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[Retribution 1.1] Combat Battlecruisers

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Author
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#881 - 2013-01-11 12:42:03 UTC
Hakan MacTrew wrote:
Actually, I've noticed one thing I'm not so sure about.

The sig. radius of the Gallente ships are 22% larger than the Minmatar ones, making them only 15m smaller than a Typhoon and more than double the size of any T1 cruiser.

Is that not just a tad excessive?

Mund Richard
#882 - 2013-01-11 12:44:11 UTC  |  Edited by: Mund Richard
Hakan MacTrew wrote:
Actually, I've noticed one thing I'm not so sure about.

The sig. radius of the Gallente ships are 22% larger than the Minmatar ones, making them only 15m smaller than a Typhoon.

Is that not just a tad excessive?

Wow, true.
305 on both Gallente ships, while a Phoon is 320.
The Caldari ones on the other hand are still 295, and WILL shield tank though (while the Gallente ones are only shield tanked by horrible-horrible people like me), an extender is 25 (turning 295 into 320, same as a Phoon), a shield rig +5% and why would you stop at one...

"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.

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#883 - 2013-01-11 13:41:11 UTC  |  Edited by: Freighdee Katt
Quote:
We have metrics on how people are fitting their ships, and many of you may be surprised to know that the most common highslot modules fit to Ferox in the game are named 250mm rails. There is actually a significant number of people using the Ferox for turret based PVE that many veteran players can easily overlook.

"There are lies, damn lies . . . and statistics."

Thanks very much for giving us a clear timeline on the skill change; please sticky that somewhere that isn't buried in this poor neglected forum (it needs to go in a post of its own at least in GD and Skills Discussion, with a clear subject line).

That said, this comment about the Ferox shows the sort of trap you can stumble into if you start making (or justifying) decisions based too much on "metrics." The fact that you find the 250mm rails are the most common module fitted to the Ferox does not mean either that (1) rail fits work well; or (2) people use those fits. People put rails on them because honestly that's the only thing that makes sense . . . because of the crappy bonus you gave the ship. Just because this is the only fit people resort to when they happen to stumble into this hull doesn't mean that it works out well or that they keep using it. It could be that they slap rails on it, take it out once, find out it sucks . . . and then move on to the Drake.

Assuming you have the stats available, you would also need to look at how many Ferox hulls total are in game vs. the alternatives, how often they undock and how much time they spend out when they do, how many total kills on NPCs and players this hull gets, and the ratio of kills to hulls destroyed (if you really wanted to understand what's going on, you would break down the kills and deaths by blaster / rail fits as well). That would give you a much more accurate picture of how the ship plays, whether people are using it, how much, how often, and for what purpose.

Or . . . you could just listen to people who use the boat (or don't), and hear their reasons why. You could also play the game, which I'm sure you guys do, but since you also all have day jobs, I'm sure you are never really going to do that nearly as much as it would take to get a seat of the pants feel for how every little thing works out in practice.

Maybe the optimal bonus works and maybe it doesn't; either way, you should be careful looking at stats like this to answer this question for you, because what they don't tell you is more significant than what they do. This particular stat is marginal enough that it's almost negative information; you know less about the real situation after learning it than you would if you never thought about it at all.

EvE is supposed to suck.  Wait . . . what was the question?

Sinigr Shadowsong
Aliastra
Gallente Federation
#884 - 2013-01-11 13:42:07 UTC  |  Edited by: Sinigr Shadowsong
IMO 2 Gallente Combat BC sharing same obsolete armor repair bonus is bad idea. Brutix would make great ship if it have another bonus. Giving it armor resists would make it to "Amarrish". What do you think of following second bonuses?

1) Increase maximum armor amount by X% per level (Pretty much like current armor T3 defensive bonuses).
2) Reduce penalty from armor modules and rigs by X% per level.
3) Mobility bonus (MWD Capacitor cost, AB duration cycle, MWD speed bonus etc).
4) Tackling bonus. It would be handful to have something like "Increase the range of Warp Disruptors and Warp Scramblers by X% per level" since brutix is slow armor ship with extremely close-range weapons so it might help to get in melee.
5) Drone damage bonus so it will be all-gank ship.

Now to Ferox. Medium-size turret sniping just doesn't work. The fact that player fit 250mm on Ferox might be caused by that Ferox is actually a "Noob Trap". New player see nice-looking ship, read description and bonuses and decide that it will work as sniping ship. Actually, what targets would you expect to be shot by medium rails?
Omnathious Deninard
University of Caille
Gallente Federation
#885 - 2013-01-11 13:44:40 UTC  |  Edited by: Omnathious Deninard
Roime wrote:
Looks pretty good!

However, losing a slot for drones is something that needs to be solved with this update. Either forget it, or expand drone bonuses to all types of drones. Reasoning is based on the common explanation for the missing slot- versatility. Which is a fallacy. If a normal ship fits a EWAR, tackle, neut or reps, it doesn't lose +50% of it's dps. If a drone ship launches any other type of drones, it does considerably less damage, for less gain than from a module. Flight of web drones != web.

With bonused web drones, it would be closer. Wider bonuses might revitalize the unused EWAR and combat utility drones, and bring lots of interest and variety on the battlefield, and justify the lack of a slot.

  • Combine this with nerf to ECM drone base stats, and it'll be double win.


  • This is correct, but there is another area that needs to be addressed and that is the Drone Interfacing skill, it use to provide an additional drone, no matter what it was, so the amount of drone HP on the field was increased also. Now we get 1 additional drone worth of damage or mining yeald, which tbh is not what the skill use to do.
    So the skill should increase the HP of drones, the EW strength, the damage, mining yeald, the logistic repair amount of drones.

    This could make non-drone ships a little strong with utility drones, so another option could be to switch the drone interfacing skill effects and the drone ship bonus. IE drone interfacing 10% to the effectiveness of drones per level and the drone ships would ge 20% to the effectiveness of drones per level.

    This should be couppled with a nerf to ECM drones.

    If you don't follow the rules, neither will I.

    Freighdee Katt
    Center for Advanced Studies
    Gallente Federation
    #886 - 2013-01-11 13:47:45 UTC
    Sinigr Shadowsong wrote:
    IMO 2 Gallente Combat BC sharing same obsolete armor repair bonus is bad idea.

    Two having it might be a bad idea, but it's not "obsolete" as it stands now, at least for PvE, and likely will be less so when they get done with whatever mojo they're putting on armor tanking to bring it back to relevance. It makes a certain amount of sense for one "armor" race to be resist heavy and the other to be rep heavy, such that one favors buffer tanking and the other active tanking. If they come up with something ASB-like for armor tanking, rep bonused ships could easily turn into the next FOTM.

    EvE is supposed to suck.  Wait . . . what was the question?

    Mund Richard
    #887 - 2013-01-11 14:20:16 UTC  |  Edited by: Mund Richard
    Sinigr Shadowsong wrote:
    1) Increase maximum armor amount by X% per level (Pretty much like current armor T3 defensive bonuses).
    2) Reduce penalty from armor modules and rigs by X% per level.
    3) Mobility bonus (MWD Capacitor cost, AB duration cycle, MWD speed bonus etc).
    4) Tackling bonus. It would be handful to have something like "Increase the range of Warp Disruptors and Warp Scramblers by X% per level" since brutix is slow armor ship with extremely close-range weapons so it might help to get in melee.
    5) Drone damage bonus so it will be all-gank ship.

    Now to Ferox. Medium-size turret sniping just doesn't work. The fact that player fit 250mm on Ferox might be caused by that Ferox is actually a "Noob Trap". New player see nice-looking ship, read description and bonuses and decide that it will work as sniping ship. Actually, what targets would you expect to be shot by medium rails?

    First to the Brutix:
    1) it would be just a buffer, nor does it help PvE, local tanking (once fixed) and (small scale) remote repping that much. What it does is help untanked solo buffered versions, and in larger fleets when alpha is really a threat. So don't really like it, those should stay T2-T3 (booster as likely primary and the like) bonuses.
    2) Penaltry reductions: lot more intriguing tbh, still PvP only thing (loosing PvE edge), but it helps with the blasters.
    3) again helps with the blasters
    4) and again helps with the blasters, a 30% increase in scram range would turn it from easily kited into... well... kindof OP
    5) it would need the bay as well, and the myrm would possibly look even worse next to it.

    Ferox:
    Agreed with the noob trap, friend of mine started the game, went caldari, I had to talk to him on 3 different occasion not to expect it to behave the way he thought it would. Somehow he didn't like the Brutix. And in fact liked missiles, just not how the Drake looks.

    "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
    #888 - 2013-01-11 14:40:04 UTC
    Hakan MacTrew wrote:
    Sinigr Shadowsong wrote:
    My concern is that BCs are becoming weaker in general. With stronger cruisers and accessbility of BS/T2/T3 they wont be used that much.

    Now, I actually find this a refreshing change. BCs were a little too good at their job, making them preferable to both cruisers and BSs on the battlefield.
    By slightly reducing their effectiveness, other ships will find purpose. Who knows, maybe we will see T1 cruiser doctrines as well as maybe some other BC doctrines taking the field in fleet battles?


    I'm okay with their effectiveness being reduced, but I hope the final changes aren't too overboard in the hopes of steering people towards T1 cruisers. BCs were good training wheels for noobs bridging the gap between T1 fleets and bittervets with T2/T3 bling fleets. I hope they will continue to fill that role post-revamp, and I am eager to test the changes out when they hit the test server despite all my complaining on the internets.

    I hope that HACs come into their own soon to fill the gap left by the tier 2 BCs (and perhaps even snatch some heavy gank/tank glory from the T3s, although I am not looking forward to the T3 nerf because I fear that my poor Legion is going to go from quietly respectable to pathetic).
    Recoil IV
    Caldari Provisions
    Caldari State
    #889 - 2013-01-11 14:43:26 UTC  |  Edited by: Recoil IV
    fozzie,why not make cyclone or hurricane the equivalent of typhoon?at a smaller scale of course.

    with 8 slots, 4 turrets/4 launcher slots with bonuses to rate of fire for heavy,heavy assault missiles,rapid light and damage/rof for projectiles.while keeping the shield bonus for cyclone.thats a ship i would fly everyday

    or at least give cyclone 6 if not 7 launcher slots out of 7 highs.
    Mund Richard
    #890 - 2013-01-11 14:49:51 UTC  |  Edited by: Mund Richard
    Recoil IV wrote:
    fozzie,why not make cyclone or hurricane the equivalent of typhoon?at a smaller scale of course.
    My first reaction: why would you want that?
    Recoil IV wrote:
    with 8 slots, 4 turrets/4 launcher slots with bonuses to rate of fire for heavy,heavy assault missiles,rapid light and damage/rof for projectiles.while keeping the shield bonus
    AAAAH.
    So you want 8 hardpoint split weapon system twin-bonused WITH a tank bonus.
    Aren't we slightly a bit greedy?

    "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.

    Recoil IV
    Caldari Provisions
    Caldari State
    #891 - 2013-01-11 14:53:26 UTC
    Mund Richard wrote:
    Recoil IV wrote:
    fozzie,why not make cyclone or hurricane the equivalent of typhoon?at a smaller scale of course.
    My first reaction: why would you want that?
    Recoil IV wrote:
    with 8 slots, 4 turrets/4 launcher slots with bonuses to rate of fire for heavy,heavy assault missiles,rapid light and damage/rof for projectiles.while keeping the shield bonus
    AAAAH.
    So you want 8 hardpoint split weapon system twin-bonused WITH a tank bonus.
    Aren't we slightly a bit greedy?


    no,we are not greedy lol.
    Danny Centauri
    Republic University
    Minmatar Republic
    #892 - 2013-01-11 14:55:48 UTC
    Sinigr Shadowsong wrote:
    IMO 2 Gallente Combat BC sharing same obsolete armor repair bonus is bad idea. Brutix would make great ship if it have another bonus. Giving it armor resists would make it to "Amarrish". What do you think of following second bonuses?

    1) Increase maximum armor amount by X% per level (Pretty much like current armor T3 defensive bonuses).
    2) Reduce penalty from armor modules and rigs by X% per level.
    3) Mobility bonus (MWD Capacitor cost, AB duration cycle, MWD speed bonus etc).
    4) Tackling bonus. It would be handful to have something like "Increase the range of Warp Disruptors and Warp Scramblers by X% per level" since brutix is slow armor ship with extremely close-range weapons so it might help to get in melee.
    5) Drone damage bonus so it will be all-gank ship.

    Now to Ferox. Medium-size turret sniping just doesn't work. The fact that player fit 250mm on Ferox might be caused by that Ferox is actually a "Noob Trap". New player see nice-looking ship, read description and bonuses and decide that it will work as sniping ship. Actually, what targets would you expect to be shot by medium rails?


    Like the first idea in the list, increase of armor HP of x% per level. Hell even a hull bonus would make it interesting structure tank brutix FTW!

    EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players.

    Sinzor Aumer
    Planetary Harvesting and Processing LLC
    #893 - 2013-01-11 15:03:59 UTC  |  Edited by: Sinzor Aumer
    Freighdee Katt wrote:
    [Brutix and Myrm] having [armor repair bonus] might be a bad idea, but it's not "obsolete" as it stands now, at least for PvE...

    A blaster-boat in PVE... Hmm, what could it be? Certainly it's not mission-running - too much hustle. Must be something where NPCs are not numerous but strong enough to tank that mad DPS. A-ha! Those are Incursions or Wormhole sites, did I guess right? But those are ran with logis, so local reps would be inappropriate :-((

    Hakan MacTrew wrote:
    Actually, I've noticed one thing I'm not so sure about.
    The sig. radius of the Gallente ships are 22% larger than the Minmatar ones, making them only 15m smaller than a Typhoon.
    Is that not just a tad excessive?

    That once again confirms - Typhoon is awesome.
    Sinzor Aumer
    Planetary Harvesting and Processing LLC
    #894 - 2013-01-11 15:20:12 UTC
    Mund Richard wrote:
    Recoil IV wrote:
    fozzie,why not make cyclone or hurricane the equivalent of typhoon?at a smaller scale of course.
    My first reaction: why would you want that?
    Recoil IV wrote:
    with 8 slots, 4 turrets/4 launcher slots with bonuses to rate of fire for heavy,heavy assault missiles,rapid light and damage/rof for projectiles.while keeping the shield bonus
    AAAAH.
    So you want 8 hardpoint split weapon system twin-bonused WITH a tank bonus.
    Aren't we slightly a bit greedy?

    But split-weapons sux, no need to worry! ;-)

    Also, not agree with you criticism of suggested bonuses for Brutix:
    1) Buffer is used in PVE, namely in Incursions and WHs. You need to survive till logi pilot wakes up and lands on you.
    2) Rigs are used both for active and passive tank, PVP and PVE - what are you talking about?
    Jerick Ludhowe
    Internet Tuff Guys
    #895 - 2013-01-11 15:22:33 UTC  |  Edited by: Jerick Ludhowe
    Freighdee Katt wrote:

    Two having it might be a bad idea, but it's not "obsolete" as it stands now, at least for PvE, and likely will be less so when they get done with whatever mojo they're putting on armor tanking to bring it back to relevance. It makes a certain amount of sense for one "armor" race to be resist heavy and the other to be rep heavy, such that one favors buffer tanking and the other active tanking. If they come up with something ASB-like for armor tanking, rep bonused ships could easily turn into the next FOTM.


    Rep bonus is most certainly obsolete in comparison to a resistance bonus. The ONLY, and I say again, THE ONLY advantage the active rep bonus has over a resistance bonus is a 3% advantage in active tank only at skill level 5. The ship with a resistance bonus active tanks nearly as well, has far more ehp, and has a far better remote tank.

    Now I most certainly do agree that the active rep bonus should be present on one of the gallente BCs, and my vote goes for the Brutix. Imho The brutix should be the close range active brawler (hype line) and the Myrmidon should lose the rep bonus in favor of another drone bonus as the ship does better with an asb tank compared to a tripple rep anyway. That being said... The active rep bonus needs to be increased to 10% per level on all ships regardless if improvements to the modules themselves happen. W/o such improvements to the bonus the imbalance between resistance and active bonuses will be no different and this discussion will simply continue for another 5+ years...
    Reppyk
    The Black Shell
    #896 - 2013-01-11 15:34:12 UTC
    CCP Fozzie wrote:
    2) We have metrics on how people are fitting their ships, and many of you may be surprised to know that the most common highslot modules fit to Ferox in the game are named 250mm rails. There is actually a significant number of people using the Ferox for turret based PVE that many veteran players can easily overlook.
    Run again these "metrics" and tell me how many of these PVE feroxes have only 5 turrets, or 6 turrets and 3 reactor controls.

    I AM SPACE CAPTAIN REPPYK. BEWARE.

    Proud co-admin of frugu.net, a French fansite about EVE !

    Sinzor Aumer
    Planetary Harvesting and Processing LLC
    #897 - 2013-01-11 15:35:24 UTC  |  Edited by: Sinzor Aumer
    Jerick Ludhowe wrote:
    The active rep bonus needs to be increased to 10% per level on all ships regardless if improvements to the modules themselves happen. W/o such improvements to the bonus the imbalance between resistance and active bonuses will be no different and this discussion will simply continue for another 5+ years...

    On top of that, resistance is cap-independent.
    But I'd rather say - nerf resistance bosuses to 3.75% all across the board (yay! supercaps as well). It would prevent power creep. It's also indirect nerf of logi ships, which are sometimes considered "almost overpowered".
    Freighdee Katt
    Center for Advanced Studies
    Gallente Federation
    #898 - 2013-01-11 15:42:53 UTC  |  Edited by: Freighdee Katt
    DJ P0N-3 wrote:
    I'm okay with their effectiveness being reduced, but I hope the final changes aren't too overboard in the hopes of steering people towards T1 cruisers. BCs were good training wheels for noobs bridging the gap between T1 fleets and bittervets with T2/T3 bling fleets. I hope they will continue to fill that role post-revamp, and I am eager to test the changes out when they hit the test server despite all my complaining on the internets.

    I'd be okay with it if we weren't going to be forced to train them in order to get to battleships. It's fine if they get sidelined when people can ignore them (in the same way nobody cared that destroyers sucked for years, because nobody needed to train them anyway). But now they stand a good chance of getting sidelined, and you HAVE to train them, because they're a bottleneck to battleships. Rather than being something you can use for what it's good for if you want, they'll just be a big fat SP sink and a (further) obstacle to cross training. If they're going to be required in order to move on from cruisers, then they need to be better then cruisers in every way, other than obviously being bigger and slower.

    EvE is supposed to suck.  Wait . . . what was the question?

    Mund Richard
    #899 - 2013-01-11 16:15:22 UTC  |  Edited by: Mund Richard
    Sinzor Aumer wrote:
    Also, not agree with you criticism of suggested bonuses for Brutix:
    1) Buffer is used in PVE, namely in Incursions and WHs. You need to survive till logi pilot wakes up and lands on you.
    2) Rigs are used both for active and passive tank, PVP and PVE - what are you talking about?

    Ok, true, for the properly scaled places, it does count.
    You suppose a Brutix can be turned into an incursion-running ship? An effective one?
    And with WHs... well, when you can solo the lesser ones in a Drake, and the greater one need a proper fleet, again, the right tool for the job? Never lived there, so wouldn't know. Would like to!

    Armor rigs are used on PvE ships sure, just that I'm so used to armor ships being slow, I don't really register their drawback there, my bad.

    "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.

    Jerick Ludhowe
    Internet Tuff Guys
    #900 - 2013-01-11 16:18:40 UTC
    Sinzor Aumer wrote:
    Jerick Ludhowe wrote:
    The active rep bonus needs to be increased to 10% per level on all ships regardless if improvements to the modules themselves happen. W/o such improvements to the bonus the imbalance between resistance and active bonuses will be no different and this discussion will simply continue for another 5+ years...

    On top of that, resistance is cap-independent.
    But I'd rather say - nerf resistance bosuses to 3.75% all across the board (yay! supercaps as well). It would prevent power creep. It's also indirect nerf of logi ships, which are sometimes considered "almost overpowered".


    This is actually another avenue that I thought about for a bit. The problem with the rep bonus could have nothing to do with the actualrep bonus, but instead have to do with the relative overpowerdness of the resistance bonus. Nerfing resistance bonus to 4% per level may very well be the best avenue of approach.

    Either way, the balance between the two bonuses atm is seriously lack luster and needs to be evaluated and fixed asap.