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New Capital Questions

Author
xSapir
LP TAX EVASION HAVEN
#1 - 2015-10-24 21:39:45 UTC
1. Can we mark the Squadron to auto agrees like drones?
2. what is the dps of the light, medium and large squadrons?
2. Will the current doomsaday will still exist when the new capital expansion go live?
afkalt
Republic Military School
Minmatar Republic
#2 - 2015-10-24 22:08:37 UTC
How long is siege now


WHY DID NO-ONE ASK THIS?
Galphii
Caldari Provisions
Caldari State
#3 - 2015-10-24 23:06:20 UTC
2k damage from dreads with subcap guns (while sieged) seems too low. What can blap dreads put out now? 5-6k or so? Either have this 2k damage be usable without siege, or ramp up that number to 3k or more.

Supers being EWAR caps with presumably slightly more carrier-type abilities than regular carriers doesn't justify the price tag, unless this EWAR turns out to be extremely powerful indeed (would have been nice to get some numbers here but too early I guess). Still plenty of time to tweak the supercarrier concept so make your voices heard, supercap pilots.

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

Gosti Kahanid
Hedion University
Amarr Empire
#4 - 2015-10-25 00:22:21 UTC  |  Edited by: Gosti Kahanid
Galphii wrote:
2k damage from dreads with subcap guns (while sieged) seems too low. What can blap dreads put out now? 5-6k or so? Either have this 2k damage be usable without siege, or ramp up that number to 3k or more.


These values are probably (like everything they told during such events) without skills. Add your Lv.4 weaponskills on it with three damage Mods, and you get your effective damage up to 3,5k to 4k DPS.
afkalt
Republic Military School
Minmatar Republic
#5 - 2015-10-25 09:24:07 UTC
Gosti Kahanid wrote:
Galphii wrote:
2k damage from dreads with subcap guns (while sieged) seems too low. What can blap dreads put out now? 5-6k or so? Either have this 2k damage be usable without siege, or ramp up that number to 3k or more.


These values are probably (like everything they told during such events) without skills. Add your Lv.4 weaponskills on it with three damage Mods, and you get your effective damage up to 3,5k to 4k DPS.


Even then, they feel low considering it requires siege.

I'm hard pressed to imagine that I'd commit a multibillion isk asset to the field to "only" to this level of DPS to sub caps, given the trade offs siege brings and the new inability to refit with a weapons timer.

Sure sure, the mad tank...but the thing is stationary - that makes it too easy to dictate range - except the rare areas where that is actually tactically useful.

So if siege durarion changes...maybe. Otherwise, for the isk investment, I'd sooner drop a bunch of buzzsaw tempests (for example) as they are mobile and have enough DPS to be considered.
KeDaLbE
Garoun Investment Bank
Gallente Federation
#6 - 2015-10-25 10:24:12 UTC
Reading the blog, I see more nerfs coming ( " we intend to limit... level... remove..." ) rather than solving the past nerfs. Fighters will have their warping after target capability removed - they become just some other fancy drones. Dreads come down to 2k dps. titans will have a weapon that warns the target with plenty of time before actually shooting ( lol that is a good one ). Etc etc...

and i will not even start on the issue of the pilots who have spent months training for carrier logistics skills which will become pointless...
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#7 - 2015-10-25 10:51:37 UTC  |  Edited by: Asuka Solo
After reading this blog, I have but a few reservations and some answers to some unclear sticky points, or considerations to level the playing fields between classes or to change some numbers would go a long way....

1) Will capital remote repair modules no longer work on carriers at all, or will they merely be so ineffective as putting a small local repper(s) on a battleship and facing off against a large group hoping to tank their agro?

2) Will capital remote repair modules only work in triage mode?
If so, why don't we change sub cap logistics to mirror capital logistics to win the fight against N+1 once and for all for all ship classes? Why sub capital ships should get favorable treatment under different rules in this regard, while cutting the legs from under existing capital game play based on the same rules, leaves me staggered and in a state of bewilderment, bordering on resentment with hints of injustice. If non triage spider tanking encourages N+1, then kill it everywhere. And to counter, apply damage mitigation to all ship classes.

3) Anti sub capital weapons. Thank you CCP. Thank you. But before you finalize your thought processes on this weapon class, consider this:
i) These modules should allow capitals (carriers, dreads, supers and titans) to engage and take on (wipe out) isolated attackers or very small groups of attackers depending on the number of modules fitted.... outside of siege mode in addition to in siege mode.
ii) I would expect siege mode to give the cap pilot a boost to the damage / optimal / tracking / falloff / RoF / ability to hit smaller ships and larger groups depending on how well the ship is supported, or tanked / repped by its fleet, while not providing such bonuses outside of siege at all. This will not only force caps with anti-sub cap weapons to commit to be more effective, but also give them value for doing so outside of a pure dps boost against large structures that dont move or shoot back.
iii) Smaller capitals should be able to fit less of these new abti-sub cap weapon hard points than the larger ones. If the T3 module slot fitting layout would be used in this instance (assuming no other layout is being considered while keeping the existing slot layouts intact), then I'd expect that:
iiia - carriers / dreads can have 1-2 anti sub cap weapon hard points
iiib - dreads can have 1-3 anti sub cap weapon hard points
iiic - supers can have 1-4 anti sub cap weapon hard points
iiid - titans can have 1-5 anti sub cap weapon hard points

4) Warp strength on supers (I know you said the numbers are subject to input from us):
i) I'd expect supers to have a warp strength of about 50ish (Why allow 20 rifters - at a fraction of the cost - to do what 1 HIC already can)
ii) I'd expect Titans to have a warp strength of about 100ish (Again, why allow 20 rifters to do what 1 HIC already can)

5) Will my fighter squadrons be able to engage sub caps I can target on grid in this new UI, or will I only be able to engage ships in my ships targeting range?
5b) If you remove fighter warp from fighter squadrons, how do I get them to engage said targets beyond the 100km camera range if my targets use a micro-jump drive or warp to a safe beyo9nd my targeting range on the grid?
5c) Will I be able to assign my squadrons to players?

6) Can the Titans also get some new fleet based AoE toys like the supers will get?

7) New ship hulls?
a) I'd like 2 - 3 different Dreadnaught flavors (including the possibility of T2 and modular / T3 hulls)
b) I'd like 2 - 3 different Carrier flavors
c) I'd like 2 - 3 different super carrier hulls (including the possibility of T2 and modular / T3 hulls)
d) I'd like 2 - 3 different titan hulls (including the possibility of T2 and modular / T3 hulls)


Aside from the above points, hell yea... I'm down with all of it.

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