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[Odyssey 1.1] Heavy Assault Cruisers

First post First post
Author
Heribeck Weathers
Caldari Provisions
Caldari State
#1041 - 2013-07-20 19:05:17 UTC
Subtarian wrote:
I disagree with the muninn change. How is losing a high slot which decreases the DPS and the Volley of the ship rebalancing ? that seems like a huge nerf. One more low slot does nothing for it. This will get the enitre mobile shield sniper muninn fleet trashed. Also the resist are best on the shields yet you decrease the shields also instead of buffing it??..I am confused ? This really is a significant nerf Fozzie. Please take another look at that. Ugh




You do relise the Muninn just lost a utility high not a turet slot right?
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#1042 - 2013-07-20 19:09:50 UTC
Alright so the Vagabond. hrm. The main problem I have with the change to its bonus is the quirk it gave the ship. The 5% bonus per level to Max Velocity did some strange things when you bolt on an MWD, giving it a further speed boost above and beyond what your calculator would say (EVE Maths). This removal puts the altered hull at least 100m/s disadvantage to what it is now.

-_-

so ill suggest this

Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire
7.5% bonus to shield boost amount 5% bonus to max velocity

Heavy Assault Cruiser Bonuses:
10% bonus to Medium Projectile Turret falloff
5% bonus to Medium Projectile Turret damage

Slot layout: 6H, 5M (+1), 5L; 5 turrets, 1 launchers(-1)
Fittings: 855 PWG, 395 CPU
Defense (shields / armor / hull) : 1650(+97) (-3) / 1400(+63) / 980(-4)
Capacitor (amount) : 1080(-2.5)(+17.5)
Mobility (max velocity / agility / mass / align time): 260(+51) (+21) / .504 / 11590000 / 8.1s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 330 / 6(+1)

More hot topics of debate!
- Give it the max velocity bonus back. This ship will benefit more from being quicker than boosting its shields. ASB shield Vagabond won't happen because 2x LSE buffers the ship from large volleys which is important with the role of the ship to dart in and out of fleets, catching vulnerable support ships. No buffer = blapped
- Ill even propose to slightly improve the ships top speed a little. This increase goes a long way with the MWD and Max Velocity bonus so we'll see how that goes
- 5 Medium Slots. Yup. Currently you have to make the critical decision of either dual LSE MWD + Disruptor or drop an LSE for a Web. Its a fair option for more utility but what throws this balance out the window? Stabber Fleet and Cynabal, outperforming in Armour and Shield respectively. Everyone is loving the Faction ships right now
- More Capacitor because it struggles at the best of times

To give the Vagabond back its edge, it needs these changes otherwise it is simply inferior

=[
Steve Spooner
Caldari Provisions
Caldari State
#1043 - 2013-07-20 19:26:33 UTC  |  Edited by: Steve Spooner
Legion40k wrote:
Alright so the Vagabond. hrm. The main problem I have with the change to its bonus is the quirk it gave the ship. The 5% bonus per level to Max Velocity did some strange things when you bolt on an MWD, giving it a further speed boost above and beyond what your calculator would say (EVE Maths). This removal puts the altered hull at least 100m/s disadvantage to what it is now.

-_-

so ill suggest this

Minmatar Cruiser Bonuses:
5% bonus to Medium Projectile Turret rate of fire
7.5% bonus to shield boost amount 5% bonus to max velocity

Heavy Assault Cruiser Bonuses:
10% bonus to Medium Projectile Turret falloff
5% bonus to Medium Projectile Turret damage

Slot layout: 6H, 5M (+1), 5L; 5 turrets, 1 launchers(-1)
Fittings: 855 PWG, 395 CPU
Defense (shields / armor / hull) : 1650(+97) (-3) / 1400(+63) / 980(-4)
Capacitor (amount) : 1080(-2.5)(+17.5)
Mobility (max velocity / agility / mass / align time): 260(+51) (+21) / .504 / 11590000 / 8.1s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 330 / 6(+1)

More hot topics of debate!
- Give it the max velocity bonus back. This ship will benefit more from being quicker than boosting its shields. ASB shield Vagabond won't happen because 2x LSE buffers the ship from large volleys which is important with the role of the ship to dart in and out of fleets, catching vulnerable support ships. No buffer = blapped
- Ill even propose to slightly improve the ships top speed a little. This increase goes a long way with the MWD and Max Velocity bonus so we'll see how that goes
- 5 Medium Slots. Yup. Currently you have to make the critical decision of either dual LSE MWD + Disruptor or drop an LSE for a Web. Its a fair option for more utility but what throws this balance out the window? Stabber Fleet and Cynabal, outperforming in Armour and Shield respectively. Everyone is loving the Faction ships right now
- More Capacitor because it struggles at the best of times

To give the Vagabond back its edge, it needs these changes otherwise it is simply inferior

=[


How did you pass reading comprehension? The Vagabond got an ADDITIONAL BONUS because the 5% velocity per level is now PART OF THE HULL so regardless of your minmatar cruiser level it is 25% faster (irrelevant since it has to be 5, but still)
Legion40k
Hard Knocks Inc.
Hard Knocks Citizens
#1044 - 2013-07-20 19:31:57 UTC
Steve Spooner wrote:


How did you pass reading comprehension? The Vagabond got an ADDITIONAL BONUS because the 5% velocity per level is now PART OF THE HULL so regardless of your minmatar cruiser level it is 25% faster (irrelevant since it has to be 5, but still)


If the calculator lies, fair enough, but as I explained theres a quirk with this bonus and prop mods to achieve such a high speed. Take a look, its..odd
Ersahi Kir
Brutor Tribe
Minmatar Republic
#1045 - 2013-07-20 19:39:31 UTC
Subtarian wrote:
I disagree with the muninn change. How is losing a high slot which decreases the DPS and the Volley of the ship rebalancing ? that seems like a huge nerf. One more low slot does nothing for it. This will get the enitre mobile shield sniper muninn fleet trashed. Also the resist are best on the shields yet you decrease the shields also instead of buffing it??..I am confused ? This really is a significant nerf Fozzie. Please take another look at that. Ugh




The muninn is going from a 5 turret 2 utility high slot layout to a 5 turret 1 utility slot layout. The DPS loss is...minimal.

No one (except you) is whining about the high slot loss, they're complaining that they added a low slot instead of a mid slot.
Smoking Blunts
ZC Omega
#1046 - 2013-07-20 19:52:24 UTC  |  Edited by: Smoking Blunts
Legion40k wrote:
Steve Spooner wrote:


How did you pass reading comprehension? The Vagabond got an ADDITIONAL BONUS because the 5% velocity per level is now PART OF THE HULL so regardless of your minmatar cruiser level it is 25% faster (irrelevant since it has to be 5, but still)


If the calculator lies, fair enough, but as I explained theres a quirk with this bonus and prop mods to achieve such a high speed. Take a look, its..odd



im pretty sure 239 x 1.25 is 298.75 m/s not 290m/s like stated in the new base stats of the vaga, so unless there is some other special dev maths going on its going to be a little slower

(everyone is linking the stats showing 260 m/s not the 290 m/s now showing so maybe ccp rise ninja edited op. )

OMG when can i get a pic here

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1047 - 2013-07-20 19:56:48 UTC  |  Edited by: Vayn Baxtor
Something else that came to mind - though something close to what I said much earlier.

While the freedom of how these ships are used remains in the hands of the players and how it is amassed for doctrines, I'm still not sure about the goal behind the HAC tiericide.

Is each HAC to be a specialized soloing ship or is it to be more of a essential fleet entity?

I'm sure everybody wants both, but whlie thinking stuff up I keep bouncing between that question. Having both aspects would make them overpowered.

As an example, we have Force Recons and we have Combat Recons - with the stealthy variant being clearly more viable for "Solo'ing" and picking your own fights. Now this can be done with virtually every ship, but only a few specific ones can actually do stuff.

HACs currently have the desirable brawler, damagedealing monster -- and a long range aka sniper variant. Without arguing with anybody about the uses, I just find it a bit difficult to figure what suggestions to focus on.

For me at the moment, it is hard to suffice ideas like "more speed/soloer" and other traits of the factions when we have the big bloc boys asking for better AHACs/Fleet HACs (which tells me we should probably see some alternative HAC that can support other playstyles we would like to have).

Looking back on HACS, we have several ways of playing them. There's AHACs and other fitting choices.

/edit
friggin' typoes. I tried...

Using tablet, typoes are common and I'm not going to fix them all.

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1048 - 2013-07-20 20:04:25 UTC
Nyancat Audeles wrote:
Sacrilege could use another low... A properly fit dual rep Sacrilege does barely any DPS.

Baron vonDoom
Scorn.
#1049 - 2013-07-20 21:07:25 UTC
Still waiting for the OPs 'just kidding' resolution.

These changes are the most ridiculous farce I've seen in eve and makes the ferrogel 'exploit' look like a much needed balancing factor.
raawe
Imperial Shipment
Amarr Empire
#1050 - 2013-07-20 21:29:47 UTC
Rise, can you update us on balance status concerning our inquiries?
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1051 - 2013-07-20 22:01:18 UTC
raawe wrote:
Rise, can you update us on balance status concerning our inquiries?


He is currently busy :)!


CCP R I S E wrote:

Hey guys, another short update.

Spent most of the day yesterday on prep for the Alliance Tournament and of course today and tomorrow will be spent on 64 total AT matches. Fozzie and I are still talking a lot about this rebalance and have some good ideas going forward but because of the tournament you will have to wait until the start of the work week.

Check out the AT in the meantime =)

Using tablet, typoes are common and I'm not going to fix them all.

Christopher Multsanti
TEMPLAR.
The Initiative.
#1052 - 2013-07-20 22:03:38 UTC  |  Edited by: Christopher Multsanti
Ah the vaga. The ship I have a lot of fond memories of. So please forgive any bias.

I probably will not be brawling with the vaga. I don't mind the changes too much but the vaga, to me, is all about nano and tackling and roaming etc.

But What I would like to see Is some sort of cap reduction mwd bonus that the rax and Deimos get. Although personally I think these ships don't need this bonus and the vaga does, especially when not brawling:


  • A Deimos needs to burn its mwd for a few cycles to get in range and then spam it occasionally to keep range for blasters.
  • A vaga operating in its original role of fast attack/fast tackle need to burn its mwd constantly with disrupter to keep target pointed so that it can keep up its transversal to tank, while doing less damage than a Deimos.


Which leads me onto my second topic:


  • The Vaga needs more damage!!
  • Vaga as close range brawler v Deimos comes out at 170dps less with full rack of 425/Neutrons with Close range t2 ammo and 2 damage mods.
  • With 2 damage mods fitted on Deimos and Vaga this leaves the Deimos with 4 tanking slots.


Which leads me onto my third topic:

The MWD and SCRAM = -2 mid slots leaving two slots for tank on an active tanking brawler ship!


I think overall we need more vaga dps, more cap stability to roaming and tackling vagas, and for the love of god we need more mids!!!
Harvey James
The Sengoku Legacy
#1053 - 2013-07-20 22:12:40 UTC
Christopher Multsanti wrote:
Ah the vaga. The ship I have a lot of fond memories of. So please forgive any bias.

I probably will not be brawling with the vaga. I don't mind the changes too much but the vaga, to me, is all about nano and tackling and roaming etc.

But What I would like to see Is some sort of cap reduction mwd bonus that the rax and Deimos get. Although personally I think these ships don't need this bonus and the vaga does, especially when not brawling:


  • A Deimos needs to burn its mwd for a few cycles to get in range and then spam it occasionally to keep range for blasters.
  • A vaga operating in its original role of fast attack/fast tackle need to burn its mwd constantly with disrupter to keep target pointed so that it can keep up its transversal to tank, while doing less damage than a Deimos.


Which leads me onto my second topic:


  • The Vaga needs more damage!!
  • Vaga as close range brawler v Deimos comes out at 170dps less with full rack of 425/Neutrons with Close range t2 ammo and 2 damage mods.
  • With 2 damage mods fitted on Deimos and Vaga this leaves the Deimos with 4 tanking slots.


Which leads me onto my third topic:

The MWD and SCRAM = -2 mid slots leaving two slots for tank on an active tanking brawler ship!

I think overall we need more vaga dps, more cap stability to roaming and tackling vagas, and for the love of god we need more mids!!!


The vaga is the archetypal HAC and should remain as such not some ASB Frankenstein there are a couple of alternative bonuses i could think of to replace the velocity bonus
- 5% mwd sig reduction
-5% agility
-5% tracking
or just buff its damage bonuses to 10% er's in exchange so only 3 bonuses but much stronger .. but i think double damage bonuses are kind of needed on HACS as basic now anyway..it also needs a 5th mid.

On the deimos i don't think the brawling role is worth its time ... a more vaga style approach would be better a second falloff bonus would be better here maybe shrink the other falloff bonus down so you have two 7.5% bonuses instead.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

NetheranE
The Scope
Gallente Federation
#1054 - 2013-07-20 23:59:27 UTC  |  Edited by: NetheranE
CCP Rise, once again, you have disappointed me thoroughly with your fist pass at balancing.
This is Gallente BS pass one all over again, poorly thought out and poorly understood.

HACs as a class need a reconsideration, and by crushing their power scale comparatively to navy and t1 cruisers, you remove their ingame value in almost its entirety.
This is especially with the FW changes that enable the procurement of navy cruisers at such minimal cost to those involved in FW.

While I understand the power spike that needs to be shifted down scale in order to enable younger pilots to compete competitively in EVE at less cost in order to keep them in the game, we need not **** so heavily on the higher skilled and higher requirement ships to do this.
In 6-9months time, when these newb pilots have worn out their 'kiddie' ships, they will want something powerful and worth their money to get into. Your proposed changes completely remove that option for them.

Seriously, lets take a look at this legitimately and intelligently, like people who have jobs about this and not kids on the playground goofing around.

First:
-50% MWD sig reduction role bonus
Are you mental? This is a practically useless bonus. I can think of 2 ships in all 8 that will make legitimate enough use of this for it to even be considered slightly helpful. Old Vagabond and old Cerberus.
Deimos doesnt run its MWD long enough to consider it useful. Ishtar just picks up sentries and warps, or its brawling you with ogres anyway. Muninn warps to a new tac and alphas you from it. Eagle will warp to a new tac and rail you from there. Zealots never use MWDs, and a Sacrilege acts like a Deimos with its MWD.
This role bonus is ridiculous, frivolous and quite honestly, an insult. What works for AFs will not necessarily work for HACs or any other class for that matter.
What this should be is: [one of the following]
-25% reduction in efficiency of EWAR modules against you [webs, tps, damps, ecm, tds]
-50% reduction in efficiency of opposing racial EWAR modules against you [min=TD, amarr=web, gal=ECM, cal=damp]
+10% to received fleet bonuses
+15% to incoming remote assistance modules
{reserved for other ideas}


Sacrilege:
To be frank, these changes are not badddd, but they dont fix or solve any of its issues either. A dual rep sac with the current changes to MAR, can easily fit a MWD, med cap booster, med neut, 5x HAM II, 2x MAR II and a Med Aux Pump rig with plenty of grid to spare. The sacrilege does not need more grid. If anything a touch more cpu, 15-25 points, would be far more beneficial, especially now that the CPU intensive HMLs are available weapon choices.
The cap recharge bonus is a diamond in the rough. I flew the ship for a long while, and the bonus is excellent and shows greatly during actual play and combat. Perma-running a MWD or med neut off cap regen alone, while maintaining tackle is not to be underestimated by the masses of fools that have no experience in the ship.
I would personally keep all the current changes to it, except perhaps modifying the amount of grid it is given and compensating with a slight CPU increase. The mass reduction is good as well. However, sig should be reduced to attack cruiser level, as benefits a HAC, not a t1 combat cruiser.
Zealot:
You didnt touch it, so you couldnt f--- it. What aint broke, dont fix.

Cerberus:
WHOOHOOO 6TH LAUNCHER THAT WE DONT HAVE THE FITTINGS FOR!
Seriously, I'm starting to use the meme :Rise: for anything that lacks common logic amongst my EVE friends, and they get it and laugh.
The cerberus seriously lacked a moderately effective tank to even start with, and now you give us less fittings than the new launcher will cost and expect us to field a better or equal tank with less resources to do it with. I are disappoint.
Around 150ish more PG instead of 85, 50 CPU should be fine. Consider a straight 10% dmg bonus on CalCruiser and think about an explo velocity bonus instead of the RoF bonus. Heavier volley, slightly less dps, far better applied dps.
Eagle:
Extra mid + rail changes mean only good things for this ship (if only you hadnt slapped rails with that horrid tracking nerf, more on that in the relevant thread). However, the absolutely paltry/pathetic speed with which you have bestowed this ship appears more insult to injury than the changes do good. A pathetic 175m/s? What are we expecting, the enemy to be perma-webbed by something that may never actually be there? Give it at LEAST 195m/s, and reduce the sig while you're at it. This may be the t2 combat cruiser, but that doesnt mean it should be as bad as its t1 counter-part at its actual job.
I'd also suggest a 15-20% optimal bonus per level on CalCruiser and perhaps a tracking bonus on HAC in place of the 2nd optimal bonus.

Deimos:
YAY, speed! YAY, extra mid! YAY, I just lost 10% armor! YAY, I just lost 20% structure!
...Wait, what?
God no. This is not just a "thorax with better resists and an extra bonus or two," THIS is a exponentially more expensive, SP intensive nich t2 thorax. However, you seem to prefer the former, while making the Nexequror better. :gg:
Replace the lost armor and structure at least, consider a tracking bonus instead of the MWD, consider making the MWD cap bonus inherent (like Vaga's speed bonus, that you stealth nerfed), increase the fitting heavily. Deimos SHOULD be able to do Neutrons +1600 + MWD with just enough grid for the rest of the slots (no capbooster, double web) @V skills.
<
NetheranE
The Scope
Gallente Federation
#1055 - 2013-07-21 00:00:49 UTC  |  Edited by: NetheranE
Ishtar:
Sentry bonuses? Not bad....
Still that paltry bay bonus? **sigh**
Give the Ishtar either a 375m3 bay flat with 10m3/lvl or a 300m3 flat with 25m3/level. Or better yet, a flat 400-450m3 bay base, with a drone velocity bonus instead.
The ishtar should be the epitome of drone ships, make it so.
Reduce sig, it should be better than its t1 counter part in this. Also, GIVE IT A FAT WAD OF CPU. At least 100 points is required, I would personally say a bit more than that. Grid would not go wrong consider the unbonused extra turret you gave us so frivolously.
Not bad changes, but definitely needs some refinement and work, THATs for sure.

Vaga:
Ninja nerfing the speed on a speed HAC is kinda, painful?
i dont have the full end numbers now, but I'm expecting between 70-100m/s lost at the top end, which is enough to start making uncomfortable considering the speed of current t1 cruisers.
Shield boost amount is literally just cementing over the meta of what the ship currently is being used for. While not particularly bad, I did frown as it shows a lack of creativity on your part. A tracking bonus would not have gone amiss, and would put it in a place to be the superior auto-shield brawler in the minnie cruiser class, leaving the SFI to take the armor side of things and allowing the cyna to be an effective upgrade from both.
I see no additional resources on a ship that could use even smidgeon of them, and this again is just flustering. 50grid would not go amiss, and could be lore'd that they just took a rifters powercore and bolted it somewhere in the middle.
:minmatar:
Muninn:
YAY, an upgraded armor Rupture! Now with less utility and ARTY specific bonuses!
...Srs?
While this could fill a niche doctrine in null sec, it does little to nothing for anyone pvp'ing anywhere else. T3s will still be better snipers in low sec, and they lack the extra mids of the Rupture and SFI. Both ships which give it a run for its money, which is bad considering how much money a bloody Muninn costs in return!
Take a serious look at that optimal bonus and if you can tell me it fills a role outside of being a sniper (which it is outclassed in every shape and way) I'll probably laugh myself into a seizure. While I could see some minor synergy between the AF lines (which you seemed to have completely ignored in other HACs), look at how much the Jaguar was used pre-patch and post-patch, and you'll see how much good your changes did it. Drop the optimal bonus, look into things such as Falloff bonuses and/or a heavier damage/RoF bonus that is worth 2 bonuses.

INTHEEND:
HACs are generally too slow comparative to their t1 and navy counterparts, and dont have significantly better tanks to compensate in return. They also have fatter sigs, which is just sad when you think that they should be more technologically advanced ships than the others they are competing with.
HACs dont have overwhelmingly better dps or application than their t1 and navy counterparts, they have barely better dps and/or application in the first place anyway. So this again fails to make up for their mobility.
HACs do not have something to stand they out significantly above the crowd to warrant their cost, skill requirements, and drawbacks. While they need not be omgwtfbbq OP to other cruisers, they should be :better:.
With these changes, HACs are :different: not :better: and I find this rather disappointing, because for me to train for an extra 2-3months to perfectly fly a HAC, and pay out the arse for its hull, I had better get ships that shoot at least some silver out of their vajayjays rather than something that is just pretty to look at inside the station.
Not necessarily gold, but that would be cool.
Rroff
Antagonistic Tendencies
#1056 - 2013-07-21 00:28:41 UTC
Overall a step in the right direction but the meat and bones of some of the details of some of the changes worry me a bit.

For instance the diemos I've always considered slightly under tanked for the role, dropping it back even further doesn't make sense to me - not a great fan of it losing the utility high either but the extra mid wouldn't go amiss.
Doed
Tyrfing Industries
#1057 - 2013-07-21 00:48:40 UTC  |  Edited by: Doed
Sacrilege H/M/L 6/4/6

Zealot H/M/L 5/4/7

Cerberus H/M/L 6/6/4

Eagle H/M/L 5/6/5

Deimos H/M/L 6/4/6

Ishtar H/M/L 4/5/6 (6th low might be abit over the top, but a 5th high is kinda silly.)

Vagabond H/M/L 6/5/5

Muninn H/M/L 6/4/6

I honestly think these ships need an extra slot over what they have now, I havn't flown many of the hacs as of late on any of my toons but they just seem mostly meh atm. Apart from Zealot really.


Fix mainly cpu issues on a few ships, again. Ishtar is obv the biggest concern here.

Deimos is too flimsy

Eagle is still abit too slow. and a tiny 15/15 dronebay or something wouldn't hurt much I think
AstraPardus
Earthside Mixlabs
#1058 - 2013-07-21 00:55:54 UTC
Dang, pretty much all of this makes me smile. Would have liked keeping the 5th highslot on the Ishtar and encouraged getting rid of turret slots, to go along with the dropping of the hybrid damage...otherwise...yes, yes, yes, and yes!!
Every time I post is Pardy time! :3
Aglais
Ice-Storm
#1059 - 2013-07-21 02:01:55 UTC
Somebody please tell me how these changes actually benefit the Caldari HACs. At all. Because I'm not really seeing it right now, especially in the case of the Eagle. I mean, maybe the additional speed the Cerberus gets will help it... somehow? But it still has atrociously low power grid (which is one of the main problems with it- please tell me exactly how it is that you'll get valid tank on something that, fittingwise, seems to be the same as the Navy Caracal, which you CANNOT fit all six launchers, tank, and a MWD on simultaneously without massive rigging/DPS loss).
Elise Randolph
Habitual Euthanasia
Pandemic Legion
#1060 - 2013-07-21 03:03:27 UTC  |  Edited by: Elise Randolph
A bit late to the party. I'm not really WOW'd by these changes, but mostly because the balance team seems to have become a victim of its own success. T1 frigs saw tons of ****** frigs just get completely changed into new, exciting, fun roles. Same for T1 cruisers. T1 BS, which were largely fine, got some /completely/ new bonuses and designs. So I was sitting on the edge of my seat hoping for some FANCY PANTS changes to complete dumpster babby ships that haven't really ever been used (I'm looking at you, Eagle, Sacrilege, and Cerberus).

But instead we get this really pragmatic, functional, and probably really good set of changes - but they're boring. It's a stupid criticism, I know, but I still feel like it's boring. Maybe I was hoping for something like a Cruiser MJD that only HACs can use, bomb-immunity (holy **** how cool would that be), or something that I didn't even know I wanted - like the changes to the Geddon. I had no idea I wanted it to be a neut-range drone boat, but I apparently wanted it something fierce.



AFs - completely changed the way small-ship PvP was played
Tier-3 BC - pumped life into the dying "roaming" gameplay, added sniping gameplay
T1 rebalance + tier 2 destroyers- essentially created a deep, meaningful, low-isk alternative to PvP. Made lowsec fun, made getting drunk and roaming around a reality, allowed lower-SP players not only be relevant but powerful in all stages of combat.
Battleship rebalance - completely changed the face of nullsec PvP. Like, completely. Almost nobody is flying what they used to be flying any more.
HAC changes - will creep into the tier-3 BC wheelhouse, will probably be really enjoyable, and nullsec PvP may add a Sacrilege or Cerberus doctrine to replace the dead Drake doctrine.


The Sacrilege, Ishtar, and Cerberus are big winners here. The Vaga, Deimos, Muninn, class will still be good. Zealot will still be the Zealot...I don't actually think it's very good currently and now it's going to be really interesting fitting beams and an MWD. Eagle may be cool with the Hybrid changes, will have to put some time in when the changes hit SiSi to see how it flies rather than stare at numbers and try to imagine.


Either way - changes look like an all-around improvement on a ship class that is looking more and more out of date by the day. Can't wait to try them on SiSi

PS you can have the bomb-immune and cruiser MJD ideas free of charge.

~