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Thread Statistics | Show CCP posts - 17 post(s) |

Lugh Crow-Slave
1713
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Posted - 2016.03.19 07:37:24 -
[1] - Quote
how do i tell fighters where to go?
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 08:48:14 -
[2] - Quote
Epiphtheria Amilupar wrote:Is the construction cost of fighters going to come down to reflect the decrease in size and ehp? I wouldnt mind it as it is if the damage stayed this high, but you guys already said no to that..
it already is on sisi a 0/0 bp cost about 3mill iirc or 3 mill was the t2 variant (for light attack fighters)
this means a flight is more than on tq now but not to much
tbh i think this is a little high but still acceptable
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 13:00:35 -
[3] - Quote
Marranar Amatin wrote:If carriers are supposed to be still useable for ratting, then we need one of the following
1. Much more ehp on fighters. 2. Much lower costs on fighters 3. An even greater damage increase on fighters 4. A reliable way to keep aggro off fighters.
Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.
With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.
And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.
If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster. The latter would probably mean they are completely overpowered in pvp. Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.
Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.
My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists.
The fighters do not need added damage and they do not need more ehp they ate on a good place right now for pvp if that means they may be weaker in PVE so be it
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 13:26:54 -
[4] - Quote
Dawn'of'the'DeAd wrote:is singularity going to be put back online yet orr....
... it has been I'm on now and have been on for 3-4hrs
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 14:14:32 -
[5] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote:Marranar Amatin wrote:If carriers are supposed to be still useable for ratting, then we need one of the following
1. Much more ehp on fighters. 2. Much lower costs on fighters 3. An even greater damage increase on fighters 4. A reliable way to keep aggro off fighters.
Its not possible to test them vs npc right know, but looking at their stats and shooting them with an alt, shows that fighters die very quickly.
With the current mechanic I would assume that the only way to keep all fighters alive, is to immediately call them back if one is attacked. Which is quite difficult since they die so fast and there is no clear warning when one is attacked. Also this would be a huge dps loss since this means to call back the whole squadron.
And loosing a few fighters per anomaly makes the whole thing pointless if the anomalie is only worth ~30 mil while each fighter already costs 3 mil.
If they are supposed to be used like ammo, meaning you are supposed to loose and replace them all the time (which seems to be the purpose, consindering the size of the fighter bay, their ehp and the "reloading" mechanic), then either the costs needs to be also on the level of ammo, so the fighter need to be much cheaper, or they need to be much stronger, to make up for the loss by being able to clear anos faster. The latter would probably mean they are completely overpowered in pvp. Lets say you loose only 5 fighter per ano, with the current costs (about 3 mil from the blueprint) thats about half the bounty of a heaven, so you need to be able to do twice as many heavens as before, and since warping also costs time, the kill speed (and thus the damage) needs to be increased by about a factor of 2.5. This is probably too much damage for pvp.
Otherwise its not possible to use them as ammo so we need a way to keep them alive. Either much more ehp or a way to keep aggro off them. If the ehp increase is only so much that we can call them back in time, then we still need a significant damage increase, to make up for the 33% damage loss while recalling.
My prefered solution would be to make them much cheaper. This has the advantages of being easier to balance, since they dont get actually stronger, it makes the ratting more active since you have to send out new fighters, and creates a new good with constant demand for industrialists. The fighters do not need added damage and they do not need more ehp they ate on a good place right now for pvp if that means they may be weaker in PVE so be it He has a point (even if accidental) about lifespan, cost, volume and overall practicality. Especially when we consider their hilarious crappy speeds and how easy they will be to pop. And I'm meaning just from a PvP perspective, not really thinking about anoms given there are new NPC capitals coming, presumably as recompense for the loss of afk ratting.
The cost is can understand yes but their tank would worry me it seems to be at a good level so long as they are not getting sniped
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 14:17:17 -
[6] - Quote
The Ewar fighters seem rather lack luster consisting you need to drop 1/3 of your dps in a carrier to use them. The warp disruptor is not only weak but pointless unless your ate flying without a proper support fleet the others can probably be fixed by tweaking numbers but I can't see many carrier pilots giving up so much dps for a point
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 15:05:30 -
[7] - Quote
elitatwo wrote:Lugh Crow-Slave wrote:how do i tell fighters where to go? You need a target lock and the second they leave the launch bay, they show a gun and or prop mod icon which you can click, depending on the fighters. Click the lower gun icon and they are on their merry way. One thing, the anti-capital fighters seem a tad weak and the subcapital fighters are too strong and the anti fighter fighters seem okay-ish.
I'm not talking about telling them to engage in mean get the movement UI up in can only get it when using torpedo bombers mjd abulity
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Lugh Crow-Slave
1713
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Posted - 2016.03.19 18:08:10 -
[8] - Quote
Got to say I love the carrier on carrier play toy struck a nice spot with the anti fighters they require the carriers to fight first before they get invoked with the main fight and the fcs needs to decide if he wants to assist the carrier or not.
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Lugh Crow-Slave
1714
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Posted - 2016.03.19 23:28:42 -
[9] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote: The cost is can understand yes but their tank would worry me it seems to be at a good level so long as they are not getting sniped
Yeah I know, I need to do some testing tomorrow but the posted numbers suggest they're going to be far too easy to defang. It's their (lack of) speed, mainly, and the inability to launch replacements without pulling an entire unit. 1km/s (maybe 1.3) is just so awful. A minute and a half just to recall from 100km is insane. I mean people think the RLML reload is bad... sure they have MWD but if they don't save that for getting on targets, even battleships will outrun them.
Remember for 20s they go 7km/s and the new high slots for them five 6% to velocity rof tank and shield recharge
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Lugh Crow-Slave
1714
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Posted - 2016.03.19 23:32:07 -
[10] - Quote
Rob Kaichin wrote:It's worth raising the question: do drone speed mods work on them?
Otherwise, think of it this way: you keep your **slow** anti-fighter fighters with you (since they only get a 190% speed buff with evasive manoeuvres), whilst using your offensive light fighters (light bombers) (fast[ish]) to hunt enemy subs. If you see enemy anti-fighter fighters you recall and trigger the MWD.
Or at least that's how it might work in a carrier vs carrier thing. I really have no idea how half of this stuff's going to work.
I have done a bit of this and it tends to be the carriers don't feild anything other than anti fighters tool you and your fleet have killed the enemies. They ate very good at catching enemy fighters thanks to the scram they have so teeing to pull ties back in time doesn't work very often
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 11:02:43 -
[11] - Quote
2) For some light fighters (those that are currently fighters on TQ like templar) you need Light Fighters V just for T1 version. That's a bit overkill maybe? That does not prevent you from using them mind you, but I wonder which part is a bug - that you can use them withous skills or that they need a fighter skill at 5 for the mere T1 version. during the mass test ccp said that the t1 will only need level 1
3) Carriers still list the ability to fit triage in traits. Though triage has "Can only be fitted to FAX" attribute. Didn't try to fit triage on a carrier though, so dunno which one conforms to reality. carriers will no longer be able to fit triage
4) Errrm, you need racial FAX skills for FAXes. Wasn't the new plan to abandon them? this whole thing is a mess and if they do give fax to the same skill as carrier its going to screw and confuse anyone who trains into them after. however it is the carrier skill that affects them and just lvl 1 fax is needed but has no effect on the ships(minmatar fax is not being affected by skills)
5) Capital rep range. A FAX with capital reps in triage has like 9+12 rep range. Is this intended? Will triage have bonuses to rep range? Will reps be longer themselves? Or will we have our FAXes with the Lay On Hands spell as the only means of remote assistance? this one i'm not 100% on but from what i understand they will be given range in triage and on the hull the idea is reps are useless outside of triage
6) FAX fitting. Holy crap. I had to stuff Minokawa lows full with RCUs and Co-Procesors to fit it. Granted, there were no named capital remote assistance modules seeded on the market, but it's worse than Tachyons on T1 hulls. Didn't try other FAXes though.
the shield capitals are very very hard to fit atm and the minmatar and gallente hulls can not be fit to use just one type of rep they can only use about 2 of each
7) Some more interesting capital modules are not seeded - capacitor batteries, capital cap boosters. Could not find scripted hardeners either. a lot of them have not had their attributes added either so i doubt they are done yet
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 14:50:23 -
[12] - Quote
One issue with carriers is you can't add or remove fighters from the tubes when docked this leads to accidently overloading your fighter hanger.
When you do this the fighters are sent to your cargo when attempting to warp or dock causing your character to get stuck it can only imagine what this could cause in an emergency
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 15:00:01 -
[13] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: the shield capitals are very very hard to fit atm and the minmatar and gallente hulls can not be fit to use just one type of rep they can only use about 2 of each
Well, idunno. ATM triage 4-1 chimera isvery much fittable. Even with T1 modules. Granted you need a couple of PDSes, but they are benefical to the cause anyway. Minokawa OTOH requires both RCU and Co-proc (and a PDS) to fit. It's 5-1though, but it's not like you have any oher meaningful choice for FAX highs.
My bad I didn't mean capitals I meant fax so we are agreeing right now
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Lugh Crow-Slave
1714
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Posted - 2016.03.20 16:39:46 -
[14] - Quote
The fighters are too samey that the slight difference makes the choice almost always gal.
Problem is the speed difference is not all that big of an issue when picking fighters.
I would say epithet make the only difference damage your (boring) or make it so that add damage goes up so does sig either that or alter the range and application of the fighters
Going with either of the above would give you a more meaningful choice based on what you ate up against
(This problem is reversed when dealing with interceptors where minmatar is the default choice)
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 18:25:56 -
[15] - Quote
Torgeir Hekard wrote:Okay, there's definitely a scale problem with the FAXes. At first I thought it's some in-hangar bug, but then I unocked into a Wyvern. And I think I could definitely scoop it into cargo hold. Based on our relative sizes.
The problem is woth all the other capitals being to small not the fax being to big
Just put a nid next to any battle ship
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 18:36:37 -
[16] - Quote
CCP Lebowski wrote:. - Double click squad move commands result in ship moving.
How do I find the move commands
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 22:16:10 -
[17] - Quote
LR fighter application is whaaaaaaaaat to good you guys sure it wasn't speed to be 3300m because 1.8kdps with that application is broken this is preskills
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Lugh Crow-Slave
1715
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Posted - 2016.03.20 22:17:48 -
[18] - Quote
Double
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Lugh Crow-Slave
1715
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Posted - 2016.03.21 05:20:44 -
[19] - Quote
Kainif voncarstion wrote:you cant buy skill point injectors if you don't have the 5bill to buy them with. unless by some miracles reason I missed something hear.
... just commit insurance fraud we are talking server right?
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Lugh Crow-Slave
1719
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Posted - 2016.03.21 17:08:28 -
[20] - Quote
Zeus Cronus wrote:Hi,
I'm missing visual feedback what my fighters are doing.
They shoot somebody? The guns will cycle but I don't get a UI feedback who they shoot You try to tackle somebody? No UI feedback You try to jam somebody with your fighters? No UI feedback and you will never know if it was successful
If would be perfect if fighters would give you the same visiual feedback as drones and the different E-War modules when you use them so you see which ships your fighters are currently attacking, pointing and jamming.
features still to be implemented wrote: - Fighters squadrons will have status text displaying important information (Range, speed, current action etc)
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Lugh Crow-Slave
1719
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Posted - 2016.03.21 17:29:32 -
[21] - Quote
Morrigan LeSante wrote:I take it back, fighters are crazy hard to drop. That shield recharge daaaaamn.
Ed: I'm not sure the damage of the normal, light fighters (firbs/templars etc) is what I'd call "super overpowered" to be honest.
i noticed this too particularly on E-war fighters
i think when they do lower the tank they should (if needed up the THP) but greatly lower the recharge when being shot have the recharge only happen if they are not being shot at. It is very unrewarding to be shooting something and to keep seeing its health jump up so rapidly
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Lugh Crow-Slave
1719
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Posted - 2016.03.22 00:47:50 -
[22] - Quote
NextDarkKnight wrote:Eli Stan wrote:NextDarkKnight wrote:Couple question,
Regular carriers will still be able to field drones just we are limited to 8 now?
There will be no more drones at all on carriers. "Carriers and Supercarriers still have drone bays" is listed as a known issue/bug by CCP Lebowski. I though that was only for Super Carriers. That's a shame for the carrier because it's nice to have some versatility that doesn't cost you a ton of isk to field. I can understand the super carriers but not the regular carriers. Shame the near infinite waves of sub cap aplication was not versatility it was op
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Lugh Crow-Slave
1719
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Posted - 2016.03.23 00:10:53 -
[23] - Quote
Why would i fly any carrier not a Than it gets the most DPS and can has the largest fighter bay
and then why would i ever fly a chimera if i need tank the archon tanks better has more fighter space
and its the same with the FAX the archon has the best tank and cap by a mile unless the cap boosters are really powerful there will be no point using anything else
just saying right now we are going back gal being the end all for fighters and amarr being the end all for triage

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Lugh Crow-Slave
1719
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Posted - 2016.03.23 00:29:16 -
[24] - Quote
Thalesia wrote:I would like to suggest the following changes:
Background: Currently the damage potential of fighters if all criteria is met (webs,fitting,paints) of a supercarrier is 6600 (maxxed out nyx) and a thanatos can pull 3600.
Currently on sisi a thanatos can pull something like 4k ish roughly with it's three groups, and a supercarrier can pull roughly 4.3k ish.
Problem: The problem is that supercarriers and carriers can launch the same amount of light fighters with small differences in ship damage bonus's, this brings the subcapital damage potential of a supercarrier way down relative to a normal carrier.
Solution to the problem: Increase light fighter damage by a flat 33%
Decrease allowed light fighter groups to 2 on normal carriers. and keep the 3 on supercarriers.
this will put the balance of power back in it's place and will also promote the new racial carrier bonus's that apply to support fighters and give people an incentive to use them more.
i see no issue with a supper carrier not being able to do massive amounts of damage to sub caps when compaired to a carrier they still blow carriers out of the water when it comes to attacking capitals
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Lugh Crow-Slave
1719
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Posted - 2016.03.23 00:43:48 -
[25] - Quote
Thalesia wrote:Hm this is true, but then again a super carrier costs 20 times more, is 20 times more likely to be hunted. I feel like a supercarrier should have the potential of doing more to incentevise people to use them more on risky business.
then again I see your points, a 33% dmg increase would lead to a super 1 shotting most battleships with the rocket salvo. kinda feels appropriate for supers to be able to doomsday battleships tho seeing as titans can doomsday capitals? I dunno.
remember you also have the burst e-war utility over standard carriers as well and cost should never be a balancing factor as 1 isk is worth more to x than it is to y
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Lugh Crow-Slave
1719
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Posted - 2016.03.23 01:19:34 -
[26] - Quote
Also carriers look dumb coming out of the large hangers have them come out of the sub cap hangers they fit in them perfectly and it doesn't look so silly
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Lugh Crow-Slave
1720
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Posted - 2016.03.23 04:55:36 -
[27] - Quote
Soleil Fournier wrote:Lugh Crow-Slave wrote: I'm not sure if they've gotten around to resizing capitals yet, but carriers need to be much bigger. When a Machariel is nearly the size of a carrier yet the carrier can haul 2 of them, there's a problem.
FAXs are bigger than supers as well. Supers need a pretty hefty size increase. Hope they do it for this expansion.
Ideally carriers will be put just under the size of dreads and supers put just under the size of titans
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Lugh Crow-Slave
1720
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Posted - 2016.03.23 06:19:35 -
[28] - Quote
Thoor Achasse wrote:Lugh Crow-Slave wrote:Why would i fly any carrier not a Than it gets the most DPS and can has the largest fighter bay and then why would i ever fly a chimera if i need tank the archon tanks better has more fighter space and its the same with the FAX the archon has the best tank and cap by a mile unless the cap boosters are really powerful there will be no point using anything else just saying right now we are going back gal being the end all for fighters and amarr being the end all for triage  maybe if the amarr and caldari fighters also got a per level resist bonus to compensate for the smaller drone bays? still not sure this would be enough but maybe where did the thany got the most dps ? the bonus dmg from fighters got removed , all carries does the same DPS now , racial carrier skill gives +10% FIghter dmg. the bonus got updated yesterday
No today it was 2.5 dmg and velocity for minm 2.5 damage and hit points for gal just 4% tank resists for amarr and caldari
The caldari now has an anemic capacity of sub 70k fighter storage while minm and galleries are over 80 these numbers are with fighter hanger skill maxed it a has changed since carrier bonuses were first altered
To be honest the dps isn't even the main issue is the limited fighter capacity that will make the biggest difference
Hell the two carriers with the largest fighter bays also are the two with fighter survivability bonuses
EDIT
They all also get 5%optimal to racial Ewar fighters
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 10:09:59 -
[29] - Quote
Luscius Uta wrote:Do FAXes really need 6 high slots? You cannot fit them all reliably with remote assistance modules without sacrificing local tank which was not the case with current triage carriers. I would prefer one of their high slots moved to either a mid or low. They also need a decrease in scale as you currently cannot see the entirety of their hull in station hangar.
I can get them all full easily of the gal/minm and only with miner sacrifice on the amarr caldari did need some fitting mods however.
Also the carriers stats have not been reballances to accommodate the new changes (like how their thp has not been lowered) so CPU and PG may be changing
Not to mention the compact rr mods ate not even seeded yet
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 11:46:18 -
[30] - Quote
Soleil Fournier wrote:Math on Ship bonuses in reference to the 7.5% nyx damage bonus:
HP on Wyvern: 16,579,501 million EHP. HP on Nyx: 9,800,311
That's a -69%- increase from the Nyx to the Wyvern. Plus, the Wyvern used a low to add a drone damage unit, counteracting the nyx 12.5% damage bonus on the hull and even overtaking it in damage. If the nyx wanted to add a damage unit of its own to keep pace, it lost an additional 2 million HP by taking off an EANM.
The fits were as close to mirror as I could get: 2 Plates / Capital Shield extenders, 2 EANM / Invulns, 3 active hardeners. 2x PDU, DCU, DDU in the lows for the wyvern. Wyvern has an additional mid slot to use for ASB/MWD/Cap Booster.
The Nyx needs its 10% damage bonus back.
What about the respective fighter bay sizes?
Also has the hp rebalance happened yet? If not these numbers are useless
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Lugh Crow-Slave
1722
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Posted - 2016.03.23 12:25:08 -
[31] - Quote
Luscius Uta wrote:Lugh Crow-Slave wrote:Luscius Uta wrote:Do FAXes really need 6 high slots? You cannot fit them all reliably with remote assistance modules without sacrificing local tank which was not the case with current triage carriers. I would prefer one of their high slots moved to either a mid or low. They also need a decrease in scale as you currently cannot see the entirety of their hull in station hangar. I can get them all full easily of the gal/minm and only with miner sacrifice on the amarr caldari did need some fitting mods however. Also the carriers stats have not been reballances to accommodate the new changes (like how their thp has not been lowered) so CPU and PG may be changing Not to mention the compact rr mods ate not even seeded yet Admittedly I tried only with Apostle since it's the only one I can fly, and noticed it doesn't have enough PG to fit 4+1 remote modules and 2 local reppers. Though I suppose that CCP is mimicking logistics cruisers who typically need an ACR rig to be fit properly.
also it looks like the apostle is meant to use buffer to survive triage and cycle out to get RR rather than rep itself. while the gal one is built to be self sustainable
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Lugh Crow-Slave
1724
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Posted - 2016.03.23 15:02:26 -
[32] - Quote
Morrigan LeSante wrote:Can you please bump the lock range cap up passed 300km?
... GL getting fighters to and from the fight at that range
Also CCP are you meant to be able to BM fighters? atm it lets carrier pilots bounce around the feild and makes it very easy for the enemy to intercept them
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Lugh Crow-Slave
1725
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Posted - 2016.03.24 01:38:24 -
[33] - Quote
Miss 'Assassination' Cayman wrote:elitatwo wrote:Final thought, there will be a huge sale of nyxes, aeons and wyvers soon-ish since you can nano a hel and why would you fly any other boat? Also Thanatoses since they lose half the damage bonus, which was just barely enough to choose them over Archons or Chimeras in some cases. Also with Nidhoggurs getting the same damage bonus as well as significantly better ship and fighter speeds, there's no real reason to use a Thanatos unless you're expecting your fighters to get shot just a little but not a lot. It seems like it would be better to have only the Thanatos and Nyx get damage bonuses (and significantly larger bonuses like 30% to make it a viable alternative to a 25% tank bonus) and give the Nidhoggur and Hel the speed/agility/sig radius bonuses Minmatar are famous for.
I think you are forgetting a key attribute the nyx and than have, A much larger fighter bay the thans is nearly 20km larger than a chimeras thats over 2 extra flights of lights. also the nid can't tank as well as the than and again has slightly few fighters
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Lugh Crow-Slave
1725
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Posted - 2016.03.24 02:14:38 -
[34] - Quote
Any chance the Networked sensor Array will get a neat animation?
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Lugh Crow-Slave
1725
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Posted - 2016.03.24 04:04:18 -
[35] - Quote
Kieron VonDeux wrote:I hope CCP actually makes the Niddy and Hel usable instead of keeping them as the black sheep they have been for years.
Saying that someone may find them useful doesn't cut it, and just because nearly everyone has trained something else doesn't mean they shouldn't have their time in the sun.
The LIF is for POS repping now.
well i have already found a very powerful use for the new nid in WH ^.^
and lol if you think any shield RR ship is going to be usefull
any chance we can change the E-war optimal range to a strength bonuse (doesn't need to be 5%) except on the than currently that extra range doesn't help these fighters at all and a power bonus would give more diversity in carrier use. atm E-war fighters are just as strong or weaker than their mid slot counterparts but you have to give up 1/3 of your DPS to use them thats just to week
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Lugh Crow-Slave
1726
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Posted - 2016.03.24 05:16:00 -
[36] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:
any chance we can change the E-war optimal range to a strength bonuse (doesn't need to be 5%) except on the Thanatos currently that extra range doesn't help these fighters at all and a power bonus would give more diversity in carrier use. atm E-war fighters are just as strong or weaker than their mid slot counterparts but you have to give up 1/3 of your DPS to use them that's just to week
Indeed. It really feels like if support fighters are to get any use the carriers either need a dedicated launch tube for them or they need to be absurdly powerful to the point they'd be considered OP. Sacrificing 1/3 of the DPS is just far too high of a price for what they do.
not sure it needs to go that far a simple local bonus on the carrier to the racial type should be more than enough to make them worth putting a flight or two in your bay. remember citadels and supers can field more than one flight of these so altering the base stat of the fighter could cause issues.
the idea of giving carriers 4 flights 3 light 1 support would also work and i think this would be fine but it would detract from a way to more define the carriers. Giving pilots a reason to train more than one
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Lugh Crow-Slave
1726
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Posted - 2016.03.24 05:45:50 -
[37] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:the idea of giving carriers 4 flights 3 light 1 support would also work and i think this would be fine but it would detract from a way to more define the carriers. Giving pilots a reason to train more than one Unless they get a huge bonus to their type of support fighter and one of them proves to be very overpowered, that won't determine what carrier gets used or which ones people will train. The slot layout and other hull bonuses are far more important. For example, if you're in an armor fleet and want to live, you're going to pick an Archon regardless of other bonuses. Same for Chimera in a shield fleet. If you don't care about survival, you'll pick the Nidhoggur for that extra speed//range and damage. Having a bigger bonus to the racial support fighters wouldn't be enough to significantly sway that decision unless it's very powerful, which I only see happening for the neut or ECM fighters, and those two carriers will be overused already. The only balanced way I can see of making the racial support fighter bonus a big enough to influence the carrier choice would be if they unlocked a special fourth ability only usable by that carrier. That would probably only give the Archon and Chimera an even bigger advantage though since neuts and ECM seem more abusable than point or web.
not true a moderate bonus would not make them all that powerful like i said probably less than 5% per level the only carrier i see losing out on this is the than do to the points being well almost pointless but that is the same as now.
the web fighters play very well into the new nid design and they would make it a viable option
nuets and ecm would ofc be attractive as well
the idea that a shield fleet will almost always take a chimera and and armor fleet will almost always take an archon is flawed unless in large fleets. in small ones the smaller fighter bays and lack of survivability bonuses will make these carriers vulnerable their tank means nothing if they can no longer field fighters.
and while again i see little issue in giving carriers another flight so they can field these w/o the loss of dps it would not provide another point of incentive to fly one over the other (btw i dont mean this will be the reason to chose one over the other just that it would be a small factor). It also takes a choice away as to what set up i'm fielding atm it will always be 3 lights 1 support where as now there is a choice as to weather i want 3 lights or 1 support
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Lugh Crow-Slave
1726
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Posted - 2016.03.24 06:41:56 -
[38] - Quote
Miss 'Assassination' Cayman wrote:Fair enough, but in what situations would it be worth dropping a squad of lights to use a support squad? The only thing I can think of is if you really need webs because somebody messed up the fit and/or fleet composition.
while there are plenty of reasons to use the web fighters besides some one screwed up (such as only shortly to catch something till your fleets tackle can get there) the cap and ecm ones i can only see right now being used as a last minute crap i need to break tackle and the disruption one is just a joke in a popper fleet.
maybe giving the fighters a limited 3rd ability
the two i like the most with this are
a short duration 5-10s powerful paint for the minmatar ones (this will allow for a timed fleet alpha if coordinated right)
and a short duration scram 10-20 for the gal (this will help your tackle catch a ship using an mwd but cant hold it on their own)
the amarr and caldari ones are harder as i cant really find a way to give them a fleet oriented ability
for amarr a high alpha nuet maybe?
caldari an ECM burst or perhaps a very strong ecm blast with a long cool down?
these would all have a limited number of uses b4 heading back to the carrier 3-5
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Lugh Crow-Slave
1726
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Posted - 2016.03.24 07:05:53 -
[39] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Fair enough, but in what situations would it be worth dropping a squad of lights to use a support squad? The only thing I can think of is if you really need webs because somebody messed up the fit and/or fleet composition. while there are plenty of reasons to use the web fighters besides some one screwed up (such as only shortly to catch something till your fleets tackle can get there) the cap and ecm ones i can only see right now being used as a last minute crap i need to break tackle and the disruption one is just a joke in a popper fleet. maybe giving the fighters a limited 3rd ability the two i like the most with this are a short duration 5-10s powerful paint for the minmatar ones (this will allow for a timed fleet alpha if coordinated right) and a short duration scram 10-20 for the gal (this will help your tackle catch a ship using an mwd but cant hold it on their own) the amarr and caldari ones are harder as i cant really find a way to give them a fleet oriented ability for amarr a high alpha nuet maybe? caldari an ECM burst or perhaps a very strong ecm blast with a long cool down? these would all have a limited number of uses b4 heading back to the carrier 3-5 The short burst web and scram are interesting ideas. The scram probably wouldn't be fair though since it could be used to cancel an MJD every time.
only if they were close enough to it to do that limiting the range to 1/2 that the current disrupter uses may help there.
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Lugh Crow-Slave
1727
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Posted - 2016.03.24 07:46:43 -
[40] - Quote
currently all the differant fighters have different icons in the fighter bays any chance we can get these moved onto the overview
back when this was tried with drones it made seance not to do it do to the vast numbers and similar uses but as a carrier pilot being able to see at a glance if the fighter group coming this way is a flight of heavy bombers or space supremacist fighters is going to be vary important
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 03:10:19 -
[41] - Quote
Soleil Fournier wrote: Other suggestion:
Increase fighter refuel/rearm time to 20 seconds. The near instant refuel/reload/relaunch is bad when I can recall my fighters, then deploy them and fire special abilities on a close range target without delay. Think Battle of Midway. Ties in with Ammo management from issue number 1.
issue i see with this is it limits a carriers already short range
better option is 5-8 seconds and not to engage a carrier in close range combat
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 03:30:32 -
[42] - Quote
CCP Lebowski wrote:
Fighter show info windows now include skill requirements (And they are correct in all cases)
What is the reasoning behind making carriers take so much longer than any other ship to train? their hulls are already higher than dreads and now they need 2 x12 skills just to use T2 weapons and 4x12 and 1x14 to be at peak effectiveness
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 04:33:48 -
[43] - Quote
Rock Brackenshield wrote:One thing, I was wondering if it would be possible to increase the docking range of the Wyvern for the squadrons it launches, if possible?
When I recall squadrons, the Wyvern I'm in actually gets bumped by the squadrons as they're being recalled
This is not just the wyvern it happens to the nid and chimera
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 04:36:56 -
[44] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:CCP Lebowski wrote:
Fighter show info windows now include skill requirements (And they are correct in all cases)
What is the reasoning behind making carriers take so much longer than any other ship to train? their hulls are already higher than dreads and now they need 2 x12 skills just to use T2 weapons and 4x12 and 1x14 to be at peak effectiveness To be fair, one of the 12x skills only applies to supers. Still a ridiculously long train though.
True But it's still much longer than a dread
Or also means once you hit t2 you have no where to go unlike all other weapon systems where those who really want to squeeze a few extra % out can if they want to put the time in
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 05:16:55 -
[45] - Quote
Torgeir Hekard wrote:Eeeeh. 40km sig resolution and insane radials feel kinda weird.
I understand the underlying math, but IMHO it would be better to do this in more familiar units - that is, scale down the resolution to 400m and adjust the radial accordingly for antisubcapital guns.
It would both reflect the intended use for the antisubcap guns and put the stats in a familiar context where they can be easily compared to other antisubcap-capable weapons without resorting to a calculator or decimal shifts.
except sig a res and tracking don't translate they are used for different parts of the equation. if a ship is not moving faster than your tracking or it is not in fall off then scan res means nothing it has no effect so changing the stats like you propose changes how these will be used
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 05:55:22 -
[46] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: except sig a res and tracking don't translate they are used for different parts of the equation. if a ship is not moving faster than your tracking or it is not in fall off then scan res means nothing it has no effect so changing the stats like you propose changes how these will be used
This statement is factually wrong. The only part in the turret damage calculation where direct comparsion is used is the range calculation part. The tracking part is purely multiplicative. Your way of thinking is correct for themissile application, but turrets are much more straightforward. http://wiki.eveuniversity.org/w/images/8/86/TurretHitChance1.pngThe formula was out there on the official wiki until it burned down, and it de-facto has (Turret Resolution)/(Turet Tracking) in it without any specific thresold checks.
thats not at all how missiles work missiles sig is always calculated
if sig was also always calculated no matter the trans flying straight at a BB in a frig would not be suicide nor would holding still
if you want to see when sig is always calculated try hitting a non moving frig with a torp
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 06:56:49 -
[47] - Quote
So....
we change carriers to be pure anti sub cap platforms and give them 3x12 skills to train
then we give dreads HAW that out preform fighters at anti sub cap and are much easier to train
whats the point of using a carrier O.o
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 06:58:43 -
[48] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: thats not at all how missiles work missiles sig is always calculated
Perhaps my sentence structure was confusing, but the formula example and the following explanation was for turret damage. Missile damage logic was only mentioned as the example of damage calculation involving stat thresholds.
either way if a ship is moving slower than your tracking you apply full dmg if it is in optimal regardless of sig
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 16:48:11 -
[49] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: either way if a ship is moving slower than your tracking you apply full dmg if it is in optimal regardless of sig
Negative. Let's talk extreme examples, because they are good showcases. Let's take a Naglfar with capital arty. It's tracking is 0.00224 rad/s. Let's take a target doing 100m/s. At what range does this target have more angular velocity than the turret tracking? Well, we know that w = v/r by definition of angular velocity. Where w is angular velocity in radians per second, v is tangental velocity in m/s and r is distance to target in meters. Therefore r = v/w. With our numbers the threshold range is 100/0.00224 = 44643m. Okay, les't fire up pyfa, load up our naglfar (2414 deeps with 3 gyros), open the DPS graph generator and put it up against a target doing 100m/s at 90 degree angle. Now, if we take a taget with 5K signature then sure at 45km the numbers will be close (around 2180 deeps. Not full deeps, but close). But if we take a taget with 100m signature, the damage is, well, zero. Well, pyfa puts it at 1e-92 order of magnitude at the 44-45 range bracket. The outcome should have been pretty obviuos from the hit chance formula tbh. Again, it does not have thresholds in regards to tracking. It de facto only has a product of effective sig ratio (as in sig to turret resolution) and effective angular velocity ratio (as in angular to tracking). It's pretty obvious if you rearrange the fractions a bit that the turret stats are represented by (Turret Sig resoluton)/(Turret Tracking) without any further threshold checks, and you can proportionally change them without affecting the hit chance.
lol yeah why i shouldn't be on at 4 am :/
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 16:55:50 -
[50] - Quote
any chance we can get the markets outside 6-c seeded with the new mods as well?
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Lugh Crow-Slave
1731
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Posted - 2016.03.25 18:05:48 -
[51] - Quote
Marranar Amatin wrote:
Could you please clarify if that is on purpose?
asked ccp that when dealing with if they were meant to be used against capitals at all (atm they cant hurt capitals)
the response i got back was "we are expressly not telling what we expect these to be used for"
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Lugh Crow-Slave
1732
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Posted - 2016.03.25 19:17:00 -
[52] - Quote
so quick question.....
is the phoenix meant to have a turret point?
i mean i dont think it would hurt anything and it is a nice call back to old caldari layouts but is it supposed to be there
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Lugh Crow-Slave
1733
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Posted - 2016.03.25 20:31:04 -
[53] - Quote
CCP Lebowski wrote:
Fixed various text errors
want to try for round 2?
in the mean time what is the skill supposed to be
5% to both vel and damage or 5 % just to one of them
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Lugh Crow-Slave
1734
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Posted - 2016.03.25 23:06:20 -
[54] - Quote
Marranar Amatin wrote:No that is not ok. You cant just post random numbers and then claim its ok. I just explained why its not ok, and just posting some dps numbers does not refute any of that.
no it is ok. why because if a capital loses the ability to rat then thats OK if they hasn't then it makes no diferance
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Lugh Crow-Slave
1734
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Posted - 2016.03.26 00:33:16 -
[55] - Quote
Marranar Amatin wrote:care to explain why it is ok if caps loose the ability to rat? Just because you dont like to do this?
There are many people that like to do so, and invested a lot of skillpoints and isk specifically for ratting in capitals. Taking that away just because you dont care about it, is awful.
Hey I have a great idea, lets reduce titan hp to 1/1/1 with zero resists. I dont have one, so if they are not useable afterwards thats ok.
no because it is far more important to balance how these things work against other players rather than how they work against npcs
its far worse to have a ship that is good for ratting but broken in pvp than a ship that is balanced in pvp but cant rat
mission and ratting pay out can be adjusted if it has a huge impact
trust me i want these things out ratting they are one of the best targets to blops onto but i dont want that at the expense of ballance
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Lugh Crow-Slave
1735
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Posted - 2016.03.26 04:01:00 -
[56] - Quote
Osat Bartlett wrote:I guess that "Remote Repair Impedance" that siege and triage have as bonus don't work as planed. I've tested in Sisi. And I've confirmed that siegeDN and triageCV receive not only cap transfer(Is it included in remote assistance?),but also remote repair. I wonder if that "Remote Assistance Impedance" don't work too.
you can still triage CVs? thats def a bug
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Lugh Crow-Slave
1737
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Posted - 2016.03.27 07:30:45 -
[57] - Quote
Soleil Fournier wrote:That being true, active reps have historically been underpowered and should be much better than they are now. Capitals are mostly going to be fighting against other capitals and heavily damaging citadels. They need to have some survivability on the capital battlefield. Reliant on FAX'S yes, but there should still be a viable choice between active reps and buffer tank. Right now that choice does not exist.
I believe when I worked the numbers my cap armor rep ll only did 800dps worth of repair (skills might improve that some). But that won't even tank a single dreadnaught.
My moros got wtfbbq'd the other day. Even with siege and an ancillary rep, each cycle did barely a sliver of repair and wound up doing nothing to prolong the ships destruction. That's why buffer is the only choice, active reps are useless.
Reps should repair a good chunk of damage but at the cost of high cap drain to prevent perma repping.
I feel like it is intentional that Dreads active rep better than carriers and carriers buffer better than dreads and i dont find that difference to be a bad thing
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Lugh Crow-Slave
1737
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Posted - 2016.03.27 14:05:53 -
[58] - Quote
Miss 'Assassination' Cayman wrote:It kind of feels like the changes are being designed around supercarriers while the only concern with normal carriers is that they don't compete with supers at all (like this Reddit comment). If there's concern about normal carriers getting too close to supers with their light fighter bonuses, keep in mind that supers can use heavy fighters, two squadrons of support fighters, burst projectors, and have extra warp core strength, while normal carriers are losing a lot of their current utility in favor of a pure DPS role.
Considering titans can't hurt sub caps and supers used to have no abulity to use sib cap drones I don't think it should be an issue if super carriers are only a little or no better at dealing with sub capitals I really hope you take a second look at this ccp. At the moment with Haw as effective as they ate there is very little reason to train carriers do to how much longer the hull and weapons take to train than dreads.
Disadvantage of dreads
Stuck in one place for 5 min
Illusion of shorter range than fighters.
Less application without fleet support
Disadvantage of carriers
DPS can be killed
Significantly longer to reload of not fighting right of the carrier
Monstrously longer training time
Not effective against other capital ships.
Less dps than HAW
Why most of this becomes an issue is carriers can only fight sub caps but atm there is a better option for less sp
Either fighters need to be stronger/faster (to actually give them the range they appear to have) or haw need to have their dps cut 1/3
Or give carriers some heavys this makes them a better options to dreads do to flexibility but dreads become a better option because they can do more dps to either sub cap or capital.
Personally I like they idea of their role being anti sub cap and I think it will lead to better escalation progression but you cant let them be overshadowed by haw just so they don't compete in their specific role woth one of the super carriers roles
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Lugh Crow-Slave
1739
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Posted - 2016.03.27 22:01:45 -
[59] - Quote
Jen Makanen wrote:I have a few question I'd like to raise here, not sure if they've been asked before but I'll fire away.
1. [DELETED]
2. Is the new Chimera model likely to come with this update? I'd love to see my new updated Chimera in space!
3. Is there a way in place to repair fighters/squadrons while they're in space? Will RR work on them?
4. From referring to the r/evecapitalfocusgroup sub, is there any advance on the numbers for the generic carriers? Nid's speed bonus on fighters feels a tad underwhelming, personally anyway.
Thanks for taking the time to read and answer these (if anyone does!)
JM.
2 I doubt it
3 they heal on their own seeing add all their hp is in shield
4 that speed bonus is probably the most powerful put pod all the carriers add it gives the nid much needed range and makes the fighters harder to kill
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Lugh Crow-Slave
1741
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Posted - 2016.03.29 04:10:05 -
[60] - Quote
Marranar Amatin wrote:A short test to get more reliable numbers:
Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.
Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.
The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.
This is just too low. Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful.
While the overall damage does need to go up in both its main abs secondary I would like to see the majority of it raised in its secondary so it feels more powerful at the same time I would like to see it far more alpha based with a slower cycle this would let fighters stay out longer and make more of an impact
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Lugh Crow-Slave
1741
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Posted - 2016.03.29 10:32:38 -
[61] - Quote
Crazy KSK wrote:I feel like a roll carriers could fill is the one of the utility capital and allow them to field 3 flights of support fighters
Except currently support fighters are about as useful as Ewar drones
Also making carriers powerful enough to make them viable in this role would mean making them more powerful than the Ewar sub caps and I worry thus would quickly become overpowered in large numbers
:/ that said I would like to see the Ewar fighters become more useful than they are now
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Lugh Crow-Slave
1744
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Posted - 2016.03.29 11:02:08 -
[62] - Quote
Marranar Amatin wrote:There already exist ewar ships that compared to carriers are very cheap, easy to skill, fast and agile.
So to make up for the drawbacks, carriers would have to be much more power in that role than the ewar ships.
While that would give carriers at least a role they can fulfill, I think that there are too many drawbacks:
-Difficult to balance since this would bring a whole new level of ewar to eve. And ewar already is quite strong, not sure how much fun fleets are against capital-damps and capital-ecm, and how to balance them. at least this would need extensive testing.
-There already are specialized ships for that niche, they should keep this as their own role.
-many players have skilled carriers because they want the dps (most for pve reasons), changing their role from dps to ewar would mean their ships and skills are now useless to them.
Not to mention the anti sub cap role the current balance has placed them in its a perfectly good fit it just needs a bit more tweaking to make sure they do it well enough
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Lugh Crow-Slave
1745
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Posted - 2016.03.29 12:05:05 -
[63] - Quote
Mimiko Severovski wrote:T2 triage in its current form on the test server is missing the 'Capacitor need reduction for remote assistance modules -20%' bonus. Is that intended or a bug? Test server Triage statsTQ Triage stats
I noticed this to and I really hope is a bug that a cap reduction is one of the only reasons to spend the time getting tactical logistics V
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Lugh Crow-Slave
1746
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Posted - 2016.03.29 20:44:57 -
[64] - Quote
Marranar Amatin wrote:what is HAW supposed to be? These anti-subcap capital guns? In that case I dont like the idea. Its too complicated, messes too much with existing roles, and has no advantage to the simpler solution. Just increase fighter damage and remove the stacking penalty from FSU. Then carriers are fine.
This
Carriers do not need HAW
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Lugh Crow-Slave
1746
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Posted - 2016.03.30 00:49:56 -
[65] - Quote
Thalesia wrote:Marranar Amatin wrote:I doubt your 4k dps on the nid, as I mentioned earlier, a thanny with 5 DDA II und 5 FSU II does around 1445 with the main weapon. secondary is about the same dps (maybe 5% more). So spamming the missiles on cooldown (which is not possible because of reload) should not be more then 3k. faction modules are not that much better. maybe 3.3k with full faction.
Secondly: You realize that the main role of the dread still is big damage against large targets? The ability to also shoot subcaps for still very good damage, is just a bonus that adds flexibility, not the main reason for bringng a dread. The carrier on the other hand has no other use than shooting subcaps, so obviously it should be better there.
On tranq, dreads are widely used for their damage abilities, obviously, being stuck for 5 minutes does not mean that they arent competetive outside wormhole space. They already are competetive. And on tranq they dont have the subcaps weapons at all. Carrier on the oder side, are never used as damage dealers with fighters. And on Tranq their damage is even better then now on sisi. your calculations are WAY off, I got 3660 on a maxxed out thanny with 4 normal dda's with firbolgs (highest dps drone) easily 4k with faction lows. and the use of a dread as a anti capital weapon is not what i'm contesting, i'm contesting the subcap version as not being competative, and why should I do that in a dread and not just undock a carrier instead, it's not like the dread can swap to capital weapon mid fight?
Except the anti sub cap role is secondary to a dread not primary. Where as with a carrier it's not only the ordinary role but the only role and takes much longer to train. As well the tests of done show dreads kill ships cruiser and above mitch faster than carriers and a dreads damage can't be destroyed.dreads other than the Phoenix also don't take nearly as long to reload witch vastly lowers the dps of fighters
Tbh haw made a lot of sense before we knew carriers were only going to be anti sub cap ships but now they will either be made useless by carriers or worse they will make carriers useless
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Lugh Crow-Slave
1746
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Posted - 2016.03.30 00:57:08 -
[66] - Quote
Thercon Jair wrote:1. None of the Minmatar Carrier Skills seem to apply to mods fitted to the Lif.
2. It appears the Lif will be wholly underwhelming even with the cap booster charge bonus in place.
The issue still seems to stem from a couple things:
1. With sub-capitals, there are actual uses for non-tank slots.
2. An apostle can fit 2 Cap Armor Repairers while still attaining high resistances. To achieve the same rep amount a Lif needs to fit a shield boost amplifier.
2a. If the capacitor booster amount bonus is used, the Lif needs to fit a capacitor booster, removing yet another tank slot.
2c. If a Ninazu uses the capacitor booster amount bonus, it does not use up a tank slot.
3. Apostle/Minokava receive capacitor amount bonuses, while at the same time receiving a repair amount bonus.
3a. Lif/Ninazu receive the capacitor boost amount bonus, while receiving a cycle time bonus. The cap use is a lot increased if compared to the amarr/caldari counterparts. The cap boost amount bonus does not appear to make up for it at all. In fact, a single remote shield transfer uses the same cap in about 3 seconds that the booster can provide in 12 seconds.
This seems to make the gallente, and especially the minmatar FAX, pretty much useless.
The gal and minm fac are to be used in sub cap fleets and not to permanently run their reps or get nearly the ehp of the amarr and caldari
However gal easily blows the lif out of the water similarly the Abbat one blows the Caldari out of the water
Over am the fax balance within its own classis very poor
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Lugh Crow-Slave
1746
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Posted - 2016.03.30 01:14:36 -
[67] - Quote
Thalesia wrote:I don't agree, a dread that equips sub capital weaponry is comitted to that rule for the duration of combat. i'm saying that a carrier is superior in this aspect, and if you have access to all the skillpoints and isk needed, I will take a carrier for that role, if a dread is the only ship you have skills and isk for i understand ur reasoning more.
why is a carrier superior? it has no tracking component , orbit a dread at 500 and it's useless even with the new subcap weapons, barring a stasis webifier and a huge sig radius. (except for the phoenix)
obviusly it has less hp, but for a scenario like hit n run, or black ops, I see a carrier being WAY more effective as tank is less of a criteria. and it can push same if not more dps as a subcap dread.
Just because that is its role for that fight does not mean it is the primary rule for the hull
And for hot and run fleets like that conventional blops fleets would still be far superior.
A hull dedicated to anti sub cap should do that role better than a ship that can choose its role
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Lugh Crow-Slave
1747
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Posted - 2016.03.30 01:46:56 -
[68] - Quote
Thalesia wrote:your mentality on this is that a dread should be happy they can shoot subcaps at all?
the reason I wanted more out of this is because I do small gang pvp with 2-5 players w alts, so we don't have the luxury of putting X number of people in bloated and sub optimal ships.
I was hoping for a higher reward from fitting subcap guns and being sieged for 5 minutes than 4k ish dps.
and nids will be far superior to black ops for my fleet sieze bracket, 4k dps per carrier is vastly superior to any black ops ship, nevermind the far superior tank etc, i'm not saying nerf carriers, i'm saying buff sub cap dreads, take away the need for sieging while doing sub cap weapons.
or add the ability to carry 2 sets of weapons, and a ability to swap between them like a svipul with a significant cooldown (let's say 5 minutes)
also it's worth keeping in mind that they are REMOVING a dreads ability to fuckblap subcaps and giving them about the same a current carrier can deliver with full application bonus's applied. I personally would like a bigger return on the removal of a game feature which was cruical to small pvp groups like mine in dealing with being heavily outnumbered.
That's because my mentality IS that if ccp is going to force carriers into an anti sub cap role then dreads should be anti capital
Of you ate in a small gang and want a capital to help you with anti sub then use a carrier rather than make carriers obsolete
And again dreads currently on sisi kill ships cruisers and larger much faster than carriers I'm not sure where you got your numbers for carrier dps but they do significantly less than haw
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Lugh Crow-Slave
1748
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Posted - 2016.03.30 11:24:21 -
[69] - Quote
Marranar Amatin wrote:Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus.
Another thing about fighters: They are not really balanced among each other. The stats seem to be identical in every way except speed and damage per hit. Firbolg for example has 16% more damage than Templar, while Templar is 16% faster. Not only makes this the Firbolg superior, since you are usually going to prefer the damage, it also means we will probably have a similar situation as we had before the drone changes: Either use Gallente Drones for the damage, or Minmatar Drones for the speed (but the speed bonus is probably too small to consider this, so just use Gallente for everything), but nothing in between. Unless you really want to shoot with a specific damage type. If you want to keep this large difference in damage, then the weaker drones need some bonus to application.
I of course agree on the dreads not out doing carriers thing
But for the drones I world rather see a larger increase in speed than in application. Basically you sacrifice damage for range rather than application. Carriers seem to want to have the ability to have great range but currently is a joke to try to use them past 100km
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Lugh Crow-Slave
1749
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Posted - 2016.03.30 12:28:46 -
[70] - Quote
anyone else notice that turrets have had their tracking speed and sig res upped by a factor of 1k. was this do to the siege and HAW change?
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Lugh Crow-Slave
1749
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Posted - 2016.03.30 12:39:39 -
[71] - Quote
Luscius Uta wrote:Kieron VonDeux wrote:Luscius Uta wrote:I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced. Placeholder requirements are not release requirements. Are you implying they will change? Because I would like to know them in advance, so I can decide should I postpone my remap or not.
no ccp is just going to leave the T2 plate at hull upgrades I
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Lugh Crow-Slave
1749
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Posted - 2016.03.30 12:56:54 -
[72] - Quote
did the math to see where the highest damage fighters would be (Firbolg II) with max skills and with 4 FSU II and one DDA II if there was no stacking penalty on the FSU
the dps is 1996.70
this feels very very low considering these are the highest damage fighters and you need to factor in recall and reload time on top of this. however i am no good with stacking penalties so if some one could do the math to see what the dps with these would be with 4 DDA II it would be helpful
one with FSU II stacking and one without
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Lugh Crow-Slave
1749
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Posted - 2016.03.30 18:43:27 -
[73] - Quote
it's also really annoying that you need to train 2x as long for 1/2 the bonus.
rather than 1 x 12 skill that gives 20% we get 2 x12 skills that give 5%
so our SP is worth 1/4 of what it was -.- im depressed now
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:39:41 -
[74] - Quote
Marranar Amatin wrote:@Rong Guy: I am quoting my own post about sub cap dreads: Marranar Amatin wrote:Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus. Also you are probably underestimating the dps. I've seen a screenshot with quad 800: >4800 dps. probably with imps, and maybe heat... but thats still a lot.
hell my phoenix gets over 5kdps with out heat
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Lugh Crow-Slave
1757
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Posted - 2016.03.31 21:46:35 -
[75] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:Marranar Amatin wrote:@Rong Guy: I am quoting my own post about sub cap dreads: Marranar Amatin wrote:Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus. Also you are probably underestimating the dps. I've seen a screenshot with quad 800: >4800 dps. probably with imps, and maybe heat... but thats still a lot. hell my phoenix gets over 5kdps with out heat Sure, but how well does that apply? Torpedoes aren't exactly known for doing full damage.
100% to cruisers if i have a support fleet and i can manage pretty good on my own if i drop tank
(grapple beams help a lot to)
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 01:16:24 -
[76] - Quote
Captain Thunderwalker wrote:When will the new changes to wh escalations go online on sisi/? need to start testing this soon!!!
the npc capitals are already there so probably soon
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 13:40:03 -
[77] - Quote
Jane Hemah wrote:also did any one look at the capital reppers? For the same amount of time shield reppers rep close to 40% more hp thn the armor reppers.
this is normal tho
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 15:45:24 -
[78] - Quote
oops
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Lugh Crow-Slave
1764
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Posted - 2016.04.01 21:22:04 -
[79] - Quote
while i have my grips as to the flex armor hardener being better than the flex shield something needs to be done to the UI of both to denote them as flex hardeners during combat so you dont need to mouse over and see what hardener you can change
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Lugh Crow-Slave
1768
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Posted - 2016.04.02 17:10:00 -
[80] - Quote
Rek Seven wrote:Seriously, wtf is happening with dreads? They some developer attention, not just "here are some new guns and an extra high and some new mods... enjoy!"
Can we at least get a dedicated thread of the upcoming features section?!
You mean like how they only fit slightly better than the FAX
And what happened to the phoenix's cap out takes most of it just to run a hardeners
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Lugh Crow-Slave
1770
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Posted - 2016.04.03 10:54:25 -
[81] - Quote
Miss 'Assassination' Cayman wrote:It seems like none of the drone skills except Fighters actually have their advertised effects on fighters. Once that's fixed fighters will have roughly 50% more damage and speed, and 25% more durability at max skills.
And since somone would probably say they're not intended to affect fighters, they actually say in the descriptions that they affect fighters.
well....
that there might just be the issue
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 14:25:32 -
[82] - Quote
CCP Lebowski wrote:Hey all, This weekends update has brought enhanced fighter movement controls and a forum post with titan stats! The op has been updated, but ill quote the relevant parts here  CCP Lebowski wrote:Giving movement orders to your Fighter squadronsWhen you have one or more fighter squadrons selected in the fighter HUD (Note the selection functionality is not yet final), you can now give it/them a move order in one of the following ways: - Using the conventional right click menu or radial menu.
- Using the selected item window
- Using go to point navigation (default shortcut is M)
You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time. Spaceships!Stats & Feedback threads: Titans As always we encourage you to go and check it out and do your very best to break it!
problem is you cant issue a command when related to your own ship
such as telling my fighteres to orbit me or keep me at range
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 15:26:47 -
[83] - Quote
Mister Ripley wrote:CCP Lebowski wrote: You can also now select your ship in the same way by clicking your ships HUD. This allows you to give orders to your ship and one or more fighter squadrons at the same time.
This is awesome. It works on all ships. I'm playing around with it and it's just awesome!! So much fun!   IMO it's pretty hard to see the thin vertical line. This screenshot is in front of an almost black background. May adding a brighter spot (second picture) on the horizontal pane can help.
also in order to see my fighter squads number i need fighters on my overview
anyway we can make it so i always see my fighters?
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Lugh Crow-Slave
1775
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Posted - 2016.04.04 22:14:33 -
[84] - Quote
Sisi Collins wrote:so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come???
i would of loved to see some of these randomly spawn about in LS
be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW
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Lugh Crow-Slave
1775
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Posted - 2016.04.04 23:15:41 -
[85] - Quote
Sisi Collins wrote:Lugh Crow-Slave wrote:Sisi Collins wrote:so all new capital PvE content is capital NPC ships in Nullsec and capital spawns for WH, which where announced by CCP Fozzie on o7 Show episode 15???
Or more info will come??? i would of loved to see some of these randomly spawn about in LS be crazy to see what would happen if an NPC titan spawned in the middle of a hub fight in FW CCP Fozzie said that NPC capitals will spawn only in nullsec
i know thats why i said i would have loved not i love how they will
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Lugh Crow-Slave
1775
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Posted - 2016.04.04 23:49:03 -
[86] - Quote
Mr Grape Drink wrote:So, about the Rorqs 40% bonus to Captial Remote Shield Booster range per level...and the changes to cap reps...what do?
it's getting a full rework
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Lugh Crow-Slave
1778
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Posted - 2016.04.05 00:19:02 -
[87] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull Right now if you stuff a carrier full of fighters it will cost around 480 mil. People just don't do it because they don't expect to lose many/any fighters. In a lot of situations the new fighters wouldn't get destroyed either, so people will probably go out without a full hangar.
except i now have to use fighters and we have found them very easy to kill with a few T3d spread across the field so they will be lost quit a bit
before i didn't even need fighters and i certanly didn't need a full hanger of them but now i have no choice but to use them
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Lugh Crow-Slave
1783
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Posted - 2016.04.05 08:35:40 -
[88] - Quote
Another issue I see with the coast of these is when you go up against another carrier
I like that space superiority fighters do there job well and the balance is right no change needed
But my god carrier vs carrier fights will not be cheap
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Lugh Crow-Slave
1785
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Posted - 2016.04.05 11:32:32 -
[89] - Quote
Jeff Morpox wrote:Fighter Squads seem weak and npc's wreck them. That's going to take carriers out of the PVE part of the game. Dropping billions of ISK on fighters just to have NPCs chew halfway through your squads before they can return to bay. NPCs seem to prefer targeting the fighters over your carrier... I dunno seems worse to me. I like the Idea, just not the execution.
Currently tank speed and tank skills from drones are not Appling to them correctly
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Lugh Crow-Slave
1793
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Posted - 2016.04.07 01:17:58 -
[90] - Quote
is it intended that the gal FAX does shield RR and the minm does Armor
currently the CPU/PG forces this set up
ofc none of the FAX seem to have enough cpu/pg so idk
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 11:10:00 -
[91] - Quote
Sekeris wrote:Miss 'Assassination' Cayman wrote:Sekeris wrote:Lugh Crow-Slave wrote:is it intended that the gal FAX does shield RR and the minm does Armor
currently the CPU/PG forces this set up
ofc none of the FAX seem to have enough cpu/pg so idk Look at the faction mods, they are much reduced in fitting (shield booster upto 90tf!), and seem to the only way to effectively make use of the fitting room on all capitals... Sure, but those will probably be going for about 400-700 mil each, so it adds up very fast. I am aware of that, and i think the difference is too big. Afterall on a carrier 90tf will also fit you ~3 drone mods. The difference should be reduced to ~30tf. For illustration the following gains could be made between T2 and faction per mod, depending on item: Armor rep local: 18-23 tf lower 18.75-25k mw lower 380-980 gj/activation lower 980-1920 rep amount higher Armor rep remote: 10-12 tf lower 22.5-30k mw lower 150-550 gj/activation lower -35-105 rep amount lower/higher 1300 m base falloff+optimal higher Shield boost local: 70-90 tf lower 11.25-15k mw lower 380-980 gj/activation lower 760-1360 boost amount higher Shield boost remote: 30-35 tf lower 15-20k mw lower 140-740 gj/activation lower -50-150 boost amount lower/higher 1300 m base falloff+optimal higher The range & rep or boost amount looks ok for the price increase, but the fitting and activation costs look pretty big. More so on the CPU where 30 tf reduction can fit a drone dmg aug on a carrier. Power is not so much of an issue i would say, since that is balanced for capitals. The CPU doesnt change all that much, and while i am sure relatively this fits in with other mods, because the numbers are so big the final result is somewhat overwhelming. Other new capital mods show a similar picture in fitting reduction with faction. If you use a few capital mods you can easily free up 100-200 tf cpu with faction mods (depending on armor or shield fit).
but these mods should be there to get a bit extra out of your ship they should not be required like they will be on the FAX if numbers stay the same
Citadel worm hole tax
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 12:23:07 -
[92] - Quote
Sekeris wrote:Lugh Crow-Slave wrote:but these mods should be there to get a bit extra out of your ship they should not be required like they will be on the FAX if numbers stay the same And the shield carriers i would say. Armor seems to be in a pretty good place right now. Allthough that is mostly for PVE, i have no idea how they will work out for PVP. Shame. Supers seem better in every way.
None of the carriers seem to have fitting issues now that CCP confirmed FSU are meant to stack
Well I suppose the Chimera needs one co-processor for a full on tank fit but it's really the fax that have fitting issues
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 12:57:05 -
[93] - Quote
Sekeris wrote:Lugh Crow-Slave wrote:None of the carriers seem to have fitting issues now that CCP confirmed FSU are meant to stack
Well I suppose the Chimera needs one co-processor for a full on tank fit but it's really the fax that have fitting issues I have yet to work out a fit for the shield carrier that works ok and lets me fill out all the slots and add such things as prop mods, tank, and dmg mods. A networked sensor array, 3 FSU, 3 drone mods, T2 shield ex and booster is all the cpu is mostly gone. That leaves 36 cpu for the last low, high and 4 mids for the nid, and 194 for the chim and extra mid with my skils. If you swop the booster and shield ex for a plate and armor rep the archon has 266 cpu left, and the thanny 392. Not that you would actually use it like that, but still, i think it illustrates the issue. If you think 3 FSU is too many, then a 50k MWD will take up 25tf more cpu. Miss 'Assassination' Cayman wrote: I assume you mean they don't have fitting problems because it's not worth filling the highs with FSUs. In that case, wouldn't other options such as capital neuts cause similar fitting issues?
Capital neuts are worse for fitting then FSU, so fitting a rack of those hurts more. A networked sensor array and 4 FSU is probably the easiest to fit. Or you would leave 2 slots empty.
For one you should not be fitting an active booster to these things the active reps are balanced around siege modes and carriers lend themselves to a more buffer based fit.
Then after a velocity and mass change to the carriers the prop mods are now a joke and not worth firing to anything other than a mwd for better warp on travel fits.
Citadel worm hole tax
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 13:14:24 -
[94] - Quote
I would like to correct myself after going back on sisi I can no longer get the Chimera to fit.
Now I would like to go off on a differant point
There is no such thing as an armor carrier. There are only two carriers and they are both shield
Thannatos and Nid
The archon and the Chimera pretend to have a role in large capital engagements however by the time things shift from dps carrier to tank carrier supers will be used instead.
There is simply no reason to use the archon or chimera over the thanatos and nid
Now the thanatos gets a full DPS and Max tank fit with no fitting mods
Same worth the nid
Citadel worm hole tax
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Lugh Crow-Slave
1869
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Posted - 2016.04.11 02:44:35 -
[95] - Quote
so i put this idea in the carrier feedback thread but thought i would put it here too
what about giving carriers a range and power bonus to local racial t1 e-war
damps for gal tp for minm td for amarr ecm for caldari
this would give a reason for players to use them in large cap fights (e-war with capital tank)
and separate them from the burst e-war of supers while having a seance of progression
it would also give the armor carriers a use for their mids
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Lugh Crow-Slave
1870
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Posted - 2016.04.11 03:04:25 -
[96] - Quote
also a nearly minute long reload is crazy for carriers their dps is no where near high enough to warrant that make it 2 seconds at most per charge these things also need to fly back from and to the target
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Lugh Crow-Slave
1875
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Posted - 2016.04.11 19:44:38 -
[97] - Quote
LittleBlackSheep wrote:Lugh Crow-Slave wrote:also a nearly minute long reload is crazy for carriers their dps is no where near high enough to warrant that make it 2 seconds at most per charge these things also need to fly back from and to the target Reload time is quite high, yes. One could say, you lose more damage from calling them back, reload and watch them travel back to their target than just letting them on the field using their normal attack. At least if the target is not absolutely closerange. However, the worst part about fighters currently is: Once tackled, you lose an entire squad in seconds. They need *at least* 3 or 4 times the buffer they have now and a useful resistance profile. Their small signature and their basespeed do not protect them enough, once webs are on the field. I tested a well-fitted Thanatos in a C5 Sleeper Site and I was not able to kill even the first wave, the Sleeper switch their damage to the fighters after like 5 seconds and they totally wreck the squads, most times before you can call them back. My entire fighter bay was empty afer a few minutes and the carrier basically worthless. These fightersquads will die even faster (a lot!) vs. T2/T3 cruiser gangs with tackle and medium guns.
so glad some one else sees how easy these are to kill no one would listen when i said in pvp using a chimera wont work as you will be out of fighters long b4 a thannatos is out of tank
Citadel worm hole tax
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Lugh Crow-Slave
1994
|
Posted - 2016.04.13 03:06:01 -
[98] - Quote
Antony Ottig wrote:Quote:Capital remote reps repair for less then large ones that makes no sense what so ever. CCP focused so much on balancing capitale remote reps under TRIAGE that they missed completly that they are WORSE than simple Large remote reps OUT OF triage! Capital Remote Armor Repairer II__ Tech II __1-á950 GJ__18,00 km __12.00 s __875 HP Large Remote Armor Repairer II __ Tech II ____365 GJ__14,40 km ___6.00 s __512 HP Wtf if this? Just boost the amout of repair it Capital remote reps to be better then Large and lower the TRIAGE rep bonus for cap modules
have you not been paying attention? they wanted to remove any and all chance of spider-tanking capitals so they made sure Capital RR is basically worthless outside of triage
Citadel worm hole tax
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Lugh Crow-Slave
2021
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Posted - 2016.04.13 06:56:45 -
[99] - Quote
Luscius Uta wrote:Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs.
What do you mean undocumented?
But yes they have a reduced effectiveness the math works the same as with bombs
They are not supposed to replace heavy nuets on capitals they are just a new nuet meant to be used against capitals
Citadel worm hole tax
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Lugh Crow-Slave
2023
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Posted - 2016.04.13 07:18:24 -
[100] - Quote
Luscius Uta wrote:Lugh Crow-Slave wrote:Luscius Uta wrote:Do capital neuts have undocumented reduced effectiveness on ships with signature radius below 8000 m? If not, what their signature radius attribute means? And if yes, it'll mean people will still fit heavy neuts to get rid of stuff like HICs. What do you mean undocumented? But yes they have a reduced effectiveness the math works the same as with bombs They are not supposed to replace heavy nuets on capitals they are just a new nuet meant to be used against capitals I mean there's nothing in the module description that implies what the purpose of new signature radius attribute is. Not sure if someone explained it in forum posts previously though, but I haven't read every forum post ever.
It's not like it's some new attribute. Or does the same thing it does for any other item with it. I guess I'm still confused. Why does this one module warrant an explenation fit this one stat?
Citadel worm hole tax
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Lugh Crow-Slave
2025
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Posted - 2016.04.13 07:38:28 -
[101] - Quote
Luscius Uta wrote:Because it's a new stat that wasn't associated with this type of module, and why is there no signature radius factor for heavy and medium neuts as well? Doesn't seem only incomprehensive but inconsistent as well.
OH I normally look at the stats of modules before I fit them the first time so I wasn't thinking that way
Yes something in the description about being intended fir use against very large targets would be good
Add to why there is no such factor for other nuets that is because they ate intended to be used against all sizes
Citadel worm hole tax
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Lugh Crow-Slave
2050
|
Posted - 2016.04.13 16:52:51 -
[102] - Quote
Looks like you missed the T1 locust when you changed the sizes
also i like how the minm/amarr are getting better range
but why do T2 supiriority fighters have less tank when they proc the evasive maneuvers than the t1?
Citadel worm hole tax
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Lugh Crow-Slave
2065
|
Posted - 2016.04.13 19:20:51 -
[103] - Quote
Antony Ottig wrote:Lugh Crow-Slave wrote:
have you not been paying attention? they wanted to remove any and all chance of spider-tanking capitals so they made sure Capital RR is basically worthless outside of triage
So what stops me from spider tanking with large remote rep modules?
Because those are also pretty much useless on unbonused ships you would be better off using logistics for that.
Nothing is stopping you they are just trying to make it non viable
Citadel worm hole tax
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Lugh Crow-Slave
2089
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Posted - 2016.04.14 21:03:02 -
[104] - Quote
so amarr and minm have racial ranges for their fighters however caldari doesn't have they just not been implemented
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Lugh Crow-Slave
2140
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Posted - 2016.04.15 22:38:04 -
[105] - Quote
issue i see with the new cap booster
we only have the 3200 and it has about the same effect as loading a 100 into a med booster rather than say an 800
while sure that has its uses unless we have larger boosters to use with this most cases are not covered when using the booster even the gal/minm fax do not get enough out of them
larger charge boosters with bigger volume are needed
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Lugh Crow-Slave
2144
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Posted - 2016.04.16 08:48:24 -
[106] - Quote
LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose
Citadel worm hole tax
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Lugh Crow-Slave
2146
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Posted - 2016.04.16 08:59:34 -
[107] - Quote
LittleBlackSheep wrote:Lugh Crow-Slave wrote:LittleBlackSheep wrote:
Gùï When you recall fighters, they keep shooting their target, prolonging your aggression timer! They should immediately stop shooting when recalled, like drones.
only one i don't agree with. I want full controll over my fighters if i want them shooting in the way back i dont want to need to hit a second key. I can tell them to stop shooting and recall if i chose What good is that? They are out of their missile range after 3 seconds anyway and hit for 0 damage, but still prolonging your timer?
with just one tracking link my drones can still hit at 24 km with first fall off at 18.7km if i'm just pulling them in to avoid some damage or to swap out and im not running i would like to get as much damage in as i can.
to stop shooting i recall and hit f1 to keep shouting i need to recall wait for the cycle to finish then hit f1 that takes much more of my time and focus
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Lugh Crow-Slave
2149
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Posted - 2016.04.16 09:16:43 -
[108] - Quote
Miss 'Assassination' Cayman wrote: As Lugh Crow-Slave mentioned it's a lot easier to stop your fighters from shooting than to keep them shooting if they stop when you don't want them to. For that reason I have to disagree with your idea to stop shooting when recalling them.
Stacking penalties on FSUs are nasty, but the way stacking penalties work I don't think they can remove the penalties for one type of module. They could make them stack separately from Drone Navigation Computers just like Damage Controls are separate from normal tank modules, but I don't think the code would support multiple modules of the same type not stacking if they affect stacking-penalized attributes. Speaking of which, I'm 99% sure their shield bonuses are not stacking-penalized, so they still increase fighter suvivability exponentially as you add more.
Good points though and I agree with everything except not shooting while recalling.
with the FSU i feel they should penalize but their effects need to be stronger
6-7-8-9 going up
so start from 6 with the compact and go up 1% rather than .5
the reason i want them to be penalized is because i want choice in my highs and fighters are so weak right now that if they were not i would feel forced to fit all 4.
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Lugh Crow-Slave
2198
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Posted - 2016.04.17 21:46:13 -
[109] - Quote
LittleBlackSheep wrote:Yeah I tested it again, 272M for a Core Stronghold + 300M for the Drifter.
The anomaly took 25min to finish, the Drifter took 35min to kill -_-
Didn't salvage.
Salvage can sometimes hold more than half the isk
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Lugh Crow-Slave
2200
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Posted - 2016.04.18 07:50:11 -
[110] - Quote
Torgeir Hekard wrote:Miss 'Assassination' Cayman wrote: It's the approach command. That tripped me up for a while too.
Ah, so the new movement interface replaces the old approach command and is unified for both ships and fighters? Neat. Or maybe not. Approach-Keeep At Range combo is quite useful for kiting ships with tracking issues (esp frigates because less time for mouseclicking stuff), so losing a quick approach (old-style) shortcut is kinda sad.
you can still do this by double clicking the object you want to aproch then using the keep at range key
however CCP is there a chance that if our first click when pressing Q would act as a normal approach (or better yet don't make them the same key at all)
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Lugh Crow-Slave
2200
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Posted - 2016.04.18 08:11:46 -
[111] - Quote
Torgeir Hekard wrote:Lugh Crow-Slave wrote: you can still do this by double clicking the object you want to aproch then using the keep at range key
It's easier to single click the approach button than doubleclick a moving frigate in this case.
i know thats why i added the second line
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Lugh Crow-Slave
2209
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Posted - 2016.04.18 22:49:13 -
[112] - Quote
can we add to the fighter control double clicking in space(the same way we can use that to move ships)
this would let me move my camera to my fighter and take direct control as if i was flying a frigate
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Lugh Crow-Slave
2221
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Posted - 2016.04.19 09:17:30 -
[113] - Quote
Thercon Jair wrote:Still absolutely nada about FAXes. So I guess we'll get them "as is" and then we can hope they will be ballanced 2 years down the line? ;)
How do you think the Rorqual feels it didn't even have a chance pr want is changes announced out fanfest so we will have very little time for feedback
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Lugh Crow-Slave
2231
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Posted - 2016.04.19 22:17:30 -
[114] - Quote
Alex Lenin wrote:I'm not sure that is right topic for this question but...
In what pos structure we can make new t1 and t2 fighters? Cause dron assebly array on SiSi hasn't any information about fighters and Small Ship Assembly Array has standart info from TQ ("A mobile assembly facility where smaller ships such as Fighter and Fighter Bomber Drones...")
it's the drone assembly and it bugs the crap out of me these are small ships not big drones :/
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Lugh Crow-Slave
2257
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Posted - 2016.04.21 11:01:46 -
[115] - Quote
Gnadolin wrote:The new Doomsday weapons are terrible hard to aim with.
Its kinda confusing UI and the fact that you cant rotate the Camera while aiming, to check your target angle (espeacially the Reaper DDs) make it pure luck to hit or miss.
My first couple tries yesterday resulted in much laughter with my Corpies, when the Reaper DD fired off in the complete opposite direction or miss by 90-¦.
Maybe have something like keeping the clicking the module button to draw the line, while beeing able to rotate and move the camera without loosing the red preview line and clicking the module againt to confirm firing in the currently displayed vector.
its not intuitive if your not used to they system but it is very good once you learn it
but moving the camera would be nice CCplz
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Lugh Crow-Slave
2290
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Posted - 2016.04.25 16:26:51 -
[116] - Quote
still i can't believe they are putting this in w/o the dps being displayed (or several other UI things that are needed) and with FAX the way they are.
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Lugh Crow-Slave
2291
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Posted - 2016.04.25 17:21:57 -
[117] - Quote
not according to the patch notes :/. looks like ccp will do a wait and see and come back a year or two latter to "try" and fix them. this is why so many ppl didn't like the idea of releasing so close to fan fest but it made for great pr i guess
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Lugh Crow-Slave
2312
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Posted - 2016.04.26 21:36:58 -
[118] - Quote
they are not that hard to find once you know where they are. last thinig we need is them becoming more intrusive
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Lugh Crow-Slave
2377
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Posted - 2016.05.02 14:40:54 -
[119] - Quote
Luscius Uta wrote:Lugh Crow-Slave wrote:Luscius Uta wrote:Kieron VonDeux wrote:Luscius Uta wrote:I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced. Placeholder requirements are not release requirements. Are you implying they will change? Because I would like to know them in advance, so I can decide should I postpone my remap or not. no ccp is just going to leave the T2 plate at hull upgrades I  And that's what they indeed did! FFS
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Lugh Crow-Slave
2462
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Posted - 2016.05.07 12:42:00 -
[120] - Quote
You sir are not flying or fitting well. A carrier can at most get one volley off on an unassisted frig sized target b4 its mwd shuts down one volley is not enough to kill the frigate.
Also fighters can be perma jammed and made a none issue.
They are also very easy to tackle as well as highly susceptible to all forms of e-war.
They're very week against anything bigger than a t1 cruiser so long as you have logistics
Carriers are built to be a counter to sub capitals but they themselves are very easy to counter so long as you are not trying to fight them like old carriers.
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Lugh Crow-Slave
2466
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Posted - 2016.05.07 19:09:56 -
[121] - Quote
What I meant by unassisted was no one was tackling or painting the frig so if our was not moving fast it would be poor fit or piloting. And really they are unaffected by missile disruptors they were working on sisi before release? Of course ccp does break things from time to time. Also webs and scram are very effective against fighters considering you only need to pin 3 per carrier down. I didn't bother testing taking disruptors
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Lugh Crow-Slave
2466
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Posted - 2016.05.07 19:52:04 -
[122] - Quote
Lol very good to know tonight could have gone very bad for me
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