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New dev blog: Capital ship balancing

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Author
Vaffel Junior
Aliastra
Gallente Federation
#2221 - 2011-10-16 18:13:03 UTC
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink
Acwron
Meet The Fockers
#2222 - 2011-10-16 18:19:00 UTC
Vaffel Junior wrote:
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink



Good point there :D

I can't hit you in SC or Titan but you wanna hit me, huh? FAIR ENOUGH ! I'll eject and bump you to death !
Vaffel Junior
Aliastra
Gallente Federation
#2223 - 2011-10-16 18:28:14 UTC
Acwron wrote:
Vaffel Junior wrote:
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink



Good point there :D

I can't hit you in SC or Titan but you wanna hit me, huh? FAIR ENOUGH ! I'll eject and bump you to death !


After all...
CCP calls this re-balancing.
If there is some balance in this (nerf) I cant see an other solution Roll
FHM
Doomheim
#2224 - 2011-10-16 18:47:53 UTC
Vaffel Junior wrote:
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink


Truthfully i would not have a problem whit that. But it would be game braking. Since its only logical that Super Capitals cant damage sub capitals and sub capitals can damage super capitals.

Whatever the change it end result must be: STOP THE SUPER CAPITAL BLOB
FHM
Doomheim
#2225 - 2011-10-16 19:00:37 UTC
Vaffel Junior wrote:
Acwron wrote:
Vaffel Junior wrote:
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink



Good point there :D

I can't hit you in SC or Titan but you wanna hit me, huh? FAIR ENOUGH ! I'll eject and bump you to death !


After all...
CCP calls this re-balancing.
If there is some balance in this (nerf) I cant see an other solution Roll


Also just cuss it would be Fair does not mean that it would be balanced. Only reason Titans and Super Carriers have so much power is because they were meant to be very very rare and if that were the case than there would be no need for nerf but we have taken these ships that are so much overpowered and multiplied them to 1000s. Not to mention killing one today means nothing since most alliances can reimburse the losses instantly.

There are 2 SOLUTIONS that work for long term to stop SUPER CAPITAL blob.

1) Either nerf all super capitals so they cant damage sub capital ships

2) Change the build time and build cost for Super Carrier to be 150 Billion and 2 Months and for Titan 500 Bilion and 6 months. In addition change the Titan skill to where it takes 25 days for lvl 2 + 35 for lvl 3 + 45 for lvl 4 + 55 for lvl 5 and if you die in a Titan you instantly loose all skill lvls in skill Titan.

Also make it so that Alliance needs an additional skill that takes 4 months to train to lvl1 that allows them to build super capitals and that even then they can build only 1 Titan and 1 Super Carrier at a time and that the skill book costs 100 billion.

There we go either of the solutions work.
BRICKS4BALLS
Freelancer Union
Unaffiliated
#2226 - 2011-10-16 19:00:48 UTC
The same points being brought up by the same people, a reflection of the way they play the game.

I agree with the major points, stop the blobs and keep the supercaps able to defend themselves.

One way forward, possibly the best way forward would have been to reduce the ehp even more and keep the rest of their current capability. Keeping their build/cost requirements as they are but reducing the ehp to say around 20-30% would make them much easier to take down and also a risk that would have to be considered. This change coupled with the logoff timer change being introduced would perhaps be a better step. Yeah they may be many more factors to consider with balancing, logistics restrictions etc but they should be great ships at that price, but also able to be destroyed.

The current changes will make them suck too much. I would rather they have their current capability and a massive reduction in ehp whilst retaining their price.

FHM
Doomheim
#2227 - 2011-10-16 19:21:13 UTC
BRICKS4BALLS wrote:
The same points being brought up by the same people, a reflection of the way they play the game.

I agree with the major points, stop the blobs and keep the supercaps able to defend themselves.

One way forward, possibly the best way forward would have been to reduce the ehp even more and keep the rest of their current capability. Keeping their build/cost requirements as they are but reducing the ehp to say around 20-30% would make them much easier to take down and also a risk that would have to be considered. This change coupled with the logoff timer change being introduced would perhaps be a better step. Yeah they may be many more factors to consider with balancing, logistics restrictions etc but they should be great ships at that price, but also able to be destroyed.

The current changes will make them suck too much. I would rather they have their current capability and a massive reduction in ehp whilst retaining their price.



Whats the point if destroying one only means that you force that pilot to go to empire for 10min to grab new faction mods while his alliances takes 10min to hand him out a new one. Makes no sense.

When you kill a super carrier or a Titan it should hurt that alliance and it should hurt it really really bad and it should be humiliating to loose a titan and not just an everyday thing meh we lost 7 titans give me 1h ill get you all 7 back then we will petition CCP to reimburse them as well.

Nice process jhe we will RMT the one from CCP and keep the one from alliance and the stupid unbroken chain goes on and on.
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#2228 - 2011-10-16 19:22:14 UTC
BRICKS4BALLS wrote:
Keeping their build/cost requirements as they are but reducing the ehp to say around 20-30% would make them much easier to take down and also a risk that would have to be considered. This change coupled with the logoff timer change being introduced would perhaps be a better step.


Reducing EHP only leads to bigger blobs cause supers need more protection from the support fleet. Today we come in 200, tomorrow we come with 400. We don't want that, do we?

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

wanking monkey girl
Doomheim
#2229 - 2011-10-16 19:22:51 UTC
BRICKS4BALLS wrote:
The same points being brought up by the same people, a reflection of the way they play the game.

I agree with the major points, stop the blobs and keep the supercaps able to defend themselves.

One way forward, possibly the best way forward would have been to reduce the ehp even more and keep the rest of their current capability. Keeping their build/cost requirements as they are but reducing the ehp to say around 20-30% would make them much easier to take down and also a risk that would have to be considered. This change coupled with the logoff timer change being introduced would perhaps be a better step. Yeah they may be many more factors to consider with balancing, logistics restrictions etc but they should be great ships at that price, but also able to be destroyed.

The current changes will make them suck too much. I would rather they have their current capability and a massive reduction in ehp whilst retaining their price.



i can agree on a bigger cut in hp to save their ability but the issues are only smoothed over for a limited time
limiting the drone count and have 1 fighter bay and 1 drone bay works with the logged off timer can work

the timer need to be looked at tho being able to have a ship in held in place from dt to dt is silly
BRICKS4BALLS
Freelancer Union
Unaffiliated
#2230 - 2011-10-16 19:27:05 UTC
Something along the lines of this is possibly what needs to happen.

Consider this hypothetical situation; 100 subcaps vs 100 supercarriers (not specifying the subcap ships, lets say they are mixed bs) The supercarriers SHOULD win, but at the cost of maybe 2 or 3 supercarriers. But they should still be able to hit the bs and win. Obvioulsy the cost of losing 2 or 3 supercarriers far outweighs the cost of 100 bs, so this would be a trade off (financially).

But this should be able to happen, this is the direction the balancing should go, not completely taking away their ability to hit anything below capital.
wanking monkey girl
Doomheim
#2231 - 2011-10-16 19:28:07 UTC  |  Edited by: wanking monkey girl
also lets have a look at the DD and something most will hate

DD can only hit capitals right.

how about having the old dd back in play but as a scripted mods with scripted the DD will do 500 to 1000 dmg with out the scrip max dmg on a cap ship only DD skill level taken in to account,
given that 500 to 1k dmg will not hurt any ship apart from frigs and drones even with 20 titans most ships can hold out with 40 titans on them even more,

so lets here some ideas on this is you like it

FHM say nothing we know you agree with me on this,
Vaffel Junior
Aliastra
Gallente Federation
#2232 - 2011-10-16 19:49:02 UTC
FHM wrote:
Vaffel Junior wrote:
I see that its ok to do so that supers cant attack sub capitals....
It must be fair to do so that sub capitals cant attack supers allso then..
Rigth ? Blink


Truthfully i would not have a problem whit that. But it would be game braking. Since its only logical that Super Capitals cant damage sub capitals and sub capitals can damage super capitals.

Whatever the change it end result must be: STOP THE SUPER CAPITAL BLOB


What about : STOP THE SUB CAPITAL BLOB ? Blink
FHM
Doomheim
#2233 - 2011-10-16 19:52:02 UTC
wanking monkey girl wrote:
also lets have a look at the DD and something most will hate

DD can only hit capitals right.

how about having the old dd back in play but as a scripted mods with scripted the DD will do 500 to 1000 dmg with out the scrip max dmg on a cap ship only DD skill level taken in to account,
given that 500 to 1k dmg will not hurt any ship apart from frigs and drones even with 20 titans most ships can hold out with 40 titans on them even more,

so lets here some ideas on this is you like it

FHM say nothing we know you agree with me on this,



I dont really care for the type of the nerf as long as it STOPS SUPERCAPITAL BLOB . The scenario BRICKS4BALLS proposed is pretty much stupid because 100 subcapital ships a mix of high dps BS cannot brake the s super capital repair chain so the sub capital fleet can shoot at them for years nothing to happen.

And again his comparison is flawed because he thinks that just cuss something costs so much more expansive it should be able to dominate the field. Nor is the proposed scenario possible where the super capital fleet would loose ships that is impossible because titans can wipe floor sub caps in few minutes while subcapital fleet would not be able to kill 1 sc before they would be taken down.

Only way to stop the super capital blob is to make them useless against sub capital ships so sub capital ships can kill super capital ships easier and forcing super capitals to depend on sub capital support .

Or not nerf the ships stats as all but make it so we can no longer produce so many at a time by rasing build and time cost to a much higher lvl say 150billion / 2months for a SC and 500 billion / 6 months

Or make it that you can only have 3 super capital ships in fleet and change game mechanic where two super carriers from two different fleets cant repair each other or do cap transfer. That way you could have multiple fleets but only the 3 super carriers in the same fleet can repair eachother and not the others from another fleet. And make it so that they need to be in fleet if they want to use RR so they cant just drop fleet and RR them selves
Nova Soldier
EVE-RO
Goonswarm Federation
#2234 - 2011-10-16 19:59:47 UTC
Can anyone confirm that the new T2 Modules are actualy T2 Capital Modules?
Vaffel Junior
Aliastra
Gallente Federation
#2235 - 2011-10-16 20:01:43 UTC
Make subcaps unable to lock supers.... supers unable to attack subcaps.
Carriers and dreads able to attack bouth supers and subcaps.
All aliances have to build caps to defend their structures...
EVE online earning more money.
All rifter pilotes are safe from supers...
Everyone happy....

Cause this was all about protecting subcaps from supers.... yes ?
BRICKS4BALLS
Freelancer Union
Unaffiliated
#2236 - 2011-10-16 20:06:56 UTC
FHM wrote:
wanking monkey girl wrote:
also lets have a look at the DD and something most will hate

DD can only hit capitals right.

how about having the old dd back in play but as a scripted mods with scripted the DD will do 500 to 1000 dmg with out the scrip max dmg on a cap ship only DD skill level taken in to account,
given that 500 to 1k dmg will not hurt any ship apart from frigs and drones even with 20 titans most ships can hold out with 40 titans on them even more,

so lets here some ideas on this is you like it

FHM say nothing we know you agree with me on this,



I dont really care for the type of the nerf as long as it STOPS SUPERCAPITAL BLOB . The scenario BRICKS4BALLS proposed is pretty much stupid because 100 subcapital ships a mix of high dps BS cannot brake the s super capital repair chain so the sub capital fleet can shoot at them for years nothing to happen.

And again his comparison is flawed because he thinks that just cuss something costs so much more expansive it should be able to dominate the field. Nor is the proposed scenario possible where the super capital fleet would loose ships that is impossible because titans can wipe floor sub caps in few minutes while subcapital fleet would not be able to kill 1 sc before they would be taken down.

Only way to stop the super capital blob is to make them useless against sub capital ships so sub capital ships can kill super capital ships easier and forcing super capitals to depend on sub capital support .

Or not nerf the ships stats as all but make it so we can no longer produce so many at a time by rasing build and time cost to a much higher lvl say 150billion / 2months for a SC and 500 billion / 6 months

Or make it that you can only have 3 super capital ships in fleet and change game mechanic where two super carriers from two different fleets cant repair each other or do cap transfer. That way you could have multiple fleets but only the 3 super carriers in the same fleet can repair eachother and not the others from another fleet. And make it so that they need to be in fleet if they want to use RR so they cant just drop fleet and RR them selves


OK, but in my previous post I said some logistic restictions should maybe be considered.

My post meant make it so 100bs would be defeated by 100 supercarriers at the cost of 2 or 3 supercarriers, so the balancing would come by whatever means necessary to make this possible. My idea is only the concept that 100bs should still lose the battle but the cost would be much greater to the team that brought the 100 supercarriers and lost a few of those ships.

They should be similar (by whatever means possible) to pirate faction bs and their counterparts; by that i mean better than carriers, i.e as they are now, but not much harder to kill (as they are now) at the same time costing a hell of alot more isk.
BRICKS4BALLS
Freelancer Union
Unaffiliated
#2237 - 2011-10-16 20:18:59 UTC
BRICKS4BALLS wrote:
FHM wrote:
wanking monkey girl wrote:
also lets have a look at the DD and something most will hate

DD can only hit capitals right.

how about having the old dd back in play but as a scripted mods with scripted the DD will do 500 to 1000 dmg with out the scrip max dmg on a cap ship only DD skill level taken in to account,
given that 500 to 1k dmg will not hurt any ship apart from frigs and drones even with 20 titans most ships can hold out with 40 titans on them even more,

so lets here some ideas on this is you like it

FHM say nothing we know you agree with me on this,



I dont really care for the type of the nerf as long as it STOPS SUPERCAPITAL BLOB . The scenario BRICKS4BALLS proposed is pretty much stupid because 100 subcapital ships a mix of high dps BS cannot brake the s super capital repair chain so the sub capital fleet can shoot at them for years nothing to happen.

And again his comparison is flawed because he thinks that just cuss something costs so much more expansive it should be able to dominate the field. Nor is the proposed scenario possible where the super capital fleet would loose ships that is impossible because titans can wipe floor sub caps in few minutes while subcapital fleet would not be able to kill 1 sc before they would be taken down.

Only way to stop the super capital blob is to make them useless against sub capital ships so sub capital ships can kill super capital ships easier and forcing super capitals to depend on sub capital support .

Or not nerf the ships stats as all but make it so we can no longer produce so many at a time by rasing build and time cost to a much higher lvl say 150billion / 2months for a SC and 500 billion / 6 months

Or make it that you can only have 3 super capital ships in fleet and change game mechanic where two super carriers from two different fleets cant repair each other or do cap transfer. That way you could have multiple fleets but only the 3 super carriers in the same fleet can repair eachother and not the others from another fleet. And make it so that they need to be in fleet if they want to use RR so they cant just drop fleet and RR them selves


OK, but in my previous post I said some logistic restictions should maybe be considered.

My post meant make it so 100bs would be defeated by 100 supercarriers at the cost of 2 or 3 supercarriers, so the balancing would come by whatever means necessary to make this possible. My idea is only the concept that 100bs should still lose the battle but the cost would be much greater to the team that brought the 100 supercarriers and lost a few of those ships.

They should be similar (by whatever means possible) to pirate faction bs and their counterparts; by that i mean better than carriers, i.e as they are now, but not much harder to kill (as they are now) at the same time costing a hell of alot more isk.


Typo, "but not much harder to kill (as they are now)" I meant by this opposite to they are atm.
Malcanis
Vanishing Point.
The Initiative.
#2238 - 2011-10-16 20:53:59 UTC
BRICKS4BALLS wrote:
Obvioulsy the cost of losing 2 or 3 supercarriers far outweighs the cost of 100 bs,


Not by all that much, 100 fleet BS @ ~200 mill each cost about the same as a well fitted supercarrier.

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

Grath Telkin, 11.10.2016

Ruah Piskonit
PIE Inc.
Khimi Harar
#2239 - 2011-10-17 01:59:40 UTC
It is clear that Titans and Moms were poorly designed and have caused (and these changes will actually only force moms to blob more and titans become king again) a bundle of balance issues as a whole. I hope that this is a lesson that just because it looks cool, its large and shiny, does not mean it should be added.

SCs should be able to defend themselves, and like a previous poster said, their problem was not EHP per se but the massive damage they did with FBs. FBs spelled the end of dreads and broke the really good balance in terms of roles and features that carriers and dreads had (yes, there were some problems, but nothing this large). Now SCs will not be able to defend themselves and will get mothballed. but maby this is a good thing - short of of just removing them which in some respects is a better move then what is being attempted here.

The logoff timer is good, but that was an easy idea. Hard to go wrong there.

And what reason is there to bring a dread to a fight now? It will still snap like a twig.

It seems like we are right back in 06.

Stealthiest
Dutch Trading Outpost
#2240 - 2011-10-17 03:03:12 UTC  |  Edited by: Stealthiest
What is not being said here is the real problem with the proliferation of SC and Titans.

It is the macro miners and the massive proliferation of minerals on the markets.

I remember when We (ASCN) in a race with BoB had to work as a massive team to build Cyvok's Titan. The concept of procuring 100 Billion in Minerals and another 150Billion in BPO's was nearly unimaginable. Dozens of people mining in various groups pre-hulk etc etc took weeks to accumulate the minerals required. We beat BoB by getting the titan out of the oven before them by about 18 hours. (we also beat bob by having the first titan killed by a few weeks.(HI MOLLE :)

What I am getting at is hulks and all the stations in 0.0 has made minerals easy to come by. Rorquals compressing ore and shipping it to empire to be refined has led to me being able to buy a titans worth of minerals in 20 minutes. I can then contract red frog to haul it all to a rail gun builder. Then I get Black Frog to jump it to my low sec jumpout station. The in just a few JF jumps I can have it in my cyno jammed CSAA building comps and titans. I don't mean to brag but I have built over 2 dozen titans virtually by myself and about 100 MS.

It is the bots and the zydrine drones that have allowed me to build a titan every 15 days by myself and my army of alt cap builders.

If the hulks were not inserted into the game. If the Freighters had not been inserted, If jump freighters had not been inserted. If, if, if........... We would not be suffering from an plethora if Super capital Ships.

What about the wealth created by the complete imbalance of high end moon distribution. If CCP had not provided many allainces with a blank cheque every month they would not be so easily able to by the mins in Jita.

I own several very valuable BPO's which allows me to earn passive isk at a tremdous rate. This has allowed me to accumulate wealth that was reserved for only the richest of allainces a mere 5 years ago.

So should we take those other things out of the game to?

Many things have contributed to the amount of Super Caps in game. But crippling them is not the answer. The whole process needs to be reviewed. Knee jerk reactions to the whinging of special interest groups has never and will never work.

If something is too strong, build something stronger to kill it.

I do like several things in this nerf. But dislike and disagree with several more.

1) Log off timer. Capital and Supercapital Log off timers should be increased to 30 minutes - not the potential dt to dt timer that it it could be with the proposed changes. I mean some people legitimately DIsCo. Should they loose an 80b isk ship because they DisCo'd.
2) EW immune ships should be completely immune. No boosting etc.
3) Titans AOE should be reinstated with diminishing capacity.(scripted etc)
4) Dreads shoud be buffed in HP and EHP more then they are now.
5) New ships - Titan Killers - should be introduced.


If these things were introduced I strongly believe that that would be plently of balance. One of the problems with CCP in my opinion is that they react by over reacting.

Introduce things slowly and see if that helps. If not cut a bit more and a bit more until it does help. If I have cancer in my foot CCP would amputate my whole leg with their current mindset.