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[Rubicon] Marauder rebalancing

First post First post First post
Author
Dave Stark
#1541 - 2013-09-02 19:38:27 UTC
Shadalana wrote:
Dave Stark wrote:
excuse the ignorance, i rarely fly missile boats; but why has the golem just lost 25% of it's dps?


defender...common weapon of npcs...


i see, i don't do missions. just incursions where i've never seen an npc use defender missiles, then again i've never seen one get shot with missiles.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#1542 - 2013-09-02 19:52:01 UTC
CCP Ytterbium wrote:
Alright, ran some more tests on our internal servers with suggested changes.

Feedback suggested I ran Buzzkill or Worlds Collide without the web bonus on the Kronos to see how well the ship fared.


Many thanks for this. The ability to function while fitting a MWD and MJD is welcome and satisfies my concerns over mobility.

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".

Doed
Tyrfing Industries
#1543 - 2013-09-02 20:03:52 UTC
People who think Paladin and Kronos needs a web bonus to run lvl 4's are just terrible at shooting red dots, sorry.

Any other bonus as far as lvl 4's go is more useful. Optimal range on the Paladin is esp good.


Kronos seems abit odd though, should atleast get 100m3 bay with 75m3 bandwidth to do good'ish dps with rails at 40-50km mark again. and no, you can't really fit more damage mods as 4 damage mods + 1 T2 RoF rig is as far as it can push it's dps, and projection when you can MWD at 1100ms isn't really a problem, overall it's possible Kronos will run lvl 4's slower(apart from Blockade) and some gurista missions.
MeBiatch
GRR GOONS
#1544 - 2013-09-02 20:07:55 UTC
also i think marauders should get a role bonus to remove the sensor resolution penalty on the Target spectrum breaker mod.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Kusum Fawn
Perkone
Caldari State
#1545 - 2013-09-02 20:12:34 UTC
just want to point out that feedback is also telling you that this is a bad idea,
gj selectively hearing.

and when it hits tq and its a bad idea,

i aint sayin i told you so, but ..

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Zoe Israfil
#1546 - 2013-09-02 20:15:11 UTC  |  Edited by: Zoe Israfil
I would like to reiterate my strong support of these new ships. I'd also like to address a few recurring topics.

Drones:
Many people are saying that their reduced drone bay (not bandwidth) is going to be harsh. I'm assuming that they are referring resupplying in hostile space (not your sov 0.0 or maybe even npc sov). I personally don't see the major issue with this as you have a fairly large cargo bay. While this would not solve the issue if you are in space you can not dock in, I find it rather unlikely you will have one of these ships in undockable space without carrier support.

Damage:
Please read EVE UNI's turret damage wiki article before continuing. I keep seeing people talk about how these monsters are going to lose damage and be over tanked. I think that as they are they appear extremely balanced and well thought out. Why? Projection and stationary.

Projection is a complicated issue, and is poorly understood by many within the EVE community. Because it is hidden, and because the formula is balls complicated, many people pass it off as something that can be ignored and decide to focus on raw paper dps instead. This is a horrible, horrible mistake. I am a minnie pilot and have spent a considerable amount of time reading about projection, and while I don't proclaim to be an expert, I can say with conviction that projection bonuses are vastly superior to damage bonuses in my opinion (on battleships). Just as we have EHP/ raw HP we have Applied DPS/ raw DPS.

It is fairly well understood that at "max falloff" (optimal plus falloff) you are doing 50% of paper dps. As a GENERALIZATION this scales almost linearly throughout falloff (so at half of falloff you are getting -25% of paper dps). What is often not accounted for is the SAME APPLIES TO TRACKING. This means that the target is moving at half of your max tracking you are also getting another -25% to applied damage. How often as pilots are you orbiting a target at ~50% of max falloff? For me it's pretty often. Under these "normal" conditions we can expect almost a 50% reduction in paper dps. The bonuses proposed on these new ships are absolutely amazing in my opinion as they help to mitigate such a loss.

Tank:
While many people are concerned about the ridiculous tanks that will be fielded by these guys, I'd just like to challenge everyone to sit still in their next 7/10 - 9/10. Don't move, just tank. You don't even have to shoot anything. Speed/sig tanking may not be the primary form of tanking on battleships by a huge margin, but I assure you it has a Significant impact.

Stationary:
I don't really have the space to address this in this post, as this is a huge and fantastic change. I will suffice to say that this will have a huge impact on pve/pvp doctrines and will reshape the current way of thinking. I think this is one of the most fantastic changes to happen since I've been playing. I completely support these awesome ships and think they will be a great addition. Please feel free to challenge anything I'm proposing, as I definitely feel strongly about these ships and would like to be involved in the community that may ultimately shape them.
Ralph King-Griffin
New Eden Tech Support
#1547 - 2013-09-02 20:17:15 UTC
I'm on board with it, however,if my npoc can out dps a paladin ill have reservations about dropping over twice the isk.
James Sunder
572 CORP
#1548 - 2013-09-02 20:20:21 UTC
CCP Ytterbium wrote:
Alright, ran some more tests on our internal servers with suggested changes.
What suggested changes did you use exactly?

CCP Ytterbium wrote:
KRONOMNOMNOS:

High:
4x Neutron Blaster Cannon II
1x Salvager II
2x Small Tractor Beams II
1x Bastion transformerthingie™ Module

Med:
1x Large Micro Jump Drive
1x 100mn Microwarpdrive II
1x Heavy Capacitor Booster II (5x Cap Booster 800)
1x Tracking Computer II (Optimal range or Tracking speed scripts)

Low:
1x Imperial Navy Large Armor Repairer
2x Imperial Navy Energized Adaptive Nano Membrane
3x Federation Navy Magnetic Field Stabilizer
1x Tracking Enhancer II

Rigs:
1x Large Hybrid Ambit Extension I
1x Large Hybrid Burst Aerator I
Are we supposed to use this same setup or a similar one every time we fly a Kronos?

CCP Ytterbium wrote:
Drones: 5x Warrior II - you don't need them anyway. Might as well be Peanut Butter II drones for that matter.
Let's not try to be funny...

CCP Ytterbium wrote:
How to wreck things in missions?

Warp in, activate Bastion, use extra projection with Null to smash frigate NPCs while they are closing in (I usually have transversal or radial velocity as overview column to know which ones I should shoot first). Once they're orbiting and you can't hit them anymore, smash cruisers and higher NPCs with Null or Navy Antimatter depending on range. Optional: use drones to kill frigates while dealing with bigger NPCs. Shooting frigates with blasters is a waste when you can let drones do it while you waste other targets.

If all that's left are frigates orbiting you and don't want drones to be shot, wait for Bastion mode to run out (best to anticipate one cycle in advance so you don't have to wait), activate MJD. At 100km away, activate Bastion again, wait for them to come in and smash them to pieces. Sure, you aren't going to do full damage in falloff, but even at 60-70km, all it takes is a single good hit on 4 grouped blasters to wreck them.

Having some battleship NPCs sitting at long range? (quite rare) At more than 50km, use MJD, turn around, then MWD. Less than 50km, just MWD. Funniest moment was the Serpentis / Guristas 120km spawn in Worlds Collide level 4 first room. Jumped straight into the Guristas spawn, then activated Bastion: laughed as they helplessly tried to jam my Kronos while I smashed them to bit at close range. Pay back time for the 1346321 times I got helplessly jammed. That was just my own experience here, your mileage may vary, of course.
No need for a class on how you/ccp would like Marauders to be piloted. If i have to keep using a MWD along with the MJD I am going to need one more mid slot. I think if most had to choose they would take MWD over MJD. However if i could right-click on the MJD and type in a distance like warp to, orbit or keep at that is between 0 and 100km the mod would be great.

CCP Ytterbium wrote:
Hope this wall of text helps a bit (PvE side, as I said, we aren't talking about PvP in this post).
Thank you for giving us info on what we already expected. New Marauders/w Bastion or Pirate Faction BS. What would you rather fly for PVE/PVP after your excitement over this Bastion mod wears off. Also when making threads in 'Features & Ideas' about this type of thing why no just lock it afterword so no one can post? CCP very rarely implements things the community suggests...

Nevyn Auscent
Broke Sauce
#1549 - 2013-09-02 20:24:27 UTC
CCP Ytterbium wrote:

Oh yes, and forgot to mention with a proper deadspace X-L shield booster and a good tank, a single Vargur or Golem can tank the first wave of a Vanguard Incursion by itself. Sure, damage isn't that good when you do (you can't use cap booster, go through charges too fast, thus have to go for cap stable Evil), but the fact remains it's still possible. Even discussing that very fact with other designers as it most likely is far too OP for PvE.


This part concerns me, as it indicates that shield tanking is still far superior to armour tanking. Even after the changes you are making. Since you are over-sizing your rep module, yet are still able to make it cap stable & even with the 15% armour buff coming it's still most likely more cap efficient than armour thanks to boost amps also.
Mephrista
The Shadows In The Warp
#1550 - 2013-09-02 20:26:49 UTC  |  Edited by: Mephrista
Kusum Fawn wrote:
just want to point out that feedback is also telling you that this is a bad idea,
gj selectively hearing.

and when it hits tq and its a bad idea,

i aint sayin i told you so, but ..



Exactly the same thing I'm seeing. He's ignoring all the feedback telling him "No, bad dev... go back in your cage." and still trudging along and patting himself on the back as if it's a good idea.

He seems to be one of those people (better?) who does what he wants no matter how much he screws over someone else and in my opinion is just flat out immaturity.
Ralph King-Griffin
New Eden Tech Support
#1551 - 2013-09-02 20:36:49 UTC
Mephrista wrote:
just flat out immaturity.
personal slander...pot ....kettle
Rroff
Antagonistic Tendencies
#1552 - 2013-09-02 20:43:48 UTC
Ralph King-Griffin wrote:
Mephrista wrote:
just flat out immaturity.
personal slander...pot ....kettle


He didn't exactly put it very tactfully but so far it seems Ytterbium is hell bent on making a ship thats specialised in running blockade and worlds collide extremely quickly and of little use for anything else (other than some niche roles) ignoring any feedback that isn't agreeing with that goal.
Grunnax Aurelius
State War Academy
Caldari State
#1553 - 2013-09-02 20:45:08 UTC
Shadalana wrote:
Dave Stark wrote:
Shadalana wrote:
CCP Ytterbium wrote:

  • Golem with Caldari Navy Torps: 1002 DPS at 37km range (they have 243m explosion radius, 133.125 m/s explosion velocity and 4.2km/s velocity)

  • srsly? even a kronos reaches with Federation Navy Antimatter ~48km...


    how much dps is a golem doing at 37k vs a kronos at 37k? i'm guessing the optimal on a kronos is not 37k.


    a kronos does 20% mehr dps mit faction ammo, has 25% more range with faction and does this damag instant...and of course no defender...

    so i guess:
    golem at 37km: 750 dps
    kronos: ~700 dps instant...and the ability to shoot at 45km, much more worth...


    But does your Kronos have Capless DPS and Tank? Wait.... let me check..... lets see..... oh.... NO YOU CANT!!!

    Therefore Golem is > Kronos

    https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

    Dave Stark
    #1554 - 2013-09-02 20:47:39 UTC
    Grunnax Aurelius wrote:
    Shadalana wrote:
    Dave Stark wrote:
    Shadalana wrote:
    CCP Ytterbium wrote:

  • Golem with Caldari Navy Torps: 1002 DPS at 37km range (they have 243m explosion radius, 133.125 m/s explosion velocity and 4.2km/s velocity)

  • srsly? even a kronos reaches with Federation Navy Antimatter ~48km...


    how much dps is a golem doing at 37k vs a kronos at 37k? i'm guessing the optimal on a kronos is not 37k.


    a kronos does 20% mehr dps mit faction ammo, has 25% more range with faction and does this damag instant...and of course no defender...

    so i guess:
    golem at 37km: 750 dps
    kronos: ~700 dps instant...and the ability to shoot at 45km, much more worth...


    But does your Kronos have Capless DPS and Tank? Wait.... let me check..... lets see..... oh.... NO YOU CANT!!!

    Therefore Golem is > Kronos


    and anything not firing defender missiles is taking 1k dps from the golem, unlike the kronos' limp wristed damage due to not being in optimal range.
    Katrina Oniseki
    Oniseki-Raata Internal Watch
    Ishuk-Raata Enforcement Directive
    #1555 - 2013-09-02 20:51:30 UTC  |  Edited by: Katrina Oniseki
    I still think the tractor beams and bonus need to go. Put those high slots somewhere else more useful, like mids and lows. Or just remove them altogether and give us some slightly better stats in the cap department.

    Katrina Oniseki

    Battle Cube
    Cube Collective
    #1556 - 2013-09-02 20:56:53 UTC  |  Edited by: Battle Cube
    Zoe Israfil wrote:
    I would like to reiterate my strong support of these new ships. I'd also like to address a few recurring topics.

    Drones:
    Many people are saying that their reduced drone bay (not bandwidth) is going to be harsh. I'm assuming that they are referring resupplying in hostile space (not your sov 0.0 or maybe even npc sov). I personally don't see the major issue with this as you have a fairly large cargo bay. While this would not solve the issue if you are in space you can not dock in, I find it rather unlikely you will have one of these ships in undockable space without carrier support.

    Damage:
    Please read EVE UNI's turret damage wiki article before continuing. I keep seeing people talk about how these monsters are going to lose damage and be over tanked. I think that as they are they appear extremely balanced and well thought out. Why? Projection and stationary.

    Projection is a complicated issue, and is poorly understood by many within the EVE community. Because it is hidden, and because the formula is balls complicated, many people pass it off as something that can be ignored and decide to focus on raw paper dps instead. This is a horrible, horrible mistake. I am a minnie pilot and have spent a considerable amount of time reading about projection, and while I don't proclaim to be an expert, I can say with conviction that projection bonuses are vastly superior to damage bonuses in my opinion (on battleships). Just as we have EHP/ raw HP we have Applied DPS/ raw DPS.

    It is fairly well understood that at "max falloff" (optimal plus falloff) you are doing 50% of paper dps. As a GENERALIZATION this scales almost linearly throughout falloff (so at half of falloff you are getting -25% of paper dps). What is often not accounted for is the SAME APPLIES TO TRACKING. This means that the target is moving at half of your max tracking you are also getting another -25% to applied damage. How often as pilots are you orbiting a target at ~50% of max falloff? For me it's pretty often. Under these "normal" conditions we can expect almost a 50% reduction in paper dps. The bonuses proposed on these new ships are absolutely amazing in my opinion as they help to mitigate such a loss.

    Tank:
    While many people are concerned about the ridiculous tanks that will be fielded by these guys, I'd just like to challenge everyone to sit still in their next 7/10 - 9/10. Don't move, just tank. You don't even have to shoot anything. Speed/sig tanking may not be the primary form of tanking on battleships by a huge margin, but I assure you it has a Significant impact.

    Stationary:
    I don't really have the space to address this in this post, as this is a huge and fantastic change. I will suffice to say that this will have a huge impact on pve/pvp doctrines and will reshape the current way of thinking. I think this is one of the most fantastic changes to happen since I've been playing. I completely support these awesome ships and think they will be a great addition. Please feel free to challenge anything I'm proposing, as I definitely feel strongly about these ships and would like to be involved in the community that may ultimately shape them.


    drones: resupply of drones is irritating but yeah not really detrimental
    damage: higher 'paper' dps means the higher dps you CAN apply if conditions are right. You may be able to apply more damage with better application via projection, tracking, but in best case scenarios you will do less dps. And i believe that opt+ 1/2 falloff is more like 85% than 75%

    now for stationary... here you have 2 options:
    1 - MOVE but have less projection - through moving you can get into the range where you can project and do more dps - even more dps

    1- stay still.... but project further. It might be easier to apply damage this way, but your damage cap is lower. And as soon as you move you are either going to be slow, or you are going to MJD out of your effective range, OR you could move quickly with mwd, but then you are dualproping and gimping tracking/opt/tank, or why not just use a ship with just an mwd, and move into range where you have higher possible dps?

    Both are.... viable. But many prefer the ability to output more dps
    Xequecal
    Ministry of War
    Amarr Empire
    #1557 - 2013-09-02 20:57:23 UTC
    People are complaining about the wrong thing here. The main issue with these ships is in the areas where the bastion module are actually really good (lowsec L5 and nullsec) it just leaves you too vulnerable.

    If you are left alone in nullsec anoms, the ISK/hour from these things is vastly superior to any other ship. This is because they let you loot and salvage the entire anomaly while you're running it. You don't need to come back in a noctis. You have 95% of the DPS of the pirate battleship that was getting you 40-50m ticks before, only now, in the same timeframe you were running the anoms before, you get all the loot and salvage as well. That probably close to doubles your income.

    If you scan down a fleet staging point or a 10/10, you don't have to **** around with a pathetic-DPS HML Tengu and constant warpouts. This thing goes in, face tanks the entire final room, pew pews down the overseer structure and gets out in a few minutes.

    In wormholes it's even better, even a C3 will easily provide >250m/hour as long as you have anoms to run. You're not screwing around with a sig-tanking T3, you're vaporizing it with a BS that does double the DPS and salvages everything too at the same time.

    So from that perspective, he's absolutely right. These things absolute crap all over pirate BS for solo PvE. The problem is, if a lot of people start doing this, that's going to bring the gankers out in force and since it locks you in place there's absolutely jack **** you can do to protect yourself. No matter how good your intel, you're going to get a dozen stealth bombers covert cynoed on top of you before you can do anything, or a bunch of cloaky T3s are going to come molest you in your wormhole.
    Zoe Israfil
    #1558 - 2013-09-02 21:08:21 UTC  |  Edited by: Zoe Israfil
    Battle Cube wrote:
    Zoe Israfil wrote:
    I would like to reiterate my strong support of these new ships. I'd also like to address a few recurring topics.

    Drones:
    Many people are saying that their reduced drone bay (not bandwidth) is going to be harsh. I'm assuming that they are referring resupplying in hostile space (not your sov 0.0 or maybe even npc sov). I personally don't see the major issue with this as you have a fairly large cargo bay. While this would not solve the issue if you are in space you can not dock in, I find it rather unlikely you will have one of these ships in undockable space without carrier support.

    Damage:
    Please read EVE UNI's turret damage wiki article before continuing. I keep seeing people talk about how these monsters are going to lose damage and be over tanked. I think that as they are they appear extremely balanced and well thought out. Why? Projection and stationary.

    Projection is a complicated issue, and is poorly understood by many within the EVE community. Because it is hidden, and because the formula is balls complicated, many people pass it off as something that can be ignored and decide to focus on raw paper dps instead. This is a horrible, horrible mistake. I am a minnie pilot and have spent a considerable amount of time reading about projection, and while I don't proclaim to be an expert, I can say with conviction that projection bonuses are vastly superior to damage bonuses in my opinion (on battleships). Just as we have EHP/ raw HP we have Applied DPS/ raw DPS.

    It is fairly well understood that at "max falloff" (optimal plus falloff) you are doing 50% of paper dps. As a GENERALIZATION this scales almost linearly throughout falloff (so at half of falloff you are getting -25% of paper dps). What is often not accounted for is the SAME APPLIES TO TRACKING. This means that the target is moving at half of your max tracking you are also getting another -25% to applied damage. How often as pilots are you orbiting a target at ~50% of max falloff? For me it's pretty often. Under these "normal" conditions we can expect almost a 50% reduction in paper dps. The bonuses proposed on these new ships are absolutely amazing in my opinion as they help to mitigate such a loss.

    Tank:
    While many people are concerned about the ridiculous tanks that will be fielded by these guys, I'd just like to challenge everyone to sit still in their next 7/10 - 9/10. Don't move, just tank. You don't even have to shoot anything. Speed/sig tanking may not be the primary form of tanking on battleships by a huge margin, but I assure you it has a Significant impact.

    Stationary:
    I don't really have the space to address this in this post, as this is a huge and fantastic change. I will suffice to say that this will have a huge impact on pve/pvp doctrines and will reshape the current way of thinking. I think this is one of the most fantastic changes to happen since I've been playing. I completely support these awesome ships and think they will be a great addition. Please feel free to challenge anything I'm proposing, as I definitely feel strongly about these ships and would like to be involved in the community that may ultimately shape them.


    drones: resupply of drones is irritating but yeah not really detrimental
    damage: higher 'paper' dps means the higher dps you CAN apply if conditions are right. You may be able to apply more damage with better application via projection, tracking, but in best case scenarios you will do less dps. And i believe that opt+ 1/2 falloff is more like 85% than 75%

    now for stationary... here you have 2 options:
    1 - MOVE but have less projection - through moving you can get into the range where you can project and do more dps - even more dps

    1- stay still.... but project further. It might be easier to apply damage this way, but your damage cap is lower. And as soon as you move you are either going to be slow, or you are going to MJD out of your effective range, OR you could move quickly with mwd, but then you are dualproping and gimping tracking/opt/tank, or why not just use a ship with just an mwd, and move into range where you have higher possible dps?

    Both are.... viable. But many prefer the ability to output more dps


    I'm just going to post a copy of the table here, because obviously people arn't looking at it...

    Percent of
    Tracking or Falloff | Hit chance | DPS reduction
    0% 100% 0.0%
    25% 95.8% −6.1%
    33.3% 92.6% −10.6%
    50% 84.1% −22.1%
    84.8% 60.8% −50.0%
    100% 50.0% −61.1%
    150% 21.0% −85.2%
    200% 6.25% −94.3%
    300% 0.20% −99.4%

    Projection is better than raw deeps. factor in hit chance with dps drop....
    Aglais
    Ice-Storm
    #1559 - 2013-09-02 21:10:27 UTC
    I have questions.

    -Why did you decide to completely wreck their mobility in normal mode? ABs will be completely useless on the new Marauders, and 100MN MWDs still have such obscene cap useage that no battleship is able to run them for more than three cycles without entering unstable capacitor territory (especially egregious considering that literally every T2 ship I've fiddled with thus far on Sisi is CAP STABLE AT ROUGHLY 40% with nothing but the MWD running- and I am talking about a battleship with nothing but the MWD running as well).

    -What train of thought did you have in deciding that Marauders will specialize in damage projection rather than... Marauding? (It just so happens that the only ship that I feel can 'maraud' at the battleship level is the Machariel.)

    -Why do you think that becoming stationary for a minute will be a good thing in a rapidly shifting battlefield, especially in PvP? Fights can move. Fights can definitely move closer to the Marauder, which once in Bastion mode, is a bigger threat due to better damage projection. It's stationary, cannot warp, and has thin buffer, making up for it with over the top active tanking. But that will be utterly overwhelmed by alpha strike capabilities to the point where the Marauder will be written off entirely and be able to do nothing about it.

    -Why did you choose Marauders for being the link between capitals and subcapitals instead of introducing a new line of T2 battleships? The flavour text of Marauders does not support what is happening to them at all.

    -HOW DOES THE MJD BENEFIT MISSION RUNNING? Please, tell me this, because I have run many, many L4s in a Golem, and honestly, the MJD would just screw everything up. You go too far in a single use, and you must wait roughly a minute in a new Marauder before you can do this again. Or, you can choose to sluggishly chug along at ~95m/s in the new Golem to close the last 20km to the acceleration gate.

    That being said there IS NO CURRENT BATTLESHIP SET that specializes in mobility (and when I say 'mobility' I mean 'speed and agility of a lightly plated battlecruiser'). None. And It is personally my opinion that I think Marauders would fit much better in that niche than being 'mini dreads', with big emphasis on 'mini'. Mini damage output, mini tank, etc.

    I just want to understand why you've chosen this route and seem completely set on following through on it despite the overwhelming desire I'm seeing people have to see different changes implemented.

    Ganthrithor
    School of Applied Knowledge
    Caldari State
    #1560 - 2013-09-02 21:19:23 UTC
    CCP Ytterbium wrote:
    ~*words*~


    Do you ever think about what you're doing? Thanks for describing how literally any battleship that can warp in at and/or maintain range can kill frigates if it wants to. Your approach here works irrespective of whether a ship has a gimmick siege module or not-- I used to do it with a Machariel all the time by simply warping to anomalies at range. If I'd wanted to, I could have fit a MJD to do the same thing.

    Regardless, I'm glad the testing methodology for a ship "re-designed to be more useful for PvP" consists mainly of listening to people's feedback regarding how well the ship will perform in PvE and running missions in highsec to see if they're right. That is, you know, when you're not trying to tank incursion sites with them just for jollies.

    I'm also confused as to why this concept of an overpowered PvE battleship is getting any traction at CCP in the first place, since you guys seemed dead-set on rendering all low clear time ratting setups non-viable (see addition of frigates to anoms to make Talos' not work, hell-nerfing of capital guns and removal of sentries from supercarriers to make supercaps useless for PvE, etc). You guys kept saying that these things had to go because, "people were making way too much money." Now you come back and design ******-proof ratting battleships that will make tanking beyond easy to, "lower clear times by improving damage projection and time spent shooting." Am I the only one who finds this strange? Titan ratting had to be nerfed because they did too much DPS, didn't have to worry about tanking, and were e-war immune, but a battleship that accomplishes essentially the same goals is a design priority at CCP?

    I don't even get how it's possible for the game design team not to see how terrible this whole idea is: it doesn't significantly change people's ability to PvE in battleship hulls; even if it did improve it it, doing so would be at odds with your supposed game design philosophy; the ships will be beyond useless for PvP despite your claims that a main goal of the revamp was to add PvP functionality; and you continually ignore all critical feedback that's not related to "how will these change affect my mission clear-times?"

    Honestly I'm done posting in these pointless dev threads. These dumb ships are going to be rammed through regardless of how many valid criticisms are presented to you, because you've already gone and spent the man hours on art assets before even floating the idea to the players. Next thing we know, these ships will be on SiSi-- mostly unchanged-- so that you guys can ignore another round of feedback and then push them out the door a few weeks later. By the time these bad concepts come up for community review, all that's left is a raging debate over minor differences in final stats rather than the conceptual vetoes that could keep you guys from wasting entire development cycles on stupid gimmicks.