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Thread Statistics | Show CCP posts - 27 post(s) |
xttz
GoonWaffe Goonswarm Federation
691
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Posted - 2015.10.25 12:32:34 -
[1] - Quote
Regarding the new super-weapons; will these all be individual modules, or will there be a single "Doomsday Weapon" with scripts to alter the functionality?
Also are there any plans to have racial bonuses for these weapons? For example, any Supercarrier can fit any Projected Electronic Warfare module, but the Hel gets a slight bonus when using the webifier variant while the Aeon will get the best performance from the energy neut. |
xttz
GoonWaffe Goonswarm Federation
691
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Posted - 2015.10.25 14:24:30 -
[2] - Quote
If ewar immunity is being removed, does that mean remote assistance will be possible again? |
xttz
GoonWaffe Goonswarm Federation
691
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Posted - 2015.10.25 14:39:45 -
[3] - Quote
Now would also be a good time to review the blanket ban on non-ammo/charge cargo within ship maintenance bays.
This was added to prevent loophole that is no longer remotely feasible thanks to the jump drive nerfs. All that's left is an arbitrary rule that heavily hinders the utility of SMAs; spare ships can't carry all sorts of useful gear from ozone and stront, to alternative fittings, to deployables like mobile depots and anchorable bubbles. Having a ship hangar in a supporting role rewards prior preparation, and this game mechanic becomes far more valuable when fully equipped ships can be supplied at a crucial moment.
The two most obvious solutions I see for this are: a) Allow any cargo except for containers, preventing further nested contents. and/or b) Allow cargo up to the ships' base cargobay size before skill, module and rig bonuses. Ships can bring their typical essentials, like stront for entosising or alternative mods, but still can't be used for bulk transport.
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xttz
GoonWaffe Goonswarm Federation
692
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Posted - 2015.10.25 15:27:09 -
[4] - Quote
Something I'm surprised not to have seen mentioned yet is an alternative to Force Auxiliaries / Triage mode when deciding on a fleet composition. It seems as though everyone is just assuming these ships will be mandatory for any capital fleet to be effective, despite no other kind of capital being like this.
It's worth having a conversation about the alternatives; specifically how to make capitals viable without triage support. With the erosion of ewar immunity and lower EHP, there should be new defensive options to make these ships worthwhile to field. These ideas could include:
a) Rebalancing local capital reps b) Capital-class Target Spectrum Breakers as mentioned above. They're pretty much the ideal candidate for these modules. c) Applying some form of the structure Damage Mitigation mechanic to (super)capitals.
All of these can increase confidence in these new ships enough to get them fielded more often without making Triage the no-brainer pre-requisite to use them. |
xttz
GoonWaffe Goonswarm Federation
692
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Posted - 2015.10.25 15:54:19 -
[5] - Quote
EvilweaselSA wrote:What bonus is the Hel going to get to replace its now-useless repping bonus?
+5% ship-spinning speed per level. |
xttz
GoonWaffe Goonswarm Federation
693
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Posted - 2015.10.25 16:30:41 -
[6] - Quote
Rek Seven wrote:Since refitting during combat is being removed...
Refitting during combat is ~not~ being removed. All they're doing is preventing you from changing your fit while you're actively attacking someone else. You'll still be perfectly able to adjust your ship during a fight, it just requires you hold off firing guns for a minute. |
xttz
GoonWaffe Goonswarm Federation
710
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Posted - 2015.10.28 09:05:48 -
[7] - Quote
Maksmad wrote:Do we have more info on new skill for capital guns/modules?
If there will be capital T2 guns, it should be communicated because we will probably need capital guns @5 which not many people have. And those are lv 7 skills.
Also for citadels usage/production/management we should know in advance what new skills requirements will be.
Considering the effort in recent years to standardise the skill tree as much as possible, it's pretty safe to assume the pre-reqs for T2 capital weapons will be very similar to their smaller counterparts; requiring the preceeding T1 weapon skill to level 5 plus some decent supporting skill like Motion Prediction / Sharpshooter.
It's a pretty safe bet to start on Capital Weapon V, plus any supporting skills currently used for Large T2 weapons. That will get you the majority, if not all, of the pre-reqs. |
xttz
GoonWaffe Goonswarm Federation
710
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Posted - 2015.10.28 09:21:24 -
[8] - Quote
Skia Aumer wrote:Firvain wrote:Mr Floydy wrote:Having seen a few people mention it now.... I too am now concerned by the idea of Capital points/scrams. These need to be balanced extremely carefully to not just favour the biggest group of capitals. As others have stated, if you get bubbled/pointed by a HIC you can kill it and escape. If you have 10s of supers pointing you? Well you're stuffed.
As it should be? Why should it? To make sure the side that has more capships always win?
I couldn't agree more. Capital tackle modules is treading too much on the toes of subcap roles imo. If you're able to hold down a hostile Titan with 3-4 carriers, you don't need to be deploying fragile dictors or HICs on the field. Those pilots would then naturally want to be in the best supporting role for those carriers, which typically means dreads or force aux. The end result is a fleet consisting disproportionately of capital ships.
With the loss of ewar protection, I think the best scenario is to leave capital tackling with the existing modules they use. Typically that means faction / officer versions, some of which already have decent scramble strength which is a somewhat niche attribute at the minute anyway. |
xttz
GoonWaffe Goonswarm Federation
710
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Posted - 2015.10.28 13:00:43 -
[9] - Quote
Will this balance pass include reviewing the existing barely-used capital modules? The obvious candidates here are:
Drone Control Units Local reps Clone Vat Bays*
*special bold highlighting for a module that has been pointless for a whole decade |
xttz
GoonWaffe Goonswarm Federation
712
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Posted - 2015.10.29 17:51:30 -
[10] - Quote
Skia Aumer wrote:5GN MWD? Dafaq are you smoking? You dont see enough of kiting in subcap fights?
Totally looking forward to oversize BS MWDs. |
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xttz
GoonWaffe Goonswarm Federation
713
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Posted - 2015.10.30 11:42:34 -
[11] - Quote
afkalt wrote:Kassasis Dakkstromri some of your post is good, some of it is just whining because the winds are changing, but this is just flat out fundamentally wrong:
>>"Sub-Capital anything IS NOT A COUNTER TO CAPITALS"
Then why would I fly anything but a capital ever again? That's appalling game design and CCP have done a damned excellent job (with some exceptions) of keeping all sizes and classes relevant.
This. Capitals as an apex force were a shadow hanging over EVE for many years, and were a huge factor in the formation of large coalitions. As Fozzie said on the o7 show last night, having a whole class of ship that can't be interacted with by many players is a bad idea.
Subcaps, capitals and supercaps all need to be a threat to each other in some way, or the best way to victory becomes "bring the most of X". |
xttz
GoonWaffe Goonswarm Federation
713
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Posted - 2015.10.30 11:49:33 -
[12] - Quote
CCP Larrikin wrote:Titans will be able to use the HA anti-sub-capital guns that dreads can use, without going into siege. This, combined with the new DDs, we think will give a unique place for Titans on the battlefield. While dreads have an upper level on the amount they can tank, Titans, while they have Force Auxiliary support (which admittedly can be killed) don't.
Can you confirm how the existing capital functions/modules not yet mentioned are being treated? Specifically:
- Use of warfare links on capitals (plus the built-in Titan fleet bonuses)
- Capital local reps
- Drone Control Units
- Clone Vat Bays (at best a niche module for over a decade now)
Are these all being reviewed / removed / revamped alongside all the new toys? |
xttz
GoonWaffe Goonswarm Federation
714
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Posted - 2015.10.30 13:20:05 -
[13] - Quote
CCP Larrikin wrote:Capital Local Reps will be re-balanced based on the new HP and change in capital RR mechanics, along with having Meta, T2 and Faction variations introduced.
I'd like to take this opportunity to say two things:
- Capital ancillary armor repairer
- Capital ancillary shield booster
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xttz
GoonWaffe Goonswarm Federation
715
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Posted - 2015.10.30 22:19:40 -
[14] - Quote
Querns wrote:159Pinky wrote:While you are at it: are you looking into cyno's as well?
Maybe it's worth adding a certain mass cap to what one cyno ( ship module, not pos mod ) can handle. That would be largely ineffective; the pilots that do jump to the cynosural field can simply light additional cynosural fields.
And it's not like jump fatigue means they'll be moving on anytime soon. |
xttz
GoonWaffe Goonswarm Federation
715
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Posted - 2015.11.02 08:50:31 -
[15] - Quote
iwannadig wrote:Btw, CCP, Hand of God is a very creative and even weird idea, I really like it! This weapon works like push force, but do you plan to introduce pull force weapon? Something, that creates gravitational anomaly and attracts ships towards its center. This will be very handy for compacting enemy ships to shoot them down with another capital, bombing run or even pipebombing BSs.
They're planning a 'ship tractor beam' weapon just like this for the new structures. |
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