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[Odyssey] Faction Navy Cruisers

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Author
Krystal Flores
Deliverance.
Arrival.
#581 - 2013-04-16 22:44:14 UTC  |  Edited by: Krystal Flores
Im pretty sure the Nomen is getting nerfed lets see


10% bonus to Medium Energy Turret damage || ROF is more dps than damage so best case no change in dps from his change

10% bonus to Medium Energy Turret optimal range || Guns use 50% more cap but shoot 37.5% slower, more cap is used
Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets || Big hit to dps here -20% dps from the lost gun
Fittings: 965 PWG, 335 CPU
Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428) Hp nerf acrossed the board
Shield Recharge Time: 1250s(-500s) Doesnt matter
Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3) It loses even more cap from this
Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25) Slightly faster
Drones (bandwidth / bay): 50(+25) / 50(+25) More drones with a turret range bonused ship, ok
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1) Locks farther and faster
Sensor strength: 17(+1) Radar
Signature radius: 100(-12)
Cargo capacity: 400(+150)

Worse dps worse tank worse cap you turned this ship thats pretty decent into a failed zealot copy congrats
sten mattson
Red Sky Morning
The Amarr Militia.
#582 - 2013-04-16 22:52:02 UTC  |  Edited by: sten mattson
Krystal Flores wrote:
Im pretty sure the Nomen is getting nerfed lets see


10% bonus to Medium Energy Turret damage || ROF is more dps than damage so best case no change in dps from his change

10% bonus to Medium Energy Turret optimal range || Guns use 50% more cap but shoot 37.5% slower, more cap is used
Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets || Big hit to dps here -20% dps from the lost gun
Fittings: 965 PWG, 335 CPU
Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428) Hp nerf acrossed the board
Shield Recharge Time: 1250s(-500s) Doesnt matter
Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3) It loses even more cap from this
Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25) Slightly faster
Drones (bandwidth / bay): 50(+25) / 50(+25) More drones with a turret range bonused ship, ok
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1) Locks farther and faster at the cost of a target
Sensor strength: 17(+1) Radar
Signature radius: 100(-12)
Cargo capacity: 400(+150)

Worse dps worse tank worse cap you turned this ship thats pretty decent into a failed zealot copy congrats



tbh how many times are you gonna have 7+ targets locked? 7 targets are more than enough to lock a ship and his 5 drones and his tackler for that matter :P

also the ship will use exactly as much cap as before due to the lost gun and lost RoF bonus (weirdly enough)

you're right , it loses (not a little amount) of damage. but a flight of medium drones for brawlers should keep up , and 50m3 of drones allow for spares and/or differente flights of light drones (ecm+warriors anyone?).

i am sad about the EHP and cap nerf

funny thing also is that it has a very low sig , that a medium sized gun will be bereft of a fifth (20%!!!) of its tracking just by shooting at him (or her)

also notice the boosted cargo hold , active tanking anyone, or extended sniping?

IMMA FIRING MA LAZAR!!!

Krystal Flores
Deliverance.
Arrival.
#583 - 2013-04-16 23:05:20 UTC
Ya your not gonna use that many locks but medium drones with a range bonus hull seems odd to me. even if they make up for most of the dps loss, they are a large chunk of its damage now
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#584 - 2013-04-17 03:23:16 UTC
Naomi Anthar wrote:
What the heck ? I was about to say excellent changes ... but no i just cannot. You take away cap bonus for NOmen ... i like this . I though you also give some more cap . BUT ACTUALLY you NERFED it super hard by - 0,3 recharge rate. Cmon you cannot be serious so now we gotta fly ship without cap bonus AND NERFED cap recharge rate. WTF REALLY ? Reverse this change NOW.

And what is the meaning of flatening cap recharge rate for all races on all ships ? WHY ? I see no reason why damn caldari or minimatar ship would need same cap recharge rate as amarr ship. Explain logic behind this stealth nerf across the board - not just navy cruisers.

This. Amarr NEEDS MUCH MORE CAPACITOR RECHARGE. Maybe CCP forgot Amarr uses lasers AND reps, requiring MUCH more capacitor than, say, a Gallente or Caldari or Minmatar boat.
Katran Luftschreck
Royal Ammatar Engineering Corps
#585 - 2013-04-17 03:37:55 UTC
CCP Fozzie wrote:
Omen Navy Issue: Turning this ship into a much more mobile ship with an optimal bonus, much like a giant Slicer.
Cruiser skill bonuses:
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range
Slot layout:5(-1) H, 3 M, 7 L, 4(-1) turrets
Fittings: 965 PWG, 335 CPU
Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428)
Shield Recharge Time: 1250s(-500s)
Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3)
Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
Drones (bandwidth / bay): 50(+25) / 50(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1)
Sensor strength: 17(+1) Radar
Signature radius: 100(-12)
Cargo capacity: 400(+150)


Ok Fozzie, please show us on the doll where the Omen touched you. Roll




http://youtu.be/t0q2F8NsYQ0

Deerin
East Trading Co Ltd
#586 - 2013-04-17 05:44:52 UTC
Krystal Flores wrote:

Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25) Slightly faster


New Omen Navy 2291m/s 6.4s align
Current Omen Navy 1591 m/s 8.4s align

You call this slight?

ONI is a different ship now. As Fozzie says it is a supersized slicer. For all your slugging match needs, there is Navy Auguror.
Veshta Yoshida
PIE Inc.
Khimi Harar
#587 - 2013-04-17 07:05:05 UTC
Deerin wrote:
...ONI is a different ship now. As Fozzie says it is a supersized slicer. For all your slugging match needs, there is Navy Auguror.

Because the characteristic of T1 hulls is a focus so de-/refined that one will never have to question what to expect .. or was that T2. Shocked

They have succeeded in applying the T2 design paradigm to Amarr's navy hulls .. and Amarr only. You'll be able to bring a perfect counter just be hearing the ship type, no more silliness of checking pilots fitting preferences on boards or keeping tabs on corp preferences. Amarr get a brick (yay! Roll) and a kiting ship with a target pool so small that it makes PeeWee feel like Schwarzenegger.
The people claiming that there is a distinct Gallente/Minmatar bias in the current Dev fold are wrong, but it is quite clear that the current Devs have a far better understanding of what makes those two and the game as it relates to them tick.

Possible solutions, on/some/all:
- Give us the medium sized Gatling to actually make laser cruiser brawling viable .. without mids for fight control it is currently impossible without making absurd (comparatively) sacrifices. While you are at it, work on the large version as well to have a low cap option for the new unbonused BS.
- Add at least 10m3 bandwidth and 10+ bay size to NAug as well as improve cap to be able to run neut(s) for a bit.
- Split NOmen range bonus into range/tracking (5%/5%) .. you don't need 30+km range as no point in the galaxy reaches that far whereas more tracking helps both kiting and brawling. Probably can't/won't be done due to 2x bonus but whatever.
- Move NOmen utility to midslot .. kiting and brawling both catered to. No cap for neut and nos are ineffectual on all but tweaked frigate hulls and Amarr recons.
- Move half of NOmen drone damage or more! over to gun damage .. all the range in the world won't help you if you can't even collapse a frigs shields before it lands a scram and for a navy laser cruiser to do same gun damage as a Coercer (w/o HS!) is just naff.
- Reduce NOmen speed (to around 2k/s) if needed to make it balanced/work. An Amarr hull, particularly a Navy hull, should not be able to compete directly with a Winmatar ditto and 2k/s is enough to counter cruisers (tracking prevents countering frigs so irrelevant).
- Remake all the other navy hulls to have the same madly focused design (I DARE YOU!Smile)

In short: Having two hulls is fine. Having only two possible paradigms/fits/tactics is not .. the other six navy ships have options out the wazoo as does all T1 hulls for Goddess sake.

The only upside is that kiting, cowardly/boring/risk-averse as it is, has a huge following so NOmens will sell like hot-cakes laced with [insert addictive substance here] and there will always be a market for sturdy bait ships.
Liang Nuren
No Salvation
Divine Damnation
#588 - 2013-04-17 08:27:41 UTC
I think it's very silly to think you'll be able to make the NOmen as they've laid it out work as a brawler, even if you got everything you asked for. It has literally no tank at all and wouldn't need to have its speed nerfed. That said: I'm totally ok with moving the utility high to a mid and seeing a sizable portion of the drone damage moved into guns. :)

-Liang

I'm an idiot, don't mind me.

Deerin
East Trading Co Ltd
#589 - 2013-04-17 08:59:32 UTC
Veshta Yoshida wrote:

Because the characteristic of T1 hulls is a focus so de-/refined that one will never have to question what to expect .. or was that T2. Shocked


You just summarized whole point of tiercide. Giving roles to ships.

All your propositions are to push NOmen towards brawling. But especially this one made me speechless.

Veshta Yoshida wrote:

- Split NOmen range bonus into range/tracking (5%/5%) .. you don't need 30+km range as no point in the galaxy reaches that far whereas more tracking helps both kiting and brawling.


Oh but it does. We are playing OGB online. they are everywhere. Furthermore why do you think that you should be the one doing the pointing. Look at it this way: You'll be dealing your damage without even getting pointed.

Veshta Yoshida wrote:

- Remake all the other navy hulls to have the same madly focused design (I DARE YOU!Smile)


I think thats what they are trying so far....though they were not that succesful to reach that goal.
Veshta Yoshida
PIE Inc.
Khimi Harar
#590 - 2013-04-17 10:30:54 UTC
Deerin wrote:
You just summarized whole point of tiercide. Giving roles to ships..
All your propositions are to push NOmen towards brawling. But especially this one made me speechless.

Just goes to show that you have completely missed the point/background for tiericide. Read Ytterbiums blog introducing tiericide again and tell me that the proposed NOmen design would not be better suited for T2 than T1.

And no, it is not to push it towards brawling, but an attempt to make it possible in the first place. If I wanted to push it in that direction I'd ask for way more cap, changing range for tracking, increasing tank etv. .. neither of which I did .. with current stats tank is light but mobility with AB should be enough to act as damage mitigation.
Deerin wrote:
Oh but it does. We are playing OGB online. they are everywhere. Furthermore why do you think that you should be the one doing the pointing. Look at it this way: You'll be dealing your damage without even getting pointed.

For now, it is only a matter of time before OGB is made extinct. And with better mobility than the handful of ships which it can reliably (at least 50/50) engage, being pointed is irrelevant as long as its a disruptor.
All frigs are death to it, they are faster and it can't kill them fast fast enough .. only way out is abusing those infinitely broken EC-XX drones..
Most cruisers are death to it as they have 4+ midslots, courtesy of tiericide, and that extra slot will have a TD in it as the kiting fad is peaking and TD's are the single most counter to enemies that outrange you (damp only if against missile spammers).
BC's .. forget about it .. will never even dent their tanks before dying horribly.
Deerin wrote:
I think thats what they are trying so far....though they were not that succesful to reach that goal.

Well they shouldn't, hence the dare. T1 is not supposed to focused/specialized other than having roles .. being a brick or throw crumpled paper at you from 40km is not roles.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#591 - 2013-04-17 10:47:40 UTC  |  Edited by: Sergeant Acht Scultz
There was once the "insta lock"&pop frigates murderer named "Arty Cane", after several changes it's still an awesome arty platform but less "op" and this is good.

Now if I read correctly those numbers, the SFI with 220's IS the highest ROF/Tracking ship (cruiser) in the game with those guns already known for having huge dps tracking and a good dmg projection range.

I'm not against it, it's just "weird" this ship gets these bonus with probably the intention for making it an arty platform but in the end, the benefit for fitting it with autos is higher than will ever be with Arty.

Correct me if I'm wrong.

removed inappropriate ASCII art signature - CCP Eterne

Donedy
Lulzsec Space
#592 - 2013-04-17 11:50:27 UTC  |  Edited by: Donedy
Fozzie, im really concerned about what you're going to do to the stabber fleet.
At the moment, it is one of the best fast tackler we have in cruiser size, because of its agility and speed.
His strongness is mainly in the fact it can easylee reach targets to get tackle and/or easylee get out if things go wrong, thanks to his agility.

After your rebalance, it will be nearly the least agile faction cruiser :

  1. Exequror Navy Issue:
  2. Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74)
  3. Osprey Navy Issue:
  4. Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54)
  5. Omen Navy Issue:
  6. Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
  7. Scythe Fleet Issue:
  8. Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s
  9. Caracal Navy Issue:
  10. Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2)
  11. Vexor Navy Issue:
  12. Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36)
  13. Stabber Fleet Issue: <-HEREShocked
  14. Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)
  15. Augoror Navy Issue:
  16. Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s)


So it will till have crap dps (well okay it has good damage projection, but dps is till pretty low on it), same tank, but will loose all what made it so fun to play.
I think you're just killing this ship, not rebalancing it...
CCP Fozzie
C C P
C C P Alliance
#593 - 2013-04-17 17:32:26 UTC
Found another typo between my design document and the post, the Augoror Navy Issue has 2800 hull, not 2550.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#594 - 2013-04-17 19:04:11 UTC
CCP Fozzie wrote:
Found another typo between my design document and the post, the Augoror Navy Issue has 2800 hull, not 2550.


You have some epic across the keyboard typo's!

BYDI recruitment closed-ish

Shadragk Spellbound
#595 - 2013-04-17 19:47:24 UTC
Just keep the NOmen as it is, or add further ships with different abilities...
PLEASE

Michael Harari
Genos Occidere
HYDRA RELOADED
#596 - 2013-04-17 20:34:01 UTC
Donedy wrote:
Fozzie, im really concerned about what you're going to do to the stabber fleet.
At the moment, it is one of the best fast tackler we have in cruiser size, because of its agility and speed.
His strongness is mainly in the fact it can easylee reach targets to get tackle and/or easylee get out if things go wrong, thanks to his agility.

After your rebalance, it will be nearly the least agile faction cruiser :

  1. Exequror Navy Issue:
  2. Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74)
  3. Osprey Navy Issue:
  4. Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54)
  5. Omen Navy Issue:
  6. Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
  7. Scythe Fleet Issue:
  8. Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s
  9. Caracal Navy Issue:
  10. Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2)
  11. Vexor Navy Issue:
  12. Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36)
  13. Stabber Fleet Issue: <-HEREShocked
  14. Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)
  15. Augoror Navy Issue:
  16. Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s)


So it will till have crap dps (well okay it has good damage projection, but dps is till pretty low on it), same tank, but will loose all what made it so fun to play.
I think you're just killing this ship, not rebalancing it...


Agility doesnt work how you think it does
Hannott Thanos
Squadron 15
#597 - 2013-04-17 20:34:35 UTC
Donedy wrote:
Fozzie, im really concerned about what you're going to do to the stabber fleet.
At the moment, it is one of the best fast tackler we have in cruiser size, because of its agility and speed.
His strongness is mainly in the fact it can easylee reach targets to get tackle and/or easylee get out if things go wrong, thanks to his agility.

After your rebalance, it will be nearly the least agile faction cruiser :

  1. Exequror Navy Issue:
  2. Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74)
  3. Osprey Navy Issue:
  4. Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54)
  5. Omen Navy Issue:
  6. Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
  7. Scythe Fleet Issue:
  8. Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s
  9. Caracal Navy Issue:
  10. Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2)
  11. Vexor Navy Issue:
  12. Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36)
  13. Stabber Fleet Issue: <-HEREShocked
  14. Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)
  15. Augoror Navy Issue:
  16. Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s)


So it will till have crap dps (well okay it has good damage projection, but dps is till pretty low on it), same tank, but will loose all what made it so fun to play.
I think you're just killing this ship, not rebalancing it...

Tell me. If it's one of the best ships as you say. How is it that making it on par with the others are killing it, and not rebalancing it? Per your own definition, it's OP and needs to be nerfed.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Donedy
Lulzsec Space
#598 - 2013-04-17 23:02:05 UTC  |  Edited by: Donedy
Well if it doesnt work how i think it works, tell me where im wrong.
In all the cases when i see his terrible align time compared to all the other faction cruisers, im a bit worried.

Also to answer to Hanott, I agree compared to the other faction cruisers, it is OP (atm), but now that the other ships are getting buff, there is no need to nerf it.

"Nerf all the OP ships, buff all the other ones! Oh wait, the old OP ships are **** now."
Bouh Revetoile
In Wreck we thrust
#599 - 2013-04-17 23:22:32 UTC
Donedy wrote:
Well if it doesnt work how i think it works, tell me where im wrong.
In all the cases when i see his terrible align time compared to all the other faction cruisers, im a bit worried.
0,07s more align time is terrible now ?
Donedy
Lulzsec Space
#600 - 2013-04-17 23:28:25 UTC  |  Edited by: Donedy
Bouh Revetoile wrote:
Donedy wrote:
Well if it doesnt work how i think it works, tell me where im wrong.
In all the cases when i see his terrible align time compared to all the other faction cruisers, im a bit worried.
0,07s more align time is terrible now ?


I think you are misreading, or something.

Quote:
Stabber Fleet Issue:
Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)