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dread boost: it here its clear get used to it

Author
lloyd bank
Royal Amarr Institute
Amarr Empire
#21 - 2011-09-10 18:57:18 UTC
well aslong as they boost dread nerf super caps and if there is still room for these bad boys i want one..

Personally reduce the siege timmer on dreads and allow them to be rr plus increase thier base hp and give them a HP boost and bobs your uncle...
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#22 - 2011-09-10 19:36:52 UTC
OP its not really your ideas I disagree with we need a capital that fills the sort of role you are talking about, but I see no reason why it needs to be a new ship, if you addressed your ideas as an alteration of the dreadnought class rather than a whole new ship I think you'd see a lot more support. I know new ships are nice and its been a while since we got one, but they do need a role and they do require the ships already ingame have a role.

Look at assault frigs, You'd look silly suggesting a new, tanky frigate with afterburner bonuses, because we already have AFs they just need a bit of tweaking. The same is true for dreads.
MeBiatch
GRR GOONS
#23 - 2011-09-10 22:00:01 UTC  |  Edited by: MeBiatch
IHaveCandyGetInTheVan69 wrote:
OP its not really your ideas I disagree with we need a capital that fills the sort of role you are talking about, but I see no reason why it needs to be a new ship, if you addressed your ideas as an alteration of the dreadnought class rather than a whole new ship I think you'd see a lot more support. I know new ships are nice and its been a while since we got one, but they do need a role and they do require the ships already ingame have a role.

Look at assault frigs, You'd look silly suggesting a new, tanky frigate with afterburner bonuses, because we already have AFs they just need a bit of tweaking. The same is true for dreads.



1:
Reduce seige mode time to 5 min/half the consumption amount

2:
remove the scan resolution penalty from the siege mod

3:
add new role bonuses to dreads such as:
ability to use capital nos/nuets (since the mod is soo big its sig radius based on if it works or not... so is useless against non cap ships)
ability to use capital capacitor injector (uses 8000's)
add bonuses to the mods in siege mode

4: make it so RR works on dreads in siege mode but are still invul to ewar mods in seige mode (edit this is up for debate whether or not ewar should be able to be used against a dread in siege mode if its receiving rr too... personally i am ok either way)

5:
add one extra high slot to all dreads so they can fit a nuet or nos.

6:
Remove the -50% to tracking and -60% to explosion velocity and replace it with a -30% to tracking and -40% to explosion velocity built into the guns (this is in effect a titan nerf)

ok so this would be my new moros fittings:

rigs:
3 trimarks

lows:
3 faction mag stab
2 true sansha endergy adaptives
1 ex harner II
dcu II

mids without ewar:--------------------------------------------------mids with ewar:
capital cap injector-------------------------------------------------- capital cap injecot
faction sensor booster (locking script)-------------------------magnometric eccm II
faction sensor booster (locking script)-------------------------faction sensor booster (locking script)
faction tracking comp (optimal range script) -----------------faction tracking comp (optimal range script)
faction tracking comp (optimal range script) -----------------faction tracking comp (optimal range script)

highs:
3 ion using faction antimater
1 capital nuet
1 seige mod

drones:
5 sentry II

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Heun zero
MAYHEM BOYZ
#24 - 2011-09-10 22:35:28 UTC
MeBiatch wrote:


William Cooly wrote:
Your idea is well thought out and explained and you have not taken undeserved liberties in predetermining the characteristics of a ship class that is not unbalanced in it's very nature and you clearly are the person to decide these critical attributes to make sure that it remains balanced, instead of the people who have been running this game for the past eight years now and yet to have failed to add anything this brilliant despite a good amount of them who are employed and trained in this very sort of thing.

Opposite day!


not completely sure if you are being sarcastic....



I am
freshspree
Deep Core Mining Inc.
Caldari State
#25 - 2011-09-11 16:22:28 UTC
MeBiatch wrote:
[quote=IHaveCandyGetInTheVan69]
ok so this would be my new moros fittings:

rigs:
3 trimarks

lows:
faction mag stab
2 true sansha endergy adaptives
em hardner
therm hardner
kin hardner
dcu II

mids:
capital webber
capital cap injector
magnometric eccm II
faction sensor booster (locking script)
faction tracking comp

highs:
3 rails
1 capital nuet
1 seige mod

drones:
5 sentry II

new stats:

shields: 273437

armour: 567,000

hull: 382,812

ehp: 3,418,733

alpha;
26,380

dps:
2554 +775 from drones = 3329

sensor strength:
100mn


LOL... WOOT? Moros with rails deals 2.5k DPS with a mag stab fitted?

Rail fitted moros deals 850 dps out of siege then multiply that by 625%. If you don't know how to do the math, that's 6.25 * 850 = 5312 dps.
MeBiatch
GRR GOONS
#26 - 2011-09-11 16:38:54 UTC  |  Edited by: MeBiatch
dude above your are an idiot... a moros right now with 3 mag stabs and rails is only doing 3821 dps... so i dont know where you are pulling the 5312 dps from?

edit i figured out where i did the math wrong... i was taking the base damage and multiplying it by the seige mod bonus of 6.25 but forgot to add the base multiplyer with the new bonus... this has been fixed... but your math is still wrong...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Headerman
Native Freshfood
Minmatar Republic
#27 - 2011-09-12 03:15:06 UTC
Current Dreads ARE being revamped. As far as i know their siege cycle is being changed to 5 minutes and they are getting a DPS buff.

Personally, i would like to see:

1) a resist bonus added to siege
2) OR, a new skill only applicable to dreads, increase base resists by % per level for when in siege
3) EHP buff
4) Jump range buff
5) Allowed to get RR
6) Maybe allowed to get some e-war too, like remote tracking links, remote sebo, remote TD, remote sensor damps

When in siege, if the Dread had 5-6m EHP and about 5-7k DPS AND allowed to receive RR, it would not be as niche. Throw in a more expensive tier 2 dread with the same DPS, same EHP but no siege, and also allowed to receive RR, it could be a decent alternative; Dreads cost less but still have a precarious niche when in siege. Tier 2 dreads cost more, but more dynamic.

just an idea.

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

Soon Shin
Scarlet Weather Rhapsody
#28 - 2011-09-12 03:25:00 UTC
As a dread pilot, I will have to disagree with the tracking and explosion velocity penalties. A dread can be speed tanked by a moving supercap, since webs don't work on supercaps, getting the supercap to stop moving will be difficult. I believe the tracking penalty and explosion velocity should be removed or reduced. 50% tracking penalty and 60% explosion velocity reduction is just too much. 30% for both I believe would be the greatest the penalty should be.

I however agree that the scan resolution penalty is too much and no longer has a valid point.

Reduction to 5 Minutes would be a good thing in the days of supercaps.

In the days of super caps the dread is largely obsolete, the carrier however at least still has a role in terms of logistics and versatility.
MeBiatch
GRR GOONS
#29 - 2011-09-12 03:32:15 UTC
Headerman wrote:
Current Dreads ARE being revamped. As far as i know their siege cycle is being changed to 5 minutes and they are getting a DPS buff.

Personally, i would like to see:

1) a resist bonus added to siege
2) OR, a new skill only applicable to dreads, increase base resists by % per level for when in siege
3) EHP buff
4) Jump range buff
5) Allowed to get RR
6) Maybe allowed to get some e-war too, like remote tracking links, remote sebo, remote TD, remote sensor damps

When in siege, if the Dread had 5-6m EHP and about 5-7k DPS AND allowed to receive RR, it would not be as niche. Throw in a more expensive tier 2 dread with the same DPS, same EHP but no siege, and also allowed to receive RR, it could be a decent alternative; Dreads cost less but still have a precarious niche when in siege. Tier 2 dreads cost more, but more dynamic.

just an idea.


personally instead of a tier two dread i would like to see a ship similar to a battlestar...

make it so you need race specific dread and carrier to IV

the ship would have a fighter bay that could launch 10 fighters and would also have capital sized weapons... make it so it cant dock... make it immune to ewar but can be rr

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

EvilBunny DeathSpore
Republic University
Minmatar Republic
#30 - 2011-09-12 16:59:06 UTC
just an idea.[/quote]

personally instead of a tier two dread i would like to see a ship similar to a battlestar...

make it so you need race specific dread and carrier to IV

the ship would have a fighter bay that could launch 10 fighters and would also have capital sized weapons... make it so it cant dock... make it immune to ewar but can be rr
[/quote]

perhaps this would be better for all those ship names you came up with?

also +1 for fixing dreads
freshspree
Deep Core Mining Inc.
Caldari State
#31 - 2011-09-13 05:54:55 UTC
Goodluck getting your 'boost' to dreads without getting a substantial increase in price.

To the original poster, you are a TARD! Post your eft details here and lets see your fail dread fit. I made a mistake and was thinking of a blaster fit but a Moros dealing 3.2k dps with rails in siege is not optimal. Go figure...
quikfingrs
Salamander Researches And Industries
#32 - 2011-09-14 12:01:28 UTC
with some peopel talkign about T2 dreds, insted of making SC nerfed why not make the other caps more capable?

like a T2 dred nerf the T1 version more suited for pos outpost bashing as it was intentialy made for and make a T2 version that wil b usles in that way but more of a SC killing machine made the same way as advanced capital ships

just throwing it out there
quikfingrs
Salamander Researches And Industries
#33 - 2011-09-23 11:16:19 UTC  |  Edited by: quikfingrs
infact thinking about what i have said

t1 dred

keep the 10min cycle time for siege but have it that it gets a hefty tracking nerf so usles for running plexis

it gains a extra top slot for one more gun with a big damage increse when in siege

when in siege it gains a slight increese in ehp or just bettr resists but when its not in siege it has 0 % resists this making it usless unles in siege but can be remote repped in siege

then they wont b fielded to farm plexis or fleet battles but only for structure bashing

( basicaly when in siege it can smash the hell out of stationary object faster than b4 but is succomed to onyl beign feilded when the system is deemed safe to)

t2 dred
made same way as a jump freightr ussing advanced t2 parts maybe a hull aswel not sure how viabel that is due to prices of the jump freightr beign so high but then if mor eppl are maing advanced components then the price swould drop considerabley due to somethign other than JF beign made from them

has say 2-3 turrets 1 utility

5min sige cycle cant be RR can be jammed but gains a massive dmg bonus but only viable against same or bigger shipps

when in siege gains a ehp buff, traking bonus, also a drones dmg bonus

the only bit that i cant work out is the projecting the dmg accordingly

how could you make it so that the t1 version would hit anythign but stationary trgets good but wont or deal or little dmg on anythign else

and then same for the t2 version cant hit structures or anythign below its class when it comes to shipps
brutorans
Republic Military School
Minmatar Republic
#34 - 2011-09-25 14:55:57 UTC
I get the feeling non of you have been in a cap fight that was either VS a POS or less than 50 caps total.

The proposed changes here are non viable.

Dreads work perfectly for their intended function: shooting structures (towers, TCU's and SBU's)
Shooting other caps is an option, but for that your far better off going with smaller, cheaper fleets of fast moving ships that can react.

Dont forget dreads are cheap! really cheap. For the cost of one pimped Nyx you can kit out a whole squad of dreads. And for most of us who fly dreads and other caps and have the stones to loose them, the cost of replacing them is really not much at all.

The Naglfar needs a boost, but then that has always been the ugly duckling of dreads. Super carriers need a nerf, everyone knows that and finally siege timers should be halved so they are in-line with the triage mods.

Anything else simply overpowers a ship which does not cost enough to warrant it. Dreads may be super bad ass damage dealers, but they are very cheap super bad ass damage dealers, everyone seems to forget this.
MeBiatch
GRR GOONS
#35 - 2011-09-25 14:58:55 UTC
umm since when is 1.1 billion for a ship cheap? maybe not for alliance who got trillions but for the average player who rats/annoms/missions its quite an expensive toy... and i say toy right now because thats all they are... untill they get a boost

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Elindreal
Planetary Interactors
#36 - 2011-09-25 19:14:04 UTC
brutorans wrote:
Anything else simply overpowers a ship which does not cost enough to warrant it. Dreads may be super bad ass damage dealers, but they are very cheap super bad ass damage dealers, everyone seems to forget this.


perhaps... but also keep in mind that carriers are almost half the price of a dread and are far more versatile. perhaps they don't have the same raw dps, but their dps can be applied to things other than stationary objects.

i think one of the many concerns is that these capitals (carriers and dreads) are within the price range of carebears, and thus they'd like to be able to have a use for them.

carebears who have the stones to use and lose a carrier in a plex or hell even an L5 mission have the option. the dread however has no carebear use, its niche is reserved for alliance ops or wormholes.

whatever boost is received, it would be nice if they had a dual niche to fit into a small gang as well. hell, the ability to drop on a solo carrier and give it a bit of a run for its money would also be sort of interesting.

*shrug* what do I know, I don't fly these things.
beor oranes
Tranquility Tavern
Pandemic Horde
#37 - 2011-09-25 20:57:34 UTC
Dreads don't need massive changes and I don't think (yet anyway, we should fix the ones we have first) we need any new capitals for the moment, as much as I would like to see a Tier 2 Dread. The current ones just need a bit of a tweak.

Like has been proposed 5 min siege instead of 10 mins, an increase in EHP (maybe from the current to around 4/5 mil EHP), jump range increase to that of a carrier, tone down some of the drawbacks from the siege mode slightly and then up the DPS slightly.

I would think that the above wouldn't overpower them. It would give them a role again, they would be the most cost effective way to shoot structures and gank other capitals but in bigger groups the ability to get RR and larger EHP would still favour Super Carriers (as it should be for the increased cost) but Dreads wouldn't be far behind.

Being able to receive RR would be way too overpowered, the last thing you really want to see is a group of EWAR immune capitals being RR'd while applying their full DPS...oh wait that's what is happening atm.
quikfingrs
Salamander Researches And Industries
#38 - 2011-09-26 07:38:58 UTC
brutorans wrote:
I get the feeling non of you have been in a cap fight that was either VS a POS or less than 50 caps total.

The proposed changes here are non viable.

Dreads work perfectly for their intended function: shooting structures (towers, TCU's and SBU's)
Shooting other caps is an option, but for that your far better off going with smaller, cheaper fleets of fast moving ships that can react.

Dont forget dreads are cheap! really cheap. For the cost of one pimped Nyx you can kit out a whole squad of dreads. And for most of us who fly dreads and other caps and have the stones to loose them, the cost of replacing them is really not much at all.

The Naglfar needs a boost, but then that has always been the ugly duckling of dreads. Super carriers need a nerf, everyone knows that and finally siege timers should be halved so they are in-line with the triage mods.

Anything else simply overpowers a ship which does not cost enough to warrant it. Dreads may be super bad ass damage dealers, but they are very cheap super bad ass damage dealers, everyone seems to forget this.



to be honest the only reason i am saying this is at this presatn time ppl who can offord to buy SC are basicaly runnign the show if they want to go and mess up a pos in low sec some where there free to do it so,

big alliance who can filed 20+dreds yeh u dont need a buff, BUT for corps who are thin on the ground and dont feel like being the turkey in a turkey shoot if they thought they had half the chance of winnign then they might even go for the kill giving more pvp an also more stratogy thinking instea do fjust throwing SC everywhere for the fun of it.

and with price JF are only expensive due to the minerals it needs and beign the only ship in eve to use advanced cap parts, if more are being made then JF price would drop makign T2 dreds prices drop and also the T1 dred get cheeper also.

p.s. i am no low sec corp and have never been attaked by roaming SC but have been in battles else where with caps so understand them
lord xavier
Rubbed Out
#39 - 2011-09-26 08:03:30 UTC  |  Edited by: lord xavier
MeBiatch wrote:
umm since when is 1.1 billion for a ship cheap? maybe not for alliance who got trillions but for the average player who rats/annoms/missions its quite an expensive toy... and i say toy right now because thats all they are... untill they get a boost

Correction, 1.6b for a dread generally. Fit included depending on the dread you buy but, I suppose that is besides the point. 1.1b is cheap since people learned how to properly use the isk making functions of eve. Then the incursions came out and 1.1b just became a norm I suppose. Everyone and their mother who has Dreadnaught 1 owns a dread pretty much. More or less a fully fit carrier can run you 900m as well. Though, this is getting off topic. 1.1b and 1T is quite a difference. Most users on eve have generally 5-9b in assests. Whether they realize or acknowledge it at all. That is pretty general. Most users also do not realize they have an easy 2b in assests they never use. Just letting it rot away. For 1 fully fitted supercarrier you can get 12-13 fully fitted dreadnaughts or 16-20 fully fitted carriers.
Dreads do need a boost, I will agree but they do do their job quite. They just need to not be able to die to the 10 BS that come ontop of it in such a short time.

Quote:
perhaps... but also keep in mind that carriers are almost half the price of a dread and are far more versatile. perhaps they don't have the same raw dps, but their dps can be applied to things other than stationary objects.

Logistics. That is all they are useful for. That and when you are bored and want to take the unneeded risk in ratting in one.

Quote:
i think one of the many concerns is that these capitals (carriers and dreads) are within the price range of carebears, and thus they'd like to be able to have a use for them.

carebears who have the stones to use and lose a carrier in a plex or hell even an L5 mission have the option. the dread however has no carebear use, its niche is reserved for alliance ops or wormholes.

Since when are wormholes not carebearing? Dreads are useful for POS bashing. Thats about it. It doesnt have to be an "alliance" ship. It can be used as a griefing tactic to reinforce some random pos out of boredom.

Quote:
to be honest the only reason i am saying this is at this presatn time ppl who can offord to buy SC are basicaly runnign the show if they want to go and mess up a pos in low sec some where there free to do it so,

Those bastards and their supercarriers.
brutorans
Republic Military School
Minmatar Republic
#40 - 2011-09-26 08:06:32 UTC
To address a few points raised:

1.1 bill is cheap for the hull. very cheap in fact. for the fitted ship with some faction ammo and a navy enam like most rev pilots like, 2bill is cheap.
How is it cheap? They have been the backbone tools of 0.0 alliances since Sov warfare began. There are enough BPO's and BPC's out there that manufacturing costs are dictated almost entirely by mineral price.

Also 2 bill in this game is simply not that much money. If people in empire and lowsec find this hard to fathom that a player can have more than this without scamming/trading or incessant mission whoring, then tough. You just don't appreciate how much ISK is sprayed in to the game.

Having built my own JF, owning a dread and two carriers with no financial input of any alliance entity, i can confirm that normal people can get them to. Also: no alliance fronts the initial cost of the dread for a pilot. You rock up with yours and the alliance pays insurance, covers the difference between the payout and the new ship. capital investment remains the burden of the pilot.

Carriers are half the price
Yup, and they are also useless for direct combat. they die as soon as you blink at them. Your paying money for a massive logistics ship crossed with an indy.
Fighters might look cool, but they are expensive and ineffective. Carriers might look like good tanks, but they are vulnerable to almost everything and hence regularly die in fires (see eve-kill.net for more fail carriers). And finally: there are thousands of them.

Carriers are logistics ships, their impact is to repair towers after dreads have been past and to move fitted ships to a combat area. they have minimal defence and negligible offence for this reason. The cost of a carrier has no impact on the cost of a dread, and for the record, the cost of a fully fitted carrier with drone bay is up to about 1.4 bill, the same as the hull cost of a dread. so they are not to far apart in the bigger order of things.

Carebear use (get out)
Carriers should not be used for bearing. Yea, i have done it, but not got caught. Most people are not so lucky. that said however, please continue this trend as the easy killmails and faction BS that accompany them are really nice to gank on a slow weekend.

Dreads clearly have no dedicated carebear use as they are meant to hit a giant space tower that DOES NOT MOVE. Tracking ships is not what they were designed for. so don't complain that not everything can be used for missions, this is not how the universe was made.

Commence bickering
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