It’s already pretty trivial to fit a dread to solo ref an astrahus while thanking its maximum DPS under dual XL neuts. Both the Phoenix and the Revelation will easily do so (using navy 3200s) without even needing a cap truck to refill them.
An astrahus should be able to push off a solo active dread. Honestly, remove Navy 3200s (just remove from LP store) and the problem mostly goes away. Regular 3200 cap charges will run out after around 10 minutes of reffing an astra.
17k dps is just not that much to tank for an active cap. A Rev can be made to do it on a single rep with at best occasional bursting of the second.
Apologies if this has been suggested and rejected previously.
As I understand it the goals in conflict are:
(1) Make structures a viable fortification for small groups to defend themselves against larger groups.
(2) Make fights, particularly uneven fights, over structures not boring.
Structures thus should ideally make defending fleets perform as if they were larger than they are.
Solution:
Give structures unique command burst style fitting options.
There’s lots of room to balance the specific abilities and numbers but I’ll try to get the scheme across with an incomplete example.
You can only fit one command burst on a structure. Each module has its own new fleet command skills.
Guidance Command Burst: Optimal range charge, falloff charge, tracking speed charge, flight time charge
Energy Emission Command Burst: Neut range, Neut strength, remote cap transmitter range, remote cap transmitter strength
et al.
Bursts effect all “friendly” within some skill/structure type dependent range of the structure.
Friendly may be difficult to define. Some possibilities: in owning alliance, in a fleet lead by an alliance member, same fleet as structure pilot.
Intended result:
Outnumbered defenders will be more likely to form and deploy fleets when their structures are attacked.
Attackers will be more likely to get “content” from a structure’s defenders.
FCs will now create unique structure defense fleet compositions to benefit from their fitted command bursts.
Attackers will be able to scan a structure in advance to get a sense of what sort of structure defense fleet may come but wont know which one.
Structure’s defensive advantage now primarily boosts defensive fleets, instead of being a solo defense platform.
Seems CCP don’t care about structures or the effort that goes into establishing and maintaining them. They were playing a long con from the start… “a Fortress in space where you could securely place your corp assets” … yeah right
They’ve nerfed them again and again and now again … removed fitting options… removed vulnerability windows… removing timers and defences. Obvious they only see them as more trash in space to try and get ships shooting each other. Seems that’s all Eve has become these days and any other play style is secondary to that or inconsequential.
Any chance of smaller player groups or a single people trying to have a go at industry is a pipe dream more so now.
By removing the medium structure hull reinforcement timer, armor reinforcement becomes the only timer. Accordingly, medium armor timers will now obey the following schedule:
Highsec: 4.5 days ± 3 hours
Lowsec & Nullsec: 2.5 days ± 3 hours
Wormholes & Pochven: 1.5 days ± 3 hours
War HQ: 24 hours
After this, you will be able to bash both armor and hull in succession. This means that if you want to defend your medium structure then you must do so on the armor timer as there will not be a second chance.
[…]
With the structure updates now available to test and more still to come, this is the perfect time to begin scheming and planning your carnage. And with the capital blueprint changes, dreadnought pilots can siege green while being safe in the knowledge that the wheels of industry have their back. So, get out there and bring on the wrecking machine!
What the ■■■■ is this!?
so what the hell is the point of putting in my corp’s core active hours if the timer favor’s the attacker’s timezone in all cases?
This is a complete step backwards on so many levels! Like, seriously, what the ■■■■ CCP!!
This is a huge F U to the little guys, and this makes medium structures impossible to defend on the corp’s terms.
This is a return to supercap blobs destroying POS’s in under 2 minutes. THE ENTIRE POINT OF THE DAMAGE CAP IS TO PUNISH THE n+1 NULLBLOCK FROM BLOBBING THE THING! THE NULLBLOCKS NEEDING TO “spread out their fleet” WAS AN INTENDED ■■■■ ING FEATURE, AND NOW WE RETURN TO BORING BLOB WARFARE THAT FAVORS THE n+1 PLAYSTYLE WITH NO RISK TO THE SIDE WITH THE BLOB.
This “solution” to the nullblock structure spam in blue donut wars is a huge step backwards for literally everybody outside of the blue donuts.
Medium structure timers are on the attacker’s timezones in all cases, and this purely supports griefers and eviction crews as if the hugely superior N+1 attackers didn’t have enough of an advantage already.
This is a terrible change and I seriously need to ask what the ■■■■ CCP was smoking to consider this as a solution.
I am quite angry about those stupidly one-sided views that went into this. Might as well change things back to the days where nullsec production with a T2 BPO didn’t require materials and printed free ships and modules with how these changes favor nullboc gameplay at the expense of everybody else – because we weren’t easy enough “content” for them as it is.
Considering that a structure is a static asset that has no offensive ability outside of it’s grid and it’s mere existence, I think fleets should have to work harder to kill them, not have an easier time doing it.