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Mobile depot balance problems

Magellanic Itg
Goonswarm Federation
#1 - 2013-11-01 22:11:48 UTC
The ability to switch hardeners pretty much whenever you want is a problem. This might not affect solo/small gangs much but fleet vs fleet pvp will be severely affected because those fights usually have reliable intel beforehand. All in all this is just a big nerf for lasers and hybrids. I guess its was a nice plan to allow more tactical use of this as you have mentioned changing hardeners before fights but are you willing to make two weapon systems useless in fleet fights?

I think mobile depots should have a 10-15 minute onlining timer so they couldn't be used in every fight all the time. You could still have one deployed in your home area and make use of it that way if you had it setup beforehand.

Also I don't think it should be possible to refit from this thing while you have weapons timer running. It makes managing heat less interesting when you can just refit your burned out mods instantly.

Lair Osen
#2 - 2013-11-01 23:17:05 UTC  |  Edited by: Lair Osen
Well if it's before the fight you could just as easily go to a station so I don't see a problem.
During a fight, they only have 5k-10k HP before they reinforce and deactivate so thats not really an issue either.
Magellanic Itg
Goonswarm Federation
#3 - 2013-11-01 23:37:10 UTC
Lair Osen wrote:
Well if it's before the fight you could just as easily go to a station so I don't see a problem.
During a fight, they only have 5-10 HP before they reinforce and deactivate so thats not really an issue either.

Because there totally is an accessible station in every system. Especially in null sec sov systems.
Your numbers and/or math is a bit off there. They actually have 5000 shield HP so thats only about 500 times more damage than your 5-10 HP to put them into reinforcement (3750). Easy mistake to make with such complicated calculations so no worries about this. Glad I could correct you!

I don't think everyone should be able to carry around their own little station service with them and be able to use it almost instantly. Making compromises while fitting adds more interesting gameplay choices compared to being able to adapt to everything without any penalties.
Flying Apocalypse
#4 - 2013-11-02 00:06:41 UTC
a single carrier/supercarrier/titan/station can refit a whole fleet. And you are worried about something that can refit a single person?
If all of your fleet members bring those to a certain system,
"May not be deployed within 6km of another Mobile Depot", so your blob fleet would have to spread them out A LOT across either the complete system which would mean you would have to warp off to actually use it...Or around a complete gate which would make some people sit REALLY far back.
And if you want to bring with you an entire cargohold full of stuff to refit, I wish you good luck with that?
It has a 45 second timer, and is easy to shoot into reinforce if it is on grid. So I don't see the problem.

For some reason I can't delete my signature o.o

Magellanic Itg
Goonswarm Federation
#5 - 2013-11-02 00:30:41 UTC
Because jumping in a capital is the same as dropping an item that costs almost nothing.

If you don't think this is a problem let me give you an example. Say I'm in a AB HAM Tengu fleet and we are going to fight a Proteus fleet. With our normal fit I have about 320k EHP against rails while heating hardeners. Switching my hardeners to counter rails gets our Tengus something ridiculous like 1.2 million EHP vs rails with heated hardeners. It makes such a huge difference and the players could do this without having to worry about any penalties because after the fight they can switch to their normal setup in about a minute. Sure it might be annoying to deblob your fleet by warping to personal safes/MWDing Interceptor but the gains you get are worth it for sure.

I don't mind refitting in stations or if you are jumping in capitals to random systems. Accessible stations aren't everywhere and using capitals puts them in danger which I think is a good mechanic. But having this option without any drawbacks (except the 75-100 m3 cargo space loss) is just too flexible thing to have. Fitting choices and changing those choices should have an impact and you shouldn't be able to adapt to everything almost instantly.
Jasmine Assasin
The Holy Rollers
#6 - 2013-11-02 07:55:50 UTC  |  Edited by: Jasmine Assasin
Like was said, and maybe you don't understand this but...

45 second activation time.

May not be deployed within 6km of another Mobile Depot, within 50km of Stargates or Stations, or within 40km of a Starbase.
Automatically decays if abandoned for thirty days.

(stright from the in game item description)

Additional important point;

You can only use the one you bring.

How do you envision any decent sized fleet to refit en mass? Just because something is possible doesn't make it probable. Sure, one or two people in a giant fight might get to refit but once one is out it pretty much precludes anyone else from doing the same and out in 0.0 people have carriers anyway. Remember, these can be probed down so you're not gonna be able to warp to a safe and use it either (since you'll be out in the open and vulnerable for at least 45 seconds) so I just don't see the problem here.

CCP has taken great pains to prevent any abuse and personally I don't think they should be probable. Would be a lot more fun that way.
Black Dranzer
#7 - 2013-11-02 08:11:47 UTC
Incidentally, I'm more worried about them in solo fight situations like FW where refitting seconds before the fight begins might actually be a thing. Although with the new rapid warp-in speeds, it might not be too bad.
Henry Montclaire
The Scope
Gallente Federation
#8 - 2013-11-02 18:33:52 UTC
If you want to carry 2xs the expensive deadspace mods on your ship and desperately try to refit before every engagement, thereby opening yourself up to being dropped on while totally unprepared, go ahead.