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Merin Ryskin
Peregrine Industries
73
|
Posted - 2012.05.21 08:20:00 -
[1] - Quote
Drakarin wrote:If I see probes on the D scan I'll aligning instantly. I know it takes a few seconds in a carrier, but I doubt they'd have time to probe me out and get a fleet in before I could escape.
Just hope they don't bookmark your mission/plex and have a HIC waiting for you when you undock again. Or just stay in system and let you ship spin for a few hours.
(PS: saying carriers take "a few seconds" is probably the understatement of the year.)
Quote:So really, which carrier or dread would be best suited for this sort of venture?
Let's see...
Carrier: + Cheaper, so you when you inevitably die you lose less. + Can actually hit targets smaller than a POS. + Neuts and ECM drones to give you a chance of escaping when you inevitably screw up and get tackled. - Fighters are expensive to replace when an NPC decides to kill them. - Larger cargo and ship bay mean that you will probably forget to unload all of your stuff before dying in pvp, making your lolmail even more shameful.
Dread: + More EFT dps, which is all that matters since you will never be able to undock this ship. + More EFT tank. - Can't hit anything smaller than another capital ship, so you die as soon as you find a mission with a scrambling frigate. - Costs more.
If I were you, I'd go with the dread. Since you can just fit battleship guns you can save quite a bit of training time over the carrier and its fighters, which means less time wasted when you finally realize that "lowsec solo PvE in a capital ship" is a bad idea. |

Merin Ryskin
Peregrine Industries
73
|
Posted - 2012.05.21 21:39:00 -
[2] - Quote
Drakarin wrote:Because the advice is not to do it because it's dangerous, which I already knew. What I wanted to know was which ship was best overall, and if anyone had done this before. All I have been told so far is that I am crazy for wanting the ability to fly a ship alone *Gasp*
There's a difference between "dangerous" and "guaranteed suicide". There is effectively zero chance that you will make enough money to even break even on the carrier's cost before you lose it, especially since you seem to have very little understanding of how capital ships work.
If you want to save yourself a lot of effort, just buy a carrier and self destruct it. Same end result, but without all the whining about how you need a cyno alt.
Quote:This is me, thinking of a plan to have fun, risky adventures in low security space in a way that few people tend to because what is at stake is rather high.
So your idea of "fun" is either:
1) Sitting in station 23/7 because a prober found your mission, and you don't dare resume it as long as there's even a single person in local (which could be a cloaked HIC sitting on your mission gate).
or
2) Watching your expensive capital ship die in seconds to a hostile dread fleet because you didn't click dscan frequently enough to catch the few-seconds window where the probes were actually within scan range.
I'm really not seeing why this is such an awesome idea that CCP should waste development time changing the game to make it more convenient. |

Merin Ryskin
Peregrine Industries
73
|
Posted - 2012.05.22 04:40:00 -
[3] - Quote
Drakarin wrote:I don't expect to kill them fast, but the notion that they can tank the damage of a carrier permanently is ridiculous.
Sure you can probably kill it eventually (though with your poor skills I doubt you're getting maximum drone damage) unless it's a high-end interceptor that can outrun even Warrior IIs and point you from outside neut range, but who cares? Either that small tackler is armed with a cyno, and you have just a few seconds before the incoming capital blob locks and points you and you die shortly after, or it has a subcapital fleet in warp already and you die shortly after.
PS: once again you demonstrate your complete ignorance of the game mechanics. Good luck keeping that carrier alive for more than a day. |

Merin Ryskin
Peregrine Industries
73
|
Posted - 2012.05.22 05:31:00 -
[4] - Quote
Copine Callmeknau wrote:You should probably know that you can't cyno inside deadspace before trolling people over game mechanics knowledge.
There's a reason I said "either cyno or in warp", not "100% cyno". Given his lack of understanding, I would not be surprised if he gets tackled on a station and decides to try to kill the tackler instead of docking, for example. |

Merin Ryskin
Peregrine Industries
74
|
Posted - 2012.05.22 17:50:00 -
[5] - Quote
Drakarin wrote:When you provide a solution so that it does not affect anyone else but you still get what you want, I see nothing wrong.
What is wrong is that banning carriers from stargates is a deliberate balance choice. If you don't like that choice, either get a cyno alt like every other capital pilot, or accept that you aren't going to be able to do this particular stupid and suicidal thing. Or just buy your carrier and self destruct it immediately, which will produce the same end result but without forcing some poor programmer to change the gate code to accommodate you. |

Merin Ryskin
Peregrine Industries
78
|
Posted - 2012.05.23 02:25:00 -
[6] - Quote
Drakarin wrote:Both people get what they want so I don't really see an issue with it.
We've already explained the issues, you just don't want to accept that "it is a deliberate balance decision to make it impossible to move capital ships solo" is the answer.
Anyway, let's say that CCP decides to have pity on you and allow an occasional capital ship through a gate. Now they need to add code do:
1) Restrict the use of the gate with your timer.
2) Detect ship classes and prevent capitals from using any gate into highsec.
3) Detect ship classes and prevent capitals from using any gate into a system where a cyno jamming effect exists (which is not a permanent thing, so you can't just set the go/no-go flag once on patch day).
4) Detect the maximum jump range with your ship and skills and prevent you from entering a gate to a system that you couldn't jump to (some gates connect systems separated by a longer distance than a capital ship can move in a single jump) so that you don't gain any advantage over the cyno alt.
5) Detect that you used a gate in a capital ship and remove your cap, so you can't, say, jump through a gate to attack a camp on the other side and enter the fight with a huge advantage over the (hypothetical) carrier that jumped into the same camp through a cyno.
Now, once CCP has done all that work (and probably more to address balance issues I'm missing), instead of spending that time on things that actually matter, what do we gain? The ability to jump a carrier un-scouted through a gate and die shamefully. Sorry, but this is not a productive use of time. |
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