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[Odyssey 1.1] Command Ships

First post First post First post
Author
Vaju Enki
Secular Wisdom
#661 - 2013-08-03 07:02:45 UTC
Good work.

The Tears Must Flow

Goldensaver
Maraque Enterprises
Just let it happen
#662 - 2013-08-03 07:11:16 UTC
Hey, all you people quoting Dvla? You do know there's this great thing you can do that doesn't involve spamming a huge wall of text right? You can make it a lot easier on everyone by following these simple steps.

1: like his post. I get it, we all like his post, that's great. Doesn't mean it has to be on every page multiple times in its entirity.

2: Quote him. Seems like you all have this part down pat.

3: trim the quote. Find something in particular you really like out of his post. Perhaps write a TL;DR.

4: Right click the post number. Click on "Copy link location". From here, hyperlink something in your thread.

Here, I'll make an example so that none of you have to actually bother on your own.


Here's a post by Dvla that really conveys a lot of my opinions on this matter:

Dvla wrote:
[REDACTED]

TL;DR:
Add buffer bonuses to more CS's to provide racial choice for tanky command, remove Command Processors, make at least one CS per race approximately as tanky as the Damnation.

There, and it only takes about 4 or 5 extra lines per page, as opposed to 6 paragraphs.

Also, I disagree with one point of Dvla's. This in particular:

Dvla wrote:

Active tank bonuses on command ships? Really? I get that you want to give them some damage role even if I strongly disagree with that (since you know.. They will be using the highslots for links>probe launcher>other utility) but why would you want these ships to do every single thing? These are fleet ships, designed to be flown with fleets and while them being able to be flown solo as well that doesn't mean they need that kind of bonuses for it. That's like putting damage bonuses to logistics ships so that they can shoot something when they are flying solo and do you see that happening?


I agree that every race should have a choice of at least one for fleet work. But I do also think one should be viable for squad-wing sized gang warfare. That doesn't just mean brick tanking it to have 1m EHP and tons of sustain against a large hostile fleet. It means running with sometimes only even 1 logi, perhaps having to take some of the tank on itself, and having to contribute to the fight as well. Sometimes only bringing 2 or 3 links so it can at least pull its weight and apply some much needed damage at the small scale.

It really must be remembered that not everything is null blob warfare. Some people just want to get together a group of friends and go for a roam, and in this present iteration these are at least ships that are effective at this sort of thing. Now all they need to do is specialize one per race for massive blob warfare, because I will freely admit that only the Damnation really holds out against headshots.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#663 - 2013-08-03 07:19:28 UTC
I literally just finished training command ships V on my booster...and it's a role bonus now -_-


Can't complain overall though, good stuff. Kinda worried about the dual-action mindlinks though, especially in null blobs which will now get a full (albeit less so than now) bonus to everything.

thhief ghabmoef

Resgo
School of Applied Knowledge
Caldari State
#664 - 2013-08-03 07:29:25 UTC
If you want to do something other than cookie cutter for the tanking bonuses. Why not swap some of those local booster bonuses to bonuses to remote reps received?

I understand a lot of folks are complaining about how they use the command ships trying to protect them for that role. IE mission runners and the like, but they're just using those ships in that role because they go the most dps or tank or whatever. I'd really like to see the command ships be viable as both small or large fleet command ships. Able to power their links, call targets, and maneuver plus survive. If that means nerfing the dps to the ground, do it.. the role of the command ship is not to have the best dps on the field.
uyguhb
Imperial Shipment
Amarr Empire
#665 - 2013-08-03 07:40:18 UTC
Changes look really nice. until i remember half of the "fleet command" ships are still active tanked and cant stop shaking my head. No chance of seeing them in a fleet with more than 10 guys still :(

When OGB is gone damnations and vultures will continue to do well in fleets while the other 2 are just out of place.

Why ccp ? why ??
Cyaron wars
Academia RED HOT Corporation
#666 - 2013-08-03 07:52:56 UTC  |  Edited by: Cyaron wars
Going through proposed changes again I see where CCP is going to. They like the idea of combat command ships like Sleipnir, Astarte etc., but they also feel that other CS must be boosted as well. So general idea is to have TWO similar platforms for each race but with different damage mods. They are trying to balance DPS/TANK on those ships by Increasing DPS on Claymore for example and Increasing tank on Sleipnir but slightly nerfing it's DPS. I have to say that no matter how you buff it, Claymore will never reach same level in PVP and DPS projection as Sleipnir does, nor will Damnation do.

My assumption is that DPS coming from Sleipnir after patch will more or less be around 600 at best, but it's tanking will be booster for around 25%. I have to admit that I am not fan of such approach. Currently combat command ships are very useful in small scale/solo PVP. They have outstanding DPS and decent tank which allows small group of people brawl with a larger one. I am afraid that in attempt to fix damnation CCP will screw absolution and it's role in PVP now, same will happen to other ships. If you will take a close look at Astarte/EOS you will see that EOS will be very nice solo brawler is it used to be back in the days, but Astarte will become a former shadow if itself. Close-range-in-your-face high dps brawler will be gone :(
I would not say anything about NH/Vulture. After many attempts I was unable to make NH a decent solo boat. Fitting issues on that ship are huge. NH is the one which suffers most from fitting point of view.

As I already mentioned in my post before, why cannot we split roles on these ships? For example Thorax hull has 2 T2 versions that have completely different roles, price for those modifications are different as well. Why cannot we apply same formula to Command ships?
Let's take Prophecy hull and split T2 version of it for different roles:
- Damnation - Command Ship with gang links. Might even give them some utility advantage, like small bonus to racial e-war system.
- Absolution - Heavy Assault Battlecruiser or whatever you prefer.
Tweak production cost for those T2 hulls. They will be expensive but both will justify that price tag. This will create even wider variety of fleet comps for small gangs and large fleets (wonder how it will look like to field 100 Sleipnirs or Absos).

Ninja edit:

This fight perfectly demonstrates how good a group of CS can be. Killmail is missing way more maelstroms on it since they ran, but still. Decreasing damage on those ships will be sad thing to happen.

I would also add some tanking issues here. Sleipnir is most powerful solo CS these days due to very good balance between tank and DPS. With Dual ASB fit (most common fit these days) and without any links that ship can tank a significant amount of damage while melting enemy ships. It requires some shiny mods and fitting implants. That ship with said fitting justifies a long training curve it has (got lvl 5 skills) and ISK investment. I personally fly that ship and I clearly see difference between it and Astarte or Abso for example. Removing gun turrets on those ships will simple make them more of a useless ship for solo/small gang. I have a feeling that after such nerf on damage navy versions of those ships will be even better and role of Combat command ship will be gone...

So why don't you leave high slots on Astarte, Absolution, Sleipnir, Nighthawk as they are now and simply give them ability to fit 3 links? Pilots will drop guns and fit gang links if it will be required.
uyguhb
Imperial Shipment
Amarr Empire
#667 - 2013-08-03 07:59:47 UTC
My opinion is "field command ships" should be very nasty brawlers.
But "fleet command" ships should focus on tank to survive while filling their role properly something that will be even more important when OGB is gone.
Please give the eos and claymore hp bonuses rather than active tanks!
Soon Shin
Scarlet Weather Rhapsody
#668 - 2013-08-03 08:27:12 UTC
Despite the fact you are buffing local armor reps, I still stand by my position that Gallente Command ships should not have this bonus.

1. Gallente has less low slots
2. A small gang is more than enough to burn through local armor RR, even with drugs and boosts.
3. Gallente does not have the speed nor the weaponry to maintain range.
4. A bonus that is much less useful than Resists, even with resist reduction. I would take a 4% resist bonus over a 7.5-10% bonus to Local Reps Any Day for Armor.


Also Astarte and Sleipnir should maintain the same DPS they have now, I see no reason why they should be less than Navy BC's.

After all T2 is supposed to be superior to regular faction navy ships.

The Nighthawk still has that ******** 5 midslot setup and still lacks powergrid. You got rid of the kinetic damage for an all damage type bonus for the drake, so make it the same for the Nighthawk. FIX IT! !
Randy Wray
Republic Military School
Minmatar Republic
#669 - 2013-08-03 08:33:21 UTC
Make NH's bonuses work on rapid light missiles and that ship is done.

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

Arec Bardwin
#670 - 2013-08-03 08:48:07 UTC
Still local rep bonus Roll
Roime
Mea Culpa.
Shadow Cartel
#671 - 2013-08-03 09:07:08 UTC
On ships using weapons like heavy drones and blasters, local rep bonuses fit the bill. Gallente CSes are not meant for sov blobs.

.

Chi'Nane T'Kal
Interminatus
#672 - 2013-08-03 09:26:16 UTC  |  Edited by: Chi'Nane T'Kal
Dvla wrote:

The only thing these changes do for a 0.0 pilot is making flying boosters even more annoying than it already is. In serious business fleet all wing commanders will still be t3 boosters but now you have to scan for probes all the time. Yes it makes them vulnerable but it sure as hell is less vulnerable than flying a (relatively) paper thin wing booster on grid. Is that fun? No it ******* isn't. Yes you balanced some stuff and gave them shiny new stats but you clearly are not understanding the big picture here. You want to put fleet boosters on grid and have an effect? Then make them be able to do that, not be the best plex tank or a mission runner. You have absolutely the wrong problems in mind when you designed these ships.


I've never flown in a big fleet so far, but even i can see a lot of truth in that. So why can't the devs, who should easily be able to see the big picture?

Why do ALL of the command ships have to be viable for solo (orsmall scale) activity?
The orca isn't and I've seen noone complaining about the mining command ship not being a solo miner.

Likewise if the big fleet command ships could only do two things, survive and give good bonuses, I doubt you would see people complaining heavily - as long as there is an alternative for small scale command, which shouldn't be that hard to accomplish with TWO command ships per race.

Soon Shin wrote:

After all T2 is supposed to be superior to regular faction navy ships.


Better at their special role. I find it hard to understand that there are still people who don't get this.

There can be no doubt that even the worst command ship is better at giving link bonuses than any navy BC.
All it needs now is for the devs to realize that part of giving bonuses is staying alive to give those bonuses.
Lloyd Roses
Artificial Memories
#673 - 2013-08-03 09:31:57 UTC
Roime wrote:
On ships using weapons like heavy drones and blasters, local rep bonuses fit the bill. Gallente CSes are not meant for sov blobs.


Thanks.
Rowells
Blackwater USA Inc.
Pandemic Horde
#674 - 2013-08-03 09:46:47 UTC
Failgokker wrote:
Granted, I'm not the biggest EFT wizard out there, so I'm not going to debate the individual buffs/nerfs.

CCP Fozzie you want boosting ships to be on grid with the fleets. I follow that quite fine. However, what role does the command ship expect to take in the fleet? I get that they are important fleet booster, but it's about the most boring thing to do in a fleet, while requiring a terrible long training time (Fleet Command V was hell).

The usage of using POS's or a t3 in a safespot was a way for those of us in fleet boosting ships to be able to fly 2 chars in large scale combat. With the new changes I'm not sure that'll be the case, and i'm finding it difficult to figure out if the new command ships in large battles will be anything other than flying bricks without anything active to do during combat?

Seeing as bonuses are a really essential part of large fleets that's the choice you have to make: am I a combative or am I a fleet assister. And with the changes in obtaining T2 mind links it makes it easier to get (and risk) the ships/clones on grid with the fleet. You can still fight in your CS even though you may not be as strong in the dps category as you want to be but that's the whole point of making these choices.
Rowells
Blackwater USA Inc.
Pandemic Horde
#675 - 2013-08-03 09:52:57 UTC
Resgo wrote:
the role of the command ship is not to have the best dps on the field.

A lot of people don't seem to understand this enough sadly
Chi'Nane T'Kal
Interminatus
#676 - 2013-08-03 09:53:28 UTC  |  Edited by: Chi'Nane T'Kal
Cyaron wars wrote:

[command ships used like super- HACs]


And why do we need COMMAND ships for that?
Even in a bigger small scale roaming gang, we're probably looking at 3 command ships for bonuses (wing + 2 squads?).

In order to not lose DPS for bringing command ships in their respective roles, they need somewhat competitive DPS and of course they need a bit better survivability to not be no-brains primary.

Somewhat competitive does NOT mean that it should be the best option to replace all regular DPS (i.e. in their size BCs and even navy BCs) with COMMAND ships. An all-command fleet should ideally perform significantly worse than a mixed fleet with only the required number of command ships.

Anything else would clearly signal that the command ship is not a T2 ship (a.k.a. tailored towards a special role) but simply an improvement over the regular BC - which is what navy or pirate are for, not T2 specialisations.


EDIT: Just to clarify, this counts for small scale command ships, I still agree that big fleet command ships need even less DPS and more survivability. Thus the need for 2 different command ships.
Cyaron wars
Academia RED HOT Corporation
#677 - 2013-08-03 10:01:40 UTC
Chi'Nane T'Kal wrote:
Cyaron wars wrote:

[command ships used like super- HACs]


And why do we need COMMAND ships for that?
Even in a bigger small scale roaming gang, we're probably looking at 3 command ships for bonuses (wing + 2 squads?).

In order to not lose DPS for bringing command ships in their respective roles, they need somewhat competitive DPS and of course they need a bit better survivability to not be no-brains primary.

Somewhat competitive does NOT mean that it should be the best option to replace all regular DPS (i.e. in their size BCs and even navy BCs) with COMMAND ships. An all-command fleet should ideally perform significantly worse than a mixed fleet with only the required number of command ships.

Anything else would clearly signal that the command ship is not a T2 ship (a.k.a. tailored towards a special role) but simply an improvement over the regular BC - which is what navy or pirate are for, not T2 specialisations.


You don't really know how CS work on field. Your Bring Wing Commander and Fleet Commander. Squad comms are filled by members with leadership 5 and that's it. But having 2 ships in same class doing same thing is ********. CCP are trying to make 2 command ships equal which I find plain stupid. Why do we need 2 ships doing same stuff? All I suggested is to leave one as command ship and boost it's tank and remove another one from CS role and make it a T2 brawler. Basically my suggestion was to leave CS as they are now :D
Zamyslinski
Beach Boys
The Minions.
#678 - 2013-08-03 10:02:17 UTC
All changes are acceptable,

but theres one thing that doesnt allow me to sleep,

the CS ship models,

PLEASE either make NEW ONES (dont be lazy bastards as with new pretty 3d login screens for each expansion) or keep them like now. Sleipnir in a cane hull would make me puke,
Cyaron wars
Academia RED HOT Corporation
#679 - 2013-08-03 10:09:42 UTC
Zamyslinski wrote:
All changes are acceptable,

but theres one thing that doesnt allow me to sleep,

the CS ship models,

PLEASE either make NEW ONES (dont be lazy bastards as with new pretty 3d login screens for each expansion) or keep them like now. Sleipnir in a cane hull would make me puke,

That!!!
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#680 - 2013-08-03 10:18:27 UTC
Gallente command ships will never find their way into a fleet until:

1. the ridiculous local repair bonus is replaced with a resistance bonus
2. the (again ridiculous) explosive hole is filled.

In comparison with a resistance bonus, a local repair bonus is *always* a nerf. If you are insistent on keeping it (in the face of the entire player base), the ships with a local rep bonus should have some other compensating strength, like extra speed or significantly higher damage output, or (say) double the hull hit points.

Here is a list of situations where resistance bonuses are better:
1. fleet combat
2. small gangs
3. solo combat
4. when you're being neuted
5. when you're buffer fitted
6. When you're being alpha'd
7. when you don't have enough mid slots to fit 2 cap boosters in order to keep up with dual/triple repairers required to stay alive (i.e. both Gallente command ships)

Here is a list of situations where a local repair bonus is better:
0. none at all

The local repair mechanic is broken and unfixable. This is acceptable in (say) a hyperion because it's fun to chuck it into a gatecamp and see how long it lasts. It's completely unacceptable on a command ship.

Please, finally, concede the point - allow us to actually use the astarte and the Eos.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".