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Introducing myself and asking for help with balance!

First post First post
Author
Radhe Amatin
Federal Navy Academy
Gallente Federation
#241 - 2013-03-25 05:25:18 UTC
Jonas Sukarala wrote:
i agree that tier3 dps is out of place for the size of its hull when you consider they have the same range as a class above and are better at applying the dps aswell a turret drop would be a good place to start they need to be more akin to bc's than bs.


i suggest you start reading some stuff .... by definition a battle cruiser is a ship that is close to a battleship in size , mounts battleship weapons , are faster and more agile but they are poorly armored, wait tier 3 battle cruiser fits this description.

Instead of nerfing tier 3 bc why not fix the battleships.... their dps sucks ehp is a joke,it should have at lest 3 4 times the ehp of a battle cruiser.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#242 - 2013-03-25 07:37:16 UTC  |  Edited by: Sinzor Aumer
CCP Rise wrote:
We are almost certainly not going to do a full set of disruption BS with this pass. BUT it is something thats on the radar, so having some version of them show up down the road is on the table, just dont expect it for summer.

The more I think of it, the more I'm inclined to conclude that EWAR battleships should not exist.

My first argument for that is CCP's argument in fact. Before the whole rebalancing started, they claimed Tech1 ships should be general-purpose platforms. While Tech2 ships should be specialized, and Tech3 have something like "adaptive speciality". This scheme is reasonable, but what they've done so far is generally referred to as "pigeon-holing" - and is not approved by many. Creating a line of disruption battleships would be a further step in that wrong direction.

The second argument is that those battleships would tramp on Recons field, and EA Frigates as well. Unless you re-invent EWAR, that would naturally suit to battleships. In fact there is one already – ECM burst. I can really well imagine a Typhoon with area-of-effect target painter to be extremely useful in conjunction with stealth bombers, while at the same time not competing with focused target painting ships.

But there is an important exception in EWAR methods – energy neutralizing. Battleships have a natural niche in this one, as only they are capable of fitting heavy neuts. And it’s a shame there is no Amarr BS, that is used for that purpose at the moment. And it’s a double shame Minmatar ships are used instead! I seriously suggest to shift that unhealthy situation:
Armageddon
5% ROF/lvl
5% dmg/lvl
6 turrets, 2 utility high
+50% buff to capacitor amount above its current state (up to 10’000 GJ at max skills)

Now we have a natural disruption ship. Natural for its size. Natural for its race. Natural for being unbonused. Vote it for CSM! Oh wait...
Caitlyn Tufy
Perkone
Caldari State
#243 - 2013-03-25 08:51:31 UTC  |  Edited by: Caitlyn Tufy
Grats on getting the job, CCP Rise. :)

Now, on to the task at hand:

Attack Battlecruisers

This ship group is close to what battlecruisers were ment to be in real life - a ship that would sacrifice armor to bring battleship sized firepower and still be able to keep up with cruisers. In my opinion, ABCs are handling this task admirably. What you need to ensure is that these ships don't deal more damage than their battleship counterparts (for instance, Naga vs. Rokh) and that they have a clearly defined weakness in their squishyness. Other than that, I'd call them fine.

Battleships

First and foremost, we need to ask ourselves what battleships are supposed to be. They're to be the kings of subcapital warfare, the ultimate in defenses, something you bring to the field in order to create a wall of tritanium against the enemy onslaught. Ultimate ehp, ultimate potential dps and the death to cruisers and battlecruisers if they come too close. It is my honest opinion that this isn't the case. Nowadays, avoidance tanking is preferred, because it completely neutralizes the enemy firepower. While the battleships tend to have most ehp, they also can't avoid taking the hits. As a result, their soaking requires far more attention than that of, say, a T3 cruiser and they tend to feel squishier.

Let's compare a battleship to a battlecruiser and a dreadnaught:

Rokh: 7500 structure, 7000 armor, 8500 shield (100/100/100%)
Drake: 3750 structure, 3250 armor, 5250 shield (50/46/62%)
Phoenix: 187500 structure, 156250 armor, 187500 shield (2500/2232/2206%)

I know that comparing a subcap to a cap isn't exactly fair, but the above numbers are ment to show just how huge a difference between a battleship and a dreadnaught is compared to the difference between a battlecruiser and a battleship. It takes a major ehp tanking setup on the tankiest battleships in game to reach the raw strength of a single stat on a dreadnaught.

Moving on, their dps isn't really ultimate. Take for instance the Rokh - it is outdamaged by a smaller, more agile, faster and cheaper Naga. When they do deal damage, their projection is fairly bad - they're virtually defenseless against small targets, requiring support to field, but they don't bring anything to the table that other ships wouldn't already offer.

And finally, a single interceptor can make it virtually immobile and helpless, a single ewar frigate can negate it and a single frigate can actually kill it.

Now, any of these points on its own wouldn't be that big a deal. But combined, they turn battleships from potentially feared to a liability in the battlefield, unless you can field tens or hundreds at once, blobbing the enemy with the alpha strike.

I still remember a few fights back in the day when I would bring a ship to a mission and the tank on the target Just. Would. Not. Break. That's what a battleship should be, a brick on the battlefield that you NEED heavy firepower to dispose of, much like an elephant shrugs off mosquito bites.

Once that's solved, you'll find issues with battleships to be fairly minor thereafter.

Sinzor Aumer wrote:
The second argument is that those battleships would tramp on Recons field, and EA Frigates as well.


Not true. Battleships take longer to lock due to their signature strength, which can be the difference between a successful and a failed ewar. That's why Scorpion isn't the ultimate in ewar, because it takes a while to actually lock things down.

Quote:
But there is an important exception in EWAR methods – energy neutralizing. Battleships have a natural niche in this one, as only they are capable of fitting heavy neuts. And it’s a shame there is no Amarr BS, that is used for that purpose at the moment. And it’s a double shame Minmatar ships are used instead! I seriously suggest to shift that unhealthy situation:
Armageddon
5% ROF/lvl
5% dmg/lvl
6 turrets, 2 utility high
+50% buff to capacitor amount above its current state (up to 10’000 GJ at max skills)

Now we have a natural disruption ship. Natural for its size. Natural for its race. Natural for being unbonused. Vote it for CSM! Oh wait...


Frankly, if armageddon were to become a neuting ship (and imo, it shouldn't), I'd rather see it get a drone bonus. As it stands, though, the only thing Geddon lacks is a larger drone bay and a way to field missiles, other than that it's perfect as it is (minus the above mentioned issues on battleships in general).
Mike Whiite
Deep Core Mining Inc.
Caldari State
#244 - 2013-03-25 08:53:43 UTC  |  Edited by: Mike Whiite
Deacon Abox wrote:


Also, I would add be careful with missile buffs, even though the cruise and torps need a ltttle something. The BC rebalance was a big fail. The Drake is still king, only now with HAMs. The Harbinger and the Gallente BCs are ass. Hopefully this pattern won't persist as rebalancing moves up the ship sizes.

edit- However, at least the Drake is not sitting in top position at 3 x the second place ship anymore.

Also, how long did it take you to craft that avatar? It is rather a good self portrait. P



Realy????

Top 20 March

The Drake is number 16 in the top 20 with about 18.000 kills less than the Cane.

First missiles ship is the Caracal at number 11.

the entire top 10 with the exception of the oracal is made out of hybride and projectile ships.

and the Drake is OP??

Now 1 month is a bit to early to judge upon, but calling it OP is completly ungrounded.

Also the top 3 entirly exsists of Attack battle Cruisers and the 4th following at place 6, that might be a sign that they are a bit to good.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#245 - 2013-03-25 09:46:53 UTC
Caitlyn Tufy wrote:
Battleships
They're to be the kings of subcapital warfare, the ultimate in defenses, something you bring to the field in order to create a wall of tritanium against the enemy onslaught. Ultimate ehp, ultimate potential dps...

This point of view contradicts to the whole tiercide idea. Why would I want to fly a cruiser, if a BS is simply superior in every aspect? Alright, it locks slower - but who cares?

A feature of battleships is not their DPS (some destroyers can sport more), not their active tank (which is on par with some BC and advanced cruisers), not their buffer tank even (Proteus and Damnation are kings here), and it's not even their range (as it used to be before Tier3's). Their feature is - they have it all at the same time.

And btw, battleships have unique tricks to field. Those are large smartbombs, and - guess what - heavy neuts. And now you tell me why you dont want that advantage to be emphasized in at least one Amarr BS ?
Omnathious Deninard
University of Caille
Gallente Federation
#246 - 2013-03-25 10:16:18 UTC
Sinzor Aumer wrote:
Caitlyn Tufy wrote:
Battleships
They're to be the kings of subcapital warfare, the ultimate in defenses, something you bring to the field in order to create a wall of tritanium against the enemy onslaught. Ultimate ehp, ultimate potential dps...

This point of view contradicts to the whole tiercide idea. Why would I want to fly a cruiser, if a BS is simply superior in every aspect? Alright, it locks slower - but who cares?

Why would you want to fly a frigate, a destroyer has better EHP and higher DPS. Why fly a destroyer when a Cruiser can blast one out of the sky fairly easy. Each size of ship is supposed to be good at deferent aspects, if a battle ship is no better than a cruiser or battle cruiser, there is no point in spending the extra isk to buy one.
Sinzor Aumer wrote:

A feature of battleships is not their DPS (some destroyers can sport more), not their active tank (which is on par with some BC and advanced cruisers), not their buffer tank even (Proteus and Damnation are kings here), and it's not even their range (as it used to be before Tier3's). Their feature is - they have it all at the same time.

You can replace most every ship class with the one below and the statements will remain mostly true.
Sinzor Aumer wrote:

And btw, battleships have unique tricks to field. Those are large smartbombs, and - guess what - heavy neuts. And now you tell me why you dont want that advantage to be emphasized in at least one Amarr BS ?

If there were not small and medium variations of those modules then they would have something unique, but alas there are small and medium smartbombs and neuts.

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

Sizeof Void
Ninja Suicide Squadron
#247 - 2013-03-25 11:23:07 UTC
Another idea which you might wish to consider is (re)adjusting CPU/PG on ships and modules, such that ships can no longer fit every slot with a T2 module. So, players would have to compromise their fit and decide where they want to use T2 modules and where they will need to go with easier-to-fit and less powerful T1 modules. Example: If I fit a full rack of T2 ACs, then I should not be able to also fit T2 shield extenders and T2 invuls.

This would make ship fits a bit more challenging and restore a reason to build/use T1 modules. Currently, thanks to overly generous CPU/PG per ship, there is rarely any reason to be using T1 modules in any fit.

Meta modules can remain an option to T2 and T1 modules, but their drop rates need to be adjusted so they no longer glut the market - ie. restore their higher price vs. functionality status. Right now, high and low meta modules are often as cheap or cheaper than the T1 equivalents.
Sizeof Void
Ninja Suicide Squadron
#248 - 2013-03-25 11:29:14 UTC
Dwindlehop wrote:
Part of this is because Tracking Enhancers provide such a huge boost to engagement range and tracking that the velocity&sig of cruisers relative to the tracking of Attack BCs does not provide a noticeable advantage in damage taken by the cruisers. Because the falloff of Attack BC weaponry is larger than that of HAC/cruiser weaponry, Attack BCs get much more benefit from the bonus to falloff that Tracking Enhancers give.

Tracking Enhancers have been OP for a long time now. They are overdue for a nerf.
Lord Okinaba
Aliastra
#249 - 2013-03-25 11:52:52 UTC  |  Edited by: Lord Okinaba
NVM
monkfish2345
School of Applied Knowledge
Caldari State
#250 - 2013-03-25 11:56:58 UTC
Sizeof Void wrote:
Another idea which you might wish to consider is (re)adjusting CPU/PG on ships and modules, such that ships can no longer fit every slot with a T2 module. So, players would have to compromise their fit and decide where they want to use T2 modules and where they will need to go with easier-to-fit and less powerful T1 modules. Example: If I fit a full rack of T2 ACs, then I should not be able to also fit T2 shield extenders and T2 invuls.

This would make ship fits a bit more challenging and restore a reason to build/use T1 modules. Currently, thanks to overly generous CPU/PG per ship, there is rarely any reason to be using T1 modules in any fit.

Meta modules can remain an option to T2 and T1 modules, but their drop rates need to be adjusted so they no longer glut the market - ie. restore their higher price vs. functionality status. Right now, high and low meta modules are often as cheap or cheaper than the T1 equivalents.


I like this, sadly it would cause players to have to think which would inevitably end up in a mass of crying about how all ships are broken because they can't fit anything.
Naomi Knight
Ministry of War
Amarr Empire
#251 - 2013-03-25 13:09:52 UTC
helping with balance?:O
that would require no dev favourism toward minmatar at first

i love how matar only lacks superiority at capital lvl, and now the naglfar gets the boost , no dont fix the capital missiles ,as that would make the phoenix usable, instead just fix the bonuses , see 2 hits with 1 shot , devs are so good at what they are doing

so when you balance the battleships instead of fixing large missiles , just give some role bonuses for the typhoon who wants to use the raven anyway

oh oh and also increase sensor strenghts ,so minmatar ships dont have to face their only remaining disadvantage ever again the ecm
Alara IonStorm
#252 - 2013-03-25 14:45:53 UTC
2 Suggestions I would like to make for Battleships.

1. Scan Resolution is very low for these ships, some more then others.

Raven 106 / Drake 243
Dominix 112 / Myrmidon 250
Apocalypse 118 / Harbinger 262
Tempest 125 / Hurricane 275

On even a Battlecruiser not running an MWD they have a 9 second lock. Increasing the average to 140-170 depending on class and role would be a big improvement without compromising the small sig advantage on Frigates, Destroyers and to a degree Cruisers, most of which have had good agility and speed buffs. Being able to obtain Battlecruiser lock time with a Scan script Sebo seems about right.

2. 100mn Micro Warp Drives Cap out Battleships a lot much faster smaller MWD's that people fit a Heavy Cap Booster just to use them. They take almost 4 times as much cap as they recharge, since you are creating Attack Battleships looking into that might not be so bad. It also takes a little pressure off ships like the Hyperion who are expected to run an active tank and Hybrid and Laser Ships that use a lot of Cap for weapons. Bringing it down to 25-30 Cap per Second instead of 54 would be appropriate since Battlship Cap Recharge isn't that much higher then Cruisers and Battlecruisers.

Those are the two big changes I would like to see for Battleships.
Zella Polaris
Pitchfork Uprising Holdings
#253 - 2013-03-25 14:55:57 UTC  |  Edited by: Zella Polaris
I'm on board with drastically buffing a mix of EHP, damage, and range (depending on race) -- on the condition that tracking is nerfed, and hard.

Like somebody mentioned earlier, there is a large gap between sub-caps and caps. Battleships ought to fill that void.

frigate to cruiser: big jump in damage and ehp
cruiser to battlecruiser: big jump in damage and ehp
battlecruiser to battleship: lol

Pitchfork Militia, part of Catastrophic Uprising, is recruiting. 0.0 SOV, emphasis on PvP, NBSI

Andrea Griffin
#254 - 2013-03-25 15:34:13 UTC
MeBiatch wrote:
Andrea Griffin wrote:
I would much rather see a line of battleships that were EWar-resistant instead.

What like bonus for romote assistance mods like rsb, tracking links, and eccm projected?
Some sort of new mechanic; say, X% resistance to EWar, scaling with ship skill.

EWar, such as TDs, Webs, Damps, etc. would only have a percentage of their usual effectiveness. Perhaps it could scale up to 100% resistance, but only affecting the first module in the stack - so the first tracking disruptor will do nothing, but the second would act as normal.

EWar resistance would also be a great mechanic for a new line of assault frigates.
Kagura Nikon
Native Freshfood
Minmatar Republic
#255 - 2013-03-25 15:36:58 UTC
My observations on T1 battleships.



Battleships over the last 6-7 years have lost a lot of their position in the battlefield. They are too slow or not tough enough to cut it.

Battleships need to be strong enough to justify using them in detriment of their lack of mobility.

Also there must be some work on defining better the roles of the battleships. Simple example, Given the proposition of making the megathron faster, what would be the niche role of the tempest? The tempest (not the fleet issue) is inferior to the maelstrom in almost every fleet role. It used to be superior on solo work, but as you know that role basically does not exist. Not saying the tempest need to be buffed. I am saying that all battleships must have a reason and a role that makes them good choices on some specific scenario.

General pass on the ships.


Geddon: generally Ok, but could very well get a bit more of fittinng so it can more easily fil lthe role of massive dps boat with as much punch as possible but qith low mobility.
Apoc: I think it has a very clear role.
Abaddon: Also has a temptive role, but not many scenarios to apply it.

Scorpion: No battleship has more clear role thatn that. OK
Raven: Need some sort of help, cruise boat are not what they used to be. Could very well loose a high to gain a mid.
Rock: Clear defined role and very usable. Maybe some tweeks on fittings.

Dominix: Think deserves more fittings and less mobility so it can focus on being the less mobile platform for gallente. Would suggest a LOT making it loose 1 high for 1 low slot. Would make it a counterpart for the geddon.

Megathron. A bit more acceleration and less EHP is what I heard is CCP idea for this boat. I only get worried that It woudl step over the tempest role as the mobile gun platform.

Hyperion: Needs a HUGE rework. The slot layout make the repair bonus HORRIBLE. Find another bonus or find a way to give it 7 low slots. Make it 6 highs 7 lows and 10% damage bonus if needed.

Typhoon: For god's sake, do not give it a target painter bonus!!!

Tempest: define a role for it please. Mobile arti boat? then it needs to be a bit more agile and/ or fit the 1400mm as easily as the maelstrom, otherwise no reason for choosing it. AC mobile boat will not be a feasible role as well unless you increase its agility/speed. Sincirely? I would give it 10% damage per level and 3% agility per level .


Maelstrom: very powerful and well stablished on more than one role. Doe snot need any help at all.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#256 - 2013-03-25 15:39:06 UTC
Zella Polaris wrote:
I'm on board with drastically buffing a mix of EHP, damage, and range (depending on race) -- on the condition that tracking is nerfed, and hard.

Like somebody mentioned earlier, there is a large gap between sub-caps and caps. Battleships ought to fill that void.

frigate to cruiser: big jump in damage and ehp
cruiser to battlecruiser: big jump in damage and ehp
battlecruiser to battleship: lol



That would not be bad idea. But must be done carefully to make them stay at a position where they are useful, or you risk pushign them as ships still useless against capital ships, but now make them useless against mobile battlecruisers :/

But a buff of 25-30% of firepower with a nerf to trackign in order that a BC fighting it with AB would still receive same ammount of damage, while cruisers would receive way less would be a good spot on my eyes.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#257 - 2013-03-25 15:43:41 UTC
Naomi Knight wrote:
helping with balance?:O
that would require no dev favourism toward minmatar at first

i love how matar only lacks superiority at capital lvl, and now the naglfar gets the boost , no dont fix the capital missiles ,as that would make the phoenix usable, instead just fix the bonuses , see 2 hits with 1 shot , devs are so good at what they are doing

so when you balance the battleships instead of fixing large missiles , just give some role bonuses for the typhoon who wants to use the raven anyway

oh oh and also increase sensor strenghts ,so minmatar ships dont have to face their only remaining disadvantage ever again the ecm



That type of statement as of yours show extreme bias and should probably mean that most of your opinions to be not even listened.

There is no minmatar favoritism, there is a current metagame where minmatar is strong. 5-6 years ago minmatar were considered the worse PVP race.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Deacon Abox
Black Eagle5
#258 - 2013-03-25 16:30:36 UTC
Mike Whiite wrote:
Realy????

Top 20 March

The Drake is number 16 in the top 20 with about 18.000 kills less than the Cane.

First missiles ship is the Caracal at number 11.

the entire top 10 with the exception of the oracal is made out of hybride and projectile ships.

and the Drake is OP??

Now 1 month is a bit to early to judge upon, but calling it OP is completly ungrounded.

Also the top 3 entirly exsists of Attack battle Cruisers and the 4th following at place 6, that might be a sign that they are a bit to good.

Your point? No, it is not op. But it is still at the top of the category (again with the Cane). The eve-kill usage differential is still much less than the Drake was out in front of the Cane before the latest adjustments to HMs and the respective ships. Number 16 is still better than wherever the Myrm, Brutix, and Harby are. As for Canes it probably has more to do with the residual problems with projectiles. i.e. the continued presence of the overdone alpha emphasis on arty, and the overdone range buffs (mainly falloff) on TEs/TCs as they affect ACs.

It also has to do with the continued advantages that speed, range, and shield tanking possess in the game at this time. Remote and local shield reps land at the beginning of the module cycle. This is very important. Even with the lesser ehp buffer LSEs provide compared to 1600 plates, the immediate reaction to damage is an incredible advantage. Also, shield tanks do not interfere with speed and agility. And for gunships, shield tanks do not soak as much grid, and thus do not conflict with ranged gun fits.

It really is no surprise to see the Caracal up there. It is the perfect example of what I'm talking about. Range, shield, and because of these and it's ship size, the fittings preserve mobility.

The Oracle is a bit of a conundrum. Other than scorch range I would not choose to fly one. But obviously some folks have found it as favorable to use as all the tier 3 BCs currently are. And if you look at all 4 of those they are within just a few thousand of each other. And the Talos is bringing up the rear at 10k behind.

The tier 3 need to lose some speed, and maybe a very slight smidge of agility. Maybe some fitting room also. Would it be so bad if they were more comfortably fit with 2nd tier guns and had to sacrifice more for top tier guns? Tier 3s do seem to have been designed with an eye toward the WW era battlecruisers. Not claiming to be a military historian, but I don't recall seeing that WWI and WWII battlecruisers were fitting 16 or 18 inch guns. They certainly did fit BS sized guns, but iirc they were not the largest. So would it reduce the usage but not kill them off if they started going out with 1200s, 350s, Mega or Dual Heavy Beams or Dual Heavy Pulse?

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Kagura Nikon
Native Freshfood
Minmatar Republic
#259 - 2013-03-25 16:49:26 UTC
Deacon Abox wrote:
Mike Whiite wrote:
Realy????

Top 20 March

The Drake is number 16 in the top 20 with about 18.000 kills less than the Cane.

First missiles ship is the Caracal at number 11.

the entire top 10 with the exception of the oracal is made out of hybride and projectile ships.

and the Drake is OP??

Now 1 month is a bit to early to judge upon, but calling it OP is completly ungrounded.

Also the top 3 entirly exsists of Attack battle Cruisers and the 4th following at place 6, that might be a sign that they are a bit to good.

Your point? No, it is not op. But it is still at the top of the category (again with the Cane). The eve-kill usage differential is still much less than the Drake was out in front of the Cane before the latest adjustments to HMs and the respective ships. Number 16 is still better than wherever the Myrm, Brutix, and Harby are. As for Canes it probably has more to do with the residual problems with projectiles. i.e. the continued presence of the overdone alpha emphasis on arty, and the overdone range buffs (mainly falloff) on TEs/TCs as they affect ACs.

It also has to do with the continued advantages that speed, range, and shield tanking possess in the game at this time. Remote and local shield reps land at the beginning of the module cycle. This is very important. Even with the lesser ehp buffer LSEs provide compared to 1600 plates, the immediate reaction to damage is an incredible advantage. Also, shield tanks do not interfere with speed and agility. And for gunships, shield tanks do not soak as much grid, and thus do not conflict with ranged gun fits.

It really is no surprise to see the Caracal up there. It is the perfect example of what I'm talking about. Range, shield, and because of these and it's ship size, the fittings preserve mobility.

The Oracle is a bit of a conundrum. Other than scorch range I would not choose to fly one. But obviously some folks have found it as favorable to use as all the tier 3 BCs currently are. And if you look at all 4 of those they are within just a few thousand of each other. And the Talos is bringing up the rear at 10k behind.

The tier 3 need to lose some speed, and maybe a very slight smidge of agility. Maybe some fitting room also. Would it be so bad if they were more comfortably fit with 2nd tier guns and had to sacrifice more for top tier guns? Tier 3s do seem to have been designed with an eye toward the WW era battlecruisers. Not claiming to be a military historian, but I don't recall seeing that WWI and WWII battlecruisers were fitting 16 or 18 inch guns. They certainly did fit BS sized guns, but iirc they were not the largest. So would it reduce the usage but not kill them off if they started going out with 1200s, 350s, Mega or Dual Heavy Beams or Dual Heavy Pulse?


At same time, these advantages you cite on shield tanking should be less important on battleship scale. Unfortunately battleships have their role in the battlefield so blurred that even that cannot be assured firmly.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Alara IonStorm
#260 - 2013-03-25 18:17:15 UTC  |  Edited by: Alara IonStorm
Deacon Abox wrote:
Top 20

The Top 20 is meaningless for absolutely everything when it comes to ships used and terrible for any kind of balance talk.

An example of how totally skewed it is.

30 Megathron pilots operating independently kill 2 Battlecruisers each. On the EVE Top 20 those 60 kills would look like this.

- Megathron 60

30 Rokh Pilots acting as a Fleet kill 40 Battlecruisers with an average of 20 on each kill mail after their own loses tallied. On the EVE Top 20 that looks like this.

- Rokh 800

The Rokh destroyed less Ships then the Megathron's with more loses but because there were many Rokhs on each mail it gets all the press. Then there are Alliances that have in house tactics so one Alliance uses Talos for small gangs, another Canes, boom instant popularity. Doesn't mean the other is bad, just means it is not popular.

Deacon Abox wrote:
Tier 3s do seem to have been designed with an eye toward the WW era battlecruisers. Not claiming to be a military historian, but I don't recall seeing that WWI and WWII battlecruisers were fitting 16 or 18 inch guns. They certainly did fit BS sized guns, but iirc they were not the largest.

Real Life Battlecruisers.

Battlecruisers were a heavily used WW1 ship. There were only 3 serving in WW2 and they were hold overs from WW1 compared to the over 65 Battleships in WW2. Comparing them to Battleships like the Iowa built 20 years later as an example of comparison then to say the WW1 Dreadnoughts they served with is a mistake. The British standard Dreadnought type Battleship guns were 12" to 15" the same size range as Battlecruiser Guns.

EVE presents Battlecruisers as smaller then Battleships while in real life they were often bigger then Battleships of the same era and weighed almost the same, the difference was Battleship weight was Armor, Battlecruisers it was engine. The largest Battlecruiser ever built was the 46000 Ton HMS Hood armed with 8, 15" Guns and a length of 262 Meters, it was completed right after the First World War and was Larger then any British Battleship when World War 2 began.

Battlecruisers were replaced by Fast Battleships or Super Battleships. In WW1 Dreadnought Battleship speed was 20-25 Knots while Battlecruisers went about 28-31. In WW2 The USS Iowa matched the Hood in speed at 31 Knots. Other advanced Battleships also moved fast, the Bismark 30 Knots, the Yamato 27 Knots, the HMS Vanguard 30 Knots. The fact is Battlecruisers stopped being built after World War 1 because Battleships could move at those speeds and keep Armor protection. Perfect example, the 4 Japanese Kongo class that served in World War 1 and 2, in 1 as Battlecruisers then upgraded into fast Battleships in between to serve in 2.

Battlecruisers did not have smaller guns then Battleships of the time, were not smaller then Battleships of the time and ultimately obsoleted by Battleships that moved just as fast. Something to think about now that CCP is releasing Attack Battleships. Blink