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[Tiercide/Rebalance]PYFA client with changes to cruisers and battlecruisers

Author
Kaikka Carel
Ziea
#1 - 2012-05-29 03:39:21 UTC  |  Edited by: Kaikka Carel
Download "pyfa cruiser balance" archive


My attempt at tiercide of fighting cruisers and battlecruisers.

I. Overal stat increase:

- HP buff. Cruisers: around 25% for lesser tier, 15% for higher; BCs: lesser tier brought in line with higher.

- CPU and PG buff. Certain ships are no longer a "fitting nightmare". Some ships given enough PG to finally fit long range turrets alongside MWD(ex: Brutix/Stabber).

- More slots: 14-15 for cruisers, 17-18 for BCs.

- Capacitors of lower tier ships are brought in line.

- Added unbonused launcher points to Maller, Prophecy and Ferox. User should always have some sort of flexibility.

II. Ships are now divided into 2 main categories: tank and gank.

Tank: Maller, Moa, Vexor, Rupture, Prophecy, Ferox, Myrmidon, Cyclone. HP tend to be concetrated in the respective racial tank layer(ie armor for Amarr, shield for Caldari)

Gank: Omen, Caracal, Thorax, Stabber, Harbinger, Drake, Brutix, Hurricane. Less overal HP more turrets/launchers. Some of the ships were taken as starting points and thus are left with only slight buffs.

Please note that the above doesn't restrict ships to be purely "bricks" and "glass cannons". For example Rupture can still be kity due it's high speed while Vexor and Myrmidon can be set up as gankers with the abundance of low slots in shield configs.


NOTE: So far I didn't change any bonuses which play a huge role in the ship orientation.

PS: I know little about Filehosting services so I'd be greateful if someone could advise the best one.
Petrus Blackshell
Rifterlings
#2 - 2012-05-29 04:30:19 UTC
So, just clarifying: this is your idea for tiericide, not some planned CCP change, correct?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kaikka Carel
Ziea
#3 - 2012-05-29 04:48:08 UTC
^ Correct. But I tried to follow the attack/combat ship concepts: made a huge .xls table with stats of original ships and their T2 to make a comparision research. Downoald the programm and play around with fittings - what would you say?
Liang Nuren
No Salvation
Divine Damnation
#4 - 2012-05-29 05:57:25 UTC
[Prophecy, Tierified Prophecy]
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II


Experimental 10MN MicroWarpdrive
Warp Disruptor II
Stasis Webifier II
Stasis Webifier II


Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Nova Assault Missile

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x5
Warrior II x5

Bonuses:
- 5% HAM ROF/level
- 5% Resists/level

Stats:
- 1600 m/s
- 6.5 sec align
- 680 DPS (Selectable)
- 140k EHP (increased buffer, no bonuses/implants to make up for no shield recharge)
- Black paint job.

This might make up for all the years of being known only as "bait".

-Liang

I'm an idiot, don't mind me.

Kaikka Carel
Ziea
#5 - 2012-05-29 06:04:42 UTC
^ Can you state that this is not a result of my work?

This Prophecy needs more base CPU than a Drake and would require base HP to exceed that of a battleship to achieve 140k ehp. Not to mention speed and align time.

Thanks for trolling but please try the programm and do some constructive feedback.
Pinky Denmark
The Cursed Navy
#6 - 2012-05-29 08:46:43 UTC
Let me state MY personal opinion here...

New frigates will be balanced roughly around the current top tier frigates
New cruisers should be balanced roughly around the current top tier cruisers (likely with a slight HP boost)


New battlecruisers SHOULD NOT be balanced around tier 3 battlecruisers!!
In my opinion the best balance of battlecruisers were found in between the tier 1 and tier 2 battlecruisers.

Tier 1 BCs are certainly not overpowered with limited slots, mostly limited dps but all around a good chunk of tank capable of dealing with a pair of cruisers without getting ganked too severely.

Tier 2 BCs are sporting good tanks, dps to match smaller battleships and versatility/fitting to effortlessly take on multiple roles and tasks by refitting. These BC's quickly replaced cruisersand battleships for most tasks. Cruisers would simply get slaughtered and the battleships would no longer be economically viable as they often got in trouble with even a few BC's...
These are so good they more or less obsoleted cruisers, tier 1 battlecrusiers and smaller battleships - Think about that ;-)

Tier 3 BC's have a good concept bringing back sniping where battleships were too slow and costly, however 8 slots with battleship weapons easily spewing out more death and molestation than most other sub cap ships and speed/scan resolution faster than even some HACs is a strong testament to why it is necesary to get rid of tiers and balance the ships against the entire ship class instead.

Difficult to say where it ends, but I'd look into removing at least a hi-slot from each and reduce the speed & scan resolution to worse than other battlecruisers but better than battleships. Currently these guys can even rip frigates apart with little trouble (this at least comes true for the Talos and I've seen it happen with the other Tier3 as well)
Kaikka Carel
Ziea
#7 - 2012-05-29 13:56:19 UTC  |  Edited by: Kaikka Carel
^ From what you say it seems you didn't see the changes...

I'm perfectly aware that tier3 are completely new stuff and I don't think ships should be nerfed. I'd rather have a powercreep buff on the ones who lack it.

For instance the Prophecy and Ferox here were given Armor/Shield buff which are combined with their respective ressist bonus increase their total EHP beyond that of tier2 BCs. They exceed them but are still limited to 6 turrets/launchers which probably could be a balancing factor.
Pinky Denmark
The Cursed Navy
#8 - 2012-05-29 14:10:40 UTC
It's too early to debate actual stats, however debating the role and bonuses for ships would be far more relevant.

Like I hope most Amarr ships gets a real bonus instead of an energy weapon cap bonus - For the ships that really need it a role bonus could be a solution. Unfortunately T1 Amarr ships suffer from lack of creativity and only really having 1 bonus where lasers no longer seems like a bonus in themself as they did before.

I would love to see colorfull stuff like turning the Prophecy into a drone boat, Giving apocalypse a RoF bonus with the long range bonus and perhaps some of the cruisers with tracking bonuses. Most Armor ships are used with passive armor buffer anyway so the cap they have is pretty much dedicated to the weapon systems and propulsion...

Pinky
Hail Goddess
Pator Tech School
Minmatar Republic
#9 - 2012-05-29 14:26:16 UTC
I'm not sure you have a good understanding of the issues surrounding T1 cruisers. See, the issues are on the player side and not with the ships. The issues have to with the concept of "fair and ballance" and not reality. Another issue is cost to preformance.

There will always be things that are better than something else. Most delude themselves into believing others and are not willing to put the time into making certain things preform better or improve thier own ability. They rather be given easy mode.

Many of the recent terrible changes is a result of a player base which is considerably deluded. I've had conv with a pilot who's flown the Dramiel upwards of 7 times and has lost it to t1 frigates. He then went as far as to say that frigate was terrible. After awhile of losing many other frigates. He suggested the whole class of ship is useless and should be removed from game.

This is Lit. what the fast majority of players ingame experience and how they are. Most don't want to put effort into pvp and want easy ganks and never to lose a ship.

Stop complaining and coming up with your silly fantasy changes (no offense). Problem solved!

With that said. I appreciate the effort you've put in OP. Keep doing your thang and having fun.


- goddess
Kaikka Carel
Ziea
#10 - 2012-05-29 22:48:28 UTC  |  Edited by: Kaikka Carel
Hail Goddess wrote:
I'm not sure you have a good understanding of the issues surrounding T1 cruisers. See, the issues are on the player side and not with the ships. The issues have to with the concept of "fair and ballance" and not reality. Another issue is cost to preformance.

This is exactly why I started this thread: https://forums.eveonline.com/default.aspx?g=posts&t=106943 to try to find out the strong and weak spots of cruisers.

There will always be things that are better than something else. Most delude themselves into believing others and are not willing to put the time into making certain things preform better or improve thier own ability. They rather be given easy mode.

This is Lit. what the fast majority of players ingame experience and how they are. Most don't want to put effort into pvp and want easy ganks and never to lose a ship.

Well, don't you think that cruisers currently are either too skill(both character and player) intensive or extremely unrewarding. There are also artificial gimping factors like tier system that prophibit a ship to perform its role(take a 6/3/3 Stabber for example or Caracal unable to fit HML/HAM with MWD and some tank).

Also saying that it's a fault of players is not quite correct. Here's an exactly opposite example of what you said: Incursus. The ship was downright gimped before the changes but the players still squeezed the most of it dragging it to the level of top-tier frigates just because it had the basic potential of 3 bonused turrets and a full tackle mid slot. This however was not right!. From the gamedesign perspective it was a flaw of developers that they couldn't use their own resources for research, analysis and balance. They simply closed their eyes on this issue for years while players still had to cope with the imbalance. And Incursus' story is jut the one with a happy ending while some other ships don't even stand a chance in their current state.


With that said. I appreciate the effort you've put in OP. Keep doing your thang and having fun.

Thx :)

- goddess


In the quote.
Alara IonStorm
#11 - 2012-05-29 23:01:11 UTC
I kinda wanna take a look. Can you find a download site where I don't have to give them my E-Mail.
Mechael
Tribal Liberation Distribution and Retail
#12 - 2012-05-30 02:49:26 UTC
Right. Another HP buff. Yikes.

Can we make them harder to hit (esp at range) instead?

Whether or not you win the game matters not.  It's if you bought it.

Kaikka Carel
Ziea
#13 - 2012-05-30 03:27:35 UTC
Like what? Giving them 3rd bonus? Increasing base speed?

Increasing base HP is the only conventional way to increase their survivability to me so far, but if you have ideas share them.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#14 - 2012-05-30 05:25:04 UTC
Hail Goddess wrote:
I'm not sure you have a good understanding of the issues surrounding T1 cruisers. See, the issues are on the player side and not with the ships. The issues have to with the concept of "fair and ballance" and not reality. Another issue is cost to preformance.

There will always be things that are better than something else. Most delude themselves into believing others and are not willing to put the time into making certain things preform better or improve thier own ability. They rather be given easy mode.

Many of the recent terrible changes is a result of a player base which is considerably deluded. I've had conv with a pilot who's flown the Dramiel upwards of 7 times and has lost it to t1 frigates. He then went as far as to say that frigate was terrible. After awhile of losing many other frigates. He suggested the whole class of ship is useless and should be removed from game.

This is Lit. what the fast majority of players ingame experience and how they are. Most don't want to put effort into pvp and want easy ganks and never to lose a ship.

Stop complaining and coming up with your silly fantasy changes (no offense). Problem solved!

With that said. I appreciate the effort you've put in OP. Keep doing your thang and having fun.


- goddess


Right.

I have seen people solo carriers in Cynabals; Phantasms in Rifters; Navy Megas in Cyclones; BS's in Moas, and a Tornado in a Velator. I've done a few things in a Scythe, but mostly T1 frigates and it was a tough fight.

But I have never seen anyone solo anything in an Augoror.

So, since you obviously know how every concievable ship is a PWNmobile, and the players themselves are the problem, supply me with a killmail and video of you sloing a Cane in an Augoror.
Mechael
Tribal Liberation Distribution and Retail
#15 - 2012-05-30 05:44:51 UTC  |  Edited by: Mechael
Kaikka Carel wrote:
Like what? Giving them 3rd bonus? Increasing base speed?

Increasing base HP is the only conventional way to increase their survivability to me so far, but if you have ideas share them.


Conventional way, yeah, you're right. It's the easy way and it's gives us the really big power creep problem that we're seeing today, after several HP buffs over the years.

The best way to fix it would be to adjust the turret damage formula so that larger weapons have harder times hitting smaller ships, especially at extreme ranges (either extremely far, or extremely close.) This will allow Battlecruisers (but not the new ones that use large turrets) to keep their role as anti-cruiser platforms, while also allowing cruisers to go toe-to-toe with battleships. Ideally, in fight between a cruiser and a battleship, neither of them would be able to break the other's tank very easily. The battleship should always have a hard time hitting the cruiser (even at long ranges, unlike today,) and the cruiser just shouldn't be able to do quite enough DPS to actually break the battleship. Speaking in generalities here, of course. A really hard-hitting cruiser (like, say, the Cerberus or the Zealot ought to be) should be able to feasibly break a poorly tanked battleship. Likewise, a tracking fit battleship with good range ought to be able to (barely) score some solid hits on a very slow cruiser.

(Edit: and while a battleship should have a pretty tough time hitting a cruiser, it should have an absolute field day against battlecruisers, much like cruisers today can eat destroyers alive. Frig < Destroyer < Cruiser < Battlecruiser < Battleship < Cap Ship, and the farther apart you get on that scale the harder it is to hurt anything.)

(2nd Edit: I would suggest removing current range mechanics in favor of reducing a turret's sig resolution as range to target increases. This way, guns still effectively have a maximum range as the chance to hit a target becomes reduced to near nothing at extremely long ranges. With this style of mechanic, your optimal range will be anything from 0m to the point where your turret's modified sig resolution becomes equal to the sig radius of your target. Beyond that, chance to hit will be reduced. The farther away a target is, the more difficult it is to aim accurately as the target is effectively smaller without actually being smaller.

Put another way, a 1400mm Artillery is designed to have a 400m sig resolution at approximately 50km. Anything closer than that and your sig resolution will actually be smaller, farther than that and your sig resolution will be larger. Ships which currently have falloff bonuses would instead have sig resolution bonuses. Optimal range is still a trait that would exist under this system as the range at which your sig res matches the sig res in the item's description. Ships with tracking bonuses will not have the increased range that a sig res bonus, previously falloff bonus, gives. They will, however, still have an easier time hitting ships that are close.)


The problem isn't with their health, the problem is that currently in EVE bigger & more expensive = flat out better in general at way too many things. What we need is a system of proper counterbalancing. Ships should be designed around playstyles, and no one ship should be flat out better in general than any other ship.

Balancing things around cost has its place, though. You should have to pay more for the greater destructive power that battleships or cap ships can bring to the field. What else are you going to pop structures in, right? And you should have to pay extra for that T2 cruiser that's better at sniping than any other cruiser in the game, even if it doesn't do anything else even as well as the T1 variant. Min-maxing at work, there. But as long as ships are only better at specific things, and not better in general, then we can call the game balanced. Currently we joke about how poorly EVE is balanced, and I'd like this to change.

Whether or not you win the game matters not.  It's if you bought it.