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[Retribution 1.1] Combat Battlecruisers

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Author
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1821 - 2013-01-29 15:03:32 UTC
Wivabel wrote:
Snape Dieboldmotor wrote:
Jonas Sukarala wrote:
@ CCP Fozzie so are there going to be any more changes here before you release them? I don't think anyone is satisfied with the ferox being so inferior to the barely touched drake.


If you are comparing the Ferox to a buffer fit Drake then it is surely inferior, however if you fit it with an active tank it should be just as good. I support the idea of two different but equal Caldari BC's.


Actually I have just done a bunch of testing and the ferox has beaten the drake everytime when similarly fit.
fights starting at zero drake gets to shoot first no overheating or piloting other then the ferox sets keep at range and the drake sets aproach. outside of 5km the drake may have a better chance though I have not tested it yet.


ferox / drake
rack of neutrons with void / rack of ham II with scourge rage
LSE x1, invuln x2, point / LSE x2, invuln x2, point
DC,
MFS x3 / DC, BCU x3
Field extender x2, EM rig x1 / Field extender x3
Ferox kills drake with 50% structure remaining

rack of neutrons with void / rack of ham II with scourge rage
LSE x1, invuln x1, web, point / LSE x2, invuln x1, web, point
DC, MFS x3 / DC, BCU x3
Field extender x2, EM rig x1 / Field extender x3
Drake dies with Ferox still in shield.

The Ferox wins these fights mainly because of its damage type. The drakes tank is weekest or second weekest to thermal damage depending on rig choice mainly so the 100 more DPS of the Ferox is magnified by the fact that it is hitting the drake at its weaker resist points.

Also for the guy above. The Ferox and drake have the same base speed but the ferox has a lighter mass giving it a higher speed when using an afterburner or MWD plus it has better agility. Web scram Ferox can easily run from a tank fit point only Drake. Yes scram and web turn off at 9/10 km but by that time your Ferox is at top speed and will likely be outside of drake point range before the drake can get up to its full speed. Overheating only makes this manuever easier.

PS. I did not spell or grammer check this so it is probobly Fail English.

WivLol


Any drake pilot with sense would kill the ferox by not going anywhere near a ferox in void range the drake has massive range advantage and better tank the drake doesn't need to brawl to win and thus shouldn't have a better brawler profile.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Pinky Denmark
The Cursed Navy
#1822 - 2013-01-29 15:52:54 UTC
at least 15km on HAM range and possible more with a rig is a huge advanateg for Drake - And it has a spare med for a web to keep Ferox away from Blaster optimal... Start the fight at 20-30km and the Ferox will suddenly be in trouble everytime even with Null ;-)
Wivabel
Federal Defense Union
Gallente Federation
#1823 - 2013-01-29 15:54:56 UTC  |  Edited by: Wivabel
Pinky Denmark wrote:
at least 15km on HAM range and possible more with a rig is a huge advanateg for Drake - And it has a spare med for a web to keep Ferox away from Blaster optimal... Start the fight at 20-30km and the Ferox will suddenly be in trouble everytime even with Null ;-)


Ferox is faster not alot but enough. Drake does not get 2 choose

My point of all this is simply the ships are close enough together that fitting/pilot skill is all that really stands out between them. neither is the out right better ship both work just differently IE balance.

WivBig smile

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

Denson022
Brutor Tribe
Minmatar Republic
#1824 - 2013-01-29 16:38:53 UTC
Fozzie

I' d like to get your point as how you see at CCP the Cyclone's role?

How the HAM Cyclone will perform better than the old one?

In case of fighting vs a cruiser
I checked how much (real) DPS an AC Cyclone can apply to LSE fit Bellicose, the cruiser is spining at 5km with a AB around the Cyclone.

220AC + rockets Cyclone with 2 gyro + 1 TE wil hit a Bellicose for 400 DPS (5 drones DPS included) in 3.5 - 9 km range

HAM Cyclone + 2 x150mm + drones nets me 300 - > 275 DPS in 3.5 - 9 km range

Both AC and HAM versions have equal DPS arround 13.5 km range beyond wich HAM is gettin an advantage.

So how it should be flown? It's not a brawling short range BC, nor multi-purpose like the old one (3 x Rocket Launchers vs frig)
To be effective it needs a web or a Target Painter . A module i cant fit it because i wont trade off the TANK the only ACE this ship has.

It can use T2 missiles, the give very nice DPS vs other BC but below that class of opponent it's DPS is laughable.
The 5th low slot helps boost dps but honestly i'll trade it for a mid slot any day.

6 slot ?
MWD
Scram
Invul Field
XL ASB
Boost AMP
WEB

The theoreticall DPS will be lower but it can be applied to more targets...

I feel the new Cyclone to be very limited in engagements solo and even in gank.

It will be good at :

  • Baiting - it already does this job
  • Tank sentry aggro - the old one does it well
  • Force enemy to waste ammo/missiles on you since your dps will be good only vs BC - Sitational



  • I'm sad that the ship that helped me learn EVE life the hard way will become from a underdog a waterpistol. The exception is fighting other BC where it can have a niche

    Just my point of view
    CCP Fozzie
    C C P
    C C P Alliance
    #1825 - 2013-01-29 17:29:14 UTC  |  Edited by: CCP Fozzie
    Pinky Denmark wrote:
    so Fozzie - how far are we?
    Should we continue to come with inputs or are you already working on other ships and not touching these again? Sorry for ranting in here but it's like certain things just gets ignored?

    Pinky


    We're not announcing more ship changes until well after the 1.1 patch release. My focus continues to be the 1.1 changes and making sure they're as good as they can be at release.

    As for Sisi, we got an update deployed at 14:13 this afternoon that should have updated everything. I've been in meetings since then so I'm logging on to confirm that everything's there now.

    If any of you find anything that didn't properly copy over let me know.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Jonas Sukarala
    Deep Core Mining Inc.
    Caldari State
    #1826 - 2013-01-29 17:45:40 UTC  |  Edited by: Jonas Sukarala
    CCP Fozzie wrote:
    Pinky Denmark wrote:
    so Fozzie - how far are we?
    Should we continue to come with inputs or are you already working on other ships and not touching these again? Sorry for ranting in here but it's like certain things just gets ignored?

    Pinky


    We're not announcing more ship changes until well after the 1.1 patch release. My focus continues to be the 1.1 changes and making sure they're as good as they can be at release.

    As for Sisi, we got an update deployed at 14:13 this afternoon that should have updated everything. I've been in meetings since then so I'm logging on to confirm that everything's there now.

    If any of you find anything that didn't properly copy over let me know.


    So you're going to leave the ferox as the turd of the bc's ... awesome i think i'll leave mine to rot until you can be arsed to fix them... great work fozzie :P

    And furthermore although you're reasoning for the optimal range bonus is valid i don't think you are getting how little the dps is compared to other weapon systems which considering that's the point of blasters..... and that one switch of bonus would at least give it a role again as otherwise the drake just stomps all over it.

    'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

    CCP Fozzie
    C C P
    C C P Alliance
    #1827 - 2013-01-29 18:55:02 UTC
    Remember, just because something's on Sisi doesn't mean we can't change it anymore.

    FYI We are aware that Attack Battlecruisers and Blockade Runners are not showing proper brackets, dropping wrecks or showing up on scan results on Sisi.

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Wivabel
    Federal Defense Union
    Gallente Federation
    #1828 - 2013-01-29 18:56:25 UTC  |  Edited by: Wivabel
    Jonas Sukarala wrote:
    CCP Fozzie wrote:
    Pinky Denmark wrote:
    so Fozzie - how far are we?
    Should we continue to come with inputs or are you already working on other ships and not touching these again? Sorry for ranting in here but it's like certain things just gets ignored?

    Pinky


    We're not announcing more ship changes until well after the 1.1 patch release. My focus continues to be the 1.1 changes and making sure they're as good as they can be at release.

    As for Sisi, we got an update deployed at 14:13 this afternoon that should have updated everything. I've been in meetings since then so I'm logging on to confirm that everything's there now.

    If any of you find anything that didn't properly copy over let me know.


    So you're going to leave the ferox as the turd of the bc's ... awesome i think i'll leave mine to rot until you can be arsed to fix them... great work fozzie :P

    And furthermore although you're reasoning for the optimal range bonus is valid i don't think you are getting how little the dps is compared to other weapon systems which considering that's the point of blasters..... and that one switch of bonus would at least give it a role again as otherwise the drake just stomps all over it.


    you realize the ferox does about 725 dps Armor brutix 734 shield cane 755 armor cane less then 700 Ham Drake 650. With close range ammo and drones. Tank and gank is pretty comparable between all the battle cruisers i have tested. (Drake,armor/shield cane, armor/shield brutix, Ferox.

    WivBig smile

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

    Unseen Spectre
    Shadow Eye Ops
    #1829 - 2013-01-29 19:56:35 UTC
    From the recent posts it is obvious that there are quite a few different opinions about the drake’s resistance bonus. These are just a few thoughts - not that they are very important in any way.

    Personally, I would like to keep its resistance, but that is just my personal preference.

    I think that a lot of people assumed/hoped that the drake would lose the resistance bonus, but the initial suggested changes and the later revised changes all indicate that the drake will keep its bonus. Furthermore, I recall CCP Fozzie stating that after the heavy missile rebalancing he thought the drake only needed smaller changes http://evenews24.com/2013/01/11/dev-post-keeping-up-with-ccp-fozzie/.

    Furthermore, I think that the heavy missile changes set the future level for the drake’s long range strike and damage capability compared to other battle cruisers and I think another missile bonus instead of the resistance bonus will unbalance the heavy missile changes. Therefore, I would not be surprised if the drake keeps the resistance bonus rather than getting another missile bonus.

    In spite of whatever you think about PVE, the drake remains an important ship for new players for running missions and I think the tank the drakes’ resistance bonus provides remains important in PVE. This could also be a reason why the drake seems to keep its resistance bonus.

    All the above it just me guessing – I could be wrong about all of it.

    There have also been some differing posts about the ferox and the drake with the ferox being inferior to the drake.

    First of all I think that if you want to compare the two ships you may want to use comparable fits just to be fair.

    Secondly, assuming that the drake is balanced compared to other battle cruisers except the ferox, and that the ferox is inferior to the drake, I think that by e.g. removing the resistances of the drake to balance it compared to the ferox you effectively unbalance the drake compared to all other battle cruisers. I think it would be better just to “fix” the ferox. Please note that I have not checked whether my assumptions are true – they may be completely wrong.

    Thirdly, I think it should be taken into account that the ships are not the same and may be used differently.

    And I guess, if you expect to meet a drake there is a good chance that you would be well of having high kinetic resistances.
    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #1830 - 2013-01-29 20:10:14 UTC  |  Edited by: Ganthrithor
    Yo Foz-man-- I really appreciate your decision to put utility highs back in!

    OK I may have lied about the Cyclone. If you consider drone DPS as well its output isn't so bad. It could still use a little more speed, agility, and scan res though IMHO. Just a little something to differentiate it from the Drake-- something to trade that ~10k shield EHP for...

    edit:

    Oh, and the Hurricane. Upon casual inspection, the Hurricane now appears to be kind of... sad. It sort of does similar DPS to other BCs, but with a vastly shorter engagement range and way less tank. The only respect in which it's not average or below average is mobility, where it has a marginal advantage over other ships (still only ~400m/s faster than a Drake with MWD). With 2x damage mods and 2x TE, the DPS output of a 220 Cane shooting faction EMP is only ~40 DPS greater than that of a Brutix shooting Null (which has better range even with only 1 TE)-- and that's with the Cane fielding Warrior IIs and the Brutix not using drones... launch a flight of Hammerheads on the Brutix and it does almost 100 more DPS using long range ammo than the Cane does using closerange. To top things off, the Brutix has 10k more EHP, better agility, and is only 100m/s slower than the Cane.

    This doesn't seem right. The Cane shouldn't be objectively inferior in pretty much every respect to a Brutix, Drake, or Cyclone. To buff and differentiate it a little I'd consider giving the Cane a falloff bonus and boosing its base speed a bit; I think its DPS output is about right but it should project damage significantly better than something like a Brutix. Just looking at a DPS graph for both ships (220 AC Cane with 2x Gyro 2x TE and a 5 Neutron, 1 Ion Blaster Brutix with 2x MFS 1x TE, both using long-range ammo and a flight of Warriors / Hammerheads, respectively) the Brutix has a massive DPS advantage over the Hurricane at close range (~200 DPS) while the Hurricane has a marginal advantage over the Brutix at longer range (the gap peaks at ~100 DPS at around 25km and shrinks back down as range increases). Adding a falloff bonus (and a hint of speed-- think +250m/s MWD speed) to the Cane would flatten out that DPS curve a bit and make the Cane a compelling kiting ship (where it's often worth trading tank and some DPS output for better damage projection and a speed advantage) rather than simply leaving it as an inferior brawling ship (the Drake, Cyclone, and Brutix all outclass the Cane in this role-- I haven't done any analysis vs the other BCs in this capacity but I suspect that these ships represent the best comparisons since they all currently lean towards buffer-fit, close-range, high-damage setups).
    Pinky Denmark
    The Cursed Navy
    #1831 - 2013-01-29 21:21:21 UTC  |  Edited by: Pinky Denmark
    The balance between those 8 battlecruisers in combat is actually okay... They will fit into Eve fine outperforming cruisers in some areas, but not in others. It has been a good job when it comes to the result.

    Many of the questions and ideas I had was focused on the way this balance is achieved...

    What worries me have been listed earlier - Things like fitting concerns (fitting prophecy vs harbinger feels very different in stress levels) and concerns about suddenly giving ships new 10% bonus and having a rather confusing/non-logic way of distributing bonus and amount of slots.

    Why not make the 2 Gallente ships different in the ways they tank? Why not give the Ferox a resist advantage over the Drake when the last one has 6 medslots? Why does the Prophecy have to have both more lowslots and a tank bonus compared to the Harbinger that has an obsolete cap bonus and has to have a 10% pr level damage bonus to be compatible?

    These are the questions I cannot understand haven't been answered or not even reflected over.

    But suddenly the thread doesn't matter anymore and we might or might not see these things brought up anytime soon. This is what happened with hybrids - they got a few easy buffs and it was promised to look into them some more - then nothing happened and though blasters are nasty the Railguns are still not very attractive (just like Beam lasers)...

    PS. I still love you and I know you're suddenly busy with armor things - But it would be nice with comments on some of those thoughts even if it takes some time for a decent reply. Afterall many people spend lots of time giving you input.
    Wivabel
    Federal Defense Union
    Gallente Federation
    #1832 - 2013-01-29 22:12:43 UTC
    Pinky Denmark wrote:
    The balance between those 8 battlecruisers in combat is actually okay... They will fit into Eve fine outperforming cruisers in some areas, but not in others. It has been a good job when it comes to the result.

    Many of the questions and ideas I had was focused on the way this balance is achieved...

    What worries me have been listed earlier - Things like fitting concerns (fitting prophecy vs harbinger feels very different in stress levels) and concerns about suddenly giving ships new 10% bonus and having a rather confusing/non-logic way of distributing bonus and amount of slots.

    Why not make the 2 Gallente ships different in the ways they tank? Why not give the Ferox a resist advantage over the Drake when the last one has 6 medslots? Why does the Prophecy have to have both more lowslots and a tank bonus compared to the Harbinger that has an obsolete cap bonus and has to have a 10% pr level damage bonus to be compatible?

    These are the questions I cannot understand haven't been answered or not even reflected over.

    But suddenly the thread doesn't matter anymore and we might or might not see these things brought up anytime soon. This is what happened with hybrids - they got a few easy buffs and it was promised to look into them some more - then nothing happened and though blasters are nasty the Railguns are still not very attractive (just like Beam lasers)...

    PS. I still love you and I know you're suddenly busy with armor things - But it would be nice with comments on some of those thoughts even if it takes some time for a decent reply. Afterall many people spend lots of time giving you input.



    I agree 100% with this.

    WivLol

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

    Jonas Sukarala
    Deep Core Mining Inc.
    Caldari State
    #1833 - 2013-01-29 22:26:13 UTC
    Ganthrithor wrote:
    Yo Foz-man-- I really appreciate your decision to put utility highs back in!

    OK I may have lied about the Cyclone. If you consider drone DPS as well its output isn't so bad. It could still use a little more speed, agility, and scan res though IMHO. Just a little something to differentiate it from the Drake-- something to trade that ~10k shield EHP for...

    edit:

    Oh, and the Hurricane. Upon casual inspection, the Hurricane now appears to be kind of... sad. It sort of does similar DPS to other BCs, but with a vastly shorter engagement range and way less tank. The only respect in which it's not average or below average is mobility, where it has a marginal advantage over other ships (still only ~400m/s faster than a Drake with MWD). With 2x damage mods and 2x TE, the DPS output of a 220 Cane shooting faction EMP is only ~40 DPS greater than that of a Brutix shooting Null (which has better range even with only 1 TE)-- and that's with the Cane fielding Warrior IIs and the Brutix not using drones... launch a flight of Hammerheads on the Brutix and it does almost 100 more DPS using long range ammo than the Cane does using closerange. To top things off, the Brutix has 10k more EHP, better agility, and is only 100m/s slower than the Cane.

    This doesn't seem right. The Cane shouldn't be objectively inferior in pretty much every respect to a Brutix, Drake, or Cyclone. To buff and differentiate it a little I'd consider giving the Cane a falloff bonus and boosing its base speed a bit; I think its DPS output is about right but it should project damage significantly better than something like a Brutix. Just looking at a DPS graph for both ships (220 AC Cane with 2x Gyro 2x TE and a 5 Neutron, 1 Ion Blaster Brutix with 2x MFS 1x TE, both using long-range ammo and a flight of Warriors / Hammerheads, respectively) the Brutix has a massive DPS advantage over the Hurricane at close range (~200 DPS) while the Hurricane has a marginal advantage over the Brutix at longer range (the gap peaks at ~100 DPS at around 25km and shrinks back down as range increases). Adding a falloff bonus (and a hint of speed-- think +250m/s MWD speed) to the Cane would flatten out that DPS curve a bit and make the Cane a compelling kiting ship (where it's often worth trading tank and some DPS output for better damage projection and a speed advantage) rather than simply leaving it as an inferior brawling ship (the Drake, Cyclone, and Brutix all outclass the Cane in this role-- I haven't done any analysis vs the other BCs in this capacity but I suspect that these ships represent the best comparisons since they all currently lean towards buffer-fit, close-range, high-damage setups).


    The cane has a HUGE advantage in being un-neutable something i wish they would rectify.. And its still versatile.

    'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

    Jonas Sukarala
    Deep Core Mining Inc.
    Caldari State
    #1834 - 2013-01-29 22:30:07 UTC
    Wivabel wrote:
    Pinky Denmark wrote:
    The balance between those 8 battlecruisers in combat is actually okay... They will fit into Eve fine outperforming cruisers in some areas, but not in others. It has been a good job when it comes to the result.

    Many of the questions and ideas I had was focused on the way this balance is achieved...

    What worries me have been listed earlier - Things like fitting concerns (fitting prophecy vs harbinger feels very different in stress levels) and concerns about suddenly giving ships new 10% bonus and having a rather confusing/non-logic way of distributing bonus and amount of slots.

    Why not make the 2 Gallente ships different in the ways they tank? Why not give the Ferox a resist advantage over the Drake when the last one has 6 medslots? Why does the Prophecy have to have both more lowslots and a tank bonus compared to the Harbinger that has an obsolete cap bonus and has to have a 10% pr level damage bonus to be compatible?

    These are the questions I cannot understand haven't been answered or not even reflected over.

    But suddenly the thread doesn't matter anymore and we might or might not see these things brought up anytime soon. This is what happened with hybrids - they got a few easy buffs and it was promised to look into them some more - then nothing happened and though blasters are nasty the Railguns are still not very attractive (just like Beam lasers)...

    PS. I still love you and I know you're suddenly busy with armor things - But it would be nice with comments on some of those thoughts even if it takes some time for a decent reply. Afterall many people spend lots of time giving you input.



    I agree 100% with this.

    WivLol


    It does seem a bit disrespectful fozzie doesn't seem to have listened to us at all on bc's and made even less changes in response it kind of seems like a rushjob and that he is too busy for this thread in particular... which he probably is but what does that tell you?

    'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

    Takeshi Yamato
    Ministry of War
    Amarr Empire
    #1835 - 2013-01-29 22:30:59 UTC  |  Edited by: Takeshi Yamato
    Don't complain about Minmatar ships not having the same hitpoints or dps as other races. Minmatar is supposed to excel in other areas. The main symptom of the "Winmatar problem" was Minmatar ships being too good in a direct fight while still having all their other advantages.
    ConranAntoni
    Deep Core Mining Inc.
    Caldari State
    #1836 - 2013-01-29 22:33:14 UTC
    Just give the Ferox a DPS bonus so it's atleast partially useful and still not the ugly duckling people use for novelty.

    I mean c'mon, it's a pretty straight forward fix.

    Empyrean Warriors - Recruiting now.

    Wivabel
    Federal Defense Union
    Gallente Federation
    #1837 - 2013-01-29 22:53:03 UTC
    ConranAntoni wrote:
    Just give the Ferox a DPS bonus so it's atleast partially useful and still not the ugly duckling people use for novelty.

    I mean c'mon, it's a pretty straight forward fix.


    Comments like this are the reason CCP seems to not be listening. People who have no clue what they are talking about spewing random buff my ship rabble rabble rabble without even checking out the changes.


    WivShocked

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

    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #1838 - 2013-01-30 00:12:58 UTC  |  Edited by: Ganthrithor
    Jonas Sukarala wrote:

    The cane has a HUGE advantage in being un-neutable something i wish they would rectify.. And its still versatile.


    Unlike the Cyclone and Drake or any droneboat you mean, whose weapons use cap? Oh wait...

    Takeshi Yamato wrote:
    Don't complain about Minmatar ships not having the same hitpoints or dps as other races. Minmatar is supposed to excel in other areas. The main symptom of the "Winmatar problem" was Minmatar ships being too good in a direct fight while still having all their other advantages.


    Yes I see your point given how the Cane does less dps, has less tank, and has worse range than the other ships mentioned while having essentially the same mobility. Definitely an unfair advantage.
    ConranAntoni
    Deep Core Mining Inc.
    Caldari State
    #1839 - 2013-01-30 00:26:52 UTC  |  Edited by: ConranAntoni
    Wivabel wrote:
    ConranAntoni wrote:
    Just give the Ferox a DPS bonus so it's atleast partially useful and still not the ugly duckling people use for novelty.

    I mean c'mon, it's a pretty straight forward fix.


    Comments like this are the reason CCP seems to not be listening. People who have no clue what they are talking about spewing random buff my ship rabble rabble rabble without even checking out the changes.


    WivShocked


    You are literally ********. True story.

    Merlin; 5% Resists, 5% Damage
    Moa; 5% Resists, 5% Damage
    Ferox; 5% Resists, 10% Optimal Range


    Kestrel; 10% Missile Velocity, 5% Damage
    Caracal; 10% Missile Velocity, 5% RoF

    Drake; 5% Resists, 5% Kinetic

    Whodathunk that by using CCPs previous logic that simply making the Drake have a velocity bonus over the resists and keep the damage, while keeping a tank & damage bonus to hybrids, would infact fix alot of the issues. Crazy right? I mean your fantastic ability to shitpost with no proper idea of actual PvP or ship use is super fantastic awesome, but maybe try using *logic* to your arguments and you might get somewhere gg.

    Oh, wait, is this the point where you go on about how "supa awsum" cruiser rails are and how the optimal range is the most awsum defining aspect of an otherwise useless ship?

    Hey, pro tip, try coming up with a reason to keep the optimal range, do it, seriously, I can't wait to hear about your ability to tickle a target at 60km with 200 DPS and tank "a whole fleet of naggas" as you know, combining a range bonus for what is essentially an extra long range weapon system which is pretty ****** in itself with a tank bonus makes sense right. Right? Oh and please bring up the Rokh argument as battleship and cruiser weapons are the same with Large Rails being semi useful and Medium rails being the hilarious feather duster of weapon systems.

    Do you actually play EvE? Serious question, as your infalliable logic about how these things work astounds me.


    Oh hey, even did an edit to post like a scrublord and sign off with my name incase you didn't see in the left of the post who posted as that seems to be the thing the cool kids are doing.

    - Con

    Empyrean Warriors - Recruiting now.

    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #1840 - 2013-01-30 01:53:06 UTC
    A lot of the bonuses are in place in an attempt to make each ship in a crowded environment their own unique snowflake. The battlecruisers have to balance against each other. On top of that they can't obsolete or overshadow the work just done on the cruisers.

    The Moa has a damage bonus and a shield resist bonus. It has the equivalent of 6.25 turrets vs. the Ferox's 7. It has a good tank but not at the Ferox's level. If you gave the Ferox the same damage bonus rather then the optimal - i.e. - what everyone is asking for- then you have a super Moa. What then, is the purpose of the Moa? There is also the question of whether or not the Ferox could actually apply Blaster damage being as cumbersome as it is. With neutrons, one tracking enhancer, and Null you can get 11km + 11km of optimal and falloff. That's pretty nice. The Moa at least can get some speed behind it. The Ferox? Not so much.

    When you compare the Brutix to the Ferox you get another favorable comparison - 9 effective turrets vs. 7. The Brutix has to have it's tank and gank compete for the same slots. The Ferox does not. The Brutix edges ahead with damage but the Ferox has range on it. It's a nice comparison.

    The Brutix still has a tanking bonus because there isn't anything better for it. Tracking? We would then be comparing it to the Talos or Thorax. Falloff? The current and future Deimos might not like that.

    What about the Drake keeping it's shield resist bonus? The caracal. It's bonuses are for velocity and a general 5% damage bonus. That's where most people would like to see the Drake go. That would dwarf the caracal.

    The end result of all this balancing is there are awkard angles that will never quite fit. Naga vs. Ferox. Drake vs. Ferox. Etc. Etc.