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[Retribution 1.1] Combat Battlecruisers

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Author
Mund Richard
#701 - 2013-01-10 14:01:59 UTC  |  Edited by: Mund Richard
Vince Grant wrote:
Why not just leave the tier 2 battlecruisers as they are now, and just apply the changes to tier 1's? The tier 1's look interesting, but tier 2 looks useless..

My guess would be that they want both battleships and cruisers become more appealing by toning down the prominence of BCs.

I mean, when new players ask what they should skill for, what was the default answer (At least where I saw them)?
BC (and maybe cheap destroyers) in the T1 lineup, T2 frigs, T3 cruisers.

Destroyer and BC skilling is getting nerfed, now BC hulls.
Closing the gap between BCs and Cruisers on both sides makes cruisers more interesting.
Making BCs less manouverable (and former tier2 somewhat less tanky) lets Battleships deal with them easier.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Vilnius Zar
SDC Multi Ten
#702 - 2013-01-10 14:06:33 UTC
El'Kaniery wrote:
Vilnius Zar wrote:


Hmm, I forgot to apply skills to those base fitting changes, it seems I'm the idiot afteral in that regard.

Still, if you compare the new ships with realistic fits they've all lost a ton of tank and where the drake gets the most HP while having the lowest dps and the Cane getting the lowest HP while getting good dps the Harb that you can fit with these stats has HP exactly in the middle, same for dps, and can gain an advantage if it can make use of its larger dronebay.

HP wise the cane is still sitting sub 50k, the harb is sub 60k and the Drake is just over 60k (again, in realistic fits). I'm not seeing the issue much (other than me being wrong on the fitting thing), **** got nerfed which I'm fine with but I LIKE the buffs the Harb got regardless of it.


Yes and no

The buff of DPS is interesting clr. Your decrease the tanking why not. But in this case the ship most be more agile.

Remember the problem with the gallente : No speed but heavy dps and medium tank that was simply not really playable because you can put your dps on the target.

Now the harbinger look excaclty the same the range and dps look good only.

Because you not have the agility and speed to put your ammo short range, you certainly must be to use only the long range t2 ammo. the dps is not really the same and the range is not terrible about 24 km.

The harbinger look like the drake but in armor. But you have more problem with fitting, range , and capa.

Try to use the harbinger in mwd you loose the advantage of the signature. you have more problem with your capa. In afterburner, you are really very slow (add a plate 1600mm ). And the inertia is really bad.

the tracking of the medium laser is not good.

Really you look like a sentry.


Yup, and that is why I'm fully expecting an upcoming change to plates/mass and rigs (or conversely, shield extenders getting a speed/agility penalty).
Shingorash
School of Applied Knowledge
Caldari State
#703 - 2013-01-10 14:14:06 UTC
The armor repair bonus crap needs to go, its a waste of time, resists bonus would be better.

Also on the Brutix wouldnt it be better to have + Damage and + Tracking like the Mega and Thorax, its natural progression surely?
Tiberius Funk
Guardians of the Gate
RAZOR Alliance
#704 - 2013-01-10 14:20:17 UTC
First of all, and I think this has been said a 100 times in this thread but just to reiterate, BCs (other than tier 3s) have a role bonus for gang links therefore every BC should have at least one utility high slot. SO WHY ON GODS GOOD EARTH HAVE THE HIGHS GENERALLY BEEN REMOVED?!!?!?!? (EPICMOST FACE PALM). Common Fozzie, you've done an awesome job so far so don't fail on the BCs please. Also, please keep in mind that CCP Devs have a horrible habit of nerfbatting back to the bronze age anything that is well used by the players/considered overpowered e.g. Nos. So just because people like the Drake and the Cane please do not NERFHAMMER the arse off them. Admittedly, the Drake changes aren’t too bad but the Cane... (sigh). Both took a bit of a beating with the last patch what with heavies getting a clobbering and the cane losing its grid so please leave well be. The only thing you could do with the Drake is maybe lose the resists bonus and give it double damage a la the binger and cane or give it a missile velocity bonus and combine that change with a speed increase. Having said that we're looking at COMBAT battlecruisers that are supposed to get stuck in and stay on field not run in, smash u in the face and run away again.

Also DON'T remove any slots on the tier 2s just add slots to the tier 1s FTW. All BCs should have 18 slots. The tier 3s only have 17 on the basis that they have overpowered guns and are lightweight and speedy. Oh, and the fact they're already AWESOME :)

So here's my 2 penneth on each ship:

Prophecy - I like the drone boat idea but it needs 2 extra highs and at least one if not two extra turrets/launchers. Possibly a little extra speed and not sure why the grid has been hammered. So you'd have a slot layout of 7/4/7.

Harbinger - Is fine barring the cpu/grid nerf and the high slot that's been taken. Although I haven't fitted a binger since the change to medium energy weapons so not sure how well it fits. Ideally you want to get the same as a shield cane but be able to fit 2 Nos say in highs (CUE FLAME AT MENTION OF NOS on any ship other than a frigate)** Also a slight speed buff so it can get in and out and kite as it doesn't have an kind of bonus to tanking. Oh, please leave shield level alone or round it to say 3500.

Ferox - FOR GOD'S SAKE GIVE THE POOR THING A DAMAGE BONUS INSTEAD OF OPTIMAL!!!!!!! It will need an extra high slot as a utility slot. If you give it a damage bonus you might have to lose a turret i.e 6 turrets. Also, it needs to be able to get into range quickly so a bit of extra speed please.

Drake - Fine, just don't lose the high slot and leave the cpu and grid alone OR do as suggested in my first paragraph (which I know everyone will hate!)

Brutix – OMGWTF POINTLESS ARMOUR REP BONUS!!! Either double damage it like the cane and binger or give it an optimal range bonus. A bit extra speed for kiting purposes as well wouldn’t go amiss. Also, needs an extra high as a utility slot and agreed with extra low. Maybe 3750 or 4000 shields, maybe.

Myrmidon – Needs 7 highs, otherwise happy with the changes, notably the extra drone bandwith (and now for the Eos? 125 bandwith PLEASE!) People have winged about the armour rep bonus on the myrm but if you’ve ever flown a triple repper myrm you know how good they are. On that point, maybe leave the grid alone or don’t kick it in the nuts as much.

Cyclone – LOVING THIS!!!! BUT… at least 6 launchers needed please! Keep the 8 highs. Oh, whilst I’m here, maybe slightly buff ASBs so that they can carry a couple more charges. They were ridiculous before admittedly. Or put them back almost as they were but make it so you can only fit 1 per ship. Anyway, Cyclone new darling of the pvp and pve crowd GO!!!!

Hurricane – LEAVE IT ALONE!!! It’s a great ship, it’s had it’s nerf but it’s still good to fly. Nuff said.


As a final word, please try and keep the ships varied. If we end up with ships for different races doing pretty much exactly the same thing its gonna be boring. Hence not 100% sure about the double damage bonus on the binger as is a little too canesque for my liking.


TibbeH!



**Nos SSHHHHHERIOUSHLY needs a buff after it took a right royal nerf hammering. Please buff it so you can drain a ship dry but you will only get cap for your own ship up to say 33%-50% of your cap.
Mund Richard
#705 - 2013-01-10 14:21:01 UTC  |  Edited by: Mund Richard
Shingorash wrote:
Also on the Brutix wouldnt it be better to have + Damage and + Tracking like the Mega and Thorax, its natural progression surely?
The Talos also has it, so it's getting a bit cluttered, plus the Mega/Thorax, like the Talos are Attack ships, while the Brutix a Combat ship.

Now... Either one getting a falloff, and the other a tracking, I wouldn't oppose.

On the other hand, having two Active tanking BCs I kinda do.
Only the Caldari have two tanking BCs as well, and theirs are 1) Shield 2) Passive.
And BOTH were rumored BY CCP to loose their tanking bonus at one point or another (For RoF on Drake, for Damage on Ferox).
What happened to that?

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

DJ P0N-3
Table Flippendeavors
#706 - 2013-01-10 14:25:02 UTC  |  Edited by: DJ P0N-3
Vilnius Zar wrote:
Yup, and that is why I'm fully expecting an upcoming change to plates/mass and rigs (or conversely, shield extenders getting a speed/agility penalty).


This is why it would be helpful if Fozzie would announce any relevant module changes before or at the same time as ship changes. If there are tweaks in the works for plates, we should know about that before we whip out the calculators. If something exciting is going to happen to active armor tanking, we need to know more than "wink wink Santa's coming". Until we hear what the nudge nudge wink wink changes are, I'm going to assume that this will just follow CCP's usual plan of "we're doing this now because eventually we're going to do something that will make it cool".

If we don't have accurate information about the whole picture they have in mind, then there's little point in telling us what the ship changes are. If they want early feedback, we need more than half an idea of what's going on.

Tiberius Funk wrote:
Harbinger - Is fine barring the cpu/grid nerf and the high slot that's been taken. Although I haven't fitted a binger since the change to medium energy weapons so not sure how well it fits. Ideally you want to get the same as a shield cane but be able to fit 2 Nos say in highs (CUE FLAME AT MENTION OF NOS on any ship other than a frigate)** Also a slight speed buff so it can get in and out and kite as it doesn't have an kind of bonus to tanking. Oh, please leave shield level alone or round it to say 3500.


If you have AWU V and use at least a 5% powergrid implant or an ACR, you can currently cram heavy pulses, a 1600, and a mwd onto the Harbinger if you make some serious sacrifices in the CPU of your other mods, but god help you if you want a neut or nos on there. I think you still need a PG implant of some kind even to use an 800 with heavy pulses. I think you can get focused mediums and a 1600 on there without too much issue now, but you're still brought up short by its CPU and have to make some tradeoffs either with ANPs or meta mids. It's always been kind of a headache to fit the Harbinger relative to the other battlecruisers, though fitting the Prophecy was no peach either.

I haven't mathed out whether or not six heavy pulses, a 1600, and a mwd are possible with the new fitting changes -- reports seem to be mixed on whether or not you gain or lose fitting once skills are taken into account. I think it's fair that you need to go out of your way to get all of that on the Harbinger, but it should probably be slightly less of a pain to fit with T2 modules. Battlecruisers are about when noobs start hitting their T2 stride.
Allandri
Liandri Industrial
#707 - 2013-01-10 14:25:50 UTC
Turn the Ferox into a big Moa!
Kraschyn Thek'athor
Aliastra
Gallente Federation
#708 - 2013-01-10 14:39:34 UTC
To use the Brutix with Blasters, it has to come close.
Why not doing the same trick, like the Assault Frigs?

Swap the active repper bonus with an 12% MWD Signature reduction/Level. This would give them an MWD Signature similiar to an Cruiser.
Little Dragon Khamez
Guardians of the Underworld
#709 - 2013-01-10 14:52:09 UTC
Royal Hammer wrote:
With the recent bonuses to medium laser turrets, I was looking forward to my Harbinger being a competitive ship, even though it's slightly outclassed by two other popular battlecruisers. But now...ouch. Amarr can't get no love. Maybe make the nerf a teensy bit less bad?


Welcome to the Caldari Club.

Dumbing down of Eve Online will result in it's destruction...

Mund Richard
#710 - 2013-01-10 14:53:52 UTC
Little Dragon Khamez wrote:
Welcome to the Caldari Club.
Wait.
If everyone claims his side is worse off, whom are we supposed to be rallying against?

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Little Dragon Khamez
Guardians of the Underworld
#711 - 2013-01-10 14:53:57 UTC
I'm going to miss the utility slots that are disapeering from some BC as for small gangs they are really useful. It will make people who like to spider tank or carry reppers for post combat repairs in the field think twice about fitting them as to do so will invariably lower their dps. In balance I think it's a good thing.

Dumbing down of Eve Online will result in it's destruction...

Vince Grant
Federal Navy Academy
Gallente Federation
#712 - 2013-01-10 14:54:22 UTC
Jerick Ludhowe wrote:
Vince Grant wrote:
Why not just leave the tier 2 battlecruisers as they are now, and just apply the changes to tier 1's? The tier 1's look interesting, but tier 2 looks useless..


Negative


Very constructive..
Little Dragon Khamez
Guardians of the Underworld
#713 - 2013-01-10 14:56:18 UTC
Mund Richard wrote:
Little Dragon Khamez wrote:
Welcome to the Caldari Club.
Wait.
If everyone claims his side is worse off, whom are we supposed to be rallying against?


I was just making the point that in the 300 page+ heavy missile nerf thread., loads of people were posting that CCP hates Caldari and to be fair a great deal of posters were very unsympathetic to yet another Caldari nerf. Hence the sarcasm evident in my post. I don't bother me though as I do Amarr, as far as I can see we're starting to see some love. I cant wait to try out the rebalanced Harbinger.

Dumbing down of Eve Online will result in it's destruction...

Pinky Denmark
The Cursed Navy
#714 - 2013-01-10 15:17:34 UTC
The active tanks actually can be very nice, however the ships need to have enough buffer for the reps to make a difference... I do however think it's a shame for both the Brutix and the Myrmidon to have an active rep bonus as well as I really hoped the Drake would lose the resist bonus for a more aggressive role creating more diversity in flavour for both Gallente and Caldari.
Eliza DoLots
Republic University
Minmatar Republic
#715 - 2013-01-10 15:32:20 UTC
Give the Applicable Gallente ships (Brutix, especially) MORE then just a 5% weapons bonus. Now that Caldari is starting to recieve those bonuses too Gallente needs a reaffirmation of there upclose and personal DPS. It would make the 7.5% repair more tolerable since the ship would have something else to make it shine.

Since Caldari and Gallente both use Hybrid guns...the ship bonuses is what needs to be tweaked harder to make them more unique to fly.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#716 - 2013-01-10 15:36:05 UTC
Allandri wrote:
Turn the Ferox into a big Moa!


Then what would be the point of the Moa?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#717 - 2013-01-10 15:41:38 UTC
Tiberius Funk wrote:
First of all, and I think this has been said a 100 times in this thread but just to reiterate, BCs (other than tier 3s) have a role bonus for gang links therefore every BC should have at least one utility high slot. SO WHY ON GODS GOOD EARTH HAVE THE HIGHS GENERALLY BEEN REMOVED?!!?!?!?


To force a choice between weapons and gang links. Battlecruisers have long suffered from being too good at too many things. There's no point in fitting requirements if you can just fit whatever you like all of the time.

Quote:
**Nos SSHHHHHERIOUSHLY needs a buff after it took a right royal nerf hammering. Please buff it so you can drain a ship dry but you will only get cap for your own ship up to say 33%-50% of your cap.


Then what would be the point of neuts? The mechanism of nos is perfect, it just needs tweaks to fitting requirements and drain amount.
Little Dragon Khamez
Guardians of the Underworld
#718 - 2013-01-10 15:42:04 UTC
Eliza DoLots wrote:
Give the Applicable Gallente ships (Brutix, especially) MORE then just a 5% weapons bonus. Now that Caldari is starting to recieve those bonuses too Gallente needs a reaffirmation of there upclose and personal DPS. It would make the 7.5% repair more tolerable since the ship would have something else to make it shine.

Since Caldari and Gallente both use Hybrid guns...the ship bonuses is what needs to be tweaked harder to make them more unique to fly.


Don't forget though that CCP don't like you having unique ships to fly at least not in their version of 'balance' what they are actually aiming for is for everyone to be the same so that you can just train a given race and have at it. Diversity is on the way out, 'Balance (read uniformity) is on the way in'.

Pretty soon it won't even matter what skills you have, let alone what ship you fly...

Dumbing down of Eve Online will result in it's destruction...

Faltzs
Thundercats
The Initiative.
#719 - 2013-01-10 15:55:20 UTC
Prophecy: Me likes its gd you spare highs if u fit 4 of one weapon type gd tank and damage.
Harbinger: Me likes its all gd

Ferox: swich range bonus to 5% damage, go 6 meds 4 lows = blast boat will need meds for tackle,
Drake: switch res bonus for a 10% missile velocity go 5 meds 5 lows, = less tank more damage much better suited

Cyclone: me likes alot
hurricane: nerfed alot but eft warrioring says it stil works so will wait and see

Myrmidon: meh its ok now, its always been the dark horse in the rigth hands
Brutix: 6 highs 5 turrets, 6 med 6 lows, 7.5% to damp effecitveness per lvl, 5% to gun damage enjoy (yes its not a combat bc anymore but tbh the talos and myr are just better options) be brave new ew ship,




Krell Kroenen
The Devil's Shadow
#720 - 2013-01-10 16:07:10 UTC  |  Edited by: Krell Kroenen
DJ P0N-3 wrote:
Vilnius Zar wrote:
Yup, and that is why I'm fully expecting an upcoming change to plates/mass and rigs (or conversely, shield extenders getting a speed/agility penalty).


This is why it would be helpful if Fozzie would announce any relevant module changes before or at the same time as ship changes. If there are tweaks in the works for plates, we should know about that before we whip out the calculators. If something exciting is going to happen to active armor tanking, we need to know more than "wink wink Santa's coming". Until we hear what the nudge nudge wink wink changes are, I'm going to assume that this will just follow CCP's usual plan of "we're doing this now because eventually we're going to do something that will make it cool".

If we don't have accurate information about the whole picture they have in mind, then there's little point in telling us what the ship changes are. If they want early feedback, we need more than half an idea of what's going on.

Tiberius Funk wrote:
Harbinger - Is fine barring the cpu/grid nerf and the high slot that's been taken. Although I haven't fitted a binger since the change to medium energy weapons so not sure how well it fits. Ideally you want to get the same as a shield cane but be able to fit 2 Nos say in highs (CUE FLAME AT MENTION OF NOS on any ship other than a frigate)** Also a slight speed buff so it can get in and out and kite as it doesn't have an kind of bonus to tanking. Oh, please leave shield level alone or round it to say 3500.


If you have AWU V and use at least a 5% powergrid implant or an ACR, you can currently cram heavy pulses, a 1600, and a mwd onto the Harbinger if you make some serious sacrifices in the CPU of your other mods, but god help you if you want a neut or nos on there. I think you still need a PG implant of some kind even to use an 800 with heavy pulses. I think you can get focused mediums and a 1600 on there without too much issue now, but you're still brought up short by its CPU and have to make some tradeoffs either with ANPs or meta mids. It's always been kind of a headache to fit the Harbinger relative to the other battlecruisers, though fitting the Prophecy was no peach either.

I haven't mathed out whether or not six heavy pulses, a 1600, and a mwd are possible with the new fitting changes -- reports seem to be mixed on whether or not you gain or lose fitting once skills are taken into account. I think it's fair that you need to go out of your way to get all of that on the Harbinger, but it should probably be slightly less of a pain to fit with T2 modules. Battlecruisers are about when noobs start hitting their T2 stride.


In both regards I agree, if CCP intends to make changes to mechanics behind tanking and have balanced these BC changes with them in mind then how can we give input about them without that same knowledge? It's like being given a book with half it's pages missing and being asked to give a report on it.

As for the Harby, all the fits that I have seen posted in this thread that people say won't work, don't show one fitting rig or module. Which when people complained about the cane PG nerf they were told to htfu and use modules, rigs and implants to make up for it. I would imagine that would now apply to the Harby. *shrugs*