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Xerrik
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Posted - 2006.03.31 04:23:00 -
[1]
I'm still very far from slipping into a carrier but i've noticed quite a few threads pointing out how bad carriers are... in fact i do not believe i've seen one positive note on carriers at all. I like the carrier ideal of being an indirect combat/logistics ship but from what i've gathered it tries to do both poorly... so here are a few questions... (please leave the nerfing{nerf this nerf that}, whining, and outright demeaning comments out please... I'm looking for decent information not an arguement)
1.) I have heard that they are also considered POS and as such they cannot dock... I'd like to find out if this applies to all carriers or just the larger carriers.
2.) I'm currently working up to 3 mil SP (yea i'm a newb) but i want to know if it really is worth dedicating a year (estimated) or so to aquiring the skills to run a carrier properly... (I guess by then they will have settled the cariers down into a fairly stable role/fewer bugs/problems)
3.) If carriers aren't worth it or you would like to point me into a potentially better ship please by all means let me know now I'm currently gearing up for using drones as my primary weapon of choice while i work on my other skills and frankly i'm favoring the Eos as a possible solution but like i said if i've missed a ship somewhere let me know.
that's it for now... looking forward to the replies
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Aeaus
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Posted - 2006.03.31 05:46:00 -
[2]
Carriers can dock. I wouldn't personally if I were you, specialize in a tree, and when you are happy with that start the training for a carrier. Carriers are very useful for any engagement with battlecruisers and higher ships, they are simply DPS monsters.
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Aloysius Knight
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Posted - 2006.03.31 06:16:00 -
[3]
Edited by: Aloysius Knight on 31/03/2006 06:16:57 Carriers can dock its only Motherships or Titians who can not dock
you need allllot of SP to fly a carrier and at 3mil you have a long eay to go
drones 5 drone interfaceing 5 Fighters 4 electroics 5 engerning 5 both cap skills at 5 eather max mechanice skills or shield skills navagation 5 leadership 5 warp drive op 5 jump drive 5 Jump Fuel Conservation 4 jump calabration 4
spaceship command 5 adv spaceship 5 frig 4 cruser 4 bs 5 cap ship 3 carrier 4
thats just to fly a carrer, not including learning skills if your after the feel of a carrier fly vexors and dommies
atm the gallente carrier is the best followed by the caldari and ammar minmatar is the worst of them all, only train for this if your hardcore minmatar as its the SUCKYEST....yes SCUKYEST Carrier of them all, anyone who tells you other wise is ether
a.on drugs b.has never flown one c.a moron d. a troll or my favote e. all of the above
PS. thats the levels needed to get the best out of your carrier, sure u can get into 1 at lower levels but you'll suck
work on your learing skills and enjoy the other classs as you work towards carrers 
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Hohenheim OfLight
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Posted - 2006.03.31 08:32:00 -
[4]
Carriers are a very long raod indeed, I started 2 or 3 months ago now and still have 2 more at least to go.
You will need 800 mil in skills alone, if not a bit more.
I woudl adives you to train for the bs race of your choice and get good with that as you will need to make isk some how.
Also the skills you get to fly the bs will be used for the carrier to.
One would think by the time you got there the carrier will be sorted out and working fine, thou it has some issues atm, one would hope they where sorted out in the next year 
... did have much longer answer but got this, could not be arsed to type it again. 
Internal Error: Transaction (Process ID 66) was deadlocked on lock resources with another process and has been chosen as the deadlock victim. Rerun the transaction. ----------------------------------------------
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Malken
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Posted - 2006.03.31 08:34:00 -
[5]
i heard that the carriers are a laugh for low sec piracy and for afk mining in 0.0
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Lord WarATron
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Posted - 2006.03.31 08:45:00 -
[6]
Edited by: Lord WarATron on 31/03/2006 08:53:22 I was planning on training up for a carrier, as both for making me isk and for fleet ops. Now it turns out that carrier can now no longer enter 10/10's so I cant make any isk from them. My Apoc does all lvl4's fine, and my shield tanked 8 Miner II apoc can handle 0.0 mining very well. I can use HAC's etc, so I have fun options for fleet ops. I just dont see how a carrier is going to let me earn isk to pay for itself in order to justify personal funding of random ops.
But then again, most alliances give free ships to people in fleet ops so its purely the fun factor :)
Oh they are also useful for transporting items and recharging POS's --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |

Joerd Toastius
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Posted - 2006.03.31 10:32:00 -
[7]
Carriers are great for PvP - they effectively let you give Interceptors BS-class firepower. Which is pretty neat. Wouldn't bother for PvE though, personally.
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James Lyrus
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Posted - 2006.03.31 11:11:00 -
[8]
Carriers are good, but specialised.
Training time, from scratch is about 3 months just to get in them, and a fair amount more to make it worth doing so.
That said, they are _excellent_ defensive ships. They do have more firepower than a battleship, but they trade off the worse logistics and big price tag (jump drive is cool, but less useful for fast moving fleets)
If you have a POS or an outpost in system (which the ISS does :)) they're a godsend. Park them at a starbase, remote deploy the fighters, and you have a strong defensive situation.
It's been a perpetual annoyance to me that in EVE the combat is very much slanted toward the attacker - if you want to keep a system 'secure' you end up with a lot of defenders being very bored. Carriers help redress this somewhat, because the number of pilots you need 'available' is lower.
Basically, carriers, like most capital ships, are not a solo operation. A small corp could deploy one, and is probably worth doing if they run a starbase chain (especially if it's in a single system).
Deploy offensively is a little harder, but they're worthy additions to a fleet. -- We are recruiting
We sell carriers. |

Butter Dog
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Posted - 2006.03.31 11:31:00 -
[9]
As James said, carriers are immensely helpful in a static defence role. But they are fleet ships, you need wingmen to support you and project your firepower (the fighters).
But in static defense, they are a tremendous detterent.
People are reluctant to harrass you in larger ships in a system, when they know you can simply warp in a T1 frigate with 3 sensor boosters, have them locked from 100km and assign 5 fighters all within a couple of seconds, then warp your little frigate away to a safespot.
They then have two choices if they are in a large ship: leave the system, or die.
------------------ The ISS Navy is recruiting.
See this thread for further details.
www.eve-iss.com |

Xerrik
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Posted - 2006.03.31 16:32:00 -
[10]
Wow... thanks for your response... and yes i did see early on the benefits of learning most of those skills are at the adv level 4 stage... as for training up to carriers i did plan on stepping into a dominix and had thought about working torwards an Eos before fitting into a Carrier... I realize I'm still young in game and will most likely need to "cool my jets" and round out my learning but I feel my calling in logistics and carrier/drone ops. wishes one day for massive carrier battles )
As it is it seems like the carrier is still worth the pilgrimage of skills and blown up ships... and i would only assume that as things settle down the carrier ops may get the attention it deserves...
I thank all who have replied and look forward to any other posts as well They say you can't do it... But that doesn't always work. |
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Ravenal
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Posted - 2006.03.31 17:15:00 -
[11]
just a note... nobody finds it wierd that the archon (amarr carrier) has a 50% bonus to energy and SHIELD transfer range while the Aeon (amarr mothership) has that bonus for energy and ARMOR...
all the other races have theese attributes identical between carrier and mothership...
just an observation - dont know why amarr would bother with shield transfer range - even khanid. . -Fate is what you make of it. -Make your own fate using T2 items produced by The Fated
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Princess Jodi
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Posted - 2006.03.31 17:38:00 -
[12]
Oh, Yea - they are worth it. I love mine. The PVP aspect has been reasonably addressed by others in this thread, but it shines in PVE as well. I am able to run belts in systems far from any station. You can carry a large hauler full of expanders, park it in a safespot, and then go ratting. Use a tractor to pick up loot. I can easily make 60-80 mil a day in bounties, then build a Tier 1 BS every day or two with the recycled loot. Between 5000 Corp Hangar, 3000 Cargo, and 20,000 space in the hauler I don't have to return to a station for days. The ship itself is *NOT* going to be killed by any belt rats you'll ever find. I've never lost a Fighter to them either. So its all pure profit.
Should you be discovered, it had better be by a small fleet, cuz it will take 5-10 ships to kill you. That's actually what I like about it the most - you don't have to worry about a random encounter with some punk.
I agree its a long road to a Carrier, but if you focus on them its not quite that long. For example, you do not need to learn any Tech 2 Guns or Drones to fly one well.
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Joerd Toastius
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Posted - 2006.03.31 19:11:00 -
[13]
Originally by: Ravenal just a note... nobody finds it wierd that the archon (amarr carrier) has a 50% bonus to energy and SHIELD transfer range while the Aeon (amarr mothership) has that bonus for energy and ARMOR...
all the other races have theese attributes identical between carrier and mothership...
just an observation - dont know why amarr would bother with shield transfer range - even khanid.
The description on the Archon is wrong. Should read the same as the Aeon.
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Haniblecter Teg
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Posted - 2006.03.31 19:30:00 -
[14]
Originally by: Aloysius Knight Edited by: Aloysius Knight on 31/03/2006 06:16:57 Carriers can dock its only Motherships or Titians who can not dock
you need allllot of SP to fly a carrier and at 3mil you have a long eay to go
drones 5 drone interfaceing 5 Fighters 4 electroics 5 engerning 5 both cap skills at 5 eather max mechanice skills or shield skills navagation 5 leadership 5 warp drive op 5 jump drive 5 Jump Fuel Conservation 4 jump calabration 4
spaceship command 5 adv spaceship 5 frig 4 cruser 4 bs 5 cap ship 3 carrier 4
thats just to fly a carrer, not including learning skills if your after the feel of a carrier fly vexors and dommies
atm the gallente carrier is the best followed by the caldari and ammar minmatar is the worst of them all, only train for this if your hardcore minmatar as its the SUCKYEST....yes SCUKYEST Carrier of them all, anyone who tells you other wise is ether
a.on drugs b.has never flown one c.a moron d. a troll or my favote e. all of the above
PS. thats the levels needed to get the best out of your carrier, sure u can get into 1 at lower levels but you'll suck
work on your learing skills and enjoy the other classs as you work towards carrers 
Just to be able to fly one, with fighters and jump drive capability, requires 163 days with my skills/attributes.
**** me. ---------------------------------------- Friends Forever
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Ivan Siff
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Posted - 2006.04.03 02:49:00 -
[15]
I've not seen a carrier in action myself, I was curious how does the carrier pilot remotely manipulate the fighters? Do all the fighters need to be sent to one spot? are they assigned to other gnag members or do they act as autonomous ships?
WTFWJD |

Malthros Zenobia
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Posted - 2006.04.03 03:15:00 -
[16]
Originally by: Haniblecter Teg Just to be able to fly one, with fighters and jump drive capability, requires 163 days with my skills/attributes.
**** me.
What's your int/mem wil/per?
Originally by: Dark Shikari Istvaan Shogaatsu's ego, when combined with a veldspar asteroid, would create 500 titans. Too bad he's never mined.
RAWR!11 Sig Hijack!11 - Imaran |

Spenz
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Posted - 2006.04.03 05:34:00 -
[17]
Carriers sound more appealing as a capship because you dont need to train your gunskills in order to use one. And really just to get in a carrier you only need a few of that long list of lvl 5 skills.
I mean, yeah if you want to fly one WELL you want all those lvl 5 skills, but quite frankly thats advice is pretty redundant (of course this forum is like that. Ask anyone for a good ship setup and they say "T2 this T2 that". Well crap if I had that stuff I wouldnt ask for a good ship setup because I would already know).
Really I have seen them in battle and they do one thing, supply heavy firepower to hotspots from a SAFE location. I havent seen them use cap transfers or go into battle or anything like that. They send small ships of doom from different systems.
So quite frankly unless your a skill-hog and want a super SP lvl to brag with, you only really need a few skills at lvl 5. Those involving your drones, and those involving actually flying the thing. Thats it.
PS I dont own a carrier but I dont see how having 20 billion SP and 800 mil in tertiary skills will help a fleet carrier sending fighters (drones) from a different system to aid a battle instead of going straight into battle.
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M3ta7h3ad
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Posted - 2006.04.03 07:04:00 -
[18]
Fighters cant jump. They only warp.
So you cant send fighters from another solarsystem to attack a target, nor assign them to a gangmate for them to jump and attack a target. You need to be in the same system.
That said.. whoever mentioned 800million skill points has to be wrong, that sheer number of points would be impossible to get this side of a blimmin decade I would have thought. I've trained 5.7 million, in a year. 800 million.. it just aint gonna happen. ----- If you kill all the wolves, your gonna end up with a crapload of bunnies, and by bunnies I mean stupid people |

James Lyrus
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Posted - 2006.04.03 07:07:00 -
[19]
Originally by: Ivan Siff I've not seen a carrier in action myself, I was curious how does the carrier pilot remotely manipulate the fighters? Do all the fighters need to be sent to one spot? are they assigned to other gnag members or do they act as autonomous ships?
Fighters are like drones, with two exceptions. They can be 'handed off' to friends (where they appear as their drones, albeit a bit bigger) and they'll follow things in warp - so if something they're attacking, or someone they're assigned to warp, the fighters go along for the ride.
Following someone they're attacking is sometimes annoying, because a frigate can bounce in and out of warp, effectively tying up the fighters. Anything larger is probably going to have a bad day though, unless they leave system. -- We are recruiting
We sell carriers. |

Zyrla Bladestorm
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Posted - 2006.04.03 07:19:00 -
[20]
Edited by: Zyrla Bladestorm on 03/04/2006 07:21:17
Originally by: M3ta7h3ad Fighters cant jump. They only warp.
So you cant send fighters from another solarsystem to attack a target, nor assign them to a gangmate for them to jump and attack a target. You need to be in the same system.
That said.. whoever mentioned 800million skill points has to be wrong, that sheer number of points would be impossible to get this side of a blimmin decade I would have thought. I've trained 5.7 million, in a year. 800 million.. it just aint gonna happen.
I believe he meant isk cost for the skills, and he was still underestimating it even then.
Edit add : And on the main topic, pre-nerfed, still heavily bugged, but still usefull, and of course more so when the kinks have been eventually been worked out. . ----- Apologies for any rambling that may have just occurred.
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Waut
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Posted - 2006.04.03 09:03:00 -
[21]
Originally by: Aloysius Knight
minmatar is the worst of them all, only train for this if your hardcore minmatar as its the SUCKYEST....yes SCUKYEST Carrier of them all, anyone who tells you other wise is ether
a.on drugs b.has never flown one c.a moron d. a troll or my favote e. all of the above
PS. thats the levels needed to get the best out of your carrier, sure u can get into 1 at lower levels but you'll suck
They look nice tough 
In Soviet EVE, roids pop YOU |

Xerrik
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Posted - 2006.04.03 21:11:00 -
[22]
cool thanks again for the info I've found a lot of it to be valuable and will bet it'll be a bit smoother buyt the time i make it to that point...
On the same note...
I heard that Carriers had to have 2 pilots in order to jump... I would assume that the second was the one in the system you want to jump to correct? (not in the carrier itself)
also... When a carrier pilot logs off (i guess this would apply to the larger carriers) does the ship stay in space? if so is there some sort of force field for it to discourage hijackers?
They say you can't do it... But that doesn't always work. |

Karch
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Posted - 2006.04.03 23:37:00 -
[23]
I haven't aimed my focus on training for a Carrier, and I sit on 12.5 million. Comparable to the Carrier (and the US Players will understand this), its like a Mercedes, they are awesome to have and are a status symbol, but you don't need one.
Take it for what its worth. ---------
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Tets McNeil
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Posted - 2006.04.04 00:16:00 -
[24]
Questions about carriers/motherships:
1) Can you haul people in them from jump to jump? I saw that they have large docking bays and corp hangers, so it sounds like it could.
2) in system jumping and jumping between systems. How does it work? Can you warp like other ships, can you use jumpgates, can you jump without a jump portal generator or jumpgate between 1 or two systems? How far can you jump with the jump portal generator (base, without the jump skill bonuses if you train them up. I.E. what is 1.7 lightyears on the EVE starmap?)
3) What is the extent of fighter capabilities? I hear they can travel independently in system and attack targets (for example) at belts other than the one you are at as long as you get a lock on them or something before hand. What are the rules on that?
4) Back to jump gate portal jumping, I noticed that it says there can be two concurrent users in the carriers on the item database. What's that mean?
Thanks to whoever can answer these for me, The More You Know and all~
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Malthros Zenobia
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Posted - 2006.04.04 03:19:00 -
[25]
Originally by: M3ta7h3ad I've trained 5.7 million, in a year.
  
Train your learning skills, NOW. Then train your advanced learning skills. I only get around 1.5mil SP per month if I don't forget to swap skills (Already missed 9 hours of skill time in APIRL so far )., and I consider myself slow to train. 5.7million SP in a year... I wouldn't even be using t2 rails on my AF yet at that rate, if I could even use my AF yet.
Originally by: Dark Shikari Istvaan Shogaatsu's ego, when combined with a veldspar asteroid, would create 500 titans. Too bad he's never mined.
RAWR!11 Sig Hijack!11 - Imaran |

Karch
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Posted - 2006.04.04 03:31:00 -
[26]
Quote: I've trained 5.7 million, in a year.
I assume you miss a lot and have low learning skills? On my other character I trained 4.5 million in like 5 months. ---------
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Xerrik
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Posted - 2006.04.08 07:24:00 -
[27]
Originally by: Xerrik cWhen a carrier pilot logs off (i guess this would apply to the larger carriers) does the ship stay in space? if so is there some sort of force field for it to discourage hijackers?
So far this has been left unanswered... does anyone actually know? or is it safe to say no one has been able to climb into the Nyx or other large (carrier/motherships)??? They say you can't do it... But that doesn't always work. |

Larkon farkon
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Posted - 2006.04.08 19:05:00 -
[28]
Originally by: Tets McNeil Questions about carriers/motherships:
1) Can you haul people in them from jump to jump? I saw that they have large docking bays and corp hangers, so it sounds like it could.
I actually have a question. The corp hangers....can they be used to haul stuff? Like a LOT of trit, or anything like that?
I know that people use Dreads as haulers. Can I do the same with a carrier? The Nyx has a 5250 cargo hold but it also has a *25,000* corp hanger. Can I use expanders on the cargo hold *and* put stuff(trit, ammo, etc...) in the corp hanger.
Now, that would be SWEET! :)
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Ithildin
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Posted - 2006.04.08 19:16:00 -
[29]
No, you cannot expand Corp hangar at all. And it's 25,000 spread out in 7 sections, so it's not much at all - barely enough for extended combat refits and rearms. (Considering 800 charges)
Originally by: Karch I haven't aimed my focus on training for a Carrier, and I sit on 12.5 million. Comparable to the Carrier (and the US Players will understand this), its like a Mercedes, they are awesome to have and are a status symbol, but you don't need one.
Take it for what its worth.
Mercedes is more like a faction ship. It's better than the old Volvo, and certainly better looking, but you pay a lot to gain a little.
Carriers are more like buying an Abrahms tank instead of a fully pimped Mercedes. Cost aside, the Abrahms is damned powerful, look mean as hell, and is also very illegal to drive on open city streets. Oh, and the Abrahms isn't very fuel efficient and will also be cumbersome to drive if you intend to shop for groceries or some similar insignificant, but necessary, activity.
Arkanor > Gallente missileboat might be cool. KilROCK > Pod yourself till you got no skills left |

Larkon farkon
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Posted - 2006.04.08 21:45:00 -
[30]
Originally by: Ithildin No, you cannot expand Corp hangar at all. And it's 25,000 spread out in 7 sections, so it's not much at all - barely enough for extended combat refits and rearms. (Considering 800 charges)
But, you put cargo expanders x7 on the approx 5K of cargo space gives you around 18K in cargo space(just ball parking w/ 20% cargo expanders).
So, 18K cargo + 25K corp hanger = 43K space to carry stuff. You could carry a LOT of cargo, say to refuel a POS, in a carrier....
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TheKiller8
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Posted - 2006.04.08 22:18:00 -
[31]
Things that make carriers awesome
- Have the fire power of 2-3 battleships and can hit cruisers and bigger fairly well.
- Can add this fire power to your gang from a remote location like a safe spot or a POS, leaving it in virtual no danger.
- Fighters chase their targets to whereever they warp be it a planet, station or safespot
- Fighters can also not be warp scrambled so you don't have to worry about hostiles trapping your fighters and destroying them.
- Can also use a lot of normal drones just in case he gets pinned down by a frigate fleet or something
- Have the biggest jump range of all capital ships which combined with their large cargo space (cargo + corp hangar + hauler) make them excellent 0.0 haulers
- Can be used by corp mates to refit their ships
- Costs less than a Dreadnaught both isk and skill wise while obviously having a greater variety of uses (see above)
Things that suck about the Carrier
- Fighters cost 20mil each and can't be insured which means the fitting of a typical carrier starts at 400mil
- If you disconnect while you have your fighters out you will lose them permanently. Considering their high cost this is obviously a serious problem.
- Fighters will go down fairly fast from Battleship fire which can result in some heavy isk wise losses if you're not careful
- You also don't have the ability to watch your Fighter's health once they're assigned to someone else so you have to rely on your gang mates to monitor their health and send them back to you once they go down
- Fighters land 15km from their intended warp destination. If the target is smart he can actually destroy a Fighter before they get to him and then simply warp again.
- Fighters warp fairly slowly which means if a target warps to a far away location you can easily lose your fighters for a minute. This is obviously a problem if there are still targets at your location.
.: Click 2 See My Flash Animations :. |

Xerrik
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Posted - 2006.04.09 04:45:00 -
[32]
thanks for the pros and cons everyone 8)
But i still have yet to hear anything about wether or not Carriers (the larger motherships) can A.) Dock... (doubt it but...) and most importantly... B.) Does the carrier/mothership disappear when you log? They say you can't do it... But that doesn't always work. |

Cute Kill
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Posted - 2006.04.09 09:26:00 -
[33]
Carriers can dock
Motherships can't dock @ stn's...but they CAN dock at POS's
If you log both the carrier & mothership dissapear...(I'm speaking from personal experience)
Cheers
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M3ta7h3ad
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Posted - 2006.04.09 09:41:00 -
[34]
Originally by: Karch
Quote: I've trained 5.7 million, in a year.
I assume you miss a lot and have low learning skills? On my other character I trained 4.5 million in like 5 months.
Learning skills are fine(ish)... I have level 4 in adv mem and adv intel, level 2 in adv perc and adv will.
I used to train skills whenever I felt like, so I missed a few days here and there. That said I cant recall missing too much.
I can use plenty of tech 2 gear, and im flying battleships with not too shabby skills. ----- If you kill all the wolves, your gonna end up with a crapload of bunnies, and by bunnies I mean stupid people Eve & Linux Woot! |

Agamar
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Posted - 2006.04.19 23:07:00 -
[35]
Couple More Questions
How many ships can dock with the carrier at same time? How many ships can the Carrier pull through when it uses its jump drives?
Can BC's dock with in the Carrier? I know BS's cannot.
Thanks
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Myrk Reinhart
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Posted - 2006.04.20 11:02:00 -
[36]
You cant have any ships 'docked' in the carrier. just stored so the pilots cant follow you in a jump, they gotta go by themselves. only usage is quick resupply of ships in a fleet situation where pilots loose their original ship, or just plain 'DHL' work :P
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Capone McFredrik
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Posted - 2006.04.20 14:17:00 -
[37]
Originally by: Karch I haven't aimed my focus on training for a Carrier, and I sit on 12.5 million. Comparable to the Carrier (and the US Players will understand this), its like a Mercedes, they are awesome to have and are a status symbol, but you don't need one.
Take it for what its worth.
Hmmm... weird... I have a mercedes and I just started training for a carrier... Don`t live in the US tho...
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Capone McFredrik
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Posted - 2006.04.20 14:17:00 -
[38]
Originally by: Karch I haven't aimed my focus on training for a Carrier, and I sit on 12.5 million. Comparable to the Carrier (and the US Players will understand this), its like a Mercedes, they are awesome to have and are a status symbol, but you don't need one.
Take it for what its worth.
Hmmm... weird... I have a mercedes and I just started training for a carrier... Don`t live in the US tho...
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Kaylana Syi
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Posted - 2006.04.20 14:31:00 -
[39]
Originally by: Aloysius Knight
as its the SUCKYEST....yes SCUKYEST Carrier of them all, anyone who tells you other wise is ether
a.on drugs b.has never flown one c.a moron d. a troll or my favote e. all of the above
First of all it might very well be the suckiest one of all HOW YOU USE IT. But don't speak for everyone else. Kthx.
And someone doesn't have to sit in a ship to know how to use it. You are speaking utter rubbish. I never sat in a Rattlesnake but I know exactly how to fit it, how I would use it, and how I would own your arse with it. Carriers are not any different. You simply got a case of the grass is greener.
Maybe the Thanatos is what a BoB member needs on the battlefield over all the others. But don't sell the matari carrier short. It is :
a) still a carrier b) has more drone space than an archon c) can still hold a capital ship class tank d) still has a corp hangar and jump drive or my personal favorite e) and is still bugged like all the other carriers
Originally by: "Oveur" I don't react to threats any better than you do
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Xthril Ranger
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Posted - 2006.04.20 15:43:00 -
[40]
Originally by: Larkon farkon
Originally by: Tets McNeil Questions about carriers/motherships:
1) Can you haul people in them from jump to jump? I saw that they have large docking bays and corp hangers, so it sounds like it could.
I actually have a question. The corp hangers....can they be used to haul stuff? Like a LOT of trit, or anything like that?
I know that people use Dreads as haulers. Can I do the same with a carrier? The Nyx has a 5250 cargo hold but it also has a *25,000* corp hanger. Can I use expanders on the cargo hold *and* put stuff(trit, ammo, etc...) in the corp hanger.
Now, that would be SWEET! :)
You can not put expanders on to get larger corp hangars. But you can use a little trick on the carrier (not mothership). When docked you can store ships with stuff in cargo hold. The mothership cannot dock so will not be able to use that trick.
you'll never jump alone |
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