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dread boost: it here its clear get used to it

Author
MeBiatch
GRR GOONS
#1 - 2011-09-09 00:38:33 UTC  |  Edited by: MeBiatch
1:
Reduce seige mode time to 5 min/half the consumption amount

2:
remove the scan resolution penalty from the siege mod

3:
add new role bonuses to dreads such as:
ability to use capital nos/nuets (since the mod is soo big its sig radius based on if it works or not... so is useless against non cap ships)
ability to use capital capacitor injector (uses 8000's)
add bonuses to the mods in siege mode

4: make it so RR works on dreads in siege mode but are still invul to ewar mods in seige mode (edit this is up for debate whether or not ewar should be able to be used against a dread in siege mode if its receiving rr too... personally i am ok either way)

5:
add one extra high slot to all dreads so they can fit a nuet or nos.

6:
Remove the -50% to tracking and -60% to explosion velocity and replace it with a -30% to tracking and -40% to explosion velocity built into the guns (this is in effect a titan nerf)

ok so this would be my new moros fittings:

rigs:
3 trimarks

lows:
3 faction mag stab
2 true sansha endergy adaptives
1 ex harner II
dcu II

mids without ewar:--------------------------------------------------mids with ewar:
capital cap injector-------------------------------------------------- capital cap injecot
faction sensor booster (locking script)-------------------------magnometric eccm II
faction sensor booster (locking script)-------------------------faction sensor booster (locking script)
faction tracking comp (optimal range script) -----------------faction tracking comp (optimal range script)
faction tracking comp (optimal range script) -----------------faction tracking comp (optimal range script)

highs:
3 ion using faction antimater
1 capital nuet
1 seige mod

drones:
5 sentry II

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#2 - 2011-09-09 00:38:56 UTC  |  Edited by: MeBiatch
.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#3 - 2011-09-09 00:39:19 UTC  |  Edited by: MeBiatch
.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#4 - 2011-09-09 00:39:39 UTC  |  Edited by: MeBiatch
.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

William Cooly
The David Project
#5 - 2011-09-09 01:00:42 UTC
Your idea is well thought out and explained and you have not taken undeserved liberties in predetermining the characteristics of a ship class that is not unbalanced in it's very nature and you clearly are the person to decide these critical attributes to make sure that it remains balanced, instead of the people who have been running this game for the past eight years now and yet to have failed to add anything this brilliant despite a good amount of them who are employed and trained in this very sort of thing.

Opposite day!
Headerman
Native Freshfood
Minmatar Republic
#6 - 2011-09-09 01:01:50 UTC
A few questions....

1) T2 capitals require T2 component BPs. What are your thoughts on the numbers of each required to build each ship, keeping in mind the number of parts required for a jump freighter?

2) Such a ship will be called primary, more so than ANY other ship in the history of EVE Online. Will the T2 siege module allow friendly gang effects, like cap xfers and shield/armour RR?

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Jahned
Ministry of War
Amarr Empire
#7 - 2011-09-09 01:03:22 UTC
hmm..., i don't know, seems a tad overpowered, especially the Hrym, with the 8 weapons slots. And maybe you could diversify the bonuses a little. Very very very well thought out though, would love to see these obscenities implimented Twisted
MeBiatch
GRR GOONS
#8 - 2011-09-09 01:12:28 UTC
Headerman wrote:
A few questions....

1) T2 capitals require T2 component BPs. What are your thoughts on the numbers of each required to build each ship, keeping in mind the number of parts required for a jump freighter?


tbh i am not an industry guy so i would require assistance in the construction materials/tech II components that would be required to build these things... perhaps we could have a set build cost then work from there? any thoughts would be greatly appreciated

Headerman wrote:

2) Such a ship will be called primary, more so than ANY other ship in the history of EVE Online. Will the T2 siege module allow friendly gang effects, like cap xfers and shield/armour RR?


for rr i was thinking no "hence the internal repper bonus and resistance bonus" i am thinking its a numbers game i want to tackle this ship and have to choose if its worth sieging for 5 min worth it or not... kinda like a regular dread or triage carrier...

but i would like to see things like remote sensor boosters and remote eccm to be aloud to used while in siege mode....

William Cooly wrote:
Your idea is well thought out and explained and you have not taken undeserved liberties in predetermining the characteristics of a ship class that is not unbalanced in it's very nature and you clearly are the person to decide these critical attributes to make sure that it remains balanced, instead of the people who have been running this game for the past eight years now and yet to have failed to add anything this brilliant despite a good amount of them who are employed and trained in this very sort of thing.

Opposite day!


not completely sure if you are being sarcastic....

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#9 - 2011-09-09 01:16:07 UTC  |  Edited by: MeBiatch
Jahned wrote:
hmm..., i don't know, seems a tad overpowered, especially the Hrym, with the 8 weapons slots. And maybe you could diversify the bonuses a little. Very very very well thought out though, would love to see these obscenities implimented Twisted



true enough but one would want the infinity point on the siege mod and one nuet on so that leave 5 slots for guns/missles

personally i would go 2 missles 3 guns 1 nuet 1 infinity point 1 siege mod

plus dont forget these things are pretty weak when looking at sensor strength (see marauder) so without remote ECCM these things will get ecm'd....

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

DonWaan Incognito
The Unpodable Supermen
#10 - 2011-09-09 02:52:06 UTC  |  Edited by: DonWaan Incognito
MeBiatch wrote:
Juggernaut class capital ship
class tech II Dreadnaught

Chaos:
In Greek cosmology, Chaos was a primordial state of matter from which the cosmos and the other gods emerged. For Hesiod and the early Greek Olympian myth (8th century BC), Chaos was the "vast and dark" void from which Nyx emerged


Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New EdenFs foremost manufacturers of particle blasters, its ships tend to favour turrets and thus have somewhat higher power output than normal.

hull: moros


role bonus:
jump drive activation cost 60% capacitor
siege module duration reduced 50% and consumption amount reduced 50%
can fit capital nuets and nos
can fit capital Webber
can fit warp disruption field generator
can fit Tech II siege module
can fit capital capcitor injector (injects 8000's)
(Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)

Dreadnaught ship bonus:
5% to cap hybrid turret damage per level
20% to drone hp/damage per level

Juggernaut ship bonus:
5% to cap hybrid turret damage per level
7.5% to armour repair amount per level

sensor strength 22 magnometric

7 low slots
5 mid slots
7 high slots (4 gun 3 utility)


i want this! i will fit 3 captal armor reps 2 capital cap injectors and 2 eccm 4 rails cap nuet infinity pointPirate nyx beware!!!!
XO SPECTRE
#11 - 2011-09-09 06:42:35 UTC
Anyway we need some new subcap ship not owerpowered .Twisted
Dray
C.O.D.E
#12 - 2011-09-09 09:29:12 UTC
Best to wait and see what the SC nerf brings and then fix dreads if they still suck after the nerf.
MeBiatch
GRR GOONS
#13 - 2011-09-09 21:48:50 UTC
Dray wrote:
Best to wait and see what the SC nerf brings and then fix dreads if they still suck after the nerf.


what what i have heard via the grape vine...

sc are going to get a hp reduction dedicated fighter bay and drone bay so they will have to choose either fighters or fighter bombers...

dreads are going to get a slight hp boost and damage boost plus siege is going to be reduced to 5 min...

imo there is still room and the need for a capital ewar tackle ship...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Shadowsword
The Scope
Gallente Federation
#14 - 2011-09-10 06:33:23 UTC
T2 dreds are a bad idea because you'd need them in large numbers to make a difference where T1 dreds don't, and they'd likely cost the price of 4 or 5 dreds. Against supercap blobs, the efficiency/cost ratio would be abysmal.

Better a Tier 2 dred, with like +25% firepower and toughness and +50% building cost.
Headerman
Native Freshfood
Minmatar Republic
#15 - 2011-09-10 10:19:46 UTC
Shadowsword wrote:
T2 dreds are a bad idea because you'd need them in large numbers to make a difference where T1 dreds don't, and they'd likely cost the price of 4 or 5 dreds. Against supercap blobs, the efficiency/cost ratio would be abysmal.

Better a Tier 2 dred, with like +25% firepower and toughness and +50% building cost.


Personally i think that is an excellent option (been pushing for that myself), i think there is plenty of room for both

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

Aamrr
#16 - 2011-09-10 10:26:33 UTC
And how would that not obsolete the current "Tier 1" dreads?
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#17 - 2011-09-10 10:35:07 UTC
Headerman wrote:
Shadowsword wrote:
T2 dreds are a bad idea because you'd need them in large numbers to make a difference where T1 dreds don't, and they'd likely cost the price of 4 or 5 dreds. Against supercap blobs, the efficiency/cost ratio would be abysmal.

Better a Tier 2 dred, with like +25% firepower and toughness and +50% building cost.


Personally i think that is an excellent option (been pushing for that myself), i think there is plenty of room for both


I'm sorry but this is just wrong, there is clearly no room for even 1 extra capital ship at the moment as current dreads are so niche they are hardly used. Tier 1 dreads need fixing, or capital combat needs changing such that the tier 1 dreads have a clear role. Only once the current ships are balanced will it be worth thinking about new capitals.

I do agree that new capitals should be tier 2 or just variations, not Tech 2 as that is getting silly we don't even have or need T2 capital modules. Also you seem to be suggesting that the tier 2 dreads would be simply better than tier 1, that is not how Eve works (or should work at least) they need a different role not just making current dreads even more useless.

What this game needs is a rebalance of the current capital ships so they all have a role to play.


Also OP shows a clear lack of understanding of capital combat, Siege mode ships are invulnerable to EWAR so ECCM is a non-issue and there would be no way these ships would survive a 5min cycle without RR unless you gave them a somewhat overpowered tank. This is a large part of why dreads in their current state are underused.

We do not need capital tackle mods or capital ships with infi points. We don't need eve becoming capitals online, these roles are typically best filled by smaller ships and it makes no sense to obsolete those ships just so we can have a capital tackler.

And finally this is in the wrong forum section
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#18 - 2011-09-10 10:37:12 UTC
Aamrr wrote:
And how would that not obsolete the current "Tier 1" dreads?


Why is it I always end up writing the exact same as you, minutes later. (Telvani is my alt, decided to use this char with new forums)
MeBiatch
GRR GOONS
#19 - 2011-09-10 16:02:12 UTC
IHaveCandyGetInTheVan69 wrote:
some embarassing truths


kinda sad i did not know that dreads were imune to ewar in siege mode...

i have had one for two years and used it on a number of occasions but allways assumed the no rr thing did not mean no ewar also...

which then makes the whole counter to juggers stupid...

so...

i think headerman war right in the suggestion that the siege mode should be changed to not only allow incomming rr but also allow ewar to be used (so that juggers are not soo damn op)


and i dont think juggers would make hics obsolete... there are still many pros to use a hic over one of these... can jump via star gates... can use a regular buble... the jugger can only use the infinity point in siege... the hic does not need to siege can red the mod any time it wants...

plus the game is already capitals online... ironically what i want to do is introduce juggers to counter all the caps by making it great at killing caps but extreamly vulnerable to sub cap fleets...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

MeBiatch
GRR GOONS
#20 - 2011-09-10 16:25:05 UTC  |  Edited by: MeBiatch
ok i am thinking about chaning it from a tech II dread to a new capital class tech I ship that lies somewhere between carriers and dreads in cost... removing some of the damage bonus (should be a dreads job) and replacing it with bonus to the ewar mods...


OK OP HAS BEEN UPDATED TO THAT SHOULD ADDRESS MAJOR CONCERNS...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

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