These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

New dev blog: Capital ship balancing

First post First post First post
Author
Grath Telkin
Amok.
Goonswarm Federation
#2281 - 2011-10-18 16:35:58 UTC  |  Edited by: Grath Telkin
Also stop bawwing about the log timer Raiden, its so long overdue its ridiculous.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#2282 - 2011-10-18 17:02:02 UTC  |  Edited by: Asuka Solo
I think we should split the SCs into 2 groups:

Group 1: (Use existing models)
Can use fighters + fighter bombers, they retain the existing +3 fighters per level of carrier, only with no Remote rep bonuses and no ewar immunity (these ships have teeth, so dont needs gods blessing to get out of trouble) THey also sacrifice ewar immunity for their current dps. They also lose a significant % of their ship maint bays since these ships are less concerned with fleet logistics and more concerned with pew pew. They retain their current HP, retain their current drone bays but cannot use standard drones anymore. Apply logoffski timer nerf. (These ships will be the big boys of the super carrier class, like hyperions, abaddons, maelstroms and rokhs are to battleships). Ship role = pure anti cap/anti infrastructure dps boat with a phat tank. (cannot effectively engage sub caps)

Group 2: (Will require new models)
Can use standard drones and fighters only, no bombers. They are nerfed to only +1 extra drone per carrier level bonus (Thus reducing the # of drones they can field to 10 without DCUs) Has a remote rep bonus with ewar immunity (these ships have no teeth, so will need devine intervention to help them survive). nerf HP with 20%, buff cap with 25% (for dedicated nigh-perma remote repping) and apply logoffski timer nerf. Boost the ship maint bays with 100% These will be the smaller SCs (like Scorps, domis, typhoons and armageddons are to battleships) Ship role = Fleet logistics (moving ships, replacing losses)/capital fleet support/logistics boats for all ship types, with less tank and allot less dps (but can have limited effectiveness against sub caps using normal drones and fighters in much smaller quantities)

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

wanking monkey girl
Doomheim
#2283 - 2011-10-18 17:09:54 UTC
Grath Telkin wrote:
Also stop bawwing about the log timer Raiden, its so long overdue its ridiculous.

make the log off timer longer
but to make it so you can have a ship in space for 23hours after its logged off. this is a step to far for even PL

make the self destruction so if you have agro it will not work
now that is something we can all agree on
Vincent VanOgh
Arpy Corporation
#2284 - 2011-10-18 19:46:36 UTC  |  Edited by: Vincent VanOgh
FHM wrote:
Damian Gene wrote:
Silly Code, wouldnt let me edit so i had to repost:

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 4.7% of our GDP on military spending.

http://en.wikipedia.org/wiki/Gerald_R._Ford_class_aircraft_carrier 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.
Right now, they don't get used for this often, as if the ship is configured other caps can take the ships out of them into their bay.

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.

CCP, tell us what you intended the role to be, not a huge request, but that will go a long way :)


Take 3 coast guard frigates or cruiser and send them against that supper carrier let them unleash a salvo against that deck and see how many fighters can you get off of it. Or take a single battleship let it fire one salvo off its turrets and that super carrier goes from a ship to a useless husk.

Yes such a ship could respond fast to an attack but caught by even a frigate alone its pretty much dead.. Thats why these big ships depend on smaller, agaile and fast ships to defend it aka sub capitals. Thats why navy puts them in to battlegroups where a carrier or a super carrier is a main command vessel.

To give you an idea of how it looks like and how it should look like.
http://en.wikipedia.org/wiki/File:Abraham-Lincoln-battlegroup.jpg

Also loosing say USS Nimitz that is a super carrier would be a BIG DEAL for USS and it would severely disrupt its military operations where Nimitz was active and they would not have a new Nimitz 10 min after that one was sunk already doing the old ones job and the loss would have much more dire consequences.

Since we are already comparing to real life examples.


Additionally these supercarriers cost billions to maintain.

In real life™, the upfront cost of a military asset is but a small fraction of the total cost of ownership. In EVE, all cost is front-loaded, you can buy a supercarrier and sit in it for a hundred years if you really want to.

This is why even as a cap pilot, I think we should be considering introducing maintenance costs associated with capital ships and larger. Fuel is one way of doing it - to move them costs resources directly, but it doesn't take it far enough.

Logistics becomes extremely important when dealing with large units and although it would make flying a supercap truly miserable, it would also be the most effective (and realistic) way of balancing them out.

This would:

Encourage people who own supercaps to use them, because why bother having them when they cost you to maintain?

Encourage co-operative play and make managing these large ships more challenging at the alliance level, and almost impossible for individuals to run effectively without multiple logistics/production alts behind them.

Simulate wear and tear on large-scale construction. In real life components break and need replacing, hulls corrode and become damaged. The bigger the ship, the harder this maintenance becomes, until it gets to a point where it is no longer cost effective. Regardless of self-repair or autonomous systems - which would absolutely be required for a ship the size of a titan or SC - they would still need steady deliveries of raw materials to keep running.

Make flying capitals less of an endgame choice - because why would you go commanding or flying around in such a huge isk sink without a good reason, when your cruiser is more effective for most tasks and doesn't cost a bean to run?
Shadowsword
The Scope
Gallente Federation
#2285 - 2011-10-18 20:06:33 UTC
wanking monkey girl wrote:

make the log off timer longer
but to make it so you can have a ship in space for 23hours after its logged off. this is a step to far for even PL


If a logged off super end up tackled, I really don't see it stay in space for 23 hours. Not with everyone, their grand-mothers and theirs dogs wanting to be on the killmail, or a piece of the loot. So it's a moot point.
FHM
Doomheim
#2286 - 2011-10-18 20:21:11 UTC
Asuka Solo wrote:
I think we should split the SCs into 2 groups:

Group 1: (Use existing models)
Can use fighters + fighter bombers, they retain the existing +3 fighters per level of carrier, only with no Remote rep bonuses and no ewar immunity (these ships have teeth, so dont needs gods blessing to get out of trouble) THey also sacrifice ewar immunity for their current dps. They also lose a significant % of their ship maint bays since these ships are less concerned with fleet logistics and more concerned with pew pew. They retain their current HP, retain their current drone bays but cannot use standard drones anymore. Apply logoffski timer nerf. (These ships will be the big boys of the super carrier class, like hyperions, abaddons, maelstroms and rokhs are to battleships). Ship role = pure anti cap/anti infrastructure dps boat with a phat tank. (cannot effectively engage sub caps)

Group 2: (Will require new models)
Can use standard drones and fighters only, no bombers. They are nerfed to only +1 extra drone per carrier level bonus (Thus reducing the # of drones they can field to 10 without DCUs) Has a remote rep bonus with ewar immunity (these ships have no teeth, so will need devine intervention to help them survive). nerf HP with 20%, buff cap with 25% (for dedicated nigh-perma remote repping) and apply logoffski timer nerf. Boost the ship maint bays with 100% These will be the smaller SCs (like Scorps, domis, typhoons and armageddons are to battleships) Ship role = Fleet logistics (moving ships, replacing losses)/capital fleet support/logistics boats for all ship types, with less tank and allot less dps (but can have limited effectiveness against sub caps using normal drones and fighters in much smaller quantities)


Group 1 +1
Damian Gene
Sons of Seyllin
Pirate Lords of War
#2287 - 2011-10-18 22:07:05 UTC
FHM wrote:
Damian Gene wrote:

I think that the Super Carrier's role needs to be defined.

What do we want it to do?


Take 3 coast guard frigates or cruiser and send them against that supper carrier let them unleash a salvo against that deck and see how many fighters can you get off of it. Or take a single battleship let it fire one salvo off its turrets and that super carrier goes from a ship to a useless husk.

Yes such a ship could respond fast to an attack but caught by even a frigate alone its pretty much dead.. Thats why these big ships depend on smaller, agaile and fast ships to defend it aka sub capitals. Thats why navy puts them in to battlegroups where a carrier or a super carrier is a main command vessel.

To give you an idea of how it looks like and how it should look like.
http://en.wikipedia.org/wiki/File:Abraham-Lincoln-battlegroup.jpg

Also loosing say USS Nimitz that is a super carrier would be a BIG DEAL for USS and it would severely disrupt its military operations where Nimitz was active and they would not have a new Nimitz 10 min after that one was sunk already doing the old ones job and the loss would have much more dire consequences.

Since we are already comparing to real life examples.



Beautiful pic by the way,

Yes, I agree. Although, the odds are great that the awareness of that AC is high, they should see anything coming (including subs) long before it materializes into a real threat. And on board, it could launch fighters with torps to take out incoming threats by sea, by air, or even take out arty on land. The air deployment is key.
However, I STRONGLY agree with a supporting fleet. The more the better.
I also see the point that was made about maintenance costs.

I hate to say it, but Blobs happen in RL.

I've said this before, and I'll say it again: The most important thing I think CCP needs to do is Define The Role for the Ship Classes.

Ask us, or tell us.

For all we know, CCP does not want Super carriers in eve to be like Supercarriers in RL.
Subtarian
The Flying Dead
#2288 - 2011-10-19 08:58:54 UTC  |  Edited by: Subtarian
Why are so many people refering to this as a goon patch? I think any who has been on the recieving end of DRF and gang 150 man super cap blob would like to see this pach implemented . Simply put as stated before, the reason they are a problem is because of the number of super carriers in fleet at a given time. Im sure when ccp implemented the fighter bomber thing they didnt expect such a proliferation of super carriers as observed in last economic cycle report. In the 4th quarter alone they were up 150 percent. There is no counter to them unless you bring your own blob of super carriers. And lets be real for just a sec shall we. How many alliances besides DRF have the capability whether legal or illegaly to obtain that many super carriers in such a short peroid of time.

Its not like CCP can just ask folks to play nice and not use the clear adavantage of blobing with the OMGWTFPWN mobiles now can they ? So now what ? Some of you want to complain even though you knew it was a FOTM ( albiet an expensive one) but none the less a FOTM and scream foul play? Its no different when everybody jumped head first into the nano FOTM and cried when they balanced it. But your suppose to be special because you spent 20b isk tough ****.

like they told the nano and falcon pilots get over it , adapt or quit this is EVE and the amount of isk you spend on your ship is not a guarantee of any sorts. And for goodness sake please stop comparing real life military to EVE. you cant make reference to real life ships to a Internet space ship (GAME )!!! only miltary tactics which is failry universalStraight
Neo Agricola
Gallente Federation
#2289 - 2011-10-19 09:04:57 UTC
Quote:
Dreadnoughts

•Remove drone bay from all dreadnoughts.
•Siege Module I: Boost damage bonus from 625% to 700% to compensate for loss of drones.
•Siege Module I: Duration time reduced to 5 minutes. Fuel cost -50%.
•Moros: Remove drone bonus.
•Moros: New bonus: 5% bonus to Capital Hybrid Turret rate of fire per level


Great. so Super Carriers and Titans can still "Speedtank" Dreads.

Good work CCP. With this nerf Dreads will still be next to useless exept for shooting something which is not moving.

DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=706442#post706442 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710

Samanta Raiolaser
SPTC-IC
#2290 - 2011-10-19 11:26:57 UTC  |  Edited by: Samanta Raiolaser
Question:
Subtarian wrote:
Why are so many people refering to this as a goon patch?


Answer:
Subtarian wrote:

Its not like CCP can just ask folks to play nice and not use the clear adavantage of blobing


There is no other alliance in EVE that can gather as many duders as goons & co can.

There is nothing but supercaps to survive alpha from 1000+ dudes, stealth bombers are broken in huge fights so they are no good... The only way would be put some time and isk on it and get supercaps. They did. Now because goons realized that they are in danger, CCP will turn all that time/isk in ships in next to useless space bazingas. Tell me please, who is gonna use anything other than a odd triage carrier in a fleet fight? So why would a group of people pay CCP one extra sub to be stuck in one ship that you might use once i a while if u are lucky to have one dumb dude in range doing something stupid with his own super?

You can ask anyone you know that owns a SC or a Titan if they think its worth having up to 20 years worth of plex/gametime or an huge amount of subcapital ships (like...years worth of ships) + paying one extra sub so you can use it like... never.

Again, why would you need dreads and carriers (the first step for an escalation) if they add nothing and can be killed easily with subs? If one does not escalate, your super fleet doesnt have any weight.


I'm not stupid to think I've got all figured out. I might be wrong. But IMO if you completely remove regular drones from supercarriers, nerf titan tracking to a point that those two would add nothing against subcaps, there isnt going to be any scenario that they would be handy or worth the risk. If it comes to that point, I'll unsub that account. I will not quit eve, but it is a shame that eve is becoming an MMO that you can win through CSM and/or posting hard enough on the forums.
Andrew Gunn
Aliastra
Gallente Federation
#2291 - 2011-10-19 12:11:07 UTC  |  Edited by: Andrew Gunn
That Capital balancing list is a big mistake. The only real issue has been supercarriers and that could have been mitigated by a reduction of the number of drones and fighters it could field or fighter bombers - which would help mitigate lag too.

You could have reduced the number of drones and fighters deployable by say 10 + 1 per level and perhaps reduced the number of fighter bombers to 5 + 1 per level and been done with it.

Isolating the titan super weapon to only hitting capitals is terrible idea. The targeted super weapon was a great improvement over the AoE DD - now it's just idiotic. Instead I think that CCP should allow the super weapon to shoot at all structures; as a caveat make an anchorable super weapon for POS.

You guys really know how to break your own game. Take more baby steps.
Imryn Xaran
Coherent Light Enterprises
#2292 - 2011-10-19 13:36:55 UTC  |  Edited by: Imryn Xaran
From what I understand the main problem with super caps isn’t that they are individually too powerful, it’s that when they blob up they are effectively unbeatable. It seems to me that decreasing the strength of the individual ships will not address that main problem at all – in fact it will acerbate it.

Someone else already suggested imposing “maintenance” costs on these ships, and I like that idea but I would take it further. I would make it a daily cost imposed on the alliance that the owner is a member of, and have it double for each additional such ship the alliance has. For example, Alliance A has a titan and gets charged 10m isk in maintenance for it. They add an SC and the charge for that ship is now 20m isk, making a total of 30m isk. Adding another Titan would cost 40m isk, for a total of 70m isk And so on. The numbers are representative only, and should be aimed at severely limiting the number of super caps that even the biggest alliances can afford to operate.

To allow alliances to have the ability to maintain some sort of strategic reserve / deterrent I would implement a new feature whereby it was possible to “decommission” and subsequently “re-commission” super caps. The process of decommissioning a super would take 24 hours to complete, during which time the ship would be immobile and unable to activate modules, launch fighters etc, and would be vulnerable to attack. The process could be halted at any point before completion to allow the ship to be used as normal, but the decommissioning process would then have to start from scratch again. Once a super is decommissioned it is stationary, inactive, un-boardable and invulnerable to attack. In this state it does not incur any maintenance fees. The re-commissioning process is the reverse, but takes much longer – I suggest 2 or 3 days. You would need a password (specified during decommissioning) to initiate the re-commissioning process and the alliance would start to incur maintenance fees as soon as the re-commissioning process commenced. The ship would be vulnerable to attack while it was re-commissioning, would be immobile and unable to activate modules, launch fighters etc.

These changes would severely limit the number of super caps in everyday use, whilst still allowing alliances to keep large strategic reserves of these ships. The presence of these reserves would provide some excellent gaming (and meta-gaming) opportunities. To give a quick example:

Alliance A wants to attack Alliance B, but knows that Alliance B has a huge strategic reserve of super caps. Through excellent use of intelligence sources they identify the system where Alliance B has situated its reserve fleet, and launch an all-out attack to capture that system and neutralize the enemy’s reserve fleet. Is their intelligence accurate? Can they punch through and capture the system before the reserves are re-commissioned? Has Alliance B anticipated the attack and started re-commissioning in advance?

Anyway, by making these changes it becomes too expensive for alliances to operate huge numbers of super caps on a continual basis, but they can call up a reserve fleet that they can then afford to operate for a limited period. The super cap blob will cease to exist in most people’s daily lives, but the big alliances can still apply overwhelming power when they need to (and when they can afford to).

The key is to set the super cap maintenance fee high enough that operating more than half a dozen on a permanent basis is only possible for the biggest (richest) alliances, and when that alliance calls up its reserve fleet it can only operate it for days (a week or two at most) before going bankrupt.

If an alliance fails to pay the maintenance bill for one of their super caps the ship immediately starts to decommission. To halt this process the bill must be paid and then the pilot can give the halt command. If the pilot is afk / unavailable the process runs to conclusion (assuming the ship survives), the pilot is ejected and a system generated password for re-commissioning is sent to the pilot via evemail.

For super cap pilots who are not members of an alliance, and cannot afford to operate their ship under the new system, I suggest there should be a limited time option when the changes are implemented for them to reprocess their ship, either back to the base minerals or back to components.

TL:DR Impose an operating cost for super caps. Make it double for each ship after the first. Make it so high that the biggest alliances can only afford to operate half a dozen continuously. Allow for a reserve fleet to be called up, at ruinous cost.
Shadowsword
The Scope
Gallente Federation
#2293 - 2011-10-19 15:29:23 UTC  |  Edited by: Shadowsword
Samanta Raiolaser wrote:
There is no other alliance in EVE that can gather as many duders as goons & co can.


The DRF could, and did. Do you seriously think that having supercaps will lower the amount of players in your alliance who want to join the fleet?

Quote:

Tell me please, who is gonna use anything other than a odd triage carrier in a fleet fight? So why would a group of people pay CCP one extra sub to be stuck in one ship that you might use once i a while if u are lucky to have one dumb dude in range doing something stupid with his own super?


Dunno. Maybe those who are interested in winning the fight? Last time I checked, 49 abbadons + 1 Nyx were still better than 50 abbadons.

Is it different now?


Quote:

You can ask anyone you know that owns a SC or a Titan if they think its worth having up to 20 years worth of plex/gametime or an huge amount of subcapital ships (like...years worth of ships) + paying one extra sub so you can use it like... never.


I supsect that Seleene, for one, would approve of the nerfs.
Subtarian
The Flying Dead
#2294 - 2011-10-19 17:40:12 UTC  |  Edited by: Subtarian
[quote=Samanta] There is no other alliance in EVE that can gather as many duders as goons & co can.

There is nothing but supercaps to survive alpha from 1000+ dudes, stealth bombers are broken in huge fights so they are no good... The only way would be put some time and isk on it and get supercaps. They did. Now because goons realized that they are in danger, CCP will turn all that time/isk in ships in next to useless space bazingas. Tell me please, who is gonna use anything other than a odd triage carrier in a fleet fight? So why would a group of people pay CCP one extra sub to be stuck in one ship that you might use once i a while if u are lucky to have one dumb dude in range doing something stupid with his own super?

You can ask anyone you know that owns a SC or a Titan if they think its worth having up to 20 years worth of plex/gametime or an huge amount of subcapital ships (like...years worth of ships) + paying one extra sub so you can use it like... never.

Again, why would you need dreads and carriers (the first step for an escalation) if they add nothing and can be killed easily with subs? If one does not escalate, your super fleet doesnt have any weight.


I'm not stupid to think I've got all figured out. I might be wrong. But IMO if you completely remove regular drones from supercarriers, nerf titan tracking to a point that those two would add nothing against subcaps, there isnt going to be any scenario that they would be handy or worth the risk. If it comes to that point, I'll unsub that account. I will not quit eve, but it is a shame that eve is becoming an MMO that you can win through CSM and/or posting hard enough on the forums.[quote=Samanta]


your kidding right ? first off this is not the goons of the sec BOB war. second ive seen many different power bloc field incredible amounts of dudes with ease. One thing for sure is a numbers game can be countered. There is no way to counter a un even playing field in the aquisiton of super carriers and such. and please dont say something to the aspects of all those shiny Supers were aquired through good upstanding methodsLol
Dank Man
#2295 - 2011-10-19 17:52:43 UTC
Nerf logoff timer to 23 hrs max, take away drones, and nerf EHP by 20%... so tons of SCs die. Any of the most powerful entities have isk to replace any lost SCs very quickly... So populations of SCs go down... people cheer, all small alliances have had their SC fleets destroyed, build times are still as long and build costs still as high. Big alliances continue to hold massive fleets of useless SCs likely on accounts they have let expire. Everyone fights in subcaps... hooray?
Samanta Raiolaser
SPTC-IC
#2296 - 2011-10-19 18:39:28 UTC
Subtarian wrote:

your kidding right ? first off this is not the goons of the sec BOB war. second ive seen many different power bloc field incredible amounts of dudes with ease. One thing for sure is a numbers game can be countered. There is no way to counter a un even playing field in the aquisiton of super carriers and such. and please dont say something to the aspects of all those shiny Supers were aquired through good upstanding methodsLol


So it all comes down to boting eh? Why dont you give us some of those pr0 statistics saying that 99,97% of all supercapitals were bought with bot/rmt isk cuz simply there isnt another way. No one can have more than 17mill isk without boting. You can also say that bot only works with russian clients, that could be one of the reasons.....

But what you cant ever say is that group A realized that building an respectable supercap fleet is an expensive/time consuming but effective way to fight, while group B for w/e reason didnt. Now the easiest, most effective way to kill all supers is to make them unsub supercap pilots due to lack of situations that they can be useful.
Shadowsword
The Scope
Gallente Federation
#2297 - 2011-10-19 20:18:03 UTC
Dank Man wrote:
Nerf logoff timer to 23 hrs max, take away drones, and nerf EHP by 20%... so tons of SCs die. Any of the most powerful entities have isk to replace any lost SCs very quickly... So populations of SCs go down... people cheer, all small alliances have had their SC fleets destroyed, build times are still as long and build costs still as high. Big alliances continue to hold massive fleets of useless SCs likely on accounts they have let expire. Everyone fights in subcaps... hooray?


Wrong, everyone fight with dread/carrier/support fleets, and Hooray!
Subtarian
The Flying Dead
#2298 - 2011-10-19 20:39:06 UTC
Samanta Raiolaser wrote:
Subtarian wrote:

your kidding right ? first off this is not the goons of the sec BOB war. second ive seen many different power bloc field incredible amounts of dudes with ease. One thing for sure is a numbers game can be countered. There is no way to counter a un even playing field in the aquisiton of super carriers and such. and please dont say something to the aspects of all those shiny Supers were aquired through good upstanding methodsLol


So it all comes down to boting eh? Why dont you give us some of those pr0 statistics saying that 99,97% of all supercapitals were bought with bot/rmt isk cuz simply there isnt another way. No one can have more than 17mill isk without boting. You can also say that bot only works with russian clients, that could be one of the reasons.....

But what you cant ever say is that group A realized that building an respectable supercap fleet is an expensive/time consuming but effective way to fight, while group B for w/e reason didnt. Now the easiest, most effective way to kill all supers is to make them unsub supercap pilots due to lack of situations that they can be useful.



I dont think I ever stated a percentage ...because I dont know it. I dont know how many Super were aquired through legal and illegal means. And botting in the drone lands produce compounds that produce minerals theres no need to change that into isk. but what I can say like I stated it before is that Group A jumped head first into a FOTM and knew that is was overpowered and reaped the benefits of doing so while group B didnt and suffered for not doing so. Now that The FOTM is being balanced group A shouldnt complain because common F*****G sense would've told them that this was inevitable . They choose to reap the benefits for that given time, they took the gamble for the immediate benefit ! So now dont come crying because its getting balanced. Its no different then group B not being able to complain for loosing countless system because they didnt do it first.Ugh
Dank Man
#2299 - 2011-10-19 20:44:05 UTC
Lol Subtarian so group A correctly predicts the 2nd most expensive and 2nd hardest to train (if not hardest to train due to immense drone skills 20m+) biggest ships in the game would be very powerful in groups. Lots of people see this ship as the best for the multiple uses and circumstances, so it becomes FOTM for the vets, therefor because some noobs havnt had time to train for them and cant beat these skilled vets they cry that their ships are OP, your argument seems to be flawless.
Subtarian
The Flying Dead
#2300 - 2011-10-19 21:50:12 UTC  |  Edited by: Subtarian
Dank Man wrote:
Lol Subtarian so group A correctly predicts the 2nd most expensive and 2nd hardest to train (if not hardest to train due to immense drone skills 20m+) biggest ships in the game would be very powerful in groups. Lots of people see this ship as the best for the multiple uses and circumstances, so it becomes FOTM for the vets, therefor because some noobs havnt had time to train for them and cant beat these skilled vets they cry that their ships are OP, your argument seems to be flawless.


Umm. there was no prediction involved you act like there isnt a TEST SERVER that shows you the changes before they happen. Also there was no new skill to train for motherships besides fighter bomber. How can you say this was hard if u were training be a pro carrier pilot anyway. Immense drone skils...haha like those dont carry over from being a regular carrier pilot. it was harder training for the Naglfar than it was a super carrier. Once again your stating the price of the ship like it should guarantee you something extra cause you spent billions.

And to say that noobs are the ones complaining is really a pro aurgment. But i see you from raiden and would be group A..so i wouldnt expect you to like the change or admitt to the super carrier being overpowered ,just like I've been part of group B and would see the need for a change,and guess what Im no noob.

2nd hardest to train (if not hardest to train due to immense drone skills 20m+) ...had to laugh at this one again Lol