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[Retribution 1.1] Black Ops Little Things - now with Covert Cyno update

First post First post
Author
Hiroshi Yakasuki
Yakasuki Enterprises
#321 - 2013-02-16 22:32:22 UTC
MV Queen wrote:
So blockades get ability to fit a covert cyno soon - but are they all getting a second hi slot?

Minmatar one already has a 2nd hi-slot hehe.
Dhuras
The Classy Gentlemans Corporation
Moist.
#322 - 2013-02-17 01:00:17 UTC
Omnathious Deninard wrote:
Hit Point Comparison between the T1 Hull and Black Ops Hull

Armageddon Total HP = 18348, Lv 5 EHP = 29.5K, Lv 5 + Damage Control EHP = 44.7K
Redeemer Total HP = 14655, Lv 5 EHP = 24.3K, Lv 5 + Damage Control EHP = 36.5K

Dominix Total HP = 18321, Lv 5 EHP = 29.2K, Lv 5 + Damage Control EHP = 45.1K
Sin Total HP = 14655, Lv 5 EHP = 24K, Lv 5 + Damage Control EHP = 36.8K

Scorpion HP = 17579, Lv 5 EHP = 28.4K, Lv 5 + Damage Control EHP = 42.1K
Widow HP = 14062, Lv 5 EHP = 23.4K, Lv 5 + Damage Control EHP = 34.4K

Typhoon HP = 17891, Lv 5 EHP = 28.7K, Lv 5 + Damage Control EHP = 43.7K
Panther HP = 14311, Lv 5 EHP = 23.5K, Lv 5 + Damage Control EHP = 44.7K

If they get T2 Resists they will most likely have there HP adjusted to reflect this comparison. Stealth ships are squishier than their T1 counterpart, and the others can fit a covert ops cloak the black ops should be no different.


This is a really bad comparison, you're assuming someone is just fitting a DC for tank, nothing else, thing is T1 counterparts have much more EHP than you are showing here as they are capable of fitting more plates/ shield extenders/ what have you compared to their T2 counterparts, so the difference in EHP is MUCH bigger due to slot layouts and pwg/cpu output
Omnathious Deninard
University of Caille
Gallente Federation
#323 - 2013-02-17 03:09:40 UTC
Dhuras wrote:
Omnathious Deninard wrote:
Hit Point Comparison between the T1 Hull and Black Ops Hull

Armageddon Total HP = 18348, Lv 5 EHP = 29.5K, Lv 5 + Damage Control EHP = 44.7K
Redeemer Total HP = 14655, Lv 5 EHP = 24.3K, Lv 5 + Damage Control EHP = 36.5K

Dominix Total HP = 18321, Lv 5 EHP = 29.2K, Lv 5 + Damage Control EHP = 45.1K
Sin Total HP = 14655, Lv 5 EHP = 24K, Lv 5 + Damage Control EHP = 36.8K

Scorpion HP = 17579, Lv 5 EHP = 28.4K, Lv 5 + Damage Control EHP = 42.1K
Widow HP = 14062, Lv 5 EHP = 23.4K, Lv 5 + Damage Control EHP = 34.4K

Typhoon HP = 17891, Lv 5 EHP = 28.7K, Lv 5 + Damage Control EHP = 43.7K
Panther HP = 14311, Lv 5 EHP = 23.5K, Lv 5 + Damage Control EHP = 44.7K

If they get T2 Resists they will most likely have there HP adjusted to reflect this comparison. Stealth ships are squishier than their T1 counterpart, and the others can fit a covert ops cloak the black ops should be no different.


This is a really bad comparison, you're assuming someone is just fitting a DC for tank, nothing else, thing is T1 counterparts have much more EHP than you are showing here as they are capable of fitting more plates/ shield extenders/ what have you compared to their T2 counterparts, so the difference in EHP is MUCH bigger due to slot layouts and pwg/cpu output

The reason a damage control was shown is it affects the ships equality and there is no why are you showing this with module X and not module Y. It is a barebones comparison ment to display the significant EHP difference. And no I would never assume a "tank" of merely a damage control.

If you don't follow the rules, neither will I.

Omnathious Deninard
University of Caille
Gallente Federation
#324 - 2013-02-17 04:59:46 UTC
CCP Fozzie wrote:
Just want to remind everyone what was said in the OP of the thread:

Quote:
This is not the big Black Ops rebalance, and we here at CCP do not consider Black Ops "done" after these changes. We are putting these tweaks out now since it may be a while before we can get to the full Black Ops rebalance and we don't want to leave them in their current state in the meantime.


So discussion of topics like future blackops revamp ideas and local chat are all well and good, but they're outside the scope of these specific changes for 1.1.

We do understand this, but there is nowhere that such things can be discussed without being buried and forgotten about. This thread being about black ops and being sticky means that those who wish to discuss the future of them and present ideas about them will have a place to post those ideas and not have to be checking the forums every 10 min to ensure the discussion stays on the first page.

If you don't follow the rules, neither will I.

baker43
Brutor Tribe
Minmatar Republic
#325 - 2013-02-17 11:56:25 UTC
Black Ops:
1. Covert Ops cloak
2. T2 resist balancing
3. Ability to Jump to a Cyno in the same system (BO V only?)

The Black Ops and Marauder hulls should give something special when reaching V to fly them properly. If not an ability it should open up for more fitting options (cpu/grid). All I found was an abyss of disappointment after trying the BO ships in different situations, and it is now RIPJ44.
[A specialization bonus for all ships would be interesting at level V, to fit pilots in specific roles, instead of training 4-5 ship hulls to level IV.]


Tech III:
Covert cyno is a good definition of the Tech III difference, and the end game hull Tech III ships really are.
Cost of building a T2 BS hull to T3 strategic cruiser hull (inc set of modules) should be balanced to make the strategic T3 cruisers at equivalent cost/more of T2 BS to define the increased difficulty from T2 to T3.
(Switching modules on the "fly" if you have them in a module/cargo bay would be even more fun and even more tears when you die. (What happened to that 6th module slot BTW?))

Summary:
Buffing BO is a huge plus, as a current WH resident they will still be "mostly" useless.
Having a second line of BO and Marauders will be very interesting. Further skills to really specialize in these high end hulls to force ace pilots for different tasks opens up for really good game play.

[[On a totally different note, when jumping to a cyno is now instant (like a gate), why not make it equivalent to x time in light years. The "Hot Drop" factor would decrease significantly and force better tactics.]]

Keep up the magnificent work Fozz & co!
Hemmo Paskiainen
#326 - 2013-02-17 15:28:39 UTC
baker43 wrote:

[[On a totally different note, when jumping to a cyno is now instant (like a gate), why not make it equivalent to x time in light years. The "Hot Drop" factor would decrease significantly and force better tactics.]]


Your hotdrop tackle would likely tend to die, dont think this is such a good idea ;)

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?

Alex Logan
OK Researches And Inventions
#327 - 2013-02-18 16:01:18 UTC
Add covops cloaks to black ops battleships!!!!!

These should be able to warp cloaked and have no targeting delay.

That's why they are called BLACK OPS.
Azran Zala
Caldari Provisions
Caldari State
#328 - 2013-02-18 16:53:06 UTC  |  Edited by: Azran Zala
deploying recon alts to a system near you <3 Pirate
Alex Vandal
OK Researches And Inventions
#329 - 2013-02-18 20:15:52 UTC
Black ops are supposed to be the top notch ships of any fleet.

They should be able to warp cloaked, have no targeting delay and also have racial EW capabilities - currently only the Widow has the ECM. Amarr should have NOS (range + amount bonuses) and tracking disruption, Mini should have the webs and Gallente should have the long range point.

They should be able to fit both covert cyno and regular cyno with a reduction in its duration.

These ships should move, warp and jump _ very_ fast in order to be usable. In their current configurations there are very few uses to these.

And of course since a lot of noobs would see these as potential **** machines, the skill requirements should be above what the average noob can get in 3-4 months. Make that BS 5, BC 5, Cruiser 5, Cloaking 5, Jump bridge etc 5, Cyno 5, and so on.

Also make them more expensive, like twice the current cost.

Surely it wouldn't be too difficult for you guys to at least allow them to fit the covops cloak for now? Then you can look at the bonuses at some point later, before the summer expansion.

I hope this helps (PS: I fly black ops)
Xearal
Dead's Prostitutes
The Initiative.
#330 - 2013-02-18 21:12:49 UTC
Soo.. also any chances of having a Cov ops Logisitcs ship introduced? it would make BLops operations a lot scarier into enemy territory.

Does railgun ammunition come in Hollow Point?

Omnathious Deninard
University of Caille
Gallente Federation
#331 - 2013-02-18 22:00:39 UTC
Xearal wrote:
Soo.. also any chances of having a Cov ops Logisitcs ship introduced? it would make BLops operations a lot scarier into enemy territory.

T3 with cloaky and logistic subsystems.

If you don't follow the rules, neither will I.

RubyPorto
RubysRhymes
#332 - 2013-02-18 22:54:51 UTC
Xearal wrote:
Soo.. also any chances of having a Cov ops Logisitcs ship introduced? it would make BLops operations a lot scarier into enemy territory.


Already introduced.
http://wiki.eveuniversity.org/Etana

For your BLOPsing pleasure.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Rammix
TheMurk
#333 - 2013-02-19 11:27:16 UTC
Sorry if I chose the wrong topic.

Quote:
Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners.

Crane (caldari blocade runner) has only 1 high slot and this patch is useless for it. Please, add +1 high slot to crane.

OpenSUSE Leap 42.1, wine >1.9

Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread

Tshaowdyne Dvorak
Sebiestor Tribe
Minmatar Republic
#334 - 2013-02-19 21:29:05 UTC  |  Edited by: Tshaowdyne Dvorak
xVx dreadnaught wrote:
Want to make the Black Ops more worthwhile flying?

Simple, give them their racial EWAR bonus.

Right now the only ship benefiting from it's racial EWAR bonus is the Widow, and to good effect, because why would I jump a billion isk ship into a fight, when I could throw a stealth bomber into the battle instead, with almost double the DPS at a fraction of the cost?

Making the Sin a long range point with damps, the Redeemer a close range neut boat like the Pilgrim and the Panther a web bonus like the rapier would make them more worth fielding.

- Dread



I'm afraid that this is a terrible idea simply because it pushes the underused recons out of an already precarious role. This doesn't happen with the Widow because you really can't have too many jams on the field, so a squad of Falcons are useful and their use scales with the number of additional ships brought. This isn't so with webs and damps (there's only so slow you can make a ship go and so far you need to sensor damp and the bombers have got damps anyway), and points are likely to be covered by a good chunk of the fleet as is (black ops drops usually engage smaller, unsuspecting fleets). Besides, if you're waiting for a Sin to point someone then you've already lost your prey. Yep, people can bring links to boost sensors, but why do that when you can fit a point and just do the job yourself. The cyno's not going to open far enough from the enemy to keep the Black Ops safely out of range anyway (cynos are typically opened up at shotgun range to make sure nobody escapes and everyone dies quickly).

It also still doesn't address the issue you'd like it to address: why bring a billion ISK ship onto the field in any capacity other than to cloak up and hide somewhere so it can bridge the fleet back when the engagement is done? It's a battleship hull, so all the usual prey can become predators (tracking is pretty good versus large, slow battleships) and tackling something like a carrier might be a good choice if the carrier doesn't have fighters (really painful against BS hulls for the same reason that everyone else has an easy time preying on them). And a web or two from a hostile support (a throwaway Rifter or two warping in to help their dread isn't out of the question at all) will just help that dread turn your Black Ops into a pretty explosion before the dread dies.

They could just be made a lot cheaper to build. People would be more willing to risk them if they cost about the same as a nicely fit Tech 3 cruiser. They could be given a different role which would justify their cost. As it stands, I believe there will be two different Black Ops ships for each race when the changes are implemented. I can only assume one type will bring utility to the field in addition to the bridge capability and the other will be brought in a combat capacity without the bridge.

How about these ideas?

  • Interdiction could be given to one (Hyperion hull).
  • Remote armor rep bonuses to another (Abaddon hull)
  • Remote shield rep bonuses to a third (Maelstrom hull)
  • Widow keeps jam bonuses.


Logistics battleships seem pretty cool and useful and wouldn't edge out any currently used logi cruisers due to the price tag. Ditto for interdiction (not to mention that it's easier to run from a battleship and the cruiser hulls with giant tanks that already fulfill the interdiction role would actually be harder to kill).

Then couple these utility roles with one nasty downside: give the Black Ops ships something like a mini siege/triage module. They get to sit on the field like a dummy hoping the enemy doesn't react in time to kill their expensive battleship before it drops out of "Clandestine Support" mode, or whatever the module would be called. The mode would give the logi range and sensor boost bonuses to the logistics Black Ops ships and the Widow (permitting quick locking) and permit the interdiction module to be enabled for the other. They become immune to all the same e-war that dreads and carriers do (but not neuts), but can't go anywhere or activate their bridge/jump drive. They could even be given a small ship bay capable of carrying extra bombers and a single cruiser or so (to fulfill the role of extending engagements and permit people to re-ship if a few bombers are lost), just like carriers.

Then just make the combat black ops like mini dreads with similar abilities conferred but the downside of sitting there like idiots while in siege.
Dhuras
The Classy Gentlemans Corporation
Moist.
#335 - 2013-02-20 04:45:51 UTC
giving them these random bonuses really undercuts their theme. a better idea is to still give them the ewar bonuses, just less so than the recons. Think of it as the sacrifice for getting better tank than a recon. (though one could consider the great cost of a black ops already sufficient sacrifice)

How does this sound:

All black ops get a 99% bonus to T2 covert ops cloak CPU fitting but no bonus to sensor recalib time.

Widow:
same ewar bonuses as now

Redeemer:
20% bonus to energy neutralizer and nosferatu range per level..

Sin:
5% bonus to sensor damp effectivenesss
10% bonus to point range

Panther:
30% bonus to web range
7.5% bonus to target painter effectiveness
Tshaowdyne Dvorak
Sebiestor Tribe
Minmatar Republic
#336 - 2013-02-20 05:06:42 UTC  |  Edited by: Tshaowdyne Dvorak
Dhuras wrote:
giving them these random bonuses really undercuts their theme.


Says who? There are going to be two different sorts of Black Ops ships eventually, or that's the plan. One set of them devoted to support roles and another to damage sounds sensible.

And, just as I pointed out to the previous fellow, just adding e-war bonuses is not going to make anyone want to field a billion ISK ship that's squishier than a Tech 3 and costs more. Adding damps is useless because the bombers all have damps. Point... on a battleship? If you're waiting for a battleship to lock and point anyone then he's already gone from the field. Webs are obviously really useful, but an armor Loki is extremely hard to kill as it is and has bonused webs. Besides, what's the point in range bonuses? If the Black Ops is coming on field, he's coming in with the rest of his guys and that's point blank range. If they have time to run from that range with rapier/Loki webs on 'em, someone screwed up in deciding to engage. The Black Ops ought to do what it does now and only show up to bridge everyone back when the fight's done, add a little damage on the field if the enemy is vastly outnumbered and there's zero risk in losing such an expensive ship.

Ewar bonuses on battleship hulls at that price are a poor draw to field it in any actual combat. They might as well just keep playing bridge monkey like they do now and save their isk.

Jump your Black Ops BS over, E-war bonuses or no, to a hostile fleet in hostile territory and they'll all target it for three reasons:

  1. It's a shiny killmail. There are few grander reasons in Eve to kill someone's ship than to hang it on your killboard as a trophy, and Black Ops ships are the rarest to die (because few are ever brought to a battlefield until the fighting's done), making them sexy trophies.
  2. It's easier to kill than other shinies (covert Proteus, Loki, etc.) that might be on the field.
  3. It's the fleet's bridge home. Killing it will strand them in hostile territory and force them to hoof it home (and face retaliation) unless they've got another Black Ops on standby to extract everyone.
Omnathious Deninard
University of Caille
Gallente Federation
#337 - 2013-02-20 05:24:19 UTC
Dhuras wrote:
giving them these random bonuses really undercuts their theme. a better idea is to still give them the ewar bonuses, just less so than the recons. Think of it as the sacrifice for getting better tank than a recon. (though one could consider the great cost of a black ops already sufficient sacrifice)

How does this sound:

All black ops get a 99% bonus to T2 covert ops cloak CPU fitting but no bonus to sensor recalib time.

Widow:
same ewar bonuses as now

Redeemer:
20% bonus to energy neutralizer and nosferatu range per level..

Sin:
5% bonus to sensor damp effectivenesss
10% bonus to point range

Panther:
30% bonus to web range
7.5% bonus to target painter effectiveness

Why do want to make recons obsolete?

If you don't follow the rules, neither will I.

Dhuras
The Classy Gentlemans Corporation
Moist.
#338 - 2013-02-21 07:50:23 UTC
Omnathious Deninard wrote:
Dhuras wrote:
giving them these random bonuses really undercuts their theme. a better idea is to still give them the ewar bonuses, just less so than the recons. Think of it as the sacrifice for getting better tank than a recon. (though one could consider the great cost of a black ops already sufficient sacrifice)

How does this sound:

All black ops get a 99% bonus to T2 covert ops cloak CPU fitting but no bonus to sensor recalib time.

Widow:
same ewar bonuses as now

Redeemer:
20% bonus to energy neutralizer and nosferatu range per level..

Sin:
5% bonus to sensor damp effectivenesss
10% bonus to point range

Panther:
30% bonus to web range
7.5% bonus to target painter effectiveness

Why do want to make recons obsolete?


Not trying to make recons obsolete. There are many ships out there with overlapping bonuses yet they all still get used, (see ships with web bonuses) for various reasons of differences in mobility, tank, and cost. BLOPS are in no way going to take out recons because for one, They are incredibly expensive when compared to recons, which would have stronger ewar bonuses. The benefit of the extra cost for BLOPs would be for the bridging and tanking capability, They still would not be more viable all the time.
Eli Green
The Arrow Project
#339 - 2013-02-22 16:41:39 UTC
Dhuras wrote:
Omnathious Deninard wrote:
Dhuras wrote:
giving them these random bonuses really undercuts their theme. a better idea is to still give them the ewar bonuses, just less so than the recons. Think of it as the sacrifice for getting better tank than a recon. (though one could consider the great cost of a black ops already sufficient sacrifice)

How does this sound:

All black ops get a 99% bonus to T2 covert ops cloak CPU fitting but no bonus to sensor recalib time.

Widow:
same ewar bonuses as now

Redeemer:
20% bonus to energy neutralizer and nosferatu range per level..

Sin:
5% bonus to sensor damp effectivenesss
10% bonus to point range

Panther:
30% bonus to web range
7.5% bonus to target painter effectiveness

Why do want to make recons obsolete?


Not trying to make recons obsolete. There are many ships out there with overlapping bonuses yet they all still get used, (see ships with web bonuses) for various reasons of differences in mobility, tank, and cost. BLOPS are in no way going to take out recons because for one, They are incredibly expensive when compared to recons, which would have stronger ewar bonuses. The benefit of the extra cost for BLOPs would be for the bridging and tanking capability, They still would not be more viable all the time.


On an unrelated note you forgot that Amarr have Neuts and Tracking Disruptors for their racial Ewar

wumbo

Omnathious Deninard
University of Caille
Gallente Federation
#340 - 2013-02-22 20:52:31 UTC
We already have a nice lineup of covert ships with the exception of one role;
Scout (covert ops frigates)
EWar (Recon Cruisers)
Brawlers (Stealth Bombers)
Generalist (T3s)
But we are missing Attack role covert ops ships a nice opportunity for black ops to fill.

If you don't follow the rules, neither will I.