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El'Niaga
Minmatar Republic Military School
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Posted - 2011.01.19 05:23:00 -
[1]
I had suggested this in the part 3/3 of CSM meetings postings for December, but seems to have gotten lost.
CCP seems upset that there are so many supercarriers. Their main concern is that they are built at three or four times the rate they are destroyed. (This actually probably holds true for many ship types, but its what they mentioned).
At the same time they seem distraught that the Dreadnought has seen little use in the same time as supercarriers have become more plentiful.
In the past Dreadnoughts provided the DPS needed to kill POSs. That role has been usurped by Supercarriers and their fighter/bombers. In the post Dominion world the Supercarrier has taken on the role of a mobile station becoming the force projection that POS spam was in the old days.
So what to do? CCP suggested in the meeting notes to nerf Supercarriers, that's not necessarily the correct solution. Nerfing never really improves a game. Instead rather than nerfing Supercarriers we need something to oppose them.
What I'd envision is a set of weapon platforms that could be installed into a dreadnought hull that would be anti-supercap weapons. Using a real world example I was thinking of China's carrier buster missile. An obvious choice for Caldari State would be a super cap busting missile system and missiles. These would be even bigger than the current citadels. The Gallente steal the plans, the Minmatar get the plans from the Gallente. Caldari sells the plans to Amarr. The Amarr and Gallente reconfigure their dreadnoughts to use the new missiles by substituting missile hardpoints for turret hardpoints. (say 2 launchers per dread).
Goal would be about 10 shots to kill a Supercarrier. (So no you won't be doing it solo). I had originally wrote in the other thread 4-5 but that would be to few I think. The devs would have to set the parameters such that maximum damage would be done to a Supercarrier or Titan sized ship. 10 shots would be about 5 Dreadnoughts engaging 1 Supercarrier. Considering the dreads are level 1 and the Supercarrier is level 3 skill wise that should be a fair tradeoff.
The missile system should have a range about the half the supercarriers command distance for drones I think but that's up to the devs of course.
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El'Niaga
Minmatar Republic Military School
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Posted - 2011.01.20 04:44:00 -
[2]
35 views and no comments :(
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Beck Thomson
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Posted - 2011.01.20 05:40:00 -
[3]
Why not allow a Dread to use the Doomsday? Maybe a smaller one or one that can only target capital ships? Maybe it only works in siege mode? Have it require the same about of Strontium as the titan's doomsdays, with the Dreads limited fuel bay (compaired to a titan) it would require a support fleet to refuel and use more then once.
Sounds good to me. The "only hits other capitals" it a must though.
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El'Niaga
Minmatar Republic Military School
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Posted - 2011.01.20 06:07:00 -
[4]
Edited by: El''Niaga on 20/01/2011 06:07:16 You could make the missiles/torps so slow that any subcapital ship could just get out of the area long before it hit, though that could open it up to the capital jumping before being hit...but that removes em from the battle.
Mini Doomsday might not be a bad idea or some type of direct fire weapon rather than missiles that could only target capitals.
You could though make a Superdreadnought counter to the Supercarrier. A Level 3 dreadnought beefed up in such a way with these new special weapons such that it could reasonably engage and destroy Supercarriers. Obviously the Superdreadnought could kill the other Superdreadnoughts as well.
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Manalapan
Dynasty Banking General Tso's Alliance
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Posted - 2011.01.20 06:37:00 -
[5]
Naw they should nerf supercarriers but here is how you do it.....fighter bomber missile range.....5km BAM no more POS seige with super carriers and only minor decrease in effective against capital ships. Support Manalapan for CSM!
We must stand together against the oppressive neo-carebears. A vote for Manalapan is a vote for Scammers and Griefers everywhere!
http://www.dyco-eve.com/Manal |

El'Niaga
Minmatar Republic Military School
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Posted - 2011.01.20 06:53:00 -
[6]
Originally by: Manalapan Naw they should nerf supercarriers but here is how you do it.....fighter bomber missile range.....5km BAM no more POS seige with super carriers and only minor decrease in effective against capital ships.
That would help give the Dreadnought its role back, but they also had a stated goal of making more supercarriers pop, not sure how your idea would do that but it is an idea and would help move us in the right direction.
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Mithfindel
Gariushi Foundation
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Posted - 2011.01.20 07:04:00 -
[7]
There's some problems involved.
One is the siege module. Its function is to keep the dread still to avoid drive-by POS takedowns and offer a limited chance of counterattack against the attacking force. The inability of sieged dreads to receive remote repair is part of the package, making them more vulnerable in the "DPS mode".
One of the common suggestions is to cut the cycle length into five minutes, which lessens the risk of a supercap drop on the dreadnoughts. Some suggest that the cycle should be cancellable, but I don't think it is a good idea, because then it means that unless a system is lagged out, the dreads can escape at will.
Another would be to make some kind of a mini siege module. And essentially, I consider the OP's suggestion to be similar: Instead of adding new weapons, how about adding an "anti-ship module", which is targeted against shooting supercapitals? This does, of course, require some tweaking so that the dreadnoughts do not become the new battleship (ship of the line). So, the signature radius of the weapons / explosion radius of the missiles as well as the tracking / explosion velocity should be balanced as slightly higher than typical supercap speeds. (Remember, you cannot target paint a supercap, missile users.) The module would provide a slight DPS increase (less than siege) and the little mobility of the dreads have out-of-siege should remain, possibly with warp disabled and agility receiving a penalty. Tanking could work a bit like as it is with HICs, local tank or buffer for the duration the module is active, and then if primaried, having a reasonable chance to deactivate the module (one minute?) and get remote repairs. If we're thinking about an anti-supercarrier ship, one of the bonuses likely should be a signature radius bonus, so that fighter-bombers wouldn't hit at full damage versus an "anti-ship" dreadnought (possibly when supported by a fully skilled Loki).
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Mecinia Lua
Galactic Express The Spire Collective
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Posted - 2011.01.20 07:25:00 -
[8]
There is as seems cautioned by a couple posters a danger that Dreadnoughts could in essence replace battleships, a situation that wouldn't solve anything. The idea of limiting a new weapon class to only target capitals is a good idea, or a new siege module that as a penalty only allowed you to target supercapitals might be a good idea, with a massive damage bonus to accomplish their goal.
This is at least something that would move us in the right direction :)
 Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts.
Your signature is too large. Please resize it to a maximum of 400 x 120 with the file size not exceeding 24000 bytes. -Mitnal |

Serge Bastana
Gallente GWA Corp
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Posted - 2011.01.20 09:57:00 -
[9]
I'm sure many current Dread pilots would happily hop back in their boats if they could use them to help take down an SC. Currently what I'm seeing is Dread pilots saying that they aren't much use when everyone is flying SC's or aiming to. Revitalise the use of Dreads again and give them the chance to pop some of the SC's floating around causing such havoc. ------------------------------------------------ Quafe is people! |

Sealiah
Minmatar Coffee Lovers Brewing Club Care Factor
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Posted - 2011.01.20 12:20:00 -
[10]
My dreadnaught is sitting in the hangar since 1 supercarrier cynoed in can blow it up before I would align and warp out even if I wouldn't be in siege.
In siege it's even worse.
And I fought figters couldn't attack poses? Can fighter bombers do that?
I would rather see the dreadnaught having a more powerful anti-structure weapon, or just a shorter siege so that it could run away easier. The dread is just too slow, if you siege it, it's a sitting duck for any scout to see it, bring in a SC with a cyno, blow it up (or even 3-4 dreads easily) and warp out, mostly because it can only be stopped with an interdictor and those usually aren't carried along for sieges of poses in low sec.
The SC is a ninja-vessel now, not sure if that was the intent of the change. The dreads are just no longer fit for their role as siege vessels, without a huge support fleet they are dead. While SC in a small pack of 4-5 are all-round master killing vessels that can run without a problem, got tons of buffer, can deal with frigates as well as other capitals because of an endles supply of drones they can carry together with full squadrons of bombers and fighters. The dread on the other hand, except for the moros maybe, can be blown up by a cruiser gang of 20 people orbiting him at his point blank range and he can neither run away nor kill them with drones because he has a little supply of them.
Something should be done to make the dread more useful - I'd reduce the siege timer for start.
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Target Painter
Minmatar
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Posted - 2011.01.20 14:09:00 -
[11]
Originally by: Sealiah
And I fought figters couldn't attack poses? Can fighter bombers do that?
They can hit smalls, not mediums or larges. Still need dreads, or a huge ****-off battleship fleet, for that.
Quote: Something should be done to make the dread more useful - I'd reduce the siege timer for start.
Increase in local tanking ability, reduction to siege cycle, increase in practical DPS, a bonus to smartbomb range and damage while in siege mode or a simple increase in buffer.
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El'Niaga
Minmatar Republic Military School
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Posted - 2011.01.21 09:41:00 -
[12]
Bumps :)
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Dr Prometheus
Caldari Gears of Construction
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Posted - 2011.01.21 11:53:00 -
[13]
Add some Dread specific Siegemodules; (Just add or remove appropriate bonus/drawbacks)
Anti-Structure Capital Siege Module * 500% bonus to damage to Outposts and POS. * 100% speed reduction in siegemode * Can only target Outposts, Stations and Player Owned Structures
Anti-SuperCapital Siege Module * 500% extra damagebonus to Titans, Supercarriers and Dreadnaughts * 50% speed reduction * Can only target Titans, Supercarriers and Dreadnaughts
Capital Siege Module * Just the good old siegemodule you have now
Just add some more imagination :P - Dude where is my Charon? - |
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