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[Retribution 1.1] Combat Battlecruisers

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Author
Goldensaver
Maraque Enterprises
Just let it happen
#1521 - 2013-01-23 19:29:05 UTC
Alright. Liking the harb changes. Also liking the added utility to all BC's. The brutish seems to come out of these changes decently, with slightly higher fitting having removed a gun. The cyclone also seems to have received a slight indirect buff, giving it a slightly larger role as a multi-damage type BC compared to the Drake as it now has more launcher DPS when using any damage type other than kinetic.

Overall, liking these changes. Not qualified enlightened to talk about any other ships.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#1522 - 2013-01-23 19:31:22 UTC  |  Edited by: Freighdee Katt
Seleucus Ontuas wrote:
Fozzie, this feels a bit like a let down. C'mon man, either the Brutix or the Myrmidon has to lose the rep bonus. I've been using the Ferox as a fleet ship since January, but I'd really like to be able to use a Gallente ship for fleet and not rely on Caldari.

Still feels like the Ferox needs +1 midslot and the Drake needs to lose the shield resist. Just make a clear break between the "attack" boat and "combat" boat in each race; every race needs one boat that is good at each. The tier 3s are not "attack" ships, they're dedicated snipers and gank wagons. Right now all the tier 1/2 boats are some sort of half-hearted hybrid without any clear roles between them. And the 10% kinetic bonus on the Drake is even worse of a bad thing than 5% was. Just swap it to RoF + Velocity. It is plain silly for the Drake firing heavy missiles to have the same effective range as a Caracal firing lights.

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

DJ P0N-3
Table Flippendeavors
#1523 - 2013-01-23 19:31:30 UTC
CCP Fozzie wrote:

Harbinger:
Powergrid: +100
CPU: +25


Thank you, thank you, thank you. My fit will live on. I might even be able to make one of my mids T2 after this patch!
mynnna
State War Academy
Caldari State
#1524 - 2013-01-23 19:37:29 UTC  |  Edited by: mynnna
Freighdee Katt wrote:
Seleucus Ontuas wrote:
Fozzie, this feels a bit like a let down. C'mon man, either the Brutix or the Myrmidon has to lose the rep bonus. I've been using the Ferox as a fleet ship since January, but I'd really like to be able to use a Gallente ship for fleet and not rely on Caldari.

Still feels like the Ferox needs +1 midslot and the Drake needs to lose the shield resist. Just make a clear break between the "attack" boat and "combat" boat in each race; every race needs one boat that is good at each. The tier 3s are not "attack" ships, they're dedicated snipers and gank wagons. Right now all the tier 1/2 boats are some sort of half-hearted hybrid without any clear roles between them. And the 10% kinetic bonus on the Drake is even worse of a bad thing than 5% was. Just swap it to RoF + Velocity. It is plain silly for the Drake firing heavy missiles to have the same effective range as a Caracal firing lights.


These are both the combat boats. The Attack boats are the Tier 3 BCs.

To the specific criticisms: Another mid on the ferox means losing either the utility high it just got back or another low. Neither is acceptable.

The drake's kinetic bonus helps to keep it distinct from the Cyclone.

Member of the Goonswarm Economic Warfare Cabal

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1525 - 2013-01-23 19:38:20 UTC
Would you stop putting utility highs on ranged ships? They really have no use at all.

I'm pretty sure it doesn't have the grid or cap for a gang mod in there.
Perihelion Olenard
#1526 - 2013-01-23 19:44:40 UTC
TrouserDeagle wrote:
Would you stop putting utility highs on ranged ships? They really have no use at all.

I'm pretty sure it doesn't have the grid or cap for a gang mod in there.

Even if they gave out more PG and CPU to fit a warfare link there will be people using that for other modules. That high slot would still be empty and people will ask for more PG and CPU again.
Maximus Andendare
Stimulus
Rote Kapelle
#1527 - 2013-01-23 19:47:50 UTC
Freighdee Katt wrote:
Seleucus Ontuas wrote:
Fozzie, this feels a bit like a let down. C'mon man, either the Brutix or the Myrmidon has to lose the rep bonus. I've been using the Ferox as a fleet ship since January, but I'd really like to be able to use a Gallente ship for fleet and not rely on Caldari.

Still feels like the Ferox needs +1 midslot and the Drake needs to lose the shield resist. Just make a clear break between the "attack" boat and "combat" boat in each race; every race needs one boat that is good at each. The tier 3s are not "attack" ships, they're dedicated snipers and gank wagons. Right now all the tier 1/2 boats are some sort of half-hearted hybrid without any clear roles between them. And the 10% kinetic bonus on the Drake is even worse of a bad thing than 5% was. Just swap it to RoF + Velocity. It is plain silly for the Drake firing heavy missiles to have the same effective range as a Caracal firing lights.
The difference between "attack" and "combat" you're suggesting is incorrect.

The current Tier 3 BCs (Oracle, Tornado, Talos, Naga) are the "attack" BCs. All the existing BCs, including ALL in this post, are "combat" BCs. Combat BCs, as I understand it, are meant to be longer lasting, generally lower dps BCs.

That doesn't meant there's not room in the "combat" BCs for more attack flavor vs tanky flavor, and in the end, the BC line would be a range from most tanky (Prophecy) to medium tank/gank (Harbinger) to most ganky (Oracle)--using Amarr ships as the example.

The Minmatar and Amarr BCs already share this structure (their ships and bonuses are appropriate for this "tank/gank scale" approach); other races ships would just need to similarly be adjusted:

  • Gallente: Myrmidon most tanky, Brutix medium tank/gank (would need its bonuses adjusted for -rep amount bonus, +weapon-related one), Talos most ganky

  • [*] Caldari: Ferox most tanky, Drake medium tank/gank (would need the shield resist dropped for a weapon-related bonus), Naga most ganky

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    mynnna
    State War Academy
    Caldari State
    #1528 - 2013-01-23 19:47:50 UTC  |  Edited by: mynnna
    I do have a concern of my own actually, regarding the drake. My understanding (or assumption, anyway) was that the -10 cpu/grid you gave it before was supposed to make certain fits just a little more difficult to fit; it did this with varying degrees of success.

    You've now ripped off a launcher, but only removed 40 grid and 15 CPU (50 and 18.75 with the respective skills at 5). An HML II at max skills is 41.3 CPU and 94.5 grid, a HAML II, 37.5 and 101.7. So you've undone the previous minor fitting nerf, and actually given it a net fitting buff.

    The same can be said for the Brutix, but in that case it's understandable, and fine - it gives them some room to work with for the new armor tanking tools if they so choose.

    Is the fitting buff to the drake intended, or is it going to be offset by other, as of yet unanounced changes? Blink (You don't have to answer the last, but I am curious about what appears to be an about-face here)

    Member of the Goonswarm Economic Warfare Cabal

    Neville Smit
    The Scope
    Gallente Federation
    #1529 - 2013-01-23 20:14:06 UTC
    Maximus Andendare wrote:
  • Gallente: Myrmidon most tanky, Brutix medium tank/gank (would need its bonuses adjusted for -rep amount bonus, +weapon-related one), Talos most ganky
  • +1 for ^^^^ this.

    I like all the BC adjustments as now refined, except the Brutix bonus, which I think needs to be a mild weapon-focused boost, not repper-focused. That would differentiate it from the Myrm. The Talos is already all gank, so that works.

    I am an unapologetic fan of EVE Online. My blog: http://nevillesmit.com/ - My Twitter: https://twitter.com/NevilleSmit

    Wivabel
    Federal Defense Union
    Gallente Federation
    #1530 - 2013-01-23 20:14:18 UTC  |  Edited by: Wivabel
    I am not sure I am happy with these changes. I was happy with the reduction in utility highslots across the board. I understand that these ships are designed to be t1 command link ships but more often then not these highs will be filled with neuts and more neuts is not a good thing. Honestly more command links is not a good thing either.

    Oh and also fozzie we all vote no to both Gal battlecruisers with active tanking bonuses. Give us one ship that is not forced into a specific tanking type. We want to be able to have options without completely wasting a bonus.

    WivLol

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

    Tennessee Jack
    Doomheim
    #1531 - 2013-01-23 20:24:00 UTC
    CCP Fozzie wrote:

  • The Myrm was suffering too much from not being able to hold two full flights of drones, so we've doubled the dronebay buff to ensure that you can always have a full set of spares.

  • The rep bonuses on both Gallente combat battlecruisers remain in this version. I do feel that they can be well served by the bonus and still remain unique to each other's playstyle. I am however not set in stone on the issue and won't rule out changing it either before or after 1.1 if it appears the current bonuses are not able to keep them both fun and unique enough.

  • Prophecy:
    Hull: -250


    Brutix:
    Change Medium Hybrid damage bonus from 5 to 10% per level
    Turrets: -1
    Powergrid: -75
    Hull: -250
    Mass: +250,000
    Align time: +0.1s

    Myrmidon:
    Dronebay: +25


    I get what you are planning, but the module is not in game yet, and planning for it does not make much sense till after its tested. The assumption is that the new Repper module will make the Myrmidon and the Brutix bonuses all better. It should be toyed with first else it will fall down the rabbit hole to go along with the Reactive Armor Hardener (a great idea which is still having issues being adopted).

    Myrmidon with 2 flights of heavies.. good move. You are making the ship solely a drone dps platform though.. and to make it viable, you will have to give the myrm a Drone Microwarp Drive boost per BC level on the hull also.

    I would probably do the same with the prophecy

    Seleucus Ontuas
    The Scope
    Gallente Federation
    #1532 - 2013-01-23 20:38:38 UTC
    mynnna wrote:
    Freighdee Katt wrote:
    Seleucus Ontuas wrote:
    Fozzie, this feels a bit like a let down. C'mon man, either the Brutix or the Myrmidon has to lose the rep bonus. I've been using the Ferox as a fleet ship since January, but I'd really like to be able to use a Gallente ship for fleet and not rely on Caldari.

    Still feels like the Ferox needs +1 midslot and the Drake needs to lose the shield resist. Just make a clear break between the "attack" boat and "combat" boat in each race; every race needs one boat that is good at each. The tier 3s are not "attack" ships, they're dedicated snipers and gank wagons. Right now all the tier 1/2 boats are some sort of half-hearted hybrid without any clear roles between them. And the 10% kinetic bonus on the Drake is even worse of a bad thing than 5% was. Just swap it to RoF + Velocity. It is plain silly for the Drake firing heavy missiles to have the same effective range as a Caracal firing lights.


    These are both the combat boats. The Attack boats are the Tier 3 BCs.

    To the specific criticisms: Another mid on the ferox means losing either the utility high it just got back or another low. Neither is acceptable.

    The drake's kinetic bonus helps to keep it distinct from the Cyclone.


    I'd be more in favor of the Ferox losing the new High slot and the new Turret for a 6th Mid. Remove the Ferox Resist bonus and give it a 5% Hybrid Turret Damage Bonus. Then on the Drake, let it keep its Resist bonus, and move it to a 7/5/5 layout. But, that's more than likely never going to happen.
    Tennessee Jack
    Doomheim
    #1533 - 2013-01-23 20:47:45 UTC  |  Edited by: Tennessee Jack
    Wivabel wrote:
    I am not sure I am happy with these changes. I was happy with the reduction in utility highslots across the board. I understand that these ships are designed to be t1 command link ships but more often then not these highs will be filled with neuts and more neuts is not a good thing. Honestly more command links is not a good thing either.

    Oh and also fozzie we all vote no to both Gal battlecruisers with active tanking bonuses. Give us one ship that is not forced into a specific tanking type. We want to be able to have options without completely wasting a bonus.

    WivLol


    I think there concept is to try to have a new method of tanking that does not involve a HUGE buffer tank, issue is that people do not like Active Tanks because they can be neuted (aka the sole reason that people are saying taking away a gun and putting in a high utility slot won't lead to people using Warfare links, but will lead to people putting on Neuts and Vampires to kill the readheaded, Cap Using Gallente Ship (Or the Harbringer), which will then lead to gallente's using the mids for Cap Batteries...

    You can't remove capacitor use completely from tanking, but balancing the ships on a currently non-existent module (actually 3 non-existant modules, as the new armor rep module requires a consumable boosters, and at least 1 Rig slot to fit the new Armor repper rig, and the corresponding skill books to use them..

    The issue is not the bonus with the ship... its the module the ship needs to use to get the bonus. The module requires capacitor, which can be negated/removed. The armor resistance passive bonus requires no capacitor utilizing module, and does not have a counter or a method of reducing the "resistance", while Reppers can be reduced by wiping out the capacitor of the pilot.

    I do not believe that 3 new modules and a whole new skill is the solution to the Gallente Battlecruiser ship bonuses.... but we have not seen them in use yet.
    Mund Richard
    #1534 - 2013-01-23 20:47:53 UTC
    CCP Fozzie wrote:
    To get these highslots back we've moved the new slot on the Ferox from low to high

    Drone ships: 11 low+midslots
    The rest: 10 low+midslots
    Ferox: 9 low+midslots

    Doesn't that hurt the Ferox a bit too much?

    "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.

    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #1535 - 2013-01-23 20:50:20 UTC
    I actually love what they did with the Ferox. Most fits were including a RCU in a low slot. By increasing the power grid by 150 they gave it back a low as well as give it a utility slot.
    Tsubutai
    Perkone
    Caldari State
    #1536 - 2013-01-23 20:58:02 UTC
    The prophecy change is kind of meaningless - it's perhaps the most powerful of the new BCs (at least in small scale combat), and losing a little hull doesn't really make much difference to its capabilities one way or another. The Brutix and Harbinger changes are both very nice, but the nerf to the cyclone is both baffling and utterly debilitating to a ship that was already very tight on fitting room - you already needed one or two fitting mods to do much of anything with the hull and it wasn't particularly strong compared to the other new BCs, so I'm not sure why it received such a harsh nerfing; the loss of PG moves it from competitive to essentially worthless.
    FistyMcBumBasher
    State War Academy
    Caldari State
    #1537 - 2013-01-23 21:18:45 UTC
    Can we get a reason for removing 100 of the Cyclone's powergrid? I don't exactly see why it was necessary
    Caitlyn Tufy
    Perkone
    Caldari State
    #1538 - 2013-01-23 21:35:08 UTC  |  Edited by: Caitlyn Tufy
    FistyMcBumBasher wrote:
    Can we get a reason for removing 100 of the Cyclone's powergrid? I don't exactly see why it was necessary


    Missile launchers are easier on grid and harder on cpu than equally sized turrets.
    Acac Sunflyier
    The Ascended Academy
    #1539 - 2013-01-23 21:44:27 UTC
    Does this mean the skill changes are happening?
    mynnna
    State War Academy
    Caldari State
    #1540 - 2013-01-23 21:49:28 UTC  |  Edited by: mynnna
    Tsubutai wrote:
    but the nerf to the cyclone is both baffling and utterly debilitating to a ship that was already very tight on fitting room - you already needed one or two fitting mods to do much of anything with the hull and it wasn't particularly strong compared to the other new BCs, so I'm not sure why it received such a harsh nerfing; the loss of PG moves it from competitive to essentially worthless.

    FistyMcBumBasher wrote:
    Can we get a reason for removing 100 of the Cyclone's powergrid? I don't exactly see why it was necessary



    Because it doesn't need it in the first place. I'm looking at a variety of setups here. 2x LSE passive tank with HAMs and neuts; sure it wastes the bonus, but it's a valid use of the ship for some situations. Or replace the LSE with LASBs - that one actually has fitting issues, but they're CPU, not grid, and it works with a coproc or rig.

    Two examples of what are likely to be some pretty common setups. You know what the common theme amongst all these fits is?

    If you remove 125 grid from them (100 plus 25 from Engineering 5), they all still fit, with room to spare. That first setup only uses 1262, the second, 1315, out of 1500. You can swap a neut on either for a single gang link and still not have grid problems.

    We can get a little more exotic, I guess. HAMs, two neuts and an XLASB fits, now we have to make some trades. As is, this fit comes up 3% short on CPU and 2% short on grid even now, so -100 grid means you run an ACR as well as the CPU rig to make it fit. Or maybe downgrade a medium neut to a small. You're getting an 850+ DPS tank, I think you can afford the sacrifice.

    Maybe we want to get all fancy and have a cheap ganglink platform? HAM, 2x LSE II, invuln, 3x BCS II, DCII, 10mn MWD, plus two gang links. A coproc and command processor round out the lows and the mids, respectively, and we already need two CPU rigs as it is. But it fits now. Post-patch, you run either an ACR or an implant... or you just don't care, because who runs their bonuses on the front lines anyway?

    Basically, normal combat fits fit before and after the patch without an issue, more specialized or gimmicky fits require a bit more tweaking.

    What I'm saying is that the cyclone is fine and losing 100 grid isn't a big deal.

    Member of the Goonswarm Economic Warfare Cabal