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[Odyssey] Tech 1 Battleships - Amarr

First post First post First post
Author
Loki Vice
Ministry of War
Amarr Empire
#741 - 2013-04-10 18:46:31 UTC
CCP Rise wrote:
May Wanderdriven wrote:
I don't understand why they can't remove 1 gun from the apocalypse and double the damage bonus.


The biggest reason is that there isn't a damage bonus Smile


How about giving us back our ship that had a damage bonus and a cap bonus?
Doctor Ape MD
Imperial Academy
Amarr Empire
#742 - 2013-04-10 18:47:32 UTC  |  Edited by: Doctor Ape MD
Ranger 1 wrote:
May Wanderdriven wrote:
kyrieee wrote:
May Wanderdriven wrote:
The problem with this change (even with the 'fix') that still the amarr is left without ANY viable PvE ship for new L4 runners. Armageddon? I don't see how that can work, I don't even like using drones (or i'd train Gallente). I've got MAX cap skill, BS 4 and controlled burst 4 and I feel that i'm a little dry on the cap.

I understand that there are PvP balancing requirements, but please leave ONE battleship for the noobies.


They can save up for a navy geddon, they're cheap


How should new players be sure that the navy ships aren't going to get the same treatment?

So far the Navy ships have not been simply upgraded versions of their T1 hulls, they have filled a different role.


Makes me curious what is in store for the Navy Apoc, since it is currently just an upgraded Apoc.

Also a Navy Geddon is neither cheap (it costs more than an abaddon I believe) or easy for a new player to get into effectively and will probably be drastically changed soon anyway (read the end of this dev blog.)
Ranger 1
Ranger Corp
Vae. Victis.
#743 - 2013-04-10 18:48:38 UTC
Dante KamiyaX wrote:
Too much nerfing, not enough advancing. Stop murdering the ships? This isn't a balance this is genocide! Roll

One ship had an almost unnoticable nerf.
One ship had a bonus designed to make it a perfect kiting vessel, and if beams are looked at an excellent sniping vessel.
One ship was possibly made over powered in close range combat.

Not really seeing the genocide.

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Ranger 1
Ranger Corp
Vae. Victis.
#744 - 2013-04-10 18:53:52 UTC  |  Edited by: Ranger 1
Doctor Ape MD wrote:
Ranger 1 wrote:
May Wanderdriven wrote:
kyrieee wrote:
May Wanderdriven wrote:
The problem with this change (even with the 'fix') that still the amarr is left without ANY viable PvE ship for new L4 runners. Armageddon? I don't see how that can work, I don't even like using drones (or i'd train Gallente). I've got MAX cap skill, BS 4 and controlled burst 4 and I feel that i'm a little dry on the cap.

I understand that there are PvP balancing requirements, but please leave ONE battleship for the noobies.


They can save up for a navy geddon, they're cheap


How should new players be sure that the navy ships aren't going to get the same treatment?

So far the Navy ships have not been simply upgraded versions of their T1 hulls, they have filled a different role.


Makes me curious what is in store for the Navy Apoc, since it is currently just an upgraded Apoc.

Also a Navy Geddon is neither cheap (it costs more than an abaddon I believe) or easy for a new player to get into effectively and will probably be drastically changed soon anyway (read the end of this dev blog.)

Yeah, it will be interesting to see what direction the Navy versions go in. To be honest I have no idea what they have in mind, but so far they have been going out of their way to not obsolete the T1 base hull by just giving us an amped up version.

I also agree the Navy Geddon isn't really the solution for newer players to mission in, but I think that the new numbers on the Apoc allow it to fit the bill... and the more adventurous will go for the Armageddon as thier missioning ship as the neuts will draw agro to the ship instead of the drones (and weaken the NPC's tanking at the same time).

Edit: Hey, thanks for that link! I hadn't seen it yet.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Narjack
CragCO
#745 - 2013-04-10 18:54:15 UTC  |  Edited by: Narjack
So the Apoc with a quickly thrown together fit (for PvP) with the new stats plugged into EFT. I'm not sold on this fit its just a quick one to have some solid numbers to toy with:

[Apocalypse, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II x5
plus a set of lights or whatever

This fit requires a 2% CPU implant. So this produces a 908 m/s ship (MWD on, no heat). It has 96K EHP, 132K with Legion boosts. (no implants). It has 520 DPS (just guns) w/ scorch out to 68+12 kms with a tracking of .047. (A Mega gets around .066, though obviously its range is vastly inferior). With heat 598. What's this mean? An example would be a MWDing caracal standard fit going say 2100m/s with FULL transversal will get hit with near 80-100% damage in a range envelope from about 40 out to max optimal.(higher damage the closer to 60 you get) That is not too damn shabby. Its gets even better should the poor caracal start loosing transveral. then it gets really nasty. Oh as far as CAP goes? 3m 35sec everything running. MWD off? 100% stable until you run out of charges. You could add some drone damage here but with some logi support this will be a beast.

Oh with multifreq you get 651dps at 23+12km oh but wait add medium drones. Heat it and total max dps around 900 with tracking at .06 with a multifreq. Impressive. Not seeing any cap issue here.

EDIT: It stays 72% stable even with 1 heavy neut applied to it. 2 heavy nuets and now your down to 4 minutes. Looks very nice.

As for mission running stuff, well no idea on Amarr mission boats.
Meduza13
Silver Octopus
Infernal Octopus
#746 - 2013-04-10 19:01:43 UTC
I just do not understand making abaddon so weak now, keeping capacitor very poor, taking away 5% resistance bonus without giving anything in exchange, on top of it giving 8th lowslot to megathron, while amarr are main armor tanked race? Are we serious? Please do rethink this 8th lowslot bussiness, megathron didnt loose anything - gained 8th lowslot in exchange for useless utility slot while abaddon is loosing a lot.
Amarr by definition should be the best armor tanked race, in exchange for speed agility etc, please do not ruin it. Amarr need brick with lasers which abaddon should be.

Never mind over 30 days training amarr BS lvl5 for very little in exchange, we dont need young players in capital ships , I am assuring you Dear CCP.
Rynnik
Evasion Gaming
The Ancients.
#747 - 2013-04-10 19:05:49 UTC
CCP Rise wrote:
May Wanderdriven wrote:
I don't understand why they can't remove 1 gun from the apocalypse and double the damage bonus.


The biggest reason is that there isn't a damage bonus Smile


So pull a 'Dominix' on it and add one. Put the 7.5 per level bonuses together and add the damage bonus required to free up the slots and do more with the allocation of 19.
DJ P0N-3
Table Flippendeavors
#748 - 2013-04-10 19:07:27 UTC
Question: are we heading in the direction of the T3s with the racial slot layouts? Right now it's awfully common to see a Legion with +1 mid -1 low relative to the Proteus. Now the battleships are moving in that direction. Is giving the Gallente more lows an attempt to breathe life into active armor repping?
Marxzo Andoun
Aliastra
Gallente Federation
#749 - 2013-04-10 19:08:04 UTC
Hey well, it seems these folks don't want the new Geddon, CCP Rise. It's not too late to smuggle this ship over to the gall thread! You bring the tractor beams, I'll bring the paint buckets.
Meduza13
Silver Octopus
Infernal Octopus
#750 - 2013-04-10 19:11:34 UTC  |  Edited by: Meduza13
True Amarrians, I am calling you to fight against nerfing abaddon, and giving gallente 8th lowslot!
Brutix navy issue is planned to have as many lowslots as abaddon - 7 ! FOR THE LOVE OF GOD !

Im ready to trade 1 medslot in abaddon for 8th lowslot, I never tackled anyone in abaddon for more that 5 seconds anyway =)
Narjack
CragCO
#751 - 2013-04-10 19:18:47 UTC  |  Edited by: Narjack
So the Abaddon with the new changes into EFT: not much different here. Still pretty nice.

[Abaddon, Close in!]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Faint Warp Disruptor I
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Drones to flavor

So its 98% stable as long as your burning Cap boosters and MWD off, which with its range is certainly possible to do some pulsing and such as is common. EHP is now just 159K with zero bonuses. Regular fleet bonus is 172K. With full legion then its 226K ehp. (no slaves or any of that plugged in.) yes this is with the 4%. Clearly the end of the world.

DPS is still 650 with scorch out to 52+13. Unheated, no drones. Really no change here form the old boat. So still sounds like the gold standard though I really like that range/tracking on the APOC. You plug in damage transveral on almost any engagement and in most cases the APOC will actually apply much more damage due to its tracking capability. So its just all food for thought. The 8th lowslot on the Mega really just makes up for the almost always present Explosive Hardener to plug the hole in Gal boats which this boat doesn't have to worry about. This boat still out tanks, out ranges the Mega as its always done. Though I for one agree, I think it should have retained the 5%.
itiniti
Royal Amarr Institute
Amarr Empire
#752 - 2013-04-10 19:22:18 UTC
Are you going to lower the cap usage by lasers in general? Because my first impression is that it will be an even harder time managing cap without putting a cap booster on every ship (including the faction harbinger).
Naso Aya
Imperial Shipment
Amarr Empire
#753 - 2013-04-10 19:30:23 UTC
Ranger 1 wrote:

Yeah, it will be interesting to see what direction the Navy versions go in. To be honest I have no idea what they have in mind, but so far they have been going out of their way to not obsolete the T1 base hull by just giving us an amped up version.

I also agree the Navy Geddon isn't really the solution for newer players to mission in, but I think that the new numbers on the Apoc allow it to fit the bill... and the more adventurous will go for the Armageddon as thier missioning ship as the neuts will draw agro to the ship instead of the drones (and weaken the NPC's tanking at the same time).

Edit: Hey, thanks for that link! I hadn't seen it yet.


But...you said that they should save up for a navy geddon. And the numbers for the new Apoc don't fit the bill; if you want to use tech II scorch (hardly noob level, but noob capacitor will be worse.) You won't be stable running just your lasers, and that's before heat sinks/armor repairer(s).

The Abaddon can't fill the role for much the same reason the the Apoc can't: Capacitor.

The Apoc will have an easier time reaching that level, but "easier" is relative here. Ideally, it would be possible for multiple ships to be used ( a la gallente, caldari, and minmatar) for ratting, otherwise this whole "Tiericide" will be for naught, if mission runners only want to buy Apocs, and don't touch the Geddon/Abaddon.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#754 - 2013-04-10 19:32:36 UTC
Look how easy it is to fit 1400s and shield tank on a maelstrom. Now try and fit tachyons and armour tank on an apoc.
Nolove Trader
Republic University
Minmatar Republic
#755 - 2013-04-10 19:39:08 UTC
Narjack wrote:
So the Apoc with a quickly thrown together fit (for PvP) with the new stats plugged into EFT. I'm not sold on this fit its just a quick one to have some solid numbers to toy with:

[Apocalypse, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II x5
plus a set of lights or whatever

This fit requires a 2% CPU implant. So this produces a 908 m/s ship (MWD on, no heat). It has 96K EHP, 132K with Legion boosts. (no implants). It has 520 DPS (just guns) w/ scorch out to 68+12 kms with a tracking of .047. (A Mega gets around .066, though obviously its range is vastly inferior). With heat 598. What's this mean? An example would be a MWDing caracal standard fit going say 2100m/s with FULL transversal will get hit with near 80-100% damage in a range envelope from about 40 out to max optimal.(higher damage the closer to 60 you get) That is not too damn shabby. Its gets even better should the poor caracal start loosing transveral. then it gets really nasty. Oh as far as CAP goes? 3m 35sec everything running. MWD off? 100% stable until you run out of charges. You could add some drone damage here but with some logi support this will be a beast.

Oh with multifreq you get 651dps at 23+12km oh but wait add medium drones. Heat it and total max dps around 900 with tracking at .06 with a multifreq. Impressive. Not seeing any cap issue here.

EDIT: It stays 72% stable even with 1 heavy neut applied to it. 2 heavy nuets and now your down to 4 minutes. Looks very nice.

As for mission running stuff, well no idea on Amarr mission boats.


Scorch, Scrambler and web? And 96k eHP brawler? Just not enough, not even nearly.
Lili Lu
#756 - 2013-04-10 19:56:38 UTC
DJ P0N-3 wrote:
Question: are we heading in the direction of the T3s with the racial slot layouts? Right now it's awfully common to see a Legion with +1 mid -1 low relative to the Proteus. Now the battleships are moving in that direction. Is giving the Gallente more lows an attempt to breathe life into active armor repping?

Probably. And it won't work. Active armor is a fail strategy any way you slice it. Nothing is wrong with buffer and logi remote reps. Afterall that is what the game has always wanted, team play.

Abaddon - Ok, the resists nerf is fine as long as it is done across the board. Rokh getting it too so ok. Expecting to see that it will affect the Drake and Ferox. Good decision on this imo. But if you are going to make these things such absolute bricks (even the ******* Rokh that won't be plated and trimarked has better align time) how about movingf a mid to a low so the tank can be even more focused upon? In a solo context I'd rather be in a geddon. The extra low would help for fleet use which is where this ship will be.

Apoc - Ok. But I really don't get the point of an "attack BS". How will these compare to attack BCs? Mobility is really the key to the whole tactic. Will tank really matter such that an attack BS is worth flying. But whatever might as well give it a go. Will these even bring back BS kiting or sniping? The probing mechanics haven't changed. Won't these things just get dropped on and while more mobile than a regular BS still not mobile enough to have much survivability.

Geddon - well someone had to be the Amarr drone BS. Again though, why not keep the 3M/8L? It's not like it will need more than a mwd, cap booster, scram in a solo context since look at that neut range. If a ship tries to kite this thing it probably won't do it very long.
Tonto Auri
Vhero' Multipurpose Corp
#757 - 2013-04-10 20:02:13 UTC
Lili Lu wrote:
Geddon - well someone had to be the Amarr drone BS.

If someone have to be, make it that brick Abaddon, not the Armageddon, which already have it's role, and it is THAT role, and she's doing it well.
I just see no reason to screw people, who already using a specific ship for specific role, and tell them to get the **** off and buy something else for the SAME role they were actually good at. And that argument is before the overall impression of the hulls.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Balor Haliquin
White Wolf Dragoons
#758 - 2013-04-10 20:11:36 UTC
Best quick math I have done for the changes to the Abaddon are as fallows. Assuming all skills to 5, 2x 1600mm plates, 3x Trimark I, 2x Energized Adaptive Nano Membrane II, no fleet bonuses. This math was done with a good chunk of deductive reasoning using current fits.

5% Bonus to armor resistances Abaddon: 165,915 EHP
4% Bonus to armor resistances Abaddon: 158,516 EHP (-7,399)

With Fleet Bonus
5% Abaddon: 180,077
4% Abaddon: 171,073 (-9,004)

With Command Bonsus
5% Abaddon: 199,704
4% Abaddon: 189,719 (-9,985)

This may not seem like much but also understand that the effectiveness of remote repairs on the Abaddon will also be reduced. The loss of almost 10k EHP from a well supported Abaddon is very significant. If the issue was that Abaddons were being to easily remote repaired by logistics, then the logistics system needs to be looked at, not he Abaddon. In addition does this set the precedent that all resistance bonuses are going to be reduced to 4% per level for all ships that have them? Again I am mystified how this change will do anything but relegate the Abaddon to the hanger in favor of the much more powerful Apoc and Armageddon. Remeber that the Abaddon is 3 time the cost of the base Amarr battleship. You have to give the ship a good argument to be taken out into battle. The other two battleships have other options to tank other then just their armor. Abaddons have always been and always will be the single mode ship of the line.

The Armor resistance nerf also makes mission Abaddon basically useless. That extra 5% at level 5 is really what made the ship viable in the vast majority of the Level 4 missions out there.

Incidentally, the numbers are about the same for the Rohk changes, another set of changes I strongly disagree with.
Ranger 1
Ranger Corp
Vae. Victis.
#759 - 2013-04-10 20:28:01 UTC
Naso Aya wrote:
Ranger 1 wrote:

Yeah, it will be interesting to see what direction the Navy versions go in. To be honest I have no idea what they have in mind, but so far they have been going out of their way to not obsolete the T1 base hull by just giving us an amped up version.

I also agree the Navy Geddon isn't really the solution for newer players to mission in, but I think that the new numbers on the Apoc allow it to fit the bill... and the more adventurous will go for the Armageddon as thier missioning ship as the neuts will draw agro to the ship instead of the drones (and weaken the NPC's tanking at the same time).

Edit: Hey, thanks for that link! I hadn't seen it yet.


But...you said that they should save up for a navy geddon. And the numbers for the new Apoc don't fit the bill; if you want to use tech II scorch (hardly noob level, but noob capacitor will be worse.) You won't be stable running just your lasers, and that's before heat sinks/armor repairer(s).

The Abaddon can't fill the role for much the same reason the the Apoc can't: Capacitor.

The Apoc will have an easier time reaching that level, but "easier" is relative here. Ideally, it would be possible for multiple ships to be used ( a la gallente, caldari, and minmatar) for ratting, otherwise this whole "Tiericide" will be for naught, if mission runners only want to buy Apocs, and don't touch the Geddon/Abaddon.

I think you are confusing me with someone else. I have nothing against Navy issue ships but I personally don't expect a new player to invest in one.

However I do expect a new player wanting to fly Amarr to skill up their cap skills and then laser skills as quickly as possible, certainly before they decide to bring a BS with them to do their missions in. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#760 - 2013-04-10 20:29:26 UTC
Nolove Trader wrote:
Narjack wrote:
So the Apoc with a quickly thrown together fit (for PvP) with the new stats plugged into EFT. I'm not sold on this fit its just a quick one to have some solid numbers to toy with:

[Apocalypse, New Setup 1]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II x5
plus a set of lights or whatever

This fit requires a 2% CPU implant. So this produces a 908 m/s ship (MWD on, no heat). It has 96K EHP, 132K with Legion boosts. (no implants). It has 520 DPS (just guns) w/ scorch out to 68+12 kms with a tracking of .047. (A Mega gets around .066, though obviously its range is vastly inferior). With heat 598. What's this mean? An example would be a MWDing caracal standard fit going say 2100m/s with FULL transversal will get hit with near 80-100% damage in a range envelope from about 40 out to max optimal.(higher damage the closer to 60 you get) That is not too damn shabby. Its gets even better should the poor caracal start loosing transveral. then it gets really nasty. Oh as far as CAP goes? 3m 35sec everything running. MWD off? 100% stable until you run out of charges. You could add some drone damage here but with some logi support this will be a beast.

Oh with multifreq you get 651dps at 23+12km oh but wait add medium drones. Heat it and total max dps around 900 with tracking at .06 with a multifreq. Impressive. Not seeing any cap issue here.

EDIT: It stays 72% stable even with 1 heavy neut applied to it. 2 heavy nuets and now your down to 4 minutes. Looks very nice.

As for mission running stuff, well no idea on Amarr mission boats.


Scorch, Scrambler and web? And 96k eHP brawler? Just not enough, not even nearly.

It's not intended to be a brawler.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.