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[Kronos] Mordu's Legion

First post First post First post
Author
Vincintius Agrippa
Crimson Serpent Syndicate
#1301 - 2014-05-30 05:58:16 UTC  |  Edited by: Vincintius Agrippa
Harry Forever wrote:
good work ccp


I enjoyed watching your battle of caldari prime tumblr video. Nice coordination with your pilots. A bit shaky in some parts though, but I assume thats do to the limitation in eve's "video making" capabilities. Also, I've been trying to find the advanced camera controls to no avail.


Edit: Actualy after watching the rest of the video I must say it is ******* sick dude. GJ
Only YOU can prevent internet bullying!
Xequecal
Ministry of War
Amarr Empire
#1302 - 2014-05-30 13:39:01 UTC  |  Edited by: Xequecal
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1303 - 2014-05-30 14:26:24 UTC
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1304 - 2014-05-30 14:40:06 UTC
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.


you know, it almost sounds like gang links are not the most balanced thing in eve.
afkalt
Republic Military School
Minmatar Republic
#1305 - 2014-05-30 14:54:19 UTC
Actually one of the biggest problem with missiles right now is the stupid state of heavies. The other classes perform relatively well in their intended use envelope (even if torps are a bit too niche, imo).

The other minor annoyance is the requirement for so much fitting to be dedicated to them and/or bringing significant fleet support - but that kinda ties back to the problem of heavies just being nerfed not just to the ground, but 6 feet under.

It's going to be hard to fix that now though, because this cruiser will become stupid if they fix heavies now Sad
MeBiatch
GRR GOONS
#1306 - 2014-05-30 15:10:10 UTC
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


Another thing that people are not taking in to account is the fact that tracking disrupters will not work on missiles but they do on turrets...


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

Ugh ti-di pooping makes me sad.

Kagura Nikon
Native Freshfood
Minmatar Republic
#1307 - 2014-05-30 15:37:03 UTC
MeBiatch wrote:
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


Another thing that people are not taking in to account is the fact that tracking disrupters will not work on missiles but they do on turrets...





thanks, I almost forgot about it.

Missiles as a weapon system are OK. SOME specific missiles have issues although.

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

elitatwo
Zansha Expansion
#1308 - 2014-05-30 16:07:16 UTC
Xequecal wrote:
The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.


There you go, that is what I keep saying. I hope you also remember the time before winter 2006 where missiles still were good and viable to use.

Missile damage didn't change the last 8 years but what did change is that someone had the not so good idea to put a tracking system on missiles that make them almost so useful that people make fun of pilots that put pvp and missies in one sentence.

Turrets buffs across the board didn't really help here either since those put missiles in a very bad place and when we did have two or three viable missile boat options, they were nerfed and got a super-duper ancillery launcher with the relaod time of a doomsday cooldown.

@Kagura Nikon,

There is no graph needed to point out all the flaws missile currently have. Fly a missile boat and visit us on SiSi.

Then come back here and tell us which missile were the best choice to use in most situations.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Xequecal
Ministry of War
Amarr Empire
#1309 - 2014-05-30 17:05:30 UTC
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


If your opponent is in a skirmish linked cruiser, is not webbed, and you are using missiles bigger than light, your DPS is basically zero. That's not the case with turrets.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1310 - 2014-05-30 17:12:08 UTC
Xequecal wrote:
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


If your opponent is in a skirmish linked cruiser, is not webbed, and you are using missiles bigger than light, your DPS is basically zero. That's not the case with turrets.



If your opponent is in a ship orbiting you at 1 km with AB on, your damage with turrets is near zero... it is not when you are using missiles. Even better if you are the one orbiting your dps will be almost zero with turrets and possibly very close to full damage with missiles


I know how to play this game and I am stating facts based on rational thinking, not personal perceptions.


Missiles are not flat out inferior. They are better in some situations and worse in others.


Turrets are amazing when your target is an idiot that fly in straight line or that helps you a lot by staying far enough to reduce the effective transversal. Missiles are not great agaisnt those idiots, but they suffer much less from well made maneuvering when the opposiing pilot knows how to pilot.

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

Mario Putzo
#1311 - 2014-05-30 17:13:04 UTC  |  Edited by: Mario Putzo
Xequecal wrote:

If your opponent is in a skirmish linked cruiser, is not webbed, and you are using missiles bigger than light, your DPS is basically zero. That's not the case with turrets.


You should try to post again, only with more hyperbole.

Missile damage application is almost always better against a moving target compared to like size turrets. Exception being a poor pilot who flies in a straight line @ 0 Transversal. That being said missiles take a back seat compared to turrets when targets are moving slowly or not at all, and since nothing in this game happens in a vacuum are typically regarded as inferior because chances are high you have at least one ship with you that can apply webs or TPs.

Seriously some of you folks in this thread need to stop looking at **** in a vacuum.

Edit: That being said, Heavy Missiles are absolute **** now, so many nerfs to kill the drake...which wasn't even that good of a PVP ship anyway outside of niche kiting situations. Honestly CCP why did you have to kill Heavies?
Kagura Nikon
Native Freshfood
Minmatar Republic
#1312 - 2014-05-30 17:13:41 UTC
Xequecal wrote:
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


If your opponent is in a skirmish linked cruiser, is not webbed, and you are using missiles bigger than light, your DPS is basically zero. That's not the case with turrets.



Tell that to the hundreds of kills we make with our HAM cruisers against LINKED cruisers all the time.


Your statement is a COMPLETE LIE! If you are talkign about 100mn AB cruisers, then its the same to hit them with turrets....

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

RavenTesio
Liandri Corporation
#1313 - 2014-05-30 17:45:25 UTC
Dav Varan wrote:
Sniper Smith wrote:
Dav Varan wrote:
iirc the Mordus hate the gallente anyway , why would they be using Gal tech.

Because there were Galente.. They are Intaki, that defected during the Gal/Cal war.

Also, Sansha hate the Amarr with a passion, use Amarr tech. Bloodraiders hate everyone, use Amarr and Minmatar.. Guistras dislike Caldari, use Caldari tech.
Hell, The SOE and Amarr don't like eachother, and yet they use Amarr tech.



Wrong.

Sansha hate everyone and steal tech local to them as they are pirates.
Bloodraiders love eating everyone and steal tech local to them as they are pirates.
Guristas dislike the caldari somewhat and steal tech local to them as they are pirates.

The difference with mordus is they are not pirates.

They are Pro Caldari Mercenaries with very stong connection in the Caldari militay.
There not tech stealing pirates.

They would get there tech through there connections in the empires.
That means no Gal Tech cause Mordus are setup to kill evil planet stealing in the name of democracy Gal oppressors.

Maybe some Mini see Gals hand trying to take control of Pator/Matar in a Federal we tell you how to live kind of way and decide they wwant ot stop them.

Some nice RP short is all it takes to bridge the short gap and explain why Mordus is Cal/Mini.


And at the end of the day Reward for training equality between the races is 5,000,000 * more important than a little RP shenanigans.

Cal/Mini makes much more sence for game balance , so make it happen.


To Quote the RP from the Mordus Chronicle
RP wrote:

When the Caldari broke from the Gallente Federation many Intakis that sympathized with their cause were exiled from the Federation.
The most militant of those went over to the Caldari and asked to join them in their fight against the Federation

The Legion has always had close ties with the Caldari State and the two assist each other on many issues. At first the Legion accepted only citizens of the Caldari State, but today they accept members from any race, as long as they are not known enemies of the Caldari State. Still, the majority of the members are of Caldari origin and the leaders are all Caldari. The Legion does not train its members, so they are expected to be experienced fighters before they apply for membership in the Legion. Members of the Legion get access to high-tech Caldari military equipment, even prototype weapons to test out, and are guaranteed plenty of employment if they so wish. Non-Caldari that have served in the Legion for a long time are offered Caldari citizenship on their retirement.




The Legion was 100's year ago formed by Intaki who were Exiled by the Federation and became Caldari Citizens.
The Legion today is predominently a Caldari populated organisation with a smattering of all other races.
The Legion is a pro caldai Militia.

There is no political link here to the Gallente and no reason they would be expert in current Gal tech.


You are forgetting the Rodan <> Mens <> Mordu Connection... I mean keep in mind Mordu himself is Gallente, but quite eccentric who is good friends with Mens Repolla of Ishukone; who is in-turn friends with President Rodan; who is more than capable of smuggling Gallente Technology via his somewhat less than legitimate business Roden Shipyards.

I mean they are mercenaries but let's be honest end-of-the-day they prefer to work with / for Caldari, in-fact most of their ranks come directly from the Caldari Navy itself; and part of that loyalty is place because of the position of Intaki in Contested Space; and how the Gallente have traditionally treated them.

They're always seen Intaki as little more than a prize to keep away from the Caldari because of how deeply it resides within their Territory, which has the issue of even if they were covered by the Protectorate there is no way the Navy can directly get involved without it causing an all our War between the Federation and State.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#1314 - 2014-05-30 18:03:23 UTC
MeBiatch wrote:
Kagura Nikon wrote:
Xequecal wrote:
Kagura Nikon wrote:
You dont need to apply full damage. The same way a ship with AC will almsot NEVER apply full damage. The same way a ship with pulse lasers will also not apply full damage to anything manually cotnrolling trasnversal.

Then you will say.. just web him!! And I shall answer.. and how that is different from the TP you need for the missiles?


THe missile damage applicaiton issue is a MYTH! Missiles just have a different curve of damage application. While Turrets have a more logaritmic curve, missiles have an exponentail curve. Dependign on what part of the domain axis you are one is better than the other.


The problem with missiles is the way skirmish links and piloting skill affect them. On a turret boat, you can improve your turret DPS and/or reduce your opponent's turret DPS with piloting skill, and links/lack of them affect both ships equally. With a missile ship, no amount of piloting skill will ever increase the damage you deal, not will it ever reduce the amount of damage you take from an opponent using missiles.

Also, If both sides have links, a missile user's DPS is massively reduced no matter how good of a pilot he is, while a turret user's DPS is not.



AGAin.. PLOT THE GRAPHICS.... There are several parts of the engagement envelope where turrets suffer more.


MIssiles are not affected by range whitin the max range limits. MIssiles are more affected by speed but not affected by transversal. That can be a MASSIVE advantage as well.

People just want to eat the cake and have it.


If you are orbiting an enemy turret ship with your missile ship you are in advantage. If you just go straight ahead.. it syour own fault for not using missiles advantages.


Another thing that people are not taking in to account is the fact that tracking disrupters will not work on missiles but they do on turrets...



And, because tracking disruptors can affect turrets, turret pilots are able to fit damage mods and tracking enhancers in their lows, tracking computers for range or tracking in their mids, and a rig for any stat that they want. Missile pilots get Ballistic Control Systems for the lows and the almost required rigs just to have a basically capable ship.
Missiles aren't always bad, but they're less good than turrets in way too many cases. Especially when you take into account the deplorable state of heavies, torpedoes, and (still) capital missiles.

Also, before anyone says "derpity derp TP's and webs", I don't count TPs or webs for either side because they work for both. TPs are not a missile specific aid, they can aid missiles, but they do just as much good for turrets at the same time. Now, if TPs were scripted so you could improve damage from one weapon type while lowering the impact on others then you might have something even more useful.

Turret pilots and missile pilots have different worries when it comes to being effective, but missile pilots have craptastic weapon systems to work with as well as a stunning lack of modules, which tends to force them into preset fittings with only slight variation, much less variation than turret pilots.
Sirober
The Incredible Incursion Running Guild
#1315 - 2014-05-30 18:19:22 UTC
Anyone else here see a problem with scrambler/disruptor bonuses on a battleship? Really? I mean really?
CraftyCroc
Fraternity Alliance Please Ignore
#1316 - 2014-05-30 21:29:03 UTC
Grath Telkin wrote:
Thalesia wrote:
Grath Telkin wrote:
People complaining about the tanking ability of these have to understand they're not designed around tanking


Mach base speed 161
Barghest base speed 148
Vindicator base speed 126
Bhaalgorn base speed 101
Nightmare base speed 94
Rattlesnake base speed 94
Nestor base speed 92

This thing will be fast as hell, coming in just barely behind a Mach (13 m/s slower)
Machs generally run a 2 slot tank with a DCU and end up near 100k hp with proper skills.


The Mordus BS will be just fine if you're not trying to go against its nature and brawl with it.


except most people armor tank machs these days for brawling/sniping. literally every pirate bs, can be somewhat supertanked and keep some functionality. this is my concern,


I don't know what 'most people' you're talking about, I've seen and been in fleets of machs and generally speaking we simply make fun of people that armor tank their machs because it sucks so much of the awesome that is the Mach out of it.

This games risk averse population never ceases to amaze me though, so its possible that people are ruining a ship by tanking it the complete opposite of what its function dictates.


To add: nice ships
CraftyCroc
Fraternity Alliance Please Ignore
#1317 - 2014-05-30 21:34:08 UTC
Thalesia wrote:
Grath Telkin wrote:
Thalesia wrote:


You fly fleets of nano kiting SB machs, yeah right, good luck with that buddy.


Yea, silly us...

http://i.imgur.com/Zy18eAE.png


To be clear you'll be able to get similar numbers on a Bharghest, only with missiles that don't give a damn how fast you're going for damage application.

EDIT: Unless im doing my math wrong the Bhargest will actually be faster than what I have linked for a Nano Mach, as it will be carrying an extra nano fiber (assuming lowslot layout of 3x BCU, 2x Nanofiber, 1x DCU) so you'll be looking at an overheated speed of around 3700ish with a LG snake clone, closer to or over 4k m/s with a HG snake clone



rofl 2b shield mach with 150k ehp with full links and a dcu, collapses instantly if it's caught,

inbe4 1.1b armor mach with 300k ehp with HG slaves and links.


F1 monkey.
elitatwo
Zansha Expansion
#1318 - 2014-06-01 01:45:31 UTC
Sirober wrote:
Anyone else here see a problem with scrambler/disruptor bonuses on a battleship? Really? I mean really?


No

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Onictus
Federal Navy Academy
Gallente Federation
#1319 - 2014-06-01 02:01:18 UTC
elitatwo wrote:
Sirober wrote:
Anyone else here see a problem with scrambler/disruptor bonuses on a battleship? Really? I mean really?


No


Yes

Swiftstrike1
Swiftstrike Incorporated
#1320 - 2014-06-01 08:20:31 UTC
The missile velocity bonus on these ships is so ridiculous that targets explode and die before the missile animation leaves the "launching" stage. It's somewhat immersion breaking when the target explodes... and THEN you can see the missile flying over to what is already a wreck lol

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.