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[Carnyx] The Jackdaw

First post
Author
elitatwo
Zansha Expansion
#281 - 2015-05-17 13:13:05 UTC  |  Edited by: elitatwo
Iroquoiss Pliskin wrote:
elitatwo wrote:

No. It doesn't have anything to do with need for speed but need for mobility.


Mobility = not speed inherently then? All the people rattling, asking for more speed, are not asking for moar Need for Speed, no?

Logic, woman! Blink

Quote:
I think it would be a good idea to give the Jack 10 points more powergrid and increase the base speed to 240m/s in propulsion mode and 192m/s in the other two.


Why? Everything fits as is, even 10MN AB.

Oh, you want triple MSE? HAHAHA.

HAHAHAHA. Big smile

HAHA.


I don't understand. How would you fit three medium extenders and a 10mn afterburner on the same hull? Magic?

I said mobility, as in turn around speed. Right now the Jack has the turn around speed of a Crow. This is fine but the maximum velocity that comes with it is too low.
So it would feel great on the Jack to have some of that agility in the other modes and the current maximum agility in propulsion mode.
My Rokh can make a 180° turn quicker than the Jack can and has the same singature radius (532m).

While you believe it is awesome to per-nerf all Caldari ships and better make them auto-explode when they undock, some of us may want to fly with them first and not die upon undocking.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Iroquoiss Pliskin
9B30FF Labs
#282 - 2015-05-17 13:41:45 UTC  |  Edited by: Iroquoiss Pliskin
elitatwo wrote:
Iroquoiss Pliskin wrote:


Mobility = not speed inherently then? All the people rattling, asking for more speed, are not asking for moar Need for Speed, no?

Logic, woman! Blink

Quote:
I think it would be a good idea to give the Jack 10 points more powergrid and increase the base speed to 240m/s in propulsion mode and 192m/s in the other two.


Why? Everything fits as is, even 10MN AB.

Oh, you want triple MSE? HAHAHA.

HAHAHAHA. Big smile

HAHA.


I don't understand. How would you fit three medium extenders and a 10mn afterburner on the same hull?


Who said anything about 10MN with 3 MSEs? Blink

MACP II and an Ancillary Current Router II rig seals the deal. The percentage increase, then, from Field Extender rigs is simply horrendous on top of the base shield HP hull bonus.

Quote:
I said mobility, as in turn around speed. Right now the Jack has the turn around speed of a Crow. This is fine but the maximum velocity that comes with it is too low.


That's great, lets fix the T3Ds, not spread space speed cancer. Smile

Quote:
So it would feel great on the Jack to have some of that agility in the other modes and the current maximum agility in propulsion mode.
My Rokh can make a 180° turn quicker than the Jack can


Base 6.4 inertia modifier may be a little excessive, yes, so do read on. Blink

Another option is to have the base inertia improved, then increase Propulsion Velocity bonus to 50% from 33.3% and Inertia from 66.6% to 50%.

Base hull speed may need to be reduced as a result, but then the issue of non-Prop mode comes up.

Old:

1MN MWD: 200 m/s base speed * (1 + (6.25 MWD bonus * (1,500,000 kg / (1,050,000 ship mass kg + 500,000 MWD mass kg))) = 1409 m/s / 2013 m/s OH and in Propulsion mode 1873 / 2678 m/s OH.

New:

Propulsion mode 300 * (1 + (6.25 * (1,500,000 / (1,050,000 + 500,000))) = 2114 / 3020 m/s OH.

That would be just 6% slower than the Confessor, which is ungood.

Out of Propulsion mode, the Jackdaw is already faster than the Confessor.

To account for the loss in ship Inertia bonus in Prop mode, base Inertia modifier for the Jackdaw would have to be reduced. It is currently 6.4 * 0.9 from Spaceship Command V * 0.75 from Evasive Maneuvering V = 4.32 out of Propulsion, and 4.32 * 0.334 = 1.44 in the mode.

To achieve that kind of agility in Propulsion mode again, the new base hull inertia would have to be 4.25, or 2.86 with Skills. which is a 34% improvement from current. Smile

Align times out of Propulsion mode,

Old:

TimeToWarp = -ln(0.25) × Mass_kg × Agility / 1000000

-in(0.25) * 1,050,000 * 4.32 / 1,000,000 = 6.28 seconds

New:

-in(0.25) * 1,050,000 * 2.86 / 1,000,000 = 4.16 seconds

But the base speed would have to go, if this were the case. Blink The base hull speed gets cut by 10% from 160 m/s to 144, which is 180 m/s Skilled, equaling to 1,268 m/s and 1,903 m/s in Propulsion mode.

Anyone wants to trade 10.1% speed out of Prop for 2% more speed in Prop mode and 34% better agility out of Prop? Blink

To be honest, 4.16 seconds is faster than both the Svipul and the Confessor by whole seconds. The same speeds can be achieved by leaving the base velocity intact, and increasing mass to 1,250,000 kg or 19% from current, which equals to 4.95 seconds align times out of Propulsion, and slightly worse Agility in Propulsion mode.

TL;DR Increase mass by 19%, decrease Inertia modifier by 34%, then make Propulsion mode 50/50% bonuses.

P. S. A Rokh may turn quicker on the spot at zero velocity, it does not align, accelerate, nor decelerate quicker: -in(0.25) * 105,300,000 * 0.136 inertia * 0.9 * 0.75 / 1,000,000 = 13.4 seconds.

Jackdaw's mass-inertia ratio is 4.536e6 to 9.666e6 of the Rokh - the former is naturally 2.13 times more agile, and 6.38 times in Propulsion mode. This also applies while using MWDs, as the ratio of ship mass to module mass added is practically the same - 2.1 vs 2.106. Smile

The time to reach 10% of respective top speed is 1.018 sec for the Rokh, and 0.47 for the Jackdaw.
Caleb Seremshur
Commando Guri
Guristas Pirates
#283 - 2015-05-17 16:22:20 UTC
Hakaari Inkuran wrote:
Caleb Seremshur wrote:


Caracal a jackdaw to death
Thorax a jackdaw
Rupture
Omen

This is what 64 mil sp in combat skills nets me, the ability to fly just about anything I like and to test for myself. I'll return with the results.

Edit: Oh yes you did. Honestly, those cruisers that are faster tend to have about half the HP and maybe 30% more DPS if that. These are fights that can go both ways but it seems to me the jackdaw is good as it is, it has power without overwhelming everything one class below and one class above the way svipuls still do. Hulls are not meant to be overpowered.

Edit:also noticed your jackdaw fit is still missing, indicating it did not blow up yet :D


OK so testing tonight was somewhat fruitful with caracal vs jackdaw.

In a fight that ended when we got dropped by a navy exequror

http://i83.photobucket.com/albums/j293/MrBenis/jackdaw%20vs%20caracal_zpspt1mm3zc.png

I had him at like 15% structure and 20% shields at the end, with me dipping in to armour a bit here and there to bait him in to frying his guns. I was tanking him quite easily otherwise.

A few things I've noticed: he had 143 charges left. This is ridiculous. I really genuinely believe the MASB should consume larger charges as fuel because storing 200 or 300 of them for a fight is just CRAZY. I was able to fit a total of 17x 800s in my cargo hold. 17x 800 = 15600 cap = 15600/125gj per boost = 124 boosts vs his 200+?

I don't presume that my fit would survive against a cruiser but I'm fairly confident it could kill anything destroyer and under. Provided they aren't running dual MASB and have a cargo of 450m3 with t2 resists.
Iroquoiss Pliskin
9B30FF Labs
#284 - 2015-05-17 16:25:51 UTC  |  Edited by: Iroquoiss Pliskin
A 27.3k damage taken against a RLML Caracal - totally useless ship, c/d?

Caracal wasn't wasting DPS with Furies either, as Jackdaw has 70 * 1.05 * 1.05 * 0.667 = 51.47 m sig with that setup in Defensive mode. Smile

Though it's a tiny bit less than that due to 86% stacking penalty from the second shield rig.
Hakaari Inkuran
State War Academy
Caldari State
#285 - 2015-05-17 16:44:02 UTC
Caleb Seremshur wrote:
Hakaari Inkuran wrote:
Caleb Seremshur wrote:


Caracal a jackdaw to death
Thorax a jackdaw
Rupture
Omen

This is what 64 mil sp in combat skills nets me, the ability to fly just about anything I like and to test for myself. I'll return with the results.

Edit: Oh yes you did. Honestly, those cruisers that are faster tend to have about half the HP and maybe 30% more DPS if that. These are fights that can go both ways but it seems to me the jackdaw is good as it is, it has power without overwhelming everything one class below and one class above the way svipuls still do. Hulls are not meant to be overpowered.

Edit:also noticed your jackdaw fit is still missing, indicating it did not blow up yet :D


OK so testing tonight was somewhat fruitful with caracal vs jackdaw.

In a fight that ended when we got dropped by a navy exequror

http://i83.photobucket.com/albums/j293/MrBenis/jackdaw%20vs%20caracal_zpspt1mm3zc.png

I had him at like 15% structure and 20% shields at the end, with me dipping in to armour a bit here and there to bait him in to frying his guns. I was tanking him quite easily otherwise.

A few things I've noticed: he had 143 charges left. This is ridiculous. I really genuinely believe the MASB should consume larger charges as fuel because storing 200 or 300 of them for a fight is just CRAZY. I was able to fit a total of 17x 800s in my cargo hold. 17x 800 = 15600 cap = 15600/125gj per boost = 124 boosts vs his 200+?

I don't presume that my fit would survive against a cruiser but I'm fairly confident it could kill anything destroyer and under. Provided they aren't running dual MASB and have a cargo of 450m3 with t2 resists.

scramble
ASB
Invuln
Prop
Web
I spy an empty midslot on that jackdaw. Surely he wasn't out of CPU to fit a second web or invuln, was he? I guess he must have been, considering he was using a meta DCU
Iroquoiss Pliskin
9B30FF Labs
#286 - 2015-05-17 16:52:38 UTC
Hakaari Inkuran wrote:

scramble
ASB
Invuln
Prop
Web
I spy an empty midslot on that jackdaw. Surely he wasn't out of CPU to fit a second web or invuln, was he? I guess he must have been, considering he was using a meta DCU


Two MASBs.
Caleb Seremshur
Commando Guri
Guristas Pirates
#287 - 2015-05-17 17:11:14 UTC
**** svipuls with 10mn AB. full rack of arty and 10mn ok sure. I thought this **** was dealt with.
elitatwo
Zansha Expansion
#288 - 2015-05-17 17:48:35 UTC
Iroquoiss Pliskin wrote:
P. S. A Rokh may turn quicker on the spot at zero velocity, it does not align, accelerate, nor decelerate quicker: -in(0.25) * 105,300,000 * 0.136 inertia * 0.9 * 0.75 / 1,000,000 = 13.4 seconds.

Jackdaw's mass-inertia ratio is 4.536e6 to 9.666e6 of the Rokh - the former is naturally 2.13 times more agile, and 6.38 times in Propulsion mode. This also applies while using MWDs, as the ratio of ship mass to module mass added is practically the same - 2.1 vs 2.106. Smile

The time to reach 10% of respective top speed is 1.018 sec for the Rokh, and 0.47 for the Jackdaw.


Did it ever occur to you that I was comparing two very different hull sizes for a reason? I didn't run any calculations I was comparing experience on flying both ships.

If you fit a 1mn afterburner your 'unholy' maximum speed in that sooper propulsion mode does not propel anything, it is the base speed of a linked dramiel without propulsion mod.

When you change into the 'defence mode' on the Jack with that 1mn afterburner and someone put one regular web on you, your speed with afterburner is 113m/s.
In that 'defence mode' that only thing you can defend against is a freighter.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Iroquoiss Pliskin
9B30FF Labs
#289 - 2015-05-17 18:11:10 UTC
elitatwo wrote:

If you fit a 1mn afterburner your 'unholy' maximum speed in that sooper propulsion mode does not propel anything, it is the base speed of a linked dramiel without propulsion mod.


Napkin math: 200 * 1.333 * (1 + (1.68 * (1,500,000 / (1,050,000 + 500,000))) = 700 m/s.

AB gonna afterburn. vOv

Quote:
When you change into the 'defence mode' on the Jack with that 1mn afterburner and someone put one regular web on you, your speed with afterburner is 113m/s.
In that 'defence mode' that only thing you can defend against is a freighter.


Okay. Cool
Hakaari Inkuran
State War Academy
Caldari State
#290 - 2015-05-17 20:49:24 UTC
Iroquoiss Pliskin wrote:
Hakaari Inkuran wrote:

scramble
ASB
Invuln
Prop
Web
I spy an empty midslot on that jackdaw. Surely he wasn't out of CPU to fit a second web or invuln, was he? I guess he must have been, considering he was using a meta DCU


Two MASBs.

Oh jeez whoops
elitatwo
Zansha Expansion
#291 - 2015-05-17 21:11:51 UTC
Iroquoiss Pliskin wrote:
Napkin math: 200 * 1.333 * (1 + (1.68 * (1,500,000 / (1,050,000 + 500,000))) = 700 m/s.

AB gonna afterburn. vOv


Please log on SiSi and do that, convo me and I show you how good that goes.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Iyacia Cyric'ai
Lai Dai Counterintelligence
#292 - 2015-05-18 04:18:10 UTC
Agile, huge tank, relatively low sig, no brainer damage projection. Sounds like a fleet/doctrine ship to me (i.e. the new Drake). Terrible speed makes it useless for solo or small gang though since it can't catch or escape anything by itself, but hey not every ship needs to be a solopwnmobile.
Caleb Seremshur
Commando Guri
Guristas Pirates
#293 - 2015-05-18 09:15:46 UTC  |  Edited by: Caleb Seremshur
Hakaari Inkuran wrote:
Iroquoiss Pliskin wrote:
Hakaari Inkuran wrote:

scramble
ASB
Invuln
Prop
Web
I spy an empty midslot on that jackdaw. Surely he wasn't out of CPU to fit a second web or invuln, was he? I guess he must have been, considering he was using a meta DCU


Two MASBs.

Oh jeez whoops


Yes the salient point would be 230+ shield boosts on a ship with 70+ resists and a native HP bonus that can fit shield boost implants and boosters. I had an RLML caracal specifically fit to kill this thing and it still turned in to a meat-grinder. This is including using my superior cap pool and double his peak dps and the same sustained DPS. Yea yea yea I get that a 40mil cruiser should probably have problems killing a 50-60mil destroyer thats jacked up on roids but then I got to wonder how we accept that frigates will consistantly kill battleships and battlecruisers who by all accounts should roll around in the corpses of frigates like a kodiak in a pile of weasels.

Yeah I just don't know about that one. Making MASB consume at least cap 100s or something to make them scale more appropriately with regular boosters is just *a* solution that could be put to the table for consideration as I don't want to outright nerf the jackdaw but solve a larger problem with these ASBs in general. Could it be argued that a golem really needs 1200m3 for cap charges if it decides to go XL-ASB and XLSB in combo using 800's and 400's in sync? Maybe it could I guess as a golem suffers different problems than a jackdaw but since I'm getting off track I'll stop there.

Something isn't right when the scalpel you take to a tumour is ineffective at cutting the skin. A cerb might have done the job but then we're talking about a 200mil HAC used against a 50mil T3D and that's definitely a problem when that degree of escalation is what's required and even then I'd argue we can't be sure thanks to other factors including needing RLML just to apply any damage in the first case.

[edit] and maybe that's where it needs to go to stop utterly ridiculous fits like triple XL-ASB fits being so accessible and easy is to make them consume cap 800's instead. It's the XL booster, the largest of it's kind and it is supplementing its running cost with cap charges instead of impacting on the ships own capacitor. So making it consume a cap charge that is a lot larger than the cap cost of a regular booster instead will balance this out. It will not nerf the boosting power of the ship using them but it will hurt their sustainability. Cap 800's are very large and I've seen bait ships with expanded cargo holds to house more charges. So make the XL-ASB consume 800's and allowed to load 9 at time or whatever the question is not a matter of boosting power it's of being able to use a strictly burst tanking module and keep this running longer than cap-dependant systems.

Down to the MASB, a t2 MSB consumes 60gj per charge, less 2% per level of shield compensation. 54gj per shot. This means that it is literally more cap effective to run the MASB over the MSB at base stats. Even at level 5s. So the MASB provides almost 50% more boosting power over an MSB for functionally less cost and lower fitting costs. Now I can handle the lower fitting costs but I can't handle the idea that a module which uses expendable charges to compensate for not using the ships own power source not only bolts on easier but is cheaper to run too.

LASB vs LSB - we see the pattern going the other way, with LASB being slightly overcosted but in single digit percentages. T2 LSB uses 160 less 10% for 144 gj per shot while the LASB uses 150's and is cheaper to fit.

XLASB and XLSB - same cap cost, t2 LSB has higher fittings.

Ancillary shield boosters I just don't understand. They've always been considered a problem and they've either been too good for what they are or have been treated as garbage modules not worth fitting. It's just crazy. Did at any time anyone consider balancing these things through their activation costs instead of their boosting stats? Balancing this way does create an absolute ceiling at where they'll operate because links don't scale as well on them and using lows and rigs to make more cargo space or using friends to drop off charges is a game that's very risky as well due to how it could be intercepted.
afkalt
Republic Military School
Minmatar Republic
#294 - 2015-05-18 09:38:29 UTC  |  Edited by: afkalt
I'd venture your weapon choice was the real issue. He can time his reloads with your own and he can approximately burst tank your burst.

You'd have done a LOT better with a regular weapon system.

ASB ships die to leak during reloads - with a weapon system also paired to a long reload that means either you need absolutely overwhelming DPS (you wont have it) or you're going to nearly stalemate.

A vexor would pull the wings off this, for example.



HOWEVER I agree with the overall sentiment that there are too many ships out there with no "natural" predators.
Caleb Seremshur
Commando Guri
Guristas Pirates
#295 - 2015-05-18 11:16:44 UTC
I am not credulous enough to believe that a dedicated frigate/destroyer hunter should be unable to kill a frigate/destroyer with a weapon designed for fighting frigates/destroyers on a frigate/destroyer killing platform because said frigate/destroyer can "approximately tank my burst".

That's called broken. There needs to be a natural order to things and this is not it. A ship one size catagory up than you using the appropriate weapon should be able to MURDER you. Permatanking my caracal is a complete joke and when I killed that cerb was even worse.
Lloyd Roses
Artificial Memories
#296 - 2015-05-18 11:29:51 UTC
Caleb Seremshur wrote:
Hakaari Inkuran wrote:
Iroquoiss Pliskin wrote:
Hakaari Inkuran wrote:

scramble
ASB
Invuln
Prop
Web
I spy an empty midslot on that jackdaw. Surely he wasn't out of CPU to fit a second web or invuln, was he? I guess he must have been, considering he was using a meta DCU


Two MASBs.

Oh jeez whoops


Yes the salient point would be 230+ shield boosts on a ship with 70+ resists and a native HP bonus that can fit shield boost implants and boosters. I had an RLML caracal specifically fit to kill this thing and it still turned in to a meat-grinder. This is including using my superior cap pool and double his peak dps and the same sustained DPS. Yea yea yea I get that a 40mil cruiser should probably have problems killing a 50-60mil destroyer thats jacked up on roids but then I got to wonder how we accept that frigates will consistantly kill battleships and battlecruisers who by all accounts should roll around in the corpses of frigates like a kodiak in a pile of weasels.

Yeah I just don't know about that one. Making MASB consume at least cap 100s or something to make them scale more appropriately with regular boosters is just *a* solution that could be put to the table for consideration as I don't want to outright nerf the jackdaw but solve a larger problem with these ASBs in general. Could it be argued that a golem really needs 1200m3 for cap charges if it decides to go XL-ASB and XLSB in combo using 800's and 400's in sync? Maybe it could I guess as a golem suffers different problems than a jackdaw but since I'm getting off track I'll stop there.

Something isn't right when the scalpel you take to a tumour is ineffective at cutting the skin. A cerb might have done the job but then we're talking about a 200mil HAC used against a 50mil T3D and that's definitely a problem when that degree of escalation is what's required and even then I'd argue we can't be sure thanks to other factors including needing RLML just to apply any damage in the first case.

[edit] and maybe that's where it needs to go to stop utterly ridiculous fits like triple XL-ASB fits being so accessible and easy is to make them consume cap 800's instead. It's the XL booster, the largest of it's kind and it is supplementing its running cost with cap charges instead of impacting on the ships own capacitor. So making it consume a cap charge that is a lot larger than the cap cost of a regular booster instead will balance this out. It will not nerf the boosting power of the ship using them but it will hurt their sustainability. Cap 800's are very large and I've seen bait ships with expanded cargo holds to house more charges. So make the XL-ASB consume 800's and allowed to load 9 at time or whatever the question is not a matter of boosting power it's of being able to use a strictly burst tanking module and keep this running longer than cap-dependant systems.

Down to the MASB, a t2 MSB consumes 60gj per charge, less 2% per level of shield compensation. 54gj per shot. This means that it is literally more cap effective to run the MASB over the MSB at base stats. Even at level 5s. So the MASB provides almost 50% more boosting power over an MSB for functionally less cost and lower fitting costs. Now I can handle the lower fitting costs but I can't handle the idea that a module which uses expendable charges to compensate for not using the ships own power source not only bolts on easier but is cheaper to run too.

LASB vs LSB - we see the pattern going the other way, with LASB being slightly overcosted but in single digit percentages. T2 LSB uses 160 less 10% for 144 gj per shot while the LASB uses 150's and is cheaper to fit.

XLASB and XLSB - same cap cost, t2 LSB has higher fittings.

Ancillary shield boosters I just don't understand. They've always been considered a problem and they've either been too good for what they are or have been treated as garbage modules not worth fitting. It's just crazy. Did at any time anyone consider balancing these things through their activation costs instead of their boosting stats? Balancing this way does create an absolute ceiling at where they'll operate because links don't scale as well on them and using lows and rigs to make more cargo space or using friends to drop off charges is a game that's very risky as well due to how it could be intercepted.


You literally got no idea what you're talking about. Also, your jackdaw fit is underwhelming.
Caleb Seremshur
Commando Guri
Guristas Pirates
#297 - 2015-05-18 12:50:34 UTC
Lloyd Roses wrote:

You literally got no idea what you're talking about. Also, your jackdaw fit is underwhelming.


Which is why people celebrate in the gaming community how balanced EVE pvp is and how incredible all the ships are.

I was being facetious btw.

I didn't really mean anything I just said. Because it was lying.

What jackdaw fit? The one I haven't posted anywhere yet?
afkalt
Republic Military School
Minmatar Republic
#298 - 2015-05-18 12:54:19 UTC
Caleb Seremshur wrote:
I am not credulous enough to believe that a dedicated frigate/destroyer hunter should be unable to kill a frigate/destroyer with a weapon designed for fighting frigates/destroyers on a frigate/destroyer killing platform because said frigate/destroyer can "approximately tank my burst".

That's called broken. There needs to be a natural order to things and this is not it. A ship one size catagory up than you using the appropriate weapon should be able to MURDER you. Permatanking my caracal is a complete joke and when I killed that cerb was even worse.


I'm partly in agreement. Burst systems create nasty outlier conditions, rlml seem fated to toil if the enemy doesn't die in a single clip.
Caleb Seremshur
Commando Guri
Guristas Pirates
#299 - 2015-05-18 13:04:21 UTC  |  Edited by: Caleb Seremshur
afkalt wrote:
Caleb Seremshur wrote:
I am not credulous enough to believe that a dedicated frigate/destroyer hunter should be unable to kill a frigate/destroyer with a weapon designed for fighting frigates/destroyers on a frigate/destroyer killing platform because said frigate/destroyer can "approximately tank my burst".

That's called broken. There needs to be a natural order to things and this is not it. A ship one size catagory up than you using the appropriate weapon should be able to MURDER you. Permatanking my caracal is a complete joke and when I killed that cerb was even worse.


I'm partly in agreement. Burst systems create nasty outlier conditions, rlml seem fated to toil if the enemy doesn't die in a single clip.


and what can be done about it? I struggle to think of anything that's not just a gimmick or a hamfisted attack on 'a given playstyle'.

Imagine getting a missile rig that reduces reload speed by 10%? It might be all it takes in these situations to break the back of barely holding on active tanks. I need to stress again that I had him in to very deep structure and stood a fair chance of killing him but as you can see he still dealt 41k damage to me compared to my own 27k to him.

Is the jackdaw supposed to be the anti-missile user ship or something? Isn't that what every speedtanking ship since the dawn of time has been?
elitatwo
Zansha Expansion
#300 - 2015-05-18 13:28:59 UTC
Caleb Seremshur wrote:
...Is the jackdaw supposed to be the anti-missile user ship or something? Isn't that what every speedtanking ship since the dawn of time has been?


That is the one million isk question at this point. If we would get an answer to that I am curious to what that might be. At the current state the Jack is a one-trick pony with one more or less viable fit that is hardcoded into the hull.

Do something else and you get toasted.

Did you find a way to take less damage with the low speed and 532m signature radius that comes with it? You should even try heavy missiles against a Jack, it's slow and 'big' enough for them.

Eve Minions is recruiting.

This is the law of ship progression!

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