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Thread Statistics | Show CCP posts - 2 post(s) |
gascanu
Bearing Srl.
48
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Posted - 2013.11.01 09:26:00 -
[1] - Quote
Thx to CCP Fozzie i have several of Mobile depots on test server; i'll copy/paste some stats here, in case you want to know Blink also this looks like a beta test version, so take the numbers as they are, beta numbers;
Mobile depot:
Quote:The mobile depot provides capsuleers with their very own base in space. It won't offer protection - no one is ever truly safe in New Eden - but once deployed it can, at the very least, allow the capsuleer to store their most valuable belongings when under fire, and to refit their ship to better fight back against assailants.
volume 50m3 capacity 3000m3 shield/armor/structure 5000/5000/75000 - probly will change anchoring time is 45" can't be launched closer that 6km to another mobile depot can't be launched closer than 40 km from a tower/50 km from a station can't refit subsystems
once you shoot down the shield it will go in reinf, no timer yet, so this is still in work
- they give a killmaill but no mails when reinf
also, some Q&A:
CCP Fozzie wrote:Mikokoel wrote:
If you put a frigate in the 3,000m3 bay, can you board it? Can you board shuttles?
No, the storage works like an anchored secure container.
Quote:Can my fleet use it's refiting service or is it like tractor - personal only?
Can this be used in combat for in-combat refit?
Refitting on the mobile home is personal only, it doesn't care about fleets or corps or standings.
And yes it can be used in combat, although your opponent can reinforce it very easily which shuts off the refitting service.
i still have some depots left, if you see me in 6-C local trade me and i'll give you some of them; also pls your feedback here, thx |
Rekon X
Federal Navy Academy Gallente Federation
42
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Posted - 2013.11.01 17:49:00 -
[2] - Quote
Can we anchor and blow up our own units? |
gascanu
Bearing Srl.
48
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Posted - 2013.11.01 20:15:00 -
[3] - Quote
Rekon X wrote:Can we anchor and blow up our own units? well, yes, but why would anyone do that? |
Masao Kurata
Z List
36
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Posted - 2013.11.02 08:17:00 -
[4] - Quote
The meta 3 'yurt' depots are really hard to probe down. They need a bit less than 80 base sensor strength combat probes with an ideal formation, which basically means they need a virtue set. I really think that needs to be toned down a little. |
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CCP Fozzie
C C P C C P Alliance
8037
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Posted - 2013.11.02 11:24:00 -
[5] - Quote
The Meta 3 Depot BPCs are going to be rare drops only accessible from the new Ghost sites. So they will have cost that matches their value. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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marVLs
506
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Posted - 2013.11.02 11:34:00 -
[6] - Quote
What with those long activation timers? Would higher meta deploy quicker? |
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CCP Fozzie
C C P C C P Alliance
8037
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Posted - 2013.11.02 12:06:00 -
[7] - Quote
marVLs wrote:What with those long activation timers? Would higher meta deploy quicker?
The activation timers for Depots are currently 45 seconds. That's not very long. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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marVLs
506
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Posted - 2013.11.02 12:39:00 -
[8] - Quote
CCP Fozzie wrote:marVLs wrote:What with those long activation timers? Would higher meta deploy quicker? The activation timers for Depots are currently 45 seconds. That's not very long.
Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down. |
Witchking Angmar
Perkele.
58
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Posted - 2013.11.02 13:02:00 -
[9] - Quote
I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned. |
Henry Montclaire
42nd Devils and Dragons Dalek Asylum
90
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Posted - 2013.11.02 18:19:00 -
[10] - Quote
Witchking Angmar wrote:I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned.
You are wrong.
The refitting service does not work while the depot is in reinforced mode, and the depot takes 45 seconds to anchor. If in 45 seconds you can not spare the time to blap the depot, you weren't winning. And even after the depot deploys, you can only strip fittings one at a time. So in an ideal scenario where the pilot is facing an overwhelming gang that's too stupid to blap his depot, he might be able to stash a couple of key mods before he goes boom. The exploitation of enemy ignorance ought to be rewarded.
The -only- case where someone might realistically be able to use this is when facing overwhelming dps in PVE. And even then, if your active tank is broken you probably won't have time to save much, and everything you save is then not going to be keeping the rest of your ship alive. Stash the deadspace rep? Boom. Seems balanced to me. |
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TheButcherPete
The Big E SpaceMonkey's Alliance
320
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Posted - 2013.11.02 19:33:00 -
[11] - Quote
marVLs wrote:CCP Fozzie wrote:marVLs wrote:What with those long activation timers? Would higher meta deploy quicker? The activation timers for Depots are currently 45 seconds. That's not very long. Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down.
Mobile tractors are kind of small, who says you can't just pop 4 or 5 out and activate them at once? Bastioned Marauders would have lots of fun with this. THE KING OF EVE RADIO
ElQuirko is my son |
Noriko Mai
1020
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Posted - 2013.11.02 20:46:00 -
[12] - Quote
Why does this thing has Sensor strengh?? |
Julianus Soter
Moira. Villore Accords
178
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Posted - 2013.11.02 21:08:00 -
[13] - Quote
To make obsessive-comupulsives squirm with displeasure? lol |
David Laurentson
Laurentson INC StructureDamage
75
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Posted - 2013.11.02 23:25:00 -
[14] - Quote
Noriko Mai wrote:Why does this thing has Sensor strengh??
It's needed for probing. The 'size' of a ship or structure's signal is [sig radius] / [sensor strength]. |
Zurrdok
Critical Mass ltd.
7
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Posted - 2013.11.03 21:36:00 -
[15] - Quote
store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 |
Johann Rascali
Crunchy Crunchy Zero Hour Alliance
49
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Posted - 2013.11.04 00:09:00 -
[16] - Quote
Zurrdok wrote:capacity 3000m3 is a bad joke should be minimum 100000m3
It's a personal structure that can be deployed from the tiniest of frigates, not a station hangar. |
Abdiel Kavash
Paladin Order Fidelas Constans
1627
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Posted - 2013.11.04 01:10:00 -
[17] - Quote
Zurrdok wrote:Store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 It's several orders of magnitude more than you'd get from a theoretical anchorable can of its size, and it has a fitting service and a reinforcement timer.
Although I could see the demand for bigger spaceyurts (bigger both in volume and storage space). |
FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
188
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Posted - 2013.11.04 01:52:00 -
[18] - Quote
What happens to stored modules when it is scooped? |
Johann Rascali
Crunchy Crunchy Zero Hour Alliance
49
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Posted - 2013.11.04 02:56:00 -
[19] - Quote
FlinchingNinja Kishunuba wrote:What happens to stored modules when it is scooped?
Currently they're dropped in a jetcan like when you pick up one of the mobile tractor units. Or salvage a wreck with loot. |
Michael Harari
Genos Occidere
715
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Posted - 2013.11.04 14:51:00 -
[20] - Quote
The depot needs to have a much larger restriction on being anchored near a gate, more like 250km. Otherwise it becomes trivial to bypass the main factor balancing ecm; racial jammers. You can anchor one of these 120km out where your falcon sits, and always have the right racial jammer for every ship you are jamming.
No opinion on the others yet, besides their appearance which is quite nice. 45s for the tractor is probably a bit much, at least for highsec
Another idea, to reinforce the idea of "mobile home" instead of "combat refit - make module swaping have a 1 minute "reloading" of the module, that basically just disables it until finished.
Reinforcing it does not stop some of the more abusive uses of it, like refitting jammers before a target decloaks, or refitting to stabs as soon as local spikes/cyno goes up, since these are done immediately before combat
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Zurrdok
Critical Mass ltd.
8
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Posted - 2013.11.04 20:25:00 -
[21] - Quote
Abdiel Kavash wrote:Zurrdok wrote:Store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 It's several orders of magnitude more than you'd get from a theoretical anchorable can of its size, and it has a fitting service and a reinforcement timer. Although I could see the demand for bigger spaceyurts (bigger both in volume and storage space).
100000m3 is only 1Güä10 of freighter space I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3 |
Lilliana Stelles
936
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Posted - 2013.11.04 21:40:00 -
[22] - Quote
Here's my opinion. This thing is too small. Not space wise, but visually. It's barely bigger than my pod!
I want something that at least looks like it could work on your ship. If this thing can refit subsystems, I expected it to be at least 50% the size of a cruiser.
Size it up a little bit. It's assembled in space. It's not like it needs to take up more room in your hold. Just make it bigger on the outside. |
Cage Man
288
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Posted - 2013.11.04 22:24:00 -
[23] - Quote
Ant idea what the rules around using them in the same fashion as a spiked bubble ? Maybe they should only allow 1 deployment per pilot in a grid. |
Maximus Aerelius
PROPHET OF ENIGMA
796
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Posted - 2013.11.04 22:29:00 -
[24] - Quote
Zurrdok wrote:I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3
Mobile Tractors only have 100m3...
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Zurrdok
Critical Mass ltd.
9
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Posted - 2013.11.05 15:20:00 -
[25] - Quote
Maximus Aerelius wrote:Zurrdok wrote:I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3 Mobile Tractors only have 100m3...
Mobile Tractors volume is 100m3 cargo space 27000m3 |
Orakkus
Wraithguard. Dirt Nap Squad.
239
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Posted - 2013.11.05 23:41:00 -
[26] - Quote
Zurrdok wrote:Cargo space 27000m3
Did you mean 27,000m3 or 2,700m3 because I have never gotten 27,000m3 from any site.. ever. |
Circumstantial Evidence
86
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Posted - 2013.11.06 01:58:00 -
[27] - Quote
Reinforce doesn't lock depot storage... I can come back any time and retrieve stored items before RF exit. Build cost of meta 1 seems low. So... why bother coming back to defend it after RF exit?
In a POS reinforce, corp hangers are locked, providing extra incentive to defend.
Edit: this could be an oversight, its still possible to scoop depot during RF, so not all fixes are in yet. |
Maximus Aerelius
PROPHET OF ENIGMA
811
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Posted - 2013.11.06 10:10:00 -
[28] - Quote
OK, so had an initial play with a Depot last night and I have to say that my Golem looked like it popped the Mobile Depot it's that small. Can't the size be increased?
I like the ideas of "the higher the meta the lower the signature for scanning it out" and also of a Covert Mobile Depot.
Overall, I really like the idea, I can see these getting a lot of love on release and will certainly shake things up in PvE and PvP across all of New Eden. And a cheeky bonus to add T3 subsystem refitting as well, CCP you sneaky monkeys you! |
KatanTharkay
V I R I I Ineluctable.
11
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Posted - 2013.11.06 11:25:00 -
[29] - Quote
The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship. |
Evei Shard
Shard Industries
237
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Posted - 2013.11.06 15:18:00 -
[30] - Quote
KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.
^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.) |
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