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Command Ships

Author
Lady Rift
His Majesty's Privateers
#41 - 2015-09-30 14:42:39 UTC
I don't see how a T2 Battle cruiser taking longer than a T2 cruiser but not as long as a t2 battleship isn't where they should be.


Also when talking times for Black ops does that inculde the extra 17ish days to use jump portals? cause that's one of the main reasons for having a blackops.

If anything marauders are to easy to train for and should be increased and blackops should incorporate the ability to fit covert jump portals as a requirement to inject the skill. which would make them 140 day trains.

Haatakan Reppola
Science and Trade Institute
Caldari State
#42 - 2015-09-30 14:42:54 UTC
Lloyd Roses wrote:
Sexy Cakes wrote:
Nevyn Auscent wrote:
You have yet to explain any actual problem. Keeping pointing at other training times does not make the CS training time 'wrong'.


In relation to the other training times she has stated the problem multiple times you are just too dense to catch it.


On the same page they should remove jump skills/TWC from dreadnoughts because some just use them to roll wormholes Roll


Jump Skills for Dreadnought:
Jump Drive Operation I - 40min
Navigation V - 5.5 day (+5% speed on all ships, very much not limited to capitals or dread)
Science V - 5.5 days

TWC 1 - 1hr
AWU V - already established to help for all ships that use turret or launchers

Removing the Jump skills (40min + 5.5 day) and TWC (1hr) would save a total of around 5.5 day
(requrements for these skills can easily be added as requirements for either the ships or the ship skills)
Haatakan Reppola
Science and Trade Institute
Caldari State
#43 - 2015-09-30 14:48:22 UTC
Lady Rift wrote:
I don't see how a T2 Battle cruiser taking longer than a T2 cruiser but not as long as a t2 battleship isn't where they should be.


Also when talking times for Black ops does that inculde the extra 17ish days to use jump portals? cause that's one of the main reasons for having a blackops.

If anything marauders are to easy to train for and should be increased and blackops should incorporate the ability to fit covert jump portals as a requirement to inject the skill. which would make them 140 day trains.



Nobody is saying CS should be faster train than T2 Cruisers, its that the train time is much closer to T2 BS than T2 Cruiser (still between them)

Including a module the ship can perform its role without does not make sence, do you argue that Black Ops role (or mainly used as) is a space taxi?
Lady Rift
His Majesty's Privateers
#44 - 2015-09-30 14:49:44 UTC
Haatakan Reppola wrote:
Lloyd Roses wrote:
Sexy Cakes wrote:
Nevyn Auscent wrote:
You have yet to explain any actual problem. Keeping pointing at other training times does not make the CS training time 'wrong'.


In relation to the other training times she has stated the problem multiple times you are just too dense to catch it.


On the same page they should remove jump skills/TWC from dreadnoughts because some just use them to roll wormholes Roll


Jump Skills for Dreadnought:
Jump Drive Operation I - 40min
Navigation V - 5.5 day (+5% speed on all ships, very much not limited to capitals or dread)
Science V - 5.5 days

TWC 1 - 1hr
AWU V - already established to help for all ships that use turret or launchers

Removing the Jump skills (40min + 5.5 day) and TWC (1hr) would save a total of around 5.5 day
(requrements for these skills can easily be added as requirements for either the ships or the ship skills)


warpdrive operation is also one that is needed at 5.
Haatakan Reppola
Science and Trade Institute
Caldari State
#45 - 2015-09-30 14:54:40 UTC  |  Edited by: Haatakan Reppola
Lady Rift wrote:
Haatakan Reppola wrote:
Lloyd Roses wrote:
Sexy Cakes wrote:
Nevyn Auscent wrote:
You have yet to explain any actual problem. Keeping pointing at other training times does not make the CS training time 'wrong'.


In relation to the other training times she has stated the problem multiple times you are just too dense to catch it.


On the same page they should remove jump skills/TWC from dreadnoughts because some just use them to roll wormholes Roll


Jump Skills for Dreadnought:
Jump Drive Operation I - 40min
Navigation V - 5.5 day (+5% speed on all ships, very much not limited to capitals or dread)
Science V - 5.5 days

TWC 1 - 1hr
AWU V - already established to help for all ships that use turret or launchers

Removing the Jump skills (40min + 5.5 day) and TWC (1hr) would save a total of around 5.5 day
(requrements for these skills can easily be added as requirements for either the ships or the ship skills)


warpdrive operation is also one that is needed at 5.


My bad -50% cap for warp (all ships) and 5.5 days training, goes in same category as Navigation and can easily be added to either skill or ship requirements

This is getting of topic, so we should try and bring it back to Command Ships :)
Lady Rift
His Majesty's Privateers
#46 - 2015-09-30 14:55:29 UTC
Haatakan Reppola wrote:
Lady Rift wrote:
I don't see how a T2 Battle cruiser taking longer than a T2 cruiser but not as long as a t2 battleship isn't where they should be.


Also when talking times for Black ops does that inculde the extra 17ish days to use jump portals? cause that's one of the main reasons for having a blackops.

If anything marauders are to easy to train for and should be increased and blackops should incorporate the ability to fit covert jump portals as a requirement to inject the skill. which would make them 140 day trains.



Nobody is saying CS should be faster train than T2 Cruisers, its that the train time is much closer to T2 BS than T2 Cruiser (still between them)

Including a module the ship can perform its role without does not make sence, do you argue that Black Ops role (or mainly used as) is a space taxi?



what role does the blackops have other than hotdroping. ( i know it doesn't require you to have the portal only someone else)
Haatakan Reppola
Science and Trade Institute
Caldari State
#47 - 2015-09-30 14:58:35 UTC
Lady Rift wrote:
Haatakan Reppola wrote:
Lady Rift wrote:
I don't see how a T2 Battle cruiser taking longer than a T2 cruiser but not as long as a t2 battleship isn't where they should be.


Also when talking times for Black ops does that inculde the extra 17ish days to use jump portals? cause that's one of the main reasons for having a blackops.

If anything marauders are to easy to train for and should be increased and blackops should incorporate the ability to fit covert jump portals as a requirement to inject the skill. which would make them 140 day trains.



Nobody is saying CS should be faster train than T2 Cruisers, its that the train time is much closer to T2 BS than T2 Cruiser (still between them)

Including a module the ship can perform its role without does not make sence, do you argue that Black Ops role (or mainly used as) is a space taxi?



what role does the blackops have other than hotdroping. ( i know it doesn't require you to have the portal only someone else)


The Black Ops ships can hotdrop just wine without the use of any portal, thats what the jump drive does Big smile

Reason i asked if you argued thay are just space taxies is that any thread trying to balance BO most people say they are just fine and are used alot as "solo" (BO + tackle/cyno) hotdroppers or as pure BO hotdrop fleets
Lady Rift
His Majesty's Privateers
#48 - 2015-09-30 16:48:49 UTC
Haatakan Reppola wrote:
Lady Rift wrote:
Haatakan Reppola wrote:
Lady Rift wrote:
I don't see how a T2 Battle cruiser taking longer than a T2 cruiser but not as long as a t2 battleship isn't where they should be.


Also when talking times for Black ops does that inculde the extra 17ish days to use jump portals? cause that's one of the main reasons for having a blackops.

If anything marauders are to easy to train for and should be increased and blackops should incorporate the ability to fit covert jump portals as a requirement to inject the skill. which would make them 140 day trains.



Nobody is saying CS should be faster train than T2 Cruisers, its that the train time is much closer to T2 BS than T2 Cruiser (still between them)

Including a module the ship can perform its role without does not make sence, do you argue that Black Ops role (or mainly used as) is a space taxi?



what role does the blackops have other than hotdroping. ( i know it doesn't require you to have the portal only someone else)


The Black Ops ships can hotdrop just wine without the use of any portal, thats what the jump drive does Big smile

Reason i asked if you argued thay are just space taxies is that any thread trying to balance BO most people say they are just fine and are used alot as "solo" (BO + tackle/cyno) hotdroppers or as pure BO hotdrop fleets



They are argued as just fine because they have the niche of being able to portal places and being the only ones able to open that portal. So they get used, they aren't the strongest tank of dps for there size but people realize that unless they are really not used at all any change "buff" to them in one area will come at the cost of another area they have learnt that CCP no longer just straight buff things.
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