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Thread Statistics | Show CCP posts - 8 post(s) |

Lugh Crow-Slave
2296
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Posted - 2016.04.26 08:31:12 -
[1] - Quote
Rek Seven wrote:Finally what too so?
I don't know about the others but the Moros simply does not have enough pg, to make any good fits using the new mods.
The mass of all dreads needs to be reduced so that the additional mass added from plates does not mess up wormhole travel.
Wh mass should be changing iirc
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 08:33:08 -
[2] - Quote
Postman wrote:Jarnis McPieksu wrote:PinkKnife wrote:Any plans to adjust the Moros' ridiculous range advantage? Or to make XL rails/Beams worth a damn?
I don't mind the bonus changes, but if you're rebalancing the weapon systems, the lack of purpose for the longer range turrets needs to be looked at. With Scorch reaching out to 100km, there's literally no reason to run Beams. Not that there was much of one to start with.
Also, Moros reaching out to 80km is absurd. Ooo, you will be surprised. LR guns may turn out to be actually useful. Because of nanocarriers / nanoFAXes. No joke. Capital prop mods -> carriers doing 1000m/s. Oh, you sieged? We'll just kite you to 200km and send out these fighter clouds of doom at you while you sit still there and play with your short range guns. Carriers can actually target and engage well over 10000km away. Sure it will take forever for the fighters to reach the target but with a static non moving object like a dread this matters little. Even more so for Citadels and POS. It will take more tackle support then ever and a lot of relocating to counter this.
Umm carriers can't really hurt dreads or structures and even if your fighters lived long enough to make that trip over half of your dps is limited to 8 shots then you need to fly them all the way back.
The effective range for a carrier is about 80-90km
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 09:10:47 -
[3] - Quote
Morrigan LeSante wrote:I wouldn't relay on fighters either mate  Point blank FTW (or the minnie carriers)
Dreads are better than carriers in almost every way. Carriers look like they were pre-nerffed hopefully this means there will be number tweaking between now and summer
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 10:18:55 -
[4] - Quote
I think that is a bug. Rats curantly ignore the resistances
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 10:47:20 -
[5] - Quote
Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ?
Exactly not to big of a deal on dreads but marauder bastion mode also has this problem
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Lugh Crow-Slave
2296
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Posted - 2016.04.26 11:10:06 -
[6] - Quote
Morrigan LeSante wrote:Lugh Crow-Slave wrote:Seth Quantix wrote:Terrorfrodo wrote:Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects. I was in siege, and yes I succeded being dampenend by 3 frigs simultaneously. What exactly do you mean ignoring resists ? they dont take the siege reduction to damp in account ? Exactly not to big of a deal on dreads but marauder bastion mode also has this problem Bastion is 100% immunity
They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback
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Lugh Crow-Slave
2297
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Posted - 2016.04.26 11:37:26 -
[7] - Quote
Lol idk we did give a good amount of reasons not to do who knows
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Lugh Crow-Slave
2298
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Posted - 2016.04.26 11:47:44 -
[8] - Quote
The bug is something they said they were working on
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Lugh Crow-Slave
2316
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Posted - 2016.04.27 02:11:43 -
[9] - Quote
Xiaodown wrote:Protip: the phoenix was never useful.
The torps are too slow. You can F1 and go out for a pizza and be back in front of your computer by the time the missile hits the structure you were shooting at.
the point of a balance is to fix that not exasperate it
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Lugh Crow-Slave
2316
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Posted - 2016.04.27 02:14:53 -
[10] - Quote
Jimy F wrote:i assume bonus on minmatar and galante for reper cycle time is for makeing this ships better active tanking, but they in active tanking need more capacitor so they need more cap module so making then not better but worst becouse they really are no capable rep more becouse lack of capacitor, and dreds with resistance have just pasive reduce of damage so they tank better and not need more cap for it my conclusion for this is, you should give resistance bonus to all, the same like haevy interdictors, not reduction reper cycle time or bonus to reper amout, reper bonus amout make ships bettet only for active tanking wich also need more cap so ship with resistance module are better for buffer tanks, beter for active tnaking with compersion ships that have reper cycle reduction and the same for active tanking with compersion with ships with reper amout bonus i think also all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for sige is little shame you forget abaut capital shize smartbombs :(
please no this bonuse may not be good for you but it will be good for how my and several other groups use dreads
you don't need to cycle them 100% of the time and there are cap boosters now for caps
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Lugh Crow-Slave
2319
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Posted - 2016.04.27 06:46:17 -
[11] - Quote
Goldensaver wrote:CCP Larrikin wrote:S4ndman wrote:Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots? I'm not used to capital ships, but it made me curious..  This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required. Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be buffed for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWS and vice versa with a depot. Alternative just give all dreads 2 guns and a role bonus.
Be better if the size of there guns were increased
Limiting its fleet bay does nothing as his friend can bring them in theirs.
Buffing the rest just removes the need for any dread to commit
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Lugh Crow-Slave
2320
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Posted - 2016.04.27 10:39:26 -
[12] - Quote
You can get around 80k with these beyond that capital guns start working again on properly talked subcaps
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Lugh Crow-Slave
2325
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Posted - 2016.04.27 14:35:21 -
[13] - Quote
Amanda Rey wrote:The Phoenix is a bad Ship now ? I don't think so Sunshine. Thanks to the new Rapid Torp Launcher it works great for Ratting in Dronespace (well at least if you have good Missile Support Skills). Faction Ammo is a must though.
just what i want in a dread 
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Lugh Crow-Slave
2325
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Posted - 2016.04.27 14:36:23 -
[14] - Quote
Jessie McPewpew wrote:Seth Quantix wrote:Goldensaver wrote:Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot. That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ??? IKR.
we did and pointed it out to ccp over a weak ago
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Lugh Crow-Slave
2334
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Posted - 2016.04.27 22:47:08 -
[15] - Quote
the third bonus is the cap reduction you had to reword that to change it to resistance what was the point in that?
the rev and phoenix both have bonuses that are there just to be effective with their own weaposn(rev more so than phoenix) thats the issue
one of the main things ppl were hoping would be fixed with the rev when the rebalance came was that damn 10% reduction
right now gal/minm get double damage and a tank bonus
caldari and amarr get a damage and a tank bonus and then a bonus just to make their guns work
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Lugh Crow-Slave
2350
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Posted - 2016.04.28 16:25:56 -
[16] - Quote
why do dreads have so much more cargo over carriers i thought they were supposed to be similar to keep one from become a better suitcase?
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Lugh Crow-Slave
2351
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Posted - 2016.04.28 17:15:13 -
[17] - Quote
bastion needs to have a weapons timer the others can keep on w/o it
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Lugh Crow-Slave
2353
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Posted - 2016.04.29 00:21:00 -
[18] - Quote
Ransu Asanari wrote:Corrected previous post. Well they have them (Bastion). So is that a bug then, or a change planned to come out?
bastion needs it for the same reason it was given it
station games
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Lugh Crow-Slave
2353
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Posted - 2016.04.29 02:10:26 -
[19] - Quote
id rather they just add the same limitation to all stations that citadels have and remove station games entirely
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Lugh Crow-Slave
2361
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Posted - 2016.04.30 21:58:36 -
[20] - Quote
Carrion Crow wrote:In terms of the design logic of the fictional in game dread designers...
Why not make the dread fleet hangers big enough so that a dread can carry a full set of High angle guns?
They can currently fit 2... why not 3?
This seems like a design flaw and doesn't allow a dread to travel then refit for a different role...
If I was the fictional dread designer, I would of prioritized the fleet hanger over a ship maintenance bay.
Come on lads, sort it out.
CC
I think it's intended that they can't. That way you have some level of commitment. The nag is just an oversight maybe?
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Lugh Crow-Slave
2372
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Posted - 2016.05.01 22:47:04 -
[21] - Quote
Goldensaver wrote:Carrion Crow wrote:In terms of the design logic of the fictional in game dread designers...
Why not make the dread fleet hangers big enough so that a dread can carry a full set of High angle guns?
They can currently fit 2... why not 3?
This seems like a design flaw and doesn't allow a dread to travel then refit for a different role...
If I was the fictional dread designer, I would of prioritized the fleet hanger over a ship maintenance bay.
Come on lads, sort it out.
CC Actually, I think they can now? Packaged guns are only 1k m3 so you can bring out a few spare guns. There's just no bringing them back with you, they have to be disposable. Either that or you win the fight and bring in haulers to scoop your guns.
Meh used to do this with triage with burnt out reps
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Lugh Crow-Slave
2372
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Posted - 2016.05.01 23:22:52 -
[22] - Quote
Moac Tor wrote:7even7eas wrote:im very upset about dreadnaughts spawning in havens, i didnt know that was going to happen and i lost an ishtar because i didnt notice it Haha. They are working exactly as intended then. You should have got some friends to go and kill it.
He should not have been afk
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Lugh Crow-Slave
2638
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Posted - 2016.05.27 08:14:45 -
[23] - Quote
what slot?
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Lugh Crow-Slave
2779
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Posted - 2016.06.09 00:55:31 -
[24] - Quote
why its very rare for them to be jammed unless under a huge amount of ECM and they are much better off than carriers who can have all of their fighters perma jammed by one frig
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Lugh Crow-Slave
2782
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Posted - 2016.06.09 16:23:52 -
[25] - Quote
Rek Seven wrote: Recall fighters > launch fighters > kill frig
glad to see they are all siting at 0 on your carrier
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