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Black Ops battleships - some suggestoins

Author
VaMei
Meafi Corp
#21 - 2012-03-21 19:25:35 UTC  |  Edited by: VaMei
Rel'k Bloodlor wrote:
...it needs some thing to help it be a surprise


Nerfing local would be the biggest possible buff to Blops.

No gate fire to warn your targets that bad guys are here, no local spike, just the insta-point of an SB de-cloaking on top of you while the rest of the squad drops out of warp. With no other buffs, they'd go from being the least used class to causing more QQs than Falcon ever did.

If/when that happens, I'll be more than happy to bring my Viator along just to witness the carnage.
Cyc Lilith
Aliastra
Gallente Federation
#22 - 2012-03-21 20:10:41 UTC
I like the command Link Idea for my Sin.. atm its just a kind of a giant Curse... on the other Hand u need a couple millions of SP more to use it right What?

BTW i will never miss the stealthspeedbonus - as long as the BO dont get the ability to warp cloaked - this ship is just to expensive to hope at every gate that u dont screw up the MWD/Cloak-Trick
Aero089
Exiled.
#23 - 2012-03-21 22:30:15 UTC
VaMei wrote:
Rel'k Bloodlor wrote:
...it needs some thing to help it be a surprise


Nerfing local would be the biggest possible buff to Blops.

No gate fire to warn your targets that bad guys are here, no local spike, just the insta-point of an SB de-cloaking on top of you while the rest of the squad drops out of warp. With no other buffs, they'd go from being the least used class to causing more QQs than Falcon ever did.

If/when that happens, I'll be more than happy to bring my Viator along just to witness the carnage.


So without local to tip you off, what's the difference between one guy uncloaking, scrambling and bridging the rest in, as opposed to just getting a gang on you?
Tanya Powers
Doomheim
#24 - 2012-03-21 23:01:04 UTC
Cyaron wars wrote:
I just find unfair that only 1 of 3 BO has some Ewar bonuses



You meant 1 or the 4...right?
I agree that Sin shouldn't even be considered as Black Ops but as a matter of fact, it is one.



Gabriel Karade
Coreli Corporation
Pandemic Legion
#25 - 2012-03-21 23:10:05 UTC
I'm actually rather partial to my Sin (more jump range and lower build cost would however, be splendid)

Oh and no need for 'MWD-cloak' - the velocity bonus and (in the Sin's case) agility bonus make for exceptionally quick align->warp out

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#26 - 2012-03-22 01:45:58 UTC
M1k3y Koontz wrote:
OfBalance wrote:
Cyaron wars wrote:
dualboxing should not be considered as an option by CCP at all.


If only.


^ Yup...


As for the BLOPs, things I keep hearing is more range less fuel use. While I like the EWar bonus, wouldn't a recon work better?


This. Not sure how useful a point range on a Sin would be given the BO is not the one getting the tackle most of the time...

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

VaMei
Meafi Corp
#27 - 2012-03-22 02:59:39 UTC
Aero089 wrote:
VaMei wrote:
Nerfing local would be the biggest possible buff to Blops.


So without local to tip you off, what's the difference between one guy uncloaking, scrambling and bridging the rest in, as opposed to just getting a gang on you?


Without local, a conventional force still needs to pass through gates to get where they want to go unless they're bridged in by a titan. Even if they don't run into gatecamps, just the gatefire will warn the enemy to beware.

Without local as an intel tool, a Blops gang would have the ability to be anywhere, everywhere, and nowhere at the same time. Gatecamps and gatewatchers would mean nothing. Sov 0.0 would be just like WH space, except that your enemy knows where you live and how to get to you any time they please.

They only need one or more CovOps pilots to run the gauntlet of gate camps. Once the Pathfinders are in place, any number of Blops gangs can bridge past gate camps, and jump at will through the underbelly of the enemy, without raising any alarms. Once the fun is over, or the gang needs to regroup, the Blops gang can bridge back out without the enemy ever knowing that it's safe to get back to carebearing.

In a major operation, with blops planted from base to target(s) and BRs along the bridge to resupply, the gangs could continuously bridge in reinforcements, hit multiple targets simultaniously, focus, disperse, or withdraw at will. The only limit to how many places you can choose to be is the number of CovOps pilot you have planted. The only clue the enemy would have to where you are is the loss mails rolling in, and the only way to fight back would be to chase the ghosts you let him see.

Blops gangs have most of that ability today, but the enemy knows you have a scout in system, they know your exact player count as soon as you bridge in, they know the moment you leave, and assuming they have eyes on their space they know where you went and by what path.

I don't claim that Eve would be improved by this kind of guerilla warfare, but it would certainly change the face of the game.
Aero089
Exiled.
#28 - 2012-03-22 18:37:34 UTC
VaMei wrote:
[quote=Aero089][quote=VaMei]Stuff.

When you're on a gate and Black Ops jump in, you wait for them to aggress and jump out?

Even then, removing local isn't going to help black ops at all. You'll -want- them to think you're a lone Recon looking for a cheap kill. The point of this thread however is the insane amount of fuel required to jump a gang in. In its current form, you're not going to be "Anywhere, everywhere and nowhere at once" because you simply don't have the fuel to make multiple jumps, unless you bring a cloaked hauler with you.

For the manpower required to pull this off, and the skill intensivity to produce the cynos and the jump bridge, and the price of the ship...well, it's crap.
VaMei
Meafi Corp
#29 - 2012-03-22 20:14:49 UTC  |  Edited by: VaMei
Aero089 wrote:
VaMei wrote:
Stuff.

When you're on a gate and Black Ops jump in, you wait for them to aggress and jump out?


The point isn't to gank the gatecampers, it's to completely bypass the gate camps and get to the farmers deep in 'safe' space without raising any alarms.

Aero089 wrote:
For the manpower required to pull this off, and the skill intensivity to produce the cynos and the jump bridge, and the price of the ship...well, it's crap.


For the small corps running around low-sec in T1 BCs, what I described may sound insane. I'm talking about guerrilla warfare among the Null-sec super powers; an environment where today alliances field 100+ super caps and 1,000+ players in a single battle.

The manpower and skill intensity to do what I described is not that much of a stretch.
The skills for a cap pilot to cross train into a Blops are trivial. The ship itself is less costly than a carrier, and when used as a node on a bridge network it's more survivable than a fleet carrier.
Cyno alts flying a CovOps are a dime a dozen. Show me a Super pilot that doesn't already have one or more, and I'll show you a pilot that doesn't do much.
If anything, I'd expect the real limiter to be the number of competent SB pilots you can field.
Aero089
Exiled.
#30 - 2012-03-24 16:29:00 UTC
VaMei wrote:
Aero089 wrote:
VaMei wrote:
Stuff.

When you're on a gate and Black Ops jump in, you wait for them to aggress and jump out?


The point isn't to gank the gatecampers, it's to completely bypass the gate camps and get to the farmers deep in 'safe' space without raising any alarms.

Aero089 wrote:
For the manpower required to pull this off, and the skill intensivity to produce the cynos and the jump bridge, and the price of the ship...well, it's crap.


For the small corps running around low-sec in T1 BCs, what I described may sound insane. I'm talking about guerrilla warfare among the Null-sec super powers; an environment where today alliances field 100+ super caps and 1,000+ players in a single battle.

The manpower and skill intensity to do what I described is not that much of a stretch.
The skills for a cap pilot to cross train into a Blops are trivial. The ship itself is less costly than a carrier, and when used as a node on a bridge network it's more survivable than a fleet carrier.
Cyno alts flying a CovOps are a dime a dozen. Show me a Super pilot that doesn't already have one or more, and I'll show you a pilot that doesn't do much.
If anything, I'd expect the real limiter to be the number of competent SB pilots you can field.


I'm not even going to argue with you, you don't even know the difference between a covert cynosural field and a covert ops with a regular cyno. I'll give you a hint: Cynosural Field Theory V. Nobody in their right mind trains a month for this, and definitely no ordinary grunt.
Bibosikus
Air
#31 - 2012-03-24 16:42:28 UTC
Aero089 wrote:


I'm not even going to argue with you, you don't even know the difference between a covert cynosural field and a covert ops with a regular cyno. I'll give you a hint: Cynosural Field Theory V. Nobody in their right mind trains a month for this, and definitely no ordinary grunt.


You're right - but to be fair, nobody trains it because Blops are so shite which is the subject of the thread. If local was indeed removed (radical but fabulous idea) L5 Cyno Theory would be number one on a lot of alt's skill queues the next day.

Eagles may soar, but weasels don't get sucked into jet engines.

Noisrevbus
#32 - 2012-03-24 22:36:51 UTC  |  Edited by: Noisrevbus
There are only two real problems with Black Ops, everything else is as per usual: people wanting the ships to do specific things for their own playstyle.

What define the reality of a problem?
- When it has negative repercussions that hamper their use and role in it's existing or intended environment.

Black Ops have two of these:

  • Fitting: any form of sensible fit on them make faction mods nigh mandatory, that mean additional expenses are necessary. It's an expensive ship, it's not impossible to do - but it shouldn't be required, that's too discouraging to the average player.
  • Consumption: the balance between fuel-consumption of bridgable ships is completely out of whack, leading to a restrictive and stale use of Black Ops. Bombers and Covops cost so much less to bridge than a Recon, Covhauler or Stratcruiser that using these gangs flexibly and inventively is too discouraged by mechanical demands on logistics and cost. Once again, it's possible to do - but it's too discouraging to the average player.


Fix those two things and you will begin to see them used more.

They are meant to be dropable and bridgable low-tier Battleships, and they already are just that - assuming you can cover fitting issues through expensive mods (eg., EANM won't fit, go expensive ANP), and organize effective logistics (towing haulers around is fine by me, but even a hauler isn't enough if you aim to roam a bit and drop more than once or twice outside of restocking reach of friendly or neutral space). Those are the only issues that are detrimental to their use, as is.

Everything else are things you want, not necessarily things the ships need.

I've used this comparison before: a Recon is not necessarily a better pure combat ship than a low tier tech one Cruiser. Take the cloak and EW away and their sheer tank, damage and mobility is not cathegorically better. The same goes for Black Ops, they have their bonuses and are built around them - past that their damage potential, tank and so on are quite inline. That could be tweaked, of course, but it's not class-breaking.

Savour this moment, it's one of the few times you'll see me argue for accessability Blink.
Katalci
Kismesis
#33 - 2012-03-24 22:43:41 UTC  |  Edited by: Katalci
All of the ideas in this thread are terrible, other than removing instant local and reducing fuel usage. Range is fine, bonuses are fine (bring a recon), HP and resistances are fine for the role, and fitting is fine since you don't need any fitting mods for a decent setup, only faction.
Noisrevbus
#34 - 2012-03-24 22:47:00 UTC
Katalci wrote:
only faction.
Roll
Katalci
Kismesis
#35 - 2012-03-25 13:22:08 UTC  |  Edited by: Katalci
Noisrevbus wrote:
Katalci wrote:
only faction.
Roll

Oh no, I have to spend money on my 600M-hull tech 2 battleship. If you think that the faction mods necessary to fit a blops properly are too expensive for you, then you shouldn't be flying it.
Noisrevbus
#36 - 2012-03-25 16:50:31 UTC
Katalci wrote:

Oh no, I have to spend money on my 600M-hull tech 2 battleship. If you the faction mods necessary to fit a blops properly are too expensive for you, then you shouldn't be flying it.

Roll
Ahz
Brutor Tribe
Minmatar Republic
#37 - 2012-03-27 06:19:24 UTC
What's it been, three years now and people are still complaining about these ships?

Some people have been able to press them into service but I've seen very few implementations that aren't more fun with just a fleet of stealth bombers or recons.

And I could've sworn that I heard one of the devs at Fanfest talking about a "jump module."

CCP seems content with just letting the Black Ops just sit there and gather dust.
Aero089
Exiled.
#38 - 2012-04-18 19:07:14 UTC
Noisrevbus wrote:
Katalci wrote:

Oh no, I have to spend money on my 600M-hull tech 2 battleship. If you the faction mods necessary to fit a blops properly are too expensive for you, then you shouldn't be flying it.

Roll

Roll
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