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Player Features and Ideas Discussion

 
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Let's talk about Capitals and Supercapitals

First post First post
Author
WarFireV
The Scope
Gallente Federation
#221 - 2015-04-05 20:01:15 UTC
Kazaheid Zaknafein wrote:
This still does nothing to counter packs of carriers, much the same way that a marauder does nothing to counter a pack of logistics. Best way around a RR nerf is to have more Logi. 10-20 carriers is a lot of EHP and a lot of RR. And the major blocks have no problems dropping 30-50 carriers at a time with dreads, supers, and titans to boot.


Fozziesov counters carrier packs. You don't need to force them off a point or try to break them since hitpoints no longer matter. You can sit out to 250km and force the carriers to either move or force them into a bad fit to even have a chance to hit out to that far.
Skia Aumer
Planetary Harvesting and Processing LLC
#222 - 2015-04-06 05:25:17 UTC
Tykonderoga wrote:
Dear people who don't have caps and supercaps: Play the game for a long time or buy plex and then get caps and supers. They are not broken. Your idea of being enitled to an equal battlefield is what is screwed up. Yes, it is you who are broken.

WarFireV wrote:
Fozziesov counters carrier packs. You don't need to force them off a point or try to break them since hitpoints no longer matter. You can sit out to 250km and force the carriers to either move or force them into a bad fit to even have a chance to hit out to that far.

I guess these are good closing statements to this thread. Capital ships are fine and become even better after fozziesov hits TQ. And most of capital pilots enjoy winning the game. Without logging in.
Zhul Chembull
Center for Advanced Studies
Gallente Federation
#223 - 2015-04-06 05:57:07 UTC
Funny thing is with this nerfage of capitals the game will have less subs. There are a lot of people that are interested in the large stuff. It is cool and neat, but it has to have its uses. Ive already noticed less subs since 2 years ago. It will continue to dimish under all these stupid updates. And yes, im here for the long hall. After 11 years, hell might as well ride it to the end.
Veskrashen
Deep Core Mining Inc.
Caldari State
#224 - 2015-04-06 12:54:24 UTC
Kazaheid Zaknafein wrote:
This still does nothing to counter packs of carriers, much the same way that a marauder does nothing to counter a pack of logistics. Best way around a RR nerf is to have more Logi. 10-20 carriers is a lot of EHP and a lot of RR. And the major blocks have no problems dropping 30-50 carriers at a time with dreads, supers, and titans to boot.

The thing is that if you decrease the effectiveness of the un-Triaged capital reps and nerf their range, you MASSIVELY impact their ability to support a fleet. A Carrier Ball in and of itself would be powerful, but would be limited to only using fighters for DPS - which can be countered in ways that the masses of sentries they can poop out currently can't be effectively neutererd.

In addition, by significantly increasing Dread DPS while in Siege at the same time you're nerfing un-Triaged capital remote reps, you've got 4x as much DPS per rep power as you currently see. In other words, if a carrier currently reps 1000 hp/sec, the goal would be to drop that to about 500 hp/sec or so out of Triage. Then, take Dreads from 10k -> 20k DPS, and you've move from a 10:1 DPS/rep ratio to something more like 40:1 DPS/rep ratio.

That moves capital brawls back into the "you can drop them but you're going to lose **** when you do" rather than "if I drop enough I'm invincible" like they currently are.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Scatim Helicon
State War Academy
Caldari State
#225 - 2015-04-06 20:47:56 UTC  |  Edited by: Scatim Helicon
OK. A few words.

I was uncomfortable with the 'Modes' that Manny posted at the start of this thread as it seemed too directly lifted from the Tactical Destroyers, until it occurred to me you could achieve a similar outcome by creating new variations on the existing siege/triage modules (and from skimming the rest of this thread, others have had similar thoughts). This has the added bonus of tying into the 'commit to field' aspect of dreads which is a large part of what makes them balanced (unlike Supers).

So, say in the case of dreads, as well as the existing Siege Module there would be other alternatives for other roles you may wish the ship to carry out - for example, perhaps a module which boosts tracking and locktime whilst giving a more modest damage bonus, to provide improved utility against subcaps. Perhaps more exotic roles too - how about a Boarding Module which consumes Marines instead of strontium and allows you to capture and flip the ownership of vulnerable sov structures instead of destroying them! Either way, the point is to retain the commitment to battle of Siege/Triage Mode whilst giving these ships a purpose in an era where massive EHP bricks no longer need grinding to take sov.

Speaking of massive EHP bricks, I would also advise to have these new and existing modules apply to the supercaps. As front-line combat hulls they're simply too good at too many things at once in their current iteration, and forcing their pilots into making commitments and compromises in their fitting like everybody else is long overdue. So for example, tie the Doomsday and massive damage bonuses of Titans into a siege module, and the supercarrier's damage bonuses and fighter-bombers to a 'Drone-siege' module (better name pending confirmation). In return, give them boosts to the support role that have been talked about for so long - supercarriers getting racial remote ewar bursts, and/or clone vat bays which actually work along with truly massive ship maintenance arrays would make for a spectacular strategic asset, and the idea mentioned earlier of Titans getting the ability to implement wormhole-type effects on the system opens up a massive range of possibilities.

Every time you post a WiS thread, Hilmar strangles a kitten.

Iroquoiss Pliskin
9B30FF Labs
#226 - 2015-04-06 20:56:03 UTC
Yess!

I posted it earlier. No one wanted guddreads tho. vOv

Quote:

I think Dreads should have 3 modes:

1) Normal/Current T2 Sieged

2) Anti-BS/BC reducing turret sig resolution to 333 m, increasing tracking to 0.0666 rad/sec.

3) Anti-Frig, lowering sig res a bit more - to 66 m to hit T3Ds ofc, and tracking over 0.9000 rad/sec

Three buttons, works good.


Gud k:d relative price. Itsa 12x Rank skillbook, so is balanced.
Veskrashen
Deep Core Mining Inc.
Caldari State
#227 - 2015-04-06 21:09:44 UTC
Scatim Helicon wrote:
I was uncomfortable with the 'Modes' that Manny posted at the start of this thread as it seemed too directly lifted from the Tactical Destroyers, until it occurred to me you could achieve a similar outcome by creating new variations on the existing siege/triage modules (and from skimming the rest of this thread, others have had similar thoughts). This has the added bonus of tying into the 'commit to field' aspect of dreads which is a large part of what makes them balanced (unlike Supers).

I definitely like the idea of 'commit to the field to be really badass', since it means that you should actually see more pitched battles (there will be a concrete advantage to going balls-out, which means each side is under some pressure to push that big fat red button as soon as they see it could be decisive). It's also part of why I want to neuter capital remote repair outside of Triage, and to change up the roles of Supercarriers and Titans to some degree.

I don't think that Dreads should have an anti-subcap role (I think Carriers can fulfill this role once their Logi role is nerfed outside of Triage), but I do feel a capital ship with an anti-subcap role is viable - IF AND ONLY IF it is a Triage / Siege style mode that prevents remote assistance. Ideally, it would have significantly less self-repping power than a current Triaged carrier / dread, to make it able to be countered by subcap gangs - otherwise we get back into a situation where large blobs of only capital ships are viable again.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Rowells
Blackwater USA Inc.
Pandemic Horde
#228 - 2015-04-06 23:15:41 UTC
Does anyone remember why the XL turrets had reduced tracking and the penalty from siege removed?
Tiddle Jr
Brutor Tribe
Minmatar Republic
#229 - 2015-04-06 23:55:14 UTC
Rowells wrote:
Does anyone remember why the XL turrets had reduced tracking and the penalty from siege removed?


Cause everyones said it was bloody op against subcap. And lovely moros lost drone bay for a reason Shocked

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Skia Aumer
Planetary Harvesting and Processing LLC
#230 - 2015-04-07 06:36:56 UTC
Rowells wrote:
Does anyone remember why the XL turrets had reduced tracking and the penalty from siege removed?

Because subcapitals could not kill titans, and CCP decided: hey! let's make it impossible for titans to kill subcapitals too! wooo exciting!
Iroquoiss Pliskin
9B30FF Labs
#231 - 2015-04-07 07:19:37 UTC  |  Edited by: Iroquoiss Pliskin
Man, the AoE DD was the only thing good about the whole capital ship concept. Cry

Plated Everything! DD thru cynos, too. Big smile I remember Evil Thug doing drive-bys on whole gangs. P

Found this gem - https://www.youtube.com/watch?v=Usv8qi48FcY and https://www.youtube.com/watch?v=0zqkJAxgnaA

Salute to pioneers! o77
Scatim Helicon
State War Academy
Caldari State
#232 - 2015-04-08 08:48:40 UTC
Veskrashen wrote:
I definitely like the idea of 'commit to the field to be really badass', since it means that you should actually see more pitched battles (there will be a concrete advantage to going balls-out, which means each side is under some pressure to push that big fat red button as soon as they see it could be decisive). It's also part of why I want to neuter capital remote repair outside of Triage, and to change up the roles of Supercarriers and Titans to some degree.

I don't think that Dreads should have an anti-subcap role (I think Carriers can fulfill this role once their Logi role is nerfed outside of Triage), but I do feel a capital ship with an anti-subcap role is viable - IF AND ONLY IF it is a Triage / Siege style mode that prevents remote assistance. Ideally, it would have significantly less self-repping power than a current Triaged carrier / dread, to make it able to be countered by subcap gangs - otherwise we get back into a situation where large blobs of only capital ships are viable again.

Capital remote reps will have to be toned down, yes - essentially I'd like a revamp which takes away the versatility of the hulls in their default state but allows them to specialise through an expanded range of Siege/Triage-type modules (and probably introduce new specialities as well).

The anti-subcap role was just an example of how it could work, I'm more or less on the fence whether that role is actually needed - although as EHP-based structure grinding is going away, dreads will need to be capable of shooting SOMETHING.

Every time you post a WiS thread, Hilmar strangles a kitten.

Veskrashen
Deep Core Mining Inc.
Caldari State
#233 - 2015-04-08 15:11:32 UTC
Scatim Helicon wrote:
Capital remote reps will have to be toned down, yes - essentially I'd like a revamp which takes away the versatility of the hulls in their default state but allows them to specialise through an expanded range of Siege/Triage-type modules (and probably introduce new specialities as well).

The anti-subcap role was just an example of how it could work, I'm more or less on the fence whether that role is actually needed - although as EHP-based structure grinding is going away, dreads will need to be capable of shooting SOMETHING.

If you reread my proposal for Carriers and Dreads here, I basically propose making Carriers into oversized Dominixes, with Fighers and short range BS guns being their armament. Like Domis, you can do an RR ball if you choose, but my proposal would remove the range bonus on their RR making them far far more limited than they currently are. Give them their traditional Triage role, as they are very vulnerable in Triage especially in large fleets.

If you do that at the same time you move Dreads to a dedicated anti-capital role, with significantly increased DPS in siege mode, you create a dynamic where you bring Carriers to blap subcaps, Dreads to kill Carriers, and subcaps to murder Dreads. A nice rock - paper - scissors dynamic that should produce more dynamic fights.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Soldarius
Dreddit
Test Alliance Please Ignore
#234 - 2015-04-08 16:48:10 UTC  |  Edited by: Soldarius
One option that I have seen mentioned here a couple of times now is changing the ECM Burst module, or adding some sort of AoE EWAR-like effect to supers/titans. This sounds both viable and fun.

Imagine that cyno goes up on your grid and suddenly TITAN! A few seconds later your max velocity starts dropping precipitously. Or your cap regen takes a massive ****. Or your shield resists suddenly tank. Or all remote reps suddenly shut off and won't turn back on. But certain effects like tracking disruption obviously can't be a single burst. It needs to be a constant effect or it will be useless. And some of those effects like AoE webbing will need very careful balancing.

These are essentially wormhole anomaly effects (I think Fozzie said something about this idea), and could have potentially game-changing effects in battles. Should they go on supercarriers or titans? Should they be like subcapital ewar in that they can be scripted? Should they be high-slot items? Or mid-slot? Surely not lo-slot. Which attribute(s) (typically range and strength) should be affected by skills?

With some care this could be really good for supercapitals and the pvp environment in general. It would need to be limited in a serious way, like stacking penalties. Otherwise what would stop someone from dropping enough supers to reduce the velocity of every ship on grid to nearly 0? Or perhaps for the entire system?

http://youtu.be/YVkUvmDQ3HY

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#235 - 2015-04-08 16:59:35 UTC  |  Edited by: Asuka Solo
Scatim Helicon wrote:
Veskrashen wrote:
I definitely like the idea of 'commit to the field to be really badass', since it means that you should actually see more pitched battles (there will be a concrete advantage to going balls-out, which means each side is under some pressure to push that big fat red button as soon as they see it could be decisive). It's also part of why I want to neuter capital remote repair outside of Triage, and to change up the roles of Supercarriers and Titans to some degree.

I don't think that Dreads should have an anti-subcap role (I think Carriers can fulfill this role once their Logi role is nerfed outside of Triage), but I do feel a capital ship with an anti-subcap role is viable - IF AND ONLY IF it is a Triage / Siege style mode that prevents remote assistance. Ideally, it would have significantly less self-repping power than a current Triaged carrier / dread, to make it able to be countered by subcap gangs - otherwise we get back into a situation where large blobs of only capital ships are viable again.

Capital remote reps will have to be toned down, yes - essentially I'd like a revamp which takes away the versatility of the hulls in their default state but allows them to specialise through an expanded range of Siege/Triage-type modules (and probably introduce new specialities as well).

The anti-subcap role was just an example of how it could work, I'm more or less on the fence whether that role is actually needed - although as EHP-based structure grinding is going away, dreads will need to be capable of shooting SOMETHING.


My random rant for the day...

I don't agree with this sentiment of nerfing capital remote reps (or local cap reps in general) to boost the chances of sub caps killing capitals or supers. The concept of "commit stuff to the field" also needs to be looked at, because, you know, isk isn't a balancing factor. Therefore, something that costs 30 bil shouldn't need to be "committed" any further than being on grid to begin with (you know, fly what you can afford to lose), because that just locks ships down into a get killed role should a nerf like this ever come to pass. Capital ships are basically over-sized Guardians or Marauders (that hardly move) with bastion that have been allowed to stagnate for over a decade because of a lack of hull options.... If we had to reset eve online and relaunch it with guardians as the only cruiser ships in the game and marauders as the only battleships in the game.... you'd see the same old capital blob tactics replay themselves out far beyond null sec space. Nerfing remote reps or bastion won't change that....

In fact, I'd prefer that we dump siege, triage and bastion modules all together. Build those abilities / roles / bonuses into teh ship roles and then expand the hull ranges to accommodate roles / niches that the current cap ship meta doesn't account for. Give it modes for bastion / siege / triage that do the same effect but allow the players to switch between them given an appropriate time frame...

Forcing capital ships to sit in siege or triage to be of "improved use" is allot like asking sub cap ships to light cyno's before they try to speed off to "point" something small for the sake of allowing that something small a fighting chance... and i think we can all agree this is a PvP game that thrives on combat and destruction to drive its economy.... Preventing 1 class of ship from destroying (or in this case, being less effective) against other classes based solely on the dimensions of "new bros" or "space hobos" or "i like small stuff" is bad meta game manipulation at its finest. Sure, the capitals actually get an advantage in my comparison, but the sub caps start to feel what it's like to be a capital the moment they get forced to sit still on the grid and pray nothing faster comes along....

Further more, I believe the current carrier designs are fine as is outside of triage (Sure, I consider them the logi variants of what carriers are supposed to be in rl, so they could lose some bite if we get other carrier types that have more bite and less logi powers) and do not require a nerf bat... yet again. What we need are capital ships (YES, CAPITAL SHIPS - sub caps are supposed to support CAPITAL SHIPs, not dominate them or Supers because they are cheap, small, faster and quick to get into) that break the remote rep cycle.... we have anti-structure dreads in siege that can do that, supers with bombers and Titans etc, sure... but no capital e-war that has a more immediate effect on carrier spider tanks and cap chains compared to the dimension of "we needz moar dreads to break these guys in the next hour".

That being said, yes, Capital remote reps is slightly on the over powered side in big groups. But again, thats just because we don't have ship types in the capital line that can withstand such a group and break it's effectiveness on the grid without a 12 hour tidi escalation fest.

And everything in eve needs a counter. If sub caps can kill carriers and dreads... then we need anti-sub cap dreads and anti-sub cap carriers than can return the favor in kind... Where I am in agreement with your sentiment, is with supers. Supers (Capital killers and anti super role) should not be allowed to gank sub caps (support fleets and capital support fleets only).... but then this rule must be also applied to sub caps as well. Extend the invalid targeting mechanic Titans enjoy to everything smaller than a BS and give us Capital HICs & e-war to lock down supers and break this e-war immunity wall....

sub capital ships cannot (and should not) be allowed to agress every hull class in Eve.... while preventing larger classes from doing the same..... There must be a balance across the 3, or we will forever be stuck with this argument.

PS. If you want to (by role design), lessen impact on bigger and smaller hulls based on hull size, then sure.....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Feyd Rautha Harkonnen
Doomheim
#236 - 2015-04-08 17:38:55 UTC
+1 on allowing caps into hisec. Yes they will be powerful, but they will also get ineptly used by those that shouldn't be flying them...and bumped off station (or suspect baited in a lv4 mission pocket) and murdered. How is that not win? I'm literally hard right now just thinking about that mission-runner training (or buying) a titan toon and running lv 4's with it...unngghhh...

Also, can we let people dock supers and titans?

Something about the fact that its now 'normal' for dudes to have separate coffin accounts just to log supers and titans on and the inevitable account-sharing that goes with it has never rubbed me the right way. Here's the thing, if I only ever want to own one EvE account and one high-SP toon over time, can't I skill him all the way into supers and titans -- reshipping at my leisure, without owning separate accounts?

Better put....why not?

(And no, this isn't time for lore-nerds or budding physicists to say 'they can't fit in a station..', because we can always have magical entosis-buttplug technology collapse the mass of supers or titans to the size of a toaster during docking procedures..etc...)

F
SilentAsTheGrave
Aliastra
Gallente Federation
#237 - 2015-04-08 19:32:17 UTC  |  Edited by: SilentAsTheGrave
Feyd Rautha Harkonnen wrote:
+1 on allowing caps into hisec. Yes they will be powerful, but they will also get ineptly used by those that shouldn't be flying them...and bumped off station (or suspect baited in a lv4 mission pocket) and murdered. How is that not win? I'm literally hard right now just thinking about that mission-runner training (or buying) a titan toon and running lv 4's with it...unngghhh...

Also, can we let people dock supers and titans?

Something about the fact that its now 'normal' for dudes to have separate coffin accounts just to log supers and titans on and the inevitable account-sharing that goes with it has never rubbed me the right way. Here's the thing, if I only ever want to own one EvE account and one high-SP toon over time, can't I skill him all the way into supers and titans -- reshipping at my leisure, without owning separate accounts?

Better put....why not?

(And no, this isn't time for lore-nerds or budding physicists to say 'they can't fit in a station..', because we can always have magical entosis-buttplug technology collapse the mass of supers or titans to the size of a toaster during docking procedures..etc...)

F

So your idea of balance is based off a random players ignorance of game mechanics? And how balanced is it when players who don't accidentally become flagged in a level 4 mission get a hold of these?

You can't be serious.
MeBiatch
GRR GOONS
#238 - 2015-04-08 20:14:14 UTC
Zhul Chembull wrote:
Funny thing is with this nerfage of capitals the game will have less subs. There are a lot of people that are interested in the large stuff. It is cool and neat, but it has to have its uses. Ive already noticed less subs since 2 years ago. It will continue to dimish under all these stupid updates. And yes, im here for the long hall. After 11 years, hell might as well ride it to the end.


well with more then one char training per profile and no longer needing alot of cyno alts i can understand why the amount of actual subs might have decreased though i wonder what the net effect on the bottom line has been

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

Ugh ti-di pooping makes me sad.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#239 - 2015-04-08 20:16:52 UTC
Feyd Rautha Harkonnen wrote:
+1 on allowing caps into hisec. Yes they will be powerful, but they will also get ineptly used by those that shouldn't be flying them...and bumped off station (or suspect baited in a lv4 mission pocket) and murdered. How is that not win? I'm literally hard right now just thinking about that mission-runner training (or buying) a titan toon and running lv 4's with it...unngghhh...

Also, can we let people dock supers and titans?

Something about the fact that its now 'normal' for dudes to have separate coffin accounts just to log supers and titans on and the inevitable account-sharing that goes with it has never rubbed me the right way. Here's the thing, if I only ever want to own one EvE account and one high-SP toon over time, can't I skill him all the way into supers and titans -- reshipping at my leisure, without owning separate accounts?

Better put....why not?

(And no, this isn't time for lore-nerds or budding physicists to say 'they can't fit in a station..', because we can always have magical entosis-buttplug technology collapse the mass of supers or titans to the size of a toaster during docking procedures..etc...)

F


They'd just allow them in when they have the new mooring stations etc maybe? No lore skullbuggery required...
Mario Putzo
#240 - 2015-04-08 21:40:36 UTC
SilentAsTheGrave wrote:
Feyd Rautha Harkonnen wrote:
+1 on allowing caps into hisec. Yes they will be powerful, but they will also get ineptly used by those that shouldn't be flying them...and bumped off station (or suspect baited in a lv4 mission pocket) and murdered. How is that not win? I'm literally hard right now just thinking about that mission-runner training (or buying) a titan toon and running lv 4's with it...unngghhh...

Also, can we let people dock supers and titans?

Something about the fact that its now 'normal' for dudes to have separate coffin accounts just to log supers and titans on and the inevitable account-sharing that goes with it has never rubbed me the right way. Here's the thing, if I only ever want to own one EvE account and one high-SP toon over time, can't I skill him all the way into supers and titans -- reshipping at my leisure, without owning separate accounts?

Better put....why not?

(And no, this isn't time for lore-nerds or budding physicists to say 'they can't fit in a station..', because we can always have magical entosis-buttplug technology collapse the mass of supers or titans to the size of a toaster during docking procedures..etc...)

F

So your idea of balance is based off a random players ignorance of game mechanics? And how balanced is it when players who don't accidentally become flagged in a level 4 mission get a hold of these?

You can't be serious.



Speaking of ignorance of game mechanics. Sure a Carrier might vaporize everything in a single room of a level 4 mission. Then take 20 minutes slow boating to the gate for the next room. Of course then there is the travel time from Agent to mission and back which can be several jumps in both directions, carriers aren't really known for their agile warping. Even if you had an alt or friend pulling the missions you would still need to move to that mission system in your Carrier.

In all honesty I would wager that Carriers would effectively result in less isk/hr than even current T1 BS can pull out of a L4, heck maybe even less than a Drake in L4. It would certainly amass less isk/hr than a Mach burning L3s, or a Marauder running L4s. About the only thing it may do better is actual killing of targets in missions...and that may only hold true if they retain their small drone usage, if CCP removes anything under fighters, than Carriers will be complete and utter shite for mission running solo. In terms of moving between missions AND killing stuff in them.

In regards to Capitals in HS, I am all for it. There is absolutely no reason why these ships should not be usable in HS. Even more so once Entosis Links become the standard for flipping structures like POS and POCO. They wouldn't really offer anyone a leg up in any meaningful way outside of War Decs where Carriers Logistic power would come into play.

And if for whatever reason CCP feels that Capitals are to OP in HS (why would they be any more OP in HS vs LS and NS though since we all play by the same mechanics) they can simply disallow Capital modules to function in HS space...they do it with Bombs, Bubbles, Cynos and CovCynos...not to difficult to change Capital Mods in Highsec to : False.