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Citadel Comments here

First post
Author
Rilly Dagons
The Scope
Gallente Federation
#21 - 2016-04-22 10:54:13 UTC
Michael Kristiansen wrote:
Fred Flintst0ne wrote:
So for small corps in wormholes say c3 and lower currently using a pos to research blueprints and manufacture stuff... you cannot fit a freighter through those whs. Thus, the only citadel available to them is the Astrahus. Since industry and labs aren't part of the Astrahus blueprint, does CCP plan on losing all that customer base? Is there a plan to accommodate these long time players gaming style? can fortizar or keepstars be built in a pos array to be deployed in the smaller class whs?


You cannot fit a freighter but an Orca is enough to plant a Fortizar Citadel (80,000m3 = will fit in a rigged orca with cargo expanders)


On release the component array will update to build structure components and equipment array can build citadels. Structure components are dropping to 3000 m3 per unit
Thalezia
System lords Collective
#22 - 2016-04-22 18:38:02 UTC
Sub capital launcher damage is still way too low.
On a fortizar currently with maxxed skills and maxxed modules to support it's: 3633 dps
It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence. I think a t3 fleet with links supported by guardians can tank something like 10k very easily.
oResolution
Viziam
Amarr Empire
#23 - 2016-04-22 20:06:42 UTC  |  Edited by: oResolution
Thalezia wrote:
Sub capital launcher damage is still way too low...
It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence.


While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive.

Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k.

But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine.

By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all?

I don't believe that to be good gameplay.


You don't mention the Fighters that a citadel can deploy in its defense, either. They provide decent supporting dps (especially while the heavy rockets hold out) and aren't factored into your calculations at all.

This is completely disregarding the fact that though the enemy fleet may have 10k or more in logistics, the citadel's jams, scripted for a racial type, have a strength of 60, which can quite handily mitigate some of the aggressor's logistics or DPS, and give a decent defense fleet a significant advantage.

Again, while the subcap weapons could use some improvement, they should NOT be capable of taking on a competent enemy fleet by themselves without support.
Gospadin
Bastard Children of Poinen
#24 - 2016-04-25 17:13:12 UTC
CCP Claymore wrote:
Correct, corp hangars are on our list of things to implement.


While waiting on corp hangars, what's the preferred mechanism for sharing ships these days? Only have limited playtime on SiSi so far...
Trespasser
S0utherN Comfort
#25 - 2016-04-25 18:45:13 UTC
oResolution wrote:
Thalezia wrote:
Sub capital launcher damage is still way too low...
It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence.


While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive.

Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k.

But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine.

By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all?

I don't believe that to be good gameplay.


You don't mention the Fighters that a citadel can deploy in its defense, either. They provide decent supporting dps (especially while the heavy rockets hold out) and aren't factored into your calculations at all.

This is completely disregarding the fact that though the enemy fleet may have 10k or more in logistics, the citadel's jams, scripted for a racial type, have a strength of 60, which can quite handily mitigate some of the aggressor's logistics or DPS, and give a decent defense fleet a significant advantage.

Again, while the subcap weapons could use some improvement, they should NOT be capable of taking on a competent enemy fleet by themselves without support.

Trespasser
S0utherN Comfort
#26 - 2016-04-25 18:55:59 UTC
oResolution wrote:
Thalezia wrote:
Sub capital launcher damage is still way too low...
It needs to be somewhere between 12-15 k for a fortizar to be able to engage subcap fleets with any confidence.


While the citadel subcap DPS/application could use improvement, 12-15k against subcaps is completely excessive.

Yes, a well-fit T3 Fleet w/ a few Guardians can tank something around 10k.

But the citadel should NOT be able to solo that fleet. It is a potent advantage for the defender, not a solo fleet death machine.

By following your proposal, the citadel will already break the enemy fleet by itself, so why even bother with a defense fleet at all?.



Right now a Fortizar that is fully set up anti-capital will murder dreads/carriers/force aux pretty fast and it should since i traded my ability to shoot sub capitals.


but when you inverse that process it does not work at all


a fully anti-subcapital fortizar will hit a t3 fleet fit legion for 400 damage and even less to a logistics cruiser... thats with a web and TWO target painters.



IF im trading my ability to do any meaningful damage to a capital ship then i want the ability to murder subcapitals. just like it works the other way around.


The damage projection between the 2 weapon systems is screwed really bad right now and because of it there is not a good reason to ever bring capitals to shoot a citadel when you can bring t2/t3 cruiser fleet and have almost zero chance of death.

Sure you can launcher fighters all day but it won't matter because t3 cruisers are really good at murdering fighters.

And once the citadel takes damage at all im locked into my choice so im taking a huge gamble in what weapons systems to put on in the first place.





oResolution
Viziam
Amarr Empire
#27 - 2016-04-25 19:33:18 UTC
I think a citadel's subcap missile damage should be buffed to where it is unfeasible for the correct ship class (for the missile type) to self-tank against it with a few webs and paints applied.

It should NOT be able to wipe out a prepared logistics supported subcap fleet by itself.

Like I said before, if a well-prepared group is attacking your citadel, you should have to ShockedUNDOCKShocked to help fight them off.

If your enemy brings a strong fleet concept to attack your citadel, you should not be rewarded for having everybody dock up and trying to let the citadel do all the work.

Additionally, undocking even a modest defense fleet gives the aggressors (and defenders) a much more dynamic fight. Do they shoot the defending fleet? The citadel? The citadel's fighters?

From the "Shake My Citadel Dev Blog":
"While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters)."

This is as it should be. It just needs a little buff to damage.
Gospadin
Bastard Children of Poinen
#28 - 2016-04-25 21:09:24 UTC
Gospadin wrote:
CCP Claymore wrote:
Correct, corp hangars are on our list of things to implement.


While waiting on corp hangars, what's the preferred mechanism for sharing ships these days? Only have limited playtime on SiSi so far...


ok nm, corp hangars work just fine, nothing to see here...
Sir Crom
Emerging Conduit Runners
#29 - 2016-04-26 19:21:15 UTC
Can't reconnect to Fighters after releasing control of Citadel and then gaining control again. Scoop commands are there, but doesn't scoop them anywhere..

Didn't see if this was a known issue or not.
Gospadin
Bastard Children of Poinen
#30 - 2016-04-26 19:55:31 UTC
Sir Crom wrote:
Can't reconnect to Fighters after releasing control of Citadel and then gaining control again. Scoop commands are there, but doesn't scoop them anywhere..

Didn't see if this was a known issue or not.


Not sure if it's known, but I had the same issue.

And the DPS applied to small armor ships seems really anemic to me, even fully rigged.
Phoenix Jones
Small-Arms Fire
#31 - 2016-04-26 20:14:54 UTC
oResolution wrote:
I think a citadel's subcap missile damage should be buffed to where it is unfeasible for the correct ship class (for the missile type) to self-tank against it with a few webs and paints applied.

It should NOT be able to wipe out a prepared logistics supported subcap fleet by itself.

Like I said before, if a well-prepared group is attacking your citadel, you should have to ShockedUNDOCKShocked to help fight them off.

If your enemy brings a strong fleet concept to attack your citadel, you should not be rewarded for having everybody dock up and trying to let the citadel do all the work.

Additionally, undocking even a modest defense fleet gives the aggressors (and defenders) a much more dynamic fight. Do they shoot the defending fleet? The citadel? The citadel's fighters?

From the "Shake My Citadel Dev Blog":
"While structure weapon systems will deal considerable amount of damage to compensate for their static nature, most of them will require Electronic Warfare assistance from defending ships to be fully operational (like Stasis Webifiers or Target Painters)."

This is as it should be. It just needs a little buff to damage.


Citadels are a supplement for a defense fleet, not a replacement for it.

Now if the citadel can be ranked by a solo subcap, ok there's a problem. Here is a valid question regarding the situation because it isn't damage that you are talking about, it's amount.

What do you believe should be the minimum amount threshold of subcaps needed to tank these things? If your expecting a group of 50 for a medium I think your a little extreme.

Sólo tanking it, ok I agree with that. Bring 4 people to take on a citadel, should it be survivable for those 4 people. Lord knows it'll take them hours to incapacitate the thing...


Yaay!!!!

Phoenix Jones
Small-Arms Fire
#32 - 2016-04-26 20:17:39 UTC
Question: i remember from one of the videos saying that the citadel lights would go off if nobody was home. I undocked my guy, looked at the citadel, lights be a blinging..

Is this suppose to be so.

Also whenever I go into control mode, I see one of my ships on the outside of the citadel, near the ring. In this case it was a hauler. Is that normal?

Yaay!!!!

Gospadin
Bastard Children of Poinen
#33 - 2016-04-27 03:17:48 UTC
For population of a citadel, there's a little number in brackets which lists how many people are home.


Gospadin
Bastard Children of Poinen
#34 - 2016-04-27 04:57:26 UTC  |  Edited by: Gospadin
Phoenix Jones wrote:
[quote=oResolution]
Now if the citadel can be ranked by a solo subcap, ok there's a problem. Here is a valid question regarding the situation because it isn't damage that you are talking about, it's amount.

What do you believe should be the minimum amount threshold of subcaps needed to tank these things? If your expecting a group of 50 for a medium I think your a little extreme.

Sólo tanking it, ok I agree with that. Bring 4 people to take on a citadel, should it be survivable for those 4 people. Lord knows it'll take them hours to incapacitate the thing...


Not sure about hours. A 6000 dps gang will reinforce a medium in 24 minutes. That's basically 10 cerbs, and they outrange the citadel EWAR with HMs. Add in a few logi, and it'll handle any small-corp gang of 5 players without missing a beat.
oResolution
Viziam
Amarr Empire
#35 - 2016-04-27 07:30:47 UTC
Gospadin wrote:
Not sure about hours. A 6000 dps gang will reinforce a medium in 24 minutes. That's basically 10 cerbs, and they outrange the citadel EWAR with HMs. Add in a few logi, and it'll handle any small-corp gang of 5 players without missing a beat.

Well technically it would take 30 minutes. The damage against a medium citadel is capped at 5000 dps after all.

Also I've never seen a 600 dps HM Cerberus before. 4 BC's, T2 Fury, and drones break that, but I'm fairly sure the drones won't have the range.

Anyway, they'll be WELL within web/scram range (250km), a bit into TP falloff (75+150km), and right at ECM optimal (100+100km), and that's assuming no EWAR rigs have been fit (to increase range).

Additionally, the change to subcap citadel neuts will instacap a Cerb @100km (Standup Heavy Energy Neutralizer I appears to remove 1,500 cap every 15 seconds, at 100+100km, with no sig radius).

Assuming the citadel has a web and a paint (and/or a support pilot in a rapier), it'll be able to apply almost all of its MD launcher dps to those Cerbs (~950 for an Astrahus and ~1600 for a Fortizar).

And as for the logi, if the citadel can leave the painting/webbing to the 5 man defense gang, then it can wield its 60 point strength scripted jammers to incapacitate the logistics, not to mention removing 100 capacitor per second PER NEUT from whatever it chooses.
Unconspicous Alt
Science and Trade Institute
Caldari State
#36 - 2016-05-03 13:29:48 UTC  |  Edited by: Unconspicous Alt
Phoenix Jones wrote:

Citadels are a supplement for a defense fleet, not a replacement for it.


Then the citadels are doomed from the start. Most of the players in this game are not part of big corporations, cannot field large defense fleets and, for them, a minmatar large tower can defend much better than a large citadel ( which is supposed to replace outposts that are impenetrable to subcap fleets ). Plus that a tower is WAY cheaper.

Practically, living in a wormhole and having a large citadel is nothing less than an invitation for any 5-10 member gang fleet to come and get a 15-20 bil isk kill.

oResolution wrote:
And as for the logi, if the citadel can leave the painting/webbing to the 5 man defense gang, then it can wield its 60 point strength scripted jammers to incapacitate the logistics, not to mention removing 100 capacitor per second PER NEUT from whatever it chooses.


how many logistics can a citadel incapacitate ? 3-4 at most. Compare that to a tower with 20 ecm turrets.
Apollo428
Colonial Industries
#37 - 2016-05-04 00:49:37 UTC
hello all, while i was complaining about the dps myself thats not why i am here... i am here to complain about the medium citadel as a concept.

you bring these out and say hey these are eventually going to replace stations and there are different sizes. medium for corps and small alliances. larges for small to medium alliances and XL for large alliances and coalitions. the Large and the XL both have the ability to place a market hub service module while the medium does not. ok while i am not a fan of this i will accept that. what i wont accept is that the blue print to build the medium requires 4 market hub components. which drives the cost of the hull above what CCP projected the price would be. im all for free markets and player driven prices but ccp thats your doing right there. what sense does it make if the blueprint needs this componets only for the structure not to be abel to place the service.


either remove the requirement from the medium blue print or give the medium citadel the ability to place a market hub.

and o yea... buff anti subcap missiles damage cause i can tank a fortizar in my drake solo.... just saying
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