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Player Features and Ideas Discussion

 
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What do we want from the Tech 3 rebalance?

First post
Author
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#21 - 2013-06-12 06:38:48 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Tchulen wrote:
I don't want WHs themselves nerfed. If T3's are balanced against other ships and so become jack of all trades, master of none, they won't get used as there will always be another, cheaper ship that is better at whatever you're doing. If this happens the price of T3 components will drop drastically in order to make T3's preferable by cost rather than power or people will just stop doing WHs as there wouldn't be any profit in it which would be a crying shame.

WHs have steady income with blues that drop from each sleeper drone.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Tchulen
Trumpets and Bookmarks
#22 - 2013-06-12 08:26:48 UTC
Kirimeena D'Zbrkesbris wrote:
Tchulen wrote:
I don't want WHs themselves nerfed. If T3's are balanced against other ships and so become jack of all trades, master of none, they won't get used as there will always be another, cheaper ship that is better at whatever you're doing. If this happens the price of T3 components will drop drastically in order to make T3's preferable by cost rather than power or people will just stop doing WHs as there wouldn't be any profit in it which would be a crying shame.

WHs have steady income with blues that drop from each sleeper drone.


That is a fair point, actually. I still think T3 are better as costly, powerful cruisers rather than a homogenized mediocrity, no matter how varied you can make them with the subsystems.
Dual B
Viziam
Amarr Empire
#23 - 2013-06-12 08:42:53 UTC
My humble opinion on the matter is that versatility is in and of itself not a solution to any problem. People don't fly ships that aren't the best at what they are designed to do, not withstanding cost. Look at what happened with the Retribution changes to frigates and cruisers. Many of them were poo before the changes, so what made them better? They were given role bonuses and appropriate configurations that allowed them to exploit those bonuses for specific tasks. While they still have the capability to be fit for other tasks people arent really doing so. It makes me think that CCP is a little off with its charts on versatility in relation to power.

In a sandbox game where people make their own fun they set out with a particular task in mind. They then find the best ship to do the job they want and train/skill/farm for it. Look at all the ships that are considered successfull. They aren't considered great beause they can do two or three things in one fitting, they are great because all aspects of the bonuses and fittings compliment each other to be devestatingly effective at a particular task.

I think DPS is pretty okay within the class of ships itself, perhaps the Tengu needs a further DPS or range nerf while the Legion and maybe Loki need a bit of love. Where I can see a problem is perhaps with their tanks. Particularly if one were to buff the DPS of the Legion it would need somewhat less tank. How about reducing tank while increasing speed? The result would be that they could still tank similar levels of damage, but would require careful management to do so. This would also make them less attractive to blobs and better for smallish gangs. Not 100% convinced by that but just throwing it out there.

In relation to T2 I can see that many races feel they have a problem particularly when comparing a HAC style T3 to an actual T2 HAC. Most of my experience comes from the Zealot and Legion as I am a somehwhat newer player and I cant really see too much of a problem. The Zealot is still fearsome but in quite a different way to the Legion, not to mention the difference in cost and potential skill point loss. In most cases it's a problem with T2 just being rubbish.

Unless we a find a way for versatility to actually be usefull on the battlefield I don't want to see T3's made more 'versatile' because then its not just a nerf to stats but a nerf to overal usability. Essentially what I'm asking for (and have yet to see) is for someone to suggest a way to construe the term 'versatility' in a way that people would actually want.

In short my opinion is that T3's are expensive and have the novel cost of skillpoint loss in addition to high hull costs and therefore need some power to justify undocking with such risks attached.
Swiftstrike1
Swiftstrike Incorporated
#24 - 2013-06-12 09:02:16 UTC  |  Edited by: Swiftstrike1
What I want from a T3 rebalance...

Add an engineering subsystem that allows you to remove rigs without destroying them. For balance purposes this should cost you a slot and/or weapon hardpoint.

Remove the Skillpoint loss when you lose a T3. It's not consistent with the rest of the game.

FIX T3 INSURANCE

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Dual B
Viziam
Amarr Empire
#25 - 2013-06-12 09:14:29 UTC
Swiftstrike1 wrote:
What I want from a T3 rebalance...

Add an engineering subsystem that allows you to remove rigs without destroying them. For balance purposes this should cost you a slot and/or weapon hardpoint.

Remove the Skillpoint loss when you lose a T3. It's not consistent with the rest of the game.

FIX T3 INSURANCE



First of all, how would this work? Rigs attached to that subsystem? You can pull them off that subsystem without destruction? What happens when you remove that sub? Can you attach normal rigs to the ship again? What happens when you re-attach the variable rig system? Do the 'hard' rigs disappear? Destroyed? back to cargo hold?

Second, who would use this? I can have two or three ships each set up to perform a task optimally well. Or I can take your new sub and have one ship that I can fit and rig for a number of tasks whenever I'm in station except in each instance its going to perform worse than having one of each ship. Result is that most people will never use it and you've just added another useless sub to teh already long list. Remove the drawbacks and people might consider it, but your still giving up the other engineering bonus.

EVE is a game about min-maxing. Unless versatility affects something after you press undock it's pretty useless.
Lloyd Roses
Artificial Memories
#26 - 2013-06-12 10:08:14 UTC
I'm totally confident that the upcoming T2 revamp by (shp-balancing-team) will do a huge chunk of work towards balanced T3s, especially with command shpis in the focus - imo the strongest competitor for the very important AHAC role of Tech-IIIs.
Michael Harari
Genos Occidere
HYDRA RELOADED
#27 - 2013-06-12 11:01:07 UTC
Ruze wrote:


Having a machine with good dps, a cloak, and decent speed. Having a cruiser that has natural stabs and good armor plus command links. Having a beast of a tank that can drop a cyno and remote rep.


They dont have good dps with cloaks.

They dont have natural stabs (with any subsystem).

They dont have good defenses with command links.

Battleships can have a beast of a tank, cyno and equal remote rep (they dont have the bonus, but they have up 8 highs)

Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#28 - 2013-06-12 12:54:43 UTC
Swiftstrike1 wrote:
What I want from a T3 rebalance...

Add an engineering subsystem that allows you to remove rigs without destroying them. For balance purposes this should cost you a slot and/or weapon hardpoint.

Remove the Skillpoint loss when you lose a T3. It's not consistent with the rest of the game.

FIX T3 INSURANCE


My main 2 characters fly T3s primarily but:

No to the rig idea. It is fine as it is.

50/50 -Skillpoint loss sucks but it does help to make flying T3 a bit more risk to go with the reward

T3 insurance- absolutely fix. Makes no sense at all based on the skillpoint loss. Either skillpoint loss or fix insurance but not both.
Robert Caldera
Caldera Trading and Investment
#29 - 2013-06-12 13:00:34 UTC
I want a heavy nerf of interdiction nullifier. Its OP too much.
Make both offensive subsystem so you cant fit cloak + nullifier for example.
Dual B
Viziam
Amarr Empire
#30 - 2013-06-12 13:20:46 UTC
Robert Caldera wrote:
I want a heavy nerf of interdiction nullifier. Its OP too much.
Make both offensive subsystem so you cant fit cloak + nullifier for example.


Whenever I see such suggestions all I think is that you're complaining about AFK cloaking. Quite frankly if someone wants to take a 500 mil+ ship into hostile territory then let them take that risk. What are they going to do once there? Its not like they have the cargohold to really move truly valuable or useful cargo. Sure, maybe a few high value tiny items are worth it but what's the problem with having a ship that's adept at moving such things? Or are you just annoyed at bling skipping your insta lock gate camps?

Not to mention that I personally think the module was orginally designed so that T3s could perform hit and run attacks in null while avoiding being bubbled in... Not that it seems to be used that way.
Robert Caldera
Caldera Trading and Investment
#31 - 2013-06-12 13:29:18 UTC
Dual B wrote:

Whenever I see such suggestions all I think is that you're complaining about AFK cloaking.


no this has nothing to do with cloaking, there simply shouldnt be ship/module for almost absolutely safe travel across 0.0/WH.
X Gallentius
Black Eagle1
#32 - 2013-06-12 13:42:46 UTC
Make them versatile, not OP like they are now. Scripts for everything - MWD/AB script, EM/Therm/Kin/Exp Script for resistance modules, Speed/Agility script, etc.... They they will be truly versatile.

Dual B
Viziam
Amarr Empire
#33 - 2013-06-12 13:48:18 UTC  |  Edited by: Dual B
Robert Caldera wrote:
Dual B wrote:

Whenever I see such suggestions all I think is that you're complaining about AFK cloaking.


no this has nothing to do with cloaking, there simply shouldnt be ship/module for almost absolutely safe travel across 0.0/WH.


As you stated, it's not completely safe, it is possible to be caught. To be honest with a little practice Cov ops frigates can pass through almost as easily. Sure there is higher chance of getting busted, but I don't feel its that much more difficult.

As for safe travel... What about jump bridges and clone hopping? There are plenty of easy ways to move around in hostile space without a T3. Correct me if I'm wrong but I am unaware of corps/alliance saying: "Alright folks, we have to get from A to B, but we want to avoid the bubbles so everyone hop into your T3's and off we go". So it doesn't eem to be used as a force projection tool or 'super sneaky get around you' tactics. The reason for this is because of the current layout, where to get both systems you have to sacrifice DPS bonuses and propulsion bonuses (not to mention fewer low slots, affecting tank/dps further).

I don't know if it was you but in the other thread in GD someone suggested moving Cov Ops in propulsion to avoid Cloack+Nullified. I laughed a little because that would result in 1k DPS proteus uncloaking at 3km. You suggestion is similar in that it would create other balance issues between subs and slot layouts.

Personally I don't use it a lot and think its something complained about far too much considering its limited value and capability. By all means tell me how it is negatively impacting play on a large scale to warrant significant changes, I would be interested to hear.

I think CCP put a lot of effort into balancing the subs in such a way as to avoid massively OP combinations appearing. It's also why many of the subs are poo, because to make them more powerfull would not make the OP in and of themself, but in combination with other subs would be too powerfull. Therefore any changes to the subs would have to take into account the macro balance picture of all subsystems. I don't think this is worth all the effort for something that. in my opinion at least, has such a limited impact on gameplay.
Robert Caldera
Caldera Trading and Investment
#34 - 2013-06-12 14:07:30 UTC
Dual B wrote:

As you stated, it's not completely safe, it is possible to be caught.

yes it is not 100% but requires very very bad luck for the pilot, which usually doesnt happen. So it can be considered as absolutely safe practically.

Dual B wrote:

To be honest with a little practice Cov ops frigates can pass through almost as easily.

1) no, here is much more risk involved since a nice bubble + some decloak cans is death of a covert. Nullified T3 on the contrary, simply jumps and warps off.
2) so if covert ops are similarly safe in your opinion, then we dont need nullified coverts, right?? There is already a tool for this job. Right?

Dual B wrote:

As for safe travel... What about jump bridges and clone hopping? There are plenty of easy ways to move around in hostile space without a T3.

1) another argument for nullifier nerf. There are already means for safe travel.
2) In fact, clones work just once per 24h (which should be increased a lot IMO); you cant transort stuff in your clone. You can be caught at jump bridge and jumpable ships are not accessible for a broad mass of people, covert T3 is much more accessible -> more people travelling safely.

Dual B wrote:
You suggestion is similar in that it would create other balance issues between subs and slot layouts..

which one exactly? It was just an example suggestion, not a final thought.


Someone asked what I expect from T3 rebalance, I put my thought into thread, thats all.
Dual B
Viziam
Amarr Empire
#35 - 2013-06-12 14:31:45 UTC
Robert Caldera wrote:
Snip



First of all, please don't get me wrong I'm not trying to say your ideas are 'stupid' or don't belong in this thread, as you rightly pointed out this thread is about potential T3 changes. Your suggestion comes up now and again in similar threads so I thought this might be an opportunity to discuss it?

Regarding bubbles and Cov Ops:
I would argue that considering a T3 costs 10-20 times more than a CovOps and will be slower if it makes a mistake is it so terrible that it should be even more difficult to catch? I agree that maybe the way I qualified my comparisons on how difficult it is to catch a CovOps with a T3 were a bit off.

Comparisons with other ways of moving around:
It seems you don't like the ease with wich players move around in general, not just limited to T3? Sorry but this is a entirely different kettle of fish which I feel would derail this a little. What I would say though is that your argument that it shouldn't exist because other ways already exist is a bit odd. I feel It's quite an expensive way moving around in comparison with bridging (A well managed titan should never be caught in the same way a well managed T3 should not be caught).

On accesability
I think this is your best point and one that I could agree with. It's too easy from a skillpoint/logistics standpoint to move around freely. What about special skill requirements for particular subs? Heavy navigation/science requirements on interdiction nullification? Something perhaps to consider in general with regard to T3 balancing.

My biggest issue is... Who cares? It's easy to move your character around but so what. What are you going to do once you get where you want to be? You can't carry much, can't DPS/tank reliably for the cost of the ship. I just don't see what one or two characters moving around through bubbles in expensive ships is really doing to hurt anyone. Intel? You can throw a lot of CovOps at a camp before a T3 is cost viable (not to mention skill differences). This is what I would most like to see addressed by you (or anyone) as I am happy to listen. Before this is addressed I would be reulctant to shake up the whole class and subsystem balance.
Robert Caldera
Caldera Trading and Investment
#36 - 2013-06-12 14:42:43 UTC
Dual B wrote:

Regarding bubbles and Cov Ops:
I would argue that considering a T3 costs 10-20 times more than a CovOps and will be slower if it makes a mistake is it so terrible that it should be even more difficult to catch? I agree that maybe the way I qualified my comparisons on how difficult it is to catch a CovOps with a T3 were a bit off.

T3 arent that expensive, they are pretty cheapish, especially if they allow moving high value stuff practically invulnerable.

Dual B wrote:

What I would say though is that your argument that it shouldn't exist because other ways already exist is a bit odd..

No, I just reversed your own argument. You said T3 are ok because there are already other means of safe travel. I say - if there are, so we dont need T3 as another one, then.

Dual B wrote:
I feel It's quite an expensive way moving around in comparison with bridging (A well managed titan should never be caught in the same way a well managed T3 should not be caught). .

why? T3 doesnt consume any fuel at all, you cant f*ck up cyno for your titan and bump and get killed, as happened to many carrier and JF pilots at stations who assumed full safety while jumping stuff. On the contrary, all you need when flying properly fitted, nullified T3 is set destination and keep clicking jump and cloak butans till you're there.

Dual B wrote:

My biggest issue is... Who cares? It's easy to move your character around but so what. What are you going to do once you get where you want to be?.

I care this is why I post here.
Its not about moving character but moving valuables safely. You had a chance to kill a covert (hauler)/recon hauling plex loot from 0.0 to empire in the past, nowadays they moving it in uncatchable T3 safely, whats wrong IMO.
Omnathious Deninard
University of Caille
Gallente Federation
#37 - 2013-06-12 14:47:21 UTC
IMO certain aspects of the ship should be locked in by the hull and not the subsystems.
Drone Bay (but not bandwidth)
Slot layout (but not hard points) with the interdiction nullifier still being a -1 low slot.
Cargo hold

Gallente would be
H-6
M-4
L-6
Drone bay 225
Cargohold 300

Caldari would be
H-6
M-7
L-3
Drone bay 50
Cargohold 425

Amarr
H-6
M-3
L-7
Drone bay 200
Cargohold 325

Minmatar
H-6
M-6
L-4
Drone bay 80
Cargohold 275

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

Omnathious Deninard
University of Caille
Gallente Federation
#38 - 2013-06-12 14:59:40 UTC
On the topic of the nullifier, so far today (from what information I can get so far) there has been 43 T3s destroyed today.
Of that 15 were in low sec, from that 6 were cloaky.
19 were in null sec, from that 11 were nullified.
I did not bother with high sec kills, but the remaining 9 so far were there.

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

dirtydebbs
the wreking crew
#39 - 2013-06-12 15:11:15 UTC  |  Edited by: dirtydebbs
Robert Caldera wrote:
Dual B wrote:

Whenever I see such suggestions all I think is that you're complaining about AFK cloaking.


no this has nothing to do with cloaking, there simply shouldnt be ship/module for almost absolutely safe travel across 0.0/WH.



why not have them both fitted as it makes no sense once ur epointed u aint going no where at all the only thing that needs doing is loosing the right to fit stabbs with a nullified sub a insta lock ship cna ruin ure day in one easily, and if you cant catch one then ure not doing it right or u just not that interested in catching it that much.

there sallways two side of a coin take wh and gates yeh it can balst past the bubles and jump but then it sitll has to align and warp off on the other side thats hwo you catch them
Robert Caldera
Caldera Trading and Investment
#40 - 2013-06-12 15:18:28 UTC  |  Edited by: Robert Caldera
dirtydebbs wrote:

why not have them both fitted as it makes no sense once ur epointed u aint going no where

this is where your plan fails.

dirtydebbs wrote:
a insta lock ship cna ruin ure day in one easily

there is no such thing as instalock in eve.
Should we bet ISK on that? I come in a T3 and you catch me by instalocking.


dirtydebbs wrote:
and if you cant catch one then ure not doing it right or u just not that interested in catching it that much.

well, the effort for catching a nullified T3 jump -> cloak clicker is through the roof for the simplicity and safety it offers.
The only way to do this is spamming million of drones in spawn sphere around a gate to prevent him cloaking too fast, this takes a while and is negated by GMs via simple petition in no time.