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[Odyssey] Navy Battleships

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Author
Johnson Oramara
Science and Trade Institute
Caldari State
#1281 - 2013-05-23 14:32:04 UTC  |  Edited by: Johnson Oramara
Jenn aSide wrote:

If the question is pvp or something, there should be choices. But if the Question is "lvl 4 mission" or someother PVE and the choices are "CNR or Golem", imo Golem is supposed to win every time, because that's what Marauders are made for (tractors and salvagers are there to support the ships mission, they aren't in and of themselves the ships purpose any more than the tanking and ewar bonuses are). Ideally if the Question was "Golem or Rattlesnake" it should still be Golem (if by nothing more than a hair).

If you are a solo player and care about the loot&salvage, then the Golem is the obvious choice.
If you are a solo player but don't care about the loot then that opens choices for tanky SNI or more dps with CNR.
If you have an salvage alt then that naturally makes Golem less useful and you might go with cheaper SNI or CNR.

The thing that makes Golem so good at PVE is the tank AND the looting&salvaging ability. Thus saving time because you don't need to come back in different ship, sometimes few jumps away.
stoicfaux
#1282 - 2013-05-23 14:35:10 UTC
TehCloud wrote:
stoicfaux wrote:

*snip*


Another one that has no idea that theoretical dps and the actual applied damage in game aren't the same. Especially with missiles.

Wrong. https://docs.google.com/file/d/0B_CLlTV8bSxNMXRCcUxwZzJBWk0/edit?usp=sharing

There's the applied DPS against various Angel ships, which tend to be the worst case NPCs for high-sec missile using mission runners because Angel ships are small and fast.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

stoicfaux
#1283 - 2013-05-23 14:40:59 UTC  |  Edited by: stoicfaux
Jenn aSide wrote:

The Navy Scorp is good (both and and after june 4), but that's not what you said in your original analysis.

Apples and oranges.

The case I just posted was for an "easy mode" comparison between the SNI and CNR.

The analysis you're referring to was "hardcore" (i.e. max gank, minimal tank) and was mainly concerned with DPS curves as opposed to volleys to kill or time to kill. (DPS curves were analyzed because of the use of sentry drones, which I haven't modeled in a spreadsheet to determine sentry "volleys/time to kill" numbers.)

Quote:
So now a Navy Scorp with 2 TPs is a better choice than a CNR?

For the "easy mode" high-sec missionrunner, yes.

edit: I recommend going with 3 TPs, unless you really, really need the extra tank.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Jenn aSide
Soul Machines
The Initiative.
#1284 - 2013-05-23 14:43:06 UTC  |  Edited by: Jenn aSide
Johnson Oramara wrote:
Jenn aSide wrote:

If the question is pvp or something, there should be choices. But if the Question is "lvl 4 mission" or someother PVE and the choices are "CNR or Golem", imo Golem is supposed to win every time, because that's what Marauders are made for (tractors and salvagers are there to support the ships mission, they aren't in and of themselves the ships purpose any more than the tanking and ewar bonuses are). Ideally if the Question was "Golem or Rattlesnake" it should still be Golem (if by nothing more than a hair).

If you are a solo player and care about the loot&salvage, then the Golem is the obvious choice.
If you are a solo player but don't care about the loot then that opens choices for tanky SNI or more dps with CNR.
If you have an salvage alt then that naturally makes Golem less useful and you might go with cheaper SNI or CNR.

The thing that makes Golem so good at PVE is the tank AND the looting&salvaging ability. Thus saving time because you don't need to come back in different ship, sometimes few jumps away.


And that's a problem that CCP should (and I think will) fix. The whole point of Marauders is supposed to be PVE, at least that's what CCP said when they introduced them. And for every other race except caldari, Marauders are superior to navy ships in most ways . Who would take a (current) navy mega over a Khronos if they could fly it, for example. The ONLY ships that (imo) should challenge Marauders are Pirate BSs.

I just won't miss the old CNR/Golem overlap. The new CNR is a start, but for me to go from new CNR to Golem, CCP would have to do something about TP juggling, defender missile vulnerability, scan res and sig radius. The Marauders got all these built in handicaps to keep them from being over powered, but underpowered is bad too.

When I've been able to get on sisi I've been having a blast with the new CNR. I'm sorry you guys aren't, but hey EVE has plenty of ships to choose from (lol).

More seriously, other than resistance to change I can't see why a few of you are hating on the CNR so much, it's performed well for me every time on the Test server and if they get around to actually fixing the FoFs on sis I expect even more awesomeness. It presents problems (i like to fit a cloak in null), but everything in EVE is a trade off, right?
Jenn aSide
Soul Machines
The Initiative.
#1285 - 2013-05-23 14:48:35 UTC
stoicfaux wrote:
Jenn aSide wrote:

The Navy Scorp is good (both and and after june 4), but that's not what you said in your original analysis.

Apples and oranges.

The case I just posted was for an "easy mode" comparison between the SNI and CNR.

The analysis you're referring to was "hardcore" (i.e. max gank, minimal tank) and was mainly concerned with DPS curves as opposed to volleys to kill or time to kill. (DPS curves were analyzed because of the use of sentry drones, which I haven't modeled in a spreadsheet to determine sentry "volleys/time to kill" numbers.)

Quote:
So now a Navy Scorp with 2 TPs is a better choice than a CNR?

For the "easy mode" high-sec missionrunner, yes.

edit: I recommend going with 3 TPs, unless you really, really need the extra tank.


But doesn't that basically mean "no change"?

The current SNI is what I recommend now to our new PVE pilots because of it's tank (more forgiving of mistakes) where as once you know what you're doing and want to pimp a ship for faster mission running, you go CNR. Your analysis demonstrates the new CNR is will still be a better "hardmode" choice than the SNI in the long run, right?
Lugalzagezi666
#1286 - 2013-05-23 14:56:02 UTC  |  Edited by: Lugalzagezi666
Deerin wrote:
...

It doesnt really work in game because TODAYS fleet typhoon has no odyssey cruise missiles, has no 6 launchers and has 1 midslot less. There is absolutely no point to bother with ship that has maybe 50 more dps than cnr, but half of it cant hit past 40-50k.

After the buff it will have more missile dps than cnr, good enough projection and much better drone dps. And that 300 more dps will be absolutely worth some "piloting effort" (read : except hitting f1-f3 you will do f1-f3 and occasional babysitting of drones).

As I said and other people pointed out, tank is more than viable for l4s, without crystals or any magical piloting experience. All it takes is look at eve survival (once per mission), load right drones and missiles and you are good. And noone forces you to fit 3 slot tank - if you want go 4 slot or 5 slot, its unlikely you will be shooting anything smaller than bs/bc with cruises anyway with 400+ sentry dps. And if you do, that dps advantage will make up for the most of the damage lost by sig/speed penalty.

And the most important thing - if fleet phoon pilot feels like he is "hardcore or 1337" , he can just switch to target painters (hardmode) and completely annihilate any other missile ships in killspeed. If you want to do that in cnr, you are out of luck. Cnr cant do it because, well, it is "easymode" noobship that doesnt reward any piloting effort. Train for master race, only one getting ships that reward piloting effort.

Btw you know what is really funny? In "t1 amarr bs thread" here in features and ideas some other minmatar fanboy posted pve abaddon with 3 slot 189dps tank (not even capstable unless you werent using guns at all) and was defending it to blood just to prove that lasers dont need cap reduction and amarr battleships more capacitor. Really funny how just another "forumwarrioring objective" changes the need for tank in eyes of some people. Well yea, fanboy logic...

Jenn aSide wrote:
....

You are clueless, stop posting. Marauders were obviously intended to give up some of the dps for their specialization bonus.
Cnr always outdpsed golem thanks to rof bonus, but golem offered salvaging and looting on the go.
Nightmare (amarr faction ships just cant fit tachs at all so are completely out) always outdpsed paladin because of tracking bonus, but pally offered salvaging and looting on the go.
Mach (and tfi) always outdpsed vargur thanks to raw dps bonus, but vargur offered offered salvaging and looting on the go.
Same for domi, navy domi, navy mega, vindi and kronos.
Oh and if cnr is the start that will make all marauders superior to navy, then why is navy mega buffed to the point it will outdamage kronos even more and fleet phoon to the point it will absolutely laugh at vargur? Roll

So except cnr, which will be simply outclassed by golem in every way, it will stay so even after the expansion - marauders will keep their salvage and loot advantage and faction/pirate its killspeed advantage. Only thing Im not sure about official reasoning - it is "it would be too op" (doesnt apply to minmatar ships ofc) or it is designed as "easymode" noobship that doesnt reward any piloting skill because caldari are carebear race

stoicfaux wrote:
For the "easy mode" high-sec missionrunner, yes.

And I thought there can be no more easymode ship than cnr. Lol
Thank you ccp, we need more easymode ships so we can fly through universe with no effort and piloting skill.Lol
stoicfaux
#1287 - 2013-05-23 15:14:32 UTC  |  Edited by: stoicfaux
Jenn aSide wrote:

The current SNI is what I recommend now to our new PVE pilots because of it's tank (more forgiving of mistakes) where as once you know what you're doing and want to pimp a ship for faster mission running, you go CNR. Your analysis demonstrates the new CNR is will still be a better "hardmode" choice than the SNI in the long run, right?

Yes. However, the CNR primarily achieves that by being able to field one more sentry gun than the SNI. So it might not be worth the bother to "upgrade" from the SNI to the CNR.

However, if your new pilots don't have all Vs in their missile support skills, then the CNR's built-in rigor bonus may be enough to show a noticeable improvement over the SNI (i.e. save a volley here or there.) You'll have to run the numbers yourself to determine that (which you can do with my spreadsheet.)

To be clear: I'm not saying the CNR is bad. I've of the opinion that the CNR isn't necessarily better. It can be pretty situational as to which missile hull is "best." If you're a newbie, then the SNI's tank is good. If your missile support skills are at IV, then the CNR may be better for you. If you have a huge pile of cross-training, lots of level V skills, and like shooting easy to shield tank Angels, then the Fleet Typhoon may be for you.

The mere fact that we haven't found a clear "King of the Missile Lobbers" yet is probably indicative that CCP did a good job with the navy missile battleships overhaul.


Side note: Numbers and stats are tricksy little things, so if something looks off in my numbers/analysis, feel free to bring it up. I'll try to explain the caveats and assumptions. I'm not adverse to admitting mistakes or changing my opinions/analysis if the data warrants it.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Johnson Oramara
Science and Trade Institute
Caldari State
#1288 - 2013-05-23 15:19:47 UTC
Jenn aSide wrote:
Johnson Oramara wrote:
Jenn aSide wrote:

If the question is pvp or something, there should be choices. But if the Question is "lvl 4 mission" or someother PVE and the choices are "CNR or Golem", imo Golem is supposed to win every time, because that's what Marauders are made for (tractors and salvagers are there to support the ships mission, they aren't in and of themselves the ships purpose any more than the tanking and ewar bonuses are). Ideally if the Question was "Golem or Rattlesnake" it should still be Golem (if by nothing more than a hair).

If you are a solo player and care about the loot&salvage, then the Golem is the obvious choice.
If you are a solo player but don't care about the loot then that opens choices for tanky SNI or more dps with CNR.
If you have an salvage alt then that naturally makes Golem less useful and you might go with cheaper SNI or CNR.

The thing that makes Golem so good at PVE is the tank AND the looting&salvaging ability. Thus saving time because you don't need to come back in different ship, sometimes few jumps away.


And that's a problem that CCP should (and I think will) fix. The whole point of Marauders is supposed to be PVE, at least that's what CCP said when they introduced them. And for every other race except caldari, Marauders are superior to navy ships in most ways . Who would take a (current) navy mega over a Khronos if they could fly it, for example. The ONLY ships that (imo) should challenge Marauders are Pirate BSs.

How exactly is that a problem? Please explain it to me, CNR has less tank, damage application and lacks the looting&salvaging ability.

What is your take on the TFI vs Vargur then? Since CCP is still pushing it they don't seem to have a problem with navy ship performing better on dps area.

Even after the great SNI fit and damage application maths done you still do not see the problem? Really?

You are blind, inept or both.
stoicfaux
#1289 - 2013-05-23 15:46:39 UTC  |  Edited by: stoicfaux
Johnson Oramara wrote:
How exactly is that a problem? Please explain it to me, CNR has less tank, damage application and lacks the looting&salvaging ability.

CNR can field an extra sentry drone and has a 5th low slow for a DDA.
Golem has 3 rig slots (2 slots plus missile explosion velocity bonus.) CNR has four. (3 slots plus missile explosion radius bonus.)
However, the Golem's TPs and TP bonus tends to make up for rig slot deficiency, but you potentially lose DPS in TP falloff.
Golems are better at applying damage to small targets, however, it doesn't really change the VTK and TTK (volleys/time to kill) numbers, so the CNR and Golem tend to apply damage equally.
Golem suffers significantly more from NPC defenders.

Except for the looting and salvaging, and maybe the tank, it's a bit of a wash.


Quote:
What is your take on the TFI vs Vargur then? Since CCP is still pushing it they don't seem to have a problem with navy ship performing better on dps area.

The Vargur's falloff and tracking bonii are fairly significant in terms of applied DPS. Vargur ~69km falloff versus TFI's ~44km. Tracking 0.0813 versus .05913.

OTOH, the TFI can add 5 sentry drones to the mix. Ugh

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Lugalzagezi666
#1290 - 2013-05-23 15:46:49 UTC
Johnson Oramara wrote:
How exactly is that a problem? Please explain it to me, CNR has less tank, damage application and lacks the looting&salvaging ability.

What is your take on the TFI vs Vargur then? Since CCP is still pushing it they don't seem to have a problem with navy ship performing better on dps area.

Even after the great SNI fit and damage application maths done you still do not see the problem? Really?

You are blind, inept or both.


He is spamming bullshit like usually. As I already mentioned, t2 ships dont have to be necessarily better than even vanilla t1 hulls. They are specialized, they have their niche - for blackops its jumping/bridging bonus, for hics its bubbling, for logis it is repping, for recons is cloaking and ewar, for inties its long point etc.

According to him marauders specialization is "pve." By this logic every other t2 ship that is specialized in pvp (basically rest of the ships) should be plain better than anything t1 or navy in every possible way.Roll

I hope it is clear to everyone but him, that it isnt so. Marauders simply have their "loot as you go" advantage and changes (or that nothing changed) in other races bs lineups prove, that navy raven losing all its advantages over golem is just anomaly created by some unexperienced "ship designer" (and odyssey fleet phoon is just child of some overzelous minmatar fanboy).
Jenn aSide
Soul Machines
The Initiative.
#1291 - 2013-05-23 15:50:09 UTC
Lugalzagezi666 wrote:
[
Jenn aSide wrote:
....

You are clueless, stop posting. Marauders were obviously intended to give up some of the dps for their specialization bonus.

Cnr always outdpsed golem thanks to rof bonus, but golem offered salvaging and looting on the go.


thankfully, thats being fixed, should be fixed more when they get around to maruaders.

Quote:

Nightmare (amarr faction ships just cant fit tachs at all so are completely out) always outdpsed paladin because of tracking bonus, but pally offered salvaging and looting on the go.
Mach (and tfi) always outdpsed vargur thanks to raw dps bonus, but vargur offered offered salvaging and looting on the go.
Same for domi, navy domi, navy mega, vindi and kronos.


You don't understand the difference between the (underlined for your education) PIRATE ships and navy Ships?

Nightmare and Pally were better than Amarr navy Ships
Mach and Varg were better than Minny fleet ships
so on and so forth, until you get to Caldari, where the CNR and Golem were badly balanced.

You're trying to conflate Pirate and navy ships, they are different things. Maruders should ideally be better than navy ships (and so far, on par with pirate ships). CCP seems to be moving towards fixing a long standing imbalance in the Caldari line up.

Quote:

Oh and if cnr is the start that will make all marauders superior to navy, then why is navy mega buffed to the point it will outdamage kronos even more and fleet phoon to the point it will absolutely laugh at vargur? Roll


Because they haven't gotten around to marauders yet maybe? Come on, this isn't hard.

i like what CCP is doing, it might have been better for them to rebalance navy, pirate and maruaders all at the same time because until they do there will be some serious Minmater and Gallente overlap. But Im sure they will get around to fixing that.

Jenn aSide
Soul Machines
The Initiative.
#1292 - 2013-05-23 15:56:38 UTC  |  Edited by: Jenn aSide
Johnson Oramara wrote:

How exactly is that a problem? Please explain it to me, CNR has less tank, damage application and lacks the looting&salvaging ability.
As it should, it's a Tech 1 navy BS. The problem in the past is that the CNR was a viable alternative (in pve) to a ship that should rule caldari/missile PVE (The Golem). CCP pre-nerfed the marauders too much, but it was mostly felt by the caldari ship users.


Quote:

What is your take on the TFI vs Vargur then? Since CCP is still pushing it they don't seem to have a problem with navy ship performing better on dps area.


Same as i told the other guy, none of us know what they will do with the marauders so the TFI having a temporary advantage doesn't mean anything. Now, after they rebalance the maruaders and the TFI is still better, than you can draw conclusions about CCP's intent.

Quote:

Even after the great SNI fit and damage application maths done you still do not see the problem? Really?

You are blind, inept or both.


See Stoicfaux's analysis. The CNR has some advantages the SNI can't really match, and you can tell this flying the 2 ships on sisi (in high end PVE which is my focus, pvp is another matter but I don't pvp in navy ships).

The only problem is a problem of taste. The CNR is fine by me. I think adaptable and creative Navy Raven pilots will like it as I do, while the more conservative and resistant to change pilots won't. That's just how EVe works.
Lugalzagezi666
#1293 - 2013-05-23 16:35:48 UTC
Jenn aSide wrote:
thankfully, thats being fixed, should be fixed more when they get around to maruaders.

Lies, you have no idea what are they going to do with marauders and their actions this round clearly show, that they are not heading the direction where marauders will outdps navy ships. The general state of tech 2 ships also shows, that they are not designed as omgwtfpwnmobiles, but as specialized niche ships.
So please, stop lying.

Jenn aSide wrote:
You don't understand the difference between the (underlined for your education) PIRATE ships and navy Ships?

Oh I understand it very well. I also understand that amarr dont have ANY t1 or navy ship that can fit tachs and that makes them irrelevant in l4s.
But if you dont like mach, then I will mention fleet phoon again, it can already outdps vargur (guess how much dps at 70k has 3xtc 4x gyro vargur with faction ammo - 430) and is becoming so good, that it will laugh at him after expansion hits.
Same with dominix navy issue and soon also navy mega compared to kronos. And tbh even vanilla domi.
So no different thing, clear examples of navy ships overcoming marauders in dps and killspeed now and even in odysseyy.

Jenn aSide wrote:
Maruders should ideally be better than navy ships (and so far, on par with pirate ships). CCP seems to be moving towards fixing a long standing imbalance in the Caldari line up.

Again, bullshit. Proof or gtfo. T2 ships are specialized ships, even the ones that were already balanced. But you are just ignoring the facts and happily spamming bullshit again and again...

Jenn aSide wrote:
Because they haven't gotten around to marauders yet maybe? Come on, this isn't hard.

Yeah, and they are preparing buff to marauders "that are meant to be superior to every navy hull" with buffing fleet phoon, navy mega, navy domi so marauders can be even more powerful. Cant wait for 1500dps vargur. Roll
Thats why they also buffed assault ships (you know, t2 should be universally better, right?) so they automatically outclassed every other frig in the universe. Good they forgot to tell my hookbill.Lol


Johnson Oramara
Science and Trade Institute
Caldari State
#1294 - 2013-05-23 16:46:55 UTC
stoicfaux wrote:
CNR can field an extra sentry drone and has a 5th low slow for a DDA.
Golem has 3 rig slots (2 slots plus missile explosion velocity bonus.) CNR has four. (3 slots plus missile explosion radius bonus.)
However, the Golem's TPs and TP bonus tends to make up for rig slot deficiency, but you potentially lose DPS in TP falloff.
Golems are better at applying damage to small targets, however, it doesn't really change the VTK and TTK (volleys/time to kill) numbers, so the CNR and Golem tend to apply damage equally.
Golem suffers significantly more from NPC defenders.

Except for the looting and salvaging, and maybe the tank, it's a bit of a wash.

Putting 3 sentries on the CNR means you don't have space for other drones and will have to kill the frigs with missiles. Which will be slow. That TP falloff won't really end up as a problem since all the rats will come to you.
Looting and salvaging is in my opinion the main selling point of the ship. It will save much more time for you than little extra dps.

stoicfaux wrote:
The Vargur's falloff and tracking bonii are fairly significant in terms of applied DPS. Vargur ~69km falloff versus TFI's ~44km. Tracking 0.0813 versus .05913.

OTOH, the TFI can add 5 sentry drones to the mix. Ugh

That is true and TFI would still outperform it on dps thanks to drones but who would put autocannons on it when cruises are this good?
Jenn aSide
Soul Machines
The Initiative.
#1295 - 2013-05-23 17:01:21 UTC
Johnson Oramara wrote:

Putting 3 sentries on the CNR means you don't have space for other drones and will have to kill the frigs with missiles. Which will be slow.


I use sentry CNR now, I contend with the Light drones by using a MJD and popping them as they approach with the sentries (and the occasional precision missile salvo). The New CNR is muucchh better at that with the extra mid slot and explosion radius bonus + rigs (flare II instead of flare one).

Quote:

That TP falloff won't really end up as a problem since all the rats will come to you.


Depends on the mission/site and the rats. Blood Raiders and Guristas have more long range orbit rats than other races, even some of the cruisers orbit further out than the normal 17-18 k of angel and serps.
Quote:


Looting and salvaging is in my opinion the main selling point of the ship. It will save much more time for you than little extra dps.
i never much bothered with loot and salvage, we leave that as a source of income for new players. That's one of the smaller reasons I don't much like Marauders and prefer the Mach.

When CCP introduce marauders they told us they were purpose built for PVE but with stats (like the active tanking bonuses and low scan res etc) to keep them from being overpowered in PVP. I'd really like them to rethink that particular stance when it comes time to look at marauders. They aren't useless, but like I said, I merely like my Varg, I love my mach. Hate the current Golem but like the current CNR etc.

Jenn aSide
Soul Machines
The Initiative.
#1296 - 2013-05-23 17:04:17 UTC
Lugalzagezi666 wrote:
Jenn aSide wrote:
thankfully, thats being fixed, should be fixed more when they get around to maruaders.

Lies, you have no idea what are they going to do with marauders and their actions this round clearly show, that they are not heading the direction where marauders will outdps navy ships. The general state of tech 2 ships also shows, that they are not designed as omgwtfpwnmobiles, but as specialized niche ships.
So please, stop lying.

Jenn aSide wrote:
You don't understand the difference between the (underlined for your education) PIRATE ships and navy Ships?

Oh I understand it very well. I also understand that amarr dont have ANY t1 or navy ship that can fit tachs and that makes them irrelevant in l4s.
But if you dont like mach, then I will mention fleet phoon again, it can already outdps vargur (guess how much dps at 70k has 3xtc 4x gyro vargur with faction ammo - 430) and is becoming so good, that it will laugh at him after expansion hits.
Same with dominix navy issue and soon also navy mega compared to kronos. And tbh even vanilla domi.
So no different thing, clear examples of navy ships overcoming marauders in dps and killspeed now and even in odysseyy.

Jenn aSide wrote:
Maruders should ideally be better than navy ships (and so far, on par with pirate ships). CCP seems to be moving towards fixing a long standing imbalance in the Caldari line up.

Again, bullshit. Proof or gtfo. T2 ships are specialized ships, even the ones that were already balanced. But you are just ignoring the facts and happily spamming bullshit again and again...

Jenn aSide wrote:
Because they haven't gotten around to marauders yet maybe? Come on, this isn't hard.

Yeah, and they are preparing buff to marauders "that are meant to be superior to every navy hull" with buffing fleet phoon, navy mega, navy domi so marauders can be even more powerful. Cant wait for 1500dps vargur. Roll
Thats why they also buffed assault ships (you know, t2 should be universally better, right?) so they automatically outclassed every other frig in the universe. Good they forgot to tell my hookbill.Lol




Someone is mighty butt hurt for some reason.

We get it, you don't like the new CNR. That's tough. Don't fly it after June 4th.

I think it's fine and prefer it to the other ships people keep mentioning. Somehow you seem to feel like CCP is taking something away from you. Maybe so, but you'll really just need to get over that.
Johnson Oramara
Science and Trade Institute
Caldari State
#1297 - 2013-05-23 17:04:39 UTC
Jenn aSide wrote:
As it should, it's a Tech 1 navy BS. The problem in the past is that the CNR was a viable alternative (in pve) to a ship that should rule caldari/missile PVE (The Golem). CCP pre-nerfed the marauders too much, but it was mostly felt by the caldari ship users.

False, CNR could never compete with the Golem's mission running speed when you salvage&loot. Unless you have an alt salvager but that is another issue altogether.

Jenn aSide wrote:
Same as i told the other guy, none of us know what they will do with the marauders so the TFI having a temporary advantage doesn't mean anything. Now, after they rebalance the maruaders and the TFI is still better, than you can draw conclusions about CCP's intent.

Cool, then let's ramp up the CNR dps so it can have this temporary advantage too.

Jenn aSide wrote:
See Stoicfaux's analysis. The CNR has some advantages the SNI can't really match, and you can tell this flying the 2 ships on sisi (in high end PVE which is my focus, pvp is another matter but I don't pvp in navy ships).

Those advantages are so tiny and those aren't even SNI's role yet it still ends performing very close. Can you define CNR's role now? Post a fit here that the CNR does well and isn't beaten at by other ships.
stoicfaux
#1298 - 2013-05-23 17:10:02 UTC
Johnson Oramara wrote:

Putting 3 sentries on the CNR means you don't have space for other drones and will have to kill the frigs with missiles. Which will be slow. That TP falloff won't really end up as a problem since all the rats will come to you.

CNR has 100m3 dronebay. It's not changing in Odyssey.


Johnson Oramara wrote:
stoicfaux wrote:
The Vargur's falloff and tracking bonii are fairly significant in terms of applied DPS. Vargur ~69km falloff versus TFI's ~44km. Tracking 0.0813 versus .05913.

OTOH, the TFI can add 5 sentry drones to the mix. Ugh

That is true and TFI would still outperform it on dps thanks to drones but who would put autocannons on it when cruises are this good?

Not true[1]. EFT's DPS chart would seem to say the RF Ammo Vargur is better against a 575m sized Golem moving perpendicular at 131m/s. Even with 3 TCs and 2x TPs on the TFI.

With bouncers, there's a ~40 DPS difference at 12.5km and ~335 DPS difference at 61km (which is right outside of drone control range.)

In other words, it's worth investigating fittings and doing a proper comparison between the TFI and Vargur. I won't have time to do so though.

On a side note, the Cruise Missile TFI is doing a flat 925 DPS of applied missile damage.


[1] in a very limited situation. ;-)

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Johnson Oramara
Science and Trade Institute
Caldari State
#1299 - 2013-05-23 17:15:18 UTC
Jenn aSide wrote:
Someone is mighty butt hurt for some reason.

We get it, you don't like the new CNR. That's tough. Don't fly it after June 4th.

I think it's fine and prefer it to the other ships people keep mentioning. Somehow you seem to feel like CCP is taking something away from you. Maybe so, but you'll really just need to get over that.

Is that the only thing you can come up with if you have no argument against him?
That is becoming an pattern.
Jenn aSide
Soul Machines
The Initiative.
#1300 - 2013-05-23 17:21:27 UTC
Johnson Oramara wrote:

False, CNR could never compete with the Golem's mission running speed when you salvage&loot. Unless you have an alt salvager but that is another issue altogether.



....And some of us don't salvage/loot.

Quote:

Cool, then let's ramp up the CNR dps so it can have this temporary advantage too.


That's ccp's choice, and while I'd abuse it, I don't think it's the best idea. Better would be to bring the Floon back down to earth a bit. The idea is what's best for the game's balance, not what I would like personally (because personally i'd like a CNR with citidel torps , a bomber like power grid bonus so they would fit, and a 400% TP bonus for the CNR lol).

Quote:

Those advantages are so tiny and those aren't even SNI's role yet it still ends performing very close. Can you define CNR's role now? Post a fit here that the CNR does well and isn't beaten at by other ships.


Yea, it's flat out better in the worst case scenarios i've put it in (Tank is nice but SNI had a harder time with the whole GTFO thing in plexes and lvl 5s). What are to you "tiny" advantages are to me the difference between a popped ship and survival. That's why I like the new CNR concept, it has a proper place in the t1/navy/t2 line up and it works the way I need it to when it counts.