These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Heavy Assault Cruisers

First post First post
Author
Marlona Sky
State War Academy
Caldari State
#1441 - 2013-07-23 21:13:14 UTC  |  Edited by: Il Feytid
Omnathious Deninard wrote:
Marlona Sky wrote:
HULL TANKING

Just tossing that out there... Big smile

I got trolled to hell and back for that one, I thought Gallente should get a 5% per level to the resistances of damage control modules.
Edit: effectiveness that is, so at level 5 you would get a 75% hull resistance.

Change Deimos MWD bonus to +10% to hull resistances per level.

Just trying to think outside the box a bit.
Ja'ho sun
Series of The Ridiculous
#1442 - 2013-07-23 21:18:25 UTC
Onictus wrote:
Ja'ho sun wrote:
Maximilian Akora wrote:


Not really, all blobbers care for is EHP and damage projection. Solo or small gang pvpers can look beyond that very limited view of F1 pushing.



Whatever, small gang you look for SPEED eHP and damage projection.....except you have to do your own point.

Don't act like small gang is some magically twitch dependant all skiller no filler, its just a smaller blob that you might have to point for youself.



If you can't see the rather massive differences between fleet/blob fits and solo/small gang fits then there's not much to discuss tbh. Case in point; blobbers dislike the changed drake and its missiles, solo and small gang folks realise it's actually a buff.



Yeah the HAM changes (and bonus changes) did GREAT things for the HAM drake......you have NO idea the deaths of my hated for the pre HML nerf fleet drake, none. That being said its a matter of application, in small gangs the drake is fine, where they there are 400 combat hulls on field its damage projection is ****. So when you come out low sec the value to the hull nose dives. When HMLs go knocked back down into the realm of all of the other medium long range weapon I was thrilled.

As it relates there there is no application where you really want to use a Cerb over that HAM drake. The range is cool and all with the cerb, but if you fart at the Cerb it goes boom.......for another 100 million, for that matter you can do near the same thing with a caracal for 50mil.


[/quote]

lol you just fail at fitting cerbs then[/quote]

Please then show me a cerb build you would take again an equal number of drakes.
[/quote]

disclosing my fit would be as silly as saying a caracal is a better buy then a cerb.
Omnathious Deninard
University of Caille
Gallente Federation
#1443 - 2013-07-23 21:48:28 UTC
Marlona Sky wrote:
Omnathious Deninard wrote:
Marlona Sky wrote:
HULL TANKING

Just tossing that out there... Big smile

I got trolled to hell and back for that one, I thought Gallente should get a 5% per level to the resistances of damage control modules.
Edit: effectiveness that is, so at level 5 you would get a 75% hull resistance.

Change Deimos MWD bonus to +10% to hull resistances per level.

Just trying to think outside the box a bit.

I personally love thinking outside the box.
But I think that 50% hull resistance would be a bet much, with a DC that would put you at 80% hull resistance across the board, giving a default 12500 hull EHP

If you don't follow the rules, neither will I.

Erutpar Ambient
The Scope
Gallente Federation
#1444 - 2013-07-23 21:49:36 UTC
So, question.

Based on the ideology of tiericide, tech II is supposed to be very specific to a role.

What exactly is the role of a Heavy Assault Cruiser? Or at least intended role.

Are both ships for each race supposed to fill the same or similar role?
How will you balance Tech III ships agaisnt Tech II in this specific role?
Should the HACs be divided up into Fleet ship vs Solo/small gang?

For me it sounds like HACs should be a big damage big tank ship. Or in otherwords a brawler. That to me means not good with ewar. I would think their weakness would be small fast ships and ewar. So they shouldn't be too fast or have room for webs.

Maybe the shield HACs could get a reduction to shield module signature penalty.
Maybe the Armor HACs could get a reduction to speed and mass penalties from plates.

Maybe instead of directly bonusing the weapons, you could bonus the weapon upgrade modules such as heat sinks and TE/TCs. That way you could build the bonuses into your ship at different levels and give a lot more power to specific fits instead of a blanket hull bonus. This would mean people could designate their own interpretation about a HAC (attack vs tank vs balance) and there would be a specific area where a Tech III couldn't overshadow them.

You would have to bonus opposing modules though. Like shiled vs TC vs maybe capacitor module?
Or armor vs TE vs damage upgrade. This would allow you to build your own unique ship while sill falling under the catagory of HAC.

Currently all of the bonuses are based on your hull. So the difference between 1 heat sink and 3 is pretty small. If you put the bonuses on the heat sink the differences could be pretty huge. Meaning equipping a ship for all damage will do very heavy damage but easy to kill or conversely equipping a ship for all tank (and let's be real, they don't need additional tank buffing, especially if there's the sig/mass bonus) will bring the damage down considerably but have a very heavy tank.

Let's be frank here. Tech I ships are designed to be hard to fail with. All of their bonuses tell you what to do with your ship. If you're flying a Tech II ship, you should at least do it with confidence in your abilty to fit. Bonusing modules will give more power to your fit and it would become easier to fail fit again. If the bonused modules compete for the same slots then you don't worry about losing a bonus, you decide which bonus you want to use.

Give us personality! Give us unique flavor! Do something different! Give us choices!
Naomi Knight
Ministry of War
Amarr Empire
#1445 - 2013-07-23 21:57:49 UTC
Eagle , this ship is too slow for blaster so it is a rail platform + optimal bonuses it is a med-long range sniper, it is also specialized ship , then make everything on it to support this.

Why so low targeting range?
It should also lock faster.
Why resist bonus on it when it should outrange enemy and shouldnt come under fire in the first place?

The other hac-s arent much different , no clear roles , as the bonuses and base stats are just all conflict with eachother.

So first think out a good role for them ( yeah they dont have to be the same for all hacs) and then start them balancing


"Increase viability for the worst ships (Eagle, Cerberus, Sacrilege especially)
Support rather than disrupt current uses (AHACs)
Make room for new uses when possible"
yeah dps boost makes eagle/cerb more viable thats for sure , and thats where all increased viability ends
they need more
sacriliege.. it gets caldarinized just like the typhoon, imho the hml bonus is unneeded , if somebody wants hml (which is overnerfed btw) then he will bring a cerb,or something t1/t3
I dont say a hml sac couldnt be good , just cant see why we need it


"The biggest change here, and the one that affects all 8 ships, is a new role bonus. It is the same one that Assault Ships get, a 50% reduction in Signature Radius Penalty from Microwarp Drives. "

not realy it only benefits some with a limited role
what my ab zealot does with this bonus nothing?
what would my sniper eagle do with this bonus , probably nothing, as it cant even supply its guns with cap not alone an mwd

"We feel this is a really nice fit because it doesn't boost afterburner variations that are already very strong, but it does add to resilience for most other uses."
it only gives resilience if you run it ,which is probably wont be the case for most roles these ships are used,
also as a sniper/brawler you want to dictate range --> probably you wont orbit at all just apporace or trying to mwd align out,which means you dont try to sig tank which this bonus is for

GreenSeed
#1446 - 2013-07-24 00:16:05 UTC  |  Edited by: GreenSeed
Naomi Knight wrote:
Eagle , this ship is too slow for blaster so it is a rail platform + optimal bonuses it is a med-long range sniper, it is also specialized ship , then make everything on it to support this.

Why so low targeting range?
It should also lock faster.


this, and its not only true for the Eagle, other HACs have this problem. with the only exception being the Cerberus, where it is understood that it must have a tradeoff to use that insane range, the other HACs just lack targeting range and resolution.

or better yet, how about we just give them a 50% resist to ewar effects such as damps, jams, etc. instead of the 50% lower sig on a bloom that you either don't care about because you are shield tanked (it could be -90% and your sig would still make large guns have no penalty...), or you expect to have it if you pulse MWD on any aHAC.
TekGnosis
Rules of Acquisition
#1447 - 2013-07-24 00:26:51 UTC
I feel like all of these should be faster than their T2 counterparts, or significantly tankier than they are relative to other similarly priced options. The navy cruisers in particular are Very Good in comparison, as are Navy BC.

E.g. a Navy Omen does everything this Zealot does and is MUCH faster even with oversize plate. Why is zealot twice as expensive? Resists and a cap bonus? meh, I need a booster to maintain MWD anyway, and the whole point of a midrange sniper is to avoid damage. Some speed would help.

I'm not sure if the MWD sigrad bonus is as useful as it looks on paper given the slow speeds on these things.
Orakkus
ImperiaI Federation
Goonswarm Federation
#1448 - 2013-07-24 00:28:56 UTC
Sadly, I don't see that the changes made really bring out anything special in the HACs, though I do like the general changes done on many of the ships. As mentioned by others, even with the role bonus, the ships don't really set themselves apart from their main competitor, the Battlecruiser. Personally, I think two things are in order:

First: Change the MWD sig bloom reduction bonus to an AB speed bonus. Even with a 50% reduction in MWD "bloom", the HACs will still be the size of a large battlecruiser, small battleship, so there isn't much of a bonus there. Switching them to AB would allow them some added protection in speed and MWDs would still be viable on HACs in several common situations.

Second: In order to really seperate the battlecruiser from the HACs, in a way that really is honestly different, is to make all Tech 2 cruisers/Command Ships have a 4.5 AU warp speed, instead of a 3.75 AU warp speed. The Warp Speed change would essentially make HACs the equivlent of Fast Battlecruisers, but with less tanking ability than Battlecruisers have currently. Plus, this would seperate them from Pirate faction ships and thus give them their own "niche" as it were, one that is real and can't be effectively glossed over by something else.

He's not just famous, he's "IN" famous. - Ned Nederlander

Large Collidable Object
morons.
#1449 - 2013-07-24 00:46:07 UTC
As a matter of fact, I'd like to see them have a 33% AB speed bonus instead of the 50% MWD sig reduction bonus - something I would have preferred for assault frigs in the first place.

Of course after their base speeds have been adjusted to their T1 counterparts.

[edit] Elaboration: Assaulting means getting toe to toe and take something from my understanding. Giving HACs an AB bonus instead of the MWD one would greatly decrease their vulnerabiltiy to scrams, adding opportunities to disengage as compared to battlecruisers, which currently are the HACs downfall.

That unique bonus would also make them stand out from T3 cruisers and build on their only stregth, which is sig tanking.

Would they be powerful?

Yes - but imho they're meant to be.

It would be an especially useful bonus to set them apart from their nemesis, namely Tier 3 BC, as that would make them a perfect counter to them.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#1450 - 2013-07-24 00:58:57 UTC
Large Collidable Object wrote:
As a matter of fact, I'd like to see them have a 33% AB speed bonus instead of the 50% MWD sig reduction bonus - something I would have preferred for assault frigs in the first place.

Of course after their base speeds have been adjusted to their T1 counterparts.

[edit] Elaboration: Assaulting means getting toe to toe and take something from my understanding. Giving HACs an AB bonus instead of the MWD one would greatly decrease their vulnerabiltiy to scrams, adding opportunities to disengage as compared to battlecruisers, which currently are the HACs downfall.

That unique bonus would also make them stand out from T3 cruisers and build on their only stregth, which is sig tanking.

Would they be powerful?

Yes - but imho they're meant to be.

It would be an especially useful bonus to set them apart from their nemesis, namely Tier 3 BC, as that would make them a perfect counter to them.


Unless they have MWD-like speed, ships like the Vagabond wouldn't see much of an advantage, whereas the Zealot would potentially benefit greatly.

I think that half should be brawling ships and have an AB bonus, and half should be kiters and have an MWD sig bonus.

How much herp could a herp derp derp if a herp derp could herp derp.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1451 - 2013-07-24 01:07:04 UTC
AB bonus would yet make the ships more interesting, especially for the AHAC fans. It wouldn't be a big deal, but i would be one one of the more interesting features.

Anyhow.
HACs are a special kind of breed. I think it would really be better to give individual role bonuses than a general one. Tiericide is one thing, but I think here, T2s such as HACs should have individual ones. As said before, it would be interesting to see a focus on defensive/propulsion stuff (ignoring the MWD-sig bloom reduction for now).

If it is necessary to have a general role pasted on all, then I'd really say "Go for reduction to webbing effects" of some sort. I don't know if people would rather fancy such. Again, better would be individual Role Bonuses.

You can hide this post now.
/dance

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

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1452 - 2013-07-24 01:09:07 UTC
Marlona Sky wrote:
Omnathious Deninard wrote:
Marlona Sky wrote:
HULL TANKING

Just tossing that out there... Big smile

I got trolled to hell and back for that one, I thought Gallente should get a 5% per level to the resistances of damage control modules.
Edit: effectiveness that is, so at level 5 you would get a 75% hull resistance.

Change Deimos MWD bonus to +10% to hull resistances per level.

Just trying to think outside the box a bit.


The general idea is not bad.
I cannot speak for Deimos pilots though.

Would have really loved to see that hull tanking stuff on Industrial Ship combat hulls too (if they existed :P) PiratePirateStraight

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

Onictus
Federal Navy Academy
Gallente Federation
#1453 - 2013-07-24 01:21:33 UTC  |  Edited by: Onictus
Ja'ho sun wrote:


disclosing my fit would be as silly as saying a caracal is a better buy then a cerb.



Noted, since I take all of my fitting advice from pilots with no combat record
Lowska Psyca
KarmaFleet
Goonswarm Federation
#1454 - 2013-07-24 01:45:30 UTC
Don't like making the sacrilege a missile boat, but looks semi-fine overall. Problem is, T2 seems on-level with navy variants, which, in the long term, might mean the navy stuff will cost more, and t2 profits will go down. Point is, it's easy grinding missions for the LP, and it gives direct ISK as well, while t2 production requires a lot of time, effort and different materials. This change seems too little of a boost, and the decline of the t2 era. I sincerely hope you're not going to change t3 as well.

Other long term effects I see are more mission grinders, which will increase the mission ISK faucet driving the inflation even higher (who remembers the golden days when plex were 300M and battleships 120M for tier3?)
Onictus
Federal Navy Academy
Gallente Federation
#1455 - 2013-07-24 02:28:59 UTC
Lowska Psyca wrote:

Other long term effects I see are more mission grinders, which will increase the mission ISK faucet driving the inflation even higher (who remembers the golden days when plex were 300M and battleships 120M for tier3?)



That has more to do with drone poo nerfs than mad peope running missions, that is tinfoil hat territory.
Phoenix Jones
Small-Arms Fire
#1456 - 2013-07-24 02:42:35 UTC  |  Edited by: Phoenix Jones
Ever think the issue with all cruisers and battlecruisers were the fitting of oversized modules? Which became possible due to the rigs (giving more grid to allow these fittings).

It would be easier to "properly" balance all these ships by restricting the battleship modules from being used on cruisers. A 100mn afterburner on a cruiser? That's a battleship engine. 1600mm plates, those are battleship plates, xlarge ancillary shield boosters, battleship (heck technically capital ship) mods on a non battleship hull... Heck I think there are ships that can fit two of those.

You can actually get the full effects of the changes as a whole by going through the typical fits, which always involve in someway shape or form, fitting the largest tank mods in the game, on a ship they should have Never been able to fit them.

Yaay!!!!

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1457 - 2013-07-24 03:20:49 UTC
Sacrilege still sucks, CCP! What makes you think you've even remotely balanced this ship? The active tanked dual rep version does pathetic DPS. Add another low at least!
Mole Guy
Bob's Bait and Tackle
#1458 - 2013-07-24 03:22:52 UTC  |  Edited by: Mole Guy
Phoenix Jones wrote:
Ever think the issue with all cruisers and battlecruisers were the fitting of oversized modules? Which became possible due to the rigs (giving more grid to allow these fittings).

It would be easier to "properly" balance all these ships by restricting the battleship modules from being used on cruisers. A 100mn afterburner on a cruiser? That's a battleship engine. 1600mm plates, those are battleship plates, xlarge ancillary shield boosters, battleship (heck technically capital ship) mods on a non battleship hull... Heck I think there are ships that can fit two of those.

You can actually get the full effects of the changes as a whole by gong through the typical fits, which always involve in someway shape or form, fitting the largest tank mods in the game, on a ship they should have Never been able to fit them.

i agree 100%
altho i have a 1600mm plate on my sac, it shouldnt be able to fit. it IS a bs module.
if u look at it tho, if we only fit 800's or 400's even, cruisers would be SO damn weak we wouldnt undock anywhere.

xlarge asb on a cruiser? no way...but we couldnt survive any other way. imagine a sac against a autocannon nado with only 1 400 plate...
it would be over before it started.
give the mods a boost, but limit them to a certain ship size might fix it, but what if i want to be bait? 3x 1600's on my damnation etc.

if we had speed, if we had tank, or something else all together, we might survive with 400 plate or medium shield xtenders.
i personally dont want to waste the cash trying to make it work...

welcome to the decline of t2.
looks like i wasted hac 5 on 2 toons, and marauder 5 on 2 toons. i dont even wanna see whats in the works for them. 6-7 years i have been waiting for them to fix marauders...if this is the blueprint...
ugg.
my devoter puts out more dps than my sac...or close to it.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#1459 - 2013-07-24 03:29:41 UTC
Mole Guy wrote:
Phoenix Jones wrote:
Ever think the issue with all cruisers and battlecruisers were the fitting of oversized modules? Which became possible due to the rigs (giving more grid to allow these fittings).

It would be easier to "properly" balance all these ships by restricting the battleship modules from being used on cruisers. A 100mn afterburner on a cruiser? That's a battleship engine. 1600mm plates, those are battleship plates, xlarge ancillary shield boosters, battleship (heck technically capital ship) mods on a non battleship hull... Heck I think there are ships that can fit two of those.

You can actually get the full effects of the changes as a whole by gong through the typical fits, which always involve in someway shape or form, fitting the largest tank mods in the game, on a ship they should have Never been able to fit them.

i agree 100%
altho i have a 1600mm plate on my sac, it shouldnt be able to fit. it IS a bs module.
if u look at it tho, if we only fit 800's or 400's even, cruisers would be SO damn weak we wouldnt undock anywhere.

xlarge asb on a cruiser? no way...but we couldnt survive any other way. imagine a sac against a autocannon nado with only 1 400 plate...
it would be over before it started.
give the mods a boost, but limit them to a certain ship size might fix it, but what if i want to be bait? 3x 1600's on my damnation etc.

if we had speed, if we had tank, or something else all together, we might survive with 400 plate or medium shield xtenders.
i personally dont want to waste the cash trying to make it work...


This is a common misconception. Just because 1600 plates require the most power grid, they are not "Battleship" modules. The wonderful thing about this game is that you can come up with novel, exotic fits using different modules. Your proposed change would kill that.

I disagree with you both 100%.
Grath Telkin
Amok.
Goonswarm Federation
#1460 - 2013-07-24 03:35:58 UTC
Still a little shocking that you haven't even talked about lowering the HAC build cost to make it a more competitive choice with the other options around its weight class.


I honestly hope you're considering that or else all 70 pages of this will end up being for nothing as people keep ignoring HACs for the ships that give a similar performance for a fraction of the cost (something that you the balance team caused).

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