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[Odyssey 1.1] Command Ships

First post First post First post
Author
Ellendras Silver
CrashCat Corporation
#521 - 2013-08-02 09:41:06 UTC
i realy think that command ships should also get bonus on 3 types of links just as the T3 ships do

[u]Carpe noctem[/u]

Anja Suorsa
Deep Core Mining Inc.
Caldari State
#522 - 2013-08-02 09:56:59 UTC
Ersahi Kir wrote:

Nighthawk -> drake

Do not want Sad
Phoenix Jones
Small-Arms Fire
#523 - 2013-08-02 10:18:31 UTC
Command ships just doubled in price.

Yaay!!!!

Rek Seven
University of Caille
Gallente Federation
#524 - 2013-08-02 10:53:49 UTC
Ellendras Silver wrote:
i realy think that command ships should also get bonus on 3 types of links just as the T3 ships do


Since when do T3 get a bonus to 3 types of links?
Lady Naween
Ministry of War
Amarr Empire
#525 - 2013-08-02 11:00:18 UTC  |  Edited by: Lady Naween
Rek Seven wrote:
Ellendras Silver wrote:
i realy think that command ships should also get bonus on 3 types of links just as the T3 ships do


Since when do T3 get a bonus to 3 types of links?


since the upcomming patch where all of this changes

The Warfare Processors will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
Loki: Siege, Armored, Skirmish
Proteus: Armored, Skirmish, Information
Tengu: Siege, Skirmish, Information
Legion: Armored, Skirmish, Information

https://forums.eveonline.com/default.aspx?g=posts&m=3426016


and I disagree that the Cs should get 3 bonuses. T3s are meant to be general use and t2 specialized. so it makes sence t3 gets a wider but lesser bonus.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#526 - 2013-08-02 11:10:23 UTC  |  Edited by: xttz
wrong thread
Altrue
Exploration Frontier inc
Tactical-Retreat
#527 - 2013-08-02 11:16:32 UTC
Nice changes. But imo the nighthawk could use a buff in DPS. A tiny buff from the hull, and a rebalance of heavy missiles now that medium turrets are rebalanced too, damit !

I also note the increase in shield resistances, of a fair amount, but leaving the EM hole. That's interesting :)

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Rek Seven
University of Caille
Gallente Federation
#528 - 2013-08-02 11:19:33 UTC  |  Edited by: Rek Seven
Lady Naween wrote:
Rek Seven wrote:
Ellendras Silver wrote:
i realy think that command ships should also get bonus on 3 types of links just as the T3 ships do


Since when do T3 get a bonus to 3 types of links?


since the upcomming patch where all of this changes

The Warfare Processors will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
Loki: Siege, Armored, Skirmish
Proteus: Armored, Skirmish, Information
Tengu: Siege, Skirmish, Information
Legion: Armored, Skirmish, Information

https://forums.eveonline.com/default.aspx?g=posts&m=3426016


and I disagree that the Cs should get 3 bonuses. T3s are meant to be general use and t2 specialized. so it makes sence t3 gets a wider but lesser bonus.


Ah, so he was talking about future changes... And yes, i agree with you that CS should only have a powerful boost to 2 links where as T3 should have a weaker boost to 3.
Vyktor Abyss
Abyss Research
#529 - 2013-08-02 12:10:46 UTC
Feedback: (I'm focussing more Gallente stuff because thats what I normally prefer to fly)

i) Not sure I agree with the fundamental change by moving Gallente away from Information etc. People have done a lot of training for maxing a ship like the Eos out only now to be told all their Information warfare spec training is useless for that ship and they now need to train 2 other spec skills. In principle this is wrong without offering people refunded skillpoints to re-spend.

ii) While I love the Eos getting its 125 bandwidth of drones back, I don't like the fact you've taken a slot from the ship for this making the Eos 6-4-6, while the Astarte remains 7-4-6.

The Eos should retain 7 highs (albeit yes with more utility highs than turrets to compensate for potentially more overall DPS) because 125 of drones are great but not worth a whole slot. I realise you're trying to stop it becoming a 'WTFsolopwnmobile' again, but being honest and realistic, I doubt many people would complain about a few odd people going out to solo in a 250m+ command ships. More likely they'd be rubbing their hands.

iii) Have you considered splitting the bonuses within races to be more true to their original design? For Example:

Eos - Infomation and Armour
Astarte - Armour and Skirmish

Each race would then have more of a mix of boosting possibilities within the Field and Fleet command ships rather than duplicating the boosting roles within each race

iv) Can you confirm the new Faction Mindlinks will be 25% for 2 boosting types, and the T2 will become 25% for just one?
- If so, this seems completely unintuitive and you're making T2 worse than faction. T2 should remain boosting one, but with a higher bonus than the dual boosting faction mindlinks IMHO. Say 50% for one boost still for T2 mindlinks and 25% each for 2 boosts for faction.
Or alternatively convert the current existing mindlinks all to T1, and leave room for adding a superior/more focussed (than faction - which will become the new baseline) set of T2 mindlinks in the future.

General feedback:

Just to add, I've been playing 8 years now and command ships (the Eos and Astarte) were the first specialised role of ships I trained up for way back then. I really used to enjoy playing the on-grid command ship boosting role before the T3 off grid made that job redundant, so I am absolutely delighted to see the on-grid balls deep form of command put back on top of the boosting pyramid.

Typically in Eve, more risk garners higher rewards, and an on-grid boosting ship is certainly in more risk, so I'm happy the off-grid T3 sillyness has finally had its day at the peak without being made completely redundant.

Perhaps the next thing you CCP folks will consider is introducing some sort of separate boosting 'pyramid' rather than using the FC / Wing / Squad command positions for the massive scale fights.

It is a bit too easy right now to focus the 'boosting ship' and alpha any on-grid boosts off the field in a big fight. Having some contingency within a boosting pyramid structure taking into account for example in a 250 man fleet the fact you brought 5 Damnations, 3 Eos and 3 Claymores and 2 Vultures to maintain boosts in some pre-ordained command / boosting setup rather than the current mechanics which would require mid-fight those ships would manually need to be shifted within fleet positions as each one dies in order to keep the whole fleets boosts active.

The command structure works great in smaller fleets, but a solution (like the above) for larger fights with a bit more loss mitigation built in would be nice - A working "fleet booster role" that can be dished out multiple times to all those running links would be a start.

Cheers.




DeadRow
Blue Canary
Watch This
#530 - 2013-08-02 12:24:19 UTC
Vyktor Abyss wrote:
iii) Have you considered splitting the bonuses within races to be more true to their original design? For Example:

Eos - Infomation and Armour
Astarte - Armour and Skirmish

Each race would then have more of a mix of boosting possibilities within the Field and Fleet command ships rather than duplicating the boosting roles within each race


This.

Splitting up the bonus between the two ships in each race would be awesome. Otherwise you're just going to use the one with the biggest tank for your booster. Adds a bit of variety to the game in deciding what boosts you want for your fleet and the ship you will need to bring.
Snakes-On-A-Plane
#531 - 2013-08-02 12:35:10 UTC
I usually like to sit back and wait and see how the changes play out. I don't mind some shuffling around of roles and ship purposes, so long as the common goal is to INCREASE the diversity of the game, and the ships within it.

However,

Much like your original proposed changes for haulers, I feel like you've reduced the diversity of the game here. You finally recognized that you were dumbing down your game in the case of the industrials. I hope you can recognize the same quality in this change.

I'm sure that Field command ships will be more capable in some senses, but the bottom line is that DPS is dropping across the board. I feel like you're really only doing it to attack the prevalence of Sleipner's in the tournament. This isn't about boosts, since field command ships were rarely used for boosting.

Anyway, I have two problems with your changes.


1: There's really no such thing as a field command ship anymore. You have taken it right out of the game. The two ships are now virtually identical in role - with the only real difference being the weapon type. They are both fleet command ships now, aren't they? And if they are, how can you not recognize that you have reduced the diversity of your game?

2: People who originally trained for field command ships did so through the Heavy Assault Cruiser line. You may have taken that requirement out a few months ago, but it doesn't suddenly change the fact that people originally were training for a: DPS Attack ship. Changing the skill requirement and then completely changing the ship is pretty poor form.

Recognizing that your changes were unjust, I think you tried to obfuscate. Instead of just taking the pinnacle of the Assault ship line and wiping it out, INSTEAD you removed the assault skill first, waited a few months, and then turned them all into boosting ships.

Not cool, and very disingenuous.

Stage 1: Promise that if you could fly the ship before, you can fly it afterwards.
Stage 2: Change the skill requirements of the ship to be for a different ship. Claim it's won't hurt anyone because of stage 1.
Stage 3: Change the ship itself to be a different ship. Point to stage 2 for justification. Ignore the promises made in stage 1.

This is hardly fair.

For a more extreme example, should you have the right to:
Change the skill requirement on Archon to be Mining Foreman 5, and 2 months later change the Archon into a fleet mining ship?
raawe
Imperial Shipment
Amarr Empire
#532 - 2013-08-02 12:39:14 UTC  |  Edited by: raawe
Big like, they should be tough ships like this +1. Altho i think minmatar ships will be op again.
Mark Artreides
V0LTA
WE FORM V0LTA
#533 - 2013-08-02 12:52:08 UTC
Dvla wrote:
Could we maybe fix the "small" bug of wing commanders not receiving fleet commander's bonuses before we start to try to put the ships on grid? This should be the main priority' before ANY changes to the boosters.

Why is the command processor module still in the game? It serves no other purpose than to be a big **** you to all shield fleets for even considering putting t3 boosters on grid. Armor t3 booster can be tanked, shield one can't. Armor can put on extra links without sacrificing tank, shield can't. By the time this year is done there will not be many, if any, shield doctrines left in 0.0 anyway.

Why don't any of the skirmish boosting ships receive resist bonus per skill level? You clearly do want to put them on the field but what do you think will happen when you have 5 claymores on grid (without FC bonuses because they don't ******* work for wing commanders) with low EHP to begin with? Even if you don't have enough DPS to headshot the FC Damnation at the beginning, it's quite likely that the logistics don't have all of the wing commanders pre-locked (that would take 6 out of 8 max targets for a t1 logi for example) so you can just kill all the wing commanders. I mean just look at the EHP difference between an FC slot damnation (that gets its own bonus) to a wing commander skirmish boosting ship (that doesn't get the FC bonus). What's the difference? 2 or 3 times more EHP. I mean jesus ******* christ what the **** is going on.

Active tank bonuses on command ships? Really? I get that you want to give them some damage role even if I strongly disagree with that (since you know.. They will be using the highslots for links>probe launcher>other utility) but why would you want these ships to do every single thing? These are fleet ships, designed to be flown with fleets and while them being able to be flown solo as well that doesn't mean they need that kind of bonuses for it. That's like putting damage bonuses to logistics ships so that they can shoot something when they are flying solo and do you see that happening?

Why is the Damnation - any other command ship EHP difference not fixed? I get that your goal for the past year has been to get rid of all shield doctrines but isn't it going a bit too far already? And BTW you fix this by giving more EHP to the other command ships, not nerfing the Damnation. Just making this point clear since you clearly need some guidance on the issues with these ships.

The only thing these changes do for a 0.0 pilot is making flying boosters even more annoying than it already is. In serious business fleet all wing commanders will still be t3 boosters but now you have to scan for probes all the time. Yes it makes them vulnerable but it sure as hell is less vulnerable than flying a (relatively) paper thin wing booster on grid. Is that fun? No it ******* isn't. Yes you balanced some stuff and gave them shiny new stats but you clearly are not understanding the big picture here. You want to put fleet boosters on grid and have an effect? Then make them be able to do that, not be the best plex tank or a mission runner. You have absolutely the wrong problems in mind when you designed these ships.

Overall nerfs to effectiveness of links is great though so job well done on that at least.


Not empty quoting.
John Henri
Hideaway Hunters
The Hideaway.
#534 - 2013-08-02 13:30:41 UTC
Local repping does not work.
CCP get that through your head.
It can not scale small gang or large.
Until you fix that the field command ships are now useless for PvP


Look at the Merm people tried to put three reps on it to be able to tank some kind of DPS
That is not an option in this instance.
You are trying to fix a symptom not the cause.
Phoenix Jones
Small-Arms Fire
#535 - 2013-08-02 13:40:10 UTC
Snakes-On-A-Plane wrote:
I usually like to sit back and wait and see how the changes play out. I don't mind some shuffling around of roles and ship purposes, so long as the common goal is to INCREASE the diversity of the game, and the ships within it.

However,

Much like your original proposed changes for haulers, I feel like you've reduced the diversity of the game here. You finally recognized that you were dumbing down your game in the case of the industrials. I hope you can recognize the same quality in this change.

I'm sure that Field command ships will be more capable in some senses, but the bottom line is that DPS is dropping across the board. I feel like you're really only doing it to attack the prevalence of Sleipner's in the tournament. This isn't about boosts, since field command ships were rarely used for boosting.

Anyway, I have two problems with your changes.


1: There's really no such thing as a field command ship anymore. You have taken it right out of the game. The two ships are now virtually identical in role - with the only real difference being the weapon type. They are both fleet command ships now, aren't they? And if they are, how can you not recognize that you have reduced the diversity of your game?

2: People who originally trained for field command ships did so through the Heavy Assault Cruiser line. You may have taken that requirement out a few months ago, but it doesn't suddenly change the fact that people originally were training for a: DPS Attack ship. Changing the skill requirement and then completely changing the ship is pretty poor form.

Recognizing that your changes were unjust, I think you tried to obfuscate. Instead of just taking the pinnacle of the Assault ship line and wiping it out, INSTEAD you removed the assault skill first, waited a few months, and then turned them all into boosting ships.

Not cool, and very disingenuous.

Stage 1: Promise that if you could fly the ship before, you can fly it afterwards.
Stage 2: Change the skill requirements of the ship to be for a different ship. Claim it's won't hurt anyone because of stage 1.
Stage 3: Change the ship itself to be a different ship. Point to stage 2 for justification. Ignore the promises made in stage 1.

This is hardly fair.

For a more extreme example, should you have the right to:
Change the skill requirement on Archon to be Mining Foreman 5, and 2 months later change the Archon into a fleet mining ship?


I agree with this.... But CCP will not remove a ship. It would hav been great to roll the field command ships into the hac's "disassemble the ships, rebonus to hac's a little for the ship loss.

It won't happen but its a good thought.

Yaay!!!!

Doddy
Excidium.
#536 - 2013-08-02 13:43:55 UTC
Heribeck Weathers wrote:
Goldensaver wrote:
Lilan Kahn wrote:
slepnir also taking massive dps nerf

Barely. less than one whole turret. That's less than a 4% DPS nerf, with so much more utility.


Sleps getting a 100% damage bonus to 5 guns, that = 10 guns worth of damage, thats more than 1.5 turets worth of damage lost.


No its getting two 50% bonuses, that is 11.25 guns. While levels of the same skill add together to form one bonus multiple bonuses affecting the same parameter stack. 5*1.5 = 7.5, 7.5*1.5 = 11.25.
MeBiatch
GRR GOONS
#537 - 2013-08-02 13:45:27 UTC
can you please do us a favour?

make the 7.5% armor bonus also include a cap activation reduction too! that would make the bonus actually usefull

thanks

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

sabastyian
Worthless Carebears
The Initiative.
#538 - 2013-08-02 14:02:09 UTC
Boltorano wrote:
Sushi Nardieu wrote:
Command Ships don't feel individualized or focused anymore. They all do similar things even if certain boost types they have are "secondary" to their race. If you, Fozzie, want to make T2 ships truly specialized then just give them a bonus to one link type..


I'd like to see an Eos in space more than once a decade.



What's an eos? I think i've heard of them in passing...but i have never seen one. Are you sure they exist?
Rroff
Antagonistic Tendencies
#539 - 2013-08-02 14:25:35 UTC  |  Edited by: Rroff
Some great changes.

Like a few others I think the 7.5% per level active armor rep bonus seems odd and after the mostly very good changes it sticks out even more as being out of place.

Something like a 7.5% per level sig reduction bonus or something of that nature would be more useful IMO.

The Eos I'd rather see dropping back to 3 turrets and getting an extra 25-50m3 drone bay as compensation or staying with 5 turrets and keeping the extra utility high - the current layout seems so much of a compromise and likely to end up being one of those things thats too much of a halfway house to do anything other than under-perform in either intended configurations.
Captain Organs
Veldspar Industries
#540 - 2013-08-02 14:32:57 UTC
Love the changes. I'd really like to know why the Absolution cannot field a full rack of weapons. Not that I personally would field HAMs or HMLs (or even those pesky rapid lights), but I can imagine some people would. I simply would throw those wondering ganglinks on and call it a day.

Please for the love of all that is good! Don't change the Absolution model! If we change the Absolution to the Harbinger model we lose all laser chicken. No more laser chickens. That makes me largely sad. Sad

Throw everyone for a loop and change the Damnation into a Harbinger Twisted

Or...just don't change any of the models and use the Tier 2 models for a second T2 variant of Battlecruisers. I know I'd want that.