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dirtydebbs
the wreking crew
#321 - 2013-06-11 10:32:18 UTC
Tippia wrote:
Alexsis Solette wrote:
Just gotta say, what are you smoking?
Are you familiar with the conjunction “and”?


Quote:
And what do you mean ridiculously short training path?
I mean, for a T3:

Cruiser V (×5), Mechanics / Shield ops V + III (×1), Electronics V (×1), Engineering V (×1), [weapon class skills] V + III (×1), and Navigaion V (×1) = 10 ranks to V, plus miscellaneous.

For the T2 equivalents:
Cruiser V (duh, ×5), Energy Grid Upgrades V (×2), Weapon Upgrades V (×2), Spaceship Command V (×1), Energy Management IV (×3), Propulsion Jamming V (×3), Graviton Physics V (×5), Science V (×1), Engineering V (×1), Battlecruiser V (×6), Warfare Link Specialist 4 (×6), Leadership V (×1), Armored Warfare V (×2), Information Warfare V (×2), Siege Warfare V (×2), Skirmish Warfare V (×2), Cloaking IV (×6), Signature Analysis V (×1), Electronics Upgrades V (×2), Long Range Targeting V (×2) = 40 ranks to V, 15 ranks to IV.



think you need to add most of them skills from the t2 plan into the t3 one aswel or al you can do is sit int he ship and spin it around as it just would not be viable to fly
Donedy
Lulzsec Space
#322 - 2013-06-11 10:34:00 UTC
Malcanis wrote:
Tippia wrote:
Alexsis Solette wrote:
Just gotta say, what are you smoking?
Are you familiar with the conjunction “and”?

Quote:
a Tech 2 cruiser HULL will not cost you 1b.
…and no-one said it did. I said that “a HAC, HIC, Force Recon, Combat Recon, Logi and Fleet Command ship is going to set you back just over one billion.”

Notice that conjunction in there?

Quote:
And what do you mean ridiculously short training path?
I mean, for a T3:

Cruiser V (×5), Mechanics / Shield ops V + III (×1), Electronics V (×1), Engineering V (×1), [weapon class skills] V + III (×1), and Navigaion V (×1) = 10 ranks to V, plus miscellaneous.

For the T2 equivalents:
Cruiser V (duh, ×5), Energy Grid Upgrades V (×2), Weapon Upgrades V (×2), Spaceship Command V (×1), Energy Management IV (×3), Propulsion Jamming V (×3), Graviton Physics V (×5), Science V (×1), Engineering V (×1), Battlecruiser V (×6), Warfare Link Specialist 4 (×6), Leadership V (×1), Armored Warfare V (×2), Information Warfare V (×2), Siege Warfare V (×2), Skirmish Warfare V (×2), Cloaking IV (×6), Signature Analysis V (×1), Electronics Upgrades V (×2), Long Range Targeting V (×2) = 40 ranks to V, 15 ranks to IV.


I've never heard of anyone using the T3 logi for anything to do with RR, because it doesn't get the all important range bonus.

The Loki and Proteus don't tread all that hard on the Huginn/Lachesis's roles because they work in different fleets; Web Lokis and Tackle Prots support heavy armor fleets; Hugs and Lachs go in shield skirmish fleets.

I don't think anyone is arguing that the +5% warfare link bonus is worth keeping in anything like its current form. The whole fleet boosting ship concept needs to be reworked anyway.

The big advantage that the T3s have is the covops/nulli combo which needs to die, and the EHP subsystems. I'm OK with the EHP subs, especially if the HACs are getting a sig/speed buff, which will help their damage mitigation a lot - none of the T3s are fast compared to HACs even now. But if CCP are keeping the skillpoint loss mechanism, then the EHP subs should definitely stay also.



Whats the problem with the covops/nulli sub? That you cant catch them in gate camps? The ships fitted like that do so poor dps, its just fine for scouting. and its an expensive ship for scouting.

I really dont see anything to complain about that.
Sal Landry
School of Applied Knowledge
Caldari State
#323 - 2013-06-11 10:35:20 UTC
Tippia wrote:
For the T2 equivalents:
Cruiser V (duh, ×5), Energy Grid Upgrades V (×2), Weapon Upgrades V (×2), Spaceship Command V (×1), Energy Management IV (×3), Propulsion Jamming V (×3), Graviton Physics V (×5), Science V (×1), Engineering V (×1), Battlecruiser V (×6), Warfare Link Specialist 4 (×6), Leadership V (×1), Armored Warfare V (×2), Information Warfare V (×2), Siege Warfare V (×2), Skirmish Warfare V (×2), Cloaking IV (×6), Signature Analysis V (×1), Electronics Upgrades V (×2), Long Range Targeting V (×2) = 40 ranks to V, 15 ranks to IV.

Why are you adding the HICtor requirements when they are something that T3's can't do.
dirtydebbs
the wreking crew
#324 - 2013-06-11 10:41:17 UTC
Malcanis wrote:
Tippia wrote:
[quote=Alexsis Solette]Just gotta say, what are you smoking?
Are you familiar with the conjunction “and”?


The big advantage that the T3s have is the covops/nulli combo which needs to die, and the EHP subsystems. I'm OK with the EHP subs, especially if the HACs are getting a sig/speed buff, which will help their damage mitigation a lot - none of the T3s are fast compared to HACs even now. But if CCP are keeping the skillpoint loss mechanism, then the EHP subs should definitely stay also.



why should it need to die? do you think a covert ops v a covert nullified t3 woudl survive a proper wh/gate camp?

tbh i would much prefer to use the covert ops over a t3 version for scouting as it is much much faster to align and warp out than a clumbersum t3, ok it can warp to 0 but what going to happan on the other side? insta lock or a good finger clicking will soon declock or point it compared to a covert ops.. the only real benifit a covert ops t3 has over a covert ops is holding point due to tank scan strength is not as good as a covert ops and its locking time is much slower

the one thign i woul dliek to point out is that maybe if you have a nullified sub fitted then you should not b abel to fit stabs
Donedy
Lulzsec Space
#325 - 2013-06-11 10:51:23 UTC  |  Edited by: Donedy
Tippia, if you dont give me your main PvP character name to see what kind of PvP you do, i will assume you dont have one.

And so everything you're saying is based on nothing but theory. Which would not be enough.
Alavaria Fera
GoonWaffe
#326 - 2013-06-11 10:54:29 UTC
Sal Landry wrote:
Tippia wrote:
For the T2 equivalents:
Cruiser V (duh, ×5), Energy Grid Upgrades V (×2), Weapon Upgrades V (×2), Spaceship Command V (×1), Energy Management IV (×3), Propulsion Jamming V (×3), Graviton Physics V (×5), Science V (×1), Engineering V (×1), Battlecruiser V (×6), Warfare Link Specialist 4 (×6), Leadership V (×1), Armored Warfare V (×2), Information Warfare V (×2), Siege Warfare V (×2), Skirmish Warfare V (×2), Cloaking IV (×6), Signature Analysis V (×1), Electronics Upgrades V (×2), Long Range Targeting V (×2) = 40 ranks to V, 15 ranks to IV.

Why are you adding the HICtor requirements when they are something that T3's can't do.

Besides the Interdiction Nullifying sub, clearly there's a hidden Interdiction Projection sub you didn't know about.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Liam Mirren
#327 - 2013-06-11 11:02:40 UTC  |  Edited by: Liam Mirren
dirtydebbs wrote:
Malcanis wrote:
Tippia wrote:
[quote=Alexsis Solette]Just gotta say, what are you smoking?
Are you familiar with the conjunction “and”?


The big advantage that the T3s have is the covops/nulli combo which needs to die, and the EHP subsystems. I'm OK with the EHP subs, especially if the HACs are getting a sig/speed buff, which will help their damage mitigation a lot - none of the T3s are fast compared to HACs even now. But if CCP are keeping the skillpoint loss mechanism, then the EHP subs should definitely stay also.



why should it need to die? do you think a covert ops v a covert nullified t3 woudl survive a proper wh/gate camp?

tbh i would much prefer to use the covert ops over a t3 version for scouting as it is much much faster to align and warp out than a clumbersum t3, ok it can warp to 0 but what going to happan on the other side? insta lock or a good finger clicking will soon declock or point it compared to a covert ops.. the only real benifit a covert ops t3 has over a covert ops is holding point due to tank scan strength is not as good as a covert ops and its locking time is much slower

the one thign i woul dliek to point out is that maybe if you have a nullified sub fitted then you should not b abel to fit stabs


Here's what I would do; remove the covert sub from the offensive sub line and drop it in the tank line, together with the nulli one. That way T3 can choose what kind of offensive sub they want, freedom of choice, but they can't have both covert as nulli and at the same time they have to choose between cloak/nulli or tank.

Also; I really like the "remove rigs from T3" as a way to help them balance and to make them truly adaptable.

Excellence is not a skill, it's an attitude.

Tippia
Sunshine and Lollipops
#328 - 2013-06-11 11:30:39 UTC  |  Edited by: Tippia
Malcanis wrote:
I've never heard of anyone using the T3 logi for anything to do with RR, because it doesn't get the all important range bonus.

The Loki and Proteus don't tread all that hard on the Huginn/Lachesis's roles because they work in different fleets; Web Lokis and Tackle Prots support heavy armor fleets; Hugs and Lachs go in shield skirmish fleets.
…and those subs may very well be fine. It doesn't change the fact that the T3 can fill a wide variety of the T2 specialist roles, and that it's pretty misleading to simply do a 1:1 comparison with a ship that can do all of that and just one of the T2 ships. If all T3s could do was to be HAC++:es, then maybe they'd have a point when complaining about costs and training (actually, not even then would training be a balancing factor in favour of the T3s), but they can do so much more and provide heavily a bonused hull with a single training path.

dirtydebbs wrote:
think you need to add most of them skills from the t2 plan into the t3 one aswel or al you can do is sit int he ship and spin it around as it just would not be viable to fly

Not really, no. I'm simply comparing what's needed to get the hulls that can fulfil the roles. The notion that, somehow, T3s are expensive and hard to train for requires some pretty huge blinders in order to overlook what it is you get for your SP and ISK. There's a reason why thee T3s were hailed as complete n00bships when they were first introduced…

Sal Landry wrote:
Why are you adding the HICtor requirements when they are something that T3's can't do.

T2 have HIC; T3 have anti-HIC. It doesn't seem like much of a stretch to equate the two in terms of ability.
Mr Kidd
Center for Advanced Studies
Gallente Federation
#329 - 2013-06-11 11:30:56 UTC  |  Edited by: Mr Kidd
Liam Mirren wrote:


Also; I really like the "remove rigs from T3" as a way to help them balance and to make them truly adaptable.



Still wouldn't make them truly adaptable. Noone but noobs and bears are going to go back to pos to swap out subs + modules to "adapt" their T3 as situation dictates. Every pvp T3 pilot worth their salt already has T3's fit specific to different engagements. It's the difference between a 10s ship change and a 15m ship change. And while you could say, "b-b-but you'll have all your modules right there and know exactly how to change up the ship".....I'll say, "God damit, who the hell took my faction enam....where the fck is it?".......then someone else is going to say, "Oh dude, sorry man, I needed to use it and didn't think you'd mind, it's on my Procurer dude......soz!" "WTF man, I can't fly a procurer get in here and fix this sht!" "Dude, can't I'm changing the baby's diaper" *face palm*

So, this idea of re-configuration is meh at best.

Don't ban me, bro!

Ace Uoweme
Republic Military School
Minmatar Republic
#330 - 2013-06-11 11:32:38 UTC
Tom Gerard wrote:

Assuming this farce would be the case, Tech 3 Cruisers would drop from Battleship levels of Gank and Tank down to cruiser level? That seems like too large of a nerf.


Not really.

It's a versatile ship but not a specialized ship. That flexibility comes at a price.

It's like in MMORPGs those who multi-class have a penalty, while the pure classes enjoy full class perks. Pures trade the versatility for the benefits of specialization.

This is a win for those specializing in particular careers, and rewards those willing to put the time into it.

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Ace Uoweme
Republic Military School
Minmatar Republic
#331 - 2013-06-11 11:34:34 UTC
Mr Kidd wrote:

Still wouldn't make them truly adaptable. Noone but noobs and bears are going to go back to pos to swap out subs + modules to "adapt" their T3 as situation dictates.


Well, that's what needs to change.

Those specializing in a ship/skill should be rewarded for that time and effort. More versatile (and easier to get into ships) need to adapt to a situation, instead of being great at all things.

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Liam Mirren
#332 - 2013-06-11 11:34:46 UTC
Mr Kidd wrote:
Liam Mirren wrote:


Also; I really like the "remove rigs from T3" as a way to help them balance and to make them truly adaptable.



Still wouldn't make them truly adaptable. Noone but noobs and bears are going to go back to pos to swap out subs + modules to "adapt" their T3 as situation dictates. Every pvp T3 pilot worth their salt already has T3's fit specific to different engagements. It's the difference between a 10s ship change and a 15m ship change. And while you could say that, "b-b-but you'll have all your modules right there and know exactly how to change up the ship".....I'll say, "God damit, who the hell took my faction enam....where the fck is it?".......then someone else is going to say, "Oh dude, sorry man, I needed to use it and didn't think you'd mind, it's on my Thorax dude......soz!"


Sure, but just because there's cookie cutter fleet fits out there (which alter ever so often anyway) doesn't mean that a T3's main feature isn't about being adaptable. Not being "held back" by earlier rig choices helps in that regard, and it also helps in making them more balanced.

Excellence is not a skill, it's an attitude.

Peter Tjordenskiold
#333 - 2013-06-11 11:36:34 UTC
T3s are used because they give an advantage for the higher price. A nerf would nothing do than a change to other and cheaper fleet concepts. Currently T3 are used for boosting, mini professions, travel, takling and webbing and as a better HAC. The Tengu as the king for PVE is out of game. Just calling for a nerf doesn't make sense.
Mr Kidd
Center for Advanced Studies
Gallente Federation
#334 - 2013-06-11 11:38:50 UTC
Ace Uoweme wrote:
Tom Gerard wrote:

Assuming this farce would be the case, Tech 3 Cruisers would drop from Battleship levels of Gank and Tank down to cruiser level? That seems like too large of a nerf.


Not really.

It's a versatile ship but not a specialized ship. That flexibility comes at a price.

It's like in MMORPGs those who multi-class have a penalty, while the pure classes enjoy full class perks. Pures trade the versatility for the benefits of specialization.

This is a win for those specializing in particular careers, and rewards those willing to put the time into it.


T3's are not flexible in the manner to which you speak. The can't be all things at the same time. Besides what you're suggesting would make them subpar in all categories. If so, then please CCP, make sure it performs all roles at the same time. Then I would be ok with it being subpar in every role.

Don't ban me, bro!

Peter Tjordenskiold
#335 - 2013-06-11 11:43:06 UTC
Malcanis wrote:

(1) Allow T3s to self-refit subs and modules dynamically in space (this would actually be a useful advantage)
(2) Go back in time to around and stem the wealth boom that has meant that it's easy to afford large numbers of fitted ships.



1) isn't possible because of the resulting consequences. Every time a player loses his advantage in PVP he would try to get away by refitt or he would be overpowered.
Malcanis
Vanishing Point.
The Initiative.
#336 - 2013-06-11 11:45:00 UTC
Tippia wrote:
Malcanis wrote:
I've never heard of anyone using the T3 logi for anything to do with RR, because it doesn't get the all important range bonus.

The Loki and Proteus don't tread all that hard on the Huginn/Lachesis's roles because they work in different fleets; Web Lokis and Tackle Prots support heavy armor fleets; Hugs and Lachs go in shield skirmish fleets.
…and those subs may very well be fine. It doesn't change the fact that the T3 can fill a wide variety of the T2 specialist roles, and that it's pretty misleading to simply do a 1:1 comparison with a ship that can do all of that and just one of the T2 ships...


hmmm maybe sorta.

Because if cost isn't a viable factor in T3 balance, then it's not a viable factor in arguing against why I would simply use T2 specialist ships for any given job rather than a T3 if the T3 isn't superior for anything.

It might be instructive to put up a list of exactly which specialist roles T3s are outperforming the T2 ships on. Which T2 ships are being "obsoleted" by T3s: let's get some more facts and less generalisations into the discussion.

I'll start off with the most obvious one:

- The Cerberus. The Missile Tengu totally dominates the Cerb, no question. It's superior in every way bar ultra-extreme range missile spamming, which is a job that nobody needs doing these days.



"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Liam Mirren
#337 - 2013-06-11 11:45:23 UTC  |  Edited by: Liam Mirren
Mr Kidd wrote:
T3's are not flexible in the manner to which you speak. The can't be all things at the same time. Besides what you're suggesting would make them subpar in all categories. If so, then please CCP, make sure it performs all roles at the same time. Then I would be ok with it being subpar in every role.


That's the point really, because they're now really good and focussed we don't regard them as being versatile, just as a direct upgrade with obvious benefits in stats. This makes it difficult for most ppl to see them as anything else and thus they base their issues and logic on this current fact.

Changing T3 to never be best at anything but actually, really, being versatile would make them less obvious choices for obvious stuff like missions or 300 man T3 fleets. It would however make them, perhaps, interesting in smaller engagements and for less straight forward PVE.

- edit -

Being able to swap Sub systems while in space (on its own) could be an interesting twistt. Perhaps create some form of "siege mode" with 2 minute cycles where you can't cloak, move or warp but you can swap out subs.

Excellence is not a skill, it's an attitude.

Malcanis
Vanishing Point.
The Initiative.
#338 - 2013-06-11 11:53:37 UTC
Peter Tjordenskiold wrote:
Malcanis wrote:

(1) Allow T3s to self-refit subs and modules dynamically in space (this would actually be a useful advantage)
(2) Go back in time to around and stem the wealth boom that has meant that it's easy to afford large numbers of fitted ships.



1) isn't possible because of the resulting consequences. Every time a player loses his advantage in PVP he would try to get away by refitt or he would be overpowered.



Yeah that's kind of what I mean by "this would actually be a useful advantage".



It's about the only scenario I can think of where "flexibility" actually means flexibility, rather than "You have a wide choice of which role your ship can be fixed into filliing in an inferior way until you can redock and swap your fit out, taking more time than the T2 pilots do to just change their ship".



That's where this whole "flexibility" thing falls down at the moment. You're actually no more flexible in practice than a guy who's just trained HAC IV, Recon IV and Logi IV and bought 3 T2 Cruisers.

You know how many people use their T3s "flexibly" right now, even with the currently overpowered subs?

None. Zero. Nada.

Hangar-based flexibility is a dead concept. It has gone to meet it's maker. It is not pining for the fjords, it is a dead concept. It's in a little concept grave pushing up little concept poppies, mourned and sadly missed by Mrs Concept and the little Concepts.



Rebalance the overpowered subsystems by all means. The Accelerated Ejection Bay is ridiculously good, everyone agress that T3 gang link bonuses are too good and so on. But don't forget to leave a ship that's actually worth flying by the time you're done

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Meytal
Doomheim
#339 - 2013-06-11 11:56:33 UTC
Grath Telkin wrote:
Meytal wrote:


You can buy 3-4 T2s for the price of a similar T3.


And that t3 can perform all the jobs those 3-4 t2's can so in that regard its cost is balanced.

Not at the same time it can't. If you want a new role, you need to refit; and at that point, you might as well just switch to another ship. The changes necessary are that drastic.

It's all nice and cute to say the T3 fits multiple roles, but it exaggerates the truth and overlooks the fact that you have the same limitation you have when you have multiple ship hulls, and even higher costs. If you could refit IN THE FIELD, including free swapping of T2 rigs, then I would say you have a point. Until then, you don't.

Grath Telkin wrote:
Meytal wrote:
Recently I compared a (Laser) Legion to an Absolution.


Why would you compare a cruiser to a battlecruiser, why wouldn't you compare the Legion to a Zealot and an Omen?


Meytal wrote:
At this point, I would say that DPS Strategic Cruisers are comparable to DPS Command Ships, and that is acceptable to me.


And here we have the basics of it all, the Legion is doing damage a ship class order higher than the other cruisers, and considering a HAC takes more training than a t3 cruiser why would you ever bother flying the HAC, who's role should be specialized?

This is probably the point of contention and where the decisions will be made. They are called Strategic Cruisers, so one might be tempted to think they should fall in line with all other cruisers. Should that be the case? Maybe, maybe not. I'm sure CCP will decide, and will most likely decide in favour of Nullsec economy over WH economy.

But like I said, any nerfs (especially to the tank) will make the T3 not worth flying because of the ISK cost and SP cost. Then you've completely killed off a portion of your economy and playerbase.
Tippia
Sunshine and Lollipops
#340 - 2013-06-11 11:59:24 UTC  |  Edited by: Tippia
Malcanis wrote:
hmmm maybe sorta.

Because if cost isn't a viable factor in T3 balance, then it's not a viable factor in arguing against why I would simply use T2 specialist ships for any given job rather than a T3 if the T3 isn't superior for anything.
Oh, misunderstand me correctly…

…I'm not saying that they're good arguments. I'm saying that even if hull cost and skill investment were reasonable balancing factors, the T3s would still be unbalanced because they are actually cheaper and quicker than the alternatives. So the whole “hurr burr half a bil” sulking ignores huge portions of what that money actually buys and falls on its own sword.