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1st Phase Of Citadel Destruction :(

Author
TheDamned
Imperial Academy
Amarr Empire
#21 - 2016-05-17 22:21:19 UTC
We actually did a lot of research on Citadels for weeks but its hard to catch every forum thread, reddit post, NSA stored data recording of EVE conversations etc. lol I try but there is only so much I can do at a time.

In any case, it will be fun to watch it explode if nobody takes us up on offer to help defend it. We thought it would be a nice way to help miners in the area and potentially provide a hoe away from home for some but it's all good. Just learned a hard lesson about what not to do.
Roenok Baalnorn
Baalnorn Heavy Industries
#22 - 2016-05-17 22:46:31 UTC
I knew this would be what happen with citadels when they said " we expect you to at least to have to commit 30 minutes to blowing one up" Wow a whole 30 minutes? They are more expensive and squishier than a POS and unable to defend themselves against even a small fleet.

I say they need their offensive and defensive stats doubled and keep the dps limits the same and i say that as someone that is more likely to tear one down than to put one up. I think it would generate more pvp content( give the defenders more time to organize defensive counter fleets rather than" jump in anything that has a gun and fleet up!" ) and it wouldnt be so squishy for indy/mining corps.


That said, high sec really is a terrible place to do anything but shop. So if this pushes people out of the kiddie pool and into the big boy pool im all for it. The biggest problem for indy people is they try to play this game as solo as possible. And its not meant to be played that way. They do well to form corps and most shy away from forming or joining a pvp alliance. Maybe this will get them to play eve the way its meant to be, as part of a team working together to make stuff and defend stuff. Rather than " OMG got wardecced, they are blowing our stuff up!" ... Welcome to eve, you will pvp( if you want to keep your stuff), so you might as well learn how.
TheDamned
Imperial Academy
Amarr Empire
#23 - 2016-05-17 22:50:15 UTC
Roenok Baalnorn wrote:
I knew this would be what happen with citadels when they said " we expect you to at least to have to commit 30 minutes to blowing one up" Wow a whole 30 minutes? They are more expensive and squishier than a POS and unable to defend themselves against even a small fleet.

I say they need their offensive and defensive stats doubled and keep the dps limits the same and i say that as someone that is more likely to tear one down than to put one up. I think it would generate more pvp content( give the defenders more time to organize defensive counter fleets rather than" jump in anything that has a gun and fleet up!" ) and it wouldnt be so squishy for indy/mining corps.


That said, high sec really is a terrible place to do anything but shop. So if this pushes people out of the kiddie pool and into the big boy pool im all for it. The biggest problem for indy people is they try to play this game as solo as possible. And its not meant to be played that way. They do well to form corps and most shy away from forming or joining a pvp alliance. Maybe this will get them to play eve the way its meant to be, as part of a team working together to make stuff and defend stuff. Rather than " OMG got wardecced, they are blowing our stuff up!" ... Welcome to eve, you will pvp( if you want to keep your stuff), so you might as well learn how.



You're right, I have been trying to build a corp to help new pilots learn various facets of the game while struggling against the glass ceiling of High Sec. Not being able to drop Manticore bombs on the fleet attacking us due to High Sec restrictions really made this painful. I wouldn't do it again thats for sure.

I honestly feel a new corp would benefit more by establishing themselves in a WH or Low/Null than trying to do anything outside of mining (and even that can be harry) in High Sec.

Pandora Carrollon
Provi Rapid Response
#24 - 2016-05-17 23:11:18 UTC
Well, you're lucky it survived it's 15 minute setup window without a defensive fleet.

The other posters are correct, you need mobile units to defend a Citadel, no matter the size.

AOE will not save you, it will get Concord on your tush. All it takes is for one neutral to be hit and you have instant Concord. This is why you should put a neutral ALT or two in the middle of the attacking fleet, they mess up, Concord is doing your dirty work.

You should have a ton of long range ships doing mobile assaults on the enemy logistics ships. They would have to pull forces off the Citadel to go chase down your artillery, thus giving your Citadel more local punch and taking less damage. You should have dozens of warp to points where your ships can bounce around to and unleash heck from. It goes on and on.

YOU have to be the driver of the scenario. You have your space dock right there, (At least from the stuff I've seen you can dock and undock while the Citadel is under attack) they can only bring what they can bring. You see what their force makeup is and tailor yours to take advantage of their weaknesses.

You should have access to tons of drone ships to engage their drones. Your drone ships can be resupplied with drones over and over again while they have to cart more in. Their logistical train can be attacked and derailed, yours can't.

Properly defended by a small, dedicated group, you should be able to make even a large fleet pay handsomely for destroying your Citadel. I'd recommend you have a fleet of value equal to the cost of the Citadel defending it. You have to make it hurt for this 'Citadel Kill Notch' mania to abate.

Gurista Nerfed
Doomheim
#25 - 2016-05-17 23:24:00 UTC  |  Edited by: Gurista Nerfed
Citadels = Pinatas in space. There is absolutely nothing you can do to defend it if you're a small'ish corp.
Also, I despise how CCP raised the tax by 500% just for the sake of citadels.. F your citadels, blow them all to hell.
Ka Plaa
Doomheim
#26 - 2016-05-17 23:24:29 UTC
♪ ♫ Bring on the wrecking machine
Setting your dreams of heaven on fire
Bring on the wrecking machine

Bring on the wrecking machine
Gonna ignite your every desire
Bring on the wrecking machine
For every city you burn
I'm gonna build one higher ♫ ♪



Hire Mercenaries. Take on allies in your war.



Maekchu
Doomheim
#27 - 2016-05-17 23:46:57 UTC  |  Edited by: Maekchu
Teckos Pech wrote:
Maekchu wrote:

Just because it is bigger and more expensive, doesn't mean it is necessarily "better".

It's a fallacy many people believe to be true, but it will only generate content for people who knows better.

He did not say "better" just that he thought it might take out a ship or two along with it. But hey, keep on beating up that straw man and lecturing us on fallacies. Roll

Sure, he did not use the word "better", but he still expected to take down some ships with it.

But just because you bought that shiny new Battleship or Carrier, you cannot expect to get some guaranteed kills with them. The same applies to citadels. You cannot assume that it will get kills, just because "It's a citadel". If people know how to handle it, then there is no reason for the aggressor to lose ships.

So the notion, that people assume that something will get kills just because it's a battleship, carrier or citadel is a fallacy. Something that is relevant to the OP, since he clearly stated, that he assumed a citadel would be at least able to take down a few ships with it, just because "it's a citadel".
Ralph King-Griffin
New Eden Tech Support
#28 - 2016-05-17 23:48:01 UTC
TheDamned wrote:
a hoe away from home

hahaha, i love typos Big smile
Martis Gradivus
Deep Core Mining Inc.
Caldari State
#29 - 2016-05-18 01:59:27 UTC
CCP has stated that the target group for the Astrahus Citadel was small corporations and below, including single industrialists.

"Medium sized Citadel structures will be around 5-25km in diameter and are tailored for individual or small groups of players. They will be able to fit some appropriate defenses to offer resistance against most kind of assaults including capital ships. Moreover, players can dock inside them with sub-capital ships"

The above was copied and pasted from the SHAKE MY CITADEL post by CCP Ytterbium about 1 year ago.

Right now, I don't see ANY of that being true, or even remotely true.

Am I expecting a Citadel to fend off a 50 man battleship gang? No, I am not. But the OP stated that he had expected to have some fun blowing a few ships up as he was being worked over.....well, he should have been able to do just that according to the CCP plan.

Is there a way to fix Citadels to make them more defendable? Surely not without causing major ripples in all 4 areas of space. Is the real culprit, at least as far as high sec is concerned (due to fitting defensive systems limits), the wardec mechanic that lets a small corporation be wardecced by a vastly superior force thus preventing them for properly defending themselves? Again, the fix needs to take into consideration all 4 parts of space.

What will happen when industrial structures come out? They surely won't be able to defend themselves, not in high-sec anyways. So who will benefit from those? Low-sec? Null-Sec? W-Space? The latter 2 I would wager.

I myself have an alt corporation, and I am waiting to drop my medium. I was initially temped to setup in some quiet high-sec system, but now, I may need to deploy to Low-Sec and drop a Large so that I can fit AOE weapons and maybe make the citadel a greater threat. But I'm gonna wait till I get more data on the citadels. Who knows, with the upcoming Rorqual changes, I just might finally take that beast out in lowsec with a large citadel parked in system and mine with it.......maybe.
Eli Stan
Center for Advanced Studies
Gallente Federation
#30 - 2016-05-18 02:17:15 UTC
TheDamned wrote:
I expected this to happen when we put the thing up but I thought I would at least have fun blowing up a few ships as the Citadel was being worked over. Nope. hah!
Amusingly, if you had been in low or null and your attackers were in capital ships they quite likely would have lost at least one ship, thereby balancing out the Citadel's cost with the cost to take one down.

To defend a Citadel, you either

  • Use a large subcap fleet to overwhelm their fleet (which can be quite difficult - I've led fleets of 80+ people in T1 cruisers and frigs and have been unable to break fleets with just four cruiser logi.)
  • Undock Machs (or dreads if you're in low/null) and alpha through their logi.
  • User the Citadel itself to take out attacking capitals.
  • Watch your Citadel go bye-bye.


A solo Citadel should absolutely be able to be destroyed by an attacker of course - but IMO at a cost in ships that's at least as much as the cost of the Citadel. That this isn't possible is a testament to both how weak Citadels are against subcaps, and how stupidly strong cruiser logi are. Instead of buffing Citadels against subcaps, I'd love to see CCP nerf cruiser logi. Make them like FAXes - only able to effectively provide reps when they themselves are unable to receive reps. (For added flexability, I'm fine with cruiser logi still being able to move and warp when not tackled, unlike FAXes.) Then, a Citadel (or other attacking fleet) can slowly chew through the logi at least, rather than sometimes coming away with absolutely nothing because the reps were so strong. Alpha strikes with things like Machs or Canes are the only other way to get through cruiser reps unless one brings so many neuts and damps as to render the DPS anemic, or so much friendly logi as to prevent either side from getting many kills.
Nevyn Auscent
Broke Sauce
#31 - 2016-05-18 02:23:34 UTC
It's almost like a number of us predicted this, brought it up repeatedly, and CCP utterly ignored us only ever testing Citadel defences with the XL Citadels in Null sec environments.
There are multiple ways that citadels could have been made viable in high sec that could have been used, instead they made them weaker in defence in high sec than a S POS can currently be. Given a L Pos is meant to be what a M Citadel replaces this is ridiculous, but CCP are steadily eroding the sand box in an attempt to force people to play the way the null lobby wants them to play.
Yang Aurilen
State War Academy
Caldari State
#32 - 2016-05-18 02:33:17 UTC
Eli Stan wrote:
TheDamned wrote:
I expected this to happen when we put the thing up but I thought I would at least have fun blowing up a few ships as the Citadel was being worked over. Nope. hah!
Amusingly, if you had been in low or null and your attackers were in capital ships they quite likely would have lost at least one ship, thereby balancing out the Citadel's cost with the cost to take one down.

To defend a Citadel, you either

  • Use a large subcap fleet to overwhelm their fleet (which can be quite difficult - I've led fleets of 80+ people in T1 cruisers and frigs and have been unable to break fleets with just four cruiser logi.)
  • Undock Machs (or dreads if you're in low/null) and alpha through their logi.
  • User the Citadel itself to take out attacking capitals.
  • Watch your Citadel go bye-bye.


A solo Citadel should absolutely be able to be destroyed by an attacker of course - but IMO at a cost in ships that's at least as much as the cost of the Citadel. That this isn't possible is a testament to both how weak Citadels are against subcaps, and how stupidly strong cruiser logi are. Instead of buffing Citadels against subcaps, I'd love to see CCP nerf cruiser logi. Make them like FAXes - only able to effectively provide reps when they themselves are unable to receive reps. (For added flexability, I'm fine with cruiser logi still being able to move and warp when not tackled, unlike FAXes.) Then, a Citadel (or other attacking fleet) can slowly chew through the logi at least, rather than sometimes coming away with absolutely nothing because the reps were so strong. Alpha strikes with things like Machs or Canes are the only other way to get through cruiser reps unless one brings so many neuts and damps as to render the DPS anemic, or so much friendly logi as to prevent either side from getting many kills.


Wow really? 80 dudes and you can't break 4 cruiser logi? I've seen FC's break t2 cruiser logi with less dudes. Stop spreading them deeps man.

Post with your NPC alt main and not your main main alt!

Roenok Baalnorn
Baalnorn Heavy Industries
#33 - 2016-05-18 03:18:19 UTC
TheDamned wrote:


You're right, I have been trying to build a corp to help new pilots learn various facets of the game while struggling against the glass ceiling of High Sec. Not being able to drop Manticore bombs on the fleet attacking us due to High Sec restrictions really made this painful. I wouldn't do it again thats for sure.

I honestly feel a new corp would benefit more by establishing themselves in a WH or Low/Null than trying to do anything outside of mining (and even that can be harry) in High Sec.




Your best bet is to build up an active corp of 50-100 members and then start hunting for 0.0 alliances. Or find other corps( of any type but active) and make an alliance. The latter is more difficult for many reasons im not going to go into. I recommend finding a 0.0 alliance thats already established. Wormholes are another option. I dont know much what goes on with wormhole warfare but your citadels would likely be safer, though your members wont be near as a safe as a 0.0.

As for your current dilemma, bombers are good for soft targets or in large amounts. I know your first instinct is to fly something cheap and easy to replace( t1 battlecruiser and smaller small t2s) and this is one of the differences between indy people and pvpers. Pvpers are all in or all out. Indy people tend to want to be only get their toes in if at all. All your really doing is giving them free kills cause they are bringing their A game and they arent going to fly a cheap ship.

A lot of people say if you want to learn to pvp fly cheap ships cause you will lose them. I cant really argue with that logic but IMO... if you want to win pvp engagements leave the cheap stuff at home and bring your good stuff. Anything but a full commitment to a battle and you lost before you undocked.

Their are two ways to counter logis. One is to bring superior DPS and out DPS them. Probably not going to happen for you. The second is EWAR and your own logis. So what you do is :

1) Pick either shield or armor tanks. I would personally go with shield because of lack of experience with pvp( shield gives everyone a little more reaction time. )
2) You want shield logis( for shield tanks) and the buddy system. Logis can literally generate cap out of thin air with the buddy system. This allows you to run reppers longer and makes you more immune to neuts.
3) EWAR - This will help solve some of your numbers problems. For logis you want jammers and neuts. So falcon/rooks setup to jam. They are going to be squishy and almost definitely primary. They need to stay out of range as much as possible and not get tackled if they can help it( even if they have to leave the field briefly). You can fit a neut on combat ships, I personally would toss a couple of shield buffer tanked curses in the mix . A curse will get 40-50k EHP heavy tanked. Also it wouldnt hurt to use jamming drones on the logis. You guys swarm logis with jamming drones you will likely break locks on them fairly easily. You dont want your logis to target anyone. They are rather squishy( usually) when they lose all their buddies. No buddy logis can lock them and they will be fairly easy to remove from the battle.
4) After that what you primary is really up to you. Typically tackle is the next primary then heavy ewar then heavy dps.
5) remember if your not tackled but getting hit you can always bail. Always be aligned to something and always moving in a fight.
6) For DPS ships you want buffer tanked ships. Most of your mids should be shield extenders and passive or active amps ( and MWD) Your lows should be DPS mods and power diag systems and always a damage control...always. Power diags are quite useful for shield buffer tanks. Rigs should be shield extenders or resist rigs( only resist if you got a resist hole after fitting mids) then weapons in highs... only faction or t2 ammo( depends on the weapon and situation on which you use) leave the t1 ammo in the dock. Ship types dont fly anything in t1 smaller than a BC, you might as well undock in a mining barge. Any combat t2 or t3 works. IF you really feel froggy buffer tank some rattlers. They can absorb massive amounts of damage and put out a lot of dps. Vexor navy issues can be deadly against certain fleets.
7) Tackle. You need ships that can tackle. Intys are always a good choice for tackle buy 6 of them cause you will lose 5 in the first 15 minutes of battle. You need to hold the logis in place so they just dont warp when you break lock and start dpsing them. If you want something less squishy use an onyx ( tanks like a battleship) or possibly an arazu( very long point). Have corp mates toss a long point on their dps ships. You want multiple points on the same target.


There are hundreds of variables that you will only be able to counter with intel and pvp experience. You will still likely lose. You may not. What you do have going for you is your fighting highsec wardeccers which isnt near as bad as fighting a fleet of players that are use to other players fighting back. They will likely have some experienced pilots but they will also likely have some that have no actual combat experience or very little. Their FC may also not be very experienced, good, or may of gotten lazy wardeccing and make costly mistakes. Or they might be as good as null pvpers.

Either way... use it as a learning experience. Go down with a fight and have fun. you can always make or buy more isk.
Roenok Baalnorn
Baalnorn Heavy Industries
#34 - 2016-05-18 03:32:00 UTC
Yang Aurilen wrote:
Eli Stan wrote:
TheDamned wrote:
I expected this to happen when we put the thing up but I thought I would at least have fun blowing up a few ships as the Citadel was being worked over. Nope. hah!
Amusingly, if you had been in low or null and your attackers were in capital ships they quite likely would have lost at least one ship, thereby balancing out the Citadel's cost with the cost to take one down.

To defend a Citadel, you either

  • Use a large subcap fleet to overwhelm their fleet (which can be quite difficult - I've led fleets of 80+ people in T1 cruisers and frigs and have been unable to break fleets with just four cruiser logi.)
  • Undock Machs (or dreads if you're in low/null) and alpha through their logi.
  • User the Citadel itself to take out attacking capitals.
  • Watch your Citadel go bye-bye.


A solo Citadel should absolutely be able to be destroyed by an attacker of course - but IMO at a cost in ships that's at least as much as the cost of the Citadel. That this isn't possible is a testament to both how weak Citadels are against subcaps, and how stupidly strong cruiser logi are. Instead of buffing Citadels against subcaps, I'd love to see CCP nerf cruiser logi. Make them like FAXes - only able to effectively provide reps when they themselves are unable to receive reps. (For added flexability, I'm fine with cruiser logi still being able to move and warp when not tackled, unlike FAXes.) Then, a Citadel (or other attacking fleet) can slowly chew through the logi at least, rather than sometimes coming away with absolutely nothing because the reps were so strong. Alpha strikes with things like Machs or Canes are the only other way to get through cruiser reps unless one brings so many neuts and damps as to render the DPS anemic, or so much friendly logi as to prevent either side from getting many kills.


Wow really? 80 dudes and you can't break 4 cruiser logi? I've seen FC's break t2 cruiser logi with less dudes. Stop spreading them deeps man.
He was a t1 fleet that is why. T1 cruiser and frigs against t2s, t3s, and/or faction ships isnt a fight its a massacre. I had me and a mate in a tanked curse, another mate in bruitix, and another in a dramiel against 6 battlecruisers and a caracal. We killed 5 and they didnt even make it through the shield of my mates curse and couldnt hurt the dramiel and gave up on it in the first minute.
helana Tsero
Science and Trade Institute
Caldari State
#35 - 2016-05-18 04:34:13 UTC  |  Edited by: helana Tsero
Citadels are basically defenseless currently.

The only times they have survived is when there is a defending fleet that is equal / superior to the attacking fleet on grid.
If the citadel wasn't there the defending fleet would still have won or atleast tied the grid contest.

Until they are patched so they provide a reasonable force multiplier for their cost, non alliance backed corporations are much better just sticking to POSs. Which are much less likely to be attacked due to

- long structure grind boredom factor
- ability to fit significant ECM and DPS.
- No expensive killmail making it a attractive target.


Biggest problem is that citadels can not defend against subcaps. Citadels are great against caps.. but they cant apply meaningful dps and don't have enough ewar options to defend against 8+ subcaps.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Pryce Caesar
University of Caille
Gallente Federation
#36 - 2016-05-18 04:41:14 UTC
TheDamned wrote:
I expected a little more of a fight. It's a CITADEL!
I should at least be able to blow up a ship or two somehow.

Without AOE dmg to pop the drones or all of the ships sitting at 0m, it's just a zerg magnet.



They're space cities, not Death Stars.

They're intended to promote fleet gameplay, not meant to be stand-alone fortresses.
helana Tsero
Science and Trade Institute
Caldari State
#37 - 2016-05-18 04:54:54 UTC  |  Edited by: helana Tsero
The problem is that CCP have balanced citadels for capital supported large fleet vs large fleet combat in nullsec / lowsec.

That's why as a small / medium sized corp in high sec / wormholes your screwed if you deploy a citadel.


Honestly the problem is they called them ''Citadels" because that word gives the impression that you are buying a fortress. and back in medieval times a citadel could be defended by the few against the many. That is not the case for EVE's citadels.

They should have called them ''Honey Pots'' because they are good at enticing larger size groups to come together and fight for the purposes of blowing up / defending a citadel.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

renwahh
Imperial Shipment
Amarr Empire
#38 - 2016-05-18 05:35:06 UTC  |  Edited by: renwahh
Prices of Citadels are dropping all the time atm. Soon they will be cheaper than a freighter and they can
Get blasted in about 20 seconds.
Unconspicous Alt
Science and Trade Institute
Caldari State
#39 - 2016-05-18 05:48:29 UTC  |  Edited by: Unconspicous Alt
Citadels are not to be used at this stage unless you want to offer something to KM hunters. They are way underpowered, much weaker than a large POS, and even a 4-5 BS fleet can take down a fortizar, let alone an astrahus.

We intended to install several in our w-systems but after trying them on sisi we decided to wait until ( if ever ) CCP cares to fix that and make them a worthy replacement for POSes. The thread that signals this problem is more than 4 weeks old and so far nobody from CCP even bothered to reply to it.
Indahmawar Fazmarai
#40 - 2016-05-18 06:37:21 UTC
Ka Plaa wrote:
♪ ♫ Bring on the wrecking machine
Setting your dreams of heaven on fire
Bring on the wrecking machine

Bring on the wrecking machine
Gonna ignite your every desire
Bring on the wrecking machine
For every city you burn
I'm gonna build one higher ♫ ♪



Hire Mercenaries. Take on allies in your war.





Tell that to the guy who set up a Citadel in Perimeter and found out that his attackers were blued to esssentially everybody mercenary so nobody would take his money and defend his Citadel...