Allow Dreads to receive logi reps

According to you, and only you, are those enough of a balancing factor. You are literally complaining because a Titan can do more than a Dread, and that a Super can do more than a normal Carrier. I’m quite shocked you haven’t brought up the phenomena generators or super’s burst projectors.

I have not, and I don’t believe anyone else has said dreads are fine going forward into an era of citadel’s and fozzie sov. In fact I’ve pointed out their single most glaring weakness - their tracking. Simply due to the fact that their targets are now always moving if it’s not another dread, when before their primary targets were stationary structures. This is something that should be looked into.

Also, for the love of god, stop spouting such nonsense as 10kMN caps will be the new meta, they will not. They are a gimmick that is countered by simply flying away or in the at a bad angle to them such that they will never track you (hell depending on what they did you can just stay put). Everyone seems to have caught onto this but you. It made a few cool videos, but it will never work on a fleet scale. Especially in a fleet when you need to watch your range to your FAX support. Try your little strategy under fire of an enemy fleet drifting out of siege and finding yourself 50+km away from your FAX support. You just lost your fleet, that’s what will happen.

Please start basing your arguments in reality, not some hyped video you saw and thought was cool. And even so, your argument would support the need for a tracking buff, not the ability to rep through siege.

It’s not up to the responders to research your idea. It’s up to you to provide your side of the argument so that we can understand where you’re coming from. When someone asks why you think things should be your way, the proper response is to actually answer them, not tell them to answer it for you.

I never said 10kmn, I said 50kMN.

Also, did you just say their targets will be in motion? I thought your caps did haven’t prop mods to move any significant amount to affect dread tracking!

The arguments on why not to do this have been hashed out for the better part of several years. If you’re an avid forum reader/eve news/eve blog reader I don’t have to rehash them. Either you’re already informed on this topic or you’re not. If you’re not go inform yourself.

Repeating what’s been said on this topic for years, no.

So, the DRF basically just threw dreads at a keepstar until it died. Yes said keepstar was anchoring and thus had no guns, but it was being defended by a super fleet. Through tidi, through getting ships popped, with friendly and enemy subcaps in the fray, those dreads served an invaluable role.

I missed that fight, and it made me very sad. I’m about to miss another one where I expect that dreads will play a substantial role.

The bastion module was heavily used, obviously. The drawbacks were not enough to stop either the ship or the module from being used to achieve a very effective result. And as expensive as they are, they insure quite nicely, so it really wasn’t THAT expensive for the tactic to work.

The reason they are immune to remote assistance is because they shouldn’t require supercapital and titan fleets to kill. If you could throw fax reps on a dread, it would be neigh unkillable, until a titan decides to use a DD on it - which they won’t because they’re busy DDing faxes and other titans.

■■■■, even just having a dozen logi cruisers on a dread ball would make it extremely hard to kill. No need to worry about the skill requirements anymore, logi cruisers are 4-5 weeks of training tops.

So the flip side of this, is if you were given the option of trading a resistance bonus for remote reps, which would you want? Even then, I’d expect they’d need a damage reduction to balance things.

that was only part of the point, it was also done so they had no damage mitigation that has not changed.

Ok, sure, so it wasn’t the only point, but it sure was the largest portion of the point.
And the change to the ewar mechanics mean it can actually be looked at, especially on the Marauders level, but the FAX & Dread being allowed to be mobile also allows the battlefield to actually move, which was supposedly a huge thing of the new capital changes, except they then tied it all to immobile faxes.

… even then you wouldn’t see them move much, have you even tried fitting the capital prop mods?

First, that was my mistake. I meant to write 50k, I put 10 because I was messing around with a Phantasm fit and had ABs on the mind, but it doesn’t change my point at all. 50kMN MWDs take a huge amount of fitting and cap to utilize. Literally the last thing you are going to be using for the sake of leaving running for any length of time.

Second, please dude. You are showing your absolute inexperience when it comes to capital level warfare and weapon try. Anyone who has spent any amount of time in one, I literally mean 1 time, can tell you that the second a target goes from stationary to moving a dread’s effectiveness plummets due to tracking. The prop mods made it slightly worse, but not as much as you’d think. Again it comes back to what I said, their problem is TRACKING, not inability to receive reps. Just because you are receiving reps, does not mean you are suddenly applying your damage.

Please get this through your head. Capital prop mods are used specifically for repositioning, be it MWD or AB. They are too cap heavy and use a slot better used for nearly anything else while in a combat situation. You are not seeing a new meta arise with cap prop mods in heavy use making dread’s obsolete. Citadels and the introduction of FAX have made dreads near-obsolete.

If you’re stunned by this then you don’t really understand capital combat and how they’re used.

Allowing Dreads to receive RR would break small-scale uses cases and do nothing particularly good for the larger scale ones. Just for a start you can pretty easily double the DPS a dread can tank with a standard fit with just regular T2 Logi Cruisers, and Faxes go well beyond that quite quickly. You can also pretty easily hit a critical mass of Logi where a Dread can run either a completely passive tank and tank better than it does now because RR or run an active resist tank and more than double its rep amount.

You’re also taking away a choice from a fight. It no longer becomes a question of shooting the Dreads to reduce DPS or shooting the FAXes/Logi to break tank faster, you just absolutely shoot the FAXes and Logi because until they’re dead the Dreads either won’t die or will die much much slower.

If you allow remote cap transfer on top of remote reps you’ve just removed the two major weaknesses from a sieged Dread.

The problem with #1 is boring and stale gameplay, not balance. The issue brought up with #1 is a lack of movement in an increasingly dynamic battlefield, not a lack of remote reps.

As for #2-6 you keep comparing Supers and Titans to Dreads, which cost ~10-20 times and 60-120 times what a single Dread costs, respectively (depending on fit, ect). If you feel dreads are worthless in the current Meta then bring Supers, Titans, and FAXes. I’m sure someone will be perfectly happy to drop a massive dread blob on your face and show you how ISK efficiency works.

No. the TRACKING is the REASON that HAW Titans will be the new meta. How only earth can dreads and Non-HAW Titans apply dps to Prop mod Titans/Supers? Doomsday will be the only option for Non-HAW Titans and then the Titans will have to leave the field and refit to HAW. The Supercarriers will be fine.

And Dreads will…???

Here’s a relatively cheap cap stable Erebus…you can armor buffer it instead of hull if you wish with 25000mm plates and trimarks instead of bling DCU and bulkheads. 91% armor resists with links 5kdps 4.55 tracking. 450m/s speed, 655m/s overheated. You can upgrade to more bling if you wish (tracking comps/mwd/cap booster/magstab)

[Erebus, HAW]

Federation Navy Magnetic Field Stabilizer
Centus X-Type Armor EM Hardener
Reactive Armor Hardener
Corpus X-Type Armor Explosive Hardener
Centus X-Type Armor Thermal Hardener
Centus X-Type Armor Kinetic Hardener
Cormack’s Modified Damage Control

Federation Navy Tracking Computer, Tracking Speed Script
Federation Navy Tracking Computer, Tracking Speed Script
Federation Navy Tracking Computer, Tracking Speed Script
50000MN Microwarpdrive II
Capital Capacitor Booster II, Navy Cap Booster 3200
Capital Capacitor Booster II, Navy Cap Booster 3200

Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Armor Command Burst II, Armor Energizing Charge
‘Aurora Ominae’ Thermal Doomsday

Capital Transverse Bulkhead II
Capital Transverse Bulkhead II
Capital Transverse Bulkhead II

You can double your buffer with 25000m plates and trimarkes at the expense of 30% of your speed with (and decrease armor resists to 89%)

[Erebus, HAW]

Federation Navy Magnetic Field Stabilizer
Centus X-Type Armor EM Hardener
Reactive Armor Hardener
Corpus X-Type Armor Explosive Hardener
Centus X-Type Armor Thermal Hardener
Centus X-Type Armor Kinetic Hardener
CONCORD 25000mm Steel Plates

Federation Navy Tracking Computer, Tracking Speed Script
Federation Navy Tracking Computer, Tracking Speed Script
Federation Navy Tracking Computer, Tracking Speed Script
50000MN Microwarpdrive II
Capital Capacitor Booster II, Navy Cap Booster 3200
Capital Capacitor Booster II, Navy Cap Booster 3200

Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Triple Neutron Blaster Cannon II, Void XL
Armor Command Burst II, Armor Energizing Charge
‘Aurora Ominae’ Thermal Doomsday

Capital Trimark Armor Pump II
Capital Trimark Armor Pump II
Capital Trimark Armor Pump II

I prefer the hull buffer since you get max speed/agility and have higher resists (91% = 11x damage reduction vs 88.7% = 9xdamage reduction) and the it’s the only officer mod you got to fit to the ship to get good performance.

Roughly the same stats and application can be achieved by rapid torpedo leviathan. Avatar can get more EHP but less tracking, Ragnarok gets more speed, less dps and tracking but best falloff/range. Choose your pick!

Again it has become painfully clear that you’re just another moron who just refuses to listen. HAW anything will not be the new meta in a capital fight… You keep changing what it is you’re fighting for. Why am I even bothering? As you said yourself, these things have been hashed out many times before always to the same conclusion. We’re done here.

So it’s ok for Supers and Titans to be unkillable. Got ya. That’s you main fear, that a Dread would be a legitimate choice against a Titan/Super.

fixed your post

Superdread class would be more fun to see.

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Or that. It would have to be 100% useless against everything except supers and titans. We’re talking 55k-65k dps monsters. No HAW fits allowed.

No superweapon gimicks either. Should be roughly 1/5 titan cost in materials and 1/4 build time.

Should be very mobile (for super) but UNREPPABLE so they are demolished by subcaps. Not even self-reppable. Should be in the 25M EHP range buffer tanked without bling.

you mean a titan?

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Not good enough. We’re talking a super that hard counters supers and itself. It’s been over 10 years since supers were introduced to the game, I want to see more than a handful die in each major battle.

I got this. They are called motherships- oh wait

… you mean the current supers?

do actually have any experience in this area of the game?

1 Like