These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon 1.1] Sisters of EVE Battleship

First post First post First post
Author
Rek Seven
University of Caille
Gallente Federation
#2241 - 2014-02-12 12:28:10 UTC
Logistics ships aren't OP just because you don't have the foresight to bring your own along when you roam.
Michael Harari
Genos Occidere
HYDRA RELOADED
#2242 - 2014-02-12 12:44:06 UTC  |  Edited by: Michael Harari
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


1 scythe repping 1 moa reps 1300 dps, roughly 3-4x the damage that a typical cruiser can put out. As a cruiser, it should rep about the same damage that a cruiser does.

1 scythe repping 1 moa should rep more like 300 dps. It should also do it at typical cruiser ranges of maybe 20-30km.

Even on a shield thorax, the scythe reps over 800 dps.

A team of 1 scythe+1 thorax vs another scythe+thorax ends in a stalemate - neither side can kill the other.

And this is without getting into t2 logi which rep even more. (A basi reps almost twice as much)
Harvey James
The Sengoku Legacy
#2243 - 2014-02-12 12:46:32 UTC  |  Edited by: Harvey James
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.



the fact that logis have the same T2 resist profile as HAC's is obviously OP especially combined with the smaller sig radius and higher speed than most HAC's ... along with being able to rep out too 70km which is also OP by itself ..

Needed nerfs
- remove T2 resists these are support ships not combat tanky ships .. partial resists at most
- increase sig radius slightly (T1 logi aswell)
- reduce range bonuses (T1 logi aswell)
- reduce EHP slightly - they competes with attack and some combat cruisers for EHP superiority. (T1 logi aswell)

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Michael Harari
Genos Occidere
HYDRA RELOADED
#2244 - 2014-02-12 12:49:04 UTC  |  Edited by: Michael Harari
Harvey James wrote:
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.



the fact that logis have the same T2 resist profile as HAC's is obviously OP especially combined with the smaller sig radius and higher speed than most HAC's ... along with being able to rep out too 70km which is also OP by itself ..

Needed nerfs
- remove T2 resists these are support ships not combat tanky ships
- increase sig radius slightly (T1 logi aswell)
- reduce range bonuses (T1 logi aswell)
- reduce EHP slightly - it competes with attack and some combat cruisers for EHP superiority.



More like:
1) Remote rep modules should not be bonused by links (atm reps are double bonused by links, both on the outgoing and incoming ship)
2) RR should have typical cruiser range
3) RR from a cruiser should be roughly equal to the dps done by a cruiser.
4) Being cap stable should take more than fitting a single energy transfer. Maybe introduce the ancillary mechanism to logi, to help promote tense and exciting gameplay
Altrue
Exploration Frontier inc
Tactical-Retreat
#2245 - 2014-02-12 13:03:01 UTC  |  Edited by: Altrue
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.


And God... I mean CCP... gave E-war to the players...

Did you know that a void bomb can cap out a logi? Two fired with an interval if capchain.
Did you know that sensor dampeners can prevent a logi to rep, and force him to be in the frontline to continue to operate?
Did you know that in a world where sentrys have indecent alpha coupled with damage-multiplier-only damage mods, and artillery exists, you can alpha something without the logi having any possibility of repping him? Even two sentry volley might work against armor logi, or 'sleepy' shield ones (by sleepy I mean a normal human reaction time).

His comparison with logi and carriers isn't a comparison with overpowered ships. (Except maybe with station games because healing someone should generate one minut weapon timer for the logi, not just the 20 remaining seconds...)
Its a comparison with ships that have upsides and downside, and obviously you've missed the downsides thus find them OP. Which they would be without downsides, but its not the case.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Michael Harari
Genos Occidere
HYDRA RELOADED
#2246 - 2014-02-12 13:07:02 UTC  |  Edited by: Michael Harari
Altrue wrote:


Did you know that a void bomb can cap out a logi?


Do you know it cant? A guardian takes about 11% damage from bombs. So each void bomb is going to neut about 200, which is less than a single heavy neut. A single energy transfer cycle generates more capacitor than this.
Altrue
Exploration Frontier inc
Tactical-Retreat
#2247 - 2014-02-12 15:06:11 UTC
Michael Harari wrote:
Altrue wrote:


Did you know that a void bomb can cap out a logi?


Do you know it cant? A guardian takes about 11% damage from bombs. So each void bomb is going to neut about 200, which is less than a single heavy neut. A single energy transfer cycle generates more capacitor than this.


I check that on the test server asap. Still you can cap them out pretty easily ><

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

MeBiatch
GRR GOONS
#2248 - 2014-02-12 15:10:04 UTC
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


Remote repair and power projection both suffer from the same game mechanic error.

there is zero deminishing returns for blobing...

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

Ugh ti-di pooping makes me sad.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2249 - 2014-02-12 15:11:18 UTC
Altrue wrote:
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.


And God... I mean CCP... gave E-war to the players...

Did you know that a void bomb can cap out a logi? Two fired with an interval if capchain.
Did you know that sensor dampeners can prevent a logi to rep, and force him to be in the frontline to continue to operate?
Did you know that in a world where sentrys have indecent alpha coupled with damage-multiplier-only damage mods, and artillery exists, you can alpha something without the logi having any possibility of repping him? Even two sentry volley might work against armor logi, or 'sleepy' shield ones (by sleepy I mean a normal human reaction time).

His comparison with logi and carriers isn't a comparison with overpowered ships. (Except maybe with station games because healing someone should generate one minut weapon timer for the logi, not just the 20 remaining seconds...)
Its a comparison with ships that have upsides and downside, and obviously you've missed the downsides thus find them OP. Which they would be without downsides, but its not the case.


Forgive me, allow me to define my terms.

I have found them to be extreme force multipliers in small engagements. It would probably help if I was specific about what I meant here.

Let's take a scenario where it's 8-a-side. One side has 3 guardians and T2/3 cruisers. That side is able to provide something like 12,000 dps of repair to its attack ships and 8000dps of repair to other logis (which are in any case out of range and have frigate-sized sig radii).

The side that brought anything other than 3 logis is unlikely to find itself in a position where it can even remotely challenge the logi-backed side. Even it if brings EWAR (which reduces its DPS).

In an engagement of this size, the only counter to the logis is luck - getting simultaneous ECM locks an holding them for long enough to kill the 5 remaining DPS ships before they kill one of your EWAR ships or the ECM fails for a cycle (likely since guardians invariably carry ECCM).

The imbalance comes about because the guardians are not killable in this scenario. There is no 8-man fleet composition that can:
a) live long enough to reach them, AND
b) then do enough damage to them to remove them.

This is what I mean when I assert that they are OP in a small engagement.

Of course, as the size of the fleets grow, they become less of a force multiplier because the outcome is more dependant on alpha than sustained DPS (this is where the ishtar or dominix sentry doctrines start to shine, and why sentry assist should be altogether removed - but that's another thread).

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".

MeBiatch
GRR GOONS
#2250 - 2014-02-12 15:59:27 UTC
Remote Repair scales way to well with fleets... its far too much of a force mulitlypier that has no side effects.

What I would do is Make the effectiveness on Remote Repair mods based on Fleet mechanics.

If you are in the same squad the RR is 100%

if you are in the same wing its 75%

same fleet 50%

not in fleet 25%

.......

do this and RR will be balanced.

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

Ugh ti-di pooping makes me sad.

Warde Guildencrantz
Caldari Provisions
Caldari State
#2251 - 2014-02-12 18:27:19 UTC
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.


The reason it's "OP" is because it has been minmaxed into something that works very well. If guardians communicate well and are on the ball, yeah, they are really hard to counter if you don't have logi yourself. Flying around and shooting one guy altogether isn't always enough to beat a fleet that does more than flying around and shooting one guy.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Michael Harari
Genos Occidere
HYDRA RELOADED
#2252 - 2014-02-12 19:22:36 UTC
Warde Guildencrantz wrote:
Mournful Conciousness wrote:
James Amril-Kesh wrote:
Logis aren't overpowered. Besides, if you nerf them, we'll just bring more of them.


My experience is that in small engagements, the presence of 3 guardians is a force multiplier of a scale that is OP. I think they could do with lower resists, higher sig radii or removal of the cap chain ability.

This would not harm their applicability to fleets but would make them less of an auto-win in a skirmish.


The reason it's "OP" is because it has been minmaxed into something that works very well. If guardians communicate well and are on the ball, yeah, they are really hard to counter if you don't have logi yourself. Flying around and shooting one guy altogether isn't always enough to beat a fleet that does more than flying around and shooting one guy.


2 guardians repping each other tanks 3 megathrons shooting one of them. And thats assuming the guardians sit still and eat eft dps. And dont heat.
Quinn Corvez
Perkone
Caldari State
#2253 - 2014-02-12 20:41:16 UTC
Why are you guys acting like this is a logistics cruiser ballance thread?

Logistics are I vital part of any fleet. Part of being a good FC it making sure you can counter enemy logistics with good e-war and if you know the other side has overwhelming logistics, you simply don't take the fight if you are not willing to loose.

Perhaps guardians could do with a little Leeds scan res and sensor strength but that's about it.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#2254 - 2014-02-12 21:38:35 UTC
Quinn Corvez wrote:
Why are you guys acting like this is a logistics cruiser ballance thread?

Logistics are I vital part of any fleet. Part of being a good FC it making sure you can counter enemy logistics with good e-war and if you know the other side has overwhelming logistics, you simply don't take the fight if you are not willing to loose.

Perhaps guardians could do with a little Leeds scan res and sensor strength but that's about it.



they're vital because they're op
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2255 - 2014-02-12 21:56:33 UTC
Quinn Corvez wrote:
Why are you guys acting like this is a logistics cruiser ballance thread?



Because the truth always surfaces, even in the wrong places.

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".

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#2256 - 2014-02-12 22:00:16 UTC
Rek Seven wrote:
Logistics ships aren't OP just because you don't have the foresight to bring your own along when you roam.


Of course I take logi to every fight. I'd be mad not to. They're OP.

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".

TXG SYNC
Dad Jokes R Us
#2257 - 2014-02-12 22:51:10 UTC  |  Edited by: TXG SYNC
Mournful Conciousness wrote:
The imbalance comes about because the guardians are not killable in this scenario.


A triple-Guardian setup is EMINENTLY killable. Witness this battle we had just a few days ago. Slightly superior tactics and a late-fight addition of dual ECM won the day for us (the third Scorpion was a very late-fight addition, arriving just shortly before their evac fleet arrived), despite ZERO logi on the field at the start of the fight to their three Guardians, and one T1 Exequror after our Pilgrim was destroyed and its pilot reshipped. We were actually slightly over-matched in numbers, as we ended up with 11 on field and they brought in a Bhaalgorn and friends to break the tackle and evac what they could, leaving two of their three Guardians to die.

http://kb.ofsolitude.net/index.php/kill_related/5839/

Bizarre to hear that people think triple Guardians are "not killable". To me, that represents a dearth of creativity in dealing with them, because our trios of Guardians have been killed repeatedly in so many creative ways!

Neuts; an Armageddon or Curse can neut out a pair of Guardians indefinitely. A talisman-implanted Geddon can handle a trio, though it requires some creative juggling of targets and neuts. One Bhaalgorn and some cap support counters a trio handily. I've been on the losing end of this several times, and a well-flown neut boat is fearsome on the battlefield. A drone/neut Legion or Pilgrim is a solid 1-for-1 counter to logi.

Damps, particularly bonused ones, force logistics to close range where they get webbed, painted, primaried, and dead quickly.

ECM Falcons are the bane of Logistics everywhere.

ECM drones work well in large bunches, too; sacrifice some theoretical DPS to easily counter logi. I've watched local tanks and ECM drones used to great effect against logistics-dependent gangs.

Volley damage -- even in a small gang -- can remove all but the Guardian from a field extremely rapidly. The Guardian is special with that tiny signature and magnificent tank, for sure. It's why we use them heavily.

The Nestor would be a magnificent logi boat if only it had logistics rep range; all the same counters apply; it flies like a big Oneiros, more or less, or maybe a mini-carrier, but is much more vulnerable than its smaller cousins to those counters!
Omnathious Deninard
University of Caille
Gallente Federation
#2258 - 2014-02-12 22:53:44 UTC
Mournful Conciousness wrote:
Rek Seven wrote:
Logistics ships aren't OP just because you don't have the foresight to bring your own along when you roam.


Of course I take logi to every fight. I'd be mad not to. They're OP.

I expect they might get a special module like marauders got, like a mini triage module to reach the power they are at now.

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

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#2259 - 2014-02-12 23:13:15 UTC
and all it took was three scorpions
Phaade
LowKey Ops
Shadow Cartel
#2260 - 2014-02-12 23:25:48 UTC
Vaju Enki wrote:
The ship is excellent, just ignore the themepark carebear tears, all they want is powercreep. When this type of players cry alot you can trust that you did your work properly.


LOL wtf are you talking about?

This ship does nothing well for 1.5b.

Literally nothing.