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[Odyssey 1.1] Command Ships

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Author
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1541 - 2013-08-17 15:19:50 UTC
With the greatest respect, until you give the devs numbers you are not in a position to tell them how to improve the design.

They're just not going to listen to "it's ****" claims.

Give a concrete example.

Here is a concrete example:


The numbers are with a siege warfare implant, bad drone skills, and no other implants for drugs - but include the siege boosts.

Nighthawk:
high slots: 3 siege boosters, 4 heavy missiles, navy scourge
med slots: EM ward II, infvuln II, LSB II x 2, 10mn MWD (meta-3)
low slots: DC II, ballistic control II x 2, nanofiber II, PDU II
rigs: T1 field extenders (I dont have the skills for T2)

Stats:
EHP: 122,395 (unheated)
Resists: 81/93/89/81 (unheated)
shield recharge: 55hp/s = approx 250dps peak (unheated)

damage output (for me): 300dps to 54km. This will increase with better skills to about 400 i think (unheated).

122k ehp does not suggest to me that this ship will die immediately - it's the same as a battleship.

I'd be happy to take this in a moderately-sized shield fleet. No, it's not going to survive massive alpha from 2000 ships.
I guess it's designed for durability in a smaller fleet with some logi.
If that is the design goal, then it has met its targets. If the design goal is "massive fleet alpha" then it has probably not.

So, some questions:

Q1: what are your design goals? What size alpha do you need to counter?
Q2: Does the ship meet the criteria while providing link boosts?


Incidentally, Sisi seems to have a bug that prevents the nighthawk from activating more than one siege module at a time. Since I'm the first to mention it, I presume I'm the first to actually fit up a ship before complaining?

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".

Jerick Ludhowe
Internet Tuff Guys
#1542 - 2013-08-17 15:36:57 UTC
Mournful Conciousness wrote:



Incidentally, Sisi seems to have a bug that prevents the nighthawk from activating more than one siege module at a time. Since I'm the first to mention it, I presume I'm the first to actually fit up a ship before complaining?


It's my understanding that the old "Field Commands" are still buggy when fitting multiple links. I thought this was fixed but in the case of the NH it seems to not be.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1543 - 2013-08-17 15:47:16 UTC
I've reported it to the ISD Help fella since the bug reporting system is itself bugged 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".

bloodknight2
Revenu.Quebec
#1544 - 2013-08-17 15:51:05 UTC
Alsyth wrote:


Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.


http://i52.tinypic.com/1zwypsg.jpg

One XL-ASB rep for 980Hp VS 640 for a dual MAR
A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR).
A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR)

Veshta Yoshida
PIE Inc.
Khimi Harar
#1545 - 2013-08-17 17:01:34 UTC
Capt Canada wrote:
...That depends on how big a fleet your in, how much logi you have compared to the incoming dps.. Won't matter how much logi you have if the command ship is primary vs a high alpha fleet...

Only one thing will save links from alpha when they come on grid, adopting a pragmatic approach by having enough baskets for ones eggs. Look at the command redundancy built into modern armies, order givers start appearing all the way down at a squad level whereas in Eve we have gotten accustomed to having one big cheese.

Of course that paradigm change that is necessitated by eventual on-grid change will force CCP to cook up a more fluid way of assigning boosters as they should be expected to be near top of primary lists, if only to test tanks and having to manually assign boosters throughout a fight will drive people mad(der).
Another thing that might help on the extreme end of the scale is the Spectrum Breaker, a novel idea when they introed it but it kind of fizzled. Redesign/fix it and add a bonus to its use on CC's, effectively making them immune to pure alpha headshots.

The self same paradigm change is the reason why ALL the CC's should be on roughly equal footing when it comes to damage/application/tanking which is simply not the case with Damnation being the odd one out with even less output than its HAC counterpart but being able to brick itself.

In other words: It is impossible to balance anything to function on the large scale without unbalancing it on all other scales, so paradigms (read: fleet compositions) must be reevaluated and CCP must develop ways/means to ease that shift.

Luckily for CCP the heavy load won't come until links actually are to come on-grid so they have oodles of time to do the napkin dance and sketch out a solution .. but unless we are all willing to go through another CC balance pass when that glorious day arrives the fact that they are coming on-grid should be included in any and all deliberations this time around (all comes down to Dev time as with most things Big smile)
Lloyd Roses
Artificial Memories
#1546 - 2013-08-17 18:12:38 UTC
bloodknight2 wrote:
Alsyth wrote:


Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.


http://i52.tinypic.com/1zwypsg.jpg

One XL-ASB rep for 980Hp VS 640 for a dual MAR
A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR).
A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR)




I'd like to note that, while the ASB-fits are just better buffer-over-time fits, a classic dual-MAR/plate hybrid-fit has a good chance of creating insane amounts of EHP over the course of a fight. Dual-MAR on an armorlink-eos (bringing that one with such a tank on the field is not that unrealistic) hands you a ship tanking 1.3k EHP on paper, or a tenth of your actual buffer every ~6 seconds. Also has 130k EHP and literally no dps.

A much more reasonable approach for a rather all-purpose fit would still leave you with 3 links, a plate and an ancil MAR, repairing around 40k with each magazine, while capusage is so minimal it barely matters.
Grutpig Cloudwalker
The Skulls
#1547 - 2013-08-17 18:56:49 UTC
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:

- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad
- Wing commanders should get the same for every pilot within his wing
- Fleet commanders should get the same for every pilot within his fleet

So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.

I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1548 - 2013-08-17 19:05:25 UTC
If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.

For God's sake guys...


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".

Goldiiee
Bureau of Astronomical Anomalies
#1549 - 2013-08-17 19:05:39 UTC
Grutpig Cloudwalker wrote:
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:

- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad
- Wing commanders should get the same for every pilot within his wing
- Fleet commanders should get the same for every pilot within his fleet

So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.

I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker.

Isn't that the reverse of what you want for balance, I mean the big fleet already has the advantage of being a big fleet making them nearly invincible seems the reverse of what we are wanting here.

Not a jab, just asking for edification.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Veshta Yoshida
PIE Inc.
Khimi Harar
#1550 - 2013-08-17 19:10:56 UTC
bloodknight2 wrote:
Alsyth wrote:


Except for armor CS you can fit 1600+2 MAR+cap booster+guns+links (with some meta 4 indeed) and with shield if you want dual XL-ASB no amount of meta4 will save you, you need 6 fitting mods/rigs.


http://i52.tinypic.com/1zwypsg.jpg

One XL-ASB rep for 980Hp VS 640 for a dual MAR
A XL-ASB with a shield amplifier will rep for 1330HP (more than 4 MAR).
A sleipnir can rep for 1880HP with CS 5 and a shield amplifier (6x more than a MAR)

You are missing his point I think, he is talking about the horribleness of CCP not letting him fit double oversized mods with room to spare for everything else when the armour hulls can fit appropriately sized mods with little to no sacrifices.

He is one of the many people who thinks that the point of tiericide is to buff everything in sight when it is "merely" a great big balance pass which includes module size/fitting discrepancies .. oversizing has been a scourge and I for one am glad it is being addressed although they are too cautious for my taste Twisted

Just wait until T3's get their turn in the wringer and the various 100mn fits are nerfed into extinction .. that is when the real fun starts Big smile
Grutpig Cloudwalker
The Skulls
#1551 - 2013-08-17 19:54:38 UTC  |  Edited by: Grutpig Cloudwalker
Goldiiee wrote:
Grutpig Cloudwalker wrote:
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:

- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad
- Wing commanders should get the same for every pilot within his wing
- Fleet commanders should get the same for every pilot within his fleet

So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.

I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker.

Isn't that the reverse of what you want for balance, I mean the big fleet already has the advantage of being a big fleet making them nearly invincible seems the reverse of what we are wanting here.

Not a jab, just asking for edification.


I am assuming that 200+ sized fleets in most cases would fight other fleets of similar sizes. And when such big fleets are focus firing the CS, it would buy him a few extra seconds at best.

I also proposed extra HP for a reason, as all it does is buy you some time. It doesnt improve your Active tanking capabilities much.
Lephia DeGrande
Luxembourg Space Union
#1552 - 2013-08-17 20:08:00 UTC
Mournful Conciousness wrote:
If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.

For God's sake guys...





Sry, but you missed the entire Problem, we dont want unkillable Command Ships, we just dont want to die first every time you Warp on Grid.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#1553 - 2013-08-17 21:21:04 UTC
Mournful Conciousness wrote:
With the greatest respect, until you give the devs numbers you are not in a position to tell them how to improve the design.

They're just not going to listen to "it's ****" claims.

Give a concrete example.

Here is a concrete example:
...
Nighthawk
...

That's nice.

Now do basically the same thing for the Claymore, and you'll end up with a significantly better ship.
Harvey James
The Sengoku Legacy
#1554 - 2013-08-17 21:24:33 UTC
Grutpig Cloudwalker wrote:
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following:

- Squad commanders should get 1-2% HP bonus (shield, armor, hull) for every pilot within his squad
- Wing commanders should get the same for every pilot within his wing
- Fleet commanders should get the same for every pilot within his fleet

So for a 200+ sized fleet this would be quite substantial to the top dog. But since it scales with fleet size it would not be too powerful in small fleets. And this bonus should be tied to the fleet structure, and apply to any ship in a commanding position, not just CS.

I guess it might be a bit tricky to code, especially if you only are to receive bonuses from fleet members on grid and preferrably in a ship (not pod), so that the bonus gets weaker when the fleet gets weaker.



interesting concept to give the 3 commander positions bonuses to their ships....

FC - Fleet Flagship - 10% HP bonus, - 5% agility
WC - Wing Command ship - 7.5% HP bonus, -3% agility
SC - Squad Command ship - 5% HP bonus, -2% agility

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

Veshta Yoshida
PIE Inc.
Khimi Harar
#1555 - 2013-08-17 21:54:48 UTC  |  Edited by: Veshta Yoshida
Grutpig Cloudwalker wrote:
Regarding the EHP issue of command ships especially in massive battles, I would suggest the following...

Server must be keeping track of who/how many are receiving boosts at any given time for it to assign said bonuses .. just add 0.25-0.50% primary EHP buffer (shield/armour) per ship being boosted ... run a survey every five minutes or whichever is prudent to conserve hamster lives.

Basically use the scaling which is responsible for breaking EHP bonuses when applied "raw" to prevent same.

NB: That is contingent on the way boosters are assigned remaining relatively as is, ie. only one per 'level'.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1556 - 2013-08-17 23:52:36 UTC
Chris Winter wrote:
Mournful Conciousness wrote:
With the greatest respect, until you give the devs numbers you are not in a position to tell them how to improve the design.

They're just not going to listen to "it's ****" claims.

Give a concrete example.

Here is a concrete example:
...
Nighthawk
...

That's nice.

Now do basically the same thing for the Claymore, and you'll end up with a significantly better ship.


The claymore has different link bonuses. It's not a comparable ship as it serves a different purpose.

Furthermore:

a. define better
b. better at what?
c. under what circumstances?

Any why can't you do it? Why do you want me to fit your ship for you?

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".

Lady Naween
Ministry of War
Amarr Empire
#1557 - 2013-08-18 05:36:40 UTC
I love how Fozzie just keeps skirting the issue we bring up.

Really Fozzie

TALK TO US!

I guess you guys just hate boosting so much you dont want anyone to actually use links, despite all the happy posting you guys did about large fleet fights in the past now you are doing everything you can to make command ships into.. I dont know what.

Give us a shield damnation (as in give us a damnation level tank on a shield ship as well)

DONT take away the one command ship that can actually survive in large fleet fights. The more I read about your command ship changes makes me VERY unhappy about my 15.8 million SP in leadership. Whats the point of all that training when I will get headshotted instantly and spend the rest of the fight in station.. every single time.

as to any.. you mad bro?

Yes. I am mad, but I am a girl so not a bro.. so shove it :P

Really, there is no need for both command ships of each race to be a dps monster. A role I think is odd for a command ship but it seems many want it. Fine, let the old field command ships do that, fleet command ships should be.. COMMAND ships.. for fleets. and the only one we can use now is the damnation.. (until you nerf it).. and really.. is that good balance? ONE viable ship.. and no the answer isnt to nerf the damnation, normally I would say.. yes nerfing one ship is better then boosting 3. but in this case if you nerf the damnation it does become useless. Give us the tools to have large fun fleet fights. If you nerf the damnation all you will see is more offgrid stuff (Until you totally remove that then we have to find other ways around the fact that a nerfed damnation is useless).

Really why cant you actually come out here and discuss it with us Fozzie? Explain to us why you feel the damnation should be the only usabable fleet ship (something you said before that you where happy it was the only one) andnow you want to nerf it. Explain yourself or you will see us still being mad at you. Come on Fozzie!! Be a human being and talk to us. We really aren't unreasonable, we WANT to be on field and have fun. But not if we got a HUGE target on our head AND no means to survive it.

We understand boosting is good, too good atm. Which is why it is being toned down, and I dont think anyone has any issues with this. Boosting needs to be fixed. But for the love of the Amarr empire we need some tools to survive more then 2 seconds on grid.


Doed
Tyrfing Industries
#1558 - 2013-08-18 07:11:05 UTC
Give Damnation a RoF bonus in place of the hp one and buff the base hp up to Absolution levels, only ship to get a hp bonus is just a terrible idea, and its dps currently is appauling. The only armor missle CS does terrible damage which is really dissapointing for us Khanid lovers
S1dy
Uplifting Infernal Paradise
#1559 - 2013-08-18 11:37:53 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=3438123#post3438123

Just leaving this here. Though a few points get some love now it's still my current point of few how they should balance Command Ships.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1560 - 2013-08-18 11:39:40 UTC
Lephia DeGrande wrote:
Mournful Conciousness wrote:
If you want an unkillable fleet commander, bring a titan. They give huge fleet boosts and you can't alpha them.

For God's sake guys...





Sry, but you missed the entire Problem, we dont want unkillable Command Ships, we just dont want to die first every time you Warp on Grid.


With respect, a command ship that can survive big-fleet alpha sounds to me like an unkillable ship since as soon as it's yellow-boxed it will call reps on itself.

It is patiently obvious that on some scale, fleet alpha will overwhelm any ship. Whether it's a battleship, command ship or titan.

The question is not, "should it be able to withstand alpha". The question should be, "how much alpha do we want it to be able to withstand?"

If you can put a number on that then you can ask the devs to make it happen.

At the moment, that number for an amarr command ship is something like 250k, and for a caldari one somewhat less (although these numbers are affected positively by faction and deadspace tank).

As it stands, if you want a fleet command ship to withstand 1 million hit points of damage, then it's going to have to be a carrier or titan.

So. Give the devs a number and argue a case for it. Terms such as "big fleets", "huge alpha" are subjective and meaningless to a designer. He needs concrete numbers.

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".