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Dev blog: Reworking Capital Ships: And thus it begins!

First post First post
Author
Querns
Science and Trade Institute
Caldari State
#641 - 2015-11-01 12:07:40 UTC
Sgt Ocker wrote:
afkalt wrote:
Why are you hell bent on comparing things to the meta which CCP are firmly on record as wanting to nuke from orbit? That's like holding a candle for AoE doomsdays.

These changes will do nothing but strengthen the position of those who created this situation.

BTW, AoE doomsdays (in slightly different form) are coming back.

I agree the current meta is bad but it is not the ships fault it is the large dominating groups who use them to extreme. These changes only give them more choices on how they drop their unassailable force, on the same groups who can't defend against them now.

I'm not against change, I'm against change that further increases the divide between the blobs and everyone else.
There are options that could make capital warfare a thing for the average sized group - None of this fits that requirement.

Look at the goals of the sov changes - Smaller groups would be able to take and hold sov.. Sure they can - As long as they have blues out the wazoo.
Capital balancing is another, here we go again, what part of the game am I removed from this time, because I don't want to join one of the few large blobs.

It's adorable that you keep trying to salvage the jack-of-all-trades contemporary carrier mechanics, when they're the single best tool that the "blob" has.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Ralitge boyter
Brutor Tribe
Minmatar Republic
#642 - 2015-11-01 12:47:14 UTC
First of all, why now that I finally have trained all missile and gunnery skills to 5 do you plan on introducing new gunnery and missile skills after all these years Shocked Nah I'll survive its just more stuff to rain on this character Roll

I am not so sure giving capitals more content is the solution to the broken game that is 0.0 warfare. The big problem is the huge armies of capitals that the power blocks can bring to bear on any would be opponent. The N+1 tactic will not be removed, the only thing is that it will give the mathematicians of EVE a week or two of entertainment as they workout which components make up the most powerful blob now that we have a few more variables.

Capital warfare is broken, 0.0 is broken and neither will be fixed by the currently proposed changes.

The problem is that CCP has allowed a handful of people to get so very powerful within the game that short of them leaving the game there is no way to stop them from ruining the game for most of us. The huge power blocks make for a boring game play where most end up just picking up the scraps that are left to them after the big boys have taken everything else. Every step CCP has taken to try and reduce their power is countered by a step like this to give them more power then ever before...

At the moment all I see here is the power blocks demanding CCP puts in more content for their members, not looking at game play not looking at the possible results in the game just looking at making the handful of uber powerful players and their armies happy and allowing them to consolidate their current positions even further.
These capital changes are pointless as the power blocks have the resources to adopt everyone else is left in the dust again...

Why not create stacking penalties for number of damage sources?
Say if a certain number of guns shoot at a small ship the incoming projectiles have a chance of taking each other out before they hit. This makes bigger ships weaker against smaller once and reduces the constant N+1 game play requiring ever larger ships. It makes fighting much more affordable and fun as well as keeping the big blocks happy because their numbers still make a difference, just not in such a big way.
Capitals where a bad idea from the start, they have failed since their introduction and for a large part have led to the current stale boring 0.0 game play we see all over new eden.

I strongly oppose the current proposed changes but know that they are going to make it in anyway, I hope that CCP will finally accept that their game is broken and that as long as they keep on doing what those that are the cause of the break demand from them there is no fixing it.
Querns
Science and Trade Institute
Caldari State
#643 - 2015-11-01 12:57:58 UTC
Ralitge boyter wrote:
First of all, why now that I finally have trained all missile and gunnery skills to 5 do you plan on introducing new gunnery and missile skills after all these years Shocked Nah I'll survive its just more stuff to rain on this character Roll

I am not so sure giving capitals more content is the solution to the broken game that is 0.0 warfare. The big problem is the huge armies of capitals that the power blocks can bring to bear on any would be opponent. The N+1 tactic will not be removed, the only thing is that it will give the mathematicians of EVE a week or two of entertainment as they workout which components make up the most powerful blob now that we have a few more variables.

Capital warfare is broken, 0.0 is broken and neither will be fixed by the currently proposed changes.

The problem is that CCP has allowed a handful of people to get so very powerful within the game that short of them leaving the game there is no way to stop them from ruining the game for most of us. The huge power blocks make for a boring game play where most end up just picking up the scraps that are left to them after the big boys have taken everything else. Every step CCP has taken to try and reduce their power is countered by a step like this to give them more power then ever before...

At the moment all I see here is the power blocks demanding CCP puts in more content for their members, not looking at game play not looking at the possible results in the game just looking at making the handful of uber powerful players and their armies happy and allowing them to consolidate their current positions even further.
These capital changes are pointless as the power blocks have the resources to adopt everyone else is left in the dust again...

Why not create stacking penalties for number of damage sources?
Say if a certain number of guns shoot at a small ship the incoming projectiles have a chance of taking each other out before they hit. This makes bigger ships weaker against smaller once and reduces the constant N+1 game play requiring ever larger ships. It makes fighting much more affordable and fun as well as keeping the big blocks happy because their numbers still make a difference, just not in such a big way.
Capitals where a bad idea from the start, they have failed since their introduction and for a large part have led to the current stale boring 0.0 game play we see all over new eden.

I strongly oppose the current proposed changes but know that they are going to make it in anyway, I hope that CCP will finally accept that their game is broken and that as long as they keep on doing what those that are the cause of the break demand from them there is no fixing it.

How do the big blocs ruin the game for the "rest of us"? Last time I checked, we don't bother you folks down in the South much at all. Is it, like, a morale issue or something? I'm honestly straining to understand here.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

FT Diomedes
The Graduates
#644 - 2015-11-01 13:07:22 UTC
Querns wrote:

It's adorable that you keep trying to salvage the jack-of-all-trades contemporary carrier mechanics, when they're the single best tool that the "blob" has.


I'll confess that this is the single most baffling thing I have ever seen. The best weapon the no-skill F1 Blob ever had was the Boot Archon (aka slowcat). So, why are those advocating "skilled" PVP in favor of it? Using the Boot Archon fleet is really quite simple:

1. Get 250 identical ships with large buffer tanks and high resistances.
2. Set up capacitor transfer chain.
3. Drop sentries, delegate them.
4. Let one skilled person make all the targeting decisions.
5. If someone actually shows up to shoot at you, broadcast for reps. No one dies (except maybe a Nidhoggur that forgot to broadcast).
6. Win the strategic objective.
7. Count killmails.
8. Profit.

I've received some really adorable hate mail from people who do not understand the new Fleet Auxiliary ships. I quote:

Quote:
"And if you read the blog - Fielding 100 "triage" (Fax) is exactly what the new meta will be. For those who can afford to at least, the rest of us will stop unsing our hard earned caps. (not everyone gets to rat in safety)"


Perhaps some of the fitting masters from the large capital alliances can weigh in? Is this the new meta? Instead of 250 Boot Archons (aka slowcats), that can all do damage, and can all repair each other, we are going to have fleets of 100 Fleet Auxiliary ships (formerly known as Triage Carriers), which have minimal drones for self-defense, and cannot repair each other effectively (and not at all if they go into Triage mode). Or is the idea that these 100 Fleet Auxiliary ships will be supporting a fleet of 150 Supercarriers and Titans?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Diomedes
The Graduates
#645 - 2015-11-01 13:11:23 UTC
Ralitge boyter wrote:


The problem is that CCP has allowed a handful of people to get so very powerful within the game that short of them leaving the game there is no way to stop them from ruining the game for most of us. The huge power blocks make for a boring game play where most end up just picking up the scraps that are left to them after the big boys have taken everything else. Every step CCP has taken to try and reduce their power is countered by a step like this to give them more power then ever before...


See, this part I actually agree with.

I just don't see how the capital changes, particularly making Triage Carriers a separate ship class, feed into maintaining the current stagnant political system.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Kathao Crendraven
The Scope
Gallente Federation
#646 - 2015-11-01 13:32:29 UTC
I understood that the politics were stagnant pre-phoebe and pre-fozzie sov. Two blocs controlling the entire map is what one could call relatively boring and stagnant.

What I don't see is why people are still stuck on this mentality that nullsec is stagnant, nothing is happening and of course that the people owning Deklein are the ones to blame.
We aren't involved in the catastrophic (but active, I guess) political states in the south, we are not even involved in anything southern of Cloud Ring anymore. Phoebe made it impossible for any bloc to move vast numbers of capitals anywhere else than where they're living. Still, it's the big blocs that ruin the game, but now they do so by staying at home. Some sort of doublethink here.

When you look on the maps, stuff does happen a lot. Yeah I know, Fozzie Sov is fun and everyone of us who ever was working with that stuff knows how encouraging it is to hack things and take their space, just to have more things to hack.
Still, in comparison to what we had before, stuff is nothing but stagnant anymore and these capital changes will neither turn us back into the direction of going to a cold-war state of two blocs not fighting each other nor will it make hacking nodes to gain space you don't want any less (or more) motivating and fun.

The only thing stagnant here is the thinking of people who keep on pressing replay in their minds to continously repeat what people say and blame since 2005.
John McCreedy
Eve Defence Force
#647 - 2015-11-01 14:31:51 UTC  |  Edited by: John McCreedy
Something I've been thinking about in regards to this picture. Capitals/Supers will be broken down in to three categories with two hull sizes:

Guns > Fighters > Logistics

The two groups are Capitals and Supers. Thing is, there is a significant disconnect in both terms of model size and, more importantly, power projection and price between the two groups. Dreads (Guns) and Carriers (Fighters) will be fairly close to each other in terms of firepower and price, according to the blog but there is still a significant imbalance between Titans (Guns) and Supercarriers (Fighters). There's also a significant price difference and in HP values. After the proposed changes, one on one, a Carrier will be able to stand toe to toe with a Dread but from what I can see, a Supercarrier will still be hugely outclassed by a Titan.

To my mind this contradicts the notion of two balanced groups, the Guns and Fighters, at least from a Supers perspective. How do you plan on reducing the performance gap between these two?

13 years and counting. Eve Defence Force is recruiting.

Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#648 - 2015-11-01 17:00:31 UTC
can i has 5000MN MWD Battleships??? (You read correctly, that's oversized prop mod on a battleship)
FT Diomedes
The Graduates
#649 - 2015-11-01 18:31:49 UTC
Henry Plantgenet wrote:
can i has 5000MN MWD Battleships??? (You read correctly, that's oversized prop mod on a battleship)


One thing I do not want to look at in game, is to see how much the deadspace 500mn Microwarpdrives plummeted in price.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Kassasis Dakkstromri
State War Academy
Caldari State
#650 - 2015-11-01 19:55:00 UTC  |  Edited by: Kassasis Dakkstromri
FT Diomedes wrote:
Querns wrote:

It's adorable that you keep trying to salvage the jack-of-all-trades contemporary carrier mechanics, when they're the single best tool that the "blob" has.


I'll confess that this is the single most baffling thing I have ever seen. The best weapon the no-skill F1 Blob ever had was the Boot Archon (aka slowcat). So, why are those advocating "skilled" PVP in favor of it? Using the Boot Archon fleet is really quite simple:

1. Get 250 identical ships with large buffer tanks and high resistances.
2. Set up capacitor transfer chain.
3. Drop sentries, delegate them.
4. Let one skilled person make all the targeting decisions.
5. If someone actually shows up to shoot at you, broadcast for reps. No one dies (except maybe a Nidhoggur that forgot to broadcast).
6. Win the strategic objective.
7. Count killmails.
8. Profit.

I've received some really adorable hate mail from people who do not understand the new Fleet Auxiliary ships. I quote:

Quote:
"And if you read the blog - Fielding 100 "triage" (Fax) is exactly what the new meta will be. For those who can afford to at least, the rest of us will stop unsing our hard earned caps. (not everyone gets to rat in safety)"


Perhaps some of the fitting masters from the large capital alliances can weigh in? Is this the new meta? Instead of 250 Boot Archons (aka slowcats), that can all do damage, and can all repair each other, we are going to have fleets of 100 Fleet Auxiliary ships (formerly known as Triage Carriers), which have minimal drones for self-defense, and cannot repair each other effectively (and not at all if they go into Triage mode). Or is the idea that these 100 Fleet Auxiliary ships will be supporting a fleet of 150 Supercarriers and Titans?




While not a Capital Group 'fitting master', I think experience as a dedicated Capital pilot can allow me a shot at answering this:

There is no denying that this is the correct overview of Boot/Slowcat Archon fleets. However, it should be noted that because these fleets routinely do not encounter other Capital fleets, if and when sub-capitals decide to attempt to out DPS the repair broadcasts, yes ultimately Killmails are counted (partly because we support our Carriers with Sub-capitals that can chase them when they realize it's time to run!) - And because of course as I have pointed out "subcapitals are not a counter to Capitals", holds true currently. If proper counters were employed, then the 1-8 order you've put together might work out a bit differently.

But instead the ships are blamed, instead of the combatant that decided not to commit the proper counter to these larger ships. We saw this with NCdock multiple times, where they refused to commit their Capital forces do to concerns of loosing their fleet vs. whether or not it would be effective against other capitals.

The new meta will not be 100 Fleet Auxiliary ships instead, because they will not be able to provide damage projection from appropriate operational ranges using their 'self defense' oriented abilities. Instead we will more than likely see a 'cruiser + logi' style Capital fleet where strategists will have planned out the most efficient ratio of Combat Carriers to Logistics Carriers (Force Auxiliaries). Another reason you will not see exclusively Force Auxiliary fleets, is because the majority of Carrier pilots consider themselves "Combat" pilots, and loath using a Triage style Carrier. Force Aux. are even worse than current Triage due to the lack of damage projection abilities.

In the end, other people can blame us for 'ruining the game', in reality they fail to grasp that this is still a sandbox, and we're just better at it than you are - that does not mean we are the reason your game play is less than you wish it to be. Survival of the fittest is simply what you are experiencing ingame.

CCP may attempt to curb N+1, but in reality we will simply find a way to turn it into N+10 if necessary... We play to win. So folks the genie has already been let out of the bottle; Pandora long ago opened her box; and 12 years on BoB is not coming back to save you, so you'll just have to accept that there is nothing CCP is going to do that will make us go away...

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

FT Diomedes
The Graduates
#651 - 2015-11-01 20:24:32 UTC
Kassasis Dakkstromri wrote:
Force Aux. are even worse than current Triage due to the lack of damage projection abilities.



Triage Carriers do not project any damage in Triage mode. Most Triage Carriers carry only a small token number of drones for last-ditch self defense during travel. So, I really see no difference between a Triage Carrier and a Fleet Auxiliary ship - except that presumably the Fleet Auxiliary will be better at being a Triage ship (because that is all it is designed to do, it can have better focused bonuses).

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Kassasis Dakkstromri
State War Academy
Caldari State
#652 - 2015-11-01 21:14:03 UTC  |  Edited by: Kassasis Dakkstromri
FT Diomedes wrote:
Kassasis Dakkstromri wrote:
Force Aux. are even worse than current Triage due to the lack of damage projection abilities.



Triage Carriers do not project any damage in Triage mode. Most Triage Carriers carry only a small token number of drones for last-ditch self defense during travel. So, I really see no difference between a Triage Carrier and a Fleet Auxiliary ship - except that presumably the Fleet Auxiliary will be better at being a Triage ship (because that is all it is designed to do, it can have better focused bonuses).


Outside of Triage, current Triage Carriers can still repair, they can use fighters and sentries - and can reconnect to them after coming out of defensive triage, and still apply standard unbonused repairs effectively.

Force Auxiliaries will have zero damage projection as they will always need to be in Triage to have effective repairs. Nullifying any ability to use drones offensively.

That's the distinction I was trying to highlight.

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Rena'Thras
Aliastra
Gallente Federation
#653 - 2015-11-01 21:30:45 UTC
Oh, quick question (I should really start another thread for this in the suggestions category, but...)

...with this new gameplay mechanic for Carriers and Supercarriers, what are the odds of us getting a new class of ship in the Battleship size group that is a dedicated carrier type of ship?

In Naval history, this sort of thing would probably be called "Escort Carriers" and basically be capable of fielding a small contingent of fighters or support craft.

It'd be nice to let people get a taste of that gameplay without having to go into a full Carrier. Might convince more players to try going for a Carrier or Supercarrier if they've already had their appetite whetted by that sort of gameplay.
Sgt Ocker
What Corp is it
#654 - 2015-11-01 22:26:24 UTC  |  Edited by: Sgt Ocker
Rena'Thras wrote:
Oh, quick question (I should really start another thread for this in the suggestions category, but...)

...with this new gameplay mechanic for Carriers and Supercarriers, what are the odds of us getting a new class of ship in the Battleship size group that is a dedicated carrier type of ship?

In Naval history, this sort of thing would probably be called "Escort Carriers" and basically be capable of fielding a small contingent of fighters or support craft.

It'd be nice to let people get a taste of that gameplay without having to go into a full Carrier. Might convince more players to try going for a Carrier or Supercarrier if they've already had their appetite whetted by that sort of gameplay.

It is called a Nestor.

Only real issue with them is, they cost as much as a carrier and aren't all that effective unless you have 2 or more.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#655 - 2015-11-01 23:13:13 UTC
FT Diomedes wrote:
Ralitge boyter wrote:


The problem is that CCP has allowed a handful of people to get so very powerful within the game that short of them leaving the game there is no way to stop them from ruining the game for most of us. The huge power blocks make for a boring game play where most end up just picking up the scraps that are left to them after the big boys have taken everything else. Every step CCP has taken to try and reduce their power is countered by a step like this to give them more power then ever before...


See, this part I actually agree with.

I just don't see how the capital changes, particularly making Triage Carriers a separate ship class, feed into maintaining the current stagnant political system.

Of course it does - Those few dominating groups will always be able to field more of X than anyone else

So nothing changes.

-- - -- - -- - --
If the large dominating groups find they need to field 100 FAX in place of 200 slowcats and Super reps - That is exactly what they will do. For the average group to field 100 Fax it would mean 100 less pvp capable ships on the field - For the likes of Goons, it means handing out 100 Fax to guys who don't own Supers. When you have a capital group of over 3,000, fielding 100 of 1 type of ship is no problem - When you have a capital group of 200 or 300, your losing a lot of your potential damage dealers to field enough triage to keep your Dps alive.

As yet CCP is unable or not prepared to tell us just how capable (if at all) this new ship will be, so much of this is speculation.
Honestly though, I don't think the Fax will be effective for smaller groups. Make them so smaller groups can effectively use them - Gives the blobs a big bonus because they can always field more.

The problem with capital warfare is not the ships, it is the large groups who use them to the extreme - No amount of new ship types and skills is going to fix that.
These large groups don't like to risk loss, so will always pick the target they can be assured of beating.


Repping Pos's is soon to be a thing of the past - Triage really has no role, without the Fax. If it is not balanced right, capital warfare capability is removed from all but the largest groups.
Lets everyone get enough blues to ensure we can all field capitals - But now we don't fight - Because everyone has the same capability.
Again, Nothing changes except who is blue to who.

-- - -- - -- - -- - --
It is a shame western culture is so selfish - Fights like they have on the other server will never happen on TQ - Individual groups are way to selfish to join up to fight a common foe.
According to some in the CFC, this is exactly what they want - They are waiting for that day when TQ join forces to fight them. Sadly, it is unlikely to ever happen.

"Tranquility" was probably not the best naming option for a PVP universe

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Alavaria Fera
GoonWaffe
#656 - 2015-11-01 23:29:19 UTC
Sgt Ocker wrote:
It is a shame western culture is so selfish - Fights like they have on the other server will never happen on TQ - Individual groups are way to selfish to join up to fight a common foe.
According to some in the CFC, this is exactly what they want - They are waiting for that day when TQ join forces to fight them. Sadly, it is unlikely to ever happen.

We used up our one coupon for big fights I guess.

Unless you get another sov bill mistake then perhaps

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

FT Diomedes
The Graduates
#657 - 2015-11-02 01:45:51 UTC
Sgt Ocker wrote:
- Individual groups are way to selfish to join up to fight a common foe.


I don't know about that... I have watched plenty of groups join up to fight a common foe over the years. I remember flying from Etherium Reach to Delve the night BOB's sovereignty fell. It was nothing personal, according to the older players I knew, BOB was the "evil cheater alliance," and it was my chance to participate in an "I was there" moment. So, I flew about 40 jumps, lost an assault frigate on the undock in NOL-, then flew my pod back to Etherium Reach. That's the kind of conflict a little story called "T20" will drive.

So, what's my point? Perhaps Eve just needs a better story to drive people? If not everyone in the universe hates the Imperium enough to fly 40 jumps just to count coup on them, perhaps they are not so bad? Maybe we should all write Mittens a letter?

Dear Goons, please start being complete evil shitlords so that EVERYONE in the game hates you. Then please drop all your sovereignty (again), so that Eve can be fresh and young again. Thank you.

PS - please contract your vast stockpiles of Technetium, Oxygen Isotopes, Exotic Dancers, and Fedo's to FT Diomedes.


Back on topic, I've used (and killed) plenty of Triage Carriers in small gang fights. So, the Fleet Auxiliary ships will definitely have a place in the new meta. Remember that victory is not gained by clumping 1000 pilots on one timer. Distributed operations are supposed to be the norm now.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mai Ling Ravencroft
Duragon Pioneer Group
#658 - 2015-11-02 02:19:34 UTC
FT Diomedes wrote:
People currently bring Triage Carriers to support small to midsize gangs. This seems to work for them. In the future, they will bring the new Fleet Auxiliaries. What is the difference? As far as I can tell, there is no difference at all.

My Triage Archons and Nidhoggurs are essentially completely different ships from my Boot Archons. Due to the vastly different rigs, it's not like I can swap the two fits out. The Triage Archon is not nearly as strong as the Boot Archon, in terms of buffer tank and resistances, but it repairs an incredible amount. I expect it to die, unless my small gang beats the other small gang first. But it provides enough remote repair ability that it can make all the difference in a small scale fight. How will the Fleet Auxiliaries be any different?

Unless you were using a subpar fit before, you could not really swap back and forth between Triage and Boot fits. You already had essentially two separate ships. Now it is just official.

Embrace the new possibilities from splitting up the Swiss Army knife. Maybe Carriers can get new, unique bonuses, such that bringing a combat fit Nidhoggur is not a sick joke? Carriers can focus on being the next logical progression for Drone skilled pilots. Maybe they gain some unique abilities? If the Thanatos got Fighters with a bonus to warp disruption range? Or the Nidhoggur got a bonus to Fighters' web range? The Archon's Fighters could bonus neutralizer range? The Chimera's Fighters could have a secondary role of ECM. That would be pretty cool.

I will not weep for the demise of the blob of Boot Carriers. Nor should anyone else. The only thing good about them is that no one wanted to fight them, so you almost always won your strategic objectives if you brought them. Well that's terrible game play! Good riddance to them... Oh, and it was very easy to multibox them... Again, not a very big loss (even if I have three characters with years of skill training invested in being able to do exactly that).

Fighter strikes will have a place in the new meta. Dedicated Capital remote repair ships will too. CCP is finally giving us better tools for Aegis Sov's distributed fights.

Stop whining. Start thinking. Figure out how you can have fun with the new toys.


I agree with reducing the power of the slowcats, as I think most cap pilots also think is good. The only real concerns I have, and what seems to be the predominate issue, is that Triage and the FAX is going to be such a major nerf to capital logi capabilities. Currently Triage is a death sentence unless you have skill and 1-2 other Triage pilots who are skilled.

This is because, you need to be able to refit, bait tank and some other fairly decent skilled tactics to be able to survive. The refitting nerf, functional reps only in Triage, and such all combine into some very serious limitations that will make the FAX nearly unusable as it is being proposed. Now don't get me wrong, a single FAX with a small gang will still massively increase the small gang, up until it is dropped. This is the way it goes now and that is cool, but loosing its function in med to large fleet warfair is not cool.

This is going to make large fleet warfair a matter of Dreads/Titans with some minor Super support. With FAX being presumably laughable in large fleets, carriers will suffer as inferior to supers and inability to self tank those numbers. This effectively takes both out of large fights. This really sucks because there is a lot of potential for large dynamic fights if all the caps are viable for combat, but this won't happen unless FAX can receive remote assistance or have the current proportional level of non triage RR power.

If FAX become combat viable, the carriers will be effective on grid and we will see fights that are dynamic and amazing to be in. This is what I want to see, as do many others, viability for all caps to be on grid with a solid role and balance features not based on crappy penalties, but rather proper balance and function.
Mai Ling Ravencroft
Duragon Pioneer Group
#659 - 2015-11-02 02:38:44 UTC
afkalt wrote:
Sepheria O'Mally wrote:
afkalt wrote:
Querns wrote:
Quote:

Many groups can field 20 or 30 dreads and as many carriers but most won't without having a group who can field a hundred of each on standby because that is what your enemy is doing. When supers and titans come into play, a group who only has 2 or 3 titans and a few supers is loathe to field them because there is always the very real threat you will get 3rd partied by one of the elite groups (who oddly enough won't fight each other, because they want the guaranteed "We Win" of superior numbers and firepower) and get dunked. So where in this plan is the part where smaller groups can compete, without having to rely on someone else to fight for them?
As long as that is how Eve fights (subcap and capital) are fought - It will never be a place for small (<1000) unaligned groups.

I think the current plan is to introduce some sort of "jump fatigue" to limit the ability for folks to "third party" on fights in whose game they have no skin.



It created a smaller threat range radius, but really mostly it just changed the names on the overviews. The point remains valid, it is STILL all about the batphones, just now different people have different speed dial settings than they used to.


Dude, do you even have a capital. With the fatigue as it is, you are often lucky you can call on your neighbor, when even your core alliance guys are too fatigued cause they just had something they jumped to 45 min ago. Batphones only work in places like Provi, where the groups only work together when needed, and stick to their little corners when not. When you have pilots living in an entire region, you can barely handle moving around just that.



The tears about fatigue are getting old.

Not all of us have neighbors (fixed your typo) who are dropping titans on mining barges.


I think the point here in not fatigue itself but rather its effects on capital warfare. You cannot have a discussion about capitals and choose to ignore a major limiting aspect. That would be like us discussing new industrial mechanics and ignoring CCP changing some core mining aspects. If you don't look at all the issues as a whole, you end up with the traditional broken mechanics Eve is so rife with.

CCP needs to stop looking at everything in the small gang, 1v1 and micro scale. They need to look at issues on the scale that this game is played and not on the scale they hope it will be played at. While 1v1 and small gang is important to the game, focusing every idea solely in this manner leads to blobs being consistently more appealing to many players and balance being skewed.
Sepheria O'Mally
Infinite Aggression Holdings
#660 - 2015-11-02 02:55:26 UTC
FT Diomedes wrote:
Sepheria O'Mally wrote:
CCP Larrikin wrote:
Destoya wrote:
Are you going to give titans a reason to use their guns? You commonly quote titans as having a role of a supercapital version of a dreadnought, but currently the guns are incredibly underwhelming. Against subcaps you might as well be shooting wet paper towels unless it's a battleship MWDing at zero speed, and against caps the effective range just isn't enough to do any significant amount of damage compared to the doomsday.

In the future with new doomsdays as well as capital tackle mods and neuts, I struggle even more to find reason to dedicate 6H/2-3M/3+L slots to use guns that do, in a best case scenario, barely more damage than a dreadnought. I'd really rather you just remove the guns altogether and focus the role of titans to their doomsday, ganglink, and bridging capabilities. This would give space for a supercarrier-priced superdreadnought that I feel could really make use of the guns.


Titans will be able to use the HA anti-sub-capital guns that dreads can use, without going into siege. This, combined with the new DDs, we think will give a unique place for Titans on the battlefield.
While dreads have an upper level on the amount they can tank, Titans, while they have Force Auxiliary support (which admittedly can be killed) don't.


What FAX support? Those heaping piles of junk are going to be torn to shreds before the real fighting starts. Unless the FAX has the tank of a super and can self rep at least 4x the amount that triage carriers do now. Which I don't see happening at all. You are basing your answers on something that will die in next to no time, leaving all the combat ships completely vulnerable.

So your answer that Titans won't have an upper limit to their tank is faulty in 2 major ways. The first being that all FAX will likely be off field before they see incoming fire. The second being that the ship has a max EHP and no amount of reps will save it from a fixed number of DDs. B-R had more reps available, on both sides of the fight, to counter all the DDs fired at any of the Titans that died, but being that most of those deaths happened with properly timed shots, none of those reps mattered.

I am so tired of hearing this same piece of tripe. Every ship, no matter how many reps you bring can die. It is just a matter of proper numbers, good FCing and pilots reacting to the calls. So unless you give ships the ability to absorb incoming reps and build an extra buffer, then nothing in this game has an unlimited tank.

It is down right shameful for Devs to recite this false statement time and again. Either you don't know your own game or you are pandering falsehoods, in hopes the masses are too stupid to know the truth.


As I said above, "how is a Fleet Auxiliary ship any different from a Triage Carrier?"

Also, Eve ships are made to die. So, it is okay if they do that from time to time. If you do not want them to die, feel free to avoid undocking.

If you cannot think of ways to keep your Fleet Auxiliary ships alive (maybe by having a proper support fleet and using electronic warfare to mitigate incoming damage and/or shooting enemy ships faster than they shoot you), then maybe you should stick to smaller ships? Or maybe Eve is not the game for you?

Maybe it is just horrible to you that you can no longer be one of two hundred identical Archons with sentries deployed, but I do not miss that at all.

PS - if the enemy brings out a Titan to kill your Fleet Auxiliary ship, feel free to tackle it and kill it. That will be much easier in the new meta.


I think you are missing the point. It has nothing to do with loosing a ship. If you can't afford to loose it, don't own it. My issue, which seems to be a common one here, is that a capital ship should not be a one time use item. If that is what I felt like flying for the day I will take out my Sabre. Capital ships should be something that when used properly have a chance to survive. This does not seem to be the case here. These FAX are basically being designed on the idea that they should die in every engagement, regardless of skill. That is a bad concept. On the other hand, if I fly a FAX and it is a functional capital, then when I die, so be it, good fight.

Designing a rather costly ship, that is only partially functional, is just bad design. Designing a fully function ship, that is equally susceptible to death as all other capitals, that is good design.

Fleet make-up and effectiveness are what makes the choice between killing the Dominix or the Guardian an important call for an FC. This should also apply on the capital level, where the choice for target calling, should be something that is not just a matter of kill A first, then B, C, D... That is how it works right now and it is boring and broken. Making it a matter of effectiveness and fleet comp verse the FC making good calls, is what makes for engaging and skilled fights, where lesser forces with great leadership can defeat larger forces with only avg leadership.