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Thread Statistics | Show CCP posts - 7 post(s) |

Draconus Lofwyr
The Green Cross Controlled Chaos
10
|
Posted - 2012.02.07 18:06:00 -
[811] - Quote
Shadowsword wrote:Headerman wrote:Klytior Am'jarhs wrote:Supers are to fight other capitals. That is what they need to do, no reason at all why they should have fighters. If thats the case then sub caps are there to fight other subcaps, no reason at all they need to be able to target supers or caps. Subcaps already can't fight caps without hugley outnumbering them, so your point is irrelevant. Them being able to target supercaps is useless if you can't achieve anything with it on your own. A more relevant comparaison would be to have battleships being able to switch whenever they want between Large, anti-BS guns and small, anti-frig guns. It's not done for balance purposes, to avoid solopwnmobiles. And there is no reason for supercaps to escape that balance rule just because they cost a bit to build. Don't forget that supercaps are two sizes above battleships.
really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
but some already can, t2 ammo allows for those changes, drone boats like the domi can carry a full range of drones for that, so so much for that argument. Also BS's are 2 sizes above frigates, your point ( but a supercarrier is technically a tier 2 carrier, so only 1 and a bit above a battleship ) |

Msgerbs
Imperial Assualt Guild
4
|
Posted - 2012.02.08 05:14:00 -
[812] - Quote
Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
but some already can, t2 ammo allows for those changes, drone boats like the domi can carry a full range of drones for that, so so much for that argument. Also BS's are 2 sizes above frigates, your point ( but a supercarrier is technically a tier 2 carrier, so only 1 and a bit above a battleship ) Oh no a Gallente ship is versatile whatever shall we do?! Drones can be killed quickly by frigates, there's your balance. |

Draconus Lofwyr
The Green Cross Controlled Chaos
10
|
Posted - 2012.02.08 15:53:00 -
[813] - Quote
Msgerbs wrote:Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
but some already can, t2 ammo allows for those changes, drone boats like the domi can carry a full range of drones for that, so so much for that argument. Also BS's are 2 sizes above frigates, your point ( but a supercarrier is technically a tier 2 carrier, so only 1 and a bit above a battleship ) Oh no a Gallente ship is versatile whatever shall we do?! Drones can be killed quickly by frigates, there's your balance.
and so can fighters. and fighter bombers. but supercarriers have no other weapon options. perhaps we should allow weapon subsystem targeting on other ships? how would you like your rack of missles or lasers to be taken out? |

HELIC0N ONE
GoonWaffe Goonswarm Federation
80
|
Posted - 2012.02.08 21:38:00 -
[814] - Quote
Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
Look at how dumb you are.
(all it takes is one heavy neut and that hictor loses its tackle and the supercarrier escapes)
|

CrimsonChrono
RedSun Corporation
0
|
Posted - 2012.02.09 01:23:00 -
[815] - Quote
One thing that I would like to see is a change to the Naglfar, right now I think it is probably the worst of all the dreads. With the split damage type (Projectiles/Missile). First off to get full use of the ship you have to max out 3, 7x skills (Capital Projectile, Citadel Cruise, and Citadel Torpedo) each with there own large class weapon 5x skill that needs rank V. Which is a huge amount of skill points needed, far more then needed with any other ship. Also with the split damage type you have to waste lots of low slots trying to get any use of the missiles, wasting much needed low slots for other mods, lets face it capital missiles suck with out a ship bonus.
I suggest get rid of the missiles all together, why not get rid of the useless missiles and put on two more turrets, and bring its dps in line with the other dreads.
For example I have a friend I fly with a lot, we have same skill points, V in all things for our dreads and all gunnery skills. We are pretty much the same in every way except their dread does 2x the dps that the Naglfar does. If the Naglfar was given 3 turrets and no missiles it would be an improvement but it would still be lacking. With 4 projectile turrets it would be brought in line with the other dreadnaughts.
Suggested fittings 5 High Slots - 4 Turret hardpoints - 0 Missiles 6 Med Slots 6 Low Slots
I love the Naglfar but it never gets used because it sucks compared to the other dreads. It takes way to much time and skill points to fly properly, fitting is difficult to chose between damage or tank. Just get rid of the split damage type and make it like the other dreads. |

Draconus Lofwyr
The Green Cross Controlled Chaos
10
|
Posted - 2012.02.09 04:10:00 -
[816] - Quote
HELIC0N ONE wrote:Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
Look at how dumb you are. (all it takes is one heavy neut and that hictor loses its tackle and the supercarrier escapes)
and without resorting to name calling, see the new t2 hictor point range and the ability to stay outside of even officer heavy neuts range. this point counterpoint can go on all day.
To be honest, the changes didn't change the way supers are used, just the way they dies when not in battles. They are still being used in massive numbers, and still being abused. the EHP nerf did nothing but speed the inevitable death a little. The nerf just made sure that they WILL get deployed in mass numbers. Again relegating supers to the tool of the major powers. |

HELIC0N ONE
GoonWaffe Goonswarm Federation
81
|
Posted - 2012.02.10 00:04:00 -
[817] - Quote
Draconus Lofwyr wrote:HELIC0N ONE wrote:Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
Look at how dumb you are. (all it takes is one heavy neut and that hictor loses its tackle and the supercarrier escapes) and without resorting to name calling, see the new t2 hictor point range and the ability to stay outside of even officer heavy neuts range. this point counterpoint can go on all day.
If the hictor is using its heavy point, then even better: remote ECM burst to break its lock and you're free to go. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2012.02.10 13:00:00 -
[818] - Quote
Shadowsword wrote:Headerman wrote:Klytior Am'jarhs wrote:Supers are to fight other capitals. That is what they need to do, no reason at all why they should have fighters. If thats the case then sub caps are there to fight other subcaps, no reason at all they need to be able to target supers or caps. Subcaps already can't fight caps without hugley outnumbering them, so your point is irrelevant. Them being able to target supercaps is useless if you can't achieve anything with it on your own. A more relevant comparaison would be to have battleships being able to switch whenever they want between Large, anti-BS guns and small, anti-frig guns. It's not done for balance purposes, to avoid solopwnmobiles. And there is no reason for supercaps to escape that balance rule just because they cost a bit to build. Don't forget that supercaps are two sizes above battleships.
Following this logic a BS should not be able to shoot a cruiser sized hull. |

Shadowsword
The Scope Gallente Federation
115
|
Posted - 2012.02.10 15:18:00 -
[819] - Quote
Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
"All it takes", eh?
You have a strange definition of those words, when you mention a killer fleet in the same sentence.
Pray tell, what are the supercap's friends doing while that kill fleet is on it's way? Sipping tea somewhere?
My point still stand, there is no subcap ship that can do anything it itself to a supercap. And because of that, there is no balance justification for giving supercaps the ability to slaughter subcap ships.
You want to defend yourself against subcap ships? CCP want you to do it with a subcap escort, end of argument. |

HELIC0N ONE
GoonWaffe Goonswarm Federation
122
|
Posted - 2012.02.10 22:27:00 -
[820] - Quote
Shadowsword wrote:Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
"All it takes", eh? You have a strange definition of those words, when you mention a killer fleet in the same sentence. Pray tell, what are the supercap's friends doing while that kill fleet is on it's way? Sipping tea somewhere?
"I botted for 2 whole months to buy this supercap! I shouldn't have to worry about things like support fleets, or tactics, or fittings!" |

Sarrein Razor
RazorCorporation NUNQUAM RETRO
0
|
Posted - 2012.02.13 06:37:00 -
[821] - Quote
HELIC0N ONE wrote:Shadowsword wrote:Draconus Lofwyr wrote:really, all it takes is one hictor and a super is dead eventually, just hold it in place till the kill fleet arrives.
"All it takes", eh? You have a strange definition of those words, when you mention a killer fleet in the same sentence. Pray tell, what are the supercap's friends doing while that kill fleet is on it's way? Sipping tea somewhere? "I botted for 2 whole months to buy this supercap! I shouldn't have to worry about things like support fleets, or tactics, or fittings!"
Just because you and your friends get your ISK by botting, that doesnt mean that everyone else does. Most of the supercaps where earned through moon mining or reactions anyway.
Stop asking CCP to change the game to favour your playstyle. How about adapting to the game instead? |

EmmerTemp
State War Academy Caldari State
4
|
Posted - 2012.02.15 08:46:00 -
[822] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=70166&find=unread |

Shaak Ti
D00M. Northern Coalition.
11
|
Posted - 2012.04.04 06:52:00 -
[823] - Quote
CCP Tallest wrote:We are here and we are reading your feedback.
We will be iterating on our balancing efforts based on the feedback in this and other threads and will release some more balancing in early 2012.
Any news on this? |

MastahFR
ANZAC ALLIANCE Executive Outcomes
13
|
Posted - 2012.04.04 19:35:00 -
[824] - Quote
Shaak Ti wrote:CCP Tallest wrote:We are here and we are reading your feedback.
We will be iterating on our balancing efforts based on the feedback in this and other threads and will release some more balancing in early 2012. Any news on this?
Yea, were is the promise CCP made about re-balancing minmatar capitals (all of them) ? That does include the Hel. The Hel is still a useless flying brick. When is that gonna change ? They said they were looking at Shield capitals... Were are the implants ? Were are all the other stuff they spoke about to re-balance them ? |

Nazowa
UK Corp RAZOR Alliance
0
|
Posted - 2012.04.05 13:08:00 -
[825] - Quote
MastahFR wrote:Shaak Ti wrote:CCP Tallest wrote:We are here and we are reading your feedback.
We will be iterating on our balancing efforts based on the feedback in this and other threads and will release some more balancing in early 2012. Any news on this? Yea, were is the promise CCP made about re-balancing minmatar capitals (all of them) ? That does include the Hel. The Hel is still a useless flying brick. When is that gonna change ? They said they were looking at Shield capitals... Were are the implants ? Were are all the other stuff they spoke about to re-balance them ?
Should be interesting. |

GeneralDouchbag
Caldari Provisions Caldari State
0
|
Posted - 2012.04.16 18:39:00 -
[826] - Quote
Isbariya wrote:Naomi Knight wrote:Caldari capital fix
Phoenix: Caldari Dreadnought Skill Bonus: 10% bonus to missile damage and 5% bonus to Capital Launcher rate of fire per skill level + 10% bonus to Capital Hybrid Turret optimal per level 5% bonus to Capital Hybrid Turret rate of fire per level +2 turret slots +5 scan resolution
so it can choose between missiles or hybrids
Chimera+Wyvern: 5% resist bonus changed to 7,5% /lvl +200 base cpu +5 scan resolution
first, the Phoenix change won't happen as it takes too much time to generate a new model with turret-hardpoints. The other dread changes seem quite fair to me, though I don't have a dread and don't care about them much either. What i do care about is the wyvern. To be honest, I would rather have a slave implant for shields as well as the change how shield buff were added then those 2.5% more base resist. Scan resolution, well as long as supers don't have a full flight off fighters and bombers the wyvern does not need it, and the 200 base cpu, well don't need it either. Regarding the chimera though I would appreciate those changes, it really does need a cpu boost or cap shield transfers need a reduction in cpu need. Either way it's definitely needed. So CCP, give us a heads up ! '
the phoenix already has a Turret hardpoint.
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