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New dev blog: Capital ship balancing

First post First post First post
Author
Zhentar
SUNDERING
Goonswarm Federation
#1881 - 2011-10-13 02:37:20 UTC
The only thing I have to add is that I think you should provide the option for current SC pilots to remap any drone skills they have. Supercarriers have been able to use all the dronetypes since they were motherships, and some of us have trained characters exclusively for that purpose. Cutting all those out now, and not allowing people to dock those ships to use those skills, means you should give us the opportunity to remap them into something useful.
Lord Helghast
Center for Advanced Studies
Gallente Federation
#1882 - 2011-10-13 02:37:21 UTC
For the love of god!!!!!!!!!!!!!!!!!!!!

FIX DREADS and MINMATAR CAPS at the same time

HEL is getting NERFED even worse? And it already sucks vs the other supers?

Nidhoggur is effectively always primaried and yet has worst EHP, mediocre bonuses, what does it have for all that training??? few m/s extra i think? lol How about making it more nimble, jump with less cap, faster base speed, something for the love of god

Naglfar... Seriously how has this not been fixed, moros is getting even better, yet Naglfar one of the longest dreads to train for is still medicore at best? Split CAPITAL weapon systems, and now no drones.... oh for the love of god fix this

Also weren't carriers supposed to become more corp logistics, you know with a larger more useful ship maint bay???

Why the hell are dreads jump range not getting fixed, match dreads with carriers, so that together as a TEAM they can move and be an affective group weapon for attacking, and supers will fall into there defensive local roles...

Also why are dreads not getting a boost to tracking even a tiny boost so to hit supers "speed tanking" you dont need a full rack of tracking mods!



Doctor Ungabungas
Doomheim
#1883 - 2011-10-13 02:52:06 UTC
Lord Helghast wrote:

FIX DREADS and MINMATAR CAPS at the same time

HEL is getting NERFED even worse? And it already sucks vs the other supers?


They've already said that Minmatar caps are getting a look at as well.

I get that this is a long thread, but could people at least read the dev posts before rushing in to splash your 'insights' everywhere.
Duncan Dickson
#1884 - 2011-10-13 02:56:30 UTC
If a Capital is built around DPS (Dread, SC, Titan) it should NOT be able to apply that DPS to subcaps. If you want to get away from a lone dictor holding your for 23 hours then get friends.

I am really eager to see how this all shapes up and I hope CCP doesn't back off too much until these changes at least get some time to settle in.
XPistolX
Caldari Provisions
Caldari State
#1885 - 2011-10-13 02:57:54 UTC
Ok... Let's pretend for a sec that those measures aren't a fancy way to say "We would like to remove SC's from EVE", much like that clever way to say that lag is now a feature (TiDi)

IF that idea that supercaps should be a weapon to figth only caps, the "balancing" should include an buff to carriers and dreads HP. The reason is that is too easy to kill them with subcaps. Hell, its even easy to alpha carriers wih a not so big number of ships... a number that can be taken as small in a regular sov/moon battle.

If killing caps with subcaps do not become a job that involves an amount of neuting, jamming AND dps rather than just arties, why the hell would anyone bring them?

Do you ever heard anyone at CCP saying that to create another ship you need to find a role? If dealing with caps its easier than should be today, making them harder to kill adjusts the role that a supercarrier should trully fit in the future.
Mioelnir
Brutor Tribe
Minmatar Republic
#1886 - 2011-10-13 02:59:26 UTC  |  Edited by: Mioelnir
L'ouris wrote:
What about these changes encourages a more diverse fleet fight?

Encourage? Nothing encouraging about it.

These changes do basically three things:
- kitchen sink roamings that accidentally stumble upon a ratting supercap have a better chance of killing it
- force subcapital deployment alongside supers by making subcaps as immune to supers as possible without using the word immune
- they fiddle with a few fleet-fight performance knobs to see what happens, reminiscent of the equipment tests run in chernobyl in 1986

Now if we look at it, what is actually the problem with supers? They are designed to be cap killers. And they are undeniably good at it. So good in fact, that fielding caps against them currently is ritual suicide. But that is not the fault of supers - that would be like blaming a vagabond for being fast.
So, now that we have ruled out engaging them with regular caps, lets look at subcaps. Titans take a special place here since their doomsday can take out key infrastructure ships like fleet commands in a very reliable way. The other thing at least for turret titans is basic tracking mechanics which guarantees them to at least have some effect if the fc sets them up correctly.

Going on to supercarriers, what about them? Their dps? No. Since the last round of fighterbomber changes a fighterbomber hits an abaddon for 8 to 15 damage per volley. That's not even enough to make your twitchy finger broadcast for reps - it adds up if you look at 250 scs, yes (75k), but you just got hit by a 30 million HP damage volley, there are bound to be scratches (0.25% effective damage!). Their best bet is somewhere in the fighters / sentries / heavies ballpark in which they deal a little above twice as much dps as fleet battleship inside 60km control range. So the subcapital damage output of 250 supercarriers is 550 battleships worth, hardly something the cluster has never seen before.

If you've ever engaged 550 battleships, you know there is simply no tanking that inside their engagement zone. There is not. Accept it. Embrace it. But (assuming even numbers which already means you failed in setting up an unfair fight) you get a steady decline of incoming dps as ships explode. With the EHP of supercaps, their dps decline over time is always shallower than any subcap forces'. The EHP in turn they received because they used to fold in 20 seconds to anything looking at them the wrong way and because they are actually needed in cap fights which are a lot more static than subcap fights once they are on.

All of this combined results in the "supers are the only counter to supers" mantra. So, what is CCP hoping to achieve with these changes? The -20% HP change makes the dps reduction steeper, without having them implode against 20 battleships like they used to. With the drone changes I assume they hope that supercarrier pilots will go for 10/10 or 15/15 splits between bombers and regular fighters. This reduces the damage output of them against both capital and subcapital targets and removing the titan's headshot aimbot. So, less dps output and steeper over time dps reduction.
Will this give subcapital fleets a better chance? Yes. Will the odds-improval be enough to stop the whining or fix eve? No. Will turning these screws even more fix eve? No, it will just break supers again. With their destructible dps without the endless-waves feature that saved the Dominix through the ages they will already be borderline.

The real core problem is not that supers are designed as cap killers. Giving subcaps better odds is all fine, but subcaps are not the designed weightclass in which to engage in. The problem is that no other capital is actually designed to fight capitals - short story short, fix broken dreads.
Siege weapons were fine in the days of RMR and served their purpose while sov was linked to POS. Newsflash, that's history. POS are engaged to annoy your enemy, force fights and flush a few isks into your wallet. They are an opportunity target now, not a tightly regulated core game mechanic.

So, dreads redux:
- remove the 2 target limit that was imposed on dreads because of station hugging moros pilots. supers take care of that problem all over new eden reliably and fast
- remove the remote rep restriction
- soften the tracking penalty in siege considerably
- switch the local rep boost in siege to +120/140/160/180/200% hull, armor and shield hp depending on dread level
- no warping / docking while in siege, but movement does not have to be restricted
- siege timer at 5 minutes is probably still a good idea

What do we achieve with this? We get an actual supportable, fully insured and comparatively easy to get into damage backbone for regular capital fleets that is not just breakfast any more. You will not come out of engaging a 250 supercapital fleet with a 175/75 dread/carrier fleet (again, failure to set up an unfair fight) scott free and you imho never should - but a considerable amount of supers will die, your losses will be easier to replace (isk, build time and build capcity wise) and you actually have - depending on actual fleet compositions and tactics - maybe even a shot at holding the field / forcing the retreat (wiping 250 supers with even numbers should for the time being be unrealistic I think). But this could actually generate nice combined forces fights.

As Titan proliferation increases, the doomsday will probably have to be looked at again. Then again, engaging 250 titans feels like it should hurt by sound alone, yet how much remains the question.

PS: by the way, what is it with all that 'no remote rep' nonsense. Are you all imprisoned in motsu or a 2005 timebubble? active tank stockholm syndrome?

PPS: and fix capital shield reload mechanics by making it like armor Blink
Not even a sandbox needs passive (super)capital shield tanks
Doctor Ungabungas
Doomheim
#1887 - 2011-10-13 03:09:38 UTC
Mioelnir wrote:

what is actually the problem with supers? They are designed to be everything killers. And they are undeniably good at it.


FTFY.
L'ouris
Have Naught Subsidiaries
#1888 - 2011-10-13 03:11:08 UTC  |  Edited by: L'ouris
Mioelnir wrote:
L'ouris wrote:
What about these changes encourages a more diverse fleet fight?

Encourage? Nothing encouraging about it....

...

If you've ever engaged 550 battleships, you know there is simply no tanking that inside their engagement zone. There is not. Accept it. Embrace it. But (assuming even numbers which already means you failed in setting up an unfair fight) you get a steady decline of incoming dps as ships explode. With the EHP of supercaps, their dps decline over time is always shallower than any subcap forces'. The EHP in turn they received because they used to fold in 20 seconds to anything looking at them the wrong way and because they are actually needed in cap fights which are a lot more static than subcap fights once they are on.

...



These engagments are exactly what I experienced. During the push on Geminate we had a few battles with you and the DRF forces where the Super fleet was able to remote ECM our BS fleet so no DPS was even being applied in the engagment zone. All this while the Titans were DD'ng command ships, FC's, alt FC's, alts of FC's, blapping the battleships with the turrets etc untinterrupted.

Hopefully the Timedilation will help somewhat, but if you look back over the scenario quoted in my post, it seems awful familiar.

I was wondering if any of these changes will really have an impact on the capability of the Super Fleets to decimate the sub cap fleets without the need for anything else but a cyno and some HICS / DICS?

EDIT: I don't really mind whatever is decided, as i'm a long way off from any cap ship involvment outside of support roles. I'm more curious if there will be any support roles in the large fleet battles moving forward. The changes seem to nerf the small Super Fleet but doesn't seem to change the 0.0 SOV warefare tactical possibilites much from my perspective. Was hoping someone with a better grasp would correct me.

EDIT 2:

Why wouldn't a dramatic increase in the cap neuts of Void bombs be on the table for this? Bomber Wings would be able to neut out cap fleets if coordinated enough? Or are void bombs already viable in enough numbers? Any experienced bomber pilots / FC's who could enlighten me? Or are the bombs still untrustworthy still in the large fleet fights?
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1889 - 2011-10-13 03:39:49 UTC  |  Edited by: Demon Azrakel
Lord Helghast wrote:
For the love of god!!!!!!!!!!!!!!!!!!!!

FIX DREADS and MINMATAR CAPS at the same time

HEL is getting NERFED even worse? And it already sucks vs the other supers?

Nidhoggur is effectively always primaried and yet has worst EHP, mediocre bonuses, what does it have for all that training??? few m/s extra i think? lol How about making it more nimble, jump with less cap, faster base speed, something for the love of god

Naglfar... Seriously how has this not been fixed, moros is getting even better, yet Naglfar one of the longest dreads to train for is still medicore at best? Split CAPITAL weapon systems, and now no drones.... oh for the love of god fix this

Also weren't carriers supposed to become more corp logistics, you know with a larger more useful ship maint bay???

Why the hell are dreads jump range not getting fixed, match dreads with carriers, so that together as a TEAM they can move and be an affective group weapon for attacking, and supers will fall into there defensive local roles...

Also why are dreads not getting a boost to tracking even a tiny boost so to hit supers "speed tanking" you dont need a full rack of tracking mods!





Erm, you do realize that the Moros had its drone bay (the largest), along with the awesome bonus removed, right? You do realize that the Moros guns use cap, unlike all of the guns on the Naglfar, right? You do realize that the Moros just lost a ton of its cap stability with a ROF bonus instead of a DPS bonus? You do realize that the Nag can choose a shield tank or armor tank (the shield tank being better in the short term if I recall)? You do realize that you are saying that the short range gunboat for dreads that also uses capacitor should be out -dpsed by a (slightly and only in some cases) longer ranged ship that still fires its guns when it is capped out? This is the same terrible argument that makes the Brutix **** next to the Hurricane. You can fit a hurricane to outdps a brutix and outperform it in every other way (shield gank). Much like the Nag vs the Moros, you don't in general (close range fit), but that does not mean that the Hurricane or Naglfar is a poor ship or underpowered atm. Once again, the argument I hear is that "I trained a couple more skills, I should perform better in every way", which, as it happens, is the entire argument in this thread, though less about the Naglfar and more about supers.

Antimatter range is still pretty ****** on capitals FYI.

Hel and nid still need to be looked at, I don't think anyone disagrees there (EDIT: well, I know a pilot in AHARM that really loves the nid, but it is the last carrier I would train).

Question though, how would you make the Hel different than a Wyvern and be balanced properly. Most people look only at HP, but it would be a Wyvern clone if most suggestions were taken. Suggestion: room for 45 fighters / fighter bombers. As parts of the Hel have rusted away, the Minmitar have found that it still, inexplicably, runs fine. These missing sections are now used to store drones and are not even built on the new ones.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#1890 - 2011-10-13 03:47:02 UTC
L'ouris wrote:
Mioelnir wrote:
L'ouris wrote:
What about these changes encourages a more diverse fleet fight?

Encourage? Nothing encouraging about it....

...

If you've ever engaged 550 battleships, you know there is simply no tanking that inside their engagement zone. There is not. Accept it. Embrace it. But (assuming even numbers which already means you failed in setting up an unfair fight) you get a steady decline of incoming dps as ships explode. With the EHP of supercaps, their dps decline over time is always shallower than any subcap forces'. The EHP in turn they received because they used to fold in 20 seconds to anything looking at them the wrong way and because they are actually needed in cap fights which are a lot more static than subcap fights once they are on.

...



These engagments are exactly what I experienced. During the push on Geminate we had a few battles with you and the DRF forces where the Super fleet was able to remote ECM our BS fleet so no DPS was even being applied in the engagment zone. All this while the Titans were DD'ng command ships, FC's, alt FC's, alts of FC's, blapping the battleships with the turrets etc untinterrupted.

Hopefully the Timedilation will help somewhat, but if you look back over the scenario quoted in my post, it seems awful familiar.

I was wondering if any of these changes will really have an impact on the capability of the Super Fleets to decimate the sub cap fleets without the need for anything else but a cyno and some HICS / DICS?

EDIT: I don't really mind whatever is decided, as i'm a long way off from any cap ship involvment outside of support roles. I'm more curious if there will be any support roles in the large fleet battles moving forward. The changes seem to nerf the small Super Fleet but doesn't seem to change the 0.0 SOV warefare tactical possibilites much from my perspective. Was hoping someone with a better grasp would correct me.

EDIT 2:

Why wouldn't a dramatic increase in the cap neuts of Void bombs be on the table for this? Bomber Wings would be able to neut out cap fleets if coordinated enough? Or are void bombs already viable in enough numbers? Any experienced bomber pilots / FC's who could enlighten me? Or are the bombs still untrustworthy still in the large fleet fights?


Void bombs really do need to be buffed to neut 1000 cap or 2000 cap (maybe based on sig radius or something, 5000 tops?), currently any ship that they cause problems for can easily get out of range. (If I recall, it neuts 250 cap atm, could be wrong though...)
Mioelnir
Brutor Tribe
Minmatar Republic
#1891 - 2011-10-13 03:48:53 UTC
L'ouris wrote:
I was wondering if any of these changes will really have an impact on the capability of the Super Fleets to decimate the sub cap fleets without the need for anything else but a cyno and some HICS / DICS?


From a pure isolated dps / ehp point of view, it will get slightly better since supers die faster and at least supercarriers are easier to strip of their dps which could give rise to some new tactics. But since remote ecm bursts are actually getting fixed in these sense that they do not affect the ships that they should not (supers), it will likely get worse in the scenario you experienced.

Remote ECM bursts are old-style anti-blob weapons based largely on the same design principle that the old AOE doomsday was, with the same scale problems. I doubt they were being looked at from a more than 5 per fleet angle during design similar to the 10 titans in all of new eden doomsday scenario. They are also AOE which traditionally is a kick into the nuts of the sol nodes.

If a fleet has enough supercarriers to truely spam them, your only engagement option are ew immune ships - supers, dreads, triaged carriers. Which basically leaves supers.
Time dilation could help in that locktime is more reliable and you actually get to apply some dps, but only until more ecm bursts are deployed again.

About the void bombs. You can launch 10 of them before they start blowing each other up, and that hits for combined 18000 cap or roughly 20-25% of a supercarrriers cap. Even assuming time dilation allows them to actually trigger on target I doubt you will be able to dry up cap chains with them, the setup time between runs is just too high.
Ganthrithor
School of Applied Knowledge
Caldari State
#1892 - 2011-10-13 04:55:31 UTC
Mioelnir wrote:
L'ouris wrote:
What about these changes encourages a more diverse fleet fight?

Encourage? Nothing encouraging about it.

These changes do basically three things:
- kitchen sink roamings that accidentally stumble upon a ratting supercap have a better chance of killing it
- force subcapital deployment alongside supers by making subcaps as immune to supers as possible without using the word immune
- they fiddle with a few fleet-fight performance knobs to see what happens, reminiscent of the equipment tests run in chernobyl in 1986

Now if we look at it, what is actually the problem with supers? They are designed to be cap killers. And they are undeniably good at it. So good in fact, that fielding caps against them currently is ritual suicide. But that is not the fault of supers - that would be like blaming a vagabond for being fast.
So, now that we have ruled out engaging them with regular caps, lets look at subcaps. Titans take a special place here since their doomsday can take out key infrastructure ships like fleet commands in a very reliable way. The other thing at least for turret titans is basic tracking mechanics which guarantees them to at least have some effect if the fc sets them up correctly.

Going on to supercarriers, what about them? Their dps? No. Since the last round of fighterbomber changes a fighterbomber hits an abaddon for 8 to 15 damage per volley. That's not even enough to make your twitchy finger broadcast for reps - it adds up if you look at 250 scs, yes (75k), but you just got hit by a 30 million HP damage volley, there are bound to be scratches (0.25% effective damage!). Their best bet is somewhere in the fighters / sentries / heavies ballpark in which they deal a little above twice as much dps as fleet battleship inside 60km control range. So the subcapital damage output of 250 supercarriers is 550 battleships worth, hardly something the cluster has never seen before.

If you've ever engaged 550 battleships, you know there is simply no tanking that inside their engagement zone. There is not. Accept it. Embrace it. But (assuming even numbers which already means you failed in setting up an unfair fight) you get a steady decline of incoming dps as ships explode. With the EHP of supercaps, their dps decline over time is always shallower than any subcap forces'. The EHP in turn they received because they used to fold in 20 seconds to anything looking at them the wrong way and because they are actually needed in cap fights which are a lot more static than subcap fights once they are on.

All of this combined results in the "supers are the only counter to supers" mantra. So, what is CCP hoping to achieve with these changes? The -20% HP change makes the dps reduction steeper, without having them implode against 20 battleships like they used to. With the drone changes I assume they hope that supercarrier pilots will go for 10/10 or 15/15 splits between bombers and regular fighters. This reduces the damage output of them against both capital and subcapital targets and removing the titan's headshot aimbot. So, less dps output and steeper over time dps reduction.
Will this give subcapital fleets a better chance? Yes. Will the odds-improval be enough to stop the whining or fix eve? No. Will turning these screws even more fix eve? No, it will just break supers again. With their destructible dps without the endless-waves feature that saved the Dominix through the ages they will already be borderline.

The real core problem is not that supers are designed as cap killers. Giving subcaps better odds is all fine, but subcaps are not the designed weightclass in which to engage in. The problem is that no other capital is actually designed to fight capitals - short story short, fix broken dreads.
Siege weapons were fine in the days of RMR and served their purpose while sov was linked to POS. Newsflash, that's history. POS are engaged to annoy your enemy, force fights and flush a few isks into your wallet. They are an opportunity target now, not a tightly regulated core game mechanic.

So, dreads redux:
- remove the 2 target limit that was imposed on dreads because of station hugging moros pilots. supers take care of that problem all over new eden reliably and fast
- remove the remote rep restriction
- soften the tracking penalty in siege considerably
- switch the local rep boost in siege to +120/140/160/180/200% hull, armor and shield hp depending on dread level
- no warping / docking while in siege, but movement does not have to be restricted
- siege timer at 5 minutes is probably still a good idea

What do we achieve with this? We get an actual supportable, fully insured and comparatively easy to get into damage backbone for regular capital fleets that is not just breakfast any more. You will not come out of engaging a 250 supercapital fleet with a 175/75 dread/carrier fleet (again, failure to set up an unfair fight) scott free and you imho never should - but a considerable amount of supers will die, your losses will be easier to replace (isk, build time and build capcity wise) and you actually have - depending on actual fleet compositions and tactics - maybe even a shot at holding the field / forcing the retreat (wiping 250 supers with even numbers should for the time being be unrealistic I think). But this could actually generate nice combined forces fights.

As Titan proliferation increases, the doomsday will probably have to be looked at again. Then again, engaging 250 titans feels like it should hurt by sound alone, yet how much remains the question.

PS: by the way, what is it with all that 'no remote rep' nonsense. Are you all imprisoned in motsu or a 2005 timebubble? active tank stockholm syndrome?

PPS: and fix capital shield reload mechanics by making it like armor Blink
Not even a sandbox needs passive (super)capital shield tanks


Quoting a good Evoke post.
Damian Gene
Sons of Seyllin
Pirate Lords of War
#1893 - 2011-10-13 05:47:26 UTC
Thought I'd highlight some of the multi-used / quoted.


Draconus Lofwyr with:
Quote:
* Can deploy 3 additional Fighters, Fighter Bombers or Drones per level
Change this to "Can deploy 3 additional Fighters, Fighter Bombers Only" (standard drones are limited to pilot skill.
do not reduce drone bay, but split it into a fighter bay and a drone bay, as well as changing aggression rules for each drone type.
Fighterbombers can only aggress supers and structures
Fighters can only aggress Battleships and above,[and all size rats].
all other drones are not limited on engagement
This will allow a lone tackled super to have a potential chance to free himself, but no more than any sub capital would have, after it has spent an eternity locking said target.



John Hand with:
Quote:
Split the bay into two parts, one that is for (25) Fighters and (25) Fighter Bombers only, and the other for normal drones. Say 1250m3 (50 large drones) for a Nyx, 1000m3 (40 large) for a Wyvern, 875m3 (35 large) for an Aeon and 750m3 (30 large) for a Hel. This would mean that during a fight, supers would run out of drones much faster. If there were a few stealth bombers paying attention during that fight and bombing the drones. Fewer back up drones, means a declawed super, and that makes a dead super.



CynoNet Two with:

Quote:
[The idea to *dynamically* adjust EHP of the supers. Build costs should perhaps be reflected as well.]


zero2espect with:
Quote:
Dreads. Halving the siege time. Perfect. Removal of drones. Stupid. It’s ~1.8b of ships before mods and now has zero defence, in or out of siege. Put the drones back and don’t try to fix lag through cheating us.



Many people:
Supers should not be able to recive remote tracking links.

Many people:
A rookie ship should not be able to maintain a logofskiee timer forever. Perhaps change the timer to 30mins considering the EHP change. Big fleets that attempt to use this should suffer far more losses.

Me:
Quote:
Doomsday should be able to hit any ship, however bring the cost from 50,000 ISO's to 200,000 ISOs. This would limit the amount of cracks per titan by requiring them to refuel more often, including during fleet fights. It would also cost more, and be considered less.
Malcanis
Vanishing Point.
The Initiative.
#1894 - 2011-10-13 06:09:33 UTC
Damian Gene wrote:


Many people:
A rookie ship should not be able to maintain a logofskiee timer forever.


What does it matter if it does? Even unpiloted, a supercap has enough natural shield recharge to permatank a rookie ship.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

transcom caldari
League of xX420BLAZEITSWAGGOTXx.
Nulli Secunda
#1895 - 2011-10-13 06:19:22 UTC
Making that many changes to supercarriers is kind of outrageous and way more of a hit from the nerf bat than I think SCs need.

Simply changing the logoff mechanics as you have proposed, and a modest decrease in HP (maybe 10% as opposed to the proposed 20%) would be more than enough to level the playing field in my opinion.

The ships we're talking about are SUPERcarriers, after all; they are big and expensive boats and should be able to take down lower classes with ease. CCP Tallest mentions how the log-off mechanics don't make much sense... well, neither does building an aircraft carrier without any defenses.


The proposed nerf to the fighter bay, coupled with the other changes would really make the SC rather pointless. A 20 billion isk dread ... lovely.


John Hand
#1896 - 2011-10-13 06:33:21 UTC  |  Edited by: John Hand
I saw someone post something about the void bomb. This is by far a good idea, and it needs a big buff. Currently the void bomb is kinda stupid and not all that good. If it were changed to remove 50% of current cap level this bomb alone would become quite useful against supers and anything else. 3 or 4 SB's hitting a super fleet with those bombs would just about cap them out, and if they were doing any repping....well there will be no more cap. Meaning a few neauting ships could now keep supers caps drained, couple that with the drone bay nerf that I posted a few pages back (and has been quoted) and right there is your fix.
Just those two changes to supers would fix everything, not only to SC's but to Titans as well (void would wreak havoc on there guns and DD's). No EHP nerf, there fine as is with these changes, add in a buff to dreads EHP and allow RR while sieged (maybe reduced by -50%?) and there is you cap ship re-balance. No changing there 3 drones per crap or anything of that magnitude, supers just really needed a small tweak and dreads another small tweak and bingo you have a working game again. Anything outside of these changes here would be too much and would NOT address the issue that super caps pose.
CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#1897 - 2011-10-13 07:09:39 UTC
Grath Telkin wrote:
Quote:
Sensing the need for a more moderately-priced version of the Nyx, Federation Navy authorities commissioned the design of the Thanatos


Thats the direct quote.
If the Thanatos can launch regular drones, the Nyx should be able to, since its built off that design.


Here's another quote you may like from 2 years ago:
Aurora Ominae wrote:
Emits a gigantic antimatter field over a wide area, capable of obliterating everything in its path.
Note: you will be unable to jump for 10 minutes after activating the doomsday device.

Man it's almost as if CCP adjust the background details to match the game, rather than the other way around!

Tore Vest wrote:
Pyro Tsu wrote:
Yet another change that does not affect players living in HighSec.
Only a minority is living in Nullsec and WHs!
Do care more about the majority please!

CCPgoons are not interested in little things.... like fixing hybrids.
They want to "fix" supers so goons can take over 0.0 with their hurricanes


Excuse me sir but that is completely untrue.

We want CCP to fix hybrids and supercaps so we can take over 0.0 with our Thoraxes.
David Magnus
#1898 - 2011-10-13 07:14:36 UTC
Mioelnir wrote:
L'ouris wrote:
What about these changes encourages a more diverse fleet fight?

Encourage? Nothing encouraging about it.

These changes do basically three things:
- kitchen sink roamings that accidentally stumble upon a ratting supercap have a better chance of killing it
- force subcapital deployment alongside supers by making subcaps as immune to supers as possible without using the word immune
- they fiddle with a few fleet-fight performance knobs to see what happens, reminiscent of the equipment tests run in chernobyl in 1986


.... Stuff about Dreads ....



A great way to balance capitals without destroying any of their current capabilities.

http://soundcloud.com/davidkmagnus/fight-us-maybe

http://soundcloud.com/davidkmagnus/winterupdate

http://soundcloud.com/davidkmagnus/supercaps

http://soundcloud.com/davidkmagnus/pandemiclegion

M1AU
Zappenduster Inc.
#1899 - 2011-10-13 07:15:22 UTC
L1m9n1663r wrote:
- When a ship can not be sensor boosted or tracking disrupted, it should not be possible to remote sensor boost or tracking link.
It makes no sense at all.


If you make cap size rigs, that should solve the issue with EHP without touching the numbers.
Make shield extender rigs and Armor extender rigs take 200 rig-power-thingies, so you then lose 1 rig slot if buffer tanking.
Make cap rigs only T1, that means tanked damage type HP * 1,15^2 instead of HP * 1,2^3. This will help for the HP's.

(Give the Hel some love first)

Destroy all T1 rigs in titans / supercaps (LOL-T1 rigs)
Make all T2 rigs the T1 cap size.
Any rigs that exeed the rig-power, eject rig in slot 3 to cargo bay.
--

Make a rig that takes 150 rig power that will allow you to field 250 m3 of HEAVY drones. That is, sentries, heavy armor/shield bots, heavy EW drones. This will again cost you 15% of your 'tanked' HP buffer. That means your SC will have 70% less shield if you want to field 20 regular drones.

--
Throw the Super pilots a bone...
Make Supercaps and Titans dockable at stations with a SUPER CAP UPGRADE mod. This mod should cost 100 billion isk, and it should be impossible to board a super-cap if the station fitting services are offline. Undocking super caps should do so with 0 CAP and all high slots offline. Gives people a reason to own some space.

--

Remove 1 gun / turret from each Titan.
Remove DD.

Make a titan sitting at a CUSTOM OFFICE, tapping into its coordinate flux power generator able to start a 5 min 2 way bridge to another titan within 3-5 AU, at another CUSTOM OFFICE. (able to run freighters through)

Give Amarr titans a 50km radius energy neutralizing field that triggers every 30 seconds while in 'enforcer mode' (as in, stuck there for 75 seconds) neuting like a medium neut, not stackable with other amarr titans.

Give Minmatar titans a 50km web-field. (not stackable with other minmatar titans) while in 'enforcer mode'.

Give Caldari titans a 25 km cloaking field, that will cloak any ship moving slower than 30 m/s and not targetting anyone. while in 'enforcer mode'.

Give Gallente titans a 40 km radius warp disruption field (same as large T2 bubble) with a scramble strength of 1. while in 'enforcer mode'.


Make Gallente and Minmatar able to trade eachothers Enforcement mods by use of a 200 power rig. (and Amarr / Caldari)


This has some really, really great ideas in it. I'd love to see that.
Damian Gene
Sons of Seyllin
Pirate Lords of War
#1900 - 2011-10-13 07:22:02 UTC
Malcanis wrote:
Damian Gene wrote:


Many people:
A rookie ship should not be able to maintain a logofskiee timer forever.


What does it matter if it does? Even unpiloted, a supercap has enough natural shield recharge to permatank a rookie ship.


Lets use a covert ops for a case example.

You are in a super, I am in a buzzard.
I happen to know that your safe is close to planet 4 and you are cloaked (I saw you on directional while you were in warp, and narrowed the band down etc.)
I cloak up and wait. I have my probes out, and off grid of you, but tuned into, say 1AU. With good skills, the moment you log, i can move the probes over to Planet 4, and scan. Then I warp to you from my SS close to Planet 4. I can get to you in far less then the 1 min before your ship goes away. I then hit you with one gun, or a nuet. Now all i have to do, is love tap you every 10 mins to insure that you do not despawn. I now wait until my corp members come home from work, my alliance form's up, everyone takes a leak, goes out for a smoke, checks Reddit, etc. Then they come in, and we kill your ship.
Or, you bump outside the POS shields, same thing, I just wait until you are outside of gun range of the POS, and give you a poke every 10mins. Hell, I could even cloak up for 9 of those 10mins (or 14 of the 15mins if i for some reason wanted to risk it)

It doesnt matter that I can not tackle you, but it does prevent you logging, and staying right where you are for as long as I'd like you to. Until downtime.
People will soon meta downtime a WHOLE lot more then they already do. Huge fleet fights timed perfectly where the target goes into reinforced, or dies moments before DT.

There are a lot of reasons why this is bad, and a lot of ways it can still be fixed. A 30min timer vs a 15 min timer would work for instance.