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New dev blog: Capital ship balancing

First post First post First post
Author
Pandora Peaks
Anti-Social Enterprises
CAStabouts
#2241 - 2011-10-17 03:20:17 UTC
SC:

Not a pilot and my only experience with SC is when they're trying to kill my carrier.

I'd like to see more versatility retained.

Changes as stated except, FB force a special situation. If FB are loaded, only FB+ fighters can be loaded. If FB are NOT loaded, then Fighters and standard drones may be loaded. Allows it to choose between two roles...

1) FB+Fighters for BS, cap and supercap engagements.
2) Fighters+drones for subcaps.

Kinda like a carrier+

If this has been suggested, please ignore. If you don't like it, please ignore. If you like my internet Bewbs, please like. Big smile
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#2242 - 2011-10-17 05:25:29 UTC  |  Edited by: Asuka Solo
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


That's the most ******** thing I've ever read.

It's only logical that a semi truck can drive over a mini cooper.

Therefore it's only logical that a super cap should be able to walk all up and down your cane.

there must be no such thing as risk free pvp. If a sub cap has the balls to attack a super, it should have a tank to take it or get wiped off the grid.

Go back to logic school.

Infact, everybody who's hating super caps and the sheer awesomeness with which they can chew through a sub cap fleet, are all just as pathetic as newbies crying over losing a newly purchased cruiser to a low-sec gate camp prior to knowing how low sec pvp works. Then they proceed to cry over it, make a petition, threaten to quit if they don't get their stuff back, then threaten to quit if the game isn't changed to suit their play styles.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

FHM
Doomheim
#2243 - 2011-10-17 06:18:38 UTC
Ruah Piskonit wrote:
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.




Thats why we need to dumb down all super carriers and titans so that the short and long term effect is the end of super capital blob warfare. And that in long term we can start reducing numbers of these ships back to the point of rarity. We need to bring mayhem to order so we can create another type of mayhem.

I do not understand how and why current super capital pilots are crying about these nerfs they are not even good enough they need to be more severe.

Super capital pilots just dont understand that these ships are to OVERPOWERED at the moment is because they were meant to be few they were meant to be very very very rare but somewhere down the line the whole idea behind them spined off to a blob of them.

And every super capital pilot knew they day the super capital blob came to be that they will at some point be nerfed and that they will be nerfed badly. And i think its stupid now to cry about these changes but rather accept them as even as they are they are not severe enough they had 2 years of fun blobing it needs to stop this has spined off way 2 much.
FHM
Doomheim
#2244 - 2011-10-17 06:21:47 UTC
Stealthiest wrote:
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.


Can you elaborate on point 3) and point 5) what that is and the mechanic behind it.
Vaffel Junior
Aliastra
Gallente Federation
#2245 - 2011-10-17 06:24:10 UTC
Asuka Solo wrote:
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


That's the most ******** thing I've ever read.

It's only logical that a semi truck can drive over a mini cooper.

Therefore it's only logical that a super cap should be able to walk all up and down your cane.

there must be no such thing as risk free pvp. If a sub cap has the balls to attack a super, it should have a tank to take it or get wiped off the grid.

Go back to logic school.

Infact, everybody who's hating super caps and the sheer awesomeness with which they can chew through a sub cap fleet, are all just as pathetic as newbies crying over losing a newly purchased cruiser to a low-sec gate camp prior to knowing how low sec pvp works. Then they proceed to cry over it, make a petition, threaten to quit if they don't get their stuff back, then threaten to quit if the game isn't changed to suit their play styles.


But...but.... CCP dont have any logic.... why should I ?
Infact , I am a nyx pilot..... I love my ship... and when my sub runns out... i die in it
FHM
Doomheim
#2246 - 2011-10-17 06:34:12 UTC
Asuka Solo wrote:
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


That's the most ******** thing I've ever read.

It's only logical that a semi truck can drive over a mini cooper.

Therefore it's only logical that a super cap should be able to walk all up and down your cane.

there must be no such thing as risk free pvp. If a sub cap has the balls to attack a super, it should have a tank to take it or get wiped off the grid.

Go back to logic school.

Infact, everybody who's hating super caps and the sheer awesomeness with which they can chew through a sub cap fleet, are all just as pathetic as newbies crying over losing a newly purchased cruiser to a low-sec gate camp prior to knowing how low sec pvp works. Then they proceed to cry over it, make a petition, threaten to quit if they don't get their stuff back, then threaten to quit if the game isn't changed to suit their play styles.


I cannot believe Fiberton or Sirius would let someone so stupid in to SF... The argument you provided is down right stupid and makes no sense. Tell me how much do you enjoy flying your SC in sanctums is that very interesting to you ?

Show me your ship deployed in combat against DRF show me a fight where you dared to take MM/BRICK combines super fleet of say 30 super capitals against DRF's 150. Show me that or try a fight like that and tell me how much you enjoy it when you will be steam rolled to dust.

Just because something is expansive, big, takes 3 days to train should not be the END GAME KING OF THE HILL. There is no such thing these ships are only that powerful because they were meant to be really really rare since that idea has sailed long time nerfing them down in the only logical solution.

However nerfing just the ships is only a temporary solution we need a long term solution and that would include changes to sov warfare, sov system, 0.0, distribution of high rarity moon and implementation of limiting systems that prevent over abuse. I understand you do not want the nerf considering your alliance always ran away from a super capital fight and only uses them to farm NPC's so nerfing them nerfs your isk gain.

But the end point is your argument makes no sense and solves 0 problems. End point and get this in to your arrogant and stupid super capital head.. THESE SHIPS ARE SO POWERFULL BECAUSE THEY WERE MEANT TO BE VERY RARE IF YOU CAN USE THEM AS A BLOB THEY NEED TO BE NERFED TO A BALANCED PLANE.
FHM
Doomheim
#2247 - 2011-10-17 06:38:10 UTC
Vaffel Junior wrote:
Asuka Solo wrote:
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


That's the most ******** thing I've ever read.

It's only logical that a semi truck can drive over a mini cooper.

Therefore it's only logical that a super cap should be able to walk all up and down your cane.

there must be no such thing as risk free pvp. If a sub cap has the balls to attack a super, it should have a tank to take it or get wiped off the grid.

Go back to logic school.

Infact, everybody who's hating super caps and the sheer awesomeness with which they can chew through a sub cap fleet, are all just as pathetic as newbies crying over losing a newly purchased cruiser to a low-sec gate camp prior to knowing how low sec pvp works. Then they proceed to cry over it, make a petition, threaten to quit if they don't get their stuff back, then threaten to quit if the game isn't changed to suit their play styles.


But...but.... CCP dont have any logic.... why should I ?
Infact , I am a nyx pilot..... I love my ship... and when my sub runns out... i die in it


You fail to see that you represent the 1% of eve population. More people are complaining about the super capitals being overpowered in large groups and being used in blobs. People like you are the result of the nerf so dont complain now you knew what using these ships in BLOBS meant and people like you kept doing it this is the result you brought on your selves dont blame others now.
Vaffel Junior
Aliastra
Gallente Federation
#2248 - 2011-10-17 07:01:14 UTC
FHM.... you are NOT 50% of eve population.... deal with it Lol
Stealthiest
Dutch Trading Outpost
#2249 - 2011-10-17 08:16:40 UTC
FHM wrote:
Stealthiest wrote:
words plus .......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.


Can you elaborate on point 3) and point 5) what that is and the mechanic behind it.



Because, and only because, this is the first post in this thread that you didn't call someone stupid or any other insult and actually asked a question will I answer it.

Point 3) Titans AOE should be reinstated with diminishing capacity.(scripted etc) - what I mean about this is that to hit a sc or another titan the titans AOE weapon should have a script loaded that allows a high focused very powerfull version of teh aoe to be discharged allowing it to hit one specific target. That target should be very large for it to be accurately aimed such as a Capital ship including freighters etc. It should only be fireable once every 10m. Otherwise if no script is loaded then the titans Super weapon is more like a giant sized smart bomb. Not doing any damage to itself or to anyone in it's fleet (fleets would have their shield harmonized at the same frequency) , but would do massive damage within 10km, 80 percent to 20km, 60 percent to 30 km, 40 percent to 40km, 20 percent to 50km and 0 above 50km from the ship. Drones would be subject to damage if with in the radius. For targets further away it must rely on it's guns. Tracking should be nerfed so that it would have significantly reduced chances of hitting anything smaller then a BS. Much like the way that wrecking shots are calculated. This AOE weapon should only be able to be fired once per 5 minutes.

Point 5 - New ships - Titan Killers - should be introduced. Several people have suggested a new ship class be introduced that is damned expensive. Like 250B to build. It has no drone bays. It has no turrent or missile slots. It has no bridge capablity. It has no cargo bay or ship maintenence bay. It has one job and one job only. It is a boat to carry a giangantic gun. One so large that it cannot hit anything smaller then a supercapital. But is has the power to, if it gets a wrecking shot, to one shot kill a titan. It can always one shot kill a Super Carrier. It is immune to all forms of e-war. It cannot be boosted nor would it need to be. It costs a lot of isk to fire the mega-super weapon. Like 100k racial isotopes. (don't make it Oxy - damn you mittens) . Once that weapon is fired it is immbile for 10 minutes. Completely immobile. Then it can be jumped out. It can only be tackled if three or more scripted hic's maintain a lock and the interdiction module on it. As sson as this is not met then the ship is jumpable. It would be subject to the same log off timer as point 1.

Xue Slick
Caldari Provisions
Caldari State
#2250 - 2011-10-17 09:05:43 UTC  |  Edited by: Xue Slick
Simple solution to all these problems.

- Reduce the alliance sizes to say a 1000 chars max
- Remove the blue system. Make it so you only have the negetive range. From neutral to red.
- To support the lack of blueing, make a treaty system that costs both sides x amount per week. Very much like the current war decc system.
- Another option is to limit the amount of specific classes of ships in a fleet. X amount of Titans, X amount of Super carriers.

If you do want to to change the ships. Double the drone bandwidth requirements on the fighter bombers. This will allow you to still launch 20 regular drones. But limit you to only 10 Fighter bombers. Half the DPS and half the lag. Not sure why CCP wants to change fighters and why they want to **** the super carriers so badly that they become POS hiding bling again.

At the end of the day. The ships are not really the problem. They are fine on their own, as a blob they are a serious issue :S
Rodamus Zero
Clans of the Sanctums
Quantum Decadence
#2251 - 2011-10-17 09:15:30 UTC
Im liking so far what im seeing in the proposed changes, though its a small step that needs a further look at with the whole of the capital issues.

Titans:
Now that they are restricted to DDing only Caps, its still makes it a problem when deploying Dreads and Carriers and now, with the 20% global hitpoint reduction on Supercaps, possibly more of an issue for SCs and other Titans.

Persoanlly, there should be a range cap on the DD, other wise it still has total range control on the battlefield, it DDs as far as it locks and its local weapons (at least in the case of the turrets) mop up things close.

Even without its own drone compliment, the Leviathan is left in the dark as the other Titans can be remote tracking linked boosted, enabling them to fend off Subcaps at will and with great ease, something that many people agree on currently should not be allowed to continue.
On the note of its main weapons, 100% to damage to capital turrets still makes them twice as powerful as sieged dreads without any penalties involved, by all means keep Titans as the king of capitals but make sure that the others can still be useful in the intended roles they have.
Leviathan needs a global damage bonus, 125% to only kinetic is restrictive enough to a missle boat, RoF seems to make more sense and turns it into a Raven of sorts.

Titan Summary:
Range Cap on Superweapons and the discontinuation of tracking assistance.
Damage reduction on the Titans turret bonus.
Leviathan needs a bonus change, either global damage or changed to RoF.


Supercarriers:
Main issue I keep running into is the shear damage that this shipclass can dish out with Fighterbombers, while I think that removing standard drones from them is a good idea, it slightly nullifies logistics SCs when people utilize logistic drones in combination with a logistic roled SC.

As alot of people have pointed out, its nice having less drones to deal with, but the SC still needs some versatility, espeically since its now totally commited to engagments with the new log off mechanics. If your removing the drone bay to only allow Fighters/Bombers, then that versatility needs to be maintained. Have two seperate "fighter" bays, one for a full (25/30) compliment of fighters and a second "Bomber" bay for a full (25/30) Fighterbombers, totalling 50/60 fighter class support craft in total.

Even with the fighters change in Signature Resolution to 400, its still able to fend off Battleships. With two "fighterclass" bays, its able to then engage both Caps and Subcaps, though its going to need help with anything smaller than a BS, then again, its own support fleet and smaller carrier brethern can deal with that.

Fighterbombers on the otherhand, personally, they are far too powerful and need to be addressed. For the price they are, the hitpoints should not be changed, however, its the combination that the weapon its uses (Compact Citadel Torpedos) and skill bonus as well as the number fielded by a SC that make them so powerful and dominating.

I never understood how a single Fighterbomber managed, with a compact version of a weapon, to output more damage (3,000 on FB to 2,000 Standand) than a standardized Citadel Torpedo. In my opinion, it should be less or equal to its parent counterpart in raw damage output. Add in the FB skill bonus of 20% per level and it exacerbates the difference even more, pushing out outside the range of siege dreads and Titans main weapons on short measure to where a SC deploying 15 Fighterbombers does more damage without penalty in range and abilities of the immobile Dread and a Nyx can handle a Titan with ease.

Supercarrier Summery:
Logistics drones need to still be considered.
2 "Fighter Class" bays need to be implimented for full flight of Fighters and a full flight of Fighterbombers to maintain versatility with the commiment due to new log off aggression mechanic.
Fightbomber damage needs adjusting, overall less "raw" damage (Less or equal to standard Cit Torps) FB skill bonus adjusted, 10% or 15% and possible reduction in RoF to 20secs from 15secs.

Hel... scrap it, look at the blueprints and lets see what went wrong (Im sorry, I really dont know how to address this other than saying MORE HP! and essentially turning it into a Nyx with ducktape *shrugs*)


Dreadnoughts:
Even in todays capital warfare, thanks to the change to Titans Superweapons now one shotting Dreads, Titans main weapons out damaging even sieged Dreads, Motherships being changed to Supercarriers and the introduction of Fighterbombers once again, out damaging sieged Dreads and then of Titans and Supercarriers having massive hitpoint increases, so now the Dread has an impossible time against these monstrosities, its hard pressed to find a role for Dreads, even the poor Naglfar had a bunch of changes added to it that was ultimatlely reverted back to pure verticleness.

Even with the change to the damage mod of the siege module, Titans will still outdamage Dreads in siege with no penalty by a great margin in any given role.
Dreads can only lock 2 targets? Well, now that they no longer have a Drone bay to speak of, lets have that back to what it was... oh yes, on that note, can we have so that when Dreads enter Siege it DOES NOT remove currently locked targets.

Pesonally, Siege mode is far too restrictive in a whole heap of things, outside of siege it is useless, however when its entered, its role is made obsolete by other ship types.
Even with the deployment cycle time of the module being reduced its stuck in one place and can only really shoot in a straight line at stationary objects and its personally tanking abilites may as well not be used at all given the damage recieved from DDs and FighterBombers.

Dreadnought Summery:
Removal or reduction in all weapons and locking penalties from siege mode.
Enhance tanking attributes further.
Shadowsword
The Scope
Gallente Federation
#2252 - 2011-10-17 09:46:34 UTC
Stealthiest wrote:
Point 5 - New ships - Titan Killers - should be introduced. Several people have suggested a new ship class be introduced that is damned expensive. Like 250B to build....



I don't think an even bigger ship is the answer. It put a steep entry ticket to any alliance trying to get some 0.0 space, and it would just be a race at who get the most of those monsters, a race the DRF would be in position to win. If one powerblock has 15 titan killers on the fields and 50 titans, no one is going to jump in with their 5 titan killers.

The answer is the Dreadnought. It needs to be revamped enough that you can play the attrition game against supercap blobs. If 150 dreds+ support jump on 50 supercaps + equal support, the result needed is 15-25 dead supers in return of the entire dead dread fleet. Supercaps would still have their use, as they're individually far superior to caps, but it wouldn't be faisible for a powerbloc to rely only on them.


And think on how the mineral market would get stimulated by such slaughter.
Bill Blake
Ghost Scripts
#2253 - 2011-10-17 13:00:02 UTC
Gonna try put this as simply as I can.

20% Hit point reduction will do nothing to stop a blob. It will only drive Supercap pilots to blob more to ensure survival.

Spider tanking of supers is still there, you still arent gonna kill any if they have the right support fleet.

A tank can defend itself against a militant and a jeep...why should a regular carrier be able to kill a sabre tackling it, but not a supercap? it is entirely illogical.

Titans are still gonna be baws in large groups, regardless of the nerf. Only now you are gonna see any dread or carrier gang get instapopped instead of the t3 boosters etc etc.

Little point crying over a supercap blob. Any ship used in a blob is relatively effective, be it drakes, hurricanes, tengu's, abaddons or supers.

Log off timer should not be unlimited. Extended perhaps. but coupled witht he 20% hit point reduction, any lone supers tackled by a good sized fleet will now die in 15mins anyway.

All in all. You have got the nerf entirely wrong. You are pushing SC pilots towards the blob instead of away, and you are reducing the number of solo hotdrops by super pilots.

Kindest Regards

-Blue
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2254 - 2011-10-17 13:17:03 UTC
Bill Blake wrote:

A tank can defend itself against a militant and a jeep...why should a regular carrier be able to kill a sabre tackling it, but not a supercap? it is entirely illogical.



You know what happens to an unsupported tank, when it's up against properly trained and equipped infantry? There's a reason you use an infantry screen for tanks in a city.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

FHM
Doomheim
#2255 - 2011-10-17 14:50:45 UTC
Stealthiest wrote:
FHM wrote:
Stealthiest wrote:
words plus .......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.


Can you elaborate on point 3) and point 5) what that is and the mechanic behind it.



Because, and only because, this is the first post in this thread that you didn't call someone stupid or any other insult and actually asked a question will I answer it.

Point 3) Titans AOE should be reinstated with diminishing capacity.(scripted etc) - what I mean about this is that to hit a sc or another titan the titans AOE weapon should have a script loaded that allows a high focused very powerfull version of teh aoe to be discharged allowing it to hit one specific target. That target should be very large for it to be accurately aimed such as a Capital ship including freighters etc. It should only be fireable once every 10m. Otherwise if no script is loaded then the titans Super weapon is more like a giant sized smart bomb. Not doing any damage to itself or to anyone in it's fleet (fleets would have their shield harmonized at the same frequency) , but would do massive damage within 10km, 80 percent to 20km, 60 percent to 30 km, 40 percent to 40km, 20 percent to 50km and 0 above 50km from the ship. Drones would be subject to damage if with in the radius. For targets further away it must rely on it's guns. Tracking should be nerfed so that it would have significantly reduced chances of hitting anything smaller then a BS. Much like the way that wrecking shots are calculated. This AOE weapon should only be able to be fired once per 5 minutes.

Point 5 - New ships - Titan Killers - should be introduced. Several people have suggested a new ship class be introduced that is damned expensive. Like 250B to build. It has no drone bays. It has no turrent or missile slots. It has no bridge capablity. It has no cargo bay or ship maintenence bay. It has one job and one job only. It is a boat to carry a giangantic gun. One so large that it cannot hit anything smaller then a supercapital. But is has the power to, if it gets a wrecking shot, to one shot kill a titan. It can always one shot kill a Super Carrier. It is immune to all forms of e-war. It cannot be boosted nor would it need to be. It costs a lot of isk to fire the mega-super weapon. Like 100k racial isotopes. (don't make it Oxy - damn you mittens) . Once that weapon is fired it is immbile for 10 minutes. Completely immobile. Then it can be jumped out. It can only be tackled if three or more scripted hic's maintain a lock and the interdiction module on it. As sson as this is not met then the ship is jumpable. It would be subject to the same log off timer as point 1.




The idea proposed is actually not that bad considering such AOE could render Super Carrier's whitout offensive power by eliminating any fighters, fighter bombers or regular drones off the field. But than in question is should these be limited to how many can be used in a sequence because if 30-70 Titans unleash such AOE at once how much damage would that inflict on other ships.

As for implementing a new ship that is an idea i promoted and suggested as well but these ships should really be implemented in a way so they do not in the end game substitute current super capital blob. I mean Titan was created to that purpose so was Super Carrier they were given this great survivability to damage ratio that off-course would have been fine if the idea of them stayed as CCP intended as really rare ships but somewhere down the line it all went wrong and now we have just 2 many of them and that still would not be a problem if killing out would actually mean something but we are at a point where some alliances can reimburse these whit ease.

Since there are so many active in the game and this nerf afflicts both sub capital pilots and super capital pilots it is important to look at it from both perspectives in detail.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#2256 - 2011-10-17 16:46:36 UTC
Steve Ronuken wrote:
Bill Blake wrote:

A tank can defend itself against a militant and a jeep...why should a regular carrier be able to kill a sabre tackling it, but not a supercap? it is entirely illogical.



You know what happens to an unsupported tank, when it's up against properly trained and equipped infantry? There's a reason you use an infantry screen for tanks in a city.


I lolled. Urban warfare.

You know what happens to polish cavalry who charge German tanks, out in the field?

Yes, it's a valid point. It's not recommended best practice to field unescorted tanks in areas where they can be picked off.

At the same time tho, these gangs of bcs and BS lovers who are hating caps and supers for ganging up as well, are too polish for my taste and deserve to get wiped off the map.

So what if CCP meant for super caps to be the ultimate and hoped they would remain rare....

I'm sure the same intention was true when they first introduced battleships back in ye olden days of eve, long before caps and supers were a sparkle in CCP's eye.

And I don't see any topics condemning the blobs of battleships. Just topics demanding moar battleships.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Damian Gene
Sons of Seyllin
Pirate Lords of War
#2257 - 2011-10-17 16:49:27 UTC
I think that the Super Carrier's role needs to be defined.

What do we want it to do?

I strongly feel that it should be versatile.

Why? Well, because it's my own construct for what a Super Carrier is.

http://en.wikipedia.org/wiki/Supercarrier

Name a situation that one of the US's super carrier's can not handle?

The US's military, is not the biggest, in fact may other military's are much bigger.
Where we have the advantage is Force Projection. We can mobilize and deploy a force anywhere in the world within 48 hours.

We pay for this: http://en.wikipedia.org/wiki/List_of_countries_by_military_expenditures
We spend almost 700b on military per year.
We spend 6 TIMES that of China, which comes in 2nd. We spend twice our GDP on military spending.

"A 2009 report said that the Ford (a new class of SuperCarrier's that is expected to roll out soon) would cost $14 billion including research and development, and the actual cost of the carrier itself would be $9 billion.[12]"

This ship is a little more then 1% of what we spend annually.

What is it's role?
It projects force.

I would like to see THAT be the role of the Super Carrier.

I would love to have a fleet with a SC, where when my ship get's popped, I can get a new one from the SC. Where having an SC in fleet means that I can fight harder and longer.

But that's just me, the whole point is that CCP needs to define what an SC should do, and we should decide what we would like it to do. :)
Mioelnir
Brutor Tribe
Minmatar Republic
#2258 - 2011-10-17 17:45:35 UTC
Malcanis wrote:
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.

So just twice or triple.
xxxak
Perkone
Caldari State
#2259 - 2011-10-17 17:59:41 UTC
Bill Blake wrote:
Gonna try put this as simply as I can.

20% Hit point reduction will do nothing to stop a blob. It will only drive Supercap pilots to blob more to ensure survival.

Spider tanking of supers is still there, you still arent gonna kill any if they have the right support fleet.

A tank can defend itself against a militant and a jeep...why should a regular carrier be able to kill a sabre tackling it, but not a supercap? it is entirely illogical.

Titans are still gonna be baws in large groups, regardless of the nerf. Only now you are gonna see any dread or carrier gang get instapopped instead of the t3 boosters etc etc.

Little point crying over a supercap blob. Any ship used in a blob is relatively effective, be it drakes, hurricanes, tengu's, abaddons or supers.

Log off timer should not be unlimited. Extended perhaps. but coupled witht he 20% hit point reduction, any lone supers tackled by a good sized fleet will now die in 15mins anyway.

All in all. You have got the nerf entirely wrong. You are pushing SC pilots towards the blob instead of away, and you are reducing the number of solo hotdrops by super pilots.

Kindest Regards

-Blue


This really.

[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]

Velin Dhal
Zeonic CG
#2260 - 2011-10-17 18:20:42 UTC  |  Edited by: Velin Dhal
FHM wrote:
Asuka Solo wrote:
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


That's the most ******** thing I've ever read.

It's only logical that a semi truck can drive over a mini cooper.

Therefore it's only logical that a super cap should be able to walk all up and down your cane.

there must be no such thing as risk free pvp. If a sub cap has the balls to attack a super, it should have a tank to take it or get wiped off the grid.

Go back to logic school.

Infact, everybody who's hating super caps and the sheer awesomeness with which they can chew through a sub cap fleet, are all just as pathetic as newbies crying over losing a newly purchased cruiser to a low-sec gate camp prior to knowing how low sec pvp works. Then they proceed to cry over it, make a petition, threaten to quit if they don't get their stuff back, then threaten to quit if the game isn't changed to suit their play styles.


I cannot believe Fiberton or Sirius would let someone so stupid in to SF... The argument you provided is down right stupid and makes no sense. Tell me how much do you enjoy flying your SC in sanctums is that very interesting to you ?

Show me your ship deployed in combat against DRF show me a fight where you dared to take MM/BRICK combines super fleet of say 30 super capitals against DRF's 150. Show me that or try a fight like that and tell me how much you enjoy it when you will be steam rolled to dust.

Just because something is expansive, big, takes 3 days to train should not be the END GAME KING OF THE HILL. There is no such thing these ships are only that powerful because they were meant to be really really rare since that idea has sailed long time nerfing them down in the only logical solution.

However nerfing just the ships is only a temporary solution we need a long term solution and that would include changes to sov warfare, sov system, 0.0, distribution of high rarity moon and implementation of limiting systems that prevent over abuse. I understand you do not want the nerf considering your alliance always ran away from a super capital fight and only uses them to farm NPC's so nerfing them nerfs your isk gain.

But the end point is your argument makes no sense and solves 0 problems. End point and get this in to your arrogant and stupid super capital head.. THESE SHIPS ARE SO POWERFULL BECAUSE THEY WERE MEANT TO BE VERY RARE IF YOU CAN USE THEM AS A BLOB THEY NEED TO BE NERFED TO A BALANCED PLANE.


I typed a nice long reply but since I clicked post and it deleted what i wrote.....**** it.