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[Citadels] Capital Q&A

First post
Author
Caleb Seremshur
Commando Guri
Guristas Pirates
#241 - 2016-02-06 17:39:46 UTC
Rowells wrote:
Caleb Seremshur wrote:
Why have we heard so little information regarding supers and carriers? We know very little about fighters and fighter bombers also. In regards to having just spent the better part of a year training for capitals I would appreciate some more info and I'm sure many thousands of others would too.

Afaik, it's part of the citadel release in 'spring', which appears to be sometime after March. Getting specifics likely won't happen until mid February or later.


And my point is are we going to have any time and if so how much to work out what the new mechanics are and then where they fit in to the game.

My point is that the test servers exist for testing so why aren't we doing the beta testing we should be?
Tavion Aksmis
Perkone
Caldari State
#242 - 2016-02-08 16:18:08 UTC
Can regular freighters get more fitting options?

I would love to use higgs rigs on a feighter too make it align faster and harder to bump.
Caleb Seremshur
Commando Guri
Guristas Pirates
#243 - 2016-02-10 12:55:00 UTC
Do we get to talk about capital MJD now?
Lann Shahni
The Happy Grasshoppers
#244 - 2016-02-17 06:05:57 UTC
i got a qustion, what is going to happen to my old POS, is ti just going to be worthless space junk?
Anthar Thebess
#245 - 2016-02-17 07:49:48 UTC
Lann Shahni wrote:
i got a qustion, what is going to happen to my old POS, is ti just going to be worthless space junk?

Yes.

You will need Medium Citadel to replace it.
It will cost around 1 bil.
Lann Shahni
The Happy Grasshoppers
#246 - 2016-02-17 14:07:29 UTC
Anthar Thebess wrote:
Lann Shahni wrote:
i got a qustion, what is going to happen to my old POS, is ti just going to be worthless space junk?

Yes.

You will need Medium Citadel to replace it.
It will cost around 1 bil.


Thx, though i think CCP should reimburse my old pos nad it's modules, since are in sense "breaking" it making use less!
Jack Roulette
Royal Amarr Institute
Amarr Empire
#247 - 2016-02-17 15:25:38 UTC
CCP wrote:

Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11
A) Sieged dreads have several advantages.

Superior range (50km from High Angle guns)
Resistance to EWar
Higher base HP
Provides refitting services to fleet
Dependant on your battleship fit, potentially cheaper to replace after loss when including insurance.
A jumpdrive

We want players to have interesting choices. Dreads shouldn't always be the best choice.


This might be ok for nullsec gameplay, but in wormholes this makes dreads virtually pointless for combat site escalation. 50km range and 1-2k dps is absolute garbage compared to what's currently available. This nerf is FAR FAR too drastic. What ever happened to small but frequent iterations? This is the kind of ham handed nerf I'd expect from the old CCP 6 month release schedule. I'd very much like to see how - as a percentage - this nerf stacks up to previous damage nerfs on other ship types. I bet it's the most drastic one in the game's history.

Higher HP is meaningless when a dedicated logi capital can keep multiple subcaps alive.

Refitting is pretty worthless because of the new weapon timer restrictions on all ships.

Depending on your fit, it's also potentially way more expensive to replace compared to a subcap (this is the more likely case).

Jump drives are useless in wormhole space.

Oh, and it takes way longer to get players into dreads, and it takes way more effort to get dreads into a wormhole compared to subcaps. If the damage and range stays like that, my corp will have no use for dreads. They'll go instantly from "the best choice" to "a gigantic waste of isk, time, and effort." This is not an interesting choice by any measure.

So, as usual, ccp has completely ignored everything but nullsec gameplay.
Rowells
Blackwater USA Inc.
Pandemic Horde
#248 - 2016-02-17 16:59:11 UTC
Jack Roulette wrote:
CCP wrote:

Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11
A) Sieged dreads have several advantages.

Superior range (50km from High Angle guns)
Resistance to EWar
Higher base HP
Provides refitting services to fleet
Dependant on your battleship fit, potentially cheaper to replace after loss when including insurance.
A jumpdrive

We want players to have interesting choices. Dreads shouldn't always be the best choice.


This might be ok for nullsec gameplay, but in wormholes this makes dreads virtually pointless for combat site escalation. 50km range and 1-2k dps is absolute garbage compared to what's currently available. This nerf is FAR FAR too drastic. What ever happened to small but frequent iterations? This is the kind of ham handed nerf I'd expect from the old CCP 6 month release schedule. I'd very much like to see how - as a percentage - this nerf stacks up to previous damage nerfs on other ship types. I bet it's the most drastic one in the game's history.

Higher HP is meaningless when a dedicated logi capital can keep multiple subcaps alive.

Refitting is pretty worthless because of the new weapon timer restrictions on all ships.

Depending on your fit, it's also potentially way more expensive to replace compared to a subcap (this is the more likely case).

Jump drives are useless in wormhole space.

Oh, and it takes way longer to get players into dreads, and it takes way more effort to get dreads into a wormhole compared to subcaps. If the damage and range stays like that, my corp will have no use for dreads. They'll go instantly from "the best choice" to "a gigantic waste of isk, time, and effort." This is not an interesting choice by any measure.

So, as usual, ccp has completely ignored everything but nullsec gameplay.

I'm guessing that you never use the dreads for pvp?
Vulfen
Imperial Academy
Amarr Empire
#249 - 2016-02-17 17:22:35 UTC
Lann Shahni wrote:
Anthar Thebess wrote:
Lann Shahni wrote:
i got a qustion, what is going to happen to my old POS, is ti just going to be worthless space junk?

Yes.

You will need Medium Citadel to replace it.
It will cost around 1 bil.


Thx, though i think CCP should reimburse my old pos nad it's modules, since are in sense "breaking" it making use less!



POSes wont be gone immediately, and there will be several types of structures to replace it, if you were a builder for example you will be wanting an assembly array, a mining pos would want to be changed to a mining platform.

It's going to be a while until all of the new structures are released, and im sure CCP will do some sort of reimbursement if the POS is completely removed however i think it is more likely POS's will stay but be weak in comparison to the new structures.
Jack Roulette
Royal Amarr Institute
Amarr Empire
#250 - 2016-02-17 18:13:19 UTC
Rowells wrote:
Jack Roulette wrote:
CCP wrote:

Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11
A) Sieged dreads have several advantages.

Superior range (50km from High Angle guns)
Resistance to EWar
Higher base HP
Provides refitting services to fleet
Dependant on your battleship fit, potentially cheaper to replace after loss when including insurance.
A jumpdrive

We want players to have interesting choices. Dreads shouldn't always be the best choice.


This might be ok for nullsec gameplay, but in wormholes this makes dreads virtually pointless for combat site escalation. 50km range and 1-2k dps is absolute garbage compared to what's currently available. This nerf is FAR FAR too drastic. What ever happened to small but frequent iterations? This is the kind of ham handed nerf I'd expect from the old CCP 6 month release schedule. I'd very much like to see how - as a percentage - this nerf stacks up to previous damage nerfs on other ship types. I bet it's the most drastic one in the game's history.
...

I'm guessing that you never use the dreads for pvp?


On the rare occasion that it's necessary. The dreads can't follow people through most wormholes, so their PvP use is almost entirely defensive. Either way, there's more to the game than PvP. I know this forum is filled to the brim with people who want to fap about PvP and killmails and such, but the fact of the matter is that PvE is the more prevalent activity in EVE; AND it's what fuels the ability for most players to afford the ships they throw away in PvP. Throwing away their role in PvE to try to balance their role in PvP isn't the right approach.
Creecher Virpio
AlcoDOTTE
Test Alliance Please Ignore
#251 - 2016-02-17 18:43:04 UTC
ITT: people who have no idea how triage works.

Combat triage is the most fun I'v ever had in eve online, there is an immense amount of pressure. its your job to keep the fleet alive, as well as yourself. You are 100% cut off as soon as you hit that triage button. It's up to you and your refitting abilities, capacitor management, situational awareness (oh ****, slippery pete fleet, better fit some kin/therm) what drug will you pop? Will they have high dps or are you taking neut pressure? BLUE PILL/EXILE OR MINDFLOOD) theyre switiching to me now! time to go max tank! theyre only doing around 35k dps, so i can hold with some moderate overheating, hopefully till i coast out. shoot, they just brought 4+ dreads. rip triage fc.

what will it be like with no refitting?

stupid simple. jump in with 2 adaptives/2 enams, and the rest cap mods.(this is the typical sweet spot with cap/tank) time to go into triage. maybe you knew they were bringing petes, or a t3 fleet? good, you mitigate that with a kin and therm hardener. oh someone came the third party in some other fleet comp? damn, now theyre doing more than 15k dps, so im going to die. oh 2 dreads even though the fleet is leaving me alone? nothing i can do but die.

so much more fun huh? nope. boring, now im just another f1-4 monkey applying reps and hoping the situation doesnt change, cause im stuck in place.

we're slowcats(remote repping combat carriers) and supers op? yes. but, you fixed that. having more supers no longer adds to the safety of the group. now its a matter of who chew through each others supply of fax machines.

so, you've solved the wrecking ball problem. now they have to used vulnerable logistics ships that do not add strength to each other, unless you're trying to wipe the dps off the field first.

but you aren't stopping there. You want to remove one of the last abilities that an individual pilot can truly make a difference with if he has the skill. combat refitting when you are getting primaried by a 75 man fleet is not easy, despite what some people think. You took the same approach to jump mechanics. you nerfed the range, and then also nerfed the rate at which you could travel. this made many players unhappy. you cut the legs off of capitals, and then cut their arms off as well. You could've just done one, and then if it wasn't what you wanted, you couldve added the other portion in as well. (granted, I was not finished my capital train before the phoebe jump changes were deployed)

Now, I agree that carrier and supers reffiting in the new meta could possibly be removed. I 100% agree with removing combat refitting from sub capitals. Capitals are a special class of ship, and should have special abilities. You said you wanted people to be scared of capitals, make them truly something to be feared? then don't make triage just a big logi cruiser that cant move, or dreads an immobile battleship. Triage combat refitting, and by extension dread refitting, are some of the best examples of emergent game-play. Im sure you all have heard of the white whale, or at least any competent triage pilot has. that **** right theres is a prime example of Player skill.

CCP, please reconsider removing combat refitting from fax machines and dreads, or at least wait and see if what you are intending to force onto capital fights happens without removing combat refitting. This is one of the last Place's that true player skills can shine, and eve online would be a much much poorer experience for everyone with its removal.
Creecher Virpio
AlcoDOTTE
Test Alliance Please Ignore
#252 - 2016-02-17 18:47:32 UTC
Jack Roulette wrote:
Rowells wrote:
[quote=Jack Roulette]
I'm guessing that you never use the dreads for pvp?


On the rare occasion that it's necessary. The dreads can't follow people through most wormholes, so their PvP use is almost entirely defensive. Either way, there's more to the game than PvP. I know this forum is filled to the brim with people who want to fap about PvP and killmails and such, but the fact of the matter is that PvE is the more prevalent activity in EVE; AND it's what fuels the ability for most players to afford the ships they throw away in PvP. Throwing away their role in PvE to try to balance their role in PvP isn't the right approach.


wat. You obviously have zero business being in this discussion then. EVE is a pvp game, no matter what activity you are doing. Dreads are extremely important in the big fights. The true powers of WH space live in c5's and bring capitals with them all the time. This has 100% to do with pvp, as dreads are a pvp ship, not an industrial. Why are you even commenting when these changes are 100% intended to alter the pvp aspect of dread use, despite the one little niche they have in capital escalations. This is not a discussion on dread pve activity.
d0cTeR9
Caldari Provisions
Caldari State
#253 - 2016-02-17 19:07:34 UTC
CCP still taking away EWAR inmunity from supers?

It's a guaranteed death for them.

Been around since the beginning.

Hairpins Blueprint
The Northerners
Pandemic Horde
#254 - 2016-02-17 19:51:24 UTC
CCP Larrikin wrote:
Links
Q) Are the new doomsdays replacing the existing ones or are they alternative options?#1
A) They are alternative options. The existing DDs will be staying, however they will be re-balanced.
.



Guess making the Damage be applied not in instand but over a perioid of time like a 1 min would be decent.
Giving triage time to refit / active tank the dd.

The DD would have 33k dps making it possible for new Aux to tank it.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#255 - 2016-02-17 20:15:43 UTC
Amazing how many people are complaining about the dps drop on the 'low dps high tracking' dread weapons.... heres a hint, there supposed to be low dps compared to regular guns that dont track as well

Estella Osoka
Cranky Bitches Who PMS
#256 - 2016-02-17 22:14:39 UTC
Creecher Virpio wrote:
You want to remove one of the last abilities that an individual pilot can truly make a difference with if he has the skill. combat refitting when you are getting primaried by a 75 man fleet is not easy, despite what some people think.


Oh please. It's super easy if you have the fits saved. One saved fitting for shields, one for armor, one for hull, one for cap, one for escape. Will take about 5 clicks.
Caleb Seremshur
Commando Guri
Guristas Pirates
#257 - 2016-02-18 02:18:48 UTC
Ncc 1709 wrote:
Amazing how many people are complaining about the dps drop on the 'low dps high tracking' dread weapons.... heres a hint, there supposed to be low dps compared to regular guns that dont track as well



You are talking to people who don't know the difference between electron and neutron blaster.
Creecher Virpio
AlcoDOTTE
Test Alliance Please Ignore
#258 - 2016-02-19 22:13:46 UTC
Estella Osoka wrote:
Creecher Virpio wrote:
You want to remove one of the last abilities that an individual pilot can truly make a difference with if he has the skill. combat refitting when you are getting primaried by a 75 man fleet is not easy, despite what some people think.


Oh please. It's super easy if you have the fits saved. One saved fitting for shields, one for armor, one for hull, one for cap, one for escape. Will take about 5 clicks.



Wanna know how I know you don't know what you're talking about? That button doesn't work when undocked. You must manually drag and drop each module when fitting in space. Please leave this discussion to people who actually fly these ships and have experience with them.
Nevyn Auscent
Broke Sauce
#259 - 2016-02-20 01:16:49 UTC
Creecher Virpio wrote:

Wanna know how I know you don't know what you're talking about? That button doesn't work when undocked. You must manually drag and drop each module when fitting in space. Please leave this discussion to people who actually fly these ships and have experience with them.

Please actually read the thread about the new modules which will give you most of what you have been whining about without the need to refit anyway. But that would require keeping up to date and not whining in an old thread.
Oskolda Eriker
Republic Military School
Minmatar Republic
#260 - 2016-02-22 13:16:53 UTC
Ncc 1709 wrote:
Amazing how many people are complaining about the dps drop on the 'low dps high tracking' dread weapons.... heres a hint, there supposed to be low dps compared to regular guns that dont track as well


Caleb Seremshur wrote:


You are talking to people who don't know the difference between electron and neutron blaster.


Please dont post, if you dont read topic, ccp talking about 2k-3k dps in siege with high-tracking guns, from a ship with 2+bill hull
i can have same dps from a vindi or rattlesnake for better price without siege problems.