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[Citadels] Carriers

First post
Author
Nevyn Auscent
Broke Sauce
#481 - 2016-04-21 11:14:05 UTC
Lugh Crow-Slave wrote:

fighter speed is also bad even when they reach their target there are a lot of cruisers and most frigs that out run the fighters once their MWD hits cool down

Yea, but that's not a bad thing if that's by design that carriers have trouble engaging frigs & fast cruisers.
If they needed a warpable BM that'd be even more balanced, I was just thinking warp to target like a super MJD warp really. No friendly needed.
Lugh Crow-Slave
#482 - 2016-04-21 11:23:11 UTC
Nevyn Auscent wrote:
Lugh Crow-Slave wrote:

fighter speed is also bad even when they reach their target there are a lot of cruisers and most frigs that out run the fighters once their MWD hits cool down

Yea, but that's not a bad thing if that's by design that carriers have trouble engaging frigs & fast cruisers.
If they needed a warpable BM that'd be even more balanced, I was just thinking warp to target like a super MJD warp really. No friendly needed.


problem if that is by design is that HAW are better against everything bigger than cruisers and are just about as good against cruisers
Nevyn Auscent
Broke Sauce
#483 - 2016-04-21 11:28:50 UTC
Lugh Crow-Slave wrote:

problem if that is by design is that HAW are better against everything bigger than cruisers and are just about as good against cruisers

If the carriers can project from a far safer range, that's not so much an issue though. It's really only an issue when carriers have such a short effective range because of the fighter travel time.
Lugh Crow-Slave
#484 - 2016-04-21 11:36:51 UTC
Nevyn Auscent wrote:
Lugh Crow-Slave wrote:

problem if that is by design is that HAW are better against everything bigger than cruisers and are just about as good against cruisers

If the carriers can project from a far safer range, that's not so much an issue though. It's really only an issue when carriers have such a short effective range because of the fighter travel time.


aye for the most part i have given suggestions to help in one area or another never intended for all of them to be used lol so yes if they could warp it would be fine. it was more of an as is it's an issue
Lugh Crow-Slave
#485 - 2016-04-21 11:51:56 UTC
it would also be nice if when you warped (and your fighters are on return and orbit) they warped along side your carrier this would add greatly to the feel of being a carrier pilot and i can't see how it has a negative impact
Nevyn Auscent
Broke Sauce
#486 - 2016-04-21 11:55:25 UTC
Lugh Crow-Slave wrote:
it would also be nice if when you warped (and your fighters are on return and orbit) they warped along side your carrier this would add greatly to the feel of being a carrier pilot and i can't see how it has a negative impact

Server calculations, bumps.
Otherwise as a cosmetic would be nice, but I can see negatives on that.
Lugh Crow-Slave
#487 - 2016-04-21 12:02:39 UTC
Nevyn Auscent wrote:
, bumps




on this... fighters should not bump this causes so many issues when trying to dock your fighters
Crazy KSK
Tsunami Cartel
#488 - 2016-04-21 23:21:07 UTC  |  Edited by: Crazy KSK
the thanatos has a significantly weaker tank compared to all other carriers and does not get compensated adequately for it does have a larger fighter bay but I don't think that is enough
increase its base armor hp and consider changing its fighter hp bonus to damage

also consider increasing the nidhoggurs fighter speed bonus to 5% to set it further appart since it also has more then a million ehp less tank then the chimera does

support fighters are only a t1&t2 mod with very large range and not worth using(except for siren) over a fighter that does damage the carrier bonuses towards them also seem just useless and should be changed to strength bonuses

PS: where is the FAX thread?

PPS: please add the ability to switch fighter squads in tubes without having to leave empty space in the fighter hangar

Quote CCP Fozzie: ... The days of balance and forget are over.

Lugh Crow-Slave
#489 - 2016-04-21 23:35:56 UTC
Crazy KSK wrote:
the thanatos has a significantly weaker tank compared to all other carriers and does not get compensated adequately for it does have a larger fighter bay but I don't think that is enough
increase its base armor hp and consider changing its fighter hp bonus to damage

also consider increasing the nidhoggurs fighter speed bonus to 5% to set it further appart since it also has more then a million ehp less tank then the chimera does

support fighters are only a t1&t2 mod with very large range and not worth using(except for siren) over a fighter that does damage the carrier bonuses towards them also seem just useless and should be changed to strength bonuses

PS: where is the FAX thread?



why would you ever use the siren? you should have tackle in your fleet


the than has plenty of tank (a little over 2M shield tank) and the fighter bay is a huge difference with the chimera you will see it run out of fighters long b4 it dies.


the nids speed bonus is also plenty and is probably the strongest bonus any of the carriers gets.


but none of this matters if carriers never get used
Gary Webb
Sebiestor Tribe
Minmatar Republic
#490 - 2016-04-22 00:34:54 UTC
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#491 - 2016-04-22 00:48:08 UTC
Gary Webb wrote:
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?

They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.
Lugh Crow-Slave
#492 - 2016-04-22 01:09:02 UTC  |  Edited by: Lugh Crow-Slave
Miss 'Assassination' Cayman wrote:
Gary Webb wrote:
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?

They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.


and they are still way to expensive considering dreads and FAX will cost just as much as a carrier hull
Sgt Ocker
What Corp is it
#493 - 2016-04-22 07:53:38 UTC  |  Edited by: Sgt Ocker
Oxide Ammar wrote:
I don't know if this got brought up early but it looks like they are reducing base material needed for all caps, So if carriers look like sub-bar state right now against sub-caps they might introduce Tech II carriers to overcome its downsides ? I don't know...

Funny, if this is true, a carrier will cost MORE to build than it now does. Adding roughly 600 mil to the build cost of a carrier.

Dreads needed to come down in price with the EHP nerfs and the disposable nature of HAW fit Dreads.
Carriers with their lack of any useful role, very limited DPS application and reliance on FAX's, need to cost a little less than what they do now, not 50% more.

Faxes, CCP is digging deep here for ways to remove isk from the game - They will not be worth the same as a Dread, and should possibly be half the price of a carrier - They are by design, DISPOSABLE, they will be the primary target in any engagement (as any logi is) and if they cost as much as a dread to build, then twice as much to fit out - Only the largest richest groups will ever use them, ensuring their continued domination in capital warfare.
(why is it CCP has seen over the last so many years how bad large ever growing groups are to the game, yet design things so it requires large groups to use them efficiently)

I won't pay 1.5 bil for a fax but will certainly be getting all my carriers transformed on patch day - That is just too much profit to not take advantage of it. 1.5 to build should see sale price of around 1.7, 1.8 (with cheap T1 rigs) - Yeah I'll take that and just keep my now more affordable Dreads.

Carriers won't have a role after Fanfest - No point designing a T2 version of an all but useless class of ship, unless it has abilities around 200% better than the T1 version (or the abilities of a Super)..
Fax's, will only ever be fielded with Super and Titans, Dreads don't need them and carriers will see little use.

Balance Fax's so you can fit them out to survive more than 5 minutes and be useful in a fleet - A Fax should be able to use 5 Remote reps AND have a useful local tank while still being able to maintain cap.

Best fit I've been able to come up with so far for a Ninazu;
3 Energized Adaptive Nano's, 1 Explosive, 1 DCU, 1 Concord Armor Repairer - 79, 73, 73, 75 resists
1 T2 Capital Cap battery, 2 T2 Cap boosters, T2 AB, sebo (last 2 because there really isn't anything else to put there.)
3 Capital Enduring Remote Reps, T2 Triage, 2 empty highslots
2 T1 Capital Trimark's, T2 Capital ACR

3 remote reps running in triage - Cap is dry in 1 minute 49 seconds - Without cap boosters. The new triage rep bonus is to cycle time, so really chews cap up.
With cap boosters I was at 50% cap (and still dropping) at half triage cycle, so around 5 mins cap with 2 capital cap boosters and 3 remote reps cycling.

Not sure how that is intended to turn out (from a development side) but having limited use, limited life span Capital Logistics - Can't be good for the game.

Fax's won't be able to tank more than 2 maybe 3 dreads, without compromising their Logistics ability to the point they may as well not be on the field.

Whoever thought up the 70% reduction to cycle time for remote armor reps - 1; has never flown logi so doesn't know any better, 2; has followed CCP's plan to make capital ships cost more and be completely disposable.
I'd like to think it is 1 but know I'm wrong - This is a deliberate nerf to capital logistics. Of course they have to realize, the outcome will be, they don't get used, which simply means every capital fight will be one blob of dreads vs another.

It really is a shame devs put up these feedback threads, then totally ignore them by not keeping them up to date. Or even bothering to respond to simple questions.

-- - -- - -- - --
CCP Seagul, you should just resign now and save having to explain why you have lied to eve players about keeping in touch and better communication with the player base etc etc.
You won't; because like the rest of the staff there, you love the mushroom effect style of communication where players are concerned.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Aeon Veritas
Federal Navy Academy
Gallente Federation
#494 - 2016-04-22 10:47:45 UTC
Lugh Crow-Slave wrote:
why would you ever use the siren? you should have tackle in your fleet

This is so much right. It would be more usefully if the Siren would be a sensor dampener.
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#495 - 2016-04-22 11:49:55 UTC
Aeon Veritas wrote:
Lugh Crow-Slave wrote:
why would you ever use the siren? you should have tackle in your fleet

This is so much right. It would be more usefully if the Siren would be a sensor dampener.

But again, who would give up 1/3 of their DPS for damps? I could see it happening for a point in a few situations, but really the only support fighters that are likely to be worth the space are the neut ones, and just barely.
Lugh Crow-Slave
#496 - 2016-04-22 11:51:50 UTC
i would settle for 4% to the links and just turn them into command vessels
Sgt Ocker
What Corp is it
#497 - 2016-04-22 13:12:11 UTC
Miss 'Assassination' Cayman wrote:
Gary Webb wrote:
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?

They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.
So each of my 20 mil isk fighters is going to be transformed into 6 worthless T1 light fighters?


One current Firbolg equals six light T1 Firbolg fighters. (I presume; can't see Devs turning them into something useful)
That works out at around 3.5 mil per T1 light fighter - So around 7 to 10 mil per T2 light fighter or between 56 to 90 mil isk per squad for disposable, un-repairable light fighters.
These may or may not be useful, depending on whether Fax's get sorted out or not and if players are willing to pay 50% more for a very limited use carrier. Including the already known drawbacks with carriers + light fighters - Long reload (refueling time), limited damage application, easily destroyed and now cost of light fighters.

Risk (isk outlay) vs Reward (ability and usefulness) - Carriers fall a long way short on any potential reward.

T1 light fighters should cost no more than T2 sentry drones with T2 being double that, so under 3 mil for T2 Light Fighters or 27 mil per squad - Times that by 3 it is still a considerable isk outlay for something that is likely to be single use.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#498 - 2016-04-22 13:14:41 UTC
Aeon Veritas wrote:
Lugh Crow-Slave wrote:
why would you ever use the siren? you should have tackle in your fleet

This is so much right. It would be more usefully if the Siren would be a sensor dampener.

A Celestis would do a much better job, survive longer and not require a carrier losing 1/3rd of its dps.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#499 - 2016-04-22 13:17:06 UTC
Sgt Ocker wrote:
Miss 'Assassination' Cayman wrote:
Gary Webb wrote:
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?

They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.
So each of my 20 mil isk fighters is going to be transformed into 6 worthless T1 light fighters?


One current Firbolg equals six light T1 Firbolg fighters. (I presume; can't see Devs turning them into something useful)
That works out at around 3.5 mil per T1 light fighter - So around 7 to 10 mil per T2 light fighter or between 56 to 90 mil isk per squad for disposable, un-repairable light fighters.
These may or may not be useful, depending on whether Fax's get sorted out or not and if players are willing to pay 50% more for a very limited use carrier. Including the already known drawbacks with carriers + light fighters - Long reload (refueling time), limited damage application, easily destroyed and now cost of light fighters.

Risk (isk outlay) vs Reward (ability and usefulness) - Carriers fall a long way short on any potential reward.

T1 light fighters should cost no more than T2 sentry drones with T2 being double that, so under 3 mil for T2 Light Fighters or 27 mil per squad - Times that by 3 it is still a considerable isk outlay for something that is likely to be single use.


Agreed. I know they wanted us to use them more like ammo, but not even titans pay nearly that much for ammo unless they use doomsdays quite a bit.

I think you're a little off on the price increase for hulls though. I haven't done the math for all races, but a Thanatos would only cost about 8% more, so probably more like 20% for the others.
Lugh Crow-Slave
#500 - 2016-04-22 13:25:26 UTC
Miss 'Assassination' Cayman wrote:
Sgt Ocker wrote:
Miss 'Assassination' Cayman wrote:
Gary Webb wrote:
I take it CCP still hasnt commented on the price of fighters as we still cant rep them?? i looked through this thread but couldnt find any response from Larrakin. Have I missed it or has it not happened?

They'll cost 1/6 what they do now for light fighters and 1/4 for heavies. When the patch hits all existing fighters and production jobs will turn into 6 or 4. Just don't try to buy fighters on patch day because it will probably cancel all sell orders and jack up the price for a while before people relist them.
So each of my 20 mil isk fighters is going to be transformed into 6 worthless T1 light fighters?


One current Firbolg equals six light T1 Firbolg fighters. (I presume; can't see Devs turning them into something useful)
That works out at around 3.5 mil per T1 light fighter - So around 7 to 10 mil per T2 light fighter or between 56 to 90 mil isk per squad for disposable, un-repairable light fighters.
These may or may not be useful, depending on whether Fax's get sorted out or not and if players are willing to pay 50% more for a very limited use carrier. Including the already known drawbacks with carriers + light fighters - Long reload (refueling time), limited damage application, easily destroyed and now cost of light fighters.

Risk (isk outlay) vs Reward (ability and usefulness) - Carriers fall a long way short on any potential reward.

T1 light fighters should cost no more than T2 sentry drones with T2 being double that, so under 3 mil for T2 Light Fighters or 27 mil per squad - Times that by 3 it is still a considerable isk outlay for something that is likely to be single use.


Agreed. I know they wanted us to use them more like ammo, but not even titans pay nearly that much for ammo unless they use doomsdays quite a bit.

I think you're a little off on the price increase for hulls though. I haven't done the math for all races, but a Thanatos would only cost about 8% more, so probably more like 20% for the others.



Dragonfly I Dragonfly II

remember you need to add the cost of the t1 to the t2 cost to get the full t2 cost

these are also ME0