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Blackops Battleships: A [s]Thread[/s] OP With Literally No Mention of AOE Cloaking

Author
Ganthrithor
School of Applied Knowledge
Caldari State
#1 - 2012-04-21 06:36:03 UTC  |  Edited by: Ganthrithor
Blackops BS are underutilized. CCP have acknowledged this repeatedly, and a fanfest panel on the topic of Blops BS utterly failed to come up with any good ideas for improving them (OK, there was one). Additionally, a host of bad threads have popped up recently either repeating old, bad ideas (like "AOE fleet-cloaking) and introducing scores of new ones...

...so I thought I'd try posting my own bad ideas. At least I have one thing going for me: I actually fly the ships :P

First, some ideas in a quick, itemized format:

  • Covert cloaks (they're not as OP as you think, and Blops BS need to be able to slink around)
  • Triple the fuel bay capacity (gives the blops the ability to bridge a decent sized gang and / or stay on station longer between refuels)
  • Decouple bridge fuel consumption from ship mass as-fit (the one good idea that came up at fanfest-- no more not-bridging armor tanked ships)
  • Bump jump range slightly (slightly-- let us reach just a few systems further :3)
  • Add a small CHA (Maybe 2.5-4k m3?) to hold ammo and consumables to support friendlies
  • Add an SMA which allows the Blackops to function as a refitting station (make the capacity 1m3 if you want the ship to be unable to carry other ships)
  • Decrease number of turret slots for blackops, while increasing damage bonuses to compensate, giving them another utility high-slot or two and decreasing their ammo use (again, allowing them to function for longer periods of time without resupplying)


A brief word on these ideas, before the flaming starts: covert ops cloaks on Blops BS would not be overpowered. They would probably get a sensor recalibration timer like recons, although even without one (like bombers) they still wouldn't lock things terribly quickly after decloaking since, being battleships, their base scan res blows. Perhaps a short recal timer (shorter than recons') would be appropriate? I don't know. The main point is this-- yes, with a covops cloak they would be able to slink around, but it's not like they're going to run around insta-locking things and there's no way you can say "they'll be too hard to catch in a gate camp" since their agility is generally pretty awful.

Fuel bay capacity needs to go up. This is just a fact. Whether you're bridging covert gangs or simply using the jump drive to travel around hostile space solo, these ships lack the fuel capacity to perform any of their roles effectively.

I'll admit, I haven't done much bridging with my blackops, but the few times I did, I found that fuel capacity was vastly insufficient. I'm not talking about "whining that I had to bring a fuel truck along to support a night's worth of bridging," I'm talking, "you cant fit enough fuel in the thing to bridge a gang ONCE." I had to sit next to a jetcan of fuel and drag fuel from the can to my fuel bay repeatedly just to get my whole gang through the bridge for one drop.

In my other adventures (the vast majority of my blackops experience), I have found that the bay isn't large enough to sustain solo-operations behind enemy lines. When you're 40 jumps from the nearest accessible fuel markets, it's very difficult to resupply. Just cruising around, acting as DPS support for a gang (I didn't even have a bridge fit), I found it very difficult to make my fuel supply last more than a few days. I managed to make it last about a week, but only by taking gates 99% of the time and only using my jump drive when it was absolutely necessary. IE, not for travel, not for bypassing gatecamps, only for ambushes (followed by sketchy egresses through gates). Personally, I'd like to see these things have the fuel capacity to go on a field trip for a week while actually making use of the jump drive more than once a day, and have the ability to squeeze several week's worth of operations out of it if I take care to sip isotopes.

Decoupling fuel consumption from fitted ship mass seems like a good idea. This came up at fanfest. Basically, fuel consumption would be set at a flat rate based on ship class (x for bombers, y for covops, z for recons) instead of being based on mass. This would allow a plated Arazu to go through the portal without using as much fuel as an entire shield-tanked gang.

Bumping jump range up slightly would simply make blackops a little less-impractical. Current jump range is just absolutely awful. Bumping range too much would be bad, though, since it would enable you to fling gangs too far. If jump range could be decoupled from bridge range, the ideal solution would be to increase jump range while leaving bridge range about the same, but I don't think this is possible (maybe a dev could comment on this?).

Reducing the weapon count while maintaining DPS output by increasing damage bonuses would free up additional utility highs for blackops, making them a little more flexible with regard to fitting choices while decreasing ammo usage (both good things for ships that are designed to work in hostile space).

Finally, I think adding a mini-SMA (really just a fitting service-- the idea is not to have blops BS carrying a bunch of ships) and a smallish CHA would be interesting. Fitting services and the ability to carry consumables (ammo, paste, bubbles, etc) for a small gang would *massively* increase the value of having one of these ships along-- even if it was only used in a totally non-combat role. While cargo capacity should remain fairly small (you don't want these things to be able to carry much more than consumables), the ability to carry consumables and spares for small bits of equipment, as well as refit allies in the field, would be both super-awesome and a way better buff than one that revolves around straight combat abilities.
Ganthrithor
School of Applied Knowledge
Caldari State
#2 - 2012-04-21 06:39:51 UTC  |  Edited by: Ganthrithor
Applying some (not necessarily all) of these changes to blackops would really improve them as a ship class, hopefully expanding their usefulness beyond the role of "fuel-truck supported jump bridge." I don't think that a significant boost to their combat abilities would be a good idea-- their offensive capabilities are already pretty well balanced with their price and other useful attributes (adding T2 resists that allowed them to tank a lot of damage or buffing their DPS output would make them pretty overpowered as combat ships).

Instead, I think Blops BS should be buffed in terms of utility and their ability to sustain operations in hostile space. By letting them slink around to provide recon, improving their ability to support an existing gang in and out of combat (by providing fitting, a stash for consumables, and by freeing up a utility high or two), and improving their ability to stay "on station" for longer periods (by increasing fuel capacity), CCP could turn Blops BS into a truly useful and unique platform.
Veshta Yoshida
PIE Inc.
Khimi Harar
#3 - 2012-04-21 08:02:28 UTC
Adding jump-range and a covops cloak (CoC) is not OP how exactly?

The ships capable of using CoC's (bet you like that acronym Smile) all have serious limitations in place, allowing it on a 100k EHP, 600+ DPS ship that has its own jump capability .. to covert cynos even would break the game on so many levels.

Apart from the ever popular desire for having a CoC (hah, I can play with that acronym all day long) on the BO's the rest of the ideas are not half bad, albeit "old" for the most part.

Personally been advocating the addition of a 0m3 SMA to them for over a year to make jumping them in after clients are bridged worthwhile, then again I am of the belief that they should be gang-support while deployed behind enemy lines .. which is why I also suggested giving them Titan like (albeit much lower) gang bonuses and/or light RR ability in addition to the SMA.

As for the rest;
- Fuel/Ammo is easily handled by the Blockade Runners which can be bridged in along with the DPS and eWar.
- Jump range could do with a slight tap, but then again .. what is the purpose of them to be? Solo pwnmobile then yes, jumprange .. gang support then a bridge range bump is better.
- All T2 hulls should get the Marauder treatment with regards to high slots if you ask me. Would help the plan to make T2 specialized vs. T3 being generalized and T1 being in the middle as well so win-win. Minimum of two utility slots and slightly lower fitting costs on all T2 hulls would go a long way to breaking the tier2 BC, faction frig/cruiser/T3 dominance of the landscape.
- Switching bridging cost to use unmodified size of ship rather than weight might be ugly in a PF/Physics sense but would help tremendously with fuel calculations .. will be a 'nerf' to the Caldari fat-asses who are a tad larger than everyone else but nowhere near the current nerf to anything weighed down by plates.

Making the BO capable of handling a majority of the tasks merely serves to make it a 'must-spam' hull with no need for any of the other ships .. bad plan. We need more diversity, not less.
Miles O'Connor
Red Pegasus Fleet
#4 - 2012-04-21 08:37:10 UTC
Veshta Yoshida wrote:

Adding jump-range and a covops cloak (CoC) is not OP how exactly?
*snip*
Personally been advocating the addition of a 0m3 SMA to them for over a year to make jumping them in after clients are bridged worthwhile, then again I am of the belief that they should be gang-support while deployed behind enemy lines .. which is why I also suggested giving them Titan like (albeit much lower) gang bonuses and/or light RR ability in addition to the SMA.
*snip*
- Jump range could do with a slight tap, but then again .. what is the purpose of them to be? Solo pwnmobile then yes, jumprange .. gang support then a bridge range bump is better.
- All T2 hulls should get the Marauder treatment with regards to high slots if you ask me. Would help the plan to make T2 specialized vs. T3 being generalized and T1 being in the middle as well so win-win. Minimum of two utility slots and slightly lower fitting costs on all T2 hulls would go a long way to breaking the tier2 BC, faction frig/cruiser/T3 dominance of the landscape.
*snip*


While I don't have enough experience to be 100% certain where I stand on the other points you made, I completely agree on these. T2 BS hull that is a combination of jump bridge, logistic ship, and command ship (while being a bit less efficient at the last two than either of their specifically-dedicated hulls) would make for an interesting setup, although I'm not certain that would quite fit with CCP's New Deal. It'd make a great anchor for small fleets, though.
LT Alter
Ryba.
White Squall.
#5 - 2012-04-21 08:41:28 UTC
So, AOE cloak is dumb, but turning it in to a carrier is fin

Ganthrithor wrote:
A brief word on these ideas, before the flaming starts: covert ops cloaks on Blops BS would not be overpowered. They would probably get a sensor recalibration timer like recons, although even without one (like bombers) they still wouldn't lock things terribly quickly after decloaking since, being battleships, their base scan res blows. Perhaps a short recal timer (shorter than recons') would be appropriate? I don't know. The main point is this-- yes, with a covops cloak they would be able to slink around, but it's not like they're going to run around insta-locking things and there's no way you can say "they'll be too hard to catch in a gate camp" since their agility is generally pretty awful.


Think about this for a second. Ok, so they can't lock things very vast, but what about a cloaky frigate flying with them? It's like telling me a great white shark isn't dangerous because he can only find you if you're bleeding, and when you jump in the water a small harmless fish bites you and the great white turns around and has diner. If these only did 700 or 800 dps each it's still overpowered, I want you to find me a cov ops that does that much dps. Also they have an agility boost, not to mention they have something called a jump drive and with your three times the capacity idea, who needs to go through gates? So, I'll quote what you said to me on my thread.

Ganthrithor wrote:
What were you thinking?


Ganthrithor wrote:
Bumping jump range up slightly would simply make blackops a little less-impractical. Current jump range is just absolutely awful. Bumping range too much would be bad, though, since it would enable you to fling gangs too far. If jump range could be decoupled from bridge range, the ideal solution would be to increase jump range while leaving bridge range about the same, but I don't think this is possible (maybe a dev could comment on this?)

Reducing the weapon count while maintaining DPS output by increasing damage bonuses would free up additional utility highs for blackops, making them a little more flexible with regard to fitting choices while decreasing ammo usage (both good things for ships that are designed to work in hostile space).


Great, give it more offensive output. Now it has the range and capacity to run around and drop very large covert fleet, then jump in after them to be the dps boat on the field. What is a little impractical to you is what is balancing the game out for all of us

Ganthrithor wrote:
Finally, I think adding a mini-SMA (really just a fitting service-- the idea is not to have blops BS carrying a bunch of ships) and a smallish CHA would be interesting. Fitting services and the ability to carry consumables (ammo, paste, bubbles, etc) for a small gang would *massively* increase the value of having one of these ships along-- even if it was only used in a totally non-combat role. While cargo capacity should remain fairly small (you don't want these things to be able to carry much more than consumables), the ability to carry consumables and spares for small bits of equipment, as well as refit allies in the field, would be both super-awesome and a way better buff than one that revolves around straight combat abilities.


Screw everything lets finish the job and just make it a carrier. I mean really, "Increase the value of having one of these ships along". Correction, make this ship overpowered. So again, what were you thinking?
Ganthrithor
School of Applied Knowledge
Caldari State
#6 - 2012-04-21 09:32:43 UTC  |  Edited by: Ganthrithor
LT Alter wrote:
So, AOE cloak is dumb, but turning it in to a carrier is fin

Think about this for a second. Ok, so they can't lock things very vast, but what about a cloaky frigate flying with them? It's like telling me a great white shark isn't dangerous because he can only find you if you're bleeding, and when you jump in the water a small harmless fish bites you and the great white turns around and has diner. If these only did 700 or 800 dps each it's still overpowered, I want you to find me a cov ops that does that much dps. Also they have an agility boost, not to mention they have something called a jump drive and with your three times the capacity idea, who needs to go through gates?


What about the cloaky frigate flying with them? EVE isn't a single player game-- when you're flying a ship that does one thing well, you often bring friends in different kinds of ships to do other things well. What do you mean "a frigate can tackle things well, so other ships can't do lots of DPS, or tank, or RR, or do EWAR, because when combined with frigates, this would make them OP?" What kind of argument is this?

Covops don't do this much DPS, but are small, fast, and have bonuses to probing. Bombers don't do *quite* as much DPS, but are small, fast, and have the ability to AOE nuke entire fleets, as well as being the best "decloak and grab something" tacklers in the game, period. Recons don't do this much DPS, but they have massive EWAR bonuses and T2 resists, which allows them to control the field for their gangs. Oh and cyno bonuses, if that's what you're into.

Most recons/covops get T2 resists, massive ewar capacity, the ability to fit through portals and the ability to warp cloaked. Blackops BS get no resist bonus, no damage increase, no covert cloak. All they get to do right now is bridge things and jump. What's more, it's a jump drive they can barely use in the first place due to their inability to carry enough fuel. And its range is abysmal.

Don't let these things concern you, though. I'm sure the reason literally 10 people in all of EVE fly blackops battleships is because they're totally balanced / bordering on overpowered as it is.

LT Alter wrote:

Great, give it more offensive output. Now it has the range and capacity to run around and drop very large covert fleet, then jump in after them to be the dps boat on the field. What is a little impractical to you is what is balancing the game out for all of us


Did you read what I posted? Doubling / tripling the fuel bay capacity of a blackops isn't going to give it enough fuel to run around bridging giant gangs all day unsupported. All it would do is give them enough fuel to keep themselves moving around. You're still going to need a fuel truck to do gang work. There's also nothing stopping current pilots from dropping onto targets they've bridged a gang to, by the way. I've done it.

Giving these ships 1-2 more utility slots and cutting their ammo use is just another way to make them more on-grid friendly and gear them towards operating in the middle of nowhere (which, ostensibly, is their job). Of the 10 players who currently fly blackops BS, I'd venture a guess that 1-2 of them actually use their blackops for something OTHER than bridging. It's very rare to see blackops BS actually fight, so I'm not sure why you'd be against making them slightly more capable in that regard.

LT Alter wrote:

Ganthrithor wrote:
Finally, I think adding a mini-SMA (really just a fitting service-- the idea is not to have blops BS carrying a bunch of ships) and a smallish CHA would be interesting. Fitting services and the ability to carry consumables (ammo, paste, bubbles, etc) for a small gang would *massively* increase the value of having one of these ships along-- even if it was only used in a totally non-combat role. While cargo capacity should remain fairly small (you don't want these things to be able to carry much more than consumables), the ability to carry consumables and spares for small bits of equipment, as well as refit allies in the field, would be both super-awesome and a way better buff than one that revolves around straight combat abilities.


Screw everything lets finish the job and just make it a carrier. I mean really, "Increase the value of having one of these ships along". Correction, make this ship overpowered. So again, what were you thinking?


I didn't say CCP would have to do *all* these things to blackops, just some combination of them. They're just a list of gang support roles that currently have no small-gang friendly ship tasked to them. Carriers carry ships. I don't want to see blackops BS carrying ships, just providing a fitting service. A small CHA could also be useful, as gangs always need things like ammo, nanite paste, and anchorable bubbles. Currently I use a carrier to provide these kinds of services (in much larger capacities), but carriers aren't exactly ideal for covert operations. In fact, it's difficult to think of anything less covert.
LT Alter
Ryba.
White Squall.
#7 - 2012-04-21 09:52:43 UTC
it's because they are not meant to fight, they are fleet support vessels. That is why I am against their combat effectiveness.
Ganthrithor
School of Applied Knowledge
Caldari State
#8 - 2012-04-21 09:57:01 UTC
Veshta Yoshida wrote:
Adding jump-range and a covops cloak (CoC) is not OP how exactly?

The ships capable of using CoC's (bet you like that acronym Smile) all have serious limitations in place, allowing it on a 100k EHP, 600+ DPS ship that has its own jump capability .. to covert cynos even would break the game on so many levels.


I just don't think they'd be that overpowered. In the case of ganking, you don't need a covert cloak to appear through a cyno and do 600 dps with 100k ehp (personally I fly a totally different kind of setup that does less DPS and has half the EHP, but w/e). Blops can currently do this, yet are still barely ever used in this role.

If you're talking about sitting in a system and sneaking around trying to gank people, there's the recal / bad scanres problem. You're not going to catch any remotely-competent player with a blackops BS solo, covert cloak or not. If you're talking about a gang catching someone and the blackops doing DPS, it is again very similar to the current situation-- blackops already have enough offensive power to be good support ships, and whether or not you have a covert cloak doesn't really affect the situation.

The only place the covert cloak really changes things is when you consider blops ability to move more stealthily through gates and around systems they're already in. Not being d-scannable or visible while in warp would let them scout better. It's a lot like the situation with recon ships-- the main difference between combat and force recon ships is that force recons trade some of the improved tank and improved DPS of the combat recons for the ability to move around cloaked. Blackops BS have neither improved DPS nor improved tanks when compared to their T1 counterparts, and are supposed to be stealthy. It makes sense to let them creep around a little better.
Ganthrithor
School of Applied Knowledge
Caldari State
#9 - 2012-04-21 09:57:52 UTC  |  Edited by: Ganthrithor
LT Alter wrote:
it's because they are not meant to fight, they are fleet support vessels. That is why I am against their combat effectiveness.


Then what's wrong with giving them a refitting service and the ability to drag gear around for a gang?

This is my point. Blops are currently underused because the only thing they excel at is flinging bombers around, which is a very niche role. They don't "excel" at combat (they're really no better at it than their T1 counterparts, despite costing 10x as much). They don't "excel" at being sneaky (they can't move about cloaked). People don't fly them because bridging people is boring, and if you use them for combat all you're doing is paying a billion isk to attach an incredibly short-range jump drive to your Geddon (which you'll end up having to take gates with anyway because it can't hold enough fuel to use the jump drive regularly). It's simply not worth it to most people, and for good reason.

e: on re-reading this post, I realized they don't actually excel at bridging either, since they can't even do that without an army of support ships.
LT Alter
Ryba.
White Squall.
#10 - 2012-04-21 10:03:01 UTC
Because, now you have the overpowered ship. Just because it is a fleet support ship does not mean it needs EVERY ability of a fleet support ship. That is like asking to have my damnation fleet booster have fitting services and a jump portal generator.
LT Alter
Ryba.
White Squall.
#11 - 2012-04-21 10:12:42 UTC
Also I have a question for you, it's something you never answered on this thread. Why is there something wrong with AOE cloaks? It's a good example of what I'm not getting out of you when you post, explanations and back up for your statements. While you do back up some, and explain others I think anyone who reads this thread will be missing half of what you are trying to say because they don't know why it should be that way.
Ganthrithor
School of Applied Knowledge
Caldari State
#12 - 2012-04-21 10:29:40 UTC
LT Alter wrote:
Also I have a question for you, it's something you never answered on this thread. Why is there something wrong with AOE cloaks? It's a good example of what I'm not getting out of you when you post, explanations and back up for your statements. While you do back up some, and explain others I think anyone who reads this thread will be missing half of what you are trying to say because they don't know why it should be that way.


How about these scenarios:

Your group of ships is shooting at stuff. I warp my blackops BS next to your group and activate my cloak bubble. I vanish, you vanish, you all lose your target locks. I align out and warp off.

My gang wants to camp a gate. I put my blackops 2300m off the gate and fire up my bubble. The whole camp disappears. When a hostile jumps in, I drop the bubble, and a wild gatecamp appears. With totally un-gimped ship fits, it's super effective!

You / your gang are shooting a target, which is dying. I warp my ship in near your target, and put up my cloak bubble. Your target vanishes.

The most broken scenario of the bunch is the gatecamping one. Even if the bubble only works on friendlies or whatever, AOE cloaking would allow you to bring a bunch of cloaked ships into play without ANY of the downsides of fitting a cloak. No dropping guns / utility highs, no gimped scan res, nothing. Even without exploits, it would be hideously imbalanced.
LT Alter
Ryba.
White Squall.
#13 - 2012-04-21 11:00:58 UTC
Another area where balancing is the best word, in my post I explained how this would not be able to activate with neutrals in range. Also like any cloak it would definitely not work with a target lock on you, it's not a problem when it doesn't have to be. All it takes is some simple rule changes. The idea is sound if it only works in key scenarios, I also mentioned a visual and probe able disturbance caused by the cloak making it easy to find and "pop" the bubble, so to speak. Probably shouldn't work with a nearby celestial, like a stargate for instance. Obviously it wouldn't be implemented with the capabilities of doing what you are suggesting, it's like me saying the black ops shouldn't move faster when cloaked because then you can bump people without ever being seen. There are game mechanics in place to stop these things from being true.
Ganthrithor
School of Applied Knowledge
Caldari State
#14 - 2012-04-21 11:18:41 UTC
In fairness, I was mostly referencing the general theme of AOE cloaking (which I've seen in a few threads and was suggest at fanfest during the blackops panel) rather than your specific spin on the idea (although that said, I think your implementation would be somewhat useless since it would be more of a liability than a useful tool).
LT Alter
Ryba.
White Squall.
#15 - 2012-04-21 13:15:48 UTC
It's usefulness comes out of hiding large amounts of forces from detection in what would look like any random anomaly. Also the idea discussed at the blackops panel, do you think that they would implement this with the ability to get your forces out in the middle of the fight and break locks? But, to be fair that is already possible. All you need is some proper prior planning and you can put a grid wall at your back as an easy escape route.
Ganthrithor
School of Applied Knowledge
Caldari State
#16 - 2012-04-21 20:25:23 UTC
Its usefulness doesn't come out of anywhere, because it's not useful. Noone's going to take their billion isk battlleship, immobilize it where it can be probed down, and then hide billions more isk worth of fleet inside it un-aligned while you wait to get landed on by a hostile dictor and decloaked.

Also, yes, let's plan our PvP around borderline exploits that take ages to set up in advance.
LT Alter
Ryba.
White Squall.
#17 - 2012-04-21 22:34:32 UTC
I know my best fights have come out of my favorite saying, Proper Prior Planning Prevents **** Poor Performance. Cool, eh? Also yes, they would. It's the same thing to say nobody will leave a probable t3 in a safe spot to provide bonuses to the fleet, oh wait, they do. It will be useful if you do not want a different fleet to realize you are all in battleships and not cloaky frigates.
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#18 - 2012-04-22 01:01:02 UTC
Agreeing with a Goon.

BRB, need to go cut myself.

Katrina Oniseki

Raqem
Discrete Solutions Ltd.
#19 - 2012-04-27 22:24:57 UTC
This is not a terrible idea. Black Ops BS need another look, to be honest.
Eve Orwell
Aliastra
Gallente Federation
#20 - 2012-05-23 12:23:51 UTC  |  Edited by: Eve Orwell
Bumping this thread because I have blops V trained.

I'd personally like to see the blops ships moved away from a combat role and into a mostly utility role. I like the idea of having a SMA, but for more than just fitting. Allowing fleet members to reship into something different depending on what an op might call for can be useful. Also, I'd like the bridge to become more efficient, right now, compared to a titan bridge, the blops bridge uses 54x more fuel, that's a rather large disparity.

I'd also like to see these utilities increase wtih black-ops level, for example perhaps have each blops level make the bridge more efficient, increase the SMA/CHA/Fuel bay size

Dealing with the fact that frigates are so much smaller than cruisers could make the whole SMA thing a pain though, perhaps, if its possible, have a separate SMA for cov ops capable cruisers and a separate one for cov ops capable frigates?

I once saw a thread suggest having a utility blops ship and a combat blops ship, so perhaps for the people who would hate to be stuck in a utility role and like running around blowing stuff up with their blops, they could have a combat variant with no utilities for bridging and fleet support?

E: also anyone who thinks AoE cloaks are a good idea should diaf