These forums have been archived and are now read-only.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

[Odyssey] Tech 1 Battleships - Gallente

First post
Author
DragonZer0
SUNDERING
Goonswarm Federation
#1381 - 2013-04-10 20:11:59 UTC
Looking good over all.
fukier
Gallente Federation
#1382 - 2013-04-10 20:22:29 UTC  |  Edited by: fukier
i fear that people were so unhappy with the 1st iteration of the ships that they are overjoyed at the second try for not being competely useless and not ask for the lack fleet gal bs... and accept that the attack bs is a combat and the combat is attack...

but sigh it looks like i will have to live with the changes and just use a rokh for fleets untill a Polish Pass.
At the end of the game both the pawn and the Queen go in the same box.
GeneralNukeEm
Perkone
Caldari State
#1383 - 2013-04-10 20:22:30 UTC
Please consider making the Megathron a 7/5/7, 7 gun and 125m3 drone platform. I leave the speed/signature radius/etc balancing to you.

1. This still does not overlap with the new hyperion, as it specializes in raw damage output versus being a more rounded ship with the utility high slot.
2. Even in a buffer armor fit, the fifth mid slot (allowing for MWD/MJD/point/web/injector) is of far more utility for megathron than an extra low slot. This is especially so considering the Megathron's role as an "attack" battleship; slapping more armor plates and resistances in that last low slot seems like something that "combat" battleships should be doing. Also, the fifth mid slot allows for some flexibility in play style (shield fits) instead of forcing the Megahtron into always fitting an armor buffer.
3. A Megathron without its historic five Ogre IIs feels terribly wrong. At 75/75, what is inevitably going to happen is a mix of medium and light drones; this again is not in line with the Megathron's historic role as the premiere raw DPS battleship.
Alx Warlord
The Scope
Gallente Federation
#1384 - 2013-04-10 20:23:00 UTC  |  Edited by: Alx Warlord
Take one of the top slots from domi and trow it down! make it 8 Lows!!!!! You reduced even further the dominix DPS with this balance!
Perihelion Olenard
#1385 - 2013-04-10 20:26:30 UTC
I better sell my megathron navy issue. The tech 1 will be my new mission ship. It looks like a nice ship again. The hyperion is going to be a mean brawler.
Tennessee Jack
Doomheim
#1386 - 2013-04-10 20:32:52 UTC  |  Edited by: Tennessee Jack
fukier wrote:
Liang Nuren wrote:

Dominix:
Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)

Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers
Fittings: 10000 PWG(+1000), 600 CPU
Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859)
Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s
Drones (bandwidth / bay): 125 / 375
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 22 Magnetometric Sensor Strength
Signature radius: 465(+45)

I'm still a sad panda over this. I'm really hoping you leave the Navy Domi alone with the Hybrid + Drone damage bonus.

-Liang


navy domi?

Seems there turning the old ships into the new Navy Ships (least the good old ship's).

The Domi needs something. I can't quite figure out what the heck its missing, but it is missing something. There has been talk about an updated Dominix model. I'm thinking that would help.. well it would help a ton ( A refresh on the spacepotato, spacecow, rottensneaker, floatingturdmobile would help ).

Fitting wise... I guess the question is that no one has really fit out a "Pure" droneboat, and used it to great success. The main question that I can figure is... well what do we do with the highslots, they have no bonus. THe armageddon is getting both a Neut range bonus, plus its high slots can fit any weapon system (getting equal launcher and turret hard points). Yes it is unbonused but it gains flexibility like the Prophecy. I'm fine with that.

The Dominix does need something. I believe It needs a bonus to the Microwarp Drive speed of drones. It needs a way to get Heavy Drones moving fast enough to warrant their deployment. The Algos has it as a role bonus.

Algos
Role bonus:
25% bonus to drone microwarpdrive speed

That might do it. It would give the Dominix the option to deploy as a sentry platform, or to muscle its way into 40+ and closer range and use its highslots for rails/blaster mix as well as giving the Heavy Drones more movement they need to deploy out and be effective (Rather than the heavy drones spending 20 to 40 seconds MWD over to the ship to go blow it up.

Gallente Battleship Skill Bonuses:
+5% and Drone microwarpdrive speed.
+10% Drone Damage, Drone hitpoints, Drone optimal range and Drone tracking speed

That would probably do it. Though I'm not totally sure heavy's even having 25% more mwd speed would be enough for them (for mediums and lights, definetly, but heavies...).
JamesCLK
#1387 - 2013-04-10 20:36:11 UTC
If there's one gripe I have, it's that attack battleships are either overshadowed by ABCs (a faster platform with the same caliber of firepower) in the Attack role, or by combat BS in the tank and gank aspect. With the new stats, we have ships that can field a decent tank, but they're still rather painfully slow. Yet giving them too much more speed impedes on ABC territory.

Don't get me wrong, I like the new ABS - especially the Mega - but they're still not as mobile as they could be.

I'm not entirely certain if this is a good solution, but there was a post somewhere about marrying the MJD to the Attack Battleships (with a role bonus) to give them a more unique take on the attack role. A reduction in activation time for MJDs to allow these ships to get around the grid much faster. I'm not sure about what constitutes balanced numbers here, but something like a 50% reduction in spool time (4 second spool up at level 5 MJD Operation) could make these battleships actually able to tackle things in a timely fashion.
The MJD jumps you forward from the point in space where you activated it, yet the target is usually still burning away, resulting in too short a jump. Shortening the time to jump means arriving relatively closer to the target than otherwise. Attack battleships with this role bonus could utilize the MJD more aggressively than other ships.

An alternative might be a tackle range role bonus.

-- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

Shingorash
School of Applied Knowledge
Caldari State
#1388 - 2013-04-10 20:38:30 UTC
Id love to see that rep bonus gone from the Hyperion so its more viable for fleets, perhaps a falloff bonus would be more appropriate?

The problem with repair bonus' is you are limiting the ship to 1 function, Maelstroms suffer the same fate and to a lesser extent, Astares, Myrm's, Cyclones (which.most people fly buffer tanked!).

I know some people will call herasy at the suggestion but surely if you are doing tiericide to make ships get used more then surely you should remove the bonus' like this that shoehorn the ship into 1 role.

Im getting ready for a few slaps but I had to speak my mind, sorry :)
Borachon
The Scope
Gallente Federation
#1389 - 2013-04-10 20:39:41 UTC
Quote:

The Dominix does need something. I believe It needs a bonus to the Microwarp Drive speed of drones. It needs a way to get Heavy Drones moving fast enough to warrant their deployment. The Algos has it as a role bonus.


If only there was a midslot item to increase drone microwarp speed, and you didn't need to burn midslots on the Domi to get good tracking because the hull bonus took care of that for you...
Maximus Andendare
Stimulus
Rote Kapelle
#1390 - 2013-04-10 20:40:25 UTC
Julius Foederatus wrote:
Imo all the Gall ships should be faster. Hyp might make a better "attack BS" but there's something rather incongruous about a battleship that's supposed to be fast moving. The whole idea of attack BS really doesn't translate into reality imo. But I think that it's a problem that affects all the blaster ships. Even if we switched the names around and called the Hype the attack BS and the mega the combat BS, the truth is that they still would not work because they don't have the speed to get to target, they don't have enough DPS to make up for the HP they've lost getting to target, and on top of that they don't have the tank to really hold up even if they started at their optimal. That the Hype might be a bit faster fitting active rep doesn't really change much, because in a gang situation you're going to want to plate it anyway, lest it die in a ball of fire before you get two shots off.

What I'm trying to point out is that there is a fundamental design flaw with the blaster brawlers in their current iteration that is not being addressed properly with these balance changes. Even if the Mega was called the combat BS, it wouldn't change the fact that it's just not an effective ship with blasters and with rails it just is completely outclassed by the pulse baddon and the other ranged setups. This ship balancing pass was supposed to be the second part of the fix to this problem after the hybrid changes came in, and yet it really doesn't measure up.
Well the difficulty is twofold: First, Gallente boats NEED to close into point-blank range in order to apply dps, but when they get there, they're expected to be bricks. So you can't have the mobility and the brick nature together; they compete with each other. Some solutions would be: longer range webs to hold targets to get into range (already taken), lowering the sig bloom from MWD (irrelevant on a large sig'd BS), or quick spool up on MJD (an instant "blink;" useful to close in, but OP), just to name a few, but all beset with problems. So then Gallente get a "rep bonus" that means their ships can be fast, but that has its own unique set of problems--

Second, CCP has already "given out" resist bonuses to Amarr, so the other tank bonus has to go to Gallente (the active rep bonus). Since the rep bonus is terrible (due to the nature of active repping/not applying to buffer/not useful for logi/poor performance of modules/cap use, etc.) and Blasters (or rails, which aren't very Gallente anyway) don't have any "special snowflake" quality (*cough* high alpha Maels wasting their shield boost bonus but still being useful), the Gallente boats don't have anything going for them, so-to-speak. Domis can't sniper kite, because they'd have to leave their sentries behind, they don't neut as well as the other drone BS, and Hyperions and Megas can't close range/apply damage well enough to be relevant in a fleet situation. They'd have to be too tanky to survive the approach, as to be too op tanked in range, or too fast/instant that'd break the balance.

And if you're smart, and on the opposing side of a close-range Gallente BS fleet, and you spot the MJD graphic spooling up for 12 sec, you're aligned and ready to leave when they pop in anyway. :S

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Shingorash
School of Applied Knowledge
Caldari State
#1391 - 2013-04-10 20:40:38 UTC
Tennessee Jack wrote:
fukier wrote:
Liang Nuren wrote:

Dominix:
Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)

Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers
Fittings: 10000 PWG(+1000), 600 CPU
Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859)
Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s
Drones (bandwidth / bay): 125 / 375
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 22 Magnetometric Sensor Strength
Signature radius: 465(+45)

I'm still a sad panda over this. I'm really hoping you leave the Navy Domi alone with the Hybrid + Drone damage bonus.

-Liang


navy domi?

Seems there turning the old ships into the new Navy Ships (least the good old ship's).

The Domi needs something. I can't quite figure out what the heck its missing, but it is missing something. There has been talk about an updated Dominix model. I'm thinking that would help.. well it would help a ton ( A refresh on the spacepotato, spacecow, rottensneaker, floatingturdmobile would help ).

Fitting wise... I guess the question is that no one has really fit out a "Pure" droneboat, and used it to great success. The main question that I can figure is... well what do we do with the highslots, they have no bonus. THe armageddon is getting both a Neut range bonus, plus its high slots can fit any weapon system (getting equal launcher and turret hard points). Yes it is unbonused but it gains flexibility like the Prophecy. I'm fine with that.

The Dominix does need something. I believe It needs a bonus to the Microwarp Drive speed of drones. It needs a way to get Heavy Drones moving fast enough to warrant their deployment. The Algos has it as a role bonus.

Algos
Role bonus:
25% bonus to drone microwarpdrive speed

That might do it. It would give the Dominix the option to deploy as a sentry platform, or to muscle its way into 40+ and closer range and use its highslots for rails/blaster mix as well as giving the Heavy Drones more movement they need to deploy out and be effective (Rather than the heavy drones spending 20 to 40 seconds MWD over to the ship to go blow it up.

Gallente Battleship Skill Bonuses:
+5% and Drone microwarpdrive speed.
+10% Drone Damage, Drone hitpoints, Drone optimal range and Drone tracking speed

That would probably do it. Though I'm not totally sure heavy's even having 25% more mwd speed would be enough for them (for mediums and lights, definetly, but heavies...).


If only there was battleship sized drone control units...!
Shingorash
School of Applied Knowledge
Caldari State
#1392 - 2013-04-10 20:43:19 UTC
Shingorash wrote:
Id love to see that rep bonus gone from the Hyperion so its more viable for fleets, perhaps a falloff bonus would be more appropriate?

The problem with repair bonus' is you are limiting the ship to 1 function, Maelstroms suffer the same fate and to a lesser extent, Astares, Myrm's, Cyclones (which.most people fly buffer tanked!).

I know some people will call herasy at the suggestion but surely if you are doing tiericide to make ships get used more then surely you should remove the bonus' like this that shoehorn the ship into 1 role.

Im getting ready for a few slaps but I had to speak my mind, sorry :)


Also, extra midslot, falloff bonus, humm shield hyperion might actually work!
Imawuss
The Scope
Gallente Federation
#1393 - 2013-04-10 20:51:47 UTC
+1 Rise,

Changes look fantastic cant wait to see what we can do with the fittings.

I like how CPU will be a limiting factor on the mega but not crippling. Be interesting if this can be turned into a fleet line dps doctrine, def has potential. The loss of drone bandwidth won't have an effect on this nor the - utility high slot but the +1 low really will help it out, now it just depends on if the dps from rails can get high enough or the range on blasters far enough.

Hyperion looks legit, i can see this used much more in small gangs. Cap was a big thing on this it could not even run its rack of guns without capping itself out, now that won't be an issue with the new damage bonus and -2 turrets. the 7 lows make it viable for tank and dps while the mids allow it to actually use its rep bonus still.

Domi well i love this new one, i used this as a pve ship and the changes help that. in PVP it worked out well and i never fit blasters/rails on it for that purpose anyways so in all i think its in a better shape, at least how i fly it. and +1000 pg will be very much appreciated.

well done guys, mixed it up and improved these ships.
Boston Bradley
Center for Advanced Studies
Gallente Federation
#1394 - 2013-04-10 20:51:50 UTC
Issue: Dominix Change

If anything, the change you've made to the Dominix is a gigantic nerf. If people were worried about the tracking of drones they would simply attach an omnidirectional tracking link, but now due to your incompetence to see the utility of a Dominix in a PvE setting you've nerfed a large portion of its potential damage.

You just boosted a perfect drone boat with a useless bonus that was already handed by an omnidirectional tracking link.

Seriously, don't make changes to boats you don't understand, because clearly you don't understand what mods are.
Tennessee Jack
Doomheim
#1395 - 2013-04-10 20:57:51 UTC  |  Edited by: Tennessee Jack
Shingorash wrote:
Tennessee Jack wrote:
fukier wrote:
Liang Nuren wrote:

Dominix:
Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)

Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers
Fittings: 10000 PWG(+1000), 600 CPU
Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859)
Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s
Drones (bandwidth / bay): 125 / 375
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 22 Magnetometric Sensor Strength
Signature radius: 465(+45)

I'm still a sad panda over this. I'm really hoping you leave the Navy Domi alone with the Hybrid + Drone damage bonus.

-Liang


navy domi?

Seems there turning the old ships into the new Navy Ships (least the good old ship's).

The Domi needs something. I can't quite figure out what the heck its missing, but it is missing something. There has been talk about an updated Dominix model. I'm thinking that would help.. well it would help a ton ( A refresh on the spacepotato, spacecow, rottensneaker, floatingturdmobile would help ).

Fitting wise... I guess the question is that no one has really fit out a "Pure" droneboat, and used it to great success. The main question that I can figure is... well what do we do with the highslots, they have no bonus. THe armageddon is getting both a Neut range bonus, plus its high slots can fit any weapon system (getting equal launcher and turret hard points). Yes it is unbonused but it gains flexibility like the Prophecy. I'm fine with that.

The Dominix does need something. I believe It needs a bonus to the Microwarp Drive speed of drones. It needs a way to get Heavy Drones moving fast enough to warrant their deployment. The Algos has it as a role bonus.

Algos
Role bonus:
25% bonus to drone microwarpdrive speed

That might do it. It would give the Dominix the option to deploy as a sentry platform, or to muscle its way into 40+ and closer range and use its highslots for rails/blaster mix as well as giving the Heavy Drones more movement they need to deploy out and be effective (Rather than the heavy drones spending 20 to 40 seconds MWD over to the ship to go blow it up.

Gallente Battleship Skill Bonuses:
+5% and Drone microwarpdrive speed.
+10% Drone Damage, Drone hitpoints, Drone optimal range and Drone tracking speed

That would probably do it. Though I'm not totally sure heavy's even having 25% more mwd speed would be enough for them (for mediums and lights, definetly, but heavies...).


If only there was battleship sized drone control units...!


Considered that, it would draw too many issues. We'd have to assume drones are locked at 5 max for BS's and below. Would it be good for the Dominix to gain more drones.. yep. I don't see how they could/would balance it with the ship, as other ships could equip the module also. There is only so much you can do with the Dominix based on the limits present in the game. A sensor dampening bonus won't do a damn thing, can't give the domi jam bonuses, neuts and vamp bonuses, Armageddon has it. The things left for highslots, blasters, rails, smart bombs, repairers, energy transporters, Drone Control Units (locked to carriers).

Maybe it should have a way to increase the effectiveness of all drones, not just guns. We have target painters, webbers, ecm drones, sensor damp drones. Now this goes more towards the Drone revamp which may or maynot happen.

The damage drones, all DPS based drones, locked at 5. A Drone Control Unit would do the following

Allows the ship to control 1 additional Electronic Warfare Drone.

So yes the ship can actually launch more than 5 drones (if it has the bandwidth), but the 6th drone and beyond can only be Electronic Warfare Drones.

Of course something like that would require some balancing, but the Drone Control Unit could literally turn into the new "Utility" slot for ships, if the pilot so wants it. It would just be restricted to EWar drones.

So if your ship had 3 of those new Drone Control Units, it could field 5 Drones, plus 3 more drones, but those drones are Ewar. Your essentially giving up highslots for more drones. Yep its a drop in DPS (pertaining to your own guns), but its a gain in utility (or a buff in your drone dps due to having webber drones, target painters on the field, increasing your own drone dps cause the things now slower and bigger).

I would restrict this to Ewar

This is a completely different idea though, and does not address the Dominix issue. What would it need to be on par with the Armageddon.
fukier
Gallente Federation
#1396 - 2013-04-10 20:58:34 UTC
Shingorash wrote:
Id love to see that rep bonus gone from the Hyperion so its more viable for fleets, perhaps a falloff bonus would be more appropriate?

The problem with repair bonus' is you are limiting the ship to 1 function, Maelstroms suffer the same fate and to a lesser extent, Astares, Myrm's, Cyclones (which.most people fly buffer tanked!).

I know some people will call herasy at the suggestion but surely if you are doing tiericide to make ships get used more then surely you should remove the bonus' like this that shoehorn the ship into 1 role.

Im getting ready for a few slaps but I had to speak my mind, sorry :)



or they can fix the rep bonus by making the 7.5% also affect cap activation and make the heat bonus better.
At the end of the game both the pawn and the Queen go in the same box.
Akirei Scytale
Okami Syndicate
#1397 - 2013-04-10 21:02:54 UTC  |  Edited by: Akirei Scytale
Mega just needs a significant chunk of CPU and maybe a slight armor HP boost and it is fleet viable.

The original idea of 600 CPU was great. No idea why that got shelved. The ship was already CPU crippled, and adding a low with only 20 more CPU doesn't change that fact. Right now, it can either have solid EHP with crap resists, or good resists with below par EHP, all because it simply cannot fit hardeners and 425s.

Otherwise, the slot layout is beautiful.
Tennessee Jack
Doomheim
#1398 - 2013-04-10 21:09:15 UTC  |  Edited by: Tennessee Jack
fukier wrote:
Shingorash wrote:
Id love to see that rep bonus gone from the Hyperion so its more viable for fleets, perhaps a falloff bonus would be more appropriate?

The problem with repair bonus' is you are limiting the ship to 1 function, Maelstroms suffer the same fate and to a lesser extent, Astares, Myrm's, Cyclones (which.most people fly buffer tanked!).

I know some people will call herasy at the suggestion but surely if you are doing tiericide to make ships get used more then surely you should remove the bonus' like this that shoehorn the ship into 1 role.

Im getting ready for a few slaps but I had to speak my mind, sorry :)



or they can fix the rep bonus by making the 7.5% also affect cap activation and make the heat bonus better.



Its the whole Buffer VS Active Tank debate. The active tank does not help the ship in massive fleet fights. In very small groups with no logistics.. yes it can do wonders if its not neuted to death (then again, we use cap batt's for that). The main arguement, least as far as I can see, is that while the ships lighter, faster, it will die in a fire long before it can get close enough to actually Do anything (or blow up before someone can repair it). The active repairer doesn't help in large fleet combat.

You can go two extremes.. Massive EHP, or massive Hit Points. You go too high on the hit points, the ship becomes too buffed with its abilitiy to repair, but it lives longer under massive fire. Massive EHP... same issue, that and it turns into an Amarr ship.

If damage is done gradually, the active repair ships would be awesome. If the dev's decided to figure out how to make the active repair modules (shield and armor repairers), cause a slowed bleeding damage stacking effect, they'd be much better, especially for fleet doctrines without logistics. Then again something like that would probably be a bit too good.

Its an odd balance between tank and defense. The ships issue is that its literally either alpha-d immediately, or it can't get close enough to actively apply its damage in any meaningful way. You'd have to sacrifice tank for repairers, and more tank and/or mids for range enhancers to effectively get blasters working at 30+km. Issue is that everything beyond 16km is all Falloff damage.

Depending on how this goes...the Hyperion literally might need a hit point buff. Probably 4000 in the shields (gets burned off the initial 10 seconds of hitting the field anyway, but the ship gains reaction time) and 5000 in the hull (all real brawlers hull tank anyway).

... actually yea come to think of it buff the hull like 5000 hit points. It'd defiantly die under fire allot more gloriously, and give it a way of living long enough for some if its damn repair's to actually.. well repair. Heck make it something like 7000+ more hull hit points. With a DCU (which most people put on their ships as a default), it'd give the hull itself roughtly 32000 hit points

8000 hull + 7000 in additional hull armor, at 60% resists, about 32000 ehp just in the hull. Yea.. feels right. Ship should be on fire when it hits the field, and should live long enough to take at least Someone out.
Cameron Cahill
Deaths Consortium
Pandemic Horde
#1399 - 2013-04-10 21:29:47 UTC
Yay you've fixed it.
Borachon
The Scope
Gallente Federation
#1400 - 2013-04-10 21:30:28 UTC
Boston Bradley wrote:
Issue: Dominix Change

You just boosted a perfect drone boat with a useless bonus that was already handed by an omnidirectional tracking link.



Good to know that free midslots aren't scarce or valuable.