These forums have been archived and are now read-only.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

Super capital balance, without nerfing Super capitals

Author
Valince Olacar
Imperial Academy
Amarr Empire
#1 - 2013-07-28 02:09:09 UTC
After reading the two articles arguing about balancing the super capitals, One asked for reducing supers ehp and cost (and other ideas) with another asking for instead of changing supers, create sub cap ships able to damage the bigger ships, I felt like a simpler and potentially better solution which could be implemented quicker by CCP.

Idea:
Increase the role of the class Heavy Inderdictor by changing the focused warp disruption script or creating another script which prevents remote repairing onto the targeted super capital.

Honestly I would prefer the latter, with the new script disabling remote repair on the target super capital, but not preventing it from jumping/warping off. The HIC would either require a secondary Warp generator or an additional HIC to hold the target
down. This change would turn HICs from the only ship able to keep supers on the field, into a direct super counter in our wonderful world of rock paper scissors.

Thoughts?
Bryperium
#2 - 2013-07-28 02:29:08 UTC
That may be intresting, but as written seems quite overpowered.

Given that the "problems" supers in general create are mostly anecdotal, I think something as simple is giving seiged dreads immunity to the remote ECM burst module would bring the situation much closer to the (always fleeting) balance ccp is looking for.

If I were a cap fc I would be entirely willing to 'welp' 200~ dreads or so for 30 supercarrier kills, but current mechanics make this difficult as they can essentially keep you locked out of your guns once they have more than 40 bursts avaliable..

Beyond that, why the remote ECM burst can otherwise punch through a module which makes the ship immune to "all forms of electronic warfare" is beyond me.

-

Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#3 - 2013-07-28 03:13:23 UTC  |  Edited by: Toxic Paradox
Using sub caps to combat supers may be a decent idea to start with( as the supers have a hard time combating them alone). when supers are on the field so are caps and sub caps. Hictors don't really stand a chance... once primed.

I like the idea of targeted countermeasures but it also opens a whole new area of exploitation(there must be some balance/risk/reward).

You speak of targeting a ship to make it immune to remote rep but not stopping it from warping off or jumping... What of the pilots who risk tackle by trying to tackle that target... points will be somehow nullified once that target get's hit with the magic module that let's it not receive rep's? also Bubbles....
Valince Olacar
Imperial Academy
Amarr Empire
#4 - 2013-07-28 22:44:59 UTC
Toxic Paradox wrote:
Using sub caps to combat supers may be a decent idea to start with( as the supers have a hard time combating them alone). when supers are on the field so are caps and sub caps. Hictors don't really stand a chance... once primed.

I like the idea of targeted countermeasures but it also opens a whole new area of exploitation(there must be some balance/risk/reward).

You speak of targeting a ship to make it immune to remote rep but not stopping it from warping off or jumping... What of the pilots who risk tackle by trying to tackle that target... points will be somehow nullified once that target get's hit with the magic module that let's it not receive rep's? also Bubbles....


With my initial idea, The other HIC's points will not be turned off. The only module that will be deactivated would be remote repair which in effect would be similar to a super pilot being hit with the negative effects of siege mode.

Forcing the HIC to choose scripts forces them to either take more points, or bring more friends. This change will make HICs the best counter to super blobs as with enough HICs, you can at least burn through their massive tanks now while forcing the super pilots and allies to kill the HICs moreso than ever.

Erutpar Ambient
The Scope
Gallente Federation
#5 - 2013-07-29 21:50:15 UTC
I personally like the idea of a super bomber.

It would be a BC hull (to mirror the BS vs bomber size difference) and it would shoot citadel torps and bonus them fairly heavily in damage however they should have a much much larger explosion radius. That way the full damage can only be applied to supers/titans.

XL missiles in general need a bit of love. They should get at least enough explo velo to hit caps consistantly.
Maybe there needs to be a big change in capital ship/weapon sig radius to further distinguis their size from Battleships so they don't do excess blap damage to smaller ships. Then you could distinguis supers from regular caps more easily for a bomber ship like this to work as intended.
Tiberu Stundrif
Nifty Idustries
Pandemic Horde
#6 - 2013-07-30 08:07:50 UTC  |  Edited by: Tiberu Stundrif
Dreads are the counter to Supers.

Drop 50 Dreads on a gang of supers with a gang of heavy/light dictors and support.

Done.

What you're looking for is a cheap, low-risk way to kill supers (in large numbers)... sorry, not gonna happen.


Edit: Remote ECM Burst no longer work against sieged dreads.
Yee Lin Ozuwara
Doomheim
#7 - 2013-07-30 12:29:21 UTC
Tiberu Stundrif wrote:
Dreads are the counter to Supers.

Drop 50 Dreads on a gang of supers with a gang of heavy/light dictors and support.

Done.

So wait: if you commit an even larger amount of ISK in dreads AND hictors AND a support fleet to keep the hictors alive, THEN you are allowed the chance to kill a titan? sounds balanced...

What if there's 50 titans on grid that oneshot all your dreads?


To present a real solution, how about we limit the amount of new supercaps that can be produced? I remember reading it in another thread and I haven't found a flaw in this plan so far. If we make supercaps a limited item like tournament ships with a very low amount of BPCs available, we can make their overwhelming power justified and also less focused (as long as they keep exploding).
Zan Shiro
Doomheim
#8 - 2013-07-30 14:36:45 UTC
Yee Lin Ozuwara wrote:
To present a real solution, how about we limit the amount of new supercaps that can be produced? I remember reading it in another thread and I haven't found a flaw in this plan so far. If we make supercaps a limited item like tournament ships with a very low amount of BPCs available, we can make their overwhelming power justified and also less focused (as long as they keep exploding).



grandfather issues.


the older established powers have their big toys (in abundance). It be the youngbloods who get screwed. They are scraping for 1-2 mommies in a more controlled environment and there is PL who can lose 1 space turd and like 8 other mommies and can go oh well (and they weren't spindoctoring to the extreme....they have quite a few still flying around).


And while above you mentions 50 dreads being mommy killers...I don't see PL hopping on the pings of just any ole pl member anymore. He also left out the part mommies help too. BL brought a few. Mommies to kill mommies..and the cycle goes on.

Kenrailae
Center for Advanced Studies
Gallente Federation
#9 - 2013-07-30 14:52:50 UTC
Supers need some serious work. Creating a ship that makes them easier to kill when they are already So stupidly expensive solves nothing, it only locks them even further into the James 315 'Super twilight zone.'

No, I don't have one, but if I were to acquire one in a game of chance(Read I will not buy one with them being in the sad condition they are) , I would never use it because they are in such a bad place. Too expensive to use, too much of a target, too risky.

The Law is a point of View

The NPE IS a big deal

Dark Drifter
Sons of Seyllin
Pirate Lords of War
#10 - 2013-07-30 15:55:10 UTC
Valince Olacar wrote:
Toxic Paradox wrote:
Using sub caps to combat supers may be a decent idea to start with( as the supers have a hard time combating them alone). when supers are on the field so are caps and sub caps. Hictors don't really stand a chance... once primed.

I like the idea of targeted countermeasures but it also opens a whole new area of exploitation(there must be some balance/risk/reward).

You speak of targeting a ship to make it immune to remote rep but not stopping it from warping off or jumping... What of the pilots who risk tackle by trying to tackle that target... points will be somehow nullified once that target get's hit with the magic module that let's it not receive rep's? also Bubbles....


With my initial idea, The other HIC's points will not be turned off. The only module that will be deactivated would be remote repair which in effect would be similar to a super pilot being hit with the negative effects of siege mode.

Forcing the HIC to choose scripts forces them to either take more points, or bring more friends. This change will make HICs the best counter to super blobs as with enough HICs, you can at least burn through their massive tanks now while forcing the super pilots and allies to kill the HICs more so than ever.



the problem lies not in the fact that it cant jump. the script you propose is one that affects not only the pilot you are using it on but nor no reason at all it stops his 3000 friends from activating any remote assistance mods on him. this is OP
you mod should not stop the super from reciving reps. it should reduce the assistance (reps/cap/sensor boosting) gained by 25% - 50%. having a mod like this would be alot better than your proposal.

the one you want is practically an I-WIN button. there should always be the option for a fleet to attempt to save its pilots
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2013-07-30 16:06:36 UTC

While I agree with part of your idea, I don't agree with your implementation.

Anyone that has fought against dreads & carriers in PvP know why they are vulnerable to subcaps.... It's because they siege/triage.

A seiged/triage capital is vulnerable to nuets and can't receive RR, meaning even the most pimped out fits die to a well formed gang. They gain a bunch of benefits for this (quadruple repping power, etc), but this "characteristic" is essentially what balances regular capitals.

When carriers are brought out in RR circle jerks (thank's slowcats), they become extremely difficult to break, and simply overpowering to subcaps. This is an example of why the ability to receive RR (especially capital RR) is dangerous to game/fleet balance.

Supercaps should be treated the same way. Now, I'm not suggesting making them siege (as that is one of their major, major benefits). Instead, treat them as if they are always sieged. Maintain EWAR immunity, and mobility, perhaps even quadruple their self-tanking potential (or improve their obnoxious EHP), but flat out remove their ability to receive remote reps. This is what balances them, and what makes them vulnerable.