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Thread Statistics | Show CCP posts - 23 post(s) |
Aequitas Veritas
Reikoku IT Alliance
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Posted - 2009.12.21 09:46:00 -
[1]
Titans Why would you want to fit guns on these ships when you do the damage of one single dread? Titans are usually in WC or FC posision so their fleet can benefit from their bonuses. If you want them to stay on the field there has to be a reason for them to be there and currently its better off as a drivebyship and fitting other modules like ganglinks / neuts / smartbombs.
Another problem is that Titans dont fit turret upgrade modules, so that your guns range will be lots less than that of a dread and thus useless for you to "sit with the fleet" and use XL turrets.
There is no incentive for fitting guns and staying on the field. Its sad that youll only see these ships on the field for 1 minute unless caught... Better to make them worth having on the field to battle over isnt it?
Some suggestions:
1 - Reduce the number of guns to 3 - Increase the damage mod to 200% - Some sort of optimal range bonus on these ships, let them be able to use close range weapons more efficiently or actually hit hostiles while staying on with the fleet. --> Keeps the damage the way it is now, but lets the Titan fill the fleet command role at the same time. With guns fitted it might stay, surely wont without.
2 - Keep the number of guns - Increase the damage output on guns to 200% - Also an optimal bonus. -->>Let the pilot choose between doing more damage than today and fill the role as a fleetcommand vessel.
"The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel J. Boorstin
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Aequitas Veritas
Reikoku IT Alliance
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Posted - 2009.12.21 10:17:00 -
[2]
Edited by: Aequitas Veritas on 21/12/2009 10:17:29 Are there plans for other incentives for Titans to stay on the field?
"The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel J. Boorstin
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Aequitas Veritas
Reikoku IT Alliance
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Posted - 2009.12.28 11:17:00 -
[3]
Titans
Are you still happy with the damage output these ships have on the battlefield using capital guns? Still dont see many using guns.
If youre happy wiht the damage, any chance of reducing the number of guns to 3 and increasing the damage bonus to 200% so one can run warfare links at the same time. This will be more important if in the future gang bonuses will only apply on field...
Are as stated in the dev blog, are more Titan specific weapons being developed?
"The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel J. Boorstin
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Aequitas Veritas
Reikoku IT Alliance
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Posted - 2010.01.10 15:27:00 -
[4]
Edited by: Aequitas Veritas on 10/01/2010 15:33:05
Originally by: Sokratesz
4 PDU's + DCU still doesn't come close to other titans EHP, and the leviathans dps is stretched thin over a huge sig radius and hence only realistically works against cap ships.
Why do you post things which is 100% wrong?
Erebus with 28% enams, 4x 64%, dcu2: 60.1M EHP with slaves, akemon and own bonus Avatar with same setup + regenerative in low and implants above: roughly 59.2M EHP Leviathan with CN PDU's and DCU2 and Caldari Navy Invuls, full tank in med slots: 57.9M - if you fit Thon Invuls: 63.5M EHP
Also Leviathan can overload one invul for 10 mins: 69.7M EHP
What they need to fix is the shield bonus having to recharge and the bug that caps resists at 90%
"The greatest obstacle to discovery is not ignorance - it is the illusion of knowledge." - Daniel J. Boorstin
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