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Old Guard Weighs in on Battleships flaws

Author
elitatwo
Zansha Expansion
#121 - 2015-07-17 01:43:19 UTC
baltec1 wrote:
Kagura Nikon wrote:



oo now a game that is run over processors that implement math can have different results than math? Yeah.. right .

Math is never wrong. If you had the capability to understand it ..

MAth shows that what you can kill with dual 425 MM you can do as well with 800mm. If you cannot achieve what math say it is possible, it is YOUR problem, not maths problem.

But most people problem seems to not be math, but basic communication skills. You assume and base your sentences as if i had said that battleships cannot kill frigates. That just show that you cannot post a response to what others write, because you answer statements that exist only on your imagination.

try to read what people write before spewing ego on your keyboard. The result is much better.


How about you read what I wrote?

I said if you look at the maths in EFT you would think it impossible for a megathron to move around as fast as a frigate fleet. In reality I do just that on a regular basis.


Which makes you an experienced pilot. A few months back (January I think) I got stuck in null with my Raven and had to make my way back to empire space.
Oh well, so I went on my merry way and met a few ceptors and bombers that might have had the impression that they could just gank a Raven with ceptors - oh my, were they wrong.

Yes, I killed them with cruise missiles and they started to bail. But since when has A2-V27 a station??

Anyhow, instead of calling for a tech3 nerf, how about they disallow them in k-space but in return let them assemble in w-space instead?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Daniela Doran
Doomheim
#122 - 2015-07-17 04:50:16 UTC
Serendipity Lost wrote:
Valkin Mordirc wrote:
Klatus Doshu wrote:
Well, what do "modern" naval Battle ships have? They have mixed sized Weapons....so perhaps make it viable to equip medium sized weapons (besides the large ones) to counter smaller targets
E.g. divide the hi slots, give a bonus to the large weapons to compensate the loss and perhaps some application bonus for the smaller weapons.
Just as an idea



That idea has been beaten to death resurrected then beaten to death again. There's a reason battleships don't have 'point defense systems'



You can fit small weapons on battleships.

An application bonus would be very bad. Goons would dupliclone Baltec1 and there would be swams of the new 'megthron frigates' all over new eden. This would not be a good thing.


LOL
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#123 - 2015-07-17 06:16:30 UTC
baltec1 wrote:
Want to buff battleships? Nerf T3s savagely.

Hate to agree with this guy but hes partially correct. Not just T3s though they're an extreme example of why battleships fail at most PvP that's not fleet warfare.

It goes beyond T3 though. On paper battleships have lots of buffer, in reality a frig has more when you consider HP includes scan res, signature size, speed, mobility etc. if a battleship has 200k EHP and a frig has 1000 ehp but the battleship cant hit the frig than the frig essentially has infinite ehp. Same goes for damage.

Essentially frigs end up having more dps and more EHP than most battleships plus they're much faster and much more agile.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Daniela Doran
Doomheim
#124 - 2015-07-17 06:26:00 UTC
Infinity Ziona wrote:
baltec1 wrote:
Want to buff battleships? Nerf T3s savagely.

Hate to agree with this guy but hes partially correct. Not just T3s though they're an extreme example of why battleships fail at most PvP that's not fleet warfare.

It goes beyond T3 though. On paper battleships have lots of buffer, in reality a frig has more when you consider HP includes scan res, signature size, speed, mobility etc. if a battleship has 200k EHP and a frig has 1000 ehp but the battleship cant hit the frig than the frig essentially has infinite ehp. Same goes for damage.

Essentially frigs end up having more dps and more EHP than most battleships plus they're much faster and much more agile.


So the combination of the T3s cruiser sig and BS ehp makes them OP huh. What if CCP removes their Buffer subs entirely and increase their sigs to around 200, would they still be OP?

Also at the same time they give BSs around 300-400 ehp and rebalance their weapons systems. For example with the Pest, modifying the dual 425mm to be able to hit smaller sigs without webs or TP, but having less falloff and doing less damage than the 800mm.
Arcos Vandymion
Ministry of War
Amarr Empire
#125 - 2015-07-17 07:46:06 UTC  |  Edited by: Arcos Vandymion
Syrilian wrote:
Arcos Vandymion wrote:

More dedicated cargoholds should've been a thing for ages by now.

Give combat ships dedicated holds for their servicing tools. Mining Barges have ore holds. There's ship hangars/maintenance bays. The Indies have dedicated holds as welll oh and look - a cargohold specifically for ammo. Proof of concept right here. Give me a few hundred cubic meters cargohold for those 1400mm shells* or whatnot.




*Have you ever tried to figure out the other two dimensions of a sabbot of .015m³ volume if any of the dimensions is 1400mm?


By that logic, mining barges should be able to fit lots of guns. By definition, combat ships are designed for combat not storage. You can have one or the other, not both.

That doesn't even make sense. Mining ships have a dedicated hold for - this will blow your mind I'm sure - mining. They can still transport around as much cargo as much as the average cruiser - they are cruiser sized. Besides that however they have room for a ridiculous 7000 to 35000 m³ of ores - all in a tiny cruiser hull.
Where's the problem of allowing a Phoon to lug around a grand cubic metres of ammo besides whatever it has in the non-dedicated hold?
The only thing that could be negatively impacted are Cap Boosters - negative as in "they'll not run out any time soon" while your *insert your ship here* continously shoots at them. Which, mind you, would just lengthen the average engagement time (you wouldn't run out of ammo any time soon either) since ammo holds would have to be applied to all combat ships. That is what combat ships are for after all isn't it? Drone ships have dedicated largo drone bays IIRC...


Solutions to "it's not dieing because ti doesn't run out of CapBoosters":

  1. excempt charges from ammo and actually only allow ammo in ammo bays
  2. play around with the numbers of the charge size / size of the ammo bay



1 is addmitedly easier to balance as the amount of CapBooster charges you gain compared to now would be equivalent to the m³ of ammo you currently haul around in your normal cargo bay - which at most will be something like 1 to 2 navy 800s.

2 is more tricky as increasing the size of CapBooster charges per se makes hauling them around before they are being loaded into the ship that is gonna use them a pain. In addition to that the ammo hold couldn't be to big as it would have to be a percentage compared to the cargohold as the new CapBooster size is to the old CapBooster size to attain current levels of CapBooster charges on a ship.


Hauling around a thousand cubic metres of ammo however will not negatively impact their current performance. You can't shoot ammo any faster because you have more of it. Unless of course you also have above mentioned increased liquid sustainability in the form of CapBoosters.
laZ0r boats being the obvious exception but noone ever ran out of crystals for those anyway and they don't take up to much room (even when bringing A LOT of pewpew, 2 sets of Scorch, Conflag, INMF and MF as well as one loaded set that's 40m³ tops (8guns) and 7k volleys in cargo+infinite for MF+whatever you have loaded up in the guns). Design their ammo holds accordingly (as big as others in case of 1 or really small in case of 2).
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#126 - 2015-07-17 07:51:28 UTC
Daniela Doran wrote:
Infinity Ziona wrote:
baltec1 wrote:
Want to buff battleships? Nerf T3s savagely.

Hate to agree with this guy but hes partially correct. Not just T3s though they're an extreme example of why battleships fail at most PvP that's not fleet warfare.

It goes beyond T3 though. On paper battleships have lots of buffer, in reality a frig has more when you consider HP includes scan res, signature size, speed, mobility etc. if a battleship has 200k EHP and a frig has 1000 ehp but the battleship cant hit the frig than the frig essentially has infinite ehp. Same goes for damage.

Essentially frigs end up having more dps and more EHP than most battleships plus they're much faster and much more agile.


So the combination of the T3s cruiser sig and BS ehp makes them OP huh. What if CCP removes their Buffer subs entirely and increase their sigs to around 200, would they still be OP?

Also at the same time they give BSs around 300-400 ehp and rebalance their weapons systems. For example with the Pest, modifying the dual 425mm to be able to hit smaller sigs without webs or TP, but having less falloff and doing less damage than the 800mm.

I think T3 need to be balanced in terms of their own hulls. They should be equal to T2 cruiser hulls but able to be reconfigured to different roles. They should not have cruiser sig, speed and also BS dps, tank etc.

Battleships need to be able to move with gangs (better mobility), hit better against smaller targets unless that target is set up and flown to avoid big guns and scan resolutions need to be increased. Ovuer stated BS should not be solopwnmobiles but I doubt he wanted them to be solopwned by cruisers and below either.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Valkin Mordirc
#127 - 2015-07-17 10:31:14 UTC
ChromeStriker wrote:
Valkin Mordirc wrote:
Klatus Doshu wrote:
Well, what do "modern" naval Battle ships have? They have mixed sized Weapons....so perhaps make it viable to equip medium sized weapons (besides the large ones) to counter smaller targets
E.g. divide the hi slots, give a bonus to the large weapons to compensate the loss and perhaps some application bonus for the smaller weapons.
Just as an idea



That idea has been beaten to death resurrected then beaten to death again. There's a reason battleships don't have 'point defense systems'


Think of it this way... titans are upward of 5km long.... That could support a varitable armoury of weapon systems that would equate to a fleet of smaller ships (including BS's)... obviously putting this in game would be rediculious.

This same argument goes for battleships too.



There is a thing called balance. If battleships, and all else above could fit point defense weapons then why would someone want to fly a frigate?

Hero tackle would die.

If battleships got something like this it would be ridiculous.

Realism doesn't belong in a video game unless the video games expressly calls for realism.

Take ARMA for example it prides itself for being real. However there are things in that game that make it easier all the player, like firing artillery, zeroing optics and the such. Do you really want to do the complexe math in order to zero a virtual sniper rifle?

Also how about have a Gunship blowing you up from 2k out that you can't even hear?

ARMA doesn't do that. Because they know that in the end, It's a game. Played for fun.
#DeleteTheWeak
Serendipity Lost
Repo Industries
#128 - 2015-07-17 10:57:24 UTC
For the folks involved in the ammo bay side bickering. Ammo used to be 5 or 10 (don't recall which) times larger than it is now. When I started playing the game a raven could fit enough cruise missiles in cargo to complete a level 4 mission. The geddon could fit a second set of crystals OR cap boosters. It was really bad and impacting play in a negative way.

CCP got our their doctor shrinker raygun and reduced ammo to its current size. As of now it's fine and doesn't need changing. You can fit enough ammo to complete any pve the game provides several times over. There is also enough room to fit enough ammo for pvp to last through several hours of play (Disclaimer: I don't do the big null 100+ dude roaming fleets, so I can't speak to that from experience, but then again I haven't seen any "I'm out of ammo" type complaints from my ultra whiney nullbros).

I'll get to the punch line for you. Ammo storage used to be a real problem. CCP fixed it years ago. There is no problem currently. Any percieved need for an ammo bay (or as one squirrel treasure wanted - a different bay for every different type of widget in eve). There is no need for a bigger bay. If you are seriously cargo cramped I'll suggest the marauder. The ship was put in the game specifically w/ large a cargo bay and extended deployment in mind.

There are real issues with the game. 'We need an ammo bay' is not among them - please stop.
Daniela Doran
Doomheim
#129 - 2015-07-17 11:30:50 UTC  |  Edited by: Daniela Doran
Serendipity Lost wrote:
For the folks involved in the ammo bay side bickering. Ammo used to be 5 or 10 (don't recall which) times larger than it is now. When I started playing the game a raven could fit enough cruise missiles in cargo to complete a level 4 mission. The geddon could fit a second set of crystals OR cap boosters. It was really bad and impacting play in a negative way.

CCP got our their doctor shrinker raygun and reduced ammo to its current size. As of now it's fine and doesn't need changing. You can fit enough ammo to complete any pve the game provides several times over. There is also enough room to fit enough ammo for pvp to last through several hours of play (Disclaimer: I don't do the big null 100+ dude roaming fleets, so I can't speak to that from experience, but then again I haven't seen any "I'm out of ammo" type complaints from my ultra whiney nullbros).

I'll get to the punch line for you. Ammo storage used to be a real problem. CCP fixed it years ago. There is no problem currently. Any percieved need for an ammo bay (or as one squirrel treasure wanted - a different bay for every different type of widget in eve). There is no need for a bigger bay. If you are seriously cargo cramped I'll suggest the marauder. The ship was put in the game specifically w/ large a cargo bay and extended deployment in mind.

There are real issues with the game. 'We need an ammo bay' is not among them - please stop.


You older players had it that rough huh. Don't know if I would've stuck around if it was like that. But now they have the most annoying module in game called neuts (even though I'm a neutin mongrel myself) and because of neuts a bigger cargo bay is desirable to be able to fit ammo and cap boosters. So I wouldn't mind them increasing the cargo bays for some ships, especially for CSs.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#130 - 2015-07-17 14:59:30 UTC
Infinity Ziona wrote:
I think T3 need to be balanced in terms of their own hulls. They should be equal to T2 cruiser hulls but able to be reconfigured to different roles. They should not have cruiser sig, speed and also BS dps, tank etc.

I'm posting off-topic, but I just want to agree. The point of T3 as I see it is the ability to become something else on the go (including weird hybrid setups) instead of being min-maxer's delight. Now that we have depots, a lot of ships can have limited ability to refit for the task, but T3 subs can allow you to do that much more with it. Maybe even give T3s built-in depot for itself since it's going to be kinda the point of those ships if this is where they should go (obviously, make it so that combat refit is practically impossible).

Now, if you don't need such ability (you're at home, for example), then just go grab specialized T2 that does what you are going to do, but cheaper.

And while we are at it, T3D-like modes is something the definitely should not happen to T3Cs unless CCP will do something about them to prevent them from turning their stronger side towards their enemy no matter what happens. Some tweaks may fix that maybe, but even then I'd rather have another class of ships with this ability if tactical cruisers are to happen to us instead of causing mess in traditional T3C class.
Serendipity Lost
Repo Industries
#131 - 2015-07-17 15:10:07 UTC  |  Edited by: Serendipity Lost
Daniela Doran wrote:
Serendipity Lost wrote:
For the folks involved in the ammo bay side bickering. Ammo used to be 5 or 10 (don't recall which) times larger than it is now. When I started playing the game a raven could fit enough cruise missiles in cargo to complete a level 4 mission. The geddon could fit a second set of crystals OR cap boosters. It was really bad and impacting play in a negative way.

CCP got our their doctor shrinker raygun and reduced ammo to its current size. As of now it's fine and doesn't need changing. You can fit enough ammo to complete any pve the game provides several times over. There is also enough room to fit enough ammo for pvp to last through several hours of play (Disclaimer: I don't do the big null 100+ dude roaming fleets, so I can't speak to that from experience, but then again I haven't seen any "I'm out of ammo" type complaints from my ultra whiney nullbros).

I'll get to the punch line for you. Ammo storage used to be a real problem. CCP fixed it years ago. There is no problem currently. Any percieved need for an ammo bay (or as one squirrel treasure wanted - a different bay for every different type of widget in eve). There is no need for a bigger bay. If you are seriously cargo cramped I'll suggest the marauder. The ship was put in the game specifically w/ large a cargo bay and extended deployment in mind.

There are real issues with the game. 'We need an ammo bay' is not among them - please stop.


You older players had it that rough huh. Don't know if I would've stuck around if it was like that. But now they have the most annoying module in game called neuts (even though I'm a neutin mongrel myself) and because of neuts a bigger cargo bay is desirable to be able to fit ammo and cap boosters. So I wouldn't mind them increasing the cargo bays for some ships, especially for CSs.


I guess it's a good thing we didn't have your self entitlement issues back in the day. If we did, eve would have folded before you got to create your character. I can fit over 30 navy 400s in my sleipnirs. Could you put some parameters on how much cargo bay you think you need and how many cap boosters you think you should be able to carry. What is the ship being used for that demands all this extra space???
Arcos Vandymion
Ministry of War
Amarr Empire
#132 - 2015-07-17 22:37:23 UTC
Serendipity Lost wrote:
For the folks involved in the ammo bay side bickering.
If that is bickering to you I would want to see what you think is a constructive discussion.

Serendipity Lost wrote:
Ammo used to be 5 or 10 (don't recall which) times larger than it is now. When I started playing the game a raven could fit enough cruise missiles in cargo to complete a level 4 mission. The geddon could fit a second set of crystals OR cap boosters. It was really bad and impacting play in a negative way.
Even at 10 times the current volume of crystals the cargobay of the geddon would have had to be sub current frigate size for that to math out.

Serendipity Lost wrote:
There is no need for a bigger bay. If you are seriously cargo cramped I'll suggest the marauder. The ship was put in the game specifically w/ large a cargo bay and extended deployment in mind.

There are real issues with the game. 'We need an ammo bay' is not among them - please stop.
Neither did I ever claim it was a life-or-death problem for EVE. That is entirely on you.

Implementation of such a bay would've easily allowed such (old) ammo sizes (that - oh wait we didn't need realism) would be a tad bit more real*. I doubt it needs a ton of work to implement a a cargobay - it's not the once dreaded POS code. Neither did I ever scream that EVE NEEDs it. I just don't see the point of this vehement nay-saying to random ideas - it's something the game certainly DOESN'T need.

The point with the cap charges was allready done. Your post adds to the discussion (about battleships) probably about as much as mine - none.


*good thing that EVE is not real
Painkill3r
Perkone
Caldari State
#133 - 2015-07-17 23:00:53 UTC
This thread is garbage now.

DHB, please come back and tell us another story about the good old days and dumpstering newbros with torps like-a-boss. :(
DHB WildCat
Out of Focus
Odin's Call
#134 - 2015-07-18 14:53:46 UTC
Painkill3r wrote:
This thread is garbage now.

DHB, please come back and tell us another story about the good old days and dumpstering newbros with torps like-a-boss. :(



So this little story I like to call the dual MWD Calvary Raven.

3 little ravens in 2004 decided to go for a roam in Stain. They came across a small gang that attempted to intercept them on the gate. This gang consisted of 2 megathrons, a Domi, and 2 scorpions. Now non of these ships are super fast by any means. The ravens decloaked and turned on their mwds. Now in these days scrams didnt shut off your mwds, but webs were still 90%. So even though the gang wasnt able to catch any of the ravens they did engage and thus the torp run began.

So now with 5 aggroed BS on a gate, the secret weapon decloaks. A vigil! The vigil begin to scramble one of the scorpions and the gang attempts to help its tackled and painted friend by engaging the vigil. What they dont see are the ravens now at 230km away turning around.

The ravens are now accelerating towards the tackled scorpion. However they are not accelerating normally. They are going almost 10km/sec. Barrling towards their target. But how can they go fast? Well they each had 2 mwds and back then were able to activate both at the same time stacking their speeds boosts. As they get closer and closer a strange aura begins to appear around each raven. This aura are their torps. The ravens are moving almost as fast as their torps and everytime they fire the torps begin to stack on top of each other. In 230km 7 flights of 6 torps each are now stacked on top of each other. Thats 126 total torps if you are counting. The ravens are 15km, away now from the scorpion and break off in random directions so as to not bump their target.

The aura now leaves the ravens and slam into the scorp instantly vaporizing their target. The ravens line up for another a run. They get 2 more BS before the small gang realizes whats going on and bails.


and that kids is the story of the dual mwd calvary raven
Painkill3r
Perkone
Caldari State
#135 - 2015-07-18 18:40:23 UTC
DHB WildCat wrote:

and that kids is the story of the dual mwd calvary raven


*giddy smiles and clapping*
Khan Wrenth
Viziam
Amarr Empire
#136 - 2015-07-19 00:09:13 UTC
Admittedly not an expert, but I'd like to throw this out there...

I think battleships are generally fine as they are, but the problem is lower-level power creep. I think the game design where bigger weapons have trouble tracking smaller targets is brilliant and allows for incredible dynamics in game play and balance.

But too much power in too low a level of a ship class creates problems. Higher level ships can't easily hit lower-level ships without support, at which point, why not just down-ship and change the support ship to another attack ship?

Mobility is a big thing in any game. People don't like not being able to get around on-grid. Plus with EVE you run the risk of your opponents getting away if you can't keep up.

Due to these traits, cruisers in general are the natural go-to. For most circumstances, they sit in the middle of ship classes. They can fight off frigates well enough since they only have to shoot down one class, verses a battleship which would have to shoot down two classes and likely not the target enough to matter. Plus cruisers do enough damage to battleships to work. They have enough mobility to chase many targets, and don't need nearly as much support to hit their targets as battleships.

Now with the addition of tech 3 destroyers, even more power is collecting in the lower levels. And good luck with battleships being able to hit such fast and powerful opponents in most general engagements. Why would someone undock a battleship when a destroyer is in every single way a better ship, including cost-benefit.

As much as I love my HACs, they are part of the problem. Much higher EHP, still great mobility, good projection/firepower for the most part. Even putting aside the Ishtar, HACs are such great ships at the same approximate cost as battleships that it'd be foolish not to get into them at some point in your EvE career. Battleships still hold several advantages (such as large neuts), but again, mobility is key. If your opponent can get out of your neut range and keep applying damage to you, what do you have? Which is probably why pirate vessels are so popular.

Which brings into perspective, the kiting meta. And all that entails.

If I had sway at CCP, I'd look into (very important, not advocate for immediately, but research and see the potential outcomes of) nerfing speed across the board by reducing the boosts from links and mobility modules. Delete sentry drones from the game. Change tech 3 cruisers to battlecruisers, with the associated sig increases and mobility decreases that it infers, then watch them for further adjustments (positive and negative) that might be necessary like playing with their projection, DPS, EWAR capabilities, and tank. Savagely nerf tech 3 destroyers or remove them from the game until a real role is figured out for them. Look at HACs for possible across-the-board adjustment of their EHP and DPS projection so they don't compete as heavily with battleships.

All of that with the goal of making battleships slightly more desired. "Bring the biggest gun" shouldn't be the best option in the majority of scenarios, but it should be feasible more often than it is now. I wouldn't want this to turn into battleships online, I just think we need to provide a slightly healthier environment to bring out battleships more often. Cruisers should probably be the most common sight due to their mid-range abilities and flexible nature.
Daniela Doran
Doomheim
#137 - 2015-07-19 02:53:18 UTC
DHB WildCat wrote:
Painkill3r wrote:
This thread is garbage now.

DHB, please come back and tell us another story about the good old days and dumpstering newbros with torps like-a-boss. :(



So this little story I like to call the dual MWD Calvary Raven.

3 little ravens in 2004 decided to go for a roam in Stain. They came across a small gang that attempted to intercept them on the gate. This gang consisted of 2 megathrons, a Domi, and 2 scorpions. Now non of these ships are super fast by any means. The ravens decloaked and turned on their mwds. Now in these days scrams didnt shut off your mwds, but webs were still 90%. So even though the gang wasnt able to catch any of the ravens they did engage and thus the torp run began.

So now with 5 aggroed BS on a gate, the secret weapon decloaks. A vigil! The vigil begin to scramble one of the scorpions and the gang attempts to help its tackled and painted friend by engaging the vigil. What they dont see are the ravens now at 230km away turning around.

The ravens are now accelerating towards the tackled scorpion. However they are not accelerating normally. They are going almost 10km/sec. Barrling towards their target. But how can they go fast? Well they each had 2 mwds and back then were able to activate both at the same time stacking their speeds boosts. As they get closer and closer a strange aura begins to appear around each raven. This aura are their torps. The ravens are moving almost as fast as their torps and everytime they fire the torps begin to stack on top of each other. In 230km 7 flights of 6 torps each are now stacked on top of each other. Thats 126 total torps if you are counting. The ravens are 15km, away now from the scorpion and break off in random directions so as to not bump their target.

The aura now leaves the ravens and slam into the scorp instantly vaporizing their target. The ravens line up for another a run. They get 2 more BS before the small gang realizes whats going on and bails.


and that kids is the story of the dual mwd calvary raven


Oh my that was soo cool!!
elitatwo
Zansha Expansion
#138 - 2015-07-19 04:35:20 UTC
DHB, you forgot to tell everyone that the Raven had 90km range with torpedos and they applied 100% damage unless you could outrun them.
And two years later in 2006 a member of the band of developers ship was destroyed that way and they had to nerf all missiles in November 2006 into useless.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Daniela Doran
Doomheim
#139 - 2015-07-19 04:46:26 UTC
elitatwo wrote:
DHB, you forgot to tell everyone that the Raven had 90km range with torpedos and they applied 100% damage unless you could outrun them.
And two years later in 2006 a member of the band of developers ship was destroyed that way and they had to nerf all missiles in November 2006 into useless.


So CCP nerfs what their members die too eh, soo petty. I guess none of their members died to an Ishtar or Othrus.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#140 - 2015-07-19 12:37:43 UTC  |  Edited by: Gabriel Karade
I'd like to see some implementation along RHML lines, to the 'lowest' tier dual turrets (long/short range) - it could open up some more interesting options for Battleship doctrines.

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293