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[Citadels] Capital Q&A

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Author
Tiberian Deci
Garoun Investment Bank
Gallente Federation
#61 - 2015-11-13 16:47:37 UTC
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.
FT Diomedes
The Graduates
#62 - 2015-11-13 16:50:25 UTC
Tiberian Deci wrote:
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.


Entitled much?

If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.

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

xttz
GoonWaffe
Goonswarm Federation
#63 - 2015-11-13 17:12:05 UTC
Tiberian Deci wrote:
I would like to hear the reasoning behind removing siege/triage EWAR immunity. Currently, entering siege/truage requires you to make some big tradeoffs since you can't receive remote assistance of any kind, nor can you move. Since we already make these tradeoffs to gain EWAR immunity as well as big damage/remote/local rep bonuses, why do you feel it is necessary to remove the EWAR immunity too?


CCP Larrikin wrote:

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. We'll be discussing this with the Capital Focus Group.
159Pinky
Caldari Provisions
Caldari State
#64 - 2015-11-13 17:13:13 UTC
Thanks for answering some more questions. Hope you guys will keep up feeding us information.
Lady Rift
What Shall We Call It
#65 - 2015-11-13 17:25:40 UTC
Tiberian Deci wrote:
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.



you get one remap a year. this change is coming in the spring so at most you will have to wait 6 months after the drop to change your skill plan.
xsrender
DAWGS Corp.
#66 - 2015-11-13 17:27:07 UTC
Are there any plans to reduce the build cost on Titans/Supers as part of these changes?
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#67 - 2015-11-13 17:28:55 UTC
xsrender wrote:
Are there any plans to reduce the build cost on Titans/Supers as part of these changes?



During Vegas they said No to this question about 15 different occasions
Ayallah
Brutor Tribe
Minmatar Republic
#68 - 2015-11-13 17:36:24 UTC  |  Edited by: Ayallah
Do you have a place for drone control units in the future?

Are the rumors of Drone navigation, durability etc not applying to fighters in the future true? (I have been told it was said at vegas)

Why is the EWAR immunity number only 50% in an environment where 250 man ewar fleets are the norm? Do you expect stacking penalties to keep the expensive huge ships (supers/fax/titans/dreads) from being bricked by 250 mil worth of maulus's or griffins? Where is the counterplay for the capital ship pilot against a fleet of ewar ships 100+ km away?

Are scan resolutions of supers going to be buffed to compensate for their new weakness or do we have to live with the 35 second lock time to get the griffin that just bricked our billions of isk ship? Are the ships going to retain their current high sensor strengths?

With how easy it will be to tackle a super, what kind of ability to fight back will we have against say 50 svipuls and T2 frigate logi?

Will our fighters be able to kill enemy ships before getting completely shredded (in above scenario) now that we cannot rep our own fighters in combat? What is the purpose of a 'long range DPS and EWAR' platform that can go 500m/s and be tackled by a handful of frigates? What kind of options will supers have in close range combat since *that will be primarily when they are under attack*

Are capital sized smartbombs still in the works to cover this gap?


Tl;DR now that small ships in small gangs are already dominant and new ships are being introduced every patch to make them *more* dominant, what is the cap or supercap pilots 'counterplay' to these small groups of T3D/frigates/inties/T2 dessies?

Edit: more I thought of

If capital neuts will be ineffective against smaller targets, why the buff to HIC range? Essentially it has been made so even 3 defensive officer neuts in the highs of a super won't be enough to neut out a hic at the end of its point range, they will be far less effective in falloff, still retain their slow cycle times and therefore be much easier to cap boost under. This is essentially nerfing one of the few counteplays supers had against HICs down to 1/2 strength. With the removal of point and scram immunity, why was this necessary?

Are there any plans at all to address the difficulty of moving/owning a supercapital outside of a blob of 100+ of them? With phoebe and watchlists and "50 rifters" being the plan, why has the *main* defensive neuts of these ships also been cut to 1/2 effectiveness? Will capital neuts be what covers the gap with sufficient target painting?

Goddess of the IGS

As strength goes.

Traiori
Going Critical
#69 - 2015-11-13 17:54:34 UTC
I want to reiterate the comments about dread DPS. I'm not sure that CCP fully understands wormhole PvP, nor how this will effect it.

The current numbers that CCP keeps on bringing up means that I need to field 2 DPS dreads for every enemy guardian on field, which is grossly impractical. You receive better results by fielding Vindicators, Rattlesnakes and navy battleships in terms of mass and in terms of survivability because:

..the current numbers also mean that dreads will die. Wormhole DPS is large, and the normal issue is applying it in sufficient numbers to overcome reps before they can land. Dreadnoughts do not have the ability to mitigate damage and their mitigation tactics (refitting) are effectively being removed from the game. This means that their combat buffer is their only hope, and their combat buffer is relatively small. 3 million EHP takes about 150 seconds to kill (presuming 20K DPS as a baseline, which is probably reasonable in terms of the size of fleet that you expect to bring dreads to kill at present). Current cycle is 300 seconds long.

Additionally, I have concerns about EWAR. Without remote assistance, dreads and carriers will struggle to lock targets. Yet Triage and Siege are having their 100% EWAR resistance removed. I believe that we need counterplay in the form of refits and/or remote assistance. It seems nonsensical to remove hostile EWAR yet prevent assistance: what are CCP's design goals so far as allowing a single recon to render any dread completely useless?

My most important question is: will current capital guns continue to act as they currently do or are there nerfs to their tracking/sig radius coming?

I suspect that if there isn't a nerf coming to current dread guns, then no one will use the new ones. Tackling targets is trivially easy.
Tiberian Deci
Garoun Investment Bank
Gallente Federation
#70 - 2015-11-13 17:58:45 UTC  |  Edited by: Tiberian Deci
FT Diomedes wrote:
Tiberian Deci wrote:
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.


Entitled much?

If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.


Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible.
Mia Sedgwick
Lazerhawks
L A Z E R H A W K S
#71 - 2015-11-13 18:18:30 UTC
With the proposed lowering of capital EHP to allow for the fitting of plates and shield extenders will the mass and sig radius of capitals be adjusted accordingly?

With regards to Triage immunity, having to be the sole focus on an enemy fleet without the ability to move, jump or refit I think it's only fair that you be immune whilst the Triage module is active, on a similar note however many triage carriers are effectively killed by neuts, is it possible to set their neut/nos resistance is higher whist in triage (even effectively one or two cap batteries for instance).
w1ndstrike
Republic Military School
Minmatar Republic
#72 - 2015-11-13 18:22:40 UTC  |  Edited by: w1ndstrike
Unless you change the binary and chance-based nature of ECM, ewar resistance won't mean a thing, as a single griffin can jam a super even if its not consistent.

I sincerely hope you're planning to give ECM a pass and simply change it to reducing number of lockable targets based on a formula instead. (and while you're at it make those particular recons far less fragile)
Borat Guereen
ARRAKIS Ltd.
#73 - 2015-11-13 18:59:21 UTC
FT Diomedes wrote:
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.


A cyno alt is mostly toast once it lits the cyno, which is why I am referring to cyno alts as useless for pretty much anything else. Having an exploration ship lighting a non covert cyno is a pretty sure loss, especialy when the goal I am defending here is to allow solo players to use one of the best assets of capital ships in enemy territories.

Your quip about taking the gate is simply about denying solo players a reasonable capability to use the jump drives of capitals without having to fit in the mold that suit your own play style better.

You have no ideas how solo players play. You play with a large infrastructure surrounding you all the time, large intel capabilities, and mom fleet on stand by to save you when you mess up. It strikes me that you do not know any the basics of playing solo, may be you should try it out before yapping.

Last, my question is not adressed to you but to CCP through that Q&A thread. I am actively lobbying for ways to improve capital usage for solo player or micro gangs, and I understand that is not your own priority.

Candidate for CSM XII

Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#74 - 2015-11-13 19:07:14 UTC
Valeska Vasile wrote:
1-2k dps from a seiged dread dps is too low, knowing that they will still takes ages to lock anything.

Seriously, Blap is fine. If you wait 30/60sec+ to lock something that fail to warp out or get range, then you should be able to nuke it asap.




On the roundtable Larrakin said that the locking penalty for the siege module will likely removed since the high angle guns can be balanced apart from capital guns which doesn't need long locktimes as balance pass.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

FT Diomedes
The Graduates
#75 - 2015-11-13 19:16:02 UTC
Tiberian Deci wrote:
FT Diomedes wrote:
Tiberian Deci wrote:
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.


Entitled much?

If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.


Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible.


My point was more to the fact that you are asking for bonus remaps. I would also like to know what to train in the coming months, but I am not going to whine for more remaps.

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

Zappity
New Eden Tank Testing Services
#76 - 2015-11-13 19:16:52 UTC  |  Edited by: Zappity
Addressing the most important part: DEFINITELY 'Hand of Bob'. It would be such a good talking point and example of how players can affect the universe.

Zappity's Adventures for a taste of lowsec and nullsec.

Tiberian Deci
Garoun Investment Bank
Gallente Federation
#77 - 2015-11-13 19:23:57 UTC
FT Diomedes wrote:
Tiberian Deci wrote:
FT Diomedes wrote:
Tiberian Deci wrote:
Another question: due to the future inclusion of all manner of capital mods like shield extenders, armor plates and whatnot, will you guys be giving us additional remaps for them since most of us have our skillplans mapped out for the next couple years and if we hit a remap point before then we may be screwing ourselves over in terms of training time if the skills are released while we are on a remap for different attributes than these skills would use and we don't have a remap for another year or so.


Entitled much?

If you don't already have the prerequisites trained for most of these modules, you probably need to train some more skills anyway.


Bro. Why would I train Armor Layering V on a capital pilot? What about Shield Upgrades V? Neither of those are currently worthwhile to train for any cap pilot who's flying caps. What about sensor comps? What if they introduce more skills that are prereqs for whatever new skills they're going to be introducing? I'm not entitled because I want information as soon as possible, I'm being proactive. Not all of us are in **** tier alliances that can run crying to daddy mittens when someone gives us a booboo, we actually have to defend our stuff by ourselves, and being able to do so rests upon us being as prepared as possible.


My point was more to the fact that you are asking for bonus remaps. I would also like to know what to train in the coming months, but I am not going to whine for more remaps.


So asking for more remaps or more information so I can figure out what I need to train in advance because the attribute and remap system is ****** is entitled because... why? Just CFC logic I guess.
Spencer Owl
Viziam
Amarr Empire
#78 - 2015-11-13 19:33:40 UTC
Some of my questions:

With the new modules, how much thought has been put into utility high slots? Dreads and regular triage carriers don't really have much variation in their fitting. Depending on the plan for the new fighter system (high slots instead of a drone bay?) there might not be much room there either. Supers seam to be the only ship class with a decent amount of variation.

How much of a de-buff on current capital guns are we looking at? As it stands, a couple dreads with proper support can apply to sub caps (mainly BS and cruisers). Will the new balance pass render XL weapon systems 100% incapable of applying to BS and below? That's going to drastically change WH cap escalations and how they're implemented. I'm expecting a DPS nerf to match the new structure mechanics. Not sure if a projection nerf is entirely necessary (short of placing lasers or the revelation in line with all other dreads).

Is there a cost target on T2 XL modules? Meta modules are incredibly expensive now. Add in new skill books for T2 weapon systems and the cost of a full T2 fit dread will be through the roof. Match that with the EHP nerf and they could be rendered useless if the "juice isn't worth the squeeze."

Is there any plan to modify the base cost of current capitals and their corresponding modules? Based on the current market conditions and the plan additions of more expensive modules a 30-40% decrease in production materials wouldn't hurt and would "take the class off the pedestal" so to speak. As it seems they're going to be placed more in line with the frigate-cruiser-BS progression the cost reduction would match the cost to the performance.
SilentAsTheGrave
Aliastra
Gallente Federation
#79 - 2015-11-13 20:20:13 UTC
Kenneth Feld wrote:
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

CFC lying about things? No way!
Querns
GoonWaffe
Goonswarm Federation
#80 - 2015-11-13 20:22:00 UTC
SilentAsTheGrave wrote:
Kenneth Feld wrote:
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

CFC lying about things? No way!

The funny part is where we heard the rumor from in the first place.

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