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T3 Strategic Cruiser Rebalance

Author
Arthur Aihaken
CODE.d
#1 - 2013-09-30 12:26:44 UTC
In anticipation of an eventual T3 strategic cruiser rebalance, I decided to take a stab at the Caldari Tengu (changes highlighted in bold).

Tengu Defensive
Supplemental Screening takes a big hit (50%) and shield boosters are slightly reduced with Amplification Node.
  • Adaptive Shielding ... +4% shield resistances, +10% shield transporter
  • Supplemental Screening ... 5%(-5) shield hitpoints
  • Amplification Node ... 7.5%(-2.5) shield booster
  • Warfare Processor ... 2% warfare effectiveness

  • Tengu Electronics
    The CPU Efficiency Gate is the 'odd duck', so it's been given some anti-neutralizer capability. The Obfuscation Manifold sees a slight reduction in ECM range and an increase to gravimetric strength.
  • CPU Efficiency Gate ... 5% CPU output, 2.5%(+2.5) neutralizer reflect / 65km, 18 points, 210mm
  • Dissolution Sequencer ... 15% sensor strength, 5% targeting range / 75km, 20 points, 235mm
  • Emergent Locus Analyzer ... 10% probe strength, 20% tractor range/velocity / 65km, 20 points, 250mm
  • Obfuscation Manifold ... 10%(-2.5) ECM optimal range / 70km, 20(+4) points, 250mm

  • Tengu Engineering
    The only engineering change is an anti-leech component to the Supplemental Coolant Injector, so combined with the CPU Gate this provides a few interesting changes well-suited to PvP.
  • Augmented Capacitor Reservoir ... 5% capacitor / 1225 GJ capacitor, 600 MW grid, +1.0 launcher
  • Capacitor Regeneration ... 5% capacitor recharge / 2100 GJ capacitor, 825 MW grid
  • Power Core Multiplier ... 5% power output / 1225 GJ capacitor, 555 MW grid, +1.0 turret
  • Supplemental Coolant Injector ... 5% heat damage, 5%(+5) leech reflect / 1225 GJ capacitor, 825 MW grid

  • Tengu Offensive
    Accelerated Ejection Bay sees a slight reduction in rate of fire (it's not extremely overgunned) and Covert Reconfiguration sees a two-fold increase to rate of fire (contrary to popular belief, the Tengu has one of the weakest Covert setups - so this gives it a deadly first strike ability). No change to Magnetic Infusion Basin with the medium rail buff. Rifling Launcher Pattern gets the biggest change with explosion radius and explosion velocity bonuses, which when combined with drones give it a lot more options for offensive or defensive strategies.
  • Accelerated Ejection Bay ... 5% kinetic missile damage, 5%(-2.5%) missile rate of fire, 10% heavy/assault velocity
  • Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction
  • Magnetic Infusion Basin ... 5% medium hybrid turrets, 20% optimal range
  • Rifling Launcher Pattern ... 10% ECM strength, 5% missile rate of fire, 5%(+5) explosion radius, 5%(+5) explosion velocity

  • Tengu Propulsion
    No changes to any of the propulsion systems.
  • Fuel Catalyst ... 10% afterburner / 160 m/s velocity, 0.387 inertia
  • Gravitational Capacitor ... 15% warp speed, 15% warp capacitor / 175 m/s velocity, 0.387 inertia
  • Intercalated Nanofibers ... 5% agility / 165 m/s velocity , 0.43 inertia
  • Interdiction Nullifier ... 5% agility / 155 m/s velocity, 0.559 inertia

  • Comments welcome (feel free to share any rebalancing ideas for the other strategic cruisers).

    I am currently away, traveling through time and will be returning last week.

    zbaaca
    Republic Military Tax Avoiders
    #2 - 2013-09-30 15:11:58 UTC  |  Edited by: zbaaca
    tengu tengu tengu tengu tengu tengu . another stupid topic . it became boring 3 month ago


    edit : i lold
    Arthur Aihaken
    [* wrote:
    Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction

    and it get back again 12 effective launchers.

    Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

    Arya Regnar
    Darwins Right Hand
    #3 - 2013-09-30 15:39:43 UTC
    Adaptive Shielding ... +4% shield resistances, +10% shield transporter
    Supplemental Screening ... 5%(-5) shield hitpoints

    Guess which of the two is better?

    Accelerated Ejection Bay ... 5% kinetic missile damage, 5%(-2.5%) missile rate of fire, 10% heavy/assault velocity
    Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction

    Guess which of the two is better?

    OP you are dumb. This is not a personal attack, just a fact that you can't do the most basic math.
    Good thing CCP doesn't put players in charge of rebalance.

    EvE-Mail me if you need anything.

    Drake Doe
    88Th Tax Haven
    #4 - 2013-09-30 16:31:34 UTC
    Arya Regnar wrote:
    Adaptive Shielding ... +4% shield resistances, +10% shield transporter
    Supplemental Screening ... 5%(-5) shield hitpoints

    Guess which of the two is better?

    Accelerated Ejection Bay ... 5% kinetic missile damage, 5%(-2.5%) missile rate of fire, 10% heavy/assault velocity
    Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction

    Guess which of the two is better?

    OP you are dumb. This is not a personal attack, just a fact that you can't do the most basic math.
    Good thing CCP doesn't put players in charge of rebalance.

    I might be wrong but wouldn't the one less launcher for the covert sub offset the higher bonus?

    "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

    Rroff
    Antagonistic Tendencies
    #5 - 2013-09-30 16:49:49 UTC
    IMO nerfing the actual HP on the buffer sub-systems is the wrong way to go about it - they should however get penalties that are inline with that level of tank i.e. sig bloom and in the case of the armor ones also a bit more of an agility penalty.

    Supplemental screening for instance is basically a battlecruiser stat sub-system so should get +252 (give or take) sig instead of +157.
    zbaaca
    Republic Military Tax Avoiders
    #6 - 2013-09-30 16:53:58 UTC
    Drake Doe wrote:

    I might be wrong but wouldn't the one less launcher for the covert sub offset the higher bonus?

    it affects pve only , pvp fit well be more fearsome. like 100ab cloaked tengu with same amount of launchers

    Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

    Drake Doe
    88Th Tax Haven
    #7 - 2013-09-30 17:11:49 UTC
    zbaaca wrote:
    Drake Doe wrote:

    I might be wrong but wouldn't the one less launcher for the covert sub offset the higher bonus?

    it affects pve only , pvp fit well be more fearsome. like 100ab cloaked tengu with same amount of launchers

    Now that I've done the math, I see that this would make the covert sub op, especially considering that a buff in dps isn't needed. However, if it was buffed I think a 5% velocity bonus would be more appropriate.

    "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

    Soldarius
    Dreddit
    Test Alliance Please Ignore
    #8 - 2013-09-30 17:11:54 UTC
    There is only 1 nerf that needs to happen now. Nerf all Tech 3 PG. All of them. Into the ground.

    http://youtu.be/YVkUvmDQ3HY

    Darth Khasei
    Wavestar Business Ventures Inc.
    #9 - 2013-09-30 17:56:23 UTC
    Arya Regnar wrote:
    Good thing CCP doesn't put players in charge of rebalance.



    Respect.Cool

    I agree wholeheartedly with this statement. Player run rebalance based off of fourms where only 10% of the playerbase even posts if that has ALWAYS and will always be fail.
    Zan Shiro
    Doomheim
    #10 - 2013-09-30 21:20:35 UTC
    Soldarius wrote:
    There is only 1 nerf that needs to happen now. Nerf all Tech 3 PG. All of them. Into the ground.



    this be a potentially good area to work from. Part of the "op" is with max fitting skills, some creative fitting and maybe an implant or 2 you can get maybe too much crap on these things.


    I am of the belief lose the 100mn fits and we'd be on the start of a good path there. PG makes this happen.


    Or jsut look at the most common fotm op fits and hit them hard. Since yet another tengu thread....I'd be open to a reasonable nerf to hml/ham tengu in some way to make hybrid more viable. Its not like we get a choice here if we fly caldari and can do guns as well as missiles. I get no strong desire to choose rengu (rail tengu) over rail eagle. Eagle edges out in price actually. Where as I have lots of reasons to favor missile tengu over even improved cerb.

    Arthur Aihaken
    CODE.d
    #11 - 2013-09-30 22:39:29 UTC  |  Edited by: Arthur Aihaken
    Quote:
    zbaaca wrote:
  • Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction
  • and it get back again 12 effective launchers.

    Remedial third grade arithmetic - try it. Covert Reconfiguration supports a maximum of five (5) launchers.

  • Accelerated Ejection Bay ... 6 launchers x 1.25 ROF = 7.5 launchers equivalent
  • Covert Reconfiguration ... 5 launchers x 1.5 ROF = 7.5 launchers equivalent

  • There's also no missile velocity or kinetic damage bonus on the Covert Reconfiguration.

    Arya Regnar wrote:
    OP you are dumb. This is not a personal attack, just a fact that you can't do the most basic math.
    Good thing CCP doesn't put players in charge of rebalance.

    Respectfully, maybe you should check the math again (see above). As for the shield modules, you receive one less mid slot with Adaptive Shielding. Nonetheless...

  • Adaptive Shielding ... 5233.75 shield (20% EM), 3124.44 armor (10% explosive), 2076 hull (0%) = 10434.19 defense
  • Supplemental Screening ... 5233.75 shield (0% EM), 3124.44 armor (10% explosive), 2076 hull (0%) = 10434.19 defense

  • You're right. I obviously suck at math... Roll
    .....

    And yes, I agree with the power grid nerf - but I just wanted to tweak some of the sub-systems, so I left it essentially the same in the first draft. Would an across-the-board 50% power grid nerf to engineering subsystems be too extreme? (capacitor remains the same) With ancillary rigs, power reactors and implants you *might* still be able to run a 100MN afterburner - but you'd all but sacrifice offensive and defensive capabilities.

    This would result in fitting changes to things like medium shield extenders, medium shield boosters, medium batteries and of course, cruiser size afterburners and microwarpdrives.

    I am currently away, traveling through time and will be returning last week.

    Naomi Anthar
    #12 - 2013-09-30 22:57:27 UTC
    Is this real ? CCP announced nerfs to T3s especially to tengu , yet people scream for buffs ?

    Damn ...
    Rroff
    Antagonistic Tendencies
    #13 - 2013-09-30 23:19:14 UTC
    Arthur Aihaken wrote:

    And yes, I agree with the power grid nerf - but I just wanted to tweak some of the sub-systems, so I left it essentially the same in the first draft. Would an across-the-board 50% power grid nerf to engineering subsystems be too extreme? (capacitor remains the same) With ancillary rigs, power reactors and implants you *might* still be able to run a 100MN afterburner - but you'd all but sacrifice offensive and defensive capabilities.

    This would result in fitting changes to things like medium shield extenders, medium shield boosters, medium batteries and of course, cruiser size afterburners and microwarpdrives.


    I'm concerned about the knock on effect of doing that, has potential to make the game a lot more bland. Something that seems to have been increasingly lost sight of lately with development that not everyone is a flavor of the month/cookie cutter fit player and without stuff like the current incarnation of tech3s they'd lose a lot of interest in the game and either play it less or play other stuff instead.
    Arthur Aihaken
    CODE.d
    #14 - 2013-09-30 23:21:53 UTC
    Rroff wrote:
    I'm concerned about the knock on effect of doing that, has potential to make the game a lot more bland. Something that seems to have been increasingly lost sight of lately with development that not everyone is a flavor of the month/cookie cutter fit player and without stuff like the current incarnation of tech3s they'd lose a lot of interest in the game and either play it less or play other stuff instead.


    I still think the T3s would be unique, just not as OP. They can continue to fill a variety of roles - just not do them better than HACs, logistics, EWAR, etc.

    I am currently away, traveling through time and will be returning last week.

    Rroff
    Antagonistic Tendencies
    #15 - 2013-09-30 23:53:07 UTC
    Arthur Aihaken wrote:

    I still think the T3s would be unique, just not as OP. They can continue to fill a variety of roles - just not do them better than HACs, logistics, EWAR, etc.


    Maybe its just me but that sounds pretty boring, tech3s are a lot of what keeps me interested in the game, the rest is pretty much bread and butter, nerfing them towards bread and butter doesn't do it for me.

    Definitely don't think they should become any more powerful than they are and there are 1-2 configurations in isolation that do need reigning in - IMO a lot of the rest just need appropriate trade offs for the stats as per my example above.
    Daichi Yamato
    Jabbersnarks and Wonderglass
    #16 - 2013-10-01 01:52:49 UTC
    Arthur Aihaken wrote:
    Quote:
    zbaaca wrote:
  • Covert Reconfiguration ... 10%(+5) missile rate of fire, 100% cloaking reduction
  • and it get back again 12 effective launchers.

    Remedial third grade arithmetic - try it. Covert Reconfiguration supports a maximum of five (5) launchers.

  • Accelerated Ejection Bay ... 6 launchers x 1.25 ROF = 7.5 launchers equivalent
  • Covert Reconfiguration ... 5 launchers x 1.5 ROF = 7.5 launchers equivalent

  • There's also no missile velocity or kinetic damage bonus on the Covert Reconfiguration.

    Arya Regnar wrote:
    OP you are dumb. This is not a personal attack, just a fact that you can't do the most basic math.
    Good thing CCP doesn't put players in charge of rebalance.

    Respectfully, maybe you should check the math again (see above). As for the shield modules, you receive one less mid slot with Adaptive Shielding. Nonetheless...

  • Adaptive Shielding ... 5233.75 shield (20% EM), 3124.44 armor (10% explosive), 2076 hull (0%) = 10434.19 defense
  • Supplemental Screening ... 5233.75 shield (0% EM), 3124.44 armor (10% explosive), 2076 hull (0%) = 10434.19 defense

  • You're right. I obviously suck at math... Roll
    .....

    And yes, I agree with the power grid nerf - but I just wanted to tweak some of the sub-systems, so I left it essentially the same in the first draft. Would an across-the-board 50% power grid nerf to engineering subsystems be too extreme? (capacitor remains the same) With ancillary rigs, power reactors and implants you *might* still be able to run a 100MN afterburner - but you'd all but sacrifice offensive and defensive capabilities.

    This would result in fitting changes to things like medium shield extenders, medium shield boosters, medium batteries and of course, cruiser size afterburners and microwarpdrives.


    oh dear lord. u DO suck at math...

    6/0.75 (25% rof bonus) = 8 effective launchers
    5/0.5 (50% rate of fire, or basically, 'fires twice as fast') = 10 effective launchers.

    and the reason the adaptive shielding is so much better is because it performs much stronger under RR whilst holding the same ehp.

    LolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLol

    EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

    Daichi Yamato's version of structure based decs