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[Rubicon 1.1] Sisters of EVE Battleship

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Author
Hawkwar
M.I.M.M.S
#1421 - 2013-12-13 05:57:07 UTC
If I can take a plasma cutter to it and lop those stupid vertical wings off it I will get one. The wings sticking straight out at right angles break the whole look of it. What are they there for? Propping open wormhole mouths lol
Disciple Cax
Ethereal Morality
The Initiative.
#1422 - 2013-12-13 08:20:24 UTC  |  Edited by: Disciple Cax
Quote:
Logistic sentry drones... Now that idea is certainly unique. Having the ability linked to a module is also fairly interesting as it would allow the Stratios and Astero to also use it while fit for combat and/or exploration. Logi drone bonuses have been proposed before but not something as radical as this. Applying bonuses to both combat and logistics drones however, would basically allow for the equivalent of refitting from bonused turrets to RR without a fitting service available. Drone ships have always had this ability to a lesser extent, a pair of Stratios could fit a buffer tank and use each others logi drones for reps for example, but in that case the drones would move with the ships, even if the pair moved out of drone control range of each other. With this modual active however they become even more restrictive than unbonused reppers as they can't move at all, even a BS could out distance these in relatively little time, and they don't offer enough repping power to justify keeping your fleet in a 30km bubble when you could just as easily deploy sentries and contribute that extra dps to much greater ranges.

P.S. Just because you said it I'll make the argument about limiting the new module to 3 ships. The modules that are already limited by ship class are there for a reason. For example, what would a Marader do with a covert jump portal generator, or a dread fitted with triage? Those special modules are designed around very specialized ships for either amplifying their abilities or performing a function the ship normally couldn't. Having one specifically for a pirate faction doesn't fit with their role as multipurpose exploration ships.

EDIT: having a fleet hanger, no matter the size, is pointless without a fitting service. The transfer of modules and loot between ships is easy to do, all a fleet hanger would accomplish is increasing the amount of stuff you can carry and needlessly increasing the ship's complexity.


I appreciate your tactful reply. Some of your points are valid, and as far as the ranges and rep amounts that is a matter of balancing properly. I agree that the numbers could be worked on, it was just a first pass. I would like to explain my thought process on this a little more. While yes it is like being able to refit from RR to a dps fit just by pulling in your drones, before the ship was able to do both 700 dps with drones and rep out to 16km. Even though this may be a small hit to its normal abilities in pvp, this does make it more balanced in BLOPs if it were to have a jump drive that can hit a covert cyno.

  • In BLOPs where you usually have a good element of surprise, reps like this would be a little OP, but when all the enemy has to do to block your reps is shoot your drones, it is a bit more balanced. A good pilot can play drone games, and 3 large RR isn't enough on its own to rep through most fleets. It would slow down incoming damage and if you were willing to risk fielding more of them, then just like fielding enough of anything in eve, you win.

  • In a normal fight you can turn the module off and on as necessary to move your drones about the field. With exceptional fleets kiting their own drones to better position them. Again if they want, they can shoot them, but if you keep them close you can play drone games and still achieve a little rep.

  • In WHs it provides a lot of versatility in a heavy hull that can travel a little more freely through WHs. In sites it can rep when incoming dps is a bit high, and when reps are under control it can contribute to the dps. In WH PvP, traveling multiple WHs you could encounter anything. The ability to do both rep and dps, but not at the same time is a very interesting concept to work with. Causes both fleets to consider how to play a fight a little more. The corp hangar could provide a place to store cap charges, or deployables for sites of PvP.

  • As for exploration, being able to covert cyno to complexes with a pair of these or to pick up loot would be a handy feature that isn't as redundant as being able to scan or a virus buff. The ship cant really travel solo as an explorer without it.


For a ship costing this much, that doesn't exactly have overwhelming dps, I feel like the ability to swap is not only well served for SOE's humanitarian side, but also fairly balanced.

As to the fleet hangar, if you are picking up loot for multiple people while doing your exploring I figured it would be a good way to keep it separate. Sure you could just use cans and the fleet hangar isn't entirely necessary, but if we are going for fun and interesting, that adds to it.

I look forward to more feedback. I really feel like this concept could add a layer of cool, complexity, and uniqueness to the SOE line.

**Edit**

If you are curious as to what we are talking about, the conversation starts at post 1415 on page 71.
Savira Terrant
Native Freshfood
Minmatar Republic
#1423 - 2013-12-13 09:10:26 UTC
Disciple Cax wrote:
I have an idea for being able to use the Nestor as a RR boat without making it OP, but still offering its utility in an interesting way. This idea will require some tweaking so please don't take it as a final product, but I feel that the concept is worth looking into.

NESTOR

Amarr Battleship Bonuses:
4% Armor resistances per level

Gallente Battleship Bonuses:
10% drone damage and hitpoints per level

Role bonuses:
250% bonus to logistic drone repair amount
50% bonus to large energy turret optimal range

Slot layout: 7H, 6M, 6L; 6 turrets, 0 launchers
Fittings: 11250 PWG, 680 CPU
Defense (shields / armor / hull): 8900 / 9950 / 9900
Capacitor (amount / recharge rate / cap/s) : 6200 / 1044 / 5.9
Mobility (max velocity / agility / mass / align time): 92 / .18 / 56000000 / 13.97
Drones (bandwidth / bay): 125 / 500
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7
Sensor strength: 24 Magnetometric
Signature radius: 465
Cargo Capacity: 500

Fuel Bay Capacity: 1250m3
Corporate Hangar Capacity: 1000m3

Can jump to Cynosural and Covert Cynosural beacons
Jump Range: 3.5 ly
Can fit Logistical Drone Link Augmentor




Logistical Drone Link Augmentor

500% bonus to Shield Maintenance Bots optimal range and 250% bonus to Armor Maintenance Bots optimal range
100% decrease to drone speed

Can only be fit by Sisters of Eve ships

CPU: 100
PG: 1

-- Med Slot

Activation Cost: 250




This would effectively give it the ability to choose between combat or logistic drones. Almost 1000 dps with sentries, and about 350 dps with just its pulses. This would also make its logistics drone almost like logistics sentries with a 30km range. An ability unique to this ship as only SOE ships can fit the mod. Please don't make the argument that the module is too limited in number of ships as it can be applied to 3 ships. There are many mods in this game that can only be fit on 4 ships.

I took the analyzing and probing bonuses off because any ship that lights you a cyno to come in is very likely to have the bonuses already. You don't need them in combat, so they seemed a little redundant.

The rep is ~3 unbonused large RR. It has a corporate hangar to serve as a type of exploration command ship. I have heard arguments that too large of a bay would make other ships irrelevant, but the bay is only large enough to carry salvage and backup mods. It requires a second player to travel, so it is fairly balanced in its utility/effort ratio. The next step up in transportation is covert bridging a covert hauler which takes 1 more account for about 6 times the carrying capacity.

It definitely shouldn't have a ship maintanence array as that would allow too much mobile refitting in combat. With a carrier you are limited to sitting ontop of it, but a BS can move too much.

The numbers I used are definitely debatable and I'm sure CCP would bring them in line if they like the idea, but what do yall think about the concept? Logistical sentry drones that are unique to this ship, and covert jump capable exploration command ship. Capable of aiding or shooting, but not OP at both at the same time

**Edit**

I put the repair amount bonus on the ship so that you could use the module for the cruiser and frigate, but give them a reasonable bonus to repair amount for their size, or none if seen fit. It would still allow them to provide rep or dps.



Your concept is basicly the same as mine with different numbers plus a module for more repdrone-range. Considering you most likely did not read the whole thread, I'd like to note that I am happy not being the only one having this kind of idea.

I have to say though, that I think the rep drones should not be further buffed than the 20% rep amount per level bonus, since having a balanced ship would mean to also decide between damage or rep in your highslots if you want more RR output.

Also when exploring me and my buddy cover 2 regions in an afternoon, so having 3.5ly of jumprange is by far not enough. Going in different directions and leaving our carrier alts in the middle, we can reach our scanning alt in one jump. So it's quick, does not need more alts and gives us the ability to bring PvP ships.
Any exploration ship that goes into this niche would first have to have at least the range of a carrier and second balance the inability to bring a PVP ship with being sneaky (hence covert cyno).

This is the original idea with a link to the proposal.

.

Disciple Cax
Ethereal Morality
The Initiative.
#1424 - 2013-12-13 09:26:14 UTC
Savira Terrant wrote:
Disciple Cax wrote:
I have an idea for being able to use the Nestor as a RR boat without making it OP, but still offering its utility in an interesting way. This idea will require some tweaking so please don't take it as a final product, but I feel that the concept is worth looking into.

NESTOR

Amarr Battleship Bonuses:
4% Armor resistances per level

Gallente Battleship Bonuses:
10% drone damage and hitpoints per level

Role bonuses:
250% bonus to logistic drone repair amount
50% bonus to large energy turret optimal range

Slot layout: 7H, 6M, 6L; 6 turrets, 0 launchers
Fittings: 11250 PWG, 680 CPU
Defense (shields / armor / hull): 8900 / 9950 / 9900
Capacitor (amount / recharge rate / cap/s) : 6200 / 1044 / 5.9
Mobility (max velocity / agility / mass / align time): 92 / .18 / 56000000 / 13.97
Drones (bandwidth / bay): 125 / 500
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7
Sensor strength: 24 Magnetometric
Signature radius: 465
Cargo Capacity: 500

Fuel Bay Capacity: 1250m3
Corporate Hangar Capacity: 1000m3

Can jump to Cynosural and Covert Cynosural beacons
Jump Range: 3.5 ly
Can fit Logistical Drone Link Augmentor




Logistical Drone Link Augmentor

500% bonus to Shield Maintenance Bots optimal range and 250% bonus to Armor Maintenance Bots optimal range
100% decrease to drone speed

Can only be fit by Sisters of Eve ships

CPU: 100
PG: 1

-- Med Slot

Activation Cost: 250




This would effectively give it the ability to choose between combat or logistic drones. Almost 1000 dps with sentries, and about 350 dps with just its pulses. This would also make its logistics drone almost like logistics sentries with a 30km range. An ability unique to this ship as only SOE ships can fit the mod. Please don't make the argument that the module is too limited in number of ships as it can be applied to 3 ships. There are many mods in this game that can only be fit on 4 ships.

I took the analyzing and probing bonuses off because any ship that lights you a cyno to come in is very likely to have the bonuses already. You don't need them in combat, so they seemed a little redundant.

The rep is ~3 unbonused large RR. It has a corporate hangar to serve as a type of exploration command ship. I have heard arguments that too large of a bay would make other ships irrelevant, but the bay is only large enough to carry salvage and backup mods. It requires a second player to travel, so it is fairly balanced in its utility/effort ratio. The next step up in transportation is covert bridging a covert hauler which takes 1 more account for about 6 times the carrying capacity.

It definitely shouldn't have a ship maintanence array as that would allow too much mobile refitting in combat. With a carrier you are limited to sitting ontop of it, but a BS can move too much.

The numbers I used are definitely debatable and I'm sure CCP would bring them in line if they like the idea, but what do yall think about the concept? Logistical sentry drones that are unique to this ship, and covert jump capable exploration command ship. Capable of aiding or shooting, but not OP at both at the same time

**Edit**

I put the repair amount bonus on the ship so that you could use the module for the cruiser and frigate, but give them a reasonable bonus to repair amount for their size, or none if seen fit. It would still allow them to provide rep or dps.



Your concept is basicly the same as mine with different numbers plus a module for more repdrone-range. Considering you most likely did not read the whole thread, I'd like to note that I am happy not being the only one having this kind of idea.

I have to say though, that I think the rep drones should not be further buffed than the 20% rep amount per level bonus, since having a balanced ship would mean to also decide between damage or rep in your highslots if you want more RR output.

Also when exploring me and my buddy cover 2 regions in an afternoon, so having 3.5ly of jumprange is by far not enough. Going in different directions and leaving our carrier alts in the middle, we can reach our scanning alt in one jump. So it's quick, does not need more alts and gives us the ability to bring PvP ships.
Any exploration ship that goes into this niche would first have to have at least the range of a carrier and second balance the inability to bring a PVP ship with being sneaky (hence covert cyno).

This is the original idea with a link to the proposal.


Definitely didn't read all of the 60 pages before I started posting. I got into the conversation a bit late.

I feel like it should be made more difficult to fit the RR in the highs, and focus it to the drones so that imbalance doesn't happen. I see the potential problem if someone wanted to just stack RR in the highs and have the logi drones.

If it were balanced where it couldn't realistically sustain the RRs in the highs, I feel like the bonus given is roughly appropriate at ~3 large RR, that would then give it a more hard line limit and keep it from just being over the top rep ship.

I gave it the same range as the BLOPs BS base jump distance. I figure that it would be considered OP at a greater range than that, and I would have to agree. As to bringing a pvp or pve ship in your carrier, the benefit of this ship is that it can be both. Bring a long a depot and you can swap before you jump to either or. For bridging across the whole map, your carrier is probably better suited.

This would liken itself to bridging to one of multiple people within a region, and have the ability to have multiple roles within a variety of situations.


Do you agree?
Savira Terrant
Native Freshfood
Minmatar Republic
#1425 - 2013-12-13 10:11:51 UTC  |  Edited by: Savira Terrant
Disciple Cax wrote:
Definitely didn't read all of the 60 pages before I started posting. I got into the conversation a bit late.

I feel like it should be made more difficult to fit the RR in the highs, and focus it to the drones so that imbalance doesn't happen. I see the potential problem if someone wanted to just stack RR in the highs and have the logi drones.

If it were balanced where it couldn't realistically sustain the RRs in the highs, I feel like the bonus given is roughly appropriate at ~3 large RR, that would then give it a more hard line limit and keep it from just being over the top rep ship.

I gave it the same range as the BLOPs BS base jump distance. I figure that it would be considered OP at a greater range than that, and I would have to agree. As to bringing a pvp or pve ship in your carrier, the benefit of this ship is that it can be both. Bring a long a depot and you can swap before you jump to either or. For bridging across the whole map, your carrier is probably better suited.

This would liken itself to bridging to one of multiple people within a region, and have the ability to have multiple roles within a variety of situations.


Do you agree?


I fear that I don't. Having a ship with considerably less jumprange than a carrier makes the descision too easy in favor of the carrier. Every system you can cover with your jump range means ISK, so with your proposed baserange of a BO we would end up at around 7.875 lightyears with max skills. That's only a bit more than half that of a carrier.

Yes you could refit this thing for PVP, but at some point even I do get risk averse.

Well, regarding your proposed numbers for the drone bonuses, I just don't like them being so ridiculusly high. Also I just don't like to give a bonus to both drone damage and rep amount. And introducing another module. We have to stop throwing stuff at this ship at some point.

Okay so with 20% drone bonus we'd end up with the equivalent of 3 large reppers without fleet bonus (and without RR drone rigs, don't forget those). Adding only 2 reppers and a capchain it would already be possible to rep the same amount as a Logicstics cruiser. With less range on two reppers though. But at some point we have to watch the balance aspect regarding BO hotdrops. I already made a point in an earlier post, that having too much RR capabilities on a ship capable of jumping to a covert cyno is not desirable.
I find my proposal much more elegant in this regard, because it does not allow "instant" reps of RR mods while doing a good amount of damage with drones. We already have the Sin for that - or any other drone boat, if we don't look at the BO environment.

.

Thatt Guy
Republic Military School
Minmatar Republic
#1426 - 2013-12-13 11:20:14 UTC
Current config is OP as hell.
remove all rep bonus
tone down drone bonus to 7.5%
tone down scanning bonus to 37.5%
maybe change the energy turret bonus to cap use?
give it covert cloak like the other sisters ships

just a thought

Haters gonna hate, Trolls gonna troll.

Celia Therone
University of Caille
Gallente Federation
#1427 - 2013-12-13 11:46:50 UTC
I thought that medic sins were already a thing at the moment?
erg cz
Federal Jegerouns
#1428 - 2013-12-13 12:15:11 UTC
Thatt Guy wrote:
Current config is OP as hell.


With this reduculously low power grid this can not be OP in no way. You can not fit a serios lasers to utilise laser bonus to the degree, when it becomes OP, IMHO.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1429 - 2013-12-13 14:36:58 UTC
Why would you mount lasers on the Nestor? I certainly don't put them on the Astero or Stratios. Neuts, nosferatu and/or blasters are much more effective.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Roy Alleyne
Dark Knowledge.
#1430 - 2013-12-13 14:55:38 UTC  |  Edited by: Roy Alleyne
Disciple Cax

After spending the better part of an hour replying to your post, the forums ate it. As I don't have time to do it again, I invite you (and everyone else) to link to my ealier posts on this thread through my profile. I go into detail about the various aspects and improvement arguments for the Nestor as well as discussing things with my fellow pilots. I know this sounds like me being arrogant, but I'm sure I have made points on all the major topics on the thread and the accompanying posts are never to far away from them.

To clear up what might look like muddy waters I am personally in favor of implementing one or two of the following (in order of likelyhood/usefulness):

  • Cloaked velocity bonus
  • fitting service + fleet hanger
  • covert jump drive


Other ideas that have been discussed include (in no particular order):

  • Drone RR bonus
  • 10 drone carrier (< just no, more in posts)
  • various other things I cant remember off the top of my head What?


EDIT: Let's just say I agree with Savira's analysis on you post Disiple Cax, except for the jump range, BlOps range is plenty.
Disciple Cax
Ethereal Morality
The Initiative.
#1431 - 2013-12-13 18:44:03 UTC  |  Edited by: Disciple Cax
Roy Alleyne wrote:
Disciple Cax

After spending the better part of an hour replying to your post, the forums ate it. As I don't have time to do it again, I invite you (and everyone else) to link to my ealier posts on this thread through my profile. I go into detail about the various aspects and improvement arguments for the Nestor as well as discussing things with my fellow pilots. I know this sounds like me being arrogant, but I'm sure I have made points on all the major topics on the thread and the accompanying posts are never to far away from them.

To clear up what might look like muddy waters I am personally in favor of implementing one or two of the following (in order of likelyhood/usefulness):

  • Cloaked velocity bonus
  • fitting service + fleet hanger
  • covert jump drive


Other ideas that have been discussed include (in no particular order):

  • Drone RR bonus
  • 10 drone carrier (< just no, more in posts)
  • various other things I cant remember off the top of my head What?


EDIT: Let's just say I agree with Savira's analysis on you post Disiple Cax, except for the jump range, BlOps range is plenty.


Lol I hate when that happens, before I post I always copy what I wrote so if the forum eats it, its a quick "ctrl v" fix.

I think almost everyone agrees on the covert jump drive. I don't feel like the cloaked velocity bonus would make it OP, but it doesn't absolutely need it either. I feel like the drone RR bonus plays into the SOE role and provides some balance to it doing a lot of dps, or some dps and some rep rather than a lot of dps and some rep. The 10 drone thing just isn't necessary.
Quote:

We have to stop throwing stuff at this ship at some point.

@Savira Terrant: I agree that randomly throwing every bonus in existence at this ship is ridiculous in some parts of this thread. In fact the original design already does that. In reference to having new and interesting mods or bonuses though, I disagree. Maybe my concept isn't the best, fair enough, but we shouldn't be afraid to come up with reasonable new ideas to make the game a more fun place at any point. Just coming up with it was part of the fun for me. Numbers aside, I feel like logistic sentry drones could still be an interesting unique change for the SOE line.

Regardless of what it is, I do hope that the ship becomes something unique and interesting in the eve environment that can improve the complexity of PvP and PvE.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1432 - 2013-12-13 18:49:34 UTC
Disciple Cax wrote:

Regardless of what it is, I do hope that the ship becomes something unique and interesting in the eve environment that can improve the complexity of PvP and PvE.


In its current form it's going to be a unique and interesting kill-mail.

Interesting* because it will be interesting to see the convoluted fits people came up with to try to make it useful.

Unique because once the pilot realises it can't be done, they won't try again.



* interesting in the same way that incarcerated psychopaths are interesting.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Savira Terrant
Native Freshfood
Minmatar Republic
#1433 - 2013-12-13 19:06:48 UTC
Disciple Cax wrote:

Quote:
We have to stop throwing stuff at this ship at some point.

@Savira Terrant: I agree that randomly throwing every bonus in existence at this ship is ridiculous in some parts of this thread. In fact the original design already does that. In reference to having new and interesting mods or bonuses though, I disagree. Maybe my concept isn't the best, fair enough, but we shouldn't be afraid to come up with reasonable new ideas to make the game a more fun place at any point. Just coming up with it was part of the fun for me. Numbers aside, I feel like logistic sentry drones could still be an interesting unique change for the SOE line.

Regardless of what it is, I do hope that the ship becomes something unique and interesting in the eve environment that can improve the complexity of PvP and PvE.


As I said, I am happy that others have similar ideas. I try not to offend anyone but still lobby for my proposal, because I think it is the most well rounded. I am sorry if reading my answear made you think otherwise, but of course everyone is obliged to their opinion. CCP is going to make the descision anyway, while we try convince them to make something out of it.

.

Onictus
Federal Navy Academy
Gallente Federation
#1434 - 2013-12-13 19:28:54 UTC  |  Edited by: Onictus
What would like to see

Stick with the space priest thing
+ cap (for real) either it needs a huge capacitor or a logi-esque bonus to rep capacitor used (weaker) preferably the former.
- any sort of laser bonus, make the highs 5&5 turrets or missiles a la Geddon.
- scanning bonuses, seriously scanning battleship.....its silly, there is nothing that could persuade me to fly a battleship into a relic site
+ covert jump capabilty
+ black-ops style cloak ability without the instant lock capability, scan res + cloak penalty is enough of a pain in the ass.


Really, I don't feel that a full cov-ops cloak on a battleship is nearly as bad as the "common wisdom" seems to dictate, its still a battleship, and not a particularly fast one.

Plus drones are of limited bang without no range/tracking and the slot layout. But a tanky, jumpable battleship class logi with a full on drone compliment actually sounds like a LOT of fun.
Rio Bravo
Deep Core Mining Inc.
Caldari State
#1435 - 2013-12-13 19:40:07 UTC  |  Edited by: Rio Bravo
After reading all this, I am almost certain that the ship that is produced will be mentally deficient. (But not the R word, CCP doesn't like that).

“You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig. I dig.”  - Clint Eastwood, misquote.

Savira Terrant
Native Freshfood
Minmatar Republic
#1436 - 2013-12-13 20:08:43 UTC
Onictus wrote:
What would like to see

Stick with the space priest thing
+ cap (for real) either it needs a huge capacitor or a logi-esque bonus to rep capacitor used (weaker) preferably the former.
- any sort of laser bonus, make the highs 5&5 turrets or missiles a la Geddon.
- scanning bonuses, seriously scanning battleship.....its silly, there is nothing that could persuade me to fly a battleship into a relic site
+ covert jump capabilty
+ black-ops style cloak ability without the instant lock capability, scan res + cloak penalty is enough of a pain in the ass.


Really, I don't feel that a full cov-ops cloak on a battleship is nearly as bad as the "common wisdom" seems to dictate, its still a battleship, and not a particularly fast one.

Plus drones are of limited bang without no range/tracking and the slot layout. But a tanky, jumpable battleship class logi with a full on drone compliment actually sounds like a LOT of fun.


And a LOT overpowered. That much damage and massive reps with a covert jump drive do not mix well for balance. (I agree it would be fun being in that BO fleet though, lol.)

.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1437 - 2013-12-13 20:12:53 UTC
Onictus wrote:
What would like to see

Stick with the space priest thing
+ cap (for real) either it needs a huge capacitor or a logi-esque bonus to rep capacitor used (weaker) preferably the former.
- any sort of laser bonus, make the highs 5&5 turrets or missiles a la Geddon.
- scanning bonuses, seriously scanning battleship.....its silly, there is nothing that could persuade me to fly a battleship into a relic site
+ covert jump capabilty
+ black-ops style cloak ability without the instant lock capability, scan res + cloak penalty is enough of a pain in the ass.


Really, I don't feel that a full cov-ops cloak on a battleship is nearly as bad as the "common wisdom" seems to dictate, its still a battleship, and not a particularly fast one.

Plus drones are of limited bang without no range/tracking and the slot layout. But a tanky, jumpable battleship class logi with a full on drone compliment actually sounds like a LOT of fun.

Without prop mods it's pretty slow, but as I understand that low mass means it stands to gain more than most BS's proportionally. I wish I knew the math to say for sure, but it seems like it would still be quite mobile under an AB or MWD.
Onictus
Federal Navy Academy
Gallente Federation
#1438 - 2013-12-13 20:17:27 UTC
Savira Terrant wrote:
Onictus wrote:
What would like to see

Stick with the space priest thing
+ cap (for real) either it needs a huge capacitor or a logi-esque bonus to rep capacitor used (weaker) preferably the former.
- any sort of laser bonus, make the highs 5&5 turrets or missiles a la Geddon.
- scanning bonuses, seriously scanning battleship.....its silly, there is nothing that could persuade me to fly a battleship into a relic site
+ covert jump capabilty
+ black-ops style cloak ability without the instant lock capability, scan res + cloak penalty is enough of a pain in the ass.


Really, I don't feel that a full cov-ops cloak on a battleship is nearly as bad as the "common wisdom" seems to dictate, its still a battleship, and not a particularly fast one.

Plus drones are of limited bang without no range/tracking and the slot layout. But a tanky, jumpable battleship class logi with a full on drone compliment actually sounds like a LOT of fun.


And a LOT overpowered. That much damage and massive reps with a covert jump drive do not mix well for balance. (I agree it would be fun being in that BO fleet though, lol.)



How much damage? You are going to need most of the lows for tank...unless you are going to use a shield fit, which would be relatively underwhelming.

You are talking 465 damage with sentries without all of the DDAs and you aren't going to be stacking tons of OMNIs because you are going to need most of the mids for SeBos prop mods and cap stuff. You are going to barely have a T1 dominix if you use a pile of DDAs and only use a three (or two) slot bufffer.


Plus rep range is pretty terrible and its going to take forever to lock anything coming off the cloak.... Its also pirate battleship and IS going to be ~by far~ the most expensive of the herd.
Onictus
Federal Navy Academy
Gallente Federation
#1439 - 2013-12-13 20:22:59 UTC
Tyberius Franklin wrote:

Without prop mods it's pretty slow, but as I understand that low mass means it stands to gain more than most BS's proportionally. I wish I knew the math to say for sure, but it seems like it would still be quite mobile under an AB or MWD.


It still has the base speed of an Abbadon, its NOT going to be that fast. Faster than a Baddon or Mael, but nothing like a Raven or even a Mega.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1440 - 2013-12-13 20:33:00 UTC  |  Edited by: Tyberius Franklin
Onictus wrote:
Tyberius Franklin wrote:

Without prop mods it's pretty slow, but as I understand that low mass means it stands to gain more than most BS's proportionally. I wish I knew the math to say for sure, but it seems like it would still be quite mobile under an AB or MWD.


It still has the base speed of an Abbadon, its NOT going to be that fast. Faster than a Baddon or Mael, but nothing like a Raven or even a Mega.

I may be doing this wrong but:

Nestor (before skills) w/ 100mn AB II: 1.35*(150,000,000/(50,000,000+56,000,000))*92 = 175.75

Mega (before skills) w/ 100mn AB II: 1.35*(150,000,000/(50,000,000+98,400,000))*122 = 166.48

It's actually faster than any of the T1 BS's I've looked at so far with a propmod. The mass difference shouldn't be underestimated. This assumes the formula I located is still accurate.

Edit to correct a mistake in the maths.