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[Citadels] Dreadnoughts

First post
Author
Moac Tor
Cyber Core
Immediate Destruction
#141 - 2016-05-01 23:18:25 UTC
7even7eas wrote:
im very upset about dreadnaughts spawning in havens, i didnt know that was going to happen and i lost an ishtar because i didnt notice it

Haha. They are working exactly as intended then. You should have got some friends to go and kill it.
Lugh Crow-Slave
#142 - 2016-05-01 23:22:52 UTC
Moac Tor wrote:
7even7eas wrote:
im very upset about dreadnaughts spawning in havens, i didnt know that was going to happen and i lost an ishtar because i didnt notice it

Haha. They are working exactly as intended then. You should have got some friends to go and kill it.


He should not have been afk
Goldensaver
Maraque Enterprises
Just let it happen
#143 - 2016-05-02 01:04:54 UTC
Lugh Crow-Slave wrote:
Goldensaver wrote:
Carrion Crow wrote:
In terms of the design logic of the fictional in game dread designers...

Why not make the dread fleet hangers big enough so that a dread can carry a full set of High angle guns?

They can currently fit 2... why not 3?

This seems like a design flaw and doesn't allow a dread to travel then refit for a different role...

If I was the fictional dread designer, I would of prioritized the fleet hanger over a ship maintenance bay.

Come on lads, sort it out.

CC

Actually, I think they can now? Packaged guns are only 1k m3 so you can bring out a few spare guns. There's just no bringing them back with you, they have to be disposable. Either that or you win the fight and bring in haulers to scoop your guns.


Meh used to do this with triage with burnt out reps

Yeah. People just need to start seeing guns as a resource. Something that you can dispose of when the need arises. As long as you do that you can have 3 spare racks of guns (for mad overheating) or 5 in the Nalgfar. Nothing to worry about.
Carrion Crow
Head Like a Hole.
#144 - 2016-05-02 20:10:33 UTC  |  Edited by: Carrion Crow
Edit: my observation was incorrect.

Just realized you CAN take packaged guns.

Thank you CCP ;)
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#145 - 2016-05-23 20:54:20 UTC
Why Naglfar is castrated on one slot??
Lugh Crow-Slave
#146 - 2016-05-27 08:14:45 UTC
Khan Wrenth
Viziam
Amarr Empire
#147 - 2016-05-27 12:01:37 UTC
Lugh Crow-Slave wrote:
what slot?

I'm just guessing here, but I think they might be referring to the "two turrets for Nal verses other dreads" thing that a Dev already explained on page 5. But it's just a guess since that's the only disparity I know of right now.
Marcus Tedric
Zebra Corp
Goonswarm Federation
#148 - 2016-05-27 13:05:56 UTC
Lidia Caderu wrote:
Why Naglfar is castrated on one slot??


Because the Naglfar used to have 2 x Turret Slots and 2 (or 1, it's been a long time) x Missile slots - thus the model can only show 2 Turret models.

When it lost the missile slots the bonus was changed so that it's 2 turrets as like 3.

When they can address the model and show another turret, they will - and the bonus will change as well.

Don't soil your panties, you guys made a good point, we'll look at the numbers again. - CCP Ytterbium

Rek Seven
University of Caille
Gallente Federation
#149 - 2016-06-08 22:38:52 UTC
Make siege dreads immune to ecm... It is ******* stupid that a dread can be jammed by 1 ecm drone or a frig!
Lugh Crow-Slave
#150 - 2016-06-09 00:55:31 UTC
why its very rare for them to be jammed unless under a huge amount of ECM and they are much better off than carriers who can have all of their fighters perma jammed by one frig
Rek Seven
University of Caille
Gallente Federation
#151 - 2016-06-09 09:42:38 UTC  |  Edited by: Rek Seven
Rare is irrelevant. It can happen and does happen because it is chance based unlike all other forms of ewar. The chance of being jammed coupled with the slow lock time of a dread makes the situation worse.

It is probably a bug but ecm drones are currently very effective at jamming a dread... but either way dreads should not be jamable unless it's with some new ecm module that can only be fitted on caps/battleships.

Lugh Crow-Slave wrote:
... better off than carriers who can have all of their fighters perma jammed by one frig

Recall fighters > launch fighters > kill frig
Lugh Crow-Slave
#152 - 2016-06-09 16:23:52 UTC
Rek Seven wrote:

Recall fighters > launch fighters > kill frig


glad to see they are all siting at 0 on your carrier

Rek Seven
University of Caille
Gallente Federation
#153 - 2016-06-10 12:11:36 UTC
CCP Larrikin wrote:

Dreadnoughts
  • Siege Mode now gives ECM Immunity



Smile
Ormarr Kai
Pator Tech School
#154 - 2016-06-13 18:36:54 UTC
these changes are a step in the right direction but as it stand dreads are still throw away ships. I would like to see a change that makes them less disposable..
Caleb Seremshur
Commando Guri
Guristas Pirates
#155 - 2016-09-07 07:32:41 UTC
I made an image to summarise my feelings on the matter: http://imgur.com/a/4oYXb
Also let's take a look at the killboard for moros kills:---> https://zkillboard.com/ship/19724/losses/
Now I don't know about you but fitting a moros which has a repping bonus with only plates and no repper seems a bit arse-about-face don't you think?
Or maybe a reptime bonus on armour ships is bad, this is the same reason why the hecate is underperforming as well because rep-time on armour ships is a poor choice of bonus for these hulls to have.

At the moment I see no reason to use anything but naglfar. The average damage you see is about 6500dps on these fits, the nag reps 54,000hp per cycle on its ancillary booster meaning it can tank up to 4 dreads worth of DPS per ancillary booster. OR if fighting one dread it can infinitely cycle these boosters until it runs out of charges because of its larger bay + capless guns + native bonuses. A Dual ancillary rep phoenix reps even more.

As you may have guessed those fits were made for the purpose of using as little faction stuff as possible and no implants. These fits you see on killboards with 4.5bil and 5bil dreads dying is totally unnecessary.