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Player Features and Ideas Discussion

 
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[Carnyx] The Jackdaw

First post
Author
Zetheral
Knights Of The Chloroform
#441 - 2015-05-19 17:13:24 UTC
Here is a crazy idea, and if it was already suggested then just ignore this post (didn't read the whole thread).

The speed of this ship is a hot button topic but I wonder if there is some light we can get from the crazy inertia bonus the ship gets. Maybe instead of making this into a raw speed machine like other two, give it a warp speed bonus so it can align and warp faster than other ships of its class. Think of it as the heavy tackle for interceptors. The speed of a ceptor gets the initial point but ceptors are generally weak, with the ability of the jackdaw to stay in tow with a crazy warp speed means that they can take over the point and maintain the point while the rest of the fleet arrives.

While the lack of the speed could hurt this role, it does keep it from out right replacing ceptors. Then it has the damage to and tank to help the fleet out. It is a crazy idea but could work.
Iroquoiss Pliskin
9B30FF Labs
#442 - 2015-05-19 17:14:30 UTC
Marian Devers wrote:
Next week on CCP's "Balancing without guidelines" hit reality show, Rifters get a flat 2km optimal bonus per level. Just because.

Stay tuned!

Comming up next, Amarr ships to get a autocannon bonus? What will the jokester Fozzie think of next!

Exclusive interview: "I dont know how to balance ships within existing guidelines, so i decided to ignore them! I also cant remember what 1/10/100mn stands for - i think its percentage of speed increase! Who knows"


Don't be an ass.

If they were to listen to the average suggestions, every single ship would have cookie-cutter Damage/Tank/Speed bonuses. Big smile
Hakaari Inkuran
State War Academy
Caldari State
#443 - 2015-05-19 17:22:36 UTC  |  Edited by: Hakaari Inkuran
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.

This might be hilarious with polarized Rockets.

Too bad you cant really get rlmls on this just for ***** and giggles
Terra Chrall
Doomheim
#444 - 2015-05-19 17:59:02 UTC  |  Edited by: Terra Chrall
Harvey James wrote:
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


quicker reload than blasters... a little too good i suggest ..


T1 Hybrid ammo changes amount of damage and range. T1 Missiles changes damage type. This is meaninful bonus that gives the Jackdaw an interesting buff to tactical choices but a minor overall dps buff from shorter reloads.

EDIT: After thinking about this some more, and looking at the number of situations where this bonus comes into play, I have concluded it is cool but situational. And keeping it is fine, it is a nice flavor bonus. But I hope the base shields are increased to keep the overall defense of the ship where it was originally intended to be, around 1000-1100 range.
motie one
Secret Passage
#445 - 2015-05-19 17:59:39 UTC  |  Edited by: motie one
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


That is quite a nice idea, some effect, coupled with a quality of life improvement. Nice

Now the shield bonus is out of the way, Will we still be getting the reduced base shield you announced with the last suggestion? (The -50 shield HP) Or keeping it as it was originally? There is no need to have that to balance the shield bonus now?

Thanks
Mystical Might
Eclipse Pulsar
Fraternity.
#446 - 2015-05-19 18:18:33 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


So, dear brother fozzie,

In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone?
Krell Kroenen
The Devil's Shadow
#447 - 2015-05-19 18:24:48 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.



A much better looking bonus, and interesting one at that. thank you
Fourteen Maken
Karma and Causality
#448 - 2015-05-19 18:24:49 UTC
Caleb Seremshur wrote:


ASBs need a nerf as opposed to regular boosters needing a buff. At the module level. Not at the suspiciously specific ship level.


"Veteran and solo/small gang PVP advocate" Roll

Terra Chrall
Doomheim
#449 - 2015-05-19 18:54:54 UTC
Mystical Might wrote:
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


So, dear brother fozzie,

In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone?

I had to step back and ponder this, but is a nice bonus for a tactical ship and here is why:
1) Quickly change damage type ammo:. EM to Explosive
2) Quickly change between standard/T2 ammo: missiles to precision or fury; rockets to rage or javelin.
3) Small dps increase when reloading ammo does occur over the course of a fight.

Points 1 & 2 are purely tactical, quickly changing your ammo to best fit the target. Point 3 is a small bonus all the time.
Gorski Car
#450 - 2015-05-19 19:09:01 UTC
Mystical Might wrote:
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


So, dear brother fozzie,

In what situation is this reload situation bonus an applicable game changer? What does it achieve for anyone?


If you are up against 10 frigs both shield and armor tanked you can swap between mjolnir and nova fast because 10 frigs is about what you need vs a jackdaw huehue

Collect this post

Talia Soucu
Monkeys Violating the Heavenly Temple
#451 - 2015-05-19 19:18:28 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


Great idea Smile
Sturm Gewehr
Sebiestor Tribe
Minmatar Republic
#452 - 2015-05-19 19:23:37 UTC
Kind of surprised the reload bonus is as strong as it is, I thought 10% per level would be too bold a suggestion, 15% per level is fantastic. It makes the bonus meaningful for in combat reloads to swap missile and damage types, also minor DPS boost overall. I think it fits the archetype of t3ds being tactically flexible.
Tiberian Deci
Garoun Investment Bank
Gallente Federation
#453 - 2015-05-19 19:46:41 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


I like this much better.
Terra Chrall
Doomheim
#454 - 2015-05-19 19:49:05 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.

Will you be adjusting the base Shield HP further? Right now it is below T1 Cal destroyers 900/950. Also have you posted the recharge rate for the Jackdaw shields yet?

P.S. Thank you for buffing small shield extenders, now that they are in the 500HP range they become a realistic option on small ships.
Lortar Ogarr
The Scope
Gallente Federation
#455 - 2015-05-19 19:57:02 UTC
I like the change. I hope 15% is not OP
Specia1 K
State Protectorate
Caldari State
#456 - 2015-05-19 20:01:49 UTC
+1 for the reload bonus

Champion of the Knights of the General Discussion

Thunderdome

Great Creator
State War Academy
Caldari State
#457 - 2015-05-19 20:26:38 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.

crap... rly crap. or give bonus to fit rapid lauchers.
yea yea - 2.5 sec reload, but WHY?
for shoot-reload-shoot? nah - for rockets - useless. for lml? naaah - rof with bonuses can be around 4-5 sec.
For dat sh/r/sh - it will be around 5 too (lag, ping and other "server work fine")
and? damage type change? wut? damage type alrdy choosen by direct scan.

MeBiatch
GRR GOONS
#458 - 2015-05-19 20:30:04 UTC
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.


Cool... so like hybrid teload time

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Terra Chrall
Doomheim
#459 - 2015-05-19 21:03:28 UTC  |  Edited by: Terra Chrall
Great Creator wrote:
CCP Fozzie wrote:
Hey everyone. Thanks to those of you who have provided feedback so far.
We're going to try another all-new bonus to replace the tank bonus on the CTD skill: a 15% reduction in missile launcher reload time per level.

The flexibility that this bonus provides for in-combat ammo switching should be pretty interesting, without causing an oppressive increase in the best-case power level of the ship. At level 5, missile launchers would reload in 2.5 seconds.

This bonus won't be working correctly in the next SISI build tomorrow, but it will be in an upcoming build for you guys to try out.

crap... rly crap. or give bonus to fit rapid lauchers.
yea yea - 2.5 sec reload, but WHY?
for shoot-reload-shoot? nah - for rockets - useless. for lml? naaah - rof with bonuses can be around 4-5 sec.
For dat sh/r/sh - it will be around 5 too (lag, ping and other "server work fine")
and? damage type change? wut? damage type alrdy choosen by direct scan.


Do you never fight against more than one ship? When you do are they all the same race? If you go in against a mixed gang that had a Wolf, Zealot and a Hawk you might want to use Scourage on the Wolf, Inferno on the Zealot, and EM on the Hawk.

That said. I am looking this over some more and while a cool, unique, and tactical skill. It adds little power in the scope of your average fight.

I hope they raise the base shields to a good place to keep the defense in line with the ship's design, knowing that this tactical bonus is cool but still very situational.

EDIT: Selecting between T2 ammo types quickly is a good use of this bonus. Changing damage types is a little less critical. And takes a lot more player knowledge of enemy ships. Of course if you think a ship is shield fit and find it was in fact armor fit, that extra 7.5 seconds could prove to be precious seconds.
Phoenix Jones
Small-Arms Fire
#460 - 2015-05-19 21:13:54 UTC
This is going to be one broken boat Twisted

Yaay!!!!