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Thread Statistics | Show CCP posts - 7 post(s) |
MotherMoon
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Posted - 2007.05.27 08:14:00 -
[271]
Originally by: Juggernot why not a siege mode for module for a POS??
OMG that's it!
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Imiarr Timshae
Roid Vandals Free Trade Zone.
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Posted - 2007.05.28 14:47:00 -
[272]
So.
1. Place defensive structures outside field, i.e. vulnerable. 2. Make them a lot stronger so that they take longer to kill. 3. Make smaller ships able to take them out by reducing tracking speeds and increasing lock times. 4. Forcing capital and supercapital fleets to rethink POS warfare?
As TomB said, it would take 6x doomsdays to take out defensive structures, then how the heel would smaller ships cope?
-Imiarr- |
caio
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Posted - 2007.05.28 19:34:00 -
[273]
CCP could change that, i puting all modules and ship bays/corp hangar and other things except hards out of the pos?? put back the ship bay and corp hangar/miners/silos/arrays and logistics-production mods inside POS. if this is going to be like a ship like brain said, try putting the target painting/Nos battery/cyno battery and jump bridge inside the POS (incluiding the scan system), tha could be a idea too, so only ofensive modules wll be outside the POS defending it.
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Mahrin Skel
Imperium Technologies Firmus Ixion
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Posted - 2007.05.28 23:38:00 -
[274]
Energy Neutralizing Arrays are a little weak. They're not much more effective than a BS loaded with 8 Heavy Nosferatu II's (100 energy per second for the array vs. 80 for the BS).
Guns in general are still *far* too weak against Capitals, a well-fitted dread or carrier is going to be able to tank all the guns of a totally damage-loaded POS if he's being boosted/repaired by another capital, even without Siege or Triage mode. All of this POS refactoring will come to naught if the firepower of a POS isn't enough to threaten a capital ship whose pilot isn't AFK.
--Dave
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Stellar Vix
State War Academy
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Posted - 2007.05.29 04:44:00 -
[275]
I got a quick good fix for the POS guns two of them actually.
First off, Make the guns Orbit the POS, You heard me Orbit the POS, make them move fast enough to outfly a dreads tracking in reinforced mode. Reduce thier sig radius so citadels wont hurt them as much as a cruise missile will. Increase Large POS gun damage vs Capitols, truely make them sweat it if they attack ones of these pos without sending in a gang to knock it out. This will force the offenders to actually send the smaller folks in or rist getting nailed harder during thier seige, mabey the pos can generate a capitol kill for once.
Also equip the Guns with a Smart Bomb that has to be deployed by the player control, this will be strong enough to kill drones and discourage fighters, the range will be about equal to the drone/fighter orbit
Guns shouldnt be immune to warfare (cept for nos and nuet) but should be resistant, have like warfare done aginst them cut down effectiveness or have a special defense structor that managesthis concept.
Make the Small guns stats more for anti frigate/cruiser, Make mediums anti battleship/battlecruiser Make the large AntiCap. Although they should be perfect killers they still should have a good chance of killing the intended classes or force them to retrate/repair. Have a slight nerf for an unmanned gun not being as accurate as a manned gun. This will make manning guns a desireable thing to do.
Give the repair towers an ammo option "Rapidly" Boost the amount repair of armor hull and shields siginficantly, these repair boosts (1-10 mil a pop?) shouldnt come cheap wont be easy to transport but it will allow the defenders who man thier pos to online the guns rapidly to continue the fight despite the seige.
Also HP balance the towers mabey? Who knows mabey nerf lvl 0 sovern towers by penalizing them with bp loss. and as sonvern goes up make them get stronger until the reach current tranquility levels at max level sorvernty.
============================================ SWA Qualified Instructor and Mascot or sorts Ensign Stellar Vixen.
Fight the Bunnies! <^-^> |
James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.05.29 08:13:00 -
[276]
Isn't the obvious answer really to give the POS guns and other external modules sub-systems with exceptionally tiny sig radius' and low hit points that once destroyed cause the turret to go offline, but are impractical to lock and destroy for something like a dread. Ideally, make it so the subsystems have an implicit motion and just cannot be hit by a dread.
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Tanis.
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Posted - 2007.05.29 08:27:00 -
[277]
Unstickified.. please refer to this thread: HERE for testing feedback about the starbase warfare changes coming with Revelations 2. ____________________________ I break things.
GM Voodoo > That plan really straddles the fine line between genius and idiocy. Tanis. > And that differs from everything else I say how?
[Bug Report Here][How to write a good bug report][Test server rules] |
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Slykette
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Posted - 2007.06.07 23:26:00 -
[278]
Originally by: CCP Nozh Starbase Warfare 2.0
We've been doing some changes to starbase warfare, these changes are already on Singularity for you to try out:
- All defensive structures are being placed outside the starbase forcefield
- Defensive structures are getting a massive HP boost
- Defensive structures become incapacitated when they've taken a certain amount of damage (atm 1% structure)
- Defensive structures get reactivated once their shield reaches 50% (they need full structure/armor also, remote structure repairers are being made available)
- Improved defensive structure targeting AI
EVE Online
I see this idea for 0.0 POS operations as making sense. With the use of the cyno field jammer you can limit capitol fleets from tearing you apart. However in a 0.3-0.1 systems you can not hold sovereignty so your POS is a sitting duck. Is it the intent of CCP to make it so the only people that can have a POS are the ones in 0.0 or in empire 0.5+ systems if your corp has the standings to do so??
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.06.08 00:14:00 -
[279]
Edited by: El''essar Viocragh on 08/06/2007 00:21:36
Originally by: Imiarr Timshae So.
1. Place defensive structures outside field, i.e. vulnerable. 2. Make them a lot stronger so that they take longer to kill. 3. Make smaller ships able to take them out by reducing tracking speeds and increasing lock times. 4. Forcing capital and supercapital fleets to rethink POS warfare?
As TomB said, it would take 6x doomsdays to take out defensive structures, then how the heel would smaller ships cope?
Small ACs have around 400k shield/armor hp without any resistances (medium 800k). So it takes about the number of doomsday ignitions TomB mentioned. Get a few battleships that can do 4k dps (together!) and the gun is down in under two minutes (under 4min for a medium one). Once the gun is in its 99% omnitank hull, it goes incapacitated until a player inside the POS remote structure repairs it. Once the majority of small/med guns are down, bring close range bs that take the xlarge guns with their rather suboptimal tracking. Then bring dreads and shoot the tower. Once the tower is gone, the guns lose their hull resistances and you blow them up too.
Of course a single rifter can't disable guns on its own, but three or four sniping bs groups (4-5 each) all around the pos will give the defenders something to do. If staged right one logistics ship could probably get two of those in range while staying outside range (or at least close to the edge) themselves.
Uneducated guess of course.
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