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CCP Larrikin
C C P C C P Alliance
441

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Posted - 2016.04.25 16:15:07 -
[1] - Quote
Hi M8s,
We're making huge changes to capitals with the Citadels expansion. Most of these changes are on Sisi now and we'd love you to get on there and help us with testing!
Notes:
- All combat capitals have reduced base Shields/Armor/Hull. There are now capital armor plates and capital shield extenders that you should use to increase the buffer of your capital ship.
- We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
The siege module has been changed and now includes the following resistances/bonuses
- 75-80% bonus to Sensor Dampener resistance (T1/T2)
- 75-80% bonus to Weapon Disruption resistance (T1/T2)
- 400-500% bonus to Sensor Strength (T1/T2)
- 80% increase to Remote Electronic Assistance impedance
- 100% increase to Remote Repair impedance
All of these changes are on Sisi, and we'd appreciate you jumping on and helping to test them!
The current stats we're looking at:
Revelation Amarr Dreadnought bonuses (per skill level):
- 5% bonus to Capital Energy Turret damage
- 4% bonus to all armor resistances
- 10% reduction in Capital Energy Turret activation cost
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 4M, 8L
- Hardpoints (turret / launcher): 3 / 0
- Fittings: 780,000 PWG, 615 CPU
- Defense (shields / armor / hull) : 78,100 / 113,000 / 113,000
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
- Capacitor (amount / recharge / cap per second) : 60,000 / 4400s / 13.63
- Mobility (max velocity / agility / mass / align time): 75 / 0.042 / 1,350,000,000 / 78.6s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,175m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 97.5km / 80 / 7
- Sensor strength: 41
- Signature radius: 11,100
Phoenix Caldari Dreadnought bonuses (per skill level):
- 5% bonus to XL Cruse, XL Torpedo and Torpedo damage
- 4% bonus to all shield resistances
- 10% reduction in missile launcher reload time
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 7M, 5L
- Hardpoints (turret / launcher): 0 / 3
- Fittings: 500,000 PWG, 965 CPU
- Defense (shields / armor / hull) : 104,200 / 86,800 / 104,200
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 45 / 25 / 10
- Capacitor (amount / recharge / cap per second) : 52,500 / 3850s / 13.63
- Mobility (max velocity / agility / mass / align time): 70 / 0.044 / 1,300,000,000 / 79.30s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,750m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 115km / 70 / 7
- Sensor strength: 48
- Signature radius: 11,200
Moros Gallente Dreadnought bonuses (per skill level):
- 5% bonus to Capital Hybrid Turret damage
- 5% bonus to Capital Hybrid Turret rate of fire
- 5% bonus to Armor Repairer cycle time
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 5M, 7L
- Fittings: 660,000 PWG, 750 CPU
- Hardpoints (turret / launcher): 3 / 0
- Defense (shields / armor / hull) : 86,800 / 104,200 / 121,500
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10
- Capacitor (amount / recharge / cap per second) : 54,500 / 4000s / 13.625
- Mobility (max velocity / agility / mass / align time): 75 / 0.045 / 1.250,000,000 / 77.98s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,550m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 105km / 75 / 7
- Sensor strength: 44
- Signature radius: 11,300
Naglfar Minmatar Dreadnought bonuses (per skill level):
- 5% bonus to Capital Projectile Turret damage
- 5% bonus to Capital Projectile Turret rate of fire
- 5% bonus to Shield Bosoter cycle time
Role Bonus:
- 50% bonus to Capital Projectile Turret Damage
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 4H, 6M, 6L
- Hardpoints (turret / launcher): 2 / 0
- Fittings: 460,000 PWG, 740 CPU
- Defense (shields / armor / hull) : 95,500 / 95,500 / 95,500
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 60 / 35 / 25 / 10
- Capacitor (amount / recharge / cap per second) : 50,000 / 3660s / 13.66
- Mobility (max velocity / agility / mass / align time): 80 / 0.044 / 1,280,000,000 / 78.08s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,900m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 92.5km / 85 / 7
- Sensor strength: 39
- Signature radius: 11,000
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
441

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Posted - 2016.04.25 16:15:15 -
[2] - Quote
Reserved
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Darkthemis
AQUILA INC Verge of Collapse
0
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Posted - 2016.04.25 16:21:20 -
[3] - Quote
imgay |

Crazy KSK
Tsunami Cartel
109
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Posted - 2016.04.25 16:36:16 -
[4] - Quote
With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
Quote CCP Fozzie:
... The days of balance and forget are over.
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PIagueis
Moosearmy I N F A M O U S
0
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Posted - 2016.04.25 16:46:37 -
[5] - Quote
Crazy KSK wrote:With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
agreed |

Traiori
Soggy Biscuit. Did he say Jump
239
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Posted - 2016.04.25 17:02:42 -
[6] - Quote
Are dreadnoughts gettnig a new build recipe? Can we have final confirmed details please? |

Archeras Umangiar
CRY.NET Nihilists Social Club
93
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Posted - 2016.04.25 17:05:45 -
[7] - Quote
Ok.... (Finally.... we get ~some~ infos, and now the industrial part of the infos please?)
I feel like we are having to litteraly read your minds to get any informations about the patch comming in two! (2) days |

frsd
No.Mercy Triumvirate.
1
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Posted - 2016.04.25 17:09:26 -
[8] - Quote
The revs and phoenix's 3rd bonus feels kinda useless... |

Vibiana
Frontier Trading Company
46
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Posted - 2016.04.25 17:09:57 -
[9] - Quote
Thats great having useless cap bonus on rev!
Why you can't put there something tangible? Like damage bonus (same as other dreads) or tracking bonus (to help poor lazer tracking)? |

Vardec Crom
Enlightened Industries Goonswarm Federation
14
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Posted - 2016.04.25 17:22:48 -
[10] - Quote
The EHP reduction basically necessitates plates and LSE's, but that isn't even really the issue. As it stands now, with dreads being immobile, two titans with pikes could obliterate an entire dread fleet with ease. The DD changes have made this ship class completely obsolete in a combat role. Not to even mention the fact that SC's with shadows are going to be one shotting dreads as well. |
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Pathas
Delusions of Adequacy Get Off My Lawn
0
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Posted - 2016.04.25 17:34:52 -
[11] - Quote
Anyone else get the feeling that this seems a little rushed? |

Wulfy Johnson
NorCorp Security
83
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Posted - 2016.04.25 17:53:35 -
[12] - Quote
Rev and Phoenix still getting a third bonus based on bad balanse on weaponsystem/ hull, whilst the 2 others gets an accual bonus. Personally i think its a messed up balanse patch where such things should have been cleared up and put in line. |

Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1653
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Posted - 2016.04.25 18:09:18 -
[13] - Quote
Wulfy Johnson wrote:Edit: i see nag is Even getting a 4'th under role bonus.
That is to compensate for the others all having 3 launchers/hardpoints while the nag only has 2. |

Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.25 18:11:24 -
[14] - Quote
Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now? |

Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1653
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Posted - 2016.04.25 18:16:46 -
[15] - Quote
Goldensaver wrote:Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now?
They never were, that was the "balance" factor on siege mode, the other being you couldn't move or jump.
Combined with the new changes to refitting with a weapons timer, and a nerf to EHP, it basically means a lot more dreads will be dying. |

Quesa
Burning Napalm Northern Coalition.
97
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Posted - 2016.04.25 18:22:47 -
[16] - Quote
Crazy KSK wrote:With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
+1
It doesn't feel like they accounted enough for the added fitting requirements of not only the new capital mods but the introduction of T2 mods. |

Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.25 18:23:03 -
[17] - Quote
Sentient Blade wrote:Goldensaver wrote:Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now? They never were, that was the "balance" factor on siege mode, the other being you couldn't move or jump. Combined with the new changes to refitting with a weapons timer, and a nerf to EHP, it basically means a lot more dreads will be dying. I know they aren't right now. I'm asking because the vague wording does not imply capacitor assistance. So after this patch can you have cap chaining dreads? CCPls clarify. I will nitpick this because it is a very important distinction. |

Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 18:57:15 -
[18] - Quote
Well GG Amarr/Caldari your dreads have just been nerfed into uselessness. Why would anyone bother with them anymore when the Gallente Moros is vastly superior? The 3rd racial bonus for Rev/Phoenix is totally useless.

My super smells of rich Corinthian Leather
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Khaelian Osiris
Deviate
1
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Posted - 2016.04.25 19:03:19 -
[19] - Quote
Panther X wrote:Well GG Amarr/Caldari your dreads have just been nerfed into uselessness.
I wasn't aware that the rev was useful to begin with.
Apparently the reason for the Phoenix's reload bonus is because otherwise it'd be viable running normal torpedo launchers. I'm still mad about the Rev's bonus, considering every other dread technically gets a damage and rate bonus. |

Tatsuj Khan
Team Pizza Good at this Game
10
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Posted - 2016.04.25 19:04:50 -
[20] - Quote
CCP Larrikin > when (rough date is ok) does CCP plan to mirror to Singularity?
My wormhole corp is very interested in testing out these capital, citadel, and high class combate site changes, so we like to prepare ourselves for the next mirror over.
Thanks |
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Altrue
Exploration Frontier inc
2034
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Posted - 2016.04.25 19:14:25 -
[21] - Quote
Oh wow, I'm sorry to be so blunt but, this is absolutely stupid to have the Phoenix and the Rev get a bonus that's only there due to poor stat attribution on the weapons themselves.
It's like if IRL I increased the price of my goods right before having them on sale, this stuff isn't only frowned upon, it's plain old illegal... Well that's the same twisted logic you're doing here, and frankly, that's something I'd have expected from 2006 EVE, not 2016 EVE.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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xvdfhn
German Angels The Unthinkables
3
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Posted - 2016.04.25 19:34:31 -
[22] - Quote
Panther X wrote: The 3rd racial bonus for Phoenix is totally useless. 
While not being a cap Pilot myself, i still think that a RTL reload cycle from 40s to 20s is actually quite nice. |

Thea Jones
Republic University Minmatar Republic
8
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Posted - 2016.04.25 19:37:48 -
[23] - Quote
I semi get the complaining but there is a slight difference as these ships main targets are changing. With the addition of T2 Weaponry, there DPS will go up dramatically.
It needs a bit of a test to really see whats going on. A phoenix blasting something that is webbed and painted to death is going to be... well... painful.
It would apply to all dreads to a degree though.
The revelation.. dunno what to tell you there. It might make a good beginner dread :-). We don't know what scorch will truly do to it though.
|

Anduin Spartan
The Soul Society DeepSpace.
1
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Posted - 2016.04.25 19:58:29 -
[24] - Quote
I don't see any capital turret hard points on the build requirements for the Naglfar and why are Capital Drone Bays needed?? |

Judas Lonestar
Stryker Industries
128
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Posted - 2016.04.25 20:22:50 -
[25] - Quote
Vardec Crom wrote:The EHP reduction basically necessitates plates and LSE's, but that isn't even really the issue. As it stands now, with dreads being immobile, two titans with pikes could obliterate an entire dread fleet with ease. The DD changes have made this ship class completely obsolete in a combat role. Not to even mention the fact that SC's with shadows are going to be one shotting dreads as well.
So much this. Supers with Shadows are so OP its laughable. |

Postman
EVE Postal Service
17
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Posted - 2016.04.25 20:35:31 -
[26] - Quote
CCP Larrikin wrote:QUESTIONS AND ANSWERSNaglfar- 8 x Capital Sensor Cluster
- 10 x Capital Computer System
- 21 x Capital Shield Emitter
- 7 x Capital Propulsion Engine
- 13 x Capital Construction Parts
- 17 x Capital Capacitor Battery
- 12 x Capital Armor Plates
- 16 x Capital Power Generator
- 8 x Capital Jump Drive
- 16 x Capital Ship Maintenance Bay
- 8 x Capital Corporate Hangar Bay
- 5 x Capital Drone Bay
- 25 x Capital Siege Array
UPDATES2016-25-04- Added Industrial Requirement changes
How is it possible that the Naglfar numbers are the same as the Lif numbers? Copy/paste error?
Here are the correct numbers: Naglfar
- 6 x Capital Sensor Cluster
- 13 x Capital Computer System
- 24 x Capital Shield Emitter
- 7 x Capital Propulsion Engine
- 13 x Capital Construction Parts
- 7 x Capital Capacitor Battery
- 11 x Capital Armor Plates
- 6 x Capital Power Generator
- 9 x Capital Jump Drive
- 16 x Capital Ship Maintenance Bay
- 8 x Capital Corporate Hangar Bay
- 28 x Capital Siege Array
[*]37 x Capital Turret Hardpoint
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Angry Mustache
GoonWaffe Goonswarm Federation
257
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Posted - 2016.04.25 20:44:31 -
[27] - Quote
The Rev and Phoenix's third bonus seems like something that should be just rolled into the hull instead of being based on Dreadnaught skill levels.
3 bonuses per skill level makes a huge difference between 5 levels in dreads and 4 levels, which is something CCP has been avoiding as of late, see Drone Interface change.
An official Member of the Goonswarm Federation Complaints Department.
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Zomgnomnom
Royal Black Watch Highlanders White Legion.
75
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Posted - 2016.04.25 20:53:50 -
[28] - Quote
Rev and Pheonix 3rd bonus is garbage. Rev especially. You Shouldn't have to lose a combat bonus just for the ship to function. |

dexter xio
Zero Fun Allowed
110
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Posted - 2016.04.25 20:55:29 -
[29] - Quote
awesome thanks ccp :D
Dead Game.
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Plz Nomad
Zero Fun Allowed
1
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Posted - 2016.04.25 20:58:02 -
[30] - Quote
Naglfar and moros cycle time bonuses should be changed to amount so they have the same bonus as their FAX counterparts. (look at rev - apostle, fenix - w/e caldari fax is called). |
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Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 21:00:38 -
[31] - Quote
Altrue wrote:Oh wow, I'm sorry to be so blunt but, this is absolutely stupid to have the Phoenix and the Rev get a bonus that's only there due to poor stat attribution on the weapons themselves.
It's like if IRL I increased the price of my goods right before having them on sale, this stuff isn't only frowned upon, it's plain old illegal... Well that's the same twisted logic you're doing here, and frankly, that's something I'd have expected from 2006 EVE, not 2016 EVE.
Not to mention, guess what, that they also get the useless resistance bonus... On a ship that doesn't have the ability to receive remote assistance 90% of the time!
That's a huge plus wahn from me.
There should be a balance on Rev and Phoenix to bring them back into de rigeur. I love the torp phoenix as a pos killer, massive damage per volley, but its poor rate of fire makes its use negligible. Sure it will reload fast though!
And the Rev will not use so much cap doing no damage whatsoever. Fantastic.
You see where I'm going with this? Yet the Moros gets a damage multiplier AND a rate of fire bonus, while hybrids get to take advantage of their natural fast reload timer. Oh don't forget they get a local rep bonus too. All plus no minus.
I'm sorry but if there's balance in this I fail to see it.
My super smells of rich Corinthian Leather
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DmitryEKT
AMMO INC
148
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Posted - 2016.04.25 21:06:15 -
[32] - Quote
@CCP: Please post stats on the new weapons and modules. I can't find them anywhere. Not in patch notes, not in any thread... |

Mizhir
TURN LEFT
74749
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Posted - 2016.04.25 21:13:16 -
[33] - Quote
The cap reduction and reloard bonus of Rev and Phoenix are inferior to the RoF bonus of the other dreads. But they get a much better tank bonus instead (except burst repair), so I think it evens out. It also follows CCP's design strategy where Gallente and Minmatar ships are more offensive and more geared towards active tanking while the Amarr and Caldari ones shine in larger fleets due to better tank.
However that doesn't rule out inbalance and it does seem rather rushed (even though these changes have been on Sisi for a while now). Like the ASB Phoenix is going to be a ***** now.
One Man Crew - Collective Solo PVP - Video is out!
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Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 21:14:25 -
[34] - Quote
Thea Jones wrote:I semi get the complaining but there is a slight difference as these ships main targets are changing. With the addition of T2 Weaponry, there DPS will go up dramatically.
It needs a bit of a test to really see whats going on. A phoenix blasting something that is webbed and painted to death is going to be... well... painful.
It would apply to all dreads to a degree though.
The revelation.. dunno what to tell you there. It might make a good beginner dread :-). We don't know what scorch will truly do to it though.
Without a damage application bonus, nothing. The cap usage bonus can be mitigated by fit or implants. Give me a damage application bonus, I will worry about cap when I run out.
My super smells of rich Corinthian Leather
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Braxton Tscharke
Row Row Fight the Power Test Alliance Please Ignore
9
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Posted - 2016.04.25 21:15:04 -
[35] - Quote
Awwww DID YOU BREAK MY PHEONIX AGAIN?!? |

Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 21:17:58 -
[36] - Quote
Mizhir wrote:The cap reduction and reloard bonus of Rev and Phoenix are inferior to the RoF bonus of the other dreads. But they get a much better tank bonus instead (except burst repair), so I think it evens out. It also follows CCP's design strategy where Gallente and Minmatar ships are more offensive and more geared towards active tanking while the Amarr and Caldari ones shine in larger fleets due to better tank.
However that doesn't rule out inbalance and it does seem rather rushed (even though these changes have been on Sisi for a while now). Like the ASB Phoenix is going to be a ***** now.
Not really, better damage application beats tank. Dreads are meant to be throwaway.
My super smells of rich Corinthian Leather
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Credacom
The Dark Space Initiative Scary Wormhole People
51
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Posted - 2016.04.25 21:20:21 -
[37] - Quote
Came expecting a rev buff.... Sadly very disappointed. There is still much work to be done on this.
Still no reason to Fly a revelation, bad CCP. |

Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 21:24:22 -
[38] - Quote
Credacom wrote:Came expecting a rev buff.... Sadly very disappointed. There is still much work to be done on this.
Still no reason to Fly a revelation, bad CCP.
I think the Amarr just wanted something to soak up damage for their Aeons when there are no Nyx's on their side.
"Shields? What shields? Oh you mean the Nyx next to me."
Maybe the Blood Raider Rev will be ballzout awesome.
My super smells of rich Corinthian Leather
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O'nira
Hotline K162 The Clown Car
82
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Posted - 2016.04.25 21:53:32 -
[39] - Quote
either make it so that you can repackage stuff in your fleet hangar or nag is the only usable dread because of 2 guns vs 3 and them taking 4k m3 each |

Faren Shalni
Noble Sentiments Second Empire.
164
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Posted - 2016.04.25 22:02:27 -
[40] - Quote
rev still sucks. phoenix looks okay but not that impressive. moros is a moros and the nag is the best dread for wspace. BECAUSE IT ONLY HAS 2 GUNS
It can overheat for longer which is a massive thing in capital v capital brawls in wspace. seriously give it 3 guns otherwise its going to have an instant advantage over all the other dreads.
So Much Space
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Rivr Luzade
Kenshin. DARKNESS.
2462
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Posted - 2016.04.25 22:09:44 -
[41] - Quote
Panther X wrote:Credacom wrote:Came expecting a rev buff.... Sadly very disappointed. There is still much work to be done on this.
Still no reason to Fly a revelation, bad CCP. I think the Amarr just wanted something to soak up damage for their Aeons when there are no Nyx's on their side. "Shields? What shields? Oh you mean the Nyx next to me." Maybe the Blood Raider Rev will be ballzout awesome. For 5x the price? These balls need to be really huge. I doubt that a neutralizer bonus on a Rev is going to be anything but horrible to be fair. 
UI Improvement Collective
My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.
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Sigras
Conglomo
1108
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Posted - 2016.04.25 22:21:58 -
[42] - Quote
Credacom wrote:Came expecting a rev buff.... Sadly very disappointed. There is still much work to be done on this.
Still no reason to Fly a revelation, bad CCP. I have two words for you... Scorch Ammo
Scorch does like 6K DPS at 105 km |

Alexis Nightwish
432
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Posted - 2016.04.25 22:30:40 -
[43] - Quote
So every single capital and super you've revised has the exact same shield resists. Why?
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Scatim Helicon
GoonWaffe Goonswarm Federation
3417
|
Posted - 2016.04.25 22:31:10 -
[44] - Quote
Are you really posting a thread asking for feedback TWO DAYS before patch day?
Is this actually what I'm looking at here?
Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong.
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unidenify
Plundering Penguins Solyaris Chtonium
180
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Posted - 2016.04.25 22:38:05 -
[45] - Quote
am wondering what stop dread from put capital NOS and use it on their fleet FAX for cap |

Alexis Nightwish
432
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Posted - 2016.04.25 22:47:46 -
[46] - Quote
Scatim Helicon wrote:Are you really posting a thread asking for feedback TWO DAYS before patch day?
Is this actually what I'm looking at here? I think you may be mistaken about what the purpose of the "Upcoming Feature and Change Feedback Center" forum is. It's for devs to provide feedback to the players of upcoming features and changes that will happen. It is not where devs present possible changes to the playerbase to solicit our feedback. The wording is misleading. I wish it was just titled "Stuff that's coming out. Deal with it."
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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PinkKnife
Raising the Bar Of Sound Mind
519
|
Posted - 2016.04.25 22:59:32 -
[47] - Quote
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. |

exiik Shardani
Terpene Conglomerate
56
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Posted - 2016.04.26 00:08:51 -
[48] - Quote
revelation still needs more love :-)
+ 125m3 dronebandwidth (inspiration from Devoter, it is only one drone HIC) 
sry for my English :-(
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Phoenix Jones
Small-Arms Fire
1610
|
Posted - 2016.04.26 00:34:54 -
[49] - Quote
exiik Shardani wrote:revelation still needs more love :-) + 125m3 dronebandwidth (inspiration from Devoter, it is only one drone HIC) 
That isn't going to do a thing for the ship.
Remember dreads now have faster locks. Sub cap and cap weapons, t2, grapplers....
Let's see what scorch does. Let's see what these new weapons do before saying it sucks.
Yaay!!!!
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Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.26 00:42:08 -
[50] - Quote
Alexis Nightwish wrote:So every single capital and super you've revised has the exact same shield resists. Why? Probably because just about every T1 ship has the same shield resists...?
It's armour resists that get racial flavouring. Not shields. |
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Lyron-Baktos
Snuff Box Snuffed Out
490
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Posted - 2016.04.26 00:54:33 -
[51] - Quote
Quote:10% reduction in Capital Energy Turret activation cost
Why is this still a thing? This sucked in 2012 and it sucks now |

twit brent
The Scope Gallente Federation
52
|
Posted - 2016.04.26 01:13:47 -
[52] - Quote
"10% reduction in Capital Energy Turret activation cost"
Seriously cannot believe this is still going to be a thing. 13 years and you still can't think of something better. |

twit brent
The Scope Gallente Federation
52
|
Posted - 2016.04.26 01:31:07 -
[53] - Quote
To show you how bad these bonuses truly are.
For training your Amarr dread from lvl 1 to lvl 5 your dps goes up 19% For training Gallente Dread from lvl 1 to lvl 5 your DPS goes up 58.33% |

Inslander Wessette
Killers of Paranoid Souls Imminent Threat
28
|
Posted - 2016.04.26 03:52:04 -
[54] - Quote
Crazy KSK wrote:With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
I agree . After testing on sisi . I feel both cpu/powergrid highly cramped on Naglfar . |

Inslander Wessette
Killers of Paranoid Souls Imminent Threat
28
|
Posted - 2016.04.26 03:57:17 -
[55] - Quote
twit brent wrote:To show you how bad these bonuses truly are.
For training your Amarr dread from lvl 1 to lvl 5 your dps goes up 19% For training Gallente Dread from lvl 1 to lvl 5 your DPS goes up 58.33%
You are comparing the wrong bonuses . If you compared the dps. Then compare the bonus to tank as well :P. You will see the Revelation a lot more superior on tank compared to moros .
What the revelation needs is a tracking bonus so that we can use them as sniper dreads . |

Inslander Wessette
Killers of Paranoid Souls Imminent Threat
28
|
Posted - 2016.04.26 04:03:05 -
[56] - Quote
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.
i think the 80 on moros is fine . What needs to be done is boost the lock range of the dreads and make the rails and beams fire upto 200 + km . This will atleast keep them at par with carriers being able to deploy fighters from far off . |

Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
575
|
Posted - 2016.04.26 05:35:56 -
[57] - Quote
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.
|

Postman
EVE Postal Service
17
|
Posted - 2016.04.26 06:00:32 -
[58] - Quote
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. |

Rek Seven
Art Of Explosions 404 Hole Not Found
2211
|
Posted - 2016.04.26 06:50:17 -
[59] - Quote
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.
The wishlist is pretty much complete...
|

Bagdh Dearg
Dreddit Test Alliance Please Ignore
0
|
Posted - 2016.04.26 07:21:45 -
[60] - Quote
Are we still getting the changes to the Siege module detailed in the CapitalFocusGroup thread?
Quote:Everything else about these is staying the same (repair bonus etc). Except we've removed the Scan Res penalty, Number of Locked Targets Penalty, and the Target Loss on Activation (not sure about that last one, it might come back). |
|

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 08:31:12 -
[61] - 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
Citadel worm hole tax
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Lugh Crow-Slave
2296
|
Posted - 2016.04.26 08:33:08 -
[62] - 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
Citadel worm hole tax
|

Morrigan LeSante
Black Omega Security The OSS
1381
|
Posted - 2016.04.26 08:41:47 -
[63] - 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.
Your name is ironic because real post would arrive BEFORE fighters over those ranges. |

Alpheias
Euphoria Released WE FORM V0LTA
8992
|
Posted - 2016.04.26 08:50:41 -
[64] - Quote
Morrigan LeSante wrote: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. Your name is ironic because real post would arrive BEFORE fighters over those ranges.
But for deliveries on time, I wouldn't rely on the postal services.
Agent of Chaos, Sower of Discord.
Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.
|

Morrigan LeSante
Black Omega Security The OSS
1381
|
Posted - 2016.04.26 09:06:25 -
[65] - Quote
I wouldn't relay on fighters either mate 
Point blank FTW (or the minnie carriers) |

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 09:10:47 -
[66] - 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
Citadel worm hole tax
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Terrorfrodo
Renegade Hobbits for Mordor
733
|
Posted - 2016.04.26 09:26:47 -
[67] - Quote
I don't know how bad the new Revelation is really going to be... but remember that the Rev was by far the best dread for many years until the last major rebalancing. I guess that is the reason why CCP has no problem with it being the weakest dread for a few more years. Eventually there will be another rebalance that will make the Moros suck again and the Rev superior ;)
Lesson is: Just train all dreads to V, then you don't have to care :p
.
|

Vibiana
Frontier Trading Company
47
|
Posted - 2016.04.26 09:43:13 -
[68] - Quote
Terrorfrodo wrote:I don't know how bad the new Revelation is really going to be... but remember that the Rev was by far the best dread for many years until the last major rebalancing. I guess that is the reason why CCP has no problem with it being the weakest dread for a few more years. Eventually there will be another rebalance that will make the Moros suck again and the Rev superior ;)
Lesson is: Just train all dreads to V, then you don't have to care :p
I love the looks of my Sarum Rev, and hate vertical pile of junk.
FC what do?
Base Cap/s is better in nag than in rev. All prise minmatar cap supremacy! |

Terrorfrodo
Renegade Hobbits for Mordor
733
|
Posted - 2016.04.26 09:54:06 -
[69] - Quote
Well then I guess for you the price of beauty is suffering (from poor stats) 
.
|
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CCP Larrikin
C C P C C P Alliance
443

|
Posted - 2016.04.26 09:56:45 -
[70] - Quote
Anduin Spartan wrote:I don't see any capital turret hard points on the build requirements for the Naglfar and why are Capital Drone Bays needed??
Postman wrote:How is it possible that the Naglfar numbers are the same as the Lif numbers? Copy/paste error?
Yes, copy/paste error, thanks for catching it guys :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
444

|
Posted - 2016.04.26 10:02:58 -
[71] - Quote
Bagdh Dearg wrote:Are we still getting the changes to the Siege module detailed in the CapitalFocusGroup thread? Quote:Everything else about these is staying the same (repair bonus etc). Except we've removed the Scan Res penalty, Number of Locked Targets Penalty, and the Target Loss on Activation (not sure about that last one, it might come back).
Yes it is. I'll update the OP to include this. Thanks mate.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
|
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Bagdh Dearg
Dreddit Test Alliance Please Ignore
0
|
Posted - 2016.04.26 10:08:21 -
[72] - Quote
CCP Larrikin wrote:Bagdh Dearg wrote:Are we still getting the changes to the Siege module detailed in the CapitalFocusGroup thread? Quote:Everything else about these is staying the same (repair bonus etc). Except we've removed the Scan Res penalty, Number of Locked Targets Penalty, and the Target Loss on Activation (not sure about that last one, it might come back). Yes it is. I'll update the OP to include this. Thanks mate.
Ah fantastic, thanks a lot. |

Seth Quantix
Imperial Shipment Amarr Empire
6
|
Posted - 2016.04.26 10:16:15 -
[73] - Quote
SO maybe that's just me, but I tested out naglfar PvE. Being sensor dampened by serpentis to 15 km lock range by FRIGS felt weird. I mean, am I not supposed to be flying a giant almighty fortress, designed for annihilation and obliteration ? Just my 2 cents. |

Terrorfrodo
Renegade Hobbits for Mordor
734
|
Posted - 2016.04.26 10:18:40 -
[74] - Quote
Did you go into siege? Shouldn't be possible to damp you that much in siege because of stacking effects.
.
|

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 10:18:55 -
[75] - Quote
I think that is a bug. Rats curantly ignore the resistances
Citadel worm hole tax
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Seth Quantix
Imperial Shipment Amarr Empire
6
|
Posted - 2016.04.26 10:20:53 -
[76] - Quote
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 ? |

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 10:47:20 -
[77] - 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
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1381
|
Posted - 2016.04.26 11:06:09 -
[78] - Quote
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 |

Lugh Crow-Slave
2296
|
Posted - 2016.04.26 11:10:06 -
[79] - 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
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1381
|
Posted - 2016.04.26 11:11:54 -
[80] - Quote
Lugh Crow-Slave wrote: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
What the ****? Bastion losing immunity?! |
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Lugh Crow-Slave
2297
|
Posted - 2016.04.26 11:37:26 -
[81] - Quote
Lol idk we did give a good amount of reasons not to do who knows
Citadel worm hole tax
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Seth Quantix
Imperial Shipment Amarr Empire
6
|
Posted - 2016.04.26 11:42:29 -
[82] - Quote
Quote:Exactly not to big of a deal on dreads but marauder bastion mode also has this problem
Quote:They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback
Quote:What the ****? Bastion losing immunity?!
Well, that was yesterday. And they made pretty clear that bastion/siege didnt grant Ewar immunity anymore, which can be interesting change (if we still get some buff while siegeing/in bastion mode, coz you know Scorpions are here to *** your day), but it seems akward they didnt think of PvE. Marauders and Dreads looks awesome on PvE, with range/tank being really interesting and damage application being nice with the right fit, if that isn't actually true just because of NPC ewar... that's really a problem. CCP, fix it ? please ? |

Lugh Crow-Slave
2298
|
Posted - 2016.04.26 11:47:44 -
[83] - Quote
The bug is something they said they were working on
Citadel worm hole tax
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Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
|
Posted - 2016.04.26 11:55:14 -
[84] - Quote
We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! |

Seth Quantix
Imperial Shipment Amarr Empire
7
|
Posted - 2016.04.26 12:00:16 -
[85] - Quote
Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH!
you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter). |

Morrigan LeSante
Black Omega Security The OSS
1381
|
Posted - 2016.04.26 12:33:57 -
[86] - Quote
Seth Quantix wrote:Quote:Exactly not to big of a deal on dreads but marauder bastion mode also has this problem Quote:They moved it back because they could not fix the bug you can see the relevant thread on the test server feedback Quote:What the ****? Bastion losing immunity?! Well, that was yesterday. And they made pretty clear that bastion/siege didnt grant Ewar immunity anymore, which can be interesting change (if we still get some buff while siegeing/in bastion mode, coz you know Scorpions are here to *** your day), but it seems akward they didnt think of PvE. Marauders and Dreads looks awesome on PvE, with range/tank being really interesting and damage application being nice with the right fit, if that isn't actually true just because of NPC ewar... that's really a problem. CCP, fix it ? please ?
The real kick in the balls marauders are getting is no refitting in bastion. At least before they had the what would have been unique immunity but now that is gone too. |

S4ndman
Brutor Tribe Minmatar Republic
0
|
Posted - 2016.04.26 12:54:43 -
[87] - Quote
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..  |
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CCP Larrikin
C C P C C P Alliance
444

|
Posted - 2016.04.26 12:55:37 -
[88] - Quote
Seth Quantix wrote:SO maybe that's just me, but I tested out naglfar PvE. Being sensor dampened by serpentis to 15 km lock range by FRIGS felt weird. I mean, am I not supposed to be flying a giant almighty fortress, designed for annihilation and obliteration ? Just my 2 cents.
Lugh Crow-Slave wrote:I think that is a bug. Rats curantly ignore the resistances
As Lugh Crow said, this is a bug. Currently rats ignore resistances. We working on getting this fixed ASAP :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
444

|
Posted - 2016.04.26 12:58:44 -
[89] - Quote
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.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Rabbit P
Nuwa Foundation
57
|
Posted - 2016.04.26 13:03:03 -
[90] - Quote
anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. |
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CCP Larrikin
C C P C C P Alliance
444

|
Posted - 2016.04.26 13:10:59 -
[91] - Quote
Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue.
This is in the patch notes (found here) 
Quote:Refitting in space will no longer be possible with a weapons timer.
There is no exception to this rule for Triage, Siege or Bastion.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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S4ndman
Brutor Tribe Minmatar Republic
0
|
Posted - 2016.04.26 13:12:11 -
[92] - Quote
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.
So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag.
Thanks,
o7 |

Michael Oskold
Adversity. Psychotic Tendencies.
23
|
Posted - 2016.04.26 13:13:21 -
[93] - Quote
Panther X wrote:Well GG Amarr/Caldari your dreads have just been nerfed into uselessness. Why would anyone bother with them anymore when the Gallente Moros is vastly superior? The 3rd racial bonus for Rev/Phoenix is totally useless. 
you are in high flyers so i will assume you actually believe this. have fun dying to revs/phoenix post patch. B) |

Michael Oskold
Adversity. Psychotic Tendencies.
23
|
Posted - 2016.04.26 13:21:16 -
[94] - Quote
S4ndman 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. So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag. Thanks, o7
nag is essentially capless post patch, making it extremely powerful. along with selectable damage and a utility high for a cap neut, they will be mean cap killing machines. the moros has the worst cap out of all the dreads currently and the rep bonus, while good on paper, isn't good functionally. moros will require nos + cap injects to be used(unless hull tank :D) but it is still a king of blap. and it also has void now B) |

S4ndman
Brutor Tribe Minmatar Republic
0
|
Posted - 2016.04.26 13:22:38 -
[95] - Quote
Michael Oskold wrote:S4ndman 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. So, comparing with the moros, that somehow shares the same kind of bonuses (damage/reps) there's a big gap between them? The moros looks much better then the nag. Thanks, o7 nag is essentially capless post patch, making it extremely powerful. along with selectable damage and a utility high for a cap neut, they will be mean cap killing machines. the moros has the worst cap out of all the dreads currently and the rep bonus, while good on paper, isn't good functionally. moros will require nos + cap injects to be used(unless hull tank :D) but it is still a king of blap. and it also has void now B)
Nice to know nalgfar's will be in a good spot. They are awesome. |

Seth Quantix
Imperial Shipment Amarr Empire
7
|
Posted - 2016.04.26 13:32:44 -
[96] - Quote
truly void moros will be scary. Like deep sea fish lanterna-thingy scary. Also, about the neuting dread thing : dont bring your shiny bhalgorn neuting machine anywhere near 10k of a moros. Just don't.
Michael Oskold wrote:nag is essentially capless post patch, making it extremely powerful. Also, this <3 |

Rabbit P
Nuwa Foundation
57
|
Posted - 2016.04.26 13:57:13 -
[97] - Quote
CCP Larrikin wrote:Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. This is in the patch notes (found here)  Quote:Refitting in space will no longer be possible with a weapons timer. There is no exception to this rule for Triage, Siege or Bastion.
currently we don't have weapon timer while in siege
in the first dev blog "REWORKING CAPITAL SHIPS: AND THUS IT BEGINS!"
Quote:We're considering adding a weapons timer to triage & siege modes
so what is the plan now? will weapon timer be added to siege / triage module, like bastion? |
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CCP Larrikin
C C P C C P Alliance
444

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Posted - 2016.04.26 14:25:48 -
[98] - Quote
Rabbit P wrote:so what is the plan now? will weapon timer be added to siege / triage module, like bastion?
No :)
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
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Posted - 2016.04.26 15:12:15 -
[99] - Quote
Seth Quantix wrote:Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter).
Are you high? 1st of all i dont think you even read my post , 2nd your post have almost no sense ... Havent time to draw u a pictore so i`ll leave it that way. Fly safe. |

Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.26 15:41:15 -
[100] - Quote
Alexiel Fireborn wrote:Seth Quantix wrote:Alexiel Fireborn wrote:We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
So Phoenix will get rapid torpedoe launcher , i can be mistaken but pattern for rapid launchers is for long range type ammunitions (there are rapid light missile launcher not rapid rocket launcher etc ...) , not close range , and if this new weapon system is designed as anti-subcaps can you explane me how u`ll hit something sub-cap with torpedoes? Did u took ur medicine ccp?
Imho this dreads change is rush , wrong and awfull! DOH! you're mistaken, cruise are for long range. And chimera application is one of the best you can get, since tracking on the turret guns is still awful (hard time hitting NPC cruiser orbiting at 0.1 angular speed, with double painter). Are you high? 1st of all i dont think you even read my post , 2nd your post have almost no sense ... Havent time to draw u a pictore so i`ll leave it that way. Fly safe. To more accurately answer your question, yes. The trend for rapid launchers is long range, however the trend for high angle weapons is the close range variant. The use of torpedoes in the capital sized weapon system is to keep it more in line with other ships in its class. With things like this all Capital sized anti-subcapital weapons are short range so no single ship has a massive range advantage. |
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Alexiel Fireborn
Super Super Good F-I-N-K and Co.
11
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Posted - 2016.04.26 15:45:03 -
[101] - Quote
To more accurately answer your question, yes. The trend for rapid launchers is long range, however the trend for high angle weapons is the close range variant. The use of torpedoes in the capital sized weapon system is to keep it more in line with other ships in its class. With things like this all Capital sized anti-subcapital weapons are short range so no single ship has a massive range advantage.[/quote]
Can you Honestly describe Torpedoes as a "anti-subcapital weapon" !?... |

Cyrek Ohaya
Blazing Sun Group
22
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Posted - 2016.04.26 16:44:16 -
[102] - Quote
Will High Angle Weaponry be considered "Large", "Capital" or both? |

Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.26 18:04:03 -
[103] - Quote
Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). |

Frostys Virpio
KarmaFleet Goonswarm Federation
2786
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Posted - 2016.04.26 19:21:43 -
[104] - Quote
Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both?
If they were large, you would probably have people fiddling around with high angle Talos and other shenanigan with attack battle-cruiser since they have fitting bonus to large weapons. |

Pryce Caesar
Evil Young Flesh
72
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Posted - 2016.04.26 20:21:00 -
[105] - Quote
Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).
It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC.
And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds.
Can someone clear this up for me? |

Mizhir
TURN LEFT
74749
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Posted - 2016.04.26 20:48:32 -
[106] - Quote
Pryce Caesar wrote:Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC. And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds. Can someone clear this up for me?
The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.
One Man Crew - Collective Solo PVP - Video is out!
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Xiaodown
Dreddit Test Alliance Please Ignore
105
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Posted - 2016.04.26 21:52:32 -
[107] - Quote
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. |

Pryce Caesar
Evil Young Flesh
72
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Posted - 2016.04.26 22:09:00 -
[108] - Quote
Mizhir wrote:Pryce Caesar wrote:Goldensaver wrote:Cyrek Ohaya wrote:Will High Angle Weaponry be considered "Large", "Capital" or both? Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU). It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC. And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds. Can someone clear this up for me? The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.
Not what they are and what they use. I'm talking about the firing rate. How does the firing rate work? |

Jimy F
Aliastra Gallente Federation
3
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Posted - 2016.04.26 23:39:12 -
[109] - Quote
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 :( |

Lugh Crow-Slave
2316
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Posted - 2016.04.27 02:11:43 -
[110] - 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
Citadel worm hole tax
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Lugh Crow-Slave
2316
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Posted - 2016.04.27 02:14:53 -
[111] - 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
Citadel worm hole tax
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Seth Quantix
Imperial Shipment Amarr Empire
7
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Posted - 2016.04.27 02:45:49 -
[112] - Quote
Lugh Crow-Slave wrote:you don't need to cycle them 100% of the time and there are cap boosters now for caps
this : as previously stated, the naglfar is getting a huge buff from capless active tank thanks to new capital ancillary (which might be a bit overpowered, we'll see about that). still, new capacitor / tank modules should make it so dreads won't have much cap problems |

Goldensaver
Lom Corporation Just let it happen
432
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Posted - 2016.04.27 06:42:19 -
[113] - Quote
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. |

Seth Quantix
Imperial Shipment Amarr Empire
8
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Posted - 2016.04.27 06:44:11 -
[114] - Quote
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 ??? |

Lugh Crow-Slave
2319
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Posted - 2016.04.27 06:46:17 -
[115] - 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
Citadel worm hole tax
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Jimy F
Aliastra Gallente Federation
3
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Posted - 2016.04.27 10:17:36 -
[116] - Quote
i didnt saw anywhere topic abaut high angle weponery; so i write it here whats the point making guns for dreads wich praboly be able shoot only one or two targets? shoort range of thoes make, you will be able to shoot one or two targets if you get webs suport, befor subcap take range and you cant shoot nothing more becouse you cant cach them. my opinin abaut this changes should add longe range large guns in first place (rails, beamas, artliery, cruuise missiles) |

Lugh Crow-Slave
2320
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Posted - 2016.04.27 10:39:26 -
[117] - Quote
You can get around 80k with these beyond that capital guns start working again on properly talked subcaps
Citadel worm hole tax
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Amanda Rey
Kyoko-na Sen'yu District-85
0
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Posted - 2016.04.27 12:36:56 -
[118] - Quote
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. |

Jessie McPewpew
U2EZ
4
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Posted - 2016.04.27 14:05:06 -
[119] - Quote
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.
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Lugh Crow-Slave
2325
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Posted - 2016.04.27 14:35:21 -
[120] - 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 
Citadel worm hole tax
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Lugh Crow-Slave
2325
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Posted - 2016.04.27 14:36:23 -
[121] - 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
Citadel worm hole tax
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Guillame Herschel
Quantum Cats Syndicate Spaceship Bebop
74
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Posted - 2016.04.27 19:25:24 -
[122] - Quote
Zomgnomnom wrote:Rev and Pheonix 3rd bonus is garbage.
4% armor resistance per level is garbage?
Old Revelation: Amarr Dreadnought bonuses (per skill level): 10% reduction in Capital Energy Turret activation cost 5% bonus to Capital Energy Turret rate of fire Role Bonus: GÇó Can fit Siege modules
New Revelation: Amarr Dreadnought bonuses (per skill level): 10% reduction in Capital Energy Turret activation cost 5% bonus to Capital Energy Turret rate of fire 4% bonus to all armor resistances Role Bonus: GÇó Can fit Siege modules
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Lugh Crow-Slave
2334
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Posted - 2016.04.27 22:47:08 -
[123] - 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
Citadel worm hole tax
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Uppsy Daisy
Perkone Caldari State
656
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Posted - 2016.04.28 12:32:23 -
[124] - Quote
Lugh Crow-Slave wrote: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
All this depends on how much damage the guns actually do, they have all been rebalanced. And T2 ammo has been brought into the mix.
Don't complain about the bonuses until you have actually run the numbers. Last time I saw the numbers, while they were still in development, they were like this. Using T2 Siege, T1 Ammo, T1 Guns/Launchers, 3 T2 Damage Mods and Max Skills:
Revelation Short Range Guns = 6979 DPS Moros Short Range Guns = 7677 DPS Naglfar Short Range Guns = 7677 DPS Phoenix Short Range Guns = 6979 DPS
Revelation Long Range Guns = 4653 DPS Moros Long Range Guns = 5118 DPS Naglfar Long Range Guns = 5118 DPS Phoenix Long Range Guns = 4653 DPS
Revelation High Angle Guns = 4653 DPS Moros High Angle Guns = 5118 DPS Naglfar High Angle Guns = 5118 DPS Phoenix High Angle Guns = 4653 DPS
I think these numbers look about right - 700 DPS difference for more tank.
Don't forget also that the 4% armor/shield resists is like an extra free low slot, which could be used for another damage mod.
Lastly, there is also the fact that the dreads with double damage bonuses NEED the dread skill to LVL 5 to be good, because at lvl 4 they lose a LOT of their bonus. Rev and phoenix at lvl 4 dread skill will be not far off on damage, making them much more new-player friendly.
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Lugh Crow-Slave
2350
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Posted - 2016.04.28 16:25:56 -
[125] - 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?
Citadel worm hole tax
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Alexis Nightwish
436
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Posted - 2016.04.28 16:44:16 -
[126] - Quote
CCP Larrikin wrote:Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. This is in the patch notes (found here)  Quote:Refitting in space will no longer be possible with a weapons timer. There is no exception to this rule for Triage, Siege or Bastion. Simply remove the weapons timer from those modules. No one-off exceptions need to be made regarding weapons fitting with a combat timer.
CCP approaches problems in one of two ways: nudge or cludge
EVE Online's "I win!" Button
Fixing bombs, not the bombers
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Lugh Crow-Slave
2351
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Posted - 2016.04.28 17:15:13 -
[127] - Quote
bastion needs to have a weapons timer the others can keep on w/o it
Citadel worm hole tax
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Ransu Asanari
V0LTA WE FORM V0LTA
495
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Posted - 2016.04.28 19:14:51 -
[128] - Quote
CCP Larrikin wrote:Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. This is in the patch notes (found here)  Quote:Refitting in space will no longer be possible with a weapons timer. There is no exception to this rule for Triage, Siege or Bastion.
Understood about not being able to refit with a weapons timer, if the intention is to remove refitting in PVP. The refit change is clear in the patch notes, but no mention of the specific modules generating a weapons timer without aggressing another player or structure.
However the weapons timer ruins the use of Marauders in C4/C5 space, for example, which need to be able to refit during PVE. I would expect this would also cause problems in the new wormhole escalations after going into Siege/Triage, and L5 missions. There are a lot of PVE applications where refitting in space is essential.
Can you please explain why it is intended these modules generate a weapons timer when turned on? If they are going to attack or rep a player structure, they'll get one anyway. So why not remove the weapons timer on module activation and let the player make the choice on their fitting when they need to commit to the fight? They will already be immobile while the module is cycling. |

Johng Kahn
We're Happy In Wormhole Space
8
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Posted - 2016.04.28 20:33:56 -
[129] - Quote
I am with Ransu on this. I just flew my alt in a Golem in a wormhole site and figured out you cannot refit in pve scenario.
I will do my homework and re-evaluate options for running c5 with marauder but I cannot see a viable reason that the bastion module should invoke a weapons timer.
The truth is that for both pve and pvp you basically have made pirate battleships far more viable than marauders. They can already out dps a marauder and have far better tank then a marauder thats not in bastion. My only reason for even running a Marauder in pve was for the challenge of running sites that pushed the limits of the hull and using refitting skills to make it happen.
For pve combat refitting is a skill and adds content to your play. Also when the inevitable PVP incoming gank happens you basically have a 99.99 % chance of dead marauder now. With no way to refit for PvP due to you have a bastion cycle up on top of a 1 Minuit weapons timer. Best option would be to just log into your other toon and hope you can get to the fight and take a few out before your rauder folds.
I can appreciate the desire to create more challenging PVP environments in game play but it should not be at the cost of removing lots of PvE content for a certain hull. As someone else had stated. The inability to refit in certain situations also makes certain roles the most boring style of game play and thus removes content from flying certain roles.
Should we all just fit blob doctrines and become F1 monkeys? Because thats what i'm starting to feel here.
Also if people stop flying marauders in PvE say in c5/c4 or in null then you just removed one of our favorite PvP endeavors ! Finding a gang of ratting Marauders and killing them !!!!
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Frostys Virpio
KarmaFleet Goonswarm Federation
2788
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Posted - 2016.04.28 20:43:48 -
[130] - Quote
Ransu Asanari wrote:CCP Larrikin wrote:Rabbit P wrote:anything about the siege (triage also), weapon timer, combat refitting? We need a clear statement about this issue. This is in the patch notes (found here)  Quote:Refitting in space will no longer be possible with a weapons timer. There is no exception to this rule for Triage, Siege or Bastion. Understood about not being able to refit with a weapons timer, if the intention is to remove refitting in PVP. The refit change is clear in the patch notes, but no mention of the specific modules generating a weapons timer without aggressing another player or structure. However the weapons timer ruins the use of Marauders in C4/C5 space, for example, which need to be able to refit during PVE. I would expect this would also cause problems in the new wormhole escalations after going into Siege/Triage, and L5 missions. There are a lot of PVE applications where refitting in space is essential. Can you please explain why it is intended these modules generate a weapons timer when turned on? If they are going to attack or rep a player structure, they'll get one anyway. So why not remove the weapons timer on module activation and let the player make the choice on their fitting when they need to commit to the fight? They will already be immobile while the module is cycling. I could see the argument that a Marauder could sit in Bastion mode on a gate while waiting out their aggression timer, but they can already do that, and can't drop a mobile depot that close to a gate anyway. And the weapons timer would last longer than the aggression timer or Bastion cycle anyway. So I don't think that's a valid reason for the modules themselves to generate weapons timers.
CCP Larrikin wrote:
Q) Are you adding a weapons timer to Siege or Triage, like Bastion has? A) No.
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Ransu Asanari
V0LTA WE FORM V0LTA
496
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Posted - 2016.04.28 21:42:24 -
[131] - Quote
Well they have them. So is that a bug then, or a change planned to come out? |

Lugh Crow-Slave
2353
|
Posted - 2016.04.29 00:21:00 -
[132] - 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
Citadel worm hole tax
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Ransu Asanari
V0LTA WE FORM V0LTA
497
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Posted - 2016.04.29 01:10:32 -
[133] - Quote
Lugh Crow-Slave wrote:
bastion needs it for the same reason it was given it
station games
So I read a couple of the threads on that.
Citadels already solve the problem of station games, since there is the property "Disallow Tethering = True", and you can't dock in a Citadel while you're warp disrupted. Once you commit to a fight on a Citadel, you are committed to finishing it.
So if we want to prevent games on NPC stations with Marauders, surely there must be a way of doing it that doesn't ruin all of C4/C5 Marauder PVE in trade. It's essential that we be able to refit while running sites.
The problem here isn't even combat refitting during station games, since you can't drop a mobile depot near a station anyway. I suppose you could undock a Nestor/Carrier and refit, but that's not the issue here.
If the problem is undocking and going into Bastion mode, blapping something, then sitting in Bastion and tanking until your aggression is up and you can dock, then the solution to me would be to make it so you can't activate the Bastion module within a certain range of a station. Same as you can't activate a smartbomb within a certain range of a station.
Or would it be possible to have the aggression timer separated from weapons timer?
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Lugh Crow-Slave
2353
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Posted - 2016.04.29 02:10:26 -
[134] - Quote
id rather they just add the same limitation to all stations that citadels have and remove station games entirely
Citadel worm hole tax
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7even7eas
The Pioneers Arx Alliance
1
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Posted - 2016.04.29 07:35:17 -
[135] - Quote
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 because it was listed as an asteroid in my overview so all of a sudden two ro three hits i was gone.
do dreadnaughts apwn in the lesser sapwns so i can do those instead? |

Uppsy Daisy
Perkone Caldari State
656
|
Posted - 2016.04.29 08:48:34 -
[136] - Quote
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 because it was listed as an asteroid in my overview so all of a sudden two ro three hits i was gone.
do dreadnaughts apwn in the lesser sapwns so i can do those instead?
It appeared as an asteroid in your overview?! Lolololol
Try not playing AFK. |

Morrigan LeSante
Black Omega Security The OSS
1383
|
Posted - 2016.04.29 09:21:38 -
[137] - Quote
Lugh Crow-Slave wrote: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
With command destroyers, this now only applies in high sec and as far as I'm concerned screw anyone dumb enough to get involved in station games in highsec, it is another reason to move out alongside crap like neutral reps. There are lots of ridiculous special snowflake sets of nonsense going on in highsec, what is one more? |

Carrion Crow
Dropship
27
|
Posted - 2016.04.30 18:58:05 -
[138] - Quote
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 |

Lugh Crow-Slave
2361
|
Posted - 2016.04.30 21:58:36 -
[139] - 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?
Citadel worm hole tax
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Goldensaver
Lom Corporation Just let it happen
433
|
Posted - 2016.05.01 15:39:57 -
[140] - 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 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. |
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Lugh Crow-Slave
2372
|
Posted - 2016.05.01 22:47:04 -
[141] - 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
Citadel worm hole tax
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Moac Tor
Cyber Core Stain Confederation
506
|
Posted - 2016.05.01 23:18:25 -
[142] - Quote
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.
Modulated ECM Effects
An Alternative to Skill Trading
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Lugh Crow-Slave
2372
|
Posted - 2016.05.01 23:22:52 -
[143] - 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
Citadel worm hole tax
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Goldensaver
Lom Corporation Just let it happen
433
|
Posted - 2016.05.02 01:04:54 -
[144] - Quote
Lugh Crow-Slave wrote: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 Yeah. People just need to start seeing guns as a resource. Something that you can dispose of when the need arises. As long as you do that you can have 3 spare racks of guns (for mad overheating) or 5 in the Nalgfar. Nothing to worry about. |

Carrion Crow
Dropship
27
|
Posted - 2016.05.02 20:10:33 -
[145] - Quote
I can see the points for and against being able to take a set of High angle guns with you.
However, if dreads are supposed to be "indomitable gun platforms", I can't see why the designers would add a huge hangar for your other ships, instead of room for the actual stuff you need for combat.
Indomitable gun platforms, should have ammo bays, equipment bays and other "gun" related stuff.
It's not as if you can swap out in combat now, due to the weapons timer.
Dreads should feeeeeel like BFGs, they shouldn't be replacement carriers ;) |

Lidia Caderu
Harbingers of Chaos Inc Violence of Action.
46
|
Posted - 2016.05.23 20:54:20 -
[146] - Quote
Why Naglfar is castrated on one slot?? |

Lugh Crow-Slave
2638
|
Posted - 2016.05.27 08:14:45 -
[147] - Quote
what slot?
Citadel worm hole tax
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Khan Wrenth
Ore Oppression Prevention and Salvation
597
|
Posted - 2016.05.27 12:01:37 -
[148] - Quote
Lugh Crow-Slave wrote:what slot? I'm just guessing here, but I think they might be referring to the "two turrets for Nal verses other dreads" thing that a Dev already explained on page 5. But it's just a guess since that's the only disparity I know of right now.
Let's discuss overhauling the way we get intel in EvE.
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Marcus Tedric
Zebra Corp Goonswarm Federation
74
|
Posted - 2016.05.27 13:05:56 -
[149] - Quote
Lidia Caderu wrote:Why Naglfar is castrated on one slot??
Because the Naglfar used to have 2 x Turret Slots and 2 (or 1, it's been a long time) x Missile slots - thus the model can only show 2 Turret models.
When it lost the missile slots the bonus was changed so that it's 2 turrets as like 3.
When they can address the model and show another turret, they will - and the bonus will change as well.
Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium
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Rek Seven
Art Of Explosions 404 Hole Not Found
2239
|
Posted - 2016.06.08 22:38:52 -
[150] - Quote
Make siege dreads immune to ecm... It is ******* stupid that a dread can be jammed by 1 ecm drone or a frig!
The wishlist is pretty much complete...
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Lugh Crow-Slave
2779
|
Posted - 2016.06.09 00:55:31 -
[151] - 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
Citadel worm hole tax
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Rek Seven
Art Of Explosions 404 Hole Not Found
2240
|
Posted - 2016.06.09 09:42:38 -
[152] - Quote
Rare is irrelevant. It can happen and does happen because it is chance based unlike all other forms of ewar. The chance of being jammed coupled with the slow lock time of a dread makes the situation worse.
It is probably a bug but ecm drones are currently very effective at jamming a dread... but either way dreads should not be jamable unless it's with some new ecm module that can only be fitted on caps/battleships.
Lugh Crow-Slave wrote:... better off than carriers who can have all of their fighters perma jammed by one frig Recall fighters > launch fighters > kill frig
The wishlist is pretty much complete...
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Lugh Crow-Slave
2782
|
Posted - 2016.06.09 16:23:52 -
[153] - Quote
Rek Seven wrote: Recall fighters > launch fighters > kill frig
glad to see they are all siting at 0 on your carrier
Citadel worm hole tax
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Rek Seven
Art Of Explosions 404 Hole Not Found
2240
|
Posted - 2016.06.10 12:11:36 -
[154] - Quote
CCP Larrikin wrote:Dreadnoughts- Siege Mode now gives ECM Immunity

The wishlist is pretty much complete...
|

Ormarr Kai
Doughboys
28
|
Posted - 2016.06.13 18:36:54 -
[155] - Quote
these changes are a step in the right direction but as it stand dreads are still throw away ships. I would like to see a change that makes them less disposable.. |

Caleb Seremshur
Black Scorpions Inc Circle-Of-Two
860
|
Posted - 2016.09.07 07:32:41 -
[156] - Quote
I made an image to summarise my feelings on the matter: http://imgur.com/a/4oYXb
Also let's take a look at the killboard for moros kills:---> https://zkillboard.com/ship/19724/losses/
Now I don't know about you but fitting a moros which has a repping bonus with only plates and no repper seems a bit arse-about-face don't you think? Or maybe a reptime bonus on armour ships is bad, this is the same reason why the hecate is underperforming as well because rep-time on armour ships is a poor choice of bonus for these hulls to have.
At the moment I see no reason to use anything but naglfar. The average damage you see is about 6500dps on these fits, the nag reps 54,000hp per cycle on its ancillary booster meaning it can tank up to 4 dreads worth of DPS per ancillary booster. OR if fighting one dread it can infinitely cycle these boosters until it runs out of charges because of its larger bay + capless guns + native bonuses. A Dual ancillary rep phoenix reps even more.
As you may have guessed those fits were made for the purpose of using as little faction stuff as possible and no implants. These fits you see on killboards with 4.5bil and 5bil dreads dying is totally unnecessary. |
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