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[Kronos] Mordu's Legion

First post First post First post
Author
Wu Fey
Devil's Evil Spirits
#221 - 2014-05-12 19:42:16 UTC
Did we not have a sufficient number of kiting shield tanked missile ships?

I feel like we did.

Maybe some missile armor brawlers? Anyone? Bueller?

BeBopAReBop RhubarbPie
Stimulus
Rote Kapelle
#222 - 2014-05-12 19:44:37 UTC
Wu Fey wrote:
Did we not have a sufficient number of kiting shield tanked missile ships?

I feel like we did.

Maybe some missile armor brawlers? Anyone? Bueller?


I would love to have the sansha afterburner bonus on a missile ship...

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Sieonigh
Sebiestor Tribe
Minmatar Republic
#223 - 2014-05-12 19:44:38 UTC  |  Edited by: Sieonigh
id like to address a big issue regarding the cruiser.

the ORTHRUS's CPU is way too low.

http://31.media.tumblr.com/c791444b0670a52f63e9d67b2405c167/tumblr_n5h7q5q7TM1sp6rhco1_1280.jpg

^screen cap of the ship put into EVE HQ and fitted up.

i had to put 3 CPU mods for the fit to be usable, i don't anyone will want to use this with level of compromise in fitting.


the OP has been changed, it was 325 and is now 460. disregard above
VanKenMar
24th Imperial Crusade
Amarr Empire
#224 - 2014-05-12 19:45:37 UTC
"Deja vu" for my Phantasm..like one more time be an useless ship, because of that new pirate ships! When You gives the Phantasm a possibility to fight vs. (f.exmp.) Cynabal, now replaced Cynabal with rocket/scram-dis. monster. How fight with that. Now I am consider who will be flying the rest of the pirate ships?
Wu Fey
Devil's Evil Spirits
#225 - 2014-05-12 19:46:02 UTC
BeBopAReBop RhubarbPie wrote:
Wu Fey wrote:
Did we not have a sufficient number of kiting shield tanked missile ships?

I feel like we did.

Maybe some missile armor brawlers? Anyone? Bueller?


I would love to have the sansha afterburner bonus on a missile ship...


now you are speaking my language =)
Grath Telkin
Amok.
Goonswarm Federation
#226 - 2014-05-12 19:48:12 UTC  |  Edited by: Grath Telkin
So after some poking around with some EFT files, anybody complaining about either the speed or the tank on these ships in either armor or shield configuration is insane.

You will go very fast in shield fits with a really nice tank or you will go not quite as fast with 390k + hp in armor configuration.

http://i.imgur.com/CLATukH.png (note that is just **** thrown at EFT and in no way optimal)

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

MeBiatch
GRR GOONS
#227 - 2014-05-12 19:51:58 UTC
Sniper Smith wrote:
The Intaki don't get their tech from anywhere.. the Intaki Syndicate get theirs from Gal/Minm.. But they are a separate faction onto themselves and have nothing to do with Mordu's Legion and the Intaki that joined the Caldari. Those Intaki came from the Federation, and it would make sense that they would incorporate that tech into the ships they were given by the Caldari, and those that have evolved since.
Lastly, Mordu's Legion is supposed to be using high tech ships, and be technologically advanced. When one hears this, one does not think of the Minmatar.

Don't get me wrong, I want a Caldari Minm race as much as the next person.. But it makes sense from the lore standpoint that this is Cal/Gal.


1.The Gal federation pre civil war was a weak federal government meaning that each race had thier own respective tech. It was not untill the Gal re wrote the constitution that a strong federal governemnt was made. Hence When Mordu left the federation they used thier own tech not Gal tech.

2. Angel ships are tech taken from the second Jovian Empire which is far more tech superior to us.

3. It would make sence that Mordu would have closer ties with the syndicate then homeworld since Mordu have a negative relationship with the Gals.

I still think it would have been easy lore wise to make the connection of mordu with Angel but meh its already done i guess so we have to just accept that mordu are a mix of Gal even though Gal are terrible at shields are not that fast and are terrible at missiles... but hey at least gal tech II have long range points... so i guess its something What?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#228 - 2014-05-12 19:54:01 UTC
Wu Fey wrote:
Did we not have a sufficient number of kiting shield tanked missile ships?

I feel like we did.

Maybe some missile armor brawlers? Anyone? Bueller?



maybe ammatar?

missile/armor beasts?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Arthur Aihaken
CODE.d
#229 - 2014-05-12 19:57:24 UTC  |  Edited by: Arthur Aihaken
I'm just going to throw this out there for discussion... Barghest loses 1 launcher in exchange for a +50% missile damage bonus (9 effective launchers vs. 8.75) and gains another low slot, so 7H-6M-7L.

BARGHEST
Caldari Battleship Bonus per level: 10% bonus to missile damage
Gallente Battleship Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Slot layout: 7H(-1), 6M, 7L(+1); 0 turrets, 6(-1) launchers
Fittings: 11600 PWG, 700 CPU
Defense (shields / armor / hull) : 11200 / 8750 / 8100
Capacitor (amount / cap/sec) : 6100 / 5.28
Mobility (max velocity / agility / mass / align time): 148 / .098 / 98467000 / 13.38s
Drones (bandwidth / bay): 50 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km / 110 / 7
Sensor strength: 29
Signature radius: 370

I am currently away, traveling through time and will be returning last week.

Savage Chelien
The Scope
Gallente Federation
#230 - 2014-05-12 19:59:03 UTC
can you plz change the bonus to a taget painter efective bonus as the scram bonus on the bs is a waste of time
chaosgrimm
Synth Tech
#231 - 2014-05-12 19:59:15 UTC
CCP Rise wrote:
We initially wanted to fill the Caldari/Minmatar faction gap, but the existing factions didn't really support that and adding story and assets for an entirely new faction wasn't practical.


Players will expect that gap to be filled in the future. Are there any plans of added a cal/min pirate? Would it be possible to add a bit of lore to ML for this ship and give it a minmatar bonus.
Arthur Aihaken
CODE.d
#232 - 2014-05-12 20:00:40 UTC
Savage Chelien wrote:
can you plz change the bonus to a taget painter efective bonus as the scram bonus on the bs is a waste of time

No. Get a Golem if you want that.

I am currently away, traveling through time and will be returning last week.

MeBiatch
GRR GOONS
#233 - 2014-05-12 20:02:31 UTC
Arthur Aihaken wrote:
Savage Chelien wrote:
can you plz change the bonus to a taget painter efective bonus as the scram bonus on the bs is a waste of time

No. Get a Golem if you want that.


it would be cool instead of a bonus to scram/point range it was able to use an infinity point... that would be pretty epic

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

chaosgrimm
Synth Tech
#234 - 2014-05-12 20:04:04 UTC
Arthur Aihaken wrote:
I'm just going to throw this out there for discussion... Barghest loses 1 launcher in exchange for a +50% missile damage bonus (9 effective launchers vs. 8.75) and gains another low slot, so 7H-6M-7L.

BARGHEST
Caldari Battleship Bonus per level: 10% bonus to missile damage
Gallente Battleship Bonus per level: 10% bonus to warp scrambler and warp disruptor range
Role Bonus: 200% bonus to missile velocity (50% penalty to missile flight time)

Slot layout: 7H(-1), 6M, 7L(+1); 0 turrets, 6(-1) launchers
Fittings: 11600 PWG, 700 CPU
Defense (shields / armor / hull) : 11200 / 8750 / 8100
Capacitor (amount / cap/sec) : 6100 / 5.28
Mobility (max velocity / agility / mass / align time): 148 / .098 / 98467000 / 13.38s
Drones (bandwidth / bay): 50 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km / 110 / 7
Sensor strength: 29
Signature radius: 370


Bit too close to a phoon imo
Arthur Aihaken
CODE.d
#235 - 2014-05-12 20:05:33 UTC
chaosgrimm wrote:
Bit too close to a phoon imo

Yeah, but it's black. Lol

I am currently away, traveling through time and will be returning last week.

BeBopAReBop RhubarbPie
Stimulus
Rote Kapelle
#236 - 2014-05-12 20:06:05 UTC
I just want a cal/min faction... Maybe hybrid optimal + web range? ECM + Artillery? Kinetic Missiles + target painter effectiveness/ optimal? Missiles + sig radius reduction while using afterburners? Instant kill weapon on ten minute cool down?

...

Oh wait we have that last one.

I'm totally buying that frigate though. *heads to put frigate 5 into the queue*

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

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chaosgrimm
Synth Tech
#237 - 2014-05-12 20:06:56 UTC
Arthur Aihaken wrote:
chaosgrimm wrote:
Bit too close to a phoon imo

Yeah, but it's black. Lol

lol
Suitonia
V0LTA
WE FORM V0LTA
#238 - 2014-05-12 20:10:10 UTC
CCP Rise, are the capacitor stats you have listed there accurate? +2.05 Cap without skills on the Frigate is very low (Approx +3.41 with max skills) and it will not be able to even run a MWD (without anything else) permanently, running a LR point + MWD for any extended period of time will require a lot of sacrifices. Also, if the stats ARE accurate The Battleship has less cap regen per second than the Stabber does.

Initially I thought that the Garmur would be overpowered given the point range bonus, and 6.75 Effective Launchers. For reference, the Hookbill has 6 KINETIC locked launchers. The hawk has 5.32 Approx (Non Kinetic) and just under 8 Kinetic locked launchers. So this ship will have heavy selectable damage type missiles, as well as moving at near interceptor speeds, dealing AF damage. However looking at just the Capacitor stats alone it seems like it could be balanced or even, perhaps, underpowered, at least in a kiting role it will find itself unable to run point or MWD very quickly.

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Grath Telkin
Amok.
Goonswarm Federation
#239 - 2014-05-12 20:12:17 UTC
Suitonia wrote:
CCP Rise, are the capacitor stats you have listed there accurate? +2.05 Cap without skills on the Frigate is very low (Approx +3.41 with max skills) and it will not be able to even run a MWD (without anything else) permanently, running a LR point + MWD for any extended period of time will require a lot of sacrifices. Also, if the stats ARE accurate The Battleship has less cap regen per second than the Stabber does.

Initially I thought that the Garmur would be overpowered given the point range bonus, and 6.75 Effective Launchers. For reference, the Hookbill has 6 KINETIC locked launchers. The hawk has 5.32 Approx (Non Kinetic) and just under 8 Kinetic locked launchers. So this ship will have heavy selectable damage type missiles, as well as moving at near interceptor speeds, dealing AF damage. However looking at just the Capacitor stats alone it seems like it could be balanced or even, perhaps, underpowered, at least in a kiting role it will find itself unable to run point or MWD very quickly.


Yea, but like, unbonused damps literally shut these ships down, especially the frigate, and lets be honest, unbonused damps are really really common right now.

Like I said else where, the counter to these is not only really really obvious, its super common.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Futune Circinus
Ministry of War
Amarr Empire
#240 - 2014-05-12 20:13:24 UTC
10 effective medium launchers seems like a bit much for a cruiser. That's almost like a Nighthawk, which has 10.91. Except the Nighthawk is never going to kite anyone...