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[Odyssey 1.1] Command Ships

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Lloyd Roses
Artificial Memories
#1881 - 2013-08-28 11:19:01 UTC
raawe wrote:
So let's discuss new command ship bonuses and their cap. It's widely known that most of the time pvp fits on them will be actively tanked and with 4.5 cap per second they will be extremely vaurnable to neuting. Considering the price and training time you need to fly one that should be buffed by some amount to at least new HAC values. Now, considering ship bonuses:

Absolution: 1 tank bonus, 1 laser cap bonus (fitting?), 2 laser dps bonuses
Nighthawk: 1 tank bonus, 1 missile explosion bonus, 2 missile dps bonuses
Astarte: 1 tank bonus, 1 hybrid fallof bonus, 2 hybrid dps bonuses
Sleipnir: 1 tank bonus, 1 projectile fallof bonus, 2 projectile dps bonuses


So, as you can see every dps oriented command ship got 1 tank bonus, 2 dps bonuses and 1 bonus related to main weapon that will either increase damage projection (Astarte & Sleipnir) or increase dps vs smaller/faster targets (Nighthawk) except Absolution that needs to have laser capacitor reduction just to be able to fire them. Now if lasers would have superior damage or tracking i would understand cap bonus on Absolution but like this, already worst turrets will be even worse, and they still use more cap bonused then hybrids. I would suggest to roll cap bonus into special bonus and to add one more dps oriented bonus like tracking (or anything else devs see fit).I personally wouldn't do anything to laser optimal and fallof because scorch. Lasers are so broken atm that even another dps bonus will not make them good and OP but it will be something until devs fix them.

So proposed change:

Absolution
Amarr Battlecruiser skill bonuses:
4% bonus to all Armor Resistances
1-10% bonus to Medium Energy turret something
Command Ships skill bonuses:
5% bonus to Medium Energy Turret rate of fire
10%(+5) bonus Medium Energy Turret damage
3% bonus to strength of Armored Warfare and Information Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
10% bonus Medium Energy Turret capacitor use per level

Any thoughts?



You are very clingy to your perception of comparing hulls based on their bonus-layout. I for one believe there is more to that ship than just a bonus. Yet alone take a HPL and a 425mm AC, the pulse laser will work just fine using scorch without ever bothering for TEs, the AC won't hurt beyond 5km ever without them. So while other Hulls need modules to extend their range beyond the most basic, the abso surely does not (HPL covering all of the range that could e described with linked shiny tacklerange by using scorch, beams even start out with some 650dps on the abso ANYWHERE within pointrange, given your target is properly tackled.

The Current Abso got basically it needs, but capacitor. So one of your 3 mids is most likely going to be a cap booster, unless brawlfit with NOSes (I personally am more of a fan of dualmed neuts and a cap booster even with HPL, but apparently in lowsec they just fit NOSes).

A long time ago and then over and over again: That capacitoruse bonus for Amarrian Spaceships used to make them viable at all, the same way that autocannons without falloffbonus are near unbearable or railplatforms (as eagle/harpy) got double optimal bonus to punch rails up to compete with other BS longrange guns (95km range on harpies, significantly more on an eagle)

- I dislike the Absos damage growing beyond that what it can accomplish right now. For everything but solo or minigang, beams should become pretty standard for the abso, thanks to the ability to project their dps up to 60km, optimal to be mentioned., while aso covering the first 20km using IN multifreq. With a random scrubfit (plate, 2 hardeners, eanm, dcu, 2 heat sinks) you're still looking at some 620dps the first 20km. While having a tank to make a BS a jealous one. If you're really scrub and go for a third HS (personally like a TE/EM-Hardener a lot more), you can even punch the dps up a notch, realising something close to the 700s with multi and beams. Should be noted that beams got a really nice tracking.

As far as pvp fits go, expect 90% of the CS to be buffertanked. (Counting Sleips and Claymores with a single XL-ASB to the buffertanked ones), given the Astartes ongoing struggle with range and speed, don't expect it to be really used a lot in solosituations. Eos will most likely (or as I'd assume) be the one used for solo, as drones in general allow you to adapt quickly to the situation. The Sleipnir has been used a lot solo, and will continue to do so, as it's stats were nothing but mildly enhanced and fitting for some UBERconfigs removed.

Tl;dr: I believe that your particular suggestion isn't constructive for lowsec pvp afterall, absos are one of the more dominant ships in comparison already, will receive a stealthy mini cap buff anyways due to 5 instead of 6 guns, overall a ship that has everything you want for its playstyle, putting aside a strong enough capacitor to never be in need of a cap transfer, NOS or cap booster.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#1882 - 2013-08-28 11:35:45 UTC
Seems this crap going to be implemented in Odyssey 1.1

So Commandships is the point when the ship re-balancing go downhill?

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1883 - 2013-08-28 12:08:08 UTC
Kogh Ayon wrote:
Seems this crap going to be implemented in Odyssey 1.1

So Commandships is the point when the ship re-balancing go downhill?



a statement like this needs a reasoned argument behind it, backed with numerical evidence and documented playtesting to be taken seriously.

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".

Capt Canada
What Corp is it
#1884 - 2013-08-28 13:21:50 UTC
Mournful Conciousness wrote:
Cade Windstalker wrote:
I'm not sure if it's worth 3 Battlecruisers as a solo ship but it's probably worth it if you've got a limited number of pilots with the skills to fit and fly the thing effectively, at least as much as any Navy, Faction, or T2 ship is worth the massive price increase.


A caldari command ship with 3 shield links increases shield resistance by ~25% and repair rate by ~25%. Taking the two together gives about a 60% increase (ignoring stacking penalties for a moment) in the performance of any logistics ships or local shield tanks.

So if your fleet has 3 or more people in it, I'd say it is probably worth the expense. After all, in pvp money is rarely a problem - lack of pilots is, so it's sensible to maximise each pilot's effectiveness.
I would be more inclined to believe, if your fleet has less than 10 in it you would not run a 3 link CS, as the drop in dps to fit the 3rd link would be better overcome by running 2 links each on 2 CS's, as long as it were a T2 gang and isk isn't a consideration. For me, isk is always a consideration.
As we were discussing the pros and cons for those with less than perfect skills (probably a fairly high % of players) regarding the use/usefulness of CS, your realistically looking at lower benefits than your quoted 60% considering the main bonus (3% strength per level) is tied to the CS skill. Having less than perfect skills for a CS makes them less than ideal in a lot of situations. The training bump from level 4 to all 5's is around 90 days to get T2 links and access to leadership implants. Plus another 30 for Cs 5 to get maximum benefit.
Why both faction and T2 mind links have the same training requirements yet totally different attributes. Why not decrease the bonus of the T2 versions to say half that of factions and reduce the pre req to cybernetics 5 and warfare specialist 4. Might make the CS rebalance which essentially only benefits those with max skills a little more balanced. Making the training curve a little less painful as at level 4 specialization you could have a T2 mindlink while using an unbonused link on a T1 BC to give a slightly better fleet boost.


Leto Atal
LoneStar Industries
#1885 - 2013-08-28 13:36:39 UTC
So better DPS with fewer weapon slots. Improved tanking on an already strong set of hulls. Hell yes.

I'll take a slight nerf to the link bonuses in exchange for the ability to get two bonuses from one module in the Navy versions.
Jerick Ludhowe
Internet Tuff Guys
#1886 - 2013-08-28 13:47:14 UTC  |  Edited by: Jerick Ludhowe
4.5/s cap regen across the whole lineup is still lazy fozzie... Not responding to any of the questions in regards to this cap recharge is even more lazy fozzie... Rise understands the concept of varying cap recharge as a balancing tool based on ship needs, why is it that you seem to be less than capable of this? *looks at BCs and Commands* Roll
James Selkirk
Moofus Security Industries
#1887 - 2013-08-28 13:49:35 UTC
Can any balancing compensate for the great big "Shoot Me!" sign command ships have in fleet actions?
Dav Varan
State Protectorate
Caldari State
#1888 - 2013-08-28 15:23:07 UTC
Kevin Emoto wrote:
Another great Minmatar is Fozzied to disuse...


Apparently you didn't learn from the cyclone...haven't seen one of those on the battlefield in months.


Minmatar are projectiles.... Caldari are missiles.



be thankful at least you don't have shonky kin only bonuses on top of the general worthlessness of heavys.
Voi Ta
MIP CZ
#1889 - 2013-08-28 17:22:15 UTC
Hi, what about the skills? Pyfa shows me command ships will need all warfare skills to 5, but i fly command ship now and i have only one to 5. Does it mean i will have to skill them or shall we get skills for free? (as usual)
Sorry for asking if it was answered earlier in this thread, but is is 94 pages now and i dont want to read it all :-)
Mihnea Tepes
Federal Navy Academy
Gallente Federation
#1890 - 2013-08-28 17:26:59 UTC
Phoenix Jones wrote:


And yes CHANGE the BC models. The EOS should have the Myrmidon Hull.



Yes indeed!
Onictus
Federal Navy Academy
Gallente Federation
#1891 - 2013-08-28 17:58:25 UTC
CCP Fozzie wrote:
. When we get the capability to remove offgrid links our plan is to also replace the way links apply so that losing one key ship won't mean you need to take your ball and go home.
Now of course command ships are larger, more expensive and skill intensive than those other key classes, so it will still make sense for them to have significantly better tanks than a recon ship. However at that point the perceived need to have over 300k EHP will be significantly lessened.



So what not only are they going to be ongrid they are going to have to run by squad? With a 250m mindlink in my head.

Not ******* likely.
bloodknight2
Revenu.Quebec
#1892 - 2013-08-28 18:15:47 UTC
Voi Ta wrote:
Hi, what about the skills? Pyfa shows me command ships will need all warfare skills to 5, but i fly command ship now and i have only one to 5. Does it mean i will have to skill them or shall we get skills for free? (as usual)
Sorry for asking if it was answered earlier in this thread, but is is 94 pages now and i dont want to read it all :-)


Oh god...you can't be serious? Where the **** were you in the past 15 months?
Ersahi Kir
Brutor Tribe
Minmatar Republic
#1893 - 2013-08-28 18:19:05 UTC
Onictus wrote:
So what not only are they going to be ongrid they are going to have to run by squad? With a 250m mindlink in my head.

Not ******* likely.


The mindlinks are becoming significantly cheaper as they're moving to the LP stores. The estimate that was give was ~80m for the normal mindlinks, probably a lot more if you get the dual bonus ones.

As a sidenote I find it entertaining that they try to say that the economy is player driven, but they're pretty much admitting that they set the price of LP items.
Cade Windstalker
#1894 - 2013-08-28 18:49:03 UTC  |  Edited by: Cade Windstalker
raawe wrote:
So, as you can see every dps oriented command ship got 1 tank bonus, 2 dps bonuses and 1 bonus related to main weapon that will either increase damage projection (Astarte & Sleipnir) or increase dps vs smaller/faster targets (Nighthawk) except Absolution that needs to have laser capacitor reduction just to be able to fire them. Now if lasers would have superior damage or tracking i would understand cap bonus on Absolution but like this, already worst turrets will be even worse, and they still use more cap bonused then hybrids. I would suggest to roll cap bonus into special bonus and to add one more dps oriented bonus like tracking (or anything else devs see fit).I personally wouldn't do anything to laser optimal and fallof because scorch. Lasers are so broken atm that even another dps bonus will not make them good and OP but it will be something until devs fix them.


Check your numbers, lasers have the best tracking of all long range guns on Beam Lasers and a fantastic mix of tracking and range on Pulse Lasers.

Beams also do better DPS than Rails or Arty and Pulse have better effective range than either Blasters or Autocannons for the damage they project at those ranges.

Please check your numbers before you post asking for something to be "fixed".

Leto Atal wrote:
So better DPS with fewer weapon slots. Improved tanking on an already strong set of hulls. Hell yes.

I'll take a slight nerf to the link bonuses in exchange for the ability to get two bonuses from one module in the Navy versions.


You're not getting 2 bonuses off one module. Navy Mind Links allow you to bonus 2 different types of links off one implant.

Jerick Ludhowe wrote:
4.5/s cap regen across the whole lineup is still lazy fozzie... Not responding to any of the questions in regards to this cap recharge is even more lazy fozzie... Rise understands the concept of varying cap recharge as a balancing tool based on ship needs, why is it that you seem to be less than capable of this? *looks at BCs and Commands* Roll


As Fozzie pointed out, the majority of hulls in Eve right now have the same base cap regen with differing recharge time and max capacitor. We just didn't notice. The HACs are currently the exception to this.

Voi Ta wrote:
Hi, what about the skills? Pyfa shows me command ships will need all warfare skills to 5, but i fly command ship now and i have only one to 5. Does it mean i will have to skill them or shall we get skills for free? (as usual)
Sorry for asking if it was answered earlier in this thread, but is is 94 pages now and i dont want to read it all :-)


These skill changes already happened, you only need those to inject the skill, not fly the ship IIRC.
Cade Windstalker
#1895 - 2013-08-28 20:16:11 UTC
Ersahi Kir wrote:
Onictus wrote:
So what not only are they going to be ongrid they are going to have to run by squad? With a 250m mindlink in my head.

Not ******* likely.


The mindlinks are becoming significantly cheaper as they're moving to the LP stores. The estimate that was give was ~80m for the normal mindlinks, probably a lot more if you get the dual bonus ones.

As a sidenote I find it entertaining that they try to say that the economy is player driven, but they're pretty much admitting that they set the price of LP items.


No.... those were estimates of the cost of said links based on their extensive internal economic data.

They know how much people charge per LP point for most items, what the demand for links is, and how much they are going to cost in the store.

This price will likely go up or down with demand and the economy in general over time, this is simply their estimate of the starting price based on current factors.
Voi Ta
MIP CZ
#1896 - 2013-08-28 20:32:48 UTC
bloodknight2 wrote:
Voi Ta wrote:
Hi, what about the skills? Pyfa shows me command ships will need all warfare skills to 5, but i fly command ship now and i have only one to 5. Does it mean i will have to skill them or shall we get skills for free? (as usual)
Sorry for asking if it was answered earlier in this thread, but is is 94 pages now and i dont want to read it all :-)


Oh god...you can't be serious? Where the **** were you in the past 15 months?

Well, your answer didnt help me much, sir.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1897 - 2013-08-28 20:37:40 UTC
Onictus wrote:
CCP Fozzie wrote:
. When we get the capability to remove offgrid links our plan is to also replace the way links apply so that losing one key ship won't mean you need to take your ball and go home.
Now of course command ships are larger, more expensive and skill intensive than those other key classes, so it will still make sense for them to have significantly better tanks than a recon ship. However at that point the perceived need to have over 300k EHP will be significantly lessened.



So what not only are they going to be ongrid they are going to have to run by squad? With a 250m mindlink in my head.

Not ******* likely.

If that's an issue you can always run without the mindlink, though that said, if you looked at the mindlink changes you'd see that they aren't going to be that expensive after 1.1 for the versions we have now.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1898 - 2013-08-28 20:42:16 UTC
Voi Ta wrote:
bloodknight2 wrote:
Voi Ta wrote:
Hi, what about the skills? Pyfa shows me command ships will need all warfare skills to 5, but i fly command ship now and i have only one to 5. Does it mean i will have to skill them or shall we get skills for free? (as usual)
Sorry for asking if it was answered earlier in this thread, but is is 94 pages now and i dont want to read it all :-)


Oh god...you can't be serious? Where the **** were you in the past 15 months?

Well, your answer didnt help me much, sir.

Nothing is changing in 1.1 regarding the requirements. It already changed in 1.0. The dynamics of the change were explained long before that. Just keep doing what you have been for the last 3-4 months.
Ersahi Kir
Brutor Tribe
Minmatar Republic
#1899 - 2013-08-28 22:16:04 UTC
Cade Windstalker wrote:
No.... those were estimates of the cost of said links based on their extensive internal economic data.

They know how much people charge per LP point for most items, what the demand for links is, and how much they are going to cost in the store.

This price will likely go up or down with demand and the economy in general over time, this is simply their estimate of the starting price based on current factors.


The price will go up or down, but they set the LP rewards for incursions/FW, set the LP cost of faction items, and they set the flat isk cost of the items. Arguing that they're not doing some soft price setting is flat out ignorant.
Cade Windstalker
#1900 - 2013-08-28 22:49:33 UTC
Ersahi Kir wrote:
Cade Windstalker wrote:
No.... those were estimates of the cost of said links based on their extensive internal economic data.

They know how much people charge per LP point for most items, what the demand for links is, and how much they are going to cost in the store.

This price will likely go up or down with demand and the economy in general over time, this is simply their estimate of the starting price based on current factors.


The price will go up or down, but they set the LP rewards for incursions/FW, set the LP cost of faction items, and they set the flat isk cost of the items. Arguing that they're not doing some soft price setting is flat out ignorant.


So what's your point? They also set mineral spawn rates throughout all of Eve, the mineral costs of the ships, and a dozen other things that go into the game.

It's almost like they're balancing the game! Shocked

They don't set prices directly and they don't tell players what to spend money or LP on. They're simply balancing the relative fixed costs of different items in the game and there's nothing wrong with that.