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Let's talk about Capitals and Supercapitals

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d0cTeR9
Caldari Provisions
Caldari State
#261 - 2015-04-10 19:47:48 UTC
@Alexis Nightwish Your numbers are completely off. The way things are now, this 'big' EHP wall you are sooooo worried about, just indicates you do not have proper DPS to take them down. That's your problem, not the supercaps.

Have you seen what a hot drop of dreads do to a supercarrier? Or a titan? Both fitted with some of the BEST modules in the games.

The supercap dies, very quickly.

EWAR immunity (which also included bubbles before), is there for the simple reason of giving the big target a slim chance of survival.

Do you know what happens when 20 EWAR T2 cruisers start jamming/disrupting targets? Yeah... you can go AFK while your ship dies because you can't do anything helpful. So the poor chap in the titan or supercarrier would be primaried EWAR and then DPS applied (so it dies EVEN quicker...).

Supers haven't been supers for a long time (at least 5 years). They are only a problem when a few hundred are dropped on someone... but that could be said for any fleet of a few hundred of X ship.

Been around since the beginning.

MeBiatch
GRR GOONS
#262 - 2015-04-10 20:17:48 UTC
d0cTeR9 wrote:
@Alexis Nightwish Your numbers are completely off. The way things are now, this 'big' EHP wall you are sooooo worried about, just indicates you do not have proper DPS to take them down. That's your problem, not the supercaps.

Have you seen what a hot drop of dreads do to a supercarrier? Or a titan? Both fitted with some of the BEST modules in the games.

The supercap dies, very quickly.

EWAR immunity (which also included bubbles before), is there for the simple reason of giving the big target a slim chance of survival.

Do you know what happens when 20 EWAR T2 cruisers start jamming/disrupting targets? Yeah... you can go AFK while your ship dies because you can't do anything helpful. So the poor chap in the titan or supercarrier would be primaried EWAR and then DPS applied (so it dies EVEN quicker...).

Supers haven't been supers for a long time (at least 5 years). They are only a problem when a few hundred are dropped on someone... but that could be said for any fleet of a few hundred of X ship.


huh that only happens on login traps or when the titan fail jumps... most of the time you will find supers in packs and they are not that vulnerable... even when brave dropped 50 they could not kill one titan due to RR and such. but if those dreads could use e-war against those supers then thing would have been much more interesting

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

Ugh ti-di pooping makes me sad.

Gemini Tordanis
State War Academy
Caldari State
#263 - 2015-04-10 20:48:41 UTC
I'd like to see carriers have more use of their Fighter-craft. When I think of a carrier, I envision fighter-craft as the primary projection of power. Yeah it can carry things in the hanger and such but predominantly I would like to see the logistics component separated out into its own capital hull.

In their current form they are a Swiss-army knife that mostly uses remote logistics with a few fighters on the field.

I'd have their fighters be the main event, so to speak. In addition, I would like to see carriers have some form of point-defense, such as the Phalanx Close-In Weapons System on modern day naval warships.

Regarding Dreads, I think they should have a gunboat hull/role for anti-ship and a catapult hull/role for anti-structure.


MeBiatch
GRR GOONS
#264 - 2015-04-11 00:29:59 UTC  |  Edited by: MeBiatch
Gemini Tordanis wrote:
I'd like to see carriers have more use of their Fighter-craft. When I think of a carrier, I envision fighter-craft as the primary projection of power. Yeah it can carry things in the hanger and such but predominantly I would like to see the logistics component separated out into its own capital hull.

In their current form they are a Swiss-army knife that mostly uses remote logistics with a few fighters on the field.

I'd have their fighters be the main event, so to speak. In addition, I would like to see carriers have some form of point-defense, such as the Phalanx Close-In Weapons System on modern day naval warships.

Regarding Dreads, I think they should have a gunboat hull/role for anti-ship and a catapult hull/role for anti-structure.




ill say it again give fighters fittings.

if i had the selection to put rails on my fighter over blasters to avoid smart bombs that would be cool...

I would setup my fighters with rails and small RR so they can keep each other alive.

I would then set some as tackle and others with ewar. it would be neat if you could set them up in formations too that would be sick

it would also be awesome if one of the fittings for the fighter was the pilot. Think of mater of orion II when you had a hero fly your ship now take that concept and make it for pilots of fighters. There can be generic ones that get basic bonus to weapons or ewar and so on and then there can be faction guys and even officers who could be eq in power of a valk pilot.

as for dreads i would remove the damage bonus from the siege module and put it in the hull bonus. I would then make it when not in siege mode the capital weapons have the titan penalty for shooting sub caps.

that way in a big capital fight you can keep the dreads out of siege and shoot other caps and get RR... but if you want to go all blappy you have to go into siege and you cant get RR

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

Ugh ti-di pooping makes me sad.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#265 - 2015-04-11 06:21:20 UTC
MeBiatch wrote:
Gemini Tordanis wrote:
I'd like to see carriers have more use of their Fighter-craft. When I think of a carrier, I envision fighter-craft as the primary projection of power. Yeah it can carry things in the hanger and such but predominantly I would like to see the logistics component separated out into its own capital hull.

In their current form they are a Swiss-army knife that mostly uses remote logistics with a few fighters on the field.

I'd have their fighters be the main event, so to speak. In addition, I would like to see carriers have some form of point-defense, such as the Phalanx Close-In Weapons System on modern day naval warships.

Regarding Dreads, I think they should have a gunboat hull/role for anti-ship and a catapult hull/role for anti-structure.




ill say it again give fighters fittings.

if i had the selection to put rails on my fighter over blasters to avoid smart bombs that would be cool...

I would setup my fighters with rails and small RR so they can keep each other alive.

I would then set some as tackle and others with ewar. it would be neat if you could set them up in formations too that would be sick

it would also be awesome if one of the fittings for the fighter was the pilot. Think of mater of orion II when you had a hero fly your ship now take that concept and make it for pilots of fighters. There can be generic ones that get basic bonus to weapons or ewar and so on and then there can be faction guys and even officers who could be eq in power of a valk pilot.

as for dreads i would remove the damage bonus from the siege module and put it in the hull bonus.


I agree with everything right up until the end of where i quoted you...

What you want to do with the tracking of dreads against subs is just bullcrap unless the effective damage against ship type is revamped to be based on hull / gun size. And extending the invalid targeting mechanic to more caps without introducing it (invalid targeting) to the smallest of sub caps when they try to take on supers and caps is also bullcrap.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

MeBiatch
GRR GOONS
#266 - 2015-04-11 15:18:17 UTC
Asuka Solo wrote:

I agree with everything right up until the end of where i quoted you...

What you want to do with the tracking of dreads against subs is just bullcrap unless the effective damage against ship type is revamped to be based on hull / gun size. And extending the invalid targeting mechanic to more caps without introducing it (invalid targeting) to the smallest of sub caps when they try to take on supers and caps is also bullcrap.


well no what i want to keep alive is tracking dreads but only when they are in siege... today you wont see a non seiged dread anyways so this will not change the tactic... though if you had the tracking without seige and the ability to RR it would make IMO dread OP. so thats why i suggested having titan tracking in when not in siege mode so you can hit capitals with ease but when you start going after sub caps its going to get really hard unless you siege which then makes you vulnerable.

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

Ugh ti-di pooping makes me sad.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#267 - 2015-04-12 09:34:40 UTC
MeBiatch wrote:
Asuka Solo wrote:

I agree with everything right up until the end of where i quoted you...

What you want to do with the tracking of dreads against subs is just bullcrap unless the effective damage against ship type is revamped to be based on hull / gun size. And extending the invalid targeting mechanic to more caps without introducing it (invalid targeting) to the smallest of sub caps when they try to take on supers and caps is also bullcrap.


well no what i want to keep alive is tracking dreads but only when they are in siege... today you wont see a non seiged dread anyways so this will not change the tactic... though if you had the tracking without seige and the ability to RR it would make IMO dread OP. so thats why i suggested having titan tracking in when not in siege mode so you can hit capitals with ease but when you start going after sub caps its going to get really hard unless you siege which then makes you vulnerable.


You should do exactly the opposite.

If in siege, the damage bonus will wipe out anything a true tracking dread (never mind 10 of them or more) can hit 100%. We should allow tracking dreads outside of siege, and prevent them in siege to balance out the insane damage.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Iroquoiss Pliskin
9B30FF Labs
#268 - 2015-04-12 09:43:34 UTC  |  Edited by: Iroquoiss Pliskin
http://community.eveonline.com/news/dev-blogs/carriers-the-swiss-army-knife-of-eve/

Quote:
SO I‘M NOT NERFED TODAY BUT IN 3 MONTHS INSTEAD?

Yes.

WHAT DO WE WANT TO ACHIEVE

No ship in EVE should be the “end game” vessel, but that's what we feel we've got now. There are more than 10,000 Carriers in play, a vessel which can be everything you want it to be (which is part of the problem) without having to fit for the occasion. We don’t want to see either of these ships ripping apart everything that gets in their way, no matter the size. Carrier and Motherships were designed to be a combined effort among corporation members where they rely on the group, and be pretty much defenseless against small ship classes without support.


Three months they said... three months. http://www.reactionface.info/sites/default/files/images/1310498559979.png

You may put down the rope, close your highrise office windows - it's dated 2007-10-23. ☜༼ຈل͜ຈ☜༽

Things got a little out of hand, you see.

Things will be fixed in the end.

Rank 14x skillbook reprazentatives may now continue to voice their thoughtful opinions.
Tykonderoga
Imperial Academy
Amarr Empire
#269 - 2015-04-12 16:03:28 UTC
Iroquoiss Pliskin wrote:
http://community.eveonline.com/news/dev-blogs/carriers-the-swiss-army-knife-of-eve/

Quote:
SO I‘M NOT NERFED TODAY BUT IN 3 MONTHS INSTEAD?

Yes.

WHAT DO WE WANT TO ACHIEVE

No ship in EVE should be the “end game” vessel, but that's what we feel we've got now. There are more than 10,000 Carriers in play, a vessel which can be everything you want it to be (which is part of the problem) without having to fit for the occasion. We don’t want to see either of these ships ripping apart everything that gets in their way, no matter the size. Carrier and Motherships were designed to be a combined effort among corporation members where they rely on the group, and be pretty much defenseless against small ship classes without support.


Three months they said... three months. http://www.reactionface.info/sites/default/files/images/1310498559979.png

You may put down the rope, close your highrise office windows - it's dated 2007-10-23. ☜༼ຈل͜ຈ☜༽

Things got a little out of hand, you see.

Things will be fixed in the end.

Rank 14x skillbook reprazentatives may now continue to voice their thoughtful opinions.



What the hell did he write?
Veskrashen
Deep Core Mining Inc.
Caldari State
#270 - 2015-04-12 17:23:21 UTC
On the Crossing Zebras show the other day, one of the participants (Doomchinchilla?) proposed a capital-sized module that mimiced the Heavy Interdictor's focused warp disruption (aka infinipoint). That would let carriers / supers to act as really really heavy tackle, since regular Hictors aren't survivable against supers these days. While they originally proposed that it would be mounted on supers, allowing it to be used on Carriers as well would expand the ability of folks to hold Supers on field without it becoming a "we have supers you don't trolololol" situation (important for us lowsec residents).

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Skia Aumer
Planetary Harvesting and Processing LLC
#271 - 2015-04-13 08:52:56 UTC
Veskrashen wrote:
On the Crossing Zebras show the other day, one of the participants (Doomchinchilla?) proposed a capital-sized module that mimiced the Heavy Interdictor's focused warp disruption (aka infinipoint). That would let carriers / supers to act as really really heavy tackle, since regular Hictors aren't survivable against supers these days. While they originally proposed that it would be mounted on supers, allowing it to be used on Carriers as well would expand the ability of folks to hold Supers on field without it becoming a "we have supers you don't trolololol" situation (important for us lowsec residents).

And it gives exactly what?
Anthar Thebess
#272 - 2015-04-13 13:58:52 UTC
Could limiting number of supers/ capitals in a fleet could also reduce the problems?
5 supers and 10 capitals or 15 capitals in a fleet is maximum.
You cannot simply join more, and switching from a subcap to a super when the limit is reached will simply kick you out of the fleet.
Gremoxx
Wing Commanders
#273 - 2015-04-13 14:22:50 UTC
What to do about Capitals !

I have read 99% of the suggestion, and as little of the „why you can´t do this or that“ as possible (it does not help creative thinking) and as I look at it – if the Wright brothers would have listened to „why you cant do this or that“ like I see here - we would not be flying today.
I have incorporated and adopted ideas from what I have read, so I will look at this more as a collective idea than just my own. And as for the „mode“ idea, it is still in its essence a good idea, Triage and Siege is just another form of „mode“ and by moving it more towards the morphing of T3 Destroyers would be awesome on the Capitals. As on how this would look like or be done – I have no idea, I'm just a ideas guy.

I believe most of the commentators are on the line that „keep Capitals it as is“ is in no way beneficial for game play, and also that there is no obvious role for them in Fozziesov 5.0

My take on solving the issue of Capitals, is as follows:

Carriers will continue to be the ultimate solution when it comes to Drones and logistics.

They will be in two classes, Attack Carriers (current Super Carrier) and Combat Carriers.

Attack Carrier, lower EHP by 32%, give it two types of „Mode“. Attack and Defence, Attack mode will give added speed and range to Fighters and Bombers, and reduced resists. Defence - will give added bonuses to resists.

Combat Carrier, lower EHP by 17%, give two types of „Mode“. Combat – added range and damage to drones, and resists reduced by 8%, RR effectiveness reduced. Logistics – bonuses to RR and Resists, Drones to be skills only (5 drones can be deployed).

Dreadnoughts, lower EHP by 23%, 5 high slots, two Modes – Combat & Attack, Combat – Increased agility, speed and tracking. Attack – increased damage, increased resists, reduced speed, agility and tracking.

Titan, reduce EHP by 40% will have 3 modes, Fleet – Passive – Fortification,
Fleet – reduced EHP by 50%, ability to use DD.
Passive – can bridge, use weapon systems.
Fortification – by consuming Stront, Shield as on POS will be raised, weapon system as on Drifter BS will activate (guns sitting on outside of shield that can be disabled) if fitted with Clone vat bay, and high-slot modules X-Y & Z (no idea what to call them) you will be able to turn your Titan into mobile station with Medical, Fitting, Repair & Docking bay. So when you invade, you have a base to attack from, and if you live in NPC 0,0 you are able to set up your own temporary base. If attacked during Fortification, you will be able to put it into reinforcement and destroy.

I see Capitals with lower EHP, I see them with lower entry point, I see them where they are not „I win“ button. I don´t see Titan as one in a live-time use (for 80% of owners), but as an item you want to use 99% of the time.
I also see where bringing too many Capitals in fleets will reduce there effectiveness.

In multiple scenarios, this is one possibility for Capitals to evolve. I'm just someone with vivid imagination, and firm believer in the butterfly effect. My ideas may not be the best ideas, but they may encourage someone with better ideas to put them forward, or even take my ideas and evolve them to another stage.
Meltmind2
Pator Tech School
Minmatar Republic
#274 - 2015-04-13 15:13:17 UTC
It may be abit offtopic from the current discussion about the role of caps, but since this is the primary capital thread I'll post here anyway:

Currently, the Revelation is the red-headed stepchild in the dread family, being the worst at pretty much everything except for it's ammunition consumption.
In order to save the Rev for now (until the big capital reballance), I propose changing the Amarr Dread bonus from 5% cap-use/5% RoF to 5% cap-use/10% damage per level.
This would increase the dps of a Rev by ~12.5%, putting it in line with the Naglfar while retaining the current characteristics of laser-based weapons (locked damage type, cap use, instantly swapping crystals and not having to reload).
The capacitor use would go down by about 25% due to the RoF reduction. This would leave the Moros with the highest capacitor guzzeling guns, but that is being compensated by it's higher dps.
Iroquoiss Pliskin
9B30FF Labs
#275 - 2015-04-13 17:57:41 UTC
Carriers outfitting on the fly in slowcat fleets wasn't enough.

Yes. Yesss. Give each capital type two modes - Attack & Defense butt0ns. Roll That will solve everything. Roll

GUD MODES ON TECH 1 VESSELS.
Skia Aumer
Planetary Harvesting and Processing LLC
#276 - 2015-04-14 09:05:26 UTC
Gremoxx wrote:
And as for the „mode“ idea, it is still in its essence a good idea, Triage and Siege is just another form of „mode“ and by moving it more towards the morphing of T3 Destroyers would be awesome on the Capitals.

Triage is good. Triage is a mode. Thus, all modes are good.
John is gay. John is a male. Thus, all males are gays.

Gremoxx wrote:
I'm just someone with vivid imagination

And weird logics.
Triage and Siege may be (and in fact, are) awesome due to completely unrelated reasons. Homework for you: try to use your vivid brain properly, and analyse why. Kindly report here when finished.
Skia Aumer
Planetary Harvesting and Processing LLC
#277 - 2015-04-14 09:11:54 UTC
Iroquoiss Pliskin wrote:
Carriers outfitting on the fly in slowcat fleets wasn't enough.
Yes. Yesss. Give each capital type two modes - Attack & Defense butt0ns. Roll That will solve everything. Roll

Sane people do exist. I'm shocked.
But still, criticism is nice only when served as appetizer. We'd like to see your ideas too.
Anthar Thebess
#278 - 2015-04-14 10:18:40 UTC
Some idea about supers - titans.

We have now dooms day , but we could have less offensive modules that will provide new meta. (all depletes titan cap that must be above 90% to use it)

1. Gravity pulse
Displaces ( simply add speed ) ship from its original location based on the ship class ( bigger -> bigger effect) , not affect other titans.
Frigate size ships are moved like 5km , cruisers like 25km , battleships 40km , capitals and mother ships like 55km.
Of course "away from the titan"

2. Gravity generator
All ships / dones on grid are slowly pulled towards titan ( does not include ships under pos shields)

3. Communication Jamming
After using for 10 minutes ships on grid are unable to receive any fleet broadcasts. Yes people can use out of game comms ...

etc.
Galphii
Caldari Provisions
Caldari State
#279 - 2015-04-14 11:41:57 UTC  |  Edited by: Galphii
I've been thinking some more about the removal of fighter assist mechanics, and the role of carriers. While there certainly is an issue with a carrier pilot deploying fighters to others and remaining safe, far from the battle itself, when I think of carriers, I think of them being large, vulnerable assets that *always* deploy their small craft at a distance. It's kind of their role, really (talking of the carrier concept in general). In short, instead of shying away from the remote assist option, embrace it.

Someone earlier in the thread suggested splitting the logistics and carrier aspects into two separate ships, and I very much like this idea. Have carriers focused on the deployment of fighters to augment fleets and perform other tasks, such as scouting. i.e. add more fighter-sized drones with other capabilities (I've mentioned this earlier in the thread, but remote rep fighters deployed at a distance could be very cool).

What if fighter assist was reinstated, but carriers themselves were made far more vulnerable? Greatly reduce armour and shield amounts, though keep their structure strong. Instead of forcing them to be on the field, you should be trying to keep them away. Perhaps when they deploy fighters, they effectively become a spatial anomaly, appearing on everyone's overview so they can just be warped straight to (steps should be taken to ensure a fleet of 300 carriers doesn't cause problems with overcrowding the grid). You'd definitely want to have escorts, as capitals should.

In fact, instead of triage, carriers could get a 'deployment' mode of sorts, enabling them to provide fighter assistance to other pilots, but like siege mode on dreadnoughts, prevent them from moving or receiving remote reps for the duration of the cycle. So if a carrier is sitting on the edge of a forcefield, it still won't be able to move inside while deployed and has to wait for the cycle to end in order to retreat to safety. Window of opportunity for engagement.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Gemini Tordanis
State War Academy
Caldari State
#280 - 2015-04-14 15:39:49 UTC
Galphii wrote:
I've been thinking some more about the removal of fighter assist mechanics, and the role of carriers. While there certainly is an issue with a carrier pilot deploying fighters to others and remaining safe, far from the battle itself, when I think of carriers, I think of them being large, vulnerable assets that *always* deploy their small craft at a distance. It's kind of their role, really (talking of the carrier concept in general). In short, instead of shying away from the remote assist option, embrace it.

Someone earlier in the thread suggested splitting the logistics and carrier aspects into two separate ships, and I very much like this idea. Have carriers focused on the deployment of fighters to augment fleets and perform other tasks, such as scouting. i.e. add more fighter-sized drones with other capabilities (I've mentioned this earlier in the thread, but remote rep fighters deployed at a distance could be very cool).

What if fighter assist was reinstated, but carriers themselves were made far more vulnerable? Greatly reduce armour and shield amounts, though keep their structure strong. Instead of forcing them to be on the field, you should be trying to keep them away. Perhaps when they deploy fighters, they effectively become a spatial anomaly, appearing on everyone's overview so they can just be warped straight to (steps should be taken to ensure a fleet of 300 carriers doesn't cause problems with overcrowding the grid). You'd definitely want to have escorts, as capitals should.

In fact, instead of triage, carriers could get a 'deployment' mode of sorts, enabling them to provide fighter assistance to other pilots, but like siege mode on dreadnoughts, prevent them from moving or receiving remote reps for the duration of the cycle. So if a carrier is sitting on the edge of a forcefield, it still won't be able to move inside while deployed and has to wait for the cycle to end in order to retreat to safety. Window of opportunity for engagement.



Similar to the T2 Cruiser Logi for subcaps, Perhaps the capital logistics role can be separated out to a T2 battleship hull. It provides much more maneuverability than a capital hull but puts the remote rep component on a much more squishy EHP. I dont have an answer as to if/how to limit the XL-Remote Reps execution on regular subcap fleets.

In any case, I always liked the idea of assigning fighters but its abuse is why it was revoked. Carriers have a limited EHP as it is, considering the cost of the ship + components + fighters, i think the EHP is on target. The basis of assist was to allow other pilots to act as the sensors system and declare targets much quicker than the carrier could. If we can get the carriers to have a much better sensor system, the carrier pilots could lock and engage their own targets without withering in their seat. Then we wouldn't need assist.