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[Citadels] Carriers

First post
Author
Anhenka
Native Freshfood
Minmatar Republic
#601 - 2016-04-28 00:56:36 UTC
Ele Rebellion wrote:
So. without sentries. how do carriers hit a control tower?


They don't

But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway.

Why would you bash a tower in carriers anyway?
Cymril Starfury
Pandemic Horde High Sec Division
#602 - 2016-04-28 00:57:59 UTC  |  Edited by: Cymril Starfury
Disregard, I figured it out.
Lugh Crow-Slave
#603 - 2016-04-28 01:02:24 UTC
Anhenka wrote:
Ele Rebellion wrote:
So. without sentries. how do carriers hit a control tower?


They don't

But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway.

Why would you bash a tower in carriers anyway?


why would you bash a tower
Anhenka
Native Freshfood
Minmatar Republic
#604 - 2016-04-28 01:07:29 UTC
Lugh Crow-Slave wrote:
Anhenka wrote:
Ele Rebellion wrote:
So. without sentries. how do carriers hit a control tower?


They don't

But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway.

Why would you bash a tower in carriers anyway?


why would you bash a tower



Start a fight? Dank goo isk? Someone has a staging tower where you don't want it?

Irrational hate of semi-spherical force bubbles?
Lugh Crow-Slave
#605 - 2016-04-28 01:15:23 UTC
Anhenka wrote:
Lugh Crow-Slave wrote:
Anhenka wrote:
Ele Rebellion wrote:
So. without sentries. how do carriers hit a control tower?


They don't

But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway.

Why would you bash a tower in carriers anyway?


why would you bash a tower



Start a fight? Dank goo isk? Someone has a staging tower where you don't want it?

Irrational hate of semi-spherical force bubbles?


sorry meant wh ywould you use a carrier to bash a citadel
Sgt Ocker
What Corp is it
#606 - 2016-04-28 02:35:21 UTC
Lugh Crow-Slave wrote:
Anhenka wrote:
Lugh Crow-Slave wrote:
Anhenka wrote:
Ele Rebellion wrote:
So. without sentries. how do carriers hit a control tower?


They don't

But they can hit Citadels just fine, and POS's are going to be slowly phased out anyway.

Why would you bash a tower in carriers anyway?


why would you bash a tower



Start a fight? Dank goo isk? Someone has a staging tower where you don't want it?

Irrational hate of semi-spherical force bubbles?


sorry meant wh ywould you use a carrier to bash a citadel

Truth be told - You wouldn't, carriers aren't designed to engage any structure bigger than a mobile depot.

Dreads are the go to capital if you want to do anything really. Better tank, better dps and application, same price as a carrier but with everything a carrier doesn't do going for it.
Even keeping a carrier as a suitcase was taken away, so there is no need or role for carriers now.

I stupidly forgot to put the triage mod on one of my carriers so now have 2 useless limps of pixels in one hangar.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lugh Crow-Slave
#607 - 2016-04-28 03:27:06 UTC  |  Edited by: Lugh Crow-Slave
Sgt Ocker wrote:
Truth be told - You wouldn't, carriers aren't designed to engage any structure bigger than a mobile depot.

Dreads are the go to capital if you want to do anything really. Better tank, better dps and application, same price as a carrier but with everything a carrier doesn't do going for it.
Even keeping a carrier as a suitcase was taken away, so there is no need or role for carriers now.

I stupidly forgot to put the triage mod on one of my carriers so now have 2 useless limps of pixels in one hangar.


actually when you count fighters dreads are cheaper


EDIT:

i still think the easiest way to help them is let fighters warp on grid. this isn't the best way but it would give them range over dreads so they would at least have that use
Sgt Ocker
What Corp is it
#608 - 2016-04-28 07:59:16 UTC
Lugh Crow-Slave wrote:
Sgt Ocker wrote:
Truth be told - You wouldn't, carriers aren't designed to engage any structure bigger than a mobile depot.

Dreads are the go to capital if you want to do anything really. Better tank, better dps and application, same price as a carrier but with everything a carrier doesn't do going for it.
Even keeping a carrier as a suitcase was taken away, so there is no need or role for carriers now.

I stupidly forgot to put the triage mod on one of my carriers so now have 2 useless limps of pixels in one hangar.


actually when you count fighters dreads are cheaper


EDIT:

i still think the easiest way to help them is let fighters warp on grid. this isn't the best way but it would give them range over dreads so they would at least have that use

Except, light fighters can't warp unless it is to return to their fighter bay.
And really, I don't know many pilots who might still fly carriers and want to just let a few hundred mil worth of fighters die. If the fighters are too far away from your carrier (more than 30 or 40K) they will just die before you can recall them, that starts to add up to a lot of isk at around 80 mil per squad.

I'm not sure though how having light fighters shooting a Citadel would be of any use, they can't do any damage to it.

Carriers are done; They are now too expensive at the same price as Dreads, with far less ability and on grid use compared to Dreads. Really if this is what Devs see as "good, interesting game play" they really should just remove carriers and be done with it. There is nothing fun, interesting or good about having to sit stock still next to a fax and watch your fighters/isk die pointlessly.

The only bad thing about Carriers was their ability to remote rep on the move - Well Devs fixed that and made them so they just can't move once on grid but also can't do much else either.


Bonus offer for subscribing - Seriously Men's and Womens mirelle upwell executive coat and glasses - This is a game of fukin Pirates, Thieves and Scammers and you want to dress them like fukin office workers. Don't know who designs accessories for CCP but for fuks sake - Sack them and find someone with a little imagination that can design for the game.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#609 - 2016-04-28 08:01:53 UTC  |  Edited by: Sgt Ocker
Lugh Crow-Slave wrote:
Sgt Ocker wrote:
Truth be told - You wouldn't, carriers aren't designed to engage any structure bigger than a mobile depot.

Dreads are the go to capital if you want to do anything really. Better tank, better dps and application, same price as a carrier but with everything a carrier doesn't do going for it.
Even keeping a carrier as a suitcase was taken away, so there is no need or role for carriers now.

I stupidly forgot to put the triage mod on one of my carriers so now have 2 useless limps of pixels in one hangar.


actually when you count fighters dreads are cheaper


EDIT:

i still think the easiest way to help them is let fighters warp on grid. this isn't the best way but it would give them range over dreads so they would at least have that use

Except, light fighters can't warp unless it is to return to their fighter bay.
And really, I don't know many pilots who might still fly carriers and want to just let a few hundred mil worth of fighters die. If the fighters are too far away from your carrier (more than 30 or 40K) they will just die before you can recall them, that starts to add up to a lot of isk at around 80 mil per squad.

I'm not sure though how having light fighters shooting a Citadel would be of any use, they can't do any damage to it.

Carriers are done; They are now too expensive at the same price as Dreads, with far less ability and on grid use compared to Dreads. Really if this is what Devs see as "good, interesting game play" they really should just remove carriers and be done with it. There is nothing fun, interesting or good about having to sit stock still next to a fax and watch your fighters/isk die pointlessly.

The only bad thing about Carriers was their ability to remote rep on the move - Well Devs fixed that and made them so they just can't move once on grid but also can't do much else either.


Bonus offer for subscribing - Seriously Men's and Womens mirelle upwell executive coat and glasses - This is a game of fukin Pirates, Thieves and Scammers and you want to dress them like fukin office workers. Don't know who designs accessories for CCP but for fuks sake - Sack them and find someone with a little imagination that can design for the game.

EDIT; Sorry for the double post - Seems "We Got Ganked" = we'll post it twice

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lugh Crow-Slave
#610 - 2016-04-28 10:05:30 UTC
that is why i said give them the abuility to warp. this would actualy reward the carrier for being farther from its fleet as it would let its fighters warp back to it and then warp back into the fight if they needed. Adding you carriers position to the micro managing of this role.it would also just by this design spread fleets out and reward having small fast ships that can provide warp points.

basically it would still have many of the same issues but they would become the longest range ship in the game to make up for it.
Fateforsaken
Pator Tech School
Minmatar Republic
#611 - 2016-04-28 14:29:33 UTC
I didn't see if this was covered, by why do carriers have such a small cargo bay? Capital cap charges are 128m3 so any carrier will have a limit of under 10 without using the fleet bay. Meanwhile dreadnoughts got a cargo bay increase to over 2000. How am I suppose to XL ASB shield boost my carrier with such limitations?
Lugh Crow-Slave
#612 - 2016-04-28 14:34:57 UTC  |  Edited by: Lugh Crow-Slave
Fateforsaken wrote:
I didn't see if this was covered, by why do carriers have such a small cargo bay? Capital cap charges are 128m3 so any carrier will have a limit of under 10 without using the fleet bay. Meanwhile dreadnoughts got a cargo bay increase to over 2000. How am I suppose to XL ASB shield boost my carrier with such limitations?


wait so when ccp said they didn't want to make one a suitcase over the other what they meant was turn dreads into the suitcase?

what was it ccp did a chimera call you a mean name as a kid?


EDIT

so a rev with just expanderas gets 25.2k(this includes the 10k fleet bay)

and an archon gets 17.4k if it uses rigs and expanders you're kidding right?
Sgt Ocker
What Corp is it
#613 - 2016-04-28 23:10:41 UTC
Lugh Crow-Slave wrote:
that is why i said give them the abuility to warp. this would actualy reward the carrier for being farther from its fleet as it would let its fighters warp back to it and then warp back into the fight if they needed. Adding you carriers position to the micro managing of this role.it would also just by this design spread fleets out and reward having small fast ships that can provide warp points.

basically it would still have many of the same issues but they would become the longest range ship in the game to make up for it.

That just might give carriers a purpose - Not sure that was ever part of Devs agenda.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

sworphy
Pandemic Horde Inc.
Pandemic Horde
#614 - 2016-04-29 11:48:46 UTC
100 million isk for a skill so I can use my fighters again, you havin a laugh CCP?
Sepheir Sepheron
State War Academy
Caldari State
#615 - 2016-05-01 12:30:48 UTC
Caldari Support fighters are a joke. 1.5 omni strength for ecm with only 3 fighters per squadron. Did you know that heavy ECM drones have a strength of 2? On top of that the Chimera gets a bonus to ECM optimal as if the strength wasn't insulting enough.
Lugh Crow-Slave
#616 - 2016-05-01 12:34:14 UTC
Sepheir Sepheron wrote:
Caldari Support fighters are a joke. 1.5 omni strength for ecm with only 3 fighters per squadron. Did you know that heavy ECM drones have a strength of 2? On top of that the Chimera gets a bonus to ECM optimal as if the strength wasn't insulting enough.


This is only the surface of the support drone issue
Oxide Ammar
#617 - 2016-05-02 07:36:08 UTC
They need to boost CPU of Chimera and Nidhoggur because both can't go active tanking without going faction/officer fit.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Sgt Ocker
What Corp is it
#618 - 2016-05-02 11:47:40 UTC
Oxide Ammar wrote:
They need to boost CPU of Chimera and Nidhoggur because both can't go active tanking without going faction/officer fit.

Niddy got a CPU boost (25 extra CPU) - At a cost of 110K PG.

Another CPU increase would see it with too little PG (Devs feel trade off's are the only way to balance) - Don't ask for something that may gimp it more..

Honestly the slight increase in cost for faction or even deadspace (tank mods) is worth it. You may end up with a half decent tank. T2 is too hard to fit, Meta is hardly worth fitting - Faction at least you may survive a few minutes longer.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Lugh Crow-Slave
#619 - 2016-05-02 14:35:33 UTC
Oxide Ammar wrote:
They need to boost CPU of Chimera and Nidhoggur because both can't go active tanking without going faction/officer fit.


i dont think any of the carriers are meant to active tank
Sekeris
Order of Celestial Knights
#620 - 2016-05-02 15:47:08 UTC
Lugh Crow-Slave wrote:
Sepheir Sepheron wrote:
Caldari Support fighters are a joke. 1.5 omni strength for ecm with only 3 fighters per squadron. Did you know that heavy ECM drones have a strength of 2? On top of that the Chimera gets a bonus to ECM optimal as if the strength wasn't insulting enough.


This is only the surface of the support drone issue


Its perfectly functional to jam other fighters, who seem to have a sensor str of 4-8 for a full squad. Both probably need adjusting, as so many more bits of this patch do. At the moment your better off jamming the fighters then the carrier (who will be somewhere arround 150ish)