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CCP: How is the Supercap change coming along?

Author
Khorian
The Scope
Gallente Federation
#1 - 2012-07-22 09:18:43 UTC
The real change you are working on right now after "hotfixing" them? It's been a long time. Would love to read a dev blog about that and your vision for Titans and Supercarriers. Much love, TIA.
baltec1
Bat Country
Pandemic Horde
#2 - 2012-07-22 09:35:26 UTC
Getting in here before the fun starts
Gerrick Palivorn
Caldari Provisions
Caldari State
#3 - 2012-07-22 09:43:13 UTC
baltec1 wrote:
Getting in here before the fun starts


+1

MMOs come and go, but Eve remains.  -Garresh-

hedge betts Shiyurida
State Protectorate
Caldari State
#4 - 2012-07-22 09:55:17 UTC



Posting because there are no better threads to post in.

Pog mo thoin

Richard Desturned
Royal Amarr Institute
Amarr Empire
#5 - 2012-07-22 09:57:10 UTC
What changes do you believe are needed? Supercarriers and titans have their roles and they fill them well.

npc alts have no opinions worth consideration

Akirei Scytale
Okami Syndicate
#6 - 2012-07-22 09:58:30 UTC
Richard Desturned wrote:
What changes do you believe are needed? Supercarriers and titans have their roles and they fill them well.


Personally I feel their roles are a little too muddled (and have for a long time), but the titan tracking nerf did address the most critical issue.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#7 - 2012-07-22 11:27:35 UTC
I imagine that supercap iteration, POS iteration and sovereignty/null iteration can't really be developed separately? I think anyone tweaking one concept would want to consider the others, and all three are said to be in the pipeline

If the above was true it'd be nice if a bigger role for Blops'd be opened up, too

Of course I haven't had any experience with any of these, feel free to disregard. I'll get back to my frigates and magicspaecpolice
Shad0wsFury
Sorry We're In Your Space Eh
Seventh Sanctum.
#8 - 2012-07-22 12:48:33 UTC  |  Edited by: Shad0wsFury
During the AT, some of the developers have indicated that they're still toying with making supercarriers dockable. This would go a long way for justification for them to stay "as is" currently with roles in structure grinding and as the backbone of supercapital fleets.

Titans, of course, still have their role in logistics and maneuverability with being mobile jump bridges, and they are still great at killing other supercaps. IMO, these roles don't nearly justify their cost though.

A lot of people hated getting blapped by titans in their sub-cap ships, and I get that. However, the fact that titans COULD blap sub-cap ships had one very positive effect: people actually brought titans into danger-zone situations. This alone precipitated a number of supercap fights in the "Age of Blap".

The fact is now that titans have almost no "everyday" combat role which puts them in harms way. Generally they sit in a POS and open bridges, or maybe they join in on a structure shoot when there is precisely 0% chance of them being in any real danger. Supercarriers suffer from this to a lesser extent, but at least they are frequently deployed to grind stations/ihubs/tcus/sbus and generally in enemy-held systems, which can be KINDA dangerous, but this still isn't the kind of role that has whole enemy fleets possibly coming into contact with the supercarrier (if that happens, the intel apparatus has broken down).

It's very clear at this point that EVE has been becoming SupercapsOnline steadily for the past few years, and that's not going to change until the game mechanics change in such a way that there is incentive to use these ships FAR more often, and in ways which will start getting them caught FAR more often. Lots of those who get caught will simply die (reducing overall super population), and some of them will precipitate real supercap fights (greatly reducing overall super population).

I generally don't like to point out issues without making a suggestion on how to fix it, so here it is: First, make stations and/or ihubs attackable ONLY by non-supercaps (dreads and carriers are fine), AND reduce overall HP by maybe half for these structures. Next, add a NEW sov structure which is only attackable by supercarriers and titans. Give it TWICE the current HP of a station or ihub, and no timer. If this structure is killed by the supercaps, it nukes 80-90% of the hitpoints of the station or ihub, making it easier for the non-supercaps to kill. This can be repeated for each timer (maybe the structure the supers have to shoot regens all HP after an hour or something). Further, there could be structures keyed to specific ships like titans, for example, so maybe for a Sov 5 upgraded system (or whatever the highest is now), the structure would only be vulnerable to titans, meaning if you wanna have an easier time grinding the station in your non-supers, you gotta bring a few dozen titnas into one of your enemies stronghold systems (AFTER you have your conventional fleet take out the inevitable cyno jammer). This change would improve the game for smaller alliances, making it easier for them to capture things on a limited budget, while still allowing superpower alliances with massive super fleets to still have an advantage while forcing them to put more of their supercaps in play for longer times, making them more vulnerable to ambush.
Robert Warner
Back Door Burglars
#9 - 2012-07-22 14:01:32 UTC
Have to say that I don't know much about titans, but how about re-defining their purpose on the battlefield, perhaps to control the tide of battle more-so. For example:

1. Titans on grid give small bonuses to fleet that will complement other command bonuses when placed in Wing Command or above.

2. A titan grade smart bomb with 50Km radius dealing 500 damage every 15 seconds, affecting only targets not in fleet. We don't want a repeat circumstance of the old Doomsday weapon, but something useful to make that titan a key component of the fleet's strategy.

There must be a few more things that could be done to make the titan a key asset to those who can afford them.
verde bandit
Viziam
Amarr Empire
#10 - 2012-07-22 14:14:43 UTC
Robert Warner wrote:
Have to say that I don't know much about titans, but how about re-defining their purpose on the battlefield, perhaps to control the tide of battle more-so. For example:

1. Titans on grid give small bonuses to fleet that will complement other command bonuses when placed in Wing Command or above.

2. A titan grade smart bomb with 50Km radius dealing 500 damage every 15 seconds, affecting only targets not in fleet. We don't want a repeat circumstance of the old Doomsday weapon, but something useful to make that titan a key component of the fleet's strategy.


There must be a few more things that could be done to make the titan a key asset to those who can afford them.


Your kidding right? 5,10, 15 - 30 titans x 500 damage every 15 seconds that doesn't do damage to own fleet sure wouldn't be ridiculously over powered
Nex apparatu5
GoonWaffe
Goonswarm Federation
#11 - 2012-07-22 14:28:00 UTC
Titans really do need a buff. Get on that CCP.
Robert Warner
Back Door Burglars
#12 - 2012-07-22 15:19:48 UTC
verde bandit wrote:
Robert Warner wrote:
Have to say that I don't know much about titans, but how about re-defining their purpose on the battlefield, perhaps to control the tide of battle more-so. For example:

1. Titans on grid give small bonuses to fleet that will complement other command bonuses when placed in Wing Command or above.

2. A titan grade smart bomb with 50Km radius dealing 500 damage every 15 seconds, affecting only targets not in fleet. We don't want a repeat circumstance of the old Doomsday weapon, but something useful to make that titan a key component of the fleet's strategy.


There must be a few more things that could be done to make the titan a key asset to those who can afford them.


Your kidding right? 5,10, 15 - 30 titans x 500 damage every 15 seconds that doesn't do damage to own fleet sure wouldn't be ridiculously over powered



Well something has to be done to pull titans out of the bridging role. If multiple bombs could be given reducing returns similar to modules, it would solve that problem. Might be difficult to implement from a mechanics point of view. Of course the effect could be much less, I'm just throwing out examples. Then again if your opponent has brought 30 titans and you haven't, the outcome of the battle should be fairly planar.

The ability to dock battleship and smaller sized ships onto a supercarrier for repairs and re-fitting would be a very nice feature. It may only rarely present as a practical solution, but still help to grant some new roles to the ship as fleet support.
Tres Farmer
Gallente Federation Intelligence Service
#13 - 2012-07-22 17:09:24 UTC
The problem with caps still is their speed on the map in comparison to all subcaps.
If you make them worthwhile to fight with, they get deployed and dominate.. if you make them paper tigers they stay home and see no action at all.

Either give all ships the ability to use some sort of heavily pre-nerfed jumpdrive and get the deployment speed of caps back in line with every other vessel in New Eden or get rid of the jumpdrive mechanic completely and let them use the gates as everything else has to.
Blastcaps Madullier
Handsome Millionaire Playboys
Sedition.
#14 - 2012-07-22 17:25:52 UTC
well one of the recent changes that got slipped in is self destructing a super generates a kill mail, as CCP have stated it WILL NOT show all of the fit, just some of it.

http://eve-kill.net/?a=kill_detail&kll_id=13985906

as this shows, when it originally came through a lot of people thought it was a fake mail till it came through as api verified and still left people scratching their heads wondering "wtf??" especially the fit shown.
I believe this is actually THE first KM generated due to the change to self destructs and kill mails.

the KM is NOT malformed, it's as stated by CCP "self destruct KMs do not show all of the fit"
Veshta Yoshida
PIE Inc.
Khimi Harar
#15 - 2012-07-22 18:09:49 UTC
CCP has waited, and allowed bots (and uber-blocs = peace) to exist in large numbers, for far too long to do anything with supers that will not make half their revenue rage-quit.
Only option they have to to design null 'around' supers so that they are indirectly nerfed (ie. make majority of null stuff be decided by sub-caps/vanilla caps) thus avoiding the rage-quit .. once people have come to terms with the new world they can set about changing them to perhaps fit in.

In short #1: Supers were from the outset designed based on the premise of being in very limited numbers, since that is not the case, any changes would have to be staggering. Postpone until a long-term solution for them can be hashed out.

Or they could just nerf them into the ground and announce that any complaints will result in account of complainer being audited by Screegs .. pretty sure most supers are can be traced back to one bot/RMT'er or another. Will cause the rage-quit though so equally sure they are not willing to do that Smile
James Amril-Kesh
Viziam
Amarr Empire
#16 - 2012-07-22 18:38:11 UTC
Tres Farmer wrote:
The problem with caps still is their speed on the map in comparison to all subcaps.
If you make them worthwhile to fight with, they get deployed and dominate.. if you make them paper tigers they stay home and see no action at all.

Either give all ships the ability to use some sort of heavily pre-nerfed jumpdrive and get the deployment speed of caps back in line with every other vessel in New Eden or get rid of the jumpdrive mechanic completely and let them use the gates as everything else has to.

You do realize 75% or so of a capital ship's capacitor is required to jump, right? And that's at JDO V.

Enjoying the rain today? ;)

Sister Evian
PSK Industries
#17 - 2012-07-22 19:05:35 UTC
Quote:
Or they could just nerf them into the ground and announce that any complaints will result in account of complainer being audited by Screegs .. pretty sure most supers are can be traced back to one bot/RMT'er or another. Will cause the rage-quit though so equally sure they are not willing to do that


Your stupidity astounds me. Idiots like you should be banned from Eve.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#18 - 2012-07-22 19:09:31 UTC
Robert Warner wrote:
Have to say that I don't know much about titans, but how about re-defining their purpose on the battlefield, perhaps to control the tide of battle more-so. For example:

1. Titans on grid give small bonuses to fleet that will complement other command bonuses when placed in Wing Command or above.

2. A titan grade smart bomb with 50Km radius dealing 500 damage every 15 seconds, affecting only targets not in fleet. We don't want a repeat circumstance of the old Doomsday weapon, but something useful to make that titan a key component of the fleet's strategy.

There must be a few more things that could be done to make the titan a key asset to those who can afford them.


For the first one:

Quote:
Gallente Titan Skill Bonuses:
7.5% bonus to fleet members' maximum armor HP per level

Amarr Titan Skill Bonuses:
7.5% bonus to fleet members' capacitor recharge rate per level

Minmatar Titan Skill Bonuses:
7.5% reduction in fleet members' signature radius per level

Caldari Titan Skill Bonuses:
7.5% bonus to fleet members' maximum shield HP per level


For the second one:

No.

npc alts have no opinions worth consideration

Oscasre
Viziam
Amarr Empire
#19 - 2012-07-22 19:30:24 UTC  |  Edited by: Oscasre
The problems not the ships but the numbers.

Increase the build cost x 10 on all capitals and let natrual wastage sort out the problem.
bartos100
Living Ghost
#20 - 2012-07-22 19:38:45 UTC
what if ccp was to remove the abilety to copy suppercap BPO's ??

that would force builders to put a BPO in the CSAA and thus at risk of being destroyed and increase the prise for production without increasing mineral amounts needed :)
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