These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Winter] Support Cruisers

First post First post
Author
Frood Frooster
EVE University
Ivy League
#141 - 2012-09-12 10:44:33 UTC
I for one would prefer skill level based bonuses over ship hull bonuses.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#142 - 2012-09-12 11:03:13 UTC
Oh lord! Iam gonna have so much fun ganking these things out and fitting XL-ASB's to them. YES!!!
Bouh Revetoile
In Wreck we thrust
#143 - 2012-09-12 11:17:34 UTC
I'm Down wrote:
Point of the whole arguement is this:

They come out and say, oh, the ships have lower resistances.... not true on the Exeq that has an extra low and an extra rig slot.

They say it has lower sig... after bonus/pil, the Exeq is only 6 more sig.

They say it will have lower repair abilities.... but it goes to show the developers lack of knowledge of use.

And not once do they even consider the massive skill and cost withdrawl that will impact choice when considering the very diminished tradeoff.

Just move a low slot to a high slot please for the love of god on the Exeq. it's going to force it to chose between capstability and tank or power repairing and not allow it nearly as much freedom. Stop with the cookie cutter bullshit where Scythe has 3 highs, so Exeq must also.

And here you kill your whole argumentation : oneiros can too get bonuses and pills ; and an exequror with pills kill the whole idea of a noob logi crowd.

And extra low+extra rig *don't* make for the resist : it's called stacking penalty, it cannot achieve the same resist of a T2 hull even with full rack of resist mods. Infact, extra low slot + rig don't even make for tank at all because of one simple thing : put an ACR on the oneiros, and it have TWICE the PG of this exequror. TWICE. Tank on these ships is not even comparable.

As for the third rig, an armor rig it will be most of time, reducing the speed to the level of the oneiros with 1600 plate.

And the sensor strength and lock range don't seem very important to you.

Oh, and this oneiros is barely capstable "all 5" too. I admit cruiser 5 is easier than logi 5, but still, you need all the associated skills to get a cap stable exequror, and the remote repair augmentor rig.

By the way, the same argument goes for logi frigates : a swarm of logi require peoples, a lot of them. A logi pilot is not shooting enemies, and shooting ennemies is the first goal of a fleet. There's no point in bringing a logi fleet if you have nobody to shoot at things.

So, to sum this up : fleet won't bring more logi, because they have a limited number of people ; this exequror *is* less effective than an oneiros, even a 3 reper one. Hence, replace oneiros or any T2 logi by a T1 one, and your fleet lose remote rep power.

We could say that this would hurt small gang warfare, but I think falcon are still better.
Deena Amaj
Native Freshfood
Minmatar Republic
#144 - 2012-09-12 11:48:32 UTC
CCP Fozzie wrote:
The drones are definitely something more useful for PVE and repping i between fights. We very well could replace the drone bonus with a tracking link bonus, but we'll see.



That... actually sounds like a good idea.
A dedicated ship would be cool, but that's probably better. Just please please please don't make the drone with lousy buffing stats. If the value is too low, people won't use it. And I'd almost say, have it be a heavy or med drone.

*pokes index fingers together*
Was hoping you could also make the tracking link module into a spherical buff-aura like how warp disruption bubbles are, too ...

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

I'm Down
Macabre Votum
Northern Coalition.
#145 - 2012-09-12 11:51:16 UTC  |  Edited by: ISD TYPE40
Bouh Revetoile wrote:
I'm Down wrote:
Point of the whole arguement is this:

They come out and say, oh, the ships have lower resistances.... not true on the Exeq that has an extra low and an extra rig slot.

They say it has lower sig... after bonus/pil, the Exeq is only 6 more sig.

They say it will have lower repair abilities.... but it goes to show the developers lack of knowledge of use.

And not once do they even consider the massive skill and cost withdrawl that will impact choice when considering the very diminished tradeoff.

Just move a low slot to a high slot please for the love of god on the Exeq. it's going to force it to chose between capstability and tank or power repairing and not allow it nearly as much freedom. Stop with the cookie cutter bullshit where Scythe has 3 highs, so Exeq must also.

And here you kill your whole argumentation : oneiros can too get bonuses and pills ; and an exequror with pills kill the whole idea of a noob logi crowd.

And extra low+extra rig *don't* make for the resist : it's called stacking penalty, it cannot achieve the same resist of a T2 hull even with full rack of resist mods. Infact, extra low slot + rig don't even make for tank at all because of one simple thing : put an ACR on the oneiros, and it have TWICE the PG of this exequror. TWICE. Tank on these ships is not even comparable.

As for the third rig, an armor rig it will be most of time, reducing the speed to the level of the oneiros with 1600 plate.

And the sensor strength and lock range don't seem very important to you.

Oh, and this oneiros is barely capstable "all 5" too. I admit cruiser 5 is easier than logi 5, but still, you need all the associated skills to get a cap stable exequror, and the remote repair augmentor rig.

By the way, the same argument goes for logi frigates : a swarm of logi require peoples, a lot of them. A logi pilot is not shooting enemies, and shooting ennemies is the first goal of a fleet. There's no point in bringing a logi fleet if you have nobody to shoot at things.

So, to sum this up : fleet won't bring more logi, because they have a limited number of people ; this exequror *is* less effective than an oneiros, even a 3 reper one. Hence, replace oneiros or any T2 logi by a T1 one, and your fleet lose remote rep power.

We could say that this would hurt small gang warfare, but I think falcon are still better.


*snip* i compared them equally. Both had the same buffs.

You also don't seem to understand how to fit ships if you think extra low/rig can't get you higher resist. Go back a few pages, see the fit i posted and then compare. Not everyone is ******** enough to do a 2 EAN tank fit.

No, the sensor str and lock range don't matter to me when there will be a logistical numbers creep and there exist a variety of ways in game to overcome those issues beyond local fittings.

The fit I posted as is, is cap stable with Cruiser 4/repair 5 or repair 4/Cruiser 5. Implant, drug, or a variety of other options, a change to solace or meta 5+, and the natural tendency for most pilots to want cruiser 5 for any of a number of other reasons suggest that your totally wrong about the ease of cap stability for even a 5-10mil SP player.

I've said it forever, you can't balance ships around stuipid newbs, you have to balance them around competent players who will exploit them in every way possible.

In before some dip **** tries to define exploit the improper way.

EDIT: Keep the personal attacks in your head, not on the page - ISD Type40.
CCP Fozzie
C C P
C C P Alliance
#146 - 2012-09-12 12:58:36 UTC
Like all changes posted in this forum, everything here has more tweaking to do. We're going to continue looking at all the support cruisers between now and release, to make sure they strike the proper balance of being good enough to use without eclipsing the T2 Logis.

If we balance them down, expect it to be in areas such as fittings, resilience, sig radius and rep power rather than in rep range, speed or cap stability (which we consider to be the minimum requirements to operate in a mixed fleet alongside logistics ships).

Also please refrain from name calling in my balance threads.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Bloodpetal
Tir Capital Management Group
#147 - 2012-09-12 13:09:16 UTC  |  Edited by: Bloodpetal
CCP Fozzie wrote:

Also please refrain from name calling in my balance threads.



You're a mean one, Mr. Grinch
You really are a heel,
You're as cuddly as a cactus, you're as charming as an eel, Mr. Grinch,
You're a bad banana with a greasy black peel!

You're a monster, Mr. Grinch,
Your heart's an empty hole,
Your brain is full of spiders, you have garlic in your soul, Mr. Grinch,
I wouldn't touch you with a thirty-nine-and-a-half foot pole!


P


I think these changes are great as long as T2 logi gets a bit of a tweak and adjustment as with all of the T2 ships are getting an order of magnitude closer to T1 ships with the buffs (which is good).

I think the scimi should keep the drone rep bonus and exeq should get the tracking link bonus - simple reason is to not compete for mid slots. Maybe that breaks your schema for things, but I think it does incorporate it into the T1 version enough that it makes people get the idea of it.

Where I am.

Fon Revedhort
Monks of War
#148 - 2012-09-12 13:59:03 UTC
Michael Harari wrote:
Goddamn, these changes just keep getting worse and worse.

Whats next, giving blackbirds an extra mid and shield resist bonus? web strength on rapiers?


Michael Harari wrote:
Go go power creep and making solo harder

Edit: EVE needs less "press button receive damage mitigation" and more "pilot your ship very well and receive damage mitigation"


As usual, these concerns are likely to be ignored. Instead they find it interesting to channel attention to things such as drones and bonuses, while the real question to be asked is:

are current tech2 logistics really OK?

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Omnathious Deninard
University of Caille
Gallente Federation
#149 - 2012-09-12 14:02:46 UTC
T2 logistic cruisers using T2 modules are fine, the question is is the drop rate of dead space and officer mods too high

If you don't follow the rules, neither will I.

CCP Fozzie
C C P
C C P Alliance
#150 - 2012-09-12 14:28:42 UTC
FYI I have absolutely no intention to buff T2 logistics at any point. They're really amazingly powerful as they are and do not need any buffs.

Current T2 logistics are well balanced for some aspects of the game (most obviously fleet warfare) and are probably too powerful for others (Mr. Revedhort's preferred solo play for instance). Improving solo options without either killing fun aspects of group play or making solo too easymode is definitely a goal of ours, but the solution there isn't to keep the learning cliff facing support pilots.
The biggest reason that I believe these Support Cruisers will not significantly compound the problems Logistics cause for soloers is that T1 cruisers are far far easier to kill. It's the great difficulty killing a T2 Logi combined with their repping power that really causes the most issues and if these Support Cruisers prove too powerful, survivability is one of the first areas in which I'll nerf them.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

MeBiatch
GRR GOONS
#151 - 2012-09-12 14:39:40 UTC
So what do you think about a bonus for projected ECCM?

Instead of the drone bonus?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Harvey James
The Sengoku Legacy
#152 - 2012-09-12 14:45:29 UTC  |  Edited by: Harvey James
CCP Fozzie wrote:
FYI I have absolutely no intention to buff T2 logistics at any point. They're really amazingly powerful as they are and do not need any buffs.

Current T2 logistics are well balanced for some aspects of the game (most obviously fleet warfare) and are probably too powerful for others (Mr. Revedhort's preferred solo play for instance). Improving solo options without either killing fun aspects of group play or making solo too easymode is definitely a goal of ours, but the solution there isn't to keep the learning cliff facing support pilots.
The biggest reason that I believe these Support Cruisers will not significantly compound the problems Logistics cause for soloers is that T1 cruisers are far far easier to kill. It's the great difficulty killing a T2 Logi combined with their repping power that really causes the most issues and if these Support Cruisers prove too powerful, survivability is one of the first areas in which I'll nerf them.


But don't these new T1 logi have more slots than the T2 logi?
if the T2 logi is too good rebalance them
even destroyers have more slots than T2 logi whats up with that?
maybe remove a rep from T2 logi and add 2 slots or so too meds/lows

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Zor'katar
Matari Recreation
#153 - 2012-09-12 14:53:53 UTC
Has any thought been given to turning any of the revamped cruisers into explorers (scanning bonus along with utility highs and mids), or is that generally considered to be the domain of frigates (and T3)?
CCP Fozzie
C C P
C C P Alliance
#154 - 2012-09-12 15:04:54 UTC
MeBiatch wrote:
So what do you think about a bonus for projected ECCM?

Instead of the drone bonus?

Definitely something to consider.


Harvey James wrote:

But don't these new T1 logi have more slots than the T2 logi?
if the T2 logi is too good rebalance them
even destroyers have more slots than T2 logi whats up with that?

T2 Logi, T1 Support cruisers and Destroyers all have 13 slots.


Zor'katar wrote:
Has any thought been given to turning any of the revamped cruisers into explorers (scanning bonus along with utility highs and mids), or is that generally considered to be the domain of frigates (and T3)?

I think that would ideally be a role for a new ship someday rather than for one of these ships.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#155 - 2012-09-12 15:13:42 UTC
Harvey James wrote:

But don't these new T1 logi have more slots than the T2 logi?
if the T2 logi is too good rebalance them
even destroyers have more slots than T2 logi whats up with that?

T2 Logi, T1 Support cruisers and Destroyers all have 13 slots.

ah fair enough my mistake but should they all be on par?
seems a bit odd to me especially in comparison to others and also since cruisers are 14max does this mean bc's will have less say 16 or 17?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Fon Revedhort
Monks of War
#156 - 2012-09-12 15:18:24 UTC  |  Edited by: Fon Revedhort
CCP Fozzie wrote:
FYI I have absolutely no intention to buff T2 logistics at any point. They're really amazingly powerful as they are and do not need any buffs.

Current T2 logistics are well balanced for some aspects of the game (most obviously fleet warfare) and are probably too powerful for others (Mr. Revedhort's preferred solo play for instance). Improving solo options without either killing fun aspects of group play or making solo too easymode is definitely a goal of ours, but the solution there isn't to keep the learning cliff facing support pilots.
The biggest reason that I believe these Support Cruisers will not significantly compound the problems Logistics cause for soloers is that T1 cruisers are far far easier to kill. It's the great difficulty killing a T2 Logi combined with their repping power that really causes the most issues and if these Support Cruisers prove too powerful, survivability is one of the first areas in which I'll nerf them.

That's exactly what I'm saying: current T2 logistics already are way too good, some even might say overpowered and thus deserve a nerf.

You basically can not assemble a solid gang without relying on logtistics - how is it balanced? One ship can mitigate the damage dealt by 5 or even 10 specialized damage dealers. Name me another ship class being required that much and one of the few items you could come up with are gang-boosters, OP-factor of which is pretty much aknowledged all over EVE.

Another thing is AT - you artifically restriced logistics to just one per team, invariably admitting logistics are way too strong. Some pharisees surely can argue, saying it was done merely to save time and make matches more interesting for the viewers, but the same principles do apply to TQ PvP - we are there to have our damn fun and our time is also damn limited due to possibility of reinforcements and so on.

How can you reject such things?

Do note, please: I'm not even talking about solo PvP here.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

MIrple
Black Sheep Down
Tactical Narcotics Team
#157 - 2012-09-12 15:26:19 UTC
If I have missed this I apologize. Will the mineral build amounts change on the new Support Cruisers. If so can we expect the same role out as we had with the Procurer? The base mineral amount will change but the reprocessing values will stay the same until a time when CCP feels its safe to change it?
Omnathious Deninard
University of Caille
Gallente Federation
#158 - 2012-09-12 15:34:01 UTC
Fon Revedhort wrote:
CCP Fozzie wrote:
FYI I have absolutely no intention to buff T2 logistics at any point. They're really amazingly powerful as they are and do not need any buffs.

Current T2 logistics are well balanced for some aspects of the game (most obviously fleet warfare) and are probably too powerful for others (Mr. Revedhort's preferred solo play for instance). Improving solo options without either killing fun aspects of group play or making solo too easymode is definitely a goal of ours, but the solution there isn't to keep the learning cliff facing support pilots.
The biggest reason that I believe these Support Cruisers will not significantly compound the problems Logistics cause for soloers is that T1 cruisers are far far easier to kill. It's the great difficulty killing a T2 Logi combined with their repping power that really causes the most issues and if these Support Cruisers prove too powerful, survivability is one of the first areas in which I'll nerf them.

That's exactly what I'm saying: current T2 logistics already are way too good, some even might say overpowered and thus deserve a nerf.

You basically can not assemble a solid gang without relying on logtistics - how is it balanced? One ship can mitigate the damage dealt by 5 or even 10 specialized damage dealers. Name me another ship class being required that much and one of the few items you could come up with are gang-boosters, OP-factor of which is pretty much aknowledged all over EVE.

Another thing is AT - you artifically restriced logistics to just one per team, invariably admitting logistics are way too strong. Some pharisees surely can argue, saying it was done merely to save time and make matches more interesting for the viewers, but the same principles do apply to TQ PvP - we are there to have our damn fun and our time is also damn limited due to possibility of reinforcements and so on.

How can you reject such things?

Do note, please: I'm not even talking about solo PvP here.

i think you missed the point, thay are not going to give the nerf bat to the new t1 support cruisers, unless they prove to be too tanky, just because T2 logistics are OP in certan situations

If you don't follow the rules, neither will I.

Archdaimon
Merchants of the Golden Goose
#159 - 2012-09-12 15:37:58 UTC
Fon Revedhort wrote:

Whine


Because a game balance that depends on different kinds of ships is better than the alternative.

Almost every other game have a setup where support/healer/whatever is needed. Why?
Because it incetivises group play.

I know you like your pure drake fleet but really?

Logistics require tactics. lets not nerf brain requirements.

Wormholes have the best accoustics. It's known. - Sing it for me -

Fon Revedhort
Monks of War
#160 - 2012-09-12 15:53:06 UTC  |  Edited by: Fon Revedhort
Archdaimon wrote:
Fon Revedhort wrote:

Solid stuff


Because a game balance that depends on different kinds of ships is better than the alternative.

Almost every other game have a setup where support/healer/whatever is needed. Why?
Because it incetivises group play.

Yeah, promote team play in the same way SOV structures of gazillion EHP do - bring more numbers.

I doubt the healers of abovementioned games are even half as powerful as those of EVE.

Isn't it ironic how you mention an alternative and yet imply logistics being a must-have item is ok for the game?

Just for your information: Monks of War were using logistics before they were even allowed to use large reps. Something being OP is not the same as something being just viable. Those old logistics were viable already, buffing them to current state was a flaw.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.