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[Odyssey 1.1] Heavy Assault Cruisers - round two

First post First post First post
Author
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#721 - 2013-07-30 15:48:39 UTC
150 sig radius on the Deimos is still too high. It needs to be around 135 or 140.

Can we please move one of the med slots on the Ishtar to a low slot? Also what is your worry about the Ishtar?
Harvey James
The Sengoku Legacy
#722 - 2013-07-30 15:54:46 UTC
I'm Down wrote:
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!



Called it... god forbid you listen to reason.


Does anyone else fell like they are hitting their head against a brick wall?

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

M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#723 - 2013-07-30 16:04:10 UTC
Harvey James wrote:
I'm Down wrote:
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!



Called it... god forbid you listen to reason.


Does anyone else fell like they are hitting their head against a brick wall?


Yea, its like the old CCP mentality of "we know best and to hell with everyone else".

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

Gneeznow
Ship spinners inc
#724 - 2013-07-30 16:06:19 UTC
Another big issue with these HAC changes which a lot of people have brought up is their price. They're simply not worth the isk, They were just about worth it back in 2010 when they were 90 mil a pop. Now they're 150 mil for these 8 ships that have been left far behind because of power creep in the game (Attack BCs, Faction Cruisers, revamped tech 1)

Diesel47
Deep Core Mining Inc.
Caldari State
#725 - 2013-07-30 16:09:12 UTC
Gneeznow wrote:
Another big issue with these HAC changes which a lot of people have brought up is their price. They're simply not worth the isk, They were just about worth it back in 2010 when they were 90 mil a pop. Now they're 150 mil for these 8 ships that have been left far behind because of power creep in the game (Attack BCs, Faction Cruisers, revamped tech 1)



They cost 150mil because of their cost to make. The materials become more expensive.

Lucien Cain
Aliastra
Gallente Federation
#726 - 2013-07-30 16:10:06 UTC
M1k3y Koontz wrote:
Harvey James wrote:
I'm Down wrote:
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!



Called it... god forbid you listen to reason.


Does anyone else fell like they are hitting their head against a brick wall?


Yea, its like the old CCP mentality of "we know best and to hell with everyone else".


This is their chance to prove you wrong. I got the feeling you would love to be wrong. Hell i would love to be wrong too because i feel the same as you.
sten mattson
Red Sky Morning
The Amarr Militia.
#727 - 2013-07-30 16:12:07 UTC
Sarkelias Anophius wrote:
Sarkelias Anophius wrote:
CCP Rise: The Sacri slot layout is still a major problem in my eyes.

I am still of the opinion that removing a launcher, increasing the ROF or Damage bonus to compensate, and shifting a high to a low is the best solution. This will allow reasonable DPS, projected thanks to your changes, while retaining the utility high that makes the Sac such an awesome brawler.

I really think this would work perfectly. Remove a launcher, change damage bonus to 10%, ROF bonus to 7.5%, and we end up with the same base damage; switch a high to the low, resulting in a 5/4/6 slot layout, and BOOM, every single problem with this ship is solved.

This really, really needs to happen.


Self-quoting bump because folks seem to like this idea and dear CCP Rise should read it and comment on it, because it's a perfectly balanced solution to a questionable ship.


not empty quoting

IMMA FIRING MA LAZAR!!!

M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#728 - 2013-07-30 16:12:18 UTC
Lucien Cain wrote:
M1k3y Koontz wrote:
Harvey James wrote:
I'm Down wrote:
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!



Called it... god forbid you listen to reason.


Does anyone else fell like they are hitting their head against a brick wall?


Yea, its like the old CCP mentality of "we know best and to hell with everyone else".


This is their chance to prove you wrong. I got the feeling you would love to be wrong. Hell i would love to be wrong too because i feel the same as you.


This is one case where I would love nothing more than to be wrong.
They were doing great up until now, their changes made sense and made ships worth the cost.

Now they are ignoring suggestions (except for giving the Ishtar more CPU) to make HACs viable and it doesn't look like they'll do a third round.

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

Boss McNab
Tactical Chaos Corp
#729 - 2013-07-30 16:19:18 UTC  |  Edited by: Boss McNab
I'm Down wrote:
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!



Called it... god forbid you listen to reason.



I will translate the following:
Quote:
CCP RISE' I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.


translation:
I have read the forum posts and you guys are really wasting your time, since I was planning on making the changes that I wanted to make anyways and not listen to your 100 pages of post. Please feel free however to continue posting so I can ignore them yet again in a few days.
baltec1
Bat Country
Pandemic Horde
#730 - 2013-07-30 16:19:25 UTC  |  Edited by: baltec1
Cearain wrote:


Did goons use a navy megathron doctrine or a regular megathron doctrine, in fountain? Are regular megas better than the navy megas?

Goons always post to nerf any ships that can't easilly be flown by noobs because getting noobs into large blobs is how they win.


Navy mega are better than normal mega at most things but not by a lot.

Also you should look up our cruiser doctrines, the celestis is a very well like ship indeed. Easy to fly ships are very much wanted by the CFC. We aim out nerf requests towards things that need the bat for the wellbeing of the whole game. Why else would we demand tech nerfed?
Vizvig
Savage Blizzard
#731 - 2013-07-30 16:22:54 UTC
Diesel47 wrote:

They cost 150mil because of their cost to make. The materials become more expensive.


They cost 2 hours today, and theyr cost in 2010 is 100 minutes.
Harvey James
The Sengoku Legacy
#732 - 2013-07-30 16:34:53 UTC
we are pretty much seeing the same things said as before ....
All rise did was change things we didn't even ask for the most part and left the things that we do want to be changed as is...

Bottom line here is we are the customers and the vast majority of posters here are still unhappy on many small ship specifics like making the eagle a viable blaster ship with decent dps and on larger issues like price, role, viability, slots, dodgy bonuses, sig radius/mwd bonus...... and all he gave us was 5m/s on a few ships slightly more fittings on ships that you couldn't fit properly and lock range ... not sure why we need such high lock range... and granted some nice ecm resistance.

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

Gneeznow
Ship spinners inc
#733 - 2013-07-30 16:37:29 UTC
Vizvig wrote:
Diesel47 wrote:

They cost 150mil because of their cost to make. The materials become more expensive.


They cost 2 hours today, and theyr cost in 2010 is 100 minutes.


I like how you assume everyone in the game makes isk at the same rate you do
nikar galvren
Hedion University
Amarr Empire
#734 - 2013-07-30 16:37:40 UTC  |  Edited by: nikar galvren
CCP Rise wrote:
Hi all

Wanted to post and let you know I haven't disappeared or something, just had to go home and sleep and stuff.

I've been reading all of this and will continue to do so. I would not expect any changes at the scale of this last iteration, maybe some small tweaks after a few more days of feedback at the most.

We are a little concerned that some overpowered configurations might be popular following these changes, but I know many of you are still worried they aren't powerful enough. I'll keep reading for now and if we decide to make any changes you will be the first to know.

Thanks!

Translation:

"Thank you for all your constructive comments and suggestions, but we've decided that you don't really know what these ships are good at, or even what they should be used for. We do, and we're not going to tell you.

Suffice it to say that all of our previous assertions regarding Tech2 specializations were simply to give the playerbase some hope for the future, and after the massive boost given to the Tech1's and Navy cruisers, we are at a loss as to how to give the HAC hulls a distinct specialization, so we're going to conveniently ignore that part.

We already recognize that a few of these HACs will be popular, and the rest will remain on the shelf, so to speak, but as the number of popular HACs is anticipated to increase from the currently used two (Zealot and Vagabond) to FOUR (Zealot, Vaga, Ishtar and Cerb), we're pretty happy with that.

Again, thank you for all the time, effort and thought that you have put into two threads now. We know that you are passionate about having a gaming experience that is fun and rewarding, and understand that you saw a unique opportunity to enhance a game that we all love in an underused and much-needed area. Sorry it won't work out that way."

[/me is almost disgusted with herself for getting her hopes up]

Let's take a quick look at the 4 that will likely be popular in 1.1:

Zealot - The current baseline. Good sig (AB), great dmg projection, decent tank, holds up well under reps
Vagabond - 1/2 speed, 1/2 shield thank. only lacking *a little* in projection, otherwise fine
PROPOSED Ishtar - some nice changes here, only concern is that it's being forced into a shield tank role (ref. Gallente lore). :Drones: aside, great projection.
PROPOSED Cerberus - Finally enough dps, great projection, nice speed

What I see all of these having in common? DPS, and the ability to apply that DPS. These feature a winning combination of Speed, Sig, DPS and dmg projection. A large portion of their survivability comes directly from the T2 resist profiles, but also have the capability of fitting a significant tank without unduly impacting the ability to land hits on target.

Now for the other 4. Perhaps not surprisingly, these four are the ones that don't have the combination of speed & projection...

Sacrilege - Slow as balls. Option to EITHER fit tank OR fit dps, and even if you fit dps it's still not going to be impressive. Bonus to HML is nice, but low dps makes that fit unlikely. Bonus to HAM range will mitigate speed disadvantage somewhat, but closing range will still be an issue. Used to be able to dual active tank like a boss... not so much soon(TM).
RECOMMENDATION FOR VIABILITY: Keep the dps where it is, change the missile velocity bonus to explosion radius or explosion velocity. 25m3 drones. +1 low or move the utility high to a low. (personal wish list: Please roll the whole cap bonus into the hull).

Eagle - Also slow as balls. Slower than even the Sac. How is this thing supposed to brawl? Is it supposed to brawl? Dual optimal range bonuses imply 'sniper,' but that's a role better filled by ABC's. The only HAC of these four that has only a single damage bonus, giving it weaker raw dps than pretty much anything with a cruiser-sized gun mount.
RECOMMENDATION FOR VIABILITY: If you want it to be able to brawl, drop one optimal bonus for another damage bonus to give it some alpha. Increase speed to 200 so it can compete. If you're going for a dedicated sniper platform, then drop the shield resist bonus for extra tracking. Medium rails will thank you.

Deimos - It can bring the pain, it just has trouble bringing it close enough... Especially if you take 10-15% of its raw hit points away. The MWD capacitor bonus is rendered superfluous by the proposed cap recharge rates. Personal pet peeve: Why do the Gallente hulls have more structure hit points than shield or armor? Haven't they read the "Hull Tanking Elite" certificate writeup?
RECOMMENDATION FOR VIABILITY: Don't be daft - give this thing some armor hit points to work with. Also, drop the MWD bonus in favor of a bonus that either allows blaster dps to be applied at range or increases tracking. This thing already does beastly dps, so reduce the dronebay to 25m3. Web range bonus might also be an option.

Munin - Good arty platform, but completely overshadowed by Tornadoes. Optimal range bonus does ~nothing for autocannons. Only 3 mids severely limits the fitting options.
RECOMMENDATION FOR VIABILITY: Give Autocannons some love. Change the 10% optimal bonus to 5% optimal and 5% falloff. Smooth the T2 resist profile on this one to be slightly more uniform. Boost armor HP to 2200. Consider moving the utility high to a mid.

For these last four, can you PLEASE consider a different Role bonus than the MWD bloom? And PLEASE consider 16 fitting slots?

Still throwing in my 2 cents, even though I honestly doubt Rise is actually listening...
Edward Pierce
State War Academy
Caldari State
#735 - 2013-07-30 16:40:30 UTC
I want to reiterate that the Deimos being left with the outdated MWD cap bonus is wrong for the same reasons it was bad on the Thorax, just like you decided to change the speed bonus on the Stabber and Vagabond, you should change that old bonus on the Deimos.

Give the Deimos an armor rep bonus that is also inline with the Gallente line of ships and integrate that MWD cap bonus into the hull.

CCP Rise wrote:
We wanted to replace the outdated base speed bonus with something that would be fun and interesting but wouldn't have a huge effect on the power of the ship, as it was already the second most used HAC. CCP Fozzie suggest shield boost amount because it matches up nicely with other Minmatar ships, provides some fun new potential, and is relatively low risk because of its small impact at larger scales.

I find it really annoying how you can follow one line of logic for one racial line of ships and not another; this exact same logic applies for the Deimos being left with the MWD cap bonus, yet you're fine leaving it in there?
baltec1
Bat Country
Pandemic Horde
#736 - 2013-07-30 16:42:55 UTC
Harvey James wrote:
we are pretty much seeing the same things said as before ....
All rise did was change things we didn't even ask for the most part and left the things that we do want to be changed as is...

Bottom line here is we are the customers and the vast majority of posters here are still unhappy on many small ship specifics like making the eagle a viable blaster ship with decent dps and on larger issues like price, role, viability, slots, dodgy bonuses, sig radius/mwd bonus...... and all he gave us was 5m/s on a few ships slightly more fittings on ships that you couldn't fit properly and lock range ... not sure why we need such high lock range... and granted some nice ecm resistance.


We also welcomed with open arms things like the titans, t3 cruisers and ABC.
Marcel Devereux
Aideron Robotics
Aideron Robotics.
#737 - 2013-07-30 16:43:50 UTC
Edward Pierce wrote:
I want to reiterate that the Deimos being left with the outdated MWD cap bonus is wrong for the same reasons it was bad on the Thorax, just like you decided to change the speed bonus on the Stabber and Vagabond, you should change that old bonus on the Deimos.

Give the Deimos an armor rep bonus that is also inline with the Gallente line of ships and integrate that MWD cap bonus into the hull.

CCP Rise wrote:
We wanted to replace the outdated base speed bonus with something that would be fun and interesting but wouldn't have a huge effect on the power of the ship, as it was already the second most used HAC. CCP Fozzie suggest shield boost amount because it matches up nicely with other Minmatar ships, provides some fun new potential, and is relatively low risk because of its small impact at larger scales.

I find it really annoying how you can follow one line of logic for one racial line of ships and not another; this exact same logic applies for the Deimos being left with the MWD cap bonus, yet you're fine leaving it in there?


I hate to agree, but give the Deimos the armor rep bonus.
baltec1
Bat Country
Pandemic Horde
#738 - 2013-07-30 16:44:14 UTC
Gneeznow wrote:
Vizvig wrote:
Diesel47 wrote:

They cost 150mil because of their cost to make. The materials become more expensive.


They cost 2 hours today, and theyr cost in 2010 is 100 minutes.


I like how you assume everyone in the game makes isk at the same rate you do


Its only level 4 mission income we are talking about, hardly something special.
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#739 - 2013-07-30 16:46:13 UTC
baltec1 wrote:
Harvey James wrote:
we are pretty much seeing the same things said as before ....
All rise did was change things we didn't even ask for the most part and left the things that we do want to be changed as is...

Bottom line here is we are the customers and the vast majority of posters here are still unhappy on many small ship specifics like making the eagle a viable blaster ship with decent dps and on larger issues like price, role, viability, slots, dodgy bonuses, sig radius/mwd bonus...... and all he gave us was 5m/s on a few ships slightly more fittings on ships that you couldn't fit properly and lock range ... not sure why we need such high lock range... and granted some nice ecm resistance.


We also welcomed with open arms things like the titans, t3 cruisers and ABC.


You weren't kidding about the titans...

T3s really aren't OP, they're well balanced. After all, you scrapped your 250k EHP Tengu fleet for Megas and Caracals for a reason.

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

FT Diomedes
The Graduates
#740 - 2013-07-30 16:54:10 UTC
Marcel Devereux wrote:
150 sig radius on the Deimos is still too high. It needs to be around 135 or 140.

Can we please move one of the med slots on the Ishtar to a low slot? Also what is your worry about the Ishtar?


Please leave the mid slots on the Ishtar alone. That ship is in a good place.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.