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[Kronos] Deep Space Transport Rebalance

First post First post
Author
Mike Whiite
Deep Core Mining Inc.
Caldari State
#201 - 2014-05-19 13:09:14 UTC
Komi Toran wrote:
Mike Whiite wrote:
an extra low slot against a mid slot

And that's where the Bustard wins. P

From what I can see, CCP has made an effective armored truck. BRs use stealth and agility to reach their destination, while DSTs use their tank. With the overwhelming bulk of their cargo locked in the Fleet Hangar and a tiny cargo hold, the low slots are just not that important to a shield-tanked DST. The Bustard is a purer incarnation of the concept, while the Mastadon is a compromise. They're going to appeal to different people, and that's good.



I really don't see that, could be my play style.

In my eyes, transport is about cargo capacity, speed, survivability. once a transport is tackled it has only one option get the hell out of there (aside the bait/battle fit).
so the first step would be avoiding being tackled ( stabs (low slot), nano's (low slot) keep signature low (keep low on the shields))

If you do get tackled you need to get out of there as fast as possible (speed) and align time again. Even if you would for instance be able to work your way back to a gate in the Bustard, you'll get tackled again on the other side, because your shield blooming, slower turning Bustard will easily be tackled again, and have a smaller cargo bay as well, while having no bonus on the fleet hangar either.

I think the set up as they have made it now, will do the same as what happened with the Logistics ships, has anyone seen a Osprey or basilisk lately?




NinjaStyle
Deep Core Mining Inc.
Caldari State
#202 - 2014-05-19 13:21:01 UTC
CCP Fozzie wrote:
Hey everyone, thanks for the feedback so far.

We're definitely going to deal with the issues surrounding deploying and scooping of structures, either by changing the way fleet hangars interact with structures in space or by increasing the cargo holds to 4k so that you can get above 8k with expanders. Once I do a bit more investigation into that first option we'll update you guys with the progress.


I'm so glad its not two numb nuts from low sec trying to make tools for all of Eve.... oh wait.

and since the bashing is now done.

How could this not have been taken into consideration to begin with? PoS setup is one of the main things that haulers are used for....? wow just WOW.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#203 - 2014-05-19 13:22:47 UTC
Is the MJD affected byt he +2 warp?

Meaning, if someone scrams you, but you can warp away due to the point, will that still shut down the MJD because the ship overcomes the scram?

Basically does the MJD benefit from the +2 Warp Core Strength or not. IMO it should as the same thing prevents warp, MWD and MJD. Where using a long point only disables the warp core, not the modules anyway?

I have honestly never flown a DST so not sure if a scram shuts down the MWD either, but should the +2 warp core strength apply to it as well??
Jayne Gamsche
Complex Systems
#204 - 2014-05-19 13:40:18 UTC
As others have noticed you can fit a packaged battleship into one of these. That also means an invading fleet can now bring packaged battleships into a C1 wormhole where previously they could not do so. Sorry C1 dwellers...
Dav Varan
State Protectorate
Caldari State
#205 - 2014-05-19 13:56:56 UTC
Sarah Flynt wrote:
James Amril-Kesh wrote:
Sarah Flynt wrote:
This shipclass makes it now possible to launder even battleship sized ships (50k packaged size) from ganked freighters without taking any risks (only the laundering alt in a shuttle goes suspect) and with a far lower investment than an Orca (40k fleet hangar).

Is this intended?

If there's no risk to the DST because of the shuttle alt then there's not really any risk to another freighter doing so.
Nobody's going to set up a counter-gank in the time you have your freighter looting the wreck.

Are you sure, you understand what I'm talking about? Currently it works like this:

An alt in a shuttle takes stuff out of a wreck of a ganked freighter and puts it in the fleet hangar of an Orca (40k max size per item due to fleet hangar size). Shuttle alt goes suspect, Orca does *not*. With a fully loaded freighter wreck, you can just get another freighter which takes the loot out of the fleet hangar of the Orca and which also does *not* go suspect. Everything completely without risks, because "nobody's going to set up a counter-gank in the time", just as you said and just like gankers like it.

The problem with this is, that you can't risklessly take out anything that's bigger than 40k size a piece. "Unfortunately" that also includes battleship sized ships like Marauders or Black Ops which have 50k packaged size. Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. With the new 50k fleet hangar of the DST you suddenly can also launder them without any risk using the above technique because it has exactly the right size.

My proposal would be: make the fleet hangar slightly smaller and increase the size of the regular hangar in return. This would also solve the issues surrounding deploying and scooping of structures.



I think the fix should be orca/DST goes flashy if recieving stolen goods as this sounds like an exploit to get around loot flagging,
with green safeties prevent people from putting stuff in there.

Any one taking form a flashies hangar should also go flashy.



FT Diomedes
The Graduates
#206 - 2014-05-19 14:04:42 UTC
Kenneth Feld wrote:
Is the MJD affected byt he +2 warp?

Meaning, if someone scrams you, but you can warp away due to the point, will that still shut down the MJD because the ship overcomes the scram?

Basically does the MJD benefit from the +2 Warp Core Strength or not. IMO it should as the same thing prevents warp, MWD and MJD. Where using a long point only disables the warp core, not the modules anyway?

I have honestly never flown a DST so not sure if a scram shuts down the MWD either, but should the +2 warp core strength apply to it as well??


No. Scram will still shut the MJD or MWD down, but the pilot could just warp off.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Dav Varan
State Protectorate
Caldari State
#207 - 2014-05-19 14:37:58 UTC
Interdiction null to make DST prefered in null sec while BR still prefered in HiLo
Tharin Malkyre
Knights of the Ouroboros
#208 - 2014-05-19 14:54:28 UTC
CCP Fozzie wrote:
Hey everyone, thanks for the feedback so far.

We're definitely going to deal with the issues surrounding deploying and scooping of structures, either by changing the way fleet hangars interact with structures in space or by increasing the cargo holds to 4k so that you can get above 8k with expanders. Once I do a bit more investigation into that first option we'll update you guys with the progress.
The fleet hangar is an excellent change, so I'd highly suggest the former. The DST is an ideal POS setup vehicle, especially in places it would be impossible or silly to take an Orca. Especially from the perspective of a small corporation.

The tank and hull bonuses are also top notch. I look forward to flying my Mastodon a bit more confidently/foolishly.
Dehval
Ascendance Rising
Ascendance..
#209 - 2014-05-19 15:07:38 UTC
Aluka 7th wrote:
Jattila Vrek wrote:
Aluka 7th wrote:
Now activating MJD "disables" cloak.

Could you pls. elaborate?
Starting the spool-up disables cloak or when you are cloaked with MJD spooling up, the cloak automatically deactivates the moment you microjump away?


Activating MJD deactivates cloak and you can't activate/ reactivate cloak while MJD spools up.

Actually, you can.

By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.

So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak.
Abrazzar
Vardaugas Family
#210 - 2014-05-19 15:17:00 UTC
Dehval wrote:
Actually, you can.

By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.

So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak.

Has this been confirmed from a third person view? Your client may tell you you did cloak up but server may say otherwise. A third person on grid would then see you as server says.
Blastil
Aideron Robotics
Aideron Robotics.
#211 - 2014-05-19 15:42:35 UTC
These look like a wonderful starting point for me, but here's my thoughts:

There are only two DST's, not 4. There is exactly 0 racial flavor, and no particular reason to fly one over the other besides the fact that 'I have caldari industrial 5'. Why can't we mix things up a little bit more?

Perhaps Amarr and Caldari DST's get defensive bonuses, and Gallente and Minmatar get offensive ones? Basically Gallente would now focus partially on being able to escape, but also on say the ability to blow up tackle ships. Give them really great drone bonuses or something. Let the minmatar one pack a full set of 4 or 5 autocannons or something to pick off interceptors, and small web range bonuses or something (20 km webs?).
Aureus Ahishatsu
Deadspace Knights
#212 - 2014-05-19 15:46:16 UTC
Dav Varan wrote:
Sarah Flynt wrote:
James Amril-Kesh wrote:
Sarah Flynt wrote:
This shipclass makes it now possible to launder even battleship sized ships (50k packaged size) from ganked freighters without taking any risks (only the laundering alt in a shuttle goes suspect) and with a far lower investment than an Orca (40k fleet hangar).

Is this intended?

If there's no risk to the DST because of the shuttle alt then there's not really any risk to another freighter doing so.
Nobody's going to set up a counter-gank in the time you have your freighter looting the wreck.

Are you sure, you understand what I'm talking about? Currently it works like this:

An alt in a shuttle takes stuff out of a wreck of a ganked freighter and puts it in the fleet hangar of an Orca (40k max size per item due to fleet hangar size). Shuttle alt goes suspect, Orca does *not*. With a fully loaded freighter wreck, you can just get another freighter which takes the loot out of the fleet hangar of the Orca and which also does *not* go suspect. Everything completely without risks, because "nobody's going to set up a counter-gank in the time", just as you said and just like gankers like it.

The problem with this is, that you can't risklessly take out anything that's bigger than 40k size a piece. "Unfortunately" that also includes battleship sized ships like Marauders or Black Ops which have 50k packaged size. Currently you have to put a freighter or Orca at risk in order to loot them because they will have to go suspect. With the new 50k fleet hangar of the DST you suddenly can also launder them without any risk using the above technique because it has exactly the right size.

My proposal would be: make the fleet hangar slightly smaller and increase the size of the regular hangar in return. This would also solve the issues surrounding deploying and scooping of structures.



I think the fix should be orca/DST goes flashy if recieving stolen goods as this sounds like an exploit to get around loot flagging,
with green safeties prevent people from putting stuff in there.

Any one taking form a flashies hangar should also go flashy.





I agree. I have seen this many times and it is a well known exploit to get around loot flagging. I don't know how they could code it but there definitely needs to be something done. It's just too easy to pop a freighter and loot EVERYTHING short of a battleship with zero risk to the looter.
Harvey James
The Sengoku Legacy
#213 - 2014-05-19 15:54:04 UTC
perhaps consider giving the caldari and amarr ones HP bonuses instead of velocity bonuses.. for more variety

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Dehval
Ascendance Rising
Ascendance..
#214 - 2014-05-19 16:04:37 UTC  |  Edited by: Dehval
Abrazzar wrote:
Dehval wrote:
Actually, you can.

By activating both the MJD and Cloak on the same server tick they will still both go through. Keypress order matters though so you need to hit cloak first or else the process fails.

So yes, you can spool up while cloaked with an MJD. Once you jump the 100km however you will decloak.

Has this been confirmed from a third person view? Your client may tell you you did cloak up but server may say otherwise. A third person on grid would then see you as server says.

No third person, simple to test when I get off work.

All I can tell you is that cloak flashes green, speed drops to the low single digits, and my battleship remains transparent/cloaked for the full duration up until the 100km jump is made. Once the 100km jump occurs the cloak cycles off, speed returns to normal, and I am clearly visible.

However this was on SiSi (yesterday) when I tested it as I did not have a battleship available to me on live. There may be a difference between clients that allows for the interaction to work. As I did find it odd that keypress order mattered since it does not matter for the MWD/cloak trick.

Edit: Behavior is different on Tranquility than Sisi. On live cloak will cycle off after half the MJD cycle has completed. On SiSi it will not cycle off until after the MJD cycle completes and ship has traveled the 100km. Used an alt account to act as the 3rd party, gave a lock error for the majority of the cycle (but could see battleship on overview, fade time and all that), but could lock and point within the last 4 seconds of the MJD cycle.
Komi Toran
Perkone
Caldari State
#215 - 2014-05-19 17:09:14 UTC
Mike Whiite wrote:
[quote=Komi Toran
I really don't see that, could be my play style.

In my eyes, transport is about cargo capacity, speed, survivability. once a transport is tackled it has only one option get the hell out of there (aside the bait/battle fit).
so the first step would be avoiding being tackled ( stabs (low slot), nano's (low slot) keep signature low (keep low on the shields))

I understand where you're coming from. I've spent a good deal of time basically living out of my Prorator (four nanos (or int stabs) in low makes it the most agile BR without looking at rigs; it holds up if you rig it for maneuverability as well, but I doubt anyone would do that and fall below the 10k threshold), so I'm all about avoidance in my play style. But keep in mind not all environments are equally favorable for various setups.

If you're in 0.0, you want to avoid combat as much as possible. An unescorted DST is dead if it's caught. An escorted DST has to tank the damage until the escorts can deal with the aggressors. A Bustard is going to last longer in a fight. The Mastadon, meanwhile, might avoid the gank, but even set up for avoidance, it's still a brick to fly, and if caught it has a lower chance of survival.

In low sec, I'll give it to the Mastadon. You're not going to have frigs trying to tackle you because the gate guns will take them out, which means you're dealing with slower locking and moving cruisers and higher. Maneuverability goes to the defender.

Hi-sec ganks, I'll go back to the Bustard. Now you just need to hold out until CONCORD deals with your aggressors.

That's how I see it. And frankly, I like how there appears to be a valid alternative to speed and maneuverability when it comes to secure transport.
Catherine Laartii
Doomheim
#216 - 2014-05-19 17:12:14 UTC
dat capacitor...
Mike Whiite
Deep Core Mining Inc.
Caldari State
#217 - 2014-05-19 18:16:53 UTC
Komi Toran wrote:

I understand where you're coming from. ............................That's how I see it. And frankly, I like how there appears to be a valid alternative to speed and maneuverability when it comes to secure transport.


Thanks for the explanation, I see your points, though I find that a very small niche.

Point is, that with these specialized ships the trade offs that you have with the combat ships for instance, are not the same.
On a combat ship a midslot can be used for e-war for instance, there isn't any need for e-war on these ships. so 5 or 6 midslots isn't a real thing. that extra low slot can be used to cancel out that mid slot. it can hold a DCU, or an extra cargo extender and fill it with cap boosters, to name 2 or it can be used to be faster, more agile, have a larger cargo hold, or be more warp stable.

It gives you more options.

Aside from that it is already faster, more agile and has a smaller signature, exactly the same base cargohold and the same fleet hanger.

the Mastodon is superior on the max cargo, max speed, fastes align time, most warp stable and is able to close the EHP difference to very little or nothing if it wants to.

Because of the difference in mechanics of these ships the same thing will happen as with the Logistics ships.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#218 - 2014-05-19 21:17:04 UTC
I would rather see these ships Interdiction Nullification instead of the MMJD.
Komi Toran
Perkone
Caldari State
#219 - 2014-05-19 21:35:40 UTC
Mike Whiite wrote:
Point is, that with these specialized ships the trade offs that you have with the combat ships for instance, are not the same.
On a combat ship a midslot can be used for e-war for instance, there isn't any need for e-war on these ships. so 5 or 6 midslots isn't a real thing. that extra low slot can be used to cancel out that mid slot. it can hold a DCU, or an extra cargo extender and fill it with cap boosters, to name 2 or it can be used to be faster, more agile, have a larger cargo hold, or be more warp stable.

Do cargo extenders affect Fleet Hangars? Honestly don't know as I've never flown a ship with them. If not, as it stands now, extra cargo space isn't really a thing for these ships. (Which I like: flying an Impel, I don't need to choose between tank and cargo, which has been an annoyance as base cargo always got nerfed to counter all the lows.)

Keep in mind the midslots can also be used for propulsion mods, especially useful with MMJDs, as well as supporting extra cap.
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#220 - 2014-05-19 21:48:34 UTC
Blastil wrote:
These look like a wonderful starting point for me, but here's my thoughts:

There are only two DST's, not 4. There is exactly 0 racial flavor, and no particular reason to fly one over the other besides the fact that 'I have caldari industrial 5'. Why can't we mix things up a little bit more?

Perhaps Amarr and Caldari DST's get defensive bonuses, and Gallente and Minmatar get offensive ones? Basically Gallente would now focus partially on being able to escape, but also on say the ability to blow up tackle ships. Give them really great drone bonuses or something. Let the minmatar one pack a full set of 4 or 5 autocannons or something to pick off interceptors, and small web range bonuses or something (20 km webs?).


If they differ like that, by picking an offensive variant you're effectively throwing up a big flashy sign saying THIS HAULER IS BAIT. I've already seen people reluctant to attack DSTs before, because it's well known they're capable of doing that job already.

I think it's more appropriate for them to be focused toward passive or active tanking. I.e. the Impel and Bustard keep the resistance bonuses, while the Occator and Mastodon get repair rate and/or cap usage bonuses. You can fly the former in situations where you're likely to be remote repped / rescued, and the latter when you'll need to burn back to a gate if something goes wrong.


Komi Toran wrote:
Do cargo extenders affect Fleet Hangars?


No. I actually think this is the first time a ship has been able to increase its Fleet Hangar capacity at all (via skills).