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[Odyssey 1.1] Command Ships

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Author
Soon Shin
Scarlet Weather Rhapsody
#601 - 2013-08-02 18:31:38 UTC  |  Edited by: Soon Shin
I like how this is going. I don't like the nerf to damage potential of some of them however.


There remains one big and itching problem that everyone has been talking about:



The Armor repair bonuses on Gallente Command Ships.

Cmon CCP Gallente does not have the speed of Minmatar and it is made worse by slow down of armor tanking.

Armor Local Reps in a fleet is Laughable even if you buff it by 15%.

A Fleet Relies on RR, local armor reps are simply too weak.

Shield boosting Bonus on Minmatar is fine due to their ship design and philosophy.


Also give caldari Command ships more PG, its a disgrace why a Claymore has that much more pg.

PG CCP give it to Caldari!
Aglais
Ice-Storm
#602 - 2013-08-02 18:31:50 UTC
Blastil wrote:


Seriously? your biggest complaint about the nighthawk is that your super tanky, ganglinking command ship (note not heavy assault command ship) doesn't do a lot of DPS because of a kinetic missile bonus?

Dude, screw your head on straight. We're trying to NOT turn command ships into ownmobiles, we're trying to make them viable field ships when you do decide to bring them.


Ok then. Let's completely ignore damage output forever and focus on other things.

Slot layout. That's a big thing that seems to put the NH at a disadvantage. Both the Claymore and Vulture have more medslots than the Nighthawk, and it only has 200 more shields than the Vulture. They've got the exact same resist profiles. So if you can put more defense modules on the Vulture than on the Nighthawk, and there aren't really any other major differences, then...?

Oh look, you have a less useful ship.
Rain6637
GoonWaffe
Goonswarm Federation
#603 - 2013-08-02 18:32:29 UTC  |  Edited by: Rain6637
I have a feeling the caldari ships have a bonus to kinetic missiles due to RP/PVE reasons, as gurista is the RP enemy of Caldari and most of the non-account plexing playerbase are lone, lurking high sec mission runners.

...and the kinetic damage bonus was intended for them. to give a damage bonus to all damage types to solve the issue for non-pve pilots would make them OP/encroaches on ROF, range, and explosion velocity bonuses.

I think it's a valid point that all the command ships should be somewhat varied.. and a lot of people wouldn't like the thought of a nighthawk that is basically a vulture with missiles and identical slot layout. however. if you want me to use the nighthawk i need it to look like a vulture with missiles.

(another consideration for making that request is according to you, you've done away with fleet and field command distinctions, and so I don't see why the nighthawk can't look like a vulture that shoots missiles)
sXyphos
The Scope
Gallente Federation
#604 - 2013-08-02 18:35:25 UTC
My only disappointment is that the nighthawk fells like it got the short end of the stick out of all of them, tight PG for starters and that horrendous kinetic dmg bonus(relics of the past yay Roll) which brings its dmg potential on the same level as the others, except those can do omni Shocked.
Furthermore this is on a ship that takes 1 year to train Shocked, i can live with the kinetic dmg on the drake but i just feel a T2 BC should not be so "restrained" when it comes to damage type.
Sigras
Conglomo
#605 - 2013-08-02 18:41:34 UTC  |  Edited by: Sigras
Aglais wrote:
Sigras wrote:

seriously, why do people keep making such a big deal out of a selectable (or non selectable) damage type?!

It's not like people omni-tank or anything . . . RollRollRoll

In fact if youre going to be stuck to one damage type, Kinetic isnt a bad way to go, it only makes you suck against T2 gallente ships which ATM are lulz terrible.

Also, the nighthawk is fine, extra shield HP, extra resists, same DPS better lock range, more PG, higher sensor strength.


One of the biggest points about the missile weapon system in general is selectable damage types. That's one of their maybe two advantages over (most) guns. Take that away, and they're not nearly as good.

The nighthawk is NOT fine, either, because it's slot layout is... Why? Why does it have only five medslots? Claymore has more PG than the NH, too, as a note.

My point is that selectable damage isnt an advantage, it makes no difference in 99% of PvP situations because even if you do find that they have a hole in a particular damage type, the extra DPS you might gain by switching to that damage type is negated by the 10 second reload time where you were doing no damage at all.

The one case where this may not be true is in large cap ship fights where the cap ships can simply refit to resist the damage type youre doing, but like I said, thats an edge case and really, if your up against that tactic, you'd better have an ace in the hole anyway.

Edit:
All that being said, yes, i agree its weird for a matari ship to have more mids than a caldari ship of the same class.
Sigras
Conglomo
#606 - 2013-08-02 18:43:57 UTC
sXyphos wrote:
My only disappointment is that the nighthawk fells like it got the short end of the stick out of all of them, tight PG for starters and that horrendous kinetic dmg bonus(relics of the past yay Roll) which brings its dmg potential on the same level as the others, except those can do omni Shocked.
Furthermore this is on a ship that takes 1 year to train Shocked, i can live with the kinetic dmg on the drake but i just feel a T2 BC should not be so "restrained" when it comes to damage type.

WTB Absolution, Astarte, Vulture with selectable damage types
Harvey James
The Sengoku Legacy
#607 - 2013-08-02 18:47:10 UTC
It is a bit odd that they have kept the active tanking bonus on these ships afterall isn't the point of CS too boost a fleet so ergo solo pvp isn't going to happen in CS sooooo...... in a fleet Buffer and Logi is more necessary and common .. so options are
- keep the field CS aspect at least unofficially and make these the small gang active tank mobile CS
- or design them with buffer and resists and brawling in mind so remove range bonuses and buff HP removing active tank bonuses

After all we have navy bc's now which seem to have been geared more towards mobility and small gangs

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

Diivil
Magellanic Itg
Goonswarm Federation
#608 - 2013-08-02 18:54:58 UTC
CCP Fozzie wrote:


My mistake then. Rest of my post still stands, I completely agree with you about wing commmand, I agree that command procs are an issue and I don't think the HP or resist bonus is the way to go for all types of command ships, although I can definitely see why people would want it.


For as long as off grid boosting stays in the game (and I think it most definitely should stay in the game because it allows us to have more interesting fights) wing commanders will not be on grid in these big fights. Even if you get the bonuses fixed AND give the ships resist bonuses it might not be enough EHP to survive the first minutes of a 250v250 fight let alone anything bigger than that. Fleet bonuses are simply too powerful and they are concentrated on too few ships that they are the most important targets every single time. Some of the things you have recently rebalanced also work against putting boosters on grid. Like the Armageddon for example, increased neut range against on grid boosters? Have fun trying to use your new DPS bonuses when all you can do is run away and die trying.

The bottom line is that having boosters on grid will make the fights less fun. They will always be primaried first. They will always be locked down 24/7 so you can't reposition at all. They will be neuted, or they will be webbed long enough until the battle evolves to a point where you can neut them without dying. If the fleet moves (not warp, just moves around with their prop mod) the boosters will be left behind. All these things make the fights become less fun because you can sacrifice a few DPS ships to reposition, you can't sacrifice a boosting ship. So instead we will have everyone sitting still not even trying to maneuver.

So when the choice is having low-ish EHP wing commanders on grid VS having slightly less strong boosters in safes you don't even need to think about it. You can't keep 6 boosting ships locked all the time because it takes too many targets. Ask a logistics pilot to devote 6 target slots for all the boosters and only use 2 or 4 targets, depending on skills and ship, to manage reps on the rest of the 250 people. They will be forming a suicide cult within a week.

From what I understand the big point of this rebalance is that you want to put the boosters on grid and you want to make them feel useful and/or fun. To even consider putting wing commanders on grid they must have Damnation-level EHP. There simply is no other answer. They absolutely must to have that EHP and my prediction is that in the end it won't change much. Wing commanders will always be the weakest link and easy to kill so the only realistic option is to use off grid t3 boosters for serious business fleets. But if they have enough EHP then people might at least consider using them especially for smaller scale fights.

But even if you had the boosters on grid they would be anchoring on the logi anchor and be as far away from the fight as they can so how could they even provide any meaningful DPS to begin with?

There is no perfect solution because the fleet boosting system itself is horribly bad design. You can't redesign the ships to fix the problems with the boosting system itself.

So in my view there's only one thing you can do and it has already been suggested probably dozens of times in this thread. You need to split the command ships back to fleet and field command ship design. Fleet command ships are to have double tanking bonuses with miniscule or totally non-existing damage bonuses. In fact I would like them to have utility bonuses instead of any DPS. But their job is to give out their bonuses (which itself is one of the most important jobs you can have in a fleet) and survive. For this to work the wing commanders need to receive fleet commander's bonuses or you have to otherwise design around the bug to help them reach the required EHP. If you want to go totally crazy and have to have them be more useful and fun (or engaging) you could maybe introduce some module that is restricted to command ships only. The highslot target painter that was accidentally introduced to Sisi long time ago could be just the thing. Unique, "fun" as in something to do and useful. That's just a random idea and I don't personally believe it is something the ships actually need but if you have to have them have something, then make that something be something other than DPS. The options are of course quite limited since it can't be a rig, low slot or mid slot because any of those would mean sacrificing tank or another shield/armor imbalance thing introduced to the game.

And then you can have the field command ships with their DPS bonuses and no resist bonuses. These can be your plex/mission runners or tech2 BCs or whatever you want. Just don't ruin all four of them by putting active tank bonuses on every single one of them.

It's not a perfect solution and it most definitely isn't an exciting one but at least it would give the option of putting wing commanders on grid if people really want to do that. Some might even do it.
sXyphos
The Scope
Gallente Federation
#609 - 2013-08-02 18:55:13 UTC
Sigras wrote:
WTB Absolution, Astarte, Vulture with selectable damage types

My mystake , should've put "the other missile ones can do omni"
Also don't mention the absolution in a negative way, you might sound like you mean it's bad Roll
Maximus Andendare
Stimulus
Rote Kapelle
#610 - 2013-08-02 19:25:03 UTC
Valterra Craven wrote:
Sigras wrote:

seriously, why do people keep making such a big deal out of a selectable (or non selectable) damage type?!



Because the whole frickin point of the missle system is that you can choose your damage type.

Having a bonus to only one type of damage negates one of the huge over arching benefits of the platform.
Yeah, bit it's unrealistic to expect to be able to hit *every* resistance hole perfectly, which is what an omni-damage bonus (meaning no damage bonus to a specific type) would be.

Every race has to fire a damage type, with most of them being mixed damage types as it is. Asking for all Caldari missile systems to do bonused damage to any missile would be broken. But Minmatar can! Yes and no. Their primary weapon system, projectiles, fires a mixed damage round that you can distribute to more reflect one damage type or another but its never a perfect, 100% one-damage-type. The missile turreted ships that they use typically have bonuses to omni, yes, but the damage from these ships is augmented by drones or some of the missile ships just have bonuses to explosive damage.

Firing all missiles, from long range (HML and others) or short range, high damage (HAMs and others) perfectly into a resist hole would be broken. Caldari favor kinetic damage. That's the way it is, just as much as Amarr favor EM, Gallente Thermal, and Minmatar Explosive.

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Ranger 1
Ranger Corp
Vae. Victis.
#611 - 2013-08-02 19:28:06 UTC  |  Edited by: Ranger 1
Quote:
The bottom line is that having boosters on grid will make the fights less fun. They will always be primaried first. They will always be locked down 24/7 so you can't reposition at all. They will be neuted, or they will be webbed long enough until the battle evolves to a point where you can neut them without dying. If the fleet moves (not warp, just moves around with their prop mod) the boosters will be left behind. All these things make the fights become less fun because you can sacrifice a few DPS ships to reposition, you can't sacrifice a boosting ship. So instead we will have everyone sitting still not even trying to maneuver.


Serious question. Why would your fleet allow a webbing ship close enough to the fleet (let alone your CS) without vaporizing it?

And if the enemy does somehow have the ability to keep a webbing ship in close proximity to your fleet, wouldn't your logistics ships actually be the better choice as they are far easier to pop when webbed?

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Marcel Devereux
Aideron Robotics
Aideron Robotics.
#612 - 2013-08-02 19:38:37 UTC
CCP Fozzie wrote:
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.


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.

Wing command bonuses from fleet is something that I 100% want to get fixed, although there are a few complications that mean I can't promise a specific timeline for it yet.

Command processors are also something that I agree have a lot of problems, not least of which is the big imbalance it created between armor and shield booster ships.


I agree with the active rep bonuses not being on the command ships. Or if they are going to appear on command ships, each race needs one resist/buffer and one active rep.

For the Gal/Min I would suggest dropping the active rep bonus and giving them an HP bonus just to make them different from the Amarr/Cal. I would also drop the HP bonus on the Damnation and up the DPS to bring it inline with the other ships.
Ranger 1
Ranger Corp
Vae. Victis.
#613 - 2013-08-02 19:50:54 UTC  |  Edited by: Ranger 1
Marcel Devereux wrote:
CCP Fozzie wrote:
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.


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.

Wing command bonuses from fleet is something that I 100% want to get fixed, although there are a few complications that mean I can't promise a specific timeline for it yet.

Command processors are also something that I agree have a lot of problems, not least of which is the big imbalance it created between armor and shield booster ships.


I agree with the active rep bonuses not being on the command ships. Or if they are going to appear on command ships, each race needs one resist/buffer and one active rep.

For the Gal/Min I would suggest dropping the active rep bonus and giving them an HP bonus just to make them different from the Amarr/Cal. I would also drop the HP bonus on the Damnation and up the DPS to bring it inline with the other ships.

Or if you are going in that direction 1 CS gets a resist bonus, the other CS gets a HP bonus, and Tier 3's in a boosting configuration get the repping bonus (as they will primarily be used for small gang only).

The one with the resist bonus will spend their slots on extra armor/shield buffer (in the case of armor this slows them down).
The one with the HP bonus will focus on upping their resists (which allows them to remain more mobile).
And the Tier 3 Cruisers fit will vary wildly depending on a number of factors, but aimed at supporting an active repairer.

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Valterra Craven
#614 - 2013-08-02 19:52:52 UTC
Maximus Andendare wrote:
Yeah, bit it's unrealistic to expect to be able to hit *every* resistance hole perfectly, which is what an omni-damage bonus (meaning no damage bonus to a specific type) would be.


There's a difference between saying we shouldn't have a kinetic damage bonus and saying we should be able to hit every resistance hole perfectly.

For starters missiles do only one type of damage (unless your crazy and have different launchers with different missiles, but whatever)

Second, being able to choose your damage type is not the same as being able to hit every resistance hole perfectly.

Third, if ships like the raven can do omni dps are not considered OP by any means, then why would having a nighthawk with the same bonuses be OP?

Maximus Andendare wrote:

Every race has to fire a damage type, with most of them being mixed damage types as it is. Asking for all Caldari missile systems to do bonused damage to any missile would be broken. But Minmatar can! Yes and no. Their primary weapon system, projectiles, fires a mixed damage round that you can distribute to more reflect one damage type or another but its never a perfect, 100% one-damage-type. The missile turreted ships that they use typically have bonuses to omni, yes, but the damage from these ships is augmented by drones or some of the missile ships just have bonuses to explosive damage.


Again your word choice is doing you no favors here. We are not asking for all Caldari missile system to do bonused damage to any missle (what you are effectively saying here is that we want the nighthawk to be able to fire Lights, heavies, heavy assaults, cruise, and torpedoes all bonused) What we are asking is that Caldari ships get similar bonuses on ships like the raven.

The point of this discussion was never about arties, etc of the winmater, it was about them having better missile bonuses than even caldari get in the same class of ships. Why does it make sense for them to have the better missile bonuses over the people that invented the system in the first place?

As to drone damage, drones are never up 100% and are unreliable for dps calculations because of that. Not only that but they are easily destroyed and countered. In any case winmater do more damage with caldari systems then even the caldari do themselves WHILE getting more drone bay... tell me that makes sense...

Maximus Andendare wrote:

Firing all missiles, from long range (HML and others) or short range, high damage (HAMs and others) perfectly into a resist hole would be broken. Caldari favor kinetic damage. That's the way it is, just as much as Amarr favor EM, Gallente Thermal, and Minmatar Explosive.


The raven is not broken. Missiles are already used less in PVP do to a number of other drawbacks, making them favor kinetic not only takes away one of the primary points to using the platform, it also means they get used even less in combat.
raawe
Imperial Shipment
Amarr Empire
#615 - 2013-08-02 20:00:33 UTC  |  Edited by: raawe
How about rolling cap bonus on Absolution somehow into special bonus and adding another small tracking bonus or neut range/amount /nos bonus, something?. It's pretty lame that amarr always have 1 bonus less then other ships cuz of lazors, and let's be honest, you cant really kite with amarr hulls to use range and instant crystal change. Any thoughts?
Heribeck Weathers
Caldari Provisions
Caldari State
#616 - 2013-08-02 20:01:25 UTC
Just to suport the HP bonus crowed, the Eos, Vulture, and Claymore need HP bonuses added to their ships. need one tanky mid range command ship (damnation like) and one in your face command ship (Slepnir like)

Heck give all the in your face ones a active tank bonus just to get your active tank jollys off.
Red Woodson
Estrale Frontiers
#617 - 2013-08-02 20:01:45 UTC
Has any consideration been given to a noticeable mass reduction on these ships? I know I asked the same thing about hacs, and the same reasoning applies here. Specifically, making them easier to move around in wspace. Of course, i realize mass also has effects on navigation performance, so other stats might have to be adjusted to keep the performance similar.
Sol Mortis
An Heroes
#618 - 2013-08-02 20:03:30 UTC
CCP Fozzie wrote:


Some good points, although I'm curious about why you didn't post them with your main. I think you know that I have plenty of respect for your opinions.

Wing command bonuses from fleet is something that I 100% want to get fixed, although there are a few complications that mean I can't promise a specific timeline for it yet.

Command processors are also something that I agree have a lot of problems, not least of which is the big imbalance it created between armor and shield booster ships.


I would just like to point out that:

A) It is completely inappropriate for a dev to publicly identify a player's character as being an alt or a main. It smacks of intimidation and petty condescension based on nothing more than the dev's position of authority and access to information.

B) Dvla made many extremely salient points, and it shouldn't matter what character or player posts them. It is sad to think that you wouldn't be able to recognize good ideas unless they are posted by a familiar name.

C) The new commands ships are worse than the old ones, except for the Eos and Claymore. Nobody wants to fly command ships with the same number of turrets as a cruiser, even if they do have stronger bonuses.

D) The Fozzie knows that the command ship changes are a big nerf to the class as a whole and don't even address the most glaring issues with the ships. He has no valid arguments to support these changes, so he has resorted to personal attacks on people for posting with alts while ignoring their valid points.
Jerick Ludhowe
Internet Tuff Guys
#619 - 2013-08-02 20:09:30 UTC
Heribeck Weathers wrote:
Just to suport the HP bonus crowed, the Eos, Vulture, and Claymore need HP bonuses added to their ships. need one tanky mid range command ship (damnation like) and one in your face command ship (Slepnir like)

Heck give all the in your face ones a active tank bonus just to get your active tank jollys off.


Pretty much this.
Sal Awat
Emphatically Unaffiliated Industries
#620 - 2013-08-02 20:09:47 UTC  |  Edited by: Sal Awat
EDIT: Forget the quote block. Forums mangled that too. Edge case refers to large cap fights allowing in space refits for damage resist swapping.

That's a hell of an edge case mate. Especially since in that case, any sub-cap can too.

Furthermore, if its the case that there's no ADVANTAGE to selectable damage type (due to the prevalence of "Omni-tanking"), then clearly there's no harm in leaving the option open with a selectable damage friendly bonus, right?

This is a sandbox. Its a game about choices. Just because the choice "Do I change ammo types for better damage in the long run?" always comes out one way right now for some people, doesn't mean that its fine to take away or unduly penalize making that decision in the affirmative any more in one case, than another. THAT's contrary to the very essence of the sandbox.

Furthermore:

If there is no advantage to the player having a general missile damage buff for all missiles, then would it not be the case that there would be no compelling reason for unduly limiting the ammo choice of a missile boat into a single damage type vs. letting them use any?

Or if there is an advantage, and this advantage is reserved for every missile hull EXCEPT the hulls that have the greatest claim to it; then it seems there is some sort of schizophrenic design principal application going on here?

There has been a shift at lower tiers of at least loosening the restriction on selectable [damage] on the more expensive ship hulls; i'm looking at you Hookbill, and you Navy Osprey. I'm looking at the Caracal as well.

The Cerberus at least had a shade of a justification for (not that I think its terribly valid) of being too fast. I'm pretty sure the Nighthawk isn't going to zipping around the battlefield like a ninny. Which is apparently problematic with missile ships. Seems like a poorly thought out Band-Aid fix; but I'm not there to take into account all of the factors that go into the implementation decision, so I'll let that one slip by.

But this one seems Ridiculous(TM). Its a brick. The Amarr have a brick, and its fully Unpenalized Selectable OmniDamage(USOD) compatible. The Minmatar have an explosion in a girder factory, which is, alas, also USOD compatible! What's is so threatening in a line of ships with signature radii that are approaching that of a relative small moon that deserves to be consistently denied this privelege, whilst others have, to my recollection, never been restricted into a damage type in their missile use by hull bonuses? Gentlemen? Anything? Why is there not an equivalence of applied principles across the board?

I'm not trying to make personal attacks, I'm trying to get my mind around the fact the inconsistency exists. There are two contradictory lines of thought going on here, and they only seem to be getting stumbled across at certain historical times.

For Amarr/Minnie Missile boats:
Selectable damage is a splendid thing! This hull needs to be USOD friendly!

For Caldari:
Selectable damage is bad! Your enemy knowing what you will use Compelling Gameplay(TM).

I'm not so annoyed that its happening to just the Caldari either. Its the fact that two contradictory principles are being applied in two instances of the same general implementation decision, which in the end leads to making a decision FOR THE PLAYER, right in the hull.

The continued prevalence of Phoenix Syndrome is just.... irritating. Please, really THINK about this. Its a bur in the side of ALOT of quite a few people, even just going from those that actually post on the forums. Having choices is good. Having choices essentially made for you by game mechanics where precedent exists elsewhere for the type of restriction not to apply, is not so good. And I think trying to lend credence to it to the degree you are with the HAC and Command Ship rebalances while maintaining the inconsistency of application across the board does not bode well.

And +1 to where's my Eagle tracking bonus? WTB ability to hit things that are moving thank you.

Edit: Hate it when the forums eat a post.