
Oniko Sengir
Coreli Corporation Corelum Syndicate
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Posted - 2007.10.25 12:28:00 -
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I consider myself new to carriers, and don't belong to a huge alliance. To be honest I'm as worried about the Jump Frieghters ruining the carrier's role as I am about the fighter/drone control changes. I think this change forcing players to delegate fighters from afar makes for an interesting change. In fleet combat I see this making the carrier more of a repair/resuply station at a safespot/pos for survivors. An interesting change, but perhaps more fitting, at least it better fits what I think of a mothership.
1. What do you use your carrier for?
- Jumping ships and equipment 'safely' into 0.0 - I use it to rep gang mates, but I've been using remote repair drones rather than the capital reps - Assigning fighters from POS - Small scale pvp (around stations - camping/scaring away camps)
2. How much support do you feel you should need when you field?
(These are more numbers I would feel comfortable engaging with) Me vs 3: 0-1 Support Me vs 5: 1-2 Support Me vs 10: 5-8 Support Me vs 50: ~50 Support
3. How many people do you believe you should be able to kill alone?
Hard to guess at exact numbers, but I think that a carrier should be able to take on a handful of ships solo without worry. Just the same as in a battleships I can take on a handful of cruisers/frigates and expect to win.
4. Do you believe that you should be able to kill a large amount of ships simply because you spent a lot of money and skill time for the ship, regardless of it's designed role (this does not just include carriers)?
No, I wouldn't expect to kill much of anything but other capital ships in a dreadnaught.
5. Do you believe carriers have too little (solo) firepower, too much, or just enough?
I think it has a good amount of firepower. It isn't nearly enough to take down a capital ship, but it can take out support ships.
6. What do you believe a carriers role is?
I think it should be what the description says, a fighter carrier. I think it is a capital logistics ship and a makeshift jump-freighter. If the carrier is supposed to support its gang, then I think fighter delegation is going in the wrong direction. Delegating fighters encourages the carrier pilot to sit back in safety while their gangmates fend for themselves. If a carrier pilot had to assign fighters himself, he would be forced to be in the fight helping his gang. Sure damps and neutralizers would put you offline, but that's true of nearly any ship.
7. Do you believe the carrier achieves this role through it's current abilities?
Yes, for small to mid sized engagements the carrier fills it's role as it is. (Though I don't think it's current in-game role matches its description)
8. What would you change about the carrier if this drone change came into effect? Increased Repair Range? Increased Repair Amount? A Triage buff to allow control of the 5 fighters/drones you're able to deploy? The ability to control 5 additional fighters/drones if Triage Mode is activated? Less Cap needed for self rep/remote rep? (add what you believe would be a change worthy of the suggested drone change)
I think if this change came into affect, a carrier pilots role would be more to assign fighters at range than being in the fight itself. My main concerns would be with the price of fighters and their damage output. Carrier fighter dps is around 1-2k currently. This is about the damage of 2-3, blasterthrons Could also be looked at as more than 10 sniper megathrons. When delegated, this damage is split 3 or more ways. (I'm not sure how far you can command assigned fighters, but I assume it's based on your drone control range, which would mean that only people fitted close range would be commanding them. For the same price of 5 fighters that player could be flying a HAC with nearly as much dps output. Eliminating the need for the carrier.)
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