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[Winter] Support Cruisers

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Jason Sirober
Native Freshfood
Minmatar Republic
#321 - 2012-11-05 20:26:44 UTC
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.


A step in the right direction though thanks Fozzie. Will test them as soon as it's on Duality :)
Jason Sirober
Native Freshfood
Minmatar Republic
#322 - 2012-11-05 20:32:13 UTC  |  Edited by: Jason Sirober
Lin-Young Borovskova wrote:
Jason Sirober wrote:
Reaver Glitterstim wrote:
Jason Sirober wrote:
I also agree that the Repairing/Transfer range and amount bonuses should be restricted to small/medium modules to retain the usefulness of T2 logi to experienced logi pilots.
It's already restricted to them, just because the large modules cost so much more powergrid and CPU. These ships could fit one or two large logi modules, but you can't make a full fit with them unless your rig and low slots are pretty much just powergrid and CPU enhancers, and even then, you won't have the capacitor needed to run them properly.

No, you could easily fit 3 large shield transfers on the Osprey, and 2 large armor reppers on an Exequror. The fact that you can do this and rep at 90+ km means you dont need to have a big tank. Also 2 large armor reps outperforms 3 mediums and have 30km extra range-tank. You can also make them easily cap stable.

The fact that you gimp the ship to fit large modules means you know what you are doing and thus not in much danger.


Ship doesn't need any nerf and T2 versions are not buff yet.
Then all you need is more dudes in Atrons, Rifters, Condors,Slicers and yell at them "get'em nao !!!"

Of course some players are already theory crafting stuff etc but remember that final SIS whatever server version is probably not the same that will be implemented on TQ.
I'll rejoin another poster above by saying those low skill players will not bring the effectiveness of T2 logistic skilled pilots even at current state of T2 logis.

Yes you are also correct as to the effectiveness of lower skilled players, but even if they have an easy racial cruiser 4 and remote repair systems 3, they are already creeping too close to the T2. I like the recent reduction of 2.5% repping power per level, but It might be better to drop them even further to 5% or 7.5%. We wont know how it actually affects things untill we get to test them though.

Edit Also remember that CCP Fozzie said he was never going to buff T2 logi Big smile
fukier
Gallente Federation
#323 - 2012-11-05 21:04:04 UTC
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.



any chance you guys will ever take away oversized reps from logi cruisers?

IMO whats missing from Battleships is a support bs...
From what i understand about tiericide you will end up with an Ewar bs an attack BS and a Combat BS... whats missing is Support BS.

I would love to see a 4th hull for each race based on support concept... give them the large RR...
At the end of the game both the pawn and the Queen go in the same box.
Harvey James
The Sengoku Legacy
#324 - 2012-11-05 21:07:29 UTC
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.


its progress indeed now how about the range?
And also the second bonus being more useful like tracking links etc?

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

Maximus Andendare
Stimulus
Rote Kapelle
#325 - 2012-11-05 21:37:50 UTC
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

I thought the primary difference was that Logistics ships could use large reps vs the Support cruisers using only mediums?

Enter grid and you're already dead, destined to be reborn and fight another day.

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CCP Fozzie
C C P
C C P Alliance
#326 - 2012-11-05 21:39:28 UTC
Maximus Andendare wrote:
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

I thought the primary difference was that Logistics ships could use large reps vs the Support cruisers using only mediums?


Support cruisers can only comfortably use mediums, but creative use of larges is fine as long as there's a tradeoff involved.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Jason Sirober
Native Freshfood
Minmatar Republic
#327 - 2012-11-05 22:40:41 UTC
CCP Fozzie wrote:
Maximus Andendare wrote:
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

I thought the primary difference was that Logistics ships could use large reps vs the Support cruisers using only mediums?


Support cruisers can only comfortably use mediums, but creative use of larges is fine as long as there's a tradeoff involved.

Then dont make shield transporters so very easy to fit. Increase their PG or CPU 'coz at the moment it's just too easy to fit Large ones without much tradeoff
fukier
Gallente Federation
#328 - 2012-11-05 22:44:04 UTC
CCP Fozzie wrote:
Maximus Andendare wrote:
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

I thought the primary difference was that Logistics ships could use large reps vs the Support cruisers using only mediums?


Support cruisers can only comfortably use mediums, but creative use of larges is fine as long as there's a tradeoff involved.


i dont think you should be able to fit large reps on them... just increase pg requirements for large RR.
At the end of the game both the pawn and the Queen go in the same box.
Reaver Glitterstim
The Scope
Gallente Federation
#329 - 2012-11-06 00:41:36 UTC
Jason Sirober wrote:
You are right, but the people complaining about the bonuses are the ones who will have the skills and money to spend on exactly that, thus mothballing their T2's for most situations. (and this is what they are complaining about). Personally I won't be fitting large reppers as I like to have a physical tank and not just range as my only defence.
It's not a money issue. The point I'm making is you CAN'T fit one of these to do a job similar to a t2 logi ship. At best and with excellent skills and maybe a lot of money, you can make it have slightly more than half the logi output of a t2, but at the cost of having even less tank than if you just use medium modules and accept having half the output.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Maximus Andendare
Stimulus
Rote Kapelle
#330 - 2012-11-06 01:49:48 UTC  |  Edited by: Maximus Andendare
CCP Fozzie wrote:
Maximus Andendare wrote:
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

I thought the primary difference was that Logistics ships could use large reps vs the Support cruisers using only mediums?


Support cruisers can only comfortably use mediums, but creative use of larges is fine as long as there's a tradeoff involved.

I guess you could always have the Support cruisers only bonus medium reppers, if the concern is using large vs mediums.

Personally, though, gimping the ship fit to use large reppers at ridiculous ranges seems like it'd be unbalanced, since the range/thin tank design seems to favor modules that apply at the beginning of the cycle (ECM/shield reppers, etc.). You can primary a thinly tanked, very long range ship off the field, but not before it does it's damage, or in this case, healing/repair. Armor reppers, having to wait until the end of the cycle, would seem, then, to be at a disadvantage if they were similarly primaried, as their reps wouldn't have the chance to land before the ship is alpha'd or has to warp off.

But then again, with MJDing BSs jumping all around, who knows what to think?? :)

Enter grid and you're already dead, destined to be reborn and fight another day.

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Count of MonteCylon
Anti-Pirate Enforcement
#331 - 2012-11-06 08:22:32 UTC
I am sad that we are losing mining cruisers, I feel like they have a lot of potential.

For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places. -- Ephesians 6:12

Jason Sirober
Native Freshfood
Minmatar Republic
#332 - 2012-11-06 12:37:01 UTC  |  Edited by: Jason Sirober
Ok here's a nice easy cheap fit without trying too hard.

[NEW Exequror, Large RR]
Reactor Control Unit II
Reactor Control Unit II
Power Diagnostic System II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
NEW Small 'Solace' Remote Bulwark Reconstruction

Medium Remote Repair Augmentor I
Medium Ancillary Current Router I
Medium Ancillary Current Router I

Medium Armor Maintenance Bot I x5


This setup reps 269 hp/s out to 92km and has 12.3k ehp, while the medium setup would rep 224 hp/s out to 66km and could fit a 29.5k ehp tank. Considering you would rep in pairs, a pair of Exequrors sitting at 90+ km away with 5 medium armor repping drones on each of them could easily stay alive throughout a fight. You could then switch your small repper onto your buddy to keep him alive through intense attempts to remove you from the field. Even removing the AB to fit more cap chargers.

[NEW Exequror, Med RR]
800mm Reinforced Steel Plates II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Damage Control II

Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II

NEW Medium Remote Armor Repair System II
NEW Medium Remote Armor Repair System II
NEW Medium Remote Armor Repair System II

Medium Remote Repair Augmentor I
Medium Anti-EM Pump I
Medium Anti-Explosive Pump I

Medium Armor Maintenance Bot I x5
Reaver Glitterstim
The Scope
Gallente Federation
#333 - 2012-11-06 15:03:58 UTC  |  Edited by: Reaver Glitterstim
Jason Sirober wrote:
This setup reps 269 hp/s out to 92km and has 12.3k ehp, while the medium setup would rep 224 hp/s out to 66km and could fit a 29.5k ehp tank.
12.3k EHP will get you killed very quickly. In most any situation in which you need the 20% faster repping, you're going to need the 29.5k EHP a lot more. There's a reason t2 logistics ships can go around or over 50k EHP with a full rack of large reps. It's because that one guy who has only 35-40k EHP is always the first one to die, then he gets fleet members killed when the cap chain breaks.

20-30k EHP should suffice for tech 1 logis, but only because there will be more of them and fleet commanders will expect them to die and plan accordingly. But 12.3k will get you alphaed by 1-2 ships. You'll die so fast the enemy fleet members will think you vanished.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sean Parisi
Blackrise Vanguard
#334 - 2012-11-06 15:18:01 UTC
The changes look good, rather standardized which I do not necessarily have an issue with to be honest. I like the fact it provides pilots with a chance to provide cheap logistic support that does not have the staying power of its tech 2 variant. This will provide them with the practice needed before they attempt to use more expensive hulls. As well as to act to provide a playstyle to people who may have otherwise had to indulge in a more expensive ship.

One thing I would not object to seeing though is the addition of a sub roll to each one based on its races "Support" platform. For example - Trackinglinks, Remote Sensor Boosters, ECCM, Etc.

This would provide a further utility bonus to these ships and diversify them to a degree. For example I often times fly with sniping fleets as our specialty. It would be nice to have a bonused ship that if brought along would open up our own mid slots as it has a bonus to applying the boosting effects. Though this may provide the ship with too many possibilities, at least keep it in mind for new ship creation.
Reaver Glitterstim
The Scope
Gallente Federation
#335 - 2012-11-06 15:25:14 UTC
Sean Parisi wrote:
Though this may provide the ship with too many possibilities, at least keep it in mind for new ship creation.
I don't think it does, because you have to consider that it also needs capacitor and tank. If it fits a full high rack of reps and a full mid rack of support, all it has left for tank and capacitor is the lows. It really narrows down its survivability unless the pilot picks out what not to bring.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sean Parisi
Blackrise Vanguard
#336 - 2012-11-06 15:30:26 UTC
Reaver Glitterstim wrote:
Sean Parisi wrote:
Though this may provide the ship with too many possibilities, at least keep it in mind for new ship creation.
I don't think it does, because you have to consider that it also needs capacitor and tank. If it fits a full high rack of reps and a full mid rack of support, all it has left for tank and capacitor is the lows. It really narrows down its survivability unless the pilot picks out what not to bring.


Yes exactly. It also comes down to the idea that many people may say "Well there were ships that had this bonus before but it was never used" - That isn't because it is a 'bad' idea, as much as it was having a ship with split utility that could not focus what its purpose was. For example the Scythe "3.5% bonus to tracking links per level" - It doesn't really encourage us to bring a scythe along for just that. But should these ships have the ability to provide reps as well, or to alternatively provide a utility bonus such as longer firing ranges, targeting ranges. Then I would definitely bring one along, even the frigate variant!

I would enjoy bringing along a ship dedicated to improving the impact of my current fleet outside that of E-War and Remote repairing. Allowing more flexibility with how we fit our ships built for an extreme role. Should we lose this ship we would be at an advantage, but that is risk we take for more utility.
Jason Sirober
Native Freshfood
Minmatar Republic
#337 - 2012-11-06 16:01:02 UTC
Reaver Glitterstim wrote:
Jason Sirober wrote:
This setup reps 269 hp/s out to 92km and has 12.3k ehp, while the medium setup would rep 224 hp/s out to 66km and could fit a 29.5k ehp tank.
12.3k EHP will get you killed very quickly. In most any situation in which you need the 20% faster repping, you're going to need the 29.5k EHP a lot more. There's a reason t2 logistics ships can go around or over 50k EHP with a full rack of large reps. It's because that one guy who has only 35-40k EHP is always the first one to die, then he gets fleet members killed when the cap chain breaks.

20-30k EHP should suffice for tech 1 logis, but only because there will be more of them and fleet commanders will expect them to die and plan accordingly. But 12.3k will get you alphaed by 1-2 ships. You'll die so fast the enemy fleet members will think you vanished.

Yes you are right mate, of course large reps is simply not feasable at all. I have been fooling myself all along.
Alice Katsuko
Perkone
Caldari State
#338 - 2012-11-06 17:12:20 UTC
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

Probably a good decision. It should silence all the complaints about tech-1 support cruisers outrepping their tech-2 counterparts, and hopefully won't degrade performance so much as to make them useless outside for most purposes. I don't think that having repping output comparable to T2 Logistics was a bad thing; repping output is not the only factor to consider when designing a Logistics fit, and for a number of purposes repping power will be sacrificed for additional buffer or resistances. But time will tell. Definitely looking forward to these ships hitting the live server come December. I do hope that you'll keep an eye on how these ships are used, and will tweak up or down as necessary.

As always, I must note that the 'fantasy' large-repper fits ignore either cap, resistances, buffer, or prop mod. And sometimes all four. Especially with the reduction in fitting, which was definitely a good decision. E.g.: the post on the previous page with a 'kiting' Exequror that has no buffer, awful resistances, and an AB instead of an MWD. A kiting ship that can't keep range isn't a kiting ship; it's a wreck waiting to happen. A brawler (which is any support cruiser with an AB) with no buffer and low resistances isn't a brawler, because it will melt so fast under fire that other support cruisers won't have time to lock onto it, and if they get a lock, it won't have the resistances to make any use of the inbound reps. Such fittings will have their place, but they are not going to be used outside a few narrow situations, like camping high-sec and low-sec gates perhaps.
Jason Sirober
Native Freshfood
Minmatar Republic
#339 - 2012-11-06 17:40:08 UTC
Alice Katsuko wrote:
CCP Fozzie wrote:
To help provide some more distinction between the Support Cruisers and Logistics Cruisers we're dropping the rep amount bonus on the hulls slightly to 12.5% per level.
These changes are not in the latest Duality build yet but they'll be in the next public build after that.

Probably a good decision. It should silence all the complaints about tech-1 support cruisers outrepping their tech-2 counterparts, and hopefully won't degrade performance so much as to make them useless outside for most purposes. I don't think that having repping output comparable to T2 Logistics was a bad thing; repping output is not the only factor to consider when designing a Logistics fit, and for a number of purposes repping power will be sacrificed for additional buffer or resistances. But time will tell. Definitely looking forward to these ships hitting the live server come December. I do hope that you'll keep an eye on how these ships are used, and will tweak up or down as necessary.

As always, I must note that the 'fantasy' large-repper fits ignore either cap, resistances, buffer, or prop mod. And sometimes all four. Especially with the reduction in fitting, which was definitely a good decision. E.g.: the post on the previous page with a 'kiting' Exequror that has no buffer, awful resistances, and an AB instead of an MWD. A kiting ship that can't keep range isn't a kiting ship; it's a wreck waiting to happen. A brawler (which is any support cruiser with an AB) with no buffer and low resistances isn't a brawler, because it will melt so fast under fire that other support cruisers won't have time to lock onto it, and if they get a lock, it won't have the resistances to make any use of the inbound reps. Such fittings will have their place, but they are not going to be used outside a few narrow situations, like camping high-sec and low-sec gates perhaps.

Which 'kiting' Exequror fit are you on about?
Alice Katsuko
Perkone
Caldari State
#340 - 2012-11-06 21:05:39 UTC
Jason Sirober wrote:
Ok here's a nice easy cheap fit without trying too hard.

[NEW Exequror, Large RR]
Reactor Control Unit II
Reactor Control Unit II
Power Diagnostic System II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
NEW Small 'Solace' Remote Bulwark Reconstruction

Medium Remote Repair Augmentor I
Medium Ancillary Current Router I
Medium Ancillary Current Router I

Medium Armor Maintenance Bot I x5


This kiting Exequror. It has no buffer, awful resistances even without comparing them to the Oneiros, and no MWD to establish or maintain range. It has all the downsides of a kiting ship, without the ability to maintain range, which is what keeps a kiting ship alive. It'll also be permajammed by half a Blackbird due to low sensor strength. AND it now reps less than an Oneiros even with max skills. It's a fun fit for camping highsec gates, or perhaps in lowsec if your opponents aren't too good. But it'll die if forced to go through a hostile gate, or if someone gets a point on it so it can't warp off.