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Thread Statistics | Show CCP posts - 70 post(s) |

Nevyn Auscent
Broke Sauce
3132
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Posted - 2016.04.02 02:51:08 -
[1] - Quote
CCP, could you clarify how Citadel launched Fighters and skills interact please? Do they get the launching players skill bonuses? In which case you will need a lot of skill to properly be a defending pilot for a citadel. Or do they get no skills at all in which case they will be very weak targets compared to normal fighters and do a lot lower DPS.
Additionally the maths says these Citadels are exceptionally low damage in Highsec where they are limited to just subcap launchers and possibly fighters? The missiles aren't going to stress any Cruiser or highers local tank even with a web & TP included, while adding in fighters you still aren't going to stress any kind of logistics set up or a Marauders local tank at all.
Given these are supposed to be battle fortresses you really need to take a significant look at the Citadels defences in High Sec to ensure that they actually are going to be difficult to attack, and not simply a case of outnumbering the defenders and it being basically a fleet vs fleet fight with an insignificant citadel. |

Nevyn Auscent
Broke Sauce
3148
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Posted - 2016.04.10 04:29:12 -
[2] - Quote
Lugh Crow-Slave wrote: original idea was to have it so the lower the sec the more benefit rigs gave for this idk if they still plan to do that
Hopefully not. Because High Sec corps are placing equal levels of assets at risk, and the defences of Citadels in Highsec are also far weaker than the defences in Low can be due to the lack of AOE weaponry in highsec, and they can't avoid war decs. So all the arguments for giving better stuff to Null are voided by those costs & vulnerabilities. |

Nevyn Auscent
Broke Sauce
3148
|
Posted - 2016.04.10 04:31:05 -
[3] - Quote
John Hand wrote:Issues I am having with Cits right now, is the stupid 24hr anchor time.
I know in a blog or vid it was mentioned they would be around 1/2/4 hours for the M/L/XL's, now I know things change, but damn thats just too ******* long of an anchor time.
So I suggest that the times be 1/2/4 for nullsec, be 2/4/8 for low sec and 3/'6/12 for high sec, this keeps the times REASONABLE and goes along with the "lower sec gets better buffs" idea that these things are being based on.
Loving these things otherwise. 24 hours is deliberate, to allow people time to respond without having to be online every minute of the day. If you could put one up in 1 hour, it would be trivial to create them through enemy space and make them then spend several days to kill each one along with losing ships to defences, and the risk that every single one is a trap. |
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