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Kyshonuba
Science and Trade Institute Caldari State
28
|
Posted - 2014.05.17 22:12:00 -
[91] - Quote
Sipphakta en Gravonere wrote:Kyshonuba wrote:It doesn't look like a good change for high sec haulers/industrialist
Rite now, before the change, only T2 deep space transports can haul valuable goods above 20.000 m-¦ .....and ii f you know how to fit them (hint: cloaky warp trick) you can even fly them through the (gank/) gates of niarja and uedama.
in high sec, PI/module/loot /ammo haulers have this kind of problem because the tech 1 industrials are gank targets as soon as they transport goods above 40.000.000 ISK. The only option for valauable stuff beyond the freighter will now be the blockade runner. ..which means 50% less cargo capacity. ( unless you wanna call a 400m-¦ courrier tengu an industrial ship)
I don't understand your post. After the change, DST will be able to haul 50.000m3 (+5% per skill) while having a ~80k EHP tank with a ~12 second align time. Seems like a buff to me.
You are rite. I misread 50.000 m-¦ for 5000 m-¦ fleethangar |
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ISD Ezwal
ISD Community Communications Liaisons
1333
|
Posted - 2014.05.17 22:17:00 -
[92] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
26. Off-topic posting is prohibited.
Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Ransu Asanari
Powder and Ball Alchemists Union The Predictables
113
|
Posted - 2014.05.17 22:31:00 -
[93] - Quote
While I think this is an interesting attempt to make the Deep Space Transport viable, I don't think it goes far enough. I personally wouldn't use them in the state described.
The MMJD addition is an interesting middle ground to solving the problem of bubbles in nullsec, but it falls flat as a solution to get away from most gate camps. A single Light Interdictor will be able to bubble, decloak the DST, and warp scramble to disable the MMJD. Since you can't Cloak/MMJD (that was disabled a long time ago) it's an interesting curiosity, but not very effective.
If the MMJD was changed so that it continued to cycle unless enough warp scramble points were on the ship to overcome any warp core strength bonuses, then that would be worth talking about. This could be a bonus specifically given to the DST.
Personally I think the Deep Space Transport should get the interdiction nullification ability - that would make it a vehicle truly able to use in "deep space" as it would avoid being dragged or trapped on gates. It will still be vulnerable to bumping, boosted HIC points, and getting multiple scrams/long points, but it would be able to tank long enough to get back to gate or warp away in more situations.
The Fleet Hangar idea I like, as it gives a nice midpoint between using a T1 Kryos and an Orca when mining in the belts, and also gives some nice flexibility ideas for providing ammo reloads in space, and other tasks.
I have to agree with a lot other comments that this really limits the ability to use a DST for setting up POS by anchoring towers and POS mods. This was one of the things that was disappointing about the T1 Industrial revamp - there was no specialized POS maintenance ship. None of the T1 specialized bays could hold Fuel Blocks or Moon Minerals, and none were really specialized to handle POS tower setup/teardown.
The DST needs to be a middle ground between having to use a T1 hauler with pure capacity, and a Jump Freighter or Rorqual - which is a pretty high SP requirement, just to manage POS.
The main cargo hangar needs to have enough space to hold POS modules to launch into space for corporation, and be able to transfer between the bays. Powder and Ball Alchemists Union - "Turning Lead into Gold since 2008" |
Abrazzar
Vardaugas Family
3432
|
Posted - 2014.05.17 22:44:00 -
[94] - Quote
Just came to me that you no longer really need a instant warp for every crowded station because you can just micro-jump out of the docking ring and then putter to alignment in comfortable 100km distance from the heap. Sovereignty and Population New Mining Mechanics |
Altrue
Exploration Frontier inc Brave Collective
1167
|
Posted - 2014.05.17 23:00:00 -
[95] - Quote
Thats a nice rebalance, but I have three questions :
1- Why not giving them an overload bonus to all the things instead ? What are you affraid of ? It would be cool to be able to use stasises in combinaison with MWDs or MJDs to keep scrams away, that kind of things that would be way way easier with a broad overload bonus. Just an example.
2- What about their resistances ? (If I recall correctly they aren't T2 at the moment... Not even sure actually ^^')
3- What about the Bustard that goes 80m/sec? Usually caldari transports have higher capacity at the expense of lower agility and speed, but here the capacity is now the same so... are there any plans to reconsider their stats, especially agility and speed ? Signature Tanking - Best Tanking. Beware the french guy!
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muhadin
Origin. Black Legion.
176
|
Posted - 2014.05.17 23:13:00 -
[96] - Quote
Make it so you cannot fit cargo expanders and just up the cargo capacity to 10k that way you can drop and scoop pos mods no problem. "Love the Life you Live, Live the Life you Love" |
TAckermassacker
New Republic The Initiative.
51
|
Posted - 2014.05.17 23:18:00 -
[97] - Quote
i would wish 1 more medslot for amarr and gallente and also the ability to fit a target spectrum breaker, there is no ship where you want this more. |
Galphii
Caldari Provisions Caldari State
229
|
Posted - 2014.05.17 23:22:00 -
[98] - Quote
Very decent improvements, but that medium jump drive is of dubious practicality. Maybe you get caught at a bubble 100+km from the gate, but if there's a tackler guarding it you're still screwed since scrams prevent mjds. I wouldn't bother putting one on tbh. X |
Deeone
Deadspace Zombie Factory
15
|
Posted - 2014.05.17 23:43:00 -
[99] - Quote
not so sure I like having to fit expanded cargo holds and rigs just to be able to maybe scoop starbase mods(or can I launch and scoop things from this fleet hanger?). Other then that great changes much better than the freighter changes. The mjd really makes a great addition. |
Dehval
Risk Breakers Fidelas Constans
46
|
Posted - 2014.05.17 23:49:00 -
[100] - Quote
Ransu Asanari wrote:*snip* The MMJD addition is an interesting middle ground to solving the problem of bubbles in nullsec, but it falls flat as a solution to get away from most gate camps. A single Light Interdictor will be able to bubble, decloak the DST, and warp scramble to disable the MMJD. Since you can't Cloak/MMJD (that was disabled a long time ago) it's an interesting curiosity, but not very effective.
*snip* You actually can cloak -> MJD. Or at least it was working not 2 hours ago on SiSi when tested with a Battleship Module and an Improved Cloaking Device.
The difference being that unlike the cloak/MWD trick, which allows for either module to be activated "first", to cloak MJD you must activate cloak before hitting the MJD. Still has to happen in the same server tick, but the keypress order matters. End result is you spooling up the MJD while cloaked, jumping 100km forward, and being decloaked by the jumping process. |
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Mikhem
Taxisk Unlimited
133
|
Posted - 2014.05.18 00:00:00 -
[101] - Quote
I use deep space transports to carry custom offices to nullsec. Does this change mean that I cannot setup custom offices with deep space transports since structures cannot be launched from fleet hangar? Custom office gantry takes 7600 m3 space.
I just tried fleet hangar with my orca and mobile depot and got weird results. Mobile depot has no launch for self option in menu when depot is in fleet hangar. When I dropped mobile depot to space from fleet hangar it worked fine. Mobile depot was set to space. I was only able to scoop this mobile depot to cargo hold.
If structures cannot be placed with deep space transport then is this intended change in deep space transport role?
Mikhem
Door is still closed. :(
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Nicen Jehr
Brave Newbies Inc. Brave Collective
391
|
Posted - 2014.05.18 00:10:00 -
[102] - Quote
Hi Fozzie, I've never used a fleet hangar, can you only store assembled ships in it? it looks like with transport ships 4 you'll have 50k * 1.20 = 60,000 m3, or enough to store two frigates or one destroyer. The occator is 510 meters long and most frigates are less than 100m, I think it should be able to fit more than two frigs :) Little Things to improve GëíGïüGëí-á| My Little Things posts |
Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
132
|
Posted - 2014.05.18 00:27:00 -
[103] - Quote
These changes look great for boosting the usefulness of these ships. Thank you |
Markus45
Republic Military School Minmatar Republic
0
|
Posted - 2014.05.18 01:05:00 -
[104] - Quote
Sipphakta en Gravonere wrote:Kyshonuba wrote:It doesn't look like a good change for high sec haulers/industrialist
Rite now, before the change, only T2 deep space transports can haul valuable goods above 20.000 m-¦ .....and ii f you know how to fit them (hint: cloaky warp trick) you can even fly them through the (gank/) gates of niarja and uedama.
in high sec, PI/module/loot /ammo haulers have this kind of problem because the tech 1 industrials are gank targets as soon as they transport goods above 40.000.000 ISK. The only option for valauable stuff beyond the freighter will now be the blockade runner. ..which means 50% less cargo capacity. ( unless you wanna call a 400m-¦ courrier tengu an industrial ship)
I don't understand your post. After the change, DST will be able to haul 50.000m3 (+5% per skill) while having a ~80k EHP tank with a ~12 second align time. Seems like a buff to me. Correction: - The current Impel can hit ~110k EHP with max skills and no implants. ~125k EHP overheated. - With a Slave set it can hit ~163k EHP. ~185k EHP overheated. - With max boosts it can hit nearly ~190k EHP. ~220k EHP overheated.
The new Impel has 80 extra PG and twice the overheat bonuses. It will thus easily hit ~250k EHP in perfect conditions. Depending on how well a fitting can be thought up, the new Impel will probably push close to ~300k EHP as a buffer fit.
A duel rep Impel could as well be a reasonable option, will have to plug the numbers on that.
[Impel, EHP]
10MN Afterburner II
800mm Reinforced Steel Plates II 2x 400mm Reinforced Steel Plates II Damage Control II Armor EM Hardener II Shadow Serpentis Armor Thermic Hardener Energized Adaptive Nano Membrane II
Medium Trimark Armor Pump II Medium Ancillary Current Router II
5000x Nanite Repair Paste |
Innominate
GoonWaffe Goonswarm Federation
567
|
Posted - 2014.05.18 01:35:00 -
[105] - Quote
The job of a deep space transport is to operate in areas which may not be completely safe. Their role is not to be able to run gatecamps or dodge fleets, that is what blockade runners are for. A deep space transport is about being able to operate with things like lone interceptors or stealth bombers around that would easily kill a T1 industrial. If you jump it into a well set up gatecamp, it should still die.
The fact that the warp scramblers are unaffected by warp core strength renders the mwd/mjd virtually pointless on these things. If they can warp out, they don't need the mwd/mjd, and when they can't warp out the mwd/mjd option is gone already anyways. Being able to mjd out of a bubble isn't much good when it only takes a single warp scram to kill it. This is a minor point but it's annoying given that the the mjd was given specifically to these hulls.
The fleet hangar is a problem. It's great in theory, big cargo that doesn't depend on fitting is wonderful. To not be able to do POS work from it utterly removes the ships best potential role.
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Patri Andari
Thukker Tribe Antiquities Importer
200
|
Posted - 2014.05.18 02:07:00 -
[106] - Quote
finally a way to rid myself of all this excess Thukker tribe LP
Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown |
Markus45
Republic Military School Minmatar Republic
0
|
Posted - 2014.05.18 02:10:00 -
[107] - Quote
Also please decrease spool time of MJD on the DST to 3 seconds. This means frigates and sebo'd cruisers can catch you, of course the Nado, but not much else. |
Derath Ellecon
Washburne Holdings Situation: Normal
2241
|
Posted - 2014.05.18 02:13:00 -
[108] - Quote
Was the DST really used that much to online/offline POS's?
Whenever we setup or took down a pos (in WH space mind you not 0.0) the actual tower was setup or taken down with a BR. Once the tower was online and FF activated it really didn't matter what we used since everything else was deployed from inside the FF. I really don't see how this is all that horrible. |
Lets GopherIT
Science and Trade Institute Caldari State
3
|
Posted - 2014.05.18 02:20:00 -
[109] - Quote
I would suggest to go back to the roots of what a Deep Space Hauler really should be about..........
This is fundamentally a ship that can haul a lot of stuff around in dangerous places........ that's why it has some tank...........
But, you would not do this solo.......... so give it bonus's for fleet work.
Let it be able to travel thru bubbles if escorted by a ship that's bubble proof....... Let it align and warp off as if it were webbed by a fleet member if it truely is escorted......... Let the DST get thru that gate camp and let it's support team deal with the camp........
Give it a role bonus that's based on the fact that it need's to be supported........ Don't limit it's capacity FFS, we have Blockade Runners that can do that job.
My 2p |
FT Diomedes
The Graduates RAZOR Alliance
413
|
Posted - 2014.05.18 02:24:00 -
[110] - Quote
I've been trying to figure out how these are supposed to work. Let's assume a hostile is trying to run through my space. I have an informal gate camp up - a bored Interdictor pilot and a bored Interceptor pilot.
Scenario 1: An interceptor comes through and types "LOL, you noobs suck!" in local as he zips through.
Scenario 2: A T3 comes through and doesn't say anything, because he is too much of a bitter vet to notice us.
Scenario 3: A Blockade Runner comes through. I drop my bubble. He waits for a few seconds, picks his align point, hits align, MWD, cloak. The Interceptor and I burn towards him. If he has expanded cargo holds, we catch him and kill him some of the time (100% of the Blockade Runners my alts and I have killed had expanded cargo holds fitted). Otherwise, we miss, he coasts out of the bubble, and continues on with his merry way. We try to repeat the same thing on the next gate and the one after that, and the one after that, until he either goes AFK or evades us or we finally catch him.
Scenario 4: One of these new DST's comes through. It's a Bustard. It jumps in. I drop my bubble. He waits for a few seconds, picks his align point, hits align, cloak, MJD. The Interceptor and I burn towards him. We decloak him and I put my scram on him. His MJD shuts off. He doesn't have an MWD, since that would be equally useless. He turns on his afterburner, overheats ALL THE THINGS and continues on towards his align point. He burns out of my first bubble (he was right on the edge of it when this encounter started). I drop my next bubble. He continues to burn through that. If he can live long enough to get through the third bubble, or I drop one too late or too soon, he warps off, unless we have 6 points on him. Or unless we web him, in which case he dies horribly once some bored ratter warps in to add some DPS so we can break his tank.
In any case, Scenario 4 ends in fiery death for the DST often enough that I am not likely to see one fly through solo any time soon. Ergo, these ships are still mostly useless for Deep Space Transportation.
Now let's add to that the fact that the ship cannot deploy a POSGǪ and it's totally useless outside of carrying a certain value through High Sec that is less than 1b (max value for a freighter) and more than 40m (max value for T1 hauler). This is my signature. There are many like it, but this one is mine. |
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Ines Tegator
Towels R Us
450
|
Posted - 2014.05.18 02:36:00 -
[111] - Quote
Fleet bonus is interesting. Tank bonus will likely not be used (except in Q ships) due to unreliability. Dissappointed in the new bay size; this means there's still no crossover from Industrials to Freighters within the same skill tree. At least it's bigger then the t1 holds I guess.
Overall, interesting idea, but dissapointed with the direction. I don't think that this is a role that needed filled. Tanky haulers never worked before, this will be no different. Thanks for the poor-mans Orca, I guess. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
Michael Harari
Genos Occidere HYDRA RELOADED
1196
|
Posted - 2014.05.18 02:48:00 -
[112] - Quote
FT Diomedes wrote:I've been trying to figure out how these are supposed to work. Let's assume a hostile is trying to run through my space. I have an informal gate camp up - a bored Interdictor pilot and a bored Interceptor pilot.
Scenario 1: An interceptor comes through and types "LOL, you noobs suck!" in local as he zips through.
Scenario 2: A T3 comes through and doesn't say anything, because he is too much of a bitter vet to notice us.
Scenario 3: A Blockade Runner comes through. I drop my bubble. He waits for a few seconds, picks his align point, hits align, MWD, cloak. The Interceptor and I burn towards him. If he has expanded cargo holds, we catch him and kill him some of the time (100% of the Blockade Runners my alts and I have killed had expanded cargo holds fitted). Otherwise, we miss, he coasts out of the bubble, and continues on with his merry way. We try to repeat the same thing on the next gate and the one after that, and the one after that, until he either goes AFK or evades us or we finally catch him.
Scenario 4: One of these new DST's comes through. It's a Bustard. It jumps in. I drop my bubble. He waits for a few seconds, picks his align point, hits align, cloak, MJD. The Interceptor and I burn towards him. We decloak him and I put my scram on him. His MJD shuts off. He doesn't have an MWD, since that would be equally useless. He turns on his afterburner, overheats ALL THE THINGS and continues on towards his align point. He burns out of my first bubble (he was right on the edge of it when this encounter started). I drop my next bubble. He continues to burn through that. If he can live long enough to get through the third bubble, or I drop one too late or too soon, he warps off, unless we have 6 points on him. Or unless we web him, in which case he dies horribly once some bored ratter warps in to add some DPS so we can break his tank.
In any case, Scenario 4 ends in fiery death for the DST often enough that I am not likely to see one fly through solo any time soon. Ergo, these ships are still mostly useless for Deep Space Transportation.
Now let's add to that the fact that the ship cannot deploy a POSGǪ and it's totally useless outside of carrying a certain value through High Sec that is less than 1b (max value for a freighter) and more than 40m (max value for T1 hauler).
You forgot scenario 5. The bustard scrams your sabre and kills you.
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FT Diomedes
The Graduates RAZOR Alliance
417
|
Posted - 2014.05.18 02:52:00 -
[113] - Quote
Michael Harari wrote:FT Diomedes wrote:I've been trying to figure out how these are supposed to work. Let's assume a hostile is trying to run through my space. I have an informal gate camp up - a bored Interdictor pilot and a bored Interceptor pilot.
Scenario 1: An interceptor comes through and types "LOL, you noobs suck!" in local as he zips through.
Scenario 2: A T3 comes through and doesn't say anything, because he is too much of a bitter vet to notice us.
Scenario 3: A Blockade Runner comes through. I drop my bubble. He waits for a few seconds, picks his align point, hits align, MWD, cloak. The Interceptor and I burn towards him. If he has expanded cargo holds, we catch him and kill him some of the time (100% of the Blockade Runners my alts and I have killed had expanded cargo holds fitted). Otherwise, we miss, he coasts out of the bubble, and continues on with his merry way. We try to repeat the same thing on the next gate and the one after that, and the one after that, until he either goes AFK or evades us or we finally catch him.
Scenario 4: One of these new DST's comes through. It's a Bustard. It jumps in. I drop my bubble. He waits for a few seconds, picks his align point, hits align, cloak, MJD. The Interceptor and I burn towards him. We decloak him and I put my scram on him. His MJD shuts off. He doesn't have an MWD, since that would be equally useless. He turns on his afterburner, overheats ALL THE THINGS and continues on towards his align point. He burns out of my first bubble (he was right on the edge of it when this encounter started). I drop my next bubble. He continues to burn through that. If he can live long enough to get through the third bubble, or I drop one too late or too soon, he warps off, unless we have 6 points on him. Or unless we web him, in which case he dies horribly once some bored ratter warps in to add some DPS so we can break his tank.
In any case, Scenario 4 ends in fiery death for the DST often enough that I am not likely to see one fly through solo any time soon. Ergo, these ships are still mostly useless for Deep Space Transportation.
Now let's add to that the fact that the ship cannot deploy a POSGǪ and it's totally useless outside of carrying a certain value through High Sec that is less than 1b (max value for a freighter) and more than 40m (max value for T1 hauler). You forgot scenario 5. The bustard scrams your sabre and kills you.
That would make my day, but it will never happen. Even if he scrams me, good luck killing the Sabre before backup arrives to make him explode. This is my signature. There are many like it, but this one is mine. |
Ines Tegator
Towels R Us
450
|
Posted - 2014.05.18 02:55:00 -
[114] - Quote
Michael Harari wrote:
You forgot scenario 5. The bustard scrams your sabre and kills you.
There will certainly be a lot of lolkills in lowsec, at least for a couple of weeks.
FT Diomedes wrote: That would make my day, but it will never happen. Even if he scrams me, good luck killing the Sabre before backup arrives to make him explode.
This is the bottom line. The burst/tank mobility idea would be great on a BC or pirate cruiser. On a hauler with a billion isk of cargo, it's not going to be used.
Not for hauling, at any rate.
- Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1368
|
Posted - 2014.05.18 02:58:00 -
[115] - Quote
Dave Stark wrote:however have you considered the fact that since these have a FLEET hangar, and can fit tractor beams, there's now even less reason to bring an orca and/or a rorqual on grid? if you want those two ships on grid, these changes are like a nail in the coffin to achieving that end. especially in the more dangerous areas of space. 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. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) And bring back the missile Inquisitor!! |
Michael Harari
Genos Occidere HYDRA RELOADED
1196
|
Posted - 2014.05.18 03:06:00 -
[116] - Quote
FT Diomedes wrote:
That would make my day, but it will never happen. Even if he scrams me, good luck killing the Sabre before backup arrives to make him explode.
He tanks like 2k dps for quite a while |
Rowells
Unknown Soldiers Fidelas Constans
614
|
Posted - 2014.05.18 03:16:00 -
[117] - Quote
FT Diomedes wrote:I've been trying to figure out how these are supposed to work. Let's assume a hostile is trying to run through my space. I have an informal gate camp up - a bored Interdictor pilot and a bored Interceptor pilot.
Scenario 1: An interceptor comes through and types "LOL, you noobs suck!" in local as he zips through.
Scenario 2: A T3 comes through and doesn't say anything, because he is too much of a bitter vet to notice us.
Scenario 3: A Blockade Runner comes through. I drop my bubble. He waits for a few seconds, picks his align point, hits align, MWD, cloak. The Interceptor and I burn towards him. If he has expanded cargo holds, we catch him and kill him some of the time (100% of the Blockade Runners my alts and I have killed had expanded cargo holds fitted). Otherwise, we miss, he coasts out of the bubble, and continues on with his merry way. We try to repeat the same thing on the next gate and the one after that, and the one after that, until he either goes AFK or evades us or we finally catch him.
Scenario 4: One of these new DST's comes through. It's a Bustard. It jumps in. I drop my bubble. He waits for a few seconds, picks his align point, hits align, cloak, MJD. The Interceptor and I burn towards him. We decloak him and I put my scram on him. His MJD shuts off. He doesn't have an MWD, since that would be equally useless. He turns on his afterburner, overheats ALL THE THINGS and continues on towards his align point. He burns out of my first bubble (he was right on the edge of it when this encounter started). I drop my next bubble. He continues to burn through that. If he can live long enough to get through the third bubble, or I drop one too late or too soon, he warps off, unless we have 6 points on him. Or unless we web him, in which case he dies horribly once some bored ratter warps in to add some DPS so we can break his tank.
In any case, Scenario 4 ends in fiery death for the DST often enough that I am not likely to see one fly through solo any time soon. Ergo, these ships are still mostly useless for Deep Space Transportation.
Now let's add to that the fact that the ship cannot deploy a POSGǪ and it's totally useless outside of carrying a certain value through High Sec that is less than 1b (max value for a freighter) and more than 40m (max value for T1 hauler). Scenarios 6: overheats MWD, cloaks, burns toward gate. If he gets decloaked, hes already close to gate so just burns rest of distance while you try to kill him, and then jumps through gate while your gang waits out aggro timers and then GTFOs in whatever manner he sees fit.
Or scenario 7 (most unlikely but possible): he warp core stabs everything (or doesn't, it's up to him) overheats MWD and burns the quickest way out of the bubble. Fast tackle scrams him as he is escaping sphere of doom. Warps off with his +2 warp strength or +x amount of stabs.
Scenario 8 and my favorite: jumps into gate, decloaks and burns toward exit gate. Gets tackled by frigate and sabre. Scrams and webs sabre, buddies jump in and collect on kill. Moves on to next bait system.
While I am a little confused about how the fleet hangar is fgoing to work, the overheat bonuses and new MMJD module really give it some serious options to play with. |
Catherine Laartii
State Protectorate Caldari State
182
|
Posted - 2014.05.18 03:20:00 -
[118] - Quote
I can see these being used as supply ships in medium to large fleets. The strong passive and local tanks along with the 50k m3 fleet hanger means they can be used for an extremely wide variety of interesting role.
That being said, I was really looking forward to seeing them rebalanced as assault transports, mixing good offense and great defense with a fairly decent cargo hold. I am completely ok with this, though. |
Ines Tegator
Towels R Us
450
|
Posted - 2014.05.18 03:22:00 -
[119] - Quote
Rowells wrote:Scenarios 6: overheats MWD, cloaks, burns toward gate. If he gets decloaked, hes already close to gate so just burns rest of distance while you try to kill him, and then jumps through gate while your gang waits out aggro timers and then GTFOs in whatever manner he sees fit.
A gang that has all of their tacklers aggress before the kill is certain is a stupid gang and deserves to lose their kill.
Quote: Scenario 8 and my favorite: jumps into gate, decloaks and burns toward exit gate. Gets tackled by frigate and sabre. Scrams and webs sabre, buddies jump in and collect on kill. Moves on to next bait system.
After reading the thread, I'm 100% certain that this is EVERYONE's favorite scenario. Much like a procurer in lowsec, or a drake slowboating to a gate from 15km, or a Prophecy killing rats on a gate. In other words, it's obviously the best use of the ship and nobody (who knows what they are doing) is going to fall for it.
Bottom line, these changes don't help the ship class. - Mission Overhaul - Bridging the PVP / PVE Gap - -áIf the game stops teaching people to fear lowsec, maybe people will start going there? |
Catherine Laartii
State Protectorate Caldari State
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Posted - 2014.05.18 03:23:00 -
[120] - Quote
Also, in regards to the Crane and Bustard: Are the models getting fixed for them? Crane should be the Badger instead of the Tayra, and the Bustard should be the Tayra instead of being one of the weirdest ships in the game insofar as having a ship model that doesn't actually exist.
That being said, I would not be against having a third hauler added to the Caldari lineup. |
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