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Thread Statistics | Show CCP posts - 70 post(s) |
ilammy
Red Alliance
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Posted - 2012.03.30 05:53:00 -
[1] - Quote
Andy Landen wrote:Has anyone seriously put cap neuts on the table? If carriers are to have any kind of counter to a titan, that would probably be it. Primarily they would be counter to carriers themselves. You could ****ing forget about such thing as triage/siege in capfight if there were capital neuts. Or you should introduce an Ultra Heavy Capacitor Booster with Cap Boosters 9000, but they themselves ruin some things: cap boost & jump out; boosting triage carriers' resist to neuts if there are no capital neuts and so on. |
ilammy
Red Alliance
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Posted - 2012.03.30 12:53:00 -
[2] - Quote
The difference between capitals and subcapitals capwise is that subcaps have adequate capboosters to counter neuts. Capitals don't, they rely purely on their recharge rate to come back to fight after being neuted. First of all I consider not supercaps or titans but dreads and carriers. Titans and supercaps don't urge for the cap to do their job: if they need it (for DD or jumping) they can get it via friendly cap transfers at any time. But dreads and carriers really do need cap for surviving and fulfilling their duties; but they can be neuted in siege/triage, but can't be filled up with cap by transfers while they're in the middle of the cycle.
And consider carriers neuting the battleships to zero in one cycle with one neut (no that 'capital neuts neut only capitals' please). This would be the same thing as it is now with the turrets: battleships can kill frigates with their L guns in seconds and neut them to zero with one cycle of their heavy neut; titans can kill battleships with their XL guns in seconds. Aren't this situations similar? And is there any whine about the latter?
Nevertheless, I agree that instakilling capitals with one freaking DD is bad. So you drop a triage carrier to help your friends? Then I'll drop a single titan and kill you in 10 seconds without a single phantom chance to survive. Gloriuos PVP. But there should be a solution which does not need such dubious thing as capital sized neuts/boosters. For example some kind of signature for the DD: you will need about 20 titans to one-shot a supercapital or at least about 5 or 10 to do the same with the regular capital. |
ilammy
Red Alliance
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Posted - 2012.03.31 08:53:00 -
[3] - Quote
Andy Landen wrote:ilammy wrote:they can be neuted in siege/triage, but can't be filled up with cap by transfers while they're in the middle of the cycle. That illustrates one of so many things broken about caps and complicating the effort to balance them. I would change that so that siege/triage still allowed RR and ET. It's not broken, it has been done for a reason: now there is awful unkillable capital spidertank. Just imagine if you could spidertank while in triage GÇô removing 'RR immunity' will boost another sorta broken mechanic (and will make triage carrier blobs invincible to subcaps: 53k DPS spider tank per every carrier on the field, how would you like that?). Yeah, I would be kinda glad to see such thing of course (omg, my favourite ship will be OP!), but even I feel it would be even more overpowered than titans blapping everything.
Don't do it wrong, the problem is not the cap, the problem is the DD itself. There is not any single ship that can solo kill in one shot a properly fit ship that is one step lower on the 'tier ladder'. Except for the titans killing dreads/carriers. |
ilammy
Red Alliance
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Posted - 2012.04.04 11:04:00 -
[4] - Quote
I'm Down wrote:Keep carriers blapable since logistics is overpowered in game anyways. Do you mean 'If they are not in triage'? |
ilammy
Red Alliance
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Posted - 2012.04.11 04:09:00 -
[5] - Quote
MisterAl tt1 wrote:As such it looks like PVE use of capitals was actually taken into consideration when CCP created such mechanic. Yeah, but I think CCP guys were imaging PVE use of capitals vs sleepers as 'if you drop a capital onto sleepers, they counterdrop and kill it'. |
ilammy
Red Alliance
0
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Posted - 2012.04.15 06:19:00 -
[6] - Quote
steave435 wrote:You are able to tank DDs if you fit right Read as 'you can fit to tank DD with shreds of armor remaining, or you can forget about your awesome personal active-tank to do that'. And oh, you're ****** up anyway if the tanked DD type is not matching the one you've been actually shot by.
steave435 wrote:and you have some time to get out if you see the DD activating on you 'You have that loooong 10 seconds to get the heck out in a capital, what's your problem if you're aligned, not in bubbals, or have enough cap, or are in dockrange without aggro, or about 200 m away from a pos shield'.
steave435 wrote:either by warping or jumping out. Say that to siege/triage. If triage is not so... 'so' (you don't really need it to be awesome if you have pantheon blob), but the siege is obligatory for the dreadnought to be awesome.
Oh, and about the DD itself. The only ad hoc penalty for the ability to one-shot a capital is 30 seconds of staying in place. After that the titan can (technically) warp out to the pos and wait here for the 10 minute timer to jump out. Seriously so ridiculous penalty when the dreads are pinned down for 5 minutes to have their x9 DPS boost? |
ilammy
Red Alliance
0
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Posted - 2012.04.21 14:44:00 -
[7] - Quote
Civ Zomas wrote:While we're at it, let's fix doomsday devices
- Firing the DD invokes the "no assists" limitation for a period, like siege and triage.
I don't know exactly how long would be appropriate, but certainly more than the 30s immobility timer. I'm thinking a few minutes, but not the whole cool-down period. Titan: "PPPPPPPPPEWWWW! EAT IT!" Remaining dreads: "Damn, but now it's our turn. Let's see how good your local rep is." Yeah, I'd like to see that. This. Usage of doomsday will me more tactical (use it nao if you aren't afraid of losing your Capital Spidertank of Immortality for some time for the sake of wrecking enemy's spidertank, or continue to slowly push though it), rather than only strategical (use it now if the circumstances don't allow you to lose the fight in 10 minutes). |
ilammy
Red Alliance
0
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Posted - 2012.04.22 15:54:00 -
[8] - Quote
Can somebody who tested this check the fittings, the resists, the skills, confim the stationariness and that the shield/armor/structure were full and equal before the shots? I can troll with random numbers too.
I can't suggest anything about the raven GÇô this definitely could be borked with new formula. But with the titans check that they had exact same resists and exact same amount of shield before they hit each other. The second one could hit another one for less damage because the first one had less shield and more raw damage went to armor. |
ilammy
Red Alliance
0
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Posted - 2012.04.22 17:44:00 -
[9] - Quote
Vheroki wrote:the raven fit was 2 lse 2 invulns and 1 em hardner
dmg with hardners around 14k dmg without 18k
tests on an thanatos
the hits on 0 rezist were of 50k. Well... alphastrike of an avatar with 3 x heat sinks is about 37.9k of EM + 27.1k of thermal damage.
A naked thanatos has 0% EM resist and 20% thermal resists. This brings expected 37.9 + 27.1 * (1 GÇô 0.2) = 59.58k damage maxinum.
A raven with 2 x Invulnerability field and 1 x EM ward has 72.4% EM resist and 58.6% thermal resist (and still 32.4% EM, 40.9% thermal with inactive hardeners due to compensations bonuses). That gives maximum damage of 37.9 * (1 GÇô 0.724) + 27.1 * (1 GÇô 0.586) = 21.68k. Titan just can't hit that raven with active resists for more even with omfg-painting.
Do Raiden. pilots suck at resists or are just so fat? |
ilammy
Red Alliance
0
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Posted - 2012.05.02 17:35:00 -
[10] - Quote
How about boosting titans' DPS against supercaps? To say... 40-60k. Just to lineup them with dreads in terms of DPS/EHP ratio in 'same class vs. same class' battles. Leave their anticapital and antistucture dps about the present '10k like a dreadnought' GÇô we already have dreadnoughts to shoot poses and (to some extent) capitals, supercarriers to shoot capitals and sov structures. Then titans will have their unique role: antisupercapital weapon.
And for the doomsdays the same: that little penalty 'no RR for the first two-three minutes of the cooldown'. That will give a tactial trait to them: there should be a suitable local situation on the battlefield for the doomsday to be a good choice, not just global circumstances like 'we gank and are safe' or 'we would be wrecks if we don't use them'.
I would be kinda glad to see the same stuff with the dreadnoughts' siege but it seems they're doomed to be crap while the siege is not active. |
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ilammy
1
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Posted - 2012.05.10 12:26:00 -
[11] - Quote
Mfume Apocal wrote:What practical changes were made to dreadnoughts? I think none. Someone just tried to use the dreads vs subcaps (instead of continuing muttering a 'dreads are crap against subcaps' mantra) and they actually managed to kill something. Before the patch they weren't killing stuff, after they did kill something. It's obvious that they did that not because they were actually used, but it should be definitely the results of the patch. |
ilammy
1
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Posted - 2012.05.11 19:34:00 -
[12] - Quote
Yes, but the effect of the doubled tracking is mitiagated by the doubled signature resolution. It's integral factor of tracking speed of the guns, angular velocity of the target and their signatures.
I don't want to speculate upon the formula. If you refuse to believe its integral, go check yourself:
1. Get a target ship and a shooter. Set the target ship orbiting the shooter. Logistics needed for prolonged tests. 2. Get some webs and painters. You will need a single Statis Webifier I and a Phased Weapon Navigation / T2 painter on a rapier (assuming you have Signature Focusing IV). You got the idea: GÇô50% speed and +50% signature. 3. Web the target, shoot it for two-three minutes. 4. Take off the webs, paint it, shoot again. 5. Go to %My Documents%/EVE/logs/Gamelogs, look here for a relevant log file. Extract the data with dealt damage, compare distibutions. If they do differ significantly, they you can really say that the formula is crap.
I'm not saying it's right to have signature resolution mitigated by range, but it was so before the patch, and it is so after the patch. Nothing has changed effectively. My damn old eft says a revelation with 1 TE, 1 TC and 2 target painters could easily hit a battleship which is 40 km away for 4k DPS with a maximum transversal (up to 7k if is low). Before the patch. Blapping? Yeah. |
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