These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#1781 - 2013-01-28 12:11:34 UTC
or give it a 10% Bonus to kinetic and 5% to the other Types. With this kinetic ist still the strongest, but it closes the gab betwenn the others
An Amarr-Frig once hat a Bonus-split like this, only with EM on the strongest Site.
To mare
Advanced Technology
#1782 - 2013-01-28 12:17:39 UTC
Gosti Kahanid wrote:
or give it a 10% Bonus to kinetic and 5% to the other Types. With this kinetic ist still the strongest, but it closes the gab betwenn the others
An Amarr-Frig once hat a Bonus-split like this, only with EM on the strongest Site.

if it lose the resist bonus with that change its kind of fine to me 2 5% bonus 1 5% to all missile and a addictional 5% to kin sound reasonable but 10% dps bonus and a resist bonus its just too much
Crazy KSK
Tsunami Cartel
#1783 - 2013-01-28 12:58:33 UTC  |  Edited by: Crazy KSK
on sisi
I just lost to this drake

Quote:

[Drake, New Setup 2]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Warp Disruptor II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
[empty high slot]


Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5

in my ferox
Quote:

[Ferox, New Setup 2]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
[empty high slot]

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5


it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

edit: fixed the ferox turrets (took it from eft where it only has 6 heh)

Quote CCP Fozzie: ... The days of balance and forget are over.

Goldensaver
Maraque Enterprises
Just let it happen
#1784 - 2013-01-28 13:44:00 UTC
Hakan MacTrew wrote:
To mare wrote:
i dont really like all those 10% bonus (except the drones one)

they make kind of useless double damage bonused ships like the hurricane since it take 2 bonus to get a slightly better performance than 1, brutix drake harbinger get a +50% dps with 1 bonus, the cane get a +58% using 2 bonus and they all have the same nmuber of turrets or launchers

The Drake will gain 3% overall kinetic damage from its missiles and a utility slot it will struggle to fill. In exchange it is losing almost 15% of any other missile types damage. Please do enlighten me as to how terrible this buff is for all non Drake users.

Admittedly, for PvE purposes, of the 13 races you can fight, (not including Jove or Sleepers given their omnitank,) kinetic is only the primary or secondary vulnerability for 69%. What a crying shame...

Yeah, that's just one damage type compared tot he 'Cane's selectable damage on the Drake.

And on the Harb they had to put all that damage in one bonus because they NEEDED another bonus just so you can fire the guns. Something the 'Cane doesn't have to worry about.

Not gonna bother with the Brutix. Just going to ask when you saw them, if ever before now/this next patch.

And as someone pointed out earlier: 66% boost.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1785 - 2013-01-28 13:59:27 UTC  |  Edited by: Jonas Sukarala
Crazy KSK wrote:
on sisi
I just lost to this drake

Quote:

[Drake, New Setup 2]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Warp Disruptor II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
[empty high slot]


Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5

in my ferox
Quote:

[Ferox, New Setup 2]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
[empty high slot]

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5


it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose


its odd that CCP don't seem to see this problem at all atm the only reason to fly a ferox is that its cheaper than the drake so after the patch the ferox will be even more obsolete........

The bottom line is the drake still needs to be nerfed the drake is the only bc unchanged in any meaningful way

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1786 - 2013-01-28 14:12:39 UTC  |  Edited by: Jonas Sukarala
Drake:
Battlecruiser skill bonuses:
10% bonus to heavy and heavy assault missile kinetic damage
Fixed Bonus:
Can fit Warfare Link modules
Slot layout: 7 H (-1), 5 M, 5 L , 6 Launchers (-1)
Fittings: 800 PWG (-50), 500 CPU (-25)
Defense (shields / armor / hull) : 4650(-819) / 3250(-658) / 3750(-156)
Capacitor (amount / recharge rate / average cap per second): 2500(-312.5) / 658s(-92s) / 3.8 (+0.05)
Mobility (max velocity / agility / mass / align time): 140 / 0.64(+0.012) / 14810000 (+800,000) / 8.9s (+0.7)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8
Sensor strength: 19 Gravimetric
Signature radius: 295 (+10)
Cargo capacity: 450 (+105)

something like this i think makes more sense and makes sure the ferox is actually tankier.
Although reducing mass would make sense here.
Although i still think, sig radius is still too high across the board.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#1787 - 2013-01-28 14:13:16 UTC  |  Edited by: Gosti Kahanid
To mare wrote:
Gosti Kahanid wrote:
or give it a 10% Bonus to kinetic and 5% to the other Types. With this kinetic ist still the strongest, but it closes the gab betwenn the others
An Amarr-Frig once hat a Bonus-split like this, only with EM on the strongest Site.

if it lose the resist bonus with that change its kind of fine to me 2 5% bonus 1 5% to all missile and a addictional 5% to kin sound reasonable but 10% dps bonus and a resist bonus its just too much


What I meant was one Bonus, not splittet in two.
Like "10% bonus to heavy and heavy assault missile kinetic damage and 5% to EM, Therm and Explo-damage"

As I said, this wouln´t be the first time. The Tormentor already had such a Bonus before it was changed to a Logi-Frig
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1788 - 2013-01-28 14:21:24 UTC
Ferox:
Battlecruiser skill bonuses:
5% bonus to all Shield Resistances
10% bonus to Medium Hybrid Turret optimal range
Fixed Bonus:
Can fit Warfare Link modules
Slot layout: 8 H (+1), 5 M, 4 L, 7 turrets (+1)
Fittings: 1250 PWG (+175), 510 CPU (+35)
Defense (shields / armor / hull) : 5200(+317) / 3500(+81) / 4000(+94)
Capacitor (amount / recharge rate / average cap per second): 2750(+250) / 723s(+56.33s) / 3.8 (+0.05)
Mobility (max velocity / agility / mass / align time): 150 / 0.66(+0.06) / 13250000 (-760,000) / 8.2s (+0.3)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5)/ 195 / 8
Sensor strength: 19 Gravimetric
Signature radius: 295 (+10)
Cargo capacity: 475 (+130)

I think the ferox should be more like this a bigger buff to tank and speed as its barely been buffed at all and would give it stronger buffer than the cyclone which being a buffer tanked ship makes more sense.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1789 - 2013-01-28 14:30:26 UTC
Myrmidon:
Battlecruiser skill bonuses:
5% hybrid damage bonus
10% bonus to drone damage and hitpoints
Fixed Bonus:
Can fit Warfare Link modules
Slot layout: 5 H (-1), 5 M, 6 L, 4 turrets (-1)
Fittings: 1050 PWG (-125), 400 CPU
Defense (shields / armor / hull) : 4000(+106) / 4300(-388) / 4750(+453)
Capacitor (amount / recharge rate / average cap per second): 2850(+37.5) / 750s(+108.75s) / 3.8 (+0.05)
Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13100000 / 8.6s (-0.1)
Drones (bandwidth / bay): 100 (+25) / 200 (+50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
Sensor strength: 18 Magnetometric
Signature radius: 305 (+5)
Cargo capacity: 400

This is what the Myrmidon should look like following the vexor - domi line which allows for more shield fits

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Bouh Revetoile
In Wreck we thrust
#1790 - 2013-01-28 14:32:37 UTC  |  Edited by: Bouh Revetoile
Crazy KSK wrote:

it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

You are seeing this the wrong way IMO, and your suggestion to increase the bonus to 20% instead of 10 is the symptom. Why don't you try a more kity fit with one or two TE in the lows instead of all these MFS ? With only one TE, you reach 417dps@10,8 + 11,3km with null. Fitted like your Drake was, you can even kite him, and that's playing the strength of the Ferox : the range bonus.

Because be honest : considering the bonuses, the Ferox is not the brawler one, even if you'd like it to be so ; whereas this Drake not a kiting ship at all (rage HAM : 15km range ; CN HAM : 20km range ; should your target go away from you, you won't hit her).

PS : and come on, you can't ask for full takle, kiting range and brawl dps AND ehp !!
Zarnak Wulf
Task Force 641
Empyrean Edict
#1791 - 2013-01-28 15:13:14 UTC
Bouh Revetoile wrote:
Crazy KSK wrote:

it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

You are seeing this the wrong way IMO, and your suggestion to increase the bonus to 20% instead of 10 is the symptom. Why don't you try a more kity fit with one or two TE in the lows instead of all these MFS ? With only one TE, you reach 417dps@10,8 + 11,3km with null. Fitted like your Drake was, you can even kite him, and that's playing the strength of the Ferox : the range bonus.

Because be honest : considering the bonuses, the Ferox is not the brawler one, even if you'd like it to be so ; whereas this Drake not a kiting ship at all (rage HAM : 15km range ; CN HAM : 20km range ; should your target go away from you, you won't hit her).

PS : and come on, you can't ask for full takle, kiting range and brawl dps AND ehp !!


+1

The Ferox has eight high slots and 7 turrets. Typo? If you need a web I would downgrade to Ions on the Ferox and use a X-LASB for a tank. It gives a much bigger bang for the buck. If you want a buffer then skip the web and fit two LSE and neutrons and accept being more of a fleet ship in that configuration.
PaNtHeeRa
Brutor Tribe
Minmatar Republic
#1792 - 2013-01-28 16:00:33 UTC
I still dont get it... Wasnt the Drake supposed to lose its resist bonus? Shouldnt the Ferox be more like the Moa?

Most of the other ships are fine with the Armor repper changes coming. Still dont really care for the repper bonus on Gallente ships but we shall see how well it works with the changes.
Scuzzy Logic
Space Spuds
#1793 - 2013-01-28 16:43:16 UTC
Could someone PLEASE explain to me why the harbinger is getting hit? It's already lackluster after the cruiser buffs and now it just seems like it'd be on-par with the others. There seems to be no reason why it needs to lose two slotsother than CCP hating the proliferation of the old ''good'' BCs.
Jerick Ludhowe
Internet Tuff Guys
#1794 - 2013-01-28 16:51:34 UTC
Scuzzy Logic wrote:
Could someone PLEASE explain to me why the harbinger is getting hit? It's already lackluster after the cruiser buffs and now it just seems like it'd be on-par with the others. There seems to be no reason why it needs to lose two slotsother than CCP hating the proliferation of the old ''good'' BCs.


Binger is loosing 1 slot and is actually better after the patch.

Stop being bad and basing your opinions off of fail forum posters please.
Saul Elsyn
Deep Core Mining Inc.
Caldari State
#1795 - 2013-01-28 20:02:12 UTC
I wish 'Combat Ships' were actually given a specific role... If I was doing this I'd divide them into 'Assault' and 'Artillery' types or 'Assault' and 'Siege' or something. Assault do more damage, maybe even have a role bonus to capacitor or powergrid use of weapons. Artillery have much greater range, maybe even a role bonus to range or something. Siege tank better...

Right now Combat Ships are kind of bland... they do damage and tank, and that's it. They really are just ships...
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1796 - 2013-01-28 20:10:26 UTC
Saul Elsyn wrote:
I wish 'Combat Ships' were actually given a specific role... If I was doing this I'd divide them into 'Assault' and 'Artillery' types or 'Assault' and 'Siege' or something. Assault do more damage, maybe even have a role bonus to capacitor or powergrid use of weapons. Artillery have much greater range, maybe even a role bonus to range or something. Siege tank better...


CCP originally proposed a "bombardment" role, which sounds like your long-range "siege" thing. They deleted the "bombardment" idea after realising that it wasn't a role that could be restricted sensibly to a class of ships, but a fundamental ability of all ships. Meaning that any ship can fit long-range weapons and play the "bombardment" role - the only way to restrict it would be to give bonuses to, say, beam lasers - but that would result in a very restricted ship of limited value elsewhere, and basically just annoy everyone.
Saul Elsyn
Deep Core Mining Inc.
Caldari State
#1797 - 2013-01-28 20:21:33 UTC
Gypsio III wrote:
Saul Elsyn wrote:
I wish 'Combat Ships' were actually given a specific role... If I was doing this I'd divide them into 'Assault' and 'Artillery' types or 'Assault' and 'Siege' or something. Assault do more damage, maybe even have a role bonus to capacitor or powergrid use of weapons. Artillery have much greater range, maybe even a role bonus to range or something. Siege tank better...


CCP originally proposed a "bombardment" role, which sounds like your long-range "siege" thing. They deleted the "bombardment" idea after realising that it wasn't a role that could be restricted sensibly to a class of ships, but a fundamental ability of all ships. Meaning that any ship can fit long-range weapons and play the "bombardment" role - the only way to restrict it would be to give bonuses to, say, beam lasers - but that would result in a very restricted ship of limited value elsewhere, and basically just annoy everyone.


It could be done... I mean Destroyers get a 50% bonus to turret optimal range, sure you can fit blasters on a Cormorant but it's not what the ship excels at. I mean, that's one way to do it.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1798 - 2013-01-28 20:39:27 UTC  |  Edited by: Sergeant Acht Scultz
Bouh Revetoile wrote:
Crazy KSK wrote:

it was a straight up brawl
I was at optimal the whole time had minimal angular velocity(moving away from him) and was overheating for as long as possible he was 2010 I'm 2008 so skills probably in my favor
still lost with the drake about 20% shields left
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two
now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?

Increasing the range bonus to 20% would allow it to use blasters with null up to long point range, reducing the need for a web and allowing it to come close to the drakes tank by fitting a second lse

giving it the ability to fit 2 t2 extenders without fitting mods would also help
they are also equally slow giving the ferox a bit more speed might also help further

yes sadly with all those changes the ferox would probably still not match the drake fully in brawling power as well as still not reaching the same dps at the same range

alternatively you could of course change the drake to a BC sized caracal which I would like very much, but the majority of people probably not ;-)
that way we would have the usual brawler vs kiter spiel, if the kited gets caught it will loose if the brawler gets kited it will loose

You are seeing this the wrong way IMO, and your suggestion to increase the bonus to 20% instead of 10 is the symptom. Why don't you try a more kity fit with one or two TE in the lows instead of all these MFS ? With only one TE, you reach 417dps@10,8 + 11,3km with null. Fitted like your Drake was, you can even kite him, and that's playing the strength of the Ferox : the range bonus.

Because be honest : considering the bonuses, the Ferox is not the brawler one, even if you'd like it to be so ; whereas this Drake not a kiting ship at all (rage HAM : 15km range ; CN HAM : 20km range ; should your target go away from you, you won't hit her).

PS : and come on, you can't ask for full takle, kiting range and brawl dps AND ehp !!


Have to agree with this. 2 TE's 1 MFS would probably make it better however, the real brawling ship in between Ferox/Drake is definitively HAM's Drake imo.
Fit 250's, some tank, mfs (thx range bonus) and faction point (28km) on that Ferox, kill that Drake like a pro with no chance of hitting you.

Even if the PG difference in between Ferox/Brutix still makes me look like this Shocked (c'mon the shield ship having more pg than the the armor one supposed to fit pg hungry modules? -no wonder it's so crappy hehe)

removed inappropriate ASCII art signature - CCP Eterne

Denson022
Brutor Tribe
Minmatar Republic
#1799 - 2013-01-28 21:07:35 UTC
BTW why so much hate on AC for the Cyclone?

When you look at it.... it's not a bigger Breacher or Bellicose

It's *****n Oversized Thrasher

I'm questioning meself why use HAMS that do 30% less damage to any Cruiser that goes beyond 200m/s mark.
Yes use a web, the problem is that the Cyclone is supposed to be a Tanking BC, given the not the best 5 MED slot layout for a shield tanker, throwing away an invuln field for a web is a big loss in tank...
A tank that will struggle since most BC will do much more DPS

If The cyclone has to go BIG oversized Bellicose style

Add a BONUS ROF to RAPID LIGHT MISSILES please.

.2 cents
Vladimir Norkoff
Income Redistribution Service
#1800 - 2013-01-28 21:40:10 UTC
Crazy KSK wrote:
I'm pretty sure that most people are gonna agree with me that the ferox should be the more brawly ship of the two now the problem is that the ferox has to fit that web in order not to get kited reducing its tank by so much that its dps advantage is nullified, but what change would allow it to ditch the web for more tank?
It's almost like the ship is designed to favor rail-based LR combat with the option of being a mediocre brawler if need be...

'Course med rails are terrible at the moment. But CCP has stated the intention of fixing them. Maybe Fozzie has a plan?