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Thread Statistics | Show CCP posts - 14 post(s) |

Lugh Crow-Slave
1750
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Posted - 2016.03.31 16:26:11 -
[1] - Quote
Lexiana Del'Amore wrote:Scotsman Howard wrote:Lexiana Del'Amore wrote:RIP thanny/Nid... no reason to ever fly them once these changes come I assume you are referring to PVP, and in that case, I would agree. However, my initial reaction is that the Nid will be the BEST Carrier to PVE in. Reasoning: You basically have to launch a support squadron since you can only launch two combat squadrons. The webbing bonus on the nig is better than the warp disruption on the Thanny in this respect. It may come down to the fits though. The Nid has the extra mid, so you could fit an extra drone nav comp on it but if you shield tank it, it could mean an extra low compared to an armored Thanny. Time and EFT will tell. yes i was referring towards PvP... not that they got used much before either in all honesty
the nid has become an amazing tackle capital and you wont understand just how valuable that speed bnonuse to fighters is untill you see how limited fighter range really is
also why can you only launch two combat squads all carriers can launch 3
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 16:28:40 -
[2] - Quote
Marranar Amatin wrote:So the fighter damage is still as low as it was before, and there still is this huge imbalance between fighters, meaning firbolgs are the best and everything else is crap if you do not rely on a certain damage type.
Look at Navigation Computer vs Damage Amplfier for example. 30% velocity Bonus and 20.5 % damage increase for the TII variant. And usually you fit more DDA than navs. So why should it be fair if for example Firbolgs do 22% more damage then Einhejri and Einherji are 22% faster? Or that Firbolgs have 16% more damage than Templar, and Templar are 16% faster? Damage is more valueable, you should cut the difference in damage in half.
And as already mentioned in the last thread, fighters do significantly less damage than on tranq. Now carriers lost the support ability and also get a dps nerf? That still doesnt make much sense.
dont forget they are also outdone by HAW as well
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:16:21 -
[3] - Quote
Mimiko Severovski wrote:What was the reasoning for lowering the thanatos dps bonus (from 5 to 2.5%) Why not up the dps to 4% per level same as the resist bonus on archon and chimera, then you wouldnt have to choose between 20% more resists or 150-300 dps more.
Take a second to look at stats past bonuses before giving your 2 cents
The nid and the than have much larger done bays and can each get well over 1mill ehp
These ships are no longer built to contend in capital fights so the extra tank on the archon and chimera don't mean much as they don't need to tank capital dps and you can kill all of their fighters b4 you kill them. That 2.5 damage bonus is also a 2.5speed/tank making your fighters much harder to kill
As it is Archons ate almost useless and chimera ate not much better when it comes to filling the anti sub cap role (Tbh they all suck) but at least the than and nid have a chance to get some semblance of dps
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:18:23 -
[4] - Quote
Syrias Bizniz wrote:Lugh Crow-Slave wrote:Lexiana Del'Amore wrote:Scotsman Howard wrote:Lexiana Del'Amore wrote:RIP thanny/Nid... no reason to ever fly them once these changes come I assume you are referring to PVP, and in that case, I would agree. However, my initial reaction is that the Nid will be the BEST Carrier to PVE in. Reasoning: You basically have to launch a support squadron since you can only launch two combat squadrons. The webbing bonus on the nig is better than the warp disruption on the Thanny in this respect. It may come down to the fits though. The Nid has the extra mid, so you could fit an extra drone nav comp on it but if you shield tank it, it could mean an extra low compared to an armored Thanny. Time and EFT will tell. yes i was referring towards PvP... not that they got used much before either in all honesty the nid has become an amazing tackle capital and you wont understand just how valuable that speed bnonuse to fighters is untill you see how limited fighter range really is also why can you only launch two combat squads all carriers can launch 3 I don't think that 3 fighters will withstand a lot of pressure. What do you mean
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:36:21 -
[5] - Quote
Syrias Bizniz wrote:Lugh Crow-Slave wrote: What do you mean
I mean that i don't think that some small **** with 15k EHP will last long if it's far away from the safety of a hangar. Your tackle squadrons will get shot down in no-time.
O.o go try it the web drones are only out there long enough for the 2km/s nid to get there and swap them out for combat fighters
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:38:19 -
[6] - Quote
Creecher Virpio wrote:CCP Larrikin wrote:
Archon Amarr Carrier Bonus (per skill level): 5% bonus to Cenobite Neutralization optimal range
Chimera Caldari Carrier Bonus (per skill level): 5% bonus to Scarab Jamming optimal range
[/list]
Thanatos Gallente Carrier Bonus (per skill level): 5% bonus to Siren warp disruption range
Nidhoggur [i]Minmatar Carrier Bonus (per skill level):
5% bonus to Dromi Stasis Webification range
why would you give a bonus to range and not a bonus to strength? unless this takes you out of smartbomb range, which im pretty sure none of these orbit in smart bomb range to begin with, this bonus is worthless? the only worthwhile one is MAYBE the point range from the thannatos. 25% extra range on jams or webs or neuts really means nothing. a bonus to strength would actually give you a reason to fly these particular support fighters with their racial carrier, as it stands now, this range bonus does nothing to encourage you to use your races support fighter.
lol a lot of ppl seem to think the point drones are worth anything
your in a capital your support fleet should have plenty of long points not a single E-war drone is worth the hanger space and giving up 1/3 of your DPS except in a select few cases.
in short all the e-war fighters are about as useful as the e-war drones
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:48:15 -
[7] - Quote
Icarus Narcissus wrote:Lugh Crow-Slave wrote:
lol a lot of ppl seem to think the point drones are worth anything
your in a capital your support fleet should have plenty of long points not a single E-war drone is worth the hanger space and giving up 1/3 of your DPS except in a select few cases.
in short all the e-war fighters are about as useful as the e-war drones
Except you have 2 dedicated DPS fighter tubes and 1 dedicated support fighter tube. You can't use 3 DPS wings at the same time.
WRONG i dont know why ppl have this idea
you have 3 tubes
you have 3 able to use light fighters
you have one able to use support fighters
you can have 3 combat fighters out OR 2 combat one support
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 17:52:53 -
[8] - Quote
Syrias Bizniz wrote:Icarus Narcissus wrote:Lugh Crow-Slave wrote:
lol a lot of ppl seem to think the point drones are worth anything
your in a capital your support fleet should have plenty of long points not a single E-war drone is worth the hanger space and giving up 1/3 of your DPS except in a select few cases.
in short all the e-war fighters are about as useful as the e-war drones
Except you have 2 dedicated DPS fighter tubes and 1 dedicated support fighter tube. You can't use 3 DPS wings at the same time. This has been debunked already. You can use 3 DPS Squadrons at the same time. On the Nid: Yeah, no, you're not going to go 2km/s anymore. The "old", as in: the current, Nidhoggur gets up to 1800m/s hot with HG snakes and double Nano pre links. It's basespeed is getting nerfed significantly, this alone will cut 300m/s. It's mass is getting increased significantly, this will put it down by probably another 100m/s or so. So, with skirmish links, you'll probably go 1700 or so HOT, and we all know how fast heated propmods burn out, especially if you have to cycle it three times in a row just to actually get to topspeed...
this is with no implants or links you can get 2km/s now on sisi
Remember there is now a capital MWD
i have spent the last week trying to see what i can do to break carriers dreads and FAX
EDIT: this is also with no speed mods in the lows
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 18:03:34 -
[9] - Quote
Stein Backstabber wrote:Lugh Crow-Slave wrote:Mimiko Severovski wrote:What was the reasoning for lowering the thanatos dps bonus (from 5 to 2.5%) Why not up the dps to 4% per level same as the resist bonus on archon and chimera, then you wouldnt have to choose between 20% more resists or 150-300 dps more. Take a second to look at stats past bonuses before giving your 2 cents The nid and the than have much larger done bays and can each get well over 1mill ehp These ships are no longer built to contend in capital fights so the extra tank on the archon and chimera don't mean much as they don't need to tank capital dps and you can kill all of their fighters b4 you kill them. That 2.5 damage bonus is also a 2.5speed/tank making your fighters much harder to kill As it is Archons ate almost useless and chimera ate not much better when it comes to filling the anti sub cap role (Tbh they all suck) but at least the than and nid have a chance to get some semblance of dps Unless the math I've seen is wrong, the archon will both outdamage AND outtank a thanny/nid.
how the than and nid don't need to use their lows for tank as they both get a strong shield tank
even if you do armor tank the thanny rather than shield you now have a much faster more cap stable and longer range fighter platform than the archon
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 18:57:51 -
[10] - Quote
Primary This Rifter wrote:I like the fact that you're taking away literally every reason there is to fly a carrier for those that can afford supercarriers.
There's nothing distinctive or better about carriers in this patch except that they're somewhat cheaper and proportionally crappier and oh here's a bonus to ewar effects on fighters that will get within range anyway and make the bonus pointless.
lol have you seen that dreads work even better with HAW and require months less in training time
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 19:35:54 -
[11] - Quote
CCP Larrikin wrote:Hey Mates,
We've tweaked the bonuses & stats a little. We've upped the damage bonus of the Thanatos and Nidhoggur up to 5% per level, and brought the amount of shield/armor a little closer together between the Archon/Thanatos & Chimera/Nidhoggur.
Let us know what you think :)
if thats the case can the chimera and archon have comparable drone bays with the nid and thanny?
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Lugh Crow-Slave
1750
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Posted - 2016.03.31 19:42:15 -
[12] - Quote
SWJesus wrote:Syrias Bizniz wrote:Dear CCP Larrikin,
.. The Archon can get the Thanny's tank using only 5 slots, if the Thanny uses all 6. This leaves the Archon with either 2 DDAs, which will be significantly stronger than the measly 12.5% the Thanny gets as skillbonus, or it simply fits more tank. A lot more. THIS, the resi bonuses are plain out ********.. They dont scale at all with the dmg boni of the other races, also specially considering that Chim/arch have mroe slots for theyr racial tank to start with.. how can ccp not do simple math and overpower two races ??
i love how everyone thinks the chimera and archon are going to be overpowered after using them on sisi the extra tank meant nothing because you could just kill all their fighters
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Lugh Crow-Slave
1755
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Posted - 2016.03.31 20:32:40 -
[13] - Quote
Marranar Amatin wrote:CCP Larrikin wrote:Hey Mates,
We've tweaked the bonuses & stats a little. We've upped the damage bonus of the Thanatos and Nidhoggur up to 5% per level, and brought the amount of shield/armor a little closer together between the Archon/Thanatos & Chimera/Nidhoggur.
Let us know what you think :) I like it, that should make the different carriers more balanced among each other. Lugh Crow-Slave wrote:i love how everyone thinks the chimera and archon are going to be overpowered after using them on sisi the extra tank meant nothing because you could just kill all their fighters If that is the case (I didnt test this that much), than that would be a seperate problem of balancing survivability of fighters. The balancing of the races among each other should not be based on such a different problem.
but its not a different problem
its all suitability chimera and archon can survive better under capital fire but than and nid can last better against smaller guns
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Lugh Crow-Slave
1756
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Posted - 2016.03.31 21:05:02 -
[14] - Quote
Marranar Amatin wrote:I do not think there is much of a difference in the survivability against small guns.
I cant login right now to check the numbers, but I think the Thanatos with the largest bay can fit 87 fighters, so the chimera with the smallest one should fit 68. Additionally both have 27 already in the tubes. So in total its 114 vs 95.
If the extra tank does not matter because you can just kill the fighters, then carriers in general have the problem that they cant do **** because you can just kill the fighters. In that case the few more fighters wont make a real difference. Thats what I mean with seperate problem. The 2.5% shield/speed bonus per level wont make much of a difference either.
except along with the larger bay the minm and gal ones are harder to kill the speed one makes the largest diferance
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Lugh Crow-Slave
1756
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Posted - 2016.03.31 21:33:44 -
[15] - Quote
Syrias Bizniz wrote:The change to 5% dmg is good. No need to fear carriers stepping into Super's terrain anyways. While the skillbonuses of the Nid / Thanatos now get the same damage than Aeon / Wyvern, the latter can field 5 squadrons at once and - which is way more important - can field heavy fighters. Nidhoggur should be a viable choice now compared to the Chimera, on the Thanatos I'm not sure yet.
So, right now with the added damage, it looks like this:
Shield: Chimera, the tanky one, Nidhoggur, the DPS one. A good tradeoff in my opinion. Armor: Archon, the... better one, sadly. I'll explain why.
Carriers main use will be: DPS. After stripping them from their logistics role, all they can do is apply pressure with their fighter squadrons. While on shield setups, the midslots are used for tanking and the lowslots are used for damage, on armor the lowslots get used for both, tanking AND damage. Thus, the armor carrier that has the most "effective lowslots" is the better one. In case of the Archon, it has 7 lowslots and 1 "imaginary" or "effective" lowslot through it's hullbonus: 20% resistance on Carrier V, which is very close to an EANM - thus the "effective" lowslot. The Thanatos has 6 lowslots and 1 effective lowslot in form of it's Fighter Damage Bonus, being slightly above a T2 DDA.
My suggestion would be now: Take away one Highslot from the Thanatos and add it as an additional lowslot, bringing it to 8 effective lowslots aswell and thus on par with the Archon. If fitting for maximum tank, the Archon would still win and be the tanky choice, as it's having one effective lowslot that is not stacking penalized and will thus reach higher overall resistances. If fitting for maximum dps, it's the other way round, the Thanatos now has the advantage because one of it's effective lowslots is not stacking penalized. When fitting for a balance between dps and tank, they'd come out roughly equal. They would be differenciated through their High- and Midslot layout though, with the Archon having more "offensive" options - a utility high is usually used for modules like Nos, Neut, Smartbomb, Fighter Support Unit, etc. etc.. The Thanatos would be more versatile however, being able to fit an additional Drone Nav Comp for example, or go for a light shield tank with a maximum dps / mobility setup.
Overall, the move of one high to one low on the Thanatos will put it in line with the Archon and making it NOT the worse choice every time. It would make it an interesting choice instead.
Maybe this could also be adapted to the Nyx and resolve the issues with that one.
What do you guys think?
to be honest i find the than gets more than enough tank using shields but if you really want 2 armor 2 shield i suppose this is an option :/
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Lugh Crow-Slave
1756
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Posted - 2016.03.31 21:37:15 -
[16] - Quote
Syrias Bizniz wrote:Also, @Lugh Crow-Slave,
i see that you often mention how the Nid/Thanny would be the better carriers as they would simply kill off the Archon/Chims fighters and thus win. First of all, this would only be true in a 1v1 carrier dogfight. Second, it will not always boil down to this. There are so many variables, ranging from highslot modules to fighter layout (How many interceptors do you carry, how many support fighters, how many light fighters - An Archon with a full rack of interceptor fighters would wipe out any Thanatos' mixed fighterbay with ease), that you simply can't claim this point to be the truth. There's also a thing called micromanagement, which you can see already when 2 droneboats fight each other. Usually, the droneboat that has it's drones close to itself - and in scoop range - is at an advantage, as taking drones (or: fighters) out of the combat that are being shot is a lot more easy that way.
Now add in other ships aswell, such as 2 rifters on one carrier's side and suddenly the whole outcome of the fight would be different. You couldn't imagine this now, 2 rifters helping a carrier making it suddenly beat another carrier, that simply isn't really possible right now. On April 27th, it is.
i dont mean in a carrier on carrier fight im talking a small group of desi able to make very quick work of fighters
if it comes to that the only way carriers can hurt each other is by killing fighters they will not do enough dps to kill each other
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Lugh Crow-Slave
1757
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Posted - 2016.03.31 21:38:03 -
[17] - Quote
Primary This Rifter wrote:My proposal to fix this is very simple:
Don't allow supers to use support fighters. They'll get their superweapons instead. Carriers will be the only platform to use support fighters.
YEAH \o/
hear that guys carriers get usless fighters
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Lugh Crow-Slave
1757
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Posted - 2016.03.31 22:00:50 -
[18] - Quote
Syrias Bizniz wrote:Lugh Crow-Slave wrote:
to be honest i find the than gets more than enough tank using shields but if you really want 2 armor 2 shield i suppose this is an option :/
5 midslots make for a good tank in your eyes? One goes for the propmod, without that you might aswell selfdestruct. Now, if you fitted an MWD, you'll probably want a capbattery aswell, or maybe a capbooster. So, from your 5 slots, 2 are gone. Now you can fit a CSE and 2 Invuls, wow, what a tank... It's one weak ass tank.
why do you need the prop mod?
remove that and you no longer need the cap booster giving you enough mids to fit a 1.2mill ehp tank more than enough yo handle sub caps
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Lugh Crow-Slave
1757
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Posted - 2016.03.31 22:03:38 -
[19] - Quote
Marranar Amatin wrote:Primary This Rifter wrote:My proposal to fix this is very simple:
Don't allow supers to use support fighters. They'll get their superweapons instead. Carriers will be the only platform to use support fighters. support fighters are mostly useless, so there still would be no reason to use normal carriers. I would suggest to dissallow light attack fighters on supers instead, while increasing the light fighters effectiveness against subcaps (just generally too low at the moment) and decreasing the effeciveness of heavy fighters against subcaps Supercaps would still be very good against large subcaps, as heavy fighters do insane damage to subcaps, but the anit-subcap focus would be more on the carrier. To the slotlayout problem: I think the main problem just is that right now you want to fit either tank or dda. You dont want scram, web, painter, or any of that stuff on a carrier, thats what the rest of the fleet is for. You want dps with your fighters. And here lowslots are just better, because you can fit dda. In midslots there are only navcomps, where you cant use too many (and they compete with FSU with the penalty anyway), and tracking links. Which are super weak right now (assuming its not a bug that they work at all). In my test they gave a 5% damage increase against small and fast targets... thats really bad comparing it with DDA, and also tracking enhancer for the low slots have the same effect but BETTER. Around 7% in my test. Carriers jus need something good for midslots, than the problem is solved. On Tranq this was no problem, as tracking links had a real effect.. maybe just make them useful for carriers again?
a fighter mid that adds to the effect of E-war? fits with e-war being in the mids and god knows the e-war fighters need something
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Lugh Crow-Slave
1758
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Posted - 2016.03.31 22:48:04 -
[20] - Quote
Zenafar wrote:I'm not sure but i didn't notice that FSU reduce ROF below 5 sec. In fact i think FSU extending cycle right now. Used Firbolgs. So we lose DPS with each FSU. Maybe I'm wrong
I cant even tell if they are supposed to have a stacking penalty its not listed in the item description and only 1/2 the stats stack it seems also 6% seems a bit low to also have a stacking penalty
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Lugh Crow-Slave
1758
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Posted - 2016.03.31 22:50:00 -
[21] - Quote
Marranar Amatin wrote:No, you are right, the bug is already known.
O.o i wonder if this is why they feel SO weak i mean the numbers show they are but they do feel a lot worse than the should
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Lugh Crow-Slave
1762
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Posted - 2016.04.01 00:22:56 -
[22] - Quote
Miss 'Assassination' Cayman wrote:Circumstantial Evidence wrote:Primary This Rifter wrote:My proposal to fix this is very simple:
Don't allow supers to use support fighters. They'll get their superweapons instead. Carriers will be the only platform to use support fighters. I like this, give carriers a unique role - an option, not a requirement since they'd still be able to use damage fighters. Some may consider support fighters useless, up until the point they complain to the FC about this or that effect coming from them ;) It would be an interesting idea. Carriers do seem to lack a role they're good at, but the role of using support fighters seems a bit... weak. I'd prefer if carriers would be the definitive anti-subcap capital, but supers have them beat by far.
So do dreads
And no the Ewar fighters are useless they are weaker or just as strong as standard counterparts don't gain buffs from fleet boosts and take away 1/3 your dps
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Lugh Crow-Slave
1762
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Posted - 2016.04.01 00:25:16 -
[23] - Quote
Also ccp please tell me the sensor strength on these is place holder they are weaker than light drones and can be permanently jammed by a t1 frig and o don't mean one flight I mean all 3
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 01:14:59 -
[24] - Quote
Soleil Fournier wrote:Carriers do lack a defined role. They get bonuses to support fighters but are only allowed to launch one wing of them. Doesn't really stand out.
no they have a defined role
an anti sub cap platform that's all they can do
problem is so many other things do it better for less SP
either they need more range or more DPS
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 13:37:01 -
[25] - Quote
Marranar Amatin wrote:So the tracking links now officially help fighters against smaller targets since they have a bonus on explosion radius and explosion velocity. Thats good.
Tracking links are -3% / 3%, tracking enhancers are -5% / 5%. Thats not so good.
1. Why are tracking enhancers so much better without any downside? They even have lower fitting requirements and dont need cap (not that this matters much). This only increases the lowslot-imbalance of carriers further.
2. why are the values so extremely low? All similar modules have much higher values. For example missile guidance computer has 8.25 velocity bonus and -8.25% radius bonu, and additionally a flight time bonus and a missile velocity bonus, and can be scripted. Guidance enhancer only have 6%, but also affect missile velocity, explosion radius, explosion velocity and explosion radius. Tracking enhancers/computers also have values between 7.5% and 20%.
maybe when the script effects it it will be more than 100%?
but yeah idk why ccp wants to make these things anti sub cap but at the same time not give them the tools to do it as well as other options
or maybe ccp got them backwards?
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 15:50:19 -
[26] - Quote
Syrias Bizniz wrote:There's 2 answers for the Enhancer being better than the comp.
Answer 1, the likely one: They ****** it up, and it's supposed to be the other way round.
Answer 2, the good one: It's intended. They compete with DDAs for slots, and as such the DDA will often be the better choice, as it gives 20.5% dps, which is 20.5% better dps even to targets that are sigtanking like a boss. Tracking enhancers would only start being good when shooting frigs, sooo... the enhancer would never get fit, except for shield gank ratting carriers maybe (Thanatos). This way, depending on some math n **** and different targets, the Enhancer probably has the chance of giving better benefits than a DDA, but only on small, relatively fast targets, while the DDA would be the better choice for shooting sitting ducks.
I wish for answer 2, as that would show that CCP did some math and was aware of this situation. I fear it is answer 1, and they are not aware of the situation, and tracking enhancers will never get fit to carriers after they "correct" it.
PS: I can't do the math right now whether or not 5%/5% ODTE would outperform a DDA in some cases. If someone wants to do it to prove or disprove it, please do so.
with that logic why isn't it the same for all low slot tracking enhancers?
oh yeah so that armor tank can have an advantage in application where shield has advantage in raw dps
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 17:43:36 -
[27] - Quote
Marranar Amatin wrote:Syrias Bizniz wrote:PS: I can't do the math right now whether or not 5%/5% ODTE would outperform a DDA in some cases. If someone wants to do it to prove or disprove it, please do so. Short answer: no it cannot. That would require a drf roughly four times larger than a citadel torpedo, and that is pretty unlikely. We do not know the drf, but guessing I would place it around 3-4, which gives a maximum damage increase of about 7%-8%. Which is consistent with my tests that showed roughly the same number. For the 3%/-3% of the computers, this results in 5% damage increase, which is also what I measured. A DDA is ALWAYS much better. Also a second DDA is always much better. A third DDA is still better, even though not by much. Only the forth DDA might perform worse against small and fast targets, due to stacking penalty. (the forth DDA is still better than one tracking comp).
like i said since all the meta mods are the same atm i think these are just placeholder numbers
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Lugh Crow-Slave
1763
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Posted - 2016.04.01 20:02:00 -
[28] - Quote
Flyinghotpocket wrote:looks good. 2 tank carriers. 2 dps carriers. nice nice
Lol look deaper and two me when you would use any carriers over something else
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Lugh Crow-Slave
1764
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Posted - 2016.04.01 20:36:33 -
[29] - Quote
Flyinghotpocket wrote:Lugh Crow-Slave wrote:Flyinghotpocket wrote:looks good. 2 tank carriers. 2 dps carriers. nice nice Lol look deaper and two me when you would use any carriers over something else wat?
right now the only thing carriers can do is kill sub caps but there are other things that do that job better for less sp
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Lugh Crow-Slave
1765
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Posted - 2016.04.01 23:33:21 -
[30] - Quote
maybe give carriers 4 fighter squads and let them have 3 lights and 2 support?
they would still have anemic DPS but at least they could play more of a support role and E-war fighters will see more use
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 11:12:43 -
[31] - Quote
Marranar Amatin wrote:Lugh Crow-Slave wrote:maybe give carriers 4 fighter squads and let them have 3 lights and 2 support?
they would still have anemic DPS but at least they could play more of a support role and E-war fighters will see more use Thats a good idea, something like that is probably the only way to make ewar fighter useful. Loosing 1/3 of the dps is simply not worth some ewar, when there are cheaper specialized ships that can do the job better. You also wouldnt remove 2 guns from a Machariel to fit a dampener or something like that. So giving the ability to launch support fighters that do not compete with damage, is probably the only way.
aye and at the same time if you do want to drop 1/3 of your DPS to double your E-war utility you still have that option
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 13:02:49 -
[32] - Quote
Shakira Akira wrote:Syrias Bizniz wrote:Yes, you'll need the new skill. Buy it now, inject it, train it to 3 or 4. Voila, on release you're ready.
Yeah, seems like the only thing to do.. still sucks having to fork out another 100mil and 12 days just to be able to use the same thing I could use before.
Not as bad as the mess with making carriers and FAX the same skill just to avoid a few ppl getting an sp boost (something that's not really all that big a deal now that ppl are buying their way to max sp)
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 13:24:23 -
[33] - Quote
Morrigan LeSante wrote:So I'm in a thanatos with 4 FSUs.
I can't even keep WEB drones on a cerberus MWDing because they're so slow.
They last until the MWD wears off, then it outruns them webbed.
Again with the fighter speed guys, come on.
Generic feedback:
Also please make fighters load into tubes instantly when docked. Fighter voloume is terrible. I mean, the thanny hanger at max is 87.5k m3. That's 500 wasted for a start..... but moreover that's 87 drones, or slightly over 3 flights of DPS drones (3 flights would be 81k m3). That's quite honestly not even close to good enough. Fighter EHP is questionable anyway, but exceptionally poor coupled with the volume.
Lol you think the Thanny has it bad look at the Chimera
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 13:38:08 -
[34] - Quote
Morrigan LeSante wrote:I only mentioned the thanny as that was what I was in at the time and has the biggest bay :)
The damage is really crappy too, needs more ammo in the heavy rocket salvo. Like 2-3 times as much tbh and omfg make it auto repeat toggleable.
ed: unless the FCU are still buggy?
They are they still increase cycle time Not reduce it
10 shots is fine they just don't do enough alpha
The reason they don't auto repay is because they ate supposed to be this big punch when you need a burst of alpha similar to the heavy torpedo Salvo. Problem is fighters don't do any dps even when they use it and they are hardly worth the effort to launch them if you don't use it
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 14:05:59 -
[35] - Quote
Morrigan LeSante wrote:Yeah, the speed is criminal too. 951 m/s for firbs with 4 FCU. That was what I'd actually hoped was bugged, but no, offlining them made them slower still.
A freakin' hyperion would outrun them.
The FSU stacking penalize speed and ccp will not day if this is a bug or intended
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Lugh Crow-Slave
1766
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Posted - 2016.04.02 15:15:09 -
[36] - Quote
Morrigan LeSante wrote:Its kind of an issue when the webbing fighters can't keep up with a target they have webbed and moreover the fact you need to pull drones to re-arm them.
I've bitched about it repeatedly in slack, the speed is a non issue if we didnt need to pull to reload and webbing drones could actually sit on a webbed target without burning a cooldown.
I covered the fact their vaunted "long range" is a nonsense too, but I was literally the only voice. No-one gave a crap. At least I tried. The argument is with the range comes trade offs, which is not wihout merit, it does need a drawback: except the drawbacks are currently so severe it is completely unusable.
Drop at 0 or GTFO. More likely, don't drop at all and warp to anom....
Not to mention one of the drawbacks is LACK OF RANGE It's like they want to pretend they have all this range bit not give them a weapon system that can utilise it And the Ewar fighters are just bad all around
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Lugh Crow-Slave
1767
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Posted - 2016.04.02 15:54:30 -
[37] - Quote
Barune Darkor wrote:Havent seen this mentioned yet. What about the cost of fighters now that we need twice as many if them as before? Are their material costs going to be reduced?
Lights and heavys will carry over but what about bpos for the new fighter classes prior to the changes?
The lights cost about 3 mil each with 0/0 for t1
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Lugh Crow-Slave
1768
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Posted - 2016.04.02 18:05:19 -
[38] - Quote
Gary Webb wrote:Please add a hotkey for all fighters to attack one target. if there is, i couldnt find it/it isnt working on SISI. Secondly, i really hope there is an icon that will indiciate which squadron is attacking what target. Again, on sisi it wasnt there which made things very confusing. Lastly, the cooldown cycles for the fighter modules is just bad all around. please remove it. or make it shorter or give us back the ability to rep fighters. I can understand the cooldown on the rocket volleys but the MWD?!? that needs to go. Anyone else in agreement with me here?
Try f1
There is a red line and a number fir the group
Mobility is already an issue and the missile salvos don't have a cool down just a cycle time like any mod
And the cool down is just to long on the fighters but it does not need to be eliminated
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Lugh Crow-Slave
1768
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Posted - 2016.04.02 18:41:04 -
[39] - Quote
Anhenka wrote:Altrue wrote:Why the variation in fighter hangar size between carriers? It feels like it penalizes / buffs ships without any relation to their tank or stats.
How do you justify the fact that shield carriers get relatively low total shield values compared to armor tanked carriers, despite having no option to fit shield-slave sets? This capital and supercapital rebalance was the opportunity to change the meta, but I guess we'll keep seeing only armor due to the absurd amount of EHP lost if using shields.
(Not the mention the remote rep values that even more heavily favor armor wrecking balls) Last I heard shield supercaps were better in almost every way. Higher EHP, able to fit an entire rack of primary tank without sacrificing damage mods, more mobile. Even with a full slave set in a Aeon still has less EHP than a Wyvern, and a much lower burst tank, if both are using 2 drone damage amps. Without Slaves they only have around 2/3 the EHP of one. Did this change in the upcoming patch so that armor and shield caps and supers have roughly the same EHP without implants? Or are you just spouting nonsense?
He is right about the rr though and is even worse when you look at the fax none can fit very well without a load of fitting more or rigs and the shield ones got it the worst
Also carriers can't have a burst tank at all the local reps ate balanced around siege mods making them lack luster outside of siege.
But even if they did tank better the utter lack of space on a chimera is unacceptable
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Lugh Crow-Slave
1771
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Posted - 2016.04.03 12:07:31 -
[40] - Quote
Well if the low speed and dps is do to a lack of skills applying the only issue u still see is the uselessness of ewar fighters and the disparity in the fighter hanger size (I also think they are a bit small overall)
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Lugh Crow-Slave
1771
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Posted - 2016.04.03 19:13:16 -
[41] - Quote
Gary Webb wrote:Lugh Crow-Slave wrote:Try f1 There is a red line and a number fir the group Mobility is already an issue and the missile salvos don't have a cool down just a cycle time like any mod And the cool down is just to long on the fighters but it does not need to be eliminated Thank you, i'll try it out on SISi tonight
Forgot to mention you need to make sure the fighters you ate commanding are selected (in the fighter ui) them f1-f3 will activate the corresponding ability
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Lugh Crow-Slave
1772
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Posted - 2016.04.04 01:03:14 -
[42] - Quote
M1k3y Koontz wrote:Miss 'Assassination' Cayman wrote:M1k3y Koontz wrote:CCP Larrikin wrote:
A new skill is being introduced called 'Light Fighters', this provides a 5% velocity bonus per level and is required for the operation of light fighters.
A new skill is being introduced called 'Support Fighters', this provides a 5% hitpoint bonus per level and is required for the operation of support fighters.
The fighters skill now provides a 5% damage bonus per level and is required for the operation of all fighters.
[/list]
All of these changes are on Sisi, and we'd appreciate you jumping on and helping to test them! [/list] So I got onto Sisi, fit up a carrier, bought the new fighters... and realized they all require Fighters 5, Light Fighters/Support Fighters 5 to use. Will all fighters require the Fighters and Light/Support/Heavy Fighters just to use in the first place on TQ? Either that was a while back when the requirements were incorrect or you bought the T2 versions. T1 fighters require Fighters 1 and Light/Support/Heavy Fighters 1. Yes, all the fighters will require the new skills on TQ but not to 5 for T1. I really hope they rethink the requirements for T2 though. Having to train two 12x skills to 5 seems excessive. It seems like something more like Fighters 5, Light/Support/Heavy Fighters 4, and racial Drone Specialization 1 would be more reasonable. Welp, that fixes it. Thank you. I have Fighters, Light Fighters, and Support Fighters to 4 right now. If I wanted to get the T2 versions I would have to put in 3 months (96 days)? That does seem steep, especially when T2 capital guns will only take 1 7x skill (<30 days)
another issue is there is not skill to get the extra little bit out of your fighters once you get the T2 :/
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 16:18:57 -
[43] - Quote
so i just did the math 8 mill for one t1 light fighter ? thats 216 mill just for 3 flights at 10% ME its still 194mill wtf
and you have 3 flights of T2 at 513 mill
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 16:20:09 -
[44] - Quote
FT Diomedes wrote:
And a Titan is just as disposable as a Dreadnought too, right? That's why they get used so often? The useless ship here is not the Capital, it's the Supercapital.
with that logic T2 should be 100% better than t1 and battle ships should be better in every way to a frig
no each class should have a role that it does better than any other
and each ship in that class should do it in a way that is different
titans will still have uses over dreads w/o being better with HAW and supercarriers will still have uses over carriers even if they are not better with light fighters
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 16:22:36 -
[45] - Quote
FT Diomedes wrote:
And a Titan is just as disposable as a Dreadnought too, right? That's why they get used so often? The useless ship here is not the Capital, it's the Supercapital.
with that logic T2 should be 100% better than t1 and battle ships should be better in every way to a frig
no each class should have a role that it does better than any other
and each ship in that class should do it in a way that is different
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Lugh Crow-Slave
1773
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Posted - 2016.04.04 18:04:17 -
[46] - Quote
FT Diomedes wrote:Lugh Crow-Slave wrote:FT Diomedes wrote:
And a Titan is just as disposable as a Dreadnought too, right? That's why they get used so often? The useless ship here is not the Capital, it's the Supercapital.
with that logic T2 should be 100% better than t1 and battle ships should be better in every way to a frig no each class should have a role that it does better than any other and each ship in that class should do it in a way that is different I'm not sure how you expand on that logic to the point of absurdity, but whatever floats your boat. I never suggested that T2 should be 100% better than T1. If you want to cut grass with a katana, you can, but you can do the job better and cheaper with a scythe. I don't really find it necessary to spell out all the substantial differences between Titans and Dreadnoughts. If you want to use your Titans just like Dreadnoughts, go right ahead. Cut grass with a katana... You'll find that the Dreadnought does the job better for a lower price. Additionally, the Titan is clearly more specialized in other ways. For day to day use, however, the Dreadnought is essentially a perfect ship. And for day to day use, a Titan is essentially useless (mostly for meta game reasons). The differences between Carriers and Supercarriers are less substantial, but that depends a lot on the strength of the new utility modules available to Super Carriers. Still the differences are much more akin to a Vexor versus an Ishtar. Given the choice, I'll use an Ishtar most of the time. Supercarriers are basically T2 Carriers. I don't plan on using Carriers very much after the patch - I'm planning to convert them all to Fleet Auxiliaries. For everything else, I have an Aeon...
i wasn't saying that they should not be better i was saying that if cost is not an issue there should be a reason to use the other ones
dreads are not so bad as carriers are where there is no reason to bring in a thanny if you can bring a nyx
but the real issue with that is it seems that carriers are being gimped to make sure that they dont get to close to supers when using lights or support fighters
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Lugh Crow-Slave
1779
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Posted - 2016.04.05 02:41:27 -
[47] - Quote
Sgt Ocker wrote:Miss 'Assassination' Cayman wrote:Sgt Ocker wrote: This is not new, the supers have much better bonuses because they are a much more valuable target that costs 200 times what a carrier does to field.
Ok, if a normal carrier costs about 1.5-2 bil, please show me a 300-400 bil super besides a very shiny Revenant. My bad, was supposed to be 20 times not 200
and besides that carriers have always been better at hitting sub caps than suppers as they could use sub cap drones so not only are carriers now being forced into nothing but an anti sub cap role suppers are getting the tools to do that better
i have no issue with carriers not getting bombers so long as carriers can do the anti sub cap role or on par with HAW and supers
if not that then let them be better with E-war fighters (can start by making these useful)
there is already enough of a reason to use supers over a carrier but currently there is very little reason to use a carrier over a dread or a T3 cruiser
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Lugh Crow-Slave
1781
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Posted - 2016.04.05 04:20:22 -
[48] - Quote
Side1Bu2Rnz9 wrote:M1k3y Koontz wrote:Miss 'Assassination' Cayman wrote:M1k3y Koontz wrote:CCP Larrikin wrote:
A new skill is being introduced called 'Light Fighters', this provides a 5% velocity bonus per level and is required for the operation of light fighters.
A new skill is being introduced called 'Support Fighters', this provides a 5% hitpoint bonus per level and is required for the operation of support fighters.
The fighters skill now provides a 5% damage bonus per level and is required for the operation of all fighters.
[/list]
All of these changes are on Sisi, and we'd appreciate you jumping on and helping to test them! [/list] So I got onto Sisi, fit up a carrier, bought the new fighters... and realized they all require Fighters 5, Light Fighters/Support Fighters 5 to use. Will all fighters require the Fighters and Light/Support/Heavy Fighters just to use in the first place on TQ? Either that was a while back when the requirements were incorrect or you bought the T2 versions. T1 fighters require Fighters 1 and Light/Support/Heavy Fighters 1. Yes, all the fighters will require the new skills on TQ but not to 5 for T1. I really hope they rethink the requirements for T2 though. Having to train two 12x skills to 5 seems excessive. It seems like something more like Fighters 5, Light/Support/Heavy Fighters 4, and racial Drone Specialization 1 would be more reasonable. Welp, that fixes it. Thank you. I have Fighters, Light Fighters, and Support Fighters to 4 right now. If I wanted to get the T2 versions I would have to put in 3 months (96 days)? That does seem steep, especially when T2 capital guns will only take 1 7x skill (<30 days) If you look at the capital focus group logs. https://focusgrouplogs.tech.ccp.is/capitals/2016-03-31/#17:16:52
Larrik states that he agrees T2 fighters should only require lvl 5 Fighter and lvl 4 light/support/heavy fighter skill.
Bit he had since stated on the greed back thread on the test server that they now have the accurate skill requirements
And they are 5/5 :/
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Lugh Crow-Slave
1783
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Posted - 2016.04.05 08:31:44 -
[49] - Quote
Zenafar wrote:without triage carriers are useless. So they need to be more powerfull now.
Speaking of Scarrier/Carrier balance - maybe role bonus + Light fighter dmg for carriers? So carriers will be stronger against subcaps. Just thinking.
Assuming The missing skills will help the damage is think it would be better to give them e-war fighter bonuses (the crappy range ones don't count) and/or a speed bonus to the fighters (with a higher bonus still on the nid)
I also still like the idea of giving them an extra launch bay and second support fighter squad
As well if a support fighters bonus is given idk if it should be racial or general (worried about one carrier being to strong with its racial e-war) but at the same time more individually is not a bad thing
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Lugh Crow-Slave
1785
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Posted - 2016.04.06 01:41:54 -
[50] - Quote
so did ccp think carriers did to much damage the fighter DPS just got nerfed or am i missing something??
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Lugh Crow-Slave
1785
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Posted - 2016.04.06 01:50:37 -
[51] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:so did ccp think carriers did to much damage the fighter DPS just got nerfed or am i missing something??
Heavy fighters at least can really crank out the deeps. Several thousand damage per hit. Are they as good as current fighters? No not really if you want to talk about ratting or whatever but they're quite effective in pvp where they can smush subcaps quite quickly. Do not expect to see these fighters being especially well balanced for a good year or two though. Many might not know this but one of the focus group members outright quit the team on the basis of the removal of afk carrier ratting, citing it as an essential component of EVE pve because pve is so horribly bad and that it isn't a problem because going afk carries its own risks and darwins law kicks in eventually. Apparently the new fighter mechanics turn money making back in to a second job and was deemed unacceptable.
... carriers cant use heavy fighters
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Lugh Crow-Slave
1787
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Posted - 2016.04.06 06:50:30 -
[52] - Quote
Marranar Amatin wrote:Carriers can do some decent dps, because the drone damage amplifiers still do not have a stacking penalty.
Since it is still not fixed, and CCP is ignoring all complaints about carriers having not enough damage, maybe this is on purpose to allow carriers decent dps, if you are willing to sacrifice tank.
Except It's only the archon that needs to of this is the case
For their role the thanny and nid get more than enough tank from shields
Of this is how ccp is planning to give carriers more dps the Chimera and archon will be good for nothing other than over tanked space bricks
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Lugh Crow-Slave
1787
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Posted - 2016.04.06 09:55:37 -
[53] - Quote
Miss 'Assassination' Cayman wrote:Anthar Thebess wrote:Bricks, scale well. The more bricks you have the more things you can do, and stuff is more resistant to external force. Exactly. There's a reason T3 fleets are so popular, and the reason isn't that they have amazing DPS.
But dreads with HAW fill that role better
And T3 fill it even better than that
Is not about will they have a use is about how many other things will out preform them if what ever use they have
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Lugh Crow-Slave
1787
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Posted - 2016.04.06 10:40:37 -
[54] - Quote
Zenafar wrote:Anthar Thebess wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Anthar Thebess wrote:Bricks, scale well. The more bricks you have the more things you can do, and stuff is more resistant to external force. Exactly. There's a reason T3 fleets are so popular, and the reason isn't that they have amazing DPS. But dreads with HAW fill that role better And T3 fill it even better than that Is not about will they have a use is about how many other things will out preform them if what ever use they have Fighters can project fighters to frew thousand kilometers, dreads cannot shoot so far. More EHP, better resist profile give you more time when something go wrong. Dreads must be close to each other to project your damage to enemy, carriers can be spread on the grid 200km away from each other. yeah and feed enemy with cheap fighters edit: But i'ts good that carriers have big fighter bay so they can launch another group of fighters and after 5 mins (or so) fighters will finally reach enemy and feed them more
Lol yeah just because you have the lock range doesn't mean you have the effective range
The range of a nid is generously 100km and when that may sound like a lot is not 100km from your ship but your fighter so of your enemy is on two sides of you you have to cut that in half.
Anyway my original comment was the unballanced nature of leaving DDA woth no stacking penalty of that status the case even without the hull bonuse one the thany and nid the Chimera and archon will be dwarfed and unable to stay competitive
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Lugh Crow-Slave
1787
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Posted - 2016.04.06 11:16:10 -
[55] - Quote
Zenafar wrote:Yep. I thought ccp will fix Drone interfacing and add stacking for DDA, so it's + and - dps. And then we'll see what carriers can do. But something went wrong :)
Yeah they fixed done interfacing then lowered total fighter damage
Odds ate they will add the penalty and all hope of carriers doing damage dies
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Lugh Crow-Slave
1791
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Posted - 2016.04.06 18:50:39 -
[56] - Quote
Rowells wrote: You can pre-position fighters where you want them and burn away at the same time. Sure, probably won't see peopl 1000km away, but 100+ is neither impossible not unrealistic. It merely requires you have someone hold the target in place. Even at ~100 it's not too problematic if your target is stuck in siege or triage.
except carriers are not built to deal damage to capitals so your target is not going to be in siege or triage
fighters are also very easy to kill so they are not going to last long if you "pre-position" and then fly away and once they are dead your going to have to send more out
it also leaves you vulnerable as the fighters now need to fly back to you or fly 100km to the other side of you should more targets show up
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Lugh Crow-Slave
1791
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Posted - 2016.04.06 18:56:37 -
[57] - Quote
Marranar Amatin wrote:
Also I noticed that fighters have now resistances... thats nice, but I think the profiles got mixed up. Templar has kin and expl, while einherji has em and therm for example. Shouldnt it be the other way?
no its just like with T2 ships
amarr fight the minmatar so they have resistances to counter them (kin expl) while the minmatar fight the amarr so have resistances set to counter them {em them) you have resist that match your enemies weapons not your allies
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Lugh Crow-Slave
1792
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Posted - 2016.04.06 23:06:39 -
[58] - Quote
Miss 'Assassination' Cayman wrote:I think the carrier balance issues are because of three things: 1. Balancing both light and heavy fighters based on supers. 2. Unwillingness to give carriers equal or greater bonuses compared to supers. 3. A desire to keep carriers at similar damage potential to what they have now.
The fact that supers can use 2 heavies at the same time as their 3 lights complicates matters. That's a huge advantage that significantly affects balance concerns, but normal carriers don't have that ability. They're stuck with their 3 lights, and without damage and possibly speed bonuses rivaling or surpassing supers, they can't do their job.
It seems like someone wants to keep carriers around their current fighter damage potential, but how often are fighters actually used? Not often in PvP because they're not viable, and only a portion of the time for PvE. A lot of that is because of how fighters work and their cost, but the changes don't seem to be addressing that enough to make them attractive. It seems like dreads, supers, and titans are receiving quite a bit of versatility and potential utility roles while carriers are losing theirs and being left with a narrow focus on something they're not even good at. Unless they get more general damage output, they're not going to be a viable option in most situations due to the drawbacks of fighter speed and the ability to kill them.
and again if CCP does not want to give them more damage then give them more seed so they really can use their range or let them use a second support fighter with bonus to their effectiveness and give them 4 total tubes.
this will mean dreads can still do more DPS so can supers but carriers will either have a support or range advantage
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Lugh Crow-Slave
1794
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Posted - 2016.04.07 18:44:54 -
[59] - Quote
Marranar Amatin wrote:
But the fighters are still very unbalanced among the races. Could you please comment on that? Are the Gallente fighters simply supposed to be better than the rest, while minmatar are the worst, with caldarin second best and amarr third? Or do you really think that a speed bonus equals a damage bonus of the same percentage? Because it really does not. Thats why nav comps have a much higher bonus than damage amplifiers, and damage amplifiers are still fitted much more frequently than nav comps.
to be honest the speed i have found is much better than the DPS when my guys get test fleets together
also for the ability 3 it feels really close to what it should be but needs just a bit more damage
also if DDA are still not stacking then the damage these do in general is still to low if stacking is working i think you all are very close as far as the class balance goes but interclass still needs work
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Lugh Crow-Slave
1794
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Posted - 2016.04.07 19:13:12 -
[60] - Quote
CCP Larrikin wrote:Marranar Amatin wrote:But the fighters are still very unbalanced among the races. Could you please comment on that? Fighters maintain drone differences. Amarr/Minmatar are faster but do less damage, while Gallente/Caldari are slower and do more damage. Mobility of fighters (like drones) is such a huge part of their gameplay (and getting into range to apply that damage) that we do think the speed bonus equals the damage bonus.
but they do not maintain their range or tracking
also can we please hear something on why the sensor power of fighters is so low?
i mean is it intended that a griffin can jam down a carrier and a half 100% of the time using multies?
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Lugh Crow-Slave
1794
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Posted - 2016.04.07 19:14:37 -
[61] - Quote
DharkenGray wrote:Participated in mass test in a Thanatos.
Constantly having to click on the special attack buttons of each squadron is not much fun.
the ability needs to be stronger with an even higher cool down i think the idea is you dont want to be firing volly after volly
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Lugh Crow-Slave
1798
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Posted - 2016.04.08 17:34:07 -
[62] - Quote
Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock).
this please
suggestions in thread
- make carriers better against subs than supers (like they are now on tq)
- make carriers have faster drones than supers
- give carriers an advantage to using E-war drones -possible with just a power bonus or with giving carriers an extra tube and support fighter slot
after the mass test another idea came to me
don't let supers use space superiority fighters and make these smaller
this would mean to effectively counter a super you need a carrier
even if you do none of these the interceptor fighters do need to be smaller it makes no seance that such a niche fighter takes up so much space. ideally one flight would be less than the attack fighters but at the very least make them take the same space as attack fighters
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Lugh Crow-Slave
1798
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Posted - 2016.04.08 18:04:52 -
[63] - Quote
Circumstantial Evidence wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Carriers are much less expensive than supercarriers. They will cause damage for as long as they live in a battle, much like BC's can help a BS fleet, even though they are volleyed off the field in a battleship face-off. Let the guy bring a Drake, if that's all he can bring ;) That said, I liked your idea of giving carriers a unique support role, by dis-allowing support fighters on supercarriers.
but battle cruisers can do things BBs cant like better application on small ships and command links
there needs to be a reason to use every ship in the game independant of its cost
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Lugh Crow-Slave
1800
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Posted - 2016.04.08 21:54:50 -
[64] - Quote
Marranar Amatin wrote:sending fighters to a certain point in space.
however it can now be used to control any ship in game
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 14:24:06 -
[65] - Quote
cBOLTSON wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell.
No was talking about how supers can now dock so carriers no longer have that advantage over them
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Lugh Crow-Slave
1836
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Posted - 2016.04.09 15:26:34 -
[66] - Quote
FT Diomedes wrote:cBOLTSON wrote:Primary This Rifter wrote:CCP would you mind addressing our concerns re. the role of carriers in this upcoming expansion? Some of us feel that there's no reason to use them over supercarriers now that they're losing three of their main advantages (ability to use normal drones, ability to triage, and ability to dock). Wait a second what? I knew about the first two proposals but Carriers are losing their ability to dock?? What the hell. No, Supercarriers are gaining the ability to dock. Which means that Carriers are losing one unique advantage they had vis-a-vis Supercarriers. The argument is, now that you can dock a Supercarrier, why bother to fly a Carrier?
Well that's an extremely abridged version of the argument
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Lugh Crow-Slave
1839
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Posted - 2016.04.10 12:29:27 -
[67] - Quote
Current ranking of carriers
Nid>Thannatos>chimera>archon
And the gap between thany and chimera is huge
I should not be able to lay out from better to worse ships in the same class
The only advantage chimera and archon have over the other two is tank but by the time you need that much you should be in a super
You have two anti subcap ships with tank built to survive capitals
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Lugh Crow-Slave
1840
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Posted - 2016.04.10 13:18:44 -
[68] - Quote
Marranar Amatin wrote:Lugh Crow-Slave wrote:Current ranking of carriers
Nid>Thannatos>chimera>archon I still think thats only true for pve, and basically the other way around in pvp. More tank is always better in pvp, and in my opinion more valueable than damage. Look at the old carriers, it was archon all around, and chimera when you wanted shield. Nid was never used, and Thannatos nearly never. edit: the t1 should also be seeded... at least they were the last few days. maybe check another system?
I was talking for pvp you don't need 3 mill ehp to deal with sub caps. Currently when it comes to fighter/drone carriers you use thanatos on TQ not the Chimera or archon
Archon and chimera are used most because as logistics you need that tank and capacitor especially if you ate in triage or in a fight where alpha is a risk neither of these scenarios fit what carriers will be doing. They ate not the best choice for a fight where you at risk of 1m alpha and they no longer fill a triage role. Not to mention the archon and especially the Chimera get there huge tanks from mostly buffer not resist so when logi is involved in fleet the extra tank will become even less noticeable. Unless again you are using them in a situation with high alpha
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Lugh Crow-Slave
1840
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Posted - 2016.04.10 13:19:39 -
[69] - Quote
Sekeris wrote:Marranar Amatin wrote:Lugh Crow-Slave wrote:Current ranking of carriers
Nid>Thannatos>chimera>archon I still think thats only true for pve, and basically the other way around in pvp. More tank is always better in pvp, and in my opinion more valueable than damage. Look at the old carriers, it was archon all around, and chimera when you wanted shield. Nid was never used, and Thannatos nearly never. edit: the t1 should also be seeded... at least they were the last few days. maybe check another system? Chimera looks to be able to get the most brick and still field 3 dmg mods. Also, there is skill injectors in the redeem Q that should be enough to train for T2 if you are resonably skilled already. Number seems to vary, but 8-24 i have seen over the various test server runs.
Chimera runs out of cpu at best if you only use 2 FSU woth max tank you can only get 2 DDA
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Lugh Crow-Slave
1841
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Posted - 2016.04.10 13:44:21 -
[70] - Quote
Sekeris wrote:Lugh Crow-Slave wrote:Chimera runs out of cpu at best if you only use 2 FSU woth max tank you can only get 2 DDA I think my fit was NSArray, 3 FSU, 2 invul, 2 amps (EM/Therm), 3 extenders, DC2, 3 Dmg amps, 3 shield extender rigs. All T2. That gave 2 hours of cap, 3 mil ehp in EVE. I cant seem to log in to confirm atm though.
Ah you are not using a flex giving you less tank and using much less cpu
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Lugh Crow-Slave
1843
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Posted - 2016.04.10 14:13:06 -
[71] - Quote
Sekeris wrote:Lugh Crow-Slave wrote:Sekeris wrote:Lugh Crow-Slave wrote:Chimera runs out of cpu at best if you only use 2 FSU woth max tank you can only get 2 DDA I think my fit was NSArray, 3 FSU, 2 invul, 2 amps (EM/Therm), 3 extenders, DC2, 3 Dmg amps, 3 shield extender rigs. All T2. That gave 2 hours of cap, 3 mil ehp in EVE. I cant seem to log in to confirm atm though. Ah you are not using a flex giving you less tank and using much less cpu You know what, i never even thought to try and cram that in, neither on the armor ships. Good point, will try that later on.
But to be honest this very well could be do to the capitals cpu and PG not actually being balanced yet as they can't really do that till all the new mods are added and have their fitting requirements set
(This may be why FAX are so hard to fit atm)
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Lugh Crow-Slave
1844
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Posted - 2016.04.10 14:41:49 -
[72] - Quote
Marranar Amatin wrote:Lugh Crow-Slave wrote:I was talking for pvp you don't need 3 mill ehp to deal with sub caps. More hp is also good against subcaps. And you are not going to use carriers only against subcaps. You will apply your dps only against subcaps because it sucks against caps, that is true. But that does not mean that there wont be any other caps on the field. If you escalate a fight to carriers, there is a significant chance that it will be escalated further. You are probably refering to the problem that supercaps overshadow carrier, so you assume that once it escalates, carriers are useless anyway. Is this correct? I am still hoping that this will change, and carriers are actually supposed to be useful in cap fights. Just not against caps, but as anti-subcap support.
In that situation you are better off dropping dreads add they tank even better than carriers but can still use haw and if you ate worried about escalation then you ate probably counting on it lasting more than 5 min. Also do to the lower sp needed you will probably have access to more dread pilots.
This is without factoring in super carriers but yes that is the hands down best option
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Lugh Crow-Slave
1847
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Posted - 2016.04.10 15:03:35 -
[73] - Quote
Marranar Amatin wrote:Carrier now are better against smaller subcaps than dreads, you might still want a few carrier on the field. The dps of HAW is better, but carriers actually do have a range and application advantage now. The only big problem that I see is that supercarriers can do everything better.
You just said tank is better than damage :p
Also dreadsaid do still get higher dps with a proper support fleet (of you are using a cap without this you already screwed up) also carriers only have slightly better range now and only in one direction where a dread had a 40-80 sphere you have 60-110 from where your fighter currently is but never more than 60-110 from your carrier as you need to reload them. Also the reloading drops a carriers DPS substantially.
(I have separated this as I hope it is just do to place holder numbers but 4 fighter squads can be permanently jammed by a Griffen so that's a huge advantage to dreads)
As I have said b4 when only lookin at carriers the Chimera and archon work problem is by the time you get to a point where they shine something else will be ding their job better.
Now
Ways to fix this (even came up with a new one) Disable superiority fighters on supers
Give carriers another tube and another support fighter slot
Give carriers a bonuse to the power of e-war fighters (non-racial)
One I really like Give carriers a bonus to local ewar (t1 racial ie damps to gal paints to minm) make this both strength and range per level.
Having capital tanked ewar would be a reason to have these in a capital fight while keeping them differentiated from supers aoe e-war. It would also give a reason to use carrier mids balancing out the disadvantage armor tanked carriers have
Now I'm not saying all of these or just one of these. They ate just things that can be mixed and matched to get better balance
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Lugh Crow-Slave
1870
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Posted - 2016.04.11 03:19:42 -
[74] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:For Devs; If the desired meta is Archons and Fax, please just say so and stop hiding behind the pretext of carriers being balanced - they aren't. There is no pretext of carriers being balanced. They've spend most of this time getting the mechanics working. While it's important to have some amount of balance to test the mechanics, a lot of the balancing has to come after everything is working.
not to mention the archon is probably the worst of the carriers atm
now another concern i have is the 6 second per charge reload for fighters thats 48 seconds if you use them all
are we just missing some way sees fighters as extremely powerful or something
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Lugh Crow-Slave
1881
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Posted - 2016.04.12 01:40:01 -
[75] - Quote
Anthar Thebess wrote:Archon and Chimera are still way to good compared to thanny and niddy. I don't count any more that you will make thanny and niddy also good for fleet combat, or better for solo combat than amarr, or caldari carriers. Consider then making them unique. (i will burn in hell for this) Make thanny dps much bigger, or increase application. Make thanny the ultimate PVE boat  Niddy, reduce EHP even more, remove additional fighter bonuses, increase fleet hangar a bit, reduce align speed, and offer 7.5 LY jump range and farigue reduction at lvl 5 skills This way you will make all 4 carriers unique and give them a role. Archon - armor king, fleet ship Chimera - shield princess  , fleet ship Thanny - dps king, tormentor of the rats, and home defense fleets "i win/whelp button" Niddy - logistics king, desired by many to move ships, and equipment all around the eve, useless in combat, but this is not his role.
have you actualy tried using these in a fight yet?
Archon and Chimera are trash where the thanny and nid can actually be used
archon cant get any semblance of dps and the chimera runs out of fighters long b4 its tank is threatened
the only point when archon and chimera become more useful than the nid/than is in fights where the DPS is high generally do to other capitals on the field and in these situations using a super or a dread with HAW is far more effective
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Lugh Crow-Slave
1882
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Posted - 2016.04.12 02:21:03 -
[76] - Quote
Sgt Ocker wrote:
I do understand your thinking regarding Buffer fits - My concern is that if carriers are released in their current guise, Archons and Apostles will be all we see, as no carrier is especially good at anything, less DPS for a good tank is a pretty decent trade off. N+1 continues to rule capital engagements - Nothing changes..
It won't matter that one carrier has a better damage bonus, if it can't survive long enough to take advantage of it.
but carriers are not built for capital engagements if it escalates to that they are mostly useless they have less tank than a dread with HAW (and less dps when in a fleet) and they are just worse than a super. but when it comes to supporting a sub cap fight (what the carriers are now built for) the thanny and the nid are far better
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Lugh Crow-Slave
1918
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Posted - 2016.04.12 21:54:24 -
[77] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote:Sgt Ocker wrote:
I do understand your thinking regarding Buffer fits - My concern is that if carriers are released in their current guise, Archons and Apostles will be all we see, as no carrier is especially good at anything, less DPS for a good tank is a pretty decent trade off. N+1 continues to rule capital engagements - Nothing changes..
It won't matter that one carrier has a better damage bonus, if it can't survive long enough to take advantage of it.
but carriers are not built for capital engagements if it escalates to that they are mostly useless they have less tank than a dread with HAW (and less dps when in a fleet) and they are just worse than a super. but when it comes to supporting a sub cap fight (what the carriers are now built for) the thanny and the nid are far better I agree - So we may as well just delete all carriers and be done with it. As per my ideas a few posts back, I want ti try and see carriers have a roll. Give the Thany and Niddy a reason to be fielded. Honestly though, if you are right and carriers are indeed not intended for capital fights, why are they even still in the game. Any group fielding carriers against subcaps is going to find themselves at the mercy of any dreads the subcap group drops in. So what really are carriers meant to be for? I'd like to hear from CCP Larrikin regarding Devs thoughts on the role of Carriers in the coming meta. Probably won't though because Devs are taking a lets wait and see approach, as they have no clear vision for carriers. Just lots of micro management crap (with 2 over sized UI's to deal with) leading to less than desirable damage and application. What started out with good intentions, removing the ability for invulnerable remote repping Archon fleets, has degenerated into carriers with no real role on a capital battlefield. The over riding presumption being, carriers will be an anti subcap platform with no role or defense against other capitals is somewhat demeaning to every carrier pilot who has wasted his or her time training carrier skills. The "opportunities" team was able to find 5 mins to "waste" answering concerns of players in regard to something that is not going to have anywhere near the impact on TQ these changes will bring. Is team "game of broken carriers" so up against it they can't address some of the player concerns?
because using carriers like this is a way to cause escalation you have a sub cap fight so you drop a carrier the other side can now match your carrier or bring in dreads that you can then either match or escalate further. or you can use the high dps carriers and try to finish the fight b4 they can get caps in to back them up.
this is why i think carriers need bonuses that go beyond killing sub caps either with local or fighter e-war so that after the escolation there is still a point to have them on field
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Lugh Crow-Slave
2139
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Posted - 2016.04.15 18:47:05 -
[78] - Quote
The Sinister wrote:OK so now carrier have no triage so there wont be good at logi roll right.
Now they are useful for what?
Can someone please tell me what can a SOLO carrier kill? because with fighters alone YOU WONT BE ABLE TO KILL **** !
.... its a capital its not supposed to kill anything alone
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Lugh Crow-Slave
2139
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Posted - 2016.04.15 18:52:13 -
[79] - Quote
Marranar Amatin wrote:you guys are too pessimistic. Carrier were super broken a few weeks ago, but they really got better.
I tested ratting few fays ago and it was fine. Damage was lower than before, but application better, that evened out. Fighters targeted by rats was not a big problem since they are fast, have good regeneration, got a little more hp, and usually are not targeted anyways (only did one haven though; if you actually tested it too and got worse results please report, but only recent tests).
In pvp they are great for killing smaller stuff. You have lower damage, but better burst and application. Many small ships can be simply alphaed with a rocket salvo. Even a little bigger ones can be quickly killed.
You just have to get used to the fact that carriers are crap against big and tanky targets now. Because then neither the burst nor the application are useful.
My main problem with carrier is still that supers are so much better at everything, taking the role of carriers away.
their application has stayed the same neither exp rad or vel has been tweeked since these came out
the only ships fighters kill faster than a supported dread are faster than the fighters themselves.
in pvp we have found it very easy with a small destroyer group to spread out and kill fighters they may get one of us but by the time they are thinking of flying to the next guy most are dead and they have to go back to the carrier.
the reload time has now actually brought their range lower than that of a dread
so have they gotten better? yeah a little bit but they are far from being viable even if you don't count the super carrier issue
i'm still in support of giving them an extra support fighter and a bonus to local e-war make them an e-war capital at that point them having this low dps makes seance as its not their main role.
if ccp does want their main role to be anti sub cap then they need to do it as good or better than dreads
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Lugh Crow-Slave
2141
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Posted - 2016.04.15 22:52:06 -
[80] - Quote
Marranar Amatin wrote:Lugh Crow-Slave wrote:their application has stayed the same neither exp rad or vel has been tweeked since these came out It has changed indirectly through tracking comps.
O.o those worked for me since week one
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Lugh Crow-Slave
2144
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Posted - 2016.04.16 06:03:12 -
[81] - Quote
one way to give carriers the range they need is let them on grid warp
they still need a fleet member/bm and its done just by selecting the fighter group and warping
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Lugh Crow-Slave
2144
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Posted - 2016.04.16 08:00:16 -
[82] - Quote
Marranar Amatin wrote:Lugh Crow-Slave wrote:Marranar Amatin wrote:Lugh Crow-Slave wrote:their application has stayed the same neither exp rad or vel has been tweeked since these came out It has changed indirectly through tracking comps. O.o those worked for me since week one They started with a laughable 3% on explosion velocity and radius. Not its 8.5% on the T2 variant.
well either way like i said they have gotten better but even with out theses by the time they are appling more damage than a supported HAW the target they are shooting at is outrunning the fighters. This is even if you don't take into account the 48 second reload and the flight time
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Lugh Crow-Slave
2149
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Posted - 2016.04.16 09:58:28 -
[83] - Quote
E-war fighters
Cenobite
look good a bit stronger than a heavy neut and it seems FSU help them to be useful
if FSU is not suposed to work then cycle time on both needs to drop a little Dromi
make the t1 20 per fighter putting them at 60% with a max flight and t2 at 23.33-25% so either just under 70 or at 75 with a full flight
scarab
also seem to be effected by FSU so if cycle time is supposed to be their selling point make them each 4 but have the T2 at 15 second cycle
again if FSU is not suposed to affect them then T1 needs to be 4 points and t2 needs to be 5.2 Siren
these are hardly ever going to be used against a sub cap if your fighters can catch what your trying to point so can your fleets dedicated tackle
so instead up the WDS 2 for the T1 3 for the t2 this puts them a little better than the heavy scrams (they would still never be used on anything other than a super as these would only be needed to tackle large ships and carriers are not built to survive that)
these will not make the fighters worth losing 1/3 of your DPS but it may at least make people think about giving up some hanger space for them.
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Lugh Crow-Slave
2149
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Posted - 2016.04.16 10:10:58 -
[84] - Quote
Another idea make a Support fighter unit to go along with the SFU
this would let us build a support based carrier
however for this to work carriers would need 2 support fighter tubes
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Lugh Crow-Slave
2172
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Posted - 2016.04.16 23:08:10 -
[85] - Quote
Sgt Ocker wrote:[quote=Marranar Amatin]
Carriers need a defined role - Not just gimmick light fighters that require more squads than a single carrier can field to be effective (against a T2 cruiser). N+1 will still be the meta for fights, except now they will be static fights due to lack of effective mobile logistics. Any thoughts of dynamic, tactical, strategic or emergent game play have been denied by design.
Devs have done a half decent job of ensuring - Nothing changes in capital warfare, except the usefulness of carriers.
Good intentions with no imagination = CCP design ethos.
They have one they are just not good at that role
This is what I would do. Take the rapid missile launcher idea of high burst and long reload
Basically the 48 second reload would be fine if the missile Salvo did enough damage to to cause a buffer battleships alarms to start wailing. Have the turret abulity stay where it is. It can chase off frigs and destroyers but do little more than harass anything bigger. Then Make sure they have enough speed to keep up with small ships as well.
So give carriers a damage bonus to the Salvo ideally as a role bonus. This will also give them a clear role over supers and dreads. They are better and sub cap killing than supers (just like now on tq) and they ate a heavy alpha based system where dreads are constant dps
EDIT
you know what if they ate given the alpha then they don't even need the speed that can be compensated for with tackle in you're support fleet
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Lugh Crow-Slave
2182
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Posted - 2016.04.17 11:03:25 -
[86] - Quote
Marranar Amatin wrote:Sgt Ocker wrote:Sorry but they aren't good at killing small stuff, 3 flights of T2 fighters couldn't kill a Cerberus, or anything else I threw them at. Could you give me the fitting of the ships that you tried please? I want to test that myself. So far I had very good results against smaller ships, but maybe they were fitted wrong...
I would assume it was a standard MWD fit he would get in a couple of hits b4 his fighter ran out of their MWD and became unable to keep you with the cerb.
and once again even though carriers have gotten a bit better the still don't come close to the effectiveness or reliability of HAW and have actualy lost a lot of dps now that they have to spend the better part of a minute reloading. CCP is getting closer to a worth while class but they are not there yet
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Lugh Crow-Slave
2184
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Posted - 2016.04.17 12:00:38 -
[87] - Quote
Sgt Ocker wrote:Marranar Amatin wrote:Sgt Ocker wrote:Sorry but they aren't good at killing small stuff, 3 flights of T2 fighters couldn't kill a Cerberus, or anything else I threw them at. Could you give me the fitting of the ships that you tried please? I want to test that myself. So far I had very good results against smaller ships, but maybe they were fitted wrong... Sgt Ocker wrote:As for ratting - Ok if your prepared to take the risk and spend the time (Ishtar is faster and requires far less micro management) - Go for it. Neither Haven or Sanctum are a threat to a carrier as in chance to kill it, anoms will take you around 2 to 3 times longer to run than currently Then you are doing it wrong, I am actually a little faster than before. An Ishtar can never compete with that, not even close. Its still ~10 minutes for a haven. I used common every day fits. Mach, Cerb, Raptor, Tengu nothing special, the fits used were the same fits I use on TQ for PVP, with the exception of the Tengu which is PVE fit (to run shipyards). Raptor was more for fun, orbiting a squad of fighters at 10K doing 8K m/s, just watching the fighters trying to get in range made it interesting. I also used a Rattlesnake but it was a little hard to judge - Half the squad of fighters was dead before getting in range. What space are you doing these havens in? Guristas space is pretty easy (nothing new there), sansha not so much, bloods were a pain. What fitting and carrier are you using? I used a Thany with reasonable active tank, as I would if there was a risk of getting hotdropped and i needed to survive long enough for help to arrive.
What is your active fit I have had to buffer all of mine because the reps all seem to low and slow outside of siege
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Lugh Crow-Slave
2186
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Posted - 2016.04.17 13:18:20 -
[88] - Quote
Marranar Amatin wrote:Sgt Ocker wrote:I used common every day fits. Mach, Cerb, Raptor, Tengu nothing special, the fits used were the same fits I use on TQ for PVP, with the exception of the Tengu which is PVE fit (to run shipyards). Raptor was more for fun, orbiting a squad of fighters at 10K doing 8K m/s, just watching the fighters trying to get in range made it interesting. I also used a Rattlesnake but it was a little hard to judge - Half the squad of fighters was dead before getting in range. I will try to do a few tests with compareable ships. Or maybe I can just meet you on sisi and try to shoot the same ones? Sgt Ocker wrote:What space are you doing these havens in? Guristas space is pretty easy (nothing new there), sansha not so much, bloods were a pain. What fitting and carrier are you using? I used a Thany with reasonable active tank, as I would if there was a risk of getting hotdropped and i needed to survive long enough for help to arrive.
I tried serpentis and blood raider. Serpentis obviously was a little better, because you can use dragonfly there, which are just much better than the crappy templar that you have to use in blood raider space. (seriously, fix the fighter balance already, you should not be able to sort figters from best to worst that easy) Carrier was a Thanny with 2 low slots and the rig slots for tank, and the rest for damage: 4x DDA, 3x tracking link, 2x drone nav comp, 4x FSU, 1x networked sensor array. Obviously you are not going to tank a hotrop for a serious time, but my pve thanny on tranq cant do that either. No pve fit is meant to tank a hotdrop for a long time, that risk is the price to pay for good ticks, and I think thats fair. High risk, high reward.
To be honest I don't think the done balance is that bad when it comes to pvp at least not sure about pve. The amarr and minmatar are hands down the best and the gallente have there uses the only one that falls short is the dragon fly because it's just a lower dps fitblog give it it's racial range and it will also have a place.
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Lugh Crow-Slave
2186
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Posted - 2016.04.17 14:16:16 -
[89] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:I also used a Rattlesnake but it was a little hard to judge - Half the squad of fighters was dead before getting in range. How did that happen? I tried carrier vs rattlesnake and the carrier tore the snake a new one. A Gecko couldn't hit the fighters and light drones and/or missiles (that character has pretty bad missile skills though) didn't do nearly enough damage to kill half a squad of fighters before they get in range. You might kill 1 fighter, but nowhere near half the squad.
O.o you must of been struggling pretty hard our carrier pilot was having issues getting a flight of fighters in range of a Gila with out them being torn a new one. And a vni using geckos works wonders as well while at the same time the Geckos tank the sorority fighters better than the superiority fighters tank the geckos
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Lugh Crow-Slave
2187
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Posted - 2016.04.17 15:17:58 -
[90] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:I also used a Rattlesnake but it was a little hard to judge - Half the squad of fighters was dead before getting in range. How did that happen? I tried carrier vs rattlesnake and the carrier tore the snake a new one. A Gecko couldn't hit the fighters and light drones and/or missiles (that character has pretty bad missile skills though) didn't do nearly enough damage to kill half a squad of fighters before they get in range. You might kill 1 fighter, but nowhere near half the squad. O.o you must of been struggling pretty hard our carrier pilot was having issues getting a flight of fighters in range of a Gila with out them being torn a new one. And a vni using geckos works wonders as well while at the same time the Geckos tank the sorority fighters better than the superiority fighters tank the geckos Well a Gila is much different than a Rattlesnake. Faster and much better tracking drones would reasonably cause issues for fighters. As for a VNI with Geckos, just don't see it happening. I guess I need to test some more, but when I tried that the Geckos had major trouble tracking the fighters.
Nah just fly away and when a squad gets close turn on your Web. You will both pull away reducing damage and your geckos damage shoots up.
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Lugh Crow-Slave
2198
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Posted - 2016.04.17 22:25:42 -
[91] - Quote
Narku Bourgeoisie Tonisilitis wrote:Why shouldn't it be possible to move fighters in and out of the fighter bay while tethered? It's bad enough that (it seems) you can't swap them out when your bay is full
Because no ship can refit in space
And no you can't swap them out when full either to prevent people from carrying more than they should
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Lugh Crow-Slave
2200
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Posted - 2016.04.18 00:54:45 -
[92] - Quote
Narku Bourgeoisie Tonisilitis wrote:Lugh Crow-Slave wrote:Narku Bourgeoisie Tonisilitis wrote:Why shouldn't it be possible to move fighters in and out of the fighter bay while tethered? It's bad enough that (it seems) you can't swap them out when your bay is full Because no ship can refit in space Quote: With mobile depots they can, but depots do not work for fighters--just checked. That puts carriers at a disadvantage.
ok this is new they were working yesterday (and while tethered) i could even take fighters out of other ppls fleet bays to do it Lugh Crow-Slave wrote:And no you can't swap them out when full either to prevent people from carrying more than they should If how much they should carry is balanced to be the bay's capacity minus enough space to swap fighters, then the capacity needs to be lowered and proper swapping implemented. The current version is poorly implemented, because it's currently possible to just abandon fighters then scoop them into the fighter bay once the new ones are loaded into the tube, making it annoying either way.
i would agree with this as well for some reason my brain didn't even think of that.
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Lugh Crow-Slave
2200
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Posted - 2016.04.18 01:36:01 -
[93] - Quote
Narku Bourgeoisie Tonisilitis wrote:Lugh Crow-Slave wrote:ok this is new they were working yesterday (and while tethered) i could even take fighters out of other ppls fleet bays to do it EDIT: i just now went onto sisi you can put fighters into the bay when using a mobile depot Huh, it wasn't working for me. I'll check later but if it was working at some point I'm sure it'll work when it goes live.
aye seems the fighter "q" command is also broken
also noticed fighters now orbit the carrier and the drone return hotkey now works
looks like they are really geting the mechanics down even if it is two steps forward one bug back :p
just hope they get them down in time to finish the balance issues
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Lugh Crow-Slave
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Posted - 2016.04.18 07:27:32 -
[94] - Quote
Miss 'Assassination' Cayman wrote: I'm not sure, but I believe the tackle ability prevents heavy fighter MJDs, considering it already acts like a scram and stops MWDs.
it does tested this during one of the mass tests
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Lugh Crow-Slave
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Posted - 2016.04.18 21:45:42 -
[95] - Quote
I think it would be better if we made carriers have larger fighter hangers but made it take longer to reload fighters this would prevent them from having to sit on their hands half way though a moderately long fight
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Lugh Crow-Slave
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Posted - 2016.04.18 22:47:35 -
[96] - Quote
Miss 'Assassination' Cayman wrote:Gary Webb wrote:Lugh Crow-Slave wrote:Narku Bourgeoisie Tonisilitis wrote:Lugh Crow-Slave wrote:ok this is new they were working yesterday (and while tethered) i could even take fighters out of other ppls fleet bays to do it EDIT: i just now went onto sisi you can put fighters into the bay when using a mobile depot Huh, it wasn't working for me. I'll check later but if it was working at some point I'm sure it'll work when it goes live. aye seems the fighter "q" command is also broken
also noticed fighters now orbit the carrier and the drone return hotkey now works looks like they are really geting the mechanics down even if it is two steps forward one bug back :p just hope they get them down in time to finish the balance issues does this meed there is now a hot key for fighters to attack again? will test tonight F1?
thats what i keep telling people
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Lugh Crow-Slave
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Posted - 2016.04.18 23:32:32 -
[97] - Quote
Zenafar wrote:And "Q" is working fine. Also Shift + R, Shift + Alt + R now working aswell. Can't understand why many ppl have problems with ratting, wrong fighters perhaps. Some ppl still don't know that there are 2 types of light fighters. Also I tried to kill Domi and Gila today, with simple but pretty tanky fit. Domi destroyed within 30 sec and Gila was on armor after 1 shot and 1 rocket salvo (it's 1 sec). Gila with mwd and 1 nano can't run away from fighters. I used Thanatos with 1 DDA 4 FSU 2 DNC and 1 OTL with tracking script. It was just stupid test but carrier isn't worthless
kill a dromi with what?
also q is still not working for me the overlay comes up but that is it
and it's not that carriers are worthless its that they are worth less than dreads with HAW still
the fact that you got a gila into 1/2 armor after one salvo is surprising how close were you when you launched fighters and how many died b4 they made it?
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Lugh Crow-Slave
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Posted - 2016.04.19 01:36:22 -
[98] - Quote
Sgt Ocker wrote:
Miss 'Assassination' Cayman - I don't know what happened in my previous tests but the velocity ability is pretty effective. Bombers are like ducks in a shooting gallery once hit with it.
the superiority fighters seem to be the only ones they got right
they do one thing but they do it well and at the same time they can still be shut down and handled by an organized fleet keeping them from being op
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Lugh Crow-Slave
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Posted - 2016.04.19 01:47:54 -
[99] - Quote
i'm starting to wonder if the disadvantages are making them to hard to balance
the line between op and u.p. is very very thin this combined with the fact that ccp is trying to make one capital only work on sub caps and at the same time giving the rest an option to chose
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Lugh Crow-Slave
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Posted - 2016.04.19 03:20:32 -
[100] - Quote
Miss 'Assassination' Cayman wrote:
I don't envy whoever has to figure out the balance, but I also don't think they're getting it right.
i'll give them this much they are going in the right direction it feels i'm just not sure it's fast enough.
i wish we could get some feed back from them so we could be more help
right now we are going off what we think they are trying to do as far as we know they want them to be titan killers
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Lugh Crow-Slave
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Posted - 2016.04.19 04:04:57 -
[101] - Quote
That point about them now being 3 targets not 15 is huge because it means you only need to catch one target to lock down 1/3 the dps
Just reiterating the idea of them having differant drawbacks adds to the gameplay but ccp needs to be able to balance these cons with appropriate pros. The new game play with these is amazing and I can't wait to use them on tq but if they ate not a valid choice do to ballance all this will be pointless
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Lugh Crow-Slave
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Posted - 2016.04.19 07:27:17 -
[102] - Quote
Oxide Ammar wrote:I don't know if this got brought up early but it looks like they are reducing base material needed for all caps, So if carriers look like sub-bar state right now against sub-caps they might introduce Tech II carriers to overcome its downsides ? I don't know...
... reading this they raised the price of carriers or they are the same.
Either way what this means is the argument brought up earlier (I think in this thread) that fighters made up the rest of the carriers cost is now invalid
So carriers cost more to feild (by a lot)
Are less flexible
Have less dps
Have drastically less dpm
Have destroy-able damage
Have a higher hull train time
Have a higher weapon system train time
What do they get?
Pretend to have more range
Can leave in under 5 min (assuming the enemy decided they didn't feel like tackling you)
So ccp can you please tell me why a player would choose a carrier over a dread?
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Lugh Crow-Slave
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Posted - 2016.04.20 10:47:20 -
[103] - Quote
Krevnos wrote:With the patch release just around the corner, it seems unlikely that any meaningful change will be introduced at this late stage.
I don't foresee carriers falling into a place where they are both playable and useful for many years (now occupying a place next to the Rorqual).
I'm calling it now: time to extract! There are plenty of alternative ships out there, including dreads, which require less investment, function well and result in less enlightenment of my family with the new words I utter while fighting with the interface.
It's why I have generally switched my suggestions from more complex ones to the simple give them t1 ewar bonuses because at this point it's the best we can hope for:/
Ccplease don't kill the carriers when you are about to give them this new gameplay.
And considering the plans for the Rorqual they won't be next to them but rather taking their lonely place
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Lugh Crow-Slave
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Posted - 2016.04.20 11:15:25 -
[104] - Quote
Kirito Kid wrote:Kinda makes me sad the way they have implemented features and haven't really smoothed out the edges for carriers. I do think that another tube would be beneficial for e-war, I have had trouble on sisi for my fighters keeping up with targets which I think needs to addressed. So far I have been disappointed, mostly due to the fact I spent the last 2 months training for a carrier :P,
I do think that the buffer tank on the archon is decent for my uses, I have tried making a rep fit but it seems kinda slow on the cycles but I haven't really tested the ancillary armor reps. I do live in wormhole so I don't have to worry about supers only issue is if they escalate to dreads I'm toast, I've gone toe to toe with a dread and man they hurt, which is to be expected.
I think the only things that need to addressed is throwing on a dedicated support drone tube so you don't lose 1/3 of your dps, fix fighter speed to make them able to apply their dps, and maybe tweak dps a bit.
At the end of the day unless you give carriers a role to fill, they are basically useless, you are better off using dreads especially if the engagement is gonna be drawn out, CCP has a week left hopefully they can ease our pain and have carriers fixed :P
If all you do is add an extra rube for a support drone nothing will really be fixed as the support fighters aren't worth the fighter bay space
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Lugh Crow-Slave
2240
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Posted - 2016.04.20 12:12:41 -
[105] - Quote
Kirito Kid wrote:Lugh Crow-Slave wrote:Kirito Kid wrote:Kinda makes me sad the way they have implemented features and haven't really smoothed out the edges for carriers. I do think that another tube would be beneficial for e-war, I have had trouble on sisi for my fighters keeping up with targets which I think needs to addressed. So far I have been disappointed, mostly due to the fact I spent the last 2 months training for a carrier :P,
I do think that the buffer tank on the archon is decent for my uses, I have tried making a rep fit but it seems kinda slow on the cycles but I haven't really tested the ancillary armor reps. I do live in wormhole so I don't have to worry about supers only issue is if they escalate to dreads I'm toast, I've gone toe to toe with a dread and man they hurt, which is to be expected.
I think the only things that need to addressed is throwing on a dedicated support drone tube so you don't lose 1/3 of your dps, fix fighter speed to make them able to apply their dps, and maybe tweak dps a bit.
At the end of the day unless you give carriers a role to fill, they are basically useless, you are better off using dreads especially if the engagement is gonna be drawn out, CCP has a week left hopefully they can ease our pain and have carriers fixed :P If all you do is add an extra rube for a support drone nothing will really be fixed as the support fighters aren't worth the fighter bay space As of right now I dont think there is much that they can do before the release in 7 days if I'm correct, I mean theoretically they could do a big update to sisi a few days before the update but with fanfest around the corner its looking less and less that carriers will not be polished in time, I mean adding another tube would be a band-aid but the issue I have been having is my support drones not keeping up with anything, so speed of fighters in general would be a big push towards making ewar fighters possible, If my dromi drones cant keep up to web stuff than whats the point of using them when you are sacrificing 1/3 of your dps same with the disruptor drones , haven't really used other drones, I tried testing the jamming drones and from what I have seen they can't jam for ****. Another thing that needs to be addressed is the drone bay which I totally forgot, either it needs to get bigger or fighters need to get smaller, your basically putting your dps out there to be diminished as soon as they die which is a no no for extended fights where if you cant kill the target fast enough due to dps dying your dead especially if your in a buffer tank.
To be honest adding e-war bonus would be less drastic than adding another tube as that make carriers the only things that can use all their fighter types at once(not saying it makes them strong at all but its drastic mechanically)
but swapping their useless fleet boost bonuses for an e-war one should be easy and help them out a bit more
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Lugh Crow-Slave
2241
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Posted - 2016.04.20 13:04:06 -
[106] - Quote
Kirito Kid wrote:Quote:To be honest adding e-war bonus would be less drastic than adding another tube as that make carriers the only things that can use all their fighter types at once(not saying it makes them strong at all but its drastic mechanically)
but swapping their useless fleet boost bonuses for an e-war one should be easy and help them out a bit more I completely agree, I have no clue why there is even a fleet bonus on a carrier. Maybe it was a weird place holder they had because they couldn't think up something. ATM though its looking more and more grim for the fate of carriers, I mean I am completely new to using carriers so I could be wrong with the whole change, just my opinion since I haven't seen many wormholers post about their thoughts.
I'm WH and i tend to live in low class ones so i don't even need to worry about hostile capitals and i still can't see a reason to use a carrier over HAW
as for the link bonus its a hold over(and actually a buff) currently on TQ carriers can fit links but they don't except in niche cases its almost always better to have a T3 or a command BC this wont change with a 1 % bonus hell if CCP doesn't want them to be e-war then give them a 4% bonus to the links. they are to big to hid off grid like a t3 or a bc meaning yes they would have stronger links but they would have to fight.
is it the best way to fix them? not even close but it gives them at least some reason to see use
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Lugh Crow-Slave
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Posted - 2016.04.20 13:14:35 -
[107] - Quote
Sgt Ocker wrote:[
Adding an Ewar bonus to Carriers achieves nothing - Your still giving up 1/3rd of your Dps to field 3 easily destroyed, slow as a wet week fighters.
like i said adding a t1 ewar bonus so not to the drones but to local e-war turning them into capital e-war
so
archon
7.5 to TD
Chimera 15% bonus to ECM Target Jammer strength 25% bonus to ECM Target Jammer optimal range and falloff 25% bonus to ECM Burst range
thanatos 7.5% bonus to Remote Sensor Dampener effectiveness 7.5% bonus to Remote Sensor Dampener optimal range and falloff
nid 7.5% bonus to Target Painter effectiveness
basically they become e-war with moderate burst dps but capital tank
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Lugh Crow-Slave
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Posted - 2016.04.20 13:24:08 -
[108] - Quote
not like its that far out and it would build onto the progression into super carriers who have their own bonuses for remote burst e-war.
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Lugh Crow-Slave
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Posted - 2016.04.20 14:19:02 -
[109] - Quote
Kirito Kid wrote:Lugh Crow-Slave wrote:not like its that far out and it would build onto the progression into super carriers who have their own bonuses for remote burst e-war.
I see that as a logical step forward, only issue I see is the ships that use mid-slots will have trouble deciding between tank or e-war but at the end of the it gives the players more flexibility in their fittings, which I think can work out it would be a lot better than that Fleet bonus.
it's the same with all e-war ships ald like you said it would be up to them to decide how much tank to give up
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Lugh Crow-Slave
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Posted - 2016.04.20 21:44:29 -
[110] - Quote
Sgt Ocker wrote:Kirito Kid wrote:Krevnos wrote:I think the real question you need to be asking is why would you want to use them anymore? Exactly what everyone wants answered, why use a carrier over a dread, they are both in the same class of ships ie Capitals, but the dread has more of a role and is more effective at killing subcaps with its HAW. If they were to give carriers a role that they are well at or multiple roles that they can be used for that would be great but atm we haven't seen much progress or change. Yeah about Haw's - Interesting concept, until you are Haw fit and Dreads that aren't land on grid - Then you die a nice slow death with no way to refit to defend yourself - Devs thought that one out nicely, suicide Dreads are nearly as bad as Carriers. Devs like adding new things (which is good) but really just don't think their usefulness through very well. Dreads and Carriers both got PG and CPU nerfed, yet Every new Capital module has high CPU and PG requirements. Try fitting a triple extender buffer fit (recommended for buffer tanking) on a shield carrier
the HAW are not that bad and the risk/reward is there its the same as today if you fit a blap dread you tend to be screwed if a standard fit cynos into feils
for the e-war there is no need to add capital e-war mods in order to do that and the only carrier that can't get a decent armor tank is the chimera who gets enough shield tank that it can give up a mid or two. again i don't think this is the best way to fix them but it's better than they are now and i worry if ccp puts them onto tq as is then they will not be fixed for years.
as for the tripple extender fit a chimera pulls that off easy along with a DCU 3 DDA 3 FSU a heavy nuet and a NSA its the FAX that have fitting issues with PG and CPU carriers are fine unless you want to fit the new mwd/ab but thats becaues those are way to expencive
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Lugh Crow-Slave
2251
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Posted - 2016.04.20 22:44:45 -
[111] - Quote
Alexis Nightwish wrote:CCP Larrikin wrote:Francisco Vazquez Garcia wrote:Why are all resistance profiles the same? Fixed :) No, the shield resistances are still the same on every ship: Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
i think they were talking about the fighters
the carriers are all t1 so the resists should be 0/20/40/50
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Lugh Crow-Slave
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Posted - 2016.04.21 00:42:13 -
[112] - Quote
not really sure you should ever have a large group of HAW dreads even now on TQ that is still not a good idea and the largest fleets of blap dreads you see are in WH where they still die honorably if you enemy brings dreads fit to kill dreads. only diferance now is its very very hard to refit to something that can defend against that.
and ccp hasn't changed the meta into something with the same game play they have drastically reduced it by nerfing the hell out of combat refitting.
and idk if they have given up as they were making progress and listening in the beginning i think they have just prioritized fan fest over this who know maybe they think they can get them fixed in a week :/
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Lugh Crow-Slave
2254
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Posted - 2016.04.21 01:19:51 -
[113] - Quote
Kirito Kid wrote:Lugh Crow-Slave wrote:not really sure you should ever have a large group of HAW dreads even now on TQ that is still not a good idea and the largest fleets of blap dreads you see are in WH where they still die honorably if you enemy brings dreads fit to kill dreads. only diferance now is its very very hard to refit to something that can defend against that.
and ccp hasn't changed the meta into something with the same game play they have drastically reduced it by nerfing the hell out of combat refitting.
and idk if they have given up as they were making progress and listening in the beginning i think they have just prioritized fan fest over this who know maybe they think they can get them fixed in a week :/ Jeez its starting to look more and more grim when it comes to the update. Its gonna be a squeeze for them to address all these issues.
untill release i'm still going to have faith but once the 27th hits it will be lost we all know how long it takes ccp to come back to ships after a pass
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Lugh Crow-Slave
2256
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Posted - 2016.04.21 06:29:21 -
[114] - Quote
wow maybe sgt was right about ccp not wanting carriers to be a thing anymore
i just looked at the artwork of the citadel fight ccp is using as their offline image on twitch
every type of capital is represented in it other than standard carriers....
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Lugh Crow-Slave
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Posted - 2016.04.21 10:17:25 -
[115] - Quote
Nevyn Auscent wrote:Lugh Crow-Slave wrote:wow maybe sgt was right about ccp not wanting carriers to be a thing anymore
i just looked at the artwork of the citadel fight ccp is using as their offline image on twitch
every type of capital is represented in it other than standard carriers.... Random question for you. Mainly relating to the static blob meta. What if they removed the stationary penalty from Siege & Triage? (& Bastion to match as a result also but irrelevant to caps) So they are about being local tank rather than remote tank, but don't lock you into a single place. They would have to be vulnerable to webs & tackle if that was the case obviously, but since CCP now have the ability to vary resistances to different things like that, they could actually do that. I know it doesn't solve the carrier problem still, but it solves the stationary blob at least. Which means Carriers can be mobile with FAX escorting them.
hmm it is an interesting idea and while i myself would not be opposed however coming from a time back when cycles were still 10 minutes and missing the value that added i'm not sure that game play would be good.
what i mean is mostly stemming from dreads and triage you were given amazing power but became very vulnerable losing this would defiantly be a lose. I do recognize this as a feeling i have from b4 even some of the strongest groups in eve could support large super fleets or even large fleets of standard capitals.
carriers still can be mobile FAX do have a decent range and we have already experimented with carriers being suported by sub cap logistics(it worked rather well but had little benefit do to the carriers short comings) then the ABs and MWDs worked very well and made us think it could work if only carriers were ironed out. Now they have changed ABs and MWDs to a point that they are not worth it for mobility and it would appear their intent is purely sig tanking.
EDIT
that was mostly a long winded way of saying it would change the game play but i don't think it would be in a positive way at best it would be a lateral move
one thing that could help is if CCP increased minimum warp range and raised the cap on lock ranges this could add a use for long range guns and change capital fights in some areas (probably only for a short time untill we the players found the best way to break or utilize the mechanic)
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Lugh Crow-Slave
2257
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Posted - 2016.04.21 10:33:10 -
[116] - Quote
Nevyn Auscent wrote:Lugh Crow-Slave wrote: EDIT
that was mostly a long winded way of saying it would change the game play but i don't think it would be in a positive way at best it would be a lateral move
Cheers, was an interesting thought brought on by the comments about stationary meta. I think increasing the warp range has to occur with carriers the way they are. And isn't the lock range cap going away, or are they just giving carriers & citadels a special exception to that.
well atm on sisi carriers and cits are the only ones :/
with carriers the way they are warp range changing would be irrelevant as their effective range is not beyond 150km you're already pushing a carriers limits at 80km some fits may be able to get 100km
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Lugh Crow-Slave
2257
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Posted - 2016.04.21 11:03:50 -
[117] - Quote
Nevyn Auscent wrote:Hmmm, What if fighters could short warp on the battlefield only? Avoids them being too fast when chasing something, they warp to 100 from their target then fly the rest of the way or something like that. While we are on mobility ideas.
The fighter speed seems ok once they are inside that range belt for chasing things, but getting across the battlefield seems the issue?
Then they can also warp back to the carrier at the same range for recall, so not instant recall, but not wait 10 minutes either. Interdiction immune to get through bubbles could be a possible. Makes interceptors and the like really matter for locking down fighters to kill them to prevent warp. Might be restating an idea mentioned in the thread but didn't think I'd seen it yet.
i brought up the idea of them being able to be warped just like ships so long as the target is on grid (meaning you would need a BM fleet mate or another warp-able object) it would be done the same way as giving commands to fighters is now (using r-click menue or selected items so long as you were controlling a fighter group)
fighter speed is also bad even when they reach their target there are a lot of cruisers and most frigs that out run the fighters once their MWD hits cool down
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Lugh Crow-Slave
2257
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Posted - 2016.04.21 11:23:11 -
[118] - Quote
Nevyn Auscent wrote:Lugh Crow-Slave wrote: fighter speed is also bad even when they reach their target there are a lot of cruisers and most frigs that out run the fighters once their MWD hits cool down
Yea, but that's not a bad thing if that's by design that carriers have trouble engaging frigs & fast cruisers. If they needed a warpable BM that'd be even more balanced, I was just thinking warp to target like a super MJD warp really. No friendly needed.
problem if that is by design is that HAW are better against everything bigger than cruisers and are just about as good against cruisers
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Lugh Crow-Slave
2258
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Posted - 2016.04.21 11:36:51 -
[119] - Quote
Nevyn Auscent wrote:Lugh Crow-Slave wrote: problem if that is by design is that HAW are better against everything bigger than cruisers and are just about as good against cruisers
If the carriers can project from a far safer range, that's not so much an issue though. It's really only an issue when carriers have such a short effective range because of the fighter travel time.
aye for the most part i have given suggestions to help in one area or another never intended for all of them to be used lol so yes if they could warp it would be fine. it was more of an as is it's an issue
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Lugh Crow-Slave
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Posted - 2016.04.21 11:51:56 -
[120] - Quote
it would also be nice if when you warped (and your fighters are on return and orbit) they warped along side your carrier this would add greatly to the feel of being a carrier pilot and i can't see how it has a negative impact
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Lugh Crow-Slave
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Posted - 2016.04.21 12:02:39 -
[121] - Quote
Nevyn Auscent wrote:, bumps
on this... fighters should not bump this causes so many issues when trying to dock your fighters
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Lugh Crow-Slave
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Posted - 2016.04.21 23:35:56 -
[122] - Quote
Crazy KSK wrote:the thanatos has a significantly weaker tank compared to all other carriers and does not get compensated adequately for it does have a larger fighter bay but I don't think that is enough increase its base armor hp and consider changing its fighter hp bonus to damage
also consider increasing the nidhoggurs fighter speed bonus to 5% to set it further appart since it also has more then a million ehp less tank then the chimera does
support fighters are only a t1&t2 mod with very large range and not worth using(except for siren) over a fighter that does damage the carrier bonuses towards them also seem just useless and should be changed to strength bonuses
PS: where is the FAX thread?
why would you ever use the siren? you should have tackle in your fleet
the than has plenty of tank (a little over 2M shield tank) and the fighter bay is a huge difference with the chimera you will see it run out of fighters long b4 it dies.
the nids speed bonus is also plenty and is probably the strongest bonus any of the carriers gets.
but none of this matters if carriers never get used
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Lugh Crow-Slave
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Posted - 2016.04.22 01:09:02 -
[123] - Quote
Miss 'Assassination' Cayman wrote:Gary Webb wrote:I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened? They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.
and they are still way to expensive considering dreads and FAX will cost just as much as a carrier hull
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Lugh Crow-Slave
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Posted - 2016.04.22 11:51:50 -
[124] - Quote
i would settle for 4% to the links and just turn them into command vessels
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Lugh Crow-Slave
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Posted - 2016.04.22 13:25:26 -
[125] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:Miss 'Assassination' Cayman wrote:Gary Webb wrote:I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened? They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them. So each of my 20 mil isk fighters is going to be transformed into 6 worthless T1 light fighters? One current Firbolg equals six light T1 Firbolg fighters. (I presume; can't see Devs turning them into something useful) That works out at around 3.5 mil per T1 light fighter - So around 7 to 10 mil per T2 light fighter or between 56 to 90 mil isk per squad for disposable, un-repairable light fighters. These may or may not be useful, depending on whether Fax's get sorted out or not and if players are willing to pay 50% more for a very limited use carrier. Including the already known drawbacks with carriers + light fighters - Long reload (refueling time), limited damage application, easily destroyed and now cost of light fighters. Risk (isk outlay) vs Reward (ability and usefulness) - Carriers fall a long way short on any potential reward. T1 light fighters should cost no more than T2 sentry drones with T2 being double that, so under 3 mil for T2 Light Fighters or 27 mil per squad - Times that by 3 it is still a considerable isk outlay for something that is likely to be single use. Agreed. I know they wanted us to use them more like ammo, but not even titans pay nearly that much for ammo unless they use doomsdays quite a bit. I think you're a little off on the price increase for hulls though. I haven't done the math for all races, but a Thanatos would only cost about 8% more, so probably more like 20% for the others.
Dragonfly I Dragonfly II
remember you need to add the cost of the t1 to the t2 cost to get the full t2 cost
these are also ME0
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Lugh Crow-Slave
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Posted - 2016.04.22 13:58:49 -
[126] - Quote
Aeon Veritas wrote:Sgt Ocker wrote:Aeon Veritas wrote:Lugh Crow-Slave wrote:why would you ever use the siren? you should have tackle in your fleet This is so much right. It would be more usefully if the Siren would be a sensor dampener. A Celestis would do a much better job, survive longer and not require a carrier losing 1/3rd of its dps. If you want to go that way... There are many ships who are more suitable for tackle purposes...
thats the point
the support fighters have no use
the only decent ones are the neuts but even they are not worth 1/3 your dps
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Lugh Crow-Slave
2264
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Posted - 2016.04.22 14:30:37 -
[127] - Quote
Miss 'Assassination' Cayman wrote: Also where are you getting the materials to build a Thanny for 900 mil? I've never seen a build price estimate below 1.28 or one on firesale cheaper than 1.05 bil.
using buy orders i have managed to build them for around 850 but your other point stands the price is not going up anyplace close to what he is stating
that said it is unnecessary to raise the carriers cost at all if they are losing usability not to mention their "drones" are also geetting more expensive
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Lugh Crow-Slave
2265
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Posted - 2016.04.22 21:36:40 -
[128] - Quote
so today fozzie said that the superiority fighters should be about as strong as a group of warriors when used against anything not a drone yet currently they have on adv less than half the DPS of warriors. or is the damage reduction not 90% anymore
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Lugh Crow-Slave
2266
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Posted - 2016.04.22 22:49:32 -
[129] - Quote
just got back from testing superiority fighters they actualy do a good deal of DPS on cruiser and below and may be something that gives carriers a role that dreads don't. they nuke frigs and wreck desi (t3d be warned) they also do more dps to cruisers than attack fighters do w/o the HM salvo
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Lugh Crow-Slave
2267
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Posted - 2016.04.23 01:12:48 -
[130] - Quote
Sgt Ocker wrote:Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:Miss 'Assassination' Cayman wrote: Agreed. I know they wanted us to use them more like ammo, but not even titans pay nearly that much for ammo unless they use doomsdays quite a bit.
I think you're a little off on the price increase for hulls though. I haven't done the math for all races, but a Thanatos would only cost about 8% more, so probably more like 20% for the others.
This quote Quote:Using 8 Million isk as a quick estimator we find Carriers BASE 1.3-1.4 Bil Dread BASE 1.4-1.5 Bil F Aux BASE 1.3-1.4 Bil From This Reddit post would indicate Carriers will be around 1.3 to 1.4 bil build cost. That is just a bit more than 8% of the current build cost of a Thany at around 900 mil - It is actually adding 400 to 500 mil to the build cost or around 50%. Ok, let's just say I did an Evepraisal of the materials required now vs the materials required on SiSi as of 3 days ago. For ME 0 it gave the current cost as 1.42 bil and the new cost as 1.52 bil. Now that's with Jita mineral prices and ME 0, so it's a bit on the high side but the ratio is the same. Also where are you getting the materials to build a Thanny for 900 mil? I've never seen a build price estimate below 1.28 or one on firesale cheaper than 1.05 bil. Sorry your right, I was comparing an ME 9 BPO on TQ with an ME 0 on SISI. It is somewhat odd how they are doing this - At ME 0 on both servers a Thanatos will have 50% less armor but requires 6 more armor plates. Overall there will be 4 extra parts required to build a Thanatos but of course the nice juggling act Devs did with components (makes no sense as far as attributes the ship has) means it is going to cost substantially more to build. With an end result of, less EHP, less effective DPS and application, disposable DPS, far less chance of surviving even a moderate sized fight involving capitals AND worst of all, its 100% reliance on Triage Fax's to even be deployed. Build costs being equal - Forget carriers just bring dreads Can we get even a cursory "yeah we can't answer your questions" from a dev on this team? Surely 2 mins wouldn't be too hard to swing for a "This is how it is" response.....
it does bug me with how much fighters will cost that carriers and dreads are going to cost the same :/
however i think capitals are actually getting cheaper right now the 2% bonus on CSAA do little to nothing for most capitals but in the fall the industry building will probably have more than 2% so it may be carriers are staying about the same price or cheaper it's just they are balancing them for the new structures coming out in the fall.
also they do not "need" Fax a decent guardian wing can hold them up and these things are not meant to be in capital fights so i don't think them not being able to survive in one is a bad thing. the problem is they are not good enough in a sub cap fight to be worth the cost of replacing fighters
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Lugh Crow-Slave
2268
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Posted - 2016.04.23 10:58:25 -
[131] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote:
it does bug me with how much fighters will cost that carriers and dreads are going to cost the same :/
however i think capitals are actually getting cheaper right now the 2% bonus on CSAA do little to nothing for most capitals but in the fall the industry building will probably have more than 2% so it may be carriers are staying about the same price or cheaper it's just they are balancing them for the new structures coming out in the fall.
also they do not "need" Fax a decent guardian wing can hold them up and these things are not meant to be in capital fights so i don't think them not being able to survive in one is a bad thing. the problem is they are not good enough in a sub cap fight to be worth the cost of replacing fighters
A capital ship - Any Capital ship, that can't be useful and competitive in a capital ship fight isn't worth fielding. They have actually balanced Carriers out of the new structure meta - So it matters little that nulsec Citadels get a manufacturing bonus. All they will be building is Dreads if Citadel shoots are the goal. As for Fax's - Ok, Guardians will do a better job but isn't that in itself just really poor design? Add to that, Guardians means Armor is all that will ever be used - 2 complete lines of Capitals left out in the cold, right where they have been for years now. A 2 billion isk + carrier, with disposable fighters (@ around 250 mil per flight - 3 squads) that may or may not be able to kill a 500 mil isk battleship - Really isn't worth fielding. R-isk vs Reward - Carriers suck - By Design -- - -- - -- - -- Devs can't respond in this thread - They know carriers are bad and don't want to admit their plan all along was to make them next to useless. How about we just drop the pretense and simply remove carriers - It will save A LOT of negative feedback over time. Although, Devs are great at ignoring customers and just doing their own thing - So negative feedback probably won't be an issue, they just continue to ignore paying customers. How few subs is enough to keep the servers up?
nothing says capitals need to be good against capitals
basilicas work when you need shields rather than guardians
nothing says they need to be good against citadels however a single carrier can eat a citadels fighters (depending on fit they can be over 1/2 it's dps)
ccps idea isn't bad they are just executing it poorly
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Lugh Crow-Slave
2269
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Posted - 2016.04.23 16:08:38 -
[132] - Quote
Your rants seem to be based more on "it don't want change" then any actual issues tough you do bring up the main ones.
Fax now don't even have enough cap to run without working against nuets and the new cap boosters are worthless even on the gal/minm fax.
There is nothing wrong with giving a jack of all trades ships a specific role but they need to make sure they are not severely out preformed in that role by cheaper and less skill intensive ships. So the idea of a dedicated anti sub cap carrier is not a bad thing but in its current state it can't fulfill that role properly.
I have also given up in support fighters being any better than ewar drones
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Lugh Crow-Slave
2269
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Posted - 2016.04.23 17:09:14 -
[133] - Quote
So assuming they keep the damage and reload as is I think giving them on grid warp drives (again need valid targets just like a ship so you can't just have them warp onto an enemy fleet i.e book mark or fleet member)
Can even give them a low warp speed of 50-100km/s depending on the fighter and its race.
To be honest with this I would even accept the reload to go up from 48s to 60s
Sure they would have low dps but they would have the ability to make use of that range they boast.
Would also mean if you did put a carrier way back behind your lines it could make it very vulnerable
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Lugh Crow-Slave
2272
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Posted - 2016.04.23 20:19:55 -
[134] - Quote
Gary Webb wrote:
as for carriers, i am still extremely disappointed. not a word from CCP Larakin. all the isk I have invested in my fighters is going down the drain. I took a chance and trained for the t2 light fighters but it doesnt look like im ever going to get to/want to use them. the lack of regular drones on cariers gives them a stupidly small engagement profile and even then they do dog **** for damage against anything large enough for it to track and hit.
DEVS PLEASE ADDRESS OUR FEEDBACK- EVEN A LITTLE BIT
Carriers don't need drones their superiority fighters eat frigs and desi and the attack fighters are OK against cruisers.
The problem with carriers isn't that they are not good it's that they are more expensive more limited and have a higher sp requirement than other ships that do the same thing. It's why I said range (and sensor strength)is all they really need now
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Lugh Crow-Slave
2273
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Posted - 2016.04.23 22:03:28 -
[135] - Quote
As for the counter thing it's the same for all the other guns that shoot below their class. If you come up against a cruiser and toy have a rlml the fight is not going to go in your favor same thing of you come up against a battleship abs you have RHML.
Then as for them not being as good as they were that is to be expected they were very very overpowered in large numbers.
Also dreads are no longer going to be 2.5 they ate being brought down to about carrier price
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Lugh Crow-Slave
2275
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Posted - 2016.04.23 23:13:20 -
[136] - Quote
Kirito Kid wrote:I feel like they hopefully have something up their sleeve, maybe something big they aren't telling us about, I would say give it time, and pray that it gets fixed.
I'm more hopeful that by Monday they will have read over our suggestions and get something done b4 Wednesday we probably won't get any of the god ones like the on grid warping or drastic changes to the Ewar fighters do to the time they would take to implement.but ccp better not be hiding something they should have learned by now not to surprise us just b4 a launch
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Lugh Crow-Slave
2275
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Posted - 2016.04.23 23:33:07 -
[137] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote:Your rants seem to be based more on "it don't want change" then any actual issues tough you do bring up the main ones.
Fax now don't even have enough cap to run without working against nuets and the new cap boosters are worthless even on the gal/minm fax.
There is nothing wrong with giving a jack of all trades ships a specific role but they need to make sure they are not severely out preformed in that role by cheaper and less skill intensive ships. So the idea of a dedicated anti sub cap carrier is not a bad thing but in its current state it can't fulfill that role properly.
I have also given up in support fighters being any better than ewar drones I've been bringing up those issues for weeks. Yeah they have become rants; I want this change, I've spent over 100 hours on SISI with my characters trying to make these changes work for me and maybe others who play the same way as me. I've spent HOURS responding in threads - Saying what you just said above (even including fits I used etc), leaving myself wondering if anyone actually reads the stuff others write or simply skim it and respond as if they did. The most frustrating and annoying thing; The lack of ANY sort of input from Devs is just so fukin annoying. This whole "reveal at Fanfest", is just crap - Like this, that simply shows a screenshot of an Erebus that is supposed to represent some new faction titan. NB; Faction carriers might go some way to explaining why current ones are so bad - They need development room for the more expensive factions ones. As for "giving up on support fighters" - That is EXACTLY what CCP wants, if you don't care why should they bother putting in the effort to make them useful. Your helping CCP do lazy ineffective work and get away with it.
Oh I know exactly what you mean I have been doing similar things on sisi even dragging my alliance mates into it to help test abdominal what makes it worse is ccp is absent from their forums but they are all over reddit
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Lugh Crow-Slave
2280
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Posted - 2016.04.24 01:49:32 -
[138] - Quote
Wait fighters can't be MJDed .... that has to be a bug right
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Lugh Crow-Slave
2280
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Posted - 2016.04.24 02:11:16 -
[139] - Quote
Anhenka wrote:Lugh Crow-Slave wrote:Wait fighters can't be MJDed .... that has to be a bug right Dunno why not. You can MJD bombs and ships (and drones I think). No real real reason why not on the MJD for fighter squads.
yeah drones work i bug reported i can't see why not and i can already see some one MJDing my target away from my fighters -.-
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Lugh Crow-Slave
2280
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Posted - 2016.04.24 07:19:21 -
[140] - Quote
Nevyn Auscent wrote:
Fighters won't follow a target that actually blip warps on grid, because warp breaks locks, or did last time I bothered to test. However if fighters also would warp on grid to chase a target (like a fancy MJD) that would be awesome, land them at a fixed range from their target which isn't quite in weapons range and you still allow people to run away, or lock them and shoot them before they attack, but you allow carriers to actually project to their lock ranges properly, rather than having shorter ranges than dread HAW's. It's the same issue Heavy Drones have always had, made a hundred times worse.
no like i posted earlier it would be far more ballanced and provide better game play if you had to warp fighters yourself and they could not just warp to enemies. make it so they need to warp to things like BM or fleet mates and ofc only to things on grid
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Lugh Crow-Slave
2280
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Posted - 2016.04.24 08:06:09 -
[141] - Quote
I would also like to know why the dragonfly does not have racial range and why none of the superiority fighters have racial range. earlier in this thread it seemed important to ccp to keep racial drone attributes
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Lugh Crow-Slave
2280
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Posted - 2016.04.24 08:07:56 -
[142] - Quote
Miss 'Assassination' Cayman wrote:So after flying a Nyx for a while I have to ask: Are the long range heavy fighters supposed to track like lights and hit like a truck from 45km? With a set of Termites I was doing obscene things to small ships that made light fighters seem useless by comparison.
They still do this O.o i had not looked at them since the first few days and thought those tracking numbers were place holders
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Lugh Crow-Slave
2284
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Posted - 2016.04.24 23:04:44 -
[143] - Quote
Lyron-Baktos wrote:Are Fax's coming out this week? If so, where is the thread talking about it?
When are the dread changes going in effect?
Both are this week
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Lugh Crow-Slave
2284
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Posted - 2016.04.25 00:39:04 -
[144] - Quote
Lyron-Baktos wrote:Lugh Crow-Slave wrote:Lyron-Baktos wrote:Are Fax's coming out this week? If so, where is the thread talking about it?
When are the dread changes going in effect? Both are this week no threads discussing them?
There is on reddit. ... because ccp can't be bothered with their own forum
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Lugh Crow-Slave
2284
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Posted - 2016.04.25 00:43:48 -
[145] - Quote
Sgt Ocker wrote:So I decided to try a Ninazu using its new found Warfare links bonus and set it up with Armor links (seemed logical as it is supposed to be an armor logi boat). My advice - Don't do it. 1.8 second cycle time on remote reps is ok, until you try to keep capacitor up to them. With all 5's, you'll need 2 capital cap boosters perma running (have 36% cap after one triage cycle and use 36 cap charges to get back to at least 80%) With less than perfect skills (remote reps at 4, everything else 5) you will be using 3 cap boosters and still be close to no cap at the end of one triage cycle (low cap alarm screaming at you).
T2 capital remote reps do 4,813 per cycle each (in triage), so around 9,600 HP every +-2 s, a T2 Auto cannon fit Nag using Hail hits for around 22K HP every 3.2 seconds - Your going to need 3 fax's to keep reps up to one carrier that is being shot by ONE dread. Interesting point (probably a bug) I let the nag drop siege, re-initiated it and didn't lose lock on the carrier.
Devs have done a wonderful job at breaking the OP status of self repping carriers (which is a good thing), sadly they broke triage carriers (new fax's) at the same time. You'll now need all 5's in skills, +5 cap and shield or armor implants and a darn big lucky streak to survive any fight in one of these. As for applying logistics to even a small gang, bring as many fax's as you can muster - They won't last long and can't rep a great deal individually so more will always be better.
N+1 is still the number one rule for any capital fight, so make sure you have plenty of blues and a reliable batfone network.
Not sure you understand logistics based on your comparison with nag dps.remember a nag has to deal with resists rr does not
Also there is a link meant to be used with the cycle time reduction one that reduces capacitor cost
The fax are bad but not quite as bad as your making them seem. They would be fixed significantly if there were larger cap charges they could use
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Lugh Crow-Slave
2285
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Posted - 2016.04.25 04:01:20 -
[146] - Quote
well the minakawa and apostle may have the same role bonus but they can not fit as many reps as the nid currently can as well the reps are not as strong to start with. (and i swear even at lvl 5 they have either less cap or the reps cost more cap)
carriers repair ability has been nerffed but their tank is about the only thing that got buffed. they can get much higher buffer tanks than currently on TQ and can always revive RR. the tank is about the only thing balanced when it comes to carriers. their tank was not nerfed it was just changed
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Lugh Crow-Slave
2285
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Posted - 2016.04.25 04:11:58 -
[147] - Quote
double
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Lugh Crow-Slave
2285
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Posted - 2016.04.25 04:13:07 -
[148] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:well the minakawa and apostle may have the same role bonus but they can not fit as many reps as the nid currently can as well the reps are not as strong to start with. (and i swear even at lvl 5 they have either less cap or the reps cost more cap)
carriers repair ability has been nerffed but their tank is about the only thing that got buffed. they can get much higher buffer tanks than currently on TQ and can always revive RR. the tank is about the only thing balanced when it comes to carriers. their tank was not nerfed it was just changed Their resistances effectively got nerfed though since they need slots for plates or shield extenders that would previously have been hardeners.
yes but they can still get over 80 and the chimera and archon can get over 90 so they still take to RR very well
their EHP and THP can both be higher than they are now on tq
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Lugh Crow-Slave
2290
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Posted - 2016.04.25 16:24:07 -
[149] - Quote
John Hand wrote:Sgt Ocker wrote: ok, I don't have all 5's for the Apostle as I do for the Ninazu but with all applicable skills to 4 (T1 triage module) the apostle with T2 remote reps, 5,250 every 2.4 seconds (will be faster cycle time with T2 triage so more cap used) X 3 reps, with links - 1 T2 Cap battery, 1 X T2 capital cap booster it caps out at just on half triage cycle.
You still need the T2 ancillary current router to fit 2 more meta capital cap boosters which will JUST allow a full triage cycle to complete as your cap runs dry using 3 reps. Pray you don't get any aggro, you can't run your local rep without turning off all remote reps.
A smart FC will split DPS between a primary target and any Fax's on grid (only takes 1 Dread to bother a Fax enough he needs to rep = less reps on the primary)
5.250 for the Apostle vs 4813 for the Ninazu, it really isn't much of a bonus when both cap out so fast as to only be relatively useful for one triage cycle. Admittedly the Apostle is far better on cap in that it can run 3 reps for one cycle where as the Ninazu can only run 2.
Maybe don't run triage? You know, maybe run the Pantheon layout instead with some normal carriers in the mix? Personally I have always found Triage to be a death sentence in combat, its fine if your doing a tower save, but in combat your just asking to die. Having been in fleets where you are LOOKING for a carrier to go triage so you can focus his ass down because now he cannot get any reps from his friends, it usually means your dead. This is even more compounded by the fact that CCP just did nerf cap reps, means that triage is even more deadly to you. Is this the end of combat Triage? Maybe, some people will still try it, and lose there ship accordingly. Only time will tell if the FAX are good/bad/meh.
you know they removed this tactic right? capital reps now only work in triage outside of triage they are weaker than large reps so if this change is the death of triage it's simple the death of capital logistics
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Lugh Crow-Slave
2290
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Posted - 2016.04.25 16:38:59 -
[150] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote: Sgt Ocker wrote:So I decided to try a Ninazu using its new found Warfare links bonus and set it up with Armor links (seemed logical as it is supposed to be an armor logi boat). My advice - Don't do it. 1.8 second cycle time on remote reps is ok, until you try to keep capacitor up to them. With all 5's, you'll need 2 capital cap boosters perma running (have 36% cap after one triage cycle and use 36 cap charges to get back to at least 80%) With less than perfect skills (remote reps at 4, everything else 5) you will be using 3 cap boosters and still be close to no cap at the end of one triage cycle (low cap alarm screaming at you).
T2 capital remote reps do 4,813 per cycle each (in triage), so around 9,600 HP every +-2 s, a T2 Auto cannon fit Nag using Hail hits for around 22K HP every 3.2 seconds - Your going to need 3 fax's to keep reps up to one carrier that is being shot by ONE dread. Interesting point (probably a bug) I let the nag drop siege, re-initiated it and didn't lose lock on the carrier.
Devs have done a wonderful job at breaking the OP status of self repping carriers (which is a good thing), sadly they broke triage carriers (new fax's) at the same time. You'll now need all 5's in skills, +5 cap and shield or armor implants and a darn big lucky streak to survive any fight in one of these. As for applying logistics to even a small gang, bring as many fax's as you can muster - They won't last long and can't rep a great deal individually so more will always be better.
N+1 is still the number one rule for any capital fight, so make sure you have plenty of blues and a reliable batfone network. Not sure you understand logistics based on your comparison with nag dps.remember a nag has to deal with resists rr does not Also there is a link meant to be used with the cycle time reduction one that reduces capacitor cost The fax are bad but not quite as bad as your making them seem. They would be fixed significantly if there were larger cap charges they could use Edit: Not saying this in a way to make your input seem unwanted just trying to make sure good feed back that isn't bogged down with misconceptions (you know since ccp doesn't seem to want to clear things up) What link? Is it something new as there is no link to reduce cap use aside from the armor links which I was using for the tests. Just to be clear though - the cycle time reduction I have been referring to is a Triage trait, which is different to the warfare link. Triage module gives a 70% cycle time reduction to remote reps - It gives no bonus to remote cap transfer, which is a somewhat useless bonus for those Fax's to have as they don't have enough cap to share it with anyone.. And out of triage, they'll just die so won't get cap either. My comparison was made using a nag to shoot a carrier that was being repped by a new logistics capital.. A Ninazu was unable to rep enough to save a Thany from a lone nag. The buffer fit carrier died helplessly in under 5 minutes (Fax ran out of cap with the Thany at 10% armor). NB; Larger cap charges? You already need to fill your cargo hold and 3/4 of your fleet hangar with cap charges just for ONE triage cycle. Issue is not only the cap charges but the volume of them - Higher value cap charges = Higher volume, which the fax's and carriers just don't have to carry them. CCP have gone out of their way to make Fax's and Carriers as difficult to manage and use as they possibly could. They took some really good ideas and just broke them. What could have been some very positive changes, has turned into Devs finding new ways to punish players with game mechanics and inefficient modules. Can't really say I am surprised though - It is easier to come up with this sort of thing that it is to use imagination and add an aspect of fun to game play. On a happy note - If this is how it is to be, there are 3 more accounts can go inactive as I will no longer need them.
the gal/minm FAX are for reping sub caps not capitals thats why they have a cycle time bonus and much less buffer
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Lugh Crow-Slave
2291
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Posted - 2016.04.25 17:23:04 -
[151] - Quote
DONEYE lightning wrote:Mimiko Severovski wrote:What was the reasoning for lowering the thanatos dps bonus (from 5 to 2.5%) Why not up the dps to 4% per level same as the resist bonus on archon and chimera, then you wouldnt have to choose between 20% more resists or 150-300 dps more. because its the damge output is going up like 200%? lol mabe not 200% but enough to insta kill battlecruisers cruisers and destroyers lol
it's still 5%
also thanny is only getting a bit more dps than on tq but it it losing a **** load of dpm
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Lugh Crow-Slave
2294
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Posted - 2016.04.26 01:27:03 -
[152] - Quote
lol i'm not the only one who sees the issue with the chimeras bay \o/
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 09:29:06 -
[153] - Quote
Thercon Jair wrote:Well, guess we'll get FAXes as is. No discussion or feedback going on about them, eh? (I hear there's some only on reddit, but I am unable to locate said threads.Focus group only?)
Also: is the Capital Ancillary Shield Booster final? Because if it is, it's going to be the "de facto" standard for FAXes. It boosts nearly twice as much as the T2 Capital Shield Booster, uses less cap than the T2 when not used with charges, and even uses considerably less fitting resources.
Being The optimist I am I think think ccp has pre-nerfed fax and carriers to make sure they are not op and will tweak numbers after getting more data.
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Lugh Crow-Slave
2305
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Posted - 2016.04.26 13:41:41 -
[154] - Quote
Zockhandra wrote:Thats great and all.....How do the fighter changes effect the current blueprints? will material costs change, will they produce several fighters per run instead of one?
Theres been no information on that front, frankly its quite concerning especially considering the large isk investment needed for ships of this size...
one fighter per run
about 2hrs for a light attack fighter
less mats to build one fighter but one flight will cost more than one fighter does now
all this info is on sisi
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Lugh Crow-Slave
2305
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Posted - 2016.04.26 13:53:46 -
[155] - Quote
Zockhandra wrote:Lugh Crow-Slave wrote:Zockhandra wrote:Thats great and all.....How do the fighter changes effect the current blueprints? will material costs change, will they produce several fighters per run instead of one?
Theres been no information on that front, frankly its quite concerning especially considering the large isk investment needed for ships of this size... one fighter per run about 2hrs for a light attack fighter less mats to build one fighter but one flight will cost more than one fighter does now all this info is on sisi So we lose the materials that weve put into fighters allready? Sounds like a completely fair change
if you are building some now i would cancel it
all the ones already built will be split into an amount that reflects their build cost
iirc light fighters turn into 4
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Lugh Crow-Slave
2312
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Posted - 2016.04.26 21:34:57 -
[156] - Quote
no clue i just handn't seen that
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Lugh Crow-Slave
2314
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Posted - 2016.04.26 23:31:09 -
[157] - Quote
point still stands triage will be useless after this patch :p
no no after i got pyfa running they don't seem to bad just have a useless high for some reason
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Lugh Crow-Slave
2315
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Posted - 2016.04.27 01:38:56 -
[158] - Quote
nothing cheap looking back at ir >.>
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Lugh Crow-Slave
2317
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Posted - 2016.04.27 04:28:00 -
[159] - Quote
Yep
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Lugh Crow-Slave
2334
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Posted - 2016.04.27 22:34:38 -
[160] - Quote
Ron Seer wrote:So one of the main reasons for the carrier change was to nerf the slowcat fleet and remote repping carriers and turn a capital fleet into being no more invulnerble than what a fax can tank.
I totally get the nerf to carrier capital repping and range but you actually nerfed it so much now that a large t1 remote shield booster is better (in all stats) than a capital module.
large = 8 sec cycle 492 gj cost and 520 shield boost
capital 16 sec cycle 2400 gj cost and 960 shield boost
or converted its 984 gj vs 2400 gj every 16 sec and
1040 vs 960 shield boost.
The capital module does get a little enstra range thougth.
but I "think" the capital module should have been 8 sec cycle also.
(also triage module for fax gives 75% reduction in cycle, should be 50% then).
they did not want any repping outside triage think of them as logi dreads now
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Lugh Crow-Slave
2336
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Posted - 2016.04.28 00:36:06 -
[161] - Quote
Ele Rebellion wrote:So. without sentries. how do carriers hit a control tower?
they don't carriers are anti sub cap
not anti structure or anti capital
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Lugh Crow-Slave
2336
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Posted - 2016.04.28 01:02:24 -
[162] - Quote
Anhenka wrote:Ele Rebellion wrote:So. without sentries. how do carriers hit a control tower? They don't But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway. Why would you bash a tower in carriers anyway?
why would you bash a tower
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Lugh Crow-Slave
2336
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Posted - 2016.04.28 01:15:23 -
[163] - Quote
Anhenka wrote:Lugh Crow-Slave wrote:Anhenka wrote:Ele Rebellion wrote:So. without sentries. how do carriers hit a control tower? They don't But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway. Why would you bash a tower in carriers anyway? why would you bash a tower Start a fight? Dank goo isk? Someone has a staging tower where you don't want it? Irrational hate of semi-spherical force bubbles?
sorry meant wh ywould you use a carrier to bash a citadel
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Lugh Crow-Slave
2339
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Posted - 2016.04.28 03:27:06 -
[164] - Quote
Sgt Ocker wrote:Truth be told - You wouldn't, carriers aren't designed to engage any structure bigger than a mobile depot.
Dreads are the go to capital if you want to do anything really. Better tank, better dps and application, same price as a carrier but with everything a carrier doesn't do going for it. Even keeping a carrier as a suitcase was taken away, so there is no need or role for carriers now.
I stupidly forgot to put the triage mod on one of my carriers so now have 2 useless limps of pixels in one hangar.
actually when you count fighters dreads are cheaper
EDIT:
i still think the easiest way to help them is let fighters warp on grid. this isn't the best way but it would give them range over dreads so they would at least have that use
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Lugh Crow-Slave
2342
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Posted - 2016.04.28 10:05:30 -
[165] - Quote
that is why i said give them the abuility to warp. this would actualy reward the carrier for being farther from its fleet as it would let its fighters warp back to it and then warp back into the fight if they needed. Adding you carriers position to the micro managing of this role.it would also just by this design spread fleets out and reward having small fast ships that can provide warp points.
basically it would still have many of the same issues but they would become the longest range ship in the game to make up for it.
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Lugh Crow-Slave
2348
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Posted - 2016.04.28 14:34:57 -
[166] - Quote
Fateforsaken wrote:I didn't see if this was covered, by why do carriers have such a small cargo bay? Capital cap charges are 128m3 so any carrier will have a limit of under 10 without using the fleet bay. Meanwhile dreadnoughts got a cargo bay increase to over 2000. How am I suppose to XL ASB shield boost my carrier with such limitations?
wait so when ccp said they didn't want to make one a suitcase over the other what they meant was turn dreads into the suitcase?
what was it ccp did a chimera call you a mean name as a kid?
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Lugh Crow-Slave
2368
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Posted - 2016.05.01 12:34:14 -
[167] - Quote
Sepheir Sepheron wrote:Caldari Support fighters are a joke. 1.5 omni strength for ecm with only 3 fighters per squadron. Did you know that heavy ECM drones have a strength of 2? On top of that the Chimera gets a bonus to ECM optimal as if the strength wasn't insulting enough.
This is only the surface of the support drone issue
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Lugh Crow-Slave
2377
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Posted - 2016.05.02 14:35:33 -
[168] - Quote
Oxide Ammar wrote:They need to boost CPU of Chimera and Nidhoggur because both can't go active tanking without going faction/officer fit.
i dont think any of the carriers are meant to active tank
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Lugh Crow-Slave
2377
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Posted - 2016.05.02 15:57:06 -
[169] - Quote
lol flimsy or not they don't have the cap/cpu/pg to do the role
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Lugh Crow-Slave
2382
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Posted - 2016.05.03 00:07:54 -
[170] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker wrote:Sekeris wrote:Lugh Crow-Slave wrote:Sepheir Sepheron wrote:Caldari Support fighters are a joke. 1.5 omni strength for ecm with only 3 fighters per squadron. Did you know that heavy ECM drones have a strength of 2? On top of that the Chimera gets a bonus to ECM optimal as if the strength wasn't insulting enough. This is only the surface of the support drone issue Its perfectly functional to jam other fighters, who seem to have a sensor str of 4-8 for a full squad. Both probably need adjusting, as so many more bits of this patch do. At the moment your better off jamming the fighters then the carrier (who will be somewhere arround 150ish) T2 Light Fighters have a sensor strength of 7 points, per fighter - That's 56 sensor strength per squad, before skills are applied. First of all, not everyone will use T2s given their high cost and skill requirements, so a lot of people will have 5 strength. It's also total, not per fighter, and unaffected by skills. That means every squadron of fighters has 5-8 sensor strength and no more.
aye and it is either buggy or confusing as hell
basically you can perma jam any squad with no issue at all (using any ecm ship) however it does not break any locks the fighters had before being jammed. so they can't swap targets but they will keep shooting the target they had b4 the jam.
also if the ECM fighters were meant to just jam other fighters as sepheir suggested that makes them one of the most useless things ever. why would i use ECM fighters to sorta jam a squad when i could use superiority fighters to just blow them out of the sky
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Lugh Crow-Slave
2382
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Posted - 2016.05.03 00:21:57 -
[171] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:basically you can perma jam any squad with no issue at all (using any ecm ship) however it does not break any locks the fighters had before being jammed. so they can't swap targets but they will keep shooting the target they had b4 the jam. Have you tested that recently? The patch notes for the 28th say "Fighters will now correctly shut down their targeted abilities when successfully jammed by ECM effects."
oh great...... so now carriers really have no chance and are 100% useless so long as as much as one Griffin is on grid (hell just a few ecm drones is going to be a huge threat)
now that pyfa is working i can see dps for these
just over 4k(with faction ddas) for chimera/archon and just over 6k for nid/than(again faction DDA) making them on paper just under/over haw. untill you factor in destroy-able fighters, flight time, reload time ect. I would also like to know why well over 1/2 the DPS of fighters is in the main guns i thought these were supposed to be able to do moderate dps with main guns but use the missiles when really needed.
again CCP please tell us where the hell do you see these gimped capitals fitting into the meta?
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Lugh Crow-Slave
2382
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Posted - 2016.05.03 00:39:53 -
[172] - Quote
Khan Wrenth wrote:Sekeris wrote: Also, lets not forget about cap, even with a pretty cap heavy build you can only run a single RR cap stable, and can potentially run your cap dry in a minute or so.
Given how much people complained on the forums about "unbreakable walls of logI", I can't help but think this might be intentional. Reliance on cap boosters will mean that capital reps on field will have a finite duration. If...IF this is intentional, it's certainly an interesting way to address it.
problem is those boosters are useless even on the minm gal fax if there were larger charges to go along with the small ones things would probably be okay.
and those unbreakable walls were do to none triage logi and large numbers not base stats where things functioned just fine in triage and in small fleets
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Lugh Crow-Slave
2383
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Posted - 2016.05.03 00:58:13 -
[173] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:basically you can perma jam any squad with no issue at all (using any ecm ship) however it does not break any locks the fighters had before being jammed. so they can't swap targets but they will keep shooting the target they had b4 the jam. Have you tested that recently? The patch notes for the 28th say "Fighters will now correctly shut down their targeted abilities when successfully jammed by ECM effects." oh great...... so now carriers really have no chance and are 100% useless so long as as much as one Griffin is on grid (hell just a few ecm drones is going to be a huge threat) now that pyfa is working i can see dps for these just over 4k(with faction ddas) for chimera/archon and just over 6k for nid/than(again faction DDA) making them on paper just under/over haw. untill you factor in destroy-able fighters, flight time, reload time ect. I would also like to know why well over 1/2 the DPS of fighters is in the main guns i thought these were supposed to be able to do moderate dps with main guns but use the missiles when really needed. again CCP please tell us where the hell do you see these gimped capitals fitting into the meta? I hate to say it, but at the moment pyfa is bugged and doesn't consider stacking penalties on DDAs or FSUs...
HAHAHAHAHAHAHAHAAAAAA screw where you think these are meant to go into the meta ccp who do you expect to buy these
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Lugh Crow-Slave
2386
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Posted - 2016.05.03 05:33:18 -
[174] - Quote
Miss 'Assassination' Cayman wrote:Teddy KGB wrote:have no time to read all thread.. am i the only one who think that carriers are too cheap? with the base cost of 800kk we will meet cap roaming and camps every gate.. lol
Where are you getting that idea? Carriers are a fair bit more expensive than before, about 1.3b-1.4b to build.
Even if they are just 800m a full bay of a chimera is 670 mil assuming you don't pie pre load anything into the bays if you do that it can be another 270 mil
But let's ignore that too there are far more effective things that cost less than 800 mil after fitting so no you will not see many fleets of these
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Lugh Crow-Slave
2390
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Posted - 2016.05.03 09:40:14 -
[175] - Quote
Oxide Ammar wrote:Can someone explain to me the benefit of scriptable shield hardeners especially to carriers with their tight CPU/PG, they requires more CPU/PG and they suck more than normal ones. Am I missing a point here or what ?
They are better than faction/t2 hardeners (however they cycle to slow to reliably overheat) they let you pick your resistance (much more useful on the armor when paired with a reactive hardener than on shields) however I still just use deadspace as they are better and easier to fit.
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Lugh Crow-Slave
2391
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Posted - 2016.05.03 10:00:45 -
[176] - Quote
Oxide Ammar wrote:Lugh Crow-Slave wrote:Oxide Ammar wrote:Can someone explain to me the benefit of scriptable shield hardeners especially to carriers with their tight CPU/PG, they requires more CPU/PG and they suck more than normal ones. Am I missing a point here or what ? They are better than faction/t2 hardeners (however they cycle to slow to reliably overheat) they let you pick your resistance (much more useful on the armor when paired with a reactive hardener than on shields) however I still just use deadspace as they are better and easier to fit. Exactly what I'm thinking, deadspace hardeners (Pith X which is much better) around 30 mill except EM one which isn't that costly either. I think I'm gonna skip scriptable hardeners totally.
They were mostly just ccp saying "I know combat refitting was a fun interesting mechanic this makes up for it right? " but they may see some limited use
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Lugh Crow-Slave
2394
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Posted - 2016.05.03 15:33:33 -
[177] - Quote
just wish i had a larger choice in charge sizes like sub caps do
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Lugh Crow-Slave
2405
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Posted - 2016.05.04 09:00:08 -
[178] - Quote
So any word on the isk reimbursement for the fax skill? I mean was that just forgotten about?
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Lugh Crow-Slave
2405
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Posted - 2016.05.04 09:10:56 -
[179] - Quote
The cycle time is a huge bonus to those caps and is what will give them a place over the other fax in their role. I don't have the patience to explain it on my cell but ask a corp or alliance mate that focuses on logistics and he should be able to explain
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Lugh Crow-Slave
2408
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Posted - 2016.05.04 13:41:47 -
[180] - Quote
O.o i dont think any of them are good i was talking about the cycle time bonuse on the gal/minm. was just saying that that bonus was not bad and that cycle time can be a very important factor with logi.
not a fit i would use but it meats your standards
[Minokawa, Triage]
Reactor Control Unit II Co-Processor II Reactor Control Unit II Syndicate Damage Control
Capital Shield Extender II Capital Capacitor Booster II, Navy Cap Booster 3200 Capital Ancillary Shield Booster, Navy Cap Booster 3200 Pithum C-Type Adaptive Invulnerability Field Pith X-Type EM Ward Field Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field
Capital Ancillary Remote Shield Booster, Navy Cap Booster 3200 Capital Asymmetric Enduring Remote Shield Booster Capital Asymmetric Enduring Remote Shield Booster Capital Murky Compact Remote Shield Booster [Empty High slot] Triage Module II
Capital Capacitor Control Circuit II Capital Capacitor Control Circuit II Capital Capacitor Control Circuit I
7m45s with two reps
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Lugh Crow-Slave
2408
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Posted - 2016.05.04 13:47:51 -
[181] - Quote
[Minokawa, Triage]
Capacitor Power Relay II Power Diagnostic System II Power Diagnostic System II Syndicate Damage Control
Capital Shield Extender II Dread Guristas Capital Shield Extender Capital Shield Extender II Pithum C-Type Adaptive Invulnerability Field Pith X-Type EM Ward Field Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field
Capital Ancillary Remote Shield Booster, Navy Cap Booster 3200 Capital Asymmetric Enduring Remote Shield Booster Capital Asymmetric Enduring Remote Shield Booster Capital Murky Compact Remote Shield Booster [Empty High slot] Triage Module II
Capital Capacitor Control Circuit II Capital Capacitor Control Circuit II Capital Capacitor Control Circuit I
this is one i like much much more
4m 53s
and i think it fits far more in line with the idea of the cal/amarr fax (no active rep)
Disclaimer:
although i like this one more it is not going to do well outside of the small gang wh stuff i do where dps doesn't normally exceed 25k
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Lugh Crow-Slave
2408
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Posted - 2016.05.04 15:45:15 -
[182] - Quote
lol this lord don't listen no matter the language
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Lugh Crow-Slave
2445
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Posted - 2016.05.06 08:48:32 -
[183] - Quote
Caleb Seremshur wrote:
I like the new carriers.
what reason have you found to use them over a dread?
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Lugh Crow-Slave
2448
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Posted - 2016.05.06 16:03:13 -
[184] - Quote
Caleb Seremshur wrote:I can shoot subcaps with a carrier.
The same isn't as easily done in a dread. I also enjoy the idea that carriers will now be a lower priority target when on field in a mixed capital deployment. Also, finally, use a carrier for what its designed to do - alpha enemy subcap logi, kill HIC/DIC etc.
you can still easily shoot sups with a dread and once all the subs are dead you can then refit to capital guns. and good luch alphaing any decent fit sub cap off the field bigger than a dessi
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Lugh Crow-Slave
2449
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Posted - 2016.05.06 17:54:00 -
[185] - Quote
they have decent DPS on paper untill you add in the 48s reload :/ but in those small fights i suppose they wouldn't last long enough to notice that.
so are carriers just big blops now? used to drop on some small gang or miners that you probably could of handled on your own?
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Lugh Crow-Slave
2449
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Posted - 2016.05.06 18:31:10 -
[186] - Quote
37k alpha if perfect application and max DPS fit and none of them have been killed. good thing my guardian tanks well over 100k and my friendly reps cycle much faster than the fighters volley.
oh yeah also forgot you are not doing any dps because my lone griffin has perma jammed all of your fighters and two of your friends fighters
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Lugh Crow-Slave
2451
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Posted - 2016.05.06 19:41:12 -
[187] - Quote
again its not that carriers are useless it's that there is no reason to use them over other tools. your gang drops a carrier to deal with my sub cap fleet. great now my fleet drops a dread. i can now either clear off your subs faster than you can clear mine then deal with you or i can kill you then refit to deal with the sub caps.
a dread does a carriers role better the only down side is it can't move for 5 min but a decent tackle will make sure the same is true for your carrier
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Lugh Crow-Slave
2456
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Posted - 2016.05.06 23:52:28 -
[188] - Quote
even then though if you are up against a mobile fleet a carrier is not going to do well keeping up nor are it's fighters.
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Lugh Crow-Slave
2462
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Posted - 2016.05.07 11:31:41 -
[189] - Quote
soo slightly better than the worst lol.
i still think the only thing carriers need is to let their fighters warp on grid so they can take advantage of the range. at that point i think they would be viable in a fleet
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Lugh Crow-Slave
2462
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Posted - 2016.05.07 15:07:13 -
[190] - Quote
Lol I was going to say that's a heretical fit
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Lugh Crow-Slave
2463
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Posted - 2016.05.07 16:21:37 -
[191] - Quote
What if we made the MWD charge based rather than cool down with an appropriate reload once docked. Would add a lot more choice for a carrier pilot about how far to extend his fighters as well the more it was used the more dpm you give up for reload.
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Lugh Crow-Slave
2463
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Posted - 2016.05.07 16:22:50 -
[192] - Quote
Syrias Bizniz wrote:ITT:
"On grid with my carrier are several ships that are really nasty and can **** me up, AND a Guardian, the most tanky and lowsig Logi out there.
I should try to kill the Guardian."
Considering no well tanked ship will be killed by your alpha if you don't get rid of the Guardians you'll find your target back at full health in time for your second Salvo
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Lugh Crow-Slave
2467
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Posted - 2016.05.08 00:18:57 -
[193] - Quote
The prices are fine if you are building them yourself (about 81 mill per t2 light flight) however do to them sharing parts with citadels the support fighters are expensive right now. I agree the on grid warp would be better in just trying to throw as many ideas out as I can
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Lugh Crow-Slave
2493
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Posted - 2016.05.10 23:57:59 -
[194] - Quote
yeah im not sure if she even looked at a carrier let alone flew one
you forgot the part about how carriers completely replaced the role of dreads in fleets. so now i know she has never used one of these against a capital or structure at the very least.
again carriers right now are not bad they are just not the best at anything or good at everything giving them a very limited use of other cheaper and lower sp ships
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Lugh Crow-Slave
2496
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Posted - 2016.05.11 10:50:17 -
[195] - Quote
maybe a long range fighter (similar to the long range heavy fighter). It would have less tank (or fewer fighters) higher base speed longer range guns (about 15-20k for the volly) slightly more alpha but a longer cycle time (over all = or a bit less DPS than the close range)
EDIT:
as for mitigating ECM it really only works against frig/t2 ecm ships the rest are much to far out to be caught by the fighters in time :/ (hell all of them can get enough jam from 100km)
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Lugh Crow-Slave
2496
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Posted - 2016.05.11 11:24:50 -
[196] - Quote
But now just by putting that ecm ship on grid you have limited the fighters range to about 10km any farther and it takes more time to bring them back and your fighters need to go over 110km as an ecm ship can mwd ~24km father in those 10 seconds it takes to mwd a fighter 100km. Not to mention just adding one other ecm pilot to leap frog with will shut your carrier down.
Also I was using multi to get that range
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Lugh Crow-Slave
2496
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Posted - 2016.05.11 11:26:17 -
[197] - Quote
Morrigan LeSante wrote:Refuelling isn't 5 secs.
Yes it is. Refueling is 5 +(6xnumber of charges used)
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Lugh Crow-Slave
2499
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Posted - 2016.05.11 19:05:36 -
[198] - Quote
Trespasser wrote:The biggest issue i have with carriers/fighters currently is:
i think the fact i need to use the UI to do anything at all is just a bit to much micro, but allowing us to engage the basic attack by F would go a long way to fixing this. we were able to engage the basic attack from the fighters using F since fighters first came out years ago and you really need to put it back.
i should only have to use that UI if i want to use the special attack or the MWD feature.
the point was to add more micro
but is using f1 so much harder than f?
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Lugh Crow-Slave
2499
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Posted - 2016.05.11 20:30:48 -
[199] - Quote
Anhenka wrote:Lugh Crow-Slave wrote:Trespasser wrote:The biggest issue i have with carriers/fighters currently is:
i think the fact i need to use the UI to do anything at all is just a bit to much micro, but allowing us to engage the basic attack by F would go a long way to fixing this. we were able to engage the basic attack from the fighters using F since fighters first came out years ago and you really need to put it back.
i should only have to use that UI if i want to use the special attack or the MWD feature. the point was to add more micro but is using f1 so much harder than f? There's a difference between micro and meaningful micro. Being given tools to allow a greater degree of micromagement for precise control of something is generally good. Having five identical switches that all do the same thing for 5 identical objects, but not a single switch that does that thing for all five is just bad UI, especially since 90% of the time you want to use all 5 of them at the same time on the same target.
that one switch can be used to do one thing on one fighter or one on 5 fighters
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Lugh Crow-Slave
2499
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Posted - 2016.05.12 00:59:08 -
[200] - Quote
so i can confirm that these can't alpha logi so that is not a threat. a max dps chimera + max dps nid can not even get past 2/3 of a scimis shields
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Lugh Crow-Slave
2502
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Posted - 2016.05.12 15:17:44 -
[201] - Quote
lol carriers are crap against buffer tanked BCs or BBs unless you have 3-4 carriers but once you are shooting BC/BB HAW are king anyway.
as for command dessies carriers are good at killing these you just need to use the superiority fighters
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Lugh Crow-Slave
2507
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Posted - 2016.05.12 22:31:07 -
[202] - Quote
Kayalia Noble wrote:Logi doesn't work when your ship is legitimately 1-shot.
A thanatos with an NSA alone locks at 813mm. A gnosis is the fastest locking BC I think, and has a scan res of 375mm while most have around 250mm. So yes, it does, a LOT faster.
So if you want the falsehoods and inaccuracies to stop, maybe stop spreading them yourself.
if you are getting one shot you need a better tank...
also scrams do shut down the mwd but just like on a ship only after a cycle finishes
and these things are still very vulnerable to ecm fighters are also easy to kill
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Lugh Crow-Slave
2507
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Posted - 2016.05.12 22:36:28 -
[203] - Quote
Kayalia Noble wrote:Oh sorry, you're right, a 3x sebo cane can lock faster, how silly of me. If we're doing that, a thanatos with an NSA and 2 sebos gets 2k scan res and locks faster now. We can make pointless arguments all day, it doesn't change anything.
Obviously the answer to being one shot is have more tank, but when the only thing that isn't getting one shot are armor hacs and t3s, why don't we just remove every other ship from the game when the easy counter to them is just one carrier.
let's see
t1 frigs don't get one shot
t1 cruisers don't get one shot
BBs don't get one shot
T3ds don't get one shot
BCs don't get one shot
oh and this was all in a fight with 2 carriers syncing their alpha
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Lugh Crow-Slave
2507
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Posted - 2016.05.12 22:40:38 -
[204] - Quote
Kayalia Noble wrote:Lugh Crow-Slave wrote:Kayalia Noble wrote:Oh sorry, you're right, a 3x sebo cane can lock faster, how silly of me. If we're doing that, a thanatos with an NSA and 2 sebos gets 2k scan res and locks faster now. We can make pointless arguments all day, it doesn't change anything.
Obviously the answer to being one shot is have more tank, but when the only thing that isn't getting one shot are armor hacs and t3s, why don't we just remove every other ship from the game when the easy counter to them is just one carrier. let's see t1 frigs don't get one shot t1 cruisers don't get one shot BBs don't get one shot T3ds don't get one shot BCs don't get one shot oh and this was all in a fight with 2 carriers syncing their alpha I have kills on most of these ships with a single carrier that say otherwise. And deaths that say otherwise as well. Either you're lying or doing something very wrong.
only way you are alphaing these is
they are tanked poorly
they are flying poorly
they are webbed and painted in witch case yes capitals with a support fleet are very effective
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Lugh Crow-Slave
2514
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Posted - 2016.05.13 04:10:18 -
[205] - Quote
And if you can't bring dreads kite the carries with t3ds orthrus or interceptors. Fighters are incredibly easy to kill if you focus them. However igor the km kill the fights down only to 3-4 fights at this point the carrier will have to recall and wait the reload or keep them out despite them now doing very little dps
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 08:01:31 -
[206] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:And if you can't bring dreads kite the carries with t3ds orthrus or interceptors. Fighters are incredibly easy to kill if you focus them. However igor the km kill the fights down only to 3-4 fights at this point the carrier will have to recall and wait the reload or keep them out despite them now doing very little dps Or just abandon them for later.
Right now this is bugged just tried to do it in a fight last night you can abandon but not reconnect:/
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 09:44:55 -
[207] - Quote
Ah I see what you mean and yes that works and is one of the reasons you need to pull them off the carrier with kiting and why you don't want to kill to many (making abandonment the obvious choice) I was unaware however that you could scoop to fighter bay with a weapons timer. That had to be an oversight right?
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 10:44:51 -
[208] - Quote
Voodoch1ld wrote:So if they anti sub cap ships they should alpha all sub caps? If Dreads are anti cap ships lets make then so they can alpha capital. Problem solved.
..... but they don't alpha all sub caps only large or tackled ones with low buffer
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 10:46:31 -
[209] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:Ah I see what you mean and yes that works and is one of the reasons you need to pull them off the carrier with kiting and why you don't want to kill to many (making abandonment the obvious choice) I was unaware however that you could scoop to fighter bay with a weapons timer. That had to be an oversight right? I'm honestly not sure I've ever tried it with a weapons timer. How would that be an oversight though? I mean you can pick up anything else with a timer and the most possible abuse I can see coming from it is putting your fighters at risk for a few seconds to reduce the ridiculous reload time a bit after running out of missiles.
Because you can't add new fighters to your bay with a timer using this carriers can effectively share their fighter bay with one another
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 10:52:22 -
[210] - Quote
Morrigan LeSante wrote:It's remarkable how all the people crying bring only anecdotes, not a single piece of tangible evidence open to peer review or critique.
Funny that.
Even without that just looking at the raw numbers of 39k alpha with all V skills on a Thany or nid with 4 DDAs is less than the total ehp of most buffer tanked sub caps that would be at risk of taking the full amount.
The dps of a carrier is in the ball park of 3k and that's if you don't factor in reload or lost fighters this is not a lot of dps to be coming from a capital ship. The old blap dreads were magnitudes more effective than these carriers. The distance was people knew the capabilities and weaknesses of them woth carriers people are still trying to fight them like pre-citadel
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Lugh Crow-Slave
2515
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Posted - 2016.05.13 10:53:41 -
[211] - Quote
Lan Wang wrote:Voodoch1ld wrote:Morrigan LeSante wrote:It's remarkable how all the people crying bring only anecdotes, not a single piece of tangible evidence open to peer review or critique.
Funny that. Its funny how are f delusional and keep claiming that a broken thing is not broken. I guess i would be too if i found something that wont lose in anoms like you lose Ishtars. Kinda hard to imagine losing those 45 mil ticks? you sound really mad about carriers being good and needing other capitals to kill them 
But you don't even need other capitals look at my kb we lost two carriers to a sub cap fleet most smaller than BC
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Lugh Crow-Slave
2516
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Posted - 2016.05.13 10:59:01 -
[212] - Quote
Voodoch1ld wrote:Lugh Crow-Slave wrote:Voodoch1ld wrote:So if they anti sub cap ships they should alpha all sub caps? If Dreads are anti cap ships lets make then so they can alpha capital. Problem solved. ..... but they don't alpha all sub caps only large or tackled ones with low buffer Mate, if you alpha stuff you do not need to tackle it FFS. In what sane mind is normal to you that a cruiser gets rekt without a chance to align yet alone warp out?
.... you did read the part where I said they don't alpha the ones that aren't tackled right?
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Lugh Crow-Slave
2516
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Posted - 2016.05.13 11:04:59 -
[213] - Quote
Voodoch1ld wrote:Lan Wang wrote:Voodoch1ld wrote:Morrigan LeSante wrote:It's remarkable how all the people crying bring only anecdotes, not a single piece of tangible evidence open to peer review or critique.
Funny that. Its funny how are f delusional and keep claiming that a broken thing is not broken. I guess i would be too if i found something that wont lose in anoms like you lose Ishtars. Kinda hard to imagine losing those 45 mil ticks? you sound really mad about carriers being good and needing other capitals to kill them  Im not mad. I abuse the **** out of it. I just do not go and lie how its working as it should be.
A ship who's role is dedicated to killing sub caps is very efficient so long as it has support but is a floundering fish without support is not working as intended?
I suppose my RHML widow is also op because it melts webbed and painted cruisers before reps can even think about landing
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Lugh Crow-Slave
2516
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Posted - 2016.05.13 11:11:55 -
[214] - Quote
Voodoch1ld wrote:You need webs and painters to do that. For a carriers you do not need either one.
Yes you do to apply damage to anything smaller than a BC
A cruiser going 500m/s is negating most of the carriers damage
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Lugh Crow-Slave
2516
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Posted - 2016.05.13 11:16:06 -
[215] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:Morrigan LeSante wrote:It's remarkable how all the people crying bring only anecdotes, not a single piece of tangible evidence open to peer review or critique.
Funny that. Even without that just looking at the raw numbers of 39k alpha with all V skills on a Thany or nid with 4 DDAs is less than the total ehp of most buffer tanked sub caps that would be at risk of taking the full amount. The dps of a carrier is in the ball park of 3k and that's if you don't factor in reload or lost fighters this is not a lot of dps to be coming from a capital ship. The old blap dreads were magnitudes more effective than these carriers. The distance was people knew the capabilities and weaknesses of them woth carriers people are still trying to fight them like pre-citadel And still use them like pre-citadel also. Carriers are for mixed fleets. Their role is to support the ships around them. Just look at their bonuses. I don't understand why people think its so hard. I'd undock my carrier every day if I had a squad of 10 people to fly it with. I literally don't even care about align times or warp speed.
Aye as I have said before they are good ships
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Lugh Crow-Slave
2518
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Posted - 2016.05.13 12:38:40 -
[216] - Quote
Voodoch1ld wrote:Lugh Crow-Slave wrote:Caleb Seremshur wrote:Lugh Crow-Slave wrote:Morrigan LeSante wrote:It's remarkable how all the people crying bring only anecdotes, not a single piece of tangible evidence open to peer review or critique.
Funny that. Even without that just looking at the raw numbers of 39k alpha with all V skills on a Thany or nid with 4 DDAs is less than the total ehp of most buffer tanked sub caps that would be at risk of taking the full amount. The dps of a carrier is in the ball park of 3k and that's if you don't factor in reload or lost fighters this is not a lot of dps to be coming from a capital ship. The old blap dreads were magnitudes more effective than these carriers. The distance was people knew the capabilities and weaknesses of them woth carriers people are still trying to fight them like pre-citadel And still use them like pre-citadel also. Carriers are for mixed fleets. Their role is to support the ships around them. Just look at their bonuses. I don't understand why people think its so hard. I'd undock my carrier every day if I had a squad of 10 people to fly it with. I literally don't even care about align times or warp speed. Aye as I have said before they are good ships so long as you have support But uhh I would go with a cyno you say the warp speed doesn't bother you but try that after a few 50au+ systems :p Thank you for your solution. Now lets all go fit over tanked guardians and go tackle with those, do solo etc. Thank you mate. You are our lord and savior!
... it was a t2 tank iirc
the largest reducing factor was sig and speed not the tank itself
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Lugh Crow-Slave
2518
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Posted - 2016.05.13 13:01:24 -
[217] - Quote
Voodoch1ld wrote:So yea lets continue like this. So we can kill solo and small gang aspect of EVE totally. Lets make it all about blobbing. Flying with falcons & logi. All about that gank baby.
or just two griffins and engage 20km away..
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Lugh Crow-Slave
2524
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Posted - 2016.05.13 19:44:37 -
[218] - Quote
Miss 'Assassination' Cayman wrote:Caleb Seremshur wrote:[Thanatos, Goliath v5]
Damage Control II 25000mm Steel Plates II 25000mm Steel Plates II Centus B-Type Armor Explosive Hardener Centum C-Type Energized Adaptive Nano Membrane Centum C-Type Energized Adaptive Nano Membrane
Remote Sensor Dampener II Remote Sensor Dampener II Federation Navy Omnidirectional Tracking Link, Tracking Speed Script Federation Navy Omnidirectional Tracking Link, Tracking Speed Script Federation Navy Omnidirectional Tracking Link, Tracking Speed Script
Fighter Support Unit I Fighter Support Unit I Fighter Support Unit I Imperial Navy Heavy Energy Neutralizer Imperial Navy Heavy Energy Neutralizer
Capital Anti-Kinetic Pump I Capital Anti-Thermal Pump I Capital Drone Durability Enhancer I Why oh why do you have sensor dampeners and no Networked Sensor Array? Also, by the time you have 3 tracking links, you should really have some DDAs.
TBH i have found shield thannys to be best you have similar tank but better damage even with one OTL
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Lugh Crow-Slave
2531
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Posted - 2016.05.14 05:13:22 -
[219] - Quote
Feel you would just be better off having another ship damp that way you could use done navs and a nsa the navs would also let you engage father out
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Lugh Crow-Slave
2532
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Posted - 2016.05.14 06:24:45 -
[220] - Quote
Lol never considered using these for boosts before or after the change but I suppose it works for small gangs
What is the ehp so I can compare with my shield fit
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Lugh Crow-Slave
2534
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Posted - 2016.05.15 00:30:51 -
[221] - Quote
yeah still looks like the thanny is a shield tank w/o tank rigs implants or links and using C-types for adaptive it gets 1.47m ehp (1.77 if you add a DCU II) this also frees up your lows for DPS
[1.63M just shield ehp 4.5kdps]
Damage Control II Dread Guristas Drone Damage Amplifier Dread Guristas Drone Damage Amplifier Dread Guristas Drone Damage Amplifier Dread Guristas Drone Damage Amplifier Omnidirectional Tracking Enhancer II
Capital Shield Extender II Capital Shield Extender II Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Pith X-Type EM Ward Field
Fighter Support Unit II Fighter Support Unit II Fighter Support Unit II Heavy Gremlin Compact Energy Neutralizer Networked Sensor Array
Capital Drone Speed Augmentor II Capital Drone Durability Enhancer II Capital Core Defense Field Extender II
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Lugh Crow-Slave
2535
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Posted - 2016.05.15 01:42:57 -
[222] - Quote
[Thanatos, cheap shield]
Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II Damage Control I Co-Processor I
Capital Shield Extender I Capital Shield Extender I Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Pith X-Type EM Ward Field
Fighter Support Unit I Fighter Support Unit I Fighter Support Unit I Networked Sensor Array Heavy Energy Neutralizer I
Capital Core Defense Field Extender I Capital Drone Durability Enhancer I Capital Drone Speed Augmentor I
there you go cheaper(particularly since you get far more dps with t1s than the armor gets with t2 fighters) tanks more and does more DPS
you can use warfare links if you wish but i find that role better left to a t3 or command ship
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Lugh Crow-Slave
2535
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Posted - 2016.05.15 02:01:23 -
[223] - Quote
back onto carriers alphaing all sub caps
[Maller, Brick]
Energized Armor Layering Membrane II Energized Armor Layering Membrane II 1600mm Steel Plates II Mark I Compact Reactor Control Unit Heat Sink II Heat Sink II
10MN Afterburner II J5b Enduring Warp Scrambler Fleeting Compact Stasis Webifier
Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M
Medium Trimark Armor Pump II Medium Trimark Armor Pump II Medium Trimark Armor Pump II
very cheep does not give up to much for tank and will survive the alpha of a 4 Dread guristas DDA thanny
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Lugh Crow-Slave
2535
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Posted - 2016.05.15 02:34:52 -
[224] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:back onto carriers alphaing all sub caps
[Maller, Brick]
Energized Armor Layering Membrane II Energized Armor Layering Membrane II
-snip-
Medium Trimark Armor Pump II Medium Trimark Armor Pump II
very cheep does not give up to much for tank and will survive the alpha of a 4 Dread guristas DDA thanny How much of that is due to sig radius interactions? See, people sometimes forget that fighters used to be subjectively better when they can land a wrecking hit for 2000 damage, multiply by 15 fighters.
If it perfectly applies you still live but toy would not last much longer lol
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Lugh Crow-Slave
2535
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Posted - 2016.05.15 02:38:05 -
[225] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:[Thanatos, cheap shield]
Drone Damage Amplifier II Drone Damage Amplifier II
-snibbidty snib-
Networked Sensor Array Heavy Energy Neutralizer I
Capital Core Defense Field Extender I Capital Drone Durability Enhancer I Capital Drone Speed Augmentor I
there you go cheaper(particularly since you get far more dps with t1s than the armor gets with t2 fighters) tanks more and does more DPS
you can use warfare links if you wish but i find that role better left to a t3 or command ship You see, this is the same kind of problem people who fit caldari vessels run in to. What if, for the sake of discussion, you acknowledge that people might not necessarily make a 1.7m ehp ship the primary? What if we acknowledge that - by the time the fleet gets around to killing you, you're going to die no matter if you have 500k ehp or 50mil ehp? This is why despite being a guy who flies shield ships 99.5% of the time I still know that when the chips are down damage application and versatility is the realms of armour and hence armour doctrines are still widely used in game. Perhaps not at the supercap level? I don't know. But regular carriers are much closer to battleships now, I suspect they'd have been given even lower EHP if CCP could have internally rationalised it against the skill system. As I said earlier they aped the idea of our current carriers from other games.. in those games carriers are the 2nd fastest things on the field. They have big hp but literally no armour at all.
Well that's what makes us differant when I'm flying a carrier I'm relying on my support fleet to assist my application not my own hull. The extra tank is not the important part even with less I would go woth shield on the thanny in order to utilize its dps.
The fit you are using I can get more tank and dps out of a chimera and still have mids for utility.
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Lugh Crow-Slave
2535
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Posted - 2016.05.15 02:39:31 -
[226] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:back onto carriers alphaing all sub caps
[Maller, Brick]
Energized Armor Layering Membrane II Energized Armor Layering Membrane II
-snip-
Medium Trimark Armor Pump II Medium Trimark Armor Pump II
very cheep does not give up to much for tank and will survive the alpha of a 4 Dread guristas DDA thanny How much of that is due to sig radius interactions? See, people sometimes forget that fighters used to be subjectively better when they can land a wrecking hit for 2000 damage, multiply by 15 fighters.
Even without fighters the older carriers were far more effective in many places thanks to sub cap drones
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Lugh Crow-Slave
2537
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Posted - 2016.05.15 02:56:23 -
[227] - Quote
Miss 'Assassination' Cayman wrote:Lugh Crow-Slave wrote:[Thanatos, cheap shield]
Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II Damage Control I Co-Processor I
Capital Shield Extender I Capital Shield Extender I Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Pith X-Type EM Ward Field
Fighter Support Unit I Fighter Support Unit I Fighter Support Unit I Networked Sensor Array Heavy Energy Neutralizer I
Capital Core Defense Field Extender I Capital Drone Durability Enhancer I Capital Drone Speed Augmentor I
there you go cheaper(particularly since you get far more dps with t1s than the armor gets with t2 fighters) tanks more and does more DPS
you can use warfare links if you wish but i find that role better left to a t3 or command ship That's an interesting fit. I wonder how important the drone rigs are though. You could fit the modules a bit better with the extra CPU from dropping one of those rigs.
only reason they are there was to make it similar to his fit i would go with full shield rigs
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Lugh Crow-Slave
2537
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Posted - 2016.05.15 03:00:48 -
[228] - Quote
while we are on the topic of fits does anyone have an Archon fit? and a reason it is better than using any other carrier?
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Lugh Crow-Slave
2538
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Posted - 2016.05.15 05:47:14 -
[229] - Quote
not true we have been in fights where we have needed to restock fighters twice in a fight that lasted just over an hour. while unless you have a FAX on feild carrier tanks don't last long. while they will probably see almost no use in large capital fights there are still plenty of areas where large fights happen that involve very few capitals i feel this is where carriers are intended to be used.
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Lugh Crow-Slave
2538
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Posted - 2016.05.15 06:59:12 -
[230] - Quote
Caleb Seremshur wrote:Lugh Crow-Slave wrote:not true we have been in fights where we have needed to restock fighters twice in a fight that lasted just over an hour. while unless you have a FAX on feild carrier tanks don't last long. while they will probably see almost no use in large capital fights there are still plenty of areas where large fights happen that involve very few capitals i feel this is where carriers are intended to be used. What kind of fights are these? Slippery pete vs rattlesnake fights? Machariels? Nightmare fleets?
WH
i suppose large is relative i count large as anything over 150 tottal
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Lugh Crow-Slave
2538
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Posted - 2016.05.15 12:06:10 -
[231] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote:Caleb Seremshur wrote:Lugh Crow-Slave wrote:not true we have been in fights where we have needed to restock fighters twice in a fight that lasted just over an hour. while unless you have a FAX on feild carrier tanks don't last long. while they will probably see almost no use in large capital fights there are still plenty of areas where large fights happen that involve very few capitals i feel this is where carriers are intended to be used. What kind of fights are these? Slippery pete vs rattlesnake fights? Machariels? Nightmare fleets? WH i suppose large is relative i count large as anything over 150 tottal I guess WH space is different, in known space 100,150 is a decent fight but lowsec in particular, where you can field carriers you can field dreads. Which leaves carriers in a somewhat awkward position.
as i stated a while back in this thread dreads put carriers in a very overshadowed position in most areas
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Lugh Crow-Slave
2539
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Posted - 2016.05.16 01:35:05 -
[232] - Quote
like i said even in WH a lot of the time you are better off with a dread just because you do not need logi and your HAW are far more reliable and consistent while having the same DPS and not needing a reload
i was just trying to point out small areas that carriers can still be used and ways we have found to make use of their re-load time.
i feel if they gave them more e-war options even if it was just with the support fighters and not local based carriers would have a place that dreads couldn't fill themselves. even with out that the current support fighters are a joke even if i could launch them w/o giving up DPS no way i would have them take valuable space in my fighter bay.
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Lugh Crow-Slave
2540
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Posted - 2016.05.16 04:12:35 -
[233] - Quote
oh i meant the guitarists implant set that is supposed to affect drones and fighters not the capital
i'm worried the faction capitals will be as rare as the supers so i don't think i'll ever wind up dealing with them. it would be nice if the dread/carriers were just rare enough to make them worth about 5-8b so they could bridge the gap between cap and supper cap though :/
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Lugh Crow-Slave
2541
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Posted - 2016.05.16 07:00:23 -
[234] - Quote
from what i understand killing the rats the bpcs are for just with a low drop rate
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Lugh Crow-Slave
2541
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Posted - 2016.05.16 07:12:09 -
[235] - Quote
lol did you expect anything else?
i think CCP has been moving away from LP because most ppl agree its meh at best and limiting at worst. problem is ccp isn't replacing it with anything as far as i can see and i can't think of anything that would work if they did try :?
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Lugh Crow-Slave
2541
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Posted - 2016.05.16 08:24:10 -
[236] - Quote
yes i know they do that they just do it in a crap way.
thats why i said there was a problem in that ccp is not replacing them with anything as they seem to be moving away from them
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Lugh Crow-Slave
2548
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Posted - 2016.05.16 11:49:50 -
[237] - Quote
Wouldn't waist it then devs generally stop reading threads
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Lugh Crow-Slave
2548
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Posted - 2016.05.16 12:51:51 -
[238] - Quote
To be fair that's when the rebalancing started and they ate just now getting to capitals. As for modules after how fozzie did with the cap and shield recharge modules (tweaked some numbers ignored feed back and left the balance almost identical hell with the capacitor mods he exaggerated issues) I have lost faith in them when it comes to player feedback
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Lugh Crow-Slave
2548
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Posted - 2016.05.16 13:32:41 -
[239] - Quote
Ccp has to have some of the worst ADD out of all the companies I have interacted with. They will talk up and start an idea just to get half way done with it (if we're lucky) then move on to something else and bounce around trying to patch up other half implemented ideas.
Remember districts? Those things that made it into a couple constellations as a test and were supposed to tie in with dust and be all through eve? Because ccp doesn't
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Lugh Crow-Slave
2548
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Posted - 2016.05.16 14:27:43 -
[240] - Quote
lol the problem was they didn't do it as soon as possible it took way to long
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Lugh Crow-Slave
2553
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Posted - 2016.05.17 05:03:52 -
[241] - Quote
not really a fan of dot it doesn't work well in eve
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Lugh Crow-Slave
2563
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Posted - 2016.05.18 21:35:09 -
[242] - Quote
but they are now less capable of killing sub caps then b4. with a support fleet i used to be able to track sub caps in my nag just fine and i had more dps doing it. with carriers i used to be able to apply more damage to any sized target and have nearly unlimited drones.
capitals are now better for the adv joe to use against sub caps but are far less useful in the hands of some one who knows what they are doing( normally i would be all for a change like this only issue is carriers where they can now only be effective against sub caps)
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Lugh Crow-Slave
2568
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Posted - 2016.05.19 03:39:27 -
[243] - Quote
the carriers look fine just way to small
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Lugh Crow-Slave
2568
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Posted - 2016.05.19 07:05:01 -
[244] - Quote
i agree the than looks like crap but most ppl i ask for their fav looking ships they tell me thany and nyx
so long as they dont go with the redesign they showed a few years ago. it looked great for a logi but does not fit the new goliath tank the chimera has now
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Lugh Crow-Slave
2568
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Posted - 2016.05.19 08:04:46 -
[245] - Quote
lol i think you just have n issue with asymmetry. but symmetry is just boring
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Lugh Crow-Slave
2589
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Posted - 2016.05.21 10:32:13 -
[246] - Quote
be cool if they made the thanny look similar to the domi as that would be unconventional for a carrier (looking more like a dread) but something taking queues from the algos would be good too
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Lugh Crow-Slave
2670
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Posted - 2016.05.28 16:01:35 -
[247] - Quote
i have been saying that for a while. glad more ppl are realizing it. the tank on the chimera means nothing as its fighters will be dead long b4 it is
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Lugh Crow-Slave
2673
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Posted - 2016.05.29 01:03:54 -
[248] - Quote
.... if you are getting alphad by fighters toy screwed up. Or the carrier had support. A cruiser should have way more than 43kehp (max alpha of a faction fit nid) anything else should be small an fast enough to avoid most of the damage. Fighters are rather slow except for a20s burst that has a cool down of one minute.
Carriers are meant to counter logistics if they have a support fleet and that is just what they do with timing their missile barrage. But something else has to be shooting the target as well or tackling and painting or if it's small.
And ffs being ecm do that and you can ignore the carrier
1 carriers are op if you try to fight them with fits and tactics used against pre citadel carriers
2 carriers are underpowered if you try to fit and fly then lo like pre citadel
3 carriers are pretty good if you play to their new strengths but are easy to counter if you know what you are doing.
4 overall just bring a dread it's better.
Adapt or die
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Lugh Crow-Slave
2680
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Posted - 2016.05.29 06:11:25 -
[249] - Quote
Quote: Burst damage is very limited now - 8 volleys over 160 seconds is not OP
don't forget that is then followed by another 53s to refuel them.
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Lugh Crow-Slave
2683
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Posted - 2016.05.29 13:30:22 -
[250] - Quote
you uhh....
you do understand that the carrier AND the fighters have to lock before they can do anything right?
also if you need at least 24k ehp to survive why do so many frigs and cruisers survive the alpha with less?
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Lugh Crow-Slave
2688
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Posted - 2016.05.30 00:06:43 -
[251] - Quote
Blood ofGODS wrote:Basically, it goes like this - No capital ship has ever been able to kill smaller ships this easily. Pre-citadel, you could apply damage about 50% ish to a cruiser, of 2.2k (dps fit), about 1k dps. Now you can easily apply 75-80% of ~4k dps, say 3k dps for easy rounding. Note the first estimate is with a target painter, second is with no webs/tp.
You should need additional support to apply damage fully to smaller ships. The DPS potential isn't the issue. The fact that a carrier can volley a 10MN AB confessor with no effort moving 50% max speed (~13k ehp) is an issue. It comes down to the carrier being a solowtfpwnmobile to literally every single ship. It allows some mongoloid to just trash everything and think that he's just really good at the game, and think that there's nothing wrong (i.e. most of the carrier fruitloops posting).
No carrier is applying 75% damage even to a bake 2 cruiser without support. Just doing the basic math will show even with an omni you only apply about 60. Unless they have no prop mods or are using enough extenders to blow their sig nearly 40%.
Carriers do need support to apply full damage. We couldn't even kill a logi cruiser with three salvos from two carriers without it.
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Lugh Crow-Slave
2690
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Posted - 2016.05.30 02:39:36 -
[252] - Quote
Blood ofGODS wrote:Lugh Crow-Slave wrote:Blood ofGODS wrote:Basically, it goes like this - No capital ship has ever been able to kill smaller ships this easily. Pre-citadel, you could apply damage about 50% ish to a cruiser, of 2.2k (dps fit), about 1k dps. Now you can easily apply 75-80% of ~4k dps, say 3k dps for easy rounding. Note the first estimate is with a target painter, second is with no webs/tp.
You should need additional support to apply damage fully to smaller ships. The DPS potential isn't the issue. The fact that a carrier can volley a 10MN AB confessor with no effort moving 50% max speed (~13k ehp) is an issue. It comes down to the carrier being a solowtfpwnmobile to literally every single ship. It allows some mongoloid to just trash everything and think that he's just really good at the game, and think that there's nothing wrong (i.e. most of the carrier fruitloops posting). No carrier is applying 75% damage even to a bake 2 cruiser without support. Just doing the basic math will show even with an omni you only apply about 60. Unless they have no prop mods or are using enough extenders to blow their sig nearly 40%. Carriers do need support to apply full damage. We couldn't even kill a logi cruiser with three salvos from two carriers without it. Besides pre citadel no capital ship was built to kill sub caps so that argument is moot. Even with that carriers used to be far more effective against sub caps than they ate now and have you forgotten about the Phoenix? That thing would eat sub caps and had no need of support to do it. Also again ccp put in a direct counter to carriers by giving fighters such low sensor strength And if you think application is the biggest threat then being weapon disruptors. Fighter lock speed to high? Bring damps. Stop looking at fighters as drones and start looking at them like ships. I'm not saying they are hard to counter. Their base application is too high. And a Guardian, btw, has a low sig, usually AB, and can have upwards of 100k ehp. So yes, it will take a lot to kill it. I'm saying that it should instablap dessies/frigs and cripple cruisers with single volleys. The blap phoenix was perfectly fine. You apply 30% damage to a cruiser. It was enough considering 100k volley. And lets do the basic math. Heavy rocket salvo is 100 radius. Most cruisers have 100 sig or over. The salvo is 60% of the dps. So 60% right off the top. The weapon has base 240 radius, so about 40% damage with 40% of the dps. This is 76% of the dps is applied to a cruiser. I ignore the velocity factor because it is overcome with 2x omni links or 1 web, easily supplied by a carrier. And weapon disrupting/jamming will not help you prevent the volley damage that will instablap your face because fighter recalling. Maybe you should learn more about PvP mechanics before commenting.
Except unless you are sitting right on top of the carrier recalling isn't an issue for 1-2 griffins to keep it looked down. Toss in some damps and no way those fighters are continuing to lock.
Same thing with avoiding a carriers web
Fighters are also very easy to kill and will not one shot a frig unless it is holding still. The logistics that took 2 carriers over three volleys each was a cap fit t1 minmatar abs the only reason it eventually popped was because the dumb ass flew into a friendly ship and got bumped.
Ignoring the vollosity in the calculation is just lazy as even with two omnis toy are still not doing full dps to an ab cruiser unless it is plate fit
Carriers right now have less damage application and about the same dps they did before the change. Only difference is a chunk of that dps comes all at once meaning at any point if your logistics starts to fall behind your in trouble.
I think the reason these things can be so devastating to cruiser gangs is intentional to break up that over saturated meta but even buffer cruisers with logi can shrug of the blow from the fighters.
Can a carrier be killed by a small gang of sub caps anymore? Not easily no particularly if your in a group who refuses to fly anything bigger than a cruiser. But carriers are far from OP.broken in some situations maybe but I have yet to see a solution to the areas it is broken workout completely eliminating them from any use inv a fleet fight.
I do understand the mechanics and I know you're smart enough to figure them out too if you would just break out of your little box
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 07:48:02 -
[253] - Quote
My god your right silly me i was under the impretion the old carriers could use more than fighters must be my age. (memory is not what it used to be)
it took two carriers 3 vollies because each one only got it down to about 30% shield where it was then quickly repped back up by logistics b4 the next salvo could come through
yes the base speed of a cruiser is 200-250 good thing ABs exist then
if you lost a phantasm going 2.5k either you didn't have logistics (in witch case yeah 3kdps will do that) or they were asleep at the wheel
they do need support either from friendlies or brain dead targets orbiting at 6k with no prop mod.
no way a fighter is applying 50% of its dps to an untackled desi.
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 08:33:18 -
[254] - Quote
except if its MWD fit it can out run the fighters all you would need for that is a hic or a hyena...
yes a solo carrier will rock a solo sub caps would but even a competent gang of 4-5 will have no issue against an unsupported carrier.
what is nice is the same things needed to counter a carrier don't hinder a small gang doing its day to day thing.
want to know what can take on even a med sized gang with no support now? a nag that thing is a nightmare for sub caps
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 09:08:29 -
[255] - Quote
or again just some ECM and don't sit on top of the carrier
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 09:20:42 -
[256] - Quote
Morrigan LeSante wrote:Blood ofGODS wrote:1 web, easily supplied by a carrier. Uh huh.
now now to be fair this guy keeps sitting right on the carrier
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 09:34:32 -
[257] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote:Morrigan LeSante wrote:Blood ofGODS wrote:1 web, easily supplied by a carrier. Uh huh. now now to be fair this guy keeps sitting right on the carrier Doesn't matter unless you can shoehorn half a million capacitor onto the thing.
well you should not be cycling your NSA more than you need. to make the e-war penalty actually matter the NSA cycle time may need to be upped
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Lugh Crow-Slave
2693
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Posted - 2016.05.30 09:37:09 -
[258] - Quote
also you keep talking about how the omnis make up for the speed part but just one disruptor (unscripted un-bonused) would more than null two omnis.....
i mean it man just bring some e-war
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Lugh Crow-Slave
2714
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Posted - 2016.05.31 03:23:31 -
[259] - Quote
No capital ship has ever had a pure anti sub cap role
and where do you get off saying that two omnis give you a 30% bonus? a faction link doesn't even give you 24%
and a griffen can protect from alpha so long as you are not parking your ship ontop of the carrier.
oh yeah and if the carrier has no support you can just idk..... warp off the disruption drones are move slow are slow to lock and easily jammed.
as for fighter aplication it is ripped apart by an arbitrator or by simply putting WDs on the ships in your fleet and spreading them out. their penalty is much stronger than the tracking links bonus.
also just because some ons kb shows nothing means nothing not a lot of ppl use mains when on the forums hell i think you are one of the only ppl this toon has actually flown with.
and if you can kill them no problem well then... what's the problem
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Lugh Crow-Slave
2717
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Posted - 2016.05.31 06:41:52 -
[260] - Quote
I have a hard time beliving he is just one of the "change is bad" people. I have flow with him before and i'm pretty sure it's just that he comes from the small gang crowed and to them a carrier can seem very op when trying to fight it like a normal cap.
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Lugh Crow-Slave
2717
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Posted - 2016.05.31 07:28:23 -
[261] - Quote
well the chimera can survive against two supers even without logistics ^.^ i have pulled that off (no other carrier can don't try it). but yeah dreads melt them and they are helpless against well flown sub caps.
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Lugh Crow-Slave
2717
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Posted - 2016.05.31 07:55:27 -
[262] - Quote
they should be immune to the remote(helpfull) ones not the offensive ones though... that has to be a bug and i thought they fixed it
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Lugh Crow-Slave
2717
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Posted - 2016.05.31 08:28:11 -
[263] - Quote
i know the remote assistance is working as intended as it says so in their attributes but ccp repeatedly commented on them being effected by e-war and they even built it into the UI. E-war also affects all other drones and ecm works so where did you hear that it was working as intended?
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Lugh Crow-Slave
2717
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Posted - 2016.05.31 08:51:16 -
[264] - Quote
remember when ccp said the moved to a faster release scheduled because it made it easier to delay things that were to buggy and quickly fix the ones that were kinda buggy? it seems like they just use it now to rush things out and maybe get around to fixing them...
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Lugh Crow-Slave
2720
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Posted - 2016.05.31 14:21:33 -
[265] - Quote
way to cherry pick there
also i'm not a carrier pilot. well not all that much i have flown them a few times but i mainly fly logi and e-war
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Lugh Crow-Slave
2720
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Posted - 2016.05.31 14:26:21 -
[266] - Quote
Blood ofGODS wrote:My entire issue with the carriers is the application is way too good for a ship of their size class.
its just like rapid lights or rapid heavies they are built not to hit their weight class but under it
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Lugh Crow-Slave
2723
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Posted - 2016.05.31 14:59:21 -
[267] - Quote
Longdrinks wrote:Is this the sub 1k kills noobs arguing with experienced players central?
why yes it looks like it is
as humans fallacies in arguments are bound to happen and generally can be ignored
but when your entire statement only consists of one...
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Lugh Crow-Slave
2726
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Posted - 2016.06.01 04:50:34 -
[268] - Quote
Blood ofGODS wrote:Frostys Virpio wrote: Isn't the cycle time of the NSA 60 seconds? Wouldn't your web be a bit late by then?
Well if you die in 60 seconds it seems it wouldn't matter then. However 1 web is equivalent to two omnidirectionals with tracking scripts against smaller targets.
but i thought the issue was being alphaed off the ubdock in small ships? what are you doing sitting there sor 60s?
besides if anything your issue is not with the fighter bass tracking but with how much tracking the omnis give
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Lugh Crow-Slave
2726
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Posted - 2016.06.01 06:10:22 -
[269] - Quote
problem is if you change the base application you hurt the shield tanks more then if you just change the omnis.
anyway the main issue is the e-war is not working on them like it should and yes that is a problem. lets not try to fix them around a bug lets get the bugs fixed first
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Lugh Crow-Slave
2740
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Posted - 2016.06.02 09:44:23 -
[270] - Quote
i don't think its the rad that needs to be changed i would be fine with lowering the expl vel down to 100-80m/s however.
the main gun does not need to be changed as that is only meant to apply to large targets
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Lugh Crow-Slave
2742
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Posted - 2016.06.03 02:52:19 -
[271] - Quote
there is a key probably just to the left of your 'a' key i think you bumped it
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Lugh Crow-Slave
2742
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Posted - 2016.06.03 02:53:56 -
[272] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote:i don't think its the rad that needs to be changed i would be fine with lowering the expl vel down to 100-80m/s however.
the main gun does not need to be changed as that is only meant to apply to large targets
This whole debate is based on the fittings of 1 maybe 2 carriers out of the 4 available. Those that have free mids to fit drone upgrades.. All that really needs to happen is for there to be a delay between MWD ability and missile ability activation. Light fighter missile ability has a 10K range - Have a 5 second delay between activating abilities, it solves this whole debate and doesn't penalize one carrier more than another. Unless your sitting still and the fighters manage to land at zero on you, 5 seconds is enough time for smaller ships to burn out of range. They may get hit by the normal attack (which is fine) but the missile attack is unlikely to hit them, unless the carrier has web support (Loki or Hugin) that is on the ball. Larger slower ships will get hit but should also be able to tank enough not to get alpha'd..
true but i think the issue is with the nid/than i think the original 2.5 damage per level was far better and they went overboard when people freaked out about it being two low b4 fighter dps had even been set.
it is these two carriers being used to blap small ships as the chimera and archon are no where near able even with two omnis
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Lugh Crow-Slave
2743
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Posted - 2016.06.03 10:02:12 -
[273] - Quote
true but that damage bonus puts them well over what they need (particularly nid) and they already have a strong place in med sized fleets the only thing they can't do is hold up against other capitals but no carrier can do that.(chimera can pretend to for a bit)
i mean a 4% bonus would put it at right about the level of a free DDAII rather than a free officer DDA
three things happened when they did the change to nerf the amarr/caldari and buff the gal
1 Archon became a joke 2 nid/than became gank gods ( and i don't even mean just the attack fighters) 3 chimera became resonable and no longe
what i'm worried about is that damage bonus being used as effectively as it is against poor pilots in sub caps. generating large amounts of outcry causing all carriers to be nerffed into total uselessness.
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Lugh Crow-Slave
2764
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Posted - 2016.06.05 08:17:41 -
[274] - Quote
... if you are afraid of a carrier camp fit AB and not MWD takes 3 salvos to kill a T1 frig using an AB
if you are in a small gang bring ECM
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Lugh Crow-Slave
2764
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Posted - 2016.06.05 09:18:45 -
[275] - Quote
lol what if you fit the mwd but get hit by a nado?
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Lugh Crow-Slave
2765
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Posted - 2016.06.05 10:25:50 -
[276] - Quote
why are carriers OP but svips aren't?
because this is a new person that slapped them in the face. You can get used to being slapped in the face by the same person even come to enjoy it but when the quit kid in the corner you don't think much about comes up and slaps you he's a dangerous sociopath. particularly when the only real memory you have about him is him playing with himself in the corner with a bunch of red crosses.
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Lugh Crow-Slave
2766
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Posted - 2016.06.05 11:12:22 -
[277] - Quote
Sgt Ocker wrote:[quote=Lugh Crow-Slave]
Guys, reality is, carriers may be good at killing certain types of ships but remember they die quite easily to a well prepared small gang and even easier to a single Dread.
you don't even need to be in a well prepared small gang
there are so so many groups out there with public chat chs
all you need to do is
"there is a carrier in X camping Y gate if anyone wants to pop it (insert zkill link of system and any screens you managed to capture)"
the number of ppl out there willing to take a risk of a trap for the sake of a cap kill is incredible
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Lugh Crow-Slave
2769
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Posted - 2016.06.05 20:52:37 -
[278] - Quote
maCH'EttE wrote:IF CCP WISHES AND THE LARGE ALLIANCES AND CORPS DEMAND IT, IT SHALL HAPPEN. WHO GIVES A TWO SH*** A*** ABOUT THE SMAL GANG PVP CORPS OR PLAYERS. DROP CARRIERS ON EVERYTHING, SHOOT STUFF AT THE SAFTY OF A CITADEL, SHOOT STUFF AT THE SAFETY OF A POS..

it's a bug report it
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Lugh Crow-Slave
2769
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Posted - 2016.06.05 21:31:38 -
[279] - Quote
1 because they are only supposed to be used on capitals you can still fit heavy nuets
2 they are nearlly as strong as a dead space mod what more do you want?
3 the point is to hold supers with their high WCS not have range
4 i agree
5a) carriers are built to buffer tank not active tank this is by design. I for one think it is a good choose and helps diversify them further. They give up being able to local rep for the ability to take remote ones
5b)... dreads and FAUX still exist so just no and they talked about and armor variant of crystal the same time they talked about shield slaves.
the NSA is a replacement to atemt to replicate the initial goal of carriers not having to lock at all. this was because the UI just couldn't be made to work.
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Lugh Crow-Slave
2769
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Posted - 2016.06.05 22:24:32 -
[280] - Quote
1 by that logic battle ship guns should be better against frigates than frig guns. all sizes of neuts have their uses by making it so the capital ones were not as strong against sub caps ccp only had to balance them against capitals allowing them to be much more powerful in their given role.
2.... again it's almost as strong as an x-type and can swap resistances. the reason no one uses them is because the x-type is still 4% better
3 just because you have no use for the tool doesn't mean there is an issue with the tool
with the NSA by having it add resists you now must take away base resists of the hull making it almost mandatory to use this mod (to lock in smaller fleets and to tank in larger ones) right now it is a much bigger chose. removing the carriers ability to warp does very little balance wise. if you could not catch a carrier you do not deserve the carrier. On a more superficial level it removes the current theme of mobility the carriers have
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Lugh Crow-Slave
2769
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Posted - 2016.06.05 22:52:54 -
[281] - Quote
1. ... i said they each had their uses not that they were only useful against certain classes.
2 not if you are trying to use them as an adaptive but they are not meant to be used as adaptives
3. something niche isn't bad.
4 mobility isn't tied to the grid. besides if they disabled warp the null bears would cry so loud about their ratting ship being pointlessly nerfed it would be swapped right back
the design isn't poor just not what you want. balance is again fine none of the mods are over powered or under powered and each one has situations where they are more viable than their competitors.
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Lugh Crow-Slave
2769
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Posted - 2016.06.05 23:02:21 -
[282] - Quote
why because they are not clearly better??
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Lugh Crow-Slave
2769
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Posted - 2016.06.06 03:39:27 -
[283] - Quote
and you bug reported it right?
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Lugh Crow-Slave
2819
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Posted - 2016.06.19 07:57:19 -
[284] - Quote
... but even with an nsa they cant insta lock
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Lugh Crow-Slave
2819
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Posted - 2016.06.19 09:54:43 -
[285] - Quote
.... server ticks alone prevent the carrier + fighters from engaging in 2 seconds even if their scan res was 99999
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Lugh Crow-Slave
2823
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Posted - 2016.06.19 23:22:57 -
[286] - Quote
i have and there is even a video in this thread showing the delay....
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Lugh Crow-Slave
2823
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Posted - 2016.06.20 03:47:13 -
[287] - Quote
but they don't have 100%
and the application is easily mitigated so long as the carriers are not full of omnis those are what is to strong not the base states
i have had a mord frig survive 2 volley shots from two carriers so that's a total of 4. with logistics support only reason i died was because i flew into a citadel and let my speed drop to 0.
besides with the changes coming to carriers they are about to get a lot more broken against frigs :/
carriers are broken in the gate camp environment but not in standard engagements
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Lugh Crow-Slave
2841
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Posted - 2016.06.21 01:04:00 -
[288] - Quote
.... the problem with the archon and chimera is the fighter bay that's it. There is nothing wrong with having the choice of tank over dps
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Lugh Crow-Slave
2841
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Posted - 2016.06.21 01:05:25 -
[289] - Quote
Prometheus Exenthal wrote:Lugh Crow-Slave wrote:carriers are broken in the gate camp environment but not in standard engagements Hey look 
What's your point I have also given several solutions that fix the camp issue without nerfing the hull in the rest of the game
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