CNR goes from 7 to 5 missiles. Even assuming a 2x damage bonus on the new Golem, I'm still only getting 2 (effectively 4) missiles through per volley. That would be less dps on the new ship. Now, this is all conjecture of course, as the stats aren't necessarily final, and we don't know the bonuses. But it does make you wonder.

(Anyone know anything more about the T2 Freighters? Rumors abound but seen nothing concrete yet)
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Old 10-06-2007, 04:57 PM   #474 (permalink)
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Quote:
Originally Posted by skalls View Post
I love how the t2 domi still has 9000 grid.

Based on what i see t2 bs's are nothing more than toys for those people who have both the skills and money. I don't see them being cost effective to use in fleet or small gang pvp
Eh, not that bad. It loses two turret slots compared to the Dominix, the rest of the blackops ships only lose one compared to their T1 counterparts. It gains no CPU, the rest of them do. Finally, all the other blackops BS got an extra low/mid slot, the Sin does not. (7/5 to 6/6)

You want to talk about changes? According to eve-o, belt rats now shoot GSCs and jetcans if you leave them there. So you can't mine into a can anymore, the rats will just blow it up.

Quote:
The Golem has 14 Grav Sensor Str vs CNR's 27. That... scares me. It's just asking to be jammed by every Gurista frigate around. Nevermind should you be probed out in low sec, you'll never stand a chance.

The number of launchers gives me pause as well. It seems I pretty much always lose 2 missiles to NPC defender missiles per volly. So a CNR goes from 7 to 5 missiles. Even assuming a 2x damage bonus on the new Golem, I'm still only getting 2 (effectively 4) missiles through per volley. That would be less dps on the new ship. Now, this is all conjecture of course, as the stats aren't necessarily final, and we don't know the bonuses. But it does make you wonder.

(Anyone know anything more about the T2 Freighters? Rumors abound but seen nothing concrete yet)
I'm 99% sure that the ECM of rats is straight chance based, it doesn't care about your sensor strength. I've run level fours against Gurista in both an Abaddon and in a Sacrilege, and the Sacrilege doesn't get jammed more, at least not noticeably.
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Old 10-23-2007, 06:23 AM   #475 (permalink)
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Quote:
Originally Posted by Dev Blog
New tech 2 ships for trinity
reported by CCP Fendahl | 2007.10.23 11:46:08

Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).

Electronic Attack Ships
The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.

Sentinel

* Hull: Crucifier / Viziam
* Slots: 3/4/3, 2 turrets
* Fitting: 195tf, 40mw
* Drones: 20Mbit/s bandwidth, 60m3 drone bay
* Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
* Propulsion: 374m/s, 1,525,000kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
* 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
* 40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
* 5% reduction to capacitor recharge time per EAS level

The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.

Kitsune

* Hull: Griffin / Lai Dai
* Slots: 3/5/2, 1 turrets, 3 launchers
* Fitting: 270tf, 26mw
* Drones: none
* Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
* Propulsion: 365m/s, 1,600,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 10% reduction in ECM jammer capacitor need per Caldari FF level
* 20% bonus to ECM jammer strength per Caldari FF level
* 10% bonus to ECM jammer optimal range per EAS level
* 5% bonus to capacitor capacity per EAS level

Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.

Keres

* Hull: Maulus / Duvolle Labs
* Slots: 2/5/3, 2 turrets
* Fitting: 205tf, 33mw
* Drones: 5Mbit/s bandwidth, 10m3 dronebay
* Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
* Propulsion: 382m/s, 1,450,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
* 10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
* 10% bonus to Warp Disruptor range per EAS level
* 10% reduction in Warp Disruptor capacitor need per EAS level

Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).

Hyena

* Hull: Vigil / Core Complexion
* Slots: 3/4/3, 2 turrets, 2 launchers
* Fitting: 145tf, 36mw
* Drones: none
* Sensors: 592mm scan res, 35km, 21pt ladar
* Propulsion: 391m/s, 1,375,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
* 7.5% bonus to effectiveness of Target Painters per Minmatar FF level
* 20% bonus to Stasis Webifier range per EAS level
* 3% reduction of signature radius per EAS level

The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.

Heavy Interdictors
Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.

Devoter

* Hull: Maller / Viziam
* Slots: 6/3/7, 4 turrets
* Fitting: 368tf, 1,265mw
* Drones: none
* Propulsion: 210m/s, 15,500,00kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 10% bonus to Medium Energy Turret capacitor use per Amarr CC level
* 5% bonus to armor resistances per Amarr CC level
* 5% bonus to Medium Energy Turret ROF per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Onyx

* Caracal / Kaalakiota
* Slots: 6/6/4, 5 launchers
* Fitting: 560tf, 835mw
* Drones: none
* Propulsion: 205m/s, 16,000,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 5% bonus to kinetic missile damage per Caldari CC level
* 5% bonus to shield resistances per Caldari CC level
* 10% bonus to Missile Velocity per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Phobos

* Thorax / Roden Shipyards (OMG?!?)
* Slots: 6/4/6, 5 turrets
* Fitting: 375tf, 1,165mw
* Drones: none
* Propulsion: 215m/s, 15,000,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to medium hybrid damage per Gallente CC level
* 5% bonus to armor resistances per Gallente CC level
* 5% bonus to medium hybrid falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Broadsword

* Hull: Rupture / Core Complexion
* Slots: 6/6/4, 5 turrets, 3 launchers
* Fitting: 392tf, 1,010mw
* Drones: none
* Propulsion: 220m/s, 14,500,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
* 5% bonus to shield resistances per Minmatar CC level
* 5% bonus to Medium Projectile Turret falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Black Ops
The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.

Redeemer

* Hull: Armageddon / Viziam
* Slots: 8/4/7, 6 turrets
* Fitting: 505tf, 17,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% explosive

Bonuses:

* 10% reduction in laser capacitor need per Amarr BS level
* 5% reduction in laser rate of fire per Amarr BS level
* 7.5% bonus to laser tracking per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Widow

* Hull: Scorpion / Kaalakiota
* Slots: 7/8/4, 5 launchers
* Fitting: 760tf, 8,800mw
* Drones: 75Mbit/s, 75m3 dronebay
* Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% thermal

Bonuses:

* 5% reduction in missile launcher rate of fire per Caldari BS level
* 10% bonus to missile velocity per Caldari BS level
* 10% bonus to ECM effectiveness per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Sin

* Hull: Dominix / CreoDron
* Slots: 7/6/6, 4 turrets
* Fitting: 600tf, 8,800mw
* Drones: 125Mbit/s bandwidth, 400m3 dronebay
* Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% kinetic

Bonuses:

* 5% large hybrid damage per Gallente BS level
* 10% drone bonus to drone damage and HP per Gallente BS level
* 5% bonus to agility per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Panther

* Hull: Typhoon / Thukker Mix
* Slots: 8/5/6, 5 turrets
* Fitting: 510tf, 12,750mw
* Drones: 125Mbit/s bandwidth, 175m3 dronebay
* Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% em

Bonuses:

* 5% bonus to large projectile turret rate of fire per Minmatar BS level
* 5% bonus to large projectile turret damage per Minmatar BS level
* 5% bonus to velocity per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.

Paladin

* Hull: Apocalypse / Carthum Conglomerate
* Slots: 7/4/7, 4 turrets
* Fitting: 500tf, 13,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 12pt radar, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% explosive, 12.5% kinetic

Bonuses:

* 5% bonus to capacitor capacity per Amarr BS level
* 2% bonus to stasis webifier velocity factor per Amarr BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large energy turret tracking per Marauder level
* Role bonus: 100% bonus to large energy turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.

Golem

* Hull: Raven / Lai Dai
* Slots: 7/7/4, 4 missiles
* Fitting: 715tf, 6,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 14pt gravimetric, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% thermal, 12.5% kinetic

Bonuses:

* 10% bonus to BS class missile velocity per Caldari BS level
* 10% bonus to BS class missile explosion velocity per Caldari BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to target painters per Marauder level
* Role bonus: 100% bonus to BS class missile damage
* Role bonus: 100% bonus to range and velocity of tractor beams

The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.

Kronos

* Hull: Megathron / Duvolle Labs
* Slots: 7/4/7, 4 turrets
* Fitting: 550tf, 12,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Sensors: 13pt magnetometric, 10 target locks
* Propulsion: 135m/s, 102,500,000kg
* Tech II resistance bonus: 25% kinetic, 12.5% thermal
* Cargo: 1275m3

Bonuses

* 5% bonus to large hybrid turret damage per Gallente BS level
* 2% bonus to stasis webifier velocity factor per Gallente BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large hybrid turret tracking per Marauder level
* Role bonus: 100% bonus to large hybrid turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.

Vargur

* Hull: Tempest / Boundless Creations
* Slots: 7/6/5, 4 turrets
* Fitting: 625tf, 7,900mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 11pt ladar, 10 target locks
* Propulsion: 150m/s, 102,500,000kg
* Tech II resistance bonus: 25% em, 12.5% thermal
* Cargo: 1150m3

Bonuses:

* 5% bonus to large projectile turret ROF per Minmatar BS level
* 10% bonus to large projectile falloff range per Minmatar BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to large projectile turret tracking per Marauder level
* Role bonus: 100% bonus to large projectile turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.

More blogs on new stuff and upcoming changes to follow.

Last edited by Bizanich : 10-23-2007 at 06:27 AM.
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Old 10-23-2007, 06:28 AM   #476 (permalink)
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Looks like being able to fly a Widow before a Golem was a mistake and not sure about my Minmatar's like of the Vargur with that powergrid....

Apparently, these cannot be built in high sec. Dunno where they found that tidbit, though.
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Old 10-23-2007, 07:17 AM   #477 (permalink)
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Bonuses:

* 10% bonus to BS class missile velocity per Caldari BS level
* 10% bonus to BS class missile explosion velocity per Caldari BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to target painters per Marauder level
* Role bonus: 100% bonus to BS class missile damage
* Role bonus: 100% bonus to range and velocity of tractor beams
with these bonuses a CNR with caldari battleship 5 will out damage a golem
9 effective launchers vs 8 effective launchers.

while the golem will obviously tank a lot harder it wont matter for pvE at least where dps is king once you have a good enough tank. so it would seem for now the CNR will retain itīs title of king of pve.
while the golem might be able to tank lvl 5 mission with out support but due to the amount of neuting in those missions it wont matter.
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Old 10-23-2007, 09:59 AM   #478 (permalink)
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I'm rather underwhelmed by the Golem. I think defender missiles from NPCs will put the CNR above in DPS. And it could easily cost about as much as a faction BS for us non-inventors. Which means I don't expect to see *too* much of these in PVP (especially being jammer bait, even with ECCM). It looks nothing more than a glorified salvager, which is what I might use it for.

The Paladin should be renamed to Flycatcher, seems more appropriate than the real Flycatcher.
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Old 10-23-2007, 10:10 AM   #479 (permalink)
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Old 10-23-2007, 10:18 AM   #480 (permalink)
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The ECM bonus on the Widow is incredible. I may have to revise my rule of not flying anything above cruisers.

The Kitsune is interesting. 20% jam strength=yay. The Sentinel is subpar, which surprises nobody. The Keres is probably best of the lot, with Hyena trailing right after.

Marauders are...eh. Also I'm not sure of the wisdom behind making an entire class of ships have a counter (sensor strength) exclusively claimed by a single race. There's been degrees of racial effectiveness before, but this is probably a first in EvE game design (Vaga/Minmatar Recon relationship excluded).

I want official skill reqs, damn it.

Last edited by Tirinal : 10-23-2007 at 10:40 AM.
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