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[Odyssey] Navy Battleships

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Author
Goldensaver
Maraque Enterprises
Just let it happen
#501 - 2013-05-14 16:14:45 UTC
Tim Ryder wrote:
Main CNR problem is - still - getting 45tf CPU to drive a midslot *and* a launcher, when the launcher alone takes 57tf with proper rigs. That'll take some fiddling to fit, won't add another coprocessor.

Well, pretty much all I had to say was this, and he beat me to it.

My CNR fits are all pretty tight already, with 6 mids and an empty high. Adding another launcher at ~57 CPU (triple rigors, now that we have a couple built in flares, and because of the explosion radius increase in Odyssey) but with only ~56 more CPU added will be tough, and that's not even going on to the extra mid. I mathed it with a 4x BCU, cruise 2 mission setup, and I'll have most of it fit, but only have 36.5 CPU to fill the last 2 mids.


Still, I can't complain. It'll kill cruisers and up with ease, and still apply good damage to frigates.


Flanneh wrote:
Does anyone have a link to the EFT stuff that has the new values for these ships?


Kinda gutted to see my PVE Torp CNR lose some raw dps, but whether that will be offset by increased damage application (under web/painter) will have to be seen. From what I have read here, probably not.

Correct me if I'm wrong Malcanis, but any PVE torp CNR will be decreased in dps, will it not? You are singing the praises of it in cruise, but the ability to choose weapon system is pretty damn important.


^^ The above statement comes with zero maths. **** that stuff

The paper DPS goes down, but the applied DPS to anything under battleship, perhaps battlecruiser will go up a fair amount.

Also worth remembering is the cruise missile buff going out in Odyssey, increasing DPS of cruises by ~30%, while increasing the explosion radius by 10%. I think the CNR will come out substantially better after the patch.

Also getting a pretty substantial buff to capacitor, so can't complain there.

I would comment on the others, but I don't typically fly Navy Battleships.
Klingon Admiral
Carcinisation
#502 - 2013-05-14 16:15:13 UTC
Ager Agemo wrote:
Pile of crap


Then fit a RoF rig?

8/0.85 = 9.4117647058823529411764705882353 > 9.33 = 7/0.75
Voyager Arran
Brutor Tribe
Minmatar Republic
#503 - 2013-05-14 16:15:20 UTC
Kagura Nikon wrote:

For god sake.. you think anyone here care for your pitiful alliance? I am a high sec mercenary.. not a pathetic 0.0 drone.


Its nto the best alpha ship. it still ahve less alpha than maelstrom. It is the Highest alpha to HP ratio. But that is somethign that is BARELY useful and only to a fraction of a group that so stupdly rich that they can use fleet ships as throwaway toys.


I am talking about balancing for REAL PLAYERS that can use their brain and not only follow what a FC says thm to do.


Wait, you guys take yourselves seriously?

You found a way to get lots of hilarious killmails against dumb people at negligible risk to yourselves, and kudos for that, but sitting behind the 4-4 undock in a Tornado isn't something to chestbeat about.
mama guru
Yazatas.
#504 - 2013-05-14 16:16:09 UTC  |  Edited by: mama guru
Did the navy geddon really need a 375m3 dronebay, on par with most dedicated drone boats? While the navy mega gets to settle for 175m3?

Gallente are gimmicked enough as it is, swapping the dronebays would make alot of sense to give the navy mega some flexability. 1-2 flighs of heavies, one possible flight of sentry drones and 2 flights of lights would give the nmega some flexability.

The dominix and the navy dominix needs a dronebay in the 500m3 range to make proper droneboats. You simply need the extra flights of drones, especially sentrys, to give them the staying power they need in pvp.

EVE online is the fishermans friend of MMO's. If it's too hard you are too weak.

Roime
Mea Culpa.
Shadow Cartel
#505 - 2013-05-14 16:21:18 UTC
That NGeddon drone bay is most probably a copypasta leftover from the vanilla Geddon, which is now a proper drone boat.



.

Hae Sung
#506 - 2013-05-14 16:25:45 UTC  |  Edited by: Hae Sung
Klingon Admiral wrote:
Ager Agemo wrote:
Pile of crap


Then fit a RoF rig?

8/0.85 = 9.4117647058823529411764705882353 > 9.33 = 7/0.75



Great idea.

Blow 300 calibration on something that will degrade the effectiveness of my BCUs which already provide a similar bonus.

With that extra 100 calibration left over I can .... fit a single t1 rigor or 2x t1 flare rigs. Since your sollution would let me drop my last BCU from my lows since it would be stacking penalized into uselessness I free up an extra slot to be used for? I'd be lowering my applied damage by removing my rigor rigs, and gaining a very marginal amount of dps for no particularly useful tradeoff over the traditional setups.


Basically your idea is crap. Its not an effective way to boost damage output on this ship unless you decide to armor tank it for some reason or have some other radical use for your low slots.
MeBiatch
GRR GOONS
#507 - 2013-05-14 16:34:26 UTC
Hae Sung wrote:
Klingon Admiral wrote:
Ager Agemo wrote:
Pile of crap


Then fit a RoF rig?

8/0.85 = 9.4117647058823529411764705882353 > 9.33 = 7/0.75



Great idea.

Blow 300 calibration on something that will degrade the effectiveness of my BCUs which already provide a similar bonus.

With that extra 100 calibration left over I can .... fit a single t1 rigor or 2x t1 flare rigs. Since your sollution would let me drop my last BCU from my lows since it would be stacking penalized into uselessness I free up an extra slot to be used for? I'd be lowering my applied damage by removing my rigor rigs, and gaining a very marginal amount of dps for no particularly useful tradeoff over the traditional setups.


Basically your idea is crap. Its not an effective way to boost damage output on this ship unless you decide to armor tank it for some reason or have some other radical use for your low slots.


100 cali works for extenders or resist rigs... so you could drop a mid slot and replcae with a tp for lost riggors?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Goldensaver
Maraque Enterprises
Just let it happen
#508 - 2013-05-14 16:38:06 UTC
MeBiatch wrote:
Hae Sung wrote:
Klingon Admiral wrote:
Ager Agemo wrote:
Pile of crap


Then fit a RoF rig?

8/0.85 = 9.4117647058823529411764705882353 > 9.33 = 7/0.75



Great idea.

Blow 300 calibration on something that will degrade the effectiveness of my BCUs which already provide a similar bonus.

With that extra 100 calibration left over I can .... fit a single t1 rigor or 2x t1 flare rigs. Since your sollution would let me drop my last BCU from my lows since it would be stacking penalized into uselessness I free up an extra slot to be used for? I'd be lowering my applied damage by removing my rigor rigs, and gaining a very marginal amount of dps for no particularly useful tradeoff over the traditional setups.


Basically your idea is crap. Its not an effective way to boost damage output on this ship unless you decide to armor tank it for some reason or have some other radical use for your low slots.


100 cali works for extenders or resist rigs... so you could drop a mid slot and replcae with a tp for lost riggors?

I'd say the issue is most mission CNR's will have 4 BCU's already, and at that point there's no reasonable way to increase DPS due to stacking penalties. There's no way to compensate the lost DPS in that sort of scenario.

Personally I'd say it's just not worth it and I'll still use 4 BCU's and 3 Rigors, and my damage will still go up thanks to the cruise buff in Odyssey.
Johnson Oramara
Science and Trade Institute
Caldari State
#509 - 2013-05-14 16:39:34 UTC
Goldensaver wrote:
Tim Ryder wrote:
Main CNR problem is - still - getting 45tf CPU to drive a midslot *and* a launcher, when the launcher alone takes 57tf with proper rigs. That'll take some fiddling to fit, won't add another coprocessor.

Well, pretty much all I had to say was this, and he beat me to it.

My CNR fits are all pretty tight already, with 6 mids and an empty high. Adding another launcher at ~57 CPU (triple rigors, now that we have a couple built in flares, and because of the explosion radius increase in Odyssey) but with only ~56 more CPU added will be tough, and that's not even going on to the extra mid. I mathed it with a 4x BCU, cruise 2 mission setup, and I'll have most of it fit, but only have 36.5 CPU to fill the last 2 mids.


Still, I can't complain. It'll kill cruisers and up with ease, and still apply good damage to frigates.


Flanneh wrote:
Does anyone have a link to the EFT stuff that has the new values for these ships?


Kinda gutted to see my PVE Torp CNR lose some raw dps, but whether that will be offset by increased damage application (under web/painter) will have to be seen. From what I have read here, probably not.

Correct me if I'm wrong Malcanis, but any PVE torp CNR will be decreased in dps, will it not? You are singing the praises of it in cruise, but the ability to choose weapon system is pretty damn important.


^^ The above statement comes with zero maths. **** that stuff

The paper DPS goes down, but the applied DPS to anything under battleship, perhaps battlecruiser will go up a fair amount.

Also worth remembering is the cruise missile buff going out in Odyssey, increasing DPS of cruises by ~30%, while increasing the explosion radius by 10%. I think the CNR will come out substantially better after the patch.

Also getting a pretty substantial buff to capacitor, so can't complain there.

I would comment on the others, but I don't typically fly Navy Battleships.

I don't know about you but i'm shooting battleships with my battleship class launchers and the dps is what counts, frigs and cruisers are mostly food for my drones.
Vexed Nova
NovaTech Holdings
#510 - 2013-05-14 16:39:41 UTC  |  Edited by: Vexed Nova
Did I miss a change to the Hype? Doesn't that have 8 turret slots? Or are you referring to Navy Issue BS only (since this is about Navy Battleships?) On a side note, you guys should make an alternate of those ships. Who wouldn't jazz them up in real..I mean EVE life?

Please check out my blog! EVE Industrialist Blog - http://bit.ly/1m9Oegu

Hae Sung
#511 - 2013-05-14 16:41:09 UTC
MeBiatch wrote:
Hae Sung wrote:
Klingon Admiral wrote:
Ager Agemo wrote:
Pile of crap


Then fit a RoF rig?

8/0.85 = 9.4117647058823529411764705882353 > 9.33 = 7/0.75



Great idea.

Blow 300 calibration on something that will degrade the effectiveness of my BCUs which already provide a similar bonus.

With that extra 100 calibration left over I can .... fit a single t1 rigor or 2x t1 flare rigs. Since your sollution would let me drop my last BCU from my lows since it would be stacking penalized into uselessness I free up an extra slot to be used for? I'd be lowering my applied damage by removing my rigor rigs, and gaining a very marginal amount of dps for no particularly useful tradeoff over the traditional setups.


Basically your idea is crap. Its not an effective way to boost damage output on this ship unless you decide to armor tank it for some reason or have some other radical use for your low slots.


100 cali works for extenders or resist rigs... so you could drop a mid slot and replcae with a tp for lost riggors?


For a non PVE fit that's actually not a bad idea at all.

As far as boosting dps however, you still gain basically nothing from putting in a RoF rig while using multiple BCUs. Its not that the extra application from the missing rigors is impossible to make up - its that the DPS can't really be generated elsewhere and once you have enough tank for the task at hand then any extra is just that... extra. You're basically gaining very little in order to have to apply more of your other slots to make up for what you're taking away.

If you have a good use for extra low slots, or you need the extra resists then putting in the RoF starts to be possible - but at that point there are other ships that do the same job just as well.

Goldensaver
Maraque Enterprises
Just let it happen
#512 - 2013-05-14 16:42:58 UTC
Johnson Oramara wrote:

I don't know about you but i'm shooting battleships with my battleship class launchers and the dps is what counts, frigs and cruisers are mostly food for my drones.

Same here, but some missions are heavy on the elite cruisers. Also unbonused drones can sometimes be annoyingly slow at killing elite frigs/cruisers, and I won't mind using a volley on them.
Hae Sung
#513 - 2013-05-14 16:49:12 UTC  |  Edited by: Hae Sung
Goldensaver wrote:
I'd say the issue is most mission CNR's will have 4 BCU's already, and at that point there's no reasonable way to increase DPS due to stacking penalties. There's no way to compensate the lost DPS in that sort of scenario.

Personally I'd say it's just not worth it and I'll still use 4 BCU's and 3 Rigors, and my damage will still go up thanks to the cruise buff in Odyssey.



This is basically it in a nutshell.

The other point that people seem to be overlooking is that as a ship by itself, the CNR is in fact losing DPS. The extra damage is all from a buff to cruise missiles themselves, which as stated "were terrible weapon systems". As Liang has stated multiple times this leaves Torp users a little out in the cold or at least holding the short end of the stick.

Additionally, the extra damage application that is gained with the explosion radius bonus on the hull now is something that an extra TP would have provided prior. Any ship on the field with a target painter could make this happen and it would lessen the potential benefit.

For the solo missioner doing level 4s or anoms with a multitude of cruiser sized crosses to shoot this should be a nice buff to completion times as long as they use cruise missiles, but in fleet combat, or even with groups in PVE (incursions, anyone?) the loss of the potential DPS hurts the hull more than anything else imho.
Jason Sirober
Native Freshfood
Minmatar Republic
#514 - 2013-05-14 16:50:37 UTC
Roime wrote:
Is there a specific reason why NPC corp members are allowed to post on the forums?

Read only access, and posting rights to the new player area would suffice.



^ THIS ^

This man deserves a drink.... What's your poison sir? Big smile
James Amril-Kesh
Viziam
Amarr Empire
#515 - 2013-05-14 16:52:17 UTC
Malcanis wrote:
Grath Telkin wrote:


And thus we have the problem. If you want to know what a 37.5% tracking bonus looks like on a napoc, fit 5 tracking enhancers and look at the tracking on a mega pulse two. Its not that hard, this isn't quantum physics here, and if you can't see why you'd want damage projection and tracking out to 90km then I firmly believe there might not be any saving you. If the idea of applying DPS from 0-90+km (with 2 optimal range scripted TC's you'll actually break 100km) with great tracking doesn't make sense to you then you have literally no idea what you're doing.


It's actually a lot better than "5 tracking enhancers", because there's no stacking penalty on ship bonuses. You get the +37.5% tracking AND you can still actually fit the tracking enhancers as well.

Basically the Napoc has been turned into a battleship-sized faction Destroyer. As in: it will destroy medium ships that get closer than 100Km.

If people could do maths, Tengu hull prices would have fallen 10% overnight just on the announcement of this change.

I essentially blinded myself to this fact because I really wanted an excuse to use Tachyons.
Once I finally gave that up and started looking at pulse I realized just how powerful this thing really is.

Enjoying the rain today? ;)

Liang Nuren
No Salvation
Divine Damnation
#516 - 2013-05-14 16:52:57 UTC
Malcanis wrote:
Liang Nuren wrote:
Malcanis wrote:
Destoya wrote:
Kind of sad my torp CNR got murdered; no longer any good as a herocat capital killer.

Still, I can switch right over to the navy phoon so it's not a huge deal to me.


If by "murdered" you mean "got an 11% DPS boost compared to how it is now", I guess.

I mean I don't know maybe 11% more DPS is bad in your worldview?

EDIT: I guess also 43% more alpha is bad too. Man the numbers just keep stacking up Sad


Ok, you seem to be completely dead set on saying the new CNR is better than the old one. This is completely false. Let's run down the situations that you might reasonably use a CNR. Consider:

PVP Torp CNR
7x Torp II, Neut
100mn MWD, LSE, Invuln, Scram, Web, Painter
4 BCU, DC II
3 CDFE
Drones to taste

Assuming this all fits (I haven't checked yet),....-Liang


Check. Torp-fitting a CNR is an excercise in frustration and faction CPUs.


I'm curious how you maintain intellectual honesty with yourself when you keep saying "Show me something the CNR is worse at after the patch" and casually dismissing utility highs and fits that you think are "hard to fit". They told you to sell this pile of **** to us didn't they?

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#517 - 2013-05-14 16:56:29 UTC
Octoven wrote:

Can I haves your stuff?? Big smile

By the way...there is absolutely zero reason to even have a tractor beam on a CNR


Did you know that a tractor beam brings wrecks and cans closer to you? Not fitting a tractor beam in certain missions will mean a 20-30km trek to go manually pick up the can that is your mission objective. In L5 missions, it means that you are skipping out on sweet sweet tag loot. In pirate L4s, it means that you're leaving 50% of the value of the mission on the floor. It really goes on and on and on and on....

What a silly thing for you to say, really.

-Liang

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

Jason Sirober
Native Freshfood
Minmatar Republic
#518 - 2013-05-14 16:57:05 UTC
Vexed Nova wrote:
Did I miss a change to the Hype? Doesn't that have 8 turret slots? Or are you referring to Navy Issue BS only (since this is about Navy Battleships?) On a side note, you guys should make an alternate of those ships. Who wouldn't jazz them up in real..I mean EVE life?


Hyperion is being reduced to 6 Turret slots What?
Liang Nuren
No Salvation
Divine Damnation
#519 - 2013-05-14 16:58:58 UTC
Deerin wrote:
MeBiatch wrote:
can someone give me a tldr of the last 12 pages i am too hungover to read them...



Usual eve forum stuff. People using tractor beams as balance arguments for navy battleships. Making one sided arguments and then actually believing them.

Did anybody check viability of furies against cruiser size vessels when used by CNR? With the new bonus it might just be viable


Yes, this is an age old conversation actually. It's the same conversation we had years ago when we discussed the CCNR vs the Cruise Golem. As it turns out, the CCNR applies DPS pretty damn well already so the extra DPS was more useful than the Golem's better damage application.

Also, utility highs are useful for things like tractor beams, neuts, nos, smart bombs, auto targeters, and more! The CNR doesn't have one anymore. This is a big deal.

-Liang

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

Jason Sirober
Native Freshfood
Minmatar Republic
#520 - 2013-05-14 17:01:25 UTC
Liang Nuren wrote:
Octoven wrote:

Can I haves your stuff?? Big smile

By the way...there is absolutely zero reason to even have a tractor beam on a CNR


Did you know that a tractor beam brings wrecks and cans closer to you? Not fitting a tractor beam in certain missions will mean a 20-30km trek to go manually pick up the can that is your mission objective. In L5 missions, it means that you are skipping out on sweet sweet tag loot. In pirate L4s, it means that you're leaving 50% of the value of the mission on the floor. It really goes on and on and on and on....

What a silly thing for you to say, really.

-Liang


Have you ever heard of a ship called the Noctis? It's perfect for looting and salvaging massive wreckage fields (ie. Carebearing) P