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

Kenneth Feld
Habitual Euthanasia Pandemic Legion
58
|
Posted - 2014.05.19 13:22:00 -
[211] - Quote
Is the MJD affected byt he +2 warp?
Meaning, if someone scrams you, but you can warp away due to the point, will that still shut down the MJD because the ship overcomes the scram?
Basically does the MJD benefit from the +2 Warp Core Strength or not. IMO it should as the same thing prevents warp, MWD and MJD. Where using a long point only disables the warp core, not the modules anyway?
I have honestly never flown a DST so not sure if a scram shuts down the MWD either, but should the +2 warp core strength apply to it as well?? |

Jayne Gamsche
Complex Systems
0
|
Posted - 2014.05.19 13:40:00 -
[212] - Quote
As others have noticed you can fit a packaged battleship into one of these. That also means an invading fleet can now bring packaged battleships into a C1 wormhole where previously they could not do so. Sorry C1 dwellers... |

Dav Varan
Spiritus Draconis
177
|
Posted - 2014.05.19 13:56:00 -
[213] - Quote
Sarah Flynt wrote:James Amril-Kesh wrote:Sarah Flynt wrote:This shipclass makes it now possible to launder even battleship sized ships (50k packaged size) from ganked freighters without taking any risks (only the laundering alt in a shuttle goes suspect) and with a far lower investment than an Orca (40k fleet hangar).
Is this intended? If there's no risk to the DST because of the shuttle alt then there's not really any risk to another freighter doing so. Nobody's going to set up a counter-gank in the time you have your freighter looting the wreck. Are you sure, you understand what I'm talking about? Currently it works like this: An alt in a shuttle takes stuff out of a wreck of a ganked freighter and puts it in the fleet hangar of an Orca (40k max size per item due to fleet hangar size). Shuttle alt goes suspect, Orca does *not*. With a fully loaded freighter wreck, you can just get another freighter which takes the loot out of the fleet hangar of the Orca and which also does *not* go suspect. Everything completely without risks, because "nobody's going to set up a counter-gank in the time", just as you said and just like gankers like it. The problem with this is, that you can't risklessly take out anything that's bigger than 40k size a piece. "Unfortunately" that also includes battleship sized ships like Marauders or Black Ops which have 50k packaged size. Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. With the new 50k fleet hangar of the DST you suddenly can also launder them without any risk using the above technique because it has exactly the right size. My proposal would be: make the fleet hangar slightly smaller and increase the size of the regular hangar in return. This would also solve the issues surrounding deploying and scooping of structures.
I think the fix should be orca/DST goes flashy if recieving stolen goods as this sounds like an exploit to get around loot flagging, with green safeties prevent people from putting stuff in there.
Any one taking form a flashies hangar should also go flashy.
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FT Diomedes
The Graduates RAZOR Alliance
444
|
Posted - 2014.05.19 14:04:00 -
[214] - Quote
Kenneth Feld wrote:Is the MJD affected byt he +2 warp?
Meaning, if someone scrams you, but you can warp away due to the point, will that still shut down the MJD because the ship overcomes the scram?
Basically does the MJD benefit from the +2 Warp Core Strength or not. IMO it should as the same thing prevents warp, MWD and MJD. Where using a long point only disables the warp core, not the modules anyway?
I have honestly never flown a DST so not sure if a scram shuts down the MWD either, but should the +2 warp core strength apply to it as well??
No. Scram will still shut the MJD or MWD down, but the pilot could just warp off. This is my signature. There are many like it, but this one is mine. |

Dav Varan
Spiritus Draconis
177
|
Posted - 2014.05.19 14:37:00 -
[215] - Quote
Interdiction null to make DST prefered in null sec while BR still prefered in HiLo |

Tharin Malkyre
Knights of the Ouroboros
23
|
Posted - 2014.05.19 14:54:00 -
[216] - Quote
CCP Fozzie wrote:Hey everyone, thanks for the feedback so far.
We're definitely going to deal with the issues surrounding deploying and scooping of structures, either by changing the way fleet hangars interact with structures in space or by increasing the cargo holds to 4k so that you can get above 8k with expanders. Once I do a bit more investigation into that first option we'll update you guys with the progress. The fleet hangar is an excellent change, so I'd highly suggest the former. The DST is an ideal POS setup vehicle, especially in places it would be impossible or silly to take an Orca. Especially from the perspective of a small corporation.
The tank and hull bonuses are also top notch. I look forward to flying my Mastodon a bit more confidently/foolishly. |

Dehval
Risk Breakers Fidelas Constans
47
|
Posted - 2014.05.19 15:07:00 -
[217] - Quote
Aluka 7th wrote:Jattila Vrek wrote:Aluka 7th wrote:Now activating MJD "disables" cloak. Could you pls. elaborate? Starting the spool-up disables cloak or when you are cloaked with MJD spooling up, the cloak automatically deactivates the moment you microjump away? Activating MJD deactivates cloak and you can't activate/ reactivate cloak while MJD spools up. Actually, you can.
By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.
So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak. |

Abrazzar
Vardaugas Family
3452
|
Posted - 2014.05.19 15:17:00 -
[218] - Quote
Dehval wrote:Actually, you can.
By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.
So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak. Has this been confirmed from a third person view? Your client may tell you you did cloak up but server may say otherwise. A third person on grid would then see you as server says.
Sovereignty and Population New Mining Mechanics |

Blastil
Aideron Robotics
106
|
Posted - 2014.05.19 15:42:00 -
[219] - Quote
These look like a wonderful starting point for me, but here's my thoughts:
There are only two DST's, not 4. There is exactly 0 racial flavor, and no particular reason to fly one over the other besides the fact that 'I have caldari industrial 5'. Why can't we mix things up a little bit more?
Perhaps Amarr and Caldari DST's get defensive bonuses, and Gallente and Minmatar get offensive ones? Basically Gallente would now focus partially on being able to escape, but also on say the ability to blow up tackle ships. Give them really great drone bonuses or something. Let the minmatar one pack a full set of 4 or 5 autocannons or something to pick off interceptors, and small web range bonuses or something (20 km webs?). |

Aureus Ahishatsu
Deadspace Knights
12
|
Posted - 2014.05.19 15:46:00 -
[220] - Quote
Dav Varan wrote:Sarah Flynt wrote:James Amril-Kesh wrote:Sarah Flynt wrote:This shipclass makes it now possible to launder even battleship sized ships (50k packaged size) from ganked freighters without taking any risks (only the laundering alt in a shuttle goes suspect) and with a far lower investment than an Orca (40k fleet hangar).
Is this intended? If there's no risk to the DST because of the shuttle alt then there's not really any risk to another freighter doing so. Nobody's going to set up a counter-gank in the time you have your freighter looting the wreck. Are you sure, you understand what I'm talking about? Currently it works like this: An alt in a shuttle takes stuff out of a wreck of a ganked freighter and puts it in the fleet hangar of an Orca (40k max size per item due to fleet hangar size). Shuttle alt goes suspect, Orca does *not*. With a fully loaded freighter wreck, you can just get another freighter which takes the loot out of the fleet hangar of the Orca and which also does *not* go suspect. Everything completely without risks, because "nobody's going to set up a counter-gank in the time", just as you said and just like gankers like it. The problem with this is, that you can't risklessly take out anything that's bigger than 40k size a piece. "Unfortunately" that also includes battleship sized ships like Marauders or Black Ops which have 50k packaged size. Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. With the new 50k fleet hangar of the DST you suddenly can also launder them without any risk using the above technique because it has exactly the right size. My proposal would be: make the fleet hangar slightly smaller and increase the size of the regular hangar in return. This would also solve the issues surrounding deploying and scooping of structures. I think the fix should be orca/DST goes flashy if recieving stolen goods as this sounds like an exploit to get around loot flagging, with green safeties prevent people from putting stuff in there. Any one taking form a flashies hangar should also go flashy.
I agree. I have seen this many times and it is a well known exploit to get around loot flagging. I don't know how they could code it but there definitely needs to be something done. It's just too easy to pop a freighter and loot EVERYTHING short of a battleship with zero risk to the looter.
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Harvey James
The Sengoku Legacy
812
|
Posted - 2014.05.19 15:54:00 -
[221] - Quote
perhaps consider giving the caldari and amarr ones HP bonuses instead of velocity bonuses.. for more variety Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Dehval
Risk Breakers Fidelas Constans
47
|
Posted - 2014.05.19 16:04:00 -
[222] - Quote
Abrazzar wrote:Dehval wrote:Actually, you can.
By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.
So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak. Has this been confirmed from a third person view? Your client may tell you you did cloak up but server may say otherwise. A third person on grid would then see you as server says. No third person, simple to test when I get off work.
All I can tell you is that cloak flashes green, speed drops to the low single digits, and my battleship remains transparent/cloaked for the full duration up until the 100km jump is made. Once the 100km jump occurs the cloak cycles off, speed returns to normal, and I am clearly visible.
However this was on SiSi (yesterday) when I tested it as I did not have a battleship available to me on live. There may be a difference between clients that allows for the interaction to work. As I did find it odd that keypress mattered since it does not matter for the MWD/cloak trick. |

Komi Toran
Perkone Caldari State
5
|
Posted - 2014.05.19 17:09:00 -
[223] - Quote
Mike Whiite wrote:[quote=Komi Toran I really don't see that, could be my play style.
In my eyes, transport is about cargo capacity, speed, survivability. once a transport is tackled it has only one option get the hell out of there (aside the bait/battle fit). so the first step would be avoiding being tackled ( stabs (low slot), nano's (low slot) keep signature low (keep low on the shields)) I understand where you're coming from. I've spent a good deal of time basically living out of my Prorator (four nanos (or int stabs) in low makes it the most agile BR without looking at rigs; it holds up if you rig it for maneuverability as well, but I doubt anyone would do that and fall below the 10k threshold), so I'm all about avoidance in my play style. But keep in mind not all environments are equally favorable for various setups.
If you're in 0.0, you want to avoid combat as much as possible. An unescorted DST is dead if it's caught. An escorted DST has to tank the damage until the escorts can deal with the aggressors. A Bustard is going to last longer in a fight. The Mastadon, meanwhile, might avoid the gank, but even set up for avoidance, it's still a brick to fly, and if caught it has a lower chance of survival.
In low sec, I'll give it to the Mastadon. You're not going to have frigs trying to tackle you because the gate guns will take them out, which means you're dealing with slower locking and moving cruisers and higher. Maneuverability goes to the defender.
Hi-sec ganks, I'll go back to the Bustard. Now you just need to hold out until CONCORD deals with your aggressors.
That's how I see it. And frankly, I like how there appears to be a valid alternative to speed and maneuverability when it comes to secure transport. |

Catherine Laartii
State Protectorate Caldari State
183
|
Posted - 2014.05.19 17:12:00 -
[224] - Quote
dat capacitor... |

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.19 18:16:00 -
[225] - Quote
Komi Toran wrote: I understand where you're coming from. ............................That's how I see it. And frankly, I like how there appears to be a valid alternative to speed and maneuverability when it comes to secure transport.
Thanks for the explanation, I see your points, though I find that a very small niche.
Point is, that with these specialized ships the trade offs that you have with the combat ships for instance, are not the same. On a combat ship a midslot can be used for e-war for instance, there isn't any need for e-war on these ships. so 5 or 6 midslots isn't a real thing. that extra low slot can be used to cancel out that mid slot. it can hold a DCU, or an extra cargo extender and fill it with cap boosters, to name 2 or it can be used to be faster, more agile, have a larger cargo hold, or be more warp stable.
It gives you more options.
Aside from that it is already faster, more agile and has a smaller signature, exactly the same base cargohold and the same fleet hanger.
the Mastodon is superior on the max cargo, max speed, fastes align time, most warp stable and is able to close the EHP difference to very little or nothing if it wants to.
Because of the difference in mechanics of these ships the same thing will happen as with the Logistics ships. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
206
|
Posted - 2014.05.19 21:17:00 -
[226] - Quote
I would rather see these ships Interdiction Nullification instead of the MMJD. |

Komi Toran
Perkone Caldari State
9
|
Posted - 2014.05.19 21:35:00 -
[227] - Quote
Mike Whiite wrote:Point is, that with these specialized ships the trade offs that you have with the combat ships for instance, are not the same. On a combat ship a midslot can be used for e-war for instance, there isn't any need for e-war on these ships. so 5 or 6 midslots isn't a real thing. that extra low slot can be used to cancel out that mid slot. it can hold a DCU, or an extra cargo extender and fill it with cap boosters, to name 2 or it can be used to be faster, more agile, have a larger cargo hold, or be more warp stable. Do cargo extenders affect Fleet Hangars? Honestly don't know as I've never flown a ship with them. If not, as it stands now, extra cargo space isn't really a thing for these ships. (Which I like: flying an Impel, I don't need to choose between tank and cargo, which has been an annoyance as base cargo always got nerfed to counter all the lows.)
Keep in mind the midslots can also be used for propulsion mods, especially useful with MMJDs, as well as supporting extra cap.
|

CynoNet Two
GoonWaffe Goonswarm Federation
669
|
Posted - 2014.05.19 21:48:00 -
[228] - Quote
Blastil wrote:These look like a wonderful starting point for me, but here's my thoughts:
There are only two DST's, not 4. There is exactly 0 racial flavor, and no particular reason to fly one over the other besides the fact that 'I have caldari industrial 5'. Why can't we mix things up a little bit more?
Perhaps Amarr and Caldari DST's get defensive bonuses, and Gallente and Minmatar get offensive ones? Basically Gallente would now focus partially on being able to escape, but also on say the ability to blow up tackle ships. Give them really great drone bonuses or something. Let the minmatar one pack a full set of 4 or 5 autocannons or something to pick off interceptors, and small web range bonuses or something (20 km webs?).
If they differ like that, by picking an offensive variant you're effectively throwing up a big flashy sign saying THIS HAULER IS BAIT. I've already seen people reluctant to attack DSTs before, because it's well known they're capable of doing that job already.
I think it's more appropriate for them to be focused toward passive or active tanking. I.e. the Impel and Bustard keep the resistance bonuses, while the Occator and Mastodon get repair rate and/or cap usage bonuses. You can fly the former in situations where you're likely to be remote repped / rescued, and the latter when you'll need to burn back to a gate if something goes wrong.
Komi Toran wrote:Do cargo extenders affect Fleet Hangars?
No. I actually think this is the first time a ship has been able to increase its Fleet Hangar capacity at all (via skills). |

45thtiger 0109
AL3XAND3R.
68
|
Posted - 2014.05.20 00:36:00 -
[229] - Quote
Saul Hyperion wrote:Medium MJD?
CCP pls no.
CCP Please yes lol   I am not a CCP employee-ájust having a input in the EvE forum
|

Dramaticus
GoonWaffe Goonswarm Federation
561
|
Posted - 2014.05.20 01:04:00 -
[230] - Quote
I owned a Bustard once I think its still stuck in Delve? Lost to time is really the best fate for any DST The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal
The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them |
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Anathema Device
State War Academy Caldari State
3
|
Posted - 2014.05.20 02:42:00 -
[231] - Quote
Innominate wrote: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. DSTs make perfect HiSec, carebear, high value cargo haulers. The increase in tank is reinforcing that carebear roll. Maybe CCP needs to be rename DSTs to more accurately reflect their actual roll in game. |

Alexis Nightwish
State War Academy Caldari State
7
|
Posted - 2014.05.20 03:32:00 -
[232] - Quote
Innominate wrote: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.
You said exactly what I was thinking.
The only thing I'd add is why is CCP starting to homogenize their ships? I've seen this on the BR's fitting change (Prowler no longer has the most highs; they all have 2), the freighter nerf (they all have almost the exact same cargo space), and how with the DSTs having the exact same cargo and hangar space. Something I love about EVE is that each race's ships of the same class are slightly different, so they each have their own flavor, and that seems to be going away...
BTW, Innominate, that mouth on your pic? Jesus Christ I lol'd XD |

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.20 06:31:00 -
[233] - Quote
Komi Toran wrote:Mike Whiite wrote:Point is, that with these specialized ships the trade offs that you have with the combat ships for instance, are not the same. On a combat ship a midslot can be used for e-war for instance, there isn't any need for e-war on these ships. so 5 or 6 midslots isn't a real thing. that extra low slot can be used to cancel out that mid slot. it can hold a DCU, or an extra cargo extender and fill it with cap boosters, to name 2 or it can be used to be faster, more agile, have a larger cargo hold, or be more warp stable. Do cargo extenders affect Fleet Hangars? Honestly don't know as I've never flown a ship with them. If not, as it stands now, extra cargo space isn't really a thing for these ships. (Which I like: flying an Impel, I don't need to choose between tank and cargo, which has been an annoyance as base cargo always got nerfed to counter all the lows.) Keep in mind the midslots can also be used for propulsion mods, especially useful with MMJDs, as well as supporting extra cap.
I was talking about the regular cargo bay.
And no cargo extenders do not affect the fleet hanger, but from experience I know that next to the Fleet hanger you really would like some extra cargo space for extra modules and other useful stuff, The fleet hanger can only carry ships, with fitted modules and ammo/boosters, no thing else.
so it would be nice to have a little extra normal cargo space just for the sake of not having to fly these ships completely empty back to the place of origin, The Orca has it's ore bay, carriers can Jump and have a enormous amount of drones. The DST's should have a decent cargo bay as well, they are transports |

FT Diomedes
The Graduates RAZOR Alliance
446
|
Posted - 2014.05.20 06:53:00 -
[234] - Quote
The Fleet Hanger should not be confused with the Ship Maintenance Bay. This is my signature. There are many like it, but this one is mine. |

Shivanthar
Ace's and Eight's Brothers of Tangra
83
|
Posted - 2014.05.20 07:19:00 -
[235] - Quote
baltec1 wrote:AAAHAHAHA! These things are going to be great pvp haulers  Marlona Sky needs to see this.
OMG, I've never seen this man had an evil laugh like this  
I've a noob question tough: I used this to transport stuff around but I saw its cargo hold is being reduced. Will that "fleet hangar" work for me without actually being in fleet? More appropriate question would be, how can fleet hangars be used? Can someone direct me to a good thread/site?
Thx. Half the lies they tell about me aren't true. |

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.20 07:25:00 -
[236] - Quote
FT Diomedes wrote:The Fleet Hanger should not be confused with the Ship Maintenance Bay.
To be honest I considered them the same, would that mean that the fleet hangar allows to put extra cargo in the cargo bays?
In that case I stand corrected on a lot of my points. |

Rivr Luzade
Coreli Corporation Ineluctable.
527
|
Posted - 2014.05.20 07:34:00 -
[237] - Quote
Shivanthar wrote:baltec1 wrote:AAAHAHAHA! These things are going to be great pvp haulers  Marlona Sky needs to see this. OMG, I've never seen this man had an evil laugh like this   I've a noob question tough: I used this to transport stuff around but I saw its cargo hold is being reduced. Will that "fleet hangar" work for me without actually being in fleet? More appropriate question would be, how can fleet hangars be used? Can someone direct me to a good thread/site? Thx.
The fleet hangar is like a regular cargobay, only that fleet members can access it as well and that it is not expandable/reducable by rigs or mods.
--
Mike Whiite wrote:FT Diomedes wrote:The Fleet Hanger should not be confused with the Ship Maintenance Bay. To be honest I considered them the same, would that mean that the fleet hangar allows to put extra cargo in the cargo bays? In that case I stand corrected on a lot of my points.
Fleet Hangar is a cargobay for modules and charges, which is accessible by fleet members. Iirc you cannot store assembled ships in there. In contrast, the Ship Maintenance Bay is only for assembled ships and can only store assembled ships with only items listed in the market under Ammunition & Charges in the cargohold, nothing else.
|

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.20 09:47:00 -
[238] - Quote
Rivr Luzade wrote:The fleet hangar is like a regular cargobay, only that fleet members can access it as well and that it is not expandable/reducable by rigs or mods. -- Mike Whiite wrote:FT Diomedes wrote:The Fleet Hanger should not be confused with the Ship Maintenance Bay. To be honest I considered them the same, would that mean that the fleet hangar allows to put extra cargo in the cargo bays? In that case I stand corrected on a lot of my points. Fleet Hangar is a cargobay for modules and charges, which is accessible by fleet members. Iirc you cannot store assembled ships in there. In contrast, the Ship Maintenance Bay is only for assembled ships and can only store assembled ships with only items listed in the market under Ammunition & Charges in the cargohold, nothing else.
I take a humble bow, I confused the Fleet Hangar with the Maintenance bay that changes a lot.
Still think there needs to be more difference between the ships though. |
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CCP Fozzie
C C P C C P Alliance
10300

|
Posted - 2014.05.20 11:40:00 -
[239] - Quote
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.
We are also increasing the assembled volumes of the DSTs a bit, to keep the balance surrounding DSTs hauling cargo in ship maintenance bays.
We have discussed the questions surrounding hauling of battleships into C1 wormholes with the CSM and internally, and decided that we are ok with this function at this time. Using a DST to get a battleship into a C1 siege still requires the attackers to have their own starbase set up in the system for disassembly. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CynoNet Two
GoonWaffe Goonswarm Federation
672
|
Posted - 2014.05.20 11:52:00 -
[240] - Quote
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? |
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