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Phoenix Jones
Small-Arms Fire
1611
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Posted - 2016.04.26 20:14:54 -
[31] - Quote
oResolution wrote:I think a citadel's subcap missile damage should be buffed to where it is unfeasible for the correct ship class (for the missile type) to self-tank against it with a few webs and paints applied. It should NOT be able to wipe out a prepared logistics supported subcap fleet by itself. Like I said before, if a well-prepared group is attacking your citadel, you should have to  UNDOCK  to help fight them off. If your enemy brings a strong fleet concept to attack your citadel, you should not be rewarded for having everybody dock up and trying to let the citadel do all the work. Additionally, undocking even a modest defense fleet gives the aggressors (and defenders) a much more dynamic fight. Do they shoot the defending fleet? The citadel? The citadel's fighters? From the "Shake My Citadel Dev Blog": "While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters)." This is as it should be. It just needs a little buff to damage.
Citadels are a supplement for a defense fleet, not a replacement for it.
Now if the citadel can be ranked by a solo subcap, ok there's a problem. Here is a valid question regarding the situation because it isn't damage that you are talking about, it's amount.
What do you believe should be the minimum amount threshold of subcaps needed to tank these things? If your expecting a group of 50 for a medium I think your a little extreme.
S+Ślo tanking it, ok I agree with that. Bring 4 people to take on a citadel, should it be survivable for those 4 people. Lord knows it'll take them hours to incapacitate the thing...
Yaay!!!!
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Phoenix Jones
Small-Arms Fire
1611
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Posted - 2016.04.26 20:17:39 -
[32] - Quote
Question: i remember from one of the videos saying that the citadel lights would go off if nobody was home. I undocked my guy, looked at the citadel, lights be a blinging..
Is this suppose to be so.
Also whenever I go into control mode, I see one of my ships on the outside of the citadel, near the ring. In this case it was a hauler. Is that normal?
Yaay!!!!
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Gospadin
Bastard Children of Poinen Grumpy Space Bastards
260
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Posted - 2016.04.27 03:17:48 -
[33] - Quote
For population of a citadel, there's a little number in brackets which lists how many people are home.
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Gospadin
Bastard Children of Poinen Grumpy Space Bastards
260
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Posted - 2016.04.27 04:57:26 -
[34] - Quote
Phoenix Jones wrote:[quote=oResolution] Now if the citadel can be ranked by a solo subcap, ok there's a problem. Here is a valid question regarding the situation because it isn't damage that you are talking about, it's amount.
What do you believe should be the minimum amount threshold of subcaps needed to tank these things? If your expecting a group of 50 for a medium I think your a little extreme.
S+Ślo tanking it, ok I agree with that. Bring 4 people to take on a citadel, should it be survivable for those 4 people. Lord knows it'll take them hours to incapacitate the thing...
Not sure about hours. A 6000 dps gang will reinforce a medium in 24 minutes. That's basically 10 cerbs, and they outrange the citadel EWAR with HMs. Add in a few logi, and it'll handle any small-corp gang of 5 players without missing a beat. |

oResolution
Viziam Amarr Empire
2
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Posted - 2016.04.27 07:30:47 -
[35] - Quote
Gospadin wrote:Not sure about hours. A 6000 dps gang will reinforce a medium in 24 minutes. That's basically 10 cerbs, and they outrange the citadel EWAR with HMs. Add in a few logi, and it'll handle any small-corp gang of 5 players without missing a beat. Well technically it would take 30 minutes. The damage against a medium citadel is capped at 5000 dps after all.
Also I've never seen a 600 dps HM Cerberus before. 4 BC's, T2 Fury, and drones break that, but I'm fairly sure the drones won't have the range.
Anyway, they'll be WELL within web/scram range (250km), a bit into TP falloff (75+150km), and right at ECM optimal (100+100km), and that's assuming no EWAR rigs have been fit (to increase range).
Additionally, the change to subcap citadel neuts will instacap a Cerb @100km (Standup Heavy Energy Neutralizer I appears to remove 1,500 cap every 15 seconds, at 100+100km, with no sig radius).
Assuming the citadel has a web and a paint (and/or a support pilot in a rapier), it'll be able to apply almost all of its MD launcher dps to those Cerbs (~950 for an Astrahus and ~1600 for a Fortizar).
And as for the logi, if the citadel can leave the painting/webbing to the 5 man defense gang, then it can wield its 60 point strength scripted jammers to incapacitate the logistics, not to mention removing 100 capacitor per second PER NEUT from whatever it chooses. |

Unconspicous Alt
Science and Trade Institute Caldari State
0
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Posted - 2016.05.03 13:29:48 -
[36] - Quote
Phoenix Jones wrote: Citadels are a supplement for a defense fleet, not a replacement for it.
Then the citadels are doomed from the start. Most of the players in this game are not part of big corporations, cannot field large defense fleets and, for them, a minmatar large tower can defend much better than a large citadel ( which is supposed to replace outposts that are impenetrable to subcap fleets ). Plus that a tower is WAY cheaper.
Practically, living in a wormhole and having a large citadel is nothing less than an invitation for any 5-10 member gang fleet to come and get a 15-20 bil isk kill.
oResolution wrote:And as for the logi, if the citadel can leave the painting/webbing to the 5 man defense gang, then it can wield its 60 point strength scripted jammers to incapacitate the logistics, not to mention removing 100 capacitor per second PER NEUT from whatever it chooses.
how many logistics can a citadel incapacitate ? 3-4 at most. Compare that to a tower with 20 ecm turrets. |

Apollo428
FinFleet Northern Coalition.
18
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Posted - 2016.05.04 00:49:37 -
[37] - Quote
hello all, while i was complaining about the dps myself thats not why i am here... i am here to complain about the medium citadel as a concept.
you bring these out and say hey these are eventually going to replace stations and there are different sizes. medium for corps and small alliances. larges for small to medium alliances and XL for large alliances and coalitions. the Large and the XL both have the ability to place a market hub service module while the medium does not. ok while i am not a fan of this i will accept that. what i wont accept is that the blue print to build the medium requires 4 market hub components. which drives the cost of the hull above what CCP projected the price would be. im all for free markets and player driven prices but ccp thats your doing right there. what sense does it make if the blueprint needs this componets only for the structure not to be abel to place the service.
either remove the requirement from the medium blue print or give the medium citadel the ability to place a market hub.
and o yea... buff anti subcap missiles damage cause i can tank a fortizar in my drake solo.... just saying |
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