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[Kronos] Mordu's Legion

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Author
Arthur Aihaken
CODE.d
#401 - 2014-05-13 08:52:40 UTC
Dave Stark wrote:
just wait until the ship painting feature is released; everything will come in black.

Maybe... but until then. Lol

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

Rek Seven
University of Caille
Gallente Federation
#402 - 2014-05-13 09:00:52 UTC  |  Edited by: Rek Seven
Thoughts:

I really like these ships and think they fit in nicely alongside the other pirate faction ships. The battleship is especially good because the extended scram range makes it difficult for smaller ships to stay out of scram range if they want to hero tackle you... A slightly extended scram range is probably something all battleships should have...

However, I think the cruiser and the battleships could do with an extra low slot instead of the utility high. This would enable the ship to perform well, both shield tanked and armour tanked.

After the Nestor, i was beginning to think CCP Rise and CCP Fozzie were designing ships by picking random bonuses out of a hat... When are you guys going to fix (stats and aesthetics) that ship btw?
Arthur Aihaken
CODE.d
#403 - 2014-05-13 09:06:18 UTC
Rek Seven wrote:
However, I think the cruiser and the battleships could do with an extra low slot instead of the utility high. This would enable the ship to perform well, both shield tanked and armour tanked.

Nope - the utility high is definitely needed.

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

Savage Chelien
The Scope
Gallente Federation
#404 - 2014-05-13 09:06:23 UTC
CCP RISE congratz on the changes to the other faction ships in the game they are looking really good and cant wait to fly them .

As regards the mordu ships did you create the stats for them on a cigerette box in a night club at 3am after consuming lage amounts wiskey.

I would have liked to have seen a nieche role for these ships too to make them unique to fly like what you have done with the other faction ships a scram range bonus "really" is that all you can come up with.

The firg ill fly for the giggles but will it replace my crow definatily not no cap issues and low sig wins everyday.

Will i fly the cruiser maybe for giggles too will it be used over the gila definatily not.

and the battleship can i see it being flon in pvp or pve im afraid not its a dead horse before it even gets out of the traps.

Come on man try to be a bit creative and give these new beautiful ships a nieche roll to be proud of then they might be used

changing the damage bonus to roles and the caldari bonus to target painter efectivness migh bring these ships out of the shadow of their big pirate brother ships. Seeing really fast missiles flying off your ship doesnt really float my boat .

come on man back to the drawing board plz
Shi Akiga
Phrogs of War
#405 - 2014-05-13 09:08:42 UTC
First: i really like their desing, though the BS could use some more damage.


Second: Since your initial goal was to fill the Cal/Min faction gap, but you chose not to do so due to lore reasons,
maybe consider to move Guristas into that place.

That would give players starting out as caldari/minmater really something, which their factions do not provide (Drones),
while most galente pilots have equal or better options and Ama/Gal just got their Drone-'Pirates' anyway ;)

If you expect a lot of 'SP-waste-fallout' by the players, you could refund the relevant gallente ship command skills,
leaving it up to them wether they want to allocate these for gallente or guristas.

...and now you can shoot me Blink
Rek Seven
University of Caille
Gallente Federation
#406 - 2014-05-13 09:09:10 UTC
Arthur Aihaken wrote:
Rek Seven wrote:
However, I think the cruiser and the battleships could do with an extra low slot instead of the utility high. This would enable the ship to perform well, both shield tanked and armour tanked.

Nope - the utility high is definitely needed.


What is it absolutely "needed" for?

It can do its job (shoot missiles and point stuff) without the a utility high.
Feodor Romanov
Caldari Provisions
Caldari State
#407 - 2014-05-13 09:10:01 UTC  |  Edited by: Feodor Romanov
How about removing point bonus and give Mordu's web range bonus 20% per skill level. That will fix aplication problems, and Mordu's become a cal/min pirate faction.
Roy Charles
Doomheim
#408 - 2014-05-13 09:10:45 UTC
Angel, Serpentis, Guristas, Sisters, Mordu's. Five of seven pirate factions use Gallente skills. This is far too few. Could you make the next one Gallente/Gallente/Gallente? Thanks.
Arthur Aihaken
CODE.d
#409 - 2014-05-13 09:11:50 UTC  |  Edited by: Arthur Aihaken
Shi Akiga wrote:
Second: Since your initial goal was to fill the Cal/Min faction gap, but you chose not to do so due to lore reasons, maybe consider to move Guristas into that place.

And this applies equally to any future Caldari-Minmatar comments...
https://i.imgflip.com/7s2ge.jpg

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

Arthur Aihaken
CODE.d
#410 - 2014-05-13 09:13:08 UTC
Rek Seven wrote:
What is it absolutely "needed" for? It can do its job (shoot missiles and point stuff) without the a utility high.

A cloak, a neut, drone link, etc.

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

Feodor Romanov
Caldari Provisions
Caldari State
#411 - 2014-05-13 09:14:30 UTC
Roy Charles wrote:
Angel, Serpentis, Guristas, Sisters, Mordu's. Five of seven pirate factions use Gallente skills. This is far too few. Could you make the next one Gallente/Gallente/Gallente? Thanks.


Ishtar is already exist
Kagura Nikon
Native Freshfood
Minmatar Republic
#412 - 2014-05-13 09:17:16 UTC
Onictus wrote:
Kagura Nikon wrote:
Chris Winter wrote:
The Barghest starts to look really lackluster when compared to the other pirate BSes.

BARGHEST: 8.75 effective launchers (at max skill), 50m3 drones, 20 total slots.
NIGHTMARE: 10 effective guns (at any skill), 75m3 drones, 19 total slots.
BHAALGORN: 8 effective guns (at any skill), 100m3 drones, 19 total slots.
RATTLESNAKE: 7.5 effective launchers (at max skill, kin/therm only), 125m3 bonused drones, 19 total slots.
VINDICATOR: 11 effective guns (at any skill), 125m3 drones, 20 total slots.
MACHARIAL: 11.7 effective guns (at max skill), 100m3 drones, 20 total slots.

Most direct comparison seems to be the vindicator or the macharial, at 20 slots.

So why does the Barghest lag behind both of them in both effective launchers AND drone bandwidth? What's the deal here?

On an unrelated note, why do the nightmare/bhaalgorn only get 19 slots...



REally need that explained? BEcause missilesa re not turrets. And 8.75 Torpedo Luanchers deal WAY more damage than 11 800mm AC that are in deep falloff. MIssiles are too easy to get overpowered if you go to extreme values.


MIssile shisp have alwas been ahrder to balance


Torps? Really?

So how many scary PvP torp ships above bombers have you ever ran across? Torps are a joke against smaller hulls, and while the native 30km range with basic ammo is nice and all, appication is still going to be garbage.

Plus a point bonus on a battleship makes baby jesus cry.



Irrelevant. CCP keeps things in check because of corner situations. IF somethign has 11 laucnhers potential you will eventualy see somethign broken be with torps at close range be with cruise at exreme range.

The point bonus is same issue withe the AB bonus on the nightmare. Some bonuses lose their value in huge hulls.

Why all this. Not fault of the ships. fault of the EXCESSIVE batleshisp mobility nerf on the last 7 years.
The fact hat battleships are so slow that having or not a MWD is only relevant when bubbles are around show how over nerfed theyir speed was. And that makes AB and point bonus irrelevant.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#413 - 2014-05-13 09:19:04 UTC
Feodor Romanov wrote:
How about removing point bonus and give Mordu's web range bonus 20% per skill level. That will fix aplication problems, and Mordu's become a cal/min pirate faction.



And they step into blood raider territory.


Rolewise mordus MUST be gallente and caldari.



Minmatar and caldari has no lore iteraction to present us with a pirate faction.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#414 - 2014-05-13 09:21:30 UTC
Rek Seven wrote:
Arthur Aihaken wrote:
Rek Seven wrote:
However, I think the cruiser and the battleships could do with an extra low slot instead of the utility high. This would enable the ship to perform well, both shield tanked and armour tanked.

Nope - the utility high is definitely needed.


What is it absolutely "needed" for?

It can do its job (shoot missiles and point stuff) without the a utility high.


The neutraliser that everyone will put there will help protect the ship from frigates and cruisers.

Not that anyone will fly the battleship in pvp. They'll use the cruiser or frigate.

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".

Kagura Nikon
Native Freshfood
Minmatar Republic
#415 - 2014-05-13 09:22:14 UTC
Mournful Conciousness wrote:
Arthur Aihaken wrote:
The Mordu's Legion stealth ships should really feature Covert Ops cloaking capability.
But this is already a SoE trait and it wouldn't make sense to include it in another line. However...

Mordu's Legion are mercenaries, and Lockheed Martin's "Skunkworks" has been referenced as inspiration for the stealthy designs. As with the F-117, while they may not be the fastest or most agile - they should be the stealthiest. In lieu of another role bonus, here's another proposal for consideration:

Garmur ... 32m signature » 28m(-4) signature
Orthrus ... 120m signature » 100m(-20) signature
Barghest ... 370m signature » 320m(-50) signature

Comments welcome.


I think you'll find that in PVP they're already OP. Particularly the cruiser and frigate. The scram range bonus plus tank means they defeat all close range brawlers by default.



Whoever dislikes these. I will buy the cuisers at 200M isk the hull if you sell me.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Rek Seven
University of Caille
Gallente Federation
#416 - 2014-05-13 09:25:56 UTC
Arthur Aihaken wrote:
Rek Seven wrote:
What is it absolutely "needed" for? It can do its job (shoot missiles and point stuff) without the a utility high.

A cloak, a neut, drone link, etc.


Then your answer should have been: "it's not needed but it's nice to have things." Blink

They would be better ships if they had an extra low slot but the utility high would need to be dropped to keep it balanced. If you want to fit a cloak or neut, then you would have to sacrifice a launcher slot.
Vulfen
Imperial Academy
Amarr Empire
#417 - 2014-05-13 09:26:26 UTC  |  Edited by: Vulfen
CCP the BS needs looking at.

I hate that your going to be giving this a non-symmetrical look for turrets/launchers (like the mach)
Please change to a 10% damage bonus per level with 6 launchers. I like my ship to look symmetrical, especially when the designs you have shown us show a completely symmetrical ship!
This will mean the loss of 1 high slot aswell, I believe this slot should then be reallocated to either a low or a mid.

Please don't ruin the very nice designs with simple things that just make it look worse.

Thanks
Vulfen
Imperial Academy
Amarr Empire
#418 - 2014-05-13 09:27:35 UTC
Rek Seven wrote:
Arthur Aihaken wrote:
Rek Seven wrote:
What is it absolutely "needed" for? It can do its job (shoot missiles and point stuff) without the a utility high.

A cloak, a neut, drone link, etc.


Then your answer should have been: "it's not needed but it's nice to have things." Blink

They would be better ships if they had an extra low slot but the utility high would need to be dropped to keep it balanced. If you want to fit a cloak or neut, then you would have to sacrifice a launcher slot.


The utility high is nice, cuz if your shield tanked your not really gona have space for a cap booster so a Nos will help you keep those hardeners running.
Rek Seven
University of Caille
Gallente Federation
#419 - 2014-05-13 09:31:21 UTC
Mournful Conciousness wrote:

The neutraliser that everyone will put there will help protect the ship from frigates and cruisers.

Not that anyone will fly the battleship in pvp. They'll use the cruiser or frigate.


I'll fly the battleship providing it can be properly armour tanked. The extended scram range and high dps will protect it from smaller ships. My friend in the bhaalgorn will do all the neuting. Blink
Mike Whiite
Deep Core Mining Inc.
Caldari State
#420 - 2014-05-13 09:33:07 UTC
Interesting,

I do have a little doubt about the BS. My Cruise SNI out damages it with cruise.
As for torps, I haven't seen a viable Torp PvP fit on a ship that doesn't have a a good way to adjust damage application.