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Player Features and Ideas Discussion

 
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[Winter] Combat Cruisers

First post
Author
Aglais
Ice-Storm
#641 - 2012-10-23 17:13:15 UTC
Harvey James wrote:

moa is still far too slow for a blaster boat.


Yes, it's a little on the slow side but do take into consideration the fact that it now at least has a new mid for a potential web. This will help it, far more than the utility high could've.
Heribeck Weathers
Caldari Provisions
Caldari State
#642 - 2012-10-23 17:17:34 UTC
The Moa is now in a Happyer place in life, it now feels like the main stay shield race cares about focusing on shield slots.

Love You CCP Foz
Dr Sheng-Ji Yang
Doomheim
#643 - 2012-10-23 17:21:17 UTC
Quote:
New changes, designed to solve some of the problems brought up so far:
Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.

Maller: More fittings and cap to help it operate with the still difficult to use lasers. Added 3 light drones to help with damage application.
+150 PG, +20 CPU
-200 Shield, +200 Armor
+75 Capacitor, -50s Cap Recharge Time, +0.5 Cap/s
-10 Velocity, -0.04 Agility, +500,000 mass, -0.2s Align time
+15m3 Dronebay, +15mbit bandwidth

Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings.
-1H, +1M
+50 PG, +5 CPU
+200 Shield, -200 Armor, +100 Structure
+75 Capacitor, +0.15 Cap/s
-5 Velocity, -0.02 Agility, +500,000 mass

Vexor: Upped the mass, as the old values were just a bit too insane in practice. Added 25m3 dronebay to allow more more spare drones to be carried.
-10 Velocity, -0.07 Agility, +1,000,000 mass, -0.2s Align time
+25m3 Dronebay

Rupture: As many of you pointed out, the Rupture speed was simply too good. My bad.
-1 Launcher
-100 Structure
-30 Velocity, -0.04 Agility, +550,000 mass, -0.2s Align time

OP has been updated


Great.
You are my favourite dev now too!
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#644 - 2012-10-23 17:28:24 UTC
CCP Fozzie wrote:
New changes, designed to solve some of the problems brought up so far:
Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.

Maller: More fittings and cap to help it operate with the still difficult to use lasers. Added 3 light drones to help with damage application.
+150 PG, +20 CPU
-200 Shield, +200 Armor
+75 Capacitor, -50s Cap Recharge Time, +0.5 Cap/s
-10 Velocity, -0.04 Agility, +500,000 mass, -0.2s Align time
+15m3 Dronebay, +15mbit bandwidth

Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings.
-1H, +1M
+50 PG, +5 CPU
+200 Shield, -200 Armor, +100 Structure
+75 Capacitor, +0.15 Cap/s
-5 Velocity, -0.02 Agility, +500,000 mass

Vexor: Upped the mass, as the old values were just a bit too insane in practice. Added 25m3 dronebay to allow more more spare drones to be carried.
-10 Velocity, -0.07 Agility, +1,000,000 mass, -0.2s Align time
+25m3 Dronebay

Rupture: As many of you pointed out, the Rupture speed was simply too good. My bad.
-1 Launcher
-100 Structure
-30 Velocity, -0.04 Agility, +550,000 mass, -0.2s Align time

OP has been updated



I don't really think the maller needed to be slower since its already going to be a brick but.. Hmm.. The cap change is a step in the right direction.. I don't know if it will be enough to let the Maller work without a cap booster but.. possibly, the drones also make it more versitile.

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.

BYDI recruitment closed-ish

CCP Fozzie
C C P
C C P Alliance
#645 - 2012-10-23 17:32:03 UTC
Garviel Tarrant wrote:

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.


I have ideas, but no specific release plans attached to them yet.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Harvey James
The Sengoku Legacy
#646 - 2012-10-23 17:37:28 UTC
CCP Fozzie wrote:
Garviel Tarrant wrote:

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.


I have ideas, but no specific release plans attached to them yet.


how about any plans to fix drones?

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

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

Nerf web strength, Make the blaster Eagle worth using

Kethry Avenger
Ministry of War
Amarr Empire
#647 - 2012-10-23 17:38:13 UTC
Are you open to going back and looking at other Amarr ships in terms of cap generation?

Is there any kind of baseline that you are aiming for when it comes to how long Amarr ships should be able to operate in combat without a booster or battery?

I was in a fleet shooting I-Hubs in an Oracle last night, and with megapulse using multi-freq and a experimental MWD fitted, I was running at 36% cap, if I had to activate any other module I would have been SOL. It would be dumb to be cap stable with the MWD or a repper on, but I couldn't even activate my active hardeners without running out of cap. I think that is a problem and would like to know your thoughts. Is it mostly a problem on the larger ships?

Like the changes to the Maller. Still wish we had a missile line of ships. Feel free to add a new frig, cruiser, BS, and T2 BS as you go along. Big smile
Reppyk
The Black Shell
#648 - 2012-10-23 17:43:56 UTC
CCP Fozzie wrote:
Garviel Tarrant wrote:

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.


I have ideas, but no specific release plans attached to them yet.
NOS atm :
if the target has % more capa than you, you steal a bit of capa.

Proposition :
if the target has % more capa than you, you steal a bit of capa.
If he has less, you steal only half of that "small bit".

Tada~ fix'd.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

The VC's
The Scope
Gallente Federation
#649 - 2012-10-23 17:45:42 UTC  |  Edited by: The VC's
The Maller.

3 drones? I wonder how much use they would be in practice. Doesn't it seem a little odd that the frontline main Amarr cruiser is unable to mount a neut or nos, considering neuts are Amarr's secondary ewar. That neut, on the Maller and the Punisher, is the thing that equalises their limited mid-slot utility, speed and poor tracking

How about 4 turrets, 1 utility and a +10% per level damage bonus. It sounds like a big bonus but would in fact be 0.25 effective turrets less and would help keep PG levels down to a sensible level.


Sounds crazy?

I just can't get with the 'no neut on the Amarr brawler' idea.



Edit. The drones just seem to me to be a bit of a quick patch-up. It's not as if the new Maller will need the extra DPS.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#650 - 2012-10-23 17:51:40 UTC
Moa change is satisfactory. I have difficulty judging the others since lasers are still terrible, projectiles are still OP, and heavy drones are unsuitable as a cruiser weapon.

Hoping for some substantial BC nerfs so these things can not be useless.
Harvey James
The Sengoku Legacy
#651 - 2012-10-23 17:52:43 UTC
how about any plans to make projectiles neutable?

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

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

Nerf web strength, Make the blaster Eagle worth using

Goldensaver
Maraque Enterprises
Just let it happen
#652 - 2012-10-23 17:59:54 UTC
Really liking the Maller changes. Now it has the best cap, best armour, and it's easier to fit and has drones. Very nice. Very, very nice.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#653 - 2012-10-23 18:01:50 UTC
CCP Fozzie wrote:
Garviel Tarrant wrote:

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.


I have ideas, but no specific release plans attached to them yet.


The problem with nos is mostly the amount/sec. They drain less than half what neuts neut. They should probably drain more, or at least the same, so you can use them as a defence against neuts. It is sort of helpful for running single reps and stuff at the moment, but the actual amount compared to base cap/sec your ship generates is pretty low. Increasing the drain would help people like me who want a little repping, but have a major hatred for cap boosters. I also think 200 pg is way too much. I was thinking maybe half that.
Parsee789
Immaterial and Missing Power
#654 - 2012-10-23 18:03:28 UTC
New changes are much better and make more sense.

You should just remove that silly 10% cap usage for lasers bonus and make all amarr ships have a higher cap recharge rate and replace that cap usage bonus for a better bonus.

After all Amarr ships should have superior capacitor to other races in both size and average recharge amount per second, just like how minmatar ships have superior speed and agility.
MeBiatch
GRR GOONS
#655 - 2012-10-23 18:13:54 UTC
CCP Fozzie wrote:
Garviel Tarrant wrote:

One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.


I have ideas, but no specific release plans attached to them yet.


easy solution

if your cap percentage is greater then what you are targeting then you only get 50% efficancy for cap consumption... then if you go less then 50% of the target you get 100% cap consumption rate for the mod...

not a hard fix tbh...

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

Ugh ti-di pooping makes me sad.

Zyella Stormborn
Green Seekers
#656 - 2012-10-23 18:17:08 UTC
Parsee789 wrote:
New changes are much better and make more sense.

You should just remove that silly 10% cap usage for lasers bonus and make all amarr ships have a higher cap recharge rate and replace that cap usage bonus for a better bonus.

After all Amarr ships should have superior capacitor to other races in both size and average recharge amount per second, just like how minmatar ships have superior speed and agility.


Quoting this purely for the Iagreewholeheartedly factor. Big smile

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

MeBiatch
GRR GOONS
#657 - 2012-10-23 18:18:24 UTC
Zyella Stormborn wrote:
Parsee789 wrote:
New changes are much better and make more sense.

You should just remove that silly 10% cap usage for lasers bonus and make all amarr ships have a higher cap recharge rate and replace that cap usage bonus for a better bonus.

After all Amarr ships should have superior capacitor to other races in both size and average recharge amount per second, just like how minmatar ships have superior speed and agility.


Quoting this purely for the Iagreewholeheartedly factor. Big smile



sure thing just make tech I ammo consumable and i am game...

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

Ugh ti-di pooping makes me sad.

Goldensaver
Maraque Enterprises
Just let it happen
#658 - 2012-10-23 18:19:38 UTC
Parsee789 wrote:
New changes are much better and make more sense.

You should just remove that silly 10% cap usage for lasers bonus and make all amarr ships have a higher cap recharge rate and replace that cap usage bonus for a better bonus.

After all Amarr ships should have superior capacitor to other races in both size and average recharge amount per second, just like how minmatar ships have superior speed and agility.

The only issue with that is that if the bonus wasn't a significant enough bonus to lasers, then people would strap on projectiles and have the ridiculous cap-boats. MWD's, points, and reppers all running pretty well close to stable because the cap was meant to run the guns, etc. Some strange things could happen, and I'm not sure if it would be good strange, or bad strange.

'Course, same could be said for the 'Matar ships, because the inherently high speed means they can save slots usually used for Nano's and the sort, but should they choose to use the slots for Nano's and the sort, they can get some ridiculously fast ships. And that doesn't inherently imbalance them...
Zarnak Wulf
Task Force 641
Empyrean Edict
#659 - 2012-10-23 18:39:05 UTC
Caldari Hybrids are the future! LMAO (seriously - called it a year ago)
Bouh Revetoile
In Wreck we thrust
#660 - 2012-10-23 18:39:12 UTC  |  Edited by: Bouh Revetoile
Goldensaver wrote:
The only issue with that is that if the bonus wasn't a significant enough bonus to lasers, then people would strap on projectiles and have the ridiculous cap-boats. MWD's, points, and reppers all running pretty well close to stable because the cap was meant to run the guns, etc. Some strange things could happen, and I'm not sure if it would be good strange, or bad strange.

'Course, same could be said for the 'Matar ships, because the inherently high speed means they can save slots usually used for Nano's and the sort, but should they choose to use the slots for Nano's and the sort, they can get some ridiculously fast ships. And that doesn't inherently imbalance them...

This, and amarr don't need to reload, or even if they do, they do it so fast, capacitor is the only thing limiting their long term dps. As long as capacitor go, they never stop firing, and they never run out of ammo with T1.

PS : Oh, and fixing batteries could be cool for neut defense.