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Ambani
Gallente Infinitus Morti R0ADKILL
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Posted - 2008.07.03 02:35:00 -
[1]
Folks,
I have seen many of these, but was not able to find a perusal of the following idea:
- Make titans a one-time use tool. Meaning, they die with their dd. <Or a limited number of uses - whatever> - They will still kill all the sub-capitals, but hey, one titan will be effective only twice or thrice <Or a limited number of times - the opponents can keep track>. - Make them cost like 10-15 billion or so, which will be equivalent to the amount of damage they cause. - Reduce the build time from 6 weeks to 4 weeks or so. The current problem is that we see the titans are not dying fast enough, and people are getting blobbed by multiple titans. If the above was the case, they will be pretty effective, and they are not perma win-buttons either.
- For the existing titans, give them double this number of effectiveness <Or do the math and give a corresponding increase>, hence they will not be worried about the iskies they spent either.
- they can always move their l33t faction mods to other MS's or so.
the iskies will be flowing around this way too - we might see a market revival :).
Meet Eve's most paranoid carebear - Ambani! |
Draygo Korvan
Merch Industrial GoonSwarm
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Posted - 2008.07.03 03:03:00 -
[2]
Even as someone who is pretty opposed to a single button being able to make a large group of players unable to affect the battle anymore (and thus have fun in a game). I have to say no this goes way to far.
Either: Reduce DD range to a range at which the titan can be tackled. (some BoB guys idea). or Remove DD and replace the DD skill with a titan class weapon skill + associated titan class guns, balance appropriately (no siege, siege or any deployed state on a titan would be suicide for those ships).
On top of everything make the titan an actual mobile station. --
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Ambani
Gallente Infinitus Morti R0ADKILL
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Posted - 2008.07.03 04:40:00 -
[3]
DD range reduction will just make it into a glorified smarty. Or if you are talking about the heavy dictors getting a pointed warp disruption range of 200 kms <Or a bubble o_0>, that will have a lot of parallel effects.
Titans already can mount dread class weapons, may be you can make them do the same amount of damage without siege, but as you said, the days when those would be used as siege weapons are far away.
Either you make them destroyable as said before, or have costs. Eitherway, it should mean something to run these monsters. <Say each DD costs 1-2 bill in materials.>.
This way, you wont see dd's used for popping nanos etc. <Or would you o_0>, and using it in fleet warfare will have its own effects.
One major problem, which is causing inflation etc. is the fact that ships don't cost to operate <Other than the small cost of ammo.>. If ships have a maintainence fee as per their sizes, we would see a massive reduction in blobbing mechanisms.
--------------------------------------------- Meet Eve's most paranoid carebear - Ambani! |
NanDe YaNen
The Funkalistic SMASH Alliance
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Posted - 2008.07.03 19:02:00 -
[4]
Eve devs already said they don't care if Titans are cost effective or not. Seemed like a good idea to make something seem ultra powerful but really use it as a mineral sink for the highest-end players. Problem is the all-powerful button that was supposed to make them seem worthwhile also turns out to have some pretty game-breaking behavior with regard to protecting cyno jammers.
Titans nowadays are used only for the DD. Who gives a shit about the rest. They're so worthless in any engagement that the basic titan setup is let's polycarb it and nano it so it can get the hell out, because in any other engagement role besides a DDD carrier, it's nothing more than a liability to the rest of the fleet.
Look at Titan tanking capability. A tricked out MS can get into the 8-9m EHP range (Caldari and Amarr) whereas a Titan can usually top out just above 10m. This is with absolutely insane mods. Couple that with the fact that Titans suck at doing damage, and it's clear that the only purpose they can really serve is as giant overview battering ram. They don't tank or do damage well relative to their size at all.
Titans are set up to do their thing and get away. This is telling of the problem. They do so much damage at once and then have so little value over time. What we're seeing more and more of is Titan on the POS. Titan on the gate. Titan on the cyno jam. Warp. Warp. Warp.
You don't have to engage a Titan to use it, and that's what's most annoying about them. For ten minutes they can't jump, but in 17s or less, believe me that motherf*cker's gonna warp. Go to your safespot and cloak and use the ten minutes to charge up your cap to get ready to jump out. Am I describing anyone's DDD usage habit very well?
What it boils down to is that Titans can only be caught during a very, very narrow window within which a Hictor or Dictor already in warp can potentially get there and get a bubble on it. How else to tackle a Titan...ram him with your MWD plate Abaddon that happened to be 5km away?
Titan usage right now boils down mostly to luck in my opinion. Is there some ship that can get the guy tackled or bumped before he bails? If not, see you later. Except for the DDD, strategy has no place for Titans. The FC has one order, "get out because you're worthless now."
Titans really sit on the fringe of the game like thermonuclear ninjas that strike and then run. You don't build a fleet around a Titan. You don't have any other use for a Titan engaging in battle. Titans don't are more like 55bn isk practical jokes than ships that actually exist in the game.
Furthermore frustrating about the Titan is that, while a lot of ships were supposed to go up the chain (fast ships eat big ships) in the original design, nowadays it's more like pretty much a lot of ships go down the chain one tier or more (tactical exceptions galore) and then the Titan goes all the way around the circle of death to hit anything more fragile than a tanked command ship.
Looks like this:
Titans --> Everything Else <-- Bigger Cap Blob
Fix for Titans needs three solutions:
-- Titans can get tackled and or have to deploy (new ship class that follows supercaps' warp signatures instead of scaning them?) Just something to eliminate the nano-*** Titan -- Titans can can tank very well and can fight usefully at tier (Supercaps) -- New ship class that is DDD proof and fights very well above tier, but is limited at tier and sucks below tier. In other words, can only be used if you've won the support battle. Useful for engaging a larger fleet.
At this point, Titans would look cool, have usage in actual engagements, but in fact be very vulnerable to a fleet without enough support to unpen them.
T2 titan deploys even when logged off and is a station that sits inside a POS? ^_^
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.03 19:40:00 -
[5]
actually alott of people use their titans for other things then just just firing off the DD, for example the Titan makes logistics a breeze, since you can JP the freighters with ya, Ask any freighter pilot how much he would love to be able to do that.
Jump Portals are just awesome.
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NanDe YaNen
The Funkalistic SMASH Alliance
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Posted - 2008.07.03 19:46:00 -
[6]
Non-combat role. Yet another way Titans fail to exist in combat except as destructo-nano-bombs of the Polycarb II order.
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.03 20:16:00 -
[7]
really? well if you ever get to see a titan Jump Portal in a 150 man Heavy BS sniper fleet to crush an enemy cap fleeet seiging your POS, you will see that it is infact very useful for combat.
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NanDeYaNen
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Posted - 2008.07.03 20:27:00 -
[8]
Man, that's a pretty risky maneuver. You mean a Titan just sitting around a POS somewhere can instantly Jump in a 150man sniper BS fleet to some system where the Titan is not? Again, the Titan is not actually in combat.
If I want to use a 500m nano ship, I have to fly it into heavy shit. If I want to use a 1.5bn dread, I have to put it on the line. If I want to use a titan to open a jump portal, I have to have enough gas and a cyno ship over on the other end. See the difference?
Titans do not exist in actual combat. When they do, everyone rushes over to tackle them like it's a triple Jovian hauler spawn.
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Rassad
Point-Zero R0ADKILL
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Posted - 2008.07.04 06:59:00 -
[9]
Titans are starting to get used too often...
What counter is there to 3 or 4 titans jumping in to one location? Allmost impossable to get a takcle on anything becuase they can DD asmuch as they like. These tactics are being used, and currently there is no way to counter it.
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NanDe YaNen
The Funkalistic SMASH Alliance
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Posted - 2008.07.04 15:46:00 -
[10]
Surprise strategic weapon anyone? It's the nuclear submarine of the two-hundredth century, only there's no mutually assured destruction because the counterattack has to be launched at ground zero after you've already been DD'd.
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High Chief
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Posted - 2008.07.05 19:14:00 -
[11]
Titans are ment to be overkill... the DDs work like smartbombs... And titans are the biggest ship in the game... No titan pilot wants there titan to pop like a dread or carrier...
I say live with the facts...
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NanDeYaNen
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Posted - 2008.07.05 21:16:00 -
[12]
I don't want my tristan to pop sometimes, but it does
Fact is you don't have to risk a Titan to get its major benefits. Every other ship in the game has to be put into harm's way in order to use it. Titans don't have to be engaged in any real sense in order to utilize them.
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Rassad
Point-Zero R0ADKILL
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Posted - 2008.07.09 22:34:00 -
[13]
IF after a Titan DD's it is stuck in that position for.. 1min, that would make things more intresting. So just like a cyno, but shorter.
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Derek Sigres
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Posted - 2008.07.10 14:19:00 -
[14]
Originally by: Straight Chillen really? well if you ever get to see a titan Jump Portal in a 150 man Heavy BS sniper fleet to crush an enemy cap fleeet seiging your POS, you will see that it is infact very useful for combat.
I'd have to disagree with your logic there. That the Titan let 150 ships get into battle quickly does not mean that the titan itself is combat effective - it simply means that the titan facilitates the battle happening at all. Fufilling what ultimately amounts to a transport role makes this use of a Titan logistical at best, and while logistics support combat arms they must never be confused.
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.10 14:25:00 -
[15]
Originally by: NanDeYaNen Man, that's a pretty risky maneuver. You mean a Titan just sitting around a POS somewhere can instantly Jump in a 150man sniper BS fleet to some system where the Titan is not? Again, the Titan is not actually in combat.
If I want to use a 500m nano ship, I have to fly it into heavy shit. If I want to use a 1.5bn dread, I have to put it on the line. If I want to use a titan to open a jump portal, I have to have enough gas and a cyno ship over on the other end. See the difference?
Titans do not exist in actual combat. When they do, everyone rushes over to tackle them like it's a triple Jovian hauler spawn.
Actually you dont know what your talking about, Because when you Jump Bridge The Titan goes too, Not just the fleet. And its not like it would be jumping into POS shields, Nope, Your out in the open exposed. If people run in terror after seeing it, thats their own problem.
P.S. You shouldnt comment on things you know nothing about.
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.10 14:35:00 -
[16]
Originally by: Derek Sigres
Originally by: Straight Chillen really? well if you ever get to see a titan Jump Portal in a 150 man Heavy BS sniper fleet to crush an enemy cap fleeet seiging your POS, you will see that it is infact very useful for combat.
I'd have to disagree with your logic there. That the Titan let 150 ships get into battle quickly does not mean that the titan itself is combat effective - it simply means that the titan facilitates the battle happening at all. Fufilling what ultimately amounts to a transport role makes this use of a Titan logistical at best, and while logistics support combat arms they must never be confused.
Say that when youve got a POS being sieged, and you have no way to get your fleet in other then through such a method. I can understand what your saying as it being a logistics role, i just see it differntly. I feel the titan Role depends on the nature of its mission, If they were JP'n some freighters to sell some stuff on market, OK thats definitly a logistic scenario. If hes Jump Portaling a fleet, or goin to DDD then thats in my eyes is its combat role. The Titan wasnt inteded to be a pure combat vessel either. Its ment to be a flag ship of sorts for you fleet, and just its presence alone can turn the tide of a battle.
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Derek Sigres
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Posted - 2008.07.10 18:36:00 -
[17]
Originally by: Straight Chillen
Originally by: Derek Sigres
Originally by: Straight Chillen really? well if you ever get to see a titan Jump Portal in a 150 man Heavy BS sniper fleet to crush an enemy cap fleeet seiging your POS, you will see that it is infact very useful for combat.
I'd have to disagree with your logic there. That the Titan let 150 ships get into battle quickly does not mean that the titan itself is combat effective - it simply means that the titan facilitates the battle happening at all. Fufilling what ultimately amounts to a transport role makes this use of a Titan logistical at best, and while logistics support combat arms they must never be confused.
Say that when youve got a POS being sieged, and you have no way to get your fleet in other then through such a method. I can understand what your saying as it being a logistics role, i just see it differntly. I feel the titan Role depends on the nature of its mission, If they were JP'n some freighters to sell some stuff on market, OK thats definitly a logistic scenario. If hes Jump Portaling a fleet, or goin to DDD then thats in my eyes is its combat role. The Titan wasnt inteded to be a pure combat vessel either. Its ment to be a flag ship of sorts for you fleet, and just its presence alone can turn the tide of a battle.
I understand your logic - that in extreme cases a fleet engagement simply could not reasonably occur without Titan support to get them to the fight and as such it has a role in combat. But that role is most assuredly one of transport. Once the Titan gets to the fight it has a single direct offensive weapon in most cases - the DDD. Other than that the Titan supplies fantastic gang bonuses - something that can be done almost as well by other cheaper ships.
The Titan's direct role in combat is limited - mostly it's a giant target with a "screw it all" button at their disposal. Yes the DDD can turn the tide of a battle but you take enormous risks using such a weapon.
I see where the OP is going with his logic - once per DDD cycle the Titan has unrivaled offensive capability but while waiting for the device to charge all you can do is pray your tank holds out during the astronomical amount of damage you're sure to be receiving. Proper tactical use of a Titan in combat revolved entirely around the use of a single module. A single ship with a single module can decide the outcome of a massive battle, which means the Titan is not so much of a ship in a battle as it is a single use weapon system of enormous power.
Is it too much to ask for direct combat capability? Not really - afterall they are the largest most expensive ships in the game, and the production of one represents one of the greatest challenges to the building infrastructure an alliance will ever come across. But that's ONLY if the Titan is considered a ship. Is it too much to ask for a staggeringly power stupidly expenive direct fire weapon? Something on the order of several thousand damage a volley with a sig radius that only makes it suitable to engaging other caps and super caps? I don't think so - and by making the ammo suitably expensive one can certainly balance the ship easily.
If we look at the Titan as a mobile, self contained POS then we have a different perspective. If the static abilities of the titan were increased (E.G. it was able to deploy a POS force field and could enter reinforced mode and could gain soverignty and so forth) then a subsequent nerf of the Titan's offensive capabilites would be in order (i.e. make firing the doomsday device exceedingly expensive per shot, other capabilites would be maintained). This makes the Titan a true Logistics and Strategic Vessel - one can quickly contest soverignty and have a fully operating base of operations as soon as a Titan jumps into a system.
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Drax Darksun
Infortunatus Eventus
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Posted - 2008.07.10 19:30:00 -
[18]
The only thing that needs to be done to fix titans (It's not even titans that's the problem, it's multiple titans doomsdaying a fleet at the same time) is to limit the amount of dooomsdaying that can happen on one grid - because of damage to space and whatnot.
That's the most simple and effective solution to the problem - it keeps titans the same, but gets rid of the "23 titan theory" of instapopping carriers.
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Ronana
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Posted - 2008.07.12 03:01:00 -
[19]
Originally by: Drax Darksun The only thing that needs to be done to fix titans (It's not even titans that's the problem, it's multiple titans doomsdaying a fleet at the same time) is to limit the amount of dooomsdaying that can happen on one grid - because of damage to space and whatnot.
That's the most simple and effective solution to the problem - it keeps titans the same, but gets rid of the "23 titan theory" of instapopping carriers.
It's not a theory, its happening right now with Bob and their dozen Titan fleet.
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Thommy
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Posted - 2008.07.12 19:38:00 -
[20]
So the people allready owning an titan do not want to see it gets nerfed to oblivion while the other side who do not have an titan do not want to see what bob currently is trying to achieve (such an ammount of titans that even if the whole eve playerbase thrown at them that it wont make any difference anymore). Both are unwanted scenario's (bar the ones actually haveing an big advantage by either side).
So the idea is to properly rebalance / rescale / reasign roles to the titan class without turning them into an big heap of worthless minerals.
How to achieve this would require several different approaches because just removeing one ability or changeing the game mechanics wont do any good because neither adds anything regarding improvements to the game.
Affcourse this is just my idea of how to keep titans and other capital ships fun for their owners while also keeping them an fun element to combat by the other side without makeing them an big flying bullseye or an invulnerable fort.
Warping, jumping. Titans are huge so they should be slow, meaning that they should be redisgned in such an way that they will not be able to warp out, jump out or speed out in an blink of an eye very quickly.
This could be achieved by changeing warp mechanics / jump mechanics for atleast the capital ships which will make some kind of directed portal so it is visable where they are heading and it should always take an set ammount of time for it to enter this portal. As an offset for this you will not be able to bumb them out of allignment because trying to do so would fail because of the big forces comming from the portal and when the process is started the capital ship is out of phase with anyone else while still susceptible to jamming and weapons fire. This would mean useing capital ships actually requires some support but they allready do as they need cyno's created when they want to move to an different system.
Also any capital will not be able to be cloaked without useing an special cloaking module (which should harshly take away from its offensive capability), so cloak can be used to safe yourself but at an (big) cost.
HP and damage output The bigger the thing the more evil its damage level gets but never should it be an instant kill. "Headshots" fit more to games suited for them and the original line of thought has always been (by developers) to extend the time battle took (one of many reasons heat was introduced).
What this means is that capitals need alot of HP and the bigger they are the better they should tank it up too without makeing them total invulnerable. This should be within an specific range of say cannot tank more then 1 1/2 ship one class below its own size with regular tank or when sacrificing offensive for it as much as perhaps 3 ships includeing the use of heat.
However to give an unique role to the titan they are always seen as large mobile stations. Stations have huge guns so an titan should have something like sentry drones which can do quite some damage per unit. Together with its main guns it should be able to be the mother of all deathstars but at the risk of the mobile guns that can be killed, which will then need to be replaced somehow.
What i think with this is that it should be somewhat like an mobile pos (needs to be "anchored" to deploy the mobile guns, just to make an grid limit of atmost 1 titan anchored in an grid like pos has to use its mobile guns together with main guns). However when anchored it should have an huge mobile shield generator too which means it didnt just volunteer to be an huge sitting duck, this would have all kind of advantages but you need an support fleet to deploy it properly. Also this shield would need to be charged up but will start at 50% strength like an pos shield.
>resume on next post
Guide | Patch day |
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Thommy
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Posted - 2008.07.12 19:53:00 -
[21]
The idea of shields would be that once you have an basecamp setup you could logoff your titan char and everyone else could still benefit from the titan-station.
It would be close to an pos but mobile and should be able to be deployed / packaged much faster then an pos would but still take enough time so that when performing an assault on an enemy you will need to commit group support to it.
Titan generic abilities They are stations or as close as they can be so they should have alot of not about anything an station has to offer. Reprocessing, market, repairplant, factories, labs they should all be possible but the limit here would be its hold. Either the titan would have 2 large holds with an specific m3 size to hold 2 facilities or each facility should be represented by an module that can be fit to its low, mid or hislots whichever would suit the best (again makeing choices very important as you rather bring tank & gank to an battlefield while rather haveing an factory for an extended base of operation).
Special abilities While it will loose the ability to instanuke anything in sight it will add an whole different aspect to the unique role of an titan. Not sure about the current bonusses but they could be an perma bonus grid wise for the side the titan is on aslong as it is deployed and automaticly applied, but NO stacking of 2 different titans because they all have the same bonusses and the highest one applies like gang bonusses.
This would be another reason why titans would be kept very important, unique and still very wanted by the people currently owning one or many.
As you can see many advantages and i have no idea if this would or could seriously upset balance but so far i thought this out i didnt see anything that would have the potential of becomming extremely overpowered, unbalanced or problematic.
This would redefine the role of the titan as it currently excist and with some shuffling back and forth i think this could make this an very interesting idea.
If anyone wants to extend on this idea or thinks an specific point in it is flawed or has anything to add on it let your ideas be heard, who knows this or the many other ideas may someday be put up for consideration and even find their way into our eve of today.
Guide | Patch day |
PirceHat
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Posted - 2008.07.13 08:09:00 -
[22]
Titan doomsdays may effectively end 0.0 sub super-capital combat in six months time. Now, two important numbers: 1,500,000/70,000 = 21.42 2,500,000/70,000 = 235
What are so important about those numbers? Well most common dreadnaught setups have between 1.5 and 1.7 million effective hp. An EHP setup for a dread maxes out around 2.5million effective hp on best resistance. A titan will have a minimum of 5million EHP, with upwards of 10million being achievable (0_o). What that means in several of the ômegaö alliances (specifically bobÆs MAX fleet) are approaching the ability to reliably doomsday and enemy capital fleet. If the number of titans in bob continues to grow at the same rate it currently is in six months time they will be able to reliably alpha strike all no super capitals in an opposing fleet.
Support would be effectively nullified as a few ôreserveö doomsdays could wipe out any tackling and the titans could subsequently warp off of grid. Not to mention that buy the time the lag cleared from 22 simultaneous DDÆs they could just cyno out, and only two types of ship in the entire gang could hold them (interdictors and heavy dictors).
Doomsday need fixed, sooner rather than later.
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Hirana Yoshida
Behavioral Affront
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Posted - 2008.07.13 11:22:00 -
[23]
The Titans themselves are not the problem, but rather the doomsday devices. Using multiple Titans at a time effectively makes the sum greater than its parts. I still say the Titans are fine as is, giving their racial bonus' to fleet and allowing access to POS-less jump bridging. The immense power of the logistics aspect is highly underrated.
By changing the current DDD to a rapid-fire, large clip-size bomb launcher. Lethality of a Titan could remain the same but the damage inflicted spread out. Combine it with a role bonus to bomb range so they can still sit at 150km+ and significantly lower the price of bombs (as suggested by the CSM). Multiple Titans would probably still own you but at least you have a chance to get the hell out when they arrive.
End result would be: No more instant death before grid has even loaded. Tactical positioning of fleet to avoid some of the area-of-effect damage. Gives a Titan the ability to do something other than "blow its load" and return to safe/POS by using Lockbreaker/Void bombs.
Personally I would love to see a cornered Titan actually fight back rather than just sit there waiting for the remaining 40 Dreadnoughts to arrive to finish it off.
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Jackaryas
Caldari Trans-Solar Works FOUNDATI0N
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Posted - 2008.07.13 11:34:00 -
[24]
IMO a single titan isnt a problem, it doesnt hurt a well tanked bs fleet much and can then make a juicy target for the fleet to try and grab (except that pesky cloaking tcf titan ) i think CCP just needs to limit the amount of titans each side can have on the battelfield to 1, its supposed to be the biggest of the big, therfore having more than 1 in a fleet seems silly. As was mentiond before 2-3 titans on one field can easily wipe out a bs fleet and do serious damage to capitals.
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Alexandros Balfros
Caldari Pax Britannia Rally Against Evil
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Posted - 2008.07.13 22:57:00 -
[25]
Originally by: Jackaryas IMO a single titan isnt a problem, it doesnt hurt a well tanked bs fleet much and can then make a juicy target for the fleet to try and grab (except that pesky cloaking tcf titan ) i think CCP just needs to limit the amount of titans each side can have on the battelfield to 1, its supposed to be the biggest of the big, therfore having more than 1 in a fleet seems silly. As was mentiond before 2-3 titans on one field can easily wipe out a bs fleet and do serious damage to capitals.
How are you going to limit that exactly? even if you only let each "Fleet" have only 1 all people will do is form multiple fleets to work around this block, can't block them by system or by grid, in short there is no effective way to limit the number of titans that can be used in a single engagement RALLY Against Evil |
Jinshu
German Kings Majesta Empire
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Posted - 2008.07.14 00:15:00 -
[26]
I actually suggested - to limit the titans jump ability in another thread.
People are stating - that using titans is risky...well yeah it used to be however it is becoming less risky with every day passing. Why ? Because if you jumped in with 1 titan - you might get killed of somehow. But if you hotdrop with 5 or more - who is gonna survive to kill you anyway ? There is a reason why so few titans are killed ans so many produced nowadays.
------------------------------------ The Game cannot be won, only played. ------------------------------------ |
Feng Schui
Minmatar Ghost Festival
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Posted - 2008.07.14 01:23:00 -
[27]
eh, just make the titan have to use a type of siege mode in order to DD. Can't move / warp / jump while in this mode.
1 minute to get into DD mode x minutes to fire the DD 15 minutes to get out of the dd mode.
Project:Gank
Pilgrim Guide
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Jackaryas
Caldari Trans-Solar Works FOUNDATI0N
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Posted - 2008.07.14 07:27:00 -
[28]
Quote: How are you going to limit that exactly? even if you only let each "Fleet" have only 1 all people will do is form multiple fleets to work around this block, can't block them by system or by grid, in short there is no effective way to limit the number of titans that can be used in a single engagement
I didnt say i knew how to do it just saying it would be a good idea
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TVPR
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Posted - 2008.07.16 02:09:00 -
[29]
Originally by: Jackaryas IMO a single titan isnt a problem, it doesnt hurt a well tanked bs fleet much and can then make a juicy target for the fleet to try and grab (except that pesky cloaking tcf titan ) i think CCP just needs to limit the amount of titans each side can have on the battelfield to 1, its supposed to be the biggest of the big, therfore having more than 1 in a fleet seems silly. As was mentiond before 2-3 titans on one field can easily wipe out a bs fleet and do serious damage to capitals.
It's not a bad idea. Putting an upper limit of, say, 2 Titans per system (due to the gravity wells they produce, space imploding if more get too close to eachother and whatnot) would mean: A - No one side could field more than 2 Titans simultaneously. No one side could then dominate cap-fleets like mentioned in that 6-month-scenario described earlier in this thread. 2 Titans is hefty enough for most uses, but still not invincibly so. B - Optimally, each side could have a Titan of their own slugging around, meaning more fun for all. This fun could be improved further by tossing a massive, anti-super-capital direct fire weapon, also mentioned earlier, into the mix.
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Damares
Maximum Yarrage
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Posted - 2008.07.16 11:13:00 -
[30]
the only titan nerf ive seen so far that i think would work is the one limiting the amount of dd's that can be fired on 1 grid at a time, or reducing the damage of subsequent dd's, kind of like a stacking penalty.
gimping the ship into something like a mobile station while a good idea is wayyy to drastic a change.
limiting the number of titans an alliance can own wont work as theres too many work arounds.
titans destroying themselves when they dd is a rubbish idea
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