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[Odyssey] Tech 1 Battleships - Amarr

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Avald Midular
Doomheim
#2381 - 2013-05-04 12:56:52 UTC  |  Edited by: Avald Midular
Bouh Revetoile wrote:
Avald Midular wrote:
The Mega PG and CPU pretty close to the Hype, so even with the extra turret, the Mega still won't have to make very many fitting tradeoff's versus the Abaddon/Apoc. The Mega-beam Abaddon/Apoc can't even fit an MWD and Repper or MWD and Cap Booster without a PG mod, while the Mega can fit 425's, MWD, Repper, and Cap Booster with barely room to spare without the need of a PG mod. This isn't balance even when you ignore the cap costs which are largely the same as if he fitted Tach's.

Balance is not based on pve considerations. All ships would be identical otherwise.


Cap boosters and MWDs are "pve considerations"? The Mega and Hype can fit significantly more of what they need without making a tradeoff, that is a fact given the current fitting numbers for the Amarr. Not being able to fit a MWD + Repper or MWD + Cap Booster without a PG mod with even Mega-beams is completely broken.
Meduza13
Silver Octopus
Infernal Octopus
#2382 - 2013-05-04 15:04:47 UTC  |  Edited by: Meduza13
http://www.eveonline.com/odyssey/

website shows what is going to happen with amarr ships, so we should not be surprised :D

(look at apocalypse photo)
Pelea Ming
Royal Amarr Institute
Amarr Empire
#2383 - 2013-05-04 15:22:57 UTC
Tyberius Franklin wrote:
Pelea Ming wrote:

megabeams may have the closest range/dps to 425s, but your forgetting that each races weapons aren't meant to be realistically compared on such a basis to one another. In terms of any such comparison (despite the fallacies of comparing different weapons to begin with) however, then the correct line of approach is to go with the largest long range weapon for each, and to make that complete (even though they aren't turrets) it should be 425, Tachyon, 1400, & Cruise Launchers.

In that case Tach's would need to be made similar in a number of aspects to 425's. Right now they overshadow them if they were more useable on a wider variety of platforms. The only way they wouldn't is if they required slots be wasted to make them part of a fit, but we all know how well that is going over.

no, they shouldn't be made similar, that would be homogenization. Each weapon's particular strengths and weaknesses are meant to stand on their own. You'll notice that I have never said that Beams themselves should use less cap per se, though I have agreed that the PG requirements on Tach's are overboard. The APoc at the current proposed stats at max skills will be just as cap stable with the current laser bandaid as it was before, so I've also never said anything about it's cap.

My only issue is and has always been with the Abaddon, as far as Amarr Racial BS, and that only in the fact that for solo/small fleet PvP and PvE in general it is being made even more broken then it ever was, we're pretty much being told "use it in blobs or go home."
Avald Midular
Doomheim
#2384 - 2013-05-04 15:34:22 UTC  |  Edited by: Avald Midular
Pelea Ming wrote:
Tyberius Franklin wrote:
Pelea Ming wrote:

megabeams may have the closest range/dps to 425s, but your forgetting that each races weapons aren't meant to be realistically compared on such a basis to one another. In terms of any such comparison (despite the fallacies of comparing different weapons to begin with) however, then the correct line of approach is to go with the largest long range weapon for each, and to make that complete (even though they aren't turrets) it should be 425, Tachyon, 1400, & Cruise Launchers.

In that case Tach's would need to be made similar in a number of aspects to 425's. Right now they overshadow them if they were more useable on a wider variety of platforms. The only way they wouldn't is if they required slots be wasted to make them part of a fit, but we all know how well that is going over.

no, they shouldn't be made similar, that would be homogenization. Each weapon's particular strengths and weaknesses are meant to stand on their own. You'll notice that I have never said that Beams themselves should use less cap per se, though I have agreed that the PG requirements on Tach's are overboard. The APoc at the current proposed stats at max skills will be just as cap stable with the current laser bandaid as it was before, so I've also never said anything about it's cap.

My only issue is and has always been with the Abaddon, as far as Amarr Racial BS, and that only in the fact that for solo/small fleet PvP and PvE in general it is being made even more broken then it ever was, we're pretty much being told "use it in blobs or go home."


...or level 5 fitting skills.

Agreed on the Tach's though the situation doesn't get much more balanced in Mega Beams either. With Level 3 skills you can only barely fit a full rack of Mega Beams on an Abaddon or Apoc leaving very little PG to do anything else, no other race has that issue. As I said before but can't be said enough, even with all Level 5 skills a Mega Beam rack plus a MWD plus either a Cap Booster or Repper will put you over PG and you'll be cap busted in a few minutes without 3-4 more cap mods/rigs, no other race has even half this tradeoff anywhere in its lineup.

P.S. It's ludicrous that Mega-Beams also have largely the same cap draw as Tach's given their relative performance with Arties and Rails (and even Scorch).
Bouh Revetoile
In Wreck we thrust
#2385 - 2013-05-04 16:52:12 UTC
Avald Midular wrote:
Cap boosters and MWDs are "pve considerations"? The Mega and Hype can fit significantly more of what they need without making a tradeoff, that is a fact given the current fitting numbers for the Amarr. Not being able to fit a MWD + Repper or MWD + Cap Booster without a PG mod with even Mega-beams is completely broken.

PvP with beams and an armor repper ? Seriously ?

Besides, medium cap booster, if not ideal, work fine to run the ship. Just stop requesting to be able to fit everything. Yes, the Abaddon is restricted in its fitting and not supposed to fit an armor repper easily, because that's what gallente ships are supposed to do better. That's why gallente ships have the room for the repper, but believe it or not, that's more of a hindrance than a blessing. Whatever you can say about the Hyperion or Megathron, the Abaddon is far better than them for fleet fights, by such a large margin I shouldn't even be reminding it to someone talking about BS balance.

Abaddon is designed for fleet combat. Hyperion is designed for small gang combat.

But seriously, how could you want beam and armor repper for a pvp ship ?! That's completely stupid !

Though, the Abaddon can fit pulse, armor repper and large cap booster just fine, without any trouble, and that will be even easier with odyssey.

Stop pretending talking about pvp when you are not please.
Avald Midular
Doomheim
#2386 - 2013-05-04 17:09:15 UTC  |  Edited by: Avald Midular
Bouh Revetoile wrote:
Avald Midular wrote:
Cap boosters and MWDs are "pve considerations"? The Mega and Hype can fit significantly more of what they need without making a tradeoff, that is a fact given the current fitting numbers for the Amarr. Not being able to fit a MWD + Repper or MWD + Cap Booster without a PG mod with even Mega-beams is completely broken.

PvP with beams and an armor repper ? Seriously ?

Besides, medium cap booster, if not ideal, work fine to run the ship. Just stop requesting to be able to fit everything. Yes, the Abaddon is restricted in its fitting and not supposed to fit an armor repper easily, because that's what gallente ships are supposed to do better. That's why gallente ships have the room for the repper, but believe it or not, that's more of a hindrance than a blessing. Whatever you can say about the Hyperion or Megathron, the Abaddon is far better than them for fleet fights, by such a large margin I shouldn't even be reminding it to someone talking about BS balance.

Abaddon is designed for fleet combat. Hyperion is designed for small gang combat.

But seriously, how could you want beam and armor repper for a pvp ship ?! That's completely stupid !

Though, the Abaddon can fit pulse, armor repper and large cap booster just fine, without any trouble, and that will be even easier with odyssey.

Stop pretending talking about pvp when you are not please.


Just stop trolling, no one is taking you seriously.

So medium cap booster is fine for the Amarr but everyone else can easily fit a large and have room to spare, please. Yes Amarr pilots can work around the fitting and cap issues and be "fine" but the problem is the other races don't have the same tradeoffs and can fit all the things I mentioned and have plenty of room to spare.

Just because you say it's designed for fleet doesn't make it so, it should still be usable outside of fleets as other ships you typically see in fleet doctrines. Right now the Abaddon is only popular because people are slapping Arties on them. The Apoc is in exactly the same situation with the same fitting as Abaddon. The Amarr deserve a ship that is viable outside of fleets or without level 5 skills be it for non-blob pvp or mission running.

Amarr are only asking to be able to fit the same things as the other races without making fit gimping tradeoffs they don't have to make, I've provided numbers in a previous post that clearly show the fitting for Mega-Beams and Tach's are completely broken relative to other races and weapons.
Bouh Revetoile
In Wreck we thrust
#2387 - 2013-05-04 17:31:43 UTC
Avald Midular wrote:
Just because you say it's designed for fleet doesn't make it so, it should still be usable outside of fleets as other ships you typically see in fleet doctrines. Right now the Abaddon is only popular because people are slapping Arties on them. The Apoc is in exactly the same situation with the same fitting as Abaddon. The Amarr deserve a ship that is viable outside of fleets or without level 5 skills be it for non-blob pvp or mission running.

Man, just stop being clueless. When was the last time you saw arties on an Abaddon ?

BTW, the Abaddon work fine for non blob pvp.

Mind you, most situation you need a BS in pvp don't require your ship to hit farther than 60km, and pulse hit that far already, and obsolete everything else bellow this range. The Abaddon already have one of the broadest range of superiority in the game, that's why t's one of the best BS in the game. Stop pretending amarr BS are bad, that's a LIE !

They are not ideal for mission running : granted. But in no way they could be called "bad".

And to end these mission complaints : if you are looking for a good mission ship, a T1 ship will NEVER EVER be good enough compared to a faction ship. So the grind may be a little longer for a laser junky to get a shiny ship, but that's mostly irrelevant to balance.
Naso Aya
Imperial Shipment
Amarr Empire
#2388 - 2013-05-04 19:13:04 UTC
Bouh Revetoile wrote:


They are not ideal for mission running : granted. But in no way they could be called "bad".

And to end these mission complaints : if you are looking for a good mission ship, a T1 ship will NEVER EVER be good enough compared to a faction ship. So the grind may be a little longer for a laser junky to get a shiny ship, but that's mostly irrelevant to balance.



You seem to be misinterpreting things. We don't want something that can outperform a faction ship. We want something that can DO level 4's, without a year of skills required. Are you paying attention?
Tonto Auri
Vhero' Multipurpose Corp
#2389 - 2013-05-04 19:23:56 UTC  |  Edited by: Tonto Auri
My personal issues with proposed changes, in no particular order:
* Randomly shuffling hulls and roles, because you don't understand the problem, which tiericide supposed to not turn into a different problem, but actually fix, is stupid.
* Radically changing ships, that are pretty much balanced already, only in need of a few small tweaks, buffed powergrid/CPU/cap regen - plain stupid.
* Armageddon and Apocalypse is a two iconic Amarr ships. Changing their roles is a great disservice to community.
* Armageddon with neut/NOS bonus doesn't fit Amarr storyline. It's a Blood Raiders thing, not Amarr. Throwing ten years of backstory, lore, novels out of the window will lead to community disappointment at the very least.
* We already have T1 sucker ship in the battleship line. That's an argument separate from lore perspective.
* The +RoF main bonus of Armageddon is more appropriate for Attack BS, than the Abaddon's +Dmg - it is better balanced with leveling, doesn't change your damage, only shift it towards initial burst. Which, I believe, creates an interesting diversity in ship fittings throughout the path from Amarr BS I to Amarr BS V. While flat +Dmg bonus is just a boring power creep, which CCP proclaimed to be against. Not seems like they are holding their word very tight.
* Apocalypse can be debated back and forth, as long as it's range bonus is there. I'll just mention it here for completeness.
* Abaddon doesn't even LOOK like it can swoop around, on MWD or angel's wings - it's just a gold(not even gold anymore, since they changed to these "shaders", it's just bland sandstone color) brick. For it's defence, I can only say that it, apparently, have launch bays, which other Amarr BS seems to be lacking. Also, overall "fat" look suggests enough internal space to store vast amount of drones.
* The argument that "we can't change the Abaddon, as it's most used Amarr ship" doesn't cause anything, but a burst of laughter. Most used Amarr ship is Armageddon (average 100 hulls a day traded), Apocalypse (30) and Abaddon (40) numbers combined can't compete with Armageddon alone.

Bottom line of these changes: Russia, year 1917, October, 26'th. "We will destroy everything, no matter the cost. What then? We'll see. But first, we'll destroy."

Something more middle ground would work better for everyone. Like this.

Armageddon
Attack BS, 7/4/8, 6T, 50/75 (50/100 ?) drones
5% RoF increase
5% Tracking
You hardly do more damage with increased RoF, more DPS - yes, but you'll have to sacrifice mobility and/or tank to consistently provide that much DPS. Which, IMO, balancing one against another.
RoF bonus can be higher, depends on the final numbers of laser cap use, though you get more capacitor spent with each 0.1% RoF increase, which could balance it roughly equal.
With 50mbit drones - the idea is to have ability to sport a flight of meds, while having at least some backup/variety up her sleeve, to help with the brawl.
Some tech pron: http://img14.imageshack.us/img14/3876/armageddon2013.png (Lasers cap usage changes taken into account)
Notice, how boring the damage bonus looks.

Apocalypse
Combat BS, 8/3/7, 8T
10% optimal bonus
5% damage bonus
Balance PG around 6 tachyons or full rack of megabeams.
Then 7 lows will go for the preferered mix of tank, gank, and stat mods.
Though, Scorch issue needs to be resolved first. It's a shame, that pulse crystal takes on the work of beams in sniping.

Abaddon
Combat BS, 8/4/6, 8T, 6L, 125/XXX drones
Slightly better capacitor regen, than of the previous two.
+10% to drone damage, hit points and mining yield per level
+4% to armor resistances per level
The "Drone combat" BS (with Domi being attack one).
I think, this one speaks for herself. But just in case you didn't noticed, you may still use lasers (though, unbonused), or you may prefer to fit launchers and have a few utility slots for cap games.
Yes, indirectly, it is the same cap warfare, that has been proposed for Armageddon before, but it doesn't step on Bhaalgorn toes, and maintain the general Amarr line in spirit.
Lower amount of lows is partially compensated by innate resists bonus.

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

Naso Aya
Imperial Shipment
Amarr Empire
#2390 - 2013-05-04 19:43:05 UTC  |  Edited by: Naso Aya
Just wanted to point out, a RoF bonus without a cap bonus will make the situation for lasers....interesting.

A 33% increase in damage from RoF is also a 33% increase in cap use. I guess if CCP wants lasers to be nearly impossible to use, it'd be fine, but...

Besides that, I do like the proposed changes.

The Armageddon was considered an attack battleship in previous dev-post blogs too.
Tonto Auri
Vhero' Multipurpose Corp
#2391 - 2013-05-04 20:18:22 UTC
If capacitor consumption/recharge rate is fixed to a bearable levels, RoF will create, as you put it, an "interesting" playfield. Increased RoF shift your damage into a short burst. Basically, you reaching the Alpha effect without actually doing more damage.

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

Tonto Auri
Vhero' Multipurpose Corp
#2392 - 2013-05-04 20:19:30 UTC
P.S.
We've got over the Gallente thread.... :/

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

James Amril-Kesh
Viziam
Amarr Empire
#2393 - 2013-05-04 20:40:53 UTC
Bouh Revetoile wrote:
Avald Midular wrote:
Just because you say it's designed for fleet doesn't make it so, it should still be usable outside of fleets as other ships you typically see in fleet doctrines. Right now the Abaddon is only popular because people are slapping Arties on them. The Apoc is in exactly the same situation with the same fitting as Abaddon. The Amarr deserve a ship that is viable outside of fleets or without level 5 skills be it for non-blob pvp or mission running.

Man, just stop being clueless. When was the last time you saw arties on an Abaddon ?

Seriously, just get out. You don't get to call other people out on credentials when you consistently fail to produce any yourself.

I actually do PVP against battleships, and with battleships. I can tell you I have seen arty Abaddons pretty recently (as in within the last 2-3 months).

Enjoying the rain today? ;)

Veshta Yoshida
PIE Inc.
Khimi Harar
#2394 - 2013-05-04 21:05:04 UTC  |  Edited by: Veshta Yoshida
@Tonto: Guessing you have never flown the Nomen .. RoF not only obliterates your crystals (only ship I have ever carried spare Scorch stack in) but suck you dry in a heartbeat .. not a pretty sight. Won't even think about what it would do without the cap redux bonus Smile

Apoc was the sniper and will still be the sniper, just better at it when/if we can hash out a solution to the cap problem.
Abaddon is on the whole unchanged, dps brick best used alongside more dps bricks with a swarm of personal servants buzzing around.

Lore is being rewritten. Where were you when they presented the Dragoon or the Malice/Vangel? Changes to backstory is inevitable after so many years, only difference between then and now is that the changes are coming all at once since a complete overhaul of all the T1 lines cannot be done piecemeal making the 'odd ones out' light up like christmas tree.

Besides, Khanid and Carthum (Amarr) have had neut/nos as bonuses since T2 was introduced so would hardly say it is contrary to lore on that count alone .. at least they went with range which is vastly different in function to amount which is what the Bhaal sports.

Cap can be solved by:
1. Adding cap to hulls, which may result in unforeseen abuses (Apoc was a monster battery able to supply entire wings before!) and could neut down anything with a pulse).
2. Change cap modules/rigs (incl. elutri) to be 'better' so that less mods achieve same goal. Benefit (and downside) is that it would affect all ships/races and thus not be the end-all to close the gap with *new* Gallente in particular.
3. Marauder them up. Less guns, bigger bonuses = less cap consumption. Can be done to all ships across the races to ensure that slot count is not skewed beyond what spin can cover up. They actually did this with the Maller of all things, so there is definitely a precedent.
4. Add role bonuses to select ship classes, where the Amarr one would/could be cap based. Fully skilled Sacrilege is quite the Energizer Bunny for instance .. but doesn't have to be a hardwired bonus, could be module based such as "double effect from all integrated cap augmentations" (or however one phrases it to exclude injectors).
Tonto Auri
Vhero' Multipurpose Corp
#2395 - 2013-05-04 21:31:04 UTC
Veshta Yoshida wrote:
@Tonto: Guessing you have never flown the Nomen .. RoF not only obliterates your crystals (only ship I have ever carried spare Scorch stack in) but suck you dry in a heartbeat .. not a pretty sight. Won't even think about what it would do without the cap redux bonus Smile

T2 crystals are more volatile, than faction, and pulses eat them faster, than beams.
You won't drive very far on stating the obvious.
Also, bringing a low-level catch-all training ships or specialized T2 ships into T1 battleship discussion is at the very least unfair. At most: stupid.

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

Tonto Auri
Vhero' Multipurpose Corp
#2396 - 2013-05-04 21:40:28 UTC
Veshta Yoshida wrote:
Cap can be solved by:
1. Adding cap to hulls, which may result in unforeseen abuses (Apoc was a monster battery able to supply entire wings before!) and could neut down anything with a pulse).
2. Change cap modules/rigs (incl. elutri) to be 'better' so that less mods achieve same goal. Benefit (and downside) is that it would affect all ships/races and thus not be the end-all to close the gap with *new* Gallente in particular.

I said specifically "Laser cap use". Not "hull cap issues".
Quote:
3. Marauder them up. Less guns, bigger bonuses = less cap consumption. Can be done to all ships across the races to ensure that slot count is not skewed beyond what spin can cover up. They actually did this with the Maller of all things, so there is definitely a precedent.

Also ensures that "noobs need not apply".
Quote:
4. Add role bonuses to select ship classes, where the Amarr one would/could be cap based. Fully skilled Sacrilege is quite the Energizer Bunny for instance .. but doesn't have to be a hardwired bonus, could be module based such as "double effect from all integrated cap augmentations" (or however one phrases it to exclude injectors).

That's a band-aid, not a solution.

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

Tank Talbot
Imperial Academy
Amarr Empire
#2397 - 2013-05-04 21:58:50 UTC
As a rookie pilot, developing a skill plan that will allow me to not only sit a battleship but fly it well, the proposed changes to the Amarr line up are worrisome. Should I have started with a differing race for faster access to better ships for L4 and PVP brawls? I am being pushed into skilling a longer time than other racial pilots in my position for less pay off due to cap and fitting needs. Even with good fitting skills, aside from the Armageddon, I will have to sacrifice combat effectiveness for cap gear in slots other pilots will not (regardless of stability.)

Re-balancing laser weapons from small to large with significant reductions to cap requirements could solve many and perhaps even most issues. However, it’s not something you can “get to” six months after releasing the re-balanced battleships as you kill them in the now. To me, the very idea that players are wanting to fit Abaddon with artillery is indicative of a larger problem than just the ship bonuses. NO patriot of Amarr should be be required to bring farty poop sticks rather than holy fire to divine battle for want of capacitor... Please fix this.

I think the Armageddon is a potentially interesting ship as proposed and that the Apocalypse can be saved with laser re-balancing. I am actually concerned about the Abaddon remaining as is. In my mind it is counterproductive to the objectives in re-balancing and tiericide to simply further hammer it into the niche of being only worthy of consideration as a null sec fleet ship. It needs some tweaking and added versatility to be considered a worthy alternative to the new and improved Gallente Hyperion, Caldari Raven, or even that Minmatar rust bucket.

On paper, to my eye, the Hyperion in particular appears to be a better ship investment for a starting pilot for ANY ROLE than the current proposed Amarr line up because you can do more with it well for less investment from start. I worry that I am skilling for a larger bait Maller or just a null blob unit rather than something I can go do FW, small gangs, PVE or what have you well with.

For the Abaddon, if you re-balance laser cap demands, drop a high slot for a medium, up the damage bonus, and improve the drone bandwidth and bay you would be looking at a more competitive ship for the investment that would have potential roles outside blobs too like the other race ships in its class. Sure the Hyperion would be a bit better in gangs and the Abaddon a bit better for fleets but they would both feel like competitive frames worthy of skilling “months” for.
LuisWu
Imperial Shipment
Amarr Empire
#2398 - 2013-05-04 23:03:48 UTC  |  Edited by: LuisWu
Next time I read the "we care about the feedback" bulIsh*t I will laugh so loud that my neighbours are going to kick me out from the building.

Lots of good ideas in this thread, not a single elaborated dev response.

F*** This Game

Avald Midular
Doomheim
#2399 - 2013-05-04 23:17:55 UTC  |  Edited by: Avald Midular
James Amril-Kesh wrote:
Bouh Revetoile wrote:
Avald Midular wrote:
Just because you say it's designed for fleet doesn't make it so, it should still be usable outside of fleets as other ships you typically see in fleet doctrines. Right now the Abaddon is only popular because people are slapping Arties on them. The Apoc is in exactly the same situation with the same fitting as Abaddon. The Amarr deserve a ship that is viable outside of fleets or without level 5 skills be it for non-blob pvp or mission running.

Man, just stop being clueless. When was the last time you saw arties on an Abaddon ?

Seriously, just get out. You don't get to call other people out on credentials when you consistently fail to produce any yourself.

I actually do PVP against battleships, and with battleships. I can tell you I have seen arty Abaddons pretty recently (as in within the last 2-3 months).


PL regularly run Arty Abaddon fleets with great success. That's why I laugh when people cry about keeping Amarr beam fittings obnoxious because omg lasers do more paper dps out to such and such range and have better tracking, and yet there are fleet doctrines that give up the 25% laser bonus and go with arties instead which have the poorest dps of LR guns. Apparently beams aren't that OP that they're willing to give up a PG mod and fit tach's even with remote cap because few people are. So yea lets keep their fittings impossibly inflexible like no other race, it's working great just seeing them on Nightmares and Oracles while every other Amarr is relegated to Scorch and buffer tanking, who needs actual choices.
Nariya Kentaya
Ministry of War
Amarr Empire
#2400 - 2013-05-04 23:57:48 UTC  |  Edited by: Nariya Kentaya
Im still wondering what changed between now and the devblog a few months ago that stated Amarr battleships were "mostly fine" "in need of no major changes" and the multiple dev posts where they "would rpefer if posisble to implement a 4th hull for disruption battleships, so as not to disturb the intended balance"

first two quotes were from a devblog, the third from a devpost i will go and attempt to find after dinner.