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Tech 3 Destroyers or Battlecruisers???!!!111

Author
Kaire Koschuken
Aliastra
Gallente Federation
#21 - 2013-04-30 19:56:51 UTC
Roxanne Dallas wrote:
Kaire Koschuken wrote:
Roxanne Dallas wrote:
Kaire Koschuken wrote:
T3 industrials? I rather dislike this idea, but if people can fit them shiny and leave them AFK in belts, I'm all for it, assuming that CCP doesn't deliver another round of nerfs to the already-hurting suicide ganking metagame.


I'm sorry but Tier 3's were a gift to suicide ganking even after the nerf there still better than the Apoc with 1400 mm's and you still have the Desi's which in a 0.5 system can take out a freighter for like 300 mill with like 30 ish destroyers


I'm not sure whether you're saying that people are using T3's for suicide ganks or not, but if you are, that is a terrible idea.

At any rate, the only gift that suicide ganking got out of T3's was a softer target for people to bling, and don't forget that insurance payments were removed from those ganks around when we got those destroyers. Oh, and picking the loot up from suicide gank wrecks became quite dangerous with the new and annoying suspect flags. RIP can bait.

Oh, and if someone can coordinate a 30-man destroyer gank, they deserve to kill that for 300m.


No... Wtf are you on TIER 3 not TECH 3... When its over comms you have an excuse but when it is literally written down for you mixing up the words Tier 3 and Tech 3 not so excusable.

Tier 3 refers to Tier 3 Battlecruisers the Naga, Tornado, Talso and Oracle Tech 1 BC's which are tier 3 within the old tiering system.

Tech 3's are Tech 3 cruisers which have no tiers because there is only 1 ship in each race for T3's which is the Tengu, Legion, Loki and Proteus

See the difference Tier, Tech

Tier
Tech

T T
I E
E C
R H

Oh and the Goons can get 100's to do it for there burn Jita events


Your topic is about Tech 3 ships.

Also, not everyone is Goons, and Goons don't make their living burning Jita. Some people do, however, make their living with solo ganks, and that lifestyle needs to be given some buffs to remain not only affordable, but be profitable.
marVLs
#22 - 2013-04-30 19:58:15 UTC  |  Edited by: marVLs
Only T3 indy, BS, destroyer (instead of frigate), and don't forget T3 don't need to be the same way as cruisers, it can be something new like T3 not modular but transforming BS's Cool
Lady von Baroness
Mizara's Dollhouse
#23 - 2013-04-30 19:59:36 UTC
Lady Ayeipsia wrote:

Heck, add in some PvP module options:
Capital ewar, allows fitting of capital ewar modules which can only target other capital and super capital ships.
Capital scram/disrupt module


I don't think there should be too many PvP modules for it; I was hesitant to even put in what I put in, but figured minor PvP capabilities (turret bonuses for things like fitting and rate of fire, as well as combat drone bonuses) would be more useful defensively than offensively, though I absolutely know people would jump on it as an expensive Battle Badger.

The mobile lab module might be interesting, but would probably be difficult to do, or at least difficult to balance well. And what happens when a person logs off? Does it only work while logged in? What about downtime, then? It would only be useful for runs with a short duration.

I like the idea of a Clone Vat Bay; that would be an additional high-power-slot module, while the ore compressor might be fun for future ganks (how much is 1 unit of compressed Veldspar worth, and how much would even, say, a T1 industrial filled with it worth? Imagine the value of the ganks that this module could create).

A moon-mining module would have to be in low- or nul-sec space only, though maybe it could be used in Wormholes if it has a low-enough pull on resources? Though, wormholes are, if you find the right ones, rather quiet.

Improved probing? Absolutely! that would work under the Drones Modules (changing "drones" modules to something like "remote command" modules).

I do disagree on the sizes, though; make it one size-only, and make it a half-way point between Industrials and Freighters.

Lady Ayeipsia wrote:
As for why I want this, i just find it funny that my main Indy alt can build a titan or a space station, but since he is not a miner, the best he can fly is an itty V or a buzzard.


That is changing in the upcoming expansion, is it not?

Really, what I find the most humorous about it all is that an industrialist is able to build all of these ships, having to know all of the various specs regarding the ships, and must be able to deal with the programming required to pilot it, but are incapable of piloting it themselves. Then again, it isn't like the individual capsuleer is doing all of the building themselves; that work is being done by sophisticated machinery under the instructions of some advanced form of a blueprint (it had better be an advanced form of a blueprint... if they are still paper blueprints, then I demand the creation of pencils, paper, or photocopiers).

Donations of any doll items are graciously accepted anywhere in the universe of EvE!

PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#24 - 2013-04-30 20:00:47 UTC
T3 industrials. It's going to be t3 industrials.
Roxanne Dallas
Sebiestor Tribe
Minmatar Republic
#25 - 2013-04-30 20:02:09 UTC  |  Edited by: Roxanne Dallas
Lady von Baroness wrote:
Tech 3 Industrial got me thinking... And being bored at work over lunch, and having a few minutes to kill...

Go ahead and rip it apart; it took me about 10 minutes from thinking it up to typing it out (and doing those bloody markups was probably half the time).


I Like it :p but you would have to split some of those bonuses between subsystems so that its not OP, like the subsystems for T3 cruisers

I would probably Split it something like this with an ORE subsystem skill

ORE Prop Sub
Sub 1; Bubble nullification, Mass decrease, extra debuff to HP
Sub 2; MWD bloom reduction, warp speed bonus, sub-warp speed bonus, agility bonus, mass decrease Extra debuff to HP
Sub 3; Larger cargohold
Sub 4; Ship maintenance bay
All previous Subs have debuffs to hitpoints
Sub 5 Mid sized cargo hold (No debuffs to hitpoints) +jumpdrive

ORE Electronics Sub
Sub 1; Warp while cloaked plus ability to use a CovOps cloak
Sub 2; Additional CPU
Sub 3; Mining Foreman Link
Sub 4; Bonus to salvagers and tractor beams.
Sub 5; Bonus for salvager and mining drones

Ore Engineering Sub
Sub 1; Medium large Addition to points for calibration & Power Grid
Sub 2; Mid Addition to Cap and Powergrid
Sub 3 ; Large Addition to Powergrid

I'm too board to finish but you get the idea basically the same system as T3 Cruisers but just for industry
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