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[Winter] Combat Cruisers

First post
Author
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#841 - 2012-11-01 14:53:30 UTC
Aglais wrote:
fugly as the Arbitrator.

GTFO!!!
Awesome looking ship. Would love to see it revamped with more detail, but the basic shape is great.
The VC's
The Scope
Gallente Federation
#842 - 2012-11-01 15:10:57 UTC  |  Edited by: The VC's
Goldensaver wrote:
The VC's wrote:
Kai'rae Saarkus wrote:


A) Rupture only has 5 highs (only 1 utility slot).. so you're OK with Rupture sacrificing a Turret to for a utility mid (to fit the two neuts)? Or, you made a mistake?.



I think he meant a med neut on the Maller and a small neut coming from the Rupture.

Probably not, because the Maller's losing its utility spare after the patch, and I don't know many people who are going to pull off a turret for a neut. Especially not on a ship that needs all the cap it can get, and a neut will only hurt that more.


Trust me, he was. Go back a few more posts and get a feel for the argument and the examples presented. I am well aware of the current Maller proposal.

Ed. I can understand how the confusion occurred. The language could be clearer.

Ed2 Alternatively, I'm full of crap.
Goldensaver
Maraque Enterprises
Just let it happen
#843 - 2012-11-01 15:22:10 UTC
The VC's wrote:
Goldensaver wrote:
The VC's wrote:
Kai'rae Saarkus wrote:


A) Rupture only has 5 highs (only 1 utility slot).. so you're OK with Rupture sacrificing a Turret to for a utility mid (to fit the two neuts)? Or, you made a mistake?.



I think he meant a med neut on the Maller and a small neut coming from the Rupture.

Probably not, because the Maller's losing its utility spare after the patch, and I don't know many people who are going to pull off a turret for a neut. Especially not on a ship that needs all the cap it can get, and a neut will only hurt that more.


Trust me, he was. Go back a few more posts and get a feel for the argument and the examples presented. I am well aware of the current Maller proposal.

Ed. I can understand how the confusion occurred. The language could be clearer.


Oh wow, you're right:

lazyquote:
"Seriously though a Maller with tackle guns running with one med neut and one small neut on him (shield rupture) lasts 44 seconds."

Or maybe he means one med and one small neut on him.

Hrrrm, maybe he could come back and explain?

Bah, I've stopped caring about that. It's too much thought and effort going into one forum post that's going to be wrong regardless because after the patch there will only be one utility high between them, and that's on the Rupture.
Aglais
Ice-Storm
#844 - 2012-11-01 15:30:25 UTC
Mr Floydy wrote:
Aglais wrote:
fugly as the Arbitrator.

GTFO!!!
Awesome looking ship. Would love to see it revamped with more detail, but the basic shape is great.


No, it's pretty bland looking in terms of both basic shape and details. It's easily the weakest in terms of aesthetics of the Amarr cruisers, even if it does have the most utility right now. It needs an update, badly, and more of a Scorpion overhaul than a Raven/Tempest/Megathron one. Still, why is it that ewar ships universally look bad?


But back on topic, is there any news on exactly when we're getting a new build on duality that will be including the combat cruiser updates?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#845 - 2012-11-01 16:07:22 UTC
Kai'rae Saarkus wrote:
Garviel Tarrant wrote:
Seriously though a Maller with tackle guns running with one med neut and one small neut on him (shield rupture) lasts 44 seconds. Which is enough time to take down about Half of the ruptures tank.... and that is assuming you start at 100% cap which NEVER happens, so it would be more like 25 seconds.

*Snip*

Even then i'm sceptical... I'm not someone who thinks lasers should be homogenized down to using way less cap and losing their flavor.. But its clear that THIS doesn't work.


A) Rupture only has 5 highs (only 1 utility slot).. so you're OK with Rupture sacrificing a Turret to for a utility mid (to fit the two neuts)? Or, you made a mistake?

B) fit a Med Booster.

That gives you a Cap stable, Neut resistant fit that has >40K EHP, >1200m/s, >300 DPS to >20Km.



Yea sorry i forgot that the rupture lost a high

The difference between 1 med neut and 1 med one small is about 10 seconds so meh?


Stop arguing, you're wrong and bad >=[

BYDI recruitment closed-ish

Bouh Revetoile
In Wreck we thrust
#846 - 2012-11-01 16:54:27 UTC
I find it funny that amarr pilot asked loudly for the removal of the cap consumption bonus and whine now because of cap consumption of laser turrets.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#847 - 2012-11-01 18:06:33 UTC
Aglais wrote:
Mr Floydy wrote:
Aglais wrote:
fugly as the Arbitrator.

GTFO!!!
Awesome looking ship. Would love to see it revamped with more detail, but the basic shape is great.


No, it's pretty bland looking in terms of both basic shape and details. It's easily the weakest in terms of aesthetics of the Amarr cruisers

Being the worst of the Amarr cruisers isn't exactly a bad thing. They're best of a bad bunch!
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#848 - 2012-11-01 19:45:14 UTC
So vexor is still limited to either 2h/2m/1l no tracking/no spares/no projection mode or 5m no damage mode? Disappointed. I still don't get why it can't have 50 bandwidth and a bigger damage bonus.
Aurelius Vicci
Perkone
Caldari State
#849 - 2012-11-02 03:09:04 UTC
The way I understand it, the CC rebalance puts the vexor in a unique position as the only combat cruiser being formulated from what was originally a tier 2 cruiser; the others are all sourced from formerly tier 3 cruisers. The vexor seems to be getting a rather more substantial buff than the other hulls due to this circumstance it would seem. Doesn't this give rise to the awkward situation of the gallente being the only race with a faction derivative of their combat cruiser, while all other navy cruisers are derived from support and attack cruisers? And will the navy vexor be getting an appropriate buff to prevent it from becoming an expensive, obsolete, somewhat vestigial orphan of a faction tier 2 cruiser?
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#850 - 2012-11-02 08:40:56 UTC
Aurelius Vicci wrote:
The way I understand it, the CC rebalance puts the vexor in a unique position as the only combat cruiser being formulated from what was originally a tier 2 cruiser; the others are all sourced from formerly tier 3 cruisers. The vexor seems to be getting a rather more substantial buff than the other hulls due to this circumstance it would seem. Doesn't this give rise to the awkward situation of the gallente being the only race with a faction derivative of their combat cruiser, while all other navy cruisers are derived from support and attack cruisers? And will the navy vexor be getting an appropriate buff to prevent it from becoming an expensive, obsolete, somewhat vestigial orphan of a faction tier 2 cruiser?


It already is.
Aglais
Ice-Storm
#851 - 2012-11-02 17:21:03 UTC  |  Edited by: Aglais
So last night, I managed to get a look at the Rupture as well as the Moa.

Moa is brilliant. It's a ship that, while slow, has offensive and defensive power to make up for it (though medium railguns are incredibly lackluster on this hull due to the whole "lol rails" factor- Seriously, 5 200mm railgun IIs, CN antimatter? About 200 DPS. It's not exactly an Alpha boat either. Also of note is that this is with three magstabs.) It'll definitely have to rely on being in a gang and smaller, faster tackle to be fully effective, but it's a shield-brick that can hurt if it's packing blasters. No fitting issues with Ions, nice balanced fit between offense and defense in addition to a web.

Rupture: Fragile, reasonably fast even with plates (very fast if fit otherwise though not as fast as the Stabber), suffers from Stabberitis in terms of it's very poor damage potential. I'm surprised that four double damage bonused projectiles aren't very effective. Yes, the Rupture has drones, but this doesn't quite push it into the range of the Moa or Vexor. Will have to look at how it behaves when fit with artillery; with ACs it's kind of mediocre, to be honest. Perhaps artillery ruptures will be decent.

So it seems that Minmatar might have been dethroned as the top tier PvP ships cruiser and down, I think; now there are actual downsides to using them. Some will whine. Others such as myself are not exactly as put out, because this means that there's going to be far, far more variety out there in PvP.
Zhephell
Viziam
Amarr Empire
#852 - 2012-11-02 18:49:15 UTC
Aglais wrote:
So last night, I managed to get a look at the Rupture as well as the Moa.

Moa is brilliant. It's a ship that, while slow, has offensive and defensive power to make up for it (though medium railguns are incredibly lackluster on this hull due to the whole "lol rails" factor- Seriously, 5 200mm railgun IIs, CN antimatter? About 200 DPS. It's not exactly an Alpha boat either. Also of note is that this is with three magstabs.) It'll definitely have to rely on being in a gang and smaller, faster tackle to be fully effective, but it's a shield-brick that can hurt if it's packing blasters. No fitting issues with Ions, nice balanced fit between offense and defense in addition to a web.

Rupture: Fragile, reasonably fast even with plates (very fast if fit otherwise though not as fast as the Stabber), suffers from Stabberitis in terms of it's very poor damage potential. I'm surprised that four double damage bonused projectiles aren't very effective. Yes, the Rupture has drones, but this doesn't quite push it into the range of the Moa or Vexor. Will have to look at how it behaves when fit with artillery; with ACs it's kind of mediocre, to be honest. Perhaps artillery ruptures will be decent.

So it seems that Minmatar might have been dethroned as the top tier PvP ships cruiser and down, I think; now there are actual downsides to using them. Some will whine. Others such as myself are not exactly as put out, because this means that there's going to be far, far more variety out there in PvP.


in my opinion, it isn't really like you say.
I know that it ll have less tank that the other combat cruisers, but using acs it can have a nice fit too , i used the pyfa, and i did that rupture, try to fit this.

[Rupture, Rupture fit]

Gyrostabilizer II
Gyrostabilizer II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Damage Control II

Experimental 10MN MicroWarpdrive I
Stasis Webifire II
Tracking Disruptor II
(with the new medium slot, put a warp scrambler)

220mm Vulcan AutoCannon II, Hail M
220mm Vulcan AutoCannon II, Hail M
220mm Vulcan AutoCannon II, Hail M
220mm Vulcan AutoCannon II, Hail M
Small Energy Neutralizer II


Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hobgoblin II x5



Ok, i know that a medium neut should be better, i tried to put an ancillary in one rig, but it need a 3% power more to fit a meta 4 medium neut.
But, I think it's a nice ship, it has now 33,8k ehp as average, 488 dps with hail, and if you stop the mwd it's stable, now it has 1236 m/s, but that ll be a little better.
The tracking disruptor, and it's speed can compensate it's worst tank compared to the other combat cruisers, that have 40k ehp, to 50k ehp as average.
If you have like me, the ca 1 and ca 2 implants, you can change one trimark by an ancillary current router (you lose only 3,4 k ehp ), and then, the tracking disruptor can be changed by a large ancillary shield booster.
Sean Parisi
Blackrise Vanguard
#853 - 2012-11-05 07:09:56 UTC
I am not sure whether I agree with the trend of providing the 5% damage bonus to Caldari ships past the Merlin. Although the Moa will still be awesome with either bonus, I believe the optimal range bonus makes the Moa unique and allows it to reach out to extreme ranges as well as providing a different play style with blasters - giving that extra range that helps exponentially. (Atleast to me)

With the Merlin the bonus is extremely useful as it did not have the fire power to be remotely as useful sniper. As well as the fact that majority of frigate engagements are within 10km, the optimal bonus did not benefit it enough to make a difference in comparison to the damage bonus. Regardless I will continue to use the Moa with either changes. I just hope that the Rokh maintains this bonus as the large guns benefit greatly from the extra range.

Basically I am just saying to look out for homogenization of skill bonuses.
Connall Tara
State War Academy
Caldari State
#854 - 2012-11-05 15:41:22 UTC
Sean Parisi wrote:
I am not sure whether I agree with the trend of providing the 5% damage bonus to Caldari ships past the Merlin. Although the Moa will still be awesome with either bonus, I believe the optimal range bonus makes the Moa unique and allows it to reach out to extreme ranges as well as providing a different play style with blasters - giving that extra range that helps exponentially. (Atleast to me)

With the Merlin the bonus is extremely useful as it did not have the fire power to be remotely as useful sniper. As well as the fact that majority of frigate engagements are within 10km, the optimal bonus did not benefit it enough to make a difference in comparison to the damage bonus. Regardless I will continue to use the Moa with either changes. I just hope that the Rokh maintains this bonus as the large guns benefit greatly from the extra range.

Basically I am just saying to look out for homogenization of skill bonuses.



that is admittedly a significant point of concern, particularly as we move up the tiers and reach the ships such as the rokh. however, in the grand scheme of things i can see the damage bonuses working "well" within the overall caldari fluffed doctrine. a shield of close range, but slow, vessels serving as an escort for the more fragile but significantly longer ranged platforms and dedicated sniper ships.

just a thought

Naomi Knight - "You must be CCP Rise alt , that would explain everything"

Bouh Revetoile
In Wreck we thrust
#855 - 2012-11-05 17:12:15 UTC
Connall Tara wrote:
that is admittedly a significant point of concern, particularly as we move up the tiers and reach the ships such as the rokh. however, in the grand scheme of things i can see the damage bonuses working "well" within the overall caldari fluffed doctrine. a shield of close range, but slow, vessels serving as an escort for the more fragile but significantly longer ranged platforms and dedicated sniper ships.

just a thought

There is no fragile things in the caldari doctrine except for the Naga, and even there it's relative : the Naga is the most robust shield BC tier 3. Their dedicated snipers are the most resilient in the galaxy.
Sean Parisi
Blackrise Vanguard
#856 - 2012-11-06 14:39:25 UTC
Connall Tara wrote:
Sean Parisi wrote:
I am not sure whether I agree with the trend of providing the 5% damage bonus to Caldari ships past the Merlin. Although the Moa will still be awesome with either bonus, I believe the optimal range bonus makes the Moa unique and allows it to reach out to extreme ranges as well as providing a different play style with blasters - giving that extra range that helps exponentially. (Atleast to me)

With the Merlin the bonus is extremely useful as it did not have the fire power to be remotely as useful sniper. As well as the fact that majority of frigate engagements are within 10km, the optimal bonus did not benefit it enough to make a difference in comparison to the damage bonus. Regardless I will continue to use the Moa with either changes. I just hope that the Rokh maintains this bonus as the large guns benefit greatly from the extra range.

Basically I am just saying to look out for homogenization of skill bonuses.



that is admittedly a significant point of concern, particularly as we move up the tiers and reach the ships such as the rokh. however, in the grand scheme of things i can see the damage bonuses working "well" within the overall caldari fluffed doctrine. a shield of close range, but slow, vessels serving as an escort for the more fragile but significantly longer ranged platforms and dedicated sniper ships.

just a thought


Yes exactly. Regardless of how the changes go through the Caldari ships will still have a place which I am happy with. I just love the idea of a blaster Rokh that has a flexible engagement range. But at the same time a damage bonus will make it excel further with the resist bonus and close range in your face damage. As well as making rails more likely to be used as they can project out to a far distance while having decent damage projection (Though I have often taken sniping to extreme levels). Should they ever come out with another line of ships for all races, I wold not object to seeing a sniper focused Caldari ship similar to the naga / cormorant in a cruiser role.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#857 - 2012-11-06 23:27:24 UTC
Just tested kitey scrub shield rupture vs brawling maller starting at 10km. The maller capped out in about 20s.

Why exactly are they ditching all the laser cap bonuses in favour of damage, rather than just increasing base damage?
Gangname Style
Doomheim
#858 - 2012-11-06 23:51:32 UTC
Wivabel wrote:
Just noticed that the rupture is faster than all the other races Attack cruisers. Seems kinda broke IMO.


rupture still king.
Alara IonStorm
#859 - 2012-11-07 00:03:59 UTC  |  Edited by: Alara IonStorm
Gangname Style wrote:
Wivabel wrote:
Just noticed that the rupture is faster than all the other races Attack cruisers. Seems kinda broke IMO.


rupture still king.

It is actually now slower then all the races attack cruisers, has the equivalent of 5 bonused guns and no real extra tank.

Rupture 210m/s
Thorax 240m/s
Omen 235m/s
Caracal 230m/s
Stabber 290m/s

A Neut is the only thing it has to its name now. They changed it a while back.

I want to see it get 5 Guns, 7.5% Dmg, 7.5% Tracking remove the Drone Bay and move the 5th low to a mid -200 Armor HP +200 Shield. Make it an Arty Whelp Boat or a High Tracking 425mm Gun Ship. 425 DPS with 425mm Guns and 3 Gyro's Faction Ammo (coincidence.) 330 DPS with 720mm Artillery with 3 Gyro's and Faction Ammo, 3640 Volley.

Then give that 30m3 Drone Bay to the Stabber too fix the DPS problem and drop the speed to 265m/s. Unique Gunship added, Stabber good DPS but not too fast.
Dato Koppla
Balls Deep Inc.
Minmatar Fleet Alliance
#860 - 2012-11-07 01:26:32 UTC
Alara IonStorm wrote:
Gangname Style wrote:
Wivabel wrote:
Just noticed that the rupture is faster than all the other races Attack cruisers. Seems kinda broke IMO.


rupture still king.

It is actually now slower then all the races attack cruisers, has the equivalent of 5 bonused guns and no real extra tank.

Rupture 210m/s
Thorax 240m/s
Omen 235m/s
Caracal 230m/s
Stabber 290m/s

A Neut is the only thing it has to its name now. They changed it a while back.

I want to see it get 5 Guns, 7.5% Dmg, 7.5% Tracking remove the Drone Bay and move the 5th low to a mid -200 Armor HP +200 Shield. Make it an Arty Whelp Boat or a High Tracking 425mm Gun Ship. 425 DPS with 425mm Guns and 3 Gyro's Faction Ammo (coincidence.) 330 DPS with 720mm Artillery with 3 Gyro's and Faction Ammo, 3640 Volley.

Then give that 30m3 Drone Bay to the Stabber too fix the DPS problem and drop the speed to 265m/s. Unique Gunship added, Stabber good DPS but not too fast.


I'm onboard with these suggestions except for the 7.5% bonus, seems a little unfair that all the other 5 turret combat cruisers get a 5% damage bonus and the Rupture gets a 7.5% bonus, no reason for that, its not like projectiles need more help than other turrets, with the added 7.5% tracking it's already a significant buff. The rest is reasonable and will help differentiate the Stabber and Rupture.