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

Lugh Crow-Slave
1748
|
Posted - 2016.03.30 11:24:21 -
[301] - 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
Citadel worm hole tax
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Marranar Amatin
Center for Advanced Studies Gallente Federation
29
|
Posted - 2016.03.30 12:03:22 -
[302] - Quote
Since NPC now attack fighters, a few more things:
-The aggro of fighters is very very high, in fact all rats completely ignored the carrier once fighters were out -With enough navigation comps they can speed tank most aggro in nullsec, but will probably instantly die to sleeper. -after they kill a target, they immediately stop and stand around, waiting for the next command. This is fine in principle, but you cant give a new command like "orbit" when the weapons are on cooldown. So worst case the fighter just stands around for a few seconds and gets shot... see the speedtanking. -when calling fighters back, they also tend to stand around the carrier for no reason before docking. Not always, but sometimes. See speedtanking... just lost 3 fighters of a squadron to rats when I wanted to reload. -The display when there are debuffs on the fighter (web, scram neut etc.) is bugged, the effect keeps getting displayed even when the effect is long gone because the ship that did it was killed.
Also: once you are used to it, I find the micromanaging of fighters (reloading, using missile swarm and mwd) in pve actually fun. But its not very rewarding, since even when you spend a lot of effort in correctly managing your fighters, the damage and the ticks are still much lower than it was on tranq when you simply said "attack". Also these theoretical dps calculations by adding the dps of the main gun and secondary gun, is not even close to reality. Its just not possible to keep the secondary gun active all the time, against multiple targets, the real damage is much lower. And you loose dps to reloading. The total dps is just much too lower on carrier. |

Lugh Crow-Slave
1749
|
Posted - 2016.03.30 12:28:46 -
[303] - 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?
Citadel worm hole tax
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Luscius Uta
Anomalous Existence Low-Class
204
|
Posted - 2016.03.30 12:30:32 -
[304] - Quote
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.
Workarounds are not bugfixes.
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Lugh Crow-Slave
1749
|
Posted - 2016.03.30 12:39:39 -
[305] - 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
Citadel worm hole tax
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Lugh Crow-Slave
1749
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Posted - 2016.03.30 12:56:54 -
[306] - 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
Citadel worm hole tax
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Marranar Amatin
Center for Advanced Studies Gallente Federation
29
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Posted - 2016.03.30 17:38:41 -
[307] - Quote
Here is the combined effect of n-FSU II assuming stacking penalty (as damage factor):
1 1.06 2 1.1152759789 3 1.1534572962 4 1.1730397321 5 1.1804996356
here is without stacking penalty:
1 1.06 2 1.1236 3 1.191016 4 1.26247696 5 1.3382255776
so here is the increase in damage by removing the stacking penalty:
1 1 2 1.0074636424 3 1.0325618503 4 1.0762439885 5 1.1336094797
By removing the stacking penalty the damage would be increased by 7.6% for 4 FSU II, and by 13.4% for 5 FSU II
I just cant login to check the numbers, but I think Firbolg II was 115 damage and 5 seconds for primary and 244 and 10 seconds for secondary.
We have as bonus: light fighters skill (25%) carrier skills (12.5%), drone damage amplifiers, and FSU. I think the rest (drone interfacing for example) does not work on fighters. We have 3*9 fighters, so here is a damage table, so lets assume 5 FSU II:
stacking penalty: DDA012345 primary1030.90819736461242.24437782441463.57434928851634.76733202341729.59252940051767.1734050598 secondary1093.65913111721317.85925299631552.6614835931734.27490875521834.87207466841874.7404818895 sum2124.56732848182560.10363082063016.23583288153369.04224077863564.46460406883641.9138869493
no stacking penalty: DDA012345 primary1238.76614349981492.71320291731758.66906192831964.3790092922078.32343650852123.4815956237 secondary1382.69948360871583.57400657311865.71848308912083.94990550972204.83008046982252.7369970965 sum2552.93544356053076.28720949043624.38754501744048.32891480174283.15351697834376.2185927201
This seems to about right with the 3660 that Thalesia wrote for a max Thanny with 4 dda (I assume he tested it, or was this calculated too?), my calculation says 3564.5, so its not far off.
Now lets see as Tranq thanny (I am taking the values of EFT, thats easier: DDA012345 Damage187522592662297331463214
Now just as a reminder: -This is the highest damage drones, the old drones all had the same damage. All other drones have significantly lower damage. -The sum is not equal to the dps, you cannot fire the secondary all the time. If you could do that the damage would be roughly the same as the old values, but if that is the reason for the damage values, then it needs infinite ammo and auto repeat. Otherwise the damage is clearly weaker as before. |

LittleBlackSheep
ISK Unlimited
1
|
Posted - 2016.03.30 17:55:19 -
[308] - Quote
Marranar Amatin wrote:-The sum is not equal to the dps, you cannot fire the secondary all the time. If you could do that the damage would be roughly the same as the old values, but if that is the reason for the damage values, then it needs infinite ammo and auto repeat. Otherwise the damage is clearly weaker as before. Also the application against fast-moving smaller targets like good fitted cruisers for example ist significantly worse than currently on TQ, the fighters simply lose a lot more of their DPS because they juse some kind of "missile mechanic" for their attack.
On TQ a carrier with 2 Omnidirectional Tracking Links (Tracking Scripts) and 1 TargetPainter can apply Damage pretty pretty hard even against tough cruisers (try Sleeper or T2 Playercruisers for example), but you cannot support your fighters with Omnidirectional Tracking Links any more and 3 Targetpainters have not even close the same effekt, because they do nothing against the damage-reduction because of the targets speed. And in most cases Webs cannot be used because they won't reach the target. Supportfighters are also not an option, their use cut your DPS down by 1/3 because you lose a squad of damagefighters. The "tackle" ability on the anti-fighter fighter does not seem to work yet and they do even worse DPS.
Not even counted the fact that the Fighters are way too weak now. They are shot down like flies once tackled. They need proper Values for Shield, Armor and Hull inc. resists, like those on TQ currently. |

Lugh Crow-Slave
1749
|
Posted - 2016.03.30 18:43:27 -
[309] - 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
Citadel worm hole tax
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Jane Hemah
Omicron Zeta Unit The Ditanian Alliance
11
|
Posted - 2016.03.30 19:36:12 -
[310] - Quote
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.
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
53
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Posted - 2016.03.30 20:39:56 -
[311] - Quote
LittleBlackSheep wrote:Marranar Amatin wrote:-The sum is not equal to the dps, you cannot fire the secondary all the time. If you could do that the damage would be roughly the same as the old values, but if that is the reason for the damage values, then it needs infinite ammo and auto repeat. Otherwise the damage is clearly weaker as before. Also the application against fast-moving smaller targets like good fitted cruisers for example ist significantly worse than currently on TQ, the fighters simply lose a lot more of their DPS because they juse some kind of "missile mechanic" for their attack. On TQ a carrier with 2 Omnidirectional Tracking Links (Tracking Scripts) and 1 TargetPainter can apply Damage pretty pretty hard even against tough cruisers (try Sleeper or T2 Playercruisers for example), but you cannot support your fighters with Omnidirectional Tracking Links any more and 3 Targetpainters have not even close the same effekt, because they do nothing against the damage-reduction because of the targets speed. And in most cases Webs cannot be used because they won't reach the target. Supportfighters are also not an option, their use cut your DPS down by 1/3 because you lose a squad of damagefighters. The "tackle" ability on the anti-fighter fighter does not seem to work yet and they do even worse DPS. Not even counted the fact that the Fighters are way too weak now. They are shot down like flies once tackled. They need proper Values for Shield, Armor and Hull inc. resists, like those on TQ currently. In not sure of they changed something on the last couple days, but tracking links definitely did seem to help fighters. I'm not sure what effect the scripts have, but either script or no script improved their damage against small and fast targets. |

Marranar Amatin
Center for Advanced Studies Gallente Federation
32
|
Posted - 2016.03.30 21:10:15 -
[312] - Quote
That would be really strange, considerung that fighters do not even have a tracking attribute. Or are you talking about heavy fighters? They might be affected.
Also I think that neither the application nor the hp are that much of a problem. Less damage against smaller and faster subcaps is ok, carrier dont have to be great against all sub caps.
The shields only are not all bad, since they regenerate quite fast, and the fighters are fast with a small sig, so they can actually tank quite some dps. Especially with this squad design, a dps tank is a lot more useful than a buffer tank. Maybe increase the shield amount a little, but in general I think the concept is good. After all it should be a realistic option to shoot the fighter down. |

LittleBlackSheep
ISK Unlimited
2
|
Posted - 2016.03.30 22:25:00 -
[313] - Quote
some small update: One of the reasons I felt Carriers to be way too weak was that I tested them with Einherji-Fighters, that do - for whatever reason - not even half the DPS of Firbolgs.
With Firbolgs the DPS on the field is much better, carrier still feels weaker than on TQ but not that much. Unfortunately testing in WHs to have hard NPCs to shoot at is nearly impossible because there are no anomalies in the C4 you can /moveme to and you cannot tank the C5/C6 capital escalations in a damage fit. |

Miss 'Assassination' Cayman
CK-0FF Violence of Action.
53
|
Posted - 2016.03.30 23:09:32 -
[314] - Quote
Marranar Amatin wrote:That would be really strange, considerung that fighters do not even have a tracking attribute. Or are you talking about heavy fighters? They might be affected. Nope, that was with T1 Einherjar. I was testing fighters against speed/sig tanking targets like a Succubus, an armor/AB VNI, a shield/MWD VNI, and a Guardian. In all cases, activating a tracking link with any script or no script improved the damage application, even against an MWDing VNI where target painters had no effect. There didn't seem to be any difference between either script or no script. |

Soleil Fournier
Ultimatum. The Bastion
77
|
Posted - 2016.03.31 01:20:37 -
[315] - Quote
Deployed fighters have an indicator that switches between speed and range. Would be much better to have those stats continuously displayed by stacking them one above the other rather than continuously switching in the same spot.
T2 fighters have a negligible increase in damage over T1. There should be about a 20% difference between the two to stay in line with other T1/T2 modules. |

Dave Stark
7895
|
Posted - 2016.03.31 06:19:32 -
[316] - Quote
The UI for seeing fighter health is shockingly bad.
1 solid red block at anything between 99.999% and 0% is useless. i don't care if a fighter is injured i want to know how injured it is. so often i moused over and saw that it was on decent health, then all of a sudden i lose a fighter with no warning (and the only way to get a warning is to have your mouse constantly hovered over the tooltip, which means you can also only check 1 fighter's health at a time).
also, when i recall a fighter group to add a new fighter to it, often it gets to the carrier and just sits there if my carrier is moving. it gets to about 2.5k away and just "waits" for like 10 seconds to enter the tube, leading me to lose even more fighters.
micro managing fighters is already a pain in the ass, and the lack of ability to see the health status of fighters clearly really doesn't help with this ball ache of a system. otherwise, it's pretty fun, except it being a complete ******* clusterfuck of a clickfest. |

Marranar Amatin
Center for Advanced Studies Gallente Federation
33
|
Posted - 2016.03.31 09:57:54 -
[317] - Quote
So I tested the tracking thing myself, because I could hardly believe it:
Tracking comps do affect fighter damage against smaller or faster targets. It does not matter if you use tracking scripts, no scripts, or range scripts, the effect is always the same.
From my test each tracking computer increases the damge on the main gun by approximately 5%, I could not notice a stacking penalty. On the secondary gun it was more like 3%-4%, but that could be a measuring error, since the secondary damage fluctuates more, and I was too lazy to do many shots. The smaller effect on the secondary gun might be because the target ship had a signature of 145 meter, so it was above the explosion radius.
Omnidirectional tracking enhancer seem to have a similar effect, but slightly stronger.
Different bug (probably already mentioned somewhere): Fighters following in warp tend to land about 1000km away from the carrier. Thats really annoying.
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Rek Seven
Art Of Explosions 404 Hole Not Found
2171
|
Posted - 2016.03.31 11:06:26 -
[318] - Quote
Dreads do not have enough powergrid to make a good fit. Also, XL guns should have their volume reduced so that a full rack can be stored in the cargo, to allow us to swap out for high angle or normal weapons.
It would be nice if ccp would move the fitted rigs to the cargo of the capitals, so that we don't have to trash what we currently have... but i won't hold my breath.
The wishlist is pretty much complete...
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CCP Lebowski
C C P C C P Alliance
715

|
Posted - 2016.03.31 15:05:24 -
[319] - Quote
Greeting everyone!
Dropping in with details on the most recent update!
Fixes & Features
-
- Fighters can now be abandoned and scooped back into fighter bays. They should deal appropriately with their controlling ship leaving grid, exploding or logging of (Still need to fix the fact that cloaking has no restrictions relating to fighters and vice versa.
- Fixed all know instances of the fighter hud duplicating the ability buttons or breaking when fighters die or the UI is moved )(PLEASE BUG REPORT ANYTHING THAT YOU THINK IS RELATED TO THIS K THX
)
- Implemented a ton of stat changes & industry & skill requirements and fixed a few more minor text errors
- All NPCs should now be able to interact with fighters! Please let us know of any situations where that is now not the case.
- "Networked Sensor Array" no longer gives a weapons timer
- Beacons created by the new AoE superweapons are no longer warpable
- Many minor tweaks and improvements to the fighter UI
Coming very soon
- Right click, radial and selected item menus/windows will direct selected fighter squadrons
- Fixes for the Reaper and GTFO doomsdays
- Forum threads for all Capitals and modules (The first of which are found here: Carriers, Supercarriers)
Thats all for now, enjoy!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
715

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Posted - 2016.03.31 15:20:01 -
[320] - Quote
Playtest 31st March (Tonight)
We'll be running a Carrier/SuperCarrier vs Carrier/SuperCarrier playtest tonight, please come join!
NOTE: This is not an official mass test and no free skill points will be given, but we encourage you to join for the good of the Citadels release!
When: 17:00 EVE time
Where: Singularity (Join the masstesting chat channel)
What we need:
- Up to 100 foolhardy testers - As many Carrier/SuperCarriers as they can bring - The rest should bring smartbombing ships or stealth bombers.
We hope you can join us!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Rong Guy
Science and Trade Institute Caldari State
0
|
Posted - 2016.03.31 16:14:56 -
[321] - Quote
Just going to tell you guys anti subcap dread DPS is too low to use outside of joke roams.
We are talking hulls worth over 2bill fitted with at least 4 capital mods (**** of nag) more likely 5-6 that do battleship dps and im talking normal battleship dps not rattle or vindi dps. These ships will drop on a spot and sit there for 5min minimum with battle-cruiser range and do as much as a well fit standard battleship.
So.
DREAD: ANTI SUB-CAP 1) poor range for immobile DPS 2) poor DPS for expensive immobile dps that is designed to kill battleships 3) skill intensive with low return 4) good active tank...... it's something 5) can be targeted by heavy anti cap weapon systems 6) a capital neut if you have the fitting (going to get one on my carrier)
Battleships 1) cost effective (depending on hull) 2) versatile 3) mobile 4) better projection 5) solid active and buffer tanks depending on hul 6) receive little to no damage from anti capital weapon systems 7) very accessible to lower sp players |
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CCP Lebowski
C C P C C P Alliance
715

|
Posted - 2016.03.31 16:53:22 -
[322] - Quote
Due to unforeseen hardware issues with Singularity, todays playtest will sadly have to be postponed (Hopefully only until tomorrow).
Sorry to everyone who was planning to attend!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Marranar Amatin
Center for Advanced Studies Gallente Federation
34
|
Posted - 2016.03.31 17:18:16 -
[323] - Quote
@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. |

Lugh Crow-Slave
1750
|
Posted - 2016.03.31 17:39:41 -
[324] - 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
Citadel worm hole tax
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
54
|
Posted - 2016.03.31 21:44:26 -
[325] - Quote
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. |

Lugh Crow-Slave
1757
|
Posted - 2016.03.31 21:46:35 -
[326] - 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)
Citadel worm hole tax
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Soleil Fournier
Ultimatum. The Bastion
80
|
Posted - 2016.04.01 01:15:17 -
[327] - Quote
Are there any known issues with fighters and EW?
I've had a few instances where a single squad of Fighters become unresponsive and just sit there in space ignoring commands while the other squads continued to behave normally.
Haven't found a way to reproduce it, but both times they were either scrammed or within a mobile warp bubble. |

Captain Thunderwalker
Haight Industries LLC
11
|
Posted - 2016.04.01 01:15:31 -
[328] - Quote
When will the new changes to wh escalations go online on sisi/? need to start testing this soon!!! |

Lugh Crow-Slave
1763
|
Posted - 2016.04.01 01:16:24 -
[329] - 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
Citadel worm hole tax
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Z1gy
Vindicator Corporation
12
|
Posted - 2016.04.01 02:41:13 -
[330] - Quote
can we have more than 24 skills injector to test the capital changes? for a 100 m sp toon i only got 3.8m sp from the injectors and that just enough to get capital ships 5 and racial capital guns to about 50 % done - can give us more maybe another 8 or 16 more
thanks |
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