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Buffing Dreads / Nerfing siege mode

Author
Rowells
Pator Tech School
Minmatar Republic
#21 - 2013-12-24 04:02:09 UTC
I actually think this is goos. It doesn't make them as versatile as carriers (gonna need a whole helluva a lot of buffs to get even close) but at least you have the option of using them without siege. Dreads are one of two ships i can think of (the other being the rorqual, which is still in better shape) that are so heavily reliant on a single module to be useful. This won't solve the whole problem but its a good start and decent place to work on for future buffs.

And yes phoenix needs help but its problems are less related to siege and more toward missiles mechanics.
Rowells
Pator Tech School
Minmatar Republic
#22 - 2013-12-24 04:05:30 UTC
Dark Drifter wrote:
TheMercenaryKing wrote:


Megathron: 551 DPS




know i know you are trolling, even a standard pvp mega fit has over 1000 DPS

He said there were no mods added. just guns, skills, and T1 ammo. No fittings. keeps things real simple.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#23 - 2013-12-24 04:54:35 UTC
TheMercenaryKing wrote:
Dark Drifter wrote:
TheMercenaryKing wrote:


Megathron: 551 DPS




know i know you are trolling, even a standard pvp mega fit has over 1000 DPS


TheMercenaryKing wrote:

(all level 5, T1 ammo, no mods)
Naglifar: 588 DPS [T2 Siege: 5529 DPS]
Maelstrom: 462 DPS

Megathron: 551 DPS
Moros: 714 DPS [T2 Siege: 6710 DPS]



Again, T1 ammo with NO MODS
Qweasdy
Federal Navy Academy
Gallente Federation
#24 - 2013-12-25 04:08:26 UTC
It would appear my first post was misunderstood, I implied that your suggestions will just result in the same kind of problems that we face with carriers atm except probably even worse.

Capitals are meant to be balanced to fill a niche so as to not damn right overpower subcapitals in all ways while still having their role on the battlefield, in this sense I view dreadnoughts as the most balanced capital ships in the game. with the current meta carriers have taken a hop skip and a jump across the balance line with slowcats, the idea of a purely capital fleet fighting subcapital fleets with no support is actually quite absurd.

Dreadnoughts however cannot do this but are still a formidable force on the field, blap dreads can devastate under the right circumstances and also nothing melts a super like a couple hundred dreads.

What you're proposing will skew this balance immensely, think blap dreads with slowcat logi wiping out anything from supers to battleships to cruisers (slowcat drones). Think about supers, there's no end to the whining about how gamebreaking they are in their current form, only way to kill a supercapital blob is with a bigger supercapital blob etc etc. Well you seriously think having capital ship blobs like this is a good idea?

I think not.

This is a terrible thread. As such, it's locked. - CCP Falcon

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#25 - 2013-12-25 11:00:53 UTC
Capitals in general surely are in need of a quite big rework. About Dreadnoughts, I think doubling the DPS could be considered excessive, but they do could use an increase.

About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode? Nope; why should dreadnoughts be? Siege mode should live up to its name; that is, be excellent when knocking at a station's door, but not great when against other, similary sized ships. Of course it can be used strategically to take advantage of the damage increase, but it shouldn't be a requeriment for anything you want to do with such a ship. And achieving this is not easy task.

To be honest, I have never flown one, but seems like the general opinion is that they're a bit subpar when out of siege mode, and that should not be. Especially the Phoenix, the one who shoots freakin' Saturn-rocket sized missiles at you. And about said missiles I have been shown, I said it before and I will again: capital missiles suffer from a too quick damage drop when target is a bit smaller/faster. Their damage drop factors, their curves, should be softened a bit so that they can be used as effectively as their turret equivalents. Perhaps this is what all missiles need.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#26 - 2013-12-25 21:17:31 UTC
Komodo Askold wrote:
Capitals in general surely are in need of a quite big rework. About Dreadnoughts, I think doubling the DPS could be considered excessive, but they do could use an increase.

About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode? Nope; why should dreadnoughts be? Siege mode should live up to its name; that is, be excellent when knocking at a station's door, but not great when against other, similary sized ships. Of course it can be used strategically to take advantage of the damage increase, but it shouldn't be a requeriment for anything you want to do with such a ship. And achieving this is not easy task.

To be honest, I have never flown one, but seems like the general opinion is that they're a bit subpar when out of siege mode, and that should not be. Especially the Phoenix, the one who shoots freakin' Saturn-rocket sized missiles at you. And about said missiles I have been shown, I said it before and I will again: capital missiles suffer from a too quick damage drop when target is a bit smaller/faster. Their damage drop factors, their curves, should be softened a bit so that they can be used as effectively as their turret equivalents. Perhaps this is what all missiles need.


The problem is their explosion velocity (base):
Citadel Cruise Missile: 29 m/s
Citadel Torpedo: 20 m/s

While the signature does also play a role, since the base velocities are less than 1/2 the base velocity of a super (Aeon base: 60 m/s), the damage drops extremely fast, even though the signature is much larger than the explosion velocity. if the explosion velocities were increased by 10, or even 25/20, then there would be a huge change in damage from capital missiles.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#27 - 2013-12-25 21:23:40 UTC
The drf for missiles is what determines how much damage is actually applied once optimal conditions are exceeded. Simply capital missiles have the highest drf. This is an area they could be re assessed
ShahFluffers
Ice Fire Warriors
#28 - 2013-12-25 22:02:52 UTC  |  Edited by: ShahFluffers
Komodo Askold wrote:
Capitals in general surely are in need of a quite big rework. About Dreadnoughts, I think doubling the DPS could be considered excessive, but they do could use an increase.

About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?

If in any context outside of PvE... yes. Low sensor strength, poor mobility (even with a MJD), and normal battleships doing the same or more DPS for 20 to 30% of the price make Marauders quite useless/unattractive.

Their only saving grace as of now is the Bastion Mode... which in PvP is "niche" at best.

Komodo Askold wrote:
About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?... why should dreadnoughts be?

Because having a jump drive is a game changer and allows people to drop in, apply damage, and jump out before anyone can respond with a counter (which is primarily why Supercarriers are favored). Siege mode is to FORCE dreds to commit to an engagement before they are "useful"... at least for 5 minutes.

To be perfectly honest... I believe all capitals should behave in this fashion. Limited to useless outside of Siege/Triage... awesome within it.
Capital battles would be MUCH more interesting if...
- carriers had to go into Triage mode to apply any reps (because the current meta of 50 non-Tirage Pantheon-fit carriers remote repping ~150,000 hitpoints a second is just broken)...
- Supercarriers had to go into Siege Mode to use their Fighter Bombers (there would be actual risk in ganking a random capital as all ships would have to commit)...


And Titans have been neutered enough in combat.

Komodo Askold wrote:
To be honest, I have never flown one, but seems like the general opinion is that they're a bit subpar when out of siege mode, and that should not be.

Crunch some numbers. See how ridiculous they can get when used in tandem with other capitals. Your views will quickly change.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#29 - 2013-12-25 22:34:11 UTC
ShahFluffers wrote:
Komodo Askold wrote:
Capitals in general surely are in need of a quite big rework. About Dreadnoughts, I think doubling the DPS could be considered excessive, but they do could use an increase.

About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?

If in any context outside of PvE... yes. Low sensor strength, poor mobility (even with a MJD), and normal battleships doing the same or more DPS for 20 to 30% of the price make Marauders quite useless/unattractive.

Their only saving grace as of now is the Bastion Mode... which in PvP is "niche" at best.

Komodo Askold wrote:
About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?... why should dreadnoughts be?

Because having a jump drive is a game changer and allows people to drop in, apply damage, and jump out before anyone can respond with a counter (which is primarily why Supercarriers are favored). Siege mode is to FORCE dreds to commit to an engagement before they are "useful"... at least for 5 minutes.

To be perfectly honest... I believe all capitals should behave in this fashion. Limited to useless outside of Siege/Triage... awesome within it.
Capital battles would be MUCH more interesting if...
- carriers had to go into Triage mode to apply any reps (because the current meta of 50 non-Tirage Pantheon-fit carriers remote repping ~150,000 hitpoints a second is just broken)...
- Supercarriers had to go into Siege Mode to use their Fighter Bombers (there would be actual risk in ganking a random capital as all ships would have to commit)...


And Titans have been neutered enough in combat.

Komodo Askold wrote:
To be honest, I have never flown one, but seems like the general opinion is that they're a bit subpar when out of siege mode, and that should not be.

Crunch some numbers. See how ridiculous they can get when used in tandem with other capitals. Your views will quickly change.



I like the idea of every capital ship having to commit. But a line needs to be drawn of how effective the can be without needing to commit. Currently everyone know capitals are broken. Plan and simple, no one can or should deny that. I expect the capital re-balance to fix a lot. how, i do not know. But we do not know when this will happen. one year? two years? hell they might be the next things re-balanced. the 2x damage | ½ x siege was just and idea to be adjusted. realistically i know this will be unlikely implemented into the game as stated before, a capital fleet of hot-dropping blap ships and carriers.
Secret Squirrell
Allied Press Intergalactic
#30 - 2013-12-26 00:03:30 UTC
TheMercenaryKing wrote:
ShahFluffers wrote:
Komodo Askold wrote:
Capitals in general surely are in need of a quite big rework. About Dreadnoughts, I think doubling the DPS could be considered excessive, but they do could use an increase.

About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?

If in any context outside of PvE... yes. Low sensor strength, poor mobility (even with a MJD), and normal battleships doing the same or more DPS for 20 to 30% of the price make Marauders quite useless/unattractive.

Their only saving grace as of now is the Bastion Mode... which in PvP is "niche" at best.

Komodo Askold wrote:
About them being useless out of Siege Mode... Are Marauders useless when out of Bastion Mode?... why should dreadnoughts be?

Because having a jump drive is a game changer and allows people to drop in, apply damage, and jump out before anyone can respond with a counter (which is primarily why Supercarriers are favored). Siege mode is to FORCE dreds to commit to an engagement before they are "useful"... at least for 5 minutes.

To be perfectly honest... I believe all capitals should behave in this fashion. Limited to useless outside of Siege/Triage... awesome within it.
Capital battles would be MUCH more interesting if...
- carriers had to go into Triage mode to apply any reps (because the current meta of 50 non-Tirage Pantheon-fit carriers remote repping ~150,000 hitpoints a second is just broken)...
- Supercarriers had to go into Siege Mode to use their Fighter Bombers (there would be actual risk in ganking a random capital as all ships would have to commit)...


And Titans have been neutered enough in combat.

Komodo Askold wrote:
To be honest, I have never flown one, but seems like the general opinion is that they're a bit subpar when out of siege mode, and that should not be.

Crunch some numbers. See how ridiculous they can get when used in tandem with other capitals. Your views will quickly change.



I like the idea of every capital ship having to commit. But a line needs to be drawn of how effective the can be without needing to commit. Currently everyone know capitals are broken. Plan and simple, no one can or should deny that. I expect the capital re-balance to fix a lot. how, i do not know. But we do not know when this will happen. one year? two years? hell they might be the next things re-balanced. the 2x damage | ½ x siege was just and idea to be adjusted. realistically i know this will be unlikely implemented into the game as stated before, a capital fleet of hot-dropping blap ships and carriers.


Caps may be broken, but so is a sov mechanic that allows one side to basically blob their way to victory. Now you may disagree, and think that raw numbers should win the day, but I think the other side needs some chance. The problem is that things have gotten to the point that the only one they have is to escalate to caps. When one side brings 1600 to your 600, there just isn't anything else that works. In smaller settings, you may be able to out pilot, or counter to your way to victory, 20v40 that works, even 100v200, but once you get to the numbers that Sov warfare currently has, those options just don't exist. While blobbing is a legitimate strategy, it should not be one that trumps all else.
Draekas Darkwater
Frank Exchange of Views
#31 - 2014-01-07 03:31:00 UTC
This may be a total crap idea, but taking ideas from plenty of sci-fi sources:

Give all dreads access to fit the same number of guns as they do now, with the phoenix given hybrid bonuses. Give them bonuses to both capital and large gun types. Remove gun bonuses and possibly penalties from the siege module.

Give all dreads one launcher slot, and able to fit the revamped siege launcher which then becomes the ships main capital ship weapon, usable only in siege mode. Set the damage/stats for the torpedoes launched to essentially do the kind of damage dreads do now to capital ships and structures. Make the torpedoes target-able and give them a fair number of hit points, and slow enough that it should be possible to shoot them down if you devote the subcap resources and/or tactics to do so.

As a bonus, you could re-task defender missiles to do bonus damage capital torpedoes instead of the useless space in the database they are now.

For the dread pilots, when in siege, you would fire your torps at your primary target, and then use your guns separately if you want. Use capital guns to do extra dps vs caps/structures or large guns to do sub-battleship but useful dps on smaller ships and/or incoming torpedoes.

Should create some interesting fleet dynamics and tactics. You couldn't abuse the torps to kill small stuff if you set the stats correctly, just like the Phoenix sucks now for dread blapping.
Kenrailae
Center for Advanced Studies
Gallente Federation
#32 - 2014-01-07 04:22:34 UTC
TheMercenaryKing wrote:

Attack : higher attack, and (more) fragile
Combat: Lower attack, much better tank

IE, Attack is when you are dropping on some fools and combat is for getting dropped on by fools.



Get rid of the rest of your OP, and work on this one.



The Dreadnaught class exists to fit XL guns and siege mods. *extract random chatter about capital reps blah blah.*


The current iteration of dreads is to put out immense damage at the cost of vulnerability and support(RR, etc).


That shouldn't be changed. Their balance within themselves(Read: Fix Phoenix and minorly buff the Rev/nag) needs worked a bit, but the current iteration is fine.


What would be fun is a new class of capital. Whether it be an escort carrier type deal or a capital built for tanking, Eve kinda needs a new capital class. A or B (ignoring broken super capitals) is kinda boring:(

The Law is a point of View

The NPE IS a big deal

Sabriz Adoudel
Move along there is nothing here
#33 - 2014-01-08 23:02:06 UTC
I have no objection to dreadnoughts going from super-useless out of siege to weak out of siege or even to moderately useful.

Just avoid changes that will make them strong when unsieged, like a certain other capital ship class that shall not be named.


Look at the Vexor for an example. Its strength is its drones - but blow up all the drones and it remains a ship with ~50% of the damage output of a Thorax - enough to be useful but not enough to be strong.

I support the New Order and CODE. alliance. www.minerbumping.com

Kenrailae
Center for Advanced Studies
Gallente Federation
#34 - 2014-01-09 04:34:10 UTC
Dreads(read: Moros) still do 1300+ DPS out of siege. Yeah, they still have crap tracking and all, but 1300 DPS isn't too shabby.


Don't think the answer here is changing dreads.

The Law is a point of View

The NPE IS a big deal

Bobby Frutt
Federal Navy Academy
Gallente Federation
#35 - 2014-01-09 06:53:02 UTC  |  Edited by: Bobby Frutt
Santorium Mabata wrote:
So, with your Idea Full fitted dreads will do +2K DPS out of Siege....

[Thinking] Some Tracking Comp... and Buffer Tank...., range of +150Km with Long Range guns.... 30 Dreads + 40 Carriers....[Thinking]

I FULLY SUPPORT THIS IDEA!!!!

And imagine the rest, if you play EvE, of course.



Nerf tracking then, and/or nerf extra large guns so ship speed becomes a determining factor like how it is with missiles. Now they can't do anything close to that kind of DPS on subcap. Now they are more effective out of siege against all caps.

What's the problem?
Kenrailae
Center for Advanced Studies
Gallente Federation
#36 - 2014-01-09 08:12:49 UTC
Bobby Frutt wrote:
Santorium Mabata wrote:
So, with your Idea Full fitted dreads will do +2K DPS out of Siege....

[Thinking] Some Tracking Comp... and Buffer Tank...., range of +150Km with Long Range guns.... 30 Dreads + 40 Carriers....[Thinking]

I FULLY SUPPORT THIS IDEA!!!!

And imagine the rest, if you play EvE, of course.



Nerf tracking then, and/or nerf extra large guns so ship speed becomes a determining factor like how it is with missiles. Now they can't do anything close to that kind of DPS on subcap. Now they are more effective out of siege against all caps.

What's the problem?



The problem is that the current iteration of Dreadnaughts is not built with functioning out of siege as their primary function. They are built to jump, siege, put out withering fire on large, slow/stationary targets, and then either jump out or die.


For this idea, a new capital class would be better suited. Something that could maybe use siege, or triage, but neither as effective as their carrier/dread counterparts, but is also better suited at combating subcaps and withstanding damage without needing hordes of slow cats perma repping. Changing a working formula isn't the way to go.

The Law is a point of View

The NPE IS a big deal

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