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[Odyssey 1.1] Heavy Assault Cruisers

First post First post
Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#1501 - 2013-07-24 12:12:13 UTC
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?

"If brute force does not solve your problem....  then you are  surely not using enough!"

Onictus
Federal Navy Academy
Gallente Federation
#1502 - 2013-07-24 12:15:08 UTC
Kagura Nikon wrote:
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?


Yeah microasteriods moving 10km/s have no energy either. Like I said leave real physics out of it.
Liafcipe9000
Critically Preposterous
#1503 - 2013-07-24 12:16:23 UTC
Omnathious Deninard wrote:
Liafcipe9000 wrote:
Phoenix Jones wrote:
And yes those are oversized and should have never been capable of being fit on cruisers.

And as luck would have it, THEY ARE FITTABLE ON CRUISERS. Battleships just have enough power to have more of them fitted.

Looking at the Zelot, a single 1600mm reinforced steel plate II add 2x the armor HP as the ship has to start with but somehow only would account for 23% of the total mass after put on the ship.
How does that make any sense?

making sense has been banned from EVE. you're lucky a dev didn't see that post of yours... yet.
Nova Satar
Pator Tech School
#1504 - 2013-07-24 12:17:50 UTC
this is all pretty disappointing, everything is getting simplified too much. There is too much catering for stupid people going on, people who cant think for themselves.

The idea of the HACS previously was that they were different to the t1 hulls and fullfilled different roles completely.

Vexor , Ishtar, Myrm, Domi? What is really the difference between these ships now? Any difference is incredibly vague and you simply just scale up depending on what you fight. Thats fair enough perhaps, but its boring, there isn't any chance to create interesting fits and styles these days, as everything is being laid out for retards.

Even the HP amounts are all being revised to "round numbers" ....

Is the vaga now just being made into a smaller cyclone which is a smaller maelstrom?

If you look at every single one of the Odyssey change threads the relentless theme is just to dumb eve down and make things really simple and straight forward.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1505 - 2013-07-24 12:18:11 UTC
Onictus wrote:
Kagura Nikon wrote:
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?


Yeah microasteriods moving 10km/s have no energy either. Like I said leave real physics out of it.


Have you tried making armor out of tritanium at nasa? Space materials!

BYDI recruitment closed-ish

Meytal
Doomheim
#1506 - 2013-07-24 12:31:17 UTC
The cap numbers for the Sac and Zealot seem reversed, and the Sac doesn't need the cap recharge bonus does it? That would be more useful to the Zealot, since it uses weapons that require cap. An explosion radius or explosion velocity bonus would be much better. The utility high is nice, but it's also underwhelming in terms of armour missile dps; it was already lagging behind the Cerberus, and the Cerberus gets a fairly significant dps buff with the extra launcher. An extra one or two percent per level for missile damage would go a long way toward equalizing missiles for shields vs armour.


Someone else mentioned the Sac as being intended for heavy tackle, which might explain lackluster dps. What -are- the intended roles for the HACs? Maybe that will help answer some of the questions about the rebalancing. You guys very nicely described differences for the T1 ships, such as Combat ships vs Attack ships, etc.
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#1507 - 2013-07-24 12:39:20 UTC
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.

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

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1508 - 2013-07-24 12:46:51 UTC
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.


Most nano gangs are cynabals? Wait what?

Sure people use the cyna rather than the vaga atm.. But most proper nano gangs are just tier 3's because they are about six hundred times better (I did the math, don't question!)

BYDI recruitment closed-ish

M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#1509 - 2013-07-24 12:49:41 UTC
Onictus wrote:
Omnathious Deninard wrote:
Liafcipe9000 wrote:
Phoenix Jones wrote:
And yes those are oversized and should have never been capable of being fit on cruisers.

And as luck would have it, THEY ARE FITTABLE ON CRUISERS. Battleships just have enough power to have more of them fitted.

Looking at the Zelot, a single 1600mm reinforced steel plate II add 2x the armor HP as the ship has to start with but somehow only would account for 23% of the total mass after put on the ship.
How does that make any sense?


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.


Yea! If we had real physics we'd have to have bumping do damage!
...Big smile can we?

Nah I know the coding and lag would be horrendous. Still would be cool, though impossible.

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

Omnathious Deninard
University of Caille
Gallente Federation
#1510 - 2013-07-24 12:51:39 UTC
Onictus wrote:
Omnathious Deninard wrote:
Liafcipe9000 wrote:
Phoenix Jones wrote:
And yes those are oversized and should have never been capable of being fit on cruisers.

And as luck would have it, THEY ARE FITTABLE ON CRUISERS. Battleships just have enough power to have more of them fitted.

Looking at the Zelot, a single 1600mm reinforced steel plate II add 2x the armor HP as the ship has to start with but somehow only would account for 23% of the total mass after put on the ship.
How does that make any sense?


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

And that is where the armor honey combing skill comes into play which takes the mass from 23% to 18%.
I can't calculate for everything but taking a basic comparison of hull HP vs armor HP and taking the % in relation to the mass of the ship you come up with a number suggesting that the armor of the ship accounts for about 57% of the mass.

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

M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#1511 - 2013-07-24 12:51:55 UTC
Garviel Tarrant wrote:
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.


Most nano gangs are cynabals? Wait what?

Sure people use the cyna rather than the vaga atm.. But most proper nano gangs are just tier 3's because they are about six hundred times better (I did the math, don't question!)


This is true.
Most not ABC nano gangs are all Cynabals.
Anyway, my point is that Cynabals outclass the Vagabond in every way.

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

Liafcipe9000
Critically Preposterous
#1512 - 2013-07-24 12:53:53 UTC
M1k3y Koontz wrote:
Yea! If we had real physics we'd have to have bumping do damage!

I'd smash my Nyx into stations in Amarr space all day every day.
Kane Fenris
NWP
#1513 - 2013-07-24 12:58:44 UTC
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.



the stubborness of people drives me crazy...
if they remain in the exact same role there will always be on better and one worse ship.
so ffs make them just a bit diffrent enough so they fill slightly diffrent roles.

M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#1514 - 2013-07-24 13:03:31 UTC
Kane Fenris wrote:
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.



the stubborness of people drives me crazy...
if they remain in the exact same role there will always be on better and one worse ship.
so ffs make them just a bit diffrent enough so they fill slightly diffrent roles.



Then the Vaga, the T2 specialized ship, should be better at kiting. Big smile

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#1515 - 2013-07-24 13:28:33 UTC
Onictus wrote:
Kagura Nikon wrote:
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?


Yeah microasteriods moving 10km/s have no energy either. Like I said leave real physics out of it.


Microasteroids have the problem of how much energy they transmit before fracturing... megaton warheads tends to be way more efficient on that. It snot only you that works with terminal ballistics

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#1516 - 2013-07-24 13:29:56 UTC
Garviel Tarrant wrote:
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.


Most nano gangs are cynabals? Wait what?

Sure people use the cyna rather than the vaga atm.. But most proper nano gangs are just tier 3's because they are about six hundred times better (I did the math, don't question!)



The nano Cynabals use 100MN AB.

Ant htat is cynabal role because it has better fittings than vaga.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Christopher Multsanti
TEMPLAR.
The Initiative.
#1517 - 2013-07-24 13:47:10 UTC  |  Edited by: Christopher Multsanti
Thank you for taking all the shit we have given you Rise.

My personal favourite idea would be this:

Two roles for the HACS as i mentioned earlier, but after thinking about it I would group it like this:

Inty Hacs

Cerb
Zealot
Vaga
Ishtar

Role Bonus = 30% reduction in heat damage incurred while overloading + Some sort of mwd cap reduction bonus like the one you have suggested.

This will allow these ships to kite and tackle very well as they will be able to overload mwd + Dis, while allowing them the extra overloading time of their guns to do good enough damage at range. I think Ishtar damage is fine.

Assault Frig Hacs

Eagle
Muninn
Sac
Deimos

Role Bonus = I am not sure yet. I may edit this once I have had a think about it. Maybe the same heat reduction bous + something for brawling.
Onictus
Federal Navy Academy
Gallente Federation
#1518 - 2013-07-24 14:11:11 UTC  |  Edited by: Onictus
Garviel Tarrant wrote:
Onictus wrote:
Kagura Nikon wrote:
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?


Yeah microasteriods moving 10km/s have no energy either. Like I said leave real physics out of it.


Have you tried making armor out of tritanium at nasa? Space materials!



Pure titanium, no. Titanium is actually really brittle, so it makes a poor shell, alloys absolutely.

The issue being that when you're dealing with hypervelocity impacts, they are no longer ballistic, everything turns into plasma from the heat and compression, so you are sitting against pressure waves really, not a ballistic mass/speed thing.

Thus bigger (thicker) may not be better, but it will always be heavier, and heavy is bad.

Note I'm not a physicist, I'm a computer engineer, I just did sensors for the most part......and that years ago.
Kane Fenris
NWP
#1519 - 2013-07-24 14:43:13 UTC  |  Edited by: Kane Fenris
Onictus wrote:
Garviel Tarrant wrote:
Onictus wrote:
Kagura Nikon wrote:
Onictus wrote:


Well at least you are taking that idea and running with it.

You know what armour for space craft really is? It's three or four layers of thin material with gaps between then, the first couple absorb the directed energy, and the last two protect the hull.

I used to test it for NASA.....so yeah twice the armour for a quarter of the mass does make sense.

.....and leave sense out of my eve, we DON'T want real physics around here.



You realize that the armor to stop space debris is not exaclty on the same league to resist to NUKES?


Yeah microasteriods moving 10km/s have no energy either. Like I said leave real physics out of it.


Have you tried making armor out of tritanium at nasa? Space materials!



Pure titanium, no. Titanium is actually really brittle, so it makes a poor shell, alloys absolutely.

The issue being that when you're dealing with hypervelocity impacts, they are no longer ballistic, everything turns into plasma from the heat and compression, so you are sitting against pressure waves really, not a ballistic mass/speed thing.

Thus bigger (thicker) may not be better, but it will always be heavier, and heavy is bad.

Note I'm not a physicist, I'm a computer engineer, I just did sensors for the most part......and that years ago.



he said TRITanium which is made up stuff and thus can have every properties you wan it to haven .
Cearain
Plus 10 NV
#1520 - 2013-07-24 14:56:51 UTC
M1k3y Koontz wrote:
Sergeant Acht Scultz wrote:
Kane Fenris wrote:
Stridsflygplan wrote:
the old vagabond is 8.75m/s faster then the new one. that is about 75m/s nerf when MWD is running and two nano fitted. why nerf the speed on a ship that is supposed to be specialized to going fast?



why you people ***** about this 75m/s when the problem why the ship isnt as dangerous as it used to be lies elsewhere...

the problem of the vaga is with blaster rebalance te nerf and ship reworks and taloses out there its prey went nearly extinct

to be a viable solo ship (there need to be more solo ships) it needs to be ale to kite cause in solo ships you need to be able to engage against the odds and be able to run, brawling solo will just get you webed scramed and killed.

when you want the vaga to be viable solo ship again you need to up its dmg projection at kite range and maybe up its kite range by buffing longpoits or giveing it a longpoint bonus.






Sure needs 5km/s speed 15m sign radius hit with 425mm at 50 km (at least) and able to fit double xl-asb before implants ogb and combat boosters.

Minmatar are the fastest (except stupid Cynabal) do the best dps in fall off and selectable dmg, Vaga problem lies somewhere else: SFI and Stabber good enough to do the same job for cheaper, that's it.



I think that the bigger problem is the Cynabal, since most nano gangs are composed of Cynabals and fast tackle, plus boosts.

The Vaga will become viable when it is either A) 50% of the cost of a Cynabal or B) Better than the Cynabal.


And then the cynabal will be obsolete.

I agree with ccp that the 2 nearly identical ships shouldn't be geared to be flown the exact same way. Given the vagabonds resists it makes sense for ccp to have that ship break from the current mold and give it the shield boost. They just need to make soem other changes around that role like more fitting room and at least another midslot.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815