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Player Features and Ideas Discussion

 
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Suggestions to Rorq's and Dread's

Author
Coldbolt
Last Stand Enterprises
New Miner's Union
#1 - 2017-05-21 19:31:19 UTC  |  Edited by: Coldbolt
1. Skill to reduce the siege duration or compression without siege

While they can bring in a decent amount of ore while in siege they are very vulnerable. Recent changes have not fixed this issue to their defensive abilities or overall reward compared to risk. I would like to see the Rorq get some boosts in other areas and not to ore yield. Either one of these suggestions would give it that edge over the orca.

2. Dreadnoughts able to break the damage cap on structures by 4x (you know what i mean)

Dreads are a bit of a waste right now in the game. Why use them at all when there are carriers! This simple change would make them valuable again to use in alliance warfare.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-05-21 19:51:47 UTC
Coldbolt wrote:


2. Dreadnoughts able to break the damage cap on structures by 4x (you know what i mean)

Dreads are a bit of a waste right now in the game. Why use them at all when there are carriers! This simple change would make them valuable again to use in alliance warfare.



Please note that this is the exact opposite to the general consensus on capital ships.

Kill it's fighters and a carrier is useless. A dread does not have this problem. A dread will continue to **** 10k DPS into your face until it explodes.

Drop a fleet of carriers onto an equivalent sized fleet of dreads, and you will lose every carrier.

Carriers are for fighting subcaps. Dreads are for killing caps.
Cade Windstalker
#3 - 2017-05-21 20:03:15 UTC
Coldbolt wrote:
1. Skill to reduce the siege duration or compression without siege

While they can bring in a decent amount of ore while in siege they are very vulnerable. Recent changes have not fixed this issue to their defensive abilities or overall reward compared to risk. I would like to see the Rorq get some boosts in other areas and not to ore yield. Either one of these suggestions would give it that edge over the orca.

2. Dreadnoughts able to break the damage cap on structures by 4x (you know what i mean)

Dreads are a bit of a waste right now in the game. Why use them at all when there are carriers! This simple change would make them valuable again to use in alliance warfare.


1. That's the point, you're trading flexability for power, whether that's in the amount of ore brought in or the damage outputted by your Dread. That's why there is no skill for reducing siege timers because that just screws over everyone without the skill maxed since the risk/reward has to be balanced around that maxed value.

Essentially if a skill was added for 30 seconds of siege time per level the base siege timer would become 7.5 minutes.

2. That A. defeats the point of the damage cap and B. has a poor rationale right now. Dreads deal multiple times the damage of a Carrier and Fighters can be minced up and spat out by a prepared enemy, Dreads are much harder to deal with and will chew through Capitals besides.
Coldbolt
Last Stand Enterprises
New Miner's Union
#4 - 2017-05-21 23:29:29 UTC
The dread, is something that's just a personal observation. Years later I still haven't used one or seen them being used, but carriers are normal ops. I figured if they had a purpose to attack structures I would see them more.

Honestly, I dislike the rorq in its current state. In my mind, it was a bad move to give it mining drones and the invulnerability field. It would make more sense to add capital strip miners or remove all mining to make it easier to balance. Hell, it would be cool to get a dedicated capital miner that doesn't boost or siege. While I agree with the flexibility for power scale, price does play an important role. At 8-10 bill I expect so much more from the rorq. Why stick with the rorq when I just need 1 account and fly a super carrier. Supers bring in more isk, and are far safer with only 1 account.

with all that said, CCP nerfed the yield to keep the mineral balance twice. That is fine; no issue with that; but they never touched the risk side of the equation. While you might think the rorq is fine, many more on the industrial side are not satisfied with it.
Lugh Crow-Slave
#5 - 2017-05-22 00:21:07 UTC
Dread
Kills subs and caps with amazing efficacy

carriers

LOL your fighters are jammed
Rhaegon Aesir
The Scope
Gallente Federation
#6 - 2017-05-22 04:55:19 UTC
Coldbolt wrote:
The dread, is something that's just a personal observation. Years later I still haven't used one or seen them being used


Well your personal observation is wrong. Dreads are currently much more popular than carriers for most big null pvp battles, and for structure bashing. Sure, you don't see dreads doing PVE in null, and maybe you only do PVE so you never see them, but I assure you that in the PVP scene, dreads are alive and well.

Coldbolt wrote:
At 8-10 bill I expect so much more from the rorq. Why stick with the rorq when I just need 1 account and fly a super carrier. Supers bring in more isk, and are far safer with only 1 account.


A super costs more than twice as much as a Rorqual, so is it not logical that it brings in more isk? Also, you can't have your cake and eat it too. Supers are better for solo players, Rorquals are better for multiboxers. I fail to see how this is a problem.

Coldbolt wrote:
with all that said, CCP nerfed the yield to keep the mineral balance twice. That is fine; no issue with that; but they never touched the risk side of the equation.


If you are in a decently sized null group with a response fleet, and you aren't a complete dumbass when it comes to fitting your rorqual, then you can mine almost risk-free. If you have neither of these things, then just mine without sieging, or better yet, don't use a rorqual.