These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Inkarr Hashur
Skyline Federation
#901 - 2013-01-11 16:29:20 UTC  |  Edited by: Inkarr Hashur
Jerick Ludhowe wrote:
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.

No, it really wouldn't, because ships with NO defense bonus at all are still capable of fielding decent buffers that outclass the active tank bonus in most cases. Nerfing the resistance bonus on the ships that have them won't make the active tank bonus significantly more viable. All you'll be doing is lowering the increased defense on certain select ships.

Edit: the core of the problem is the relation between buffer and local reps. Attacking resistance bonuses isn't fixing the core of the problem, at best this is unhelpful, and at worse, actually hurting balance between hulls more than it already is.
Mund Richard
#902 - 2013-01-11 16:48:54 UTC
Inkarr Hashur wrote:
Edit: the core of the problem is the relation between buffer and local reps. Attacking resistance bonuses isn't fixing the core of the problem, at best this is unhelpful, and at worse, actually hurting balance between hulls more than it already is.
Must agree, that nerfing something ain't always the way to fix another.
There are 4? kinds of tanking bonuses atmo? Local rep, resist, increased hp, and none at all.

However, ships with none at all should also be viable, so buffing everything higher and higher is also not a solution.
Currently, a ship with a good damage bonus and a good resist bonus is a package that scales really-really well for instance for fleets (going with amarr, think of how you can ask for cap inject, ships with a laser cap "bonus" are... nice for letting the important ships get more, and not being stressful on the Logis? Roll).

"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.

Andre Coeurl
Embers Children
#903 - 2013-01-11 16:49:01 UTC  |  Edited by: Andre Coeurl
deleted double post
Andre Coeurl
Embers Children
#904 - 2013-01-11 16:49:33 UTC
mynnna wrote:
Kinis Deren wrote:
mynnna wrote:
Andre Coeurl wrote:
So, absolutely no interest in thinking about the possibility that there should be a group of Battlecruisers able to fly along cruisers gang to add more DPS, and another able to fly along BS gangs to provide screen?
In the first role (giving them cruiser-comparable speeds and agility, but cruiser-comparable tanks) you could put easily Hurricane, Ferox, Brutix and Harbinger, in the second role (buffing tank to stay with BSs and increasing the efficiency against small targets) Cyclone, Drake, Myrmidon and Prophecy.

Currently only Tier3s are real BCs in my view, being able to run along Cruisers adding punch and range but with a flimsy tank.

Is that such a crazy idea after all? I don't believe so.
But the current changes keep the Tier1 and Tier2 BCs in a class with speed and tank inbetween BS and Cruiser, keeping them unable to fly efficiently along neither ones.


Maybe it's better to think of the combat battlecruisers as "heavy cruisers", which actually do fill a niche between light cruisers and battlecruisers or battleships, as opposed to actual battlecruisers which are, as you noted, essentially battleships that are faster but less well armored.


Hate to break it too you, but I believe that role is already taken


If combat battlecruisers are more like heavy cruisers, I'd be more inclined to consider HACs as something more like a modern aegis cruiser or something. But like I said, trying to apply hundred year old naval concepts here leaves you coming up short, so why bother?


I'd be happy to not apply naval combat concepts if:
- they weren't already applied everywhere else in EVE roles
- if the proposed changes would show a clear reason behind them, allowing for meaningful uses of hulls we didn't use much so far, and keeping the useful hulls useful

What Fozzie basically say is that they plan to cut the edge to the current Tier2s to put the BC class more in line with cruisers, but what I underline is that this doesn't work because Tier1 and Tier2 BCs are still slow and agile as bricks (and that gets even worse after the changes) so they'll become just overall worse and less useful than cruisers, potentially relegating them to be a cheap platform for a link... but whoever would do that in an armor cruiser fleet if that brick-like ship 5 times more expensive than the average is slowing down all the fleet, and is also likely to be left behind all the times you have to do a how warpout?
I can only think we would see some Prophecy along BS gangs because of the comparable tank, but then, who would do that if such a ship will likely have 1 link when a CS would have 3? Doesnt' make sense.
What the proposed changes lead to is, for sure less BC gangs around replaced by cruiser fleets,, with the odd Hurricane mixed in (only for those pilots with more isk than skillpoints though), most other ex-tier1&2 BCs used solo or with small gatecamps. And of course in PVE, for god's sake.
Is this giving more flexibility to the game, is it fun?
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can? Or even instead of cruisers!
Or maybe I'm missing a very clear role concept (which isn't the Heavy Cruiser one of course) so please explain it to me What?

Beside that, Battleships aren't in commission anywhere in modern navies but we have lots in EVE, plus, guess what, we have Dreadnought capital ships too :)
Johan March
The Scope
Gallente Federation
#905 - 2013-01-11 17:03:17 UTC
Fozzie, thanks for the update.

Some suggestions for the Gallente boats: Either have the armor rep bonus apply to RR as well, or switch to an armor resist bonus. There is precedent in the Phobos.

I liked another poster's idea of giving the Myrmidon a secondary drone bonus and an extra midslot so it can shield tank. I like the idea of one racial BC having a tanking bonus and one not with dual offensive bonuses.

Last suggestion is for the cyclone to have an equal number of gun or launcher hard points with the ROF bonus applying to both guns or missiles. It would mesh with the Minmatar flexibility concept CCP promotes.
Jerick Ludhowe
Internet Tuff Guys
#906 - 2013-01-11 17:10:50 UTC
Inkarr Hashur wrote:


Edit: the core of the problem is the relation between buffer and local reps. Attacking resistance bonuses isn't fixing the core of the problem, at best this is unhelpful, and at worse, actually hurting balance between hulls more than it already is.


The core of the problem IS, unquestionably, the significant relative difference in effectiveness between the two bonuses. W/o addressing this CORE issue any buffs to armor reps will not address this disparity. If you "attack" resistance bonuses making them more than 3% worse at active tanking than rep bonus you've increased the gap of "niche" effectiveness in favor of the local rep bonus which is, as already stated, the core issue here. Furthermore, fixing active armor tanking via a 50% rep amount bonus will only make it viable on only ships with said bonus. If you instead address the disparity between bonuses and THEN go and fix the reppers themselves you will be making active tanking far more viable on un-bonused hulls.

Either way, if rep bonus is to become useful, ccp must take one of these avenues of approach. 10% rep per level is a good start, however a nerf to resistance bonus coupled with an overall buff to armor reppers (leaving active rep bonus unchanged) is probably the better option.
DarthNefarius
Minmatar Heavy Industries
#907 - 2013-01-11 17:13:04 UTC  |  Edited by: DarthNefarius
CCP Fozzie wrote:


What about armor tanking? The imbalances caused by the mass of plates, the speed penalty on armor rigs and the weakness of armor reps in pvp situations are a problem that becomes more pronounced for these ships than for any of the smaller classes and should be fixed as soon as possible!

I completely agree. ~Working on it~. However since we want to be very careful about what we promise and when that's all I can say at this exact moment.



The Reactive Armour hardener is not only cruddy when compared to the Anci Shield Booster in PvP but it is cruddy in both Sleeper & Incursion PvE. One quick&EZ thing CCP Fozzie could do right now is to give the Faction Plates the same HP bonuses that the T2 plates got in addition to the lower mass ( right now faction plates are as unused as the T2 plates were 6 months ago ) to justify Faction plates higher costs.
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Jerick Ludhowe
Internet Tuff Guys
#908 - 2013-01-11 17:15:16 UTC
DarthNefarius wrote:
thing CCP Fozzie could do right now is to give the Faction Plates the same HP bonuses that the T2 plates got in addition to the lower mass ( right now faction plates are as unused as the T2 plates were 6 months ago ) to justify Faction plateshigher costs.


This is an unquestionably good idea. This is a must add, you've got my support darth.
Sinigr Shadowsong
Aliastra
Gallente Federation
#909 - 2013-01-11 17:18:09 UTC  |  Edited by: Sinigr Shadowsong
CCP Fozzie wrote:

Examples of split weapon ships are the Typhoon and Naglfar, both of which are designs that I consider obsolete and worth changing when we get to them.


On a side note. Split weapon systems are often mentioned in this thread. What often inclined is that they are bad idea to begin with. I tend to disagree with those claims. Split weapon systems are interesting and fun design and I'm sure that many players here like Typhoon. If it was as strong as other BS it would be used much more often.
What makes current split weapon systems bad is an absence of specialized modules for them. Adding something like this might make it more appealing:

==============================
Reload Optimisation System I
1MW 30 CPU
Gives a bonus to the rate of fire for both turrets and missile launcher systems. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized/
Turret RoF bonus 7.5%
Launcher RoF bonus 7.5%
(Numbers and name are obviously a placeholders).
==============================

Just imagine how versatile and fun might be using BC with 3 turrets and 3 launchers. You can mix Heavy missiles for kite/Harass with AC for close dps, use HAMLS+AC for close-range burst, use different damage types on launcher/guns for different targets or put RLML in launcher slots for anti-frig support. How interesting might be fitting a ship with 6-7 high slots, 4 launcher slots and 4 turret slots. Obviously training 2 weapon systems are longer, but it will be more rewarding at the end: you will be ready for using 2 types of different weapons effectively widening amount of ships you can effectively fly.
Fon Revedhort
Monks of War
#910 - 2013-01-11 17:21:50 UTC
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.

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

Jerick Ludhowe
Internet Tuff Guys
#911 - 2013-01-11 17:27:39 UTC
Fon Revedhort wrote:
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.


I think it's pretty safe to assume that all commands (except sleipnir and claymore, which already have +1 slot) will be receiving +1 slot making their total slotage on par with the rebalanced BCs. I think it's also safe to assume that the 6 year old BC HP buff that was missed on Commands (fail much ccp?) will at the very least be partially applied to Commands.
Fon Revedhort
Monks of War
#912 - 2013-01-11 17:42:03 UTC
Jerick Ludhowe wrote:
Fon Revedhort wrote:
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.


I think it's pretty safe to assume that all commands (except sleipnir and claymore, which already have +1 slot) will be receiving +1 slot making their total slotage on par with the rebalanced BCs. I think it's also safe to assume that the 6 year old BC HP buff that was missed on Commands (fail much ccp?) will at the very least be partially applied to Commands.

These are correct assumptions (bar sleip and claymore; extra high is not the same as extra mid or low), but given the price difference I don't see how comparison of these classes is valid. By that logic we should ask why use Phoons or Pests when Machariel is available.

As for CCP much failing, a couple of my favourite quotations:
command ships are pretty fine as-is - CCP Zulupark, 2008
Is the Nighthawk really underpowered? - CCP Greyscale, 2011

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

Andre Coeurl
Embers Children
#913 - 2013-01-11 17:48:10 UTC
Fon Revedhort wrote:
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.


You probably didn't read my whole post, but to make it clearer, I was talking about a potential role of BCs as bonus givig ships to BS gangs... so would you rather have a crappy (but cheapish) 1-link ship to bonus your gang where everyone is flying 200m ISk+ ships, or put in a 300m Isk ship to give 3 links with much better bonuses?
If you'd do the first, I'm not sure your fleet mates would be happy.

Besides, you possibly didn't check what T1 cruisers can do now.
You can fit a T1 Thorax with 35k HP tank and 600 DPS, fly it 1600 m/s, and have a signature radius and agility 30% better than a shield Hurricane, which in comparison does now at top 800 DPS (without neuts).
Rupture is comparable, Stabber is even faster although has slightly less DPS and tank, Maller has a great tank and good DPS and damage projection... didn't personally check the Caldari ones yet but you get the picture.
So your statement would be correct if you said "Battlecruisers used to be just too much better than Cruisers", but as you can check for yourself this isn't the case anymore.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#914 - 2013-01-11 17:53:08 UTC
Fon Revedhort wrote:
Jerick Ludhowe wrote:
Fon Revedhort wrote:
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.


I think it's pretty safe to assume that all commands (except sleipnir and claymore, which already have +1 slot) will be receiving +1 slot making their total slotage on par with the rebalanced BCs. I think it's also safe to assume that the 6 year old BC HP buff that was missed on Commands (fail much ccp?) will at the very least be partially applied to Commands.

These are correct assumptions (bar sleip and claymore; extra high is not the same as extra mid or low), but given the price difference I don't see how comparison of these classes is valid. By that logic we should ask why use Phoons or Pests when Machariel is available.

As for CCP much failing, a couple of my favourite quotations:
command ships are pretty fine as-is - CCP Zulupark, 2008
Is the Nighthawk really underpowered? - CCP Greyscale, 2011



lol at Zulubadness xD

BYDI recruitment closed-ish

Fon Revedhort
Monks of War
#915 - 2013-01-11 17:53:26 UTC
Andre Coeurl wrote:
Fon Revedhort wrote:
Andre Coeurl wrote:
Will the changes give you a reason to fly these BCs insted of HACs or Commandships, if you can?

Command Ships? lol... If you're looking for a popular, potent and cheap replacement, CS class is hardly the right thing, dude Big smile

Besides, everyone knows current battlecruisers are way too good, so some kind of fix will be of a great benefit for the entire EVE.


You probably didn't read my whole post, but to make it clearer, I was talking about a potential role of BCs as bonus givig ships to BS gangs... so would you rather have a crappy (but cheapish) 1-link ship to bonus your gang where everyone is flying 200m ISk+ ships, or put in a 300m Isk ship to give 3 links with much better bonuses?
If you'd do the first, I'm not sure your fleet mates would be happy.

In that case I don't quite follow your logic: currently battlecruisers are definitely used for other things rather than gang-boosting, so intended reduction in combat stats will change nothing.

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

Inkarr Hashur
Skyline Federation
#916 - 2013-01-11 17:59:21 UTC
Jerick Ludhowe wrote:
Inkarr Hashur wrote:


Edit: the core of the problem is the relation between buffer and local reps. Attacking resistance bonuses isn't fixing the core of the problem, at best this is unhelpful, and at worse, actually hurting balance between hulls more than it already is.


The core of the problem IS, unquestionably, the significant relative difference in effectiveness between the two bonuses. W/o addressing this CORE issue any buffs to armor reps will not address this disparity. If you "attack" resistance bonuses making them more than 3% worse at active tanking than rep bonus you've increased the gap of "niche" effectiveness in favor of the local rep bonus which is, as already stated, the core issue here. Furthermore, fixing active armor tanking via a 50% rep amount bonus will only make it viable on only ships with said bonus. If you instead address the disparity between bonuses and THEN go and fix the reppers themselves you will be making active tanking far more viable on un-bonused hulls.

Either way, if rep bonus is to become useful, ccp must take one of these avenues of approach. 10% rep per level is a good start, however a nerf to resistance bonus coupled with an overall buff to armor reppers (leaving active rep bonus unchanged) is probably the better option.

Attacking the resistance buff won't cause people to start putting reps on ships with no defense bonus at all. They'll still go for buffer. People rarely even put reppers on the ships that have an active rep bonus, only doing so in special select circumstances. They still go for buffer. How does nerfing the resist bonus on a prophecy fix the gallente issue? It doesn't. The core of the problem is how bad reppers are. Not how good the 5% resist bonus is.

Now, if you buff reppers, that would make the resist bonus that much better, I'll admit. And you can adjust things after that. But the balance between armor and shield is already poor, and nerfing armor resist bonuses is not helping anything.
Kalenn Istarion
The Scope
Gallente Federation
#917 - 2013-01-11 18:04:28 UTC
CCP Fozzie wrote:

Myrmidon:
:stuff:
Capacitor (amount / recharge rate / average cap per second): 2850(+37.5) / Attention750s(+108.75s)Attention / 3.8 (+0.05)
:morestuff:


Is this right? Current wiki says Myrm already at 750s recharge rate. Also, that big a nerf to the recharge rate would decrease cap/s rather than increase. I'm assuming this is an error.

However, if it's not an error, this would be a huge nerf to the Myrm as it would significantly reduce ability to make a cap-stable multi-rep fit... Could someone please clarify?

Try Harder.

Liang Nuren
No Salvation
Divine Damnation
#918 - 2013-01-11 18:06:35 UTC
Freighdee Katt wrote:
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.


Instead CCP should just ignore all numbers and metrics and listen to you about how to design their games.

...

...

...

No.

-Liang

I'm an idiot, don't mind me.

Sinigr Shadowsong
Aliastra
Gallente Federation
#919 - 2013-01-11 18:12:20 UTC
Inkarr Hashur wrote:

Attacking the resistance buff won't cause people to start putting reps on ships with no defense bonus at all. They'll still go for buffer. People rarely even put reppers on the ships that have an active rep bonus, only doing so in special select circumstances.

Putting active rep on ship without rep bonus is a common thing in PvE. I can safely assume that absolute majority pilots use active reps in PvE.
Also I dont realy want to see lot of active tanking in PvP because it can often feel unfair when you just cant break target's tank. PvP in games with such mechanics (heavy relience on self-sustain) is usualy boring and tedious. Try to make a 3v3 with (Drake + 2 Basilisks) and (Drake + 2 Basilisks) and you will get the idea how bad it can be with abundance of active tank. Overall passive tanking is more healthy for PvP.
Another suggestion: how about a fast self-repairing module with long cooldown? Something that gives quickly gives you 30-70% of your armor/shield but then unusable for next few minutes. With such things active repair bonuses would be used both in PvE and PvP. If you fit 2-3 of such modules on your ship you will get more EHP than by passive tank but it will come at cost of higher skillcap, cap dependence and lower outside repair potential.
Jerick Ludhowe
Internet Tuff Guys
#920 - 2013-01-11 18:14:33 UTC  |  Edited by: Jerick Ludhowe
Inkarr Hashur wrote:

Attacking the resistance buff won't cause people to start putting reps on ships with no defense bonus at all. They'll still go for buffer. People rarely even put reppers on the ships that have an active rep bonus, only doing so in special select circumstances. They still go for buffer. How does nerfing the resist bonus on a prophecy fix the gallente issue? It doesn't. The core of the problem is how bad reppers are. Not how good the 5% resist bonus is.

Now, if you buff reppers, that would make the resist bonus that much better, I'll admit. And you can adjust things after that. But the balance between armor and shield is already poor, and nerfing armor resist bonuses is not helping anything.


As I already stated, if you don't address the imbalance between resistance and rep bonus we're going to have the same issues we have today between the two bonuses even after any potential bonuses to armor reps. The solution as stated, is to increase the relative active tank effectiveness between resistance and rep bonused ships more in favor of the active bonus. You can either do this by increase the effect of the active tanking bonus, which would make active reps only viable on bonused ships. Or you can nerf the resistance bonus (of both shield and armor) to 4% per level and buffing armor reppers. The second solution solves the problem of active vs resistance bonus, as well as solving the problem of armor reppers being used on hulls w/o a bonus.

In all honesty, Resistance bonus is overpowered anyway.