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Player Features and Ideas Discussion

 
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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#281 - 2013-06-27 05:10:54 UTC
La Nariz wrote:
How about one that specializes in fuel like isotopes, stront, and liquid ozone?

How about no?
Those Iterons are too much already.
That would end up having specialized bays for everything.

I can only agree with idea of having a POS fueler (bay for fuel blocks), but that should be T2 hauler, and racial blocks only. Could be a good role for Deep Space Transports, because POSes are usually installed out of hisec.
Petrified
Old and Petrified Syndication
#282 - 2013-06-27 05:12:50 UTC
Skia Aumer wrote:

And...
NERF
THAT
ORCA!


BLASPHEMY!


;)

The Orca did an excellent job of drawing attention to the disparity between Industrials and Freighters. The solution is not to nerf the Orca but make the easier to train to Industrials better. This is certainly a step in the right direction and more tweaking should be sought out.

Power Creep with Industrials is what we need. Not nerfing of the Orca (which was already nerfed with the replacement of corporate hangers.

Just my perspective.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Luscius Uta
#283 - 2013-06-27 05:25:27 UTC
Although I like the introduction of specialized bays for leftover Industrials, Ammo bay doesn't sound that useful to me (but it could work well on a carrier - though 2000 m^3 capacity would be rather enough), so I would replace it with a commodity bay.

Workarounds are not bugfixes.

Mara Pahrdi
The Order of Anoyia
#284 - 2013-06-27 05:58:07 UTC  |  Edited by: Mara Pahrdi
Awesome changes for now. Time will tell if all is of this is good, but there's a lot for new players and finally a reason to crosstrain for established hauler chars.

Come to think of it, most of my haulers are currently on a int/mem remap. Dammn... Lol

Remove standings and insurance.

Doogan Algaert
Athalia Grace Foundation
#285 - 2013-06-27 06:01:00 UTC

Really like the direction of these changes, and about time the indy ships got some TLC.

But what about the primae?? Could you please fix it where its actually a bit more useful?

Keep up the great work guys, great stuff you are doing.

Looking forward to the next expansion already. P
Ersahi Kir
Brutor Tribe
Minmatar Republic
#286 - 2013-06-27 06:18:28 UTC  |  Edited by: Ersahi Kir
I still really like the update rise, but I think that something was overlooked.

The sigil simply fails to be the tanky industrial because of slot layout. The simple reality is industrials are shield tanks because cargo low slots and cargo rigs are disharmonious with armor tanking. After playing around with the numbers a little it really looks like the the specialty of the sigil is lost under real build conditions.

Specifically, I see the most general fit for the sigil being 2 LSE II's, 2 shield hardeners, and cargo expander lows and rigs. In this configuration it will have:

Sigil
6030 shield HP + 2 hardeners worth of resists
1629 armor hp
629 hull hp
(all skills level 0 except for astronomic rigging 5).

Compare that to the other tanky aligny ships:

Badger (2 meta 4 LSE's, 4 hardeners + max cargo)
5940 shield hp + 4 hardeners
643 armor HP
843 structure HP

Wreath (2 LSE II's + 2 resist amps + 1 hardener + max cargo)
6390 shield HP + 2 resist amps + 1 hardener
857 armor HP
737 structure HP

Iteron (2 LSE II's, + 3 hardeners + max cargo)
6210 shield HP + 3 hardeners
900 armor HP
851 structure HP

The only situation where the sigil really gets to flex it's specialty of highest hp is when 2625 m3 of cargo is sufficient, which would allow you to use all the low slots for a nice armor tank. But again, the reality is that shield tanks are preferable because they allow you to use the industrial to it's maximum hauling potential.

I honestly think that the sigil could exchange some of it's armor hp for some extra base shield hp. I also think that if the sigil can't match hardeners it's always going to miss it's intended role, so I think that a 2/6/4 or a 1/6/5 slot layout is required.

Just some food for thought.

/someone should probably check my numbers to make sure I'm not a moron, I was assuming level 0 skills except for astronomic rigging 5

edit: max fitting skills are assumed, so engineering 5 and shield upgrades 5.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#287 - 2013-06-27 06:51:51 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Thought about new changes a bit.

Why nerf Mammoth?

it was perfectly balanced tanky/cargo industrial be4 your proposed change (31k ehp/7k cargo is just enough to transport mission salvage and loot, and sometimes BPC and faction items and not think about gate campers). Now you destroyed both tankiness (by removing mid slot) and cargo by decreasing base cargo.

Example of fit:
[Mammoth, Tanky]
Reactor Control Unit II
Reactor Control Unit II
Power Diagnostic System II
Damage Control II

Large Shield Extender II
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Thermic Dissipation Amplifier II

Salvager I
Salvager I

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Now you gave this role to badger MKII that will have superior tank and superior cargo.

Also: which part of wreathe model screams of "tank"?

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

Ricc Deckard
The Scope
Gallente Federation
#288 - 2013-06-27 07:03:03 UTC
I know that it is probably not possible with the current mechanic but a POS hauler would be awesome (aka POS/POS mods/fuelblocks/stront - bay)
Prof Dr Haxxx
Peoples Liberation Army
Goonswarm Federation
#289 - 2013-06-27 07:05:01 UTC
Ricc Deckard wrote:
I know that it is probably not possible with the current mechanic but a POS hauler would be awesome (aka POS/POS mods/fuelblocks/stront - bay)


+1!
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#290 - 2013-06-27 07:09:07 UTC
This is not a tiericide.

Every bonus is cargo and velocity/agility.

Imagine if all the cruisers only had a damage and velocity bonus, and otherwise only varied between a small number of turrets to large number of turrets.

There is no other utility here but "hauls cargo" and no real choices except "hauls less, quickly" and "hauls more, slowly". And Gallente get 3 extra-large versions, but limits on what type of stuff can go in them.

So not only do we still get tiers of cargo ships, (same bonuses but better base stats) but when you look at the numbers it really comes down to "Battle Badger" or Gallente if you actually what to haul stuff. Cross training is easier, but with these ideas there is no reason to cross train. Gallente Industrial V is Best Industrial V.


Give us something more than a little variation in cargohold size and align time. The restricted cargoholds can be saved for some future ORE cargo ship, or some zany Tech3 Industrial.

How about shield resists for the Badger, like a quick armored car. Armor resists for the Bestower, for those wanting a big slow brick. Tractor beam bonus is an obvious one to throw on something. I used all that extra cpu to put an expanded probe launcher on my Mammoth, came in handy several times to be able to use combat probes, so a probe bonus would be nice. A fleet hanger with refitting on one or two of them would be useful, and it gives reason for people to leave these ships in space for others who want to hunt them. How about a turret bonus for the Hoarder's 2 guns, or an Iteron with a full flight of bonused light drones. Have a couple options for fighting back.

Give Industrials some racial flavor and some interesting bonuses. If you want special bays, a fleet hanger would be far more useful. Make them sexier than just boring old speed vs cargo.
Milton Middleson
Rifterlings
#291 - 2013-06-27 07:19:45 UTC
What immediately jumps out at me is that the Iteron Mk. II, even with the oversized specialist bay, is still inferior to a regular hauler loaded with the standard array of mineral compression mods. It wins in terms of accessibility, I suppose, but I'd expect that someone really interested in moving minerals around is probably going to ditch it for an Iteron V or Bestower full of compression mods as soon as possible. You might want to consider making that bay significantly larger (or, more radically, making minerals significantly smaller).
Caitlyn Tufy
Perkone
Caldari State
#292 - 2013-06-27 07:21:43 UTC
Kirimeena D'Zbrkesbris wrote:
Also: which part of wreathe model screams of "tank"?


Frankly, with Wreathe, I'm not planning on tanking much. With that many lows, I'd rather fit it for pure speed. 3x Hyperspatial Velocity Optimizer = 10.37 AU/s, add Nanofibers, Inertia Stabilizers and an MWD and you've got one insanely fast industrial that can still survive some trouble. If I'll need more cargo, Cargohold Expanders can add the needed flexibility.

Ersahi Kir wrote:
But again, the reality is that shield tanks are preferable because they allow you to use the industrial to it's maximum hauling potential.


Why are you using the best tanking hauler if you need maximum hauling potential? Wouldn't you consider that something with more mid slots would be a better idea then? The way I see Sigil used is for very expensive low volume cargo that needs maximum possible defense available at the cost of all the cargo volume. It can still be fit in a different way, but it will always be suboptimal at it compared to other haulers.
My Ling
Swing Bells Investment Fund GmbH und Co. KG
#293 - 2013-06-27 07:32:38 UTC  |  Edited by: My Ling
this is going to be wonderful! :) i congratulate you. by giving specialized applications to all those haulertypes, you add more of the good old eve-depth.
Kel hound
The Scope
Gallente Federation
#294 - 2013-06-27 07:41:27 UTC
CCP Rise wrote:
Abus Finkel wrote:
I see no reason for anyone to train anything other than Gallente industrials if this goes through. Why use any other races if Gallente can do the same plus much more.


For hauling needs outside of the special bays you will generally get better performance from options other than Gallente.


plus if I am reading this correctly we will get the full benefit from the specialised bays with only 1 level in Gal Indy?

this is a good change. Ya'll done good by the indys. The one thing I might suggest for these is to allow the ammo hauler to also service refits - ala Jester's fleet tender idea (sorry I don't have the link).

As a wormholer can I just say how much I love you for giving all haulers 2 high slots? <3
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#295 - 2013-06-27 08:24:14 UTC
Minmatar have complete line of missile ships now, why didnt you add launcher hardpoint to any minmatar industrial ship. Same with drones and Amarr ships.

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

Jowen Datloran
Science and Trade Institute
Caldari State
#296 - 2013-06-27 08:31:45 UTC
Really good changes.

Variance is the key.

Mr. Science & Trade Institute, EVE Online Lorebook 

Skia Aumer
Planetary Harvesting and Processing LLC
#297 - 2013-06-27 09:03:15 UTC
Petrified wrote:
The Orca did an excellent job of drawing attention to the disparity between Industrials and Freighters. The solution is not to nerf the Orca but make the easier to train to Industrials better.

Most people think that hold capacity is the only factor to choose indy ship. Also they are not completely right, but cargo is important indeed. Orca has a big one - so it performs very good as an indy ship. But it was designed as a mining support! And in fact, it excels in that role as well!!1 On top of that, it's the ship of choice for WH collapsing. Combined, it means overpowered ship that everyone wants.

Some time before, it was balanced with skill prerequisites. "Thanks" to tiercide, this is no more. If it's not balanced now, then in 3 or so years CCP recognizes that and we'll get another 50-pages thread full of "REIMBURSE MY SP!!!"
Sable Moran
Moran Light Industries
#298 - 2013-06-27 09:09:54 UTC
After reading the Sigil specs I was like 'meh, better but..' then I read the Badger specs and a smile lit my face, after reading through all the ship specs I was grinning like a mad man. Now my co-workers are looking me funny. A job well done Rise, thank you.

Iteron name change was mentioned by some people, for the record; I absolutely object that idea. No name change!

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Phoenix Jones
Small-Arms Fire
#299 - 2013-06-27 09:16:26 UTC
Milton Middleson wrote:
What immediately jumps out at me is that the Iteron Mk. II, even with the oversized specialist bay, is still inferior to a regular hauler loaded with the standard array of mineral compression mods. It wins in terms of accessibility, I suppose, but I'd expect that someone really interested in moving minerals around is probably going to ditch it for an Iteron V or Bestower full of compression mods as soon as possible. You might want to consider making that bay significantly larger (or, more radically, making minerals significantly smaller).


That is a specific issue with compression, but the point is still valid. I think we all see a issue with the Mineral Iteron. Essentially it doesn't do enough.

If it could also haul isotopes, water, ozone (aka the minerals of processed ice), it would be much less of an issue.

Yaay!!!!

Galphii
Caldari Provisions
Caldari State
#300 - 2013-06-27 09:17:30 UTC
Thanks for these changes Rise, and thanks also for putting up with us sometimes rabid community members. We can be demanding, but only because we want EvE to be the best it can be Cool

Love the drones on the itty 1! Very gallente. And I love the specialist haulers, that's the sort of diversity I was hoping to see. Well done chaps!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.