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blankseplocked Dreadnoughts, Giving em a use.
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Posted - 2011.08.26 14:47:00 - [1]

I haven't been playing the game for very long but Long enough to realize that some of my corp mates haven't logged into their dreadnoughts since before I started playing the game. (January of 2011, if people want to know)

I think if we give dreads a more active role on the battlefield it will help with sov changes maybe a hero dread! So this is my idea.

Give dreads instead of giant version of the weapons, think of weapon racks, like quad 425mm rails (in the mobos case) allowing them to have a chance at hitting battleship size ships, but not enough to hit cruiser size ships.

While we are at it lets get a new siege module, Maybe one that isn't 625% damage modifier, but say 100%, with say 200% tracking bonus, allowing them t hit the battleships, and scratch cruisers. With the guns being able to hit smaller targets we cant have an overpowered tank so it can't be as good as the current one, 7000dps tank would be super overpowered but somewhere around 3000dps. So if the dreads get focused they can die.

why all this? well we could give dreads a defensive type role, say the enemy is coming in to your sov and you want to make sure they are not going to take your sov, you bring out some dreads siege them up, they will be stuck that way for a while. and hope to stop them. Almost like a maned turret.

Now to make the ships not so overpowered, we have them be stuck in siege mode for a good while, like a minimum strontium amount to enter it so it lasts an hour, and they cannot get out of siege mode for an hour. So if you plan on using dreads, you better plan on winning. And not plan on ratting :P.

Some conflicts with this I have heard is, if it does more than a carrier then its overpowered, well lets face it a carrier is a repairing ship that can do substantial amount of dps, and a dread is a gunboat. So if you have one role, you better be good at it, two roles you cant be the best at both. It also gets hairy in the sense that if you have about 20dreads you can stop a lot of ships with a little amount of ships, this is true but I just think it will coax more people into using caps in fleet battles rather than saving em for super-cap fleet battles.

That's my terrible idea now pick it to shreds :P or like it.

Robert Caldera
Posted - 2011.08.26 15:17:00 - [2]

they have a use, if you can protect them.
Hell, even properly scouted you may use them for ninjaing structures.

Posted - 2011.08.26 15:25:00 - [3]

This just seems more fun :D

Grey Griff
Posted - 2011.08.26 20:15:00 - [4]

Edited by: Grey Griff on 26/08/2011 20:15:45
in my opinion supers at the moment, can do everything that dreds can, and they do it better, do dreds have any unique role at the moment at all?

Posted - 2011.08.27 00:55:00 - [5]

Edited by: ASD9000 on 27/08/2011 01:06:08
Their only unique role is pos bashing And your right, they aren't as good as supers just cheaper. Its pos bashing for the poor man, and if CCP wanted to make a ship that was only good at destroying structures they should of put a spinning grinding wheel on the front of it so people know not to use it for anything else.

Barbara Nichole
Cryogenic Consultancy
Black Sun Alliance
Posted - 2011.08.27 02:38:00 - [6]

taking out pos's isn't a use?

Posted - 2011.08.27 04:52:00 - [7]

Originally by: Barbara Nichole
taking out pos's isn't a use?

Not if you have a few Supers to do it faster without having to siege

Posted - 2011.08.27 05:42:00 - [8]

I just figure that corps that have the ability to take sov usually have ships that do more damage than dreads, granted dreads are a lot more cost effective, but it seems like the dreadnought is behind in the times. Granted it serves it niche. It has far too much potential for me to just go... sure its a pos smasher.

I am just thinking of creative ideas on how to improve em, since they are big cool ships that really have 1 not so important purpose, because other ships can do it better. Lord knows the Russians don't use dreads.

Posted - 2011.08.27 06:57:00 - [9]

Dreads work fine in wspace, maybe they should just nerf what's preventing their intended use in kspace ;)

Calchura Daria
The Knights Templar
Cascade Imminent
Posted - 2011.08.27 13:08:00 - [10]

How about a scripted, or even separate, siege module for dreads. This would be akin to a mini DD and can only be activated on SCs/Titan's.

Something like 1 or 2 million damage. Enough to allow a fleet of 30-40 dreads wax an SC in one go and make a Titan Pilot have a brown trouser moment.

Bring back the Dread to the role of damage dealer it once was.

Robert Caldera
Posted - 2011.08.27 14:23:00 - [11]

Originally by: ThisIsntMyMain

Not if you have a few Supers to do it faster without having to siege

supers arent that effective at downing a POS as dreads are.

Thorian Baalnorn
Posted - 2011.08.27 15:11:00 - [12]

My dread fix proposal from another thread:

1) Give dreads a mini doomsday. Exactly like the DD except:
A) Cycles every 5 minutes
B) Does 100k damage per shot.
C) Amplified by Siege Cycle(625%)
D) Damage based only on sig rad of target( no structures).
*Above 10,000 sig rad damage is always 100%.
*Below 10k the damage is dependent on sig rad size( scaling to 10k). A dread with a sig of 3000 would receive about 30% of the damage( about 200k in siege mode). A BS might receive in the neighborhood of 3-8% depending on the ship and its setup.Thus the goal here is to make dreads useful against SCs and ok (using MiniDD) against other caps but not very effective against subcaps.

This alone would greatly improve both the situation with dreads and with SCs.


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