Forums » Suggestions
Nerf Trident Armor
To at LEAST half, of what it is now.
Make it actually possible to kill.
Make it actually possible to kill.
Oh sorry, Kierky has made an error is his post title. He meant to write "Double Avalon speed and make them seeking" but since he's a retard we can forgive him and proceed on the basis that he actually wrote that.
+1 to TRS
-10000 to Kierky
-10000 to Kierky
Sorry, TRS is mistaking Kierky with me, but since he's an *CENSORED OUT OF CHRISTMAS SPIRIT* we can forgive him and proceed as if he didn't write that. +1 to OP
-1 to OP.
The problem isn't that Tridents are too strong. The problem is that they can simply leave. We need warp suppression gear, and capships need to have destroyable subsystems (leave small craft as they are).
The problem isn't that Tridents are too strong. The problem is that they can simply leave. We need warp suppression gear, and capships need to have destroyable subsystems (leave small craft as they are).
A simpler implementation might be to limit their jump ability to once every 30 seconds. This would make empty sector jump escapes more difficult.
A long term implementation would be a large port jump suppressor that would block non-wormhole jumps when within 1000m.
A long term implementation would be a large port jump suppressor that would block non-wormhole jumps when within 1000m.
-1 OP. Tridents don't have too much armor, they have too little battery, meaning they can hop sectors far too fast. Stronger avalons would be nice, but give tridents special batteries with a long full-charge time to prevent ridiculous fast escapes. Take away their infiniturbo (as now they can outpace swarms) too.
LOL TRS, the avalon idea isn't bad.
The main purpose of this thread was to come up with ideas to make them killable, even when the owner doesn't want it to be.
Not solo-able though, unless they're going around the universe.. lol
The main purpose of this thread was to come up with ideas to make them killable, even when the owner doesn't want it to be.
Not solo-able though, unless they're going around the universe.. lol
The answer isn't any one simple thing. Tridents are representative of the distant future of VO where most of the issues that make them absurdities will be resolved and their role as a general purpose combat ship is actually realized. But up until this happens Incarnate just won't touch it, he's not going to reform content that he knows he's going to fix in the future anyway.
The type of pilot that builds a trident Type M at the moment is the type that builds it for the sole purpose of running away from everybody else with their cargo. I tried to do the whole pirate trident thing but they are just so damn useless in combat.
The type of pilot that builds a trident Type M at the moment is the type that builds it for the sole purpose of running away from everybody else with their cargo. I tried to do the whole pirate trident thing but they are just so damn useless in combat.
I disagree that they are useless... as I'm certain you recall TRS, with the aid of a Trident I have twice blockaded Itani space with 100% effectiveness. As I recall you were present for one of the endeavors.
As for jump inhibitors... I am for them, however... I have a hard time accepting that a device that should require such a massive power source could be used from a fighter. Maybe if it had a massive grid/energy requirements... but even still, for one to affect a cappie... it boggles the mind.
Ergo... batteries are the answer.
As for jump inhibitors... I am for them, however... I have a hard time accepting that a device that should require such a massive power source could be used from a fighter. Maybe if it had a massive grid/energy requirements... but even still, for one to affect a cappie... it boggles the mind.
Ergo... batteries are the answer.
I liked the idea of three interdiction mines, one that inhibited system jumps maybe in a 2000m radius around the mine, one that pulled people out of system jumps like ion storms but that dropped ships into a small area around the mine, and one that disabled turbo. The mines would be targetable and have a decent amount of armor.
But cap ships should also have their own batteries.
Oh, and there should be battery draining rockets too!
But cap ships should also have their own batteries.
Oh, and there should be battery draining rockets too!
If you cannot warp right next to a tiny asteroid, it stands to reason that a large port device could generate a gravity field which would prevent warps.
I said useless in combat, the trident wasn't in combat it was just there to reload, yeah it's great at that. But that's just what I wanted when I built my trident, to be repair bitch for everyone in a ship that could be perfectly capable of wiping the floor with most pilots if it had capgauss and shields.
a ship that could be perfectly capable of wiping the floor with most pilots if it had capgauss and shields.
Maybe you're mistaking a Trident for a Heavy Assault Cruiser... Even NPC Tridents are weaksauce due to their turret placement.
Maybe you're mistaking a Trident for a Heavy Assault Cruiser... Even NPC Tridents are weaksauce due to their turret placement.
As part of a normal squad to squad multi person engagement, properly equipped PC tridents would be extremely effective, those capgauss turrets mean you can't turn your back for a second or you risk getting pummeled with a big conc hit.
No not really. The turret placement on Tridents sucks horribly, and 1 or 2 capgauss isn't hard to dodge at all due to it's long firing delay. The only time capgauss matters is when there's LOTS of it. Like 6 turrets firing two of them coming at you from different directions. Even a halfway skilled bomber pilot can duck and weave around 4-5 capgauss turrets fire and get right up on a capital ship.
The real advantage capgauss offers is range. It goes a good 2000m+ whereas all the energy weapon turrets currently available to player capships drop off at ~500m, which sucks for something that can't move to get closer to it's target.
The real advantage capgauss offers is range. It goes a good 2000m+ whereas all the energy weapon turrets currently available to player capships drop off at ~500m, which sucks for something that can't move to get closer to it's target.
You're still thinking about a 1v1 situation oh duh capgauss and swarms are easy to dodge if you're only dealing with that, the trident is completely absurd in a 1v1, in a multi person engagement dealing with capgauss in addition to dodging capswarms and fighter escorts is a big deal.
I'm not going to continue an absurd debate about the combat effectiveness of tridents, they need their damn weapons and when they get them we'll see how damn good they are in combat.
I'm not going to continue an absurd debate about the combat effectiveness of tridents, they need their damn weapons and when they get them we'll see how damn good they are in combat.
No, I'm thinking group combat. When you split the turrets up against multiple attackers capgauss becomes even less effective.