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[Citadels] Titans

First post
Author
Nevyn Auscent
Broke Sauce
#61 - 2016-04-10 05:25:38 UTC
Pryce Caesar wrote:
Titans may be the biggest and most expensive ships in the entire game, but "end game" does not exist in EVE Online, the last time I checked. Every ship only provided a new means of playing the game, and all of them can be lost in equal measure. Other ships sometimes require rigs or implants to either support their fittings or to augment them; the Titans are not any different with the upcoming T2 weaponry, which is the first time Capital Ships have been confronted with that particular issue.

The question is if only the Avatar is having this issue. Or if all races share it equally.
If only one Titan has to struggle with fitting mods or implants while the rest are fine, there is an issue with that one particular titan and it needs buffing or the other three need nerfing.
Sentamon
Imperial Academy
Amarr Empire
#62 - 2016-04-10 17:41:32 UTC
Pryce Caesar wrote:
Pleasure Hub Node-514 wrote:
Pryce Caesar wrote:
https://www.youtube.com/watch?v=1AfmwvkIHwo

Wow. Can we say that this means goodbye to blob Titan fleets? If those were all Lances firing off and they were doing equal damage to all Titans in their line of fire...

Also factor when Titans die, they'll proceed to do 200k damage at 10k range.


Whaaaaaaaaaat??? Shocked

Titans will now do two hundred THOUSAND damage to anything within a 10km radius of themselves when they explode? I heard about the capacitor disruption of nearby ships when they fire off the new Doomsday weapons, but this is even more news to my ears.

They already re-introduced an AoE Doomsday; now we've got thermonuclear Titan deaths. I guess we won't be seeing any more scenes like those people saw at B-R5RB; battles with mass Titan groups may end up much more spread out.


Good because 10% TiDi fights are nauseating. AoE explosions will help clear out the F1 trash that are only there to pile on and we'll have much more enjoyable fights at near normal speeds.

I hope they add the 'sploding damage to smaller class of ships in the future and add collision damage too. Idea

~ Professional Forum Alt  ~

d0cTeR9
Caldari Provisions
Caldari State
#63 - 2016-04-11 00:20:54 UTC
Supercarrier changes is the last nail in the coffin for them.... Titan changes... great! Useful once again!

Been around since the beginning.

Pryce Caesar
Cloak and Daggers
Initiative Mercenaries
#64 - 2016-04-11 04:14:43 UTC
d0cTeR9 wrote:
Supercarrier changes is the last nail in the coffin for them.... Titan changes... great! Useful once again!


If the current war continues past when these changes are implemented, then things are going to change with the war. It may be a bad time to test-run any new Capital or Citadel strategies.
elitatwo
Zansha Expansion
Brave Collective
#65 - 2016-04-13 11:58:05 UTC
So can titans now enter small and novice complexes in lowsec?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#66 - 2016-04-16 19:17:36 UTC
Sentamon wrote:
Pryce Caesar wrote:
Pleasure Hub Node-514 wrote:
Pryce Caesar wrote:
https://www.youtube.com/watch?v=1AfmwvkIHwo

Wow. Can we say that this means goodbye to blob Titan fleets? If those were all Lances firing off and they were doing equal damage to all Titans in their line of fire...

Also factor when Titans die, they'll proceed to do 200k damage at 10k range.


Whaaaaaaaaaat??? Shocked

Titans will now do two hundred THOUSAND damage to anything within a 10km radius of themselves when they explode? I heard about the capacitor disruption of nearby ships when they fire off the new Doomsday weapons, but this is even more news to my ears.

They already re-introduced an AoE Doomsday; now we've got thermonuclear Titan deaths. I guess we won't be seeing any more scenes like those people saw at B-R5RB; battles with mass Titan groups may end up much more spread out.


Good because 10% TiDi fights are nauseating. AoE explosions will help clear out the F1 trash that are only there to pile on and we'll have much more enjoyable fights at near normal speeds.

I hope they add the 'sploding damage to smaller class of ships in the future and add collision damage too. Idea


Lol you pop one caracal and it sets of a chain reaction killing all the ones anchored to it.


Or wait even better self destruct a freighter on the jita undock
Pryce Caesar
Cloak and Daggers
Initiative Mercenaries
#67 - 2016-04-16 22:25:35 UTC
Lugh Crow-Slave wrote:
Sentamon wrote:
Pryce Caesar wrote:
Pleasure Hub Node-514 wrote:
Pryce Caesar wrote:
https://www.youtube.com/watch?v=1AfmwvkIHwo

Wow. Can we say that this means goodbye to blob Titan fleets? If those were all Lances firing off and they were doing equal damage to all Titans in their line of fire...

Also factor when Titans die, they'll proceed to do 200k damage at 10k range.


Whaaaaaaaaaat??? Shocked

Titans will now do two hundred THOUSAND damage to anything within a 10km radius of themselves when they explode? I heard about the capacitor disruption of nearby ships when they fire off the new Doomsday weapons, but this is even more news to my ears.

They already re-introduced an AoE Doomsday; now we've got thermonuclear Titan deaths. I guess we won't be seeing any more scenes like those people saw at B-R5RB; battles with mass Titan groups may end up much more spread out.


Good because 10% TiDi fights are nauseating. AoE explosions will help clear out the F1 trash that are only there to pile on and we'll have much more enjoyable fights at near normal speeds.

I hope they add the 'sploding damage to smaller class of ships in the future and add collision damage too. Idea


Lol you pop one caracal and it sets of a chain reaction killing all the ones anchored to it.


Or wait even better self destruct a freighter on the jita undock


Oooh. That said, when you have Citadels starting up, pirates camping the undock may instead get a face-full of missiles and bombs if they try to camp Citadels in the same manner.
Alexis Nightwish
#68 - 2016-04-22 02:42:17 UTC
Is there a reason that they all have the exact same shield resistance profiles?

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Aeon Veritas
Black OP - Mining and Research
UNITATO SQUAD
#69 - 2016-04-22 09:52:23 UTC
Alexis Nightwish wrote:
Is there a reason that they all have the exact same shield resistance profiles?

Well, 'reason' is maybe a to pompous term for it, but the shield resist profile is the same as it is curently for titans (and every T1 ship)...
Why should they change it?
Pryce Caesar
Cloak and Daggers
Initiative Mercenaries
#70 - 2016-04-22 17:03:58 UTC
Well, Pirate Faction Titans are confirmed. I do not know if they will share in the role bonuses of normal Titans, however.
smokeydapot
Moon Of The Pheonix
#71 - 2016-04-25 05:10:26 UTC
Yes faction titans, well capitals they give me a fuzzy feeling deep inside....

I personally have a concern that applies to anything that uses turrets
lostrav3n
What a time to be alive
#72 - 2016-04-26 21:53:47 UTC
So if you nerved hp and made them pretty easy to tackle did you change build costs aswell. Or do we get to pay the same amount of isk as before for a ship thats even easyier to zonk now ?

Rav3n

Jimy F
Strategic Isks Investments Corporation
#73 - 2016-04-26 23:44:43 UTC

i think all should have one more hi slot for utility, becouse 2 hi utility is very big limitation becouse you realy have only one slot becouse one is for dd, i think all shoud have one turrent launcher slot less and biger weapon damage that gives one more utylity.
is little shame you forget abaut capital shize smartbombs :(
lostrav3n
What a time to be alive
#74 - 2016-04-27 12:20:51 UTC
How does the Titan Subcap Weapons work. Is it just the old subcap weapon racks. Is it different ammo type or new launchers?

Rav3n

PAPULA
Some Assembly Required.
#75 - 2016-04-27 12:23:43 UTC
lostrav3n wrote:
How does the Titan Subcap Weapons work. Is it just the old subcap weapon racks. Is it different ammo type or new launchers?

It's a XL weapon with faster tracking, it uses XL ammo.
lostrav3n
What a time to be alive
#76 - 2016-04-27 12:40:53 UTC  |  Edited by: lostrav3n
Cant seem to find it on the testserver. Anyone know the name of it by any chance

Never mind i was looking for caldari ones. It seems like the levi doesnt get new lauchers instead you use the normal xl cruise missile lauchers with high precision missiles :)

Rav3n

Frostys Virpio
KarmaFleet
Goonswarm Federation
#77 - 2016-04-27 12:55:47 UTC
PAPULA wrote:
lostrav3n wrote:
How does the Titan Subcap Weapons work. Is it just the old subcap weapon racks. Is it different ammo type or new launchers?

It's a XL weapon with faster tracking, it uses XL ammo.


Exception being missiles where you get a XL launcher but use a L ammo (torpedoes) in it.
Zich Masor
Lethal Injection Inc.
Pandemic Legion
#78 - 2016-04-28 13:27:39 UTC
Syrias Bizniz wrote:
I have to agree, Rag Command Bonus is outdated.

Things that might be very "minmatar":
Speed Bonus
Scan Res Bonus
MWD Sigbloom bonus (thus cumulative with the command ship bonus)
Warpspeed bonus
Tracking bonus (totally not op)
Falloff Bonus (totally not op)
Reduction in Drug sidefeffects
Web Resistance
Ewar Resistance in general




+13.5% to fleet member MWD and AB velocity per Level...


BRING BACK NANO CAPS
Pryce Caesar
Cloak and Daggers
Initiative Mercenaries
#79 - 2016-05-01 06:03:00 UTC
http://www.youtube.com/watch?v=5jQqOqm4eYM

I guess the new Doomsdays are more than capable of doing their jobs. One Lance wiped out an entire fleet that was warping in.
Muffinmixer
Brutor Tribe
Minmatar Republic
#80 - 2016-05-02 18:26:03 UTC  |  Edited by: Muffinmixer
Pryce Caesar wrote:
http://www.youtube.com/watch?v=5jQqOqm4eYM

I guess the new Doomsdays are more than capable of doing their jobs. One Lance wiped out an entire fleet that was warping in.


Yeah, this is all sorts of busted.

The lances deal 50-75k raw damage per second and have a 5000m sig radius. With ~80% resists and 135m sig radius as a baseline, the Cerberuses should have been taking 75k x (135 / 5000) x (1 - 0.8) = 405 damage per tick at most from a Lance with the titan pilot having DD skill V and with the Cerbs having really mediocre resists and bare minimum skills or sig bonuses.

Instead, they're taking 15k damage per tick and popping in 1-2 ticks. Nevermind the fact that they were being hit while still in-warp. Lances are basically broken right now and I'm shocked that they made it into the live game in this state.

Also note that the titan used the lance 125km away from the gate (could be out by as much as 200km), aligns immediately afterwards and warps out all in 20 seconds after using the Lance. How... do you catch that?

Edit: Nevermind, I forgot you don't need a fleet of tacklers on the ready when you can just bump titans to keep them from warping until reinforcements arrive to point them them.