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[Odyssey 1.1] Command Ships

First post First post First post
Author
Rain6637
GoonWaffe
Goonswarm Federation
#821 - 2013-08-05 16:15:32 UTC
Roime
Mea Culpa.
Shadow Cartel
#822 - 2013-08-05 18:31:08 UTC
Ranger 1 wrote:
Veshta Yoshida wrote:
Kane Fenris wrote:
its because the most command ships were given enough slots to fill the 2 high slots with unbonused weapons if they want to

Good thing you remembered to put that "most" in there, otherwise the Absolution and Eos would come pay you a visit in the dead of night .. but then consistency was never one of CCP's virtues so I reckon leaving 1/4 of the hulls out of a new scheme makes 'CCP Senseā„¢'

Most likely the thinking is that those two be more geared towards putting in NOS or Neuts instead of extra damage, and balanced accordingly.


That, and the fact that Astarte actually has two launcher slots.

.

MeBiatch
GRR GOONS
#823 - 2013-08-05 18:47:46 UTC  |  Edited by: MeBiatch
i dunno if its just me but i kinda like the new astarte

[Astarte, blaster boost]
Medium Ancillary Armor Repairer, Nanite Repair Paste
Medium Armor Repairer II
Damage Control II
Armor Explosive Hardener II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane

10MN Microwarpdrive II
Stasis Webifier II
Warp Scrambler II
Medium Electrochemical Capacitor Booster I, Cap Booster 800

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Small Energy Neutralizer II
Medium Unstable Power Fluctuator I

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I


Hammerhead II x5
Warrior II x5

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#824 - 2013-08-05 18:49:07 UTC
why would you use a long point on a brawling blaster ship
MeBiatch
GRR GOONS
#825 - 2013-08-05 18:50:58 UTC
good catch

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Jerick Ludhowe
Internet Tuff Guys
#826 - 2013-08-05 19:10:29 UTC
MeBiatch wrote:
i dunno if its just me but i kinda like the new astarte

[Astarte, blaster boost]
Medium Ancillary Armor Repairer, Nanite Repair Paste
Medium Armor Repairer II
Damage Control II
Armor Explosive Hardener II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane

10MN Microwarpdrive II
Stasis Webifier II
Warp Scrambler II
Medium Electrochemical Capacitor Booster I, Cap Booster 800

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Small Energy Neutralizer II
Medium Unstable Power Fluctuator I

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I


Hammerhead II x5
Warrior II x5


What's this setup good for?

You've got a "super tank" that's fed by a single medium cap booster

You've got low dps highlighted by the loss of a relative turret from fozzies changes AND no dmg mod

You're easy to kite, just as most any medium/small blaster ship.


In the end, I see a setup that's good for one thing. Station game trolling in high sec.
MeBiatch
GRR GOONS
#827 - 2013-08-05 19:20:13 UTC
Jerick Ludhowe wrote:


What's this setup good for?

You've got a "super tank" that's fed by a single medium cap booster

You've got low dps highlighted by the loss of a relative turret from fozzies changes AND no dmg mod

You're easy to kite, just as most any medium/small blaster ship.


In the end, I see a setup that's good for one thing. Station game trolling in high sec.



well yeah its a brawler for sure... and in it suffers from that play style.

though lolz as being cap stable... could always sub a nuet for a nos.

though i would really like to see the falloff bonus upped to 20% per level. that would allow the ship to reach out to standard kiting range.

though the 250 setup is pretty nasty too.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Rain6637
GoonWaffe
Goonswarm Federation
#828 - 2013-08-05 19:23:15 UTC
Blue Absinthe
Wardec U
#829 - 2013-08-05 19:37:05 UTC  |  Edited by: Blue Absinthe
Fozzie, I hope you get to this!

One thing I've really liked about drone boats such as the Myrmidon and Ishtar is the lack of turret specific bonuses. It's fun that you can put projectiles or lasers on these ships to change things up. It'd be really great if the EOS could fit into this progression, could the Hyrbid bonus be changed to a generic turret tracking bonus (or something not weapon specific)?
Siresa Talesi
Doomheim
#830 - 2013-08-05 20:06:19 UTC  |  Edited by: Siresa Talesi
Sol Trader wrote:
Furthermore, who at ccp has a hard on for the drake hull. First the navy drake, now nighthawk drake? Gross.


This. One of the reasons I chose to skill up for a Nighthawk early on as a newish EVE player was to get into a missile boat that didn't have the ugly-as-sin, dull-as-drying paint, flying brick of a hull.

Now there is no escape; if you want a BC sized missile ship, you're stuck piloting a brick in space. I love my Caldari ships, but their builders seriously need a course in design aesthetics!
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#831 - 2013-08-05 20:29:49 UTC
Attack on CCP employee has been removed.

Forum rule 30. Abuse of CCP employees and ISD volunteers is prohibited.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

Rain6637
GoonWaffe
Goonswarm Federation
#832 - 2013-08-05 20:54:26 UTC
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#833 - 2013-08-05 20:57:57 UTC
ISD Tyrozan wrote:
Attack on CCP employee has been removed.

Forum rule 30. Abuse of CCP employees and ISD volunteers is prohibited.



Good call.

Emotions are running high in this thread. It's understandable. Eve players love their game, and some issues that the community sees as important are seemingly not being addressed. This of course creates frustration since the player base often feels that it's voice is not heard. Eve players are very deeply invested in the game. They feel (rightly in my view) that they have a right to a re-balance that creates a coherent narrative of game play.

Please talk to the Eve devs when you get a chance. The resists vs rep bonus debacle needs to be addressed, and all command ships need to be equally (if differently) desirable. We have an opportunity to escape from the ridiculous situation where only the damnation and claymore are useful in their role, and only the sleipnir is useful in gang pvp.

We should not waste that chance.

For the record, I also favour only on-grid boosting being allowed. It would even up just about every encounter. In addition I would argue that if a fleet member is agressable in high/low sec, so should his squad, wing and fleet booster be. They are after all in effect, part of his ship. This would make hisec duels and lowsec skirmishes somewhat more even and fun.


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".

Balzac Legazou
Center for Advanced Studies
Gallente Federation
#834 - 2013-08-05 21:15:29 UTC  |  Edited by: Balzac Legazou
Looking only at the defensive bonus type, I think most people would feel happier with something like this:

Gallente field command: +% to armor repairer amount
Gallente fleet command: +% to armor resists

Amarr field command: +% to armor repairer speed (cycle reduction)
Amarr fleet command: +% to armor resists

Minmatar field command: +% to shield booster amount
Minmatar fleet command: +% to shield resists

Caldari field command: +% to shield base regen
Caldari fleet command: +% to shield resists

The actual percentages would need to be fine-tuned, and the field command defensive bonuses could move around (ex., maybe give more shield regen to Minmatar and better shield boosting to Caldari, or replace the base shield regen bonus with a shield booster cycle duration, etc.), but the general idea is:

Field command ships: better bonus for small gangs (local repair, self-reliant)
Fleet command ships: better bonus for fleets (resists, rely on remote reps)
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#835 - 2013-08-05 21:46:27 UTC
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers"

On a more sensible note, I'm happy with how it is. I'm not convinced on the need to give Gallente/Minmatar Command Ships buffer bonuses with the dual sets of links. Like with Logistics there is a balance between races with Amarr/Caldari having the tough/slow stuff whilst Gal/Min have the skirmish flexibility.
Balzac Legazou
Center for Advanced Studies
Gallente Federation
#836 - 2013-08-05 22:21:03 UTC
Mr Floydy wrote:
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...]


Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues".


MeBiatch
GRR GOONS
#837 - 2013-08-05 22:33:11 UTC
honnestly i think its time to rethink your rejection of allowing the 7.5% to armor repair include external incoming RR.

no mater how much tinkering you do to internal reps its not going to fix the scaleability of the bonus.

basically to take advantage of the skill you have to use that mod and it only scales in usefulness up to a certain amount of incoming damage. after 3-4 ships the bonus is uesless.

but if it was to include a bonus to incomming RR then the bonus would scale all the way up to fleet fights.

Honestly you claim that you dont want to encourage alpha as the main docterine is kind of silly due to how tidi works and that there is literally no diminishing return for stacking damage on a single ship.

Please please make the skill usefull after 3-4 ships and allow incomming RR to be increased.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#838 - 2013-08-05 22:35:17 UTC
Balzac Legazou wrote:
Mr Floydy wrote:
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...]


Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues".

Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus.
Heribeck Weathers
Caldari Provisions
Caldari State
#839 - 2013-08-05 23:33:21 UTC
Tyberius Franklin wrote:
Balzac Legazou wrote:
Mr Floydy wrote:
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...]


Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues".

Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus.


I do Wish CCP would add more interestingbonuses, like a 50% reduction to capbooster, AAR, and ASB reload time. or a bonus to the effectiveness of shield extenders, or maybe some more over sized mod bonuses like a BC that can fit heavy newts or large smart bombs
Erutpar Ambient
The Scope
Gallente Federation
#840 - 2013-08-05 23:39:27 UTC
Balzac Legazou wrote:
Looking only at the defensive bonus type, I think most people would feel happier with something like this:

Gallente field command: +% to armor repairer amount
Gallente fleet command: +% to armor resists

Amarr field command: +% to armor repairer speed (cycle reduction)
Amarr fleet command: +% to armor resists

Minmatar field command: +% to shield booster amount
Minmatar fleet command: +% to shield resists

Caldari field command: +% to shield base regen
Caldari fleet command: +% to shield resists

The actual percentages would need to be fine-tuned, and the field command defensive bonuses could move around (ex., maybe give more shield regen to Minmatar and better shield boosting to Caldari, or replace the base shield regen bonus with a shield booster cycle duration, etc.), but the general idea is:

Field command ships: better bonus for small gangs (local repair, self-reliant)
Fleet command ships: better bonus for fleets (resists, rely on remote reps)

THIS!!!! also +1 (that means i liked it)

I keep saying it over and over. THERE IS NOT A FIX FOR LOCAL REP VS RESIST. That's right, it's time to get past it.
This idea is a perfect way to handle the Racially unique aspect of each race, while also keeping them in line with each other somewhat. Maybe a bit less on the Caldari vs Minmatar side but hey it's a start.

Each race needs a ship in each class that can compete against the other races on each level of play. Most specifically Large fleet battles. There is no replacement for resist bonuses when it comes down to it. It's the only thing that increases life expectancy and also increases incoming Shield and Armor Logicstics effectiveness.

This issue is one of those things where you keep throwing adjustments and modules and limitless amounts of time at, but no matter how much you do there will always be a disparity because you're trying to balance apples with oranges.

Tyberius Franklin wrote:
Balzac Legazou wrote:
Mr Floydy wrote:
Faster armour repairer Cycle time on the Asbo? Yeh I'd love that. Every time I've flown one I've always thought "what shall I do with this spare cap from all the lasers" On a more sensible note [...]


Faster cycles don't make you use more cap. You spend the same amount of cap per cycle, and repair faster. If you're leaving your reps on indefinitely when you're at 100%, that kind of falls into "L2P issues".

Ok, that covers one instance while ignoring all other situations in which the bonus is actually useful, basically any time you are under more DPS than the reps could handle unbonused. If you aren't using more cap you aren't taking advantage of the bonus.

No matter how you look at it, if you use a Repairer with this bonus, you ARE taking advantage of the bonus. How do i justify that you may ask. Well it's because of the nature of Armor Repairers. The thing about Armor Reps is that they're designed to give you your repair at the END of the cycle. This means that even if you run your rep in single cycles where you repair at exactly the same frequency as an unbonused rep, you still are given greater effect as your rep comes sooner. This also gives you the option to burst rep by turning your lasers off for a moment and allowing your rep to cycle a few times. Also it may be note worthy to know that cycle reduction provides greater Repair per second than does increase repair amount.