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Player Features and Ideas Discussion

 
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[Winter] Attack Cruisers

First post First post
Author
Wivabel
Federal Defense Union
Gallente Federation
#621 - 2012-10-09 17:38:33 UTC  |  Edited by: Wivabel
Meta-gaming in a balance thread, for shame........

Dear CCP-Claus/Fozzie

Please give me a Thorax with all the things. Make it like a space shark with LaZoRs.

Ok thanks Bye.

With space-man love Wiv?

I am not sure if I am going to log in anymore.......

Tal Jarcin
Sebiestor Tribe
Minmatar Republic
#622 - 2012-10-09 18:47:00 UTC
First a definition of what I think an Attack Cruiser should be. Mainly a light fast cruiser that foregoes tank to go faster. Another words, less tank, more gank. An attack cruiser is a military based creation designed to perform a distinct military mission of ambushing and attacking high value enemy assets deep behind enemy lines. Get in, destroy and leave before reinforcements arrive.

The more generic Combat Cruiser is the fleet brawler, more heavily buffer armored, its designed to take a punch, and hit back hard. It should be slower, but tougher with more staying power. Designed to function as part of fleet, and not as a general rule by itself.

Based on the definition above for Attack Cruisers, the last thing one should do with an attack cruiser is hang heavy slabs of metal on the thing. Not that you can’t do it, but if you do, it should invoke the same look as usually reserved for the Noob mixing his gun sizes on his fit, i.e, that is not a good idea, it will make you slow, and you will probably die, horribly. Active tanking of Armor based Attack Cruisers is the way to go. One suggestion I would make is for Attack Cruisers, design one mid slot as a dedicated shield slot for ships designed to be shield tanked, or a cap booster dedicated slot with power bonus for active armor tanked Attack Cruiser. Nothing else can fit in the dedicated mid slot. For active armor tanked Attack Cruisers consider granting a bonus similar to the 7.5% bonus to armor repair the Myrmidon gets.

Next is the speed issue. There is not enough difference between the proposed Attack Cruisers and Combat Cruisers. I think there should be at least a 10% to 20% difference between the slowest Attack Cruiser and Fastest Combat Cruiser. Yes, I’m looking at the Rupture. Attack Cruisers should always be able to outrun a Combat Cruiser, otherwise its just a suicide ship.

While we are on speed, I also want to say that one gives up EHP for speed, not DPS. The attack Cruiser needs to be able to kill the target before reinforcements arrive. Thats the design criteria that would have been used by any Navy. So whatever the mean cruiser DPS is at basic minimum skills, meta level 0 equipped vessel, add 50 DPS above, and 50 below that mean to give us a range of DPS, and Attack Cruisers should be in the upper range, Combat Cruisers should be in the lower half, and long range Attack cruisers should be in the lower range, in my opinion anyway. That should be for any Attack Cruiser, including the Stabber. The faster the ship, the lower the EHP it can produce should be the guiding rule.

Concider making the Vexor the Gallente Attack Cruiser and return the Thorax to rightful place as a Combat Cruiser. The Vexor is fast, can produce 700DPS easily now, even before getting another mid and low slot you have planed for this Winter expansion, and can be easily shield fitted or armor fitted. It is in my opinion a perfect choice as an Attack Cruiser, which I cannot say about the Thorax.
Major Killz
inglorious bastards.
#623 - 2012-10-09 19:12:18 UTC  |  Edited by: Major Killz
Tal Jarcin wrote:
First a definition of what I think an Attack Cruiser should be. Mainly a light fast cruiser that foregoes tank to go faster. Another words, less tank, more gank. An attack cruiser is a military based creation designed to perform a distinct military mission of ambushing and attacking high value enemy assets deep behind enemy lines. Get in, destroy and leave before reinforcements arrive.

The more generic Combat Cruiser is the fleet brawler, more heavily buffer armored, its designed to take a punch, and hit back hard. It should be slower, but tougher with more staying power. Designed to function as part of fleet, and not as a general rule by itself.

Based on the definition above for Attack Cruisers, the last thing one should do with an attack cruiser is hang heavy slabs of metal on the thing. Not that you can’t do it, but if you do, it should invoke the same look as usually reserved for the Noob mixing his gun sizes on his fit, i.e, that is not a good idea, it will make you slow, and you will probably die, horribly. Active tanking of Armor based Attack Cruisers is the way to go. One suggestion I would make is for Attack Cruisers, design one mid slot as a dedicated shield slot for ships designed to be shield tanked, or a cap booster dedicated slot with power bonus for active armor tanked Attack Cruiser. Nothing else can fit in the dedicated mid slot. For active armor tanked Attack Cruisers consider granting a bonus similar to the 7.5% bonus to armor repair the Myrmidon gets.

Next is the speed issue. There is not enough difference between the proposed Attack Cruisers and Combat Cruisers. I think there should be at least a 10% to 20% difference between the slowest Attack Cruiser and Fastest Combat Cruiser. Yes, I’m looking at the Rupture. Attack Cruisers should always be able to outrun a Combat Cruiser, otherwise its just a suicide ship.

While we are on speed, I also want to say that one gives up EHP for speed, not DPS. The attack Cruiser needs to be able to kill the target before reinforcements arrive. Thats the design criteria that would have been used by any Navy. So whatever the mean cruiser DPS is at basic minimum skills, meta level 0 equipped vessel, add 50 DPS above, and 50 below that mean to give us a range of DPS, and Attack Cruisers should be in the upper range, Combat Cruisers should be in the lower half, and long range Attack cruisers should be in the lower range, in my opinion anyway. That should be for any Attack Cruiser, including the Stabber. The faster the ship, the lower the EHP it can produce should be the guiding rule.

Concider making the Vexor the Gallente Attack Cruiser and return the Thorax to rightful place as a Combat Cruiser. The Vexor is fast, can produce 700DPS easily now, even before getting another mid and low slot you have planed for this Winter expansion, and can be easily shield fitted or armor fitted. It is in my opinion a perfect choice as an Attack Cruiser, which I cannot say about the Thorax.



Well this makes sense. Provided, CCP NERF's attack cruisers hit points ALOT. Otherwise, you'll pretty much have every tech 1 cruiser on the same page (like we have now). I hardly see any difference between combat and attack cruisers. Thier just names it seems and both have comparable damage, speed and hit points.

Heh!

P sure CCP is focused on battlecruisers in comparison to tech 1 cruisers. Instead of comparing tech 1 cruisers with each other. You know! In a vacumm. They should be comparing tech 1 cruisers to every class which includes thier own.

[u]Ich bin ein Pirat ![/u]

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#624 - 2012-10-09 19:38:21 UTC
Still no word on how Navy or T2 ships will be buffed in response to these buffs?
MIrple
Black Sheep Down
Tactical Narcotics Team
#625 - 2012-10-09 19:43:27 UTC
Nyancat Audeles wrote:
Still no word on how Navy or T2 ships will be buffed in response to these buffs?


Soon. They have said they will get to them after BC and BS are done hold your cookies.
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#626 - 2012-10-09 22:42:55 UTC
Yeah we'll have a whole range of redundant Navy Cruisers after this patch but once they're balanced I imagine they will be pretty badass.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#627 - 2012-10-10 00:03:39 UTC
Dato Koppla wrote:
Yeah we'll have a whole range of redundant Navy Cruisers after this patch


Don't we already have that?
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#628 - 2012-10-10 00:42:44 UTC
Well right now the Navy Cruisers provide a significant boost over their T1 variants right now, but I admit some are useless even in our current enviroment (NOsprey, FSFI, NExeq) but the rest (especially the NOmen and FStabber) are pretty good.
Rayner Vanguard
The Scope
Gallente Federation
#629 - 2012-10-10 07:36:22 UTC
Tal Jarcin wrote:

Concider making the Vexor the Gallente Attack Cruiser and return the Thorax to rightful place as a Combat Cruiser. The Vexor is fast, can produce 700DPS easily now, even before getting another mid and low slot you have planed for this Winter expansion, and can be easily shield fitted or armor fitted. It is in my opinion a perfect choice as an Attack Cruiser, which I cannot say about the Thorax.

Vexor is a drone boat

You can't attack fast when you have to deploy drones, let them fly to the target and then collecting them again before running away

And, those 700 dps are mainly from the drones (at least, with proposed setup of 4 high slot), which is why the drone boats are more suitable to be a combat cruiser

Unless you're willing to leave your drones everytime you attack people


Hidden Snake
Inglorious-Basterds
#630 - 2012-10-10 10:26:49 UTC
Rayner Vanguard wrote:
Tal Jarcin wrote:

Concider making the Vexor the Gallente Attack Cruiser and return the Thorax to rightful place as a Combat Cruiser. The Vexor is fast, can produce 700DPS easily now, even before getting another mid and low slot you have planed for this Winter expansion, and can be easily shield fitted or armor fitted. It is in my opinion a perfect choice as an Attack Cruiser, which I cannot say about the Thorax.

Vexor is a drone boat

You can't attack fast when you have to deploy drones, let them fly to the target and then collecting them again before running away

And, those 700 dps are mainly from the drones (at least, with proposed setup of 4 high slot), which is why the drone boats are more suitable to be a combat cruiser

Unless you're willing to leave your drones everytime you attack people





one of my best kiting nano ships I am using for pvp .... is nanoarbitrator .... several customers can tell you my drones raped them pretty fast, while I was zipping around. Everything matters based on setups.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#631 - 2012-10-10 10:43:52 UTC  |  Edited by: Kai'rae Saarkus
Tal Jarcin wrote:
Based on the definition above for Attack Cruisers, the last thing one should do with an attack cruiser is hang heavy slabs of metal on the thing. Not that you can’t do it, but if you do, it should invoke the same look as usually reserved for the Noob mixing his gun sizes on his fit, i.e, that is not a good idea, it will make you slow, and you will probably die, horribly. Active tanking of Armor based Attack Cruisers is the way to go. One suggestion I would make is for Attack Cruisers, design one mid slot as a dedicated shield slot for ships designed to be shield tanked, or a cap booster dedicated slot with power bonus for active armor tanked Attack Cruiser. Nothing else can fit in the dedicated mid slot. For active armor tanked Attack Cruisers consider granting a bonus similar to the 7.5% bonus to armor repair the Myrmidon gets.


No. The problem isn't the Ships it's that Armour tanking + mobility aren't a viable combination because of the Modules. Forcing Active tanking just ruins the ships. Instead make mobility + armour viable.


  • Give a High EHP, High Mass plate option (think 1600mm plates) and a Med EHP, Med Mass Plate option (think 800mm plate EHP with 2x400mm plate mass: ie. 750,000Kg mass rather than 1,750,000Kg mass). This would mean reducing 800mm plates to 750,000Kg, 200mm plates to 75,000Kg and 50mm plates to 7,500Kg (or simply removing 50mm plates from the game).

  • Make Astronautic rigs affect another attribute than Armour amount (personally I like a "10% Increase in Heat amount absorbed by modules" malus). This would allow you to use rigs either to go for massive EHP or to counteract the mobility loss of fitting armour.

  • Reduce the effect of all Active tanking rigs to be only a 5% Malus.

  • Create the armour equivalent of ASBs. But rather than making them a combination of Cap + Active Tank, make them a combination of Buffer and Active tank. This supports the requirement for buffer in armour tanking (due to reps working at the end of the cycle), and means Cap boosters still have a use (in the midslots of armour tanked ships). But to avoid creating the OP situation of XLASBs, don't make them in BS size (down the track when you're closer to balancing BSs you can introduce a large size), base them off best-named stats (so T2 are still worth choosing for either pure EHP or pure REP), and make them harder to fit than their T2 Armour Plate equivalents (so 200mm + 800mm plates still have a role).


Integrated Defensive Systems

Small IDS =
+525 EHP
(200mm RRT plates), +55,000Kg (2x 100mm RRT plates), reps 72 HP / 6 secs (Sml 'Accom' Armour Repper), 15pg (400mm plate+SAR), 20CPU (1.5x 200mm RRT plate)

Med IDS =
+2100 EHP
(800mm RRT plates), +550,000Kg, (2x 400mm RRT plates), reps 288 HP / 12 secs (Med 'Accom' Armour Repper), 350pg (800mm plate+MAR), 34CPU (1.5x 800mm RRT plate)
Dread Pirate Pete
Doomheim
#632 - 2012-10-10 11:29:26 UTC
Kai'rae Saarkus wrote:


No. The problem isn't the Ships it's that Armour tanking + mobility aren't a viable combination because of the Modules. Forcing Active tanking just ruins the ships. Instead make mobility + armour viable.


Ooooooor make active armour work?


Instead of making everything the same they should make the different alternatives viable.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#633 - 2012-10-10 11:52:00 UTC  |  Edited by: Kai'rae Saarkus
Dread Pirate Pete wrote:
Kai'rae Saarkus wrote:


No. The problem isn't the Ships it's that Armour tanking + mobility aren't a viable combination because of the Modules. Forcing Active tanking just ruins the ships. Instead make mobility + armour viable.


Ooooooor make active armour work?


Instead of making everything the same they should make the different alternatives viable.


That would be the point of my suggestions.

Reducing the Malus on Active tanking rigs makes them more viable.

Introducing a light-buffer, light-rep, light-mass, heavy-fitting-requirement module makes active armour tanking more viable.

The way those fitting requirements are it provides more options for Armour tanks:

  • 800mm Plate II, EANM: no rep, ok buffer, low fitting requirements, high mobility.
  • Dual MAR: best rep, no buffer, low-med fitting requirements, best mobility.
  • MIDS, MAR: good rep, ok buffer, med fitting requirements, high mobility.
  • 1600mm Plate II, EANM: no rep, best buffer, high fitting requirements, low mobility.
  • Dual MIDS: good rep, good buffer, worst fitting requirements, good mobility.


You have to realise that in some situations Active tanking will always be worse, so forcing a ship to active tank gimps it in those circumstances.
Tal Jarcin
Sebiestor Tribe
Minmatar Republic
#634 - 2012-10-10 13:17:42 UTC
Rayner Vanguard wrote:
Tal Jarcin wrote:

Concider making the Vexor the Gallente Attack Cruiser and return the Thorax to rightful place as a Combat Cruiser. The Vexor is fast, can produce 700DPS easily now, even before getting another mid and low slot you have planed for this Winter expansion, and can be easily shield fitted or armor fitted. It is in my opinion a perfect choice as an Attack Cruiser, which I cannot say about the Thorax.

Vexor is a drone boat

You can't attack fast when you have to deploy drones, let them fly to the target and then collecting them again before running away

And, those 700 dps are mainly from the drones (at least, with proposed setup of 4 high slot), which is why the drone boats are more suitable to be a combat cruiser

Unless you're willing to leave your drones everytime you attack people



My argument is that in the Attack Cruiser role the Attack Cruiser will be either solo or small gang usually, and the Vexor can project damage long distance, medium distance or in your face - all equally well. The 700 DPS is from drones AND Blasters, of which the Vexor currently carries 4 of (one less than the Thorax) and after the Winter upgrade under the proposed changes I've seen. will still carry 4 guns, so the DPS potential shouldn't change.

Deploying and collecting drones in my experence is more an issue in fleet ops than on solo or small group actions, my normal MO is launch light drones as I approach, orbit at 500, join with blasters to deliver full DPS. If the target is BC or bigger, I'll recall the light drones and deploy the 2 x Orger II, 2 x Hammerhead II, and 1 x Hobgoblin II for max DPS. Being I'm on top of the target blasting with my blasters , recall is not an issue and fast if needed. Recall time only becomes a problem when travel time is involved.

Lastly if the situation is so bad leaving the drones becomes mandatory I consider that a plus in that I at least have that option and a good chance to save my ship by abandoning the drones (which I normally carry a second set of in my cargo hole) and another ship such as the Thorax would probally not have any chance of surviving.

So no, I do not see having to deploy and recover drones in anyway perventing the Vexor from carrying out a role as Attack Cruiser if assigned this role.
X Gallentius
Black Eagle1
#635 - 2012-10-10 17:15:28 UTC
Dato Koppla wrote:
but I admit some are useless even in our current enviroment (NOsprey, FSFI, NExeq) but the rest (especially the NOmen and FStabber) are pretty good.
The lower tier navy cruisers are actually pretty good - better than the CURRENT baseline Tier 1 cruisers. However, these lower tier Navy cruisers also need to undergo a bit of tiericide.


Garr Earthbender
Imperial Shipment
Amarr Empire
#636 - 2012-10-11 00:29:52 UTC
I shall now make an alt named TERRIBUBBLE.

-Scissors is overpowered, rock is fine. -Paper

Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#637 - 2012-10-11 03:57:34 UTC
Don't feed the troll guys. The more you reply to his posts the less the chance Fozzie will see the useful posts that were posted.
nomad Raholan
What Corp is it
#638 - 2012-10-11 11:31:11 UTC
Wivabel wrote:
Connall Tara wrote:
wivabel:

[Thorax, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II

Experimental 10MN MicroWarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M

Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hammerhead II x5

this is now... I think we'll be fine with the new layout with 30 extra cpu for MOAR WEBBING! considering the overall preformance the single PG rig isn't exactly a crippling weakness ^_^


it is dumb to need a fitting mod to fit the smallest guns


Well you can always use the fitting mod for less tank and big guns. Not many ships allow for biggest gun and max tank, is always a compromise..

.,.,.,Disagree with me if you feel the need.,.,., .,.,.,Right or Wrong.,.,.,.  .,.,.,My opinion is free and mine to own.,.,.,.

Doddy
Excidium.
#639 - 2012-10-11 11:48:32 UTC
nomad Raholan wrote:
Wivabel wrote:
Connall Tara wrote:
wivabel:

[Thorax, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II

Experimental 10MN MicroWarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M

Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hammerhead II x5

this is now... I think we'll be fine with the new layout with 30 extra cpu for MOAR WEBBING! considering the overall preformance the single PG rig isn't exactly a crippling weakness ^_^


it is dumb to need a fitting mod to fit the smallest guns


Well you can always use the fitting mod for less tank and big guns. Not many ships allow for biggest gun and max tank, is always a compromise..


Not that its really dumb to need fitting mods to fit an oversize tank in the first place.
Martin0
Brave Empire Inc.
Brave United
#640 - 2012-10-11 14:15:55 UTC
Doddy wrote:
nomad Raholan wrote:
Wivabel wrote:
Connall Tara wrote:
wivabel:

[Thorax, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II

Experimental 10MN MicroWarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M

Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hammerhead II x5

this is now... I think we'll be fine with the new layout with 30 extra cpu for MOAR WEBBING! considering the overall preformance the single PG rig isn't exactly a crippling weakness ^_^


it is dumb to need a fitting mod to fit the smallest guns


Well you can always use the fitting mod for less tank and big guns. Not many ships allow for biggest gun and max tank, is always a compromise..


Not that its really dumb to need fitting mods to fit an oversize tank in the first place.


He says it's dumb because CCP Fozzie wrote that those cruisers would have been able to fit a 1600mm aAND the smallest guns but the thorax can't do it.