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

Lugh Crow-Slave
2200
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Posted - 2016.04.18 01:36:01 -
[421] - 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
Citadel worm hole tax
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Sgt Ocker
Kenshin. DARKNESS.
910
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Posted - 2016.04.18 03:07:12 -
[422] - Quote
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 And no you can't swap them out when full either to prevent people from carrying more than they should Sorry but the ONLY way to load or unload new fighters is to be in space - Docked or Tethered to a Citadel, you can't move fighters to or from launch tubes.
Bay size is one pretty encouraging reason to not use support fighters - At 3k/m each, that is a lot of space that could go to something else. That aside - You will need 12K/m of space in your fighter hangar if using anti drone fighters, 9Km if just using support or fighters capable of hitting other ships.
Seems there are still more reasons not to use a carrier over a subcap or dread.
-- - -- - -- - -- Anti-drone fighters - With a total of 72 HP damage difference between fastest and slowest - There is no reason to use anything other than Gram II's, unless your going for a specific damage type. Equite II's may be useful at 55m/s slower than the Gram II and potentially 24 more HP damage per volley. Locust II's don't have much going for them being Kinetic and 165m/s slower than the Gram II, Satyr II could be useful if your target is right on top of you and does less than 1Km/s.
It seems a shame Devs didn't bother to make the different faction types different enough to make a difference. Hopefully they are not at release stats yet and some thought may yet be put into making them unique. Maybe the Gram could get its Tackle attribute changed to target painting, the Satyr changed to scram for stopping heavy fighters just MJDing out of range, leaving the other 2 with the web bonus.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
106
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Posted - 2016.04.18 03:27:10 -
[423] - Quote
Sgt Ocker 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 And no you can't swap them out when full either to prevent people from carrying more than they should Sorry but the ONLY way to load or unload new fighters is to be in space - Docked or Tethered to a Citadel, you can't move fighters to or from launch tubes. Bay size is one pretty encouraging reason to not use support fighters - At 3k/m each, that is a lot of space that could go to something else. That aside - You will need 12K/m of space in your fighter hangar if using anti drone fighters, 9Km if just using support or fighters capable of hitting other ships. Seems there are still more reasons not to use a carrier over a subcap or dread. -- - -- - -- - -- Anti-drone fighters - With a total of 72 HP damage difference between fastest and slowest - There is no reason to use anything other than Gram II's, unless your going for a specific damage type. Equite II's may be useful at 55m/s slower than the Gram II and potentially 24 more HP damage per volley. Locust II's don't have much going for them being Kinetic and 165m/s slower than the Gram II, Satyr II could be useful if your target is right on top of you and does less than 1Km/s. It seems a shame Devs didn't bother to make the different faction types different enough to make a difference. Hopefully they are not at release stats yet and some thought may yet be put into making them unique. Maybe the Gram could get its Tackle attribute changed to target painting, the Satyr changed to scram for stopping heavy fighters just MJDing out of range, leaving the other 2 with the web bonus. I'm not sure, but I believe the tackle ability prevents heavy fighter MJDs, considering it already acts like a scram and stops MWDs. |

Lugh Crow-Slave
2200
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Posted - 2016.04.18 07:27:32 -
[424] - 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
Citadel worm hole tax
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Sgt Ocker
Kenshin. DARKNESS.
910
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Posted - 2016.04.18 10:30:55 -
[425] - Quote
Miss 'Assassination' Cayman wrote:Sgt Ocker 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 And no you can't swap them out when full either to prevent people from carrying more than they should Sorry but the ONLY way to load or unload new fighters is to be in space - Docked or Tethered to a Citadel, you can't move fighters to or from launch tubes. Bay size is one pretty encouraging reason to not use support fighters - At 3k/m each, that is a lot of space that could go to something else. That aside - You will need 12K/m of space in your fighter hangar if using anti drone fighters, 9Km if just using support or fighters capable of hitting other ships. Seems there are still more reasons not to use a carrier over a subcap or dread. -- - -- - -- - -- Anti-drone fighters - With a total of 72 HP damage difference between fastest and slowest - There is no reason to use anything other than Gram II's, unless your going for a specific damage type. Equite II's may be useful at 55m/s slower than the Gram II and potentially 24 more HP damage per volley. Locust II's don't have much going for them being Kinetic and 165m/s slower than the Gram II, Satyr II could be useful if your target is right on top of you and does less than 1Km/s. It seems a shame Devs didn't bother to make the different faction types different enough to make a difference. Hopefully they are not at release stats yet and some thought may yet be put into making them unique. Maybe the Gram could get its Tackle attribute changed to target painting, the Satyr changed to scram for stopping heavy fighters just MJDing out of range, leaving the other 2 with the web bonus. I'm not sure, but I believe the tackle ability prevents heavy fighter MJDs, considering it already acts like a scram and stops MWDs. You may be right but so far I've only noticed it slow other fighters down and they are still able to activate their MWD attribute. All 4 of the anti fighter/drone fighters have the same ability, -6% to velocity per fighter. MWD's still work although at a slowed pace on normal fighters, I don't know about MJD for heavies as my testing buddy hasn't been on for a few days.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Sgt Ocker
Kenshin. DARKNESS.
910
|
Posted - 2016.04.18 10:41:01 -
[426] - Quote
Lugh Crow-Slave wrote: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 So the tackle ability, -6% to velocity per fighter, on anti fighters acts as a scram?
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
|

Miss 'Assassination' Cayman
CK-0FF Violence of Action.
106
|
Posted - 2016.04.18 11:18:42 -
[427] - Quote
Sgt Ocker wrote:Lugh Crow-Slave wrote: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 So the tackle ability, -6% to velocity per fighter, on anti fighters acts as a scram? Yes. Did you perhaps use it against superiority fighters and see them still activate their ability? They have afterburners instead of MWD/MJD so it would be reasonable if they still work. |

Lugh Crow-Slave
2205
|
Posted - 2016.04.18 21:45:42 -
[428] - 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
Citadel worm hole tax
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Gary Webb
The Walking Deads Limited Expectations
9
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Posted - 2016.04.18 22:29:27 -
[429] - Quote
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 |

Miss 'Assassination' Cayman
CK-0FF Violence of Action.
107
|
Posted - 2016.04.18 22:46:37 -
[430] - Quote
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? |
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Lugh Crow-Slave
2209
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Posted - 2016.04.18 22:47:35 -
[431] - 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
Citadel worm hole tax
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Zenafar
4
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Posted - 2016.04.18 23:27:52 -
[432] - Quote
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 |

Lugh Crow-Slave
2211
|
Posted - 2016.04.18 23:32:32 -
[433] - 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?
Citadel worm hole tax
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Sgt Ocker
Kenshin. DARKNESS.
910
|
Posted - 2016.04.19 01:30:28 -
[434] - Quote
Lugh Crow-Slave wrote: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? At zero without the Gila fighting back, 1 rocket salvo (from 3 squads of light fighters) will put it into armor. At anything over 30K the Gila if used right will have killed half of your first squad of fighters before they get in range - With logi, the Gila is in no fear of getting killed. Even an XLASB will out rep rocket salvos long enough to kill off enough fighters to reduce their damage and chances of killing you (in a 1 v 1 scenario). All the Gila needs to do is keep you pointed long enough for dreads to arrive and pop the carrier. PS; You don't need to kill a complete squad of light fighters - Just 3 or 4 from each squad reduces their damage enough to be manageable. Hint; don't kill them all - Force the carrier pilot to recall the squad or abandon them and reload tubes.
Gila has no need to run away from fighters, it just has to not land at zero on a carrier and know how to use its DPS - That pair of hammerheads chew through light fighter squads pretty efficiently. Not easily mind you, just well enough to reduce incoming DPS to a decent level. -- - -- - -- - --
Also when testing, it is easy to set up a ship to die to light fighters if it is 1 on 1 but in a fleet where your 3 squads of fighters will get called primary - Be ready to recall whats left of the squads often. Light fighters will be a nice distraction for enemy subcaps while their dreads volley carriers off the field. -- - -- - -- - --
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.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
|

Lugh Crow-Slave
2211
|
Posted - 2016.04.19 01:36:22 -
[435] - 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
Citadel worm hole tax
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Lugh Crow-Slave
2212
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Posted - 2016.04.19 01:47:54 -
[436] - 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
Citadel worm hole tax
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
107
|
Posted - 2016.04.19 03:16:55 -
[437] - Quote
Lugh Crow-Slave wrote: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
another thing is fighters are not cheap by any means making HAW even more attractive Yeah, balancing carriers and light fighters is ridiculously hard. First of all you have to deal with supers using light fighters, so you can't make the fighters themselves too strong and have to figure out what goes in the base stats and what goes in carrier bonuses. Then there's the matter of balancing their DPS so they don't beat dreads at sustained damage over time, while still making their damage viable despite time spent moving to the target and the ability to kill fighters. Then there's a whole mess with range/speed/DPS/application to balance how well they do against small ships vs big ships.
I don't envy whoever has to figure out the balance, but I also don't think they're getting it right. |

Lugh Crow-Slave
2217
|
Posted - 2016.04.19 03:20:32 -
[438] - 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
Citadel worm hole tax
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
107
|
Posted - 2016.04.19 03:26:10 -
[439] - Quote
I think light fighters need better speed for moving between targets while still having questionable ability to keep up with targets once engaged. It seems like giving them back the ability to warp around on grid might need to be considered. Now that they have to be within the carrier's lock range to initiate the attack or use missiles, and can't automatically follow targets, a lot of the concerns about warping fighters would be non-issues. Without that, a speed increase, or shorter MWD cooldown, fighters aren't going to have any meaningful range in actual fights. |

Lugh Crow-Slave
2217
|
Posted - 2016.04.19 04:04:57 -
[440] - 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
Citadel worm hole tax
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Oxide Ammar
256
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Posted - 2016.04.19 06:44:07 -
[441] - Quote
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...
Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.
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Lugh Crow-Slave
2218
|
Posted - 2016.04.19 07:27:17 -
[442] - 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?
Citadel worm hole tax
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Sepheir Sepheron
The Congregation No Handlebars.
44
|
Posted - 2016.04.19 08:06:17 -
[443] - Quote
Carriers just feel straight up nerfed. I don't get why they are becoming more expensive an less durable. |

Steelgunner Shadowreaper
Kitchen Sink Kapitals
1
|
Posted - 2016.04.19 21:39:05 -
[444] - Quote
Hello i represent a corporation of 6, half of whom are forum banned and cant post their views so this report will include their thoughts as well as my own. I actually had a big all in one post typed up but it looks like im going to have to post chunks of it in the different/correct topics. so here goes.
Carriers, Super carriers, and citadels all need +1 launch tube. Carriers also need +1 support fighter slots. this will give the options to run a more DPS based or support based load-out. such as 3/1 or 2/2. ect
Super carriers and citadels do not need any new slots, only and an increase in total launch tubes by +1.
Capital changes: Im posting here because it didnt seem to have a place to be posted. Phoenix Missiles need their explosion velocity doubled or you will see their weapons perma kited by supers and normal capitals with AB/MWD.
Phoenix missile explosion radius is WAY TO LARGE, i know you think dunk phoenix were bad for the game but the fact of the matter is they were rarer unicorns than officer spawns and did not warrant this Nerf. As it stands i can not kill a battle ship with 2tp on it. sitting still using capital torpedoes. any other gun dread hits for full damage as long as it can track the target.. this is a huge imbalance. we get that you want people to use the new high angle weapons, and now that the DPS has been fixed to the 3.5-5k dps range depending on fit/ammo/overheat. they will get used. it will likely still be extremely hard to break marauders tanks even with 5k dps. but we will find a way to make it work somehow.
The Phoenix also badly needs 300 more raw CPU. it has MASSIVE cpu problems. even with 500m in cpu implants + a cpu rig and Cpu low it has issues fitting t2 and even meta stuff.. i cant speak for the other dreads but the phoenix has been beat into the ground with this update..
Standard Capital ships are too easy to alpha, doesn't matter if its a doomsday or bombers, they badly need their original 3 HPs back to what they use to be before the nerf. this will give them some buffer and let their active tank come into play. bombers damage needs to be what it is now, if not get a slight buff, because in bomber vs super warfare they leave MUCH to be desired.. the problem rests with how easy it is to alpha capitals because of the massive HP reductions. so please fix the problem at the source. a 50% increase in each of the 3 stats might be enough to offset this, but ied prefer seeing carriers dreads and faxes get their 3 HP bars doubled and reset to what they were before this update, as their was never a problem in the past.
New Capital modules require WAY TO MUCH cap, and offer little to no benefit. Please remove a 0 the cap requirements from all of the following capital modules. Armor/shield Shift hardener, Networked sensor array, All of the projectors like warp, ecm, web ect ect (also needs the range and duration increased. duration's need to be much higher.)
as for the shield and armor rep mods, they are fine.
the prop mods need a 50% reduction. again they require WAYYYYYYYY to much cap required. i dont have a specific number on what to dial them back to, but halving it per cycle would be a good start, then start tuning from there..
With under 2 weeks to go. i have no idea how you are going to fix all this stuff. but good luck. Personally i wouldn't mind the update getting delayed another month so more stuff can be fixed. its simply not even close to being (close to being) ready.
Thank you for reading, i hope to see these changes implimented to improve the game.
PS: Honestly i know its not 'super constructive' but it needs to be said, so take it for what its worth CCP. the majority of the corp hates 99% of this update and would prefer things to stay as they are, rather than whats being pushed down the pipe on the test server, for various reasons that have already been mentioned by other concerned cap pilots. Thought that might be useful to include. 0/ |

Krevnos
Back Door Burglars The Otherworld
143
|
Posted - 2016.04.20 10:11:31 -
[445] - Quote
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. |

Lugh Crow-Slave
2239
|
Posted - 2016.04.20 10:47:20 -
[446] - 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
Citadel worm hole tax
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Kirito Kid
Void Corsairs Inc. Void..
3
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Posted - 2016.04.20 11:11:58 -
[447] - Quote
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 |

Lugh Crow-Slave
2239
|
Posted - 2016.04.20 11:15:25 -
[448] - 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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Kirito Kid
Void Corsairs Inc. Void..
4
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Posted - 2016.04.20 11:45:30 -
[449] - Quote
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. |

Lugh Crow-Slave
2240
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Posted - 2016.04.20 12:12:41 -
[450] - 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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