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Player Features and Ideas Discussion

 
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hi sec carriers

Author
Unseen Spectre
Shadow Eye Ops
#61 - 2017-05-17 19:52:05 UTC
@Lugh

I like your idea with the support fighters on the sub cap carrier.

I would probably leave the with the ability to field one squadron of light fighters for at least some damage and self-protection.

As for the fighters themselves I could see some balance points that could be used to tweak the balance, i.e. squadron sizes, cycle/cooldown times, and number of charges to the fighter's charged abilities. I am sure there are more.

I just thought of another support fighter which currently do not exist. I was thinking of a refueling support fighter that would have a charged ability to refuel other fighters in flight so that they not have to return to the carrier to refuel. This is probably a bad idea, but I would like to hear your opinion about this.
Lugh Crow-Slave
#62 - 2017-05-17 20:11:54 UTC
one flight of light fighters is a lot of DPS for a BB let alone an E-war plat form. i could see letting it feild some sub cap drones but other than that it's fleet should be defending it so it does not need self defense.


as for changing fighter cool down and abilities for this ship over the last couple of years ccp has stated over and over they want to move away from edge cases and special rules
Unseen Spectre
Shadow Eye Ops
#63 - 2017-05-17 20:23:31 UTC  |  Edited by: Unseen Spectre
To be honest, I am not even sure what the dps is for non-bonused light fighters.

Do you have any idea what a squadron of a space superiority fighters would do in terms of DPS?

I was thinking of letting the sub cap carrier using air superiority fighters - that should keep damage i check. However, I am not sure if this will work at all.
Lugh Crow-Slave
#64 - 2017-05-17 21:48:27 UTC
Lol read over the last page petty sure we went over the various damage numbers and why superiority fighters will start to break things do to the perfect application
Unseen Spectre
Shadow Eye Ops
#65 - 2017-05-17 21:50:24 UTC
Will do 😁😂
Dior Ambraelle
University of Caille
Gallente Federation
#66 - 2017-05-18 10:32:02 UTC
It was mentioned multiple times (elsewhere too) that carriers aren't as good for PVP as they used to be. Maybe a solution could be a PVP-centric rework of all carriers including these sub-caps, and creating a rock-paper-scissors standup.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Lugh Crow-Slave
#67 - 2017-05-18 12:19:42 UTC
Dior Ambraelle wrote:
It was mentioned multiple times (elsewhere too) that carriers aren't as good for PVP as they used to be. Maybe a solution could be a PVP-centric rework of all carriers including these sub-caps, and creating a rock-paper-scissors standup.



It's not so much that they are not good for PvP it's that there is almost always a better option. Outside a few edge cases a proper fleet can make far better use of a dreads HAW than a carriers fighters. The HAW are also far less vulnerable add they can not be jammed and can not bee destroyed. HAW also doubt have that good awful reload time making their over all dps much much higher. Not to mention a fully fit dread is also cheaper than a fully fit carrier considering the price of fighters made worse by the fact the carrier will almost always lose a few of them. All though cumbersome it is also possible for dreads to refit to anti capital guns mid fought. This is Ann option carriers don't have.

Carriers become better in large high dps fights as they have better buffer and can receive remote logistics. In high numbers fighters also become less vulnerable. Problem is at this level you are better of bringing super carriers rather than stagnated ones.


Really i don't understand ccps thought possess of making carriers fully anti sub cap and at the sane time add HAW. They seem to be two ideas they individually developed and put little thought into the balance between them. HAW being added to ensure dreads could still fill their anti sub role and dedicating carriers to anti sub cap to differentiat themselfs from other capitals.

Another issue carriers have is they can't mix flights. What this means is you can only really bring one fighter type with you in your limited hanger. If you bring two toy will be met with a situation where you may have enough fighters for several flights but unable to frills even a single full one. This however seems to be more of a technical limitation rather than a balance one.


Making fighters much harder to jam when under the effect of an NSA lowering their build cost (particularly the t2) and making them harder to kill would go a long way into making them viable. Now all of these or a combinations of these would go a long way.