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[Odyssey 1.1] Command Ships

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TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1741 - 2013-08-21 15:53:13 UTC
Harvey James wrote:
@ Fozzie

any chance of increasing the Vultures pg and cpu to make full use of the mid slots as that ASB uses up a lot aswell as Hardeners?


Requesting a few thousand grid for the armour ones so they can fit LAARs.
Harvey James
The Sengoku Legacy
#1742 - 2013-08-21 16:01:33 UTC
@ Fozzie

why are still allowing minnie ships to have higher T2 resists than the rest get overall?

Sleipnir has 225
Vulture has 200

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

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1743 - 2013-08-21 16:11:21 UTC
TrouserDeagle wrote:
Harvey James wrote:
@ Fozzie

any chance of increasing the Vultures pg and cpu to make full use of the mid slots as that ASB uses up a lot aswell as Hardeners?


Requesting a few thousand grid for the armour ones so they can fit LAARs.


single LAAR will just about fit on an eos if you use an ACR and a reactor control. not much else...

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".

Sal Landry
School of Applied Knowledge
Caldari State
#1744 - 2013-08-21 16:12:00 UTC
TrouserDeagle wrote:
Requesting a few thousand grid for the armour ones so they can fit LAARs.


Requesting extra-large shield extenders equivalent to 1600 plate plz
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1745 - 2013-08-21 16:17:29 UTC
Sal Landry wrote:
TrouserDeagle wrote:
Requesting a few thousand grid for the armour ones so they can fit LAARs.


Requesting extra-large shield extenders equivalent to 1600 plate plz


You already have extra large shield extenders, and they don't even have the lol sig penalty.
Lephia DeGrande
Luxembourg Space Union
#1746 - 2013-08-21 16:31:17 UTC  |  Edited by: Lephia DeGrande
The main question is, how far will the Number for Fleet Battle rise.

If its a infinite Number, the only "simple" Solution is to increase the Ship values directly to the Fleet size. Which sounds nice but does have horrific impact on smaller Fleets.

On the other hand, if its infinite without modifieable Fleet Bonus, the brute force will sooner or later overcome all boundaries, which a simple EHP fittet Ship cant survive.

In my opinion the only way to handle this problem in mid-terms is to reduce the Value of the Fleet Booster, if "no one" cares about, it simply increase the survivability, but i dont hope it means they simply reduce the Gang Link Bonus...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1747 - 2013-08-21 16:44:18 UTC
Increasing the tank of a fleet booster in proportion to the fleet size is just not sensible.

Look, the fact is that fleet boosters are, for fleets up to a certain size, legitimate strategic targets - just like logistics and EWAR.

But once my fleet is big enough that I can alpha anything, Whether your fleet does or doesn't have a fleet booster is actually irrelevant. I'll alpha your ships anyway, and I'll leave your fleet booster until last. Since to me, he's the least threatening.

If my fleet is that size, I'll also ignore your logistics and your ewar. I'll just kill your damage dealers as fast as I can, after I've headshotted your FC and his 2ic. They are by far the most dangerous things on the field, because they are human minds that contain nothing other than the fervent desire to whelp my fleet.

So it turns out that tactics must change as the scale of any encounter changes. This is OK. It's just life.

Ninjas are great in small skirmishes. In the battle of the Somme, they're just bodies.

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".

ISD Cura Ursus
ISD Community Communications Liaisons
ISD Alliance
#1748 - 2013-08-21 16:47:17 UTC
Duplicate post deleted.

ISD Cura Ursus

Lieutenant Commander

Community Communication Liaisons (CCLs)

Interstellar Services Department

Lephia DeGrande
Luxembourg Space Union
#1749 - 2013-08-21 16:57:04 UTC
Mournful Conciousness wrote:
Increasing the tank of a fleet booster in proportion to the fleet size is just not sensible.

Look, the fact is that fleet boosters are, for fleets up to a certain size, legitimate strategic targets - just like logistics and EWAR.

But once my fleet is big enough that I can alpha anything, Whether your fleet does or doesn't have a fleet booster is actually irrelevant. I'll alpha your ships anyway, and I'll leave your fleet booster until last. Since to me, he's the least threatening.

If my fleet is that size, I'll also ignore your logistics and your ewar. I'll just kill your damage dealers as fast as I can, after I've headshotted your FC and his 2ic. They are by far the most dangerous things on the field, because they are human minds that contain nothing other than the fervent desire to whelp my fleet.

So it turns out that tactics must change as the scale of any encounter changes. This is OK. It's just life.

Ninjas are great in small skirmishes. In the battle of the Somme, they're just bodies.



And thats "the Problem" in long term everything will just got killed, because EHP (and other Ship values) are finite but the fleet size will be infinite.

At this point there is no tactics anymore just survival of the largest/strongest, but thats just not Eve, if would be survival of the fittest.

Sure, i admit, this may be far away from now but it something it should be addressed.



Valfreyea
Center for Advanced Studies
Gallente Federation
#1750 - 2013-08-21 18:47:38 UTC
Could the Eos get that turret bonus changed to something relevant to either drones or active tanking? The four turrets are supposed to be secondary to drones, so that bonus just feels rather out of place.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1751 - 2013-08-21 18:59:37 UTC
Lephia DeGrande wrote:
Mournful Conciousness wrote:
Increasing the tank of a fleet booster in proportion to the fleet size is just not sensible.

Look, the fact is that fleet boosters are, for fleets up to a certain size, legitimate strategic targets - just like logistics and EWAR.

But once my fleet is big enough that I can alpha anything, Whether your fleet does or doesn't have a fleet booster is actually irrelevant. I'll alpha your ships anyway, and I'll leave your fleet booster until last. Since to me, he's the least threatening.

If my fleet is that size, I'll also ignore your logistics and your ewar. I'll just kill your damage dealers as fast as I can, after I've headshotted your FC and his 2ic. They are by far the most dangerous things on the field, because they are human minds that contain nothing other than the fervent desire to whelp my fleet.

So it turns out that tactics must change as the scale of any encounter changes. This is OK. It's just life.

Ninjas are great in small skirmishes. In the battle of the Somme, they're just bodies.



And thats "the Problem" in long term everything will just got killed, because EHP (and other Ship values) are finite but the fleet size will be infinite.

At this point there is no tactics anymore just survival of the largest/strongest, but thats just not Eve, if would be survival of the fittest.

Sure, i admit, this may be far away from now but it something it should be addressed.





To defeat a larger force, one must simply study history. Look at the tactics of guerrillas, insurgents, spies, commandos.

Eve has its equivalents.

Wings of stealth bombers are immune to the size of the opposing fleet. In fact, the bigger the fleet the more effective and cost-effective they are. They are the tactical nukes of Eve.

Having 2000 ships on grid on both sides is equivalent to the trench warfare tactics on the first world war - expensive.

The recent Fountain war was a victory for a more organised alliance, not necessarily a stronger military superpower. It paid off for Mittani because he had his sh*t together while TEST was in internal disarray.

Fleets may become larger, but there's even a point where that no longer scales. 4 x 2000-man fleets can conquer 4 times the territory of a 1x8000 man fleet. Why would you field such a large fleet? It's inefficient.

If you enemy did, wouldn't you be better off conquering his territory at 4 times the rate he was conquering yours? Meeting him head on would simply be leaving your alliance's fate to the roll of a dice - that's not sensible.

as the technological, political and military conditions change, so must our tactics.

This is the Art of War.


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".

MJ Incognito
Macabre Votum
Northern Coalition.
#1752 - 2013-08-21 21:42:24 UTC  |  Edited by: MJ Incognito
Lephia DeGrande wrote:
The main question is, how far will the Number for Fleet Battle rise.

If its a infinite Number, the only "simple" Solution is to increase the Ship values directly to the Fleet size. Which sounds nice but does have horrific impact on smaller Fleets.

On the other hand, if its infinite without modifieable Fleet Bonus, the brute force will sooner or later overcome all boundaries, which a simple EHP fittet Ship cant survive.

In my opinion the only way to handle this problem in mid-terms is to reduce the Value of the Fleet Booster, if "no one" cares about, it simply increase the survivability, but i dont hope it means they simply reduce the Gang Link Bonus...


Hi meet a role.

https://forums.eveonline.com/default.aspx?g=posts&t=271316&find=unread

That suggestion allows for the potential to create ships capable of surviving alpha while limiting tank over long duration damage. I would suggest the Devs read it and understand that you can actually create balance between ship classes in new and unique ways.... god forbid you ever actually do their jobs in an innovative capacity.

It's a shame other games thought of this idea first.
Eldrith Jhandar
Caldari Provisions
Caldari State
#1753 - 2013-08-21 22:19:01 UTC
Mournful Conciousness wrote:
Vegine wrote:

too late for EOS it seems :P price already almost doubled (so did my investment).

But it got me thinking, if they do a complete drone revamp later, would they have to come back and visit these drone bonuses again? or they should just do them together to save some headaches...


I think it's easy to miss some of the advantages of the EOS because on paper the Astarte looks better, however...

The astarte can project damage for 5km. It could fit railguns but it has no tracking bonus to them so on balance I expect that it will be used as a boosting brawler (and by some, just a heavy brawler although I think there are better options).

The EOS can project damage theoretically out to 60km (or more with a DLA). Now I know drones take time to travel, and I know that in a 1v1 they get shot. But in (say) a 5v5 there's no time to be shooting drones. You're too busy calling primaries or saving your skin. Now the EOS also has the "useless" tracking bonus, but that's not so useless if it's being applied to the new more powerful railguns, particularly when backed up with heavy drones (I know, they'll take 20 seconds to get to target, but fights are often much longer than that). Not to mention the massive utility of EC-900 drones. Those guys play hell with ships' target locking. Even with recent changes to sensor strengths. They effectively remove one opposing ship from the fight until you are ready to take hime down.

So it seems to me that the Astarte is a reasonable option for close-in fighting, and the EOS is a better option for keeping the command ship at range, or countering a fleet that has ranged damage projection.

People have been complaining about the lack of a low slot on both ships, or the small (ish) drone bay (me included to begin with), in the same way as they have about the nighthawk's slot layout. but I think many of these posts are made because people are thinking of these ships in the old (pre 1.1) terms of just being brawlers (or in the case of the nighthawk, a capless PVE ship).

In the new world, these ships have very strong boosting bonuses and most of their utility will come from that. Damage application is a bonus but not the whole story as it used to be.

I think the price movements in TQ probably represent the quiet 'smart' money folk who have seen this truth, while others have an uninformed whinge here in the forums.


There's a lot wrong in this post IMO
Heavy drones are silly fragile and easy to kill, you can kill lights with medium blasters, so if you have a set of ec-900 then any heavy you lose is automatic reduction in your already limited dps
Yes heavies can travel but are still stupid slow, I outrun my own heavies with a mwd, so the 20 (or 30) seconds for them to travel and to do what, apply limited dps because the target is not webbed and the drones will lag behind, the rail Astarte can switch from target to target instantly, all the while doing more dps, yes you 4 unbonused rails will have better tracking than the 11 effective rails of te Astarte

And the devs have specifically stated they want these ships to be able to be full fledged combat ships if you want them to be, not solely links

Even with another slot the eos is worse than the Astarte, I've flown the eos on sisi and get nothing but frustration wishing I was in an Astarte... 10 heavies and that is all is stupid vulnerable to being picked off, if I face an eos in a small gang fight of 5 or 10 I will go after the drones that he cannot afford to lose

The eos needa work to be done on it
I like the uniqueness of making this a heavy drone boat but I wish the tracking included sentries, which are so much more viable on this ship ATM....
It doesn't have enough dronebay
It needs it equal to the Ishtar domi etc

Yes prices are going up but that's because there arnt as many out there and it takes a long time to build, and anything buffed will get an increased price
The reason why it's going up so high is because of the initial barrier of trying to invent blueprints and actually make them
That and te time to make them is what makes it such a huge price jump
Economicz sir
Eldrith Jhandar
Caldari Provisions
Caldari State
#1754 - 2013-08-21 22:38:16 UTC
Cade Windstalker wrote:
Vorgx wrote:
I have to say that i was excited when i heard about the CS changes, now that i read the changes i understand that i will not use them anymore, they are pretty mediocre ships that not worth the isk.

sadface for this totally fail changes


Because buffing them pretty much across the board, giving them quite generous fittings, and making it so they can all fit three links is "mediocre" compared to before when there were a total of 3 command ships worth flying in any situation?

We're looking at ships that can, finally, directly compete with T3s for damage, compete up to a point on tank, and finally boost better. What, exactly, were you hoping for? Mini-doomday devices and 2-million base EHP each?

Cage Man wrote:
I still believe the night hawk needs another med slot. The drake gets 6 mids and 3 rigs. This combination still makes the drake a better choice for pvp if you not interested in the command links.
Sliepner is a lot better than its T1 counterpart.. the Nh is not, and even after the change will probably still not be.


Your definition of "better" confuses me... we have better damage, better resists, better fittings, more cargo space, an applied damage bonus...

In-fact the only thing I can find that's worse is the inertia modifier, by a grand old .01x which is, overall, not worth complaining about.

Even with 5 mids you can fit a far better tank than the Drake and with the extra fittings you have the option of some truely hilarious ASB fits like the one Fozzie posted earlier.

Eldrith Jhandar wrote:
The eos is just in a sad spot ATM
250 dronebay is too small, (adding 200 is a little too much)
And it still is just lacking when it comes to being compared to other commandships especially the Astarte
Even when I mwd around in an eos the ogres can't keep up with me...
And this whole hacs have more regen than commandships is just weird and wrong
As somebody pointed out the abso should have highest cap regen etc etc
It's like ccp is just too timid with these ships....
And btw these ships are meant to be combat ships if you choose them to be
Not strictly links


You're forgetting how cap regen bonuses work, so when you apply skills, recharge mods, rigs, ect the Command Ships end up with a higher cap recharge because they have far more total capacitor than the HACs and the Abso ends up with the highest cap regen after skills are applied because of its higher cap pool.

The EOS has a nice bonus to drone hitpoints to mitigate damage, and another to MWD velocity so it shouldn't be losing drones at much of a rate unless you're using the thing to 1v1 that, for some odd reason, wants to give you more time to neut it out and/or is ignoring your gun damage for silly reasons. It's also beating out the Myrm by being able to hold and field 2 full flights of Heavy Drones so I'm not sure what the issue is, unless you somehow feel it should be a mini-Dominix, which... is really not needed.

mine mi wrote:
For some reason, perhaps correctly, do not want to put too many hp in command ships, but fleet battles need it, maybe a new ship, a flagship, a battleship command ship.


If you read Fozzie's post back here in the thread you'll note that they are not planning for an arms race to see who can alpha capital-tanked command ships first.


No, that's not how cap bonuses work, if it starts with a higher cap regen after a percentage based skill bonus it will end with a higher cap regen after skills are involved

Also 4 unbonused guns are hilariously bad, and if you have used this ship you would know how easy it is to lose your drones in small engagements, without the heavies which are easy to kill, it is a sitting duck, the hp bonus doesn't help enough
I'd rather see a 5-10% drone hp bonus per level than a turret tracking bonus
Or a 7.5% tracking only bonus to sentries no range bonus


A side note
The eos gets 152k ehp buffer no slaves
The domi gets 188k ehp no slaves
To mournful who said the eos has more ehp you are wrong

Also with doing that you can barely fit 4 electrons
But the domi can fit heavy and medium neuts or guns

The current eos will not be a good sentry boat, as is, it needs a tracking bonus at minimum, I wouldn't add a range bonus to sentries though, we saw what the domi with a 10% tracking and range could do
7.5% tracking would be nice for sentries

Cade Windstalker
#1755 - 2013-08-21 22:52:35 UTC  |  Edited by: Cade Windstalker
Doed wrote:
% is % regardless of the base numbers, be it 50000 cap or 500 cap 4.5 cap/sec will be the same, adding bonuses from skills and its still the exact same % behind the hacs. It simply baffles me how bad many people on these forums are at math.

But whatever, where is the Claymores 7.5% dmg bonus it should have instead of one of the RoF bonuses?

And still nothing regarding cap recharge is downright pathetic by CCP, in all honesty.

The cap reliant weapon ones should have 5-15% better cap, abso getting the biggest boost, astarte 2nd then vulture and lastly eos, capless ones are ok as it is now.

And no, they dont need more cap recharge than Sac and Deimos.


One, why should it have a damage bonus instead of a ROF bonus? Medium arty don't need more alpha.

Two, I decided to poke around at various ships and discovered a couple of interesting things, one you are correct about cap recharge, the bonuses end up with the same recharge rate, however there's actually very little cap recharge difference between Amarr ships and other ships, they make up for it with laser cap use bonuses and having larger overall capacitor which allows them to be more resistant to neuts and fire longer before running out.

Eldrith Jhandar wrote:
No, that's not how cap bonuses work, if it starts with a higher cap regen after a percentage based skill bonus it will end with a higher cap regen after skills are involved

Also 4 unbonused guns are hilariously bad, and if you have used this ship you would know how easy it is to lose your drones in small engagements, without the heavies which are easy to kill, it is a sitting duck, the hp bonus doesn't help enough
I'd rather see a 5-10% drone hp bonus per level than a turret tracking bonus
Or a 7.5% tracking only bonus to sentries no range bonus


A side note
The eos gets 152k ehp buffer no slaves
The domi gets 188k ehp no slaves
To mournful who said the eos has more ehp you are wrong

Also with doing that you can barely fit 4 electrons
But the domi can fit heavy and medium neuts or guns

The current eos will not be a good sentry boat, as is, it needs a tracking bonus at minimum, I wouldn't add a range bonus to sentries though, we saw what the domi with a 10% tracking and range could do
7.5% tracking would be nice for sentries


I stand corrected on the cap mechanics, though I stand by the idea that the Amarr ships don't need more cap recharge when they have more total cap.

I agree with the tracking bonus being a tad superfluous but I'm also not sure what I'd put in its place and I don't think the EOS, even with the tracking bonus, is in a terrible spot. A Sentry bonus would make it a tiny and probably better Dominix while simultaneously preventing it from making use of the extra mobility that a CS gets over a Domi, a second drone damage/HP bonus would probably be OP.

Maybe something like a drone control range bonus or a ship agility bonus?

I also don't think that direct comparisons between the Domi and the Eos are really fair or useful. You're going to bring the Eos for different reasons than the Dominix and the Eos will still have better local tank potential as well as better remote rep effectiveness than the Domi because of its resists as well as the potential to speed tank.

Yes, after the Alliance Tourney the Domi is fleet flavor of the month now, but turning the Eos into the new flavor of the month is a bad idea.

Eldrith Jhandar wrote:

There's a lot wrong in this post IMO
Heavy drones are silly fragile and easy to kill, you can kill lights with medium blasters, so if you have a set of ec-900 then any heavy you lose is automatic reduction in your already limited dps
Yes heavies can travel but are still stupid slow, I outrun my own heavies with a mwd, so the 20 (or 30) seconds for them to travel and to do what, apply limited dps because the target is not webbed and the drones will lag behind, the rail Astarte can switch from target to target instantly, all the while doing more dps, yes you 4 unbonused rails will have better tracking than the 11 effective rails of te Astarte

And the devs have specifically stated they want these ships to be able to be full fledged combat ships if you want them to be, not solely links

Even with another slot the eos is worse than the Astarte, I've flown the eos on sisi and get nothing but frustration wishing I was in an Astarte... 10 heavies and that is all is stupid vulnerable to being picked off, if I face an eos in a small gang fight of 5 or 10 I will go after the drones that he cannot afford to lose

The eos needa work to be done on it
I like the uniqueness of making this a heavy drone boat but I wish the tracking included sentries, which are so much more viable on this ship ATM....
It doesn't have enough dronebay
It needs it equal to the Ishtar domi etc


I hadn't really looked to hard at the new Ishtar and I'm a little surprised at those bonuses, at the same time though that makes me thing even more that we don't need another Sentry bonused drone boat, though it is a decent argument for bumping the drone-bay since there's precedent there.

I think I'd really rather see it get a bonus that isn't shared with either the Domi or the Ishtar so it can really perform as its own ship instead of a mid-point between the two were it's always going to not have the speed-tank of the Ishtar or the raw tanking power and fittings of the Domi.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1756 - 2013-08-21 23:13:18 UTC
Eldrith Jhandar wrote:

A side note
The eos gets 152k ehp buffer no slaves
The domi gets 188k ehp no slaves
To mournful who said the eos has more ehp you are wrong



It's considerably more if you include the effect of the links, and over time the MAR (if you opt for one) adds a lot more ehp than a 1600 plate, how much more will depend on incoming dps. However, I'm not going to split hairs.

The point I hope I made was that a sentry tracking and range bonus on the EOS runs the risk of obsoleting the dominix, or at least treading firmly on its toes, and CCP clearly regard the current dominix's bonus as worrisome.

I like the idea of a speed or agility bonus on the Eos. I think a few people have mentioned it. It is skirmishing ship after all, or at least that's what the gang link bonuses suggest.

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".

Ersahi Kir
Brutor Tribe
Minmatar Republic
#1757 - 2013-08-21 23:40:02 UTC
Mournful Conciousness wrote:
I like the idea of a speed or agility bonus on the Eos. I think a few people have mentioned it. It is skirmishing ship after all, or at least that's what the gang link bonuses suggest.


The eos is as much a skirmishing ship as the absolution is an EWAR platform.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1758 - 2013-08-21 23:46:45 UTC
Ersahi Kir wrote:
Mournful Conciousness wrote:
I like the idea of a speed or agility bonus on the Eos. I think a few people have mentioned it. It is skirmishing ship after all, or at least that's what the gang link bonuses suggest.


The eos is as much a skirmishing ship as the absolution is an EWAR platform.


Forgive me, what i meant to say was that the EOS is a ship designed to give on-grid bonuses to arnour skirmishers. But if it itself is as slow as a beached whale, it runs the risk of becoming more of a liability than a boost. So a a speed or agility bonus would be welcome.

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
#1759 - 2013-08-22 00:01:59 UTC
Eldrith's suggestion for the EOS of dropping turret tracking bonus for a drone hp bonus is pretty ******* good.
Eldrith Jhandar
Caldari Provisions
Caldari State
#1760 - 2013-08-22 00:19:19 UTC  |  Edited by: Eldrith Jhandar
Forum deleted my post :c