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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#761 - 2013-08-16 14:32:37 UTC
I can't remember if I brought this up before, but why are mining links being excluded from the no-pos sitting? Why are miners allowed to mitigate risk but not pvpers? I would like to see this change but more than that I would like an explanation as to why there is a distinction. Links are links and risk mitigation is prevalent when boosting from a POS regardless of the links fitted. No risk = no reward, right?

Some consistency would be nice but apparently not obvious to all.
Valterra Craven
#762 - 2013-08-16 14:56:57 UTC
CCP Fozzie wrote:


We considered playing with the CPU cost, but I think 55/110 creates a pretty good set of decisions for people fitting command ships. As for the 6 link CS, we aren't really interested in making those fits easier right now.


If you are still around and willing to respond I have one more question. A lot of people in the 1.1 threads have been complaining about fit points on some of these ships (nighthawk and ishtar, etc and yes some of it has been addressed). I think a lot of players are confused on exactly just how you guys intend us to use the ships (in terms of what is fit on them) and to that end I've seen several requests for you guys to post some fits for us.

I haven't seen that happen ever really and I'm curious why this is?

I think it would go a long way into bridging the apparent communication gap that is evident between the players and devs on the true intended reasoning behind some of these changes. Personally speaking I wish you guys would so a couple fits for each of the ships you balance so that at the bare minimum the players can understand what you are advocating, and maybe perhaps point out holes with hard data? It would be far better than the theory crafting/guessing that is going on now.
StevieTopSiders
Deep Core Mining Inc.
Caldari State
#763 - 2013-08-16 14:57:57 UTC
Command processors in any form make it more difficult to fit tank/damage to your commanding ship. Put a hard limit of 3 warfare links on Warfare Processor T3's/CS, and people will fly them on-grid. The tank is already weak by not allowing pilots to take advantage of the stronger defensive subsystems, and forcing pilots to give up valuable rig slots that could hold trimarks/CDFE's will simply nudge them off-grid, as they are no longer tanky enough to survive on the field.
Valterra Craven
#764 - 2013-08-16 15:00:29 UTC
Balthazar Lestrane wrote:
I can't remember if I brought this up before, but why are mining links being excluded from the no-pos sitting? Why are miners allowed to mitigate risk but not pvpers? I would like to see this change but more than that I would like an explanation as to why there is a distinction. Links are links and risk mitigation is prevalent when boosting from a POS regardless of the links fitted. No risk = no reward, right?

Some consistency would be nice but apparently not obvious to all.


It was mentioned that CCP doesn't feel the risk factor is balanced for the roq and orca yet. Those two ships are very slow and in the roq's case also completely immobile while in industrial mode. Combat boosting also has lots of different options from t1 ships all the way up to t3 which gives players a lot of versatility which can not be said about mining boosts.
cearaen
Plus 10 NV
#765 - 2013-08-16 16:00:39 UTC
Durzel wrote:
CCP Fozzie wrote:
jackaloped wrote:
Liam Inkuras wrote:
Don't know if this has been suggested yet, but I don't feel like rummaging through 37 pages to find this one post that may or may not exist. Anyways, to prevent boosting T3's from simply orbiting a POS at 500m and nudging back inside when a threat lands on grid, how about making it so you cannot enter a POS force field while you have an active weapons timer?


That might defeat the purpose.

But anyway has anyone seen a video where one of the formerly unprobable (and now theoretically possible to probe down) t3 was actually probed down?

I'm assuming you need to pay about 2 billion for a set of virtue implants. But before I do I would like to see if it will actually work.


Before Odyssey you needed virtues to probe down the hardest possible targets. Now there's also the option of using the new scan strength modules instead.

You still need Virtues to find the hardest possible targets. I couldn't get a OGB Tengu above 95% in a maxed skills covops with 10% Prospector implant, Sisters launcher & probes, Gravity Capacitor rigs and 2 of the T2 Scan Rangefinding modules.

Don't know how many you need now vs pre-Odyssey but the fact you need them at all is imo disproportionate effort compared to that of actually providing the links.



Maybe he means its theoretically possible. Like winning the lottery is theoretically possible. But for all practical purposes t3 link ships are going to be completely safe in safe spots as if they were stil in a pos.


IMO this thread can be summarized by a nixon quote:
"Give 'em an hors d'oeuvre and maybe they won't come back for the main course"

Nothing really changed here. OGB is still completely broken.

CCP Fozzie
C C P
C C P Alliance
#766 - 2013-08-16 16:56:23 UTC  |  Edited by: CCP Fozzie
Valterra Craven wrote:
CCP Fozzie wrote:


We considered playing with the CPU cost, but I think 55/110 creates a pretty good set of decisions for people fitting command ships. As for the 6 link CS, we aren't really interested in making those fits easier right now.


If you are still around and willing to respond I have one more question. A lot of people in the 1.1 threads have been complaining about fit points on some of these ships (nighthawk and ishtar, etc and yes some of it has been addressed). I think a lot of players are confused on exactly just how you guys intend us to use the ships (in terms of what is fit on them) and to that end I've seen several requests for you guys to post some fits for us.

I haven't seen that happen ever really and I'm curious why this is?

I think it would go a long way into bridging the apparent communication gap that is evident between the players and devs on the true intended reasoning behind some of these changes. Personally speaking I wish you guys would so a couple fits for each of the ships you balance so that at the bare minimum the players can understand what you are advocating, and maybe perhaps point out holes with hard data? It would be far better than the theory crafting/guessing that is going on now.


So I'd like to address a bit of the premise of your question. We try to avoid declaring how we "intend" people to use ships. We of course want to ensure that every ship has interesting and effective uses, but in a sandbox like EVE we know that whatever we have in mind will be surpassed by the ingenuity of our players very quickly.

That being said, I can talk a bit about how I would start fitting the Nighthawk for some different uses right after 1.1 hits.

A HAM version for basic boosting and damage dealing in a small-medium sized gang that includes BCs and at least one Logi (you can swap tackle into the mids depending on what the rest of your gang looks like):

[Nighthawk, HAMs]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II

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

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Information Warfare Link - Sensor Integrity II
Siege Warfare Link - Shield Harmonizing II

Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer II


Warrior II x5


For a bigger focus on boosting and range at the expense of damage, more useful as gang sizes increase a bit:
[Nighthawk, HMLs]
Internal Force Field Array I
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

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

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Siege Warfare Link - Shield Harmonizing II
Siege Warfare Link - Shield Efficiency II
Siege Warfare Link - Active Shielding II

Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender I


Warrior II x5


This ship isn't the ideal solo boat, but it's still possible to create solo fits that are powerful (the expense will be what holds it back for most people):

Requires Genolution CA-1, CA-2 and a EG-602 at least.
[Nighthawk, XLASB]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer II
Medium Anti-EM Screen Reinforcer II


Warrior II x5

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#767 - 2013-08-16 17:13:14 UTC
Fozzie

try some for the Vulture

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Thaman Arnuad
The Caldarian Templars
#768 - 2013-08-16 17:17:32 UTC
CCP Fozzie wrote:
[quote=Valterra Craven][quote=CCP Fozzie]
This ship isn't the ideal solo boat, but it's still possible to create solo fits that are powerful (the expense will be what holds it back for most people):

Requires Genolution CA-1, CA-2 and a EE-602 at least.
[Nighthawk, XLASB]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer II
Medium Anti-EM Screen Reinforcer II


Warrior II x5


Could you double check that fit please, I'm seeing a lack of PG, perhaps you mean the EG-602.

The DPS off this is laughable when compared to the Astarte which is the designed opponent to the NH, and your tank with your ASB going cannot even deal with the raw damage that the Astarte will be dealing in 1v1. To add insult an ASB Astarte can tank full DPS from a NH with no sweat, please give the Caldari a little love.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#769 - 2013-08-16 17:28:29 UTC
Nighthawk needs 6 mids just like the ferox does.
Valterra Craven
#770 - 2013-08-16 17:33:51 UTC
CCP Fozzie wrote:


So I'd like to address a bit of the premise of your question. We try to avoid declaring how we "intend" people to use ships. We of course want to ensure that every ship has interesting and effective uses, but in a sandbox like EVE we know that whatever we have in mind will be surpassed by the ingenuity of our players very quickly.



First off, thanks for answering another question, and second for posting fits!

But another followup if I may?

The goal of balancing things "is the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers"? This would mean that balance takes into account things like the intended use of things given to players.

For example, Carrier's used to be able to be "medium" haulers because you could put unpacked indy's in them with their holds full of items. CCP thought this was an undesirable side affect of their intended uses and took that away even though "Eve is a sandbox". (Yes I was personally peeved about it considering jf's were introduced that essentially did the same job but much better and carriers never got their hauling ability back even though freighters can now scoop from space... but I digress)

Therefore it would seem that when balancing ships, it would be pretty important to declare how you intend them to be used, because without that declaration balancing would seem rather difficult (ie how do you balance something when you don't have an intended use for it?).

I guess my point is that I don't understand your stance on not liking to declare how you intend people to use ships when that is how you balance them. It just seems rather counter intuitive.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#771 - 2013-08-16 17:39:50 UTC
Valterra Craven wrote:
CCP Fozzie wrote:


So I'd like to address a bit of the premise of your question. We try to avoid declaring how we "intend" people to use ships. We of course want to ensure that every ship has interesting and effective uses, but in a sandbox like EVE we know that whatever we have in mind will be surpassed by the ingenuity of our players very quickly.



First off, thanks for answering another question, and second for posting fits!

But another followup if I may?

The goal of balancing things "is the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers"? This would mean that balance takes into account things like the intended use of things given to players.

For example, Carrier's used to be able to be "medium" haulers because you could put unpacked indy's in them with their holds full of items. CCP thought this was an undesirable side affect of their intended uses and took that away even though "Eve is a sandbox". (Yes I was personally peeved about it considering jf's were introduced that essentially did the same job but much better and carriers never got their hauling ability back even though freighters can now scoop from space... but I digress)

Therefore it would seem that when balancing ships, it would be pretty important to declare how you intend them to be used, because without that declaration balancing would seem rather difficult (ie how do you balance something when you don't have an intended use for it?).

I guess my point is that I don't understand your stance on not liking to declare how you intend people to use ships when that is how you balance them. It just seems rather counter intuitive.


It's pretty obvious when they give out the slots and fittings, that they have particular setups in mind that they want you to be able to or not to be able to fit. Saying you can fit it however you want just means you're free to use bad fits.
CCP Fozzie
C C P
C C P Alliance
#772 - 2013-08-16 17:41:56 UTC  |  Edited by: CCP Fozzie
Thaman Arnuad wrote:
CCP Fozzie wrote:
[quote=Valterra Craven][quote=CCP Fozzie]
This ship isn't the ideal solo boat, but it's still possible to create solo fits that are powerful (the expense will be what holds it back for most people):

Requires Genolution CA-1, CA-2 and a EE-602 at least.
[Nighthawk, XLASB]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Nanofiber Internal Structure II

Experimental 10MN Microwarpdrive I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer II
Medium Anti-EM Screen Reinforcer II


Warrior II x5


Could you double check that fit please, I'm seeing a lack of PG, perhaps you mean the EG-602.

The DPS off this is laughable when compared to the Astarte which is the designed opponent to the NH, and your tank with your ASB going cannot even deal with the raw damage that the Astarte will be dealing in 1v1. To add insult an ASB Astarte can tank full DPS from a NH with no sweat, please give the Caldari a little love.


Yup I meant the EG-. Corrected the post.

And the XLASB Nighthawk tanks 1800 Therm/Kin dps before heat, so you are mistaken about it not being able to tank an Astarte while it has charges. Also, an XLASB Astarte would need to go without a prop mod to be able to tank the Nighthawk's damage with both EM and Explosive ammo (even without the damage bonus the Nighthawk would be best off using non-Kin ammo in this specific case).
An actually well fit armor Astarte has the advantage in a 1v1 between these two ships for sure, but that Nighthawk's projection advantage is very significant in many situations.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#773 - 2013-08-16 17:47:47 UTC  |  Edited by: CCP Fozzie
Valterra Craven wrote:
CCP Fozzie wrote:


So I'd like to address a bit of the premise of your question. We try to avoid declaring how we "intend" people to use ships. We of course want to ensure that every ship has interesting and effective uses, but in a sandbox like EVE we know that whatever we have in mind will be surpassed by the ingenuity of our players very quickly.



First off, thanks for answering another question, and second for posting fits!

But another followup if I may?

The goal of balancing things "is the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers"? This would mean that balance takes into account things like the intended use of things given to players.

For example, Carrier's used to be able to be "medium" haulers because you could put unpacked indy's in them with their holds full of items. CCP thought this was an undesirable side affect of their intended uses and took that away even though "Eve is a sandbox". (Yes I was personally peeved about it considering jf's were introduced that essentially did the same job but much better and carriers never got their hauling ability back even though freighters can now scoop from space... but I digress)

Therefore it would seem that when balancing ships, it would be pretty important to declare how you intend them to be used, because without that declaration balancing would seem rather difficult (ie how do you balance something when you don't have an intended use for it?).

I guess my point is that I don't understand your stance on not liking to declare how you intend people to use ships when that is how you balance them. It just seems rather counter intuitive.


To a large extent what we build are tools with many applications, both obvious and nonobvious. Sometimes we need to remove certain overpowered applications of a tool (like with the carrier hauling) but in general the hive mind of players will always come up with far more interesting things than we ever had in mind.

In general we try to make sure that ships are good at some things but we work under the assumption that many of the uses that become popular over the years are going to be things we did not expect and we celebrate that.

I really doubt we're going to make a habit of posting fits for ships we balance, both because as a collective you guys are going to do it better than us and because the uses we have in mind will often be different than the uses you end up having. Another issue is that everything we post will get misconstrued and picked apart with false assumptions like the post above that claimed inaccurately that an Astarte could overwhelm the XLASB Nighthawk's tank. Answering every question that comes up would be a full time job on top of the rest of our work.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Valterra Craven
#774 - 2013-08-16 18:07:17 UTC  |  Edited by: Valterra Craven
CCP Fozzie wrote:
Answering every question that comes up would be a full time job on top of the rest of our work.


Haha, true enough (I'm a Sys Admin by trade, so I know what you mean).

One can dream though. How awesome would it be to have a full time dev just to answer player questions... :)
CCP Fozzie
C C P
C C P Alliance
#775 - 2013-08-16 18:15:13 UTC  |  Edited by: CCP Fozzie
Harvey James wrote:
Fozzie

try some for the Vulture


I'm going to make an exception to my usual policy of ignoring any post that has my name in bold at the start.

The Vulture has tons of fitting. To gives two examples of fits that show off exactly how much you can get on it:

Dual XLASB with a CPU rig as the only fitting mod:

[Vulture, Dual XLASB]
Internal Force Field Array I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II

Experimental 10MN Microwarpdrive I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Small Capacitor Booster II, Navy Cap Booster 400

Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer II
Medium Processor Overclocking Unit I


Warrior II x5


Triple link with the largest guns, two LSEs and no need to use meta mods (if you have PG implants you can even upgrade the cap booster to a medium, or you have the CPU to swap the cap booster for a TC if you're comfortable without it, or with any cheap CPU implant you can swap the cap booster for another hardener):

[Vulture, 3Link 250]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Small Capacitor Booster II, Cap Booster 25

250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
Siege Warfare Link - Active Shielding II
Siege Warfare Link - Shield Efficiency II
Siege Warfare Link - Shield Harmonizing II

Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender I


Warrior II x5

The more I post fits for these the more I realize I have to apologize for giving them too much fitting What?

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Thaman Arnuad
The Caldarian Templars
#776 - 2013-08-16 18:28:10 UTC
Oops Can't believe I forgot to switch my tank damage type.
Valterra Craven
#777 - 2013-08-16 18:31:17 UTC
CCP Fozzie wrote:


The more I post fits for these the more I realize I have to apologize for giving them too much fitting What?


Personally I think this has more to do with module balance than ship balance... You can fit dual XLASB on the vulture, but you can't fit two links on the astarte with an armor tank?!
Deacon Abox
Black Eagle5
#778 - 2013-08-16 18:34:23 UTC  |  Edited by: Deacon Abox
CCP Fozzie wrote:
And the XLASB Nighthawk tanks 1800 Therm/Kin dps before heat, so you are mistaken about it not being able to tank an Astarte while it has charges. Also, an XLASB Astarte would need to go without a prop mod to be able to tank the Nighthawk's damage with both EM and Explosive ammo (even without the damage bonus the Nighthawk would be best off using non-Kin ammo in this specific case).
An actually well fit armor Astarte has the advantage in a 1v1 between these two ships for sure, but that Nighthawk's projection advantage is very significant in many situations.

So, in other words it's ok if the Nighthawk can tank the Astarte, but the Astarte can't tank the Nighthawk, all while the Nighthawk has more range? As for your armor Astarte, what about the neuts you fit to the Nighthawk and the maar susceptibility to cap warfare? So maybe I'll indulge a whine here about you favoring the Nighthawk ~ What?

Anyway, please don't post fits for ships. If Thaman Arnuad or others like him can't figure out how to be creative with fittings and just want to trot out the old Caldari whine of "I can't pvp with these ships", don't set them straight. Now we'll have to deal with Nighthawks fit as you just suggested. It would have been far better instead to have encountered some comedy fit, or just not seen them at all because he would think Nighthawks suck.Smile

edit - and yes it's far too easy to fit shield ships as compared to active (or passive for that matter) armor tanking ships.

2nd edit - and I don't think I've seen any concern for the continuing problem of armor and mobility rigs basically nerfing each other, while armor + skirmish link ships somehow could have a coherent application on the eve battlefield. Giving bonuses for both these links to some ships is of little use while fitting rigs for both aspects on any of the ships in the fleet would be a stupid endeavor.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

CCP Fozzie
C C P
C C P Alliance
#779 - 2013-08-16 18:38:59 UTC
Valterra Craven wrote:
CCP Fozzie wrote:


The more I post fits for these the more I realize I have to apologize for giving them too much fitting What?


Personally I think this has more to do with module balance than ship balance... You can fit dual XLASB on the vulture, but you can't fit two links on the astarte with an armor tank?!


You were saying?

You can easily swap the Magstabs for more tank on this one depending on the size of your gang.
[Astarte, MAAR + MAR]
Armor Explosive Hardener II
Magnetic Field Stabilizer II
Medium Armor Repairer II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Magnetic Field Stabilizer II

Experimental 10MN Microwarpdrive I
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Armored Warfare Link - Damage Control II
Armored Warfare Link - Rapid Repair II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I


Valkyrie II x5


[Astarte, Dual 1600]
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
Armor Explosive Hardener II
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II

Experimental 10MN Microwarpdrive I
Small Capacitor Booster II, Cap Booster 25
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Armored Warfare Link - Passive Defense II
Skirmish Warfare Link - Rapid Deployment II

Medium Ancillary Current Router I
Medium Trimark Armor Pump I


Valkyrie II x5


Ok now I'm done posting fits for realzies, no more baiting me out.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#780 - 2013-08-16 18:41:55 UTC
Deacon Abox wrote:
CCP Fozzie wrote:
And the XLASB Nighthawk tanks 1800 Therm/Kin dps before heat, so you are mistaken about it not being able to tank an Astarte while it has charges. Also, an XLASB Astarte would need to go without a prop mod to be able to tank the Nighthawk's damage with both EM and Explosive ammo (even without the damage bonus the Nighthawk would be best off using non-Kin ammo in this specific case).
An actually well fit armor Astarte has the advantage in a 1v1 between these two ships for sure, but that Nighthawk's projection advantage is very significant in many situations.

So, in other words it's ok if the Nighthawk can tank the Astarte, but the Astarte can't tank the Nighthawk, all while the Nighthawk has more range? As for your armor Astarte, what about the neuts you fit to the Nighthawk and the maar susceptibility to cap warfare? So maybe I'll indulge a whine here about you favoring the Nighthawk ~ What?

Anyway, please don't post fits for ships. If Thaman Arnuad or others like him can't figure out how to be creative with fittings and just want to trot out the old Caldari whine of "I can't pvp with these ships", don't set them straight. Now we'll have to deal with Nighthawks fit as you just suggested. It would have been far better instead to have encountered some comedy fit, or just not seen them at all because he would think Nighthawks suck.Smile

edit - and yes it's far too easy to fit shield ships as compared to active (or passive for that matter) armor tanking ships.


An actual solo fit armor Astarte would generally beat that XLASB Nighthawk in a real 1v1 given equal pilot skill, but the point is that it wouldn't be as big of a whitewash as some might think and the projection on the Nighthawk is really useful for stuff that isn't command ship 1v1s.

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