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Balancing Feedback: Capital Ships

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Demon Azrakel
Garoun Investment Bank
Gallente Federation
#61 - 2011-11-06 18:50:46 UTC  |  Edited by: Demon Azrakel
Klingon Admiral wrote:
Just something I threw together in EFT regarding dreads:

http://www.bilder-hochladen.net/files/big/iv0i-3-eccb.jpg

blue = Moros
green = Revelation
light blue = Naglfar
red = Phoenix

All dreads with 3 (Naglfar 2+2) faction damagemods, shortrange weapons
Moros with 2 T2 Tracking Computer
Revelation and Naglfar with 1 T2 Tracking Computer

Nyx with x-type hardeners, a-type eanm, dcu and t2 trimarks

The Moros is just towering above the other dreads, which are more or less on the same level in terms of damage.

With applied resistances:

http://www.bilder-hochladen.net/files/big/iv0i-2-c81e.jpg

Naglfar and Phoenix firing with explosive ammunition/missiles for best damage

The Moros is still outclassing the other dreads, despite not being able to utilize the target's explosive resistance hole.
Naglfar has no problem to secure the second position, as it doesn't rely on missiles als the Phoenix does.
Phoenix loses 96 DPS (abou 7%) as the Nyx simple outspeeds it's missiles.
Poor Revelation does about 55% (!) less dps than a Moros, making it the worst dreadnought in this situation.

Against armor carriers in triage, the Moros beats the Naglfar/Phoenix, which are more or less identical in performance by about 1.1k DPS (4277 DPS total, Nag/Phoenix about 3170), while the Revelation is the least effective with 2837 DPS.

The same applies to sieged armor-dreads.

Against immobile shield carriers/dreads, the Moros (5244 DPS) beats the Naglfar (4243) and the Revelation (4109), while the Phoenix lacks good EM/therm-DPS (3654 with kinetic torps). (DPS against sieged Phoenix)

Against mobile carriers/dreads, the phoenix sucks badly, while the moros still delivers significant dps at optimal range.

Overall, when fighting capitals, the Moros delivers at least about 25% more dps than any other dread in any given situation. It just has the best tracking, damagemod and range of any turret-dread.


Phoenix needs some love, more specifically, the citadel weapons need some love. Revelation could use some buffs, as the second image shows. Do you mind uploading a graph showing the effect of long range ammo or long range guns? I think that if you do, the Moros will show how others out-dps it at range with blasters and, instead reveal a larger (and, in the area of nullsec warfare in which making sure the dreads are properly placed within 20km of motherships that will probably fly straight at the dreads for a bit and then orbit anc cause issues; it is much easier to use longer ranged boats at 100k or so) problem; the rails out-dps everything by a large margin. If you think the Moros is OP, at least take into account the disadvantages and use the right guns to prove it.

Take into account range selection. Also remember that that graph is only valid up to the point at which the next damage ammo takes over. Ideally EFT would allow you to overlay all of the graphs of highest damage ammo at a given range. (AKA let you see at what point you should switch to plutonium / uranium / thorium / lead / etc.). Also, one large problem with nullsec capital warfare is that it is very hard to pin a SC down and keep it in blaster range. Especially given that there is only one dread that will hit for full damage if you drop a small dread fleet and do not wait a minute or so to siege after the cyno-bump (Phoenix).

The fact that the Naglfar takes second over a dread that uses capacitor is bothersome, especially given that that dread cannot choose its damage. Also, the Nyx is not the only target at which a dread will shoot.

Having said that, the Moros's guns should not be changed as CCP has suggested, make it use a shitton of capacitor to run those guns.

Mongo Edwards wrote:
The caldari capitals are still bad even after the proposed balancing. The Chimera is still light on CPU even with a CPU implant. The lolphoenix is still lol (citadel torps really really need some love). The Chimera is still has a rough time cap wise making it through a triage cycle and the lack of buffer means it is still very squishy.

On a side note (and potentially off topic) I still feel it was a huge mistake turning SC's into DPS boats. A normal carrier is a logistics boat (hauling, repairing, providing fitting service, etc.) so why would the "super" variant have as its primary role a damage dealer? I envisioned them as a carrier capable of fitting 6-8 bonused capital RR mods, sporting a tank in the realm of 5-10 times that of a normal carrier, and doubling (or more) its hauling capacity.


Aside from those extra high-slots and somewhat less than 5x EHP, that is what the SCs used to be. People whined, and they got to be DPS boats. Now, people will whine if you take away the DPS, smaller drones, repping ability, or light drones. Yet, something has to be done about these ships that really qualify as master of all trades.
SuperBeastie
Deep Core Mining Inc.
Caldari State
#62 - 2011-11-06 21:26:32 UTC
There is nothing wrong with the nidhogger it actually one of the better carriers so stop with that bs the hel & the revenant are completely BROKEN!!

[center]SuperBeastie's Third Party Service My in-game Channel is Supers Third Party[/center]

Klingon Admiral
Carcinisation
#63 - 2011-11-06 21:27:58 UTC
Demon Azrakel wrote:
Do you mind uploading a graph showing the effect of long range ammo or long range guns?


Here we go.

Lets begin with some stats:

Moros @ Plutonium XL (97+49km) w/ 3x FN Magnetic Field Stabilizer / 2x Tracking Computer - 5825 DPS, 34557 Volley, 2mio eHP, 5067 peak tank, 4m57sec capacitor

Revelation @ Xray XL (86+52km) w/ 3x IN Heat Sink / 1x Tracking Computer - 4276 DPS, 23833 Volley, 2,25mio eHP, 5910 peak tank, 5m12sec capacitor

Naglfar @ Fusion XL/Catastrophe CM (52+114km/191.3km) w/ 3x RF Gyro, 1x CN BCS / 1x Tracking Enhancer - 3776+1448DPS, 55249+43662 Volley, 1,65mio eHP, 8932 peak tank, 2m31sec cap (fitting might need some work tank/cap-wise)

Phoenix @ Rajas CM (191.3km) w/ 3x CN BCS - 5033 DPS, 97144 volley, 2mio eHP, 12104 peak tank, 2m54sec cap

In terms of raw DPS the Moros wins at 100km, as Naglfar dps are reduced by falloff (it's still better than that of a naglfar with medrange ammo).

Now lets put this dps to work! As egligible targets for sniper-dreads I have identified carriers (both in triage and mobile), supercarriers, titans and of course other dreads (battles between two dreadfleets will probably be insane dpsraces, as their tank isn't that impressive if you consider 20 dreads or something shooting at you).

In the following graphs the Moros is red, the Revelation green, the Naglfar blue and the Phoenix light blue.

Lets start with the Nyx:
http://www.bilder-hochladen.net/files/big/iv0i-4-a87f.jpg

At about 100km, the Naglfar and Moros are nearly identical in terms of damage-output. Revelation still sucks. bring the Dreads in at about 60km and the Naglfar will outdamage all of them.

Now the Pantheon-Archon:
http://www.bilder-hochladen.net/files/big/iv0i-5-e4da.jpg

Not even a competition...

Triage-Archon:
http://www.bilder-hochladen.net/files/big/iv0i-6-1679.jpg

Moros still secures first place. And to underline why CItadel missiles suck, the damage of the Phoenix is more than trippled (although a triage archon has weaker resists than a pantheon archon).

And against a Abaddon...
http://www.bilder-hochladen.net/files/big/iv0i-7-8f14.jpg

... just use a different ship.

Erebus isn't that interesting, it's just the dps-chart of a Nyx with higher numbers on the graphs.

Now lets shoot on a Revelation:
http://www.bilder-hochladen.net/files/big/iv0i-8-c9f0.jpg

I see a trend here.

And last but not least a Phoenix:
http://www.bilder-hochladen.net/files/big/iv0i-9-45c4.jpg

Poor Revelation doesn't even outdamage a Phoenix using kinetic missiles...
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#64 - 2011-11-06 21:41:57 UTC  |  Edited by: Demon Azrakel
Klingon Admiral wrote:
Demon Azrakel wrote:
Do you mind uploading a graph showing the effect of long range ammo or long range guns?


Here we go.

Lets begin with some stats:

Moros @ Plutonium XL (97+49km) w/ 3x FN Magnetic Field Stabilizer / 2x Tracking Computer - 5825 DPS, 34557 Volley, 2mio eHP, 5067 peak tank, 4m57sec capacitor

Revelation @ Xray XL (86+52km) w/ 3x IN Heat Sink / 1x Tracking Computer - 4276 DPS, 23833 Volley, 2,25mio eHP, 5910 peak tank, 5m12sec capacitor

Naglfar @ Fusion XL/Catastrophe CM (52+114km/191.3km) w/ 3x RF Gyro, 1x CN BCS / 1x Tracking Enhancer - 3776+1448DPS, 55249+43662 Volley, 1,65mio eHP, 8932 peak tank, 2m31sec cap (fitting might need some work tank/cap-wise)

Phoenix @ Rajas CM (191.3km) w/ 3x CN BCS - 5033 DPS, 97144 volley, 2mio eHP, 12104 peak tank, 2m54sec cap

In terms of raw DPS the Moros wins at 100km, as Naglfar dps are reduced by falloff (it's still better than that of a naglfar with medrange ammo).

Now lets put this dps to work! As egligible targets for sniper-dreads I have identified carriers (both in triage and mobile), supercarriers, titans and of course other dreads (battles between two dreadfleets will probably be insane dpsraces, as their tank isn't that impressive if you consider 20 dreads or something shooting at you).

In the following graphs the Moros is red, the Revelation green, the Naglfar blue and the Phoenix light blue.

Lets start with the Nyx:
http://www.bilder-hochladen.net/files/big/iv0i-4-a87f.jpg

At about 100km, the Naglfar and Moros are nearly identical in terms of damage-output. Revelation still sucks. bring the Dreads in at about 60km and the Naglfar will outdamage all of them.

Now the Pantheon-Archon:
http://www.bilder-hochladen.net/files/big/iv0i-5-e4da.jpg

Not even a competition...

Triage-Archon:
http://www.bilder-hochladen.net/files/big/iv0i-6-1679.jpg

Moros still secures first place. And to underline why CItadel missiles suck, the damage of the Phoenix is more than trippled (although a triage archon has weaker resists than a pantheon archon).

And against a Abaddon...
http://www.bilder-hochladen.net/files/big/iv0i-7-8f14.jpg

... just use a different ship.

Erebus isn't that interesting, it's just the dps-chart of a Nyx with higher numbers on the graphs.

Now lets shoot on a Revelation:
http://www.bilder-hochladen.net/files/big/iv0i-8-c9f0.jpg

I see a trend here.

And last but not least a Phoenix:
http://www.bilder-hochladen.net/files/big/iv0i-9-45c4.jpg

Poor Revelation doesn't even outdamage a Phoenix using kinetic missiles...


From what I see, this shows that the Revelation (for a long time the go-to dread) is going to have some issues. Having said that, this supports the need for a higher explosion velocity (double or triple it, sig radius will still keep it from raping subcaps) for citadel weapons. As I said, the rails on a Moros are clearly going to be powerful. The Naglfar seems to have little to no issues, other than EHP. Having said that, what did you do to get such a low EHP on the Naglfar? 3x LCDFEs, 2x invul IIs, and a DCU give 1.9 mil EHP. Were you assuming different rigs, and, if so, what were your lows for the Moros and Revelation, given that you need 3x trimark is to get that 2m EHP?
Klingon Admiral
Carcinisation
#65 - 2011-11-06 21:52:13 UTC
Demon Azrakel wrote:
The Naglfar seems to have little to no issues, other than EHP. Having said that, what did you do to get such a low EHP on the Naglfar? 3x LCDFEs, 2x invul IIs, and a DCU give 1.9 mil EHP.


DCU, Invul II and 3x LCDFE. Put on a SBA for ... 8 more DPS tank. Ugh A Invul II seems to be preferable in any case.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#66 - 2011-11-06 21:58:42 UTC
Klingon Admiral wrote:
Demon Azrakel wrote:
The Naglfar seems to have little to no issues, other than EHP. Having said that, what did you do to get such a low EHP on the Naglfar? 3x LCDFEs, 2x invul IIs, and a DCU give 1.9 mil EHP.


DCU, Invul II and 3x LCDFE. Put on a SBA for ... 8 more DPS tank. Ugh A Invul II seems to be preferable in any case.

Invul II can also be overheated when you need it most in nullsec
HelPilot of20Years
Doomheim
#67 - 2011-11-07 00:30:42 UTC
Do something about the Hel. Update SISI with the change. My account will expire in a week, and there will be no coming back if nothing is done by then. Not paying 15$ for another month to remind you to do your jobs.

I don't pay a mechanic just to stand around and tell him what's wrong with my car and then help him fix it.

One can only hope that these knee-jerk nerfs and buffs are rectified, or you guys will have to start working on fishing trawlers instead of coding and designing games. ******* Iceland. Letting the only decent space game decay since 2007.

...designed for [u]one purpose and one purpose only[/u]. ”Imagine a swarm of deadly hornets pouring from the devil’s mouth. Now imagine they have autocannons.” -Unknown Hel designer

Pesadel0
Sebiestor Tribe
Minmatar Republic
#68 - 2011-11-07 10:49:19 UTC
Demon Azrakel wrote:
VeloxMors wrote:
Soon Shin wrote:
The naglfar has an advantage in that you can change damage types and your guns and missiles use absolutely no cap. The Naglfar is fine.


It also takes the most skill points to fly effectively, and by no small margin. They have to train 2 completely different weapon systems with 2 completely different sets of support skills and use 2 completely different sets of upgrade modules. Minmatar are known for projectiles, and only a select few of their ships are made for missiles; why in the world would CCP make the 1 Minmatar dreadnaught one of those missile ships, when most minmatar pilots have no significant use for missile skills?

Whine all you want about capacitor use and not being able to change damage types with the Revelation; that's the same with the majority of Amarr ships. If you don't like having weapon cap usage and damage type restrictions, don't fly Amarr (derp). If CCP had similarly made the Amarr dreadnaught a Khanid missile boat, then I'd fully support your argument about the Revelation being screwed up.

TL;DR: the Naglfar is definitely not fine.


Nevertheless, arguing that the Naglfar should be better than all other dreads in all ways because it has to train those skills is silly.

The Naglfar has (and the Revelation and Moros lack):
A better burst tank
Damage Selection
No capacitor usage for its guns

The Naglfar has:
Similar EHP (with the ability to up that via overload)
Similar DPS (see the 2x Mag stab comparison required for the argument that the Naglfar has less EHP)

The Revelation has (and the Naglfar lacks):
Instant Range Selection

And you argue that the Naglfar needs the highest DPS as well, really?

The cost of flying a Moros or a Revelation is using cap and no damage selection. The benefit is that the guns (assuming omni resistances) should perform better.

Saying "Don't fly Amarr or Gallente if you do not like using cap" misses the point; we want advantages in exchange for our disadvantages. Plain and simple. Or should every race perform the exact same way in terms of DPS and EHP, with Minmatar being the only race that has damage selection and can still use its guns w/o capacitor? You are arguing that Minmatar should be the clearly superior race to fly, something that has been the way sub-capital for quite some time, with the exception of some Amarr ships (Abaddon, Zealot).


We aren't arguing to make the naglfar OP , we just are asking if CCP can put back the buff they already did like 2 years ago making the nag a pure artie/ac cannon boot , because you see training for 2 weapon systems while having the worst tank to be just second in dps in all races isnt really that much fun .

And your argument about changing ammo is really moot because in fleet fights you bring 2 ammo types one long range one short range, the rest we dont use, 100VS100 dreads we would be like changing ammo for every single primary , with lag factored in good luck doing any kind of damage to primary.

Not to mention that if naglfar is that op everyone should be flying it right?

VeloxMors
Native Freshfood
Minmatar Republic
#69 - 2011-11-07 12:18:35 UTC
Demon Azrakel wrote:

Nevertheless, arguing that the Naglfar should be better than all other dreads in all ways because it has to train those skills is silly.
...
And you argue that the Naglfar needs the highest DPS as well, really?


Learn to read. I never argued that; I was arguing the Naglfar shouldn't require a huge amount more SP to be on par with the other dreads. By making it fully turret, it would require a normal amount of SP to fly, and do a normal amount of DPS. I never once argued it should do any more DPS than the other dreads.

Demon Azrakel wrote:

Saying "Don't fly Amarr or Gallente if you do not like using cap" misses the point; we want advantages in exchange for our disadvantages.


Amarr have no ammo requirement (ideal for w-space and people on a budget), can change ammo without reload time, and usually have better tanks. If you don't like those advantages, don't fly Amarr. Gallente are in the process of being reworked because they genuinely weren't balanced.

Demon Azrakel wrote:

You are arguing that Minmatar should be the clearly superior race to fly, something that has been the way sub-capital for quite some time, with the exception of some Amarr ships (Abaddon, Zealot).


I never argued that the Nagflar should outclass the other dreads. As far as subcaps are concerned: read the thread title.

Next time you feel like making an argument, read and think before posting.
Demon Azrakel
Garoun Investment Bank
Gallente Federation
#70 - 2011-11-07 12:43:26 UTC  |  Edited by: Demon Azrakel
VeloxMors wrote:
Demon Azrakel wrote:

Nevertheless, arguing that the Naglfar should be better than all other dreads in all ways because it has to train those skills is silly.
...
And you argue that the Naglfar needs the highest DPS as well, really?


Learn to read. I never argued that; I was arguing the Naglfar shouldn't require a huge amount more SP to be on par with the other dreads. By making it fully turret, it would require a normal amount of SP to fly, and do a normal amount of DPS. I never once argued it should do any more DPS than the other dreads.

Demon Azrakel wrote:

Saying "Don't fly Amarr or Gallente if you do not like using cap" misses the point; we want advantages in exchange for our disadvantages.


Amarr have no ammo requirement (ideal for w-space and people on a budget), can change ammo without reload time, and usually have better tanks. If you don't like those advantages, don't fly Amarr. Gallente are in the process of being reworked because they genuinely weren't balanced.

Demon Azrakel wrote:

You are arguing that Minmatar should be the clearly superior race to fly, something that has been the way sub-capital for quite some time, with the exception of some Amarr ships (Abaddon, Zealot).


I never argued that the Nagflar should outclass the other dreads. As far as subcaps are concerned: read the thread title.

Next time you feel like making an argument, read and think before posting.


A: The active tank is not the worst, it is the second best for burst
B: The EHP is worst by a small margin (1.9 m vs the Moros's 2.05m).
C: Bringing autocannons and torps to this capital blob is not going to happen, that only applies to long range warfare.
D: At blaster range, the fact that you use cap is very important (w-space is full of bhaalgorns)
E: We know not to expect CCP to change the Naglfar's slot layout. I would love to see this changed, but :CCP:. If we assume that CCP continues to refuse to redo the Naglfar's slot layout, your arguments suggest that it should out-dps a Moros, which uses capacitor and has only a little bit more EHP.
F: The revelation shines in being cheap. Bashing a pos with faction ammo, no problem. However, in pvp, we can assume that both dreads have faction ammo, and it falls behind again.

Pesadel0 wrote:


We aren't arguing to make the naglfar OP , we just are asking if CCP can put back the buff they already did like 2 years ago making the nag a pure artie/ac cannon boot , because you see training for 2 weapon systems while having the worst tank to be just second in dps in all races isnt really that much fun .

And your argument about changing ammo is really moot because in fleet fights you bring 2 ammo types one long range one short range, the rest we dont use, 100VS100 dreads we would be like changing ammo for every single primary , with lag factored in good luck doing any kind of damage to primary.

Not to mention that if naglfar is that op everyone should be flying it right?



I assume that everyone would (given the current meta-game) bring the ammo that is highest in explosive (because of Nyx / Aeon / Avatar / Erebus) damage for nullsec warfare as well as enough other ammo to properly mess up your given choice of POS.

(Also, from above: E: We know not to expect CCP to change the Naglfar's slot layout. I would love to see this changed, but :CCP: If we assume that CCP continues to refuse to redo the Naglfar's slot layout, your arguments suggest that it should out-dps a Moros, which uses capacitor and has only a little bit more EHP.)
Magic Crisp
Amarrian Micro Devices
#71 - 2011-11-07 15:15:33 UTC
I've tested the dread changes on the naglfar recently. The damage boost indeed seems nice, though from other players' reports I clearly see that now the moros is way overpowered compared to the other dreads.

What was surprising me, that I couldn't hit a paladin orbiting me at 40K, and CCP clearly stated in the devblogs, that they wish to bring the dreads into fleet fights. However, I see no reason why would anyone field a dread into a fleet fight.

With the current stats on SiSi, the naglfar was good on completely stationary targets, but nothing else. I've even experienced various carriers speedtanking me, that surprised me a bit. Also everything not completely stationary was impossible to hit. With these changes, sieged carriers are not even good for KM whoring in a fleet. And when a dread is not sieged, it's just an expensive BS. Well, a rather stupid and big BS.

At the end, I wasn't really using the citadel torps on the naglfar, because i couldn't hit anything with it. Not even a moving phoenix, it did only minor damage. seeing this, citadel missiles clearly need some love. Also, i'd be still a lot happier if the naglfar weren't this ugly dualweapon platform.

In bigger fleets, when the DPS exceeds a dread's sieged tanking ability (3+ dreads, or 20+ battleships), then it's again pointless to field a dread, because they can't receive logistics.

Though I'm unable to handle the T2 siege module, I strongly agree on the opinion to increase the scan resolution with T2 siege modules, that'd also be a nice step for getting dreads back into the game.
Krell Kroenen
The Devil's Shadow
#72 - 2011-11-07 16:46:51 UTC  |  Edited by: Krell Kroenen
Well the forums ate my longer post so here is a shorter version. Instead of nit picking which dread is better than another. Isn't it more important to wonder if they are going to be used in any number for it to matter?

I am not sure myself, what is everyone else's opinions of the changes? Are they enough to cause a resurgence of dread use in fleets? Or no?
MastahFR
Native Freshfood
Minmatar Republic
#73 - 2011-11-07 17:29:18 UTC
Shield supercarrier and especially the Hel are a joke. If it goes like that on tranquility I'll just unsub my 3 accounts as I won't have the possibility to use them anymore.

o/
Mioelnir
Brutor Tribe
Minmatar Republic
#74 - 2011-11-07 19:50:29 UTC
Disclaimer: I have 3 minmatar capital characters, two of which are supercapital capable. So, apply a grain of salt or two.

Shield capitals: remove shieldrecharge. There, done. If you unsub because you passive shield tanked your capital, good riddance. Now, apply gang bonuses like armor ones. If you can't remove shield recharge due to code, set the recharge time to 14 days and apply gang bonuses like armor. Instant win.
Introduce a new implant type (concord lp?) that gives slave-like bonuses to capital shields (not subcap shields, since in subcap land there are valid reasons for passive shield tanks) Or also make them increase recharge time so that passive regen stays the same...

Naglfar:
I personally don't think there is anything wrong with it. A slight tad more cap recharge would be nice so we do not have to cripple our fittings to be jump capable after a 5 minute cycle would be nice, but I won't /emoragequitwristslash if it simply stays as it is.
The tracking increase in siege seems to work from my tests on Sisi (2* AC/Torp Naglfars vs Hel at 30-40km with 100m/s transversal; nice hits).

Nidhoggur:
I personally consider the niddy one of the best 0.0 carriers, because it has armor tank, armor-rr for fleets, shield-rr for towers and reasonable fittings and damage. But, since it is make-a-wish time:
- two Archons remote-repairing each other with unbonused reps receive a 33% increase in repair effectiveness from their resistance bonus. Two Nids doing that only gain +25%. The "logistics" carrier should be on even ground here.
- the Nid is the only carrier whose racial bonus affects a cap using module. Yet, is has by far the worst - probably because projectiles do not use cap.... Well, please subscribe to a current version of reality. Carriers do not have turrets. Similarly, archons do not have lasers either, but they get the built-in because-of-lasors cap bonus. There is something wrong with that.

Hel:
Oh boy. I could actually stop after those 2 words.
- the two points from the niddy apply as well, only more. In terms of RR-performance per needed capital energy transfer it is more effective to bring another nyx than a single hel. It's cap is THAT BAD. And do not get me started on the overall damage implications of the additional nyx.
- when SCs were rebuilt as DPS platforms, it was left behind as the only SC without either an offensive or defensive bonus as its originally intended bonus (-7.5%/lvl reduction to fighter bomber signature radius) was deemed too powerful (it had more effective dps against a subcap than a Nyx).
- all the racial t1 traits of Matari ships are built around versatility (extra slots here or there, a bit more speed, smaller sig (lol supercapital), weird half/half tanking slots etc), yet this expansion is explicitly about removing versatility. I consider this a problem. No ship should have design guidelines forcing it to be useless.
- Speed: the hel is too fast. An typical fit aeon has 62-66 m/s max speed. A typical fit hel has 100m/s. So to not leave the bulk, stay in range of its own RR modules to stay useful and the aeons RR-cap to not cap out, it has to slow down to those speeds too. At which point it is the only SC that is not above the warp threshold and therefor much more risky to deploy - at no gain. If you want to keep it minmatar with a mobility advantage, increase its agility, not topspeed.
- EHP: it wasn't stellar before. It sucks now. I do not have an armor SC (....yet), but currently on sisi the hel barely breaks 20m EHP with an officer fit containing modules whose price exceeds the entire fitting of an armor sc including the hg slaves. Price shouldn't be a balancing factor, yes, but it is a good indicator.
- CPU: the introduction of the meta shield transporters made fitting shield tank (hardeners, not boosters) locally and shield transfers (oh my, what a combination) more manageable, so this is probably fine now by way of costing a lot more isk..

It boils down to this:
Supercarrier pilots should be excited about a hel in their midst because of the things the ship contributes to the fleet, not because every additional hel means one ship that is a dead given primary before them like it is currently the case.

Ragnarok:
I haven't sat in one yet (Cry), but I would guess it could use an EHP nudge and a speednerf aswell.
Maxsim Goratiev
The Scope
Gallente Federation
#75 - 2011-11-07 19:56:00 UTC
I have recently aquired skilsl nessesary for flying a dread, and there is jsut no reason to fly it. There are two changed that would easilly make them viable:

Improve their damage outside of siege. Make them normally deal 1/2 or 1/3 of their sieged damage. Thar way they can be used as a mobile warfare platform, to hurt other capitals or battleships with a lot of webbing support. If you want maximum damage output, you still have to enter siege, but now there is the option of mobile warfare, and it's always more interesting than stationary one.

Second: increase minimum warp range to ~300 km or smth. Now you cannot instantly warp to sniping dreads or any other sniping ships for that matter.
Grath Telkin
Amok.
Goonswarm Federation
#76 - 2011-11-07 21:17:58 UTC
Please carve whatever space you need out of my cavernous cargo bay to give me back at least 50 cubic meters of drone space on my Erebus, thanks in advance

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

Murtific
Collapsed Out
Pandemic Legion
#77 - 2011-11-07 21:53:24 UTC
Aoa Lux wrote:


nidhoggur

a carrier with a rep bonus that is ironically inferior to the amarr carrier as a triage platform



+1
Pesadel0
Sebiestor Tribe
Minmatar Republic
#78 - 2011-11-07 22:30:41 UTC
Murtific wrote:
Aoa Lux wrote:


nidhoggur

a carrier with a rep bonus that is ironically inferior to the amarr carrier as a triage platform



+1


+2 and the galente preforms better also.
Minerus Maximus
#79 - 2011-11-07 22:58:38 UTC  |  Edited by: Minerus Maximus
CCP removed drone bay from dreads but their construction is still required capital drone bays! This is insanity.
CCP cut Nyx's drone bay capacity by 40%, Hel's by 33,(3)%, Wyvern & Aeon by 37,5%, but their construction is still required same capital drone bays instead of same cut of required quantity. This is a trivial negligence
zero2espect
Space-Brewery-Association
#80 - 2011-11-07 23:07:35 UTC
the super nerf is just far too ******** to be considered for rollout. testing has shown me everything that i feared to be true. there are many more resonable approaches to what is required in the dev-blog thread.

personally i'd be much better off with a removal of the corp hanger, inability to fit spider tanking/cap mods and a limit to the number operational in a fleet.

the real heart of the problem is not a single super-cap or even two - the new agression timers and tier3 bcs is good for a small numbers of SCs against fleets that "deserve" to kill them. The real issue is when we're talking about 10-20 or more of them in a fleet, in a system. you have to be kidding thinking that these changes address this fundamental issue - unfortunately the changes as proposed makes it impossible for a small corp to run SCs and will either force them (and their accounts) out of the game or merge them into super alliances - which magnifies the issue instead of correcting it.

the siege timer on the dreads seems to be working nicely, however the carrier as a class seems to suffer more as a result (more than i thought). again the removal of drone bays is a travesty for the dreads.

have been thinking that a new set of implants that provides either resistance or amount of shield would help drive the shield based capitals into consideration. this ofc would have to be balanced with perhaps a armour resist or cap recharge implant for armour tankers. the other alternative is to flip it and introduce a significant damage boost to the shield based caps, offering pilots the ability to train towards survivability OR max damage. again a range of implants aimed at decreasing siege/triage module timers would be interesting - giving pilots an opportunity to pick tank, resist, cap or time committed on field.