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capital weapons

Author
Shelom Severasse
The Disney World Federation
Fraternity.
#1 - 2014-05-29 07:04:05 UTC
im not a cap pilot and dont plan to be, but, would it be at all game breaking if t2 cap weapons were implemented (and their respective t2 ammo)? just like t2 for smaller weapons. very low number of BPOs (maybe none?), and you can invent them from BPCs.

or maybe a better question is why arent their already t2 capital weapons?
Aluka 7th
#2 - 2014-05-29 08:40:21 UTC  |  Edited by: Aluka 7th
Shelom Severasse wrote:
im not a cap pilot and dont plan to be, but, would it be at all game breaking if t2 cap weapons were implemented (and their respective t2 ammo)? just like t2 for smaller weapons. very low number of BPOs (maybe none?), and you can invent them from BPCs.

or maybe a better question is why arent their already t2 capital weapons?


CCP introduces things into game slowly. They added named XL guns "recently" and will probably put rest of the guns in next few years. There wont be BPOs for T2 just BPCs as it is the case with all T2 ships/items added to game after 2007 when invention was added. And they usually change ship bonuses when something strong is added so it doesn't get too strong.
Otto Weston
Pod Goo Extraction Agency
#3 - 2014-05-30 06:31:17 UTC
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.

Everything's Air Droppable at least once.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#4 - 2014-05-30 07:29:26 UTC
Theyre looking at revaming the named and teir set up for weapons and modules (see fanfest)

i.e. making the meta 1,2,3 weapons useful for example.

XL weapons can wait lol

No Worries

Maeltstome
Ten Thousand Days
#5 - 2014-05-30 09:03:50 UTC
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.
Otto Weston
Pod Goo Extraction Agency
#6 - 2014-05-30 09:44:02 UTC
Maeltstome wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.


Because obviously, only having a few 'valid' fits for capitals is fun.
For example, three for carriers: 1. Travel, 2. Fighter/Drone Assist, 3. Triage with anything else being shite/ frowned upon.
Everything's Air Droppable at least once.
Froggy Storm
KarmaFleet
Goonswarm Federation
#7 - 2014-05-30 10:48:20 UTC
Having xl size for all mods wouldn't change the fact there would still be "correct" fits. The meta would shift but then all the "old" fits become instantly obsolete. The fits are dictated by the hull and its bonuses to a great extent.

More likely case would be where CCP adds all those xl mods but then says non cap mods can't be put on caps anymore, and oh yeah by the way they can't target subcaps anymore.

Not necessarily a bad thing really in the greater scheme of things. But the precedent is there.
Loraine Gess
Confedeferate Union of Tax Legalists
#8 - 2014-05-30 11:01:32 UTC
Otto Weston wrote:
Maeltstome wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.


Because obviously, only having a few 'valid' fits for capitals is fun.
For example, three for carriers: 1. Travel, 2. Fighter/Drone Assist, 3. Triage with anything else being shite/ frowned upon.



I, too, think we should replace all subcap roles with capital sized mods.....
IIshira
School of Applied Knowledge
Caldari State
#9 - 2014-05-30 12:58:51 UTC
Loraine Gess wrote:
Otto Weston wrote:
Maeltstome wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.


Because obviously, only having a few 'valid' fits for capitals is fun.
For example, three for carriers: 1. Travel, 2. Fighter/Drone Assist, 3. Triage with anything else being shite/ frowned upon.



I, too, think we should replace all subcap roles with capital sized mods.....



Don't forget a capital size pod and implants. Come on a standard pod with regular implants wouldn't work on a capital ship... It's just crazy!... Bigger is better! Everyone in Eve knows this Lol
IIshira
School of Applied Knowledge
Caldari State
#10 - 2014-05-30 13:00:40 UTC
Maeltstome wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.

You better hope CCP Rise doesn't read it P
Maeltstome
Ten Thousand Days
#11 - 2014-05-30 13:35:08 UTC
IIshira wrote:
Maeltstome wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Wow. I'm terrified that someone from CCP reads this and takes you seriously.

You better hope CCP Rise doesn't read it P


He's too busy making big changes, like rounding up the HP values of all the ships in the game. Net gain/loss of ~3HP across the board, woot!

P.s

I'll never forgive him for changing Vagabonds default 1337 armour
Aerie Evingod
Midwest Miners LLC
#12 - 2014-05-30 14:50:39 UTC
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.



Why XL webs and points when there are no S, M, and L?
Last Wolf
Umbra Wing
#13 - 2014-05-30 14:59:33 UTC
I just want a juggernaut that can fit capital sized weapons, and a destroyer that can fit medium sized weapons.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#14 - 2014-05-30 15:52:37 UTC
As someone whom sells concord LP, I'd say this would negatively impact me.

Currently, there is only one source for better than T1 meta 0 XL weapons, and that is using Concord LP to get BPCs for meta 2 XL weapons.

Want better cap weapons? spend more ISK, drive up the price of concord LP :)

Although, more seriously... I don't see why we don't have at least faction variants of these, with the standard-ish +25% damage (since meta 4 is +20% damage, and the meta 2 XL weapons already in game are +10% damage).
I haven't even checked... is there faction XL ammo?
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#15 - 2014-05-30 17:19:14 UTC
We need fewer capital things (and capitals) in EVE. Not more.
James Baboli
Warp to Pharmacy
#16 - 2014-05-30 18:22:05 UTC
I want to see a second rank of player built capital modules first. Get the first ones as concord LP BPCs and then the next set up are acquired through invention on those limited run BPCs. get them up to a full m4 level like that.

The issues with t2 capital guns is that access to t2 ammo types undoes several intended nerfs.
For example, the large tracking bonuses on some kinds of t2 ammo creates situations where tracking titans are possible again.
Or grid stretching optimals on sieged dreads.

T2 guns also pushes the capital meta towards more nearly full fleets of capitals.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Christopher Mabata
Northern Accounts and Systems
#17 - 2014-05-31 03:25:35 UTC
I think part of the reason CCP hasn't placed t2 guns on caps yet is because of balancing.

when you think about it T2 mods and weapons especially are meant to consume more fitting in exchange for providing superior ability to the T1 versions ( Exceptions on Meta 4 mods that still trump T2 )
So theoretically fitting T2 guns on say a Moros would offer Higher DPS output, insane tracking ( as if blap moros need more tracking ) and would obsolete the T1 completely when the t2 Clearly offers such a benefit at the expensive of just a few days or hours of training ( considering the majority of experienced dread pilots have say Capital hybrid turret 5 already or 4 if they're still getting in to it. Newbies in dreads isn't always smiled upon in doctrine fleets especially when each ship is 3b isk

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Valleria Darkmoon
Imperial Academy
Amarr Empire
#18 - 2014-05-31 05:11:13 UTC  |  Edited by: Valleria Darkmoon
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.


No to all of these

- Bhallghorns are a big part of the reason you would field a sub cap fleet.
- Battleships won't make 1.5 km/s with a MWD (with a handful of exceptions) there is no way Dreads should be faster but realistically dreads can siege, carriers can triage for massive boosts to tanking and damage or rep respectively, they should not be able to have high mobility on top of that. Nor should there be such thing as a supercap capable of bumping a triage carrier out of the fight. Slowboating carriers get enough rep by assisting each other they shouldn't get the mobility either. This is the tradeoff for your massive tank.
- We have these they are called stasis webs
- We have these they are called warp disruptors
- We have these they are called warp disruption field generators and are fit to HICs they even bypass e-war immunity
- Not having these is what allows the Bhallghorn to have a chance of being effective and should therefore stay that way

Caps should not be the automatic answer to everything and the what this would do is relegate subcaptials to being cyno ships assuming we didn't just allow caps to use gates which you might as well if you're going to break things this badly anyway.

Reality has an almost infinite capacity to resist oversimplification.

Christopher Mabata
Northern Accounts and Systems
#19 - 2014-05-31 05:24:16 UTC
Valleria Darkmoon wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.


No to all of these

- Bhallghorns are a big part of the reason you would field a sub cap fleet.
- Battleships won't make 1.5 km/s with a MWD (with a handful of exceptions) there is no way Dreads should be faster but realistically dreads can siege, carriers can triage for massive boosts to tanking and damage or rep respectively, they should not be able to have high mobility on top of that. Nor should there be such thing as a supercap capable of bumping a triage carrier out of the fight. Slowboating carriers get enough rep by assisting each other they shouldn't get the mobility either. This is the tradeoff for your massive tank.
- We have these they are called stasis webs
- We have these they are called warp disruptors
- We have these they are called warp disruption field generators and are fit to HICs they even bypass e-war immunity
- Not having these is what allows the Bhallghorn to have a chance of being effective and should therefore stay that way

Caps should not be the automatic answer to everything and the what this would do is relegate subcaptials to being cyno ships assuming we didn't just allow caps to use gates which you might as well if you're going to break things this badly anyway.



A few exceptions? Any shield BS can hit 1.5km/s as well as faction battleships, Black ops, and such. Its only the dual plate or brick tanked ones that cant in all honesty ( of course skills plays a factor too )

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Valleria Darkmoon
Imperial Academy
Amarr Empire
#20 - 2014-05-31 09:28:33 UTC  |  Edited by: Valleria Darkmoon
Christopher Mabata wrote:
Valleria Darkmoon wrote:
Otto Weston wrote:
We also need:

XL Energy Neutralizers
1000MN afterburners and microwarpdrives
XL Stasis Webifier
XL Warp Disruptor
XL Warp Scrambler (Basically a HIC infini-point)
XL Capacitor Boosters

Liteally, all modules that can be used on sub-caps, make larger versions and give them to caps, so that caps can have the same type of combat, just bigger! Give them the same degree of customization sub-caps can... you want a 1000MN Microwarpdrive tackling Nidhoggur going 1.5kms? Done. Etc.


No to all of these

- Bhallghorns are a big part of the reason you would field a sub cap fleet.
- Battleships won't make 1.5 km/s with a MWD (with a handful of exceptions) there is no way Dreads should be faster but realistically dreads can siege, carriers can triage for massive boosts to tanking and damage or rep respectively, they should not be able to have high mobility on top of that. Nor should there be such thing as a supercap capable of bumping a triage carrier out of the fight. Slowboating carriers get enough rep by assisting each other they shouldn't get the mobility either. This is the tradeoff for your massive tank.
- We have these they are called stasis webs
- We have these they are called warp disruptors
- We have these they are called warp disruption field generators and are fit to HICs they even bypass e-war immunity
- Not having these is what allows the Bhallghorn to have a chance of being effective and should therefore stay that way

Caps should not be the automatic answer to everything and the what this would do is relegate subcaptials to being cyno ships assuming we didn't just allow caps to use gates which you might as well if you're going to break things this badly anyway.



A few exceptions? Any shield BS can hit 1.5km/s as well as faction battleships, Black ops, and such. Its only the dual plate or brick tanked ones that cant in all honesty ( of course skills plays a factor too )

Hardly the point, dreads should not rival even a brick tanked BS for speed, full stop.

Reality has an almost infinite capacity to resist oversimplification.

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