These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Odyssey 1.1] Heavy Assault Cruisers - round two

First post First post First post
Author
elitatwo
Zansha Expansion
#2461 - 2013-08-24 23:28:01 UTC
Jeffrey Donovan wrote:
why cant the cerbus have the same bonus as the hookbill?
20% bonus to Kinetic missile damage, 10% bonus to EM, Explosive, and Thermal missile damage
10% bonus to Missile velocity


or atleast

10% bonus to Kinetic missile damage, 5% bonus to EM, Explosive, and Thermal missile damage


The Hookbil has three launchers and the Cerberus has six.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lloyd Roses
Artificial Memories
#2462 - 2013-08-25 10:41:47 UTC
Large Collidable Object wrote:

Three out of five of those 'HACs' you mentioned are in fact CS - just saying.



You are a bright little fella. You are right, I actually WAS comparing the revamped Tech-II to the strats, I thought I wrote quite in detail how tech II compares to tech III in verious roles.
Jeffrey Donovan
Science and Trade Institute
Caldari State
#2463 - 2013-08-25 11:25:10 UTC
well to me the whole thing atleast for the sac and cerbus is
the cerbus was designed for long distance hm assalts where as the sac was designed for close end tanking and ganking with hams
so i hope they stay along these lines i liked using a sac in small gangsit was fun using reps and hams for closer end high dps shooting!!!!
raawe
Imperial Shipment
Amarr Empire
#2464 - 2013-08-25 13:20:20 UTC
yea, sac is for close range brawl so missile velocity bonus is kinda odd to me and i think it should be changed to something more useful like missile explosion velocity or explosion radius.
Cade Windstalker
#2465 - 2013-08-25 17:35:01 UTC
raawe wrote:
yea, sac is for close range brawl so missile velocity bonus is kinda odd to me and i think it should be changed to something more useful like missile explosion velocity or explosion radius.


It's probably meant to let it fit HAMs and still apply DPS if a miss-timed MWD direction change leaves it at an odd range, as well as allowing it to more effectively fit longer range Heavy Missile setups. With a MWD orbit just out of scram range the Sac would have 20km on it's HAMs (at all 5s), with this bonus that's up to 30km, which gives it less chance of being sling-shotted out of range by an opponent.
Jeffrey Donovan
Science and Trade Institute
Caldari State
#2466 - 2013-08-26 07:24:43 UTC
i personally feel more -dmg and range and some tank for the cerbus
- high dps (rof) and volocety and tank for the sac
thats why i was worried about the talk of cap recharge reduction that was talked about earlier!
I rather get rid of the 3 drones and give more to cap on the sac !!!
Cade Windstalker
#2467 - 2013-08-26 07:35:46 UTC
Jeffrey Donovan wrote:
i personally feel more -dmg and range and some tank for the cerbus
- high dps (rof) and volocety and tank for the sac
thats why i was worried about the talk of cap recharge reduction that was talked about earlier!
I rather get rid of the 3 drones and give more to cap on the sac !!!


The Cerberus is already double bonused for range.

Why does a missile ship need better cap? It's already got great cap recharge.
Devon Weeks
Asteroid Mining Industries
Salt Mining Industrialists
#2468 - 2013-08-26 07:39:12 UTC  |  Edited by: Devon Weeks
[deleted]
Veshta Yoshida
PIE Inc.
Khimi Harar
#2469 - 2013-08-26 07:54:29 UTC
Cade Windstalker wrote:
... with this bonus that's up to 30km, which gives it less chance of being sling-shotted out of range by an opponent.

Which is a very good thing for a kiting ship, but what purpose does that bonus serve for a brawler?
Jeffrey Donovan wrote:
i personally feel more -dmg and range and some tank for the cerbus
- high dps (rof) and volocety and tank for the sac
thats why i was worried about the talk of cap recharge reduction that was talked about earlier!
I rather get rid of the 3 drones and give more to cap on the sac !!!

What is there to spend the cap on? It can already almost pull a dual tank on a small injector .. it (and the Zealot) needs to be treated equally in relation to the others, they ought to have a thing they do really well without being pre-nerfed when trying something else ..

Sacrilege needs application or fight control, that means explosion velocity/radius or one more mid (not likely) or neuting.

Zealot needs tracking, not on the hull but as a fitting choice (gatling pulses) and you can throw in some drones on top if you like, if only to compensate it for the comparatively abysmal capacitor Amarr engineers decided on for one of their most iconic pure laser boats.

It is like the Devs went into the HACs with a clear idea of the what/where/why of the Gallente boats, mid for Deimos due to line in general and increased fight control which is the nemesis of blasters and an Ishtar made based on lessons learned from the Dominix (ie. heavy/sentry differentiation).
Rest basically just got the blanket buffs (cap/sensor/MWD sig) with a tanking preference added to the Muninn .. they are not buffing the HACs, they are buffing the Deimos/Ishtar and distributing pacifiers to the rest in hopes of shutting them up.
Cade Windstalker
#2470 - 2013-08-26 08:55:04 UTC
Veshta Yoshida wrote:
Cade Windstalker wrote:
... with this bonus that's up to 30km, which gives it less chance of being sling-shotted out of range by an opponent.

Which is a very good thing for a kiting ship, but what purpose does that bonus serve for a brawler?


Pretty sure you're still brawling if you're within long point range, or is that reserve for Scram range fights with zero traversal now? A damage application bonus is always going to be at least a little useful because it lets you project damage better. I could ask you a similar question regarding a tracking bonus if you have a dual web fitted.

Veshta Yoshida wrote:
Jeffrey Donovan wrote:
i personally feel more -dmg and range and some tank for the cerbus
- high dps (rof) and volocety and tank for the sac
thats why i was worried about the talk of cap recharge reduction that was talked about earlier!
I rather get rid of the 3 drones and give more to cap on the sac !!!

What is there to spend the cap on? It can already almost pull a dual tank on a small injector .. it (and the Zealot) needs to be treated equally in relation to the others, they ought to have a thing they do really well without being pre-nerfed when trying something else ..

Sacrilege needs application or fight control, that means explosion velocity/radius or one more mid (not likely) or neuting.

Zealot needs tracking, not on the hull but as a fitting choice (gatling pulses) and you can throw in some drones on top if you like, if only to compensate it for the comparatively abysmal capacitor Amarr engineers decided on for one of their most iconic pure laser boats.

It is like the Devs went into the HACs with a clear idea of the what/where/why of the Gallente boats, mid for Deimos due to line in general and increased fight control which is the nemesis of blasters and an Ishtar made based on lessons learned from the Dominix (ie. heavy/sentry differentiation).
Rest basically just got the blanket buffs (cap/sensor/MWD sig) with a tanking preference added to the Muninn .. they are not buffing the HACs, they are buffing the Deimos/Ishtar and distributing pacifiers to the rest in hopes of shutting them up.


Sac already has the missile velocity bonus.

Really most of the damage application bonuses for these ships seem geared toward a MWD play-style, which is fine, but I can also see why it's annoying a few people. In-fact now that I look at things again every ship has a range bonus of one sort or another, so that seems to just be an intentional decision on Rise/CCP's part to make these ships a little more kity/stand-off range focused.

A second glance shows that the Zealot is not, in-fact, having its bonuses altered at all from TQ so I'm not sure what you're complaining about since the Zealot has been one of the mainstays of A-HAC gangs along with the Munnin for a while now.

It's also likely that given how the HAC's are going the pirate Cruisers will end up with a different focus, and since the Ashimmu and Vigilant can already be said to be brawlers(at least from my understanding of the term Roll) and probably the Phantasm as well (when it's used) it's not outside the realm of possibility that the Gila and Cynabal will see some minor re-purposing to be more short-range focused.
DeadDuck
The Legion of Spoon
Curatores Veritatis Alliance
#2471 - 2013-08-26 11:08:15 UTC
raawe wrote:
yea, sac is for close range brawl so missile velocity bonus is kinda odd to me and i think it should be changed to something more useful like missile explosion velocity or explosion radius.



Sorry but this would be disastrous. With the current state of the HAMS that would mean the range would be limited 20Km with the faction Missiles and 16km with the crappy rage.

With the slow sacrilege velocity you can not catch easily your targets and that would mean that you could be disrupted and not being able to deal with the target unless you would use javelins. A Vagabond or any other ship would just have to orbit you at 20km and watch you bleed until dead, unless help would arrive.

The HAM nerf was so bad te Sacrilege REALLLY needs that bonus. If CCP would have not nerfed also so badly the HM's you could still look at the HM versions and eventually drop the bonus, but with their current state if CCP removes the velocity bonus the ship will just be useless.

Veshta Yoshida
PIE Inc.
Khimi Harar
#2472 - 2013-08-26 11:09:26 UTC  |  Edited by: Veshta Yoshida
Cade Windstalker wrote:
Pretty sure you're still brawling if you're within long point range, or is that reserve for Scram range fights with zero traversal now?...

Scram/Web range yes, zero transversal .. what? The shorter the range the more transversal you get out of each m/s speed, brawlers when engaged are slower moving when seen from afar but faster moving in relation to each other.
But for argument sake, if "brawling" was to be extended to cover disruptor range, where does that leave kiting .. 30-50 km and thus only applicable with faction points and boosters?
Cade Windstalker wrote:
Sac already has the missile velocity bonus...

It has it if these changes go through you mean. My argument is that it does not actually help the Sacrilege no matter how you choose to fly/fit it .. it augments HMLs most of all making it a PvE centric bonus because HAMs need the target to be immobilized which just isn't happening without scram/web .. alternative is to add a damage surplus as in the case of the Cerberus to negate the damage reduction inherent in unguided missiles.
Cade Windstalker wrote:
Really most of the damage application bonuses for these ships seem geared toward a MWD play-style, which is fine, but I can also see why it's annoying a few people. In-fact now that I look at things again every ship has a range bonus of one sort or another, so that seems to just be an intentional decision on Rise/CCP's part to make these ships a little more kity/stand-off range focused.

Which is all fine and dandy, except that Deimos, Ishtar, Cerberus and Vagabond and to a lesser degree the Muninn will all have the ability/option to brawl or kite as they see fit with roughly equal strength in either .. some will do it without refitting for Goddess sake (/me waves at Gallente HACs)!
Cade Windstalker wrote:
A second glance shows that the Zealot is not, in-fact, having its bonuses altered at all from TQ so I'm not sure what you're complaining about since the Zealot has been one of the mainstays of A-HAC gangs along with the Munnin for a while now.

It is indeed excellent in blobs, but it will die horribly to ****-fit T1 frigates without the laser porcupine of that AHAC swarm .. been there, done that. How do you propose it be flown outside of a blob .. doesn't have the slots to control a fight because it need injector to run tank, doesn't have tracking (or even the option) to survive without the control which leaves pure buffer fits as only "viable" option and believe it or not, buffers without the ability to hit anything reliably are not really much use at all.

I couldn't care less about what the plans may be for pirate hulls, I want the HACs to meet a common standard as Rise went out of his way to explain .. I and others have bitched and moaned about CCP going back on their scheme of T1 = generalized, T2 = specialized so he specifically stated that it would not hold true for HACs because they are cool (paraphrased) .. he should be forced, coerced and cajoled into fulfilling his own damn idea of what HACs are and not be allowed to apply it to some but not others.

Equal opportunities. That is all.
DeadDuck wrote:
With the slow sacrilege velocity you can not catch easily your targets and that would mean that you could be disrupted and not being able to deal with the target unless you would use javelins. A Vagabond or any other ship would just have to orbit you at 20km and watch you bleed until dead, unless help would arrive...

Nothing you cannot catch will not be able to break your tank .. especially the Vagabond with the explosive heavy barrage he will be forced to use at that range. You see the exact same phenomenon with the Vengeance, it can simply not be kited but it will die easily enough with a bit of neuting and damage mitigation.
Devon Weeks
Asteroid Mining Industries
Salt Mining Industrialists
#2473 - 2013-08-26 11:24:51 UTC
Quote:
I want the HACs to meet a common standard as Rise went out of his way to explain


Could you expand on that? What is this standard? Can you define it concrete terms? It is difficult to have an exchange when we only understand your idea in the abstract. How do HACs fulfill your standard? What universal terms must they all meet?
Veshta Yoshida
PIE Inc.
Khimi Harar
#2474 - 2013-08-26 11:56:05 UTC
Devon Weeks wrote:
Quote:
I want the HACs to meet a common standard as Rise went out of his way to explain


Could you expand on that? What is this standard? Can you define it concrete terms? It is difficult to have an exchange when we only understand your idea in the abstract. How do HACs fulfill your standard? What universal terms must they all meet?

Not my standard. Not my idea. Not my universal terms.

Read the opening three paragraphs in the original post .. thought I made it abundantly clear as what I was alluding to.
DeadDuck
The Legion of Spoon
Curatores Veritatis Alliance
#2475 - 2013-08-26 11:57:20 UTC
Veshta Yoshida wrote:
[Nothing you cannot catch will not be able to break your tank .. especially the Vagabond with the explosive heavy barrage he will be forced to use at that range. You see the exact same phenomenon with the Vengeance, it can simply not be kited but it will die easily enough with a bit of neuting and damage mitigation.


The fact is that I'm not talking about active repper sacs. I'm talking about Buffered ones. These are the kind of ships you will see 99,00% of the times in 0.0 where a logistic wing/squad is present most of the times, and where bomber runs, alpha damage and so on dictates the rules.

An active repper sac can be good enough to low sec but in 0.0 is asking to die in the 1st few seconds to alpha damage or a bomber run. In fact the ship velocity will limitate is use to gangs since it simply doesn't have enough speed to be able to roam alone.
Grath Telkin
Amok.
Goonswarm Federation
#2476 - 2013-08-26 12:00:27 UTC
So is it safe to say that with this being the last week in August and no patch notification that the fabled "1.1 release for August" won't quite make it out in August?

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Harvey James
The Sengoku Legacy
#2477 - 2013-08-26 12:58:49 UTC  |  Edited by: Harvey James
@ RISE

if by any chance you are still reading this thread could you please explain to us the refusal to give the eagle the things it needs
- 210 m/s at least
- 20/20 drones at least
- 10% damage bonus
- more agility
- lower sig

even muninn gets most of these things and it does the same thing although the zealot is in the same boat as the eagle in some respects too .... its minnie favouritism claeraly along with the more numerous resists minnie ships get

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

Deacon Abox
Black Eagle5
#2478 - 2013-08-26 13:58:23 UTC
Harvey James wrote:
@ RISE

if by any chance you are still reading this thread could you please explain to us the refusal to give the eagle the things it needs
- 210 m/s at least
- 20/20 drones at least
- 10% damage bonus
- more agility
- lower sig

even muninn gets most of these things and it does the same thing although the zealot is in the same boat as the eagle in some respects too .... its minnie favouritism claeraly along with the more numerous resists minnie ships get

You don't seem to get what they are trying to do. So even though I don't agree with what they are doing, let me explain why your wish list for the Eagle will not happen. That is, unless they start changing their thinking.

speed : The HACs appear to be being set roughly into a slow sniper and fast/agile brawler/kiter for each. The Eagle is fitting into the sniper paradigm. It will not get more speed. The other ships in this group are the Zealot, Ishtar, and Munnin. It is not seen as needing speed. It has snipe range. It is meant to warp out if things get too close.

dronebay : Being a sniper it like the Zealot has no drones. Why the Munnin of the Minmatar, which have been pushed toward missile use and not drones, is retaining its dronebay is a mystery. The Ishtar of course is being pushed to use its immobile sentrys for sniping.

I agree with you that instead of the Cerb getting a 15/15 dronebay it should be the Eagle. The hull afterall is used for the Gila, which was made a droneboat. The Cerb doesn't really need a dronebay. It will either have 100% range bonused light missiles, or 100% range bonused precision Heavys to shoot at frigs. And if HAM fit then well it probably was looking to kill BSs and as such the dronebay is irrelevant.

The Zealot and the Eagle deserve the small dronebays. So they can at least throw out a few dishonor drones and hope to get a lucky jam on a tackling frig that is under the guns. But I doubt the balancing team will do this. So we will be left with a Cerb that doesn't need drones, an Eagle and Zealot that do but won't get them, and a Munnin and Ishtar that have them.

moar damage : Are you unaware that medium long range guns are getting a damage bonus? If it weren't for the simultaneous tracking nerf this would be a huge buff already.

agility : All of the "sniper HACs" will have poor agility. Range is their thing. They had better be aligned and ready to warp if anything lands next to them. Which is fine. A long range boat should not have good agility or speed. Then it would just be op, not catchable and always able to maintain its range advantage.

Of course this is where the Cerb and Sac stick out as mistakes. The Cerb was given range bonuses. So essentially the Caldari have two sniper HACs. Meanwhile it was also given the agility of a brawler/kiter. And because of the shield tank it can supplement its not great speed with lowslot mods and rigs. The Cerb will be the new more nimble and better ranged Drake in nullsec fleets, and a great new dps boat for lowsec. Hopefully we won't have 3 years of it.Ugh

The Sac will be a useless brick. It appears to have been meant as the Amarr brawler/kiter. But it has terrible agility, and lackluster speed. Being meant to armor tank both agility and speed will only get worse or stay lackluster (rig penalties, plate penalties, active armor lol).

The Ishtar will cross over like the Cerb. It will be able to perform both roles. I do not see much use in sentry sniping. The sentry immobility is pita and gets expensive over time from losing so many tech II sentrys. So it will probably be used more to brawl.

lower sig: Why? It is a shield tank. Once you extender up a shield ship, even a Minmatar one, the sig is not going to be in your favor anyway. Learn to live with it. It is not as bad a tradeoff as the mobility penalties are to armor tanks meant to get into short range.Straight

So there you are. Maybe we will see some sniper HAC use. But I think we will see mostly Zealots in AHAC fittings, Cerbs in nullsec blob fleets or HAM and RLML lowsec dps roles, Ishtars and Deimos in brawler or AHAC roles, and Vagas still in solo/small gang roaming. We will see very little Sac, Eagle, or Munnin. Unless they do something to change the current proposed stats on these ships.Straight

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Harvey James
The Sengoku Legacy
#2479 - 2013-08-26 14:08:35 UTC
i understand all that but ... yet too leave the eagle in its very poor state is just criminal .. even the muninn has 210m/s and its full dronebay yet the eagle has to remain slower than a blackbird which is already an slow turd but at least its an e-war ship so no one cares but with the eagle if they did those things i listed it could also be used as a blasterboat.

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

Jeffrey Donovan
Science and Trade Institute
Caldari State
#2480 - 2013-08-26 14:19:23 UTC
i just say cap because it used to be my tripple reping montor when i used to fly them :)
just like i hope they dont mess up the awesome speed tanking ability of the vaga
I rember the days trying to stay just out of webbing range shooting and hoping i dont get poped :)