Pages: 1 2 3 4 5 6 7 8 9 10 11 12 [13] 14 15 .. 15 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |

PinkKnife
Future Corps Sleeper Social Club
499
|
Posted - 2014.05.21 19:05:00 -
[361] - Quote
Ammzi wrote:PinkKnife wrote:
Leave the ships as you've done, they are good changes, just get rid of the fleet hangar, and add bubble immunity, and they will be flown, an they will have great roles.
Bubble immunity and warp core stabilization + warp core stabs is too powerful. You could mwd + cloak and warp away regardless of 2-3 ceptors pointing you. You'd need a hictor and lots of stuff to decloak it on an inbound gate to ever catch these. They can't be stopped by bubbles, so they are effectively nullified t3 mega haulers. They won't be deep space transporters, they will be blockade runners more efficient at outrunning blockades than the actual blockade runners which have to burn through bubbles and die painfully.
As opposed to BRs?
Look if you want them to see any use at all, you have to provide a comparable balance against a cov ops transport ship. Why would anyone risk a DST when they can just take a BR and be safer? 3 trips in a BR is safer than 1 in a DST.
Bubble immunity and being hard to catch (and it only takes a single ares with one scram and one point to shut down a DST) might actually cause a player choice in deep space as to what to use. If they want to throw on 7 stabs in exchange for cargo room, go for it, you can do the same thing on a BR.
The fleet hanger thing ads no new gameplay fozzie, they aren't magically going to see any use outside of being used to pad carrier hangar array space.
Why would anyone use these over a BR in low or null? Players are far more risk averse than they are lazy, especially if hauling valuable stuff.
Again, you have to consider opportunity costs. Something CCP apparently can't seem to get their head around. Why would you ever use these over a BR? More space? Okay, no thanks. I'll take my cloaky, bridgeable and nigh invulnerable blockade runner.
If you want a ship to be used you have to make it comparable in player choice. A DST with more space is just a ****** Orca. Give it something unique, i.e. nullification.
Really, look at the ****** work arounds you've had to do to try and fit this bad design into play. The answer is right in front of you as a hangar array isn't going to crate any new gameplay options. Immunity might. |

Sael Va'Tauri
State War Academy Caldari State
9
|
Posted - 2014.05.21 19:06:00 -
[362] - Quote
I'd still like to kick in for my idea to base DST's off of their T1 role bonuses, where they exist. Making the Caldari DST be the most cargo would also have the wonderful side effect of having SOME reason to train Caldari Indy... |

Ines Tegator
Towels R Us
460
|
Posted - 2014.05.21 19:40:00 -
[363] - Quote
PinkKnife wrote:
As opposed to BRs?
Look if you want them to see any use at all, you have to provide a comparable balance against a cov ops transport ship. Why would anyone risk a DST when they can just take a BR and be safer? 3 trips in a BR is safer than 1 in a DST.
This is why I think the entire large-tanky-transport-for-getting-past-camps idea is a complete non-starter.
Either it's good enough to get past camps, which requires a reliability similar to Blockade runners, or it's not going to be used. There's nowhere in the middle; history has proved this. This entire DST pass is based on a dead horse.
I've said this for a long time, and it's why I wanted a 100k cargo transport. The mini-freighter is a role that's currently unfilled (Orcas don't count, they are not on the same skill line). The dangerous-space DST is a role that's dead on the starting line. I thought this was obvious to anyone that flew haulers, but CCP has dissappointed me immensely.
All I see out of this change for my usage is an extra 10k cargo space and more EHP for my gank-resistant highsec hauler.
Either make them stupidly hard to catch and nerf the crap out of JF's to give them demand (thus pissing off all nullsec alliances and JF pilots), or drop the entire idea of a tanky hauler and rebalance it into a role that we actually need. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |

Dersen Lowery
Laurentson INC StructureDamage
1135
|
Posted - 2014.05.21 19:49:00 -
[364] - Quote
Someone mentioned web immunity, and something like -15% -10% to the effectiveness of all webs per level of Transport Ship would give them a unique flavor and make them better at powering through any attempt to stop them. They would still be vulnerable to bumping; I'm not sure what to do about that, or whether to do anything. -15% effectiveness to collision mechanics per level, so that they become these completely bull-headed ships? Proud founder and member of the Belligerent Desirables. |

Tharin Malkyre
Knights of the Ouroboros
29
|
Posted - 2014.05.21 20:28:00 -
[365] - Quote
Kirluin wrote:meh. I'd rather see DSTs be immune (or less affected by) webs. The idea being that while cloaky transports get by on speed and stealth, DSTs are more like (American) football running backs: they are designed to take hits, they are not fast but they are hard to slow down, and its up to the attacker to bludgeon it with overwhelming force before it gets out of the bubble (or crashes the gate).
no amount of overheated tank will even make a difference once you're webbed/neuted/scrammed etc. That I really like. It's something we've not seen before, and it fits theme.
|

Bren Genzan
Open University of Celestial Hardship Art of War Alliance
495
|
Posted - 2014.05.21 20:44:00 -
[366] - Quote
Quote:
This is why I think the entire large-tanky-transport-for-getting-past-camps idea is a complete non-starter.
I've said this for a long time, and it's why I wanted a 100k cargo transport. The mini-freighter is a role that's currently unfilled (Orcas don't count, they are not on the same skill line). The dangerous-space DST is a role that's dead on the starting line.
All I see out of this change for my usage is an extra 10k cargo space and more EHP for my gank-resistant highsec hauler.
I agree with this. People running cargo in truly dangerous space will use scouts and a T1 with cloak for local moves, and Blockade Runners, Carriers or Jump Freighters to haul multiple regions. Small valuable cargo gets moved in Covops and Strat Cruisers.
In the simplest terms, you cannot tank any ship enough to safely travel alone gate to gate in low sec or null sec. Hauling in dangerous space requires some combination of fast align times, cloaking, warp core stabilization and interdiction nullification.
You get caught in a DST in Syndicate or Curse, for instance, and people will just tackle and hold it until enough show up to kill it.
A mid sized freighter will see a lot of use, by players in high sec who want the convenience of hauling medium sized cargo without forking over the cash for an Orca or Freighter. Art of War Alliance -á-á Life on the Bubble
|

Fabulous Rod
Darkfall Corp
44
|
Posted - 2014.05.21 22:08:00 -
[367] - Quote
CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
.
A Customs office gantry is 7600m3 and to upgrade it you need an additional 3200 m3 of planetary commodities.
It would be nice if DST could be used to deploy them. The cargo holds still look pretty small cargohold should be a reason to chose these over a blockade runner. |

Syri Taneka
NOVA-CAINE
109
|
Posted - 2014.05.21 22:30:00 -
[368] - Quote
Lazei wrote:One of the rare places where haulers intentionally put themselves in danger in null at least is when they are dropping or onlining towers. You can't drop towers from fleet hangar so now these ships that have bonuses that would be perfect for this kind of thing are completely useless. Could this be changed somehow?
It's far from an ideal choice, but, pair a DST up with a BR?
Bren Genzan wrote:A mid sized freighter will see a lot of use, by players in high sec who want the convenience of hauling medium sized cargo without forking over the cash for an Orca or Freighter.
Except for the fact an Orca can move ~92k m^3 of cargo with a 200k EHP buffer tank AND also carry 400k m^3 of unpacked ships (of any kind). Sure, a DST can do so faster, but it's a short trip where speed actually winds up trumping that kind of capacity. |

Bren Genzan
Open University of Celestial Hardship Art of War Alliance
497
|
Posted - 2014.05.21 23:33:00 -
[369] - Quote
Syri Taneka wrote:Except for the fact an Orca can move ~92k m^3 of cargo with a 200k EHP buffer tank AND also carry 400k m^3 of unpacked ships (of any kind). Sure, a DST can do so faster, but it's a short trip where speed actually winds up trumping that kind of capacity. I'm arguing that the planned incarnation of the DST is not viable. I know the Orca is an uber hauler. Too bad that's really not what its intended role is.
I just believe that a 150 to 200k tanky T2 hauler would be something that would be easier for low SP players to work their way into, as well as veterans who don't want to have a freighter languishing in high sec unused. As I said in my first post, I have a Bustard, an Orca and a freighter and, in general, if I can't haul it in a T1 hauler, I pay for professionals to move it. Art of War Alliance -á-á Life on the Bubble
|

Capqu
Love Squad Pasta Syndicate
537
|
Posted - 2014.05.22 01:39:00 -
[370] - Quote
i don't understand what you're saying about the fleet hangar restrictions
currently there aren't any except for assembled ships, are you saying these can have assembled ships but same rules for sma wrt them? https://www.youtube.com/watch?v=yNpMiT5qpyI |
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5338
|
Posted - 2014.05.22 04:38:00 -
[371] - Quote
Syri Taneka wrote:Except for the fact an Orca can move ~92k m^3 of cargo with a 200k EHP buffer tank AND also carry 400k m^3 of unpacked ships (of any kind). Sure, a DST can do so faster, but it's a short trip where speed actually winds up trumping that kind of capacity.
Can you show me a fit where the Orca has 92k m3 of cargo capacity and 200k EHP at the same time? Am I cheating myself of potential bonuses by fitting sub-optimally?
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5338
|
Posted - 2014.05.22 04:42:00 -
[372] - Quote
CCP Fozzie wrote:Fleet hangars will follow the same rules as normal cargo when you attempt to place a ship inside of a Ship Maintenance Bay. And the numbers in the OP are currently correct.
Thank you CCP Fozzie & those behind the scenes too!
Having a decent capacity hauler to haul around inside the Orca will make mining sessions a little less tedious, especially with the large fleet hangar on the DST meaning the Orca pilot only has to move stuff around once instead of funnelling it all in and out through the Orca's fleet hangar.
Day 0 advice for new players: Day 0 Advice for New Players |

Dave Stark
5967
|
Posted - 2014.05.22 06:56:00 -
[373] - Quote
Mara Rinn wrote:Syri Taneka wrote:Except for the fact an Orca can move ~92k m^3 of cargo with a 200k EHP buffer tank AND also carry 400k m^3 of unpacked ships (of any kind). Sure, a DST can do so faster, but it's a short trip where speed actually winds up trumping that kind of capacity. Can you show me a fit where the Orca has 92k m3 of cargo capacity and 200k EHP at the same time? Am I cheating myself of potential bonuses by fitting sub-optimally?
cargo rig your orca, then tank it normally.
regular cargo + fleet hangar hit ~100k, and your ehp is still over 200k. armour penalties on the orca's ehp are negligible.
here |

Lexmana
1065
|
Posted - 2014.05.22 06:57:00 -
[374] - Quote
So now that the shoebox is out of the way can we please restore the assembled volume to ~ 300k m3? |

Dave Stark
5967
|
Posted - 2014.05.22 06:58:00 -
[375] - Quote
Lexmana wrote:So now that the shoebox is out of the way can we please restore the assembled volume to ~ 300k m3? no, for the same reason that the hoarder is 400k m3. |

Lexmana
1065
|
Posted - 2014.05.22 07:09:00 -
[376] - Quote
Dave Stark wrote:Lexmana wrote:So now that the shoebox is out of the way can we please restore the assembled volume to ~ 300k m3? no, for the same reason that the hoarder is 400k m3.
Horder always was 400k right? But you used to be able to fit a DST+ cov ops in an Orca. No biggie since BR is the better choice most of the time though and it also allows for a cruiser on top. |

Dave Stark
5967
|
Posted - 2014.05.22 07:22:00 -
[377] - Quote
Lexmana wrote:Dave Stark wrote:Lexmana wrote:So now that the shoebox is out of the way can we please restore the assembled volume to ~ 300k m3? no, for the same reason that the hoarder is 400k m3. Horder always was 400k right? But you used to be able to fit a DST+ cov ops in an Orca. No biggie since BR is the better choice most of the time though and it also allows for a cruiser on top. nope, it was only 400k when it got the specialised ammo hold. |

Rena'Thras
Military Gamers The Methodical Alliance
12
|
Posted - 2014.05.22 08:20:00 -
[378] - Quote
Reaver Glitterstim wrote:Fleet hangar isn't the purpose of those ships. It's just a cool ability they have.
They way to bring them on-grid is to disallow off-grid boosts. 95% of what rorquals are used for and 70% of what orcas are used for is boosting. After this change, orcas will go up to 90% boosting, as the DSTs will be replacing them as a hauler for the most part.
Eh, not exactly.
Consider a small mining party, say 5 miners and an Orca. In this party, they get boosts (Orca) + hauling (Orca) + 5 miners.
Now, if you add a DST in for the hauling part of the Orca, you change the group:
Boosts (Orca) + hauling (DST) + 4 miners OR Hauling (DST) + 5 miners.
So they won't replace Orcas unless you have very large mining fleets in very dangerous space.
Why do I say this? Unless you're in very dangerous space, you'd still use the Orca since 1 less pilot hauling means 1 more pilot mining, which increases mining yield for the fleet. In very dangerous space, you're less concerned about yield and more concerned about the resources and survival of the fleet. In that case, your miners will be in Procurers/Skiffs, your Orca will be in a POS.
And even in such cases, you still might use an Orca or, alternatively, have the miners drop off their own cargo (Procurers have a 1,200 m3 ore bay + 350 cargo bay, after all) since, again, the concern is more about safety and harvesting needed materials rather than volume.
The only time the DSTs will outst the Orcas is in larger fleets.
Suppose you had a fleet of 20-40 miners in medium danger areas. NOW you will want to employ your Orca in the POS for boosts and have about 3-7 DST pilots (depends on size of fleet and how fast those DST holds are filling) with the rest being miners.
That is, situations where you might have more than one Orca CURRENTLY and you're just swapping the EXTRA Orcas for DSTs.
I'm not sure this is actually a problem, per se, as it presents viable choices and options.
.
Though I do agree, the cargo hold should be bumped up to 10k or so. It should, at the least, be able to deploy POS structures. |

Shivanthar
Ace's and Eight's Brothers of Tangra
86
|
Posted - 2014.05.22 08:51:00 -
[379] - Quote
It seems CCP is missing one, very important and obvious point. While you're on DSTs, it would be nice to repeat what you've done to industrials, which are;
- Fixing useless transport ship bonuses by; 1- Integrating speed bonus into hull, replacing it with something more useful. 2- Replacing %7,5 shield boosting bonus to %10 MMJD spool-up time reduction or something more appropriate to fit to transports' new role/capabilities.
I use a mastodon, it is shield tank by nature, so I suggest %7,5 to shield capacity per level or %7,5 to passive shield recharge rate per level.
Even you don't like suggestions, it is for sure that current dst bonus is outdated. At least speed one. (Maybe switch with agility?) Half the lies they tell about me aren't true. |

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
164
|
Posted - 2014.05.22 11:00:00 -
[380] - Quote
And also: https://forums.eveonline.com/default.aspx?g=posts&m=4625771#post4625771 YES! |
|

Meandering Milieu
House Aratus Fatal Ascension
50
|
Posted - 2014.05.22 11:17:00 -
[381] - Quote
Not caught up yet, but here: Mastodon pilot myself. Well prowler really, but will be picking one up after the changes for hauling ore through a few jumps with scout.
Note on the shield tanking bit. It is shield tanked, but gets velocity bonus/is meant to be used with prop mods like an AB/MJD. With a 10mn AB, it moves at a blistering 325m/seconds. With T2 speed rigs, and nothing but overdrive injectors, you manage an absolutely blazing 456m/s. Quafe Zero brings this up to 479m/s. Too bad a single web will make it impossible to really burn out of a bubble. But to fit two prop mods with only 3 slots to shield tank is kind of ridiculous.
Honestly, the ability to fit an oversized AB would be very nice. 100mn AB clocks in at like ~700m/sec. With the overdrive injectors, speed rigs, and quafe you can get it just over 1km/sec. Which would be beautiful for burning out of bubbles/ect.
But yeah basically a single dictor with bubble/scram can pin you down, and being held down by a single ship while you slowboat through 3 bubbles minimum is kind of crazy for a ship that is supposed to be good at getting out of dangerous situations. Burning back to gate can be a joke too depending on the situation.
Suggestions:
1. Take away the speed bonus and give a % reduction on powergrid needs for prop mods, with lvl 4 being enough to fit a 100mn AB on it, so a single web isn't enough to make your life miserable and burning out of bubbles actually becomes possible if scrammed. Or give it a role bonus that makes MWDs immune to scrams, not MJDs though. This would be a nice alternative to bubble nullification, since it would make the tank actually worth while, as you could tank through bubbles and get out if only 1-2 people were holding you down. You'd still die to a dedicated camp.
2. Increase medium slot layout to like 5 slots please.
3. Possibly role bonus that reduces the effect of webs.
4. More highslots and bonus to smartbomb range and damage to clear drones/scram tackle on you.
You want a heavy armored transport than shouldn't be afraid of one or two people in tackle ships on a gate. That is an amazing idea I've always loved. Tank is wonderful, but without the speed to get through it, or a way to get a scram off you, it won't work, because by time you are out of the bubbles help has arrived or the dictor has managed to reload bubbles and you have to start over again.
|

Zarnak Wulf
In Exile. Imperial Outlaws.
1704
|
Posted - 2014.05.22 11:43:00 -
[382] - Quote
My Hauling alt can drive an Occator. In case anyone was wondering - lows full of t2 cargo expanders and t2 cargo rigs gives a 24168 cargo hold. Currently training thermodynamics, armor rigging, and jump drive operation to test the rest of it. |

Kirluin
33
|
Posted - 2014.05.22 12:46:00 -
[383] - Quote
Meandering Milieu wrote: Suggestions:
1. Take away the speed bonus and give a % reduction on powergrid needs for prop mods, with lvl 4 being enough to fit a 100mn AB on it, so a single web isn't enough to make your life miserable and burning out of bubbles actually becomes possible if scrammed.
web immunity (or % reduction) + ability to fit 100mn ab (with fitting sacrifices) would rock. gets the job done with a totally different gameplay style to BRs. |

dexter xio
TURN LEFT
60
|
Posted - 2014.05.22 14:56:00 -
[384] - Quote
MJD cool-down timer instead of velocity would be neat. Dexter xio - That cool guy |

Zarnak Wulf
In Exile. Imperial Outlaws.
1710
|
Posted - 2014.05.23 17:42:00 -
[385] - Quote
Played around again. Overheated 10MN AB gets you to 534m/s. Overheated MWD gets to 1500+km/s. You're not hitting that speed until three cycles go by. If you have to burn back to the gate good luck to you. |

Captain Finklestein
School of Applied Knowledge Caldari State
19
|
Posted - 2014.05.23 19:30:00 -
[386] - Quote
CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. Infinite point HIC. People can adjust and bring them to fleet camps.
Even with all these changes, the DST will still not be used in low/null/WH. It will become quite useful in HS however.
Needs bubble immunity to be used in non-HS imo. Remember it still aligns like poop, so any HIC on gate will auto-catch it. |

HandelsPharmi
Science and Trade Institute Caldari State
577
|
Posted - 2014.05.23 19:34:00 -
[387] - Quote
Is it possible to put the Deep Space Transporter in my Ship Hangar, if there is anything except ammonation in the FLEET hangar?
May I able to expand the cargohold of an Orca by 50k m-¦ with the fleet hangar or a DST? |

Yuri Fedorov
Serenity Profits
8
|
Posted - 2014.05.23 23:53:00 -
[388] - Quote
To me the DST still seems mostly useless as a low/null hauler. Sure the warp strength and MMJD are nice, but one ship with a web/scram and bump and its still game over. The MMJD fails, MWD is not an option, and so is the AB. |

Ra'Shyne Viper
90
|
Posted - 2014.05.24 09:08:00 -
[389] - Quote
I think the fleet hanger should of been added to the blockade runners DUST 514 player
Ingame name: Vin Vicious |

Boz Dura
She wants the D
12
|
Posted - 2014.05.24 09:26:00 -
[390] - Quote
Most high sec mercs in the know use triple sebo phobos on gate camps, and in null/low sec gate camps there are usually more then enough tackle to catch one of these, The extra tank means nothing if you cant go anywhere just a flying killmail the only use it had was anchoring towers and now you took that away its probably they most useless ship type in the game its just a small orca without the link bonuses or a tanky covert cyno lighter that is about it. Not that i know many people who use or will use these anyway but, pretty bad changes on all accounts. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 [13] 14 15 .. 15 :: one page |
First page | Previous page | Next page | Last page |