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Eliminate siege, buff XL guns

Author
Kenrailae
Center for Advanced Studies
Gallente Federation
#21 - 2014-05-08 18:11:09 UTC
Flyinghotpocket wrote:
siege and triage are 'immune to electronic warfare' except capacitor. which apparently isnt electronic. if they made it truly immune to ALL ewar not just hand picking some that would be nice.




Neut's are not electronic warfare. They are not sold in the E-War subsection, do not require electronic warfare skill's to use, and do not get fit in the mid slots where all EWAR get's fit, with the exception of the remote ECM burst(super carrier module) and Warp disruption field generator/interdiction sphere launcher(Hic/Dic interdiction modules) in the highs, and sensor back up arrays in the lows(local passive boost to sensor strength). Neuts/Nos are Engineering warfare, or capacitor warfare, whichever you prefer, but not electronic warfare. They've just had the misfortune of being lump summed into EWAR. And as annoying as they are, they need to be able to impact capitals in siege/triage. Balance and all....


Though yeah, I too would like to hear CCP's take on how the siege module can create a disruption field that interferes with all other Ewar but let's neuts through unphased. That would be interesting.

The Law is a point of View

The NPE IS a big deal

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#22 - 2014-05-08 18:18:23 UTC
Kenrailae wrote:
Mournful Conciousness wrote:
Camper101 wrote:

If you remove the mods, you could drive-by in dreads with literally zero risk. If you fit a 100mn MWD and some align speed mods you could basically create a ship that cynos in, blaps the **** out of whatever is on the field and warps off before anything gets close enough to tackle it.

Also you could rep them without the Siege mod, so a tanked dread would be able to dish out his 12-18k DPS and be repped by carriers while doing so. Making it literally impossible to kill a dread in subcaps.

A dread in siege does not need to be tackled, it's helpless while in Siege.


The 18k number is correct if you overheat, use a T2 rig, 3 faction mag stabs and have implants.

To get into warp within 10 seconds, you'd need 2 inertia stabs and a MWD (max speed of 183.74 attained in 27s), but I agree that 10 seconds looks broken.

This leaves a moros (for example) with 1 damage control + 1 more low slot for tank, and 3 mid slots for tracking.



You've never flown with Suddenly Spaceships ;)


My Bro, Camper has. Our dreads literally come standard with 4 faction mag stabs, T2 rig(s) and the benefit of well trained pilots :)

18k DPS is an accurate measure. And OP wants us to do 18k damage while being mobile and able to be repped by our slow cat bro's.


This is all kinds of a bad idea :(


'Specially when those carrier bro's throw down 3-4 tracking links and 3 Remote Sebo's so those dreads now lock nearly everything in 5 seconds and can track it too.

Siege and Triage are necessary to remove this type of remote boosting while a carrier or dread do massive dps or reps.


I see your point. With remote tracking links, target painters, webs and remote sebos the dread fleet would be close to unstoppable unless you brought titans and had a cloaked fleet of hics that just happened to be in the right place.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Arronicus
State War Academy
Caldari State
#23 - 2014-05-08 20:19:10 UTC
Siege modules are a neccessary addition to presenting risk for deploying dreads. Removing the modules would throw a massive wrench in the gears of balance in the game, which is why it will never be removed. CCP knows how terrible for the game flyby blap dreads would be.
SurrenderMonkey
State Protectorate
Caldari State
#24 - 2014-05-08 20:24:23 UTC
Arronicus wrote:
Siege modules are a neccessary addition to presenting risk for deploying dreads. Removing the modules would throw a massive wrench in the gears of balance in the game, which is why it will never be removed. CCP knows how terrible for the game flyby blap dreads would be.



Exactly. I'm honestly struggling to figure out why the OP thought this warranted suggesting. It's a straight up, absolutely massive buff to dreads that could never be given even a moment's serious consideration.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Srensis
Orange Powers
The Chicken Coop
#25 - 2014-05-08 20:24:29 UTC
Glad to see I can still come to the "Features & Ideas Discussion" of the eve-o forums if I need a good laugh.
Catherine Laartii
Doomheim
#26 - 2014-05-08 20:47:11 UTC
Srensis wrote:
Glad to see I can still come to the "Features & Ideas Discussion" of the eve-o forums if I need a good laugh.

You're welcome. I like making threads like this from time for those and to learn a few things and have a good laugh. There's no better way to become informed then by people with strong opinions about things they've been familiar with for years. People are very smart in this game, and you'll learn more from them if they think you're wrong.Cool
Catherine Laartii
Doomheim
#27 - 2014-05-08 20:51:22 UTC  |  Edited by: Catherine Laartii
SurrenderMonkey wrote:
Arronicus wrote:
Siege modules are a neccessary addition to presenting risk for deploying dreads. Removing the modules would throw a massive wrench in the gears of balance in the game, which is why it will never be removed. CCP knows how terrible for the game flyby blap dreads would be.



Exactly. I'm honestly struggling to figure out why the OP thought this warranted suggesting. It's a straight up, absolutely massive buff to dreads that could never be given even a moment's serious consideration.


Because I'm getting into a dread in two weeks and I thought the best way to learn about them was to troll F&I with an obviously bogus idea. It means the people who DO in fact know what they're doing put out some nice numbers I can follow and use. That and I genuinely enjoy thought experiments, regardless of whether or not they're good ones.

Thought this one would be funny since from an outsider's perspective (one of my friends was very confused by the concept of siege in this game when I explained it to him) it IS kind of odd, and I'm mostly voicing his opinion to learn a few things about caps before I get into one.
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