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New dev blog: Capital ship balancing

First post First post First post
Author
Royaldo
Kongsberg Vaapenfabrikk Amarr branch.
Clever Use of Neutral Toons
#121 - 2011-10-10 17:31:12 UTC
I dont quite get the nerf to carriers. The rest seems ok.
The Mittani
State War Academy
Caldari State
#122 - 2011-10-10 17:31:28 UTC
chunorris wrote:
In 6 months, when this game will be ruined and goonswarm trololol CCP with his 150 dread fleet, you will rememer this devblog. Now, any 180 man hurricane fleet will kill a supercarrier fleet. That is not balance.

Quote:
Personally as a carrier owner I'd prefer to see the fighter nerf applied specifically on SCs and not on all carriers


Lol. Personally, i prefer dont touch anything about drones in supers but you know, start crying with 6000 friends and put a csm in your life and ccp will do everyting you want.




Excuse me sir, but the forums have taught me that the CSM is a completely powerless entity and that the Chairmanship is a title without meaning.

Try to keep up!

~hi~

Crias Taylor
Aliastra
Gallente Federation
#123 - 2011-10-10 17:32:57 UTC
SloMoJoe wrote:
Nerfing the Moros drone bay and applying that bonus to a rate of fire bonus without adjusting the cap usage of hybrid guns isn't such a great trade. Here's hoping the rumored hybrid re-balance straitens this out.


To be fair they haven't announced the hybrid rebalance yet in detail. I'll save judgment till then on this.
Xue Slick
Caldari Provisions
Caldari State
#124 - 2011-10-10 17:33:18 UTC
Hi CCP,

Interesting changes...

I like the changes to Dread, glad to see them get a boost. Titans, meh, still no incentive for me to sub titan pilot again. What about a HP buff to the Dreads? The reason people don't use them is because of the Titan DDs, not the siege timers.

Maybe rather than remove all drones from Super Carriers, leave everything as is, just double the drone bandwidth of fighter bombers. This way you can only launch 10 which effectively halves the dps and saves your servers from the load monster. As said above, super carriers are often used by smaller alliance for small fights, now they going to be practically useless.

This is not really a change more then a massive nerf...

My 5c.
Ilarra
Science and Trade Institute
Caldari State
#125 - 2011-10-10 17:33:48 UTC
chunorris wrote:
In 6 months, when this game will be ruined and goonswarm trololol CCP with his 150 dread fleet, you will rememer this devblog. Now, any 180 man hurricane fleet will kill a supercarrier fleet. That is not balance.

Quote:
Personally as a carrier owner I'd prefer to see the fighter nerf applied specifically on SCs and not on all carriers


Lol. Personally, i prefer dont touch anything about drones in supers but you know, start crying with 6000 friends and put a csm in your life and ccp will do everyting you want.




Perhaps instead of bringing only supercarriers to a fight against a bunch of hurricanes, you might consider mixing in some other kinds of ships that are better capable of dealing with the hurricanes? One might even surmise that the developers are encouraging fleets to bring a mix of different ship classes, such that winning every engagement isn't as simple as "bring a crapton of supercaps."
Cynthia Ysolde
Habitual Euthanasia
Pandemic Legion
#126 - 2011-10-10 17:34:07 UTC
well played ccp. These are all good changes. I am slightly worried about the Moros cap problem, and there is the matter of Minmatar supercaps. After this change a Hel will be in the same EHP range as an archon almost. Ragnoroks will not have much more HP.

Please nerf Minmatar supercaps slightly less, as they were already horribly underpowered as far as ehp, dps, and pretty much any relevant metric.
DangerosoDavo
Boob Heads
#127 - 2011-10-10 17:34:16 UTC  |  Edited by: DangerosoDavo
CCP did a good job here, i see alot of whiners complaining that supers are still good... yeah they are but not really vs sub caps, they are good anti-capitals which i believe is what they are designed for.

There is no point making super carrier completely useless, now they are vulnerable to subcaps and log off is fixed to they are vulnerable in a big way. taking scs out of the game totally would be a bad choice. now there is much more room for tactics on the battlefield. so stop whining thats what eve is about.
FlameOfSurvival
Ministry of War
Amarr Empire
#128 - 2011-10-10 17:35:14 UTC
I like the changes but it's really sad that the Titans get the -20% hit too

I was sure the EHP span between scaps/titans will now increase :/
BrokenBC
no tax's are us
#129 - 2011-10-10 17:35:35 UTC  |  Edited by: BrokenBC
2 cains insta popped by a titan without using DD http://www.fatal-ascension.com/killboard/?a=kill_related&kll_id=48540

copy past link.This forum breaks it.
Bienator II
madmen of the skies
#130 - 2011-10-10 17:35:37 UTC
is there an upgrade plan for all those cap pilots which have now to switch from analog modem to a DSL connection? :)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Andski
Science and Trade Institute
Caldari State
#131 - 2011-10-10 17:36:05 UTC
Tokino Kaalakiota wrote:
I am not referring to "welpfleet" and I am quite aware that your alliance currently (appears to) lack the ability to deploy any sort of supercap force.


You obviously have no clue what you're talking about - we can field dozens at the drop of a hat.

Welpfleet works because the ships are cheap and we can get 200+ on the field pretty quickly. We are not RnK.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Arkady Sadik
Gradient
Electus Matari
#132 - 2011-10-10 17:36:30 UTC
Helothane wrote:
400m is the resolution of all 'Large' turret weapons. Those appear to work just fine on BS and even BC-sized NPC ships, so I don't see why fighters should not still be effective in running sanctums. Not as effective as they have been, but still effective.
Because Fighters orbit at 1km, meaning their own orbit speed hurts their gun hit chance. With 0.125 tracking, you need to go about 250m/s at 1km to reduce damage to close to 0 dps - fighters orbit at 300m/s, meaning their damage output will be almost nonexistent.
Misanth
RABBLE RABBLE RABBLE
#133 - 2011-10-10 17:36:36 UTC
David Carel wrote:
You're the problem, not the blobs.
More exactly, your lack of ingenuity.


You're cute. Can I keep you?

AFK-cloaking in a system near you.

ArchenTheGreat
Interstellar Clone Transport
#134 - 2011-10-10 17:37:02 UTC
chunorris wrote:
In 6 months, when this game will be ruined and goonswarm trololol CCP with his 150 dread fleet, you will rememer this devblog. Now, any 180 man hurricane fleet will kill a supercarrier fleet. That is not balance.


Paper, rock, scissors. You counter supercarrier fleet with sub-cap fleet. It should work like that. It's like a battleship that can be killed by a frigate.
steave435
Perkone
Caldari State
#135 - 2011-10-10 17:37:18 UTC  |  Edited by: steave435
Yeah, the fighter nerf combined with the drone bay nerf is too much. Capitals need to be able to affect the sub capital fight for there to be any point in fielding them other then reinforcing stuff, and if there's no point in being the first to deploy caps, neither side will do it since the other side can just ignore them if they don't have a larger capital force themselves, or kill them if they do.
If these changes go trough, the only thing worth dropping in would be a small number of triage carriers since any other type won't lock in time, and with fighter tracking being nerfed to less then a third of what it used to be, the carriers won't be able to do any damage to the sub caps either.

Keep the drone bays at their current sizes while limiting supers to only fielding fighters and fighter bombers without touching the tracking and see how it goes. If it's still too much, considering that fighters orbit in smartbomb range and the supers can't spit out endless streams of them like they can with the normal drones they have now, give supers a penalty to fighter tracking or damage that doesn't touch regular carriers (they're already balanced) at that point.

These ships are very expensive, skill intensive and requires a dedicated pilot to fly them, so please be careful and take small steps with this so you don't turn them back into the POS ornaments that they used to be.
Raid'En
#136 - 2011-10-10 17:37:22 UTC  |  Edited by: Raid'En
wow didn't though te nerf would be that big Shocked

also, the super nerf is linked to the big numbers of super fieled at the same time, but what about when only 1-2 are fielded ?
it may be hard to code, but i wonder if making the HP nerf linked to the number of super on the field wouldn't be a good idea... it would help smaller alliance for example


ovenproofjet wrote:
You kinda just nerfed the standard carrier there with the change to the fighter sensor res,
[...]
Perhaps add the sensor res reduction as a penalty to supercarriers so as to avoid a knock on effect on the ordinarty carrier

this.
xxxak
Perkone
Caldari State
#137 - 2011-10-10 17:37:30 UTC
Xue Slick wrote:
Hi CCP,

Interesting changes...

I like the changes to Dread, glad to see them get a boost. Titans, meh, still no incentive for me to sub titan pilot again. What about a HP buff to the Dreads? The reason people don't use them is because of the Titan DDs, not the siege timers.

Maybe rather than remove all drones from Super Carriers, leave everything as is, just double the drone bandwidth of fighter bombers. This way you can only launch 10 which effectively halves the dps and saves your servers from the load monster. As said above, super carriers are often used by smaller alliance for small fights, now they going to be practically useless.

This is not really a change more then a massive nerf...

My 5c.


This.

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Mekia Buelle
Doomheim
#138 - 2011-10-10 17:37:32 UTC
So with the fighter chances that means that wont be able to HIT npc battleships? That apply`s to the titan weapons as well or?
Weaselior
GoonWaffe
Goonswarm Federation
#139 - 2011-10-10 17:37:49 UTC
I am vaugely suspicious that dreads will still have any role with this change. Their dps is still nothing impressive and they're made of paper compared to supercap fleets: their sole use is sieging pos (which SC's can't touch). They're the wrong answer for a hub or a station, and I think that's a mistake. Their role now is pretty much glass cannons, but they're not damaging enough to fill that role well.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Misanth
RABBLE RABBLE RABBLE
#140 - 2011-10-10 17:38:24 UTC
chunorris wrote:
In 6 months, when this game will be ruined and goonswarm trololol CCP with his 150 dread fleet, you will rememer this devblog. Now, any 180 man hurricane fleet will kill a supercarrier fleet. That is not balance.

Quote:
Personally as a carrier owner I'd prefer to see the fighter nerf applied specifically on SCs and not on all carriers


Lol. Personally, i prefer dont touch anything about drones in supers but you know, start crying with 6000 friends and put a csm in your life and ccp will do everyting you want.


A couple of goon-devs being higher-ups helps as well. Especially since they're good at posting zero content on forums and insulting the playerbase.

AFK-cloaking in a system near you.