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Jurushy
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Posted - 2006.03.14 20:22:00 -
[1]
Edited by: Jurushy on 14/03/2006 20:22:56 and allow them a normal use of the gates
this combat ships are useles for fleetbattles or dynamik fights over more systems becous the ******* jumpdrive does not allow the carrier to join thes typs of fights
u need to aktivate a cyofield at the system so u need someone who fly ther and have one cynofield generator fitted and fule in his cargo than he is stuk for 5 (reconships) or 10 minutes (normal ships) and all other in this systen know that a capital ship (whitout a freighter) is now jumping in the system so why stay ther jump out whit the fleet and the oponent has no more the "big ship" problem
THIS SYSTEM OF JUMPING IS CRAP!!!
u only not allow this ships a "free jump" becouse the empire and the closed system which are not open yet (Jove ampire andt the consteletions in the Est of EvE)
We buy the BPO¦s we build this ships but we cant really use it well becouse this heavy handycap and ist is HEAVY!
so plz CCP give this ships a chance for fights to fly whit ther fleet into the battle
p.s. YES I AM ANGRY ATM! 
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lofty29
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Posted - 2006.03.14 20:27:00 -
[2]
Erm, tbh, a carrier shouldnt stick with the fleet. It will just die. A carrier should stay at a safespot and rep up people who leave the fight while having its fighters assigned to someone who is uber heavily tanked. ---------------------------
Originally by: Wrangler I see boobies!! \o/
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j0sephine
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Posted - 2006.03.14 20:31:00 -
[3]
"Erm, tbh, a carrier shouldnt stick with the fleet. It will just die. A carrier should stay at a safespot and rep up people who leave the fight while having its fighters assigned to someone who is uber heavily tanked."
I think the point is, currently can't use carrier in fights much because the moment people see cyno light up in the system, they run. So doesn't matter if carrier is planning to stay in safespots or not ... when it can't be even brought into intended place of operation in the first place ^^;;
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Jurushy
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Posted - 2006.03.14 20:31:00 -
[4]
Originally by: lofty29 Erm, tbh, a carrier shouldnt stick with the fleet. It will just die. A carrier should stay at a safespot and rep up people who leave the fight while having its fighters assigned to someone who is uber heavily tanked.
and how it can do it if the fleet is 25 jumps away? open a cynofield ofcourse the problem ist if the fleet go to an other system the carrier is stuck in the last one
atm for carriers the jumpdrive is useless u have more use for suportcrusers as for carriers (which cost 1/7 of one carrier)
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Flash Landsraad
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Posted - 2006.03.14 20:32:00 -
[5]
Originally by: lofty29 Erm, tbh, a carrier shouldnt stick with the fleet. It will just die. A carrier should stay at a safespot and rep up people who leave the fight while having its fighters assigned to someone who is uber heavily tanked.
But unless you just happen to have a carrier in that system the enemy will be able to warp to the cynofield and know that you're there pretty much making it useless?
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lofty29
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Posted - 2006.03.14 20:33:00 -
[6]
Ah yeah, never thought about it that way...Hmm...that opens up all kinds of different thought passages. ---------------------------
Originally by: Wrangler I see boobies!! \o/
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ElCoCo
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Posted - 2006.03.14 20:39:00 -
[7]
When I first heard of jump drives I thought there would be an advantage to having a capital ship, i.e. to have the option to jump like 10 systems away.
I believe dreads and small carriers should be able to use 0.0 and lowsec gates and also have the option to jump.
Right now, it's an annoying handicap -and an isksink for the fuel ofcourse.
Please refrain from posting things like support logistics and things like that as no self respecting alliance has such a problem and the smaller guys can be caught with their pants down while using the gates 
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Malken
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Posted - 2006.03.14 20:44:00 -
[8]
Originally by: ElCoCo When I first heard of jump drives I thought there would be an advantage to having a capital ship, i.e. to have the option to jump like 10 systems away.
I believe dreads and small carriers should be able to use 0.0 and lowsec gates and also have the option to jump.
Right now, it's an annoying handicap -and an isksink for the fuel ofcourse.
Please refrain from posting things like support logistics and things like that as no self respecting alliance has such a problem and the smaller guys can be caught with their pants down while using the gates 
seing as the capital ships are intended for alliances and large corporations with no logistical problems there is no problems with the capital ships using the jumpdrives.
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ElCoCo
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Posted - 2006.03.14 20:49:00 -
[9]
Originally by: Malken seing as the capital ships are intended for alliances and large corporations with no logistical problems there is no problems with the capital ships using the jumpdrives.
I don't see a problem of using the jump drive, I would like it to be optional  |

Idara
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Posted - 2006.03.14 20:53:00 -
[10]
Carriers jump gate capable. Motherships and Dreads keep Jumpdrive. Period. -------------------------------------------------------- Lieutenant BSC Military
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Nybbas
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Posted - 2006.03.14 20:57:00 -
[11]
I agree with this... werent carriers supposed to be versatile ships for fleet support anyways?
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lofty29
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Posted - 2006.03.14 20:58:00 -
[12]
Originally by: Idara Carriers jump gate capable. Motherships and Dreads keep Jumpdrive. Period.
Agreed. Motherships cant be warp scrambled anyways and dreads shouldnt be mixed in with a fleet. ---------------------------
Originally by: Wrangler I see boobies!! \o/
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Foulis
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Posted - 2006.03.14 21:03:00 -
[13]
Originally by: lofty29
Originally by: Idara Carriers jump gate capable. Motherships and Dreads keep Jumpdrive. Period.
Agreed. Motherships cant be warp scrambled anyways and dreads shouldnt be mixed in with a fleet.
Unless you have a rapier/huginn with the fleet, then they should(think of the possibilities). ---- I <3 Taranis
Cake > Pie - Imaran
Originally by: CCP Hammer Boobies
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FawKa
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Posted - 2006.03.14 21:09:00 -
[14]
Originally by: Jurushy Edited by: Jurushy on 14/03/2006 20:22:56
THIS SYSTEM OF JUMPING IS CRAP!!!
so plz CCP give this ships a chance for fights to fly whit ther fleet into the battle
/signed 
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Lirt
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Posted - 2006.03.14 21:11:00 -
[15]
Imo Carriers and all of the capitals ships are something lke guardians of specific locations(eg POS, stations, system blocking). So if the enemy has to pass through the carrier, which means there is no need for the carrier to move it just waits the enemy.. There are not for a gang to jump from gate to gate cause then they really need a nerf.
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Haniblecter Teg
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Posted - 2006.03.14 21:26:00 -
[16]
Carriers are too hard to keep up with fleets atm. Motherships are a different thing though.
I agree, take it off of them. ---------------------------------------- Friends Forever |

Baun
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Posted - 2006.03.14 21:27:00 -
[17]
Edited by: Baun on 14/03/2006 21:29:43
Originally by: j0sephine "Erm, tbh, a carrier shouldnt stick with the fleet. It will just die. A carrier should stay at a safespot and rep up people who leave the fight while having its fighters assigned to someone who is uber heavily tanked."
I think the point is, currently can't use carrier in fights much because the moment people see cyno light up in the system, they run. So doesn't matter if carrier is planning to stay in safespots or not ... when it can't be even brought into intended place of operation in the first place ^^;;
That OR (probably not when fighting someone they know to have so many cap ships like BoB) they simply warp to the field and wtf *****your carrier.
The only way to really use these in fights is to use them in SMALL engagements, where you jump directly ontop of the enemies or to use them in systems where they are docked.
Making them gate capable in 0.0 would solve this problem to some extent, but the jump drive should NOT be removed from them (partially so they have to use it to move through empire).
The Enemy's Gate is Down
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lofty29
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Posted - 2006.03.14 21:28:00 -
[18]
Also, no need to re-write all the backstories. The reasoning behind not letting dreads / titans / motherships use stargates is that they're too damned big. The thanatos is only a tiny bit longer than a machariel. ---------------------------
Originally by: Wrangler I see boobies!! \o/
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Haniblecter Teg
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Posted - 2006.03.14 21:29:00 -
[19]
Originally by: Idara Carriers jump gate capable. Motherships and Dreads keep Jumpdrive. Period.
---------------------------------------- Friends Forever |

Lirt
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Posted - 2006.03.14 21:32:00 -
[20]
They are fine as they are. What about these drones you carry that have the power of a cruiser? Jump drive supposed to be the disadvantage for having that power. Why dont you just go solo entire gangs..
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Jurushy
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Posted - 2006.03.14 21:34:00 -
[21]
Originally by: Lirt They are fine as they are. What about these drones you carry that have the power of a cruiser? Jump drive supposed to be the disadvantage for having that power. Why dont you just go solo entire gangs..
for the costs of this ships they dont have so much power
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Lirt
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Posted - 2006.03.14 21:36:00 -
[22]
Well cost is another issue, you can make a post to reduce building requerements, but dont you think thats kinda more powerful having a carrier following you from gate to gate? What do you want to do? whipe all the systems from enemies?
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Murukan
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Posted - 2006.03.14 21:44:00 -
[23]
i agree also, in the thanatos description it says it's supposed to be for small and mid sized engagements. But a small gang roving around looking for fights doesn't want to have to wait to open a cyno than wait afterwards to send the carrier home, kind of defeats the purpose of its description.
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Lirt
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Posted - 2006.03.14 21:47:00 -
[24]
Then ccp can change the description.
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Murukan
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Posted - 2006.03.14 21:49:00 -
[25]
Originally by: Lirt Well cost is another issue, you can make a post to reduce building requerements, but dont you think thats kinda more powerful having a carrier following you from gate to gate? What do you want to do? whipe all the systems from enemies?
carriers aren't exactly that nimble, it's not going to be able to follow you through warp all to well like say an inty does, do if you can't outrun a carrier you deserve to die. A carrier with other ships would make small gang skirmishes very fun and would live up to its description well.
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smallgreenblur
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Posted - 2006.03.14 21:50:00 -
[26]
carrier - 700 mil
macharial - 500mil
relative power? Exactly...
sgb
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Scalor Valentis
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Posted - 2006.03.14 21:51:00 -
[27]
Why not make carriers able to use bot stargates and jumpdrives
And make em cost like 50units of the fule to activate jumpgate. So they are able to trave, only not for free.
WTB: The Correct DreadÖ |

Murukan
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Posted - 2006.03.14 21:52:00 -
[28]
Originally by: smallgreenblur carrier - 700 mil
macharial - 500mil
relative power? Exactly...
sgb
it costs 700mil to make maybe. then you have to factor in that every capital component bpo atm goes for about 1bil+ while a macharial only needs basic minerals to make. If you buy it from someone who already has the component bpos they usually go for over a bil
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Malacore
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Posted - 2006.03.14 21:54:00 -
[29]
Originally by: Lirt Well cost is another issue, you can make a post to reduce building requerements, but dont you think thats kinda more powerful having a carrier following you from gate to gate? What do you want to do? whipe all the systems from enemies?
But heres the problem. You can't do that with a carrier.
If anybody sees a cynosural field open, they either A) Run like hell away from the field or B) run like hell to the field and own the carrier.
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Altus Morningstar
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Posted - 2006.03.14 21:54:00 -
[30]
To be honest I don't see why there are any restrictions on movement like this. IMHO Titans should need the jump drive seeing how huge they are. Dreads and carriers on the other hand don't need this sort of restriction. In all seriousness whats the point? Give them the added benefit of using jump drives but also allow them through the gates. They're still restricted to low sec space anyway so it shouldn't hurt a thing imho. Still not sure why there is a low sec restriction either really. 
The end is extremely f'ing nigh. |
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