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

CCP Fozzie
C C P C C P Alliance
10058

|
Posted - 2014.05.17 16:28:00 -
[1] - Quote
Hello again! Now we turn to Deep Space Transports.
These ships have been largely overshadowed by Orcas and high capacity T1 haulers for heavy duty hauling, and of course they cannot compete with the amazing evasion abilities of Blockade Runners.
So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity.
The fleet hangar is intended to make DSTs a viable choice for many hauling situations, and allowed us to then add a series of options to the DST defensive toolbox. We know that once people start using a ship it will be inevitable that they get into bad situations with them and that it can be immensely fun gameplay to escape a dangerous situation when you have no guarantee of survival. For this purpose we have provided the Deep Space Transports with defensive tools that are much less consistent than the covert cloak on the Blockade Runners but that are powerful nonetheless.
The key new addition is a role bonus that doubles the benefits from overheating tanking modules and propulsion modules. This means that Deep Space Transports can have obscene tanks for short periods of time and gain strong bursts of mobility, especially useful for fighting your way back to a stargate (or for playing bait).
They are also gaining the ability to use the new Medium Micro Jump Drive modules for extra escape and bubble evasion options.
IMPEL
Amarr Industrial Bonus per level: +7.5% Armor Repairer Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers Fittings: 330(+80) PWG, 240(+65) CPU Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500 Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4 Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1) Sensor strength: 16 Signature radius: 160 Cargo Hold: 1000(-3000)m3 Fleet Hangar: 50000m3
BUSTARD
Caldari Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 6(+3)M, 3(-2)L; 2(+2) launchers Fittings: 200 PWG, 290(+40) CPU Defense (shields / armor / hull) : 4300(+784) / 2300(-91) / 4000(+62) Capacitor (amount / recharge / cap per second) : 2900(+1806.25) / 725(+456)s / 4 Mobility (max velocity / agility / mass / align time): 80() / 1(+0.07) / 20,000,000 / 27.73s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 195 / 3(+1) Sensor strength: 20 Signature radius: 165 Cargo Hold: 1000(-4500)m3 Fleet Hangar: 50000m3
OCCATOR
Gallente Industrial Bonus per level: +7.5% Armor Repairer Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 3(+1)M, 6L; 2(+2) turrets Fittings: 290(+45) PWG, 260(+60) CPU Defense (shields / armor / hull) : 2400(-131) / 4000(+203) / 5000(-203) Capacitor (amount / recharge / cap per second) : 3100(+1943.75) / 775(+281)s / 4 Mobility (max velocity / agility / mass / align time): 110(+20) / 1 / 19,000,000(-500,000) / 26.34s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 200 / 3(+1) Sensor strength: 18 Signature radius: 165 Cargo Hold: 1000(-4000)m3 Fleet Hangar: 50000m3
MASTODON
Minmatar Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 5(+2)M, 4(-1)L; 2(+2) turrets Fittings: 230(+15) PWG, 270(+80) CPU Defense (shields / armor / hull) : 4000(+906) / 2800(-13) / 3100() Capacitor (amount / recharge / cap per second) : 2700(+1700) / 675(+425)s / 4 Mobility (max velocity / agility / mass / align time): 120(+20) / 1 / 19,200,000(700,000) / 26.62s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 210 / 3(+1) Sensor strength: 14 Signature radius: 150 Cargo Hold: 1000(-4250)m3 Fleet Hangar: 50000m3 Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Karen Avioras
Unsung Heroes The Volition Cult
618
|
Posted - 2014.05.17 16:30:00 -
[2] - Quote
That's quite interesting changes  |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
366
|
Posted - 2014.05.17 16:34:00 -
[3] - Quote
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 |

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
106
|
Posted - 2014.05.17 16:41:00 -
[4] - Quote
That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D
Does MJD work if you get scrambled but have warp core stabilizers? This will be awesome. |

FT Diomedes
The Graduates RAZOR Alliance
399
|
Posted - 2014.05.17 16:44:00 -
[5] - Quote
Looks great! This is my signature. There are many like it, but this one is mine. |
|

CCP Fozzie
C C P C C P Alliance
10060

|
Posted - 2014.05.17 16:45:00 -
[6] - Quote
Tahna Rouspel wrote: Does MJD work if you get scrambled but have warp core stabilizers?
It does not. The basic rule of thumb is that MJDs work just like MWDs in this regard. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Gamer4liff
GoonWaffe Goonswarm Federation
85
|
Posted - 2014.05.17 16:48:00 -
[7] - Quote
Looks pretty solid, though I don't see the micro jump drive getting a lot of use on DSTs with the current spool up time. A DST will most likely always be near a gate, within close closing range of tacklers. Maybe if they got a role bonus to spool up speed it might see some use in that use case. |

baltec1
Bat Country Goonswarm Federation
11519
|
Posted - 2014.05.17 16:48:00 -
[8] - Quote
AAAHAHAHA!
These things are going to be great pvp haulers
Marlona Sky needs to see this. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Abrazzar
Vardaugas Family
3421
|
Posted - 2014.05.17 16:48:00 -
[9] - Quote
This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD. Sovereignty and Population New Mining Mechanics |

Saul Hyperion
Palmetto Galactic
73
|
Posted - 2014.05.17 16:49:00 -
[10] - Quote
Medium MJD?
CCP pls no. |
|

JEFFRAIDER
Sniggerdly Pandemic Legion
312
|
Posted - 2014.05.17 16:49:00 -
[11] - Quote
LOL? |

BadAssMcKill
ElitistOps
784
|
Posted - 2014.05.17 16:49:00 -
[12] - Quote
Are you going to fix their awful align . |

Abrazzar
Vardaugas Family
3421
|
Posted - 2014.05.17 16:52:00 -
[13] - Quote
BadAssMcKill wrote:Are you going to fix their awful align You can now fit inertia stabs instead of expanders if align is such an issue for you., Sovereignty and Population New Mining Mechanics |

Dave Stark
5656
|
Posted - 2014.05.17 16:53:00 -
[14] - Quote
i like the changes, they're good.
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.
aside from that minor and somewhat irrelevant point. these changes look solid and have a nice twist.
|

CynoNet Two
GoonWaffe Goonswarm Federation
622
|
Posted - 2014.05.17 16:55:00 -
[15] - Quote
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? |

Michael Harari
Genos Occidere HYDRA RELOADED
1179
|
Posted - 2014.05.17 16:56:00 -
[16] - Quote
CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?
They can tank 2-3k dps |

Lazei
Magellanic Itg Goonswarm Federation
35
|
Posted - 2014.05.17 17:02:00 -
[17] - Quote
One of the rare places where haulers intentionally put themselves in danger in null at least is when they are dropping or onlining towers. You can't drop towers from fleet hangar so now these ships that have bonuses that would be perfect for this kind of thing are completely useless. Could this be changed somehow? |

Fubeca
GoonWaffe Goonswarm Federation
1
|
Posted - 2014.05.17 17:03:00 -
[18] - Quote
While this looks interesting for getting in and out of trouble, the Fleet Hangar change really limits the DST in useful things like POS work. With a cargo hold of 1000 - 3000, you cant even scoop or launch a large tower, or most pos mods. To make it work, you would need to make it capable of launching items from the fleet hangar as well as scoop to the fleet hangar.
For POS work in null sec, orcas arent an option for getting around, and BRs are just too small even after your proposed buff. Now the only real option is a rorqual or JF which takes setting up a POS out of the picture for the average player. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
590
|
Posted - 2014.05.17 17:06:00 -
[19] - Quote
Allowing POS modules to be launched from Fleet Hangars would be nice, I agree. I don't think it should hold up the release of these changes, but I definitely think that it is a consideration worth investigating. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

CynoNet Two
GoonWaffe Goonswarm Federation
622
|
Posted - 2014.05.17 17:06:00 -
[20] - Quote
Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps
Can they tank that until the next downtime? Because with a scram+web they ain't going anywhere. |
|

Pashino
Venice Academy
28
|
Posted - 2014.05.17 17:06:00 -
[21] - Quote
Interesting setup. I do agree a bit bigger cargo space and -% on MJD spool up time per level would be better, though. The end result has to be able to escape small gate camps with some reliability to be considered for day-to-day use. |

Crynsos Cealion
Matari Munitions The Obsidian Front
11
|
Posted - 2014.05.17 17:06:00 -
[22] - Quote
Well this makes for a very interesting set of changes, giving the DSTs a whole load of new options and potential new uses while making both armor and shield tanking actually viable as intended.
The only worry I have is that DSTs still have ~ 10 seconds of additional align timer over even basic T1 haulers not including any skills or Amarr / Gallente heavy armor tanks, and whether MWDs are sufficient to compensate for this turn time if you have to do a 180-¦ to get back to a gate. |

CynoNet Two
GoonWaffe Goonswarm Federation
623
|
Posted - 2014.05.17 17:14:00 -
[23] - Quote
A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin' |

Sipphakta en Gravonere
4S Corporation Goonswarm Federation
601
|
Posted - 2014.05.17 17:14:00 -
[24] - Quote
Looks like the Impel will be my go-to hauler for high-sec stuff. 80k ehp, 12 second align time + MJD to escape bumpers. Nice. (USER WAS BANNED FOR THIS POST) |

Doctor Who-Dat
Stuff Direct Holdings Inc
1
|
Posted - 2014.05.17 17:14:00 -
[25] - Quote
Ditto on the tower / modules work. Hell, its for a corp, why shouldn't launching [towers/modules/other corp system structures] be available from a fleet/corp hanger? |

Deacon Abox
Justified Chaos
322
|
Posted - 2014.05.17 17:23:00 -
[26] - Quote

Or you could just scrap the active local rep bonuses altogether and simply add more buffer. I really don't see anyone flying these things out on their own. Nothing wrong with buffer and logi support. CCP wants team play, right? CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us an off button for the jump gate and autoscan visuals. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1394
|
Posted - 2014.05.17 17:32:00 -
[27] - Quote
Very interesting idea, sadly the game kinda lacks the opportunities to actually make use of them.
Still interesting. Good job :D GRRR Goons |

Darkwolfi
Dreddit Test Alliance Please Ignore
1
|
Posted - 2014.05.17 17:39:00 -
[28] - Quote
I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it? |

Darth Kilth
Silver Guardians Fidelas Constans
172
|
Posted - 2014.05.17 17:41:00 -
[29] - Quote
Darkwolfi wrote:I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it? Do we ever get money back for changes in ships their stats and functions? |

CynoNet Two
GoonWaffe Goonswarm Federation
625
|
Posted - 2014.05.17 17:50:00 -
[30] - Quote
If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too. |
|

Cardano Firesnake
Les chevaliers de l'ordre Goonswarm Federation
150
|
Posted - 2014.05.17 17:51:00 -
[31] - Quote
Really really good! Thank you for this. I will love to try to catch these things ;-) |

vilya novacat
McKenna Shipyards Goonswarm Federation
11
|
Posted - 2014.05.17 17:51:00 -
[32] - Quote
CynoNet Two wrote:Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard. Scram+web they can still warp. Overheat hardeners and warp wherever you want. The prepared ganker is going to win 90% of the time anyway. Now they have to be prepared specifically for DSTs. No single module (scram or point) will hold them.
You need bubble+scram+web AND to finish the overheated tank before their overheated AB gets them back to the gate. Survivability will be pretty good. |

Grarr Dexx
Snuff Box
409
|
Posted - 2014.05.17 17:57:00 -
[33] - Quote
This and the BR changes is just ******* brilliant, but I think the nerfbat to JFs was a bit too hard. |

Sipphakta en Gravonere
4S Corporation Goonswarm Federation
601
|
Posted - 2014.05.17 17:58:00 -
[34] - Quote
CynoNet Two wrote:If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too.
It wasn't done for the mining barge/exhumer changes or for the industrial rebalance. What makes you think you are special and they will do it this time? (USER WAS BANNED FOR THIS POST) |

MeBiatch
GRR GOONS
1857
|
Posted - 2014.05.17 18:04:00 -
[35] - Quote
Abrazzar wrote:This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD.
good point. how many ehp will these things have?
also i wish the min/gal ones instead of having resist bonus had a armor/shield amount per level. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Abrazzar
Vardaugas Family
3425
|
Posted - 2014.05.17 18:10:00 -
[36] - Quote
MeBiatch wrote:Abrazzar wrote:This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD. good point. how many ehp will these things have? also i wish the min/gal ones instead of having resist bonus had a armor/shield amount per level. If you fit a current Impel with 7 slots tank and trimarks, you get a good 100k EHPs. Should be similar with the new bonuses. Sovereignty and Population New Mining Mechanics |

Daichi Yamato
Xero Security and Technologies
1503
|
Posted - 2014.05.17 18:10:00 -
[37] - Quote
fleet hangar is cool...and huge EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Rhavas
Future Corps Sleeper Social Club
296
|
Posted - 2014.05.17 18:10:00 -
[38] - Quote
Love most of what you have here Fozzie but I'll beg for a Ship Maintenance Bay instead of a Fleet Hangar. Big corps and alliances already have lots of tools for FH scenarios but individuals and small gangs desperately need ship swap or at the last mass relocate capability more than fleet hangar. And what great PVP targets! Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary |

Tippia
Sunshine and Lollipops
21804
|
Posted - 2014.05.17 18:17:00 -
[39] - Quote
Querns wrote:Allowing POS modules to be launched from Fleet Hangars would be nice, I agree. I don't think it should hold up the release of these changes, but I definitely think that it is a consideration worth investigating. +1:ing this suggestion. If they are supposed to operate in GÇ£deep spaceGÇ¥, letting them do a very common deep-space task seems entirely reasonable (and it's a pretty silly restriction anyway that's probably just a code hold-over than an actual design choice). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skill plan 2.1. |

MeBiatch
GRR GOONS
1858
|
Posted - 2014.05.17 18:18:00 -
[40] - Quote
CynoNet Two wrote:A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin'
i second this. There are no stupid Questions... just stupid people... Winter Expansion new ship request |
|

MeBiatch
GRR GOONS
1858
|
Posted - 2014.05.17 18:19:00 -
[41] - Quote
Tippia wrote:Querns wrote:Allowing POS modules to be launched from Fleet Hangars would be nice, I agree. I don't think it should hold up the release of these changes, but I definitely think that it is a consideration worth investigating. +1:ing this suggestion. If they are supposed to operate in GÇ£deep spaceGÇ¥, letting them do a very common deep-space task seems entirely reasonable (and it's a pretty silly restriction anyway that's probably just a code hold-over than an actual design choice).
heck why not give them a clone vat bay too? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
970
|
Posted - 2014.05.17 18:22:00 -
[42] - Quote
badly needs a solution to scooping pos modules as mentioned, and the spool up is too long to be useful for anything except jumping through a pile of unattended bubbles in null...
otherwise brilliant changes |

Sintiar Loffwagea
The Scope Gallente Federation
9
|
Posted - 2014.05.17 18:24:00 -
[43] - Quote
just only Fleet Hanger ? and no different size ?.....  |

Doritos God Legend
That Feel When Test Friends Please Ignore
0
|
Posted - 2014.05.17 18:30:00 -
[44] - Quote
Mediocre changes at best. Increased survivability to burn back to the gate you just entered from so you can get pointed on the other side by the same gate camp you "escaped" from, when they follow you through (the nonaggressed ones anyway). |

Neutral Jita Hauler
Science and Trade Institute Caldari State
2
|
Posted - 2014.05.17 18:41:00 -
[45] - Quote
So why are we going through the gimmick of a fleet hanger instead of just giving them a 'general goods' bay ala the rebalanced t1's?
|

FT Diomedes
The Graduates RAZOR Alliance
402
|
Posted - 2014.05.17 18:41:00 -
[46] - Quote
The inability to do POS stuff is a serious drawback. The spool up timer for the MMJD is too long to do much good for the ship class. This is my signature. There are many like it, but this one is mine. |

Daichi Yamato
Xero Security and Technologies
1503
|
Posted - 2014.05.17 18:46:00 -
[47] - Quote
Doritos God Legend wrote:Mediocre changes at best. Increased survivability to burn back to the gate you just entered from so you can get pointed on the other side by the same gate camp you "escaped" from, when they follow you through (the nonaggressed ones anyway).
makes me wonder what u must use ur blockade runner for. EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Bienator II
madmen of the skies
2649
|
Posted - 2014.05.17 18:46:00 -
[48] - Quote
for a moment i thought you could transport fitted frigs with it but someone told me you would need a different bay for it. So its still not the non-capaital transport ship i was looking for :( eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Dave Stark
5671
|
Posted - 2014.05.17 18:52:00 -
[49] - Quote
Bienator II wrote:for a moment i thought you could transport fitted frigs with it but someone told me you would need a different bay for it. So its still not the non-capaital transport ship i was looking for :(
you can fit assembled ships in a fleet hangar.
i used to put assembled probes in my orca's fleet hangar because you couldn't scan the modules in the cargo/fitted to them. let me move my deadspace modules around for my incursion ships. also, fleet hangars don't have the restriction of only being able to hold charges in the cargo. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1359
|
Posted - 2014.05.17 18:56:00 -
[50] - Quote
Why dont you give them bastion capability while you are at it? Sicne you are so focused on making them need a huge blob to kill anyway making small group hunting even less viable than before. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
|

Swiftstrike1
Swiftstrike Incorporated
654
|
Posted - 2014.05.17 18:57:00 -
[51] - Quote
CynoNet Two wrote:Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard. Scram/web might disable MJDs and MWDs, but they can still just warp away :P Fleet Bookmarks New Gravimetric Sites Med Clones 2.0 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1360
|
Posted - 2014.05.17 18:58:00 -
[52] - 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 battle ships), or the suggested -5% to MMJD spool time per skill level would be much better.
Still allow to survive easily on entrace to low sec gates. And this thing will nto survive a WHILE. IT can simply shrug the dps of a 2-3 cruisers and will requise seriosu firepower to bring down. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1360
|
Posted - 2014.05.17 18:59:00 -
[53] - Quote
Swiftstrike1 wrote:CynoNet Two wrote:Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard. Scram/web might disable MJDs and MWDs, but they can still just warp away :P
mm scram DO prevent warp.. what are you smoking? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Dave Stark
5672
|
Posted - 2014.05.17 19:00:00 -
[54] - Quote
Kagura Nikon wrote:mm scram DO prevent warp.. what are you smoking? the +2 warp strength role bonus.
at a guess. |

Seidenpfote
Pator Tech School Minmatar Republic
0
|
Posted - 2014.05.17 19:03:00 -
[55] - Quote
Every serious gatecamp brings a remote boosted single-point hic. If you don't have one, then don't try to go after a DST, plenty of other ships around. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1360
|
Posted - 2014.05.17 19:04:00 -
[56] - Quote
Dave Stark wrote:Kagura Nikon wrote:mm scram DO prevent warp.. what are you smoking? the +2 warp strength role bonus. at a guess.
As if he would get only 2 points at a gate camp. When someone have a short point it measn someone else or the same ship also have a long point. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

FT Diomedes
The Graduates RAZOR Alliance
403
|
Posted - 2014.05.17 19:07:00 -
[57] - Quote
Yes, these things are going to be tough to catch - going to require team work. At a glanceGǪ it will take 10 points to catch an Impel on a low sec gate, or a Heavy Interdictor with a scram. Then the tank kicks inGǪ but functionally, once you catch these things, they are dead. This is my signature. There are many like it, but this one is mine. |

Alundil
Rolled Out
508
|
Posted - 2014.05.17 19:08:00 -
[58] - Quote
Tahna Rouspel wrote:That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D
Does MJD work if you get scrambled but have warp core stabilizers? This will be awesome. Dual prop transport for lols. Mjd + ab. Slowboating out of bubbles and tackle hehe
|

Tippia
Sunshine and Lollipops
21816
|
Posted - 2014.05.17 19:08:00 -
[59] - Quote
MeBiatch wrote:heck why not give them a clone vat bay too? Because there's no need to and because it doesn't seem like a simple design oversight that they can't use one? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skill plan 2.1. |

baltec1
Bat Country Goonswarm Federation
11541
|
Posted - 2014.05.17 19:09:00 -
[60] - Quote
Tippia wrote:MeBiatch wrote:heck why not give them a clone vat bay too? Because there's no need to and because it doesn't seem like a simple design oversight that they can't use one?
Hook it up to a turret and we can have our much wanted corpse launcher. Join Bat Country today and defend the Glorious Socialist Dictatorship |
|

Marlona Sky
D00M. Northern Coalition.
5201
|
Posted - 2014.05.17 19:11:00 -
[61] - Quote



 The Paradox |

Kismeteer
GoonWaffe Goonswarm Federation
611
|
Posted - 2014.05.17 19:17:00 -
[62] - Quote
Also requesting in the 10k cargo hold range with expanders, it can hold an 8k SMA/CHA and some randome crap. Please drop fleet hanger appropriately. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1362
|
Posted - 2014.05.17 19:23:00 -
[63] - Quote
FT Diomedes wrote:Yes, these things are going to be tough to catch - going to require team work. At a glanceGǪ it will take 10 points to catch an Impel on a low sec gate, or a Heavy Interdictor with a scram. Then the tank kicks inGǪ but functionally, once you catch these things, they are dead.
Hint puttign so many points is irrelevant. Only the MJD helps. A single MWD sttabber can bump you out of alignment so efficiently that you will never warp. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1362
|
Posted - 2014.05.17 19:26:00 -
[64] - Quote
Alundil wrote:Tahna Rouspel wrote:That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D
Does MJD work if you get scrambled but have warp core stabilizers? This will be awesome. Dual prop transport for lols. Mjd + ab. Slowboating out of bubbles and tackle hehe
try it.... that is not what gonna save you.
These changes only make small scale huntign harder. But they are IRRELEVANT for large gate camps. 3-4 ships can EASILY still kill these. Jsut again solo has been nerfed even more.
TO the awesomed ones you just need 1 interceptor to scramble fast this thing and collide with it givign time to a MWD cruiser colide soon after and take it completely out of alignment. RInse and repeat. You will NOT get out.
At most you can try to get back to gate with a MWD simply tanking 2-3 ships. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Tippia
Sunshine and Lollipops
21819
|
Posted - 2014.05.17 19:29:00 -
[65] - Quote
baltec1 wrote:Hook it up to a turret and we can have our much wanted corpse launcher. I like this idea. I like it a lot. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skill plan 2.1. |

Marlona Sky
D00M. Northern Coalition.
5202
|
Posted - 2014.05.17 19:36:00 -
[66] - Quote
Trying to turn these into PvP ships will be hard to do. They can do well in fighting off small things, but to try and tank, hard tackle them enough to apply solid DPS will be difficult. I suppose that is for the best. The Paradox |

SpaceSaft
Sub Par. The East India Co.
78
|
Posted - 2014.05.17 19:42:00 -
[67] - Quote
I don't get what the goal is.
If you've got special goods you'd use the new specialised industrials and stab them, if you want to transport something in a secure way, you scout anyway and can then take advantage of the superior cargo capacity / isk relation of other ships. The +2 warp core strength is exactly good against one guy at most, if you're getting camped you die just like the lower tier versions, except slower. The MJD gets you out of nowhere really since spool up is 12s (- seconds for skills, no idea what you have planned there). Which is how much slower/faster than warping off? Why would I want this kind of ship?
Can't you make them immune to bubbles and scram have them take a long time to warp with best skills? Because in that case tank would make sense and it would be a fun thing to chase that transport from gate to gate, beating him down every time.
No really I don't get it, I wouldn't fly one. Not sold on the idea. Hope restored. |

Marlona Sky
D00M. Northern Coalition.
5202
|
Posted - 2014.05.17 19:50:00 -
[68] - Quote
I'm inclined to agree on an agility boost when you consider the nerf to the JF. The Paradox |

Zakarumit CZ
Zakarum Industries Exiliar Syndicate
182
|
Posted - 2014.05.17 19:52:00 -
[69] - Quote
Interesting changes, but I second the idea of allowing DST to launch POS and their modules. Its a huge disadvantage. Giving them some lowered spool up time for MJD would be very nice too. |

Pashino
Venice Academy
29
|
Posted - 2014.05.17 19:57:00 -
[70] - Quote
SpaceSaft wrote:Can't you make them immune to bubbles and scram have them take a long time to warp with best skills? Because in that case tank would make sense and it would be a fun thing to chase that transport from gate to gate, beating him down every time.
This was more along the lines that I was pitching in the earlier discussion thread - essentially make them slow juggernauts, unstoppable aside from raw firepower. Dev solution to the vulnerability of bumping seems to be the new MJD but as pointed out, alert gate camps will handle that fine. Current solution is a considerable improvement and should allow them to shrug off small fry/poorly thought out gate camps but not much else. The new setup will work well compared to before for escorted scenarios, but the question has to be asked of the devs whether they expect these DST's to be used solo much or just within the framework of a corp or fleet.
If the answer is 'corp/fleet/escort', then only change really needed is resolving the POS deploying problem.
If they expect us to use these flying solo, then we're still pretty far short of the mark.
|
|

Deacon Abox
Justified Chaos
325
|
Posted - 2014.05.17 19:59:00 -
[71] - Quote
Seidenpfote wrote:Every serious gatecamp brings a remote boosted single-point hic. If you don't have one, then don't try to go after a DST, plenty of other ships around. I like the cut of your jib CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us an off button for the jump gate and autoscan visuals. |

MeBiatch
GRR GOONS
1860
|
Posted - 2014.05.17 20:02:00 -
[72] - Quote
Tippia wrote:MeBiatch wrote:heck why not give them a clone vat bay too? Because there's no need to and because it doesn't seem like a simple design oversight that they can't use one?
well deep space and all right?
Hell i just wish the clone vat bay was not toally useless... would make living in a pos in deep stain bareable. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Eija-Riitta Veitonen
Unicorn Enterprise
203
|
Posted - 2014.05.17 20:11:00 -
[73] - Quote
Finally a reason to buy a Bustard. BattleBustard, here i come! |

Dramaticus
GoonWaffe Goonswarm Federation
559
|
Posted - 2014.05.17 20:13:00 -
[74] - Quote
The EASes of the industrial world 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 |

Kniht
Narwhals Ate My Duck. Narwhals Ate My Duck
51
|
Posted - 2014.05.17 20:20:00 -
[75] - Quote
CynoNet Two wrote:Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard. Does no one use scouts for haulers with expensive cargo anymore?
We don't need a hauler that's solo-invulnerable in every case. Risk vs reward; choose the right hauling strategy for the situation. |

Kniht
Narwhals Ate My Duck. Narwhals Ate My Duck
51
|
Posted - 2014.05.17 20:27:00 -
[76] - Quote
Neutral Jita Hauler wrote:So why are we going through the gimmick of a fleet hanger instead of just giving them a 'general goods' bay ala the rebalanced t1's?
If you don't want fleet/corp to have access to your Fleet Hangar, just turn those off. And then it's "General Goods" that you want. |

Priestess Lin
Center for Advanced Studies Gallente Federation
114
|
Posted - 2014.05.17 20:29:00 -
[77] - Quote
Why don't you just make DPT able to carry more and be gain the speed and tank to get out of interdictor bubbles? Make them immune to webs.
Make them into what they should be, tanky tranports that can survive a gate camp.
They should be useful for setting up a customs office and gain enough cargobay space to do that at least. Blockade runners can't do that. |

FT Diomedes
The Graduates RAZOR Alliance
408
|
Posted - 2014.05.17 20:40:00 -
[78] - Quote
I do not think there is a "right hauling strategy" that involves the DST. Seriously, what would you use this thing for?
The current scale of hauling ships goes something like this:
1. Interceptor -
Pros: properly fit, essentially cannot be caught, except by smart bombs. Cons: Small cargo hold.
2. T3 cruiser -
Pros: properly fit, cannot be caught, except by lag. Cons: cost, but that is going down. Decent cargo hold to carry expensive dead space mod to market.
3. Blockade runner -
Pros - hard to catch, but not impossible. MWD+cloak+warp works most of the time. Cons - can be caught by a skilled interdictor + decloaker combination. Can only haul 10k worth of stuff, which is more than enough for most purposes.
4. Deep Space Transport -
Pros - Can haul 50-62.5K m3 worth of cargo. Cons - while it is not a complete sitting duck, it can be caught.
5. Orca
Pros - can haul a good amount, can refit to a variety of different fits. Cons - expensive
6. Freighter - sitting duck outside of high sec, big loot pi+¦ata inside of high sec. Unless you are Titan bridging them, irrelevant for 0.0 hauling.
7. Jump Freighter - about to get even more expensive. This is my signature. There are many like it, but this one is mine. |

Dramaticus
GoonWaffe Goonswarm Federation
560
|
Posted - 2014.05.17 20:48:00 -
[79] - Quote
Um if any part of your hauling plan involves tanking then your plan is pretty **** 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 |

PotatoOverdose
Handsome Millionaire Playboys
1810
|
Posted - 2014.05.17 20:49:00 -
[80] - Quote
While I like the concept, I don't really see the point. The only thing this might get used for is moving deadspace/officer mods on fitted ships in the fleet hanger in hisec since they won't be scannable. But that's not really a deep space thing, and people are more likely to use a blockade runner/t3 for that anyway.
In nullsec (deep space), these things will die to the first half decent camp they come across plain and simple. Sure, you can escort them. But I can escort a badger just as well, and for a lot less isk to boot.
Maybe take a look at the clone vat bay idea? It would give them a deep space role, and the clone vat bay is (probably) massively under-utilized anyway.
Dramaticus wrote:Um if any part of your hauling plan involves tanking then your plan is pretty **** Pretty much this. |
|

Priestess Lin
Center for Advanced Studies Gallente Federation
114
|
Posted - 2014.05.17 20:49:00 -
[81] - Quote
CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?
Exactly. These are of poor design and their equal cargoholds will make one better than the others.
How about instead of all these transports being so similar, they make them different?
If it is not possble to do this simplest and most reasonable thing and give them larger cargobay, make each one have a separate cargo designed for something different. One could be for carrying customs offices and planetary commities. Another for starbase components ect.
A MJD isn't going to do anything against gate camp. Pull your head out, devs. It needs web immunity to get out of bubbles. |

Irya Boone
Never Surrender.
357
|
Posted - 2014.05.17 20:55:00 -
[82] - Quote
The DST have a +2 warp core strenght does it means the MJD will still be active if you put only one or 2 points on the ship or Only need to scramble It ( like usual) to cut off the MJD? RENAME WH systems With the name of REAL Universe Stellar Name like KOI-730 etc etc It will be awesome.
GalMIl>>ALL |

PotatoOverdose
Handsome Millionaire Playboys
1811
|
Posted - 2014.05.17 20:57:00 -
[83] - Quote
Irya Boone wrote:The DST have a +2 warp core strenght does it means the MJD will still be active if you put only one or 2 points on the ship or Only need to scramble It ( like usual) to cut off the MJD? The MJD will be disabled by any scrambler (not longpoint) regardless of warp core strength or applied points, just like the MWD. |

Justin Cody
AQUILA INC Verge of Collapse
215
|
Posted - 2014.05.17 21:07:00 -
[84] - Quote
Yes I can't quite be sure why deploying POS structures is being overlooked at the moment. I don't understand on the fleet hangar over discreet cargo bay either. Not quite sure what CCP is up to here. Perhaps a design philosophy post is in order. Otherwise make sure we can launch towers and other structures from the fleet hangar. Stop being dumb. |

Kyshonuba
Science and Trade Institute Caldari State
28
|
Posted - 2014.05.17 21:09:00 -
[85] - Quote
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)
This whole idea reminds me of the barge change in summer 2012, where you also underestimated the value high sec industrialist put in big cargo (ore) bays.
|

Kat Ayclism
Habitual Euthanasia Pandemic Legion
251
|
Posted - 2014.05.17 21:14:00 -
[86] - Quote
These are... ughh... changes...
None of which make these any more viable...
Would be nice to at least be able to launch pos stuff with them... I guess... if you're ever using these at all... |

MeBiatch
GRR GOONS
1860
|
Posted - 2014.05.17 21:19:00 -
[87] - Quote
What if a long point slowed down the spool time for the mjd giving you Time to get close enough to activate the scram?
Think of the warp inhibitors in sins of a solar empire There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Sipphakta en Gravonere
4S Corporation Goonswarm Federation
602
|
Posted - 2014.05.17 21:27:00 -
[88] - Quote
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.
(USER WAS BANNED FOR THIS POST) |

Justin Cody
AQUILA INC Verge of Collapse
215
|
Posted - 2014.05.17 21:38:00 -
[89] - 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.
It seems that way except now you can't deploy towers or other POS equipment. Big Ass Nerf (BAN) |

JAF Anders
Quantum Cats Syndicate Repeat 0ffenders
196
|
Posted - 2014.05.17 22:08:00 -
[90] - Quote
I'm sure you both had quite the chuckle when you ran the numbers for min/max'd MAAR. QCATS is Recruiting: https://forums.eveonline.com/default.aspx?g=posts&t=146180 |
|

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 |
|

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 |
|

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!
|

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. |
|

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. :(
|

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.
|

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. |
|

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.
|

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
182
|
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. |
|

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 |
|

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
|
|

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. |
|

James Amril-Kesh
4S Corporation Goonswarm Federation
9939
|
Posted - 2014.05.18 11:59:00 -
[151] - Quote
Medalyn Isis wrote: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. No, I just worded it awkwardly. It's not too powerful because it's a double-edged sword.
Actually I agree that bubble immunity would be a really cool idea on this ship. Slow align and no covops cloak are the two factors that prevent it from being too powerful. I'd even argue that you could do the bubble immunity in place of the overheat bonus. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Gregor Parud
497
|
Posted - 2014.05.18 12:02:00 -
[152] - Quote
James Amril-Kesh wrote:Medalyn Isis wrote: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. No, I just worded it awkwardly. It's not too powerful because it's a double-edged sword.
Agreed.
@Fozzie; interesting changes, make the ship actually have a use by giving them funky options. |

Silvetica Dian
Manson Family Advent of Fate
1031
|
Posted - 2014.05.18 12:42:00 -
[153] - Quote
Ines Tegator wrote:
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 actually HAUL things.
There are people that can resist tackling a drake even if it looks like bait? What arcane art allows such self control? Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85 |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1369
|
Posted - 2014.05.18 13:08:00 -
[154] - Quote
Silvetica Dian wrote:Ines Tegator wrote:
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 actually HAUL things.
There are people that can resist tackling a drake even if it looks like bait? What arcane art allows such self control?
1400 mm arties in several tornados are excelent way to control yourself and not tackle himn.. you just kill him so that you remove the temptation. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1369
|
Posted - 2014.05.18 13:09:00 -
[155] - Quote
Adriana Nolen wrote:Make them ewar immune like supers & increase hangar bay by to 75k.
why dotn you ask them to be able to cyno jump with a range of 100 ly and warp at 500 au/s while you are at the dreamland of absurdities? "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

CynoNet Two
GoonWaffe Goonswarm Federation
657
|
Posted - 2014.05.18 13:22:00 -
[156] - Quote
Kagura Nikon wrote:Adriana Nolen wrote:Make them ewar immune like supers & increase hangar bay by to 75k. why dotn you ask them to be able to cyno jump with a range of 100 ly and warp at 500 au/s while you are at the dreamland of absurdities?
While the hangar increase is OTT, I actually think a supercap-style ewar immunity (instead of bubble immunity) is another nice angle for DSTs. It balances nicely with their high tank and poor speed/agility. It makes them a strong option for low-sec space, and makes focused HICs more relevant to catch them. Obviously the MJD would need to be taken away so that DSTs are still vulnerable to bubbles. The best way to encourage use of the improved overheating and defensive abilities is to make them immune to webs and scrams. You'd then end up with a race to kill the ship before it burned back to the gate or out of bubbles. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1369
|
Posted - 2014.05.18 13:23:00 -
[157] - Quote
CynoNet Two wrote:Kagura Nikon wrote:Adriana Nolen wrote:Make them ewar immune like supers & increase hangar bay by to 75k. why dotn you ask them to be able to cyno jump with a range of 100 ly and warp at 500 au/s while you are at the dreamland of absurdities? While the hangar increase is OTT, I actually think a supercap-style ewar immunity (instead of bubble immunity) is another nice angle for DSTs. It balances nicely with their high tank and poor speed/agility. It makes them a strong option for low-sec space, and makes focused HICs more relevant to catch them. Obviously the MJD would need to be taken away so that DSTs are still vulnerable to bubbles. The best way to encourage use of the improved overheating and defensive abilities is to make them immune to webs and scrams. You'd then end up with a race to kill the ship before it burned back to the gate or out of bubbles.
Immunity to webs while sided with the INSANE bonus to overheat would make them unkillable by ahything that is not a serious blob. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
108
|
Posted - 2014.05.18 13:48:00 -
[158] - Quote
I know there's not many people that live in wormholes, but this new DST will be great for hauling/baiting in wormholes. We often get wormholes chains where we can't fit orcas. The DST will be the best cargo/mass for hauling pos fuel. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
693
|
Posted - 2014.05.18 13:53:00 -
[159] - Quote
can someone post some hilarious numbers about DST active tanks after these changes? |

Derath Ellecon
Washburne Holdings Situation: Normal
2242
|
Posted - 2014.05.18 14:17:00 -
[160] - Quote
Medalyn Isis wrote: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.
Why do people think cargo scan immunity is remotely a good thing. You will just get ganked more. |
|

Malcanis
Vanishing Point. The Initiative.
15578
|
Posted - 2014.05.18 14:21:00 -
[161] - Quote
Derath Ellecon wrote:Medalyn Isis wrote: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. Why do people think cargo scan immunity is remotely a good thing. You will just get ganked more.
By that logic, no one uses cargo scanners anyway. "It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!" |

Priestess Lin
Center for Advanced Studies Gallente Federation
115
|
Posted - 2014.05.18 14:28:00 -
[162] - Quote
vilya novacat wrote:CynoNet Two wrote:Michael Harari wrote:[quote=CynoNet Two]The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps You need bubble+scram+web AND to finish the overheated tank before their overheated AB gets them back to the gate. Survivability will be pretty good.
F getting denied so easily. Make them immune to webs so that a single guy flying 2 ships won't be able to end their travel plans.
Not that I will be using them because some lame brain thought it was a good idea to kill their cargo hold and universal hauling utility. |

Derath Ellecon
Washburne Holdings Situation: Normal
2242
|
Posted - 2014.05.18 14:35:00 -
[163] - Quote
Malcanis wrote:Derath Ellecon wrote:Medalyn Isis wrote: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. Why do people think cargo scan immunity is remotely a good thing. You will just get ganked more. By that logic, no one uses cargo scanners anyway.
I'm sorry but what? I count on them using a cargo scanner. I want them to see I'm empty when I am actually empty.
An unscannable anything becomes a loot pinata gamble. And there are plenty of people willing to take that gamble.
People already pop double wrapped freighters on that gamble. The number of Blockade runners popped in HS has gone up since they became unscannable. The only reason more empty ones don't get popped for the loot gamble is they are cloaked 95% of the time.
So unless we can get freighter+ tanks out of the new DSTs (who knows maybe we can) I guarantee there will be plenty of people willing to pop them on the gamble if they were unscannable.
Making them unscannable makes the event random as well. I'd prefer the cargo scanner be able to see clearly that I am empty. Or see clearly I'm not carrying enough to make it worth poppping outside of the LOL's. Being unscannable I'm more likely to be randomly popped just because I 'Might" be carrying something good.
No thanks. |

Priestess Lin
Center for Advanced Studies Gallente Federation
115
|
Posted - 2014.05.18 14:42:00 -
[164] - Quote
CynoNet Two wrote: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.
bubble immunity would mean a single interdictor with a scrammer can't deny the travel plans for a "deep space transport".
We just can't have that. 
Imagine how hard pirates would cry if their was one ship they couldn't use interdictor bubbles against. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
234
|
Posted - 2014.05.18 14:59:00 -
[165] - Quote
Derath Ellecon wrote:Malcanis wrote:Derath Ellecon wrote:Medalyn Isis wrote: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. Why do people think cargo scan immunity is remotely a good thing. You will just get ganked more. By that logic, no one uses cargo scanners anyway. I'm sorry but what? I count on them using a cargo scanner. I want them to see I'm empty when I am actually empty. An unscannable anything becomes a loot pinata gamble. And there are plenty of people willing to take that gamble. People already pop double wrapped freighters on that gamble. The number of Blockade runners popped in HS has gone up since they became unscannable. The only reason more empty ones don't get popped for the loot gamble is they are cloaked 95% of the time. So unless we can get freighter+ tanks out of the new DSTs (who knows maybe we can) I guarantee there will be plenty of people willing to pop them on the gamble if they were unscannable. Making them unscannable makes the event random as well. I'd prefer the cargo scanner be able to see clearly that I am empty. Or see clearly I'm not carrying enough to make it worth poppping outside of the LOL's. Being unscannable I'm more likely to be randomly popped just because I 'Might" be carrying something good. No thanks. You are woefully wrong. There is a big difference between taking a gamble on a BR and losing a couple of tornados or talos's in an attempt to take down one of these new DST's. DST's already had good tanks, now they will be able to fit BS levels of tank. BR's should not be autopiloted anyway, not sure why you are using the ship for that purpose. |

Priestess Lin
Center for Advanced Studies Gallente Federation
116
|
Posted - 2014.05.18 15:12:00 -
[166] - 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.
web immunity or bubble immunity makes much more sense. Its common to have scrams that will put an end to MMJD nomatter the spool up time. Its a total crapshoot.
Whatever the case. Devs need to accept they are bad at balancing rethink these changes. Especially what they are doing to the poor Rattlesnake which used to be versatile but now does nothing really well. |

Derath Ellecon
Washburne Holdings Situation: Normal
2242
|
Posted - 2014.05.18 15:13:00 -
[167] - Quote
Medalyn Isis wrote:You are woefully wrong. There is a big difference between taking a gamble on a BR and losing a couple of tornados or talos's in an attempt to take down one of these new DST's. DST's already had good tanks, now they will be able to fit BS levels of tank. BR's should not be autopiloted anyway, not sure why you are using the ship for that purpose.
I think you may be equally wrong in thinking there aren't plenty of people willing to gamble a couple of tornados to see if you drop some nice stuff. There are plenty of groups who will happily pop empty freighters for the lols.
Being unscannable simply means every warp is now a gamble, empty or full. I remain unconvinced that a BS level tank is enough to counteract that gamble.
Who said anything about autopiloting a BR. There are tons of places that a BR is vulnerable. Station undocks (do you have an insta for every station in game? I know I don't, and I've had my BR targeted leaving a random station). At gates landing too close to something else to cloak. Hitting Jita at peak hours and getting stuck on the gate etc.
I just don't see having their cargo be unscannable as a good enough plus to outweigh the risks. But then again maybe those who do are the same that wanted rigs on their freighters. |

Shegunna Blow
Forever Winter Absolute Zero.
5
|
Posted - 2014.05.18 15:16:00 -
[168] - Quote
Ditch the 5% velocity bonus for 10% reduction in MMJD spool-up and reactivation time. (reactivation time may be too much)
A quick MJD spoolup (4.5s by my calcs, which may be wrong) adds a unique attribute to this ship. Due to their long align, there is still time to get caught by interceptors and fast frigates. |
|

CCP Fozzie
C C P C C P Alliance
10167

|
Posted - 2014.05.18 16:05:00 -
[169] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Jattila Vrek
Green Visstick High
7
|
Posted - 2014.05.18 16:13:00 -
[170] - Quote
I have a question for the general public here.
Right now I use cloak+MWD on my DST. I can't fit cloak+MWD+MJD without major sacrifices to my fit. Is it possible to activate MJD+cloak and move 100+ km from the gate whenever the gate is camped before anyone can lock me? MJD on it's own will get scrammed, but maybe it'll work when combined with a cloak. |
|

FT Diomedes
The Graduates RAZOR Alliance
430
|
Posted - 2014.05.18 16:26:00 -
[171] - Quote
Khadann wrote:"+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
The Impel has seven more low slots... Even the Bustard has three more low slots... This is my signature. There are many like it, but this one is mine. |

FT Diomedes
The Graduates RAZOR Alliance
430
|
Posted - 2014.05.18 16:36:00 -
[172] - 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.
Hopefully the first option works! This is my signature. There are many like it, but this one is mine. |

Aluka 7th
152
|
Posted - 2014.05.18 16:56:00 -
[173] - Quote
Jattila Vrek wrote:I have a question for the general public here.
Right now I use cloak+MWD on my DST. I can't fit cloak+MWD+MJD without major sacrifices to my fit. Is it possible to activate MJD+cloak and move 100+ km from the gate whenever the gate is camped before anyone can lock me? MJD on it's own will get scrammed, but maybe it'll work when combined with a cloak.
In first implementation there was a bug where you could cloak, MJD would spull and you would jump 100km still being cloaked all the time, even at destination  Now activating MJD "disables" cloak. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
57
|
Posted - 2014.05.18 17:01:00 -
[174] - Quote
Has anyone mentioned how abused the fleet hangar will be to "Launder" gank loot
Now, instead of slowboating an orca, you can have a DST wait 100km from the freighter and MJD into position, launder the drops from the freighter and then peace out just as easily. All while avoiding a messy suspect flag. |

Jattila Vrek
Green Visstick High
7
|
Posted - 2014.05.18 17:03:00 -
[175] - Quote
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?
|

Aluka 7th
152
|
Posted - 2014.05.18 17:08:00 -
[176] - Quote
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. |

Jattila Vrek
Green Visstick High
7
|
Posted - 2014.05.18 17:12:00 -
[177] - 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. Ok, thnx. Then fitting MMJD is useless. |

Aluka 7th
152
|
Posted - 2014.05.18 17:26:00 -
[178] - Quote
Jattila Vrek wrote: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. Ok, thnx. Then fitting MMJD is useless.
Actually if they add or not bubble immunity and reduce warp strength from +2 to +1 like I've explained in detail on page 7 that they should, MJD would benefit you in case when pointed by HIC infinite point and also when pointed by multiple long points (they dont turn off MJD). Still IMHO fast guy with T2 short point should be able to still stop you and you would have to crash the gate. If +2 stayed then you would need to scrams or one faction which I think is little over te top to ask from person trying to kill DST but still ok overall I guess. So with suggested change it would not be overpowered (would be killable with proper gate camp) and still it can move fast through 0.0, without pain of drag bubbles, refueling capitals/POSes and bringing spare fits to fleet for refit thought mobile depots. |

Jattila Vrek
Green Visstick High
7
|
Posted - 2014.05.18 17:34:00 -
[179] - Quote
New question (I feel like I'm a noob again): if I press align, activate MJD and then get scrammed during spool-up, will it still spool up and MJD me away or does the scram prevent the MJD from working? |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
236
|
Posted - 2014.05.18 17:39:00 -
[180] - 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. Dam, didn't realise they changed that. Must have been a while since I used them last. |
|

Pashino
Venice Academy
29
|
Posted - 2014.05.18 17:42:00 -
[181] - 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.
Good for this approach
You addressed the issue of bubble immunity for the BR's (and I concur it would make them OPed) but no comment on adding that feature to DST's yet, is that still on the table? |

Station Sitter
Heavy Star Industries
0
|
Posted - 2014.05.18 17:43:00 -
[182] - Quote
Deploying and Scooping to Fleet Hangars would help a LOT of ships... |

Narjack
CragCO
5
|
Posted - 2014.05.18 18:39:00 -
[183] - Quote
Wish there was a bit of diversity here. For instance perhaps the Caldari DST could gain some bonus to ECM bursts? Some set up for buffer tank, others self repair? I don't know, they just seem awfully all alike. Of course, I know that makes it really hard to balance and if one race is so obviously better then that's all you'll see. But perhaps focus some being better in null sec environments, some better for low sec, and then some for highsec? (mix of align times, tank, ways to get out of trouble etc per what you tend to run into in each region?) |

Poke InTheEye
Anti-BoB Flash Mob
2
|
Posted - 2014.05.18 18:58:00 -
[184] - 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.
If you force us to use expanders to launch large towers, then you might as well do away with the fleet hangar and just make things work as they do now. If a large tower can fit in the hangar, I shouldnt have to gimp my ship to get it in place just because there is no way to get it in and out of space.
Also, PLEASE PLEASE PLEASE remove the cooldown for launching modules into space. Especially if you force us to do one at a time by moving them from a fleet hangar into a cargo bay. |

James Amril-Kesh
4S Corporation Goonswarm Federation
9953
|
Posted - 2014.05.18 19:11:00 -
[185] - 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. Any thoughts on bubble immunity? It would be a nice complement to BR's ability to warp cloaked. You could increase their mass to compensate. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Catherine Laartii
State Protectorate Caldari State
182
|
Posted - 2014.05.18 19:24:00 -
[186] - Quote
Note: The increased powergrid on some of these can be used to fit an oversized AB. Might be interesting to see how fast that goes OH on the mastodon... |

M1k3y Koontz
Thorn Project Surely You're Joking
577
|
Posted - 2014.05.18 19:26:00 -
[187] - Quote
Bait Mastodon here I come! Fill it full of hookers and crash and have some fun. How much herp could a herp derp derp if a herp derp could herp derp. |

Jattila Vrek
Green Visstick High
8
|
Posted - 2014.05.18 19:34:00 -
[188] - Quote
Catherine Laartii wrote:Note: The increased powergrid on some of these can be used to fit an oversized AB. Might be interesting to see how fast that goes OH on the mastodon... Mastodon has 270 PG, Experimental 100MN AB requires 625. May not be impossible, but you won't be able to fit much else than fitting mods. |

Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
231
|
Posted - 2014.05.18 19:39:00 -
[189] - Quote
Jattila Vrek wrote:New question (I feel like I'm a noob again): if I press align, activate MJD and then get scrammed during spool-up, will it still spool up and MJD me away or does the scram prevent the MJD from working?
Edit: found my answer on Eve Uni wiki: If the MJD is charging and you are warp scrammed during the spool up, your jump will fail.
That being said, if the person that is MJD gets scrammed right when the MJD activates, a funny thing happens where they get scrammed for the cycle of the scram, from 100km away. Just happened yesterday when I was messing around with a corpmate. Quite funny to see a 100km scram animation coming from a crucifier. Lowering the average to make you look better since 2012. |

PaulsAvatar
IXCO
4
|
Posted - 2014.05.18 19:48:00 -
[190] - Quote
With changes to allow for structures, this will be a very nice change and cause some interesting gameplay. +1 |
|

Jattila Vrek
Green Visstick High
8
|
Posted - 2014.05.18 19:48:00 -
[191] - Quote
Since I concluded MJD is useless on a DST, let me put some suggestions on the table to make it work: - allow MJD to be used while cloaked, or - make MJD immune to warp scrambling after activation (warp scrambler can only prevent you from activating it)
I would however favor bubble immunity. |

GordonO
Sturmgrenadier Inc
45
|
Posted - 2014.05.18 20:15:00 -
[192] - Quote
CCP Fozzie wrote:Tahna Rouspel wrote: Does MJD work if you get scrambled but have warp core stabilizers?
It does not. The basic rule of thumb is that MJDs work just like MWDs in this regard.
It should :(. People should work to get at the contents. In its current state you can escape one tackle ship easily enough, with the changes even with an MJD you will not be able to. eg, when you jump in to a wh now.. as single cloaky tackler isn't going to stop unless he has scrams, after the change.. the will be no escaping, even if you jump back through the wh. What about some drones ?
. |

FT Diomedes
The Graduates RAZOR Alliance
436
|
Posted - 2014.05.18 20:52:00 -
[193] - Quote
James Amril-Kesh wrote: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. Any thoughts on bubble immunity? It would be a nice complement to BR's ability to warp cloaked. You could increase their mass to compensate.
Increasing mass screws over WH's. And bubble immunity is a terrible mechanic. This is my signature. There are many like it, but this one is mine. |

G's Biatch
Four Brothers United
0
|
Posted - 2014.05.18 20:53:00 -
[194] - Quote
Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? |

James Amril-Kesh
4S Corporation Goonswarm Federation
9965
|
Posted - 2014.05.18 21:34:00 -
[195] - Quote
FT Diomedes wrote:James Amril-Kesh wrote: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. Any thoughts on bubble immunity? It would be a nice complement to BR's ability to warp cloaked. You could increase their mass to compensate. Increasing mass screws over WH's. And bubble immunity is a terrible mechanic. Increase its inertia modifier then. And no it isn't if it's applied on a ship with weaknesses to balance it out. Interceptors have next to no tank. T3s lose the potential benefits of the other propulsion subsystems and they get one less low slot. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Sarah Flynt
Federation Interstellar Resources
34
|
Posted - 2014.05.18 23:14:00 -
[196] - Quote
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? |

James Amril-Kesh
4S Corporation Goonswarm Federation
9968
|
Posted - 2014.05.18 23:26:00 -
[197] - Quote
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. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Sarah Flynt
Federation Interstellar Resources
34
|
Posted - 2014.05.19 00:05:00 -
[198] - Quote
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.
|

Innominate
GoonWaffe Goonswarm Federation
569
|
Posted - 2014.05.19 01:40:00 -
[199] - 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.
If you have to resort to this, please bump the cargo to 8k and penalize the fleet hangar instead. Forcing the DSTs to max out cargo expanders to do pos work basically eliminates the reason to use one. |

Abrazzar
Vardaugas Family
3442
|
Posted - 2014.05.19 02:09:00 -
[200] - Quote
Sarah Flynt wrote:Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. Or you align with a freighter, open the ganked wreck, select the station, click loot all, click warp within the same second and warp off within the same tick. Even if someone had you targeted, they wouldn't be able to scram you because the server already has you in warp when the other gets the suspect flag on his client. That's the way I used when I fliped my ore back into my hauler with can flippers on me to pop my ship. Works flawlessly. Your risk argument is already voided by current mechanics. Sovereignty and Population New Mining Mechanics |
|

Sarah Flynt
Federation Interstellar Resources
34
|
Posted - 2014.05.19 03:19:00 -
[201] - Quote
Abrazzar wrote:Sarah Flynt wrote:Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. Or you align with a freighter, open the ganked wreck, select the station, click loot all, click warp within the same second and warp off within the same tick. Even if someone had you targeted, they wouldn't be able to scram you because the server already has you in warp when the other gets the suspect flag on his client. That's the way I used when I fliped my ore back into my hauler with can flippers on me to pop my ship. Works flawlessly. Your risk argument is already voided by current mechanics. That also works the other way around: pre-lock the freighter, set safety to green and start hammering the F-key where your scrambler is way before it goes suspect. It's not nearly as safe as you think it is. |

Adriana Nolen
Sama Guild
15
|
Posted - 2014.05.19 07:16:00 -
[202] - Quote
Change that velocity bonus to target breaker effectiveness. Then the damn ships will actually be useable. |

Luscius Uta
84
|
Posted - 2014.05.19 07:38:00 -
[203] - Quote
I think that a bonus to ECM Burst strength/range/duration would be better and more likely to let you escape a dangerous situation than Overheat bonus. Highsec is for casuals. |

King Fu Hostile
Imperial Collective Unsettled.
116
|
Posted - 2014.05.19 07:45:00 -
[204] - Quote
Thanks for this rebalance, looking very much forward to getting my first DST <3
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1230
|
Posted - 2014.05.19 08:05:00 -
[205] - Quote
The MMJD bonus is a bit odd, given that almost the only time that you'd need it is when you're scrambled. But I can see it helping in the case of bump tackle.
I suppose it would also let you get out of an empty bubble more quickly, but these are highsec ships really, BRs are the real DSTs. |

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.19 09:44:00 -
[206] - Quote
I don't understand, why the cargo holds are all brought back to the same size, why not leave the relative size difference between the ships.
Quick look leaves gives me the impression the difference between the Bustard and the Mastodon will end in the Bustard being ignored.
the Mastodon will align faster, fly faster with the same cargo space, an extra low slot against a mid slot, lower signature.
in return the Bustard gets 300 more shield hit points while 500 less armor some extra structure. little more capacity and they trade cpu and Powergrid.
Although reasonable in some situations, with transports I consider faster aligning, traveling, lower signature, and the extra lowslot superior to every plus the Bustard has.
|

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1324
|
Posted - 2014.05.19 10:58:00 -
[207] - Quote
Fubeca wrote:While this looks interesting for getting in and out of trouble, the Fleet Hangar change really limits the DST in useful things like POS work. With a cargo hold of 1000 - 3000, you cant even scoop or launch a large tower, or most pos mods. To make it work, you would need to make it capable of launching items from the fleet hangar as well as scoop to the fleet hangar.
For POS work in null sec, orcas arent an option for getting around, and BRs are just too small even after your proposed buff. Now the only real option is a rorqual or JF which takes setting up a POS out of the picture for the average player.
maybe that's the intent
|

Komi Toran
Perkone Caldari State
5
|
Posted - 2014.05.19 12:18:00 -
[208] - Quote
Mike Whiite wrote:an extra low slot against a mid slot And that's where the Bustard wins. 
From what I can see, CCP has made an effective armored truck. BRs use stealth and agility to reach their destination, while DSTs use their tank. With the overwhelming bulk of their cargo locked in the Fleet Hangar and a tiny cargo hold, the low slots are just not that important to a shield-tanked DST. The Bustard is a purer incarnation of the concept, while the Mastadon is a compromise. They're going to appeal to different people, and that's good. |

Mike Whiite
Space Mutts The Harlequin's
353
|
Posted - 2014.05.19 13:09:00 -
[209] - Quote
Komi Toran wrote:Mike Whiite wrote:an extra low slot against a mid slot And that's where the Bustard wins.  From what I can see, CCP has made an effective armored truck. BRs use stealth and agility to reach their destination, while DSTs use their tank. With the overwhelming bulk of their cargo locked in the Fleet Hangar and a tiny cargo hold, the low slots are just not that important to a shield-tanked DST. The Bustard is a purer incarnation of the concept, while the Mastadon is a compromise. They're going to appeal to different people, and that's good.
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))
If you do get tackled you need to get out of there as fast as possible (speed) and align time again. Even if you would for instance be able to work your way back to a gate in the Bustard, you'll get tackled again on the other side, because your shield blooming, slower turning Bustard will easily be tackled again, and have a smaller cargo bay as well, while having no bonus on the fleet hangar either.
I think the set up as they have made it now, will do the same as what happened with the Logistics ships, has anyone seen a Osprey or basilisk lately?
|

NinjaStyle
hirr RAZOR Alliance
51
|
Posted - 2014.05.19 13:21:00 -
[210] - 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.
I'm so glad its not two numb nuts from low sec trying to make tools for all of Eve.... oh wait.
and since the bashing is now done.
How could this not have been taken into consideration to begin with? PoS setup is one of the main things that haulers are used for....? wow just WOW. |
|

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.
|

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.
|
|

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 |
|

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. |
|

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/ |
|

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? |
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
699
|
Posted - 2014.05.20 12:17:00 -
[241] - Quote
I notice these ships are keeping their hilariously long align times. are there any plans to deal with mwd warping, or mwd/cloak warping? or webbing things into warp?
it's pretty bad when you design ships with appropriately enormous align times, and then just fitting 1 easy module or having an alt in a throwaway frigate completely negates it. obviously this is abused on more 'important' ship classes than haulers/DSTs, and would rustle many people if it were ever fixed. |

Grarr Dexx
Snuff Box
414
|
Posted - 2014.05.20 12:17:00 -
[242] - Quote
They don't need it. It'd make blockade runners useless since you might as well run the same blockade cloak warping with a DST hauling four times as much cargo. |

Anonymous Forumposter
State War Academy Caldari State
17
|
Posted - 2014.05.20 12:19:00 -
[243] - Quote
CCP Fozzie wrote:We're increasing the standard cargo holds on all the DSTs
Anyone willing to do the math on the Occator and the Mastodon main cargoholds fitted for max cargo (Rigs, Expanders)? Personally not interested in opinions as to the intelligence of fitting one for such so your trolls will fall on deaf ears.
|

CynoNet Two
GoonWaffe Goonswarm Federation
673
|
Posted - 2014.05.20 12:21:00 -
[244] - Quote
Grarr Dexx wrote:They don't need it. It'd make blockade runners useless since you might as well run the same blockade cloak warping with a DST hauling four times as much cargo.
Blockade runners would still be better for low-sec and covert ops work. DSTs would ignore bubbles but be vulnerable to infini-points, making them preferable for null-sec and wormholes. |
|

CCP Fozzie
C C P C C P Alliance
10302

|
Posted - 2014.05.20 12:24:00 -
[245] - Quote
CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered?
The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Anthar Thebess
423
|
Posted - 2014.05.20 12:36:00 -
[246] - Quote
We already have to much nullified , MJD capable ships. We don't need more.
Including those MJD for BattleCruisers. Summer: Moon Mining Changes |

G's Biatch
Four Brothers United
0
|
Posted - 2014.05.20 12:45:00 -
[247] - Quote
CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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.
Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply?
Thanks |

Grarr Dexx
Snuff Box
414
|
Posted - 2014.05.20 12:46:00 -
[248] - Quote
CynoNet Two wrote:Grarr Dexx wrote:They don't need it. It'd make blockade runners useless since you might as well run the same blockade cloak warping with a DST hauling four times as much cargo. Blockade runners would still be better for low-sec and covert ops work. DSTs would ignore bubbles but be vulnerable to infini-points, making them preferable for null-sec and wormholes.
You can use infinite points in 0.0 too. The point I'm making is that it's pointless to have BRs if DSTs have bubble immunity, because it's just as easy to cloak warp DSTs as it is to warp a BR and hit the cloak button. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
699
|
Posted - 2014.05.20 12:51:00 -
[249] - Quote
Grarr Dexx wrote:CynoNet Two wrote:Grarr Dexx wrote:They don't need it. It'd make blockade runners useless since you might as well run the same blockade cloak warping with a DST hauling four times as much cargo. Blockade runners would still be better for low-sec and covert ops work. DSTs would ignore bubbles but be vulnerable to infini-points, making them preferable for null-sec and wormholes. You can use infinite points in 0.0 too. The point I'm making is that it's pointless to have BRs if DSTs have bubble immunity, because it's just as easy to cloak warp DSTs as it is to warp a BR and hit the cloak button. That's an issue with MWD cloak warping being a bullshit borderline exploit, though.
I seem to recall they tried to fix mwd cloak warping in 2007 or so, and their fix didn't work, so they gave up and left it (pro tip ccp, all you need to do is make it so cloaking instantly cuts your prop mod). still leaves mwd warping big ships though. |
|

CCP Fozzie
C C P C C P Alliance
10304

|
Posted - 2014.05.20 12:58:00 -
[250] - Quote
G's Biatch wrote:CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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. Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? Thanks
The ammo only rule does not apply to fleet hangars. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
|

G's Biatch
Four Brothers United
0
|
Posted - 2014.05.20 13:05:00 -
[251] - Quote
CCP Fozzie wrote:G's Biatch wrote:CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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. Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? Thanks The ammo only rule does not apply to fleet hangars.
Thank you. |

Ammzi
Love Squad Pasta Syndicate
1769
|
Posted - 2014.05.20 13:25:00 -
[252] - Quote
CCP Fozzie wrote:
The ammo only rule does not apply to fleet hangars.
Stealth 100.000 m3 boost to rorquals? C/d |

Ammzi
Love Squad Pasta Syndicate
1769
|
Posted - 2014.05.20 13:28:00 -
[253] - Quote
Also Fozzie. If 400.000 m3 is the new ship assembled size. You can put these into an orca with a double wrapped container inside and like, noone would know. Also combine this with like 500.000 ehp on the orca post-kronos.
Pls no, pls change. |

TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
207
|
Posted - 2014.05.20 13:32:00 -
[254] - Quote
CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay.
I highly disagree.
Your stats show the align times of around 25-27 seconds, before mods and skills. Offhand, i beleive this makes for about a 15 second align time and I do not know about the align time with an MWD cycle. That said, with a normal cruiser it should take about 3.3 seconds to target a 165 sig. This would give people 12 seconds to get in range and point them if they are stationary, the lock, then approach if needed to point them. In which case they would only need a long point.3
This first case is far more balanced than the interceptors or T3s and I cant see how you and your team trashed it.
The second case: Actual use in Null.
Who is going to fly a hauler in nullsec without a scout? no one is going to be daft enough to do that or if they do they deserve to die. |

Ammzi
Love Squad Pasta Syndicate
1769
|
Posted - 2014.05.20 13:42:00 -
[255] - Quote
CCP Fozzie wrote:G's Biatch wrote:
Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply?
Thanks
The ammo only rule does not apply to fleet hangars.
Yeah, this needs to not go live. You can get 100.000 m3 carriers if this is the case. Rorquals more, supers even more. |

FT Diomedes
The Graduates RAZOR Alliance
447
|
Posted - 2014.05.20 13:43:00 -
[256] - Quote
I suppose the whole point of periodic changes is to shake things up a bit... Now I have to consider what I can move in my carrier... You've effectively given my carrier a fleet hanger of ~70k-130k m3. That's 10k from the carrier and ~60k from each DST I cram into it. By my current calculations, I can move 5 cruiser-sized ships and one DST in my carrier. The DST could be filled with up to ~60k of fuel, mods, etc. Very useful...
Is this intended? This is my signature. There are many like it, but this one is mine. |

FT Diomedes
The Graduates RAZOR Alliance
447
|
Posted - 2014.05.20 13:46:00 -
[257] - Quote
CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay.
Excellent. Hold the line, Fozzie. Hold the line. This is my signature. There are many like it, but this one is mine. |

Malcanis
Vanishing Point. The Initiative.
15609
|
Posted - 2014.05.20 13:46:00 -
[258] - Quote
TheMercenaryKing wrote:CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. I highly disagree. Your stats show the align times of around 25-27 seconds, before mods and skills. Offhand, i beleive this makes for about a 15 second align time and I do not know about the align time with an MWD cycle. That said, with a normal cruiser it should take about 3.3 seconds to target a 165 sig. This would give people 12 seconds to get in range and point them if they are stationary, the lock, then approach if needed to point them. In which case they would only need a long point. An MMJD may save them, may, but as i posted in the MMJD thread, I think it should be 50km jump range and a lower cooldown. This first case is far more balanced than the interceptors or T3s and I cant see how you and your team trashed it. The second case: Actual use in Null. Who is going to fly a hauler in nullsec without a scout? no one is going to be daft enough to do that or if they do they deserve to die.
The align time for the DSTs is the same as for any other ship that can fit an MWD "It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!" |

CynoNet Two
GoonWaffe Goonswarm Federation
675
|
Posted - 2014.05.20 14:00:00 -
[259] - Quote
Malcanis wrote:TheMercenaryKing wrote:I highly disagree.
Your stats show the align times of around 25-27 seconds, before mods and skills. Offhand, i beleive this makes for about a 15 second align time and I do not know about the align time with an MWD cycle. That said, with a normal cruiser it should take about 3.3 seconds to target a 165 sig. This would give people 12 seconds to get in range and point them if they are stationary, the lock, then approach if needed to point them. In which case they would only need a long point.
An MMJD may save them, may, but as i posted in the MMJD thread, I think it should be 50km jump range and a lower cooldown.
This first case is far more balanced than the interceptors or T3s and I cant see how you and your team trashed it.
The second case: Actual use in Null.
Who is going to fly a hauler in nullsec without a scout? no one is going to be daft enough to do that or if they do they deserve to die. The align time for the DSTs is the same as for any other ship that can fit an MWD
And still significantly higher than both an Interceptor and T3 cruiser - the latter of which can have more ehp AND a covert cloak. |
|

CCP Fozzie
C C P C C P Alliance
10308

|
Posted - 2014.05.20 14:08:00 -
[260] - Quote
I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
|

CynoNet Two
GoonWaffe Goonswarm Federation
675
|
Posted - 2014.05.20 14:13:00 -
[261] - Quote
This is why we can't have nice things :( |

Phoenix Jones
The Scope Gallente Federation
463
|
Posted - 2014.05.20 14:19:00 -
[262] - Quote
If the damn thing was cheaper I would say ok. This is an expensive ship to lose.
I don't quite agree with the Yolo of battleships in C1's.
With that said, the changes aren't bad. Just don't know if they are good enough to make the whole "transport with an escort" work well enough.
Overheat modules, double tank, mega repairs, reisstance, fleet hangers. Its almost a tanky Orca.
It might work.
In lowsec, could potentially survive a gatecamp and burn back to the gate.
In Nullsec, could survive a gank if escorted (vs the rest of the transport ships).
In Wormhole space.. well apply to null.
might be enough.
CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual.
Balance is balance. Good move there. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Anonymous Forumposter
State War Academy Caldari State
17
|
Posted - 2014.05.20 14:21:00 -
[263] - Quote
CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual.
And Orca pilots everywhere cried a little.. |

Ammzi
Love Squad Pasta Syndicate
1769
|
Posted - 2014.05.20 14:21:00 -
[264] - Quote
CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual.
Wow... hello massive carrier buff. PS: I want credit for pointing this out. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5314
|
Posted - 2014.05.20 14:24:00 -
[265] - Quote
The DST will be more useful than a Miasmos for ore hauling since the Orca pilot can simply drag stuff from all three storage compartments into the DST's fleet hangar.
The DST will also serve nicely to replace a Kryos for mineral hauling and Hoarder for ammo hauling because of the built in stab, and the ability to fit an MWD without requiring rigs.
I'll focus on finding something to complain about tomorrow.
Oh hang on, I found a gripe! They're rather homogenous. I'd prefer clear roles: the Mastodon for "absolutely, positively overnight!" with the Bustard for Ghostbusters style hauling, the Impel for Dirty Harry style armour tank baiting, and the Occator for a combination of capacity & agility.
PS: a long time ago there was a courier company in Australia called "Comet". Their motto was "absolutely, positively overnight? Hello Comet!" (and being the '80s they had a cool jingle too). Folks in the USA will recognise the slogan from FedEx ads during the same period. Our advertising folks in the '80s thought they could pull the wool over our eyes and recycle US scripts. These days they just play the whole US ad, complete with corny accents and pronouncing "Z" as "zee".
PPS: Ghostbusters: no job too big, no fee too big! Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5314
|
Posted - 2014.05.20 14:29:00 -
[266] - Quote
Phoenix Jones wrote:Overheat modules, double tank, mega repairs, reisstance, fleet hangers. Its almost a tanky Orca.
All we need now is an ORE DST that gets the ORE bonus to mining foreman links and we won't need to put Orcas in small fleets anymore. Day 0 advice for new players: Day 0 Advice for New Players |

Grarr Dexx
Snuff Box
415
|
Posted - 2014.05.20 14:56:00 -
[267] - Quote
CCP Fozzie wrote:G's Biatch wrote:CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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. Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? Thanks The ammo only rule does not apply to fleet hangars.
So you're telling me that manually piloting a DST is still a pointless effort and putting it into a carrier creates a miniature JF? Will you at least tell me that an unpiloted DST will not have skills applied to it and anything over the 50.000 m-¦ cargo will be prevented from being placed into a ship maintenance bay? |

Neutral Jita Hauler
Science and Trade Institute Caldari State
2
|
Posted - 2014.05.20 15:09:00 -
[268] - Quote
If they didn't take the lazy route with a fleet hanger and instead created a non-restricted 'general goods bay', all of this would have been prevented. |

Dave Stark
5915
|
Posted - 2014.05.20 15:11:00 -
[269] - Quote
CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. and now none of them fit in an orca. |

Sael Va'Tauri
State War Academy Caldari State
2
|
Posted - 2014.05.20 15:23:00 -
[270] - Quote
Any chance of replacing the velocity bonus with something unique to each ship? It would, potentially make them a little more unique with some racial flavor. For example:
Mastadon: replace 5% velocity w/ 5% agility. Very minmitar - its the "fast" DST.
Occator: Replace 5% velocity w/ 5m3 dronebay and bandwith. It then follows the Nereus as being able to defend itself with drones - and who doesn't like the idea of having people think twice about attacking without scanning, as the ship could be (probably is?) bait.
Prorator: Replace 5% velocity w/ 5% armor per level. Follows Amarr armor tank lines, while also providing some interesting choices - fit Armor plates which don't follow the new role bonus, or stick with the role bonus hardeners and reppers, or maybe both.
Bustard: Replace 5% velocity w/ 5% cargo per level. Follows *continues?) the theme set by the Charon, where Caldari bring extra cargo. It won't be a huge bonus as the cargo bay is already small(ish), but that could be reinforced in base stats by increasing the base cargo bay. |
|

Ammzi
Love Squad Pasta Syndicate
1769
|
Posted - 2014.05.20 15:37:00 -
[271] - Quote
Dave Stark wrote:CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. and now none of them fit in an orca.
Good. That would have been a free 50k m3 unscannable cargo bay to the orca. |

Dave Stark
5917
|
Posted - 2014.05.20 15:40:00 -
[272] - Quote
Ammzi wrote:Dave Stark wrote:CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. and now none of them fit in an orca. Good. That would have been a free 50k m3 unscannable cargo bay to the orca.
but that's fine in other ships? the orca can already do the whole "unscannable cargo bay" thing anyway; you just use exploration frigates.
not to mention, one of the DST's few uses will be for mining as a way of not having to put your orca on grid while retaining the "mobile secure jetcan with tractor beams" thing. so it would be nice, that a ship used in a mining operation would fit in my industrial command ship. |

Tharin Malkyre
Knights of the Ouroboros
23
|
Posted - 2014.05.20 15:43:00 -
[273] - Quote
As funny as it would be to walk heavy Dominixes into our next C1 POCO bash... are you nuts Fozzie? You're willing to change:
- The entire meta of C1 space
- The ability of Orca's to carry DST's at all
- The ability of any other SMA to carry multiple of the same
In order to give the DST a 50K m3 fleet bay. Why not give it a 10-25K m3 fleet bay, up the size of the general bay to something useful, and NOT do the above things? You're not going to end up with BS's in C1's, and all your other ships can still carry multiple DSTs if they have the need. |

Jattila Vrek
Green Visstick High
12
|
Posted - 2014.05.20 15:45:00 -
[274] - Quote
As long as they remain useless for nullsec gate travel, so you need that carrier to move them, why not give them jump capability instead? Now it's only role is to make all T1 industrials absolete. |

Ammzi
Love Squad Pasta Syndicate
1770
|
Posted - 2014.05.20 15:47:00 -
[275] - Quote
Dave Stark wrote:Ammzi wrote:Dave Stark wrote:CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. and now none of them fit in an orca. Good. That would have been a free 50k m3 unscannable cargo bay to the orca. but that's fine in other ships? the orca can already do the whole "unscannable cargo bay" thing anyway; you just use exploration frigates. not to mention, one of the DST's few uses will be for mining as a way of not having to put your orca on grid while retaining the "mobile secure jetcan with tractor beams" thing. so it would be nice, that a ship used in a mining operation would fit in my industrial command ship.
At least it wouldn't 50.000 m3. Regardless making them over 500.000 ensures you can't get more than 1 in a capital which is the keypoint. There are other ways to get hidden cargo, but that won't be fixed for ages to come. No reason to add more. |

Sarah Flynt
Federation Interstellar Resources
34
|
Posted - 2014.05.20 15:53:00 -
[276] - Quote
Tharin Malkyre wrote:As funny as it would be to walk heavy Dominixes into our next C1 POCO bash... are you nuts Fozzie? You're willing to change:
- The entire meta of C1 space
- The ability of Orca's to carry DST's at all
- The ability of any other SMA to carry multiple of the same
In order to give the DST a 50K m3 fleet bay. Why not give it a 10-25K m3 fleet bay, up the size of the general bay to something useful, and NOT do the above things? You're not going to end up with BS's in C1's, and all your other ships can still carry multiple DSTs if they have the need. +1
This would also not buff riskless freighter/hauler ganking even more as pointed out here. |

Dave Stark
5922
|
Posted - 2014.05.20 15:59:00 -
[277] - Quote
Ammzi wrote:Dave Stark wrote:Ammzi wrote:Dave Stark wrote:CCP Fozzie wrote:I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. and now none of them fit in an orca. Good. That would have been a free 50k m3 unscannable cargo bay to the orca. but that's fine in other ships? the orca can already do the whole "unscannable cargo bay" thing anyway; you just use exploration frigates. not to mention, one of the DST's few uses will be for mining as a way of not having to put your orca on grid while retaining the "mobile secure jetcan with tractor beams" thing. so it would be nice, that a ship used in a mining operation would fit in my industrial command ship. At least it wouldn't 50.000 m3. Regardless making them over 500.000 ensures you can't get more than 1 in a capital which is the keypoint. There are other ways to get hidden cargo, but that won't be fixed for ages to come. No reason to add more.
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
one of the few worth while uses a DST will have, just took a hit to the viability when you can't use your orca to transport it to your next mining spot. |

Grarr Dexx
Snuff Box
415
|
Posted - 2014.05.20 16:03:00 -
[278] - Quote
this is freaking hilarious, nerf force projection on JFs but then give DSTs the power to be snuggled into a ship maint bay of a carrier, a ship that has an 14.675LY jump radius, more than 3 lightyears further than a JF. |

Ammzi
Love Squad Pasta Syndicate
1770
|
Posted - 2014.05.20 16:09:00 -
[279] - Quote
Dave Stark wrote:
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
Fozzie is right here in this thread. Go ahead and argue for your case. Good luck, you'll need it. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
700
|
Posted - 2014.05.20 16:26:00 -
[280] - Quote
does nerfing capitals even need to be argued? |
|

Sael Va'Tauri
State War Academy Caldari State
4
|
Posted - 2014.05.20 16:31:00 -
[281] - Quote
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. |

Lunkwill Khashour
Ministry of War Amarr Empire
201
|
Posted - 2014.05.20 16:41:00 -
[282] - Quote
Tharin Malkyre wrote:As funny as it would be to walk heavy Dominixes into our next C1 POCO bash... are you nuts Fozzie? You're willing to change:
- The entire meta of C1 space
- The ability of Orca's to carry DST's at all
- The ability of any other SMA to carry multiple of the same
In order to give the DST a 50K m3 fleet bay. Why not give it a 10-25K m3 fleet bay, up the size of the general bay to something useful, and NOT do the above things? You're not going to end up with BS's in C1's, and all your other ships can still carry multiple DSTs if they have the need.
Requoting because +1.
Also, I dislike the homogenization happening to DST's and BR's.
IMHO, I'ld request more community input on industrial ship rebalancing. It seems to me the strength of the dev's lies chiefly with pvp ships. |

Ron Mexxico
Sniggerdly Pandemic Legion
75
|
Posted - 2014.05.20 16:48:00 -
[283] - Quote
if i have a DST in my super SMA can i drag/drop mods from the DST fleet hangar to my super fleet hangar? |

Dave Stark
5927
|
Posted - 2014.05.20 16:48:00 -
[284] - Quote
Ammzi wrote:Dave Stark wrote:
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
Fozzie is right here in this thread. Go ahead and argue for your case. Good luck, you'll need it.
i honestly don't care one way or another what happens. having DSTs being useful for mining [which is a waste of time as it is] doesn't really matter much, although it was about the only use i could come up with for these ships since there ships superior to the DST in every way already available. |

Jaz Antollare
Deadly Loneliness
100
|
Posted - 2014.05.20 16:55:00 -
[285] - Quote
I dont really understand the purpose of the overheat effect bonus.... O_o"   |

Ammzi
Love Squad Pasta Syndicate
1770
|
Posted - 2014.05.20 16:56:00 -
[286] - Quote
Dave Stark wrote:Ammzi wrote:Dave Stark wrote:
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
Fozzie is right here in this thread. Go ahead and argue for your case. Good luck, you'll need it. i honestly don't care one way or another what happens. having DSTs being useful for mining [which is a waste of time as it is] doesn't really matter much, although it was about the only use i could come up with for these ships since there ships superior to the DST in every way already available.
With the ability to put these in your carrier, DST will be the most used subcap hauler in the game. Period. Blockade runners, t1 haulers and similar will not have remotely close to the same amount of usage if Kronos goes live with the ability to put DSTs in your carrier SMA. It will literally be every 0.0 carrier pilot's must-have. So you don't have to wonder about their uses, it will be (ab)used. It's just a very bastarded way to use it, which is a shame.
But besides this, it will be a great substitution for rorquals and similar when putting up towers. You can carry fuel, stront, tower and some useful hangars all in one go. |

Gamer4liff
GoonWaffe Goonswarm Federation
92
|
Posted - 2014.05.20 17:03:00 -
[287] - Quote
Sael Va'Tauri wrote: Bustard: Replace 5% velocity w/ 5% cargo per level. Follows *continues?) the theme set by the Charon, where Caldari bring extra cargo. It won't be a huge bonus as the cargo bay is already small(ish), but that could be reinforced in base stats by increasing the base cargo bay.
Comedy 'replace velocity bonus with small missile launcher damage/rof bonus' option.
Or MMJD charge time bonus though really. |

Dave Stark
5929
|
Posted - 2014.05.20 17:09:00 -
[288] - Quote
Ammzi wrote:Dave Stark wrote:Ammzi wrote:Dave Stark wrote:
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
Fozzie is right here in this thread. Go ahead and argue for your case. Good luck, you'll need it. i honestly don't care one way or another what happens. having DSTs being useful for mining [which is a waste of time as it is] doesn't really matter much, although it was about the only use i could come up with for these ships since there ships superior to the DST in every way already available. With the ability to put these in your carrier, DST will be the most used subcap hauler in the game. Period. Blockade runners, t1 haulers and similar will not have remotely close to the same amount of usage if Kronos goes live with the ability to put DSTs in your carrier SMA. It will literally be every 0.0 carrier pilot's must-have. So you don't have to wonder about their uses, it will be (ab)used. It's just a very bastarded way to use it, which is a shame. But besides this, it will be a great substitution for rorquals and similar when putting up towers. You can carry fuel, stront, tower and some useful hangars all in one go.
so basically it's going to be a 140m container, rather than an actual ship. does the fact that it's near only use is a giant shoe box mean it's a successful rebalance? or an unsuccessful one? |

Ammzi
Love Squad Pasta Syndicate
1771
|
Posted - 2014.05.20 17:18:00 -
[289] - Quote
Dave Stark wrote:
so basically it's going to be a 140m container, rather than an actual ship. does the fact that it's near only use is a giant shoe box mean it's a successful rebalance? or an unsuccessful one?
Probably the latter, but shhh. No reason to ruin the fun. |

Ranger 1
Ranger Corp
5665
|
Posted - 2014.05.20 17:20:00 -
[290] - Quote
Mara Rinn wrote:The DST will be more useful than a Miasmos for ore hauling since the Orca pilot can simply drag stuff from all three storage compartments into the DST's fleet hangar. The DST will also serve nicely to replace a Kryos for mineral hauling and Hoarder for ammo hauling because of the built in stab, and the ability to fit an MWD without requiring rigs. I'll focus on finding something to complain about tomorrow. Oh hang on, I found a gripe! They're rather homogenous. I'd prefer clear roles: the Mastodon for "absolutely, positively overnight!" with the Bustard for Ghostbusters style hauling, the Impel for Dirty Harry style armour tank baiting, and the Occator for a combination of capacity & agility. PS: a long time ago there was a courier company in Australia called "Comet". Their motto was " absolutely, positively overnight? Hello Comet!" (and being the '80s they had a cool jingle too). Folks in the USA will recognise the slogan from FedEx ads during the same period. Our advertising folks in the '80s thought they could pull the wool over our eyes and recycle US scripts. These days they just play the whole US ad, complete with corny accents and pronouncing "Z" as "zee". PPS: Ghostbusters: no job too big, no fee too big! Yes, how silly not to pronounce it "Zed", because we all know that Zebra is meant to be pronounced "Zedbra" and Zero is meant to be "Zedro".  To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
|

PinkKnife
Future Corps Sleeper Social Club
499
|
Posted - 2014.05.20 17:22:00 -
[291] - Quote
CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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.
Fozzie, rather than opting for this convoluted and weird, unnecessary change to DSTs to give them a roll, why not do the logical, natural thing and simply give them bubble immunity? IT fits with their intended role of being nullsec transportation, and gives them something the Blockade runner can't do. It forces a trade between cloaking and bubble immunity in null.
Rather than trying to balance everything else around this rather stupid concept of adding fleet hangars to transport ships, and allowing Carriers to Xhibit style, have hanger arrays in their hangar arrays. It's an ugly change that lacks any and all finesse and understanding of what the larger meta is going to do with these ships.
Just as nerfing refine to stop railgun mining, this will have easily recognizable meta changes, that don't need to be balanced around.
Leave the ships as you've done, they are good changes, just get rid of the fleet hangar, and add bubble immunity, and they will be flown, an they will have great roles. |

Bronson Hughes
The KAOS Holdings Group
4
|
Posted - 2014.05.20 17:38:00 -
[292] - Quote
The fleet hangar is an interesting twist on these haulers. It lets them all have a somewhat large carrying capacity without having to worry as much about balancing low slots filled with cargo expanders. it also opens up some interesting possibilities for fleet ops, mining ops, etc. (Or even a mobile cyno/refueling station. )
The whole overheat/MMJD thing I just can't get behind. As others have said: change the velocity bonus to an agility bonus, and give them bubble immunity instead of the overheat/MMJD bonuses. That would make DSTs far more useful, and would also counterpoint the BRs nicely: one is the slow, tanky, bubble-proof hauler with a larger capacity while the other is the fast, paper-thin, cloaky hauler with a smaller capacity.
PS: Thanks for re-buffing the base cargo to continue allowing for structure anchoring. Please consider doing the same with bubble immunity. |

FT Diomedes
The Graduates RAZOR Alliance
448
|
Posted - 2014.05.20 17:59:00 -
[293] - Quote
Dave Stark wrote:Ammzi wrote:Dave Stark wrote:Ammzi wrote:Dave Stark wrote:
then reduce the capacity of capitals, rather than slapping orca pilots in the face.
Fozzie is right here in this thread. Go ahead and argue for your case. Good luck, you'll need it. i honestly don't care one way or another what happens. having DSTs being useful for mining [which is a waste of time as it is] doesn't really matter much, although it was about the only use i could come up with for these ships since there ships superior to the DST in every way already available. With the ability to put these in your carrier, DST will be the most used subcap hauler in the game. Period. Blockade runners, t1 haulers and similar will not have remotely close to the same amount of usage if Kronos goes live with the ability to put DSTs in your carrier SMA. It will literally be every 0.0 carrier pilot's must-have. So you don't have to wonder about their uses, it will be (ab)used. It's just a very bastarded way to use it, which is a shame. But besides this, it will be a great substitution for rorquals and similar when putting up towers. You can carry fuel, stront, tower and some useful hangars all in one go. so basically it's going to be a 140m container, rather than an actual ship. does the fact that it's near only use is a giant shoe box mean it's a successful rebalance? or an unsuccessful one?
It is also going to be great hot drop bait and a very good highsec armored car hauler. I think it will also be handy for some 0.0 uses. I am certainly glad I have Transport Ships IV on several characters.
My next issue is figuring out which racial Industrial V I want as my standard across my accounts, since I currently have that split (e.g. One has Gallente Industrial V, another Caldari, another Minmatar, etc.). This is my signature. There are many like it, but this one is mine. |

Lexmana
1065
|
Posted - 2014.05.20 18:01:00 -
[294] - Quote
CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. It would be more interesting if hey had to choose between (onlined) cloak and bubble immunity. When caught in a bubble would you dare offline your cloak? Uncloaked prey is best prey... |

Kyt Thrace
Lightspeed Enterprises Fidelas Constans
430
|
Posted - 2014.05.20 18:03:00 -
[295] - Quote
Ron Mexxico wrote:if i have a DST in my super SMA can i drag/drop mods from the DST fleet hangar to my super fleet hangar?
The abuser & killer of dogs does have a good question, can this be answered? R.I.P. Vile Rat |

Ammzi
Love Squad Pasta Syndicate
1771
|
Posted - 2014.05.20 18:05:00 -
[296] - Quote
PinkKnife wrote:
Leave the ships as you've done, they are good changes, just get rid of the fleet hangar, and add bubble immunity, and they will be flown, an they will have great roles.
Bubble immunity and warp core stabilization + warp core stabs is too powerful. You could mwd + cloak and warp away regardless of 2-3 ceptors pointing you. You'd need a hictor and lots of stuff to decloak it on an inbound gate to ever catch these. They can't be stopped by bubbles, so they are effectively nullified t3 mega haulers. They won't be deep space transporters, they will be blockade runners more efficient at outrunning blockades than the actual blockade runners which have to burn through bubbles and die painfully.
|

iskflakes
915
|
Posted - 2014.05.20 18:13:00 -
[297] - Quote
Ron Mexxico wrote:if i have a DST in my super SMA can i drag/drop mods from the DST fleet hangar to my super fleet hangar?
+1 I want to see an answer to this.
Also can the fleet hangar be accessed while the ship is unpiloted? So could I jettison a DST filled with fuel to fuel myself up, then scoop it again? - |

Ron Mexxico
Sniggerdly Pandemic Legion
75
|
Posted - 2014.05.20 18:13:00 -
[298] - Quote
Ron Mexxico wrote:if i have a DST in my super SMA can i drag/drop mods from the DST fleet hangar to my super fleet hangar? pls respond
https://www.youtube.com/watch?v=k7pAGeenufs |

Dave Stark
5936
|
Posted - 2014.05.20 18:30:00 -
[299] - Quote
FT Diomedes wrote:It is also going to be great hot drop bait and a very good highsec armored car hauler. I think it will also be handy for some 0.0 uses. I am certainly glad I have Transport Ships IV on several characters.
My next issue is figuring out which racial Industrial V I want as my standard across my accounts, since I currently have that split (e.g. One has Gallente Industrial V, another Caldari, another Minmatar, etc.).
the problem is there are better ships for both high sec armoured car hauling, and for going through hostile space. *shrug* |

Lair Osen
92
|
Posted - 2014.05.20 18:34:00 -
[300] - Quote
CCP Fozzie wrote: The ammo only rule does not apply to fleet hangars.
Sisi says otherwise?
Quote:You cannot store a ship that contains cargo other than charges inside a Ship Maintenance Bay.
Please remove cargo from the ship and try again. |
|

Lair Osen
92
|
Posted - 2014.05.20 18:36:00 -
[301] - Quote
Kyt Thrace wrote:Ron Mexxico wrote:if i have a DST in my super SMA can i drag/drop mods from the DST fleet hangar to my super fleet hangar? The abuser & killer of dogs does have a good question, can this be answered?
Answer is No |

FT Diomedes
The Graduates RAZOR Alliance
449
|
Posted - 2014.05.20 18:39:00 -
[302] - Quote
Lair Osen wrote:CCP Fozzie wrote: The ammo only rule does not apply to fleet hangars.
Sisi says otherwise? Quote:You cannot store a ship that contains cargo other than charges inside a Ship Maintenance Bay.
Please remove cargo from the ship and try again.
Really? That's interesting... This is my signature. There are many like it, but this one is mine. |

Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
140
|
Posted - 2014.05.20 18:48:00 -
[303] - Quote
CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay.
With how often Nullified Tech 3's and at times Ceptors get caught.... It's not as strong or hard to catch. I would be all for letting them lose a Warp strength bonus for a Nullified bonus just to see these ships getting flown. I have only seen 1 DST, everything else has always been blockade runners. Hit the align time a bit, remove the warp strength and give em the nullification. More will be used and still a chance to catch them. |

Sael Va'Tauri
State War Academy Caldari State
5
|
Posted - 2014.05.20 19:00:00 -
[304] - Quote
I'd like to further expand on my earlier suggestion to give the DSTs a little more racial flare while also mitigating the problems with having the large fleet hanger.
IMPEL (suggested changes in BOLD - all other aspects remain as suggested in OP)
Amarr Industrial Bonus per level: +7.5% Armor Repairer Effectiveness 5% armor amount
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Cargo Hold: 3500(-500)m3 Fleet Hangar: 37500m3
Comments: The intended role of the Impel would be to have the largest fleet hanger and best tank. The large fleet hanger supports this rule by allowing the Impel to fit tank mods without effecting the total cargo capacity.
BUSTARD
Caldari Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% cargo capacity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Role Bonuses:
Cargo Hold: 7000(+2000)m3 Fleet Hangar: 30000m3
Comments: Yields the largest total combined cargohold for general goods, and since its shield tanked, can fit cargo expanders without sacrificing tank. If you want to haul things with your deep space transport while still retaining some tank, the Caldari DST will be the DST to skill for.
OCCATOR
Gallente Industrial Bonus per level: +7.5% Armor Repairer Effectiveness 5m3 drone bay and bandwidth
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Cargo Hold: 3500(-1500)m3 Fleet Hangar: 12500m3 Ore Hanger: 50000m3 Mineral Hanger: 50000m3
Comments: Builds on the T1 Gallente hulls - ability to use drones borrowed from the Nereus, Ore hanger borrowed from the Miasmos, and Mineral Hanger borrowed from the Kyros. When fully skilled, will be able to haul slightly more minerals or ore than other tech 1 hulls, and it can potentially fight off a single attacker. Of interest would be the potential to carry over half a Jump Freighters amount of ore and minerals, which I'm sure someone could find a use for.
MASTODON
Minmatar Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% Agility
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Cargo Hold: 4500(-750)m3 Fleet Hangar: 25000m3 Ammo Bay: 50000m3
Comments: The Mastadon becomes the fastest of the DSTs to align, though at the cost of having the 3rd smallest Fleet Hanger (keeping in line with the Fenrir with speed in place of cargo). An Ammo bay is added to keep with the precedent set by the Hoarder, which could have some interesting uses in combination with the fleet hanger, though this is the feature I'm most wary of. |

FT Diomedes
The Graduates RAZOR Alliance
449
|
Posted - 2014.05.20 19:21:00 -
[305] - Quote
Captain StringfellowHawk wrote:CCP Fozzie wrote:CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered? The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. With how often Nullified Tech 3's and at times Ceptors get caught.... It's not as strong or hard to catch. I would be all for letting them lose a Warp strength bonus for a Nullified bonus just to see these ships getting flown. I have only seen 1 DST, everything else has always been blockade runners. Hit the align time a bit, remove the warp strength and give em the nullification. More will be used and still a chance to catch them.
So, how many low slots and high slots does your hypothetical nullified DST have?
With a Blockade Runner, my Interdictor can sometimes catch one if he doesn't decloak outside the bubble or on the other side of the gate. It also helps a lot if the BR pilot fits expanded cargoholds instead of nanos or istabs. I can greatly improve my chances by bringing more fast tackle to help me get the decloak and initial lock. It's all very balanced currently with the BR vs gate camp content.
With your hypothetical DST, he jumps through the gate, aligns, MWD, cloak. I go for decloak. Even if I decloak him, I have to get ~6 points or a Heavy Interdictor on him before he is aligned. Congrats, you just made a BR that is better for 0.0 than a BR.
If you nerf the low slots, then you make all the DST's into shield tankers by default, making them even more homogenous.
In other words, please don't add more nullification to Eve. Bubbles add real risk to 0.0 travel and it should stay that way. I'll live with the interceptor shuttles because it means tackle can catch ratters and miners and I can abuse risk free 0.0 shuttles too, but moving goods should require time, skill, and expense. This is my signature. There are many like it, but this one is mine. |

Ammzi
Love Squad Pasta Syndicate
1772
|
Posted - 2014.05.20 19:34:00 -
[306] - Quote
@ CCP Fozzie
Just tested this on SISI: http://puu.sh/8UdHt/0932b1655d.jpg
1 trit inside the fleet hangar of an empty bustard. Dragged into the ship bay of an Archon. So there was actually no need to do any of these changes to the Bustard assembled size, because they can't be used as magnificent cargo carriers.
Or will this change in a future release? |

FT Diomedes
The Graduates RAZOR Alliance
450
|
Posted - 2014.05.20 19:52:00 -
[307] - Quote
Ammzi wrote:@ CCP Fozzie Just tested this on SISI: http://puu.sh/8UdHt/0932b1655d.jpg 1 trit inside the fleet hangar of an empty bustard. Dragged into the ship bay of an Archon. So there was actually no need to do any of these changes to the Bustard assembled size, because they can't be used as magnificent cargo carriers. Or will this change in a future release?
That error message looks like you tried to put it in the Fleet Hangar, not the a Ship Maintenance Bay. This is my signature. There are many like it, but this one is mine. |

Ammzi
Love Squad Pasta Syndicate
1772
|
Posted - 2014.05.20 20:16:00 -
[308] - Quote
Sigh, wrong picture. Here's the right one http://puu.sh/8UdTt/e9376a3c47.jpg |

James Amril-Kesh
4S Corporation Goonswarm Federation
10007
|
Posted - 2014.05.20 20:25:00 -
[309] - Quote
Good. That's the simple solution. I don't know why Fozzie is trying to go for the most convoluted thing possible. Some problems seem to solve themselves. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Dave Stark
5940
|
Posted - 2014.05.20 20:25:00 -
[310] - Quote
guess that means we can change DSTs back to a sensible size so we can put them in the orca after all.
edit: it helps if i get my short hand right. |
|

Ammzi
Love Squad Pasta Syndicate
1772
|
Posted - 2014.05.20 20:27:00 -
[311] - Quote
Dave Stark wrote:guess that means we can change BRs back to a sensible size so we can put them in the orca after all.
Yeah - or Fozzie intends to change this ruling regarding the fleet hanger (highly doubt it). |

James Amril-Kesh
4S Corporation Goonswarm Federation
10007
|
Posted - 2014.05.20 20:27:00 -
[312] - Quote
I don't even know why he thinks not having that restriction in place is a good idea. It's like he actually wants people to be using DSTs to turn carriers into even better versions of poor man's JF than they already are. Would you even need the skill to fly the DST in order to use it in that manner? "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Dave Stark
5942
|
Posted - 2014.05.20 20:39:00 -
[313] - Quote
James Amril-Kesh wrote:Would you even need the skill to fly the DST in order to use it in that manner? i have an assembled and rigged bustard on this character. i just passed it to my alt who can not fly a bustard, and i was still able to fill the fleet hangar with junk.
picture for some reason. that error popped up because i tried to board it, to demonstrate that i can't actually fly the bustard. |

Alavaria Fera
GoonWaffe
6184
|
Posted - 2014.05.20 20:52:00 -
[314] - Quote
If you put the DST into the carrier's SMA, can you still access its fleet hangar? ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Dave Stark
5943
|
Posted - 2014.05.20 20:58:00 -
[315] - Quote
Alavaria Fera wrote:If you put the DST into the carrier's SMA, can you still access its fleet hangar? no, there's no option to "expand" the ship maintenance bay like there is when you put containers in a fleet hangar
as seen here also, the DST hasn't been given it's new size so we can put it in an orca, which means there are probably other changes that haven't happened and why we're seeing sisi contradict fozzie. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1698
|
Posted - 2014.05.20 20:58:00 -
[316] - Quote
I don't think my hauler alt will ever touch his Iteron V again after June 3rd. |

Myrthiis
Boon Odd Ducks Bath Toys
15
|
Posted - 2014.05.20 22:02:00 -
[317] - Quote
I found them way to slow to align even full of inertia stab and their Ehp isn't that great too begin with . |

Vincent Athena
V.I.C.E.
2766
|
Posted - 2014.05.20 23:16:00 -
[318] - Quote
CCP Fozzie wrote:.... So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity. ....
Consider the same change for the Orca. Having three holds is a pain for mining. You need to shuffle ore between the three holds while you are filling, then empty three when dumping. Its extra clicks for no apparent improvement in game play. http://vincentoneve.wordpress.com/ |

Bren Genzan
Open University of Celestial Hardship Art of War Alliance
493
|
Posted - 2014.05.21 00:09:00 -
[319] - Quote
I was wondering: Why did you decrease the DST cargo hold volume?
My thoughts are simply that the Orca already has a role as a mining booster but it still carries more cargo than a DST. The Freighter is a long train and very expensive, and in many cases, people who do not carry cargo for a living use them to move cargo well below their capacity. These freighters sit idle for long periods of time because their part time freighter pilots do not like flying freighters, so they only fly when they have to. Jump Freighters, sitting between Freighter and Orcas in capacity, are prohibitively expensive, but also have a defined role.
I believe that a new player accessible mid sized hauler in the 150k to 200K m3 range, that warps faster than a freighter, would be a powerful workhorse for younger players looking to get into the supercargo profession. It would also find use by the veteran player who wants to grab some stuff and move it NOW, and really doesn't want to train up the skills for freighters, or pay a lot of isk for a ship they will not use that much..
In the interest of disclosure, I am a pilot with a freighter and an Orca fit to haul. I use my Orca more than my freighter and T1 haulers more than my Orca. I use RF for most of my large cargo needs. For the cost of a freighter, you can pay someone else to move at least 30 million m3 of materials for you, 40-50 trips, all insured by collateral.
I use my Blockade runner all the time in null sec. I own a Transport ship that pretty much never leaves the dock.
My Bustard is named "Terrible Ship", so I look forward to any changes that increases its use, but without a much bigger capacity, I can't see choosing it over the Orca or the Freighter. Art of War Alliance -á-á Life on the Bubble
|

Doritos God Legend
That Feel When Test Friends Please Ignore
4
|
Posted - 2014.05.21 00:53:00 -
[320] - Quote
@Fozzie,
Could you please reconsider the +5% Velocity (per skill level) attribute for DST's? This attribute seems really out of place, a -2% MMJD spool time, improved align time, armour bonus, or anything else would be good. I guess with these changes, the velocity modifier would work well with the burst tank defence, as I assume you want to tank as much as possible, while travelling as fast as possible to the gate you just entered from. |
|

Anonymous Forumposter
State War Academy Caldari State
19
|
Posted - 2014.05.21 00:55:00 -
[321] - Quote
Vincent Athena wrote:CCP Fozzie wrote:.... So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity. ....
Consider the same change for the Orca. Having three holds is a pain for mining. You need to shuffle ore between the three holds while you are filling, then empty three when dumping. Its extra clicks for no apparent improvement in game play.
The Orca already has a "Strong and stable carrying capacity in the form of a large fleet hangar".
The Orca already has "interesting options for group play"
As for your complaint about the three cargo holds, I feel all are justified and appropriate. Your cargohold lets you protect your goodies when allowing fleet members to use your fleet hangar. The Ore hangar plays into it's intended role as a MINING SUPPORT SHIP without giving it overpowered hauling capacity. Raw ore is very large, should they remove the Ore hangar and increase the size of the fleet hangar, it would NOT get +50km3. It would be a much smaller increase in size due to it being general cargo. This would take AWAY form it's intedned role as a MINING SUPPORT SHIP. Thus being a BAD IDEA.
|

Freelancer117
So you want to be a Hero
209
|
Posted - 2014.05.21 02:06:00 -
[322] - Quote
does the cargobays on DST remain un-scannable, and is this also applied to the fleet hangar on the DST ? Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
|

Sniper Smith
Center for Advanced Studies Gallente Federation
119
|
Posted - 2014.05.21 02:20:00 -
[323] - Quote
Anonymous Forumposter wrote:Vincent Athena wrote:CCP Fozzie wrote:.... So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity. ....
Consider the same change for the Orca. Having three holds is a pain for mining. You need to shuffle ore between the three holds while you are filling, then empty three when dumping. Its extra clicks for no apparent improvement in game play. The Orca already has a "Strong and stable carrying capacity in the form of a large fleet hangar". The Orca already has "interesting options for group play" As for your complaint about the three cargo holds, I feel all are justified and appropriate. Your cargohold lets you protect your goodies when allowing fleet members to use your fleet hangar. The Ore hangar plays into it's intended role as a MINING SUPPORT SHIP without giving it overpowered hauling capacity. Raw ore is very large, should they remove the Ore hangar and increase the size of the fleet hangar, it would NOT get +50km3. It would be a much smaller increase in size due to it being general cargo. This would take AWAY from it's intended role as a MINING SUPPORT SHIP. Thus being a BAD IDEA. Indeed.. almost remember as many, if not MORE Orca's are used for things OTHER than mining fleets. Be it transporting goods, as a mobile base, home sweet home for just about anyone that runs Incursions, etc.
Just be happy there aren't all the corp hanger divisions anymore. |

Rowells
Unknown Soldiers Fidelas Constans
644
|
Posted - 2014.05.21 02:22:00 -
[324] - Quote
Freelancer117 wrote:does the cargobays on DST remain un-scannable, and is this also applied to the fleet hangar on the DST ? I dont believe DSTs were ever unscannable. The blockade runners are. However this might be a nice addition depending on some things. |

Tharin Malkyre
Knights of the Ouroboros
25
|
Posted - 2014.05.21 02:33:00 -
[325] - Quote
Bren Genzan wrote:My thoughts are simply that the Orca already has a role as a mining booster but it still carries more cargo than a DST. The Freighter is a long train and very expensive, and in many cases, people who do not carry cargo for a living use them to move cargo well below their capacity. These freighters sit idle for long periods of time because their part time freighter pilots do not like flying freighters, so they only fly when they have to. Jump Freighters, sitting between Freighter and Orcas in capacity, are prohibitively expensive, but also have a defined role.
I believe that a new player accessible mid sized hauler in the 150k to 200K m3 range, that warps faster than a freighter, would be a powerful workhorse for younger players looking to get into the supercargo profession. It would also find use by the veteran player who wants to grab some stuff and move it NOW, and really doesn't want to train up the skills for freighters, or pay a lot of isk for a ship they will not use that much. Quoting for emphasis. I've never understood the enormous gap between the haulers. Let the Orca relax. A hauler in between it and the T1 industrials is needed. Something with good tank, speed, survivability, and all the things people love about this heretofore completely unfortunate ship line.
|

Catherine Laartii
State Protectorate Caldari State
184
|
Posted - 2014.05.21 03:06:00 -
[326] - Quote
Ok, some interesting concerns have been brought up that I think are reflective of a few symptomatic problems we're having here, and some answers that might help.
1. People complaining about how DST are superseding orcas for transport purposes.
OF COURSE THEY ARE. Orcas were never intended to be the go-between of the indies and freighters. It is an industrial command ship, and should stick to presiding over mining ops. While its myriad hangers and utility is nice, its intended role is NOT courier work. DSTs are being put where they should be, which is secure hauling of large amounts of goods, between industrials and freighters.
2. The ships are becoming too homogenous.
Yes they are, and while they could have a little more in the way of difference, I have agree that their particular roles don't exactly demand a wide variety out of them. Despite this, I would very much like to see the mastodon and occater get their speed bonus replaced with agility, and the bustard and impel get missile bonuses with a slot or two swapped for two highs each, and given a total of 4 launchers with bonuses (5% firing rate for impel, 10% kin damage for bustard) to give them the option to fight back a little or be used in defensive exotic pvp situations. An unbonused drone bay on the occator for 20/40 bandwidth and space would be very nice.
3. This will change wh landscape, especially C1.
I admit that this is a pretty severe issue that needs some serious consideration. Here's a pretty simple solution: increase the mass of the larger cargo haulers, both the DSTS and their t1 counterparts, to quite a bit larger than they are, and possibly the model a bit too. If they can haul battleships around in their cargohold, they should be roughly around the same size of them, and almost as heavy. This would balance some of the mass-limit issues that are being raised, and can easily integrated statistically and lore-wise since much of their statistics outline them as being quite a bit larger than their fast-transport counterparts, and lore-wise it already makes sense considering the spaciousness of their holds and how the 'stronger' t2 materials can compensate for more base interior room for these proportionately cavernous fleet hangers. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5317
|
Posted - 2014.05.21 03:11:00 -
[327] - Quote
Dave Stark wrote:guess that means we can change DSTs back to a sensible size so we can put them in the orca after all. edit: it helps if i get my short hand right.
Yup, anyone who has experience in mining will know that you can't put your Hulk back in your Orca if there's ore in the ore bay. This is especially important if you think you can switch from your Hulk to your Basilisk when gankers arrive to try and take down the Orca. In the good old days, the unpiloted Hulk would be ejected into space and you would board your Basilisk. At least losing a 150M ISK Hulk to a thief was less punishing than losing the 500M ISK Orca.
So Fozzie, can you please put the size back to the point where you can put a DST in the SMB of the Orca?
Of course if you change it up so that I can fit two full mackinaws in the SMB, I won't be too upset.
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5317
|
Posted - 2014.05.21 03:14:00 -
[328] - Quote
James Amril-Kesh wrote:Good. That's the simple solution. I don't know why Fozzie is trying to go for the most convoluted thing possible. Some problems seem to solve themselves.
Some problems never existed. Day 0 advice for new players: Day 0 Advice for New Players |

Anonymous Forumposter
State War Academy Caldari State
19
|
Posted - 2014.05.21 03:15:00 -
[329] - Quote
Catherine Laartii wrote:3. This will change wh landscape, especially C1.
I admit that this is a pretty severe issue that needs some serious consideration. Here's a pretty simple solution: increase the mass of the larger cargo haulers, both the DSTS and their t1 counterparts, to quite a bit larger than they are, and possibly the model a bit too. If they can haul battleships around in their cargohold, they should be roughly around the same size of them, and about as heavy. This would balance some of the mass-limit issues that are being raised, and can easily integrated statistically and lore-wise since much of their statistics outline them as being quite a bit larger than their fast-transport counterparts, and lore-wise it already makes sense considering the spaciousness of their holds and how the 'stronger' t2 materials can compensate for more base interior room for these proportionately cavernous fleet hangers.
Let me start off this post stating that I have never lived in a wormhole, nor have I ever jumped anything larger than a frigate through one. Take into consideration my openly admitted ignorance of the gameplay into consideration while reading this post.
It has always seemed a little odd that you can't have thing inside of a ship that's inside another ship. I'm speaking completely in terms of logic and not game mechanics and balance. I understand why they do it, and I agree with the reasons. However, I do think (In my admitted ignorance) that being able to haul things inside ships inside your ship makes sense, and if a balance can be reached doing so, shaking the meta up would be a good thing.
Additionally, I think that ships in Ship Maintenance Bays should add their mass to the parent ship. I personally would appreciate the entire contents of the cargo to play a role in a ships mass, but I also appreciate the complexity of the undertaking that would be to balance every single item's mass around this mechanic and don't ever expect this to be a thing.
|

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5317
|
Posted - 2014.05.21 03:22:00 -
[330] - Quote
Bren Genzan wrote:My Bustard is named "Terrible Ship", so I look forward to any changes that increases its use, but without a much bigger capacity, I can't see choosing it over the Orca or the Freighter.
The DSTs have a faster align and a higher warp speed than the Orca, so for cargoes in the range of 10kGÇô60k they'll be very good tanky haulers with means of escaping aggressors. Thus we have the Hoarder, Kryos, Miasmos and Epithal as special-purpose large haulers, which you can fly while training the skills required to board a DST.
Day 0 advice for new players: Day 0 Advice for New Players |
|

Komi Toran
Perkone Caldari State
11
|
Posted - 2014.05.21 03:52:00 -
[331] - Quote
Catherine Laartii wrote:Despite this, I would very much like to see the mastodon and occater get their speed bonus replaced with agility, and the bustard and impel get missile bonuses with a slot or two swapped for two highs each, and given a total of 4 launchers with bonuses (5% firing rate for impel, 10% kin damage for bustard) to give them the option to fight back a little or be used in defensive exotic pvp situations. An unbonused drone bay on the occator for 20/40 bandwidth and space would be very nice. I don't understand this. Why do we want to give ships bonuses to things that they still wouldn't be good at? Bonuses should play to strengths.
And what did the Impel or Bustard ever do to you to make you hate them so? At least with the Mastodon and Occater, they'd get a big boost to m3/hour. Meanwhile you give the Amarr and Gallente an aggression timer so they're stuck on the wrong side of a gate with hostiles running a compromised tank due to worthless highslots. |

Sniper Smith
Center for Advanced Studies Gallente Federation
120
|
Posted - 2014.05.21 03:58:00 -
[332] - Quote
All this talk of cargo inside ships inside ships just takes me a little ot.. We really need a true dedicated ship hauler..
I mean the contract wrap trick to get BS's inside a Freighter is meh.. Orca's can only carry a relatively small amount of ships.. Carriers are in Null..
It would be nice to see a T2 Freighter or Orca that was all, or mostly all Ship Hangar..
Personally I'd lean to T2 Orca, hold just a little larger than a single BS ( BS+Cruiser? BC+2x Cruiser?) and a small fleet hangar and cargo..
Anyway.. I agree on the point of shrinking the DST's to fit back in an Orca for now.. they can always be adjusted up in the future.. OR just let us store stuff in the holds with Cargo.. I never understood why not.. you can't access them in space, and if I can hold the whole SHIP, why can't I hold it's cargo ? If I want to put a hauler inside my Orca for hauling around extra ore, or something, so be it.. just makes for a better Killmail :) |

James Amril-Kesh
4S Corporation Goonswarm Federation
10009
|
Posted - 2014.05.21 04:22:00 -
[333] - Quote
I'm all for a ship line with dedicated SMB but that's really for a separate thread to suggest. DST fit a role of their own and hijacking them to be ship haulers leaves that role unfilled. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Odithia
Federal Defense Union Gallente Federation
40
|
Posted - 2014.05.21 06:07:00 -
[334] - Quote
I'm happy with those changes, I think it will turn the DST into viable hi-sec haulers, or mini freighters. Should be able to break 150k EHP and be sort of immune to bump with 55k m3 I believe we will see quite a lot of them around.
They could be renamed something else than "Deep Space" though, this kinda refer to null, after all we already changed the Mothership name to Supercarrier so that wouldn't be a first. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5318
|
Posted - 2014.05.21 06:18:00 -
[335] - Quote
Odithia wrote:They could be renamed something else than "Deep Space" though, this kinda refer to null, after all we already changed the Mothership name to Supercarrier so that wouldn't be a first.
Armoured Transports?  Day 0 advice for new players: Day 0 Advice for New Players |

Gregor Parud
514
|
Posted - 2014.05.21 07:03:00 -
[336] - Quote
Mara Rinn wrote:Odithia wrote:They could be renamed something else than "Deep Space" though, this kinda refer to null, after all we already changed the Mothership name to Supercarrier so that wouldn't be a first. Armoured Transports? 
The whole "deep space" thing is based on some romantic/mistaken idea from way back when, since then replaced with (jump)freighters. Armoured Transports as a name makes really good sense as that is what they are. |

Dave Stark
5953
|
Posted - 2014.05.21 07:32:00 -
[337] - Quote
Mara Rinn wrote:So Fozzie, can you please put the size back to the point where you can put a DST in the SMB of the Orca?
last night when i was testing; you could still fit a DST in an orca. seems SISI isn't up to date with all of the changes. |

Carniflex
StarHunt Mordus Angels
210
|
Posted - 2014.05.21 07:39:00 -
[338] - Quote
Sniper Smith wrote: It would be nice to see a T2 Freighter or Orca that was all, or mostly all Ship Hangar..
Personally I'd lean to T2 Orca, hold just a little larger than a single BS ( BS+Cruiser? BC+2x Cruiser?) and a small fleet hangar and cargo..
I would put my bet on T2 Orca (if it ever is introduced) a WH oriented "mobile base" kind of thing. Perhaps a cov cloak and extra slot for probe launcher even ... who knows. I kinda doubt that they would go with the same route as JF (by adding jump drive to T2 variant) as it would be overshadowed by both JF and Roqual in most aspects leaving it a rather tiny niche to live in if done that way.
Hauling a assembled battleship in a ship that is even less mobile than BS is also rather .. small niche .. to live in in my option. I can kinda understand the desire to move larger number of smaller ships as opposed doing individual trips with these but even that can already be accomplished by courier contracting and hauling with any of the ships capable of taking the assembled size of these.
The reason why hi sec ships do not have ship maint bay which can carry combat ships is to avoid criminals ignoring the sec status by hauling their gank catalysts up into the target with Orca, warping to it, grabbing the catalyst and ganking away.
Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
981
|
Posted - 2014.05.21 08:11:00 -
[339] - Quote
Neutral Jita Hauler wrote:If they didn't take the lazy route with a fleet hanger and instead created a non-restricted 'general goods bay', all of this would have been prevented.
So much this. Losing the ability to pack ~3 hulks in my rorq with a bustard now to have a hauler with my hulks for mining convenience >.> |
|

CCP Fozzie
C C P C C P Alliance
10357

|
Posted - 2014.05.21 11:09:00 -
[340] - Quote
So there had been a problem that had prevented use of the "ammo only" check for fleet hangars years ago, but it turns out one of our programmers fixed it in 2012 as part of another change and forgot to tell people. 
So although it's appropriate for the DSTs to be fairly large, we're bringing them back to the ~400k size since we don't need to worry about balance issues around carrier or rorqual cargo capacity. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
|

Dave Stark
5954
|
Posted - 2014.05.21 11:18:00 -
[341] - Quote
CCP Fozzie wrote:So there had been a problem that had prevented use of the "ammo only" check for fleet hangars years ago, but it turns out one of our programmers fixed it in 2012 as part of another change and forgot to tell people.  So although it's appropriate for the DSTs to be fairly large, we're bringing them back to the ~400k size since we don't need to worry about balance issues around carrier or rorqual cargo capacity.
a bustard is 290k.
any reason why you're adding another ~100k to it, since you don't need to worry about balance issues? (did you accidentally hit 4 not 3?) |

Gotze
HIFI INDUSTRIAL The Kadeshi
0
|
Posted - 2014.05.21 11:23:00 -
[342] - Quote
CCP Fozzie wrote:So there had been a problem that had prevented use of the "ammo only" check for fleet hangars years ago, but it turns out one of our programmers fixed it in 2012 as part of another change and forgot to tell people.  So although it's appropriate for the DSTs to be fairly large, we're bringing them back to the ~400k size since we don't need to worry about balance issues around carrier or rorqual cargo capacity.
So , are you gonna fix it so anything can be in fleet hangar ?
Cool so we can have 2 DST inside a carrier. |

Rabbit P
Nuwa Foundation Fraternity.
10
|
Posted - 2014.05.21 11:27:00 -
[343] - Quote
CCP Fozzie wrote:So there had been a problem that had prevented use of the "ammo only" check for fleet hangars years ago, but it turns out one of our programmers fixed it in 2012 as part of another change and forgot to tell people.  So although it's appropriate for the DSTs to be fairly large, we're bringing them back to the ~400k size since we don't need to worry about balance issues around carrier or rorqual cargo capacity.
so the assembled volumes of the DSTs increased or not? |

BadAssMcKill
ElitistOps
785
|
Posted - 2014.05.21 11:33:00 -
[344] - Quote
So can you put stuff in them and then put them in a carrier SMA or ??? . |

Kyt Thrace
Lightspeed Enterprises Fidelas Constans
430
|
Posted - 2014.05.21 11:37:00 -
[345] - Quote
BadAssMcKill wrote:So can you put stuff in them and then put them in a carrier SMA or ???
only ammo R.I.P. Vile Rat |
|

CCP Fozzie
C C P C C P Alliance
10357

|
Posted - 2014.05.21 11:46:00 -
[346] - Quote
Fleet hangars will follow the same rules as normal cargo when you attempt to place a ship inside of a Ship Maintenance Bay. And the numbers in the OP are currently correct. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|

Dave Stark
5954
|
Posted - 2014.05.21 11:47:00 -
[347] - Quote
CCP Fozzie wrote:And the numbers in the OP are currently correct.
so why do DSTs now take up an extra 100k m3?
actually, never mind, i just clocked it. *looks at hoarder* |

Gotze
HIFI INDUSTRIAL The Kadeshi
0
|
Posted - 2014.05.21 11:49:00 -
[348] - Quote
CCP Fozzie wrote:G's Biatch wrote:CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
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. Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? Thanks The ammo only rule does not apply to fleet hangars.
So you are changing your mind ? |

Lair Osen
93
|
Posted - 2014.05.21 12:16:00 -
[349] - Quote
Dammit Fozzie, that was going to be one of the most awesome features in Kronos :( |

Anonymous Forumposter
State War Academy Caldari State
34
|
Posted - 2014.05.21 12:23:00 -
[350] - Quote
Lair Osen wrote:Dammit Fozzie, that was going to be one of the most awesome features in Kronos :(
I too was pretty excited about it, but I can understand why even beyond the need to re-code it you're going back to this.
But *#@%$ FOZZIE! I wanted a DST can in my Orca  |
|

Talcuris
Dragon Clan Nulli Secunda
12
|
Posted - 2014.05.21 12:44:00 -
[351] - Quote
Has anyone actually looked at the power grid requirements for the MMJD? The shield based transports are already in a pretty bad place power grid wise, a Bustard with 250 grid fitting a 165 pg jump drive leaves pretty much nothing for tank, especially if you want to put in an afterburner as well. MWD is so far out of range it's not even funny. Shield boost bonus is also pretty much a joke when the best you can do is a medium ancillary booster. That's what, a total boost of 2k shield when blowing all charges?
|

James Amril-Kesh
4S Corporation Goonswarm Federation
10018
|
Posted - 2014.05.21 12:56:00 -
[352] - Quote
Gotze wrote:So you are changing your mind ? No he was just wrong about his own game. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Retar Aveymone
BUTTECORP INC Goonswarm Federation
378
|
Posted - 2014.05.21 13:08:00 -
[353] - Quote
James Amril-Kesh wrote:Gotze wrote:So you are changing your mind ? No he was just wrong about his own game. I forgive him though, it's an awful lot to keep track of. If I were in CCP and making posts I'd be meticulously fact-checking everything I said so much that I'd never be able to get any actual work done. no: he was correct, it is just now possible to change now because of underlying fixes made in 2012 |

Capqu
Love Squad Pasta Syndicate
536
|
Posted - 2014.05.21 16:51:00 -
[354] - Quote
if you could also make it so you could toggle heat while cloaked (eg when gatecloaked) these changes would be a lot better
since you can't reliably overheat & burn back to gates for example, as you have to activate the mwd immediately upon decloaking or risk sitting there if you know what i mean https://www.youtube.com/watch?v=yNpMiT5qpyI |

James Amril-Kesh
4S Corporation Goonswarm Federation
10018
|
Posted - 2014.05.21 17:02:00 -
[355] - Quote
I can. I've done it many times. I've gotten to the point where I can reliably hit approach, toggle overheat on MWD, activate MWD, and cloak all within two server ticks (which is the same amount of time it takes to hit approach and activate MWD anyway).
But I agree, you should be able to toggle overheat while cloaked. "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
685
|
Posted - 2014.05.21 17:20:00 -
[356] - 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??
Scram = warp scrambler. It shuts off MWD and MJD. It has -2 warp core strength, or whatever that stat is. By itself, it will not stop a DST from warping. But it will shut off the other stuff.
So scram a DST in a bubble, and it's pretty much screwed. A Sabre in nulsec should still be able to solo kill a DST, assuming it has enough ammo. With a flight time of 120 seconds and a reload time fo 60 seconds, by managing its bubbles it can reload before the third bubble probe expires. Only question is can it slow boat back to gate without MWD and possibly webbed before the dictor chews through its tank.
This is perhaps a good reason to give DSTs bubble immunity. Or not. Depends on your viewpoint. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Tharin Malkyre
Knights of the Ouroboros
29
|
Posted - 2014.05.21 17:23:00 -
[357] - Quote
Well, now that the whole 'DST shoebox' is out of the way, back to the overall changes: I like it, for the most part. Crash back to the gate ability, sturdy tanks, gtfo ability, strong warp core, large cargo capacity that can be shared with the fleet.
I'm still a bit worried about the fitting abilities for a full tank and the new MMJD. Example: My Mastodon is getting gun turrets, but any 2 medium autocannons (since it's a medium hull) and the MMJD will overload the grid. And that's with no tank mods.
Other than that, I'm looking forward to these changes. The velocity bonus per level is fine by me. Slow-boating to a gate or wormhole right now is painful. |

Kirluin
31
|
Posted - 2014.05.21 17:34:00 -
[358] - Quote
meh. I'd rather see DSTs be immune (or less affected by) webs. The idea being that while cloaky transports get by on speed and stealth, DSTs are more like (American) football running backs: they are designed to take hits, they are not fast but they are hard to slow down, and its up to the attacker to bludgeon it with overwhelming force before it gets out of the bubble (or crashes the gate).
no amount of overheated tank will even make a difference once you're webbed/neuted/scrammed etc. |

Catherine Laartii
State Protectorate Caldari State
186
|
Posted - 2014.05.21 18:39:00 -
[359] - Quote
Komi Toran wrote:Catherine Laartii wrote:Despite this, I would very much like to see the mastodon and occater get their speed bonus replaced with agility, and the bustard and impel get missile bonuses with a slot or two swapped for two highs each, and given a total of 4 launchers with bonuses (5% firing rate for impel, 10% kin damage for bustard) to give them the option to fight back a little or be used in defensive exotic pvp situations. An unbonused drone bay on the occator for 20/40 bandwidth and space would be very nice. I don't understand this. Why do we want to give ships bonuses to things that they still wouldn't be good at? Bonuses should play to strengths. And what did the Impel or Bustard ever do to you to make you hate them so? At least with the Mastodon and Occater, they'd get a big boost to m3/hour. Meanwhile you give the Amarr and Gallente an aggression timer so they're stuck on the wrong side of a gate with hostiles running a compromised tank due to worthless highslots. It was a suggestion I made that was relevant to the issue people keep raising about homogenization. Just because you HAVE the option to do something doesn't mean you'd NEED to use it; it simply expands the options they have available to them. If you'd like to JUST haul large amounts of things int the most expedient manner possible with my proposal, just fly the occator or mastodon. If you're in a fleet running supply and you'd like to help your buds out to be able to shoot at things with them, then you would have that option with the bustard and impel's missiles, or any other situation where you're expecting to get in a fight.
Also, define "Secure Transport". DSTs are them, and giving them the ability to shoot back is not at all unreasonable.
|

Komi Toran
Perkone Caldari State
11
|
Posted - 2014.05.21 18:53:00 -
[360] - Quote
Catherine Laartii wrote:It was a suggestion I made that was relevant to the issue people keep raising about homogenization. Just because you HAVE the option to do something doesn't mean you'd NEED to use it; it simply expands the options they have available to them. Except you don't have the option of changing useless highslots into useful lows/mids. That's simply not a game mechanic. |
|

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ugh zug
97
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|

Shivanthar
Ace's and Eight's Brothers of Tangra
93
|
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
|
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
|
Posted - 2014.05.30 12:46:00 -
[403] - Quote
Give these ships a jump drive. |

Anvil Dragon
Pator Tech School Minmatar Republic
0
|
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.
|

Paynus Maiassus
Capital Munitions
12
|
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
|
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
|
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
|
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
|
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?

|
|

Euripedies
Hot Droppin Cherry Poppers
16
|
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 
|

Emphias Ramillion
D4RK M00N RISING Psychosomatic.
0
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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?? |
|

Frostys Virpio
The Mjolnir Bloc The Bloc
1108
|
Posted - 2014.06.05 17:22:00 -
[421] - Quote
Lyyraia wrote: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??
Pretty sure it was implemented at 50k but your point still stand, it is in both case a good upgrade.
|

Yun Kuai
Justified Chaos
158
|
Posted - 2014.06.05 17:27:00 -
[422] - Quote
I've always been a Gallente fan and had an occator in my hangar usually for keep sakes since the Iteron Mark V was always better at hauling more and was significantly faster. Considering that I live in FW space (i.e. The most dangerous space in game at the moment) I usually just used the Viator and made a few runs to haul in a load of cruisers or modules. Anyways I undocked the Occator with the alt yesterday, flew it over to Jita travel fit and then proceeded to load up 5 cruisers and 10 frigs into the Occator and moved them back to my HQ in lowsec.
Needless to say, these new DST are the perfect mid sized haulers for lowsec now. The specialized T1 ore, ammo, etc holds are nice but the multipurpose DST to haul everything at once is just convenient. The alt is about to finish training Transport ships lvl 4 and will start on lvl 5 right after. +1 for listening to the players and finally giving us a good mid-sized hauler.
Also, for those who are still thinking about the tanking and OH bonuses being pointless. Don't look at it in the situation of if you get caught off a gate because 99% of the time you're dead. Think about it instead about when you undock on a kick out station and need to make it back 1-2km or when there's a tornado or two hoping to just alpha you before you can warp off. That's where the tanking will help. It's nice to have during those random moments. --------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::------- |

Frostys Virpio
The Mjolnir Bloc The Bloc
1108
|
Posted - 2014.06.05 18:03:00 -
[423] - Quote
Yun Kuai wrote:
Also, for those who are still thinking about the tanking and OH bonuses being pointless. Don't look at it in the situation of if you get caught off a gate because 99% of the time you're dead. Think about it instead about when you undock on a kick out station and need to make it back 1-2km or when there's a tornado or two hoping to just alpha you before you can warp off. That's where the tanking will help. It's nice to have during those random moments.
This is an extremely good point to make. Gate camp will usually hold you too hard to warp away anyway and 12k is a long ass way to run back to gate. |

Rowells
Unknown Soldiers Fidelas Constans
728
|
Posted - 2014.06.05 18:17:00 -
[424] - 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. "I didn't bother to read OP" |

Firelyz
Insurgent New Eden Tribe RAZOR Alliance
0
|
Posted - 2014.06.08 07:16:00 -
[425] - Quote
Armor transport are unbalanced , with Bustard i cannot fit 10 mn mwd + medium micro jump drive since the grid is very low, but the gallente and amarr version can do it with no problem ( triple propulsion with occator lol ) , also if you want to use that as a pure transport amarr and gallente can easly achive 24k base cargo + 66k fleet hangar , shield transport can go max 14k cargo +66k . Base speed are greater on amarr and gallente than caldari and minmatar thats a bit lol |

Stuhami
Hyper Compu-Global MegaCorp
7
|
Posted - 2014.06.08 08:21:00 -
[426] - Quote
Hello,
This is my Post patch feedback on the Kronos changes for the Deep Space transports based on my experience with it.
DST TANKING BONUS
Before the release of Kronos I tested the DST tank in singularity. I instantly noticed that the tank would not be viable as active tank. Yes, even with the bonus an active tank is frail at best and passive tanks can be broken. Even with the 100% to the overheat bonus, the tank is not viable, passive or active, against a serious opponents of which there are many in low and null-sec which is where the Deep space transport is supposed to live. Even with a 70k EHP passive tank it only serves to delay the inevitable which is the destruction of the ship. You can be bumped returning to the gate which happens all the time and is the MO of any seasoned pirate.
Quote:Instead of having a 100% to overheat bonus which will only be used when you are already completely flunked, remove it and for every level in transport ships give it a 15% bonus reduction to spool up time to the microjump drive or a 75% reduction to spool up time of the micro jump drive...
...With this proposed change the spool up time of the medium micro jump drive could be as low as 2.25 seconds. Fast enough to put some room in between you and your attackers but not fast enough to be uncatchable by dedicated long points or camps ready to catch the ship.
MEDIUM MICRO JUMP DRIVE
IN NULL SEC After also testing it in singularity I immediately noticed that the medium micro jump drive is also useless in a ship made for the passing of stargates in low/null sec space. The activation time is simply to long for it not to be completely nullified by one single warp scrambler and even though you retain your ability to warp the whole idea of a micro jump drive is so you can pass bubbles which you can't if your scrammed. This makes it so if there is a bubbled gate, there is not chance of making it out if your scrammed.
Quote:You can be bumped returning to the gate which happens all the time and is the MO of any seasoned pirate.
IN LOW SEC In low sec the need for the microjump module is less because of the inability to use bubbles. But we also run into the same problem, a single scram can get you flunked. So let say that by an off chance that scram is a Heavy interdicter with a scrip on it and you are perma-flunked and unable to microjump either; A two for one no one wants. Now include the fact that DST are slow for started and that the MJD takes a spool up time of 12 seconds, that gives a heavy interdicter more than enough time to put that infinite point on you right from the jump in, since the heavy interdicter at level 4 has a range of at least 28 meters with the scrip going; giving a Deep transport ship not time to do anything at all be it warp or micro jump and try to warp after. The returning to the gate and being bumped is probably more prevalent in low sec since returning to the gate at this stage would be the only possible solution.
ADVISORY For all those troll prone posters who would like to start saying "Ohh that's what scouts are for" so you don't get caught in a camp, It's important to remember that making this type of ship, and by that I mean non capital, balanced on the use of more than one account, be it by the transport ship user or a friend, is not balance at all. All ships are viable solo at their job unless their job is to support a fleet. This would make it unprofitable to even use deep space transport ships in the first place. And it's this same attribute by which people prefer using blockade runners than DST because of their ability to go through blockades with such a good survival/death ratio without the absolute need of a scout. Please read "absolute" as it's good if you have it but your not completely flunked if you don't.
THE SOLUTION
Well then you might ask yourself how we make this ship viable for the use as a deep space transport without making it completely uncatchable/overpowered. The answer could be a simple one. Instead of having a 100% to overheat bonus which will only be used when you are already completely flunked, remove it and for every level in transport ships give it a 15% bonus reduction to spool up time to the micro jump drive or a 75% reduction to spool up time of the micro jump drive.
REASONING
Tanking has never been the strongpoint of a transport ship and even if tanking abilities were made 100 times better the idea of the ship is to get the good to their respective place safely and not brawling it out. By giving DST ships a bonus to spool up time of microjump drive you do 2 things. The first of these is that it makes so that a level 5 transport ship pilot dedicated to transport ships can put some distance from his attackers and him in a considerably short amount of time and second by reducing the spool up time but not eliminating it you create a window for the pilot being caught.
With this proposed change the spool up time of the medium micro jump drive could be as low as 2.25 seconds. Fast enough to put some room in between you and your attackers but not fast enough to be uncatchable by dedicated long points or camps ready to catch a ship. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1237
|
Posted - 2014.06.08 12:04:00 -
[427] - Quote
If you want to break through gate camps, or "run blockades", there's a set of ships designed for just that purpose.
You've just got stuck on the name "deep space transport". A better name would be "highsec transport". |

Stuhami
Hyper Compu-Global MegaCorp
7
|
Posted - 2014.06.09 04:50:00 -
[428] - Quote
Gypsio III wrote:If you want to break through gate camps, or "run blockades", there's a set of ships designed for just that purpose.
You've just got stuck on the name "deep space transport". A better name would be "highsec transport".
Diminishing micro hump time wont get you past gate camps since 2 seconds is more than enough for a frigate or dedicated point to eliminate your ability to use the MJD... As for Hughsec transport part; well if that was the case there wouldnt be a tanking bonus in the first place. Gank is the name of the game in highsec and they will do it no matter what ship you have.
I just feel that there is no reason for a tanking bonus on a ship that can't tank worth a damn and if it needs to tank it's because it will probably die anyway to whatever caught it since there is no way he is getting back to the gate with a AF overheated while being bumbped. He will burn it out and then die.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1239
|
Posted - 2014.06.09 11:23:00 -
[429] - Quote
Stuhami wrote:Diminishing micro jump time wont get you past gate camps since 2 seconds is more than enough for a frigate or dedicated point to eliminate your ability to use the MJD...
So your idea of reducing it would be pointless, then?
Stuhami wrote:As for Hughsec transport part; well if that was the case there wouldnt be a tanking bonus in the first place. Gank is the name of the game in highsec and they will do it no matter what ship you have.
Don't be ridiculous. If you think tank is worthless in a highsec transport, then I think you need to be ganked more.
|

Arctic Estidal
Negative-Impact Gentlemen's.Club
0
|
Posted - 2014.07.01 12:16:00 -
[430] - Quote
I hope this discussion has not finished as we need to fix the issues with this ship and where it sits in the industrial ship chain.
Both T2 industrial ships must be looked at from a null sec hauling option first before low sec and high sec are considered, as it is pointless having a T2 industrial ships that don't work in null sec where all the danger exists.
Blockade Runner
The BR is primarily used for transporting in null sec. It can with cargo expanders fit a little over 10k in cargo and is good for most hauling up to a packaged cruiser (10k). This ship is the day to day null sec hauler and will generally survive solo ships trying to tackle. Landing in a gate camp is really a 50/50 unless fully nano fit, which improves your chances considerably, but you may only have 3k cargo, which is the trade-off.
This ship is perfect and shouldn't be changed. The option of crashing the gate is perfect for this ship due to its agility and speed.
Deep Space Transport
The DST should never be considered as requiring a scout or fleet protection. If you have a scout of fleet you should be able to fly T1 industrials with no problem of running into a gate camp. DST's have to be the other solo transport option.
They should have: 1. Big cargo capacity; 2. Universal utility (pos structures, minerals, ammo, ships etc) 3. Slow, heavy and good tank;
This allows the ship to manage large, bulky items across large distances where the BR is incapable of handling the item size. The tank on these ships really doesn't do anything if you are tackled because if you are tackled you are dead, just like the BR.
I use this ship solely for transporting packaged ships and some unpackaged ships, as a carrier or JF is total overkill for the job. With 60k you can transport packaged ships (6x Cruiser hulls, 4x Battlecruisers, or 1x Battleship). This is perfect for the industrialist/trader, but the DST has to be a universal industrial ship and needs to be able to manage not just ships but all items.
Currently the Fleet Hanger can transport all items from ships, ammo, minerals, modules and PI materials. It seems like a pointless distinction between the cargo bay and fleet hanger when they can take the same items. This should just be merged into a single bay which can be increased with skills, rigs and modules.
Micro Jump Drive
The MJD is pointless. The cloak/mjd trick does not work. When used you look on your screen cloaked but to everyone you are sitting still, 100% uncloaked, with the MJD warp signature clearly visible. The only option for the MJD is jumping out of bubbles. But if you land at a bubble, the gate will most likely be under 100km so you cannot MJD and have to very slowly travel towards the gate and you are definitely dead by anyone within 3 jumps of your position.
With scramblers killing both the MJD and MWD the MJD becomes useful only for getting out of bubbles when no-one is around. If you are in a bubble with no-one around the MJD is pointless as you donGÇÖt mind spending 20mins slowly traveling out of the bubble.
Gate Camps
The primary danger for any transport ship is a single ship landing on the gate with you. Currently one ship will kill this ship very quickly with a scrambler. Fitting stabs means they need more points but you now only have an AB to accelerate you.
If you are in a bubble with a single ship with a scram, you are dead and any thought of crashing the gate wonGÇÖt work. You wonGÇÖt be moving very fast and they will just grab you on the other side, if you can make it in the first place which is very unlikely.
Organised camps with a dictor pilot (which all gate camps have) means this ship is dead. The idea this can run gate camps is ridiculous at the moment.
HOW TO IMPROVE THIS SHIP
Cargo Space
Turn the ship into a single universal transport ship which can handle all situations enabling the ship to be fit for its intended purpose. Have a single cargo hold which can take fitted ships, package ships, minerals, ammo, POS structures etc. Make the cargo hold large (100k) so that it becomes a useful ship.
Gate Camps
The BR uses stealth, ability and speed to avoid enemy ships. The DST needs to be able to run through these gate camps. If the ship uses tank to overcome the gate camps, then there are a couple of options. Keep the tank ability and bonuses to reps etc and add to these bonuses the following:
1.Bubble immunity;
Provide bubble immunity but make the ship take an extended time to get to warp, so it has to sit there tanking the damage. If incorrectly fit or if there is too much damage the ship will die. The DST should never have to travel at sub-warp speed. It should just warp point-to-point and thatGÇÖs it. If it does move at sub-warp, its current speed if fine (less than 200m/s). Bubble immunity does not provide an overpowered ship as it can always be tackled if the warp stabilizers are overcome.
2.Deep Space Scan
Allow the ship to scan the other side of stargates and jump bridges to see what lies ahead. A pilot could land on grid with the stargate, lock the gate and select d-scan or activate a module which would use the stargate as a conduit to scan the destination system. A report would be produced (like d-scan) which would advise if any ships are on grid, ship type and if bubbles exist. Its scan range may be limited to 250km around the destination gate, so you canGÇÖt scan for everything in the system just around the gate area.
(continued below) |
|

Arctic Estidal
Negative-Impact Gentlemen's.Club
0
|
Posted - 2014.07.01 12:17:00 -
[431] - Quote
(Continued from above)
3.Warp Stabilizer Bonus
Require ships to overcome the warp stabilizer before scrams, webs etc, are effective at slowing the ship, shutting down MWD and MJD and preventing warp. This ship just sits still when it tries to do anything and is unable to evade ships. Therefore pilots needs to decide the cargo space/warp stabilizer ratio. More stabs less cargo but more safety and vice/versa. If the align and warp time is extended so the ship sits on grid longer before warping, the tank would become the factor in the survival ratio of the ship.
4.Remove AB and MWD speed bonuses
The DST is not meant for speed that is the role of the BR with its high agility, sub-warp speed and warp speed. There is absolutely no need for these bonuses as it should be used for point-to-point travel. In all other situations it should take a long time for it to travel at sub-warp speed.
These above changes would make this ship a useful and effective ship for its purposes. It wouldnGÇÖt make the ship overpowered and could still be killed once the warp stabilizers are overcome.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1243
|
Posted - 2014.07.01 12:24:00 -
[432] - Quote
Two solo transport options are neither needed nor desirable, as one would inevitably supplant the other. The niche of "escorted, high-capacity hauler" is better.
A DST has twice the cargo of a T1 hauler. When scouting fails, the extra tank of a DST has value. |

Arctic Estidal
Negative-Impact Gentlemen's.Club
0
|
Posted - 2014.07.01 13:28:00 -
[433] - Quote
Gypsio III wrote:Two solo transport options are neither needed nor desirable, as one would inevitably supplant the other. The niche of "escorted, high-capacity hauler" is better.
A DST has twice the cargo of a T1 hauler. When scouting fails, the extra tank of a DST has value.
You must not fly transport haulers. There is usually no scout for this type of transport and if you get caught with a scout you deserve to lose the ship. The tank is pointless you will just sit there until your tank melts. |

Komi Toran
Perkone Caldari State
124
|
Posted - 2014.07.01 13:28:00 -
[434] - Quote
Arctic Estidal wrote:Currently the Fleet Hanger can transport all items from ships, ammo, minerals, modules and PI materials. It seems like a pointless distinction between the cargo bay and fleet hanger when they can take the same items. This should just be merged into a single bay which can be increased with skills, rigs and modules. Let me guess: you fly either a Bustard or a Mastadon. I know an Impel pilot would never say such an ignorant thing. |

Karash Amerius
Sutoka
181
|
Posted - 2014.07.01 16:00:00 -
[435] - Quote
Actually, the resistance to being webbed is an interesting idea. Karash Amerius Operative, Sutoka |

Bohneik Itohn
Amarrian Salvage Gnomes and Associates
433
|
Posted - 2014.07.01 16:41:00 -
[436] - Quote
Karash Amerius wrote:Actually, the resistance to being webbed is an interesting idea.
This, but I also think it'd be a bit OP. Wait, CCP kills kittens now too?!-á - Freyya
Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1243
|
Posted - 2014.07.01 17:42:00 -
[437] - Quote
Arctic Estidal wrote:Gypsio III wrote:Two solo transport options are neither needed nor desirable, as one would inevitably supplant the other. The niche of "escorted, high-capacity hauler" is better.
A DST has twice the cargo of a T1 hauler. When scouting fails, the extra tank of a DST has value. You must not fly transport haulers. There is usually no scout for this type of transport and if you get caught with a scout you deserve to lose the ship. The tank is pointless you will just sit there until your tank melts.
I do. When I moving stuff through WHs unscouted, I fly the one designed for unscouted hauling - the blockade runner. If I want to move bigger cargos, I get an escort/ scout and use the DST. Or an Orca, or whatever.
What's the point of wanting to make the DST into a bad kind of blockade runner? |

Arctic Estidal
Negative-Impact Gentlemen's.Club
0
|
Posted - 2014.07.02 05:46:00 -
[438] - Quote
If people have a big issue with the bubble immunity, then make players have to overcome the warp core stabilizers (WCS) before points, scrams and webs take effect.
The resistance to webs is a good idea, where level 5 transport ships skill will provide 100% assistance/resistance and force the tackler to overcome WCS before they can take effect.
If the skill is not at level 5 then the webs will have an effect and the WCS will not need to be 100% overcome for the webs to slow or turn off the MWD/MJD.
I still think that the WCS need to protect the MJD and MWD for this ship. It may be a special attribute for this ship only. But this ship needs a special ability that doesn't get it out of jail every time but increases its chance for survival. |

Jasmin Fox
Keeper of the Black Star
29
|
Posted - 2014.07.02 06:08:00 -
[439] - Quote
The Inability for a Transport to use the fleet hanger to fill directly at a POCO is a mess. You move the items, but you cant see them in their new location. Only after docking, they magically appear.
Fix it please. |

The Djego
Hellequin Inc. Mean Coalition
261
|
Posted - 2014.07.02 09:07:00 -
[440] - Quote
Arctic Estidal wrote: The MJD is pointless. The cloak/mjd trick does not work. When used you look on your screen cloaked but to everyone you are sitting still, 100% uncloaked, with the MJD warp signature clearly visible. The only option for the MJD is jumping out of bubbles. But if you land at a bubble, the gate will most likely be under 100km so you cannot MJD and have to very slowly travel towards the gate and you are definitely dead by anyone within 3 jumps of your position.
With scramblers killing both the MJD and MWD the MJD becomes useful only for getting out of bubbles when no-one is around. If you are in a bubble with no-one around the MJD is pointless as you donGÇÖt mind spending 20mins slowly traveling out of the bubble.
MJD can bring your ship out of harms way if it takes longer than 9s to put a scram at you(for example against a BC that is 25km away from you when you spawn on grid). It also can help a lot to get off a station that is bubbled or where you don't have a insta undock to get off the undock spot quick. Overall is is a fairly practical tool for hauling high value cargo in low sec and 0.0 plus gives you another way to get away from some tornado's or simply the undock of trade hub stations in high sec that can be crowded and makes alignment from there fairly hard.
The mjd claok trick doesn't work any more because it negated the effect of bubbles, however mwd + cloak does at any gate that isn't bubbled if the person that tries to catch you isn't on the ball or you get unlucky.
Arctic Estidal wrote:Currently the Fleet Hanger can transport all items from ships, ammo, minerals, modules and PI materials. It seems like a pointless distinction between the cargo bay and fleet hanger when they can take the same items. This should just be merged into a single bay which can be increased with skills, rigs and modules.
The idea is that you can't increase the fleet hangar by rigs and modules. It is kind of a guaranteed cargo size, what gives you more flexibility with the low slots and rigs, since you don't need to stack cargo extenders or cargo rigs. If CCP would have wanted one by they would have given DSTs 15-20k m-¦ and leave it to the players to stack up mods to get that up to the current amount of what DSTs can carry.
Arctic Estidal wrote:(Continued from above)
3.Warp Stabilizer Bonus
Require ships to overcome the warp stabilizer before scrams, webs etc, are effective at slowing the ship, shutting down MWD and MJD and preventing warp. This ship just sits still when it tries to do anything and is unable to evade ships. Therefore pilots needs to decide the cargo space/warp stabilizer ratio. More stabs less cargo but more safety and vice/versa. If the align and warp time is extended so the ship sits on grid longer before warping, the tank would become the factor in the survival ratio of the ship.
It would be next to impossible to stop a mjd,mwd, cloak fitted ship when you need 4 scrams(or 3 dead space) to shut it down in most gate camps. A blockade runner is also not 100% save, when you spawn in a bad spot close to drones, wrecks or even other ships you can't cloak and you can be very easy one volleyed off the field or de cloaked by a skilled ceptor pilot while you try to leave the bubble.
Arctic Estidal wrote:4.Remove AB and MWD speed bonuses
The DST is not meant for speed that is the role of the BR with its high agility, sub-warp speed and warp speed. There is absolutely no need for these bonuses as it should be used for point-to-point travel. In all other situations it should take a long time for it to travel at sub-warp speed.
You need the bonus for the mwd+cloak trick in some fittings to archive a relay able result, it helps to move back to a gate when you are not scrammed or to pass a few km of bubble to reach your gate after coming out of warp(at least a bit, they are still bricks). It is useful when landing 1km outside of the dock range to close that last few hundred meters quick or to access different silos at a pos or the tower to refill it, loot wrecks at a gate quick or clear some cans that are spaced out in a belt.
As for DSTs, the shield ones need a few points more CPU and power grid(10-15 base points), because shield fittings need more CPU for the tank than armor hulls and the higher power grid on the armor DSTs scales a lot better with RCUs to allow more options in mjd/mwd/claok setups. Currently most good fittings are a few points short on power grid or cpu(even after stuff like storyline MWDs or faction Invus to save CPU) and need to drop a lot of tank compared to the armor versions to archive the same result. While it would be still very expensive to do something like this with a better tank than the normal 800mm + ANPs fitting on the armor DSTs, it should be at least a option.
[Mastodon, MWD/MJD/Cloak] Internal Force Field Array I Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II
Caldari Navy Adaptive Invulnerability Field Caldari Navy Adaptive Invulnerability Field Large F-S9 Regolith Shield Induction 10MN Digital Booster Rockets Medium Micro Jump Drive
Caldari Navy Cloaking Device [empty high slot]
Medium Hyperspatial Velocity Optimizer II Medium Hyperspatial Velocity Optimizer II
0.49 cpu left, with astro rigging 5 and over a billion in faction mods to save the CPU, 15 points short on power grid if you want to use 2 TS RCUs + 1 TS PDU for the extra shield and to save the CPU to get a CN LSE in. That is ridiculous in my opinion, especially if the use of cpu implant/shield upgrade implant on hauler chars cost you a lot performance because you want warp speed or normal speed implants(to do mwd + cloak more relay able on some hulls) in the same slot more often than not. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|
|

The Djego
Hellequin Inc. Mean Coalition
261
|
Posted - 2014.07.02 09:29:00 -
[441] - Quote
As for DSTs, the shield ones need a few points more CPU and power grid(10-15 base points), because shield fittings need more CPU for the tank than armor hulls and the higher power grid on the armor DSTs scales a lot better with RCUs to allow more options in mjd/mwd/claok setups. Currently most good fittings are a few points short on power grid or cpu(even after stuff like storyline MWDs or faction Invus to save CPU) and need to drop a lot of tank compared to the armor versions to archive the same result. While it would be still very expensive to do something like this with a better tank than the normal 800mm + ANPs fitting on the armor DSTs, it should be at least a option.
[Mastodon, MWD/MJD/Cloak] Internal Force Field Array I Reactor Control Unit II Reactor Control Unit II Reactor Control Unit II
Caldari Navy Adaptive Invulnerability Field Caldari Navy Adaptive Invulnerability Field Large F-S9 Regolith Shield Induction 10MN Digital Booster Rockets Medium Micro Jump Drive
Caldari Navy Cloaking Device [empty high slot]
Medium Hyperspatial Velocity Optimizer II Medium Hyperspatial Velocity Optimizer II
0.49 cpu left, with astro rigging 5 and over a billion in faction mods to save the CPU, 15 points short on power grid if you want to use 2 TS RCUs + 1 TS PDU for the extra shield and to save the CPU to get a CN LSE in. That is ridiculous in my opinion, especially if the use of cpu implant/shield upgrade implant on hauler chars cost you a lot performance because you want warp speed or normal speed implants(to do mwd + cloak more relay able on some hulls) in the same slot more often than not.
[Mastodon, reasonable] Damage Control II Reactor Control Unit II Power Diagnostic System II Co-Processor II
Experimental 10MN Microwarpdrive I Adaptive Invulnerability Field II Adaptive Invulnerability Field II Caldari Navy Medium Shield Extender Medium Micro Jump Drive
Caldari Navy Cloaking Device Core Probe Launcher II, Core Scanner Probe I /OFFLINE
Medium Hyperspatial Velocity Optimizer II Medium Hyperspatial Velocity Optimizer II
This only fits with astro rigging 5, else you have to drop down to meta 4 DCU. 0.5 cpu and 5 power grid left with perfect skills with a lot less tank than on my armor DST and hardly any room to improve it without spending a billion ISK or sacrificing the warp speed rigs.
[Impel, MWD/MJD/Cloak] Federation Navy 800mm Reinforced Steel Plates True Sansha Reactor Control Unit True Sansha Reactor Control Unit Centii A-Type Thermic Plating Centii A-Type Adaptive Nano Plating Centii A-Type Adaptive Nano Plating Damage Control II
Medium Micro Jump Drive Experimental 10MN Microwarpdrive I
Caldari Navy Cloaking Device Sisters Core Probe Launcher, Sisters Core Scanner Probe /OFFLINE
Medium Hyperspatial Velocity Optimizer II Medium Hyperspatial Velocity Optimizer II
Everything fits just fine with astro rigging 4 on my Amarr DST on another char, even the probe launcher could be on-line in the same fitting if you invest into a storyline plate/mwd, drop the plate to meta 4(more mass -> harder to mwd/claok at gates) or simply switch out a ANP/thermic plating for a I stab(what I normally do for low sec because it makes it a lot easier to bounce after a mjd jump with mwd + cloak).
Long story short the shield DSTs could use a bit more CPU can power grid, because they have a lot less options to save cpu(what are also far more expensive) and the lower power grid doesn't work so well in combination with RCU stacking, like it does on the armor ones. If you drop the warp speed rigs they would be considerable slower than armor ones, especially in combination with warp speed implants. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|

Raw Matters
NORDIC COMPANY Northern Associates.
41
|
Posted - 2014.07.02 09:51:00 -
[442] - Quote
I don't see how the DST has any purpose in a fleet. If you are in 0.0 or low-sec and need to transport valuable cargo from one place to another, you use a jump freighter to do it, because it can skip the danger of running into a gate camp completely. And in high-sec you are better off with a cloaked transport anyways. Which is also better for solo flight. And if you say that the freighter is too expensive and you want a cheap ship for cheap cargo, then any T1 hauler will be much less expensive.
The only role I see the DST fit in currently is to protect against the random, single tackler which tends to sit somewhere cloaked, waiting for pray. So if you are in 0.0/low, fly alone and need to pick up valuable cargo from places where you cannot cloak, then the DST has a fraction of a shining moment. But honestly: I never encountered any such situation, so I'd tend to say: the DST currently has no reasonable role other than to show off how much of an expensive ship you can afford for a minor task.
If you want to make the DST useful, it needs a significant bonus in addition to it's HP. Being able to tank a single attacker is a good thing, but 99% of the time pointless, especially if you have a cloaky alternative which can avoid combat entirely. Something as significant as (pick one or two):
- Ignore bubbles - Warp-scramble immunity - Align time like a frigate - 100k cargo - Dangerous weapon systems (hint: the dual gun slots on the Mastodon is a bad joke), including drones for the tacklers - Short-range jump drive that targets gates instead of cynos (so it can be operated solo)
|

The Djego
Hellequin Inc. Mean Coalition
261
|
Posted - 2014.07.02 10:44:00 -
[443] - Quote
Raw Matters wrote:The DST currently has no reasonable role other than to show off how much of an expensive ship you can afford for a minor task.
Actually they are very handy, they can move 6 cruisers + fittings, drones, rigs and ammo or 4 BCs at around 8 AU/s. Compare that to picking up something form the closest hub in a jump freighter if you need to do a few jumps to get into jump range of your destination.
Not every corp/alliance got a jump network for jump fighters(from the trade hub undock to her destination) and a lot of jumps towards market hubs or cheap orders on the market are still done in a conventional hauler(because it is quicker than to move your fighter around all the time, if you only need a couple of HACs, need to replace a OGB or want a extra neut Armageddon fully fitted in the hangar within the next hour or so). Another thing is WH logistics where you can't use jump freighters or even freighters(mass restriction).
While they are far more expensive than T1 haulers and not as fast/secure than BRs, they are actually fairly useful if you do a lot of corp/alliance logistic because they save trips by the bigger cargo, allow to combine tank(smart bomb BS proof, single Tornado volley proof etc.) and speed(warp speed) better than the T1 counterparts. They also allow you to move BS around without having to train BS 1 at this char, plus on a much faster pace. Another great use is if you have to babysit some reaction posses a few times per week or have to move ore from a Belt to a station/pos(where the freighter takes over). Overall you pay for a tool that saves time and time is more often than not the major bottleneck when it comes to logistics. Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 .. 15 :: [one page] |