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[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Jorma Morkkis
State War Academy
Caldari State
#1381 - 2013-01-19 15:47:08 UTC  |  Edited by: Jorma Morkkis
How much EHP do you need if 60k isn't enough on BC?
Bouh Revetoile
In Wreck we thrust
#1382 - 2013-01-19 15:56:30 UTC
Wow ! I can't believe it ! People are actually complaining about caldari ship not being effective enough at shield tanking !

Seriously people, in what world do you live ? Can't you keep in mind how ship perform in the game currently before posting about balancing the future ones ?

And remember : as long as we don't know what Fozzy have in mind for armor tank, we can't really complain about armor ships being bad because of armor. And the same goes for armor bonuses.

More globaly, I think they have been rather conservative with most BC (exceptions being Cyclone and Prophecy) to avoid the risk of breaking the balance. Until now, we had very popular tier2 BC, often considered overpowered, and tier1 BC rather weak. They just put them all in a middle ground, and I think its a good thing. I think BC have been a reference for all this tiericide, and modifying them too much now could be dangerous for balance.
Moonaura
The Dead Rabbit Society
#1383 - 2013-01-19 16:02:45 UTC
Jorma Morkkis wrote:
How much EHP do you need if 60k isn't enough on BC?


Depends what you're trying to do with it Jorma and whether you are supported by logistics, and how many you are trying to fight against. Will a 60k EHP fit be enough to kill a tripple tank Myrmiddon? Doubtful.

Will 60k EHP be enough to survive long enough to get repairs if fighting say, a 30 man gang? Tricky.

And you also put aside the fact that this ship has a very large signature, increased yet further by both the shield modules and rigs, and amplified by the MWD when in use.

You say that 3 slots is enough for a tank on a Caldari ship. I agree, but the Ferox doesn't really have that option in an all round fit, it only has 2 slots for the mid slot tank. 2 is not enough.

Typically this will be an Invul, or a EM fixer, with an LSE. But the Ferox has capacitor issues. And it has to use the MWD longer because its slower, and blasters don't reach far. And unless you have other pointers in the fleet, a point is required.

You can of course drop the cap booster, and 'hope' that your enemy is in range. And you can drop the point if you're in a fleet capable of bringing more. But this still all rather leaves the Ferox as looking a bit crap doesn't it?

How often do you see Ferox's roaming around? If they were so great, I'm sure they'd be used. But they aren't. Why? Because for the cost, there are a lot better choices.

My point?

With these changes, it still pretty useless. There are far cheaper options and other options that work better at battlecruiser level, including its sister ship.

Give it another mid slot and more power grid, and we actually have something viable.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Jorma Morkkis
State War Academy
Caldari State
#1384 - 2013-01-19 16:12:15 UTC
Myrm this and Myrm that.

How much EHP do you need against kiting armor Harbinger?
CCP Fozzie
C C P
C C P Alliance
#1385 - 2013-01-19 16:18:11 UTC
Just a quick note guys, Sisi is up and running with a working market now. This build has the BC versions from the OP. They are going to change somewhat in the version I'm working on now, but your feedback on this iteration is still valuable.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

fukier
Gallente Federation
#1386 - 2013-01-19 16:35:15 UTC
CCP Fozzie wrote:
Just a quick note guys, Sisi is up and running with a working market now. This build has the BC versions from the OP. They are going to change somewhat in the version I'm working on now, but your feedback on this iteration is still valuable.


you tease!

tell us what you are planning...

its killing me...

i haz to know... (entitlement overload i know!)

seriously awesome that you got this on sisi so fast...

you guys rock!
At the end of the game both the pawn and the Queen go in the same box.
LordJohnn
Caldari Provisions
Caldari State
#1387 - 2013-01-19 16:37:16 UTC
I cant understand way you debaff all caldari ships?
Drake ... am speechless
Ferox ... there is no such thing as sniping in eve ... can i do a head shot???
long range battle ... yes, but not sniping
Hannott Thanos
Squadron 15
#1388 - 2013-01-19 16:49:33 UTC
I really hope that either the Myrm gets it's high and gun back, or you do a remodel.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Destoya
Habitual Euthanasia
Pandemic Legion
#1389 - 2013-01-19 18:10:28 UTC
LordJohnn wrote:
I cant understand way you debaff all caldari ships?
Drake ... am speechless
Ferox ... there is no such thing as sniping in eve ... can i do a head shot???
long range battle ... yes, but not sniping


Drake still has incredible tank ability compared to any other battlecruiser, and is still largely the same as before other than that.

Ferox can be very strong, tanky blaster ship, and the optimal range bonus gives it opportunity to do damage at 15-20km with its blasters, which is a incredibly useful attribute. It's even viable in a mid-ranged 250mm railgun fit for medium sized engagements, it can do very decent damage at the 30km range mark with easy flexibility to hit much further if you need it. Not sure what youre talking about in nerfing them both, as ferox got buffed in every way.
Pinky Denmark
The Cursed Navy
#1390 - 2013-01-19 20:41:55 UTC
You guys are nuts if you think comparing Amarr lowslot layouts with Caldari medslot layouts - especially when the total rebalance isn't done yet... However I am not that keen on 7 battlecruiser lowslots which I explained in an earlier post.

I agree we all want more medslots but fact is the Ferox tanks fine with 5 and a resist bonus. However it will obviously stink in comparison if the Drake will have 6 and a resist bonus. Which is why I think CCP should consider making people happy with a more aggressive aproach on the Drake...
Marko box
Atomic Bank
#1391 - 2013-01-19 21:36:12 UTC
So i guess any criticism is too late now with changes allready on sisi?
But ill post this anyways.
That agility nerf and mass increase on drake is totally unnesesery nerf to any kind of kiting fit and basicly limits the ship to a close range brawler.
In 2010/11 when we saw huge drake fleets in 0.0 everyone was crying for drake nerf, saying that it has too much ehp. And 2 years later you are nerfing its agility?! Why?! It seems like an unvaranted change. Instead of looking at the insane peak recharge rate on this ship and the abillity with some fits passivly tank same dps as a medium armor rep. Thats the reason why its the only bc in game which can tank lvl 4 missions. Isnt that more out of line?
Please reconsider that change as it will make the drake much more boring ship to pvp in and marginalize it again to PVE and maybe suport fleets in 0.0.
Moonaura
The Dead Rabbit Society
#1392 - 2013-01-19 23:26:53 UTC  |  Edited by: Moonaura
Pinky Denmark wrote:
You guys are nuts if you think comparing Amarr lowslot layouts with Caldari medslot layouts - especially when the total rebalance isn't done yet... However I am not that keen on 7 battlecruiser lowslots which I explained in an earlier post.

I agree we all want more medslots but fact is the Ferox tanks fine with 5 and a resist bonus. However it will obviously stink in comparison if the Drake will have 6 and a resist bonus. Which is why I think CCP should consider making people happy with a more aggressive aproach on the Drake...


Pinky, the comparison was not clear, appologies.

What I was trying to show with that comparison, was that from frigate to battleship, there is a natural improvement and progression which blips badly for gunnery Caldari ships.

In addition, as far as potential tank slots go, for Amarr, they have a 7 slot low slot ship, akin to say, a battleship, but naturally without the same sort of damage output and now very reliant on drones. Caldari Moa and Caldari Ferox both share 5 slots, and given the Ferox doesn't get a DPS bonus like the Moa, it DPS is practically identical, even with the extra guns.

Basically the Ferox now, is a fatter, slower Moa, that still has to use a MWD to get in range when blaster fit, and frankly, for the small amount of EHP extra it gets, at a massive increase in signature, and at half the speed - I think the Ferox is basically not worth much.

Why spend a lot more ISK, for basically a pretty similar boat? If anything, the Moa is better than the Ferox, because of its signature and speed.

I'm not suggesting 7 mid slots for the Ferox, far from it, if you read my earlier post, I was asking for it to have 6 - the same as the Drake. You can suggest the Drake be more aggressively fit, but I believe that is the role the Naga fills, the Drake doesn't really do the DPS to allow it to really win in that role, given the explosion issues of HAMs, and the nerfs applied to Heavy Missiles.

With 6 mid slots the Ferox would be a good step between a Moa and a Rokh - a role that it is basically supposed to fill.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#1393 - 2013-01-19 23:53:56 UTC
Hans Jagerblitzen wrote:
But Fozzie, 7.5% bonus to armor repair amount on both Gallente Battlecruisers?? But we all know how much active armor tanking sucks!! Whatever will you do about this dilemma..... Twisted


I'll put my money on a Active Armor Tanking implant set. Do I win a prize?

There better be a Shield EHP implant set at the same time. We all want 1 million EHP Command ships you know :)

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Pinky Denmark
The Cursed Navy
#1394 - 2013-01-20 02:57:48 UTC  |  Edited by: Pinky Denmark
Moa : 5 turrets x 1,25 dps bonus = 6,25 turrets
Ferox : 7 turrets = 7,00 turrets

Yes - Moa and Ferox has equal amounts of medslots and tanking potential (with more HP on Ferox), however with 5 lowslots compared to 3 lowslots on a Moa, the Ferox will be far able to do 2 more lowslot mods than the Moa. Whatever you do the difference is subtle but still very valuable...

So dont judge the Ferox based on what other ships have or not. It still has at least 12% more dps, way more hitpoints and hopefully fitting for bigger guns. On top of this you get 2 lowslots to add either more dps, tracking, range or whatever your Moa might be missing.

The only thing wrong with only having 5 medslots is the obvious lack of tackle that REALLY helps a gunship (mwd/web/scram as well as a strong tank) but that has always been difficult with Caldari ships and not something terrible once you get to live with it.

Pinky

PS. Pirate implants really ruin the experience for many people flying without - they should nerf the bonus to the half and maybe the results would be more in line with the rest of Eve.
Anyway believing implants will fix active tanking is absurd...

EDIT: Apparantly I brainfarted with the amount of Moa lowslots - sorry (post isn't corrected on purpose)
Mund Richard
#1395 - 2013-01-20 04:31:06 UTC  |  Edited by: Mund Richard
Agreed that it's not pirate implants that fix tanking.

Moa...
Quote:
Yes - Moa and Ferox has equal amounts of medslots and tanking potential (with more HP on Ferox), however with 5 lowslots compared to 3 lowslots on a Moa, the Ferox will be far able to do 2 more lowslot mods than the Moa. Whatever you do the difference is subtle but still very valuable...
The Moa has 4 now, so only 1 less.

The Ferox will still beat a Moa on 1v1 ofc, but it is an easier to hit target as well (sig: 270 vs 135, speed: 140 vs 190 and less mass), making the obviously better raw EHP the hull has needed.

"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.

Diesel47
Deep Core Mining Inc.
Caldari State
#1396 - 2013-01-20 06:34:28 UTC
Tried the cyclone. It is literally worse than it was before.

I'd like auto-cannons back on the cyclone personally. And more of em.
Jorma Morkkis
State War Academy
Caldari State
#1397 - 2013-01-20 09:38:46 UTC
Moonaura wrote:
Hans Jagerblitzen wrote:
But Fozzie, 7.5% bonus to armor repair amount on both Gallente Battlecruisers?? But we all know how much active armor tanking sucks!! Whatever will you do about this dilemma..... Twisted


I'll put my money on a Active Armor Tanking implant set. Do I win a prize?

There better be a Shield EHP implant set at the same time. We all want 1 million EHP Command ships you know :)


You forgot that shield recharges over time, armor doesn't.

That would be way to make shield tanking even more OP.
Diesel47
Deep Core Mining Inc.
Caldari State
#1398 - 2013-01-20 10:53:09 UTC
CCP Fozzie wrote:

The Cyclone is swapping its projectile bonus for a missile RoF bonus, giving it the ability to spew missile of any damage type desired. This should help provide more variety of ships to Minmatar pilots who enjoy Breacher/Talwar/Bellicose gameplay and want to go bigger.


These pilots do not exist.


Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1399 - 2013-01-20 11:24:34 UTC
Marko box wrote:
So i guess any criticism is too late now with changes allready on sisi?
But ill post this anyways.
That agility nerf and mass increase on drake is totally unnesesery nerf to any kind of kiting fit and basicly limits the ship to a close range brawler.


TBH if you want a kitey T1 HM/HAM ship, you should be flying a Caracal.

BCs obsoleting cruisers has long been a serious problem and I'm glad that some sort of separation between the classes is opening up.
elitatwo
Zansha Expansion
#1400 - 2013-01-20 11:24:55 UTC  |  Edited by: elitatwo
CCP Fozzie wrote:
Just a quick note guys, Sisi is up and running with a working market now. This build has the BC versions from the OP. They are going to change somewhat in the version I'm working on now, but your feedback on this iteration is still valuable.


Now that I had the chance to take a look at the battlecruiser changes I have a feeling on how they would do on TQ.

So my first impressions in no perticular order,

The Drake:
I tried both HML and HAM fits and with the loss of a high slot came a little help in the fitting department and both launchers fit with ease.
She is still an awesome kiter or a scary brawling boat with up to 600 dps! I like

The Ferox:
Now I can see what you did there Twisted. I tried active and buffer fits with heavy ion blaster II's and Null M this sturdy little boat feels like a slower Adrestia at least in the range department.
I'm afraid she still feels like is a little heavy when you take 180° turns but you can dish out blaster ammo until the edge of a long point. I like

The Myrmidon:
My poor Myrmidon what hath they done to you?? She feels like a terrible bigger Vexor both can't perfom on either the blaster or the drone department.
You can active armor tank or buffer tank, both will make her just terrible slow and with the speed bonus from armor rigs just not capable of doing what she likes - closing in a brawl.
The Vexor will still outperform the Myrmidon in the speed damage department.

I don't know what a solution would be?
Either make the Myrmidon faster or remove the armor rig "speed bonus" to reach a zero speed gimp at armor rigging V.

I can't say I like it but yet I would have liked my Myrmidon to be a tankier Vexor capable of doing things either with 5 guns or drones and omg-solo-bbq-pwn-style with the both of them combined.

The Brutix:
My dear Brutix and her bigger sister both got the short straw in the upcoming changes and like the Myrmidon she just can't get in close to beat someone like the gallente do.
She is another too slow battlecruiser who cannot get in range and active or buffer armor tanking make it even worse.
One the damage department she is still the Brutix we all know - best to stay out of her way.

On a sidenote a tiny bit offtopic,
if armor tanking would not make a skirmish boat slower, they could. I even proposed a change for the active repair modules cycle time to be reduced so you my not need those rigs to perfom well.

Another thing and please accept my apologies in advance because I still need some time before I can fly amarr boats but I like to say a few things about them too.

In New Eden not everything that is bigger means that it is better and on that note it puzzles me why it is not possible to fit larger guns on larger ships.
When I use my eft or pyfa to setup ships I find it difficult to fit a full rack of neutron blasters or heavy pulse lasers on gallete or amarr boats.
Amarr ships tend to be very tight on cpu and powergrid and god forbid they take other guns then focussed medium pulses.
The same goes for gallente ships not capable of fitting neutron blasters, except for the Talos.

Dear CCP Fozzie,
a very common pvp setup for a ship looks like this,
- guns in the highs, a neut if you can
- mwd, point or scram, web if you can, cap injector if you can and ewar if you can
- damage mod, tracking enhacer, damage controll II

If you manage to fit the above, you have a pvp boat ready to go but you still need to fit a tank of your liking on them if you have slots to put them into.
Sadly armor repair modules need more powergrid altogether since you need at least two of those to compete with one shield booster, so be generous with grid please at least for gallente and amarr ships, matar don't need powergrid.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever