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Player Features and Ideas Discussion

 
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Black Ops Battleships -vs- Supercaps

Author
Bareon
Federal Navy Academy
Gallente Federation
#1 - 2012-11-07 02:18:00 UTC
I wonder what you guys think of this as a fleet role for the Black Ops Battleship:

New Role Bonus: Able to use Electronic Warfare against ships normally immune to Electronic Warfare attacks.

Aka Supers.

DEBATE!
Skyfire Firn
Best Kept Dunked
Wreckflix and chill
#2 - 2012-11-07 02:44:56 UTC
Pretty good idea in my opinion, allows for more options when sabotaging a cap fleet. The amount of coordination that would have to go into sabotaging supers makes the Black Ops BS's EWAR advantage well worth it.
FireT
Venom Pointe Industries
#3 - 2012-11-07 02:58:32 UTC
The first thing that would need to occur would be that all Black-Ops should have similar (faction specific) EWAR abilities as the Caldari one.
I never understood why the Caldari are the only ones with an EWAR version.
Bareon
Federal Navy Academy
Gallente Federation
#4 - 2012-11-07 03:57:59 UTC
Well, the way I was seeing it is that it'd be cool to see supercapitals have a new threat to contend with from subcaps without giving players the ability to blob the supers with an overwhelming amount of EWAR.

Blackops battleships have found themselves having such a specific role in EVE that you'll almost never run into one outside of being hotdropped by a covert ops fleet. I think the number of Black ops battleships currently in use is something in the triple digits. I would really like to see their role expanded somewhat (taking cues from the Widow's bonuses to ECM) in the day to day of EVE.
Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2012-11-07 05:28:36 UTC
I like the idea and I think it should definitely be done on a capital-priced subcap like the black ops. If they make all tier 1 battleships into ECM/support style, then it'll be even more fitting!

Perhaps it should work like the infini-point. There could be special area EWAR modules they use that can be scripted to affect a single target and surpass all resistances. Widow can have a special ECM burst that maintains its effect over a duration, preventing target locks in the zone of effect (people outside can shoot into the zone of effect), and the others would get a zone of effect module for their EWAR type. Panther would get an area that slows all ships and increases their sig radius. Since slowing and increasing sig radius of a supercap is virtually meaningless, when focused the Panther's module would maybe decrease resistances. Or maybe that would be the standard effect of the module.

Of course, the ship creating the field would be affected by it.

Just some food for thought :)

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Yorick rashnikov
The Illuminatii
Wrecktical Supremacy.
#6 - 2012-11-07 07:14:35 UTC
FireT wrote:
The first thing that would need to occur would be that all Black-Ops should have similar (faction specific) EWAR abilities as the Caldari one.
I never understood why the Caldari are the only ones with an EWAR version.


because the scorp hull have Ewar bonuses in the first place...


anyhow, i am going to say NAY to this idea, it destroys the role that the blackops were designed for (and are being used for in a bunch of corps) to act as a ''mini-titan'' per se to bridge bombers and recons on to the target(s) your hunter have caught.
the black ops currently have a role which it does fairly well (even though some tweaking is needed)
Bareon
Federal Navy Academy
Gallente Federation
#7 - 2012-11-07 08:31:42 UTC
I don't see this destroying any roles, just adding a new one.
Ganthrithor
School of Applied Knowledge
Caldari State
#8 - 2012-11-07 09:49:59 UTC
Dumb? Who's going to jump on top of a bunch of supers in a billion isk battleship which will immediately be primaried? And one that doesn't fit a very good tank to boot.
Iris Bravemount
Golden Grinding Gears
#9 - 2012-11-07 19:00:24 UTC  |  Edited by: Iris Bravemount
Ganthrithor wrote:
Dumb? Who's going to jump on top of a bunch of supers in a billion isk battleship which will immediately be primaried? And one that doesn't fit a very good tank to boot.


I think the OP meant to keep this in mind when the rebalancing effort eventually gets to Black Ops. They could indeed be completely revamped.

I could see it working like this:

Black Ops Role Bonuses (for all 4):

- Can fit covert cynosural field generators and covert jump portal generators. No targeting delay after decloaking.
- Multiplies the cloaked velocity by 500%.
- Ignores immunity to all types of electronic warfare. (Reminder: this does not include Propulsion Disruption)

Redeemer (Amarr):
Role Bonus:
100% bonus to Large Energy Turret Damage (only gets 4 turret hardpoints, this is to allow it to fit neuts and NOSes)
Amarr Battleship Skill Bonus: 5% Bonus to Large Energy Turret rate of fire and 5% Bonus to Tracking Disruptor Effectiveness per level
Black Ops Skill Bonus: 40% bonus to Energy Vampire and Energy Neutralizer range and 5% bonus to all armor resists per level

The range bonus for the NOS and Neut would give it about the same range on them as on the TDs (>70 km), but it still wouldn't drain the same amounts as a Bhaalgorn (which gets +75%). The resist bonus would help keeping it alive.

Widow (Caldari):

Caldari Battleship Skill Bonus: 5% bonus to cruise and siege missile launcher rate of fire and 10% bonus to cruise missile and torpedo velocity per level

Black Ops Skill Bonus: 30% bonus to ECM target jammer strength and 5% Bonus to all shield resists per level.

Almost no changes here, except the shield resist bonus to help keeping it alive.

Sin (Gallente):

Gallente Battleship Skill Bonus: 5% bonus to large hybrid turret damage and 10% bonus to drone hit points and damage per skill level

Black Ops Skill Bonus: 5% bonus to Remote Sensor Dampener effectiveness and 5% bonus to all armor resists per level.

Replaced agility with RSD bonus and added armor resist bonus. If the agility is that crucial, just build it in the hull's stats.

Panther (Minmatar)

Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire and 5% bonus to large projectile turret damage per level

Black Ops Skill Bonus: 5% bonus to velocity and 5% Bonus to all shield resists per level.

Target Painting Supercapitals seems pointless, so that a part from adding resistances, I don't really see what to do with this one.

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Ganthrithor
School of Applied Knowledge
Caldari State
#10 - 2012-11-08 21:19:00 UTC
Tanking bonuses for blackops would also be pretty full-retarrd.
Michael Harari
Genos Occidere
HYDRA RELOADED
#11 - 2012-11-08 22:24:24 UTC
Just allow officer ewar/points to work on supers.