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illusionary beauty
I-Tyranny
Posted - 2009.10.16 04:25:00 - [1]
 

Edited by: illusionary beauty on 16/10/2009 07:02:11
1. Anyone know the stats of the missiles they are supposed to shoot? According to the BPO they are the same but 2x damage of regular cit torps.

2. Will they be able to damage BC/BS significantly?

3. Are their stats affected by any Missile or Drone skills besides F.Bombers?

4. Are S.Carriers not supposed to use fighters anymore? It seems that with 200,000m3 you either use fighters or you use Bombers. If you use bombers your wasting your 12x lvl 5 trained skill for them. 7,500m3 x 20 = 150,000m3, which leaves room for 10 fighters and nothing else. It seems better to use 25x Bombers = 187,500m3 + Others; 25 bombers leaves more space after than 38 fighters does (190,000m3).

5. Are they changing/removing the bonus of Slave implants? I'm sitting at 2.2Mill hp atm, Aeon no armor rigs.

5.a. Do armor rigs still affect hp?

6. I heard something about S.Carriers docking. Will they ever be able to refit or dock on their own?

7. Will Capitals ever get an option to secure assets within their Hangers? In fleet i can just open every ones hangers and steal their stuff and they can do the same to me. In a fight if an enemy wanted to he could warp to me, drop 1000000 what-ever in my hanger and i would lag out indefinitely.

illusionary beauty
I-Tyranny
Posted - 2009.10.17 06:49:00 - [2]
 

No one has any answers?

Grut
The Protei
Posted - 2009.10.17 06:59:00 - [3]
 

Theres a thread in the test server forum about the new sc's.

Susy Assulu
Caldari
Atomic Mexicans
Posted - 2009.10.17 07:55:00 - [4]
 

Point 7 is the most ******ed point in the world, only people in your corp can open your hangars. People in your fleet can also open your hangars but you have to give them permission.

Lord Zulu
Imperial Shipment
Posted - 2009.10.17 09:43:00 - [5]
 

Quote:
null
Quote:
4. Are S.Carriers not supposed to use fighters anymore? It seems that with 200,000m3 you either use fighters or you use Bombers. If you use bombers your wasting your 12x lvl 5 trained skill for them. 7,500m3 x 20 = 150,000m3, which leaves room for 10 fighters and nothing else. It seems better to use 25x Bombers = 187,500m3 + Others; 25 bombers leaves more space after than 38 fighters does (190,000m3).



as i understand it Scarriers are getting a seperate drone and fighter bay but i might be wrong

Quote:
5. Are they changing/removing the bonus of Slave implants? I'm sitting at 2.2Mill hp atm, Aeon no armor rigs


No change that i know of

Quote:
5.a. Do armor rigs still affect hp?


Again no change

Lord Zulu
Imperial Shipment
Posted - 2009.10.17 11:25:00 - [6]
 

Edited by: Lord Zulu on 17/10/2009 11:25:21
Edited by: Lord Zulu on 17/10/2009 11:24:56
this dev blog gives a quick overveiw of changes it says nothing of slave/rig changes or that supercarriers will be able do dock i think thats just people wishing unless i missed a dev blog someware

http://www.eveonline.com/devblog.asp?a=blog&bid=696

myresearch whorse
Posted - 2009.10.17 12:44:00 - [7]
 

Edited by: myresearch whorse on 17/10/2009 12:45:07
I believe there was a screen shot from the fanfest of the possible upgrades for a system one of these upgrades said it would make an outpost able to dock super carriers and titans.

Of couse nobody can confirm or deny if that was just a placeholder or an actual possibility.

Well, I suppose people COULD confirm or deny but they wont.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2009.10.17 13:07:00 - [8]
 

I really hope they wont nerf armor implants for capitals..

Krathos Morpheus
Legion Infernal
Posted - 2009.10.17 17:51:00 - [9]
 

Edited by: Krathos Morpheus on 17/10/2009 17:55:53
It exists the posibility that some SCarriers could dock in some systems through the new system development mechanics. It is not confirmed and it has mentioned only as a posibility.

The drones will use the new specialized cargobays. I don't know if fighters and bombers will get separate bays, but normal drones will get for sure, so forget about the "leaving more space" for the other drones.

PS: About the implants, it has been noticed the 'problem' with the shield implants not applying for the capitals and looks like they want to check it, knowing that those implants would unbalance the shield-tanking capitals, I would not be surprised if they 'solve' the problem making armor implants not apply as well.

Steve Celeste
Overdogs
Posted - 2009.10.17 18:09:00 - [10]
 

I read somewhere that slaves are "going to be looked at".

Nothing specific relating to Dominion (yet).

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2009.10.17 19:23:00 - [11]
 

Instead of nerfing slaves, they should make crystals work with capital modules..

Eseay
Posted - 2009.10.18 05:19:00 - [12]
 

Originally by: Ap0ll0n
I really hope they wont nerf armor implants for capitals..


why not? crystals dont work for caps, would make sense that slaves dont work either.

Omarvelous
Destry's Lounge
Important Internet Spaceship League
Posted - 2009.10.18 06:31:00 - [13]
 

Originally by: Ap0ll0n
Instead of nerfing slaves, they should make crystals work with capital modules..


No

Originally by: Eseay
Originally by: Ap0ll0n
I really hope they wont nerf armor implants for capitals..


why not? crystals dont work for caps, would make sense that slaves dont work either.


This.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2009.10.18 11:36:00 - [14]
 

Originally by: Omarvelous
Originally by: Ap0ll0n
Instead of nerfing slaves, they should make crystals work with capital modules..


No


Why not?

LordThyGod
Posted - 2009.10.18 16:41:00 - [15]
 

because you would have caldari capitols self repping for 100k/sec, while i would love to own one like that, i don't wanna have to bring 25 dreads to kill one carrier, or say 125 bs

Omarvelous
Destry's Lounge
Important Internet Spaceship League
Posted - 2009.10.18 16:51:00 - [16]
 

Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n
Instead of nerfing slaves, they should make crystals work with capital modules..


No


Why not?


Because they don't have capital class energy neutralizers to stop a HG crystal cap shield tank effectively. Because the blob would have to be bigger to blow you up.

Because I hate blobs.

HP buff or tanking buff = blob buff.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2009.10.18 17:04:00 - [17]
 

Originally by: Omarvelous
Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n
Instead of nerfing slaves, they should make crystals work with capital modules..


No


Why not?


Because they don't have capital class energy neutralizers to stop a HG crystal cap shield tank effectively. Because the blob would have to be bigger to blow you up.

Because I hate blobs.

HP buff or tanking buff = blob buff.


Oh, so this was not a serious input? Thought so..

Omarvelous
Destry's Lounge
Important Internet Spaceship League
Posted - 2009.10.18 20:38:00 - [18]
 

Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.

Ap0ll0n
Gallente
Cutting Edge Incorporated
RAZOR Alliance
Posted - 2009.10.18 23:22:00 - [19]
 

Originally by: Omarvelous
Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.


So regenerative membranes and trimarks should not be used with cap either? What you are saying does not make sence..

Eseay
Posted - 2009.10.19 01:44:00 - [20]
 

Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.


So regenerative membranes and trimarks should not be used with cap either? What you are saying does not make sence..


well, now that you mentioned rigs, Operational solidifiers don't work on caps either

Harper04
ADVANCED Combat and Engineering
Violent Society
Posted - 2009.10.20 03:20:00 - [21]
 

Originally by: Eseay
Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.


So regenerative membranes and trimarks should not be used with cap either? What you are saying does not make sence..


well, now that you mentioned rigs, Operational solidifiers don't work on caps either


Rigs on caps are balanced...nanopump rigs don't increase repping amounts for capital reppers, but rigs for increasing both ARMOR and SHIELD exist and work on caps. Implants...meh...that's another story

Zaethiel
Infinity Research
Posted - 2009.10.20 10:42:00 - [22]
 

Originally by: illusionary beauty

3. Are their stats affected by any Missile or Drone skills besides F.Bombers?

4
7. Will Capitals ever get an option to secure assets within their Hangers? In fleet i can just open every ones hangers and steal their stuff and they can do the same to me. In a fight if an enemy wanted to he could warp to me, drop 1000000 what-ever in my hanger and i would lag out indefinitely.



I would like to know the answer to those too. Should i train Torp5 before December?

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2009.10.20 14:21:00 - [23]
 

I've tried some (20) bombers against Apocalypse on sisi other day and when Apoc moved their damage was pitiful. But when apoc turned, loosing some speed btw, I couldn't cope with bombers with 3 capital reps.

Grimpak
Gallente
Midnight Elites
Echelon Rising
Posted - 2009.10.20 15:47:00 - [24]
 

Originally by: Mona X
I've tried some (20) bombers against Apocalypse on sisi other day and when Apoc moved their damage was pitiful. But when apoc turned, loosing some speed btw, I couldn't cope with bombers with 3 capital reps.
well at least they are balanced vs sub-caps apparently.

bombers are supposedly anti-cap stuff

Omarvelous
Destry's Lounge
Important Internet Spaceship League
Posted - 2009.10.21 15:51:00 - [25]
 

Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.


So regenerative membranes and trimarks should not be used with cap either? What you are saying does not make sence..


Mods and rigs are ok to buff - but then adding the slave implants makes it a little over the top in my opinion. Percentage based effects on cap ships is pretty huge. At least with the membranes you're giving up DPS to fit them.

In my opinion the effect of crystals on a resistance bonus Caldari cap ship would be over the top as well. Ive just been stating my reasons for why I think implants boosting cap ship tanks is not a good idea.

Salves shouldn't affect cap ships just like crystals don't. They magnify tanks by too large of a margin. There is no downside to using implants (other than cost). At least with modules you have to trade off dps.

Just my 2 cents.

Xune
Body Count Inc.
Pandemic Legion
Posted - 2009.10.23 11:42:00 - [26]
 

Edited by: Xune on 23/10/2009 11:42:37
Originally by: Omarvelous
Originally by: Ap0ll0n
Originally by: Omarvelous
Originally by: Ap0ll0n


Oh, so this was not a serious input? Thought so..


Do you not understand the logic of buffing tanks?

More tank = more ships needed to kill a ship 'quick enough'.

Pirate tank implants affecting cap ships is a bad idea - the percentage gain is HUGE in terms of HP.


So regenerative membranes and trimarks should not be used with cap either? What you are saying does not make sence..


Mods and rigs are ok to buff - but then adding the slave implants makes it a little over the top in my opinion. Percentage based effects on cap ships is pretty huge. At least with the membranes you're giving up DPS to fit them.

In my opinion the effect of crystals on a resistance bonus Caldari cap ship would be over the top as well. Ive just been stating my reasons for why I think implants boosting cap ship tanks is not a good idea.

Salves shouldn't affect cap ships just like crystals don't. They magnify tanks by too large of a margin. There is no downside to using implants (other than cost). At least with modules you have to trade off dps.

Just my 2 cents.




Talking about Carriers and S.Carriers here. WHich kind of low slot module a carrier could fit to increases Dammage ? :P Afaik thers none.

And honestly. Anything that fits dammage mods and is a cap woont life or dye becouse 1 more resistance mod.

Vyktor Abyss
The Abyss Corporation
Posted - 2009.10.23 11:52:00 - [27]
 

Edited by: Vyktor Abyss on 23/10/2009 11:58:11
Edit:

Re: Slaves vs Crystal.

Buffer vs Active (+ passive recharge)

If you dont see a problem with crystal then you need the braille forum over there :p --->


Tippia
Caldari
Sunshine and Lollipops
Posted - 2009.10.23 11:57:00 - [28]
 

Originally by: Mona X
I've tried some (20) bombers against Apocalypse on sisi other day and when Apoc moved their damage was pitiful. But when apoc turned, loosing some speed btw, I couldn't cope with bombers with 3 capital reps.
Makes sense. They're firing Citadel torps after all, and last time I checked, when those are fired from a sieged Phoenix they do an immense… 62 DPS per launcher against a moving Battleship. If the battleship is standing still, or just moving veeery slowly, that can increase to 280:ish DPS per launcher.


 

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