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Nevyn Auscent
Broke Sauce
3202
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Posted - 2016.04.25 11:34:26 -
[1] - Quote
This has been raised a number of times already. The Fighters can be ripped to pieces by T1 Destroyers and Cruisers since they don't get all the drone skill bonuses, (and if they do the skills needed to defend a Citadel are suddenly excessive since you would need fighter skills). And what is left can be local tanked, heck it can be passive tanked with any passive shield fit.
Citadels in Highsec quite simply are not force multipliers with the current fittings. They are just expensive targets for anyone who feels like out blobbing your corp/alliance. |

Nevyn Auscent
Broke Sauce
3203
|
Posted - 2016.04.26 04:36:59 -
[2] - Quote
helana Tsero wrote: The citadels have capacitor and jams use up alot of cap. Your going to really struggle to perma-run those jams during the fight especially if your running webs and paints as well. If the citadel can be neuted then its even worse.
With all.... Ummmm, 3 mid slots on a Med Citadel, or all 5 isn't it on an XL? So if you go a full jam set up you can jam out 3 to 5 sub cap logi some of the time. Depending on your size of Citadel. Of course, since you have no painter and no web, your missiles are now utterly worthless rather than mostly worthless and a T1 frigate can local tank you.
Their defences in highsec are a joke, and they provide basically no force multiplication in that situation. Obviously in low/null/wh's with the bomb launchers and other AOE effects you get better vs subcaps, but in highsec they are an outright joke. It's just about who has the bigger blob for a fleet. And in highsec that will almost always be the predator corps. |

Nevyn Auscent
Broke Sauce
3210
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Posted - 2016.04.26 20:30:12 -
[3] - Quote
Phoenix Jones wrote:.... Cent you still have the whole wardec in highsec and General asshattery needed to knock them down.
If they just alpha'd subcaps they'd be op. The idea was to not mandate the need of dreads to knock them down. Go and actually test them, they put out 100-200 effective DPS from a M Citadel. It can Web, Paint and Point 1 target which gets it to the 200 mark roughly speaking against a cruiser.
This is replacing a L Deathstar POS which can web, paint and point half a dozen targets, and apply thousands of DPS.
Sure you have the Capital launchers that do that much, but for highsec use they are a joke. |

Nevyn Auscent
Broke Sauce
3210
|
Posted - 2016.04.26 20:57:59 -
[4] - Quote
I'm expecting a bit more than you apparently. An M Citadel is meant to be a replacement for a L POS, which currently can stand off 5 or so of nearly any subcap happily if it's fully combat fit, and should act as a significant force multiplier against a larger force, say doubling the defenders effectiveness. A L or XL Citadel should therefore be standing off significantly more.
The problem is because of the huge reduction in the number of targets that the Ewar can be applied to, and the massive subcap reduction it ends up that even an XL Citadel is going to struggle vs a cruiser on it's own. And they provide almost no force multiplication effects for the defending fleet.
Which means it's simply an n+2 equation for the attacker in highsec, (+1 + an extra 1 for the citadel :P) And that is bad. |

Nevyn Auscent
Broke Sauce
3218
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Posted - 2016.04.27 18:46:34 -
[5] - Quote
Phoenix Jones wrote:... And what do the fighters do? We're we basing this whole thing solely on the high slots? Launch from all over the citadel, fly slowly towards their target and die horribly because player skills don't affect them so they are fragile and have poor speed & DPS compared to what people think of fighters, and they have no DDA or FDU affecting them either or any other drone mods. |

Nevyn Auscent
Broke Sauce
3219
|
Posted - 2016.04.27 19:59:40 -
[6] - Quote
elitatwo wrote: So can you alpha a medium citadel with say what 15 tornadoes?
DPS cap on Citadels means you can never alpha them, they will take at least 30 minutes to reinforce no matter what you bring. So they'd be pretty hard to suicide gank. I suppose it's possible in a 0.5 if you keep pulling concord away but it'd get tricky to avoid the repair timer triggering. But the M is childs play to reinforce if you don't have to worry about a defending fleet (Because you outnumber them 3 to 1 or whatever) |
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