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[Retribution 1.1] Combat Battlecruisers

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Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1341 - 2013-01-18 07:24:45 UTC
Scuzzy Logic wrote:
I personally think the myrm could be made to compare by just adding a 7.5% armor hp bonus per level to it. Would make it something of a reusable-buffer tank with very low downtime in hit-and run engagements.

Give the ferox the 7.5% bonus to HP and swap the rep bonus for a MWD sig bonus / cap penalty reduction and you've got yourself a mean T1 tackling beast. With the off issue if that it kind-of obsoletes the thorax in everything but speed.

I think you meant 'Brutix' rather than 'Ferox'.

Also, adding armour or shield hp is only really good for PvP, where something like a resist bonus and in certain situations active rep bonus are useful in both PvP and PvE. Just a hp bonus isn't going to leave either ship useful for anything but solo and small gang PvP. As for the MWD bonus, again, limited PvP use, negligible use for anything else.
NoPantsPanda
Federal Navy Academy
Gallente Federation
#1342 - 2013-01-18 08:53:18 UTC
Dewgong wrote:

With the number of BCs that can field a full flight of medium drones or lights, a drone boat has to be able to field Heavies to really stand out, or have enough of a 'something else' to make them stand out. The default '10% more damage per level' just doesn't really cut it when you're at the BC level. Sure you can send like, two heavies and some mediums, but seriously, that's just not really a great move, it's why mixed damage/weapon platforms don't preform well (minus the Typhoon, but :Battleship: happens with that)

Edit: Also, if you can give a role bonus to the drone boats of like can use up to 7 drones at once, the Myrm and the Proph (moreso the proph) instantly become decent and worth the time to actually bother fitting up. Sure they can't use heavies, and the non-bonused turrets/launchers become less of an embarrassment. Sure they can't use heavies, but I think it's a fair substitute.


I agree with this line of thinking. If drone boats got a bonus to number of drones out at a given time, this would greatly add to their utility while also increasing damage potential to be more in line with other ships of their class. Limit Prophecy/Myrm to use of light/medium drones and give them a role bonus of +2-3 deployable drones. Using 7-8 medium drones puts the damage output (336-384 dps, Hammerhead IIs, All V on a Domi) basically in between 5 mediums (240) and 5 heavies (475).
Roime
Mea Culpa.
Shadow Cartel
#1343 - 2013-01-18 09:19:31 UTC  |  Edited by: Roime
Sergeant Acht Scultz wrote:

I'm not saying neither Gallente is total crap. The line up got a little better after hybrids rebalance but it just feels like a bad patch you're waiting for another patch to fix.
Those "can" work in such small niche it makes no sense this race even existing in the game. If frigates became good and cruisers finally usable I still can't tell my self to armor fit any Thorax when it gets a huge dps boost and mobility by simply shield fit it, now tell me how awesome this is.
Gallente are in deep need for years for some important mechanics to change and actually have higher class ships scaling with large fleets other than Ranis, Lachesis, Oneiros, Proteus (heavy tackle...)

I want to see more green and camo in fleets, not less.


While I was 99% off-topic troll replying in that post (there are no "best" ships in the whole game) I think CCP has done great job balancing races and ships, and this has resulted in massive explosion of variety on the battlefield. I see all races represented equally in lowsec and wormholes, meaning pilots are able to fly the ships that they like and not be disadvantaged. In my case I fly only Gallente and I often feel like I have the ideal tool for the job in solo and small gang situations. This might not be the case in large fleets, but I don't know **** about that scene and can't comment much on it.

That said, I'm honestly not sure how balanced the game would be if Gallente ships would be as viable in large 0.0 fleets as they are in small ones.

I see no issues fitting ships with whatever tank that works for the fit.

@ Jerick

5% resist bonus is more universal, it helps with buffer and a bit with active tanking, rep bonus helps only when you have reppers fitted. This is the discussion, some see this as an issue. Rep and res bonuses yield about equal results on single repper fits, but rep bonus pulls ahead big time on multirepper setups, and even more when you add heat, drugs and links.

It's a simple fact- every additional armor repper is bonused, whereas resists bonus still just cuts the same amount of incoming damage, no matter how many reppers you run. Rep bonus gives you more mileage out of Exile (+rep amount) and heat (-rep time).

Buffer is very close to irrelevant when running active tanks in practice, your survival depends on the amount of repaired damage. Active armor has a narrow zone of viability, if incoming damage approaches the numbers where unplated armor EHP differences start to matter before you get rep cycles in, you're hosed.

Repping a big chunk of damage in once repper cycle is more advantageous than receiving a little bit less damage and repping a lot less. Resist -bonuses triple repper is worse than rep-bonused.

This is why I prefer to keep the bonus as rep amount, but would like to see it buffed up to 10% in order to keep up with the current typical DPS in solo and small gang engagements, which has steadily increased in the past years. Would 5% resist bonus make these Gallente BCs viable for fleets? I doubt, their weapon systems are a bigger issue.

I like variation between ships, active tank bonuses support this.

.

Hidden Snake
Inglorious-Basterds
#1344 - 2013-01-18 09:30:42 UTC
Kiting ASB nano cyclone will be pretty nice .... who needs drake when you can have this baby ... and then the tearfall calling for nerfbat will come.

Ferox is ok now ... will be better with more slots. I can imagine Ferox fleet supported by new Ospreyes.
Kraschyn Thek'athor
Aliastra
Gallente Federation
#1345 - 2013-01-18 10:51:22 UTC
To much micromanagment discussion.

Define three roles.
a) Tanky BC with PvE direction, Myrmidion, new Prophecy....
b) agile, high dps, Naga, Tornado....
c) ?

I would go for a double-damage bonus with 7x turret for variant C.
Less agility then the b-type BCs, but also the smallest signature of the BCs.
Aggressive, high DPS ships with mediocre tank and not to good at range. Ships for roamings, enough firepower to kill the promised small scale targets in 0.0.
Ships that go for Admiral Nelsons quote: " No captain can do very wrong by laying his ship side to side with his enemy".
Group C would be, Harbinger, Brutix, Drake and Hurricane.

Ferrox:
Change to Missiles. To much Hybrid T1 ships for Caldari. Nighthawk that follows up is also an Missile boat. We need for progression far more missile verability. In the Frig/Destroyer section are a bunch of missile boats, but for the 5x T1 BC/BS are only two.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#1346 - 2013-01-18 11:46:45 UTC
I can't wait to shield tank my Prophecy and armour tank my Cyclones and Ferox's. It's going to be hilarious
Weasel Leblanc
Center for Advanced Studies
Gallente Federation
#1347 - 2013-01-18 12:05:01 UTC
Kraschyn Thek'athor wrote:
Ferrox:
Change to Missiles. To much Hybrid T1 ships for Caldari. Nighthawk that follows up is also an Missile boat. We need for progression far more missile verability. In the Frig/Destroyer section are a bunch of missile boats, but for the 5x T1 BC/BS are only two.


The percieved imbalance isn't caused by the Ferox, it's caused by the Naga. Turning the Ferox into a missile boat would leave Caldari pilots with zero sensible Caldari options for a battlecruiser fitting medium turrets.

Yes, in theory you could use a Naga as a medium turret platform, but in practice you would be defeating the purpose of the ship entirely.
Apostrof Ahashion
Doomheim
#1348 - 2013-01-18 12:35:47 UTC
Since bot the Hurricane and Harbinger are in the similar position, being pushed into medium range versatile gunboat niche, you really should take another look at the Harbinger. Harbinger was really good before (even if somewhat unpopular because of fitting problems), after these nerfs i feels it will really be a distant second choice compared to the cane, having much lower speed, fitting limited by cpu and pg even with max fitting skills, worst agility in class, bad tank. I think its too much to pay for good damage projection.

Harbinger was really well balanced, it needed great fitting skills to use properly, solid tank and speed and good damage over great range. It was a ship that really didnt need touching at all, maybe just little tweaks like mass that applied to every ship in class. Losing 32pg for a ~30dps boost at bc lvl5 is not what the hull needed.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1349 - 2013-01-18 13:42:56 UTC  |  Edited by: Hakan MacTrew
Weasel Leblanc wrote:
Kraschyn Thek'athor wrote:
Ferrox:
Change to Missiles. To much Hybrid T1 ships for Caldari. Nighthawk that follows up is also an Missile boat. We need for progression far more missile verability. In the Frig/Destroyer section are a bunch of missile boats, but for the 5x T1 BC/BS are only two.


The percieved imbalance isn't caused by the Ferox, it's caused by the Naga. Turning the Ferox into a missile boat would leave Caldari pilots with zero sensible Caldari options for a battlecruiser fitting medium turrets.

Yes, in theory you could use a Naga as a medium turret platform, but in practice you would be defeating the purpose of the ship entirely.

How about a compromise.

Give the Ferox a choice of turrets or launchers, give the Drake a range bonus instead of resists. Keeping the optimal bonus just gives it similar options to now.

I have suggested the Drake change and argued against it, but if the Ferox could fill the gap for a brawler, it would settle a lot of issues.

After all, Caldari are supposed to be the missile faction, while it seems at least half their ships use hybrids.
Mund Richard
#1350 - 2013-01-18 14:09:32 UTC  |  Edited by: Mund Richard
Kraschyn Thek'athor wrote:
To much micromanagment discussion.

Define three roles.
a) Tanky BC with PvE direction, Myrmidion, new Prophecy....
b) agile, high dps, Naga, Tornado....
c) ?

I would go for a double-damage bonus with 7x turret for variant C.

I do like the post up to this point, if I read "Tanky BC with survival in mind" instead of PvE focus.

A) Tanky ship, focused on outlasting it's foes, manouverability and offense weaker.
B) Ship with oversized guns, focusing on blowing stuff up faster/further away to avoid getting popped, weak defense.
C) Ships with fair tank and double bonus to medium-sized weaponry*.

*assuming it's the Brutix and not the Myrm, in that case drone+gun like the Vexor.

Not that it's anything new, has been asked for already a few times.
And the missile Ferox is a "bad" idea, do leave a medium hybrid ship for the Caldari.

"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.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1351 - 2013-01-18 14:18:22 UTC  |  Edited by: Sergeant Acht Scultz
Roime wrote:
Sergeant Acht Scultz wrote:

I'm not saying neither Gallente is total crap. The line up got a little better after hybrids rebalance but it just feels like a bad patch you're waiting for another patch to fix.
Those "can" work in such small niche it makes no sense this race even existing in the game. If frigates became good and cruisers finally usable I still can't tell my self to armor fit any Thorax when it gets a huge dps boost and mobility by simply shield fit it, now tell me how awesome this is.
Gallente are in deep need for years for some important mechanics to change and actually have higher class ships scaling with large fleets other than Ranis, Lachesis, Oneiros, Proteus (heavy tackle...)

I want to see more green and camo in fleets, not less.


While I was 99% off-topic troll replying in that post (there are no "best" ships in the whole game) I think CCP has done great job balancing races and ships, and this has resulted in massive explosion of variety on the battlefield. I see all races represented equally in lowsec and wormholes, meaning pilots are able to fly the ships that they like and not be disadvantaged. In my case I fly only Gallente and I often feel like I have the ideal tool for the job in solo and small gang situations. This might not be the case in large fleets, but I don't know **** about that scene and can't comment much on it.

That said, I'm honestly not sure how balanced the game would be if Gallente ships would be as viable in large 0.0 fleets as they are in small ones


Yeah I know you enough (Tanya/Lyn] to know you were like trolling a little bit, just wanted to point out some obvious stuff since you left the door opened. Blink

In fact I can perfectly agree with you in this simple way: specific bonused WH's and situations like station/gate camping and very small engagements Gallente have a lot going for them, often shield tanked which is my main issue.

However if you remember my posting with my previous forum troll alts you know my feelings.
I just can't accept Gallente ships shouldn't be useful in a larger spectrum of engagements and players choices. The game play is far too restrictive, while this isn't a problem when you have the choice like I do because I've understood my best path was to train every single race ships up to command ships, it's a huge barrier for newer players.

The new player has to commit to this game for about 1 year at least to get those core elite certificates to the top so he can get the best out of his Gallente ships fittings, meaning his specialization is not that worthy because he does not have the choice of whatever aspect in the game but a very limited engagement type.

The newbie around came because he has heard about gigantic fleet fights with focking space ships !! -Why in hell can't he fly his stupid space potato in fleets??-because it's just plain crap?
It's not his fault, it's not even other players advice trolling comments or advices fault, it's only because game mechanics around those ships are bad, awful, and have no sense for a game claiming from the beginning 'large fleet fights' and 'do whatever you want' or 'your actions have an impact'.
I want this to change, I want that each and every single Gallente pilot has the choice and the same important role every other ship or race in the game can bring without having to pass by the obvious step ranis/lachesis/oneiros/proteus.
I want more, I want that awful noob to get in his fleet with his Mega and actually feel his worth of something, have the feeling he participated to something greater and his actions HAD positive effects on the fight outcome.

So, yep I'm not satisfied and will never be as long as every single pilot in this game and whatever race he chooses to fly means he's choosing restrictive game play and area of this game, just because it's not Eve'ish and totaly not "sandbox"

removed inappropriate ASCII art signature - CCP Eterne

Pantson Head
Caldari Provisions
Caldari State
#1352 - 2013-01-18 15:15:21 UTC
I almost like the prophecy, you just need to + a launcher, - turrets and dump the drone bonus for missile or just HAM ROF. I'm paraphrasing horribly a fantastic post of Prom's on failheap, but this would be the perfect stepping stone for the Khanid line of missile ships, between the Vengeance and the Sacrelige. It make sense with Amarr ships as they are, and it is a great armor counterpart to the Drake.
Not long, but still didn't read;
Gief armor drake!
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1353 - 2013-01-18 15:24:08 UTC
Pantson Head wrote:
I almost like the prophecy, you just need to + a launcher, - turrets and dump the drone bonus for missile or just HAM ROF. I'm paraphrasing horribly a fantastic post of Prom's on failheap, but this would be the perfect stepping stone for the Khanid line of missile ships, between the Vengeance and the Sacrelige. It make sense with Amarr ships as they are, and it is a great armor counterpart to the Drake.
Not long, but still didn't read;
Gief armor drake!

How does that even work? Why suggest a T1 BC to be a stepping stone between an AF and a HAC? Given that the Damnation is going to be a missile boat and will be the next step for the Khanid line, thats the point of pregression.

As it is, the Prophecy could have some of the most versatile abilities of all the T1 BC's. Its got the slot layout to achieve so many things.

I love my missiles, and I will be flying both HAM and HML fits with it, but I will also be testing a Blaster fit with a TD and a solid buffer tank on my PvP alt. Or maybe drop the TD and go for double web and watch the target melt under CN antimatter and Hammerhead II's...
Mund Richard
#1354 - 2013-01-18 15:33:02 UTC
Pantson Head wrote:
Not long, but still didn't read;
Gief armor drake!

So you like the Prophecy as soon as it's an Amarr Drake instead. Roll

And... truth be told, it would make sense, the T2 hulls will be laser/missile - and we already have the Harbi to fill out the laser spot - so why would the T1 hull make any sense with anything but missiles?

"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.

Dewgong
Order of the Black Dagger
#1355 - 2013-01-18 16:06:38 UTC
Hakan MacTrew wrote:
Pantson Head wrote:
I almost like the prophecy, you just need to + a launcher, - turrets and dump the drone bonus for missile or just HAM ROF. I'm paraphrasing horribly a fantastic post of Prom's on failheap, but this would be the perfect stepping stone for the Khanid line of missile ships, between the Vengeance and the Sacrelige. It make sense with Amarr ships as they are, and it is a great armor counterpart to the Drake.
Not long, but still didn't read;
Gief armor drake!

How does that even work? Why suggest a T1 BC to be a stepping stone between an AF and a HAC? Given that the Damnation is going to be a missile boat and will be the next step for the Khanid line, thats the point of pregression.

As it is, the Prophecy could have some of the most versatile abilities of all the T1 BC's. Its got the slot layout to achieve so many things.

I love my missiles, and I will be flying both HAM and HML fits with it, but I will also be testing a Blaster fit with a TD and a solid buffer tank on my PvP alt. Or maybe drop the TD and go for double web and watch the target melt under CN antimatter and Hammerhead II's...

As the proph is right now, it is already is quite versatile. All it really needs is the 4th mid, a bit more cpu, and maybe at least a 50M3 drone bay

The changes, while tempting, aren't really any better with the loss of the highs and addition of the second weapon type in such strong force. Also, while the extra low is nice, the Proph already has enough.
Unseen Spectre
Shadow Eye Ops
#1356 - 2013-01-18 16:18:34 UTC
Overall, I think changes look promising although some of them will probably have to be adjusted.
Personally, I like that the drake was not changed much. Although, it could be discussed whether the kinetic damage bonus could be changed for a generic one, I do not think that the shield resists should be dropped in favour of another missile bonus. Since it is a slow ship it will be difficult for it to run away quickly so it needs to be able to take a beating. Furthermore, although the changes are primarily focused on PVP, there is also PVE where I think the strong tank which the resists provides is also important.
An although the Caldari missile ships tend to follow a certain pattern in relation to the bonuses they get, i.e. they tend not to have resistances, there is nothing that states that the drake cannot deviate from that pattern – there usually is an exception to the rule.
I also do not think that the drake will receive any bonus that extends the range of the missiles. I think part of the aim of the heavy missile nerf was to reduce the range of the drake, and if the drake receives a range bonus this will counter the heavy missile range nerf and I doubt that CCP will give the drake some of its striking range back.
Overall, I think the drake is fairly balanced, if not very exciting – especially in combination with the heavy missile nerf which makes it necessary to make compromises in terms of fitting.
Zarnak Wulf
Task Force 641
Empyrean Edict
#1357 - 2013-01-18 16:27:13 UTC
Any chance of an update before the weekend?
Luc Chastot
#1358 - 2013-01-18 17:32:26 UTC
Zarnak Wulf wrote:
Any chance of an update before the weekend?


So, is it me or devs communicated a lot more until just before Retribution? I don't mind radio silence during the holidays, but this thread means we're back on track, and so far we've only got the original dev post and one update.

Make it idiot-proof and someone will make a better idiot.

Liang Nuren
No Salvation
Divine Damnation
#1359 - 2013-01-18 20:59:19 UTC
Luc Chastot wrote:
Zarnak Wulf wrote:
Any chance of an update before the weekend?


So, is it me or devs communicated a lot more until just before Retribution? I don't mind radio silence during the holidays, but this thread means we're back on track, and so far we've only got the original dev post and one update.


Fozzie was on New Eden Radio a couple of days ago and discussed this thread and some of the things in it. I remember one of the things he specifically commented on was the down sides of armor tanking (Brutix/Myrm) and the Harbinger's pitiful CPU.

-Liang

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

I'm Down
Macabre Votum
Northern Coalition.
#1360 - 2013-01-18 22:36:27 UTC
Roime wrote:
5% resist bonus is still not better in active tanking than 7.5% to rep amount, but yes, the other points are true.

Do they matter? Are all BCs supposed to be equal in every role?

Make the rep bonus to 10% if it needs buffing, but don't ruin the niche use. Active tanking is good for the game.



5% resist is always better because the alternative requires that you have capacitor to even apply the bonus. Resistance increases EHP, increases repair amount, and requires no capacitor to have an effect on the ship. The repair amount bonus always requires you to get off repairs and does nothing to increase ship EHP. In fact, it does the opposite because it requires you to give up more slots to make the most use of it.