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Battleship designed for shooting at capital ships

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2012-03-26 08:16:20 UTC  |  Edited by: Reaver Glitterstim
I think we need a subcap that can effectively apply the hurt to capital ships, to further scare the darn things away from trying to shoot at subcap fleets. But I don't buy in to any 'little frigate capital-bomber' ideas. If you want the huge hurt, you gotta pay the huge cost.

I'm thinking a tech 2 version of the tier 3 battleships--this baby will cost more than a marauder, it'll probably cost somewhere in between a carrier and a dreadnought.

I'm thinking they should have 3 high slots, 2 turret hardpoints, and bonuses that allow them to fit capital turrets and siege modules. They would have a fuel bay for siege fuel, but no jump drive (their advantage is having subcap mobility!) They would have both skill bonuses toward the turrets and toward defense. They would not be glass cannons, but rather their lack of high slots means they're only powerful when using capital turrets, so the lack of tracking already makes up for that. Finally, they would have a decent-sized drone bay for protection, but not so large as to be used offensively against small targets.

Here's an example:
Apollyon
Hull: Abaddon
  • 3 high power slots, 2 turret hardpoints
  • 7 medium power slots, 4 low power slots
  • 17000 MW powergrid, 380 tf CPU
  • 125m3 drone bay, 75mbps drone bandwidth
  • 1250m3 liquid ozone bay
  • Siege Battleship Skill Bonus: 10% reduction in Capital Energy Turret capacitor use and 5% bonus to Capital Energy Turret rate of fire per level.
    Amarr Battleship Skill Bonus: 7.5% bonus to Capital Energy Turret optimal range and 5% armor resistance per level.
    Role bonus:
    -95% reduction in Capital Turret and Siege Module powergrid needs.
    -75% reduction in Capital Turret capacitor cost.
    -50% reduction liquid ozone consumption for Siege Module activation and -50% reduction in Siege Module duration.
    Note: can fit capital turrets and siege modules.
    1665.8 DPS output with max skills, beam lasers, multifrequency ammo, tech 1 siege module, and no bonuses from modules

    -edit-
    The capital turrets would not be allowed to fire in highsec and/or would be deactivated by CONCORD.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    Digital Messiah
    Center for Advanced Studies
    Gallente Federation
    #2 - 2012-03-26 08:21:19 UTC
    and what happens when people start using them to alpha in pvp or insta own frieghters and orca's in high sec? Sure they can't track a moving target but when they are webbed and as big as a barn. Well that is a different story all together.

    Plus if you are going to make them super expensive why not just work around the ships that are already in the game. Rather than creating a whole new tier dedicated to high sec ganking and alpha pvp. Much like they already did with tier 3 battlecruisers.

    Something clever

    Gypsio III
    State War Academy
    Caldari State
    #3 - 2012-03-26 08:27:50 UTC
    All battleships are already capable of applying the hurt to capital ships. Roll
    Nova Fox
    Novafox Shipyards
    #4 - 2012-03-26 08:28:32 UTC
    Blops with bomb launchers


    Nuff said.

    Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

    Reaver Glitterstim
    The Scope
    Gallente Federation
    #5 - 2012-03-26 08:28:35 UTC
    Digital Messiah wrote:
    and what happens when people start using them to alpha in pvp or insta own frieghters and orca's in high sec?


    Fixed, though I don't see a problem with using them for ganks, considering the price. But CCP doesn't allow dreadnoughts to fire in highsec so these shouldn't either.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    Seleia O'Sinnor
    Drop of Honey
    #6 - 2012-03-26 08:31:55 UTC
    I like the idea.
    Though I like the idea of slowish bombers carrying citadel torps for hit and run tactics on caps better. Introduce a new type of torp: high damage vs caps and slow moving. Make it killable by small weapons.

    Odyssey: Repacking in POS hangars for modules +1,  but please for other stuff too, especially containers. Make containers openable in POS hangars.

    Reaver Glitterstim
    The Scope
    Gallente Federation
    #7 - 2012-03-26 08:44:48 UTC
    Seleia O'Sinnor wrote:
    Make it killable by small weapons.

    As neat as it sounds, it just sounds too unreasonable for a torpedo to specifically be weak to small weapons. Maybe, though, a stealth bomber's bomb launcher could be fit with a torpedo bomb that would fly F.O.F. to the nearest in-flight capital torpedo and pop it.

    But the ships I'm proposing are already hit-and-run anyway. They have a huge reduction in the siege timer so they can cancel it quickly if they need to get out of there. And they don't take all that long to align. Also, they have less room for ammo and liquid ozone than a dreadnought so they can't siege for as long. So they're mostly burstfire ships.

    2 minutes might seem like a long time, but in capital combat 2 minutes is within the blink of an eye.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    TriadSte
    The Scope
    Gallente Federation
    #8 - 2012-03-26 08:49:38 UTC
    Reaver Glitterstim wrote:
    1665.8 DPS output with max skills, beam lasers, multifrequency ammo, tech 1 siege module, and no bonuses from modules

    -edit-
    The capital turrets would not be allowed to fire in highsec and/or would be deactivated by CONCORD.


    A Vindicator already has this number, and is as expensive as a dread/carrier.




    Andski
    Science and Trade Institute
    Caldari State
    #9 - 2012-03-26 08:53:13 UTC
    nope

    Twitter: @EVEAndski

    "It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

    Reaver Glitterstim
    The Scope
    Gallente Federation
    #10 - 2012-03-26 09:00:31 UTC  |  Edited by: Reaver Glitterstim
    TriadSte wrote:
    A Vindicator already has this number, and is as expensive as a dread/carrier.


    Actually a Vindicator with max skills, tech 2 425mm railguns, antimatter ammo, and no bonuses from modules gets 440.2 dps. With tech 2 neutron blasters, it would get 649.4 dps, but that's irrelevant because I was listing dps for a long range setup.

    My Apollyon would get 2769.1 dps with tech 1 (meta 0) pulse lasers.

    I'd like to further add that the Vindicator is a hybrid platform, and blasters are the highest dps turret. The Gallente version of the ship type I'm proposing would get 3807.4 dps with the same max skill empty setup. That's 765% more dps than a Vindicator.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    Terminal Insanity
    KarmaFleet
    Goonswarm Federation
    #11 - 2012-03-26 09:49:40 UTC
    Agreeing with OP. all capital fights should be fought vs other capitals only, and as a deterrent, subcaps should be able to kill capitals with ease

    Anyways, back to mining i go

    "War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

    Ris Dnalor
    Tribal Liberation Force
    Minmatar Republic
    #12 - 2012-03-27 01:41:38 UTC
    Digital Messiah wrote:
    and what happens when people start using them to alpha in pvp or insta own frieghters and orca's in high sec?



    I'd clap.

    https://forums.eveonline.com/default.aspx?g=posts&t=118961

    EvE = Everybody Vs. Everybody

    • Qolde
    Kiandoshia
    Pator Tech School
    Minmatar Republic
    #13 - 2012-03-27 01:51:22 UTC
    I think the kickback (do you even call it that on ship mounted weapons) generated when firing these rather huge weapons, that are in some cases, half the size of a battleship would send any ship the size of a mere battleship spinning off into a nearby planet/startgate/station/ship/any other object.

    I guess it could be fun to watch =D
    Aestivalis Saidrian
    Revenent Defence Corperation
    Ishuk-Raata Enforcement Directive
    #14 - 2012-03-27 01:52:40 UTC
    Reaver Glitterstim wrote:
    TriadSte wrote:
    A Vindicator already has this number, and is as expensive as a dread/carrier.


    Actually a Vindicator with max skills, tech 2 425mm railguns, antimatter ammo, and no bonuses from modules gets 440.2 dps. With tech 2 neutron blasters, it would get 649.4 dps, but that's irrelevant because I was listing dps for a long range setup.

    My Apollyon would get 2769.1 dps with tech 1 (meta 0) pulse lasers.

    I'd like to further add that the Vindicator is a hybrid platform, and blasters are the highest dps turret. The Gallente version of the ship type I'm proposing would get 3807.4 dps with the same max skill empty setup. That's 765% more dps than a Vindicator.


    Are... are you real? 649.4 dps, on a Vindie.

    Enjoy your shitfits.
    Cambarus
    The Baros Syndicate
    #15 - 2012-03-27 01:57:12 UTC
    Aestivalis Saidrian wrote:
    Reaver Glitterstim wrote:
    TriadSte wrote:
    A Vindicator already has this number, and is as expensive as a dread/carrier.


    Actually a Vindicator with max skills, tech 2 425mm railguns, antimatter ammo, and no bonuses from modules gets 440.2 dps. With tech 2 neutron blasters, it would get 649.4 dps, but that's irrelevant because I was listing dps for a long range setup.

    My Apollyon would get 2769.1 dps with tech 1 (meta 0) pulse lasers.

    I'd like to further add that the Vindicator is a hybrid platform, and blasters are the highest dps turret. The Gallente version of the ship type I'm proposing would get 3807.4 dps with the same max skill empty setup. That's 765% more dps than a Vindicator.


    Are... are you real? 649.4 dps, on a Vindie.

    Enjoy your shitfits.

    My fitting window shows just a hair over 2k dps with my vindi fit :D

    Also as it stands we need more reasons to field caps against subcaps, not the other way around.
    SUPERcaps are OP in the current metagame, but there isn't really much reason to field normal capitals when they do poorly against subcaps, and supercaps eat them.
    Katsami
    Holy Amarrian Battlemonk
    Crimson Inquisicion
    #16 - 2012-03-27 01:57:58 UTC  |  Edited by: Katsami
    Welpcanes.

    Thousands of them.
    Reaver Glitterstim
    The Scope
    Gallente Federation
    #17 - 2012-03-27 02:01:38 UTC  |  Edited by: Reaver Glitterstim
    Kiandoshia wrote:
    I think the kickback (do you even call it that on ship mounted weapons) generated when firing these

    They could be recoilless design. Of course, that would make them look different. They'd also do less damage, so you'd need to have more of them. And then the art department can have a fun time with that.
    Or we can just accept that it's doable and not overthink the mechanics.


    Aestivalis Saidrian and Cambarus, you both fail at reading. Go find your mistake before I have to point it out to you and make you look like idiots.

    FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

    Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

    sakurako
    State War Academy
    Caldari State
    #18 - 2012-03-27 02:04:35 UTC
    now if only tere was a place to post ideas, now wouldn't that be great
    Lord Aliventi
    Republic Military School
    Minmatar Republic
    #19 - 2012-03-27 02:20:49 UTC
    I don't think it would be effective. There are really 2 types of Caps: Carriers and dreads (titans are under the dreads category. Just go with it for the sake of the example).

    Carriers
    Good: Logistics, movement.
    Bad: only about 1000 DPS. (BS can easily go voer 1k DPS)

    Supercarriers:
    Good: 10,000 DPS, movement
    Bad: No Logi bonus

    Dreadnaughts:
    Good: Lots of DPS (upwards of 10,000+ depending on ship and fit)
    Bad: No mobility (can't perfectly track with MWDing supers), can't recieve reps in siege

    Titans:
    Good: Lot's of anti-cap DPS
    Bad: No support = dead titan

    Now the issue is dreads are great at killing caps, but a MWDing super can speed-tank most of the DPS. (Try it out. It's annoying for dread pilots) And dreads can't be repped. So once they siege they are on their own for 5 minutes.

    What we really need is a ship that can move, receive reps, and apply a considerable amount of DPS. (3000-3500 would be good)
    ?Ship name?
    Good: Movement, can be repped, no siege module
    Bad: not as much DPS as a dread. (1/3 as much DPS. Win in large numbers)

    So you can drop a bunch of these, have them apply DPS, and have carriers to rep them. But you will need far more of them compared to straight up dreads. Make that and I have a feeling it would work. Good luck. And post in the right forum section.
    Zi'Boo
    Zi'Corp
    #20 - 2012-03-27 03:56:26 UTC
    It's clear the OP has never sat or fought in a capital ship.

    First of all - caps use stront (http://wiki.eveonline.com/en/wiki/Strontium_Clathrates) and not liquid ozone for their siege modules.
    Second of all - going into siege mode makes you immobile for the whole duration, so what sub cap mobility are we talking about in here? After all dreads and caps in general are much easier to move around than subcaps, and once on battlefield if you can't move you might as well be in a proper dread instead of this BS (price would be the same).

    Now for some smaller issues:
    - abbadon hull with 7 mids and 4 lows with an armor tank bonus?

    Even if you decide that this ship has a special bonus that allows it to move under siege with capital turret tracking you'll outtrack yourself if you start to move anyway.

    If you really want to go with subcap capital killers you'd pretty much need to go with the bigger bomber route or a small supercarrier (capable of launching fighter bombers) as missiles are the only missile system that doesn't include the attackers speed into damage calculations.
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