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blankseplocked [Issue] Citadel Torpedoes need help
 
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Blaque Shue
Posted - 2008.07.17 23:55:00 - [1]
 

I noticed this thread today, and I don't see any evidence that it is getting any attention:

Linkage

I was unaware of this, but apparently smartbombs are sufficient to completely disable incoming citadel torpedo fire (and a few other issues as well).

In my mind, this makes the Phoenix (and half the Naglfar) a worthless ship. Capital weapons should be able to *hit* capital ships; it shouldn't be possible to fit a single module and thereby be able to tank an infinitely large fleet of Phoenixes.

I think the thread above describes a problem that desperately needs some attention. I don't see that it has gotten any in the game development forum where it is now, so I submit it to the assembly hall. :)

Blaque Shue
Posted - 2008.07.17 23:56:00 - [2]
 

I am in favor, obviously. :)

Rumai Ning
Posted - 2008.07.18 00:39:00 - [3]
 

Rick Astley approves of this message.

Thorradin
State Protectorate

Posted - 2008.07.18 01:03:00 - [4]
 

Would also support smartbombs not being able to affect them.

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2008.07.18 05:05:00 - [5]
 

Edited by: Chainsaw Plankton on 18/07/2008 05:05:33
word!

now to my rocket launcher defender phoenix!

Tzujeih
GoonFleet
GoonSwarm
Posted - 2008.07.18 05:58:00 - [6]
 

Their damage is too low, their travel time is too slow, and the smartbomb issue.
Citadel tops simply shouldn't be popable.

Wrayeth
EdgeGamers
Situation: Normal
Posted - 2008.07.18 06:01:00 - [7]
 

Originally by: Tzujeih
Their damage is too low, their travel time is too slow, and the smartbomb issue.
Citadel tops simply shouldn't be popable.


This. And there's no short range, high DPS option for capital missiles.

Vladimir Tinakin
Caldari
Wife Aggro Productions

Posted - 2008.07.18 15:56:00 - [8]
 

Edited by: Vladimir Tinakin on 18/07/2008 15:56:28
Already a topic in the Hall on this, actually:

Plus it was mentioned that the issue was being addressed/included in the "Capital Ships Online" CSM topic--though I can't say I've seen it explicitly included.

Artemis Rose
Clandestine Vector
THE SPACE P0LICE
Posted - 2008.07.19 05:52:00 - [9]
 

Not too sure how you do it, but it is a good idea!

Rn Bonnet
Sniggerdly
Pandemic Legion
Posted - 2008.07.19 07:37:00 - [10]
 

Edited by: Rn Bonnet on 19/07/2008 07:37:11
agreed

Nessaji
Full Passive
Posted - 2008.07.19 10:55:00 - [11]
 


Windjammer
Gallente
Posted - 2008.07.23 17:47:00 - [12]
 

Supported. It would seem that it's an oversite in design to allow them to so easily be destroyed. Easily corrected too.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2008.07.23 18:23:00 - [13]
 

Citadel torps badly need boosts, and a lot of them. Drop their ROF(30 seconds instead of 48 would put damage fits of the Phoenix and Naglfar about equal with the Moros for DPS, which is appropriate given that they have flight time as a concern), increase their HP dramatically, and triple their speed while reducing their flight time by 2/3. It'd dramatically improve my Defender Missile suggestion too, but that's incidental. Making the other two dreadnoughts playable is a worthwhile change in its own right.

Junkie Beverage
GoonWaffe
Goonswarm Federation
Posted - 2008.07.23 18:40:00 - [14]
 

:)

TBiggest
Posted - 2008.07.25 03:27:00 - [15]
 

WIN WIN and more WIN

Kasheem Cetanes
Optimus Crime.
Triumvirate.
Posted - 2008.07.25 07:54:00 - [16]
 

Edited by: Kasheem Cetanes on 25/07/2008 07:54:36
Very simply, it takes 1, second best officer smart bomb, to make a titan 100% immune, hell, to make ANY ship, immune to citadel missiles.

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2008.07.25 08:17:00 - [17]
 

Edited by: Shadowsword on 25/07/2008 08:16:50
I don't see the "smartbomb issue" as an issue.

First, it require a pretty heavy investment, 3 faction smartbombs to be 100% effective as a missile defense. That means 3 slots on ships that have 5 high slots (for carriers). And a carrier with only 2 high slots for remote/neut/other is severely limited in usefullness. Add to that a hefty cap drain when they're active, something like -56 to -80 cap/second for 3 smarties, that mean your tank won't be as good as it would be without them.

Second, for once there's a defense effective against missiles. Because defenders just don't cut it. It's hte only effective defense for a non-seepd ship. And you want to nerf it?

Third, the "can tank an infinite amount of phoenixes" is pretty lol, as you could say the same with a carrier "tanking an infinite amount of Revelations" if it fits 2 overdrives and keep a high transversal. That will never be a problem because you'll never see a dread fleet with only phoenixes.


I won't comment on dps, as I haven't used them. But, because of considerations like high alpha strike, complete damage type selection, and no cap used, they should be the least damaging of the XL weapons.

Last, I think there should be capital cruise missiles, to give phoenixes a long-range option, and citadel torps should be reduced in range. Dps of both should then be tuned to be competitive but not overpowered.

Siona Windweaver
Placeholder Holdings
Posted - 2008.07.25 10:06:00 - [18]
 



 

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