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New dreads vs Triage Carriers

Author
Julia Connor
P R O M E T H E U S
From Anoikis
#1 - 2011-11-29 23:52:50 UTC
The changes that crucible has brought are superb and will definitely make dreads more battle worthy than they were before but what will happen to our old triage carriers that didn't get much love from this patch?
The new changes to dreads make it possible for 2 dreads to melt 1 carrier in triage assuming all skills are maxed and optimal fittings are used. Other carrier tanking styles such as pantheon and co. should still hold up but that requires a decent number of carriers, so I've come to the conclusion that the triage II mod needs some more love rather than a mere increase in max targets that can be locked. Something in the order of more rep power per cycle like dreads got to their damage outputs.

P.S. CCP, why you no give my carrier boost?
Liang Nuren
No Salvation
Divine Damnation
#2 - 2011-11-29 23:54:17 UTC
Dreads are putting out 10k DPS+ each now? Damn, that's a lot bigger boost than I thought it was.

-Liang

I'm an idiot, don't mind me.

Julia Connor
P R O M E T H E U S
From Anoikis
#3 - 2011-11-30 00:00:51 UTC
Moros fitted with siege II, Fed navy stabs, faction ammo and meta 2 guns can reach 14k dps.
Liang Nuren
No Salvation
Divine Damnation
#4 - 2011-11-30 00:08:34 UTC
Julia Connor wrote:
Moros fitted with siege II, Fed navy stabs, faction ammo and meta 2 guns can reach 14k dps.


Yikes - looks like a tanky Archon may be the only viable Triage carrier just because it has a viable tanking bonus.

-Liang

I'm an idiot, don't mind me.

Aamrr
#5 - 2011-11-30 00:13:17 UTC
Honestly, I blame the failure that is the T2 Triage module. Even a modest boost to repping amount would go a long way to keeping triage viable. As it is...
Liang Nuren
No Salvation
Divine Damnation
#6 - 2011-11-30 00:21:18 UTC
Its okay. I've got Minnie Carrier 5 - I'm a great POS repper. :P

-Liang

I'm an idiot, don't mind me.

JC Anderson
RED ROSE THORN
#7 - 2011-11-30 00:22:34 UTC
Didn't expect dread dps numbers to make such a leap.
Soon Shin
Scarlet Weather Rhapsody
#8 - 2011-11-30 00:38:10 UTC
The tech 1 siege modules had its damage increased by about 12%. The tech 2 is a 20% damage improvement over the Tech 1.

Hence 1.12 x 1.20 = 1.344.


Meaning a 34.4% overall increase in Sieged Dread DPS with a Tech 2.


Also adding to the fact that siege timers are now only 5 minutes with half the fuel consumption.

JC Anderson
RED ROSE THORN
#9 - 2011-11-30 00:39:35 UTC
Soon Shin wrote:
The tech 1 siege modules had its damage increased by about 12%. The tech 2 is a 20% damage improvement over the Tech 1.

Hence 1.12 x 1.20 = 1.344.


Meaning a 34.4% overall increase in Sieged Dread DPS with a Tech 2.


Also adding to the fact that siege timers are now only 5 minutes with half the fuel consumption.




And of course, I sold my dread long ago... I should have bought another BEFORE this patch. ;) Can expect to see a price increase.
Aamrr
#10 - 2011-11-30 00:44:49 UTC
Actually, the price should hold more or less steady, since they've reduced the construction materials necessary to make one. (Dreads no longer require a capital drone bay.)
Jhagiti Tyran
Caldari Provisions
Caldari State
#11 - 2011-11-30 01:09:44 UTC
Single Bhaalgorn and Moros should make short work of a triage carrier now.
JC Anderson
RED ROSE THORN
#12 - 2011-11-30 01:45:59 UTC
Aamrr wrote:
Actually, the price should hold more or less steady, since they've reduced the construction materials necessary to make one. (Dreads no longer require a capital drone bay.)


Glad to hear that.
King Rothgar
Deadly Solutions
#13 - 2011-11-30 08:00:02 UTC
TBH I whipped out my dread earlier for a little op. The damage went up but only ever so slightly (revelation, pulse, MF, 3x IN HS). That said I don't have the t2 siege mod and it would take a while to train tactical weapon reconfiguration to 5. I also skipped the concord guns since, well, I put the thing together before they existed and I'm pretty sure it's still just SC bait even with the changes. Sorry but I just don't see the extra 20% damage from the t2 siege mod being a major game changer. Really the only meaningful change to dreads is the reduction in the siege cycle time. It makes them 50% less suicidal (still very suicidal however).

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Headerman
Native Freshfood
Minmatar Republic
#14 - 2011-11-30 09:06:19 UTC
Aamrr wrote:
Actually, the price should hold more or less steady, since they've reduced the construction materials necessary to make one. (Dreads no longer require a capital drone bay.)


Last time i checked on Sisi, the costs had increased slightly, yes there was no drone bay, but more parts were needed (more cap batteries, armour plates etc).

Not sure if those changes have come through to TQ though, am downloading the patch right now.

The T2 Triage could definitely used a buff to reps, the only real changes i saw were a decrease in stront usage and an additional locked target.

And -Liang, i hope u like your 7.5% bonus to reps on your Niddy Lol

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

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#15 - 2011-11-30 09:28:43 UTC
Liang Nuren wrote:
Dreads are putting out 10k DPS+ each now? Damn, that's a lot bigger boost than I thought it was.

-Liang


16k on the Moros maxed out. Yeah.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Liang Nuren
No Salvation
Divine Damnation
#16 - 2011-11-30 09:28:56 UTC
Headerman wrote:


And -Liang, i hope u like your 7.5% bonus to reps on your Niddy Lol


Yeah, I was looking at that. It'll take me some time to wrap my head around that because I'd somehow missed that incoming from Sisi. I think I'd have argued that the grid boost needed to be a bit bigger (800k+ grid with full skills instead of 756k [IIRC, I'm logged off now]). The are several obvious conclusions:
- POS repping is a lot less painful with a Carrier 5 Triage Nid.
- It becomes even more important to jam out/primary Nids when taking down a circle jerk
- 5 RR circle jerk nids are quite capable of putting out tremendous reps. Them repping Archons/Chimeras is pretty lol with each rep being 83% more effective than the return reps.
- The 7.5% RR bonus and extra capacitor means that the 2 RR Triage is now better than a 3 RR Triage Archon that's pulsing the 3rd rep. Its local tank is still garbage.
- The fittings boost didn't seem to open up any meaningful fits for triage work, but did open up some other interesting fleet fits.


I dunno man - I appreciate the 10% rep boost, but I'm not sure its gonna make a huge difference for me. I'm not sure it won't. :)

-Liang

I'm an idiot, don't mind me.