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Player Features and Ideas Discussion

 
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[Kronos] Deep Space Transport Rebalance

First post First post
Author
Sintiar Loffwagea
The Scope
Gallente Federation
#41 - 2014-05-17 18:24:16 UTC
just only Fleet Hanger ? and no different size ?..... Sad
Doritos God Legend
Perkone
Caldari State
#42 - 2014-05-17 18:30:26 UTC  |  Edited by: Doritos God Legend
Mediocre changes at best. Increased survivability so you can burn back to the gate you just entered from, so that you can get pointed on the other side by the same gate camp you "escaped" when they follow you through (the nonaggressed ones anyway). This is also considering that you are not webbed and pointed on your way back to the gate, which you most likely will be. Additionally, the +5% velocity to DST is useless, +5% agility per skill level (considering DST's have a worse align time then battleships), or the suggested -5% to MMJD spool time per skill level would be much better.
Neutral Jita Hauler
Doomheim
#43 - 2014-05-17 18:41:35 UTC
So why are we going through the gimmick of a fleet hanger instead of just giving them a 'general goods' bay ala the rebalanced t1's?

FT Diomedes
The Graduates
#44 - 2014-05-17 18:41:41 UTC
The inability to do POS stuff is a serious drawback. The spool up timer for the MMJD is too long to do much good for the ship class.

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

Daichi Yamato
Jabbersnarks and Wonderglass
#45 - 2014-05-17 18:46:22 UTC
Doritos God Legend wrote:
Mediocre changes at best. Increased survivability to burn back to the gate you just entered from so you can get pointed on the other side by the same gate camp you "escaped" from, when they follow you through (the nonaggressed ones anyway).


makes me wonder what u must use ur blockade runner for.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Bienator II
madmen of the skies
#46 - 2014-05-17 18:46:56 UTC
for a moment i thought you could transport fitted frigs with it but someone told me you would need a different bay for it. So its still not the non-capaital transport ship i was looking for :(

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Dave stark
#47 - 2014-05-17 18:52:55 UTC
Bienator II wrote:
for a moment i thought you could transport fitted frigs with it but someone told me you would need a different bay for it. So its still not the non-capaital transport ship i was looking for :(


you can fit assembled ships in a fleet hangar.

i used to put assembled probes in my orca's fleet hangar because you couldn't scan the modules in the cargo/fitted to them. let me move my deadspace modules around for my incursion ships. also, fleet hangars don't have the restriction of only being able to hold charges in the cargo.
Swiftstrike1
Swiftstrike Incorporated
#48 - 2014-05-17 18:57:40 UTC
CynoNet Two wrote:
Michael Harari wrote:
CynoNet Two wrote:
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?

If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?


They can tank 2-3k dps


Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard.

Scram/web might disable MJDs and MWDs, but they can still just warp away :P

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Kagura Nikon
Native Freshfood
Minmatar Republic
#49 - 2014-05-17 18:58:17 UTC
Doritos God Legend wrote:
Mediocre changes at best. Increased survivability so you can burn back to the gate you just entered from, so that you can get pointed on the other side by the same gate camp you "escaped" when they follow you through (the nonaggressed ones anyway). This is also considering that you are not webbed and pointed on your way back to the gate, which you most likely will be. Additionally, the +5% velocity to DST is useless, +5% agility per skill level (considering DST's have a worse align time then battle ships), or the suggested -5% to MMJD spool time per skill level would be much better.



Still allow to survive easily on entrace to low sec gates. And this thing will nto survive a WHILE. IT can simply shrug the dps of a 2-3 cruisers and will requise seriosu firepower to bring down.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#50 - 2014-05-17 18:59:02 UTC
Swiftstrike1 wrote:
CynoNet Two wrote:
Michael Harari wrote:
CynoNet Two wrote:
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?

If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?


They can tank 2-3k dps


Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard.

Scram/web might disable MJDs and MWDs, but they can still just warp away :P



mm scram DO prevent warp.. what are you smoking?

"If brute force does not solve your problem....  then you are  surely not using enough!"

Dave stark
#51 - 2014-05-17 19:00:01 UTC
Kagura Nikon wrote:
mm scram DO prevent warp.. what are you smoking?

the +2 warp strength role bonus.

at a guess.
Seidenpfote
Native Freshfood
Minmatar Republic
#52 - 2014-05-17 19:03:04 UTC  |  Edited by: Seidenpfote
Every serious gatecamp brings a remote boosted single-point hic.
If you don't have one, then don't try to go after a DST, plenty of other ships around.
Kagura Nikon
Native Freshfood
Minmatar Republic
#53 - 2014-05-17 19:04:16 UTC
Dave Stark wrote:
Kagura Nikon wrote:
mm scram DO prevent warp.. what are you smoking?

the +2 warp strength role bonus.

at a guess.



As if he would get only 2 points at a gate camp. When someone have a short point it measn someone else or the same ship also have a long point.

"If brute force does not solve your problem....  then you are  surely not using enough!"

FT Diomedes
The Graduates
#54 - 2014-05-17 19:07:39 UTC
Yes, these things are going to be tough to catch - going to require team work. At a glance… it will take 10 points to catch an Impel on a low sec gate, or a Heavy Interdictor with a scram. Then the tank kicks in… but functionally, once you catch these things, they are dead.

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

Alundil
Rolled Out
#55 - 2014-05-17 19:08:02 UTC
Tahna Rouspel wrote:
That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D

Does MJD work if you get scrambled but have warp core stabilizers?
This will be awesome.

Dual prop transport for lols. Mjd + ab. Slowboating out of bubbles and tackle hehe

I'm right behind you

Marlona Sky
State War Academy
Caldari State
#56 - 2014-05-17 19:11:49 UTC
Smile
Big smile
Twisted
Lol
Kismeteer
Bat Country
Pandemic Horde
#57 - 2014-05-17 19:17:19 UTC
Also requesting in the 10k cargo hold range with expanders, it can hold an 8k SMA/CHA and some randome crap. Please drop fleet hanger appropriately.
Kagura Nikon
Native Freshfood
Minmatar Republic
#58 - 2014-05-17 19:23:34 UTC
FT Diomedes wrote:
Yes, these things are going to be tough to catch - going to require team work. At a glance… it will take 10 points to catch an Impel on a low sec gate, or a Heavy Interdictor with a scram. Then the tank kicks in… but functionally, once you catch these things, they are dead.



Hint puttign so many points is irrelevant. Only the MJD helps. A single MWD sttabber can bump you out of alignment so efficiently that you will never warp.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#59 - 2014-05-17 19:26:37 UTC
Alundil wrote:
Tahna Rouspel wrote:
That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D

Does MJD work if you get scrambled but have warp core stabilizers?
This will be awesome.

Dual prop transport for lols. Mjd + ab. Slowboating out of bubbles and tackle hehe



try it.... that is not what gonna save you.

These changes only make small scale huntign harder. But they are IRRELEVANT for large gate camps. 3-4 ships can EASILY still kill these. Jsut again solo has been nerfed even more.

TO the awesomed ones you just need 1 interceptor to scramble fast this thing and collide with it givign time to a MWD cruiser colide soon after and take it completely out of alignment. RInse and repeat. You will NOT get out.

At most you can try to get back to gate with a MWD simply tanking 2-3 ships.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Marlona Sky
State War Academy
Caldari State
#60 - 2014-05-17 19:36:54 UTC
Trying to turn these into PvP ships will be hard to do. They can do well in fighting off small things, but to try and tank, hard tackle them enough to apply solid DPS will be difficult. I suppose that is for the best.