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Player Features and Ideas Discussion

 
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[Kronos] Deep Space Transport Rebalance

First post First post
Author
Crynsos Cealion
Native Freshfood
Minmatar Republic
#21 - 2014-05-17 17:06:50 UTC
Well this makes for a very interesting set of changes, giving the DSTs a whole load of new options and potential new uses while making both armor and shield tanking actually viable as intended.

The only worry I have is that DSTs still have ~ 10 seconds of additional align timer over even basic T1 haulers not including any skills or Amarr / Gallente heavy armor tanks, and whether MWDs are sufficient to compensate for this turn time if you have to do a 180° to get back to a gate.
CynoNet Two
GoonWaffe
Goonswarm Federation
#22 - 2014-05-17 17:14:12 UTC
A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin'
Sipphakta en Gravonere
Aliastra
Gallente Federation
#23 - 2014-05-17 17:14:16 UTC
Looks like the Impel will be my go-to hauler for high-sec stuff. 80k ehp, 12 second align time + MJD to escape bumpers. Nice.
Doctor Who-Dat
Stuff Direct Holdings Inc
#24 - 2014-05-17 17:14:24 UTC
Ditto on the tower / modules work. Hell, its for a corp, why shouldn't launching [towers/modules/other corp system structures] be available from a fleet/corp hanger?
Deacon Abox
Black Eagle5
#25 - 2014-05-17 17:23:07 UTC
What?

Or you could just scrap the active local rep bonuses altogether and simply add more buffer. I really don't see anyone flying these things out on their own. Nothing wrong with buffer and logi support. CCP wants team play, right?

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Gilbaron
The Scope
Gallente Federation
#26 - 2014-05-17 17:32:58 UTC
Very interesting idea, sadly the game kinda lacks the opportunities to actually make use of them.

Still interesting. Good job :D
Darkwolfi
Brutor Tribe
Minmatar Republic
#27 - 2014-05-17 17:39:28 UTC
I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it?
Darth Kilth
Brutor Tribe
Minmatar Republic
#28 - 2014-05-17 17:41:16 UTC
Darkwolfi wrote:
I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it?

Do we ever get money back for changes in ships their stats and functions?
CynoNet Two
GoonWaffe
Goonswarm Federation
#29 - 2014-05-17 17:50:30 UTC
If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too.
Cardano Firesnake
Fire Bullet Inc
#30 - 2014-05-17 17:51:17 UTC
Really really good!
Thank you for this. I will love to try to catch these things ;-)

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

vilya novacat
Caldari Provisions
Caldari State
#31 - 2014-05-17 17:51:27 UTC
CynoNet Two wrote:
Michael Harari wrote:
CynoNet Two wrote:
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?

If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?


They can tank 2-3k dps


Can they tank like that until the next downtime? Because with a scram+web they ain't going anywhere but a killboard.

Scram+web they can still warp. Overheat hardeners and warp wherever you want. The prepared ganker is going to win 90% of the time anyway. Now they have to be prepared specifically for DSTs. No single module (scram or point) will hold them.

You need bubble+scram+web AND to finish the overheated tank before their overheated AB gets them back to the gate. Survivability will be pretty good.
Grarr Dexx
The Congregation
HIDDEN LEAF VILLAGE NINJA AssAssIn SQUAD eSports
#32 - 2014-05-17 17:57:23 UTC  |  Edited by: ISD Ezwal
This and the BR changes is just *) brilliant, but I think the nerfbat to JFs was a bit too hard.



*) *Snip* Please refrain from using profanity. ISD Ezwal.
Sipphakta en Gravonere
Aliastra
Gallente Federation
#33 - 2014-05-17 17:58:14 UTC
CynoNet Two wrote:
If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too.


It wasn't done for the mining barge/exhumer changes or for the industrial rebalance. What makes you think you are special and they will do it this time?
MeBiatch
GRR GOONS
#34 - 2014-05-17 18:04:18 UTC
Abrazzar wrote:
This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD.


good point. how many ehp will these things have?


also i wish the min/gal ones instead of having resist bonus had a armor/shield amount per level.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Abrazzar
Vardaugas Family
#35 - 2014-05-17 18:10:18 UTC
MeBiatch wrote:
Abrazzar wrote:
This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD.


good point. how many ehp will these things have?


also i wish the min/gal ones instead of having resist bonus had a armor/shield amount per level.

If you fit a current Impel with 7 slots tank and trimarks, you get a good 100k EHPs. Should be similar with the new bonuses.Bear
Daichi Yamato
Jabbersnarks and Wonderglass
#36 - 2014-05-17 18:10:46 UTC
fleet hangar is cool...and huge

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Rhavas
Noble Sentiments
Second Empire.
#37 - 2014-05-17 18:10:53 UTC
Love most of what you have here Fozzie but I'll beg for a Ship Maintenance Bay instead of a Fleet Hangar. Big corps and alliances already have lots of tools for FH scenarios but individuals and small gangs desperately need ship swap or at the last mass relocate capability more than fleet hangar. And what great PVP targets!

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Tippia
Sunshine and Lollipops
#38 - 2014-05-17 18:17:40 UTC
Querns wrote:
Allowing POS modules to be launched from Fleet Hangars would be nice, I agree. I don't think it should hold up the release of these changes, but I definitely think that it is a consideration worth investigating.

+1:ing this suggestion. If they are supposed to operate in “deep space”, letting them do a very common deep-space task seems entirely reasonable (and it's a pretty silly restriction anyway that's probably just a code hold-over than an actual design choice).
MeBiatch
GRR GOONS
#39 - 2014-05-17 18:18:26 UTC
CynoNet Two wrote:
A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin'


i second this.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Arronicus
The Untraceable
M A R A K U G A
#40 - 2014-05-17 18:22:15 UTC
badly needs a solution to scooping pos modules as mentioned, and the spool up is too long to be useful for anything except jumping through a pile of unattended bubbles in null...

otherwise brilliant changes