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[Citadels] Dreadnoughts

First post
Author
Cyrek Ohaya
Blazing Sun Group
#101 - 2016-04-26 16:44:16 UTC
Will High Angle Weaponry be considered "Large", "Capital" or both?
Goldensaver
Maraque Enterprises
Just let it happen
#102 - 2016-04-26 18:04:03 UTC
Cyrek Ohaya wrote:
Will High Angle Weaponry be considered "Large", "Capital" or both?

Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).
Frostys Virpio
State War Academy
Caldari State
#103 - 2016-04-26 19:21:43 UTC
Cyrek Ohaya wrote:
Will High Angle Weaponry be considered "Large", "Capital" or both?


If they were large, you would probably have people fiddling around with high angle Talos and other shenanigan with attack battle-cruiser since they have fitting bonus to large weapons.
Pryce Caesar
University of Caille
Gallente Federation
#104 - 2016-04-26 20:21:00 UTC
Goldensaver wrote:
Cyrek Ohaya wrote:
Will High Angle Weaponry be considered "Large", "Capital" or both?

Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).


It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC.

And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds.

Can someone clear this up for me?
Mizhir
Devara Biotech
#105 - 2016-04-26 20:48:32 UTC
Pryce Caesar wrote:
Goldensaver wrote:
Cyrek Ohaya wrote:
Will High Angle Weaponry be considered "Large", "Capital" or both?

Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).


It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC.

And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds.

Can someone clear this up for me?


The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.

❤️️💛💚💙💜

Xiaodown
Caldari Provisions
Caldari State
#106 - 2016-04-26 21:52:32 UTC
Protip: the phoenix was never useful.

The torps are too slow. You can F1 and go out for a pizza and be back in front of your computer by the time the missile hits the structure you were shooting at.
Pryce Caesar
University of Caille
Gallente Federation
#107 - 2016-04-26 22:09:00 UTC
Mizhir wrote:
Pryce Caesar wrote:
Goldensaver wrote:
Cyrek Ohaya wrote:
Will High Angle Weaponry be considered "Large", "Capital" or both?

Pretty sure they're just considered capital. They get bonuses from dread/titan traits but cannot be fitted to subcaps by a hard limit (can't do it even if you have the grid/CPU).


It makes sense that they would be Capital modules. The "double" modules of Large and Medium guns are essentially doubled up versions of Medium and Small guns (not sure if that applies to tracking and the like). The High Angle Weapons, in that sense, are tripled variants of Large guns, IIRC.

And I am still wondering: the preview for High Angle Lasers has one of the three gun emplacements firing every two seconds, but the stats on their fire rate has a fire rate of every six seconds.

Can someone clear this up for me?


The HAW guns are capital modules. They got the same signature resolution as the other XL guns and use XL ammo. The Rapid Torp launchers are a bit special though as they use the same Torpedos as normal torp launchers, but they still behave like the capital weapons when it comes to bonus and such.


Not what they are and what they use. I'm talking about the firing rate. How does the firing rate work?
Jimy F
Strategic Isks Investments Corporation
#108 - 2016-04-26 23:39:12 UTC
i assume
bonus on minmatar and galante for reper cycle time is for makeing this ships better active tanking, but they in active tanking need more capacitor so they need more cap module so making then not better but worst becouse they really are no capable rep more becouse lack of capacitor, and dreds with resistance have just pasive reduce of damage so they tank better and not need more cap for it
my conclusion for this is, you should give resistance bonus to all, the same like haevy interdictors, not reduction reper cycle time or bonus to reper amout, reper bonus amout make ships bettet only for active tanking wich also need more cap so ship with resistance module are better for buffer tanks, beter for active tnaking with compersion ships that have reper cycle reduction and the same for active tanking with compersion with ships with reper amout bonus
i think also all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for sige
is little shame you forget abaut capital shize smartbombs :(
Lugh Crow-Slave
#109 - 2016-04-27 02:11:43 UTC
Xiaodown wrote:
Protip: the phoenix was never useful.

The torps are too slow. You can F1 and go out for a pizza and be back in front of your computer by the time the missile hits the structure you were shooting at.


the point of a balance is to fix that not exasperate it
Lugh Crow-Slave
#110 - 2016-04-27 02:14:53 UTC
Jimy F wrote:
i assume
bonus on minmatar and galante for reper cycle time is for makeing this ships better active tanking, but they in active tanking need more capacitor so they need more cap module so making then not better but worst becouse they really are no capable rep more becouse lack of capacitor, and dreds with resistance have just pasive reduce of damage so they tank better and not need more cap for it
my conclusion for this is, you should give resistance bonus to all, the same like haevy interdictors, not reduction reper cycle time or bonus to reper amout, reper bonus amout make ships bettet only for active tanking wich also need more cap so ship with resistance module are better for buffer tanks, beter for active tnaking with compersion ships that have reper cycle reduction and the same for active tanking with compersion with ships with reper amout bonus
i think also all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for sige
is little shame you forget abaut capital shize smartbombs :(


please no this bonuse may not be good for you but it will be good for how my and several other groups use dreads


you don't need to cycle them 100% of the time and there are cap boosters now for caps
Seth Quantix
Royal Amarr Institute
Amarr Empire
#111 - 2016-04-27 02:45:49 UTC
Lugh Crow-Slave wrote:
you don't need to cycle them 100% of the time and there are cap boosters now for caps


this : as previously stated, the naglfar is getting a huge buff from capless active tank thanks to new capital ancillary (which might be a bit overpowered, we'll see about that). still, new capacitor / tank modules should make it so dreads won't have much cap problems
Goldensaver
Maraque Enterprises
Just let it happen
#112 - 2016-04-27 06:42:19 UTC  |  Edited by: Goldensaver
CCP Larrikin wrote:
S4ndman wrote:
Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots?

I'm not used to capital ships, but it made me curious.. Blink


This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required.

Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be buffed for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWS and vice versa with a depot.

Alternative just give all dreads 2 guns and a role bonus.
Seth Quantix
Royal Amarr Institute
Amarr Empire
#113 - 2016-04-27 06:44:11 UTC
Goldensaver wrote:
Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot.


That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ???
Lugh Crow-Slave
#114 - 2016-04-27 06:46:17 UTC
Goldensaver wrote:
CCP Larrikin wrote:
S4ndman wrote:
Can someone explain to me why the nalgfar gets 2 turret slots while the other ones get 3 weapon slots?

I'm not used to capital ships, but it made me curious.. Blink


This is because of a limitation on the Nalgfar model. Long term, its something we want to fix :) For now the Nalgfar gets a bit of an advantage with ammo/modules required.

Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be buffed for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWS and vice versa with a depot.

Alternative just give all dreads 2 guns and a role bonus.


Be better if the size of there guns were increased

Limiting its fleet bay does nothing as his friend can bring them in theirs.

Buffing the rest just removes the need for any dread to commit
Jimy F
Strategic Isks Investments Corporation
#115 - 2016-04-27 10:17:36 UTC
i didnt saw anywhere topic abaut high angle weponery; so i write it here
whats the point making guns for dreads wich praboly be able shoot only one or two targets? shoort range of thoes make, you will be able to shoot one or two targets if you get webs suport, befor subcap take range and you cant shoot nothing more becouse you cant cach them. my opinin abaut this changes should add longe range large guns in first place (rails, beamas, artliery, cruuise missiles)
Lugh Crow-Slave
#116 - 2016-04-27 10:39:26 UTC
You can get around 80k with these beyond that capital guns start working again on properly talked subcaps
Amanda Rey
Stahlwerk AG
Sigma Grindset
#117 - 2016-04-27 12:36:56 UTC
The Phoenix is a bad Ship now ? I don't think so Sunshine. Thanks to the new Rapid Torp Launcher it works great for Ratting in Dronespace (well at least if you have good Missile Support Skills). Faction Ammo is a must though.
Jessie McPewpew
U2EZ
#118 - 2016-04-27 14:05:06 UTC
Seth Quantix wrote:
Goldensaver wrote:
Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot.


That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ???
IKR.
Lugh Crow-Slave
#119 - 2016-04-27 14:35:21 UTC
Amanda Rey wrote:
The Phoenix is a bad Ship now ? I don't think so Sunshine. Thanks to the new Rapid Torp Launcher it works great for Ratting in Dronespace (well at least if you have good Missile Support Skills). Faction Ammo is a must though.



just what i want in a dread Roll
Lugh Crow-Slave
#120 - 2016-04-27 14:36:23 UTC
Jessie McPewpew wrote:
Seth Quantix wrote:
Goldensaver wrote:
Can the Naglfar's fleet hangar be nerfed in size or other dreads fleet hangars be bugged for now then? Because right now it is the only dread with the unique and powerful advantage of being able to carry a full rack of guns in cargo. This makes it the only dread to not have to worry about role when it undocks because it can refit from capital guns to HAWSand vice versa with a depot.


That's something I didn't realize, yet it is actually completely overpowered. how come no one thought of this for the last month ???
IKR.



we did and pointed it out to ccp over a weak ago