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[Eve] Upcomming Speed Nerf.

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  • 26-10-2008 6:51pm
    #1
    Registered Users Posts: 305 ✭✭


    Its availible to test on SISI atm..

    Looks kind of scary tbh. My vaga which used to do around 5300 is now doing 3370.

    3 overdrives, 1 t1 poly carbon.

    Fitting dual polys is worthless now. If your seriously going for speed: best fit seems to be just 3 overdrives and a single poly.. the extra speed from say 2 polys is only around 10 mps :p I managed to get over 3400 ish with a poly and axu thruster and 3 overdrives.. but meh.. it all seems a bit pointless..


Comments

  • Registered Users Posts: 305 ✭✭mamolian


    Theres some thing called certificates? meh seems to be some useless medal thingy for what skills you have trained.. :confused: havnt seen any use for it so far anyways.. shout if you know more.

    Orca meh.. seems like a glorified chonk hauler. doesn't appear to be able to compress ore like the rorqual.. I'll have to get me a bpo all the same.. you just know all those dirty little empire ****ers are going to be cumin all over that ****.


  • Registered Users Posts: 305 ✭✭mamolian


    So 3 speed mods ie: Overdrives, t2 MWD and 1 polycarb seems to be the most effective way to get speed..

    Nano ishtar with Afterburner and that setup above is getting 770mps.. on TQ now I get around 1200mps.. with the MWD im getting just over 2000mps.. Seems thats about as fast as I can expect a regular nano cruiser ship to go after this patch goes through.. Overheated the MWD gets 2800ish. Is over 5k on TQ presently.. :mad:

    Hmm.. suppose the plus side.. You will soon have some spare low slots? ;p


  • Registered Users Posts: 305 ✭✭mamolian


    Hmm Was ****ing around with my Ishtar :p fitting a warp scrambler.. instewad of a disrupter.. Can then stop the pesky ****ers mwding.. meanwhile having an Afterburner fitted too.. then chew em up close range with da ogres \:pac:/


  • Registered Users Posts: 186 ✭✭Glippo


    Good-Riddens to nanos tbh


  • Closed Accounts Posts: 1,139 ✭✭✭kyp_durron


    my nanofag backbone.

    I will have my amarr bs to lay down some own zone with so its all good.


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  • Registered Users Posts: 305 ✭✭mamolian


    But wait theres more! For just 1 extra midslot you can fit a dual webber! \:pac: which still isnt slowing the targets down enough to hit at close range with BS guns. :rolleyes:

    Some missile users might wanna log in and test some ****.. I dont fly any missile boats.. Theres some nasty **** ive been hearing.


    I cant check it myself atm.. because SISI is kinda ****ed atm.. some gates missing.. people cant travel around, open map etc.. but I heard a rumor the stats on the domi webber have been.. changed shall we say.. So if you own one of said module.. now would be the time to flog that **** fast as you can. ;) 50% webbing amount and 15km.. Suppose it aint so bad.. but still.. their going for 200m atm.. so going to flog mine..


  • Registered Users Posts: 966 ✭✭✭GO_Bear


    Missle's will be back in ! ,


    The time of the Cerberus 170km sphere of dh00m shall reign


  • Registered Users Posts: 4,473 ✭✭✭R0ot


    So damage mod rig on a vaga maybe or tank mod. :D


  • Registered Users Posts: 12,589 ✭✭✭✭Sand


    Sell those Ishtars now I guess. Reckon small gangs will switch to range & Falcons as opposed to speed. Only issue will be jump into gate camps. Which, if theres any scouting at all shouldnt occur.


  • Registered Users Posts: 4,473 ✭✭✭R0ot


    I like my nano-tar :(

    I'm sure ill lose it before the patch though.


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  • Registered Users Posts: 7,498 ✭✭✭BrokenArrows


    missile changes you say. please elaborate.


  • Closed Accounts Posts: 1,139 ✭✭✭kyp_durron


    GO_Bear wrote: »
    Missle's will be back in ! ,


    The time of the Cerberus 170km sphere of dh00m shall reign

    It already works pretty well. I would like to train for a cerb on my falcon alt but I'm not allowed leave the bloody thing. Roll on Falcon nerf 2009.


  • Registered Users Posts: 4,560 ✭✭✭Ivan


    Awesome, perhaps I can finally dust off my manticore and be able to hit stuff!

    I'm actually intrigued :o


  • Registered Users Posts: 966 ✭✭✭GO_Bear


    missile changes you say. please elaborate.

    Not sure about change's but Good luck running the missle explosion after the nano nerf is all i can say , never really had a problem hitting ppl , but the dmg done was pants , i.e 16 dmg on an Ishtar with Heavies ( Faction ammo ) , This is with all missle support skills 4/5


  • Closed Accounts Posts: 1,139 ✭✭✭kyp_durron


    http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=899873

    Missile changes here.

    Manticore will still be ****, unless you have people tackled and webbed down, but thats the same now anyway and its ****ing paper thin. Everyone thinking OMG!!1! my Drake will now be a pwnmobile is sorely mistaken, unless you can fly one well as it is ie: HAM Drake with mwd and web.


  • Registered Users Posts: 305 ✭✭mamolian


    Latest Dev Blog here
    http://myeve.eve-online.com/devblog.asp?a=blog&bid=598

    "rollin' rollin' rollin'
    reported by CCP Chronotis | 2008.10.28 23:15:42 | NEW | Comments

    Much has changed in Eve since many of the hauler or mining class ships were introduced. With Quantum Rise we felt the time was right to review these ships and make changes where necessary to refocus their roles and ensure they can still perform in the age of New Eden's Great War. Of all the ships, we found the transport class to be the most lacking in distinct roles, so much of this blog will focus on the changes to those and then we will briefly list some of the other improvements to some other ships.
    Blockade Runners

    The Blockade Runners (Crane, Prorator, Prowler, Viator) are meant to be rather good at getting through gate camps and navigating through low and null sec space with more impunity than the other industrial ships. Several changes such as the introduction of interdictors, heavy interdictors, and force and fleet recons have had an impact on their ability to run blockades with much success at all. As a result, we wanted to try and balance things to better focus them towards their role in light of many changes EVE has seen since they first were introduced.

    To improve them we refocused on stealth rather than agility. They will gain the ability to equip covert ops cloaking devices and therefore can warp whilst cloaked. (emphasis mine) In lieu we removed the +2 warp strength and one or part of their active tanking bonuses which were not really being used anyway as much. They will also gain the ability to utilize the black ops jump portals.

    By switching to stealth and cloaking as their primary defense in navigating through space and getting through gate camps they gain a significant edge in being able to cloak and move away fast if within a bubble. The ability is use the black ops jump portals is a fringe benefit allowing specialised operations where you would need cargo capacity moved around for a variety of reasons.
    Deep Space Transports

    The Deep Space Transports (Bustard, Impel, Mastodon, Occator) have good tanks and good cargo capacity but really no focused role beyond the good tank. The most important part of moving your cargo around is arriving safely at the destination. The DSTs have significant drawbacks as they are less prone to getting through the all critical gate camps like their Blockade Runner cousins. If warp scrambled, it was a matter of how long their tank might last in order to have a remote chance to survive the encounter.

    To revamp their role we gave them the +2 warp strength of the Blockade Runners and also a bonus to the power needs of shield extenders (Bustard and Mastodon) or armor plates (Impel and Occator) to increase the ability to fit for a HP tank which is much more useful than their active tanks in many situations where you are receiving a large amount of damage over a short duration. In balancing this out, one of their active tanking bonuses was removed.

    With these changes we hope that the extra warp strength and HP tank will greatly aid their use in all areas of space especially in empire where they have less to worry about with no bubbled camps to have to run through and only the heavy interdictors as their nemesis.
    Mackinaw, Procurer, Skiff and Rorqual

    The mackinaw gets some love with an additional +10 cpu and +1000 cargo capacity to allow it to be more effective at ice mining. It always under performs a little compared to the hulk and these changes should allow it to specialise at ice mining better.

    The Procurer and Skiff both received minor boosts to their agility as we wanted the smallest barges to be at least agile if completely outclassed by their larger cousins in most scenarios and nudge them towards more of a ninja mining role a little. It might also be good for you all to know the Skiff has always had a +2 warp strength bonus but this was never detailed in the description so we have updated the description to highlight this rather powerful bonus as a good selling point.

    The Rorqual will be receiving a minor boost to its corporate hangar capacity. This is done to allow the hangar to be used as a shared and secure container for mining ops and also increase its utility for carrying cargo around.
    In Summary

    These changes are not final and are subject to change following feedback here and from public testing on Singularity. By no means are we finished and we will continue to look at the industrial line of ships in the future. We plan to focus on improvements to help them fulfil and expand their roles. Specialised cargoholds is one improvement we are looking at in detail for the future. For now we very much want to hear your constructive views on these proposed changes.

    Ave - Chronotis"


  • Registered Users Posts: 305 ✭✭mamolian


    Covert Ops Hauler ****ing SWEET :p


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