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[Proposal] Titan Balance (Updated 3/13/2012)

Author
Tallian Saotome
Nuclear Arms Exchange Inc.
#41 - 2012-02-23 12:54:08 UTC
Snipe

Inappropriate signature removed, CCP Phantom.

Tyran Scorpi
The Scope
Gallente Federation
#42 - 2012-02-23 19:37:45 UTC  |  Edited by: Tyran Scorpi
Mechael wrote:
Tyran Scorpi wrote:
This will never happen with regular capitals as easy to get and field as they are.

I really don't think that having entire fleets of them is a good idea, and that they should be changed accordingly.


Like I have already stated, this will never happen. Capital ships and fleets are as much a part of Eve as the subcap blobs you are so fond of. Even if the 0.0 mechanics change so much that they eliminate structure shoots, (which they won't, at least not entirely) there will still be a place for capitals.

Tanya Powers wrote:

Problem #1 Titan Tracking
Problem #2 Versatility
Problem #3 Log-out Mechanics
Problem #4 Force Projection
Problem #5 Titan/Super Proliferation


#1 Tracking is an issue, which they need to fix, without also nerfing dreads. The siege module includes a tracking penalty as well. I think that careful tuning of the superdread, or a re-tune of the titans core tracking stats would solve this issue.

#2 This is the point that my proposal focuses on fixing, and in doing so provides an opportunity to get the balancing right on the rest of it.

#3 Log-off mechanics is a stickier issue. If a titan never disappeared when its pilot logged out, you would have no-where to keep it but a POS, since it cant dock. Then all you would need is a single spy to bump it out for his friends to shoot it. To top it all off you probably wouldn't even catch the spy, because he could bump it out of the POS and leave system, before anyone realized what was going on. As a result, no-one would ever fly a titan, because it wouldn't be worth the 50+ Billion, when someone could bump it out and kill it with almost no effort at all. If no-one was willing to fly a titan, whats the point of having them in the game? However, since they already exist in game, we cant just nerf them into uselessness. Therefore, titans need to have a safe method of insuring that no-one can touch them while logged out. Titan pilots have to sleep too. You could add abilities that make the titan un-bumpable, but I see no reason to make the log-off mechanics even more complex to do something that current game mechanics already do. CCP also just changed how mid-combat logoffski works, so I don't think we need to change it up again just yet. I think the real reason you bring this point up is more related to titan proliferation.

#4 Titan Bridges, Jump Bridges, Covert Bridges, and the Jump Drive, all contribute to force projection. This issue is a simple matter of the speed with which you can cross distances. Fleets with access to a bridge of one type or another can move much faster than a fleet without. If everyone had access to bridges, and could move from place to place just as easily, I believe that force projection wouldn't be much of an issue, as the playing field would be fairly level. If you look at the additional thoughts section, post #2, you will see that part of my proposal, the mothership, paves the way for putting "titan" bridges into the hands of smaller alliances by making the cost of the ship less than a supercarrier. More people able to get to more places = more fights, which is something CCP is leaning heavily towards atm.

#5 Titan proliferation is a problem, but there isn't a simple solution for it. Titans are already hard enough to build, considering the time and logistics involved, so making it harder/longer isn't really an option. I don't really like the idea of getting rid of the BPO's and making BPC's a drop somewhere, think about how much raw isk would get dumped back into the system buying back all the Titan BPO's at 50 Bil each. As I pointed out in #3, we can't really make it easy to reduce their numbers outside of a fleet either. Which realistically leaves us with finding a way to limit the number of titans that can be fielded in a single system/fleet, or finding a way to make sure more titans are dieing when they do fleet up. Based on the CSM notes, I expect CCP to probably release a new capital ship for dedicated heavy tackle, or at the very least an infinite point for supercarriers. However, I don't believe that will be enough, since titans are currently balanced around being a scarce commodity.

It looks as if my proposal would solve most of the issues you presented, but if I missed something let me know.
Mechael
Tribal Liberation Distribution and Retail
#43 - 2012-02-23 21:58:03 UTC  |  Edited by: Mechael
Tallian Saotome wrote:
Currently a capfleet(ignoring supers) is set up as a separate fleet to cut down on spies, and other logistical purposes. I usually see 50-100 in a fleet jumping in to support 300+man subcap fleets. While its a BIT top heavy with this distribution, it still falls in the range of reasonable because a 100 man strong fleet of carriers/dreads alone is gonna get eaten by a well built subcap fleet. Each normal cap has the battlefield footprint of 2-3 similar subcaps, tho carriers are alot more versatile than their subcap counterparts(logistics cruisers) because of the drone bay. Amazing how smartbombs make carrier pilots cry tho.


Doesn't change the idea that entire fleets of "capital" ships is a ridiculous notion. Titans are indeed the biggest problem at the moment, although they're all pretty wonky imo. Cap ships in general need to be tied down more to a role of heavy fleet support. The change that needs to happen is that they need to become excellent support vessels that are more or less useless without a large (and, ideally, well balanced ... but that's another issue entirely) subcap fleet to back them.

We can't really control the rate at which people build them, beyond making them ludicrously expensive with long build times (both of which are already true and it hasn't helped much in the long run.) What we can do is make them less desirable to field en-masse, without detracting from how vital they are (in small numbers) to nullsec logistics, structure shooting, and blowing up other caps.

Basically, make having multiple cap ships redundant. Like a stacking penalty, but not as blatantly obvious as something like, "for every Titan on the same grid, effectiveness is reduced via forced game mechanics." More like ... how many jump bridging ship hangar arrays and doomsday devices does a fleet really need before it becomes a waste of ISK? Currently, the answer is that it's almost never an obvious waste of isk. That's what needs to change.

Whether or not you win the game matters not.  It's if you bought it.

Tyran Scorpi
The Scope
Gallente Federation
#44 - 2012-02-23 22:50:06 UTC  |  Edited by: Tyran Scorpi
Mechael wrote:

Doesn't change the idea that entire fleets of "capital" ships is a ridiculous notion.


You should check out "On Basilisk Station" by David Weber, its the first book of the Honor Harrington series more commonly referred to as the Honorverse. That book doesn't cover much capital ship combat, quite the opposite, but the series works up to it. As a side note, its entirely possible that parts of EVE were based on some of the technology in the series. The similarities between the impeller drive and our warp drives is striking.

Mechael wrote:

What we can do is make them less desirable to field en-masse, without detracting from how vital they are (in small numbers) to nullsec logistics, structure shooting, and blowing up other caps.


Even before the advent of current SOV mechanics, there was the POS. You needed a fleet of dreads to siege one in a reasonable amount of time. If we could do away with ALL structure shoots, you could make a case for not needing a capital fleet. However, given the fact that POS's exist and can be destroyed, you will need a dread fleet. You will need a carrier fleet for repairing a friendly POS after some nasty dread fleet shoots it. Supers are there to support your capital fleets. Come up with an idea that removes all structure shoots from the game, and then we can talk about making capitals into support for subcap fleets. Until then its just a pipe dream. And a boring pipe dream at that IMHO.


EDIT: Anyway... this has gotten way off topic, so I am done discussing regular capitals, lets get back to more thoughts and ideas for titan balancing.
Hellanna
Sebiestor Tribe
Minmatar Republic
#45 - 2012-02-24 07:33:33 UTC
Malcanis wrote:
Counter proposal:

(1) Admit Titans were a huge mistake, even though they sounded :awesome: at the time
(2) Remove all Titan BPOs with reimbursement at NPC prices. Delete all BPCs with reimbursement at 10% of NPC BPO price. All construction jobs are cancelled, with construction materials removed to the station hangar of the owner of the job. Remove all Titan and Doomsday skillbooks, with reimbursement at NPC price.
(3) Transport all Titans and their pilot to whichever station has their medical clone
(4) Perfectly reprocess those Titans back to the capital parts, repackage the modules and ammo, and reimburse the rigs
(5) Remove the implants from the Titan pilot's clone and place them in the hanger
(6) Reimburse Titan-specific skillpoints; the Racial Titan and Doomsday Operation skills only.
(7) Delete all references to Player Titans from the database and the Evelopedia
(8) Get on with our lives.



+1
Bugsy VanHalen
Society of lost Souls
#46 - 2012-02-24 17:03:31 UTC
Tyran Scorpi wrote:
Bugsy VanHalen wrote:

I would add to motherships that they do not have drones (fighters, or fighter bombers) but have a huge ship maintenance array that can hold a large number of sub caps including battleship hulls. like a super super carrier only without the drones. the drones would be the other pilots ships docking in the maintenance array.

This could even be expanded where players can actually dock inside the mothership and sit in a pilots lounge while the mothership jumps to the staging area. so they go with there ship for the ride rather than the current mechanics of docking your ship and being left outside in your pod.



An excellent suggestion, I will add it to additional thoughts rather than expanding the original post.

EDIT: I added it, but after thinking about it some more it occurs to me that this is kind of redundant for a ship with bridging capabilities, were you suggesting this instead of the capability to bridge?


I think it would be good to have both. currently carriers and super carriers have a good size ship maintenance bay. Mother ship would seem to me to be a super super carrier and have an even bigger maintenance array. although the jump portal would cover most of the needs of a fleet to move ships and pilots. It would add the benefit of taking ships and pilots that logged off inside the mothership with the fleet so that if they do not get on in time they will still be with the fleet when they do log on. Simply undock and join the fight. This would really make the mothership like a portable outpost. the alliance would have to choose between taking the mom to the staging area, bringing all ships and pilots inside with it. or hold it back in safe territory and portal the active fleet from there. Bringing the whole mothership would give the added benefit of extra ships in the maintenance array for when pilots lose there ships.

This would also have the down side of any ships and pilots docked inside a mothership when it gets destroyed would also be destroyed. Dock in the mothership, log off. and log back in to a fresh clone.
Tyran Scorpi
The Scope
Gallente Federation
#47 - 2012-02-24 18:32:18 UTC
Bugsy VanHalen wrote:

I think it would be good to have both (abilities). currently carriers and super carriers have a good size ship maintenance bay. Mother ship would seem to me to be a super super carrier and have an even bigger maintenance array. although the jump portal would cover most of the needs of a fleet to move ships and pilots. It would add the benefit of taking ships and pilots that logged off inside the mothership with the fleet so that if they do not get on in time they will still be with the fleet when they do log on. Simply undock and join the fight. This would really make the mothership like a portable outpost. the alliance would have to choose between taking the mom to the staging area, bringing all ships and pilots inside with it. or hold it back in safe territory and portal the active fleet from there. Bringing the whole mothership would give the added benefit of extra ships in the maintenance array for when pilots lose there ships.

This would also have the down side of any ships and pilots docked inside a mothership when it gets destroyed would also be destroyed. Dock in the mothership, log off. and log back in to a fresh clone.


To carry that many ships and pilots would require the mothership to be almost as big as a titan in terms of mass. Which would make it cost a ton, realistically speaking. It would also be classified as another super. This would make it hard for small alliances and non-sov holders to build/buy one of their own. In my proposal I was actually trying to limit the size and capabilities of the mothership to where it could be built like a regular capital, aka not requiring sov and a CSAA, and being somewhere between a jump freighter and a supercarrier in price. By making the mothership available to pretty much anyone, we would be leveling the force projection playing field. What I think would be a better idea in fact, would be to add this concept to the titan, making it a fleet transport in addition to its fleet bonuses and doomsday. It would no longer have the ability to bridge, but could take its own fleet with it when it jumps. What do you think of this alteration to your idea?
Mechael
Tribal Liberation Distribution and Retail
#48 - 2012-02-24 19:35:19 UTC
Just turn the bloody carriers into this "mothership" idea. It'd be more like real carriers that way, anyway. You'd have the regular carrier that functions like a smaller supercarrier. Get rid of the fighter nonsense. They're just artificial players, anyway. Store real ships in carriers and have them function as force projection ships just like they do in real life.

Titans and Dreads should remain (and be rebalanced towards) killing other cap ships that are in siege/triage mode and structures.

That's all that really needs to happen.

Whether or not you win the game matters not.  It's if you bought it.

Tyran Scorpi
The Scope
Gallente Federation
#49 - 2012-02-24 21:54:13 UTC
Mechael wrote:
...nerf all capitals...


Did you even read my proposal? Please stick to the topic.
Mechael
Tribal Liberation Distribution and Retail
#50 - 2012-02-24 22:49:59 UTC  |  Edited by: Mechael
Of course I read the proposal, and I nearly fell out of my chair at how ridiculous it is. It doesn't really solve anything, it just shuffles problems around and makes it more diverse without actually fixing anything. The way things are today, in a short time you'd still have the problem of entire fleets of "capital" ships that are by and large unstoppable except with an even larger fleet of capital ships. There's no balance in this.

I remember when the first Titan was built, and when the first Titan was destroyed. Most of us back then were pretty starstruck by the idea, even (perhaps especially) CCP itself. Over time, though, and predictably, the ships have become a major problem and a game ruiner.

That said, I do like one thing about your proposal, and it's something I've said from the very beginning myself: remove the immunity in favor of greater resistance to EWar.

**EDIT** Even the newest of players should have a viable role to fill in a fleet, beyond mere cannon fodder. How many of us outright laughed at the "I was there!" marketing scheme about the noob interceptor pilot? That's what it's really about: roles and counterbalances. Over the years, CCP has gotten farther and farther away from the cyclic mindset of frigates < destroyers < cruisers < battlecruisers < battleships < frigates again. Cap ships, of any size, should not be able to hit moving subcaps, with the possible exception of dreads landing glancing blows to battleships (which would still be pretty devastating, much like when a battleship lands a glancing blow on a cruiser.) In short ... the game has been getting more and more out of whack as the years have rolled by. I really hope that this new direction CCP is taking will once again bring balance to the fleet.

Whether or not you win the game matters not.  It's if you bought it.

Tyran Scorpi
The Scope
Gallente Federation
#51 - 2012-02-25 01:13:22 UTC  |  Edited by: Tyran Scorpi
Mechael wrote:

It doesn't really solve anything, it just shuffles problems around and makes it more diverse without actually fixing anything.


First off: Until structure shoots are abolished, you will never get rid of the need for large cap fleets.
Second: While large cap fleets are still needed, you will never get rid of the necessity of having capital fleets and sub capital fleets set up as separate entities.
Third: Given the necessity of large fleets of cap ships, you must make sure that said large cap fleets are balanced.
Fourth: Carriers, dreads, and supercarriers are all currently well balanced around this concept, only the titan is still balanced around the idea of it being a rare ship.
Fifth: My proposal is focused around fixing the only ship that is not balanced properly for current game mechanics.
Sixth: If you think that my proposal does not fix the problem with titans under current game mechanics, I simply request that you explain why, and provide a solution to improve the proposal. If you can't do this, please post elsewhere.

As a sub note, you will never get rid of cap fleets even if you abolish structure shoots, because too many people enjoy flying in cap fleets. Like I have said before cap fleets are as much a part of EVE as subcap fleets. Even the terminology proves it: sub-capital.

Mechael wrote:

Cap ships, of any size, should not be able to hit moving subcaps, with the possible exception of dreads landing glancing blows to battleships (which would still be pretty devastating, much like when a battleship lands a glancing blow on a cruiser.)


I agree that dreads should not be able to hit anything smaller than battleships, and in fact they cant even hit battleships while in siege mode due to the tracking penalty when in siege. So the massive damage bonus of a siege'd dread cant even be used on subcaps. I think fighters are pretty well balanced atm due to their obvious weakness to smartbombs and bombers. The superdread would not get the tracking capabilities of a titan, but from a dread since that's what the new hull would be based on. It would be balanced because it would also use a siege module, making it only able to hit battleships with its guns while not in siege. You wouldn't be able to tracking fit it either, because you would have to fit a tank since you couldn't be remote repped while in siege. The Doomsday wouldnt be usable on subcaps either.

Mechael wrote:

In short ... the game has been getting more and more out of whack as the years have rolled by. I really hope that this new direction CCP is taking will once again bring balance to the fleet.


You want to bring balance to the "fleet", by nerfing capitals until they cant stand on their own, forcing them to become support for subcaps. Realistically, you have it backwards. Destroyers, frigates, submarines and cruisers are all there to provide scouts and support for the aircraft carriers and battleships. You say that a (EVE) carrier should launch piloted ships instead of having fighters, which is a nifty idea, but it is not feasible. Even if you limited a carrier to launching 10 frigates each, you would still need 11 pilots per carrier, making one of the aformentioned necessary capital fleets require thousands of pilots before you even start counting dreads or supers. EVE does not have the playerbase or the server capacity to make this idea possible, hence the existence of fighters/drones.
Tyran Scorpi
The Scope
Gallente Federation
#52 - 2012-02-28 20:25:47 UTC
Anyone else have some suggestions to improve the proposal? Comments and thoughts are welcome if they focus on the topic.
Tyran Scorpi
The Scope
Gallente Federation
#53 - 2012-03-01 19:24:31 UTC  |  Edited by: Tyran Scorpi
Or even negative feedback will help to improve the concept if you explain your reasons for disliking the proposal. As long as it focuses on titan balance, without bringing supercarriers or other (regular) capitals into the discussion, I should be able to continue to improve the concept.
Katie Frost
Ministry of War
Amarr Empire
#54 - 2012-03-01 22:39:52 UTC
Your proposal isn't bad Tyran and it may be able to address the issues behind the ability of fleets to kill a titan and therefore limit their proliferation by increasing the number of Titans being destroyed. However, these fleets would need to be made up of more Titans/supers/caps. This would therefore increase the number of Titans built and not limit their propagation in EvE.

What it seems to me you are doing is effectively creating is another tier whitin EvE. Sub-capital ships will no longer matter in capital fights (as is the case now), and once Titans get deployed in a fight, it will be a matter of how many more Titans the other side can deploy to counter this. That is one of the points made by Mechael in his post.

Instead, as with the sub-capital system, where smaller ships can be immune to larger vessels and be useful in fighting them, so sub-capitals need to matter in capital fights. Therefore the answer, in my opinion, would be to make adjustments to the current capital ships to make them less effective against sub-capital ships (remove tracking or damage done to sub-caps) whilst allowing sub-capital ships to have some effectiveness against capital ships (EWAR, tackle, damage?).

How this is done... I am unsure... and there are certainly a lot of threads exploring numerous options. If the removal of immunities, reduction of tracking and nerfing of EHP aren't applied, then there were notions of a sub-capital ship with bonuses against the capital ships - or perhaps these ideas in tandem may restore some balance between these two classes.
Tyran Scorpi
The Scope
Gallente Federation
#55 - 2012-03-02 02:05:22 UTC  |  Edited by: Tyran Scorpi
Katie Frost wrote:

However, these fleets would need to be made up of more Titans/supers/caps.


Why would my proposal require more Titans/supers/caps than we have now? Yes there would be more ship options for capital pilots, but I don't see how that impacts Titan production rates.

Katie Frost wrote:

Sub-capital ships will no longer matter in capital fights (as is the case now), and once Titans get deployed in a fight, it will be a matter of how many more Titans the other side can deploy to counter this.


What makes you think this would be the case? My proposal removes over half of a titans capabilities, and the only ones it has left cant harm sub-caps at all.

Katie Frost wrote:

Instead, as with the sub-capital system, where smaller ships can be immune to larger vessels and be useful in fighting them, so sub-capitals need to matter in capital fights.


This is not quite correct; frigates are weak to destroyers, which are weak to cruisers, which are weak to battle-cruisers, which are weak to battleships, which are weak to frigates. To continue the concept, sub-caps are weak to capitals, which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.

Katie Frost wrote:

Therefore the answer, in my opinion, would be to make adjustments to the current capital ships to make them less effective against sub-capital ships (remove tracking or damage done to sub-caps) whilst allowing sub-capital ships to have some effectiveness against capital ships (EWAR, tackle, damage?).


I really hope you meant to say supercapitals.... because if not, you would be removing the counter to sub-caps, just as the titan currently has no counter.

Katie Frost wrote:

or perhaps these ideas in tandem may restore some balance between these two classes.

Actually, as I've pointed out, there are already 3 classes, sub-caps, capitals, and supers.
Katie Frost
Ministry of War
Amarr Empire
#56 - 2012-03-02 03:20:02 UTC
Tyran Scorpi wrote:

Why would my proposal require more Titans/supers/caps than we have now? Yes there would be more ship options for capital pilots, but I don't see how that impacts Titan production rates.


Since you split the role of one Titan (current) into 3 different Titans (proposed), it can be a valid assumption that this would lead the current Titan pilots to want all 3 ships to retain their full capabilities. Unless these ships would each require a different stream of skills specific to their class, I would say it would propagate the Titans further.

The only counter-argument would be that the current CSAAs are already spitting out as many Titans as they can which would therefore force them to streamline into one of the 3 Titan types each time they build one. However, where there is a demand, there will inevitably be supply and your proposal increases the demand for Titans threefold.

Tyran Scorpi wrote:

My proposal removes over half of a titans capabilities, and the only ones it has left cant harm sub-caps at all.


Yes, your proposal streamlines the current Titan into 3 separate ships but without further clarity around what exactly their capabilities would be, I can only be lead to assume that the Superdreadnaught (3rd Titan suggested) which you mentioned would retain the current Titans combat capabilities - if appropriately fitted and boosted, would still be able to hit and 1-shot sub-capitals.

Tyran Scorpi wrote:

This is not quite correct; frigates are weak to destroyers, which are weak to cruisers, which are weak to battle-cruisers, which are weak to battleships, which are weak to frigates. To continue the concept, sub-caps are weak to capitals, which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.


Except they are not. As soon as Titans get on the field, sub-caps cease to matter. Again, it would seem that at least one of your Titans suggested would still be able to maintain this imbalance.

Tyran Scorpi wrote:

I really hope you meant to say supercapitals.... because if not, you would be removing the counter to sub-caps, just as the titan currently has no counter.


My mistake.

Tyran Scorpi wrote:

Actually, as I've pointed out, there are already 3 classes, sub-caps, capitals, and supers.


Agreed. However, class-related oversights aside - the current ability of sub-capitals to affect supers in any meaningful way is very limited and in my opinion your proposal unfortunately does not address this problem.
Tyran Scorpi
The Scope
Gallente Federation
#57 - 2012-03-02 04:15:42 UTC  |  Edited by: Tyran Scorpi
Katie Frost wrote:


Since you split the role of one Titan (current) into 3 different Titans (proposed), it can be a valid assumption that this would lead the current Titan pilots to want all 3 ships to retain their full capabilities.


My proposal splits the current Titan into a Titan mkII, a mothership(working title), and a superdreadnaught. The mothership is a vanilla capital akin to the rorqual. The Titan mkII and superdread are supercapitals which each have half of the current titan's combat capabilities. Both of these two supers would be undockable under current game mechanics making it impossible for current titan pilots to have more than one of them. This was all outlined in my proposal.

Katie Frost wrote:

Yes, your proposal streamlines the current Titan into 3 separate ships but without further clarity around what exactly their capabilities would be, I can only be lead to assume that the Superdreadnaught (3rd Titan suggested) which you mentioned would retain the current Titans combat capabilities - if appropriately fitted and boosted, would still be able to hit and 1-shot sub-capitals.


Go read post #2 in this thread, it outlines precisely what abilities go to which ships, and also asks for suggestions improving said divisions. I re-arranged my post just this morning, and you may have read it during the change.

Katie Frost wrote:

Tyran Scorpi wrote:

which are weak to supers, which should be weak to sub-caps. Regular capital fleets should be able to crush a sub-cap fleet, while a super fleet should be terrified of a sub-cap fleet.


Except they are not. As soon as Titans get on the field, sub-caps cease to matter. Again, it would seem that at least one of your Titans suggested would still be able to maintain this imbalance.


I said should. Obviously they aren't currently, which is part of what this proposal is designed to fix.

Katie Frost wrote:

The current ability of sub-capitals to affect supers in any meaningful way is very limited and in my opinion your proposal unfortunately does not address this problem.


As laid out in post #2 in this thread, superdreads would have the titans capital weapons systems and the ability to siege. They would be based on an upgraded dread hull, and as such would have a dread's tracking stats. The Titan mkII would get the superweapon, and fleet bonuses. The superweapon needs a rebalance too, which is noted in post #2, and I have a suggestion for the new superweapon in post #3.

EDIT: actually looks like the mention of the superdread being based on a dread slipped through he cracks somewhere... fixing that now.
Kitt JT
True North.
#58 - 2012-03-03 18:52:04 UTC
I've said this before, and I'll say it again.
The only thing ccp needs to do, is stop allowing capitals to re-fit in combat.

As it is currently, tracking titans, if primaried, just switch to a tank setup.
Tyran Scorpi
The Scope
Gallente Federation
#59 - 2012-03-04 16:57:27 UTC  |  Edited by: Tyran Scorpi
Kitt JT wrote:
I've said this before, and I'll say it again.
The only thing ccp needs to do, is stop allowing capitals to re-fit in combat.

As it is currently, tracking titans, if primaried, just switch to a tank setup.


This would only mask the problem, and we would still probably see partially tanked, partially tracking fit titans that would still be able to 1 shot battleships. And even then it only applies to the tracking issues.
Arbiter Reformed
I Have a Plan
Shadow Cartel
#60 - 2012-03-04 19:50:54 UTC  |  Edited by: Arbiter Reformed
i propose a boost!

[able to fit warp disruption field generators]

[50% bonus to focused warp disruption range per level]

Big smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smileBig smile


titans die everywhere limiting numbers regaining ballance.... also trit price! less inflation:)