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Make dreads less useless

Author
Im Super Gay
Investtan Inc.
The Republic.
#1 - 2012-02-15 03:55:12 UTC  |  Edited by: Im Super Gay
The problem:

Sieged dreads must rely on a local tank alone, which does not scale well with fleet size. Sure, they get one of the best local tanks in the game, but 1-2 supercarriers can kill a sieged dread before it's siege finishes, not to mention the threat of being instapopped by a DD.

The solution:

Allow sieged dreads to be remote repped, at the cost of taking away the EWAR immunity. At least this way dreads will have a better survival rate againast supercarriers when supported with carriers, although they're still giant loot pinatas to titans.
Black Apok
Doomheim
#2 - 2012-02-15 04:01:54 UTC
Im Super Gay wrote:
The problem:

Sieged dreads must rely on a local tank alone, which does not scale well with fleet size. Sure, they get one of the best local tanks in the game, but 1-2 supercarriers can kill a sieged dread before it's siege finishes, not to mention the threat of being instapopped by a DD.

The solution:

Allow sieged dreads (and triage carriers for that matter) to be remote repped, at the cost of taking away the EWAR immunity. At least this way dreads will have a better survival rate against supercarriers when supported with carriers, although they're still giant loot pinatas to titans.


won't this **** up the whole triage carrier strategy ecosystem that is out there right now? I agree on the point that dreads need some buffing but i'd leave the carrier debate out of this. I think they are fairly well balanced as it is right now

I'm terrible at dates, but I could eat a peach for hours

Simi Kusoni
HelloKittyFanclub
#3 - 2012-02-15 04:11:51 UTC
Black Apok wrote:
won't this **** up the whole triage carrier strategy ecosystem that is out there right now? I agree on the point that dreads need some buffing but i'd leave the carrier debate out of this. I think they are fairly well balanced as it is right now

I agree dreads could do with a bit of a buff, but the idea of spider tanking triage carriers with remote ECCM scares the bejeezus out of me. I wouldn't want to mess with a fleet that had them running as logi Lol

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Lavayar
Haidamaky
UA Fleets
#4 - 2012-02-15 13:47:37 UTC
I like this idea! It is simple answer to the problem with Titans.
Im Super Gay
Investtan Inc.
The Republic.
#5 - 2012-02-15 14:13:13 UTC
Simi Kusoni wrote:
Black Apok wrote:
won't this **** up the whole triage carrier strategy ecosystem that is out there right now? I agree on the point that dreads need some buffing but i'd leave the carrier debate out of this. I think they are fairly well balanced as it is right now

I agree dreads could do with a bit of a buff, but the idea of spider tanking triage carriers with remote ECCM scares the bejeezus out of me. I wouldn't want to mess with a fleet that had them running as logi Lol

I ran some quick numbers in eft Shocked...I'll drop carriers from the debate. I threw it in there as an afterthought because of the same ewar immunity/no friendly reps effect.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#6 - 2012-02-15 17:49:31 UTC
So your suggestion is to allow Dreadnoughts in Siege mode to be able to receive remote assistance, but not from capital remote assistance modules, at the cost of losing EWAR immunity?
Simi Kusoni
HelloKittyFanclub
#7 - 2012-02-15 18:38:53 UTC
Spugg Galdon wrote:
So your suggestion is to allow Dreadnoughts in Siege mode to be able to receive remote assistance, but not from capital remote assistance modules, at the cost of losing EWAR immunity?

I think when he said remove triage carriers from the equation, he meant not to allow them to receive remote assistance in triage. Dreads would still be able to receive capital reps.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

seany1212
M Y S T
#8 - 2012-02-15 18:43:19 UTC
Bad idea, considering the now ridiculously high dps that a dread in siege does in order to **** everything sub-capital on a field all you would need is 2-3 dreads, 6+ guardians and several rapiers. The new alpha fleet is born Roll
Im Super Gay
Investtan Inc.
The Republic.
#9 - 2012-02-16 00:20:13 UTC
seany1212 wrote:
Bad idea, considering the now ridiculously high dps that a dread in siege does in order to **** everything sub-capital on a field all you would need is 2-3 dreads, 6+ guardians and several rapiers. The new alpha fleet is born Roll

Dreads still would have a **** poor scan res, and the lack of ewar immnity would mean that a damp/jamming combo would render those dreads useless. Also good luck keeping 2 dreads alive with 6 guardians once you get hotdropped by supercaps.

Also, what doesn't get wtfpwned after being webbed and painted?


Dreads today are billion isk coffins because they're committed to the field for 5 min and must rely on local reps alone to survive. With the exception of triage carriers, every other ship class in the game can receive remote reps, which allows them to tank much more damage than their local tank ever could. This, in addition to the rise of supercaps which can easily kill a siege dread is the reason why dreads are not very useful and collectively have been collecting dust in hangers for a while now.
Simi Kusoni
HelloKittyFanclub
#10 - 2012-02-16 00:21:36 UTC
Im Super Gay wrote:
good luck keeping 2 dreads alive with 6 guardians once you get hotdropped by supercaps.

(...)

Also, what doesn't get wtfpwned after being webbed and painted?

Supercaps

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Im Super Gay
Investtan Inc.
The Republic.
#11 - 2012-02-16 00:25:32 UTC
Simi Kusoni wrote:
Im Super Gay wrote:
good luck keeping 2 dreads alive with 6 guardians once you get hotdropped by supercaps.

(...)

Also, what doesn't get wtfpwned after being webbed and painted?

Supercaps


Didn't know you could web and paint ships that are immune to ewar...
Veshta Yoshida
PIE Inc.
Khimi Harar
#12 - 2012-02-16 05:21:01 UTC
Reckon you do not remember the two year period where Mom's were not built and the few that existed were permanently parked in POS' around the cluster .. capital fleets consisted of Dread/Carrier swarms (actual swarms) .. where the dreads would take turns to siege making the setup nigh un-killable. Was worse than the super blob (but not the Titan blob Smile).

The Dreadnaughts themselves are where they should be, the problem is supers and their ability to "get in > kill everything > get out" .. mess around with super immunity so they become less of a fire-and-forget weapon which solves/alleviates almost all the problems associated with them.

In short: Dreads are nearly perfect but hamstrung by the existence of supers.
Combine with changes to cyno's; be it delay, modules to displace, mass-limits or similar and Dread survivability will increase tenfold or more.
Im Super Gay
Investtan Inc.
The Republic.
#13 - 2012-02-16 08:49:48 UTC  |  Edited by: Im Super Gay
Veshta Yoshida wrote:
Reckon you do not remember the two year period where Mom's were not built and the few that existed were permanently parked in POS' around the cluster .. capital fleets consisted of Dread/Carrier swarms (actual swarms) .. where the dreads would take turns to siege making the setup nigh un-killable. Was worse than the super blob (but not the Titan blob Smile).

The Dreadnaughts themselves are where they should be, the problem is supers and their ability to "get in > kill everything > get out" .. mess around with super immunity so they become less of a fire-and-forget weapon which solves/alleviates almost all the problems associated with them.

In short: Dreads are nearly perfect but hamstrung by the existence of supers.
Combine with changes to cyno's; be it delay, modules to displace, mass-limits or similar and Dread survivability will increase tenfold or more.

Back in those days we had AoE DD's and fighter bombers did not exist yet. Focused DD's and swarms of fighter bombers would still kill dreads with ease, but at least dreads would now have some measure of survivability against modern supercaps.
Simi Kusoni
HelloKittyFanclub
#14 - 2012-02-16 08:52:39 UTC
Im Super Gay wrote:
Simi Kusoni wrote:
Im Super Gay wrote:
good luck keeping 2 dreads alive with 6 guardians once you get hotdropped by supercaps.

(...)

Also, what doesn't get wtfpwned after being webbed and painted?

Supercaps


Didn't know you could web and paint ships that are immune to ewar...

That was my point. You said what doesn't get wtfpned after being webbed and painted... right after saying about supercap hotdrops being an issue... I was just being a sarcastic douche bag Lol

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Tinu Moorhsum
Random Events
#15 - 2012-02-16 11:23:19 UTC
Im Super Gay wrote:
The problem:

Sieged dreads must rely on a local tank alone, which does not scale well with fleet size. Sure, they get one of the best local tanks in the game, but 1-2 supercarriers can kill a sieged dread before it's siege finishes, not to mention the threat of being instapopped by a DD.

The solution:

Allow sieged dreads to be remote repped, at the cost of taking away the EWAR immunity. At least this way dreads will have a better survival rate againast supercarriers when supported with carriers, although they're still giant loot pinatas to titans.


Maybe the problem lies with the decision to go into siege with supercarriers and titans on the field. One could bring a knife to a gun-fight too but it's unreasonable to expect the knife to shoot bullets.

Frankly, the solution to fighting supers at this point in time is still to bring more supers. I think the last nerf was intended to create the possibility of conventional fleets being used in support against supers but that hasn't happened on any scale yet.

In my opinion, the first job to do before figuring out how to buff the dread is to find some kind of balance in the number supercaps being made vs the number being destroyed.

I posted somewhere else recently that the problem isn't with what a supercap can do but with how fast you can make them. If a carrier or dread costs 2bil isk and can be made in (what is it?) 3 weeks then a super that can kill 10 dreads should take 10 times longer to make (ie. +/- 7 months) and a titan for the power of it should take 25 times longer to make than a dread (ie +/- 1.5 years).

The point being that the real problem isn't what they can do but the fact that 0.0 is filling up with them because they are far too easy to make.

T-
Im Super Gay
Investtan Inc.
The Republic.
#16 - 2012-02-16 14:06:31 UTC
Tinu Moorhsum wrote:


Maybe the problem lies with the decision to go into siege with supercarriers and titans on the field. One could bring a knife to a gun-fight too but it's unreasonable to expect the knife to shoot bullets.

Frankly, the solution to fighting supers at this point in time is still to bring more supers. I think the last nerf was intended to create the possibility of conventional fleets being used in support against supers but that hasn't happened on any scale yet.

In my opinion, the first job to do before figuring out how to buff the dread is to find some kind of balance in the number supercaps being made vs the number being destroyed.

I posted somewhere else recently that the problem isn't with what a supercap can do but with how fast you can make them. If a carrier or dread costs 2bil isk and can be made in (what is it?) 3 weeks then a super that can kill 10 dreads should take 10 times longer to make (ie. +/- 7 months) and a titan for the power of it should take 25 times longer to make than a dread (ie +/- 1.5 years).

The point being that the real problem isn't what they can do but the fact that 0.0 is filling up with them because they are far too easy to make.

T-

1.5 years to build a titan? Lay off the shroomsLol
Increasing build times is a bad idea because those with a numerical superiority of supercaps will become even more powerful. Also, any reasonable build time increase can easily be worked around. 2x the build time? Put up 2x the CSAA's to keep pumping out supers at the same rate.

Sure, 1 knife vs 1 gun, the gun will probably win. But 10 knives vs 1 gun and now the knives have a chance to win. This is how eve works. Quantity with quality tactics should have a fighting chance at a superior ship class. I.e. 10 frigs vs 1 cruiser, 10 cruisers vs 1 BS, 10 bs's vs 1 dread, etc.

Anything that can only be beaten by a mirror image of itself is overpowered. You needed speed to have a decent chance to beat another speed fleet before the speed nerf. You also needed a dramiel to have a reasonable chance to beat one before they were nerfed.

My proposal will by no means give a capital fleet a reasonable chance to beat a supercap fleet, but at least dreads won't be guarenteed to die when they press the siege butan.
Jisu Viscera
Native Freshfood
Minmatar Republic
#17 - 2012-02-16 14:44:44 UTC  |  Edited by: Jisu Viscera
Im Super Gay wrote:
numerical superiority of supercaps will become even more powerful.


I would argue that history has taught us differently on many occasions. Numbers and superior technology/weapons win fights as often as clever strategy.
Buzzy Warstl
Quantum Flux Foundry
#18 - 2012-02-16 15:19:56 UTC  |  Edited by: Buzzy Warstl
Following the principle of least change that CCP has demonstrated a preference for recently:
Add a turret and/or launcher hardpoint to each Dreadnaught, allowing for a roughly 30% increase in unsieged damage application if the pilot chooses to forego the option of using siege mode without a refit.

[Edit] Correct the amount of the damage boost it would mean.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Tinu Moorhsum
Random Events
#19 - 2012-02-16 16:42:42 UTC  |  Edited by: Tinu Moorhsum
Im Super Gay wrote:

1.5 years to build a titan? Lay off the shroomsLol



Then give us a number..... Maybe my calculation isn't the best one but given how many titans are being built vs how many are being destroyed, it's clear that if CCP doesn't either (a) make them VASTLY easier to kill or (b) make them VASTLY harder to build then 0.0 will simply fill up with titan blobs on the long term. That's not a future scenario I would like to see but at this point in time, I'm seeing it as inevitable without some kind of intervention.

Quote:

Increasing build times is a bad idea because those with a numerical superiority of supercaps will become even more powerful. Also, any reasonable build time increase can easily be worked around. 2x the build time? Put up 2x the CSAA's to keep pumping out supers at the same rate.


if they could have put up 2x the CSAA's they would have already. I agree with you though, that making them hard for everyone else to build gives an unfair advantage to those who already have them. There must be some solution to this. One thing is clear, however, which is that doing NOTHING about over-proliferation of supercaps is not the solution. Something has to be done to limit their numbers or balance their build/die ratios or the game (at least the 0.0 game) will eventually become pointless.

Quote:

Sure, 1 knife vs 1 gun, the gun will probably win. But 10 knives vs 1 gun and now the knives have a chance to win. This is how eve works. Quantity with quality tactics should have a fighting chance at a superior ship class. I.e. 10 frigs vs 1 cruiser, 10 cruisers vs 1 BS, 10 bs's vs 1 dread, etc.


It still works like this. with 150 guys in conventional ships you can kill a titan LOL. It just takes time, which you don't usually have enough of....

Quote:

Anything that can only be beaten by a mirror image of itself is overpowered. You needed speed to have a decent chance to beat another speed fleet before the speed nerf. You also needed a dramiel to have a reasonable chance to beat one before they were nerfed.


A titan can be killed by any configuration that can apply enough dps and tackle to get the job done. You could kill it with noob ships if you you could pin it down in a bubble and put enough of them on the field. The problem isn't that it can't be killed. The problem is that it can't be killed easiliy with any conventional force that can currently be fielded in 0.0. The problem gets significantly complicated because they don't travel alone so you don't fight one titan. You often see them flying in fleets of 10 or 15 (or more) with 40 (super) carriers and 100 subcaps so basically they only get destroyed when the pilot does something really stupid.... like this guy http://www.eve-kill.net/?a=kill_detail&kll_id=12262026

Quote:

My proposal will by no means give a capital fleet a reasonable chance to beat a supercap fleet, but at least dreads won't be guarenteed to die when they press the siege butan.


The point I started out making to you is that it's stupid to go in siege when you know there are enemy super caps and titans in the system.
Im Super Gay
Investtan Inc.
The Republic.
#20 - 2012-02-16 22:24:33 UTC
Tinu Moorhsum wrote:

Then give us a number..... Maybe my calculation isn't the best one but given how many titans are being built vs how many are being destroyed, it's clear that if CCP doesn't either (a) make them VASTLY easier to kill or (b) make them VASTLY harder to build then 0.0 will simply fill up with titan blobs on the long term. That's not a future scenario I would like to see but at this point in time, I'm seeing it as inevitable without some kind of intervention.

I agree that titans are hard to kill, but in this thread I'm primarily concerned on how to make dreads more useful. Increasing build times of titans does not change the fact that dreads still get pwned by titans, nor do I think that dreads shouldn't get easily pwned by titans.

Quote:

if they could have put up 2x the CSAA's they would have already. I agree with you though, that making them hard for everyone else to build gives an unfair advantage to those who already have them. There must be some solution to this. One thing is clear, however, which is that doing NOTHING about over-proliferation of supercaps is not the solution. Something has to be done to limit their numbers or balance their build/die ratios or the game (at least the 0.0 game) will eventually become pointless.

Putting up a POS and a CSAA is easy, the harder part is gathering the materials to build a supercap. If you were to double the build time of titans, this would have no affect on the rate of which alliances can gather materials to build a titan. What would happen is that alliances could maintain the same titan output by doubling the amount of CSAA's since you've got baby titans in the CSAA for a longer period of time. The net effect is an extra POS that needs fueling.

Quote:

It still works like this. with 150 guys in conventional ships you can kill a titan LOL. It just takes time, which you don't usually have enough of....
If you've got 150 ships that on average do 600 DPS per ship, so like a BS/BC gang, excluding the logis/reconds/Dictors from the count, you'd have 90,000 combined DPS. Lets say you've got a titan with 35 mil EHP, it would take your fleet between 6-7 min to kill that titan. Of course the problem is catching said titan. Not so much the actual killing part, especially with the new logoffski mechanics.

Quote:

A titan can be killed by any configuration that can apply enough dps and tackle to get the job done. You could kill it with noob ships if you you could pin it down in a bubble and put enough of them on the field. The problem isn't that it can't be killed. The problem is that it can't be killed easiliy with any conventional force that can currently be fielded in 0.0. The problem gets significantly complicated because they don't travel alone so you don't fight one titan. You often see them flying in fleets of 10 or 15 (or more) with 40 (super) carriers and 100 subcaps so basically they only get destroyed when the pilot does something really stupid.... like this guy http://www.eve-kill.net/?a=kill_detail&kll_id=12262026

I agree. The larger problem with killing titans is actually catching one.

Quote:
The point I started out making to you is that it's stupid to go in siege when you know there are enemy super caps and titans in the system.

I agree, but often times dreads go into siege when there are no supercaps on the field, and then they get hotdropped by supercaps and there's nothing they can do to survive, unless of course they could recieve remote reps from friendlies, then they might have a fighting chance. Titan DD's will still cut through dread fleets with ease, though.
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