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[Odyssey] Tech 1 Battleships - Minmatar

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Pattern Clarc
Citeregis
#1121 - 2013-05-15 17:51:05 UTC  |  Edited by: Pattern Clarc
Rebecha Pucontis wrote:
Pattern Clarc wrote:
In a 7/6/6 or 7/5/7 tempest, there is absolutely nothing stopping you from dropping 1 or more of your 6 turret hardpoints for an additional launcher.

The high slot modules offer specific abilities which you will not get on a mid or low slot items. And lets be honest, you are going to fill every bonused turret, launcher slot with the specified weapon.

My point is that performance matters, and that's why split weapons suck. If fitting split weapons was REALLY so important that you'd sacrifice performance in your main weapon system, you'd happy trade turrets for missiles regardless of how many turret spots you've maxed out.

If that sounds silly, then welcome to how I, and I'm sure many others view the "cosmetic value' aspect of your argument.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Rebecha Pucontis
Doomheim
#1122 - 2013-05-15 18:10:15 UTC
Pattern Clarc wrote:
Rebecha Pucontis wrote:
Pattern Clarc wrote:
In a 7/6/6 or 7/5/7 tempest, there is absolutely nothing stopping you from dropping 1 or more of your 6 turret hardpoints for an additional launcher.

The high slot modules offer specific abilities which you will not get on a mid or low slot items. And lets be honest, you are going to fill every bonused turret, launcher slot with the specified weapon.

My point is that performance matters, and that's why split weapons suck. If fitting split weapons was REALLY so important that you'd sacrifice performance in your main weapon system, you'd happy trade turrets for missiles regardless of how many turret spots you've maxed out.

If that sounds silly, then welcome to how I, and I'm sure many others view the "cosmetic value' aspect of your argument.

The point which you are missing though is that if a ship is designed to accommodate a split weapon system then the rest of the ship can be buffed accordingly. If a ship is designed to use 6 bonused turrets and you only use 5 then you have no compensation with regards to ship performance being increased in other areas.

Also using the logic which you are using, if we are going for pure performance, then we would find the optimal layout for the perfect pvp ship and make every ship have that particular layout. Also using your logic, no ship should have any unbonused high slots, as they are inferior to an extra low or a medium.

In reality it is all swings and roundabouts, you lose something in one area but make up for it in other areas, that is what gives each ship their unique flavor. Minmatar have commonly had these split weapon hulls, but they make up for it in other areas. It isn't simply aesthetic, it does allow additional flexibility in choosing damage types, and perhaps choosing to sacrifice the extra dps and fit something like nuets.

And I'm not disagreeing with you that the Tempest needs improvements in other areas. But the high slots is a personal characteristic of the Tempest which I like and I wouldn't choose to remove personally. What others think and what CCP Rise eventually does is simply their own personal preference and so I wouldn't argue. The fact is though the total package at the end of all the changes needs to be powerful enough to compete, and however that is achieved, right now it isn't quite there.
Pattern Clarc
Citeregis
#1123 - 2013-05-15 18:32:15 UTC  |  Edited by: Pattern Clarc
Rebecha Pucontis wrote:
Also using the logic which you are using, if we are going for pure performance, then we would find the optimal layout for the perfect pvp ship and make every ship have that particular layout. Also using your logic, no ship should have any unbonused high slots, as they are inferior to an extra low or a medium.

No, it's not the same logic. Eve game mechanics offers limited, but real, alternative paths, niches, environments or roles, with weapons systems that are behaviourally different enough to provide real choice. Deliberately building inefficiency is only OK if it excels in a given role, otherwise your just pissing people off by making them train more, fit more mods, and waste more slots to accomplish a trivial level of performance.

I personally don't believe projectiles and armour mix (projectiles have deliberately low dps for too many good reasons and thus need spare low slots for dps, and oversized shield mods for tank) - and given that we have at least 4 other t1 turret plus armour, ships, and that amarr and gallente have managed to have two of each, minmatar should have 2 shield based ships, one with alpha, and the other with fall off.

CCP Rise mentioned something about armour artillery. If he were to go down that route, the ship as designed would have to be changed to forfill that role efficiently, in that context, would you rather have an extra tracking computer or damage mod or cruise missile launcher?

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

The Djego
Hellequin Inc.
#1124 - 2013-05-15 18:34:12 UTC  |  Edited by: The Djego
Rebecha Pucontis wrote:
The Djego wrote:
A falloff bonus at 20-30km is well worth 70 DPS

I'm not saying that the two high utility slots should preclude a falloff bonus. On the contrary in fact, as I proposed that the Tempest should have a 5% falloff bonus and a 8.5% rate of fire bonus instead of the current bonuses.

The only point I'm making is I like to keep the dual weapon systems even though they only add an extra modicum of damage. There is something cool about seeing projectiles and missiles firing from a ship. :) And also two high utilities are exactly that, they allow extra utility which can allow for some more creative fittings rather than the cookie cutter stuff that we are being forced into with much of the laser focused design choices on some of the current hulls. There will be literally only one good way to fit many of these current tiericided ships. But anyway, whatever they decide to do it should not preclude the rest of the ship being buffed appropriately for sure.


You don't win solo/small gang fights against the new mega or hype with a extra 70 DPS. You win them because you have a bit better damage at range and a utility med for a TD/better tank options to outlast them at your range. Both options the extra med slot would provide.

You will end up with a bad tank or a bad alpha in a fleet fight with it, the extra high slot does nothing for you here. The mega got a reasonable buff to be more useful in this role(I better keep my mouth shout about the apoc), the tempest didn't.

The high slot isn't worth keeping if all you get out of it is a BS that can't compete with her peers.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Rebecha Pucontis
Doomheim
#1125 - 2013-05-15 18:43:44 UTC
Pattern Clarc wrote:
Rebecha Pucontis wrote:
Also using the logic which you are using, if we are going for pure performance, then we would find the optimal layout for the perfect pvp ship and make every ship have that particular layout. Also using your logic, no ship should have any unbonused high slots, as they are inferior to an extra low or a medium.

No, it's not the same logic. Eve game mechanics offers limited, but real, alternative paths, niches, environments or roles, with weapons systems that are behaviourally different enough to provide real choice. Deliberately building inefficiency is only OK if it excels in a given role, otherwise your just pissing people off by making them train more, fit more mods, and waste more slots to accomplish a trivial level of performance.

I personally don't believe projectiles and armour mix (projectiles have deliberately low dps for too many good reasons and thus need spare low slots for dps, and oversized shield mods for tank) - and given that we have at least 4 other t1 turret plus armour, ships, and that amarr and gallente have managed to have two of each, minmatar should have 2 shield based ships, one with alpha, and the other with fall off.

CCP Rise mentioned something about armour artillery. If he were to go down that route, the ship as designed would have to be changed to forfill that role efficiently, in that context, would you rather have a tracking computer or damage mod or cruise missile launcher?

If the ship is being pigeon holed into armour then without doubt it needs another low slot or two. The thing is the Tempest doesn't have enough mids or lows to excel at either. But then using your owny words above, that doesn't matter as long as it excels in other areas. The area I would personally like to see it excel is in its ability to deliver sustained damaged.

I can see the inefficiency with the two utility highs, but it doesn't bother me if the ship can still excel by modifying its other attributes. The slot layout really seems to be a bug bear though to you and some others in this thread. For me the bug bear is the damage application, it simply doesn't deliver enough damage in my opinion. I want to see it being able to deliver more damage than the Tornado and Maelstrom and approaching the levels which the Typhoon can currently deliver.
Rebecha Pucontis
Doomheim
#1126 - 2013-05-15 18:48:31 UTC
The Djego wrote:
A utility med for a TD/better tank options to outlast them at your range. Both options the extra med slot would provide.

Also both option could be provided by giving the Tempest a falloff bonus as I suggested in my Tempest proposal a while back. Or by increasing the base shield HP. So if your statement above is correct. then I assume you'd be happy keeping the current slot layout if either shield HP increased, or falloff bonus was included? If what I assume is true though you and Pattern will still oppose it as you are fixed on the slot layout change even though the options I mentioned above will provide exactly the same benefit whilst keeping the slot layout intact.
Kane Fenris
NWP
#1127 - 2013-05-15 18:59:58 UTC  |  Edited by: Kane Fenris
as somebody said the spot where tempest could be as an fats ac ship is to crowded with machs tronados and galente blaster ships..... and i think hes right .

one could maybe find a spot in between there but i think maybe a comletely new approch woul be much better.

keep the two main charakteristics
-keep it fast
-keep the 2 utility highs

screw the rest and think up something new
maybe some smartbomb (bonusrange?/activation cost?) or energy transfer or some other crazy stuff for utility high slots and boost it into a comepletly new role which would make it distinct.

new roles could be found! ....and thats in the spirit of the great eve sandbox.

althogh i fear its way to late for such radical approach
Pattern Clarc
Citeregis
#1128 - 2013-05-15 19:20:06 UTC
Rebecha Pucontis wrote:
The Djego wrote:
A utility med for a TD/better tank options to outlast them at your range. Both options the extra med slot would provide.

Also both option could be provided by giving the Tempest a falloff bonus as I suggested in my Tempest proposal a while back. Or by increasing the base shield HP. So if your statement above is correct. then I assume you'd be happy keeping the current slot layout if either shield HP increased, or falloff bonus was included? If what I assume is true though you and Pattern will still oppose it as you are fixed on the slot layout change even though the options I mentioned above will provide exactly the same benefit whilst keeping the slot layout intact.

No one said anything about slot OR fall off. 7/6/6 would be with an 8% rof and 10% fall off bonus. The extra mid could be used to extend range even further, or improve tracking speed or improve lock range or fit lock breaker or eccm or mjd or... etc etc.


If you want more turret dps, fly a Maelstrom or Tornado - that's what they excel at, and your just displacing one problem with another in that aspect. And in general on the DPS subject, if your just after high eft numbers, fly gallente, seriously. I've seen what happens when minmatar ships or projectiles do unnatural amounts of dps, gallente ask for boosts the very next weekend. I've got the t-shirt. I think, as I've explained before, minmatar have excelled when they use oversized tanking mods (no other race could use) to maximise low PG autocannons and limited tanking slots (eg rifter, rupture, sleipnir) to simply grind down opponents from beyond their range, or at point blank range vs ranged opponents. With battleships, that never existed, so minmatar battleships ALWAYS sucked to some extent, although back in the past, fall off an alpha used to be more viable, as did nosferatu.
Welcome to 2013, the meta has changed, and now the Tempest actually needs a role (even if that role is utility), and not just MORE DPS, because the new phoon and maelstrom do that all too well TBFH.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Pattern Clarc
Citeregis
#1129 - 2013-05-15 19:26:58 UTC
Kane Fenris wrote:
as somebody said the spot where tempest could be as an fats ac ship is to crowded with machs tronados and galente blaster ships..... and i think hes right .

one could maybe find a spot in between there but i think maybe a comletely new approch woul be much better.

keep the two main charakteristics
-keep it fast
-keep the 2 utility highs

screw the rest and think up something new
maybe some smartbomb (bonusrange?/activation cost?) or energy transfer or some other crazy stuff for utility high slots and boost it into a comepletly new role which would make it distinct.

new roles could be found! ....and thats in the spirit of the great eve sandbox.

althogh i fear its way to late for such radical approach

Too niche, leave that **** for t2. Smile

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

The Djego
Hellequin Inc.
#1130 - 2013-05-15 19:30:56 UTC  |  Edited by: The Djego
Rebecha Pucontis wrote:
The Djego wrote:
A utility med for a TD/better tank options to outlast them at your range. Both options the extra med slot would provide.

Also both option could be provided by giving the Tempest a falloff bonus as I suggested in my Tempest proposal a while back. Or by increasing the base shield HP. So if your statement above is correct. then I assume you'd be happy keeping the current slot layout if either shield HP increased, or falloff bonus was included? If what I assume is true though you and Pattern will still oppose it as you are fixed on the slot layout change even though the options I mentioned above will provide exactly the same benefit whilst keeping the slot layout intact.


The extra med considerably improves the flexibility. I actually did a 7/6/6 concept on FHC that keeps both utility high slots by reducing turret count to 5 with a 10% rof bonus. However after playing around with the concept for a couple of days, I think that this was simply a bit to much(against sane standards, it was pretty much ok against active tanking neutron Hypes). Also one big downside of this is that it will be not a relevant artillery ship for pvp(even if it easily could field a full rack of 1400mm in a nano shield setup).

While the falloff bonus helps the pest out, it will be the extra utility or the extra tank you can mount that will make it a desirable medium range platform(yes pattern convinced me). With the extra utility options, it basically keeps her flexible nature and you still have the option to go full buffer.

The point is simply that we both want to avoid to give the tempest a free slot(I probably a bit less than pattern) just to bring it in line with the other BS and comparing the options a extra low/med would give, makes the utility high slot a easy target for this.

I did the armor concept mostly because so many people wanted to see something like this. While I never flown a armor pest(because it is terrible) I can see the need for it and it actually doesn't need this much help to become a relevant fleet platform.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Rebecha Pucontis
Doomheim
#1131 - 2013-05-15 20:54:23 UTC
It is nice to read well thought out and written responses. I can see what you are both getting at, changing the slot layout gives extra flexibility in the mids rather than altering base stats which will provide a static buff to either the shields or the falloff/tracking.

Unfortunately I cannot be convinced still as I believe the Tempest's role lies firmly in being able to out damage the Tornado and Maelstrom. For small gang warfare damage application is king, and I dont feel the option to add a shield buffer adds very much compared to a falloff or tracking bonus, and so the extra flexbility in the mid adds very little in my mind.

If you focus on using it with a decent shield buffer then its role will end up half way between a maelstrom and a tornado but not actually excelling at either. I would be interested in your opinion on why you think a shield buffer would be chosen over a tracking/falloff bonus when you can simply go for the maelstrom which will always out compete the Tempest in terms of shield?

Why not just forget the shield and go for tracking/falloff bonus on the hull, and then make the Tempest excel at damage application. To clarify my thinking ill link the original proposal below.

Rebecha Pucontis wrote:
Tempest:

Minmatar Battleship Skill Bonuses:
+8.5% bonus to Large Projectile Turret rate of fire
+5% bonus to Large Projectile Turret falloff

Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers
Fittings: 16000 PWG, 550 CPU
Defense (shields / armor / hull) : 6900 (-100) / 6900 (-400) / 6800
Capacitor (amount / recharge rate / cap per second) : 5400 / 1154s / 4.68
Mobility (max velocity / agility / mass / align time): 130 (+10) / .11 (-0.1) / 101050000 / ??
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km / 100 / 7
Sensor strength: 20 Ladar Sensor Strength
Signature radius: 350 (-10)

Seeing as tiers have now been removed completely from the game, why exactly should the Mael, which is much stronger EHP wise, also be able out damage the Tempest, therefore always leaving the Tempest in a poor second place. I think this paradigm is the possible cause of the Tempests current issue.

By combining bonuses and giving a 8.5% rate of fire bonus instead this is what you are looking at in terms of sustained dps when looking at projectiles taking 100% as the max.

Mael - 100%
Tornado - 100%
Tempest - 98%

So the sustained Dps of the Tempest is just below that of the Tornado and Mael. Then when you take into account the two utilities you will be doing more sustained dps over a period of time.

Now looking at alpha damage this is how it looks with again 100% as the max.

Mael - 100%
Tornado - 100%
Tempest - 75%

So clear roles are evident here now. If you want sustained dps with a mobile hull then the Tempest is now looking very attractive. If you want alpha then you want to go for the mael or the tornado.

Now the falloff bonus is included as the Tempest is an attack BS, and so kiting will be the predominant tactic, this bonus fits that role perfectly with either autos or artillery.

With a proposal along these lines you are getting clear roles for each BS. I haven't calulated where the Typhoon fits in here, but I assume it is putting out even more dps due to its relatively weaker hull as it quite rightly should do. And obviously being a missile ship there is little overlap between the projectile firing Tempest.

If any further nerfs are needed then I would drop EHP further if deemed necessary, although a modicum of EHP will be required as it is intended to kite so will still be sustaining damage despite being able to perhaps mitigate some. But perhaps with this level of dps some reduction may be needed to offset the damage.

But in essence what you will have is a very clear roles.

If you want mobile projectile based dps, then you would choose the Tempest.
If you want sniping, then you go for the Tornado.
If you want fleet ship with heavy tank, good sustained dps and alpha, but a slow hull to compensate, then you have the Mael.
If you want mobile missile based dps, then you go for the Typhoon.
Pattern Clarc
Citeregis
#1132 - 2013-05-15 21:06:20 UTC  |  Edited by: Pattern Clarc
Rebecha Pucontis wrote:
If you focus on using it with a decent shield buffer then its role will end up half way between a maelstrom and a tornado but not actually excelling at either. I would be interested in your opinion on why you think a shield buffer would be chosen over a tracking/falloff bonus when you can simply go for the maelstrom which will always out compete the Tempest in terms of shield?

Why not just forget the shield and go for tracking/falloff bonus on the hull, and then make the Tempest excel at damage application. To clarify my thinking ill link the original proposal below.

1) It'll be an attack ship with a shield and armour ability - vs a very slow combat ship with +37% more active tank or a ABC with a 5th the hit points.

2) The Talos and Hyperion doesn't stop the Megathron from being an armour tanking attack ship, nor does the Abaddon or Oracle stop the Apoc from being an armour combat ship, why should it be different in this case?

3) And, it will have as many low slots as it does in your proposal, IT WILL ARMOUR TANK NO WORSE than it does now. Perhaps better, if you want to toss in things like cap batteries and or re-chargers for pvp/pve.

4) Shield tanking enhances damage application, which seems to be your no1 problem. Funny that.

5) The fall off bonus alone isn't enough, compare fall off with what a cruise missile phoon would do? In many ways, the slot layout offers more meaningful change than changing the bonuses

6) Oh, and there are just too many armour battleships, too many armour +turret battleships - the game is healthier trying to balance this out.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Rebecha Pucontis
Doomheim
#1133 - 2013-05-15 21:36:27 UTC
Pattern Clarc wrote:
Rebecha Pucontis wrote:
If you focus on using it with a decent shield buffer then its role will end up half way between a maelstrom and a tornado but not actually excelling at either. I would be interested in your opinion on why you think a shield buffer would be chosen over a tracking/falloff bonus when you can simply go for the maelstrom which will always out compete the Tempest in terms of shield?

Why not just forget the shield and go for tracking/falloff bonus on the hull, and then make the Tempest excel at damage application. To clarify my thinking ill link the original proposal below.

1) It'll be an attack ship with a shield and armour ability - vs a very slow combat ship with +37% more active tank or a ABC with a 5th the hit points.

2) The Talos and Hyperion doesn't stop the Megathron from being an armour tanking attack ship, nor does the Abaddon or Oracle stop the Apoc from being an armour combat ship, why should it be different in this case?

3) And, it will have as many low slots as it does in your proposal, IT WILL ARMOUR TANK NO WORSE than it does now. Perhaps better, if you want to toss in things like cap batteries and or re-chargers for pvp/pve.

4) Shield tanking enhances damage application, which seems to be your no1 problem. Funny that.

5) The fall off bonus alone isn't enough, compare fall off with what a cruise missile phoon would do? In many ways, the slot layout offers more meaningful change than changing the bonuses

6) Oh, and there are just too many armour battleships, too many armour +turret battleships - the game is healthier trying to balance this out.

Hmm I still just don't see much reason to use a shield fit Tempest over a Maelstrom or Tornado. There is massive overlap between the 3 ships under your proposal which would really squeeze the Tempest and I don't think it would get used much, and I think if your honest you'd agree with me too that it wont get used much either. The 3 ships would simply become different shades of the same colour with the Tempest being in the middle. Not saying it wouldn't work, but just that it wouldn't offer much incentive to use it over the other two ships.
Pattern Clarc
Citeregis
#1134 - 2013-05-15 21:50:52 UTC  |  Edited by: Pattern Clarc
Oh, I think quite the opposite, in many ways it puts the Maelstrom in the shade, but with 25% more alpha and the ability to active tank strongly, hopefully, the Maelstrom might still hold some value.

Shield Tempest would be agile and ganky enough to keep up with roaming fleets with ehp/utility to do something useful to ships it's own size, maybe.

Armour tempest will be better than current with acs or artillery, with significantly greater range (with 7.5% - 10% fall off bonuses, pg boost and additional mid) for fleet stuff or general ewar/magic tricks for solo stuff

Basically, it becomes more unpredictable and flexible with improved turret performance. I'll type up the final version later.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Kagura Nikon
Native Freshfood
Minmatar Republic
#1135 - 2013-05-15 22:21:15 UTC
Since we 3 are discussion this for 5 pagea lready. They could give us a Pattern issue Tempest, a Puncontis Issue Tempest, and a NIkon Issue tempest

"If brute force does not solve your problem....  then you are  surely not using enough!"

Ersahi Kir
Brutor Tribe
Minmatar Republic
#1136 - 2013-05-15 23:07:52 UTC
I almost want the tempest to be turned into a snipe-y ship. 8-9 effective turrets but +50% optimal. With the change to tracking enhancers it may differentiate itself from the maelstrom with extreme long range (200 km+ optimal).
Drunken Bum
#1137 - 2013-05-15 23:14:53 UTC
I think the best idea ive seen so far for the temp is a 10% rof bonus, 6 guns, and 7.5% tracking speed bonus per level. Minnis have a sniping ship in the mael. For any minnie pilot who wants to fly a fast battleship with minmatar guns, theres nothing. The tempest should fill that role imo. The phoon uses missiles. IDC about missiles. Even though the phoon kinda makes me wanna train em after al these years.

After the patch we're giving the market some gentle supply restriction, like tying one wrist to the bedpost loosely with soft silk rope. Just enough to make things a bit more exciting for the market, not enough to make a safeword necessary.  -Fozzie

Garresh
Mackies Raiders
Wild Geese.
#1138 - 2013-05-16 07:12:24 UTC  |  Edited by: Garresh
Pattern Clarc wrote:
Rebecha Pucontis wrote:
Pattern Clarc wrote:
In a 7/6/6 or 7/5/7 tempest, there is absolutely nothing stopping you from dropping 1 or more of your 6 turret hardpoints for an additional launcher.

The high slot modules offer specific abilities which you will not get on a mid or low slot items. And lets be honest, you are going to fill every bonused turret, launcher slot with the specified weapon.

My point is that performance matters, and that's why split weapons suck. If fitting split weapons was REALLY so important that you'd sacrifice performance in your main weapon system, you'd happy trade turrets for missiles regardless of how many turret spots you've maxed out.

If that sounds silly, then welcome to how I, and I'm sure many others view the "cosmetic value' aspect of your argument.


I hate to use this concept, as it's often misused, but it applies here.

There are 3 broad levels of balance in regards to elements in a game. Optimal, Viable, and Non-Viable.

To use tech 1 frigs as an example. The Merlin is Optimal. The Rifter is Viable. And we're all rather lucky that there are no non-viable ships in T1 frigs atm. Split weapon systems were never optimal. Ever. But they were, in some cases, viable. I like throwing the typhoon out as the poster child for split weapons because it just works so well, but if you split out to drone boats you see tons of gallente ships which use split weapons and still do good dps despite having to share lows. The vexor is a ******* monster right now.

As for minmatar split weapons, the reason so many split weapons were non-viable was that most of then were bottom tier, suffered from poor slot layouts, or anemic powergrid and CPU. Let's use the current Scythe Fleet Issue as an example of this. It's on the very border between viable and non-viable, offering an interesting frigate killing platform and a great deal of mobility. But it's too squishy to be of use. It reminds me of the pre-tiericide stabber, TBH. But anyways, let's say you were to buff it's fitting potential. Suddenly you'd start seeing viable 1600mm fittings, with the advantage that it is a great deal faster than most armor ships. It's damage output is still quite good despite it's "handicaps", and it has massive utility potential.

Nobody is saying that split weapons are going to be optimal. They aren't, never were, and never will be. But when they were viable, they were *extraordinarily* fun. It's the same reason you see people still flying rifters, or the occassionally breacher pilot in low, or any number of non-viable ships which are fun in PvP. It offers a playstyle that is unique and different, and many players(myself included), like mixing it up with unorthodox tactics. THAT is why we defend split weapon systems. Nobody gives a **** about cosmetics. You can't see the **** when you're zoomed out anyways. Performance DOES matter, but not everything has to be perfectly balanced. As long as everything is viable, the game's minor imbalances are a minor nuisance at worst, and a way for "I'M SPECIAL" pilots to differentiate themselves at best.

Edit:
Oh and one more thing, split weapons have a role. They're great solo ships because of their flexible damage application, and they're actually really good for building monster tank on, since they're base damage before damage mods is often equal or higher than a single weapon ship. This frees them up to fit a monster tank. It's kind of like a reverse drake, where its monster tank means it can afford to shove 4 damage mods in its lows to compensate for weak damage.

This Space Intentionally Left Blank

Undertow Latheus
Trisolaris Military Academy
Fraternity Auxiliary
#1139 - 2013-05-16 07:40:19 UTC
Really, before we can do anything to save the Tempest, we need to figure out what the hell it's supposed to do. Right now, if you want to do any sort of armor tank, you use the Typhoon for its 7 low slots. If you want to have a strong shield tank, you use the Maelstrom with its 6 mids and shield boost bonus. If you want to do DPS, you choose the typhoon or maelstrom. If you want to have a fast kiting battleship, you also choose the typhoon, because cruises will be hilariously better than trying to kite using Barrage, and because the typhoon is faster and has a better slot layout. If you want to snipe, you use the Maelstrom which has higher DPS and alpha.

After the Typhoon is buffed, there will be no circumstance where the Tempest will be preferred for anything. In fact, the only time you will want to use anything other than the Typhoon will be if you want to either have 1400's for alpha, or if for some reason you want to fit a strong active shield tank. There needs to some circumstance, at least one, where the Tempest is the (minmatar) battleship of choice. Right now there isn't. If CCP really wants it to be an "attack battleship" it needs to have a buff to agility and damage application (either falloff or tracking). Maybe the Pest could have higher top speed while the Phoon has better agility and sig radius, or vice versa. Personally, I agree with the idea to give it 10% ROF and 7.5% Tracking, along with increasing speed and taking a look at the viability of Large Autocannons as a weapon system. In particular, it is sad that large autocannons sacrifice some of their already low DPS once you shoot past a mere 5km.

Now I'd like to switch gears a little bit, and talk about the Maelstrom, the oft-forgotten battleship. It is a very straightforward ship meant to be the slow gank and tank Minmatar battleship, but overall the ship just doesn't make sense. As a solo or pve ship, it can fit a strong active tank and have respectable DPS, but projectiles are ineffective for PVE when we can use a cruise missile phoon instead, and a maelstrom can not effectively solo pvp because it is impossible to simultaneously fit a tank and enough tackle to actually apply its DPS. As a gang or fleet ship, its active tank bonus is useless since fleets rely either on RR or passive buffer. As a sniper, its shield bonus makes no sense, and its ROF bonus fails to take advantage of arty's high alpha.

My proposal for the Maelstrom is to truly make it the Minmatar 'Ship of the Line'. First, replace its ROF bonus with a damage bonus to make it the king of alpha, while the Pest receives its 10% ROF bonus. The second change is a bit more unorthodox, but I think really is needed in order to make the Maelstrom viable for gang PvP. As mentioned above, one of the Maelstrom's biggest problems is that a shield boost bonus is only really useful for solo pvp/pve, but the maelstrom is incapable of soloing due to its low speed and lack of utility or extra tackle slots. My proposal is to make its shield boost bonus also apply to amount of remote shield rep received (maybe at 5% instead of 7.5%). This would give people a reason to use the maelstrom in gangs or fleets as a durable gank/tank platform, which its current bonus is ineffective for.

TL;DR

Give Tempest 10% ROF and 7.5% tracking per level, increase speed, potentially rebalance Large AC's so that the Pest is capable of applying almost full dps at 24km.

Give Maelstrom 5% Damage Bonus instead of ROF Bonus, and make its active shield boost bonus also apply to receiving shield transfers, making the Maelstrom viable for gangs or fleets.

Even if these exact changes arent done, most importantly, figure out what the hell the Pest and Maelstrom are supposed to do, and redesign them so that they actually make sense for those roles.
Lloyd Roses
Artificial Memories
#1140 - 2013-05-16 08:16:02 UTC
Undertow Latheus wrote:
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tl;dr: Cmon, find the Tempest a niche! Niche first, stats later!