These alliance superweapons seem to continue proliferating despite all cap ship rebalances.
Let’s get to the real issue…they travel too fast…faster than subcap fleets.
If these things are committed to a fight it should take a lot of time and a lot of preparation and a lot of movement and coordination. These shouldn’t be simply deployable anywhere and anytime and able to retreat home within minutes if things don’t look good.
Carriers and Dreads and FAX remain cyno mobile.
The idea came to me as we had two FAX’s dragging our fleet to a halt during a drunk roam around lowsec.
This game needs more tools for rapid ship movement, not less. We already spend a LOT of our time travelling and setting up fights. Lets not make it worse.
Yes, lets. Somebody had a bigger, better ship than you, and got in they way of whatever it was you were trying to do. - And, naturally, you now want that nerfed.
Safer than alert/atkeyboard highsec mining, that’s for sure.
I find myself more paranoid in a brick tanked procurer in 1.0 system than dropping a thanny, but at least a properly tanked thanny can be killed by effectively by properly fit subcaps…can’t say the same for supers and titans.
Isn’t that how it should be, having to to know about your immediate neighbors’ capabilities to escalate against you if you deploy these superweapons? I’m pretty sure that how CCP envisioned the usage of these ships when they implemented them. I very much doubt they had intended for supers to be the most mobile ships in the game with a chain of alts.
Secondly, you’re talking about 100 subcaps vs a lone cap. If someone drops 20 supers on 100 subcaps I’d be surprised if even one super made it to 50% shield.
Jump fatigue is already murder.
Supers aren’t some godteir do-all. They’re just as niche as any subcap.
And if you had 100 subcaps on a 20 man super fleet, have fun racking up the fighter kills (That are worth quite a pretty penny and give killmails now, since we all know that’s what gets your dick hard).
Maybe you should invest in supers and play with them a bit, fly them with some friends. After some hands-on I’m sure you’ll realize they’re not all they’re chopped up to be.
Nearly twice as many combat capitals (not including the Rorqual) die each week compared to barges.
75% of characters are in highsec, yet barge losses continue to drop. Just over 20% of characters live in low and null, yet capital loss continues to grow.
I know, when you want to push an agenda, its easy to make claims about how you feel more scared in a brick tanked barge than you would in a Thanatos. But the loss figures are about as objective as you can get and they tell a different story.
Since 2014, the movement has been significantly limited.
So while they can move quickly over a short distance (once the cyno is in place and it travels normally via gates), over long distances isn’t fast at all anymore and once a jump is made into a fight, they are pretty much committed. They can’t just jump out again.
So -1 to this idea.
Jump fatigue has been great at getting capitals to undock and die. Making it absolutely no fun at all to use them, will just leave them docked again.
Capitals remain one of the last bastion pieces of gameplay for the long time players and CCP need to look after their long time customers, just as much as they need to find ways to attract and keep new players.