Carrier changes

I love that the changes are pushing the carrier into a more pve focused role as i feel that is what is really best suited to it. Good changes but please for the love of all that is holy do something about the fighter aggro from rats. The price of the carrier coming down is great but at the same time if you lose a fighter you’re just setting yourself back nearly a whole site to pay for it. So maybe bring their costs down too? Make npcs more hesitant to target them? A thing could be that the new array you’re adding gives fighters a speed boost and sig reduction so they’re harder for the rats to pop? Really anything would help. Thanks.

No one cares if you have to replace fighters, not with the income potential of a carrier. If you’re losing them often enough that you’re worried about this, then you need to learn to fly it properly.

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Fighter and drone aggro is a frequently raised issue

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The problem with that is that such a speed boost and sig reduction also makes fighters harder for players to pop.

Let’s first see how Carriers do in PvP after the recent buffs before we ask for fighter survivability buffs. From what I heard several alliances are looking into using Carriers more in PvP after the coming changes.

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One of the CSM members mentioned the fighter aggro issue in his campaign post

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This issue is only ever raised by people crying they can’t completely AFK content without the NPCs targeting their drones.

It is not a real issue.

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Hm I have yet to see Fighters being used with great success in a heated battle. From our tests with Upwell Fighters (wihch are even more durable then carrier fighters), a competent fleet kills them on sight and really shred through the squads. Meaning dozens over dozens of millions in ISK being molten in seconds.

But maybe there are techniques that can be used to prevent that. I have sold all my carriers a long time so I can’t say much to that. I just fear they get defanged so easily that they still remain pretty much useless. Tbh, I don’t like the “squad” mechanic at all, it only boosts the costs while being unable to pull back and save individual fighters. I liked the former design of having up to 5 powerful individual fighters much more.

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Very reasonable and makes sense. I can see that possible issue. I do think slightly changing npc behavior would be the easiest solution to this.

And you’re soft lmao. Had to report my comment because the truth hurt lol.