
Viqer Fell
Minmatar Trinity Nova KIA Alliance
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Posted - 2007.10.23 20:06:00 -
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1. What do you use your carrier for? Name all the activities you use it for (ALL activities).
Logistical moves into 0.0 space Combat where possible although this is few and far between as most of our gangs roam about and I dont fancy spending all night sat in the ship desperately hoping that the gang will maybe find a suitably big fight and that the cyno guy will be both within range but also still on all night. Rarely do we see the fights where I can use the carrier in its truly intended format of front line repping support with a bit of fighter fire power.
Last fight I got with the carrier we spent over 1 hour at 2 frames PER MINUTE in empire. Who said molden heath was on a ****y node still eh. 35-40 man fight and tbh i had a ten minute response time to mouse clicks on a 20mb cable conn and a high spec pc. guess the lag was my end eh. So no chance i'd delegate fighters under these circumstances
2. How much support do you feel you should need when you field your carrier for combat when going against a gang of 3? A gang of 5? A gang of 10? A gang of 50?
I feel that carrier should be able to defend itself vs 3, vs 5 should need 1-2 support and growing as the NME grow
3. Do you think you should be able to go 1 vs 5 and win? How about 1 v 10? In other words, how many people do you believe you should be able to kill alone taking ship types into consideration. How many BS/BC's/Cruisers/Etc?
Carriers should be more based around fleet support and fleet defense but at the moment the gang bonuses and fleet support suck bigger ass than any funny analogy i can think of. as for killking ships solo I cant think of a more suicidal use of a carrier than to try solo killing in it unless you are lame and sit at dock range.
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)?
I believe i should have more chance to kill more ships given 4 years of skills but not because i bought a shiny ship just because i have better statistics and training and experience of game
5. Do you believe carriers have too little (solo) firepower, too much, or just enough?
I think they have just right amount at the moment given how vulnerable they can be to small gangs of even just 4-5 recons for example
6. What do you believe a carriers role is?
General support, some dmg, some rep and some fleet bonuses
7. Do you believe the carrier achieves this role through it's current abilities?
No, the ship and modules and indeed game mechanics are too borked to allow this
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)
make it so that the carrier can only deploy drones / fighters when in triage make it so that the drone control module becomes a remote module only usable by AF's within 10km of a carrier and that when deployed the AF's get buffs. Give the carrier higher resists and allow it to give bigger squad bonuses the more people in its gang have a "remote triage link module"
I'd appreciate it if people would answer the questions truthfully, honestly, and accurately. Thanks.
Delegation of fighters is a bad bad idea. Why? First of all i really dont like giving control of 150m of my mods to a stranger . Secondly and more importantly lag usually means i CANNOT delegate. 3-4 fpm means that it takes minutes to just get the right click menu to open. Makes a ****ing mockery of the situation,
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