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Sanadras Riahn
Turbo Nuclear Pirate Punch
#101 - 2013-06-10 04:10:47 UTC
Alavaria Fera wrote:
Being a great miner has bonuses when considering the capabilities of a T3 cruiser.


Not a miner.

Regardless, I brought up those particular points to help explain why I wasn't pointing to specifics as to why the T3 is OP or why the T3 is lacking in certain fields. Instead, using what experience I have had with ships, seeing roles in use, listening to player feedback, video demonstrations, personal experience with game balance and design, and a myriad of other research, I'm able to provide suggestions as to what might make a Tier 3 cruiser fit into the cruiser paradigm while still being an interesting, unique ship that is both viable and fun for the pilots to fly.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Amarra Mandalin
The Scope
Gallente Federation
#102 - 2013-06-10 04:27:13 UTC  |  Edited by: Amarra Mandalin
Sanadras Riahn wrote:
Alavaria Fera wrote:
Being a great miner has bonuses when considering the capabilities of a T3 cruiser.


Not a miner.

Regardless, I brought up those particular points to help explain why I wasn't pointing to specifics as to why the T3 is OP or why the T3 is lacking in certain fields. Instead, using what experience I have had with ships, seeing roles in use, listening to player feedback, video demonstrations, personal experience with game balance and design, and a myriad of other research, I'm able to provide suggestions as to what might make a Tier 3 cruiser fit into the cruiser paradigm while still being an interesting, unique ship that is both viable and fun for the pilots to fly.


Yes, but as far I can see you didn't suggest anything and just summarized (mostly debatable) points that have been made. If you have suggestions for making the T3 "interesting" and "fun" in its pending re-balance, I, for one, am all ears.
Mr Kidd
Center for Advanced Studies
Gallente Federation
#103 - 2013-06-10 04:30:14 UTC
Sanadras Riahn wrote:
Alavaria Fera wrote:
Being a great miner has bonuses when considering the capabilities of a T3 cruiser.


Not a miner.

Regardless, I brought up those particular points to help explain why I wasn't pointing to specifics as to why the T3 is OP or why the T3 is lacking in certain fields. Instead, using what experience I have had with ships, seeing roles in use, listening to player feedback, video demonstrations, personal experience with game balance and design, and a myriad of other research, I'm able to provide suggestions as to what might make a Tier 3 cruiser fit into the cruiser paradigm while still being an interesting, unique ship that is both viable and fun for the pilots to fly.



Well padawan, changes on paper are one thing, in game its another. All I can say is there are over powered ships in every class in the game when fit and implanted (read that larger than normal isk investments) to achieve such stats. And still, even the massive tank that a T3 >can< have when fit with deadspace modules and specific implant sets means its DPS is very poor. Likewise, serious DPS can be achieved in a T3 while sacrificing tank. The two can not be achieved in the same fit. I call that balance.

But your average run of the mill T3 pilot is running a bit more conservatively with more useful DPS and less tank making that ship more flexible. Every fielded T3 fit has a counter available to lower tech hulls.

Don't ban me, bro!

Nariya Kentaya
Ministry of War
Amarr Empire
#104 - 2013-06-10 04:33:56 UTC
Steve Ronuken wrote:
The T3 stuff we use isn't the sleeper tech.

It's a bastardised version, integrating the current tech of the Empires, as well as bits of the sleeper's tech.

The T3s aren't supposed to beat everything, at anything. Just be able to do pretty much anything with a refit.

In other words, incredibly expensive sub-par ships, if you have to refit to be sorta OK at something but not as good as T2, you may as well just buy several T2 ships and be done with it.
Amarra Mandalin
The Scope
Gallente Federation
#105 - 2013-06-10 04:41:54 UTC
Nariya Kentaya wrote:
Steve Ronuken wrote:
The T3 stuff we use isn't the sleeper tech.

It's a bastardised version, integrating the current tech of the Empires, as well as bits of the sleeper's tech.

The T3s aren't supposed to beat everything, at anything. Just be able to do pretty much anything with a refit.

In other words, incredibly expensive sub-par ships, if you have to refit to be sorta OK at something but not as good as T2, you may as well just buy several T2 ships and be done with it.


Piloting 5 ships works quite well when you're in gypsy/exploration/merc-on-call mode.
Tom Gerard
Glorious Nation of Kazakhstan
#106 - 2013-06-10 04:58:52 UTC  |  Edited by: Tom Gerard
Nariya Kentaya wrote:
[
In other words, incredibly expensive sub-par ships, if you have to refit to be sorta OK at something but not as good as T2, you may as well just buy several T2 ships and be done with it.


This is the point of the Tier 3 Exactly, it is 10 ships or the price of 2, My Tengu is the last ship I will ever need to train for. It is the best hull available, do I still have millions and millions of SP to train specialty roles? I sure do, but I can reliably know that I am flying the best hull in the game for all circumstances while doing so.

At it's core Tech 3s offer us a Battleship tank, battleship DPS and the ability to move expensive mods in/out that let us perform any single role at a time. The Tengu I am currently building is 9.7 billion ISK, thats the price of a capital so shouldn't it deliver performance on par with a capital?

The Tech 3s offer EVE players a shortcut on their skill traning plan, rather than spending years to train for a bunch of specialized hulls you can get them all at once, if you ignore the "specialization T2 garbage" you can easily cut 7 or maybe 8 years off your total skill training.

EVE is about skillpoints, and Tech 3s offer us a Doorway to getting SP capped within 2 or 3 years.

Now with 100% less Troll.

Grath Telkin
Amok.
Goonswarm Federation
#107 - 2013-06-10 05:10:23 UTC
Mr Kidd wrote:
Sanadras Riahn wrote:
Alavaria Fera wrote:
Being a great miner has bonuses when considering the capabilities of a T3 cruiser.


Not a miner.

Regardless, I brought up those particular points to help explain why I wasn't pointing to specifics as to why the T3 is OP or why the T3 is lacking in certain fields. Instead, using what experience I have had with ships, seeing roles in use, listening to player feedback, video demonstrations, personal experience with game balance and design, and a myriad of other research, I'm able to provide suggestions as to what might make a Tier 3 cruiser fit into the cruiser paradigm while still being an interesting, unique ship that is both viable and fun for the pilots to fly.



Well padawan, changes on paper are one thing, in game its another. All I can say is there are over powered ships in every class in the game when fit and implanted (read that larger than normal isk investments) to achieve such stats. And still, even the massive tank that a T3 >can< have when fit with deadspace modules and specific implant sets means its DPS is very poor. Likewise, serious DPS can be achieved in a T3 while sacrificing tank. The two can not be achieved in the same fit. I call that balance.

But your average run of the mill T3 pilot is running a bit more conservatively with more useful DPS and less tank making that ship more flexible. Every fielded T3 fit has a counter available to lower tech hulls.


Look, we get it, you're buttmad that CCP is finally going to make the ships what they were originally inteded (jack of all trades master of none) but nothing you say or do is going to stop it from happening so instead of crying about it perhaps you could try living in reality for a while.

They were announced as what they're saying the intend to change them as, they screwed that up, you got used to their screw up, now they're finally getting around to fixing it and you're mad because you like it in the screwed up way.

Oh well.

They've made several classes of ship completely obsolete in their current form and theres 2 ways to fix that, bring t3's back to where they're supposed to be or jack the obsoleted ships up to broken levels.

Guess which one is going to happen.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Sanadras Riahn
Turbo Nuclear Pirate Punch
#108 - 2013-06-10 05:21:08 UTC  |  Edited by: Sanadras Riahn
Amarra Mandalin wrote:
Yes, but as far I can see you didn't suggest anything and just summarized (mostly debatable) points that have been made. If you have suggestions for making the T3 "interesting" and "fun" in its pending re-balance, I, for one, am all ears.


All right, then here's my take on this.

As suggested by the chart, cruisers need to be looked at on 3 separate progression paths: T1 is baseline, while Navy is a straight up improvement on T1, and Pirate being an improvement on Navy. This makes sense as a progression, because their roles remain generally the same. What's improved is numbers (and with it, cost goes up).

The T2 path (which is due for rebalances all on their own) should give a pilot a ship that does one thing very very well. Better, in fact, than the T1 equivalent, and better than any other T2 ship outside of that role. They're already broken up into specific roles in the first place, so they need to be certain that they're really the absolute best in that role, while performing extremely poorly in any other role.

The T3 path should be, in my mind, a whiteboard. That if you were to take a look at the ship's stats without subsystems, it'd be the perfect balance of everything. The true jack-of-all-trade ship, master of none. Of course, you can't really fly it without subsystems. What I want to see happen is that the subsystems themselves become vastly overhauled so that you can customize it to really be what you want it to be.

T3 should be a multi-role ship, able to effectively substitute for a particular role in a fleet, while not being good enough to completely overshadow the T2 (since the T2's dedicated, after all). I imagine it like a stat diagram (offense, defense, propulsion, electronics, and engineering), where improving on one aspect necessarily detracts from another aspect. As an example, investing into tank might increase the mass of the ship, slowing it down; increasing the ship's electronics capability (ECM, ECCM, targeting, etc) might reduce it's ability to active tank. Etc, etc. (Just examples, don't look into those too seriously). And there'd be varying degrees to this, as well.

To facilitate fitting a ship to meet the capsuleer's needs, fitting should be made easier by the subsystems actually replacing rigs all together for those particular ships, something that would also make T3's unique. Maybe even have a sort of calibration score for subsystems, just like rigs, so as to put an emphasis on making trade-offs on your ship's fitting. Make them easy to cart around, as well; give the T3s a built in bonus that reduces the volume of subsystems that match the Hull by 99%, so that a T3 pilot can carry around a full array of subsystems for easy on-the-go changes.

Hell, if you wanted to get REALLY crazy, change the hardpoints for Rigs into saved configurations that a T3 could swap to while in space, allowing up to 3 configs of modules and subsystems. Make it take a good 30 seconds or so to change along with a steep capacitor cost, so that it isn't something they can do in combat. But if they're flying with a fleet and a sudden need opens up, bamf, different config. Even while exploring, go from probing cloaky mode to a more combat-ready mode. The risk being that you're vulnerable while you're ship is changing, and that you need to be carrying the equipment with you (not too bad if the biggest difference between your configs is 4-5 modules at most). That might be going a little far, but we're discussing ideas.

Bringing the T3s we have now back in line with other Cruiser hulls as far as numbers goes will also lead to more interesting gameplay in the future. Why? Because it opens the door for CCP to make T3 Frigates and Battleships, as well, which would go by the exact same philosophy: Jack-of-all-trades, master of none, able to be fit to meet a pilot's image of what they want for their ship, but making T2s as the go-to if they want to fill a single, specific role really really well.

That was long-winded, I apologize. But I'm kind of liking the idea of subsystem calibration points, and may expand on that later. Again, the subsystems would need to be overhauled to fit a system like that, but it presents an interesting idea on how to balance a jack-of-all-trades ship.

EDIT: Oh, and remove the whole losing a level of subsystem training thing. That seems like a screwed up thing, both gameplay or lore-wise.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Gordon Esil
Brutor Tribe
Minmatar Republic
#109 - 2013-06-10 06:02:37 UTC
Just a td;dr for me, are we going to see a re-balance for T3s in away that will make T2s more common than they are now?

I just came to the thread and I'm in no mood to read 6 pages Lol
Sanadras Riahn
Turbo Nuclear Pirate Punch
#110 - 2013-06-10 06:11:46 UTC
CCP Ytterbium wrote:
Tech3s are due for a change, and are not meant to go above Tech2 in terms of raw performance (example: Warfare Subsystems, have a look why at the end of this blog). The other problem with Tech3s is that only a few of the sub-system configurations are actually decent, with the rest being quite terrible. Ideally all the sub-systems should have a proper role on the field, and Tech3 should be used because of their flexibility and adaptability, not because they surpass hulls of the same category at their specialized purpose.

...

Tech3 ships are due to be rebalanced after Tech2 hulls so that our team may use the experience they've gained along the way to overhaul them properly.


Exactly how and when this is going to be accomplished, we cannot say for now, even if we do have some ideas.


There's the TL;DR for you! Essentially, "yes".

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Amarra Mandalin
The Scope
Gallente Federation
#111 - 2013-06-10 06:23:04 UTC  |  Edited by: Amarra Mandalin
Sanadras Riahn wrote:
Amarra Mandalin wrote:
Yes, but as far I can see you didn't suggest anything and just summarized (mostly debatable) points that have been made. If you have suggestions for making the T3 "interesting" and "fun" in its pending re-balance, I, for one, am all ears.


All right, then here's my take on this.



That sounds pretty good actually at first blush. I haven't had time to consider the cons/sacrifices but thanks for taking the time to input some apparently well thought out suggestions...even if you are a miner. (kidding). *sleeping on it* It's far better than the OMG T3 is OP, kill it with fire (rebalance) mantra.
Sanadras Riahn
Turbo Nuclear Pirate Punch
#112 - 2013-06-10 06:36:14 UTC
Amarra Mandalin wrote:
That sounds pretty good actually at first blush. I haven't had time to consider the cons/sacrifices but thanks for taking the time to input some apparently well thought out suggestions...even if you are a miner. (kidding). *sleeping on it* It's far better than the OMG T3 is OP, kill it with fire (rebalance) mantra.


My pleasure. I actually have a blast thinking about this kind of stuff, so I enjoyed putting it to paper.

Now, if you'll excuse me, I need to go get myself blown up so as to gain some real world experience and offer better input.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

baltec1
Bat Country
Pandemic Horde
#113 - 2013-06-10 06:53:21 UTC  |  Edited by: baltec1
Mr Kidd wrote:
baltec1 wrote:


Why exactly do you think a cruiser should have more buffer than a navy megathron?


Maybe you're not putting the investment in mods and implants that people in T3's are?

A Navy Mega with similar faction/deadspace mods will out dps and tank a T3 with faction/deadspace mods. This is a case of comparing T2 fit ships and bling ships and wondering why the two don't perform similarly.

I've got a T2 fit Dominix (non-faction) that out tanks and out dps's my faction fit Proteus. In fact, that Dominix will tear that Proteus to shreds in a one on one fight. So, if you can't fit a faction BS properly, what makes you think you're informed enough to know what is balanced and what is not?

Up until the BC rebalance, I had a Myrm that could hold its own against Proteus's and Tengu's. It's noone's fault but CCP's that they took a perfectly fine BC and "rebalanced" it with subpar capabilities.

If my Proteus goes against a Pilgrim, guess who is going to win that fight? There's a pretty high chance I'm going to be capped out. No cap, no boom boom.

Those are 3 examples of a T1 BS, BC & T2 Cruiser able to defeat the overpowered T3.

So, excuse me if I feel a continuing rebalance is not in mine or anyone else's self interest. No, the only interests being served with the T3 rebalance is the inept's and CCP's which are often times one and the same.


I have t2 legion and tengu fits that match my faction fit navy mega in buffer of 130k+ EHP. If there is one thing I can hold to my name its the ability to fit a megathron well.

T3s are simply far too powerful for cruisers and have needed the nerf hammer for a very long time to bring them in line with the other cruisers. Give me a reason why I would fly a deimos over a proteus or a zealot over a legion. There isnt any, the T3s utterly wipe the floor with any other cruiser.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#114 - 2013-06-10 08:17:25 UTC
Need Mining sub systems Sad

No Worries

Voyager Arran
Brutor Tribe
Minmatar Republic
#115 - 2013-06-10 08:48:33 UTC
Tippia wrote:
Mr Kidd wrote:
The popularity of a T3 comes from exactly what is saying needs to be fixed: adaptability & flexibility. These are exactly the reasons they're popular and yet CCP wants to fix that.
No. The reason they're popular is because they outperform T2 ships for a fraction of the cost (and training time), and that is what CCP wants to fix since the intended design is that they should be adaptable and flexible, but not as good at any one thing as T2 ships are.


I know this is a bit far back, but you are doing something hilariously dumb if your T2 ships cost more than a T3. Are you flying Deadspace Zealots or what? I'm not even making an argument on T3 balance myself, but if you compare the basic combat fits between the various T2 Hulls and a T3 set up for the same purpose (which is to say, with T2 equipment and the occasional bit of faction gear if it will make the ship dramatically more effective in its role or is a relatively cheap way of squeezing in a fit), the T3s are far, far more expensive on top of costing you skillpoints if you die.

I'm seriously wondering what you put on your HACs at this point.
Tippia
Sunshine and Lollipops
#116 - 2013-06-10 08:54:42 UTC
Voyager Arran wrote:
I know this is a bit far back, but you are doing something hilariously dumb if your T2 ships cost more than a T3.
Not really, no. I'm simply doing a correct price comparison.

Do a price check on buying a HAC, one of each Recon, a Logi, a HIC, and a Field Command Ship. When I did, it came out as roughly a billion ISK. At half a billion, a T3 with the corresponding subs is only a fraction of that cost, not to mention far easier to carry around and hellalot easier (and less costly) to train for.

Quote:
I'm seriously wondering what you put on your HACs at this point.
The same thing I put on a T3, which is why the fittings are not a factor in the price.
Lexmana
#117 - 2013-06-10 08:58:05 UTC
Voyager Arran wrote:
Tippia wrote:
Mr Kidd wrote:
The popularity of a T3 comes from exactly what is saying needs to be fixed: adaptability & flexibility. These are exactly the reasons they're popular and yet CCP wants to fix that.
No. The reason they're popular is because they outperform T2 ships for a fraction of the cost (and training time), and that is what CCP wants to fix since the intended design is that they should be adaptable and flexible, but not as good at any one thing as T2 ships are.


I know this is a bit far back, but you are doing something hilariously dumb if your T2 ships cost more than a T3. Are you flying Deadspace Zealots or what? I'm not even making an argument on T3 balance myself, but if you compare the basic combat fits between the various T2 Hulls and a T3 set up for the same purpose (which is to say, with T2 equipment and the occasional bit of faction gear if it will make the ship dramatically more effective in its role or is a relatively cheap way of squeezing in a fit), the T3s are far, far more expensive on top of costing you skillpoints if you die.

I'm seriously wondering what you put on your HACs at this point.

A T3 is more than one HAC you know. It is cheaper to buy one T3 + a few subs with fittings than buying multiple T2s. And you don't need a carrier to move them all with you either.
Sushi Nardieu
Federal Navy Academy
Gallente Federation
#118 - 2013-06-10 09:12:12 UTC
Nobody wants Tech IIIs to be crap CCP. Nor do they want to consider buying a 500 mil hull when the Tech II variant is about the same.

The Guns of Knowledge 

Riot Girl
You'll Cowards Don't Even Smoke Crack
#119 - 2013-06-10 09:21:23 UTC
Sushi Nardieu wrote:
Nor do they want to consider buying a 500 mil hull when the Tech II variant is about the same.

Who says they're going to cost 500m?
Lexmana
#120 - 2013-06-10 09:26:38 UTC  |  Edited by: Lexmana
Riot Girl wrote:
Sushi Nardieu wrote:
Nor do they want to consider buying a 500 mil hull when the Tech II variant is about the same.

Who says they're going to cost 500m?

I like that thinking. Make them cheaper and weaker and more flexible (perhaps even shapeshifters). They are relatively easy to train for and would be top priority for a new player but if you want to maximize your tank and dps you should train for and bring a specialised ship. And remove the SP loss on death it is not a very good mechanic to begin with.