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[Odyssey 1.1] Command Ships

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1421 - 2013-08-14 18:36:42 UTC
Jerick Ludhowe wrote:
Mournful Conciousness wrote:
Jerick Ludhowe wrote:
Ersahi Kir wrote:
I honestly think my eos is going to be degraded to 'guristas ratting' duty. If it can't do that reasonably then it will be replaced with an ishtar.

Hurray for turret tracking bonus. Roll


Meh, just get a 250mm railgun Astarte with 2-3 dmg mods and fight serpentis.


A single rep c-type LAR domi with EANM, DC and RAH will tank all sanctums while doing something like 900dps, and this was before the armour repair buff. I can't imagine why I would embarrass the crew of a T2 ship with this kind of work... What?


I'd imagine it could probably tank more dps than the domi (against serpentis/gurista) due to rep bonus combined with uber therm/kin and a smaller sig/higher speed.

In all honesty tho, you're probably right.


The EOS would tank gurista sanctums with one arm tied behind it's back, while singing Bohemian Rhapsody and performing a pole dance.

If I saw it there though, I'd feel compelled to put it out of its misery... Big smile

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1422 - 2013-08-14 18:38:10 UTC
Valterra Craven wrote:
Mournful Conciousness wrote:
Valterra Craven wrote:

So the vulture can fit 5 guns, full tank, and 2 links... As I said the Astarte is lacking some CPU for its intended role.


Not quite. You won't see a vulture in PVP with a single large shield booster.

It'll have buffer and there will be logistics supporting it. (2000dps tank per supporting basilisk). These ships are not designed for PVE perma-tanking. That tactic simply doesn't work in PVP.


Good thing I wasn't talking about PVP....


I think this is the point I am trying to make. The ship's intended role is fleet PVP only. Any usefulness in PVE is incidental at best.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Valterra Craven
#1423 - 2013-08-14 18:57:23 UTC
Mournful Conciousness wrote:
Valterra Craven wrote:
Mournful Conciousness wrote:
Valterra Craven wrote:

So the vulture can fit 5 guns, full tank, and 2 links... As I said the Astarte is lacking some CPU for its intended role.


Not quite. You won't see a vulture in PVP with a single large shield booster.

It'll have buffer and there will be logistics supporting it. (2000dps tank per supporting basilisk). These ships are not designed for PVE perma-tanking. That tactic simply doesn't work in PVP.


Good thing I wasn't talking about PVP....


I think this is the point I am trying to make. The ship's intended role is fleet PVP only. Any usefulness in PVE is incidental at best.



I think you are forgetting the sandbox aspect of Eve which it seems the devs continually like to poop on. Regardless, comparing like fits there are some deficiencies in these boats CPU output.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#1424 - 2013-08-14 19:30:16 UTC
Mournful Conciousness wrote:
The EOS would tank gurista sanctums with one arm tied behind it's back, while singing Bohemian Rhapsody and performing a pole dance.

If I saw it there though, I'd feel compelled to put it out of its misery... Big smile


I rat in ships I like to look at. If that means ratting in a tech 2 or tech 3 ship then that's what I do.

I can send you a screenshot if you want to feel compelled to come put it down. P
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1425 - 2013-08-14 19:35:35 UTC
Kind of surprised that CCP are actually intending for people to fit XLASBs on things that aren't battleships. I thought them being able to fit at all was just an unfortunate oversight. Being able to put the equivalent of about 5 LSEs in a single slot, without even the lol sig penalty, kind of crazy. WTB capless large armour repairer for my myrmidon.

Nerf plx, ASBs are stupid.
Eldrith Jhandar
Caldari Provisions
Caldari State
#1426 - 2013-08-14 19:43:53 UTC  |  Edited by: Eldrith Jhandar
Forum deleted my long post about hp/s for armor reps and shield reps
I'm too busy to do it all again but basically
Astarte/ eos 2 t2 med reps cap booster and 2 rigs gets about 160hp/s
Claymore with xl asb 360hp/s with crystals 500+
Xl t2 boosters are less somewhere around 200 and 360 with crystals
All with less slots
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1427 - 2013-08-14 20:17:41 UTC
CCP Fozzie wrote:


Well it has double the damage bonus of the Eagle, but otherwise their bonuses are the same yes.

The optimal range bonuses work especially well with rails in a gang support role, and 7.5 hybrid turrets isn't inconsiderable dps. You can fit three links, four 250mms, three magstabs and full tank+MWD, and deal 463 dps out to 41km while also providing links and having 153k ehp. That's not bad at all.
Rather than add more +50% Hp bonuses to the command ships we're starting down the path that will allow us to remove that bonus from the Damnation and get them all into better balance.


I'm quite sure if you tried doing some magic to switch one of those optimal bonuses on the Vulture to a damage bonus you would find that if you equalize ranges through ammo the damage bonus one outperforms the other one at all ranges.

Because of ammo and most fights being in a sub 100km range damage bonuses are simply a LOT better then an optimal bonus. Should give the vulture a 12,5% optimal bonus and a 5% damage bonus imo.

BYDI recruitment closed-ish

SOL Ranger
Imperial Armed Forces
#1428 - 2013-08-14 23:17:06 UTC
Garviel Tarrant wrote:


I'm quite sure if you tried doing some magic to switch one of those optimal bonuses on the Vulture to a damage bonus you would find that if you equalize ranges through ammo the damage bonus one outperforms the other one at all ranges.

Because of ammo and most fights being in a sub 100km range damage bonuses are simply a LOT better then an optimal bonus. Should give the vulture a 12,5% optimal bonus and a 5% damage bonus imo.



Not only is this the case but you also gain reduced capacitor use at ranges as you move down the ammo tree, the same is true for lasers, any ship with a damage bonus will outperform a ship with an optimal bonus at the same range and even using less cap in the process.
Adding to that the ship with a damage bonus will wipe the floor with the optimal bonused ship at close range whilst the only benefit for the one with optimal is it will do pitiful and quite meaningless damage at insane ranges nobody cares about.

Optimal bonus needs to be stronger in general, 12.5% would put it at an equal footing due to the capacitor benefits at long ranges for the damage bonused ships, you would still pick the damage bonused one for versatility.
15% optimal bonus per level would actually begin to make it worthwhile, at least marginally and situationally when comparing to a damage bonused ship using long range ammo.


What it needs is either 2x15% optimal bonuses or 15% optimal + 5% damage.

The Vargur requires launcher hardpoints, following tempest tradition.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#1429 - 2013-08-15 01:33:06 UTC  |  Edited by: Chris Winter
The Nighthawk needs a low dropped in favor of a mid. A two-slot shield tank after prop/web/scram is laughable. Combine that with only two rig slots, and its tank is only marginally better than a Drake's.

The Claymore can afford to drop a mid in favor of a low, especially since it needs to lose a low slot to a Co-Processor II in order to fit an XLASB.

With the current slot setup, the Claymore can fit a stronger buffer than the Nighthawk without even making use of its booster tanking bonus. That's just stupid. If you think of an XLASB as buffer, the Claymore can beat the Nighthawk by >25%.

It's also faster than the Nighthawk and has a smaller signature.

Honestly, there's no reason at all to use a Nighthawk over a Claymore. Hell, even the Damnation ends up looking mighty good as a missile boat by comparison.
elitatwo
Zansha Expansion
#1430 - 2013-08-15 04:51:32 UTC
Chris Winter wrote:
The Nighthawk needs a low dropped in favor of a mid. A two-slot shield tank after prop/web/scram is laughable. Combine that with only two rig slots, and its tank is only marginally better than a Drake's.

The Claymore can afford to drop a mid in favor of a low, especially since it needs to lose a low slot to a Co-Processor II in order to fit an XLASB.

With the current slot setup, the Claymore can fit a stronger buffer than the Nighthawk without even making use of its booster tanking bonus. That's just stupid. If you think of an XLASB as buffer, the Claymore can beat the Nighthawk by >25%.

It's also faster than the Nighthawk and has a smaller signature.

Honestly, there's no reason at all to use a Nighthawk over a Claymore. Hell, even the Damnation ends up looking mighty good as a missile boat by comparison.


You seem to have never set foot in one of these and the slot layout of the Nighthawk has always been 7/5/5.

I give you a hint,
go to SiSi and create a fitting for passive shield recharge. There are modules for that purpose.

And after that, make an active tank fit.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Aplier Shivra
#1431 - 2013-08-15 05:11:33 UTC  |  Edited by: Aplier Shivra
Frothgar wrote:
All things being said. I think the weakest two CS are the Absolution and the Astarte. Neither is going to be chasing down anything while plated, and the difficulties they would have applying damage with short range guns will be significant. The Astarte is still better than the Absolution because with rails it has some good options due to its falloff bonus and its Armor/Skirmish link options complement some degree of flexibility.

Both remind me of the old Deimos. Can't really run down much or escape when in trouble, poor tank, poor damage projection. Both get stuck in the situation of "You have to kill the enemy, or you're dead" In most PvP situations, that's a very bad place to be.

I have no problems with the Astarte having the falloff bonus of the Deimos because its frankly dead without it. I'm scratching my head as to why the Abso retains the cap use bonus when it has less turrets to feed and its precursor (Zealot) has an optimal range bonus.


I'd agree that the absolution needs some sort of damage application bonus to stay competitive, especially now that it's losing one turret (and thus 16% less cap use) and getting an extra utility high that can be used on a nosferatu, which would mostly negate the lack of cap use bonus. The Amarr's ships are already low on dps relative to the others, with the absolution at 10 effective turrets, compared to nighthawk's 11 launchers, astarte's 11 turrets, and sleipner's 11.25 turrets, with each of those ships also getting a damage application bonus, and astarte's hybrids still using less capacitor than absolution's lasers even after the 50% reduction. To remain significantly competitive at damage (and especially applied damage) to the other races, the absolution either needs it's RoF bonus bumped up to 7.5% like all the rest are getting (for 12 effective turrets but still no application bonus) or the cap use switched out to 7.5% optimal and 5% tracking (while still at 1 less effective turret dps than the rest).



EDIT: also, imo, lasers in general need to have either their cap use brought down, or the hull bonuses that decrease cap use need to be stronger. I'm fine with the range/tracking tradeoffs as they are but it's not acceptable that my ship that is sacrificing a hull bonus slot to have its guns still require 50% more capacitor than a hybrid who's ship is still receiving a dps/application/tanking/whatever bonus. And our highest dps ammo having an additional 25% cap use penalty on top of that for what's otherwise the exact same stats? And even in perfect conditions, latency causing ammo switching to still take 2-3 seconds or more, pretty much negating half of the "instant ammo swap" that's supposed to be what makes lasers so godly enough to receive such harsh problems in every other aspect of their life? Weapons already fire at the very start of their cycle, how seriously hard can it be to program things so that if you right click and select a new ammo type during the "cooldown", it will start the next cycle with that ammo, instead of requiring 3 separate inputs from the player that all require a back-and-forth to the server which are all plagued by everyday latency as well as the server's 1-second update rate. Hell, it's not like the ammo swapping system isn't already in place, just instead of having each command handled by a separate player input, only have the initial player input start the process that has the "stop guns firing" code sequence end by starting the "remove ammo" which already leads into "load ammo" followed by the 0, 5, or 10 second delay as per weapon type, and finally have that go to the "start guns firing", all being handled automatically and by the server from just the one click by the player while guns were still in the "cooling down" phase of their cycle. You guys can even put in a 0.1 second delay between each command to give the server some breathing room and it will still feel instant enough to the player, and significantly better than having to wait for your gun to stop with the extra half cycle your client started it doing while the server was derping, navigate right click menus as fast as possible, wait for the client to recognize that the server has loaded the guns properly before it lets you start firing, and then finally hitting F1 again, during which time the target you were firing at has gone out of the range where standard is best for dps and is now in xray optimal range, but y'know what, it's ******* okay because you accidentally input one of your commands to your instant ammo swap turret TOO fast so none of it got recognized and you're actually still firing the microwave you had fitted before, so you'd have to go through the entire process AGAIN this time slowly drawing out every step just to make sure the game recognizes what you are doing, and this time going into multifrequency even though it would still be in laser's pitiful falloff just because you don't want to go through the whole damn process again when you know the frig will probably keep getting closer, all the while asking yourself why you don't just use autocannons that let you choose your damage type while their falloff curve naturally and automatically adjusts your damage to range and you can just leave in the short range/high damage ammo because it's only reducing their already nonexistent optimal range while leaving their actually significant range completely untouched and all the while using 0 capacitor on ships that have the exact same recharge rate. Yes, a nerve has been touched. /rant
bloodknight2
Revenu.Quebec
#1432 - 2013-08-15 06:39:00 UTC
Aplier Shivra wrote:


I'd agree that the absolution needs some sort of damage application bonus to stay competitive, especially now that it's losing one turret (and thus 16% less cap use) and getting an extra utility high that can be used on a nosferatu, which would mostly negate the lack of cap use bonus. The Amarr's ships are already low on dps relative to the others, with the absolution at 10 effective turrets, compared to nighthawk's 11 launchers, astarte's 11 turrets, and sleipner's 11.25 turrets, with each of those ships also getting a damage application bonus, and astarte's hybrids still using less capacitor than absolution's lasers even after the 50% reduction. To remain significantly competitive at damage (and especially applied damage) to the other races, the absolution either needs it's RoF bonus bumped up to 7.5% like all the rest are getting (for 12 effective turrets but still no application bonus) or the cap use switched out to 7.5% optimal and 5% tracking (while still at 1 less effective turret dps than the rest).


Like i said earlier, anyone calculated how much removing the cap bonus from the absolution would hurts it?

And how low on dps the absolution really is? I'm gettin 950dps with mine (3 faction heat sink).
Lephia DeGrande
Luxembourg Space Union
#1433 - 2013-08-15 06:57:47 UTC
Aplier Shivra wrote:

EDIT: also, imo, lasers in general need to have either their cap use brought down, or the hull bonuses that decrease cap use need to be stronger. I'm fine with the range/tracking tradeoffs as they are but it's not acceptable that my ship that is sacrificing a hull bonus slot to have its guns still require 50% more capacitor than a hybrid who's ship is still receiving a dps/application/tanking/whatever bonus. And our highest dps ammo having an additional 25% cap use penalty on top of that for what's otherwise the exact same stats? And even in perfect conditions, latency causing ammo switching to still take 2-3 seconds or more, pretty much negating half of the "instant ammo swap" that's supposed to be what makes lasers so godly enough to receive such harsh problems in every other aspect of their life? Weapons already fire at the very start of their cycle, how seriously hard can it be to program things so that if you right click and select a new ammo type during the "cooldown", it will start the next cycle with that ammo, instead of requiring 3 separate inputs from the player that all require a back-and-forth to the server which are all plagued by everyday latency as well as the server's 1-second update rate. Hell, it's not like the ammo swapping system isn't already in place, just instead of having each command handled by a separate player input, only have the initial player input start the process that has the "stop guns firing" code sequence end by starting the "remove ammo" which already leads into "load ammo" followed by the 0, 5, or 10 second delay as per weapon type, and finally have that go to the "start guns firing", all being handled automatically and by the server from just the one click by the player while guns were still in the "cooling down" phase of their cycle. You guys can even put in a 0.1 second delay between each command to give the server some breathing room and it will still feel instant enough to the player, and significantly better than having to wait for your gun to stop with the extra half cycle your client started it doing while the server was derping, navigate right click menus as fast as possible, wait for the client to recognize that the server has loaded the guns properly before it lets you start firing, and then finally hitting F1 again, during which time the target you were firing at has gone out of the range where standard is best for dps and is now in xray optimal range, but y'know what, it's ******* okay because you accidentally input one of your commands to your instant ammo swap turret TOO fast so none of it got recognized and you're actually still firing the microwave you had fitted before, so you'd have to go through the entire process AGAIN this time slowly drawing out every step just to make sure the game recognizes what you are doing, and this time going into multifrequency even though it would still be in laser's pitiful falloff just because you don't want to go through the whole damn process again when you know the frig will probably keep getting closer, all the while asking yourself why you don't just use autocannons that let you choose your damage type while their falloff curve naturally and automatically adjusts your damage to range and you can just leave in the short range/high damage ammo because it's only reducing their already nonexistent optimal range while leaving their actually significant range completely untouched and all the while using 0 capacitor on ships that have the exact same recharge rate. Yes, a nerve has been touched. /rant


OH MY GOD MY EYES IT BURNS!!!!!!
Aplier Shivra
#1434 - 2013-08-15 06:58:01 UTC
Quote:
Like i said earlier, anyone calculated how much removing the cap bonus from the absolution would hurts it?

And how low on dps the absolution really is? I'm gettin 950dps with mine (3 faction heat sink).


Removing the cap bonus and adding the nos would have a net reduction in cap recharge by around 3-4 cap/second for pulse using multifrequency, you can make that up with a single rig or cap recharger (or half a cap recharger if you already have several cap mods). Compared to what could be a 50% optimal bonus that is stacking penalty immune, I'd take the optimal any day of the week. Two tracking comps and you're still halfway into falloff for that much.

My abso is 1 skill away from perfect dps (the weapon specializations at 5), and it's at 1016 turret dps (4 faction heat sinks and T2 burst aerator). A similarly fit Astarte on live is doing 1361 dps, while their guns are using 1.5 cap/second compared to my 3.4 cap, and they get to use mediums drones instead of lights. Astartes will also be getting a very slight increase to effective turrets (10.9375 up to 11) with 1.1.
MJ Incognito
Macabre Votum
Northern Coalition.
#1435 - 2013-08-15 07:02:51 UTC  |  Edited by: MJ Incognito
I’m basically going to analyze the Command ships for everything they’re worth in this lengthy post by explaining how the balance is non-exisitant, and how you’ve basically screwed yourselves over with this patch by overreaching and not defining roles for ship classes. I’m going to do this by starting with the 2 winners for command from what I consider the FC perspective. By this I mean, I’ve chatted with multiple FC’s from Multiple alliances and the same conclusions are basically always met.

The Winners:

Absolution for large fleet concepts
Claymore for small fleet concepts

Why the Absolution wins in large fleet doctrines hands down:

Most people in EVE fail to realize how much DPS beams put out pre 1.1 buff. Beams were actually a small falloff in DPS using the closer range ammunitions over pulses from the git go. When you introduced a 25% damage boost for 1.1, you basically put Beams at or in some cases surpassing pulses in DPS projection, basically nullifying any reason for medium pulse use.

Beam Absolution now does 700-800 DPS out to 19km optimal, and 400 dps out to 71km optimal. Mix that with a 185k ehp tank, cruiser tracking abilities and the free mids and close range tech 2 ammo to boost tracking a **** ton, and you have a mammoth beast that will be hard to match at any class of ship in game. It’s range is basically enough, hp run in the top tier of needs, it’s dps is more than enough, and it’s resist are stellar, making the logistics network awesome… It’s also one of the few ships that can easily hide it’s bonuses within the fleet doctrine itself providing a distinct advantage.

Beam Abso has become so good, and the price is reasonable enough with the reduced cost of rigs compared to BS and the lower general cost of fittings that it can basically match most BS fleets in efficiency and HP while dominating the Logistics battle.

I’m going into more detail as it compare it to the other 6 losers in a minute.

Why the Claymore wins in small fleet doctrines.

The Claymore has become one of the only ships in game that can put a reasonable investment into it’s fittings/implants and develop grossly OP local tank equal to anywhere from 2-8 logistics worth of repairs in burst outrageously high for small fleet warfare.

It offers up capacitor free offensive firepower, uniform damage application across all 4 types of damage, a high capacity drone bay, 2 utility high slots that are easy to fit… and on top of all that, another easy to hide bonus platform within the group.

Again, I’m going to analyze this ship further in the loser section:

And the losers….

Nighthawk:
This guy loses for so many reasons that you were warned about back with the heavy missile nerf, and far more.
As a close range brawler, it gets outmatched by the Claymore in every way… agility, damage applications, mid slot options, vastly inferior local tank, no speed or agility, no real sense of itself, smaller drone bay/projection, and horrid resist layout.

As a long range platform, it gets outmatched by the Absolution because it has hardly any speed advantage, get’s matched pretty well at distance for DPS application… assuming no firewall, get’s horrifically beaten on DPS if the Absolutions land closer than max range, has less tank than the Absolutions, and an inferior resist layout.

Sure, it could hide it’s bonuses you dedicated a fleet doctrine to it, but with all the above, why in gods name would you. And before you state that missiles always hit…. You don’t get firewalls or what webs and competence do for turrets since you refuse to do anything about the tracking formula.

Sleipnir:
Only thing this guy has left to offer is alpha…. And WTF. If I wanted an alpha fleet, I would much rather chose a shield or armor loki doctrine, a Tempest or Maelstrom fleet, or a Tornado fleet. All of those options beat it defensively, offensively, and in most cases, based on cost as well.

As for Autocannon platforms, with the nerfs incoming to Tracking enhancers and the other options for far less price, again, why would you chose this role. For similar range projection, you have the Claymore offering up so much more.

Vulture:
The Vulture dies out simply because of the Abso. The Vulture vs Abso tanking gap is diminishing quite a bit with the changes, the Vulture gets easily matched by the Abso for DPS projection from 40-70, gets dominated inside that range, has a much higher sig bloom, hardly any advantage on speed, and no real reason for use.

The range projection is silly to match to the Eagle when the small DPS drop does not account for the Eagle’s huge defensive advantage in an AB shield HAC platform, nor does the general use of a Vulture fleet make sense when compared to Rohks or Naga’s.

Because you basically have to use this as a boosting platform only, you can’t really hide the ship in a fleet of many.
And as a solo platform, let’s just not even bother discussing how bad it fails.

Astarte:
You’d think this guy was pretty awesome mix of DPS and tank until you realize just how drastic the difference is between it and the Claymore:

The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab.

Sure you could argue that the Astarte has a few free mid slots, but again, that only really matters in 1v1, and really not enough to gain it any more than a novelty advantage since it’s slower, fatter, and dumber than the claymore.

As for long range rail Astarte can’t even begin to match the Abso or a Rail Talos either. So again, while it seems good on paper, when you start to look at the big picture, it really doesn’t.
Aplier Shivra
#1436 - 2013-08-15 07:03:00 UTC
Lephia DeGrande wrote:
Aplier Shivra wrote:


snip

Yes, a nerve has been touched. /rant


OH MY GOD MY EYES IT BURNS!!!!!!


I'm surprised that aside from it being a massive wall of text/run on sentence, I actually succeeded very well at grammar and spelling.
MJ Incognito
Macabre Votum
Northern Coalition.
#1437 - 2013-08-15 07:04:13 UTC  |  Edited by: CCP Eterne
.... continued

Eos:

You’ve heard so many complaints already about it, but the general summation is, if everyone can tell you why it’s inferior to the Astarte, then do you really need me to pile on more.

Damnation:

It just doesn’t do anything good other than tank compared to the others… and when you can hide an absolution in an abso fleet concept, it really doesn’t matter.

Here’s a list or reasons why these ships and a lot of your other changes are going to fail and why you’ve seen so much negative backlash, especially for HACs and Commands:

Your tracking formula/mechanics suck (I’ve offered up the solution to this with much positive feedback already)

Webs at range are severely OP (again, tracking formula issue more than anything)

Logistics are way OP and high resist ships only escalate this problem more.

Probing and warping on grid.

And most importantly, You are not grasping the concept of what a ROLE means for ship classes.


You have far too many TECH 3s, HACS, BS, BC’s, Commands, Carriers for Christ sake, and even a few Faction Cruisers overlapping so much that it really comes down to which ship of all those litter can do it the best, obsoleeting anything and everything else by default. The only reason to use the others is not because they are better at something… they’re not… it’s just a novelty role play move…. Or we’re out trolling.

*snipped needless abuse* - CCP Eterne

For god sake, Fix the tracking formula, fix webs, Fix ECCM, Fix drones, and Develop real roles with new and unique ideas rather than this idiocy.

But we all know this won’t happen… so meh

~I’m Down (ironically, the account just ended renewal because of disgust)
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#1438 - 2013-08-15 07:17:19 UTC
elitatwo wrote:

You seem to have never set foot in one of these and the slot layout of the Nighthawk has always been 7/5/5.

I give you a hint,
go to SiSi and create a fitting for passive shield recharge. There are modules for that purpose.

And after that, make an active tank fit.

I had a nice reply all written out, and then the forum ate it.

Just because the slot layout has always sucked doesn't mean it has to keep sucking. Even for passive shield recharge, another mid (for an LSE) is better than another low for an SPR, since the LSE gives you buffer and doesn't kill your capacitor.

If you want to start talking about active tanking, the Claymore wins handily due to its bonus.

But yeah, you're right, I guess people could choose a Nighthawk over a Claymore in the case where they want a ship that's easy to semi-afk PvE content with, due to the big passive shield recharge tank you can get.
Aplier Shivra
#1439 - 2013-08-15 07:26:59 UTC  |  Edited by: Aplier Shivra
MJ Incognito wrote:

The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab.


Just want to point out that this is less of a ship-specific issue and more of how huge of a gap there is in general between shield tank and armor tank active mods that gets compounded on by many different aspects.
A) Shields can actually fit oversized reppers
B) The non-oversized shield mod already gives more hp/sec (large shield booster II gives 60 hp/sec compared to armor's 53/sec, or XL shield's 120/sec, which can fit on a medium ship and easily beats medium armor repper's 26/sec)
C) higher resists from their adaptive resist mod which can also be overheated for even more, without requiring a month of (aptly named) compensation skills
D) boost amplifiers as a way to further increase ehp gain on a different stacking penalty
E) ancillery module requires no capacitor, and gist-type modules have drastically lower cap/hp ratio than anything else.
F) crystal implants

edit: fixed some number

edit2: even just making an exact copy of the ASBs but in low slot and for armor would bridge that gap by a lot, make it more like a 10k rep/second instead of shield's 15k, but still better than that 2k.
MJ Incognito
Macabre Votum
Northern Coalition.
#1440 - 2013-08-15 07:37:09 UTC  |  Edited by: MJ Incognito
Aplier Shivra wrote:
MJ Incognito wrote:

The Claymore can exceed almost any Astarte fit by about 20k EHP, while out tanking it with an XLASB by anywhere from 2 to 8 times higher local tank. Based on current market price, I overheated a Claymore to get it to 15,000 DPS local rep for 880ish million ISK while still projecting ~700 DPS. Best I could do on an Astarte was about 2000-2500 leaving room for only 1 Mag stab.


Just want to point out that this is less of a ship-specific issue and more of how huge of a gap there is in general between shield tank and armor tank active mods that gets compounded on by many different aspects.
A) Shields can actually fit oversized reppers
B) The non-oversized shield mod already gives more hp/sec (large shield booster II gives 60 hp/sec compared to armor's 53/sec, or XL shield's 120/sec, which can fit on a medium ship and easily beats medium armor repper's 26/sec)
C) higher resists from their adaptive resist mod which can also be overheated for even more, without requiring a month of (aptly named) compensation skills
D) boost amplifiers as a way to further increase ehp gain on a different stacking penalty
E) ancillery module requires no capacitor, and gist-type modules requiring drastically less cap
F) crystal implants

edit: fixed some number


Yes, but the big problem is Shields almost get it right... While armor basically blows from start to finish. I'd like to see a bit longer cooldown on ASB's and the limit to 1 per ship and then the concept of local shield tanking would be basically complete. Armor on the other hand has absolutely no positives and only get's used because it has to be on some ships.

I mean really, the claymore design is one of the few ships that actually seems to have a unique role and gets some interesting **** right.... The sad thing is, it just obsoletes basically every other close range, high speed solo or small gang platform out there by being so god damn perfect. Claymore has a powerful tank, but has that minute gap where it's defense almost totally drops.... that's a great flaw. Why is that **** not perfected and iterated on more in this game IHNFC.

And that really goes back to fixing core mechanics... something the devs refuse to do. The claymore is godawful OP IN THE EVE THEY'RE BUILDING... but it's actually almost just right IF they got a damn clue and fixed so much of the core problems in the game.

I just have no faith in them anymore after seeing the last 5 patches.

I'm tired of getting proven right for all the **** I get blasted for months early in these threads.