| Author |
Thread Statistics | Show CCP posts - 5 post(s) |

Battle Tested
Shiva
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Posted - 2009.09.16 00:03:00 -
[1]
As it stands right now capital armor reps and capital shield boosters hardly have any affect on a supercap....Shouldnt "supercarriers" and titans at least get 100% repair bonus to these modules? fitting cap rep mods on supercaps is like fitting small reppers on a battleship (basically useless) |

Battle Tested
Shiva
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Posted - 2009.09.16 00:17:00 -
[2]
Originally by: Vyktor Abyss Moros change just proves you really do hate us Gallente drone users right? Unnecessary. 
Titan changes look ok, BUT I have to agree with other posters...you're now just going to get titan blobs ruining most cap fights especially if every 5 minutes a group of dreads is gone.
Why would any Titan or Supercarrier pilot risk joining a cap fight knowing if 2 enemy Titans show up after he's arrived he's insta-popped?
Sensible titan pilot will wait until he has a few titan friends to go super-pew anyone daft enough to field lone Supercaps.
Oh, and isn't it about time you let people somehow exit their Supercap without needing an alt?
well consider the cost, if titans pop 5 dreads in 5 minutes, but that dread fleet pops 1 titan every 10 minutes....who wins? |

Battle Tested
Shiva
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Posted - 2009.09.16 12:57:00 -
[3]
Originally by: CCP Abathur
Originally by: Battle Tested As it stands right now capital armor reps and capital shield boosters hardly have any affect on a supercap....Shouldnt "supercarriers" and titans at least get 100% repair bonus to these modules? fitting cap rep mods on supercaps is like fitting small reppers on a battleship (basically useless)
We've had a lot of back and forth on this one and it's not completely out the window. However, the question is, aside from just boosting the repair rate or creating new ones, just how much DPS should a supercap be able to solo tank? This is a very subjective and situational argument because one thing we do not want to see is Supercarriers and Titans able to do just dominate a battlefield on their own. Ships such as these should require teamwork and the support of other classes to be utilized to their full potential.
Well considering the new role is a frontline anti-capital platform now and the fact that it is still supposed to be a superior ship compared to the carrier it should be able to sustain much more dmg and not just with extra hp buffer. In most capital battles you will see 50 dreads minimum fielded by alliances/coalitions, that can easily melt through a mothership and a titan with no problem. There is no need for new modules specifically for the supercapitals, just give them a boost to their repair ability and also give them more capacitor capability to sustain the repair modules. Supercapitals should still be a force to be reckoned with and killing one shouldnt be easy. When they were first fielded we didnt see capital fleets like we do now and that needs to be taken into consideration when crunching the numbers on what a titan/supercarrier can tank especially when both supcapital clases are now designed to face off with these huge dread/carrier blobs. |

Battle Tested
Shiva
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Posted - 2009.09.16 20:05:00 -
[4]
Originally by: Rexthor Hammerfists Edited by: Rexthor Hammerfists on 16/09/2009 13:35:39
Besides with the altest great changes, especially wormholes, i had hopes for a more clever change for capitals and supercaps. Something like subsystems like t3 cruisers have them for caps allowing many different specialized roles similar to t3 cruiser.
Good start ccp but youre far from finished with caps :/
Motherships with T3 type subsystems is an awesome idea, it will take skills to improve the bonuses and can be specialized in certain areas. This way you can fit command modules, or better tank, or better fighter/bomber damage, or better logistics ability.......THIS is an awesome idea that should be considered |

Battle Tested
Shiva
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Posted - 2009.09.16 21:05:00 -
[5]
I think Titan DD weapon should be like a Warp Disruption Field Generator (scripted module). In which case it can do (just throwing a number out there) 1 mill damage single targeted, or scripted for remote burst damage for 100k per ship in a 10km AOE. This would then give it the ability to be effective against both capitals and subcapitals. Both scripted and unscripted would have to be on a targeted ship/object and the AOE script could also have a damage delay effect so that the ships would have to be bubbled in order for the weapon to be effective vs sub capitals. |
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