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Building a better battleship.

Author
Alara IonStorm
#41 - 2012-10-15 15:57:59 UTC  |  Edited by: Alara IonStorm
Jerick Ludhowe wrote:

While the analysis of range of missiles vs guns is more or less correct the assumption that an anti ship missile is more effective against a large warship compared to high caliber guns is incorrect. An armor piercing 16 inch shell fired from an iowa weighed more than 2600 lbs and impacted at velocities that only soviet and few other nations anti ship cruiser missiles come close to. To put it simply, a 2600lb + anti ship round is more powerful than a 2000lb guided bomb which is significantly more powerful than a harpoon or other comparable missiles. Furthermore, the development and proliferation of extremely effective anti missiles systems present in large numbers on the worlds leading warships is pushing nations such as the US and others to develop large caliber EM guns to counter these type of defenses.

While a round would do more damage it will have trouble hitting a small moving warship even if that warship is even in range while missiles cover 3-6 times the distance and are launchable from a hull 1/40th the weight and very difficult to hit.

It has been a while since I looked at this stuff and you are right about 16" Shells power but it is very obsolete in both range and accuracy while requiring a much larger hull and more expensive hull to fire from, while a tiny 30m long craft can fire a half dozen missiles for 1/100th the price tag of the ship.

Even with missile defenses like the ones that worked so well in a Falklands the cost of building an maintaning a fat battle platform like a single Iowa sized ship would cost more then an entire fleet of small Missile Ships that would be much more effective. That is why Navies have switched to these smaller Missile Hulls that can put out most of the firepower at a 1/40th the weight.
Jerick Ludhowe wrote:

While the "stopping power" of these EM guns may not be comparable to a harpoon or 16 inch shell, the range and more importantly flight time will more than make up for this. These guns also have the added benefit of not requiring explosive propellant significantly improving survivability compared to large gun warship of the past. The day of gun based nuclear powered war ships may very well be upon us.

That is a ways off to a reusable coil platform but I have been keeping up with Coil Gun Technology and it does look promising. The Zumwalt seems to be being designed around incorporating this future warfare philosophy with its 155mm Guns.

A big part of the Zumwalt is on the USMC request though. Losing the Iowa's meant they lost real beach cover with the navy now only using small scale artillery. Planes and Missiles have trouble laying down the kind of general fire support they need especially since launching an attack on a specific target costs half a mil to a million dollars a shot compared to 9 big guns leveling everything in front of you whether you know where the mortars are coming from or not.

They were a big part of getting these new Destroyers to have big guns.
Bugsy VanHalen
Society of lost Souls
#42 - 2012-10-15 16:41:24 UTC  |  Edited by: Bugsy VanHalen
I like flying battleships as they are, but they do need some love. The problem is where to put that love.

-Better tracking would be nice, but then they become overpowered against smaller ships. this would not be balanced.

- A 50% damage boost would also be nice, but again they would become the only ships worth flying. It would still be hard to hit smaller ships but when you do connect they are gone in one shot. I really can't see this being balanced.

- more mobility would be nice but really would not change much. And would not be fitting for what the class was meant to be.

The big fix I would think would make battleships much more viable for PVP without making them overpowered against other ships is more a targeting sensor buff. More sensor strength. Battleships should be almost impossible to jam. smaller ships already have an advantage by being harder to track and hit, and when hit only take partial damage due to there small sig radius. There is no reason for a battleship to be so easy to jam.

When battleships were the primary null sec PVP ships the most popular counter was ECM drones. Why? Because battleships are so easy to jam. Why do you never see Marauders in PVP? It is not the cost as T3 cruisers are about the same and are popular. It is because they are even easier to jam than their T1 counterparts. A massive buff to the sensor strength at least 3-4 times what they currently have, will go a long way to making battleships more viable in smaller scale PVP.

Add a small boost to base targeting range, faster lock times, and maybe a small boost to capacitor, power grid, and CPU and they will be much better ships, without adding anything to make them more powerful, or harder to kill. It will just give them the means to apply their damage more effectively, and consistently.

These changes may be small but I really do not think battleships need much to gain more PVP viability. In a lot of ways they are very balanced. For a buff to sensor strength to make a difference it will have to be huge. They need to be almost impossible to jam. They would be a great counter to the so popular heavy ECM that drove battleships out of much null sec PVP over the past few years. They used to be much more widely used, but they dropped off once ECM drones became a must have in null sec PVP. I do not want to see ECM get nerfed, it certainly has its place, but at least give this one class a sensor strength buff that will make ECM ineffective.

This would at the same time remove the one thing that makes Marauders useless in PVP. It does not matter what damage they can do if they can not target or hit anything. They do enough extra damage over T1 battleships to make them worth the extra money. Just not when their computers are so weak they can not apply that damage in a PVP situation. It is time to bring the ECM age to an end.
Zimmy Zeta
Perkone
Caldari State
#43 - 2012-10-15 16:56:11 UTC  |  Edited by: Zimmy Zeta
Verity Sovereign wrote:
biggest issue I have is that going up one size in guns results in a mere 33% increase in DPS... for massive penalties in tracking and sig res (and cap use for hybrids/lasers).

What I'd really like to see, is the loss of size specific bonuses.

That armageddon of yours... imagine if you could fit medium size lasers, and still get the ROF bonus.... you'll only do 75% the max DPS of a Armageddon with large guns, and you'll have reduced range... but much better ability to hit small targets...

Imagine the surprise when a frigate lands on top of a mega, and finds the mega sporting 7 Light Neutron Blasters with +7.5% tracking & +5% damage per level...

Then Imagine what happens to that mega when another mega lands at 10km, and starts pounding it with mega neutron blasters
-> 77% more DPS, 10km falloff, 7.2 km optimal vs 2.5km falloff, 1.5km optimal - 4x better falloff, 4.8x better optimal - that mega fit with small guns gets blown out of the water.

Its balanced, and makes battleships more versatile


Why not simply let some of the already exising weapons live up to their name?
Make those dual lasers for example have the same range and tracking as their medium-sized counterparts, just with dps and cap-use adjusted. So a geddon with 7 Dual heavy lasers would effecvtively be carrying 14 medium lasers...

On second thought, this would be vastly OP.

On third thought, it still would be friggin awesome.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Jerick Ludhowe
Internet Tuff Guys
#44 - 2012-10-15 20:15:38 UTC
Alara IonStorm wrote:


Even with missile defenses like the ones that worked so well in a Falklands the cost of building an maintaning a fat battle platform like a single Iowa sized ship would cost more then an entire fleet of small Missile Ships that would be much more effective. That is why Navies have switched to these smaller Missile Hulls that can put out most of the firepower at a 1/40th the weight.

That is a ways off to a reusable coil platform but I have been keeping up with Coil Gun Technology and it does look promising. The Zumwalt seems to be being designed around incorporating this future warfare philosophy with its 155mm Guns.

A big part of the Zumwalt is on the USMC request though. Losing the Iowa's meant they lost real beach cover with the navy now only using small scale artillery. Planes and Missiles have trouble laying down the kind of general fire support they need especially since launching an attack on a specific target costs half a mil to a million dollars a shot compared to 9 big guns leveling everything in front of you whether you know where the mortars are coming from or not.

They were a big part of getting these new Destroyers to have big guns.


Coils guns are most probably not going to be the first generation and the damage to the "rails" on the latest iterations of the tech is significantly less than earlier models. There is also a smaller scale railgun system more or less ready for deployment that is capable of being fit onto many nations destroyers. These smaller scale railguns are designed to intercept incoming missiles by releasing a cloud of debris the instant before impact. With muzzle velocities close to mach 7, this new generation of railgun will be even more effective than the top notch cwis systems of the past.

As for the fawlklands disaster, the level of missile defense on the limited number of warships that saw action are no where near what modern navies have. The Goalkeeper (gau-8) which is arguably the mot advanced close in weapon system in the world is almost exclusively fit to British ships and I'm going to assume this significant improvement in missile defense was a result of transport ships being hit during the falklands war. As computers and radars get better the chance at identifying and destroying incoming missiles is becoming significantly larger. The end result is either to make missiles faster and more stealthy (lots more cash) or to start looking at new avenues of defeating these defenses, enter the railgun.

The railgun, once fully realized will be able to hit warships at similar ranges as modern over the horizon missiles (100 to 200 miles) like the harpoon however the per shot cost will be significantly smaller while also reducing travel time by close to a favor of 5. The main issue i see is how destructive these rounds will actually be considering that most warships are a honeycomb of water tight compartment meaning that 1 or 2 perforations at the waterline will probably not be lethal to the ship as a whole.

Anyway, back on topic... I think that battleships could use a small ehp boost across the board. This can either be achieved by a modest increase to resistances or a raw hp buff. The lack of t2 resistances ontop of large sig and slow speed means that they are significantly less survivable than t3s or t2s in larger logi supported fleets.
Exploited Engineer
Creatively Applied Violence Inc.
#45 - 2012-10-15 20:22:07 UTC
Bugsy VanHalen wrote:
-Better tracking would be nice, but then they become overpowered against smaller ships. this would not be balanced.


Simple: Increase the weight of the targets signature vs. the turrets signature resolution.

In fact, making a modifier of its own instead of just a factor in the tracking formula would be my suggestion. Fewer frigate instapops at 80km.

Ginger Barbarella
#46 - 2012-10-15 20:53:45 UTC
Dread Pirate Pete wrote:
Battleships are EHP bricks with guns attached. They sit statically and shoot. They are for fleet engagements and need support craft or they will be outmanoeuvred. You're not supposed to run around with one unsupported, no matter what lvl4s have taught you. ;)


Ahhh... :) I wish POS bashing would come back into vogue... :)

"Blow it all on Quafe and strippers." --- Sorlac

Fon Revedhort
Monks of War
#47 - 2012-10-15 23:54:43 UTC  |  Edited by: Fon Revedhort
There's hardly anything wrong with battleships (as a whole) that cannot be fixed by simply nerfing some overpowered stuff introduced over last years. On the other hand, starting another power creep coil is never a good solution.

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

Jerick Ludhowe
Internet Tuff Guys
#48 - 2012-10-16 14:22:04 UTC
Fon Revedhort wrote:
There's hardly anything wrong with battleships (as a whole) that cannot be fixed by simply nerfing some overpowered stuff introduced over last years. On the other hand, starting another power creep coil is never a good solution.


It's already been started What? Ditching the power creep half way only fucks things up further than following through and trying to make the best of it.
pyr8t
S0 L337 1T HURTS
#49 - 2012-10-16 14:36:26 UTC  |  Edited by: pyr8t
Battleships are broken.

It's a problem when there's virtually few reasons to select a battleship over a battle-cruiser. When a single frig, cruiser, or T3 can solo you--while all you can do is sit and watch--things are not balanced. It's completely non-nonsensical. If anything, such 1v1 engagements should be a draw.

Battleships desperately need a total re-balance and re-think with the current state of the game. I'd personally like to see drastically higher tank and resists on these ships.
Onictus
Federal Navy Academy
Gallente Federation
#50 - 2012-10-16 14:37:28 UTC
pyr8t wrote:
Battleships are broken.

It's a problem when there's virtually few reasons to select a battleship over a battle-cruiser. When a single frig, cruiser, or T3 can solo you--while all you can do is sit and watch--things are not balanced. It's completely non-nonsensical. If anything, such 1v1 engagements should be a draw.

Battleships desperately need a total re-balance and re-think with the current state of the game.




There are plenty of reasons to use a battleship, assuming you have the support available.
pyr8t
S0 L337 1T HURTS
#51 - 2012-10-16 14:41:10 UTC
Onictus wrote:
There are plenty of reasons to use a battleship, assuming you have the support available.


You can say that about any ship in the game. What's your point? You can also fly a shuttle, assuming you have the support available.

Wow. Thank you for that insight.
Onictus
Federal Navy Academy
Gallente Federation
#52 - 2012-10-16 14:42:17 UTC
pyr8t wrote:
Onictus wrote:
There are plenty of reasons to use a battleship, assuming you have the support available.


You can say that about any ship in the game. What's your point? You can also fly a shuttle, assuming you have the support available.

Wow. Thank you for that insight.



Ok send BCs against battleships with equal numbers see who wins.
Alara IonStorm
#53 - 2012-10-16 14:50:17 UTC
Onictus wrote:
pyr8t wrote:
Onictus wrote:
There are plenty of reasons to use a battleship, assuming you have the support available.


You can say that about any ship in the game. What's your point? You can also fly a shuttle, assuming you have the support available.

Wow. Thank you for that insight.

Ok send BCs against battleships with equal numbers see who wins.

Shuttles apparently. Straight
Ken 1138
State War Academy
Caldari State
#54 - 2012-10-16 16:16:25 UTC
[/quote]


Ok send BCs against battleships with equal numbers see who wins.
[/quote]

With everything i've read so far, my orginal post still stands and i'm glad to see many agree.

But with that comment logic would dictate larger, stronger ships should have a good chance to win that battle to the point that being scrammed shouldn't be much of a worry. Following what you've said previously even you're aware that's not the case.

I never intended to have battleships with the DPS and tanks of a dread like some seem to think. Considering the base cost of a battleship hull and how much gets put into modules. 4 times the price doesn't mean 4 times the effectiveness with battleships. A T3 cruiser can be mad expensive but being the (highly qualified) space jack of all trades that it is, it certainly earns it's keep for example.

The Micro Jump Drive to be added from what i gathered is a "bail-out!" button for big ships but that's not much of an improvement and i'm sure it will take up a valuable mid or low slot.
Ken 1138
State War Academy
Caldari State
#55 - 2012-10-17 01:53:43 UTC
pyr8t wrote:
Battleships are broken.

It's a problem when there's virtually few reasons to select a battleship over a battle-cruiser. When a single frig, cruiser, or T3 can solo you--while all you can do is sit and watch--things are not balanced. It's completely non-nonsensical. If anything, such 1v1 engagements should be a draw.

Battleships desperately need a total re-balance and re-think with the current state of the game. I'd personally like to see drastically higher tank and resists on these ships.



Thank you! Glad to see someone else that sees this oversight on this class of ship. Next question is will CCP make any attempt to fix this? New frigs and destroyers are nice and all. Because i can't remember when a new or drastically changed battleship has added to eve online and i've been playing for years.

Veryez
Hidden Agenda
Deep Space Engineering
#56 - 2012-10-17 06:49:54 UTC
Verity Sovereign wrote:
biggest issue I have is that going up one size in guns results in a mere 33% increase in DPS... for massive penalties in tracking and sig res (and cap use for hybrids/lasers).

What I'd really like to see, is the loss of size specific bonuses.

That armageddon of yours... imagine if you could fit medium size lasers, and still get the ROF bonus.... you'll only do 75% the max DPS of a Armageddon with large guns, and you'll have reduced range... but much better ability to hit small targets...

Imagine the surprise when a frigate lands on top of a mega, and finds the mega sporting 7 Light Neutron Blasters with +7.5% tracking & +5% damage per level...

Then Imagine what happens to that mega when another mega lands at 10km, and starts pounding it with mega neutron blasters
-> 77% more DPS, 10km falloff, 7.2 km optimal vs 2.5km falloff, 1.5km optimal - 4x better falloff, 4.8x better optimal - that mega fit with small guns gets blown out of the water.

Its balanced, and makes battleships more versatile


I have long supported this idea, it's balanced because it makes BS better against small ships at the loss of value against other battleships. Though I would extend it to allow cruisers to do the same w/frigate guns.

The two classic complaints against this are: Everybody will fly battleships (not really as the small guns don't make them more agile or faster) small ships have the GTFO factor working in their favor.

The other complaint is that it allows senior players to dominate newer players, which they always can anyway, but what's the use of sticking with eve and training ships that take long to master anyway?

This simple change wouldn't make battleships overpowered, as you are trading off quite a bit for effectiveness against smaller ships, but would add in some nasty fitting options and make the typical AF/Intercepter pilot worry about more than "I wonder how many heavy neuts he has?" Imagine the shock of tackling a ratting raven in an AF and discovering he's got 6 bonused Assault Launchers. Twisted
Mike Whiite
Deep Core Mining Inc.
Caldari State
#57 - 2012-10-17 09:13:49 UTC
I don't think you need to change that much.

Biggest problem is it bulk. there is almost no way to escape a gatecamp unless you're with more than the attacker, sure there is a roll as a large fleet ship, it should be the battle ships doing orbital bombarments in dust.

But since we're taking examples from maritime history, it took a lot of effort and ships to bring the Bismark down.
EVE battlesship can be tackled to easy.

Personaly I'd rather see a size diference in tackling devices or a warp strenght bonus on larger ships, somehow it matters what mass you have for speed and agillity, but it doesn't matter of you want to block or jam it. It would be good news i you needed a cruiser size web and disrupter to tackle a Battlesship or just do way less effect in a frigate.

Real physics could help as well, in that situation you should have the ability to just ram a ship while you burn to the gate an damaging it if a Battleship hits something smaller, I know it will be hard to hit a frigate but if it should occur you should ravage it, bubbles is an entirly other problem.

When you look at Eve usuage of ships, solo and in small groups largely depends on survivability, frigates, destroyrs and Cruisers are agile and fast (they can pass al the smaller and less profecional Gatecamps, Most Battlecruisers get nano's and are made more agile and faster. Capitals have jumpdrives and are more or less E-war proof.

Without a low,nil, wh survival mechanism they will only be used in large fleet battles, structure ramming and PvE Highsec. In that way they are like deep space transports, an other ship class that hoplessly fails it's purpose, since the smaller Cargobay Blokade runners and the Jump feighters have far greater survivability.

Fix Jumpgate survivability and give them a change (not free ticket out) survive a gank and it will be used more often
Tippia
Sunshine and Lollipops
#58 - 2012-10-17 09:55:34 UTC
Khoul Ay'd wrote:
Look at BSs and their equivalents throughout history; arrays of different sized guns to deal with different sized threats. And most important, awe-inspiring when they'd roll onto the field of battle. Why should EVE be so different?
Because EVE is a game where game balance and good gameplay design takes precedence over capabilities and realism. Battleships in EVE work differently because it's good design; because it leaves them vulnerable to a wide array of ships; because it ensures that they are not be-all, end-all of ships; and because paper-scissors-rock balancing demands it.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#59 - 2012-10-17 14:04:30 UTC
Veryez wrote:
Verity Sovereign wrote:
What I'd really like to see, is the loss of size specific bonuses.

That armageddon of yours... imagine if you could fit medium size lasers, and still get the ROF bonus.... you'll only do 75% the max DPS of a Armageddon with large guns, and you'll have reduced range... but much better ability to hit small targets...

Imagine the surprise when a frigate lands on top of a mega, and finds the mega sporting 7 Light Neutron Blasters with +7.5% tracking & +5% damage per level...

Then Imagine what happens to that mega when another mega lands at 10km, and starts pounding it with mega neutron blasters
-> 77% more DPS, 10km falloff, 7.2 km optimal vs 2.5km falloff, 1.5km optimal - 4x better falloff, 4.8x better optimal - that mega fit with small guns gets blown out of the water.

Its balanced, and makes battleships more versatile


I have long supported this idea, it's balanced because it makes BS better against small ships at the loss of value against other battleships. Though I would extend it to allow cruisers to do the same w/frigate guns.

The two classic complaints against this are: Everybody will fly battleships (not really as the small guns don't make them more agile or faster) small ships have the GTFO factor working in their favor.

The other complaint is that it allows senior players to dominate newer players, which they always can anyway, but what's the use of sticking with eve and training ships that take long to master anyway?

This simple change wouldn't make battleships overpowered, as you are trading off quite a bit for effectiveness against smaller ships, but would add in some nasty fitting options and make the typical AF/Intercepter pilot worry about more than "I wonder how many heavy neuts he has?" Imagine the shock of tackling a ratting raven in an AF and discovering he's got 6 bonused Assault Launchers. Twisted


Yes, I agree, I'd do the same with cruisers/BCs - I didn't mean to imply this would only apply to BS bonuses... I would make all bonuses, on all ship types, ignore weapon size.
It wouldn't just apply to fitting "undersize" guns on a hull...
If you can manage to tweak your PG enough to allow you to fit an oversize weapon... then that oversize weapon gets a bonus as well - although this would gimp fitting so much that I can't imagine any situation where it would actually be useful (whereas undersize fittings could be very useful - and should allow for better tank due to more pg being available, and less cap use for weapons that use cap) - unlike oversize prop mods.
Maeltstome
Ten Thousand Days
#60 - 2012-10-17 21:50:38 UTC
I think something that was said to me recently sums it up:

"Why fly a battleship when you can get the same EHP from a T3 and have a tiny sig? And if you're worried about money BC's are much better value"

BS's do need a serious balance. I think one major improvement would be to change neuts to cycle more often but for equally less energy neuted. i've had single NOS frigs be fully active against my twin heavy NEUT tempest (even with staggered cycle). Webs dont counter frigs anymore and neither do heavy neuts. Drones die to easily and smartbombs are pretty much designed to troll... but not good for a straight up fight.