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Thread Statistics | Show CCP posts - 27 post(s) |

nospet
12
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Posted - 2015.10.25 18:38:43 -
[241] - Quote
One big issue I am concerned about is:
With new scramble strengths and Capital Warp Disruptors & Scramblers where does this leave heavy interdictors?
Heavy interdictors were newly re-balanced and this seems like it is going to take them out of use almost entirely.
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Mostlyharmlesss
GoonWaffe Goonswarm Federation
210
|
Posted - 2015.10.25 18:40:28 -
[242] - Quote
CCP Masterplan wrote:knobber Jobbler wrote:2. With the talk on reduction of hit points on Supers and Titans, don't you think people will be even more risk adverse with capitals? That people will only commit them to the field if they have a guaranteed chance of not losing any?
A question for (all of) you: Do you think that being able to deploy with a guarantee that you won't lose anything is healthy/good for the game? Not even high-sec makes that promise.
No one is going to deploy a fleet where it all depends on a single type of ship. We currently see this problem in subcap fleets staying docked cause no boosters are available. Despite popular belief, this is something the vast majority of sov blocs suffers from.
As the changes currently stand, the answer to literally everything is throwing more dreads at it. With the size of the Imperium we will never again be in a capital fight cause no one will ever want to escalate against us cause we will outblob them with Dreads, without ever putting our Titans or Supers on the line. There simply isn't a counter to dread blobs. It used to be Supers and Titans but with the proposed changes Supers and Titans are simply too weak after the Triage carriers have been nuked off the field. As the blog so proudly states, it will be all about holding tackle on the hostile capitals which will be reasonably easy with the removal of Ewar immunity.
Tl;dr The changes further reinforces the N+1 but instead of it being Titans, the role has now been given to dreads.
Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!
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Querns
GBS Logistics and Fives Support Goonswarm Federation
2194
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Posted - 2015.10.25 18:40:33 -
[243] - Quote
nospet wrote:One big issue I am concerned about is:
With new scramble strengths and Capital Warp Disruptors & Scramblers where does this leave heavy interdictors?
Heavy interdictors were newly re-balanced and this seems like it is going to take them out of use almost entirely.
Bubbles are pretty good at tackling lots of things at once. Capital Warp Disruptors will likely be single-target devices.
According to updates.eveonline.com, hictor points are due for a balance pass soon. I don't actually know what that will entail, but I feel like it's a decent chance that they'll be adjusted to match the state of capitals at the time.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Emmy Mnemonic
Svea Rike Circle-Of-Two
52
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Posted - 2015.10.25 18:43:15 -
[244] - Quote
nospet wrote:One big issue I am concerned about is:
With new scramble strengths and Capital Warp Disruptors & Scramblers where does this leave heavy interdictors?
Heavy interdictors were newly re-balanced and this seems like it is going to take them out of use almost entirely.
They said Heavy Interdticors and Interdictors will work as they work now; i.e. when bubbled or focused script-warp disrupted, every capital till be tackled. So there will be a place for them after this aswell!
I guess the capital disruptors and scramblers are so that one capital kan hold another capital tackled. But there has to be 20-50 subcaps to tackle one capital with "ordinary" disruptors/scrams. That number is to be tuned i understood.
CEO Svea Rike
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Emmy Mnemonic
Svea Rike Circle-Of-Two
52
|
Posted - 2015.10.25 18:44:40 -
[245] - Quote
So, in all a lot of nice and shiney new features and functions! Did CCP mention the rough time-schedule for launching these capital-changes? Will it be an expansion or several smaller updates?
CEO Svea Rike
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Tatiana Nixx
Ruby Dracos
9
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Posted - 2015.10.25 18:49:16 -
[246] - Quote
I didn't read the whole thread TLDR.
Regarding POS bashes, if carriers are no longer going to be logistics, can you extend the firing range of the fighters so they can effectively damage a POS tower? This could also be used against any stationary targets. This would encourage anybody in a fight to move instead of just sitting there (more dynamic gameplay).
Many if not most POS's in the local area don't have any defense and bringing my carrier to a POS bash is effectively useless unless a large fleet shows up, which they haven't yet., which is why I brought the carrier (insurance). Yes I know sentry drones do some damage, but not compared to a fleet of fighters.
[posting on sub-alt] |

Mr Coulson
S.H.I.E.L.D. HQ Sentinels of Sukanan Alliance
5
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Posted - 2015.10.25 18:54:26 -
[247] - Quote
Another good point is Bubbles. Don't troll me if I get this wrong please, but isn't it true that all ships caught in a bubble end up IN or on the edge of the bubble? If so - I would propose an Inertia effect on ships that hit bubbles. The bigger and /or faster u warp the farther u travel thru the bubble? I belive this is the case somewhat now, but I'm proposing it be expanded.
For instance -- a titan/super hitting a bubble will end up passing clean thru and beyond, but will have dropped out of warp and dragged out of alignment with their destination and have to realign and re-warp away before being tackled.
While an astero being both light and fast ends up only at the leading edge. and adding higgs modules means u end up 200-250k beyond the bubble, lol |

Sayod Physulem
EVE University Ivy League
30
|
Posted - 2015.10.25 18:56:18 -
[248] - Quote
Maybe some backround first, since people will poke at that anyway at some point (you can skip that of course): I am still too young to fly caps myself, so it is mostly a picture from outside - what I do like to fly is logistics, so my interest are mainly carriers or now force auxilliaries, as that will maybe end up beeing what I eventually will fly. The uni obviously has not a lot of caps. If we fight battles on that scale it is usually us bringing Neuts to take those dragons down (at most we have a few triage carriers or dreads). So the only time I see supers or titans, is when they jump in and driveby our triage carriers and end the fight doing that.
That may result in bias, so that might be useful to start. Now my thoughts on that topic:
Titans and supers don't seem underpowered from my perspective - if they are basically the - "I win"-button in those fights. But that might just be perception. Now you buff titans with AOE doomsdays. Subcaps can maybe evade that but triage carriers and sieged dreads won't, because that is what triage and siege do, right? Now you reduce the HP of caps and introduce plates, also you stop carriers, from beeing able to refit. Now put that into perspective: Now:
- A driveby titan appears
- Case 1: our triage carriers manage to refit in time and actually survives
- Case 2: our triage carrier is too slow and dies - End of the fight
After Changes:
- A driveby titan appears
- Case 1: our triage carrier can't refit anymore, it's HP is reduced - dies in a fire - End of the fight
- Case 2: wait no there is no Case 2...
Well... sounds... nice 
To explain it in a bit more general terms - what is wrong with combat refitting? It just makes individual players and their actions meaningful - if the fit is fixed it is more n+1 than before. It was also unique to capitals - you can perform better in sub caps by manual piloting (increasing and decreasing range, change transversal, you can't do that with capitals) but in exchange you can refit, because you have enough buffer, that this works. On top of that, combat refitting is something individuals do, while making doctrine fits is usually done by the Leadership, wasn't there something about: "Line members should matter more" (fleet warp changes - anything rings a bell?)
It just seems like you remove a feature for no reason at all. I mean refitting does nothing in n+1 terms. You can't make someone refit his carrier better, by bringing more carriers to the field this just doesn't make any sense.
And dreads - well before you actually needed sub cap support to hit things with your guns. So it makes interactions and synergies possible means, more roles in a fleet. Now you give dreads just guns that track better but have worse dps, making them more standalone - do you want that?
All in all, I was kind of ok with the dreads and carriers as it was - triage and siege mean, that you can neut them out in those vulnerable phases and kill them before they get out of that. They might be powerful in this state but also weak. So kind of balanced. And again, I didn't see supers and titans that often... |

Lelira Cirim
The Graduates Get Off My Lawn
250
|
Posted - 2015.10.25 19:01:09 -
[249] - Quote
Querns wrote:I'm donning my unnecessary etymology hat for this post.... In naval parlance, it refers to a vessel with a supporting role, which is not armed for combat. It makes a lot more sense than "logistics," which typically refers to moving goods, troops, or equipment, not healing. "Logistics" is what Jump Freighters do. Personally I agree with you, I was parroting the audience quote. Calling "healers" "logistics" is one of the strangest appropriations in EVE. I don't need very many fingers to count duplicate and confusing terms, but this is one of the biggest.
My point was rather, replacing one nonsense term for a new set of nonsense acronyms isn't elevating the (faux) profession. Naval accuracy certainly won't stand in the way of FCs calling for FAPs. And don't forget PAPs for FAPs.  
Do not actively tank my patience.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
254
|
Posted - 2015.10.25 19:03:46 -
[250] - Quote
Junot Nevone wrote:What about the rorqual? I was really hoping it was "capital" enough to get some attention. It has beem over three years now since a dev told us change was coming.
CCP plans on removing the Rorqual from the game. That's why it was not part of the Capital Balance. This is also why they removed the compression BPCs that were unique to the Rorqual, then they removed compression from being unique and gave it to all areas of space, regardless of skills. Then they made the clone bay useless by letting everyone get clones regardless of Standings.
The writing is on the wall for the Rorquak, CCP plans on deleting it, just doesn't know how to openly say so. This is why they repeatedly state they don't know how to approach it. They "it" is actually the pilots who use them.
Give it until summer and CCP will finally break the news that they will be removing it from the game. It's roles will be replaced by a service module or new anchorable in the Citadel system that will provide system wide boosts equal to the Rorqual or better. This will help get rid of the Rorqual and make the Industrial crowd want to get Citadels built in the systems they are in.
It's coming.. Or some form of this... You watch. System wide mining booster module thing will come and that will be the final bullet for the Rorqual. |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
2194
|
Posted - 2015.10.25 19:07:12 -
[251] - Quote
Captain StringfellowHawk wrote:Junot Nevone wrote:What about the rorqual? I was really hoping it was "capital" enough to get some attention. It has beem over three years now since a dev told us change was coming. CCP plans on removing the Rorqual from the game. That's why it was not part of the Capital Balance. This is also why they removed the compression BPCs that were unique to the Rorqual, then they removed compression from being unique and gave it to all areas of space, regardless of skills. Then they made the clone bay useless by letting everyone get clones regardless of Standings. The writing is on the wall for the Rorquak, CCP plans on deleting it, just doesn't know how to openly say so. This is why they repeatedly state they don't know how to approach it. They "it" is actually the pilots who use them. Give it until summer and CCP will finally break the news that they will be removing it from the game. It's roles will be replaced by a service module or new anchorable in the Citadel system that will provide system wide boosts equal to the Rorqual or better. This will help get rid of the Rorqual and make the Industrial crowd want to get Citadels built in the systems they are in. It's coming.. Or some form of this... You watch. System wide mining booster module thing will come and that will be the final bullet for the Rorqual. Frankly, aside from the bit where I would prefer the rorqual to be repurposed rather than eliminated, I'm on board with your "doomsday" scenario. Right now, mining relies far too much on boosts to be effective. Miners produce more than twice the amount of ore/ice/gas per cycle when they have mining boosts. Bake the cycle reduction and capacitor use boosts into the mining modules, and either remove all mining boosts or relegate them to utility things like laser range.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Garrett Howe
Spectres
15
|
Posted - 2015.10.25 19:12:24 -
[252] - Quote
One thing to remember about dread dps with the new guns is that, while 1-2k dps doesn't sound like much, dreads are significantly more mobile and tankier than battleships, so if they had more dps than battleships against subcapitals, why would you fly anything else? Cost would be a factor, but as is well known, cost can never be a factor when it comes to balancing ships e.g. titans. |

Moac Tor
Cy-Core Industries Stain Confederation
275
|
Posted - 2015.10.25 19:12:49 -
[253] - Quote
CCP Masterplan wrote:Yes that is an option. One possibility that has been raised is that on patch day, any carrier with a triage module fitted will be turned in to a force aux. But this is still very much something we want to get your input on before we nail down the final plan.
Let people build them from scratch. Ships are always being rebalanced or changing roles, and so their is no precedence for converting once ship into another. Carriers are still going to be useful ships.
I've seen example of where CCP has changed skills to a completely different and useless role from their originally intended purpose and their was no reimbursement or replacement for those.
Manufacturers should be the first ones to build and seed new items onto the market.
Modulated ECM Effects
An Alternative to Skill Trading
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Mai Ling Ravencroft
Duragon Pioneer Group Goonswarm Federation
14
|
Posted - 2015.10.25 19:18:47 -
[254] - Quote
Sayod Physulem wrote:Maybe some backround first, since people will poke at that anyway at some point (you can skip that of course): I am still too young to fly caps myself, so it is mostly a picture from outside - what I do like to fly is logistics, so my interest are mainly carriers or now force auxilliaries, as that will maybe end up beeing what I eventually will fly. The uni obviously has not a lot of caps. If we fight battles on that scale it is usually us bringing Neuts to take those dragons down (at most we have a few triage carriers or dreads). So the only time I see supers or titans, is when they jump in and driveby our triage carriers and end the fight doing that. That may result in bias, so that might be useful to start. Now my thoughts on that topic: Titans and supers don't seem underpowered from my perspective - if they are basically the - "I win"-button in those fights. But that might just be perception. Now you buff titans with AOE doomsdays. Subcaps can maybe evade that but triage carriers and sieged dreads won't, because that is what triage and siege do, right? Now you reduce the HP of caps and introduce plates, also you stop carriers, from beeing able to refit. Now put that into perspective: Now:
- A driveby titan appears
- Case 1: our triage carriers manage to refit in time and actually survives
- Case 2: our triage carrier is too slow and dies - End of the fight
After Changes:
- A driveby titan appears
- Case 1: our triage carrier can't refit anymore, it's HP is reduced - dies in a fire - End of the fight
- Case 2: wait no there is no Case 2...
Well... sounds... nice  To explain it in a bit more general terms - what is wrong with combat refitting? It just makes individual players and their actions meaningful - if the fit is fixed it is more n+1 than before. It was also unique to capitals - you can perform better in sub caps by manual piloting (increasing and decreasing range, change transversal, you can't do that with capitals) but in exchange you can refit, because you have enough buffer, that this works. On top of that, combat refitting is something individuals do, while making doctrine fits is usually done by the Leadership, wasn't there something about: "Line members should matter more" (fleet warp changes - anything rings a bell?) It just seems like you remove a feature for no reason at all. I mean refitting does nothing in n+1 terms. You can't make someone refit his carrier better, by bringing more carriers to the field this just doesn't make any sense. And dreads - well before you actually needed sub cap support to hit things with your guns. So it makes interactions and synergies possible means, more roles in a fleet. Now you give dreads just guns that track better but have worse dps, making them more standalone - do you want that? All in all, I was kind of ok with the dreads and carriers as it was - triage and siege mean, that you can neut them out in those vulnerable phases and kill them before they get out of that. They might be powerful in this state but also weak. So kind of balanced. And again, I didn't see supers and titans that often...
Sorta funny how a pilot, who never has flown a cap, understands this more than the dev team.
While I like many of the changes, this one is such an obviously unneeded one. |

Lelira Cirim
The Graduates Get Off My Lawn
250
|
Posted - 2015.10.25 19:24:39 -
[255] - Quote
xttz wrote:Does this mean that optionally replacing existing carriers with force aux carriers is on the table? One of the dev quotes from the Vegas Q&A was -- very offhand -- along the lines of "maybe any carrier with a Triage module fitted that day converts to a Force Aux? We'll think about options."
As hundreds of industry moguls cry out in terror. 
But it could be nice to have an immediate transition of hulls, rather than lose fleet functions while waiting for the builds.
Do not actively tank my patience.
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Mai Ling Ravencroft
Duragon Pioneer Group Goonswarm Federation
14
|
Posted - 2015.10.25 19:26:24 -
[256] - Quote
Garrett Howe wrote:One thing to remember about dread dps with the new guns is that, while 1-2k dps doesn't sound like much, dreads are significantly more mobile and tankier than battleships, so if they had more dps than battleships against subcapitals, why would you fly anything else? Cost would be a factor, but as is well known, cost can never be a factor when it comes to balancing ships e.g. titans. Also, dreads will have longer range with these new guns than battleships, which is something else to keep in mind, balance wise.
More mobile? You are joking right? They warp slower, align slower, and then are forced to sit in place for 5 min in siege. Oh they can jump, effectively once per hr, which means they fall prey to anything faster. If you apply 1 hr of travel time, say to get to a big fight. You can actually get BSs to the fight faster, unless you travel fit, which then leads to getting caught and having fitting issues do to the weapons timer issues they are proposing. |

Mai Ling Ravencroft
Duragon Pioneer Group Goonswarm Federation
15
|
Posted - 2015.10.25 19:31:53 -
[257] - Quote
Moac Tor wrote:CCP Masterplan wrote:Yes that is an option. One possibility that has been raised is that on patch day, any carrier with a triage module fitted will be turned in to a force aux. But this is still very much something we want to get your input on before we nail down the final plan.
Let people build them from scratch. Ships are always being rebalanced or changing roles, and so their is no precedence for converting once ship into another. Carriers are still going to be useful ships. I've seen example of where CCP has changed skills to a completely different and useless role from their originally intended purpose and their was no reimbursement or replacement for those. Manufacturers should be the first ones to build and seed new items onto the market.
This is not realistic, what you propose is a 4-5 day window where there are NO capital class remote reps. It takes 4-5 days to produce these (basic cap production times), during which time all Citadels and capitals would be completely vulnerable to attack. Having the ability for carrier to fit a triage to them on patch day means you have dedicated pilots, who likely wanted to be cap logi, available. This also means that only those who can fly them, get them. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
2196
|
Posted - 2015.10.25 19:36:25 -
[258] - Quote
Mai Ling Ravencroft wrote:Moac Tor wrote:CCP Masterplan wrote:Yes that is an option. One possibility that has been raised is that on patch day, any carrier with a triage module fitted will be turned in to a force aux. But this is still very much something we want to get your input on before we nail down the final plan.
Let people build them from scratch. Ships are always being rebalanced or changing roles, and so their is no precedence for converting once ship into another. Carriers are still going to be useful ships. I've seen example of where CCP has changed skills to a completely different and useless role from their originally intended purpose and their was no reimbursement or replacement for those. Manufacturers should be the first ones to build and seed new items onto the market. This is not realistic, what you propose is a 4-5 day window where there are NO capital class remote reps. It takes 4-5 days to produce these (basic cap production times), during which time all Citadels and capitals would be completely vulnerable to attack. Having the ability for carrier to fit a triage to them on patch day means you have dedicated pilots, who likely wanted to be cap logi, available. This also means that only those who can fly them, get them. You can't apply remote repair modules to Citadels. They self-repair after defenders clear the field of incoming damage.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Masao Kurata
Perkone Caldari State
297
|
Posted - 2015.10.25 19:51:59 -
[259] - Quote
I'm really not keen on the removal of combat refitting from subcaps, this was interesting and fun gameplay, it's only really problematic with capitals.
Ewar resistance seems too strong if I'm reading this right when combined with the stacking penalties of multiple ewar effects of the same type applied to the same ship and makes the difference between strength bonused ewar and unbonused ewar even more pronounced. |

Tie One
Synchronized Dysfunction Vanguard of the Phoenix
0
|
Posted - 2015.10.25 19:55:19 -
[260] - Quote
i think the high angle weapon batteries should do more dps. 1-2k is a bit low for a dread in siege. if you throw me with a pebble (bs) it will hurt less than a boulder (dreadnaught). a mac can out dps it. hell you can get 1600dps+ on a t1 typhoon. i know you have way more tank but size people common XD. atleast lift it to 3k to be better than a pimped bs |
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HiddenPorpoise
Garoun Investment Bank Gallente Federation
402
|
Posted - 2015.10.25 20:02:28 -
[261] - Quote
You know, the cruel irony here is that the phoenix will be the only dread to outshine its marauder equivalent in the role I think is being pushed.
Why did they nerf the weakest dread? It matters not; the RCML shall cure all. |

Arthur Aihaken
Perkone Caldari State
4700
|
Posted - 2015.10.25 20:11:26 -
[262] - Quote
CCP Masterplan wrote: Technically there's no reason why we couldn't apply the resistance mechanics to any type of ship once it is implemented. However for now it will be one of the exclusive perks of capitals.
Battleships could really use some TLC, so please consider extending these to Battleships in the near future.
I am currently away, traveling through time and will be returning last week.
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1399
|
Posted - 2015.10.25 20:16:22 -
[263] - Quote
Force Auxillary Caps - more capital ships. But more specialized rather jack of all trades and master of most. Good idea. Also gives more things for cap pilots to train towards. I am excited to see what you have planned for this new role.
No more EWAR immunity - This is so awesome! I've been a proponent of exactly this for years. So very glad to see it happening. However, I see no reason to make titans quite so easy to tackle. IIRC, a focused-point HIC has a 100 warp core disruption strength. So give Titans a 100pt warp core strength. Big ships, big stats.
No more refitting under fire - Good choice. I support this. But, just running your triage or siege module should not grant a weapons timer. Firing weapons should generate a weapons timer. Remote reps could generate a weapons timer. Just sitting with your triage running.... well.... bait I guess.
EWAR Resistance: For caps, this is perfect. Just what is needed. This could also be applied to subcaps. But it would have to be very carefully balanced to avoid completely nullifying EWAR in those cases.
New and rebalanced capital modules. Cool. Another good idea. Will High-Angle weapon batteries be equivalent to Rapid launchers in purpose and general usage?
And that new fighter management mock-up looks really sweet. Can we get that for carriers and sub-caps, too?
Fighter abilities seems like a lot of technical overhead. Some of the effects listed would probably be either OP or just weird to have on fighters. MJD? Why would they not have an MWD? Some abilities are just things they should never go without. Bombs on fighters is a very bad idea. Can we not just stick with racial variants having racial benefits?
Nice work on the control scheme, tactical overlay, and camera control. Can I presume that will be the end of the 100km Look At distance limit? Please say so.
New Doomsdays: omg yes. Sickle will be oh so sweet when it sweeps through a fleet and wrecks all the things. Will it discriminate between friendlies and enemies? Because i fnot, that would really be great. IT would penalize poor targetting and reward good targeting. Cap Overload looks like it can be pretty awesome. Big AoE centered on the firing ship. Maybe call it Hammer of Thor? Hand of God... hue. Ok I'll just warp back. Pike: ok. Cool.
More projected EWAR. Ok I'm down with that.
Overall, I like what I'm reading.
http://youtu.be/YVkUvmDQ3HY
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Sizeof Void
Ninja Suicide Squadron
609
|
Posted - 2015.10.25 20:26:54 -
[264] - Quote
How about adding a new class of weapons, which are designed to be used by sub-capitals, against capital ships only?
These anti-cap-ship weapons would be ineffective against sub-cap ships, and consume a lot of power - perhaps even draining the ship's capacitor completely after each round of shots - thus, making ships which are equipped for anti-cap-ship work much more vulnerable to counter-attack by normally-fitted sub-cap ships.
There could be such weapons for each class of sub-cap ships, even down to the lowly frigs. This would allow even relative noobs to seriously participate in taking down a super-cap. Note: I'm not suggesting that a single frig should be able to take down a Titan, but, perhaps a hundred of them should be able to do so, if specifically equipped with anti-cap-ship weapons.
This would also give capital ships more reason to fit those new anti-sub-cap weapons, and makes sub-cap support for caps even more essential.. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
2196
|
Posted - 2015.10.25 20:30:21 -
[265] - Quote
Sizeof Void wrote:How about adding a new class of weapons, which are designed to be used by sub-capitals, against capital ships only?
These anti-cap-ship weapons would be ineffective against sub-cap ships, and consume a lot of power - perhaps even draining the ship's capacitor completely after each round of shots - thus, making ships which are equipped for anti-cap-ship work much more vulnerable to counter-attack by normally-fitted sub-cap ships.
There could be such weapons for each class of sub-cap ships, even down to the lowly frigs. This would allow even relative noobs to seriously participate in taking down a super-cap. Note: I'm not suggesting that a single frig should be able to take down a Titan, but, perhaps a hundred of them should be able to do so, if specifically equipped with anti-cap-ship weapons.
This would also give capital ships more reason to fit those new anti-sub-cap weapons, and makes sub-cap support for caps even more essential.. Most ships can already be fitted with modules that kill capital ships, though you'll need to train skills in the Gunnery and Missiles skill groups to use them.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
287
|
Posted - 2015.10.25 20:31:38 -
[266] - Quote
Seen a few posts worrying about the Capital RR transition between Carriers to Force Auxiliaries... I'm not keen on the turning carriers into FAs during a downtime, but I also don't want to see the game without Capital RR whilst people build them...
CCP - Any chance of a phased overlap? Where the Force Auxiliaries are released but Carriers remain as they are for a week or so to give people a chance to move from one to the other? |

oohthey ioh
Republic University Minmatar Republic
29
|
Posted - 2015.10.25 20:35:42 -
[267] - Quote
Do something thing witht eh old doomdays to, keep them simple like they are now but something more fun other then lock and shoot. |

Aesir Terona
Fukushima Daiichi Electric Power Co.
0
|
Posted - 2015.10.25 20:39:01 -
[268] - Quote
Mr Floydy wrote:Aesir Terona wrote: Thanks for the giant "Screw you" to everyone who trained triage II. Completely uprooting the the triage carrier pilot will go over grand.
Maybe you should read the blog before posting rubbish. Triage modules will be fitted to the Force Auxiliary. They will replace the Logistics Carrier. ITT - people jumping to conclusions and solid proof you can't please everyone. I didn't train for a goddamn Force Auxiliary
either way, it ends up nerfing all capitals more for the sake of making more "options", which, following CCP's record at balancing, means one thing will be outstandingly good, and the other two will languish in disuse because CCP isn't very smart. |

Soleil Fournier
Ultimatum. The Bastion
48
|
Posted - 2015.10.25 20:42:56 -
[269] - Quote
As a long time super pilot I am excited for these changes and support the direction were heading for capitals as a whole.
I would like to see the super special weapons include buffs for friendly fleets, not just debuffs for enemy fleets. I.E. an ability that raises friendly ewar resistance in a specific area of space. |

Tiana Makarov
UNITAS. SpaceMonkey's Alliance
1
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Posted - 2015.10.25 20:54:24 -
[270] - Quote
As a player who is training for their first dread/carrier, is it actually worth it now with even more skills added and and less utility? Just seems like everytime i train for something it gets nerfed and now even longer training times...
Skill que online ;p |
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