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Amarr "Khanid" Style Tech 1 Ships

Author
1-Up Mushroom
Imperial Academy
Amarr Empire
#21 - 2011-12-07 13:44:52 UTC
Yes please, Maller and Omen suck completely.

As someone mentioned in here before:

Maller --> Prophecy --> Sac
Omen --> Harb --> Zealot
5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!  If You Like My Sig, Like Me!   Remember EVE is EVErything!
Thredd Necro
Doomheim
#22 - 2011-12-07 19:56:33 UTC  |  Edited by: Thredd Necro
Norris Packard wrote:
Macon Chalaise wrote:
Be nice to see missile hardpoint bonuses on Amarr ships that have any hardpoint bonuses.

Or any ship for that matter...if it has a hardpoint for something and gets hardpoint bonuses why make it seem like it is usually better to ignore one of the weapon types, (missiles on apoc and abaddon for instance), especially on ships that may have limited damage types?

Just my $.02.


I wouldn't want to see the Amarr ships get bonused missiles for fear that they would tread too heavily on Caldari territory, they should be an option for allowing the use of extra grid for tanking but not the main choice for damage dealing.

I have been playing with the Maller (seemed to be the ship most desperately needing change) and here is what It seems to need:

Both the Omen and Maller lack the grid to handle fitting even the lighter of the two medium sized pulse weapons along with prop injectors and even light tanks, so it needs to have slightly greater grid. A flat 1300 (this can be played around with more) would allow for it to fit the HPL2s with 2 grid rigs and that seems like the right amount of fitting rigs needed for fitting massive firepower while having some tank/buffer

The Maller would also need about +55 more CPU to handle fitting HAMs bringing the base CPU up to 335. This change would also allow for the Maller to get a few heatsinks on when used as a laser boat.

Also think that the Maller needs the 15m3 drone bay that the Omen has (Omen will still out-damage the Maller but the gap will be much smaller). That Drone bay is shared by the Sacrilege too so seems fitting.

It is a radical change and would increase the power of the Maller; this should not be done without fixing the Omen as well (mostly grid buff).


I know CCP wanted to give each race it's own separate "flava" but there are also practical considerations:

1.) Humans will tend to move towards the best tech available with some consideration given to their resources, philosophy of war, strategies and tactics, etc. If missiles make sense, people will use them whether they are caldari or not. Caldari are Hybrid/Missile oriented and Gallente Hybrid/Drone oriented anyway...everyone should have missiles, (and moar drones for anti-drone/frigate/cruiser duty. Drones are another source of dps and force the use of resources to counter them effectively.) imoBlink

Perhaps a certain level of engineering, mechanics, and electronics etc might in the future allow one to make limited changes in the basic chassis of ones ship to allow for bonus changes and thus more weapon/equipment choices.

2.) Humans are also pragmatic and we like backup plans that aren't back up plans. I like having alternative damage resources (source and type) especially if they operate at the same or near same range. Look at RL navies and sci-fi navies and you will see what I mean. I LIKE having missiles on mah laser boat. If some of them could be like the nuclear bomb-pumped graser warhead missiles like in david weber's honor harrington books, then so much the better, and so Amarr, imo.

(Gamma Ray Amplification By Stimulated Emission of Radiation, just swap the "gr" for the "l" in laser.)

3.) The missile hardpoints are on the ships. Unless one discovers a niche that make ignoring the hardpoint bonuses reasonable, one would be wise to ignore the non-bonused hardpoints and that is precisely what needs to change. Why put them on if it's not practical to use them? Things end up in combat ships BECAUSE they are useful to that ships mission, yes?...Big smile

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Jojo Jackson
Dead Red Eye
#23 - 2011-12-08 01:58:18 UTC  |  Edited by: Jojo Jackson
Khanid includes short range missiles.

Rockets, Heavy Assault, Torpedos

Changing the Abbadon to Khanid style would mean to remove the cap bonus and replace it with Torpedo bonus ;) including the switch from 8 turret slots to 8 launcher slots.

While I belive this will never happen :( the same change might help the Punisher and Maller.

Punisher:
- 10% cap usage change into 5% damage for Rockets
- change from 3 turrets to 3 launcher slots

Maller:
- 10% cap usage change into 5% damage for Heavy Assaults
- change from 5 turret to 5 launcher slots

Prophecy:
- 10% cap usage changed into 5% damage for Heavy Assaults
- change from 6 turret to 6 launcher slots

Abbadon:
- 10% largh turret damage to 5% damage for Torpedos
- change from 8 turret to 8 launcher slots

I can imagin people might be happy with the Punisher and Maller change ... but they will NEVER be happy with the Abbadon change Twisted.


PS: Why has the Damnation a range bonus for Heavy and Heavy Assaults?
It should be a damage and range for Heavy Assaults only?

Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship!

Mira Lynne
State War Academy
Caldari State
#24 - 2011-12-08 02:25:38 UTC  |  Edited by: Mira Lynne
I agree with this only Partly. Giving Punisher/Maller/Prophecy/Abbadon as many launchers as they have turrets (and changing bonuses from turrets to missiles) is simply going WAY too far. The simple fix (all ships retain bonuses):

Punisher gets one launcher
Maller gets two launchers
Prophecy gets Three Launchers
Abaddon gets four launchers

This helps even things up a bit between races:
Two frigs with 2/2 weapon loadout and two with 3/1 (Merlin, Tristan and Rifter, Punisher Respectively)
Two Tier 3 BSs wit active tank bonuses and only 8 turrets, and two with resist bonuses and 8 Turrets/2Launchers (Maelstrom, Hyperion and Abaddon, Rokh Respectively)
Prophecy and Maller fit in between as both have missile spewing T2 Variants, are largely unused, and could both do with a bit more DPS.

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Jojo Jackson
Dead Red Eye
#25 - 2011-12-08 02:32:18 UTC  |  Edited by: Jojo Jackson
Mira Lynne wrote:
I agree with this only Partly. Giving Punisher/Maller/Prophecy/Abbadon as many launchers as they have turrets (and changing bonuses from turrets to missiles) is simply going WAY too far. The simple fix (all ships retain bonuses):

Punisher gets one launcher
Maller gets two launchers
Prophecy gets Three Launchers
Abaddon gets four launchers

This helps even things up a bit between races:
Two frigs with 2/2 weapon loadout and two with 3/1 (Merlin, Tristan and Rifter, Punisher Respectively)
Two Tier 3 BSs wit active tank bonuses and only 8 turrets, and two with resist bonuses and 8 Turrets/2Launchers (Maelstrom, Hyperion and Abaddon, Rokh Respectively)
Prophecy and Maller fit in between as both have missile spewing T2 Variants, are largely unused, and could both do with a bit more DPS.


While it sounds cool with split weapon system it doesn't work without propper ship bonis.
For the Rifter as example I never saw a fitting wich includes the unbonused Rocket. They all use NEUT/NOS + turrets.
The singel unbonused Rocket without Balistic Controls isn't worth to be mounted.

Same for 2 launchers at the Maller or 3 for the Prophecy.
4 Launchers at the Abaddon would only work with an additional ship bonus (5% damage for largh Laser Turret AND Cruise/Torbs). This is even more unlikely then my sugested total switch to Torbs.

PS:
and as I mentioned allready People might be able to accept the changes for Punisher, Maller and Prophecy ... but espezialy the Caldaris NEVER will except any other pur Missile ship biside the Raven (and supforms) *g*.

Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship!

Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#26 - 2011-12-08 04:11:14 UTC
Jojo Jackson wrote:
Mira Lynne wrote:
I agree with this only Partly. Giving Punisher/Maller/Prophecy/Abbadon as many launchers as they have turrets (and changing bonuses from turrets to missiles) is simply going WAY too far. The simple fix (all ships retain bonuses):

Punisher gets one launcher
Maller gets two launchers
Prophecy gets Three Launchers
Abaddon gets four launchers

This helps even things up a bit between races:
Two frigs with 2/2 weapon loadout and two with 3/1 (Merlin, Tristan and Rifter, Punisher Respectively)
Two Tier 3 BSs wit active tank bonuses and only 8 turrets, and two with resist bonuses and 8 Turrets/2Launchers (Maelstrom, Hyperion and Abaddon, Rokh Respectively)
Prophecy and Maller fit in between as both have missile spewing T2 Variants, are largely unused, and could both do with a bit more DPS.


While it sounds cool with split weapon system it doesn't work without propper ship bonis.
For the Rifter as example I never saw a fitting wich includes the unbonused Rocket. They all use NEUT/NOS + turrets.
The singel unbonused Rocket without Balistic Controls isn't worth to be mounted.

Same for 2 launchers at the Maller or 3 for the Prophecy.
4 Launchers at the Abaddon would only work with an additional ship bonus (5% damage for largh Laser Turret AND Cruise/Torbs). This is even more unlikely then my sugested total switch to Torbs.

PS:
and as I mentioned allready People might be able to accept the changes for Punisher, Maller and Prophecy ... but espezialy the Caldaris NEVER will except any other pur Missile ship biside the Raven (and supforms) *g*.


I know that the training corp I was in (OUCH) used a turrets+rocket setup on their standard student Rifter fitting (this was a pure speedtank frigate designed for light tackle work though).
Norris Packard
Horde Vanguard.
Pandemic Horde
#27 - 2011-12-08 05:01:12 UTC
Thredd Necro wrote:
Norris Packard wrote:
Macon Chalaise wrote:
Be nice to see missile hardpoint bonuses on Amarr ships that have any hardpoint bonuses.

Or any ship for that matter...if it has a hardpoint for something and gets hardpoint bonuses why make it seem like it is usually better to ignore one of the weapon types, (missiles on apoc and abaddon for instance), especially on ships that may have limited damage types?

Just my $.02.


I wouldn't want to see the Amarr ships get bonused missiles for fear that they would tread too heavily on Caldari territory, they should be an option for allowing the use of extra grid for tanking but not the main choice for damage dealing.

I have been playing with the Maller (seemed to be the ship most desperately needing change) and here is what It seems to need:

Both the Omen and Maller lack the grid to handle fitting even the lighter of the two medium sized pulse weapons along with prop injectors and even light tanks, so it needs to have slightly greater grid. A flat 1300 (this can be played around with more) would allow for it to fit the HPL2s with 2 grid rigs and that seems like the right amount of fitting rigs needed for fitting massive firepower while having some tank/buffer

The Maller would also need about +55 more CPU to handle fitting HAMs bringing the base CPU up to 335. This change would also allow for the Maller to get a few heatsinks on when used as a laser boat.

Also think that the Maller needs the 15m3 drone bay that the Omen has (Omen will still out-damage the Maller but the gap will be much smaller). That Drone bay is shared by the Sacrilege too so seems fitting.

It is a radical change and would increase the power of the Maller; this should not be done without fixing the Omen as well (mostly grid buff).


I know CCP wanted to give each race it's own separate "flava" but there are also practical considerations:

1.) Humans will tend to move towards the best tech available with some consideration given to their resources, philosophy of war, strategies and tactics, etc. If missiles make sense, people will use them whether they are caldari or not. Caldari are Hybrid/Missile oriented and Gallente Hybrid/Drone oriented anyway...everyone should have missiles, (and moar drones for anti-drone/frigate/cruiser duty. Drones are another source of dps and force the use of resources to counter them effectively.) imoBlink

Perhaps a certain level of engineering, mechanics, and electronics etc might in the future allow one to make limited changes in the basic chassis of ones ship to allow for bonus changes and thus more weapon/equipment choices.

2.) Humans are also pragmatic and we like backup plans that aren't back up plans. I like having alternative damage resources (source and type) especially if they operate at the same or near same range. Look at RL navies and sci-fi navies and you will see what I mean. I LIKE having missiles on mah laser boat. If some of them could be like the nuclear bomb-pumped graser warhead missiles like in david weber's honor harrington books, then so much the better, and so Amarr, imo.

(Gamma Ray Amplification By Stimulated Emission of Radiation, just swap the "gr" for the "l" in laser.)

3.) The missile hardpoints are on the ships. Unless one discovers a niche that make ignoring the hardpoint bonuses reasonable, one would be wise to ignore the non-bonused hardpoints and that is precisely what needs to change. Why put them on if it's not practical to use them? Things end up in combat ships BECAUSE they are useful to that ships mission, yes?...Big smile


While they would be unbonused and not as damaging as lasers there are plenty of reasons that people would fit them, first off they are capless weapons (Same as ACs now) meaning that an active tanking ship will have much more capacitor to deal with regenerating armor another alternative is that a pilot may want to fit more capacitor warfare mods and so rather than needing raw DPS they would need the capless alternative to allow more drainage to occur and then peck the enemy to death while controlling and shutting them down. Missiles also use less grid than lasers allowing for more tanking modules to be fit including larger and oversized plates. It would make the ships flexible and able to be tailored to the pilots combat preferences, it also makes it hard for the enemy to judge what they are getting themselves into before making contact with the enemy on grid. Cookie Cutters are boring and by giving pilots may options and giving the ship the ability to take on different roles of combat is interesting. They should not be given a bonus to missiles in any way, the pilot can choose High DPS Laser Boat or Massive Armor Missile Boat.
Khrage
#28 - 2011-12-08 06:29:53 UTC
Jojo Jackson wrote:
PS: Why has the Damnation a range bonus for Heavy and Heavy Assaults?
It should be a damage and range for Heavy Assaults only?


because it's just better with heavies. and it's a support ship not a brawler. so not classified with the other khanid style ships.


...


this thread is becoming a loop... Norris and I have basically discussed everything everyone is bringing up now earlier in the thread and more so. so please go back and read the last page, it's not a dozen page thread like some others. so it's not that difficult to not repeat the same stuff we've talked about already.

the non-cap using, extra powergrid t1 monster tanks with spitwad dps are my only hang up with this idea. just doesn't seem like ships worth creating to benefit a few. and to avoid repeating myself anymore

JUST READ THE PREVIOUS PAGE... save Norris the constant explaining of the same thing over and over.
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#29 - 2011-12-08 10:04:01 UTC
Jojo Jackson wrote:

Punisher:
- 10% cap usage change into 5% damage for Rockets
- change from 3 turrets to 3 launcher slots


Leave the punisher as it is and buff the inquisitor instead. Change change the missile damage bonuses to a rocket RoF bonus and a armor resist bonus. Add some slots, pg, cpu etc and you got a working T1 amarr missile frigate.
Takeshi Yamato
Ministry of War
Amarr Empire
#30 - 2011-12-08 11:01:17 UTC
Max Von Sydow wrote:
Jojo Jackson wrote:

Punisher:
- 10% cap usage change into 5% damage for Rockets
- change from 3 turrets to 3 launcher slots


Leave the punisher as it is and buff the inquisitor instead. Change change the missile damage bonuses to a rocket RoF bonus and a armor resist bonus. Add some slots, pg, cpu etc and you got a working T1 amarr missile frigate.


The bonus actually works on rockets. The ship is just bad (screwed over by the tier system).
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#31 - 2011-12-08 11:14:17 UTC
Takeshi Yamato wrote:
Max Von Sydow wrote:
Jojo Jackson wrote:

Punisher:
- 10% cap usage change into 5% damage for Rockets
- change from 3 turrets to 3 launcher slots


Leave the punisher as it is and buff the inquisitor instead. Change change the missile damage bonuses to a rocket RoF bonus and a armor resist bonus. Add some slots, pg, cpu etc and you got a working T1 amarr missile frigate.


The bonus actually works on rockets. The ship is just bad (screwed over by the tier system).


I agree that the inquisitor is screwed up because of the tier system but I also think it's the best frigate to be turned into a khanid style T1 frigate since it already use missiles, all it really need is an armor res bonus to be the frigate version of a HAM maller and HAM prophecy.
Nullbear Ranger
Doomheim
#32 - 2011-12-08 15:21:48 UTC
Khrage wrote:
Jojo Jackson wrote:
PS: Why has the Damnation a range bonus for Heavy and Heavy Assaults?
It should be a damage and range for Heavy Assaults only?


because it's just better with heavies. and it's a support ship not a brawler. so not classified with the other khanid style ships.


...


this thread is becoming a loop... Norris and I have basically discussed everything everyone is bringing up now earlier in the thread and more so. so please go back and read the last page, it's not a dozen page thread like some others. so it's not that difficult to not repeat the same stuff we've talked about already.

the non-cap using, extra powergrid t1 monster tanks with spitwad dps are my only hang up with this idea. just doesn't seem like ships worth creating to benefit a few. and to avoid repeating myself anymore

JUST READ THE PREVIOUS PAGE... save Norris the constant explaining of the same thing over and over.


Oh HAI Norris!
"I wanna be a nullbear RANGER!!!    Living a life of virtual DANGER!!!  Sound off!..."
Thredd Necro
Doomheim
#33 - 2011-12-08 15:26:20 UTC  |  Edited by: Thredd Necro
Norris Packard wrote:
While they would be unbonused and not as damaging as lasers there are plenty of reasons that people would fit them, first off they are capless weapons (Same as ACs now) meaning that an active tanking ship will have much more capacitor to deal with regenerating armor another alternative is that a pilot may want to fit more capacitor warfare mods and so rather than needing raw DPS they would need the capless alternative to allow more drainage to occur and then peck the enemy to death while controlling and shutting them down. Missiles also use less grid than lasers allowing for more tanking modules to be fit including larger and oversized plates. It would make the ships flexible and able to be tailored to the pilots combat preferences, it also makes it hard for the enemy to judge what they are getting themselves into before making contact with the enemy on grid. Cookie Cutters are boring and by giving pilots may options and giving the ship the ability to take on different roles of combat is interesting. They should not be given a bonus to missiles in any way, the pilot can choose High DPS Laser Boat or Massive Armor Missile Boat.


Most people aren't that imaginative and I have already done most of the above but I can see your point about a significant tank increase with no significant net loss of dps.Cool

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Norris Packard
Horde Vanguard.
Pandemic Horde
#34 - 2011-12-09 05:29:47 UTC
Max Von Sydow wrote:
Takeshi Yamato wrote:
Max Von Sydow wrote:
Jojo Jackson wrote:

Punisher:
- 10% cap usage change into 5% damage for Rockets
- change from 3 turrets to 3 launcher slots


Leave the punisher as it is and buff the inquisitor instead. Change change the missile damage bonuses to a rocket RoF bonus and a armor resist bonus. Add some slots, pg, cpu etc and you got a working T1 amarr missile frigate.


The bonus actually works on rockets. The ship is just bad (screwed over by the tier system).


I agree that the inquisitor is screwed up because of the tier system but I also think it's the best frigate to be turned into a khanid style T1 frigate since it already use missiles, all it really need is an armor res bonus to be the frigate version of a HAM maller and HAM prophecy.


Thought that the Inquisitor was a tier 3 frigate?

While the Inquisitor is a choice for Khanid style pilots it lacks the armor resistance bonus that is very Khanid and having the option of either of these two ships would not harm much. I don't think that heavily armored Punishers with rockets would eliminate the use of the higher damage rockets of the Inquisitor but do think that the Inquisitor needs to be given a 4th missile hardpoint to bring it in line with the Kestrel (Breacher need this treatment too).

Punisher should not become a bonused missile boat, to do so would remove any "good" laser frigate and would tread on too many other frigates but with the option of unbonused missiles it would allow pilots to have an option to fly tech 1 ships like their tech 2 variants and gives younger pilots the ability to train with these systems before they reach tech 2 stage.

I am also going to throw this out there as something that could be done: Coercer given 6 unbonused missile slots; not going to be useful, but I think it would let young pilots moving up the Amarr tech tree have an option at destroyer level while they are looking to get into the Khanid ships. Would only be of use for a short time for Amarr pilots who are very young if they focus on the rocket skills rather than lasers but wouldn't harm anything either. Also would make sense being it is made into the Heretic anyways.

Many of these ideas are not going to be the best options for older players like myself but would be great stepping stones for young pilots.
ElCholo
Brutor Tribe
Minmatar Republic
#35 - 2011-12-09 06:54:57 UTC
I have a wet dream. My wet dream is for a Khanid Fleet Abaddon. This would be a faction Abaddon that must be missioned for and purchased with Khanid LP. The Khanid Fleet Abaddon would have 8 Launcher hardpoints. It's bonuses would be 5% resists per level and 5% RoF for Torps. Everything else would be the same as the regular Abaddon, maybe reduce the drones to 50m3.

This is my wet dream.
Khrage
#36 - 2011-12-09 20:45:08 UTC
ElCholo wrote:
I have a wet dream. My wet dream is for a Khanid Fleet Abaddon. This would be a faction Abaddon that must be missioned for and purchased with Khanid LP. The Khanid Fleet Abaddon would have 8 Launcher hardpoints. It's bonuses would be 5% resists per level and 5% RoF for Torps. Everything else would be the same as the regular Abaddon, maybe reduce the drones to 50m3.

This is my wet dream.


i think this is a lot of people's wet dream... however, it's really not going to happen, for a lot of reasons. the navy scorp has the same bonuses and can dedicate all its lows to dps while having its mids for a massive tank (yes with fewer launchers but there's a reason for it). the phoon and it's navy counterpart share the same dps bonus with the 6 launchers, and have that very slot layout a would be torp abbadon would have (again limited # of launchers for a reason), and quite simply the opportunity to make a khanid faction bs was pasted up when it came down to the navy geddon. a lot more viable and less game breaky than a khanid baddon would be. though i find myself repeating things again, the reason that the (navy)phoon and navy scorp are the closest things that we're going to get to a khanid battleship is that the raven and the CNR are the top dogs of large missiles and won't be taken out by some sacrilegious amarr battleship.

but while we're talking about how cool it would be, it really wouldn't be all that great... just fit a navy scorp. yes there's less launchers but say raise the tier and add more fitting to strap on more launchers, you still really have the same fitting space left. and quite frankly, the shield 8 mid slots on the navy scorp make it one of the best shield tanks in the game, dedication all it's lows to BCUs. it is basically a better version than any khanid bs would be ever since it doesn't sacrifice tank for dps or the other way around like an armor torp boat would (think phoon). but when was the last time you saw a navy torp scorp? let alone seen it outside of missioners that want an extra security blanket instead of the better CNR? it's a cruise missile ship, the torps simply don't get the range to be considered effect. it can't even large pos bash!

khanid bs cool. useful, not so much. & despite how much i still want one regardless of how it would be out classed by other warp in dps ships, it's never going to happen.
ElCholo
Brutor Tribe
Minmatar Republic
#37 - 2011-12-10 11:08:45 UTC
Khrage wrote:

A lot of crap.

Wow, that is a lot to say about my wet dream. However, I had to stop reading at "for a lot of reasons." It was at that point that I realized you were probably going to get into a bunch of mind numbing reasons (justified or unjustified) why my wet dream shouldn't / wouldn't happen in game. I really don't care. It's a wet dream for a reason. It's something I want but know probably won't ever come about. I do appreciate that fact that I was able to so completely take over your life for a short time and inspire you to try to explain away a passing fantasy of mine. Thank you.
Takeshi Yamato
Ministry of War
Amarr Empire
#38 - 2011-12-10 11:28:37 UTC  |  Edited by: Takeshi Yamato
Hypothetical Khanid torpedo BS modeled after the Abaddon:

Slot layout
8x highs, 7x launchers (8x launchers would be too much I think).
4x med slots
7x low slots

Bonuses
5% damage torp damage per level, 5% armor resists per level.

1036 EFT 'All V' dps with navy torps and 3x BCU II. 20 km torp range. A Raven with a similar fit does 948 dps at 30 km.

It's basically a torpedo megathron with the quirks that come with torpedoes instead of blasters. As such it would need pretty good acceleration and speed to be effective, but not require as much cap or pg as an Abaddon. A niche ship for sure, but we don't have any armor tanking torpedo boats in EVE so why not?
Norris Packard
Horde Vanguard.
Pandemic Horde
#39 - 2011-12-10 20:55:11 UTC
Takeshi Yamato wrote:
Hypothetical Khanid torpedo BS modeled after the Abaddon:

Slot layout
8x highs, 7x launchers (8x launchers would be too much I think).
4x med slots
7x low slots

Bonuses
5% damage torp damage per level, 5% armor resists per level.

1036 EFT 'All V' dps with navy torps and 3x BCU II. 20 km torp range. A Raven with a similar fit does 948 dps at 30 km.

It's basically a torpedo megathron with the quirks that come with torpedoes instead of blasters. As such it would need pretty good acceleration and speed to be effective, but not require as much cap or pg as an Abaddon. A niche ship for sure, but we don't have any armor tanking torpedo boats in EVE so why not?


Typhoons armor tank and have that same slot layout with 6.66 effective launchers... Anyways, way off topic people. You are all talking about navy faction ships while I was trying to address problems in the existing tech 1 Amarr line up and the way that there is no real stepping stones for younger players trying to get into Khanid tech 2 ships. Yes I did bring up the idea of altering the tech 1 Abaddon to fit the changes made with the other lesser classes but I did put a big maybe next to it. I don't think that torpedoes on an Abaddon with a 20km range and the speed of a hobbled horse would hurt much especially when someone could fit pulse weapons to do the same amount of dps in that range but also be able to switch to 40km or beyond in second. It is less effective launchers than the Raven and it is slow too.
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#40 - 2011-12-10 21:00:21 UTC  |  Edited by: Max Von Sydow
Norris Packard wrote:
Takeshi Yamato wrote:
Hypothetical Khanid torpedo BS modeled after the Abaddon:

Slot layout
8x highs, 7x launchers (8x launchers would be too much I think).
4x med slots
7x low slots

Bonuses
5% damage torp damage per level, 5% armor resists per level.

1036 EFT 'All V' dps with navy torps and 3x BCU II. 20 km torp range. A Raven with a similar fit does 948 dps at 30 km.

It's basically a torpedo megathron with the quirks that come with torpedoes instead of blasters. As such it would need pretty good acceleration and speed to be effective, but not require as much cap or pg as an Abaddon. A niche ship for sure, but we don't have any armor tanking torpedo boats in EVE so why not?


Typhoons armor tank and have that same slot layout with 6.66 effective launchers... Anyways, way off topic people. You are all talking about navy faction ships while I was trying to address problems in the existing tech 1 Amarr line up and the way that there is no real stepping stones for younger players trying to get into Khanid tech 2 ships. Yes I did bring up the idea of altering the tech 1 Abaddon to fit the changes made with the other lesser classes but I did put a big maybe next to it. I don't think that torpedoes on an Abaddon with a 20km range and the speed of a hobbled horse would hurt much especially when someone could fit pulse weapons to do the same amount of dps in that range but also be able to switch to 40km or beyond in second. It is less effective launchers than the Raven and it is slow too.


How about just adding launcher hardpoints but no bonus? Since the abaddon doesnt get a laser damage bonus it should be able to survive without one for missiles. Though that might just result in a lot of cruise abaddons for missions. A raven with 6 launchers and a 25% RoF bonus has 8 effective launchers, so an unbonused abaddon should do similar dps but with shorter range.
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