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Syri Taneka
Un4seen Development Sev3rance
121
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Posted - 2016.02.12 20:04:08 -
[1] - Quote
Three things:
1) I think you mean 1% per level to gang links? So either 5% Role Bonus or someone put those bits under the wrong heading.
2) Swap the Mid/Low slot layouts on the Minmatar/Caldari and Amarr/Gallente ships. This is necessary to be in line with other ship classes which feature tank resistance bonuses.
3) Change the no-refit clause to trigger on PVP-timers specifically, and not PVE timers (preserves PVE refit gameplay *cough* Marauders *cough*) while still dealing with the problem of infinitely-adaptable jackhattery in PVP situations. |

Syri Taneka
Un4seen Development Sev3rance
121
|
Posted - 2016.02.12 20:08:30 -
[2] - Quote
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. |

Syri Taneka
Un4seen Development Sev3rance
121
|
Posted - 2016.02.13 02:19:53 -
[3] - Quote
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. |

Syri Taneka
Un4seen Development Sev3rance
122
|
Posted - 2016.02.16 18:55:42 -
[4] - Quote
ergherhdfgh wrote:In the current era of carriers Gallente and Minmatar carriers are at a huge disadvantage or should I say suffer from usefullness problems. Before I go on I just want to say that I ran a mass carrier production effort for several years so I feel like I have a decent handle on what sells and what does not when it comes to carriers.
Gallente carriers with their drone bonus may be able to be made into decent solo ratting platforms but not really all that much better than a properly fit faction or T2 BS. And when you consider how long it takes them to warp from site to site maybe not as good. When it comes to Triage mode without the ability to cap trans at the same range as their tank trans combined with the lack of a tank bonus they fall behind the Amarr and Caldari versions.
The Nidhoggur seemed to me like there were situations where it could be useful with it's bonus to tank trans amount. However again without a tank bonus and cap trans bonus they seemed to not get used much.
So now with these Force Auxiliaries you guys are giving resistance bonuses to the Amarr and Caldari again also with capacitor bonus. Gallente and Minmatar get bonus to local rep amount ( which is a huge disadvantage to resistance amount in large fleet fights ) combined with a cap charge bonus which is really kind of negated by the cycle time bonus that is given en lieu of boost amount.
Now I understand that this is sticking with the bonuses with the racial lines. However for cruiser sized logistics ships the ability to operate solo makes the Gallente and Minmatar ships very valuable in small and medium sized gangs as well as smaller incursion groups.
However when we are talking about capital class ships these typically only fight in groups, at least by choice anyway. Any time that I see a solo capital ship reported in intel it winds up being one of two things. Either someone hoping to travel through that got caught with their pants down or bait and far more often bait.
So with Force Auxiliaries I really don't see much of a role for the Gallente and Minmatar. I'm sure that they will get used and people will buy them however at a much lower rate than the the other two and probably more significantly the Apostle since the Archon was out selling the other 3 combined last time that I was involved in carrier sales.
I understand what you're arguing, but you are aware that Capital Cap Chain gameplay is going away, right? Remote modules will only be useful on FAUX and will only then be useful in Triage, where you can't be remote assisted. I doubt many people will be willing to fly fleets that depend on capital cap trans to function (outside of Titans), so that bonus is almost worthless. Only thing to consider then is whether tank bonus is worth more or less than repair bonus and worse slot layout.
Secondly... the purpose of Capacitor capacity bonuses is Capacitor levels after jumping. The bigger a pool you start with, the more you have afterwards. Really important for something planning to drop in and Triage right away. Enemies expecting you to come can do horrible things to low-pool capitals using a wave or two of void bombs. Bigger base capacity protects against that. On the other hand, we have the Gallente and Minmatar versions which are better at recovering from that with stronger cap injection. |

Syri Taneka
Un4seen Development Sev3rance
122
|
Posted - 2016.02.19 18:55:19 -
[5] - Quote
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 |
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