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Dev Blog: Back to the balancing future!

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Author
Inquisitor Kitchner
The Executives
#421 - 2012-11-07 03:58:43 UTC  |  Edited by: Inquisitor Kitchner
Raziel Tyrael wrote:


I don't know about you guys, but to be honest I never saw RL general giving boost to his fleet on the front line :)



In which case you should look at history a bit more.

What do Generals do these days? They are politicians and strategists, they have very little to do with co-ordinating military manoeuvres.

So who really leads from the field? Well most armies have regiments lead by a Colonel level equivalent, with the ranks of Lt. Colonel and Major carrying out more managerial sides of running a regiment and Captains being the highest rank that frequently sees combat. Then you need to think about perspective. These high ranking officials ARE on the front line. They don't run in front of everyone with their sabres anymore, but they most certainly are in a place where an attack on their life is possible.

Even then though the scale of men you are talking about here is extreme. Assuming the British army uses Platoons of roughly 50 men, and 5 platoons reporting to a captain you're talking 250 men, the same amount of people in a EVE fleet. So actually if you look at say Goonswarm or Test, The Mittani/Montolio are like the Prime Minister/President making final decisions in terms of strategy, their senior FCs/Sky Team/Whatever being the generals (who generally don;t FC a massive amount) and then people like DBRB and Dingo GS being Senior Field Officers (i.e. Captain, Major, Lt Colonel) who do FC a lot.

Of course this only matters if you look at recent history. A general that didn't lead from the front was traditionally labelled a coward. There are plenty of stories of kings and generals leading horseback charges. Even in WWI there were plenty of stories of platoon commanders leading their men over the trenches, leading, into machine gun fire.

Then of course there's the fact that you're comparing the wrong rank. What you SHOULD be comparing to is the Navy as we are flying ships not walking on the ground. In which case proper Admirals (i.e. the ones on boats) actually DO sail with the rest of the fleet in a position where they can be attacked. We fly capital ships in EVE, you know where the phrase comes from? Big massive naval vessels, such as aircraft carriers and battleships which are usually where the admiral is. Traditionally the Admiral was in the biggest ship, with the most guns (e.g. the HMS Victory) however these days the Admirals generally pick slightly smaller and faster ships then the rest of the fleet to ensure they don't put themselves in a position they can't be protected by the rest of the fleet (they are still with them you'll note).

TL;DR

Your argument is stupid, the comparison is stupid and off grid boosting is stupid.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#422 - 2012-11-07 04:00:50 UTC  |  Edited by: Tyberius Franklin
sYnc Vir wrote:

Please answer this question CCP
If you have Frig 4, Cruiser 5, BS 5 with 0 Destroyer and Battlecruiser, what skills will you get post change.

As to fly my Archon I would have to have Destroyer something and Battlecruiser something. Two skills I have no interest in at all. Cause the Alt flies a Guardian or an Archon. Nothing else. No gun skills, No drones skill other then those needed for the Archon.

You get nothing, see here:
CCP Fozzie wrote:
You'll get exactly the same level of bonus to your ships after the skill change as you did before it

But you won't need it since per the blog:
Dev Blog wrote:
With the way nested skill requirements work in EVE, it also means that you will still be able to fly an Apocalypse even if you don’t have the Amarr Battlecruiser skill trained at 4 after the change. It won’t matter as long as you have the Amarr Battleship skill at the proper level.
Zarnak Wulf
Task Force 641
Empyrean Edict
#423 - 2012-11-07 04:14:31 UTC
Typhoon -

The thing is designed to be versatile. It is one of the fastest BS. Even with four 1600 plates on it - it will go 1km/s. It has a sig radius of 320 - one of the smallest BS out there. It has a 175m^3 drone bay - second only to the Domi, at least T1 wise. You can go five AC or five Torps. Hell - I still will go 4 and 4. The thing can break 1k DPS without any damage mods on. With the changes coming to skills application to Torps and the possible application of TE and TC to both the AC and the torps - the sky is the limit. The are nuet variants and hospital variants.

The only real weakness the ship has is it's fitting grid. It's anemic. It's one of the few Minmatar ships to truly have issues. I'm not even sure that's a bad thing. But if you wanted to make it more new guy friendly that is where I would start. Forcing it to go pure torp may very well relegate it to PVE for eternity.

Let's face it - BS have fallen out of favor in the past couple of years. They are slow. They lock slow. BC are more flexible tools that can get the same job done. Some BC approach BS level tanks. With all the tier 2 BC losing a slot, BS may very well make a comeback. But I think a lot of people wanted to see changes to mass, lock time, EHP, etc. The typhoon is loved by it's pilots for it's flexibility. If you haven't seen many of them out and about it's probably more due to armor tanking issues, torp issues, and BC popularity then the ship itself. Let's not turn it into a jumbo Bellicose please. Straight
Jing Xin
University of Caille
Gallente Federation
#424 - 2012-11-07 04:21:08 UTC
Poor noobs. They'll have to grind to Destroyer 4 and Cruiser 4 to get to BC, while older players get to skip the requirements. This is significant, because BCs will probably stay as first cost-effective ship with which one can get some reasonable isk in PvE.

Blog also implies, but does not state directly, that skill reqs for command ships are going to be significantly reduced.
Valkyrie D'ark
Armed Resistance Movement
#425 - 2012-11-07 04:40:29 UTC  |  Edited by: Valkyrie D'ark
CCP Fozzie wrote:
ReK42 wrote:

It's still a nerf to the boost itself and, in the context of everyone talking about removing off-grid boosting, it should not be taken lightly. Please don't CCP this and nerf a very important mechanic from both ends.

So I want to make clear that we don't have a timeline for when pushing links ongrid will be possible. It won't be happening at the same time as these other listed changes.


Harvey James wrote:

An AOE range would be the way too go and make all CS brawlers


However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? Smile


This is a horrible idea. You guys concentrate on one piece of a jigsaw puzzle but forget the big picture. Remember that capital ships are also part of the fleet booster family. Do you expect them to run after and keep up with all the members in the fleet? What about Rorquals and Orcas?
Also you would want your squads throughout the solar system to be receiving bonuses, no matter where they are, not force them to blob.

What's the big deal with off-grid boosting anyway? The only problem with off-grid boosters is that they're too hard to get to.
Either make active links shut down your engines, and/or blow up your sig radius and/or not work inside POS shields. This way any opposing fleet that brings a half decent prober will be able to find and eliminate the booster. End of problem.
Irregessa
Obfuscation and Reflections
#426 - 2012-11-07 04:43:38 UTC  |  Edited by: Irregessa
My PvP main is largely a boosting character for a large coalition (yeah, I know, excitement to have this on my main). The character has all non-mining specific leadership skills at V, all racial cruisers V, Command Ship V, Cybernetics V and can fly all the t3s. Just putting that out there to say that I have all the boosting bases covered as much as they can be, and boosting is what I primarily do in fleets.

So, having said that I am having a hard time seeing the benefit of giving the command ships 2 types of links that they will have bonuses for. If the idea is for the ship to be able to fight on grid, then I'm not going to have more than three links fit. To fit any more than that starts killing tank and dps of the ship, due to loss of high slots to added links, mid-slots to command processors and low slots to co-processors. Most often than not, if I want skirmish links, I will want to run all three skirmish links. If I want siege or armor links, odds are I will want to run all three. There is very little in the way of mix and matching going on. The only time I really do that is on my orca pilot alt, when boosting ice mining, where really only one of the mining links is of great use, and I toss in a Shield Harmonizing II link and maybe an Evasive Maneuvers II link. Even if I were to mix and match, the 15% bonus isn't going to make or break the use of that link. It is the mindlink that makes all the difference.

To the person who thinks the loki is going to be gimped by having armor, siege and skirmish, and no one will want to run all three, the same thing applies to the t3s. I won't be running all three at once. I probably won't be running two types at once. What I will have is to be able to have one ship in my hangar, and depending on the fleet that is called, can provide armor boosts or siege boosts or skirmish boosts. It will be the swiss army knife of the t3 boosting ships.

Why do I think that flexibility is a benefit for the t3s and not for the command ships? You might call the command ships expensive, but not compared to the t3s. I have no problem having one of each command ship - I presently have one of each of the fleet and field command ships except for the Eos. I use the command ship that is needed for the fleet.
Mara Pahrdi
The Order of Anoyia
#427 - 2012-11-07 05:37:12 UTC  |  Edited by: Mara Pahrdi
Quote:
Prophecy: expected to be changed to a drone boat. This is a role revamp that will radically modify its slot and fitting layout. It will most likely have less bandwidth but more drone bay than the Myrmidon.

Shocked

Quote:
Or the Damnation as a sexy Khanid missile platform beast?

I guess it is because Khanid are somewhat special, that coming retribution there is not a single Tech 1 missile platform in the Amarr lineup anymore.

Not sure about the command ship and T3 changes either but clearly lacking practical experience here.

Quote:
Allowing for faster tech2 specialization, and slower multi-racial diversification. In EVE Online, while you as a new player will never catch up with the total amount of skill points a veteran has, you can still be on the same level by specializing. This is precisely what we want to promote here.

Overall I approve of the nerf to crosstraining. Though I'm not unhappy to be done with it already on those two chars of mine, that were meant to be versatile Blink. And you really should make sure to have some helpful infomation for newbies about this in the character creation stage.

Remove standings and insurance.

Debir Achen
Makiriemi Holdings
#428 - 2012-11-07 06:02:50 UTC
For gang links, I see three quite different "environments", all of which have different quirks:

- large (null sec) fleet: assume that someone has booster - issue is fitting all the boosters into the fleet hierarchy. If not in POS, assume that scout fleets can try to scan these down

- small / solo skirmishers (low/null): some pilots have an invisible bonus. Not quite the same thing as "ships on field", as the booster can be an AFK alt, while an AFK alt on the field just generates a bonus kill-mail

- hi-sec: similar to above, but boosters can significantly influence fights while remaining completely immune to any form of aggression mechanics (except suicide ganks)


One advantage of the current system is that the number of boosters needs to scale with the size of the fleet. A "booster bubble" mechanic would be less affected by this.

Aren't Caldari supposed to have a large signature?

Hiram Alexander
State Reprisal
#429 - 2012-11-07 06:03:15 UTC
Please change your mind about the Ferox. I have very fond memories of flying it as a blaster boat oh so long ago, when I first found EVE - the only thing I thought it really needed back then, was one more mid slot. I've never flown one on this account, so with the blaster changes I'd think it'd be even better, but one more midslot? Genuinely useful... As a sniper boat? Meh... A waste.

As for the chunky chicken-Prophecy, please no. Give it a belly-tuck, sure! but please keep the lasers.
Finde learth
Republic Military School
Minmatar Republic
#430 - 2012-11-07 06:06:57 UTC
CCP Fozzie wrote:

I'll come right out and say the skill changes will not come on December 4th with Retribution but that you should still seriously consider taking them into account when you pick your next skills.


If i have dd 5 but no any racial fr3 (because dd5 only need space command 3),then ccp delete my dd 5 skill, will i get skill points back? (i know i won't get 4 racial dd5)
Jack Miton
School of Applied Knowledge
Caldari State
#431 - 2012-11-07 06:20:59 UTC  |  Edited by: Jack Miton
There are some serious issues with the fleet boosting changes.

1. it's a 60% nerf to bonuses, going from 5% to 2% (since apparently T3s will be tougher with links fit and off grid boosting is going away). this is MASSIVE in terms of anything in EVE. I can't think of any other changes anywhere near this vast.

2. giving each boosting ship a bonus to 2 or 3 link types has several issues.
a. it doesnt make sense from an EVE point of view
b. it makes all caldari and gallente boost ships totally obsolete since everyone is going to pick skirmish+shield or skirmish+armour links from amarr or minmatar.
c. this is one you may not care about but specialized boosting pilots that have all cruisers 5 trained will have 2-3 racial cruisers worth of wasted SP when these changes go through.

3. it's a severe nerf to smaller fleets/gangs fighting larger forces.

i hope these changes undergo re evaluation before becoming final.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Master Dooku
Kuat Fleet Systems
#432 - 2012-11-07 06:22:24 UTC
So the prerequisite for Racial Destroyer will be Racial Frigate lvl 4, and Racial Battleship will require Racial Battlecruiser lvl 4.

But the prerequisite fpr Racial Battlecruiser will be Racial Cruiser lvl 3?

Is this right?
Viribus
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#433 - 2012-11-07 06:22:58 UTC  |  Edited by: ISD TYPE40
This has probably been covered but there's no way I'm slogging through 22 pages of eve-o posts so here goes

Leaving gang links as powerful as they are but making them on-grid only is a horrible solution that could potentially go more harm than good. The fundamental problem with gang links, even without the 25% bonus from T3s, is that they're a huge force multiplier even down to the solo level, and basically mandatory in everything larger. By leaving them powerful but making them on-grid only, you make this (overpowered) tool available to some fleets and not others. Blobs, by-and-large, already use on-grid command ships due to the ubiquity of probing, and station/gate camps are able to use boosting ships almost without risk, since they don't need to aggress to do their job. By contrast, a mobile, specialized roaming gang usually can't accomodate something as big and slow as a command ship. The proposed change will not affect large fleets and camps and leave small gangs unable to compete.

A much better solution is to just drastically reduce the effectiveness of links, so they're not completely when fighting other warfare-linked fleets, and instead something situational that's only useful in large fleets where a small percentage increase in tank from a vulture is more effective than, say, another logi.

*snip*

EDIT: Comment about causing physical harm to CCP staff removed. That kind of suggestion should stay in your head in future - ISD Type40.
Obsidian Hawk
RONA Midgard Academy
#434 - 2012-11-07 06:23:34 UTC
Yo CCP I heard you like changing things - Dont change my megathron bro! Love that ship as is - and if you READ ANY fleet statistics - its one of the least used ships.

Buff the hyperion leave the mega alone.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

MOL0TOK
NOCTURNAL TORTURE
#435 - 2012-11-07 06:34:01 UTC  |  Edited by: MOL0TOK
Maybe it was better to give a bonus to armor resistance and damage for Prophecy (as new Punisher or planned Maller) because Absolution and Damnation have small drone bay and this is differs from planned new t1 version... Also Harbinger already have 50 mbps drone channel width and can serve as drone battlecruiser after few improvements..
And please reduce Sleipnir as superboosted command ship, and tier 3 BS because HAC were simply not needed Sad

Бил, бью и буду бить! / to Kerzhakoved /

Chico Marten
Caldari Provisions
Caldari State
#436 - 2012-11-07 06:40:04 UTC
What is the rush to go to BC5, from what I can tell the last ships open up at BC3, you only need BC5 for the Command skill. Am I missing something?

My current plan is to train BC3 and racial Cruisers to 3.
rodyas
Tie Fighters Inc
#437 - 2012-11-07 07:28:42 UTC
^ T1 BCs still gain bonuses from each level of BC you have. Like a drake gets 5% more shield resistance and 5% kinetic damage for each lvl. You should at least train BC to lvl 4 for those bonuses. But lvl 5 does have more benefits then just unlocking the T2 ships.

Signature removed for inappropriate language - CCP Eterne

Hiram Alexander
State Reprisal
#438 - 2012-11-07 07:41:21 UTC  |  Edited by: Hiram Alexander
Viribus wrote:
*snip*

ISD's have already cleared this issue up, so I'll edit out my criticism of your post here... Personally though, even if it was a joke, I didn't lol.
Fon Revedhort
Monks of War
#439 - 2012-11-07 07:45:48 UTC
Debir Achen wrote:

One advantage of the current system is that the number of boosters needs to scale with the size of the fleet.

It is not. A blob of 250 man can be boosted by just one ship and the % gain they all receive is the same with the booster supporting just one ship.

That's as stupid as logistics being able to 'stretch' their reps to heal 250 ships simultaneously with the same efficiency as when healing just one.

No one sees a problem here Question

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

Terik Deatharbingr
Ministry of War
Amarr Empire
#440 - 2012-11-07 07:48:53 UTC
CCP Fozzie wrote:
Want to make this clear to everyone, the stuff in this blog is not coming on the 4th with Retribution. This blog covers some of what we are going to be working on in the beginning of next year.

As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.


Much agreed! I still don't like the idea of forcing them to be on grid with everyone else, for reasons of on-grid is sometimes a relative term and can be real glitchy in places. But I like the proposed changes to the command and T3's....especially as a command ship trainee *how soon will the crap training requirements of the command ships be fix...possibly one of the stupidest training requirements of any T2 ship I've seen....like I really need to be a logi pilot to be a command ship pilot*