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[Citadels] Carriers

First post
Author
Frostys Virpio
State War Academy
Caldari State
#641 - 2016-05-03 15:30:23 UTC
Khan Wrenth wrote:
Sekeris wrote:

Also, lets not forget about cap, even with a pretty cap heavy build you can only run a single RR cap stable, and can potentially run your cap dry in a minute or so.

Given how much people complained on the forums about "unbreakable walls of logI", I can't help but think this might be intentional. Reliance on cap boosters will mean that capital reps on field will have a finite duration. If...IF this is intentional, it's certainly an interesting way to address it.


You'll probably see 2 "mode" for reps going. "Balls to the wall" when you have cap booster on hand and require hard reps and a more throttled down tempo when stuff are under control so you can stop using the cap booster and save charges.

Now if this will effectively work is to be seen but I think the losing side of any battle will end up in a downward helix of things going from bad to worse when hard reps don't hold and you burn out of cap booster charges thus sealing your fate.
Lugh Crow-Slave
#642 - 2016-05-03 15:33:33 UTC
just wish i had a larger choice in charge sizes like sub caps do
Frostys Virpio
State War Academy
Caldari State
#643 - 2016-05-03 20:24:33 UTC
Lugh Crow-Slave wrote:
just wish i had a larger choice in charge sizes like sub caps do


troll

You have 1 more options than every other ship in the game.

/troll
Sgt Ocker
What Corp is it
#644 - 2016-05-03 23:55:51 UTC
Lugh Crow-Slave wrote:
just wish i had a larger choice in charge sizes like sub caps do

Actually. You have 2 realistic choices - Spend 1 million isk + for Navy charges, so you can be a useful logi for a few seconds longer. Or you can buy the cheaper but far larger charges and be less useful.

A lot like Light Fighters, you can buy affordable T1 fighters or spend half what your hull costs buying 3 flights of T2 . All 3 items are disposable so it comes down to - How much time you are prepared to pve or how many plex your willing to buy for disposable items.

This is all about a new isk sink - Apparently all those who fly capital ships are rich and belong to large wealthy groups who can afford to just throw isk away..

CCP seem to be under the misapprehension that everyone who plays Eve wants everything to be easily destructible.
They are wrong - Pvp'r want fights, they want to blow stuff up and they want to win. So when everything is designed around N+1 it removes much of what was once good about Pvp in Eve.

Citadel release had great potential, all of which was wasted on narrow minded developers. Such a shame......

Bottom line for capitals - Once a player has lost a couple due to them not being able to be satisfactorily repaired by dedicated logistics ships (which aren't designed to give adequate reps for a full triage cycle) and next to useless local reps (again by design, don't want a capital ship that is capable of surviving an attack by half a dozen T1 cruisers do we) - They will just stop using them.

Two of my characters were dedicated logistics/triage pilots - They no longer have capital ships worthy of being called "Capital Class Logistics", I won't fly ships that by design are meant to die, due to not being capable of performing the role they are supposed to have been designed for.
Fax's, with their current capabilities should cost half what they do, then they might be useful and live up to CCP's expectations of being disposable.

At current cost with such limited abilities - Fax's just aren't worth it.

For Triage - Reduce cycle time "bonus" (how it can be called a bonus is beyond me - it is in all honesty a drawback) by 50%, increase amount repaired per cycle by 25%, then you might have something worth fielding in a capital fleet.

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.

Lugh Crow-Slave
#645 - 2016-05-04 09:00:08 UTC
So any word on the isk reimbursement for the fax skill? I mean was that just forgotten about?
Lugh Crow-Slave
#646 - 2016-05-04 09:10:56 UTC  |  Edited by: Lugh Crow-Slave
The cycle time is a huge bonus to those caps and is what will give them a place over the other fax in their role. I don't have the patience to explain it on my cell but ask a corp or alliance mate that focuses on logistics and he should be able to explain

What does confuse me about our is how there is no cap reducing per level as well. CCP keeps doing this only to add it a year or two later. Now I don't have a problem with these taking more cap as a trade off for faster reps but it always bugs me when a skill has any negative effect on a module
Sgt Ocker
What Corp is it
#647 - 2016-05-04 13:18:38 UTC
Lugh Crow-Slave wrote:
The cycle time is a huge bonus to those caps and is what will give them a place over the other fax in their role. I don't have the patience to explain it on my cell but ask a corp or alliance mate that focuses on logistics and he should be able to explain

What does confuse me about our is how there is no cap reducing per level as well. CCP keeps doing this only to add it a year or two later. Now I don't have a problem with these taking more cap as a trade off for faster reps but it always bugs me when a skill has any negative effect on a module

Funny but it was after talking to corp and alliance mates that I posted.
I have to presume your talking about the Apostle (because capitals is all about armor right) and at max skills with a full recharge fit it is cap stable with ONE remote rep running. Simply because in Triage they just consume so much cap, they are not really useful. If you want to fit capital cap boosters well then your not fitting more than 2 remote reps because you just don't have the power grid.

You can't be talking about the Caldari Fax because with a capital cap booster and 2 remote reps in triage it has 4 mins 12 sec cap life (cap booster just can't keep up) with just one remote rep it has 22 mins of next to useless cap life as it can only rep 8594 hp every 4 seconds. You can however cap yourself out in a couple of minutes using 2 reps and provide 17188 reps to someone while preparing to lose your ship when it comes out of triage.


PS; I've been flying logi / triage in one form another for close on 5 years - Although I must admit, I have never flown logi where you need 3 or more in a group because at least one of them at a time can't rep (remote or local) because he is waiting for his cap to recharge for half of his triage cycle.

4 or 5 Apostles may just keep an Archon (that has been called primary by a battleship gang) alive for 2 or 3 minutes; any longer and they will start to cap out, leaving the Archon to die.

I would however be interested to see a fitting you believe would work as dedicated logi - 30 odd triage pilots I have spoken to have been unable to come up with anything half decent.
NB; for purposes of "dedicated" and "decent" the Fax must be able to maintain cap for at least one full triage cycle running 2 remote reps.

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.

Lugh Crow-Slave
#648 - 2016-05-04 13:41:47 UTC
O.o i dont think any of them are good i was talking about the cycle time bonuse on the gal/minm. was just saying that that bonus was not bad and that cycle time can be a very important factor with logi.

not a fit i would use but it meats your standards

[Minokawa, Triage]

Reactor Control Unit II
Co-Processor II
Reactor Control Unit II
Syndicate Damage Control

Capital Shield Extender II
Capital Capacitor Booster II, Navy Cap Booster 3200
Capital Ancillary Shield Booster, Navy Cap Booster 3200
Pithum C-Type Adaptive Invulnerability Field
Pith X-Type EM Ward Field
Pithum C-Type Adaptive Invulnerability Field
Pithum C-Type Adaptive Invulnerability Field

Capital Ancillary Remote Shield Booster, Navy Cap Booster 3200
Capital Asymmetric Enduring Remote Shield Booster
Capital Asymmetric Enduring Remote Shield Booster
Capital Murky Compact Remote Shield Booster
[Empty High slot]
Triage Module II

Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit I


7m45s with two reps
Lugh Crow-Slave
#649 - 2016-05-04 13:47:51 UTC  |  Edited by: Lugh Crow-Slave
[Minokawa, Triage]

Capacitor Power Relay II
Power Diagnostic System II
Power Diagnostic System II
Syndicate Damage Control

Capital Shield Extender II
Dread Guristas Capital Shield Extender
Capital Shield Extender II
Pithum C-Type Adaptive Invulnerability Field
Pith X-Type EM Ward Field
Pithum C-Type Adaptive Invulnerability Field
Pithum C-Type Adaptive Invulnerability Field

Capital Ancillary Remote Shield Booster, Navy Cap Booster 3200
Capital Asymmetric Enduring Remote Shield Booster
Capital Asymmetric Enduring Remote Shield Booster
Capital Murky Compact Remote Shield Booster
[Empty High slot]
Triage Module II

Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit I

this is one i like much much more

4m 53s

and i think it fits far more in line with the idea of the cal/amarr fax (no active rep)


Disclaimer:

although i like this one more it is not going to do well outside of the small gang wh stuff i do where dps doesn't normally exceed 25k

or

[Minokawa, Triage]

Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II

Capital Capacitor Booster II, Navy Cap Booster 3200
Dread Guristas Capital Shield Extender
Capital Shield Extender II
Pithum C-Type Adaptive Invulnerability Field
Pith X-Type EM Ward Field
Pithum C-Type Adaptive Invulnerability Field
Pithum C-Type Adaptive Invulnerability Field

Capital Ancillary Remote Shield Booster, Navy Cap Booster 3200
Capital Asymmetric Enduring Remote Shield Booster
Capital Asymmetric Enduring Remote Shield Booster
Capital Asymmetric Enduring Remote Shield Booster
[Empty High slot]
Triage Module II

Capital Core Defense Field Extender II
Capital Core Defense Field Extender II
Capital Core Defense Field Extender II

it can run all its reps for 7min
Alice Loreley
Citadel Technologies Unit
#650 - 2016-05-04 15:30:45 UTC  |  Edited by: Alice Loreley
It would be very desirable to look at the main gamedev of the CCP. Simple to look what of person he/she is. Two years ago, when I left game for the personal reasons, main gamedev was a guy from Blizzard, as far as I know. On community went snickers about space elves and other nonsense. But it is lyrics. Because the present demiurge has just outdone all previous. And to the greatest regret Eve, my big and undivided love, has fallen a victim of the layman.

If to sort consistently, then all horror of a situation when the person without technical education undertakes science fiction is clear.

First, capital logists. Let's approach from a position not of technical rationalism, but even simple everyday Common Sense (TM). You need to hammer a nail into a wall. What you for this purpose will take - the hammer or a microscope? The logic prompts that the hammer is ideally suited for clogging of nails. His design is rather simple, doesn't contain expensive materials and he besides is universal. It is possible not only to hammer with the hammer nails, but also, for example, to crack nuts.
But instead of the hammer (which already is) some very clever person has suggested to put on the market microscopes for clogging of nails. Which at the same time can't carry out functions of microscopes, but value as microscopes.And every hammer now has his handle cut down in half.

Secondly, support-fighters. Logic of the God level. Many years in game exist heavy support drones, the realizing absolutely identical functionality and comparable power at immeasurably smaller cost. Further - drones suddenly pilotless. That is from the point of view of common sense it is quite logical to entrust dangerous and ungrateful work to a piece of iron, but not to send to the meat grinder some valorous, let and cloned, the Valkyrie (TM).
Besides, interestingly how far you will be sent by the sane soldier if you suggest him to advance to the attack without weapon?

Thirdly, system of researches and system of processing. For some reason cut out such quite realistic thing as ME coefficient from system of researches (same with PE). Instead have added unclear 10%. Tell please - from what piece these 10% are? From what nut in a drone/ship/gun design? And something more than 10% is impossible? To the person with technical education it becomes sad and terrible. The terrible ten-percentage science fiction.
Further - it is more. For an invent of drones for example unexpectedly Mechanical Engineering changes on Graviton Physics. Emm... sorry, and in what place there gravitons are present and what percent from all mechanical design of the drone they make? I know that you will tell. It simply game!
Well, why then in Just Game 30% of waste when processing have appeared? Earlier they were meant too, but only waste from imperfection of skills was obviously reflected. That was quite logical and stimulated the newly appeared industrialist to swing skills, to save isk for implants and to gain desired 6.67 standing to the owner of station with refinery capacities. Now all trouble will give so insignificant gain that the incentive where vanishes. You will tell that mathematically there same. OK. And psychologically? For what reason to the person who has come to game to spend time and forces if a third part of his works INEVITABLY goes nowhere? And he will see this every time pressing Reprocess.
Also the interesting picture turns out - the realism is at the roots cleaned in one place, and in another it is taken outside, but in absolutely grotesque form.


The list can be continued, but is there a reason? Simply it is very-very curious to me to look in a face to present Head GameDev of Eve. Because there is a full and reasonable feeling that the person is not very clever. And not only from a technical aspect of business.

With marketing the situation is not better. Just because lucid minds of are not visited yet by a simple thought - Audience of Dota, WoW yet and various Korean jerk-game WILL NOT play Eve. It is still too difficult for this contingent. You can simplify it even more. But you're not able to take a place for yourself in this segment of market. But you will lose your unique position, which fed you for many years. You have already practically lost her. Just look at your online numbers.

PS I know you have a problem with popular carriers and unpopular dreadnoughts. You know why? Because few years ago you cut off dronebays from all capital ships except carriers. And now you're doing the same mistake one more time.

PPS Translated from russian with all my madskillz. Why? Because the real CCP speaks english, not russian. If you wanna Lord to hear you, pray in the right language. :)

EVE Online: Black Hole. Coming really soon.

And... Oh, yeah, small secret - Drifters are Talocan.

Lugh Crow-Slave
#651 - 2016-05-04 15:45:15 UTC
lol this lord don't listen no matter the language
Caleb Seremshur
Commando Guri
Guristas Pirates
#652 - 2016-05-06 04:23:21 UTC
I think that no matter what course of action is taken someones butt gets hurt.

I like the new carriers. I have little interest in flying the FAX
Lugh Crow-Slave
#653 - 2016-05-06 08:48:32 UTC  |  Edited by: Lugh Crow-Slave
Caleb Seremshur wrote:


I like the new carriers.


what reason have you found to use them over a dread?

don't get us wrong it's not that a lot of us feel the new carriers are bad it's that we feel there is always a better option
Caleb Seremshur
Commando Guri
Guristas Pirates
#654 - 2016-05-06 13:45:28 UTC
I can shoot subcaps with a carrier.

The same isn't as easily done in a dread. I also enjoy the idea that carriers will now be a lower priority target when on field in a mixed capital deployment. Also, finally, use a carrier for what its designed to do - alpha enemy subcap logi, kill HIC/DIC etc.
Morrigan LeSante
Perkone
Caldari State
#655 - 2016-05-06 13:54:05 UTC
The only logi a carrier might alpha is some hilarious snowflake piece of trash fit. Don't buy into the "carrier alphas all the things zomg nerf" spiel some people are sperging, it's utterly false.

Multiple carriers....maybe, if you have like....12-24 of them.
Lugh Crow-Slave
#656 - 2016-05-06 16:03:13 UTC
Caleb Seremshur wrote:
I can shoot subcaps with a carrier.

The same isn't as easily done in a dread. I also enjoy the idea that carriers will now be a lower priority target when on field in a mixed capital deployment. Also, finally, use a carrier for what its designed to do - alpha enemy subcap logi, kill HIC/DIC etc.


you can still easily shoot sups with a dread and once all the subs are dead you can then refit to capital guns. and good luch alphaing any decent fit sub cap off the field bigger than a dessi
Miss 'Assassination' Cayman
CK-0FF
Intergalactic Space Hobos
#657 - 2016-05-06 17:44:13 UTC
Lugh Crow-Slave wrote:
Caleb Seremshur wrote:
I can shoot subcaps with a carrier.

The same isn't as easily done in a dread. I also enjoy the idea that carriers will now be a lower priority target when on field in a mixed capital deployment. Also, finally, use a carrier for what its designed to do - alpha enemy subcap logi, kill HIC/DIC etc.


you can still easily shoot sups with a dread and once all the subs are dead you can then refit to capital guns. and good luch alphaing any decent fit sub cap off the field bigger than a dessi

I really think most of the people complaining about getting alpha'd ended up in a non-consensual carrier fight with active tanked solo/small gang cruiser fits. When engaging a buffer tanked cruiser with separate logi, a carrier is a lot less scary. They still have decent DPS, but not overwhelming.
Lugh Crow-Slave
#658 - 2016-05-06 17:54:00 UTC  |  Edited by: Lugh Crow-Slave
they have decent DPS on paper untill you add in the 48s reload :/ but in those small fights i suppose they wouldn't last long enough to notice that.


so are carriers just big blops now? used to drop on some small gang or miners that you probably could of handled on your own?
Caleb Seremshur
Commando Guri
Guristas Pirates
#659 - 2016-05-06 18:22:32 UTC
Morrigan LeSante wrote:
The only logi a carrier might alpha is some hilarious snowflake piece of trash fit. Don't buy into the "carrier alphas all the things zomg nerf" spiel some people are sperging, it's utterly false.

Multiple carriers....maybe, if you have like....12-24 of them.


My thanatos can alpha for 27k raw damage. I don't think I've ever encountered a logi cruiser that can survive 324,000 raw alpha as you suggest.

Infact apart from t2 cruisers and above, most vessels would be having a hard time surviving 2x missile volleys, when accounting for the 1600 or so DPS they're eating over the 8 second reload.

A fully dps fit thanatos can whack something for 37000+ in one volley while doing a good 2100dps natively.

So I disagree with what you've said and I hope you have something to back up your claim.

Quote:
I really think most of the people complaining about getting alpha'd ended up in a non-consensual carrier fight with active tanked solo/small gang cruiser fits. When engaging a buffer tanked cruiser with separate logi, a carrier is a lot less scary. They still have decent DPS, but not overwhelming.


Well this is one of those times when having a mixed fleet composition can really swing things for a small wing of players. Having a single carrier on field which could potentially wreck the face of who ever is primary (or secondary for that matter) would easily cause problems for people. People forget logi reps aren't instant, if the carrier pilot gets told to start killing things named Z -> A while the main group guns down a different primary then you're in trouble unless you definitely have the extra reps to hold out.
Lugh Crow-Slave
#660 - 2016-05-06 18:31:10 UTC
37k alpha if perfect application and max DPS fit and none of them have been killed. good thing my guardian tanks well over 100k and my friendly reps cycle much faster than the fighters volley.


oh yeah also forgot you are not doing any dps because my lone griffin has perma jammed all of your fighters and two of your friends fighters