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[Odyssey] Tech 1 Battleships - Gallente

First post
Author
Tennessee Jack
Doomheim
#481 - 2013-04-09 02:23:35 UTC
BayneNothos wrote:
I'm way late to this party but as I put some of damage down on that total damage done by Hyperions in the last little while I think I should throw my thoughts in.

My current fit is:
[Hyperion, Hyperion fit]

Damage Control II
Large Armor Repairer II
Large Armor Repairer II
Imperial Navy Energized Adaptive Nano Membrane
Reactive Armor Hardener
Magnetic Field Stabilizer II

Large Micro Jump Drive
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800

Electron Blaster Cannon II, Void L
Electron Blaster Cannon II, Void L
Electron Blaster Cannon II, Void L
Electron Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L

Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Nanobot Accelerator I

Now out here in the land of the great crazies known as W-Space, I find it a good substitution when I don't want to risk a T3 or need to do something risky solo. It deals out 800dps on Void and reps 800 before heat or Pill. It works alright and I'ma fan of it.
With the new changes it looks like I'l be dropping the web for another IN EANM, which will most certainly amp up that tank, but I really worry that unless it's my size or bigger, I won't be able to take on anything. There's no tracking bonus so it's already hard to hit small fast movers even with a web.

Since it'll only really be able to hunt big stuff, I say embrace that. Make it the battleship hunter. Someone else mentioned making it the attack battleship instead of the combat one. That's a great idea, kick up it's speed so it can run down the other battleships, latch on via scram and beat them into a pulp.
Being able to run a full rack of Neutrons or even split Neutron / Ion would help so a grid bump would be great. That or an increase in the damage bonus. I'd be willing to go down to 75m3 drone bay for that. Running heavies feels weird, the Hyperion should be handling things personally, not delegating the role to a pack of drones.

I'm a game developer myself and when in doubt, always go back to the lore for inspiration.
Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.
That's the description. The Hyperion will never be versatile, that's the Domi, always has been (Love those changes fyi) but it can be lethal. You want a fleet ship, go grab the Mega or Domi, you want a boat that can chase down and deliver a savage beating on one specific ship, make it the Hyperion.
Blaster Platform, Lethal Gunboat. It's been written


It still needs to be reworked. It might be something as simple as (+10% Large Hybrid Turret Optimal Range Per level).

It'd give it better blaster projection, and the above ship won't work cause it doesn't have any mobility (no mwd, no af). The Jump Drive won't cut it less it was more of a rail fit (or the Dominix). What needs to happen....


Gallente Battleship Skill Bonuses
10% large hybrid turret Optimal Range and 5% Rate of Fire per level.

Its a battleship. It either needs to be Fast to get in close, or have the range for it to actually hit things. As it has no tracking bonus, it'll be more difficult for this ship to apply damage (then again thats why people web, target paint and tracking enhance their ship).
Brusanan
Free State Project
#482 - 2013-04-09 02:24:30 UTC
Omnathious Deninard wrote:
Maximus Andendare wrote:
Omnathious Deninard wrote:
Maximus Andendare wrote:
Dominix is losing 1/2 of its dps.

False, it loses 25% and that is it, the choice to not fit turrets is on you.
I'm not really sure what Dominix you fly, but a fairly typically fit Dominix, just playing with EFT, gives me 655 dps from Ions (with Void) or 587 dps with CNAM and 554 from Sentries or 584 from Heavies. In either case, 655/587 > 584, which--magically--amounts to HALF.

In case you're wondering:

Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L

100MN Afterburner II
Cap Recharger II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Warp Disruptor II

Damage Control II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Magnetic Field Stabilizer II

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

Dps (Ogre IIs) with CNAM: 1171 and Void: 1239.

- - -

And if you're going to ask: the damage numbers with 2x DDAs: 1234, 2x MFS: 1258, 1 MFS 1 DDA: 1239[/i]. So if anything, the Domi does MORE damage with its blasters than it does with the drones--FAR more than the 25% number you mentioned and that's not even considering overheated or using Neutrons.

tl;dr The point: the Domi is losing [i]far more
than 25% of its damage by losing its hybrid bonus, and its not being compensated for it.

This exact fit run on both the old Dominix and the New Dominix
Old Dominix 1171 DPS
New Dominix 1053 DPS

And just for good measure
Old with Heat 1259 DPS
New Dominix with head 1124 DPS

That's a pretty awful Domi fit. I hope you didn't try PVPing with that.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#483 - 2013-04-09 02:26:12 UTC
Josef Djugashvilis wrote:
Heavy drones mentioned with the Dominix.

I am concerned that CCP still seem to think anyone really uses them.

As well as fighters for carriers.
And that's the problem.
Akirei Scytale
Okami Syndicate
#484 - 2013-04-09 02:33:22 UTC  |  Edited by: Akirei Scytale
Here's my in depth analysis of the problem regarding Gallente Battleships.

I will focus on one of the most important roles, if not the primary role, of Battleships - Fleet Line DPS. I say this because Battleships are far too vulnerable to smaller ships to be viable solo, and are of limited use in small gang engagements, where they are outshined by Battlecruisers in most aspects. Their roles basically boil down to fleet warfare and PvE.

Fleet combat has some rather unique properties that limit the viability of certain weapon systems. Because of the high mobility and ever changing nature of fleet combat, with constant MWD pulsing, fluctuating ranges, and very common on-grid warps for relocation, drones find themselves marginally useful. Sentries are only viable at one position, and mobile drones will spend more time flying towards primaries that pop before they get there than actually doing anything of use. Because of this fact, drone DPS will not be included in the following analysis.

Another such property is the ranges at which fleet combat take place. Short range combat simply is not a viable option, for two reasons - fleets are not singular points, so when each ships optimal is in the 10-15km range, any primary called is likely outside a good chunk of the fleet's optimal (or even range altogether), severely limiting a fleet's ability to coordinate and apply its full power. The second reason that short range fleets are not really a viable option is bubbles - when bubbling your enemy means bubbling yourself as well, the tactical advantage they represent is severely diminished.

Because of this, fleet combat tends to take place at medium to long ranges. Long rage combat is dominated by the "Tier 3" Battlecruisers, as their layouts, bonuses and speed allow them to kite while applying high damage far more effectively than any Battleship could ever hope to. This brings us to the aspect of PvP where Battleships truly shine - medium range line DPS. In this role, a ship must be able to dish out severe punishment while having enough staying power for friendly logistics to keep it up. The latter involves having very high, balanced resist profiles. Battleships fill this role better than any other subcap class in EVE, with the possible exception of Tech 3 Cruisers in very specific cases.

Now, let's look at the stats on three common ships used to fill this role: the Alpha Maelstrom, Fleet Rokh and Hellcat Abaddon.

Alpha Maelstrom:
DPS: 600 @ 40km, 400 @ 70km
EHP: 123k
Resists: 71 / 77 / 83 / 70
Bonus Perk: Extreme Alpha

This ship is an all around solid choice, even with a completely wasted ship bonus. I won't go into too much depth, but resist bonuses are completely superior to active bonuses because they benefit both active and buffer tanks. Let's lose them if we can.

Fleet Rokh:
DPS: 540 @ 60km, 300 @ 140km
EHP: 133k
Resists: 78 / 83 / 73 / 77
Bonus Perk: Extreme Range Flexibility

This ship not only has a fantastic tank, but it can actually compete with Tier 3 Battlecruisers that attempt to harass it. It fills its role incredibly well, and there is a reason the HBC relies on it primarily today.

Hellcat Abaddon:
DPS: 650 @ 60km
EHP: 125k
Resists: 68 / 79 / 79 / 77
Bonus Perk: Extremely High Tracking

This is not as common today, but served its role as a line DPS Battleship not long ago. Its tank is roughly average for the role, resist profile decent, and its range is severely capped, but its tracking is so high it can dismantle support ships in the hostile fleet without relying on friendly support to do so. Not to be underestimated.

Gallente has not had a fleet-viable Battleship for many years now. Because the Hyperion's slot layout and bonuses are so terrible, trying to be in between two roles and as a result filling neither even remotely well, it simply is not an option. The Dominix is too drone-focused to be fleet viable except in very specific roles. That leaves only the Megathron, which simply cannot even hope to match the stats represented by the other three races' line DPS Battleships. This is the best it can do, using railguns for very obvious reasons:

Megathron:
DPS: 495 @ 40km, 370 @ 70km
EHP: 105k
Resists: 71 / 63 / 63 / 49
Bonus Perk: None

This ship is using a CPU rig, yet still cannot fit hardeners, meaning it is incapable of overheating its tank in case of being called primary or being bombed. This is already a liability brought on by its low CPU. Its tank may have some meat to it, but it remains very low by Battleship standards, and its resist profile is absolutely abysmal. This makes it extremely difficult to keep up under hostile fire, and gives it a resist hole very easy for hostiles to exploit. And the final nail in the coffin is its completely lackluster DPS - while it can do somewhat respectable DPS at 40km (it is still low), it completely falls off the radar any farther out.

Tiericide was an opportunity to fix this problem. By removing the whole tier system, a formerly tier 2 Battleship like the Megathron could be elevated to the fleet effectiveness every other race has. All it would take is another lowslot, potentially an 8th turret slot (though this is less important). If I had been the one doing the first draft, it would have lost the utility high, gained a low and CPU, and had its base armor HP buffed somewhat.

Instead, we got a Megathron trying really hard to be a Hyperion, and as a result failing horrendously for the exact same reasons today's Hyperion does - the slot layout does not allow it to excel in any role. It is either a fast shield tanked bullseye or a fast armor tanked bullseye. This is frankly a terrible direction to take this ship.

So, CCP, all I ask of you is this: let Gallente have a line DPS Battleship. Please.
Inepsa1987
#485 - 2013-04-09 02:38:29 UTC  |  Edited by: Inepsa1987
Domi gets blasted. Hybrid damage bonus should have been increased instead of removed Shocked

Or added a tracking bonus to the %5 damage.

Spaceship Pilot.

Krell Kroenen
The Devil's Shadow
#486 - 2013-04-09 02:43:59 UTC  |  Edited by: Krell Kroenen
Adriel Malakai wrote:
CCP Rise wrote:
I want to respond to a few of these points since they seem to be coming up a lot, though I'm not sure why.

First the tank - I showed you the armor tank that people are most likely to use, 2 plate, 2eanm, 1 dcu - this is the standard mega armor tank and its still completely viable. Now, you have the same tank, similar damage, but your ship goes faster and you have an extra mid. Seems like a fair trade.

And as far as the Talos. I would never expect this ship to compete with the Talos as a roaming kiter. That is not whats intended by "fast and agile". If you want to see some value from fast and agile, think about a situation where you have a new shiny armageddon tackled by your friend in a stiletto. The geddon is perma jammed by your friend in a blackbird. But! You have just jumped through the gate and are 35k away from the armageddon! Now, as you close in, the armageddon has 2 friends show up! An oneiros and a falcon. Now you have to make a run for the gate as fast as possible. This is just one example of where a BS's speed matters. If you are in a hyperion, you will struggle to get over there and apply damage in anywhere near the time-frame that this attack mega can. There's many other examples, but I just want to make the point that just because a ship can't kite as well as a Talos, that doesn't mean speed is not important.

As a final point for comparing BS vs Tier3 BC. Always consider the way they would perform vs each other. How does this new mega do in a 1v1 vs a Talos?


The problem with the extra mid is that you don't gain a lot from having it when using an armor tank relative to the extra low. Where the mid really helps is when you're trying to shield tank the mega, but you're pretty much always better off with a shield talos than a shield mega. So the question is whether or not that extra mid slot is actually worth having over the extra low in most situations. In my opinion, the answer is no by an extremely wide margin.


Nearly the perfect answer Adriel , I would also like to point out as others have, a ROF bonus to get this "similar damage" is also going to cost us more cap. So it's a net loss of some dmg, some cap and some armor for an increase of 7ms to the base speed and a mid slot that we really didn't ask for. And you wonder why we aren't pleased with the changes. Roll
Tennessee Jack
Doomheim
#487 - 2013-04-09 02:49:20 UTC
Montevius Williams wrote:
CCP Rise wrote:
Ah yes, the Armageddon vs Dominix.

Personally, I think the strength of the neut bonus is being overestimated somewhat. Its a very cool bonus, but I think the impact of the domi's added tracking and optimal will be similar in power level - we'll have to wait and see. Please keep in mind that you will lose damage on fits that used hybrids before, but the fit will still be available.

I do want to look at the dominix power grid and see if it we can't find a better balance with the Armageddon, by adjusting one or the other.

I think the drone bay thing is kind of odd. Up the ship line you have Amarr with more bay, less bandwidth and Gallente vice versa, but at the BS scale you really can't give a drone ship less than max bandwidth, and you don't gain much from having more bay than the dominix already does. I didn't want to lower the dominix bay, so we just set the armageddon equal.

One last thing to mention: Personally, I really think sentry drones should move some, even if its only to return to bay. We need to talk some more about this internally and look at ways it can actually be implemented, but a change to this effect could have a very positive impact on the Dominix and I don't think its a very unrealistic goal.


I really wish you guys would think outside the box when it comes to your ships.

Please read the numberous drone revamp threads instead of just making up stuff on the fly

"Lets just make all drone battleships have equal drone bays!! That will fix everything!"

Roll

How about passively repair drone bays for dedicated drone ships?
Drone pilots cant overheat drones, so how do we squeeze extra damage from drones like turret pilots can?

It's almost like you guys are scared to make cool ships/bonuses etc.


I'm guessing there preparing a drone revamp soon. Most likely coming up with drone subsystem rigs, giving them a secondary ability, like a heavy webber ogre with guns, or a target painting hammerhead with guns, only equitable on ships that put the drone subsystem mod in their high slot.
Omnathious Deninard
University of Caille
Gallente Federation
#488 - 2013-04-09 02:51:49 UTC
My last post before bed
Hyperion will be ok when armor tanking get fixed (and rep bonuses reduce cap also)
Megathron looks good IMO
Dominix needs some help, targeting range too short to use the ship to its fullest extend, needs +15km targeting range and needs +100% drone control range as a Role Bonus

If you don't follow the rules, neither will I.

Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#489 - 2013-04-09 02:54:22 UTC  |  Edited by: Vadeim Rizen
Dear CCP:

**** this game **** you all. Play your ******* game before making these stupid ass changes. Keep nerfing ships to the point where they cant kill anything or require no piloting skill. Nerf TE's, nerf drakes, nerf small gang and solo pvp, nerf everything. If something has the ability to kill something, just nerf it... that way nobody dies right?

If you want to improve this game, talk to people outside of the HBC and CFC. Yes they account for ~ 20k subscriptions, but I log on and see 50k active during the USTZ.

YOU CAN'T NERF THE BLOB! Stop trying! If you have 50+ of anything, it's going to be dangerous! The drake has been nerfed to **** for no reason other than null-sec drake blobs... The way you guys are nerfing links only benefits the blob, as small gang and solo guys arent going to be able to use links against gangs that can simply because they are larger entities....

Blah blah blah... I could rant for hours but it has become blatantly apparent that you're all retards and are turning my favorite game into a piece of ****.

( In before nobody can kill anyone because DPS and tank on everything is reduced to 0 )

Keep nerfing PVP and you'll lose thousands of subscriptions, guaranteed. 6 from me alone.
CaptainFalcon07
Scarlet Weather Rhapsody
#490 - 2013-04-09 03:02:54 UTC
As a player with Gallente BS V and Large Hybrid V with high drone skills, I am rather unimpressed by the changes.

The removal of a lowslot on the megathron feels like a nerf to me. The megathron is usually always armor tanked due to the utility you need for the mods as a blaster boat. I'd rather imo you remove a high slot and move it to the mid slot rather than using a low slot.

The Hyperion is still crap imo. Armor Repair bonuses are fail for a large blaster ship. You have cap using guns, with heavy cap using utility, and with cap using tank. There's no realistic way you can provide cap to everything running on that ship without burning all your cap boosters.
smokeydapot
Moon Of The Pheonix
#491 - 2013-04-09 03:09:53 UTC  |  Edited by: smokeydapot
Mega
Gallente Battleship Skill Bonuses:
+5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage)
+7.5% Large Hybrid Turret tracking speed

Slot layout: 8H, 5M(+1), 6L(-1); 7 turrets , 0 launchers(-2)
Fittings: 16000 PWG(+500), 550 CPU(+25)
Defense (shields / armor / hull) : 6300(+89) / 6500(-141) / 7500
Capacitor (amount / recharge rate / cap per second) : 5800(+175) / 1087s / 5.02 (+.15)
Mobility (max velocity / agility / mass / align time): 122(+7) / .117(-.0046) / 98400000 / 15.96s (-.63s)
Drones (bandwidth / bay): 100(-25) / 125
Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7
Sensor strength: 21 Magnetometric Sensor Strength
Signature radius: 380(-20)



How in divinity's edge....................

Wait what...................

Have you been at my stash...................

Can I get some ?

And here I was thinking I was smoking some serious stuff.

On a more serious note a mega that you are calling an " explicitly attack role BS " only gets to launch 4 heavy drones ???

Return my stash leave it be and never return or touch it ever ever again its made you so silly i'm loosing all confidence in what you are doing not just to the mega but ALL the battleship hulls.

Bad CCP
No
Bad CCP
NO
Vess Starfire
Interfrequencies
#492 - 2013-04-09 03:11:13 UTC
+1 to us needing a fleet BS. Here's a suggestion: mega becomes combat role while Hyperion becomes attack. Mega is quite similar to armor Rokh, but more DPS and less tank (dmg + rof hull bonuses). The Hyperion gets better agility and a tracking bonus instead of DPS.

But I think we need something else before these changes.... armor tanking 2.0. The Hyperion will be the only t1 to use LAR/LAAR. And "armor tanking 2.0" will potentially totally change how these modules work. In light of this how useful is it to think about Hyperion now?

(And if armor tanking 2.0 doesn't arrive with odyssey I will throw out my Myrms and bow to Amarr supremacy)

PS, will the 5->4% resist nerf be propagated to all hulls or is it BS only?
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#493 - 2013-04-09 03:12:20 UTC
CCP Rise wrote:
Quote:
Now go plug in every tank you can think of into the Megathron and bear in mind a respectable BS' EHP is around 120k. Hardly anyone uses the Tempest seriously for a reason!

Making an "agile and fast" battleship is all fine and dandy, except the Talos exists and will always fill that role several orders of magnitude more effectively in the Gallente lineup.

The problem here is that a Battleship will never be fast or agile enough for these changes to matter much. All it means is you're putting the Megathron into the slot of "kinda sorta fast for a BS but will pop before it ever reaches blaster range".

The "tier 3" / assault battlecruisers are filling the role you're trying to shoehorn these ships into. Don't. You're just making them into inferior choices when they already had their own niche.


I want to respond to a few of these points since they seem to be coming up a lot, though I'm not sure why.

First the tank - I showed you the armor tank that people are most likely to use, 2 plate, 2eanm, 1 dcu - this is the standard mega armor tank and its still completely viable. Now, you have the same tank, similar damage, but your ship goes faster and you have an extra mid. Seems like a fair trade.

And as far as the Talos. I would never expect this ship to compete with the Talos as a roaming kiter. That is not whats intended by "fast and agile". If you want to see some value from fast and agile, think about a situation where you have a new shiny armageddon tackled by your friend in a stiletto. The geddon is perma jammed by your friend in a blackbird. But! You have just jumped through the gate and are 35k away from the armageddon! Now, as you close in, the armageddon has 2 friends show up! An oneiros and a falcon. Now you have to make a run for the gate as fast as possible. This is just one example of where a BS's speed matters. If you are in a hyperion, you will struggle to get over there and apply damage in anywhere near the time-frame that this attack mega can. There's many other examples, but I just want to make the point that just because a ship can't kite as well as a Talos, that doesn't mean speed is not important.

As a final point for comparing BS vs Tier3 BC. Always consider the way they would perform vs each other. How does this new mega do in a 1v1 vs a Talos?



Viable as in still able to fit, yes. Viable as in will it be overshadowed by the shield tank, yes. Viable as in people will fly it, no. If this is suppose to be a shield tanking ship then move more slots into the meds and be done with it. If it is suppose to be armor tanking ships, give us more speed and our low slots back. Adjust the high slots if you need to.

pooper stain
Pyrrhic-Victory
#494 - 2013-04-09 03:12:52 UTC  |  Edited by: pooper stain
Dear CCP,

here is my two cents,

I know you "want to keep the active armor rep" why not move it off the Hyp period. It is not working for the ship at all.

Give the armor rep bonus to the Domi, Increase the powergrid to the Domi problem solved with the "lets keep active armor bonus".


Now that is out of the way

make the Mega the combat battleship leave it mostly the same but adjust the hit points


Make the Hyperion your attack Battleship, keep the Mids, keep the lows,
Reduce its mass, Make it fast

Tracking bonus
Speed bonus or Mass reduction bonus


Problem solved


your welcome!
Isaiah Harms
State War Academy
Caldari State
#495 - 2013-04-09 03:15:36 UTC
Dear CCP.

The best thing you can do right now is profile who you listen to.

Personally I'd advise you STOP listening to the babes in 0.0 who can't do math. START listening to the hardened pvp veterans in lowsecurity space who actually know their ships and depend on every detail of them to enjoy daring pvp.

When I hear TEST pilots telling me a battleship is not viable as a close range ship, only as MID-Range pvp... well I instantly put him in the category of the unwashed heathens who think blobbery makes them smart.

Fact is this: More PVP gets done in lowsec and Empire space on a daily basis than is ever done in 0.0 ESPECIALLY with battleships.

Fact #2: Anybody who says Gallente aren't good ships doesn't realize they're the best small-gang/solo pvp ships in-game - and CHERISHED for that role.

If you want to nerf them into obsolescence.... keep going.

Reccomendations:

- Drone Dominix? Are you joking? What should I put in my highslots? Energy Neutralizers? Thought you were wanting to "avoid overlap." Regardless of how you look at it, without the blaster bonuses this ship won't have the DPS to kill an Amarr BS. So much for solo.

- Emasculated Local Rep Hyperion: Beauty of a ship. Shame it won't be flown anymore. Was looking forward to flying that one too. Without enough mid-slots to keep reppers going it will be unviable as a solo ship. Oh... Hyps are solo boats. Their EHP for fleet action sucks.

- Wimpy Megathron. For such a powerful name this ship seems like it's turning into a joke. Shields for a fleet ship? Speed? CCP, this boat used to be the most feared armor based damage dealer to encounter in lowsec. Your only option was to maintain range on it. Well.... Now I guess I'll just neutralize it out with my Win-a-geddon.

Point is this: Seems to me these changes will effectively unbalance the Gallente in any 1v1 / small gang action vs. the Amarr lineup.

Since they're not used for fleet work I must ask

WHAT ARE THEY SUPPOSED TO BE USED FOR?

When you can answer this first question maybe you'll be able to design a good lineup for Gallente.

Akirei Scytale
Okami Syndicate
#496 - 2013-04-09 03:18:04 UTC  |  Edited by: Akirei Scytale
Isaiah Harms wrote:
Dear CCP.
Fact is this: More PVP gets done in lowsec and Empire space on a daily basis than is ever done in 0.0 ESPECIALLY with battleships.


Lol.

Also, you are wrong. More PvP happens in Nullsec than High, Low and WHs combined.

And if you think a BS is going to outperform a well flown BC in a gang, I don't even know what to say. Regarding short range BSes not being viable in fleets, did you read my post? Have you ever been a part of a fleet engagement?

HINT: I was not talking about sitting on an undock / gate with a half dozen buddies in interceptors and BCs really hoping someone stupid passes through.
Isaiah Harms
State War Academy
Caldari State
#497 - 2013-04-09 03:21:04 UTC
pooper stain wrote:
Dear CCP,

here is my two cents,

I know you "want to keep the active armor rep" why not move it off the Hyp period. It is not working for the ship at all.

Give the armor rep bonus to the Domi, Increase the powergrid to the Domi problem solved with the "lets keep active armor bonus".


Now that is out of the way

make the Mega the combat battleship leave it mostly the same but adjust the hit points


Make the Hyperion your attack Battleship, keep the Mids, keep the lows,
Reduce its mass, Make it fast

Tracking bonus
Speed bonus or Mass reduction bonus


Problem solved


your welcome!



I second this. Wasn't "High Speed Steersman" the certificate you received when you qualified to fly Hyperion? Make it the fast ship. Give the Drone Dominix the Repper bonus.
Isaiah Harms
State War Academy
Caldari State
#498 - 2013-04-09 03:24:49 UTC
Akirei Scytale wrote:
Isaiah Harms wrote:
Dear CCP.
Fact is this: More PVP gets done in lowsec and Empire space on a daily basis than is ever done in 0.0 ESPECIALLY with battleships.


Lol.

Also, you are wrong. More PvP happens in Nullsec than High, Low and WHs combined.

And if you think a BS is going to outperform a well flown BC in a gang, I don't even know what to say.


Incorrect. Your fights are larger in scale. Fewer in frequency. In comparison to Empire you use battleships very rarely.
Akirei Scytale
Okami Syndicate
#499 - 2013-04-09 03:27:20 UTC  |  Edited by: Akirei Scytale
Isaiah Harms wrote:
Akirei Scytale wrote:
Isaiah Harms wrote:
Dear CCP.
Fact is this: More PVP gets done in lowsec and Empire space on a daily basis than is ever done in 0.0 ESPECIALLY with battleships.


Lol.

Also, you are wrong. More PvP happens in Nullsec than High, Low and WHs combined.

And if you think a BS is going to outperform a well flown BC in a gang, I don't even know what to say.


Incorrect. Your fights are larger in scale. Fewer in frequency. In comparison to Empire you use battleships very rarely.


I ask again - when was the last time you were in a fleet fight or in null?

I mean, simply in the system I base out of, there is pretty much always 1-6 hostiles present and a fight happening somewhere. Nullsec is pretty damn heavy on the harassment and small scale PvP. A day without a few gangs of 20 or so passing through and several dozen guys roaming your local area is an uncommonly quiet day.

Fleet warfare may be far less common, but it is nowhere near the only kind of PvP that happens in nullsec. I'd argue the most common is small groups of bombers hunting constantly.

Regarding how common the use of BSes is in null, here's your typical fleet engagement:

https://kb.pleaseignore.com/?a=kill_related&kll_id=690022&battle=1
Isaiah Harms
State War Academy
Caldari State
#500 - 2013-04-09 03:30:53 UTC  |  Edited by: Isaiah Harms
Akirei Scytale wrote:
Isaiah Harms wrote:
Akirei Scytale wrote:
Isaiah Harms wrote:
Dear CCP.
Fact is this: More PVP gets done in lowsec and Empire space on a daily basis than is ever done in 0.0 ESPECIALLY with battleships.


Lol.

Also, you are wrong. More PvP happens in Nullsec than High, Low and WHs combined.

And if you think a BS is going to outperform a well flown BC in a gang, I don't even know what to say.


Incorrect. Your fights are larger in scale. Fewer in frequency. In comparison to Empire you use battleships very rarely.


I ask again - when was the last time you were in a fleet fight or in null?

I mean, simply in the system I base out of, there is pretty much always 1-6 hostiles present and a fight happening somewhere. Nullsec is pretty damn heavy on the harassment and small scale PvP. A day without a few gangs of 20 or so passing through and several dozen guys roaming your local area is an uncommonly quiet day.

Fleet warfare may be far less common, but it is nowhere near the only kind of PvP that happens in nullsec. I'd argue the most common is small groups of bombers hunting constantly.



Dear TESTie. Subject is rebalancing battleships. Not whether you measure up to my knee.

Since you asked: http://www.buccaneers.eve-kill.net/?a=kill_detail&kll_id=16756649