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[118.6] Capital Balancing

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C-137
C3 Corporation
#621 - 2016-06-26 15:51:35 UTC
Marranar Amatin wrote:
Btw. here are some other dps numbers to compare against that Onyx (assuming a perfect transversal speed for the Onyx), for other ship classes (all ships get 3 damage mods and 2 application mods):

Phönix: ~650
Nagl: 800 (depending on range, 824 on 35km)
Sentry Domi: ~500 (depending on range, 498 on 35 km)
Harbringer: ~500 (depending on range, 425 on 35 km)
Caracal: ~300 dps.

How the **** are 600 dps from a RATTING carrier too much compared to this?
Ratting carrier are fit for max dps, and its still only marginally better than a BS or a BC which is not even fit for max dps.

How bad do you think the dps should be? Do you seriously think that a capital that is crap against caps should also be much worse then subcaps against subcaps? What is the purpose of a carrier then? I can only assume that you never fly carrier yourself, and just think that their only purpose is a nice killmail that can be obtained without risk.

Comparing these numbers, it seems that the dps is clearly too low. The dreads do a little more dps, but simply devestate carrier in a capital fight. And the subcaps are only slightly worse than the carrier


I cede the Harb to you because BattleCruiser vs Cruiser should be this way. We are talking about Carrier vs Cruiser being better than BattleCruiser vs Cruiser and you want it to do even more dps?

How is that siege mode working out for you lol...
C-137
C3 Corporation
#622 - 2016-06-26 15:52:37 UTC
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


What is the point of flying any other ship if a PVE Carrier can outdps everything...
Cade Windstalker
#623 - 2016-06-26 15:53:39 UTC
Sgt Ocker wrote:
So if I'm reading your pastebin right. It took 3 squads of Einherji light fighters just over 1 minute to kill a fairly low tanked cruiser that had no logi.
I think that shows pretty well Light, Fighters need buffing.

Your niche use Thany fit took too long to kill the Onyx, which would indicate an armor fit combat Thany is likely to take much longer than that.


That's not really 'lightly tanked', that's a HIC with very high explosive resist sig/speed-tanking. Honestly I think it's kind of questionable if that's even a particularly valid use-case, but it does certainly show that Fighters won't insta-blap Cruisers anymore.

Whether you think this is a problem depends on where you feel the balance between caps and sub-caps should rest...

Sgt Ocker wrote:
All I can suggest is, you train into these ships and use them.. Your "this is how it works" is clearly coming from someone who has no idea how capital logi works and is applied since the changes.

You broadcast when yellow boxed (wait till your red boxed, no amount of reps will save you) - If logi is on the ball, your first rep cycle hits as you lose your small shield buffer (or, as you hit armor if it is easier for you to understand). Remote armor rep cycle on an Apostle, is 3 seconds. So 5 seconds after you broadcast you get your first and most important rep cycle.
With shield, you broadcast when you get yellow boxed, if logi is on the ball, 2 or 3 seconds to lock you (with good server tics) and apply reps, you have lost the same amount of shield as an armor boat BUT your shield is your buffer so you are behind the 8 ball from the first cycle having lost a portion of your shield buffer.

Shield remote rep cycle time is 4 seconds with max skills (compared to 3 seconds for Armor) - Who has the advantage when it comes to reps? Yes Armor rep hits at the end of the cycle but after the first cycle, when reps hit becomes irrelevant.


Shield also reps more, but costs more cap, ect. The differences go on. I'm aware of all of this, and pretty much everything you described is the same at the sub-cap level.

Also it's a bit ridiculous to say that you've lost the same amount of shield as an Armor boat that a Shield boat with resist mods has lost. Plus that shield boat immediately gets a big whack back because shield reps more and reps at the start of the cycle, so shield isn't at any kind of disadvantage here, unless their entire buffer gets nuked through in one hit, at which point the armor ship has a decent chance of dying before reps land anyway, since a similar amount of his total EHP is goign to be gone, but he has to wait after he's locked up for reps to hit. For the shield ship it doesn't matter if they're into armor or even structure, so long as they're still up and the reppers got them back up to full so they can take the next salvo with staggered reps mitigating it so they don't dip down into armor again. That's not significantly different from an armor boat losing his shield buffer.

Sgt Ocker wrote:
As I said, Devs did not take all things into account when deciding on this nerf, they looked at one next to useless attribute, disregarded how remote reps apply and decided to remove shield capitals from combat fleets.

That buffer on a shield carrier is now going to be 10% lower, overall making armor the first and best choice.

Really though, the bottom line with this, regardless of what you or I think. Those who design doctrines for actual use in the game, aren't including anything shield.


I guarantee you the devs absolutely took it into consideration. CCP has, for as long as there have been Capital fights, had people on their staff who FC the things on their private accounts.

I keep trying to tell you, there is more to the use-case for capitals and the balance decisions that go into them and their modules than this one use-case of medium to large fleet PvP, and CCP have repeatedly shown that they're fine with Armor dominating at the large scale so long as Shield sees use and has its niche, because they don't want Shield or Armor to become completely dominant.

Wormholes, small cap engagements, cap-vs-subcap, and even PvE all need to be weighted and looked at when balancing these modules. It sucks when your corner of the game loses out, but it's *far* better for the game as a whole if CCP take a holistic approach instead of saying "those other areas don't matter at all".

Sgt Ocker wrote:
PS; If you think my previous opening statement was insulting - You should probably not be on these forums. You might be too soft and thin skinned. It is a comment I have made many times because multi quoting is lazy posting often used to take things out of context (no-one has ever taken my simple bland comment as an insult) - Maybe you should take a look at - Ahh forget it, if a general comment directed at no-one in particular offends you, that's your problem.
PPS; If I were to insult you intentionally, you'd know it.


I'm trying to keep this civil, since it's quite clear you're quite invested and a little worked up by this whole debate. I'm not being thin skinned, I'm trying to keep things civil and on topic. Attack the argument, not the person, and all that.

I break up long passages of text covering different topics so that it's absolutely clear what I'm referring to when I respond as I've had issues in the past with people assuming one thing I said was referring to another part of their post and from there things just get messy. Like I said, if you don't like it that's hardly my problem. If you think I'm taking anything you say out of context please feel free to call it out. If I agree I'll apologize, if I not then I'll try to clarify what I was talking about.

Also you may want to give the Forum Rules a once-over.
Cade Windstalker
#624 - 2016-06-26 15:55:29 UTC
Marranar Amatin wrote:
That is just not possible anymore, its as much a burst ability as autocannons are a burst weapon.

Just check the damage numbers.
Against most targets it will do less alpha than the main gun. Even double webbed and double painted armor cruisers (ignoring the stacking penalty of these, and using max bonus on TP) will take less damge from "burst". And you still need double web and double painters (ignoring the penalty) to get more alpha out of the "burst" against a shield cruiser.
Even armor battleship needs to be painted and webbed (but only once, hooray, only one web and painter required so the "burst" ability has more alpha then the main gun against a freaking battleship).

Please explain to me what qualifies this as a burst ability, and what kind of tactical use you are thinking of.


That's kind of the point? You're bringing up a bunch of fits that tank on sig and speed and then complaining that your poor-application alpha-strike ability doesn't deal full damage. That's like complaining that 1400 arties don't deal full damage. Of course they don't, that's the point of the fit.

Also if you bring a third Web or bonused TP you're dealing full damage, or close to it, to that cruiser again with the Rocket Salvo. This isn't a problem with the ability being useless, it's a problem of insufficient support making it less effective.

Plus even if it deals less alpha to a target than the primary attack (which should be expected against some targets, and was the case even pre-nerf) it's still a spike in damage and is therefore working fine and doesn't need to be turned into, effectively, just a second DPS weapon to be viable.

Marranar Amatin wrote:
The mentioned double webbed and double painted cruiser will take about 5.5k or 11k alpha from the salvo (armor/shield). While having about 60k ehp. How are you going to blap this from the field?
You can use a lot of carrier for this, then at some point you can alpha them... but you can do this with basically any ship.
Also what do you mean with 4 seconds refire time? The rocket salvo has 14 seconds, not 4.

Btw. I am not saying that it is necessarily a bad thing that the burst got removed. I can understand the complaints, and the reason for changing this. Since they removed the alpha, I just want to treat the abilities as if it got removed (since it did), and treat it as what it is: an ability to activate for a dps increase. And since the dps is very low without that ability, there is no good reason for the low amout of charge, long reload time and missing auto repeat.

edit:
the numbers are for afterburner fit, but ignoring links. in a serious engagement everyone will have links which would reduce sig and increase speed further.


You're not going to nuke something off field in one hit, at least not with one Carrier, that's the entire point of these changes. Just because that's no longer the case doesn't mean that the ability is now useless or "just extra DPS", since with a sufficient support fleet and more than one Carrier you can still burst through someone's tank and kill them, you just need to be more tactical about when you do this and rely on more than just your own DPS in most situations.

My mistake on the re-fire time, I was looking at the reload speed per charge, which is down from 6 seconds to 4. Disregard that, I'll edit the old post to cross it out.
Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#625 - 2016-06-26 15:57:01 UTC
C-137 wrote:
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


What is the point of flying any other ship if a PVE Carrier can outdps everything...


there are such things as low skilled pilots and folks who cant afford them you know. also, flying a carrier draws attention, enough that there will be lots of people who dont fly them so that they dont draw said attention.

and then there's the whole issue where you cant use them to run missions and high-sec incursions, which are by far the most heavily utilized methods of making isk in this game. so in the end does it really matter? not everyone will be flying it anyways, and those that do are taking the risk of being an easy killmail for any pvpers who manage to catch them, cause as it stands now with these changes, you have to have basically no tank to get a carrier to be able to apply it's dps across the whole line of ship classes.
C-137
C3 Corporation
#626 - 2016-06-26 16:01:02 UTC
Morgaine Mighthammer wrote:
C-137 wrote:
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


What is the point of flying any other ship if a PVE Carrier can outdps everything...


there are such things as low skilled pilots and folks who cant afford them you know. also, flying a carrier draws attention, enough that there will be lots of people who dont fly them so that they dont draw said attention.

and then there's the whole issue where you cant use them to run missions and high-sec incursions, which are by far the most heavily utilized methods of making isk in this game. so in the end does it really matter? not everyone will be flying it anyways, and those that do are taking the risk of being an easy killmail for any pvpers who manage to catch them, cause as it stands now with these changes, you have to have basically no tank to get a carrier to be able to apply it's dps across the whole line of ship classes.


Lmao, carriers are farming L5's right now for more isk than any other source in the game right now for a single ship...
Cade Windstalker
#627 - 2016-06-26 16:01:37 UTC
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


Small correction here, the Carrier does 600 DPS to a fairly fast sig-tanking Cruiser. To the Battleships that make up most of Null-Sec belts and sites you'll do far more than the Ishtar.

Beyond that why do you feel that 600 DPS is too low for a ship that tanks far far better than your Ishtar does, and has way more EHP? Do you have some numbers to back this up or is it just "I feel this is too low"?

I would also point out you can boost this DPS number quite a bit just by bringing a single Rapier or a Loki.

Morgaine Mighthammer wrote:
there are such things as low skilled pilots and folks who cant afford them you know. also, flying a carrier draws attention, enough that there will be lots of people who dont fly them so that they dont draw said attention.

and then there's the whole issue where you cant use them to run missions and high-sec incursions, which are by far the most heavily utilized methods of making isk in this game. so in the end does it really matter? not everyone will be flying it anyways, and those that do are taking the risk of being an easy killmail for any pvpers who manage to catch them, cause as it stands now with these changes, you have to have basically no tank to get a carrier to be able to apply it's dps across the whole line of ship classes.


Or bring a couple of Rapiers, Lokis, or a Vigilant/Vindicator or two...
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#628 - 2016-06-26 16:06:31 UTC
C-137 wrote:
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


What is the point of flying any other ship if a PVE Carrier can outdps everything...


I'll answer that with a question:
Why do you think there are currently many roamings with frigs, t3ds, cruiser, battelcruiser, rarely bs, but hardly ever carrier, when the carrier dps es even much much better currently?
Hint: the carrier has certain drawbacks that most ships tend to have with increasing size.
Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#629 - 2016-06-26 16:19:14 UTC
Cade Windstalker wrote:
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


Small correction here, the Carrier does 600 DPS to a fairly fast sig-tanking Cruiser. To the Battleships that make up most of Null-Sec belts and sites you'll do far more than the Ishtar.

Beyond that why do you feel that 600 DPS is too low for a ship that tanks far far better than your Ishtar does, and has way more EHP? Do you have some numbers to back this up or is it just "I feel this is too low"?

I would also point out you can boost this DPS number quite a bit just by bringing a single Rapier or a Loki.

Morgaine Mighthammer wrote:
there are such things as low skilled pilots and folks who cant afford them you know. also, flying a carrier draws attention, enough that there will be lots of people who dont fly them so that they dont draw said attention.

and then there's the whole issue where you cant use them to run missions and high-sec incursions, which are by far the most heavily utilized methods of making isk in this game. so in the end does it really matter? not everyone will be flying it anyways, and those that do are taking the risk of being an easy killmail for any pvpers who manage to catch them, cause as it stands now with these changes, you have to have basically no tank to get a carrier to be able to apply it's dps across the whole line of ship classes.


Or bring a couple of Rapiers, Lokis, or a Vigilant/Vindicator or two...


600 dps seems to be pretty average for most cruiser and bc size vessels when fit for dmg, so yes, a ship that is exponentially more expensive in pretty much every way should be able to do more than that on it's own. am i the only one who sees it as a non-issue that larger ship hulls do more dps? they have higher fitting capabilities, higher skill requirements, and higher price tags; why on earth shouldn't they do more for all of that? that said there are always trade-offs in eve, and i have no problem with that. thus why i stated how you have to give up tanking ability to get proper dmg and application out of a carrier. yes the carrier can tank more than my ishtar, but at the same time i have to be super vigilant when ratting in a carrier cause i have a giant target on my back, not so much with an ishtar.

also, how often do you really see people farming null-sites in groups? almost never. folks rat to make isk, why share that when they can find a way to do it themselves?
Cade Windstalker
#630 - 2016-06-26 16:41:44 UTC
Morgaine Mighthammer wrote:
600 dps seems to be pretty average for most cruiser and bc size vessels when fit for dmg, so yes, a ship that is exponentially more expensive in pretty much every way should be able to do more than that on it's own. am i the only one who sees it as a non-issue that larger ship hulls do more dps? they have higher fitting capabilities, higher skill requirements, and higher price tags; why on earth shouldn't they do more for all of that? that said there are always trade-offs in eve, and i have no problem with that. thus why i stated how you have to give up tanking ability to get proper dmg and application out of a carrier. yes the carrier can tank more than my ishtar, but at the same time i have to be super vigilant when ratting in a carrier cause i have a giant target on my back, not so much with an ishtar.

also, how often do you really see people farming null-sites in groups? almost never. folks rat to make isk, why share that when they can find a way to do it themselves?


Cost does not equate to more damage or more applied damage to smaller targets, nor should it. A Battleship is much much more expensive than a Frigate but applies a tiny amount of DPS to one without support or at least EWar. A Titan is dozens of times more expensive than a Carrier but applies a tiny amount of DPS to sub-caps in general.

The trade-off here is needing to work with someone else to get that amazing DPS against small targets without having to worry about tank. Being able to do that solo created an absolutely toxic PvP environment where the food change just got shoveled directly into the mouth of the Carrier.

Having this situation where larger ships are just hands-down *better* is bad for the game. It makes people who don't want to fly these huge ships feel unfairly punished, and it creates an environment where new-bros don't feel useful and end up being basically told by Corp/Alliance leadership:

"Cool, start this focused 1.5 year skill train to be useful in PvP, until then you're basically cannon-fodder, oh and you'll have trouble making any ISK unless you deviate from that skill plan by about 6 months, so yeah, 2 years to be useful to the Meta, which will likely change in the meantime."

How is that kind of environment, where one ship just dominates all sub-caps solo with an efficiency way out of proportion to its cost increase compared to other ships, not a hot toxic mess?
Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#631 - 2016-06-26 17:01:26 UTC  |  Edited by: Morgaine Mighthammer
Quote:
Cost does not equate to more damage or more applied damage to smaller targets, nor should it. A Battleship is much much more expensive than a Frigate but applies a tiny amount of DPS to one without support or at least EWar. A Titan is dozens of times more expensive than a Carrier but applies a tiny amount of DPS to sub-caps in general.

The trade-off here is needing to work with someone else to get that amazing DPS against small targets without having to worry about tank. Being able to do that solo created an absolutely toxic PvP environment where the food change just got shoveled directly into the mouth of the Carrier.

Having this situation where larger ships are just hands-down *better* is bad for the game. It makes people who don't want to fly these huge ships feel unfairly punished, and it creates an environment where new-bros don't feel useful and end up being basically told by Corp/Alliance leadership:

"Cool, start this focused 1.5 year skill train to be useful in PvP, until then you're basically cannon-fodder, oh and you'll have trouble making any ISK unless you deviate from that skill plan by about 6 months, so yeah, 2 years to be useful to the Meta, which will likely change in the meantime."

How is that kind of environment, where one ship just dominates all sub-caps solo with an efficiency way out of proportion to its cost increase compared to other ships, not a hot toxic mess?


you and i seem to be having a misunderstanding... i am not advocating that carriers should be solopwnmobiles, we had those years ago in the form of old motherships, they were far more cancerous for lowsec than the bloody svipul is these days. no ship should be able to do everything by itself, but they should be able to do some things very well. as well, base hull damage output and applied damage are two different things. yes a bs doesn't do much damage to a frigate without help, but with said help they wreck them. they can either have someone else bring a ship to provide that help or they can sacrifice something by fitting themselves to do it; why should it be any different with a carrier? there should always be the option to trade one ability for another by fitting your ship a specific way. give up tank and you gain dmg output or application, give up those to get tank, or mobility, or ewar; the list goes on. yes, if you want to have tank and full application, you need more people, but if you dont care about one or the other, then there is ZERO reason to require more than one person to play eve.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#632 - 2016-06-26 17:18:02 UTC
Claiming that carrier are just hands down better than subcaps is silly, thats really not the issue.
Are you in a pvp alliance? Or do you know one? Is everyone just flying carrier? No.

And thats even before the nerfs. Because carriers have huge disadvantages, mostly the combination of being very slow and very expensive. And these disadvantages mean that they must be better somewhere, otherwise there is no point in using them. And this somewhere is fighting subcaps, since they are bad against large targets. Give them one tube of heavy fighters and I wont complain about them being bad against smaller targets, because then they are good against large ones. But they dont have this. They are only meant against smaller targets, so there they should be significantly better than subcaps.

If there is one class that is a problem with "more expensive and just better" then its the super carrier. Which can do everything that a carrier can do, just much better and much more, without any serious drawback besides cost (they even get to dock in keepstars now).
Cade Windstalker
#633 - 2016-06-26 18:29:34 UTC
Morgaine Mighthammer wrote:
you and i seem to be having a misunderstanding... i am not advocating that carriers should be solopwnmobiles, we had those years ago in the form of old motherships, they were far more cancerous for lowsec than the bloody svipul is these days. no ship should be able to do everything by itself, but they should be able to do some things very well. as well, base hull damage output and applied damage are two different things. yes a bs doesn't do much damage to a frigate without help, but with said help they wreck them. they can either have someone else bring a ship to provide that help or they can sacrifice something by fitting themselves to do it; why should it be any different with a carrier? there should always be the option to trade one ability for another by fitting your ship a specific way. give up tank and you gain dmg output or application, give up those to get tank, or mobility, or ewar; the list goes on. yes, if you want to have tank and full application, you need more people, but if you dont care about one or the other, then there is ZERO reason to require more than one person to play eve.


Where you're talking about Battleships sitting isn't significantly different from where Carriers are going to be sitting after these changes. Battleships, even with good fittings, are never going to be terribly good against small ships. That's one of the reasons that pure Battleship roams just don't happen much these days, because people have figured out how to use small mixed fleets or Cruiser and BC based fleets with other ships sprinkled in to take out pure BS roams and even good sized fleets.

As for the idea that you should be able to just play Eve solo... I kind of disagree. This is an MMO, so by definition there are other players involved. You can certainly play in a way that limits your interaction with others but you're going to close yourself off from some styles of play and personally I don't have a problem with Capitals being one of those areas that is, at the very least, much harder to execute solo than in a group. Capitals are big, expensive, and logistically difficult to move or field, what about that says "solo ship", irrespective of its actual capabilities?

Marranar Amatin wrote:
Claiming that carrier are just hands down better than subcaps is silly, thats really not the issue.
Are you in a pvp alliance? Or do you know one? Is everyone just flying carrier? No.

And thats even before the nerfs. Because carriers have huge disadvantages, mostly the combination of being very slow and very expensive. And these disadvantages mean that they must be better somewhere, otherwise there is no point in using them. And this somewhere is fighting subcaps, since they are bad against large targets. Give them one tube of heavy fighters and I wont complain about them being bad against smaller targets, because then they are good against large ones. But they dont have this. They are only meant against smaller targets, so there they should be significantly better than subcaps.

If there is one class that is a problem with "more expensive and just better" then its the super carrier. Which can do everything that a carrier can do, just much better and much more, without any serious drawback besides cost (they even get to dock in keepstars now).


Two words: Slowcat fleet.

That was the last time Carriers became an overwhelmingly dominant part of fleet warfare, and it shows that this absolutely can happen if a capital becomes dominant enough over sub-caps.

I'm not saying it's happening now, nor that it absolutely would happen without these changes, but we also haven't had a ton of time for that to happen since Citadel, with these changes coming pretty quickly after the initial release. If Carriers were left absolutely dominating sub-caps then I think we absolutely could see a return to Carrier doctrine fleets.

Personally I think there's plenty of math in this thread showing that Carriers are hardly useless against sub-caps right now, and with proper support they're absolutely devastating to small engagements. We'll really have to see this play out in the wild to know for sure though.

I think it's definitely possible that Carriers will need further tweaking, probable even, since even if these changes are fine in the short term the meta around Capitals has been pretty volatile historically, with people finding new ways to break things or just building up enough stuff to wreck face with them.

Personally, just on the face of it, I wouldn't be opposed to Carriers having the option to field a single tube of Heavy Fighters, but I'd both like to see how these changes play out and want to do a lot of math on what that would mean for the Capital meta, since Heavy Fighters are currently balanced around being exclusive to Super Carriers.
Marranar Amatin
Center for Advanced Studies
Gallente Federation
#634 - 2016-06-26 18:52:14 UTC
Cade Windstalker wrote:
Marranar Amatin wrote:
That is just not possible anymore, its as much a burst ability as autocannons are a burst weapon.

Just check the damage numbers.
Against most targets it will do less alpha than the main gun. Even double webbed and double painted armor cruisers (ignoring the stacking penalty of these, and using max bonus on TP) will take less damge from "burst". And you still need double web and double painters (ignoring the penalty) to get more alpha out of the "burst" against a shield cruiser.
Even armor battleship needs to be painted and webbed (but only once, hooray, only one web and painter required so the "burst" ability has more alpha then the main gun against a freaking battleship).

Please explain to me what qualifies this as a burst ability, and what kind of tactical use you are thinking of.


That's kind of the point? You're bringing up a bunch of fits that tank on sig and speed and then complaining that your poor-application alpha-strike ability doesn't deal full damage. That's like complaining that 1400 arties don't deal full damage. Of course they don't, that's the point of the fit.

Also if you bring a third Web or bonused TP you're dealing full damage, or close to it, to that cruiser again with the Rocket Salvo. This isn't a problem with the ability being useless, it's a problem of insufficient support making it less effective.

Plus even if it deals less alpha to a target than the primary attack (which should be expected against some targets, and was the case even pre-nerf) it's still a spike in damage and is therefore working fine and doesn't need to be turned into, effectively, just a second DPS weapon to be viable.



You are missing the point.
I am not complaing about the ability not doing full damage, I am only explaining why this ability is not a burst ability, and thus should not be treated as one.

If in most situations, the alpha from a 14 seconds cooldown, deals less damage then the alpha from a 5 second cooldown regular attack, then it is not a burst ability but simply a dps increase.

If you really think it is a burst ability, you should provide your definition of a burst ability.

Also, while you stated some pages ago that you are not in favour or against the nerf and just want objective arguments, its becoming pretty clear that you are strongly in favour of nerfs and just want to hide your desire. You read too many things wrong on purpose, and your errors are always in favour of nerfs. A shield tanked cruiser is not sig tanked (and btw. on a shield tanked mwd cruiser the missile also does less alpha than the main attack, and it "only" takes a web and a painter to get an incredible 27% more alpha than the main attack). And suggesting that when 2 webs and 2 painters are not enough then one should use 3 painters and 3 webs is just an excuse because you dont want to admit the result. The 3 painter and webs will in reality be only slightly better than the 2 painters and webs because as mentioned I didnt include stacking penalty, so no, you are not going to deal full damage, and the full damage is not the point anyway. And even if it were, just asking for more and more painters and web shows that you just want to see a certain result.

Morgaine Mighthammer
Rational Chaos Inc.
Brave Collective
#635 - 2016-06-26 19:00:13 UTC
Cade Windstalker wrote:
Where you're talking about Battleships sitting isn't significantly different from where Carriers are going to be sitting after these changes. Battleships, even with good fittings, are never going to be terribly good against small ships. That's one of the reasons that pure Battleship roams just don't happen much these days, because people have figured out how to use small mixed fleets or Cruiser and BC based fleets with other ships sprinkled in to take out pure BS roams and even good sized fleets.

As for the idea that you should be able to just play Eve solo... I kind of disagree. This is an MMO, so by definition there are other players involved. You can certainly play in a way that limits your interaction with others but you're going to close yourself off from some styles of play and personally I don't have a problem with Capitals being one of those areas that is, at the very least, much harder to execute solo than in a group. Capitals are big, expensive, and logistically difficult to move or field, what about that says "solo ship", irrespective of its actual capabilities?


battleships have been given weapons specifically designed to allow them to combat small ****, and they work amazingly when used right. pure battleship roams dont happen because outside of a few very limited exceptions, they are slow as ****, not because of their ineffectiveness. roaming gangs by definition need to be mobile, and it's hard to do that in battleships, tanked or otherwise. on top of that, due to ccp's chosen game mechanics, larger ships have ****** sensors and cant lock small **** fast; this drawback allows a lot of potential targets to escape. to make up for this most people bring other ship classes, that allow you to fill in your short comings; yet at the same time i can take a tempest and just fit tracking mods and sebos and be able to quickly lock and blap a frigate. will it do tons of damage? no. will it be able to take a cruiser sneezing at it? no. but it is still an option, and that is what makes eve, eve. options.

yes eve is an mmo, yes there are other players involved, you cant escape that with our economy. that said, have you never heard of solo roaming? cause it feels like you haven't. there are lots of people who do things solo all the damn time, and the way you're talking it sounds like you think that they should always have another person with them. let people play how they want to play, how hard is that to understand? have i seen guys solo roam in carriers? yes i have, and i have murdered them. roaming solo in any cap is generally a bad idea, but it should still be an option for players. pretty much every person that i have ever encountered that was ratting with a carrier was doing it solo, yet it seems like that notion offends you and i for the life of me cant figure out why. yes caps are expensive and can be a pain in the ass to move and ****, i know this very very well having been flying my dread, carriers and supers for years now; but that doesn't mean that they HAVE to be used in groups or with support. one of the key elements that makes eve what it is is risk vs reward. if i want to solo fly a carrier for them dank ratting ticks, i'm taking the risk of getting murdered and loosing my multi-billion isk ship, and i and every other pilot should be free to make that same choice. doing the same activity in a group gives you more security but you have to split the rewards of doing it. it's all a balance of risk vs reward, and it should stay that way.

there should be nothing in this game that you cannot attempt to do solo. any success at that should be up to chance as with everything else in this game, but it should still be possible to try.
Sgt Ocker
What Corp is it
#636 - 2016-06-26 19:18:47 UTC
C-137 wrote:
Morgaine Mighthammer wrote:
C-137 wrote:
You seriously want a PVE carrier to do more than 600 dps to a speed tanked cruiser? wow I don't even...


yes, a carrier setup for ratting, eg hitting everything from battleships through frigates, should EASILY surpass 600dps on a cruiser sized target. that's the entire point of a ratting carrier, killing things quickly to make isk; if it cant do that, then you pick a different ship. my ishtar does 760dps, why on earth is it such a crazy idea to you that i should expect to be able to surpass that in a bloody ratting fit carrier?


What is the point of flying any other ship if a PVE Carrier can outdps everything...

So what DPS should a max DPS, Omni fit carrier do to a lone, under tanked, reasonably high sig, slow cruiser?

Sorry but; Your Onyx IS NOT SPEED TANKED - It was sig tanked, Sort of. You have at least one extender on it.

I take out my "speed" tanked Onyx - Gistum A-Type MWD, mid grade snakes, every speed, agility related HW I can fit, Strong X-Instinct and do over 2.8K (with heat). Oh and it reps just over 2,000 DPS with heat (1,600 cold) to stay alive long enough to do its job of cynoing in support to kill what I have caught.

NB; When that PVE carrier with little or no tank is caught by a well fit Hic or HK, it WILL die to the gang that gets dropped on it. You just need to fit your heavy tackle appropriately.

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
#637 - 2016-06-26 22:21:45 UTC
Cade Windstalker wrote:
Morgaine Mighthammer wrote:
600 dps seems to be pretty average for most cruiser and bc size vessels when fit for dmg, so yes, a ship that is exponentially more expensive in pretty much every way should be able to do more than that on it's own. am i the only one who sees it as a non-issue that larger ship hulls do more dps? they have higher fitting capabilities, higher skill requirements, and higher price tags; why on earth shouldn't they do more for all of that? that said there are always trade-offs in eve, and i have no problem with that. thus why i stated how you have to give up tanking ability to get proper dmg and application out of a carrier. yes the carrier can tank more than my ishtar, but at the same time i have to be super vigilant when ratting in a carrier cause i have a giant target on my back, not so much with an ishtar.

also, how often do you really see people farming null-sites in groups? almost never. folks rat to make isk, why share that when they can find a way to do it themselves?


Cost does not equate to more damage or more applied damage to smaller targets, nor should it. A Battleship is much much more expensive than a Frigate but applies a tiny amount of DPS to one without support or at least EWar. A Titan is dozens of times more expensive than a Carrier but applies a tiny amount of DPS to sub-caps in general.

The trade-off here is needing to work with someone else to get that amazing DPS against small targets without having to worry about tank. Being able to do that solo created an absolutely toxic PvP environment where the food change just got shoveled directly into the mouth of the Carrier.

Having this situation where larger ships are just hands-down *better* is bad for the game. It makes people who don't want to fly these huge ships feel unfairly punished, and it creates an environment where new-bros don't feel useful and end up being basically told by Corp/Alliance leadership:

"Cool, start this focused 1.5 year skill train to be useful in PvP, until then you're basically cannon-fodder, oh and you'll have trouble making any ISK unless you deviate from that skill plan by about 6 months, so yeah, 2 years to be useful to the Meta, which will likely change in the meantime."

How is that kind of environment, where one ship just dominates all sub-caps solo with an efficiency way out of proportion to its cost increase compared to other ships, not a hot toxic mess?

Sorry (don't get offended) but cost very much plays a part in more damage applied. A T2 fit battleship will do far less damage to a small ship than one that is fit with deadspace and faction mods designed to add and better apply damage.

You seem to miss that carriers are still getting killed every day by small to medium gangs, they aren't the OP killing machine your attempting to make them out. They will die to a prepared group, they will kill anything that is not right for the job, as it should be.

The ONLY change Devs needed to do initially to carriers was the NSA - That would have been a good fix for balancing carriers vs small ships being insta popped on gates. Instead they threw in a bunch of straight up nerfs as well.

Tell me, when these changes are implemented in a few days, if they are found to be too much nerf, how long do you think (remembering Devs history of changing things back because they got it wrong) it will take devs to take another look at Light Fighters and carriers in general?
Is it likely to be a month from now? A year maybe or two... If ever.

Your still going to see gate camping carriers because Omnis are still powerful and as much of pvp vs small ships is about damage application not DPS, many of these carriers (with a link alt in system) will still insta blap small ships on gates.

Devs missed a golden opportunity here. They had the chance to show players they could actually balance things using expertise and moderation, pity they don't care enough to do their job right.

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.

Cade Windstalker
#638 - 2016-06-26 23:04:30 UTC
Morgaine Mighthammer wrote:
battleships have been given weapons specifically designed to allow them to combat small ****, and they work amazingly when used right. pure battleship roams dont happen because outside of a few very limited exceptions, they are slow as ****, not because of their ineffectiveness. roaming gangs by definition need to be mobile, and it's hard to do that in battleships, tanked or otherwise. on top of that, due to ccp's chosen game mechanics, larger ships have ****** sensors and cant lock small **** fast; this drawback allows a lot of potential targets to escape. to make up for this most people bring other ship classes, that allow you to fill in your short comings; yet at the same time i can take a tempest and just fit tracking mods and sebos and be able to quickly lock and blap a frigate. will it do tons of damage? no. will it be able to take a cruiser sneezing at it? no. but it is still an option, and that is what makes eve, eve. options.


I would love to see these weapons that are supposed to be so effective against Frigates and Cruisers. The closest most Battleships get is their smallest Large guns which are... kind of hilariously ineffective at shooting smaller targets, especially compared to even the largest Cruiser guns, despite many T2 Cruisers being able to put out similar DPS.

Also your theoretical Tempest is hilariously ineffective, and a direct parallel can be drawn between that and a ****-fit Carrier with nothing but Tracking and damage mods fitted. That would, most likely, have a very easy time killing most small ships but would die the moment a Dread looked at it funny, Logi or no.

Morgaine Mighthammer wrote:
yes eve is an mmo, yes there are other players involved, you cant escape that with our economy. that said, have you never heard of solo roaming? cause it feels like you haven't. there are lots of people who do things solo all the damn time, and the way you're talking it sounds like you think that they should always have another person with them. let people play how they want to play, how hard is that to understand? have i seen guys solo roam in carriers? yes i have, and i have murdered them. roaming solo in any cap is generally a bad idea, but it should still be an option for players. pretty much every person that i have ever encountered that was ratting with a carrier was doing it solo, yet it seems like that notion offends you and i for the life of me cant figure out why. yes caps are expensive and can be a pain in the ass to move and ****, i know this very very well having been flying my dread, carriers and supers for years now; but that doesn't mean that they HAVE to be used in groups or with support. one of the key elements that makes eve what it is is risk vs reward. if i want to solo fly a carrier for them dank ratting ticks, i'm taking the risk of getting murdered and loosing my multi-billion isk ship, and i and every other pilot should be free to make that same choice. doing the same activity in a group gives you more security but you have to split the rewards of doing it. it's all a balance of risk vs reward, and it should stay that way.

there should be nothing in this game that you cannot attempt to do solo. any success at that should be up to chance as with everything else in this game, but it should still be possible to try.


You can try to do a lot of things in this game solo, but the game gives a pretty firm "no, that's not practical" to many of them. For example there's nothing stopping you from trying to solo an enemy fleet with a Titan and, well, recent loss mails show how that goes for people that try it.

This isn't about individual freedom, because players are always free to do something stupid (just ask the denizens of Amamake and Rancer) but some things are just so ineffective as to be impractical, and Solo Carriers are just one of those things and *almost* always have been. Sure, pre-Citadel, you could go do some solo PvP with your Carrier but I can attest personally to how easy it's always been to kill one who gets caught and nailed down.

In short, nothing in these changes or any other changes we can reasonably expect CCP to make to Carriers or any other ship type will prevent them from being used solo, but that doesn't make it practical or smart to do so and it doesn't mean CCP have to balance to make that the case.
Cade Windstalker
#639 - 2016-06-26 23:06:02 UTC
Marranar Amatin wrote:
You are missing the point.
I am not complaing about the ability not doing full damage, I am only explaining why this ability is not a burst ability, and thus should not be treated as one.

If in most situations, the alpha from a 14 seconds cooldown, deals less damage then the alpha from a 5 second cooldown regular attack, then it is not a burst ability but simply a dps increase.

If you really think it is a burst ability, you should provide your definition of a burst ability.

Also, while you stated some pages ago that you are not in favour or against the nerf and just want objective arguments, its becoming pretty clear that you are strongly in favour of nerfs and just want to hide your desire. You read too many things wrong on purpose, and your errors are always in favour of nerfs. A shield tanked cruiser is not sig tanked (and btw. on a shield tanked mwd cruiser the missile also does less alpha than the main attack, and it "only" takes a web and a painter to get an incredible 27% more alpha than the main attack). And suggesting that when 2 webs and 2 painters are not enough then one should use 3 painters and 3 webs is just an excuse because you dont want to admit the result. The 3 painter and webs will in reality be only slightly better than the 2 painters and webs because as mentioned I didnt include stacking penalty, so no, you are not going to deal full damage, and the full damage is not the point anyway. And even if it were, just asking for more and more painters and web shows that you just want to see a certain result.


Here's why I disagree with your reasoning here (now in convenient list format):


  • The ability still does more absolute damage than the standard attack. This is pretty much indisputable.
  • "The majority of situations" depends entirely on how you use the ability and what you use it on. Because this is such a subjective measure I personally feel it should be discarded in favor of simply looking at how the ability could be used in a practical setting to maximum effect. There are plenty of examples in this thread of how to get full or near-full damage out of the ability against smaller targets.
  • The ability is on a (relatively) long cooldown and serves to spike damage with a single hit that is noteably stronger than the base attack against a target when used. To me this is the quintessential definition of a burst damage ability. The absolute value of the damage done doesn't significantly change that unless it gets close to the base attack's value. Target type doesn't factor in, if it did Thermal and you were shooting a Gallente T2 ship it would still be a burst damage ability.


As far as for or against nerfs in general or this specific nerf goes, I'm not in favor of nerfs or buffs or any particular ship class. What I said previously about my preferences on this particular nerf also holds, I have very little investment in the performance of Capitals specifically because while I can fly them I don't have any plans to spend any time doing so in the next several months at least. I also don't have any particular plans on interacting with them either, so this really doesn't affect me much in the immediate term where any major imbalances would become apparent.

What I am invested in is game balance in general. If that's best served through a buff then great, if it's a nerf then also great. After looking at the math and the evidence I'm inclined to think that CCP's changes won't be anywhere near as bad as the doom and gloom in this thread predicts and that they are very much necessary for the health of the game. Currently Carrier damage, especially alpha strike damage, against small targets is objectively ridiculous, and I don't find the argument that Carriers should be strong solo platforms to be a compelling one.

Also as to 3 painters/webs, I ran the numbers in EFT with a Minnie Recon projecting the effects, you will deal full damage or close to it, even with stacking penalties. I just threw the resulting Sig Radius and Speed into a spreadsheet and ran the missile damage equation on it. Three painters/webs is a perfectly reasonable number for a small gang or fleet to be able to apply to a single target. If it were more than that I might agree with you, with 4 being about the upper limit I would consider reasonable, however since that's also about the point stacking penalties start getting really prohibitive that makes it somewhat a moot point.
Cade Windstalker
#640 - 2016-06-26 23:20:37 UTC
Sgt Ocker wrote:
Sorry (don't get offended) but cost very much plays a part in more damage applied. A T2 fit battleship will do far less damage to a small ship than one that is fit with deadspace and faction mods designed to add and better apply damage.


The thing you're missing here is that the relationship between cost and benefit is exponential increases in cost tend to give linear or even logarithmic increases in performance. They also can never completely offset bad base stats without some kind of trade-off. A T1 Cruiser that uses those same Faction or Deadspace mods will, in most cases, have a much easier time applying damage to a Cruiser or Frigate than a T1 Battleship will, but will still only be marginally more effective than a T2 fit Cruiser and exponentially less effective than the same cost in T2 fit Cruisers blobbing that Deadspace fit Cruiser or Battleship.

Sgt Ocker wrote:
You seem to miss that carriers are still getting killed every day by small to medium gangs, they aren't the OP killing machine your attempting to make them out. They will die to a prepared group, they will kill anything that is not right for the job, as it should be.


Just because Carriers are dying to subcaps doesn't mean that they aren't imbalanced. That's like saying that just because Svipuls occasionally die to AFs they must be fine. It's a single piece of information with questionable relevance without more information.

Sgt Ocker wrote:
The ONLY change Devs needed to do initially to carriers was the NSA - That would have been a good fix for balancing carriers vs small ships being insta popped on gates. Instead they threw in a bunch of straight up nerfs as well.

Tell me, when these changes are implemented in a few days, if they are found to be too much nerf, how long do you think (remembering Devs history of changing things back because they got it wrong) it will take devs to take another look at Light Fighters and carriers in general?
Is it likely to be a month from now? A year maybe or two... If ever.


You're both assuming that the only problem was Carriers insta-popping stuff on gates, and that Carriers were otherwise in a good spot. There's plenty of evidence in this thread that that wasn't the case, from solo PvP on up to large fleet fights where Carriers were making sub-cap Logistics pointless.

As for how long I would expect for this to get another look, probably six months or so, unless these changes are absolutely massively out of whack and something drastic happens. That seems highly unlikely though. Six months is long enough for metrics, data, and player feedback to show any significant trends and for CCP to evaluate usage of Carriers against where they want them to be.

Sgt Ocker wrote:
Your still going to see gate camping carriers because Omnis are still powerful and as much of pvp vs small ships is about damage application not DPS, many of these carriers (with a link alt in system) will still insta blap small ships on gates.

Devs missed a golden opportunity here. They had the chance to show players they could actually balance things using expertise and moderation, pity they don't care enough to do their job right.


That seems unlikely, given how bad the application is vs small ships now, and given that NSAs have been nerfed to the point that it's going to be difficult for Carriers to insta-lock things and kill them before they can run.

Again, your whole premise here seems to be based on the idea that Carriers are mostly fine as they are right now on TQ, and that the Devs have massively over-nerfed them into uselessness. Except by your own admission they can still kill things so if we take that at face value I'm not really seeing why you have such a problem with these changes and believe they've gone too far.

If, on the other hand, what you're really pissed about is their probable inability to stomp all over small gangs and alpha stuff off the field easily in fleets, which were probably the two most OP things about them, then you're probably never going to like the Devs because the Devs don't like it when things are OP. That doesn't stop a certain type of player from only really liking OP things though.