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[Odyssey 1.1] Heavy Assault Cruisers - round two

First post First post First post
Author
Devon Weeks
Asteroid Mining Industries
Salt Mining Industrialists
#1481 - 2013-08-04 04:06:23 UTC
Quote:
but then caldari always gets dumped on.


Ok... is there any race that DOESN'T feel dumped on?
To mare
Advanced Technology
#1482 - 2013-08-04 04:07:45 UTC  |  Edited by: To mare
DaeHan Minhyok wrote:
Changes look interesting.

so why do the Amarr get a better missile bonus than the caldari? If I'm not mistaken missiles are kind of a cladari thing, but the cerb only gets a 5%bonus to kinetic while the sac gets 5% to ALL missile damage types, something seems wrong with this picture....

but then caldari always gets dumped on.

maybe you missed that the cerberus have 6 launchers and the sacrilege only 5?

just to clarify
with max skill
the sac have 8.3 effective launchers all damage type
the cerb have 8 effective launchers all damage type and 10 effective launchers kinetic
baltec1
Bat Country
Pandemic Horde
#1483 - 2013-08-04 05:22:40 UTC  |  Edited by: baltec1
Diesel47 wrote:
^ yep.

I think either he didn't read anything, or he did and just ignored it all.


He is ignoring people who want an overpowered mess. This is a good thing.
Battlingbean
Wings of the Dark Portal
#1484 - 2013-08-04 05:22:57 UTC
OK, so ships with larger drone bays get one less slot than those with lesser drone bays. I get that, it makes sense. So then shouldn't ships with absolutely no drone bay get an extra slot? Maybe give Zealot, Cerberus(remove drones) and Eagle a utility high slot.
Shereza
Center for Advanced Studies
Gallente Federation
#1485 - 2013-08-04 05:54:02 UTC
Battlingbean wrote:
OK, so ships with larger drone bays get one less slot than those with lesser drone bays. I get that, it makes sense. So then shouldn't ships with absolutely no drone bay get an extra slot? Maybe give Zealot, Cerberus(remove drones) and Eagle a utility high slot.


The slot reduction is based on drone bonuses, not the size of the drone bay.
Omnathious Deninard
University of Caille
Gallente Federation
#1486 - 2013-08-04 05:58:15 UTC
Shereza wrote:
Battlingbean wrote:
OK, so ships with larger drone bays get one less slot than those with lesser drone bays. I get that, it makes sense. So then shouldn't ships with absolutely no drone bay get an extra slot? Maybe give Zealot, Cerberus(remove drones) and Eagle a utility high slot.


The slot reduction is based on drone bonuses, not the size of the drone bay.

That makes no sense either. If that were true the vexor would not be -1 slot, only be vexor navy issue would be.

It supposedly has something to do with a fabled "utility" that drone ships have.

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

Battlingbean
Wings of the Dark Portal
#1487 - 2013-08-04 06:04:04 UTC
Well I figured It was bandwidth related.
Nikuno
Atomic Heroes
#1488 - 2013-08-04 07:57:45 UTC
Battlingbean wrote:
Well I figured It was bandwidth related.


No, it's a bit outdated tbh, from a time before mods to effect drones. But since that one-slot-less became part of dogma for ships they've brought out drone rigs, drone modules for high, medium and low slots, a 5 drone limit to non-capital ships, the bandwidth feature and a whole slew of additional drone bonuses for ships so I'm not certain the missing slot still stacks up in all cases and would prefer a ship-by-ship approach to assessing it rather than the blanket coverage we currently get.
W0lf Crendraven
The Tuskers
The Tuskers Co.
#1489 - 2013-08-04 11:09:26 UTC
Any slot related design is bad, would make sense if all weapons were similar and all boni would work together in a similar way. You have to lok at performance before you judge, is the ishtar able to have competetive ehp/dps/speed, or a good active tank? If yes, well then its fine.
Diesel47
Deep Core Mining Inc.
Caldari State
#1490 - 2013-08-04 12:04:39 UTC
To mare wrote:
DaeHan Minhyok wrote:
Changes look interesting.

so why do the Amarr get a better missile bonus than the caldari? If I'm not mistaken missiles are kind of a cladari thing, but the cerb only gets a 5%bonus to kinetic while the sac gets 5% to ALL missile damage types, something seems wrong with this picture....

but then caldari always gets dumped on.

maybe you missed that the cerberus have 6 launchers and the sacrilege only 5?

just to clarify
with max skill
the sac have 8.3 effective launchers all damage type
the cerb have 8 effective launchers all damage type and 10 effective launchers kinetic


Sac can actually use drones.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#1491 - 2013-08-04 15:15:11 UTC
Yes drones, but what does that have to do with missile damage? The Cerberus has the extra missile and can quite easily fit 3 BCUs. If you fit 3 BCUs on a Sac you'll have no tank and a very slow boat. The Cerb has a decent amount of extra range too.

I'm really liking both on paper at the moment, I'd not suggest for a second that the Sac is by far a better ship due to it's bonuses. They've just got different roles. Cerb is going to be a pretty awesome mid range dps ship if you are in a gang with tackle, combined with some Recon ships it'll be deadly.
Perihelion Olenard
#1492 - 2013-08-04 15:15:13 UTC  |  Edited by: Perihelion Olenard
The nice thing about the active shield booster and armor repairer improvement is that combined with these resists, these HACs will be decent defensively. That is, until they encounter neuts. Neuts are everywhere, unfortunately.
Tepalica
ACME-CORP
#1493 - 2013-08-04 17:27:33 UTC
Oh boy, 75 pages of the second HAC discussion....I feel like I need to make a few propositions for the HAC re-balance on the remote chance that any dev is still following this thread...

Sorry for the long read in advance, I had a lot on my mind Smile


My two main concerns here are Sacrilege and Deimos.

Sacrilege, much like the Damnation is getting bonuses for heavy missiles which shows that you are expanding the Khanid ship doctrine, but it's obvious this is a recent idea because the Vengeance assault frigate has no bonuses to light missiles and missile range and regardless of the heavy missile bonus additions to the Sacrilege, I am convinced it will remain primarily a HAM platform which means close range combat.
Close range combat requires a bit more speed - let's not forget that it's an armor boat and with your changes to armor rigs that affect self repairing, Sacrilege could retain its role as a close range small gang brawler with very good self-repair capabilities even if you removed its awsome cap bonus, but the fact remains it has only 5 low slots.

I believe you should give the sacrilege a 6th low slot without butchering the highs and mids, and also, buff it's speed by at least another 20m/s because compared to Cerberus (which already has 220m/s speed with the ability to fit nanofibers without nerfing it's tank), the Sacrilege seems a bit underpowered. Considering Sacrilege is an armor boat, I would say a base speed of even 230 or 240m/s would not be overpowered...

The main thought behind these 2 simple changes I proposed is to make the Sacrilege a ship that people would WANT to train for because let's not forget that out of all HACs, Sacrilege is the biggest pain in the ass to train for, and right now, even with your suggested changes, it just remains little more than an eye candy.


As for the Deimos....oh god, where do I even start?

Deimos is supposed to be a specialized high dps blaster platform which, with the proposed medium long range turret buff might actually become a decent small - mid range kiting platform....

Deimos has many problems with the biggest one being that what ever task you set it to do, there is already some ship out there that does it better except perhaps close range (melee range) damage output which a Deimos pilot has literally no way of applying unless the target was already pointed and webbed by someone else (and let's not forget that the Vigilant is better than Deimos in almost every possible way, particularly with it's awsome dps what was supposed to be the main strength of the Deimos)
Compared to the Deimos, Cynabal and Vagabond are faster and can apply their damage quite easily with barrage ammo if the pilot judges that going into melee range would be too perilous - Deimos will never be sniping anything with it's falloff bonus and one look at the Eagle is enough to see that it is a sniping ship that is actually much much tougher than the Deimos which is supposed to be an ALL IN blaster brawler - Deimos shield/armor amount is horrible as well...

The 4th medium slot you gave to Deimos opens up an interesting possibility of fitting it like a Vagabond (MWD, long point and 2 shield extenders) but that is a setup which would suck because of the T2 Gallente shield resist setup - this setup works with the vagabond which has very uniform shield resists by default and it's very small kinetic hole can easily be fixed with a single rig and trying something similar with the Deimos would be horrible!
The Deimos needs a lot of work to become something that should be feared or at least something an EvE pilot would want to fly...

The biggest problem here are the ship bonuses - being a brawler I believe the Deimos should get a local rep bonus AND a tracking speed bonus because getting into blaster + void/antimatter range seriously screws with tracking and a some extra tracking will help a lot with any Deimos rail fits.

Something like this:

Gallente Cruiser Bonuses:
7.5% bonus to armor repairer effectiveness
7.5% bonus to Medium Hybrid Turret tracking speed

Heavy Assault Cruiser Bonuses:
10% bonus to Medium Hybrid Turret falloff
10% Medium Hybrid Turret damage

The community wants the MWD cap bonus to go away, and the devs are determined to keep it, so I propose a solution here!
Make the Deimos MWD cap bonus be it's special ability - a flat 25% increase to MicroWarpdrive capacitor bonus and everyone will be happy....right? Roll

Your proposed Deimos speed change is a step in the right direction.
Since Serpentis Vigilant is better at dps than Deimos, I propose you just give Deimos it's utility high slot back with an increase to the ship powergrid so we can fit something useful there (and if at all possible do this without removing the 4th medium slot)
Lastly, Deimos shield/armor amounts are criminally low, I propose you shave off 800 points of Deimos hull amount and re-distribute those points equally into shields and armor (400 points to each).

I am aware these changes are radical, and may seem too much to many people, but I am convinced Deimos needs these radical changes if you are determined to make it into a USEFUL ship! Otherwise, it is obvious Deimos will remain a ship no one wants to fly, not even as a bait ship.
Harvey James
The Sengoku Legacy
#1494 - 2013-08-04 17:41:33 UTC
RISE
something being picked up on in the CS thread is the resist quantity imbalance between minmatar ships and the rest..
care to take a look? and perhaps sort out the crazy gaps in resists like 0% on EM and then 90% EM 10% EXP etc....

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

Mei Khlolov
Republic Military School
Minmatar Republic
#1495 - 2013-08-04 17:49:44 UTC
The current proposed Deimos changes are as close to perfect as they're gonna get. I get frustrated with my fellow gallente pilots as they want every goddamn ship to brawl. How many brawlers does a race need?

If you've just gotta change the deimos more, please don't hurt its kiting ability. It looks awesome as it is now (including MWD bonus!)
Harvey James
The Sengoku Legacy
#1496 - 2013-08-04 17:58:15 UTC
Well Rise has already said that the deimos will now get a rep bonus along with more armour hp

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

Mei Khlolov
Republic Military School
Minmatar Republic
#1497 - 2013-08-04 18:33:03 UTC
Harvey James wrote:
Well Rise has already said that the deimos will now get a rep bonus along with more armour hp


Which is cool if they've decided on it, I just hope he doesn't nerf the shield hp, nor the cap too hard.
FleetAdmiralHarper
Kitchen Sink Kapitals
#1498 - 2013-08-04 18:42:18 UTC  |  Edited by: FleetAdmiralHarper
HiddenPorpoise wrote:
I like it, but why is the Diemos(t) loosing tank?


to make sure it keeps in trend with its unofficial real name XD

besides its still really powerful, and the noobs havent figured out that all you need to do to survive and attack from one, is put your hand over you eyes and press the "return fire button" XD.


also the vagabond needs both its launcher slots.

sticking rapid lights on it to kill frigs is fun. besides webbing kills the shield tank.. in fact.. give some of its low slots to the mediums. like 2.

after all its suppose to be a shield tank right? how can it tackle or solo and tank like that? it cant.
Harvey James
The Sengoku Legacy
#1499 - 2013-08-04 20:15:42 UTC
The vaga should get a shield HP buff and a little armour/structure to help it shield boost.

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

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1500 - 2013-08-04 20:30:56 UTC  |  Edited by: Sergeant Acht Scultz
Shereza wrote:
Kane Fenris wrote:
i proposed this at the start of the first thread but oly got laughed at..... and eve got called dumb/stupid
(tracking has to be huge enough you can hit from 15-18km +)

it would be not quite like the old vaga but distinct from the cyna and would get rid of the overlap of those ships.


I'd like to play devil's advocate and ask the question, "So if the vagabond gets a tracking bonus and a heavy boost in power grid in order to function as an 'arty kiter' just how would that affect its performance in close-range combat roles? I mean from my perspective more grid means more plates/extenders and more buffer, and more tracking means better damage application against faster targets in close making it a potential frigate murder machine rather than an 'arty kiter.'



1st, Blasters wouldn't track so much better than now despite numbers saying differently, at some point when tracking numbers are enough you don't apply any more dmg than your guns can do and blasters already track pretty well with +25% tracking ammo

2nd Ever tried to fit blasters for fleets and zip zap all around while shooting with blasters?-then for fleets forget the mwd, so this makes not one but two wasted bonus.
At least an ishtar can sit there drop sentries and assign to command ship, Deimost with blasters will just wait for something to land on top of it, if it ever tries to do anything else it will die.
Phobos is the perfect example of how bad Deimos can be for fleets, while the role is different and despita having a much higher resist profile and thus tank, from my experience at every single time I've seen some on grid they die so easily it's almost ridiculous, they're fat with mwd you can't miss them unless you don't shoot, they're so slow to get the job done those pretty much die as fast as any other T2 ship but without being able to do something significant for their fleet.
Of course I'm talking of large fleets and dynamic situations, not a small gang at the gate roaming gang or supers tackle.

You can't do your fleet job very well, or at least the ship will not be successful unless idiots jumping on top of your fleet, once you've fitted your MWD you're using an ACR rig for a 1600plate your DCU you don't have that much free slots so how would the eventual increase in PG/Cap base stats make it any better for anything else than just fit properly rails and have a tracking bonus to make them work?

You mean fit double 1600 a DCU 1 hardener 1 ENP and 1 MFS? -hell if you do that in your Diemost you better be at gates with rapiers/huggins/lokis double webbing your targets or you'll never get in range before the thing dies to every one else but your guns. Even a shield Domi moves faster.


Now this is said my point is, why try to do anything with a Deimost in your fleet when the simple fact of undocking with for a fleet is a pain in the ass?
Take a Zealot, fit it with pulse or next boosted beams (+25% tracking buff !!!) and actually do something worth for you fleet instead of fighting with your fittings, fighting with your ship and fighting with yourself trying to like this ship for anything else than solo roams shield fitted and small gang stuff. I will not eve consider high sec silly elite pvp.

removed inappropriate ASCII art signature - CCP Eterne