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[Citadels] Capital Q&A

First post
Author
CCP Larrikin
C C P
C C P Alliance
#1 - 2015-11-13 10:46:31 UTC  |  Edited by: CCP Fozzie
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Questions & Answers


***** EWAR Immunity *****
Q) What exactly does the EWAR debuff mean? #1 #2 #3
A) We are removing the binary nature of EWar Immunity. Instead, we're replacing it with EWar Resistance.
For Example, Your Super-Carrier has 50% EWar Resistance.
Your base lock range is 100km. A 50% sensor dampner would normaly take that down to 50km. However, with 50% EWar immunity, it will only take it down to 75km.

Q) WIll a large subcap EWAR fleet be able to reduce the effectiveness of a group of capitals to zero? #1
A) To the same degree that its possible to reduce the effectiveness of a group of sub-capitals to zero, yes. Although it will be harder.

Q) Will immunity be one statline or vary according to the ewar being used? #1
A) Current plans are -
  • Stasis Web Resistance
  • Energy Warfare Resistance
  • EWar Resistance (ECM/Damp/Tracking Disrupting).

Q) Will the EWAR resistance include Energy Warfare resistance? #1
A) There will be a separate value for Energy Warfare Resistance.

Q) With the removal of ewar immunity, will remote assistance be possible? #1
A) I assume you mean for Triage and Siege? No.


***** New Capital Modules *****
Q) When you introduce capital sized modules, what happens to the modules we have fitted to our capitals that will no longer be allowed? #1 #2 #3
A) There is no plan to disallow existing modules from Capitals.
For example, if you are running a 'Large Capacitor Booster II' on your Dread, and we introduce a 'Capital Capacitor Booster I', you can still continue to run your large if you chose too.
In regards to Capital Neutralizers, these will have different functionality to existing Neutralizers. There will be gameplay for both, and you may want to fit Heavy Neuts instead of Capital Neuts dependent on the situation.

Q) What will be the volume of these modules? Will this mean that you can only carry a small amount in your Capital? #1
A) We havn't decided. We are aware of issues regarding moving Long Range and Short Range guns when moving a Dreadnought, + all the capital modules we're adding.

Q) What kinds of speeds are to be expected from the capital prop mods? #1
A) Somewhere around 500m/s.

Q) If we are putting plates on these already slow ships, should we expect align times of 1 minute or will base agility be looked at? #1
A) We will look at base agility. However, a Plate fit Carrier or Titan will have a slower align time.

Q) Can we expect changes to be made to the fitting and effects of Officer points and scrams due to them becoming capital focused modules? #1
A) We will be looking at their fitting. The effects are unlikely to change.

Q) Are we releasing Capital Target Spectrum Breakers? #1 #2
A) Not at this stage.


***** Siege/Dreadnoughts *****
Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11
A) Sieged dreads have several advantages.
  • Superior range (50km from High Angle guns)
  • Resistance to EWar
  • Higher base HP
  • Provides refitting services to fleet
  • Dependant on your battleship fit, potentially cheaper to replace after loss when including insurance.
  • A jumpdrive
We want players to have interesting choices....

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

CCP Larrikin
C C P
C C P Alliance
#2 - 2015-11-13 10:46:38 UTC  |  Edited by: CCP Larrikin
***** Miscellaneous *****
Q) What's happening to the Rorqual? (#1, #2, #3, #4, #5, #6, #7)
A) We have plans for the Rorqual, but we're still looking into their technical feasibility. We will release details about the Rorqual soon.

Q) Can a capital MWD be shut off by a normal scram, or maybe just capital ones? (#1)
A) The current design has a Capital MWD can be shut off by a normal Scram.

Q) Will capitals being allowed into Highsec to shoot the XL Citadels? (#1, #2, #3)
A) No :)

Q) Will capital hulls get racial bonuses of any kind? (#1)
A) Yes :)

Q) Will carriers be completely barred from capital remote rep usage, or will it remain as a less powerful choice through adjustments/removal of base stats and bonuses? (#1, #2)
A) The current design has them completely removed. The specifics havn't been determined.

Q) Do you have a timeline for releasing the relevant skills and blueprints? (#1)
A) Not yet no :(

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

CCP Larrikin
C C P
C C P Alliance
#3 - 2015-11-13 10:46:48 UTC
Reserved

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

Servanda
Liga Freier Terraner
Northern Coalition.
#4 - 2015-11-13 10:51:25 UTC  |  Edited by: Servanda
Some people keep telling me the FAX class will be a supercap going with all the building and docking restrictions. I couldn't findany clarification about this. Seems to be a common point that is unclear. So would be nice if you could confirm which kind of caüital they will be as this is rather important for planing.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#5 - 2015-11-13 11:35:49 UTC
Servanda wrote:
Some people keep telling me the FAX class will be a supercap going with all the building and docking restrictions. I couldn't findany clarification about this. Seems to be a common point that is unclear. So would be nice if you could confirm which kind of caüital they will be as this is rather important for planing.



I specifically asked this at Vegas because the CFC leadership was spreading this rumor on Slack prior to vegas

FAX machine are Capitals and can be built anywhere

When asking about the glaring hole in the slide where a SC FAX machine would go, I got a snicker and a no comment
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#6 - 2015-11-13 11:37:56 UTC
Also, to continue on with a previous question...

Will a Capital MWD inherit some base WCS from the ship, so it will take more than one Rifter and a scram to turn off a Capital MWD, when it will take a small fleet of them to keep it from warping...
erg cz
Federal Jegerouns
#7 - 2015-11-13 12:00:10 UTC
I miss target painter resistance on Supers. Would be very crucial for Avatar...

Now seriosly. Do we really need to make things that complicated? I mean - you do not want supers to be 100 % immune to ewar. Pefect. Do we really need complicated approach with all resistances? Thats the question. 20 Kereses o one titan still can limit its targeting range so, that its doom day device will be unusable. Resistance thing will just change number of kereses involved, IMHO. But I can be totaly wrong here...
Sulzer Wartzilla
Sebiestor Tribe
Minmatar Republic
#8 - 2015-11-13 12:18:24 UTC
We're getting all T2 modules.. what about T2 fighters?
FT Diomedes
The Graduates
#9 - 2015-11-13 12:20:07 UTC
erg cz wrote:
I miss target painter resistance on Supers. Would be very crucial for Avatar...

Now seriosly. Do we really need to make things that complicated? I mean - you do not want supers to be 100 % immune to ewar. Pefect. Do we really need complicated approach with all resistances? Thats the question. 20 Kereses o one titan still can limit its targeting range so, that its doom day device will be unusable. Resistance thing will just change number of kereses involved, IMHO. But I can be totaly wrong here...


Sensor dampening effects are stacking penalized.

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

FT Diomedes
The Graduates
#10 - 2015-11-13 12:33:19 UTC
Quote:
Q) [i]Is the Force Auxiliary a Capital or Super-capital? What building restrictions will it have?
A) Its a Capital, and can be built anywhere you can build Carriers or Dreadnoughts.

Q) Will they be in the price range of carriers or dreads or will they be more expensive? #1
A) In the price range of Carriers & Dreads.


This is excellent news. Quite frankly, it is what I was expecting, despite the doom and gloom from some folks.

Quote:
Q) What range of local tank are you looking at for a FA
A) Similar to current Triage Carriers, but this is subject to change.

Q) Focusing the logi into a small number of ships while removing EWAR immunity seems bad #1
A) We're not removing EWar Immunity. We're changing it. Its possible Triage Force Auxiliaries will have 100% EWar Resistance.
This is something we're very interested in hearing your feedback on though.

Q) Are we considering changing Triage Duration? #1
A) Not at this stage no


If you do not make Triage Duration shorter, I recommend increasing the local active tank bonus for a FA in Triage. I also recommend 100% EWar resistance when in Triage mode.

Quote:
Q) Will we allow pilots to exchange their Carrier for Force Auxs? #1
A) Yes, but we havn't determined the mechanic for this yet. One possibility that has been raised is that on patch day, any carrier with a triage module fitted will be turned in to a force aux. But this is still very much something we want to get your input on before we nail down the final plan.


I think this is an excellent idea. I have been looking at my fleet of Triage Carriers and wondering what I should do with them. I've also noticed many of my corp mates selling the Triage Carriers back to the corporation.

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

Servanda
Liga Freier Terraner
Northern Coalition.
#11 - 2015-11-13 12:33:44 UTC
erg cz wrote:
I miss target painter resistance on Supers. Would be very crucial for Avatar...

Now seriosly. Do we really need to make things that complicated? I mean - you do not want supers to be 100 % immune to ewar. Pefect. Do we really need complicated approach with all resistances? Thats the question. 20 Kereses o one titan still can limit its targeting range so, that its doom day device will be unusable. Resistance thing will just change number of kereses involved, IMHO. But I can be totaly wrong here...


Well damps have a stacking penalty combined with resistance and maybe one or two sebos should be enough to counter that
FT Diomedes
The Graduates
#12 - 2015-11-13 12:37:43 UTC
Quote:
***** Siege/Dreadnoughts *****
Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11
A) Sieged dreads have several advantages.
Superior range (50km from High Angle guns)
Resistance to EWar
Higher base HP
Provides refitting services to fleet
Dependant on your battleship fit, potentially cheaper to replace after loss when including insurance.
A jumpdrive
We want players to have interesting choices. Dreads shouldn't always be the best choice.

Q) Are we considering changing Siege Duration? #1
A) Not at this stage.

Q) In a carrier vs. dread fight, will the dread be able to kill the carrier fighters? The "high angle" guns don't seem suited for this purpose. #1
A) Dreads would want support from subcapitals to kill fighter squadrons. High Angle guns are not suited to killing fighters (or frigates).


50km range is frankly not that much for a ship that is immobile and cannot receive remote repairs. My Marauders can all do better than that. I would recommend at least double that range, but leave the DPS numbers alone.

So, it sounds like from this, that High Angle guns might be able to hit Cruisers? I am assuming this means with Stasis Webifier and Target Painter support? Or without?

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

Max Kolonko
Caldari Provisions
Caldari State
#13 - 2015-11-13 12:44:55 UTC  |  Edited by: Max Kolonko
erg cz wrote:
I miss target painter resistance on Supers. Would be very crucial for Avatar...

Now seriosly. Do we really need to make things that complicated? I mean - you do not want supers to be 100 % immune to ewar. Pefect. Do we really need complicated approach with all resistances? Thats the question. 20 Kereses o one titan still can limit its targeting range so, that its doom day device will be unusable. Resistance thing will just change number of kereses involved, IMHO. But I can be totaly wrong here...


New doomsdays dont target, use those instead.

Also 20 keres is overkills, I assume 4-5 will get you 99% of effect. Stacking penalty.
Metal Hunter
The Explorers Club
#14 - 2015-11-13 12:56:22 UTC
Interestingly, and why didn't guess to enter Capital Ancillary Shield Booster and similar on armor...?

Whether the new capitals will repair each other at the activated Triage module?
Whether the new capital will operate drones at the activated Triage module?
Borat Guereen
Doomheim
#15 - 2015-11-13 12:59:23 UTC
Currently, using a capital requires to have access to multiple cyno alts, or heavy infrastructures like cyno beacons, both inaccessible to regular solo players without adding a bunch of accounts and specialized cyno toons.

Are there any thoughts to allow capitals to use suns as cyno beacons for systems in range and not under cyno-jamming? If not, what are the reasons to remove one of the main advantage of using Capitals for players that are playing solo?

Large groups with multiple cyno alts would still get a large benefit from their infrastructures allowing to pinpoint their jump to a "safe" location, while jumping to a sun would require at most a cloaky explorer (i.e more useful than a cyno alt, without needing to fly rookie ships cynos and be sitting ducks for one hour) and allow solo players to use capitals in null sec, at greater risks than when in a bigger group.

Candidate for CSM XII

FT Diomedes
The Graduates
#16 - 2015-11-13 13:04:57 UTC
Borat Guereen wrote:


Large groups with multiple cyno alts would still get a large benefit from their infrastructures allowing to pinpoint their jump to a "safe" location, while jumping to a sun would require at most a cloaky explorer (i.e more useful than a cyno alt, without needing to fly rookie ships cynos and be sitting ducks for one hour) and allow solo players to use capitals in null sec, at greater risks than when in a bigger group.


If this is how you want to move your Capital ship, you can just take gates. You know that right?

Sitting ducks for one hour? A cyno lasts a maximum of ten minutes...

And, that "cloaky explorer" alt - she can fit a cyno after a negligible training investment.

It strikes me that if you do not know basic capital ship mechanics, maybe you should learn them before you suggest changes to the game.

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

Doomchinchilla
Collapsed Out
Pandemic Legion
#17 - 2015-11-13 13:12:38 UTC
Crtl + F: "Rorqual": 0 results found. RIP Rorqual
Querns
Science and Trade Institute
Caldari State
#18 - 2015-11-13 13:21:22 UTC
Doomchinchilla wrote:
Crtl + F: "Rorqual": 0 results found. RIP Rorqual

I'd say it's pretty obvious at this point that the Rorqual changes are gated behind the overarching overhaul of fleet bonuses and Leadership. This thread addresses nothing in this space.

I am hopeful that the new Command Destroyers will be packaged in part with this overhaul, but I have no evidence to support this.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Amak Boma
Dragon Factory
xX SERENITY Xx
#19 - 2015-11-13 13:26:10 UTC
why not give the supercarriers/titans warp core strenght of something like 20 - 30.
Metal Hunter
The Explorers Club
#20 - 2015-11-13 13:27:45 UTC
From your Dev Blod evidently, that citadels, will not shoot probably. It means that they will not hang aggression on neytrala or enemy. Znachit, any persons interested can log off on certain distance from a citadel. When all will take off from a citadel an enemy can call at a game and inflate HD hunting bubble. It will be special dangerously in WH, where it is not local chat and those who in the system not represented. All who will return on a citadel will wait an unpleasant surprise and death from a hostile fleet. A citadel can and will not effectively be on the defensive. But if it will be aggression on all who access is forbidden. It will not allow to do a trap near a citadel. Business not in efficiency of weapon of citadel and not in that it is possible to deceive a citadel. Is it possible it will be to give citadels to let automatically to shoot on an opponent? Or to hang on him time of aggression 15 minutes not settling thus log off alongside.
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