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[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Apostrof Ahashion
Doomheim
#1461 - 2013-01-21 13:04:50 UTC
Allandri wrote:
Apostrof Ahashion wrote:
...whine about not using 800mm...

...posts incredibly stupid harbinger fit ...


That fit uses T1 guns, and thats even worse than downgrading to Medium Pulse, they use more PG and cant use scorch. And Reactive Armor Hardeners suck. And warp scrambler with short range guns on a ship with 300m/s is hilarious. And you still could not put anything in that utility high. Cookie cutter Maller fits have ~10k less ehp, ~50 less dps and move 4x faster.

thanks for proving my point.
Pinky Denmark
The Cursed Navy
#1462 - 2013-01-21 13:06:01 UTC
Iyacia Cyric'ai wrote:
Pinky Denmark wrote:
PS. With Cyclone becoming primarily a misile ship with an active tank it could easily benefit from moving a lowslot to a medslot. Active tanking isn't easy to fit (guess why Raven sucks in pvp). Also if it need to fit a command processor for 2 warfare links in the utility hi-slots this would be a very good move. This isn't a deal breaker ofcourse - people can always fit nanofibers and co-processors in those lowslots :-)

Raven isn't that good in PvP because large missiles are immensely underpowered. Raven also has some PG issues but otherwise in theory being able to fit 6 torps and 2 heavy neuts very nice. It's not an active tanking issue.


Trust me the Raven does nice dps against battlecruisers and up (Faction torpedos hti well). Yes it has powergrid issues making it difficult to use the 2 utility hi-slots to their max - However the real problem is the lack of pvp tank. 6 medslots just isn't enough for a decent active tank and the largest shield extenders are pretty useless on battleships.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#1463 - 2013-01-21 13:18:23 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

Out with it man. Still that at least tells me they may be trying to make active armor tanking not suck any more.

Yay at the myrmidon drone buff. Boo at the -1 turret.

Hopefully the Ferox fares well with these changes. it's a ship I've always wanted to love, but have trouble when it's uses are so limited by being tier 1
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1464 - 2013-01-21 13:56:46 UTC
To the numpties who obviously can't be bothered to read the dev blog that's been up for ages:
The Sleipnir is not being made into a missile boat, the Claymore is.

All the Command Ships are being balanced so they can either boost, (using up to two types of boosted links @3%/level,) or fulfill a combat role.

That's means the Sleipnir is probably going to lose either its falloff or damage bonus from the Command Ship skill in lieu of a 3% link boost.

T3s are having their warfare sub changed to affect 3 types of links @2%/level.


Also, I haven't sorted out access to SiSi as yet, has anyone actually compared the Brutixs agility and speed to some of the other BCs? I'm curious how the mass change is affecting it.
Wivabel
Federal Defense Union
Gallente Federation
#1465 - 2013-01-21 14:51:07 UTC  |  Edited by: Wivabel
Moonaura wrote:
Wivabel wrote:


You are in a brawler setup if you are getting kited then you are likely going to die. At least the Ferox with its optimal bonus and null allows you to do damage out to long point range. 2:30 seconds is forever in PVP. Null still gives you a respectable 550 DPS 470 + 80 from drones or 620 DPS overheated. The 5 low slots also give you plenty of room for different mods be they damage mods tracking enhancers or nano/overdrives. The new Ferox will be a very effective ship.

Wiv Lol


Hey Wiv, I appreciate its a brawler, but lets go over the 2:30 seconds - thats optimal, thats not having warped in, or used the guns already, or anything else that used the cap up. So, its far less than that in actuality, and the Ferox does need to use the MWD to move around. If you do forgo top damage and use the Nulls, please don't discount the fact it gets a 25% tracking nerf. So 550 DPS on EFT is not really 550 DPS unless you're shooting a Battleship or larger. And even some battleships it won't hit at that.

As for the low slots? The new low slot the Ferox has is automatically filled by a Reactor Control II, or you ditch a bunch of shield rigs and pop in 10m ISK a pop Ancillary power rigs. Otherwise - you can't actually fit the guns you're giving these numbers for with any sort of tank that is.

If the Ferox was so freaking awesome, why isn't everyone flying it? Because it ain't. Its been the poor pick of the bunch for a long long time, only really beaten by the pointless Prophecy before this change. Even the Cyclone has been popular lately with the Ancillary shield booster.

More powergrid allows it to fit the weapons its supposed to use, with a moderate buffer tank. And instead of the extra lowslot, an extra midslot would be genuinely useful. An extra low slot to just fit a power grid is not an extra lowslot. Its just there for fitting, and its not even an exotic fit or anything crazy. Its just a MWD and LSE with guns on.

I have three Ferox's in my hangar. I look at them. And I just can't get the will to undock them. I know they will fail hard. Having basically - the same ship - with just 1 gun more instead of a missile launcher, and a low slot to give me the joy of a reactor control to fit it. Not exactly the improvement Caldari folks were after.


First off if you do not think that 2:30 seconds of cap life is not plenty for pvp I cannot help you. Most of the t1 cruisers are sitting at 1:20 and they work fine. Second null and void do get a tracking penalty but you will still hit cruisers and above without any problem especially with a web. Well as long as you know how to pilot your ship correctly.

I was waiting for you to notice the fitting. it is not far off and really downgrading to ions does not hurt that bad. You can also put a power diagnostic 2 in that extra low slot and it would even give you more tank and more cap that you apparently believe the ship needs. Dropping some tank for the largest guns is an acceptable tradeoff. Changing out 1 rig for an anc current router drops your EHP by about 4000.

I am not against more power grid though it is fine without it. An extra mid is a terrible idea. ~100,000 EHP 700 DPS Feroxes running around would be terrible.

I never said the current Ferox was freaking awesome both the Drake and Cane do it better. It still does work even in the current meta but being a tier 1 with its base stats and slots already giving it a disadvantage it only really truly shines in the hands of a max skilled character. Even then that same character would be better in a Drake or Cane. With the rebalancing it should fit in nicely with the other battlecruisers

WivLol

I am not sure if I am going to log in anymore.......

Cytherion
Critical Strike
#1466 - 2013-01-21 15:00:43 UTC
Hakan MacTrew wrote:
To the numpties who obviously can't be bothered to read the dev blog that's been up for ages:
The Sleipnir is not being made into a missile boat, the Claymore is.

All the Command Ships are being balanced so they can either boost, (using up to two types of boosted links @3%/level,) or fulfill a combat role.

That's means the Sleipnir is probably going to lose either its falloff or damage bonus from the Command Ship skill in lieu of a 3% link boost.

T3s are having their warfare sub changed to affect 3 types of links @2%/level.


Also, I haven't sorted out access to SiSi as yet, has anyone actually compared the Brutixs agility and speed to some of the other BCs? I'm curious how the mass change is affecting it.


I am an ex field Command Ship pilot (both NH and Sleipnir) who just came back to the game to check out the noise that was all about, finally found the BC/Command Ship "dev blog " after digging for it. For those interested in reading it, here is the link
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530

All I can say is that they better not touch my Sleipnir damage bonus , command ships need to be able to multi-task like a mother and not just be someones buff-monkey. They need to be able to deal significant damage (slighty under top tier BS damage) while holding their own. They are command ships, thats where they belong, in the middle of heavy fire, wrecking havoc. Not stuck inside a pos piloted by an alt..

Most command ships (sleipnir aside) already seriously lack in the damage area "rebalancing" them in this area is only going to make matters worse..

So far not a huge fan of BC changes and its definitely made me wary of what they might do to the Command Ships...braces for impact
Jerick Ludhowe
Internet Tuff Guys
#1467 - 2013-01-21 15:30:48 UTC
Cytherion wrote:


So far not a huge fan of BC changes and its definitely made me wary of what they might do to the Command Ships...braces for impact


Why are you not a fan of the current BC changes? After spending some time on test server I can say that all 8 of the combat BCs are functioning rather well. Some specific changes need to be made (more grid/cpu on harbie, less mass on cane) but overall it's a MASSIVE step forward in terms of overall ship usage and general balance.

If fozzie takes this same style of balancing up the Command line we can easily assume that all commands will be getting an additional slot (except sliepnir and claymore), reworked fittings, and more base hp. We will also be receiving 4 new Combat oriented Commands as the old fleet commands will be reworked to be just as functional as the field commands.
Ashlar Vellum
Esquire Armaments
#1468 - 2013-01-21 16:00:51 UTC
I'm quite concerned about the harb, -25 cpu is too much in my opinion. It would be almost impossible to make something useful out of it for low sp players and extremely tight fits for high sp players. Fozzie please take one more look at it.
Arya Greywolf
Deep Core Mining Inc.
Caldari State
#1469 - 2013-01-21 17:16:37 UTC  |  Edited by: Arya Greywolf
I won't try to speak specifically about the other changes to BCs, but I am happy they are getting the 'tiercide' treatment. Some interesting things happening. I do want to speak about the changes Harbinger specifically though. I'm a little confused on your thought process here and why you made the changes you did, especially when you seemingly are aware of the actually issues of the Harbinger.

In a previous post you seemed to recognize at least one of the problems with armor tanking and maneuverability:

"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!

(your response) 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."

You seem to understand the issues with active armor tanking rigs and mass issues. You recognize that active armor rigs shouldn't have the large mass addition to active armor tanking ships that they do now. One could see then, that the reason you added mass to the Harb, was in anticipation of the removal of the mass addition from active armor rigs. The problem here is that no one fits the Harb for active tanking, and yet you added mass to the ship anyway. Can you please discuss this? It doesn't seem to make much sense to make this already sluggish ship even slower, especially when you have taken away PWG making it even harder to fit plates/a decent fit without sacrificing rigs or getting implants. *Note - this is NOT the case with other BCs.


Seemingly, you reduced the PWG and CPU because, even though you -1 turret, you pumped up the damage bonus to 10%, making the projected damage in effect every so slightly better. However, even before with 7 turrets and the original amount of PWG and CPU it was still unreasonably hard to fit a decent tank + (edit) heavy pulses on.

Mynna explains this pretty well:

"The problem people who have with the Harbinger have is that decent fits require unreasonably large compromises. You have to jump through some pretty serious hoops to get both heavy pulse lasers and a 1600mm plate on, like "ditch two trimarks for a CPU and Grid rig and add in a CPU implant" compromises. Even if you drop to an 800mm plate, you still need an implant. It can also drop to smaller guns, but that's a ~14% loss of range and damage, and it still requires a CPU implant too. Compare that to the prophecy and myrmidon, which can fit a 1600mm plate with no problems. Or compare it to the hurricane - to fit a 1600mm plate and 425mm autos, it either uses one fitting rig, or downgrades the guns to 220mm ACs, which is a only a ~5% loss in damage/range. Or it can go all the way down to dual 180mm ACs, which is a 17% loss of range and 10% loss of damage, more similar to the price the harbinger pays...but in return, it gets to actually use its utility high, fitting a neut or something. Even a lot of Tech 1 cruisers have an easier time fitting a plate than a Harbinger does.

So no, it's not actually "fine"."

Mass addition to the prophecy doesn't even make sense either because it makes sense to go EHP over active armor tanking (given the assumed reduction in active armor tanking rigs).

Could you explain?:

- What the point of the mass addition to the Harbinger was? (because even if active armor rigs get reduced in mass addiction, people don't fit the Harb for active armor tanking)

- Why the reduction in PWG and CPU, when it was already unreasonable hard to fit a Harb? (-1 turret doesn't fix the fitting issue)

In summary, I don't understand the reduction in PWG and addition to mass. Taking away PWG from the already hard to decently fit Harb + adding mass makes your changes very confusing and wrong - unless you're trying to make this ship useless. Basically, we can either fit crappy guns along w/ trimarks and a decent tank to be an unreasonably slow, low DPS ship (even for Amarr) or sacrifice any good rigs to get an absolute crap tank (compared to other BCs and slow Amarr ships) and have good DPS.

And if anyone tries to claim that "it's like a mid-grade Armageddon" you're missing the fact that the Armageddon can fit a massive passive tank and not sacrifice DPS.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1470 - 2013-01-21 17:46:48 UTC
Cytherion wrote:
Hakan MacTrew wrote:
To the numpties who obviously can't be bothered to read the dev blog that's been up for ages:
The Sleipnir is not being made into a missile boat, the Claymore is.

All the Command Ships are being balanced so they can either boost, (using up to two types of boosted links @3%/level,) or fulfill a combat role.

That's means the Sleipnir is probably going to lose either its falloff or damage bonus from the Command Ship skill in lieu of a 3% link boost.

T3s are having their warfare sub changed to affect 3 types of links @2%/level.


Also, I haven't sorted out access to SiSi as yet, has anyone actually compared the Brutixs agility and speed to some of the other BCs? I'm curious how the mass change is affecting it.


I am an ex field Command Ship pilot (both NH and Sleipnir) who just came back to the game to check out the noise that was all about, finally found the BC/Command Ship "dev blog " after digging for it. For those interested in reading it, here is the link
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530

All I can say is that they better not touch my Sleipnir damage bonus , command ships need to be able to multi-task like a mother and not just be someones buff-monkey. They need to be able to deal significant damage (slighty under top tier BS damage) while holding their own. They are command ships, thats where they belong, in the middle of heavy fire, wrecking havoc. Not stuck inside a pos piloted by an alt..

Most command ships (sleipnir aside) already seriously lack in the damage area "rebalancing" them in this area is only going to make matters worse..

So far not a huge fan of BC changes and its definitely made me wary of what they might do to the Command Ships...braces for impact

How do you equate "Command" to mean "DPS"? The purpose of Command Ships is to speialise in Links, to boost the effectiveness of the squadron, wing or fleet they are leading. Hopefully CCP will laso sort out offgrid boosting and that will be the end of POS bubble and safespot boosters. They should be on the field, but they are not there to be DPS platforms, they are there to increase the capabilities of friendlies. I accept and agree that they need to survive longer than normal BC's, because the bonuses they give are worth more to the fleet than any one other ship.

CCP's rebalancing program is supposed to make T2 focus on its speciality. If you want a T2 BC for a DPS platform, I suggest asking for one.
Crazy KSK
Tsunami Cartel
#1471 - 2013-01-21 17:58:36 UTC
ccp's plan is to allow all command ships to be either a dps platform or a boosting platform so that the sleipnir could be used for boosting just as well as the claymore for killing ships

Quote CCP Fozzie: ... The days of balance and forget are over.

Wivabel
Federal Defense Union
Gallente Federation
#1472 - 2013-01-21 18:22:49 UTC
Nerf all command boosts. Both on grid and off grid. It is really a terrible mechanic.

I am not sure if I am going to log in anymore.......

Mund Richard
#1473 - 2013-01-21 19:08:25 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

[Retribution 1.1] Armor Tanking 2.0

Should someone have missed it.

So... How many were complaining before, that the Harbi is too easy to fit in PG and restrictive in CPU? 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.

X Gallentius
Black Eagle1
#1474 - 2013-01-21 19:42:22 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 know this is late, but active armor repping is only good for solo'ish fighting - even with the incursus' massive repping bonus.

One Gallente BC should be for solo'ish (which fits really well for the Myrm + drones), and one ought to be able to contribute to gangs and fleets (the Brutix with turrets).


Mund Richard
#1475 - 2013-01-21 19:53:03 UTC
X Gallentius 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 know this is late, but active armor repping is only good for solo'ish fighting - even with the incursus' massive repping bonus.

One Gallente BC should be for solo'ish (which fits really well for the Myrm + drones), and one ought to be able to contribute to gangs and fleets (the Brutix with turrets).

Well, these aren't the patchnotes yet, and there is at least one more iteration in the works I think, so it's not too late to stress:

Why would any lineup need BOTH ships with active tank bonuses?

Heck, I'm not convinced on both being passive as well, but at least those scale for fleets (though 5 mids is a tad bit...).

"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.

Takeshi Yamato
Ministry of War
Amarr Empire
#1476 - 2013-01-21 20:33:21 UTC  |  Edited by: Takeshi Yamato
Prophecy:

The lack of a turret/launcher damage bonus encourages spending as much powergrid as possible on defensive mods, then fitting the highs with whatever is left. It is simply not a sensible choice to spend 30% of your powergrid on 4 HAM launchers that will only contribute 30% of your total dps (assuming 2x drone damage mods and 5x hammerheads). Lasers have even worse powergrid to dps ratios.

The fix is rather simple: remove the turret hardpoints, reduce launcher hardpoints to 2 and the number of highslots by 2, add a +100% damage to heavy and heavy assault missile damage" role bonus.
Apostrof Ahashion
Doomheim
#1477 - 2013-01-21 22:05:11 UTC
Mund Richard wrote:


So... How many were complaining before, that the Harbi is too easy to fit in PG and restrictive in CPU? Roll


No one, with a reasonable fit you go over cpu and pg. -32pg (skills and -1 turret taken into account) may not seem as much but it really did make an incredibly hard to fit ship an useless ship. Compare it to the cane, after fitting just guns on harby and cane the cane has over 100 more cpu and almost 50 more pg to fit on the same number of slots. And is also much faster, now has the same ehp, does more damage when closer than 12-15km. There is no reason to fly Harbinger over Hurricane, now more than ever. And this is a balancing patch, i really expected the gap between the two to close not grow bigger.
Andre Coeurl
Embers Children
#1478 - 2013-01-22 01:29:37 UTC
Hakan MacTrew wrote:
Cytherion wrote:
Hakan MacTrew wrote:
To the numpties who obviously can't be bothered to read the dev blog that's been up for ages:
The Sleipnir is not being made into a missile boat, the Claymore is.

All the Command Ships are being balanced so they can either boost, (using up to two types of boosted links @3%/level,) or fulfill a combat role.

That's means the Sleipnir is probably going to lose either its falloff or damage bonus from the Command Ship skill in lieu of a 3% link boost.

T3s are having their warfare sub changed to affect 3 types of links @2%/level.


Also, I haven't sorted out access to SiSi as yet, has anyone actually compared the Brutixs agility and speed to some of the other BCs? I'm curious how the mass change is affecting it.


I am an ex field Command Ship pilot (both NH and Sleipnir) who just came back to the game to check out the noise that was all about, finally found the BC/Command Ship "dev blog " after digging for it. For those interested in reading it, here is the link
http://community.eveonline.com/devblog.asp?a=blog&nbid=73530

All I can say is that they better not touch my Sleipnir damage bonus , command ships need to be able to multi-task like a mother and not just be someones buff-monkey. They need to be able to deal significant damage (slighty under top tier BS damage) while holding their own. They are command ships, thats where they belong, in the middle of heavy fire, wrecking havoc. Not stuck inside a pos piloted by an alt..

Most command ships (sleipnir aside) already seriously lack in the damage area "rebalancing" them in this area is only going to make matters worse..

So far not a huge fan of BC changes and its definitely made me wary of what they might do to the Command Ships...braces for impact

How do you equate "Command" to mean "DPS"? The purpose of Command Ships is to speialise in Links, to boost the effectiveness of the squadron, wing or fleet they are leading. Hopefully CCP will laso sort out offgrid boosting and that will be the end of POS bubble and safespot boosters. They should be on the field, but they are not there to be DPS platforms, they are there to increase the capabilities of friendlies. I accept and agree that they need to survive longer than normal BC's, because the bonuses they give are worth more to the fleet than any one other ship.

CCP's rebalancing program is supposed to make T2 focus on its speciality. If you want a T2 BC for a DPS platform, I suggest asking for one.


Oh but it will be so fun when a pilot will have to be on grid with the fleet to boost it, and won't be able to do anything else than tank and hope his fleetmates keep him alive. Would you allow a Sleipnir to keep some small drones please, so he can at least look at them chasing rabbits?

This is a bad idea, and especially if you keep in mind the humongous training times needed to actually fly a Command Ship properly Big smile

In fact, it's quite obvious that a Sleipnir, once made able to sport some serious command links won't be able to do the same DPS it would do when fitted for pure 1V1, for the simple reason that it will need to use highslots for links, and quite likely a lowslot or more for fitting mods. But why in hell one should nerf the ship which is so fine as it is, to make it a brick-in-space and nothing else?
It doesnt' make sense to suggest ships must be stuck in one role and that's it, so why should they be able toto change fittings?
Each pilot can choose how he likes to use his ship depending from the role but keep in mind that the people flying it are PLAYING A GAME so they still need to be doing something fun, a pilot doesn't deserve to be bored to hell just because he is in a booster role...
And also, where's the "sandbox" going there?

Sleipnir is a very fine ship, if it will be able to fit more command links it will be a choice of the pilot to either downgrade the DPS and/or speed a lot and keep a nice tank, or keep some decent DPS and speed while going "naked", maybe just with some hardener and relying on spider tanking.
It's good to give more options and fine-tune things, but it's bad to put spaceships on a railway and make them dumb and boring.
Garr Earthbender
Imperial Shipment
Amarr Empire
#1479 - 2013-01-22 03:10:28 UTC
Takeshi Yamato wrote:
Prophecy:

The lack of a turret/launcher damage bonus encourages spending as much powergrid as possible on defensive mods, then fitting the highs with whatever is left. It is simply not a sensible choice to spend 30% of your powergrid on 4 HAM launchers that will only contribute 30% of your total dps (assuming 2x drone damage mods and 5x hammerheads). Lasers have even worse powergrid to dps ratios.

The fix is rather simple: remove the turret hardpoints, reduce launcher hardpoints to 2 and the number of highslots by 2, add a +100% damage to heavy and heavy assault missile damage" role bonus.


The Mrym still fits guns. Cause you know, more DPS is more DPS. ANd the only things that have 100% bonus to damage are faction/T2 BSs I think.

-Scissors is overpowered, rock is fine. -Paper

Roosevelt Coltrane
Rupakaya
#1480 - 2013-01-22 04:34:32 UTC  |  Edited by: Roosevelt Coltrane
Now that we have seen the armor tanking changes, let me just say that active rep bonus is horrible, and likely wasted on anything above frig size.

Myrm might as well be a Minmatar ship, because it is still best with shields and projectiles.

The only reason some people are OK with keeping the active bonus on the Myrm is because a very small segment of players like triple rep solo/small gang PvP with that ship. Seems like catering to a very small segment of the player base (sorry 3MAR Myrm lovers), get rid of actve rep bonus on both Gallente hulls IMO.

I get that the new mod will free up a mid and lows, but even with the new mod the bonus is still much worse than the resist bonus. The Myrm will still be a ship with a very small niche.