
Gar Ddhen
Gallente Mining Bytes Inc. D-L
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Posted - 2007.10.23 20:41:00 -
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I am for this in a way... but before something like this is implemented then some considerations to have to be taken into account, and some problems fixed... and they really do need to be fixed either before or at the same time you implement such a change.
First is lag, this really does have to go, it is hard enough to do anything in a lagfest, but to ask Carrier pilots to assign and reassign fighters as well as control their own and lay down their logistical support with current lag is a bit much.
Second is the drone interface panel and gang communication, most guys in PvP will be on voice coms of some sort, but the carrier pilot still needs to find the recipient of assigned drones in order to do the assigning. Not easy during a fight when you have to scroll through chat or gang window. Maybe some sort of broadcast would help? The drone interface and AI is, to be blunt, crap, so that needs sorting out, sooner rather than later. The other point some of these folks have mentioned is that they need some way of automatically recalling their fighters if the assigned pilot is dropped,logs off, warps out, jumps or is podded. The point is, if you are going to make a carrier pilots life more complex you have to give him or her the tools in which to manage that increased complexity.
Logistics modules, I took a Thanatos out on Armageddon day... and to be honest the range and cap use of the various capital logistics modules shocked me. If you want these ships to be fleet support ships you have to address several problems here.
First targetting, its too slow unless you are in Triage... which as far as I know is broken as Ewar still works (correct me if I am wrong here). Lock time is critical in a logistics role as you often have to switch target several times in a fight, and even with multitasking at 3 or 4 chances are you will have to drop targets to switch to your new primary support, or you get hit by a jam cycle. Related to this is the problem that carriers can only maintain 6 locks, definately not enough for a ship CCP envisages in a logistics role. It is also unrealistic to expect carriers to enter triage every time they entered a fight even if triage mode worked as intended as often a certain degree of mobility is required.
Second, cap use is way too high for the logistics modules, triage doesnt really address it either, while there is a good cap reduction there is also a massive reduction in cycle time which in essence brings cap use right back up. These ships need some kind of bonus to the amount of cap they are using so they can at least run 2 or 3 of those capital logistics mods for a decent amount of time and not have to fill tanking slots with cap rechargers or cap power relays. Maybe a level based drop like that of the logistics ships?
Third... range! Sorry... CCP want these as Heal your gang mates ships? Yet my Oneiros can do the job with no cap issues at TWICE the range? Buff the range, 150 km for capital logistics modules, possibly 200, make them worth taking out in that role. At least the cycle time of the capital logistics mods are fine :)
I am of two minds about how the fighter thing is, I think there are pluses and minuses to this 'nerf'. I think the best way to solve it personally is to ensure that fighters use the bonus of their owner not their controller, that is to say they fight with the bonuses of the carrier pilot who owns them, not those of the pilot to whom they are assigned. I would also like to see more fighter classes... ECM, Logistics, etc, there is more than one way of defending your ship than just using pure DPS. If the purpose of this is really to nerf Moms in low sec and nothing else, then I am afraid I agree with the 0.0 only option applied to Supercaps.
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