
Redora
Gallente Interstellar eXodus R0ADKILL
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Posted - 2007.05.02 12:55:00 -
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Edited by: Redora on 02/05/2007 12:54:41 Edited by: Redora on 02/05/2007 12:52:14 I've never seen a Titan myself, but after some thought, I'm really at a loss as to it's purpose. Bonuses seem to indicate a somewhat... Schizophrenic thought process.
Erebus Bonii: Gallente Titan Skill Bonuses: 10% bonus to Capital Hybrid Turret damage per level 7.5% bonus to gang membersGÇÖ maximum armor HP per level 99% reduction in CPU need for Capital Jump Bridge Array 99% reduction in CPU need for Aurora Ominae 99% reduction in CPU need for Clone Vat Bay 99% reduction in CPU need for Warfare Link modules Can fit 1 additional Warfare Link module per level Immune to all forms of Electronic Warfare
What DOES one do with it? Honestly, most other ships in Eve seem to have a niche into which they fit...
Everyman Ships: Friggies: Cheap, toss away ships for small gangs. Inties: Hold enemies down until bigger ships get there. Assault Frigates: The "Anti-Inty" (or so I'm told) and destroyer/cruiser sized DPS in a frigate sized package. Destroyers: The Anti-Frigate. Interdictors: Interceptors writ large. Cruisers: Heavier firepower for small gangs. HAC: Battlecruiser/Battleship sized DPS in a Cruiser sized package. The "better" weapon to combat the "bigger" weapon. Battlecruisers: Faster, less armoured, but somewhat similar DPS to a Battleship (more prevalent in T2 BC, yes.) Command Ships: Gang bonuses and Battleship sized DPS in an uber tank. The ultimate for small/medium 'raid' gangs. Battleships: Big, slow, cumbersome ships for larger fleet ops, taking out POS, support of Dreads, camping, etc. Territorial warfare style ops.
Capital Ships: Dreadnoughts: POS Removal. 3 turret/launcher slots (respective of their bonuses) and a 99% CPU reduction on a module that makes them immobile, like their targets. Carriers: Remote Power Projection. Fighters warp with the assigned controller (or target).
Mom: A bigger Carrier, with a Gang Mod Bonus and a Clone Vat bay. So it moves other stuff/pilots to a designated area where they then commence ops. Titan:?? A bigger dread? Except the DDD doesn't render it vulnerable as the Siege Module does a Dread.
With respect to real-world functionality, what DOES a Titan do/represent? All of it's functions are already filled, except the "Cyno in, pop fleet, cyno out" aspect. You don't fit guns on it (So the gunnery bonus is worthless, yeah?) because you don't take it into combat (As the opposing fleet will bump/nos it until it dies...), and who wants a 'mere' 6 capital sized guns anyhow, when you can have 18 (with siege mod) on a dread that costs 1/100th of the cost? It can't project power like a Carrier/Mom can, as it can't deploy fighters/assign fighters to controllers. Command ships and Mom's already fill "gang support", and likely do it somewhat better since they remain on the field of battle (or at least in system...) Having never seen a Titan (beyond ASCN's movie) all I can say is it seems to need a PURPOSE, not just be the 'anti-blob.'
[Edits: Spelling and attempts to remove fallacious arguments. ] ---
Redora
Quote: # Logging off immediately after jumping into a warp disruptor bubble no longer grants invulnerability, much to the delight of gate campers everywhere.
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