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Lugh Crow-Slave
1555
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Posted - 2016.02.12 20:16:06 -
[1] - Quote
So it seems heavy fighters are being limited to supers I was wondering what role carriers are ment to fill that isn't overshadowed by dreads or sub caps?
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 20:49:53 -
[2] - Quote
Rowells wrote:Lugh Crow-Slave wrote:So it seems heavy fighters are being limited to supers I was wondering what role carriers are ment to fill that isn't overshadowed by dreads or sub caps? Supposedly a versatile support platform. Can switch between (or run simultaneously) fighters and ewar squads. There's also the benefit of being able to position the support as needed, they mentioned at Vegas that they would be able to pre-position fighters and target locks would not be needed. So j could send fighters over to a fight while remaining a relatively safe distance away. Also don't know how capital ewar will pan out. It has potential to be a carrier specialty.
i guess my confusion was when they announced it carriers were only going to be able to have so many of one type of fighter type if this is still the same i feel it will just make it so that they are gimped in doing dps or are gimped in doing e-war. it made seance when there were 3 types to chose from but with two there is much less choice and it just comes down to slightly more e-war or slightly more dps
has that changed?
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 20:51:01 -
[3] - Quote
Jack Roulette wrote:Please tell me this doesn't mean FAUX and Carrier have the same prereqs now. Why in the ever loving F@#$ would I want to train all those drone skills to fly a logi ship?
you have always had to train them to fly a capital logi ship soo nothing has really changed
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 21:06:20 -
[4] - Quote
Jack Roulette wrote:Lugh Crow-Slave wrote:Jack Roulette wrote:Please tell me this doesn't mean FAUX and Carrier have the same prereqs now. Why in the ever loving F@#$ would I want to train all those drone skills to fly a logi ship? you have always had to train them to fly a capital logi ship soo nothing has really changed If "because it's always been that way" is the only answer you have you might as well just drool on yourself and tell me how much you like turtles. Because that's the most ******** answer to ANY question. What benefit does training fighter skills provide for a logi ship that can't field fighters? None. It would be the most nonsensical prereq in the game. It would be the equivalent of requiring gunnery V to use a mining barge.
except FAX will be using drones at least the most recent build we saw of them used drones
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 21:20:12 -
[5] - Quote
1 you can have more than one FAX on field but yes the one in triage will get primed first and the N+1 still applies so that wan't fixed
the minm and gal carrier are focused more on sub cap repping and smaller fights where the amarr/cal are focused on capital repping and bigger fights
3 cycle time is a great help with low buffer sub caps
4 these sound very interesting and could come through in a pinch. having more than one per ship could be very over powered
5 amarr already has a vertical ship but i do agree over all these ships look poor and it will be the only vertical caldari ship. the reason is probbably because they had to make large citadels have a vertical docking bay so they wanted to get the most out of it
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 23:29:43 -
[6] - Quote
Alexis Nightwish wrote:Syri Taneka wrote:Alexis Nightwish wrote:CCP you are hearby charged with two counts of complete and utter bullshit. Count 1; Special snowflake status for carrier pilots. CCP Larrikin wrote:Force Auxiliaries will instead use a renamed Carrier Skill. Amarr Carrier Bonus (per skill level): Caldari Carrier Bonus (per skill level): Gallente Carrier Bonus (per skill level): Minmatar Carrier Bonus (per skill level): So now THREE COMPLETELY DIFFERENT SHIP CLASSES will use the SAME ******* SKILLBOOK? Carriers, Supercarriers, and Force Aux? Bullshit to the highest degree! How is this different from what we have now? Carriers skillbook (racial) unlocks: Carrier and Supercarrier. Add Triage skillbook to unlock Triage use of Carrier, which is almost a different ship class compared to a Combat Carrier setup. The new FAX taking a) Carriers skill and b) Triage skill to be useful really just solidifies that technicality. That's just it, it's not different from what we have now, and what we have now is crap. They almost made is so that two of the three different ship classes you could fly with one skill (logi capital, drone DPS capital, drone DPS supercapital) would require its own training but they backed out. If things were equal the Dreadnought skill would let you fly a Titan (since it's "just a bigger Dread" just as a supercarrier is "just a bigger carrier"), and if they ever split the Dreads into a siege version and a non-siege version then the same skill should apply to both. This idea would be considered heresy if I suggested it, however the exact same thing is somehow okay when applied to Carrier/Supercarrier/FAX because that's the way it's always been done. but the dread skill is also a much faster train
tbh what i think they should have done is split the skill into two x12 and just given ppl with the carrier skills the equivalent level in the fax skill yes there would be some sp generated but it would have been the cleanest way going forward
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Lugh Crow-Slave
1556
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Posted - 2016.02.12 23:54:14 -
[7] - Quote
Lt Shard wrote:Quote:Despite those good reasons, we feel that we can address the amount of mastery and excitement available to Triage pilots without the need for refitting in combat, and thatGÇÖs exactly what we want to do. The answer is not scripted hardeners, all that is doing is apply a band-aid over a flesh wound. Just ******* keep it. Its absurd you want to go through with this change with so much push back and you still think its a good idea. I guarantee you whatever "fix" you come up with ccp, wont be as fun or unique as combat refitting. If you can script locally, it takes out the tool needed to refit(and it will probably be weak as ****, so why bother with it. With no combat refitting you would just slap on Faction eanms because you have no idea what the ship is going to go up against), lots of fights im in revolve around securing that tool or keeping it away from an enemy.
i think its less of how powerful combat refitting is now and more how powerful it will be after the addition of new mods. removing it also frees ccp up to add even more into the game but yes the gameplay behind refitting will be a huge loss to flying these kinds of ships and until we know the extent of the new mods we wont know if its better or worse
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Lugh Crow-Slave
1556
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Posted - 2016.02.13 00:12:34 -
[8] - Quote
Lt Shard wrote:Lugh Crow-Slave wrote:i think its less of how powerful combat refitting is now and more how powerful it will be after the addition of new mods. removing it also frees ccp up to add even more into the game but yes the gameplay behind refitting will be a huge loss to flying these kinds of ships and until we know the extent of the new mods we wont know if its better or worse Why would they make it better
why would they make the loss of combat refitting in exchange form more capital fitting options better?
i don't think they are actively trying to make things worse if thats what you mean
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Lugh Crow-Slave
1556
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Posted - 2016.02.13 00:16:59 -
[9] - Quote
Lt Shard wrote:Lugh Crow-Slave wrote:
i don't think they are actively trying to make things worse if thats what you mean
well they are
people said the same thing about jump fatigue
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Lugh Crow-Slave
1556
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Posted - 2016.02.13 00:26:18 -
[10] - Quote
Lt Shard wrote:Lugh Crow-Slave wrote:people said the same thing about jump fatigue and jump fatigue is a good thing the removal of combat refitting is ******* ******** its actually removing gameplay yes it is removing game play however it is gameplay that is making capital ships very hard to balance
combat refitting is the main reason i fly triage and unlike what so many people think there is a lot of for thought and skill that goes into this its a lot more than just pulling random cards into your deck
but i also know first hand how powerful it is and i can imagine how hard it must be to balance around
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Lugh Crow-Slave
1557
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Posted - 2016.02.13 01:12:10 -
[11] - Quote
Romana Erebus wrote:How about revamping that horrible Capital Navigation window. So instead of having to right click to jump you can have that window open and jump/bridge from that window instead to not only cyno generators but player lit cynos as well. Also it would work for blops capable operations as well . Instead of right clicking on a blops battleship to bridge through as long as you was in range you could have an option in the capital nav window to bridge thru when the portal is up. Currently makes no sense that all jump navigation requires right clicking instead of nav window.
i may be wrong but i think by nav window you are referring to the overview?
in that case i don't think it is capable of pulling information from outside the solar system and this may be a lot of work in legacy code to fix just for a small convinced however if it can be done easily it would be nice
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Lugh Crow-Slave
1557
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Posted - 2016.02.13 01:15:26 -
[12] - Quote
[quote=Mr Rive]wait what why does they all have 6 highslots
OH GOD WHO GAVE FAUX WARFARE LINK BONUSES I THOUGHT IT WAS MEANT TO BE A DEDICATED TRIAGE BOAT GODDAMN [/quote its meant to be a fleet support ship and considering its role 6 highs seems about right
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Lugh Crow-Slave
1557
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Posted - 2016.02.13 01:44:24 -
[13] - Quote
Mr Rive wrote:"It is important to remember that Force Auxiliaries are new ships and can be tuned specifically for Triage gameplay in both mechanics and stats"
tuned specifically for triage gameplay doesn't sound like they're meant to be fleet support ships at all, from what I gather, theyre designed to be dedicated triage boats.
1% bonus to Siege Warfare and Information Warfare Links effectiveness
If you think ANYONE is going to waste a highslot on a warfare link on one of these things, as opposed to having a dedicated fleet booster, then you're having a laugh.
Honestly, its a complete waste of two role bonuses, they might aswell not be there at all, theyre completely detrimental if fitted to any fleet, as not only does it reduce the amount of remote reps the carrier can give out (3 links, triage mod leaves 2 slots for reppers lawl), but the bonuses are so low, you are better off using a command destroyer over them.
A FAR better role bonus for a dedicated triage boat, especially considering the refit penalties, which are going to make jumping in to a hostile fleet a complete nightmare to counter, is giving FAUX a reduction in the capacitor amount needed to jump. That way, FAUX can actually be used to jump into hostiles, reducing a defender's advantage.
Another great bonus for FAUX to have would be a reduction in the amount needed for remote armor or shield reps
Another one would be to increase the effectiveness of capacitor battery resistance to counter capital neuts
Another one would be to reduce the amount of nanite paste needed to repair modules, or increase the repair speed of damage modules.
I could write about another 20 which would actually be useful to a FAUX, but having warfare links on a ship with 6 highslots thats meant to rep, triage, and cap transfer, is at the absolute bottom of the list.
Like I said maybe ccp is tailoring triage to now give warfare link boosts the 1%bonuse seems odd in every way of there if no plan behind it.
But if nothing is gong to be done with it then yes it is a major waste of three role bonuses
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Lugh Crow-Slave
1557
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Posted - 2016.02.13 02:04:29 -
[14] - Quote
Alex Lenin wrote:Lugh Crow-Slave wrote:3 cycle time is a great help with low buffer sub caps Someone use triage with low buffer ships? LULWUT? Triage on field mean that there already is BS or Cap fleet (or t3 armor cruiser, ok). And low buffer mean hight mobility, but triage-ship absolutely hasn't it.
Low buffer relative to capital ships
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Lugh Crow-Slave
1557
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Posted - 2016.02.13 03:15:21 -
[15] - Quote
Syri Taneka wrote:Can we get an idea of how Carrier skill bonuses are going to change since they will no longer be doing logistics? I have a Thanatos and a Nidhoggur and I want to know which (if either) I should keep as a carrier.
ii hope it gets its own blog they keep lumping things together into the same blogs and it makes the feedback threads a mess
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Lugh Crow-Slave
1559
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Posted - 2016.02.13 13:41:34 -
[16] - Quote
D3m0n sam wrote:What will happen with the original Fighter skillbook will this apply to the damage of squadrons?
Why do puerile not red the blogs b4 posting
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Lugh Crow-Slave
1560
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Posted - 2016.02.13 16:34:11 -
[17] - Quote
D3m0n sam wrote:Lugh Crow-Slave wrote:D3m0n sam wrote:What will happen with the original Fighter skillbook will this apply to the damage of squadrons? Why do puerile not red the blogs b4 posting Dev blog doesn't say anything is happening with the Original fighter skill? Other than it is only require for light / support squadrons.. I'f I'm mistaken please point it out rather than trying to bash someone for not seeing it..
It says more information on fighter transition will come in a later blog
Also just a heads up is not just light/support fighters is also still going to be needed for heavy fighters too
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Lugh Crow-Slave
1560
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Posted - 2016.02.13 22:20:02 -
[18] - Quote
Zee Zaugg wrote:Malcanis wrote:Mr Rive wrote:Malcanis wrote:Surely your analysis relies on Links working as they do at present? No, not really. Unless there is something amazing on the horizon, which I doubt, adding any kind of warfare link capacity to a ship which is designed for repping, and is, IN CCP's words, 'designed to die' is mental. Just give us a ship which is tailored for triage, please, for the love of god. It's not much to ask. I guess I just don't see why you've got your knickers in such a twist about it. It's not like it's costing you anything that FAX can, if they want to, fit links. Is Grath telling you that you will be forced to fit them? Are you being threatened? Listen, blink twice if you're being threated. You arent looking at the big picture. Those roles themselves dont hurt the ship, but the fact that they take up a spot that an actually useful role could be in means the effectiveness is less than it could/should be.
Role bonuses are not a mandatory thing nor is there some limit to how many a ship can have just like with the mesothelioma a useless bonuse does not remove a spot from a useful one
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Lugh Crow-Slave
1561
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Posted - 2016.02.14 11:42:38 -
[19] - Quote
CaesarGREG2 wrote:1.I agree , that New class "Auxilary" will have bonuses to Remote Repair as Logistics Role, and old OLD carriers will have role mainly DD , as drone boats.
But cant understand, why old carriers will cant use Triage modules? They was giving Self repair bonuses too.
Triage is some kind bastion module , so dreds have one , FAX have one , and carriers? should have one too?, maye little difrent than FAX but , cant be capital combat ship without it.
2.Repair fighters in space? Target them?
Refiting in combat changes :) good ones
To be honest I would like to see them be a capital that dies not rely on such a module also you have no idea the stats of these ships so it's a but early to panic
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Lugh Crow-Slave
1561
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Posted - 2016.02.14 11:45:59 -
[20] - Quote
Zee Zaugg wrote:
Role bonuses give incentive to fly ships and make them better than they are. And while they may not have a limit to the number of role bonuses, there IS going to be one, because CCP wont just tack on more of them. carriers have 3 so FAX will have 3 and they should benefit the hull and its role, hence ROLE bonus
Role bonuse are just use to add something to a hull that can't be put into base stats. That's it
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Lugh Crow-Slave
1569
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Posted - 2016.02.15 00:49:41 -
[21] - Quote
CivilAME wrote:Refitting the carrier during triage fights used to be one of my favorite game play modes. Maybe consider only allowing refitting of FAXes to only other FAXes. Sort of why people would bring two carriers to a fight rather then now one and a depot/nester/whatever.
I'm a Wormhole player so spider-tanking isn't really a thing for carriers/capitals.
I'm really hoping that fighters will need the same level of attention and micro management as the current carriers do otherwise the loss of combat refitting is really going to lesson my drive to be involved in large scale fights. I'm sure most triage pilots enjoy it for the same reason I do and that's because it's not only now intensive game play but much more rewarding gameplay.
But considering the new modules coming out I feel or would become far too powerful
Say I'm nueted to 0 and fill my mids with capital cap boosters after a short time to load the charges I'm back to full cap then I remove them and add rechargers back.
It's not so much that combat refitting is brown now or that is bad gameplay it's how is going to become overpowered or cause mods to be nerfed in such a way that capitals that can't combat refit will just be too week. As a wormhole pilot I'm sure you understand that there are times when a fleet can only feild one capital
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 10:38:15 -
[22] - Quote
Siginek wrote:Lugh Crow-Slave wrote:But considering the new modules coming out I feel or would become far too powerful Well ... we still dont have stats for capital cap boosters ... we might end up with module that is useless because its not boosting enough or boosters are too large to be effectively used ... i think minmatar and gallente FAX should get new cargo bay for theese boosters or allow them to be placed into fuel bay and expand it for those two
but we also don't even know how big the boosters will be. we do know that ccp said combat refitting was making balancing to hard though,but yes if these ships are going to be reliant on cap boosters and they are far to large than it would be understand able
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 12:55:25 -
[23] - Quote
Jon Styles wrote:I haven't read about this matter and cannot find anything on Internet. Am I just bad and blind?
But what's about the existing Caps/SCaps role bonus' after implementing?
(e.g. Remote Armor Rep for HEL, but cannot fit a triage anymore?)
the hel never could triage and no carriers and suppers will no longer be logistics
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 13:10:21 -
[24] - Quote
Jon Styles wrote:Lugh Crow-Slave wrote:Jon Styles wrote:I haven't read about this matter and cannot find anything on Internet. Am I just bad and blind?
But what's about the existing Caps/SCaps role bonus' after implementing?
(e.g. Remote Armor Rep for HEL, but cannot fit a triage anymore?)
the hel never could triage and no carriers and suppers will no longer be logistics Ok, my bad... I'm bad  But what about the carrier bonuses? HEL Minmatar Carrier bonuses (per skill level): 50% bonus to Capital Remote Armor Repairer and Capital Remote Shield Booster range 7.5% bonus to Capital Remote Armor Repairer and Capital Remote Shield Booster amountGÇó Can deploy one additional Fighter or Fighter Bomber GÇó Can fit 1 additional Warfare Link module
they are being altered to be a pure fighter platform no more rr from what eve have been told capital logistics modules will be useless outside of triage and its looking like they will be restricted to FAX but even if they can be fit to anything they wont be worth fitting. even on a fax they will be of no use outside of triage
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 13:26:44 -
[25] - Quote
Rommiee wrote:So, with the new Light Fighters & Support Fighters skills being introduced, I assume that the old Fighters and Fighter bombers skills will be redundant ?
As I have both these old skills to 5 on multiple characters, will they automatically transition to the new skills or will the skill points be refunded ?
no fighters is needed to train light/support/heavy fighters this was stated in the blog
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 13:52:13 -
[26] - Quote
RaSpBeRrY PlUsH wrote:Can we get these FAX machines to add some loving towards a drone bonus? The Rorqual is outfitted far better than these.
Add Role Bonus such as:
400% Bonus to Sentry Drone Range 200% Bonus to Drone Control Range 100% Bonus to drone damage, tracking, hit points, and speed.
they are not supposed to one issue with current carriers is their use of sub cap drones along with their logistics
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 13:52:59 -
[27] - Quote
Luscius Uta wrote:Quote:Capital Emergency Hull Energizer When activated, pushes the hull resists to 99% for 20 seconds. However, it burns out after cycling once. This module is a type of Damage Control, so you will have to decide if you want an Emergency Hull Energizer or standard Damage Control. RIP driveby doomsdays
i think that may be the point
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Lugh Crow-Slave
1571
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Posted - 2016.02.15 14:43:13 -
[28] - Quote
Luscius Uta wrote:Is there an estimate on build costs on FAXes? Will they require more materials than Carriers?
i would also like to know about dreads if they are getting chbs and smbs will their build recs change to reflect it?
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Lugh Crow-Slave
1573
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Posted - 2016.02.16 05:41:16 -
[29] - Quote
Brokk Witgenstein wrote:Rowells wrote: ok, thats an issue for all non-bonused ships. Why does this ship need such large bonuses for? Dreads dont have drones, Rorquals still die in fire with drones. Only capital with drones is carrier, which will soon be its own set of fighters. Why do we need to be introducing bonuses that a carrier doesnt even have?
Because the FAX is using the Carrier skillbook, and hence those godforsaken drone skills are a requirement. I get that the vets cried until CCP changed it, but I for one was quite happy with not having to train drones I had no intention of using. (please note this put the fax which was within my grasp in a matter of days well past the training required for a dread all of a sudden -- FFFFUUUUU). Be that as it may, now that drones are once again a requirement and a FAX is apparently a logi carrier (same skills), it stands to reason to grant the ship a proper bonus.
The ship uses drones so those done skills aren't useless
Abs to be fair ccps first plan was crap it just so happens they decided to go with a differant crappy one they should have just split the skill
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Lugh Crow-Slave
1574
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Posted - 2016.02.16 12:16:16 -
[30] - Quote
Rain6637 wrote:Ssssoooo support fighters will be the logistics drones? That's the only case where it makes sense that fighters and fighter-bomber skills wouldn't transfer into them.
You did read the blog right you need to train fighters to train the other 3 fighter skills from the looks of it only fighter bombers is changing its name
So this means you nor only have to train support fighters but light fighters too now good thing you can just inject sp though right?
Support fighters were described as Ewar when they were announced but I guess that doesn't mean they couldn't also be logistics
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Lugh Crow-Slave
1580
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Posted - 2016.02.17 03:53:07 -
[31] - Quote
CaesarGREG2 wrote:Carriers should have some kind Bastion Module, if u want take away Triage from carriers.
Carriers without Remote Repair bonuses on triage wont be so effective, so Triage should stay on Carriers, for Self Reps bonuses useage. Thats my opinion. (Self repairing platform immobile waiting for reiforcment to arive :) thats point
Capitals r bigs ships and ppl should not lose them so easly like sub - caps!
I have no idea the stats of local tank modules
i have no idea the stats of a carrier
But god damn ccp you better do what i say i know so much more
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Lugh Crow-Slave
1583
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Posted - 2016.02.17 11:55:46 -
[32] - Quote
Considering thwe FAX will in almost if not all large fleet fights be the primary why not give triage an immunity to the local effect of target spectrum breakers. I don't think this would be overpowered and it may give the fax a chance in big fights while having little to no impact on small ones
And ofc let them fit one
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Lugh Crow-Slave
1583
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Posted - 2016.02.17 12:07:24 -
[33] - Quote
Rain6637 wrote:FT Diomedes wrote:Rain6637 wrote:I just have some cap pilots with all their drone skills and specs trained, and I'm wondering what I have to train now to keep that pretty yellow eveboard. If you are mapped for perception and willpower, train the racial fleet auxiliary skills, then transfer the SP when they remove those skills. That's a great idea, I wish I thought of it. However, I'm remapped to Intel/Mem on 3 out of 4 cap pilots. I'm going to use that idea for the one. Thanks.
Them ccp pulls another oh never mind we ate just going to make the fax skills another set of bragging rights rather than remove and refund
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Lugh Crow-Slave
1584
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Posted - 2016.02.17 14:56:00 -
[34] - Quote
Cyrek Ohaya wrote:Do they truly believe Minmatar and Gallente Force Auxiliaries are going to compete with Caldari and Amarr? Well we never know.
depends on base stats but in a C4-C1 wh i could see them being used they will have a better resistance to nuets and thats basically the only thing that can kill a decent fleet with carrier support in those environments
but large fleet fights will probably only see the amarr one shield RR in a cap fight has always been a joke so no caldari
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Lugh Crow-Slave
1588
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Posted - 2016.02.18 15:27:55 -
[35] - Quote
PotterPig wrote:Quote:you will only require the Fighters skill to use Light, Support and Heavy Fighters. So its pointless to have the light/support Skills? or will they provide some bonus to their drones, like n% bonus to damage, Durability etc ? It's about time you tell us how exactly those new fighters work and how the stats are
could you really not read a few lines down?
devblog wrote:
The Light Fighter and Support Fighter skills will give bonus to Light Fighters and Support Fighters respectively. More details about the fighter transition plan will come in a later blog.
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Lugh Crow-Slave
1588
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Posted - 2016.02.18 19:19:58 -
[36] - Quote
PotterPig wrote:Lugh Crow-Slave wrote:devblog wrote:
The Light Fighter and Support Fighter skills will give bonus to Light Fighters and Support Fighters respectively. More details about the fighter transition plan will come in a later blog.
whops... not sure why I didn't see that ... thanks ! Would be nice to get the Numbers anyways
i get the feeling they don't have the numbers yet they have been pretty good so far at getting information out quick (some times a bit too quick imo)
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Lugh Crow-Slave
1594
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Posted - 2016.02.19 20:58:57 -
[37] - Quote
MR Spleen wrote:
I'm hoping that they change this so all FAUX ships get same bonuses to resistance and all recieve the shield armor and cap transfer ability the thing that always made the archon and chimera preferable to the other 2 races was the resistance bonus and with the archon/aeon pilot being able to use a slave set made this is what made it king of the hill so leveling this would make a much better thing than repair amount bonus as hp and resistances is whats really needed.
the local rep bonuses to ga/minm will be enough to make up for the lack of resistance bonuses and will give them a different role to the cal/amarr
if you make them all the same then we will just wind up having one that is slightly better and thus always used
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Lugh Crow-Slave
1594
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Posted - 2016.02.19 21:01:20 -
[38] - Quote
Syri Taneka wrote:I had a few thoughts regarding carriers and FAUXs I wanted to get down. They're more relevant to carriers overall, but involve the new guys a little.
Carriers have languished at the tail end of the Capital spectrum for a little while now, from as early as the time Dreads existed, and even more so when Titans went single-target DD and Supers became a thing. What has long been considered a proper non-fancy (t2 and maybe some faction) Carrier fit will melt in 30 seconds under the fire of five Dreads or Supers, or simply be taken off the field by a Titan. The same can not be said for the other way around. Carriers have been getting pushed more and more towards being "big sub-caps"; 2-3k dps beached whales with slow align and warp, with slow-locking heavy logistics on the side.
With this balance change, the Logistics side of things is disappearing. Carriers will now be nothing more than oversized drone boats vulnerable to just about everything else on the battlefield. They really are "big sub-caps", and it's time to start treating them that way.
Improve agility (align time) and warp speed, so Carriers/FAUX can better keep up with a heavy roaming fleet. Keep them below a BS but above where they are now. Modify cost through manufacturing needs so the hull itself (no mods) winds up averaging about 600M, tops. Reduce signature radius so that they remain fully vulnerable to sub-caps, but take less-than-full damage from capital weapons (about half), including fighter-bombers. Improve lock speed slightly to be closer to a BS.
Not sure what you're planning to do with Drone Controls, but definitely leave them in, and either allow more squads or more fighters per squad, whichever seems more balanced.
Now on to skill bonuses. These are purely for carriers.
Gallente: Fighter damage and local tank performance. Amarr: Fighter damage and armor resists. Minmatar: Fighter health and local tank performance. Caldari: Fighter health and shield resists.
Role bonus: Racially appropriate bonus to support fighters. IE Amarr: Neut, Gallente: Damps, Caldari: ECM, Minmatar: Webs
.... mind waiting till ccp anounces stats for the new carrier and fighters and see if the same issues remain?
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Lugh Crow-Slave
1594
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Posted - 2016.02.21 13:47:06 -
[39] - Quote
Lugganath wrote:if combat refitting is such an issue, kill the refitting timer restriction if the ship with the fleet hanger is Triaged. now there is a consequence to refitting on the fly and the enemy team gets a nice visual to know its happening in front of their eyeholes.
it also adds to the need for FAX ships in fleet combat where in-fight refitting is wanted, while not screwing with passive refitting offered from other ships (nestor, ect)
Except one of the biggest complaints people against combat refitting is triage carrier pairs/groups this only slightly mitigates the issue not solves it
And considering a non triage fax is going to be useless I can't see this making any differance
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Lugh Crow-Slave
1594
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Posted - 2016.02.21 13:51:47 -
[40] - Quote
Masao Kurata wrote: LOL "Can't Touch This" Damage Control. Here's how this module will be used: a pair of carriers (or FAX, whatever) will sit comfortably inside a docking ring refitting these off each other all day as they burn out. Other ships will be used to kill people who aggress them, the carriers themselves won't get weapon timers and thus won't be restricted from having 99% resists all day. They are a horrible idea in every respect and should've been scrubbed from the whiteboard less than a minute after being conceived.
Now please stop killing EVE, I liked this game.
But if the carriers have no timer then they are not doing anything...
And even if they and their fleet are tanking 60 (at witch point these modsites aren't needed) I would assume they will be as large as a standard capital mod so they would only be able to hold 3 each
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Lugh Crow-Slave
1612
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Posted - 2016.02.23 21:04:21 -
[41] - Quote
Faren Shalni wrote:Lugh Crow-Slave wrote:Lugganath wrote:if combat refitting is such an issue, kill the refitting timer restriction if the ship with the fleet hanger is Triaged. now there is a consequence to refitting on the fly and the enemy team gets a nice visual to know its happening in front of their eyeholes.
it also adds to the need for FAX ships in fleet combat where in-fight refitting is wanted, while not screwing with passive refitting offered from other ships (nestor, ect) Except one of the biggest complaints people against combat refitting is triage carrier pairs/groups this only slightly mitigates the issue not solves it And considering a non triage fax is going to be useless I can't see this making any differance Groups of triaged caps will only be a strong as the tank of the individual ship. You only need to break 1 triage during its 5 min timer to kill all of them (eventually.) Combat refitting was a tactic employed by skilled pilots to increase the survivability of their ship. But even with this mechanic triage will die eventually. Heat damage, pilot fatigue, pilot error or even your fleet getting reinforcements which tips the fight in your favour. It is an exercise in patience. If you cant break a triage then why are you still engaging. its the same as if the enemy drops 20 guardians. If you cant break it leave or bring something that can.
And the current combat refitting isn't a problem is what is going to be with the new mods ccp said they needed to get rod of it to properly balance the new capitals
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Lugh Crow-Slave
1612
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Posted - 2016.02.23 21:08:09 -
[42] - Quote
CaesarGREG wrote:All Capitals have "bastion modules" carriers should have one too.
FAX + Triage (give RR bonuses) Carrier + Triage (give Self Rep bonuses. )
Pls , think abaut how re design Triage module:) Simplest way always to take away somthing from ppl.?
"X has it so Y should to" is a terribly limited way of thinking
Also currently only 1/2 of capital ships have a form of siege module so it wouldn't be out of place for carriers not to. In fact only 1/2 the carriers in hake currently do. If ccp had a plan not to give them one (something they haven't said anything about) I would like to hear that first before whining
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Lugh Crow-Slave
1612
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Posted - 2016.02.23 22:00:59 -
[43] - Quote
Rain6637 wrote:Why would I fly a carrier for the same DPS and 5x the effort? The micromanagement is what does it. It turns a simple hull split into a ship class being put out to pasture.
it will mostly come down to how much dps light fighters do and how effective the e-war is
i like to think that since they went back to heavies are only for supers that the fighters are going to be strong
another bonus is you don't need a lock to sick your fighters on someone and if nothing has changed your range is the entire grid
this long range utility is one reason i think a siege mod would just limit its potential
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Lugh Crow-Slave
1612
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Posted - 2016.02.24 05:16:14 -
[44] - Quote
https://www.reddit.com/r/evecapitalfocusgroup/comments/470bzl/feedback_wanted_fighter_squadron_details/
DPS will be 8.4k with crius make application at max skills so it looks like carriers will be dedicated anti sub cap unless they get to fit heavy fighters and unless that happens I can't see them being used at all (the Ewar fighters are a joke)
I don't think carriers should be able to feild the AOE bomber but the torpedo bomber should be available maybe 1 slots not the full 3 that would give them 1.6k extra au max skills against capitals I don't think that's too much to ask
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Lugh Crow-Slave
1616
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Posted - 2016.02.25 16:30:56 -
[45] - Quote
aser09 wrote:Hi. I was reading upon your new dev blog about the Force Auxiliary capital, Skills, Modules and refitting. as I was looking though the new roles and bonus I came across the Minmatar Force Auxiliary carrier bonus (the current capital ship I fly now). I only fly the Minmatar carrier for the current bonus of 7.5% bonus to Remote Armor Repairer amount. I have only trained Minmatar skills for the carrier and not long ago I got it to lvl 5. now the remote armor amount bonus is going to the amarr carrier plus I live in a wolf rayet WH with mean the new 7.5% bonus to local Shield Booster amount on the Minmatar fax is not a bonus for me but a disadvantage
on top of that I trained the Minmatar carrier skill to lvl 5 when I took a break from eve but I did not stop paying for it each month as I would use the training time. now it comes I lose that as well.
good thing ccp is kind enough to sell you extractors
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Lugh Crow-Slave
1616
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Posted - 2016.02.25 17:02:50 -
[46] - Quote
aser09 wrote:Lugh Crow-Slave wrote:aser09 wrote:Hi. I was reading upon your new dev blog about the Force Auxiliary capital, Skills, Modules and refitting. as I was looking though the new roles and bonus I came across the Minmatar Force Auxiliary carrier bonus (the current capital ship I fly now). I only fly the Minmatar carrier for the current bonus of 7.5% bonus to Remote Armor Repairer amount. I have only trained Minmatar skills for the carrier and not long ago I got it to lvl 5. now the remote armor amount bonus is going to the amarr carrier plus I live in a wolf rayet WH with mean the new 7.5% bonus to local Shield Booster amount on the Minmatar fax is not a bonus for me but a disadvantage
on top of that I trained the Minmatar carrier skill to lvl 5 when I took a break from eve but I did not stop paying for it each month as I would use the training time. now it comes I lose that as well. good thing ccp is kind enough to sell you extractors I just spent -ú40.00 on AUR to get extractors before I seen the reworking blog about the Force Auxiliary capital and put 6 months on 2 of my accounts I have 85mil skill points as well so I only get 150k sp per injector
good then your willing to spend more ofc
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Lugh Crow-Slave
1619
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Posted - 2016.02.27 13:14:32 -
[47] - Quote
aser09 wrote:Tyranis Marcus wrote:Dracvlad wrote:Very good decision not to have the Force Auxiliary skill book, I was not happy to have to go and grab two very expensive skill books to gain back the ability that I had before this change and I have to say it caused an emotional reaction from me, so must have upset other players too.
The new fighter skills I can live with...
Thank you for listening to sound advice CCP. You know, I was surprised by that. I expected their response to be to refund isk and sp for the carrier/fighter/triage skills and let people reallocate them toward whichever ship they intended to use. That way they could keep separate skills for the two shiptypes, and you wouldn't have triage pilots with sp wasted on fighters, or carrier pilots with sp wasted on triage. yeah I think that would be more fair to all players.
How? The point was to make sure you could still do what you already can not let you hit a respec button I'm mostly upset with them just making it one skill the should of just split the skill in two that way is not so convoluted for people a year or two down the road asking why they need to train done skulls for a fax
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Lugh Crow-Slave
1619
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Posted - 2016.02.27 20:59:07 -
[48] - Quote
unimatrix0030 wrote:I am sad to see the combat refitting is still to go. That was hard, fun and engaging. In the dev blog you mentioned that you want to change it through the different modules you can fit to the capitals. You mentioned a few in the dev blog, is that all of them or are you guys planning more? It is a bit hard trying to see the impact of the changes when not all the pieces of the puzzle are there. Time is also an issue in these fax bonuses, how long until cap boosters run out? That is the thing to know before you warp it to the fight.
We haven't even been told the ehp of the capitals post balance or the dps but fax are going to need to be taker than the current carriers and be better resistant to cap or triage will be a thing of the past but I'm going to go into it optimistically at least until numbers come out
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Lugh Crow-Slave
1628
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Posted - 2016.03.01 04:32:38 -
[49] - Quote
Sean Crees wrote:What about combat refitting in PVE?
Are you planning on making refitting in space not possible while you have a 5min Non-Capsuleer Log-Off Timer?
Or are you going to give people a 60 second weapons timer for shooting NPC's?
i would assume you can refit in pve so long as you are not using bastion
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Lugh Crow-Slave
1719
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Posted - 2016.03.22 02:54:38 -
[50] - Quote
Nou Mene wrote:Combat Reffiting What do you think about giving Nestors a role bonus so it can combat refit (Nestors and only Nestors)?
... you would have to give every ship a role bonus say they could refit off nestors
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