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[Odyssey] Navy Battleships

First post First post
Author
Deerin
East Trading Co Ltd
#1241 - 2013-05-22 19:37:31 UTC
+
Zarnak Wulf wrote:
Awesome Fit

Very nice split weapon application. Love it :)
Liang Nuren
No Salvation
Divine Damnation
#1242 - 2013-05-22 20:02:51 UTC  |  Edited by: Liang Nuren
Jenn aSide wrote:
Bi-Mi Lansatha wrote:
Jenn aSide wrote:



Velocity isn't just for range (if it was a "flight time" bonus then it would suck and be totally useless). Faster missiles mean less "salvo counting" and fewer wasted salvos and that directly translates into isk (controlling "overhead" ie ammunition cost). And the faster the missile, the faster DPS starts being applied (by lowering the gap between "click button" and "boom", which is of course instant for guns).

I wouldn't trade The New CNR's bonuses for a damage bonus, TPs don't work when you are neuted to zero cap (or jammed, oo heavily damped ) in high end PVE such as level 5 missions and top end DED complexes, a "Built in" damage application bonus can literally save a missile slinging PVE ship in those circumstances, circumstances that are by no means rare outside of high sec.

Wouldn't a 37.5% damage increase to all targets be worth more than a 37.5% damage increase to targets Cruiser and smaller? Perhaps I figured that wrong. I thought that is why CCP didn't go that way... too over powered.


Not really. in the cases I talk about, damage application could be the difference between getting out of a site (in pve outside null sec) and getting caught by real players who come in to system suddenly to hunt you down. Even without the threat of other players, there are times when you're tank might start to break and helping your dones kill those last two scram frigs so you can GTFO is the difference between docking up to repair hull and flying to jita or the nearest jita like hub to get a new ship lol.

More raw damage is nice, but it's not everything (as everyone who ever flies an EVE missile boat learns very early on lol), especially with missiles. I like how the new CNR splats npc ewar cruisers (that tend to concentrate on my machariel when i dual box) without me having to mess around with multiple TPs.

A matter of taste perhaps. But it works very well for me.


So because you have a micro-niche use for a ship - one that's better filled by other ships - you think the ship is ok for general use. Cool story.

-Liang

I'm an idiot, don't mind me.

Morrigan LeSante
Perkone
Caldari State
#1243 - 2013-05-22 20:17:51 UTC  |  Edited by: Morrigan LeSante
Deerin wrote:
I really want to see some fits where FPhoon completely obsolotes other ships. It is a hard to fit ship.

People claiming Fphoon having higher DPS than competition should try to make a meaningful fit to it. More than 2 BCS on lows nerfs its armor tank. If you are shield tanking it and filling lows you'll get CPU and damage application issues.


Here you go - from a PvE standpoint anyway. Obviously as cost comes down, fit gets tighter, sacrifices are made. The real cost are the Faction BCUs, but its nigh impossible to fit a CNR today any other way so I guess people need to suck it up.

pimped
[Phoon Fleet Oddessy, ML - test]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)

Dread Guristas X-Large Shield Booster
2x Caldari Navy Adaptive Invulnerability Field
Federation Navy Omnidirectional Tracking Link
Phased Weapon Navigation Array Generation Extron

4x Caldari Navy Ballistic Control System
3x Drone Damage Amplifier II

3x Large Warhead Rigor Catalyst

5x Garde II


Omni can be swapped for painter - not run math. The omni gives the gardes 39+12 and having used them in that exact fit (single omni) before, the tracking is perfectly fine, unless you're being stupid.

Allowing for 30% cruise buff, we're looking at.....just over 1600dps




more conservative i.e. cheaper:
[Phoon Fleet Oddessy, ML - test]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)

Dread Guristas X-Large Shield Booster
2x Adaptive Invulnerability Field II
2x Phased Weapon Navigation Array Generation Extron

4x Caldari Navy Ballistic Control System
3x Drone Damage Amplifier II

3x Large Warhead Rigor Catalyst

5x Bouncer II


Change of drones to mitigate range without omni. 1546 DPS


ninja edit: all numbers are without heat @ all V and no DPS implants

If you're prepared to lose a DDA (~50dps) and add a co-processer II, you can start adding all sorts of fun stuff in those empty highs.



And as I've mentioned in another post - CMLs, two painters and rigors are how I roll today, albeit on a CNR and I can assure you there are no application issues whatsoever, unless I ping fury at...frigates. Which would make me an idiot, which I'm not.

The Phoon is simply batshit crazy come odessy.
Naomi Knight
Ministry of War
Amarr Empire
#1244 - 2013-05-22 20:20:29 UTC
"A matter of taste perhaps. But it works very well for me."
:O
if you like **** yeah matter of tastes, but most people dont like **** and wont buy this ship
why make a ship ,especially a battleship which should be general purpose ship ,to be only used by such a small part of players in such a narrow situation
Naomi Knight
Ministry of War
Amarr Empire
#1245 - 2013-05-22 20:24:48 UTC
Morrigan LeSante wrote:
Deerin wrote:
I really want to see some fits where FPhoon completely obsolotes other ships. It is a hard to fit ship.

People claiming Fphoon having higher DPS than competition should try to make a meaningful fit to it. More than 2 BCS on lows nerfs its armor tank. If you are shield tanking it and filling lows you'll get CPU and damage application issues.


Here you go - from a PvE standpoint anyway. Obviously as cost comes down, fit gets tighter, sacrifices are made. The real cost are the Faction BCUs, but its nigh impossible to fit a CNR today any other way so I guess people need to suck it up.

pimped
[Phoon Fleet Oddessy, ML - test]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)

Dread Guristas X-Large Shield Booster
2x Caldari Navy Adaptive Invulnerability Field
Federation Navy Omnidirectional Tracking Link
Phased Weapon Navigation Array Generation Extron

4x Caldari Navy Ballistic Control System
3x Drone Damage Amplifier II

3x Large Warhead Rigor Catalyst

5x Garde II


Omni can be swapped for painter - not run math. The omni gives the gardes 39+12 and having used them in that exact fit (single omni) before, the tracking is perfectly fine, unless you're being stupid.

Allowing for 30% cruise buff, we're looking at.....just over 1600dps




more conservative i.e. cheaper:
[Phoon Fleet Oddessy, ML - test]

6x Cruise Missile Launcher II (Inferno Fury Cruise Missile)

Dread Guristas X-Large Shield Booster
2x Adaptive Invulnerability Field II
2x Phased Weapon Navigation Array Generation Extron

4x Caldari Navy Ballistic Control System
3x Drone Damage Amplifier II

3x Large Warhead Rigor Catalyst

5x Bouncer II


Change of drones to mitigate range without omni. 1546 DPS


ninja edit: all numbers are without heat @ all V and no DPS implants

If you're prepared to lose a DDA (~50dps) and add a co-processer II, you can start adding all sorts of fun stuff in those empty highs.



And as I've mentioned in another post - CMLs, two painters and rigors are how I roll today, albeit on a CNR and I can assure you there are no application issues whatsoever, unless I ping fury at...frigates. Which would make me an idiot, which I'm not.

The Phoon is simply batshit crazy come odessy.

omg
i didnt make any fits ,but these stats even more op than i thought this ship will be
btw are those 3 rigor rigs necesary? the drones could kill the small stuff pretty quickly with 3 damage mods
Morrigan LeSante
Perkone
Caldari State
#1246 - 2013-05-22 20:40:24 UTC  |  Edited by: Morrigan LeSante
Not run math, its based on my current CNR using and needing them to avoid excessive swapping of ammo for smaller targets (I'm lazy). To be fair supports aren't quite all V yet, it may be slightly sub optimal.

99% sure I've not screwed math up.
Lugalzagezi666
#1247 - 2013-05-22 21:04:05 UTC
Jenn aSide wrote:
Even without the threat of other players, there are times when you're tank might start to break and helping your dones kill those last two scram frigs so you can GTFO

No, they are not times when you need to "kill last 2 frigs" in l4s unless you are incompetent, stupid, noob or everything combined.

Jenn aSide wrote:
More raw damage is nice, but it's not everything (as everyone who ever flies an EVE missile boat learns very early on lol)

More raw damage is always better than precision bonus, especialy if ship has more than enough capability to take care of its damage projection by mods and rigs. And everyone who flies cruise missile boat in pve learns very fast that it is much more efficient to use drones on targets that mitigate most of missile damage by speed and sig instead of wasting 8k+ damage volleys on them .

Jenn aSide wrote:
A matter of taste perhaps. But it works very well for me.

Im sure it does, after all it was designed as easy mode for noobs without piloting skill.

Bi-Mi Lansatha wrote:
Wouldn't a 37.5% damage increase to all targets be worth more than a 37.5% damage increase to targets Cruiser and smaller? Perhaps I figured that wrong. I thought that is why CCP didn't go that way... too over powered.

Do you really need to ask that? Of course it would be better. It would be GODLY op for cnr - but apparently not even close to op for winmatar.
Serge SC
The Valhalla Project
#1248 - 2013-05-23 00:11:27 UTC
I'm sorry if I'm a bit late, however...

I fly mostly Minmatar and Amarr ships, no offense Caldari and Gallente ships, but missiles are not my thing, and I can't stand the look of gallentean ships...yeah, i choose by their looks too.

I'm not entirely happy with the changes forour Fleet Issue vessels.

The Typhoon was the main ship for armour for us, not it sports the same layout as the Tempest. It is unfair to say that the Tempest is designed to be the main armour ship, as that is false. The Typhoon filled that role perfectly well, tank-wise. I agree that the weaponry was changed to a better combo. Having 2 weapon systems is still not good though.

My biggest issue is the Tempest. This ship is not bad, but it's strong point was that it was tankier having armour with a decent damage output or a good damage output with shields, being fast and small. Losing speed and gaining signature radius is taking away what made the tempest a tempest. It was a small and rather nimble ship, now it feels more like an average ship. It's mediocre, that's the word.

Minmatar Battleship Skill Bonuses:
+5% bonus to Large Projectile Turret rate of fire
+5% bonus to Large Projectile Turret damage

Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers
Fittings: 17500 PWG(+450), 580 CPU(+3)
Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961)
Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7
Sensor strength: 24 Ladar Sensor Strength(+.25)
Signature radius: 350(+10)

The extra targeting range is welcomed, but why do I need to be a tankier Tempest, however this is my issue: "takes on as a very strong projectile platform with an armor base – something that is difficult to find elsewhere." The fleet Typhoon takes this role pretty well, or does it better, with a smaller signature, a faster speed and better DPS, more cap, slightly lesser tank but a faster align time and a better scan resolution. The main difference is that the Tempest can fit arties easier but finds itself lacking the range to use it.

My suggestion would be to give the Tempest an extra gun (and the appropriate powergrid to support a 1400), remove the Turret damage bonus for a falloff bonus and increase the 5% to RoF for 7.5% to RoF, while giving us the ability to have 100mb of drones. Most of these combat ships can launch 5 heavies easily, why can't us at least have 4? Or at least keep the current damage bonus, increase the rate of fire bonus and give us the extra 25mbps for drones. You already made it beautiful to the sight, don't make it an outdated ship, please.

On a completely different note, but related to rebalancing, please fix the Vargur - it lacks tank, powergrid and damage capabilities, it can't even fit T2 1200s without a miracle (1400s are impossible if you at least want to survive 1 volley), this ship is overshadowed by faction ships in the same role.. And the Paladin, it's ungodly signature is ludicrous, it has the size of a shield ship and the speed of an armour boat. Best solution +1 extra slot for all Marauders, be this an extra high+gun, an extra mid for armour ships or an extra low for shield ships.

Serge SC Le Frenchman Friendly FC

Jenn aSide
Soul Machines
The Initiative.
#1249 - 2013-05-23 01:06:31 UTC
Lugalzagezi666 wrote:
Jenn aSide wrote:
Even without the threat of other players, there are times when you're tank might start to break and helping your dones kill those last two scram frigs so you can GTFO

No, they are not times when you need to "kill last 2 frigs" in l4s unless you are incompetent, stupid, noob or everything combined.

Jenn aSide wrote:
More raw damage is nice, but it's not everything (as everyone who ever flies an EVE missile boat learns very early on lol)

More raw damage is always better than precision bonus, especialy if ship has more than enough capability to take care of its damage projection by mods and rigs. And everyone who flies cruise missile boat in pve learns very fast that it is much more efficient to use drones on targets that mitigate most of missile damage by speed and sig instead of wasting 8k+ damage volleys on them .

Jenn aSide wrote:
A matter of taste perhaps. But it works very well for me.

Im sure it does, after all it was designed as easy mode for noobs without piloting skill.

Bi-Mi Lansatha wrote:
Wouldn't a 37.5% damage increase to all targets be worth more than a 37.5% damage increase to targets Cruiser and smaller? Perhaps I figured that wrong. I thought that is why CCP didn't go that way... too over powered.

Do you really need to ask that? Of course it would be better. It would be GODLY op for cnr - but apparently not even close to op for winmatar.


Seems like you're unaware that their are lvl 4s outside of high sec. When it comes to PVE, usefulness and balance of a ship should weighed against it's use in high end PVE. Incursions, Wormholes, Lvl 5s, low and null lvl 4s, high end DEDs etc.

High Sec lvl 4s (and other content) isn't dangerous enough in and of itself. Low and null lvl 4s aren't either but the threat of other players interveing changes the equation. The new CNR has performed well in the sites I could get spawned. All the navy missile ships did but I have no reason to hate on the CNR like you people are.

I'd love more firepower from the CNR, but the game isn't about what I'd love, it's about what fits. The new CNR fits between the Raven and Golem as far as I'm concerned. The Floon doesn't fit well where it should, but I trust CCP will figure that out.....hopefully after I sell my stack o floons I bought with my horded FW LP..
Liang Nuren
No Salvation
Divine Damnation
#1250 - 2013-05-23 01:32:56 UTC
Jenn aSide wrote:

Seems like you're unaware that their are lvl 4s outside of high sec. When it comes to PVE, usefulness and balance of a ship should weighed against it's use in high end PVE. Incursions, Wormholes, Lvl 5s, low and null lvl 4s, high end DEDs etc.

High Sec lvl 4s (and other content) isn't dangerous enough in and of itself. Low and null lvl 4s aren't either but the threat of other players interveing changes the equation. The new CNR has performed well in the sites I could get spawned. All the navy missile ships did but I have no reason to hate on the CNR like you people are.

I'd love more firepower from the CNR, but the game isn't about what I'd love, it's about what fits. The new CNR fits between the Raven and Golem as far as I'm concerned. The Floon doesn't fit well where it should, but I trust CCP will figure that out.....hopefully after I sell my stack o floons I bought with my horded FW LP..


Level 4s in low sec and null sec are not going to be emptying your capacitor hard enough to neut you dry. Also, you adapt ways to solve this problem (namely, immediately kill the scram rats - don't wait until someone is scanning you down and you're scrambled). I have had absolutely no trouble with pirate level 4s or years of low sec level 4s. I have never lost a ship to another player, despite missioning in actively hostile space in a marauder.

As to the CNR: it is obsolete by a great number of ships. It has no role, not even the one you are claiming it to have. It is useless.

-Liang

I'm an idiot, don't mind me.

stoicfaux
#1251 - 2013-05-23 01:57:02 UTC
Deerin wrote:
Can somone put some reference fits here for Fphoon and CNR for comparison?

https://forums.eveonline.com/default.aspx?g=posts&t=238011&find=unread The fits are in the second post. There's also a link to the EFT files for Odyssey. There are screenshots of EFT DPS charts showing how the Fphoon does against the CNR, SNI, etc., against various Angel NPCs.

Quote:
How do you manage to get away with 3+ BCU's on Fphoon.
Armor tank with fphoon with 3+ bcu's is weak
Shield tank with fphoon leaves no place for painters. (Also shield tank phoon has serious CPU problems)

CPU is tight. Given that missiles are your primary weapons system, you can drop the guns and swap a DDA or two to free up CPU or add Co-processors.


[Typhoon Fleet Issue, basic]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Co-Processor II

Dread Guristas X-Large Shield Booster
Heavy Capacitor Booster II, Cap Booster 800
Adaptive Invulnerability Field II
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II


Garde II x5

925 raw Fury DPS
443 raw Garde DPS
135 raw AC800 DPS (by comparison unbonused Hobgoblin IIs provide 99 DPS.)


1504 raw DPS. ~1400 can be applied against battleships. Almost 1600 DPS with 5% rof and damage implants. Shocked Tank is 400 for 5+ minutes against Angels. The takeaway is that the Fphoon can start with the firepower of a CNR and add five sentries with DDAs to that. Yes, the shield tank is lighter, but with that much firepower, gank is tank.

And in hindsight, I would probably drop a DDA for another BCU.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Bi-Mi Lansatha
The Scope
Gallente Federation
#1252 - 2013-05-23 04:14:26 UTC
Lugalzagezi666 wrote:

Bi-Mi Lansatha wrote:
Wouldn't a 37.5% damage increase to all targets be worth more than a 37.5% damage increase to targets Cruiser and smaller? Perhaps I figured that wrong. I thought that is why CCP didn't go that way... too over powered.

Do you really need to ask that? Of course it would be better. It would be GODLY op for cnr - but apparently not even close to op for winmatar.
If you want to know someones opinion, the best way is to ask.
Lugalzagezi666
#1253 - 2013-05-23 07:28:09 UTC
Bi-Mi Lansatha wrote:
If you want to know someones opinion, the best way is to ask.

That is true Bi-Mi, but there is like 10 pages just in this thread pointing to how op 37.5% damage bonus is and how underwhelming explosion radius and missile speed bonuses are. And all we get in response is : working as intended, cnr is easymode for noobs without piloting skill and tfi is hardmode for 1337s.

Jenn aSide wrote:
hopefully after I sell my stack o floons I bought with my horded FW LP

So you are spamming that bullshit everywhere just to sell a bunch of your tfis? Roll
Deerin
East Trading Co Ltd
#1254 - 2013-05-23 07:33:37 UTC
stoicfaux wrote:
Deerin wrote:
Can somone put some reference fits here for Fphoon and CNR for comparison?

https://forums.eveonline.com/default.aspx?g=posts&t=238011&find=unread The fits are in the second post. There's also a link to the EFT files for Odyssey. There are screenshots of EFT DPS charts showing how the Fphoon does against the CNR, SNI, etc., against various Angel NPCs.

Quote:
How do you manage to get away with 3+ BCU's on Fphoon.
Armor tank with fphoon with 3+ bcu's is weak
Shield tank with fphoon leaves no place for painters. (Also shield tank phoon has serious CPU problems)

CPU is tight. Given that missiles are your primary weapons system, you can drop the guns and swap a DDA or two to free up CPU or add Co-processors.


[Typhoon Fleet Issue, basic]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Co-Processor II

Dread Guristas X-Large Shield Booster
Heavy Capacitor Booster II, Cap Booster 800
Adaptive Invulnerability Field II
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron

Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
Cruise Missile Launcher II, Mjolnir Fury Cruise Missile
800mm Repeating Artillery II, Fusion L
800mm Repeating Artillery II, Fusion L

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II
Large Warhead Flare Catalyst II


Garde II x5

925 raw Fury DPS
443 raw Garde DPS
135 raw AC800 DPS (by comparison unbonused Hobgoblin IIs provide 99 DPS.)


1504 raw DPS. ~1400 can be applied against battleships. Almost 1600 DPS with 5% rof and damage implants. Shocked Tank is 400 for 5+ minutes against Angels. The takeaway is that the Fphoon can start with the firepower of a CNR and add five sentries with DDAs to that. Yes, the shield tank is lighter, but with that much firepower, gank is tank.

And in hindsight, I would probably drop a DDA for another BCU.


Stoic I respect you but those fits are....biased to show DPS numbers only.....I really find the low tank and absence of prop mod on those fits disturbing....and using 2 AC's just to buff DPS numbers on cruise setups is also quite biased, especially with the lack of a prop mod.

Also I believe balancing should NOT be done with faction mods in mind but even in that case you are reduced to using a CPU enhancer for your basic fit.

The funny thing is: Even the current Fphoon is not so far off from these numbers, yet no one uses it like this. A 3 slot tank with no prop mod will just not cut it....and even if it does, it erquires to be shield tank, it requires crystals, godly skills (all drone, projectile and missile skills), extensive knowledge of spawn points, volley amounts etc.....which can be only be done by a small niche of players, which are NOT the focus of ship rebalancing. To claim that those fits are functional just supports Malcanis' claim of Fphoon being a "Hardmode" ship.

Please stop using "Hardmode" EFT fits to please trolls like Naomi and use more functional fits that cater to a wider community.

Now....don't get me wrong. I feel Fphoon needs a change too....and I stated earlier that it would make sense to:

Drop to 5/5 turrets launchers
Make slots 8 4 8
Keep new bonuses.

This would open op Shield Navy Issue ship for minmater role to Fpest and give a stronger emphasis for PvP for Phoon.

Fpest needs a flat damage buff to be able to compete with artybaddons for the armor alpha role Rise has stated in the original post. Increasing 5% dmg buff to 7.5% increases effective turrets of pest to 8.25(before rof) which puts alpha to a slightly higher level than mael and artybaddon.
Lugalzagezi666
#1255 - 2013-05-23 08:38:44 UTC
Deerin wrote:
...

L4 ship built to do the max possible dps? Impossible...Roll

3 slot tank is perfectly viable on l4 ship, especially if pilot has 1k+ dps at his disposal. Prop mod is necessary only in few specific missions, especially if your damage projection goes easily to 80km. It doesnt require crystals at all and good skills are must for any other faction/pirate bs if pilot wants to fly it efficiently. I agree acs are inflating dps number, but they might be useful for angel rats coming close to you or for missions like vengeance, damsel, ritualist raids etc..
Every l4 mission runner must learn mission agro, spawn points and every l4 mission runner in missile ship must learn to count volleys and prevent overkill damage if he wants to do missions efficiently - and it has nothing to do with specific ship.

And dont call other people trolls when you are the troll here - it is obvious that you support the idea of winmatar master race getting ships that benefit from piloting skills and carebear race getting "easymode" noobships.

And the best joke - fleetpest needs damage buff to compete with amarr battleship that is not even fitting its racial weapon system. I guess it has nothing to do it with said weapon system.Roll
Bereza Mia
Trade Federation of EVE
#1256 - 2013-05-23 08:54:19 UTC
Jenn aSide wrote:

I wouldn't trade The New CNR's bonuses for a damage bonus


But the other 99.9% of the CNR users - will trade.
Morrigan LeSante
Perkone
Caldari State
#1257 - 2013-05-23 08:58:43 UTC  |  Edited by: Morrigan LeSante
Deerin wrote:
Stoic I respect you but those fits are....biased to show DPS numbers only.....I really find the low tank and absence of prop mod on those fits disturbing....and using 2 AC's just to buff DPS numbers on cruise setups is also quite biased, especially with the lack of a prop mod.


I posted a cheapish PvE fit (only cost was faction BCUs but as I say, to make a CNR work right, you need them there too - so its parity), nothing padding the DPS artificially either, empty highs. Prop mods are NOT needed for most BS PvE fits.


Deerin wrote:
The funny thing is: Even the current Fphoon is not so far off from these numbers, yet no one uses it like this. A 3 slot tank with no prop mod will just not cut it....and even if it does, it erquires to be shield tank, it requires crystals, godly skills (all drone, projectile and missile skills), extensive knowledge of spawn points, volley amounts etc.....which can be only be done by a small niche of players, which are NOT the focus of ship rebalancing. To claim that those fits are functional just supports Malcanis' claim of Fphoon being a "Hardmode" ship.


The current phoon lacks a mid to get the necessary projection - its also missing a launcher and the huge cruise buff as well as the fact it got its damage bonus increased.

Deerin wrote:
Please stop using "Hardmode" EFT fits to please trolls like Naomi and use more functional fits that cater to a wider community.


So...what're the issues with mine? As I say - it is absolutely a PvE fit, but as an extremely frequent mission runner I can say with certainty it will be an utter beast. I note you didnt like the use of a co-processor - doing so opens some very interesting uses for those highs. I actually considered dropping a DDA for a co-processor because it allows the addition of DLA...which gives the thing a serious range envelope at a ~50 dps drop. I'm undecided so far - it probably depends on if 1 TP and 1 omni is effective enough or if I'm better served by 2x painters.


In essence the odessy phoon will be fit basically as I fit my CNR today, just with a huge cruise buff, a hull buff, extra sentries and space for DDAs.

I'm not complaining, it's going to be sweet Smile

Edit: People will say it has application issues - to this I say...yes, but these are the exact same issues the CNR I roll with today has and I've absolutely no issues getting that bird to get the damage out, none whatsoever. A well fit CNR doesnt really need the application bonus for strictly PvE purposes.
Lugalzagezi666
#1258 - 2013-05-23 09:48:58 UTC
Morrigan LeSante wrote:
I posted a cheapish PvE fit (only cost was faction BCUs but as I say, to make a CNR work right, you need them there too - so its parity)

This. I love how people complain about faction mods on missionrunning faction battleship - when it comes to prove how "perfectly balanced" winmatar ships are because they are "hardmode" to fit.

So just fyi Deerin, without any faction mods, new cnr with t2 bcus and t2 tank will be around 80-100cpu over the available 975 cpu.

Morrigan LeSante wrote:
Edit: People will say it has application issues - to this I say...yes, but these are the exact same issues the CNR I roll with today has and I've absolutely no issues getting that bird to get the damage out, none whatsoever. A well fit CNR doesnt really need the application bonus for strictly PvE purposes.

Another good point. Tbh you might even experience noticeable improvement, because 400dps from sentries alone will be able to destroy frigs at range and take care of cruisers on their own. And that means less volleys on smaller stuff and more volleys on battleships that wont mitigate any damage from cruise missiles.
TehCloud
Guardians of the Dodixie
#1259 - 2013-05-23 10:14:57 UTC
Bereza Mia wrote:
Jenn aSide wrote:

I wouldn't trade The New CNR's bonuses for a damage bonus


But the other 99.9% of the CNR users - will trade.


Because they can't do the math to see that the new bonus is better :3

My Condor costs less than that module!

Florian Kuehne
Tech3 Company
#1260 - 2013-05-23 10:48:29 UTC
Simple question, why has the new Navy Domi the bonuses of the old Domi?