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Author |
Thread Statistics | Show CCP posts - 10 post(s) |

Abrazzar
Vardaugas Family
3435
|
Posted - 2014.05.18 03:35:00 -
[121] - Quote
This may actually become EVE's most loved hot drop boat. I mean 1km-¦ for cyno fuel, you could basically run down a pipe and hot drop every jump without restocking. And enough Fleet Hangar to refuel all the caps. Perfect, no? Sovereignty and Population New Mining Mechanics |

FT Diomedes
The Graduates RAZOR Alliance
423
|
Posted - 2014.05.18 03:53:00 -
[122] - Quote
Abrazzar wrote:This may actually become EVE's most loved hot drop boat. I mean 1km-¦ for cyno fuel, you could basically run down a pipe and hot drop every jump without restocking. And enough Fleet Hangar to refuel all the caps. Perfect, no?
This is pretty much the best use for these ships, because it has no use as an actual hauler. This is my signature. There are many like it, but this one is mine. |

Derath Ellecon
Washburne Holdings Situation: Normal
2241
|
Posted - 2014.05.18 03:57:00 -
[123] - Quote
FT Diomedes wrote:Abrazzar wrote:This may actually become EVE's most loved hot drop boat. I mean 1km-¦ for cyno fuel, you could basically run down a pipe and hot drop every jump without restocking. And enough Fleet Hangar to refuel all the caps. Perfect, no? This is pretty much the best use for these ships, because it has no use as an actual hauler.
I'm actually quite excited by the change. These are going to be far more useful to us now. |

Sturmwolke
568
|
Posted - 2014.05.18 04:15:00 -
[124] - Quote
All in all, it's a very nice buff. This fills the mini-Orca role nicely for a variety of scenarios. I can finally dust off my Occator. |

Sizeof Void
Ninja Suicide Squadron
429
|
Posted - 2014.05.18 04:58:00 -
[125] - Quote
Hmm... as I recall, the main reason we don't use DSTs often (except as bait) is because they are very slow and very easy to catch. Sure, it takes time to take one down, but its fate is still pretty much sealed.
I don't see much change here, with regards to the DST's primary disadvantages.
We don't want to turn these things into blockade runners, though, so how about looking at other methods to improve their ability to get away, once tackled?
Some suggestions:
1) Add EW bonuses 2) Add nos/neut bonuses 3) Add Target Spectrum Breaker bonuses 4) Allow MJD to operate when scrammed 5) Built-in ECM
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
690
|
Posted - 2014.05.18 05:08:00 -
[126] - Quote
slower than a jump freighter more risky than a jump freighter less cargo than a jump freighter |

Caleb Seremshur
The Atomic Fallout Kids
254
|
Posted - 2014.05.18 05:15:00 -
[127] - 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
I just can't see them having much use outside packing a couple of frigatea inside. LP store weapon cost rebalance |

Innominate
GoonWaffe Goonswarm Federation
568
|
Posted - 2014.05.18 05:23:00 -
[128] - Quote
Derath Ellecon wrote:Was the DST really used that much to online/offline POS's?
Currently the DSTs see next to no use. They don't hold more than their T1 counterparts, often holding much less. The only thing they have going for them is a bit more tank and +2 WCS but most people are rightfully cautious about not moving T1 industrials or DSTs in dangerous areas. When you need to move stuff through hostile space, you use a blockade runner. When you need to move high volume cargo you use a T1 industrial which max out at 35-40k m3 and use caution.
POS work is one of the few areas where an updated DST would be of use for any reason other than simply having more capacity than their t1 counterparts.
TrouserDeagle wrote:slower than a jump freighter more risky than a jump freighter less cargo than a jump freighter
1/50th the cost of a jump freighter. Has warp core stabilizers, tank, etc.
|

Zarnak Wulf
In Exile. Imperial Outlaws.
1692
|
Posted - 2014.05.18 06:15:00 -
[129] - Quote
This will be a tool for low-sec. Corporations and alliances in the area often do not have anywhere near the logistical organization that a nullsec group can offer. In my alliance there's one person that runs jita runs every blue moon. My main has -10.0 sec status; hence I have a hauler alt.
My logistics runs kind of like this. I need ships. My Occator (38km^3) or my Iteron V (45km^3) runs to a trade hub. It moves bought goods/ships to a high sec system next to my low sec staging area. My Viator Blockade Runner then makes 4-5 runs into low carrying the ships. None of these ships can carry a packaged Battleship. The Viator can't carry a BC - my main has to scurry out to high sec to pick it up and pray there's not any opportunists in the area - or I have to risk the Occator or Iteron traveling into low sec asking friends to scout.
The future Occator will be able to carry larger ships with a cargo hold just big enough for the modules to fit in. I have to go one or two jumps max. The tank is sufficient enough where if a decent sized fleet actually gets a hold of me I can last long enough for my friends in the area to come rescue me. If the fleet isn't decent sized - I can probably get away on my own. The fact that I have a subcapital ship that can move BS is really cool imho. |

Kourin Morichika
State War Academy Caldari State
2
|
Posted - 2014.05.18 06:20:00 -
[130] - Quote
So I SINCERELY hope I'm wrong, but is the 100% bonus to local resistance module effectiveness applied in the following manner as I'm led to believe?
(Using random numbers for example)
If resistance module A gives 15% omni resists per level (mitigating 15% of all incoming damage after base resists)
Then apply module to a DST (100% effectiveness boost to resistance modules)
Now module A provides (15% + (100% of 15%)) = 30% omni resistances (now mitigating 30% of all remaining incoming damage after base ship resists)
... Because In the above case, the ability is powerful, but still not too bad, now as rare and stupidly expensive as they are, let's replace generic module A with Estamel's Modified Invulnerability Field, which provides a staggering 50% increase to all damage resistances on shields:
Estamel's Modified Invulnerability Field = 50% omni shield resists
Estamel's Modified Invulnerability Field + DST bonus = 50% + (100% of 50%) = 100%
Your DST now has a single defensive module that provides 100% omni damage resistance? o_O
Yes, I understand these things are stupidly expensive and so rare that normally this shouldn't be worth considering... But even on a transport ship of all things, for CCP to have introduced a potential means to achieve 100% perfect omni damage resistance... Someone please tell me I'm misreading this |
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Aluka 7th
150
|
Posted - 2014.05.18 06:25:00 -
[131] - Quote
Realy like the 1000m3 base and corp hangar combo together with proposed chnages. It is not good enough to replace Orca and it doesn't steal jobs from other industrials in deploying POS mods. It purpose is transport and lets focus on that.
Deep space transport has few tools to avoid light gate camps but should still be killable with proper camp. That will make it real niche transport.
Light camp is: Few frigs with drag bubble HIC with sebo/remote sebo as tackle Any ship with long point
Proper camp is: - one that uses web and scram range bonused ships (loki, proteus, recons)
So what it should be best is keep everything like you proposed on first page BUT [b]replace +2 Warp Core Strength with bubble immunity.[/b He will be able to avoid aforementioned light camps but will die to cam with Arazu or Proteus long range scram that will shut off his MJD and MWD and then you need one more guy with decent web (quite a few ships have web bonus range and/or strength.
So he gets away from solo HIC with MJD, gets away from drag bubble and frigate as he is immune, gets away from small camp with only long points. He dies to proper camp with longer scrams/webs (ether from ship bonuses or local skirmish links) but he could still try to slowboat back to the gate with overloaded tank.
A7
P.S. I fly transports and blockade runners and also have killed/hunted quite a few. |

scimichar
Republic Military School Minmatar Republic
218
|
Posted - 2014.05.18 06:34:00 -
[132] - Quote
BR Thread
Quote:Transport Ships Bonus per level: +5% Warp Speed (was the useless tanking bonus) -20% CPU requirements for Cloaking Devices
DST Thread
Quote:Amarr Industrial Bonus per level: +7.5% Armor Repairer Effectiveness +5% Velocity
So you're taking away a "usless tanking bonus" from one set of ships, and giving it to another? It doesn't matter if a DST can tank 2K DPS. If it's tackled, it's dead. Why not give a useful bonus like "Reduces MMJD activation time by 5% (insert number here)"
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
690
|
Posted - 2014.05.18 06:40:00 -
[133] - Quote
Innominate wrote:Derath Ellecon wrote:Was the DST really used that much to online/offline POS's? Currently the DSTs see next to no use. They don't hold more than their T1 counterparts, often holding much less. The only thing they have going for them is a bit more tank and +2 WCS but most people are rightfully cautious about not moving T1 industrials or DSTs in dangerous areas. When you need to move stuff through hostile space, you use a blockade runner. When you need to move high volume cargo you use a T1 industrial which max out at 35-40k m3 and use caution. POS work is one of the few areas where an updated DST would be of use for any reason other than simply having more capacity than their t1 counterparts. TrouserDeagle wrote:slower than a jump freighter more risky than a jump freighter less cargo than a jump freighter 1/50th the cost of a jump freighter. Has warp core stabilizers, tank, etc.
cost is irrelevant because there is no risk attached |

Foxstar Damaskeenus
Biohazard. WINMATAR.
137
|
Posted - 2014.05.18 06:45:00 -
[134] - Quote
Thanks again Fozzie! |

Derath Ellecon
Washburne Holdings Situation: Normal
2241
|
Posted - 2014.05.18 07:03:00 -
[135] - Quote
TrouserDeagle wrote:Innominate wrote:Derath Ellecon wrote:Was the DST really used that much to online/offline POS's? Currently the DSTs see next to no use. They don't hold more than their T1 counterparts, often holding much less. The only thing they have going for them is a bit more tank and +2 WCS but most people are rightfully cautious about not moving T1 industrials or DSTs in dangerous areas. When you need to move stuff through hostile space, you use a blockade runner. When you need to move high volume cargo you use a T1 industrial which max out at 35-40k m3 and use caution. POS work is one of the few areas where an updated DST would be of use for any reason other than simply having more capacity than their t1 counterparts. TrouserDeagle wrote:slower than a jump freighter more risky than a jump freighter less cargo than a jump freighter 1/50th the cost of a jump freighter. Has warp core stabilizers, tank, etc. cost is irrelevant because there is no risk attached
Can't use a JF where we use our DST's |

Derath Ellecon
Washburne Holdings Situation: Normal
2241
|
Posted - 2014.05.18 07:07:00 -
[136] - Quote
Innominate wrote:Derath Ellecon wrote:Was the DST really used that much to online/offline POS's? POS work is one of the few areas where an updated DST would be of use for any reason other than simply having more capacity than their t1 counterparts.
We'll it seems it still could, while not necessarily the way people would like. Without eft I'm not positive on my calculations but it seems you could make a pos launching DST by adding some expanders to your fleet hangar and a mobile depot in cargo. |

Starfall Achura
Angels of Achura
6
|
Posted - 2014.05.18 08:32:00 -
[137] - Quote
Aluka 7th wrote:Really like the 1000m3 base and Fleet hangar combo together with proposed changes but think that one detail could make it perfect niche ship. It doesn't make it good enough to replace Orca and it doesn't steal jobs from other industrials in deploying POS mods. It purpose is transport in hostile space and lets focus on that.
Deep space transport should have few tools to avoid light gate camps but should still be kill able with proper camp. That will make it real niche transport.
I define light camp as: Small gang with only drag/stop bubble. HIC with sebo/remote sebo as tackle (bubble and infinite point). Any ship with long point(s) and no web/scram.
And proper camp as: One that uses web and scram on range bonused ships (loki, proteus, recons) or with skirmish link booster in system.
So what it should be best is keep everything like you proposed on first page BUT replace +2 Warp Core Strength with bubble immunity and +1 Warp Core Strength or just Bubble immunity.
So he gets away from solo HIC using MJD or bubble immunity, gets away from drag bubble solo frig/cruiser as he is immune, gets away from small camp with only one long point applied as he has higher warp core strength (if he has +1 bonus). But 2 or more long points will force him to try and spool MJD and now for <10 sec. campers must get in range and scram. But if he tries to run through proper camp or war blockade with longer scrams/webs as initial tackle (ether from ship bonuses or local skirmish links) he won't be able to warp away but could still be able to slowboat back to the gate with overloaded tank. So still quite killable, makes flying it very interesting in creating choices on multiple scenarios for pilot but can still refuel fleet without need to get stuck in all the bubbles along the way and deal with solo campers.
A7
P.S. I fly transports and blockade runners and also have killed/hunted quite a few.
I was ready to dismiss what you wrote out of hand because bubble immunity but after reading I find myself somewhat swayed by your reasoning |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
690
|
Posted - 2014.05.18 08:42:00 -
[138] - Quote
Zarnak Wulf wrote:This will be a tool for low-sec. Corporations and alliances in the area often do not have anywhere near the logistical organization that a nullsec group can offer. In my alliance there's one person that runs jita runs every blue moon. My main has -10.0 sec status; hence I have a hauler alt.
My logistics runs kind of like this. I need ships. My Occator (38km^3) or my Iteron V (45km^3) runs to a trade hub. It moves bought goods/ships to a high sec system next to my low sec staging area. My Viator Blockade Runner then makes 4-5 runs into low carrying the ships. None of these ships can carry a packaged Battleship. The Viator can't carry a BC - my main has to scurry out to high sec to pick it up and pray there's not any opportunists in the area - or I have to risk the Occator or Iteron traveling into low sec asking friends to scout.
The future Occator will be able to carry larger ships with a cargo hold just big enough for the modules to fit in. I have to go one or two jumps max. The tank is sufficient enough where if a decent sized fleet actually gets a hold of me I can last long enough for my friends in the area to come rescue me. If the fleet isn't decent sized - I can probably get away on my own. The fact that I have a subcapital ship that can move BS is really cool imho.
zarnak you're bad, flying them in 1j from highsec on your main is fine if you actually have control of the system you're going to |

Poke InTheEye
Anti-BoB Flash Mob
2
|
Posted - 2014.05.18 09:01:00 -
[139] - Quote
Simply expanding the cargo to 4000 m3 is not going to be that helpful. If you can only launch one module at a time, you will hit that horrible 5 launched modules per 2 minutes timer and want to smash your head while waiting for the mod launch cooldown to pass.
Seriously, you want to make pos work better, get rid of that timer. Also, allow us to launch and scoop from the Fleet hanger and things will look good. I really like the fleet hangar idea and hope there is a workaround for doing pos work with it. |

James Amril-Kesh
4S Corporation Goonswarm Federation
9918
|
Posted - 2014.05.18 09:03:00 -
[140] - Quote
Cargo scan immunity should be moved to DSTs from BRs. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|
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Khadann
Scorpions Legions Inc.
56
|
Posted - 2014.05.18 09:59:00 -
[141] - Quote
"+2 Warp Core Strength"
The only way this ship would be viable for me going through low sec would be to add a 3rd warp core strength |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
227
|
Posted - 2014.05.18 10:06:00 -
[142] - Quote
Wow, these are very very nice. |

Aluka 7th
152
|
Posted - 2014.05.18 10:07:00 -
[143] - Quote
Starfall Achura wrote:Aluka 7th wrote:Really like the 1000m3 base and Fleet hangar combo together with proposed changes but think that one detail could make it perfect niche ship. It doesn't make it good enough to replace Orca and it doesn't steal jobs from other industrials in deploying POS mods. It purpose is transport in hostile space and lets focus on that.
Deep space transport should have few tools to avoid light gate camps but should still be kill able with proper camp. That will make it real niche transport.
I define light camp as: Small gang with only drag/stop bubble. HIC with sebo/remote sebo as tackle (bubble and infinite point). Any ship with long point(s) and no web/scram.
And proper camp as: One that uses web and scram on range bonused ships (loki, proteus, recons) or with skirmish link booster in system.
So what it should be best is keep everything like you proposed on first page BUT replace +2 Warp Core Strength with bubble immunity and +1 Warp Core Strength or just Bubble immunity.
So he gets away from solo HIC using MJD or bubble immunity, gets away from drag bubble solo frig/cruiser as he is immune, gets away from small camp with only one long point applied as he has higher warp core strength (if he has +1 bonus). But 2 or more long points will force him to try and spool MJD and now for <10 sec. campers must get in range and scram. But if he tries to run through proper camp or war blockade with longer scrams/webs as initial tackle (ether from ship bonuses or local skirmish links) he won't be able to warp away but could still be able to slowboat back to the gate with overloaded tank. So still quite killable, makes flying it very interesting in creating choices on multiple scenarios for pilot but can still refuel fleet without need to get stuck in all the bubbles along the way and deal with solo campers.
A7
P.S. I fly transports and blockade runners and also have killed/hunted quite a few. I was ready to dismiss what you wrote out of hand because bubble immunity but after reading I find myself somewhat swayed by your reasoning
Tnx. Tbh I was thinking a lot how to make it on level with cloaky usefulness and now with fleet hangar proposition it become logical - refueling job for capitals/POSes and spare fits for refitting fleet in hidden location using these as source of items and mobile depots. For example you can bring cap boosters or different guns for subcaps blasters->rails. And only way to make it useful in that capacity is if its immune from drag bubbles along the way.
|

Jattila Vrek
Green Visstick High
7
|
Posted - 2014.05.18 10:10:00 -
[144] - Quote
I really think you are going in the wrong direction with this change.
Although the MJD is powerfull in combat it isn't that powerfull for avoiding hostiles as the campers have plenty of time to scramble you (if they have 1 fitted). The added mass is a nerf to allignment time which will affect the DSTs ability to avoid hostiles.
For hisec purposes you are adjusting it to make the normal T1 haulers absolete. Alligning with MWD will still take 10s before and after this change. And you give it more cargo space than T1 haulers.
I'd rather have an MWD sig or velocity bonus (give DSTs the bonus from HACs and give HACs an AB bonus pls). |

Turelus
Caldari Independent Navy Reserve The Fourth District
968
|
Posted - 2014.05.18 11:05:00 -
[145] - Quote
So... we need faction scams to catch them?
Would need 3x warp disruption str + scram in theory to stop these things getter away?
Or am I being derpy?  Lieutenant Turelus Caldari Independent Navy Reserve The Fourth District
I post on my main... shocking I know! |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
230
|
Posted - 2014.05.18 11:06:00 -
[146] - Quote
James Amril-Kesh wrote:Cargo scan immunity should be moved to DSTs from BRs. I think you mean the other way around, but yes, that would make these ships perfect. But perhaps it would be too powerful. |

Leon Mantis
Limul Tribal
1
|
Posted - 2014.05.18 11:20:00 -
[147] - Quote
Change Fleet-hanger into Ship-hanger! NO to mmjd! MJD for DST!
Cake! |

Zarnak Wulf
In Exile. Imperial Outlaws.
1694
|
Posted - 2014.05.18 11:24:00 -
[148] - Quote
TrouserDeagle wrote:
zarnak you're bad, flying them in 1j from highsec on your main is fine if you actually have control of the system you're going to
Most home systems in low are one or two jumps. And most of us know the safe entry points as opposed to the unsafe. And Battleships! You can finally move Battleships. That's huge in my little world. |

CynoNet Two
GoonWaffe Goonswarm Federation
656
|
Posted - 2014.05.18 11:45:00 -
[149] - Quote
I'd love to hear from Fozzie why the bubble immunity idea wasn't picked. It's something that's floated around for a while as a way to help fix DSTs, and really this is the best balanced ship to get it. It doesn't align quickly like an interceptor, and can't cloak and warp like a T3 cruiser. Being able to warp through bubble camps makes so much sense for the DST.
Between that and some functionality to launch / scoop structures using the Fleet Hangar, I think it would see some use for once. |

Adriana Nolen
Sama Guild
14
|
Posted - 2014.05.18 11:53:00 -
[150] - Quote
Make them ewar immune like supers & increase hangar bay by to 75k. |
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