These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Retribution 1.1] Combat Battlecruisers

First post First post First post
Author
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#1861 - 2013-01-30 23:28:14 UTC  |  Edited by: Freighdee Katt
Quote:
The stronger focus on kinetic damage is a nerf to the ship but considering how strong it is in dps and tank I believe that it will still be competitive. Note that the Condor shares the 10% kinetic bonus per level and I don't think anyone can argue that it is crippled as a result.


This is just silly. The Condor is the designated Caldari tackle frigate. Its damage is trivial and irrelevant, and nobody cares about any damage bonus it has next to the 80% tackle cap reduction mod. Insisting that the monodamage bonus on the Drake is fine is the same as giving the Condor a cap use bonus only to warp disruptors and not scrams, for no apparent reason, and then just insisting that it's fine next to the other tackle frigates that have a universal bonus.

At least you finally admit that the monodamage bonus is a "nerf," but the problem here is that it's not the nerf that was needed. The problem before was that the Drake did good damage at long range AND had a stupidly strong tank. You could have dealt with that issue in a straightforward, simple way, following the clear pattern that you already set up in the successful frigate and cruiser rebalancing. Instead you just went off in the weeds, randomly making the "better" BCs worse, and not making the bad BCs better in any clear way.

You also still haven't given any rational reason to explain why Caldari have a viable, clearly focused, long range attack missile ship in every category except Battlecruiser. How do you justify having the Kestrel, the Caracal, and the Raven being set up like they are, and then leaving the Drake as the odd bird out, having nothing in common with the rest of the missile boats for this race, other than being ugly and slow, and using missiles?

It's obvious that the Ferox cannot be the "attack" ship here, because medium rails just don't cut it in that role. The only thing it can be good at is the combat role, which you still refuse to let it actually be by giving it a sensible damage bonus rather than the silly optimal buff. And the tier 3s are not attack ships; they're snipers, because they use large weapons, which can't hit diddly that is small, moving, or close.

So why do we have two "tank" ships with mediocre DPS and range, a dedicated gank wagon, and no attack ships at all in the battlecruiser class? These aren't just cruisers with gang links, as you have clearly told us by making them a whole other class that we are forced to train through between cruisers and battleships. So why is this class not balanced in the same sensible way as the others?

You can keep on spinning this however you want, but the fact remains that the Drake as it stands now is not "balanced," it's just worse. It could easily have been made very good at one thing, without being good at everything, which is the reason everyone complained about it in the first place (and which was ostensibly the entire goal of this "rebalancing," or so you told us when it all began).

You also can't get around the fact that, since the HML nerf, the Drake is now in the position of having the exact same effective range with heavy missiles as a Caracal firing light missiles; and that is just silly.

Obvious answer is obvious: remove the resist bonus and add the same ROF + velocity bonus that you gave all of the other dedicated Caldari missile attack boats, so that the ship is no longer a do everything problem child, but it is good at doing what all of the other attack boats in this race are obviously assigned to do (good long range damage with complete damage flexibility, countered by slow speed and a modest tank).

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

Tsubutai
Perkone
Caldari State
#1862 - 2013-01-30 23:43:34 UTC
Zarnak Wulf wrote:
Can a Drake even kill a X-LASB fit Ferox before the reload? It looks like it would be very close.

Depends on the ferox fit to a large extent. An electron fit with em/therm/kin resist rigs should win handily if it can ensure that the fight occurs within ~5 km. An ion fit that can only run two resist rigs would have more difficulty. That said, talking exclusively about which ship would win an honorable 1v1 is kind of neither here nor there; as a general pvp ship, the HAM drake significantly outperforms the blaster ferox (whether XLASB or buffer fit) in terms of damage projection, raw damge output, and resists, without losing much of anything in any other respect. If anything, I think the drake should have its resist bonus swapped for a shield HP bonus - that'd make the ferox more attractive by comparison in situations involving RR without hurting the drake's tank as a solo ship. For reference, the fits I'm basing this on are below:



[NEW Drake, HAM + small neut]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Large Shield Extender II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Small Unstable Power Fluctuator I

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I


Hobgoblin II x5


[NEW Ferox, XLASB - electrons]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II

X-Large Ancillary Shield Booster, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Experimental 10MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Adaptive Invulnerability Field II

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Medium Diminishing Power System Drain I

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I


Warrior II x5
Theia Matova
Dominance Theory
#1863 - 2013-01-31 00:24:05 UTC  |  Edited by: Theia Matova
Drake will remain the cap neut immune, imba super tank.. You speak of balancing and you do not fix the real issue. Drake is super t1 bc that no other can beat in many situations. Drake needs nerf dropping base defense from shields so few prosent wont do.

Oh and amarr and gallente need more loving.. Its nice that amarr gets missiles, drones are nice but not my favorite piece of pie.

This balancing has been long waited do it right. PLEASE
Wivabel
Federal Defense Union
Gallente Federation
#1864 - 2013-01-31 00:32:15 UTC
Theia Matova wrote:
Drake will remain the cap neut immune, imba super tank.. You speak of balancing and you do not fix the real issue. Drake is super t1 bc that no other can beat in many situations. Drake needs nerf dropping base defense from shields so few prosent wont do.

Oh and amarr and gallente need more loving.. Its nice that amarr gets missiles, drones are nice but not my favorite piece of pie.

This balancing has been long waited do it right. PLEASE


To be fair they are not entirely neut resistant now. Active hardeners no longer give a resist bonus when they are not turned on. Previously it was 15% per resist on a T2 Invuln that was not turned on. It is not much but it is something.

WivCool

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

MOL0TOK
NOCTURNAL TORTURE
#1865 - 2013-01-31 01:43:55 UTC  |  Edited by: MOL0TOK
When I read changes second run, I think it cool Cool

Бил, бью и буду бить! / to Kerzhakoved /

Zarnak Wulf
Task Force 641
Empyrean Edict
#1866 - 2013-01-31 04:38:41 UTC
I logged onto the test server again hoping to try out some of the AARs. No such luck as they aren't seeded yet. I did take a second look at the Harb as it had it's PG adjusted to the proper spot. Funny fact- the following fit:

High:
Heavy Pulse II x 6
Empty slot
Mid:
Experimental MWD
Web
Scram
Cap Recharger II
Low:
Rolled 1600 plate
DC II
EANM II x 2
HS II x 2
Rigs:
Trimarks x 3

It all fit without implants or fitting rigs and mods. PG left over? 0.0 Shocked. Someone at CcP measured that out just right.
Pinky Denmark
The Cursed Navy
#1867 - 2013-01-31 04:57:51 UTC
Thank you for offering some hindsights on the kinetic Drake bonus variant mr. F - Would you be able to go in depth about your arguments about Drake/Ferox and Myrm/Brutix sharing the same tank bonus instead of creating more flavour? Afterall the Proph/Harb doesn't and the Harb would seem to benefit more from a gun bonus while the Harb could really need the tank bonus instead of the cap bonus...
Goldensaver
Maraque Enterprises
Just let it happen
#1868 - 2013-01-31 05:00:22 UTC
Zarnak Wulf wrote:
I logged onto the test server again hoping to try out some of the AARs. No such luck as they aren't seeded yet. I did take a second look at the Harb as it had it's PG adjusted to the proper spot. Funny fact- the following fit:

High:
Heavy Pulse II x 6
Empty slot
Mid:
Experimental MWD
Web
Scram
Cap Recharger II
Low:
Rolled 1600 plate
DC II
EANM II x 2
HS II x 2
Rigs:
Trimarks x 3

It all fit without implants or fitting rigs and mods. PG left over? 0.0 Shocked. Someone at CcP measured that out just right.


Is there enough PG left over to make the Cap Recharger a small booster? If possible I'd like to cram some cap boosting on there for when needed.
Thelonious Blake
Miles Research and Development
#1869 - 2013-01-31 06:12:10 UTC  |  Edited by: Thelonious Blake
I haven't read all the comments and IDK if this was proposed...

CCP Fozzie, could you consider giving to some of the tech 1 battlecruiser hulls like 1% bonus per level to gang link strenght (or a static bonus like 3-4%)? I think it won't be OP. That way they could become low-end command ships and people will consider more often actually fitting gang links on their bcs.

Regards.
Sigras
Conglomo
#1870 - 2013-01-31 06:27:06 UTC
Sinigr Shadowsong wrote:
CCP Fozzie wrote:

Drake:
Change Kinetic Missile damage bonus from 5 to 10% per level


Please consider alternatives before implementing such changes. There are 3 additional rather huge side effects for this:

1. New players will be at even harder disadvantage using Drake. It requires BC II to operate which will give +20% to kinetic damage. Difference between +20% and +50% is too huge to ignore, hence flying Drake will require BC 5.
2. Kinetic damage will be 1.5x times higher than other damage types. I think this is dangerously close to Stealth Bomber territory where you are forced to use 1 single damage type under any circumstances. Drake will loose last remains of flexibility.
3. Caldari will become the only race without battlecruiser that can change damage type that also a huge PvE disadavantage for new players.

I hope that those side-effects are not intended.

This is an idiotic way of looking at things . . .

1. comparing level 2 with level 5 is misleading when arguing that the change is worse for people with less SP, what you need to do is compare on a level by level basis. at level 2 it is 0.5 launchers worth of damage less, at level 3 its 0.25 launchers less, at level 4 its the same, and at level 5 its 0.25 launchers better . . . now is that really so much worse than it is now?

2. While youre statement is technically correct, the way you state the numbers is intentionally misleading, kinetic does 50% more damage than any other type. And yes, it is a nerf to the drake because it needs the nerf.

3. the drones that the gallente and amarr ships use to "switch damage types" get shot at by pirates . . . not exactly optimal, also every drone other than the gallente ones do less damage, kinda like how every missile the drake fires except for kinetic does less damage.
To mare
Advanced Technology
#1871 - 2013-01-31 06:38:11 UTC
CCP Fozzie wrote:

The higher damage bonus does give a stronger benefit from training, but the dps gap between skill levels on the Drake is still lower than it is on the Hurricane/Rupture/Tempest.

the problem is said Hurricane/Rupture/Tempest use 2 bonus to get that dps the drake and all the others 10% bonused ship use just 1 bonus and after that they have another useful bonus.
Captain Semper
Fusion Enterprises Ltd
Pandemic Horde
#1872 - 2013-01-31 08:09:52 UTC  |  Edited by: Captain Semper
Unfortunately I didn't read 93 pages and I think it already was discussed.

But.

We have armor rep bonus ships and shield boost bonus ships. Its quite clear. But what i didnt understand is that WHY matar have only 1 BC with shield boost bonus (cyclone and his T2 version) and gallent 2 (brutix and myrm). Is that fair? Why i should chose brutix instead of myrm? Because of active tank we need to downgrade our blasters and myrm dps quite good with low blaster because of drones.
Same with amarr and caldari. Why caldari have 2 ships with resist bonus in BC class and amarr only 1? Mb it is time to change ferox and brutix bonus? We dont need "snipe" bonus on ferox because we have imbalanced Naga or Talos for that.
Few gallent ships have bonus on falloff (catalyst for example). So what if you give falloff bonus for brutix?

A lit bit of concern.

Gallent havnt ships for fleet fight. Well it is only 3 of them - Proteus as heavy takler, Lach as takler in shield fleet and logist (and guards still better in fleets fight).
Megathrone and dominix aren't used for a long time. Because drones is garbage in massive pvp (not fighter or FB, just drones) and Megathrone have realy low range with blaster instead of shield rokh that can work on 50km with good dps and strong tank.
Yeah, Mega is armor tank. You know how long can shoot amarr Apoc with Pusle (thats close weapon like blasters)? 90+km. Dps quite low (like 300) but at 50km dps realy good. And still strong armor tank.
And where I have to use Mega? Only solo at gate camp? Maybe it is time to change and mega bonus too? For falloff?
Or maybe it is time finaly redesing blasters for something useful at fleet fight. ATM gallent ships with blaster useful in solo. But solo isnt all PvP in EvE.

And if new player in EvE start to train gallent ships because he doesnt know about for what this ships used for. He will be disappoint when try to drive this boats in fleet fights. Ofc you can say: " So train amarr, matar or caldari". But is that a balance? "You can use amarr, caldariand matar ships in solo, small-scale and fleet fight PvP, but gallents only for solo"?

So, my point is give gallent few ships for fleets fight. If brutix would have bonus on falloff it will be ok in armor hurri fleet. For now poor brut useless in many ways :(
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1873 - 2013-01-31 08:31:40 UTC
To mare wrote:
CCP Fozzie wrote:

The higher damage bonus does give a stronger benefit from training, but the dps gap between skill levels on the Drake is still lower than it is on the Hurricane/Rupture/Tempest.

the problem is said Hurricane/Rupture/Tempest use 2 bonus to get that dps the drake and all the others 10% bonused ship use just 1 bonus and after that they have another useful bonus.


Balance ships, not bonuses.
Zarnak Wulf
Task Force 641
Empyrean Edict
#1874 - 2013-01-31 09:34:37 UTC
Goldensaver wrote:
Is there enough PG left over to make the Cap Recharger a small booster? If possible I'd like to cram some cap boosting on there for when needed.


You would need a 1% PG implant.
Caxton Verticorda
The Fuel Consortium
#1875 - 2013-01-31 10:36:02 UTC
I seriously hope CCP are trolling us with this one.

I don't care that Harbingers are bad. I still like them.

Fallen Angel III
Caldari Provisions
Caldari State
#1876 - 2013-01-31 10:44:29 UTC  |  Edited by: Fallen Angel III
GJ dickslamming the BCs,

Frigate changes where awesome,
Crusier changes where good,
Battlecruiser changes are bad,

I see a pattern?

Battleship changes ******* terrible?

Battlecruiser changes are bad
Fallen Angel III
Caldari Provisions
Caldari State
#1877 - 2013-01-31 11:00:12 UTC
Goldensaver wrote:
Zarnak Wulf wrote:
I logged onto the test server again hoping to try out some of the AARs. No such luck as they aren't seeded yet. I did take a second look at the Harb as it had it's PG adjusted to the proper spot. Funny fact- the following fit:

High:
Heavy Pulse II x 6
Empty slot
Mid:
Experimental MWD
Web
Scram
Cap Recharger II
Low:
Rolled 1600 plate
DC II
EANM II x 2
HS II x 2
Rigs:
Trimarks x 3

It all fit without implants or fitting rigs and mods. PG left over? 0.0 Shocked. Someone at CcP measured that out just right.


Is there enough PG left over to make the Cap Recharger a small booster? If possible I'd like to cram some cap boosting on there for when needed.


No cap rechargers use 1 PG where as Cap boosters (small uses 5 PG) also, fitting cap rechargers to a PVP ship...gtfo
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1878 - 2013-01-31 11:25:54 UTC
Fallen Angel III wrote:
GJ dickslamming the BCs,

Frigate changes where awesome,
Crusier changes where good,
Battlecruiser changes are bad,

I see a pattern?

Battleship changes ******* terrible?

Battlecruiser changes are bad



Its because you want epic buffs instead of balance work.

Battlecruiser changes are fine.

So far, i hope tier3's get nerfed as much as they should

BYDI recruitment closed-ish

Caxton Verticorda
The Fuel Consortium
#1879 - 2013-01-31 12:00:43 UTC
Garviel Tarrant wrote:

Its because you want epic buffs instead of balance work.

Battlecruiser changes are fine.

So far, i hope tier3's get nerfed as much as they should


I just want my Prophecies to not be drone boats.

I don't care that Harbingers are bad. I still like them.

Fallen Angel III
Caldari Provisions
Caldari State
#1880 - 2013-01-31 12:13:54 UTC
Garviel Tarrant wrote:
Fallen Angel III wrote:
GJ dickslamming the BCs,

Frigate changes where awesome,
Crusier changes where good,
Battlecruiser changes are bad,

I see a pattern?

Battleship changes ******* terrible?

Battlecruiser changes are bad



Its because you want epic buffs instead of balance work.

Battlecruiser changes are fine.

So far, i hope tier3's get nerfed as much as they should


No i dont want epic buffs, dont get me wrong i like some of the changes but others did not really need changing or only need changing a little example..harbinger, at 50 pg then its fine maybe change the cap bonus to a tracking bonus orrange bonus,
Ferox drop the range bonus for a damage bonus just little things not revamping all of them...