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Player Features and Ideas Discussion

 
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Make Dreadnaughts great again!

Author
Ormarr Kai
Pator Tech School
#1 - 2016-06-13 05:26:40 UTC
As you all know flying a dread into a fleet battle is likely suicide, if you survive, it is usually luck. As it stands right now there is no way for a fleet to help a sieged dread, they are effectively alone. I believe dreads should have some hope. Here are some ideas I think could help:

-Significantly reducing siege cycle time ( maybe as low as 1 minute?)

-Allowing remote rep while in siege

-A module or function of the siege module that allows you to become effectively invulnerable at the cost of all offensive capability (for one cycle) one off module like the capital hull energizer.

Just a few ideas off the top of my head.Regardless if those ideas are good or not I do think dreads need to be aligned with the rest of eve. No ship should be straight up suicide. Doing so would make dreads more effective in fights as well as spice up fleet battles as we know them. Dreads would be more likely to engage in capital-capital combat. At 3-5 bill each dreads should not be throw away ships.


I also think this extends to triage- but that's a different thread

Thoughts??
Amanda Chan
Garoun Investment Bank
Gallente Federation
#2 - 2016-06-13 05:40:43 UTC
Ormarr Kai wrote:
As you all know flying a dread into a fleet battle is likely suicide, if you survive, it is usually luck. As it stands right now there is no way for a fleet to help a sieged dread, they are effectively alone. I believe dreads should have some hope. Here are some ideas I think could help:

-Significantly reducing siege cycle time ( maybe as low as 1 minute?)

I'd be a fan of this

-Allowing remote rep while in siege

No

-A module or function of the siege module that allows you to become effectively invulnerable at the cost of all offensive capability (for one cycle) one off module like the capital hull energizer.

No, you already have scripted hardeners and the capital hull energizer for 99% hull resist one shot.

Just a few ideas off the top of my head.Regardless if those ideas are good or not I do think dreads need to be aligned with the rest of eve. No ship should be straight up suicide. Doing so would make dreads more effective in fights as well as spice up fleet battles as we know them. Dreads would be more likely to engage in capital-capital combat. At 3-5 bill each dreads should not be throw away ships.


I also think this extends to triage- but that's a different thread

Thoughts??


What I would like to see is having Dread siege work more like marauder bastion. Make old Dread siege damage baseline and have the siege module just increase tanking/range/sensor strength. Nerf their sensor strength in half so they don't because omgwtfbbq pwn mobiles that can be remote repped.

I'd also be a fan of dread weapons taking less volume so you can switch your weapon as needed. Switching from HAW, to short or long range. It still makes your originally fit matter because of the inability to switch while under a weapon timer.

Which is also why I'd be a fan of 1 minute siege cycles instead of 5 minutes.
elitatwo
Zansha Expansion
#3 - 2016-06-13 05:41:08 UTC
I don't like advertising, but for Mike I'll do it gladly.

Do yourself a favor, open youtube and search for ferocious 9 and don't forget to watch the previous ones too. In this educational video Big Miker shows you how to proper fly a dread.

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This is the law of ship progression!

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Amanda Chan
Garoun Investment Bank
Gallente Federation
#4 - 2016-06-13 05:48:45 UTC
elitatwo wrote:
I don't like advertising, but for Mike I'll do it gladly.

Do yourself a favor, open youtube and search for ferocious 9 and don't forget to watch the previous ones too. In this educational video Big Miker shows you how to proper fly a dread.


Did you even read the OP? He's talking about fleet battles...
Ormarr Kai
Pator Tech School
#5 - 2016-06-13 06:05:01 UTC
elitatwo wrote:
I don't like advertising, but for Mike I'll do it gladly.

Do yourself a favor, open youtube and search for ferocious 9 and don't forget to watch the previous ones too. In this educational video Big Miker shows you how to proper fly a dread.



can big miker tank 20 sieged dreads in his swaglfar? If so Id like to see that fit!Lol

Seriously though, carriers are for subcaps, and I think they fill that role nicely. Dreads are for cap-cap warfare and are utterly unbalanced for the role. Dreads are like fodder while supers do all the work.
elitatwo
Zansha Expansion
#6 - 2016-06-13 08:09:47 UTC
Amanda Chan wrote:
elitatwo wrote:
I don't like advertising, but for Mike I'll do it gladly.

Do yourself a favor, open youtube and search for ferocious 9 and don't forget to watch the previous ones too. In this educational video Big Miker shows you how to proper fly a dread.


Did you even read the OP? He's talking about fleet battles...


You mean those - 500000000000 press FONE - and you ship goes POOF?

Eve Minions is recruiting.

This is the law of ship progression!

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Tabyll Altol
Viziam
Amarr Empire
#7 - 2016-06-13 09:59:31 UTC
Ormarr Kai wrote:
As you all know flying a dread into a fleet battle is likely suicide, if you survive, it is usually luck. As it stands right now there is no way for a fleet to help a sieged dread, they are effectively alone. I believe dreads should have some hope. Here are some ideas I think could help:

-Significantly reducing siege cycle time ( maybe as low as 1 minute?)

-Allowing remote rep while in siege

-A module or function of the siege module that allows you to become effectively invulnerable at the cost of all offensive capability (for one cycle) one off module like the capital hull energizer.

Just a few ideas off the top of my head.Regardless if those ideas are good or not I do think dreads need to be aligned with the rest of eve. No ship should be straight up suicide. Doing so would make dreads more effective in fights as well as spice up fleet battles as we know them. Dreads would be more likely to engage in capital-capital combat. At 3-5 bill each dreads should not be throw away ships.


I also think this extends to triage- but that's a different thread

Thoughts??


Short: No.

Want fleetfight with remote repping --> do not klick the siege module.
Want more dps --> use the siege module and risk beeing primary.

Want dps of a dread and remote rep go and buy a titan.

-1
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-06-13 19:39:29 UTC
I don't think you understand the point of a siege module.

Also, losing a dread does not cost you 3-5 bil. Using a nag as the example ship, It's a 1.2b loss for the hull after insurance.

Mine survived 6vdt, hed, br-...don't give me that 'dreads are suicide!!1' thing.
Ormarr Kai
Pator Tech School
#9 - 2016-06-13 20:10:59 UTC
Danika Princip wrote:
I don't think you understand the point of a siege module.

Also, losing a dread does not cost you 3-5 bil. Using a nag as the example ship, It's a 1.2b loss for the hull after insurance.

Mine survived 6vdt, hed, br-...don't give me that 'dreads are suicide!!1' thing.


maybe because you didn't get primaried? I would like to see a way for dreads to receive help from other fleet members maybe allow them to receive reps at the cost of something else. I think i would bring a few dynamic to fleet engadgments and encourage more capital fights .
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2016-06-13 20:16:43 UTC
The cost of receiving remote reps is to cut your DPS by ~80%

The threat of losing dreads is not a limiting factor in a perceived lack of capital fights.
elitatwo
Zansha Expansion
#11 - 2016-06-13 20:39:26 UTC
Danika Princip wrote:
The cost of receiving remote reps is to cut your DPS by ~80%

The threat of losing dreads is not a limiting factor in a perceived lack of capital fights.


And don't forget you can have capital fights all day long on SiSi - well some of us can. My graphics card can't handle 90285927693659265972567956916067372405 fortizars being rendered in one system at once.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Ormarr Kai
Pator Tech School
#12 - 2016-06-13 22:17:14 UTC
Danika Princip wrote:
The cost of receiving remote reps is to cut your DPS by ~80%

The threat of losing dreads is not a limiting factor in a perceived lack of capital fights.



Yes but the seige timer is too long , there is no way to drop out of seige in a timely manner to get reps, once you are in seige you are stuck . That's the feature I don't agree with . However seems like the current response is people are okay with dreads being throw away ships ...
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2016-06-13 23:07:14 UTC
Ormarr Kai wrote:
Danika Princip wrote:
The cost of receiving remote reps is to cut your DPS by ~80%

The threat of losing dreads is not a limiting factor in a perceived lack of capital fights.



Yes but the seige timer is too long , there is no way to drop out of seige in a timely manner to get reps, once you are in seige you are stuck . That's the feature I don't agree with . However seems like the current response is people are okay with dreads being throw away ships ...


...That's the POINT.

Siege forces you to commit. That is why it exists.
FT Diomedes
The Graduates
#14 - 2016-06-14 02:01:38 UTC
Danika Princip wrote:
Ormarr Kai wrote:
Danika Princip wrote:
The cost of receiving remote reps is to cut your DPS by ~80%

The threat of losing dreads is not a limiting factor in a perceived lack of capital fights.



Yes but the seige timer is too long , there is no way to drop out of seige in a timely manner to get reps, once you are in seige you are stuck . That's the feature I don't agree with . However seems like the current response is people are okay with dreads being throw away ships ...


...That's the POINT.

Siege forces you to commit. That is why it exists.


This is the best thing about Dreadnoughts. It's one form of PVP which requires a commitment.

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

Cristl
#15 - 2016-06-14 05:22:28 UTC
Amanda Chan wrote:
I'd also be a fan of dread weapons taking less volume so you can switch your weapon as needed. Switching from HAW, to short or long range. It still makes your originally fit matter because of the inability to switch while under a weapon timer.

Which is also why I'd be a fan of 1 minute siege cycles instead of 5 minutes.

Isn't the whole point of the recently announced Naglnerf that with only two turrets it could carry spare weapons? Also, the siege timer's purpose is to force commitment.
Amanda Chan
Garoun Investment Bank
Gallente Federation
#16 - 2016-06-14 09:53:59 UTC
Cristl wrote:
Amanda Chan wrote:
I'd also be a fan of dread weapons taking less volume so you can switch your weapon as needed. Switching from HAW, to short or long range. It still makes your originally fit matter because of the inability to switch while under a weapon timer.

Which is also why I'd be a fan of 1 minute siege cycles instead of 5 minutes.

Isn't the whole point of the recently announced Naglnerf that with only two turrets it could carry spare weapons? Also, the siege timer's purpose is to force commitment.


How is 1 minute not a commitment when 5 minutes is? Especially now with capital prop mods. Within 5 minutes the whole fight could be over 100 km away.

5 minutes wasn't as terrible back then because you could refit on the fly. 1 minute of not being relevant is a long time, 5 minutes is an eternity.



elitatwo
Zansha Expansion
#17 - 2016-06-14 10:26:27 UTC
Amanda Chan wrote:
...How is 1 minute not a commitment when 5 minutes is? Especially now with capital prop mods. Within 5 minutes the whole fight could be over 100 km away...


But 100km more does wonders to a turret boat.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Danika Princip
GoonWaffe
Goonswarm Federation
#18 - 2016-06-14 17:16:22 UTC
Amanda Chan wrote:
Cristl wrote:
Amanda Chan wrote:
I'd also be a fan of dread weapons taking less volume so you can switch your weapon as needed. Switching from HAW, to short or long range. It still makes your originally fit matter because of the inability to switch while under a weapon timer.

Which is also why I'd be a fan of 1 minute siege cycles instead of 5 minutes.

Isn't the whole point of the recently announced Naglnerf that with only two turrets it could carry spare weapons? Also, the siege timer's purpose is to force commitment.


How is 1 minute not a commitment when 5 minutes is? Especially now with capital prop mods. Within 5 minutes the whole fight could be over 100 km away.

5 minutes wasn't as terrible back then because you could refit on the fly. 1 minute of not being relevant is a long time, 5 minutes is an eternity.





It used to be ten minutes you know. Would you like to see that back?

5 minutes allows someone to actually come for you from more than one system out. 1 minute doesn't.

Being 100KM out doesn't mean anything in a capital fight, unless you're a phoenix with T1 torp launchers.

Also, if you ARE a phoenix with t1 torp launchers, what would you actually be fighting that slowboats 100km away from you, so obviously is not tackled, but doesn't just jump out? If you want mobility to go with your damage, fly a carrier.