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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
ugh zug
97
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Posted - 2014.05.24 10:12:00 -
[391] - Quote
my vote is to merge the 2 variants of transport ships together into one ship for the category.
but if i had to take a stab at this id say allow the ship to mjd instantly with 30 second cooldown at rank 5 take away it's rep bonus and give it a very large HP and fast align time base instead.
with role bonus of AOE/splash damage immunity.
fleet hanger seems pointless. Want me to shut up? Remove content from my post, 15 bil. Remove my content from a thread I have started 30bil. |
xXxNIMRODxXx
Fweddit I Whip My Slaves Back and Forth
33
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Posted - 2014.05.24 11:00:00 -
[392] - Quote
Doritos God Legend wrote:Mediocre changes at best. Increased survivability so you can burn back to the gate you just entered from, so that you can get pointed on the other side by the same gate camp you "escaped" when they follow you through (the nonaggressed ones anyway). This is also considering that you are not webbed and pointed on your way back to the gate, which you most likely will be. Additionally, the +5% velocity to DST is useless, +5% agility per skill level (considering DST's have a worse align time then battleships), or the suggested -5% to MMJD spool time per skill level would be much better.
And the option to scoop up Towers in fleet hangars... Big Big Big Quote.
Edit: on a sidenote, may i suggest you to make a third variant of this ship's category with a Ship Maintenance hangar? it would actually complete the picture... |
Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
5
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Posted - 2014.05.24 14:57:00 -
[393] - Quote
Another candidate to update the Target Spectrum Breaker for fitting on something other than a Blops BS. |
Captain Finklestein
School of Applied Knowledge Caldari State
22
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Posted - 2014.05.24 19:24:00 -
[394] - Quote
Boz Dura wrote: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. 1) You can cloak/MWD trick, while maintaining over 50k m3 cargo and a massive tank if you fail. 2) You can fit a massive tank approaching 300k EHP in order to resist suicide ganking in high-sec 3) Bait ship. Really awesome bait ship.
It has its uses and the changes are fine IMO. I still use them today even without the changes, because I understand that 150k EHP with a 7.5s align (AB module duration) is pretty much ungankable as long as you keep moving. |
Hafwolf
StarHunt Mordus Angels
1
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Posted - 2014.05.25 00:02:00 -
[395] - Quote
Hey an idea for transports having a 3 module system for them. 1 low, 1 mid, and a high slot to allow jump drives like black ops ships. Since they will have a fleet hangers. It would be a cool feature. |
Bhock
Lali Corp Limited
12
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Posted - 2014.05.26 15:23:00 -
[396] - Quote
The Deep Space Transport had a very limited use and needed a lot of love to shine, after the T1 Transports rebalance... and nerfing the cargo to add a fleet hangar is not at all what it needed.
50K m3 of fleet hangar is bringing nothing for it and a T2 transport with crap cargo is crap.
There is a need for a 50K-150K cargo hauler (why not a third flavor of T2 ?), but a fleet hangar is not an expected flavor, especially that it is already someone else flavor (and that someone else is already in need of love, too).
Don't break two ships at the same (nerf?/up?)... I don't see how this is some thing desireable (except for a cheap mini-orca).
If you don't want to put more cargo, make it a Null Sec transport, for structures and refuelling (why not Remote Repair Modules ? or a probe scanning immunity ?). The Blockade Runner got a Bloack Ops buff, with this second high slot (and it is great, even if now I lost my time training the prowler for it, in addition to the Viator for the cargo). Give a real buff to the Deep Space Trasnport, not a meh-whatever-useless. |
Maximus Aerelius
PROPHET OF ENIGMA
1271
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Posted - 2014.05.26 16:11:00 -
[397] - Quote
From the "Blockade Runners" thread just spitballing some ideas:
Maximus Aerelius wrote:baltec1 wrote:Maximus Aerelius wrote:I'm sure it's been mentioned already and the "Click to 1st Dev post" took me to Post #1 (*facepalm*) so:
Anyone flying a BR is cloaking, if you're not then you're failing. I think shifting the Scan Immunity to the DST from the BR would be a better move as it's a redundant bonus on a ship that should be cloaking as soon as it's moving.
DST's would become a wonderbox of risk = reward where it could be carrying billions or it could be empty...if you can pop it OFC.
I 'd love to know the numbers on how many BR's and DST's are used currently.
Flame on. BRs get used a lot, DST rarely. Also you idea needs tweaking, the scan immunity only works for NPC customs. This way the DST will have its specialized area but it will face risk from other players. I was thinking exactly the same on "BRs get used a lot, DST rarely.". OK, taking it a stage further what about shift the Scan Immunity to the DST and but give it a Special Cargo Hold (limited OFC) that only has the Scan Immunity applied to it. Reduce the main Cargo Hold to compensate for the extra and then you have choice as well as risk. Make the second cargohold immune to Customs scans as well. We might see more Illegal Goods getting into Hi-Sec and a much needed Smuggler career.
Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Sael Va'Tauri
State War Academy Caldari State
10
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Posted - 2014.05.26 19:27:00 -
[398] - Quote
Is there any chance of getting a little more faction based diversity in the DSTs prior to Kronos? Though I have already suggested a few different options, I'd be happy with anything that helps differentiate the different DSTs. |
Raw Matters
NORDIC COMPANY Northern Associates.
32
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Posted - 2014.05.27 16:01:00 -
[399] - Quote
In regard of the new covert ops mining ship I would suggest to add the ability of using a covert jump portal to the Deep Space Transport.
If a mining corp decides to mine in some 0.0 space, they can jump in several covert miners, but how do they get the stuff back out? A covert transport can only hold 13-14 m-¦, which is less than 3m worth of ore. With the deep space transport being able to use covert JP, those ppl had the option to either go fully cloaked and less cargo, or partially cloaked with more cargo. |
Zarnak Wulf
In Exile. Imperial Outlaws.
1725
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Posted - 2014.05.30 06:00:00 -
[400] - Quote
I tried adding two nanos to an Occator. It breaks 1900 overheated with a MWD and 640 with an AB. It takes three to four cycles to get up to speed though. I don't see burning back to gate in this. |
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Shivanthar
Ace's and Eight's Brothers of Tangra
93
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Posted - 2014.05.30 07:16:00 -
[401] - Quote
Eodp Ellecon wrote:Another candidate to update the Target Spectrum Breaker for fitting on something other than a Blops BS.
I find this quite interesting on a DST Half the lies they tell about me aren't true. |
Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
56
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Posted - 2014.05.30 08:33:00 -
[402] - Quote
I played a little bit with fittings on Sisi. Overheated, I was able to get a 650k EHP Tank on the Impel. This Beast is almost unkillable by a normal Gatecamp as long as the hardeners are working... http://puu.sh/8U5HA.jpg
With this it should be rather easy for a support-Fleet to protect the transporter with barely any logistics |
Adriana Nolen
Sama Guild
22
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Posted - 2014.05.30 12:46:00 -
[403] - Quote
Give these ships a jump drive. |
Anvil Dragon
Pator Tech School Minmatar Republic
0
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Posted - 2014.05.30 19:49:00 -
[404] - Quote
Like the cargo capacity for ships, even assembled frigates. Playing with one on the test server I waonder at the term hanger. There is no method to dock or undock. You are even unable to jettison an assembled frigate. So station to station transport only or perhaps move to another hauler (yet to try). Forming a fleet and activating the fleet/corp didn't help.
So, as a ship transport ok. As a hanger...
Could you look at an option to dispence and scoop unmaned, assembled frigates without having to run to a station? Then I might use the word hanger.
Also, if POS support for now is no longer an option, could you at least look at a new ORE ship similar to the Primae but sized for the POS construction / support role? There is a need.
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Paynus Maiassus
Capital Munitions
12
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Posted - 2014.06.01 14:32:00 -
[405] - Quote
As usual the player base has no vision for these ships and has completely missed the boat on how excellent these changes are.
First, if the ONLY thing that changed on these ships was the increased cargo capacity, the update would be huge. Now industrialists have a ship with some 80K M3 capacity that they can fit inside a Rorqual or Orca or Carrier. The fleet hangar is a great idea as these ships should be fitted for tank and other attributes rather than for a standard cargo fit. Makes them much more interesting. Yes, they can't launch some POS modules. Looks like the cargo capacity has been changed so they can indeed launch a number of the smaller ones. However, we now have ships that can haul 80K M3 and don't cost 500 million or more. Huge win all by itself.
Now, as for the MMJD and combat statistics, all the moronic whining from the players seems to center on the fact that the ships are still quite killable with current tactics. So let me introduce a concept to the idiot players. If you want to run a blockade, get a blockade runner. These ships are not meant for long routes through low/null or gate camps. That's what BRs are for. They are meant for DEEP SPACE operations. Like deep blue space. So if you are out in null in your blue area and you need to transport some compressed ice from your ice mining system a couple of jumps over to your manufacturing outpost, you have a ship that can haul 80K and has enough defense to do it with a cloaky camper in system. Naturally if a horde of reds are in system you're going to wait until tomorrow. But you won't have to use a Miasmos that can be killed by a lone Purifier.
Silly ridiculous players, stop whining that this ship will not be able to slide through well-prepared gate camps without a hitch. The defense package on this ship (good tank stats, MMJD, Warp Stab) is designed to be a bit gimmicky and most of all interesting and unique, and to have the effect of helping the ship against some small threats and to help it against unexpected situations, such as when you're jumping in an area you thought was safe and a small roam comes through on its way to somewhere and did not expect to see you but has stumbled upon you. You now have some options.
The ship was not designed to be the be-all-end-all answer to eliminating the threat of gate camps. And you know what? If it was, the campers would incessantly whine about it.
I really just can't stand the Eve player base at this point.
Fozzie, these changes improve the ships 500% in a very interesting and out of the box sort of way. Great work. |
Anvil Dragon
Pator Tech School Minmatar Republic
0
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Posted - 2014.06.01 20:53:00 -
[406] - Quote
Paynus Maiassus wrote:As usual the player base has no vision for these ships and has completely missed the boat on how excellent these changes are. *snip*
You now have some options. *snip*
Fozzie, these changes improve the ships 500% in a very interesting and out of the box sort of way. Great work.
Agree with most of that. A big improvement and I will be purchasing.
Puttering around on the test server still. Bumped into an array of mobile warp units bubbling a gate and Serpentis on gate. Docked popped out a Claw and handled the problem, reloaded and on my way. Further out running through an Incursion zone and groups on the gate... not a problem. Even dropped by the test area and picked up all the spare frigates that were not blown up during the test. [in reality my Slashers were more of a flea people would swat between real targets].
One assemble frigate, five packaged, and a packaged Stabber with room to spare. Very nice.
Still, if I was in the middle off the Great Wildlands that assemble frigate would be useless until I got back to a settled area and could dock at a hanger to access the hanger.
I still have a wish to pop out an assembled ship and later scoop it up. It is just that, a wish. |
Maximus Aerelius
PROPHET OF ENIGMA
1279
|
Posted - 2014.06.02 12:11:00 -
[407] - Quote
So I took my Mastodon out once into 0.2. Got hit on the gate by 2 BS and 2 BC! I tanked with T2 Shield Hardeners and a T2 Medium Shield Booster I think it was (this was a few years ago now) and survived due to the Sentry Guns kicking some arse while I sourced fresh pants.
Moral of the story, these have BS+ tanks now and after Kronos even better to survive a few people gate camping, the MMJD should add some interesting twists adn with the extra hanger you can now have more tank but most will probably die in a ball of fire cos more m3 yo!
Post-Kronos hell I'll ride into Jita like Lady Godiva on the back of my Mastodon :) Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
PopeUrban
El Expedicion
85
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Posted - 2014.06.02 16:57:00 -
[408] - Quote
We've been using mammoths as our default cheap cloaky exploration loot dropoffs for a while. Having never really done industrial stuff I'm not familiar with fleet hangars.
Our usual gang is one logoffski/cloak hauler, generally doubleboxed by a "Martyr tackle" inty or ewar who's flying escort for the guys running the sites. Previously, we had to have someone sit/logout a venture on the off chance we score some good gas, which is a logistical nightmare when you don't score any good gas, as that dude is generally twiddling his thumbs out in the middle of whatever null sector our wormhole of the day has decided to poop us out in to. Generally speaking, docking to reship is not an option for our ops as our entire operational procedure is focused around backdooring to null and staying there a couple days until we fill the mammoth, or probe a decent hole chain to get back to empire in one piece so we can sell/use the loot.
What would make me invest in a DST to replace the cheapo mammoths:
If I could have my pilots all train the requisite cloak/probe/hack/gas mining skills simply hop out of their hacking frig, jet them a shiny new fitted prospect, and scoop the frig until the gas is all gobbled up, then they can swap back to the hacking frig. This would eliminate the "dead pilot" in the gas frig problem and get some old pilots back in game as they could doublebox more combat ships or just be actually hacking sites, AKA doin' stuff.
Can a fleet hangar do that? |
Lone Gunman
Forhotea Corporation
30
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Posted - 2014.06.02 19:09:00 -
[409] - Quote
With the latest Kronos SiSi build, Fleet hanger is 60K m3. Let's hope that hold for release. |
Ang Min
CPD Adventures Pte. Ltd.
11
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Posted - 2014.06.02 19:41:00 -
[410] - Quote
Sael Va'Tauri wrote:For the fleet hanger allowing battleships into worm holes, why not just change the DST fleet hanger to 37,500 m3 base, and increase the cargo holds to ~6,000 base? The fleet hanger then tops out at almost 50,000 (46,875m3) at level 5 when actively equipped (not enough for the packaged BS), but when not active and stored in a carrier it doesn't store as much either. Additionally, it can be fit to haul similar or a little more than the current proposed changes if you ignore any tank.
+1. This seems like the best solution, and I don't understand why CCP didn't implement it. I don't think they (nor the CSM) have fully thought through all the ramifications of allowing battleships to be so easily brought into C1 w-space. Granted, you could always build them inside, but at least that took substantial time, effort and resources (hauling in or mining the minerals, etc.). With this change, I can haul 20 or so battleships into the C1 system in a little over an hour, before the wormhole collapses.
When wormholes were introduced in Apocryphya, there was a lot of thought put into balancing the six different WH classes, including what ships could be brought in, corresponding difficulty of the Sleeper sites, rewards vs. risk, etc. And developers put in a lot of effort to get all the wormhole mass limits and ship masses set up properly. This balance has worked well for over 5 years (one of the few things in Eve that was done right from the start and hasn't needed tweeking/fixing). Why break that now, when you could have easily achieved the DST cargo boost through other solutions?
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Euripedies
Hot Droppin Cherry Poppers
16
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Posted - 2014.06.02 20:27:00 -
[411] - Quote
A long time ago, in a system far far away, from my current system, I owned a Mastodon. This Mastodon plodded from system to system, ferrying cargo from one system to another in High Sec. Mind numbing as you can imagine. The Mastodon never went into Low Sec. Cause in low sec, it would no doubt immediately explode, of that I was certain. My Blockade Runner, my Prowler has never exploded in Low Sec, or Null Sec for that matter. Never. As for the Mastodon, I wasn't impressed with its cargo handling features, and adding in the lack of survivability, it was easy to sell when I headed to Null Sec the first time. Ive always wanted the Mastodon to amount to something, perhaps this time is it. I didn't realize though, I was going to have to set my ship on fire to make it go faster or tank better. Overheating is wonderful and all, but even at level V thermodynamics it still only gives you about ten cycles of whatever you are overheating before burnout. Leaving you with a non-working module, while still webbed and scrammed by multiple points. And the fleet hanger, while that is a good idea, and I can think of some good things to do with it, cant we please open it in space? Its almost like an orca, but no command bonus, which is cool , its a deep space transport. and can we have some drone bay action while Im here asking
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Emphias Ramillion
D4RK M00N RISING Psychosomatic.
0
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Posted - 2014.06.03 11:56:00 -
[412] - Quote
hehehehehe......cool thing i jus bought my mastodon yesterday :P |
Jill Antaris
Imperial Academy Amarr Empire
78
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Posted - 2014.06.03 12:43:00 -
[413] - Quote
Would it be possible to increase the warp speed of the transport ships to 4.5 or even 5 AU/s and add a bit more agility?
I like the change with the extra hangar, however for moving something of value quick that is to big for the blockade runners the tier 1 Industrials are currently a lot better than transport ships simply because they can warp quick, align quick, can field sufficient buffer to withstand 1-2 destroyers or a single tornado volley and are even very good at low sec hauling, relaying on mwd/cloak at gates with enough mobility to get back to the gate if you spawn very close to another ship without the cloak option.
The active tank thing is a nice gimmick but rarely useful in empire(alpha) or low sec(because ships can hold and bump you very easy and after 60s your tank will break down by nos/neuts or to much damage on the mods). What would be more important is mobility(speed/agility to get back to the gate quick), fast warp speed(like 4.5-5 AU what would be very interesting for the given capacity) and a bit more HP in the standard tanking layer(what means shield on every single one of them), even the overheating bonus makes a lot more sense with Invus compared to EANMs.
The Impel needs a more balanced slot layout like 4 meds and 5 lows, because armor tanking Transports hinders agility and speed(what are the main things you want on a Indu that carriers stuff of value), it got the most holes in the T2 resists with a shield tank and the limited power gird prevents reasonable mwd + plate fittings anyway. While it could possible archive the highest EHP with a 1600mm plate, slaves(and you want warp speed imps for serious hauling anyway) and a full tank layout, it cripples the mobility what is a big no no for people that use them in low sec or haul a very huge amount of stuff every day(like people that consider haulers as her work horses that need to be fast, save and reliable in any kind of situation).
Same goes for the Occator, 4 med slots please.
Being a lot less dependent on stacking cargo extenders even further reduces the value of 6 or 7 low slots, so can we please have a more balanced slot layout on the gallente and amarr Transport ships? The higher agility, T2 resist profile and slot layout already makes the Caladari and Minmatar option preferable over the Gallente and Amarr options for practical use and this should be taken into consideration when redesigning the hulls.
If you stand in front of a 5 man gate camp in low sec, mobility/agility is more important because it gives you the chance to get back to the gate, if you move stuff in empire a lot(like the people that skill for the hulls) you will always do a compromise between speed, tank and agility because you will have more dedicated hulls for high value stuff(that can be tanked a lot better than a Transport ship) and the advantage having a super high EHP armor hauler that takes another 5-6s at every gate is rather limited if you have to do 400-500 jumps a day. |
Saint Germain
Sekundu
2
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Posted - 2014.06.04 10:42:00 -
[414] - Quote
Still can't mine in a Bustard or Impel, please give these ships at least one turret hardpoint. Otherwise I'm delighted with this update! |
HiddenPorpoise
Under Dark
227
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Posted - 2014.06.04 11:01:00 -
[415] - Quote
Now some DST can hit over 100% resists in overheat; can someone go on the test server and see what happens? |
Gosti Kahanid
GANOR Deep Space Explorers GANOR INC.
56
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Posted - 2014.06.04 11:17:00 -
[416] - Quote
To get over 100% is impossible, but the Fitting-Window will show 100% when you have your resi at 99,1 or higher because it is rounded up (as you can see in the Screenshot) http://puu.sh/8U5HA.jpg In this case I had explo-resi at 99,37 (acording to EFT) |
Debora Tsung
The Investment Bankers Guild
1101
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Posted - 2014.06.04 12:21:00 -
[417] - Quote
Read the changes about that just now... Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |
novasigma Okaski
Airkio Mining Corp The Bastion
0
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Posted - 2014.06.05 01:18:00 -
[418] - Quote
Retar Aveymone wrote:well that's sure a thing, i have absolutely no idea what role that thing will play
will be interesting to see how it shakes out
this is going to give this ship one hell of a role \0/ not only for moving things but let me put it to you this way dedicated orca hauller any one |
Xavier Vora
Usque Ad Mortem
0
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Posted - 2014.06.05 11:09:00 -
[419] - Quote
The upgrades are nice but after the patch i went from being able ti run 33km3 to less than 15k m3 if the patch was supposed to improve the ship so more people would use it then i think you have got this "improvement" very wrong. So you give more medium slots but remove 2 low slots. This ship is supposed to be a hauler i think you have gotten a bit lost on this one, i for one will not be using it anymore.
who do i need to speak to about getting the time i spent in SP for the t2 haulers back so i can put them to some good use, the time spent getting these has been a total waste of time which means a total waste of subscription.
you ****** this up. |
Lyyraia
Hax. Triumvirate.
5
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Posted - 2014.06.05 11:11:00 -
[420] - Quote
Xavier Vora wrote:The upgrades are nice but after the patch i went from being able ti run 33km3 to less than 15k m3 if the patch was supposed to improve the ship so more people would use it then i think you have got this "improvement" very wrong. So you give more medium slots but remove 2 low slots. This ship is supposed to be a hauler i think you have gotten a bit lost on this one, i for one will not be using it anymore.
who do i need to speak to about getting the time i spent in SP for the t2 haulers back so i can put them to some good use, the time spent getting these has been a total waste of time which means a total waste of subscription.
you ****** this up.
60k m-¦ Fleethanger?? |
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